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by Bethesda Softworks


  The Legend of the Krately House

  By Baloth-Kul

  DRAMATIS PERSONAE

  THEOPHON - Imperial man, 24, thief

  NIRIM - Bosmer man, 20, thief

  SILANUS KRATELY - Imperial man, 51, merchant

  DOMINITIA KRATELY - His wife, 40

  AELVA KRATELY - Their daughter, 16

  MINISTES KRATELY - Their son, 11

  Setting: The famous haunted Krately House in Cheydinhal, first and second floors, requiring a stage with a second story where most of the action takes place.

  The stage is dark.

  There is a CREAKING noise, footsteps on the stairs, the sound of a man breathing, but still we see nothing.

  Then, a voice calls from above.

  AELVA (off stage)

  Hello? Is someone down there?

  MINESTES (off stage)

  Should I wake up Papa?

  AELVA (off stage)

  No... Maybe I was imagining it...

  A light from a lantern can be seen coming from the upstairs, and the slim form of a beautiful young girl, AELVA, descends the staircase at stage right, nervously.

  From the light of the lantern, we can see that we are looking at the second floor of a dusty old house, with a set of stairs going up and another one going down on stage right. An unlit stone fireplace sits at stage left. A table, a locked chest, and a wardrobe complete the furnishings.

  MINESTES (off stage)

  Aelva, what are you doing?

  AELVA

  I'm just making certain... Go back to bed, Minestes.

  As the girl passes the table, we see a Bosmer NIRIM slide gracefully up from behind and around her field of sight, carefully avoiding the pool of light. She doesn't appear to see him as he creeps closer to her, his footsteps silent on the hard wooden floor.

  When he is almost on her, there is a sudden CRASH from down below. This causes the Bosmer to leap away, hiding again behind the table.

  The girl does not seem to notice the sound, and Nirim, peeking out from behind the table, watches her.

  MINESTES (off stage)

  Found anything?

  AELVA

  No. Probably just my imagination, but I'm just going to check downstairs.

  MINESTES (off stage)

  Is there a fire? I'm cold...

  Aelva looks towards the long dead fireplace, and so does Nirim.

  AELVA

  Of course there is. Can't you hear it crackling?

  MINESTES (off stage)

  I guess so...

  Aelva suddenly jumps as if she heard something which we do not. She turns her attention down the stairs to the first floor.

  AELVA

  Hello?

  Aelva, lantern ahead of her, begins the descent. She does not seem to notice as an Imperial, THEOPHON, carrying a big bag of loot and a lantern of his own, calmly walks up right past her.

  THEOPHON

  Excuse me, young lady. Just robbing you.

  Aelva continues her slow, nervous walk downstairs, which we can now see thanks to her light. She looks around the low-ceilinged, thoroughly looted room as the action continues upstairs

  Theophon's lantern provides the dim light for the second floor.

  THEOPHON

  Why are you hiding, Nirim? I told you. They can't see you, and they can't hear you.

  Nirim sheepishly steps out from behind the table.

  NIRIM

  I can't believe they're all ghosts. They seem so alive.

  THEOPHON

  That's what spooks them superstitians. But they ain't going to hurt us. Just reliving the past, the way ghosts do.

  NIRIM

  The night they was murdered.

  THEOPHON

  Stop thinking about that or you'll get yourself all willy spooked. I got all kinds of stuff on the first floor - silver candlesticks, silk, even some gold... What'd you get?

  Nirim holds up his empty bag.

  NIRIM

  Sorry, Theophon, I was just about to start...

  THEOPHON

  Get to work on that chest then. That's what you're here for.

  NIRIM

  Oh yeah. I got the talent, you got the ideas... and the equipment. You refilled that lantern before we came here, right? I can't work in the dark...

  THEOPHON

  Don't worry, Nirim. I promise. No surprises.

  Nirim jumps when a young boy, MINESTES, appears on the stairs. The lad creeps down quietly and goes to the fire. He acts as if he's stoking a fire, feeding it wood, poking at the embers, though there is no wood, no poker, no fire.

  THEOPHON

  We got all the time in the world, friend. No one comes near this house. If they sees our lantern light, they'll just assume it's the ghosts.

  Nirim begins picking the lock on a chest of drawers, while Theophon opens a wardrobe and begins going through the contents, which are mostly rotten cloth.

  Nirim is distracted, looking at the young boy.

  NIRIM

  Hey, Theophon, how long ago did they die?

  THEOPHON

  About five years ago. Why you asking?

  NIRIM

  Just making conversation.

  As they talk, Aelva, downstairs, finally having searched the small room, acts as if she's locking the front door.

  THEOPHON

  Didn't I already tell you the story?

  NIRIM

  No, you just said, hey, I know a place we can burgle where no one's at home, except for the ghosts. I thought you was joking.

  THEOPHON

  No joking, partner. Five years ago, the Kratelys lived here. Nice people. You seen the daughter Aelva and the boy Minestes. The parents were Silenus and Dominitia, if I remembers rightly.

  Nirim successfully unlocks the chest and begins rummaging through it. While he does so, Ministes gets up from the 'fire,' apparently warmed up, and stands at the top of the stairs down.

  MINISTES

  Hey!

  The boy's voice causes Nirim, Theophon, and Aelva to all jump.

  AELVA

  Why aren't you in bed? I'm just going to check the cellar.

  MINISTES

  I'll wait for you.

  NIRIM

  So, what happened?

  THEOPHON

  Oh, they was rip to piece. Halfway eaten. No one ever knew who or what did it neither. Though there was rumors...

  Aelva opens the door to the cellar, and goes in. The light disappears from the first floor. Ministes patiently waits at the top of the stairs, humming a little song to himself.

  NIRIM

  What kind of rumors?

  Theophon, having exhausted the possibilities in the wardrobe, helps Nirim sort through the gold in the chest.

  THEOPHON

  Pretty good haul, eh? Oh, the rumors. Well, they says old lady Dominitia was a witch before she married Silenus. Gave it all up for him, to be a good wife and mother. But the witches didn't take too kindly to it. They found her and sent some kind of creature here, late at night. Something horrible, right out of a nightmare.

  MINISTES

  Aelva? Aelva, what's taking you so long?

  NIRIM

  Ye Gods, are we going to watch them get killed, right in front of us?

  MINISTES

  Aelva!

  SILENUS (off stage)

  What's happening down there? Stop playing around, boy, and go to sleep.

  MINISTES

  Papa!

  Ministes, frightened, runs to the stairs up. Along the way, he bumps into Nirim, who falls down. The boy does not seem to notice but continues on up to the dark third floor sleeping porch, off-stage.

  THEOPHON

  Are you all right?

  Nirim jumps to his feet, white-faced.

  NIRIM

  Never mind that! He touched me?! How can a ghost touch me?!

  THEOPHON

  Well... Of course they can. Some anyhow. You heard of ancestor spirits guarding tombs, and that ghost of the king t
hey had in Daggerfall. If they don't touch you, what good are they? Why you so surprised? You thought he'd move right through you, I figger.

  NIRIM

  Yes!

  SILENUS, the man of the house, comes down the stairs, cautiously.

  DOMINITIA (off stage)

  Don't leave us alone, Silenus! We're coming with you!

  SILENUS

  Wait, it's dark. Let me get some light.

  Silenus goes to the cold fireplace, sticks his hand forward, and suddenly in his arm, there's a lit, burning torch. Nirim scrambles back, horrified.

  NIRIM

  I felt that! I felt the heat of the fire!

  SILENUS

  Come on down. It's all right.

  Ministes leads his mother DOMINITIA down the stairs where they join Silenus.

  THEOPHON

  I don't know why you so scared, Nirim. I must say I'm disappointed. I didn't figger you for a supersitionalist.

  Theophon goes for the stairs up.

  NIRIM

  Where are you going?

  THEOPHON

  One more floor to search.

  NIRIM

  Can't we just go?

  Nirim watches as the family of three, following Silenus and his torch, walk down towards the first floor.

  SILENUS

  Aelva? Say something, Aelva.

  THEOPHON

  There, you see? If you don't like ghosts, third floor's the place to be. All four of 'em are downstairs now.

  Theophon goes upstairs, off-stage, but Nirim stands at the top of the stairs, looking down at the family. The three look around the first floor as Aelva did, finally turning towards the cellar door.

  NIRIM

  All... four?

  Silenus opens the cellar door.

  SILENUS

  Aelva? What are you doing down in the cellar, girl?

  DOMINITIA

  You see her?

  NIRIM

  All four, Theophon?

  SILENUS

  I think so... I see someone... Hello?

  NIRIM

  What if there's five ghosts, Theophon?!

  Silenus thrusts his torch in through the cellar door, and it is suddenly extinguished. The first floor falls into darkness.

  Ministes, Dominitia, and Silenus SCREAM, but we cannot see what is happening to them.

  Nirim is nearly hysterical, screaming along with them. Theophon runs downstairs from the third floor.

  THEOPHON

  What is it?!

  NIRIM

  What if there is five ghosts?! The man, the wife, the girl, the boy... and what killed them?!

  THEOPHON

  And what killed them?

  NIRIM

  And what if it's a ghost that can touch us too?! Just like the others!

  From the darkened first floor, there is a CREAK of a door opening, though we cannot see it. And then, there is a heavy, clawed footfall. One step at a time, coming towards the stairs.

  THEOPHON

  Don't get so upset. If it can touch us, what'd make you think it'd wants to? All the others didn't even notice we was here.

  Theophon's lantern dims slightly. He adjusts it carefully.

  NIRIM

  Only... only what if it ain't a ghost, Theophon. What if it's the same creature, and it's still alive... and it ain't ate nothing since five years ago...

  The footsteps begin the slow, heavy stomp up the stairs, though whatever it is, we cannot see it. Nirim notices the light beginning to dim from the lantern despite Theophon frantically trying to fix it.

  NIRIM

  You said you refilled the lamp!

  The light goes out entirely, and the stage is filled with darkness.

  NIRIM

  You promised me you refilled the lamp!

  More footsteps and a horrible, horrible HOWL. The men SCREAM.

  The curtain falls.

  Light Armor Forging

  By Revus Sarvani

  There are two classes of light armor, metallic and non-metallic. Elven and Glass are metallic light armor. You may be surprised to think that Glass can be thought of as metallic, but appearances are deceiving. What we call Glass is nothing like the windows panes you see in houses. The greenish material is far stronger and has a much higher melting point.

  Non-metallic armors are Hide, Studded, Leather, and Scaled. For these armor types, the forger is as much tailor as blacksmith. All use large pieces of leather, stitched together with leather strips.

  Studded armor also need iron ingots, from which you will make the studs and metal rings that make it more effective than simple hide. Scaled armor uses steel instead of iron, but the steel is infused with Corundum to make the metal inserts stronger.

  For centuries the secret of making Elven armor was a closely guarded secret on Summerset Isle. Then the Betrayal of Ulvul Llaren brought it the rest of Tamriel. Ulvul was a Dark Elf slave, working the bellows for Nuulion, master smith of the isle from the fifth through the seventh century of the second era. When Ulvul escaped, he could think of no greater punishment to mete out to his cruel master than to reveal all his secrets to the world. Thus we came to know that Moonstone is the key ingredient in Elven armor, and that salt water must be used to quench the hot metal.

  For Gilded Elven armor, you must also meld in Quicksilver. It melts at a much lower heat than Moonstone, making it tricky to work the two metals together.

  The trickiest of all is Glass. Hammer blows struck across the grain run the risk of shattering the armor. It's principle ingredient is Malachite, although it also requires Moonstone to give it the right strength.

  Liminal Bridges: A Discourse On The Theory and Praxis of Travelling Between Mundus and Oblivion

  by Camilonwe of Alinor

  Transliminal passage of quickened objects or entities without the persistent agency of hyperagonal media is not possible, and even if possible, would result in instantaneous retromission of the transported referents. Only a transpontine circumpenetration of the limen will result in transits of greater than infinitessimal duration.

  Though other hyperagonal media may exist in theory, the only known transliminal artifact capable of sustained transpontine circumpenetration is the sigil stone. A sigil stone is a specimen of pre-Mythic quasi-crystalline morpholith that has been transformed into an extra-dimensional artifact through the arcane inscription of a daedric sigil. Though some common morpholiths like soul gems may be found in nature, the exotic morpoliths used to make sigil stones occur only in pocket voids of Oblivion, and cannot be prospected or harvested without daedric assistance.

  Therefore, since both the morpholiths and the daedric sigils required for hyperagonal media cannot be obtained without traffic and commerce with Daedra Lords, it is necessary that a transliminal mechanic cultivate a working knowledge of conjuration -- though purpose-built enchantments may be substituted if the mechanic has sufficient invocatory skill. Traffic and commerce with Daedra Lords is an esoteric but well-established practice, and lies outside the compass of this treatise. [1]

  Presuming a sigil stone has been acquired, the transliminal mechanic must first prepare the morpholith to receive the daedric sigil.

  Let the mechanic prepare a chamber, sealed against all daylight and disturbances of the outer air, roofed and walled with white stone and floored with black tiles. All surfaces of this chamber must be ritually purified with a solution of void salts in ether solvent.

  A foursquare table shall be placed in the center of the room, with a dish to receive the morpholith. Four censers shall be prepared with incense compounded from gorvix and harrada. On the equinox, the mechanic shall then place the morpolith in the dish and intone the rites of the Book of Law, beginning at dawn and continuing without cease until the sunset of the same day.

  The mechanic may then present the purified morpholith to the Daedra Lord for his inscription. Once inscribed with the Daedra Lord's sigil, the morpholith becomes a true sigil stone, a powerful artifact that collects and stores arca
ne power -- similar in many respects to a charged soul gem, but of a much greater magnitude. And it is this sigil stone that is required to provide the tremendous arcane power necessary to sustain the enchantment that supports the transpontine circumpenetration of the limen.

  To open a gate to Oblivion, the mechanic must communicate directly, by spell or enchantment, with the Daedra Lord who inscribed the sigil stone in question. The Daedra Lord and the mechanic jointly invoke the conjurational charter [2], and the mechanic activates the charged sigil stone, which is immediately transported through the liminal barrier to the spot where its sigil was inscribed, thus opening a temporary portal between Mundus and Oblivion. This portal may only remain open for a brief period of time, depending on the strength of the liminal barrier at the chosen spots, several minutes being the longest ever reported, so the usefulness of such a gate is quite limited.

 

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