Board Thread:Lore Discussion/@comment-71.61.178.23-20130722105712/@comment-10056803-20131021021216

Aedric Quest Time! For Arkay, anyways.

So, there's news that a horde of crazy undead are attempting to take over an entire province Potema-style, led by a master necromancer. This quest chain can be started by A. Inquiring of the Ideal Masters about interesting deals, B. Going to a shrine of Meridia and asking about the undead attacking stuff (this should be a general repeatable thing so you can rekill the undead), C. Going to a priest of Arkay and asking about why he/she/it looks so worried about whatever and the place is in disarray, or D. Accidentally wandering into the necromancer's fortress.

In the case of the first 3, they mention that necromancer is taking a city (I'm thinking either something in Orsinium, in which case Malacath could also send you on your way, or something out-of-the-way like the partially rebuilt Morrowind, which was pretty much nuked by successive crises and lacks much more than House Redoran as an army, so if the Generic Redoran Guard makes a reappearance he can tip you off, or just important people in Morrowind. I personally think Orsinium is better because Arkay has the only temple there that isn't a shrine to Malacath), in the fourth you just notice the hordes of undead pouring out and maybe the odd undead-hunting group (Golden Saints summoned by Meridia? Arkay's priests? Stendarr's Vigilants?) or local force of guardsmen fighting some of them off at a perimeter. Since the flow of undead is continuous, they're not doing so well and the undead may eventually destroy them, in which case reinforcements arrive.

Basically a constant battlezone once you arrive. The undead will be reanimated, which will leave a lot of ash piles, which will reanimate into ash monsters, which will leave more ash piles, then reanimate again, then vanish when killed. So basically, you have to kill everything that comes out 3 times and your allies 4 if they don't disintegrate. Area of effect spells might be in order, though be worried about assaulting guards by accident.

Once you manage to get inside the place (Or a set number of undead are destroyed and the wave ceases for a few hours and then you go inside), you go in there, beat up undead, and find the necromancer, who is using either a previously unmentioned artifact of Arkay, a summoned portion of the Book of Arkay in one of the 2 conflicting Arkay legends, or the stolen-but-hopefully-still-consecrated Sword of the Crusader. Anyways, the necromancer is corrupting or attempting to corrupt the artifact in question, you kill him off and killbanish his shade, and Arkay shows up out of nowhere and gives you a reward for slaying the guy, namely whatever he was using. The Book of Arkay basically gives you an Avoid Death that damages enemies too effect once per day so long as it is in your inventory triggerable early by using it as scroll during combat, or the Sword of the Crusader is basically as it is in Oblivion, or whatever have you.

Anyways, the necromancer is a bit too powerful to be killbanished once, and if you go back to either wherever you got the quest or into a Temple of Arkay, whichever works, the necromancer's shade pops up AGAIN, using a Potema-like electric jellyfish centered on his remains, which he mailed through the Soul Cairn via the Ideal Masters, and you kill his shade off again (possibly using the thing you got from Arkay for maximum irony), and Arkay appears to epically spartakick the remains into the Soul Cairn then leaves. Players would likely want to face him at Meridia's shrine if it has strong daedric attendants, or in the most populated Temple of Arkay so that hordes of priests can assist you.