Daedric Princes: Mehrunes Dagon. Brimstone and Fire – Trial of Mehrunes Dagon Brimstone and Fire Trial of Mehrunes

Description:

7 New Dead Lands that are completely different from each other.
You will travel through a boiling swamp, a volcanic plateau, ancient shrines, Daedric Ruins, Daedric planes, etc.!

2 New large Daedric Fortresses, each of which differs in architecture.

A very difficult test of Mehrunes Dagon, in which the main character will meet strong and terrible enemies. each of which has its own unique fighting style.

50 new species of Daedra

30 new weapons (95% obtainable.)

21 types of armor (Most are not shown in inventory, so you need to equip them on your character to see them.)

Each creature can drop various ingredients, but not the armor they use.
To get armor, look for volcanic chests on the map.

Daedra cannot die, so after a certain time they are reborn again, including bosses.
- New spells./

Important: Install the mod after completing the quest to obtain the Razor of Mehrunes, after you become the champion of Dagon.
If you didn't kill Sil and didn't complete the quest, you can still get into Oblivion, but there won't be a dialogue line.
The Gate to Oblivion is located at the Shrine of Mehrunes Dagon.

New atmospheric music.


Spoiler

For two hundred years he waited and planned, trained his followers and gathered all his Daedric powers of Destruction. Now Mehrunes Dagon again turned his terrible gaze towards the plan of Mundus, and his gaze settled on you.
Enter the Dead Lands and face the judgment of Mehrunes Dagon. Will you defeat the Daedra that await you and claim glory, or will your soul be lost forever? The answer lies outside the gate.

Update: 2.0 (edits)
- The mod itself has not been updated by the author and the version of the mod is unchanged, but I corrected a few “jambs” in the translation. They are not particularly critical and can be easily missed, but still. I also rewrote one line of dialogue. In general, if you want, then pump it. Thanks for understanding.

Description:
Following the events of Sil Vesul in the Temple of Mehrunes Dagon, the remnants of the Mythic Dawn cult have challenged you to enter the Dead Lands and stand trial before the Lord of Destruction and Change. Reach the goal and defeat everyone and glory awaits you. Fail, and your soul will belong to Dagon forever.
The quest was written by professional writer Joseph Russell and its plot will directly depend on your decision made at the end of the quest “Shards of Past Glory”. Whether or not you decide to become Mehrunes Dagon's champion is reflected in the dialogue and your reasoning for the trial, which, along with the third quest line, must consider an outcome that reflects your character's moral aspirations.
To start the quest, you must first complete Shards of Past Glories. Take the key from the corpse of the Daedra from the Sanctuary and thereby you will complete the above quest. Enter the Sanctuary using the key and talk to the Mythic Dawn Leader inside. He will explain what to do.
Please note: The Dead Lands are not for cowards or the faint of heart. Dagon's forces are ruthless, and low level players may find themselves in significant difficulty if they do not lower the difficulty level.
Tread carefully, Dragonborn!

Peculiarities:
- Terrifying new lands full of dangerous enemies and new bosses, featuring custom assets and an original soundtrack;
- Fully voiced, lore quest, professionally written by author Joseph Russell;
- 50 new creatures and Daedra variants, with appropriate ingredients for the budding alchemist;
- 30 new types of weapons and 21 armor, almost all of which are available;
- Several new spells that summon the inhabitants of the Dead Lands.

Known Issues:
- There are two non-quest related doors that were accidentally added to the Drunken Netch tavern in Raven Rock.
- If you choose one ending of the quest "Shards of Past Glory" and start "Brimstone and Fire", and then go back and choose the other ending, then after entering the sanctuary you will find naked and mute cultists of the Mythic Dawn. This is a bug in the engine and can be resolved by closing Skyrim, then logging back into the game and reloading the save before entering the sanctuary.

Requirements:
- Skyrim 1.9.32.0.8;
- Official Dawnguard DLC;
- Official Hearthfire DLC;
- Official Dragonborn DLC.

Installation:
The easiest way to download and install the mod is using the Nexus Mod Manager. You can also install manually. For this:
1. Download the main mod "Sulfur and Fire - Trial of Mehrunes Dagon" 2.0 (weighs 1.408 Gb) in the section "Main files" on the Nexus website OR from Google Drive and install manually or using mod managers.
2. Download the translated .esp file from our website (DOWNLOAD button), place it in the Data folder in the game and agree to the replacement. Activate it in the launcher.

Dear friends! Please go to the mod page and thank the author of the mod. To do this, download the main file, and after 15-20 minutes press the "Endorse" key. You don’t care, but the author is pleased. So let's thank him somehow. Personal request from the author of the translation.

Message from Mikhail (author of the mod):
*I want to start by thanking each and every one of you. My work here comes from the heart, my only intention is to bring more and more exciting mods to the community. I have no desire to receive a salary for my work - and the only thing I want is to see that I bring you happiness by creating new fashions. This community is amazing; all the guys and girls here are well educated and pleasant to me, they can always support me with a word when I need it.
Of course, I still have a lot to learn! I'm learning step by step, improving myself, gradually working on better and better mods. Please know that I always do my best with every mod I release.

Mehrunes Dagon (God of Destruction): A renowned Daedric force. It is associated with natural hazards such as fire, earthquakes and floods. In some cultures, however, Dagon is simply the god of bloodshed and betrayal. He is a particularly important deity in Morrowind, where he is associated with its landscape, which is so unsuitable for life.

Mehrunes Dagon is an enemy to all mortal races, and has repeatedly attempted to take over the physical world of Nirn. The main reason for all the Prince's intrigues is his belief that Tamriel is another plane of Oblivion that belongs only to him. Since , Dagon has made constant attempts to invade Tamriel.

Dagon's most famous intervention in the fate of Morrowind, of course, was the attack on the capital city of Mournhold at the end of the First Era. Only after the Prince destroyed the entire city and slaughtered its population, the living gods, namely and, managed to defeat him. Mehrunes Dagon was also behind the destruction of Ald Sotha; The House of Soth disappeared along with the city. During 389-399. In the third era, Lord Dagon conspired with the power-seeking imperial battle mage Jagar Tharn. The Emperor was imprisoned in the plane of Oblivion until Tharn, taking the guise of the Emperor, took his place and ruled the Empire. Additionally, Dagon also aided Tharn by attacking the Imperial Battle College in Battlespire.

This attempt to take over Tamriel was stopped by an ordinary mortal. Reflecting on many of his defeats, Dagon eventually develops a new plan to take over Tamriel. This resulted in . With the help of the servants of the Mythical Dawn, the Emperor and all his heirs were killed, but there was another, unknown to anyone, who managed to survive. This heir, the Blades and the hero of Kvatch defeated Dagon again and again until the main attack on , when the Prince of Destruction failed and was banished back to Oblivion by Akatosh himself.

Invasion of Morrowind

Only the flames were now blazing where the courtyard of Mournhold had once been, blazing and rising towards the clouds.

Karlovac Townway

Following the destruction of the city of Gilverdale in Valenwood by the Daedric Prince Molag Bal, Lord Sotha Sil visits Coldharbour. He makes a deal with the eight most influential: Mehrunes Dagon, and. The terms of the treaty were such that during the war between Morrowind and Cyrodiil, Daedric princes would not answer their call as mortals unless the rite was performed by witches or wizards.

However, the former spymaster still managed to summon Mehrunes Dagon, enraging one of the witches of the Skeffington Coven in High Rock. The witch wanted revenge on the Duke of Morrowind, while the spy only wanted to see all of Morrowind suffer. Mehrunes Dagon went even further and destroyed Mournhold in one of the most devastating attacks ever recorded by historians. However, Dagon was eventually driven back to Oblivion by the combined forces of the gods Almalexia and Sotha Sil. Mournhold was completely destroyed. The Duke of Morrowind is killed. The new city was built right on the ruins of the destroyed Mournhold.

Additionally, Dagon was also responsible for the destruction of the ancient Dunmeri House of Soth, Ald Sotha, a city that was also reportedly the birthplace of Sotha Sil. It is likely that the personal army of Mehrunes Dagon, the Power of Destruction, somehow took part here.

Imperial Simulacrum

He conspired with Jagar Tharn against the Empire in days long gone.

During Jagar Tharn made a deal with Mehrunes Dagon, and they also say that he provided all possible assistance, although he did not take part in subsequent events.

Attack on Battlespire

After the Miracle of the World, when the huge Numidium mechanism was restored and again destroyed, Mehrunes Dagon invades Tamriel, first attacking the fortified Battlespire, which served as the site of the final test for graduates of the Imperial College of Battlemages. An unknown student found himself in the midst of a Daedric invasion. It was this hero who was able to thwart the plans of the Prince of Destruction.

Mehrunes Dagon attacked the stronghold of the Imperial battle mages, Battlespire. Tharn needed to destroy the citadel at any cost in order to eliminate the threat to his rule by taking the place. However, the Prince of Destruction had a secret plan, which was to enslave all of Tamriel. Due to the fact that the Prince and his Daedric army could not so easily cross the line separating the two worlds, they captured many smaller dimensions and, of course, the Battlespire itself, which later became the main gate to the mortal world. One of the invasion plans was also Dangerous Shadow, the kingdom of the Daedric prince Nocturnal. Two lieutenants, Jasiel Morgen and Deianira Katris, were seriously injured by Dagon's invading army.

And although the Battlespire still fell, the unknown student managed to banish Mehrunes to Oblivion. The hero used the Prince's pronymic and neonymic, and then dealt the decisive blow with a powerful Daedric blade forged from Dagon's own essence, the Broadsword of the Moon Reiver. This allowed the anchor connecting Dagon to the mortal plane to be destroyed, and the Prince was banished back to Oblivion. However, the magical anchors that supported the flying fortress were also destroyed, so with the expulsion of Mehrunes, the Battlespire also fell.

Another artifact worthy of mention during the period of chaos was the Daedric Crescent. These blades were equipped by Dagon's invading army. At the end of these events, however, the weapon was declared illegal, thereby making the rare artifact very popular among collectors.

Oblivion Crisis

During this time, Dagon became the main driving force. He planned to destroy the Septim clan, open the gates of Oblivion throughout Cyrodiil and launch an invasion. His motives are still not entirely clear; members of the Mythic Dawn, a cult of the Prince's servants, spoke of Dagon's plan beginning with Nirn. These fanatics did a lot to hasten the hour of the coming of their god - they killed the Emperor and his three famous heirs. The cult has prioritized the Eternal Dawn, with which Dagon will come to cleanse the world of all dissidents. In his quest to recover the Amulet of Kings and thwart Dagon's plans, the Champion of Cyrodiil was forced to take possession of the book "The Mysterium of Xarx", which was written by Mehrunes himself, which allowed him to open a portal to the Paradise of Mankar Camoran. The Crisis reached its climax with the brief but terrible appearance of a gigantic four-armed humanoid armed with an ax and claws.

Appearance and meaning in Tamriel

Mehrunes Dagon appeared before the mortal world as a huge demonic creature with red skin, yellow eyes and four hands, in one of which he held a deadly weapon, and from the others metal claws protruded. Dagon's bald skull was dotted with six horns, and golden rings were visible on his pointed ears. His entire body was covered with scars and ritual symbols. The lower and upper jaws had characteristic sharp fangs, and the neck and shoulders were protected by a special disc. Claws protruded from his hands and feet, with which he crushed and tore his enemies to pieces.

Mehrunes Dagon is also one of the Four Corners of the House of Worries. This pantheon includes Mehrunes Dagon, and. These Daedric princes rebelled against, giving rise to intense tribal strife and discord among the tribes and Great Houses. They are sacred in that they act as barriers during the Trial. Over time, they began to be perceived by the local population as enemies, on a par with the Nords, Akaviri and mountain orcs. According to the book "", Mehrunes Dagon is associated with natural disasters such as fires, earthquakes and floods. To some extent, he is the embodiment of the harshness of the lands of Morrowind. Dagon tests the Dunmer for survival and perseverance.

In 201, the last Dragonborn restored the former power of the artifact Mehrunes' Razor. Having passed the test, the hero proved that he could become the protector of the Prince and the owner of this weapon.

Artifacts

Daedric Crescent

Daedric Crescent

The Daedric Crescent is a Daedric artifact forged by Prince Mehrunes Dagon. The weapon has the ability to destroy armor and paralyze its enemies. At one time, Dagon's entire army was armed with similar crescents, but after the destruction of the Battlespire, every single one was destroyed.

In 3E 427, the last Crescent Moon was found by the Nerevarine. The artifact belonged to a Dremora named Lord Dregas Volar, who lives in the Daedric sanctuary of Magas Volar, the halls of which can only be reached through teleportation. from Tel Fir just had an amulet that will transport anyone who wears it to a secret sanctuary. The Nerevarine used the amulet and killed Volar, thereby taking possession of the last known Daedric crescent.


Mehrunes' razor

Mehrunes' razor

Another famous artifact of Mehrunes Dagon is the Razor of Mehrunes. This mysterious artifact is capable of instantly killing a victim, and therefore is highly valued among assassins. Dagon once rewarded the hero Deggerfall with this powerful weapon after he completed a quest to destroy a pesky Frost Atronach.

Decades later, the Nerevarine found the blade in a terrible state, after which Mehrunes Dagon, in his sanctuary of Yasammidan, returned the artifact to its former greatness. The blade is shaped like a jagged dagger that traps the soul of the slain in Oblivion. The razor was once given to Msiri Feitang, the former defender of Dagon, but having failed in some task, the owner and the artifact were buried in the Shattered Cliff outpost.

After the events, a number of groups were formed to fight. They, who called themselves the guardians of the Razor, found and broke the razor into three parts. After almost two hundred years, the artifact will be found again and collected by the Dragonborn.

Mysterium of Zarx

In the name of the Nine! It’s dangerous to even hold such a thing in your hands!

Martin Septim

Page from the Mysterium of Zarx

The sacred book of the Mythical Dawn, written with razors and tempered in the fires of blood and death. Compiled by Dagon himself and given to Mankar Camoran. The contents of the book can only be understood by initiates, but it includes a passage on domination and enslavement that Camoran read to his students. Mankar later wrote a four-volume collection as a commentary on Zarx. Members of the cult kept and read these books, and the potential member had to decipher the hidden code in the text, thereby proving his commitment to serving Lord Dagon. Solving the code will allow you to find the secret sanctuary of Mehrunes, this test is called “The Path of Dawn”. As of , the only known mention of the Mysterium of Xarxes was a scrap of burnt page belonging to Silus Vesulu.

It may take a lot of time, but defeating Mehrunes Dagon in The Elder Scrolls: Oblivion is very possible. He just has a huge supply of health, but it’s real. Since the player is not expected to be able to kill him normally, his body will not look like a rag doll after death, but rather will begin to "melt".

Translator: Mikezar

After the character reaches level 20, a messenger will find him in any settlement of Skyrim and convey an invitation to visit the Mythical Dawn museum in Dawnstar from a certain Strength Vesul.

Important: At this moment it is worth saving in two different slots! The game may crash 10 seconds after receiving the invitation, and the most recent save will be damaged. If this happens, it will be enough to load the penultimate save and continue the game.

Visit the museum and talk to its owner

The museum is located on the eastern edge of Dawnstar Harbor. Sil will meet Dovahkiin at the door and invite him to come and admire the exhibition. He himself will act as a guide.

He will talk about the Oblivion crisis in Tamriel and the role played in it by the Mythic Dawn cult, which worshiped the Daedric Prince Mehrunes Dagon. After Mehrunes was expelled back to Oblivion, the organization was persecuted and was almost completely destroyed by a group calling itself the "Razor Guardians".

Sil is very proud to be a descendant of one of the high-ranking members of the Mythic Dawn. He collected in his house all the objects, books and artifacts remaining after the destruction of the cult, with the exception of one, the most interesting - the Daedric artifact, the dagger “Razor of Mehrunes”, which the Daedra Prince hands over to his most devoted and worthy admirers.

Sil will tell you that after the destruction of the cult, the weapon was broken into several parts. It was not possible to completely destroy these parts, so three members of the Razor Guardians took them and swore to keep them forever, not allowing reunification. Since then, parts of the artifact have been passed down from generation to generation in the families of these Guardians.

After a long search, Sil managed to obtain the records of the “Guardians of the Razor,” from which it can be understood that the wreckage is now located on the territory of Skyrim. It also indicates the possible locations of the descendants of the Guardians.

Having told this story, Sil will invite our hero to find all the parts of the “Razor of Mehrunes” and deliver them to the museum, promising a good reward.

Find parts of Mehrunes' Razor

Having agreed to help the owner of the museum and having read the notes of the “Keepers of the Razor”, the Dragonborn will find out that the parts are located in the following places:

The hilt of the dagger is kept by the Nord Jorgen, a woodcutter from Morthal;

Fragments of the blade - from the leader of the gang that captured the ruins of the fort "Cracked Tusk Fortress" - the orc Gunzul;

And finally, the pommel can be found on the “Old Lady’s Rock” from the leader of the local outcasts, the sorceress Draskua.

Handle

The easiest way is to get the handle. To do this, upon arriving in Morthal, you can talk to Jorgen and, with a high level of the Speech skill, get the key to his house. In the chest by the bed you will find part of the artifact. If “Eloquence” is not highly developed, then you can simply pick the lock on the door and, getting inside, steal the handle of the “Razor”. During the day, Jorgen is always away from his home at the sawmill, and his wife Lamy is in her shop, Thaumaturge's Hut, so breaking and entering and theft are unlikely to be the reasons for the persecution of Dovahkiin by representatives of the law of the Hjalmark domain.

Blade fragments

To get the blade fragments, our hero should go to the Cracked Tusk Fortress. These are the ruins of a small, palisaded fort located slightly east of Falkreath. An orc gang runs here, hunting and robbing random travelers.

The yard is guarded by four orcs: two archers on the towers, one at the fire and another next to the forge. In the fortress itself, in addition to the leader Gunzul, two more orcs live. It's up to you to decide whether to kill all the bandits openly or sneak into the fort unnoticed and steal the relic.

You can get to the fortress itself in three ways:

Through the central entrance;

Through a hatch in the roof of one of the surviving towers to the left of the entrance;

Through the door in the ruins of the foundation of the destroyed tower on the right (it is locked with a Master level lock).

A hatch in the roof will lead directly to Gunzul's room, where on the bedside table you can steal the key to the Cracked Tusk Fortress's vaults, which contain blade fragments. The entrance to the vaults is located just behind that same locked door in the foundation of the ruins of the tower. If Dovahkiin, being skilled in the “Hacking” skill, entered the fortress this way, then by breaking the lattice lock (Expert level), you can immediately get into the vaults, completely avoiding contact with gang members.

If “Stealth” and “Hacking” are not the main advantages of your character, then the key to the vaults can be obtained from the corpse of Gunzul.

One way or another, once you find yourself in the vaults, you shouldn’t open the grating using two levers and immediately rush to the pedestal with the fragments. The path to them is simply teeming with tripwire traps. And the pedestal itself is a trap. As soon as you take fragments from it, Dovahkiin’s body will be pierced by dozens of poisoned bolts.

pommel

To get the top, you will have to go high into the Reach Mountains to the lair of the sorcerer Draskua, “Old Woman’s Rock.” You can only get there by passing through the large outcast camp "Witch's Hold".

The camp is part of an ancient Nordic structure, the structures of which stretch along the mountainside. Here the brave traveler expects resistance in the form of a large number of outcasts who have inhabited the territory and interior of the ruins.

Closer to the peak of the mountain, the Dragonborn will finally come to Drasqua's lair. The reward for defeating the sorceress will be the coveted pommel of the “Razor of Mehrunes”.

Return to Sil Vesulu

Having collected all the parts of the dagger, we go back to Sil. He will be very happy, praise Dovahkiin and give a cash reward. It is better to give him each part of the artifact separately, and not all together. In this case, the reward will be 1000 septims per piece. If you give everything at once, the reward will be 2500 septims.

After this, Sil will tell you that these are not all parts of the artifact. There is also a scabbard for this weapon, resting in one of the museum’s display cases. Also, having promised our hero additional dividends, the cunning collector will ask to accompany him to the sanctuary of Mehrunes Dagon in order to restore the “Razor of Mehrunes” to its former splendor.

Travel to the Shrine of Mehrunes Dagon

Having agreed to help restore the artifact, the hero will travel to the sanctuary of the Daedra Prince. If you have never visited it before, then the easiest way to reach it is to start from Dawnstar along the road towards Whiterun. Right on this road is a large outpost - Fort Dunstad. If you go to the right of this fort, you will soon see the Watch Hall - a wooden structure resembling a tavern. Having passed it and gone a little further into the mountains, an attentive traveler will notice a mountain path, which is marked by pyramids of cobblestones with pieces of developing matter. Following this path, the Dragonborn will soon reach a staircase leading directly to the sanctuary.

Note:You can, of course, simply follow Sil Vesul there, but then you will have to protect him from wild animals and monsters.

Depending on the character’s level, you may encounter wolves (even snow wolves), snow sabers, polar bears, ice trolls and ghosts along the way.

Perform a ritual to summon the Daedra Prince

Upon the hero’s arrival at the sanctuary, Sil will be waiting, ready to perform the ritual, which he will do without delaying the matter. Having placed all the parts on the altar of the Lord of Chaos, he will turn to him. But the Daedra will not answer his call.

After failure, Sil will ask us to perform a ritual for our protégé. This time everything will go as expected and the Daedra Prince will listen to the Dragonborn. However, this will have fatal consequences for the museum owner.

Dagon will agree to repair the Razor, but will demand that Sil Vesul be killed. You can meekly agree or answer with a bold refusal. It doesn't matter, the task will continue further. Hearing Dagon's wishes, Sil will be frightened and speak to Dovahkiin himself. Here you have to finally decide whether to kill the unfortunate man and become the owner of a deadly weapon, or to spare him and be content with monetary compensation for the failed victim - 500 septims.

Spare the Power of Vesul

If you show mercy and spare Sil, then Dagon, angry, will summon two level Dremora Lords. After defeating them, Sil, after thanking them, will go home along with the fragments of the artifact.

Kill the Power of Vesul

If the craving for power outweighs humanism, then after killing Sil Vesul, the Lord of Chaos will keep his promise and restore the Razor from the rubble. But it’s not for nothing that he will also become the Prince of Destruction! After laughing, he will still summon two Dremora Lords.

Enter the interior of the sanctuary of Mehrunes Dagon (optional).

In both options for completing the quest, after searching the Dremora corpses, the keys to the sanctuary door will be found.

There is a lot of valuable stuff inside: 3 chests with random contents, a textbook “Complete Catalog of Enchantments for Armor” (“Enchantment”), a Spell Volume: Fire Arrow, Staff of Banishment, three random soul stones (up to black ones), 11 gold bars, 3 ebony bars and 2 ingots of refined moonstone.

All this splendor is guarded by 2 dremora, one of which is a magician.