1 Heartfire (Day 17), 5 a.m.
Joan Marie of Cheydinhal rises early. She pays a young maiden to assist as she dons her suit of armor. She and her guard then leave the Fighters Guild. Outside, it's a warm and rainy morning.
Today shall be a big day for both of them. Today, they head to Arkngthand, to find the mysterious puzzle box described by Hasphat Antabolis. Joan has heard Arkngthand is a rather large Dwemer ruin, and she has no idea what to expect. Neither does her guard. Will the place be filled with working traps and contraptions as the rumors and legends suggest? Joan's guard guesses the answer is "yes", coming to this conclusion only because others have said the rumors, the legends, are true. But he has never actually been inside such a place.
Back in Cyrodiil, Joan had explored just a couple Ayleid ruins: Belda, and Kemen, but she'd done so with a group of others. Both of these ruins were within a day's walk from Cheydinhal, and since they were located on Cyrodiil's Heartland plains, both were easy to approach, while keeping wary of enemies. Most other ruins near to Cheydinhal were simply too dangerous for young Joan to explore on her own. Caves located deep within forest, or Imperial forts inhabited by actual daedra, and so on. She'd only gone to Belda and Kemen for training purposes, learning from others much more experienced.
But now, she's by herself. Sure, she travels in the company of an Imperial soldier, but Joan has decided it shall be her who'll be spearheading the actual exploration into Arkngthand. It shall be her who risks whatever lurks within this supposedly formidable Dwemer lair.
Joan and her guard walk past the Balmora's gigantic silt strider, leaving the town behind. Next, they turn east. The sky above is a dark gray blanket overhead. Joan feels the rain driving down her face, despite the chain helmet she's been wearing lately.
They walk toward Fort Moonmoth. There's a fork in the road here, and they take the left tine of this fork, heading past this location.
"At any time," Joan tells her guard, pointing toward the fort where she had convinced him to follow her a few days ago, "you may proceed and return to your post."
The guard says nothing. So they continue walking, while the sky continues drizzling.
"Very well. But do not let me assist with any possible neglections of thy duties, sir. I know others of your faction might very well and eventually step up to position within your garrison," Joan says as the road they walk upon begins to climb upwards. "I must inform you however that to follow me is to follow into a path of uncertainty. For I do have my beliefs. But my beliefs are
my callings. And my callings are to possibly right the wrongs of malignity. Of heinousness, of malice, and of menace. Have you seen fit to follow? Or not follow? These decisions are to be yours at any time, forthcoming."
"By all means," the guard finally says, leaving Joan to wonder which facet of her sermon he refers to.
Mid MorningAfter an hour of walking, the pair of travelers come to a bridge. Joan consults her journal, trying to see if she's headed in the right direction. Sure enough, she is. The bridge before them is apparently Dwemer technology. It is large, sturdy, and dully-golden in color. Amazingly, it has suffered hardly any signs of aging over the years and decades. As they walk across it, their footfalls echo softly and metallically. Across the bridge and off to the right the hill continues to climb steeply. Joan thinks she can see the outline of Arkngthand up there. One of its towers looms in the gloom, thinks she. A cliff racer, large and predatory, flies in the distance.
As they continue to cross the bridge, Joan and her guard are attacked by a man, a bandit, who rushes toward them! The bandit had apparently been schooled in magic, for he casts some sort of spell right away. He then brandishes some sort of weapon. He seems confident that he's in the right. Like this is
his bridge, and nobody is to ever cross it alive.
"Surrender now, and I might let you live!" says the guard as he readies his poleaxe. Without hesitation, Joan's guard bustles straight toward the bandit while the bandit (whoever he is) summons a skeleton. The guard is faster than Joan; he reaches the bandit and his summon before she does. But Joan's guard makes the mistake of attacking the skeleton first, instead of attacking the bandit.
"Arkay! I call upon ye!" Joan shouts as she closes in, hoping Arkay will somehow hear her, and prepare the enemy's soul for its coming retribution. For this time, there shall be no point in negotiating words. The magical bandit before them shall fall, of this she is sure. She unsheathes her sword while preparing her mind for a possible healing spell.
But the battle is over quickly.* The guard chooses his stance, then thrusts and swings his polearm, destroying the man's summon and then skewering the man. Just like that. Within ten seconds it's all over, leaving Joan without much to do, once again. Though his swift tactics and hostile barraging impress her, Joan finds herself (once again) dissatisfied by the encounter.
Might there have been some other way to resolve what had just occurred, here upon this bridge of golden metal?The pair continue to the other side of the bridge, and make a right turn where the second hill starts. All the while, Arkngthand imposes itself before them. Once they reach its exterior avenue it is time to change strategy. Joan consults her journal. She then finds the special crank which opens the door to the ruins, and turns it. This causes a circular orb of metal located a few dozen feet away to begin grinding and rotating. Joan and her guard walk toward the rotating orb, and step inside. Here, they find a door.
"I shall handle whatever may twitch within," Joan informs her guard as they enter. Her voice is true and steady, which is not entirely how she feels. Once they are inside, she says more. "If you do not mind, my preference is that you might stand watch," she says as she points to the ruin's dim golden floor. "That you may stand watch, and protect against any menaces who might invade from up here. That they will not be making any assaults, as I surreptitiously search for this aforementioned puzzle box."
"As you wish."
As stated, Joan has no idea what to expect as she begins her delve. If the place is full of the Dwemer automatons she'd heard about in her studies, the guard could then be fetched for assistance. But if it's merely inhabited by typical humanoid enemies, she thinks perhaps she can persuade any of these to hopefully see things her way. Perhaps persuade them, and guide them toward righteousness.
Arkngthand's interior twists and falls deep into the mountain below. Joan of Cheydinhal, given the name Joan Marie at birth, walks deeper into golden-colored darkness.
-----------------------------
Arkngthand UESP PageLooming Ruins"Arkay, I call upon ye!" Bridge Runic Detail -- (I love the intricacy)
-----
*
Note: Whenever we fight this bandit on the bridge, whose name is Snowy Granius, he literally kicks my characters' asses if they don't come prepared. I've had a couple low-level characters (such as Ana Khannda, my Dunmer archer lady) retreat from the guy. However, Joan's guard is quite a toughie. Though he slew Snowy in a matter of seconds, I promise in the next chapters Joan will be more on her own.