                                                 TABLE OF CONTENTS


Writings from the Province of Hammerfell ............................................................................... 1
  [1] Journal of Cyrus.............................................................................................................. 3
  [2] Reminiscences of a Redguard....................................................................................... 11
      [2.1] The Interview with Avik, a Snake-charmer .......................................................... 13
      [2.2] The Interview with Brennan, a Ship Captain ........................................................ 17
      [2.3] The Interview with Coyle of the Yokudan Camp ................................................. 18
      [2.4] The Interview with Crendal, a Drunk ................................................................... 21
      [2.5] The Interview with Dreekius, Barkeep of Stros M'kai's Draggin' Tale Inn .......... 23
      [2.6] The Interview with Falicia, Stros M'kai's Mages Guild Shopkeeper.................... 27
      [2.7] The Interview with Favis, Keeper of Stros M'kai's Bell Tower............................ 30
      [2.8] The Interview with Gerrick, Owner of Gerrick's Goods....................................... 33
      [2.9] The Interview with J'ffer, Stros M'kai's Bookseller .............................................. 37
      [2.10] The Interview with Kotaro, a Contractor ............................................................ 40
      [2.11] The Interview with Krisandra, Stros M'kai's Silversmith ................................... 43
      [2.12] The Interview with Lakene ................................................................................. 46
      [2.13] The Interview with Maiko, Stros M'kai's Cartographer...................................... 48
      [2.14] The Interview with Mariah.................................................................................. 50
      [2.15] The Interview with N'gasta, Stros M'kai's Infamous Necromancer .................... 52
      [2.16] Interview with Brother Nidal, Priest of Stros M'kai's Temple of Arkay............. 57
      [2.17] The Interview with Prnell, Keeper of Stros M'kai's Watch Tower ..................... 61
      [2.18] The Interview with Rollo, a most Unpleasant Fellow......................................... 64
      [2.19] The Interview with Siona .................................................................................... 66
      [2.20] The Interview with Tobias, Ship Captain and Good Friend ............................... 68
      [2.21] The Interview with Trithik .................................................................................. 77
      [2.22] The Interview with Urik, a Smuggler ................................................................. 81
Notes and Journals from the Province of Morrowind............................................................. 83
  [1] Journal of a Berne Vampire .......................................................................................... 85
  [2] Journal of a Daedra Worshipper ................................................................................... 86
  [3] Journal of a Fighters Guild Member............................................................................. 90
  [4] Journal of a Mages Guild Member ............................................................................... 96
  [5] Journal of a Member of the Dunmer Great House Hlaalu .......................................... 105
  [6] Journal of a Member of the Dunmer Great House Redoran ....................................... 111
  [7] Journal of a Member of the Dunmer Great House Telvanni ...................................... 120
  [8] Journal of a Mercenary ............................................................................................... 127
  [9] Journal of a Morag Tong Assassin ............................................................................. 140
  [10] Journal of a Pilgrim of the Tribunal Temple ............................................................ 145
  [11] Journal of a Private Investigator ............................................................................... 150
  [12] Journal of a Quarra Vampire .................................................................................... 164
  [13] Journal of a Thief ...................................................................................................... 166
  [14] Journal of a Traitor ................................................................................................... 172
  [15] Journal of an Abolitionist ......................................................................................... 174
  [16] Journal of an Aundae Vampire ................................................................................. 177
  [17] Journal of an East Empire Company Employee ....................................................... 179
  [18] Journal of an Imperial Cultist ................................................................................... 184
  [19] Journal of an Imperial Legionnaire........................................................................... 193
  [20] Journal of my Adventures on the Island of Solstheim.............................................. 197
viii                                                    TABLE OF CONTENTS

   [21] Journal of the Nerevarine.......................................................................................... 208
   [22] Notes of a Treasure Hunter ....................................................................................... 227
Journals from the Imperial Province .................................................................................... 229
   [1] Journal of a Champion of Cyrodiil ............................................................................. 231
   [2] Journal of a Daedra Worshipper ................................................................................. 242
   [3] Journal of a Dark Brother ........................................................................................... 247
   [4] Journal of a Fighters Guild Member........................................................................... 257
   [5] Journal of a Mages Guild Member ............................................................................. 267
   [6] Journal of a Mercenary ............................................................................................... 277
   [7] Journal of a Private Investigator ................................................................................. 283
   [8] Journal of a Questing Knight ...................................................................................... 294
   [9] Journal of a Thief ........................................................................................................ 302
   [10] Journal of a Treasure Hunter .................................................................................... 315
   [11] Journal of an Arena Combatant ................................................................................ 320
   [12] Journal of my Excursion into the Shivering Isles ..................................................... 321
Index...................................................................................................................................... 337
Writings from the Province of Hammerfell
2
                                     [1] JOURNAL OF CYRUS                                      3



[1] Journal of Cyrus


                                       Journal of Cyrus


                                    [Stros M'kai, c 2E 865]


Entry 1: From S'rathra, my fixer in Wayrest, I received a letter from Tobias concerning the
disappearance of my sister, Iszara. Set sail for the island of Stros M'kai in Hammerfell.

Entry 2: Restless League attack on Brennan's ship. Arrived harbor of Stros M'kai. Tobias says
to meet him at Draggin' Tale. When asked for directions to the Draggin Tale, Captain
Brennan said to go up the bridge on the right, through the gate to the town square, and look
for the sign.

Entry 3: Following a recent civil war, the Empire of Tiber Septim rules Hammerfell. One
Redguard faction, the Forebears, allied with the Empire to defeat the opposing Redguard
faction, the Crowns, who favored the rule of King Thassad and his son and heir, Prince A'tor.
With Thassad dead, and Prince A'tor defeated by Imperial Admiral Richton at the final battle
of Stros M'kai, Imperial garrisons are stationed in every Hammerfell city, and Lord Richton
reigns as Provisional Governor in Stros M'kai. According to Trithik, though Prince A'tor's
body was lost at sea, there are already prophecies of his return.

Entry 4: From Trithik I learned that Prince A'tor had dealings with the Restless League,
though the Crowns considered the League untrustworthy. Trithik says that Governor Richton
ordered the destruction of the Old Quarter, a refuge of the Crowns, with dragonfire. When I
suggested speaking with Richton, Trithik said that no Redguards are admitted to the palace.

Entry 5: Tobias says he sails from Stros M'kai at sundown to avoid risk of Imperial arrest and
that he suspects Richton in Iszara's disappearance. Brother Kithral (a Brother of Arkay) and
Iszara both disappeared about the same time, and they knew each other. I should visit Brother
Nidal at the temple to learn more about Iszara. Tobias' friend Siona down by the docks may
be able to help with information about the Crowns.

Entry 6: Siona says she is a friend of Tobias, and that she is happy to help me. Siona implies
that Iszara was a friend -- a GOOD friend -- of the prince, and that that might be why she
disappeared when Richton came to town.

Entry 7: Siona says that the governor's palace is just up the hill -- can't miss it -- but not to
expect to sneak in. Richton is accompanied by a red-eyed, Dark Elf assassin, Dram, from
Morrowind. The dragon used by the Imperials to defeat the Crowns is still in the catacombs
under the palace, according to Siona.

Entry 8: Accepted job from Kotaro to deliver amulet to Governor Richton on behalf of
N'gasta. Pick up amulet from N'gasta. Paid 100 gold; collect balance of 200 gold from Kotaro
after delivery. Kotaro says that superstitious locals call N'gasta a necromancer. Kotaro
identifies N'gasta as a harmless old hermit living in the old wizard's tower on the shoals along
4                       WRITINGS FROM THE PROVINCE OF HAMMERFELL

the northwest side of the island. The governor's palace is 'straight at the top of the hill... the
grandest structure in Stros M'kai' -- according to Kotaro.

Entry 9: N'gasta serves the Daedra Lord Clavicus Vile, and says that Vile grants favors in
return for each soul N'gasta delivers. N'gasta's soulsnare captures the departed spirits of 'silly
folk who neglect the sanctity of their souls' -- the soulsnare captures only those spirits
unprotected by holy rituals, or those buried in unhallowed ground, according to N'gasta.
N'gasta grants that the Mage's Guild opposes the practice of his craft, but that the governor
favors him over those of the Mage's Guild. The governor is his generous patron, and the
governor's policies bring N'gasta profit.

Entry 10: N'gasta says that to deliver the amulet to the governor personally, and that the
contractor will pay the rest of the fee after the delivery. Accepted job from N'gasta to deliver
an amulet to Governor Richton. Received amulet. N'gasta has arranged for an unnamed
middleman to pay when task is accomplished.

Entry 11: In passing, N'gasta mentions that there is only one surviving brother of Arkay, that
the other became snared in his net three master moons ago -- about the same time that Iszara
disappeared. Iszara is among the living, N'gasta assures me, or he would know otherwise.

Entry 12: Delivered amulet to Richton. Confronted governor concerning Iszara. Richton says
Iszara was a known consort of the outlawed Restless League, but denied knowledge or
responsibility in her disappearance. Threatened Richton. Governor's Dark Elf agent, Dram,
cast a magic spell. Woke up stripped of possessions and imprisoned. Dying Restless League
prisoner said something about going to a lighthouse to signal the League. Received a rusty
key.

Entry 13: Escaped from Imperial imprisonment in catacombs. Imperial guards will attack on
sight.

Entry 14: Paid by Kotaro for amulet delivery.

Entry 15: Gerrick says that Rollo is supposed to fetch shipments from the harbor whenever he
hears a bell rung by a fellow named Favis. Ringing the bell announces the arrival of a ship.

Entry 16: Gerrick thinks that the Restless League is connected with the smugglers operating
out of the Smuggler's Den beneath the Cartographer's shop. He worries that Iszara might have
sought to find malachite through the Smuggler's Den.

Entry 17: From the parrot pieced together the following: 'Pretty sister had her schemes.
Needed gold this time, it seems. Twenty-one paces. As the head faces. Buried there the gold
still gleams!'

Entry 18: Nidal says that his former initiate, Brother Kithral, has disappeared. He last saw the
missing initiate, Brother Kithral, heading for the park to collect mandrake roots. Nidal thinks
Richton's men are responsible for Kithral's disappearance.

Entry 19: Mariah recalls that she saw the Arkay boy, Kithral, visiting the park, gazing at the
waterfall, and writing in his journal. She also describes him as a 'passionate Crown,' and
muses that she hasn't seen him in months. The park is over by the waterfall, Mariah says.
                                     [1] JOURNAL OF CYRUS                                       5

Entry 20: With a body found in the caverns, found the journal of Brother Kithral, which refers
to his search for the Archmage Voa's ring'.

Entry 21: Trithik says any goblins in Stros M'kai are banished beneath the earth of Stros
M'kai, thanks to Frandar Hunding.

Entry 22: Found the body of Archmage Voa, and retrieved his magical ring.

Entry 23: Siona says the Restless League might be contacted through the Smuggler's Den in
Maiko's basement.

Entry 24: Mariah says she last saw Iszara headed for the Cartographer's.The Restless League
might be contacted through the Smuggler's Den. She's seen League members coming in and
out of the Smuggler's Den below the Cartographer's. Tried to enter the door under the
cartographer's shop, but didn't know the password, and was refused entry. A password is
needed to enter the Smuggler's Den.

Entry 25: Prnell says to contact the Restless League through the Smuggler's Den beneath
Maiko's shop, but that I need a password to get in.

Entry 26: Krisandra says Lakene, a local handyman, came to her to replace an antique silver
locket of his wife's that Lakene lost while gambling in the Smuggler's Den. When Krisandra
said she couldn't help him, he was quite distressed.

Entry 27: Lakene says he'll give the password, but only if I get his wife's locket back from
Rollo.

Entry 28: Favis says a fellow in the watchtower, Prnell, waves a flag when a ship arrives,
signaling Favis to ring the bell. Favis complains that Prnell never lets Favis have a turn
waving the flag. Favis says the bell is broken, or it doesn't ring as loud as it used to. Examined
bell, and it seems to be in perfect working order.

Entry 29: When Prnell sees a ship, he goes out on the walkway and waves a flag so Favis
knows to ring the bell. Prnell says he has lost an eyepiece. His eyesight is very bad, and he
really wants the eyepiece.

Entry 30: Borrowed the flag used to signal the arrival of a ship in harbor from Prnell.

Entry 31: Delivered Lakene's wife's locket to him, and received the password to the
Smuggler's Den in return. Password is 'spoon'.

Entry 32: Got a parchment of Iszara's with the Restless League insignia on it from Urik.

Entry 33: A young Yokudan named Hayle was killed by the Imperials. Avik calls it murder.
Men from the Restless League came around and asked Avik about a woman after Hayle's
death. Avik told them nothing, but he reveals that he saw Hayle and Iszara together on the day
Hayle was killed. Hayle's family camps outside the city waiting to complete the burial ritual.
Hayle was born under the sign of the serpent. Avik says that Yokudans believe that the stars
guide your destiny from birth to death and beyond. Hayle's mother, Saban, can't complete the
burial ritual for the murdered boy because she has to protect his spirit from the soul snare set
6                       WRITINGS FROM THE PROVINCE OF HAMMERFELL

by N'gasta. This soul snare, according to Avik, sends the spirit of the departed to N'gasta
unless the victim is buried in consecrated ground. According to Trithik, the shoals when the
necromancer is found lie to the west along a path over a bridge.

Entry 34: Coyle tells of the three circles of the heavens, and of the three guardians that protect
their three charges, each to its own circle of heaven. Coyle recited the verse concerning the
Mage Guardian: 'Wise Mage Orders... Apprentice Learning... Ritual Turning... Golem
Burning... Through The Night.' The verse concerning the Thief Guardian: 'Clever Thief
Watches... Lover Sighing... Shadow Lying... Tow'r Defying... Through The Night.' And the
Warrior Guardian: 'Strong Warrior Charges... Steed Prancing... Lady Dancing... Lord
Advancing... Through The Night.'

Entry 35: Coyle says the necromancer N'gasta has set a soulsnare over the entire island of
Stros M'kai. Anyone who dies without the proper ritual has his soul carried to N'gasta's tower
to serve the necromancer. His mother Saban can protect his brother Hayle's soul from N'gasta
because she is a powerful witch -- the most powerful witchmother of her tribe. Since his
mother is a powerful sorcerer, she could easily guide her son Hayle's soul past N'gasta's
soulsnare, except that Hayle was born under the sign of the serpent. The other twelve
constellation follow the circles of heaven, but neither Coyle nor his mother know how to
predict the serpent's path. The only way to guide Hayle's soul through the soulsnare is to place
the starstones in the positions of the serpent's head and tail. Agreed to help find a way to help
Coyle's mother complete the ritual which will preserve his brother's soul from the
necromancer's soulsnare.

Entry 36: Lakene says the Imperial's are searching for the ancient technological treasures of
the Dwarves in the ruins in the mountains.

Entry 37: Erasmo claims he's fixed the orrery, but that he can't fix the telescope because he's
missing a gear. He says he tried to fix the telescope, but he burned his legs down in the gear
room. A dwarven gear is needed to fix the telescope -- not just any gear. Erasmo won't go
down to the gear room.

Entry 38: Go to the gear room and install the gear on the far side to fix the telescope.

Entry 39: Salvaged a dwarven gear from the wreckage of the dwarven mechanical giant.
Installed dwarven gear. The telescope at the observatory is fixed now. Erasmo is pleased that
the telescope is fixed.

Entry 40: Erasmo raves about ghosts in the Saintsport lighthouse keeping him awake all night,
blinking 'flash, flash, flaaaash'.

Entry 41: Brother Nidal revealed that Iszara and the Prince were secret lovers and that A'tor's
body is hidden in the temple, preserved from decay by a spell of stasis. Nidal suggests that
Voa's ring could dispel a stasis field on A'tor's body, but gives no suggestion why Kithral or
Iszara would try that. He agreed that Iszara and Kithral did not plan to dispel the stasis field
on A'tor's preserved body just to let the Prince's body rot. They must have had some other use
of the ring in mind. Nidal suggests that Iszara and Kithral planned to use Voa's ring to dispel
the stasis field on A'tor body, thus enabling a transfer of A'tor's soul from the soulgem back
into the Prince's body.
                                     [1] JOURNAL OF CYRUS                                     7

Entry 42: Falicia says the Restless League had obtained a soulgem containing Prince A'tor's
soul and was using it to rally supporters, but Iszara, impatient with the delay, stole the
soulgem and brought it to the Mage's Guild looking for help. A Guild member, an acolyte
named Joto, agreed to help Iszara research a way to use the soulgem to restore the prince.
Then, after a dark elf came to speak with Archmage Jaganvir, Joto was arrested and jailed for
treason against the Empire. Falicia doesn't know what happened to Iszara, but says Joto is the
only one who can tell me, and he is locked away in jail.

Entry 43: Archmage Jaganvir surprises Falicia telling about Iszara, Joto, and the soulgem.
Jaganvir casts an enchantment turning me into a gremlin to keep me from revealing this
information to anyone.

Entry 44: Joto, a member of the Mage's Guild and Avik's friend, was arrested by the
Imperials.

Entry 45: Joto dispelled Jaganvir's change-to-gremlin enchantment. Joto thinks N'gasta the
necromancer has Iszara. Joto says N'gasta was the only sorcerer who could use his magic to
restore A'tor from the soulgem. Since N'gasta is evil and untrustworthy, Joto and Iszara
planned to use the ancient elven magic of the Flask of Lillandril as protection when
negotiating with wicked N'gasta. Joto and Iszara had found one piece of the map, and then
Joto found another, but before Joto could give his second piece to Iszara, she had disappeared,
and Joto had been jailed by the Imperials. Joto gave me his second piece of the map, and said
that if I was going to face N'gasta to find Iszara, I must have the Flask of Lillandril. Then
suddenly the governor's dark elf appeared in the jail, killed Joto, and attacked.

Entry 46: After escape from jail, escaped guard pursuit. If Joto was right, and N'gasta has
Iszara, must find the Flask of Lillandril for protection from N'gasta's sorcery.

Entry 47: J'ffer says that, according to legend, a stable boy armed with the Flask of Lillandril
defeated the High Wizard of Valenwood. The device may then be a potent anti-magic device,
perhaps one which absorbs magic.

Entry 48: Falicia says she heard that the map to the Flask of Lillandril was torn into four
pieces. She says one piece was inscribed on the bottom of a silver box shaped like a ship.

Entry 49: Krisandra gave me a key and invited me to search her storehouse for a silver ship
inscribed with a piece of the map to the Flask of Lillandril. If I find it, she says to keep it.

Entry 50: Had to kill two Imperial soldiers who had broken into the house next to the
silversmith.

Entry 51: Dreekius says a Breton drunk, Crendal, bragged about having a piece of a map to
the legendary Flask of Lillandril.

Entry 52: Crendal says he has a piece of the map to the Flask of Lillandril. Crendal says he
got the piece of a map to the Flask of Lillandril by stealing it. He found it under a cot on
Trithik's boat. He has hidden his piece of the map to the Flask of Lillandril where others can't
find it.
8                       WRITINGS FROM THE PROVINCE OF HAMMERFELL

Entry 53: Trithik says he used to have a piece of a map to the Flask of Lillandril, but that it
was stolen several weeks ago. Trithik can only remember that his piece of the map to the
Flask of Lillandril bore two numbers, an 'X', and the notation 'long tree'.

Entry 54: Maiko agreed to make a detailed map using the map notations from the book 'Elven
Artifacts'... but in return Maiko gets to keep the book. Maiko says to come back in a while for
the map.

Entry 55: Maiko gave me a map associated with the Flask of Lillandril based on the notations
from the book 'Elven Artifacts'.

Entry 56: Found the legendary Flask of Lillandril, an ancient Elven artifact with the virtue of
absorbing magic.

Entry 57: Dreekius mentions that Siona wants to see me.

Entry 58: Siona says Captain Brennan wants to see me and not to trust Brennan, that he is a
traitor. She heard Imperial Guards talking about Brennan having been paid to set a trap for
'that Redguard the Governor's so hot about'.

Entry 59: Placing the starstones correctly permitted Saban to complete her ritual and ensure a
safe journey to the otherworld for Hayle's soul.

Entry 60: The young Yokudan, Coyle, says that Iszara came with his wounded brother Hayle
to Saban to ask for help on the day Hayle was killed. Iszara tried to explain, but Saban was
too upset to listen. Saban says I might find the Restless League at the lighthouse.

Entry 61: In response to the signal from the lighthouse, a ship captained by a Redguard
woman arrived.

Entry 62: The captain of the ship that responded to the League signal from the lighthouse
won't cooperate unless she is given proof that I am worthy of the League's attention, sufficient
proof to justify the risk of sailing me to the League's hideout.

Entry 63: Basil gave me a key to Iszara's lodge and suggested looking around for clues to her
whereabouts. In particular he mentioned a journal he couldn't open. In return for learning the
contents of the journal, Basil promises to tell all he knows about Iszara's disappearance.

Entry 64: Basil related the story of the defeat of Prince A'tor and his forces by Imperials, how
Richton's dark elf assassin struck down A'tor with a poisoned arrow, and how an Imperial
dragon routed A'tor's followers, and how Archmage Voa preserved the dying Prince's soul in
a soulgem. He then revealed that the League gained possession of the soulgem, and planned
to spark a revolution with the prospect of the Prince restored from the soulgem to lead the
League and A'tor's supporters against the Imperials. Basil also tells how Iszara stole that
soulgem from the League and disappeared. 'Find the soulgem, and you'll find Iszara,' Basil
says. After hearing Basil, sailed from League Hideout back to Stros M'kai.

Entry 65: N'gasta has taken Iszara's soul from her body and gifted it to his patron, Daedra
Lord Clavicus Vile. Iszara came to N'gasta to barter her soul for N'gasta's aid in restoring the
soul of Prince A'tor from the soulgem to his preserved body. N'gasta agreed to the bargain,
                                     [1] JOURNAL OF CYRUS                                       9

then treacherously stole both the soulgem and Iszara's soul. The amulet N'gasta paid to have
delivered to Richton held the soulgem containing A'tor's soul. To restore Iszara, her soul must
be recovered from Clavicus Vile.

Entry 66: Used the Flask of Lillandril to defeat the necromancer N'gasta.

Entry 67: Mixed potions. Poured the potions onto the magical sigil on the floor of N'gasta's
tower room to open a gate to the realm of Daedra Lord Clavicus Vile.

Entry 68: Confronted Clavicus Vile and wagered my soul against Iszara's soul in a riddle
contest with Vile. Won the riddle contest, and returned to the Necromancer's Tower with
Iszara's soul.

Entry 69: Restored Iszara's soul. Together escaped the Necromancer's Isle. Went to Stros
M'kai, summoned League ship, sailed to meet with League in their hideout. Revealed that
Richton has the soulgem in the form of the amulet delivered as a present from N'gasta.
Pledged to kill the dragon and recover the soulgem from the treasure vaults of the catacombs,
and to find someone able to master the power of the soulgem to restore Prince A'tor. From
Iszara, got a gold key to enter catacombs. When the soulgem is in hand and someone is found
to work the soulgem's magics, meet Iszara, Basil, and the rest of the League at the temple
where Brother Nidal has A'tor's body hidden.

Entry 70: Dreekius thinks a dragon guards the soulgem in a hoard in a secret treasure vault in
the catacombs. Dreekius says a weapontip roasted in dragonfire will pierce a dragon like no
other.

Entry 71: Slew dragon. Recovered soulgem. Escaped catacombs.

Entry 72: To restore the Prince, find a mage who can work the magic of both the soulgem and
ring.

Entry 73: Coyle says that his mother Saban says that it takes a powerful sorcerer to use the
power of a soulgem. Coyle assures that his mother is that powerful.

Entry 74: Coyle says his mother Saban says that the magic of Archmage Voa's stasis field is
too strong for her, that I must find a way to rid the Prince's body of the stasis field before she
can help.

Entry 75: With the soulgem and Voa's ring in hand, and Saban to work their magic, proceeded
to temple to restore and revive Prince A'tor. Iszara, Basil, and the rest of the League watched
as Saban attempted to restore the Prince. However, A'tor's soul went, not into his body, but
into his sword. With this sword, I will lead the Restless League and head to the palace to
overthrow the governor and the Imperial occupation.
10   WRITINGS FROM THE PROVINCE OF HAMMERFELL
                                             11




Reminiscences of a Redguard
                    Being

 A true and faithful account of the people
       I have met and interviewed
        in the venerable Port-City
                     of
               Stros M'Kai,
           Hammerfell Province,
      in the year of the Great War.




                 By Cyrus,

           well-travelled Mercenarie.



                    892 CE
12
                               [2.1] THE INTERVIEW WITH AVIK                                13



[2.1] The Interview with Avik, a Snake-charmer


A: My name is Avik. How can I help you?

C: I'm looking for my sister, Iszara. Do you know her?

A: The name sounds familiar, son, but I'm afraid I can't help you. Not many young people
have an ear for the snake-songs anymore.

C: How has Stros M'Kai fared under Imperial rule?

A: Things have gone to pot, I don't care who knows it. Murder in the streets, where will it all
end, tell me that? Where will it end?

C: You play very well.

A: Thank you, my son. No one visits me since those Imperial devils murdered that Yokudan
lad. That's right, Imperial devils! And I don't care who knows it!

C: Imperial troops have murdered people in Stros M'Kai?

A: Ach, when they came ashore, it was fire and sword in the Old Quarter. At least then they
could pretend they were fighting the Crown die-hards. But killing that innocent Yokudan boy
... if I was twenty years younger, I'd make someone pay!

C: Is the Old Quarter completely destroyed?

A: Might as well be. It was sealed off while the Imperials searched every house for 'Crown
Loyalists'. Nothing but a ghost town now.

C: Tell me about this murdered boy.

A: His name was Hayle, poor lad. His family is still camped outside the city, waiting to finish
his burial ritual. Yokudans were never well liked around here, but Governor Richton went too
far.

C: Yes, unfortunately the Yokudans have always been treated as outsiders, all over
Hammerfell.

A: A senseless prejudice, since their religions harks back to the earliest Redguard traditions.
But our new governor has done much worse than simply overcharge them for flour!

C: What did the governor do to the Yokudans?

A: Murdered young Hayle! Then branded the rest of them traitors and ordered them to leave
Stros M'Kai! Yokudans mixed up with Redguard politics -- a preposterous notion!

C: Why do you say that?
14                     WRITINGS FROM THE PROVINCE OF HAMMERFELL

A: You haven't spent much time in Hammerfell, have you son?

C: No, I was born in Sentinel, but left Hammerfell when I was ... very young. I haven't been
back in years.

A: I thought so -- you've picked up a bit of an accent, west High Rock, am I right? Well, as I
was saying, the feeling against the Yokudans runs deeper than politics, even in a civil war.
Neither side ever stooped to allow Yokudans to join their ranks. Even the Restless League
was too good for them! But all that's over now. Redguard pride has made us all slaves of the
Emperor.

C: You miss Hayle, don't you?

A: Used to love to listen to me play. One of the few people around here who did. Appropriate,
I suppose, for one born under the sign of the Serpent.

C: The sign of the Serpent? Part of Yokudan religion?

A: The star-sign of his birth. Yokudans believe the stars guide your destiny, from birth to
death and beyond.

C: Where is the Yokudan camp?

A: I'm not sure. Outside the city somewhere, watching over Hayle's grave. His poor mother is
beside herself with grief.

C: Tell me what you know of this Restless League.

A: If I was as wise as my years, I would hold my tongue and bid you good day. But you're no
Imperial spy, and nothing like the League bullyboys that came around after Hayle's murder.

C: I ran into a couple of them myself, on my way into town. Pleasant enough fellows,
although they talked too much. What did they want with you?

A: They were asking questions about some woman. It was none of my concern, and I didn't
want to give his poor mother any more trouble, so I told them nothing.

C: His mother is understandably upset at her son's death.

A: Yes, but it's not just that. Saban has not yet completed the burial ritual, although the lad
has been in the ground for weeks.

C: I'm not familiar with Yokudan religion. Do they have lengthy burial rituals?

A: It's more serious than that, I'm afraid. His mother, Saban, needs to counteract the Soul
Snare that N'Gasta has laid over the island.

C: Soul Snare? What do you mean?
                                [2.1] THE INTERVIEW WITH AVIK                                 15

A: Now that the Prince is dead, that foul worm has woven a magical snare across Stros M'Kai
to feed his hunger for souls. Unless you are buried in consecrated ground, your soul will go
straight to N'Gasta if you die. This is why Saban still fears for her murdered son.

C: Tell me more of N'Gasta.

A: When Prince A'tor was alive, a name to frighten children, little more. But our new Imperial
master has allowed the Necromancer's dread power to spread unchecked until his Soul Snare
threatens us all.

C: Why did Prince A'tor allow N'Gasta to stay on Stros M'Kai?

A: I don't know. A'tor's father, Thassad, first allowed N'Gasta to occupy the old wizard's
tower, but back then, he seemed harmless enough. The Mage's Guild complained of
unsanctioned research, but they had little influence with old Thassad. The civil war kept A'tor
occupied until his untimely death.

C: You seem to know a lot about the Mage's Guild.

A: Yes, in fact I am a member, although you wouldn't think it to look at me, would you? I'm
retired now, but my friend Joto kept me up to date on Guild politics. Until he was arrested by
those Imperial devils, that is.

C: Why was your friend Joto arrested?

A: Do they need a reason? One day soldiers came for him, and he's been rotting in jail ever
since.

C: The Jail? Where's that?

A: Up near the palace. They won't let anyone in to see the prisoners, I've already tried. I guess
I should be grateful they didn't just kill him, eh? Murdering devils!

C: Does the Mage's Guild have much influence in Stros M'Kai?

A: No more! Archmage Voa was a Crown, A'tor's right hand, but both perished in the Battle
of Stros M'Kai. Jaganvir is an unworthy successor to the Archmage's chair, if you ask me.

C: Archmage Voa was loyal to the Prince, then.

A: The Prince's chief advisor. But his replacement, Jaganvir, is a disgrace to A'tor's memory.

C: Jaganvir is the new Archmage?

A: Yes, a spineless toad of a man, a perfect lackey to the Governor's every whim. Still, a
mage of formidable power, whatever his personal failings.

C: What can you tell me about Soulgems? Did you know that Prince A'tor's soul was placed
into a soulgem just prior to his death?
16                     WRITINGS FROM THE PROVINCE OF HAMMERFELL

A: I am afraid I can't help you. I've no skill to counteract that sorcery. You must seek out
another member of the Guild to help you.

C: Thanks, Avik.
                               [2.2] THE INTERVIEW WITH BRENNAN                                17



[2.2] The Interview with Brennan, a Ship Captain


C: Brennan, can I have a minute?

B: Anything for your like, Cyrus.

C: I'm looking for my sister, Iszara. Perhaps you have heard of her?

B: I'm afraid not. Before the Empire cleaned things up, Stros M'Kai was a pirate heaven,
avoided by honest merchants like myself.

C: How has Stros M'Kai fared under its new Imperial masters?

B: The locals are still chafing at the bit, but in time, they will come to appreciate the benefits
of membership in the Empire.

C: The Empire has done well in its conquest of Hammerfell, you think?

B: Absolutely. No offense, but Hammerfell is in need of some law and order.

C: It seems the Empire has not eliminated all the pirates from Stros M'Kai.

B: Apparently so. They've become bold, attacking a ship far into Hunding Bay. But give it
time, the Empire has only been here a few months.

C: The pirates who attacked us spoke of a 'Restless League'. Have you heard of them?

B: Other captains tell me that the remaining baditti have organized themselves against the
Empire's crackdown on smuggling and piracy.

C: I am meeting a friend at the Draggin Tale. Can you direct me?

B: I can't recommend it, but it's the only drink-hole in this godsforsaken town. Up the bridge
you see to the right, through the gate to the town square. You'll see the sign.

C: Thanks. We'll talk later.
18                       WRITINGS FROM THE PROVINCE OF HAMMERFELL



[2.3] The Interview with Coyle of the Yokudan Camp


Cy: Do you know anything about the Restless League?

Co: Sure! They're the bravest Redguards of them all. They'll never surrender to the Empire.
They even blew up the governor's ship, right in the harbor! Do you know how I can find
them?

Cy: Afraid not. I was hoping you could tell me.

Co: Naw. Hayle said they'd never let a Yokudan join, but why not? I figure they need all the
men they can get now, and I'm a pretty good swordsman myself, you know.

Cy: Could Hayle have been a member of the League?

Co: No. He used to laugh at me when I said I wanted to join. Said I didn't understand the way
the world worked yet, I was too young. But I'll be seventeen in three months!

Cy: Do you know how to contact the Restless League?

Co: Well, no. But I'll find out.

Cy: Coyle, do you know my sister Iszara?

Co: She was your sister?! My mother blames Iszara for getting Hayle killed, but I know your
sister did her best to save him. She fought off ten soldiers all by herself! I'm going to join the
League and fight the Empire, as soon as my mother's safe.

Cy: Avik told me that he saw Iszara and Hayle together on the day he was killed.

Co: Avik, the snake-man! Hayle liked him. He was always nice to us. She brought Hayle into
camp that day, all bleeding. But I'd never seen her before. She tried to explain what happened,
but mother wouldn't listen, just screamed at her and told her never to come back.

Cy: So you don't know why she was with your brother?

Co: She said she needed my mother's help, but mother was too upset. I guess the soldiers
attacked them on the way here, but I don't know why. Hayle was never in trouble with anyone
before.

Cy: Are you and your mother the only Yokudans on the island?

Co: We're all that's left. The day after we buried Hayle, the governor banned all Yokudans
from the city. Called us all traitors! So everyone else took passage to the mainland, except we
couldn't leave on account of the necromancer trying to steal Hayle's soul!

Cy: What is your mother doing? Is she all right?
                               [2.3] THE INTERVIEW WITH COYLE                               19

Co: Please don't disturb her, Cyrus. If she doesn't keep up the Song of Passage, Hayle's soul
will go to the necromancer!

Cy: Why would the necromancer want to steal Hayle's soul?

Co: Well, not his soul specifically. The whole island is trapped in his evil Soul Snare, that's
what mother said. Anyone who dies without the proper ritual, their soul goes into his tower
and he adds them to his army of undead!

Cy: I'm surprised your mother is able to protect Hayle from such a powerful necromancer.

Co: You shouldn't be! My mother is a powerful witch, the Witchmother of our whole tribe! If
Hayle hadn't been born under the Sign of the Serpent, she could have passed his soul through
the necromancer's web easily.

Cy: Where is this necromancer's tower?

Co: Cyrus! You don't want to go there! The necromancer kills anyone who trespasses in his
tower, and steals their soul!

Cy: I'm surprised the whole island isn't crawling with the living dead, with all the fighting
that's gone on here.

Co: Well, the city folk have their Temple to save them from the necromancer's snare. But we
don't believe that way. Mother needs to set the Starstones to show Hayle the proper way to the
other side, but she hasn't been able to foretell the Serpent's passage this season.

Cy: Are those the Starstones over there?

Co: That's right, Cyrus. Normally it would be simple, but Hayle was born under the Sign of
the Serpent, and the Serpent's path can't be predicted.

Cy: This Serpent -- one of the constellations?

Co: Yes. The other twelve follow the circles of heaven, Guardians and Charges, but the
Serpent respects no master. It moves across the heavens, threatening the other constellations
in its path. The only way to guide Hayle's soul through the necromancer's snare is to place the
Starstones in the position of the Serpent's head and tail -- but there's no way to predict the
Serpent's path.

Cy: I never paid much attention in astronomy class. Guardians and Charges?

Co: Gosh Cyrus, everyone knows the three Guardians each protect three Charges in their own
circle of heaven. Didn't you learn the rhyme? Strong Warrior charges... Wise Mage orders...
Clever Thief watches.

Cy: That does sound familiar. Sing me the verse about the Warrior.

Co: Strong Warrior charges... Steed prancing... Lady dancing... Lord advancing... through the
night.
20                        WRITINGS FROM THE PROVINCE OF HAMMERFELL

Cy: What's the whole verse about the Mage?

Co: Wise Mage orders... Apprentice learning... Ritual turning... Golem burning... through the
night.

Cy: How did the verse about the Thief go again?

Co: Clever Thief watches... Lover sighing... Shadow lying... Tow'r sighing... Through the
night.

Cy: So Hayle's soul has not yet left this world for the next?

Co: No, mother's song keeps it safe here until she can figure out the proper placement of the
Starstones. If she stops with the stones placed incorrectly, Hayle's soul will be taken by the
necromancer's snare.

Cy: If there's no way of predicting the Serpent's path, how can your mother ever complete the
ritual?

Co: I don't know. I want to help, but I don't know anything about the stars. All mother can do
is continue the Song of Passage to keep Hayle's soul from straying.

Cy: Sorry, but I've got to go. Perhaps later we can talk.

Co: I'd like to help, if I can.
                              [2.4] THE INTERVIEW WITH CRENDAL                             21



[2.4] The Interview with Crendal, a Drunk


Cy: You seen a woman named Iszara around?

Cr: Sure I have! Not that I remember names though...oh, but they remember mine. Dem
broads love Crendal...have my way with em all. Ya know, hee hee.

Cy: What do you know about the group called the Restless League?

Cr: Dem punks. Killed em all once I did. Bunch a Redguard pansies...hick...they want me to
join em, but I got too much thinkin to do..heavy load, I saaay! Richton's got it out for them.
You watch out.

Cy: So, Stros M'Kai's one big party for you, eh?

Cr: Gotta drink to keep sane in this place. Dem sissies round here think they can make the
best of it. They make nothing. Nooaathing. Richton's got em all scared.

Cy: Richton doesn't have you scared?

Cr: No Sir. I kicked his fat butt. Not throwing me in his catacombs!

Cy: You're scared of the catacombs, eh?

Cr: Didn't say that. Did. Not. Say. That. Richton throws the Crowns in jail, and pirates into
the catacombs. I ain't neither. Doubt his Cronies could take me anyway.

Cy: You've certainly spent a lot of time at the local tavern.

Cr: Richton's got that damned Lizard, Dreekius, charging three gold pieces for lousy
Valenwood wine! He freaks me out...picking flies off the bar with his tongue. Can't relax with
that ..hick...(slap), (slap), going on.

Cy: Just like a drunk to blame the bartender for his troubles --

Cr: Pahh! Who the (hick!) do you blame for yours, tough guy? I know Dreekius' story...just
no one else does. Damn Argonians...! Dem Darkelves got it right: Cage em up and let em
hawl ash!

Cy: Don't like Argonians either? Who do you like Crendal?

Cr: Fine, then. Hang 'round that scaly bastard an' catch the Flu --

Cy: There hasn't been a case of that in two hundred years.

Cr: All I'm sayin', those of us play our cards right could open a right-good belt shop.

Cy: Liquor tax?
22                      WRITINGS FROM THE PROVINCE OF HAMMERFELL

Cr: That's right! It's a real shock that sailors don't hang around more. He ... he...who's in
charge of that one.

Cy: Ever heard of the Flask of Lillandril? You look like a treasure hunter.

Cr: Ah, the Flask of Lillandril! Everything good in life comes in a decanter.

Cy: Dreekius tells me you've found yourself part of the Flask of Lillandril map.

Cr: Oh, he did, did he? Uuhhh..well...uh...he's lying! Yup, that Lizard's lying!

Cy: Of course, he's lying. You're not bright enough to have gotten a piece of the map.

Cr: What? I'm brighter than you, Redguard! I do have a piece of the map. Hah! How's that!
You didn't think I (hick) did!

Cy: That's impressive Crendal. How could I have doubted you? Tell me ...how'd you get it?

Cr: Shh. Hick. You'll like this, question boy. I passed out one night on old Trithik's boat,
while he was sleeping. Woke up early, lookin for a drink... and what do I find under his cot...a
piece of the map! Haaa. Uhh. Shhh. He probably doesn't even know it's gone

Cy: I'll gladly take that map piece off you hands if you're not using it. Perhaps a trade?

Cr: Pah! You have nothing I want, Redguard! Plus I don't even have it on me, I've hidden it
away where them sissies can't find it.

Cy: I have some info that may concern you Crendal. I heard some boys talking that they had
found your hidden map piece.

Cr: That's impossible. Pah. Hick! They just talking, jealous of Crendal they are. They couldn't
know where it is!

Cy: I'm not so sure of that. I overheard them say it had two numbers on it, an x, and long tree.
Didn't mean much to me, but I'd check your hiding spot if I were you.

Cr: What! What! I mean..what. Ummmm. Damn them. Uhh. Another lie. Now go away
Cyrus.
                              [2.5] THE INTERVIEW WITH DREEKIUS                                23



[2.5] The Interview with Dreekius, Barkeep of Stros M'kai's Draggin' Tale Inn


C: Barkeep, well met. I'm Cyrus.

D: I know. I had Tobias made out a fool to believe you'd come.

C: Why?

D: I'm the one that smuggled his letter out for him. The Empire's been watching all shipments
from this port; I figured our chances were slim.

C: Many thanks, then.

D: Welcome to the Draggin' Tale, by the way, thesis-bound subsistence of mine, where there
is good ear and ale coequal. What can I do for you?

C: A drink might be nice. I'll use your ears later, maybe.

D: Ever-ready to listen, softskin; left adventure thine be mine. I'll share what thoughts I can.

C: What can you tell me about Iszara?

D: She frequented this establishment much before the battle in Hunding Bay; less after, of
course.

C: Of course...?

D: She was a fervent one, your nestling, who hated the Empire not in hushed tones. After the
occupation, she disappeared for awhile--

C: She disappeared three months ago.

D: No, I'm talking about before that, right after the battle. Many Crowns had scattered in the
wake then, hiding where they could. I didn't see her for several days following, but then she
showed up, needing a drink and rambling, tense on some decision.

C: So Iszara did survive the Battle of Stros M'Kai.

D: Aye, she did and then hid well in its aftermath, until three months ago.

C: What then?

D: The Imperials came and I let her out through the back window. I haven't seen her since.

C: The occupation, it seems, is taking long to consolidate, with the League about and the
Imperials still hunting for wayward Crowns --
24                      WRITINGS FROM THE PROVINCE OF HAMMERFELL

D: Hammerfell's the defiant line of the human lay, still. They say some still fight the Empire
on the mainland.

C: Is thus the Empire delayed in further expansion?

D: The whole wild-world -- the Elf-kingdoms, and the beastlands -- waits to see what finally
happens here in the last land of men. A word of advice: Beware the dragon-tribe of the
Emperor. The warrior-king Tiber Septim does not tolerate rebellion. And Governor Richton
has promised summary execution to any who take arms to oppose his rule.

C: Wouldn't dream of it. Unless he's responsible for my sister's disappearance.

D: Even if he were responsible, perhaps it would be wise to proceed cautiously.

C: Cautiously, eh? If only I knew how to do that. You said the Imperials came here looking
for Iszara the last night you saw her?

D: Not specifically for Iszara -- the Imperials had a list of dissidents they sought. Her name
was there, with names of many other Crowns. Since that time I see only Forebears here.

C: The Forebears seem to enjoy your place.

D: The Imperial liquor tax has forced me to serve everyone, even this city's ancestral villains.

C: What troubles these Forebears so?

D: They meant to make audience with the governor, but he's too busy yet for their like. Too
busy to guest these 'honored allies' at the palace during their wait, which may explain their
touchy dispositions here.

C: Tell me about the Crowns.

D: Their fire is gone since the prince was lost. Few show their faces in Stros M'Kai. Some
have passed to the mainland. Some few plot and scheme still, nursing fading dreams.

C: What do you think of the Restless League?

D: A human tribe of ill account, but whose single-mindedness is something I can fathom.
Their raids upset my smuggling operations -- and oft-thus my fair nature; Valenwood wine's
hard to come by, you see -- but over-that I have nothing worse to say.

C: You sympathize with the League, then?

D: Oh, no. I merely noted their clannish drives, which any Argonian might admire. Being
used, as we are, to honor the clan's interests about our own private affairs.

C: How, then, does an Argonian manage to leave his tribe to wander Tamriel?

D: You refer to me? I do not wander, Redguard; this is a settled study for me, from which I'll
add to the wealth of wisdoms when I return to my clan.
                              [2.5] THE INTERVIEW WITH DREEKIUS                              25

C: What's your subject of study?

D: The other, of course -- those ones not skinned in scale. We see that Septim's tribes will not
be long satisfied with the thrones of men and the Elder Race. One day they will come to
Black Marsh. Argonians have lost land once before when we did not know our enemy.

C: I see. And what better place to learn the wants of men than at the bar?

D: There are other places -- universities, the military, the magical guild -- but I am to chart
man's geography of desire, which is most readily charted when he is drunk and blathering.

C: What are you talking about?

D: This tavern, of course, both site and subsidy of my studies. As well as a fine storehouse of
spirits.

C: I myself was a victim of these raids.

D: More obstacle, I'd suspect, than victim. The raids had ended, it seemed; but your
mischance may be token of renewed troubles the sailors speak of.

C: Hm.

D: The League is marshaling anew its forces... or so the rumor goes.

C: Some second Battle of Stros M'Kai?

D: True, it sounds unlikely. But they are daggerlads, the Restless League, and they vow to
make war again.

C: How have the denizens of Black Marsh resisted the Empire so long?

D: A thousand miles of swamp, bog, and stink aren't attractive to most humans, and terror of
the Knahaten Flu still holds most at bay. But our days of testing will come. Is this your first
visit to Stros M'Kai, Cyrus?

C: Aye, but the occupation makes it seem less so. With the Imperial standards aloft at port it
seems like any other vassal-town of Cyrodiil.

D: But for the unrest of like-blood...?

C: The only blood I care about is my sister's. As far as I'm concerned, new kingless
Hammerfell has gone its way.

D: Your apathy is decidedly reptilian--

C: I don't know how to take that, coming from you. Maybe I should check out the palace.

D: Get that look off your face, Cyrus. If it must be done, find a way that gets you invited in,
not dragged in as a battered cripple.
26                       WRITINGS FROM THE PROVINCE OF HAMMERFELL

C: Dreekius, you mentioned taking part in some smuggling operations ­

D: Minor stuff, is all, and mostly nil now that the governor's men are keeping such tabs on
me.

C: What can you tell me about the Smuggler's Den?

D: It's run by some upright from the north; a quick-to-anger sort, and he only talks to
members of the Den.

C: I've come across the legend of the Flask of Lillandril.

D: That bug's got you, too, huh? A lot of people on this island are looking for it -- even the
Empire, I hear.

C: What would they want with it?

D: The scuttlebutt's they want it for an invasion of Summerset Isle, to help them dispel its
magical defenses. Leastways, be advised that the Flask's burial ground is well sought by more
dubious parties than you.

C: A lot of people are looking for the Flask. Anybody in particular?

D: There's a Breton about town, loud and lit to here, by the name of Crendal. He was in a few
weeks back bragging about having a piece of a map--

C: A map showing where the Flask is buried.

D: Yeah, but Crendal's a drunk, so make of it what you like. Another softskin with dreams of
the priceless king's jewel of ancient Black Marsh? You look the sort, too. All sword and
swagger. Tobias he described you well.

C: I'd better keep moving. Can we talk later?

D: Any time, any time.
                                [2.6] THE INTERVIEW WITH FALICIA                            27



[2.6] The Interview with Falicia, Stros M'kai's Mages Guild Shopkeeper


C: Hello.

F: Hello, stranger. Welcome to the Mage's Guild of Stros M'Kai, fully chartered since 638
CE. I'm the resident shopkeeper hereabouts. Feel free to look around, but remember
everything is Guild property. If there is anything you'd like to buy, just let me know.

C: I am looking for a young woman named Iszara.

F: The name is not familar, sir; might she have been a member of the Guild?

C: I doubt it, but she may have been.

F: My apprenticeship here has lasted several years, and I haven't met any member named
Iszara yet. But, who knows, many members of the Upper Cabal are of the secretive sort.

C: Do you know anything about the Restless League?

F: I'm afraid not. The Mage's Guild tries to stay out of the lesser politics.

C: What kind of town is Stros M'Kai?

F: I'm too busy studying to pay it much mind. Plus, with the Empire here, the streets feel kind
of dangerous.

C: So you never leave the Guild?

F: If you want to know the truth, wide open spaces kind of make me nervous. Many Wood-
Elves are like that, you know.

C: They miss the canopy of the Valenwood trees....

F: Our second sky, the middle green. Let's just say I don't wander around in Stros M'Kai
enough to know that much about it.

C: How old is the Mage's Guild?

F: This one, or the institution itself? This one is fairly new, two hundred years and a fourth
more. Modern magicks came late to Hammerfell.

C: Redguards have strong traditions.

F: But even they took finally the notion of a more controlled and conscious auspice for magic.
The Mage's Guild was a reaction to the mass hedgery of old, when magic was wild and
unbalanced.

C: How very modern for an Elf.
28                      WRITINGS FROM THE PROVINCE OF HAMMERFELL

F: When you're a student you embrace the institutional line -- if you want to graduate.

C: How long do you have to be an apprentice, Ms....?

F: Falicia, and it's been way too long. I think the Guild has a prejudice against Elves based on
the fact that we live so long and have the potential of reaching heights no human wizard could
ever dream for, unless he goes the rotting way, which so many do, but I guess I'm just being
bitter. One day I'll make Archmage, and maybe none too soon considering there's an opening
now.

C: Who is the Archmage?

F: Human named Jaganvir, a real hardcase. Doesn't really have enough secrets to be
Archmage, but the last one was killed at the Battle of Stros M'Kai so there was a vacuum to
fill.

C: Do you think Jaganvir knows anythimng about Iszara?

F: Wouldn't tell you if he did. He doesn't talk to mundanes, and he's too busy studying for the
Battlespire to be seen lately.

C: What's the Battlespire?

F: A war college set up by the Empire to test its Battlemages; an elite Mage's Guild, really.
Archmage Jaganvir's got his sights on the Battlespire recently, though why anybody would
want to hang out with those losers is beyond me.

C: What happened to the last Archmage?

F: Voa's Redguard blood got the better of him. He died in the Battle of Stros M'Kai fighting
alongside the prince.

C: The Mage's Guild helped the Crowns in the battle?

F: Not the Mage's Guild, just former Archmage Voa. He was a nationalist as well as a
guildmember, and couldn't help himself. Got killed for mundane politics.

C: Maybe I could speak to somebody in the Upper Cabal...

F: Sure. You'll be right after me, as soon as you get ten years of apprenticeship under your
belt and can cast an 'Alter Reality' spell. The new Archmage, Jaganvir, he doesn't talk to
nobody, and would make everybody else in the Guild do likewise, except for me, since I run
the shop.

C: Has the Empire interfered with the Mage's Guild yet?

F: Of that I am not at liberty to say. Let's just say Archmage Jaganvir is trying to stay on their
good side. He's got his greedy eyes on the Battlespire.
                               [2.6] THE INTERVIEW WITH FALICIA                                29

C: I've heard that an ancient artifact, the Flask of Lillandril, was lost on this island long ago.
You know the piece I'm talking about.

F: You're not the first to ask. Everybody seems to think the Mage's Guild has access to all the
land's magic. Sorry to say the flask has not turned up for centuries. Lost on this island long
ago by the Elven founders of the flask, who where shipwrecked here. They fled Summerset
Isle with the flask, hoping to buy sanctuary from the clan Direnni in High Rock, but the seas
only brought them this far. Some say there's a map to it.

C: What about this map to the flask?

F: Well, nobody has seen it. The stories say it way torn into four pieces. One of the pieces was
even said to have been inscribed on the bottom of a silver box shaped like a ship.

C: Thanks for your help.
30                      WRITINGS FROM THE PROVINCE OF HAMMERFELL



[2.7] The Interview with Favis, Keeper of Stros M'kai's Bell Tower


C: Favis, how are you doing?

F: Been better, been worse.

C: I checked, and there's nothing wrong with the bell.

F: Good lad! I was right! That fool Prnell said it didn't need fixing. So you fixed it, eh? Well,
I'm much obliged.

C: Your friend Gerrick, the shopkeeper, was telling me about you.

F: My friend, you say? Hmph! All right as Elves go, but sure does carry on. Then there's that
Rollo, Gerrick's hired hand. Rude as the day is long, and lazy to boot.

C: This Rollo sounds like an interesting fellow.

F: Sometimes I have to ring the bell a good five minutes before he wakes up and gets moving.
Gerrick has me watch out to sure Rollo's up before I stop ringing the bell. Don't know why I
don't just go give him a kick in the pants, be easier.

C: My sister, Iszara, is missing. Do you know her?

F: Sure, nice young lady, too. Sister, you say? I haven't seen her around in a while though.
Wonder if she might be missing.

C: Apparently no one has seen her for months. Do you have any idea what might have
happened?

F: Might have something to do with the Restless League. Some of them fellows came around
looking for her a while back.

C: Iszara was in trouble with the Restless League?

F: I didn't say that, although come to think of it, they didn't look too friendly. No one you'd
want to cross, that's for sure. Their enemies have a way of turning up dead.

C: My ship was attacked by two members of the Restless League just off Stros M'Kai. What
can you tell me about them?

F: Not much. Fire-eating Redguard nationalists -- more even than most Crowns could
stomach. But they've kept quiet since the Old Quarter was burned. I wonder why they decided
to attack your ship?

C: I don't know. How long has it been since their last attack?
                                [2.7] THE INTERVIEW WITH FAVIS                                  31

F: Hmm. Must've been a month or two, at least. Their last big success was blowing up
Richton's flagship, right here in the harbor. A pity, in a way. Whatever else you say about the
Imperials, they make beautiful ships. But that little caper cost the League plenty. Afterwards,
Richton rounded up anyone who'd ever spoken to a leaguesman. I was starting to think he had
crushed them completely.

C: Stros M'Kai was a Crown stronghold, wasn't it?

F: It was the seat of power for the Crowns. A'tor led the Crowns from here after Thassad's
death. We've suffered greatly for it since young Prince A'tor died. Took all hope out of the
Crowns, but not all the fight.

C: Not all?

F: No, the battle in the Old Quarter did that.

C: Tell me what happened in the Old Quarter.

F: The Crowns made their last stand there after the dragon destroyed A'tor's fleet. Senseless
bravado -- should've done what the League did. And laid low until the Imperials were off
guard. Instead they went down fighting, Redguard heroes but dead all the same.

C: What happened to Prince A'tor?

F: Died in battle, like a Redguard hero of old. I've heard tales that he ain't dead, but that's all
rubbish.

C: Really --

F: I spoke with sailors from the Garamar, second in linke of battle behind A'tor's flagship.
They saw him on deck just as the dragon lit up his ship like a festival bonfire. Weren't any
survivors from the flagship, not a one.

C: This dragon -- have you seen it?

F: Not with my own eyes, but I heard tell of it from the survivors. They say Richton keeps it
in the catacombs, feeding it on captured leaguesmen.

C: What of these catacombs?

F: You're a nosy young fellow, aren't you? The less you know about them the better. If
Richton doesn't like you, he throws you in jail. If he really doesn't like you, he throws you in
the catacombs. No one comes out of there alive.

C: Is that right? King Thassad's death was inconvenient for many, but I've never heard tell of
foul play.

F: Nor I. The Forebears preferred Thassad to his son A'tor, a known League sympathizer.
Thassad had no patience for the League himself. Called them terrorists -- maybe true, but
they've shown more sense than the Crowns through this whole bloody mess.
32                      WRITINGS FROM THE PROVINCE OF HAMMERFELL

C: I expected to see Stros M'Kai full of Forebears, after their victory.

F: Hardly a Forebear victory. It was Imperial might that defeated the Crowns, laddy, make no
mistake about that. The for-show few that Richton brought with him mostly stay up in the
Palace or drink themselves to stupor. You might run into 'em at the Draggin Tale, looking for
trouble, so you'll want to be careful.

C: I've already run into them, thanks. Nice lads. What can you tell me about Governor
Richton?

F: You don't look like one of his spies.

C: Rest assured.

F: I'm too old to worry about such things anyway. Hmm. Why was I worrying?

C: Richton.

F: Oh yeah: Good soldier, maybe, but a bloodthirsty beast of a ruler. Enjoys having Stros
M'Kai under his thumb, he does. Won't be much left of it when he's though.

C: You're not in the Restless League?

F: Me? Ha! If I was, do you think I'd still be here, with precious Governor Richton throwing
every known leaguesman in the catacombs? In my day things were simple. A Redguard was
loyal to the King and that was that. All this new-fangled politics -- Crowns and Forebears,
Restless League -- not for me.

C: How do things stand in Stros M'Kai, under Imperial occupation?

F: As bad as they can be. Looks peaceful now, doesn't it? The peace of the grave, it is -- most
of the younger folk dead or run off. In the old days, this was the bustling south heart of
Hammerfell. Harbor jammed with shipping, sailors from all over walking the streets. What
you see now is the ghost of the old Stros M'Kai, dead but it just don't know it yet.

C: That's all for now Favis.
                                [2.8] THE INTERVIEW WITH GERRICK                               33



[2.8] The Interview with Gerrick, Owner of Gerrick's Goods


C: Hello, shopkeeper. My name is Cyrus.

G: Pleased to meet you, my good fellow. Gerrick, your humble servant.

C: I'd like to make a purchase.

G: Splendid! What do you need?

C: How much for a torch?

G: A classic design, functional and long-lasting. For you, Cyrus, 20 each.

C: The shovel over there -- how much?

G: A sturdy shovel, just the thing for the intrepid treasure hunter! Guaranteed not to break,
scratch, or dent! A bargain at only 30 gold.

C: That looks like a decent compass.

G: The one item no one should be without. Never lose your way again! For the small
investment of 50 gold, peace of mind for a lifetime.

C: What's Aloe going for today?

G: Aloe leaves from southern Hammerfell, the best, fresh every week. Excellent for soothing
those aches and pains. And just 15 gold per bunch.

C: Interesting feathers.

G: Ah yes, from the exotic Canah bird -- A favorite of mine for they are bred on Summerset
Isle. Bred for their beauty I might add. They make an excellent gift for 10 gold.

C: How's business these days?

G: If it's not pirates stealing your cargo, it's Imperial taxes. I get by, though. All the ships
heading for the Iliac Bay pass through here, so I get first crack at their wares. As long as I can
get that lazy Rollo to bring it up from the harbor.

C: I'm afraid I may have made his acquaintance. Large, loutish, unwashed?

G: Rollo, yes, a rather unlikely fellow, even if you don't mind the smell. But he'll tote a bale
for a silver penny, and I can't even hire a mule for that.

C: Rollo works for you, then.
34                      WRITINGS FROM THE PROVINCE OF HAMMERFELL

G: An exaggeration, to be honest. He's supposed to bring up my shipments from the harbor
when they arrive -- a simple task, you would think -- but he's drunk or asleep half the time and
doesn't hear the bell.

C: Bell?

G: My old friend Favis rings the bell to signal the arrival of a ship, so the merchants know to
come down to the harbor to trade. Rollo is supposed to listen for it, but I've had such trouble
with him. Ach, but you don't need to listen to an old Elf complain!

C: I've heard tell of a magical flask hidden somewhere on the island. Do you know anything
about it?

G: The Flask of Lillandril, far-famed in song and legend! From my own homeland of
Summerset Isle, you know. And you must have heard of the mysterious map--

C: I haven't been to Summerset Isle in years. Beautiful place, as I recall.

G: I should ask you for news then, Redguard. I last saw the eternal isle in my youth, long
before you were born. I'm older than I look! Beautiful, yes, but static and snobbish. A
shopkeeper like me is lower than dirt back home. Here, I'm a respected pillar of the
community!

C: You know of a map to the Flask?

G: Oh yes! According to legend, the ship carrying the Flask and its owners was shipwrecked
on Stros M'Kai. That was all back thousands of years ago, before the Redguards ever came to
Hammerfell, you understand. Perhaps a survivor hid the Flask and made a map -- who
knows? Trithik could tell you more, though.

C: Trithik, huh?

G: He used to be quite the Flask hound. Why, I must have sold him six shovels over the
years!

C: I wonder if you know my sister, Iszara.

G: Iszara...? A lovely name, by the way ... I believe she may have been mixed up with those
League pirates, am I right?

C: That's what I'm trying to find out. She's been missing for three months. What do you know
about them?

G: That bloodthirsty gang of villains! If your poor sister was connected with them, I'm afraid
to speculate on what might have happened. They've been a plague on Stros M'Kai for years,
although the cowards haven't dared show their faces since the Imperials arrived.

C: The Empire crushed the Restless League?
                               [2.8] THE INTERVIEW WITH GERRICK                            35

G: I assume so. They haven't been seen around Stros M'Kai for months. The League
pretended to be patriotic rebels after the Crowns' defeat, but a few encounters with Imperial
warships quieted them down right quick.

C: What do you know about the Restless League?

G: A collection of the worst scum from the sewers of Stros M'Kai! Pirates who'd cut your
throat as soon as look at you!

C: Please, if you know anything more about Iszara... .

G: Well, she came into my shop some time ago. Looking for Malachite -- don't stock it, of
course, unusual request -- but she was very insistent. Iszara offered me a tidy sum for the
Malachite -- much more than it was worth. I said I could have some for her in three weeks,
but she needed it right away. I'm afraid she may have tried the Smuggler's Den, dear me. Not
a place to walk into with a purse full of gold.

C: Smuggler's Den?

G: Yes, under the cartographer's shop. An open secret around town. I'm sure those smugglers
are connected with the Restless League -- selling Valenwood wine stolen from my own ships,
at double the price since they have no competition!

C: Hm.

G: I can't prove any of it, of course.

C: Did Iszara say why she needed Malachite?

G: I'm sorry, no. Not much call for it anymore, now that the alchemist's shop is closed.

C: Malachite is used in Alchemy?

G: I believe so. Old Vromish -- the Alchemist, used to order a pound or two from time to
time. But he's been dead now these seven years, and the Mage's Guild gets their potions
wholesale, so I haven't carried Malachite since.

C: The Mage's Guild sells potions?

G: Yes, they now have an official monopoly on magic of any kind. Archmage Voa's doing,
took advantage of his access to the Prince, at the expense of us small businessmen! Remains
to be seen what the new Imperial policy will be. Governor Richton's too busy with his
archaeological hobby to bother with a small matter like economic policy!

C: The Governor is an archaeology buff?

G: He's crazy over anything Dwarven. The Dwarven ruins are full of soldiers, looking for
who knows what. Richton better hope the Emperor never finds out how he's wasting his
valuable troops!
36                     WRITINGS FROM THE PROVINCE OF HAMMERFELL

C: Where are these Dwarven ruins?

G: Down on the south end of the island. You won't get in, though. Richton's men have sealed
the gates.

C: Thanks for the time, Gerrick.
                                 [2.9] THE INTERVIEW WITH J'FFER                                  37



[2.9] The Interview with J'ffer, Stros M'kai's Bookseller


J: Welcome to J'ffer's.

C: Stay above and sand below.

J: And water within. You speak the Ta'arga like a desertwalker, Cyrus. But there is no need
for such formality.

C: I'd like to buy a book.

J: These shelves hold wisdom and folly in equal measure. Choose carefully.

C: How much for Redguards: Their Heroes and History?

J: Your taste runs to the patriotic. A tale to stir the blood and fire the soul of any true
Redguard, although our esteemed Governor might not agree. J'ffer asks but 20 gold.

C: Is Flora of Hammerfell worth buying?

J: The authoritative work, no less, and for the bargain price of 15 gold, it can be yours.

C: What do you think about Ffoulke's Firmament?

J: Less ambitious than Yoonkarl's published studies, and less concerned with comparative
astrology. Though a decidedly human take on the stars of Tamriel, Ffoulke's Firmament is not
without it's own virtues. J'ffer can part with it, then, for 36 gold.

C: Do you recommend Favoril's Dwarven Lore?

J: Marobar Sul's Ancient Tales of the Dwemer is more comprehensive, but hard to come by,
alas, and a weighty tome, too, at 16 volumes. For 54 gold, Favoril's little book is an excellent
overview.

C: How much for Elven Artifacts, Volume 3?

J: Ah, the hoary tale of the Flask of Lillandril piques your interest. Legend more than history,
but a good read for 40 gold. Will it be yours?

C: What do you know of this legendary flask?

J: Legens surround it, but J'ffer is sure the flask is real. Scribes of ancient Lillandril record its
discovery -- yes, the flask is not of Elvish make, despite what you may read. They found it,
used it, and lost it, but its creator is unknown.

C: What makes the Flask so valuable?
38                      WRITINGS FROM THE PROVINCE OF HAMMERFELL

J: Here we have only legends to guide us. Stories tell of the High Wizard of Valenwood
himself defeated by a stable-boy armed only with the Flask. Exaggeration, surely, but still a
kernel of truth -- an anti-magic device of no small power.

C: It sounds like the Flask may absorb magic.

J: Perhaps. That would explain why no mage has ever been able to detect its location.

C: Stros M'Kai seems quiet, almost deserted. Has the Imperial occupation been so harsh?

J: Tiber Septim has many clansmen, of lesser repute than he. The city of the Redguards
suffers under one of the least of these, Provisional Governor Richton.

C: Is there any way to gain an audience with the governor?

J: Proclaiming yourself a Crown might work, but more likely will lead to a speedy death. Few
besides Forebears have access to the palace.

C: The Forebears run Stros M'Kai now?

J: Redguard politics largely escape me. The Forebears allied with the Empire to win the
throne, yet who sits on the high seat of Sentinel? Not Baron Volag, strangely absent from
public view since his victory.

C: Do you think Richton dared murder the Forebears' leader?

J: A strange reward for your chief ally, J'ffer agrees. And no mention of murder passed J'ffer's
lips. Still, there is no king in Hammerfell.

C: There must be some other way into the palace.

J: An interesting architectural puzzle. The present structure dates to the early common era, a
harmonious design, that is until our esteemed governor began his renovations. The
foundations are much older, connected to a maze of catacombs which may predate the arrival
of the Redguards in Hammerfell.

C: How do I get into the catacombs?

J: That honor is now reserved for Crowns, who must find it a pleasant place, for none has ever
returned.

C: Is it so dangerous to be Crown these days?

J: J'ffer's interests lie more in the past than with the current upheavals, but even J'ffer can see
that the city has been cleansed of dissidents. Yet soldiers continue to scour the island, to what
end?

C: Do you have any idea what the Imperials are looking for?
                                [2.9] THE INTERVIEW WITH J'FFER                               39

J: J'ffer sent four copies of Dwarven Lore to the palace last week. It may be no coincidence
that Stros M'Kai, with the largest Dwarven ruins in the Windward Lands, has received
particular attention from the mighty Tiber Septim's clansmen.

C: Windward Lands? I'm not familiar with that term.

J: My apologies. J'ffer almost forgot the spoke to the unclawed. The coastlands of Tamriel, to
the northwest of our desert homeland. Mighty Tiber Septim bids fair to become clan-mother
to them all, Hammerfell included.

C: Tiber Septim's reputation seems to depend on who you ask.

J: True. And the Redguards have long memories, as the statue in the harbor attests. History
loves an empire-builder, though. J'ffer cannot yet say who will write Septim's epitaph.

C: Dwarven ruins? I'm intrigued.

J: As well you should be. An amazing site, full of the inexplicable work of that vanished
people. No longer open for visitors, however. The Imperials have sealed the ancient gates, for
reasons known only to our honorable governor.

C: I was surprised to see Hunding's statue still standing, national treasure or not.

J: Doubtless our esteemed Governor has reasons aside from Redguard sentiment. Lord
Richton has shown indifference to such niceties in other matters -- witness the fate of the Old
Quarter.

C: The Old Quarter? What happened there?

J: In his excessive zeal to root out his clan's enemies, Richton put it to the torch. A silent
history of Hammerfell, wrought in stone and wood, now ashes. The Redguards speak of
dragonfire in the night, but J'ffer remained indoors and so saw nothing.

C: Do you mean a dragon was here on Stros M'Kai?

J: Was, is. J'ffer hears much, but knows little.

C: My sister, Iszara, is missing. Do you know her?

J: An all too common tale in this city. J'ffer regrets that he cannot count your sister among his
friends.

C: Ever heard of a group called the Restless League?

J: Some say pirates, some say rebels. J'ffer knows too little to judge. Rumor calls them secret
allies of the late prince. Whether they survived the Crowns' defeat, J'ffer cannot say.

C: Peace, desertwalker. I must go.
40                      WRITINGS FROM THE PROVINCE OF HAMMERFELL



[2.10] The Interview with Kotaro, a Contractor


K: Ahoy there, sailor! Can I have a word with you?

C: What can I do for you, friend?

K: The question is, what can I do for you! The young stranger in town, fearless, footloose and
fancy-free, a little light of purse, perhaps. I have a proposition that may appeal. But first,
allow me to introduce myself: Kotaro, Contractor of Stros M'Kai, at your service!

C: Cyrus. Charmed. You call yourself a contractor. What does that mean?

K: Over here, we have someone who needs something done. Over there, we have someone
who is looking for work. How do they find each other? That's where I come in!

C: Tell me about this job you have for me.

K: A simple task. Pick up an amulet from N'gasta, and deliver it to the governor's palace. To
be honest, I've been having trouble finding someone to take the job. But I'm sure a robust lad
such as yourself pays no attention to silly local superstitions.

C: N'gasta?

K: A harmless old hermit. The more superstitious of my fellow citizens repeat silly rumors
about him, but I put no stock in their tales. He lives in the old wizard's tower. Just follow the
shoals on the northwest side of the island.

C: What superstitions do the locals harbor about this N'gasta?

K: Oh, you know, they call him a necromancer, prattle about him stealing people's souls,
armies of undead, that sort of thing. Nothing a well-armed fellow like yourself would worry
about.

C: Any idea what's so important about this amulet?

K: That's between N'gasta and the governor. I just get paid to find a deliveryman.

C: How much are you offering for this job?

K: Like I said, I've been having trouble hiring for this job, so I'm upping the rate a bit. 100 up
front, 200 more after completion.

C: That's pretty high for a simple delivery. What's the catch?

K: The pay's proportional to the danger. N'gasta's tower isn't exactly on the main road, you
know? So you may have a little trouble getting there. Nothing that you can't handle, I'm sure.

C: Where can I find the governor's palace?
                              [2.10] THE INTERVIEW WITH KOTARO                               41

K: Straight at the top of the hill. You can't miss it. The grandest structure in Stros M'Kai,
maybe in all of Hammerfell. Quite the tourist attraction before the late unpleasantness.

C: I haven't been in Hammerfell since before the War. How do you like being a citizen of the
Empire?

K: Surely beats war, my young friend. I won't lie to you, though. Hard to find honest labor
these days -- Forebears would rather smirk than lift, and the Crowns don't have the back for it
anymore.

C: Sounds like the Crowns are taking their defeat pretty hard.

K: I've always stayed out of politics. Bad for business. Crown, Forebear, I don't care, as long
as their coin is true! My philosophy is, what's done is done, live and let live, the grass is
always greener, you know?

C: I guess the Forebears are still savoring victory in the Civil War, eh?

K: You could say that, although you might not want to say it to their faces. They're a touchy
lot these days.

C: I've been up north for years, but I was pretty sure the Forebears won the war.

K: Of course they did! And the Forebears like to bust the Draggin' Tale just in case anyone
doubts it. Some ungenerous Crowns like to point out the Imperial flags flying over the palace,
and the Imperial soldiers patrolling the streets. None of my concern, though, ha ha!

C: What do you know about a group of ruffians calling themselves the Restless League?

K: Damn them and their bloody-minded ways! They've done more to ruin Stros M'Kai than
the Forebears and Empire combined. If it weren't for them, this city would have been at peace
months ago.

C: How is the Restless League responsible for ruining Stros M'Kai?

K: Burning or plundering half the cargoes headed for this port! Stirring up the Imperials to
ever-more ruthless repression! The League doesn't seem to realize that the War is over, and
they lost.

C: You're saying the League was allied with the Crowns?

K: Depends on who you ask. I don't know. I'm not one of your political gentlemen, always in
someone else's business -- I'm just a poor working stiff. A bird in the hand is better, you know
what they say, ha ha! You know what I mean.

C: I wonder if you know my sister, Iszara? I've come to Stros M'Kai to find out what's
happened to her.

K: I'm afraid I don't know her. I'm just a simple working man! You might try Dreekius up at
the Draggin' Tale. Pretty much everyone in Stros M'Kai passes through his door eventually.
42                     WRITINGS FROM THE PROVINCE OF HAMMERFELL

C: Dreekius?

K: Our friendly local lizard, not that I have anything against him. Or her -- whatever. Can't
ever tell with those Argonians. Runs the Draggin Tale, the tavern on the town square.

C: I'm supposed to meet a friend at the Draggin' Tale. Can you direct me?

K: The only watering hole in town! Follow the ramps uphill to the town square. A bit of
friendly advice -- watch your step. The Forebears are a touchy lot these days.

C: We'll talk later.
                            [2.11] THE INTERVIEW WITH KRISANDRA                                43



[2.11] The Interview with Krisandra, Stros M'kai's Silversmith


C: Greetings, my lady. I am Cyrus.

K: A Sentinel accent, isn't it? I am Krisandra, silversmith of Stros M'Kai. Pleased to meet
you.

C: I haven't been back in Sentinel since before the war. How did it fare?

K: Better than Stros M'Kai. Before I came here, I thought the stories I'd heard were just
Crown propaganda. The Crowns recaptured Sentinel just before the Empire intervened, but it
was nothing like this. Stros M'Kai was the center of Crown resistance, and I suppose the
Empire is making an example of the city.

C: Are you from Sentinel originally?

K: Yes, I owned a shop there for six years -- on Market Street, perhaps you know it? Sentinel
is overcrowded these days, and when I heard of a business for sale here, I decided to take the
chance. So far I haven't had too much trouble from the locals.

C: Why would the local people give you trouble?

K: Forebears aren't exactly popular around here, you know? I've never been much involved in
politics, but I always supported the Forebear cause. Before the war, all that didn't matter. I had
many friends who are Crowns. But things are different now.

C: You're new here, then?

K: Arrived only 2 months ago. I'm still trying to get things sorted out. The former owner must
not have cleaned this place for twenty years, there was so much junk piled up. I tossed most
of it in my warehouse next door just to get it out of the way.

C: The old silversmith -- he left because of the war?

K: He died, actually. I bought the shop from his estate. I guess there was some kind of
incident in the Old Quarter. Where the most fanatical Crowns lived.

C: I'm looking for my sister, Iszara. Do you know her?

K: I'm afraid not. I have few friends here as yet. I'm hoping that as time passes things will get
back to normal, but the war is still too fresh for people here to forget that I'm a Forebear.

C: How has Stros M'Kai fared under Imperial occupation?

K: It's suffered greatly. The incident in the Old Quarter seems to have left the city in shock.
The Crowns lost the war, after all. You can't expect them to get over that in a few months.

C: Do you know what happened?
44                      WRITINGS FROM THE PROVINCE OF HAMMERFELL

K: It was before I arrived. The people here tell some pretty fantastic stories. As near as I can
figure, the Crowns burned their houses down around their heads rather than surrender after
the Imperials took the city. Some would call that admirable, but I think the Redguards put too
much stock in zealotry.

C: What can you tell me about the Restless League?

K: I know I sound just like every other Forebear, but they were nothing more than pirates,
using the civil war as cover for their crimes. They were a black mark on the Crown's cause
from the beginning. The destruction of the League is one of the few good things to come from
the Empire's victory.

C: You call it the Empire's victory? What of the Forebears?

K: Please. I'm not one of the Forebear fanatics. Anyone can see that Baron Volag was used
then cast aside by the Empire. He hoped to be King of Hammerfell, but who has seen him
since his supposed victory?

C: You disagree with Baron Volag's decision to ally the Forebears with the Empire?

K: A gamble that he lost. As a Forebear, I supported Volag's claim to the throne of
Hammerfell. I never supposed he was infallible. But the war's over now, and the only thing to
do is make the best of the new situation -- a philosophy more Crowns should embrace, it you
ask me.

C: I admire your courage, a Forebear in the Crown capital.

K: When I first arrived, the Restless League made a few threats, but the Empire seems to have
them under control now. Forebear and Crown, that's all in the past anyway. Hammerfell is
part of the Empire now. At least we finally can stop killing each other.

C: So the League has been wiped out?

K: As far as I can tell. They haven't been seen in Stros M'kai in weeks. Their last Hurrah was
blowing up the governor's flagship -- a pointless gesture which only spurred Richton to finish
cleaning out their organization from the city.

C: What do you know of the new provisional governor Richton?

K: Ruthless to a fault. Served him well during the war, but not a trait guaranteed to win
loyalty in a new province. I wonder how much Tiber Septim knows of what Richton is up to
here in Hammerfell.

C: Tiber Septim, the colossus of our generation, Tamriel's new self-proclaimed Emperor.
What's your take?

K: The Empire's expansion has proceeded according to the merits of the Emperor's servants.
By all accounts, Septim's governor in High Rock has ended the feuding of the Witch-Kings
there with tact and skill. The Emperor's representative here in Stros M'Kai is not of the same
caliber, and the Emperor is viewed dimly as a result.
                            [2.11] THE INTERVIEW WITH KRISANDRA                              45

C: I'm told of a legendary magical flask, supposed to be buried somewhere on the island.

K: Sounds fascinating. I love stories of buried treasure.

C: Perhaps you've seen a silver box shaped like a ship? It has something on it I'm looking for.

K: No sorry, nothing like that in my shop.

C: I've been told of a Smuggler's Den under the cartographer's shop. Have you heard of it?

K: Sure I have. Smuggler's Den! Ha! A pretty grandiose name for a place where the local
boys go to get away from their wives and play cards.

C: So you think it's nothing more sinister than that?

K: Well ... I've heard rumors it was connected with the Restless League, but they're hard to
take seriously if a joker like Lakene could get in.

C: What does Lakene have to do with the Smuggler's Den?

K: Oh ... I really shouldn't gossip, but I'm sure you won't tell anyone, will you Cyrus? Seems
he was gambling at the Smuggler's Den and lost his wife's antique silver locket. He came to
me, desperate to have it replaced so she wouldn't find out. I'd have been glad to help, but I
couldn't reproduce it simply from his description. Poor fellow, he went away quite crushed.

C: I've killed several Imperial soldiers who had broken into your house. I hope that won't
cause you any trouble with the governor.

K: Hmph! The governor should hope I don't cause him any trouble over this. What possible
reason could his soldiers have for breaking into my house? A loyal Forebear, of all people,
one of his few potential allies in the city! Not a good sign for the Empire's future here in
Hammerfell.

C: Excuse me. Perhaps we can speak later.
46                        WRITINGS FROM THE PROVINCE OF HAMMERFELL



[2.12] The Interview with Lakene


C: Hi. Cyrus. And you are?

L: Lakene. You're new here aren't you?

C: And what does Stros M'Kai hold for you?

L: I'm what everyone likes to refer to as Mr. Fix-It. I'm cursed by it actually. Oh... and by the
way... if you see a man named Trithik, tell him I'll get to his boat when I have time.

C: What's wrong with Trithik's boat?

L: Not sure, really. I think he's had some vandals at night.

C: If I see the fellow, I'll tell him.

L: And as for what keeps me in Stros M'Kai, with the Empire and Richton and all... well, I've
lived here a long time, got friends and roots here -- and Stros M'Kai has deep roots... ancient
history... there's the real mystery.

C: The real mystery? Huh, I've heard too many already.

L: The ruins. In the mountains. Dwarves, sailor. Long dead. An ancient technological treasure
trove. Empire's searching the world for such knowledge. They may have found it here.

C: What does the Empire hope to find there?

L: Power! Before you know it we'll have steam-driven carriages and flying machines - whole
Empire's interested in them Dwarves for some reason. Sure, sure, Prince A'tor, Arkay bless
his soul, might've said they were dangerous and we should leave dead civilizations be, but,
hell, man, there's progress to be made.

C: Flying machines? Are you ok?

L: You wait! You just wait! Those Dwarves made up for their lack of magic in other ways.
Magic is the crutch of the world! Why build a better bridge when a mage can teleport you to
the other side? Things have been the same for thousands of years, and it's going to end soon.

C: Steam-driven carriages, huh?

L: That's right. Dwarves knew how to use the steam. You may laugh, but it's a powerful force
and Richton's got his boys looking at it right now. Empire may have what they need to
conquer all of Tamriel sooner than you think.

C: You know anything about a woman named, Iszara?

L: Iszara. Name sounds familiar. But I can't say that I do.
                              [2.12] THE INTERVIEW WITH LAKENE                              47

C: What do you know about the Restless League?

L: Nothing. Who said that I did?

C: What do you know about the Smuggler's Den?

L: I've never been there.

C: I know you've been gambling at the Smuggler's Den, Lakene. And I need to get in there.

L: Damn. Where'd you hear that? Look, that's not something I'm proud of, so keep you voice
down. Let's move this conversation elsewhere.

C: Gambling away your wife's silver locket? Not good. Tell me what I want to know. What
do you know about Iszara, the League, and that Den!

L: Calm down, please! I know nothing. I've only been there to gamble a few times! I've heard
the League goes there, but I ain't seen them or this Iszara woman! I swear. And if my wife
finds out about the gambling... I'll be dead!

C: Then just give me the password, and I'll take it from there.

L: Sure, sure. But you gotta help me first, Cyrus. Please. Get my silver locket back from that
Rollo cheater and I'll give you the password. I swear. Please.

C: Rollo?

L: Smelly guy, cheats at cards. He won that locket through trickery, the foul dust-belly!

C: We'll talk later.
48                     WRITINGS FROM THE PROVINCE OF HAMMERFELL



[2.13] The Interview with Maiko K'Elmar, Stros M'kai's Cartographer


C: Good day. I'm Cyrus.

M: Aren't too many youngsters around these days, specially not as well-spoken as you. I'm
Maiko, the local cartographer. How can I help you?

C: Do you have any maps for sale?

M: Sorry, I don't sell retail. Contract work only. But perhaps I can make a map for you?

C: Have you ever heard of the Flask of Lillandril?

M: Hunding's bones, of course I have! Treasure hunters come here from all over Tamriel,
digging and poking around interminably. They say there's a treasure map floating around
somewhere, but I don't believe it.

C: Why not?

M: If there were a real map, why hasn't someone found the flask by now? Such waste of time
and effort, lusting after a mythical Elven flask, when the island is full of real mysteries.

C: What do you mean?

M: Well, the caverns, for instance. Haven't heard of them, have you? Or the Dwarven ruins
either. But they're real, young sir, and as full of mystery and adventure as you could ask.

C: Where can I find these caverns you speak of?

M: That's the question, isn't it? Won't find them on your cheap commercial map, will you?
That's a real mystery for you to ponder.

C: Tell me more about these Dwarven ruins.

M: A bit more famous than the caverns, but if it's not about Elves, no one cares. One of the
great mysteries of the ages, the disappearance of the Dwarves, but instead it's Flask of
Lillandril this, Flask of Lillandril that.

C: I don't know much about Dwarves. I always thought they were mythical creatures.

M: See what I mean? Not myths! Real, as real as stone and metal. Who do you think built
those ruins? All gone, thousands of years ago, and no one knows why. But that's a whole
other story. What were we talking about again?

C: What are people talking about around town these days?
                               [2.13] THE INTERVIEW WITH MAIKO                               49

M: Damning the governor's eyes, mainly. I try not to get involved in all those troubles. I've
seen more than enough suffering in my life. I just want to spend my last days working with
my maps.

C: Is life under the Imperial governor so harsh?

M: I said I didn't want to speak of such things.

C: Do you know a young woman named Iszara?

M: I'm afraid not. I don't know too many of the youngsters around town these days, you see. I
prefer to spend my time with my maps.

C: What do your maps tell you?

M: Maps are like people, did you know that Cyrus? There are good maps, bad maps,
indifferent maps. You shouldn't trust most maps, they'll lead you astray if you give them a
chance. An honest map is rarer than a true friend, remember that, young sir.

C: I wonder if you've heard of the Restless League?

M: Hmm ... the alliance between Daggerfall, Wayrest and Balfiera against the Cyrodiils
during the First Era? No, no, that was the League of Unrest ... sorry, I'm not familiar with it.

C: We'll talk later.
50                     WRITINGS FROM THE PROVINCE OF HAMMERFELL



[2.14] The Interview with Mariah


C: Excuse me miss, can I have a word?

M: Yes, my name's Mariah. What can I do for you?

C: Do you know of a woman named Iszara?

M: Used to see her around. But that was a while ago. Last time I saw her -- mnnn... she was
headed toward the cartographer's. Never saw her again -- and that was three months ago if it
were a day.

C: The cartographer's? I wonder what she would want there?

M: Hopefully she was just seeing Maiko, the mapmaker, and not the boys in the Smuggler's
Den below.

C: What do you know about this Smuggler's Den?

M: Below the cartographer's. I've seen all sorts coming in and out of there, even so-called
'League Members' from time to time. I hope Iszara didn't end up there.

C: What do you know about this Restless League group?

M: They scare me, frankly. They've been around since the days of Thassad, and no one seems
to know much about them. They seem to remain as quiet as possible, not like your usual
pirates, there's something else to them.

C: And what does life hold for you in Stros M'Kai?

M: Not as much as it used to. Spend my days landscaping. Before the Civil War there were
more of us. The town square and park were so beautiful. But I do what I can.

C: I'm surprised Richton even allows such a practice to continue.

M: City beautification may not be one of Lord Richton's concerns, but he still needs to put on
the right airs, should his Emperor, Tiber Septim, ever check up on him. All leaders like their
gardens full and smell of success in the air.

C: Wars have never been good to a city.

M: Especially not this one. First A'tor and the Crowns defeat the Forebears, then the Empire
comes rolling in... It's too much for these walls to handle.

C: You sound as though you bear no grudge to the Forebears... or the Empire for that matter.
                               [2.14] THE INTERVIEW WITH MARIAH                                  51

M: The Forebears claim to be the earliest descendants from Hammerfell. While the Crowns
trace their lineage to the first rulers. It's been that way for generations. And Tiber Septim tries,
where many have failed, to unite the world of Tamriel.

C: I can only assume you are a Crown.

M: That I am. Though not as passionate as many others. I'm glad the war's over really. Life
goes on and times change. I'll try to keep our sweet city as fair as she can be.

C: Where's the park?

M: Over by the waterfall! I'm ashamed you didn't notice... I'll have to spend more time on it.
People really do enjoy it, especially that Arkay boy, Kithral.

C: What were you saying about Kithral?

M: He's one of the Temple members. Loved the park. Would stare at the waterfall and write
in his journal. Passionate Crown, that one. But now that you mention it, I haven't seen him in
months.

C: Any idea how I can get into the palace?

M: Richton doesn't take to uninvited guests, and there's no way to sneak in that I've heard of.

C: Mariah, do you know anything about the Flask of Lillandril?

M: Only the tales. Lost on the island by Elves long ago. A treasure hunter's dream.

C: Thanks Mariah.
52                      WRITINGS FROM THE PROVINCE OF HAMMERFELL



[2.15] The Interview with N'gasta, Stros M'kai's Infamous Necromancer


N: Cyrus! This one is N'gasta, the necromancer of Stros M'Kai.

C: Have we met?

N: The contractor informed this one of your impending arrival.

C: He did...?

N: This one tenders you the amulet that will be delivered.

C: To the governor, right?

N: Make sure of its safety. Deliver it to him personally. The contractor will pay you the rest of
your fee after the matter is settled.

C: What is this amulet you give to the governor?

N: A red diamond this one has found among many treasures, and judges fitting for a servant
of the Empire, who might fly such symbols on their standards. And the dragon setting is well
suited to honor the governor whose command of such a beast gained the victory at Stros
M'Kai, and placed Hammerfell in the Emperor's hands.

C: Has the coming of the Empire given you much concern?

N: This one is neither not unwary of the Empire, nor eager to wear the leash. But the governor
has proven himself an honorable man. Thus this one offers him this gift, to encourage his
attention to the affairs of the living, leaving me the rest.

C: What can you tell me about the governor?

N: That he is a generous patron, sending a steady flow to this one even with the war long
over. His policies bring profit, and finally by the amulet may his generosity be acknowledged.

C: How long have you lived on Stros M'Kai?

N: How long in legend? This one arrived in Thassad's better years, and was given fair
compass of these foul shoals. In that time this one was but a tale in passing, a shiver in riddle.

C: How long have you been better than a legend, then?

N: Since the end of the war. How could this one neglect so rich a harvest? The sea so
brimmed with the dead that its tides swelled 'round the world. So this one conjured a net to
catch them all, these lost and torn-violent souls. Thereafter this one's presence has been well
known here... perhaps somewhat feared as well.
                              [2.15] THE INTERVIEW WITH N'GASTA                               53

C: I thought Hammerfell was plagued by necromancy only in the north, where Sentinel lay in
similar shadow.

N: Do not speak ill, mortal, of this one's liege-lord, the King of Worms, for his grace grants
these shores as this one's bountiful hunting grounds.

C: Is your foul practice not contested by the men of this island?

N: Cyrus. What men are left -- this one wonders -- or women or likemind -- for violence
against me? They were all slain in the war, and dead now they serve this one without protest.
The Mage's Guild whines as is its wont when practitioners of this one's craft challenge their
dominion, but the governor shrewdly weighs this one's concerns above theirs.

C: Why is that?

N: This one is a better friend than enemy.

C: Why does the Mage's Guild hates you? Outside the obvious reasons?

N: Such unsubtle gibes little trouble this one, Redguard. As for the Guild's enmity... with their
Archmage dead in the seadust, their impotence breeds spite against this one's masteries.

C: What happened to the Archmage?

N: He perished in the War protecting the Crown and was lost at sea. I lament that the snare
was not then set, for such a soul would have been fit to... cultivate... for nights on end.

C: He was powerful, then, this Archmage?

N: Scarcely. He was noted for his trappings, not his trivial skills. His magical artifacts,
however... such might even be worth this one's notice.

C: I'll get right on it. How do these souls so collected serve you?

N: This one's business in souls doesn't concern you. That the Daedra Lords look with favor on
a necromancer with a stock in trade... should scarcely surprise you.

C: So the great necromancer is running dog to the Lords of hell? Why are they always on the
top of the diabolical food chain?

N: This one laps at the scraps from no one's table, Redguard. Clavicus Vile grants this one
favors with every soul sent his way.

C: Clavicus...Vile? Please.

N: Do not mock that name, mortal!

C: Ha-ha. Pray forgive me, necromancer. It just seemed an overly unsubtle name, that is all.
54                      WRITINGS FROM THE PROVINCE OF HAMMERFELL

N: Daedra were born before stars, mortal. Do you consider that perhaps such names preceded,
hence perhaps inspired, the concepts they connote?

C: Are you familiar with a woman named Iszara?

N: Other souls this one has gathered of late have whispered the name.

C: She's my sister.

N: Then count your sister among the living, for she's not cold yet, or this one would know her
well.

C: The illicit soul-trade. How does it work?

N: If mortals knew the power they harbored, and how so unearned, a grace inexplicably given
by the Outer Gods who provide too-plenty and without good guidance -- if they knew, they
may wise work as hard to keep the within as much as their precious withouts -- that easily
slipped-bare skin that withers as paper before flame -- for that is the truth of it: The body
houses that which it cannot ever for long withstand.

C: Which answers little --

N: In short, the Soulsnare captures the smokes of silly folk who neglect the sanctity of their
souls.

C: You have the island under a spell, N'gasta?

N: A Soulsnare of this one's own devising, which gathers lost souls and bears them thither.

C: For strange and terrible experiments, no doubt.

N: This one is comfortable with the trappings of his vocation, even if his victims lack such
comfort.

C: My sister had better not be among them.

N: Her being holds as much mystery for this one as it does for you. Enquire elsewhere.

C: I'm curious, N'gasta. Just how does the Soulsnare work?

N: You would play the student? Hmm. How quaint -- The image of aether-hounds comes to
mind, broad shouldered and panting, patrolling the near-here gates of death, alert for the scent
of the hapless spirit. But grant me be a far more insidious craftsworm that that: The net's a
siren song of semiotics, divining the fading signs of the departed, and crafting from them a
lure -- a gateway rung with gentle runes of the soul's own manufacture. That soul swarms
gratefully into the waiting net, towards heavens woven from the spirit's dim yearnings.

C: You knew the worthy king, then. Does he rattle in your bag, too?
                              [2.15] THE INTERVIEW WITH N'GASTA                              55

N: He died in Sentinel, not Stros M'Kai, and was therefore outside of this one's catching web,
and before this one's time here as well.

C: Right, your Soulsnare went up during the war, after Thassad was already dead.

N: And besides, Thassad would have journeyed to the gods, in any case, for he was keen and
prudent: A few good strides and he'd be at the Temple door.

C: What difference would that make?

N: This one's snare catches only the heedless, those spirits unprotected by the holy rituals, or
those interred in unhallowed ground. So, if you would avoid this one's net, die close by the
Temple, or far from the island's shores.

C: So the Temple is your prime competitor in the area.

N: Dichotomy to this devil's work. The good Brothers of Arkay have a somewhat different
perspective on the currency of the soul. They strive to shepherd its return, while this one...
prefers to manage flocks for profit. Or should one say, the 'sole' good Brother of Arkay, ha-
ha... since there is but one left. One has become raveled in my astral net, having parted form
this world not long ago.

C: How could a Temple member be snared when he works in the very haven that opposes
you?

N: By leaving long the haven, this one speculates... but quite doubtful, it is agreed.

C: How long ago was this?

N: A good three master moons. --

C: That's about the time my sister vanished. I'd imagine this island is treacherous to reach by
ship?

N: Imagine impossible. This one is amused by your imaginations.

C: So you are probably never threatened by the pirates of the Restless League?

N: This one is never threatened, Cyrus... But, yes, this one know the League well.

C: You do?

N: This one has tallied many of their rebellious souls in the present reign.

C: What do you think of them?

N: What does one think of the gold in one's pouch? Does one judge this coin better than
another if both spend the same?

C: All the dead are fair currency, then.
56                     WRITINGS FROM THE PROVINCE OF HAMMERFELL

N: Your wit accounts it well.

C: Goodybe, N'gasta.

N: Farewell, Cyrus. A pleasure doing business with you.
                            [2.16] INTERVIEW WITH BROTHER NIDAL                             57



[2.16] Interview with Brother Nidal, Priest of Stros M'kai's Temple of Arkay


C: Hello, brother. I'm Cyrus, recent to this shore.

N: Brother Nidal, good son. Welcome to the Temple of Arkay. Are you a follower of Arkay,
Cyrus?

C: Me? No. Well, not in the worshipper sense.

N: In what sense, then?

C: I'm not that wayward, brother, I do believe in the gods, and in their, you know, importance
to man and all that.

N: And Arkay's importance would be...?

C: I'm usually the one who asks all the questions, Brother Nidal.

N: Humor an old man.

C: Arkay, then: The Shepherd of the Soul, who watches us through our lives and our deaths,
who guides us between them in the heavenly interim.

N: May he watch over you.

C: How is Stros M'Kai these days, Brother Nidal?

N: You should be able to see it just from the faces on the streets, my boy. But, then again,
there aren't that many faces out there anymore. Things have become quiet since the
occupation.

C: Can you heal me, Brother Nidal?

N: Please forgive the formalities, but the governor has levied a Temple tax of 25 gold for any
magical services rendered, healing or otherwise. Will you pay the tax?

C: Why the Temple tax?

N: Just another of Richton's rules, my boy, along with several other solutions to the burden of
Empire.

C: What can you tell me about the governor?

N: That he is a hard man. Richton threatened to raze the Temple when I refused to hand over
the wounded of Prince A'tor who had survived the battle. I assured him that even his Emperor
could not defy divine law. Nevertheless, the wounded under my care were healed only to be
thrown into the catacombs thereafter.
58                      WRITINGS FROM THE PROVINCE OF HAMMERFELL

C: What is the divine law?

N: Richton wanted to rescind the Crowns' right to sanctuary while they were wounded, or to
desecrate the bodies of the enemy dead before I gave them their last rites.

C: What happened to the bodies of A'tor's men after their last rites?

N: Food for the dragon, more than likely. But at least their souls are safe from the
necromancer.

C: The Imperials have a dragon?

N: Its name is Nafaalilargus, and it lives in the catacombs, or so I have heard. It has not been
seen in the skies since the battle, so maybe Richton is lying about it still being around.

C: What about this necromancer?

N: N'gasta has been here long, manifest in Thassad's good rile. A'tor had kept his
wretchedness at bay, but now, with the prince gone, he has cursed the land.

C: How has N'gasta cursed the land?

N: The very soil of Stros M'Kai is cursed. N'gasta has become very powerful and has weaved
a Soul-Snare across the island. Any who die must quickly have their last rites performed
before their souls become his to claim.

C: So A'tor's men are in the catacombs, then?

N: Either that, or they are fruit for the necromancer. It is somehow appropriate that Richton
deals with that nefarious slug.

C: My sister, Iszara, has been missing for near three months. Perhaps you have heard of her?

N: I knew her well, actually, but she never mentioned having a brother. She was a fiery sort,
as I'm sure you know, and her Redguard blood did not fare well under Imperial rule. She is
not the only nationalist who has disappeared since the governor claimed the city. There have
been others.

C: What 'others' have disappeared?

N: Brother Kithral, my initiate and good friend, for one. He was an outspoken man, and a
Crown sympathizer. He was enamored of your sister, I must say, and took to her Crown
propaganda readily.

C: Iszara was a Crown, I know that. As a Crown, what would be her fate?

N: I fear, sadly, that the Crowns' days are ended. The Forebears' alliance with Emperor
Septim made sure of that.

C: When did you last see Kithral?
                            [2.16] INTERVIEW WITH BROTHER NIDAL                            59

N: I sent him to the park for fresh Mandrake root, and that is probably where Richton's men
were waiting. Kithral was against the Imperial expansion from the start, though I reminded
him that Arkay frowns on more... secular interests. This warning Kithral obviously did not
take to heart.

C: Do you know anything that Iszara may have kept company with, vanished nationalist or
otherwise?

N: Like I said, I knew her well. And she spoke often to Brother Kithral, my former initiate,
but he, too, has disappeared. She was a devout Arkayn, Iszara. I once almost convinced her to
join the Temple, but that was before she... well....

C: Before she what, Brother Nidal?

N: Well, man, before she vanished!

C: I trust that you will seek me out if you hear anything more of my sister.

N: I will be honest, Cyrus. She is either dead or worse, for I know she would not have left
Stros M'Kai, even after A'tor's defeat. Richton had a list of rebels when he took the throne,
and Iszara's name was undoubtably upon it.

C: What of Prince A'tor?

N: He was... lost at sea, my boy. That is all I know. And... that it was rumored that Iszara
knew him personally.

C: So my sister knew the prince, then?

N: Leave that alone, boy. That was but a rumor.

C: Did my sister fight in the Battle of Stros M'Kai?

N: No. She was never part of the military. She could have been, though. She was good with
the sword... I hear.

C: The Temple seems very empty, Brother Nidal. Are you its only priest?

N: We have ever been understaffed. It was horrible right after the battle, all the dead and
dying, but luckily I had Brother Kithral to help me tend to them. Since he is gone now, I must
carry on alone.

C: I have seen the Empire expanding into all of Tamriel in my travels. Why is the occupation
of Stros M'Kai full of more bloodshed than most?

N: You have only your Redguad blood to answer that, my boy. When was Hammerfell ever
suffered foreign rule? The Civil War was bloody to be sure, but when the Forebears allied
with the Empire, the Crowns felt they had been betrayed by their own kind. They were
prepared to fight to the last man, and the Empire sent Admiral Richton to make sure they did.
60                       WRITINGS FROM THE PROVINCE OF HAMMERFELL

C: I escaped Hammerfell just before the Civil War, and without regret. That is probably why
Iszara never mentioned me to you. It was only through a mutual friend that I learned of her
disappearance.

N: The war cost this city much, Cyrus, though an outsider may not see it. The Crowns are
gone, now, and only the League remains as their testament.

C: Is there anything you can tell me about the Restless League, brother?

N: I...know very little about their activities, Cyrus. The common stories, sure, but not much
more.

C: I know even less of the League than you, brother, the common stories included.

N: Then know that they are ruffians and cutthroats, who would like nothing more than carve
their symbol upon the Emperor's eyes for daring to set them on Hammerfell... and know they
secretly served the prince against the Forebears during the Civil War, to help A'tor win back
Sentinel.

C: Sentinel, the capital city.

N: From whence A'tor was forced to flee soon after his father died. Aye, but the Crowns
gathered here at Stros M'Kai and charged northwards to take their throne-city back -- but, by
then, the Imperial's bargain had been struck.

C: What is the League's symbol?

N: The red R, for restless, as they ever are. Trust me, you will see it if you stay in Stros M'Kai
for long, invariably written in Imperial blood.

C: Tell me of the Forebears.

N: Living in Stros M'Kai you only get the Crown definition, of course: That the Forebears
were the pretenders to the throne, that they betrayed the republic, and that Hammerfell has
been cursed by their cowardice.

C: What else do you know about Richton?

N: That you should stay away from him, my boy. He will not care if you are a Crown or not.
Should he find out that you are Iszara's brother. However, you are probably safe in the city for
the time being, as he never leaves the palace, it seems.

C: Until later, Brother Nidal.

N: Goodbye, my son.
                               [2.17] THE INTERVIEW WITH PRNELL                                61



[2.17] The Interview with Prnell, Keeper of Stros M'kai's Watch Tower


C: Hello, Sir. Could I speak to you for a moment?

P: Who's there? What to you want?

C: My name is Cyrus. I'd like to ask you a few questions, if you don't mind.

P: Mind? Why would I mind? I'm Prnell, by the way. Ask away, my boy!

C: What are you watching for up there?

P: Ships, sonny. I let the town know when a merchant ship is coming into port. Reminds me
of my seadaring days, a bit, watching out from the crow's nest. But now I'm stuck with this
job!

C: How come?

P: Cause ships are about the only thing I can see! I lost my eyepiece around here somewhere,
and the spyglass here's no right alternative.

C: So you can't see without your eyepiece --

P: I can see the galleons and spice-traders just fine with this spyglass! But other than that -- I
mean, I can't very well walk around town holding a telescope up to my eye.

C: It might be kind of funny, though.

P: I'm laughing even as we speak. Could you maybe find it for me, lad? It's a strange kind of
lonelyiness when the beginnings of yer vision's at half a hundred yards.

C: I'll find it for you, Prnell. Don't worry. Favis is a friend of yours?

P: Ha! He'd like to think so. Damn nuisance is what he is. Always whining about having to
ring the bell. Just yesterday he had be down there, complaining it was broken. 'it don't ring as
loud as it used to, Prnell'. Sure! Old goat's as deaf as a post, that's the only problem.

C: Why does Favis ring a bell?

P: To let everybody know the ship's here, of course. What do you think, I just shout out across
the rooftops? When I see a ship, I go out on the walkway and wave my flag, so Favis knows
to ring the bell. There's nothing quite as satisfying as that. Kinda makes you feel like a god,
waving that flag and listening to the bell ring out over the whole town. A pity I can't let you
try it, but we don't get too many ships in port these days.

C: Do you know my sister, Iszara?
62                       WRITINGS FROM THE PROVINCE OF HAMMERFELL

P: Iszara? And you're Cyrus, her brother! Of course. Probably look just like her, too, would've
seen the familiy resemblance, but without my eyepiece, I'm afraid I can't get too good a look
at you. You know, I haven't seen Iszara around in quite some time.

C: Have you heard of a group called the Restless League? My ship was attacked by a couple
of them on the way here.

P: That was you? I saw the whole thing, through my telescope you know. Not much of a
battle, though. Ha, you really gave those ruffians what for! Wait a minute! Maybe the Restless
League is after you, too. I wonder what Iszara could have done to get them so riled up?

C: Too? Do you mean the Restless League is after my sister? Why didn't you say so before?

P: You never said she was missing, Cyrus. This was months ago, anyway, and my memory
ain't what it used to be. As I was saying, couple-a them boys came around, asking about her,
but not respectful, like you. Gave me the hairy eyeball, trying to scare an old man. Don't
believe anyone has the right to talk to me like that! No wonder they have such a bad
reputation.

C: What did these Restless League fellows want to know?

P: Just if I'd seen Iszara, let them know if I ever did. Ha! Like I'd tell them anything, after they
come in here all threatening-like. Seemed to think she'd stolen something from them. If that's
true, no wonder she's disappeared. Either they found her, or she's makin' sure they don't.

C: What kind of reputation does the League have?

P: Terrorists, pirates, all that. No doubt about it, they ain't to be trifled with. Fatboy found that
out himself. But then, the Empire don't like to be messed with either.

C: The League is fighting against the Imperial occupation?

P: They were. Not openly, like the Crowns, but that's never been the League way. Blowing up
Richton's flagship, more in their line. Watched it burn from right here, an amazing sight. But
what did it accomplish? The Empire's still here, and I haven't heard hide nor hair of the
League until today.

C: How does the city fare with the Imperials in charge?

P: I got nothing to tell that you can't hear from anyone in town. This was the heart of Crown
resistance, but look at it now. When you lock up or murder every Crown or League supporter,
it don't leave much.

C: I thought the Restless League was outlawed. How would you contact them?

P: You'll find out soon enough, the Smuggler's Den is hooked up with the League somehow.
Not directly, or it'd be out of business by now, with fatboy on a rampage. But I'm sure they
could still get in touch with the League.

C: Where is the Smuggler's Den?
                             [2.17] THE INTERVIEW WITH PRNELL                         63

P: Under Maiko's shop. But it ain't that simple. No one gets in without a password.

C: Do you know the password?

P: Afraid not, Cyrus.

C: Thanks, Prnell.
64                      WRITINGS FROM THE PROVINCE OF HAMMERFELL



[2.18] The Interview with Rollo, a most Unpleasant Fellow


C: Could I have a word with you?

R: What do you want? Can't you see I'm busy?

C: How are things in town with the Imperials in charge?

R: What do I look like, the town crier? Same old same old, as far as Rollo's concerned.
Politics is for suckers. I got a sweet deal with Gerrick, no need for me to worry about who's
sitting in the palace.

C: What sort of deal do you have with Gerrick?

R: You know, that fool Elf that runs the trading post. Pays me a silver penny for each crate I
bring up from the docks, no lie! And I only have to go down when the bell rings, means a
ship's arrived. Yep, Rollo knows a good thing when he sees it.

C: Bell?

R: Sheesh, you are as dumb as you look. The bell, in the bell tower, right outside.

C: Lakene tells me you have his wife's silver locket. Any chance I could get it back?

R: Stupid Lakene! He's a loser at more than cards. Deserves what the missus will give him
when she finds out. It's mine now and I ain't giving it back.

C: Siut yourself. It's of no importance to me.

R: Then why are you bothering me about it? Moron.

C: Do you know a woman named Iszara?

R: Iszara ... scrawny little thing, chicken legs, no hips? Yeah, I know her. Used to come by,
pestering me all the time. You know how women are. Not my type though. Rollo likes 'em
larger.

C: What do you know of the Restless League?

R: Bunch of idiots, if you ask me. You can't fight the Empire. They'll learn though.

C: Do you know anything about the Smuggler's Den under the cartographer's shop?

R: Maybe I've heard of it. Yeah, I've seen some guys hanging around there, supposedly in the
Restless League, but it's all talk. They never do anything. You can't get in there without a
password, anyway, so you might as well forget about it.
                                 [2.18] THE INTERVIEW WITH ROLLO                            65

C: I know you've been in the Smuggler's Den, Rollo. Tell me the password and I'll leave you
alone.

R: You got the wrong guy, I don't know nothing about no password. I was just telling what I'd
heard.

C: You're a bad liar. Tell me the password or else.

R: Or else what? You'll kill me? I ain't armed, and I know you old-time Redguard types don't
go in for that. You don't scare me.

C: Whatever you say ... friend. I'm looking for the Draggin Tale Inn. Do you know it?

R: It's right outside, you big oaf! Here are some directions maybe you can understand. Go
outside. If you don't see it, open your eyes and try again. Now get lost!

C: I don't suppose you've ever been in the palace?

R: Naw. Coul've got a job to go up there, but Kotaro wasn't offering enough. Let some other
sucker trek all the way out to N'gasta's.

C: Tell me about this N'gasta.

R: Didn't I tell you to buzz off? He's some sort of necromancer, lives outside of town in a big
tower.

C: It's always a pleasure, Rollo.

R: Don't let the door hit you on the way out.
66                      WRITINGS FROM THE PROVINCE OF HAMMERFELL



[2.19] The Interview with Siona


C: May I trouble you for a moment, my lady?

S: Lady, you say? You must be new in town! Besides, Siona would have remembered you.

C: Cyrus, at your service. A friend is meeting me at the Draggin Tale. Do you know it?

S: Sure, Siona knows it all right. Used to be a favorite of mine till that damn lizard barkeep
got all high an' mighty on me ... does this friend have a name?

C: Tobias. Do you know him?

S: Did Hunding hate Goblins? Course I know him! One of my best customers, and I'm no lie.
Any friend of Tobias is a friend of Siona. I'll be happy to help you out any way I can.

C: That lizard barkeep ... an Argonian?

S: Don't know his politics, but that Dreekius is a damn nuisance to us working girls.
Pretentions of grandeur, he has. Nobody but Forebears in there now, anyway, and I wouldn't
catch their get for any cart o' coin.

C: You don't care for Dreekius, then?

S: Well, he's not a bad sort for a lizard, him and me just don't see eye-to-eye on the friendship
of the thighs, so to speak. But he knows anyone who's anyone on this island, no mistake.

C: Do you know a young lady named Iszara? My sister, last seen over three months ago.

S: Iszara, yes, I see the family resemblance. Can't say I know her, though. She was all caught
up in them troubles we had when the young prince was killed.

C: The prince -- what happened to him?

S: A'tor was murdered by the Imperials, that's what. Nice young man, too, not too proud to tip
his hat to Siona, either. Ah, what a shame, what a shame.

C: Was my sister involved in the Civil War in some way?

S: Well, I don't want to spread gossip, especially not to her brother, but they say she was
friends with the prince. Good friends, ya know? So it's no wonder she disappeared when
Fatboy came to town.

C: Fatboy?

S: Sorry. I mean, his Imperial Highness, Provisional Governor Lord Richton.

C: Tell me about this Richton.
                                   [2.19] THE INTERVIEW WITH SIONA                           67

S: He's a bad one, he is. Siona can tell. Invited me up to the palace once, but I won't be back.
Maybe Siona is not a fine lady, but she is an honest working girl, and doesn't like being
treated like dirt. And she definitely doesn't like being watched by that sneaking, prick-eared
shadow.

C: Who is this shadow you speak of?

S: Fatboy's pet assassin, Dram. A ghoul from furthest Morrowind, they say. Those red eyes of
his, watching me ... no, Siona won't be back to the palace, not for all the coin in Hammerfell.

C: What is news around Stros M'Kai these days?

S: That it's best to keep your mouth shut, or end up in the catacombs. Or worse.

C: These catacombs -- some kind of a dungeon?

S: That's where Fatboy tosses any Crowns he can catch. Under the palace -- where the dragon
lives.

C: A dragon lives in the catacombs?

S: That's how Fatboy beat the Crowns. The Imperials, at least, think the dragon's still down
there, layin' about on the royal sea o' coin.

C: Where is the governor's palace?

S: The poor dead prince's palace, you mean. Just keep climbing up the hill, you can't miss it.
But don't expect to sneak your way in.

C: Maybe you can help me. Tell me more about the recent 'troubles' in Stros M'Kai.

S: You know, the Civil War between the Crowns and the Forebears. You really aren't from
around here, are you?

C: Tell me more about the Crowns.

S: They supported Prince A'tor after his father died. True Redguard patriots, more's the pity.

C: What of these Forebears. Who are they?

S: Forebears! Pah! And they call me a whore! Sold out the prince and left us with the streets
full-a foreign soldiers and not an honest ring to any heel.

C: Have you heard anything about a group called the Restless League?

S: They claim to fight the Empire, but seem more interested in plunder, from what I can tell.
They make a point to target Forebears, though, so I guess they aren't all bad.

C: We'll talk later. Be careful.
68                        WRITINGS FROM THE PROVINCE OF HAMMERFELL



[2.20] The Interview with Tobias, Ship Captain and Good Friend


T: Cyrus! You made it! Come here, lad! You look good! It's been too long!

C: If you hadn't retired --

T: Mercenary life's younger men's work!

C: Bah, he said.

T: Ah-hah-hah. I prayed that you would get my letter.

C: Is it safe to talk here?

T: As safe as any, and the ale is good. Dreekius can be trusted as much as any walking lizard
can be. It might get a little rough with all the Forebears around but I'll be here until I leave
Stros M'Kai.

C: The barkeep is a long way from Black Marsh, isn't he?

T: That's right, and it's kept me good company in my wait for you. Trust it well after I leave,
for it knows this island and all who live here. But don't bother asking about the Eye, because I
already have.

C: Dreekius knows of the Eye of Argonia?

T: It's got the skin for it, wouldn't you say? I'll find the thing yet, and before you if I get my
way.

C: What brought you to Stros M'Kai?

T: War and the rumors of war. Every merchant that's near and seaworthy has come to Stros
M'Kai in the wake of recent events -- either in the service of the Provisional Governor or to
fill the sea-lines that Septim has shattered, and that the Crowns can run no more. I thought I
might profit from a visit, but it has brought naught but sorrow and the sign of darker days. I
fear I shall be leaving none too soon.

C: You are leaving, captain? When and where for?

T: At sunset if all goes well. And as for where, whither I will. Stros M'Kai is not for me.

C: But I thought you might help me.

T: The Imperials have been asking about yours truly around the docks lately. I fear my
inquiries into Iszara's disappearance have interested them in all the wrong ways. I will help
you as I can through the course of this day, but after that I must be done with it. I am too old
for an Imperial prison.
                              [2.20] THE INTERVIEW WITH TOBIAS                                69

C: It won't come to that.

T: You haven't been here long enough. My ship is ready to leave at sundown, but don't worry.
I'll be here until then. To help you along if you need it. A lot can transpire in a day. We will
see each other again.

C: It is lucky you were here, Tobias, or I wouldn't have known Iszara was in trouble. I have
not been in Hammerfell since the --

T: I know, lad, what you mean.

C: Anyway, Stros M'Kai has no one who could've reached me. Thank you.

T: I sent the letter some weeks ago, Cyrus. I fear things have gotten worse for your sister
since.

C: How do you mean worse? What more do you know about Iszara?

T: Nothing more than my letter has described -- that she is gone and no one knows where --
just a bad feeling that's grown worse with the wait. The governor has not been merciful with
the Crowns that survived the battle. I hear his dragon's belly is full of the overloud, and that
many died later in the burning of the Old Quarter.

C: What happened to the Old Quarter?

T: The Crowns fled ashore there after the battle. It was their last stand. The governor sent his
dragon and it was done.

C: Was Iszara there?

T: That section of town is closed off. No one I've talked to knows if she was there or not.

C: Where's the dragon now?

T: It's disappeared, too. Some say it has returned to the Imperial Province. Others that the
governor keeps it well-paid and fed in the catacombs below the palace.

C: Is there another way into the catacombs?

T: There is the traditional way.

C: Imagine that I laughed. A secret entrance, maybe.

T: Maybe. I don't know.

C: How did you know where to reach me, Tobias? Our paths parted so long ago.

T: I didn't send it to you directly. I knew that damn cat was probably still getting you into
trouble even to this day. S'rathra seemed the likely solution, and through the channels I'd
heard he'd made Wayrest his port of late.
70                         WRITINGS FROM THE PROVINCE OF HAMMERFELL

C: He's moved from the throneseekers of the old Empire to the lesser lords of High Rock, still
playing them to his benefit, raking in the gold on all fronts.

T: I thought that Septim had solidified the Bretons.

C: As much as the witchmen will, but there is still a lot of money to be made in the drawing
of borders before the provincial laws dry completely. Mercenaries are in great demand right
now, as are fixers like our cat-friend.

T: Does he still stink so?

C: To here.

T: I think I will go to see him when I leave. It's been too long.

C: Do you think Iszara chose sides in the Civil War and that is why she has disappeared?

T: Your familiy's always been partisan, lad, since your early days in Sentinel. I ventured she
still held her old allegiances even if you haven't. Few Crowns in Stros M'Kai survived the
battle with the Imperials, but I know Iszara was one of them.

C: How?

T: Hearing of the defeat of the Crowns caused me much concern. When I arrived, I searched
for word of Iszara's safety. The only ones here who knew of her said that she had disappeared
shortly after the Imperials landed.

C: Do you know if Iszara fought in the Battle of Stros M'Kai?

T: My investigations were limited, I'll admit. If she fought I can't say, but I would guess that
she did. The battle was the penultra of the Crowns, and all who subscribed to the name no
doubt took up arms. While most of them were slain at sea, others have been taken prisoner by
the governor.

C: Could she be in jail?

T: I haven't exactly knocked on the door to find out. That's your job now. But I know the jail's
off limits to non-Imperials, now. Read: No visitors whatsoever.

C: We'll see about that. Who in this town knew of Iszara?

T: I did not question many for fear of ill allegiance. So I went to the Temple to ask for her, for
the Brothers of Arkay are neutral in mortal affairs. There, Brother Nidal told me that Iszara
had vanished and set me on the road of writing you. Also, Dreekius here knew that she was
missing, too.

C: I think I saw it across the plaza. So the priests are still safe from being conquered.

T: Be that as it may, the Temple is quite empty of priests, save for Brother Nidal. It seems
some of their ranks have disappeared, also.
                               [2.20] THE INTERVIEW WITH TOBIAS                              71

C: I'm noticing a theme. Where did you hear that?

T: Nidal told me Brother Kithral vanished around the same time as your sister. And that they
knew each other.

C: So I can count Brother Nidal as an ally, then?

T: On my word. He was most helpful, but he seemed to be holding something back.

C: I wouldn't consider paranoia a bad character trait in Stros M'Kai these days. Besides, you're
so ugly.

T: That was it. He may open up to you more, being Iszara's brother and half as hard to look at.

C: Tell me about the Temple.

T: The head priest, Brother Nidal, was very helpful in regards to Iszara. He seemed to know
her well and shared my concern over her disappearance. He is worth an interview.

C: I see the harbor is already arrayed in the flags of the Emperor, and that his men walk the
streets as if born to them.

T: Stros M'Kai's a dangerous port these days; there's an Empire to be built, you know, and
Tiber Septim shows no sign of slowing its increase from here to the edge of the world map.
High Rock's border kings bent knee to the Cyrodidl long ago. Even my father's fair Skyrim is
adorned with flags of red dragons and foreign men. We are entering a new era, I fear, with
Septim's name writ long and wide upon it.

C: So the Nord kings have submitted to Tiber Septim, too?

T: They do not worry overmuch. They have outlasted empires before and this conquest will
be no different. Hammerfell has been the bloodiest invasion of current record, and by
comparison Skyrim's occupation seems like a ballet. Septim's no Cyrodiil from what I've
heard, though he rules their remnants and rebuilds their Empire; he's something worse, or
greater, depending on your disposition to the center sun.

C: If he has no blood tie to the Cyrodiil throne then how did he make it his?

T: Come on. For the last four hundred years the petty kings of Cyrodiil have been squabbling
over the title of Emperor, all claiming forebearance -- Imperial throne's blood's thinner than a
sea dream and half as wet. Tiber Septim took the throne as he took your people's.

C: Hail the new conqueror.

T: There's a good little subject.

C: You used to hire out to those petty kings, did you not?
72                      WRITINGS FROM THE PROVINCE OF HAMMERFELL

T: Twenty years ago, maybe, when the whole heart of Tamriel was in chaos. I can admire
Tiber Septim insofar that he has managed to consolidate the rafs and tatters that bickered
there then.

C: No empire is a good thing, captain.

T: There's a Redguard for you.

C: Any kind words for our new Emperor?

T: He is good at what he does and sees the holes lesser men leave wide. No offense to your
Prince A'tor, of course --

C: Hammerfell's problems are her own. I was only asking if Septim was the tyrant they say.

T: Of course he is! Tyranny means never having to say you're sorry. But Iszara's fate has
nothing to do with the Emperor, I'm sure. Look to the Provisional Governor if you suspect
Imperial entanglements. He's the real tyrant around here.

C: Tell me about the provisional governor, captain.

T: When I arrived his soldiers showed me the finer points of Richton's new docking tax, and
scoured my ship for leaguesmen. I must say he's a bit of an asshole. You'd better watch
yourself around him.

C: So why aren't you in jail?

T: Meaning why aren't said soldiers in little boxes at the foot of the palace gate? Because I
didn't come to port to get myself in trouble, but to get your sister out.

C: Should I look into seeing this governor, then?

T: That's where I'd look, laddie.

C: What is the 'Restless League,' captain?

T: Where did you hear that name?

C: They attacked the ship that gave me passage --

T: Speak of it but in a whisper and not too often. The governor is searching the surrounding
waters for them and will see them broken and piked if he has his way. The League has
survived the death of the Crown prince and resists his enemies still. But they are few and
going fewer from what I hear, and have been reduced to brigandry these days. Not far from
the lives we led not too long ago.

C: We were never brigands when I served under you, captain, only mercenaries.

T: Tell that to those on the other end of the sword, lad. You see more of yourself in the men
of the Restless League than you'd care to admit, I'd wager.
                                [2.20] THE INTERVIEW WITH TOBIAS                               73

C: They're knaves with their eyes on providence, nothing more. My sword's never been
dressed for diplomacy. Give me gold for a throat, the throat for a slight, and I'm well. Give me
a well-paying war.

T: War is the continuation of politics.' Erm, that's it, right?

C: You quote Hunding like a Redguard, Tobias.

T: 'Political power grows along the blade of a sword.' I see you still remember your childhood
heroes even if you've dismissed the homeland.

C: Hunding is a universal wellspring.

T: 'Be resolute, fear no sacrifice and surmount every difficulty to win victory.'

C: See? Anyone could admire that.

T: Tell me that your Redguard heart didn't buckle when you saw his statue at port.

C: Frandar Hunding is a great hero to Hammerfell, I'll admit, and even a little to myself. Hail
the great founder and all that nonsense. But it's an ill plain to try and trigger the homeland tug
through the invocation of Hunding, Tobias.

T: Really.

C: Don't forget he left his homeland, too. And never looked back.

T: That's because it fell into the sea, you dolt...!

C: Okay, okay.

T: A drink to the Redguards!

C: Bold are these brigands the Restless League, to attack a ship in the very harbor.

T: They just be running low on provisions to act so desperately. They have been ghosts of
late, and this appearance is their first since I've been here.

C: How do you know about them, then?

T: They ran the Iliac before the war. Our lanes have crossed.

C: But after the occupation they've stayed relatively scarce?

T: Yes, which is why their attack on you is so troubling. No one knew of your impending
arrival...?

C: Nobody but S'rathra. Would it matter?

T: I'm not sure.
74                       WRITINGS FROM THE PROVINCE OF HAMMERFELL

C: Captain, what do you know about the Smuggler's Den?

T: Knaves that aren't worth my cargo. You should forget about them.

C: I see. Since when were you a merchant, Tobias?

T: The fight left me after our little foray into Morrowind. It's been sweet commerce ever
since.

C: I've not returned to Morrowind since then.

T: Who'd want to?! All that ash and fire; those Dark Elves can keep their curse!

C: Don't forget the bugs.

T: Ach! Which reminds me, Governor Richton has a little sting of his own from those parts --
his lieutenant is a Dark Elf! Watch out for that one, always close by the governor, hiding in
his shadow!

C: I'd welcome another chance at the Dark Elves. I've still got scars.

T: Watch yourself. How long were you in Wayrest, Cyrus?

C: Long enough to piss off the locals.

T: A bay-ride from Sentinel; close enough for you to hear about Prince A'tor, then.

C: Yes. Of late the criers are tripping over each other there's so much to report of the blistery
south.

T: And you've listened to it all, I'm sure.

C: Fine. Recount all word of Prince A'tor that I have shamefully ignored.

T: When his father died and the capital of Sentinel was taken over by the Forebears, the
prince fled back here to his ancestral home of Stros M'Kai. After rallying the Crowns to his
stead, he made for the throne again, and had it near. That's when the Empire came. Through a
Forebear truce which no one expected. Again the prince was forced back to Stros M'Kai,
which he died defending. He will not long be forgotten.

C: What were the terms of the Forebear truce?

T: Originally, the Empire was to lend its armies to the Forebear cause in return for a swath of
holding titles along the southeast border -- but when Baron Volag disappeared during the ass-
end of the war all bets were off. A new treaty was formed which garrisoned those Imperial
armies in the cities --

C: Until such a time as the native rulership can see fit to reinstate itself safely on its rightful
throne.'
                               [2.20] THE INTERVIEW WITH TOBIAS                            75

T: Something like that, yes sir.

C: Thassad II, so storied in song. It was unwise to invest the republic on one man.

T: ...?!? The Forebears are over there, Cyrus, if you want the company to match the sentiment.

C: No. It's just... I mean, he was dying when I was still a young kid. We Redguards were only
waiting for it to happen. My father kept his profession in one hand and a whetstone in the
other. We knew that Civil War would come. If Thassad was so great why didn't he do more in
his life to protect the kingdom after his death?

T: Some things... have to be left for the son.

C: Imperial expansion has been feared for years. Why wasn't Hammerfell better prepared?

T: Factional squabbles, divided counsels, miscalculations. Crowns lost heart when they lost
the capital. Forebears lost their heads -- completely -- when they welcomed the Empire's
'friendship and aid'.

C: So the Empire played the Forebears pretty well, eh?

T: What else is a visionary with an open invitation to do? The Forebears are having futile
second thoughts now, no doubt. Probably why they're so bitter and driven to bar brawls.

C: How have the Forebears fared under Septim's rule?

T: The throne of Sentinel is kept warm by another Imperial governor, that should be
indication enough.

C: How is the city of Sentinel? I never returned.

T: For long my men plied the Iliac and Sentinel was along the run. That is how I came to
know that Iszara moved from there to here. I kept up with her for your sake, if even it were a
dream to think anything would come of it. When Volag's purge ignited through the north I
went there seeking to help her, but she was already gone. Later I learned she'd come to Stros
M'Kai.

C: What was Volag's purge?

T: When Thassad died, Baron Volag led the Forebears into an uprising for control of the
capital. All Crowns were forced to leave Sentinel after that first massacre. Your sister was
among those that followed the prince here to Stros M'Kai to plan the counterattack. I swear,
Cyrus, are you always such a lamebrain when it comes to word of recent Hammerfell?

C: I've...come to cultivate a certain indifference about the homeland --

T: And this is a good thing?

C: So his character is in question. Again.
76                      WRITINGS FROM THE PROVINCE OF HAMMERFELL

T: She was your sister, Cyrus!

C: I was probably miles away.

T: A proximity often and on purpose, I'd suspect. Well, you're here now!

C: The head of the Forebears is a subject of the Empire now.

T: Or subject to the Empire's execution, from speak of it. He disappeared the day Stros M'Kai
was taken, and Sentinel lay in a similar state. Provisional governors rule both cities now.

C: What of the Crowns?

T: Not too many left around here. The few that are don't admit it to just anyone.

C: I'll be back. If you're not here ... thanks for everything. And good luck.

T: Just find your sister and get out of here. And send word through S'rathra. Go on. You'll do
fine.
                               [2.21] THE INTERVIEW WITH TRITHIK                               77



[2.21] The Interview with Trithik


C: Hello, my name is Cyrus.

T: And mine is Trithik, lad.

C: I'm looking for my sister, Iszara. Perhaps you've seen her?

T: I do not know the name, but so many have been lost since the dragon arrived.

C: She went missing three months ago.

T: If she was with the Crowns, I would count her among the casualties. Richton's slaughter
was elegant only in its thoroughness.

C: Has Tiber Septim made the Crowns suffer much for their resistance?

T: Through his agents, yes, but I fear that the provisional Governor is an especially wicked
feast to swallow. The blood has slowed to a trickle, if only for lack of targets, and the Crowns
survive still remain silent.

C: Can a Redguard not even admit his allegiance to the Crowns openly?

T: I can't speak for the rest of Hammerfell but such an admission here is martyrdom at best. A
persecution of silence reigns in Stros M'Kai.

C: I fear that my sister's disappearance had something to with the Civil War... .

T: I read more than fear in your face, Redguard, either retribution or redemption. Alas,
sometimes they are the same. Neither can come without wounds.

C: I said nothing about redemption or --

T: Why else would you be here, in this narrative? In you--

C: How can the two be the same?

T: In their concern for blood, in blood as closure. I assure you, it will be spilt before you find
you sister. A prayer may do you well.

C: Where should I pray?

T: At the Temple of Blessed Arkay. Brother Nidal presides there, and he knew most of the
people in town. He may know something about your sister.

C: Where is the temple?

T: In the town square, shoreside from the pool.
78                      WRITINGS FROM THE PROVINCE OF HAMMERFELL

C: It seems quiet here, especially for a port-city. How fares Stros M'Kai under Imperial rule?

T: Defeat is read in every native face, my boy. The war cost the city much, including its
voice. The Crowns are no more, as kingless as Yokuda, lost now to song which no one will
sing, lest Richton hear. Overmuch, the Governor is the reason Stros M'Kai is so quiet.

C: I have not heard mention of Yokuda since my childhood.

T: The first land. Where the Redguards came from, in blessed Hunding's day.

C: I saw the statue of Hunding on my way into port. I'm surprised Richton hasn't levelled it
yet.

T: He cannot, or will not, for it keeps the Goblins out of Stros M'Kai, out and under it. Such is
Frandar Hunding's grace that he blinds them still.

C: There are Goblins under Stros M'Kai?

T: And worse, but you needn't worry about them. They are doomed to the dirt and bother the
Redguard no more.

C: The ship that brought me here was beset upon by some rascals called The Restless League.
What do you know of them?

T: They were the necessary cancer of a nation devided and at war. Grown at the borders
where the kingdom's skin is most contested by the foreign sword-- Fearless men, whose
names are all too often breathed in hate. Don't believe them too wrong, for even the Prince
had their ear.

C: So A'tor had dealings with the Restless League, then?

T: Never openly, for then even the Crowns thought the League untrustworthy. Now they are
Hammerfell's last hope. A'tor's death sent them into hiding, and dragonfire keeps them there.

C: This dragon -- an Imperial metaphor, perhaps...?

T: Banner and bone, young Redguard. Seek the Old Quarter if you want to see the handiwork
of both.

C: What happened to the Old Quarter?

T: It was the last stand of the loyalist Crowns, and Governor Richton had it destroyed. It
smolders still, all ash and dragonfire. Few escaped the incident.

C: What did the Imperials do to the Prince?

T: A'tor was slain at sea, and there his body was lost, thankfully. Already the obligatory
prophecy of his return has begun, spoken in hush, an ill surrogate for true hope this season.
The Redguard should know better, be blind to desperate omen. Thassad's son has left us,
wind-swift and sadly, never to return.
                               [2.21] THE INTERVIEW WITH TRITHIK                           79

C: How can you be thankful that Prince A'tor's body was lost at sea?

T: Insofar that the seabed may claim him before the Necromancer does, that is all. That his
soul may rest easy from the Snare surround.

C: What is the 'Snare Surround'?`

T: The Necromancer's curse, writhing in the near-here, only a death away. Its magic snatches
at your soul should you perish, to fuel some darker deed still.

C: Should I fear death more than normal, then?

T: The Snare waits for those who don't.

C: Tell me about the Necromancer.

T: A westward evil, aseat in the ash-grey shoals. On parade now that the Empire's here, lad,
so don't die.

C: How far west are the shoals?

T: Not a day's journey. Just follow the path over the bridge.

C: Perhaps I should speak to this Richton, then.

T: Spoken true, my boy, but I'd advise against it. The Imperials suffer no Redguards in the
palace, unless you're Forebear, and you walk on too few legs to be that.

C: So I can't get into the palace, then?

T: Not unless you can produce something that Richton will desire.

C: What do the Imperials plan to do here?

T: Confusion often follows conquering, but if Septim does have a plan for Hammerfell it
hasn't been made clear. I suspect a greater plan than constant terror, for Richton has men all
about the island, not just here in Stros M'Kai.

C: Lakene said your boat was damaged by vandals?

T: By the looks of it. Woke up one morning and the mid board was broken. Hope he gets to it
soon.

C: The Flask is in pieces?

T: No, my boy, a piece of the map, purported to show its location. I say a piece of the truth,
but that is only an old man talking, for the map may lead to nothing, even if it was entire.

C: Perhaps, but it sounds like a worthy challenge. Do you still have the map?
80                      WRITINGS FROM THE PROVINCE OF HAMMERFELL

T: No, since my house in the Old Quarter was destroyed, I've stayed in my boat. I risked my
life to save that map, and was justly rewarded for my unworthy obsession when it was stolen
a few weeks ago. I'm glad it's gone.

C: Why unworthy? A map to a priceless magical artifact seems like a worthy prize.

T: And so the Redguards have fallen. The elders teach the young and who can blame them for
learning? The true Redguard risks his life for honor, pride and spirit.

C: Ideology doesn't mark the spot, old man.

T: As much as a lost map it does, mercenary. I saw but fit to warn you against searching for
the flask's wealth for its own sake. The world is bigger than your gold pouch.

C: Yeah, yeah. 'A sword sold is a sword sullied against true cause.' Nevermind why I want the
flask, Trithik. Tell me of the Forebears.

T: Throne-defilers, all. Hosts to the invader, and Hunding's shame.

C: Thanks, Trithik. I've got to go.
                               [2.22] THE INTERVIEW WITH URIK                                81



[2.22] The Interview with Urik, a Smuggler


C: Cyrus.

U: Urik. Welcome to the Smuggler's Den. What do you want?

C: A cozy little operation you've got here.

U: Thanks, we like to think so. Who gave you the password, by the way? So I know who I
need to beat the hell out of.

C: Don't woryy, your secret's safe with me. Not that this place is such a secret. Half the town
seems to know about it.

U: Yeah, well, we don't rate quite as highly as the Restless League on Richton's enemies list.

C: Does the Restless League operate out of the Smuggler's Den?

U: We've always worked together, since way back before the Civil War. Mutual interest and
all that. But the League boys must be laying low, I haven't seen any of 'em in weeks. No
matter. Smuggling's good business, with or without pirates.

C: The Imperial occupation doesn't seem to have cramped your style much.

U: Everyone needs smugglers, like it or not. For instance, Richton likes his Valenwood wine.
The League makes sure none of it arrives legally, and we make sure the palace cellar stays
well-stocked. Everybody wins.

C: Still, I'm surprised Richton gives you such a free hand.

U: We have our uses. Like if you don't want the Emperor to know how much taxes you're
actually collecting. As I said, everybody wins.

C: Suppose you wanted to get into the governor's palace, could you do it?

U: Not me. The governor tolerates our operation, sure, but he doesn't trust us. Richton's a
stickler for security -- and no wonder, the League would love to put a knife in him. Nobody
gets in the palace without a damned good reason.

C: I'm looking for Iszara, my sister. Apparently she did business with you occasionally.

U: That's right, she came by from time to time. Last time I saw her, she was after a piece of
Malachite for some reason.

C: What would Iszara want with that?
82                      WRITINGS FROM THE PROVINCE OF HAMMERFELL

U: Dunno. She sure wanted it bad, though. Traded me a League insignia for it, said I could
use it to get favors from the League. But since then, the League has vanished from Stros
M'Kai, so I'm stuck with a worthless piece of paper.

C: I could use that insignia Iszara gave you. Can I have it?

U: That depends. What's in it for me?

C: You claim to be Iszara's friend. I'm trying to find out what happened to her, and I need that
parchment to do it.

U: I never said I was her friend. Just that I knew her. What makes you think I care what
happened to her?

C: Because I know my sister. She would have liked you. She always did have bad taste in
men.

U: Is that supposed to be an insult? Hell, you may as well take it. I can see if I don't give it to
you, you'll just stand here talking all day, and I got work to do.

C: It's been a pleasure, Urik.
Notes and Journals from the Province of Morrowind
84
                               [1] JOURNAL OF A BERNE VAMPIRE                                85



[1] Journal of a Berne Vampire


                                 Journal of a Berne Vampire


                                   [Vvardenfell, c 3E 427]


Entry 1: I spoke with Raxle Berne, the head of the Berne vampire clan in Morrowind. While
he considers me an abomination, he seems willing to allow me to do some of the more menial
tasks for the clan. Berne has ordered me to retrieve a potion made with the blood of Volrina
Quarra. She is the head of the Quarra vampire clan in Morrowind. If I am successful, Berne
will allow me the use of the clan's service providers. I have agreed to try and recover the
potion for Raxle Berne, though it will mean entering the Quarra lair in Druscashti.

Entry 2: I have returned Quarra Blood Potion to Raxle Berne. He believes it will grant him
strength beyond that of any of the other clan lords. In return, he will grant me access to those
in the clan who provide services.

Entry 3: I have spoken again with Raxle Berne about serving the Berne clan. He has told me
of a powerful vampire named Merta living near Maar Gan. She was once a member of the
Berne Clan, but broke all ties with them. Now, she lives as a rogue, but wealthy and powerful.
Berne wants this rogue dead, and will allow me to try and kill this "Bloody Countess."

Entry 4: I have agreed to kill Merta for Raxle Berne. If I do, he says he will reward me well
for my efforts. He suggests I search the Reloth tomb to the west of Maar Gan for this rogue.

Entry 5: I have killed the vampire Merta.

Entry 6: I returned to Raxle Berne and told him of my success in killing Merta. He seemed
pleased, and gave me the Berne Amulet in return for my service. It will allow me to return to
Galom Daeus if I need to. He has also told me that I might receive further reward if I am able
to kill great numbers of vampires in the opposing clans.

Entry 7: Because I have been able to kill a large number of Quarra and Aundae vampires,
Raxle Berne has allowed me the use of the Berne cattle here in Galom Daeus, provided I kill
none of them. If I do, I will no longer be welcome in Galom Daeus, and will be attacked on
sight.
86                NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND



[2] Journal of a Daedra Worshipper


                               Journal of a Daedra Worshipper


                                   [Vvardenfell, c 3E 427]


Entry 1: I have entered the Shrine of Sheogorath and spoken with the Daedra Prince of
Madness. He has offered me the opportunity to perform a service for him. First, I am to
recover a powerful artifact, the Fork of Horripilation, from a mad hermit who lives on an
island off the northernmost points of Tamriel. Then, I must slay a giant bull netch that has
taken residence near this island. If I can do this, Sheogorath promises I will be rewarded well.

Entry 2: While in Dagon Fel, I asked about the madman about whom Sheogorath spoke. They
tell me there is an Argonian named Big Head who lives on an island north of Ald Redaynia.

Entry 3: I have found Big Head, and he is without a doubt a madman. I only hope he can lead
me to the Fork of Horripilation.

Entry 4: I've asked the madman about the bull netch, and I believe he knows of it. It is hard to
tell what he knows and what he simply imagines. I should be able to find it on an island east
of here.

Entry 5: The madman Big Head has the Fork of Horripilation in his possession, and he has
told me I can have it if I wish.

Entry 6: I've used the Fork of Horripilation to kill the giant bull netch. Sheogorath is testing
me, clearly. I have no doubt he is enjoying this greatly. I must now return to Sheogorath with
the Fork.

Entry 7: I've returned to the Shrine of Sheogorath, and the Daedra Prince spoke with me
again. He seemed pleased that I had completed my quest... not because he wanted the bull
netch dead, but he enjoyed seeing me struggle to do it. He has rewarded me well, though, and
given me the Spear of Bitter Mercy.

Entry 8: While in a Morag Tong Shrine to Mephala, I spoke to a priest of the Daedra. Taros
Dral told me he had been given an important task by Mephala, and wanted to know if I
wished to help. Apparently, one of the Morag Tong's assassins has been taking jobs outside of
the order, and the Daedra demands vengeance. If I can find this rogue assassin, Balyn
Omavel, and kill him, Mephala will reward me. Of course, Mephala wishes this to be done in
silence, away from nosy town guards, so I am to poison him. He lives in Balmora. I have
agreed to work with this Morag Tong assassin and poison Balyn Omavel.

Entry 9: I have succeeded in putting the poison in Balyn Omavel's cooking pot. Hopefully,
he'll be using it soon.
                            [2] JOURNAL OF A DAEDRA WORSHIPPER                                87

Entry 10: I've returned to the Mephala Shrine. Upon arriving, the Daedra spoke to me, and
was pleased with what I had done. As a reward, I was given the Ring of Khajiit. It seems a
powerful artifact, and well suited for the Morag Tong.

Entry 11: I have spoken with Azura, Queen of the Night Sky, at her shrine. She has tasked me
to travel to and island near Dagon Fel and rid the island of the daedra Sheogorath has sent,
and to bring back proof that he sent them. I may not disturb Rayna Drolan, the woman living
there. If I can do this for her, she will reward me well.

Entry 12: I've killed the Golden Saint Staada, the most powerful of the daedra I found on the
island.

Entry 13: I returned to the Shrine of Azura to let it be known I have cleared the island of the
daedra there and returned with proof that Sheogorath was behind the problems. Azura was
grateful, and rewarded me with her Star, a magical soul gem of immense power.

Entry 14: While in a Shrine to Molag Bal, the Daedric Prince spoke to me at the altar. He was
angered, and I was afraid. His anger, however, was not directed at me, but rather toward one
of his minions. Menta Na, a Daedroth Monarch, has grown lazy, and no longer does Molag
Bal's bidding. If I kill Menta Na in his dungeon Kora-Dur, returning his soul to the Outer
Realms where Molag Bal can punish him, then Molag Bal will reward me well.

Entry 15: I've killed the Daedroth Menta Na.

Entry 16: I've returned to the Shrine of Molag Bal, having killed the Daedroth Monarch.
Molag Bal was true to his word, and has rewarded me with his mace, the Mace of Molag Bal.

Entry 17: While exploring a dungeon in the northern regions of Vvardenfell, I encountered
the vampire Mastrius deep within its bowels. It seems Mastrius has been locked in this
dungeon for centuries. He had terrorized the surface for years until the Daedra Azura
intervened. Azura cast a spell on Mastrius, trapping him inside the dungeon and draining him
of his strength. Mastrius has asked me if I would be willing to help him escape from his
prison. If I do, he promises that the two of us can rule the world outside, and will have plenty
of mortals upon which we may feed. He needs Spell Breaker, a powerful artifact that will act
as a conduit for the spell. Spell Breaker is located in Bthuand, a dwemer ruin north of this
tomb. I would also need to bring him a daedra's heart, which should give him the strength to
break the enchantment.

Entry 18: I have decided not to assist Mastrius in escaping his prison. I have no wish to
meddle in the affairs of this vampire, especially when it concerns a Daedra Prince.

Entry 19: I spoke to the khajiit M'aiq, and he gave me information on a sunken shrine to
Boethiah off the coast near Hla Oad. It's difficult to know whether or not this is true. This
khajiit seems to have a lot of ridiculous information.

Entry 20: I entered the shrine of Malacath and summoned the Daedra. He spoke to me of a
helm of great power, once belonging to the elven hero Oreyn Bearclaw. In reality, he was no
hero, though. The deeds attributed to him were actually performed by an orc, Kharag gro-
Khar. If I can find the last of the Oreyn family bloodline, and kill him, I will be rewarded with
the helm.
88                NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 21: The Oreyn name is widely known. It seems the only surviving member of the clan
is Farvyn Oreyn, who takes his residence in Vivec. The people of Vivec have told me that
Farvyn Oreyn is a powerful battlemage, and is often surrounded by his entourage of servants.
He is, however, not in town. He has been carrying on the traditions of the Oreyn family, and it
is rumored he was heading toward Gnaar Mok.

Entry 22: The people of Gnaar Mok have said that Farvyn Oreyn is in the area. He and his
servants were heading out to an island to kill some of the netch that had been plaguing the
area.

Entry 23: I have spoken with Farvyn Oreyn. He denied nothing about the false tales of
heroism told about his ancestor. Looking at him, he seems unimpressive. His "servants," on
the other hand, are far from it.

Entry 24: I have killed Farvyn Oreyn. He was, as I suspected, remarkably weak for one of
such a "distinguished" bloodline. His guards were, however, as strong as they looked.

Entry 25: I've returned to the shrine of Malacath, who already knew of my success in killing
Farvyn Oreyn. Malacath was as good as his word, and I now have the Helm of Oreyn
Bearclaw in my possession. It is a fantastic helm, misnamed though it may be.

Entry 26: At a Shrine to Mehrunes Dagon, I received a vision from the Daedra Prince himself.
He has told me I appear unworthy of his favor, but will allow me a chance to prove myself, if
I feel up to the task. I have agreed to accept Mehrunes Dagon's challenge, though it could
mean my death. It seems that the fabled dagger, Mehrunes' Razor, has fallen into the hands of
an unworthy bearer. The former owner is now dead, and the Razor lies, hidden and unused in
the Alas tomb near Molag Mar. He has tasked me to find the Razor and return it to him. If I
can do this, I will have proven myself worthy enough to wield the weapon myself.

Entry 27: I have returned to the Shrine of Mehrunes Dagon with what I believe was once
Mehrunes' Razor. It does not seem to be the weapon of legend anymore. It is rusted and dull,
and unfit for use.

Entry 28: Mehrunes Dagon was pleased that I was able to recover the once-great artifact from
its resting place. He has taken the dagger and infused it once again with his power. As I have
proven myself a worthy bearer of the weapon, Mehrunes Dagon has given me the restored
Razor.

Entry 29: I have found the sunken shrine to Boethiah and spoken to the Daedra. He is
understandably upset that his shrine has been allowed to remain in ruins, and wishes for a new
one to be erected. If I can get the shrine rebuilt, he will reward me with the Goldbrand, a
legendary sword. My first step should be to find a sculptor. Boethiah spoke in a riddle to me,
to help me find the one who can recreate the shrine: Rough hands to smooth stone; Carving
rock instead of bone; In Caldera an artist waits; His masterpiece to create

Entry 30: I have found a sculptor in Caldera. He is an orc named Duma gro-Lag. I don't think
this could be the sculptor I seek. I have asked Duma gro-Lag about rebuilding the shrine to
Boethiah. He has agreed that it would be a wonderful project to be a part of, but he will need
2000 septims for materials, and will need some idea of how the shrine should look. Duma
                            [2] JOURNAL OF A DAEDRA WORSHIPPER                             89

suggests I seek out a book that describes the shrine as it once was. In the meantime, he will
search the area for an appropriate place to build the shrine.

Entry 31: I have returned to Duma gro-Lag with the items he required to recreate the Shrine to
Boethiah. He seemed excited to begin, but warned me it would take some weeks to complete.

Entry 32: Duma gro-Lag tells me his work is complete, and that the shrine is rebuilt.

Entry 33: I have returned to the completed Shrine to Boethiah. The Daedra seemed pleased
with the work that has been done, and has rewarded me with Goldbrand, a truly spectacular
weapon.
90                NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND



[3] Journal of a Fighters Guild Member


                              Journal of a Fighters Guild Member


                                     [Vvardenfell, c 3E 427]


Entry 1: These are the rules of the Fighters Guild. My duties are to my Lords and brethren. In
all ways, I should proceed with honor and valor. I must keep a keen and watchful mind and
never succumb to the craven tricks of the weak. It is traitorous to fight or thieve from other
members of my guild. If I break these rules, I must speak with at least a Warder of the Guild
to redeem my standing.

Entry 2: Eydis Fire-Eye told me to talk to Drarayne Thelas about some rats that have infested
her house. Her house is here in Balmora, on the east side of town, near the river.

Entry 3: Drarayne Thelas told me that she has one rat trapped in her bedroom and there are
others in her storage area upstairs. She has given me the key to get in. I should find and kill all
of the rats and return to her when I'm done.

Entry 4: Drarayne Thelas thanked me for getting rid of the rats and paid me 100 gold.

Entry 5: I reported to Eydis Fire-Eye that I had killed the rats plaguing Drarayne Thelas.

Entry 6: Sevilo Othan and Daynila Valas, former egg miners and local troublemakers, are
poaching eggs from Shulk Egg Mine. Report back to Eydis when they're dead. Eydis Fire-Eye
tells me that the eggmine is located a short distance southwest of Balmora, in the bluffs west
of the Odai River. The old suspension bridge across the Odai is just southeast of the mine
entrance. I'm to follow the river south of Balmora until I see the bridge overhead.

Entry 7: I reported taking care of the egg poachers at Shulk Egg mine, and Eydis Fire-Eye
paid me 100 gold, and gave me some extra potions.

Entry 8: I'm to find and kill four Telvanni agents responsible for thefts and disappearances at
the Caldera Mine. Their names are Alynu Aralen, Sathasa Nerothren, Fothyna Herothran, and
Alveleg. They're hiding in a cave in the hills north of Caldera Mine, and they probably have a
lookout posted outside the mine. When the four agents are dead, report back to Eydis Fire-
Eye.

Entry 9: I reported killing the Telvanni agents, and Eydis Fire-Eye paid me 400 gold.

Entry 10: Eydis Fire-Eye asked me to get a code book from Sottilde at the South Wall in
Balmora.

Entry 11: Sottilde agreed to give me the code book.

Entry 12: Eydis Fire-Eye thanked me for returning the code book and paid me 50 gold.
                         [3] JOURNAL OF A FIGHTERS GUILD MEMBER                             91

Entry 13: Eydis Fire-Eye told me that Helviane Desele in Suran owes Manos Othreleth 200
gold. I must get this debt money from Desele and return it to Eydis Fire-Eye.

Entry 14: Desele agreed to pay the debt.

Entry 15: Eydis Fire-Eye gave me my share of the debt money.

Entry 16: Eydis Fire-Eye told me she has a 250 gold bounty on the Orc Dura gra-Bol who
lives in Balmora.

Entry 17: Eydis Fire-Eye paid me 250 gold for the contract on Dura gra-Bol.

Entry 18: Eydis Fire-Eye told me to talk to Alof the Easterner at his farm northeast of
Pelagiad and just north of the Arvel Plantation. Alof saw some Orcs at a Daedric ruin nearby.
Alof the Easterner said the Orcs come from Ashunartes which is northeast of here and just
west of an old Dunmer stronghold. Alof thinks the rest of the Orcs will leave if I kill their
leader, a Barbarian by the name of Burub gra-Bamog.

Entry 19: Alof thanked me for getting rid of the Orcs at Ashunartes. I should report back to
Eydis Fire-Eye.

Entry 20: Eydis Fire-Eye gave me 500 gold for the Duke's contract.

Entry 21: Eydis Fire-Eye asked me to kill the smuggler Dovres Verethi, the head of the
Verethi Gang. They are based in Mannammu just southeast of Pelagiad.

Entry 22: Eydis Fire-Eye paid me 1,000 gold for putting the Verethi Gang out of business.

Entry 23: Eydis Fire-Eye told me a Hunger is loose in the Sarano Tomb which is over the hills
southeast of the Fort Moonmoth between the Ashlands and Lake Amaya. I am ordered to
travel to the tomb and kill the Hunger.

Entry 24: Eydis Fire-Eye thanked me for slaying the Hunger and paid me 1000 gold.

Entry 25: Lorbumol gro-Aglakh asked me to collect a Juicedaw Feather Ring from Nar gro-
Shagramph in Vivec.

Entry 26: Nar gro-Shagramph gave me a Juicedaw Feather Ring.

Entry 27: I delivered the Juicedaw Feather Ring to Lorbumol gro-Aglakh.

Entry 28: Lorbumol gro-Aglakh told me to silence Tongue-Toad at the Rat in the Pot in
Ald'ruhn.

Entry 29: I convinced Tongue-Toad to leave town and told Lorbumol gro-Aglakh that
Tongue-Toad won't be causing our client any more trouble.

Entry 30: Lorbumol gro-Aglakh said he has a bounty for a Khajiit outlaw named Dro'Sakhar
who's hiding somewhere in Vivec. I was told that Dro'Sakhar lives in St. Olms Canal South-
Two, the middle door on the south side of the St. Olms Canton.
92               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 31: Lorbumol gro-Aglakh gave me the bounty on Dro'Sakhar.

Entry 32: Lorbumol gro-Aglakh has a job for me involving debt money that is owed. Lirielle
Stoine at The Rat in the Pot in Ald'ruhn owes our client 2000 gold.

Entry 33: Percius Mercius told me that Lirielle Stoine probably doesn't have 2000 gold, and
that it was her brother, Ruran Stoine, who owed the money. Percius suggested that I pay the
2000 gold myself.

Entry 34: Lirielle Stoine told me that her brother Ruran Stoine owed the money and that she
doesn't have 2000 gold. She told me her brother died seeking his fortune in Mallapi, which is
northeast of Gnaar Mok.

Entry 35: Lorbumol gro-Aglakh thanked me for bringing him the 2000 gold Lirielle Stoine
owed our client. He actually let me keep half of the money owed.

Entry 36: Lorbumol gro-Aglakh said he had a bounty contract for Adraria Vandacia in Seyda
Neen.

Entry 37: Lorbumol gro-Aglakh paid me the bounty for Adraria Vandacia.

Entry 38: Lorbumol gro-Aglakh said he had a 1000 gold bounty on Rufinus Alleius at the
Grand Council in Ebonheart.

Entry 39: Lorbumol gro-Aglakh paid me the bounty on Rufinus Alleius.

Entry 40: Hrundi asked me to meet a Larienna Macrina at the ruins of Nchurdamz, a Dwemer
ruin far south of Sadrith Mora. I agreed to help Larienna explore the ruins of Nchurdamz. She
seeks a "great beast" deep within the ruins.

Entry 41: I fought by Larienna Macrina's side. It was a mighty battle. The Daedroth
Hrelvesuu is slain. I should report back to Hrundi.

Entry 42: Hrundi rewarded me for assisting Larienna Macrina explore the ruins of
Nchurdamz.

Entry 43: Hrundi told me to go to the Dissapla Mine and do what Novor Drethan says. The
Dissapla Mine is northeast of the Dunmer stronghold Falensarano, which is on the mainland
west of Tel Aruhn.

Entry 44: Novor Drethan told me that the mine has been having problems with a pack of Nix
Hounds and that one of the miners, Teres Arothan, is missing. I must find Teres Arothan or
his corpse and return to Novor Drethan. I agreed to try and find Teres Arothan in the Dissapla
Mine.

Entry 45: Teres Arothan asked me to help guide him back to the entrance of the mine.

Entry 46: I guided Teres Arothan back to the mine entrance.

Entry 47: Novor Drethan thanked me for rescuing Teres Arothan.
                          [3] JOURNAL OF A FIGHTERS GUILD MEMBER                              93

Entry 48: Hrundi thanked me for finishing the contract and gave me my pay.

Entry 49: Hrundi asked me to get rid of a Corprus Stalker loose in Berwen the Trader's shop
in Tel Mora. Berwen said that the beast was blockaded upstairs. Just one? This should be a
cakewalk.

Entry 50: Berwen was very impressed with my fighting prowess when I dispatched her
Corprus Stalker. Hrundi will be pleased as well.

Entry 51: Hrundi thanked me for getting rid of the Corprus Stalker at Berwen's Shop.

Entry 52: Hrundi mentioned that he had a contract for the outlaw Rels Tenim. If I find Rels
Tenim who was last seen in Vos, and bring him to justice, there is a reward of 200 gold.

Entry 53: I was told that Rels Tenim left for an outlaw hideout to the north. I was told that the
Ahemmusa might know where he is hiding.

Entry 54: I was told that Rels Tenim is in the outlaw hideout Shallit which is on a small island
southwest of Ald Daedroth. To get there, I should travel northwest from the Ahemmusa
Camp. If I come to an old Dwemer ruin, I have traveled too far.

Entry 55: Hrundi thanked me for bringing Rels Tenim to justice and gave me 200 gold.

Entry 56: Hrundi asked me to deliver a load of sujamma to Nelacar in the Dunirai Caverns
which is southeast of Ghostgate between the Foyada Esannudan and the Foyada Ashur-Dan.

Entry 57: Nelacar thanked me for delivering the sujamma.

Entry 58: Hrundi paid me 500 gold for delivering sujamma to the Dunirai Caverns.

Entry 59: Hrundi asked me to escort another scholar, Sondaale of Shimmerene, through the
stronghold of Telasero. She will meet me there. Telasero is between Suran and the Silt Strider
port near Molag Mar.

Entry 60: I found Sondaale of Shimmerene in Telasero. She asked me to guide her back to the
entrance. I agreed to guide Sondaale of Shimmerene back to the entrance of Telasero.

Entry 61: Sondaale of Shimmerene has made it safely to the entrance of Telasero and thanked
me for escorting her out of the dungeon. She'll likely be more careful in the future.

Entry 62: Hrundi thanked me for helping Sondaale of Shimmerene.

Entry 63: Hrundi told me he has a bounty contract on Engaer, a mercenary for Master Neloth
at Tel Naga, the tower in Sadrith Mora.

Entry 64: Hrundi paid me the bounty on Engaer.

Entry 65: Hrundi asked me to find the Pudai Egg Mine somewhere on or near the island of
Sheogorad to the north. Once I find Pudai, I should bring Hrundi the Seven Eggs of Gold
rumored to be there.
94                NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 66: Hrundi thanked me for bringing him the Seven Eggs of Gold.

Entry 67: Hrundi asked me to slay the Ash Ghoul Dagoth Velos in Sanit, which is northwest
of Tel Vos, just before the Ashlands begin.

Entry 68: Hrundi thanked me for slaying Dagoth Velos.

Entry 69: Percius Mercius asked me to aid the Buoyant Armiger Ulyne Henim in her
expedition to Vas which is on a remote island west of Dagon Fel. I agreed to fight with Ulyne.
We must find and kill the Necromancer Daris Adram.

Entry 70: Daris Adram is dead. Ulyne Henim was very grateful for my assistance in dealing
with Daris Adram the Necromancer.

Entry 71: Percius Mercius thanked me for helping Ulyne Henim rid Vas of the Necromancers.

Entry 72: Percius Mercius told me there is a bounty for the outlaw Nerer Beneran. He is
hiding in the cavern of Sargon. Sargon is located far north of Maar Gan and southwest of Vas,
and that the trek there is a very long one.

Entry 73: Percius Mercius thanked me for bringing Nerer Beneran's crimes to an end.

Entry 74: Percius Mercius asked me to speak with Serjo Avon Oran in the town of Suran. The
town has been raided by bandits.

Entry 75: Serjo Avon Oran told me that the bandits in Saturan, northeast of Suran, just over
the mountains. I must kill the leader of the bandits, Daldur Sarys. When this is done, I should
return to Oran to report on my success.

Entry 76: Serjo Avon Oran thanked me for bringing the bandits to justice and he gave me the
1,000 gold he was offering for a bounty.

Entry 77: Percius Mercius asked me to deliver a load of flin to Dangor in the Elith-Pal Mine
which is on the base of Red Mountain just west of the Zainab camp.

Entry 78: I delivered the load of flin to the Elith-Pal Mine. Now I need to report back to
Percius Mercius in Ald'ruhn.

Entry 79: Percius Mercius thanked me for delivering the flin.

Entry 80: Percius Mercius asked me to kill one of Sjoring Hard-Heart's supporters, Eydis
Fire-Eye, the guild steward in Balmora.

Entry 81: Percius Mercius asked me to kill Sjoring Hard-Heart's main supporter, Lorbumol
gro-Aglakh. He's at the Guild of Fighters in Vivec.

Entry 82: Percius thanked me for killing Sjoring Hard-Heart's supporters.

Entry 83: Percius Mercius said that in order to free the Fighters Guild from corruption, I must
kill the guildmaster, Sjoring Hard-Heart.
                       [3] JOURNAL OF A FIGHTERS GUILD MEMBER                      95

Entry 84: Percius Mercius thanked me for killing Sjoring Hard-Heart. He promoted me to
Master of the Fighters Guild.
96                NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND



[4] Journal of a Mages Guild Member


                              Journal of a Mages Guild Member


                                    [Morrowind, c 3E 428]


Entry 1: These are the rules of the Mages Guild. I must perform any duties assigned to me by
the masters of the Guild. I must learn from them and grow strong. I must always share my
knowledge freely with other Guild members. I must never strike or steal from another guild
member.

Entry 2: Ajira asked me to bring her samples of four types of Mushrooms: Luminous Russula,
Violet Coprinus, Bungler's Bane, and Hypha Facia. They may be found in the swamps of the
Bitter Coast. I can get there by following the river Odai south of Balmora until I see a wooden
bridge. After I pass the bridge I should look for a way over the hills to the west.

Entry 3: Folms Mirel of the Caldera Mages Guild will pay me 500 gold for each propylon
index I bring him. He'll tell me where to find one, and when I deliver it, He'll tell me where to
find the next one. And when I've delivered ten of them, he'll make me a master propylon
index so I can travel to propylon chambers in Dunmer strongholds all over Vvardenfell. First I
must get the Hlormaren Propylon Index from Irgola the Pawnbroker in Caldera.

Entry 4: I delivered the Hlormaren Propylon Index and received 500 gold. Next I need the
Marandus Propylon Index. It was packed and delivered to the St. Olms Temple in Vivec.
Folms Mirel said to look around for empty crates in a storage area, and look carefully -- it's
tiny and grey, and easily overlooked in poor lighting.

Entry 5: Ajira thanked me for bringing her the mushroom samples and gave me a fake soul
gem. She wants me to sabotage Galbedir's Journeyman project. I should put the fake soul gem
in Galbedir's desk.

Entry 6: Ajira thanked me for helping her sabotage Galbedir's experiment. Ajira now wants
samples of four types of flowers: Gold Kanet, Stoneflower Petals, Willow Anther, and
Heather. These are found on the shores of Lake Amaya. I should go south out of Balmora and
head east past the Fort Moonmoth and across the Foyada Mamaea on the road to Pelagiad.
After leaving the Foyada, I should take the road to Suran which runs along the north shore of
Lake Amaya.

Entry 7: I met a Bosmer pilgrim named Thoronor, who was on his way to Vivec. Apparently,
he and his traveling companion, Edras Oril, were separated along the way. He would like my
help in finding his friend. I have agreed to help Thoronor in his search for Edras Oril.
Apparently, Oril wandered away to investigate some strange animal sounds he heard, and he
hasn't been seen since. Perhaps whatever made those sounds was more than he could handle
on his own.
                            [4] JOURNAL OF A MAGES GUILD MEMBER                                 97

Entry 8: I found Edras Oril not far from his friend. A small group of Kagouti had gotten
between him and the path back to Thoronor. Good thing I found him, or he might have been
trapped out here for a much longer time. Edras Oril refuses to move from his hiding place
with the kagouti still on the prowl. In order to sneak Edras Oril by the kagouti, I've cast a spell
on him that should make him unnoticeable to the kagouti. Hopefully, we'll be able to sneak by
without attracting too much attention.

Entry 9: I was able to reunite Edras Oril and Thoronor. Hopefully, these two pilgrims will be
able to continue on their journey now. Hopefully, they'll stick together from now on. They've
given me an amulet for my troubles that they say is enchanted.

Entry 10: Ajira thanked me for bringing her the four flowers.

Entry 11: Ajira asked me to find her a ceramic bowl. She told me that Ra'Virr the trader here
in Balmora might have one.

Entry 12: Ajira thanked me for finding her a ceramic bowl, but was far more concerned about
her stolen reports. Ajira told me that her reports on the mushrooms and flowers of Vvardenfell
have been stolen. Ajira thinks that Galbedir stole them. I should look around the Mages Guild
here in Balmora for the reports and return them to Ajira.

Entry 13: Ajira thanked me for finding her stolen reports.

Entry 14: Ranis asked me to convince Llarar Bereloth to join the guild. If he cannot be
convinced, I must kill him. To get to Sulipund, I should leave Balmora east and pass Fort
Moonmoth. Then cross the bridge to Molag Amur and follow the trail east until I reach a lake.
I should see a Dunmer stronghold to the south. If I head north on the path between the hills,
Sulipund will be on my left, just before the path splits.

Entry 15: I convinced Llarar Bereloth to join the Mages Guild. I should report my success to
Ranis Athrys in Balmora.

Entry 16: I reported my success to Ranis Athrys in Balmora.

Entry 17: Manwe, a Guild member in Punabi, has not paid any Guild dues in three months.
Ranis asked me to find Manwe and collect the dues from her. To get to Punabi, I should go
south from Balmora and take the road east past Fort Moonmoth. I should cross the bridge
northeast of the Fort and continue east until I reach the lake. The old Dunmer stronghold of
Marandas is just south of the lake. Punabi is on the trail that leads northeast from the lake.

Entry 18: Manwe says that she is no longer a member of the Mages Guild and refuses to pay
the dues.

Entry 19: Manwe finally agreed to pay the 2000 gold she owes. I need to deliver this gold to
Ranis Athrys in Balmora.

Entry 20: I gave Manwe's Guild Dues to Ranis Athrys.

Entry 21: Ranis wants me to convince an Argonian at the South Wall Cornerclub to stop
offering unsanctioned training in Restoration.
98                NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 22: Only-He-Stands-There agreed to train me in Restoration. In exchange, I am to tell
Ranis Athrys that he is no longer offering training without Guild permission.

Entry 23: I told Ranis Athrys that Only-He-Stands-There wouldn't be offering training
anymore. In exchange, he will train me in Restoration.

Entry 24: Ranis Athrys asked me to escort the scholar Itermerel, who is staying at the Eight
Plates, to Pelagiad. What Ranis really wants, however, is a copy of Itermerel's notes.

Entry 25: I asked Itermerel to follow me to Pelagiad.

Entry 26: Itermerel arrived safely in Pelagiad and gave me a copy of his notes.

Entry 27: I delivered Itermerel's notes to Ranis.

Entry 28: Ranis told me that Tashpi Ashibael is a necromancer. Ranis wants me to kill Tashpi
Ashibael. She lives in Maar Gan.

Entry 29: Tashpi Ashibael agreed to go into hiding. I should tell Ranis Athrys that Tashpi is
dead.

Entry 30: I told Ranis Athrys that the necromancer is dead.

Entry 31: Sharn gra-Muzgob assures me she is not a necromancer, and that she cannot teach
me any spells. I wonder....

Entry 32: Ranis Athrys believes there is a spy in the Mages Guild. I have been ordered to
question Guild members in Ald'ruhn, Vivec, and Sadrith Mora. I am not to take any action
against the spy, but to report back to Ranis Athrys.

Entry 33: I told Ranis Athrys about Movis Darys in Ald'ruhn, but she is convinced that there
is another spy in either Vivec or Sadrith Mora.

Entry 34: Tiram Gadar told me he is a "special advisor to Guildmaster Trebonius on Dunmer
issues."

Entry 35: Sirilonwe has asked me to get her three portions of vampire dust for a spell she is
researching. I've returned to Sirilonwe with the vampire dust, and she has rewarded me with
an Amulet of Gem Feeding. Sirilonwe told me that Trebonius consults Tiram Gadar before
making any important decision.

Entry 36: Malven Romori told me that Tiram Gadar showed up recently and gave his
credentials to Trebonius. Guildmaster Trebonius gave me Tiram Gadar's "credentials." They
are obvious forgeries. Even Ocato's name is misspelled. I told Ranis Athrys about the spy
Tiram Gadar. Ranis will deal with this issue herself.

Entry 37: When I showed Sharn gra-Muzgob her own personal copy of Legions of the Dead,
she admitted she is a necromancer, and agreed to teach me a summoning spell.
                          [4] JOURNAL OF A MAGES GUILD MEMBER                           99

Entry 38: I delivered the Marandus Propylon Index and received 500 gold. Next I need the
Falasmaryon Propylon Index. A pilgrim gave it as an offering to the shrine at Maar Gan.

Entry 39: Edwinna Elbert asked me to find her a copy of the Dwarven book Chronicles of
Nchuleft. I was told that the book Chronicles of Nchuleft might be found in Vivec.

Entry 40: I was told that Jobasha's Rare Books in Vivec might have a copy of Chronicles of
Nchuleft.

Entry 41: I brought a copy of Chronicles of Nchuleft to Edwinna Elbert in Ald'ruhn.

Entry 42: Edwinna asked me to find plans for a Dwemer scarab in the ruins of Mzuleft
southwest of Dagon Fel.

Entry 43: I gave the Dwemer scarab plans I found in Mzuleft to Edwinna.

Entry 44: Edwinna asked me to steal the book Chimarvamidium from the Mages Guild in
Vivec.

Entry 45: I returned the book Chimarvamidium to Edwinna. She promised to return the book
to me later.

Entry 46: I must pay my guild dues before I can advance to the next rank.

Entry 47: I have paid the dues I owe the Mages Guild.

Entry 48: Edwinna heard that miners in the Gnisis Eggmine broke into the unplundered
Dwemer ruin of Bethamez. She wants me to go to the lower levels of this eggmine and bring
back any plans or blueprints I might find.

Entry 49: I brought the plans from Bethamez back to Edwinna.

Entry 50: Edwinna told me that there has been some sort of disturbance at Huleen's hut in
Maar Gan. I am supposed to investigate and put a stop to the disturbance.

Entry 51: I put a stop to the disturbance at Huleen's Hut. Now Edwinna can get back to her
studies.

Entry 52: Edwinna was curious about what a Scamp was doing in Huleen's hut. She wants me
to return to the hut and look for Huleen's apprentice, Listien Bierles.

Entry 53: I spoke with Listien Bierles, Huleen's apprentice. He apparently summoned a
Scamp and then lost control of it. Everything seems to be under control now.

Entry 54: I delivered the Falasmaryon Propylon Index and received 500 gold. Next I need the
Valenvaryon Propylon Index. Nibani Maesa, a Wise Woman of the Urshilaku Ashlander tribe
in Urshilaku Camp, has this index. She may not know its worth -- perhaps I can buy it from
her cheaply.
100              NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 55: I delivered the Valenvaryon Propylon Index and received 500 gold. Next I need the
Indoranyon Propylon Index. Divayth Fyr, the old and powerful Telvanni wizard of Tel Fyr,
may not want to part with it.

Entry 56: Edwinna asked me to return the book Chimarvamidium to the Mages Guild in
Vivec.

Entry 57: Edwinna thanked me for returning Chimarvamidium.

Entry 58: Edwinna asked me to retrieve a Dwemer Tube from Arkngthunch-Sturdumz.
Edwinna thinks Arkngthunch-Sturdumz is west of Ald Velothi on the coast. If I follow the
coast from Ald Velothi I should be able to see it.

Entry 59: I delivered the Dwemer Tube to Edwinna.

Entry 60: Edwinna has asked me to check up on Senilias Cadiusus in Nchuleftingth. I can get
to Nchuleftingth by either going northeast over the mountains near Suran and following the
Foyada Nadanat northeast or by starting in Molag Mar and going northwest and following the
Foyada north around Mount Kand.

Entry 61: Hasphat Antabolis gave me a letter of introduction to Senilias Cadiusus, the head of
the expedition at Nchuleftingth.

Entry 62: Senilius told me that he doesn't have an excavation report due to some "setbacks."
Anes Vendu had the excavation report with him when he disappeared in the lower levels of
Nchuleftingth. Senilius asked me to try and find out what happened to Anes Vendu.

Entry 63: I found Anes Vendu's body. I told Senilias Cadiusus what happened to Anes Vendu.
Senilias asked me to return the excavation report to Edwinna Elbert in Ald'ruhn.

Entry 64: I delivered the excavation report to Edwinna. She told me that the book I found,
Hanging Gardens of Wasten Coridale, is written in both Dwemer and classic Altmer and
might be useful to a scholar of Dwemer literature.

Entry 65: Edwinna asked me to talk to Skink-in-Tree's-Shade in Sadrith Mora and get a
Detect Creatures Potion from him.

Entry 66: Skink gave me a Detect Creatures Potion.

Entry 67: I delivered the Indoranyon Propylon Index and received 500 gold. Next I need the
Berandas Propylon Index. The wizard Baladas Demnevanni of Gnisis has it. His tower is
named Arvs Drelen. The folk of Gnisis seem terrified of him, but he's lived right among them
for years, so maybe he isn't all that bad.

Entry 68: While traveling along the coast near Gnisis, I ran into a man who seemed very
agitated, perhaps a bit mad. This man, Din, seems to be suffering from some sort of disease,
perhaps caused by a recent slaughterfish bite he received. Din clearly needs to be rid of this
disease, which seems to be causing violent outbursts and some dementia. He has mentioned
the healer Mehra Drora in Gnisis. Perhaps she can help him.
                           [4] JOURNAL OF A MAGES GUILD MEMBER                               101

Entry 69: I have been able to use my magical abilities to rid Din of the disease that was
causing his madness. Din was very grateful for my help. As it turns out, he is a member of the
Legion, and he has promised to let them know about my willingness to help him out. He also
offered the little gold he had as payment.

Entry 70: I delivered the Berandas Propylon Index and received 500 gold. Next I need the
Andasreth Propylon Index. A Dark Elf troublemaker named Brilnosu Llarys owns the index,
but he doesn't carry it on his person. His hide-out is in a dome on top of the Dunmer
stronghold called Hlormaren, on the coast, due west of Balmora. I should search carefully
there for the index.

Entry 71: I delivered the Andasreth Propylon Index and received 500 gold. Next I need the
Rotheran Propylon Index. Rols Ienith, a deranged outlaw, has the index, and I'll probably
have to kill him to get it. He lives in the Communal Hut on top of Rotheran, a Dunmer
stronghold on the southern tip of Dagon Fel island.

Entry 72: I delivered the Rotheran Propylon Index and received 500 gold. Next I need the
Falensarano Propylon Index. It was possessed by an outlander named Huunen last seen
headed for Maelkashishi, a Daedric shrine on the western edge of the mountains west of Maar
Gan. Huunen is probably dead, and locating his corpse and the index may be tough.

Entry 73: I encountered Hisin Deep-Raed standing along the side of the road today. Well,
"standing" is not the correct term; he was rooted to the spot. It seems the Nord was traveling
with a woman as her "escort." He must have offended her in some way, which is not hard to
imagine, and she magically infected him with a disease, leaving him paralyzed. Though he is
loath to admit it, the fool is completely helpless. It's clear he needs my help, and in his own
way, he is asking for it. I've told the barbarian I would attempt to cast a spell on him in order
to cure the disease that has been placed on him. Leaving him here for a while wouldn't be the
worst thing in the world, but perhaps the big fool has suffered enough. I was able to cast a
spell on the barbarian to cure his disease.

Entry 74: Hisin Deep-Raed is free of his disease. He seems a bit shamed by his ordeal, but
maybe a little better for it. Though his other faults are too great to number, the oaf is nothing
if not grateful. He has given me his fur helm, which he calls the Icecap. It reeks of barbarian.

Entry 75: I delivered the Falensarano Propylon Index and received 500 gold. One more to go -
- the Telasero Propylon Index. It is in Telasero, a Dunmer stronghold between Suran and
Molag Mar, on the southern coast of the Molag Amur region. The index is in a dark place, in
a troth with a number of other objects.

Entry 76: I delivered the Detect Creatures Potion to Edwinna.

Entry 77: Ajira told me that the Staff of Magnus is in Assu, a sorcerer's cave on the slopes of
Mount Kand northwest of Molag Mar.

Entry 78: I delivered the Telasero Propylon Index and received 500 gold and a master index.
Now, if I want to travel to a Dunmer stronghold, I visit Mirel and speak to him. If I have the
master index with me, he'll send me directly to a given stronghold. For return trips, I activate
a propylon in a stronghold propylon chamber while I have the master index, and I'll be
transported directly to Folms Mirel in Caldera.
102               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 79: Ajira congratulated me for finding the Staff of Magnus.

Entry 80: Skink asked me to escort the scholar Tenyeminwe to Gals Arethi's ship, the Elf-
Skerring, over at the Telvanni docks.

Entry 81: Tenyeminwe agreed to follow me to the Telvanni docks.

Entry 82: Tenyeminwe made it to the Elf-Skerring safely. Tenyeminwe thanked me for
escorting her to the Elf-Skerring and gave me some scrolls.

Entry 83: Skink thanked me for escorting Tenyeminwe to the Elf-Skerring.

Entry 84: In order to gain the rank of Wizard, I must have a Wizard's Staff. I showed my
Wizard's Staff.

Entry 85: Skink wants a copy of Vampires of Vvardenfell volume two. He suggested I try rare
bookstores.

Entry 86: I was told that the Tribunal Temple does not have a copy of Vampires of
Vvardenfell, and that if they did have a copy, they wouldn't tell me about it. Jobasha in Vivec
might have a copy, but for a very high price.

Entry 87: I delivered Vampires of Vvardenfell volume two to Skink in Sadrith Mora.

Entry 88: Skink would like to arrange a meeting with one of the Wise Women of the
Ashlanders. He asked me to negotiate a meeting.

Entry 89: Nibani Maesa told me that she would never meet with an Argonian Sorcerer.

Entry 90: Wise Woman Manirai told me she is too busy to meet with Skink-in-Tree's-Shade.

Entry 91: Sonummu Zabamat told me she would meet with Skink-in-Tree's-Shade if Ashkhan
Kaushad allowed it. I must speak with Ashkhan Kaushad.

Entry 92: Ashkhan Kaushad told me that he would not allow his Wise Woman to speak with
Skink-in-Tree's-Shade.

Entry 93: Sinnammu Mirpal said she might consider sending her apprentice, Minabibi, to
speak with Skink-in-Tree's-Shade. Unfortunately, the apprentice is currently in the Favel
Ancestral Tomb, which is west of the Ahemmusa camp. I should follow the coast west from
the camp, past the Daedric ruins until I see a cavern. If I reach the ashlands, I have gone too
far.

Entry 94: I spoke with Minabi, who agreed to visit Skink-In-Tree's-Shade if I helped her put
an Ancestral Ghost to rest. The ghost of Kanit Ashurnisammis is somewhere in this tomb. I
put the ghost to rest and Minabi has promised to speak with Skink-in-Tree's-Shade if
Sinnammu agrees. I should speak with Wise Woman Sinnammu to arrange the meeting.

Entry 95: Sinnammu agreed to send Minabi to speak with Skink-in-Tree's-Shade. I should
report back to Skink.
                          [4] JOURNAL OF A MAGES GUILD MEMBER                             103

Entry 96: Somehow Minabi arrived at the Mages Guild before me. Skink thanked me for
arranging the exchange of knowledge. Minabibi gave me an ancestor's ring.

Entry 97: Skink asked me to kill the Necromancer Telura Ulver in Shal. To get there, I should
go north from Hla Oad, cross a bridge and follow the coast to the west until I reach another
bridge to an island. The entrance to Shal is in a muck pool on the north side of this island.

Entry 98: I have killed the Necromancer Telura Ulver. I should report this to Skink in Sadrith
Mora.

Entry 99: Skink thanked me for killing the Necromancer Telura Ulver.

Entry 100: Skink-in-Tree's-Shade asked me to get the soul of an Ash Ghoul. Skink told me
the nearest Ash Ghoul was in Yakin, but any Ash Ghoul will do. Yakin is on the mainland
just northwest of Tel Aruhn. From Tel Aruhn, I just need to swim or fly across one island and
then continue northwest. I delivered the soul of an Ash Ghoul to Skink-in-Tree's-Shade.

Entry 101: Skink asked me to find Galur Rithari's papers.

Entry 102: Skink thanked me for bringing him Galur Rithari's papers.

Entry 103: Arch-Mage Trebonius asked me to find out what happened to the Dwarves.
Unfortunately, he didn't give me much information to go on. I'm not sure if he was serious. I
was able to get the Dwemer books The Egg of Time and Divine Metaphysics Adapted to the
Meanest of Intellects translated. Divine Metaphysics seems to be a treatise explaining how to
create a new god through sorcery. The Egg of Time seems to be a refutation of the idea that
linking to a divine source of power can be dangerous if interrupted. Though The Egg of Time
refutes this idea, perhaps the author was wrong, and this is what happened to the Dwarves.
Arch-Mage Trebonius was pleased when I showed him the three Dwemer books. He said this
was sufficient and thanked me for solving the mystery of the disappearance of the Dwarves.

Entry 104: Ajira told me that the Warlock's Ring is held by Vindamea Drethan, a sorceress in
Ashirbadon, which is on an island east of the ruins of Bal Fell.

Entry 105: Ajira congratulated me on finding the Warlock's Ring.

Entry 106: Arch-Mage Trebonius asked me to kill all the Telvanni councilors. I'm not sure if
he was serious.

Entry 107: Skink-in-Tree's-Shade asked me to deliver a letter to Arch-Mage Trebonius.

Entry 108: Guildmaster Trebonius challenged me to a duel in the Arena in Vivec. The duel is
to the death. Whoever wins will be the Guildmaster of the Mages Guild in Vvardenfell.

Entry 109: I am the new Arch-Mage of the Guild of Mages in Vvardenfell.

Entry 110: I should find Nerile Andaren at the Temple in Mournhold and ask her about the
recent outbreak of a disease.
104              NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 111: Upon entering to the Hall of Ministry, I found it over-run with infected rats. They
have all been killed. Nerile Andaren has informed me that the rats are coming into the Temple
through the basement. While guards have been posted to deal with them, she would like me to
look into it. The rats are infected with a disease called the "Crimson Plague", supposedly
wiped out during Tamriel's Second Age.

Entry 112: I spoke with a Khajiit named Shunari Eye-Fly. She claims to have information
about the disease, but will only give it to me once she has been cured.

Entry 113: I have cured Shunari Eye-Fly. Shunari told me the source of the Crimson Plague in
Mournhold is Gedna Relvel, a lich entombed underneath the Temple. Shunari told me of a
secret passage within Gedna Relvel's tomb; I must find a rock wall in the bottom chamber and
stand in front of it, but I am unsure how to actually open the passage.

Entry 114: I have opened the secret passage in Gedna Relvel's tomb; there was a hidden
trigger for it in the floor.

Entry 115: I have killed Gedna Relvel.

Entry 116: Shunari Eye-Fly thanked me for killing Gedna Relvel. I doubt I will see her again.

Entry 117: Nerile Andaren thanked me for killing Gedna Relvel, and stopping the Crimson
Plague before it could spread further. She has given me the power to heal once a day in
exchange for the help I've given her.

Entry 118: Today Ovis Velas magically appeared before me, announced he was going to put
on a display of his power, then attacked me. Oddly enough, he went down far too easily, and
scarcely harmed me. I wonder what this could mean.

Entry 119: Drathas Reyas has told me that there is a Velas Manor in Godsreach. The strange
wizard I killed was named Velas. Perhaps I should go investigate.

Entry 120: I have discovered the true wizard of Dratha's rumors. The one I killed previously
was only the brother of Gavis Velas, a very powerful summoner. He has challenged me to a
duel, and it will take place immediately. I have killed Gavis Velas and his summoned
minions. May their scourge never threaten Mournhold again.
             [5] JOURNAL OF A MEMBER OF THE DUNMER GREAT HOUSE HLAALU                    105



[5] Journal of a Member of the Dunmer Great House Hlaalu


                  Journal of a Member of the Dunmer Great House Hlaalu


                                   [Vvardenfell, c 3E 427]


Entry 1: The rules of House Hlaalu are simple. I must never interfere with the business of
House Hlaalu. Or if I do, I must be sure I am not caught. If I'm never caught stealing from a
member of attacking a member, I'll be fine. If I am expelled, I will have to make amends. I
have been given a recent edition of the Yellow Book of Great House Hlaalu. It lists the
current Hlaalu councilors and their residences.

Entry 2: Nileno Dorvayn asked me to disguise myself as the deceased Redoran Felsen
Sethandus. While disguised I should get a package from Neminda in Ald'ruhn by using the
code phrase "Orphan of Arnesia."

Entry 3: I spoke with Neminda in Ald'ruhn, and she gave me a scroll to deliver to Maar Gan. I
should deliver the scroll to Nileno Dorvayn in Balmora instead.

Entry 4: I delivered the scroll I got from Neminda to Nileno Dorvayn.

Entry 5: Nileno Dorvayn asked me to steal the alchemical formulas of Aurane Frernis whose
shop is in the Market Canton in Vivec.

Entry 6: I gave Aurane Frernis' formulas to Nileno Dorvayn.

Entry 7: Nileno Dorvayn wants me to kill the queen in the Inanius egg mine, which is just
across the mountains from Suran. The entrance of the eggmine faces the mountains.

Entry 8: Avon Oran paid me 1000 gold to stay out of the Inanius egg mine. I took Avon
Oran's gold and killed the kwama queen in the Inanius egg mine anyway. Nileno Dorvayn
paid me another 500 gold for the job.

Entry 9: Nileno Dorvayn wants me to convince Rolasa Oren in Vivec's Market Canton to stop
buying House Redoran guar hides.

Entry 10: I convinced Rolasa Oren to buy imported House Hlaalu guar hides instead of House
Redoran guar hides. Nileno Dorvayn thanked me for helping House Hlaalu's guar herders.

Entry 11: Nileno Dorvayn asked me to deliver new orders to a spy in Ald'ruhn, Bivale
Teneran.

Entry 12: I delivered new orders to Bivale Teneran in Ald'ruhn.

Entry 13: Nileno Dorvayn thanked me for delivering new orders to Bivale Teneran.
106               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 14: Nileno Dorvayn told me that a Hlaalu noble, Ralen Hlaalo, was recently killed. I
must find out who killed Ralen Hlaalo and retaliate so that no one dares murder a Hlaalu
noble again. If I bring the murderer to justice, I should let her know.

Entry 15: I found the body of Ralen Hlaalo. There are rumors here in Balmora that Nine-Toes
is the murderer.

Entry 16: Nine-Toes told me that he is not a murderer.

Entry 17: Uryne Nirith, a servant of Ralen Hlaalo, told me that the murderer was a Dunmer
with red hair in bonemold armor wielding a Dwemer War Axe. Thanelen Velas at the Council
Club here in Balmora meets the murderer's description. I killed Thanelen Velas and reported
back to Nileno Dorvayn. Nileno Dorvayn thanked me for killing Thanelen Velas for Larrius
Varro. Apparently Thanelen was the murderer of Ralen Hlaalo.

Entry 18: The East Empire Company threatened to buy ebony from House Redoran unless
House Hlaalu lowers prices. I must convince Canctunian Ponius at the East Empire Company
in Ebonheart to buy ebony only from House Hlaalu, or I must shut down Sudanit mine.
Nileno Dorvayn told me that if I want to get to the Sudanit mine, I should start in Ald'ruhn.
Then go south around the town until I see the path between Ald'ruhn and the Buckmoth
Legion Fort. I should follow this path east until I reach the Ghostfence. Then keep to the right
until I see the mine.

Entry 19: I convinced Canctunian Ponius to buy ebony only from House Hlaalu. Nileno
Dorvayn thanked me for persuading him.

Entry 20: Edryno Arethi told me that Murudius Flaeus owes a Hlaalu noble over 800 gold. I
must get the 800 gold from Murudius Flaeus in Hla Oad and return it to Edryno Arethi.

Entry 21: Murudius Flaeus told me he keeps the money in a chest under Fadila's house. He
gave me the key to the chest.

Entry 22: Edryno Arethi thanked me for getting the 800 gold from Murudius Flaeus.

Entry 23: Edryno Arethi wants me to deliver sealed orders to Treasurer Baren Alen in the
Hlaalu Vaults in Vivec. The vaults are part of the treasury, which is in the top level of the
Hlaalu Waistworks on the north side.

Entry 24: I delivered the sealed orders to Baren Alen.

Entry 25: Edryno Arethi thanked me for delivering the sealed orders.

Entry 26: Edryno Arethi asked me to escort the trader Tarvyn Faren from the North Landing
here in Vivec to Pelagiad.

Entry 27: Tarvyn Faren agreed to follow me to Pelagiad and made it safely to Pelagiad.

Entry 28: Edryno Arethi thanked me for escorting Tarvyn Faren to Pelagiad.
              [5] JOURNAL OF A MEMBER OF THE DUNMER GREAT HOUSE HLAALU                      107

Entry 29: Edryno Arethi asked me to secure Odirniran for House Hlaalu. I should go there
and speak with any survivors. If there are no survivors, I should find and kill the Telvanni
responsible.

Entry 30: Remasa Othril told me that one Telvanni necromancer is hiding somewhere in
Odirniran. I must find this necromancer and kill him. The necromancer also took a hostage,
Vedelea Othril. If she still lives, I should escort her back to Remasa Othril.

Entry 31: Vedelea Othril agreed to follow me and made it safely back to Remasa Othril.
Remasa Othril thanked me for rescuing Vedelea Othril and slaying the necromancer.

Entry 32: Edryno Arethi thanked me for securing Odirniran.

Entry 33: Edryno Arethi told me that Yngling Half-Troll raises game rats for the Arena. A
competitor has placed diseased rats among Yngling's game rats. I must go to Yngling Manor
in the St. Olms Plaza and kill the diseased rats, but spare the prized game rats.

Entry 34: Edryno Arethi thanked me for killing the diseased rats in Yngling Manor.

Entry 35: Edryno Arethi asked me to go to the Zainab camp and make sure they only sell
ebony through House Hlaalu. I should speak with gulakhan Ashibaal.

Entry 36: Gulakhan Ashibaal agreed to sell ebony only to House Hlaalu.

Entry 37: Edryno Arethi thanked me for negotiating with the Zainab.

Entry 38: Edryno Arethi knows that the ship Prelude sunk east of Bal Fell. She believes it lies
two or three islands due east of Bal Fell. I must find the Daedric Wakizashi that sunk with
that ship and return it to Edryno Arethi.

Entry 39: Edryno Arethi thanked me for returning the Daedric Wakizashi.

Entry 40: Edryno Arethi told me that Ralen Tilvur's shop in Vivec's Foreign Quarter Plaza has
been robbed three nights in a row. I must go to Ralen Tilvur's shop and kill any thieves that
arrive.

Entry 41: A thief attacked me in Ralen Tilvur's shop. Edryno Arethi thanked me for killing
the thief that was stealing from Ralen Tilvur.

Entry 42: Crassius Curio agreed to be my sponsor, but he wants me to take my clothes off. I
took my clothes off for Crassius Curio and he is now my sponsor in House Hlaalu.

Entry 43: Crassius Curio asked me to speak with Odral Helvi in Caldera. Odral Helvi gave me
sealed orders to deliver to the assistant treasury clerk, Tenisi Lladri, at the Hlaalu Vaults in
Vivec. The vaults are part of the treasury, which is in the top level of the Hlaalu Waistworks
on the north side. I gave the orders to Tenisi Lladri in Vivec.

Entry 44: Odral Helvi thanked me for delivering the orders.
108               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 45: Odral Helvi told me that a spy has been stealing documents from Caldera. He asked
me to find out who has been stealing the documents. Odral Helvi gave me some documents
similar to the ones that have been stolen.

Entry 46: Elmussa Damori admitted that she is the thief. She asked me not to tell Odral Helvi.

Entry 47: Odral Helvi thanked me for returning the documents and reporting Elmussa
Damori.

Entry 48: Odral Helvi wants me to replace a scroll in the Hlaalu Records in Vivec. The
Records are part of the treasury, which is in the top level of the Hlaalu Waistworks on the
north side. I should put the scroll in the chest of Ascadian land deeds.

Entry 49: I told Odral Helvi that I replaced the documents as he asked.

Entry 50: Odral Helvi asked me to collect 50 gold in rent and taxes from Manat Varnan-Adda
and Llovyn Andus. If they refuse to pay the rent, I should kill them. I can get to Manat's farm
by going west out of Suran and following the path across the isthmus, and keep to the left.
Llovyn's farm is further on the road west, just past the Dren plantation.

Entry 51: Llovyn Andus told me that he does not have 50 gold, but that I may have his guar,
Corky. Manat Varnan-Adda told me that he cannot pay 50 gold. Rovone Arvel gave me 100
gold and told me to pay the rent and taxes myself.

Entry 52: Odral Helvi thanked me for collecting the rent from the farmers.

Entry 53: Odral Helvi asked me to deliver five pieces of raw ebony to Drinar Varyon in
Ald'ruhn. Crassius Curio asked me to deliver the ebony to Segunivus Mantedius at Fort
Buckmoth. I delivered the ebony to Segunivus Mantedius. Odral Helvi will soon be arrested.

Entry 54: Crassius Curio thanked me for delivering the ebony to Segunivus Mantedius and
getting Odral Helvi arrested.

Entry 55: In order to advance further, I must strengthen House Hlaalu by building a
stronghold. I should go to the House Hlaalu Council Hall in Balmora and speak with the
stronghold builder, Dondos Driler.

Entry 56: I spoke with the stronghold builder for House Hlaalu, Dondos Driler. He told me
that he would build a stronghold for me on the site of the old Rethan Manor. Before
construction can begin, I must get a land deed and construction contract from Baren Alen at
the Hlaalu Vaults in Vivec.

Entry 57: Dondos Driler accepted the land deed and construction contract. He said that
construction would begin soon. I should speak with Dondos Driler again in a few days to
check on the progress of my stronghold.

Entry 58: Dondos Driler asked me to speak with Durbul gro-Rush, the foreman at the
construction site. My stronghold will be built on the ruins of Rethan Manor which is on the
northwest bank of the Odai river which flows from Balmora to the coast.
              [5] JOURNAL OF A MEMBER OF THE DUNMER GREAT HOUSE HLAALU                     109

Entry 59: Durbul gro-Rush assured me that the stronghold would be complete in one week's
time. Dondos Driler thanked me for keeping him informed of the progress on my stronghold.

Entry 60: The first stage of my stronghold should be complete by today.

Entry 61: In order to advance further in House Hlaalu, I must build improvements for my
stronghold. I should speak with Dondos Driler again at the Hlaalu Council Manor in Balmora.
To improve my stronghold, Dondos Driler told me that I must improve business around my
stronghold. The Shurdan-Raplay egg mine is just southeast of my stronghold, across the Odai
river. Dondos Driler told me I should cure the blighted kwama queen and hire some egg
miners. I might could get scrolls of cure blight from Hetman Abelmawia in Gnisis or from
Pierlette Rostorard in Sadrith Mora. In Gnisis and Tel Aruhn are some unemployed miners. If
I can, I should draw experience miners away from House Redoran or House Telvanni.

Entry 62: I cured the blighted kwama queen in the Shurdan-Raplay Egg Mine.

Entry 63: I found a miner who will work for me in the Shurdan-Raplay egg mine.

Entry 64: Dondos Driler gave the orders to being improving my stronghold.

Entry 65: The next phase of my stronghold should be complete.

Entry 66: Dondos Driler told me that I need to recruit a guard for my stronghold from the
Fighters Guild here in Balmora or Fort Moonmoth nearby. I also need to find and kill the
bandits that are disrupting trade near my stronghold. I have hired the mercenary Fjorgeir from
the Fighters Guild in Balmora. He will meet me at my stronghold.

Entry 67: Fjorgeir told me the bandits are led by Maros Gimayn and come from Zainsipilu, a
small cave across the River Odai and over the hills to the south. He offered to either guard my
stronghold or fight together against the bandits.

Entry 68: Dondos Driler gave the orders to put the finishing touches on my stronghold.

Entry 69: The final stage of my stronghold should be complete.

Entry 70: Ilmeni Dren asked me to find copies of Annotated Anuad and ABCs for Barbarians
and deliver them to Vala Catraso in the Ald'ruhn Guild of Mages. I delivered the books to
Vala Catraso.

Entry 71: Ilmeni Dren thanked me for helping with the Empire's literacy campaign.

Entry 72: Crassius Curio has heard that an outlaw named Velfred has been smuggling goods. I
must find Velfred and put an end to his smuggling operation.

Entry 73: I convinced Velfred the Outlaw to pay House Hlaalu the proper respect.

Entry 74: Crassius Curio thanked me for killing Velfred.

Entry 75: Crassius Curio asked me to kill Reynel Uvirith, the Telvanni Sorcerer who lives in
the Telvanni Stronghold of Tel Uvirith which is in the ashlands due west of Tel Fyr.
110              NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 76: Crassius Curio thanked me for killing Reynel Uvirith.

Entry 77: Crassius told me that I should get the support of another Hlaalu Councilman. I
should try and find Dram Bero in Vivec and get his support. I was told that Dram Bero lives
somewhere in the St. Olms Canton.

Entry 78: I was told that Dram Bero has been seen going in and out of one of the manors at
the top of the St. Olms Canton.

Entry 79: Dram Bero agreed to support me if I can best his champion. I must defeat Dram
Bero's champion, Garding the Bold, but not kill him. I can knock him out or fight him to a
draw.

Entry 80: I defeated Dram Bero's champion, Garding the Bold. Dram Bero agreed to give me
his support on the council.

Entry 81: Crassius Curio asked me to kill the Redoran Lord Banden Indarys at the Redoran
Stronghold of Indarys Manor which is on the road between Ald'ruhn and Maar Gan.

Entry 82: Crassius Curio thanked me for killing Banden Indarys.

Entry 83: Duke Dren asked me to speak with Archcanon Tholer Saryoni at the High Fane in
Vivec and persuade him to control Berel Sala's Ordinators.

Entry 84: Archcanon Tholer Saryoni told me he would prevent the worst zeal of the
Ordinators if I retrieved The Rove of Saint Roris from Assemanu. To get there I should head
towards Seyda Neen from Ebonheart. After crossing the wooden bridge, I should head south
in the middle of the swamps until I reach an island.

Entry 85: Archcanon Tholer Saryoni thanked me for delivering The Robe of Saint Roris and
told me he would speak with Berel Sala.

Entry 86: Duke Dren thanked me for persuading Archcanon Tholer Saryoni to curb the worst
of the Ordinators' zeal.

Entry 87: Duke Dren told me that I must win control of the Camonna Tong from his brother
Orvas Dren before I can be the Grandmaster of House Hlaalu in anything other than name
only.

Entry 88: Hides-His-Foot told me that Orvas Dren has a hidden room in his manor which has
evidence that might persuade Orvas Dren. Nalvilie Saren has a key to this room.

Entry 89: Orvas Dren agreed to step down in my favor.

Entry 90: Duke Dren thanked me for sparing his brother's life and granted me the rank of
Grandmaster in House Hlaalu.
              [6] JOURNAL OF A MEMBER OF THE DUNMER GREAT HOUSE REDORAN                        111



[6] Journal of a Member of the Dunmer Great House Redoran


                  Journal of a Member of the Dunmer Great House Redoran


                                     [Vvardenfell, c 3E 427]


Entry 1: These are the rules of House Redoran. Steal from my kin, strike my kin unprovoked,
or murder my kin, and I shall be cast out and called enemy. I must not break my word of
honor. I must know my place, serve my superiors, and do my duty to my House. I must
respect the teachings of the Tribunal. I must defend my House, my People, and my Honor. I
have been given a recent edition of the Red Book of Great House Redoran which lists the
names and residences of the current Redoran councilors.

Entry 2: Neminda told me to speak with Drulene Falen. Mudcrabs have been bothering
Drulene's guar. To get to Drulene Falen's herd, I should take the road to Gnisis, take the left
fork as soon as I enter the hills, then take the next fork to the right. Drulene is almost due west
of Ald'ruhn.

Entry 3: Drulene Falen told me that some mudcrabs killed one of her guar and dragged it
southwest towards the coast.

Entry 4: I killed the mudcrabs that were bothering Drulene Falen's guar. Drulene Falen
thanked me for killing the mudcrabs. I should report back to Neminda.

Entry 5: Neminda told me to deliver a Potion of Cure Disease to Theldyn Virith in Ald
Velothi. Ald Velothi is just north of Gnisis. Theldyn Virith can be found at the Ald Velothi
Outpost.

Entry 6: I delivered the Potion of Cure Disease to Theldyn Virith. Now I need to report back
to Neminda.

Entry 7: I gave my report to Neminda.

Entry 8: Neminda asked me to find the trader Mathis Dalobar. He was last seen heading
towards Maar Gan.

Entry 9: I was told that Mathis Dalobar never made it to Maar Gan. He may have had trouble
getting through the ash storm a few days ago.

Entry 10: I was told that someone was seen near the Rothan Tomb just before the storm hit.

Entry 11: I found Mathis Dalobar. He asked to be escorted safely back to the Maar Gan
Shrine. Mathis Dalobar made it to the Maar Gan Shrine safely. I need to report back to
Neminda in Ald'ruhn.

Entry 12: Neminda thanked me for finding Mathis Dalobar.
112               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 13: Neminda told me that Alvis Teri stole a Founder's Helm. He is at the Eight Plates in
Balmora. I am to recover the helm, but I must not shame House Redoran by murdering him.

Entry 14: Alvis Teri gave me the Founder's Helm. I should take it back to Neminda in
Ald'ruhn.

Entry 15: I brought the Founder's Helm back to Neminda.

Entry 16: Neminda asked me to talk to Drulene Falen again. The guar herders are having
trouble with bandits.

Entry 17: Drulene Falen told me that the bandits usually attack her, Endrone Thirendas, or
Drovone Famori. Drulene says the bandits usually come from the south.

Entry 18: Drulene Falen thanked me for taking care of the bandits. I should report back to
Neminda.

Entry 19: Neminda thanked me for taking care of the bandits.

Entry 20: Tuveso Beleth asked me to get Giras Indaram to pay his armor repair debts.

Entry 21: Giras Indaram refused to pay his debt. I was told that Giras Indaram's brothers,
Birer and Tidros, might be able to convince Giras Indaram to pay the debt.

Entry 22: Tidros told me to tell his brother that paying the debt is the honorable thing to do.

Entry 23: Giras Indaram still refuses to pay the debt, but he challenged me to a duel, and I
accepted. The duel ends when one of us admits defeat or dies.

Entry 24: I defeated Giras Indaram in a duel.

Entry 25: Tuveso Beleth thanked me for bringing Giras Indaram's debt money to her.

Entry 26: Tuveso Beleth asked me to escort her son, Deval Beleth, to the Koal Cave which is
on the coast southwest of Gnisis.

Entry 27: Deval Beleth agreed to follow me and arrived safely at the Koal Cave.

Entry 28: Tuveso Beleth thanked me for escorting her son to the Koal Cave.

Entry 29: Neminda asked me to guard Sarethi Manor. Serjo Athyn Sarethi said his guards
have already been killed and that he expects more assassins to arrive at any moment.

Entry 30: Serjo Athyn Sarethi thanked me for defending him from the assassins. I should
report back to Neminda.

Entry 31: Neminda thanked me for guarding Serjo Athyn Sarethi.

Entry 32: Theldyn Virith told me that Old Blue Fin is an unusually strong Slaughterfish well
known around this area. Theldyn asked me to find Old Blue Fin and kill him.
             [6] JOURNAL OF A MEMBER OF THE DUNMER GREAT HOUSE REDORAN                     113

Entry 33: I killed Old Blue Fin for Theldyn Virith.

Entry 34: Theldyn Virith told me that there is some creature loose in the Ashimanu Mine.

Entry 35: Theldyn Virith thanked me for killing the diseased shalk in the Ashimanu Mine.

Entry 36: Theldyn Virith told me that Kagouti have been attacking traders between Ald'ruhn
and Gnisis. Theldyn Virith believes there must be a Kagouti den just south of the Ouada
Samsi. He asked me to find and kill the pack leader.

Entry 37: Theldyn Virith thanked me for killing the Kagouti pack leader.

Entry 38: Theldyn Virith was expecting a report from a House Redoran assault on the
Telvanni base Shishi. He wants me to go to Shishi and find out what is going on. Shishi is in
the Foyada Bani-Dad northwest of Maar Gan.

Entry 39: Brerama Selas gave her report on Shishi. Brerama Selas believes all the Telvanni
are dead.

Entry 40: Theldyn Virith thanked me for bringing him Brerama Selas' report from Shishi.

Entry 41: Theldyn Virith asked me to kill Gordol in Ashalmawia, the Daedric ruin just east of
Ald Velothi.

Entry 42: Theldyn Virith thanked me for killing Gordol.

Entry 43: Serjo Athyn Sarethi asked me to rescue his son, Varvur Sarethi, from Venim
Manor, the first Manor on the right as you enter Skar. He warned me that I should not kill
Bolvyn Venim, or the other councilors of House Redoran would turn against me.

Entry 44: I found Varvur Sarethi and he agreed to follow me back to Sarethi Manor. Varvur
Sarethi made it to Sarethi Manor safely. Serjo Athyn Sarethi thanked me for rescuing his son
from Venim Manor.

Entry 45: Serjo Athyn Sarethi asked me to clear his son's name. Varvur Sarethi has been
charged with the murder of Bralen Carvaren. Perhaps I should start by questioning Varvur
Sarethi in Sarethi Manor.

Entry 46: Varvur Sarethi told me that he did not murder Bralen Carvaren, but that he has been
troubled with bad dreams. His bad dreams started when he got the ash statue.

Entry 47: Athyn Sarethi suggested that I speak with someone at the Temple, perhaps Lloros
Sarano, about the ash statue.

Entry 48: Lloros Sarano told me to bring the ash statue to him. Lloros Sarano took the ash
statue from me and said that the statue has some kind of corrupting influence. I should ask
Varvur Sarethi to speak with Lloros Sarano. If Varvur Sarethi was under the influence of this
statue, his name will be cleared in the murder of Bralen Carvaren. I told Varvur Sarethi to
speak with Lloros Sarano and he agreed.
114               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 49: Athyn Sarethi thanked me for clearing his son's name. He suggested that I speak
with Lloros Sarano again about the ash statue.

Entry 50: Lloros Sarano said that Varvur Sarethi would be cleared of the murder of Bralen
Carvaren and asked me to find out where Varvur Sarethi got the ash statue.

Entry 51: Varvur Sarethi remembered where he got the ash statue. He says he got the statue
by gambling at The Rat in the Pot with Galtis Guvron.

Entry 52: I was told that someone over at The Rat in the Pot had some statues like the ash
statue Varvur Sarethi had. Galtis Guvron attacked me when I asked about the ash statues.

Entry 53: Lloros Sarano told me to investigate Hanarai Assutlanipal's House here in Ald'ruhn.

Entry 54: Hanarai Assutlanipal attacked me when I asked about the ash statues.

Entry 55: Lloros Sarano thanked me for stopping the spread of the ash statues.

Entry 56: Athyn Sarethi told me that a Hlaalu Noble, Ondres Nerano, has been slandering
House Redoran. I must find Ondres Nerano in Balmora and challenge him to withdraw his
statements.

Entry 57: Ondres Nerano challenged me to a duel, and I accepted. I defeated Ondres Nerano
in a duel. Ondres Nerano withdrew his statements.

Entry 58: Athyn Sarethi thanked me for restoring the honor of House Redoran.

Entry 59: Serjo Athyn Sarethi believes there are smugglers in the cave of Shurinbaal, just
southwest down the coast from Gnaar Mok. I must find and kill the leaders of the smugglers,
Daroder and Enjine.

Entry 60: Serjo Athyn Sarethi thanked me for shutting down the smuggling operations in
Shurinbaal.

Entry 61: Athyn Sarethi told me that the Redoran Noble, Arethan Mandas, has gone insane
and has been demanding tribute from travellers from the cavern Milk which is on the road to
Maar Gan just north of the crossroads. I should find a way to cure him if possible, or kill him
if necessary. He suggested that I speak with Arethan's father, Llerar Mandas in Ebonheart.

Entry 62: Llerar Mandas believes that his son's madness was caused when Delyna Mandas
disappeared in Tel Fyr.

Entry 63: Divayth Fyr told me that many people enter his tower and that he cannot be
expected to look after them all. He will allow me to search his tower looking for her.

Entry 64: Delyna Mandas told me that she was caught by Uupse Fyr and placed in this cell.
She asked to be escorted back outside Tel Fyr. Delyna Mandas made it safely out of Tel Fyr.
Delyna Mandas mentioned that her father, Arethan Mandas is probably worried about her.
She gave me a locket to take to Arethan Mandas as proof that she is safe.
             [6] JOURNAL OF A MEMBER OF THE DUNMER GREAT HOUSE REDORAN                      115

Entry 65: I brought Delyna's locket to Arethan Mandas and he seemed to recover from his
madness. He promised to stop demanding tribute. I should report back to Athyn Sarethi.

Entry 66: Athyn Sarethi thanked me for restoring Arethan Mandas to his senses.

Entry 67: Brara Morvayn asked me to bring the Ash Statue from Morvayn Manor, which is
west of Skar, to Lloros Sarano at the Ald'ruhn Temple so that he can destroy it. I delivered the
Ash Statue to Lloros Sarano. I should speak with Brara Morvayn again.

Entry 68: Brara Morvayn thanked me for destroying the Ash Statue.

Entry 69: Lloros Sarano asked me to find the pilgrim Fedris Tharen, who was supposed to
make the Ruddy Man pilgrimage to the Koal Cave.

Entry 70: I found Fedris Tharen near the Koal Cave. He fell ill and was unable to complete
the pilgrimage. I need to either find a way to heal him or get word back to Lloros Sarano in
Ald'ruhn.

Entry 80: I told Lloros Sarano about Fedris Tharen. Lloros Sarano will send a healer to the
Koal Cave.

Entry 81: Lloros Sarano asked me to find the pilgrim Beden Giladren who was on his way
from Ald'ruhn to Maar Gan.

Entry 82: Tralas Rendas told me that an ashlander came into town recently demanding ransom
for a "Bindin Gildaran." Tralas asked me to talk to the ashlanders. Their camp is west of Maar
Gan along the road towards the mountains and then south following the mountains.

Entry 83: Manat Shimmabadas told me that they have captured the famous noble Beden
Giladren and are demanding a ransom of 5000 gold. Manat told me that Beden Giladren is a
famous noble of House Redoran. If I have not heard of him, perhaps I should speak with him.

Entry 84: Beden Giladren told me that he thought the ashlanders would kill him if he told the
truth, so he claimed to be a famous noble.

Entry 85: Manat Shimmabadas agreed that Beden Giladren was not worth 5000 gold, and he
accepted a ransom of 5 gold. I paid Manat Shimmabadas the ransom of 5 gold for the release
of Beden Giladren.

Entry 86: Beden Giladren thanked me for rescuing him. I should report back to Lloros Sarano
in Ald'ruhn.

Entry 87: Lloros Sarano thanked me for finding Beden Giladren.

Entry 88: Lloros Sarano asked me to return the House Redoran shields of the warriors who
were sent to the stronghold of Andasreth.

Entry 89: I returned the House Redoran shields to Lloros Sarano.
116              NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 90: Galsa Gindu told me that in order to build my stronghold, I must pay 5000 gold and
get a construction contract from Duke Dren in Ebonheart.

Entry 91: Llerar Mandas thanked me for rescuing his granddaughter, Delyna Mandas.

Entry 92: I gave Galsa Gindu 5000 gold and the construction contract. She told me that
construction on my stronghold would begin soon.

Entry 93: I should speak with Galsa Gindu about my stronghold.

Entry 94: Galsa Gindu asked me to check on the construction of my stronghold. She wants me
to speak with Bugdul gro-Kharbush, the foreman in charge. My stronghold is on the east side
of the road from Ald'ruhn to Maar Gan.

Entry 95: Bugdul gro-Kharbush assured me that the first phase of my stronghold would be
complete within one week's time.

Entry 96: Galsa Gindu thanked me for keeping her informed about my stronghold.

Entry 97: The first stage of my stronghold should be complete.

Entry 98: Galsa Gindu told me that I must find a way to garrison my stronghold. She
suggested I try asking at the Fighters Guild here in town.

Entry 99: Percius Mercius agreed to help garrison my stronghold if I rescued Frelene Acques
from the prison in the Hlaalu Canton in Vivec.

Entry 100: I helped Frelene Acques escape from the Hlaalu prison.

Entry 101: Faral Retheran asked me to slay Raynasa Rethan, the Hlaalu noble of Rethan
Manor.

Entry 102: Faral Retheran thanked me for slaying Raynasa Rethan.

Entry 103: Faral Retheran asked me to convince Rothis Nethan to appear for a duel of honor
with Brethas Deras. Rothis Nethan agreed to duel Brethas Deras. Rothis Nethan will meet me
in the Vivec arena.

Entry 104: The duel between Rothis Nethan and Brethas Deras is over. Faral Retheran
thanked me for upholding the honor of House Redoran.

Entry 105: Faral Retheran asked me to slay the creature known as Dagoth Tanis in the
stronghold of Falasmaryon. To get there I should travel up the Foyada Bani-Dad from Maar
Gan and take the first trail from the Foyada that leads north.

Entry 106: Faral Retheran thanked me for slaying Dagoth Tanis.

Entry 107: Faral Retheran asked me to demand satisfaction from the Hlaalu noble Meril
Hlaano at the Eight Plates in Balmora who has slandered the honor of House Redoran.
             [6] JOURNAL OF A MEMBER OF THE DUNMER GREAT HOUSE REDORAN                     117

Entry 108: Meril Hlaano agreed to withdraw his statement.

Entry 109: Faral Retheran thanked me for making Meril Hlaano withdraw his slanderous
statements.

Entry 110: Faral Retheran asked me to bring her the Redas War Axe, the Redas Chalice, and
the Redas Robe of Deeds from the Redas Tomb. It is south of Molag Mar, over the
mountains. I should head west along the mountains until I can cross to the south, then head
back east until I see the tomb, which is near an ashlander camp.

Entry 111: I brought the Redas treasures to Faral Retheran. Faral Retheran returned the
treasures to me.

Entry 112: Percius Mercius told me that he would find men to garrison my stronghold.

Entry 113: Galsa Gindu gave the orders to begin constructing the second phase of my
stronghold.

Entry 114: The second phase of my stronghold should be complete.

Entry 115: Galsa Gindu told me that in order to build a stronghold fit for a House Redoran
Councilor, I must speak with Viras Guls, the hetman of my village, and find out what I must
do to attract more settlers. Viras Guls told me that some of the men here are worried that they
will not be able to get wives. He wants me to buy slaves and bring them to my stronghold or
find women who would be willing to move to my stronghold.

Entry 116: Aryni Orethi asked me to find out what happened to her sister, Velsa Orethi, a
blood guard in Venim Manor.

Entry 117: Velsa Orethi would not speak to me. I was told that Bolvyn Venim has been cruel
to women, his guards and servants in particular, in the past. Perhaps Velsa Orethi will speak
with me now.

Entry 118: Velsa Orethi agreed to leave her post as a blood guard. I must escort her into Aryni
Orethi's home here in Ald'ruhn.

Entry 119: Velsa Orethi arrived safely at Aryni Orethi's home. Aryni Orethi thanked me for
helping her sister. I convinced Aryni and Fathusa Orethi to move to my stronghold.

Entry 120: I bought slaves from Savile Imayn to be wives at my stronghold. They should
arrive soon.

Entry 121: Helviane Desele agreed to send two of her older girls to my stronghold where they
will look for a husband. The Arvel family agreed to send any suitable slaves to my stronghold
instead of back to the mainland. This should satisfy Hetman Guls.

Entry 122: Hetman Guls said he was satisfied that the men around my stronghold would be
able to find wives. I should speak with Galsa Gindu again about construction.
118               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 123: Galsa Gindu gave the orders to begin constructing the final stages of my
stronghold.

Entry 124: My stronghold is complete.

Entry 125: Hlaren Ramoran asked me to collect the taxes from Hetman Abelmawia in Gnisis.

Entry 126: Hetman Abelmawia gave me the taxes from Gnisis. I delivered the taxes to Hlaren
Ramoran.

Entry 127: Hlaren Ramoran asked me to find out what happened to an acquaintance of his,
Nalvilie Saren. I was told that Nalvilie Saren runs a shop in Vivec.

Entry 128: After some persuation, Tiros Saren told me that Nalvilie Saren has a consignment
shop on the canal level of the St. Olms Canton here in Vivec.

Entry 129: Nalvilie Saren refused to speak with Hlaren Ramoran. I told Hlaren Ramoran
about Nalvyna Sarinith's apparent feelings. Hlaren Ramoran choose to seek out Nalvilie Saren
on his own. He agreed to give his support on the Council.

Entry 130: Garisa Llethri asked me to bring him evidence of corruption in Caldera.

Entry 131: Dahleena told me that Odral Helvi keeps a record book in his chest at the
Governor's Hall. Cunius Pelelius gave me key to Odral Helvi's chest on the second floor of
the Governor's Hall. The real record book is in this chest.

Entry 132: I brought the real Caldera record book to Garisa Llethri in Ald'ruhn.

Entry 133: Garisa Llethri has asked me to disrupt the ebony mines in Caldera. If I shut the
mines down, I will have won Garisa Llethri's support.

Entry 134: I was told that if I got rid of Dahleena, nobody could work the mines. I freed
Dahleena. Now that she's gone, the mines of Caldera will shut down for at least a few days.

Entry 135: Garisa Llethri thanked me for shutting down the ebony mines in Caldera.

Entry 136: Miner Arobar told me that he would not support me on the Council. Athyn Sarethi
asked me to go to Sadrith Mora and find out who is pressuring Miner Arobar and how.

Entry 137: Athyn Sarethi asked me to rescue Nartise Arobar from Tel Naga.

Entry 138: Nartise Arobar agreed to follow me to the docks and arrived safely at the
Wolverine Hall docks.

Entry 139: Miner Arobar thanked me for rescuing his daughter and pledged to support me on
the Council.

Entry 140: Athyn Sarethi told me to meet Bolvyn Venim in a duel. The winner will become
the Archmaster of House Redoran.
            [6] JOURNAL OF A MEMBER OF THE DUNMER GREAT HOUSE REDORAN                119

Entry 141: I won the duel with Bolvyn Venim. I must speak with Athyn Sarethi before I can
be named the Archmaster of House Redoran.

Entry 142: I am now the Archmaster of House Redoran.
120               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND



[7] Journal of a Member of the Dunmer Great House Telvanni


                  Journal of a Member of the Dunmer Great House Telvanni


                                     [Vvardenfell, c 3E 427]


Entry 1: These are the rules of the Telvanni. If I steal from another Telvanni, but still live,
then clearly I deserve whatever I stole. Murdering my opponents by magic or treachery is the
traditional way of settling disputes. If I win, then clearly my argument has more merit. I may
be expelled as in any other Great House, but most Telvanni will not care or even know about
it. I have been given a recent edition of the Brown Book of Great House Telvanni. It lists the
current Telvanni councilors and their residences.

Entry 2: A ghost is haunting the South Turret bed chamber at the Gateway Inn. When
someone drives it out, it comes right back. It's ruining business at the Gateway, and
Angaredhel the Prefect is unhappy.

Entry 3: Angaredhel at the Gateway Inn says a ghost keeps reappearing in the South Turret
bed chamber. He can't rent the room, and all the guests are in an uproar. Mage-Mistress Arara
Uvulas, Master Neloth's Mouth, came to take a look, but said she couldn't see how to stop the
hauntings. Angaredhel says the person who gets rid of the ghost permanently will receive a
very generous gift from a local enchanter. The haunting is in the South Turret bed chamber.
It's upstairs, then south and up stairs to the room. He says it isn't hard to drive it away, but it
always comes back. Mage-Mistress Arara Uvulas, Master Neloth's Mouth, inspected the
room, but couldn't say why it reappears or how to stop it. She thinks it may be some
mischievous sorcerer. I should go talk to her; she's always at the Telvanni Council House.

Entry 4: I killed the haunting, and reported to Angaredhel, but he says no matter how often it
is killed, it reappears. So killing the haunt is not the solution. Angaredhel told me to talk to
Mage-Mistress Arara Uvulas, Master Neloth's Mouth. She is the expert that Angaredhel
consulted. Maybe she can tell me where to start.

Entry 5: I spoke with Arara Uvulas, Master Neloth's Mouth, who came to inspect the South
Turret bed chamber when the Gateway haunting manifests. She says she can find no evidence
of a restless spirit or ancestral influences. Banishing the ghost is easy, but she doesn't know
why it reappears, or how to stop it. She suspects that a Conjuration expert is involved --
someone skilled at summoning ghosts. I'm told that Master Neloth of Tel Naga is a powerful
wizard, though Conjuration is not his specialty. Uleni Heleran at the Mages Guild, however,
teaches Conjuration.

Entry 6: At Wolverine Hall they say that the only local Conjuration expert is Uleni Heleran, a
Mages Guild instructor. She teaches Conjuration. Someone at Wolverine Hall said that Uleni
Heleran has a mischievous personality, and that she has some sort of bad feeling for
Angaredhel and the Gateway Inn. The person also noticed that Uleni Heleran had been
magically transporting into Wolverine Hall quite a bit lately, apparently using either a Mark
and Recall spell sequence or a Divine Intervention.
             [7] JOURNAL OF A MEMBER OF THE DUNMER GREAT HOUSE TELVANNI                     121

Entry 7: I spoke to Uleni Heleran about the Gateway hauntings. She wouldn't respond directly
to my questions, suggesting that the matter was none of my business. I was able to persuade
Uleni Heleran that, though the Gateway haunting joke was charming enough, the humor was
beginning to lose its luster, and that someone might get hurt. She agreed to stop the hauntings,
but she gave me a little note and asked me to give it to Angaredhel.

Entry 8: I told Angaredhel that the hauntings would stop, and gave him the note from Uleni
Heleran. As a reward, he gave me my choice of three enchanted rings -- a Fighter Ring, A
Mage Ring, and a Thief Ring. I chose a Mage Ring.

Entry 9: Mouth Raven Omayn asked me to bring her five portions of muck for potions of cure
disease.

Entry 10: Mouth Raven Omayn thanked me for bringing her five portions of muck.

Entry 11: Mouth Raven Omayn wants me to bring her a ring known as Black Jinx. I was told
that the Black Jinx belongs to the Morag Tong. Alven Salas gave me the Black Jinx.

Entry 12: Mouth Raven Omayn thanked me for delivering the Black Jinx.

Entry 13: Mouth Raven Omayn has asked me to kill Rimintil for Mistress Dratha. Rimintil
can be found in the Central Tower in Tel Vos. I have killed Rimintil, and Mouth Raven
Omayn tells me Mistress Dratha is pleased. She has rewarded me with a Flamemirror Robe.

Entry 14: Mouth Arara Uvulas asked me to acquire five portions of Sload soap.

Entry 15: Mouth Arara Uvulas thanked me for bringing her Sload soap.

Entry 16: Mouth Arara Uvulas wants me to acquire a Staff of the Silver Dawn. This staff
allegedly belongs to someone in the Mages Guild in Sadrith Mora.

Entry 17: Arielle Phiencel sold me the Staff of the Silver Dawn for 300 gold. Mouth Arara
Uvulas thanked me for bringing her the Staff of the Silver Dawn.

Entry 18: Mouth Felisa Ulessen gave me some new clothes and asked me to deliver them to
Mistress Therana in Tel Branora. Mistress Therana is eccentric, and I should be careful not to
offend her.

Entry 19: Mistress Therana refused to take the new clothes unless I can prove that they are not
cursed. I asked a slave to wear the new clothes for Mistress Therana. Mouth Felisa Ulessen
thanked me for delivering the clothes to her patron.

Entry 20: Mouth Felisa Ulessen asked me to put down a slave rebellion the Abebaal Egg
Mine which is northwest of Tel Branora. I freed Eleedal-Lei in the Abebaal Egg Mine. He
will free the other slaves and guide them back to Black Marsh. I told Mouth Felisa Ulessen
that the slaves were no longer in the Abebaal Egg Mine. Mouth Felisa Ulessen thanked me for
stopping the slave revolt.

Entry 21: Mouth Mallam Ryon mentioned something about asking Baladas Demnevanni three
questions. He wants me to ask Baladas Demnevanni about the disappearance of the Dwarves,
122              NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Dwemer artifacts, and the Dwemer language. Mouth Mallam Ryon warned me that Baladas
may not answer the questions. This is acceptable, I need only ask the questions and return.

Entry 22: Baladas Demnevanni asked me to bring him one of Dahrk Mezalf's summoning
rings. Dahrk Mezalf was one of Kagrenac's smiths, sometimes called Mezalf Bthungthumz,
and he may have lived in the colony of Bthungthumz which is somewhere between Maar Gan
and the coast to the north.

Entry 23: Baladas Demnevanni thanked me for bringing him Dahrk Mezalf's ring. Baladas
Demnevanni told me his own theory. He believes that the Dwemer found a way to translate
the sacred from the profane and experiments in anti-creation removed them from the Mundus.
The Dwemer retreated behind math, color, and the active principle. Then Baladas told me that
the Dwemer created Animunculi as guards and that some of them are still active. Finally
Baladas told me that no one knows or can translate the Dwemer language, but many Dwemer
records and books were written in Aldmeris and can still be read by scholars. Mouth Mallam
Ryon thanked me for asking Baladas Demnevanni the three questions.

Entry 24: Mouth Mallam Ryon asked me to bring him some Dwemer schematics from the
ruins of Nchuleft which lies somewhere west of Vos.

Entry 25: Mouth Mallam Ryon thanked me for bringing him the Dwemer schematics.

Entry 26: Mouth Galos Mathendis asked me to deliver a coded message to Divayth Fyr in Tel
Fyr.

Entry 27: Divayth Fyr gave me a message to return to Galos Mathendis. Mouth Galos
Mathendis accepted Divayth Fyr's reply.

Entry 28: Mouth Galos Mathendis wants me to deliver three potions of Cure Blight to Andil,
the Telvanni Apothecary of Tel Vos. Pierlette Rostorard gave me three potions of Cure Blight
for the good of the House. I delivered the potions of Cure Blight to Andil in Tel Vos. Mouth
Galos Mathendis thanked me for delivering the potions to Andil.

Entry 29 Mouth Raven Omayn tells me that Mistress Dratha would like to obtain the Blood of
the Quarra Ancients for her studies. She believes it will be found in Druscashti, the home of
Volrina Quarra and her kin.

Entry 30: It seems Mistress Dratha was pleased to receive the Blood of the Quarra Ancients. I
have been rewarded with a Jinksword, which Mouth Raven Omayn believes could only be
useful to a vampire.

Entry 31: Mouth Mallam Ryon asked me to acquire a Daedra skin and deliver it to Master
Aryon in Tel Vos.

Entry 32: While in Tel Mora, I heard rumors of a powerful vampire living in a tomb nearby.
She apparently has grown weary of her unlife, and longs for her own death. She refuses,
however, to allow herself to be slain by the hands of any mortal, though many have tried to
claim the riches that lie within the tomb.

Entry 33: Master Aryon thanked me for bringing him a Daedra skin.
            [7] JOURNAL OF A MEMBER OF THE DUNMER GREAT HOUSE TELVANNI                  123

Entry 34: Mistress Therana asked me to bring her Auriel's Bow. At least, I think that's what
she was asking. Perhaps I should look for the bow in Ghostgate. Therana said something
about Ralyn Othravel.

Entry 35: Mistress Therana scolded me for bringing her Auriel's Bow and then gave me 5000
gold if I promised to leave.

Entry 36: Mistress Dratha asked me to bring her the Amulet of Flesh Made Whole. She
believes the amulet is in the possession of Master Neloth's captain of archers.

Entry 37: Mistress Dratha thanked me for bringing her the Amulet of Flesh Made Whole.

Entry 38: Master Neloth asked me to recover the Robe of the Drake's Pride from Sinise
Thindo, a servant of Master Gothren.

Entry 39: Master Neloth thanked me for delivering the Robe of Drake's Pride.

Entry 40: Master Aryon asked me to speak with Baladas Demnevanni. Master Aryon will
make me his Mouth if I can convince Baladas to join the Council.

Entry 41: Baladas Demnevanni told me that he will join the council if I will do three simple
chores for him. He asked me to bring him a copy of the Dwemer books Antecedents of
Dwemer Law, Chronicles of Nchuleft, and Nchunak's Fire and Faith. I was told that Edwinna
Elbert in the Ald'ruhn Guild of Mages, Jobasha's Rare Books in Vivec, and Ethes Evos in
Arobar Manor might have a copy of Antecedents of Dwemer Law. Ethes Evos made me a
copy of his Antecedents of Dwemer Law. Baladas Demnevanni thanked me for bringing him a
copy of Antecedents of Dwemer Law.

Entry 42: Baladas Demnevanni thanked me for bringing him a copy of Chronicles of
Nchuleft.

Entry 43: I was told that Dorisa Darvel might have a copy of Nchunak's Fire and Faith and
that there is a copy in the Hall of Wisdom in Vivec

Entry 44: Baladas Demnevanni thanked me for bringing him a copy of Nchunak's Fire and
Faith. I've delivered a copy of all three books to Baladas Demnevanni. Master Baladas
Demnevanni agreed to join the council.

Entry 45: Master Aryon made me his Mouth and gave me the traditional Telvanni patron's
gift: A Silver Staff of Peace. In order to advance in House Telvanni, I must build my own
tower. I should speak with Llunela Hleran, the Telvanni stronghold builder.

Entry 46: Llunela Hleran told me that in order to build my stronghold, I must get a
construction contract from Duke Vedam Dren. I must also give Llunela to soul gems with
strong souls. Llunela Hleran gave me two grand soulgems. I must fill them with strong souls
and return them to her before she can begin work on my stronghold.

Entry 47: Llunela Hleran accepted the construction contract and the soulgems with strong
souls. She said she would give the orders to begin construction.
124              NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 48: Master Aryon asked me to cure the blighted Kwama queen in the Mudan-Mul Egg
Mine which is west of Aryon's tower in Tel Vos. Master Aryon taught me how to cast a
targeted spell of cure blight. I cured the kwama queen in the Mudan-Mul Egg Mine. Master
Aryon thanked me for curing the Kwama queen in the Mudan-Mul Egg Mine.

Entry 49: Master Aryon insists that I learn the basic wizard spells. I demonstrated to Master
Aryon that I know the rudimentary wizard spells.

Entry 50: Master Aryon asked me to help Milyn Faram who is being attacked by Hlaalu in
Odirniran. I should find Milyn Faram first to find out how many Hlaalu there are.

Entry 51: Milyn Faram told me to kill Remasa Othril, but to leave Vedelea Othril alone.
Milyn Faram thanked me for killing Remasa Othril in Odirniran. Then he shared some of his
theories with me and gave me some summoning scrolls.

Entry 52: I should speak with Llunela Hleran about my stronghold.

Entry 53: Llunela Hleran asked me to speak with Gashnak gra-Mughol, the foreman in charge
of building my stronghold. My tower is being built on the ruins of Tel Uvirith which is due
west of Tel Fyr and northwest of the Erabinimsun camp.

Entry 54: Gashnak gra-Mughol assured me that the tower was growing well and should be
ready to occupy within a week. Llunela Hleran thanked me for keeping her up to date on the
progress of my stronghold.

Entry 55: Master Aryon thanked me for ending the siege of Odirniran.

Entry 56: Master Aryon asked me to speak with the Councilmen of House Redoran. I must
get at least three of them to agree to revoke the Mages Guild monopoly.

Entry 57: Athyn Sarethi gave his support to revoke the monopoly of the Mages Guild. He
suggested that an appeal to fairness might work with the other councilors, but did not believe
that Bolvyn Venim could be persuaded.

Entry 58: Mistress Morvayn, Miner Arobar, Garisa Llethri, and Hlaren Ramoran gave their
support to revoke the monopoly of the Mages Guild. Master Aryon thanked me for helping to
revoke the monopoly of the Mages Guild.

Entry 59: The first stage of my stronghold should be complete today. In order to advance
further in House Telvanni, I must improve my stronghold so that it rivals that of the other
Telvanni Councilors. Llunela Hleran said that she could improve my stronghold if I paid her
5000 gold. She also wants me to investigate the Dwemer ruin of Mzanchend northwest of my
stronghold. I should bring her any dwemer plans or schematics that I find there.

Entry 60: I have met the vampire Marara. She no longer desires the unlife she has had for
many hundreds of years, and wishes to be killed in combat by another of her kind. I have
succeeded in killing the vampire Marara.

Entry 61: Llunela Hleran thanked me for the 5000 gold and the Dwemer Schematics. She will
give orders to build the next stage of my stronghold.
             [7] JOURNAL OF A MEMBER OF THE DUNMER GREAT HOUSE TELVANNI                       125

Entry 62: Master Aryon asked me to assist Faves Andas whose stronghold of Shishi is being
attacked by House Redoran. If I cannot find Faves Anders, Master Aryon suggested moving
any bones or skulls I might find. Shishi is in the Foyada Bani-Dad northwest of Maar Gan.

Entry 63: Faves Andas thanked me for killing Brerama Selas.

Entry 64: Master Aryon thanked me for ending the siege of Shishi.

Entry 65: In order to become a Master in House Telvanni, I must find and recruit a Mouth to
represent me in the Council. I was told that "Fast Eddie" might agree to be my Mouth. Fast
Eddie lives in Balmora.

Entry 66: Fast Eddie agreed to be my Mouth. He offered to get me the Amulet of Unity if I
bring him five potions of Invisibility. I gave Fast Eddie five potions of Invisibility and he said
he would return in about a week with the Amulet of Unity.

Entry 67: The second stage of my stronghold should be complete today.

Entry 68: Now that I have a Mouth to represent me, Master Aryon promoted me to Master in
House Telvanni.

Entry 69: Llunela Hleran is willing to order the final stage of my stronghold. However, she
believes that my stronghold needs better guards. She wants me to bring her the book Secrets
of Dwemer Animunculi from Galom Daeus. If I do this, my stronghold will be the first in ages
to be guarded by Dwemer Centurions.

Entry 70: Llunela Hleran thanked me for bringing her the book Secrets of Dwemer
Animunculi. She gave orders to begin the last stage of my stronghold.

Entry 71: I should check on Fast Eddie in the Telvanni Council House. He may have found
the Amulet of Unity.

Entry 72: Fast Eddie gave me the Amulet of Unity.

Entry 73: Master Aryon asked me to kill Raynasa Rethan, the master of the newly built
Hlaalu Stronghold of Rethan Manor.

Entry 74: Master Aryon thanked me for killing Raynasa Rethan.

Entry 75: Fast Eddie offered to bring me the Ring of Equity from a hidden place in Master
Neloth's treasury if I bring him one of the keys for Tel Naga. Any guard should have a key as
should Master Neloth himself. I gave Fast Eddie a key to Tel Naga. He said he would leave
soon and should have the Ring of Equity within a week.

Entry 76: Fast Eddie has found the Ring of Equity and is waiting for me in the Telvanni
Council House.

Entry 77: Fast Eddie gave me the Ring of Equity.
126              NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 78: Master Aryon asked me to force Master Neloth into early retirement. To help with
this project, Master Aryon gave me a potion of Dragon's Blood and two scrolls of God's Fire.

Entry 79: Master Aryon thanked me for forcing Master Neloth into retirement.

Entry 80: The last stage of my stronghold is complete.

Entry 81: Master Aryon asked me to kill Banden Indarys, the lord of the recently built
Redoran Stronghold of Indarys Manor.

Entry 82: Master Aryon thanked me for killing Banden Indarys.

Entry 83: Master Aryon explained to me how to become the Archmagister of House Telvanni.
When I have been declared Magister, I must challenge the current Archmagister, Gothren, and
defeat him.

Entry 84: I am now the Archmagister of House Telvanni.
                                [8] JOURNAL OF A MERCENARY                                 127



[8] Journal of a Mercenary


                                   Journal of a Mercenary


                                   [Morrowind, c 3E 427]


Entry 1: Mollimo of Cloudrest offers me 1000 gold if I'll kill Trerayna Dalen.

Entry 2: I killed Trerayna Dalen, and received my payment of 1000 gold from Mollimo of
Cloudrest.

Entry 3: Satyana in the Arenim Tomb asked if I would help her find her father's amulet. I
agreed to help Satyana find her father's amulet. She said the door to Agustus Arenim's tomb
was locked, but his partner had a key. His partner is also buried somewhere in this tomb.
Satyana will stick with me and help as much as she can. I gave Satyana her father's amulet.
She thanked me and said I could keep anything else I found here in the Arenim Tomb.

Entry 4: Marsus Tullius tells me that he has been robbed by a couple of Ashlanders, and
they've stolen the guar hides he was carrying to Tel Aruhn. Tullius says that if I am able to
recover the hides for him, his father in Tel Aruhn will reward me handsomely. I've agreed to
help Marsus Tullius recover his stolen guar hides. Tullius could give my no information on
his attackers, other than that they were Ashlanders. It will probably be best to check the
nearby Ashlander camps for any clues.

Entry 5: I've spoken to members of the Zainab Ashlander tribe. They seem to have no
knowledge of the guar hide theft.

Entry 6: I've spoken to members of the Urshilaku Ashlander camp, and they seem to have no
knowledge of the guar hide theft.

Entry 7: I've spoken to members of the Ahemmusa Ashlander camp, and they seem to have no
knowledge of the guar hide theft.

Entry 8: I spoke to members of the Erabenimsun Ashlander camp, and they tell me that two of
their tribe, Tinti and Hairan, do have the hides. However, they tell me that both of them are
honorable warriors, and would not have taken the hides without good reason. They suggest I
speak to those two directly, if I have the courage.

Entry 9: Tinti and Hairan tell me that the guar hides that Marsus Tullius had in his possession
were taken from the Erabenimsun Tribal Herds. They question his right to call them thieves,
when all the have done is reclaim what is their own, in their eyes. Tinti and Hairan have told
me that the hides are theirs by tribal right, and they will die before giving them back to the
Imperial trader. I've refused to take the hides from Tinti and Hairan. The hides do seem to
belong to the Erabenimsun, and should stay with the tribe. They seem pleased with my
decision, and have given me a Herder's Belt as a token of our friendship.
128               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 10: I've told Tullius of my decision not to accept the hides from the Ashlanders. He
genuinely seemed surprised that the herds belonged to the Erabenimsun people, and was only
dismayed that he would have to find more hides to replace them. Unfortunately, his father
financed this trade excursion, and without the hides, he has no money with which to reward
me.

Entry 11: Botrir is a Nord barbarian I met on my travels. I found him nearly naked and
extremely angry. Apparently, Botrir was escorting a young woman, Iveri Llothri, to Bal Ur,
when she apparently ensorcelled him and took his prized axe, Widowmaker. He is out for the
witch's blood, and would like my help in recovering his axe. As she has taken all of his armor,
it is no surprise he needs the help. He's big, but doesn't seem too sharp. I've agreed to go with
Botrir to recover Widowmaker. The witch apparently headed northwest, so that is the
direction in which we should probably travel to find her. We found the witch camped not far
from where I found Botrir, Iveri Llothri did indeed seem to be a powerful witch, but we were
able to recover the axe. Botrir was ecstatic about the recovery of Widowmaker, and it is easy
to see why. It is a beautiful axe, and looks enchanted. I can imagine he is a formidable warrior
indeed, wielding an axe such as this one. Botrir has little to me in return for my help, but he
has offered to teach me something of the way of the axe. I'm certain he has much to teach
when it comes to cleaving bone with that weapon.

Entry 12: The trader Athanden Girith claims he has been attacked by two Ashlanders, who
robbed him and left him for dead. Girith claims that the Ashlanders have stolen his shipment
of guar hides, and he would like my help in getting them back. If I can retrieve the stolen
hides, his friend Berwen in Tel Mora will reward me well. Girith has described the
Ashlanders that attacked him: "They looked kind of like a normal dark elf, but wild. They
wore animal skins and had tattoos. And they had odd hair." This may not narrow down my
search as much as I had hoped. I have agreed to try and hunt down the missing guar hides for
Athanden Girith. It will be best to check with the local Ashlanders first.

Entry 13: I've spoken to Ashlanders about the missing guar hides. They tell me that the two I
am searching for are named Emul-Ran and Ilabael. They are outcasts, belonging to no
Ashlander tribe. They can apparently be found camped south of the Ahemmusa camp, along
the shore.

Entry 14: I have found Emul-Ran and Ilabael. They are indeed the thieves who took Girith's
hides, and were too proud to say otherwise. I have returned the guar hides to Athanden Girith.
He was happy to get them back, but seemed a little disappointed that the Ashlanders weren't
dead. Girith promises me that I will be rewarded well if I visit his friend Berwen in Tel Mora.

Entry 15: I mentioned Athanden Girith's name to Berwen in Tel Mora. She immediately
recognized my name, and what I had done for her friend. She was, as Girith had promised,
more than generous. She gave me three healing potions and a ring she claims contains
powerful magics.

Entry 16: Kurapli, an Urshilaku trader, says an outcast ashlander named Zallay Subaddamael
betrayed Urshilaku hospitality and killed her husband. Kurapli promised that if I can find
Zallay Subaddamael, kill him, and bring her the justice of his death, she will give me as
reward her husband's enchanted Spirit Spear. The outcast ashlander Zallay Subaddamael may
be found in Aharasaplit camp on the island of Sheogorad, the large island north of
                                 [8] JOURNAL OF A MERCENARY                                 129

Vvardenfell. Kurapli says I might find information about Zallay Subaddamael or Aharasaplit
camp in the fishing village of Dagon Fel on Sheogorad Island.

Entry 17: I have given personal vengeance to the Urshilaku trader Kurapli by killing the
murderer of her husband, Airan-Ahhe. As a reward, she gave me her husband's enchanted
Spirit spear, and has asked only that I remember her husband's name when using it.

Entry 18: While traveling in the area west of Maar Gan, I met a pilgrim named Fonus
Rathryon. He wishes to travel to Koal Cave, on a pilgrimage, and must be there within two
days. I've agreed to escort Fonus Rathryon to Koal Cave, and he has promised to pay me a fee
of 150 septims upon our arrival there.

Entry 19: Fonus Rathryon has reminded me that he wishes to be in Koal within the next day
and a half. Hopefully, I'll be able to get him there on time.

Entry 20: I was again reminded that Fonus Rathryon is on a schedule, and he needs to be at
Koal Cave within the next day.

Entry 21: Fonus Rathryon reminded me yet again that he must be in Koal Cave very soon.
Only half a day until I promised him I would get him there. We'll have to pick up the pace a
bit.

Entry 22: I escorted Fonus Rathryon to Koal Cave, and he paid me the 150 septims that he
promised.

Entry 23: Hentus Yansurnummu asked me to get his pants from Hainab Lasamsi. I convinced
Hainab Lasamsi to hand over Hentus' pants. I gave Hentus his pants.

Entry 24: I have agreed to escort Hannat Zainsubani from the Mamaea Caverns. He says he
cannot offer me a reward now, but his father, Hassour Zainsubani, in Ald'ruhn, will gift me
generously if I can rescue him.

Entry 25: I have successfully escorted Hannat Zainsubani from Mamaea Caverns. Hannat
Zainsubani thanked me, and reminded me to speak to his father, Hassour Zainsubani, at the
Ald Skar Inn in Ald'ruhn, for courage and generosity must always be rewarded.

Entry 26: Hassour Zainsubani was grateful for the news of his son's rescue. He rewarded me
with raw ebony, and he also gave his own enchanted blade and a ring from his own finger to
thank me.

Entry 27: Someone said that Ienas Sarandas lost his patrimony betting on the guar, and sold
every piece of the family silverware to pay his debts. Bevene Releth the clothier made a
firejade amulet and delivered it to a customer named Ienas Sarandas, but Sarandas has not
made the promised final payment. Bevene Releth has offered to pay me 25 gold if I will either
retrieve the unpaid-for amulet, or will collect the final 50 gold from Sarandas. The trader
Tiras Sadus sold an Ashlander hand-crafted racer suede belt to a customer, but the customer
has failed to make his final payment on time. If I can find Ienas Sarandas and retrieve the belt
for the trader, or if I can get the 50 septims owed to the trader, Tiras Sadus will pay me 25
gold. Daynes Redothril the pawnbroker sold two fine matched rings, one with an raw ebony
stone, the other with a raw glass stone, to a customer named Ienas Sarandas. But Sarandas has
130               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

failed to pay the remaining 150 gold owed. If I can find Sarandas, and either get the ebony
ring and the glass ring and return them to Redothril, or get the 150 gold Sarandas owes
Redothril, the pawnbroker will pay me 50 gold. The enchanter Llether Vari offered to pay me
50 drakes if I will find a customer named Ienas Sarandus, and either collect a payment of 120
gold, or retrieve designer shoes from Ienas Sarandus and return them to Llether Vari. The
clothier Bivale Teneran made a brocade shirt and silk pants for Ienas Sarandus, but Ienas
Sarandus has not made the final payment on time. Bivale Teneran has offered to pay me 50
gold if I will find Ienas Sarandus, get the 360 gold he owes Bivale Teneran, or get the shirt
and pants and bring them back to Bivale Teneran.

Entry 28: I persuaded Ienas Sarandas to give me the goods. Now I must return the brocade
shirt and silk pants to Bivale Teneran, the racer suede belt to Tiras Sadus, the ebony ring and
glass ring to Daynes Redothril, the designer shoes to Llether Vari, and the firejade amulet to
Bevene Releth. Ienas Sarandas has resolved to live honestly and honorably from this day
forward.

Entry 29: I returned the racer suede belt to Tiras Sadus, and he paid me 25 gold. I returned the
firejade amulet to Bevene Releth, and she paid me 25 gold. I returned the ebony ring and the
glass ring to Daynes Redothril, and he paid me 50 gold. I returned the designer shoes to
Llether Vari, and he paid me 50 gold. I returned the brocade shirt and silk pants to Bivale
Teneran, and she paid me 50 gold. All seemed very pleased with the way I had handled the
affair.

Entry 30: Gindrala Hleran says there's a strange man in her house, and he won't leave. She
asked me to get him out of there, because he is scaring her. I told Gindrala Hleran that I had to
kill the strange man who had invaded her house. She was grateful, and promised to tell
everyone how kind and brave I'd been.

Entry 31: Viatrix Petilia stopped me on the side of the road near Ald'ruhn. She claims to be a
pilgrim on her way to Ghostgate Shrine. Her haughty attitude suggests a person who is used
to being waited on. She'd like me to escort her to the Ghostgate Shrine, and she promises a
"tip" if I deliver her there safely, and within two days' time. I have agreed to escort Viatrix
Petilia to Ghostgate. Although the trip shouldn't take too long, I have a feeling it might seem
that way.

Entry 32: Viatrix Petilia has reminded me that she needs to be in Ghostgate in a day and a
half. Her attitude is truly grating.

Entry 33: Viatrix Petilia mentioned yet again that she must be in Ghostgate within a day. She
is truly annoying. I won't be sorry to be rid of her.

Entry 34: Yet again, Viatrix Petilia has told me that she must be in Ghostgate within the next
half day. I should pick up the pace just to get rid of her more quickly.

Entry 35: We have arrived at the Ghostgate Shrine. I've led Viatrix Petilia safely to Ghostgate.
She did, indeed, give me a "tip" for my services, but it seems rather meager compensation
from someone of such obvious means.

Entry 36: During my travels, I encountered an Argonian trader named Rasha. It seems he's a
little behind on his deliveries, and doesn't feel he'll make it to Ald'ruhn in time for his
                                  [8] JOURNAL OF A MERCENARY                                   131

shipment. Rasha has asked me if I'd be willing to deliver his shipment of clothing to Bivale
Teneran the clothier in Ald'ruhn. Apparently, Teneran will pay me for the shipment upon
delivery. I've agreed to take the clothing shipment, which turns out to be five shirts, to Bivale
Teneran in Ald'ruhn. Teneran will compensate me upon delivery.

Entry 37: Rasha's shirts have been successfully delivered to Bivale Teneran the clothier in
Ald'ruhn. As payment, she has given me a Belt of Iron Will. Not a bad payment for a delivery
job.

Entry 38: Hlormar Wine-Sot spun quite an interesting yarn for me to hear. He claims to have
been seduced by a witch, who then cast a spell on him while he was asleep, took everything
he had including his prized enchanted axe Cloudcleaver, and left him by the road for the
amusement of passersby. He requests that I take him to find the witch and help retrieve his
axe, in exchange for a reward. I have agreed to take on Hlormar Wine-Sot as a companion and
aid in his search for the witch and his prized axe Cloudcleaver. He thinks he met her in a
camp to the northwest, but admits he could be confused as to the direction from the spell. We
have met up with the supposed witch at her camp. Her name is Sosia Caristiana, a healer, and
the story she tells is decidedly different from that of Hlormar. Sosia Caristiana says that she
accepted Hlormar Wine-Sot merely as a traveling companion for protection, but when he got
too friendly she was forced to put him to sleep and take his things to teach him a lesson. Sosia
Caristiana refuses to give back his property immediately but will meet him in three days at the
Caldera Mage Guild and return everything then. Hlormar Wine-Sot was not pleased in the
least to hear that he could not have his items back immediately, and demanded that I choose a
side. I have chosen to side with Sosia. Sosia Caristiana was so grateful to me for my
protection that she gave me three potions as a reward. I'm glad to see that she can live another
day to help those in need. I decided to keep Cloudcleaver for myself. One as uncivil as
Hlormar need not wield such a fine weapon. The loss of so much life is always a shame, but
at least I can take comfort in the beauty of my new axe, Cloudcleaver.

Entry 39: I met an orc in the woods north of Caldera named Bugrol. Seems he's on the run
from the town guards, or townbosses, as he calls them. Bugrol wants me to deliver a note he
gave me to his friend Bashuk gra-Bat in Caldera. He promises me a present if I do so. I can
only imagine what that might be.

Entry 40: Delivered Bugrol's note to Bashuk in Caldera. Quite a pair these two are.

Entry 41: Bashuk gra-Bat gave me a note to bring back to Bugrol, assuming the little coward
hasn't run off somewhere. This is so demeaning.

Entry 42: Gave Bugrol the note from Bashuk. I can't believe I'm playing messenger for these
two.

Entry 43: There don't seem to be any more notes to pass between Bugrol and Bashuk, thank
the gods. I feel I'm actually a bit stupider for ever having talked to either one of them. But, the
fool did give me a diamond as his "present." Apparently he thought it was just a shiny rock.
Probably found it while he was "hiding."

Entry 44: I met Pemenie, a Redguard trader, while traveling west of Balmora. She would like
help getting a shipment of goods to Gnaar Mok. Seems her escort abandoned her on the trip.
I've agreed to escort Pemenie to Gnaar Mok in exchange for some enchanted boots she
132               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

currently has in her inventory. I've been told by some locals that the trader Pemenie has a
bounty on her head, and should not be trusted. When questioned about having a bounty on her
head, Pemenie told me that it simply wasn't true, and was probably a case of mistaken
identity. She sounded insincere at best. Pemenie and I have arrived in Gnaar Mok.

Entry 45: I met a traveler named Aeta Wave-Breaker, who has apparently been attacked by a
band of thieves. Although she seemed unharmed, she was robbed. Aeta Wave-Breaker has
had her ring and amulet stolen. Both were apparently family heirlooms, and she is willing to
pay me their value for their return. She even believes she recognized the thief, who is
apparently well known in the area -- Dro'zhirr. Aeta Wave-Breaker tells me the jewelry she
has lost included a ring and an amulet, both inscribed. I have agreed to return the jewelry to
Aeta Wave-Breaker, should I be able to recover it from the bandits. They are rumored to be
located in a den somewhere to the east of Caldera. I've told Dro'zhirr I just want the jewels
back, which seemed to anger him. I've returned the stolen jewelry to Aeta Wave-Breaker, for
which she was very grateful. She has paid me handsomely, as promised.

Entry 46: I hear that the Balmora magistrate, Nolus Atrius, is on the take. But he has
important friends who can protect him. The Legion Champion, Larrius Varro, over at Fort
Moonmoth, has sworn an oath to stop corruption. But it's not clear how he can deal with the
situation.

Entry 47: The Legion Champion, Larrius Varro, at Fort Moonmoth told me a little story. He
didn't come right out and say it, but he suggests that some 'bad people' are bribing a 'bad
magistrate' to fix sentences and crimes for criminals. The General also suggests making these
'bad people' go away might require a 'bloodbath.' I think he wants ME to provide the
bloodbath. The 'bad people' that Larrius Varro wants to 'go away' are five members of the
Camonna Tong. Varro doesn't know their names, but he knows they are a scout, a
pawnbroker, a savant, a thief, and a smith, and that they are in Balmora. It seems that Varro
wants me to find the names of these 'bad people' and make them 'go away.' In a bloodbath.
Larrius Varro, says he has a 'nice present from the Emperor.' He says it is supposed to be 'a
surprise.' He says he doesn't know where it is, but that I should check back later to see if he
has found it. After I have done some things. It sounds like he has some sort of payment for me
if I make 'bad people' 'go away.'

Entry 48: I was told that the Balmora hangout for the Camonna Tong is the cornerclub called
the Council Club. A Thieves Guild informant tells me that if the bad people I am looking for
are Camonna Tong, and they're in Balmora, I'll find them at the Council Club cornerclub, the
local Camonna Tong hangout. Larrius Varro mentioned a scout, a pawnbroker, a savant, a
thief, and a smith. The scout would be Vadusa Sathryon. Marasa Aren would be the
pawnbroker. The thief would be Madrale Thirith. Sovor Trandrel is the savant. Thanelen
Velas would be the smith.

Entry 49: Larrius Varro says that everything has been taken care of. I assume he is referring to
the deaths of Vadusa Sathryon, Marasa Aren, Medrale Thirith, Sovor Trandrel, and Thanelen
Velas of the Camonna Tong. He then gave me a ring he called the 'nice present from the
Emperor.' He also gave me a book in recognition of my exceptional discretion.

Entry 50: Larrius Varro has warned me of a Nord Bandit who is accosting travelers
somewhere near Hla Oad. I get the feeling he wouldn't mind if I could "take care" of this
problem for him.
                                 [8] JOURNAL OF A MERCENARY                                  133

Entry 51: I was accosted by an outlaw named Fjod while traveling near Hla Oad. He
demanded either 100 gold or my life. I was able to kill Fjol and report my deeds to the
general. He rewarded me with 100 gold.

Entry 52: I've met a wandering pilgrim named Nevrasa Dralor. Apparently, Nevrasa has been
searching for a holy place near here, the Fields of Kummu. She tells me it is near a farm, and
along the coast. I have agreed to escort Nevrasa Dralor to the Fields of Kummu. It can be
dangerous traveling in this area, and she doesn't look like she can take care of herself. She
tells me the Fields of Kummu are somewhere along the coast, near a farm. We've arrived at
the Fields of Kummu. It is a peaceful spot, and I can see how some could find solace here.
Nevrasa was grateful for my help in escorting her to this holy place. She has rewarded me
with 150 septims.

Entry 53: I have met a Bosmer named Fargoth who claims the Imperials have stolen a ring of
his. He would like it back. I have returned the Engraved Ring of Healing to Fargoth. He was
overjoyed to have it back, and promised to mention my name to the trader here in town,
Arrille.

Entry 54: Hrisskar Flat-Foot asked me to do him a favor. He believes that Fargoth has been
hiding money from the Imperials, and he'd like to know where it's gone. If I will work for
him, he will give me a share of the bounty. I've agreed to help Hrisskar find the money that
Fargoth has been hiding away. I am supposed to keep an eye on him from atop the lighthouse
in town, and watch where he goes. Hrisskar believes I should watch him at night. I'm not
supposed to approach him at any time. I should then retrace his footsteps and find out where
he's hidden the money. When I've found it, I should report back to Hrisskar.

Entry 55: I've found Fargoth's hidden stash. He keeps it in a hollow treestump in a muck pond
in town. Hrisskar was grateful that I found the money that Fargoth had been hiding. He
rewarded me with some gold, and told me I could keep anything else I found in the bag
besides the money he wanted.

Entry 56: Sellus Gravius of Seyda Neen has tasked me with leading a band of adventurers out
to the overrun fort of Firemoth. It is there that we will fight the skeleton army of Grurn and
return with the Ward of Akavir. I have returned the Ward of Akavir to Sellus Gravius in
exchange for 3000 gold.

Entry 57: I met an angry trader near Vivec. His name is Tinos Drothan, and his "guards" have
run off with the goods he was carrying. Tinos Drothan has told me if I can find the guards
who stole his glass, kill them, and return the glass, he'd teach me some trader's tricks that
could save me money in the future. The guards' names are Alvur Hleran and Dondiir, and he
believes they are still in the area, perhaps holed up in a cave southeast of here. I've agreed to
help Tinos Drothan recover his stolen glass. I've found where Alvur Hleran and Dondir were
hiding, and was able to recover the glass. I returned the raw glass that had been stolen from
Tinos Drothan, and he was very happy that I had also killed off his former guards. In return,
he taught me some "tricks of the trade" that should help me in future dealings with merchants.

Entry 58: I met a trader named Paur Maston while traveling north of Bal Fell. It seems he was
supposed to meet up with his partner, a Khajiit named Vanjirra, but Paur arrived late, and she
had already gone on to Molag Mar. It seems Paur Maston fears for his life on the trip to
Molag Mar. No wonder. I've heard it can be quite a dangerous journey. He would like me to
134               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

escort him to Molag Mar and protect him from any dangers we might face. While he has little
to offer me, he promises that his partner will compensate me once we arrive in Molag Mar.
I've agreed to escort Paur Maston on his trip to Molag Mar. It could be quite a dangerous trip,
but he promises I'll be well rewarded once we arrive and he can find his partner, Vanjirra.

Entry 59: Paur Maston and I have arrived in Molag Mar. We have found Paur Maston's
partner, Vanjirra. They were honest folks, and did reward me for my efforts.

Entry 60: I ran into a trader, Teris Raledran, while traveling near Seyda Neen. He is trying to
get a shipment of clothing to Agrippina Herennia in Vivec. He would like me to escort him
and his pack guar, Rollie, and ensure their safety on the way. I've agreed to escort Teris
Raledran, and Rollie the Guar, to Vivec. In return, he has agreed to pay me 100 septims for
my time. We've gotten near Vivec, and Teris has told me that the Rollie isn't allowed to enter
the city proper. He'll have to wait outside while we continue on.

Entry 61: I've arrived at Agrippina Herrenia's shop in Vivec with Teris Raledran. As
promised, Teris has paid me 200 septims. Rollie had little to say to me on the matter.

Entry 62: There is a rumor in Vivec that Miun-Gei, a merchant in the Vivec Foreign Quarter,
has been having problems with an annoying street vendor selling things outside his shop. I've
spoken to Miun-Gei about the person outside his shop disrupting business. He claims the man
is hawking ridiculous items, and generally annoying his customers. Since he technically isn't
doing anything illegal, there is no way to get rid of him, but Miun-Gei would like him gone.
I've agreed to help Miun-Gei get rid of the annoying vendor, whose name is Marcel Maurard.
After speaking to Marcel Maurard, I've found that he is an aspiring actor, who is trying to
make money to fund his craft. He refuses to leave, since it is the only way he has found to
make any cash, at least until he can find a part in a play. After asking around a bit in Vivec,
I've learned that there is almost no actual theatre here in the city. In fact, the only one who is
interested at all is Crassius Curio, a nobleman in town.

Entry 63: Crassius Curio is putting on a new play called "The Lusty Argonian Maid," and
gave me a bit of the work to sample. It seems he is very interested in the arts, especially the
theatre. He would like to stage a production of his latest play, but hasn't been able to find
enough actors willing to take part. Marcel Maurard was overjoyed to hear about Curio's play.
He promised he would visit him as soon as possible and join with the acting troupe. Miun-Gei
was happy to hear that Marcel Maurard will no longer be selling his wares in front of his
shop, and rewarded me with an iron shardskewer.

Entry 64: Aurane Frernis needs me to find a rare gold kanet plant called Roland's Tear. I've
agreed to find the gold kanet plant called Roland's Tear. One variation of this plant is said to
have wondrous powers when combined with other ingredients. She said she would make me
something extra-special and rare if I bring her five flowers from this plant. Aurane Frernis
believes it can be found at the eastern edge of the ruins of Ald Sotha, to the east of Vivec.
After some searching, I found the plant she was looking for. When I returned with the plant,
Aurane Frernis made me a potion of luck.

Entry 65: I have heard rumor that Balen Andrano is having a rough time with his business.

Entry 66: Balen Andrano has asked me to do a job for him. He would like me to place the
bone of a dead Dwemer in the shop of one of his rivals, the Redguard trader Jeanne. He
                                 [8] JOURNAL OF A MERCENARY                                 135

claims that it will be a bad luck totem for the more prosperous merchant. I have agreed to
place the Dwemer bone in Jeanne's shop. Andrano tells me I must place the bone in a chest
near the merchant's bed, so while she sleeps, the bone will work its evil magic. If I am spotted
doing this, though, the magic will not work. I have successfully placed the Dwemer bone in
Jeanne's chest.

Entry 67: I have returned to Balen Andrano and collected my reward, a sleep amulet. After
returning to Jeanne's store, the shopkeeper tells me that she has been haunted by a dwarven
ghost, and her business is suffering. She would like me to rid her of this evil spirit.

Entry 68: I have killed the dwarven spirit haunting Jeanne's store. I have removed the bone
from the chest in Jeanne's bedroom, and the dwarven spirit has disappeared. Jeanne thanked
me for my help, and rewarded me well for my efforts.

Entry 69: Tarer Braryn insulted Trebonius Artorius last night and now has a nasty rash. He
wants me to go to the Guild of Mages with a gift and his apologies. If I do it, he'll pay me 50
gold. I've agreed to deliver the book and Braryn's apologies to Trebonius. He's in the Mages
Guild here in Vivec.

Entry 70: I delivered the message to Trebonius Artorius. For my efforts he gave me a potion
for myself and a potion to take back to Tarer Braryn. When I returned with the potion for his
rash, Tarer Braryn was so happy he gave me 100 gold instead of the promised 50.

Entry 71: I have heard rumors in Vivec of a merchant with a rat infestation problem.
Apparently, Audenian Valius, a Telvanni enchanter, has been overrun by rats in recent weeks.
I have spoken to Audenian Valius about his rat infestation problem. He'd like me to clean out
the rats that have been infesting his store. I've agreed to help get rid of the rats that are
bothering Audenian Valius.

Entry 72: It appears now that Audenian Valius didn't just want me to kill the rats in his store,
but also the nest of them that have been coming up from the Underworks.

Entry 73: I have killed the nest of rats in the Underworks, and returned to Audenian Valius.
He was grateful for my help, and rewarded me with a valuable soul gem.

Entry 74: While in Ebonheart, I spoke with Llaalam Dredil, an advisor to Duke Dren. He has
asked me to deliver a letter for him to J'Zhirr at the East Empire Company here in Ebonheart.
I have agreed to deliver the letter for Llaalam Dredil.

Entry 75: J'Zhirr has received my letter from Llaalam Dredil, and has given me note to bring
back to Dredil. I have delivered the note to Dredil, and he has given me 75 gold as payment.

Entry 76: I encountered a particularly agitated wood elf today going by the name of High-
Pockets. He was visibly angered at a Nord named Holmar inside the Winged Guar who he
claims beat him up for no good reason. I have agreed to help High-Pockets go teach Holmar
some manners.

Entry 77: I entered the bar with High-Pockets to find Holmar loudly bragging about his stunt.
The two of us confronted him, and I persuaded him to stop his bragging and apologize. High-
Pockets was satisfied, and paid me for my help.
136               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 78: High-Pockets thanked me for my help with Holmar, and gave me a magic ring and
gold as reward.

Entry 79: Bols Indalen makes custom armor to order. He's given me a list of his requirements
and prices. If I have the materials and gold, I can speak to him, write up an order, and I'll have
my new armor a day later.

Entry 80: I have agreed to help the eccentric Detritus Caria fill out his collection of clutter. He
requires two items for now. The first is a bolt of Imperial rat hair fabric, a burgundy fabric
with a diamond pattern on its side. The second is a brushed silver pitcher. I have retrieved the
cloth bolt and silver pitcher for Detritus Caria and have been named the Champion of Clutter.

Entry 81: Detritus Caria has sent me on another quest, this time for three items. The first is a
redware pot, tall with vertical lines going down the side. The second is a full set of Imperial
silverware -- knife, fork, and spoon. The third is a yellow metallic plate with a sun in the
center. I have returned Detritus Caria's second round of requested items to him.

Entry 82: Detritus Caria has recruited me to find a complete Dwarven tableware set. The
complete set includes two goblets -- one slightly larger than the other -- a pitcher, a tankard,
and a large bowl. I have delivered the Dwemer tableware to Detritus Caria, and secured my
position as the Champion of Clutter for all time.

Entry 83: The proprieter of The Winged Guar Tavern offered me a position as temporary
bouncer and I accepted. I am to talk to all the patrons in the bar, and throw out any trouble
makers. I have subdued the drunkard Wood Elf Denegor. Thankfully, it didn't have to come to
violence. I had a chat with the notorious hustler, Galms Seles, who agreed to stop hustling
customers of the Winged Guar Tavern. Having performed my duties as bouncer in the
Winged Guar Tavern, I spoke with Hession and collected my wages.

Entry 84: I have spoken the Geon Auline, who is looking for a Droth Dagger to complete a
collection. I have agreed to help Geon Auline acquire a Droth Dagger. I need to go to Thendas
Manor in the residential district.

Entry 85: I have purchased the Droth Dagger from Arnsa Thendas. I should return it to Geon
Auline, so he can complete his collection.

Entry 86: Geon Auline was happy to have the Droth Dagger returned to him, and paid me 800
gold for it.

Entry 87: I met Dovor Oren in a vacant manor house in Mournhold. He claims to be preparing
for some sort of war between the Temple and the Imperials. I have declined Dovor Oren's
invitation to help him re-shape Mournhold. He implied that I shouldn't have any further
contact with him.

Entry 88: Today I met a Breton named Rerlas Mon who sells trained rats and scribs.

Entry 89: I met a Dunmer named Narisa Adus in the Bazaar Sewers. She said her lover,
Variner, was killed by the Black Dart Gang in the Temple Sewers, and now his ghost comes
to her at night, begging her to rescue him. The ghost says he has a message for her, but she is
afraid to go further. She says the Black Dark Gang are very dangerous. They dress like poor
                                 [8] JOURNAL OF A MERCENARY                                  137

beggars, but they throw deadly poison darts -- one is enough to kill you. Narisa Adus in the
Bazaar Sewers made a request. If I see the ghost of her lover, Variner, she wants me to listen
to the ghost, and see if he has a message for her.

Entry 90: I spoke with Variner's ghost. He told me a way to drown the Black Dart Gang in
their hideout by flooding the room. But first I have to find the mechanism. It's a lever that
looks like a torch holder. If I pull it down, the room will flood. The mechanism is on the wall
somewhere at the east end, at head height. But I must be careful not to get too close to the
gang or they will kill me. The hideout is in Old Mournhold, Temple Sewers West. Narisa
Adus thanked me for bringing her the message from the ghost of her lover, Variner. She says
she is too afraid of the Black Dart Gang to hunt them down, but she hopes that Variner's spirit
can rest, now that he has delivered his message. When I told Narisa Adus I killed the Black
Dart Gang, she was very grateful, and she gave me a ring Variner gave her.

Entry 91: Strange creatures have burst through the ground at the Plaza Brindisi Dorom, and
the High Ordinators and Royal Guard are trying to protect the city. The High Ordinators have
asked me to help defend the city against the attacking creatures.

Entry 92: The creatures attacking the city have been defeated. The plaza is in ruins. The High
Ordinators have ordered me to report the attack to Fedris Hler at the Temple.

Entry 93: I have reported the attack on the city to Fedris Hler.

Entry 94: Fedris Hler, Almalexia's Chief Steward, has asked me to perform a service for the
goddess. It seems that King Helseth is recruiting a troop of goblins to serve as footsoldiers for
his army. According to Hler, Almalexia considers the goblins an abomination, and is horrified
that Helseth would consider using the beasts as soldiers. The goddess worries that the
temperamental Helseth will lose control of the creatures, and they will attack Mournhold. I
am to kill the goblin warchiefs and report back to Hler. Although he did not know where the
goblins were being trained, perhaps one of the locals has more information. In addition to the
two goblin warchiefs, Hler mentioned that there are at least two Altmer in charge of training
the goblins for Helseth. If I can also get rid of them, the goddess will be pleased.

Entry 95: There have been reports of strange creatures in and around the sewers of the
Godsreach area of Mournhold. It could be where the goblins are hiding.

Entry 96: I've killed the two goblin warchiefs as well as the Altmer trainers Armion and
Yarnar.

Entry 95: Fedris Hler has told me that the goddess Almalexia is very pleased to hear that the
goblin menace has been taken care of. As a token of gratitude, I have been given a large sum
of gold as a reward.

Entry 96: Fedris Hler, apparently pleased with my efforts involving the goblin army, has
another task for me. He has instructed me to speak with Gavas Drin, Almalexia's head priest.
I've met with Gavas Drin, who would like me to perform a task for Almalexia. Deep in the
ruins beneath the Temple is a shrine that has been untouched for many years. Apparently, the
shrine has soured, and the entire area overrun by the undead. It is Almelexia's belief that the
Shrine of the Dead can be reclaimed, and its power used for the good of Mournhold. Although
traditional Temple doctrine disavows ancestor worship, the Lady believes that it has its place,
138                NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

and that the power to be gained from the ancestors is great. Drin asks that I escort one of
Almalexia's young curates, Urvel Dulni, to this shrine to cleanse it and restore its power. I
will first have to rid the area of all of the Profane, powerful liches who draw strength from the
power of the Shrine of the Dead. When they are destroyed, Dulni will cleanse the shrine. I
should enter the sewers from the Temple basement. Once there, I will need to head east
through the old Temple Gardens, then south to find the Shrine of the Dead.

Entry 97: I have killed the last of the Profane, the liches guarding the Shrine of the Dead.

Entry 98: Urvel Dulni has succeeded in cleansing the shrine. Gavas Drin was pleased, and a
bit surprised, at the news we were able to restore the shrine. He has presented me with a
Blessed Spear, a gift from the Lady Almalexia.

Entry 99: I have been told that I will be granted an audience with the goddess Almalexia.

Entry 100: Almalexia has sent me to deal with Salas Valor, one of Her elite guards, the
Hands, who has gone mad, and who now presents a threat to Almalexia. She says She pities
him, and knows that he is not responsible for his actions, but She says he is very dangerous,
and I may not be able to spare his life. I went to speak with Salas Valor, but it is almost as
though he had been waiting for me. He seemed to know that Almalexia had sent me, and that
she wanted one or both of us dead. He told me to make my peace with the gods, then attacked
me. Salas Valor is dead. Any threat he represented to the peace of Mournhold is now
eliminated. I should report to Almalexia.

Entry 101: I reported to Almalexia that Salas Valor is dead, and that any threat he represented
to the peace of Mournhold is now eliminated. She was pleased, and rewarded me with a
special divine blessing.

Entry 102: Gavas Drin has told me that Fedris Hler would like to speak to me. I have spoken
to Fedris Hler, and apparently Almalexia was pleased enough with the jobs I have done that
she has a special assignment for me. I am to retrieve an artifact, Barilzar's Mazed Band, from
the tombs beneath the Temple and return it at once. The band is supposed to be in an
Abandoned Crypt, which I can reach through a passage in the northwest section of the Temple
Sewers. Hler knows very little about Barilzar's Mazed Band, but suggests I speak with Gavas
Drin, who may know a bit more about it. Drin tells me that the Mazed Band is a powerful ring
created long ago by the wizard Barilzar. Drin says he does not know the artifacts purpose, or
the extent of it's powers, but only that the goddess wishes to retrieve it. He assumes that she
will use it to better minister to her people here in Mournhold.

Entry 103: I've asked Barenziah about the Mazed Band. She had heard of it, but did not know
it's true origin. She believed that it was a powerful artifact, but that it was dangerous. Plitinius
Mero did not wish to speak to me about the Mazed Band. He believes it is an evil artifact, and
something that is best left buried. It was an odd reaction from this rational scholar.

Entry 104: I've spoken with Torasa Aram, the curator at the Museum of Artifacts in
Mournhold. She had heard of the band, but was unsure whether it truly existed. The band is
rumored to be very powerful, and only able to be worn and used by beings of divine power.

Entry 105: I have encountered the ancient lich lord Barilzar, creator of the Mazed Band. He
tells me that the band is never to be used again, and that he will defend it until his own death.
                                  [8] JOURNAL OF A MERCENARY                                   139

Entry 106: I have retrieved Barilzar's Mazed Band. I've returned to Fedris Hler with the
Mazed Band. He has told me to speak with Gavas Drin for further instructions.

Entry 107: Gavas Drin tells me that the Mazed Band is to be given directly to Almalexia. I am
to proceed to the High Chapel and speak directly with the goddess.

Entry 108: The goddess Almalexia has taken the Mazed Band and thanked me for my efforts.
She has blessed me with a new ability, Almalexia's Light, and told me that I might be of
further assistance to her one day. I have spoken with Almalexia about a cult that has formed
in Mournhold under the direction of a dunmer named Eno Romari. They are called the End of
Times, and Almalexia is troubled by them. Apparently, members of the End of Times cult
have been found dead throughout the city. The cult's followers all seem to have been
poisoned, but it is not known by whom. Almelexia wishes me to find out more about this
group and their leader. I should speak with Meralyn Othan in the Great Bazaar. Her brother
was one of the dead cultists. Almalexia has also warned me to take care with Eno Romari, and
not make him a martyr for his cause.

Entry 109: I've spoken to Meralyn Othan. She is visibly upset about the death of her brother,
who she says was a sort of a lost soul. Meralyn Othan tells me that the End of Times is a
suicide cult. I should be able to find their members, and perhaps Eno Romari, in Godsreach,
near the Winged Guar.

Entry 110: I've spoken to Eno Romari about his End of Times cult. They believe the power of
the Tribunal is faltering, and that a new and frightening age is coming to all of Tamriel. He
tells me that many of his followers perform a ritual called the Cleansing, which is a form of
ritual suicide. I should report this information to Almalexia immediately.

Entry 111: I have reported my findings on the End of Time and Eno Romari to Almalexia.
She was furious, and wishes for me to help her show this group that she is still a powerful
goddess. Alamalexia would like to demonstrate her power by creating ashstorms throughout
the city of Mournhold. Her powers, however, have been expended by caring for her people
after the attack on the city. She would like me to travel to Bamz-Amschend and activate the
Karstangz-Bcharn, an ancient Dwemer creation said to be able to control the weather.

Entry 112: I have found the Karstangz-Bcharn, and I was able to activate it. From deep within
these ruins, it will be difficult to tell what effect it has had on the city above. If I understand
the Dwemer symbols on the Karstangz-Bcharn, I believe the machine is now causing
ashstorms in Mournhold. Almalexia is pleased with the ashstorms created by the Karstangz-
Bcharn. The city of Mourhold is strangled by the harsh weather. The decorative trees lining
the city streets are dying, and the people are frightened. I can only hope the goddess does not
allow this to go on for long.
140               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND



[9] Journal of a Morag Tong Assassin


                              Journal of a Morag Tong Assassin


                                   [Vvardenfell, c 3E 428]


Entry 1: These are the rules of the Morag Tong. Guild members never harm or steal from
anyone -- except the target of a legal Writ of execution. Guild members never betray our
secrets or our identities. If I break any of these rules, I must immediately speak with a Master
to regain my good standing or I may be targeted for execution.

Entry 2: I have been given a Writ for the honorable execution of Feruren Oran. He may be
found in the Elven Nations Cornerclub in the Hlaalu Plaza here in Vivec.

Entry 3: Feruren Oran has been slain according to the traditional and honorable doctrine of
the Morag Tong. None dared to report my actions. I reported the honorable execution of
Feruren Oran.

Entry 4: I have been given a Writ for the honorable execution of Toris Saren. He is in his
home, Saren Manor, in the Plaza of the Redoran Canton here in Vivec.

Entry 5: Toris Saren has been slain according to the traditional and honorable doctrine of the
Morag Tong. None dared to report my actions. I reported the honorable execution of Toris
Saren.

Entry 6: I have been given a Writ for the honorable execution of Odaishah Yasalmibaal. To
get to him, I should take a boat to Tel Aruhn and swim southwest until I reach the coast.
Odaishah is in a yurt on the coast near the end of a small peninsula.

Entry 7: Odaishah Yasalmibaal has been slain according to the traditional and honorable
doctrine of the Morag Tong. None dared to report my actions. I reported the honorable
execution of Odaishah Yasalmibaal.

Entry 8: I have returned the Belt of Sanguine Impaling and the Ring of Sanguine Unseen
Wisdom, two of the 27 Threads of the Webspinner, to the custody of the Morag Tong.

Entry 9: I have been given a Writ for the honorable execution of Sarayn Sadus. He may be
found in Zaintirari. I should first head to the Erabenimsun Camp and then go northwest until I
reach a steampit. Zaintirari is north of the steampit, but hidden from view.

Entry 10: Sarayn Sadus has been slain according to the traditional and honorable doctrine of
the Morag Tong. None dared to report my actions. I reported the honorable execution of
Sarayn Sadus.

Entry 11: Grandmaster Eno Hlaalu wants me to speak with Movis Darys at the Guild of
Mages in Ald'ruhn. I must either convince him to join the Morag Tong or kill him.
                          [9] JOURNAL OF A MORAG TONG ASSASSIN                            141

Entry 12: Movis Darys agreed to meet with Eno Hlaalu. As a token of good faith, he gave me
the Belt of Sanguine Denial. Grandmaster Eno Hlaalu thanked me for convincing Movis
Darys to join the Morag Tong.

Entry 13: I have been given a Writ for the honorable execution of Ethal Seloth and Idroso
Vendu. They may be found in the temporary housing of the Telvanni Plaza.

Entry 14: Ethal Seloth and Idroso Vendu have been slain according to the traditional and
honorable doctrine of the Morag Tong. None dared to report my actions. I reported the
honorable execution of Ethal Seloth and Idroso Vendu.

Entry 15: I have been given a Writ for the honorable execution of Guril Retheran. He may be
found at the Flowers of Gold Cornerclub in the Redoran Waistworks.

Entry 16: Guril Retheran has been slain according to the traditional and honorable doctrine of
the Morag Tong. None dared to report my actions. I reported the honorable execution of Guril
Retheran.

Entry 17: I have returned the Glove of the Sanguine Horny Fist and the Shoes of Sanguine
Leaping, two more of the 27 Threads of the Webspinner, to the custody of the Morag Tong.

Entry 18: Grandmaster Eno Hlaalu believes that Miun-Gei might know how to contact the
Dark Brotherhood. He is an Enchanter in the Lower Waistworks of the Foreign Quarter.
When I get a name from Miun-Gei, I should report back to the Grandmaster.

Entry 19: I spoke with Miun-Gei and asked for contact in the Dark Brotherhood. Miun-Gei
told me to speak with Tsrazami, a Khajiit who is also in the Market Canton. I should report
her name to the Grandmaster.

Entry 20: I spoke with Tsrazami and she agreed to meet with Eno Hlaalu. Eno Hlaalu thanked
me for giving him the name of a contact in the Dark Brotherhood.

Entry 21: I have been given a Writ for the honorable execution of Galasa Uvayn. She may be
found at the Hlaalu Treasury in the Waistworks of the Hlaalu Compound in Vivec.

Entry 22: Galasa Uvayn has been slain according to the traditional and honorable doctrine of
the Morag Tong. None dared to report my actions. I reported the honorable execution of
Galasa Uvayn.

Entry 23: Grandmaster Eno Hlaalu asked me to bring him the Belt of Sanguine Fleetness, held
by Hrordis, a member of the Dark Brotherhood. She can be found in Pelagiad at the Halfway
Inn.

Entry 24: I have returned the Belt of Sanguine Fleetness, one of the 27 Threads of the
Webspinner, to the custody of the Morag Tong.

Entry 25: I have been given a Writ for the honorable execution of Mavon Drenim. He may be
found at the Telvanni Tower in the Telvanni Plaza here in Vivec.
142               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 26: Mavon Drenim has been slain according to the traditional and honorable doctrine of
the Morag Tong. None dared to report my actions. I reported the honorable execution of
Mavon Drenim.

Entry 27: I have been given a Writ for the honorable execution of Tirer Belvayn. He may be
found in Shara. To get there I must go to Dagon Fel and follow the road south past the
Dwemer ruins and then west until a branch heads southwest to the coast. Shara will be to the
south.

Entry 28: Tirer Belvayn has been slain according to the traditional and honorable doctrine of
the Morag Tong. None dared to report my actions. I reported the honorable execution of Tirer
Belvayn.

Entry 29: I have returned the Ring of Sanguine Green Wisdom, the Belt of Sanguine Smiting,
the Ring of Sanguine Golden Wisdom, the Ring of Sanguine Silver Wisdom, and the Amulet
of Sanguine Glib Speech, five more of the 27 Threads of the Webspinner, to the custody of
the Morag Tong.

Entry 30: I have been given a Writ for the honorable execution of Mathyn Bemis, who may be
found in the Hlaalu Ancestral Vaults which are accessible from the Canalworks of the Hlaalu
Canton.

Entry 31: Mathyn Bemis has been slain according to the traditional and honorable doctrine of
the Morag Tong. None dared to report my actions. I reported the honorable execution of
Mathyn Bemis.

Entry 32: I have been given a Writ for the honorable execution of Brilnosu Llarys. She may
be found at the Dunmer stronghold of Hlormaren which is on the coast west of Balmora north
of Hla Oad.

Entry 33: Brilnosu Llarys has been slain according to the traditional and honorable doctrine of
the Morag Tong. None dared to report my actions. I reported the honorable execution of
Brilnosu Llarys.

Entry 34: Grandmaster Eno Hlaalu believes that Mehrunes Dagon cultists are protecting the
Dark Brotherhood. I must speak with such a cultist, Carecalmo in Ashalmimilkala. I should
offer him an ultimatum: Stop protecting the Dark Brotherhood or the Morag Tong will declare
war on all cultists of Mehrunes Dagon.

Entry 35: Carecalmo was offended by the ultimatum and attacked me. Grandmaster Eno
Hlaalu thanked me for killing Carecalmo.

Entry 36: I have returned the Belt of Sanguine Martial Craft, one of the 27 Threads of the
Webspinner, to the custody of the Morag Tong.

Entry 37: I have been given a Writ for the honorable execution of Navil Ienith and Ranes
Ienith. They may be found on the Dren Plantation which is east of Pelagiad or west of Suran.
                          [9] JOURNAL OF A MORAG TONG ASSASSIN                           143

Entry 38: Ranes and Navil Ienith have been slain according to the traditional and honorable
doctrine of the Morag Tong. None dared to report my actions. I reported the honorable
execution of Navil and Ranes Ienith.

Entry 39: I have been given a Writ for the honorable execution of Larrius Varro. He may be
found in Fort Moonmoth near Balmora.

Entry 40: Larrius Varro has been slain according to the traditional and honorable doctrine of
the Morag Tong. None dared to report my actions. I reported the honorable execution of
Larrius Varro.

Entry 41: I have returned the Shoes of Sanguine Stalking and the Glove of Sanguine
Safekeeping, two of the 27 Threads of the Webspinner, to the custody of the Morag Tong.

Entry 42: I have been given a Writ for the honorable execution of Baladas Demnevanni who
can be found in Arvs Drelen near Gnisis.

Entry 43: Baladas Demnevanni has been slain according to the traditional and honorable
doctrine of the Morag Tong. None dared to report my actions. I reported the honorable
execution of Baladas Demnevanni.

Entry 44: Grandmaster Eno Hlaalu asked me to return the Ring of Sublime Wisdom, one of
the 27 Threads of the Webspinner. It is being held by Anel Rethelas in Yasammidan, which is
west of Ald Velothi, past the Dwemer ruins.

Entry 45: I have returned the Ring of Sanguine Sublime Wisdom, together with the Belt of
Sanguine Stolid Armor, to the custody of the Morag Tong.

Entry 46: I have been given a Writ for the honorable execution of Dram Bero who lives
somewhere here in Vivec.

Entry 47: Dram Bero has been slain according to the traditional and honorable doctrine of the
Morag Tong. None dared to report my actions. I reported the honorable execution of Dram
Bero.

Entry 48: I have been given a Writ for the honorable execution of Mistress Therana. She may
be found in the tower of Tel Branora.

Entry 49: Mistress Therana has been slain according to the traditional and honorable doctrine
of the Morag Tong. None dared to report my actions. I reported the honorable execution of
Mistress Therana.

Entry 50: One of the Dark Brotherhood's bases is in Assernerairan, which is beneath St. Olms
Canton here in Vivec City. I must honorably execute the leader, Durus Marius, and report
back to Grandmaster Eno Hlaalu.

Entry 51: Grandmaster Eno Hlaalu thanked me for honorably executing Durus Marius.

Entry 52: I have returned the Belts of Sanguine Balanced Armor, Sanguine Deep Biting,
Sanguine Hewing, and Sanguine Sureflight to the custody of the Morag Tong.
144              NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 53: The Dark Brotherhood in Vvardenfell keep their headquarters in the ruins of Ald
Sotha, which is northeast of Vivec City. I must go there and honorably execute the local Night
Mother of the Dark Brotherhood, Severa Magia.

Entry 55: Grandmaster Eno Hlaalu thanked me for honorably executing Severa Magia. Eno
Hlaalu gave me a ritual dagger with his gratitude.

Entry 56: I have returned to the custody of the Morag Tong:
   - the Ring of Sanguine Fluid Evasion,
   - the Amulet of Sanguine Nimble Armor,
   - the Ring of Sanguine Red Wisdom,
   - the Glove of Sanguine Swiftblade,
   - the Ring of Sanguine Transcendent Wisdom, and
   - the Ring of Sanguine Transfiguring Wisdom.

Entry 57: Grandmaster Eno Hlaalu believes I have what it takes to be the new Grandmaster of
the Morag Tong. He will step down if I break with Morag Tong tradition and let him retire.

Entry 58: Grandmaster Eno Hlaalu thanked me for allowing him to retire. I am the new
Grandmaster of the Morag Tong.
                    [10] JOURNAL OF A PILGRIM OF THE TRIBUNAL TEMPLE                       145



[10] Journal of a Pilgrim of the Tribunal Temple


                         Journal of a Pilgrim of the Tribunal Temple


                                   [Vvardenfell, c 3E 427]


Entry 1: My fourfold duties to the Temple are to: Faith, Family, Masters, and all that is good.
I should perform holy quests and bring luster to the Temple. I must never transgress against
my brothers or sisters -- in thought or deed -- for we are all one body.

Entry 2: I have been given a copy of The Pilgrim's Path and asked to make the Pilgrimages of
the Seven Graces.

Entry 3: I have read The Pilgrim's Path and marked the location of each shrine on my map.

Entry 4: I made the Pilgrimage to the Fields of Kummu and read the Grace of Humility.

Entry 5: I made the Pilgrimage to Stop the Moon and read the Grace of Daring.

Entry 6: I made the Pilgrimage to the Palace of Vivec and read the Grace of Generosity.

Entry 7: I spoke with Krazzt and gave him a longsword. I should read the inscription on the
shrine to complete the Pilgrimage.

Entry 8: I made the Pilgrimage to the Puzzle Canal and read the Grace of Courtesy.

Entry 9: I made the Pilgrimage to the Mask of Vivec and read the Grace of Justice.

Entry 10: I made the Ruddy Man Pilgrimage and read the Grace of Valor.

Entry 11: I made the Pilgrimage to Ghostgate and read the Grace of Pride. I have completed
the Pilgrimages of the Seven Graces.

Entry 12: Endryn Llethan asked me to speak with the holy pilgrim Tanusea Veloth. She has
Corprus disease and may spread it to others here in Vivec, but she is blessed by Almalexia
and does not suffer from the disease. I must find her and convince her to go to the
Corprusarium.

Entry 13: Tanusea Veloth refused to leave Vivec City. She does not believe that I am pious
enough. I convinced Tanusea Veloth with quotes from the sacred texts of the Temple. She
agreed to go to the Corprusarium.

Entry 14: Endryn Llethan thanked me for convincing Tanusea Veloth to go to the
Corprusarium.
146              NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 15: Endryn Llethan wants me to make the Pilgrimage to the Sanctus Shrine in Dagon
Fel. I must travel there on foot without speaking to anyone. As the waters of Dagon Fel can be
dangerous, Endryn Llethan suggested that I purchase some potions of levitation.

Entry 16: Endryn Llethan swore me to silence. I must travel to the Sanctus Shrine in Dagon
Fel under a strict oath of silence.

Entry 17: I made the Pilgrimage to the Sanctus Shrine where Saryoni first wrote his famous
sermons. Endryn Llethan praised me for making the Pilgrimage to the Sanctus Shrine in
Dagon Fel.

Entry 18: Endryn Llethan asked me to find the Shoes of St. Rilms and return them to the
Temple. A priest recently dreamt that the shoes were in the depths of Ald Sotha northeast of
Vivec.

Entry 19: Endryn Llethan thanked me for returning the sacred Shoes of St. Rilms. The Shoes
of St. Rilms have been entrusted to my care.

Entry 20: Endryn Llethan asked me to cleanse the foul Daedra worshippers from beneath the
St. Delyn Canton here in Vivec. I must kill the leader of the cult, Bjadmund.

Entry 21: I have killed the leader of the Sheogorath cult, Bjadmund. Endryn Llethan thanked
me for cleansing St. Delyn Canton.

Entry 22: Tuls Valen wants me to reenact Vivec's compassionate healing of a foe. I must
either learn the Rilm's Gift spell or use the potion he gave me to cure the Orc Bulfim gra-
Shugharz of Ash-Chancre. Bulfim gra-Shugarz is in Maelkashishi. I can get there by heading
east from Ald Velothi until I reach the mountains, then following the mountains south.

Entry 23: I cured Bulfim gra-Shugharz. Tuls Valen thanked me for curing Bulfim gra-
Shugharz.

Entry 24: Tuls Valen asked me to speak with Elvil Vidron in Suran. Elvil Vidron has
proclaimed himself to be the Incarnate. I must either persuade him to give up the notion that
he is the Incarnate or kill him.

Entry 25: I convinced Elvil Vidron that he is not the Incarnate. Tuls Valen thanked me for
stopping the false incarnate.

Entry 26: Tuls Valen wants me to make the Pilgrimage to Maar Gan. I should go to the
temple shrine in Maar Gan and read the plaque describing Vivec's taunting of Mehrunes
Dagon.

Entry 27: I taunted the Dremora at the shrine of Maar Gan and he attacked me. I completed
the pilgrimage to the shrine of Maar Gan.

Entry 28: Tuls Valen praised my handling of the Dremora Anhaedra.
                    [10] JOURNAL OF A PILGRIM OF THE TRIBUNAL TEMPLE                       147

Entry 29: Tuls Valen asked me to investigate a dark cult in Hassour. To get there I should
head east from Balmora, past Fort Moonmoth and into the Foyada Mamaea. I should follow
the foyada all the way south.

Entry 30: I have slain the dark and powerful Dagoth Fovon. Tuls Valen thanked me for being
the instrument of the Temple's justice in Hassour. Tuls Valen has no more duties for me. He
said I should seek Uvoo Llaren in Ghostgate or Endryn Llethan in Vivec.

Entry 31: Tharer Rotheloth asked me to cure a villager named Lette in Tel Mora. She has
swamp fever and there is no Temple in Tel Mora where she can go for healing.

Entry 32: I cured Lette of her simple affliction. Tharer Rotheloth thanked me for curing Lette.

Entry 33: Tharer Rotheloth asked me to make the Pilgrimage to Mount Kand.

Entry 34: I answered the Fire Daedra's, the Frost Daedra's, and the Storm Daedra's riddles
correctly. I should go to the Triolith of Mount Kand to receive my wisdom.

Entry 35: I received Vivec's blessings from the shrine at Mount Kand. Tharer Rotheloth
thanked me for making the pilgrimage to Mount Kand.

Entry 36: Tharer Rotheloth asked me to bring the Necromancer Delvam Andarys to justice.
He is hiding in Mawia. From Molag Mar, I should follow the river to the east as it heads
south, then turn east and follow the coast. Mawia is on a small island just south of the coast.

Entry 37: I have slain the Necromancer Delvam Andarys of Mawia. Tharer Rotheloth thanked
me for bringing the Necromancer Delvam Andarys to justice.

Entry 38: Tharer Rotheloth gave me the equipment of a vampire hunter. I must find the
vampire Raxle Berne and slay him in the name of the Tribunal. Galom Daeus is southwest of
Uvirith's Grave, which is west of Tel Fyr. I should go south from Uvirith's grave until I reach
a river of lava, then follow that river to the west until I reach Galom Daeus.

Entry 39: Tharer Rotheloth thanked me for slaying the vampire Raxle Berne in the name of
the Tribunal.

Entry 40: Uvoo Llaren asked me to cure Assantus Hansar in an outcast Ashlander camp south
of Ghostgate. I should be prepared to calm him, as outcast Ashlanders can be aggressive even
when they are ill.

Entry 41: I cured Assantus Hansar. Uvoo Llaren thanked me for curing Assantus Hansar.

Entry 42: Uvoo Llaren asked me to deliver food and drink to the hermit Sendas Sathis. He
lives in the wilderness of Shuran Island between Sheogorad and Vvardenfell. The island is
west of the stronghold of Rotheran.

Entry 43: I delivered food and drink to Sendas Sathis. Uvoo Llaren thanked me for bringing
food and drink to Sendas Sathis.
148               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 44: The Ordinator Feril Salmyn was lost while searching for Lost Kogoruhn. Uvoo
Llaren asked me to find him if he is alive. If he is dead, I should return the Hair Shirt of St.
Aralor, a sacred relic.

Entry 45: Uvoo Llaren thanked me for returning the Hair Shirt of St. Aralor. The Hair Shirt of
St. Aralor the Penitent has been entrusted to my care.

Entry 46: Another sacred relic has been lost. Uvoo Llaren wants me to find the Cleaver of St.
Felms. This cleaver is believed to be in the Ash Vampire Citadel of Tureynulal, which is on
Red Mountain.

Entry 47: Uvoo Llaren thanked me for returning the Cleaver of St. Felms the Bold. The
Cleaver of St. Felms the Bold has been entrusted to my care.

Entry 48: There is one more relic that has been lost. Uvoo Llaren asked me to find the Crosier
of St. Llothis the Pious. The Crosier was wielded in righteous battle against the minions of
Dagoth Ur by the late Captain of the Buoyant Armigers, Voruse Bethrimo. It was lost on Red
Mountain near the foul lair of Dagoth Ur himself and may be in his hands even now.

Entry 49: Uvoo Llaren thanked me for returning the Crosier of St. Llothis the Pious. The
Crosier of St. Llothis the Pious has been entrusted to my care.

Entry 50: I heard that Archcanon Tholer Saryoni wishes to speak with me. I have been given a
key to his quarters.

Entry 51: Tholer Saryoni told me that the First Corner of the House of Troubles is Malacath.
There is a shrine to Malacath on the island of Sheogorad. To get there I should go south past
the Dwemer ruins and take the second road heading west. I must find this shrine, donate four
daedra hearts, and recite Vivec's "Four Corners."

Entry 52: I made the Pilgrimage to Dagon Fel and read a passage from the Four Corners of
the House of Troubles.

Entry 53: Tholer Saryoni told me that the Second Corner of the House of Troubles is
Mehrunes Dagon. I must find the statue of Mehrunes Dagon in Ald Sotha and read from
Vivec's "Four Corners."

Entry 54: I made the Pilgrimage to Ald Sotha and read a passage from the Four Corners of the
House of Troubles.

Entry 55: Tholer Saryoni told me that the Third Corner of the House of Troubles is Molag
Bal. I must find the statue of Molag Bal in Bal Ur and recite Vivec's "Four Corners." Bal Ur is
north of Suran, but I will need to levitate over the mountains to get there easily.

Entry 56: I made the Pilgrimage to Bal Ur and read a passage from the Four Corners of the
House of Troubles.

Entry 57: Tholer Saryoni told me that the Fourth Corner of the House of Troubles is
Sheogorath. I must renew a pact with Sheogorath by finding a glove called the
                   [10] JOURNAL OF A PILGRIM OF THE TRIBUNAL TEMPLE                    149

"Gambolpuddy" and donating it to Sheogorath's statue in Ald Daedroth. This shrine is on an
island between Vvardenfell and Azura's Coast.

Entry 58: I made the Pilgrimage to Ald Daedroth and read a passage from the Four Corners of
the House of Troubles. The pact with Sheogorath has been renewed.

Entry 59: Archcanon Tholer Saryoni asked me to bring him the Ebony Mail. The Ebony Mail
can be found in Mount Assarnibibi where Molag Bal oversaw the 99 lovers of Boethiah that
gave birth to Almalexia. Mount Assarnibibi is north of Molag Mar.

Entry 60: I received the Ebony Mail from the shrine at Assarnibibi. Saryoni thanked me for
bringing him the Ebony Mail, but said that I should keep it and do good deeds.

Entry 61: I am the new Archcanon of the Temple.
150               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND



[11] Journal of a Private Investigator


                               Journal of a Private Investigator


                                    [Morrowind, c 3E 428]


Entry 1: While wandering near Ald'ruhn, I found Drerel Indaren, hiding among some rocks.
He has been attacked by some nix hounds while traveling with his wife, and looks a little
worse for the wear. Apparently, Drerel attempted to fight off the nix hounds while his wife
pretended to be dead. Although he put up a valiant struggle, the nix hounds got the best of
him. He fled away from his wife, so as not to draw the nix hounds any closer to her. He fears
they might have found her again and she might be dead, and would like me to help him find
her. I've agreed to travel with Drerel Indaren in an attempt to find his wife, Falanu. We can
only hope that she was able to adequately fool the nix hounds into thinking she was dead, and
that the beasts moved on. He thinks he fled west, but is unsure due to the confusion of the
battle.

Entry 2: I was able to lead Drerel Indaren back to his wife, Falanu, and both were relieved to
see that the other was alive. The reunited couple was very grateful for my troubles, but had
little to offer me in the way of payment for my services. They did, however, give me one of
their favorite books.

Entry 3: I met Louis Beauchamp outside the Ald'ruhn Mage's Guild. Apparently, he used
magicka and some patched-together Dwemer technology to make his own airship, and then
commissioned a crew to fly north to the frozen isle of Solstheim in search of a powerful
magic item. The airship hasn't returned, and Beauchamp is getting worried. He wants to hire
me to discover what happened to the airship and its crew, and recover the Amulet of
Infectious Charm. I agreed to help Louis Beauchamp discover what happened to his airship,
and recover the Amulet of Infectious Charm. The crew was to fly to Solstheim and search a
barrow located at the eye of a wolf-shaped formation called Hrothmund's Bane, which is only
visible from the air. In order to gain entrance to the barrow, one must utter the name of the
wolf that killed Hrothmund -- "Ondjage." If the wrong name is spoken, the crypt will be
sealed forever.

Entry 4: I have arrived on the island of Solstheim. Captain Falx Carius is the commander at
Fort Frostmoth, and I should speak with him.

Entry 5: Captain Carius has told me a little about the situation here at Fort Frostmoth. Most of
the soldiers are stationed here because they were unfit to serve in the more important forts.
They are a normally restless bunch, and Carius believes that they are recently even more edgy
than usual. Captain Carius would like me to investigate the unease he's feeling coming from
the soldiers stationed here at Fort Frostmoth. He believes that there must be someone who is
spreading ill will among his men. I should speak with the soldiers here and see what I might
learn from them.
                           [11] JOURNAL OF A PRIVATE INVESTIGATOR                            151

Entry 6: The troops at Fort Frostmoth seemed at first to be unwilling to speak with me,
perhaps upset at the recent ban on alcohol consumption at the fort. However, giving the
soldier some alcohol has raised his spirits somewhat. A soldier has agreed to speak with me in
exchange for some liquor I had with me. Apparently, Captain Carius has forbidden all alcohol
consumption, and the soldiers are restless. They believe he has done it as a punishment for
poor performance. I should report my findings to Carius.

Entry 7: Carius tells me that although he and Antonius Nuncius discussed the effects of
alcohol on the men, he never actually banned liquor consumption. The shipments, however,
have stopped arriving. Captain Carius would like me to speak with the soldiers some more
and find out where these rumors are being started.

Entry 8: The soldiers seem willing to take the alcohol in my posession in exchange for
information about what has become a dry fort. It seems that a bit of the drink makes them
much more disposed to chatting. One of the soldiers has told me that it was Antonius Nuncius
who told him that the alcohol ban was a punishment from Captain Carius. Of course, I'll need
more proof of that before I can possibly report this information to Carius. I should be able to
find Nuncius either in the Imperial Cult Shrine, or in his office, located above the Armory.

Entry 9: Antonius Nuncius denies spreading rumors about Captain Carius or starting any
trouble at all in the Fort. He claims to be a simple priest dedicated to serving his fellow man.
He acts guilty, though, so perhaps it bears further investigation.

Entry 10: I've found a large stash of alcohol in Antonius Nuncius' desk.

Entry 11: Antonius Nuncius has admitted that he has been poisoning the minds of the soldiers
here in Fort Frostmoth. His hope was that if the situation here got bad enough, he would be
recalled to Vvardenfell.

Entry 12: Captain Carius has thanked me for finding the source of the low morale among his
troops. In gratitude, he has given me some useful Cure Disease potions, as there are diseases
on this island not common in Vvardenfell, and a silver sparkblade. Carius will also request
that Nuncius' assignment at the Fort be extended indefinitely.

Entry 13: I found the wreckage of the crashed airship, and read the journal of its captain. It
seems the crew had located Hrothmund's Barrow, but before they could set down, the airship
got caught in a surprise snowstorm and crashed into the mountains. I need to get the captain's
journal back to Louis Beauchamp, outside the Ald'ruhn Guild of Mages on Vvardenfell. It
will prove to him what happened to the airship and its crew.

Entry 14: I found the door to Hrothmund's Barrow and uttered the name of the wolf --
"Ondjage" -- to gain entrance.

Entry 15: Now that I've learned what happened to the airship and recovered the Amulet of
Infectious Charm, my work for Louis Beauchamp is complete.

Entry 16: I met Severia Gratius, a guard at Fort Frostmoth. Gratius has been ordered to solve
the mystery of a recent rash of moon sugar poisonings here on Solstheim. Several people,
including a Cult priest at Frostmoth, have been mysteriously afflicted with temporary moon
sugar euphoria, and the Imperials suspect foul play. Gratius is in charge of the investigation. I
152               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

have agreed to help Severia Gratius discover the identity of the moon sugar poisoner and
bring him to justice. One of the victims -- the Imperial Cult priest Jeleen -- glimpsed a man
with a unique white Colovian fur helm leaving the scene of the crime. I am to find and kill
this man and bring Gratius the white helm as proof. Before I leave Frostmoth I must question
Jeleen in the Cult shrine. He may have some more information.

Entry 17: I questioned Jeleen at the Imperial Cult shrine. A week ago, after drinking some
wine, Jeleen began to feel the effects of moon sugar euphoria. He claims that while in his
drugged state, he saw a frail old man -- probably not a Nord -- wearing a white Colovian fur
helm. Jeleen can't fully trust his recollections, but he thinks he remembers the man singing a
silly song...something about candy, and a workshop in the snow, with lanterns all aglow....

Entry 18: I met an odd old man living in a small workshop, out in the wilderness of
Solstheim. Inspired by a child's silly song, he took on the role of Uncle Sweetshare, the
legendary giver of candy and spreader of cheer. He even wears a white helmet. What's most
disturbing is that this particular Uncle Sweetshare has been spreading his unique brand of
happiness by secretly giving people moon sugar. It's obvious this madman is the culprit
Severia Gratius hired me to kill.

Entry 19: Uncle Sweetshare is dead by my hand. I must return his white Colovian fur helm to
Severia Gratius at Fort Frostmoth as proof of the deed, and collect my reward.

Entry 20: The white Colovian fur helm has been delivered to Severia Gratius as proof of the
moon sugar poisoner's execution. I have been well rewarded for my services.

Entry 21: Captain Carius mentioned that he believes there is a problem with smugglers at Fort
Frostmoth. He has noticed that the weapons stores are dangerously low, and he believes that
someone must be smuggling them off the island. I should speak with either Saenus Lusius or
Gaea Artoria to help me ferret out the smugglers. Captain Carius tells me that Saenus Lusius
is one of his brightest soldiers, and Gaea Artoria one of his strongest. I'll be able to find
Lusius in the General Quarters, and Artoria in the General Quarters, Upper Level. I have
chosen to work with Saenus Lusius to discover the smuggling ring here at Fort Frostmoth. He
seems to be very knowledgeable, and should be a valuable companion. We are to find the
smuggled goods and report to Captain Carius. We may deal with the smugglers as we see fit.

Entry 22: Saenus Lusius has suggested we speak with a few of the soldiers to see who may be
involved in the smuggling ring. The first he suggests we speak with is Zeno Faustus, whom
Lusius believes we may trust. He can be found in the Armory.

Entry 23: Zeno Faustus seems willing to speak with me about the smuggling ring, as he trusts
Saenus Lusius.

Entry 24: Zeno Faustus has suggested that we investigate the Gandrung Caverns northeast of
the fort. He believes that this area has been used as a storage area for the stolen goods. If we
are to break up the smuggling ring, we will have to kill all the smugglers, or come to some
other sort of arrangement with them.

Entry 25: I have found the smugglers' cave that Zeno Faustus suggested we investigate. One
of the smugglers, Gualtierus Spurius, has offered me a deal because he knows and trusts
Saenus Lusius. In exchange for sparing his life, he will leave Solstheim and the stolen goods
                          [11] JOURNAL OF A PRIVATE INVESTIGATOR                            153

behind. In addition, he will give me an axe to keep silent about his whereabouts. I've declined
Gualtierus Spurius' offer. He tells me that I will need to kill him and all of his companions to
end this smuggling operation.

Entry 26: All of the smugglers in the hideout have been defeated. I should report to Captain
Carius.

Entry 27: I've returned to Fort Frostmoth to report to Captain Carius, but the Fort has been
attacked in my absence. I should return to Vvardenfell and report to Louis Beauchamp.

Entry 28: I encountered a distraught traveler east of Ald Velothi. He was a Redguard named
Sason, and he believes his wife was kidnapped by cultists. Sason tells me that his wife,
Malexa, has been taken by some evil cultists. They cast Sason into a sorcerous sleep, and
when he awoke, Malexa was gone. He is certain they have taken her to perform some unholy
ritual. Sason would like me to rescue his wife, Malexa, from the hands of the cultists who
have kidnapped her. He says he can reward me with only 200 septims, but I will gain some
favor with House Redoran, of which he is a member. I have agreed to try and rescue Malexa
from the cultists who have taken her. I can only imagine they have taken her to a nearby
shrine and are planning on performing some sort of sacrifice with her. Sason believes there's a
shrine west of here.

Entry 29: I am leading Malexa back to her husband. The shrine in which she is being held is
one to Molag Bal, and is extremely well guarded.

Entry 30: I was able to rescue Malexa and reunite her with Sason. Luckily, the Molag Bal
cultists had not had adequately prepared for the ritual sacrifice. The couple seemed overjoyed
to be reunited, and Sason rewarded me well. He also swore to let my deeds be known to
House Redoran.

Entry 31: I reported back to Louis Beauchamp, and told him what happened to the airship and
its crew. He was especially grateful that I was able to recover the Amulet of Infectious
Charm, and has rewarded me 2000 gold pieces.

Entry 32: After having found the corpse of Ernil, and the other objects on it, I decided to
travel to see Tsiya in Balmora. I've delivered the pipe to Tsiya. She was glad to have it back,
although she was upset about the death of her friend, Ernil Omoran, whose corpse it was I had
found. As a reward for her items, she has given me some gold and some moon sugar.

Entry 33: I found a silver bowl with the inscription "To Armond Beluelle, from the East
Empire Company, for courage and daring in the protection of the Company's couriers, with
our thanks."

Entry 34: While on the road northwest of Pelagiad, I met a beautiful young Breton woman,
Maurrie Aurmine, who seemed distressed after being attacked by a bandit. It seems this young
woman is not as distressed as I thought she was...or at least not for the reasons I thought she
was. It seems that although this bandit, Nelos Onmar, has stolen her jewels and her gold, he
has also stolen her heart. Foolish girl. Maurrie has asked me to track down this Nelos, and to
deliver to him her glove as a token of her affection. It seems a silly task, as she offers no
reward, and asks me to do this simply for the sake of love. I have agreed to try and find the
bandit Nelos Onmar, and to deliver the glove of this young Breton woman. She believes he is
154               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

in Pelagiad, so perhaps I can find more out about him there. I fear for her heart, for these
outlaws care nothing for others, only for the booty they can obtain.

Entry 35: I have located Nelos Onmar, and brought to him Maurrie's glove. He seemed moved
by this, and has given me a note to give to her. Perhaps this rogue can be moved by the young
woman's heart, but perhaps it is but a game to him. Either way, I have been given his note to
deliver to her.

Entry 36: I have brought the note from Nelos Onmar back to Maurrie Aurmine. She seemed
overwhelmed by its contents, and is full of gratitude for my having delivered it. In return, she
has suggested I visit her friend Emusette Bracques in Tel Aruhn. She believes I would do well
to meet this woman, and that we might enjoy one another's company. I have seen stranger
things happen in the past few days.

Entry 37: Ygfa says that her friend, Piernette Beluelle, had a silver bowl stolen. She gave me
directions to her friend's house starting from the north entrance to the Foreign Quarter of
Vivec. Due north from the bridge to the Foreign Quarter of Vivec is an east-west rope bridge
across a lagoon. Cross the bridge east, then follow the path as it heads north. Pass Nilera's
farmhouse on the left, and the next house north will be Piernette's farmhouse.

Entry 38: I found a corpse while traveling near Seyda Neen. It seems to be the corpse of one
Processus Vitellius, based on some items found on his body. He is carrying a parchment with
what look like tax records. He also had 200 gold on his body, probably taxes he'd collected.

Entry 39: I've spoken to Socucius Ergalla in Seyda Neen about Processus Vitellius. Socucius
wants to know if I found the tax money he'd collected on the corpse. I've told Socucius the
truth about the 200 gold in tax money I found on the corpse of Processus. He seemed
impressed with my honesty, but confused as to why someone would murder Processus but not
take his money. If I can find out who has done this, and execute the murderer, Socucius has
promised to pay me 500 gold.

Entry 40: I've asked around town about the murder of Processus Vitellius. It seems he wasn't a
popular person in general, which is no surprise, considering he was a tax collector. Some have
suggested I speak with Thavere Vedrano, the lighthouse keeper, as she seemed to have some
relationship with him.

Entry 41: Thavere Vedrano has mentioned to me an argument that Processus had been having
with Foryn Gilnith. Apparently, there was some disagreement about the amount of money
Gilnith owed, and how much he had really been making with his fishing.

Entry 42: Gilnith killed Processus, of this there is no doubt. He admits to it openly, and seems
not in the least bit ashamed of it. Gilnith contends that Processus was corrupt, as are all the
employees in the Census and Excise Office. He claims that Processus was attempting to
gouge him on the taxes that were levied, and was taking a cut for himself, spending it on new
jewelry and the like. I believe Gilnith's story, and have decided to keep this knowledge to
myself. Perhaps Processus was a corrupt man, perhaps not. It does not seem a good business
to become more involved in.
                            [11] JOURNAL OF A PRIVATE INVESTIGATOR                              155

Entry 43: I brought the ring I found on Gilnith's body to Thavere Vedrano in the lighthouse.
She was grateful to have something to remember her lover by, and thanked me by giving me
two potions of healing.

Entry 44: While in Vivec, a man approached me and handed me a leaflet. He told me it
contained important information about a local merchant.

Entry 45: I have spoken to Aurane Frernis, the apothecary mentioned in the leaflet I was
given. She was furious about the slanderous comments it contained, and offered me a reward
if I could find out who was behind the misinformation.

Entry 46: I spoke to Domalen, the Redguard man who was handing out the leaflets. He told
me that he was hired by Galuro Belan, another apothecary in Vivec, to distribute the
materials.

Entry 47: Two Ordinators and five outlanders have been killed in Vivec, their throats slit. The
rumor is that the Office of the Watch at the Hall of Justice is looking for outside help.

Entry 48: Galuro Belan was ashamed when I approached her with the information that she
was spreading lies about Aurane Frernis. She has offered me 100 drakes to keep my mouth
shut about this. I've told Belan I will have no part in her lies. Aurane Frernis was glad to know
who was responsible for the false claims that were being made about her. She rewarded me
with 100 drakes.

Entry 49: A man approached me outside a trader's in Vivec. The odd thing is, I couldn't see
him. This man, Cassius Olcinius, says he has been cursed with permanent invisibility. The
wizard who cursed him, Fevyn Ralen, is a Telvanni living here in Vivec. He has been afraid
to visit the wizard for fear of further retribution, and he has been afraid to tell his father of the
problem due to embarrassment. I have agreed to help Cassius find a cure for the wizard's
curse.

Entry 50: I have spoken to Lucretinaus Olcinius, a trader and the father of the invisible
Cassius. He was appreciative to hear information about his son's whereabouts, and gave me
75 drakes in order to help me find a cure.

Entry 51: I talked to Fevyn Ralen about Cassius' curse. He tells me that it is not a curse at all,
but that Cassius had commissioned a spell to make him permanently invisible. The young
man soon realized this was not a pleasant lifestyle and begged the wizard to remove the spell.
However, as Cassius still owed the wizard 400 drakes for the original spell, he refused. I've
chosen not to pay Cassius' debt to the wizard.

Entry 52: While in the St. Olms area of Vivec, I heard rumors about a woman whose husband
has been missing for days. The woman's name is Moroni Uvelas. I have spoken to Moroni
Uvelas about her missing husband. It seems the man was somewhat of a skooma addict, and
the woman believes that in one of his skooma-induced wanderings, he may have contracted
corprus. I have agreed to try and find her husband Danar, and cure him if I can. He was last
seen heading into the underworks near St. Olms.

Entry 53: I've killed a corprus stalker in the Underworks of Vivec. I fear this is what Danar
Uvelas has become. I returned to Moroni Uvelas with her husband's ring. She was saddened
156               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

by the news of her husband's fate, but did not seem surprised. She was grateful that he was
finally put to rest, and rewarded me with some potions of that will cure disease.

Entry 54: I spoke to Lucretinaus about his son's debt to the wizard Ralen. The trader did not
seem surprised at his son's folly, and gave me the money to pay the debt owed. I returned to
Fevyn Ralen and paid him the debt owed by Cassius. Fevyn promised to remove the spell.

Entry 55: Upon returning to the area around the trader's shop, I was greeted by the now-
visible Cassius Olcinius. He was very grateful for my help, but he had nothing to offer me in
return for my help.

Entry 56: I've spoken to Lucretinaus Olcinius about his son's cure. He was grateful for all my
help, and he gave me 100 septims as a reward for my efforts.

Entry 57: Elam Andas, chief of Vivec's Order of the Watch, has asked me to find and execute
a killer who has slit the throats of five outlanders and two Ordinators. Two outlander victims
were found in Foreign Quarters corridors, one on Foreign Quarter Canalside, one in a Hlaalu
Compound corridor, and one in the water near the Arena. All were armed. Only one, a mage,
appears to have put up a fight. All had their throats slit with a dagger. The two Ordinators
with their throats slit were found near the victim at Hlaalu Compound. It may be someone
very stealthy or a very powerful sorcerer. There are no witnesses to any of the killings. But in
Hlaalu compound, at about the same time as one of the killings, an outlander reported being
threatened by Dunmer woman armed with a dagger. It was dark, but the outlander was sure
the Dunmer woman with a dagger was dressed in a skirt and netch leather armor.

Entry 58: In the Foreign Quarter I was told that someone has seen a Dunmer woman down in
the Underworks. That's odd, since Dunmer are not seen often in the Foreign Quarter, and
there's nothing in the Underworks but rats and sewers.

Entry 59: I reported to Elam Andas, and he said the Dunmer woman I killed in the Foreign
Quarter Underworks matched the description of the killer he wanted executed. As a reward,
he offered me a choice between an Indoril helm and cuirass or a Belt of the Armor of God. I
accepted the Indoril helm and cuirass. I am not supposed to wear it in Vivec City, to avoid
being mistaken for an Ordinator.

Entry 60: An attempt was made on my life as I tried to rest. I do not know who wishes me
dead, but the attack should probably be reported to a guard. One of the assassins had an odd
dart on his body, the look of which I've never seen before.

Entry 61: A guard has told me that my attackers were likely members of the Dark
Brotherhood, and that I have been targeted for assassination. He suggests I speak with Apelles
Matius in Ebonheart for more information.

Entry 62: Apparently, the Dark Brotherhood does not have a large base of operations here on
Vvardenfell, but has a very large contingent in Mournhold. Due to the Blight, no residents are
allowed to travel to the capital city, and all visits are made only by the special order of Duke
Dren. I've been told to speak to Asciene Rane in the Grand Council Chambers about transport
to Mournhold.
                          [11] JOURNAL OF A PRIVATE INVESTIGATOR                          157

Entry 63: Asciene Rane has agreed to transport me to Mournhold. If I wish to return to the
mainland, I should speak to Effe-Tei, an Argonian Mage in the Royal Palace. When I arrive, I
should speak with one of the Royal Guard for more information about the Dark Brotherhood.

Entry 64: I've been told that the Dark Brotherhood is rumored to have a base in the ruins of
Old Mournhold, accessible through the sewer system in the Great Bazaar. I've been warned
that I enter there at my own peril.

Entry 65: I have met Golena Sadri. When I spoke to her, she accused me of wanting to steal
from her, and said I'll never get my hands on it. I have no idea what "it" is.

Entry 66: I have found the Dark Brotherhood's hideout in the ruins of Old Mournhold and
killed Dandras Vules, the leader of the Dark Brotherhood in Mournhold. As he died, he spoke
to me. "Tell my liege I have failed...." Of whom Vules was speaking, I have yet to determine.
Perhaps there is some evidence in his chambers that might lead me to the one who wishes me
dead.

Entry 67: I've found a Dark Brotherhood contract that marks me for execution. The contract
was written on the order of "H." This should give me some clue as to who wants me dead. I
should report my findings to a guard immediately.

Entry 68: Alvan Llarys suggested I speak with Elbert Nermarc and see if he can shed any
light on Golena Sadri's condition. Nermarc is apparently the only person she's confided in
over the last several months. Elbert Nermarc told me the story of his last few encounters with
Golena Sadri. She has acquired some sort of devices, possibly Dwemer in origin, that can be
deadly if approached. Nermarc seemed to think she'd lost her mind.

Entry 69: I met Alvan Llarys outside Sadri Manor. Someone locked him out, and he heard
screaming inside. He's asked me to investigate.

Entry 70: I have discovered a trap door in the lower level of Sadri Manor. Golena Sadri is
nowhere to be found, and someone has murdered the guard. I have found the corpse of Tadera
Andules, Golena Sadri's friend. She appears to have had her throat cut.

Entry 71: I confronted Golena Sadri, who admitted killing both the guard and Tadera
Andules. I have killed Golena Sadri.

Entry 72: I informed Alvan Llarys of what happend to Golena Sadri. He mourned her death,
but admitted that she was too far gone to save.

Entry 73: I met a woman today by the name of Venasa Sarano, an avowed fan of Ignatius
Flaccus' Robot Arena. She states that the last time she went by his house, no one answered,
and strange noises emanated from inside. Perhaps it's worth investigating.

Entry 74: I found Ignatius hiding in a room in his basement. His house is overrun with
Dwemer battlebots, all very hostile. He says he will reward me if I can 'disable' them all for
him. I have disabled all of the Dwemer bots, and been rewarded by Ignatius.

Entry 75: Today I met a distraught barbarian by the name of Thrud, frantically looking for his
missing friend, Dilborn. I have agreed to help Thrud find his lost friend, Dilborn. Thrud says
158               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

he has seen Dilborn go down in the sewers in Godsreach to meet friends. We located Dilborn
in the sewers, held captive by a group of bandits led by Drathas Nerus. I have killed Dilborn's
captors, and Thrud and Dilborn are happily reunited. Thrud provided me with a copy of his
favorite book as my reward for rescuing Dilborn.

Entry 76: I encountered a Dunmer named Salas Valor dressed in splendid armor. He seemed
very angry -- perhaps a little mad -- and more than a little dangerous. I asked him about his
armor, and he said it is the armor of Almalexia's Hands, Her most loyal and trusted guards
and followers. He says he was one of Her Hands, but no more.

Entry 77: Deldrise Andoren has hired me to spy on her husband, whom she suspects of
cheating. I can find him in Godsreach near the entrance of the Winged Guar Tavern at night. I
am to follow him and avoid being noticed, then I should report back to Deldrise.

Entry 78: I have located Taren Andoren sneaking around Godsreach. I am attempting to
follow him to find out where he is going.

Entry 79: I have followed Taren Andoren through Godsreach. He met with a strange woman
and talked to her for a few minutes. I heard laughing and sounds like they were agreeing to
meet later. Perhaps I should report to his wife.

Entry 80: I have made my report on Taren's behavior to his wife, who rewarded me for my
work.

Entry 81: Today I met an extremely rude smithy's apprentice by the name of Ilnori Faustus.
He told me how he plans on becoming an adventurer, and how he expects to abandon his
apprenticeship very soon.

Entry 82: Bols Indalen at the Craftmen's Hall in Mournhold has lost his apprentice. The smith
told me to send anyone I find looking for work his way. I met a Redguard by the name of
Therdon looking for work. I told him about the apprentice leaving Bols Indalen's service, and
he seemed interested. He said he will stop by there and apply soon. Therdon applied and got
the job as a smith's apprentice with Bols Indalen at the Craftmen's Hall. Both Therdon and
Bols seem quite happy with their arrangement.

Entry 83: 'Ten-Tongues' Weerhat has suggested that I should stop in occasionally to see if he
has any special offers for me. When I questioned 'Ten-Tongues' Weerhat about the scrolls he
offers at discount prices, he mentioned someone named Ahnia, but wouldn't say more. 'Ten-
Tongues' Weerhat admitted that he's been involved in some shady business with a Khajiit
named Ahnia. She can be found in the Sewers underneath the Bazaar.

Entry 84: I confronted Ahnia about the scrolls, and she attacked me. I was forced to defend
myself, and killed her. I found a note suggesting that Ten-Tongues Weeraht has a stolen book
in his possession. I should speak with him about it.

Entry 85: When told of Ahnia's death, Weerhat confessed to knowing where the scrolls came
from. He gave me a stolen book he'd been asked to sell, and begged me not to kill him.

Entry 86: I returned Elbert Nermarc's book to him, for which he thanked me, and offered me
reduced prices on his goods.
                          [11] JOURNAL OF A PRIVATE INVESTIGATOR                            159

Entry 87: Tienius Delitian, Helseth's Captain of the Guards, wants to know the source of
rumors about King Llethan's death. I will have to speak to people, and earn their trust, then
see how they speak about King Llethan's death.

Entry 88: Someone told me of reading in a broadside sheet called The Common Tongue that
Helseth poisoned many people in the West. The suggestion seems to be that Helseth has
poisoned Athyn Llethan. I should report this to Tienius Delitian. I told Tienius Delitian that a
possible source of rumors about King Llethan's death was a broadside sheet called The
Common Tongue. I gave Tienius Delitian a copy of The Common Tongue, a possible source
of rumors about King Llethan's death. Tienius Delitian seemed pleased with my work. He will
mention my loyal services and exceptional qualities to King Helseth, and he says he might
find further employment for me.

Entry 89: Tienius Delitian, Helseth's Captain of the Guards, says there are rumors of
discontent in the Temple. He wants me to go to Almalexia's Temple, look for someone
discontented, listen sympathetically, and find out whether the Temple is willing to accept
King Helseth -- or whether the Temple plans to act against him.

Entry 90: Galsa Andrano, a healer at Almalexia's Temple, is the sort of Temple informant
Tienius Delitian is looking for. She says that if Helseth seeks in earnest to be king, then
Almalexia and the Temple are sworn to destroy him.

Entry 91: I told Tienius Delitian that I spoke with Galsa Andrano, a healer at Almalexia's
Temple. From her I learned that Almalexia and the Temple are sworn to destroy King Helseth
if he seeks in earnest to be king. Tienius Delitian seemed well-satisfied with my handling of
the matter.

Entry 92: Tienius Delitian has questions about the loyalties of some of the Royal Guards. I'm
to pose as a candidate wanting to join the Guards as an excuse for talking to the guards,
sounding them out, and looking for evidence of disloyalty. If I find any hint of treason or find
evidence of disloyalty, I should bring it to Tienius Delitian. I should take no action against
any guard, but should let Tienius Delitian decide what to do.

Entry 93: When I asked Ivulen Irano about King Helseth, he delivered what sounded like a
memorized and not-very-sincere sounding speech. Maybe he's just not very bright. But maybe
he's just not a very good liar. Near a chest owned by Ivulen Irano I found a handwritten copy
of guard duty rosters for the past several weeks. The handwriting is tiny and almost illegible,
with frequent misspellings. But three names are always correctly spelled -- Milvela Dralen,
Ivulen Irano, and Aleri Aren -- and those watches when all three are the only guards in the
Throne Room have been underlined twice. This is quite peculiar. I think it is what Tienius
Delitian has been looking for.

Entry 94: After reading Ivulen Irano's handwritten notes on the watch schedules, Tienius
Delitian agreed that I'd found clear evidence of disloyalty among the guards. He praised my
work, and asked me for help with another official matter.

Entry 95: Tienius Delitian has asked me to search Llethan Manor for documents, diaries or
other tangible evidence of conspiracy by Hlaalu nobles. The widow of the dead king, Ravani
Llethan, lives at Llethan Manor, and there may be guards. Delitian suggests I should offer my
condolences to the widow, and have a look around.
160               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 96: Ravani Llethan seemed grateful when I offered my condolences for the death of
King Llethan.

Entry 97: I found a letter in Llethan Manor that appears to refer to a conspiracy to assassinate
King Helseth. If Tienius Delitian wants tangible evidence of a conspiracy, this letter should be
sufficient. I gave Tienius Delitian the letter I found in Llethan Manor. He concluded that
Forven Berano, Hloggar the Bloody, and Bedal Alen are conspiring to assassinate King
Helseth. He will immediately draw up writs for their execution, and asked me to execute these
traitors. I told him I wasn't interested.

Entry 98: Tienius Delitian has asked me to find the anonymous writer of The Common
Tongue and persuade him to stop printing such lies about King Helseth. Delitian thinks I may
have better luck if I approach less-reputable citizens -- persons who place profit above honor.
Apparently Delitian doesn't care HOW I take care of it, as long as it is taken care of in private.
When I'm sure this anonymous writer will never print lies about King Helseth again, I'm to
report back to Delitian. Someone suggested, if I am looking for an anonymous writer, that I
should talk to someone who deals in writing -- books and scrolls, for example. Perhaps a
person with a shady reputation -- like a pawnbroker.

Entry 99: 'Ten-Tongues' Weerhat says the guy who writes The Common Tongue is named
Trels Varis. He says he does not know Trels Varis personally, but he says the first place he
heard about Trels Varis was in the Craftsmen's Hall.

Entry 100: I'm told there's no one named Trels Varis in the Craftsmen's Hall. But the way it's
being said, I am almost certain that Trels Varis is here somewhere, but that no one is going to
admit it.

Entry 101: Gee-Pop Varis says his son, Trels Varis, is a scholar in a private Temple school in
Kragenmoor, out west near Cyrodiil. Granny Varis says she has a son named Trels Varis, but
she hasn't seen him recently and has no idea where he is right now. Gee-Pop Varis says his
son, Trels Varis, is a scholar in a private Temple school in Kragenmoor, but Granny Varis
says she has no idea where Trels Varis is right now. It doesn't make sense that the father
knows but the mother doesn't. I mentioned this peculiarity to Granny Varis, and she said Gee-
Pop would forget his head if it weren't jammed tight on his neck. But I suspect they are not
telling me the truth.

Entry 102: Felvan Ienith told me that Dovor Oren gained his wealth illegally, stealing from
Mournhold's nobility. I found Dovor Oren dead in the vacant manor in Mournhold; his fellow
conspirators are nowhere to be found. Felvan Ienith and Olvyne Dobar turned themselves in
for their crimes. Apparently they killed Dovor Oren when he attempted to stop them from
going to the authorities. They have not implicated me in any way.

Entry 103: I found Trels Varis. He wishes to keep his hidden office a secret, and threatened to
kill me, but instead he decided to let me go. Since the location of his office is no longer a
secret, he plans to relocate immediately. He warned me not to touch anything or interfere with
him or his colleagues, or he will kill me. Trels Varis gave me his word that he would not
discuss King Helseth in The Common Tongue. In return, I gave him 3000 gold to contribute to
the Widows and Orphans Fund. Now that the secret of the hidden office is spoiled, Trels
Varis plans to relocate immediately. I should report to Tienius Delitian.
                           [11] JOURNAL OF A PRIVATE INVESTIGATOR                              161

Entry 104: I reported to Tienius Delitian that Trels Varis had given me his word that he would
not discuss King Helseth in The Common Tongue. Tienius Delitian was very pleased with my
service. He gave me 5000 gold and a 'King's Oath' blade -- exactly like those used by the
Royal Guard. Only those sworn to the king's service and tested by great trials may use them.
They bear deadly curses that kill thieves and traitors.

Entry 105: Tienius Delitian has told me to investigate the source of the attacks on the city. A
passageway to an underground Dwemer ruin has opened in the Plaza, and I am to explore the
area and report to Delitian as soon as I have information on the creatures' origin. The entrance
is in the ruins of the Memorial Statue.

Entry 106: I have witnessed Dwemer constructs and these mysterious new Fabricant creatures
battling in the ruins of Bamz-Amschend. The Dwemer creatures seemed to be defending the
ruins against the intruding constructs. Their origin is still a mystery to me, but it is clear that
they are not of Dwemer make. I have reported to Tienius Delitian about the fight I witnessed
in the ruins of Bamz-Amschend. He tells me the King would like to speak with me.

Entry 107: King Hlaalu Helseth has spoken to me about possible threats to his monarchy. He
would like me to meet an informant of his at the Winged Guar, and ask the man about his
"uncle's farm." His infomant is an orc, and should be easy to find at the bar.

Entry 108: I have found Helseth's informant in the Winged Guar. His name is Bakh gro-
Sham. Bakh gro-Sham believes that Helseth is generally paranoid, but that this time there may
be an assassination attempt planned. The attempt, however, will be on Barenziah's life.

Entry 109: The Queen Mother is unconcerned about any attempt on her life. She believes it to
be nothing more than a rumor, and if not, feels completely capable of defending herself.
Plitinius Mero does not believe that an attempt on Barenziah's life makes any sense. He does
say that Helseth could be using this as a sort of test, and wouldn't be above putting his mother
in harm's way.

Entry 110: I've relayed the information to King Helseth regarding the plot against his mother.
He has asked me to wait in the room outside Barenziah's chambers tomorrow night and
protect her from any attackers. I am to close both doors in the anteroom and hide behind the
screens in the room, so as not to alert the attackers.

Entry 111: I am in the position where King Helseth told me to wait outside of Barenziah's
chambers, and I have closed the door to the room behind me.

Entry 112: I have defeated the assassins. I reported to Helseth after the assassination attempt.
He was pleased, and perhaps a bit surprised, by my success. He rewarded me with a magical
collar, a symbol of my loyalty to his throne.

Entry 113: The silver bowl I found belonged to Piernette and Armond Beluelle. Armond had
received the bowl as a gift from grateful merchants when he drove off bandits attacking one
of the East Empire Company's couriers. I returned the bowl to her, and to show her gratitude,
she gave me some very useful information about local merchants and how to get the best
prices from them.
162               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 114: While in Suran, I spoke to Ashumanu Eraishah. She told me of a madman on a hill
nearby. She thinks the man is dangerous, although he hasn't harmed anyone around.

Entry 115: I've met an orc on the top of a mountain near Suran. It appears he is a warrior, but
he seems world-weary and jaded. He tells me his name is Umbra. This orc, Umbra, has only
one desire -- to die. He seems upset that the gods have put no one in this world capable of
killing him, allowing him to achieve his goal of death in battle. He would like me to try and
kill him. Death seems a fair thing to grant this man. He wishes to die in battle, so I will give
him the death he deserves.

Entry 116: I have killed the orc called Umbra. He was a valiant warrior, and he has died in the
manner of his choosing.

Entry 117: I have visited Emusette Bracques, at the suggestion of Maurrie Aurmine. Emusette
knew how I had helped Maurrie, and was grateful. She gave me some healing potions as a
reward.

Entry 118: In Tel Vos they say their new mage-lord Master Aryon has done a lot for Tel Vos,
and they are very happy with him. But he is still having trouble with the nearby Zainab
Ashlander tribe, and Aryon's captain, Turedus Talanian, is looking for someone who can help
forge a bond with the Zainab.

Entry 119: Someone told me that the Zainab and Ashlanders in general are very proud, and
they do not like to admit to things that shame them. Perhaps this is part of the reason why they
have a reputation as lying and untrustworthy. I was told that the Ashlander men in particular
are very proud.

Entry 120: The Zainab Ashlander trader Ashur-Dan said he could not think of any trade goods
that the Zainab need. But he suggested I speak with the men and women of the tribe. When I
asked an Ashlander what trade goods the Zainab need, he said that the Zainab do not need the
big buildings, furniture, fancy clothes and weapons of the settled peoples. The Zainab
Ashlander wise woman Sonummu Zabamat said that the tribe needs more Cure Common
Disease and Cure Blight Disease potions. The tribe's men travel long distances, hunting and
herding, and when they catch diseases, they can't return to camp to be cured by the wise
woman, but if they carry potions, the can cure themselves. Now I can report back to Turedus
Talanian, and tell him that Cure Common Disease and Cure Blight Disease potions would be
valuable trade goods.

Entry 121: I reported to Turedus Talanian that Cure Common Disease and Cure Blight
Disease potions would be valuable trade goods for the Zainab Ashlanders. He paid me 100
drakes for my service. He said he'd tell Master Aryon how I'd handled the matter, and thought
that he would be pleased.

Entry 122: While traveling near Tel Mora, I came upon an Ashlander camp. Here, I spoke
with a wise woman, Urshamusa Rapli, who spoke of dreams and visions. The wise woman
has had dreams and visions of a white guar. She feels if someone can find this guar, it will
help her tribe prosper. The tribe has been ravaged by the blight, and he has no hunters to
spare. She would like me to find the white guar for the tribe. I have agreed to try and find the
white guar. The woman tells me that the guar in her visions is near a forking trail where "the
rocks grow from the earth like fingers on a hand."
                          [11] JOURNAL OF A PRIVATE INVESTIGATOR                          163

Entry 123: I have found the white guar. Once I got in range of it, it immediately began to
move west. The guar has led me to a cluster of rocks and trees. Here, I found the corpse of a
woman who looks like she was once a healer.

Entry 124: I have returned to the Ashlander camp and spoken with Urshamusa Rapli. She
seemed aware that I had found the guar and where it had led me. She also knew of the amulet
I found on the corpse. It is called the Amulet of Ashamanu. Urshamusa believes the amulet
will allow her to cure her people of the disease that has plagued them. In gratitude, she gave
me the Shield of the Undaunted, which is apparently a local legend.
164               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND



[12] Journal of a Quarra Vampire


                                 Journal of a Quarra Vampire


                                    [Vvardenfell, c 3E 427]


Entry 1: I have spoken with Volrina Quarra, ruler of the Quarra clan in Morrowind. Although
she considers me an abomination, she has offered to allow me to serve her clan by killing a
rogue vampire. If I can do so, she will allow me use of the clan services. I have agreed to try
and kill Irarak, rogue vampire and leader of his "dark cult." Volrina Quarra has told me I am
likely to find him near Gnisis.

Entry 2: There are rumors in Gnisis about the vampire "Lord Irarak." They say that he and his
"followers" are often found loitering in local ancestral burial tombs "practicing their dark
arts." Apparently, there are a few burial tombs nearby. They are Ginith to the northwest of
town, and Rethandus to the northeast.

Entry 4: It seems Lord Irarak was once a dark elf named Gulmon Droth. He has recently
gained a number of followers among the younger residents of Gnisis.

Entry 5: I have found this "Lord Irarak" in the Ginith Ancestral Tomb near Gnisis. Irarak has
offered to allow me to rule with him over his cult of mislead followers, from afar, of course.
He claims that these people provide him with food, shelter, and a great deal of money, due
simply to their fascination with the undead. I have decided not to allow this fool to continue
with his ridiculous cult.

Entry 6: Irarak is dead. His cult will have to find a new way to spend their time and gold.

Entry 7: I have returned to Druscashti and told Volrina Quarra of the death of "Lord Irarak."
She was pleased, and will allow me to use clan services.

Entry 8: Volrina Quarra has offered me the chance to perform another service for her. She
needs to make a large number of magical amulets for her clan, and has need of raw materials
to do so. I have agreed to find the ingredients Volrina Quarra needs. The raw materials are
five extravagant sapphire amulets, two portions of void salts, the heart of a daedra, some
ectoplasm, a skull, and some vampire dust.

Entry 9: I have returned to Volrina Quarra with the ingredients she asked for. She apparently
was using them to create powerful amulets for her clan. This is not her first attempt at such an
enchantment. She has given me as a reward an amulet (one of her failed attempts) that will
allow me to return to Druscashti at will. She has also told me that I may earn further reward
by killing vampires of other clans.

Entry 10: Because I have killed a great number of vampires of the Aundae and the Berne
Clans, Volrina Quarra has rewarded me with the right to feed from the clan cattle. The only
                             [12] JOURNAL OF A QUARRA VAMPIRE                                165

provision is that I may not kill any of them. If I do, I will no longer be welcome in Druscashti,
and will be attacked on sight.
166               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND



[13] Journal of a Thief


                                      Journal of a Thief


                                   [Vvardenfell, c 3E 427]


Entry 1: There is honor among thieves. These are the rules of the Thieves Guild. Do not steal
from a brother thief. Everyone else is a mark. Do not attack a brother thief. Do what you will
to everyone else.

Entry 2: Sugar-Lips Habasi asked me to bring her a diamond. She believes that Nalcarya of
White Haven here in Balmora has diamonds, but any diamond will do. I delivered a diamond
to Sugar-Lips Habasi.

Entry 3: Sugar-Lips Habasi asked me to bring her the key to the top floor of the Nerano
Manor here in Balmora. Ondres Nerano certainly has a key, but it may be easier to get the key
from one of his servants, such as Sovor Trandel at the Balmora Council Club.

Entry 4: Sovor Trandel has suggested that, for a little "compensation," he'd be willing to help
me out. I convinced Sovor Trandel to give me the key to Nerano Manor. Sugar-Lips Habasi
thanked me for bringing her the key to Nerano Manor.

Entry 5: Sugar-Lips Habasi told me that Ra'Zhid at Fatleg's Drop Off in Hla Oad promised to
deliver some Dwemer artifacts to the Thieves Guild. Habasi asked me to bring her a Dwemer
tube, Dwemer goblet, and Dwemer bowl.

Entry 6: Ra'Zhid told me that he has not yet received the Dwemer artifacts. Sugar-Lips Habasi
told me that Ra'Zhid is lying. Ra'Zhid does have the Dwemer artifacts somewhere in Hla Oad.

Entry 7: Sugar-Lips Habasi thanked me for bringing her Ra'Zhid's dwemer artifacts.

Entry 8: Sugar-Lips Habasi told me that Ralen Hlaalo had a bottle of vintage brandy. Since
Ralen Hlaalo is dead, Sugar-Lips Habasi asked me to bring her the vintage brandy. I brought a
bottle of vintage brandy to Sugar-Lips Habasi.

Entry 9: Sugar-Lips Habasi told me that New-Shoes Bragor was caught by the guards in
Pelagiad and is being held in Fort Pelagiad. Habasi heard that Mebestien Ence is secretly
smuggling Dwemer materials and that Shadbak gra-Burbug, a guard in Fort Pelagiad, has
been taking bribes to overlook the smuggling. I should steal a Dwemer artifact from
Mebestien Ence, show it to Shadbak gra-Burbug, and demand that New-Shoes Bragor be
released.

Entry 10: Shadbak gar-Burbug agreed to release New-Shoes Bragor when I showed her the
Dwemer artifact.

Entry 11: New-Shoes Bragor gave me his shoes.
                                   [13] JOURNAL OF A THIEF                                167

Entry 12: Sugar-Lips Habasi thanked me for getting New-Shoes Bragor released.

Entry 13: Sugar-Lips Habasi has a job for me that involves the South Wall and a master of
security. Sugar-Lips Habasi told me that one of the masters of locks and traps has been living
here in Balmora, but has not contacted the Thieves Guild. I should find this Altmer and
convince him to help secure the South Wall. I was told that the only Altmer in town are
Culumaire at the Lucky Lockup, Estirdalin at the Guild of Mages, Imare at the Hlaalu Council
Manor, Nalcarya the Alchemist, and Hecerinde and Tyermaillin who both have residences in
Balmora. I convinced Hecerinde to help secure for the Thieves Guild in Balmora.

Entry 14: Sugar-Lips Habasi thanked me for convincing Hecerinde to help secure the South
Wall. Habasi has no further jobs for me.

Entry 15: Aengoth the Jeweler told me that he heard the Guild of Mages in Ald'ruhn is empty
and that now would be a good time to fetch Anareren's Devil Tanto. Aengoth thanked me for
bringing him Anareren's Devil Tanto.

Entry 16: Aengoth the Jeweler asked me to bring him a Redoran Master Helm. Many of the
Redoran councilors have one, but Aengoth knows of one in Arobar Manor. Aengoth the
Jeweler thanked me for bringing him a Redoran Master Helm.

Entry 17: Aengoth the Jeweler believes that Gandosa Arobar, the daughter of Miner Arobar,
has a copy of Boethiah's Pillow Book. Aengoth says that a client wants some dirt on Miner
Arobar. Aengoth the Jeweler thanked me for bringing him a copy of Boethiah's Pillow Book.

Entry 18: Aengoth the Jeweler asked me to bring him a copy of the book Withershins. He
thinks Miles Gloriosus in the Maar Gan Tradehouse has a copy. Aengoth the Jeweler thanked
me for bringing him a copy of Withershins.

Entry 19: Aengoth the Jeweler wants me to bring him four pieces of scrap metal so that
Estoril can repair some Dwemer Centurion Spiders to guard the Thieves Guild. Aengoth the
Jeweler thanked me for bringing him four pieces of scrap metal. Now Estoril will repair the
Dwemer Centurion Spiders.

Entry 20: Aengoth the Jeweler told me that Eindel, a Bosmer archer in the Llethri Manor, has
four Darts of Judgement. I can use them myself, or get a good price for them from the Guild.
Aengoth the Jeweler bought the Darts of Judgement from me. Aengoth has been pleased with
my work for him.

Entry 21: Big Helende told me that a client, Tusamircil, wanted a good recipe for a Dispel
potion. The best alchemist in Sadrith Mora is Anis Seloth, and Big Helende thinks I can find
this recipe in Anis Seloth's shop. I delivered the potion recipe to Tusamircil. Big Helende
thanked me for bringing her a recipe for a Dispel potion.

Entry 22: Big Helende told me that a client wants a Grandmaster's Retort. Big Helende told
me that Berwen the Trader in Tel Mora has a Grandmaster's Retort. Big Helende thanked me
for delivering a Grandmaster's Retort.

Entry 23: Big Helende asked me to hire a wizard from the local Mages Guild to guard the
Thieves Guild here in Sadrith Mora. The Mages Guild in Sadrith Mora is in Wolverine Hall.
168               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 24: Arielle Phiencel will send someone to guard the Thieves Guild if I bring her four
samples of raw ebony. I brought four samples of raw ebony to Arielle Phiencel, and she
agreed to send someone to guard the Thieves Guild. Big Helende thanked me for getting a
guard for the Thieves Guild.

Entry 25: Big Helende told me that Dinara Othrelas of Llethri Manor in Ald'ruhn and Fara of
Fara's Hole in the Wall here in Sadrith Mora have an annual cooking contest. Fara wants an
edge in this year's contest and has hired us to steal the book Redoran Cooking Secrets from
Llethri Manor. I convinced Dinara Othrelas to give me her copy of Redoran Cooking Secrets
and gave the book to Fara. Big Helende thanked me for delivering Redoran Cooking Secrets.

Entry 26: Big Helende told me that Felen Maryon in Bal Fell has an enchanted ebony staff
she'd like stolen. I've agreed to try and retrieve the ebony staff from Felen Maryon. I'm to look
for him in the Telvanni Tower in Tel Branora.

Entry 27: I've decided to keep the ebony staff I stole from Felen Maryon. Big Helende has no
problem with this, and gave me a Ring of Far Reaching as a reward for the work I've done for
her.

Entry 28: I've heard rumors that Alusaron, a smith in the Foreign Quarter of Vivec, has been
losing a lot of business, and his nearest competitor recently got a big contract.

Entry 29: Alusaron has been having some problems of late with his shop. He has been losing
a good deal of business to Ralen Tilvur, a competing smith in the Foreign Quarter of Vivec.
Alusaron has heard that Tilvur has recently received a contract for a large weapons shipment.
He would like me to steal this contract, with the hopes that Tilvur will be unable to fulfill his
order. In the meantime, Alusaron will be prepared to fulfill the order on time. I've agreed to
steal the contract from Tilvur's shop. Alusaron figures he has it locked away in his private
quarters, but does not believe it will be well guarded.

Entry 30: I returned to Alusaron's shop with the contract he asked me to steal for him. He was
happy with my performance, and has rewarded me with an axe he has crafted.

Entry 31: Crazy-Legs Arantamo told me that a client asked us to steal an Ordinator's mission
report. The report is in the Hall of Justice. Crazy-Legs Arantamo thanked me for bringing him
the Ordinator's mission report.

Entry 32: Gentleman Jim Stacey asked me to find out what happened to a fellow thief, Nads
Tharen, who was going to deliver a key to us. Nads Tharen used to hang out at the Elven
Nations Cornerclub. I must find out what happened to him and bring back the key he was
supposed to deliver. I was told that Nads Tharen spoke with Arvama Rathri the last time he
was in the Elven Nations Cornerclub.

Entry 33: I was told that both, Nads Tharen and Arvama Rathri, live in the St. Delyn
Canalworks South-Two. Arvama Rathri told me that she has never spoken with Nads
Tharen...

Entry 34: Alarvyne Indalas, a trader in the St. Delyn Glassworks, would like me to steal a
shipment of limeware from a ship in Ebonheart. She claims that Bolryn at the East Empire
Company has been manipulating the costs, and charging huge mark-ups for all the
                                    [13] JOURNAL OF A THIEF                                  169

merchandise. If I steal the limeware, she promises to reward me very well. I have agreed to
steal the limeware for Alarvyne Indalas. It is supposed to be held up in customs aboard the
Chun-Ook, which is docked in Ebonheart. I should expect it to be well guarded, though.

Entry 35: Gentleman Jim Stacey thanked me for returning Nads Tharen's key and avenging
his murderer, Arvama Rathri.

Entry 36: I've spoken with Bolrin, one of the managers at the East Empire Company. He has
offered a job to me, although he says that it may be dangerous. Bolrin would like me to enter
the quarters of Aundenian Valius, a Telvanni Enchanter in Vivec. Valius sells to an exclusive
clientele, and Bolrin would like to know who that clientele is. He says he will reward me if I
can return to him with a list of Valius' customers and the items that they have ordered. I have
agreed to act as a spy for the East Empire Company. Bolrin tells me that the list is likely
locked in Valius' private quarters, and that it may be well guarded. I have been able to retrieve
the customer list for Bolrin and return it to him. In return, he has given me 700 drakes.

Entry 37: I have recovered the limeware and returned it to Alarvyne Indalas, who rewarded
me well for my efforts.

Entry 38: Gentleman Jim Stacey believes that Percius Mercius of the Ald'ruhn Guild of
Fighters may help us. I should speak with him about the other members of the Fighters Guild.

Entry 39: Percius Mercius told me that Hrundi is a good man who could be persuaded to join
our cause. Hrundi also has a secret Dunmer lover. Percius Mercius also told me that Eydis
Fire-Eye is a secret worshipper of Clavicus Vile, but he does not know how this could be used
against her. He finally told me that the Master of the Fighters Guild, Sjoring Hard-Heart,
cannot be bribed or threatened into supporting the Thieves Guild. Gentleman Jim Stacey
thanked me for the information I got from Percius Mercius.

Entry 40: Gentleman Jim Stacey asked me to get the Bitter Cup, an artifact sacred to Clavicus
Vile, and deliver it to Eydis Fire-Eye. The Bitter Cup was lost in the ruins of Ald Redaynia.

Entry 41: Eydis Fire-Eye accepted the Bitter Cup and agreed to betray Sjoring Hard-Heart's
orders to crush the Thieves Guild. Gentleman Jim Stacey thanked me for delivering the Bitter
Cup to Eydis Fire-Eye.

Entry 42: Gentleman Jim Stacey asked me to speak with Hrundi in Sadrith Mora. I must
convince him to stop persecuting the Thieves Guild. If I cannot convince him directly, I must
find Hrundi's Dunmer lover and threaten to kill her if he does not back down.

Entry 43: I found out that Falena Hlaren is Hrundi's lover. Hrundi agreed to betray Sjoring
Hard-Heart. Gentleman Jim Stacey thanked me for convincing Hrundi to stop persecuting the
Thieves Guild.

Entry 44: Gentleman Jim Stacey told me of the Bal Molagmer. How they once carried the
light of justice throughout Morrowind, stealing from the unjust, and giving to the poor. He
gave me a pair of Bal Molagmer gloves, which I should wear before speaking with him again.

Entry 45: Gentleman Jim Stacey asked me to find the Hlervu Locket in Venim Manor in
Ald'ruhn and return it to Braynas Hlervu in the name of the Bal Molagmer. I gave the locket
170               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

back to Bolvyn Venim. Braynas Hlervu accepted the Hlervu Locket in the name of the Bal
Molagmer. Gentleman Jim Stacey thanked me for returning the Hlervu Locket to Braynas
Hlervu.

Entry 46: Gentleman Jim Stacey asked me to bring him Yngling Half-Troll's Ledger which is
in Yngling Manor in Vivec. This ledger has proof that Yngling Half-Troll is corrupt.

Entry 47: Gentleman Jim Stacey thanked me for bringing him evidence of Yngling Half-
Troll's corruption.

Entry 48: Gentleman Jim Stacey asked me to find a forged deed of sale for Indrele Rathryon's
land. The deed is in the Library of Vivec. I should deliver the deed to Indrele Rathryon herself
in Seyda Neen in the name of the Bal Molagmer. I gave the land deed back to Velanda
Omani. Gentleman Jim Stacey thanked me for taking the land deed to Indrele Rathryon.

Entry 49: Gentleman Jim Stacey asked me to return the stolen sword "Enamor" to Salyn
Sarethi's personal chest in the Buoyant Armiger barracks in Ghostgate along with a note.

Entry 50: Gentleman Jim Stacey thanked me for delivering the sword "Enamor" and the note
to Salyn Sarethi's chest in Ghostgate.

Entry 51: Gentleman Jim Stacey wishes for me to do something involving a slaver in the
name of the Bal Molagmer. Gentleman Jim Stacey asked me to steal Brallion's ring and give
it to Ilmeni Dren. Brallion is a wealthy slave-trader in the Great Market of Sadrith Mora, and
Ilmeni Dren is a secret abolitionist in St. Delyn Canton in Vivec.

Entry 52: I nicked Brallion's ring right off his hand. The Bal Molagmer would have been
proud. I bought Brallion's ring from him. It was a poor investment, but the obvious duty of the
Bal Molagmer. Ilmeni Dren accepted Brallion's ring, and seemed to have stories of the Bal
Molagmer. Gentleman Jim Stacey thanked me for stealing Brallion's ring and delivering it to
Ilmeni Dren.

Entry 53: Gentleman Jim Stacey asked me to steal Odral Helvi's exquisite copies of A Brief
History of the Empire and deliver them to Vala Catraso in the Ald'ruhn Guild of Mages. Odral
Helvi is in the Governor's Hall in Caldera.

Entry 54: I met a fellow guildmember, Lucan Ostorius, who would like some help getting a
shipment of stolen weapons to Yak gro-Skandar at the Rat in the Pot in Ald'ruhn. I agreed to
help Lucan get the weapons to Yak gro-Skandar, and he has agreed to give me 100 septims
for my trouble. I met up with Yak gro-Skandar, another fellow guild member, in Ald'ruhn. He
seemed happy with the shipment, and paid me the 100 septims Lucan promised me.

Entry 55: Vala Catraso accepted Odral Helvi's copies of A Brief History of the Empire.
Gentleman Jim Stacey thanked me for stealing Odral Helvi's A Brief History of the Empire
and delivering it to Vala Catraso in the Ald'ruhn Guild of Mages.

Entry 56: Gentleman Jim Stacey asked me to steal Berel Sala's large Dwemer goblet and
donate it to Danso Indules in the name of the Bal Molagmer. Berel Sala is the head of the
Ordinators. He and his Dwemer goblet are in the Justice Offices in Vivec. Danso Indules
                                   [13] JOURNAL OF A THIEF                                 171

wanders about the city of Vivec healing the sick. I'm likely to find her in the Temple area,
near the High Fane.

Entry 57: Danso Indules accepted the goblet, and seemed appreciative. She has heard stories
of the return of the Bal Molagmer. Gentleman Jim Stacey thanked me for stealing Berel Sala's
Dwemer goblet and delivering it to Danso Indules.

Entry 58: Mevure Hlen is a Clothier in the St. Olms section of Vivec. She is apparently
unhappy with the high prices of importing materials for her shop. Because of it, she is forced
to sell her goods at higher prices than normal. Mevure Hlen suspects that she is being gouged
by the East Empire Company, and that they may be artificially inflating prices. She would
like me to try and steal a price list from the offices of the East Empire Company in Ebonheart.
I have agreed to try and get a price list from the East Empire Company.

Entry 59: I have retrieved the price list from J'Zhirr at the East Empire Company and returned
it to Mevure Hlen. She was visibly upset by the contents, and vowed to find another supplier
for her inventory and immediately lower her prices. Mevure Hlen was right about one thing: I
have learned a few things about business, and will be more successful in my business dealings
henceforth.

Entry 60: Gentleman Jim Stacey asked me to kill the Camonna Tong's best enforcers, Navil
and Ranes Ienith. The Ienith brothers can usually be found on the Dren Plantation just north
of Pelagiad. Gentleman Jim Stacey thanked me for killing the Camonna Tong's best enforcers.

Entry 61: Gentleman Jim Stacey asked me to kill Sjoring Hard-Heart, the Master of the
Fighters Guild in Vivec. Gentleman Jim Stacey thanked me for killing Sjoring Hard-Heart
and gave me the Skeleton Key, a priceless artifact.
172               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND



[14] Journal of a Traitor


                                      Journal of a Traitor


                                     [Solstheim, c 3E 427]


Entry 1: Carnius has offered me power and wealth if I help him achieve his goals for the
colony. I should be careful in taking sides. I have agreed to help Carnius. I should report to
him for assignments from now on.

Entry 2: Carnius has asked me to help cover up Uryn Maren's theft of ore from the mines. I
need to find the locked chest in his house and get the ore out.

Entry 3: I've taken all the ore out of the chest in Uryn Maren's house, and should report back
to Carnius.

Entry 4: Carnius is concerned that Uryn Maren is still under suspicion, but needs him to steal
more ore. I've been tasked with distracting the guard in the mine so Uryn can sneak into the
storeroom. I should find Uryn in the mine and come up with a plan.

Entry 5: I've talked to Uryn Maren, who is going to sneak over near the storeroom. Once I've
gotten the guard out of the way, he'll sneak in.

Entry 6: Uryn Maren has completed his task. I should report back to Carnius.

Entry 7: Carnius was pleased that Uryn Maren was able to get the job done.

Entry 9: Carnius has ordered me to find three Nords living just south of the fork between the
Harstrad and Isild rivers. I'm to kill all of them, and retrieve the pick axe they should have.

Entry 10: I've killed the Nords, and acquired the pick axe Carnius was talking about. Carnius
has instructed me to make sure the pick axe works, chip off some of the Stalhrim in the newly
discovered burial cavern, and deliver it to him. I've chipped off a piece of the Stalhrim, and
should take it to Carnius.

Entry 11: Carnius thanked me for bringing him the Stalhrim. He has offered to give me
weapons and armor in exchange for any more Stalhrim I bring him.

Entry 12: I've been tasked with eliminating a messenger sent from the colony, but I must
make it appear that wolves overtook the man. I'm to follow Hroldar out into the wilderness,
then lure the man to the location. Hroldar is going to take me to the spot where he'll wait until
the messenger arrives.

Entry 13: We've arrived at the location; I need to go find the messenger and make sure he gets
to this point.
                                  [14] JOURNAL OF A TRAITOR                                173

Entry 14: I've agreed to escort the messenger to Fort Frostmoth; instead, I need to get him
close to Hroldar so that Hroldar's wolves can take him down.

Entry 15: The messenger has met with an "unfortunate accident". Hroldar has given me a
package from Carnius. Following Carnius' orders, I've killed Hroldar. I should report to
Carnius.

Entry 16: Carnius was happy to hear that both Hroldar and the messenger had been
eliminated.

Entry 17: Carnius has instructed me to assassinate Falco. There will be someone waiting for
me to be ready; I should go to the top of the mining office tower and draw the bow that has
been left for me. That will signal to Baslod that he should proceed.

Entry 18: I am at the assigned point, and have drawn my bow to signal that I am ready.
Baslod attacked Falco and ran off. I've missed my window of opportunity. The guards have
returned; I cannot kill Falco now.

Entry 19: Carnius has asked me to deliver equipment to a group of Nords arriving on
Solstheim. He's hired them to slaughter the colonists at Raven Rock, making it appear as if the
natives did it.

Entry 20: Toralf wants the weapons and armor handed out to his men. When I've finished that,
I should let him know. I've passed out the equipment to everyone but Toralf; I should speak
with him again.

Entry 21: Toralf claimed Carnius had given orders to get rid of me, then attacked me. I killed
Toralf and all of his companions. Carnius attacked me when I confronted him with what
Toralf told me. I was forced to flee.
174               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND



[15] Journal of an Abolitionist


                                  Journal of an Abolitionist


                                   [Vvardenfell, c 3E 427]


Entry 1: While in the House of Earthly Delights in Suran, I met a Breton named Daric Bielle.
He is a drunken sot, obviously hasn't showered in weeks, and reeks of failure. Bielle is a
bounty hunter, or former bounty hunter. For months now, he has been tracking a runaway
slave, Haj-Ei. But the slave has proven more elusive than he thought, he has been unable to
catch him, and has been unsuccessful at killing him and collecting the bounty that way. Daric
and his guide, Hides His Eyes, have been in Suran for weeks, hoping to hear word of the
elusive runaway. I have agreed to try and find Haj-Ei, although I don't know if I will be any
more successful than the bounty hunter. Bielle has said he will reward me well, giving me a
share of the bounty. He had heard that Haj-Ei had been hiding out somewhere around town,
but isn't sure exactly where. Of course, anything this man says is somewhat suspect.

Entry 2: I've asked around town about Haj-Ei's whereabouts, but no one seems sure. Either
that, or they're unwilling to tell me.

Entry 3: While the people of Suran don't seem to know a lot about the whereabouts of Haj-Ei,
some have suggested I talk to Dranas Sarathra, the local slaver. He apparently has become an
expert in Argonians, their culture, and language.

Entry 4: Dranas Sarathram doesn't know of any escaped slaves in the area. He says it's often
difficult to track down the Argonian slaves, as few non-Argonians can speak their language,
and Argonians themselves aren't likely to help. Speaking with Dranas Sarathram jogged
something in my memory about Argonian culture, and the way their names are translated.
Though Daric Bielle would never put it together through his alcohol-soaked brain, Hides His
Eyes translates very nearly to Haj-Ei in the Argonian language. I remember reading about the
interesting Argonian naming conventions at some point in my studies.

Entry 5: I've confronted Hides His Eyes, or Haj-Ei, about being the escaped slave Daric Bielle
has been looking for. He made no attempt to deny the fact, and seemed proud to have actually
gotten Bielle to pay him as a guide for the last few weeks. He has asked me not to tell Bielle
about his true identity. I've agreed not to tell anyone about Hides His Eyes being the escaped
slave. It doesn't seem right to force this man back into bondage.

Entry 6: I met an Argonian on the road near Bal Ur named Tul. He has no armor and no
weapons I can see, and he desires my help. It seems Tul is an escaped slave from the Dren
Plantation. He would like help getting to a nearby abolitionist wayhouse he has heard rumors
of. He does not know the location of this place, and would like my help finding it. The
wayhouse is he is probably talking about is Sterdecan's farm, not too far from here. I have
agreed to try and help Tul find the nearby abolitionist he's heard rumor of. He seems odd for a
slave, though. He looks well fed and strong. Perhaps he was a newly acquired slave at the
Dren Plantation, although he seems to know the place well.
                               [15] JOURNAL OF AN ABOLITIONIST                              175

Entry 7: A local has told me that the only Redguard nearby is Sterdecan, who lives to the
northwest.

Entry 8: We've arrived at Sterdecan's farm. My suspicions about Tul were not unfounded. He
is no slave, but rather a bounty hunter, and had been using me to find the abolitionist hideout.
Tul is dead. The bounty hunter took me for a fool, and he has paid the price. I have spoken
with Sterdecan. He was not surprised by the bounty hunter's ruse. For my help, and for my
attempt to help free a slave, he rewarded me with a magical ring.

Entry 10: I was told that the Twin Lamps are an anti-slavery organization. If I am asked
"Have you seen the Twin Lamps?" I should say "They light the way to freedom."

Entry 11: Ilmeni Dren asked me to speak with Galyn Arvel in Ald Velothi. Galyn Arvel told
me that there are slavehunters looking for an escaped slave nearby. I need to find the slaves
and get them past the slavehunters. I may need to get rid of the slavehunters before trying to
escort the slaves to the Arvel's boat.

Entry 12: J'Saddha agreed to follow me to the Arvel's boat. We arrived safely at the Arvel's
boat. Ilmeni Dren thanked me for helping the Arvel family in Ald Velothi.

Entry 13: There is a man in Fatleg's Dropoff in Hla Oad who would like me to deliver a slave
for him to Balmora. The slave looks pathetic, malnourished, and broken. It seems this slave is
the final part of a payment for some deal Relam Arinith has made with Vorar Helas in
Balmora, who lives in the east side of town. If I agree to do this, Helas will reward me upon
my arrival.

Entry 14: Rabinna has told me the "payment" owed to Vorar Helas wasn't she herself, but
rather what the she was carrying. Apparently, Arinith had forced the slave to swallow a large
quantity of wrapped moon sugar, and this was what was owed to Vorar Helas. Now that I
have gained Rabinna's confidence, she has told me Helas will likely slaughter her for the
drugs once we arrive in Balmora. She feels her only hope of survival is to be taken to Im-
Kilaya at the Argonian Mission in Ebonheart. Apparently, Im-Kaliya has been known to help
smuggle slaves to freedom. Helas will likely slaughter her for the drugs once we arrive in
Balmora. I have agreed to help Rabinna get to Ebonheart in the hopes that someone in the
Argonian mission might help her obtain her freedom.

Entry 15: Rabinna and I have arrived at the Argonian Mission in Ebonheart. I have delivered
Rabinna to Im Kilaya in Ebonheart, for which both were very grateful. Im Kaliya has given
me some money to help fund any further slave emancipations I might participate in.

Entry 16: Jobasha told me that the Khajiti slaves in the Ascadian Isles and Caldera suffer.
Jobasha gave me some books for helping free the slaves.

Entry 17: Ilmeni Dren asked me to free Hides-His-Foot from the Dren Plantation.

Entry 18: Hides-His-Foot agreed to follow me to Sterdecan's Farm. We arrived safely at
Sterdecan's Farm. Ilmeni Dren thanked me for freeing Hides-His-Foot.

Entry 19: South of Tel Aruhn, I encountered an Argonian in the wilderness. He seemed
frightened, and looked to be in bad shape. It turns out the Argonian, Reeh-Ja, is an escaped
176              NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

slave from the market in Tel Aruhn. He's been on the run for a number of days, and fears for
his life, for good reason. He tells me that he wants to get to the Argonian Mission in
Ebonheart; he believes that they can help him. I have decided to try to escort this runaway to
the Argonian Mission in Ebonheart. To leave him out here would certainly mean his death.

Entry 39: I have arrived at the Argonian Mission with Reeh-Jah. Though it was a long
journey, I was able to deliver Reeh-Ja to Im-Kilaya at the Argonian Mission in Ebonheart.
Im-Kilaya was grateful, and rewarded me for my efforts.
                            [16] JOURNAL OF AN AUNDAE VAMPIRE                               177



[16] Journal of an Aundae Vampire


                                Journal of an Aundae Vampire


                                   [Vvardenfell, c 3E 427]


Entry 1: I have spoken to Dhaunayne Aundae, leader of the Aundae Clan in Morrowind. She
has great disdain for me, considering me an "accident," but she seems willing to give me a
task, as I am considered expendable.

Entry 2: Although it seems impossible to imagine, the vampire elder was once a mortal, and
had a family. She would like me to find what happened to a son of hers, Vilandon. After she
was turned, she abandoned her family, and now feels a curiosity about what may have
become of her son. I have agreed to find out what became of Vilandon, the son of Dhaunayne
Aundae. If I am successful, the vampire has promised me access to the services of Clan
Aundae. She has told me that her family had once settled in Sadrith Mora, and given me a
ring belonging to her family. Apparently any mortal, especially an Altmer, with knowledge of
her family should immediately recognize the seal.

Entry 3: In Sadrith Mora, I have spoken to Iniel, a high elf and member of the Mage's Guild.
She claims she does recognize the ring, and has seen one of similar make on a high elf in
Sadrith Mora, though she does not remember who it was. She believes it may have been while
she was in the Gateway Inn, though.

Entry 4: I spoke with Tusamircil, a high elven alchemist. He believes he has seen the ring
before, on an Altmer named Sinyaramen. Apparently, Sinyaramen is unlikely to talk to me.
However, Tusamircil has a potion that Sinyaramen asked to be made, so if I approach him on
the pretense of delivering it, he may deign to speak to me. I have taken the potion from
Tusamircil.

Entry 5: I have spoken to Sinyaramen in the Gateway Inn. He had no desire to speak to me,
but wanted the potion Tusamircil had concocted. Sinyaramen tells me that the ring is of his
family, and Vilandon was his grandfather. It appears Vilandon was a vampire hunter. He
became one after hearing that his mother had been slain by one of our kind. Vilandon, it
appears, was killed while performing his duties. He was bested by the vampire Kjeld,
hundreds of years ago.

Entry 6: I have returned to Ashmelech and told Dhaunayne Aundae my findings. She has
ordered the death of Kjeld, and ordered me to carry it out. Kjeld is one of the Quarra vampires
living in their lair in Druscashti. These vampires are powerful in their stronghold, and it will
be difficult to reach him.

Entry 7: I have returned to Dhaunayne Aundae, having killed Kjeld. She feels satisfied by
this, and has given me access to the Aundae services in Ashmelech.
178              NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 8: Dhaunayne Aundae has asked me to provide her with another service. Apparently, a
vampire hunter has been nosing around Ashmelech. He was able to escape, but Aundae is
furious about the intrusion. She wants this vampire hunter killed. She wants him killed in
daylight, though, and around witnesses, in order to provide an example for other would-be
vampire hunters. I have agreed to try and kill this vampire hunter, whose name I do not yet
know. Dhaunayne Aundae believes he is likely basing his operation out of Ald'ruhn, though.

Entry 9: I have asked around Ald'ruhn about the presence of a vampire hunter. I've been told
there is a powerful one nearby.

Entry 10: I have spoken with Fathasa Llethri about her son, Sanvyn, who wishes to become a
vampire. She, unlike most people, seems willing to speak to me, even though I am exactly
what her son wishes to become. She has promised me a great reward if I can convince him not
to pursue his quest for the unlife. She wishes for me to show her son that vampires are not as
powerful as he believes. I have decided not to try and dissuade Sanvyn Llethri from trying to
become a vampire. It is none of my business what this child does with his life.

Entry 11: Some have mentioned seeing a vampire hunter around Ald'ruhn named Ano Vando.

Entry 12: Ano Vando is dead, and killed during the day with other residents around.
Dhaunayne Aundae should be pleased.

Entry 13: I have returned to Ashmelech and spoken with Daunayne Aundae. She was pleased
with how I handled the killing of Ano Vando, and rewarded me with an amulet that, when
used, will return me to Ashmelech. She has also told me that I might find further reward with
her if I am able to kill a great number of the vampires from other clans.

Entry 14: As a reward for killing many of the vampires from the Quarra and Berne clans,
Daunayne Aundae has allowed me to feed off the cattle here in Ashmelech, provided I do not
kill any of them. If I do, I will no longer be welcome in Ashmelech, and will be attacked on
sight.
                    [17] JOURNAL OF AN EAST EMPIRE COMPANY EMPLOYEE                          179



[17] Journal of an East Empire Company Employee


                        Journal of an East Empire Company Employee


                                     [Solstheim, c 3E 427]


Entry 1: Carnius has instructed me to escort several men to the mining site. I should find
Gidar Verothan by the dock south of the fort. I have agreed to escort Gidar, Gamin, and
Sabinus to the Raven Rock site.

Entry 2: Gidar, Gamin, and Sabinus have arrived safely at the site. I should speak with Falco
Galenus.

Entry 3: I have checked in with Falco, and have been instructed to return five pieces of ebony
ore to Carnius. Falco gave me one, so I need to find four more pieces.

Entry 4: I have delivered the ebony to Carnius and completed my assignment. I should return
in three days' time for my next assignment.

Entry 5: Carnius has asked me to check on Falco at the site, since there is apparently some
sort of problem.

Entry 6: There is a strange man causing problems at the mining site. Falco has asked me to
speak to Hroldar the Strange, and ask him to leave. I talked to Hroldar the Strange; he won't
leave. I should speak to Falco to find out how to handle this.

Entry 7: Falco has given me permission to teach Hroldar the Strange a lesson. I can punch
him, but I'm not allowed to use weapons or spells, or hurt him in any other way. Hopefully,
he'll get the point. I beat Hroldar the Strange into submission. He agreed to stop blocking the
mine, and leave the colonists alone. Falco rewarded me for getting rid of Hroldar the Strange,
and has asked me to inform Carnius that the situation has been resolved.

Entry 8: Carnius was satisfied that Hroldar the Strange was no longer causing problems at the
mining site. Carnius has asked me to go to Raven Rock and see Falco. He wants me to get a
copy of the shipping manifest from the first supply ship.

Entry 9: The supply ship never showed up. Falco suggested I ask around, in case anyone has
seen anything.

Entry 10: Gamin Girith claims to have a seen a light off the coast to the northwest; perhaps it's
the supply ship. I should get this information to Falco.

Entry 11: Falco has asked me to head to the northwest and look for the supply ship, as it
carries mining equipment the colonists need.
180               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 12: I have found the supply ship, wrecked on the coast. Apronia Alfena survived the
wreck of the supply ship, and has begged me to take her back to the colony. I've delivered
Apronia to Falco at the colony site. Perhaps he'll know what to do with her.

Entry 13: I've reported the loss of the ship to Falco. He has asked me to deliver the news to
Carnius.

Entry 14: Carnius was furious at the news that the ship had been lost, and that money would
have to be spent to arrange for another ship.

Entry 15: Falco has said that he will pay for any pick axes I can salvage from the shipwreck.
I've turned in several pick axes from the shipwreck; Falco doesn't need anymore. He thanked
me for salvaging them.

Entry 16: I've been asked my opinion on whether a smith or a trader should be brought into
the colony. I should ask the colonists what they think, then report my decision. It was my
decision that a trader's outpost should be built. Construction should begin shortly, but I need
to inform Carnius of the decision.

Entry 17: Carnius has been informed of the decision regarding the construction plans. I should
see Carnius again when it's finished in several days.

Entry 18: Construction on the trader's outpost should be nearly complete.

Entry 19: I've told Carnius that the work on the trader's outpost is done.

Entry 20: There's some sort of problem with the new supply ship at the colony. Carnius has
asked me to check in with Falco and deal with it. Falco has told me that the new supply ship
has arrived, but the captain, Baro Egnatius, won't budge without some sort of extra payment.
Falco has no intention of paying him, and instead wants me to talk sense into him. He should
be at the dock in Raven Rock.

Entry 21: Baro Egnatius was extremely rude to me, and demanded a large sum of money to
transport the colony's goods. He won't budge until he has this extra payment. Falco suggested
I ask Apronia about Elberoth, since Baro seems to know him. Apronia gave me Elberoth's
saber, since she no longer needs it. Falco suggested I make a point of displaying Elberoth's
saber in front of Baro Egnatius.

Entry 22: Baro Egnatius recognized Elberoth's saber while I was holding it, and mistakenly
thinks I killed Elberoth. This works in my favor, since he's now willing to transport the goods
without any extra payment. The news of the supply ship needs to get back to Carnius.

Entry 23: Carnius was grateful that the situation with the supply ship had been resolved, and
thanked me for dealing with it. Falco thanked me for straightening out the situation with Baro.

Entry 24: Falco believes that Uryn Maren is stealing ore from the colony mine, and wants me
to bring him proof of the theft. Falco has given me the key to Uryn Maren's house. I should
look for a locked chest near the bed; the ore should be in it.

Entry 25: The chest in Uryn Maren's house is empty.
                    [17] JOURNAL OF AN EAST EMPIRE COMPANY EMPLOYEE                           181

Entry 26: Falco has ordered me to follow Uryn Maren in the mines, to see if he's really
stealing. I'm not supposed to be seen by anyone. I followed Uryn Maren to the storage room,
where he has no business being. Uryn Maren confessed to stealing ore from the mines, but
says that Carnius put him up to it. I informed Falco that I caught Uryn Maren in the mines. I
now need to take the news to Carnius.

Entry 27: Carnius denies having any involvement with Uryn's theft, and says Uryn Maren will
be dealt with.

Entry 28: Falco has asked me to help him keep Carnius in check as the colony grows. I should
be careful in taking sides, but he wants me to consider aiding him.

Entry 29: Uryn Maren was found dead in the store room where he was being held. I have
agreed to help Falco. I should report to him for assignments from now on.

Entry 30: Falco needs me to deal with Seler Favelnim, who's on some sort of rampage at the
Raven Rock bar. Seler Favelnim has apparently gone crazy, and is on some sort of rampage in
the bar. Carnius wants me to deal with him immediately. Dralora Favelnim stopped me
outside the bar, and begged me to not hurt her husband.

Entry 31: Seler Favelnim challenged me to kill him before he kills me. Seler Favelnim
stopped attacking me after he became too tired to fight. I convinced Seler Favelnim to calm
down and return home, so that he may live out the few years he has left in comfort with his
family. Falco was satisfied that Seler Favelnim had been taken care of.

Entry 32: Falco informed me of a strange block of ice found in a burial cavern discovered in
the mine. He's asked me to go speak to Graring, one of the local Nords about it. He and his
companions can be found at the junction of the Harstrad and Islid rivers to the northeast of
here.

Entry 33: I found Graring and his companions under attack, but the assailant has been
defeated. Graring explained that the ice is called "Stalhrim", and is very valuable. He's given
me a special pick axe to chip off some Stalhrim from the block in the mine. chipped off a
piece of the Stalhrim, and should take it to Graring. Graring has agreed to construct weapons
and armor out of the Stahlrim, if I bring him the raw materials. He's suggested that there is a
finite amount of it on the island, so I should be careful of what I choose. Falco is glad the
Nords are willing to work with us, and has instructed me to bring Graring all the Stalhrim I
can find.

Entry 34: Falco has told me I must deliver a report to Carnius at the fort within the next five
hours.

Entry 35: I have arrived at the fort, but Carnius is not here. I've been told he can be found
along the coast, east of a large rock formation and burial tomb. I'll need to hurry if I'm to give
him this report in time.

Entry 36: I have delivered the report to Carnius on time, and should let Falco know.

Entry 37: Falco thanked me for being able to deliver the report on time.
182               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 38: Falco is concerned about recent Spriggan activity at the colony. He wants me to get
rid of any Spriggans near the grove of trees at the Eastern end of the colony. When I'm done, I
need to let Unel Lloran know. Falco thinks he's probably in the bar.

Entry 39: The Spriggans have been killed off for now. Unel Lloran has told me that the
colonists have tried cutting down the trees to no avail. He guessed that something could be
done if he had access to the roots, but believes them to be too far underground for him to dig
down to them.

Entry 40: The miners have mentioned that a cavern was discovered in the mine that was filled
with tree roots too difficult to cut through, so they abandoned work on it. It's at the bottom
level of the mine, in the passage to the north. I checked the passage and found the roots. I
should let Unel Lloran know about them.

Entry 41: I've agreed to show Unel Lloran the place in the mine that's overrun with tree roots.

Entry 42: I've brought Unel Lloran to the abandoned mine shaft with the tree roots. Unel
Lloran has said that if he can poison the tree roots, it may weaken them enough to cut down
the trees. He'd like me to bring him five bittergreen petals, which I'll likely have to find
someplace outside Solstheim. I've delivered the bittergreen petals to Unel Lloran, who will
use them to poison the water and weaken the trees. There's nothing more I can do to help; I
should relay what's happened.

Entry 43: Falco was glad to hear that the trees are being dealt with, and has asked me to keep
an eye out for Spriggans in the future.

Entry 44: Falco has asked me to check with the colonists, and see if any would be willing to
accept the responsibility of being guards for the colony.

Entry 45: Afer Flaccus, Gratian Caerellius, and Garnas Uvalen have agreed to take on guard
duty. I've reported my findings to Falco, who will take over equipping the guards for the
colony. It should take several days.

Entry 46: Falco is concerned about a possible attempt on his life, and wants me to stay close
to him.

Entry 47: An assailant has attacked Falco and run off. The attackers have been killed, and
Falco is safe. Falco thanked me for keeping him safe.

Entry 48: Falco has asked me to travel to Fort Frostmoth and collect several silver longswords
from Constans Atrius. I've collected the swords, and should return them to Falco.

Entry 49: The Skaal have apparently attacked the colony. Falco and the others were able to
push the attacks into the mine, but there are now workers trapped in there. Falco wants me to
go in, elminate the Skaal, and make sure the workers are safe.

Entry 50: Falco has taken a note from me that was found on one of the Nords. Falco wants me
to take the note and confront Carnius with it.
                    [17] JOURNAL OF AN EAST EMPIRE COMPANY EMPLOYEE                         183

Entry 51: I confronted Carnius with the evidence of his involvement in the attack on the
colony. He flew into a rage and attacked me. I have killed Carnius Magius.

Entry 52: Falco has named me as the new Factor of the Raven Rock division of the East
Empire Company. I've been told that plans were included for an estate for the Factor, and I
need to give instructions as to where it should be built. I need to find Aldam Berendus at the
Raven Rock site.

Entry 53: Aldam has told me that three torches have been placed at the potential building
sites. When I've selected one, I should lead him to it and give the order to start construction.

Entry 54: I've selected a site for the Estate, and have given the order to start construction.
Aldam says it should take several days to complete.

Entry 55: Construction of the Factor's Estate should be complete.
184              NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND



[18] Journal of an Imperial Cultist


                                Journal of an Imperial Cultist


                                   [Vvardenfell, c 3E 427]


Entry 1: I have joined the Imperial cult. As a token of appreciation, I have received a Maran
Amulet, a Septim Ring, and a Stendarran Belt from the Imperial cult. An Imperial cult
member gave me a copy of For my Gods and Emperor, a handbook for members of the
Imperial cult.

Entry 2: Synnolian Tunifus needs five units of marshmerrow for restore health potions. Balur
Salvu, a farmer near Pelagiad, grows marshmerrow. If I bring him this Quality Fortify
Strength potion as a gift, he'll tell me where to pick the marshmerrow. His farmhouse is south
of Pelagiad, north of the road, west of the first bridge south of Pelagiad. When I have the
marshmerrow, deliver them to Synnolian Tunifus.

Entry 3: I gave Balur Salvu the Quality Fortify Strength potion as Synnolian Tunifus
requested. Balur Salvu gave me some valuable insights into the special properties of local
plants. I'm sure that knowledge will come in handy in preparing better alchemical potions.

Entry 4: I delivered five units of marshmerrow to Synnolian Tunifus. He gave me a restore
health potion and a mortar and pestle as a reward.

Entry 5: Synnolian Tunifus needs five units of muck for cure common disease potions. A
farmer in Gnisis, Abishpulu Shand, has a muckspunge patch right near his hut, and Chaplain
Ogrul at Fort Darius has cut a deal with Shand to gather muck there for free. While I'm in the
West Gash, look in on Chaplain Ogrul, give him four Restore Health potions, and ask him if
he'll teach me a few tricks.

Entry 6: I gave Chaplain Ogrul the four Restore Health potions as Synnolian Tunifus
requested. Chaplain Ogrul taught me a restoration spell.

Entry 7: I delivered five units of muck to Synnolian Tunifus. He gave me a cure common
disease potion, a retort, and a copy of The Alchemists Formulary -- a collection of popular
alchemical recipes -- as a reward.

Entry 8: Synnolian Tunifus needs five units of willow anther for cure paralyzation potions. He
admitted he steals willow anther from the flowers growing around the house of Gurak gro-
Bagrat. His house is on the mainland, just north of the Foreign Quarter.

Entry 9: I delivered five units of willow anther to Synnolian Tunifus. He gave me a cure
paralyzation potion and a valuable book as a reward.

Entry 10: Synnolian Tunifus needs five units of scrib jelly for cure poison and cure blight
potions. He says the closest reliable source of scribs is the Shulk Egg mine, southwest of
                            [18] JOURNAL OF AN IMPERIAL CULTIST                             185

Balmora, on the west bank of the Ouadi Odai, near a swinging bridge. He also taught me a
little spell he thought would be useful.

Entry 11: A miner gave me some scrib jelly. I delivered five units of scrib jelly to Synnolian
Tunifus. He gave me a cure poison potion, a cure blight potion, and an alembic as a reward.

Entry 12: Synnolian Tunifus needs five units of corkbulb root for cure common disease and
restore health potions. The Imperial Cult has an agreement with the Ascadian Isles plantation
owners that permits us to gather corkbulb, so that's a good place to look. Since I have to cross
water, he taught me a little spell.

Entry 13: I delivered five units of corkbulb root to Synnolian Tunifus. He gave me a cure
common disease potion and a restore health potion as a reward.

Entry 14: Synnolian Tunifus needs five units of rat meat for cure poison potions. He says the
best place to hunt rats is in the underworks of any of Vivec's cantons. He says to enter the
underworks through trapdoors in the canalworks or through the outflow drains, which are
underwater along the sides of each canton. He also warned me to be careful, because bad
things -- and bad people -- hide in the underworks.

Entry 15: I delivered five units of rat meat to Synnolian Tunifus. He gave me a cure poison
potion as a reward. And since his errands have become more dangerous, he taught me some
useful unarmored defense maneuvers.

Entry 16: Synnolian Tunifus needs one unit of netch leather for cure paralyzation potions. He
suggested hunting in the Ascadian Isles near Balur Salvu's house. He advised me to start with
bull netch, because the betty netch are more dangerous.

Entry 17: I delivered one unit of netch leather to Synnolian Tunifus. He gave me a cure
paralyzation potion and a belt of Balyna's Soothing Balm as a reward for my service to Mara.

Entry 18: Iulus Truptor told me to ask the Skyrim Mission in Ebonheart for alms for the poor.
The fund raising goal for the Skyrim mission is 100 gold. When I have reached the goal, I
should return and deliver the gold to Iulus Truptor.

Entry 19: I reached the Skyrim mission fund raising goal, and delivered the 100 gold to Iulus
Truptor. He seemed pleased. He gave me a little blessing, and told me to speak to him again
when I'm ready for another almoner's mission.

Entry 20: Iulus Truptor told me to ask the Argonian Mission in Ebonheart for alms for the
poor. The fund raising goal for the Argonian mission is 100 gold. When I have reached the
goal, I should return and deliver the gold to Iulus Truptor.

Entry 21: I found an Argonian slave named On-Wan hiding in a cell beneath the Argonian
Mission. I suspect this is a secret the Mission would be eager to keep, since harboring
runaway slaves is a crime. Perhaps this will give me leverage when I solicit for alms for the
poor.

Entry 22: On behalf of the province of Argonia, the Argonian consul, Im-Kilaya, gave me 200
gold as alms for the poor. I delivered the 200 gold to Iulus Truptor. He seemed very pleased.
186               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

He gave me a handsome frock blessed by Zenithar, and told me to speak to him again when
I'm ready for another almoner's mission.

Entry 23: Iulus Truptor told me to solicit alms for the poor in Ald'ruhn. The goal for the
Buckmoth Fund is 100 gold. When I have reached the goal, I should return and deliver the
gold to Iulus Truptor.

Entry 24: I reached the fund raising goal for Ald'ruhn, and delivered the 100 gold for the
Buckmoth Fund to Iulus Truptor. He seemed pleased. He gave me a little blessing, and told
me to speak to him again when I'm ready for another almoner's mission.

Entry 25: For our coming Harvest's End pageant, Iulus Truptor says we need a red shirt with a
black vest. He asked me to ask clothiers if they would donate such a shirt and vest to the cult.
He says the shirt and vest are what they call a 'common shirt.' When I have the red shirt with a
black vest, I should return and deliver them to Iulus Truptor.

Entry 26: The Caldera clothier Falanaamo donated a red shirt and black vest to the Imperial
cult. He also gave me a matching outfit of shirt and trousers. I delivered a red shirt with a
black vest to Iulus Truptor for the Harvest's End pageant. He was quite pleased. He gave me a
copy of The Buying Game, and told me to study it, and to speak to him again when I'm ready
for another almoner's mission.

Entry 27: Iulus Truptor says we need 5 bottles of Cyrodilic brandy for a fundraising dinner.
I'm to make the rounds of the tradehouses and cornerclubs in Balmora and ask if the publicans
will donate the necessary brandy. When I have the brandy, I'm to deliver it to Iulus Truptor.

Entry 28: I told Iulus Truptor I couldn't get five bottle of Cyrodilic brandy for the fundraising
dinner at Fort Moonmoth. He was disappointed, and told me to decide whether my talents and
temperaments are suited for soliciting donations. Before I approach him again for an
almoner's mission, I must be sure I want to give the Imperial cult my full commitment.

Entry 29: Banor Seran at the Council Club gave me a bottle of Cyrodilic brandy for the
fundraising dinner at Fort Moonmoth. I think he gave it to me just to make me go away.

Entry 30: After I pressed him, Benunius Agrudilius yielded and gave me a bottle of Cyrodilic
brandy for the fundraising dinner at Fort Moonmoth.

Entry 31: After I pointed out the value of gaining the good will of the Imperial cult in a town
where Imperial influence is so strong, Dulnea Ralaal gracefully donated a bottle of Cyrodilic
brandy for the fundraising dinner at Fort Moonmoth.

Entry 32: Bacola Closcius gave me a bottle of Cyrodilic brandy for the fundraising dinner at
Fort Moonmoth. He also hinted that Banor Seran at the Council Club just took delivery of
some Cyrodilic brandy, and that he's probably got it stored in a closet in the hall just right of
the bar. He says the Council Club is just a front for Camonna Tong gangsters, suggesting it
wouldn't REALLY be a crime to steal the brandy from them.

Entry 33: I delivered five bottles of Cyrodilic brandy to Iulus Truptor at Fort Moonmoth. He
was very pleased. He gave me tokens of Zenithar's special blessing, and told me to speak to
him again when I'm ready for another almoner's mission.
                            [18] JOURNAL OF AN IMPERIAL CULTIST                             187

Entry 34: Iulus Truptor has sent me to the Governor's Hall in Caldera to persuade Cunius
Pelelius of the Caldera Mining Company to donate 500 gold to the Imperial cult's Widows
and Orphans Fund. When I've obtained the donation, I'm to deliver it to Iulus Truptor.

Entry 35: I asked Cunius Pelelius to donate 500 gold to the Imperial cult's Widows and
Orphans Fund. He said he was very busy at the moment, but he would be happy to discuss the
donation at a later date. Olumba gro-Boglar, a member of the Imperial cult, told me why
Cunius Pelelius is slow to redeem his pledged donation. Olumba says Cunius Pelelius has
gotten into money trouble, and that he's trying to handle his trouble by skimming from the
Caldera mine and smuggling raw ebony. I might be able to pressure Cunius Pelelius if I had
proof of his misdeeds. Olumba says the slaves in the mine would know, but they'll be afraid to
talk. Perhaps I can persuade them....

Entry 36: I spoke to a slave in the Caldera Mines, and he said the 'boss man' sneaks in at
night, takes ebony, puts it in a bag, then takes it away. Perhaps this is not solid enough
evidence to take to the guards. But perhaps, if confronted with this testimony, Cunius Pelelius
may reconsider his unwillingness to donate 500 gold to the Widows and Orphans Fund. When
I confronted Cunius Pelelius with the slave's testimony about his sneaking into the Caldera
Mine and removing raw ebony, and the Secret Caldera Ledger and its evidence of
misappropriation of ebony from the Caldera mines, Cunius Pelelius decided to give me three
pieces of raw ebony. If I sell these pieces of raw ebony, I should be able to get 500 gold and
more to deliver to Iulus Truptor for the the Widows and Orphans Fund.

Entry 37: I delivered 500 gold to Iulus Truptor for the Widows and Orphans Fund. He was
very pleased. He gave me an interesting assortment of scrolls he had received from an
anonymous donor, and told me to speak to him again when I'm ready for another almoner's
mission.

Entry 38: Iulus Truptor asked me to persuade Canctunian Ponius of the East Empire Company
to deliver the 1000 gold he has pledged to sponsor a mission to the Ashlanders. I'll find him at
the East Empire Company Hall in Ebonheart. When I have the generous pledge from
Canctunian Ponius, I'm to deliver it to Iulus Truptor.

Entry 39: Canctunian Ponius cannot redeem his 1000-drake pledge because an East Empire
Company clerk has embezzled funds, and he is covering the losses out of his own fortune.
Canctunian Ponius said he had noticed a change in Mossanon's behavior -- a marked rise in
his absences from the office. Mossanon embezzled funds in the amount of 3000 gold in gold.
Since Canctunian Ponius cannot redeem his 1000-drake pledge because an East Empire
Company clerk has embezzled funds, I offered to track down the clerk and recover the gold. If
I can track this Mossanon down and recover the missing 3000 gold, Canctunian Ponius will
immediately redeem his 1000-drake pledge to the Imperial cult.

Entry 40: An East Empire Company savant named Okan-Shei said that Mossanon had an
attractive Telvanni girlfriend, but that he kept her a secret. An East Empire Company trader
named Shazgob gra-Luzgan said that before Mossanon went missing, he had been seen
frequently coming and going from the Guildguide service at the Mages Guild in Vivec's
Foreign Quarter.

Entry 41: I've spoken to Gadayn Andarys about the note of his I found on the ground. He tells
me that he has been in love with Eraldil for many months, but has not had the courage to tell
188               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

her. He would like me to speak to her and tell her of his love. I have agreed to speak with
Eraldil about Gadayn. He suggested I might find her in the Hlaalu Waistworks.

Entry 42: I've talked to Eraldil about Gadayn Andarys and his love for her, and the response
was not positive. She detests the poor trader, and wants nothing to do with him. She sees him
as much too common for herself, and more fitting for someone like her lowly cousin, Glathel.

Entry 43: Gadayn Andarys was heartbroken by the news that Eraldil wanted no part in his
affections, but has been ready for this eventuality. Gadayn has had a potion crafted that will
cause the wood elf to fall madly in love with him. He would like me to deliver it to him. I
decided not to deliver the potion to Eraldil, but instead suggested to Gadayn that he might
consider turning his attentions to Glathel. Gadayn seems open to the idea.

Entry 44: The Guildguide for the Vivec Mages Guild, Flacassia Fauseius, remembered a High
Elf named Mossanon who went back and forth from Sadrith Mora with a Telvanni woman.

Entry 45: According to the Collective Articles of the Council of the Great House Telvanni,
out-house and outlander guests in Sadrith Mora may not travel in town or speak to or conduct
business with citizens, tradesmen, or publicans unless they have Hospitality Papers.
Hospitality Papers may be obtained from the Prefect of Hospitality, Angaredhel, at the
Gateway Inn for 25 gold. I have purchased Hospitality Papers from the Prefect of Hospitality,
Angaredhel, at the Gateway Inn in Sadrith Mora. These papers permit me to travel in town
and speak to and conduct business with citizens, tradesmen, and publicans in Sadrith Mora.

Entry 46: A High Elf named Sinyaramen said he saw a High Elf in the market with a local
Telvanni woman. He didn't recall her name, but he suggested I ask the ladies of the town
about a Dark Elven woman with a High Elven friend.

Entry 47: Someone said a High Elf has been seen in the company of a local woman, Volmyni
Dral. She has a pod over near Wolverine Hall. I found Mossanon in Sadrith Mora and
confronted him about the embezzled funds. He admitted his crime, and offered to return 2500
gold -- he had spent the rest -- and pay back the rest as soon as he could, if I'd promise to keep
his whereabouts secret from Canctunian Ponius. I demanded the gold, and refused to keep his
secret. I made it clear he was in no position to dictate terms, and he yielded the 2500 gold to
me without a fight.

Entry 48: Upon returning to Gadayn's shop, it appears he took my advice and courted the
homely Glathel. The trader seems truly happy with the woman, and expressed his deepest
gratitude. He also rewarded me with a Flamemirror Robe.

Entry 49: I told Canctunian Ponius that I found Mossanon in Sadrith Mora with a Telvanni
woman. I gave Canctunian Ponius 2500 gold and told him it was all I could recover from
Mossanon. He accepted the gold, and said it would enable him to redeem his 1000-drake
pledge to the Imperial cult. Canctunian Ponius thanked me for recovering his embezzled
funds and gave me the 1000 gold he had pledged to support an Imperial cult mission to the
Ashlanders. I gave Iulus Truptor the 1000 gold Canctunian Ponius pledged to sponsor a
mission to the Ashlanders. He was quite pleased, but he said he had no more tasks for me. He
suggested I consider becoming a lay healer or lay sergeant. He also suggested that the Oracle,
Lalatia Varian, might have tasks for me. Then he gave me a farewell gift, and wished me
good luck.
                             [18] JOURNAL OF AN IMPERIAL CULTIST                             189

Entry 50: While a High Elf named Caryarel was being treated for swamp fever at the Imperial
Chapels, a rare limeware bowl disappeared. Kaye asked me to find Caryarel and retrieve the
missing chapel limeware bowl. Kaye says the High Elves are a small, tight-knit community
on Vvardenfell, so he suggests I ask other High Elves if they know Caryarel and where he
lives. A High Elf told me that Caryarel lived in Gnaar Mok, a fishing village on the Bitter
Coast. I can get passage to Hla Oad, and then Gnaar Mok, from the shipmaster Nevosi Hlan,
on the boat called "Chun-Ook" at the Ebonheart docks. Someone in Gnaar Mok told me that
Caryarel lived in a shack by the docks.

Entry 51: I spoke to Caryarel. He said he didn't know anything about a Chapel Limeware
Bowl, and told me to go away and leave him alone. I have found the stolen Chapel Limeware
Bowl in Caryarel's house. I returned the Chapel Limeware Bowl to Kaye. He was pleased
enough to give me 200 gold to cover my expenses. He also gave me some divine intervention
scrolls.

Entry 52: A Bosmer named Nedhelas in Caldera says his house is haunted by a ghost. Kaye
said ghosts aren't affected by normal weapons, so he gave me 200 gold to buy an enchanted
weapon or spell, and for other expenses. I'm to talk to Nedhelas first, and I should report back
to Kaye if I rid the haunted house of its ghost.

Entry 53: When I asked in Caldera for Nedhelas, I was told his house is just to the right of the
south gate, and that I should look for him there. I spoke to Nedhelas. He said the ghost in his
haunted house has something to do with a trap door. His landlord told him not to fool with the
trap door, but didn't explain why. Nedhelas gave me a key to the trap door, and asked me to
let him know when the ghost was gone. I told Nedhelas that I had taken care of the ghost
beneath his house. He thanked me, and the Imperial cult. I reported taking care of the haunted
house for Nedhelas. Kaye seemed pleased. He gave me some magic scrolls and told me to
speak to him again when I was ready for another shrine sergeant mission.

Entry 54: Kaye has asked me to go to Asha-Ahhe Egg Mine and hunt for a witch named
Thelsa Dral. When I am sure she is dead, I should return and report to Kaye. When I asked in
the village of Khuul about the Ashe-Ahhe Egg Mine, I was told the miners there think the
mine is cursed. I spoke to a miner in Ashe-Ahhe Egg Mine. He says there's something evil in
the mine. There are voices, but there's nobody there. There are things moving in the dark, but
when you shine the light, there's nothing there. The miner mentioned a lake in particular, and
said he won't go down there any more.

Entry 55: I told Kaye that I found the witch Thelsa Dral in Asha-Ahhe Egg Mine, and made
sure she was dead. Kaye seemed glad to see me back safe. He gave me a firestone ring and
told me to speak to him again when I am ready for another mission.

Entry 56: An acolyte named Linus Iulus disappeared some years ago. Our oracle, Lalatia
Varian, has had a vision of a Silver Staff of Shaming, and Linus Iulus had one of these staves.
She says it lies in the land of burning rock, under the shadow of the Mountain of Fear. The
oracle believes the staff will be found either east or west of the mountain, in the shadow of the
rising or setting sun. Kaye says that an old name for Mount Kand is Mountain of Fear. He
gave me a Detect Enchantment ring, and told me to go to Mount Kand. I'm to find a Silver
Staff of Shaming there that belonged to Linus Iulus. I should bring it to Kaye, along with any
other personal effects I find that belonged to Linus Iulus.
190                NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 57: I gave Kaye the Silver Staff of Shaming and the Maran Amulet and Stendarran Belt
that belonged to Linus Iulus. As a reward, Kaye gave me the Silver Staff of Shaming and a
Restoration shirt. He thanked me for my exertions on the cult's behalf, and told me to speak to
him again when I'm ready for another mission.

Entry 58: An Argonian named Okur in Hla Oad has asked for our aid. This devout follower of
the Nine is sensitive to spirits of the otherworld, and she says she is being visited by the ghost
of a murder victim. The guards can't do anything in such cases, so Kaye has asked me to
speak with Okur to see how justice can be done and the spirit laid to rest.

Entry 59: I spoke with Okur. She says she has been visited by the spirit of Julielle Aumine.
She says Julielle Aumine chanced upon a band of smugglers, and was murdered to seal her
lips. She says that Julielle's spirit will not rest until her amulet is recovered and returned to her
husband, and until the four smugglers who murdered her are slain. If I kill the four smugglers
who murdered Julielle and return her amulet to Okur, Okur will see that Julielle's spirit is laid
to rest. Okur says that Julielle Aumine's murderers' names are Dudley, Larisus Dergius, Ralos
Othrenim, and Thervam Drelas. Okur believes they are strong and well-armed. She says that
their smugglers cave is called 'Yasamsi', and it lies south along the road from town, before the
bridge across the Odai River. I killed the four smugglers who murdered Julielle Aumine and
returned Julielle's amulet to Okur. Okur assures me that she will now be able to lay the spirit
of Julielle Aumine to rest.

Entry 60: I reported to Kaye about killing the murderers of Julielle Aumine and recovering
her lost amulet, and told him that Okur was sure she could lay the ghost of Julielle Aumine to
rest. Kaye gave me some potent magic scrolls as a reward for my work. He thanked me, but
he has no more work for me. He said there might be work for lay healers or almoners, or I
might talk to Lalatia Varian about Oracle's Quests.

Entry 61: To Lalatia Varian, an Oracle of the Imperial cult, I swore a solemn oath to serve her
faithfully, and to do as she asks, without question, without fail. Now I have sworn before the
Nine to aid Lalatia Varian in the Oracle's Quests.

Entry 62: Oracle Lalatia Varian had a vision of the Ring in Darkness. She saw the Ring of the
Wind, a legendary treasure of Elsweyr. "I have seen the wind upon a dark elf's hand. I have
seen fire gleam upon a Dwarf's face. I have seen darkness on a ring of water. I have heard no
name whispered in the mouth of stone." The Oracle bid me retrieve the Ring in Darkness. I
must ask Dark Elven savants and scouts about the meaning of the Oracle's vision.

Entry 63: A Dunmer scout told me that Nammu, or 'no-name,' is a cavern in the wildlands of
Sunna Guradan, somewhat west of the tower of Tel Aruhn. In the cavern is a great high
chamber, flooded, with a central spire rising from the water. The water around the bottom of
the spire might be the ring of water in darkness from the Oracle's vision.

Entry 64: I found a Redguard trader in Nammu named Jon Hawker. He had been taken
prisoner by a battlemage named Galmis Dren, to be sold as a slave. He had prayed to the Nine
for aid, and thought I was the answer to his prayers. I gave him a Divine Intervention scroll
and he disappeared, but he gave me two gifts. It is strange -- such valuable gifts. How did he
hide them from Galmis Dren?
                             [18] JOURNAL OF AN IMPERIAL CULTIST                             191

Entry 65: I retrieved the Ring of the Wind from Galmis Dren and brought it to Lalatia Varian.
She praised me, and said that I was meant to keep the ring myself, and that I should use it in
the service of the Nine.

Entry 66: Lalatia Varian has been given a prophecy of the Boots of the Apostle, a legendary
treasure of Cyrodiil, relics of Tiber Septim who was also called Talos. "Through the doors of
Berandas, within the silent caverns, beneath the wings of twilight, dust sleeps in the shoes that
Talos wore." The Oracle bid me retrieve the Boots of the Apostle. A Dunmer savant or
Dunmer scout may have clues to the meaning of the Oracle's prophetic words.

Entry 67: A Dunmer scout said an ancient Dunmer stronghold called Berandas lies south of
the village of Gnisis in the West Gash region. Berandas is also distinctive among Dunmer
stronghold, in that extensive caverns lie beneath the centuries-old architectural ruins. A
Dunmer savant guessed that the "wings of twilight" might hint at guardians -- the winged
twilights who are Daedric servants of Azura.

Entry 68: I found a Breton healer in Berandas named Ama Nin. She had been snatched from
the Gnisis-Ald'ruhn road by winged twilights, who bore her deep within Berandas and
stranded her on a pillar of rock. She had prayed to the Nine for aid, and thought I was the
answer to her prayers. She asked me for a Divine Intervention scroll, so she could escape. I
gave her a Divine Intervention scroll and she disappeared, but before she disappeared, she
gave me two gifts.

Entry 69: I brought the Boots of the Apostle to Lalatia Varian. I may keep the boots for
myself, and should dedicate them to the service of the Nine. And the Oracle thinks I may have
spoken with the goddess Mara herself, disguised in mortal form to test me, and that such
chance meetings are a sign of the Nine's favor. The Oracle said to speak to her again when I
am ready to undertake another of the Oracle's Quests.

Entry 70: The Oracle has asked me to rescue Adusamsi Assurnarairan from the Dunmer
stronghold of Rotheran. She went there to recover the Ice Blade of the Monarch. If possible,
I'm to recover the Ice Blade of the Monarch, and bring that to back to the Oracle.

Entry 71: Adusamsi Assurnarairan asked me to recover her ring from Llaren Terano, the
sorcerer who captured her. She doesn't sound quite right in the head. She thinks the sorcerer
may have poisoned her mind with spells. She says she can use the enchantments to escape.
She asked me also to free the slaves here. Llaren Terano has their slave key. I recovered
Adusamsi's Ring and returned it to her. I suppose she will use its Divine Intervention
enchantment to escape. Now I can return to the Oracle and report having completed my task.
And I should also bring her the Ice Blade of the Monarch.

Entry 72: The Oracle had already heard from Adusamsi Assurnarairan about her rescue.
Adusamsi sent me her enchanted ring as a token of her gratitude. The Oracle suggested I
should keep the Ice Blade of the Monarch and dedicate it to the service of the Imperial cult.
She thanked me, and told me to speak to her when I am ready for another of the Oracle's
Quests.

Entry 73: The Oracle has sent me to the Daedric shrine of Ashalmimilkala to recover a
powerful artifact called the Scroll of Fiercely Roasting and to return it to her. If I choose a
192               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

greater challenge and risk, I may try to use the scroll instead to slay Carecalmo, the shrine's
ancient High Elf priest, and his powerful High Elf bodyguard Meryaran.

Entry 74: The Oracle thanked me for giving her the Scroll of Fiercely Roasting. She says that
by killing Carecalmo and Meryaran I have avenged the deaths of the healer Urjorad and his
master Dro'farahn Stiff-Neck, and rid the world of a great evil. As a reward she gave me the
Gauntlets of Glory. She told me to speak to her again when I am ready to undertake another
of the Oracle's Quests.

Entry 75: The Oracle believes that I am fated to recover the ancient warhammer Skull-
Crusher. I must discover a sealed Daedric ruin that may be accessed only through the Halls of
the Dead. To help me solve the puzzle of this prophecy, the Oracle told me to consult a
Dunmer scout and a Dunmer savant. Her vision suggests I must face restless spirits and
powerful Daedra to recover the warhammer. If I find Skull-Crusher, I must return it to the
Oracle so she may free it of its creators' curse.

Entry 76: A Dunmer scout told me that the sealed Daedric ruin I seek may well be Anudnabia,
a ruin near Sadrith Mora. The lower halls of Anudnubia have been inaccessible since the First
Era. And several other Daedric ruins are known to have within their chambers glowing pools
of molten stone. Such pools might have fueled the forge of a master weaponmaker and his
enchanter. A Dunmer savant told me that 'Halls of the Dead' might refer to any Dunmer
ancestral tomb. The ancient Dunmer word for ancestral tomb is 'cardruhn'. 'Ruhn' translates as
'home' or 'hearth-hall'. 'Card' means 'undeparted kin-wardens'. Then to find access to Skull-
Crusher in its sealed Daedric ruin, I must search for ancestral tombs near the ruin. Perhaps
there is an underground passage between a tomb and the sealed Daedric ruin?

Entry 77: The Oracle says she can detect no evil curse upon Skull-Crusher. She assured me it
is safe, and gave me a special blessing so I might dedicate myself further to the service of the
Nine. She has no more quests for me, but she will send word for me through others of high
rank in the cult if she needs my help again.
                         [19] JOURNAL OF AN IMPERIAL LEGIONNAIRE                          193



[19] Journal of an Imperial Legionnaire


                             Journal of an Imperial Legionnaire


                                   [Vvardenfell, c 3E 428]


Entry 1: These are the rules of the Imperial Legion. Uphold the law of the Empire. Praise the
glory of the Emperor. Follow the orders of my superiors. Never assault a member of the
Legion, or steal from another member.

Entry 2: General Darius of the Imperial Legion has asked me to get the deed to the Widow
Vabdas' land.

Entry 3: The Widow Vabdas accused the Imperial Legion of murdering her husband. She
refused to give me the deed to her land. The Widow Vabdas told me that her husband was last
seen in the Gnisis Eggmine. The ghost of Mansilamat Vabdas told me that he was murdered
by Lugrub gro-Ogdum, a Legionnaire. Mansilamat Vabdas' corpse and the Axe that was used
to murder him lie nearby underwater. I brought the Axe to Darius. He believed my testimony
and ordered me to bring justice to the Widow Vabdas by slaying Lugrub gro-Ogdum.

Entry 4: Darius thanked me for slaying Lugrub gro-Ogdum, the murderer of Mansilamat
Vabdas.

Entry 5: Darius asked me to cure the Kwama Queen in the Gnisis Eggmine. The Kwama
Queen is blighted and the villagers suffer.

Entry 6: I cured the blighted kwama queen in the Gnisis Eggmine. Darius thanked me for
curing the Kwama Queen in the Gnisis Eggmine.

Entry 7: Darius asked me to rescue a pilgrim from an outcast Ashlander camp outside of Ald
Velothi. The pilgrim's name is Madura Seran.

Entry 8: Asha-Ammu told me that Madura Seran is being held hostage at a camp north of
Gnisis, just south of Ald Velothi. Asha-Ammu said that I might avoid a fight if I pay a ransom
for Medura Seran. The ashlanders agreed to let Madura Seran go after I paid them a ransom.

Entry 9: I agreed to escort Madura Seran to the Ald Velothi Outpost. We arrived safely at the
Ald Velothi Outpost. Darius thanked me for rescuing Madura Seran.

Entry 10: Darius asked me to find out what happened to Ragash gra-Shuzgub, who tried to
collect taxes from Baladas Demnevanni. Baladas lives in Arvs Drelen, the tower here in
Gnisis.

Entry 11: Baladas Demnevanni agreed to let Ragash gra-Shuzgub go free. Ragash agreed to
follow me out of Arvs Drelen. I escorted Ragash out of Arvs Drelen.
194              NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 12: Darius thanked me for rescuing Ragash gra-Shuzgub.

Entry 13: Darius suspects that some of his troops involved with the Talos Cult are involved in
some sort of conspiracy. Darius asked me to find proof of this conspiracy.

Entry 14: I've spoken with Oritius Maro, and it appears he is a member of the Talos Cult. He
has given me a key to a shrine in the basement, and told me to speak to Arius Rulician. Arius
Rulician has welcomed me into the shrine, and allowed me to look around. He says the cult
has "plans," and that they are always looking for those who have similar beliefs. Darius
thanked me for bringing him proof that some of his troops are conspiring against the Emperor.
He authorized me to bring the Emperor's justice to the traitors Oritius Maro and Arius
Rulician.

Entry 15: Darius thanked me for bringing him proof of his troops' treasonous plans and for
enacting justice upon them.

Entry 16: Darius told me that the Emperor himself wants the plans to the Anumidium. These
plans may be somewhere under Red Mountain.

Entry 17: Darius thanked me for finding the blueprints to Anumidium. They will be sent
immediately to the Emperor himself.

Entry 18: Drinar Varyon in Ald'ruhn is a suspected smuggler. Imsin the Dreamer wants me to
find any Dwemer artifacts in his place return them to her. I returned Drinar Varyon's Dwemer
Tube to Imsin the Dreamer.

Entry 19: Joncis Dalomax, a Knight Errant, has been captured. He is being held in
Ashurnibibi, a Daedric Ruin on an island northwest of Hla Oad.

Entry 20: Joncis Dalomax thanked me for rescuing him. He will find his own way back to Hla
Oad. Imsin the Dreamer thanked me for rescuing Joncis Dalomax.

Entry 21: Varona Nelas is blackmailing a Buoyant Armiger. She has an embroidered glove
which was given to this Buoyant Armiger as a token of affection. It would cause a scandal if
it were known that they are lovers. Imsin the Dreamer asked me to recover this glove from
Varona Nelas and bring it to her. Varona Nelas can be found in Assumanu, which is southeast
of Ald Redaynia.

Entry 22: Varona Nelas agreed to give me the glove, which was given by Ilmeni Dren to a
Buoyant Armiger. Ilmeni Dren can be found in Vivec. I brought the embroidered glove to
Imsin the Dreamer. She will make sure it is returned to the Buoyant Armiger it belongs to.
Imsin the Dreamer thanked me for giving the glove back to Ilmeni Dren.

Entry 23: Imsin the Dreamer asked me to find and kill Tonasi Belas, who was once a member
of our Order. She is now a worshipper of Mehrunes Dagon in Assarnatamat east of Caldera.

Entry 24: Imsin the Dreamer thanked me for killing the traitor Tonasi Belas.

Entry 25: The Buoyant Armigers have challenged the Imperial Legion to a hunt. They claim
they will bring in the skin of a corprus beast. Radd Hard-Heart wants me to bring in the scrap
                          [19] JOURNAL OF AN IMPERIAL LEGIONNAIRE                          195

metal from a Dwemer Centurion. I brought Radd Hard-Heart the scrap metal from a Dwemer
Centurion. With this the Imperial Legion is sure to win the hunt with the Buoyant Armigers.

Entry 26: Radd Hard-Heart asked me to rescue Jocien Ancois, who is trying to teach the
Ashlanders of Imperial culture and virtue. He was taken from the Erabenimsun camp by
outcast Ashlanders, I should start there. Jocien is being held by some kind of witch-women, a
Mabrigash, called Zennammu. She would free Jocien if I brought the Erabinimsun hunter
Assaba-Bentus to them. To prove his bravery, Assaba-Bentus agreed to go to the Mabrigash.

Entry 27: Assaba-Bentus arrived at the Mabrigash camp. The Mabrigash agreed to let Jocien
Ancois go. Jocien Ancois told me that he would find his own way back to the Erabinimsun
camp.

Entry 28: Radd Hard-Heart thanked me for rescuing Jocien Ancois.

Entry 29: Radd Heart-Hart asked me to rescue Dandsa, an Imperial citizen, who was captured
by raiders. They are holding her in Abernanit on the coast near Gnaar Mok.

Entry 30: I found Dandsa and she agreed to follow me back to the entrance. Dandsa was
safely escorted back outside of Abernanit. Radd Hard-Heart thanked me for rescuing Dandsa.

Entry 31: Radd Hard-Heart told me that Giant Netch are threatening the village of Gnaar
Mok. I must go there and kill the pair of breeding netch.

Entry 32: Radd Hard-Heart thanked me for killing the breeding netch near Gnaar Mok.

Entry 33: Sorkvild the Raven is a Necromancer who lives in the Dwemer ruins near Dagon
Fel. The Dunmer despise Necromancy, and all who practice it. Radd Hard-Heart wants the
Necromancer dead before he ruins the reputation of other Imperial citizens.

Entry 34: Radd Hard-Heart thanked me for killing Sorkvild the Raven.

Entry 35: The Buoyant Armiger Salyn Sarethi in Ghostgate claims that we have no courtesy.
Frald the White asked me to challenge Salyn Sarethi to a contest of wit, poetry, and honor. I
lost the duel of wit and poetry against Salyn Sarethi. Frald the White was disappointed to hear
that I lost the challenge against Salyn Sarethi, but he thanked me for having the courage to
meet the challenge.

Entry 36: Frald the White told me that Honthjolf, a former Knight Errant of the Order of
Ebonheart, has made a pact with the Daedra worshippers of Aharnabi, which is on the far
southeastern shores of Azura's coast, near the Shrine of Azura. Honthjolf is a traitor to the
Order and must be killed.

Entry 37: Frald the White thanked me for killing Honthjolf, the traitor to our Order.

Entry 38: Suryn Athones, an Ordinator at the Justice Offices in Vivec has slandered the
dignity of our Order. Frald the White asked me to silence his lying mouth with blood. Frald
the White thanked me for silencing Suryn Athones.
196              NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 39: Frald the White told me that a fellow knight, Saprius Entius committed murder. He
is hiding somewhere in Vivec City. I must find Saprius Entius and protect him from the
authorities. Frald the White will find a way to secret him away where he will stand trial with
Imperial justice.

Entry 40: I found Saprius Entius. Saprius Entius agreed to follow me back to Frald the White
in Ebonheart.

Entry 41: Saprius Entius arrived safely in Ebonheart. Frald the White thanked me for finding
Saprius Entius. He will be brought to justice in the Empire.

Entry 42: Varus Vatinius has told me that in order to become a Knight of the Garland, I must
prove my worth by returning two legendary artifacts to the Order. First, he would like me to
return the Lord's Mail, which recently disappeared from the Shrine in the Imperial
Commission in Ebonheart. He has given me the key and permission to inspect the Shrine.

Entry 43: I've found the Lord's Mail being held by Furius Acilius in a cave complex below
Ebonheart. He apparently used a secret entrance to sneak into the Shrine and steal the mail. I
returned the Lord's Mail to Varus Vatinius.

Entry 44: The second artifact Varus wants me to bring him is the Paladin's Blade,
Chrysamere. It is rumored to be in the possession of Draramu Hloran, a powerful sorcerer
near Sadrith Mora. I was told Draramu Hloran is in the Abanabi Caves, southwest of Sadrith
Mora. I have returned Chrysamere to Varus Vatinius, who was glad to have the powerful
weapon returned to the Legion.

Entry 45: Varus Vatinius challenged me to a duel. I must meet him in combat with weapons
of my choosing in the Vivec Arena.

Entry 46: I won the duel against Varus Vatinius. I am now the Knight of the Imperial Dragon
of the Order of Ebonheart.
               [20] JOURNAL OF MY ADVENTURES ON THE ISLAND OF SOLSTHEIM                     197



[20] Journal of my Adventures on the Island of Solstheim


                     Journal of my Adventures on the Island of Solstheim


                                    [Solstheim, c 3E 428]


Entry 1: I have heard rumors of an island to the north of Vvardenfell named Solstheim. There
is apparently an Imperial fort named Fort Frostmoth. I have been told there is now a boat in
Khuul that offers transport to the island of Solstheim.

Entry 2: I have arrived on the island of Solstheim. Captain Falx Carius is the commander at
Fort Frostmoth, and I should speak with him. Captain Carius is likely in his chambers at Fort
Frostmoth, which can be reached through the General Quarters, at the top of the south
staircase. For matters dealing with the new colony, I should speak with Carnius Magius at the
Imperial Cult Shrine.

Entry 3: I spoke with Jeleen at the Imperial Cult shrine in Fort Frostmoth, and he is deeply
troubled. A missionary named Mirisa set out from the shrine over a month ago, and hasn't
returned. If I can find Mirisa and return her safely to Jeleen, he will grant a generous reward.
Jeleen suggests I look in the Lake Fjalding region, to the north of Fort Frostmoth. It seems
Mirisa the missionary was preaching more about the evils of alcohol consumption than the
benefits of the Imperial Cult. She was last seen heading for a mead hall called Thirsk, in the
hopes of swaying the resident Nords from their love of drink.

Entry 4: The missionary Mirisa is being held captive by a Nord barbarian named Erich the
Unworthy, in his room in the Thirsk mead hall. I have killed the Nord barbarian Erich the
Unworthy. Thankfully it was an even fight, since none of Eric's fellow clan members came to
his assistance.

Entry 5: I have located Mirisa the missionary, locked in the quarters of Erich the Unworthy at
the Thirsk mead hall. She's been imprisoned for over three weeks. I have agreed to escort
Mirisa back to the Imperial Cult Shrine at Fort Frostmoth. I have escorted the missionary
Mirisa safely to the Imperial Cult shrine in Fort Frostmoth. Jeleen was overjoyed at my rescue
of Mirisa, and rewarded me with 300 gold pieces.

Entry 6: Upon returning to Fort Frostmoth, I learned that the fort had been attacked by
strange, wolflike creatures, and that Captain Carius has been abducted. Saenus Lusius
believes that I should seek out the Nords who live on the northern coast of Solstheim. Lusius
tells me that these Nords are nature worshippers, and would know what these animals were
that attacked the fort. He would like me to remain with these people, work my way into their
confidence, though it may take a long time. He's given me a skull found in a Skaal tomb, in
the hopes they will accept it as a sign of good faith.

Entry 7: The widow Kolfinna wants my help in extracting wergild, the traditional retribution
of the Nords, for the murder of her husband. I am to obtain Sigvatr the Strong's family
heirloom, the gem Pinetear, and return it to Kolfinna at her dwelling on the western bank of
198               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

the Iggnir River. All Kolfinna wants is Pinetear; I don't necessary have to kill Sigvatr the
Strong. I have agreed to assist the widow Kolfinna in extracting wergild from Sigvatr the
Strong. The barbarian was last seen hunting near the Altar of Thrond, a stone formation to the
northwest of Kolfinna's dwelling, just west of the Harstrad River. I am to obtain Sigvatr's gem
Pinetear and return it to Kolfinna. It matters not whether the barbarian lives or dies, so long as
Kolfinna gets the gem.

Entry 8: Sigvatr the Strong has been overcome with guilt for the death of Gustav Two-Teeth,
and agrees to make amends. He has given me his ancestral gem Pinetear, which I am to
present to Kolfinna as payment of wergild.

Entry 9: Pinetear has been delivered to the widow Kolfinna, thereby fulfilling the extraction
of wergild. Kolfinna was deeply touched by my efforts, and now considers me a member of
her family. I can sleep in Kolfinna's bed at any time, and she has given me a key to her
husband's old chest. I can have whatever it contains.

Entry 10: I came upon a young Skaal warrior named Ingmar, just outside the Valbrandr
Barrow. In order to rise to manhood within the Skaal, Ingmar must single-handedly defeat the
Valbrandr draugr. Unfortunately, Ingmar has already tried to kill the draugr once and almost
got himself killed. I've agreed to help Ingmar in his quest to kill the Valbrandr draugr. When
we enter the Valbrandr barrow, I'm to act as a shield or distraction, but am not to attack the
draugr in any way. At least this way, it will be easier for Ingmar to lie to himself, and the rest
of the Skaal....

Entry 11: The Valbrandr draugr is dead. I acted as a distraction while Ingmar landed the
blows. Ingmar thanked me for my help. Now he can return to the Skaal and tell them he
single-handedly killed the draugr. As a show of thanks, Ingmar said he's going to leave all the
barrow's treasure alone, so I'm free to take as much as I want. He also invited me to visit him
at his house in the Skaal Village, if ever I get the chance.

Entry 12: The mead hall of Thirsk has been attacked by a monster called the Udyrfrykte. The
creature struck without warning and killed everyone he could. Svenja Snow-Song was finally
able to drive the beast away with her arrows, but she fears the Udyrfrykte will return. Svenja
Snow-Song asked me to slay the Udyrfrykte, and I agreed. I can probably find the beast in his
lair. The entrance is on the eastern shore of Lake Fjalding, just to the west of Thirsk. If I can
slay the Udyrfrykte, I should claim some kind of trophy from the body. If I bring this trophy
back to Svenja Snow-Song, I may be named chieftain of Thirsk.

Entry 13: I have slain the Udyrfrykte. I should claim a part of the beast as a battle trophy and
bring it to Svenja Snow-Song at Thirsk. I gave the Heart of the Udyrfrykte to Svenja Snow-
Song. She says there is one more task I must complete before being named chieftain of
Thirsk. I must journey west to the Moesring Mountains and find the hidden barrow of
Hrothmund, the first chieftain of the mead hall. Once there, I must lay my hands on
Hrothmund's great axe and utter my intention to rule over Thirsk and its people. If
Hrothmund's spirit approves, he will grant his blessing. While I'm away, Svenja will see to the
repairs of the mead hall.

Entry 14: I met Ulfgar the Unending and he told me his sad tale. He and his four companions
came to Solstheim on some sort of quest. One of the five, a sorcerer named Grimkell,
betrayed Ulfgar and the others. Ulfgar killed Grimkell, but the other three companions were
               [20] JOURNAL OF MY ADVENTURES ON THE ISLAND OF SOLSTHEIM                     199

turned to stone. They are the standing stones of Brodir Grove. For five hundred years Ulfgar
has been unsuccessfully searching for the entrance to Sovngarde, the mythical fortress where
valiant Nords may live forever. He feels he has failed in his quest, and will be forever in my
debt if I can find the entrance myself.

Entry 15: The book Sovngarde, a Reexamination contains new theories on the god Shor's
mythical Hall of Valor. Of particular interest is the suggestion that the entrance to Sovngarde
doesn't actually exist in the physical world. All a Nord has to do to enter Sovngarde is die in
honorable combat. I should get this book to Ulfgar the Unending. He'll be very interested in
what it has to say.

Entry 16: Ulfgar was both shocked and excited by the new theories contained in the book
Sovngarde, a Reexamination. He now believes the entrance to Sovngarde has been right
before him all along. All he has to do is die an honorable death -- and he's chosen me as his
opponent. Ulfgar asked me to engage him in mortal combat in the hopes that I could win, and
send his soul to Sovngarde. I agreed, and killed Ulfgar. With his dying breath, he thanked me
for granting him entrance to Sovngarde. Ulfgar also said he'd try to reach out to me from the
afterlife and leave some kind of reward at Brodir Grove. I went to Brodir Grove and was met
by the spirit of Ulfgar. He met his friends in Sovngarde and told them of the help I granted
him. As a reward, the companions will imbue me with their greatest attributes every time I
visit Brodir Grove. I need only visit their standing stones to receive the blessings.

Entry 17: I met one of Raven Rock colony's new arrivals, an Altmer noble named Athellor. It
seems Athellor came to Solstheim to investigate the Falmer, or Snow Elves. The local belief
is that the Rieklings are actually the Falmer of legend, but Athellor finds that suggestion
absurd. Athellor is convinced the Falmer were actual Elves, much like himself. He believes
they intermingled with the other Elven races and ceased to exist as an identifiable culture.
Athellor must really be itching to share his story with someone -- the more I listen, the more
drinks he buys me.... Athellor told me he's on a journey of self-discovery, and believes he has
some Falmer blood in his veins. He's hoping to hire an adventurer to help with some of the
more physically demanding work. As I expected, Athellor asked me to help him. He wanted
me to find some evidence of the Falmer's existence on Solstheim. I've agreed to help Athellor
in his quest to find some evidence of the Falmer's existence here on Solstheim. He suggests I
investigate the island's ancient burial barrows and standing stones. He's given me 200 gold for
equipment and traveling expenses.

Entry 18: A woman named Kjolver wants me to kill her husband's mistress, Erna the Quiet.
Apparently, Kjolver has had enough of her husband's infidelity and is willing to take drastic
measures. I refused Kjolver's request that I murder her husband's mistress, Erna the Quiet. I
don't want a stranger's blood on my hands.

Entry 19: I made an interesting find in the Jolgeirr Barrow - an ancient tome titled Fall of the
Snow Prince. It chronicles the death of a skilled warrior in the Battle of the Moesring. Of
particular interest is the description of the Snow Prince. He was no Nord, and definitely no
Riekling. I presented Athellor with the book Fall of the Snow Prince, and he's convinced it
gives an account of an actual Falmer warrior. Athellor is satisfied I've investigated the matter
fully, and has given me 800 gold for my troubles.

Entry 20: While exploring an abandoned tomb, I found a sword named Bloodskal.
200               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

I am not alone.

Entry 21: I met a sad warlock and seer named Geilir the Mumbling. His family was recently
lost at sea, and now his only companion has been kidnapped by a draugr. I have agreed to
help Geilir the Mumbling by rescuing Oddfrid White-Lip from Kolbjorn Barrow. As a
reward, he will talk to Oddfrid and reveal my future. Kolbjorn Barrow is southeast of Geilir's
dwelling, near the Solstheim coast.

Entry 22: I found Oddfrid White-Lip, but Geilir failed to mention that she was just a skull. No
matter. If I return the skull to Geilir, he should grant my reward.

Entry 23: I returned Oddfrid White-Lip to Geilir the Mumbling. Geilir admitted that Oddfrid
was just a skull, but insists "she" talks to him. Geilir the Mumbling couldn't tell my future, but
Oddfrid did tell him about something else. He said that when the dragon dies, the Empire
dies. He also said something about the lost dragon's blood and the Empire's sire, and the
stemming of a blood tide. Geilir said it was all very cloudy, and does not refer to me directly.

Entry 24: While walking along the western coast of Solstheim I met a man named Thormoor
Gray-Wave, staring out to sea. Thormoor was once a ship captain, but fell asleep at the rudder
while ferrying settlers from Skyrim to Solstheim. The ship drifted into a gale and was sunk.
The only survivors were Thormoor and a man whose entire family was killed in the
shipwreck. The only other survivor of the shipwreck, a warlock and seer named Geilir the
Mumbling, has cursed Thormoor with eternal wakefulness. Thormoor hasn't slept since the
ship was lost, and that was over six months ago. If I can find some way to convince Geilir to
lift the curse, Thormoor will finally be able to get some rest. If I do this for Thormoor, he'll
share with me a valuable secret he learned when he was a ship captain.

Entry 25: I convinced Geilir the Mumbling to remove Thormoor's curse of eternal
wakefulness. Thormoor Gray-Wave was very grateful I was able to remove the curse of
eternal wakefulness. Now he can barely keep his eyes open, and is going to his room at the
Thirsk mead hall to sleep. I am to meet him there to collect my reward.

Entry 26: I laid my hands on Hrothmund's great axe and uttered my intention to serve as
Thirsk's chieftain. Hrothmund's spirit answered by granting his blessing. I should now return
to the mead hall and talk to Svenja Snow-Song so that I may be named chieftain.

Entry 27: I met Thormoor at Thirsk, and he granted my reward. He told me of Gyldenhul
Barrow, located on an island off the northeast coast of Solstheim. The barrow is filled with
riches, and I can have it all. The door is heavily locked, but Thormoor has given me the key.
He also marked the entrance of the dungeon on my map.

Entry 28: Svenja Snow-Song has namd me chieftain of Thirsk. The position is permanent, and
I must serve it until I die. Svenja has offered to serve as my advisor and second-in-command,
and will take care of all mead hall matters in my absence.

Entry 29: Brynjolfr will make custom snow wolf and snow bear fur armor to order. It's light
armor, and can offer some protection against frost. Brynjolfr has given me a list of
requirements and prices. If I have the animal pelts and gold, he'll begin work on a custom
piece of armor, and have it ready in a day. Svenja Snow-Song has sent out hunters to kill
snow bears and snow wolves, and return with their pelts.
               [20] JOURNAL OF MY ADVENTURES ON THE ISLAND OF SOLSTHEIM                       201

Entry 30: The hunters have returned, and Svenja has given me the snow bear and snow wolf
pelts they managed to secure.

Entry 31: Bereditte Jastal has given me a gift, a revised edition of his history of Thirsk that
chronicles my battle with the Udyrfrykte, and adds my name to the list of chieftains.

Entry 32: I have ordered mead from Skyrim. It should arrive in a week.

Entry 33: I have found the Nord village. The people here have told me to speak to Tharsten
Heart-Fang, their leader. He is in the Greathall. Tharsten Heart-Fang says he knows nothing
about the attack on Fort Frostmoth, and that the creatures that attacked the fort were not
normal wolves. Tharsten Heart-Fang seemed pleased with my gift of the Skaal skull, and was
willing to allow me to remain with the Skaal for a time.

Entry 34: I met Ingmar in his house in the Skaal Village, and he presented me with a Belt of
Orc's Strength. It was given to him by the Skaal in honor of the Valbrandr draugr's defeat, and
he thought I should have it.

Entry 35: Heart-Fang is clearly angry with the Imperials' presence on the island. He believes
that they have no respect for the land or the creatures on it. He also believes that they are
responsible for the dwindling power of the Skaal's powerful nature magic. He spoke of how
the Imperials have disrupted the Oneness of the land, the balance that lies in all living things.
Heart-Fang tells me that I will need to atone for the mistakes of the Imperials. He wishes for
me to perform a ceremony to restore the Skaal's original power. I should speak with Korst
Wind-Eye to learn more about this. Wind-Eye is in the Shaman's Hut.

Entry 36: Wind-Eye tells me that there are six Standing Stones on the island of Solstheim,
each representing one of the six gifts of the All-Maker. In order for me to perform the
ceremony that Heart-Fang wishes, I will need to visit each of these stones and perform a
ritual. Wind-Eye has given me a scroll that shows the location of each of the Standing Stones,
as well as a book that gives the history of the Skaal's beliefs. I should investigate these Stones
if I am to restore the power of the Skaal.

Entry 37: As I looked at the the Water Stone, I saw words appear on it. It said, "Travel west to
a small island off the coast, and follow the Swimmer to seek the Water of Life."

Entry 38: I have found the Swimmer, a black horker. I believe I should follow it.

Entry 39: The Swimmer has led me to the entrance of an underwater cave. After a long,
dangerous swim, I have retrieved the Waters of Life. I should return with them to the Water
Stone.

Entry 40: When I returned to the Water Stone with the Waters of Life, the stone glowed with
a magical fire. I have completed the Gift of Water ritual.

Entry 41: I approached the Earth Stone, and words magically appeared on its surface. They
said: "Travel northeast to the Cave of the Hidden Music and learn the Song of the Earth."
Then the words disappeared. In the Cave of the Hidden Music, I have found a large structure
made of stalagmites and stalactites. An odd music seems to be coming from them. I have
found that when one of the hollowed stalagmites is struck, it produces a musical note like the
202               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

ones I can hear in this cave. By striking the stalagmites in succession, I was able to recreate
the sounds I can hear in this cave. When I did, the pattern changed. After repeating the new
pattern, the sounds swelled, and then grew silent. I should return to the Earth Stone.

Entry 42: When I returned to the Earth Stone, it began to glow with a mystical light. I have
completed the Gift of Earth ritual.

Entry 43: As I approached the Beast Stone, magical writing appeared on its surface. It said:
"Travel south. Find the Good Beast and ease its suffering."

Entry 44: I have come across a bear being attacked by Rieklings. I have defeated the
Rieklings attacking the bear. This bear, however, was still wounded. It looked as though it
had been pierced by a Riekling arrow that will need to be removed. I have removed the
Riekling arrow from the bear, but it is still injured. I should attempt to heal it, or stay with it
until it is well.

Entry 45: The bear is fully healed from its wounds. I should return to the Beast Stone. It
seems the Good Beast would like to return there with me.

Entry 46: As I approached the Beast Stone, it began to glow with a magical light. I have
completed the Gift of Beasts ritual.

Entry 47: As I approached the Tree Stone, I saw magical writing appear on its surface. They
read: "The First Trees are gone. Travel east and find the one who has stolen the Seeds.
Beware -- he who has the seeds, controls the trees. Plant the First anew." Then, the writing
disappeared.

Entry 48: I've entered a clearing where there are a group of Spriggans surrounding a Riekling
minion. The Spriggans seem to be in the Riekling's thrall, and look agressive.

Entry 49: I have recovered the Seeds from the Riekling. There was a clearing northwest of the
Tree Stone where they might be planted. After planting the Seeds, I approached the Tree
Stone. It began to glow with a magical light. I have completed the Gift of Trees ritual.

Entry 50: As I approached the Sun Shrine, magical writing appeared on its surface. It said:
"Go to the west and free the warm Sun from the Halls of Penumbra."

Entry 51: I have entered the Halls of Penumbra, which is seemingly devoid of light. I have
found a bright glowing object behind a wall of ice. This must be what I was sent to recover. I
have shattered the wall and freed the Warmth of the Sun. I should return to the Sun Stone.

Entry 52: As I approached the Sun Stone, it began to glow with a mystical light. I have
completed the Gift of the Sun ritual.

Entry 53: As I approached the Wind Stone, I saw magical writing appear on its surface. It
read: "Travel south and east of the lake of ice to Glenschul's Tomb and free the Winds from
the Greedy Man's bag."

Entry 54: I have opened the Greedy Man's bags and freed the Winds. I should return to the
Wind Stone.
                [20] JOURNAL OF MY ADVENTURES ON THE ISLAND OF SOLSTHEIM                       203

Entry 55: As I approached the Wind Stone, it began to glow with a mystical light. I have
completed the Gift of Winds ritual. I have completed all the six rituals necessary, and should
return to Heart-Fang.

Entry 56: Tharsten Heart-Fang was pleased with the reactivation of standing stones, and tells
me that I have passed the Test of Loyalty among the Skaal. He has rewarded me with the
Mace of Aevar Stonesinger, a prized Skaal weapon. Heart-Fang was reluctant to give me the
weapon, as I am still an outsider to him. Still, tradition dictates that I be given the magnificent
mace. Now I must pass the Test of Wisdom. Engar Ice-Mane has been accused of theft by
Rigmor Halfhand. Apparently, theft is a grievous offense among the Skaal, as each is given
according to his need. It is an offense punishable by death, or worse, exile from Skaal lands.
Engar Ice-Mane has chosen death over exile. Heart-Fang would like me to investigate the
accusation of theft, bring him proof of the crime, and make a decision based on my findings. I
should speak with the people of the Skaal Village and find out what I can about the crime.

Entry 57: I have been told that many people doubt that Engar would resort to any sort of
thievery. He was a respected warrior, and was known to be an honorable man. Korst Wind-
Eye believes that Engar Ice-Mane could not possibly be a thief. He says that the warrior is a
much-honored and respected member of the tribe, and that it seems unbelievable that he
would steal from another. He suggests I speak with Ice-Mane's wife, Risi.

Entry 58: Risi has told me that she does not believe that her husband could possibly have
done what he is accused of. She claims that Halfhand is merely jealous of her husband, and
has trumped up these charges to disgrace him.

Entry 59: I have found a note that suggests that Rigmor Halfhand and Risi Ice-Mane had
recently had an affair. I should show this note to Risi Ice-Mane, and speak with her about this
issue.

Entry 60: Risi tells me it is true that she and Halfhand did have a brief affair. Although Risi
ended their relationship, Halfhand has continued to pursue her affections. I should speak with
Rigmor Halfhand about this situation.

Entry 61: Confronted with the evidence I have gathered, Halfhand admitted to his prior
relationship with Risi Ice-Mane, and also admitted that he accused Engar with the crime to
force him out of the Skaal camp. I have reported my findings to Tharsten Heart-Fang. He was
convinced by my evidence, and has declared that all charges against Ice-Mane are to be
dropped. Additionally, he has told me that presenting a false accusation of a serious crime is
in itself as serious a crime, and Halfhand must now be sentenced. Because Heart-Fang now
trusts my judgment, I must decide what the punishment for Halfhand will be. I must choose
between Halfhand being exiled from the Skaal community or being fed to the Skaal's
ceremonial wolves. Apparently, being fed to the wolves is considered a more honorable way
to die. I have chosen being fed to the ceremonial wolves as Halfhand's punishment. Heart-
Fang was satisfied with my decision, and has rewarded me with the Helm of the Wolf's Heart.
I am to lead Halfhand outside so he may accept his sentence.

Entry 62: Having completed a test of wisdom for Tharsten Heart-Fang of the Skaal, I am now
to complete a third test -- a test of strength. Heart-Fang would like me to travel to Lake
Fjalding and speak with Korst Wind-Eye. Wind-Eye will tell me more about what I am
required to do. I should be able to find him on the northern shore of the lake.
204               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 63: I have found Wind-Eye by the shores of Lake Fjalding. Coming from the center of
the lake is a gout of fire, rising through the ice high into the sky. Wind-Eye tells me that
Heart-Fang believes that this flame is being created by the Draugr Lord Aesliip, a powerful
creature who lives in the caves beneath the ice. Wind-Eye is not certain that this is the case,
but would not speak more about it. I am to enter Lake Fjalding and search out the ice caves
below. Once there, I should find Aesliip, a powerful Draugr Lord, and kill him.

Entry 64: I have found the Draugr Lord Aesliip, and spoken to him. He tells me that he was
once a powerful mage of the Skaal people, exiled for his research into the necromantic arts.
Aesliip tells me that through his necromancy he learned of a powerful group of Frost Daedra
that were planning to take the island of Solstheim for their own. The Skaal would not listen to
his warnings, as he was dead to them. Through his magic, Aesliip was able to keep the Frost
Daedra at bay. Knowing that eventually his life would end, and the Daedra would escape,
Aesliip performed the rituals necessary to make himself one of the undead, and continue to
keep the Frost Daedra imprisoned. Aesliip believes that together we might defeat the Daedra.
He has asked for my help. I have agreed to fight with Aesliip.

Entry 65: Aesliip and I have defeated the last of the Frost Daedra. When the last of the Daedra
fell, Aesliip realized that his task was finally complete, and he was relieved of his undead
state. Before he died, he gave me a magical ring. I have returned to Wind-Eye and told him
what transpired in the ice caves below Lake Fjalding. He suggests I return to the Skaal
village, and he will meet me there later.

Entry 66: Creatures are attacking the Skaal village. I should go outside and help to defend
these people.

Entry 67: The werewolves attacking the Skaal Village have been defeated. I have been told
that at least one werewolf was seen going into the Greathall. I should go make sure that those
inside are safe.

Entry 68: The werewolves inside the Greathall are defeated. The Skaal Guard that was inside
is dead. Heart-Fang, however, is nowhere to be found. Residents of the Skaal Village have
suggested I speak with Korst Wind-Eye, who has returned.

Entry 69: Wind-Eye tells me that during the battle with the werewolves, he believes I was
infected by one of them. A Cure Disease spell will rid me of the affliction, but if I do not do
this within three days, I may become a werewolf myself. Until I have been cured, Wind-Eye
cannot allow me to be a part of the Skaal community. I have cured myself of Lycanthropy,
and have been welcomed back by the Skaal. I have been named Blodskaal, a blood friend to
the village. They will allow me to use Rigmor Half-Hand's former house as my own.

Entry 70: Korst Wind-Eye has told me that he would like me to take part in a Skaal ceremony
called Ristaag, in order to cleanse and bless the Skaal people. First, though, he would like me
to retrieve the Totem of Claw and Fang. The Totem of Claw and Fang is located in the Tombs
of Skaalara, located east and a bit south of the Skaal Village.

Entry 71: I have retrieved the Totem of Claw and Fang. Having returned the Totem of Claw
and Fang to Korst Wind-Eye, he explained to me that soon the Skaal will perform the Ristaag,
a ritual hunt that is meant to bring favor from the All-Maker on the Skaal. Because of my
service to the Skaal, Wind-Eye believes it would be good for me to take part in the Ristaag. I
               [20] JOURNAL OF MY ADVENTURES ON THE ISLAND OF SOLSTHEIM                      205

am to meet with Rolf Long-Tooth, one of the Skaal hunters, by the western shores of Lake
Fjalding after nightfall. He will then explain how the hunt will take place, and what my part in
it will be.

Entry 72: Long-Tooth tells me that during the Ristaag, we will seek out the Spirit Bear that
Wind-Eye has conjured using the Totem of Claw and Fang. We are to slay it and bring its
heart back to the shaman. If the hunt fails, or is not completed by daybreak, it is said that bad
fortunes will fall on the Skaal people. I am to stay with Long-Tooth during the hunt, and to
follow his instructions exactly. As I followed Long-Tooth, we heard screams and unearthly
howls off to our right. Long-Tooth has told me to investigate them and return to him. I have
found the corpse of Sattir the Bold, one of the other hunters involved with the Ristaag. I
should return to Long-Tooth and let him know what has happened.

Entry 73: Long-Tooth fears that there are werewolves in the woods, and that they will try to
disrupt the Ristaag. I should continue following him.

Entry 74: Again we heard screams, this time from our left side. Long-Tooth again would like
me to investigate the disturbance, and return to him with my findings.

Entry 75: Grerid Axe-Wife is dead as well. I must report this to Long-Tooth.

Entry 76: Long-Tooth has decided we must continue the Ristaag. It will be up to us to find the
Spirit Bear and return with its heart.

Entry 77: Long-Tooth and I were attacked by werewolves, but were able to kill them. We
must now find the Spirit Bear and return its heart to Wind-Eye.

Entry 78: The Spirit Bear has been killed, and I have retrieved the heart of the Spirit Bear. It
must be returned to Wind-Eye.

Entry 79: Wind-Eye was pleased that the Ristaag was successful. He has taught me more of
the Skaal magic in return for my efforts. I am now able to call a bear to aid me in times of
need.

Entry 80: The Ristaag is completed, but Wind-Eye has been getting reports from his sentries
of ominous signs. He tells me that the shores are filled with dead horkers, and he knows of no
reason why this would happen. Wind-Eye has told me more about the Bloodmoon Prophecy,
an ancient Skall legend that tells of the signs that appear before a demon god begins to stalk
the land. He fears now that these signs have begun to appear, but he would like me to
investigate further. At the northwest end of the island stands an enormous castle of ice, home
of the frost giant Karstaag. Wind-Eye tells me that he and the Skaal have lived in peace, but
that this slaughter of the horkers could be the work of the Rieklings under his control. I should
investigate Castle Karstaag and see what I can find out. Though I cannot go in the front door,
there is an entrance under the water north of the castle that has recently been discovered.

Entry 81: I have entered the Caverns of Karstaag, a network of caves that run below the
castle. Inside the caverns I was greeted by a Riekling named Krish. He tells me that he knows
nothing of the dead horkers, but he may know how I can find out more information. The
master of the castle, Karstaag has been missing for days. While he has been gone, Krish and
his band have attempted to wrest control of the castle from Dulk, another Riekling loyal to the
206               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

giant Karstaag. Krish had entered into a pact with a band of grahl to help him secure the
castle. The grahl however, have turned on the Riekling, slaughtered his troops, and now block
the entrance to the castle above. The magic surrounding the castle allows none to enter
without Karstaag's blessing. Krish will allow me to enter with him, if I am willing to help him
fight his way past these trolls. Once inside, I will be able to question Dulk about the dead
horkers.

Entry 82: The ice-trolls are defeated. I should now be able to enter the castle with Krish.

Entry 83: Dulk knows nothing about the dead horkers. He tells me that his master Karstaag
disappeared days ago, after werewolves appeared at his door. The rest of the giant's minions
have been involved in the rebellion at the castle, and could not have caused the deaths of the
horkers. I've reported my findings to Wind-Eye, who did not seem surprised that the slaughter
wasn't performed by the Rieklings. He fears that there are terrible times ahead for Solstheim,
and gave me a sword that casts magical fire as a means to protect myself against the coming
storm. Korst Wind-Eye then told me more about the Bloodmoon Prophecy, and the signs that
are foretold within. The fire from the lake of ice, the tide of dead horkers. Now the moon
itself has turned blood red. He tells me that all that remains is the Hunter's Game. According
to legend, the Hunter chooses his Prey from the ranks of Man. Who and how many he
chooses varies by the era. Wind-Eye does not know what will happen in the coming days, but
he fears the worst.

Entry 84: I received a dream from Hircine calling me to join him for his Hunt. When I awoke,
I was in the Mortrag Glacier. Hircine spoke to me, telling me that I was to be a part of his
hunt. He has gathered the champions of Solstheim -- Falx Carius from Fort Frostmoth,
Tharsten Heart-Fang from the Skaal, and the frost giant Karstaag -- to participate. All of us
are to find our way through this glacier, though the others have gone ahead already. Only one
of us will survive to face the Hunter in battle. I should continue ahead and see what awaits
me.

Entry 85: I've encountered Captain Falx Carius, who was brought here after the attack on Fort
Frostmoth. He suggests we work together to escape Hircine's prison. I have chosen to work
with Carius to escape this place.

Entry 86: I have found the key that will allow me to proceed through the gate in the center of
this maze. As we approached the gate, Carius told me that he can go no further. If I am to
finish this fight, I will have to do so alone. He warned me to beware the giant Karstaag, as
well as Heart-Fang, whom he does not trust. If I succeed, perhaps Carius will be able to find a
way out of this place himself.

Entry 87: In the next ring of the glacier, I was greeted by Tharsten Heart-Fang, who has also
been brought here by the Daedra Lord Hircine. He believes we should work together to fight
Hircine. I have chosen to work with Heart-Fang to defeat Hircine. After finding the chest
empty, Heart-Fang spoke to me. He told me that he has the key to continue on in the Hunt,
and he will do so alone. He also claims to have the Ring of Hircine, and to have had it for
many generations. Heart-Fang seems ready to kill me, and claims I must now fight him in his
"true form."
               [20] JOURNAL OF MY ADVENTURES ON THE ISLAND OF SOLSTHEIM                      207

Entry 88: Heart-Fang is dead. As he died, the Ring of Hircine disappeared from his finger and
appeared in my inventory. On the corpse of Heart-Fang, I have found the second key to allow
me to proceed through this maze.

Entry 89: I have entered what appears to be the center of the Mortrag Glacier. In it is the frost
giant Karstaag, the final participant in Hircine's Hunt.

Entry 90: The frost giant Karstaag is dead. I am now the only one that has made it to the final
stage of Hircine's Hunt.

Entry 91: Hircine has appeared and spoken to me. He says I have proven myself to be a
worthy hunter, and that I now will receive the greatest honor he can bestow -- to be his Prey.
Hircine has also questioned me as to what the greatest strength of a hunter is: strength, speed,
or guile. He says that I must choose one of these three. I have chosen Speed as a hunter's
greatest asset. Hircine has accepted my choice, and tells me that for me to face the Daedra
Lord himself in battle would not be sporting. Instead, I am to face one of Hircine's Aspects.

Entry 92: I have defeated Hircine's Aspect of Speed. As I left the glacier, I heard a loud
rumbling sound, as if the entire structure were coming down around me. I found myself
outside the fallen ice mountain, with Hircine's message echoing in my thoughts. The Hunter
has been defeated, but he will return one day to hunt again.

Entry 93: While in the Skaal Village I met a sad old man named Lassnr, whose son Tymvaul
fell into the well while getting water. The bottom of the well leads to an ancient series of ice
caves known as Rimhull, and Lassnr is convinced that Tymvaul is still alive down there and
waiting for rescue. Lassnr pleaded with me to try and locate his son, Tymvaul, who he
believes is trapped in the Rimhull Ice Caves at the bottom of the well. After listening to
Lassnr's heart-breaking tale, I have agreed to venture into the Rimhull ice caves in search of
his son, Tymvaul. Lassnr has given me the key to his well, which is the quickest way into
Rimhull. But he also believes there must be another, more direct entrance somewhere outside
the village. When I find Tymvaul, alive or dead, I'm to return to Lassnr and report my
findings.

Entry 94: I've located Tymvaul, and he's very much alive. He's also quite mad, thanks to the
ancient magical robes he discovered in Rimhull. It seems Tymvaul JUMPED into the well in
search of the robes' dark power. I convinced Tymvaul to give me the Mantle of Woe. He will
leave Solstheim and study magic somewhere, and return some day to make his father proud. I
should return to the Skaal Village and give Lassnr this good news.

Entry 95: I returned to the Skaal Village and told Lassnr what happened to his son, Tymvaul.

Entry 96: The shipment of mead has arrived from Skyrim. I can now collect the weekly
profits from the sale of mead.
208               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND



[21] Journal of the Nerevarine


                                   Journal of the Nerevarine


                                    [Vvardenfell, c 3E 427]


Entry 1: My orders are to go to the town of Balmora in Vvardenfell District and report to a
man named Caius Cosades. To find out where he lives, I should ask in Balmora at the
cornerclub called South Wall. When I find Caius Cosades, I must give him a package of
documents, and wait for further orders. Elone at Arrille's Tradehouse gave me detailed
directions to Balmora.

Entry 2: A patron of the South Wall cornerclub called Caius Cosades "an old sugar tooth,"
and says to ask the owner, Bacola Closcius, about Caius Cosades. Bacola Closcius says Caius
Cosades rents a little bed-and-basket up the hill from the South Wall. Go right up the stairs
from the front door, then left at the top of the stairs and down to the end of the street.

Entry 3: I reported to Caius Cosades and gave him the package of documents. Caius Cosades
says the Emperor wants me inducted into the Blades, the Imperial Intelligence service, with
the rank of Novice. Caius Cosades would be my Spymaster, and I would follow his orders.
Should I do as the Emperor commands? I'm not sure... I want to think about it.

Entry 4: By the Emperor's command, Caius Cosades has inducted me into the Blades, the
Imperial Intelligence service, with the rank of Novice. Caius Cosades will be my Spymaster,
and I'll follow his orders. The rules for the Blades are simple. I must follow orders. I must not
steal from the Blades. I must not attack anyone from the Blades. I must follow these rules, or
I'll be expelled. And once I'm expelled, I'm out forever. Spymaster Caius Cosades gave me
200 gold to spend as I please. And he also told me to establish a cover identity as a freelance
adventurer. He suggested I join the Fighters Guild, or Mages Guild, or Imperial cult, advance
in the ranks, gain skill and experience, or go out on my own, get freelance work. Then, when
I'm ready, I come back to Caius for orders. When I asked about Morrowind history, Caius
Cosades gave me a copy of A Short History of Morrowind, and suggested I look for a copy of
On Morrowind, the Imperial Province, by Erramanwe of Sunhold.

Entry 5: The Spymaster has sent me to talk to Hasphat Antabolis at the Balmora Fighters
Guild. I'm to ask him what he knows about the Nerevarine secret cult and the Sixth House
secret cult, and return to report to the Spymaster. First I'll have to do some favor for
Antabolis, then he'll give me the information that the Spymaster wants.

Entry 6: I need to do a favor for Hasphat Antabolis before he'll tell me what I need to know.
I'm to go to a Dwemer ruin nearby called Arkngthand. I'm supposed to find a little cube with a
circular design and some symbols on one side. He called it a "Dwemer puzzle box'. When I
bring the cube back to Antabolis, he'll tell me what I need to know.
                                  [21] Journal of the Nerevarine                              209

Entry 7: I spoke with one who called himself a "Sleeper." He called me by name, and said,
"You cannot deny your Lord, Dagoth Ur. The Sixth House is risen, and Dagoth is its glory."
He made no sense at all. I think he must have been mad.

Entry 8: I found the Dwemer puzzle box Hasphat Antabolis told me to find. Now I'll take it to
him, and in return, he'll tell me what I need to know about the Nerevarine secret cult and the
Sixth House secret cult.

Entry 9: I gave Hasphat Antabolis the Dwemer puzzle box, and now he says he'll tell me what
I need to know about the Nerevarine secret cult and the Sixth House secret cult. He also said
the inscriptions on the box seem to be the directions for setting a Dwemer key to open a
specific lock. When I've delivered my report to Caius, he said come back, and maybe he'll
have a key I can take back to Arkngthand. Hasphat Antabolis gave me notes on the Sixth
House to deliver to Caius Cosades.

Entry 10: I gave Caius Cosades the notes from Hasphat Antabolis, and Caius seemed well-
enough pleased with them. However, now he has something else for me to do. The Spymaster
told me to get Sharn gra-Muzgob at the Balmora Mages Guild to tell me about the
Nerevarine, and then report back to him. I'll have to do a little "errand" for her first, he says.
I'm beginning to see a pattern here. Rather than pay informants with hard cash, Caius Cosades
trades favors for information. And as the new recruit in the organization, I provide the favors.
Ah, well. A lesson in humility.

Entry 11: Hasphat Antabolis gave me a Dwemer key that may be useful in the Arkngthand
ruins. When I asked Hasphat Antabolis about Morrowind history, he gave me a copy of On
Morrowind, the Imperial Province, by Erramanwe of Sunhold.

Entry 12: Sharn gra-Muzgob will provide the information on the Nerevarine that the
Spymaster wants after I've done a little errand for her. She wants me to retrieve the skull of
Llevule Andrano from Andrano Ancestral Tomb. She mentioned Dunmer prejudices against
necromancy, and warned me not to upset the natives. Andrano Ancestral Tomb is south of
Pelagiad, just off the road, just before the fork where the road goes southwest towards Seyda
Neen and southeast to Vivec. She gave me an enchanted blade and some scrolls, because she
says some spirits are immune to normal weapons. I delivered the skull Sharn gra-Muzgob
asked for, and she's agreed to tell me about the Nerevarine as the Spymaster requested. Sharn
gra-Muzgob told me about the Nerevarine cult, and gave me some notes to give the
Spymaster. Now I should return and report, and give him these notes.

Entry 13: The Spymaster seemed happy with the notes I gave him on the Nerevarine from
Sharn gra-Muzgob. Caius says he'd like to see me at a higher level of conditioning before he
sends me out again. So I should take some time to polish my skills and enhance my cover
story with a little freelance adventuring. Then, when I'm ready, I'll return, and Caius will have
new orders for me. The Spymaster promoted me to Apprentice Rank in the Blades. He seems
pleased with me, because he also gave me a little present.

Entry 14: I had a disturbing dream. I can only recall one part. A tall figure with a golden mask
led me among the dead as through a wedding celebration. I heard many voices, but no lips
moved. I strained to breathe, but my chest didn't move. The tall figure spoke with each figure
as he passed among them, laughing and joking, as if they were alive, but they made no reply. I
tried to cry out, but without breath, my tongue fluttered in vain.
210               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 15: Caius sent me to Vivec with three tasks: speak with Addhiranirr, a Khajiit Thieves
Guild operative in St. Olms; speak with Huleeya, an Argonian in the Foreign Quarter, at the
Black Shalk Cornerclub; and speak with Mehra Milo, a Temple priestess at the Hall of
Wisdom in the Temple Compound. When I have information about the Nerevarine cult and
the Sixth House cult from these three, I report back to Caius. Caius gave me instructions in
writing.

Entry 16: In my dream, a tall figure with a golden mask greeted me, saying, "There are many
rooms in the house of the Master. Be easy, for from the hands of your enemies I have
delivered you." It seemed I had died and could see myself laid upon a table lit by candles. But
with my own hands I touched the figure, and the figure drew breath, opened eyes, and rose
from the table. Then the room was gone, and the world filled with light, and I awoke.

Entry 17: I found Huleeya, but we can't talk at the Black Shalk Cornerclub because some
troublesome fools are bothering him. He says he'll answer my questions if I'll travel together
with him to Jobasha's Rare Books. Racist thugs are bothering Huleeya. He wants to avoid
trouble. Perhaps I can persuade them with words or coin to leave Huleeya alone. Otherwise,
Huleeya thinks that there must be bloodshed.

Entry 18: I spoke with the troublesome fools bothering Huleeya, and they agreed to leave him
alone. Huleeya will follow me to Jobasha's Rare Books. There he will answer my questions.

Entry 19: Huleeya has followed me to Jobasha's Rare Books. He says he'll answer my
questions here where we can talk in peace.

Entry 20: Huleeya hadn't heard of a Sixth House cult, but he knew a lot about the Nerevarine
cult. He gave me notes to give to Caius. The main thing I gathered is that the Temple's
conflict with the Nerevarine cult is tied up with ancient grievances between the Ashlanders
and the Great Houses.

Entry 21: I'm told that Addhiranirr is hiding because a Census and Excise agent is in the area.
She's probably down in the underworks.

Entry 22: Addhiranirr will be hiding in the underworks while the Census and Excise agent is
in the area. Addhiranirr was too concerned about the Census and Excise agent to answer
questions for the Spymaster. Maybe I can do something to get rid of him.

Entry 23: When I told the Census and Excise agent that Addhiranirr took a gondola to the
mainland, he said he was heading back to the mainland anyway, and would look for her there.
Addhiranirr was pleased that I'd taken care of the Census and Excise agent she'd been
worrying about, and now she's ready to answer my questions on the Nerevarine cult and the
Sixth House cult.

Entry 24: Addhiranirr says that some smugglers are now working for the Sixth House, but
Addhiranirr couldn't find out what they are smuggling. Addhiranirr thought it was strange that
smugglers who usually brag about their smuggling are suddenly being very quiet about what
they smuggle for the Sixth House. I wonder what is being smuggled, and why it is such a big
secret. I think this is the sort of thing Caius Cosades is looking for.
                                 [21] Journal of the Nerevarine                              211

Entry 25: I found Mehra Milo at the Hall of Wisdom, but she says she cannot talk with me.
She must feel she is being watched. She says to meet with me in the back of the library.

Entry 26: I found Mehra Milo in the back of the library. She says she knows nothing about the
Sixth House, but she is willing to answer my questions about the Nerevarine cult.

Entry 27: Mehra Milo says the Temple persecutes the Nerevarine cult because they claim the
Tribunal are false gods. A group called the Dissident priests disputes Temple doctrine on the
Nerevarine prophecies. A book Progress of Truth describes the beliefs of the Dissident
priests. Mehra Milo says I must get a copy of Progress of Truth to give to the Spymaster.
Copies can be found in the secret libraries of the Hall of Wisdom, but that they are guarded.
She says it will be safer to search booksellers for a copy. She says some booksellers will sell
outlawed books. Mehra Milo says to tell Caius Cosades that she is worried that she is being
watched by Ordinators, and that if something goes wrong, she will leave a message under the
agreed code word "amaya".

Entry 28: I dreamed that a tall figure with a golden mask spoke to me, but I understood not a
word. He smiled, and seemed pleasant, but when he reached to touch me, it terrified me, and I
tried to escape, but I couldn't move. I tried to cry out, but I couldn't make a sound. The figure
kept smiling and talking, but I felt sure he was trying to cast some sort of spell on me. When I
woke, I couldn't recall how the dream ended.

Entry 29: The Spymaster took my report, and the notes from Huleeya and the Progress of
Truth. He needs time to read and digest my report, but in the meantime, he gave me 200 gold
to spend and told me to go out and get some guild or freelance jobs, or get some training.
When I'm ready, he says to come back, and he'll have new orders for me.

Entry 30: Caius says that to reach Hunter Nine-Toes, one of the Blades under Caius'
command, leave Caius' door facing south. Go right, down the steps, then turn left and head
south, looking for Nine-Toes' door on the left. Warrior Rithleen lives two houses south of
Caius' house, upstairs. Healer Tyermaillin lives two houses south from Caius' house,
downstairs. Mage Surane Leoriane is in Caldera, the next town north. Her half-timber-and-
stone house north sits between the twin towers of the North Gate and the Governor's Hall.
Master-at-Arms Sjorvar Horse-Mouth lives in a guar herder's hut in the middle of nowhere
west of Caldera. Caius couldn't give me good directions. Nightblade Gildan lives in Ald'ruhn,
the Redoran district seat north of Balmora, beyond Caldera. Gildan lives in the southeast
corner of town, in a house to the right of the steps up to the temple. Elone the Scout can
usually be found at Arrille's Tradehouse in Seyda Neen, the sea port where I arrived by boat.

Entry 31: The Spymaster promoted me to Journeyman Rank in the Blades. He seems pleased
with me, because he also gave me a little present.

Entry 32: The Spymaster has sent me to see a fellow named Hassour Zainsubani, an
Ashlander who left the Wastes to become a wealthy trader in Ald'ruhn. He gave me 100 gold
and told me to find out what Zainsubani likes, and get him a gift. Then I'm to give him the
gift, and ask him to tell me about the Ashlanders and the Nerevarine cult. When I have the
information, I'm to report back to the Spymaster.

Entry 33: Boderi Farano, the publican of the Ald Skar Inn, says that Hassour Zainsubani has
many books in his room, and perhaps that would be a suitable gift.
212              NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 34: As a gift, I gave Hassour Zainsubani a copy of Ashland Hymns. He seemed
surprised and pleased. He thanked me and offered in return to answer my questions about the
Ashlanders and the Nerevarine cult. Hassour Zainsubani gave me some notes where he has
written what he thinks I need to know about the Ashlanders and the Nerevarine cult. These
notes will satisfy the Spymaster. But Hassour Zainsubani invited me to ask any questions I
wish, and perhaps I can learn some other useful information from speaking with him.

Entry 35: Hassour Zainsubani says that he is too old now to travel, but that his son, Hannat
Zainsubani, seeks out sources of fine ebony. The son has proposed to chart the rarely visited
ancient underground complex at Mamaea, west of Red Mountain, and if I should meet him in
my travels, Hassour Zainsubani asks me to tell his son that his father longs for news of his
son-and-heir.

Entry 36: In my dreams, a tall figure in a golden mask spoke to me. "Lord Nerevar Indoril,
Hai Resdaynia! Long forgotten, forged anew! Three belied you, three betrayed you! One you
betrayed was three times true! Lord Voryn Dagoth, Dagoth Ur, steadfast liegeman, faithful
friend, bids you come and climb Red Mountain! Beneath Red Mountain, once again, break
your bonds, shed cursed skin, and purge the n'wah from Morrowind!"

Entry 37: Caius promoted me to Apprentice rank in the Blades, and gave me the Emperor's
secret orders and told me to read them. The Emperor thinks the Nerevarine prophecies are
genuine, and that I may be the Nerevarine. I'm being sent to the Urshilaku Camp to speak
with the heads of the Nerevarine cult, Sul-Matuul and Nibani Maesa. I'll tell them my story,
and tell them to test me against the Nerevarine prophecies, then report back to Caius.

Entry 38: Nuleno Tedas gave me directions to Urshilaku camp. The camp is due north from
Maar Gan, but high ridges lie in the way. Follow Foyada Bani-Dad, a deep ravine just north
of Maar Gan, northwest to the sea. A shipwreck at the seamouth of the ravine is a landmark.
Swim east around the headland. Pass east through the ruins of Assurnabitashpi Shrine.
Urshilaku Camp lies east of the ruins, inland in a low hollow.

Entry 39: I have been told to go speak with Zabamund, a gulakhan, Sul-Matuul's champion, in
his Zabamund's yurt. If Zabamund gives me permission, then I may enter the ashkhan's yurt
and speak with Sul-Matuul.

Entry 40: I have persuaded Zabamund that I must speak to Sul-Matuul. Now I must go to the
ashkhan's yurt and tell Sul-Matuul that Zabamund has sent me.

Entry 41: Sul-Matuul has sent me to the Urshilaku Burial Caverns to fetch Sul-Senipul's
Bonebiter Bow. Sul-Senipul was Sul-Matuul's father, and his spirit guards this bonemold long
bow deep in the burial caverns. If I return to Sul-Matuul with this bow, he will adopt me into
the Urshilaku tribe as a Clanfriend. And then Sul-Matuul will send me to the wise woman,
Nibani Maesa, to be tested against the Nerevarine prophecies. I must go to Urshilaku Burial
Caverns to retrieve Bonebiter, the bonemold long bow of Sul-Matuul's ancestor, Sul-Senipul.
Sul-Matuul says that the Urshilaku Burial Caverns lie to the south-southeast of Urshilaku
camp, halfway between the camp and the slopes of Red Mountain. He warns me that
Ashlander ancestral spirits guard these burial chambers.

Entry 42: I completed the initiation rite by bringing Sul-Senipul's Bonebiter Bow to Sul-
Matuul. He has named me a Clanfriend of the Ashlanders He has also given me permission to
                                 [21] Journal of the Nerevarine                             213

go to the wise woman's yurt and speak with Nibani Maesa, who will examine me and test me
against the Nerevarine prophecies.

Entry 43: Nibani Maesa agrees that my aspect -- my birthsign -- and my uncertain parentage
fit with the Nerevarine prophecies. But that is not sufficient proof that I am the Nerevarine.
The Nerevarine should bear the mark of the moon-and-star -- the mark of Indoril Nerevar's
family standard. Nibani Maesa believes there is some connection between the recent attacks
by mad cultists called 'sleepers' and the Nerevarine prophecies. She recited the version of the
Nerevarine prophecies she knows as 'the Stranger' and a version of the Nerevarine prophecies
she calls 'Seven Visions of Seven Trials of the Incarnate'. The wise women know that some
Nerevarine prophecies have been lost. But the Dissident Priests of the Temple study the
Ashlander Nerevarine prophecies, and record them in books. Perhaps the lost prophecies can
be found there. Nibani Maesa has asked me to go to the Dissident Priests, get them to show
me the books, and to tell her what I find there. This sounds like something to mention to
Caius. Maybe he'll know how to contact the Dissident Priests.

Entry 44: Nibani Maesa says I am not the Nerevarine, but I may become the Nerevarine. It
seems she is willing to help me unravel the Nerevarine prophecies and my part in them. Now
it's time to report back to Caius.

Entry 45: The Spymaster says a patrol found a Sixth House base in a cave the locals call
Ilunibi. However, the one trooper who escaped to report died of corprus disease. Before he
died, the trooper encountered monsters, cultists, and a powerful Sixth House priest called
Dagoth Gares. The Spymaster says to go talk to Raesa Pullia, Champion of Fort Buckmoth.
She'll give me the details.

Entry 46: I spoke with Raesa Pullia. The trooper who escaped died mad and disfigured with
corprus. The cavern with the Sixth House base -- Ilunibi -- is not on the maps. I'll ask in
Gnaar Mok about Ilunibi. The patrol fought cultists, disfigured man-beasts, and a half-man
creature named Dagoth Gares. Dagoth Gares killed all the patrol, but sent one survivor out
with messages about awakened sleepers and Lord Dagoth Ur.

Entry 47: A scout in Gnaar Mok told me about an old sea cave, called Ilunibi Caverns, up on
the north end of the Gnaar Mok island, right on the coast. He said there was nothing but rats
and slaughterfish, though smugglers and outlaws might use it for a hide-out.

Entry 48: Dagoth Gares says the Sixth House was only sleeping. Now Dagoth Ur and the
Sixth House will free Morrowind of foreign rulers and divine pretenders. When the land is
swept clean of 'false friends' and 'greedy thieves', the children of Veloth 'will build anew a
garden of plenty in this blighted wasteland'. So the Sixth House means to drive out the
Empire, overthrow the Temple, and restore the pre-Imperial Dunmer nation of Morrowind.
He describes the Sleepers and Dreamers as new and weak worshippers. But the Children of
His Flesh -- I think he means the corprus beasts -- are 'deep in the heart of his mysteries'. He
also says that he and the servants of Ilunibi we are the least of Dagoth Ur's servants, and that
servants called 'Ash Poets', 'Ascended Sleepers', and 'Ash Vampires' are more powerful and
more blessed by Lord Dagoth. Lord Dagoth would far rather have me as a friend than as an
enemy. But until I submit to Lord Dagoth, Sixth House servants will treat me as an enemy. If
I want to be a friend of the Sixth House, first I must go to Lord Dagoth in his citadel on Red
Mountain, and make my submission. Ilunibi shrine is only a small, quiet retreat where Sixth
House servants share the sacraments of flesh and blood, and dream the dreams of their Lord.
214               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

He says other lesser shrines are hidden throughout the land, but the greatest shrines of Sixth
House servants lie beneath Red Mountain, in the citadels of our Lord and his close kin. The
priest of Ilunibi Shrine tells me that Dagoth Ur bids me come to Red Mountain, where he
would grant me counsel and power, if only I would pledge that friendship anew. He says the
path to Red Mountain is long, and filled with danger, but there I will find wisdom, a firm
friend, and all the power I need to set the world aright. Dagoth Gares addressed me as if I
were Lord Nerevar, giving me Dagoth Ur's words. Dagoth Ur says Nerevar and he were
friends and brothers, but that Nerevar struck Dagoth Ur down beneath Red Mountain while
Dagoth Ur protected a treasure Nerevar had sworn Dagoth Ur to protect. Yet Dagoth Ur offers
to forgive me and raise me high in his service. So Dagoth Ur thinks I'm Lord Nerevar and
hopes to attract me to his service with promises of friendship and power.. I wonder about their
history together.

Entry 49: I have killed Dagoth Gares, as the Spymaster ordered. But with his dying breath,
Dagoth Gares pronounced a curse on me, and now I have the corprus disease. He said I would
come to Dagoth Ur ' in his flesh, and of his flesh'. I don't feel any different, but the marks of
the disease are plain on my face. I'll have to return and report to the Spymaster on the Sixth
House base, and hope he knows of some way to cure this disease.

Entry 50: The Spymaster promoted me to Traveler rank, but is very worried about my
Corprus disease. My best chance of a cure is Divayth Fyr, an ancient Telvanni wizard who
runs a Corprusarium for victims of the disease. With the Dwemer artifact and 1000 gold Caius
gave me, I'll go to Tel Fyr and persuade Divayth Fyr to cure my corprus disease. I must hurry
back to the Spymaster when I'm cured, because Caius knows how to get the lost prophecies
Nibani Maesa asked for. Tel Fyr, Divayth Fyr's tower, is southwest of Sadrith Mora, on an
island on the southwestern edge of Zafirbel Bay. There's no boat service, so I must water-
walk or swim from Sadrith Mora. Use the guild guide at the Mages Guild to reach Sadrith
Mora. Then, at Wolverine Hall, Fighters Guild, ask the scout Sondryn Irathi for detailed
directions to Tel Fyr. Caius gave me levitation potions, since Telvanni wizards don't use
stairs.

Entry 51: I was attacked by someone called a "Sleeper," for no apparent reason.

Entry 52: I gave Divayth Fyr the Dwemer artifact the Spymaster gave me. It seems to have
made a good impression on him. Divayth Fyr says that the corprus disease makes you
immune to other diseases, and that the Nerevarine prophecies say the Nerevarine will be
immune to disease. Can it just be a coincidence? Divayth Fyr has offered to give me a potion
that may cure me of corprus disease. It might also kill me, but, as he says, I haven't a better
choice. All I have to do is go down into the Corprusarium, find a corprus victim named
Yagrum Bagarn, collect a pair of boots from him, then return to Divayth Fyr, and he'll give
me the potion.

Entry 53: I have been warned by Vistha-Kai, Warden of the Corprusarium, not to harm the
inmates of the Corprusarium.

Entry 54: Uupse Fyr said that if I would find a guarskin drum and bring it to her, she could
play the drum to calm the corprus victims. She says the victims wander away with the drum
sometimes, so I'll have to search for it. I brought Uupse Fyr the guarskin drum so she could
play some rhythms to soothe the corprus victims.
                                  [21] Journal of the Nerevarine                                215

Entry 55: Yagrum Bagarn gave me the Dwemer boots Divayth Fyr asked for. Now, when I
deliver these boots to Divayth Fyr, he will give me the potion that I hope will cure my corprus
disease.

Entry 56: I gave Divayth Fyr the Dwemer boots from Yagrum Bagarn, and he offered to give
me the potion, but only if I'd take it right there, before his eyes, so he could closely observe its
effects. Those are his conditions. Divayth Fyr gave me the potion. It didn't cure me. But it did
remove all apparent signs of the disease. Divayth Fyr said he didn't actually WANT to cure
me. He just wanted to remove the harmful features of the disease while preserving its virtues.
It worked. And now Divayth Fyr is eager to test the potion on subjects in the Corprusarium.
But I must hurry back to report to the Spymaster, and search for the lost prophecies.

Entry 57: Sixth House cultists attacked me as I slept in my bed.

Entry 58: Caius Cosades was recalled to the Imperial City. He says he believes I am really the
Nerevarine. He wants me to find the lost prophecies and deliver them to Nibani Maesa. His
parting orders are to go to the Hall of Wisdom and Justice, where Mehra Milo will tell me
how to get the lost prophecies. He says she's being watched, and if something has gone
wrong, she will leave me a message under the code word 'amaya.' I told the Spymaster how
Sixth House cultists attacked me as I slept in bed. The Spymaster said it may not be safe to
sleep in town. Perhaps I should search for a nearby base, and attack them before they attack
me. Caius gave me some gold and a few things that 'might come in handy.' And I can use his
house while he's gone.

Entry 59: I found a note addressed to 'Amaya' in Mehra Milo's room. I think it means she's in
trouble, probably imprisoned in the Ministry of Truth. I'm to tell the guard at the entrance,
Alvela Saram, that I'm looking for Mehra Milo, and she'll let me in. Milo wants me to bring
her two Divine Intervention scrolls. For an escape plan? She also left me two Levitation
potions.

Entry 60: Alvela Saram gave me a key to the entrance to the Ministry of Truth. I'll need keys
for other doors inside; look for them in desks. She said there's sympathy for the Dissident
priests among the Ordinators, but if anyone gets killed getting her out, we'll lose that
sympathy. I spoke to the officer in charge in the Ministry of Truth Prison Keep, and I believe
he is going to let me proceed without interference.

Entry 61: I gave Mehra Milo a Divine Intervention scroll. She'll meet me at Holamayan, a
Dissident priest monastery, and we'll get the lost prophecies. I'll go to the East Docks in
Ebonheart, find Blatta Hateria, tell her that Mehra Milo sent me, and that I want to 'go
fishing.' She'll bring me to Holamayan by boat. I must speak to Vevrana Aryon, a monk at the
dock at Holamayan, about Holamayan's magically hidden entrance.

Entry 62: Blatta Hateria is ready to take me to Holamayan any time I'm ready to travel. And
she'll offer that service any time I need it.

Entry 63: Vevrana Aryon, a monk of Holamayan, says I will find Mehra Milo in the
monastery here, on this island. A stone pathway north from the docks leads uphill to the
entrance to Holamayan, but the portal opens only at dusk and dawn, the magical twilight
hours sacred to Azura. I will find Mehra Milo in the library with Master Barelo. Later,
Vevrana Aryon can arrange for my return to Vivec whenever I am ready.
216               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 64: Here's Gilvas Barelo's short interpretation of 'The Lost Prophecy'. 'An outlander --
foreign-born, but welcomed as a guest -- confronts seven curses beneath Red Mountain. His
hand, blessed by Azura, uses a cursed blade to bring justice to House Dagoth, or House
Dwemer, or both.' Maybe the prophecy was lost because Ashlanders didn't like the idea of an
outlander Nerevarine. - Here's Gilvas Barelo's short interpretation of 'The Seven Curses'.
'Seven curses come from House Dagoth, or House Dwemer, or both. Fire and ash come from
Red Mountain. Flesh is corprus. Ghosts, Seed, and Despair are unclear, but Curse-of-Dreams
seems to refer to recent cases of soul sickness and Sleeper attacks in the towns.' Gilvas Barelo
says that Dagoth Ur grows stronger while the Tribunal grows weaker. He sees the return of
Saint Nerevar, even if it is only the 'spirit' of Saint Nerevar, as the best hope for salvation
from Dagoth Ur's menace. The Temple might not be so intolerant of differences in opinion,
but the Ordinators under Berel Sala claim that the threat from Red Mountain and Dagoth Ur
can only be resisted with a unified, resolute faith. If the Dissident priests could show they can
confront Dagoth Ur more effectively than the Ordinators, the Temple and people might
support the Dissident priests. Faith in the Temple's protective power was strong as long as the
Ordinators, Buoyant Armigers, and Tribunal could contain the blight and Dagoth Ur's
creatures within the Ghostfence. But now travelers and settlements suffer from blight storms
and marauding monsters, and the people fear the Temple is losing its ages-old battle with the
Devil Dagoth Ur. The appearance of the Sixth House is clearly a sign of a coming crisis. In
such troubled times, the Dunmer may turn to the ancient pillars of faith, the ancestors and the
Daedra, and the prophetic visions granted by Lord Azura. Then they may look to the
Nerevarine, Saint Nerevar Reborn, to lead them against the grim armies of Dagoth Ur.

Entry 65: The Heirographa are the collected priestly writings of the Temple. The Apographa
are the 'hidden writings' -- secrets known only at the highest levels of priesthood and
inquisition. The Dissident priests have gathered much of the Apographa in Holamayan. One
of the chief disputes between the Temple and the Dissident priests is that the Temple hides the
truth from its followers. From the Apographa, Gilvas Barelo gave me a document based on
the Apographa called Kagrenac's Tools. This document describes the terrible secret that the
Temple conceals about the true history of the Tribunal and the corrupt nature of their divine
powers. To hide this secret, the Temple persecutes the Nerevarine and the Dissident Priests.
Barelo says the persecution must stop, and we must unite against the true enemy, Dagoth Ur.
He also gave me The Lost Prophecy and The Seven Curses. The Lost Prophecy says the
Nerevarine is an outlander. That may surprise the Ashlanders, but it suggest that I might
really be the Nerevarine. I must bring these lost prophecies to Nibani Maesa as soon as I can.

Entry 66: I told Nibani Maesa of the lost prophecies, and what Gilvas Barelo said about them.
She has told me to leave her while she consults the ancestors in her dreams. I'm to come back
when the moons have come and gone to hear her judgement.

Entry 67: The moons have come and gone, and it is time to return to Nibani Maesa and hear
her judgement.

Entry 68: Nibani Maesa says she has been chosen as my guide on the path of the Nerevarine.
She says I must pass the Seven Trials of the Seven Visions. The first two trials, my particular
birth and my cured corprus disease, are already passed. For the third trial, I must go to Sul-
Matuul, the guardian of the Nerevarine cult, and he will tell me what to do. When I have
fulfilled the third trial, I must return to Nibani Maesa for guidance with further trials.
                                  [21] Journal of the Nerevarine                                217

Entry 69: Sul-Matuul has given me the following quest. Go to Kogoruhn, the ancient halls of
House Dagoth. Get three tokens: 1. corprus weepings from a corprus beast, 2. a cup with the
mark of House Dagoth, and 3. the Shadow Shield, which lies on the Tomb of Dagoth Morin,
in the lava tunnels deep beneath ruined Kogoruhn. If I bring him these three tokens, he will
reveal to me the secret of the Third Trial of the Nerevarine.

Entry 70: I have passed Sul-Matuul's Warrior's Test. Now I must find the Cavern of the
Incarnate, a secret place sacred to Azura, and look for the moon and star of the prophecies. To
find the Cavern of the Incarnate, I must solve a riddle: the eye of the needle lies in the teeth of
the wind -- the mouth of the cave lies in the skin of the pearl -- the dream is the door and the
star is the key. Sul-Matuul called this riddle 'Wisdom's Test,' and says take counsel of the
wisdom of the tribes to find the way.

Entry 71: An Ashlander says the 'eye of the needle' in the riddle may be a tall rock column in
the Valley of the Wind. The Valley of the Wind is a valley on the northeast slopes of Red
Mountain. The entrance to the valley is marked by Airan's Teeth, two tall rock spires. 'Airan's
Teeth' bear the name of the seer, Airan, who is blessed by Azura. These might be the 'teeth of
the wind'. I was asking about the skin of the pearl when I mentioned the Needle, in the Valley
of the Wind. The Ashlander said there was whitish rock at the top of the Needle. That might
be the 'skin of the pearl' I'm looking for. Nibani Maesa thinks that 'the star is the key' refers to
Azura's Star that appears in the sky only in the magical hour between day and night, at dawn
and twilight. Nibani Maesa says that, if the star is the key -- Azura's Star -- then the door may
be seen only at dawn and dusk, when Azura's Star is in the sky. Then the star would be the
'key' that opens the door. If the door is only seen at dawn and dusk, then it may be that the
mouth of the cave is hidden or magical, and cannot be seen except when it is 'opened' by the
'key' -- Azura's Star.

Entry 72: I saw Azura in the Cavern of the Incarnate. I received the Moon-and-Star, an
enchanted ring, and I am the Nerevarine. I have passed the first three trials. Now I must show
Moon-and-Star to the ashkhans of the tribes and the councilors of the houses. Each tribe must
call me Nerevarine. Each House must call me Hortator. These are the next two trials. Nibani
Maesa shall be my guide. I must return to her and seek her counsel.

Entry 73: The spirit of Peakstar warned that now that I bear the Moon-and-Star, and will be
recognized as the Nerevarine, I must be ready for hatred and fear from the Temple, from
Ordinators, and from Tribunal Faithful of the Great Houses. I must be chosen as 'Nerevarine'
by the Ashlanders and 'Hortator' by the Great Houses. These are titles of war leaders chosen
to unite the Dunmer in times of need. I must prove a war leader is needed, and be chosen as
that war leader. I must tell how the Tribunal used profane tools of the Dwarves, and betrayed
and misled the people. I must tell about the threat of Dagoth Ur and the Sixth House, and how
the Tribunal can no longer contain them. The ghost of Peakstar gave me a belt and pants, the
ghost of Hort-Ledd gave me a book and a robe, the ghost of Erur-Dan gave me a spear and
cuirass, the ghost of Idrenie Nerothan gave me a probe and lockpick, the ghost of Ane Teria
gave me a book and a mace, and the ghost of Conoon Chodala gave me an axe and a pair of
boots.

Entry 74: Nibani Maesa reminded me of the Fourth Trial of the Seven Visions: 'A stranger's
voice unites the Houses./Three Halls call him Hortator.' When a greater enemy threatens, the
Great Houses put aside their quarrels and choose a Hortator, a single war leader to lead all the
Houses. Only a Great House council can name a Hortator, and all councils must agree. Nibani
218              NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Maesa says I must go to Redoran Council, Hlaalu Council, and Telvanni Council, prove to
each that the threat of Dagoth Ur warrants uniting under a Hortator, and persuade each to
name me 'Hortator'. This is how I must pass the Fourth Trial. When I have been named
'Hortator' by each of the three Great Houses of Vvardenfell, I will have passed the Fourth
Trial, and should return to Nibani Maesa for further guidance.

Entry 75: Athyn Sarethi has agreed to name me Hortator of House Redoran. He says he will
use his influence to persuade the other councilors to support me, but that Bolvyn Venim will
never support an outlander as Hortator of House Redoran. If I have the support of the rest of
the Redoran Council, perhaps Venim will agree to an honorable duel. Ramoran was
impressed by my story and my ring. But I'm an outsider, and he doesn't trust me. He said he'd
think about my request and talk to the other counselors. Thanks to Sarethi's influence, Hlaren
Ramoran has agreed to name me Hortator. Garisa Llethri is making me his choice for Hortator
of House Redoran. He was persuaded by Athyn Sarethi's testimony. Morvayn was troubled by
my story, but seemed to believe it. But she doesn't know me or trust me. She said she would
consider my request and share her concerns with the other councilors. After speaking with
Athyn Sarethi, Councilor Morvayn has agreed to name me Hortator of House Redoran. I
asked Miner Arobar to name me Hortator. My story interested him, but he was concerned
about rumors he heard about me from the Temple. He has agreed to consider the matter
further, and to consult with his other colleagues on the council. Sarethi's influence has
persuaded Miner Arobar. He has agreed to confirm me as Hortator of House Redoran. I asked
Bolvyn Venim to name me Hortator. He was indignant, and refused to hear my story or
consider my proof. He was quite clear... he will never consent to my being chosen as Hortator
of House Redoran. Bolvyn Venim has challenged me to a duel at the Arena in Vivec.

Entry 76: I killed Bolvyn Venim in a duel. It is unfortunate, but there was no alternative. I
should speak with Athyn Sarethi again to be named Hortator.

Entry 77: I have been named Hortator of House Redoran by Redoran's councilors. When I
have been declared Hortator of all three Houses, Redoran, Hlaalu, and Telvanni, I will have
fulfilled the Fourth Trial of the Seven Visions of Seven Trials of the Incarnate. When Athyn
Sarethi named me Redoran Hortator, he gave me an enchanted ring, a token of my office
called the "Ring of the Hortator." By this ring others shall know me as House Redoran's
chosen champion. And he gave me a sealed package containing a message sent on behalf of
Archcanon Saryoni, High Archcanon of Vivec. In the event that I become both Hortator of the
three Great Houses and Nerevarine of the four Ashlander tribes, Saryoni invites me to a
private meeting to consider my claims. Once I am Hortator and Nerevarine, I should speak
with the healer of the High Fane of Vivec, Danso Indules, to arrange the meeting.

Entry 78: Nileno Dorvayn told me that I should speak with Crassius Curio at his manor in
Vivec City. He is the most likely to consider my requests, whatever they may be.

Entry 79: Orvas Dren agreed to use his influence with Nevena Ules and Velanda Omani to
have me named Hlaalu Hortator. Nevena Ules seemed very nervous when I asked her to
confirm me as Hortator of House Hlaalu. She agreed immediately, and seemed very anxious
to please me. Now I have her vote for Hlaalu Hortator. When I asked that Velanda Omani
name me Hortator of House Hlaalu, she agreed immediately. She seemed very anxious to
please me. Now I have her vote for Hlaalu Hortator. Dram Bero was impressed that I had
found his home. He agreed to name me Hortator, and gave me some advice. Yngling Half-
Troll can be bribed or killed, and Crassius Curio might be manipulated. But Velanda Omani
                                 [21] Journal of the Nerevarine                              219

and Nevena Ules will not support me as Hortator without Orvas Dren's approval. After a hefty
bribe, Yngling Half-Troll gave me his vote for Hortator of House Hlaalu. Upon receiving
1000 gold to cover expenses, Curio gave me his vote for Hortator of House Hlaalu and the
Belt of the Hortator, a token that shows I have been named Hortator of House Hlaalu by
Hlaalu's councilors. When I have been declared Hortator of all three Houses, Redoran, Hlaalu,
and Telvanni, I will have fulfilled the Fourth Trial of the Seven Visions of Seven Trials of the
Incarnate.

Entry 80: I asked the Mouths of the Telvanni councilors if their masters would vote for me as
Hortator of House Telvanni. They said I would have to speak directly to them on a matter of
such importance.

Entry 81: I asked Master Neloth if he would vote for me as Hortator of House Telvanni.
Neloth is a cranky, ill-tempered old wizard, impatient and quick to anger. He shouted at me
for interrupting him with such nonsense. When I finally got Master Neloth to listen to me, he
casually gave his vote for me as Hortator. It was clear that he didn't care one way or the other.

Entry 82: I asked Archmagister Gothren if he would vote for me as Hortator of House
Telvanni. He listened to my story carefully, and said he found my proofs persuasive. He said,
however, that it was a very grave responsibility to make such a decision, and that he would
need some time to reflect and consider, and to confer with other councilors. It was very
difficult, but I managed to get Archmagister to admit that he had no intention of naming me
Hortator of House Telvanni. He said I clearly was attempting to use the office of Hortator as a
means of advancing my own interests. He refuses to discuss the subject further, and
threatened to kill me if I continued to annoy him.

Entry 83: I asked Mistress Dratha if she would vote for me as Hortator of House Telvanni.
She wouldn't even listen to my story. Once I found a way to improve her disposition, I got
Mistress Dratha to listen to my story. She was more than willing to name me Hortator of
House Telvanni.

Entry 84: After hearing my story, Master Aryon agreed to make me the Telvanni Hortator. He
said the other councilors might need some persuading. Master Neloth is ill-tempered, Mistress
Therana is losing her mind, and Mistress Dratha has a problem with men. Master Aryon told
me that Archmagister Gothren would delay my request indefinitely. He advised me to kill
Archmagister Gothren.

Entry 85: I asked Master Baladas if he would vote for me as Hortator of House Telvanni. He
said he had found me, on the whole, an agreeable colleague, and thought I was a suitable
candidate for Hortator.

Entry 86: I tried to ask Mistress Therana if she would vote for me as Hortator of House
Telvanni, but it was impossible to get her attention. She's easily distracted. Maybe if I
concentrate on being charming and entertaining, I'll be able to focus her attention on me.
When I managed to catch Mistress Therana's attention, it was easy to get her to agree to vote
for me. I'm not sure she knew what she was voting for, or why. But when I asked, "Will you
vote for me as Hortator," she said, quite clearly, "You want to be a Hortator? Certainly. Go
right ahead."
220               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 87: I have been named Hortator of House Telvanni by the surviving councilors of that
house. Master Aryon gave me the Robe of the Hortator, an heirloom token of my status as
Telvanni Hortator. I have been named Hortator of all three Great Houses, Redoran, Hlaalu,
and Telvanni. Of the Seven Visions of Seven Trials of the Incarnate, I have now fulfilled the
Fourth Trial.

Entry 88: Nibani Maesa reminded me of the Fifth Trial of the Seven Visions: 'A stranger's
hand unites the Velothi/Four Tribes call him Nerevarine.' The Four Tribes are the four tribes
of Vvardenfell, the Urshilaku, the Ahemmusa, the Zainab, and the Erabenimsun. In times of
great danger, the Ashlander tribes unite under a single war leader. If I can prove to the
Urshilaku, Ahemmusa, Zainab, and Erabenimsun tribes that I am the Nerevarine, and that the
tribes must unite against the threat of the Sixth House, then each ashkhan will declare me
'Nerevarine' and war leader of all tribes. This is how I must pass the Fifth Trial. I must go to
all the tribal ashkhans, but my friend Sul-Matuul should be the first and easiest to persuade.
When I have been named 'Nerevarine' by each of the four Ashlander tribes of Vvardenfell, I
will have passed the Fifth Trial, and should return to Nibani Maesa for further guidance.

Entry 89: Sul-Matuul has warned me that people of the Great Houses and the Temple may be
hostile when I am known as the Nerevarine. He also suggests that I take counsel with Nibani
Maesa about the ways of the Ashlander tribes and their ashkhans, for I am an outsider, and
unfamiliar with Ashlander ways.

Entry 90: Before Sul-Matuul will name me 'Nerevarine,' he first wishes to recite the needs and
duties of the Nerevarine, so I may tell others. Sul-Matuul recites the need for the Nerevarine
in three parts as follows. First, the curse of Dagoth Ur and the Sixth House threatens our land.
Second, the False Gods lie, and offer false hope of protection. Third, I bear the Moon-and-
Star of Nerevar. The first need and proof of the Nerevarine is the curse of Dagoth Ur and the
Sixth House. Because I have fought the Sixth House, because I have suffered corprus,
because I have harrowed Kogoruhn, I can tell others, and my story shall serve as proof of the
need for the Nerevarine. The lies of the Tribunal and the false hope they offer of protection
from Dagoth Ur are the second proof of the need for the Nerevarine. The False Gods have
broken their promises, and have taken up the tools used by the enemies Kagrenac and Dagoth
Ur. Since the Tribunal can no longer protect Morrowind from Dagoth Ur, the Nerevarine must
shoulder that burden. The third proof of the need for the Nerevarine is Azura's sign: I bear the
Moon-and-Star of Nerevar. The legend of Moon-and-Star is known to all loremasters. No
man but Nerevar may wear that ring and live. These are the duties of the Nerevarine, as
described to me by Sul-Matuul. I shall be Nerevarine of all the tribes, and Hortator of all the
Great Houses. I shall eat the sin of the unmourned house, and free the false gods. I must
defeat the Sixth House, and Dagoth Ur -- that is clear enough. I must free the Tribunal from
their curse... I think that means free them from their use of Kagrenac's profane tools. Then
Sul-Matuul has named me Nerevarine, War Leader of the Urshilaku, and Protector of the
People. He has given me the Teeth, an enchanted heirloom of the tribe, which shall be a sign
to all Dunmer that the Urshilaku have named me Nerevarine.

Entry 91: The gulakhan Yenammu of the Ahemmusa told me to speak to the wise woman,
Sinnammu Mirpal. She is the Ahemmusa leader. The wise woman of the Ahemmusa
Ashlanders, Sinnammu Mirpal, has said that she will name me Ahemmusa Nerevarine, but
first I must go to the Daedric shrine at Ald Daedroth and make it safe for the Ahemmusa.
When I have made Ald Daedroth safe, I must then return to Sinnammu Mirpal, and then she
will accompany me to Ald Daedroth. Then, when she has seen whether Ald Daedroth is safe
                                  [21] Journal of the Nerevarine                              221

or not, she will name me Ahemmusa Nerevarine. She will not tell me exactly what she means
by 'safe.' She is not a warrior or ashkhan, and she leaves this judgement to me. Perhaps there
are many ways to make Ald Daedroth safe. But first I must go there and see for myself what
must be done. Sinnammu Mirpal is an old woman, weak and vulnerable. If she must
accompany me there, it must be very safe, or she'll be killed. When I am sure that Ald
Daedroth is safe, I must return to her. Then she will accompany me to Ald Daedroth. If she
can pass safely into the old sanctuary and see the great statue there, she will agree that I have
made Ald Daedroth safe, and then she will name me Ahemmusa Nerevarine. And she assures
me that she can water-walk. Otherwise, it would be hard for her to accompany me to Ald
Daedroth. But I will have to careful to protect her from sea creatures while we journey over
water.

Entry 92: I spoke with an Ordinator at Ald Daedroth. The Ordinators are only worried about
the Daedra worshippers here, and they say that if I leave them alone, they'll leave me alone.

Entry 93: I told Hlireni Indavel the sad plight of the Ahemmusa Ashlanders, and how they
would die if they didn't have a safe refuge from the blight. It is a sad tale, but without my gift
for words, I doubt it would have moved her. Fortunately, she was so moved she invited me to
bring the Ahemmusa to Ald Daedroth, and promised that neither she nor her followers would
harm them while they were here.

Entry 94: I have done as wise woman Sinnammu Mirpal has asked. I have brought her to the
great statue beneath the ruins, and this is the test she has set to determine whether Ald
Daedroth is safe for the Ahemmusa. Now I must speak to her and get her to name me
Ahemmusa Nerevarine as she has promised. Sinnammu Mirpal agrees that I have fulfilled my
part of the bargain. Ald Daedroth is safe enough to be a refuge for the Ahemmusa. Therefore
she has named me Ahemmusa Nerevarine, War Leader of the Ahemmusa, and Protector of
the People. She has also given me the Madstone of the Ahemmusa, an enchanted heirloom of
the tribe, which shall be a sign to all Dunmer that the Ahemmusa have named me Nerevarine.

Entry 95: Ashkhan Kaushad scoffed when I asked him to name me Zainab Nerevarine. He
seemed to doubt that an outlander could ever become the Nerevarine. Maybe if I could
improve his disposition towards me, he might take me more seriously.

Entry 96: The Zainab wise woman, Sonummu Zabamat, says that Ashkhan secretly admires
expensive outlander clothing. She says that if I bring him a pair of exquisite shoes, he might
be better disposed towards me. I gave Ashkhan Kaushad the gift of a pair of exquisite shoes.
He seemed pleased. I asked Kaushad, Ashkhan of the Zainab, to set me a task to prove that I
am worthy to be named Nerevarine of the Zainab. A vampire named Calvario has taken
refuge in nearby Nerano Ancestral Tomb. If I can kill this vampire, then I will be judged
worthy to be named Nerevarine of the Zainab.

Entry 97: Since Calvario is dead, Ashkhan Kaushad says he will call me Nerevarine, but not
until all the traditional rites and customs have been observed. It is customary to offer the
Ashkhan a generous gift as a mark of respect. Ashkhan Kaushad has done me the great favor
of naming the gift he wishes to receive -- a high-born Telvanni bride -- 'a pretty one, plump,
with big hips to bring me many sons.' I asked Ashkhan Kaushad where I might find him a
high-born Telvanni bride. He said I should visit high-born Telvanni lords and inform each
that Ashkhan Kaushad of the Lordly Zainab will do them the honor of making one of their
daughters his bride. He trusts me to choose the finest among those offered. The Ashkhan told
222                NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

me to take counsel with his wise woman, Sonummu Zabamat, who knows his mind well in
such matters.

Entry 98: Sonummu Zabamat says no high-born Telvanni would consider wedding an
Ashlander. But she has a cunning plan. I must go to Savile Imayn, slavemistress of the
Festival Slave Market in Tel Aruhn, and tell her I need a pretty Dunmer slave. Savile Imayn
will tell me how to dress the slave like a high-born Telvanni lady. Then I must escort the
pretty slave to Zainab camp and present her to Ashkhan Kaushad as a high-born Telvanni
bride.

Entry 99: I have told Savile Imayn, slavemistress of the Festival Slave Market, of my plan to
pose a slave as a high-born Telvanni bride to marry the Zainab Ashkhan. She says she has a
perfect slave for the part, named Falura Llervu, but first Savile Imayn wants me to bring her
an exquisite shirt, an exquisite skirt, and exquisite shoes to dress the slave in. I can see this is
going to be very expensive.

Entry 100: I have obtained an exquisite shirt, an exquisite skirt, and exquisite shoes to dress
the slave Falura Llervu in. Savile Imayn needs time to coach Falura Llervu to play her part,
and in the meantime she told me to go get some Telvanni Bug Musk perfume to make Falura
Llervu completely irresistible.

Entry 101: I have brought the Telvanni Bug Musk perfume to Savile Imayn, and I have
purchased Falura Llervu. Savile Imayn gave me the key to Falura Llervu's cage. When I'm
ready, I should speak to Falura Llervu, give her the exquisite shirt, exquisite skirt, exquisite
shoes, and Telvanni Bug Musk, and tell her to follow me to Zainab camp to meet her future
husband, Ashkhan Kaushad. I spoke to Falura Llervu and gave her the perfume and exquisite
clothes. She says she is very pleased with her clothes and her perfume, and is happy to escape
slavery. She says she is a little anxious about marrying an Ashlander, even an Ashlander
chief, but anything is better than being a slave, and she is tough, clever woman determined to
make the best of her situation.

Entry 102: Falura Llervu and I have arrived in Ashkhan Kaushad's yurt. First I must speak
once more to Falura Llervu, then I must present her to Ashkhan Kaushad as his new high-
born Telvanni bride.

Entry 103: Ashkhan Kaushad says he is very pleased with Falura Llervu, though she is not so
generous in the hips as he would like. He promises to make her a happy bride, and to do her
honor as a high-born Telvanni lady. And he has named me Zainab Nerevarine, War Leader of
the Zainab, and Protector of the People. He has also given me the Zainab Thong, an
enchanted heirloom of the tribe, which shall be a sign to all Dunmer that the Zainab have
named me Nerevarine.

Entry 104: Falura Llervu says she is very pleased with Ashkhan Kaushad. He is good-looking,
clever, and rich, although a bit full of himself, like all men. She thanks me for having been her
matchmaker and benefactor, and hopes I will return to visit when she has brought many fine
sons and daughters to Ashkhan Kaushad. Ashkhan Kaushad told me secretly that he is not
such a fool, that he realizes I have tricked him, but he thinks me very clever for having
hoodwinked him, and he is much happier than he would be if he had truly been given a stuck-
up Telvanni lady.
                                 [21] Journal of the Nerevarine                              223

Entry 105: I asked Ashkhan Ulath-Pal of the Erabenimsun to name me Nerevarine. He
mocked me as a hound and a foreign fool, and he said he would kill me with his own hand if I
ever troubled him again. I told the Erabenimsun wise woman Manirai that I wish to be named
Nerevarine by her tribe. She said this will never happen, not while Ashkhan Ulath-Pal and his
supporters live. She says that if I want to be Nerevarine of the Erabenimsun, I must kill Ulath-
Pal and his supporters, the gulakhans Ahaz, Ranabi, and Ashu-Ahhe. Then I must raise
Gulakhan Han-Ammu to Ashkhan. Ashkhan Han-Ammu would then name me Nerevarine
Erabenimsun.

Entry 106: Manirai says that now, with Ulath-Pal and his supporters out of the way, it is a
simple matter to be named Nerevarine of the Erabenimsun. All I need to do is persuade
Gulakhan Han-Ammu to become the ashkhan of the Erabenimsun. I'll find him in his
gulakyurt. She warned me, however, that he may be difficult to persuade. I spoke to Han-
Ammu and made a little speech about having the courage to accept responsibilities of
ashkhan, because the fate of the tribe is in his hands. He has taken the lesson to heart, and has
accepted his responsibilities as ashkhan. He also said that he will name me Nerevarine of the
Erabenimsun. I must ask him to do this immediately.

Entry 107: Han-Ammu, now Ashkhan of the Erabenimsun, has named me Erabenimsun
Nerevarine, Champion of the Erabenimsun, and Protector of the People. Wise Woman
Manirai has given me the Seizing of the Erabenimsun, an enchanted token that identifies me
as Nerevarine and Champion of the Erabenimsun. I have been named Nerevarine by all four
tribes of the Vvardenfell Ashlanders -- Urshilaku, Ahemmusa, Zainab, and Erabenimsun. Of
the Seven Visions of Seven Trials of the Incarnate, I have now fulfilled the Fifth Trial.

Entry 108: Nibani Maesa says I must go to Vivec's high priest, Saryoni, and demand to speak
with the false god Vivec. She says Kagrenac's tools are the keys to the riddle of the Sixth and
Seventh Trials, and that I must get them from Vivec.

Entry 109: The archcanon is in his private quarters, and he wants to speak with me, but I must
avoid confrontations with the Ordinators at all costs, because spilling the blood of faithful
servants of the Temple will make a reconciliation more difficult. The archcanon has spoken
with the High Fane Ordinators, but if I am a wanted criminal, they may try to arrest me. The
Ordinators guarding the High Fane know that I have come to meet with Saryoni. They warned
me not to break the law, or they will take swift action.

Entry 110: Archcanon Saryoni has suggested that the Temple's policy concerning the
Nerevarine might change, and has arranged a private meeting with Lord Vivec. He gave me
two keys: one to the private back entrance to his quarters, the other to a locked entrance to
Lord Vivec's palace. He says the Ordinators are not under his control, and asks that I avoid
them. Lord Vivec is expecting me, and perhaps I shouldn't keep him waiting.

Entry 111: Lord Vivec asked me if I would accept Wraithguard, and he would not accept my
answer of 'maybe.' I accepted Wraithguard from Lord Vivec, and I swore my oath, before all
gods and men, before all spirits visible and invisible, before my honor and Vivec's honor, to
dedicate myself and Wraithguard to the defeat and destruction of Dagoth Ur, and the
preservation of Morrowind and its people. Vivec somehow taught me how to use
Wraithguard. He then offered to give some explanations, or to let me go immediately, as I
wished.
224               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 112: To defeat Dagoth Ur, Vivec says I must go to Red Mountain to recover the artifact
hammer Sunder from Gate Citadel Vemynal, then the artifact blade Keening from Gate
Citadel Odrosal. Then, with these artifacts and Wraithguard, if I destroy the enchantments on
the Heart of Lorkhan in Dagoth Ur's citadel, Dagoth Ur will be destroyed, and the Blight
ended. Vivec gave me The Plan to Defeat Dagoth Ur to explain the details.

Entry 113: At Ghostgate I met an old Imperial veteran. He asked me to take an old lucky coin
with me when I go to Dagoth Ur, and I agreed. He gave me the coin, an old worn Imperial
drake, and hoped it would bring me luck. It is strange - but I have a feeling - I know this
encounter has marked my fate and fortune. - Buoyant Armigers told me that all their
intelligence is old. No one has ventured far inside the fence for years. They gave me a map
showing the locations of the citadels of the various ash vampires. Sixth House creatures have
become more numerous and powerful, and the most powerful can conjure powerful daedra.
There are no safe refuges or services inside the fence; I must return to Ghostgate to rest and
heal.

Entry 114: In Citadel Vemynal, I have slain Dagoth Vemyn the Ash Vampire, chief lieutenant
of the Sixth House and kin to Dagoth Ur. I discovered the artifact hammer Sunder, one of the
enchanted tools created by the Dwemer Craftlord Kagrenac. In the ruins of Kogoruhn, I have
slain Dagoth Uthol the Ash Vampire, chief lieutenant of the Sixth House and kin to Dagoth
Ur. In Citadel Endusal, Dagoth Endus gave me a bottle of ancient Dagoth brandy. I have slain
Dagoth Endus the Ash Vampire, chief lieutenant of the Sixth House and kin to Dagoth Ur. In
Citadel Odrosal, I have slain Dagoth Odros the Ash Vampire, chief lieutenant of the Sixth
House and kin to Dagoth Ur. I discovered the artifact blade Keening, one of the enchanted
tools created by the Dwemer Craftlord Kagrenac. In Citadel Tureynulal, I have slain Dagoth
Tureynul the Ash Vampire, chief lieutenant of the Sixth House and kin to Dagoth Ur. In
Citadel Dagoth, I have slain Dagoth Gilvoth the Ash Vampire, chief lieutenant of the Sixth
House and kin to Dagoth Ur. In Citadel Dagoth, I have slain Dagoth Araynys the Ash
Vampire, chief lieutenant of the Sixth House and kin to Dagoth Ur.

Entry 115: I found Dagoth Ur, and spoke with him. He asked me questions, and let me answer
questions in return. And when all the questions had been asked and answered, there was
nothing left to say. The time for words is past. Now only deeds can resolve this matter
between Dagoth Ur and I. I fought with him, and defeated him, but I did not destroy him. He
seems to have escaped in a spirit form, perhaps to return and restore from the Heart's power. I
found the Heart of Lorkhan within the giant artifact Akulakhan. I struck the Heart with
Sunder, then struck it again and again with Keening until the enchantment was destroyed.
Severed from the sustaining power of the Heart, Dagoth Ur was destroyed. But the
disturbance triggered an earthquake, and I had to flee for my life. As I fled from the
destruction of the Chamber of Akulakhan, I encountered the presence of the Daedra Lord
Azura. She told me I had achieved my destiny and was free. The prophecies are fulfilled, and
the Blight gone. But now I am Hortator and Nerevarine, Protector of Morrowind, and must
defend the people from monsters and villains. She gave me a ring as a token of thanks and
blessing. With Dagoth Ur destroyed, his insane dreams can no longer drive the people of
Morrowind to madness as they sleep.

Entry 116: I told the Imperial Cult's Oracle about my encounter with the old Imperial veteran,
the lucky coin he gave me, and the mark of good fortune -- the luck of the Emperor -- I have
felt ever since. The Oracle thinks I have been visited by an aspect of Tiber Septim. She takes
this as a sign of a great doom laid upon me by the gods.
                                  [21] Journal of the Nerevarine                               225

Entry 117: Almalexia believes me to be the Nerevarine, the reincarnation of her former lover,
Nerevar. She believes that together the two of us might be able to free Morrowind from
Imperial rule. She has told me of Trueflame and Hopesfire, the blades of Nerevar and
Almalexia. Trueflame was apparently lost at the Battle of Red Mountain. According to
Almalexia, the pieces of the blade are all in Mournhold. She has given me the first, and when
I find the other two, I am to find the craftsman who will best be able to forge the blade.

Entry 118: Barenziah has suggested that Karrod, Helseth's champion, may have one of the
pieces of the blade. I will need to duel him in order to have access to him, though, and I will
first need to convince King Helseth to allow the duel to take place.

Entry 119: King Hlaalu Helseth would like me to fight his champion, Karrod. I am to return
to the throne room tomorrow and face the mighty Redguard, Karrod, in personal combat. If I
can defeat him, Helseth will take me into his confidence.

Entry 120: Barenziah has mentioned that Karrod can often be found drinking in the Winged
Guar. I have spoken with Ra'Tesh, the bartender at the Winged Guar. He has great admiration
for Karrod, and does not wish to see him get hurt. He will help me defeat Karrod, if I promise
not to mar the warrior's fine features. I have agreed not to hurt Karrod too badly in our fight.
In exchange, Ra'Tesh will have one of his barmaids keep the Redguard occupied all night, and
leave him unrested when it is time for our battle.

Entry 121: I have come to the throne room to face Karrod. Helseth tells me that it is to be a
fair fight, and none are to interfere. I may use any spells or weapons at my disposal.

Entry 122: I have defeated Karrod, and the duel has been stopped by King Helseth. He has
given me the ceremonial blade of his father, the Dagger of Symmachus, as a token of his
esteem. Now that I have gained the king's confidence, he would like me to gather what
information I can about the Lady Almalexia. Helseth suspects the attack on Mournhold may
have been orchestrated by one of the Tribunal. I should report to him only when I have
learned all that I can. The King was explicit that, in order to keep Almalexia from suspecting
we are working together, I should not be seen with him until this matter is resolved.

Entry 123: Because I was able to defeat him, Karrod has given me the piece of the Blade of
Nerevar he had. It is a weapon in its own right, a deadly shortblade. Torasa Aram does not
believe she has any of the pieces of the blade, but she does have a unique shield from the
same era. She will allow me the use of the item, but only if I make some donations to her
museum. Because I have made substantial contributions to her museum, Torasa Aram has
allowed me the use of the Dwemer Battle Shield. She also tells me that the spike attached to
the front of the shield seems to be a bit loose, and I might have a competent smith fix it.

Entry 124: After taking the shield to a smith, I've been told that the spike on the shield was
not part of the original design, and that it looks like it belonged to a weapon. I believe it to be
one of the missing pieces of the blade. I've been told that the best weaponsmith in town is
Yagak gro-Gluk, who is located in the Craftmen's Hall. Yagak gro-Gluk has told me that he
can remake the blade, but it will take him two days to complete it.

Entry 125: I have received the blade from gro-Gluk. It is a beautiful weapon, but it is not a
flaming blade, as Almalexia had suggested it would be. Yagak gro-Gluk says he cannot
enchant the blade, but he suggests I visit the ruins of Bamz-Amschend and seek the writings
226               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

of the Dwemer mystic, Radac Stungnthumz. If I can return with some of the writings, gro-
Gluk believes he may be able to enchant the blade for me.

Entry 126: I have spoken with the ghost of Radac Stungnthumz. He tells me that he is not a
mystic, nor was he in life. However, if I wish to create a flaming blade, he can help. I am to
retrieve the Pyroil Tar from the caves of Myn Dhrur, far beneath the ruins of Bamz-
Amschend. I can get into Norenen-dur, and the Citadel of Myn Dhrur, through a cave-in at the
Passage of the Walker.

Entry 127: I have returned the Pyroil Tar to Radac Stungnthumz, and he has applied it to the
blade successfully. I returned to Almalexia with the newly forged Trueflame. She was excited
and began to speak of greater things to come. Almalexia has one final mission for me -- to
stop Sotha Sil. She tells me that the god has gone mad, and that he is the creator of the
Fabricants that attacked Mournhold. The goddess will transport me to Sotha Sil's Clockwork
City. There, I should try to reason with Sotha Sil, though Almalexia believes he is beyond
reason. If he will not be swayed, I am to use Trueflame to end his life.

Entry 128: I have been transported to Sotha Sil's Clockwork City and found the corpse of
Sotha Sil. The god's body has been ravaged by powerful forces.

Entry 129: Almalexia has appeared in the Clockwork City, and revealed all. Using the
dimension traveling powers of the Mazed Band, Almalexia traveled to the Clockwork City to
slay Sotha Sil and to portal the Fabricants to Mournhold. She believes the time of the Tribunal
is ended, and she alone may usher Morrowind into a new era as the one savior of her people. I
fear it is Almalexia who has gone mad, and not Sotha Sil.

Entry 130: Almalexia is dead at my hand. The goddess hoped to leave me here dead, and
make me a martyr to her new cause. Now, she and Sotha Sil both lie dead in what is left of the
Clockwork City.

Entry 131: I have returned to Mournhold and been visited by the spirit of the Daedra Azura.
She has told me that the death of Almalexia was just, and that it was she, not Sotha Sil, who
was mad. The time of the Tribunal, says Azura, is gone. As a sign of her love for the Dunmer,
she has ended the ashstorms in Mournhold, and promised they will never return.

Entry 132: I have returned to King Helseth and reported the details of my encounter with
Almalexia in the Clockwork City of Sotha Sil. The King did not seem displeased that the gods
are dead, though he realizes it may take some time for the people of Morrowind to accept
what has happened. Helseth believes that a new era has come to Morrowind, and that the
Dunmer will thrive under his guidance. King Helseth has rewarded me with a full set of the
armor of his Royal Guards.
                              [22] NOTES OF A TREASURE HUNTER                                 227



[22] Notes of a Treasure Hunter


                                  Notes of a Treasure Hunter


                                    [Vvardenfell, c 3E 427]


Entry 1: I have been recruited to get ten pieces of scrap metal for Ignatius Flaccus to repair his
Dwemer warbots.

Entry 2: I have delivered Ignatius' scrap metal. He now says he requires three Dwemer cogs to
complete his repairs.

Entry 3: Ignatius Flaccus was happy to receive the Dwemer cogs I brought him. He says if I
come back in a while, I can watch a warbot battle.

Entry 4: Ignatius Flaccus wanted me to bet on one of his warbots, but I didn't have enough
money to cover it.

Entry 5: I have spoken with Torasa Aram, Curator of the Museum of Artifacts. I can bring her
artifacts I wish to sell, and the museum will pay for them.

Entry 6: I've heard rumor that a there is a wondrous helm to be found in the ruins of
Onnissiralis. It is a large Daedric shrine far to the north of Vvardenfell, west of a place called
Vas. It's been suggested I seek out the brothers Norvayne, who have left recently to
investigate the ruins.

Entry 7: I have met the Norvayne brothers, Dalin and Daris. They seem undecided on how
they wish to proceed with the exploration of the ruin. Dalin feels that the more people
involved, the better the chances of survival. Daris believes that it is a matter of family pride
that they explore it alone. The brothers have decided to work out their differences in their own
way: a fistfight. Whoever is left standing will be the one to decide how they will proceed.

Entry 8: The brothers will now follow me into the ruins, as Dalin has won the "argument"
with his brother.

Entry 9: I have recovered the Adamantium Helm of Tohan.

Entry 10: I have found a some papers by a Buoyant Armiger, Galur Rithari. In them, he gives
hints as to how vampirism may be cured. It suggests that the cure may be obtained with the
help of a Daedra Prince, perhaps Molag Bal.

Entry 11: In Molag Bal's shrine in Bal Ur, I spoke with Derar Hlervu. She has told me that she
knows of no cure for vampirism, and that only the Daedra Lord himself will be able to help
me.
228               NOTES AND JOURNALS FROM THE PROVINCE OF MORROWIND

Entry 12: I have spoken to Molag Bal through his statue in the shrine at Bal Ur. He tells me
that he does not have the cure for my vampirism, but he will get it for me if I do him a favor.
His daughter, Molag Grunda, has been consorting with a Frost Atronach named Nomeg Gwai.
If I can kill the two of them, returning their souls to a realm where Molag Bal may punish
them, Molag Bal will give me the cure. They live now in the cave Dubdilla, south of Vos.

Entry 13: I have succeeded in killing Molag Grunda and her paramour, Nomeg Gwai. I've
returned to the Shrine of Molag Bal and spoken with the Daedra Lord. He was pleased with
my efforts, and has retrieved the cure from the Daedra Vaermina.

Entry 14: Nevena Ules promised me great riches for telling her the location of the Vassir-
Didanat mine.

Entry 15: Crazy-Legs Arantamo told me about a 'propylon index' -- a key needed to use
transportation devices called 'propylons' in Dunmer strongholds. He also told me that
someone who had one of these index things went to a Daedric shine called Maelkashishi and
never came back.

Entry 16: A Nord named Ennbjof gave me a key and a tale about a ship burial of Olmgerd the
Outlaw, son of Harald Hand-Free, a First Age king of Skyrim. Ennbjof thinks an enchanted
battle-axe called Stormkiss was buried with Oldgerd. Ennbjof thinks the burial is somewhere
on the stretch between the Daedric ruins at Zaintiraris and Tel Branora, on the western side of
the peninsula.

Entry 17: Dram Bero rewarded me for telling him the location of Vassir-Didanat.

Entry 18: Velanda Omani gave me 2000 gold for telling her the location of Vassir-Didanat.
                                      229


Journals from the Imperial Province
230
                           [1] JOURNAL OF A CHAMPION OF CYRODIIL                             231



[1] Journal of a Champion of Cyrodiil


                              Journal of a Champion of Cyrodiil


                                      [Cyrodiil, c 3E 433]


Entry 1: I witnessed Emperor Uriel Septim's assassination. Before he died, the emperor gave
me the Amulet of Kings. He told me to take it to someone named Jauffre, and that Jauffre
would know how to find his last surviving son. He warned that the assassins were in the
service of the Lord of Destruction. Baurus, one of the Emperor's bodyguards, told me that
Jauffre was the head of the Blades, an order of knights sworn to protect the Emperors. I
should take the Amulet of Kings to Jauffre, at Weynon Priory near the city of Chorrol.

Entry 2: I've arrived in Chorrol. Now to find Jauffre at Weynon Priory.

Entry 3: I've arrived at Weynon Priory. Now I must take the Amulet of Kings to Jauffre.

Entry 4: I found Jauffre and gave him the Amulet of Kings. The Emperor's words to me filled
him with foreboding, especially in light of the destruction of the city of Kvatch. Mehrunes
Dagon, the Lord of Destruction, is one of the princes of Oblivion, the demonic world. It
seems that with no Emperor on the throne, the daedra from Oblivion are able to invade our
world. Jauffre told me that the Emperor has an illegitimate son named Martin who is currently
serving as a priest in the Chapel of Akatosh in the city of Kvatch. Jauffre fears that the attack
on Kvatch was part of the enemy's plan to eliminate all the Septim heirs. I must proceed to
Kvatch at once, find Martin, and bring him safely back to Weynon Priory.

Entry 5: I arrived at Kvatch to find the city in ruins and the survivors camped outside the
walls. I need to find out if anyone here knows what happened to Martin. I should talk to
Savlian Matius, the acting captain of the surviving Kvatch guard. He may know if Martin
survived the fall of the city.

Entry 6: Savlian Matius told me that he believes Martin is with a group that barricaded
themselves within the Chapel of Akatosh inside the city. I have agreed to help Savlian Matius
of the Kvatch Town Guard and his men as they attempt to reach the survivors trapped in the
Chapel of Akatosh inside the city. He is willing to lead his guardsmen back into the city to
attempt a rescue, but the enemy have opened an Oblivion Gate across the entry to the city.
Savlian Matius asked me to help close the Oblivion Gate outside the ruins of Kvatch. He sent
some of his men into it, but they never came back. I need to go into the Oblivion Gate and
figure out how to close it.

Entry 7: Ilend Vonius, one of the Kvatch Guardsmen who entered the Oblivion Gate to try to
close it, told me that at least one other survivor of the assault on the Gate has been taken to
the large tower within Oblivion. I should search for him there.
232                         JOURNALS FROM THE IMPERIAL PROVINCE

Entry 8: I found the prisoner in Oblivion. He told me I need to reach the top of the largest
tower and look for the Sigil Stone. But I will need the Sigil Keeper's key to gain entry into the
Sigil Keep.

Entry 9: I have the key to the Sigil Keep. Now I must reach the Sigil Stone and remove it
from the Sigil Keep to close the Oblivion Gate that it anchors.

Entry 10: I have closed the Gate by taking the Sigil Stone that anchors it within Oblivion. I
should tell Savlian Matius that the way into Kvatch is now open.

Entry 11: Savlian Matius of the Kvatch Town Guard has asked me to aid him as he and his
men attempt to re-take the city of Kvatch. They're pushing in now; I'll need to follow closely
and make sure Savlian survives.

Entry 12: I have entered the ruined city of Kvatch with Savlian Matius and his men. We must
clear the southern plaza before the survivors in the Chapel can be rescued.

Entry 13: I have helped Savlian Matius and his men retake the southern plaza. It is now safe
for the survivors of the attack on Kvatch to leave the Chapel for safety in the camp south of
the city.

Entry 14: I have found Martin among the survivors inside the Chapel of Akatosh. He was
surprised to learn that Emperor Uriel Septim was his father, but has agreed to return to
Weynon Priory with me to speak to Jauffre. I need to return to Weynon Priory with Martin
and discuss our next move with Jauffre.

Entry 15: Weynon Priory is under attack! I must find and protect Jauffre, but make sure that
Martin remains safe from the enemy as well.

Entry 16: I found Jauffre. He believes the attackers may have taken the Amulet of Kings from
its hiding place in Weynon House. I should go and see if it is still safe.

Entry 17: The enemy has stolen the Amulet of Kings from its hiding place in Weynon Priory.
I should let Jauffre know at once.

Entry 18: We agreed that we must find someplace safe to take Martin. Jauffre suggested
Cloud Ruler Temple, the hidden Blades fortress near Bruma. I should escort Martin and
Jauffre there immediately.

Entry 19: I brought Martin and Jauffre safely to Cloud Ruler Temple. I should speak to
Jauffre about how to recover the Amulet from the enemy.

Entry 20: Jauffre wants me to contact Baurus at Luther Broad's Boarding House in the
Imperial City. The enemy has the Amulet of Kings, and Baurus may have the leads we need
to get it back.

Entry 21: I must follow the man who is watching Baurus and me.

Entry 22: The enemy agent who attacked Baurus is dead. I should find out what Baurus has
learned about our enemies.
                          [1] JOURNAL OF A CHAMPION OF CYRODIIL                            233

Entry 23: Baurus wants me to search the dead agent's body.

Entry 24: I have found a strange book about the Mythic Dawn cult. I should show this to
Baurus.

Entry 25: Baurus has learned that the enemy is a secret cult of Mehrunes Dagon worshippers
known as the Mythic Dawn. He will continue to track down agents in the Imperial City. I
should talk to Tar-Meena at the Arcane University, an expert in daedric cults. She may be
able to tell me more about how to find the Mythic Dawn.

Entry 26: Tar-Meena told me that Mankar Camoran is the leader of the Mythic Dawn. Tar-
Meena believes that the location of their secret shrine is hidden within Mankar Camoran's
books about the Mysterium Xarxes. If I want to locate the Mythic Dawn, I must find and
decipher the clues in all four volumes. Tar-Meena gave me the second of Mankar Camoran's
books about the Mysterium Xarxes, but said that she has never seen Mankar Camoran's third
and fourth books on the Mysterium Xarxes. She suggested that I speak to Phintias, the
prioprietor of the First Edition bookstore in the Market District.

Entry 27: Phintias, the bookseller at First Edition, has told me that he has a copy of Volume 3
of Mankar Camoran's Commentaries on the Mysterium Xarxes locked away. He is holding it
for a client named Gwinas who has already paid for it. I should wait for Gwinas to come to
the store, and see why he wanted it.

Entry 28: Gwinas told me that Volume 4, the last book I need, can only be given to you by a
member of the Mythic Dawn. He had set up a meeting with one, whom he called 'The
Sponsor'. He was to go alone and sit at the table in the Sunken Sewer beneath the Imperial
City. I will go and take that meeting instead, but should find Baurus first.

Entry 29: I must follow Baurus to the Sunken Sewer beneath the Elven Gardens District and
obtain Volume 4 of Mankar Camoran's Commentaries on the Mysterium Xarxes. One of us
will need to meet The Sponsor alone to get the book. I've decided to be the one to take the
book from The Sponsor and Baurus will provide backup. No matter what happens, I must get
that book.

Entry 30: The Sponsor has realized that I did not come alone. I must get the fourth book from
him!

Entry 31: The Sponsor wants me dead! I need to get the fourth book of Mankar Camoran's
Commentaries from him no matter what.

Entry 32: I have the fourth and last volume of Mankar Camoran's writings on the Mysterium
Xarxes. I can now piece together the clues within them to find the Mythic Dawn's secret
shrine. Maybe Tar-Meena can help.

Entry 33: Tar-Meena says that Mankar Camoran hid a message within his writings, so only
the 'enlightened ones' could join him and the Mythic Dawn. I should study these books some
more. Tar-Meena thinks using the first word of each paragraph in the books may reveal a
message. I need to keep looking and see where this leads.
234                         JOURNALS FROM THE IMPERIAL PROVINCE

Entry 34: Tar-Meena has discovered the message in the books: 'Green Emperor Way Where
Tower Touches Midday Sun'. I should go to Green Emperor Way by the Imperial Tower and
see what can be found.

Entry 35: I have followed the clues hidden in the four volumes written by Mankar Camoran to
a gravestone in Green Emperor Way. At noon, a map of Cyrodiil appeared on the gravestone,
with the location of the Mythic Dawn's shrine marked on it. I need to find my way into the
shrine and locate the Amulet of Kings.

Entry 36: I have arrived at Lake Arrius Caverns. The secret Mythic Dawn shrine must be
somewhere inside.

Entry 37: Harrow, the Warden of the Shrine, accepted me as an initiate into the Mythic Dawn
cult. I was required to give him all my possessions and dress in an initiate's robe. He said that
the Master, Mankar Camoran himself, is here at the shrine, and might perform my initiation
himself. I should follow Harrow and see if he leads me to Mankar Camoran and the Amulet of
Kings.

Entry 38: My cover is blown. The Mythic Dawn know I am an enemy. Mankar Camoran
escaped to his realm of Paradise with the Amulet of Kings, and closed his magical portal
behind him. But the Mysterium Xarxes itself is here in the shrine. I must get the Mysterium
Xarxes. It is my only hope of finding a way to recover the Amulet now.

Entry 39: I have the Mysterium Xarxes, the Mythic Dawn's book of secrets. Now to deliver it
to Martin at Cloud Ruler Temple.

Entry 40: I delivered the Mysterium Xarxes to Martin, and told him that Mankar Camoran had
escaped to Paradise with the Amulet of Kings. Martin believes the key to opening a portal to
Camoran's Paradise lies within the pages of the Mysterium Xarxes, but he will need some time
to study it, and ward himself against its evil power. Martin asked me to speak to Jauffre about
Mythic Dawn agents spying on Cloud Ruler Temple.

Entry 41: Jauffre told me that strangers have been sighted near Cloud Ruler Temple. He
suspects they are Mythic Dawn spies based out of Bruma. He suggested that Captain Burd of
the Bruma Guard might know of any strangers in town. Steffan of the Blades can tell me
where he has seen the suspected spies.

Entry 42: Steffan told me that the suspicious strangers have been seen on the road to Cloud
Ruler Temple, usually near the runestone at dusk.

Entry 43: The Mythic Dawn agent named Jearl is dead. I should continue to search for the
other Mythic Dawn spy in Bruma.

Entry 44: The Mythic Dawn agent named Saveri Faram is dead. I should continue to search
for other spies and locate their base in Bruma. Perhaps I should speak to Captain Burd, as
Jauffre suggested.

Entry 45: Captain Burd told me that no strangers were in town, although he said that Jearl had
recently returned from a trip. When I told Burd that Jearl was a Mythic Dawn agent, he
                           [1] JOURNAL OF A CHAMPION OF CYRODIIL                             235

authorized me to enter her house and search it. I should search Jearl's house for anything that
might reveal more about the activities of Mythic Dawn agents in Bruma.

Entry 46: I found a key marked 'Basement Key'. Perhaps this clue can help me locate a
Mythic Dawn agent's base in Bruma.

Entry 47: I found a document in Jearl's basement that reveals the enemy's plans. I should
show this document to Jauffre immediately.

Entry 48: Jauffre told me to make sure that all the Mythic Dawn agents were dead. The
document I found spoke of two agents. Jauffre was pleased that I eliminated the spies in
Bruma, but is worried that the Mythic Dawn have already learned that Martin is at Cloud
Ruler Temple. He promised to warn the Countess that Bruma is in grave danger. I should
speak to Martin about his progress in deciphering the Mysterium Xarxes.

Entry 49: Martin has found a section of the Mysterium Xarxes which describes a ritual which
will allow him to open a portal to Camoran's Paradise, where Mankar Camoran has taken the
Amulet of Kings. He has learned that four items are required for this ritual, but has only
identifed one so far: 'the blood of a Daedra Lord', which he says refers to a Daedric Artifact. I
need to locate a Daedric Artifact and bring it back to Martin at Cloud Ruler Temple. The book
Modern Heretics describes the location of the Shrine of Azura. Perhaps if I visit this Shrine I
can learn how to obtain a Daedric Artifact.

Entry 50: I have a Daedric Artifact, which Martin needs for the ritual to open a portal to
Camoran's Paradise. I gave Martin the Daedric Artifact he needed for the Mysterium Xarxes
ritual. I should speak to Martin about the second item he needs for the ritual to open a portal
to Mankar Camoran's realm of Paradise.

Entry 51: Martin has deciphered a second item needed for the ritual: the 'blood of a Divine'.
He could not imagine a way to obtain such a thing, until Jauffre suggested a solution: the
blood of Tiber Septim, who was once mortal but became a god. Jauffre told me that the
Armor of Tiber Septim, a holy relic of the Blades, is contained in a shrine in the catacombs of
Sancre Tor. It is said to be splashed with Tiber Septim's blood. Jauffre warned me that the
catacombs have become very dangerous, but neither he nor Martin can think of any other way
to obtain the blood of a divine. I need to go to Sancre Tor, find the Shrine of Tiber Septim and
bring his ancient armor back to Martin.

Entry 52: I have found the entrance to the catacombs of Sancre Tor. I should search them for
the Shrine of Tiber Septim.

Entry 53: I have found the Shrine of Tiber Septim. Its entrance is blocked by some kind of
enchantment. I will have to find some way to dispel the enchantment in order to reach the
Armor inside the shrine.

Entry 54: I have destroyed an undead Blade in the catacombs of Sancre Tor. His released
spirit told me that he had been bound here long ago with three companions by the Underking
to guard the desecrated Shrine of Tiber Septim. He promised to attempt to dispel the curse
that the Underking placed on the Shrine. I should free the spirits of the other cursed Blades of
Sancre Tor, so that they can help to dispel the Underking's evil enchantment from the Shrine
of Tiber Septim.
236                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 55: I have destroyed the second of the cursed Blades guarding Sancre Tor, freeing his
spirit to help his companions lift the Underking's enchantment from the Shrine of Tiber
Septim. I should continue to search for the other two undead Blades.

Entry 56: I have destroyed the third of the cursed Blades guarding Sancre Tor. I need to find
and destroy the last of the cursed Blades, so that his freed spirit can help the ghosts of his
companions dispel the evil enchantment blocking the way to the Shrine of Tiber Septim.

Entry 57: All of the cursed Blades of Sancre Tor have been destroyed. Their freed spirits have
gone to the Shrine of Tiber Septim to try to dispel the enchantment laid upon it by the
Underking long ago. I should go to the Shrine at once to see if they succeed in their final
quest.

Entry 58: The ghosts of the four cursed Blades have dispelled the evil enchantment on the
Shrine of Tiber Septim. The way to the Armor is now open.

Entry 59: I have the Armor of Tiber Septim. Now to take it to Martin at Cloud Ruler Temple.

Entry 60: I gave Martin the Armor of Tiber Septim. He was able to recover Tiber Septim's
blood from it, which he needed for the Mysterium Xarxes ritual. Martin told me that Jauffre
needs to speak to me.

Entry 61: Jauffre told me that an Oblivion Gate has opened near Bruma, and the Countess has
asked for the Blades to help her guardsmen close it. I should find Captain Burd outside the
city walls and help him close the Gate.

Entry 62: Captain Burd and his men are ready to help me close the Oblivion Gate. Captain
Burd and I have entered the Oblivion Gate. I need to accompany Burd to the Sigil Stone
chamber of the Oblivion Gate and show him how to close it.

Entry 63: Burd and I have reached the Sigil Stone chamber. I closed the Gate with Captain
Burd. I should ask him if he needs any more help from me. Captain Burd thanked me for my
help, and said that he and his guardsmen will do their best to close any new Oblivion Gates
that open near Bruma. I should report my success to Jauffre.

Entry 64: Jauffre was pleased to hear of my success helping the Bruma Guard close the
Oblivion Gate. But Jauffre is worried that the Bruma Guard will not be able to defend Bruma
from a full-scale attack by the Mythic Dawn and their daedric allies. He suggested that I try to
obtain support from the other cities of Cyrodiil. Perhaps I can persuade the Elder Council in
the Imperial City or the guilds to help as well.

Entry 65: I spoke to Chancellor Ocato, the head of the Elder Council. He was unable to
promise any soldiers from the Imperial Legions, since they are all tied down in the provinces
fighting the daedric invasion. He suggested I ask the Counts and Countesses of Cyrodiil for
help.

Entry 66: I spoke to the Count of Cheydinhal. He said he would be glad to send help, if only
his own city wasn't threatened by an Oblivion Gate. I should close the gate outside
Cheydinhal and then talk to the Count again.
                           [1] JOURNAL OF A CHAMPION OF CYRODIIL                           237

Entry 67: I closed the Oblivion Gate outside of Cheydinhal. I should speak to the Count about
sending aid to Bruma now that Cheydinhal is no longer directly threatened.

Entry 68: I spoke to the Count of Cheydinhal. He promised to send some of his best soldiers
to help defend Bruma.

Entry 69: I spoke to the Count of Bravil. He said he would be glad to send help, if only his
own city wasn't threatened by an Oblivion Gate. I should close the gate outside Bravil and
then talk to the Count again.

Entry 70: I closed the Oblivion Gate outside of Bravil. I should speak to the Count about
sending aid to Bruma now that Bravil is no longer directly threatened.

Entry 71: I spoke to the Count of Bravil. He promised to send some of his best soldiers to help
defend Bruma.

Entry 72: I spoke to the Count of Leyawiin. He said cannot send aid to Bruma with an
Oblivion Gate threatening his own city. I should close the gate outside Leyawiin and then talk
to the Count again.

Entry 73: I closed the Oblivion Gate outside of Leyawiin. I should speak to the Count about
sending aid to Bruma now that Leyawiin is no longer directly threatened.

Entry 74: I spoke to the Count of Leyawiin. He promised to send soldiers to help defend
Bruma.

Entry 75: I spoke to the Count of Skingrad. He said he would be glad to send help, if only his
own city wasn't threatened by an Oblivion Gate. I should close the gate outside Skingrad and
then talk to the Count again.

Entry 76: I closed the Oblivion Gate outside of Skingrad. I should speak to the Count about
sending aid to Bruma now that Skingrad is no longer directly threatened.

Entry 77: I spoke to the Count of Skingrad. He promised to send some of his best soldiers to
help defend Bruma.

Entry 78: I spoke to Savlian Matius of the Kvatch guard. He would like to send help to
Bruma, but he cannot spare the troops until the city is completely retaken from the daedra. He
asked me to help with the next phase of the battle for Kvatch. I need to accompany Savlian
Matius to the gates of Castle Kvatch.

Entry 79: I need to look for Berich Inian in Kvatch's Chapel, and ask him for a key to the
Guard House.

Entry 80: Berich Inian has agreed to lead me through Kvatch. I need to follow him through
the city to reach the guard house, and gain access to the Castle Gatehouse.

Entry 81: I've found the tunnel entrance in Kvatch. I need to follow it to the gatehouse, so I
can raise the gates and let the guards into the castle courtyard.
238                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 82: I've raised the gates into Castle Kvatch. I must now help Savlian and his men defeat
the monsters within.

Entry 83: I need to follow Savlian Matius into Castle Kvatch, and help find the Count of
Kvatch, Ormellius Goldwine.

Entry 84: I've found the body of Count Goldwine. I should deliver his signet ring to Savlian
Matius.

Entry 85: Castle Kvatch is now safely under Savlian Matius' control. Savlian Matius thanked
me again for my help in retaking Kvatch, and promised to send whatever troops he could
spare to help defend Bruma.

Entry 86: I spoke to the Countess of Anvil. She said she would be glad to send help, if only
her own city wasn't threatened by an Oblivion Gate. I should close the gate outside Anvil and
then talk to the Countess again.

Entry 87: I closed the Oblivion Gate outside of Anvil. I should speak to the Countess about
sending aid to Bruma now that Anvil is no longer directly threatened.

Entry 88: I spoke to the Countess of Anvil. She promised to send some of her best soldiers to
help defend Bruma.

Entry 89: I spoke to the Countess of Chorrol. She said she would be glad to send help, if only
her own city wasn't threatened by an Oblivion Gate. I should close the gate outside Chorrol
and then talk to the Countess again.

Entry 90: I closed the Oblivion Gate outside of Chorrol. I should speak to the Countess about
sending aid to Bruma now that Chorrol is no longer directly threatened.

Entry 91: I spoke to the Countess of Chorrol. She promised to send some of her best soldiers
to help defend Bruma. I have obtained allies from everyone that might help. Bruma is as well-
defended as possible.

Entry 92: Martin has deciphered the third item needed for the ritual: a rare Ayleid artifact
known as a Great Welkynd Stone. He knows of only one place that still might contain one,
the Ayleid ruins of Miscarcand. I must find the Great Welkynd Stone of Miscarcand and bring
it to Martin at Cloud Ruler Temple.

Entry 93: I have entered the ruins of Miscarcand and found the Great Welkynd Stone. Now to
bring it to Martin at Cloud Ruler Temple.

Entry 94: I gave Martin the Great Welkynd Stone that he needs for the Mysterium Xarxes
ritual. Jauffre said that Martin has completely deciphered the ritual in the Mysterium Xarxes. I
should speak to Martin immediately.

Entry 95: Martin has deciphered the fourth item needed for the ritual: a Great Sigil Stone.
Unfortunately, it is the anchor for a Great Gate -- the kind of Oblivion Gate the Mythic Dawn
opened at Kvatch. While it is very dangerous to allow the Mythic Dawn to proceed with their
plan to attack Bruma, it is our only hope to obtain a Great Sigil Stone. Martin will lead the
                          [1] JOURNAL OF A CHAMPION OF CYRODIIL                            239

defense of Bruma, while I enter the Great Gate to obtain its Sigil Stone. I should tell the
Countess of Bruma that Martin will meet her in the Chapel of Talos for a war council.

Entry 96: I told the Countess of Martin's plans. She reluctantly agreed, and is going to meet
Martin at the Chapel of Talos. When I am ready for battle, I should inform the Countess.

Entry 97: The Countess has ordered her men to let the Mythic Dawn open the three Gates, and
to deploy for battle outside the city gates. Martin has gone to lead the defense of the city. I
should proceed to the battleground at once, and protect Martin at all costs.

Entry 98: Martin and I have arrived on the battlefield to find one open Oblivion Gate. Once
all three are open, the Mythic Dawn will open a Great Gate, which I must enter and retrieve
its Great Sigil Stone. I must protect Martin until the Great Gate opens.

Entry 99: The Great Gate has opened! I must enter it at once and get its Great Sigil Stone,
before the Bruma defenders are overwhelmed.

Entry 100: I have entered the Great Gate. The Daedric Siege Engine is crawling towards the
portal! If it exits the Gate before I reach the Sigil Stone, all is lost.

Entry 101: The Daedric Siege Engine has almost exited the Gate! I must reach the Sigil
Stone! The Daedric Siege Engine has exited the Great Gate!

Entry 102: I reached the Great Sigil Stone and closed the Gate. The Battle of Bruma is won!
Now to give the sigil stone to Martin.

Entry 103: Martin was pleased to see me return alive from the Great Gate. I gave him the
Great Sigil Stone, and he has gone to Cloud Ruler Temple to prepare for the portal-opening
ritual. I should prepare myself to travel to Camoran's Paradise and take back the Amulet of
Kings from Mankar Camoran. When I am ready, I should meet Martin in the Great Hall at
Cloud Ruler Temple.

Entry 104: Martin performed the ritual and opened the portal to Camoran's Paradise. He
warned me that the portal would close behind me. Martin believes that since Mankar
Camoran bound himself to the Mysterium Xarxes in the creation of Paradise, I can only return
to Tamriel by killing him. I must enter the portal, kill Mankar Camoran, recover the Amulet
of Kings.

Entry 105: I have arrived in Camoran's Paradise. The portal closed behind me. I must find
Mankar Camoran, kill him and recover the Amulet of Kings.

Entry 106: I met a dremora named Kathutet who offered to help me get into the Forbidden
Grottos if I helped him by freeing a Xivilai that the Mythic Dawn immortals have trapped in a
cave. He claimed that the only way to leave the Savage Garden was by wearing the Bands of
the Chosen, which he would give me if I help him. I freed the Xivilai Anaxes from the cave
where he was trapped. The dremora Kathutet gave me the Bands of the Chosen, which he says
will let me escape the Savage Garden into the Forbidden Grotto. I should find the door to the
Forbidden Grotto and see if he was telling the truth.
240                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 107: I have entered the Forbidden Grotto. Now to find my way through to the Terrace
of the Dawn where I hope to find Mankar Camoran and the Amulet of Kings.

Entry 108: I met a High Elf named Eldamil. He served Mankar Camoran and the Mythic
Dawn on Tamriel, but since coming to Gaiar Alata and seeing the true nature of Mankar
Camoran's 'paradise', he claims to have regretted his deeds. He warned me that it was
impossible to leave these caves while wearing the Bands of the Chosen, and offered to help
me by removing them. I accepted Eldamil's offer to help me escape the Forbidden Grottos.
Eldamil wants me to pretend to be a prisoner until his Dremora overseer finishes his
inspection. I wonder if I can trust him. Eldamil told me he would meet me further into the
caves where he would be able to remove the Bands of the Chosen from my wrists. I should
continue searching for a way through these caves to Mankar Camoran's palace.

Entry 109: Eldamil removed the Bands of the Chosen. I should now be able to leave the
Forbidden Grotto and continue on my way towards Mankar Camoran's palace at the top of the
mountain.

Entry 110: I found Mankar Camoran in his palace of Carac Agaialor and killed him. Upon his
death, the Paradise he had created dissolved around me, and I found myself back in Cloud
Ruler Temple with the Amulet of Kings in my hand. Martin took the Amulet of Kings from
me, and placed it around his neck -- he is indeed of the Septim blood. But he reminded me
that Mankar Camoran's death will not halt the Oblivion crisis. Mehrunes Dagon's invasion
will continue until Martin lights the Dragonfires in the Temple of the One. I must escort
Martin to the Elder Council Chambers in the Imperial Palace, to formally present his claim to
the Septim Throne.

Entry 111: We have arrived in the Elder Council Chamber. I must formally present Martin's
claim to Chancellor Ocato, the head of the Elder Council.

Entry 112: On behalf of the Elder Council, Chancellor Ocato has recognized Martin as Uriel
Septim's heir. Now all that remains is for Martin to light the Dragonfires in the Temple of the
One.

Entry 113: The Imperial City is under attack! Oblivion Gates have opened all over the city
and daedra are pouring out! I must escort Martin safely to the Temple of the One where he
can light the Dragonfires, close the Oblivion Gates, and save the city!

Entry 114: Mehrunes Dagon is here! The barriers between Oblivion and Tamriel have been
destroyed! Our only hope now is to somehow defeat Mehrunes Dagon and cast him back into
Oblivion. Martin said that while mortal weapons may hurt Mehrunes Dagon, they cannot
destroy him. He said that if he can only reach the Temple of the One, there is still a chance to
turn defeat into victory.

Entry 115: Martin and I are inside the Temple of the One. I must get Martin to the
Dragonfires, or all hope is lost.

Entry 116: Martin shattered the Amulet of Kings and transformed himself into an avatar of
Akatosh, the Dragon God of Time. In dragon form he banished Mehrunes Dagon to Oblivion
and ended the Oblivion Crisis, and then vanished. Whether he is dead, or has ascended to join
his ancestor Tiber Septim, no one knows.
                          [1] JOURNAL OF A CHAMPION OF CYRODIIL                            241

Entry 117: Chancellor Ocato has proclaimed me Champion of Cyrodiil and ordered a suit of
Imperial Dragon armor forged for me in gratitude for the services I rendered to the Empire
during the Oblivion Crisis. It will be waiting for me at the armory in the Imperial Legion
Compound in two weeks.

Entry 118: The Imperial Dragon armor ordered for me by Chancellor Ocato should be ready. I
can pick it up from the armory in the Imperial Legion Compound.

Entry 119: I received the Imperial Dragon armor that Chancellor Ocato had forged for me.
242                         JOURNALS FROM THE IMPERIAL PROVINCE



[2] Journal of a Daedra Worshipper


                                Journal of a Daedra Worshipper


                                      [Cyrodiil, c 3E 433]


Entry 1: I have found a Shrine of Azura! I have been told by Azura's followers that an
offering of glow dust, obtained from a will-o-the-wisp, is needed to summon the Daedra. The
statue should be approached at dawn or dusk.

Entry 2: When Azura was summoned, she told me the tale of her followers who trapped
themselves in the Gutted Mine. She wishes me to find them and kill them, releasing them
from their vampiric existence. Azura will unseal the mine so I may enter.

Entry 3: I have killed all of the vampires in the Gutted Mine. I should return to the shrine.

Entry 4: Azura thanked me for allowing her followers the peace of death. She rewarded me
with Azura's Star.

Entry 5: Today I have found a Shrine of Sheogorath. His followers have told me to speak with
Ferul Ravel if I wish to have the Daedra summoned.

Entry 6: Ferul Ravel has told me I'll need a lesser soul gem, a head of lettuce, and some yarn
as an offering at the statue of Sheogorath. After I left the requested items at the Shrine,
Sheogorath spoke to me. He told me of the settlement of Border Watch. I am to simulate a
prophecy by committing two acts. I should speak to the shaman in the settlement to learn
about the K'Sharra prophecy.

Entry 7: The shaman Ri'bassa has told me of the K'Sharra Prophecy. The first sign is vermin
infestation. The second sign is plague, and all the livestock are supposed to die. I will need to
find a way first to create an infestation of vermin. Ri'bassa has suggested I stay at the Border
Watch Inn, which apparently has a large collection of cheeses.

Entry 8: I've placed the Olroy Cheese into the cooking pot. The smell coming from it is
astounding.

Entry 9: I have used cheese to lure many rats into Border Watch. I should speak with Ri'bassa
to see if he believes this to be part of the prophecy.

Entry 10: I have poisoned the grain supply in the town of Border Watch. This has killed all
the livestock. Sheogorath has congratulated me for simulating the first two signs of the
K'Sharra Prophecy. I am to go to the center of town to await the final sign.

Entry 11: I have witnessed Sheogorath create the Plague of Fear. I should return to the Shrine.

Entry 12: Sheogorath has rewarded me for my efforts by giving me Wabbajack.
                           [2] JOURNAL OF A DAEDRA WORSHIPPER                            243

Entry 13: I have located a Shrine of Vaermina at the northeastern shore of Lake Poppad.
Vaermina's followers have told me that an offering of a black soul gem is needed in order to
summon the Daedra. After I left an offering of a black soul gem, Vaermina's followers
summoned the Daedra, who spoke to me. Vaermina told me of an Orb that had been stolen by
the wizard Arkved. I am to travel to his tower, retrieve the Orb, and bring it back to
Vaermina.

Entry 18: I have retrieved the Orb of Vaermina. Vaermina was pleased that I returned the Orb
of Vaermina. I have been rewarded with the Skull of Corruption.

Entry 19: North of the Ayleid ruin Anga in the Great Forest I have found a Shrine of Namira.
From her followers I have learned, that they will only summon the Daedra for someone
repulsive. If I am to get their help, I will need to make my self less attractive to others.

Entry 20: The followers of Namira have decided that I am repulsive enough to summon the
Daedra. When summoned, Namira spoke to me about the Forgotten, a group of fanatical
worshippers that lives in the darkness of Anga. Some priests of Arkay are planning to bring
light to Anga and "save" the Forgotten Ones. I am to use the spell that Namira has given me
on the priests, and let the Forgotten Ones finish them off.

Entry 21: All of the priests of Arkay are dead. Namira appreciated my efforts. I have been
rewarded with the Ring of Namira.

Entry 22: In the far west of the Colovian Highlands I have found a Shrine of Sanguine.
Sanguine's followers have told me that, in order to summon the Daedra, I will need to leave
an offering of Cyrodilic Brandy at the statue. After I provided the offering to Sanguine, the
Daedra Prince spoke to me. Sanguine believes that the Countess of Leyawiin is too stuffy, and
wants me to do something about it. She will be hosting a dinner party tomorrow, and I am to
sneak into the castle undetected and cast the spell of Stark Reality on her.

Entry 23: I have convinced the guard to let me into the Countess Caro's dinner party and
succeeded in casting the Stark Reality spell on the Countess of Leyawiin and her company. I
should return to the Shrine of Sanguine.

Entry 24: Sanguine was pleased with my efforts. He has given me the Sanguine Rose as a
reward. I may retrieve my belongings in the nearby chest.

Entry 25: At the Shrine of Meridia west of Skingrad one of her followers has told me that the
Daedra can be summoned if something from the corpse of an undead creature is left as an
offering at the statue. After I made the correct offering, Meridia appeared and spoke to me.
The Daedra told me of a cult of necromancers in the Howling Cave who have been stealing
from graves in order to raise an undead army. Meridia wants the necromancers killed. I can
reach them from a secret door in the back of the cave.

Entry 26: I have killed the necromancers in Howling Cave. Meridia was gratified that I had
performed the task assigned to me. As a reward, I have been given the Ring of Khajiiti.

Entry 27: One of Malacath's worshippers has told me that, in order to have the Daedra
summoned, I must leave an offering of Troll Fat at his statue. When I left the offering,
244                         JOURNALS FROM THE IMPERIAL PROVINCE

Malacath was summoned and spoke to me. He tasked me with traveling to the estate of Lord
Drad and freeing his ogre slaves.

Entry 28: I have spoken with Lord Drad. He believes the ogres to be suitable slaves, as it does
not violate Imperial Law. I fear I've angered him, though, and he will no longer speak with
me. Perhaps his wife will be more forthcoming.

Entry 29: Lady Drad has told me that the ogres are located in Bleak Mine, not far from here. I
will have to go free them to appease Malacath.

Entry 30: I have entered Bleak Mine and freed one group of ogres. I must check to see if there
are more to be freed.

Entry 31: I have freed all the ogres in the Bleak Mine. I should return to the Shrine of
Malacath.

Entry 32: Malacath was satisfied with my efforts to free the ogres. He has rewarded me with
Volendrung.

Entry 33: In Blackwood, I have found the Shrine to Nocturnal north of the small settlement
Blankenmarch and spoken with her followers. They have agreed to allow me to speak to the
Daedra. When summoned, Nocturnal spoke to me of the Eye of Nocturnal, which has been
stolen. The Daedra believes the thieves to be in Leyawiin. I am to go there, find the thieves,
and return the Eye to the shrine.

Entry 34: I have been told that Weebam-Na and Bejeen were recently heard talking about a
valuable jewel they had found, and how it would make them wealthy. Weebam-Na denies
knowing anything about the Eye of Nocturnal, and tells me Bejeen knows nothing, either.
Bejeen also denies knowing anything about the Eye of Nocturnal, and tells me Weebam-Na
knows nothing, either. Perhaps I should try to listen in on their conversations, and see if they
offer any clues.

Entry 35: I overheard Bejeen and Weebam-Na speaking of Tidewater Cave, and the treasure
they've hidden there. I must get to Tidewater Cave and look for the Eye of Nocturnal.

Entry 36: I've found the Eye of Nocturnal. I should return to the Shrine.

Entry 37: Nocturnal was pleased that I have returned the Eye of Nocturnal. I have been
rewarded with the Skeleton Key.

Entry 38: I have found the Shrine to Peryite, but something is wrong with his worshippers.
They seem frozen in time, mindless. None move or speak. Peryite has told me that five of his
followers, in an attempt to get closer to Him, have transported their souls to a plane of
Oblivion. The Daedra would like me to travel there and carry their souls back to this world. I
should approach the statue again when I am prepared to go.

Entry 39: I have captured the souls of Kewan, Maren the Seal, Ilvel Romayn, Mirie, and Er-
Teeus. I have found all of the souls of Peryite's followers lost in Oblivion. Peryite was to open
a gate for me when they were found. I should head back to where I entered this realm.
                            [2] JOURNAL OF A DAEDRA WORSHIPPER                                245

Entry 40: I have returned to the mortal realm, and the souls of Peryite's followers have gone
back to their bodies. Peryite was grateful for my help. He has given me Spell Breaker as a
reward.

Entry 41: In the Great Forest Mephala's followers have told me that, in order to summon the
Daedra, I must first leave an offering of nightshade at her statue between midnight and dawn.

Entry 42: Mephala has told me about the settlement of Bleaker's Way. She would like me to
kill the leaders of the two families, and leave evidence that the murders were done by the
other family. I am to allow no one to see me commit the crimes.

Entry 43: I have learned Nivan Dalvilu is the head of the Dalvilu family, and Hrol Ulfgar the
leader of the Nordic clan.

Entry 44: I have found a Dalvilu ceremonial dagger. This might be useful to leave as
evidence.

Entry 45: I have found the Ulfgar family ring. This might be useful to leave as evidence.

Entry 46: I have killed Nivan Dalvilu. I have left the Ulfgar family ring in the corpse of Nivan
Dalvilu.

Entry 47: I have killed Hrol Ulfgar. I have left the Dalvilu dagger in the corpse of Hrol
Ulfgar. I've placed evidence on both bodies of the family leaders. Now I must tell someone I
saw them attack each other.

Entry 48: I reported the 'attacks' on the family leaders. Soon the families will be at each
other's throats. Now I must return to the shrine of Mephala.

Entry 49: Mephala was pleased with the strife I have caused. She has rewarded me with the
Ebony Blade.

Entry 50: I have found Hircine's Shrine in the Great Forest. His followers have told me that,
in order to summon the Daedra, I must leave an offering of a wolf or bear pelt at the statue.
After I made the required offering, Hircine was summoned, and spoke to me. He told me that
he desires the horn of a unicorn. I may be able to find a unicorn in the Harcane Grove.

Entry 51: I have killed the unicorn and retrieved its horn. Hircine was impressed with my skill
in hunting the unicorn. He has rewarded me with the Savior's Hide.

Entry 52: At Molag Bal's Shrine west of Fort Wooden Hand one of his followers has told me
that, in order to summon the Daedra, I must present an offering of a lion pelt to the statue.

Entry 53: Molag Bal has spoken to me, and wishes me to help him corrupt Melus Petilius, by
forcing him to kill me with the Cursed Mace. I should travel to Brindle Home and see what I
can find.

Entry 54: I have spoken to a resident of Brindle Home, who tells me that Petilius has lived in
a small house outside of town since the death of his wife. I have learned that Petilius visits the
grave of his wife every day.
246                         JOURNALS FROM THE IMPERIAL PROVINCE

Entry 55: Although I tried to goad Petilius into fighting me, he would not. Perhaps I will have
to try when he is in a different state of mind.

Entry 56: I have goaded Melus Petilius into attacking me with the Cursed Mace. I have been
transported back to the Shrine of Molag Bal. Molag Bal was pleased that I was able to corrupt
the paladin. He has rewarded me with the Mace of Molag Bal.

Entry 57: Northeast of the Ayleid ruin Ceyatatar I have found a Shrine of Clavicus Vile. One
of his worshippers has told me that in order to summon the Daedra, an offering of 500 gold
must be given to the statue. When I gave my offering at the Shrine, the Daedra Lord told me
about Umbra, and how he wishes me to return to him the Umbra Sword. I should start my
search in Pell's Gate.

Entry 58: Barbas, the Hound of Clavicus Vile, has spoken to me through the figurine that
appeared in my pack. He tells me that returning the Umbra Sword to Clavicus Vile is a
mistake, likely to cause great ruin to Vile's domain.

Entry 59: I've been told that Umbra was once a resident of Pell's Gate, but now has left. Some
claim to have seen her recently near the Vindasel Ruins.

Entry 60: I have met the one called Umbra and been offered a choice: stay and fight, or leave
in peace.

Entry 61: I have retrieved the Umbra Sword. Clavicus Vile appreciated my efforts. He has
taken the Umbra Sword and rewarded me with the Masque of Clavicus Vile.

Entry 62: High in the Valus Mountains I have been told by one of Boethia's followers that in
order to summon the Daedra, I must give a daedra heart as an offering to the statue.

Entry 63: Boethia has told me that I am to participate in the Tournament of Ten Bloods. When
I am ready, I should enter the nearby portal to Oblivion, and I will be sent to one of his realms
for the battle.

Entry 64: I have defeated all of Boethia's followers in the Tournament of Ten Bloods. Boethia
was pleased with my performance in the Tournament of Ten Bloods. He has rewarded me
with the enchanted sword, Goldbrand.

Entry 65: A man has told me that Hermaeus Mora wishes for me to visit his shrine. Hermaeus
Mora wishes for me to gather for him ten souls, one of each of the races. I have gathered a
soul from each of the ten races for Hermaeus Mora. Hermaeus Mora was pleased with the
souls I brought him. He has rewarded me with the Oghma Infinium.
                               [3] JOURNAL OF A DARK BROTHER                                 247



[3] Journal of a Dark Brother


                                   Journal of a Dark Brother


                                      [Cyrodiil, c 3E 433]


Entry 1: While sleeping, I was visited by Lucien Lachance, a representative for the assassins
guild known as the Dark Brotherhood. He said that if I wish to join his 'family,' I must go to
the Inn of Ill Omen, find a man named Rufio, and kill him. If I simply leave Rufio alone,
Lachance will never visit me again.

Entry 2: The man named Rufio is dead. The next time I sleep in a location he deems secure,
Lucien Lachance will visit me once more, and complete my entrance into the Dark
Brotherhood.

Entry 3: I must now go to the abandoned house in the city of Cheydinhal, and attempt to open
the door in the basement. When questioned, I must answer with 'Sanguine, my Brother' to
gain access to the secret Dark Brotherhood Sanctuary. Once inside, I should speak with
Ocheeva.

Entry 4: I have gained entrance into the Dark Brotherhood Sanctuary. I must now speak with
Ocheeva.

Entry 5: I have spoken with Ocheeva. I must accept a contract from Vicente Valtieri.

Entry 6: I have accepted a contract from Vicente Valtieri. I must go to the Waterfront District
in the Imperial City and gain access to the pirate ship Marie Elena, so I can kill Captain
Gaston Tussaud. I may be able to smuggle myself onboard with the cargo, in one of the
packing crates.

Entry 7: Just as expected, the crate I hid in has been transported to the ship's hold. I must now
find and kill the Captain, Gaston Tussaud. He's probably in his cabin, at the rear of the ship,
on a higher deck.

Entry 8: I have gained access to the Captain's cabin of the ship Marie Elena. I must now kill
Gaston Tussaud.

Entry 9: Gaston Tussaud is dead. I must now return to the Sanctuary and speak with Vicente
Valtieri to receive my reward.

Entry 10: I have spoken with Vicente Valtieri.

Entry 11: I have been exiled from the Dark Brotherhood for breaking one of the Tenets. The
next time I sleep, I will be visited by a spirit of vengeance known as the Wrath of Sithis. Only
by defeating this spirit may I be allowed to rejoin the Dark Brotherhood.
248                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 12: I have slain the Wrath of Sithis, and am no longer exiled from the Dark
Brotherhood. I may resume my duties as normal.

Entry 13: I have accepted a quest from Vicente Valtieri. I must go to the city of Bruma, find
Baenlin's house, and gain entrance. Once inside, I should stage a tragic accident.

Entry 14: I have entered Baenlin's house. If I can access the second floor crawlspace and
loosen the fastenings on the mounted head, between 8:00 PM and 11:00 PM, it will fall on
Baenlin as he rests in his chair. If Baenlin dies any other way, or if Gromm is killed, I will
lose my bonus.

Entry 15: The mounted head has fallen on Baenlin, killing him as expected. I must return to
the Sanctuary and speak with Vicente Valtieri to receive my reward.

Entry 16: According to a mysterious message that's been delivered to me, I've inherited an
underground lair called Deepscorn Hollow from a long-lost relative. It's situated at the
southernmost point of Cyrodiil, south of Leyawiin. I've marked its location on my map. At the
next opportunity, I should make my way out there and inspect my new acquisition.

Entry 17: I have spoken with Vicente Valtieri.

Entry 18: I have accepted a contract from Vicente Valtieri. I must break into the Imperial
Prison and kill a Dark Elf prisoner named Valen Dreth. I will receive a special bonus if I
manage not to kill any guards. I can enter the Imperial Prison through the connecting sewers,
which can be accessed through a locked manhole just outside the prison walls. Vicente has
provided me with a key.

Entry 19: I have entered the sewers beneath the Imperial Prison. I must now proceed through
the sewers and into the prison itself, and kill Valen Dreth.

Entry 20: Valen Dreth is dead, and no guards have been killed. I must return to the Sanctuary
and speak with Vicente Valtieri to receive my reward, as well as a bonus.

Entry 21: I have spoken with Vicente Valtieri and received my reward.

Entry 22: I have accepted a contract from Vicente Valtieri. I must go to Chorrol, break into
Francois Motierre's house, and then speak with him. Motierre requested we meet this way, so
he is expecting me.

Entry 23: I must wait in Francois Motierre's house for the enforcer Hides-His-Heart to arrive.
After this 'confrontation,' I am to slice Motierre once with the specially poisoned
Languorwine Blade to stage his death. I must do this before Hides-His-Heart attacks
Motierre!

Entry 24: Motierre has been slashed with the Languorwine Blade and appears to have died
from the wound, as expected. I must now flee from Chorrol, and leave Hides-His-Heart alive.

Entry 25: I have fled Chorrol, and Hides-His-Heart has not been killed. I must now wait a
day, so Motierre can be discovered and placed in the Chorrol Chapel Undercroft. There, I
must find Motierre and administer the antidote that will revive him.
                               [3] JOURNAL OF A DARK BROTHER                                249

Entry 26: I have administered the Languorwine antidote, and Francois Motierre has awakened
from his poison-induced sleep. I should now speak with him and make sure he's well enough
to travel to the Grey Mare.

Entry 27: Motierre has been revived, but his ancestors have risen from the dead, angry at the
desecration of their tomb! I must keep Motierre alive and escort him out of the Undercroft and
to the Grey Mare, where he can arrange passage out of Cyrodiil.

Entry 28: Motierre has escaped. I must now return to the Dark Brotherhood Sanctuary and
speak with Vicente Valtieri to receive my reward.

Entry 29: I have spoken with Vicente Valtieri and received my reward.

Entry 30: As a reward for my loyal service to the Dark Brotherhood, Vicente Valtieri is
willing to turn me into a vampire. If this is my wish, I should speak to Valtieri about the Dark
Gift.

Entry 31: I have accepted Vicente Valtieri's offer to turn me into a vampire. The next time I
sleep in the Sanctuary, Valtieri will visit me and pass along his Dark Gift.

Entry 32: Upon awakening, I discovered two bleeding pinpricks on my neck. It would appear
Vicente Valtieri did indeed visit me last night, and pass along his Dark Gift! If what Valtieri
told me is true, my vampirism will begin to manifest itself in three days, after I sleep once
more.

Entry 33: I have been exiled from the Dark Brotherhood for breaking one of the Tenets. The
next time I sleep, I will be visited by a spirit of vengeance known as the Wrath of Sithis. Only
by defeating this spirit may I be allowed to rejoin the Dark Brotherhood.

Entry 34: I have slain the Wrath of Sithis, and am no longer exiled from the Dark
Brotherhood. I may resume my duties as normal. I should be wary, however, for this was my
last chance at redemption. If I invoke the Wrath of Sithis again, I will be forever exiled, even
if the spirit is slain.

Entry 35: Vicente Valtieri believes there is a cure for vampirism. If I wish to investigate
further, I should speak with Raminus Polus, a mage who has done some research into the
subject. I can find him in the Imperial City, at the Arcane University. I should travel to the
Arcane University in the Imperial City and speak with Raminus Polus about the possibility of
a cure for Vampirism.

Entry 36: I need to speak with Count Hassildor of Skingrad. I should find his Steward at
Castle Skingrad.

Entry 37: Count Hassildor of Skingrad has asked me to find the cure for vampirism. I should
look for a woman in the wilderness along the Corbolo River, east of the Imperial City and
south of Cheydinhal.

Entry 38: I have found Melisande, who has offered to help me with a cure for vampirism.
Once I have brought her five empty Grand Soul Gems, she will give me further instructions.
250                         JOURNALS FROM THE IMPERIAL PROVINCE

Entry 39: I have delivered the Soul Gems to Melisande. Now I must collect a series of
ingredients for her, so that she can brew the potion to cure vampirism. She needs six cloves of
garlic, five nightshade leaves, and two shoots of bloodgrass.

Entry 40: Melisande has given me a special dagger, with which I am to collect the blood of an
Argonian. I should find an Argonian, stab him with the dagger, and return it to Melisande.

Entry 41: Melisande requires the ashes of a powerful vampire to complete her cure. I should
search the area near the North Panther River for Hindaril, a vampire who was imprisoned in
an underground cavern many years ago.

Entry 42: I have collected the ashes of Hindaril for Melisande. I should bring them to her at
once.

Entry 43: Melisande's dagger is covered in Argonian blood. I should deliver it to her so that
she can brew the potion.

Entry 44: Melisande has created a potion to cure vampirism. I have been given two doses; one
for myself and one that I need to take to Castle Skingrad.

Entry 45: Count Hassildor thanked me for finding a cure for his wife.

Entry 46: Vicente Valtieri has no more contracts for me. Instead, I must speak with Ocheeva
here in the Sanctuary. She will provide my new assignments.

Entry 47: Ocheeva has given me a new contract. I must go to the Imperial City, find a High
Elf named Faelian, and kill him. If there are any witnesses to the killing, or if I eliminate him
in any non-secure location, my reward will be greatly reduced. I should start my search by
asking any Elves in the Imperial City if they've ever heard of Faelian.

Entry 48: Faelian lives at the Tiber Septim Hotel, in the Talos Plaza District of the Imperial
City. I should ask around for him there. I can feel myself getting closer. But I must remember,
I will forfeit my bonus if Faelian is killed in an unsecure location. The hotel simply will not
do.

Entry 49: Faelian was once a wealthy nobleman, but has squandered his fortune away on
skooma. Faelian spends most of his time wandering the city looking for the drug, leaving his
sweetheart Atraena at the Tiber Septim Hotel.

Entry 50: I met Faelian, and he wants me to supply him with skooma. If I do that, he may
consider me a friend, making his elimination that much easier. Faelian mentioned that a man
named Nordinor in Bravil sells skooma, late at night...

Entry 51: I have supllied Lorkmir with skooma, and gained some valuable information in
return. Every day, from 11:00 in the morning until 5:00 at night, Faelian goes to Lorkmir's
House, in the Elven Gardens District of the Imperial City. The house is deserted, so Faelian
goes there to use his skooma. I could kill him there to avoid any witnesses. And, conveniently
enough, he's even given me a key.
                               [3] JOURNAL OF A DARK BROTHER                                251

Entry 52: Faelian is dead. I killed him in Lorkmir's House, a secure location with no
witnesses. I must now return to the Sanctuary and speak with Ocheeva and receive my reward
and bonus.

Entry 53: I have returned to the Sanctuary and spoken with Ocheeva.

Entry 54: I have accepted a contract from Ocheeva. I must sneak into Fort Sutch, find the
medicine of the debilitated warlord Roderick, and replace it with the poisoned bottle Ocheeva
has given me. If I am detected by any of the mercenaries, or if Roderick is killed in any other
manner, my bonus is forfeit. Fortunately, I've learned of an alternate way inside that should be
unguarded. Not far from the ruins of Fort Sutch lie the ruins of the Fort Sutch Abbey. If I
enter there, I can get to Fort Sutch underground through some flooded tunnels.

Entry 55: I have successfully entered Fort Sutch. I must now locate Roderick's medicine and
replace it with the bottle of posioned medicine.

Entry 56: I have taken Rodericks' medicine. I must now put the bottle of poisoned medicine in
its place.

Entry 57: The bottle of poisoned medicine has been placed in the cabinet, and the real
medicine removed. The next time Roderick is given treatment, he will die. I must now return
to the Sanctuary and speak with Ocheeva to receive my reward.

Entry 58: I have spoken with Ocheeva and received my reward.

Entry 59: I have accepted a contract from Ocheeva. I must go to Summitmist Manor in
Skingrad, meet with the other guests, and pretend I too have been invited by a mysterious,
unknown host. I must then kill all the other guests. I should start my mission by speaking with
the doorman, just outside the manor.

Entry 60: I have spoken with Fafnir, the doorman, who appears to be a fellow member of the
Dark Brotherhood. He has provided me with the key to Summitmist Manor, which I am to use
only after all the guests lie dead. I should now proceed inside and meet the other guests.

Entry 61: I have arrived at Summitmist Manor. I must now kill the unlucky guests -- Matilde,
Dovesi, Primo, Neville and Nels. If I can eliminate each guest secretly, without any witnesses,
I will receive my reward and a very valuable reward. If I am discovered, the contract will be
complete, but any bonus will be forfeit.

Entry 62: All of the guests are dead, and no one knew I was the killer. I must now return to
the Sanctuary and speak with Ocheeva to receive my reward and bonus.

Entry 63: I have spoken with Ocheeva and received a special reward, the Night Mother's
Blessing. I now have permanent increases to my Sneak, Blade, Security, Acrobatics and
Marksman skills.

Entry 64: I have accepted a contract from Ocheeva. I must kill Adamus Phillida, a recently
retired Imperial Legion officer, who has taken up residence in the City Watch barracks in
Leyawiin. For this task, I have been given an enchanted arrow called the Rose of Sithis. If I
can hit Phillida with the arrow when he is not wearing his armor, the strike will be fatal. I
252                         JOURNALS FROM THE IMPERIAL PROVINCE

should head to Leyawiin, stalk Adamus Phillida, and attack when the moment is right. The
contract will be complete when Phillida lies dead, whether I use the Rose of Sithis or not.

Entry 65: My fellow Dark Brother Teinaava asked me for a favor. I must journey to the
southeastern tip of Cyrodiil, to a swamp known as Bogwater. There I will find a renegade
Shadowscale known as Scar-Tail. I must kill Scar-Tail, and return his heart to Teinaava.

Entry 66: Adamus Phillida is dead. I may return now to the Sanctuary for my reward. If I
want to receive a bonus, however, there is one more task I must complete. Phillida wears an
Imperial Legion ring. I should take his finger, with the ring still attached, and put it in the
desk of Phillida's Imperial Legion successor, in his office in the Imperial City.

Entry 67: I have acquired the severed finger of Adamus Phillida, with the ring still attached. I
should now go to the Imperial City, and place the finger in the desk of Phillida's Imperial
Legion successor, in his office in the Prison Barracks. If I do this, I will receive a bonus. Or, I
may forfeit the bonus and simply return to Ocheeva at the Sanctuary.

Entry 68: I've arrived at Deepscorn Hollow. I should make my way inside this hidden lair.

Entry 69: I've discovered a long forgotten journal within Deepscorn Lair. I should read it to
learn more about this unusual structure.

Entry 70: After reading the journal, I've learned that I can acquire everything I need to restore
this place to its original state from Rowley Eardwulf at the Wawnet Inn just outside the
Imperial City.

Entry 71: I have agreed to spare Scar-Tail's life. I must take the heart of the dead Argonian
assassin, and present that to Teinaava instead. To thank me, Teinaava has shared the secret
hiding place of his treasure -- in the hollowed-out rock near Bogwater campfire.

Entry 72: I have obtained the Argonian's heart. I must now return to the Dark Brotherhood
Sanctuary in Cheydinhal and present it to Teinaava.

Entry 73: I have placed the finger of Adamus Phillida in the desk of his successor, in his
office in the Imperial City. I should now return to Ocheeva and claim my reward, and bonus.

Entry 74: I've now purchased everything Rowley Eardwulf had available for Deepscorn
Hollow.

Entry 75: I have returned to Ocheeva at the Sanctuary.

Entry 76: I have spoken with Ocheeva, and she has given me sealed orders from Lucien
Lachance himself. Apparently it is an urgent matter, and I must read the orders as soon as
possible.

Entry 77: I have read the sealed orders from Lucien Lachance. I am to meet him at Fort
Farragut, which is in the wilderness northeast of the Dark Brotherhood Sanctuary.
Apparently, he has a special assignment for me.

Entry 78: I have presented Teinaava with the Argonian's heart.
                               [3] JOURNAL OF A DARK BROTHER                                253

Entry 79: I have reported to Lucien Lachance at Fort Farragut, and received my special
assignment. I must kill every Dark Brotherhood member in the Cheydinhal Sanctuary --
Ocheeva, Vicente Valtieri, Antoinetta Marie, Gogron gro-Bolmog, Telaendril, M'raaj-Dar and
Teinaava. Because I am now working for the Black Hand, I am no longer bound by the Five
Tenets, and should employ any means necessary to Purify the Sanctuary.

Entry 80: The Purification is now complete. Every Dark Brotherhood member based out of
the Cheydinhal Sanctuary has been killed. I must now report back to Lucien Lachance at Fort
Farragut.

Entry 81: I have reported back to Lucien Lachance at Fort Farragut. He has advanced me to
rank of Silencer and given me his own horse, a magical steed named Shadowmere.

Entry 82: According to Lucien Lachance, I will now receive my contracts, as well as any
rewards I may be owed, by visiting secret dead drop locations scattered around Cyrodiil. My
next contract can be found in a hidden hollow inside the moss-covered rock on the top of
Hero Hill, which is to the southeast of Fort Farragut.

Entry 83: I have visited my first dead drop location and received my next contract. I must go
to Leafrot Cave and kill a Necromancer who has begun the process of transforming himself
into a lich. This Necromancer, Celedaen, has not yet completed his metamorphosis but is still
incredibly powerful -- possibly too powerful to kill if faced directly. I should search the cave
for Celedaen's writings, and try to discover his weakness.

Entry 84: I have discovered the journal of the Necromancer Celedaen. It appears he has used a
magic hourglass called the Sands of Resolve to turn himself into a lich and extend his life
indefinitely. The process is not yet complete, however, and the hourglass must remain on
Celedaen's person for some time, as it contains his life force. If I could remove the Sands of
Resolve from Celedaen's posession, perhaps through pickpocketing, he would surely die.

Entry 85: Celedaen is dead. I must pick up my reward and next contract at the dead drop
located in an old sack hidden in the bushes beneath the Great Oak, in the city of Chorrol.

Entry 86: I have picked up my reward and received my next contract. I must kill every
member of the Draconis family -- Perennia Draconis, Matthias Draconis, Andreas Draconis,
Sibylla Draconis and Caelia Draconis. I know the location of only the family matron,
Perennia Draconis, who can be found on the farm known as Applewatch. I should head to
Applewatch, find out as much information as I can on the locations of the other family
members, and then systematically kill them all.

Entry 87: Perennia Draconis has given me a document that lists the locations of all the
members of her family. She thought I was the delivery person she hired to buy gifts for her
children. I will instead use the list to find and slay each family member. I should start with
Perennia herself. Then I must kill Matthias Draconis in the Talos Plaza District of the
Imperial City, Andreas Draconis in the Drunken Dragon Inn, Sibylla Draconis in Muck
Valley Cavern and Caelia Draconis in Castle Leyawiin.

Entry 88: Every member of the Draconis family has been killed. I must pick up my reward
and next contract at the dead drop located in the stone well in the Castle Skingrad Courtyard.
254                         JOURNALS FROM THE IMPERIAL PROVINCE

Entry 89: I have picked up my reward and received my next contract from the dead drop in
the Castle Skingrad well. I have been ordered to kill the Khajiit J'Ghasta, who can be found at
his house in Bruma. J'Ghasta is a master of unarmed combat, and will prove a challenging
opponent. I should also be aware that J'Ghasta is expecting trouble, and has paid off the
guards to look the other way if our fight spills out into the city streets.

Entry 90: J'Ghasta is dead. I must pick up my reward and next contract at the dead drop
located in the rotten box under the Old Bridge, just south of the Imperial City.

Entry 91: I have picked up my reward and next contract from the dead drop beneath the Old
Bridge. I have been ordered to kill an Argonian hunter named Shaleez, who is holed up in the
Flooded Mine. She is a wanted psychopath, so I should be cautious.

Entry 92: Shaleez is dead. I must pick up my reward and next contract at the dead drop
located in the coffin just outside the ruins of Fort Redman.

Entry 93: I have picked up my reward and next contract from the dead drop in the coffin
outside Fort Redman. I have been ordered to kill Alval Uvani, a Dark Elf merchant who
spends his time traveling around Cyrodiil. I should consult the schedule that has been left for
me to determine where and when I should strike. Uvani is a master in the Destruction school
of magicka, and has killed before, but he does have a weakness: if Alval Uvani drinks Mead,
he will be rendered immobile, due to a rare allergy to honey.

Entry 94: I have killed Alval Uvani. I must pick up my reward and next contract at the dead
drop located in the Market District of the Imperial City, in a hollowed-out tree stump behind
Stonewall Shields.

Entry 95: I have picked up my reward and next contract from the dead drop in the hollowed-
out tree stump. I have been ordered to go to the campsite on Gnoll Mountain and kill
Havilstein Hoar-Blood, a savage Nord Barbarian skilled in the use of the axe.

Entry 96: Havilstein Hoar-Blood is dead. I must now pick up my reward and next contract at
the dead drop located in an old chest that is sunk into the pool at the Ayleid ruin of Nornal.

Entry 97: I have picked up my reward and received my next contract. I must go to the city of
Bravil, and lie in wait near the ancient statue known as the Lucky Old Lady. A Wood Elf
named Ungolim visits the statue every night between around 6:00 PM and 1:00 AM to make a
wish, as is the local custom. When I see Ungolim, I must kill him. I should be warned,
however, that Ungolim has been alerted to danger, and if he senses an assassin will probably
attack on sight. He has also bribed the guards to look the other way if there is a fight. Perhaps
a stealth approach would be best...

Entry 98: Ungolim is dead. I must now journey to the city of Anvil, and pick up my reward
and next contract at the dead drop there. It is located in the barrel just behind the pond, in the
city of Anvil.

Entry 99: I was intercepted by Lucien Lachance shortly after Ungolim was killed. I have been
confronted by Lucien Lachance, who told me I have inadvertently been killing off the
members of the Black Hand! I must now travel to the city of Anvil. Once there, I should wait
                               [3] JOURNAL OF A DARK BROTHER                                255

near the barrel behind the statue in the pond, and see who comes to set up this fake dead drop.
I must then confront this person and find out why they've been tampering with my contracts.

Entry 100: I spoke with Enilroth, a Wood Elf boy who was paid by a 'robed man' to put the
dead drop items in the barrel by the pond. Enilroth told me the man had been living in the
cellar of the Anvil Lighthouse, but recently left. This robed man must be the traitor! I must
speak with Ulfgar Fog-Eye, the Lighthouse keeper, and see if he can be persuaded to part with
a key to the cellar...

Entry 101: I have obtained a key to the Anvil Lighthouse cellar, where the traitor has been
living. I must unlock the cellar door and proceed down, so I may continue my investigation.

Entry 102: I have gained entry to the Anvil Lighthouse cellar. I must now search the cellar for
some clue to the Dark Brotherhood traitor's identity, or motives.

Entry 103: I have discovered the traitor's diary. He has been in the Dark Brotherhood for
years, and is now a member of the Black Hand! His goal is revenge against Lucien Lachance
and all of the Brotherhood for the murder of his mother when he was a child, and he actually
plans on killing the Night Mother! I must return to Lucien Lachance at once, at the farm
called Applewatch, and give him this information!

Entry 104: Lucien Lachance is dead, killed by the surviving members of the Black Hand, who
don't even realize the real traitor is still among them! They have advanced me to Speaker, in
Lachance's place. Between the hours of midnight and 3:00 AM, I must speak with Arquen
about the Night Mother, and all of the Black Hand -- including me -- will be teleported to the
Night Mother's resting place, for some ancient ritual. I must do as Arquen says, so that I might
expose the traitor...

Entry 105: I have spoken to Arquen, and the Black Hand has been teleported to the site of the
ritual. I should play along for now, until I figure out who the traitor is. I'm sure Arquen will
give me further instruction.

Entry 106: Arquen has informed me that she will recite an incantation that will allow the
Black Hand an audience with the Night Mother. Arquen also realizes this is all very new to
me, and told me I'd be fine as long as I just followed along. The incantation has revealed the
hidden door to the Night Mother's crypt! I must follow the other members of the Black Hand
down into the crypt. Once we're down there, the traitor will surely try to destroy the Night
Mother. I must stop the traitor at all costs!

Entry 107: The traitor, Mathieu Bellamont, is dead, and the crisis that has plagued the Dark
Brotherhood is now over. The Night Mother still needs to name a new Listener. I should wait
and hear what she has to say...

Entry 108: The Night Mother has named me Listener of the Black Hand! It would appear my
days of killing for the Dark Brotherhood have come to an end. When I'm ready, I should
speak to the Night Mother again and she will use her power to teleport me to the Cheydinhal
Sanctuary.

Entry 109: Arquen and I have been teleported to the Cheydinhal Sanctuary. I should speak
now with Arquen, who will serve as my servant and guide in the days to come.
256                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 110: I have spoken with Arquen and she has offered her guidance.

Entry 111: Once a week, I must speak with the statue of the Night Mother in Bravil. The
Night Mother will give me a list of names and locations of people who require a visit from a
Dark Brotherhood Speaker, to arrange an assassination. If I take this information to Arquen in
the Cheydinhal Sanctuary, she will give me my weekly earnings. I can do this every week for
as long as I want, and there is no penalty if I choose not to.

Entry 112: I have been exiled from the Dark Brotherhood for breaking one of the Tenets. The
next time I sleep, I will be visited by a spirit of vengeance known as the Wrath of Sithis. But
even if I defeat this spirit, I will never be allowed to complete my duties in the Dark
Brotherhood. I have gone too far, and Sithis is most displeased...

Entry 113: I have defeated the final incarnation of the Wrath of Sithis, but my relationship
with the Dark Brotherhood can never be repaired...
                          [4] JOURNAL OF A FIGHTERS GUILD MEMBER                             257



[4] Journal of a Fighters Guild Member


                             Journal of a Fighters Guild Member


                                      [Cyrodiil, c 3E 433]


Entry 1: I have been told that the Fighters Guild is looking for new members. I should speak
to Vilena Donton in Chorrol, Azzan in Anvil, or Burz gro-Khash in Cheydinhal, if I wish to
join.

Entry 2: I have spoken with Vilena Donton in Chorrol. She has told me that I must not be a
wanted criminal or have a long history of lawlessness in order to join the Fighters Guild.

Entry 3: I have joined the Fighters Guild. I am to speak with Azzan in Anvil or Burz gro-
Khash in Cheydinhal to receive contracts.

Entry 4: Azzan has told me of a contract in Anvil with Arvena Thelas. I should speak to her
about a problem with rats in her basement.

Entry 5: Arvena Thelas has rats in her basement, but they're not the problem. She loves the
rats, but she's been finding them dead. She would like me to go down and investigate what's
been happening.

Entry 6: I've killed a mountain lion in Arvena Thelas' basement. They must be sneaking in
through a hole in the wall somewhere. I should tell Arvena what has happened.

Entry 7: Arvena Thelas was glad to know what was killing her rats, but she still doesn't feel
safe. She'd like me to speak with Pinarus Inventius about hunting down mountain lions in the
area.

Entry 8: Pinarus has agreed to look for mountain lions with me. If we find them, we'll kill
them, and make Arvena feel safer.

Entry 9: We've killed all the mountain lions Pinarus believes are in the area. I should return to
Arvena Thelas.

Entry 10: I need to find Alawen, so that I may master my use of a bow.

Entry 11: I've told Arvena about the mountain lions, but she doesn't believe her problem is
solved, as there's a mountain lion in her basement now. I'll have to kill it.

Entry 12: I've killed the second mountain lion in Arvena Thelas' basement. I should tell
Arvena.
258                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 13: Arvena now believes that her neighbor, Quill-Weave, might be responsible. Arvena
has seen her sneaking around outside the house at night. I should watch Quill-Weave and see
what she's doing. I should not let Quill-Weave see me, though, lest she get suspicious.

Entry 14: I've seen Quill-Weave leaving meat outside Arvena Thelas' house. This must be
what is attracting the mountain lions into town and into Arvena's basement. I should confront
Quill-Weave.

Entry 15: I've confronted Quill-Weave, and she has admitted to trying to kill off Arvena's rats.
She has promised to stop, and has asked me not to tell Arvena what she's done.

Entry 16: I've told Arvena Thelas what Quill-Weave has been doing. She thanked me for my
help, and has paid me for the contract. She's also taught me a bit about Speechcraft.

Entry 17: If I want to learn more about Athletics, I should find Rusia Bradus in Anvil.

Entry 18: Rusia Bradus says I need to see more of the world for myself. I need to explore
Cyrodiil and discover more places on my own before she will train me.

Entry 19: Azzan has told me about a contract in Anvil, at Norbert Lelles store, Lelles' Quality
Merchandise.

Entry 20: I've spoken to Norbert Lelles, who says he has had break-ins at his store almost
nightly. He would like someone to stay in the store tonight and catch the crooks in the act.

Entry 21: I have taken care of the crooks breaking into Norbert Lelles' store. I should speak
with the shopkeeper himself.

Entry 22: Norbert Lelles was surprised to learn that the men breaking in were all former
employees, though none had been with him long. He was glad that the problem was taken
care of, though.

Entry 23: Newheim has mentioned that he had a family heirloom, a pewter flagon, stolen by
the thieves. If I return it to him, he'll reward me.

Entry 24: I have found Newheim the Portly's flagon. I should return it to him.

Entry 25: I've returned Newheim's Flagon to the Nord, who was pleased to have the heirloom
returned. He rewarded me with three bottles of his own special brew.

Entry 26: If I want more training to improve my Block skill, I need to find Andragil, who
lives in Bravil.

Entry 27: Azzan has given me a contract to find the lair of some thieves near Anvil. I am to
travel with another fairly new recruit, Maglir. I should go to Anvil first and see what
information I can learn about the thieves.

Entry 28: People in Anvil have suggested I speak with Newheim the Portly. He apparently
had some goods stolen by the thieves.
                          [4] JOURNAL OF A FIGHTERS GUILD MEMBER                            259

Entry 29: To train further in my Armorer study, I must speak with Gin-Wulm in the Imperial
City's Market District.

Entry 30: I need to find Irene Metric in the Imperial City if I want her help in Blunt weapon
training.

Entry 31: Newheim has told me that the thieves are all Bosmer and may be located in Hrota
Cave, north of the city of Anvil. Maglir and I should travel there and take care of them.

Entry 32: Maglir and I have succeeded in clearing Hrota Cave of all of the thieves living
there. I should return to Azzan for payment of the contract.

Entry 33: Azzan was pleased with our efforts, and has paid the contract.

Entry 34: I've been told that if I want additional training in the use of Heavy Armor, I need to
find a man named Pranal, who was last seen at the Roxey Inn.

Entry 35: Azzan has given me a contract to escort Elante of Alinor, a scholar doing research
on Daedra. I am to meet her at the entrance to Brittlerock Cave, northeast of Sutch, and
protect her while she explores inside.

Entry 36: I've found Elante of Alinor in Brittlerock Cave. She tells me that she would like to
travel to the bottom of this cave complex, as she has heard there is a Daedric Shrine there. She
will lead the way, and I will protect her.

Entry 37: Elante of Alinor has reached the Daedric shrine, and wishes to remain in Brittlerock
and continue studying the shrine. I should return to Azzan for my payment.

Entry 38: Azzan was pleased with my efforts escorting Elante of Alinor. He has paid out the
contract to me.

Entry 39: I need to speak with Helvius Cecia in Bruma about training hand to hand combat.

Entry 40: Azzan has told me to report to the Chapel of Talos in Bruma and speak with the
priest Cirroc about a contract.

Entry 41: I've been told that if I want more Light Armor training, I need to talk to J'bari in
Leyawiin.

Entry 42: Alawen has agreed to teach me, but only if I acquire a normal Elven bow and bring
it to her.

Entry 43: I must find the answer to Gin-Wulm's question: 'What does the name Hazadir mean
to you?' He hinted that a book in the shop First Edition may have the answer.

Entry 44: I have answered Gin-Wulm's question, and he has agreed to train me.

Entry 45: Irene Metrick has told me I need to kill more people before she'll consider helping
me train.
260                         JOURNALS FROM THE IMPERIAL PROVINCE

Entry 46: Pranal has asked me to buy a gift for Malene, the owner of the Roxey Inn. I need to
find a silver pitcher and four silver glasses and bring them to him.

Entry 47: I need to give Malene the silver pitcher and four silver glasses as a gift.

Entry 48: I must prove my worthiness to Helvius Cecia before he will consider training me.
He's asked that I hit him as hard as I can.

Entry 49: Helvius Cecia has agreed to train me.

Entry 50: I've spoken to the priest Cirroc in Bruma. He would like me to retrieve a holy relic
of the Church, the Stone of St. Alessia. He believes it was stolen by bandits recently, and he's
heard that they were headed east out of town.

Entry 51: I've found the lone survivor of the group of bandits that stole the Stone of St.
Alessia. He and his men were attacked by ogres and left for dead. He tells me that the
creatures took the Stone and all their other precious stones with them. He believes that the
creatures live in the Ayeleid ruin of Sedor.

Entry 52: I have found the Stone of St. Alessia in Sedor. I should return it to Cirroc at the
Temple of Talos in Bruma.

Entry 53: I have returned the Stone of St. Alessia to Cirroc. As a show of his gratitude, he's
given me some Strong Healing Potions. I should return to Azzan to collect my reward.

Entry 54: I need to find Alix Lencolia if I want more training in the use of Blades. It's been
suggested that he's at Faregyl Inn; I should look for him there.

Entry 55: I should tell Pranal that I've given Malene the gift he wanted her to have.

Entry 56: I've done all that Pranal has asked of me, and he has agreed to teach me what he
knows about Heavy Armor.

Entry 57: Azzan has paid me the balance of the contract. He tells me that he has no further
contracts to offer, but I should speak with Burz gro-Khash in Cheydinhal.

Entry 58: Rusia Bradus has agreed to train me in Athletics.

Entry 59: Burz gro-Khash has given me a contract to deliver a weapons shipment to Fighters
Guild members in the Desolate Mine northwest of Cheydinhal.

Entry 60: I've spoken with Rienna, one of the fighters in the Desolate Mine. She tells me that
the cave has been infested with goblins, and we should clear the place out before leaving. I
will have to give them each weapons, though.

Entry 61: I have given weapons to the three Fighters Guild members. We should now clear
the Mine of goblins.

Entry 62: The Desolate Mine is now clear of the goblins infesting it. I should return to Burz
gro-Khash for payment.
                          [4] JOURNAL OF A FIGHTERS GUILD MEMBER                             261

Entry 63: Burz gro-Khash was pleased with my efforts, and has paid me for completing the
contract.

Entry 64: Burz gro-Khash has given me a contract to retrieve an heirloom for Biene Amelion,
who lives in Water's Edge, a small settlement near Leyawiin. I should report to her for further
details.

Entry 65: Biene Amelion has told me that she wishes for me to retrieve her grandfather's
ceremonial sword and cuirass from their family tomb. She is in debt to a local merchant, and
she wishes to sell the sword and cuirass to pay off the debt.

Entry 66: I have learned where to retrieve the sword and armor for Biene Amelion and
decided to give Biene Amelion the money to pay off her debt. She has told me that I may
keep the sword and armor, if I wish to retrieve them from the Amelion Family Tomb. I should
return to Burz gro-Khash for payment of the contract.

Entry 67: I need to bring J'bari an Elven Cuirass if I want him to train me in Light Armor use.

Entry 68: J'bari has agreed to help with my Light Armor training.

Entry 69: I have returned to Burz gro-Khash, who was pleased with my efforts. He has paid
me what was owed on the contract.

Entry 70: Burz gro-Khash has given me a contract to find and kill some fugitives from a
prison break that have been menacing Bravil. I should go there and see what I can learn.

Entry 71: The residents of Bravil are reluctant to speak about the fugitives, for fear of
retribution. Perhaps I have persuaded one of Bravil's citizens to tell me more about the
fugitives. There are four of them: Enrion, Hlofgar, Ashanta, and Dreet-Lai. They are thought
to be hiding in Bloodmayne Cave.

Entry 72: I need to demonstrate to Andragil that I can block her attacks. I'll need to prepare as
well as I can.

Entry 73: Andragil has agreed to help me train.

Entry 74: I have found and killed Enrion, Hlofgar, Ashanta, and Dreet-Lai. Now that I have
killed all of the fugitives, I should return to Burz gro-Khash for my reward.

Entry 75: Burz gro-Khash was impressed with my efforts in tracking down and killing the
fugitives. He has paid me the balance of the contract.

Entry 76: Burz gro-Khash has given me a contract to help Lord Rugdumph gro-Shurgak find
his daughter, Lady Rogbut gra-Shurgak. I can find Lord Rugdumph at his estate near Lake
Arrius.

Entry 77: Lord Rugdumph tells me that his daughter was out picking rocks, and he fears she
may have been taken away by a band of ogres that are known to live east of the estate. I am to
find and return her.
262                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 78: I have killed the ogres who kidnapped Lady Rogbut and escorted Lady Rogbut back
to her father's estate, much to Lord Rugdumph's relief. He has rewarded me with Rugdumph's
Sword. I should now return to Burz gro-Khash for payment of the contract.

Entry 79: Burz gro-Khash was pleased with my efforts in retrieving Lady Rogbut gra-
Shurgak, and he paid me what was owed on the contract.

Entry 80: Burz gro-Khash has given me a contract to go to Harlun's Watch, near Cheydinhal,
and investigate the disappearances of some of the local populace. I should speak to Drarana
Thelis.

Entry 81: I have spoken to Drarana Thelis in Harlun's Watch. She tells me that folks have
been seeing strange lights in the swamps, and when they've gone to investigate, none have
returned. It seems that the strange lights people were seeing over the swamp are will-o-the-
wisps. But, there don't seem to be any signs of the townsfolk who disappeared. The Will-o-
the-wisps were surrounding a cave, though. I should investigate.

Entry 82: I've killed all of the trolls in Swampy Cave. I should look for evidence that these
were the creatures responsible for the disappearances at Harlun's Watch.

Entry 83: Inside the Swampy Cave, I've found the corpses of the townsfolk that are missing. It
looks like trolls have been feeding on the people weakened by the will-o-the-wisps. I should
report this to Drarana Thelis.

Entry 84: Drarana Thelis was saddened at the fates of the townsfolk, but has rewarded me for
my efforts. I should report to Burz gro-Khash for payment of the contract.

Entry 85: Burz gro-Khash has paid me the balance of the contract. He tells me that he has no
further contracts to offer.

Entry 86: I have been told to report to Vilena Donton in Chorrol for assigned duties.

Entry 87: Vilena Donton has told me that, as a member of the Fighters Guild, there are a
number of duties I'll be expected to perform. She would like me to speak with Modryn Oreyn
about these.

Entry 88: Modryn Oreyn has told me that as my first duty, I am to find out why Maglir has
defaulted on a contract he was given near Skingrad. I have been told that I can find Maglir at
the West Weald Inn in Skingrad.

Entry 89: Maglir tells me his contract was to find the scholar Brenus Astis' journal within
Fallen Rock Cave. He doesn't believe he's being paid well enough for the dangerous
assignment, so he has chosen not to complete it. He has told me I should complete the
contract instead.

Entry 90: I have found Brenus Astis' journal. I should either speak with Maglir or tell Modryn
Oreyn that the contract is now completed.

Entry 91: Maglir has told me that he doesn't care whether or not Modryn Oreyn knows that he
did not complete the contract.
                          [4] JOURNAL OF A FIGHTERS GUILD MEMBER                             263

Entry 92: Alix Lencolia has refused to train me, saying that he's never heard of me. I'll need to
make a name for myself, one way or the other, before he'll offer his services.

Entry 93: I have met Alawen's requirements, and she has agreed to teach me what she knows.

Entry 94: I told Modryn Oreyn that I completed Maglir's contract. He doesn't believe it's good
to let Maglir slide on these things, but he applauded my sense of duty. He has assigned me
another of my duties. I am to travel to Leyawiin and find out why three members of the
Fighters Guild -- Dubok gro-Shagk, Rellian, and Vantus Prelius -- have been causing trouble.

Entry 95: I have been told that I can find the three Fighters Guild members in the Five Claws
Lodge, likely causing trouble. They warn me that it will be difficult to subdue the three men.

Entry 96: I've found the three Fighters Guild members, arguing loudly in the Five Claws
Lodge. I've managed to subdue the three Fighters Guild members. The men tell me that the
reason they've been spending time in the tavern is sheer boredom. The Blackwood Company
has been stealing all the Fighters Guild work in the area. I've agreed to find work for my three
guildmates here in Leyawiin. Perhaps some of the locals know of some.

Entry 97: I've heard a rumor that Margarte, who lives in Leyawiin, may have jobs for the
Fighters Guild.

Entry 98: Margarte has told me that she would pay well for minotaur horns or ogre teeth.
However, she doesn't trust the Guild yet. I'll need to bring her five portions of ectoplasm, and
she'll give us her business.

Entry 99: I've brough Margarte the ectoplasm she requested. She'll now pay Fighters Guild
members for minotaur horns and ogre teeth. I've told Dubok, Rellian, and Vantus about
Margarte's need for ingredients. They've agreed to accept the long-term contract. As this
should keep them out of trouble, I should report back to Oreyn.

Entry 100: Oreyn was pleased with my efforts, though troubled that the Blackwood Company
is stealing Fighters Guild contracts.

Entry 101: I've been told I should report to Modryn Oreyn in Chorrol for assigned duties.

Entry 102: Modryn Oreyn would like me to complete a mission with Viranus Donton, the
Guild Master's son. In order to boost the young Donton's confidence, I'm to help Viranus
discover what became of Galtus Previa in Nonwyll Cavern, northwest of Chorrol.

Entry 103: I've spoken with Viranus Donton, and he is prepared accompany me to Nonwyll
Cavern.

Entry 104: Viranus Donton and I have arrived at Nonwyll Cavern. We'll have to find out what
happened to Galtus Previa, and I should make sure no harm comes to the young Donton.

Entry 105: We have found the corpse of Galtus Previa. We should now return to Modryn
Oreyn.
264                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 106: We have returned with news of Galtus Previa to Modryn Oreyn. He was pleased
with our efforts, and has paid the contract to Donton. For my efforts, he has given me a magic
blade.

Entry 107: Modryn Oreyn has told me to go to Bravil and find out why Maglir has defaulted
on another contract.

Entry 108: Irene Metrick has agreed to help train me in the use of Blunt weapons.

Entry 109: I've been told that Maglir can be found in the tavern at the Lonely Suitor Lodge.

Entry 110: Maglir tells me that he is no longer a member of the Fighters Guild. He is tired of
trying to scrounge up work, so he has joined the Blackwood Company. If I want to finish the
Guild contract I should speak with Aryarie at the Mage's Guild.

Entry 111: Aryarie at the Mage's Guild has told me she is glad someone from the Fighters
Guild is going to fulfill her contract. She was unwilling to hire the Blackwood Company, as
she disliked their reputation. She would like me to find 10 portions of imp gall, and suggests
Robber's Glen Cave might be a good spot to hunt for it.

Entry 112: I have found 10 portions of Imp Gall. Aryarie was pleased with the Imp Gall I
brought her. As an extra reward, she's given me a Ring of Aegis. I should return to Oreyn.

Entry 113: Modryn Oreyn was disturbed by the news about Maglir, but was glad that I was
able to complete the contract. Oreyn would like to speak more about duties, once I am
promoted to the next rank.

Entry 114: I went to Modryn Oreyn to ask about duties, but he told me he had no 'official'
duties. However, he asked me to meet him at his house later tonight.

Entry 115: I met Modryn Oreyn at his house, as he requested. He told me a story about Azani
Blackheart, Vitellus Donton's death, and the Blackwood Company's current involvement. He
would like me to go with him now to find out what really happened. I am to meet Oreyn at the
Fighters Guild in Leyawiin. From there, we will travel to Arpenia to look for Azani
Blackheart.

Entry 116: We've searched the ruins of Arpenia, and the place is deserted. There are no
corpses, no signs of battle. Oreyn believes that the entire story was made up by the
Blackwood Company, that perhaps they paid off Azani Blackheart to move his base of
operations. Oreyn suggests we search nearby Ayeleid ruins, and knows of one to the
northeast.

Entry 117: Oreyn and I have found and defeated Azani Blackheart. Oreyn wishes to make
sure people know who truly defeated the great warrior, and recognize the lies of the
Blackwood Company. Oreyn would like me to give him Azani Blackheart's Ring as proof of
our accomplishments here today. I have given the ring to Oreyn. This will allow him to prove
that it was the Fighters Guild who finally defeated Azani Blackheart.

Entry 118: I have been told to report to Modryn Oreyn for assigned duties.
                          [4] JOURNAL OF A FIGHTERS GUILD MEMBER                            265

Entry 119: Modryn Oreyn has given me another duty to perform. A band of fighters was
contracted to clear the Forsaken Mine of trolls, but none of them have been heard from,
including Viranus Donton. I am to go investigate.

Entry 120: I found Viranus Donton dead. I should look for clues as to what happened here.

Entry 121: I've told Oreyn that Viranus Donton is dead. He wants me to go back to Forsaken
Mine and find proof of what happened.

Entry 122: I've found a journal that Viranus Donton kept during his final days. In it, he
describes how the mission went well until the Blackwood Company arrived. They battled, and
he survived, gravely wounded. It appears he finally succumbed to his wounds. Oreyn was
both angered and saddened by what I told him. He has asked that I allow him to tell Vilena
Donton the news about her son. Until then, he suggests I find contract work to do.

Entry 123: I have been promoted to the rank of Champion of the Fighters Guild. I'm told that
Modryn Oreyn is looking for me, and I should speak with him as soon as possible.

Entry 124: I have spoken to Modryn Oreyn, who tells me that, although he has been expelled
from the Fighters Guild, he will still work to restore its honor. To that end, he wants me to go
to the Glademist Cave and capture a Blackwood Company leader, Ajum-Kajin.

Entry 125: I have found Ajum-Kajin, cowering in his Blackwood Company hideout. I must
convince him to return with me.

Entry 126: Ajum-Kajin will now return with me to Modryn Oreyn's house.

Entry 127: Oreyn would like me to learn some things from Ajum-Kajin: how large the
Blackwood Company is; who leads the Company; and what is the source of their power.
Oreyn has told me I am to use whatever means necessary to get this information.

Entry 128: I've learned that the Blackwood Company is over 100 strong, and growing every
day. Their leader is Ri'Zakar. I must now learn the source of their power, what gives them
such courage in battle.

Entry 129: Ajum-Kajin seems unwilling to answer me as to the source of the Blackwood
Company's power. I will have to persuade him further.

Entry 130: Rather than divulge the Blackwood Company's secret, Ajum-Kajin has killed
himself. Though we did not get all of the answers we had hoped for, Oreyn is pleased with the
information we gained. Modryn Oreyn would like me to join the Blackwood Company. I am
to go to their headquarters in Leyawiin, inflitrate their ranks, and follow them on a mission to
find out the secret of their effectiveness.

Entry 131: I was able to join the Blackwood Company. I am to report to the training room to
prepare for an upcoming mission.

Entry 132: The Blackwood Company has been hired by the Water's Edge Settlement to take
care of some goblins that have been raiding their town. First, though, we are all to drink a
266                        JOURNALS FROM THE IMPERIAL PROVINCE

potion made from the sap of a Hist Tree. I have ingested the Hist Sap potion. I feel a strange
feeling coming over me.

Entry 133: We've arrived at Water's Edge, which it seems has been overrun by goblins. I have
been given the order to attack.

Entry 134: While leaving Water's Edge, the Hist Sap again began to have a strange effect on
me.

Entry 135: The goblins invading Water's Edge have been defeated.

Entry 136: I've awakened from my Hist Sap stupor at Modryn Oreyn's house. He worries that
the company will have taken the settlement and moved the residents out.

Entry 137: I've returned to Water's Edge to a gruesome sight. Biene Amelion's father stands
over the corpses of his daughter and the rest of the settlement. There are corpses all around --
not goblin corpses as it had appeared in my Hist Sap-clouded mind, but human corpses. The
Blackwood Company and I slaughtered the entire population of Water's Edge. Oreyn was
deeply troubled by what I told him, but realizes that there was little I could have done to
prevent it. He believes it is time to end the Blackwood Company forever. He has decided that
the threat of the Blackwood Company must be ended. He wants me to travel to their
headquarters and destroy the Hist Tree. It will be behind a locked door, and it is likely that
only Ri'Zakar himself has a key.

Entry 138: I have killed Ri'Zakar. I've gotten the key to get into the basement, where the Hist
Tree is located.

Entry 139: The tree has become a perversion of nature. It is surrounded by alien machinery. If
I am to destroy this monstrosity, I will need to find a way to destroy the machinery that
surrounds it.

Entry 140: I have destroyed the machinery surrounding the Hist Tree, and the tree was
destroyed in the process. Oreyn believes our work is now finished. He has given me the Helm
of Oreyn Bearclaw as a symbol of our friendship. He suggests I speak with Vilena Donton
and tell her all that has transpired.

Entry 141: Vilena Donton was astounded by the events I recounted, and she now realizes that
her unwillingness to act could have caused the demise of the Fighters Guild. She has
promoted me to Master of the Guild. She suggests that one of my first actions should be to
reinstate Modryn Oreyn as my second-in-command, if he will accept the post.

Entry 142: I have asked Modryn Oreyn to act as my second-in-command. He accepted, and
will run day-to-day activities of the Fighters Guild in my absence.

Entry 143: Alix Lencolia has said he's heard of me, and so has offered to train me in the use
of Blades.
                           [5] JOURNAL OF A MAGES GUILD MEMBER                              267



[5] Journal of a Mages Guild Member


                              Journal of a Mages Guild Member


                                     [Cyrodiil, c 3E 433]


Entry 2: I have joined the Mages Guild. I must acquire recommendations from all of the local
Guild Hall leaders in order to gain access to the Arcane University.

Entry 3: I have spoken with Teekeus in Chorrol. I need to speak to a High Elf named Earana,
and find out why she is in Chorrol.

Entry 4: Earana has asked me to bring her a book titled Fingers of the Mountain so that she
may translate it. I need to tell Teekeeus about this immediately.

Entry 5: Teekeeus has asked that I find the Fingers of the Mountain text, and bring it to him
immediately. I need to search Cloud Top for the book.

Entry 6: I've found the book titled Fingers of the Mountain; I need to deliver it to either
Earana at the Grey Mare tavern in Chorrol, or to Teekeeus at the Chorrol Mages' Guild.

Entry 7: I've delivered the Fingers of the Mountain book to Earana. I need to return to her in a
days' time to receive my reward for helping her.

Entry 8: Earana has given me a translation of a portion of the book I delivered to her. I need
to read her notes, and then travel back to Cloud Top.

Entry 9: I was struck by lightning, and have been granted a powerful new spell.

Entry 10: Teekeeus has asked that I re-acquire the book Fingers of the Mountain from Earana.
I need to get the book and return it to him.

Entry 11: I've stolen the Fingers of the Mountain book from Earana's room in the Grey Mare
and delivered the book Fingers of the Mountain to Teekeeus at the Chorrol Mages Guild. In
exchange, Teekeeus has agreed to send a recommendation to the Arcane University for me.

Entry 12: In order to train further in Conjuration, I must find Olyn Seran, a Daedra
Worshipper somewhere in the Great Forest.

Entry 13: Olyn Seran wants me to prove my worth before he will train me. I need to summon
a Faded Wraith in his presence. I have summoned a Faded Wraith for Olyn Seran, and he has
agreed to train me.

Entry 14: Jeanne Frasoric has tasked me with finding J'skar. I should speak with the guild
mages in Bruma.
268                          JOURNALS FROM THE IMPERIAL PROVINCE

Entry 15: I need to unlock Jeanne's desk in her room upstairs in the Bruma Mages Guild, and
find her Manual of Spellcraft. If I bring it to Volanaro, he's agreed to help me find J'skar.

Entry 16: I have Jeanne's Manual of Spellcraft. I need to deliver it to Volanaro.

Entry 17: I need to meet Volanaro in the living quarters of the Bruma Mages Guild hall after
10 PM.

Entry 18: I need to tell Jeanne Frasoric that J'skar is visible again.

Entry 19: I have stolen from the Mages' Guild, and have been suspended from the guild for it.
In order to regain favor with the Mages Guild, I must bring 20 Nightshade and 20 Mandrake
Root to Raminus Polus at the Arcane University.

Entry 20: I have been reinstated into the Mages Guild.

Entry 21: Jeanne Frasoric has agreed to send a recommendation to Raminus Polus.

Entry 22: I have spoken with Falcar in Cheydinhal. I need to enter the well behind the Mages
Guild in Cheydinhal to retrieve a Ring of Burden for Falcar. The last person given this task
has disappeared; should I learn anything about him, I should speak with Deetsan.

Entry 23: I need to get the key to the Cheydinhal Mages' Guild well from Deetsan.

Entry 24: I have found the Ring of Burden, and should return it to Falcar.

Entry 25: I need to search Falcar's quarters in the Cheydinhal Mages' Guild for any sign of his
recommendation letter. If found, it should be given to Deetsan, along with anything unusual.

Entry 26: There's no evidence of a recommendation in Falcar's room, but I've found Black
Soul Gems. I should take them to Deetsan immediately.

Entry 27: Deetsan has agreed to send a letter of recommendation to the Arcane University in
Falcar's stead.

Entry 28: To learn more about Alteration, I must find Tooth-in-the-Sea, who lives north of
Bravil, near Niben Bay.

Entry 29: I have spoken with Dagail in Leyawiin. I need to find an amulet so that Dagail will
send a recommendation to the Arcane University for me. Agata may know more.

Entry 30: I need to speak with the mages in the Leyawiin guild hall, in case any of them have
seen Dagail's amulet.

Entry 31: Kalthar seemed to know a great deal about the missing amulet. I should tell Agata
what he has told me.

Entry 32: Agata has asked that I attempt to question Dagail about her father, to find out what
his connection to the amulet may be.
                           [5] JOURNAL OF A MAGES GUILD MEMBER                             269

Entry 33: I need to find the fort at which Dagail's father was stationed. It should be
somewhere near Leyawiin.

Entry 34: I've arrived at Fort Blueblood. Dagail's father should be buried inside.

Entry 35: I have found the amulet Dagail needed. I should return it to her immediately.

Entry 36: I've defeated Kalthar, who was attempting to manipulate Dagail. I need to give her
this information immediately.

Entry 37: I have delivered the amulet to Dagail.

Entry 38: S'drassa of the Mage's Guild in Leyawiin has tasked me to find Garridan's Tears.
S'drassa enjoys collecting crystals of a magical nature, and is willing to pay a handsome
amount gold for each Tear I recover. S'drassa described a bit about Garridan's Tears to me.
Apparently, they're literally tears of a knight who was somehow frozen long ago. To find
where they may be located, he suggested I speak to a colleague of his at the Arcane
University in the Imperial City, Julienne Fanis.

Entry 39: I have spoken with Kud-Ei in Bravil. I've been given a charm scroll, and need to use
it to help persuade Varon Varmori in Bravil to return Ardaline's staff.

Entry 40: Varon Vamori admitted to taking Ardaline's staff, but has sold it to a friend in the
Imperial City. I need to deliver this news to Kud-Ei.

Entry 41: Kud-Ei has given me several more scrolls, and asked me to get the staff back. I need
to find Soris Arenim in the Imperial City.

Entry 42: I've spoken with Erissare Arenim. She told me that Soris has the staff in the
basement of their house.

Entry 43: I've spoken with Soris Arenim. He will not give back the staff, but will sell it for
200 gold. If I choose to buy it back, I need to pay him the money. I've paid Soris Arenim, and
he has given me Ardaline's staff. I need to deliver the staff to Kud-Ei in Bravil.

Entry 44: I have delivered Ardaline's staff to Kud-Ei, and have earned a recommendation for
it.

Entry 45: Tooth-in-the-Sea has told me I must prove myself; I need to meet him out in Niben
Bay during the day.

Entry 46: I must remain with Tooth-in-the-Sea for three consecutive hours if I am to prove
myself worthy of his training.

Entry 47: Tooth-in-the-Sea has agreed to teach me what he knows about Alteration magic.

Entry 48: I've heard that Kud-Ei is searching for assistance in locating a missing friend. I've
spoken to Kud-Ei. It seems that her friend, Henantier isn't missing after all, but trapped
somewhere and Kud-Ei needs my help liberating him. Kud-Ei said to return to her when I'm
ready and she'll take me to him.
270                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 49: Kud-Ei has explained that Henantier has become the victim of his own creation, the
Dreamworld Amulet. He's trapped inside his own dreams, and I'll need to put on the amulet
and go to sleep to enter Henantier's dreams and hopefully retrieve him. Kud-Ei has given me
Henantier's Dreamworld Amulet. I need to enter his dream by going to sleep while wearing
the amulet. Kud-Ei also warned me that if Henantier is slain in the Dreamworld while I'm
there, I'd be killed as well, so I must be careful.

Entry 50: I've entered Henantier's Dreamworld. To my surprise, I've arrived naked except for
the Dreamworld amulet! Not only am I unarmed, but also I've discovered that the amulet is
preventing me from using any magic. I'll have to explore this strange place in hopes of finding
something to defend myself with.

Entry 51: I've located Henantier. He seems awfully confused and doesn't understand where he
is or how he got here. He did mention that he lost some things. Perhaps they're keys or clues
explaining how to exit this bizarre place. I have no choice but to explore the recesses of his
Dreamworld and find these objects.

Entry 52: I've located the Element of Resolve. This must be one of the things that Henantier
misplaced. Losing this attribute of his mind must be what's making him so confused. If I can
find all of the elements, and bring them back to him, it should restore Henantier's sanity and
help him awaken. I should continue searching for other elements if I ever intend to leave this
waking nightmare.

Entry 53: I've located the Element of Patience, the second Element to be found in Henantier's
Dreamword. I should continue searching for more elements.

Entry 54: I've located the Element of Courage, the third Element to be found in Henantier's
Dreamword. I should continue searching for more elements.

Entry 55: I've located the Element of Perception, the final element in this bizarre amalgam of
Henantier's dreams. I should bring all four elements to Henantier and try to restore his sanity.

Entry 56: After giving him the four Dreamworld Elements, I've succeeded in convincing
Henantier he was in a dream, and we've returned to the real world. Henantier has thanked me
for saving him. As a reward, he's provided me with some of his magic scrolls.

Entry 57: I need to speak with Martina Floria if I want further Illusion training. She can be
found at the Arcane University in the Imperial City.

Entry 58: I have spoken with Adrienne Berene in Skingrad. In order to get a recommendation
from Adrienne Berene, I need to find Erthor and return him to the Skingrad Mages Guild. I
should speak with the other guild mages to learn his whereabouts.

Entry 59: Sulinus Vassinus has offered to complete my task at Bleak Flats Cave for me, at a
price. If I'm going to take him up on the offer, I need to bring him 300 gold. Otherwise, I
should speak with the other guild mages to find where Erthor is.

Entry 60: I have been told Erthor was last seen at Bleak Flats Cave, west of Skingrad. I should
remind Adrienne of this. I need to go to Bleak Flats Cave and find Erthor.
                           [5] JOURNAL OF A MAGES GUILD MEMBER                              271

Entry 61: I've found Erthor in Bleak Flats Cave, and have agreed to escort him back to
Adrienne Berene in Skingrad.

Entry 62: Adrienne Berene has agreed to send a recommendation to the Arcane University on
my behalf.

Entry 63: I must seek out Bralsa Andaren if I wish to learn more about Destruction magic.

Entry 64: I must bring 20 bear pelts to Bralsa Andaren so that she will agree to teach me what
she knows about Destruction magic. I have met Bralsa Andaren's demands, and she has
agreed to teach me what she knows.

Entry 65: I have spoken with Carahil in Anvil. I need to speak with Arielle Jurard at the Brina
Cross Inn, north of Anvil.

Entry 66: I need to rent a bed for the night at the Brina Cross Inn, while posing as a traveling
merchant.

Entry 67: I have rented a bed at the Brina Cross Inn. I need to wait in my room for Arielle
Jurard, and then spend the night sleeping in the Inn.

Entry 68: Arielle Jurard has instructed me to sleep at the Brina Cross Inn, then travel along
the Gold Road towards Kvatch.

Entry 69: I've spent the night at the Brina Cross Inn. I need to follow the Gold Road towards
Kvatch, and be wary of anyone along the road.

Entry 70: I have completed my task for Carahil. I need to talk to Carahil in Anvil and inform
her that Caminalda has been defeated.

Entry 71: If I wish to train further in Restoration, I must find Oleta at the Chapel of Akatosh
in Kvatch.

Entry 72: I have been given a recommendation from each ranking member in the local guild
halls, and have been given access to the Arcane University. I must now travel to the Arcane
University, and speak with Raminus Polus.

Entry 73: I need to find the grove near Wellspring Cave, northeast of the Imperial City, to
acquire wood for my Mage's Staff.

Entry 74: I need to bring ten Welkynd Stones to Martina Floria if I want her help in Illusion
training.

Entry 75: I have arrived at Wellspring Cave. I should speak with Elette or Zahrasha.

Entry 76: I have found Zahrasha and Eletta, who are dead. I should investigate what happened
to them.

Entry 77: The necromancers that ambushed me have been defeated. I need to get wood for a
staff, and get back to Raminus Polus to tell him what's happened.
272                          JOURNALS FROM THE IMPERIAL PROVINCE

Entry 78: According to a deed that's been delivered to me, I've inherited a property called
Frostcrag Spire from a long-lost relative. I've marked its location on my map. At the next
opportunity, I should make my way out there and inspect my new acquisition.

Entry 79: I have checked in with Raminus Polus. I now need to find Delmar in the Arcane
University.

Entry 80: I've chosen a staff, and need to speak to Delmar when it's complete.

Entry 81: My Mage's Staff is complete.

Entry 82: Raminus Polus has asked me to retrieve a book from Janus Hassildor, Count of
Skingrad.

Entry 83: Mercator Hosidius, a liason to the Count of Skingrad, has told me the Count is not
accepting visitors. I need to return tomorrow.

Entry 84: Mercator Hosidius told me the Count will meet with me North of the Cursed Mine
west of town at 2 AM.

Entry 85: Count Hassildor saved me from the ambush set by Mercator Hosidius. I need to
deliver his message to Raminus Polus.

Entry 86: I've delievered Hassildor's message to Raminus Polus.

Entry 87: Raminus Polus has asked that I speak with Irlav Jarol about assisting with his
research.

Entry 88: I need to find the Ayelid ruins of Vahtacen and speak with Skaleel.

Entry 89: A room in Vahtacen contains a pillar that reacts to magic. I need to figure out how it
works, but I must be careful so that I am not harmed. It's been suggested that I should stay
away from anything but simple, single-effect spells.

Entry 90: Skaleel may have some reference material for deciphering the Ayleid symbols in
Vahtacen. I should ask her for it.

Entry 91: Denel has offered to find translations of the inscriptions on the walls of Vahtacen. I
should read all the inscriptions, and then tell him what they say.

Entry 92: I've solved the puzzle of the pillar, opening up more of the ruins of Vahtacen.

Entry 93: I've found an object deep within Vahtacen. I should take it to Skaleel.

Entry 94: I need to deliver the Ayelid artifact to Irlav Jarol.

Entry 95: I have delivered the artifact to Irlav Jarol.

Entry 96: I need to go to the Mystic Archives and speak with Tar-Meena.
                          [5] JOURNAL OF A MAGES GUILD MEMBER                             273

Entry 97: Tar-Meena told me to find a book entitled Necromancer's Moon. I need to look for
it in the Mystic Archives of the Arcane University.

Entry 98: I've found the book Necromancer's Moon, and should take it to Raminus Polus after
consulting with Tar-Meena.

Entry 99: If I want further Mysticism training, I need to visit Dagail at the Mages Guild in
Leyawiin.

Entry 100: I need to find Bothiel in the Arcane University and speak with her about this
'Shade of the Revenant'.

Entry 101: Bothiel gave me a piece of paper Falcar dropped when he visited her about the
Revenant mentioned in the Necromancer's book. I should show the note to Raminus Polus.

Entry 102: I need to find the Dark Fissure, south of Cheydinhal, before the next time 'the
Shade of the Revenant' occurs. I should be on the lookout for the 'heavenly lights' mentioned
in the Necromancer's book.

Entry 103: I have found evidence of Necromancers creating Black Soul Gems at the Dark
Fissure Cave, as well as other altars throughout Cyrodiil. I've told Raminus Polus everything
about Necromancers and black soul gems that I have seen

Entry 104: I need to speak with Hannibal Traven, who has a special assignment for me.

Entry 105: I need to travel to Nenyond Twyll, south of the Imperial City, and make sure
Mucianus Alias is safely rescued from the Necromancers there. I am to escort him back to the
Arcane University.

Entry 106: Fithragaer is the only survivor from the group of Battlemages sent to find
Mucianus Alias. I need to help him reach the Necromancers within Nenyond Twyll.

Entry 107: Fithragaer, the only surviving Battlemage, is dead. I'll need to continue on my own
into the ruins to find Mucianus Alias.

Entry 108: I have killed a member of the Mages Guild, and have been suspended from the
guild for it. In order to regain favor with the guild, I must gather 20 Vampire Dust and 20
Daedra Hearts and deliver them to Raminus Polus at the Arcane University.

Entry 109: I've found Mucianus Alias. He's been transformed into some kind of walking dead;
there's nothing I can do for him. I should report his fate to Hannibal Traven at the Arcane
University.

Entry 110: I have been reinstated into the Mages Guild.

Entry 111: Arch-Mage Traven has been informed of Mucianus Alias' fate.

Entry 112: Martina Floria has agreed to train me.
274                         JOURNALS FROM THE IMPERIAL PROVINCE

Entry 113: Count Hassildor wishes to see me; I should travel to Skingrad immediately and
speak with Hal-Liurz.

Entry 114: Count Hassildor has information that he will provide only if I remove the Vampire
Hunters lurking around Skingrad, as well as a nest of vampires in Bloodcrust Cavern outside
of town.

Entry 115: The Vampire Hunters in Skingrad and the Vampires in Bloodcrust Cavern have
been disposed of. I should return to Count Hassildor and let him know my task is complete.

Entry 116: Count Hassildor's news about Mannimarco must be delivered to Hannibal Traven
right away.

Entry 117: I have told Arch-Mage Traven about Mannimarco's presence in Cyrodiil. Hannibal
Traven wants me to check in with Jeanne Frasoric at the Bruma Mages Guild. I should go
there immediately.

Entry 118: I've arrived at Frostcrag Spire. I should make my way inside this curious but
extraordinary tower.

Entry 119: I've discovered a dusty tome within Frostcrag Spire. After reading the dusty tome,
I've learned that I can purchase everything I need to restore this place to its former glory from
Aurelinwae at the Mystic Emporium in the Market District of the Imperial City.

Entry 120: I have arrived at the Bruma Mages Guild. It appears to have been attacked; I
should look for survivors.

Entry 121: Selenia Orania, Volanaro, and Jeanne Frasoric are dead. J'skar is the only survivor
of the slaughter at the Mages Guild Hall in Bruma. He's given me information about the King
of Worms. Hannibal Traven should be told immediately; I should return to the Imperial City.

Entry 122: I've told Hannibal Traven what J'skar saw at the Bruma Mages Guild hall.

Entry 123: I need to travel to Fort Teleman and retrieve the Bloodworm Helm, so that it may
be kept safe at the Arcane University.

Entry 124: Julienne Fanis referred me to a book, Knightfall, available at the First Edition
bookshop in the Market District if I wanted to learn more about the possible location of
Garridan's Tears. I've purchased Knightfall from Phinitas at the First Edition Bookshop in the
Market District. Knightfall tells the tale of Garridan and the quest for the Everflow Ewer at a
place known as Frostfire Glade. It is supposedly located in the mountains near Bruma. Using
some of the references from the story, I was able to pinpoint it on my map. The book also
mentions needing special refined frost salts to get into the Glade. I should speak to Julienne
Fanis about this.

Entry 125: I've now purchased everything Aurelinwae had available for Frostcrag Spire.

Entry 126: I have arrived at Fort Teleman. I need to find Irlav Jarol, who should have the
Bloodworm Helm.
                           [5] JOURNAL OF A MAGES GUILD MEMBER                              275

Entry 127: I've recovered the Bloodworm Helm. I need to deliver it to Arch-Mage Traven
immediately.

Entry 128: Dagail refuses to train me until I have done more to seal the barriers between
Tamriel and Oblivion. I need to find gates to Oblivion, and close them.

Entry 129: I have delivered the Bloodworm Helm to Hannibal Traven.

Entry 130: I need to travel to Fort Ontus to retrieve the Necromancer's Amulet, and return it to
the Imperial City.

Entry 131: Before Oleta will train me, I must finish saving Kvatch from the Daedra that have
attacked it.

Entry 132: Oleta thanked me for helping to save Kvatch, and offered to train me in
Restoration.

Entry 133: I've arrived at Fort Ontus. I need to find Caranya, and get the Necromancer's
Amulet from her.

Entry 134: Caranya was a traitor to the Mages Guild, and intended to deliver the Amulet to
the King of Worms. I need to get out of Fort Ontus and take the Amulet back to the Arcane
University.

Entry 135: I've delivered the Necromancer's Amulet to Hannibal Traven. Now I need to travel
to the south of Cyrodiil and meet a group of Battlemages preparing to storm the ruins of
Silorn.

Entry 136: I have arrived at Silorn, and spoken with Thalfin. We cannot enter the ruins, so I
must help prepare an ambush for the Necromancers when they attempt to leave.

Entry 137: I have been discovered by the Necromancers at Silorn. They will surely have
alerted Falcar; I'll need to enter the ruins and find him.

Entry 138: Falcar has fled back into the ruins of Silorn. I must find him.

Entry 139: I have attacked a member of the Mages Guild, and have been suspended from the
guild. In order to regain favor with the guild, I must bring 20 Dragon's Tongue and 20
Redwort Flower to Raminus Polus at the Arcane University.

Entry 140: I've recovered the Black Soul Gem. It needs to be taken back to Hannibal Traven
at the Arcane University.

Entry 141: I have been reinstated into the Mages Guild, with the warning that any further
infractions will result in permanent removal from the guild.

Entry 142: The Black Soul Gem has been delivered to Hannibal Traven.
276                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 143: Hannibal Traven has promoted me to Arch-Mage, and has tasked me with
stopping the King of Worms. I need to take the Black Soul Gem to Echo Cave and confront
him.

Entry 144: I've arrived at Echo Cave, and have gained access to Mannimarco's lair. I need to
find him inside, and put an end to him.

Entry 145: I have killed the King of Worms. I should return to the Arcane University to
announce his defeat.

Entry 146: Raminus Polus thanked me for putting an end to the King of Worms, and has
recognized me as Arch-Mage of the Mages' Guild.

Entry 147: I need to speak with Julienne Fanis about collecting Alchemical ingredients for the
Arch-Mage.

Entry 148: Julienne Fanis has told me there is a special chest in the Arch Mage's quarters.
Once a week, I may place an ingredient inside, and return a day later to find that ingredient
replicated for my use. If I take too long in returning to the chest, however, I will lose
whatever was placed inside.

Entry 149: I need to seek out Sinderion in Skingrad if I wish to learn more about Alchemy.

Entry 150: I've acquired refined frost salts from Julienne. I should now make my way to
Frostfire Glade.

Entry 151: I've entered Frostfire Glade. The entire area seems filled with a swirling, freezing
mist. The extreme cold in this place is unbearable without magical protection. The glade is
true to its namesake; the frost burns as if it was fire. In the center of Frostfire Glade, I've
discovered an astonishing sight. Garridan himself locked in an eternal frozen struggle with a
huge Frost Atronach. It appears that Garridan had dropped his weapon and was using the
Ewer to protect himself. The Atronach smashed the Ewer, which must have reacted with the
magical waters and froze everything solid. A sad end for such a noble knight.

Entry 152: I've found five of Garridan's Tears. I can now return to S'drassa in Leyawiin for
my hard-earned reward, and perhaps a warm fire.

Entry 153: Sinderion has asked that I bring him a bottle of Tamika's Vintage 399 wine, and a
bottle of Surilie Brother's Vintage 399 wine. I should acquire them so that he will agree to
train me.

Entry 154: I have completed Sinderion's task, and he has agreed to train me in Alchemy.

Entry 155: I've given Garridan's Tears to S'drassa. He rewarded me with a fair amount of gold
for each of them, plus a bonus for finding more than he had expected.

Entry 156: Dagail has agreed to train me in the school of Mysticism magic.
                                 [6] JOURNAL OF A MERCENARY                                 277



[6] Journal of a Mercenary


                                    Journal of a Mercenary


                                     [Cyrodiil, c 3E 433]


Entry 1: I've met a Legion Guard named Lerexus Callidus outside the walls of Leyawiin. He
tells me there is a Skooma dealer named Kylius Lonavo in the Greyland settlement just up the
road. He's offered me a reward to go into the house, put a stop to the drug traders and bring
him Lonavo's ring as proof.

Entry 2: I've recovered Kylius Lonavo's ring. I should bring it to Lerexus as soon as possible
to obtain my reward.

Entry 3: Lerexus Callidus has rewarded me for putting a stop to the drug traffickers in
Greyland Settlement.

Entry 4: I've heard a rumor that the defenders of Battlehorn Castle are besieged by marauders
and are appealing for aid. Apparently their commander has been killed, and they're offering
the castle itself to anyone who will help lift the siege.

Entry 5: The marauders who were attacking Battlehorn Castle have been defeated, and the
grateful survivors have granted me the deed to the castle. I've learned that I can purchase
everything I need to restore Battlehorn Castle to its former glory from Nilphas Omellian at the
Merchants Inn in the Market District of the Imperial City.

Entry 6: Guilbert and Reynald Jemane have asked for my help in reclaiming their ancestral
home. I need to look for Weatherleah, somewhere to the south of Chorrol. Perhaps I could ask
around town and see if anyone can help.

Entry 7: One of the townspeople in Chorrol mentioned that Sabine Laul at the Fighters Guild
may know Weatherleah's location, as she has explored much of the surrounding area. I should
speak to her next.

Entry 8: Sabine Laul at the Fighters Guild in Chorrol told me that Weatherleah should be due
south of Chorrol and she's kindly marked it on my map. I should head out there now.

Entry 9: I've found Weatherleah south of Chorrol, but it's overrun with ogres. Guilbert was
glad that I'd found Weatherleah's location, but I'll need to kill the ogres so that it's safe to
travel there.

Entry 10: The ogres have been defeated. I should make my way back to Chorrol and bring this
information to Guilbert.

Entry 11: A Dunmer named Fathis Ules has told me that Albert Jemane, Reynald and
Guilbert's father, stole a valuable item from the Thieves Guild many years ago. He's offered to
278                        JOURNALS FROM THE IMPERIAL PROVINCE

pay me well to return this item to him in Chorrol. Fathis believes it's now hidden inside of
Redguard Valley Cave, which he's marked on my map.

Entry 12: Guilbert was very happy to hear that I'd killed the band of ogres at Weatherleah, and
is anxious to return. I'm taking the Jemane brothers back to Weatherleah to reclaim their
inheritance.

Entry 13: The Jemane brothers have returned safely to Weatherleah.

Entry 14: I've arrived at the entrance to Redguard Valley Cave. I should proceed inside.

Entry 15: I've retrieved the Honorblade of Chorrol from the Ogre Chieftan. This has to be the
item Fathis was seeking. However, due to the nature of the item, I think someone at Castle
Chorrol would be anxious to have this back. I need to decide whether to sell the weapon to
Fathis, or return it to the Castle.

Entry 16: I've returned the sword to Laythe Wavrick, Herald to the Countess of Chorrol. In
gratitude, he's rewarded me with the Escutcheon of Chorrol, an item only bestowed to the
most honored of heroes. I should go speak to the Jemane brothers about what's happened.

Entry 17: Jirolin Doran of Chorrol believes that ogres are somehow distantly related to his
family line. As such, he's asked me to take an offering of gems and gold to Spy Rock in an
effort to establish communications with the ogres.

Entry 18: I've shown the reward given to me by Laythe Wavrick to Guilbert Jemane. He was
saddened to hear that his father was actually a master thief, but was happy that the
Honorblade was returned to Castle Chorrol where it belongs. He rewarded me with a personal
keepsake as thanks for righting one of his family's past wrongs.

Entry 19: I've placed Jirolin's gems at Spy Rock. I should return and let him know I've
completed the task.

Entry 20: I should return to Chorrol in one week's time to see if Jirolin has made any progress
with the ogres.

Entry 21: Malene at the Roxey Inn in the wilderness north of the Imperial City has asked me
to help her rid the area of a Necromancer who calls herself Raelynn the Gravefinder. Raelynn
can be found in Moss Rock Cavern to the north. I've slain Raelynn the Gravefinder. Malene
was delighted with the news of Raelynn the Gravefinder's death, and rewarded me with some
coin.

Entry 22: I've found a jade amulet with the inscription 'For Kayleen' in the possession of a
Goblin boss. This must have been stolen from someone. I should hold onto it until I locate the
owner.

Entry 23: I've come upon a sad Breton named Corrick Northwode at Harm's Folly settlement.
It seems a goblin war party attacked his home, killed his wife and retreated back to their lair,
Exhausted Mine. I've recovered Kayleen's Jade Amulet. Corrick Northwode was overjoyed to
get back his wife's Jade Amulet. He thanked me by rewarding me with gold he had recovered
from Exhausted Mine long ago.
                                 [6] JOURNAL OF A MERCENARY                                 279

Entry 24: I've discovered a notice from Snak gra-Bura of the Chestnut Handy stables. She is
offering to outfit a horse with armor at no charge to anyone who presents her with a note like
the one that I've found. I should bring my horse to her and take advantage of this offer.

Entry 25: Snak gra-Bura armored my horse for free. From now on, she will outfit any legally
owned horse that I bring to her with Steel or Elven armor for 500 gold.

Entry 26: Jirolin Doran took it upon himself to check back at Spy Rock; I should head there
and find him.

Entry 27: Jirolin is not at Spy Rock. He left a note stating the ogres were escorting him to
their home at Rock Bottom Caverns. I should go there and find him.

Entry 28: I've found Jirloin Doran trapped in Rock Bottom Caverns. I've freed Jirolin from his
confines. I need to make sure he returns safely to Chorrol, which means getting him out of
Rock Bottom Caverns.

Entry 29: Jirolin thanked me for saving him from the ogres, and gave me some of his offering
to the ogres as a reward. Jirolin will head back to Chorrol on his own. I can either head there
myself, or go back into Rock Bottom Caverns to raid the stores of treasure the ogres have
collected.

Entry 30: I've discovered a note from Bothiel at the Arcane University. If I can recover the
Dwarven artifacts that have gone missing, there may be a reward. I should travel to Camp
Ales and see if I can track down these bandits.

Entry 31: I've found a list of locations at which the Dwarven Artifacts for the Orrery are being
held. I should visit Dagny's Camp, Brotch Camp, Bodean Camp and Varus Camp to track
down the remaining bandits.

Entry 32: I have recovered all of the missing Dwarven artifacts. I should take them to Bothiel
at the Arcane University at once, so she can repair the Orrery.

Entry 33: I've discovered the research notes of a Lithnilian. The notes mention him being at
the Imperial Bridge Inn. Perhaps if I return this book to him, he'll offer me a reward.

Entry 34: I've met Lithnilian, an Altmer Sorcerer, at the Imperial Bridge Inn in the wilderness
southeast of the Imperial City. He's asked me to locate his research notes on Welkynd Stones
which he lost in the depths of Bramblepoint Cave.

Entry 35: Aelwin Merowald at the Weye Settlement southwest of the Imperial City is looking
to acquire 12 Rumare Slaughterfish Scales to sell to a customer. He's asked me to do the
legwork, as he's getting quite old and can't handle the difficult task. The Rumare slaughterfish
is a special breed of slaughterfish that can only be found in Lake Rumare, directly north of
Weye. I've acquired 12 Rumare Slaughterfish Scales and given them to Aelwin Merowald.
He's rewarded me with a magical ring.

Entry 36: Bothiel has been given the Dwarven Artifacts necessary for the Orrery. I should
give her a day to make the necessary repairs, and then visit the Orrery again at the Arcane
University.
280                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 37: I received a note from Nilphas Omellian, offering to install an ancient Dwemer
Forge in Battlehorn Castle for 3000 gold.

Entry 38: I've now purchased everything Nilphas Omellian had available for Battlehorn
Castle.

Entry 39: I have activated the Imperial Orrery. The Orrery at the Arcane University should be
functional once more. I can visit it as often as I like, and also receive powers based on the
phases of the moons.

Entry 40: I've awakened to find that the Bloated Float has somehow put to sea with myself on
board. I need to find the owner and discover what's happened.

Entry 41: I've killed a thief named Lynch. Apparently, he's a member of some group calling
themselves the 'Blackwater Brigands'. They must have hijacked the Bloated Float and put her
out to sea! It appears that Lynch has locked the Bloated Float's bouncer in the Storage Room.
I should search his body and see if there's a key to free him.

Entry 42: I've found the Bloated Float's bouncer, Graman gro-Marad, locked in a supply
room. he confirmed that the ship has been hijacked and that the owner, Ormil, was also taken.
Graman told me that if I can get him to the ship's wheel on the top deck, he could take the
Bloated Float back to the Imperial City. I should now make my way up to the Tavern Deck.

Entry 43: I've killed a second thief, this one a Dark Elf named Minx. Seems like these thieves
are using strange code names. The only useful bit of advice I discovered is that their leader
seems to be named Selene. I should search her belongings for anything of use, then make my
way to the top deck and secure the ship's wheel for Graman.

Entry 44: I've slain yet another thief, this one a large Nord named Wrath. He was guarding the
ship's wheel. He mentioned that they hijacked the Bloated Float to recover something called
the 'Golden Galleon'. I should now get Graman and tell him that the path to the ship's wheel is
safe.

Entry 45: Graman said he wouldn't sail the ship while the Bloated Float's owner, Ormil, is still
in danger. I need to rescue Ormil in the captain's cabin to get the ship underway.

Entry 46: After discussing the futility of her plan, Selene has agreed to hand back the control
of the Bloated Float to Ormil. I should speak to Ormil to find out what he wishes me to do
with her.

Entry 47: Ormil has instructed me to escort Selene to the room next to mine on the inn deck
where she'll be locked in until we arrive at port. I should do so before the Bloated Float can
get underway.

Entry 48: Selene is now safely locked inside a room on the inn deck. I should return to Ormil
and let him know, so we can finally get this ship home.

Entry 49: Ormil has explained that the treasure the thieves were looking for was just a
publicity stunt he created to drum up more business for the tavern. He never expected to have
                                 [6] JOURNAL OF A MERCENARY                                  281

the Bloated Float hijacked as a result of that stunt. He then suggested I get some sleep again
for the voyage back to the Imperial City. I should do so to stay out of their way.

Entry 50: The Bloated Float has arrived back at the Imperial City. Ormil presented me with a
bag of gold, and explained to me that the Imperial City guard had been looking for Selene,
and there was a reward for her capture.

Entry 51: I met Barthel Gernand on the road southeast of the Imperial City. He and his family
wish to build a settlement at Cropsford, but have been unable to do so thanks to marauding
goblins. I should talk to Mirisa about how to clear the goblins from the settlement site.

Entry 52: Mirisa says that the goblins at Cropsford are war parties from Cracked Wood Cave,
on their way to attack a rival tribe at Timberscar Cave. She's not sure, but usually goblin wars
are caused by one tribe stealing the Totem Head from another. Mirisa suggested two ways to
deal with the goblins at Cropsford. One is to recover the Totem Head from the goblins in
Timberscar Cave, which would stop the war between the two tribes and leave Cropsford in
peace. The other way to keep the goblins away from Cropsford is to kill the shaman of the
Cracked Wood Cave tribe, which should effectively destroy the tribe and stop their war
parties from attacking Cropsford.

Entry 53: I have taken the Totem Head from the goblins at Timberscar Cave. Mirisa said that
I ended the war just by taking the head from Timberscar Cave. I should tell Barthel Gernand
that it's safe for him and his family to return to Cropsford.

Entry 54: Barthel Gernand thanked me profusely for ending the goblin threat to Cropsford. He
promised me a hero's welcome in Cropsford once they have had a chance to establish the
settlement.

Entry 55: I've recovered Lithnilian's research notes from Bramblepoint Cave and returned
them to Lithnilian at the Imperial Bridge Inn. He generously rewarded me for my efforts.

Entry 56: I've met a strange Khajiit named S'jirra at the Faregyl Inn. She insists someone is
stealing her supply of Jumbo Potatoes. Apparently, she uses them to make what she calls her
'Famous Potato Bread'. She's offered a reward for the potatoes safe return. Whoever they are,
S'jirra said they were 'huge' and headed west.

Entry 57: I've encountered an Ogre out in the wilderness. This seems to be S'jirra's thief, as it
was carrying her Jumbo Potatoes. I've returned the Jumbo Potatoes to S'jirra. She was
overjoyed and rewarded me with her first batch of Famous Potato Bread.

Entry 58: Thorley Aethelred, a shepherd who lives at the Shardrock Farm, has tasked me to
slay six West Weald Bears and bring back their fangs as proof. They've been threatening his
sheep, and he has nowhere else to turn.

Entry 59: I've obtained the first West Weald Bear Fang from a bear that has been threatening
Thorley Aethelred's sheep.

Entry 60: I've obtained four more West Weald Bear Fangs.
282                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 61: I've obtained the sixth and final West Weald Bear Fang. I've given all six of the
West Weald Bear fangs to Thorley Aethelred, who in turn rewarded me with an enchanted
tome.

Entry 62: I've been asked by Maeva the Buxom at Whitmond Farm outside Anvil to help her
recover a family heirloom her husband stole when he left her. The mace is named Rockshatter
and has a worn inscription on the haft reading 'To Maeva and Bjalfi in honor of your union.'
Her husband, Bjalfi the Contemptible, was last seen heading for the ruins of Fort Strand to
join the Marauder Gang there. I've found Bjalfi the Contemptible inside Fort Strand, with
Rockshatter still in his possession. I've returned Rockshatter to Maeva. She was pleased and
rewarded me with a small parcel of gold.

Entry 63: A High Elf Sorceress named Varulae has asked me to retrieve her crystal ball,
located in the hold of the ship the Serpent's Wake, which is moored up in Anvil Bay. The
crystal ball is in a chest in the ship's hold. I should be careful, however -- the crew have all
been slain, and now roam the ship's decks as creatures of undeath. I have retrieved and given
Varulae her crystal ball. She gave me the captain's enchanted cutlass as a reward.
                           [7] JOURNAL OF A PRIVATE INVESTIGATOR                            283



[7] Journal of a Private Investigator


                               Journal of a Private Investigator


                                     [Cyrodiil, c 3E 433]


Entry 1: I've heard an all female gang of thieves is preying on the men folk of Anvil. While I
didn't get all the details, I was pointed in the direction of Gogan and Maelona, two local Anvil
residents. Somehow, Gogan is 'intimately' involved whatever that means.

Entry 2: I've spoken to Maelona, a Reguard commoner who lives in Anvil. It seems that a
gang of female thieves has taken up residence somewhere nearby. They're luring men out to
their farmhouse by seducing them, and then in actuality, robbing them of all their goods when
they arrive. The men are so embarrassed about this that they won't report it to the authorities.
Maelona's husband is one of the 'victims'. Upon further questioning, I've discovered that
Maelona's husband, Gogan, was carrying a family heirloom when the all-female gang robbed
him. She's desperate to get the ring back, and is offering 100 gold for its return. Maelona told
me that the men are usually approached at the local watering hole, The Flowing Bowl. That's
where I should make contact with the gang. I should speak to Gogan, as he may be able to add
some more useful information.

Entry 3: After speaking to Gogan, I've learned that there are at least two gang members, an
Imperial and a Nord. They lure men to a remote location, trick them into removing their
clothes and equipment, and then ambush them while they are defenseless. I think at this point
I have enough information to pay a visit to The Flowing Bowl.

Entry 4: Signy Home-Wrecker has met me at The Flowing Bowl, accompanied by Faustina
Cartia. She enticed me to meet them at their farmhouse around 11 this evening, 'for a night of
fun I won't soon forget'. I have decided to take them up on their temping offer, as this will
point me in the direction of their hideout. The farmhouse seems to be just outside of Anvil in
the settlement named Gweden.

Entry 5: I've arrived at Gweden. I'll need to wait until around 11 in the evening to go inside
and find out what Faustina and Signy have in store for me.

Entry 6: After entering the farmhouse, I encountered Faustina who tried to entice me to
remove my weapons, armor and clothing and place them aside. Knowing this was a ruse, I
refused. She yelled out and the rest of the gang entered the room fully armed and ready for
battle. I had no choice but to kill them.

Entry 7: Maelona and Gogan entered the farmhouse in Anvil City Guard armor. It turns out
that they have been undercover as a married couple for some time trying to put a stop to the
gang. She says I was spotted heading to Gweden so she went back for reinforcements and
headed here. She said she would take care of the bodies, and paid me my gold as promised.
284                         JOURNALS FROM THE IMPERIAL PROVINCE

Entry 8: I've entered what appears to be a recently abandoned farmhouse. Perhaps if I search
around, I may find a clue as to the owner's whereabouts.

Entry 9: I've come across a discarded page from a journal of a Slythe Seringi in an abandoned
farmhouse near the ruins of Kvatch. It mentions some sort of pilgrimage to bring an offering
of great value to something called 'The Sunken One'. All signs point to Sandstone Cavern
nearby. I should proceed there, as I fear for Slythe's safety.

Entry 10: I've come across a second discarded page from Slythe Seringi's journal. This one
details his descent into Sandstone Cavern and how he met dangerous resistance and began to
doubt his journey. I should press on and see if I can locate him.

Entry 11: I've located Slythe Seringi's corpse. On Slythe's corpse, I've located his last journal
entry. It seems he fell here believing he was truly going to meet his god and give an offering
to him to help all of Tamriel. His death is a sad end to such a well-intended sojourn.

Entry 12: I met a mysterious Wood Elf named Glarthir in Skingrad who asked me to meet
him behind the Great Chapel at midnight tonight. He wouldn't tell me what it was about, but
promised to make it worth my while.

Entry 13: Dion, Captain of the Skingrad guard, warned me to not get involved with Glarthir,
saying that he was crazy and possibly dangerous. He also asked me to contact him if Glarthir
ever asked me to do anything strange.

Entry 14: I met Glarthir behind the Great Chapel as he had asked. He wanted me to help
uncover evidence of a conspiracy against him. Glarthir claims that there is a conspiracy
against him among the people of Skingrad. He wouldn't say why, but implied that he knows
secrets which powerful people want to keep quiet. I have agreed to help him determine
whether he is being followed or watched, and he has promised to pay me 150 gold for my
services. Glarthir believes that Bernadette Peneles is following him. I need to be outside his
house at 6am and see what she does. He will then meet me behind the Great Chapel at
midnight to get my report.

Entry 15: I told Glarthir that Bernadette Peneles was not watching or following him. He was
surprised but seemed to accept it as true. Glarthir now wants me to observe the behavior of
Toutius Sextius, another suspected member of the conspiracy against him. Glarthir said that if
I waited outside Toutius Sextius's house this morning, I would see Toutius following him, and
then could find out who Toutius was reporting to. At midnight I am to meet Glarthir in our
usual spot behind the Great Chapel and tell him what I learned.

Entry 16: I told Glarthir that Toutius Sextius was not watching or following him. He was
surprised but seemed to accept it as true. Glarthir has one final person for me to investigate.
He believes that Davide Surilie is spying on his house. I should observe him for a day and
then report back to Glarthir at midnight at our usual spot behind the Great Chapel.

Entry 17: I told Glarthir that Davide Surilie was not spying on him. Glarthir now believes that
I am part of the conspiracy against him, and is trying to kill me! I have no choice but to
defend myself.
                            [7] JOURNAL OF A PRIVATE INVESTIGATOR                             285

Entry 18: Glarthir is dead. My attempts to convince him that there was no conspiracy against
him have ended in tragedy.

Entry 19: One of the shopkeepers in the Market District of the Imperial City has informed me
of another shop that opened recently. Apparently, this shop's prices are so low it's
undercutting all of their sales. They're collectively looking for someone to hire to investigate,
as they suspect foul play. I was told to go speak with Jensine at her 'Good as New'
Merchandise store for more information.

Entry 20: A group calling themselves the Society of Concerned Merchants has hired me to
investigate a new store that's just opened up in the Market District with ridiculously low
prices. They suspect the owner must be doing something illegal. I should pay a visit to
Thoronir at The Copious Coinpurse.

Entry 21: Speaking to Thoronir hasn't revealed any information. Since he's obviously hiding
something, I should keep an eye on him, and watch what he does after his shop closes.

Entry 22: I've observed a meeting between Thoronir and a mysterious man named Agarmir.
Looks like my new target is Agarmir. I should follow him and see where he goes.

Entry 23: I've discovered that Agarmir has a house in Talos Plaza. I should go inside when
he's not around and investigate.

Entry 24: I've found my way into Agarmir's basement. The place consists of an odd
assortment of clothing and trinkets. Most disturbing is the dirty shovel and mud-encrusted
boots tucked into the corner and the bits of ground bonemeal strewn about. I suspect
Agarmir's stock he sells to Thoronir is taken from the recently dead. I should continue to
search carefully for more solid evidence into this grisly accusation.

Entry 25: I've found a manifest that seems to detail names of the recently deceased, what they
were buried with and their locations in Cyrodiil. After showing the macabre manifest to
Thoronir, he agreed to stop meeting Agarmir. He also told me that Agarmir said he had
'something important' to do this very day. I think I need to check out the local graveyard, as
the last name on the list was here in the Imperial City. I should return with one more piece of
evidence of Agarmir's crime to confirm the manifest's contents.

Entry 26: I've noticed that the door to the Trentius Family Mausoleum has been unsealed and
located Agarmir inside the Trentius Family Mausoleum. It appears as though he's attempting
to desecrate another grave along with someone else I don't recognize. I need to convince him
to stop this heinous act.

Entry 27: Agarmir has been slain. Since the penalty for grave robbing is death, it somehow
seems as though justice has been done. I've acquired Agarmir's shovel still damp with the
fresh earth of the open grave. This is the final bit of proof I need of Agarmir's crimes. I should
bring it back to Thoronir.

Entry 28: Thoronir has agreed to donate all his ill-gotten merchandise to the local temple and
begin selling legitimate merchandise. He also rewarded me with a small ring as a token of his
esteem. I should now bring the macabre manifest and Agarmir's shovel to Jensine for my
reward.
286                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 29: Jensine awarded me a bounty of gold on behalf of the Society of Concerned
Merchants for restoring the economy of the Market District to its rightful place.

Entry 30: Apparently there is a corrupt Imperial Watchman in the city. Luronk gro-Glurzog in
the Temple district was complaining about him. Luronk ran afoul of him at Jensine's
Merchandise in the market district. Luronk didn't have a name, but maybe Jensine does.

Entry 31: I spoke to Jensine in the Imperial market district about the corrupt watchman. She
told me the same story as Ruslan and Luronk. The Imperial Watch Captain Audens Avidius is
extorting money from the shopkeepers. They are all too afraid of him to do anything about it.
I need to find someone with the authority to stop him. She says only another watch captain
would be able to arrest him.

Entry 32: The guards are no help. Any complaints about guard activities are to be taken to the
guard captain. Of course Audens Avidius is one of the guard captains, so that won't work. I
could try talking to one of the other Watch Captains.

Entry 33: I tried reporting Audens Avidius to Hieronymus Lex, who is one of the other guard
captains. He is busy chasing after the Gray Fox. I tried reporting Audens Avidius to Servatius
Quintilius, who is one of the other guard captains. He is new to the job and won't act against
one of the other guard captains. He said I should try the third guard captain, Itius Hayn.

Entry 34: Watch Captain Itius Hayn is willing to arrest Audens Avidius if I can produce two
witnesses that will publically accuse him. The only victims I know are Ruslan, Luronk gro-
Grurzog, and Jensine. Jensine refuses to testify against Audens Avidius. I don't think I can
persuade her. Luronk and Ruslan have agreed to testify against Audens Avidius in the
morning. I hope Itius Hayn is true to his word and arrests his fellow Watch Captain.
Otherwise those two are going to be in a lot of trouble. I could keep an eye on those two and
make sure they go to see Itius first thing in the morning.

Entry 35: Audens Avidius has been arrested. That should make Jensine, Ruslan, and Luronk
happy. Hopefully it will serve as a lesson for any other guard that is thinking about shaking
down innocent citizens.

Entry 36: Audens Avidius attacked me. He was that crooked guard in the Imperial City that
had threatened Luronk and Ruslan. He must have escaped from prison. Sadly, I was forced to
kill him. He kept raving about how he would get me for putting him in jail.

Entry 37: Countess Valga of Castle Chorrol has tasked me with the recovery of a portrait that
was stolen from her throne room. It's very dear to her as it reminds her of her husband who
was lost years ago. She mentioned clues, perhaps I should find out more. To recover the
stolen painting, I should begin by questioning the castle residents, and then search the Castle
for physical clues that could help solve the mystery. My best bet would be to start with the
Countess herself.

Entry 38: Countess Valga has told me that the only people who were unaccounted for and had
access to her bedchamber were the resident mage, Chanel, and the castle porter, Orgnolf. She
suggested I question them and some of the other castle residents: the Captain of the Guard,
Bittneld, her herald, Laythe Wavrick, and her Steward, Orok gro-Ghoth.
                            [7] JOURNAL OF A PRIVATE INVESTIGATOR                               287

Entry 39: When I asked about the night in question, Orgnolf told me that he spent a bit of time
arguing with a delivery boy in the Great Hall who had a bit of an accident with a wine
shipment in the rain, then spent the rest of the night in his room. I should continue questioning
the suspects the Countess recommended.

Entry 40: Orok gro-Ghoth mentioned he was in the castle that entire night because it had been
raining, but didn't see Orgnolf or Chanel. Also, he mentioned he had caught Orgnolf drinking
in the West Tower once. When he had threatened to tell the Countess about it, Orgnolf
apparently stopped. I should continue questioning the suspects the Countess recommended.

Entry 41: When I asked about the night in question, Chanel told me that she spent some time
in the courtyard of the castle taking star readings. Then she made her way to the dining area
off of the Great Hall. Finally, she went to her quarters to sleep. I should continue questioning
the suspects the Countess recommended.

Entry 42: Bittneld, the Captain of the Guard, said he had been out on patrol in the streets of
Chorrol that night. In addition, he mentioned seeing Chanel spend a good deal of time in the
castle's West Tower. But when he had confronted her about it, she said that was where she
had been performing some of her magic research. I should continue questioning the suspects
the Countess recommended.

Entry 43: Laythe Wavrick, the castle herald, told me that he's observed Orgnolf having a
drinking problem and often asking for money to fund his new habit. I've spoken to all of the
possible suspects and witnesses. Now, I should concentrate on gathering the clues if I'm to
solve the crime.

Entry 44: I've found an interesting painting in a concealed area of the West Tower. It seems
someone in the castle is a painter. I think I should continue looking for more clues.

Entry 45: I've found paint stains and a paint footprint on the carpet in the dining area off the
Great Hall. I think I should continue looking for more clues.

Entry 46: Chanel seems to have painting supplies concealed in a lectern in her room. The fact
they're concealed seems suspicious. I am certain that Chanel is the culprit. After all, the
evidence clearly points to her. But without a full confession, Countess Valga won't be
satisfied. I've confronted Chanel with the clues, and she admitted taking the painting. She
pointed out where it was hidden, and now I must decide whether or not to tell the Countess
about her crime.

Entry 47: I've told the Countess that neither suspect is the criminal, and that the painting must
be in the possession of someone outside the Castle walls. She seemed disappointed, but I've
kept Chanel's honor intact. Chanel was pleased that I didn't turn her in to the Countess. She
told me that as a reward, she'd paint a portrait for me, but it'll take three weeks. I should return
to Castle Chorrol at that time.

Entry 48: I've heard rumors in Chorrol that Reynald Jemane has been seen in Cheydinhal, and
that he's acting strange. Whenever approached by someone from Chorrol, he seems to have no
memory of them whatsoever, even if he's met them before. This seems strange enough to
follow up on. I should go find Reynald Jemane around town.
288                         JOURNALS FROM THE IMPERIAL PROVINCE

Entry 49: Reynald denies that he's ever been to Cheydinhal recently. In fact, in his drunken
condition, it's doubtful he could make it anywhere without falling down. Reynald's paid me
fifty gold to travel to Cheydinhal and find the man who's impersonating him.

Entry 50: I was told by a resident of Cheydinhal that there is in fact a Guilbert Jemane in
town. I should go find this Guilbert and uncover his relation to Reynald.

Entry 51: I've met Guilbert Jemane, who is Reynald's twin brother. Guilbert did not know that
his brother was still alive, and is anxious to meet him. He asked me to meet him in Chorrol, so
that they can thank me together for my help in reuniting them.

Entry 52: I've heard that a famous painter named Rythe Lythandas has gone missing.
Apparently, his wife Tivela has been frantically searching for him. Perhaps I should visit their
home here in Cheydinhal to see if I can assist with the search.

Entry 53: Tivela told me that Rythe had been locked in his studio to work on his latest
painting. He usually comes out to eat and sleep, but hadn't done so for more than a day. When
she went in to investigate, he was gone. The odd thing was that the study door was still
locked. Tivela gave me the key to Rythe's study. If I intend to find him, that's where I should
start. After touching the painting Rythe had been working on, I suddenly found myself
standing in a strange forest. It looks familiar, like the Great Forest in the heart of Cyrodiil, but
something is different about it.

Entry 54: I've located Rythe Lythandas. He was standing in this strange forest, seemingly
waiting for someone to rescue him. He blames his predicament on a thief. I've learned that a
thief broke into Rythe's studio and stole his Brush of Truepaint. Using the artifact, he escaped
into the painting. He then painted trolls to protect himself, but they turned on their creator and
killed him. Now the Brush is on the thief's body, and we can't leave without it. I should take
my leave of Rythe for now and begin exploring this surreal forest.

Entry 55: I've located the thief's corpse and retrieved the Brush of Truepaint. I should go back
and return it to Rythe, so together we can leave this strange landscape.

Entry 56: I've given the Brush of Truepaint to Rythe. He said he could paint an exit and
beckoned me to follow him. Rythe used the Brush of Truepaint to paint a door back to his
studio. We've arrived back in Rythe's home. The painting is now sealed, and Rythe is safe. As
a reward for getting him home safely with the Brush of Truepaint, Rythe presented me with a
fitting reward; his Apron of Adroitness.

Entry 57: I was told by one of the townspeople in Cheydinhal that the guards have been
imposing heavy and unfair fines lately. This seemed to begin ever since the new Captain of
the Guard, Ulrich Leland, took office. I was referred to Llevana Nedaren, who lives in the
south end of town, as she is the most vocal about her dislike of the new commander.

Entry 58: Llevana Nedaren told me about the plight of a good friend of hers, Aldos Othran.
She explained how he was evicted from his home for non-payment of fines and expressed her
hatred of Ulrich. She mentioned that Ulrich's second in command, Garrus Darelliun, seemed
sympathetic to the people's plight. I should speak to Garrus next about this matter.
                            [7] JOURNAL OF A PRIVATE INVESTIGATOR                             289

Entry 59: Garrus Darelliun let me know his dislike of his commanding officer and took it a
step further by letting me know he thinks Ulrich is pocketing much of the money from the
inflated fines. He said I should speak to Aldos, as Garrus needs a witness to bring Ulrich to
justice. I found Aldos, drunk as usual. He begged me to follow him back to his old house
where wanted me to witness something. I should follow.

Entry 60: Aldos Othran has been slain by a Cheydinhal guard. He had led me to his old house,
where he exchanged heated words with the guards. During the argument, Aldos pulled a knife
and the guard put him down. Llevana was furious after I told her of Aldos's fate. She wants
me to go speak to Ulrich and somehow convince him to follow me back to her house, where
she would 'take care of him.' This doesn't sound like the best method to deal with Ulrich. I
think I should speak to Garrus first then decide how to handle this situation.

Entry 61: Garrus was saddened by the news of Aldos's death. He vowed to bring Ulrich to
justice by any means. He suggested the only way to incriminate the Captain would be by
searching his quarters. He is suggesting that I sneak in there and look for such evidence. In
Ulrich's quarters, I've discovered a letter he wrote to some relatives outside of Cyrodiil. In it,
he talks about sending them a great deal of money and goods he purchased using the illicit
funds. I have given the evidence to Garrus he needs to remove Ulrich from office. He said he
would take it directly to the Count of Cheydinhal. He told me to meet him at the Cheydinhal
Bridge Inn in two hours.

Entry 62: It's been about two hours, and Garrus Darelliun should be meeting me at the
Cheydinhal Bridge Inn.

Entry 63: Garrus has informed me that he was made Captain of the Guard of Cheydinhal to
replace Ulrich, and has rewarded me for helping him.

Entry 64: I've heard a rumor that Bradon Lirrian, a resident in Bruma, was actually a vampire.
He was slain by a vampire hunter who has appeared in town named Raynil Dralas. However,
the circumstances of this incident sound sketchy at best. I've spoken to Carius Runellius, an
investigator for the Bruma city watch, at the crime scene. He says that Raynil slipped into the
house undetected and killed the vampire in its sleep around noon. The wife wasn't home, as
she works during the day. Also, the body of an unidentified beggar has been found stashed in
Bradon's house. Bradon's wife, Erline, told me her husband is innocent. She says that he
simply works at night, and sleeps during the day. She also suspects that someone must have
planted the body. She seemed to cast a suspicious light on Raynil, whom she says she
recognizes. I think I should locate Raynil and ask him some questions as well. I should start
with some of the merchants and innkeepers in town.

Entry 65: After asking around Bruma, I've discovered that Raynil has been staying at Olav's
Tap and Tack while he's been in town. The inn is located next to the city gates. I've spoken to
Olav at Olav's Tap and Tack. I was able to convince him to give me the key to Raynil's room.
He told me that it was up the stairs and at the end of the hall. I've entered Raynil's room and
discovered a small journal. It seems he was part of a group of adventurers who uncovered an
artifact of some sort from some Ayleid ruins. They all agreed to stash the artifact in a cave
until more research could be done about it. Each of them took a key to the chest it was
secured in. The two other members of the group were Bradon and someone named
Gelebourne. I need to find out more about Gelebourne to confirm my suspicions about Raynil.
Olav may be able to help.
290                         JOURNALS FROM THE IMPERIAL PROVINCE

Entry 66: The innkeeper, Olav, told me that Gelebourne was slain in Skingrad by none other
than Raynil. As with Bradon, Raynil claimed Gelebourne was a vampire. I think Raynil is
using the vampire as a cover story to get the keys to the chest where they stashed the artifact.
I've given Gelebourne's journal to Carius. He was shocked at the story contained within, and
vowed to bring Raynil to justice. He's gone to inform the guards. He said to meet him back at
Olav's Tap and Tack in an hour.

Entry 67: Carius told me that Raynil was seen leaving Bruma and heading west. According to
the journal, the cave where the artifact is stashed is in that direction. Carius mentioned that the
only cave in that direction that matches the journal's description is Boreal Stone Cave. Carius
also feels I have only a day before Raynil can make good his escape, so I must get there
quickly.

Entry 68: I've arrived at Boreal Stone Cave and located Raynil. He refused to surrender,
choosing instead to attack me. I was forced to kill him to defend myself. Opening the
waterlogged chest mentioned in Gelebounre's journal with all three keys, I discovered the
artifact to be an amulet. It seems fairly unremarkable, and I am unsure of its function. I think I
should bring it back to Erline Lirrian and see what she wants me to do with it.

Entry 69: Erline was pleased that I stopped Raynil. She told me that as an extra precaution,
Bradon had a command word protection put on the amulet so no one could steal it and use it
without his knowledge. Fortunately, Erline was given the command word. After giving it to
her, she said the word, and the true nature of the item was revealed: The Phylacetary of
Litheness. She then said I could keep the item, as a token of her thanks.

Entry 70: I've heard that Arnora Auria of Bruma is looking for some help recovering some
money that was stolen from her. Arnora told me about a particular crime that she was forced
to help her lover, Jorundr, commit. They stole some gold and buried it, but Jorundr was
arrested. When she returned to the hiding place, the gold was gone. Jorundr must have moved
it. Now she wants to recover the money. I should go to Bruma Castle Dungeons and speak to
him.

Entry 71: Jorundr refused to speak to me. He said that he doesn't talk to 'outsiders'. I think he's
referring to the fact that I'm not a prisoner. Sounds like the only way to get him to talk is by
getting arrested.

Entry 72: I've committed a crime and been sent to jail. I convinced Jorundr to tell me about
the stolen gold. Jorundr had a completely different take on what happened with Arnora. He
says she turned him in, hoping to get the gold for herself, but he had moved it. He's furious
and wants revenge. Jorundr then offered to give me all of the gold if I kill her. All I have to do
is show him her amulet.

Entry 73: I've convinced Arnora to give me her amulet. However, I've agreed to split the gold
with her. She gave me the key to unlock the chest next to her bed. Inside is the amulet Jorundr
is looking for. I've shown Arnora's Amulet to Jorundr. He revealed the location of the treasure
as being buried outside the town wall.

Entry 74: I've found the treasure that Jorundr concealed outside the walls of Bruma.
                           [7] JOURNAL OF A PRIVATE INVESTIGATOR                             291

Entry 75: I've killed a corrupt guard named Tyrellius Logellus near the stashed loot.
Apparently, he had overheard my conversation with Jorundr in the Bruma Castle Dungeons
and wanted the gold for himself. I think he's also killed Arnora. I can now recover the gold
unhindered.

Entry 76: I've found the treasure that Jorundr concealed. I should go check to see if Tyrellius
was telling the truth about Arnora.

Entry 77: I've found Arnora's body in her house. Tyrellius has indeed killed her. I should
probably leave before the town guard thinks I had something to do with it. On the bright side,
all of Jorundr's gold is now mine.

Entry 78: I've heard rumors of strange happenings in the settlement of Aleswell, north of the
Imperial City. I've spoken with Diram Serethi of Aleswell, though I haven't actually seen him.
He's explained that all of the residents are invisible; he suspects a wizard named Ancotar is to
blame. I should look for Ancotar in the ruins of Fort Caractacus.

Entry 79: I've talked to Ancotar, who was unaware of the effect his magic had on the people
of Aleswell. He's given me a scroll that should reverse the effects; I need to return to Aleswell
to restore its residents. Ancotar gave me a ring and suggested I wear it while casting the
Reverse Invisibility scroll, to protect me from any side effects. He didn't mention what those
side effects might be.

Entry 80: I've used the scroll Ancotar gave me, and the people of Aleswell are once again
visible. Diram Serethi thanked me for helping him, and offered me free lodging in Aleswell
whenever I'm in the area.

Entry 81: It's been three weeks. I should return to Castle Chorrol and pick up my painting
from Chanel.

Entry 82: The Jemane brothers have been reunited. After they speak, I should speak to
Guilbert, who seems the more levelheaded of the two brothers.

Entry 83: Guilbert thanked me again for all I did to reunite his family.

Entry 84: I've heard a rumor about the ghost of an old man who walks the shores of Niben
Bay at night. It's said that he walks slowly along the coast, and then looks mournfully out into
the Bay until the sun rises. The people of Bravil have taken to calling him 'the Forlorn
Watchman'. I was referred to Gilgondorin at Silverhome-on-the-Water to learn more.
Gilgondorin told me that the Forlorn Watchman appears at Bawnwatch Camp every night at 8
on the shore of Niben Bay. He was very helpful, and even marked the camp's location on my
map. Perhaps I should make my way out there and see what this local legend is all about.

Entry 85: The ghostly figure of the Forlorn Watchman has appeared on the shore of Niben
Bay. Perhaps I should watch him for a bit and see what he does.

Entry 86: The ghost stopped its somber walk at a rocky outcropping jutting into Niben Bay.
He identified himself as Grantham Blakeley, and simply said 'Look for me in the mouth of the
panther. Please, release me.' Then it turned back out to the Bay and looked out over the water.
I think it was looking that way specifically. Gilgondorin said that the 'mouth of the panther' is
292                         JOURNALS FROM THE IMPERIAL PROVINCE

a reference to the old nautical term for the Panther River and the delta where it meets Niben
Bay. The name was given to it by sailors because of the pointed rock formations jutting from
the water that vaguely resemble teeth. He added its location to my map. I should make my
way over there to unravel Grantham's cryptic message.

Entry 87: I've arrived at the Mouth of the Panther. Beyond the tooth-like rocks is the remains
of a small cargo ship named the Emma May that looks like it sank a long time ago. In the
wreck of the Emma May, a spirit attacked me. The vessel seems completely infested with
them. I suspect them to be the remains of the Emma May's crew. Why this happened to them
puzzles me. I investigated further and discovered the logbook of the Emma May. It appears
that at some point, there was a mutiny and the ship was diverted from its course. Two men
tried to stop the mutiny, but were imprisoned below decks. Seeking shelter from a bad storm,
the ship pulled into what looked like a safe cove. That was the last entry. I fear that they didn't
see the rocks of the Mouth of the Panther and ran aground. I should continue investigating.

Entry 88: I've found a key in the remains of Gable, the traitor named in the Emma May's log. I
should search the Emma May for a lock to match.

Entry 89: I've found a skeleton chained to the wall in the lowest deck of the Emma May. I
believe these to be the remains of Grantham Blakeley. I used the key I found to unlock his
shackles. The ghost of Grantham Blakeley appeared after I unlocked the shackles. He thanked
me for freeing him and said to take the map concealed somewhere in this room. I think the
map leads to the old man's treasure. I should take the map and leave this place. With it, I
should be able to find the location of his treasure. My work here is done.

Entry 90: Grantham's map has led me to a treasure chest concealed among some rocks. This
must be where Grantham hid his belongings while he was at sea. He has passed this on to me
now, as a reward for helping free his spirit.

Entry 91: I'm hearing a strange report of odd noises and smells coming from around Rosentia
Gallenus's house in Leyawiin. Perhaps I should go and investigate.

Entry 92: Rosentia Gallenus has told me she acquired a strange Daedric staff, and after trying
to examine it, she inadvertently summoned some scamps. Now the things follow her wherever
she goes. Worse still, the staff seems cursed and she cannot drop it, sell it or get rid of it. She
implored me to help her figure a way to rid her of the curse. She suggested I speak to a friend
of hers at the Mages Guild, Alves Uvenim. Alves Uvenim identified the cursed staff as the
Staff of the Everscamp. The only way to rid one's self of the staff is if someone else willingly
accepts it. Finally, she pointed out that the only way to fully break the curse would be to
return it to where it came from; Darkfathom Cave. I've willingly accepted the staff from
Rosentia. The scamps are now under my escort. I should hasten to Darkfathom Cave and be
rid of these annoying creatures.

Entry 93: I've arrived at Darkfathom Cave. I should proceed inside.

Entry 94: I've arrived at the shrine to Sheogorath. I've placed the staff near the altar at the
shrine to Sheogorath. The scamps seem pleased with their new home, and best of all have
stopped following me. I should return to Rosentia with the news.
                          [7] JOURNAL OF A PRIVATE INVESTIGATOR                         293

Entry 95: Rosentia Gallenus was gratified that I rid her of the scamps, and rewarded me with
a daedric ring she identified as the Ring of Eidolon's Edge.

Entry 96: I have heard a rumor that a strange doorway has appeared on a small island in the
Niben Bay. I should investigate.

Entry 97: A guard, Gaius Prentus, has approached me. He tells me that the people here have
all returned from inside this strange gate, and all are now mad.

Entry 98: I have entered the gate and been greeted by a man named Haskill. He tells me that
he is the Chamberlain of Sheogorath. Haskill has told me that his Lord Sheogorath is
searching for a mortal to become his champion. I should speak again with Haskill when I
have made my decision.
294                        JOURNALS FROM THE IMPERIAL PROVINCE



[8] Journal of a Questing Knight


                                 Journal of a Questing Knight


                                      [Cyrodiil, c 3E 433]


Entry 1: It seems that Count Marius Caro is concerned about an Orc named Mazoga at Castle
Leyawiin. This Orc claims she is a knight. Perhaps Marius Caro would welcome my aid in
finding out more about her.

Entry 2: Mazoga sent me to find Weebam-Na and tell him to meet her in the County Hall of
Castle Leyawiin.

Entry 3: I delivered Mazoga's message, and Weebam-Na agreed to go talk to Mazoga. Maybe
I should tag along and find out what this is all about.

Entry 4: Weebam-Na spoke with Mazoga. Perhaps now Mazoga will tell me what's going on.

Entry 5: I agreed to lead Mazoga to Fisherman's Rock. Fisherman's Rock is north of
Leyawiin, about six hours walk, on a point of land on the eastern shore of the Niben. At
Fisherman's Rock, Mazoga wants to talk to someone named Mogens Wind-shifter. She made
it clear I was not to interfere before she talked to him.

Entry 6: Mazoga spoke to Mogens Wind-Shifter, and then they started to fight. Mogens has
his gang with him so Mazoga needs some help.

Entry 7: All four bandits are dead.

Entry 8: Mazoga told me she attacked the bandits to avenge the murder of her friend,
Ra'vindra. She invited me to take what I wish from the dead... her vengeance is her reward.
Now I must report to Marius Caro.

Entry 9: Count Marius Caro of Leyawiin thanked me for my services to County Leyawiin,
and suggested that he might make Mazoga and I knights-errant as reward for our noble deeds.
He has offered to make Mazoga and myself Knights-Errant of the White Stallion if we find
and kill the Orc named Black Brugo, chieftain of the Black Bow Bandits. To locate Black
Brugo, the Count suggested I should ask Mazoga, who might have contacts among outlaws.

Entry 10: Mazoga knows Black Brugo, and has a plan to ambush him. Black Brugo visits his
gang's hideout to collect his share of the loot every night between midnight and six in the
morning. The hideout is an Ayleid ruin west of Leyawiin called Telepe. Mazoga offered to
help me find and kill Black Brugo. She will wait in the Castle Hall until I ask her to follow
me.

Entry 11: Black Brugo is dead. I must report to Marius Caro and become a Knight-Errant of
the White Stallion.
                             [8] JOURNAL OF A QUESTING KNIGHT                              295

Entry 12: The Count praised us for killing Black Brugo. He has made Mazoga and me
Knights-Errant of the Order of the White Stallion, and has given us guard's shields bearing the
heraldry of Count Leyawiin, and keys to White Stallion Lodge on the western shores of the
Niben River. The Count also asked us to find and kill any remaining members of the Black
Bow Bandits, and promised a bounty of 100 gold for every Black Bow we deliver to him.

Entry 13: I've heard rumors of an attack on the Chapel of Dibella in Anvil. No one seems to
know what happened, but all the priests and priestesses were killed and the altars desecrated.
It might be worth going to Anvil to see for myself.

Entry 14: I've heard of a mysterious Prophet who preaches outside the desecrated Chapel of
Dibella in Anvil. I've spoken to the Prophet outside Anvil Chapel. He claims that an ancient
Ayleid sorceror-king has returned from beyond the grave to destroy the church, and that only
a true knight wearing the legendary Crusader's Relics can possibly defeat him. He told me that
in order to seek the Relics of the Crusader, I must first do a pilgrimage to the Wayshrines of
the Divines. He gave me a map of the Pilgrim's Way to help me locate the shrines. Once I
have visited a wayshrine for each of the Nine Divines, I may receive a vision if I am judged a
worthy knight.

Entry 15: I have prayed at the Wayshrines of Arkay, Mara, and Dibella.

Entry 16: Valus Odiil is concerned about his sons, who are going to fight creatures that have
been appearing in the woods outside of Chorrol. After speaking with Valus, I've agreed to join
them. I need to follow Antus and Rallus Odiil to their farm.

Entry 17: We've arrived at Odiil Farm. I need to help Antus and Rallus Odiil defeat the
creatures that have been plaguing their home.

Entry 18: The Goblins have been defeated; I should return to Chorrol and tell Valus Odiil his
sons are safe.

Entry 19: Valus Odiil thanked me for helping his sons, and gave me a fine weapon named
Chillrend as a reward.

Entry 20: I've agreed to look for Dar-Ma, the daughter of Seed-Neeus of Chorrol. I should go
to Hackdirt and speak to Etira Moslin, the owner of the village store. Seed-Neeus also
suggested I look for Dar-Ma's favorite horse, Blossom -- if I find the horse, Dar-Ma is likely
nearby.

Entry 21: Vlandhonder Moslin denies knowing anything about Dar-Ma. He says no young
Argonian has stayed in his inn recently. His evasive manner leads me to suspect he is lying.
Etira Moslin says that Dar-Ma never arrived with the scheduled delivery. She seemed to be
hiding something, however, and I should investigate the town further.

Entry 22: I have found Dar-Ma's horse behind Moslin's Dry Goods in Hackdirt and her diary
in the inn in Hackdirt. Now that I know Dar-Ma arrived here safely, I should confront the
innkeeper with this evidence and see if he changes his story.

Entry 23: Etira Moslin still denies that Dar-Ma ever came to Hackdirt, although it is obvious
that Dar-Ma did ... and that she likely never left. Vlanhonder Moslin admits that Dar-Ma
296                         JOURNALS FROM THE IMPERIAL PROVINCE

arrived in Hackdirt, but still denies knowing anything about her disappearance. I am now sure
that foul play was involved, and will continue my search of the town for any sign of her.

Entry 24: Jiv Hiriel, one of the Hackdirt villagers, seems to know something about Dar-Ma.
He was afraid to talk openly, but asked me to meet him in his house tonight after dark. Jiv
Hiriel told me that Dar-Ma is being held in caverns beneath the town, apparently for some
kind of ritual sacrifice. He gave me a key that will open the trapdoors in any of the houses.
The villagers gather for worship in the caverns every night, so that will be the best time to slip
into the caverns unnoticed and rescue Dar-Ma. He suggested that the trapdoor in Moslin's Inn
offers the best way into the caverns, as it is nearest where Dar-Ma is being held prisoner. I
should sneak into the caverns and try to find her.

Entry 25: I've found a trap door that seems to lead to caverns beneath Hackdirt. I should enter
these caverns and search for Dar-Ma.

Entry 26: I have found Dar-Ma held captive in caves beneath Hackdirt and freed her from the
clutches of the foul creatures that infest Hackdirt. Now to escape and deliver her safely back
to Seed-Neeus in Chorrol.

Entry 27: Seed-Neeus was overjoyed to see her daughter again. They both thanked me
profusely and swore their eternal gratitude, and Seed-Neeus gave me free Mercantile training.

Entry 28: I have prayed at the Wayshrine of Akatosh.

Entry 29: A Dunmer named Ralsa Norvalo has approached me, and said that her husband
needs assistance in a matter of what she calls 'the utmost importance to the safety of the
citizens of the Imperial City'. She told me to meet Gilen at the house of someone named
Seridur. Apparently, all will be explained when I get there.

Entry 30: Seridur has revealed to me that he's a member of a group of individuals dedicated to
the destruction of vampires called The Order of the Virtuous Blood. Their goal is to keep the
Imperial City safe from these creatures of the night. I've been told that Roland Jenseric here in
the Temple District of the Imperial City is a vampire. The Order would like me to kill him. To
locate Roland Jenseric, Seridur suggested I search his home, which is also here in the Temple
District.

Entry 31: I've arrived at Roland Jenseric's house. After searching Roland's home, I've found a
letter written to Roland from his girlfriend. It mentions a cabin where the two would meet. It's
located east of the Imperial City in the Great Forest. I think this may be where Roland could
be hiding. I should head out there immediately before he has a chance to escape.

Entry 32: I've arrived at Roland's cabin. I should proceed inside to see if he's here. I should be
cautious, as Seridur warned me that vampires could be very dangerous.

Entry 33: Roland Jenseric insists that he's not a vampire. In fact, he's accusing Seridur of
being one instead! I should listen to what he has to say about Seridur and see if I can
determine who's telling the truth.

Entry 34: Roland tells me that he thought his lover was having an affair, so he followed her
one night on a walk. He came across Seridur draining the blood from her neck. Roland says
                              [8] JOURNAL OF A QUESTING KNIGHT                               297

he attacked Seridur, and in the chaos, Roland's lover was killed. Seridur got away. Knowing
Selidur was a respected member of the Imperial City, he panicked and ran to the cabin here to
collect his thoughts and decide what to do next. I've decided to give Roland a chance, and will
investigate his story. Roland told me that Seridur makes the occasional trip to the First Edition
bookshop in the Market District of the Imperial City. He told me I should speak to the owner,
Phintias.

Entry 35: I've discovered that Seridur makes the occasional visit to a place called Memorial
Cave. It's a burial site for many heroes that died in past wars. Seridur supposedly has a
relative interred there. Perhaps I should go investigate.

Entry 36: I've entered Memorial Cave. It's now being used as a vampire den. I need to see if I
can find Seridur in here and put a stop to his charade.

Entry 37: I've slain Seridur. I've returned to Roland's cabin and told him what had transpired.
He thanked me for clearing his name, and vowed to take Seridur's place to continue the Order
of the Virtuous Blood. He said I should meet him there for a reward.

Entry 38: I've returned to Seridur's home, which the Order still uses to meet. Roland was
there, and he told me I was now an honorary member of their group. He also bestowed an
enchanted ring on me to help me in my future encounters with vampires.

Entry 39: I've come upon an Oblivion Gate dominating the landscape outside the walls of
Cheydinhal. A few Cheydinhal guards seem to be patrolling its perimeter. Amminus Gregori
said that a group of Knights led by the Count of Cheydinhal's son, Farwil Indarys, went inside
to close the Gate. That was almost two days ago. The Count has posted a generous reward for
the closing of the Oblivion Gate and information on Farwil's whereabouts. Farwil heads up a
group of soldiers calling themselves 'The Knights of the Thorn'. This group seems to be a
splinter faction of the town guard that maintains a lodge just outside the city. From the
Amminus's snide comments, it doesn't sound like they're appreciated. Amminus told me that
the only way to close the Oblivion Gate is to locate the Sigil Stone that resides within. Once
the stone is in hand, the Gate will cease to exist. I'll have to keep this in mind when I venture
through.

Entry 40: I've stepped through the Oblivion Gate outside of Cheydinhal and now find myself
in the dreaded plane of Oblivion itself. My only chance to destroy the gate and return home
would be obtaining the Sigil Stone in this plane's citadel. I should make my way there now.

Entry 41: I've located a Dunmer and a Breton in the Oblivion plane. They looked wounded
and shaken. The Dumner has identified himself as Farwil Indarys, son of the Count of
Cheydinhal and a 'Knight of the Thorn'. He told me that all his companions have been killed
except himself and Bremman Senyan. They died trying to get inside the citadel to obtain the
Sigil Stone. He's now ordered me to go into the Citadel and recover the Sigil Stone, and says
he'll not leave this place until that task is done.

Entry 42: After I touched the Sigil Stone, I found myself outside of Oblivion and back on
Tamriel. The gate is now nowhere to be found. Farwil thanked me in his odd way, and told
me to go speak to his father, the Count of Cheydinhal. Also, he's bestowed upon me the
'honor' of being a Knight of the Thorn. To humor him, I courteously accepted. Amminus
298                         JOURNALS FROM THE IMPERIAL PROVINCE

Gregori has told me that the Count of Cheydinhal wishes to speak to me personally. I should
head to Castle Cheydinhal now.

Entry 43: I've spoken to Count Indarys of Cheydinhal. He was pleased that the Oblivion Gate
outside his city was closed, and ecstatic that his son was still alive. To reward my actions, he
presented me with a fine sword named Thornblade.

Entry 44: I have prayed at the Wayshrines of Julianos, Kynareth, and Stendarr.

Entry 45: While in Bravil, I've heard that Ursanne Loche's husband, Aleron, is missing. If I
wish to help, I should attempt to locate Ursanne and see if I can find out more information.

Entry 46: I've met Ursanne Loche in Bravil. She's told me that her husband, Aleron Loche is
missing and she needs my help to locate him. Aleron owed a great deal of money to an Orc
usurer named Kurdan gro-Dragol. He went there a day ago to beg for more time, and hasn't
returned since. Kurdan gro-Dragol usually frequents The Lonely Suitor Lodge, which is close
by. Perhaps I should pay him a visit.

Entry 47: Kurdan gro-Dragol has told me that he knows the location of Aleron Loche, and if I
want him to reveal it to me, I'll have to retrieve an axe that belonged to his father and was lost
on Fort Grief Island some time ago. If I don't bring the axe back, he says that Aleron will die.
When I'm ready, I need to speak to Kurdan who will provide a boat for me.

Entry 48: Kurdan gro-Dragol told me that the boat is waiting for me at the dock next to the
magic shop here in Bravil. I should get underway soon, as I wish to find out what's happened
to Aleron.

Entry 49: I've arrived at Fort Grief. I should proceed inside the ruined keep and begin my
search for the axe.

Entry 50: To my surprise, I've come across Aleron Loche inside the ruined keep of Fort Grief!
He told me that the search for the axe is a ruse that Kurdan gro-Dragol uses to lure people into
the ruins. Apparently, Aleron and I are now the prey in a bizarre hunting sport that Kurdan
created. If Aleron and I are to survive, I need to proceed down into the Hunter's Run and
defeat the hunters being sent after us. According to the 'rules', one of them will have the key
to unlock the door Kurdan sealed behind us. Since Aleron is in no condition to fight, I'll have
to seek these hunters out myself.

Entry 51: I've defeated all of the hunters. I should search the body of the Orc Hunter for the
key to the keep door of Fort Grief.

Entry 52: I've found the key to the door of the keep at Fort Grief. I've returned to Aleron to
find Kurdan himself standing over the corpse of Aleron, whom he'd murdered. I had no
choice but to attack and slay him. I should search Kurdan's corpse for anything that may help
me get out of these ruins.

Entry 53: The key I discovered on the Orc Hunter was indeed a fake and the real key was on
Kurdan's body. He'd never intended to let us leave whether we won his demented hunt or not.
The real key should allow me to unlock the gateroom inside the Hunter's Run and then leave
Fort Grief. I will then have to bring Ursanne the sad news.
                             [8] JOURNAL OF A QUESTING KNIGHT                              299

Entry 54: I've told Ursanne about her husband's death. I said that he fought bravely and that
his thoughts were with her before he died. She thanked me for my kind words and bestowed a
book upon me that belonged to Aleron. I know that I did the best I could, but at least Aleron's
death was avenged.

Entry 55: I have prayed at the Wayshrines of Zenithar and Talos. I have completed my
pilgrimage to the Wayshrines of the Divines. I should pray and wait for a vision to guide me
on my quest for the Crusader's Relics.

Entry 56: Upon completing my pilgrimage to the wayshrines, I received a vision from the
Divine Crusader, Pelinal Whitestrake. He revealed the location of his lost shrine, which is
where I should begin my quest for the Relics of the Crusader.

Entry 57: I've found the body of Sir Amiel, who appears to have perished centuries ago while
questing for the Shrine of the Crusader. Sir Amiel was a member of the Knights of the Nine, a
holy order devoted to recovering the Relics of the Crusader. Through reading his journal, I've
learned the location of their former headquarters, the Priory of the Nine in the West Weald. I
should proceed to the old Priory and see if it still holds the Cuirass of the Crusader, as Sir
Amiel's journal suggests, but first I should make sure I have his ring, which I may need to
access the Priory vaults. According to Sir Amiel's journal, the Helm of the Crusader is located
in Pelinal's shrine. Once I've recovered the Helm from the Shrine of the Crusader, I should
proceed to the old Priory.

Entry 58: I've recovered the Helm of the Crusader, the first piece of the Crusader's Relics.
Now that I've recovered the Helm, I should proceed to the Priory of the Nine to see if it still
holds the Cuirass of the Crusader.

Entry 59: The ghosts of the former Knights of the Nine have appeared and blocked my path to
the Cuirass of the Crusader. They will not let me pass until I best each of them in single
combat.

Entry 60: I've defeated the ghostly guardians of the Cuirass of the Crusader. I can now claim
it for my own.

Entry 61: I've recovered the Cuirass of the Crusader. I should talk to the ghosts of the former
Knights of the Nine to see if they can aid me in my quest for the remaining Crusader's Relics.

Entry 62: I've spoken with the ghosts of the Knights of the Nine and learned where several
parts of the Armor of the Crusader are hidden. I should return when I have collected them all.

Entry 63: I have been instructed to find the Shrine to Kynareth in Cyrodiil's Great Forest, and
speak with the Priests there about the Boots of the Crusader. In order to be granted the Boots
of the Crusader, I must travel to a sacred grove in the Great Forest and be tested by Kynareth.
Sir Casimir has told me the Gauntlets of the Crusader are located in the Chapel of Stendarr in
Chorrol. I must travel there and figure out how to retrieve them. I need to find Fort Bulwark,
and locate the Shield of the Crusader inside. Sir Ralvas has told me where to find the the
Mace of Zenithar. In order to recover the mace, I must travel to the Chapel of Zenithar in
Leyawiin. In the undercroft of the chapel, I must kneel at the shrine there. According to Sir
Ralvas, I will be tested and 'my faith will be my guide'.
300                         JOURNALS FROM THE IMPERIAL PROVINCE

Entry 64: Lathon, the young squire of Sir Roderic, arrived at the Priory with a tragic tale. It
seems that his master perished while attempting to defeat the dreadful undead guardian of the
Sword of the Crusader. Lathon was able to escape with the Greaves of the Crusader, which he
surrendered to me. I need to go to Underpall Cave where Sir Roderic fell, and reclaim the
Sword of the Crusader for the Nine.

Entry 65: I've reached the Grove of Trials. I shall have to wait and see what Kynareth has in
store for me.

Entry 66: A bear attacked me in the sacred grove, but I made no attempts to fight back. A
cave has been revealed, and it would seem the Boots of the Crusader are waiting inside.

Entry 67: I have acquired the Boots of the Crusader. I've completed Sir Juncan's quest by
recovering the Boots of the Crusader. I should continue to search for the Relics that the other
ghost Knights were questing for.

Entry 68: Areldur, a priest of Stendarr, has told me that the Gauntlets of the Crusader cannot
be moved. Kellen, a descendant of Sir Casimir, told me that his family has been cursed for
generations, and that he has come to the Chapel of Stendarr to be freed of this curse. The
priest has told me that the only way to lift the curse from Kellen is to take it on myself. I need
to pray at the altar in the Chapel if I wish to lift the curse.

Entry 69: I have prayed at the altar in the Chapel of Stendarr, and have been granted the
ability to Lay Hands on Kellen. I have lifted the curse from Kellen, which means taking it on
myself. As a result, I am weary and my fatigue has been affected. With the curse lifted, I can
now retrieve the Gauntlets of the Crusader.

Entry 70: I have recovered the Gauntlets of the Crusader. I've completed Sir Casimir's quest
by recovering the Gauntlets of the Crusader. I should continue to search for the Relics that the
other ghost Knights were questing for.

Entry 71: I've found Fort Bulwark and rescued Sir Thedret, a knight imprisoned within the
Fort. I need to watch out for traps in the lower levels, and remember the phrase 'When the
eyes of the Guardians are upon you, Julianos will show you favor.'

Entry 72: I've found some sort of puzzle or trap deep inside Fort Bulwark. I'll need to figure
out what it means in order to acquire the Shield of the Crusader.

Entry 73: I have recovered the Shield of the Crusader. I've completed Sir Henrik's quest by
recovering the Shield of the Crusader. I should continue to search for the Relics that the other
ghost Knights were questing for.

Entry 74: I've knelt before the shrine of Saint Kaladas in Leyawiin and found myself
transported to some sort of dark void. I can see the Mace of Zenithar off in the distance. There
is a glowing walkway leading towards them. The boots of Kynareth are vibrating softly and
they seem to have some connection to the mystical path.

Entry 75: I've recovered the Mace of the Crusader. I've completed Sir Ralvas's quest by
recovering the Mace of the Crusader. I should continue to search for the Relics that the other
ghost Knights were questing for.
                              [8] JOURNAL OF A QUESTING KNIGHT                              301

Entry 76: After recovering the Mace of the Crusader, I found the minions of Umaril attacking
the Chapel of Zenithar. They were all defeated and the Leyawiin's Chapel escaped
desecration.

Entry 77: I have arrived at Underpall Cave, the location of Lord Vlindrel's grave. Sir Roderic
died somewhere inside, battling the foul wraith that now wields the Sword of the Crusader.

Entry 78: The wraith of Lord Vlindrel is destroyed. I have recovered the Sword of the
Crusader, but it has been desecrated by the foul wraith that wielded it. I should take it to the
Chapel of Arkay in Cheydinhal to reconsecrate it to its holy purpose.

Entry 79: The Sword of the Crusader has been reconsecrated to Arkay on the high altar. I now
possess all eight of the Crusader's Relics. I should return to the Priory to consult with my
knights about how to attack and destroy Umaril.

Entry 80: The Prophet has arrived at the Priory to see me. My knights have gathered in the
Chapel to listen to him preach. I should speak to him immediately.

Entry 81: I've been granted the Blessing of Talos by the Prophet. I am now ready to destroy
Umaril. My knights are on their way to Garlas Malatar to prepare for our final assault on his
fortress.

Entry 82: I have arrived at Garlas Malatar. My sworn foe Umaril the Unfeathered awaits me
inside. The final duty in my holy quest is to find him, and destroy him. I've ordered my
Knights to attack Umaril and his Aurorans at Garlas Malatar. We must destroy Umaril once
and for all.

Entry 83: I have destroyed Umaril's physical form. If the Prophet told me true, I must cast the
Blessing of Talos on myself and I will follow Umaril's spirit to a place where he can be
destroyed.

Entry 84: Umaril is utterly destroyed. I have completed my holy quest.
302                          JOURNALS FROM THE IMPERIAL PROVINCE



[9] Journal of a Thief


                                        Journal of a Thief


                                       [Cyrodiil, c 3E 433]


Entry 1: I was given a mysterious note by a mysterious Dark Elf. It offers greater wealth and
less jail time. Maybe I should check it out. I have to wait until midnight, and then go to the
Garden of Dareloth.

Entry 2: I spoke with Armand Christophe, who is a member of the Thieves Guild. He offered
me a chance to join the guild, but I have to compete against two other thieves, Methredhel and
Amusei. Which ever one of us steals Amantius Allectus' Diary first will be inducted into the
Thieves Guild. It's somewhere in the Imperial City. He told me that the beggars might be able
to tell me where to find him.

Entry 3: A beggar told me that Amantius Allectus lives in the Temple district, on the far east
side.

Entry 4: Methredhel has beaten me to Amantius Allectus' diary. If I can't get it from her
somehow, she will get into the guild and I'll be left out in the cold. It's too bad the competition
rules won't let me kill her. However, Armand didn't say anything about stealing from her!

Entry 5: Methredhel has escaped. If I want that diary, I going to have to track her down. I
wonder if the beggars can help me?

Entry 6: The word on the street is that Methredhel delivered Amantius Allectus diary to
Armand. I hope Armand has something else I can do to get into the Thieves Guild. I should
go see him at midnight in the Garden of Dareloth.

Entry 7: Methredhel delivered the diary to Armand before me. She has been accepted into the
Thieves Guild.

Entry 8: Armand is giving Amusei and I one more chance we have to steal Rohssan's sword
from somewhere in the Imperial City and bring it back to him. The first one of us to do that
will also be admitted into the Thieves Guild.

Entry 9: I have Rohssan's Cutlass. Now to get back to Armand in the garden of Dareloth. I'll
have to wait until midnight when he is there.

Entry 10: Armand Christophe has granted me a membership in the Thieves Guild. Amusei is
threatening to become a freelance thief. Armand has given me the rules of the guild:

      1. I can't kill anyone while I'm on the job. Animals and monsters are fair game though.

      2. Never steal from anyone in the Thieves Guild.
                                    [9] JOURNAL OF A THIEF                                   303

   3. Never steal from beggars and peasants, especially in the Waterfront. The Gray Fox
      protects them.

Entry 11: Armand told me that he won't have any commission jobs for me until I sell more
stolen property to Ongar the fence. I'll need about 50 gold worth of stolen goods before he
will trust me sufficiently.

Entry 12: Ongar is the fence in Bruma. The beggar told me he lives behind the temple. I
should go to him if I have any stolen property to sell.

Entry 13: I've reached my goal. I have fenced over 50 gold worth of goods. I should go see
Armand sometime. He might have something for me.

Entry 14: Armand told me that he won't have another commission job for me until I sell more
stolen property to Ongar the fence. I'll need about 100 gold worth of stolen goods before he
will trust me sufficiently.

Entry 15: For further training in Acrobatics, I need to search the mountains in the northeast of
Cyrodiil for Aerin's Camp.

Entry 16: I've reached my goal. I have fenced over 100 gold worth of goods. I should go see
Armand sometime. He might have something for me.

Entry 17: Armand of the Thieves Guild has asked me to recover the tax records and taxes
collected by the Imperial Watch. They are being held by an over-zealous Captain named
Hieronymus Lex in the South Watchtower.

Entry 18: I learned that Hieronymus Lex has an office in the South Watchtower. That's
probably where he keeps the taxes and tax records. I should check it out.

Entry 19: I found the tax records. Now to get them back to Armand in the Waterfront district.

Entry 20: I returned the tax records and taxes to Armand. He let me keep the gold. The Gray
Fox will redistribute them to the peasants in the Waterfront district using money from the
guild treasury. Armand has promoted me to Footpad in the Thieves Guild.

Entry 21: Armand of the Thieves Guild has asked me to steal the bust of Llathasa Indarys
from Cheyhindal. They will pay 100 gold coins.

Entry 22: I learned that the bust of Llathasa Indarys is in her tomb. She is buried in the chapel
undercroft of the Temple of Arkay in Cheydinhal.

Entry 23: I have the bust. Now to get back to Armand.

Entry 24: Torbern has agreed to train me in Acrobatics in Aerin's absence.

Entry 25: The Waterfront is crawling with Imperial Watch. They are all looking for Armand
Christophe. I'm sure he won't show at midnight. Dareloth's Garden is too hot. I'll need to find
out where he is hiding. Maybe one of the other Thieves Guild members knows. I'll have to
start asking around for them.
304                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 26: I overheard the pompous Hieronymous Lex say that there is an informant in the
Thieves Guild.

Entry 27: Methredhel contacted me. She says that this whole job was just a setup to flush out
the informant, a Dark Elf named Myvryna Arano. They didn't see fit to let me in on the plan
though. She has specific instructions from Armand to plant the bust in Myvryna's cupboard.
Then I have to find Hieronymus Lex and snitch on her.

Entry 28: The bust is in Myvryna's cupboard. Now to tell that windbag Lex where to find it.

Entry 29: I told Hieronymus Lex that Myvryna was the thief. He didn't believe me, probably
because she is his informant. Fortunately his overblown sense of duty will make him check it
out anyway. He is insisting I follow him.

Entry 30: Hieronymus Lex found the bust I planted. Now all I have to do is report to Armand.
Unfortunately I'll have to wait until the next midnight for him to return to the Garden of
Dareloth.

Entry 31: Armand thanked me for my help in exposing Myvryna Arano as the informant. He
promoted me to Bandit in the Thieves Guild.

Entry 32: Armand is no longer my primary Thieves Guild contact. My new contact is
S'krivva, in the city of Bravil. I can find her either at home or at the Lonely Suitor Lodge. I
should ask her if there are any commission jobs for me.

Entry 33: A beggar reminded me that I can find S'krivva in the Lonely Suitor Lodge, or at
home.

Entry 34: S'krivva told me that she won't have another commission job for me until I sell
more stolen property to Ongar or Dar Jee. I'll need about 200 gold worth of stolen goods
before she will trust me sufficiently.

Entry 35: Dar Jee is the fence in Leyawiin. The beggar told me she lives east of the temple. I
should go to her if I have any stolen property to sell.

Entry 36: I've reached my goal. I have fenced over 200 gold worth of goods. I should go see
S'krivva sometime. She might have something for me.

Entry 37: S'krivva has asked me to retrieve a ring that belongs to Ahdarji. She is a Khajiit
living in Leyawiin. I need to go to Leyawiin and see if I can find her.

Entry 38: Ahdarji is offering 100 gold coins for her ring. The ring was stolen by Amusei. I
wonder if that is the same Argonian that I competed against to get into the guild? I'll have to
look around for him.

Entry 39: Amusei is in jail here in Leyawiin. The only way I'm going to find that ring is to
talk to him there.

Entry 40: Amusei knows where the ring is, but he won't tell me unless I get him a lockpick.
                                      [9] JOURNAL OF A THIEF                                    305

Entry 41: Amusei told me that the ring was inscribed on the inside with the name Alessia
Caro, a.k.a. the Countess of Leyawiin. Apparently he tried to sell it back to her. When he
went to deliver the ring, he was arrested and thrown into jail. She kept the ring. It must be
somewhere in the castle, assuming she isn't wearing it. I'll need to find someone who can tell
exactly where. This might be a good time to revisit Ahdarji, or to see what the beggars know.

Entry 42: Apparently Ahdarji can use the ring to read missives and other castle documents
written by the Count. She sells the information to other Counts of Cyrodiil. Now that the cat
is out of the bag, so to speak, she has upped the reward to 200 gold coins.

Entry 43: A beggar told me that Hlidara Mothril, Alessia Caro's chambermaid, might be able
to tell me where she keeps her ring. I'll have to sweet talk her though.

Entry 44: It seems that Alessia Caro wears the ring all the time, which is going to make is
really difficult to steal it from her. However, I learned that she always takes it off at night. I'll
have to sneak into her bedroom at night and rifle through that jewelry box.

Entry 45: It seems there is a secret passage that leads from the basement to the Countess'
private chambers. If I can find it, that passage might be a safer way to sneak into her room.

Entry 46: I've got the ring. Now to find Ahdarji and collect my reward.

Entry 47: Ahdarji was very grateful and rewarded me nicely for the ring. I get the feeling she
hates Argonians though. No wonder Amusei had trouble with her. Now all I have to do is
report back to S'krivva in Bravil.

Entry 48: S'krivva thanked me for my devotion to duty within the Thieves Guild. I guess that
mean Ahdarji told her I returned the ring. I've been promoted within the guild as well.

Entry 49: S'krivva told me that she won't have any commission jobs for me until I sell more
stolen property to Ongar or Dar Jee. I'll need about 300 gold worth of stolen goods before she
will trust me sufficiently.

Entry 50: I've reached my goal. I have fenced over 300 gold worth of goods. I should go see
S'krivva sometime. She might have something for me.

Entry 51: S'krivva tells me that Hieronymus Lex, Captain of the Imperial Watch, has pulled
guards from all over the Imperial City to lockdown the Waterfront. He has vowed to remain
there until someone rats out the Gray Fox. If I want to help I have to find Methredhel. She is
hiding somewhere in the Imperial City.

Entry 52: Methredhel has a plan to force Hieronymus Lex to lift his seige of the Waterfront.
Myself and four other Thieves Guild operatives will go on a crime spree. Each of us is
assigned a high profile item to steal. I am to steal Hrormir's staff from the Archmage's room at
the Arcane University. I have a note I am supposed to leave in his nightstand.

Entry 53: I have Hrormir's Icestaff. All I need to do is leave the note in the nightstand.

Entry 54: I slid the note into the Archmage's night stand. Now to get the staff back to
Methredhel.
306                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 55: I gave the Icestaff to Methredhel. She says we need to wait for the nobles and
wizards to act. She wants me to watch Lex until he is ordered to leave the Waterfront. I have
to make sure I get close enough to him to overhear any conversations. When he does, I report
back to Methredhel.

Entry 56: While spying on Hieronymus Lex, I saw a Dremora delivered a note to him. Lex
has begun moving his watchmen out of the Waterfront. I think this is the signal for me to
report back to Methredhel. Lex dropped that note. I wonder if I can find it?

Entry 57: I read the note that Hieronymus Lex dropped. Apparently he used guards from the
Arcane University in his lockdown of the Waterfront. The wizards are blaming him for the
theft of the Icestaff.

Entry 58: Methredhel has one last task for me. It's too dangerous to return Hrormir's Icestaff
directly to the Arcane University. Instead, I have to put the Icestaff into a chest in Ontus
Vanin's home. He is a researcher for the Arcane University and will certainly find it there.

Entry 59: I've planted the Icestaff in the chest in Ontus' bedroom. I should go see S'krivva and
collect my reward.

Entry 60: S'krivva was very pleased. The Arcane University has forced Hieronymus Lex to
break his siege of the Waterfront. She paid me the 300 gold coins she promised. I have been
promoted to Cat Burglar within the Thieves Guild.

Entry 61: S'krivva told me that she won't have any commission jobs for me until I sell more
stolen property to a fence. I'll need about 400 gold worth of stolen goods before she will trust
me sufficiently. I should check out the new fence, Luciana Galena.

Entry 62: Luciana Galena is the fence in Bravil. The beggar told me she lives by the arena. I
should go to her if I have any stolen property to sell.

Entry 63: I've reached my goal. I have fenced over 400 gold worth of goods. I should go see
S'krivva sometime. She might have something for me.

Entry 64: A beggar reminded me that S'krivva can be found at the Lonely Suitors Lodge and
at the Arena. I'll need to speak with her to see if there are any special Thievs Guild
assignments available.

Entry 65: S'krivva of the Thieves Guild has asked me to find out what happened to the thief
named Theranis. He was sent to steal a book entitled Lost Histories of Tamriel from the
wizard in Castle Skingrad. My job is to recover the book. S'krivva doesn't care if Theranis
delivers it to her or I do. I'm getting 400 gold coins either way.

Entry 66: I discovered that Theranis was arrested. It seems he was found in a tavern, drunk
and bragging about stealing something from Castle Skingrad. The Captain of the Skingrad
Guard overheard him and arrested him. I'm going to have to break into the dungeon if I want
to speak to Theranis.
                                      [9] JOURNAL OF A THIEF                                    307

Entry 67: I tried to bribe my way into the jail to see Theranis, but the jailor is too honest.
Either that or he is terrified of Count Hassildor. It's too bad I can't get a job in the castle. What
does a guy have to do in this town to see the inside of the jail? Get arrested?

Entry 68: It seems that the butler, Shum gro-Yarug, is hiring up at Castle Skingrad.
Penetrating the castle would be much easier if I had that job.

Entry 69: I got myself hired as a servant in Castle Skingrad. I only have access to the Great
Keep, but that should help. Shum gro-Yarug says that the jailors will open the prison door for
me. Now I just have to find Theranis.

Entry 70: The only prisoner in Castle Skingrad's jail is Larthjar. He told me that the Pale
Lady, whoever she is, took Theranis days ago. I don't like the sound of that. There was an
Argonian prisoner in the same cell as Theranis. Apparently he was also taken by the Pale
Lady just a couple of hours ago. The Argonian put up quite a struggle and was bleeding. It's
the only clue I've got right now. I'd better follow it.

Entry 71: Theranis is dead. I found his body in the secret chamber with Amusei and the Pale
Lady.

Entry 72: The Argonian in the cell with Theranis turned out to be Amusei! Before he died,
Theranis told Amusei where he hid a special treasure, which I assume is the book. If I can get
him out of here, Amusei will tell me where the book is hidden. Of course being seen helping a
known prisoner to escape is a crime. I'll have to avoid the guards in the castle.

Entry 73: Amusei and I escaped from Castle Skingrad. Let's see if he will keep his word and
tell me about the book.

Entry 74: Amusei was grateful for being saved from the Pale Lady and told me where to find
the book. It is under a bush, behind Nerastarel's house, near a well.

Entry 75: I have the Lost Histories of Tamriel. Now all I have to do is return it to S'krivva in
Bravil.

Entry 76: S'krivva has rewarded me for recovering Lost Histories of Tamriel.

Entry 77: I wish to learn more about Security, I need to find J'baana in the Legion
Headquarters of the Imperial City.

Entry 78: S'krivva told me that she won't have another commission job for me until I sell
more stolen property to the guild fences, like Luciana Galena. I'll need about 500 gold worth
of stolen goods before she will trust me sufficiently.

Entry 79: I've reached my goal. I have fenced over 500 gold worth of goods. I should go see
S'krivva sometime. She might have something for me.

Entry 80: A beggar told me I could find S'krivva at the Lonely Suitor Lodge.

Entry 81: S'krivva tells me that the Gray Fox is tired of Hieronymus Lex causing problems.
He wants Lex removed once and for all. Countess Umbranox of Anvil is in need of a Captain
308                         JOURNALS FROM THE IMPERIAL PROVINCE

of the Guard. She sent away for a list of recommendations from the Imperial Watch guard. I
must create a forgery that recommends Lex and deliver it to her personally. The Gray Fox has
a special interest in Countess Umbranox and has choosen Lex to be her protector. Very
curious.

Entry 82: First, I steal the letter from steward Dairihill's desk in Castle Anvil. Then get a
forgery made. I have to find and pay for my own forger. Then seal it with the Imperial Watch
seal from the legion commander's desk in the Imperial City. Dairihill cannot be trusted to
deliver the letter. I must personally deliver the forged letter to Countess Umbranox of Anvil. I
will be paid 500 gold, plus the cost of the forgery.

Entry 83: I have learned that Dairihill's office is in the castle's private quarters, which is off
limits. I should look for an indirect way to get in there.

Entry 84: A beggar told me that there may be secret ways in the castle. I am supposed to find
the blacksmith. I'm not really sure why.

Entry 85: Orrin has shown me a secret passage within the walls of Castle Anvil. It should let
me get closer to Dairihill's office without being seen by the castle guards.

Entry 86: I have the letter. Now I need to find a forger.

Entry 87: My sources tell me that there is a master forger in Anvil. He is known only as The
Stranger. He lives in a house by the Mages Guild.

Entry 88: I delivered the letter to The Stranger. He said to return in a day and he would have
the new letter ready. It's going to cost 500 gold coins.

Entry 89: The Stranger has forged a new letter for me. Now I have to go to the Imperial
Legion compound in the Imperial City. I have to seal the letter using the official seal of the
Legion Commander.

Entry 90: If I want J'baana to train me, I need to travel to Bravil and fetch a message from
S'krivva.

Entry 91: I've sealed the letter with the Legion Commander's seal. Now I must deliver it to
Countess Umbranox personally. I will take on the role of courier.

Entry 92: Countess Umbranox has given me her response. Now I need to deliver it to
Hieronymus Lex. The look on his face should be priceless.

Entry 93: Hieronymus Lex was shocked to learn he had been reassigned. Now the Thieves
Guild will be safe from his persecution. All I have to do is get back to S'krivva to collect my
reward.

Entry 94: S'krivva thanked me for my help in this delicate matter. Hieronymus Lex will no
longer be a threat to the Thieves Guild or the Gray Fox.

Entry 95: S'krivva told me that she has no more commission jobs for me. However, the Gray
Fox may be contacting me soon. Until then I sell more stolen property to the guild fences. I'll
                                    [9] JOURNAL OF A THIEF                                   309

need at least 600 gold worth of stolen goods to get his attention.. I should see what kinds of
prices I can get from the new fence, Orrin.

Entry 96: Orrin is the fence in Anvil. The beggar told me he lives in the far western corner of
the city. I should go to him if I have any stolen property to sell.

Entry 97: S'krivva has given me a message for J'baana. I should deliver it to him at once.

Entry 98: For more training in Sneaking, I need to find Marana Rian in the Imperial City.

Entry 99: I've reached my goal. I have fenced over 600 gold worth of goods. When I'm in the
cities, I'll have to keep an eye out for messengers from the Gray Fox. He could call for me at
any time. I should wait in the Imperial City if I want them to find me quickly.

Entry 100: J'baana has agreed to help with my Security training.

Entry 101: In order to get Marana Rian to train me, I must steal a coin from her pocket
without her noticing, and return it to her.

Entry 102: Marana Rian has agreed to train me in Sneaking.

Entry 103: The Gray Fox may be contacting me soon. Until then I sell more stolen property to
the guild fences, like Orrin. I'll need at least 700 gold worth of stolen goods to get his
attention..

Entry 104: I've reached my goal. I have fenced over 700 gold worth of goods. When I'm in the
cities, I'll have to keep an eye out for another messenger from the Gray Fox. He could call for
me at any time. I should wait in the Imperial City if I want them to find me quickly.

Entry 105: The Gray Fox may be contacting me soon. Until then I sell more stolen property to
the guild fences. I'll need at least 800 gold worth of stolen goods to get his attention.. Now I
can use the best fence the guild has, Fathis Ules.

Entry 106: Fathis Ules is the fence in the Imperial City. The beggar told me he lives behind
the temple. I should go to him if I have any stolen property to sell.

Entry 107: I've reached my goal. I have fenced over 800 gold worth of goods. When I'm in the
cities, I'll have to keep an eye out for another messenger from the Gray Fox. He could call for
me at any time. I should wait in the Imperial City if I want them to find me quickly.

Entry 108: The Gray Fox may be contacting me soon. Until then I sell more stolen property to
the guild fences, such as Fathis Ules. I'll need at least 1000 gold worth of stolen goods to get
his attention..

Entry 109: If I want to learn more about Speechcraft, I need to seek out Tandilwe at the
Temple of the One in the Imperial City.

Entry 110: I need to speak with every beggar in Cyrodiil before Tandilwe will agree to train
me.
310                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 111: I've reached my goal. I have fenced over 1000 gold worth of goods. When I'm in
the cities, I'll have to keep an eye out for another messenger from the Gray Fox. He could call
for me at any time. I should wait in the Imperial City if I want them to find me quickly.

Entry 112: Methredhel sought me out and delivered a message from the Gray Fox. I am to
meet him at the home of Helvius Cecia in Bruma. He has an important task for me. Finally, I
am going to get to meet the head of the Thieves Guild in person.

Entry 113: The Gray Fox has given me the task of recovering Savilla's Stone from a
monastery known as the Temple of the Ancestor Moths. It is in the mountains, somewhere
north of Cheydinhal, in the farthest corner of Cyrodiil. Killing the human guardians of the
stone will not put a bloodprice on my head, but killing innocent people will. The Gray Fox
has promised me 500 gold coins.

Entry 114: The Monks of the Ancestor Moths read the Elder Scrolls. Apparenlty this makes
them blind. When they retire, they are sent to live in an undergound temple. They are all
masters of fighting in the dark.

Entry 115: I found the Temple of the Ancestor Moths. Now I just have to locate Savilla's
Stone. Maybe I can persuade one of the monks to help me.

Entry 116: Brother Holger has agreed to show me the entrance to the catacombs. I should
follow him.

Entry 117: I've entered the Catacombs of the blind monks. The Gray Fox hinted that the true
guardians of Savilla's Stone would not be subject to Blood Price. I'm betting that also means
they won't be too happy to see me. I'd better be careful from here on.

Entry 118: I have Savilla's Stone. Now to get back to Helvius Cecia's house in Bruma.

Entry 119: The Gray Fox has rewarded me for my efforts. He was fairly mysterious about
why he needed the stone. He asked me to be available for when he next calls for me.

Entry 120: Amusei sought me out and delivered a message from the Gray Fox. I am to meet
him at the home of Malintus Ancrus in Chorrol. He has another task for me. It seems Amusei
has finally straightened up and joined the Thieves Guild. He is even trusted enough to deliver
messages for the Gray Fox.

Entry 121: The Gray Fox will pay me 500 gold coins to steal the Arrow of Extrication. It was
recently recovered by Bravil's court wizard, Fathis Aren. There will be no bloodprice for
killing Fathis, so long as he doesn't die in the castle. I should start my search in Bravil.

Entry 122: I found Fathis Aren's rooms in Castle Bravil. Now to locate the Arrow of
Extrication.

Entry 123: I've searched both chests in Fathis Aren's room. Neither had the Arrow of
Extrication. I'm beginning to think it isn't here. This room doesn't seem to have enough
wizardly stuff for a wizard of Fathis stature. I wonder if there is a secret chamber where he
keeps his more valuable treasures?
                                    [9] JOURNAL OF A THIEF                                   311

Entry 124: A beggar in Bravil told me that Fathis Aren has claimed the ruined tower southeast
of the city for himself. The door to the tower is impenetrable, but rumor has it that Fathis uses
a secret passage from inside the castle to get to it.

Entry 125: I didn't find the Arrow of Extrication in his room. I should explore this secret
passage though. It would be very much like a wizard to hide his valuables in some dark hole
filled with monsters.

Entry 126: I found a key shaped arrow head, but not the whole arrow. This must be what the
Gray Fox is looking for, or at least as close as I am going to get. I should take it to him.

Entry 127: The Gray Fox accepted the key shaped arrow head. Apparently it is all that
remains of the Arrow of Extrication. He is going to try and get it reforged. He thanked me for
my efforts and promoted me to Master Thief in the Thieves Guild.

Entry 128: Amusei has given me another message from the Gray Fox. I am to meet him at
Ganrendel's house in Cheydinhal.

Entry 129: The Gray Fox has asked me to find out where Springheel Jak is buried. This
famous thief died 300 years ago. He is rumored to have owned a pair of magical boots. The
story also says he was buried in those boots. A relative of his, Jakben, Earl of Imbel, lives
somewhere in the Imperial City.

Entry 130: There is a descendent of Springheel Jak living in the Imperial City named Jakben,
Earl of Imbel. The Gray Fox has suggested I look there for clues as to where he is buried.
Once I know where to look, I am to get the boots and bring them back to the Gray Fox in
Ganredhel's house in Cheydinhal.

Entry 131: I found a book of Imbel family geneology. No mention of Springheel Jak's burial
location. Maybe the Earl himself can tell me, with a little friendly persuasion.

Entry 132: What luck! The family mausoleum for the Imbels is in the basement of the
Jakben's house. The poor Earl was so terrified he told me everything I needed to know. He
even gave me the key! Now to find those boots.

Entry 133: The boots were not in the tomb of Springheel Jak. I did find a diary though. Maybe
it can provide a clue.

Entry 134: I have read Jakben Imbel's diary, or should I say Springheel Jak's diary. Now I
understand why the boots were not in the tomb. Why bury such a valuable item when you can
wear it? Even more shocking, it seems that Springheel Jak may have know the Gray Fox
himself! They may have been partners in crime several centuries ago.

Entry 135: I have the boots. Now to get back to the Gray Fox in Ganredhel's house in
Cheydinhal.

Entry 136: The Gray Fox thanked me for getting him the boots. He paid me 500 gold coins
for my efforts.
312                         JOURNALS FROM THE IMPERIAL PROVINCE

Entry 137: I learned that the Gray Fox is not immortal. The Gray Cowl of Nocturnal has been
passed from master thief to master thief for close to 300 years now. The original thief that
stole it from Nocturnal is long dead. So who is the current Gray Fox?

Entry 138: Amusei has given me another message from the Gray Fox. I am to meet him at
Othrelo's house in the Elven Gardens district in the Imperial City.

Entry 139: The Gray Fox intends to steal one of the Elder Scrolls from the Imperial Palace.
The audacity of such a theft is astounding! The Gray Fox has laid out the plan for me. It's not
simple, but he has given me a written copy for my reference. He has even set aside the guild
rule of blood price for this heist. Now I just have to execute the plan. The first step is to
infiltrate the Imperial Palace and activate the Glass of Time, whatever that is.

Entry 140: I have activated the Glass of Time. According to the Gray Fox, the door to the Old
Way in the Imperials Sewers should now be open. Now I just have to find it.

Entry 141: I have found the sewer entrance that the Gray Fox told me to look for. Now I need
to find the Old Way.

Entry 142: I have found the Old Way. This is clearly a long abandoned sub-basement of the
Imperial City. It looks like it's going to be a long journey to get into the Imperial Palace this
way. I need to find the door that connects to the palace interior. If I remember correctly, I will
need the the Arrow of Extrication to unlock time in order to open that door.

Entry 143: There must be some secret way to open this door. I'll bet this is where I have to use
the Arrow of Extrication. Most likely I have to be standing in a special place for the keyhole
to open up. It will be somewhere with a clear view of this pillar.

Entry 144: These walls look like they are meant to move. Maybe the place I need to stand to
fire the arrow is behind them. I'd better look for a way to get through them.

Entry 145: This must be the spot. Standing on this pressure plate opens the pedestal at the far
end of the room. I should practice with normal arrows a few times before trying the Arrow of
Extrication. I will only get one try.

Entry 146: I've used the Arrow of Extrication to activate the door and open the secret way into
the palace. There is no telling where I might end up. I should take care to extinguish my
lights, muffle my footsteps, and be stealthy as I enter the door.

Entry 147: I've seated myself in the reading chair. Now I just have to wait for them to bring
me the scroll. So long as I don't speak to any of them, the priests seem to be assuming I am
Celia Camoran.

Entry 148: I have the Elder Scroll! This is the treasure of the century. My name shall be
known across Tamriel for this theft! Now to get it back to the Gray Fox. The way back is
blocked. I'll have to go upstairs to find a way out. Even through they are blind, these monks
will not be easy to sneak past.

Entry 149: The Moth Priests are onto me! I have to get out of here. The way back is closed.
My only hope is to go forward and hope I can find another exit.
                                   [9] JOURNAL OF A THIEF                                 313

Entry 150: I have escaped from the Imperial Palace by jumping down a chimney chute in
Ocato's bedroom. I hope the royal battlemage won't mind my misusing his ash flue. I can only
hope my fall doesn't end too abruptly. I wonder if this is what the Gray Fox said I would need
the Boots of Springheel Jak for?

Entry 151: The Gray Fox has yet to pay me for stealing the Elder Scroll from the Imperial
Palace. To get my reward, I have to present a ring to Millona Umbranox, the Countess of
Anvil, and gauge her reaction to it. I don't understand what this has to do with the Elder
Scroll, but for now I'll trust him.

Entry 152: The Gray Fox, who is no longer the Gray Fox, but is now Corvus Umbranox, has
given me the Gray Cowl of Nocturnal. I am now the new Gray Fox and the new guildmaster
of the Thieves Guild. Due to the magic of the cowl, the Thieves of the guild will not notice
the change. However, since the curse is lifted, I can remove the cowl and be recognized as
myself again. Interestingly, the cowl's magic makes it so that anyone seeing me remove the
cowl does not associate me with the Gray Fox.

Entry 153: History has been rewritten. I should go see the new Thieves Guild Hall in the
Imperial City Waterfront. The Gray Fox, or Count Corvus as he is now known, told me that I
get to run the place.

Entry 154: Tandilwe has agreed to train me in Speechcraft.

Entry 155: Centuries ago, a great battle took place in Anvil Bay. In the battle, the legendary
pirate Torradan ap Dugal, the captain of the infamous Black Flag, was defeated by the first
Count of Anvil. Rumors have been circulating of a hidden underground cavern beneath Castle
Anvil. If the rumors are to be believed, then the final resting place of Captain Dugal and his
ship have been uncovered. I should investigate these rumors as soon as possible.

Entry 156: It would appear that there is a cave that leads under Castle Anvil. The rumors
indicate that Dunbarrow Cove may be located under the castle itself. I should head into the
cave.

Entry 157: I've followed the rumors and found Dunbarrow Cove and the remains of the Black
Flag. However, the caverns are overrun by the skeletons of the pirates who perished here. I'll
have to put them all to rest before I can begin to refit the cove.

Entry 158: I've destroyed the last of the undead pirates and claimed Dunbarrow Cove as my
own. The cavern and the hulk of the Black Flag are in terrible condition after hundreds of
years underground. I should speak with Dahlia Rackham of the Clarabella. She will be able to
assist me in hiring a crew to turn Dunbarrow Cove into a suitable base of operations.

Entry 159: I've hired a smuggler named Khafiz to my crew. He will help me move any stolen
goods that I may pick up on my travels. If he is to work on my crew, Khafiz insists on
bringing his pet warthog, Bacon. I can find Khafiz and Bacon in the caverns of Dunbarrow
Cove.

Entry 160: Dahlia has put me in contact with the famous black market fletcher Melliwin the
Mongrel. Melliwin will be able to provide me with marksman supplies and training that I
314                         JOURNALS FROM THE IMPERIAL PROVINCE

won't be able to find elsewhere. Melliwin has asked for a place to practice her craft. I will find
her in the main cavern of Dunbarrow Cove, near the back wall.

Entry 161: I've hired the famous housebreaker Tahm Blackwell to train my crew and I in the
fine art of security. Tahm can provide me with specialty training and items that will make it
possible for me to slip in and out of any place that I want to go. Tahm will wait near my
personal cabin until I need him.

Entry 162: I've hired Kovan Kren onto my crew. Kovan is a former spymaster for one of the
great houses of Morrowind. Although he will not say which house he worked for, his
expertise in stealth will be invaluable. Kovan will be in the main cavern of Dunbarrow Cove,
should I wish to speak with him.

Entry 163: Dahlia has helped me convince Jak Silver to join my crew. Jak Silver can get all
manner of items that are difficult to find in Cyrodiil. All he asks is that I never question him
about his sources. I can find Jak in the lower decks of the Black Flag.

Entry 164: I've purchased an upgrade to my personal quarters on the Black Flag. I should be
able to sleep more comfortably now.

Entry 165: I've completely upgraded Dunbarrow Cove and hired on a full crew. Once a week,
the pirates who follow me will provide me with my share of their plunder. In order to send
them out, I must speak with one of them to send them on a mission. They will return to
Dunbarrow Cove in one week with my share of the loot.
                             [10] JOURNAL OF A TREASURE HUNTER                               315



[10] Journal of a Treasure Hunter


                                 Journal of a Treasure Hunter


                                      [Cyrodiil, c 3E 433]


Entry 1: I've received a note from a man called Umbacano; he's interested in the Ayleid statue
I found and sold. I should find him in the Imperial City and see what he wants.

Entry 2: I've spoken to the collector of Ayleid artifacts named Umbacano. He has offered to
pay me handsomely for any more statues I find. I should look for more of them in Ayleid
ruins, and bring them to him. If I can find all ten of the statues, he will pay me a large bonus.
Umbacano's research has uncovered evidence that some of the Ayleid statues he is looking for
may be hidden in these ruins: Moranda, Mackamentain, Wenyandawik, Ninendava, Fanacas.

Entry 3: I've come across a bottle of wine with markings I've never seen before. I can barely
make out 'Shadowbanish Wine' on the label. It must be quite valuable. I should hold onto it
until I find out more.

Entry 4: I've spoken to Nerussa, the publican at the Wawnet Inn just outside the Imperial City.
She's searching for a rare wine named Shadowbanish Wine that she says is most commonly
found in fort ruins. She tells me if I retrieve six bottles, I'll be well compensated. Looks like
I'll need to keep a careful eye out.

Entry 5: I have brought Umbacano nine Ayleid statues. If I bring him one more he will pay be
a bonus of 5,000 gold.

Entry 6: I've recovered six bottles of Shadowbanish Wine. I should bring them back to
Nerussa at the Wawnet Inn for my final reward.

Entry 7: I have brought Umbacano all ten of the Ayleid statues. He was very pleased and
rewarded me well.

Entry 8: I've given six bottles of Shadowbanish Wine to Nerussa. In return, she paid me a
large finder's fee of 1000 gold. She also told me if I find any more bottles of the wine, she'd
gladly pay me 100 gold each for them.

Entry 9: Umbacano has asked me to retrieve a carved panel from an Ayleid site known only
as the High Fane in his sources. He has given me a sketch which will help me identify this
ruin, as well as one of the carving which he wants. He also gave me a carved stone key which
will allow me to enter the central chamber of the High Fane when I find it. Umbacano
promised to pay me 2500 gold if I retrieved the carved panel from the High Fane for him.

Entry 10: I need to locate the Ayleid ruin known as the High Fane. Most likely, it is now
known by a different name. Fortunately, I remembered a book I had read about the High
Fane. In The Cleansing of the High Fane, the High Fane is identified as Malada, an Ayleid
316                         JOURNALS FROM THE IMPERIAL PROVINCE

ruin in the Valus Mountains. I should go to Malada and look for the carved panel that
Umbacano wants.

Entry 11: I've met a man named Claude Maric, who claims to be another treasure hunter hired
by Umbacano. He promised to tell me more over drinks at the Tiber Septim Hotel across the
street from Umbacano's house. Claude Maric seems to know where the High Fane is located.
He says that Umbacano has also hired him to retrieve the carving from the High Fane.

Entry 12: I met a Khajiit named S'razirr in the wilderness near Malada. He admitted that he is
working for Claude Maric. He agreed to help me against Maric in return for one quarter of my
reward.

Entry 13: I have located the ruins of the High Fane, now known as Malada. I need to explore
Malada and recover the carved panel that Umbacano wants.

Entry 14: I have found the carving that Umbacano wants. I need to get out of the ruins and
return to the Imperial City to deliver it.

Entry 15: I was ambushed by Claude Maric outside of Malada, but I refused to hand over the
Ayleid carving. I escaped and returned the carving to Umbacano in the Imperial City.
Umbacano thanked me for delivering the carving, and paid me the promised reward for it in
gold.

Entry 16: I promised to pay S'razirr one quarter of my reward for his help. I should meet him
at the Tiber Septim Hotel ... if I intend to keep my side of our bargain.

Entry 17: I met S'razirr at the Tiber Septim Hotel and paid him for his help at Malada.

Entry 18: I've learned that the Countess of Bruma, Narina Carvain is the collector of Akaviri
artifacts. Apparently, she's seeking a particular piece to add her relics. The townsperson I
spoke to recommended I seek out Tolgan, her steward, if I was interested in retrieving the
piece.

Entry 19: I've met Tolgan. Apparently, the herald of Countess Narina Carvain from here in
Bruma. He presented me with a stipend of gold, and a request from Lady Carvain to meet her
at the castle.

Entry 20: Countess Narina Carvain has told me that she's seeking a particular relic of Akaviri
origin: The Draconian Madstone, an amulet that supposedly grants the wearer immunity to
poison. It's recently come to her attention that it may be located in the ruins at Pale Pass. She's
offering a substantial reward for the talisman's return. I've accepted the task. Countess
Carvain revealed that she has the diary of a messenger from the original Akiviri army that
marched on Cyrodiil at the end of the First Era. The messenger's diary supposedly gives clues
to the location of the ruins at Pale Pass. The Countess has provided me with a map, a
translation of the diary to use as a guide and a key that may unlock a door at the site. Her
scouts have already located the first landmark mentioned in the diary, Dragonclaw Rock. It's
been marked on my map, so I should begin the journey from there.

Entry 21: I've arrived at Dragonclaw Rock. I should consult the messenger's diary to learn the
way to the next landmark.
                            [10] JOURNAL OF A TREASURE HUNTER                              317

Entry 22: I've reached the second landmark, The Sentinel. I should consult the messenger's
diary once again to discern the way to the third landmark.

Entry 23: I've found the third landmark, The Serpent's Trail, which seems to be an
underground passage. I'll need to traverse this passage if I'm to find the ruins.

Entry 24: I've recovered a sprig of Nirnroot. A plant ingredient this unusual must have value.
Perhaps I should bring it to an alchemist and find out a little more about it. An alchemist can
be found in almost every city in Cyrodiil.

Entry 25: I've discovered the body of the messenger who penned the diary I've been carrying.
Even though he died over a thousand years ago, the bones have been well preserved by the
frost in the caves. He seems to be clutching something in his bony hand. I should investigate.

Entry 26: Near the body of the messenger, I've discovered a slate tablet with what appears to
be Akaviri writing on its surface. These must be the orders the messenger spoke about in the
diary.

Entry 27: I've emerged from The Serpent's Trail and find myself face to face with the
legendary Pale Pass. A path winds down into the snowy valley. If I follow it, it should lead
me directly to the ruins.

Entry 28: I've discovered the crumbled walls of the once mighty Fort Pale Pass. It appears to
have been destroyed by a landslide long ago. I should proceed into the ruins and search for the
Madstone.

Entry 29: The ruins appear to be infested with undead Akaviri. I don't know how long they've
been trapped here, but I should proceed with caution. I need to locate the Akaviri commander
of the fort who is said to possess the Draconian Madstone.

Entry 30: After seeing the orders, the Akaviri Commander vanished. The ruins are now silent
and at peace. After so many years, the Akaviri's final mission has been completed. I should
proceed ahead and search for the Madstone.

Entry 31: I've obtained the Draconian Madstone. I should now make the long journey back to
Countess Carvain in Bruma.

Entry 32: I've given Countess Carvain the Draconian Madstone. She was extremely pleased,
and rewarded me with an Akaviri artifact from her personal collection called the Ring of the
Vipereye.

Entry 33: The alchemist I've spoken to has referred me to Sinderion in Skingrad. Apparently
he specializes in the more botanical aspects of alchemy. I should bring the Nirnroot to him.

Entry 34: Umbacano has hired me to obtain an Ayleid Crown he wants from Herminia Cinna,
a rival collector. He paid me in advance; whatever I do not use to purchase the crown I can
keep as my fee.

Entry 35: Herminia Cinna refused to sell me the Crown of Nenalata that Umbacano wants.
She hinted that it can be used to access potent magical powers that would dangerous in the
318                        JOURNALS FROM THE IMPERIAL PROVINCE

wrong hands. She gave me the key to the royal burial vault of Lindai, which she believes
holds a similar Ayleid Crown. She suggested that Umbacano would not know the difference
between the Crown of Lindai and the Crown of Nenalata, since he has never seen either one. I
need to bring Umbacano one of the Ayleid Crowns, either by stealing the Crown of Nenalata
from Herminia Cinna, or by recovering the Crown of Lindai as Herminia Cinna suggested.

Entry 36: I have found the Ayleid Crown of Lindai, just as Herminia Cinna said. I gave
Umbacano the Ayleid Crown of Lindai, as Herminia Cinna suggested. He did not appear to be
aware that it was not the Ayleid Crown that he had asked me to retrieve. Umbacano has asked
me to meet him at the Ayleid ruin of Nenalata. He wants me to help him reach the throne
room so that he can complete his research on the last king of the Ayleids.

Entry 37: I met Umbacano outside the ruins of Nenalata. I need to guide him safely to the
throne room.

Entry 38: Umbacano was horribly destroyed in Nenalata when he declared himself King of
the Ayleids using the crown of the rival city of Lindai. Now to escape the wrath of the undead
denizens of Nenalata!

Entry 39: Sinderion, an alchemist in Skingrad is looking for a rare root known as Nirnroot.
According to his research, this rare root can be a powerful ingredient in the creation of a
special potion known as the Elixir of Exploration. Because of this, Sinderion has tasked me to
find 10 samples of this mystical plant. He indicated a part of the Great Forest to the northeast
called Shadeleaf Copse as a good starting point.

Entry 40: I have reached The Shadeleaf Copse. I can now begin my search for the Nirnroot.

Entry 41: I've now found a total of 10 Nirnroot. I should return to Sinderion in Skingrad so he
can begin creating an Elixir of Exploration from them.

Entry 42: I've given Sinderion the first 10 samples of Nirnroot. He told me if I wish to have a
moderate version of the Elixir of Exploration made, he'd need 20 more samples.

Entry 43: I've found 20 more of the Nirnroot. I should return to Sinderion in Skingrad so he
can begin creating a moderate version of the Elixir of Exploration from them.

Entry 44: I've given Sinderion 20 samples of Nirnroot. He told me if I wish to have a strong
version of the Elixir of Exploration made, he'd need 30 more samples.

Entry 45: I've found 30 more of the Nirnroot. I should return to Sinderion in Skingrad so he
can begin creating a strong version of the Elixir of Exploration from them.

Entry 46: I've given Sinderion 30 samples of Nirnroot. He told me if I wish to have a grand
version of the Elixir of Exploration made, he'd need 40 more samples.

Entry 47: I've found 40 more samples of Nirnroot. I should return to Sinderion in Skingrad so
he can begin creating a grand version of the Elixir of Exploration from them.

Entry 48: Sinderion informed me that he's exhausted his research regarding the Elixir of
Exploration. However, he mentioned that he'd be glad to pay for any more samples of
                            [10] JOURNAL OF A TREASURE HUNTER                              319

Nirnroot that I can find so he can keep himself supplied with the ingredient. Hopefully, I will
come across more in my travels to bring to him.

Entry 49: I've heard talk of a lost Ayleid City called Varsa Baalim where Mehrunes Razor is
hidden. If I search the ruins of Sundercliff Watch in the Eastern Niben, I may be able to find
the lost city and recover this powerful daedric artifact.

Entry 50: I've entered Sundercliff Watch, and can begin my search for Mehrunes Razor.

Entry 51: A diary I've found contains a password to explore further, and seems to indicate that
some kind of army is amassing here, led by somebody named Drothan. If I can find the
journal in his cabin, I may be able to learn more.

Entry 52: I've read Drothan's Journal. He's gone into Varsa Baalim in search of something
called the 'Nefarivigum', which he believes protects Mehrunes Razor. He has left enchanted
bezoars in the care of his Commander and Forgemaster. With these bezoars, I'll be able to
dispel his enchantment and follow him into Varsa Baalim.

Entry 53: I've found one of the bezoars mentioned in Drothan's Journal. When I find the other
I can dispel the enchantment and enter Varsa Baalim.

Entry 54: I've found a second bezoar and suspect that I can now dispel the enchanted barrier
on Varsa Baalim's door.

Entry 55: I've found the door to Varsa Baalim. The two pedestals nearby must be where the
bezoars need to be placed to dispel Drothan's enchantment.

Entry 56: I've dispelled Drothan's barrier and can now follow him into Varsa Baalim.

Entry 57: I've entered the lost Ayleid city of Varsa Baalim. There's no telling what I may
encounter here; I must be on my guard.

Entry 58: I've entered the Nefarivigum and read Drothan's notes. They seem to indicate that
by eating the heart of Dagon's champion, I'll be allowed to retrieve the Razor. Drothan
seemed to suspect some other means of claiming the dagger, though he seemed unsure how.

Entry 59: I've recovered Mehrunes Razor, a potent daedric dagger which has a chance to
instantly destroy an opponent.

Entry 60: Frathen Drothan is dead, and with him dies any threat the Drothmeri Army may
have posed to the Empire.
320                        JOURNALS FROM THE IMPERIAL PROVINCE



[11] Journal of an Arena Combatant


                               Journal of an Arena Combatant


                                    [Cyrodiil, c 3E 433]


Entry 1: If I wish to join the Arena faction as a combatant, I must speak with Owyn the
Blademaster in the Arena Bloodworks.

Entry 2: I am now a combatant in the Arena faction. To arrange for a match, I must speak
with Owyn in the Arena Bloodworks, in the Imperial City. After every match, I must speak to
Owyn again to close out the match and receive any rewards earned. While I'm involved in any
active matches, I will be unable to bet on any fights.

Entry 3: Agronak gro-Malog, the Imperial Arena Grand Champion, has sent me on a quest to
find proof of his noble birthright. I must journey now to the west, to a place called
Crowhaven, and begin my search. Gro-Malog has provided me with a key I will surely need,
but even he is unsure what it opens.

Entry 4: I have entered Crowhaven. Somewhere inside I will unlock the truth that Agronak
gro-Malog is searching for. I should be cautious, however. The fort has long since lost its
noble trappings, and the presence of evil is unmistakable...

Entry 5: I have discovered the Journal of the Lord Lovidicus. It does indeed contain
information about Agronak gro-Malog's birth, but proves he was the spawn of a vampire!
Agronak won't be happy to hear this, but it is the proof he wanted. I must take the journal to
him at the Imperial City Arena Bloodworks.

Entry 6: I have given the Journal of the Lord Lovidicus to Agronak gro-Malog. In return for
my assistance, he has shared some of his combat knowledge.

Entry 7: I am now an Arena Champion. There are no more standard matches left to fight.
Instead, I must challenge the Grand Champion, Agronak gro-Malog, for his title.

Entry 8: I have defeated the Gray Prince and have been named the new Arena Grand
Champion! Ysabel Andronicus told me to return to her after I've gotten some rest, so we can
discuss my future.

Entry 9:As Arena Grand Champion, I can fight in weekly matches against various creatures.
All I need do is see Ysabel Andronicus in the Arena Bloodworks and tell her I'm ready for a
match.
                  [12] JOURNAL OF MY EXCURSION INTO THE SHIVERING ISLES                     321



[12] Journal of my Excursion into the Shivering Isles


                       Journal of my Excursion into the Shivering Isles


                                     [Cyrodiil, c 3E 433]


Entry 1: I have decided to attempt to become Sheogorath's champion and entered the
Shivering Isles. In order to find the lord of this Realm, I must first pass through the Gates of
Madness.

Entry 2: The Gates of Madness are locked. Haskill mentioned that the Gates were guarded by
the Gatekeeper. He must have the keys.

Entry 3: The formidable Gatekeeper has destroyed a party of adventurers. I should talk to the
residents of Passwall before trying to deal with this creature.

Entry 4: Jayred thinks he can make arrows that will harm the Gatekeeper from bones found in
the Gardens of Flesh and Bone courtyard. I should follow Jayred to the 'Gardens of Flesh and
Bone.'

Entry 5: Jayred has collected bone fragments from a skeleton of what appears to be another
Gatekeeper. I should see Jayred in a few hours retrieve the arrows made from these fragments.
I can also find Relmyna at midnight, and spy on her visit with the Gatekeeper.

Entry 6: The sorceress has dropped a handkerchief full of her tears, which apparently can hurt
the Gatekeeper. I should get that handkerchief.

Entry 7: I've squeezed the handkerchief full of the Sorceress' tears into a bottle. This may act
as a poison to the Gatekeeper. I have a limited number of doses, so I will need to be careful
using them. I can also find Jayred to get the arrows made from dead Gatekeeper bones, once
he is done making them.

Entry 8: Jayred has finished the arrows and is willing to come fight the Gatekeeper with me.

Entry 9: The Gatekeeper is dead. I should retrieve the keys to the Gates of Madness from the
Gatekeeper's corpse.

Entry 10: I have both the Key to Mania and the Key to Dementia. I can go through either door
of the Gates of Madness.

Entry 11: I've entered the Shivering Isles. I should seek out Sheogorath and see if he has any
further need of me.

Entry 12: I've found a Ring of Disrobing. which forces anyone wearing it to remove all their
clothes.
322                         JOURNALS FROM THE IMPERIAL PROVINCE

Entry 13: I've found a Dagger of Friendship, which seems to heal anyone it strikes.

Entry 14: I've found an unusual item called a matrix. It looks like a mold of some kind, and
seems magical. I should ask around. Someone in the Shivering Isles must know what this is
used for.

Entry 15: I've been given the Manual of Xedilian and a strange device called an Attenuator of
Judgment by Sheogorath. I've been directed to proceed to Xedilian, and to return the place to
working order. I should either read the Manual or speak to Sheogorath's Chamberlain, Haskill,
to familiarize myself with the strange dungeon.

Entry 16: I've learned that in order to restore Xedilian, I must activate the Resonator of
Judgment. To do so, I will need to find three Focus Crystals and place them each in a
Judgment Nexus, which will prepare the Resonator for attunement. I should proceed to
Xedilian now and begin my search.

Entry 17: Hirrus Clutumnus told me to meet him after dark at the sewer grate northeast of the
statue of Sheogorath sitting on his throne.

Entry 18: I've met Cutter of New Sheoth. She can forge items from Madness Ore. Cutter told
me about magical weapon and armor 'Matrices' she can use to create magical weapons and
armor. If I find a matrix she'll be able to make a magical item. She also told me Madness Ore
can be found in old ruins and is often carried by Grummites.

Entry 19: I've spoken to Sickly Bernice in New Sheoth. It seems she believes she is dying of
some horrible malady, and only I can locate the cure. Strangely, she looks well to me, but she
promises a reward for the cure's return. Sickly Bernice has told me the cure for her mysterious
malady is a sample of water from a pool at the bottom of Knotty Bramble that she calls
aquanostrum. She's marked the location on my map.

Entry 20: Ahjazda believes the world is ending soon, so she's gathering supplies. She would
like me to find three items she's still missing: the Amulet of Disintegration, the Ring of
Desiccation, and the Calming Pants.

Entry 21: Una Armina, the proprietor of the Museum of Oddities in Crucible, told me that she
is always looking for new exhibits for her museum. Una Armina was happy to add my Dagger
of Friendship and the Ring of Disrobing as exhibits in her Museum of Oddities. I should bring
her any new Oddities that I find.

Entry 22: Hirrus Clutumnus has asked that I kill him.

Entry 23: I've entered Knotty Bramble. I should make my way carefully to the pool Sickly
Bernice spoke of and recover a sample of aquanostrum.

Entry 24: I found a Blind Watcher's Eye. This might be something Una Armina would want
for the Museum of Oddities.

Entry 25: I've arrived at the pool Sickly Bernice described. I should get as close as possible to
the statue in its center to gather a sample of the aquanostrum.
                  [12] JOURNAL OF MY EXCURSION INTO THE SHIVERING ISLES                       323

Entry 26: I've recovered a sample of aquanostrum from the pool Sickly Bernice described. I
should return to New Sheoth and present it to her for my well-deserved reward.

Entry 27: Ranaar-Jo of Fellmoor is in desperate need of help, except he won't trust me until
I've earned Kishashi's trust. I need to get Kishashi to trust me. She mentioned needing five
Pod Pits.

Entry 28: I've given Kishashi five Pod Pits. That made her happy. I've acquired a spoon from
Kishashi that supposedly will get Ranarr-Jo to trust me. I should talk to him.

Entry 29: I've given Ranarr-Jo a spoon from Kishashi. It apparently is a sign he should trust
me. Ranarr-Jo has asked me to wreck Cindanwe's house, and steal her notebook.

Entry 30: I've put Cindanwe's house in disarray and acquired Cindanwe's notebook. I should
speak with Ranarr-Jo to tell him the mission is accomplished.

Entry 31: Ranarr-Jo is grateful that I've taken care of Cindanwe. Now he and his neighbors
can live in peace.

Entry 32: I've entered Xedilian. I should now begin locating the Focus Crystals that link the
Resonator of Judgment with the rest of the dungeon.

Entry 33: I've discovered the first of the three Focus Crystals. It was affixed to the top of a
Grummite Shaman's Crystal Staff. I think they are using the crystals as a power source for
their weapons. I've removed it from the staff and placed the first Focus Crystal into its Nexus.
I can now continue searching for Focus Crystals.

Entry 34: I've discovered the second Focus Crystal and placed it into its Nexus. I can now
continue searching for the final Focus Crystal.

Entry 35: I've discovered and placed the third and final Focus Crystal into its Judgment
Nexus. The path to the Resonator of Judgment itself is now clear. My next task should be to
attune the Resonator by using the Attenuator of Judgment that Sheogorath provided me.

Entry 36: The Resonator of Judgment has been attuned. I should now make my way back to
New Sheoth and report my success to Sheogorath.

Entry 37: I've met Kiliban Nyrandil inside one of the many observation rooms of Xedilian. It
also appears that Xedilian has its first visitors, a group of adventurers. It's up to me to decide
whether to allow Xedilian to kill them or drive them insane.

Entry 38: I've unleashed the Giant Gnarl on the adventurers in Xedilian. With the threat of
what he perceived as certain death knocking at his door, Lewin the Rogue has gone insane. I
should make my way to the next observation room and choose how the adventurers will
encounter their next obstacle.

Entry 39: I've caused Syndelius the Mage to go insane by pouring hundreds of keys on the
ground which convinced him that one of them opened the gate to the huge treasure pile. All
that remains now is the leader of the group, Grommok. I should make my way to the last
observation room and choose how the stubborn Orc will encounter his final obstacle.
324                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 40: By making Grommok think that he actually died and became a ghost, I've driven
him insane. Now that all of the adventurers have been dealt with, I should speak to Kiliban.

Entry 41: Kiliban Nyrandil has told me to meet him in Xedilian's reception chamber where I
can recover the defeated adventurer's gear. I should use the final transport pad and make my
way there now.

Entry 42: I've received some items and gold from Kiliban Nyrandil that had belonged to the
adventurers. I can now safely report back to Sheogorath that Xedilian is in full operation.

Entry 43: Before exiting Xedilian, I was attacked by three unusual beings in equally strange
armor. Kiliban explained the identity of the strange beings, calling them Knights of Order. He
seemed very dismayed and wishes me to hasten to Sheogorath and report their presence. I
need to report to Sheogorath that Xedilian is working, and that Knights of Order have
appeared in the Shivering Isles.

Entry 44: I need to speak to the Duke of Mania and the Duchess of Dementia, as Sheogorath
wishes for me to better understand the inner workings of his Realm. I need to speak with
Thadon in order to learn more about the realm of Mania.

Entry 45: Thadon has asked that I retrieve for him the Chalice of Reversal. I need to find
someone in his court, or in Syl's, who knows where it might be.

Entry 46: Sickly Bernice has rewarded me for recovering the cure to her ailment.

Entry 47: Wide-Eye has told me that the Chalice of Reversal is locked away in Dunroot
Burrow. I'll need to ingest Felldew to enter the Burrow, and pass through to reach the
Chalice.

Entry 48: I've taken Felldew in order to enter Dunroot Burrow. I shall have to be careful as I
proceed through the Burrow.

Entry 49: The effects of Felldew have worn off, and withdrawal is setting in. I need to either
reach the Chalice of Reversal quickly, or find more Felldew as I make my way through the
Burrow.

Entry 50: I have survived Dunroot Burrow. Now I need to search the tower above for the
Chalice of Reversal.

Entry 51: I have the Chalice of Reversal. It should be delivered to Thadon as soon as possible.

Entry 52: Mirili Ulven of Highcross is willing to pay 10 gold coins for samples of various rare
items. She'll only pay for one sample of each though. She gave me a list of the items she is
interested in.

Entry 53: Mirili Ulven has asked that I capture a Baliwog, an Elytra, a Gnarl, and a Scalon for
her. All I need to do is get them close to her and she'll subdue them. She has promised to
reward me handsomely.
                 [12] JOURNAL OF MY EXCURSION INTO THE SHIVERING ISLES                   325

Entry 54: Mirili has all of her plants and animals now. Her beastiary is complete and her
taxonomy of plantlife is complete. She has rewarded me handsomely.

Entry 55: I found the ashes of someone named Din in an urn deep in the ruins of Ebrocca.
This might be something Una Armina would want for the Museum of Oddities.

Entry 56: I've met Dumag gro-Bonk who lives in New Sheoth. He can forge things from
Amber. According to Dumag, Amber can be found in root tunnel systems and on Gnarl.
Besides he told me about magical weapon and armor 'Matrices' he can use to create magical
weapons and armor. If I find a matrix he'll be able to make a magical item.

Entry 57: Amiable Fanriene has asked me to find him some place to sleep outside. I should
find someone who sleeps outside and ask for their help in finding a good place to sleep
outside. I've been directed to Uungor as a likely candidate to give up his sleeping spot for
Amiable.

Entry 58: Uungor doesn't trust me enough to agree to switch sleeping accommodations with
Amiable Fanriene. I need to to make him more disposed to the idea. Maybe one of the others
knows something that will work.

Entry 59: Fimmion gave me Uungor's lucky grapes. I should bring them to him.

Entry 60: I've found the Calming Pants.

Entry 61: Uungor has agreed to switch beds with Amiable Fanriene. Amiable Fanriene is
grateful that I have found him a safe place to sleep outside. He should be able to get some
sleep now.

Entry 62: Tove the Unrestful is looking for calipers and tongs. He says he'll pay five gold
each for them. I don't remember agreeing to help him, but somehow I am.

Entry 63: Una Armina was pleased with the 'blind' Watcher's Eye and Din's Ashes as exhibits
in her Museum of Oddities. I should bring her any new Oddities that I find.

Entry 64: I have delivered the Chalice of Reversal to Thadon, and he has granted me a place
in his court. I have finished Thadon's task. I should now seek an audience with Syl.

Entry 65: I've brought Ahjazda the Calming Pants.

Entry 66: Kithlan has told me that Lady Syl is especially reclusive lately. I may be able to
catch her in the garden late around midnight.

Entry 67: I have been tasked with finding the people conspiring against Lady Syl. I need to
find and speak to Herdir. He can always be found at the torture chamber in the House of
Dementia.

Entry 68: Herdir has agreed to accompany me. I need to speak with people in Crucible for
information about this supposed conspiracy. Perhaps starting with those close to Syl would be
useful.
326                         JOURNALS FROM THE IMPERIAL PROVINCE

Entry 69: I have been told that Anya Herrick may know something about a conspiracy. I
should find and interrogate her.

Entry 70: Anya Herrick refuses to speak with me. I need Herdir with me to help convince her
to talk.

Entry 71: Anya Herrick has named Ma'zaddha as being involved in some sort of plot against
Lady Syl. I should find and speak to him.

Entry 72: Ma'zaddha refuses to give me any information. I need evidence that he's involved; I
should speak to the citizens of Crucible to learn more.

Entry 73: Ushnar gro-Shadborgob has asked me to make Bhisha the Khajiit 'disappear.' He
seems to have a unhealthy fear of cats. Ushnar said he would pay me to do it, but he was
somewhat vague about the nature of the payment.

Entry 74: I have convinced Bhisha to leave Crucible. Ushnar won't ever have to worry about
him again. Ushnar was very grateful. He gave me one of his former dogs as a pet. There was
something strange about how he phrased it though.

Entry 75: I've heard that Earil has a problem with Brithaur, and wants something done about
it. I should go and speak to him about it.

Entry 76: Earil has offered me a reward if I can 'get rid' of Brithaur. I'll need to find a way to
get Brithaur to stop stealing from the shops in New Sheoth. Before I make any hasty
decisions, perhaps I should speak with Brithaur.

Entry 77: Brithaur has refused to stop his crime spree because his 'collection' isn't complete. I
may be able to use this to my advantage. I need to bring five Flawless Pearls to him.
Otherwise, I may have to seek more creative or violent means to obtain Earil's reward.

Entry 78: I've given Brithaur five flawless pearls. He's now agreed to leave the shopkeepers of
Crucible alone. I should go tell Earil the good news.

Entry 79: Earil thanked me for taking care of Brithaur, and has given me a reward.

Entry 80: I've been told that Ma'zaddha has been meeting Nelrene late at night in Crucible. I'll
need to find them and listen in on their conversation.

Entry 81: I've overheard Ma'zaddha and Nelrene speaking. I need to confront Ma'zaddha with
this information.

Entry 82: Ma'zaddha admitted to being involved in a plot to kill Lady Syl. He's asked for time
to learn more about who's behind it. I should meet him at his house in one day's time. In the
meantime, I should investigate Nelrene's role in this.

Entry 83: Nelrene has denied involvement in any sort of conspiracy. I'll need to be more
persuasive with her, or find direct evidence she's involved.
                  [12] JOURNAL OF MY EXCURSION INTO THE SHIVERING ISLES                 327

Entry 84: Hirrus Clutumnus is dead, just as he wanted. I can now get my reward from his
house. The key should be on his corpse. I should go claim my reward from his jewelry box.

Entry 85: I've found Ma'zaddha dead in his home. I should see if he was holding any evidence
of this conspiracy.

Entry 86: I found a key on Ma'zaddha's body; he has hidden evidence somewhere that may
help my investigation. I'll need to find it.

Entry 87: I have found the items Ma'zaddha hid in his house. The evidence points to Nelrene,
and I should confront her about it.

Entry 88: Nelrene admits to being involved in a conspiracy, and has named Muurine as the
architect of the plot. I'll need more evidence before confronting Muurine.

Entry 89: I have confronted Muurine, who has confessed to trying to kill Lady Syl. I should
report this news to Lady Syl at once.

Entry 90: Lady Syl has asked me to meet her in the torture chamber. I should travel there
immediately.

Entry 91: The conspiracy has been stamped out. Lady Syl has executed Muurine, and thanked
me for my help. I have finished Syl's task. Now that I've become a member of the courts of
both of the Dukes of Madness, I should return to Sheogorath and report my progress.

Entry 92: Sheogorath has given me the ability to summon Haskill. He's very insistent and
won't tell me what he wants of me until I do it.

Entry 93: Sheogorath wants me to relight the Great Torch of New Sheoth. I need to go to the
ruins of Cylarne, kindle the Flame of Agnon there, and return with its holy fire. Sheogorath
warned me that the Golden Saints and Dark Seducers who guard the shrine often fight each
other, so I should proceed cautiously.

Entry 94: I found a Deformed Swamp Tentacle and a lump of Amber that looks vaguely like
Sheogorath. This might be something Una Armina would want for the Museum of Oddities.

Entry 95: I've found the Ring of Desiccation.

Entry 96: A resident of Split has told me I should speak to Horkvir Bear-Arm to help solve
the problem of all the doubles in this town. There are two Horkvir Bear-Arms in town, so I
can speak to either one.

Entry 97: The Demented Horkvir Bear-Arm has suggested I kill all the Manics in town. He'll
reward me if I do.

Entry 97: The Manic Horkvir Bear-Arm has suggested I kill all the Demented in town. He'll
reward me if I do. I've agreed to kill all of the Demented in Split.

Entry 98: All of the Demented residents of Split are dead. Since all the Demented duplicates
in Split are dead, Horkvir Bear-Arm gave me my reward.
328                         JOURNALS FROM THE IMPERIAL PROVINCE

Entry 99: I've recovered an unusual amulet with the markings of a group calling itself The
Knights of the Thorn. On the back, there is an inscription that reads 'To Pyke, from Farwil.' I
can only assume that Pyke is here in the Shivering Isles. If I can find him, I'm sure he will be
happy to get his medallion back.

Entry 100: I've found the Amulet of Disintegration. I've found the last of the items that
Ahjazda requires. I should return them to her.

Entry 101: I've met the man named Pyke in the Hale Settlement. He claims to be something
called a 'Knight of the Thorn'; an elite group of knights from Cyrodiil. In a recent clash with
some Grummites, he lost his Knights of the Thorn medallion and wants me to recover it from
Fetid Grove, which he marked on my map. Pyke was overjoyed at the return of his Medallion,
and has rewarded me with a gift.

Entry 102: I have arrived at the ruins of Cylarne. I will need to speak to the commanders of
the Golden Saints and Dark Seducers to find out how to light the Flame of Agnon.

Entry 103: I spoke with Kaneh, the commander of the Golden Saints in Cylarne. She is
preparing to assault the altar controlled by the Dark Seducers, and believes that with my help,
they could finally drive the Seducers out of Cylarne. Once she controls both altars, she will be
glad to light the Flame of Agnon for me. I told Kaneh I wasn't ready to help her attack the
Dark Seducers. I should probably speak to the Dark Seducers' commander before deciding
which side I want to help.

Entry 104: I spoke to a Dark Seducer guarding the ruins of Cylarne. She told me that the
Flame of Agnon can only be lit by the Dark Seducers or Golden Saints at the two altars that
feed the Flame, the Altars of Rapture and Depair. I need to help one side or the other take
control of both altars so that they will light the Flame for me. I should speak to Ulfri, the Dark
Seducer commander, about kindling the Flame of Agnon.

Entry 105: I spoke with Ulfri, the commander of the Dark Seducers in Cylarne. She is
preparing to defend her position against a Golden Saint attack, and promised that if I help her
destroy the Golden Saints, she will light the Flame of Agnon for me. I told Ulfri that I would
try to find out the Golden Saints' attack plans, and then report back to her. She suggested that
I speak to Kaneh, the Saints' commander, who should be at their main encampment at the
Altar of Rapture.

Entry 106: I overheard two Golden Saint officers arguing about the best way to attack the
Dark Seducers. The lieutenant, Mirel, mentioned something about the Underdeep, a secret
side passage leading to the Dark Seducer altar. Mirel, the Golden Saint lieutenant, told me
that his scouts have recently discovered a side passage leading to the Altar of Despair through
the Underdeep. He believes an attack down this route will take the Dark Seducers by surprise,
but has not been able to convince his commander, Kaneh.

Entry 107: I told Ulfri that I could lead the Golden Saints into an ambush if she redeployed
her troops into the Underdeep. She agreed to my plan. Now I must return to Kaneh and decide
who I want to betray.
                  [12] JOURNAL OF MY EXCURSION INTO THE SHIVERING ISLES                     329

Entry 108: I convinced Kaneh to attack through the Underdeep. Ulfri will be pleased when I
lead the Golden Saints into her trap. I should help destroy the Golden Saints once the Dark
Seducers spring their ambush.

Entry 109: The Golden Saint commander is dead. I should finish off the remaining Golden
Saints in Cylarne to complete the Dark Seducers' victory.

Entry 110: The Golden Saints in Cylarne have been utterly destroyed. Ulfri thanked me for
my help in securing Cylarne for the Dark Seducers. She is now heading for the Altar of
Despair, where she says she will 'sacrifice herself' to kindle the Flame of Agnon. I should
accompany her and see what happens.

Entry 111: Ulfri sacrificed herself on the Altar of Despair in order to light the Flame of
Agnon. I stepped into the Flame of Agnon and am now ablaze with the holy fire. I should
return to New Sheoth and light the Great Torch in the Sacellum Arden-Sul.

Entry 112: I should report to Sheogorath that I have lit the Great Torch as he requested.

Entry 113: Big-Head has asked me to find the Fork of Horripilation. It's obviously important
to him, and he has offered me a reward for its return. Big-Head has given me a charm that
should allow me to speak with the beggar Bolwing.

Entry 114: I've spoken to the beggar Bolwing. He tells me that the Fork of Horripilation is
being fought over by groups of Heretics and Zealots. I'll have to get it from them.

Entry 115: Una Armina paid me for the deformed Swamp Tentacle and the Sheogorath-
shaped lump of amber that I brought for her museum. I should bring her any new Oddities
that I find.

Entry 116: I've been directed by Sheogorath become the sovereign of Mania or Dementia.
He's suggested I speak to Arctus, High Priest of Dementia or Dervenin, High Priest of Mania
at the Sacellum Arden-Sul here in New Sheoth to learn more.

Entry 117: I've spoken to Arctus, High Priest of Dementia. The Ritual of Accession for
Dementia is simple; Syl would have to be slain by the proposed successor, and her heart
brought to the Altar of Arden-Sul at the Sacellum. I should now speak to Dervenin to learn of
Mania's ritual.

Entry 118: I've spoken to Dervenin, High Priest of Mania. The Ritual of Accession for Mania
requires the current ruler to commit suicide by taking three doses of Greenmote, which is
lethal. Then his drug-tainted blood must be brought to the Altar of Arden-Sul at the Sacellum.
After I decide which ritual to undertake, I should return to Sheogorath and inform him of my
choice.

Entry 119: I've spoken to Sheogorath and chosen the Ritual of Accession for Mania. I should
begin asking around New Sheoth about Thadon's court and learn the best way to get him to
overdose on Greenmote without his knowledge. It was suggested that I speak to Thadon's
steward, Wide-Eye. I was told I could find her in the House of Mania or elsewhere in New
Sheoth.
330                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 120: Wide-Eye has described to me a bit of her routine. I'll need to find where she gets
Greenmote from and obtain some without being discovered. Wide-Eye mentions she does a
'special errand' at noon every day, I should follow her and see where she goes.

Entry 121: I've followed Wide-Eye to a unremarkable alcove in the Palace courtyard. I've
observed Wide-Eye activating the secret entrance to the Greenmote Silo. I need to get inside
and procure two extra doses of the potent drug without getting caught.

Entry 122: I've obtained two doses of Greenmote. I now need to sneak into Thadon's kitchen
sometime before eight o'clock and attempt to slip an extra dose into his evening meal and into
his wine without being seen, otherwise try again tomorrow night. Gundlar prepare the meal in
the morning, so I'll have to wait until the afternoon to poison his food.

Entry 123: I've slipped an extra dose of Greenmote into Thadon's meal and Thadon's wine. I
should proceed to the dining area at eight o'clock for the evening feast and watch the effect
the Greenmote overdose has on Thadon.

Entry 124: I've entered the main hall in the House of Mania, and the evening feast is
underway. I should watch the effect the Greenmote overdose has on Thadon.

Entry 125: After Thadon rose to deliver an odd soliloquy, he clutched his heart and fell to the
ground dead. I should now collect as much of his tainted blood as possible.

Entry 126: I've obtained Thadon's drug-tainted blood. I now need to make my way back to the
Altar of Arden-Sul at the Sacellum.

Entry 127: After touching the Altar of Arden-Sul, there was a brief flash of light. Dervenin,
the High Priest of Mania, has now proclaimed me Duke of Mania. I should speak with
Sheogorath about the next step in his plan.

Entry 128: After informing Sheogorath of my victory, Syl, the Duchess of Dementia became
furious. Before she stormed out of the Sacellum, she threatened that we hadn't heard the last
of her. Sheogorath has awarded me the Ring of Lordship. I am now officially Duke of Mania
of the Shivering Isles.

Entry 129: Angry over Thadon's replacement as the Duke of Mania, Syl has betrayed
Sheogorath and joined with the forces of Order. According to Syl, Order has already taken the
Fringe. I should travel to the Fringe and investigate her claims.

Entry 130: Ahjazda has rewarded me for bringing her all the items she requested.

Entry 131: I've found a tomato which seems to act as a soul gem. This might be something
Una Armina would want for the Museum of Oddities.

Entry 132: I've arrived in the Fringe to find that it has been completely conquered by the
forces of Order. Passwall may have been attacked. I've talked to Grakendo Udico about what
has happened in Passwall. Order has been attacking the town non-stop. She's asked for my
help in protecting the Passwall. I should provide what aid I can and speak to her when I'm
ready.
                  [12] JOURNAL OF MY EXCURSION INTO THE SHIVERING ISLES                    331

Entry 133: The forces of Order are advancing on Passwall. We must defeat them all.

Entry 134: The force of Knights attacking Passwall have been eliminated. The Dark Seducer
commander Grakendo Udico has a plan to retake Passwall. I need to slip through the gate into
the ruins of Xeddefen while her Dark Seducers distract the knights. They will continue to hold
the line at Passwall. I have to use this opportunity to slip into Xeddefen and find Order's
source of power.

Entry 135: The counterattack on Xeddefen has begun. Kiskella Udico and her Dark Seducers
will distract the knights. While the Dark Seducers fight, I need to slip past the gates of
Xeddefen and locate the source of the Spire's power.

Entry 136: I've made my way into the ruins of Xeddefen and discovered the source of Order's
power -- an obelisk is having its power amplified by the spire that leads to the center of
Passwall. I've overloaded the obelisk and collapsed the spire. The caverns are now coming
down around me and I must escape before I'm trapped.

Entry 137: I've survived the collapsing ruins of Xeddefen. Passwall has been liberated and the
forces of Order have been defeated. I should speak with Sheogorath.

Entry 138: Sheogorath has tasked me with rebuilding the Gatekeeper. He has given me
instructions to visit the powerful sorceress named Relmyna Verenim in Xaselm to petition her
assistance.

Entry 139: Relmyna has asked me to enter the depths of the Gardens of Flesh and Bone, and
retrieve some mystical components needed for the ceremony to create the new Gatekeeper. I
am to return with Blood Liqueur, Osseous Marrow, Dermis Membrane, and the Essence of
Breath. She has given me a key that I can use to get into the Gardens and directly to her
Sanctum when I return.

Entry 140: I have collected a vial of Blood Liqueur, Osseous Marrow, Dermis Membrane, and
the Essence of Breath. I now have all of the items required by Relmyna Verenim. I should
return to her.

Entry 141: Relmyna has instructed me to choose the body parts with which we will create the
new Gatekeeper. I am to pick out a head, a torso, a heart, a right arm, a left arm, and legs. I
should speak with her when I am finished.

Entry 142: I have finished selecting the body parts for the Gatekeeper. I should return to
Relmyna Verenim now.

Entry 143: I am to meet Relmyna Verenim at the statue of Lord Sheogorath in the Fringe
where we will perform the ceremony to build the Gatekeeper.

Entry 144: I have found the Fork of Horripilation.

Entry 145: I have arrived at the statue of Sheogorath. Relmyna will perform the ceremonial
magic, and I am to follow her instructions during the ceremony.
332                        JOURNALS FROM THE IMPERIAL PROVINCE

Entry 146: The Gatekeeper has been rebuilt. I should return to Sheogorath with news of my
success.

Entry 147: Una Armina was pleased with the 'soul tomato' I brought for her Museum of
Oddities. I should bring her any new Oddities that I find.

Entry 148: Sheogorath is pleased with my progress.

Entry 149: A messenger has arrived for me in Sheogorath's throne room. I need to travel to
Pinnacle Rock, and help the Dark Seducers retake their stronghold from the forces of Order.

Entry 150: I've found a Mute Screaming Maw, which seems like something Una Armina
might want to display at her Museum of Oddities.

Entry 151: I have arrived at Pinnacle Rock. I need to locate the Dark Seducer Captain and
rescue her.

Entry 152: I need to reach the Wellspring of the Mazken within Pinnacle Rock. Something
has happened to the Wellspring of the Mazken in Pinnacle Rock. I need to proceed on my
own to restore it.

Entry 153: I've located the Wellspring of the Mazken. It's been covered in Order crystals; I'll
need to destroy them to restore the Wellspring.

Entry 154: The Wellspring of the Mazken has been restored. I need to help Dylora defeat the
remnants of the forces of Order.

Entry 155: The remaining forces of Order have been defeated. Dylora thanked me for helping
the Dark Seducers secure their stronghold, and has given me the ability to summon her kind.
She has also given me a set of matching armor. Now that I have secured the stronghold of the
Dark Seducers, I should speak to Sheogorath about our next step.

Entry 156: There are ghostly warriors fighting in this place. Their battle cries lead me to
believe this place is named Vitharn. Something strange is going on here. I can see the fortress
keep, but there is no obvious entrance. I'll have to search around for a hidden way in. Even
then, I'm not sure what I'll find.

Entry 157: I met a ghost named Count Cirion in the haunted keep of Vitharn. The ghost has
told me a tale of tragedy. The people of Vitharn were overrun by invaders centuries ago. Four
defenders in the bailey failed in their duties. Now cursed to relive the last moments of the
invasion over and over. Count Cirion has begged me to put the shades of his people to rest. I
have no idea how to do this. Maybe the ghosts themselves can tell me.

Entry 158: The ghost of Desideratus Annius told me he must get back home to protect his
betrothed. Tragically, by leaving his post, they both perished. There must be something I can
do to get him to stand fast.

Entry 159: This ghostly doll is very odd. I have a feeling I should keep it with me for a while.
                  [12] JOURNAL OF MY EXCURSION INTO THE SHIVERING ISLES                      333

Entry 160: It seems that Desideratus 'betrothed' is actually a child's doll. Desideratus took his
'beloved' and ran off. Obviously that isn't going to work. Hopefully he just put the doll back
where I found it. I should go check. There must be some other way to use that doll to get him
to stay and fight.

Entry 161: I have Desideratus doll, his 'betrothed.' There must be a way to use it to convince
Desideratus to stay at his post.

Entry 162: I placed the 'betrothed' doll on one of the invaders. Desideratus will have to fight
them to rescue his 'betrothed' now. Desideratus did not take it well when I told him what I did
to his betrothed. However, he is now motivated to stay at his post and fight the invading
Fanatics.

Entry 163: Althel the archer on the parapet has no arrows. She won't accept normal arrows.
I'll have to find her arrows somewhere. She is perfectly positioned to fire into the Fanatic
raiders.

Entry 164: Bat gro-Orkul is the warden of the armory. He refuses to give anything out. No
wonder this place couldn't defend itself! I need to find a way to get those arrows for Althel.

Entry 165: I've found an unusual two-headed septim coin. This might be something Una
Armina would want for the Museum of Oddities.

Entry 166: I've got the arrows. Althel was grateful for the arrows. She is sure to bring down
some of the invaders with them.

Entry 167: The priest, Hloval Dreth, doesn't have nearly enough magicka to support the
soldiers defending the gates. I need to find something that will boost his magicka. He won't
take my earthly items, so it will have to be something in his spirit realm.

Entry 168: I found some ghostly welkynd stones and a ghostly Dagger of Depletion in Hloval
Dreth's rooms. It should let him recharge his magicka. Hloval Dreth was grateful for the help.
He is able to attack the Fanatic raiders now.

Entry 169: I have changed the actions of three of the defenders. Yet one of the Fanatics still
gets past the defenders. There is nothing more I can do here. Maybe Count Cirion can help
me.

Entry 170: Count Cirion has given me his helm. With it, I can take his place and do battle
with Devoted Fanatic. Only then will the curse be lifted.

Entry 171: I have defeated the Devoted Fanatic. The curse of Vitharn has been lifted, the
ghosts of Vitharn have been laid to rest.

Entry 172: I brought Una Armina the Two-Headed Septim and the Mute Screaming Maw I
found, and she was happy to add them to her museum. I should bring her any new Oddities
that I find.

Entry 173: Sheogorath has vanished before we could complete the plan to stop the forces of
Order. Perhaps Haskill will know what steps we should take.
334                         JOURNALS FROM THE IMPERIAL PROVINCE

Entry 174: Before I can claim the Throne of Madness and stop the forces of Order, I must
remake the Staff of Sheogorath. Haskill has advised me to seek out a remnant of the great
library of Jyggalag in Knifepoint Hollow.

Entry 175: I've found an unusual key made out of a Hound's Tooth.

Entry 176: I've spoken with Dyus about the staff of Sheogorath. He is the remnant of the
library that Haskill spoke of. In order to remake the Staff of Sheogorath, Dyus requires two
items. I must seek out the Eye of Ciirta and a Branch of the Tree of Shades. The first is an eye
that has seen something that no other has. I can acquire this item from a woman named Ciirta
in the Howling Halls. The second item is a branch of the Tree of Shades, an ancient tree that
grows in the Grove of Reflection in the ruins of Milchar.

Entry 177: I've spoken with one of Ciirta's followers outside of the Howling Halls. She said
that I should be safe inside so long as I wear the robes of the Apostles and do not take any
suspicious action. If I can avoid confrontation, I might be able to make it to Ciirta without
alerting all of them.

Entry 178: I've been approached by a Khajiit named Ra'kheran. He has offered to kill Ciirta
for me if I assist him in his plan to take over the Apostles of the Song. As he cannot be seen
gathering weapons, he's asked me to bring him three Apostle Daggers. If he carries this plan
out, I should be able to take Ciirta's eye after she is dead. I've accepted Ra'kheran's offer. He
wants me to bring him three Apostle Daggers. He will then carry out his revolt against Ciirta
and I should be able to retrieve her eye.

Entry 179: I've found an ancient pelvic bone with a small inscription that reads 'Pelagius III,
3rd Sun's Dawn.' This might be something Una Armina would want for the Museum of
Oddities.

Entry 180: I have collected the three daggers that Ra'kheran has asked for. I've given
Ra'kheran the daggers that he needs to begin his revolt against Ciirta. I should follow him and
retrieve Ciirta's eye once she is dead.

Entry 181: Ra'kheran's betrayal of Ciirta has been successful. Now that she is dead, taking her
eye should be a simple matter.

Entry 182: I've found an unusual alchemical Mixing Bowl. This might be something Una
Armina would want for the Museum of Oddities.

Entry 183: I've have Ciirta's left eye. I should now seek out the second item that I need to
create the Staff of Sheogorath.

Entry 184: I've arrived in the Grove of Reflection. According to Dyus, I must locate the Tree
of Shades and find a way to reveal my true self before I will be allowed to take one of its
branches. After I approached the Grove Of Reflection, a shadowy image of myself appeared
from the waters of the grove and attacked me. I defeated it, and now the Tree of Shades is
beckoning to me... As Dyus requested, I've taken a branch of the Tree of Shades. I have both
items that Dyus needs to recreate the Staff of Sheogorath. I should return to Knifepoint
Hollow and speak with him.
                  [12] JOURNAL OF MY EXCURSION INTO THE SHIVERING ISLES                    335

Entry 185: With the Staff of Sheogorath now in my possession, I should make my way to the
Tree of Madness in Sheogorath's throne room. There I can tap into the tree's power and begin
my transformation.

Entry 186: Tove seems to have run out of uses for calipers and tongs. However, I earned a
tidy little sum off of him in the mean time.

Entry 187: Una Armina was very happy with the Pelvis of Pelagius, the unusual Mixing
Bowl, and the Hound's Tooth Key. I've found all the interesting items for which Una Armina
was searching.

Entry 188: Something is wrong with the Font of Madness. It won't accept the Staff of
Sheogorath and imbue it with power as Dyus described. Perhaps Haskill will know what's
wrong with it.

Entry 189: The Font of Madness has been poisoned by Order! If it becomes fully Ordered, the
realm is lost and Jyggalag has won. Haskill suspects that Order has somehow gained access to
the Pools of Madness that nourish the Font. I need to enter the Fountainhead beneath the Tree
and find the source of the poison before it is too late.

Entry 190: I've witnessed a gnarl removing the Order crystals that were poisoning a door here
in the Fountainhead. It seems that the tame gnarls here can halt the spread of Order
throughout the dungeon. I may be able to use their help as I work my way to the Pools of
Mania and Dementia.

Entry 191: Just as Haskill suspected, Jyggalag's priests are poisoning the roots of the Tree of
Madness. I have cleansed one of the minor pools, but I must find the Pools of Mania and
Dementia in order to save the Tree.

Entry 192: I've discovered a chrysalis that generates a tame Gnarl Cultivator. Perhaps these
gnarls can help me halt the spread of Order throughout the Fountainhead.

Entry 193: I've killed the Priests of Order who had cursed the Pools of Mania and of
Dementia. The traitor, Syl, was among them. Now that I've cleansed both Pools that feed the
Font of Madness, I should be able to imbue the Staff of Sheogorath with power.

Entry 194: I have immersed my Staff in the Font of Madness. I have gained the power of
Sheogorath.

Entry 195: The Captain of my Palace Guard needs my assistance at once. The messenger
didn't know any details, but it sounds urgent.

Entry 196: The Captain of my Palace Guard has informed me that an Obelisk has activated in
the Palace courtyard! It seems that Order is launching its final attempt to take control of the
Shivering Isles. I need to defeat Jyggylag and his minions once and for all.

Entry 197: A second Obelisk has activated. I need to shut it down to stop the Knights from
overwhelming the defenders.

Entry 198: A third Obelisk has activated. I need to shut it down.
336                      JOURNALS FROM THE IMPERIAL PROVINCE

Entry 199: Another Obelisk has activated. Jyggylag appeared to grow stronger when it
activated. Perhaps shutting down the Obelisks will weaken him.

Entry 200: Shutting down the Obelisks appears to weaken Jyggalag of some of his powers. I
should deactivate as many Obelisks as I can to weaken Jyggalag.

Entry 201: Jyggalag has spoken to me and told me the Greymarch is ended and the forces of
Order have retreated. Haskill will likely know how I should proceed.
                                           INDEX                                         337

                   A                               Alembic · 185
                                                   Alen, Baren · 106, 108
Abanabi Caves · 196                                Alen, Bedal · 160
ABCs for Barbarians · 109                          Alessia · 305
Abebaal Egg Mine · 121                             Aleswell · 291
Abelmawia · 109, 118                               Alfena, Apronia · 180
Abernanit · 195                                    Alias, Mucianus · 273
Acilius, Furius · 196                              Allectus, Amantius · 302
Acques, Frelene · 116                              Alleius, Rufinus · 92
Adamantium · 227                                   All-Maker · 201, 204
Adamantium Helm of Tohan · 227                     Almalexia · 137-139, 145, 149, 158-159,
Addhiranirr · 210                                      225-226
Adram, Daris · 94                                  Almoner · 185-187, 190
Adus, Narisa · 136-137                             Alof · 91
Aengoth the Jeweler · 167                          Alof the Easterner · 91
Aerin · 303                                        Altar of Arden-Sul · 329-330
Aesliip · 204                                      Altar of Depair · 328-329
Aeta Wave-Breaker · 132                            Altar of Rapture · 328
Aethelred, Thorley · 281-282                       Altar of Thrond · 198
Agarmir · 285                                      Althel · 333
Agata · 268                                        Altmer · 100, 137, 167, 177, 199, 279
Aglakh, Lorbumol gro- · 91-92, 94                  Alusaron · 168
Agrudilius, Benunius · 186                         Alveleg · 90
Aharasaplit Camp · 128                             Amber · 325, 327
Aharnabi · 195                                     Amelion Family Tomb · 261
Ahaz · 223                                         Amelion, Biene · 261, 266
Ahdarji · 304-305                                  Amulet · 3-4, 9, 40, 52, 85, 97-98, 123,
Ahemmusa · 93, 102, 127-128, 220-221,                  125, 127, 129-130, 132, 135, 142, 144,
    223                                                150-151, 153, 163-164, 178, 190, 231-
Ahjazda · 322, 325, 328, 330                           232, 234-235, 239-240, 268-270, 275,
Ahnia · 158                                            278, 290, 316, 322, 328
Airan-Ahhe · 129                                   Amulet of Ashamanu · 163
Airship · 150-151, 153                             Amulet of Disintegration · 322, 328
Ajira · 96-97, 101-103                             Amulet of Flesh Made Whole · 123
Ajum-Kajin · 265                                   Amulet of Infectious Charm · 150-151,
Akatosh · 231, 240, 296                                153
Akavir · 133                                       Amulet of Kings · 231-232, 234-235, 239-
Akaviri · 316-317                                      240
Akulakhan · 224                                    Amulet of Sanguine Glib Speech · 142
Alas Ancestral Tomb · 88                           Amulet of Sanguine Nimble Armor · 144
Alawen · 257, 259, 263                             Amulet of Unity · 125
Alchemist · 35, 167, 177, 184, 317-318             Amusei · 302, 304-305, 307, 310-312
Alchemists Formulary · 184                         Anaxes · 239
Ald Daedroth · 93, 149, 220-221                    Ancestor Moth · 310
Ald Redaynia · 86, 169, 194                        Ancestor Worship · 137
Ald Skar Inn · 129, 211                            Ancient Tales of the Dwemer · 37
Ald Sotha · 134, 144, 146, 148                     Ancois, Jocien · 195
Ald Veloth(i) · 100, 111, 113, 143, 146,           Ancrus, Malintus · 310
    153, 175, 193                                  Andaren, Bralsa · 271
Aldmeris · 122                                     Andaren, Nerile · 103-104
338                                        INDEX

Andarys, Delvam · 147                              Areldur · 300
Andarys, Gadayn · 187-188                          Aren, Aleri · 159
Andas, Elam · 156                                  Aren, Fathis · 310-311
Andas, Faves · 125                                 Aren, Marasa · 132
Andasreth · 101, 115                               Arena Bloodworks · 320
Andil · 122                                        Arenim Ancestral Tomb · 127
Andoren, Deldrise · 158                            Arenim, Agustus · 127
Andoren, Taren · 158                               Arenim, Erissare · 269
Andragil · 258, 261                                Arenim, Satyana · 127
Andrano Ancestral Tomb · 209                       Arenim, Soris · 269
Andrano, Balen · 134-135                           Arethi, Edryno · 106-107
Andrano, Galsa · 159                               Arethi, Gals · 102
Andrano, Llevule · 209                             Argonia · 185
Andronicus, Ysabel · 320                           Argonian · 21, 24-25, 42, 66, 86, 97, 102,
Andules, Tadera · 157                                  130, 157, 174-176, 185, 190, 210, 250,
Andus, Llovyn · 108                                    252, 254, 295, 304-305, 307
Anga · 243                                         Argonian Mission · 175-176, 185
Angaredhel the Prefect · 120-121, 188              Arinith, Relam · 175
Anhaedra · 146                                     Arkay · 3-4, 46, 51, 55, 57, 59, 70, 243,
Animunculi · 122                                       295, 301, 303
Annius, Desideratus · 332-333                      Arkayn · 59
Annotated Anuad · 109                              Arkngthand · 208-209
Antabolis, Hasphat · 100, 208-209                  Arkngthunch-Sturdumz · 100
Antecedents of Dwemer Law · 123                    Armigers · 195
Antonius, Primo · 251                              Armina, Una · 322, 325, 327, 329-330,
Anudnabia · 192                                        332-335
Anumidium · 194                                    Armion · 137
Anvil · 238, 254-255, 257-259, 271, 282-           Armor of the Crusader · 299
   283, 295, 307-309, 313                          Armor of Tiber Septim · 235-236
Anvil Bay · 282, 313                               Arobar Manor · 123, 167
Anya · 326                                         Arobar, Gandosa · 167
Apographa · 216                                    Arobar, Miner · 118, 124, 167, 218
Apostle Daggers · 334                              Arobar, Nartise · 118
Applewatch · 253, 255                              Arothan, Teres · 92
Apprentice · 6, 20, 209, 212                       Arpenia · 264
Apron of Adroitness · 288                          Arquen · 255-256
Aralen, Alynu · 90                                 Arrille · 133, 208, 211
Aralor · 148                                       Arrius · 234, 261
Aram, Torasa · 138, 225, 227                       Arrow of Extrication · 310-312
Arano, Myvryna · 304                               Artifact · 8, 29, 37, 53, 80, 86-88, 122,
Arantamo · 168, 228                                    138, 166, 169, 171, 191, 194, 196, 214,
Arcane University · 233, 249, 267-276,                 224, 227, 235, 238, 272, 279, 288-290,
   279-280, 305-306                                    315-317, 319
Arch · 103, -276                                   Artoria, Gaea · 152
Archcanon · 110, 148-149, 218, 223                 Artorius, Trebonius · 98, 103, 135
Archmage (Arch-Mage) · 5, 7-9, 15, 28,             Arvel Plantation · 91
   35, 53, 103, 273-276, 305                       Arvel, Galyn · 175
Archmagister · 126, 219                            Arvel, Rovone · 108
Arctus · 329                                       Arvs Drelen · 100, 143, 193
Arden-Sul · 329                                    Aryarie · 264
                                            INDEX                                        339

Aryon · 122-126, 162, 215, 219-220                  Aundae, Dhaunayne · 177-178
Aryon, Vevrana · 215                                Aundae, Vilandon · 177
Ascadian Isles · 175, 185                           Aurelinwae · 274
Ascended Sleeper · 213                              Auria, Arnora · 290-291
Ash Statue · 113-115                                Auriel · 123
Ash Vampire · 224                                   Aurmine, Maurrie · 153-154, 162
Asha-Ahhe Egg Mine · 189                            Auroran · 301
Asha-Ammu · 193                                     Avidius, Audens · 286
Ashalmawia · 113                                    Avik · 5, 7, 13, 16, 18
Ashalmimilkala · 142, 191                           Ayleids · 238, 243, 246, 254, 272, 289,
Ashanta · 261                                          294-295, 315-319
Ash-Chancre · 146                                   Azura · 87, 149, 191, 195, 215-217, 220,
Ashibaal · 107                                         224, 226, 242
Ashibael, Tashpi · 98                               Azura's Star · 87
Ashimanu Mine · 113                                 Azzan · 257-260
Ashkhan · 102, 212, 217, 220-223
Ashland Hymns · 212                                                    B
Ashlander · 99, 102, 115, 117, 127-129,
    147, 162-163, 187-188, 193, 195, 210-           Baenlin · 248
    213, 216-218, 220-223                           Bagarn, Yagrum · 214-215
Ashlands · 91, 94, 102, 109, 212                    Bagrat, Gurak gro- · 184
Ashmelech · 177-178                                 Bagul, Bugrol gro- · 131
Ashu-Ahhe · 223                                     Bal Fell · 103, 107, 133, 168
Ashunartes · 91                                     Bal Molagmer · 169-171
Ashur-Dan · 162                                     Bal Ur · 128, 148, 174, 227-228
Ashurnibibi · 194                                   Balfiera · 49
Ashurnisammis, Kanit · 102                          Baliwog · 324
Assaba-Bentus · 195                                 Balmora · 86, 90-91, 94, 96-97, 101, 105-
Assarnatamat · 194                                     106, 108-109, 112, 114, 116, 125, 131-
Assarnibibi · 149                                      132, 142-143, 147, 153, 166-167, 175,
Assemanu · 110                                         185-186, 208-209, 211
Assernerairan · 143                                 Balmora Council Club · 166
Assu · 101                                          Bamog, Burub gra- · 91
Assumanu · 194                                      Bamz-Amschend · 139, 161, 225-226
Assurnabitashpi · 212                               Bandit · 132, 304
Assurnarairan, Adusamsi · 191                       Bands of the Chosen · 239-240
Assutlanipal, Hanarai · 114                         Barbas · 246
Astis, Brenus · 262                                 Barelo, Gilvas · 216
Athellor · 199                                      Barenziah · 138, 161, 225
Athones, Suryn · 195                                Barilzar · 138-139
Athrys, Ranis · 97-98                               Basil · 8-9
Athyn · 112-115, 118-119, 124, 159, 218             Baslod · 173
Atraena · 250                                       Bat, Bashuk gra- · 131
Atrius, Constans · 182                              Battle of Red Mountain · 225
Atrius, Nolus · 132                                 Battle of the Moesring · 199
Atronach · 276                                      Battlehorn Castle · 277, 280
Attenuator of Judgment · 322-323                    Battlemage · 28, 88, 190, 273, 275, 313
Auline, Geon · 136                                  Battlespire · 28
Aumine, Julielle · 190                              Baurus · 231-233
Aundae · 85, 164, 177-178                           Bawnwatch Camp · 291
340                                     INDEX

Bazaar Sewers · 136                             Black Flag · 313-314
Beauchamp, Louis · 150-151, 153                 Black Hand · 253-255
Bejeen · 244                                    Black Jinx · 121
Belan, Galuro · 155                             Black Marsh · 25-26, 68, 121
Belas, Tonasi · 194                             Black Shalk Cornerclub · 210
Beleth, Deval · 112                             Black Soul Gem · 268, 273
Beleth, Tuveso · 112                            Blackheart, Azani · 264
Bellamont, Mathieu · 255                        Blackwell, Tahm · 314
Belt of Iron Will · 131                         Blackwood · 244, 263-266
Belt of Orc's Strength · 201                    Blackwood Company · 263-266
Belt of Sanguine Balanced Armor · 143           Blademaster · 320
Belt of Sanguine Deep Biting · 143              Blades · 208-209, 211-212, 231-232, 234-
Belt of Sanguine Denial · 141                       236, 260, 266
Belt of Sanguine Fleetness · 141                Blakeley · 292
Belt of Sanguine Hewing · 143                   Blakeley, Grantham · 291-292
Belt of Sanguine Impaling · 140                 Blankenmarch · 244
Belt of Sanguine Martial Craft · 142            Bleak Flats Cave · 270-271
Belt of Sanguine Smiting · 142                  Bleak Mine · 244
Belt of Sanguine Stolid Armor · 143             Blessed Spear · 138
Belt of Sanguine Sureflight · 143               Blessing of Talos · 301
Belt of the Armor of God · 156                  Blight · 122, 156, 162, 224
Belt of the Hortator · 219                      Blind Watcher's Eye · 322
Beluelle, Armond · 153, 161                     Bloated Float Tavern · 280-281
Beluelle, Piernette · 154                       Blood Liqueur · 331
Belvayn, Tirer · 142                            Blood of the Quarra Ancients · 122
Bemis, Mathyn · 142                             Blood Price · 310, 312
Beneran, Nerer · 94                             Bloodcrust Cavern · 274
Berandas · 100-101, 191                         Bloodline · 87-88
Berano, Forven · 160                            Bloodmayne Cave · 261
Bereloth, Llarar · 97                           Bloodmoon Prophecy · 205-206
Berendus, Aldam · 183                           Bloodskal · 199
Berene, Adrienne · 270-271                      Bloodworm Helm · 274-275
Berne · 85, 164, 178                            Bloody Countess · 85
Berne, Raxle · 85, 147                          Blossom · 295
Bero, Dram · 110, 143, 218, 228                 Bodean Camp · 279
Berwen · 93, 128, 167                           Boethiah · 87-89, 149, 167
Bethamez · 99                                   Boglar, Olumba gro- · 187
Bethrimo, Voruse · 148                          Bogwater · 252
Bhisha · 326                                    Bol, Dura gra- · 91
Bielle, Daric · 174                             Bolmog, Gogron gro- · 253
Bierles, Listien · 99                           Bolryn · 168
Big-Head · 86, 329                              Bolwing · 329
Bitter Coast · 96, 189                          Bonebiter Bow · 212
Bitter Cup · 169                                Bonk, Dumag gro- · 325
Bittneld · 286-287                              Boots of Springheel Jak · 313
Bjadmund · 146                                  Boots of the Apostle · 191
Bjalfi the Contemptible · 282                   Boots of the Crusader · 299-300
Black Bow Bandits · 294-295                     Border Watch · 242
Black Brugo · 294-295                           Border Watch Inn · 242
Black Dart Gang · 136-137                       Bosmer · 96, 133, 167, 189, 259
                                               INDEX                                        341

Bothiel · 273, 279                                     Camoran, Celia · 312
Botrir · 128                                           Camoran, Mankar · 233-235, 239-240
Bracques, Emusette · 154, 162                          Camp Ales · 279
Bradus, Rusia · 258, 260                               Canah Bird · 33
Bragor · 166-167                                       Canton · 116, 140, 142, 146, 170, 185
Brallion · 170                                         Captain of the Guard · 159, 286-289
Bramblepoint Cave · 279, 281                           Carac Agaialor · 240
Braryn, Tarer · 135                                    Carahil · 271
Bravil · 237, 250, 254, 256, 258, 261, 264,            Caranya · 275
    268-269, 291, 298, 304-308, 310-311                Carecalmo · 142, 192
Brennan · 3, 8, 17                                     Caria, Detritus · 136
Breton · 7, 26, 70, 136, 153, 174, 191, 278,           Caristiana, Sosia · 131
    297                                                Carius, Falx · 150-153, 197, 206
Brief History of the Empire · 170                      Caro, Alessia · 305. See also Countess of
Brina Cross Inn · 271                                     Leyawiin.
Brindle Home · 245                                     Caro, Marius · 294
Brithaur · 326                                         Cartia, Faustina · 283
Brittlerock Cave · 259                                 Carvain, Narina · 316-317. See also
Brodir Grove · 199                                        Countess of Bruma.
Brotch Camp · 279                                      Carvaren, Bralen · 113-114
Brown Book of Great House Telvanni ·                   Caryarel · 189
    120                                                Casimir · 299-300
Bruma · 232, 234-239, 248, 254, 259-260,               Castle Anvil · 308, 313
    267-268, 274, 289-291, 303, 310, 316-              Castle Cheydinhal · 298
    317                                                Castle Chorrol · 278, 286-287, 291
Brush of Truepaint · 288                               Castle Karstaag · 205
Bthuand · 87                                           Castle Kvatch · 237-238
Bthungthumz · 122                                      Castle Leyawiin · 253, 294
Buckmoth Fund · 186                                    Castle Skingrad · 249-250, 253-254, 306-
Buckmoth Legion Fort · 106                                307
Bugrol · 131                                           Cat Burglar · 306
Buoyant Armiger · 94, 148, 170, 194-195,               Catraso, Vala · 109, 170
    216, 224, 227                                      Cave of the Hidden Music · 201
Bura, Snak gra- · 279                                  Cavern of the Incarnate · 217
Burbug, Shadbak gra- · 166                             Caverns of Karstaag · 205
Buying Game · 186                                      Cecia, Helvius · 259-260, 310
                                                       Celedaen · 253
                     C                                 Census and Excise · 154, 210
                                                       Ceyatatar · 246
Cadiusus, Senilias · 100                               Chalice of Reversal · 324-325
Caerellius, Gratian · 182                              Chamberlain · 293, 322
Caldera · 88, 90, 96, 101, 107-108, 118,               Champion · 110, 136, 212-213, 218, 223,
   131-132, 170, 175, 186-187, 189, 194,                  225, 231, 241, 265, 293, 319-321
   211                                                 Champion of Clutter · 136
Caldera Mining Company · 187                           Champion of Cyrodiil · 231, 241
Callidus, Lerexus · 277                                Chancellor · 236, 240-241
Calming Pants · 322, 325                               Chanel · 286-287, 291
Calvario · 221                                         Chapel Limeware Bowl · 189
Caminalda · 271                                        Chapel of Akatosh · 231-232, 271
Camonna Tong · 110, 132, 171, 186                      Chapel of Arkay · 301
342                                         INDEX

Chapel of Dibella · 295                             Copious Coinpurse · 285
Chapel of Stendarr · 299-300                        Corbolo · 249
Chapel of Talos · 239, 259                          Corbolo River · 249
Chapel of Zenithar · 299, 301                       Corky · 108
Chaplain · 184                                      Corprus Beast · 213
Chestnut Handy Stables · 279                        Corprus Stalker · 93
Cheydinhal · 236-237, 247, 249, 252-253,            Corprusarium · 145, 214-215
    255-257, 260, 262, 268, 273, 287-289,           Cosades, Caius · 208-211, 215
    297-298, 301, 303, 310-311                      Count of Anvil · 313
Cheydinhal Bridge Inn · 289                         Count of Bravil · 237. See also Terentius,
Chief Steward · 137                                    Regulus.
Chieftain · 198, 200-201, 294                       Count of Cheydinhal · 236-237, 289, 297.
Chillrend · 295                                        See also Indarys, Andel.
Chimarvamidium · 99-100                             Count of Kvatch · 238. See also Goldwine,
Chodala, Conoon · 217                                  Ormellius.
Chorrol · 231, 238, 248, 253, 257, 262-             Count of Leyawiin · 237. See also Caro,
    263, 267, 277-279, 287-288, 295-296,               Marius.
    299, 310                                        Count of Skingrad · 237, 272. See also
Christophe, Armand · 302-304                           Hassildor, Janus.
Chronicles of Nchuleft · 99, 123                    Countess of Anvil · 238, 313. See also
Chrysamere · 196                                       Umbranox, Millona.
Chun-Ook · 169, 189                                 Countess of Bruma · 239, 316. See also
Ciirta · 334                                           Carvain, Narina.
Cinna, Herminia · 317-318                           Countess of Chorrol · 238, 278. See also
Cirion · 332-333                                       Valga, Arriana.
Cirroc · 259-260                                    Countess of Leyawiin · 243, 305. See also
Citadel Dagoth · 224                                   Caro, Alessia.
Citadel Endusal · 224                               County Hall · 294
Citadel Odrosal · 224                               Coyle · 6, 8-9, 18
Citadel Tureynulal · 224                            Cracked Wood Cave · 281
Citadel Vemynal · 224                               Crendal · 7, 21-22, 26
Civil War · 41, 50, 59-60, 66-67, 70, 75,           Crimson Plague · 104
    77, 81                                          Cropsford · 281
Clanfriend · 212                                    Crosier of St. Llothis the Pious · 148
Clarabella · 313                                    Crowhaven · 320
Clavicus Vile · 4, 8-9, 53, 169, 246                Crown of Lindai · 318
Cleansing · 139                                     Crown of Nenalata · 317
Cleaver of St. Felms the Bold · 148                 Crowns · 3, 21, 24, 28, 31-32, 35, 39, 41,
Clockwork City · 226                                   43-44, 50-51, 58-60, 62, 67-70, 74, 76-
Closcius, Bacola · 186, 208                            78
Cloud Ruler Temple · 232, 234-236, 238-             Crucible · 322, 325-326
    240                                             Crystal Staff · 323
Cloud Top · 267                                     Cuirass of the Crusader · 299
Cloudcleaver · 131                                  Culumaire · 167
Clutumnus, Hirrus · 322, 327                        Curio, Crassius · 107-110, 134, 218
Collective Articles · 188                           Cursed Mace · 245-246
Colovian Highlands · 243                            Cursed Mine · 272
Commentaries on the Mysterium Xarxes ·              Curse-of-Dreams · 216
    233                                             Cutter · 322
Common Tongue · 159-161                             Cylarne · 327-329
                                                INDEX                                          343

Cyrodiil · 25, 71, 160, 191, 231, 234, 236,             Dagoth, Voryn · 212
   242, 247-249, 252-254, 257-258, 267,                 Dahleena · 118
   273-275, 277, 283, 285, 288-289, 294,                Dairihill · 308
   299, 302-303, 305, 309-310, 314-317,                 Dalen, Trerayna · 127
   320-321, 328                                         Dalobar, Mathis · 111
Cyrodiils · 49                                          Dalomax, Joncis · 194
Cyrodilic · 186, 243                                    Dalvilu, Nivan · 245
Cyrodilic Brandy · 243                                  Damori, Elmussa · 108
Cyrus · 3, 11, 17, 19, 22-23, 25, 33, 37, 40,           Dandsa · 195
   43, 45-49, 52-53, 55-57, 59-63, 66, 68-              Dangor · 94
   69, 74-77, 81                                        Dar Jee · 304-305
                                                        Darelliun, Garrus · 288-289
                     D                                  Darius · 193-194
                                                        Dark Brother · 141-144, 156-157, 247-249,
Daedra · 4, 8-9, 53-54, 86-89, 122, 146,                   251-253, 255-256
   148, 164, 192, 195, 204, 206-207, 216,               Dark Brotherhood · 141-144, 156-157,
   221, 224, 226-228, 231, 235, 237, 240,                  247-249, 251-253, 255-256
   242-246, 259, 267, 273, 275                          Dark Elf · 3-4, 7-8, 21, 74, 101, 128, 164,
Daedra Heart · 273                                         190, 248, 254, 280, 302, 304
Daedra Lord · 53                                        Dark Fissure Cave · 273
Daedra Worship · 86, 146, 195, 221, 242,                Dark Gift · 249
   267                                                  Dark Seducer · 327-329, 331-332
Daedric · 87, 91, 101-102, 107, 113, 191-               Darkfathom Cave · 292
   192, 194, 220, 227-228, 233, 235-236,                Dar-Ma · 295-296
   239, 259, 292-293, 319                               Daroder · 114
Daedric Shrine · 101, 191, 220, 227, 259                Darts of Judgement · 167
Daedroth · 87, 92, 220-221                              Darvel, Dorisa · 123
Daedroth Monarch · 87                                   Darys, Movis · 98, 140-141
Dagger of Depletion · 333                               Deepscorn Hollow · 248, 252
Dagger of Friendship · 322                              Deepscorn Lair · 252
Dagger of Symmachus · 225                               Deetsan · 268
Daggerfall · 49                                         Deformed Swamp Tentacle · 327
Dagon Fel · 86-87, 94, 99, 101, 129, 142,               Delitian, Tienius · 159-161
   146, 148, 195                                        Delmar · 272
Dagoth · 94, 116, 147-148, 209, 212-214,                Delyn · 146, 170
   216-218, 220, 223-224                                Dementia · 321, 324, 329-330, 335
Dagoth Araynys · 224                                    Demnevanni, Baladas · 100, 121-123, 143,
Dagoth Endus · 224                                         193
Dagoth Fovon · 147                                      Demon · 205
Dagoth Gares · 213-214                                  Denegor · 136
Dagoth Gilvoth · 224                                    Denel · 272
Dagoth Morin · 217                                      Deras, Brethas · 116
Dagoth Odros · 224                                      Dergius, Larisus · 190
Dagoth Tanis · 116                                      Dermis Membrane · 331
Dagoth Tureynul · 224                                   Dervenin · 329-330
Dagoth Ur · 148, 209, 212-214, 216-218,                 Desele · 91
   220, 223-224                                         Desele, Helviane · 91, 117
Dagoth Uthol · 224                                      Desolate Mine · 260
Dagoth Velos · 94                                       Dhaunayne · 177-178
Dagoth Vemyn · 224                                      Dibella · 295
344                                            INDEX

Dilborn · 157                                          Dren, Galmis · 190-191
Din · 100-101, 325                                     Dren, Ilmeni · 109, 170, 175, 194
Dion · 284                                             Dren, Orvas · 110, 218
Direnni · 29                                           Dren, Vedam · 110, 116, 135, 156
Dissapla Mine · 92                                     Drenim, Mavon · 141-142
Dissident Priests · 213, 216                           Dreth, Hloval · 333
Divine Crusader · 299                                  Dreth, Valen · 248
Divine Metaphysics Adapted to the                      Drethan, Novor · 92
   Meanest of Intellects · 103                         Drethan, Vindamea · 103
Dobar, Olvyne · 160                                    Driler, Dondos · 108-109
Domalen · 155                                          Drin, Gavas · 137-139
Dondiir · 133                                          Drolan, Rayna · 87
Donton, Vilena · 257, 262, 265-266                     Drora, Mehra · 100
Donton, Viranus · 263, 265                             Droth Dagger · 136
Donton, Vitellus · 264                                 Droth, Gulmon · 164
Doran, Jirolin · 278-279                               Drothan · 133, 319
Dorvayn, Nileno · 105-106, 218                         Drothan, Frathen · 319
Draconian Madstone · 316-317                           Drothan, Tinos · 133
Draconis, Andreas · 253                                Drothmeri Army · 319
Draconis, Caelia · 253                                 Drunken Dragon Inn · 253
Draconis, Matthias · 253                               Druscashti · 85, 122, 164-165, 177
Draconis, Perennia · 253                               Dubdilla · 228
Draconis, Sibylla · 253                                Dudley · 190
Drad · 244                                             Dulk · 205-206
Draggin' Tale Inn · 3, 17, 32, 42, 65-66               Dulni, Urvel · 138
Dragol, Kurdan gro- · 298                              Dunbarrow Cove · 313-314
Dragon · 3, 8-9, 24, 31, 39, 52, 58, 67, 69,           Dunirai Caverns · 93
   71, 77-78, 126, 200, 240-241, 275                   Dunmer · 91-92, 96-98, 101, 105-106, 111,
Dragon God of Time · 240                                   120, 136, 139, 142, 156, 158, 169, 190-
Dragonclaw Rock · 316                                      192, 195, 209, 213, 216-217, 220-222,
Dragonfires · 240                                          226, 228, 277, 296-297
Dral, Taros · 86                                       Dunroot Burrow · 324
Dral, Thelsa · 189                                     Dwarf · 6, 46, 48, 103, 121, 190, 217
Dral, Volmyni · 188                                    Dwarven · 6, 35-37, 39, 48, 99, 135-136,
Dralas · 289                                               279
Dralas, Raynil · 289-290                               Dwarven Lore · 37, 39
Dralen, Milvela · 159                                  Dwemer · 87, 92-93, 99, 100, 103, 106,
Dralor, Nevrasa · 133                                      122-125, 134, 136, 139, 142-143, 148,
Dram · 3-4, 67, 110, 143, 218, 228                         150, 157, 161, 166-167, 170-171, 194-
Dran, Dovesi · 251                                         195, 208-209, 214-216, 224-227, 280
Dratha · 104, 121-123, 219                             Dwemer Centurion · 125, 167, 195
Dreamer · 213                                          Dwemer Puzzle Box · 208-209
Dreamworld · 270                                       Dylora · 332
Dreamworld Elements · 270                              Dyus · 334-335
Dredil, Llaalam · 135
Dreekius · 7-9, 21-23, 26, 41-42, 66, 68,                                  E
   70
Dreet-Lai · 261                                        Eardwulf, Rowley · 252
Drelas, Thervam · 190                                  Earil · 326
Dremora · 146, 240, 306                                Earth Stone · 201-202
                                               INDEX                                     345

East Docks · 215                                       Engar Ice-Mane · 203
East Empire Company · 106, 135, 153,                   Enilroth · 255
    161, 168-169, 171, 179, 183, 187                   Enjine · 114
East Empire Company Hall · 187                         Ennbjof · 228
Ebonheart · 92, 106, 110, 114, 116, 135,               Enrion · 261
    156, 168, 171, 175-176, 185, 187, 189,             Entius, Saprius · 196
    196, 215                                           Erabenimsun · 127-128, 140, 195, 220,
Ebony · 106-108, 118, 129-130, 149, 168,                   223
    179, 187, 212, 245                                 Eraishah, Ashumanu · 162
Ebony Blade · 245                                      Eraldil · 187-188
Ebony Mail · 149                                       Erasmo · 6
Ebrocca · 325                                          Ergalla, Socucius · 154
Echo Cave · 276                                        Erich the Unworthy · 197
Effe-Tei · 157                                         Erline · 289-290
Egg of Time · 103                                      Erna · 199
Egnatius, Baro · 180                                   Erramanwe of Sunhold · 208-209
Eight Plates · 98, 112, 116                            Er-Teeus · 244
Eindel · 167                                           Erthor · 270-271
Elante of Alinor · 259                                 Erur-Dan · 217
Elberoth · 180                                         Escutcheon of Chorrol · 278
Elbert, Edwinna · 99-100, 123                          Essence of Breath · 331
Eldamil · 240                                          Estirdalin · 167
Elder Council · 236, 240                               Estoril · 167
Elder Council Chamber · 240                            Everflow Ewer · 274
Elder Race · 25                                        Evos, Ethes · 123
Elder Scrolls · 310, 312-313                           Exhausted Mine · 278
Eleedal-Lei · 121                                      Eydis Fire-Eye · 90-91, 94, 169
Element of Courage · 270                               Eye of Argonia · 68
Element of Patience · 270                              Eye of Nocturnal · 244
Element of Perception · 270
Element of Resolve · 270                                                    F
Elette · 271
Elf-Skerring · 102                                     Faded Wraith · 267
Elith-Pal Mine · 94                                    Faelian · 250-251
Elixir of Exploration · 318                            Fafnir · 251
Elone the Scout · 208, 211                             Falanaamo · 186
Elsweyr · 190                                          Falasmaryon · 99, 116
Elven Gardens District · 233, 250, 312                 Falcar · 268, 273, 275
Elven Nations Cornerclub · 140, 168                    Falen, Drulene · 111-112
Elvish · 37                                            Falensarano · 92, 101
Elytra · 324                                           Falicia · 7, 27-28
Emma May · 292                                         Fall of the Snow Prince · 199
Emperor · 14, 24, 35, 44, 50, 52, 57-58, 60,           Fallen Rock Cave · 262
    71-72, 81, 132, 193-194, 208, 212, 224,            Falmer · 199
    231-232, 234                                       Famori, Drovone · 112
Emul-Ran · 128                                         Famous Potato Bread · 281
Enamor · 170                                           Fanacas · 315
Ence, Mebestien · 166                                  Fanis, Julienne · 269, 274, 276
End of Times · 139                                     Fanriene, Amiable · 325
Engaer · 93                                            Fara · 168
346                                              INDEX

Faram, Milyn · 124                                       Font of Madness · 335
Faram, Saveri · 234                                      Footpad · 303
Faregyl Inn · 260, 281                                   For my Gods and Emperor · 184
Faren, Tarvyn · 106                                      Forbidden Grottos · 239-240
Fargoth · 133                                            Forebears · 3, 24, 31-32, 38, 41-44, 50-51,
Fast Eddie · 125                                             58-60, 66-68, 74-76, 80
Fauseius, Flacassia · 188                                Foreign Quarter · 107, 134, 141, 154, 156,
Faustus, Ilnori · 158                                        168, 184, 187, 210
Faustus, Zeno · 152                                      Foreign Quarter Plaza · 107
Favel Ancestral Tomb · 102                               Forgotten Ones · 243
Favelnim, Dralora · 181                                  Fork of Horripilation · 86, 329, 331
Favelnim, Seler · 181                                    Forlorn Watchman · 291
Favis · 4-5, 30, 32, 34, 61                              Forsaken Mine · 265
Felldew · 324                                            Fort Blueblood · 269
Fellmoor · 323                                           Fort Bulwark · 299-300
Felms · 148                                              Fort Caractacus · 291
Festival Slave Market · 222                              Fort Darius · 184
Fetid Grove · 328                                        Fort Farragut · 252-253
Ffoulke · 37                                             Fort Frostmoth · 150-153, 173, 182, 197,
Fields of Kummu · 133, 145                                   201, 206
Fighters Guild · 90, 94-95, 109, 116, 169,               Fort Grief · 298
    171, 208, 214, 257, 260, 262-266, 277                Fort Moonmoth · 91, 96-97, 109, 132, 143,
Fingers of the Mountain · 267                                147, 186
Fire and Faith · 123                                     Fort Ontus · 275
Fire Daedra · 147                                        Fort Pale Pass · 317
Firemoth · 133                                           Fort Pelagiad · 166
First Age · 228                                          Fort Redman · 254
First Corner of the House of Troubles ·                  Fort Strand · 282
    148                                                  Fort Sutch · 251
First Edition · 233, 259, 274, 297                       Fort Sutch Abbey · 251
First Era · 49, 192, 316                                 Fort Teleman · 274
Fithragaer · 273                                         Fort Wooden Hand · 245
Five Claws Lodge · 263                                   Fountainhead · 335
Five Tenets · 253                                        Four Corners of the House of Troubles ·
Fjod · 133                                                   148-149
Fjorgeir · 109                                           Fourth Corner of the House of Troubles ·
Flaccus, Afer · 182                                          148
Flaccus, Ignatius · 157                                  Foyada Ashur-Dan · 93
Flaeus, Murudius · 106                                   Foyada Bani-Dad · 113, 116, 125, 212
Flame of Agnon · 327-329                                 Foyada Esannudan · 93
Flamemirror Robe · 121, 188                              Foyada Mamaea · 96, 147
Flask of Lillandril · 7-9, 22, 26, 29, 34, 37,           Foyada Nadanat · 100
    48, 51                                               Frald the White · 195-196
Flawless Pearl · 326                                     Frasoric, Jeanne · 267-268, 274
Flin · 94                                                Frernis, Aurane · 105, 134, 155
Flooded Mine · 254                                       Fringe · 330-331
Flora of Hammerfell · 37                                 Frost Atronach · 228, 276
Floria, Martina · 270-271, 273                           Frost Daedra · 147
Flowing Bowl · 283                                       Frost Giant · 205-207
Focus Crystal · 322-323                                  Frostcrag Spire · 272, 274
                                            INDEX                                          347

Frostfire Glade · 274, 276                          Girith, Athanden · 128
Frostmoth · 150-152, 197                            Girith, Gamin · 179
Fyr, Divayth · 100, 114, 122, 214-215               Glademist Cave · 265
Fyr, Uupse · 114, 214                               Glarthir · 284-285
                                                    Glass · 312
                    G                               Glass of Time · 312
                                                    Glathel · 188
Gable · 292                                         Glove of Sanguine Safekeeping · 143
Gadar, Tiram · 98                                   Glove of Sanguine Swiftblade · 144
Gaiar Alata · 240                                   Glove of the Sanguine Horny Fist · 141
Galbedir · 96-97                                    Gluk, Yagak gro- · 225
Galena, Luciana · 306-307                           Glurzog, Luronk gro- · 286
Galenus, Falco · 173, 179-183                       Gnaar Mok · 88, 92, 114, 131, 189, 195,
Gallenus, Rosentia · 292-293                            213
Galom Daeus · 85, 125, 147                          Gnarl · 323-325, 335
Gandrung Caverns · 152                              Gnarl Cultivator · 335
Garamar · 31                                        Gnisis · 99-100, 109, 111-113, 118, 143,
Garden of Dareloth · 302, 304                           164, 184, 191, 193
Gardens of Flesh and Bone · 321, 331                Gnisis Eggmine · 99, 193
Garding the Bold · 110                              Gnoll Mountain · 254
Garlas Malatar · 301                                Goblin · 5, 66, 78, 137, 260, 265-266, 278,
Gatekeeper · 321, 331-332                               281, 295
Gates of Madness · 321                              Godsreach · 104, 137, 139, 158
Gateway Inn · 120, 177, 188                         Gogan · 283
Gauntlets of Glory · 192                            Gold Kanet · 96
Geilir the Mumbling · 200                           Gold Road · 271
Gernand, Barthel · 281                              Goldbrand · 88-89, 246
Gerrick · 4, 30, 33, 36, 64                         Golden Saint · 87, 327-329
Ghost · 6, 13, 32, 73, 102, 120, 135-137,           Goldwine, Ormellius · 238. See also Count
    189-190, 193, 216-217, 226, 236, 291-               of Kvatch.
    292, 299-300, 324, 332-333                      Golem · 6, 20
Ghostgate · 93, 123, 130, 145, 147, 170,            Good as New · 285
    195, 224                                        Good Beast · 202
Ghostgate Shrine · 130                              Gordol · 113
Ghoth, Orok gro- · 286-287                          Gothren · 123, 126, 219
Giant · 6, 86, 195, 206, 224, 323                   Grace of Courtesy · 145
Gift of Beasts · 202                                Grace of Daring · 145
Gift of Earth · 202                                 Grace of Generosity · 145
Gift of the Sun · 202                               Grace of Justice · 145
Gift of Trees · 202                                 Grace of Pride · 145
Gift of Water · 201                                 Grace of Valor · 145
Gift of Winds · 203                                 Grahl · 206
Giladren, Beden · 115                               Grakendo · 330-331
Gildan · 211                                        Grand Champion · 320
Gilgondorin · 291                                   Grand Council Chambers · 156
Gilnith, Foryn · 154                                Grand Council of Morrowind · 92, 156
Gimayn, Maros · 109                                 Grandmaster · 110, 140-144, 167
Gindu, Galsa · 116-118                              Graring · 181
Ginith Ancestral Tomb · 164                         Gratius, Severia · 151-152
Gin-Wulm · 259                                      Gravius, Sellus · 133
348                                         INDEX

Gray Cowl of Nocturnal · 312-313                                        H
Gray Fox · 286, 303, 305, 307-313
Gray Prince · 320. See also Malog,                  Habasi · 166-167
   Agronak gro-.                                    Hackdirt · 295-296
Great Bazaar · 139, 157                             Hai · 212
Great Forest · 243, 245, 267, 288, 296,             Hair Shirt of St. Aralor the Penitent · 148
   299, 318                                         Haj-Ei · 174
Great Gate · 238-239                                Halfway Inn · 141
Great House · 105, 111, 120, 188, 210,              Hall of Justice · 155, 168
   217-218, 220                                     Hall of Ministry · 104
Great Keep · 307                                    Hall of Valor · 199
Great Market · 170                                  Hall of Wisdom · 123, 210-211, 215
Great Oak Place · 253                               Hal-Liurz · 274
Great Sigil Stone · 238-239                         Halls of Penumbra · 202
Great Torch · 327, 329                              Halls of the Dead · 192
Great Welkynd Stone · 238                           Hammerfell · 1, 3, 11, 13-14, 17, 24-25,
Greaves of the Crusader · 300                          27, 32-34, 38-39, 41, 44-45, 51-53, 59-
Greedy Man · 202                                       60, 67, 69, 71-73, 75, 77-79
Green Emperor Way · 234                             Han-Ammu · 223
Greenmote · 329-330                                 Hanging Gardens of Wasten Coridale ·
Gregori, Amminus · 297                                 100
Grerid Axe-Wife · 205                               Hansar, Assantus · 147
Grey Mare · 249, 267                                Harald Hand-Free · 228
Greyland · 277                                      Harald of Ysgramor · 228
Greymarch · 336                                     Harcane Grove · 245
Grimkell · 198                                      Harrow · 234
Gromm · 248                                         Harstrad River · 172, 181, 198
Grove of Reflection · 334                           Haskill · 293, 321-322, 327, 333-336
Grove of Trials · 300                               Hassildor, Janus · 249-250, 272, 274, 307.
Grummite · 322-323, 328                                See also Count of Skingrad.
Grummite Shaman · 323                               Hassour · 129, 147, 211-212
Grurn · 133                                         Hateria, Blatta · 215
Guar · 105, 108, 111-112, 127-129, 134,             Hauntings · 120-121
   136, 162-163, 211, 225                           Havilstein Hoar-Blood · 254
Guild Hall · 267                                    Hawker, Jon · 190
Guild of Fighters · 94, 169                         Hayle · 5-6, 8, 13-14, 18-20
Guild of Mages · 103, 109, 123, 135, 140,           Hayn, Itius · 286
   151, 167, 170                                    Hazadir · 259
Guildmaster · 98, 103                               Heart of Lorkhan · 224
Gulakhan · 107, 212, 220, 223                       Heather · 96
Gulakyurt · 223                                     Hecerinde · 167
Guls, Viras · 117                                   Heirographa · 216
Gundlar · 330                                       Helas, Vorar · 175
Gustav Two-Teeth · 198                              Helende · 167, 168
Gutted Mine · 242                                   Heleran, Uleni · 120-121
Guvron, Galtis · 114                                Helm of Oreyn Bearclaw · 88, 266
Gweden · 283                                        Helm of the Crusader · 299
Gwinas · 233                                        Helm of the Wolf's Heart · 203
Gyldenhul Barrow · 200                              Helseth · 137, 159-161, 225-226
                                                    Helvi, Odral · 107-108, 118, 170
                                              INDEX                                       349

Henantier · 269-270                                   Hlen, Mevure · 171
Henim, Ulyne · 94                                     Hler, Fedris · 137-139
Herdir · 325-326                                      Hleran, Alvur · 133
Herennia, Agrippina · 134                             Hleran, Gindrala · 130
Heretics · 329                                        Hleran, Llunela · 123-125
Hermaeus Mora · 246                                   Hlervu, Braynas · 169
Hero Hill · 253                                       Hlervu, Derar · 227
Herothran, Fothyna · 90                               Hlofgar · 261
Herrick, Anya · 326                                   Hloggar the Bloody · 160
Hession · 136                                         Hloran, Draramu · 196
Hetman · 109, 117-118                                 Hlormar Wine-Sot · 131
Hides His Eyes · 174                                  Hlormaren · 96, 101, 142
Hides-His-Foot · 110, 175                             Holamayan · 215-216
Hides-His-Heart · 248                                 Holger · 310
High Archcanon · 218                                  Holmar · 135-136
High Chapel · 139                                     Honorblade · 278
High Elf · 177, 188-189, 192, 240, 250,               Honthjolf · 195
    267, 282                                          Hopesfire · 225
High Elven · 177, 188                                 Horker · 201, 205-206
High Fane · 110, 171, 218, 223, 315-316               Horkvir Bear-Arm · 327
High Ordinators · 137                                 Hortator · 217-220, 224
High Priest · 330                                     Hort-Ledd · 217
High Rock · 14, 29, 44, 70-71                         Hosidius, Mercator · 272
High Wizard · 7, 38                                   Hospitality Papers · 188
Highcross · 324                                       Hound of Clavicus Vile · 246
High-Pockets · 135-136                                House Dagoth · 216-217
Hindaril · 250                                        House Dwemer · 216
Hircine · 206-207, 245                                House Hlaalu · 105-110, 218
Hiriel, Jiv · 296                                     House of Dementia · 325
Hisin Deep-Raed · 101                                 House of Earthly Delights · 174
Hist · 266                                            House of Mania · 329-330
Hist Sap · 266                                        House of Troubles · 148-149
Hla Oad · 87, 103, 106, 132-133, 142, 166,            House Redoran · 105-106, 109, 111-119,
    175, 189-190, 194                                    124-125, 153, 218
Hlaalo, Ralen · 106, 166                              House Telvanni · 109, 123-126, 219-220
Hlaalu · 105-110, 114, 116, 124-125, 140-             Howling Cave · 243
    142, 144, 156, 159, 161, 167, 188, 218,           Howling Halls · 334
    220, 225                                          Hrelvesuu · 92
Hlaalu Ancestral Vaults · 142                         Hrisskar · 133
Hlaalu Compound · 141, 156                            Hrisskar Flat-Foot · 133
Hlaalu Council · 108-110, 167, 218                    Hrol · 245
Hlaalu Plaza · 140                                    Hrol Ulfgar · 245
Hlaalu Records · 108                                  Hroldar the Strange · 172-173, 179
Hlaalu Treasury · 141                                 Hrordis · 141
Hlaalu Vaults · 106-108                               Hrormir · 305-306
Hlaalu Waistworks · 106-108, 188                      Hrota Cave · 259
Hlaalu, Eno · 140-144                                 Hrundi the Nord · 92-94, 169
Hlaano, Meril · 116-117                               Huleeya · 210-211
Hlan, Nevosi · 189                                    Hunding · 17, 23, 39, 48, 66, 73, 78, 80
Hlaren, Falena · 169                                  Hunding Bay · 17, 23
350                                          INDEX

Hunding, Frandar · 5, 73, 78                         Indarys Manor · 110, 126
Huunen · 101                                         Indarys, Banden · 110, 126
Hypha Facia · 96                                     Indarys, Farwil · 297
                                                     Indarys, Llathasa · 303
                    I                                Indavel, Hlireni · 221
                                                     Indoranyon · 100
Ice Blade of the Monarch · 191                       Indoril · 156, 213
Ice Troll · 206                                      Indoril, Nerevar · 212
Icestaff · 305-306                                   Indules, Danso · 170-171, 218
Ienith, Felvan · 160                                 Ingmar · 198, 201
Ienith, Navil · 142-143, 171                         Iniel · 177
Ienith, Ranes · 142-143, 171                         Inn · 23, 65, 188, 247, 271, 296
Ienith, Rols · 101                                   Inn of Ill Omen · 247
Iggnir River · 198                                   Inventius, Pinarus · 257
Ilabael · 128                                        Irano, Ivulen · 159
Iliac Bay · 33, 73, 75                               Irarak · 164
Ilunibi Caverns · 213                                Irathi, Sondryn · 214
Imare · 167                                          Irgola the Pawnbroker · 96
Imayn, Savile · 117, 222                             Isild · 172
Imbel, Jakben · 311                                  Iszara · 3-9, 13, 17-18, 21, 23-24, 27-28,
Im-Kilaya (Im Kilaya) · 176, 185                         30, 34-35, 39, 41, 43, 46-47, 49-50, 54,
Imperial Arena · 320                                     58-62, 64, 66, 68-72, 75, 77, 81-82
Imperial Bridge Inn · 279, 281                       Itermerel · 98
Imperial Chapel · 189                                Iulus, Linus · 189-190
Imperial City · 215, 232-233, 236, 240,
    247, 249-250, 252-254, 259, 269-271,                                  J
    273-275, 277-281, 285-286, 291, 296-
    297, 302, 305, 307-313, 315-316, 320             Jaganvir · 7, 15, 28
Imperial Commission · 196                            Jakben · 311
Imperial Cult · 151-152, 184-185, 197, 224           Jarol, Irlav · 272, 274
Imperial Cult Shrine · 151, 197                      Jastal, Bereditte · 201
Imperial Guard · 8                                   Jauffre · 231-232, 234-236, 238
Imperial Intelligence Service · 208                  Jayred · 321
Imperial Legion · 193-194, 236, 241, 251-            Jeanne · 134-135, 267-268, 274
    252, 308                                         Jearl · 234-235
Imperial Legion Compound · 241                       Jeleen · 152, 197
Imperial Orrery · 280                                Jemane, Albert · 277
Imperial Palace · 240, 312-313                       Jemane, Guilbert · 277-278, 288, 291
Imperial Prison · 248                                Jemane, Reynald · 277, 287
Imperial Province · 69, 229                          Jenseric, Roland · 296
Imperial Watch · 286, 303, 305, 308                  Jensine · 285-286
Imsin the Dreamer · 194                              Jolgeirr Barrow · 199
Inanius Egg Mine · 105                               Jorundr · 290-291
Incarnate · 146, 213, 217-220, 223                   Joto · 7, 15
Indalas, Alarvyne · 168-169                          Journeyman · 96, 211
Indalen, Birer · 112                                 Judgment Nexus · 322-323
Indalen, Tidros · 112                                Juicedaw Feather Ring · 91
Indaram, Giras · 112                                 Julianos · 298, 300
Indaren, Drerel · 150                                Jumbo Potatoes · 281
Indaren, Falanu · 150                                Jurard, Arielle · 271
                                             INDEX                                        351

Jyggalag · 334-336                                   Kotaro · 3-4, 40, 65
                                                     Kragenmoor · 160
                     K                               Krazzt · 145
                                                     Kren, Kovan · 314
Kagouti · 97, 113                                    Krisandra · 5, 7, 43
Kagrenac · 122, 216, 220, 223-224                    Krish · 205-206
Kaladas · 300                                        Kud-Ei · 269-270
Kalthar · 268-269                                    Kurapli · 128-129
Kaneh · 328-329                                      Kvatch · 231-232, 237-238, 271, 275, 284
Karrod · 225                                         Kwama · 105, 109, 124, 193
Karstaag · 205-207                                   Kynareth · 298-300
Karstangz-Bcharn · 139
Kathutet · 239                                                          L
Kaushad · 102, 221-222
Kaye · 189-190                                       Lachance, Lucien · 247, 252-255
Keening · 224                                        Lag, Duma gro- · 88-89
Kellen · 300                                         Lake Amaya · 91, 96, 215
K'Elmar, Maiko · 5, 8, 48, 50, 63                    Lake Fjalding · 197-198, 203-205
Kewan · 244                                          Lake Hairan · 127
Khafiz · 313                                         Lake Poppad · 243
Khajiit · 87, 91, 104, 133, 141, 158, 210,           Lake Rumare · 279
   254, 281, 304, 316, 326, 334                      Lakene · 5-6, 45-47, 64, 79
Khajiiti · 175                                       Languorwine Blade · 248
Khar, Kharag gro- · 87                               Lannus, Amiel · 299
Kharbush, Bugdul gro- · 116                          Larthjar · 307
Khash, Burz gro- · 257, 260-262                      Lasamsi, Hainab · 129
Khuul · 189, 197                                     Lassnr · 207
King of Worms · 53, 274-276                          Lathon · 300
Kishashi · 323                                       Laul, Sabine · 277
Kiskella · 331                                       Leafrot Cave · 253
Kithlan · 325                                        Legion Champion · 132
Kithral · 3-6, 51, 58-59, 71                         Legion Commander · 308
Kjeld · 177                                          Legion Headquarters · 307
Kjolver · 199                                        Legions of the Dead · 98
Knahaten Flu · 25                                    Leland, Ulrich · 288-289
Knifepoint Hollow · 334                              Lelles, Norbert · 258
Knight of Order · 324                                Lencolia, Alix · 260, 263, 266
Knight of the Garland · 196                          Leoriane, Surane · 211
Knight of the Imperial Dragon · 196                  Lette · 147
Knight-Errant · 194-195, 294-295                     Lewin the Rogue · 323
Knightfall · 274                                     Lex, Hieronymus · 286, 303-308
Knights of the Nine · 299                            Leyawiin · 237, 244, 248, 251, 259, 261,
Knights of the Thorn · 297, 328                          263-265, 268-269, 273, 276-277, 292,
Knotty Bramble · 322                                     294-295, 299-301, 304
Koal Cave · 112, 115, 129                            Library of Vivec · 170
Kogoruhn · 217, 220, 224                             Lillandril · 7-8, 37, 48
Kolbjorn Barrow · 200                                Lindai · 318
Kolfinna · 197-198                                   Lirrian, Bradon · 289-290
Kora-Dur · 87                                        Listener · 255
Korst Wind-Eye · 201, 203-206                        Lithnilian · 279, 281
352                                        INDEX

Lizard · 21-22, 42, 66, 68                         Maelkashishi · 101, 146, 228
Lladri, Tenisi · 107                               Maelona · 283
Llaren, Uvoo · 147-148                             Maesa, Nibani · 99, 102, 212-217, 220,
Llarys, Alvan · 157                                   223
Llarys, Brilnosu · 101, 142                        Maeva the Buxom · 282
Llervu, Falura · 222                               Mages Guild · 27, 96-100, 103, 120-121,
Llethan Manor · 159-160                               124, 135, 167, 187-188, 208-209, 214,
Llethan, Athyn · 159                                  267-268, 270, 273-275, 292, 308
Llethan, Endryn · 145-147                          Magia, Severa · 144
Llethan, Ravani · 159-160                          Magicka · 150, 254, 333
Llethri Manor · 167-168                            Magius, Carnius · 172-173, 179-183, 197
Llethri, Fathasa · 178                             Maglir · 258-259, 262-264
Llethri, Garisa · 118, 124, 218                    Malacath · 87-88, 148, 243-244
Llethri, Sanvyn · 178                              Malada · 315-316
Lloran, Unel · 182                                 Malene · 260, 278
Llothis · 148                                      Malexa · 153
Llothri, Iveri · 128                               Mallapi · 92
Loche, Aleron · 298-299                            Malog, Agronak gro- · 320. See also Gray
Loche, Ursanne · 298-299                              Prince.
Logellus, Tyrellius · 291                          Mamaea Caverns · 129, 212
Lonavo, Kylius · 277                               Mandas, Arethan · 114-115
Lonely Suitor Lodge · 264, 298, 304, 307           Mandas, Delyna · 114, 116
Lost Histories of Tamriel · 306-307                Mandas, Llerar · 114, 116
Lost Kogoruhn · 148                                Mandrake · 59, 268
Lovidicus · 320                                    Mania · 321, 324, 329-330, 335
Lower Waistworks · 141                             Manirai · 102, 223
Lucky Lockup · 167                                 Mannammu · 91
Lucky Old Lady · 254                               Mannimarco · 274, 276
Luminous Russula · 96                              Mantedius, Segunivus · 108
Luronk · 286                                       Mantle of Woe · 207
Lusius, Saenus · 152, 197                          Manual of Spellcraft · 268
Lusty Argonian Maid · 134                          Manual of Xedilian · 322
Luzgan, Shazgob gra- · 187                         Manwe · 97
Lycanthropy · 204                                  Mara · 124, 185, 191, 295
Lynch · 280                                        Marad, Graman gro- · 280
Lythandas, Rythe · 288                             Maran Amulet · 184, 190
Lythandas, Tivela · 288                            Marandas · 97
                                                   Marandus · 96, 99
                   M                               Marara · 124
                                                   Maren the Seal · 244
Maar Gan · 85, 94, 98-99, 101, 105, 110-           Maren, Uryn · 172, 180-181
  111, 113-116, 122, 125, 129, 146, 167,           Margarte · 263
  212                                              Mariah · 4-5, 50-51
Mabrigash · 195                                    Maric, Claude · 316
Mace of Aevar Stonesinger · 203                    Marie Elena · 247
Mace of Molag Bal · 87, 246                        Marie, Antoinetta · 253
Mace of Zenithar · 299-300                         Market Canton · 105, 141
Mackamentain · 315                                 Market District · 233, 254, 259, 274, 277,
Macrina, Larienna · 92                                285-286, 297
Madness Ore · 322                                  Market Street · 43
                                             INDEX                                       353

Maro, Oritius · 194                                  Mirpal, Sinnammu · 102, 220-221
Maryon, Felen · 168                                  Miscarcand · 238
Mask of Vivec · 145                                  Miun-Gei · 134, 141
Masque of Clavicus Vile · 246                        Modern Heretics · 235
Master · 93, 95, 120, 122-126, 140, 162,             Moesring Mountains · 198
   167, 169, 171, 210-211, 215, 219-220,             Mogens Wind-shifter · 294
   234, 263, 266, 311                                Molag Amur · 97, 101
Master Thief · 311                                   Molag Bal · 87, 148-149, 153, 227-228,
Maston, Paur · 133-134                                  245-246
Mastrius · 87                                        Molag Grunda · 228
Matius, Apelles · 156                                Molag Mar · 88, 93, 100-101, 117, 133-
Matius, Savlian · 231-232, 237-238                      134, 147, 149
Maurard, Marcel · 134                                Mollimo of Cloudrest · 127
Mawia · 147                                          Mon, Rerlas · 136
Mazed Band · 138-139, 226                            Moon Sugar · 151-153, 175
Mazken · 332                                         Moon-and-Star · 217, 220
Mazoga · 294-295                                     Morag Tong · 86-87, 121, 140-144
Mehrunes Dagon · 86-88, 94, 99, 101, 129,            Moranda · 315
   142, 146, 148, 194-195, 231, 233, 240,            Morrowind · 3, 67, 74, 83, 85, 96, 127,
   319                                                  150, 164, 169, 177, 208-209, 212-213,
Mehrunes' Razor · 319                                   220, 223-226, 314
Melisande · 249-250                                  Mortar · 184
Melliwin the Mongrel · 313                           Mortrag Glacier · 206-207
Memorial Cave · 297                                  Morvayn Manor · 115
Memorial Statue · 161                                Morvayn, Brara · 115
Menta Na · 87                                        Moslin, Etira · 295
Mephala · 86-87, 245                                 Moslin, Vlandhonder · 295
Mer · 243                                            Moss Rock Cavern · 278
Merchants Inn · 277                                  Mossanon · 187-188
Mercius, Percius · 92, 94-95, 116-117, 169           Moth Priest · 312
Meridia · 243                                        Mothril, Hlidara · 305
Mero, Plitinius · 138, 161                           Motierre, Francois · 248-249
Merowald, Aelwin · 279                               Mount Assarnibibi · 149
Merta · 85                                           Mount Kand · 100-101, 147, 189
Meryaran · 192                                       Mountain of Fear · 189
Methredhel · 302, 304-306, 310                       Mournhold · 103-104, 136-139, 156-158,
Metric, Irene · 259, 264                                160, 225-226
Mezalf Bthungthumz · 122                             Mouth · 219
Mezalf, Dahrk · 122                                  Muck Valley Cavern · 253
Milchar · 334                                        Mudan-Mul Egg Mine · 124
Milk · 114                                           Mudcrab · 111
Milo, Mehra · 210-211, 215                           Mughol, Gashnak gra- · 124
Minabibi · 102-103                                   Mundus · 122
Ministry of Truth · 215                              Museum of Artifacts · 138, 227
Ministry of Truth Prison Keep · 215                  Museum of Oddities · 322, 325, 327, 330,
Minx · 280                                              332-334
Mirel · 101, 328                                     Music · 201
Mirel, Folms · 96, 101                               Mute Screaming Maw · 332-333
Mirie · 244                                          Muurine · 327
Mirisa · 197, 281                                    Muzgob, Sharn gra- · 98, 209
354                                           INDEX

Mysterium Xarxes · 233-236, 238-239                   Niben Bay · 268-269, 291, 293
Mystic Archives · 272-273                             Nidal · 3-4, 6, 9, 57, 59-60, 70-71, 77
Mystic Emporium · 274                                 Night Mother · 144, 251, 255-256
Mythic Dawn · 233-236, 238-240                        Night Mother's Blessing · 251
Mzanchend · 124                                       Nightshade · 268
Mzuleft · 99                                          Nin, Ama · 191
                                                      Nine Divines · 190-192, 295, 300
                    N                                 Ninendava · 315
                                                      Nine-Toes · 106, 211
Nafaalilargus · 58                                    Nirith, Uryne · 106
Nagas · 125                                           Nirnroot · 317-319
Nalcarya of White Haven · 166-167                     Nix Hound · 92, 150
Namira · 243                                          Nocturnal · 244, 312-313
Nammu · 190                                           Nomeg Gwai · 228
Nchuleft · 99, 122                                    Nonwyll Cavern · 263
Nchuleftingth · 100                                   Nordinor · 250
Nchunak · 123                                         Nords · 71, 101, 128, 132, 135, 152, 172-
Nchurdamz · 92                                            173, 181-182, 197, 199, 201, 228, 254,
Necromancer · 3, 6-7, 9, 15, 18-20, 40, 52-               258, 280, 283
   53, 58, 65, 79, 94, 98, 103, 107, 147,             Nornal · 254
   195, 243, 253, 271, 273, 275, 278                  North Landing · 106
Necromancy · 53, 195, 204, 209                        North Panther River · 250
Nedaren, Llevana · 288-289                            Northwode, Corrick · 278
Nedhelas · 189                                        Norvalo, Gilen · 296
Nefarivigum · 319                                     Norvalo, Ralsa · 296
Nelacar · 93                                          Norvayne, Dalin · 227
Nelas · 194                                           Norvayne, Daris · 94, 227
Nelas, Varona · 194                                   Nuncius, Antonius · 151
Neloth · 93, 120, 123, 125-126, 219                   Nyrandil, Kiliban · 323-324
Nelrene · 326-327
Nels the Naughty · 251                                                    O
Neminda · 105, 111-112
Nenalata · 318                                        Oblivion · 231-232, 236-241, 244, 246,
Nenyond Twyll · 273                                      275, 297, 298
Nerano Ancestral Tomb · 221                           Oblivion Gate · 231-232, 236-240, 297-
Nerano Manor · 166                                       298
Nerano, Ondres · 114, 166                             Ocato · 98, 236, 240-241, 313
Nerevar · 212-214, 216, 220, 225                      Ocheeva · 247, 250-253
Nerevarine · 208-218, 220-225                         Odai · 90, 96, 108-109, 190
Nermarc, Elbert · 157-158                             Oddfrid White-Lip · 200
Nerothan, Idrenie · 217                               Odiil, Antus · 295
Nerothren, Sathasa · 90                               Odiil, Rallus · 295
Nerus, Drathas · 158                                  Odiil, Valus · 295
Nerussa · 315                                         Odirniran · 107, 124
Netch · 86, 88, 156, 185, 195                         Office of the Watch · 155
Nethan, Rothis · 116                                  Ogdum, Lugrub gro- · 193
Neville · 251                                         Oghma Infinium · 246
New Sheoth · 322-323, 325-327, 329                    Ogre · 244, 260-263, 277-279
Newheim the Portly · 258                              Ogre Chieftan · 278
Niben · 268-269, 291, 293-295, 319                    Ogrul · 184
                                              INDEX                                        355

Okan-Shei · 187                                       Oreyn, Farvyn · 88
Okur · 190                                            Oreyn, Modryn · 262-266
Olav · 289-290                                        Orgnolf · 286-287
Olcinius, Cassius · 155-156                           Oril, Edras · 96-97
Olcinius, Lucretinaus · 155-156                       Orkul, Bat gro- · 333
Old Blue Fin · 112-113                                Ormil · 280-281
Old Bridge · 254                                      Orrin · 308-309
Old Mournhold · 137, 157                              Osseous Marrow · 331
Old Quarter · 3, 13, 30-31, 39, 43, 69, 78,           Ostorius, Lucan · 170
   80                                                 Othan, Meralyn · 139
Old Way · 312                                         Othan, Sevilo · 90
Oleta · 271, 275                                      Othran, Aldos · 288-289
Olmgerd the Outlaw · 228                              Othravel, Ralyn · 123
Olms · 91, 96, 155, 171, 210                          Othrelas, Dinara · 168
Olroy Cheese · 242                                    Othreleth, Manos · 91
Omani, Velanda · 218, 228                             Othrenim, Ralos · 190
Omathan, Taren · 158                                  Othril, Remasa · 107, 124
Omavel, Balyn · 86                                    Othril, Vedelea · 107, 124
Omayn, Raven · 121-122                                Ouada Samsi · 113
Omellian, Nilphas · 277, 280                          Ouadi Odai · 185
Omoran, Ernil · 153                                   Outer Gods · 54
On Morrowind, the Imperial Province ·                 Owyn · 320
   208-209
Ondjage · 150-151                                                         P
Ongar · 303-305
Only-He-Stands-There · 98                             Palace Guard · 335
Onmar, Nelos · 153-154                                Pale Lady · 307
Onnissiralis · 227                                    Pale Pass · 316-317
On-Wan · 185                                          Panther River · 292
Oracle · 188, 190-192, 224                            Passwall · 321, 330-331
Oran, Avon · 94, 105                                  Peakstar · 217
Oran, Feruren · 140                                   Pelagiad · 91, 96, 98, 106, 141-142, 153,
Orania, Selenia · 274                                     166, 171, 184, 209
Oranius, Sabinus · 179                                Pelagius · 334
Orb of Vaermina · 243                                 Pelelius, Cunius · 118, 187
Orc · 87-88, 91, 131, 146, 161-162, 294,              Pelvis of Pelagius · 335
   298, 323                                           Pemenie · 131
Order of Ebonheart · 195-196                          Peneles, Bernadette · 284
Order of the Virtuous Blood · 296-297                 Peryite · 244-245
Order of the Watch · 156                              Pestle · 184
Order of the White Stallion · 294-295                 Petilia, Viatrix · 130
Ordinator · 110, 137, 148, 155-156, 168,              Petilius, Melus · 245-246
   170, 195, 211, 215-217, 221, 223                   Petit, Matilde · 251
Oren, Dovor · 136, 160                                Phiencel, Arielle · 121, 168
Oren, Rolasa · 105                                    Phillida, Adamus · 251-252
Orethi, Aryni · 117                                   Phinitas · 274
Orethi, Fathusa · 117                                 Phintias · 233, 297
Orethi, Velsa · 117                                   Phylacetary of Litheness · 290
Oreyn · 87-88, 263-266                                Pilgrimages of the Seven Graces · 145
Oreyn Bearclaw · 87                                   Pinetear · 197-198
356                                        INDEX

Pinnacle Rock · 332                                Ramoran, Hlaren · 118, 124, 218
Plague of Fear · 242                               Ranaar-Jo · 323
Plan to Defeat Dagoth Ur · 224                     Ranabi · 223
Plaza Brindisi Dorom · 137                         Rane, Asciene · 156-157
Pod Pit · 323                                      Rapli, Urshamusa · 162-163
Polus, Raminus · 249, 268, 271-273, 275-           Rasha · 130-131
    276                                            Rat in the Pot · 91-92, 114, 170
Ponius, Canctunian · 106, 187-188                  Rathri, Arvama · 168-169
Pools of Madness · 335                             Rathryon, Fonus · 129
Pranal · 259-260                                   Rathryon, Indrele · 170
Prefect of Hospitality · 188                       Ravel, Ferul · 242
Prelius, Vantus · 263                              Raven Rock · 173, 179-181, 183, 199
Prelude · 107                                      Red Book of Great House Redoran · 111
Prentus, Gaius · 293                               Red Mountain · 94, 148, 194, 212-213,
Previa, Galtus · 263-264                              216-217, 224
Prince of Madness · 86                             Redas Ancestral Tomb · 117
Priory of the Nine · 299, 301                      Redguard · 3, 8, 11, 13-14, 18, 21-22, 24,
Prison Barracks · 252                                 27-28, 30-32, 34, 37-39, 44, 53, 58, 65,
Prnell · 5, 30, 61, 63                                67, 72-73, 75, 77-80, 131, 134, 153,
Progress of Truth · 211                               155, 158, 175, 190, 225, 278
Propylon Index · 96, 99-101                        Redguard Valley Cave · 278
Protector · 220-224                                Redguards: Their Heroes and History · 37
Provisional Governor · 3, 38, 66, 68, 72           Redoran · 105, 110-111, 114, 126, 140-
Prowler · 305                                         141, 167-168, 211, 218-220
Pudai Egg Mine · 93                                Redoran Cooking Secrets · 168
Pullia, Raesa · 213                                Redoran Council · 218
Punabi · 97                                        Redoran Master Helm · 167
Purification · 253                                 Redothril, Daynes · 129-130
Puzzle Canal · 145                                 Redwort Flower · 275
Pyke · 328                                         Reeh-Ja · 175-176
                                                   Releth, Bevene · 129-130
                    Q                              Relics of the Crusader · 295, 299. See also
                                                      Crusader's Relics.
Quarra · 85, 164, 177-178                          Rellian · 263
Quarra, Volrina · 85, 122, 164                     Relmyna · 321, 331
Queen Mother · 161                                 Reloth Ancestral Tomb · 85
Queen of the Night Sky · 87                        Relvel, Gedna · 104
Questing Knight · 294                              Rendas, Tralas · 115
Quill-Weave · 258                                  Resdaynia · 212
Quintilius, Servatius · 286                        Resonator of Judgment · 322-323
                                                   Restless League · 3-4, 5, 7-9, 14, 17-18,
                    R                                 21, 24-25, 27, 30, 32, 34-35, 39, 41,
                                                      44-45, 47, 49-50, 55, 60, 62, 64, 67,
Rabinna · 175                                         72-73, 78, 81
Rackham, Dahlia · 313                              Restoration · 97-98, 190, 271, 275
Radd Hard-Heart · 194-195                          Rethan Manor · 108, 116, 125
Raelynn the Gravefinder · 278                      Rethan, Raynasa · 116, 125
Ralaal, Dulnea · 186                               Rethandus Ancestral Tomb · 164
Raledran, Teris · 134                              Retheran, Guril · 141
Ralen, Fevyn · 155-156                             Retort · 167, 184
                                              INDEX                                            357

Revenant · 273                                        Rollie the Guar · 134
Reyas, Drathas · 104                                  Rollo · 4-5, 30, 33-34, 47, 64-65
Rian, Marana · 309                                    Romari, Eno · 139
Richton, Amiel · 3-4, 8, 9, 13, 21, 24, 31-           Romayn, Ilvel · 244
    32, 35-36, 38-39, 44, 46, 50-51, 57-60,           Romori, Malven · 98
    62, 66, 72, 74, 77-79, 81                         Roris · 110
Riekling · 199, 202, 205-206                          Rose of Sithis · 251
Rienna · 260                                          Rostorard, Pierlette · 109, 122
Rigmor Halfhand · 203-204                             Rothan Ancestral Tomb · 111
Rilms · 146                                           Rotheloth, Tharer · 147
Rimhull · 207                                         Rotheran · 101, 147, 191
Rimintil · 121                                        Roxey Inn · 259-260, 278
Ring of Aegis · 264                                   Royal Guards · 137, 157, 159, 161, 226
Ring of Burden · 268                                  Royal Palace · 157
Ring of Desiccation · 322, 327                        Ruddy Man · 115, 145
Ring of Disrobing · 321-322                           Rufio · 247
Ring of Eidolon's Edge · 293                          Rulician, Arius · 194
Ring of Equity · 125                                  Runellius, Carius · 289
Ring of Far Reaching · 168                            Rush, Durbul gro- · 108-109
Ring of Hircine · 206-207                             Ruslan · 286
Ring of Khajiit · 87, 243                             Ryon, Mallam · 121-122
Ring of Lordship · 330
Ring of Namira · 243                                                      S
Ring of Sanguine Fluid Evasion · 144
Ring of Sanguine Golden Wisdom · 142                  Saban · 5-6, 8-9, 14-15
Ring of Sanguine Green Wisdom · 142                   Sacellum · 329-330
Ring of Sanguine Red Wisdom · 144                     Sadri Manor · 157
Ring of Sanguine Silver Wisdom · 142                  Sadri, Golena · 157
Ring of Sanguine Sublime Wisdom · 143                 Sadrith Mora · 92-93, 98, 100, 102-103,
Ring of Sanguine Transcendent Wisdom ·                   109, 118, 121, 167-170, 177, 188, 192,
    144                                                  196, 214
Ring of Sanguine Transfiguring Wisdom ·               Sadus, Sarayn · 140
    144                                               Sadus, Tiras · 129-130
Ring of Sanguine Unseen Wisdom · 140                  Sala, Berel · 110, 170-171, 216
Ring of the Vipereye · 317                            Salas, Alven · 121
Ring of the Wind · 190-191                            Salmyn, Feril · 148
Risi Ice-Mane · 203                                   Salvu, Balur · 184-185
Ristaag · 204-205                                     Sancre Tor · 235-236
Rithari, Galur · 103, 227                             Sanctuary · 247-253, 255-256
Rithleen · 211                                        Sanctus Shrine · 146
Ritual of Accession · 329                             Sands of Resolve · 253
Robe of the Drake's Pride · 123                       Sandstone Cavern · 284
Robe of the Hortator · 220                            Sanguine · 243, 247
Robot Arena · 157                                     Sanguine Rose · 243
Rock Bottom Caverns · 279                             Saram, Alvela · 215
Rockshatter · 282                                     Sarandas, Ienas · 129-130
Roderic · 300-301                                     Sarano Ancestral Tomb · 91
Roderick · 251                                        Sarano, Lloros · 113- 115
Roland · 134, 296-297                                 Sarano, Venasa · 157
Rolf Long-Tooth · 205                                 Sarathra, Dranas · 174
358                                            INDEX

Saren, Nalvilie · 110, 118                             Seran, Madura · 193
Saren, Toris · 140                                     Seran, Olyn · 267
Sarethi Manor · 112-113                                Serethi, Diram · 291
Sarethi, Athyn · 112-115, 118-119, 124,                Seridur · 296-297
    218                                                Seringi, Slythe · 284
Sarethi, Salyn · 170, 195                              Serjo · 94, 112-114
Sarethi, Varvur · 113-114                              Sethandus, Felsen · 105
Sargon · 94                                            Sextius, Toutius · 284
Saryoni, Tholer · 110, 146, 148-149, 218,              Seyda Neen · 92, 110, 133-134, 154, 170,
    223                                                    209, 211
Sarys, Daldur · 94                                     Shadborgob, Ushnar gro- · 326
Sason · 153                                            Shadeleaf Copse · 318
Sathis · 147                                           Shadow Shield · 217
Sathis, Sendas · 147                                   Shadowbanish Wine · 315
Sathryon, Vadusa · 132                                 Shadowmere · 253
Sattir the Bold · 205                                  Shadowscale · 252
Saturan · 94                                           Shagk, Dubok gro- · 263
Savage Garden · 239                                    Shagramph, Nar gro- · 91
Saveri · 234                                           Shal · 103
Scalon · 324                                           Shaleez · 254
Scamp · 99, 292-293                                    Shalk · 113
Scar-Tail · 252                                        Shallit · 93
Scholar · 93, 98, 100, 102, 122, 138, 160,             Sham, Bakh gro- · 161
    259, 262                                           Shaman · 201, 205, 242, 281
Scrib · 136, 184-185                                   Shand, Abishpulu · 184
Scribe · 37                                            Shara · 142
Scroll of Fiercely Roasting · 191-192                  Shardrock Farm · 281
Second Corner of the House of Troubles ·               Sheogorad · 93, 128, 147-148
    148                                                Sheogorad Island · 129
Secret Caldera Ledger · 187                            Sheogorath · 86-87, 146, 148-149, 242,
Secrets of Dwemer Animunculi · 125                         292-293, 321-324, 327, 329-335
Sedor · 260                                            Shepherd of the Soul · 57
Seed-Neeus · 295-296                                   Shield of the Crusader · 299-300
Selas, Brerama · 113, 125                              Shield of the Undaunted · 163
Selene · 280-281                                       Shimmabadas, Manat · 115
Seles, Galms · 136                                     Shishi · 113, 125
Seloth, Anis · 167                                     Shivering Isles · 321-322, 324, 328, 330,
Seloth, Ethal · 141                                        335
Sentinel · 14, 38, 43, 53, 55, 60, 70, 74-76           Shoes of Sanguine Leaping · 141
Senyan, Bremman · 297                                  Shoes of Sanguine Stalking · 143
Septim Ring · 184                                      Shoes of St. Rilms · 146
Septim, Martin · 231-232, 234-236, 238-                Shor · 199
    240                                                Short History of Morrowind · 208
Septim, Thoriz Pelagius III (Pelagius The              Shrine of Azura · 87, 195, 235, 242
    Mad) · 334                                         Shrine of Malacath · 244
Septim, Tiber I · 3, 24, 38-39, 44, 50-51,             Shrine of Molag Bal · 87, 228, 246
    71-72, 77, 191, 224, 235-236, 240, 250,            Shrine of Sheogorath · 86, 242
    316                                                Shrine of the Crusader · 299
Septim, Uriel VII · 231-232, 240                       Shrine of the Dead · 137-138
Seran, Banor · 186                                     Shrine of Tiber Septim · 235-236
                                            INDEX                                       359

Shrine Sergeant · 189                               Society of Concerned Merchants · 285,
Shugharz, Bulfim gra- · 146                             286
Shulk Egg Mine · 90                                 Solstheim · 150-152, 172-173, 179, 182,
Shunari Eye-Fly · 104                                   197-201, 204, 206-207
Shuran Island · 147                                 Sondaale · 93
Shurdan-Raplay Egg Mine · 109                       Song of Passage · 19-20
Shurgak, Rogbut gra- · 261-262                      Song of the Earth · 201
Shurgak, Rugdumph gro- · 261-262                    Sorkvild the Raven · 195
Shurinbaal · 114                                    Sotha Sil · 226
Shuzgub, Ragash gra- · 193-194                      Sottilde · 90
Sickly Bernice · 322-324                            Soulsnare · 4-6, 58, 79
Sigil Keep · 232                                    South Wall Cornerclub · 90, 97, 167, 208
Sigil Keeper · 232                                  Sovngarde · 199
Sigil Stone · 232, 236, 238-239, 297                Sovngarde, a Reexamination · 199
Signy Home-Wrecker · 283                            Spear of Bitter Mercy · 86
Sigvatr the Strong · 197-198                        Speechcraft · 258, 309, 313
Silencer · 253                                      Spell Breaker · 87, 245
Silorn · 275                                        Spirit Bear · 205
Silver Staff of Peace · 123                         Spirit Spear · 128
Silver Staff of Shaming · 189-190                   Split · 327
Silver, Jak · 314                                   Sponsor · 233
Silverhome-on-the-Water · 291                       Spriggan · 182, 202
Sinderion · 276, 317-318                            Springheel Jak · 311
Sinyaramen · 177, 188                               Spurius, Gualtierus · 152
Siona · 3-5, 8, 66-67                               Spy Rock · 278-279
Sirilonwe · 98                                      Spymaster · 208-215
Sithis · 249, 252, 256                              St. Delyn Canalworks · 168
Sixth House · 208-211, 213-217, 220, 224            St. Delyn Glassworks · 168
Sjoring Hard-Heart · 94-95, 169, 171                St. Olms Canton · 91, 110, 118, 143
Sjorvar Horse-Mouth · 211                           St. Olms Plaza · 107
Skaal · 182, 197-198, 201, 203-207                  Staada · 87
Skaal Village · 198, 201, 203-204, 207              Stacey, Jim · 168-171
Skaleel · 272                                       Staff of Magnus · 101-102
Skandar, Yak gro- · 170                             Staff of Sheogorath · 334-335
Skeleton · 133, 171, 244, 292, 313, 321             Staff of the Everscamp · 292
Skeleton Key · 171, 244                             Staff of the Silver Dawn · 121
Skingrad · 237, 243, 249, 251, 262, 270-            Stalhrim · 172, 181
    271, 274, 276, 284, 290, 306, 317-318           Stalrous, Garridan · 269, 274, 276
Skink · 100, 102-103                                Standing Stones · 199, 201, 203
Skink-in-Tree's-Shade · 100, 102-103                Starstone · 6, 8, 19-20
Skooma · 155, 250                                   Steffan · 234
Skull of Corruption · 243                           Stendarr · 298, 300
Skull-Crusher · 192                                 Stendarran Belt · 184, 190
Skyrim · 71, 185, 200-201, 207, 228                 Stoine, Lirielle · 92
Skyrim Mission · 185                                Stoine, Ruran · 92
Slaughterfish · 112, 279                            Stone of St. Alessia · 260
Sleeper · 213                                       Stoneflower Petals · 96
Sload · 121                                         Stonewall Shields · 254
Snow Elf · 199                                      Storm Daedra · 147
Snow Prince · 199                                   Stormkiss · 228
360                                             INDEX

Stronghold · 31, 91-93, 96-97, 101, 108-                Tel Mora · 93, 122, 128, 147, 162, 167
    110, 115-118, 123-126, 142, 147, 177,               Tel Naga · 93, 118, 120, 125
    191, 228, 332                                       Tel Uvirith · 109, 124
Stros M'kai · 3-6, 8-9, 11, 13, 15, 17, 21,             Tel Vos · 94, 121-122, 124, 162
    23-25, 27-28, 30-32, 34-35, 37-41, 43-              Telaendril · 253
    44, 46, 48, 50, 52, 55, 57-61, 67-71,               Telasero · 93, 101
    74-79, 82                                           Telepe · 294
Stungnthumz, Radac · 226                                Telvanni · 90, 100, 102-103, 107, 109,
Subaddamael, Zallay · 128                                   113, 120, 122-125, 135, 141, 155, 168-
Sudanit · 106                                               169, 187-188, 214, 218-222
Sujamma · 93                                            Telvanni Bug Musk · 222
Sul, Marobar · 37                                       Telvanni Council · 120, 124-125, 218
Sulipund · 97                                           Telvanni Plaza · 141
Sul-Matuul · 212, 216-217, 220                          Temple · 3, 6, 9, 19, 51, 55, 57, 59, 70-71,
Sul-Senipul · 212                                           77, 96, 103-104, 113, 115, 136-138,
Summerset Isle · 26, 29, 33-34                              145-147, 149, 159-160, 171, 210-211,
Summitmist Manor · 251                                      213, 216-218, 220, 223, 239-240, 260,
Sunder · 224                                                285-286, 296, 302-304, 309-310
Sundercliff Watch · 319                                 Temple Compound · 210
Sunken One · 284                                        Temple District · 296
Sunken Sewers · 233                                     Temple Gardens · 138
Sunna Guradan · 190                                     Temple of Blessed Arkay · 77
Suran · 91, 93-94, 96, 100-101, 105, 108,               Temple of the Ancestor Moths · 310
    142, 146, 148, 162, 174                             Temple of the One · 240, 309
Surilie, Davide · 284                                   Temple Sewers · 136-138
Sutch · 251, 259                                        Teneran, Bivale · 105, 130-131
Svenja Snow-Song · 198, 200                             Tenisi · 107
Swampy Cave · 262                                       Tenyeminwe · 102
Sword of the Crusader · 300-301                         Terano, Llaren · 191
Syl · 324-330, 335                                      Teri, Alvis · 112
Syndelius the Mage · 323                                Teria, Ane · 217
                                                        Terrace of the Dawn · 240
                     T                                  Test of Loyalty · 203
                                                        Test of Wisdom · 203
Talanian, Turedus · 162                                 Thadon · 324-325, 329-330
Talos · 191, 194, 250, 253, 260, 285, 299               Thalfin · 275
Talos Plaza District · 250, 253, 285                    Tharen, Fedris · 115
Tamriel · 24, 37, 39, 44, 46, 48, 51, 59, 72,           Tharen, Nads · 168-169
    86, 104, 139, 239-240, 275, 284, 297,               Tharsten Heart-Fang · 201, 203-204, 206-
    312                                                     207
Tandilwe · 309, 313                                     Thassad · 3, 15, 31, 50, 52, 55, 58, 75, 78
Tar-Meena · 233-234, 272-273                            The Cleansing of the High Fane · 315
Tear · 134, 269                                         The Sentinel · 317
Tedas, Nuleno · 212                                     The Stranger · 308
Teekeus · 267                                           Thedret · 300
Teinaava · 252-253                                      Thelas, Arvena · 257-258
Tel Aruhn · 92, 103, 109, 127, 140, 154,                Thelas, Drarayne · 90
    175, 190, 222                                       Thelis, Drarana · 262
Tel Branora · 121, 143, 168, 228                        Thendas Manor · 136
Tel Fyr · 100, 109, 114, 122, 124, 147, 214             Thendas, Arnsa · 136
                                            INDEX                                       361

Therana · 121, 123, 143, 219                        Tsiya · 153
Theranis · 306-307                                  Tsrazami · 141
Therdon · 158                                       Tul · 174-175
Thieves Guild · 132, 166-169, 210, 277,             Tullius, Marsus · 127
    302-306, 308, 310-311, 313                      Tunifus, Synnolian · 184-185
Thindo, Sinise · 123                                Tureynulal · 148
Third Corner of the House of Troubles ·             Tusamircil · 167, 177
    148                                             Tussaud, Gaston · 247
Thirendas, Endrone · 112                            Twin Lamps · 175
Thirith, Madrale · 132                              Two-Headed Septim · 333
Thirsk · 197-198, 200-201                           Tyermaillin · 167, 211
Thormoor Gray-Wave · 200                            Tymvaul · 207
Thornblade · 298
Thoronir · 285                                                         U
Thoronor · 96-97
Threads of the Webspinner · 140-143                 Udico · 330-331
Throne Room · 159                                   Udyrfrykte · 198, 201
Thrud · 157                                         Ulath-Pal · 223
Tiber Septim Hotel · 250, 316                       Ules, Fathis · 277-278, 309
Tidewater Cave · 244                                Ules, Nevena · 218, 228
Tilvur, Ralen · 107, 168                            Ulessen, Felisa · 121
Timberscar Cave · 281                               Ulfgar Fog-Eye · 255
Tinti · 127                                         Ulfgar the Unending · 198-199
Tobias · 3, 23, 26, 66, 68-69, 73-74                Ulfri · 328-329
Tolgan · 316                                        Ulven, Mirili · 324
Tombs of Skaalara · 204                             Ulver, Telura · 103
Tongues · 158, 160                                  Umaril the Unfeathered · 301
Tongue-Toad · 91                                    Umbacano · 315-318
Tooth-in-the-Sea · 268-269                          Umbra · 162, 246
Toralf · 173                                        Umbra Sword · 246
Torbern · 303                                       Umbranox, Corvus · 313
Torradan ap Dugal · 313                             Umbranox, Millona · 307-308, 313. See
Totem Head · 281                                       also Countess of Anvil.
Totem of Claw and Fang · 204-205                    Uncle Sweetshare · 152
Tournament of Ten Bloods · 246                      Undead · 19, 40, 137, 164, 204, 235-236,
Tove the Unrestful · 325, 335                          243, 300, 313, 317-318
Trandrel, Sovor · 132                               Underdeep · 328-329
Traveler · 214                                      Underking · 235-236
Traven, Hannibal · 273-276                          Underpall Cave · 300-301
Tree of Madness · 335                               Ungolim · 254
Tree of Shades · 334                                Unicorn · 245
Tree Stone · 202                                    Upper Cabal · 27-28
Trentius Family Mausoleum · 285                     Urik · 5, 81-82
Tribal Herds · 127                                  Urjorad · 192
Tribunal Temple · 102, 145                          Urshilaku · 99, 127-129, 212, 220, 223
Triolith · 147                                      Urshilaku Burial Caverns · 212
Trithik · 3, 5-8, 22, 34, 46, 77, 80                Uungor · 325
Troll · 170, 206, 219, 243, 262, 265, 288           Uvalen, Garnas · 182
Trueflame · 225-226                                 Uvani, Alval · 254
Truptor, Iulus · 185-188                            Uvayn, Galasa · 141
362                                         INDEX

Uvelas, Danar · 155                                 Vedrano, Thavere · 154-155
Uvelas, Moroni · 155                                Velas Manor · 104
Uvenim, Alves · 292                                 Velas, Ovis · 104
Uvirith, Reynel · 109-110                           Velas, Thanelen · 106, 132
Uvulas, Arara · 120-121                             Velfred the Outlaw · 109
                                                    Veloth · 145, 213
                    V                               Veloth, Tanusea · 145
                                                    Velothi · 100-111, 193, 220
Vabdas, Mansilamat · 193                            Vendu, Anes · 100
Vabdas, Pulaya · 193                                Vendu, Idroso · 141
Vahtacen · 272                                      Venim Manor · 113, 117, 169
Valas, Daynila · 90                                 Venim, Bolvyn · 113, 117-119, 124, 218
Valbrandr Barrow · 198, 201                         Verenim, Relmyna · 321, 331
Valen, Tuls · 146-147                               Verethi Gang · 91
Valenvaryon · 99-100                                Verethi, Dovres · 91
Valenwood · 7, 21, 24, 27, 35, 38, 81               Verothan, Gidar · 179
Valga, Arriana · 286-287. See also                  Vidron, Elvil · 146
   Countess of Chorrol.                             Vindasel · 246
Valius, Audenian · 135                              Violet Coprinus · 96
Valley of the Wind · 217                            Viranus · 263, 265
Valor, Salas · 138, 158                             Virith, Theldyn · 111-113
Valtieri, Vicente · 247-250, 253                    Vistha-Kai · 214
Valus Mountains · 246, 295, 316                     Vitellius, Processus · 154
Vampire · 85, 87, 98, 102, 122, 124, 147-           Vitharn · 332-333
   148, 164, 177-178, 213, 221, 224, 242,           Vivec · 88, 91, 94, 96, 98-100, 102-103,
   249-250, 273-274, 289-290, 296-297,                  105-108, 110, 116, 118, 123, 133-135,
   320                                                  140-141, 143-148, 154-156, 168-171,
Vampire Dust · 273                                      185, 187-188, 194-196, 209-210, 215,
Vampire Hunters · 274                                   218, 223-224
Vampires of Vvardenfell · 102                       Vivec City · 143-145, 156, 196, 218
Vampirism · 227-228, 249-250                        Voa · 5-6, 8-9, 15, 28, 35
Vandacia, Adraria · 92                              Volag · 38, 44, 74-75
Vando, Ano · 178                                    Volanaro · 268, 274
Vanin, Ontus · 306                                  Volendrung · 244
Vanjirra · 133-134                                  Vonius, Ilend · 231
Vari, Llether · 130                                 Voryn · 212
Varian, Lalatia · 188-191                           Vos · 93, 122, 162, 228
Variner · 136-137                                   Vromish · 35
Varis, Gee-Pop · 160                                Vules, Dandras · 157
Varis, Trels · 160-161                              Vvardenfell · 85-87, 90, 96-97, 103, 105,
Varmori, Varon · 269                                    111, 120, 129, 140, 144-145, 147, 149,
Varnan-Adda, Manat · 108                                151, 153, 156, 164, 166, 174, 177, 184,
Varro, Larrius · 106, 132, 143                          189, 193, 197, 208, 218, 220, 223, 227
Varsa Baalim · 319                                  Vvardenfell District · 208
Varulae · 282
Varus Camp · 279                                                        W
Varyon, Drinar · 108, 194
Vassinus, Sulinus · 270                             Wabbajack · 242
Vassir-Didanat Mine · 228                           Ward of Akavir · 133
Vatinius, Varus · 196                               Watch Captain · 286
                                            INDEX                                       363

Watchtower · 303                                    Wrath · 247-249, 256, 280
Water Stone · 201                                   Wrath of Sithis · 247-249, 256
Waterfront District · 247, 303, 305-306,
   313                                                                  X
Waters of Life · 201
Wavrick, Laythe · 278, 286-287                      Xarxes · 233-234, 238
Wawnet Inn · 252, 315                               Xaselm · 331
Wayrest · 3, 49, 69, 74                             Xeddefen · 331
Wayshrine · 295, 298-299                            Xedilian · 322-324
Weatherleah · 277-278                               Xivilai · 239
Weebam-Na · 244, 294
Weerhat · 158, 160                                                      Y
Welkynd Stone · 271, 279
Wellspring Cave · 271                               Yakin · 103
Wellspring of the Mazken · 332                      Yansurnummu, Hentus · 129
Wenyandawik · 315                                   Yarnar · 137
Werewolf · 204-206                                  Yarug, Shum gro- · 307
West Gash · 184, 191                                Yasalmibaal, Odaishah · 140
West Weald · 262, 281-282, 299                      Yasammidan · 143
West Weald Inn · 262                                Yellow Book of Great House Hlaalu · 105
Weye · 279                                          Ygfa · 154
Weynon House · 232                                  Yngling Half-Troll · 107, 170, 218
Weynon Priory · 231-232                             Yngling Manor · 107, 170
White Stallion Lodge · 295                          Yokuda · 78
Whitestrake, Pelinal · 299
Whitmond Farm · 282                                                     Z
Wide-Eye · 324, 329-330
Widowmaker · 128                                    Zabamat, Sonummu · 102, 162, 221-222
Widows and Orphans Fund · 160, 187                  Zabamund · 212
Will-o-the-wisp · 242, 262                          Zafirbel Bay · 214
Willow · 96                                         Zahrasha · 271
Willow Anther · 96                                  Zainab · 94, 107, 127, 162, 220-223
Windward Lands · 39                                 Zainsipilu · 109
Winged Guar Tavern · 135-136, 139, 158,             Zainsubani, Hannat · 129, 212
   161, 225                                         Zainsubani, Hassour · 129, 211-212
Winged Twilight · 191                               Zaintirari · 140
Witchmother · 6                                     Zaintiraris · 228
Withershins · 167                                   Zealots · 329
Wizard · 102                                        Zenithar · 186, 299
Wolverine Hall · 118, 120, 167, 188, 214            Zennammu · 195
Wood Elf · 27, 135-136, 188, 254-255, 284
Wraith · 267, 301
Wraithguard · 223, 224
