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Azra's Crossing

Author: 
Xan



War comes to Hammerfell, danger and ambition consuming three kingdoms. But some dangers arrive not upon studded boot, but move in stealth among shadows. For a war of magic rails in the shadows, mixing with, and as dangerous as the war fought with steel. Bur unknown to kings and High Mages, the flames of war will forge a hero. It is this hero's destiny to alter theirs, and change the world of... 

Azra's Crossing

Our hero is Lonnasa, a Breton Battlemage. Intermingling with Elven blood has given Lonnasa an affinity for magic but hardiness is also part of her Breton heritage. Breton hardiness quickens the pace at which fatigue and health are recovered. As a Battlemage, she masters the combat magic. Mystic might increases the damage done by her, and she has a substantial magicka bonus as well. She is eager to do anything for an adventure; a typical adventurer.

Upon waking up in the morning, she finds that her village of Azra's Crossing is under attack by bandits and rats. Lonnasa grabs her dagger, healing potion, and a scroll of Blaze. Immediately, she prepares the Blaze spell and equips her dagger. She goes out and surrounded by rats and bandits, fighting her way through, eventually she reaches the Temple. She enters the building and greeted by the Acolyte Menlin.

Acolyte Menlin

"The bandits sacked our storehouse. Can you help?"

Player

"I have time, sure."

Acolyte Menlin

"We need our herbs. They packed them on those damn rats."

Player

"Where did they go?"

Acolyte Menlin

"They left the village along the stream. Bring me those herbs."

Player

"I'm on it."

They go out and meet Gravel Trothgar, the trader.

Gravel Trothgar

"Those bandits have infested my shop with rats."

Player

"And you want me?"

Gravel Trothgar

"To kill the rats! Thin the swarm outside of town, then I will open my shop to you."

Player

"I'm on it."

The player goes and slays more rats. They also find the rat that was carrying the herbs stolen from Acolyte Menlin. They return to the temple.

Acolyte Menlin

"The herbs! You wrested them from those rats! Perhaps you could aid our Priestess as well? Priestess Almathea awaits you."

Priestess Almathea

"Bandits have taken many of our villagers. Can you rescue them?"

Player

"I can try."

Priestess Almathea

"Delfran will surely kill them if you cannot rescue them."

Player

"Where is Delfran?"

Priestess Almathea

"Delfran's Hideout is rumored to be northwest of here. If you reach Ghast's Pass, you've gone too far."

Player

"I'm on it."

Before heading out, they return to Trothgar.

Gravel Trothgar

"Ya got the beasties! Nasty bit of work, but now I can reopen my shop."

After doing a bit of shopping, they leave town and meet Old Trinket.

Old Trinket

"A while ago I saw rats dragging a chest toward Delfran's."

Player

"Really? Thanks."

The player follows the road, and spots some rats with a chest. The hideout must be close by. Eventually the player reaches Delfran's Hideout.

Delfran's Hideout


The journey began on behalf of a village... disturbs a struggle millennia old. A struggle which moves new pawns... in the service of ancient powers. 

They enter the hideout and slay the bandits inside. In one of the rooms, they kill Lieutenant Jolias who holds a key with "B" mark on it. In another room, they kill Lieutenant Breser, who holds a key with "A" mark on it. While the player doesn't know what the keys are for, they hold on to them anyway.

In one of the rooms, they meet Blanden Grizzle, a large and older thief. He seems powerful, but he doesn't attack. The player approaches and begins a conversation.

 

Blanden Grizzle

"Ah... Bad business, raiding that village. Now you want blood. I was drinking on my own rather than watch Delfran gloat, but I am out of juice. If you would be willing to get me some juice from the kitchen... I will not stand in the way of your vengeance... and I tip well."

Player

"I'll bring some back."

In one of the cells, among the other Azra villagers, the player finds an Orc. He rises to his feet, wobbly, but his face set with ferocious determination.

Makor

(he nods towards his leg-irons) "I have nothing to give you now, but if you free me... My debt to you will someday be paid in full."

Player

"Who are you?"

Makor

"I am Makor. I got caught scouting for the bandit's Hideout."

Player

"How can I trust you?"

Makor

"Trust? I am just asking you to free me from your enemies. I will repay you if I can."

Player

"Okay, I will free you."

The player helps pry the lock on the leg-irons. Makor thanks them and leaves. In the same room, they also free some Azra villagers. One of the villagers tells them that Birgitta was taken to a big room behind two gates. In one of the chest, the player finds a silver locket which they choose to keep.

They proceed further in the dungeon and find an elderly thief and his guards. After disposing the guards, the player steadies themselves for a fight with the boss, but the elder thief just talks.

Grell

"I was just thinking of leaving Delfran and retiring. You help, you don't have to deal with me."

Player

"Help you how?"

Grell

"There are two rooms southeast of here where Delfran's men practice disarming traps. One of the chests Delfran had specifically warded against me. There are papers in the chest which will... help me retire. In exchange I will give you the key to Delfran's treasury just east of here."

Player

"You have a deal."

The player goes out of the room and heads southeast. While examining the chests in one of the rooms, one of the chests produces a strange magical effect. A dazzling light shines from the chest, and a pair of ethereal hands rises. The hands touch their shoulders, slides over shoulder blades, and down to onto their shadow. The hands move around the shadow, feeling, searching. A flash and then the hands and light are gone. The chest opens. Inside is a letter of introduction, false ones, and a new identity for Grell. This must be the paper that Grell needs. The player goes back to Grell's room.

Grell

"My men and I will take our leave" (Grell hands the player Delfran's treasure key then leaves)

The player returns to Delfan's treasure room, and loots the valuables inside. They then continue the exploration and mission, eventually stumbling into the kitchen and meeting the Chef. The Chef squints at them with weak watery eyes, sniffing the air.

Chef

"You must be new, you don't stink nearly as bad as the others."

Player

"Thank you."

Chef

"Take this food to the prisoners, will you?"

Player

(realizes what is happening) "Sure."

Chef

(he gives them a container of stew and wags his finger) "No sampling!"

Player

"Your stew?"

Chef

(he scowls as he hands them the key to the prisoners' cells) "Let's see just how many tasty ways you can prepare rat." (he sneers)

Before leaving the kitchen, the player picks some Bervez Juice. They go to the cells, open them, and release the villagers. In one of the cells, they meet Heather.

Heather

"Would you be willing to find a family heirloom for me?"

Player

"What sort of heirloom?"

Heather

"My father was a silversmith. He made the locket for me before he died. The bandits scoffed at the simple locket, saying they would ‘use it for practice'. But its return would means a lot for me. Will you help?"

Player

"Is this your locket?"

Heather

"That's... it's... Oh, thank you! The Priestess was right, you truly are a blessing."

Heather hugs the player, takes the locket, puts it on, and leaves. The player heads back to Blanden Grizzle and gives him the juice.

Blanden Grizzle

"Ah ha! I figured you for the trustworthy sort. I am happy not to have to kill you."

He moves to a pot on the floor and taps it quickly with his foot. A dart flies up into the ceiling and a pouch is propelled upward. He catches the pouch and tosses it to the player. Now that the player knows Delfran's location, it is time to dispatch him. They head through the two gates, using the "A" and "B" keys they found earlier to open them. Inside they find and kill more bandits. Delfran waits in the furthers end of the room.

Delfran

"Ah... another villager for my growing collection."

Player

"Not today, Delfran."

Delfran

"Oh, I insist... As do my men. Take them, dead or alive."

A fight begins. In the end Delfran lies lifelessly on the floor. On Delfran's seat, the player inds Delfran's Shadowkey. They see two prisoners in the room, and release them.

Birgitta

"You have freed the captured villagers! Return to Almathea in Azra for a reward."

Skelos Undriel

"A thousand thanks would not repay you for rescuing me from these brutes. But far worse lurks in shadows than bandits and rats, and soon... My pardon, I forget myself. I am Skelos Undriel, Shadowmage. I should like to speak with you again, back in Azra's Crossing."

Both prisoners leave. Before returning to the village, the player chooses to explore the hideout a bit more. They find a strange portal called a Shadow Gate. They use Delfran's Shadowkey to open and enter the gate. Inside, they find one of Delfran's guards.

Guard

"Delfran usually comes himself. How did you get his key?"

Player

"Delfran wants to see you."

Guard

"About time. I could use a drink."

The archer leaves the area, and the player heads deeper into the corridor. They fight some strange rats. These rats look darker, blurrier, and wrong in some way. Even their squeaks don't seem quite right. At the very end of the corridor, they find a large room with a chest. Inside the chest is the Dusk Dagger, as well as other loot. Having explored the whole dungeon, they head back to Azra's Crossing.

Azra's Crossing

The player heads straight for the temple.

Priestess Almathea

"The whole village owes you a debt of gratitude, but this is all our Temple can afford."

The player receives receives 500 gold. Next, she goes to Gravel Trothgar's store.

Gravel Trothgar

"Always good to see a hero, especially one with good coin."

After doing some shopping, they head back outside to talk with Skelos Undriel, who has been waiting for them outside the store.

Skelos Undriel

"Exquisite timing on my rescue. I believe they were contemplating starting a game of ‘split the mage'. A mage named Jagar Tharn is hunting me, and I need a place, out of sight, in which to prepare my defenses. And... there's another matter, which I can tell you more about should you clear the Earthtear Caverns for me. It is located northeast of this village. Its remote location would make an ideal spot to defend myself. Are you up to the challenge?"

Player

"Earthtear shall be yours."

The player goes out of town, heads northeast, and eventually finds the Earthtear Caverns. In front of the caverns, there is a female knight. The knight greets them.

Tanyin Aldwyr

"Ah an adventurous soul just when I need one. Vermin have overrun the cave just a few feet north of me. I was supposed to meet a group of... friends, but they were overrun. I need to stay here to warn others who I expect are coming. Inside is a map that is valuable to me. I came here for it. If you could find it. I would pay you a reasonable sum."

Player

"The map will be yours."

They enter the caverns.

Earthtear Caverns

Inside they find lots of rats, spiders, and a handful of wormmouths. Beneath a hanged skeleton, they find a piece of paper, trampled into the ground. It's a letter of introduction for Tanyin Aldwyr to General Duvais. It's filled with vague references to "common interests." Deeper in the cave, they find the Skyrim Map requested by Tanyin Aldwyr. In another chest, they find Spider Impaler, a dagger that was specially designed to slay spiders.

Deeper inside, in a cavern with a lot of crystal, they come upon Rogurin.

Rogurin

"At last! Someone both walking and breathing!"

Player

"What happened?"

Rogurin

"I was finishing a letter by lamplight, then I felt a chill. As the cold grew, I saw a man pull himself up from out of my shadow. I tried to raise an alarm but the figure just touched my lips and I froze. He then wandered to the bridge, chanting deep and low. Vermin poured in from outside. We fought them. The chant changed, spiders boiled out of the chasm. Too many, too..."

Player

"I see."

Rogurin

"I am healing here. But I could use your help."

Player

"What do you need?"

Rogurin

"I need the letter I was writing, which I..."

Player

"Would this be it?"

Rogurin

"Yes! Yes! Thank you so much."

Rogurin gives the player his leather gloves. He salutes and leaves the caverns.

Player

In the farthest reach of the caverns, the player encounters a giant spider, the Spider Queen. Although it is a tough fight, the Spider Impaler the player found earlier proves to be a great help. In the chest behind the queen, the player finds Spider's Shadowkey.

The player goes deeper still. They encounter difficulties entering one of the caves as the way is blocked by an unseen force. When attempting to pass, a whispery voice says, "You..." and then disappears in a shriek. When the scream dissipates, the way is no longer barred. Inside, the player finds a pair of undead.

Unead #1

"Pergan."

Unead #2

"No, not him. Hum of blood, warm, this one."

Player

They attack. The player easily disposes of the two undead and continues forward. In the cavern they find a strange glowing crystal. When they touch it, a shadow slides and slips over the surface of the crystal, cracking it. The crystal shards fall away to reveal an item.

A Voice

"Interloper, neither key nor Azra's handiwork are for you. What you take from him today, later I shall take from you thrice fold."

The voice fades, leaving the player alone in the cavern. Feeling that the missions have been accomplished, the player gets out of the caverns.

Azra's Crossing Area

Outside the cave, the player speaks with the knight.

Tanyin Aldwyr

"Clean execution of your mission. This will be most helpful to our cause. I am heading to Dragonstar city via Snowline. Perhaps I will see you again soon. This land needs people like you, people with courage to act."

The knight then turns her attention to the map, and leaves shortly. The player goes back to Azra's Crossing.

Azra's Crossing

Once at the village, the player heads straight for the shadowmage.

Skelos Undriel

"Yes, yes, yes! I doubt Tharn's minions will find me in that hole in the ground. I shall make quarters there and begin my work..." (he leans and whispers) "This work is vital. I know from conversations in Delfran's that someone is using the war to build a Shadow of Conflict. The war is but the fuel for this creature, this Umbra'Keth. It must not be allowed to fall into the hands of Jagar Tharn or some other likeminded mage. I ask you to help me contain this creature. It needs to be stopped. For that I will need five magical crystals, Star Teeth. Head north to Ghast's Pass. There, search for either the Twilight Temple or the Witch Tree. Those would be a good start. If you return the crystals to me I shall reward you. And you will be saving your homeland from untold destruction. Let me know when you are ready to take on this task."

"Are you prepared to collect the five Star Teeth that I require?"

Player

"Yes."

Skelos Undriel

"Excellent, I am about to leave for Earthtear to research the warding of the Shadow of Conflict. Meet me there when you've collected the five Star Teeth I need."

Player

"Goodbye Skelos."

After a proper rest, the player leaves Azra's Crossing and heads toward Ghast's Pass. There is a great gate that separates the area of Azra's Crossing and the Ghast's Pass. She enters it, proceeding into the next area.