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Friday, August 15, 2014

VI - The Horn of Jurgen Windcaller

Ustengrav was in the northern reaches of Skyrim, somewhere between the holds of Morthal and Dawnstar. Merill stopped briefly in Morthal for a quick meal, but the village was quiet and sad in its snowy marshes, and she did not linger long. In some places, a break in the trees would give way to the wide stretch of icy water that was the Karth River, dominated by the great cliff on which the great city of Solitude sprawled. She paused once or twice to stare up at the palace’s rounded arches, the wolfs-head flags that fluttered from its walls before she pushed onward.

Old Nordic barrows dotted Skyrim’s landscape, ancient burial grounds for long-dead heroes. The barrows were once guarded fiercely and reserved for only warriors of the finest tier, but that tradition had long since died, leaving them stripped bare by graverobbers to become lairs for necromancers and bandit clans. There had been one such crypt an hour’s walk from their cabin, and Merill and Nalimir used to hover around the stone doorway, daring one another to go in. When Merill finally decided to brave the crypt, they found the ancient door sealed fast and ran giggling away, shrieking at the idea of spirits clawing at their heels.
Ustengrav was just on the edge of the marshes, a wide circular hole in the ground. Two bandits had set up camp outside it, cloaks draped over their shoulders to ward off the chilly, damp fog of the marshes. It was nearing evening when Merill arrived, and the mist had begun to settle over snow-brushed mud, coupled with the gnarled, leafless trees, tall brown grasses, and flickering green torchbugs that were staple to Skyrim’s marshes. Brelin used to tell them stories about the marshes, strange and quiet and full of mysteries – it was said that Will o’ the Wisps lurked among the icy bogs, luring travelers deep into the frozen mud and letting them die there.
Merill crouched low in the grass, silently drawing an arrow from her quiver. The stacks of broken-open chests and a dead horse beside a nearby cart revealed the campers as bandits, likely set there to guard Ustengrav’s entrance. Merill had to wonder if this horn Arngeir had sent her for had been long-pillaged. She nocked the arrow, hooked her fingers around the bowstring, and inhaled sharply as she drew it back, aiming for the first bandit’s head.
Merill let out a breath and inhaled again, angling the arrow right just slightly, and released it. The arrow spun silently through the air and struck the back of the bandit’s head. He crumpled off his seat without even a sound, and his companion stumbled up, drawing his blade and staring around. Merill swiftly drew another arrow and put it through his chest, sending him sprawling to the mud as well. She glanced around to be sure there were no more bandits guarding the tomb and ventured to their campsite, taking whatever she could find that was useful and pulling her arrows from their bodies before descending into the pit that marked the entrance to Ustengrav.
A cloud of dust sprang up as Merill shoved the door open. She found herself in a low-ceilinged tunnel lit by sputtering oil torches. The floor was strewn with rubbish and broken bits of pottery, and faded carvings spanned the length of the dirty walls. A dead bandit lay facedown just inside the door, dark stains marring the stonework around him and a festering sword-wound in his back. Merill had dealt with her share of dead animals, and she had a feeling that the smell from the body should have been much stronger. But it was cold in the tunnel, unnaturally so, and she proceeded without pausing to loot it. What the hell am I doing here?
The crypt seemed to be mostly cramped tunnels littered with yellow bones and pottery shards connecting larger chambers filled with stone coffins and carved with timeworn depictions of battles fought and won. A group of necromancers had apparently taken up residence in the tombs, explaining the torches that should have been long cold. Merill managed to shoot down most of them from the shadows, sending them crumpling to the stonework before they had a chance to summon a ward.
At some point in her ventures through the dark crypts, Merill shot down a silhouette that seemed to fall rather…unnaturally. When she crept out from the dark for closer inspection, Merill realized that it had not been a necromancer at all, but rather a humanoid shape, an emaciated undead with burning blue eyes, half-rotted armour, and white hair that hung in patches off the sagging skin of its scalp. Merill turned the creature over with her boot, reasoning that it must be a draugr, the living corpses of Nords set to guard their burial sites until the end of time. She pulled her arrow from the creature’s head, a shiver racing up her spine. She did not like being here. It felt wrong, somehow, a desecration to her ancestors. Whoever they were.
As she descended deeper into Ustengrav, the air grew colder, the necromancers fewer, and the draugr greater. She was able to take down a number of them with a single shot, but others gave her trouble, immediately sensing where she was despite her best efforts to stay hidden and charging toward her, forcing her to stumble backward rapidly loosing arrows until they fell.
She began to lose all sense of time in the freezing tombs, focusing only on getting past the fierce draugr that guarded the way. Her fingers began to cramp with the cold, and forcing her to breathe heavily on them between shots to try and warm them. Brelin had once bought her a fine pair of thin leather shooting gloves for New Life, but she imagined those had burned in the cabin with all her other things.
At some point, Merill pushed open another door and found herself on a great precipice over an enormous cavern, great gaps in its ceiling filtering down weak beams of moonlight. Snow fell gently through, melting as it touched the mossy floor of the cavern where evergreens stretched high along an underwater lake throwing up steam from the hiss of a great waterfall. The cavern was crisscrossed with bridges of stone and rotting wood, and Merill could see some sort of narrowly-curving wall on the cavern’s floor, thick with carvings and of a different stone than the walls around it. Anxious to investigate the wall, she decided the path was too long and dropped down beneath the precipice, carefully navigating the heavy stones as she made her way down to the cavern’s floor.
Merill’s boot touched moss and she hopped down, slinging her bow over her back and lowering her hood to stare up in wonder at the sights around her. The pool must have been a hot spring, for it was far warmer here and a gentle, calming mist had settled over the ground. She walked slowly through the glade, staring up at the breaks in rockwork above where a tiny sliver of Masser, the great older moon, was visible through the clouds.
As Merill drew closer to the wall, she realized the carvings upon it were words in the dragon-tongue. She approached slowly, almost reverently, and as she did so, she saw some of the letters begin to burn with the same bright fire she had seen on the floor of High Hrothgar and on Farengar’s tablet. All else began to darken save the words shining on the wall, and a great wind filled her ears. Merill drew closer to the wall and knelt, resting one hand against the burning carving. The stone was warm to the touch, comforting, and Merill felt her head spin slightly as the glow faded and the rest of the chamber became bright again.
She knelt before the word-wall for some time, feeling safe and content there, and, after a while, drew out Farengar’s tattered dictionary, sitting back to see all the words on the wall.

Noble Nords remember these words of the hoar father – it is duty of each man to live with courage and honour lest he fade forgotten into darkness.

“Fade,” she muttered, staring at the words that had burned out at her. “Feim.” Merill rose to her feet, tucking the book away, and turned from the word-wall, closing her eyes and letting Feim rise in the pit of her stomach, course through her blood, push up through her chest and her throat till it rested on her tongue.
FEIM!
At once Merill felt a change in herself, a sort of ripple that went through her body. She peered down at her hands and realized she could see the mossy ground through them. Something in her mind told her that no harm would come to her in this state.
The Shout did not last long, though, and she glimmered back into existence a short while later. Remembering her task at hand, Merill reluctantly left the warm, comforting floor of the cavern and its silence behind as she climbed back up to explore Ustengrav’s depths further.
The cliffs around the great cavern were almost entirely populated by draugr guardians. Merill moved through them smoothly, managing to take them down before they could do her much harm. A number of traps and fire-pots dotted the area as well, making Merill thankful for the days when Brelin had trained her to watch for poacher’s traps hidden in the snow. The fire-pots hanging above pools of oil she found particularly useful, as a single arrow directed at the rope binding the pots to the ceiling would send them crashing down, engulfing the unfortunate draugr below in flame.
It seemed like some time before Merill finally reached a grand door she assumed led to the final chamber of the crypt. She shoved the heavy doors open, sending down a spray of dust and pebbles. Merill stepped into the dark hall, staring around with an arrow nocked and ready. The tomb was built in a shallow pool of water, and the ripples sent shimmering white reflections up onto the crumbling stone ceiling. A wide stone walkway cut through the water, leading to a round platform at the end of the chamber where Merill could see candles flickering over a great stone coffin.
She lowered her bow and replaced the arrow, sensing no harm in this area, and started across the walkway. As she moved, four great dragon-headed pillars rose from the water, shaking down more dust from the ceiling. The dragon heads seemed to stare down at her as they rose, water pouring off their curved snouts and into the pool. Merill reached the great coffin and returned her bow to her back, leaning down to read the inscription in the flickering candlelight. She blew dust from the etchings and leaned closer, slightly surprised that it was written in Daedric script rather than the dragon-tongue.
The four corners of the tomb were guarded by stone dragon-heads, and the centre of the stone rose up to form a claw-like hand, cupped as if to hold a horn. The hand, though, held only a grubby roll of paper. Puzzled, Merill checked the floor around the coffin and found nothing but a few more burial urns and scraps of cloth. She glanced around the chamber uncertainly, then pulled the bit of paper from the stone hand’s grasp and unrolled it, holding it up to a candle to see.

Dragonborn –

I need to speak to you. Urgently.

Rent the attic room at the Sleeping Giant Inn in Riverwood and I’ll meet you.

-A friend

Merill crumpled the letter in one hand, glaring around the dark chamber. So someone was keeping tabs on her. Having her followed. Merill held the note over a candle flame, letting it flare up and burn to ash. She had thought she was more careful, quicker to catch on when she was being watched. But someone had evaded her gaze, been following what she was doing even at the peak of the Throat of the World.
Merill kicked a shard of pottery into the water, letting out a frustrated snarl. All she wanted were answers, an explanation, any hint about why this was happening, and why to her. I never asked for this, she thought sourly, finding a door at the back of the chamber that led her back out into the dark marshes of Hjallmarch. She stared south to where she knew the Throat of the World loomed over all Skyrim, thinking of Arngeir standing on the southern cliff with her, his hand on her shoulder for one brief sliver of a moment.
…or you can forge your own path, use your Thu’um to help us understand why the dragons are returning and help to stop it, if need be.

With the echo of the old monk’s words reverberating in her mind, Merill turned her steps south again and left the silent marshes behind.

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