Written Works





Life on the Isle of Gorne

Fathis moved, crouched and slow to the edge of a patch of tall flowers. Hoping his shuffle was quiet enough, he got as close to the edge of a cluster of gold kanets as he dared and, slowly, nocked an arrow so it's shaft wouldn't touch any of the surrounding flora. He pushed the spike of chitin at the end of of his bow into the ground and began slowly inching back the string. Two inches, Four, to his lips, and then to the edge of his growing grey smirk. After a generation of the Avel line being forced to live on the mainland, the Dunmer was ecstatic to return to Gorne and equip the mantle of the island's hunter. Never before had just another nix-hound looked like such a prize.

He breathed slow gentle breaths from his mouth as the green-shelled beast sniffed at some anther before turning it's heads to face the seas behind it. The bug-beast seemed in no hurry to get wherever it thought it was going as it stepped casually past the flower patches and sniffed at the air towards the distant calls of cliff-racers. Decades of being the top predator made them careless and fat. The fat part wasn't quite as obvious till they were over a fire, but that didn't stop Fathis' mouth from watering at the thought. Eventually the beast stopped just a few feet away, nose again sniffing the air, now with more intensity. Apparently, it was finally becoming weary of the the odd smell of the kanets.

Without a second thought the hunter let fly the arrow. With a hollow k-thunk it went into the side of the hounds abdomen.

Damn it.

Before the beast knew what had happened, Fathis nocked another arrow, took a deep breath, and aimed more carefully at the gap between the head and abdomen shell.

qua-ssch

Guars-eye

The hound let out a croak as it fell... dead before it even hit the ground.

The Dunmer stood from his golden blind and ran to his prize with a sharp laugh. He began his work tugging off the front and hind legs and tossed then off the ledge into the sea, then held the measured notches of his bow up to the creature's tusks. Easily over a foot long. Anywhere else in Morrowind and it would've been a once in an elven lifetime trophy, but Fathis had seen bigger in the last few days and tossed the head into the sea after plucking out the eyes. After the dressing was done, he slid his bow into a guar skin sheath on his back before hoisting the shell up with both arms. Nix-hounds tended to be rather light compared to most big game, but the size of such a juicy one meant the walk back to the village would require multiple breaks... and perhaps even a quick snack of raw hound eyes.

Fathis didn't mind the long journey. After a lifetime of hearing about Gorne, the last few weeks felt like a dream and, if it was, he intended to remember every moment of it. The flowers were more plentiful then even his childhood mind imagined, butterflies and bees fluttered about giving the air a quiet hum, and the sounds of the many small streams and waterfalls he passed gave him a peace he didn't think possible on the mortal plane. To his right, the salty sea glowed golden from the setting sun, and to his left grew full-leaved trees beside the freshest ribbon of water in Tamriel.

Perhaps tomorrow I'll see where these streams start... he thought as the village came into view.

The village of Gorne looked like a common Indoril settlement. Same elegant jade rooves that curved at the corners with polished stone brick walls below, same eye for beauty with a large gazebo and a garden that surrounded it. The only difference that could be spotted was the closeness of the structures and the the variety of flowers planted in front of every home and business. Purple and pink willows and anthers, blue stoneflowers, yellow and white kanets, and Timsa-Come-By's and heathers filling in the space lower to the ground. Every inch of town was idyllic and in bloom.

As with many Indoril, however, the people who lived there were a little less inviting. Despite their request for his return, and his ancestral right, the majority of locals did not view him as such. The treated him much like a stray cat... he may have his use catching the rats, but that doesn't mean they'd give him a pat for his efforts. Even when the rats are in fact hounds, and the cat leaves them at the village's doorstep. He didn't mind however. Most of everyone just gave him a wide berth and shifty eyes, outside of one family.

The hunter and his haul received a few glances and grimaces from the townsfolk as he worked his way to his small home on the edge of everything. He had a small butchery set up outside, just a table for a chopping block and a small fire for roasting and smoking, but was surprised to see someone already at the butcher block. Fathis tried to remain composed as he approached the familiar unfriendly face.

Ah, how are you Avel? I was wondering if you'd make it back with anything before sundown. Idav, working son of the Andary family, was in the middle of removing the scales off a particularly nasty looking slaughterfish with his fillet knife.

I knew I should've sealed that table... Well I have, and here I am. Now would you mind finishing your work at your own home or by the docks so I can begin mine?

Sure sure, I just was fishing on your side of the island and, well, another small haul as usual since the beasts moved in made me think I'd just clean em real quick here... Let me just finish up. With practiced grace, the bald dunmer dropped his hand, slicing the fish in two, and catching the fillet that fell while allowing the guts to land and burst on the table. Good luck with that hound hunter. He said snickering as he walked towards the docks.

Fathis held his glare till it was obvious Idav wasn't turning back to look again at his handiwork. The hunter shook his head and decided he'd work on the ground today.



When the first of the Avel's arrived during the Velothi exodus, they had wondered if Azura had taken them when they'd laid eyes on it. It was a rocky island with a mountain at it's center off Morrowind's Padomaic coast and, to the pilgrims, it was like a chunk of Moonshadow had been conjured for them right there on Nirn. It had everything those few who went beyond Necrom would've wanted. The mountain was adorned in waterfalls and lush trees, the land below was fertile both in soil and beasts, and the sea surrounding was plentiful with fish and kalpops. Gorne grew a small but rich culture closely tied to the three, but notably separate from the rest of Morrowind. Fathis' family had been the islands sole hunters for generations till late in the Third Era, when it seemed all that was left were the rats in the ruined Sixth House tomb. With all the other ancestral duties taken by others on the island, Fathis' father left, heartbroken, for the mainland.

Fathis' father spoke of his past home frequently, especially between jars of Sujamma. Even with the damn hounds gone I'd still go back... if only it wouldn't be such a disgrace... fetchers... is rat meat not good enough for you? Prefer Andary's week old slaughterfish I guess... His father's ramblings about Gorne was more familiar to Fathis then any hunting technique. So it was cruel irony that lead to him receiving a letter from that very island calling for a return a mere week after his fathers death.

To whichever Avel this may find,

We hope you have been well on your exile; however, we are a bit embarassed, to request your swift return. As of the last few years, we have been blighted by a seemingly unending assault of cliff-racers whom have taken roost on the mountain above the village. Admittedly, we asked additional guards be sent from Mournhold to deal with the problem, but someone along the line thought it better we call back our ancestral hunter to deal with the issue. Please send word of your return BEFORE your journey, we'd like to know if we'll need to mount our own militia.

Hope to see you soon.

Fathis was under the impression he'd never see the island. His father had moved from city to city for work, starting in Akamora (where relations with a certain Indoril noblewoman lead to Fathis' birth, and him and his father's quick and quiet removal from the city), then Andothren, before eventually settling in Aldruhn. The barren ashlands around the city were about as far from the warm and wet island as you could get, but the two locales now had one important similarity. It was quite handy that the majority of the hunting being done around Redoran territory was for the same flying devils that had invaded the Avel ancestral home.

The journey took a number of days by siltstrider and then by boat. Fathis had brought nothing from his old life but the chitin bow used by his father, apparently made by some great-grandfather, believing it to be his key to his fathers old home and whatever remained inside. After a rather cool welcoming committee from the village elders, he was disappointed to find that little remained in the old house but a number of sujamma jars and broken furniture. It seemed his father was was especially torn up about the exile before he left. After a few days of sleeping on cold stone and hunting from dawn til dusk, he had managed to gather enough hides and gold to construct and purchase some meager furnishing. His cheap construction lead to him looking like a squatter in his own house, and his treatment from the townsfolk didn't help that feeling, but he had grown used to roughing it most of his life and was as comfortable as he ever was.

The worst part of the island was the Andary family. Apparently Fathis' father and Idav's fathers, Delamus, were not on the best of terms when he departed, and with the head of household being that same father, Delamus had his kin make every day for Fathis one in the Deadlands. His grandchildren would spit at Fathis as he walked through town, his wife would leave 'gifts' of fish guts at his door, and Idav (being the most interested in following his fathers example) would find a new method of torture nearly every day. One of the guards in town, Drarana, was nice enough to Fathis since his arrival, but was discouraged by the other two guards in town from intervening. If the homecomer was anywhere else in the Empire, he would've left weeks ago.

The torture did not outway the islands peace and beauty however, and despite never knowing what thorn he'd find in his side by the end of the day, he woke up happy and thankful for his controversial return. Everyday seemed brighter in Gorne, and Fathis knew it would be just a matter of time before he sewed his way into the tight knit society.



As a new day dawned, and Fathis was awakening from a pleasant dream about a Dunmer girl (in nothing but daedric boots), the hunter heard the sound of hard tapping on the bricks to his right. He quickly sat up to grab some string and tie up his black hair, grabbed his bow and his gut knife, and jaunted out the door to the side of his house still in just his shorts. There, fluttering obnoxiously, was a cliff racer. It seemed to be attempting to assault the east wall of the hunters house with its tail stinger. It seemed as of the last few mornings that the cliff-devils managed to track their killer down, and were doing their best to assert dominance. It had become a nuisance, mostly because of the old and less pleasant folks in town trying to blame the beasts' early-morning ruckus on him.

The racer turned to begin dealing with its opponent when Fathis launched three shards of chitin through its leathery wings. It squawked in disapproval and swooped down, only to be slashed from neck to torso with the gut knife as the hunter ducked. The fight was over in only a few seconds, and officially concluded when the beasts swoop ended against the side of a building next door. The face of old lady Flannu flashed a glare out her window a moment later. Fathis gave an apologetic wave and, by the tail, dragged his prize to the gutting area.

Cliff-Racers don't have much for meat on them. That and their exceedingly aggressive behavior make them nothing but pests to those who get the pleasure of having to deal with them. Their plumes however were relatively valuable to alchemists, and Fathis had found a way to make their tail tips into heavy, but effective arrows. He hacked off the tip of the tail with a hatchet and gathered as many decent plumes as he could before lugging the beast a ways out of town and pushing its carcass into the sea below. After, he went back inside, laced up a tan shirt, wrapped his feet, and slung his bow in sheath over his shoulder. With that bit of unpleasantness out of the way, he began his day proper.

Fathis never really took days off, even before the move, but he liked to consider his scouting days as something of the like. They normally involved nothing more then walking in silence around the mountain, and if any groups or large animals were spotted, he'd take note and watch for a bit. Many nobles from around the empire would pay good money to do just that. But first, he needed to pick up fuel for the journey.

The biggest building in town was their one Inn, The Emerald Haven, and while he could just eat some of the hound he got the night before (or if he was REALLY desperate for variety, some cliff-racer tendons), Fathis prefered to start his day with kwama-egg fried mudcrab on scouting days. His financial situation didn't quite support the habit, but it helped that the girl who ran the front was the same one from his dreams.

The place was as quiet as always in the early morning: empty, besides the guard snoozing at a table in the corner. Even behind the counter seemed quiet, but that wasn't unusual at this hour. Fathis usually had to wake Delyna up. He sat on a stool at the bar and peered over to see Miss Belvayn asleep on her bedroll, still in her linen clothes and apron, ever ready for the rare traveller or early hunter to arrive. He kept himself from staring by giving the bar a few hard knocks.

Delyna's eyes fluttered open. She seemed still half chained by Vaermina even as she lifted herself up. Welcome to Gorne and The Emerald Haven traveller... what would you... Her voice slurring a bit as she leaned on the bar. Oh, she chuckled a tired laugh. Goodmorning again Fathis... uh, the usual?

That and some scrib jerky, if you have any. I've ran out since last week.

Mm, the girl yawned as she turned to the stove behind her. She pulled her maroon hair behind her ears with one hand while another tossed some mudcrab meat from a barrel to the pan in front of her. Too bad we don't have any egg mines huh? You could hunt your own scrib for jerky and sneak out an egg or two, then you wouldn't have to come in and wake me up so early. She said, glancing back at him with a smirk.

Well paradise can't be perfect, in this life at least. Fathis did his best to keep his eyes up as Delyna worked, bent at the low stove. Though I suppose the islands rather close.

Delyna put another log in the stove and gave the blaze a few pokes. After a moment, she took a kwama egg in both hands, gave it a shake, broke a hole in it's top, and poured a short stream of the beaten egg into the crab. After a few flips of the pan, the rich smell of of the sea took over the room. The guard in the corner gave a congested sniff, but remained peaceful at his post.

The cook picked out a blue and white plate from under the bar as a target, and with a flip of the pan, landed her creation on the guars-eye. ta-da!

Impressive! We'll have to ship you out to Andothren or Vivec and have you perform for some of the great houses.

I'm sure they have plenty of Khajiit chefs who can do things much more impressive then put mudcrab on a plate, but thank you. And here... She pulled out a jar of mazte and put it down beside his plate. On the house.

Did she just wink?

You sure? I don't need the mazte but I can pay for the rest.

No need. The ingredients aren't exactly Great House quality, and my parents set me for the easy life when they fixed this place up when I was little. She paused for moment, and let out a quiet sigh. Besides... I guess it's nice having someone wake me up in the morning. She said with a gentle smile. I wouldn't mind if you did it more often.

The hunter gulped.

Seems the Avel line might be busy with a hotel in the future.



Seems the two of them had disturbed the guards 'watch' after sneaking to the guest rooms. When Miss Belvayn sent her favorite hunter away, the snoring suit of bonemould was nowhere to be found. Fathis walked down the quiet street of the village with a bit of a bounce in his step. Between the warmth of both his breakfast and its surprise happy ending, the cool morning air felt perfect, and he was as energized as fire when the suns rays hit him from the padomaic horizon.

Paradise can't be perfect in this life, but it seems closer every day. Count your blessings Serjo.

Fathis Walked down the western path of the island. Though his mind struggled to stay on the days task, he only passed the waterfall he was heading for once before approaching it. The largest waterfall on the island started at the very top of the mountain, ended dramatically at the base, and formed a small and shallow river that lead out to the sea. It was picturesque and dramatic, yet fell gentle enough it was a favorite bathing spot for many of the villagers. Though the islanders had never given it a proper name, the hunter had started calling it Wedding Falls shortly after arriving. Cliff-racers liked rocks and mountains, and if that wasn't reason enough to check the spring above, he'd seen the beasts drinking from the bottom of Wedding Falls in the morning before flying right up it's length.

There was no easy way to the peak. The west trail of the island went halfway, but became to steep to go any higher past a certain point. While he was practically as far down as he could be, the cliffside by the falls had many jutting rock faces with decent handholds all the way to the top. Not an easy climb by any means, but quicker, cheaper, and much more exciting then heading to the mainland to purchase a levitation potion.

With just a quick rub of his callous hands, the hunter was off. First few handholds were like warped steps, too far apart for man or mer, but too small for any larger beasts. Left hand. Right hand. Left foot. Pull-up. Right foot. This continued up and back and forth across the rock face for a while, eventually leading his climb to under the water. His soaked clothes and hair made the ascent drag, and there were a few times where he stopped just to hand himself in the torrents. Draining, but cool and pleasant.

His first proper rest came a hundred feet off the ground, where the falls made a small shelf, just big enough to stretch out to lay in the water. Fathis pulled his soggy scrib meat from the bag and chewed, looking out at the top of the canopy of trees from his vantage.

Only way this could be better is if I had some hackle-lo... I'll have to ask Delyna to import some.

After swallowing his snack dryly, he only had to climb a few more short shelves before reaching the top. It was a touch underwhelming to the mer, it looked much the same as the rest of the island, tho perhaps a bit more sparse. It was a plataeu, only visible at the top. The few short trees that were there seemed thin, like the leaves had been shaken off, and every few feet was a large pile of dung turning the grass to dirt. At the center of the plataeu was the most noteworthy part of it all, the crystal clear spring that birthed the islands falls. A small pond, deep in the center with quickly sloping sides. It would've been beautiful, if not for the flock of over thirty Cliff-Racers now taking flight from their nests around the peak.

A cacophany of squaks and screeches, the likes Fathis hadn't heard even during their mating season in Ald'ruhn, erupted around him. Each one spread their wings and screamed as they took off, before beginning to circle the peak. In just a few moments, the mountain top had become a whirlwind of leather and feathers as each beast joined the flock in what almost felt like the springing of a trap.

The hunter pulled the bow from his sheath and began hurling arrows into the swarm. It seemed for every arrow that punched through one's wings were two sent careening towards the sea. He knew it would've been more effective to use his knife on the ones that swooped, but he wasn't sure if he could handle more then one at a time. He kept letting arrows fly while doing his best to dodge the swoopers. Nine. Eighteen. Twenty-four. Thirty-six. He counted only four fall. He ran out of chitin at forty-two and switched to the tail-tips. One... Two... dodge... four... five. He shot a bit slower, managing to knock four more out of the sky. Eight... ten... twelve-

A Racer tail clipped his bow, hurling it over the cliff and into the river below.

Damn it- by The Three!

He pulled out his knife as another one dived for him, dashing to the side and slashing a long cut through it's wing with the sound of torn flesh. The beast lost control and seemed to thrash through the air in the direction of the hunters lost bow. He noticed a branch on the ground and held it in his left hand. Two more came in, their attack staggered just enough he managed to smack one mid flight before slicing the other. Both tumbled, then seemed to deem the fight hopeless, and flew west.

It was at this point that Fathis noticed the flock finally beginning to thin out from death and retreat as he felt warm drops coming from the sky. Warm, red drops falling from the feather storm... it seemed his arrows flew truer then he had thought. The beasts had quit their assault, and the screeching storm dissappated slowly with a thick rouge rain. Many dipped and fell out of the sky, into the sea or onto the hard soil. Those that stayed in the air drifted away, fatigued, in the direction of the mainland, little by little, till the skies were finally quiet.



There was no prize to claim back in the village. His prize had been given to him when he had arrived on the island, though the sudden shift in how the townsfolk looked at him was reward enough. Everyone had seen the carnage of the fight, and with the mer returning from the mountain painted red, a small victory celebration was planned that night at The Emerald Haven. Everyone in town was there, even most of the Andry family with only subtle looks of displeasure forced upon their face.

The hunter had suddenly became a local hero. Folks who usually turned their nose up gave thank you's, and modest acquaintances were ordering him rounds of Mazte on the hour ever hour. The atmosphere was light, the room smelled of fresh hounds meat, and it was the first time in weeks Fathis heard laughter in his presence.

Sometime late in the night he had fallen asleep, and the next day woke up late in a barely familiar bed. The emerald stained window beside him revealed he was on the second floor, and strewn across the room like rose petals were both his and Delyna's clothes from the night before. The Mer smiled to himself.

Fathis tied back his black hair, laced up his tan shirt, wrapped his feet, and slung his bow in sheath over his shoulder. He padded down the jade stone steps of The Emerald Haven, and smiled at the beautiful girl behind the counter who smiled back. He took a seat at the bar, and gave it a knock.

"The usual, please."




Author's Note

Year 82 4E

As always, thank you for reading my stories! Life on the Island of Gorne wasn't the first story I've ever written, but the first I got published in The Black Horse Courier in the summer of year 79. My life had finally began to settle down, I was decently respected in The College of Whispers, and had recently been accepted into The Arcane University. The University gave me the freedom to study just about anything I wished at the pace I wished, and after settling in, decided I'd take a vacation. Morrowind isn't most people's first choice for a relaxing getaway, but I'd heard about the artistic vibrancy of cities like Andothren and Mournhold and decided to visit the latter. While enjoying a theatre performance in the market district, I heard one of the characters mention a beautiful and wild island named Gorne. I was instantly intrigued, and after asking the playwrite for more details I extended my vacation, and began the long journey to the Padomaic coast.

Upon arrival, I wasn't very well welcomed. The Dunmer who live there have family ties going back to the Merethic Era, and they weren't particularly friendly to outsiders... especially "beastfolk" like myself. Thankfully, I was able to fit in with a young Dark Elf who had dreams of leaving the island and seeing the world. I told him about Cyrodiil mostly, and what to expect when becoming an adventurer, and in return he managed to convince his family to give me a room at the very Emerald Haven from my story to stay at for a time. Said young Dunmer also showed me the best swimming holes, trails, and ruins the island had to offer in that time. Of course, it wasn't all swimming and hiking... this was technically a business trip according to The University, so I had to bring something back with me. I ended up writing a short piece on the supposed effects of the flowering population growing in a such a small space (likely gathering dust somewhere in The University library now), and a brief history of the island. Neither quite as exciting as the mostly true story of the young mers father which you just finished reading. The place captivated me as so idyllic it seemed like a place nothing could go wrong. I also thought it'd be nice to write a story where everything seemed to go right. In a world as chaotic and diminishing as this, this place inspired me to do so.

I hope my portrayal of Gorne captured your soul and sent it right to the salty mountain island, and I hope some of my other stories can intrigue you just the same.

Forever yours,

Sits-On-Spears


To the top


Assemanu Cave Easter Egg

Morrowind's tutorial is considered by many to be the gold standard for introducing a player to a game. While you do get some pop-ups as you get off the boat (WASD to move, 'space to interact', 'here's how you lockpick', etc), Seyda Neen and the area surrounding it is an outlanders intro to Vvardenfel. It's an area easy enough to get new players acquainted, but balanced in such a way that it'll show returning players if their build is going to hold up in which departments.

Fargoth teaches you how quests work, both with his ring and stalking him for his stache, the dead tax collector shows you that quests have multiple routes to completion, and Addamasartus right on the town's doorstep will show you how you'll fair in combat. Then there's the lone shop, Arrielles Tradehouse, where you can trade and train, and even a decent spot in the census office to practice thievery on CIA levels of Moon-Sugar.

Everything about the area is a microcosm for the rest of the game, so I shouldn't have been surprised that their's more to the frequently memed 'Assemanu' cave then I initially thought.

I've explored the area around Seyda Neen pretty extensively. I like the swampy nature of it, and the clusters of small islands that dot this area of the Inner Sea. South-east of the starter town, and about halfway to Vivec, are a few islands. One with an odd dock with a gondola and a wrecked ship, and one with an oddly placed Sixth-House Lair. I remember the first time I wandered in, it was likely even before I even clicked with the game.

I'd just finished the Fargoth quests, barely managed to clear out Addamasartus of it's bandits, and was wandering around the area for more dungeons to explore. As I hopped from island to island, I eventually found Assemanu tucked away in a rock. I think I was only in there for a minute before being taken by the macabre atmosphere and slaughtered by a corprus beast.

My next exploration of the cave is likely when most people would encounter it... sometime during the temple or Hlaalu questline I think. At this point, I'd played through Morrowind before and I was playing a character at a more appropriate level for the dungeon. I cleared the place out without much struggle, and I claimed the robe of St. Roris, but when I tried to leave the doors out of the shrine room just wouldn't open. Even though it looked like an unlocked door, everytime you interacted it gave you the sound of a locked container. The unlock spell didn't seem to do anything either. This is a known bug apparently, and while there are a few way to escape, I ended up needing to teleport back to the Vivec temple anyways. Yet, something still nagged at me about the place.

Why was there such a high level dungeon next to "tutorial-land" Seyda Neen? Why was a House Dagoth shrine so close to the biggest city on Vvardenfel, let alone the home of a demi-god? Why did they have to name such a mysterious and strange place Assemanu?

These thoughts came to a head this playthrough when I decided I wanted to spend a whole night investigating the place. I'd look up whatever information I could find on the dungeon on the Elder Scrolls wiki's, read old forum posts, and of course clear the place out of Dagoth Ur's minions and investigate 'in person'. I thought it was kind of silly but, between the lack of a job and not much else going on in my life at the moment, I also thought it might be a fun and spooky way to spend an evening. So, I mixed myself a strong cocktail, broke out a pen and paper, and began my investigation.

I'll try and keep the preliminary studies brief. The biggest takeaways from the wiki and forum posts is there's a surprising ammount of bugs surrounding this location and it's related quests. Killing Dagoth Hlevul is supposed to free the minds of a huge number of sleepers in Vivec (a notable seven people in fact), but one has a small bug that will essentially give you infinite reputation points for speaking with him after the fact. There also is a spot in the cave wall next to a chest that has no collision. And of course, the 'bug' that's haunted many an explorer who came to the cave unprepared without a teleport, the two doors out of the shrine that just won't open. This was the biggest sign to me that their was more to this then meets the eye.

I ended up coming across an interesting forum post from '04 on a site called Through The Looking Glass that helped give some direction to my investigation. The first interesting thing someone mentioned was using the Morrowind Construction Set to take a closer look at the doors to double check they are indeed tied to the other section of the dungeon, but the reason they didn't work was a 'level 0 lock' placed on them. As far as I know, this is the only place there's a level 0 lock in the whole game. Funny enough, their is a key to this invisible lock on a dead Ordinator OUTSIDE the shrine room.

I would have likely just jumped into the game at this point, a little blind but at least having a little bit of meta-knowledge of the location, when I saw another post a little later in the thread that grabbed my attention (and my imagination).

When I got stuck in there it was with my first character, a Khajit. Level 16... Got him stuck in there. Managed to levitate out... ... Got stuck again. I thought you had to 'play' the bells in a specific pattern to open the doors.

"Levitate out"? Then "got stuck again"?

This wasn't a structure in the overworld, you couldn't just fly out like it was some deep hole you fell into. There isn't even a hatch or something on the ceiling to escape from as far as I or the wiki is aware. The post did have awkward syntax, maybe it was just odd word choice... but maybe it wasn't. Maybe my gut was right and there was more to this place, or maybe the shot or two of Everclear I used in my cocktail was hitting a bit harder then I expected. Eitherway, I couldn't get into the game fast enough.

I started up the game on my current character, a level 32 Kahjiit Arch-Mage, and left the Mages Guild and the Foreign Quarter in Vivec. I cast my custom spell that buffed my jump by 100 for 2 seconds, Icarus' Danse, and launched myself in the direction of Seyda Neen. I landed like a shot duck near the island, and entered.

Inside was everything I came to expect from Sixth-House hideaways; the usual corprus beasts and ash creatures, the blood red candles, lava, the whole nine yards. The one notable difference of course are the three dead Ordinators scattered about, pieces of armor missing. I decided that if I was going to find something relating to this mystery I'd take everything I found, didn't matter if it was as worthless as ash salts or as valuable as Indoril boots, if there was an easter egg here or some hidden alternate escape I'd have to try everything. Fighting through the dungeon, I noticed the Ordinators were a bit off. Like, I've never seen an Ordinator without a helmet besides named ones, and each of them seemed to only have boots, one pauldron, an Indoril belt, and blue clothing... no helmets or chestplates in the entire cave. When I got to the one with the key, I decided to leave it, but I took the rest of everything they had.

If all this preamble is boring, I'm sorry, but this is where it gets weird.

I eventually cleared out the first room, then entered the shrine room. As always, the invisible lock was in play and I could not leave. I killed all the enemies in the shrine room, and after looking around for any obvious hints of oddities, I decided to check that wall without collision. I could only get my head out, but indeed, the wiki was right. I ended up levitating around the main room and down the winding halls of the cave for a while, attempting to find more. After searching a little bit to long, grinding my face against digital walls for half a hour (yes, I AM fun at parties), I decided to try doing what user RyushiBlade did all those years ago: mucking around with the bells.

From the first time I encountered them, I wondered why I never seemed to find a puzzle anywhere in the game that involved them. Tonal magic is such an important piece to the lore of Morrowind, and Todd Howard seems to love puzzels like this, I'm amazed I've never encountered one related to the Sixth-House bells... until now at least.

At this point I was somewhere between buzzed and drunk, and sadly I quit taking notes as I realized there was no way I was going to guess what kind of pattern of notes I was expected to hit if it had been hidden for nearly 25 years. I think something in my intoxicated brain believed it would have something to do with wearing the Indoril apparel and holding the bell hammer, and I definitely played the notes in the slow piano part of The Smashing Pumpkins song 'Glass and the Ghost Children' whenever I was frustrated. Then, as I played slow and sloppy melodies, I heard an explosion.

After nearly an hour of the whimsical Morrowind soundtrack paired with the unsettling tones of the bells, this just about knocked me out of my chair, but when I realized what happened I was beyond hyped. I couldn't believe I actually DID something! My Dad had accidentally figured out the potion glitch in Skyrim but this was on a whole other level to me.

Immediately I assumed some path had opened up. There's this spot with candles by one of the doors into the shrine room that I thought might reveal something, but it didn't seem any different. In fact, the whole interior seemed completely unchanged. After running back and forth down the twists of the cave I began the wall crawl again.

Maybe I missed something...

I levitated around for a bit in a few spots I hadn't thought to check before, including more focus of hitting the candle wall from more angles, with no luck. I was about to give up, pour myself another drink and just play the game like a normal person, when I decided I'd try that first wall without collision one last time, and sure enough, something HAD changed. It was no longer just my head that could could peek through the gap in reality, but I could easily float right out with my levitation amulet.

I made a new save then started looking around at the exterior of the cell, trying to find anything of note. The creepiness began here, as from the moment my character entered the void, those ghostly sounds you hear in Dagoth lairs and burial chambers was in both my ears through my headphones. Usually the effect kind of sits in a corner or something, but this was almost like another soundtrack put over the top of the usual lighthearted music. I was pretty messed up at this point, one Everclear cocktail down the hatch and at least a couple more shots between music making... I probably could've been a better detective in this time, but I didn't really see anything. It was annoying getting pulled back into the cell everytime I got to close to the walls and I didn't really expect to SEE anything else since people have likely no-clipped out of this dungeon many times in the past. Only weird thing was the game seemed to really not want me to go down into this hole below the lava. It just kept putting me back in the room, no-clip or not, but that's probably just how Morrowind dungeons function.

I wish there was a more dramatic end to the story, but I kind of just ended up getting frustrated and calling it a night... I think I was on the verge of passing out anyways. I plan on going back and double checking some things in the different saves if anyone has any ideas for me, but even if there's anything the bugs and generally incomplete feeling of it all leads me to believe it's probably just more of the games legendary cut-content. This isn't quite closure for me, but if it is the end, at least it wasn't just childhood paranoia.

Assemanu Cave Easter Egg Part 2

Sorry to anyone I kept waiting to get more of this investigation out. I was kind of winding down this playthrough anyways and wanted to start up an Oblivion character, so I've mostly been playing that. I'm also kind of a lazy butt, and paired with the fact my original post didn't get much traction, I knew discovering this secret could wait for me lol.

Anyways...

Going back into this investigation I wasn't really sure where to go from where I left off. Sure, I could get through the wall without TCL, but there wasn't much I could do after this little bit of world-egg hatching. Going too low sent me back to the interior and that low divet was the only thing I could think to check. My next lead however came from someone from the last posts comments.

So thank you Elvy for the tip! I'm not sure I've ever used detect key so I definitely wouldn't have thought to try it. On the first day, I was going to try and stay inside the cave for the entire duration of figuring out the easter-egg. However, it's becoming increasingly obvious that whatever was intended for this secret was not quite brought to fruition, so I'm not against marking the cell and Almsiving out to get new spells and supplies. Doubt it's going to break any of the seemingly non-existent scripting.

So, I teleported to Vivec, then Balmora to gather ingredients for boost intelligence and detect key potions. Fifteen minutes of potion exploiting later and I had a decently strong detect key effect on me, I think it was only a bit over twelve-thousand feet (small potatoes to Elvy's), but as you'll see this wouldn't be much of an issue. I also decided to see if the game ALWAYS teleported you back into the cell if you TCL'd to low, and floating only a few feet below Nalcarya's shop lead me right back to the foot of her door. I recalled back to the spot in front of the cave, and lo and behold, there was a blip on my minimap between the chest and the cave wall... right below where the wall no-clipped (sorry I didn't get it in this picture, forgot Morrowind doesn't get your UI unless you're in a menu).

I skipped checking below the map after learning what I did in Balmora, and so I used my levitation amulet, floated through the rocks, and began my ascent...

Up...

Up...

Up...

And up...

This continued for quite some time, the ghostly shimmering sounds from last time wearing on my nerves as all semblence of tangible reality faded into Morrowinds fog. Long enough the idea it was a bug definitely popped up in my mind; and, again, I wondered why I decided to spend my freetime holding down the 'W' key as my computer displayed a dark blue screen, when I could've been doing much more with my life. I could be practicing my bass, or writing songs, or improving my HTML, or going to said-parties I mentioned in the last part, or-

BY AZURA BY AZURA BY AZURA.

I'd never been one to be concerned about Morrowind having a sprint button, but I wouldn't have minded having a hotkey for a 'fortify speed' spell right then. When I finally made it to the dark rectangle, I found it was a copy of Azura and The Box. Placed atop was a candle, a copy of the "Old Key" out of the the shrine room, and an oddly placed piece of paper. At first I assumed it was missplaced, I thought it was supposed to be under the key or the candle like how sometimes paper is put under ingredients in game, but when I tried to pick it up...

I think I was stunned for a moment. I don't think I've ever picked up a piece of paper that actually had anything on it. Usually the notes you find in game all have their own model right? I was more shocked by the colors though. All the illustrations I've seen in game are done in black ink, the ones that come to mind for me are the sketchy Dwemer figures in The Egg of Time and Divine Metaphysics, but I don't think I've ever seen one in color. It just looked wrong and, as if to verify, as I pressed the 'take' button the ghostly whispering that had been so overwhelming in both my ears cut to just the usual soundtrack of Morrowind... and I could've sworn the text and the sigil stayed on my screen for just a moment too long after the paper texture dissappeared.

My mind immediately went to this all being a clue, but I wasn't really sure where to start. I was given a key, so do I have to leave at some point? Or will that break the egg? I was given two pieces of text, the note's probably the "question" of the puzzle, but what does Azura and the Box have to do with it? And am I supposed to do something with the candle or was that just to give light or shadow to the items in the void? It was nice to have something tangible beyond just 'the vibes' I was working off when I started this whole thing, but frankly I've never been good at puzzles in games. You don't even want to know how many times I thought I had to guess the combination to the Bleak Falls Barrow claw "puzzle" as a kid... going through every single combination, slowly watching as the stone dial rotates, over, and over, and over, before remembering the golden claw is literally the key.

I recalled back into the shrine room cell to assess my situation and supplies. Realistically, the pieces I had to work with were:

    High Priority Pieces

  1. An Old Key
  2. "Azura and the Box"
  3. Poem note
  4. A candle
  5. Low Priority Pieces

  6. 6th House Bells
  7. Bell Hammer
  8. Corprus Meat
  9. Dreamer Corpses
  10. A chest

With even lower priority pieces being things found further away from the shrine and in the previous cell, like the ordinator junk.

I think I initially started by reading Azura and the Box again. For those who aren't familiar, it seems to be a story that proves the Daedra as not being all knowing, even if they are exceptionally powerful. It tells the story of a Dwemer trying to prove this to a Dunmer, they summon Azura, ask her whats in a box that he has, Azura is wrong, and curses both of them, but the Dwemer is content because he's a cool scientific-athiest and was right.

Then I re-read the poem and tried to break it apart. It talks about a dreamer, makes sense for 6th House junk, but talks pretty heavily about a flame and light. This made me think it HAS to have something to do with the candle. "Lost to light, blind till it shrinks" felt like the real kicker, like it was more or less the answer.

First thing I tried was taking the Azura and the Box and the note story seriously and put the candle into the chest, but nothing happened. Then I thought about how in the book Azura guesses a red flower is in the box, so I almsivied out, got a fire petal and even some red lichen, and tried placing them each individually into the box. Again, no luck.

I then pulled the idea out of my ass to place the candle at important places in the room, by the 6th House Shrine, in the basin nearby, on the chest, in front of the rock pileup with the candles... and yet again, nothing. I picked it up and equipped it like a torch, but it seemed like pretty much any other candle in the game.

I had already begun to get bothered again by my lack of progress, and was just going to quit here for the night. I had a couple other ideas, but they were about as good as the "put the candle down" game, so I went to pour myself a glass of wine and mix a cocktail to at least make my upcoming failures tolerable. However, when I came back I found the candle had gone out. I went through a whirl of emotions as my heart sunk, realizing it had been a long time since I saved, relieved when I realized it wouldn't take too long to get back to where I was, then chilled as I saw a text box appear at the bottom of my screen.

There's someone watching me, I can tell.

I don't have subtitles on.

The text dissappeared, and I sat back down at my desk. I just waited, mouth agape, eyes focused on the screen as I put my headphones back on... then a few minutes later.

There's someone watching me, I can tell.

I noticed the ghost sounds were back, thought much less consistent. As I sat staring at the red glow of the molten cave I would just barely hear the shimmer in one of my ears, like a spectre brushed past me just out of my periphery before dissappearing. It was more consistent by the 6th House Shrine, and as I tried to interact with one of the bells as I passed by them on the way out of the shrine area, they didn't make a sound.

There's someone watching me, I can tell.

Found the candles like this by the cave in. I ended up just snapping the screenshot, making a save, and using the key to exit the cave. Once I was out the text box quit appearing and the ghost sounds stopped. I'm not really sure what else I could've done. Maybe picked up the candle? It's silly, but with how this all turned out I had chills. Morrowind hadn't made me feel like this since I was a little girl, and while I feel like their might be more to the Easter Egg (with how Morrowind in particular treats its quests), I want a little space for a bit... definitely not because I'll have a hard time sleeping after this... nope!


Like I said, I don't know if there's anything else I can do, but if anyone has any ideas I'll give them a shot at some point. But between how much of a scaredy cat I can be combined with the fact that I'm onto an Oblivion character now, it might be a little bit before there's another update. If you never receive one, assume the Assemenu Easter Egg has been solved... or that the spooky 6th House ghosts got me IN THE REEEEEAL WORRRRLD OOOOOOH!

If you read this far though, I really appreciate it. It's been a long time since I've really written anything so I hope my prose got across the feelings I was experiencing. Let me know what you think of all this and if you have any ideas on how to continue. Thanks!

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Desolation Best Left Drowned

"Pristine beaches... colorful history... and world famous fishing. There's something for everyone. Visit The Florida Keys!"

That commercial, that damned setence, had repeated on the CRT hanging in the waiting room of Bob's Repair and Oil all winter. Then continued into spring. Now as summer approaches, and the heat and mosquitos wear even the strongest man down to his threads, the repetition was all the reason to avoid that swampy mess of islands the series of images was intending to commercialize.


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