12 Heartfire (Day 28), early morningAndrano's Tomb
It took Joan and her guard a day to travel from Balmora to Caldera, another day to travel to Caldera's mines (eliminating the Telvanni threat there) and a final day to return to Balmora for much-needed payment. The Telvanni agents who resided within the cave were tough. If Joan hadn't plundered the mine with her guard, there is no way she could have survived.
She meets lots of people as she travels, and engages in plenty of useful conversation. As she makes her social rounds, Joan gets into the habit of always saying something optimistic, cheery, and encouraging to those whom she meets.* Most of the townsfolk she speaks to appreciate her words, only occasionally do they not.
Now, back in Balmora, she is ready to seek whatever notions Sharn gra-Muzgob, the Mages Guild's orc wizard, has to share.
"No. No interruptions!" the orc says upon first meet. "How many times! ... Oh."
"Are you Sharn gra-Muzgob?" Joan suppresses a smile as the scatter-brained orc gives her full attention.
"You are one of Caius's associates?" Sharn asks, not yet answering Joan's question.
"I am," she says quietly, in an effort to keep their conversation secret from other guild members. "And I am here to discuss some potential arrangements from Caius."
"That is a different matter," Sharn says, apparently still scattered in thought. Unlike Joan, Sharn does not speak softly. "Caius and I have a very satisfactory arrangement, and I'm sure we can come to some sort of agreement, if you will complete a little errand for me."
Ah, here it is. "Why sure, an errand, and what sort of errand have we in mind?"
"The errand is very simple. I need the skull of Llevule Andrano."
Joan grimaces at this. A
skull this time, not an ornate, golden puzzle box. Now why on Nirn could an orc working within the Mages Guild need her to retrieve the cranium from somebody who is known to be a from local, noble family?
"You'll find the skull in Andrano Ancestral Tomb. But take care not to upset the natives. The Dunmer have some peculiar primitive prejudices against necromancy, and take grave objection to unauthorized tomb visits."
Oh my, thinks Joan Marie, the emerging Blade. --
Dunmer natives? ... Necromancers? .. Tomb visits? -- Though she is not totally proficient against undead at this point, she has had some training. "I do possess a doublet of complimentary magics to turn spectrals, zombies, and fiends," she tells the orc. "Though I haven't the skillset of a master priest or cleric. As such may be, you are in luck." She pauses a moment, consulting with herself. "For I do wish to sojourn, then suss out this set of ruins."
... She decides this firmly and quickly, surprising herself a little. But she's always had a curiosity concerning undead tombs, once risking a visit into Cheydinhal's Undercroft while unattended, and at the age of fourteen. "Where are we to go?" Locating then removing a skull from some submerged, perilous location is not something she's entirely keen on, especially after she learns that Llevule Andrano was some sort of evil enchanter. But otherwise, she is curious about what sort of animated un-life might reside within the ruins of Morrowind? Are they as weak and near-harmless as the ghosts she encountered within Cheydinhal's Chapel of Arkay? ... Slow-moving ghosts which were merely beings to be wary of?
She leanrs that Andrano's tomb is south of Pelagiad, which is just a day's travel on foot.
Sharn gives Joan an enchanted blade, and also some advice. "Some spirits are immune to normal weapons. Here, take this old shortsword. And maybe these old scrolls will come in handy."
The shortsword packs a variety of magic which Joan cannot identify. The orc also hands her four scrolls: two with the power to heal its caster, and two which deal fire damage. Joan is tempted to sell the latter scrolls; money is always something in short supply so far. But then she notices they have an area effect, which means more than one enemy can be affected if she casts and aims properly. Against undead, fire can be a good thing.
She changes her mind about selling the scrolls.
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15 Heartfire (Day 31)
A day of travel and a day of getting situated in Pelagiad. Finally, Joan feels she is ready for Andrano's Ancestral Tomb. She walks to the place with her trusty Imperial guard, but initially has him wait outside.
No need for him to go rushing about, mucking things up.
Once within the tomb she focuses Blessed Touch in her mind; magic from the Conjuration school. This is one of the spells she had learned after a couple years of training. Its purpose is to cause the un-living to
turn away from the spell-caster in fear. Even though she has practised this spell many times in the past, and had even used it on a few ghosts underneath Cheydinhal's chapel, she experiences that sodden tinge of worry. That the spell will not work. Whichever ghost or skeleton or bonewalker (as she learns Morrowind's zombies are properly referred as) she touches will not flee.
"I remain resolute with thy graces."
Her footfalls echo softly down Andrano's first set of stairs, while arcane noises and seeming voices of the unseen surround and swell. At the staircase's bottom lies a man. A Dunmer. A former adventurer, perhaps. He died at some point in the recent past, his shield still clutched within his hand.
"I draw upon the graces of Arkay," she says as she readies Blessed Word, which is a targeted version of Blessed Touch. The tomb is lit here and there by magical torches, but lighting is still rather dim. Joan makes a mental note--she will need to buy a Light spell as soon as she can afford one. She remembers that an Altmer back in Caldera's--
Suddenly, an ancestral ghost comes into view! Joan is surprised. The ghost's fascia is so pale, she barely notices it until its cursed visage is right in front of her.
"Gather the presence of Arkay, esprit!"
She touches the ghost, feeling its chilling essence, even through her gauntlets. As the spell passes from her fingertips, she is surprised to see it works! ...
It works! ... The ancestral menace before her begins to move away. Joan Marie stands in awe, then realizes she's just possibly made a mistake by letting her guard down. But there are no other enemies nearby. So from this moment, she has a few moments to plan ahead. The acolyte unsheaths her sword, the same sword given to her by the orc back in Balmora. Then, she begins counting.
...
twenty ... twenty-one... twenty-two... ....
She counts to thirty in her mind, knowing that the spell's effect has halted by now. She then waits until the damned returns to try fighting her properly. This time, she does not cast another spell; to do so would mean a waste of limited magical resources. Instead, she uses the sword. It only takes two swings before the ghost's spirit perishes. Whatever powers the sword possesses, it is definitely powerful. However, Joan knows the spirit will not stay gone forever. After several days it would reanimate. Has something to do with the way magic works within Ancestral Tombs.
She drinks a cheap potion to regain some of her lost health. Oh yes, she has come prepared with potions, as well.
Before her are several urns, some of which no doubt could contain small amouns of wealth. Joan Marie of Cheydinhal does not disturb these, even out of any sort of curiosity. The deceased should retain whatever belongings they possessed upon death, after all. To remove these would be to place a possible curse upon oneself.
She walks slowly and comes to an intersection, turning left. The corridor she's in curves around. The mystical, imperceptible voices she continues to hear seem disturbed by her presence. They increase their volume as she strides forward. This is truly a place of the occult.
She hears footsteps, and readies her spell again. The corridor makes a sharp right turn, and continues down a second set of stairs. But immediately to her right is a door. The door is not locked, so she opens it cautiously. Inside is a skeleton. An ordinary bag of bones, creaking this way and that. Joan touches it with her spell, and watches as it runs off deeper into the tomb. Again, she counts to thirty. When the skeleton returns, this time Joan readies an iron mace. She smacks and pummels the thing until its tendons fall apart.
Maces are perhaps better when dealing with zombies and skeletons, she'd decided not long ago. Though she's not as skilled with blunt weapons, and it will take some time (months, maybe years) for her to become as effective with them, it's become her goal to start trying new things. She cleans her second new weapon off carefully, before delving deeper.
It takes several more hours, and the final assistance of her guard, before she finds Andrano's skull. Joan breathes sighs of relief, knowing one more task has been completed. After returning to Pelagiad and spending the night there, she meets a strange Dunmer in the street who babbles on about things Joan cannot yet comprehend.
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Balmora Mages Guild Fighting Telvanni AgentsBag of Bones!"By the presence of Arkay! I turn ye toward the light!"Pursuing a Bonewalker -- (Looks like she turned the thing, while her guard runs after to take it down)
Llevule Andrano's skullLopov'd--------------------------------------
Notes -- * Joan has Speechcraft as a Major, and I've been selecting Admire a lot as she speaks with shopkeepers, guildmates, random townsfolk, and so on. This skill can be brutal to those who aren't trained as she is, those who spam Speechcraft who haven't got this as a Major skill will quickly find a lot of NPCs hate their character! But with Joan, she mostly does well with words.