Communications
have been lost with the Battlespire, the Imperial Battle College's
elite training center in a pocket realm in the vast chaotic emptiness
of Oblivion. An agent, an acquaintance, is sent to investigate.
She doesn't report back. So they send you.
You enter to find yourself trapped, your return through the Weir
Gate blocked by a magical Daedric Sigil. The staff of the Battlespire
are all dead, and the facility is crawling with Daedra. In addition,
four of the arcane anchors holding the Battlespire in place have
been disconnected. You must restore the anchors, or the Battlespire
will be destroyed.
You can't go back to Tamriel. Once you have restored a teleport
device, you can only search deeper into the occupied Battlespire
laboratories and administrative center.
Fortunately, the agent who preceded you has left you reports of
all she has learned. She has gone on ahead to scout and track down
the traitor who betrayed the Battlespire.
From
your agent's notes, you discover that a human servant of the Daedra
Lord Mehrunes Dagon has induced a Battlespire mage to turn traitor
and open a gateway for an invasion of Daedra. Your only hope is
to fight your way past the Daedric troops, guards, and captains,
steal arcane keys from the bodies of your enemies, and pass through
the Beachhead Portal the Daedra used to invade the Battlespire.
This will lead you directly into the enemy's camps and routes of
march -- into the myriad pocket worlds that float in the voids of
Oblivion. At best, you might find a way back. At worst, you can
avenge yourself on the Daedra invaders and the traitor who opened
the way into the Battlespire.
Through the Portal you find yourself in the Soul Cairn -- a Daedric
realm occupied by lost souls. You must fight your way past the maddened
revenants and the Daedra garrison troops to make your way to the
next pocket world -- the Shade Perilous.
In the Shade Perilous, you discover that a number of Daedric realms
have been invaded and occupied to provide travel corridors from
Mehrunes Dagon's invading army base to the Battlespire. To pass
through to the next Daedric realm along the invasion path, you need
the help of two Daedra lovers, Jaciel Morgen and Deyanira Katrece,
victims of the invading Daedric army. Only Deyanira Katrece's tragic
sacrifice can shake Jaciel Morgen from her despair enough to help
you teleport to your next objective -- the Chimera of Desolation.
Jaciel Morgen also promises to come at your call when you reach
Mehrunes Dagon; she pledges to help you take your revenge on him.
The
Chimera of Desolation appears to be a great island floating in the
void. Here you find yourself the target of a Wild Hunt. Only with
the help of the old mad hermit of the island can you find the Armor
of the Savior's Hide and the Spear of Bitter Mercy to turn the tables
on the Daedra huntmaster and his Daedric dogs chasing you. On the
dead huntmaster you find the key to the gate that leads you to the
next realm.
The Havoc Wellhead is the staging area for the Daedric invasion
of Battlespire. Here the ambitious and competing rival captains
of Mehrunes Dagon's armies are mustered with their respective troops,
preparing to use the Battlespire as a bridgehead to invade Tamriel.
You must play the rivals off against one another to get the keys
to the next realm. You also get the opportunity to kill the mortal
sorcerer who treacherously helped Mehrunes Dagon stage his invasion
of the Battlespire.
The next and final realm is full of giant stone islands floating
above a sea of lava. The floating stone islands are connected by
flimsy bridges and guarded by mighty Daedra warriors. In the center
of the realm is the Hunting Lodge of Mehrunes Dagon. You must enter
the Hunting Lodge and confront Mehrunes Dagon, using the lore you
have wheedled from Daedric informants, wearing the Armor of the
Savior's Hide, and striking Mehrunes Dagon with the Broadsword of
the Moon River (taken from the body of one of the Daedra Lord's
most fierce and faithful bodyguards).
You
call on Jaciel Morgen. She comes and distracts Mehrunes Dagon long
enough for you to strike him, hard and true. The Daedra Lord is
cast far out into the trackless void of Oblivion, and will be a
long time finding his way back to his realm and his minions. You
rescue your fellow agent held captive here, then return to Tamriel
to receive the grateful praise of your emperor.
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