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  Scotti lived very comfortably off the bribes from Lord Atrius and Lord Vanech. Every week, a letter would arrive from Jurus or Basth asking about the status of negotiations. Gradually, these letters ceased coming, and more urgent ones came from the Minister of Trade and the Silvenar himself. The War of the Blue Divide with Summurset Isle ended with the Altmeri winning several new coastal islands from the Wood Elves. The war with Elsweyr continued, ravaging the eastern borders of Valenwood. Still, Vanech and Atrius fought over who would help.

  One fine morning in the early spring of the year 3E 398, a courier arrived at Decumus Scotti's door.

  "Lord Vanech has won the Valenwood commission, and requests that you and the contracts come to his hall at your earliest convenience."

  "Has Lord Atrius decided not to challenge further?" asked Scotti.

  "He's been unable to, having died very suddenly, just now, from a terribly unfortunate accident," said the courier.

  Scotti had wondered how long it would be before the Dark Brotherhood was brought in for final negotiations. As he walked toward Lord Vanech's Building Commission, a long, severe piece of architecture on a minor but respectable plaza, he wondered if he had played the game, as he ought to have. Could Vanech be so rapacious as to offer him a lower percentage of the commission now that his chief competitor was dead? Thankfully, he discovered, Lord Vanech had already decided to pay Scotti what he had proposed during the heat of the winter negotiations. His advisors had explained to him that other, lesser building commissions might come forward unless the matter were handled quickly and fairly.

  "Glad we have all the legal issues done with," said Lord Vanech, fondly. "Now we can get to the business of helping the poor Bosmeri, and collecting the profits. It's a pity you weren't our representative for all the troubles with Bend'r-mahk and the Arnesian business. But there will be plenty more wars, I'm sure of that."

  Scotti and Lord Vanech sent word to the Silvenar that at last they were prepared to honor the contracts. A few weeks later, they held a banquet in honor of the profitable enterprise. Decumus Scotti was the darling of the Imperial City, and no expense was spared to make it an unforgettable evening.

  As Scotti met the nobles and wealthy merchants who would be benefiting from his business dealings, an exotic but somehow faintly familiar smell rose in the ballroom. He traced it to its source: a thick roasted slab of meat, so long and thick it covered several platters. The Cyrodilic revelers were eating it ravenously, unable to find the words to express their delight at its taste and texture.

  "It's like nothing I've ever had before!"

  "It's like pig-fed venison!"

  "Do you see the marbling of fat and meat? It's a masterpiece!"

  Scotti went to take a slice, but then he saw something imbedded deep in the dried and rendered roast. He nearly collided with his new employer Lord Vanech as he stumbled back.

  "Where did this come from?" Scotti stammered.

  "From our client, the Silvenar," beamed his lordship. "It's some kind of local delicacy they call Unthrappa."

  Scotti vomited, and didn't stop for some time. It cast rather a temporary pall on the evening, but when Decumus Scotti was carried off to his manor house, the guests continued to dine. The Unthrappa was the delight of all. Even more so when Lord Vanech himself took a slice and found the first of two rubies buried within. How very clever of the Bosmer to invent such a dish, the Cyrodiils agreed.

  Darkest Darkness

  by Anonymous

  In Morrowind, both worshippers and sorcerers summon lesser Daedra and bound Daedra as servants and instruments.

  Most Daedric servants can be summoned by sorcerers only for very brief periods, within the most fragile and tenuous frameworks of command and binding. This fortunately limits their capacity for mischief, though in only a few minutes, most of these servants can do terrible harm to their summoners as well as their enemies.

  Worshippers may bind other Daedric servants to this plane through rituals and pacts. Such arrangements result in the Daedric servant remaining on this plane indefinitely -- or at least until their bodily manifestations on this plane are destroyed, precipitating their supernatural essences back to Oblivion. Whenever Daedra are encountered at Daedric ruins or in tombs, they are almost invariably long-term visitors to our plane.

  Likewise, lesser entities bound by their Daedra Lords into weapons and armor may be summoned for brief periods, or may persist indefinitely, so long as they are not destroyed and banished. The class of bound weapons and bound armors summoned by Temple followers and conjurors are examples of short-term bindings; Daedric artifacts like Mehrunes Razor and the Mask of Clavicus Vile are examples of long-term bindings.

  The Tribunal Temple of Morrowind has incorporated the veneration of Daedra as lesser spirits subservient to the immortal Almsivi, the Triune godhead of Almalexia, Sotha Sil, and Vivec. These subordinate Daedra are divided into the Good Daedra and the Bad Daedra. The Good Daedra have willingly submitted to the authority of Almsivi; the Bad Daedra are rebels who defy Almsivi -- treacherous kin who are more often adversaries than allies.

  The Good Daedra are Boethiah, Azura, and Mephala. The hunger is a powerful and violent lesser Daedra associated with Boethiah, Father of Plots -- a sinuous, long-limbed, long-tailed creature with a beast-skulled head, noted for its paralyzing touch and its ability to disintegrate weapons and armor. The winged twilight is a messenger of Azura, Goddess of Dusk and Dawn. Winged twilights resemble the feral harpies of the West, though the feminine aspects of the winged twilights are more ravishing, and their long, sharp, hooked tails are immeasurably more deadly. Spider Daedra are the servants of Mephala, taking the form of spider-humanoid centaurs, with a naked upper head, torso, and arms of human proportions, mounted on the eight legs and armored carapace of a giant spider. Unfortunately, these Daedra are so fierce and irrational that they cannot be trusted to heed the commands of the Spinner. As a consequence, few sorcerers are willing to either summon or bind such creatures in Morrowind.

  The Bad Daedra are Mehrunes Dagon, Malacath, Sheogorath, and Molag Bal. Three lesser Daedra are associated with Mehrunes Dagon: the agile and pesky scamp, the ferocious and beast-like clannfear, and the noble and deadly dremora. The crocodile-headed humanoid Daedra called the daedroth is a servant of Molag Bal, while the giant but dim-witted ogrim is a servant of Malacath. Sheogorath's lesser Daedra, the golden saint, a half-clothed human female in appearance, is highly resistant to magic and a dangerous spellcaster.

  Another type of lesser Daedra often encountered in Morrowind is the Atronach, or Elemental Daedra. Atronachs have no binding kinship or alignments with the Daedra Lords, serving one realm or another at whim, shifting sides according to seduction, compulsion, or opportunity.

  The Death Blow of Abernanit

  With Explains by the sage

  Geocrates Varnus

  Broken battlements and wrecked walls

  Where worship of the Horror (1) once embraced.

  The bites of fifty winters (2) frost and wind

  Have cracked and pitted the unholy gates,

  And brought down the cruel, obscene spire.

  All is dust, all is nothing more than dust.

  The blood has dried and screams have echoed out.

  Framed by hills in the wildest, forlorn place

  Of Morrowind

  Sits the barren bones of Abernanit.

  When thrice-blessed Rangidil (3) first saw Abernanit,

  It burnished silver bright with power and permanence.

  A dreadful place with dreadful men to guard it

  With fever glassed eyes and strength through the Horror.

  Rangidil saw the foes' number was far greater

  Than the few Ordinators and Buoyant Armigers he led,

  Watching from the hills above, the field and castle of death

  While it stood, it damned the souls of the people

  Of Morrowind.

  Accursed, iniquitous castle Abernanit.

 
The alarum was sounded calling the holy warriors to battle

  To answer villiany's shield with justice's spear,

  To steel themselves to fight at the front and be brave.

  Rangidil too grasped his shield and his thin ebon spear

  And the clamor of battle began with a resounding crash

  To shake the clouds down from the sky.

  The shield wall was smashed and blood staunched

  The ground of the field, a battle like no other

  Of Morrowind

  To destroy the evil of Abernanit.

  The maniacal horde were skilled at arms, for certes,

  But the three holy fists of Mother, Lord, and Wizard (4) pushed

  The monster's army back in charge after charge.

  Rangidil saw from above, urging the army to defend,

  Dagoth Thras (5) himself in his pernicious tower spire,

  And knew that only when the heart of evil was caught

  Would the land e'er be truly saved.

  He pledge then by the Temple and the Holy Tribunal

  Of Morrowind

  To take the tower of Abernanit.

  In a violent push, the tower base was pierced,

  But all efforts to fell the spire came to naught

  As if all the strength of the Horror held that one tower.

  The stairwell up was steep and so tight

  That two warriors could not ascend it side by side.

  So single-file the army clambered up and up

  To take the tower room and end the reign

  Of one of the cruellest petty tyrants in the annals

  Of Morrowind,

  Dagoth Thras of Abernanit.

  They awaited a victory cry from the first to scale the tower

  But silence only returned, and then the blood,

  First only a rivulet and then a scarlet course

  Poured down the steep stairwell, with the cry from above,

  "Dagoth Thras is besting our army one by one!"

  Rangidil called his army back, every Ordinator and

  Buoyant Armiger, and he himself ascended the stairs,

  Passing the bloody remains of the best warriors

  Of Morrowind

  To the tower room of Abernanit.

  Like a raven of death on its aerie was Dagoth Thras

  Holding bloody shield and bloody blade at the tower room door.

  Every thrust of Rangidil's spear was blocked with ease;

  Every slash of Rangidil's blade was deflected away;

  Every blow of Rangidil's mace was met by the shield;

  Every quick arrow shot could find no purchase

  For the Monster's greatest power was in his dread blessing

  That no weapon from no warrior found in all

  Of Morrowind

  Could pass the shield of Abernanit.

  As hour passed hour, Rangidil came to understand

  How his greatest warriors met their end with Dagoth Thras.

  For he could exhaust them by blocking their attacks

  And then, thus weakened, they were simply cut down.

  The villain was patient and skilled with the shield

  And Rangidil felt even his own mighty arms growing numb

  While Dagoth Thras anticipated and blocked each cut

  And Rangidil feared that without the blessing of the Divine Three

  Of Morrowind

  He'd die in the tower of Abernanit.

  But he still poured down blows as he yelled,

  "Foe! I am Rangidil, a prince of the True Temple,

  And I've fought in many a battle, and many a warrior

  Has tried to stop my blade and has failed.

  Very few can anticipate which blow I'm planning,

  And fewer, knowing that, know how to arrest the design,

  Or have the the strength to absord all of my strikes.

  There is no greater master of shield blocking in all

  Of Morrowind

  Than here in the castle Abernanit.

  My foe, dark lord Dagoth Thras, before you slay me,

  I beg you, tell me how you know how to block."

  Wickedly proud, Dagoth Thras heard Rangidil's plea,

  And decided that before he gutted the Temple champion,

  He would deign to give him some knowledge for the afterlife,

  How his instinct and reflexes worked, and as he started

  To explain, he realized that he did not how he did it,

  And watched, puzzled, as Rangidil delivered what the tales

  Of Morrowind

  Called "The death blow of Abernanit."

  Geocrates Varnus explains:

  (1) "The Horror" refers to the daedra prince Mehrunes Dagon.

  (2) "Fifty winters" suggests that the epic was written fifty years after the Siege of Abernanit, which took place in 3E 150.

  (3) "Thrice-blessed Rangidil" is Rangidil Ketil, born 2E 803, died 3E 195. He was the commander of the Temple Ordinators, and "thrice-blessed" by being blessed by the Tribunal of Gods.

  (4) "Mother, Lord, and Wizard" refers to the Tribunal of Almalexia, Vivec, and Sotha Sil.

  (5) "Dagoth Thras" was a powerful daedra-worshipper of unknown origin who declared himself the heir of the Sixth House, though there is little evidence he descended from the vanished family.

  The Death of a Wanderer

  The last time I saw the old Argonian, I was taken by how alive he seemed, even though he was in the throes of death.

  "The secret," he said, "of staying alive... is not in running away, but swimming directly at danger. Catches it off-guard."

  "Is that how you managed to find this claw?" I asked, brandishing the small carving as if it were a weapon. I had found it among his possessions, which I was helping him to divvy amongst his beneficiaries. "Should it also go to your cousin? Dives-From-Below?"

  At this, his mouth widened, exposing his fangs. If I hadn't known him as long as I had I would think he was snarling, but I knew that to be a smile. He croaked a few times to attempt laughter, but ended up wheezing and coughing, his rancid blood spraying across the bedsheets.

  "Do you know what that is?" he asked between coughing fits.

  "I've heard stories," I answered, "the same as you. Looks like one of the claws, for opening the sealing-doors in the ancient crypts. I've never seen one myself, before."

  "Then you know I would only wish that thing upon a mortal enemy. Giving it to my cousin would just be encouraging him to run into one of those barrows and get split by a Draugr blade."

  "So you want me to have it, then?" I joked. "Where did you even get this?"

  "My kind can find things that your people assumed were gone. Drop something to the bottom of a lake, and a Nord will never see it again. Amazing what you can find along the bottoms."

  He was staring at the ceiling now, and but the way his fogged eyes darted around, I could tell he was seeing his memories instead of the cracked stone above us.

  "Did you ever try to use it?" I whispered to him, hoping he could hear me through his fog.

  "Of course!" he snapped, suddenly lucid. His eyes widened and fixed on me. "Where do you think I got this?" he barked, tearing his tunic open to show a white scar forming a large star-shaped knot in the scales beneath his right shoulder. "Blasted Draugr got the drop on me. Just too many of them."

  I felt awful, since I knew how much he hated talking about the battles he had been in. To him, it was enough that he had survived, and any stories would amount to boasting. We both sat quietly for several minutes, his labored breathing the only sound.

  He was the one to break the silence. "You know what always bothered me?" he asked. "Why they even bothered with the symbols."

  "The what?"

  "The symbols, you fool, look at the claw."

  I turned it over in my hand. Sure enough, etched into the face were three animals. A bear, an owl, and some kind of insect.

  "What do the symbols mean, Deerkaza?"

  "The se
aling-doors. It's not enough to just have the claw. They're made of massive stone wheels that must align with the claw's symbols before they'll open. It's a sort of lock, I suppose. But I didn't know why they bothered with them. If you had the claw, you also had the symbols to open the door. So why..."

  He was broken up by a coughing fit. It was the most I had heard him speak in months, but I could tell how much of a struggle it was. I knew his mind, though, and helped the thought along.

  "Why even have a combination if you're going to write it on the key?"

  "Exactly. But as I lay bleeding on that floor, I figured it out. The Draugr are relentless, but far from clever. Once I was downed, they continued shuffling about. To no aim. No direction. Bumping against one another, the walls."

  "So?"

  "So the symbols on the doors weren't meant to be another lock. Just a way of ensuring the person entering was actually alive and had a functioning mind."

  "Then the doors..."

 

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