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 ;)

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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. 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.
Last edited by Miraclestone on Wed Aug 22, 2018 2:46 pm, edited 7 times in total.

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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 so to many who have read this far would 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 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 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.
Last edited by Miraclestone on Wed Aug 22, 2018 2:46 pm, edited 3 times in total.

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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 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 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 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 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 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.

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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

For 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 on 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 are 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 straight 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.
Last edited by Miraclestone on Sun Aug 26, 2018 6:03 pm, edited 9 times in total.

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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 a 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 the 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 as they 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 in the Conjuration department.
Last edited by Miraclestone on Thu Sep 06, 2018 4:30 am, edited 1 time in total.

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Post by Miraclestone » Thu Sep 06, 2018 4:16 am

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.

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

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.
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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