Chapter 17 The Break of Dawn

— A Dragon's Game —

"A NEW HAND TOUCHES THE BEACON."

"HEAR ME. LISTEN AND OBEY. A FOUL COVEN HAVE INVADED SOLITUDE. A COVEN THAT YOU WILL DESTROY."

What the… It's a daedric prince again, isn't it?

"Who are you?" I ask.

"I AM MERIDIA." It continues. "RETURN MY BEACON TO MY TEMPLE AT MOUTH KILKREATH."

"Now why'd I do that? I've recently had a lot to do with daedric princes, and I'd actually like some time to myself."

"Yes, I can smell Nocturnal's stench on you. But time is short." Meridia answers, though it's not as loud anymore. "A group of Necromancers have ambition beyond their ability. If unchecked, the dead will overwhelm Skyrim. Do this, and I will reward you greatly."

I'm suspecting some mild exaggeration. But though I dislike much about her, she is not a liar.

It's disturbing that she leads with the potential reward. That's not something typical to Meridia. She demands, and any reward is usually interwoven with her own purposes, even more than many other Princes.

She must be desperate. And I really don't want to know what turns a Daedric Prince desperate.

"Do'samma?" Lydia sounds worried.

I startle from my thoughts. I'd forgotten she was there for a moment. And of course, I'd been talking into thin air from her point of view.

I sigh as I answer. "Meridia spoke to me. Apparently, this crystal is hers. She requested we go to Solitude, where she has a task she desperately needs done. Necromancers."

She lets out a low whistle, understanding the meaning behind that sentence. "It's not something we can just ignore, then."

"No, it's really not." I think for a moment. "We'll get back to Whiterun. We'll tell Balgruuf and the Companions where we're going, and we're on another adventure. May this one be boring. Finally."

She chuckles. "My dearest Thane, you don't do boring."

I lightly knock her up the back of her head, though her helmet ruins the effect. "Bad housecarl. You're supposed to be supportive of my wishes."

She pokes me in the side. "Bad Do'samma, don't lie about what you want me to be."

"I really aren't looking forward to this."

"You'll be fine. You always are." She hugs me, and I just bask in her affection for a moment.

Recharged, I open a Gate and we head back to Whiterun.

— A Dragon's Game —

We exit in the training yard in Jorrvaskr.

It's late and getting chilly, but that doesn't stop a true nord. Therefore, there's still a lot of them training. Some of which aren't even nords, though they match them in stubbornness.

While we draw some eyes, they have been getting used to this.

So what if I'm too lazy to spend forty-five minutes walking up here every time.

Vilkas and Skjor are in, and we explain that we'll be gone for longer. We take the short walk towards Dragonsreach and explain it to Balgruuf. Since we arrive during dinner, we're invited to join.

Lydia reminds me of the bounty we just did, and we turn it in.

Balgruuf tells us about an Artifact of Mephala which they recently destroyed with Mage Guild help. While he had no concrete evidence about it affecting the residents of Dragonsreach, he's glad it's gone. And I can't help but agree.

Mephala is a Daedric Prince I want nothing to do with. I'm glad to have never been involved with her or Molag Bal.

We Gate back to Breezehome, to prepare and have a last night of good sleep.

Well, sleep in a bed for Lydia, and sleep at all for me. I won't sleep in the middle of nowhere where a sabrecat can just decide to chomp down on a sleeping Do'samma. Well, I used to, but I won't if I don't have to.

Sleep is great, but our safety is more important.

— A Dragon's Game —

Your Eromancy has increased by 1 (83)!

We awake bring and early, and it's still early when we leave Whiterun. It's quite a journey. I lock the door from the inside, and we Gate away.

It's odd where I can and can't Gate to. It's mostly restricted to where I've been since I got my ability.

Right now, we exit where the road from Falkreath meets the one between Whiterun and Markarth, which would normally be almost two full days of traveling.

And now it's to the north.

With the Whiterun highlands to our right and the peaks of the Reach to our left, it's a long and boring road. We meet a patrol from a group of guards and chase off some local wildlife, but there's nothing happening until we reach Rorikstead.

While close to the edge with three other holds, Rorikstead is technically still Whiterun.

And it's… on fire?

I hear a roar in the distance.

Uh oh. Well, good that I'm around, at least.

"Lydia?"

"I hear it. I don't like this, but we'll have to go handle it."

"I got a lot better suited spells than last time." Mostly Disintegrate and Call Lightning.

"I am Do'samma, Dragonborn and Champion of Skyrim. These people are under my protection. Leave!" zu'u Do'samma, dovahkiin ahrk kaalsekeizaal. zu'u spaan daar jul. bo nah gut!

"I am Fury-Burn-Wither. Why would you, as a dragon, protect mortals?" zu'u nahagliiv. spaan dovahiil joor?

That is… surprising. I hadn't expected the dragon to go into diplomacy. But if I can convince it, then I wouldn't need to kill it and risk my life.

I answer. "Rightness. It is wrong for men to live under the tyranny of the dragons." kunne. vokunne jul lahney thursedov.

"No. The right to rule belongs to the dragons. Will you hunt as my brother, or will you fight me?" nid. kenserel do dovah. Nir hin zeymahi, uv krif hin zumaar?

"I am your enemy. Your soul is mine to devour!" zu'u paaliil. zii los dii du!

"Wither Decline!" liiv denos!

That last bit is a shout, by the amber-colored flash heading my way. I roll aside.

Lydia should be in the town by now, organizing them to better aid me.

Nahagliiv… he has Burn in his name. Which means Fire Magic probably won't cut it. Good thing I got myself two options.

I cast Call Lightning, striking Nahagliiv with a lightning bolt from the clear sky. A roar of pain sounds, and it attempts to dive-bomb me.

I quickly react. "Wuld Nah!" Whirlwind Fury!

I quickly evade and cast my spell again. And again. The second is a miss, but the third nails it in a wing, sending it down to earth.

I conjure the same Mazken as the previous time. "Circle around, attack the dragon from the far side." I hurriedly command her.

She displays a vicious grin and flies off to do my bidding. She's extremely happy to have a good fight on her hands, to the point it disturbs me a bit. I know that as a Daedra, she can't truly die, but reconstituting yourself from the Waters of Oblivion can't be pleasant.

I use Call Lightning again, but my opponent is learning.

It Shouts "Shield Lightning!" spaan qo!

My lightning strike bounces off a spherical shield around Nahagliiv, frying some innocent shrubs.

"Fire-Inferno-Sun!" yol toor shul

Uh oh.

A huge firestorm heads my way.

No time to dodge… instead, I reach for the abilities granted to me by Clavicus Vile's Mask, which I still wear.

And I shift into a Dunmer, increasing my Fire Resistance.

Fire Resistance: 139

I tested this with Lydia. If I raise my Fire Resistance and cast a Fireball at my own feet, it doesn't hurt me. Instead, it feels like a gentle warmth. It even heals my wounds.

I can take the dragon's fire.

A burning pain engulfs me as the fire shout does.

Why the… later.

I channel Healing, letting my wounds fade.

When the smoke fades and I see him again, Nahagliiv looks surprised at my continued existence.

I'm running out of good options. Frost spells are slow, and he's shielded against lightning. I don't have any real damaging wind spells. So it's fire.

I bring my hands together, and launch a ray of Disintegrate. The sphere flickers into visibility, cracks, and shatters within a second. The fire scores burns over Nahagliiv's sides, but doesn't seem to deal any real damage.

But the sphere cracked. I Call Lightning again, and Nahagliiv roars in pain.

I draw my sword in case he closes the distance, but I really don't want to get any closer than I have to.

I strike again. Nahagliiv attempts to shield against it, but cuts off in a roar of pain.

Near his left hind leg, I see a smug Mazken. The knee of the leg is bending quite far the wrong way.

Nahagliiv turns around to snap at the humanoid daedra, but with a flap of her wings, she jumps backwards. Meanwhile, I strike again with Call Lightning.

Nahagliiv is definitely looking the worse for wear now.

The Mazken evades another bite, and retaliates with her mace, dealing a savage blow to the side of the dragon's head. Meanwhile, I keep shocking the dragon.

I feel it snap into alignment again, and I pull hastily.

"No! My soul!" nid! zu'u zii!

I drink in Nahagliiv's soul, adding his strength to my own.

You have absorbed Nahagliiv's soul!

Your Fire Magic has increased by 7 (96)!

Your Mind Magic has increased by 7 (34)!

Your Necromancy has increased by 7 (23)!

You have learned new spells!


Fire: Fire Nova
After channeling for at least 5.0 (1.9) seconds, unleash flames all around you, dealing 300 + [Intelligence * 2.5] (3066) damage to all in a 20.0 (39.20) meter radius. Charging for longer will raise cost, magnitude, and radius proportionally.

Cost: 500 (190) Mana


Mind: Fear
For 60 (100) seconds, a target up to level 4 + [Intelligence * 0.08] (79) is gripped by fear at range. Feared targets will attempt to run away or surrender.

Cost: 200 (100) Mana


Necromancy: Raise Zombie
Raises a zombie of target corpse up to level 5 + [Intelligence * 0.2] (94) for 150 (322) seconds. This corpse needs to be mostly intact, and will retain muscle memory of its previous life.

Cost: 200 (158) Mana


Wow. Fire Nova deals a LOT of damage. And it can be charged for longer to deal even more. And it's very efficient with damage per mana. AND it affects an entire area.

I also got another point of Divinity. Still don't know what it does any better, though.

I also got Fear, I guess. Ranged attempt to force someone to run away from me. Unless it works on dragons — which I doubt — probably not very useful.

And Raise Zombie, which I won't use anyway.

"Do'samma, are you okay?" Lydia sprints towards me, breaking me from my thoughts..

I nod. "More than okay. I feel powerful."

The Mazken approaches us, a definite swagger in her walk. "Now that's more like it, conjurer. Feel free to grab me for a fight like that every time." I can sense a deep satisfaction practically rolling off her.

"I'll keep that in mind. But for now, the fight is over and there's only a lot of talking left to do."

She nods. "How boring. I don't understand why your mortals bother with that. Anyway, just send me back, then. And call me!" She grins.

I chuckle, and the purple flames burst into existence around her, carrying her back to her home in Oblivion.

I turn to Lydia. "Well, that's one satisfied customer at least."

My housecarl gives me a deadpan stare.

I give her a shrug. "I followed the plan, remained out of danger, and took it down nearly without a scratch. I think that counts as victory."

She sighs. "You're right. It's just… I'm still worried, you know? That's a dragon. And I know that you have to and nobody else can and they'll come after you even if you try to run if you even can do that and…"

I cut her off with a hug. "And I'll be fine. I got you at my back, and to run my plans past."

She hugs me back tightly. "I know. I worry, but just ignore me, okay? And can you be yourself again? I know that I know how you look as any race, but it doesn't really feel like you when you're not a Khajiit."

"I won't ignore you. But sometimes duty calls." I give her a last tight squeeze, almost making her armor complain about the force. Then I release her, and she reluctantly lets me go as well.

"They'll want to talk to you." She gestures towards a few guards at the entrance of the village.

I grimace. "Well, lets get it over with. How's the town?"

"Remarkably well, actually. We arrived just in time, immediately after the dragon. There's only a single house on fire, and they can handle it."

— A Dragon's Game —

For our aid against the dragon, we're offered a night's stay in the Inn. Well, and more, but that's the bit we accept.

Your Eromancy has increased by 2 (85)!

We leave bright and early, after I reassure Lydia that I'm really fine. She always desires a bit more physical affection after danger, which I suppose is only reasonable. It's not like it's an imposition.

Most of the day, we travel downhill, leaving the Whiterun highlands. The river next to us, whose name I forgot, has several pretty waterfalls. The road itself is boring, though. We occasionally see a hovel off the path, but we don't meet anybody on the road. I think it's because of the dragons being loose upon the lands again, despite actual sightings being rare.

Near the evening, we reach a barricade. There's a bridge over the road, with two archers on top of it. There's an orc with a warhammer, and a nord with sword and shield at the barricade itself.

"Halt!" One of them shouts. "This is a toll road now. Pay up."

I wonder how common it is for bandits to extort travelers like this. I don't recall any from during my days in the caravan, but that might just be because we were too big a group with too many guards to bother like that.

Still, there's only one way to respond to such an obvious shakedown.

I raise my hands, and bring them down. The lightning strike I called hits the archer who spoke, immediately electrocuting her, and destroying the bridge, causing the other to fall.

The other bandits are shocked silent at the sudden role reversal.

Lydia, however, knows exactly how to respond and rushes the orc. I swiftly hit the other archer with a few lightning bolts, electrocuting the bosmer to death. The melee nord attempts to close the distance, but is dispatched with a few lightning bolts.

Lydia deflects the orc's warhammer with her shield, and runs him through. They stand still like that for a moment, until Lydia lifts a foot, and kicks him off her blade. He tumbles backwards. He tries to lift the warhammer again, but Lydia lunges and stabs him in the throat.

That was quick… and remarkably easy. Bandits really aren't a danger anymore to us. Well, to me. A lucky arrow could still mean the end for Lydia if I can't heal her quick enough.

"You think that was the entire group?" I ask her.

"Probably not. Let's check around."

I nod, and follow closely behind her. She's got the armor, after all.

Behind the remains of the bridge, we find a gentle slope upwards, again with a barricade. The bandit supposed to guard it is napping in a corner.

How did he sleep through a full lightning strike?

Anyway, not our concern. I stab him in the throat, and he never wakes up.

The camp itself is awake and stirring with activity, though. There's a palisade around it, a shack on the far end, and two rows of tents. I breach the gate with my unrelenting force shout, sending a few of those standing right behind it flying.

No ambushes today.

I conjure a Flame Atronach, letting it take potshots at whatever bandits it feels like. I prioritize the archers and mages myself, though there's only two of the latter, neither of which poses a challenge.

Lydia sticks close to me, only engaging those who close the distance.

Some others flee. I can't pursue them without giving the great bunch the opportunity to run away, so I don't. Instead, I use Fireballs, Ice Storms and Ball Lightning to take out as many as I can.

I set the shack on fire, causing one of only a few well-armored bandits to run out. A female redguard, with sword and shield. Though she powers through two Fireballs and a Ball Lightning, a Call Lightning takes her out before she can close the distance.

It doesn't take long to clear out the last few bandits, but it's already evening. After taking down the shack, we find a relatively unharmed trapdoor inside. There's a small cave, with a cove leading to the lake outside.

The bandits must have used it as a space to stash their gains, as we still find some minor valuables. I take them, and Lydia rolls out her bedroll for the night.

I keep watch. No way I'd sleep here where some bandits might return in the middle of the night.

— A Dragon's Game —

The next day of travel takes us uphill again. The populated part of Solitude Hold is on the south slope of these mountains, though we're nowhere near most of it yet. The landscape changes to something more reminiscent of the Reach, more erratic. After a while, we pass some other travelers, and even a married couple of peddlers. They attempt to sell us some things off their cart, which are probably overpriced, but with my inventory we got more than we need.

Late in the afternoon, we encounter a marvelous bridge.

It's stupidly high above the middle of the river it crosses. Clearly impossible to create without magic. The river flows several hundred meters below us, despite the horizontal distance to the other side being about a hundred meters itself. It looks slimmer than it is, and two carts could easily pass side-by-side. Above the entrance is a large stone dragon's head.

This is the famous Dragon Bridge which the town is named for. And it's easy to tell why. It's gorgeous.

We fall silent on crossing it. Once we cross it, it's almost unsettling how normal the town is. The same stone walls and thatch roofs as in any other town. Perhaps a few more buildings with slate roofs, but being as high up as it is, slate mining might be easier than growing thatch, no matter how close Morthal is. Or at least not much more expensive. And not needing as much upkeep.

There's a bit more military activity than in other holds, which makes sense. There's a minor palisade with a gate at the edge of the bridge, which makes sense as this is the only convenient place for an army to cross into Solitude Hold — the alternatives being ships further to the north, or high through the mountains in the reach, where supply would be a major issue.

There's also a small mustering camp outside of town, appearing orderly and calm.

Four Shields Inn is large, but mostly empty. Lydia requests a single room for us, citing her status as my Housecarl.

This results in us getting the largest guest room available, with a secondary bed that doesn't get any use.

— A Dragon's Game —

Mount Kilkreath isn't truly a single mountain peak. Instead, Meridia's temple is halfway up the slope. It's still a good hour away from Dragon Bridge, and there are no regular worshippers as far as we can tell. The temple's primary feature is a large statue, though there's supposed to be a complex underneath it.

I approach the statue. There's a clear receptacle for the Beacon, so I put the crystal inside it.

A glow appears, intensifying until it shines brightly.

"YOU HAVE COME. GOOD." Meridia's voice sounds, out loud this time. "Time is short. Nearby, a foul coven of Necromancers is attempting to pierce the veil of death. Behind it, they seek the spirit of Potema, the Wolf Queen of Solitude."

That's definitely a bad thing. Centuries ago, even before the Oblivion Crisis, Potema tore asunder the Empire in a civil war that killed many. She raised legions of undead to fight for her, and summoned armies of daedra into the world. Instead of the current-day bindings, she offered them the souls of mortals in payment for their loyalty, allowing her to conjure more than wiser mages.

"I understand, Meridia." I answer. I still need to make clear I'm not doing it just to follow her orders. She doesn't need any more entitlement. "I will do this task for you. What will your reward be?"

"Do NOT overestimate yourself, dragonborn. You may be powerful compared to most mortals, but compared to my might, you are nothing. If not for Akatosh' interference, I would cleanse this blight myself."

"Bormahi has his reasons. What is your payment?"

"Even an Aedra can be mistaken. But for this task, I will give you Dawnbreaker, and let you tap into the light."

That sounds like access to a new type of magic. "Deal. I will slay the Necromancers who attempt to summon the Wolf Queen, and I will leave now."

"May the light of certitude guide your efforts."

Would it kill this Prince to relax once in a while?

— A Dragon's Game —

Meridia gave us directions, and we follow them to the cave. It looks like nothing, truth be told. Just a black hole in the mountainside. I enter first, Lydia behind me.

Normally Lydia'd be in front, but I got much better vision in the darkness.

It seems empty at first glance. We encounter two skeletons, but simple Lightning Bolts destroy both.

As little as I know of Necromancy, this seems sloppy work. Though it's possible the necromancers simply couldn't be bothered to properly raise their fodder.

Later, we reach a branch in the path, with a turned over cart. There're no supplies in it.

"Lydia?"

"Yes?"

"Stay here. I'll scout the upper branch. Have my back. Give me a few minutes to scout, and we'll make a plan if we know more."

"If you're not back in five minutes, or I hear fighting, I'm following you."

"Agreed." I don't want to end up there alone and in trouble. And if I do, I want rescue in predictable time.

I leave Lydia behind and sneak across the upper path. Only a single turn later, I encounter a drop-down. I pause on the ledge. Better to spot what I can and get Lydia after.

In front of me is what would appear a normal gate in an imperial fort, but those generally aren't built underground in random caves. The door is closed, but well-maintained.

To my left is a campfire, with two figures in black robes, roasting some kind of meat over the flames.

The obedient draugr next to them marks them as necromancers. While that bit of Meridia's information is at least proven correct, making lunch doesn't exactly equate to summoning the Wolf Queen.

There's a clear path to beneath the ledge. I can't exactly hang over without being detected, but it seems the paths head in the same direction.

I return to Lydia.

Your Sneak Skill has increased by 2 (48)!

"Lydia, they head in the same direction. There's two necromancers and a draugr ahead. Do you want to try reasoning with them?"

"No. With them cooperating with Potema's summoning…they're just bandits who make undead for their dirty work."

That's a good point. And even if they call themselves necromancers, bandits shouldn't be allowed in Skyrim. "Okay. I'll take the higher path, give you fire support from there. You take the lower path and ensure they can't flank me. Try to stay in the corridor if you can. I'll jump down to have your back otherwise, but that'd cost me my higher ground."

"Makes sense. Let's go."

Lydia heads down her branch, and I head down mine. I give her a few seconds extra to get into position, and then I strike, leading with a Ball Lightning and following with two immediate Lightning Bolts, hitting right before the sphere shocks them.

Both the magic users go down easily.

The draugr is intercepted by Lydia. And while she clearly has it under control, I cast a Firebolt in its back to make it easier for her to finish it off.

She nods as we finish checking the room for any others, and we continue on through the unlocked door.

It's lighter here, with a large opening in the ceiling and snow on the ground, but it seems we hit a dead end.

Should be something here, though, otherwise it wouldn't have been guarded by the skeletons.

While studying carefully, I kick a bone from one skeleton. It bounces on the ground a few times, before falling through it.

What.

Illusion?

I nudge the skull, and toss it to the same patch of ground. It also falls through the floor there. But this time, I hear it impact a stone floor further away.

Definitely an illusion. It's depressed compared to the rest of the floor.

And it might be deep, so I can't just jump through. My Wind Magic definitely isn't up to the task.

With Lydia sticking close, I carefully search for the edge, on hands and feet, figuring out what's real and what's an illusion by touch.

It looks distinctively odd when your hand appears to pass through the solid ground.

My own illusion magic definitely isn't up to the task to create anything of this level yet. But when I play around a bit with light and darkness, it definitely behaves oddly. And odder when I continue.

I keep going, and after a few minutes of getting gradually worse at compensating for the changes in lighting, the illusion shatters.

I didn't plan for that, but I'm not complaining.

The hole is large, but there's a narrow staircase around the edge. I head down, Lydia behind me. We're attacked by two draugr, but a simple Turn Undead stuns both of them, letting Lydia dispatch them without effort.

Two turns and another draugr later, we meet our first sentient resistance, in the form of a black-robed Necromancer.

"What?! Intruders! Die!"

A Magic Ward blocks his feeble Firebolts, and the Lightning Bolts I return are far more effective.

He decides the solution is to waste more breath. "I will kill you, and raise your corpses as my slaves!"

My attack breaches the necromancer's ward, and he goes down in a scream of pain.

When we pass him, Lydia stabs him in the throat to make sure he's really dead.

Through the next doorway, we get a good look at the cavern we're in.

There are a few holes in the ceiling, daylight visible but mostly blocked. Below that are several towers in the imperial style, taller towards the far end. There are a few walls and visible paths in between. On top of the highest tower, at the far end, is a blue sphere made up of magical energy. I can't tell what it does or is.

It looks like we'll be fighting our way throughout the entire fort.

— A Dragon's Game —

I summon a Flame Atronach. We will head up step by step, so having a Mazken just… fly around probably won't do much. And Fire is very effective against undead, so the choice is simple.

Heading outside, we're at the lowest elevation of the entire cave. We rush over the path, but are intercepted by a draugr and a surprised necromancer. Still, his Magic Ward blocks my Lightning Bolts, but his concentration fails when Lydia just walks through it and stabs him. My Atronach casts Incinerate at the draugr, destroying it.

Barely breaking pace, we rush towards the first doorway. Entering a tower, we destroy another draugr.

I can hear the chanting of the ritual above us.

"Wolf Queen. Hear our call and awaken. We summon Potema!" A clear female voice speaks.

"We summon Potema." A wider chorus chants in response.

"Long have you slept the dreamless sleep of death, Potema. No longer. Hear us Wolf Queen! We Summon You!"

"We summon Potema."

Oblivion take them. This is bad. Normally, necromancy and conjuration spells have the binding woven into the calling.

There's a reason for that.

But they're doing this manually. No carefully crafted and tested spells, just raw rituals.

Sure, it allows for much more power… but that doesn't make it smart. Even if they're probably much better at Necromancy than I am.

Okay, I'm done whining. Lets get going.

I follow Lydia up the stairs, and we take down another draugr. It's odd that they're so spread out, but I'm not complaining about stupidity in my enemies.

The next Necromancer runs from us, using a Ward to defend against the spells from me and my atronach. And while loudly shouting for help.

Because there really was no reason this should go well, could it?

As we chase, I hear a different female voice shout.

"Yes! Yes! Return me to this realm!"

Oh, FUCK. But the ritual isn't fully formed yet, so this would be the time…

"As our voices summon you, the blood of the innocent binds you, Wolf Queen!"

On one hand, I'm glad they're not just letting her run wild. On the other… powering the binding with the blood of an innocent? Really?

We reach the wide gate that the necromancer fled through. There's another mage on top, who casts spells at us, but hides when I return fire.

Three draugr stand in the gate to stop us.

But I know how to handle them. I cast Fireballs as swiftly as I can, and two fall down.

The third doesn't. "Force Balance Push!" Fus Ro Dah!

The hell…

The wave of force slams into me. But despite being three words strong, it's not a dragon shouting.

There is no dragon investing its essence into this shout.

I'm thrown backwards. Spinning once, I catch the ground with my feet. I focus for a moment, and then channel Disintegrate.

The draugr is struck, holds out for a moment, and falls apart in two burning halves. I swing the beam upwards, hitting the necromancer who fled and has moved onto the battlements. From there, I aim at the ritual site, but it bounces off a really strong magical shield.

Figures.

Meanwhile, the chanting continues.

"Summoned by words. Bound by blood." The chorus echoes.

"What! What are you doing?! You fools! You cannot bind me to your wills!"

"Summoned by words. Bound by blood."

"You ants don't have the power to bind me!"

Despite myself, I really hope they do. I don't want a free Wolf Queen. That'd be bad.

The other necromancer on the battlement hid out for a bit too long, and Lydia is through the gate and stabbing him.

I follow through, and we follow the path behind the primary tower.

"Something is wrong. There is an intruder." The main necromancer says.

Hm, did I already disrupt some of the magic?

Not like I can figure that out. I don't know near enough Necromancy. Still, letting the ritual happen wouldn't have been an option, anyway.

When we enter the room right below the ritual, multiple corpses rise.

While a classic for necromancers to protect themselves, rather ineffective. I cast two fireballs, and it all falls down.

Low-quality undead.

I ascend the stairs, in front now. We might need a good first strike.

I throw a Ball Lightning ahead of myself as I come out of the stairs.

The necromancers stand around the ritual circle, which is in the middle, right below the blue sphere. They're clearly surprised — they must have been occupied by the ritual.

The first two go down in spasms and screams. I loose more lightning, taking down more of them. Only one casts a ward in time.

"You fool! Don't interrupt rituals like this!" she shouts. This is the ritual leader whose voice I've heard before.

"And let you complete it?" I challenge her.

She snarls and casts her own lightning spells at me.

From the corner of my eye, I can see Lydia closing in on her. I strike back more, to keep her distracted.

It works, Lydia slipping through the woman's ward and stabbing her through the chest.

She screams as she dies.

A moment later, the blue sphere in the middle rises into the air, and fades away.

Lydia cleans her sword on the necromancer's robes, and moves to my side.

"What was that orb?"

"I don't know. And that worries me."

"They were summoning Potema. Logically…"

"Exactly. But I don't know if she's back behind the veil of death, or not."

A swift search turns up a journal that the ritual master used for her preparations.

We need to report back to Meridia, as I did fulfill our bargain.

I read the journal as we leave the cave, but it doesn't say what would happen if the ritual is interrupted.

Your Necromancy Skill has increased by 2 (25)!

Normally I'd love free skill increases, but right now I can't quite bring myself to cheer.

You have reached a new milestone in the Apprentice class!

You have unlocked a new title: the Mage!

By reaching level 50 in the Apprentice class, you have unlocked the Attenuation Perk.


Attenuation
When casting any spell, you may reduce the effect. This does not reduce the cost, nor allow enhancement of other spell effects.


Okay, that might actually be useful. Still, I have more important things to worry about than experimentation with new toys.

— A Dragon's Game —

Your Fire Magic has increased by 1(97)!

Your Conjuration has increased by 1(57)!

Affection with Meridia increased by 20 for defeating the Necromancers (20)!

We hurry back to Meridia's shrine on Mount Kilkreath, and I belatedly dismiss my Flame Atronach.

Still, it is nearing evening as we reach it. The morning feels an eternity ago, when we woke up in Dragon Bridge's Inn.

Meridia's voice echoes. "You have returned."

"The Necromancers lay dead." I answer. "But I don't know what happened to Potema's spirit."

"Yes, that is most unhelpful. What do you have to say for yourself?"

That it wasn't part of our deal, and that you should stop being entitled. "I don't know enough about necromancy to have stopped her, since I stopped studying it after I learned how to Turn Undead. To think that of all daedric princes, you are the one to encourage me to continue those studies…"

"Choose your words carefully, Mortal. And do not take me lightly."

I shrug. "I will be considerate if you are. Take it up with Dibella if you don't like me. But I think we can cooperate. I don't like Potema any more than you do. So you give us the payment for killing the Necromancers, and tell us where she is, and we will kill her again."

"You are arrogant, dragonborn. Take care you do not overestimate yourself. But very well, I will overlook your impudence. Potema has fled to her crypt under the city of Solitude."

A moment of silence falls.

I raise an eye-ridge. "And the promised payment for killing the necromancers?"

"I suppose Dawnbreaker would be useful when fighting the Undead Potema is likely to employ. As would my magic be. So I bestow these upon you."

A ray of blinding light strikes the ground in front of me, and a moment later, Dawnbreaker stands there with its tip into the rock.

You have gained a new Skill, Holy Magic (level 10)!


Holy: Sunfire
Launches a ball of sunlight, dealing 10 + [Intelligence * 0.1] (45) holy damage. [fieldset= Cost ]10 (9) Mana


Dawnbreaker
Dawnbreaker is a Daedric Artifact belonging to Meridia. It is especially destructive to the undead.

Piercing: Stab
Deals 25 + [Dexterity * 0.3] (95) piercing damage.
Deals 500 + [Intelligence * 0.05] (618) holy damage, which undead are weak to.
When an undead is slain by this weapon, nearby undead up to level 100 (120) are turned and cannot move for 10 seconds. Corpses touched by Dawnbreaker cannot be raised as Undead.


Slicing: Slash
Deals 20 + [Strength * 0.2] (90) slashing damage.
Deals 500 + [Intelligence * 0.05] (618) holy damage, which undead are weak to.
When an undead is slain by this weapon, nearby undead up to level 100 (120) are turned and cannot move for 10 seconds. Corpses touched by Dawnbreaker cannot be raised as Undead.


That's… disappointing. Especially compared to the Sword of Whiterun, which I'm using now.


Sword of Whiterun (Equipped)
Your badge of office as Thane of Whiterun

Piercing: Stab
Deals 25 + [Dexterity * 0.3] (95) piercing damage.
Strikes your enemy for 20 + [Intelligence * 1.0] (793) lightning damage

Slicing: Slash
Deals 20 + [Strength * 0.2] (90) slashing damage.
Strikes your enemy for 20 + [Intelligence * 1.0] (793) lightning damage.


Affection with Meridia decreased by 10 for being disobedient (10)!

Affection with Meridia increased by 5 for agreeing to fight Potema (15)!

That's right, Meridia. I'm not your little pet.

I take Dawnbreaker, turn it in my hand, holding out the grip to Lydia.

"Here, take it."

Her eyes almost bug out of her eye sockets. "I can't do that! It's yours!"

"You can and will."

"But isn't it more powerful? You told me about the enchantment on the Sword of Whiterun…"

"That one's powerful because I'm very good at Lightning Magic. But Dawnbreaker is strong because it is Dawnbreaker. My own abilities hardly amplify it." Well, they do, but my Holy Magic is still quite weak. Having a higher Holy Damage attribute will still increase its damage, but the Intelligence scaling is… inferior. But with the base damage as high as it is, Lydia makes for an excellent wield despite knowing no magic.

"I… thank you."

I smile at her. "I know you'll use it well. Now, let's get to Solitude. We've got a Wolf Queen to return to the grave."

She makes to agree, but hesitates. "I'm tired. Even if I could make the journey, I'd be useless."

Ah, right. In my sense of urgency, I'd forgotten she still needs sleep. I grimace. "Eight hours is a lot, but I don't want you exhausted when starting a fight. We could find an inn in Solitude, where you can sleep while I go after Potema?"

"Not going to happen. That's dangerous, and I will be right by your side."

"Not sure we can delay that long."

A short silence falls before Lydia responds. "How well do you need to know a place to travel there with your portals?"

I shrug. "I need to have been there, and it can't be too long ago, but for example Fort Sungard wasn't a place I knew all that well."

"Gate me home. I'll sleep in Breezehome. Then come and get me when you go up against Potema."

Wait, why hadn't I thought of that before?

— A Dragon's Game —

The night is silent, as for the first time in forever, I travel alone. The road gently slopes up and down, but keeps around the same height.

The night is clear. Masser and Secunda are both visible. It's strange how peaceful a night can be. Especially because I have so much to do right now.

There are some real stakes, now. If I don't stop Potema really soon, she'll amass a huge army of undead. She did it before, and there's supposed to be numerous dead buried there. Then she could invade Solitude and probably capture it.

The Imperial Legion, which has its headquarters there, can't stop her. They're prepared for a bunch of nords with swords, not a legion of undead with mage support and a surprise advantage.

And then there's this peaceful night.

I finally spot Solitude in the distance. The wall reaches down to the harbor, but there are multiple inner baileys dividing it into sectors. The famous archway towers hundreds of meters above the sea. On it should be the rich part of the city, and at its end, the Blue Palace, where the Jarl lives.

The stars are very beautiful above its palace walls.

They make a nice contrast with the soft yellow-ish light from the windows.

Dawn is coming. The sky is lighting up slightly, though it'll probably still be an hour before we can actually see it.

I pass the watchtower near the path towards the harbor and the sawmill. The guard notices me, but upon seeing I am just a lone traveler, he waves me through.

From there, it's only a few minutes to the city gates, where I'm allowed through without hassle as well.

I cross the city. It's early enough that the streets are nearly empty. Even the stalls in the market aren't open yet — though the peddlers are preparing. Often still sleepy-eyed.

I hope they can afford to remain so.

I hasten my pace. It'd be a shame if I got all the way here, and turn out to be too late to defeat Potema. It's been almost twelve hours since Potema escaped.

Twenty minutes later, the guard at the entrance of the Blue Palace stops me.

"Turn around, mage. The Blue Palace is closed to citizens at night."

I don't have time for this. "I am Do'samma, Dragonborn and Thane of Whiterun. I urgently need to speak with the Jarl, and whoever handles security."

"Anyone can claim to be the Dragonborn. And while you match the descriptions, how would I know you really are?"

Oblivion, I got no time for this. "I could shout."

I see a frown on the guard's face, but he shrugs. "Sure. Show it."

I hold back. Just enough to make him stumble. "Fus." Force.

"Wow!" he exclaims, stumbling back a few steps.

"Now will you believe me?" I don't bother keeping the annoyance out of my voice.

"Eh, yeah, sure." He lets me in. "Ehm, I'll need to go grab the steward. Wait here, please."

I nod. At least I'm getting somewhere.

— A Dragon's Game —

The steward is Falk Firebeard, an older Nord, though not old enough for his red hair and beard to have gone gray. Contrasting his brusque bearing, his voice is gentle. "So, the Dragonborn comes to Solitude. You said there was a problem?"

"Yes, and I think the Jarl will also want to know."

"It's early, so there's really no need to bother her, and I am empowered to make most decisions."

A clear, audibly young voice interrupts him. "Stop trying to coddle me, Falk. I can take care of my own responsibilities."

A young woman comes inside. Jarl Elisif the Fair is beautiful, with a delicate face. She wears her blond hair in a flawless, elaborate braid, with richly embroidered clothes emphasizing her slim figure. She's almost a full head shorter than her steward, and turns her attention to me. "Sorry, but I missed your introduction. Please, introduce yourself and explain the matter requiring my attention."

I give her nod of respect, as owed to her position. "I am Do'samma, Dragonborn and Thane of Whiterun. I come from the Shrine of Meridia on Mount Kilkreath. The Daedric Prince hired me to stop a group of necromancers holed up in Wolfskull Cave."

"I see." She answers, giving a swift side-eye to Falk. "And what happened there?"

"They were attempting to summon and bind Potema. I interrupted the ritual, but it seems Potema had enough of a foothold in our world to escape. According to Meridia, she's gathering her strength in her catacombs, under this city."

"Thank you." Her voice sounds tightly controlled now. She turns to her steward. "Falk?"

"I was planning to send someone there, but it didn't sound important." Someone is picking his words carefully here. "There was no reason to assume…"

"Falk!" Elisif interrupts him. "I promised that peasant that we'd send someone to check it out. Had you actually followed my order and sent someone back then, we wouldn't have been in this situation now."

"My apologies, my Jarl."

"Don't apologize, just do your job. I know you think I'm too young to be a Jarl, but that's no excuse to ignore my instructions. Not all peasants exaggerate. This is your last chance, or I will have to find myself a new steward. No matter how much my late husband liked you."

He swallows visibly. "Yes, my Jarl."

"Never. Forget." She turns towards me again, and her scowl fades. "Thank you, Do'samma. You have done Solitude a great service. I will assemble a force to scour the catacombs."

"I would like to join that force. I fear Potema will be beyond most. I'll also bring my Housecarl."

She studies my face for a moment. "It is that bad?"

"Enough to make Meridia afraid. In life, Potema raised legions of dead and summoned hordes of daedra. I'd rather not underestimate her."

She looks at the ceiling in thought for a moment, before snapping back. A few seconds later, she replies. "Do you think you could handle the mage parts of this fight? The only mage I have whom I trust against another powerful mage is my court mage, and she'd be… a bad matchup."

I don't understand why her court mage wouldn't be able to, since Potema isn't that special outside of her necromancy, but she'll have her reasons. As a response, I shrug helplessly. "I think so. I'm pretty good, and I can just parry her magic and fall back on sword and shouts if need be."

"I'll be glad to have you. When exactly did you interrupt the ritual?"

"Late yesterday evening."

"Ah, so she has had little time yet. I gladly accept your help. If you would, I'd ask you to go to Styrr at the Hall of the Dead, and ask him for advice. He should be the most knowledgeable about this kind of thing in the city. And in half an hour from now, you can meet my assembled force in the Temple of the Divines."

I nod. "That's reasonable. I'll be there."

She smiles. "And thank you very much. If you hadn't warned us of this…" She shivers.

"I can't just stand by. Thanks for trusting me."

"I don't know Balgruuf that well, but he understands people. If he made you a Thane, he'll have good reasons. Just being Dragonborn wouldn't have been enough."

Relationship with Falk Firebeard reduced by 5 for making him look bad (5)!

Affection with Jarl Elisif the Fair increased by 30 for handling Wolfskull Cave and warning her about Potema (40)!

Affection with Jarl Elisif the Fair increased by 10 for letting her take back more of her authority (50)!

Hm, I started at positive 10 with either of them, since this is the first time I have relationship gains. Probably my reputation. Also, way to be petty, Falk.

— A Dragon's Game —

Lydia greets me with a hug when I retrieve her from Breezehome, using some quick Gates.

When we talk to Styrr, we learn little new ways to fight the dead. However, he told us that, as a priest of Arkay, he can forcibly sanctify the remains of Potema if we bring an actual part of her body to him. Once done, it will make it forever impossible to bring Potema back to life.

And while that's great, it doesn't really help the situation at hand. Especially since Dawnbreaker can also do that.

At the Temple of the Divines, we meet a small group of four guardsmen, led by a blond woman in good quality steel armor. She's around Elisif's age, and while pretty, not as beautiful as her. Her light blonde hair is bound back in a ponytail reminiscent of Lydia's.

As we approach, she turns to us. "Ah, you're Do'samma?"

"That's right. And this is Lydia, my housecarl. Have we kept you waiting?"

"I'm Jordis. Honored to meet the both of you. And no, we just got here."

I can sense Jordis is slightly tense, but more for meeting me and Lydia than for the actual fighting ahead. I need to do something about that. "Then you've definitely picked the right place to be. This is everyone you were expecting?"

"Yes. For this, the Jarl only wanted volunteers who weren't busy with other duties. That's me and a few guardsmen."

"And you're not a guard, but instead…?"

"I'm officially a Housecarl in training, but mostly I just help Jarl Elisif. With those problems that can be solved by putting swords in them."

"Ah yes, the noble and ancient art of putting swords in things."

Jordis reddens slightly, and Lydia elbows me. It served my purpose, though. Jordis noticeably relaxed. Well, noticable for me, in any case.

"Don't mind him." My housecarl tells the blonde. "Let's get inside? I don't think we need to do the briefing in public."

"Sure, follow me." Jordis leads us into the Temple of the Divines. A few priests are around, but they apparently already know why we're here, as they don't approach us.

We head to the left, down some stairs, and then past a gate Jordis unlocks.

"So, what is this exactly about?" She asks.

"Lydia, you go in front." I command. She's the one that doesn't need the briefing, and so she can stay alert better. "Yesterday evening, on Meridia's behalf, I cleared necromancers from Wolfskull Cave." I explain. "They were attempting to resurrect and bind Potema."

"Potema, Wolf Queen of Solitude?"

"The same. You know about her?"

She shrugs. "She was probably mentioned by my tutors, but I didn't pay attention unless swords were involved. Elly — I mean, Elisif could tell you more. She loved history."

"The two of your grew up together?"

"Yep. We always used to think I was going to be her housecarl. Of course, then she got sixteen and got assigned ol' Bolgeir Bearclaw, and they told me I wasn't good enough yet."

"You think he does a bad job?"

"No, he's good. Great warrior, and loyal to a fault. But at the time… yeah, I was very disappointed."

"Understandable. But we're getting off-topic. In life, Potema raised armies of undead, even attracting some vampires to her banner."

"That's not fun. No Daedra?"

"While she's probably capable of conjuring a few, but not in numbers. When she was besieged in Solitude, she sold the souls of her subjects to keep the Daedra loyal, but she has no such bargaining chip now."

"Well, some good news, at least. Down here there's probably mostly Draugr. Normally they just stay dead, but even a half-decent Necromancer can probably get them walking again."

"Any chance of vampires?"

Jordis grimaces. "Not that we know of. But… yeah. Could be."

"So just keeping our eyes open."

"Yup. So how much is this gonna suck?"

"I honestly don't know. I hope we'll be bored out of our mind. But there's a reason I asked for reinforcements, and happy thoughts don't solve problems."

"Isn't that the truth." She turns away from me to check on our rear guard.

I head to the front to protect Lydia and the others from any frontal attacks she can't handle.

— A Dragon's Game —

After taking a few turns and stairs, our path is blocked by vertical iron bars. Before I can find a way through, a pleasant voice echoes through the catacombs.

"You've arrived earlier than I expected. The hero who prevented me from being bound returns to my fold. I have much to thank you for, little one. When you die, I will raise you, and you can take your place by my side."

I keep silent. No use getting in a shouting match, if she could even hear me.

The arrogance, though. I'll show her who's the more powerful one.

Five minutes later, we find our first draugr, stepping out of an alcove to our right.

Sure, it goes down in one hit, but it's still first contact.

The catacombs look badly damaged. There's water damage all over the place, and enough spiderwebs that Lydia sometimes cuts them with her sword before walking through. I hope there aren't any Frostbite Spiders here.

We find another room, emerging on a balcony next to a staircase. Lydia heads to the right and engages a draugr. I hear footsteps downstairs, so I step up. A draugr is heading up the stairs, but Jordis is moving to intercept.

However, there's also a vampire there, preparing some spell. I block it with my Magic Ward, and shoot back with Fire. It dies easily.

An instant later, Lydia takes out her draugr. A nova of blue, translucent flame spreads out. The other draugr freezes in place, and Jordis decapitates it.

So that's what Dawnbreaker does. Good to know.

We proceed, passing an iron gate. A few moments later, a draugr attempts to ambush us, but Lydia parries his blow, and I hit it with a Sunfire. It gives a shriek, and goes down without further damage.

That was quick. Sunfire only deals 48 damage…

Would there be something special about being Undead?


Undead
You are undead.

Attribute Increases
Holy Resistance: -100
Death Resistance: 200


Ah, that explains that. Minus 100 Holy Resistance, so it deals double damage. That's a good thing to keep in mind.

We proceed and see another draugr attempting to attack us. However, it was held in place by two iron bars, probably to stop it from falling flat while dead.

But now that it's raised, it just stops it from attacking us. Apparently, Potema didn't consider it worth to invest time and magic beyond just raising whatever was close.

I guess that's the benefit of attacking her faster than she thought. I destroy the draugr with two balls of Sunfire, and we proceed.

We pass an archway and reach a larger room. There are slightly elevated platforms on the sides, which Jordis wants to scout. To ensure there're no enemies behind us, so we can always run away.

Lydia and I stay in the middle, while Jordis and the guards split up to check past the edges. At all times, everyone keeps everyone else in their sightlines.

Jordis and her partner find a draugr first, still on a table, but when they approach, it wakes up and attacks them.

With the two of them, and the draugr in a prone position, they easily dispatch it.

The other follows their wall without incident. They hold position at a chest-high elevated section — we can't quite spot everything up there, and don't want to be ambushed from the high ground. The stairs are easily visible at the end, so they'll wait for the other group to reach it.

The other wall is empty, and they go up the stairs, followed by Lydia and me. There's another draugr on an altar here, but some Sunfire handles that real quick. When we approach the other group, leaving the exit alone for now, we find a last draugr. It jumps down attempting to surprise that group, but is easily slain.

Leaving that room behind, we walk through what looks more like a natural cave, but two turns later, the normal solitude architecture resumes, accompanied by a single female vampire. Lydia easily parries her attack, and the vampire shrieks as if on fire when I hit her with Sunfire. Lydia abuses the opening by stabbing the vampire through the heart with Dawnbreaker, releasing another nova.

I hear a splash further out. A Draugr is disturbing the water… but probably paralyzed by Dawnbreaker. I launch a double Sunfire, killing it. There's another close to it, but it's just as easy pickings as the first.

We regroup and carefully continue down the path, but Lydia stops us after a few steps.

"There's a pressure plate."

She steps past it, and we all dodge it. I could have tried to disable it, but then I'd have to figure out what its effects were, and that takes a lot longer than just watching our step.

Really, it's kinda visible like that. I wonder why they didn't hide it better.

Right after the pressure plate, there's another room, and there's a large rack of spikes to the left wall, probably hooked up to the pressure plate.

The architecture disappears again. There's a waterfall on our left while we walk down an earthen slope. The water disappears somewhere far too small for us, but the path ahead is broad. It's much lighter, and on the far end, I spot an archway in the same style as all the draugr-infested nordic crypts, even though Potema died much more recently than the inhabitants of those.

I'm not here for history research, though. We proceed carefully, but we're attacked by a group of four draugr. While at a distance, I cast two fireballs, which leaves only one standing. Lydia easily takes it down with Dawnbringer.

She really is a cut above the others. Jordis approaches her in skill, but the guards aren't anywhere near as good.

There's also a chest, but it's trapped, so we ignore it and continue onwards, through the doors.

— A Dragon's Game —

The path ahead is blocked. There's a pedestal that used to have a lever, but it's destroyed, and there's a huge slab of stone in the doorway.

Hmm. According to recent history, Ulfric Stormcloak shouted the gates of Markarth asunder. And he isn't Dragonborn.

Why would this stone slab stop me?

The answer is simple — it shouldn't.

"Everyone, stand back."

They instinctively obey, just a fraction of a second faster than they'd otherwise have.

I breathe in as I focus on the stone barrier.

I will stand balanced, and force this thing out of my way.

"Fus Ro!" Force Balance

A shimmering blue force slips from my lips, crashing into the stone barrier… and shattering it into pieces launched into the hallway behind.

We're through.

The hall holds a burning brazier, but nothing else. We head through. The stonework disappears again, and we head through caves cut straight from the rock. We meet a single draugr and end it swiftly.

Then we find a larger ruined pedestal, with the remains of three levers. And a doorway blocked by a chunk of solid rock.

Really?

There's an iron gate on the right, though. We head through there first. We dispatch the vampire hanging out there. It's a weirdly shaped room, and it holds a single sarcophagus.

Behind it, Jordis finds a lever, which opens a secret passage. Following it, we find a minor amount of old golden coins. But more importantly, an opening that lets us look into the corridor beyond the blocked door.

Even those wearing armor fit through it, when helped up.

To our left, we see the blocked doors down a hallway, so we continue on the other way.

When Lydia advances too far, however, some fire spell is launched her way. She pulls back, and I heal her up.

The attack ceases.

I approach them alone, Magic Ward in front of me. There are three chest-high pillars on the other end of the room. When I get too close, one shoots a fire spell at me, though it dissipates harmlessly on my ward.

I step back. Sure, I could run at them, protect myself with my ward, and see if I can disable them, or I can…

I focus on a spot behind the pillars.

"Wuld!" Whirlwind

I shoot forwards, far faster than whatever enchantment guides the pillars can react. Standing behind them, they don't fire at me.

Which is logical, because whoever set them up might also want to disable them without getting fireballs at his face.

On top of each pillar is a receptacle holding a soul gem. I collect the gems and stand in front of them with my ward up. As I thought, they're disabled.

Clever little things, though. Even if not much of a challenge, the spellwork must be fascinating.

I wave the others through, and we proceed together. Two turns and a wooden door later, we meet another vampire. And this one's a talker.

"You've come far, mortal. No doubt you seek to enter Potema's Sanctum."

Sure, I'll bite. "Yup. Someone's got to kill her again, after all."

"Hah, you clearly do not know her power. But no matter. We'll need plenty of fresh corpses to rebuild her army, anyway."

"Well then, let's start with yours. If it still counts as fresh, that is."

I bring my hands together, and channel Disintegrate at the Vampire. He steps to the side almost as fast as the eye can see, but I simply adjust my aim. Once I hit him, he perishes in half a second.

I spot a draugr from behind where the vampire was, and adjust my aim again, taking it out as well.

That was… anti-climactical. Ah well, I'd rather my enemies be weaker than expected, than stronger.

The room is bigger, again. There's two thrones against the far wall, once of which held the draugr. There's a trapdoor in the middle of the hall, but I can't immediately say what opens it.

I don't care to look for longer, as it appears to open up to a familiar bit of cave.

Instead, we head down a slight slope towards our right. The first room is a semi-circle, with what appears to be some kind of altar to our left. A vampire and a skeleton attack us, but are dispatched easily.

Just to be sure, I heal up everyone, and also cast Courage on them, more than doubling their Health and Stamina.

The mana cost isn't that high, and you can't be too careful. Especially as I dread what might be in store for us.

In the next corridor, we find two thrones on opposite sites of the hallway, and both are occupied. We kill the draugr, of course.

Some weapons hang above the thrones, so they might have been important sometime.

Then we reach a somewhat smaller room, perhaps ten meters across.

We hear Potema's soft, seductive voice again, echoing through the halls.

"Not much further. Come, little thing. Serve me in death."

A surge of necromantic energy floods the room, and every single corpse starts moving. There must be twenty or something of them.

Luckily, we have Dawnbreaker. Lydia stabs one in reflex, and all of them freeze up.

It takes a few minutes, but we destroy them all.

After a bit of bashing the iron door further in, it opens up.

In front of us lays the largest room yet. It's an oval, with three layers of standing sarcophagi. In the middle of the hall hangs a blue-tinted orb of necromantic energy, several tendrils coming off it and touching the sarcophagi.

Potema's voice sounds again. "You've come far, mortals, but can you stand against my inner council? Let's see!"

— A Dragon's Game —

Chaos erupts.

With a series of loud crashes, all the sarcophagi open at once.

We form up in a semi-circle, Jordis and Lydia in the front, and defending me. Before the draugr can charge en masse, I create four Ball Lightnings, and set them to hover in front of our defensive line. They'll last seventeen seconds, and zap any enemies in several meters for almost two-hundred damage.

Then I conjure my first Dremora Fire Mage, as my pact with Sanguine lets me. It costs about one Mana per second to maintain, but that's nothing compared to the firepower it brings to the table at level 57.

They may be more fragile, and with less Intelligence and Mana than me, but their specialization to Fire Magic makes up for it, dealing slightly more than double my damage with the same spells.


Dremora Fire Mage
A fire-aligned dremora specializing as a mage.

Level: 57

Attributes (partial)
Mana: 2480.0
Health: 670.0
Stamina: 670.0
Fire Damage: 335.0
Intelligence: 248.0
Wisdom: 238.0
Mana Regeneration: 238.0
Fire Affinity: 221.0
Healing Resistance: 200

Abilities
Firebolt: Shoots a small bolt of fire dealing 475 damage.
Fireball: Launches a ball of Fire, dealing 849 damage to all targets in a 5.00 m radius where it hits.


With this fire support, my allies should be able to hold against the draugr.

That means I can concern myself with the blue-tinted orb of necromantic energy hovering in the middle of the room, also known as Potema.

I cast some Lightning Bolts at her, but she shields with no apparent issues and returns the favor.

My Lightning Resistance is pretty good at seventy-four. I sat down recently to do some calculations, and it's more efficient if I let myself be hit by Lightning and Fire, and then heal the damage.

So that's what I do.

I cast Healing to keep my health high, and throw a few Fireballs behind her to get around her Magic Ward.

She doesn't even try shielding those, and instead tosses some Ball Lightnings of her own… at the guards fighting the draugr.

Sure, she'll hurt her own undead, but if she's anywhere near as strong as I am — and it'd be stupid to assume she's weaker — then this'd kill the guards in a few hits. Faster than I can heal them.

I head out in front, covering my allies with my own ward. I take the opportunity to heal them up, but the draugr are thinning out already. The Ball Lightnings fizzle out when they contact my ward, though it takes a chunk off my Mana.

With the extra damage I dealt to them, and Dawnbreaker turning and paralyzing them, our side handles the draugr easily.

If we can close the distance, Lydia could use Dawnbreaker on Potema. Magic Ward can't defend against that, and it should be very effective.

We slowly progress, taking ground. As the number of draugr decreases, the orb descends, heading towards the far end of the room.

When it touches the ground, the orb fades, leaving behind an ethereal woman, partially translucent.

Potema is breathtakingly beautiful. She's slightly taller than average, long legged and lean but well-endowed. A fencer's build. Her face has a noble cast to it, mirth sparkling from her eyes.

The guards take down the last draugr.

Potema gives me a wolfish grin, and her eyes sparkle yellow for an instant. "Don't applaud yourselves, too soon, worms."

Death magic concentrates in her hands, and she gestures as if pushing forwards.

A powerful wave of magic weaves through us, and everything goes to hell.

All draugr not stabbed by Dawnbreaker rise and resume fighting. Half of them are at our backs, some between us, and some in front of us. We're suddenly surrounded by them.

Where before I could heal them when needed, now two are run through and slain before I get to them. And then they're raised to fight the others.

Lydia, Jordis and a remaining guard form up around me, while another is isolated. My dremora is still safe in the back. It's useful that the fragile mage is such a coward, otherwise he'd have died to the draugr before.

I strike some draugr down with Fire, but Potema just animates them again.

Then Lydia strikes one down, and they all freeze again.

That sword is overpowered. Without it, by now me and Lydia would have been the only survivors, I think.

Taking another few down, Lydia now swiftly stabs all draugr on the ground with the daedric artifact, and stops them from rising. The last guard rejoins the group.

I reach out to heal him back up, but a blast of lightning strikes him, throwing him against the far wall with a sickening crack.

Oblivion take me, I forgot to keep an eye on Potema, letting myself get occupied by the draugr.

I'm here to fight the mage, not the minions.

I strike with Ray of Frost, but she just grins as she lets it strike her.

Wait, she's doing the same thing as me. She must be resistant to some of the elements, and just let those strike her.

The only element she shielded was lightning. She ignored the fire, and now she's smirking at the frost.

I immediately switch to lightning. The first strikes true, but then she has her shield up.

Her Magic Ward goes opaque when stopping my spells, but I can see that her face has twisted into a snarl. But it's too late for her. I know her weakness, and it's only a matter of time now.

We both know shields aren't efficient. And so, she counter attacks. Her Ray of Frost strafes us, stopping the guard and Jordis from rushing her. However, they're Nords, and that can't be her entire purpose for this spell.

I block it on my Magic Ward, while keeping up my bombardment of hers with my lightning.

Her ray dances off me, and I hear a growl of pain behind me.

A quick glance shows my Dremora falling and being absorbed in purple flames.

There goes my Fire support. I suppress a giggle at the thought. This isn't the time. And no matter — Fire doesn't hurt Potema all that much anyway, and we're running out of draugr.

I cast two Ball Lightnings at Potema. They're slow and she'll probably shield, but that'll help deplete her mana. I'm running low myself. I could drink a potion, but I really can't spare the time.

We spread out. It would leave them more vulnerable to her attacks, but we'll need to rush her from all sides. Lydia is the fastest, Jordis and the guard still slowed by Potema's Ray of Frost.

I attempt to speed up with my Lightning Bolts to keep her Magic Ward opaque for longer, so she can't aim for Lydia.

It turns out she doesn't need to. A green flash surrounds Potema, and Lydia is thrown back, landing close to me. I jump in front of her, and get Potema's Disintegrate in my face for my trouble.

It doesn't matter. I have 97 Fire Resistance. However much damage it deals, I only take three percent.

Right before my Ball Lightnings arrive, I switch to Frost, casting Ice Storms.

My ruse works, and she drops the shield. Potema shrieks as she's electrocuted. I add more lightning. If I'm lucky, the pain will keep her from casting until she dies.

The slowing effect wears off from Jordis and the guard, and they rush her as well. Potema can't die soon enough.

Being struck by lightning repeatedly, Potema turns her head to me.

Then she shows me a wolfish grin.

I want to shout a warning to Jordis and the guard, but it all happens too quickly. Potema releases a spherical blast of lightning. The guard is instantly fried in this armor, and Jordis is launched into a side wall, and doesn't get up again.

"Well, that was unfortunate for you." Potema stands relaxed, still being shocked by my Ball Lightnings. They're not even injuring her. "Let me tell you a little secret." She charges up a lightning spell in each hand, the grin still on her face. She's enjoying this. "Lightning was always my favorite element. And you're out of magicka."

Oblivion take me, she's right. I only have a few dregs of mana left. I threw everything I had at her because I thought Lightning was working. Lydia just got to her feet, and I stand in front of her. I can take the lightning better. I conjure up my Magic Ward, with the few points of mana I have left.

Potema laughs and releases her first blast. It shatters my shield, with its remaining strength hitting me.

It hurts far more than lightning should. I'm blasted off my feet. I half crash into Lydia, but she doesn't catch me in time, and I fall to my knees.

I look at Potema the moment she releases her second attack.

Not at me.

At Lydia.

I hear a muffled squelch, and a warm, wet something splashes on my cheek and in my ear. Khajiit don't have cheeks like men and mer do, and I taste iron.

Stunned, I look to the right.

Lydia's boots have fallen backwards, most of her legs still inside. Their edges are smoking. Guts, bones and blood have been spread over a wide area, still softly smoking. Oh, the blood. So much blood. The disgustingly pleasant stench of roast meat assaults my nose. I hear a clang, and see her helmet stop rolling. Most of her neck is still attached, but her torso is entirely gone.

I hear laughter. Who would… why… who would laugh at this?

I turn and see Potema doubled over in laughter.

"Oh, this is precious." Het seductive, almost gentle voice resounds across the room. She turns to look at me, her beautiful face filled with mirth. "Oh, I'm sorry for killing her. I know have known you cared about her. After all, she's all over you!" Her clear, attractive, full-bellied laughter resounds throughout the hall again.

The Wolf Queen killed Lydia. Grohiik Jud kriaan Lydia.

And she … laughs at me. Ahrk rek… lovaas do vokrosis wah zu'u.

At me, who suffers. Wah zu'u, wo aus.

At me, whose housecarl she killed. Wah zu'u, wo kendovsehofkah rek krii.

At me, who will destroy her! Wah zu'u, wo al rek!

And I understand the Power of these Words. Ahrk zu'u mindoraan rotmulaag.

"Suffer Kill Destroy!" Aus Krii Al!

I don't know when I stood up, but an emerald light lances from my maw as I Shout.

She conjures her magic ward, but I know it's useless. I have Spoken, and the world will obey. The Voice will prevail. Thu'um Thur.

The emerald light passes her ward. She doesn't even have the time to look surprised. It strikes her shade, and Potema ceases to exist.

I turn to the remains of my housecarl.

I collapse to my knees.

And I cry.

— A Dragon's Game —

After an eternal moment, my tears run dry. Lydia… is gone.

Then I feel guilty. So are the others, but I don't feel nearly as bad about them.

Wait, are they? Dead, that is?

I rush around the room, checking the guards that haven't been raised, but all are dead.

The last one I check is Jordis. She's unconscious, but alive.

While I cried, my mana regenerated.

I channel healing into Jordis until her health reaches its maximum again.

The moment that happens, she coughs and awakens.

"Do'samma…" She's still out of breath. "What happened? Is Potema dead?"

"Yeah, but…" I can't say it. Not yet. I choke up.

Jordis sits up. "The others… they're… they're all… dead?"

I nod mutely.

The warrior looks around, and I can see the blood drain from her face as she sees what's left of the most important person in my life.

Then she leans aside and throws up.

I can't bring myself to comfort her. I feel like I should, but I just… can't. Dibella's influence tells me she needs it. But I can't. Not now.

I sit mourning silently for several minutes, while Jordis composes herself.

"We'll need to tell the Jarl. At… at least we won. They didn't die for nothing." Her voice is almost a whisper.

The reminder is too fresh for me. I can't… think about anything else than having lost Lydia. My best friend, housecarl and lover. She who kept me grounded.

Jordis's kindness is stronger than mine, and she holds me as I fail to hold back the tears again.

After a few minutes, I master myself, and the tears slow.

She whispers at me. "You're going to be okay, Do'samma. Lydia has fought and died as a true Nord, and she'll await you in Sovngarde."

Sovngarde… I pray to my father, Akatosh, that he may guide Lydia to Sovngarde. Zu'u draal bormahi, aakii Lydia bo Sovngarde.

As for myself, I'll just have to prove worthy of Sovngarde myself. I'll meet her again. No matter how many years it will take.

I lean into Jordis for an instant, then we stand up.

"Thank you, Jordis. I…" My voice fades as I see the total ruin Potema made of my closest friend. "I don't know what she'd have wanted me to do, with, you know…"

"Traditionally, honored warriors who have proven themselves are burned on a pyre."

That… I can do.

"I can cast a spell that'll do the same. The same for the others?"

She nods. "Yes. They fought and died to protect Solitude. They have earned all honors. And well… we can't carry them all the way up to their families, and we can't bring carts down. I don't know if we can or should carry them up. With Potema's desecrations, I mean, her necromancy might not have died with her." Her wording might be stilted, but I understand the gist of it.

"I will light the fire to burn them. Beyond what any necromancer can work with."

"How certain are you Potema is gone? Not that I doubt you, but…"

"No need to be careful. She fooled me before. But she's gone. The shout I used kills. Full stop. She was a shade, not a living being, so her soul was killed. She has no afterlife, and is gone forever."

She shivers, but nods. "That's good. Let's take the others' bodies, and bring them close to Lydia."

We arrange the bodies around Lydia's remains in the center of the room.

"I want to you wait outside while I cast the spell. Otherwise it will burn you too." I tell Jordis.

"You'll be fine, though?"

"Not fine, but I'll be alive and healthy."

I meet her eyes for a moment, and she nods.

She leaves the room, and closes the iron door through which we came in.

I use the Mask and change my race to Dunmer. I will need the Fire Resistance. If the primary number is big enough, even three percent can be a lot.

As Dunmer, I have 147 Fire Resistance — enough to heal from my own flames. Even if dragon fire still burns me, as it did at Rorikstead. When I still had Lydia.

I try to clear it from my mind for now, as I concentrate on the spell I have in mind.


Fire: Fire Nova
After channeling for at least 1.89 seconds, unleash flames all around you, dealing 3336 damage to all in a 39.40 meter radius. Charging for longer will raise cost, magnitude and radius proportionally.

Cost: Mana: 188


I have 3058 Mana total. Damage increasing proportional to how much I pay beyond the threshold cost, that means I will deal 54263 total damage to everything in this room. Not counting the mana I regenerate while charging the spell.

I charge it up, pouring every last trickle of my Mana into my spell.

And then I incinerate everything in the room.

— A Dragon's Game —

Having turned back into a Khajiit and having replaced my clothes from my inventory, I open the door to let Jordis back in. The room is destroyed. Not a trace remains of the fallen, friend or foe, except for Dawnbreaker. The sarcophagi are turned to dust, and the stone of the walls, ceiling and floor is still glowing red-hot from the heat my spell released.

Jordis recoils from the heat coming through as I step out.

It's hot enough in there that my new set of clothes has already started smoking.

"It is done." I tell her.

"It is." She responds. "Now we need to get back to solitude, to tell Elly about everything. She'll be glad to know, even if she will mourn the fallen." She hesitates.

"What is it?" I ask.

Jordis bites her lip. "Dawnbreaker. I think you should keep it."

I want to snap at her. Lydia bore that sword into battle. As far as I'm concerned, it's hers.

But if I end up in Sovngarde early because I lacked Dawnbreaker when I needed it, then Lydia will have my hide for a rug. I close my eyes for a moment to calm myself, so I don't snap at Jordis. "I'll get it."

I walk back and take the sword, putting it in my inventory, and then I return to her.

"Come." She gives me a wry smile. Attempting to keep my spirits up.

While I can't feel good, I'm thankful for the thought. I nod and follow her. In the cool air of the tomb, my clothes and fur cool down in minutes again, and we retrace our footsteps back.

A few draugr stood up again because of Potema's enchantments before she died, but Jordis dispatches them easily.

Those we find at a distance, I burn. But it's a chore. I feel no satisfaction from work well done, or from helping keep Solitude safe.

There should be. Lydia gave her life to keep Solitude safe. But it feels like an uneven trade. My housecarl for an entire city. I scoff. No, not enough. Had I known, I'd have warned Elisif and steered clear. It was not worth it.

An eternity later, we emerge back into the Temple of the Divines in Solitude. Jordis has dried blood on her face — her own. Her armor is dented and scratched and covered in a layer of dust. I'm little cleaner myself, as the flame bath burned away everything except for the dust from our return trip.

The priests approach us, but Jordis shoos them away, telling them I healed us both. Which I did. Technically, the Fire Nova healed me.

She leads the way to the Blue Palace. Night is already falling. We spend the entire day down there. Still, it feels fitting.

And I hope it means the court will be mostly empty. I don't feel like being stared at right now.

— A Dragon's Game —

For once, I have it my way. The palace guards know Jordis, and let her through without challenge. There are some whispers, though.

We interrupt the meal halfway. Jordis steps up to Jarl Elisif, and I stay a few steps behind. I don't feel like taking point.

"By the divines, what happened to you?" Elisif asks Jordis before she can start. I guess we look as bad as I feel.

"At first, it went well. But in the fight with Potema herself, we were ill-prepared. Only the two of us survived. I was unconscious for the last bit, but Potema is gone forever."

I can feel the sorrow hammer into Elisif like a sledgehammer. All females in the room feel some measure of sorrow or horror, but the Jarl is taking this personally.

"Five deaths… Arkay have mercy on their souls."

The discussion between the two of them passes like a blur to me. It's just hard to concentrate.

"Do'samma?" Jarl Elisif draws my attention.

"Yes?"

"I want to arrange your accommodations for the night, but I think you wouldn't like the busy atmosphere of an inn or the Palace. Proudspire Manor is my ancestral home, but it stands empty. Would you like to spend the night there, so that you have some time for yourself?"

Actually, that sounds fantastic. "Yes, please."

"Erdi!" Jarl Elisif summons a palace servant. "Here's the key to Proudspire Manor. Please escort Do'samma there."

Erdi is a young nord woman with black hair. "Of course, Jarl." Then she turns to me. "Please, come with me."

I nod and follow her.

Proudspire Manor is close to the palace, and quite big. Elisif's family must be rich. Erdi opens the door and lets me in. She takes me up a staircase and escorts me into a room with a large double bed.

"Please make yourself comfortable. Is there… anything else I can do for you?" She feels helpful, but also slightly lustful. Does she really… no, she said nothing. I shouldn't judge her just on her feelings.

I turn away. I've never been less interested. "No, thank you."

Your Fire Magic has increased by 1 (98)!

Your Holy Magic has increased by 4 (14)!

Your Necromancy has increased by 2 (27)!

Your Healing Magic has increased by 2 (47)!

Affection with Elisif has increased by 20 (70)!

Affection with Jordis has increased by 30 (40)!

Reputation with Falk Firebeard has increased by 20 (25)!

You have learned a new Shout: Kill (Aus Krii Al)!


Soul: Kill
Kill a target of level 10/20/50 + (2/4/10 * [Number of Dragon Souls]) or less. If it survives, instead Strength, Dexterity, Endurance, Wisdom, Intelligence and Charisma are reduced by the % of that creatures level that this shout would have slain.

Aus Krii Al

Suffer - Kill - Destroy

AusSuffer
Attack Speed: 2.00 attacks per second.
Base Strength: 10
Bonus Strength: 2 * [Number of Dragon Souls]

KriiKill
Attack Speed: 1.00 attacks per second.
Base Strength: 20
Bonus Strength: 4 * [Number of Dragon Souls]
Divinity: 5

AlDestroy
Attack Speed: 0.67 attacks per second.
Base Strength: 50
Bonus Strength: 10 * [Number of Dragon Souls]
Divinity: 10

Complexity: This shout requires 5 Dragon Souls for each word.


I wave away the meaningless information.

— A Dragon's Game —

A/N: I'm sorry.

A/N 1: Bormahi is the dragon word for "My Father", which they use for Akatosh. Among themselves (and as the dragonborn is one of them, always in-game,) they use "Bormahu", which translates to "Our Father".

A/N 2: It ever bothered you that Falk Firebeard gets to completely overrule Elisif while she's holding court? Where everyone can see?

Because it sure as fuck bothers me. The sheer disrespect and condescension is staggering. I also hate that Elisif is portrayed as the dumbest of blondes there, with a wet noodle for a spine. Girl was High Queen for a bit, and even if the marriage was political, someone that stupid shouldn't be in that position wouldn't be, as she doesn't seem to have enough family around to get her the post outside of her own merit. So I gave her a little competence upgrade. Falk is still a condescending shit, but she's actively working to get her autonomy back without appearing unreasonable. Think Wheel of Time's Egwene becoming Amyrlin Seat, for example. Do'samma gave her exactly what she needed Falk overruling her decision when she'd actually made the right one, and nearly dooming the Hold for it. While Do'samma also prevented the Hold from being doomed. Note that the competence upgrade isn't completely out of the blue when Ulfric takes Solitude, she's good enough to keep her throne, as the only Jarl who will remain Jarl regardless of the outcome of the civil war.