677. The shambling dead

677 (a). The shambling dead

Just to the Southwest of the town of Cropsford lies the Ayleid ruins of Culotte. An ancient Ayleid Well can be also be found at the site around which the townsfolk had once reported seeing cultists, but now all they see are ghouls, wraiths and zombies. Cropsford’s leaders, fearing that the undead will one day come shambling into town, occasionally pay mercenaries like myself to the go to the ruins and cull their numbers.

The townsfolk blame the cultists for stirring up the undead and perhaps they are right. But the cultists are long gone now and the undead continue to rise. Perhaps it is the enduring power of these Ayleid Wells that fuels their necromantic spells long after the cultists are gone. I recall seeing one such Well on the Isle of Betnikh at the ruins of Moriseli, where the Orc spirits of the Seamount Clan were summoned by the Reachman cultist Drusilla Nerva. Long after I had cut her down and set the restless spirit of Warcaller Targoth to rest, the Orc spirits continue to rise and roam. And again in Glenumbra, an Ayleid Well lies at the heart of the ruin’s of Enduum, where no matter how many skeletons are smashed by spell and blade, more soon rise to replace them.

677 (e). The shambling dead

The wells themselves are said to replenish their magicka at midnight, thus such necromantic spells may in effect, be eternal. To my mind such fountains of power should not be left unattended, I might even go so far as to suggest that they all be destroyed. It is all well and good for the scholars and mages to claim that one day they may learn to harness the magicka for the good of Tamriel. Yet it has been almost 3000 years since the Empire of the Ayleids fell and we know as little about them now as we did then.

677 (h). The shambling dead

S.K

676. The trouble with goblins

676 (a). The trouble with goblins

You can’t go far outside of Cropsford without seeing a goblin or two hiding amongst the trees, or skulking in the hillsides, just waiting upon an opportunity to pillage the storehouse or any harvest left unguarded in the fields. The leaders of the town fear that the many small tribes will one day band together and attack Cropsford in number. So certain are they of this inevitable attack that they have taken to hiding some of their books and tomes by a waterfall just outside of the town lest the goblins destroy them in a raid, as they have heard stories of town’s entire libraries being striped for kindling.

They say that members of the largest tribe, the Bloody Hand, have been spotted lurking on the outskirts, watching the villagers. They ask me to ‘deal’ with one of the skirmishers, to dissuade any imprudent endeavours the goblins might be planning. Yet not all see the goblins as an impending menace. A reclusive chef from Daggerfall for instance has taken to feeding one, and almost adopting it as a tamed pet. Although he does not see it that way, claiming they are misunderstood and when treated kindly, can be friendly, and loving… which sounds much like a tamed pet. In much the same way however, the town leaders themselves think they can fend off future attacks by the goblins by simply allowing them to raid their warehouse occasionally. It makes about as much sense to me as a shepherd allowing a wolf pack the odd sheep from his flock every now and again to abate their appetite.

But even so, the leaders still understand that pests need to be culled in order to keep them under control, so I am sent into nearby Timberscar Hollow to kill a goblin leader. Unfortunately when I return I learn that the Bloody Hand goblins have again raided the storehouse, but this time they took the seeds upon which next year’s crops depend; without them, the town will possibly starve. Whilst several townsfolk chased the goblins back to their lair in Cracked Wood Cave, none have returned. So it is for me to retrieve the seeds, and rather then treating them as misbehaving pets, I shall hunt them down like the wild beasts they are.

S.K

675. Cropsford

The town of Cropsford in the Nibenay Basin of Southern Cyrodiil has been a successful farming settlement for as long as anyone can remember. Once it would provision the grand market in the Imperial City, now it primarily supplies the markets at the local castles of Alessia and Drakelowe. This despite the town being in the heart of what the goblins consider to be their territory. Two local tribes in particular seem to have grown bolder of late, skulking around the outskirts of the town seeking any opportunity to pillage unguarded food and produce. Thankfully they are not daring enough as yet to attack the town, but the leaders believe it is only a matter of time.

Despite this threat, and the menace of the risen undead from the nearby ruins of Culotte, the town has remained a relative safe haven for its people, and also remarkably unaffected by the ongoing Banners war. The leaders believe that this is thanks to the blessings of their patron Zenithar. They tell me that the god watches over them because the people of the town personify everything Zenithar stands for; cultivation, hard work, trade, and community.

Upon my arrival I am tasked with the collecting of sacks of produce from around the town ready for market, not a usual undertaking for a mercenary such as myself. Sure I consider myself strong, but farming labour requires a different type of strength that can break the backs of even the most stalwart soldier. It seems not all the villagers however, many of whom are not native to Cyrodiil, are willing to share credit for their hard work and successful harvest with a god, as I am also asked to collect the offerings to Zenithar from some reluctant villagers. I guess it can be difficult to adapt to a new society when you do not share their beliefs, especially when those beliefs require you to make a sacrifice. But people must respect the traditions of their neighbours and be prepared to make personal sacrifices for the common good of the community, even if they don’t share their beliefs. Because that is what a community is; Individuals making sacrifices for the good of the many, and then in turn they will find that the community will be willing to make sacrifices for them.

675 (j). Cropsford

S.K

674. Between the notes, my blade doth sing

The Newt Cave which lies just southeast of the town of Cropsford, was once notorious as a hidden den for smugglers. Some speculate that there is still treasure to be found deep within its darkest caverns, but one would first have to contend with a mischief of trolls and a small colony of giant bats.

Unlike the Bloodmayne Cave further to the south where, under the reign of the Spriggan Acanthia, there existed a relative peace between the various species that dwelt there, here at The Newt Cave, there are two leaders that vie for supremacy; the troll Graveltooth, and Rock Wing, a giant bat.

Thus there are tensions throughout the caverns between the two species. The atmosphere feels strained like the taunt strings of an instrument waiting to be struck. It would take a skilled bard but a short riff or a brief motif to discover just the right note to pluck to break the fibres of this tension and turn the creatures within, one upon another.

Bah, if only I weren’t so tone deaf.

S.K

673. A grievous gift

673 (a). A grievous gift

As battles rage between the Banners over the nearby bridges, it appears my only way across the Niben River may be a makeshift bridge found at the Lunar Fang docks; although it looks as though it has been rebuilt more times then the gates of Orsinium. I spy figures moving about amongst the crates upon the wharf. Obviously this dock is still very much in operation, but by whom?

I decide to chance this rickety bridge rather then risk running afoul of any Aldmeri or Ebonheart parties, but no sooner had I begun crossing then I became aware of the rather pungent musty smell of wet dogs; I am soon to discover why. Hoping to sneak past unnoticed, I stealthy approach the people working upon the wharf, but they sense my presence without first seeing me. As they turn towards me, each starts a grisly and grotesque transformation from ordinary man and mer into werewolf.

It is not often werewolf packs choose to reveal their ‘gifts’ in the open so readily. There was the Greycloak mercenaries of course, who rampaged across the central wastelands of Craglorn, and back in Glenumbra the area between Aldcroft and Camlorn was practically overrun. But most smaller werewolf packs I encounter choose to hide themselves away in caves and delves. What is most impressive about this pack at the Lunar Fang Docks is that they appear to have mastered their ‘gift’, seemingly able to transform at will. I suspect news of their talent would be very much of interest to the villagers of Kerbol’s Hollow, back in Bangkorai.

673 (h). A grievous gift

Just what this pack are doing here or who they are doing it for will alas have remain a mystery for now, for each choose to die by my blade rather then give up their secrets. They say that there is no beast more savage than a raging werewolf, and whilst that may be true, for they indeed gain in both strength and ferocity, their rage seems to cost them any natural sense of self preservation. How grievous the consequences of their ‘gift’ seem to be.

S.K