                                                    TABLE OF CONTENTS


[1] The Adabal-a ....................................................................................................................... 1
[2] Advances in Lock Picking................................................................................................... 3
[3] Aevar Stone-Singer*............................................................................................................ 4
[4] Ahzirr Traajijazeri ............................................................................................................... 5
[5] The Amulet of Kings ........................................................................................................... 8
[6] The Anuad Paraphrased*..................................................................................................... 9
[7] Arcana Restored* .............................................................................................................. 10
[8] The Argonian Account ...................................................................................................... 11
[9] The Armorer's Challenge*................................................................................................. 29
[10] The Art of War Magic* ................................................................................................... 30
[11] Ayleid Inscriptions and their Translations....................................................................... 31
[12] Azura and the Box* ......................................................................................................... 32
[13] Bark and Sap.................................................................................................................. 33
[14] The Battle of Sancre Tor ................................................................................................. 36
[15] Before the Ages of Man................................................................................................... 38
[16] Beggar.............................................................................................................................. 41
[17] Beggar Prince .................................................................................................................. 44
[18] Bible of the Deep Ones.................................................................................................... 46
[19] Biography of Barenziah*................................................................................................. 47
[20] Biography of the Wolf Queen* ....................................................................................... 48
[21] The Black Arrow* ........................................................................................................... 49
[22] The Black Arts On Trial .................................................................................................. 50
[23] The Black Horse Courier................................................................................................. 53
[24] The Book of Daedra* ...................................................................................................... 68
[25] Bravil ............................................................................................................................... 69
[26] A Brief History of the Empire* ....................................................................................... 72
[27] The Brothers of Darkness* .............................................................................................. 73
[28] The Buying Game*.......................................................................................................... 74
[29] Cherim's Heart of Anequina* .......................................................................................... 75
[30] Children of the Sky*........................................................................................................ 76
[31] Chimarvamidium* ........................................................................................................... 77
[32] The Chronicles of the Holy Brothers of Marukh............................................................. 78
[33] Collected Essays on Dwemer History and Culture ......................................................... 79
[34] Commentaries on the Mysterium Xarxes ........................................................................ 81
[35] A Dance in Fire*.............................................................................................................. 88
[36] Darkest Darkness*........................................................................................................... 89
[37] The Death Blow of Abernanit* ....................................................................................... 90
[38] Death Decree ................................................................................................................. 91
[39] Deeds ............................................................................................................................... 92
[40] The Doors of Oblivion..................................................................................................... 94
[41] The Dowry*..................................................................................................................... 98
[42] The Dragon Break Reexamined* .................................................................................... 99
[43] The Eastern Provinces Impartially Considered* ........................................................... 100
[44] Elder Scroll .................................................................................................................... 101
[45] An Elytra's Life............................................................................................................ 102
[46] The Exodus .................................................................................................................... 103
viii                                                   TABLE OF CONTENTS

[47] Fall of the Snow Prince* ............................................................................................... 107
[48] Father Of The Niben...................................................................................................... 108
[49] Feyfolken* ..................................................................................................................... 113
[50] Fire and Darkness .......................................................................................................... 114
[51] The Firmament* ............................................................................................................ 117
[52] The Firsthold Revolt*.................................................................................................... 118
[53] The Five Songs of King Wulfharth* ............................................................................. 119
[54] The Five Tenets ............................................................................................................. 120
[55] Followers of the Gray Fox............................................................................................. 121
[56] From Frog to Man........................................................................................................ 122
[57] Frontier, Conquest, and Accommodation*.................................................................... 123
[58] Fundaments of Alchemy................................................................................................ 124
[59] Galerion The Mystic*.................................................................................................... 126
[60] A Game at Dinner*........................................................................................................ 127
[61] Glories and Laments Among the Ayleid Ruins............................................................. 128
[62] The Gold Ribbon of Merit* ........................................................................................... 130
[63] Guides............................................................................................................................ 131
[64] Gyub, Lord of the Pit................................................................................................... 153
[65] Hallgerd's Tale*............................................................................................................. 155
[66] Handbills........................................................................................................................ 156
[67] Hanging Gardens of Wasten Coridale* ......................................................................... 171
[68] Heavy Armor Repair ..................................................................................................... 172
[69] Heretical Thoughts ...................................................................................................... 173
[70] Hiding with the Shadow ................................................................................................ 174
[71] History of Lock Picking ................................................................................................ 175
[72] History of the Fighters Guild, 1st Ed............................................................................. 177
[73] The Horror of Castle Xyr*............................................................................................. 180
[74] Horse Armor Plans ........................................................................................................ 181
[75] House Receipts .............................................................................................................. 182
[76] How Orsinium Passed to the Orcs*............................................................................... 215
[77] A Hypothetical Treachery* ........................................................................................... 216
[78] Ice and Chitin*............................................................................................................... 217
[79] Imbel Genealogy............................................................................................................ 218
[80] Immortal Blood (Anonymous) ...................................................................................... 219
[81] Imperial Charter of the Guild of Mages* ...................................................................... 222
[82] The Importance of Where*............................................................................................ 223
[83] Incident in Necrom* ...................................................................................................... 224
[84] Journals.......................................................................................................................... 225
[85] King ............................................................................................................................... 278
[86] Knightfall....................................................................................................................... 282
[87] The Knights of the Nine ................................................................................................ 284
[88] Lady Benoch's Words and Philosophy* ........................................................................ 286
[89] The Last King of the Ayleids ........................................................................................ 287
[90] The Last Scabbard of Akrash* ...................................................................................... 289
[91] The Legend of Krately House ....................................................................................... 290
[92] The Legendary City of Sancre Tor ................................................................................ 298
[93] The Legendary Scourge*............................................................................................... 300
[94] A Less Rude Song* ....................................................................................................... 301
[95] Letters ............................................................................................................................ 302
[96] Light Armor Repair ....................................................................................................... 333
                                                       TABLE OF CONTENTS                                                                    ix

[97] Liminal Bridges ............................................................................................................. 334
[98] Lists ............................................................................................................................... 336
[99] The Liturgy of Affliction............................................................................................. 355
[100] Liturgy of the Duelists............................................................................................... 357
[101] The Living Woods ..................................................................................................... 358
[102] The Locked Room* ..................................................................................................... 359
[103] Lord Jornibret's Last Dance*....................................................................................... 360
[104] Lost Histories of Tamriel............................................................................................. 361
[105] The Lunar Lorkhan*.................................................................................................... 362
[106] The Lusty Argonian Maid* ......................................................................................... 363
[107] Mace Etiquette............................................................................................................. 364
[108] The Madness of Pelagius*........................................................................................... 365
[109] Magic from the Sky ..................................................................................................... 366
[110] Manifesto Cyrodiil Vampyrum ................................................................................... 368
[111] Mannimarco, King of Worms...................................................................................... 370
[112] Manuals ....................................................................................................................... 373
[113] Maps ............................................................................................................................ 378
[114] Master Zoaraym's Tale* .............................................................................................. 381
[115] The Mirror* ................................................................................................................. 382
[116] Mixed Unit Tactics in the Five Years War*................................................................ 383
[117] Modern Heretics .......................................................................................................... 384
[118] Mysterious Akavir* ..................................................................................................... 386
[119] Mysterious Scroll......................................................................................................... 387
[120] Mysterium Xarxes ....................................................................................................... 388
[121] The Mystery of Princess Talara*................................................................................. 390
[122] Mysticism* .................................................................................................................. 391
[123] Myth or Menace?......................................................................................................... 392
[124] Myths of Sheogorath ................................................................................................. 393
[125] Necromancer's Moon................................................................................................... 396
[126] Nerevar Moon-and-Star*............................................................................................. 397
[127] N'Gasta! Kvata! Kvakis!*............................................................................................ 398
[128] Night Falls on Sentinel* .............................................................................................. 399
[129] Nirnroot Missive.......................................................................................................... 400
[130] Notes............................................................................................................................ 402
[131] Notes on Racial Phylogeny*........................................................................................ 456
[132] Oghma Infinium* ........................................................................................................ 457
[133] The Old Ways*............................................................................................................ 458
[134] On Artaeum* ............................................................................................................... 459
[135] On Morrowind* ........................................................................................................... 460
[136] On Oblivion* ............................................................................................................... 461
[137] On Wild Elves* ........................................................................................................... 462
[138] Opusculus Lamae Bal ta Mezzamortie ........................................................................ 463
[139] Orders .......................................................................................................................... 464
[140] Origin of the Mages Guild*......................................................................................... 472
[141] An Overview Of Gods and Worship In Tamriel* ....................................................... 473
[142] Palla* ........................................................................................................................... 474
[143] Pension of the Ancestor Moth ..................................................................................... 475
[144] The Pig Children*........................................................................................................ 476
[145] The Posting of the Hunt*............................................................................................. 477
[146] The Predecessors ....................................................................................................... 478
x                                                     TABLE OF CONTENTS

[147] Proper Lock Design and Construction......................................................................... 480
[148] The Prophet Arden-Sul................................................................................................ 481
[149] Provinces of Tamriel* ................................................................................................. 483
[150] Public Notice ............................................................................................................... 484
[151] Purloined Shadows ...................................................................................................... 485
[152] The Ransom of Zarek* ................................................................................................ 488
[153] The Ravings of Fenroy .............................................................................................. 489
[154] The Real Barenziah* ................................................................................................... 491
[155] Reality and Other Falsehoods...................................................................................... 492
[156] Receipt ......................................................................................................................... 493
[157] Recipes......................................................................................................................... 494
[158] The Rear-Guard* ......................................................................................................... 497
[159] The Red Book of Riddles* .......................................................................................... 498
[160] The Red Kitchen Reader.............................................................................................. 499
[161] The Refugees ............................................................................................................... 502
[162] Remanada .................................................................................................................... 507
[163] Report of the Imperial Commission on the Disaster at Ionith..................................... 509
[164] De Rerum Dirennis...................................................................................................... 515
[165] Response to Bero's Speech* ........................................................................................ 519
[166] Rislav The Righteous................................................................................................... 520
[167] The Ruins of Kemel-Ze* ............................................................................................. 523
[168] Sacred Witness ............................................................................................................ 524
[169] The Seed* .................................................................................................................... 528
[170] Sentinels of the Isles .................................................................................................. 529
[171] Shezarr and the Divines............................................................................................... 532
[172] The Shivering Apothecary......................................................................................... 534
[173] The Shivering Bestiary .............................................................................................. 535
[174] A Short Life of Uriel Septim VII................................................................................. 538
[175] Sithis* .......................................................................................................................... 541
[176] Sixteen Accords of Madness ....................................................................................... 542
[177] Sketch of the High Fane .............................................................................................. 550
[178] Soiled Writ of Assassination ....................................................................................... 551
[179] Song Of Hrormir.......................................................................................................... 552
[181] The Song of Pelinal ..................................................................................................... 558
[182] The Song of the Alchemists*....................................................................................... 567
[183] Souls, Black and White ............................................................................................... 568
[184] Spirit of the Daedra*.................................................................................................... 569
[185] The Standing Stones .................................................................................................. 570
[186] Summon Rufio's Ghost................................................................................................ 571
[187] Surfeit of Thieves* ...................................................................................................... 572
[188] Tamrielic Artifacts*..................................................................................................... 573
[189] The Ten Commands of the Nine Divines .................................................................... 574
[190] Thief............................................................................................................................. 576
[191] Thief of Virtue ............................................................................................................. 579
[192] The Third Door*.......................................................................................................... 581
[193] The 13 Blessings of Sheogorath ................................................................................ 582
[194] Tome of Unlife ............................................................................................................ 583
[195] Treatise on Ayleidic Cities .......................................................................................... 585
[196] A Treatise on Proper Calcinator Use........................................................................... 586
[197] Trials of St. Alessia ..................................................................................................... 587
                                                        TABLE OF CONTENTS                                                                    xi

[198] The True Nature of Orcs*............................................................................................ 588
[199] 2920, The Last Year of the First Era* ......................................................................... 589
[200] Varieties of Daedra...................................................................................................... 590
[201] Various Studies on the Fauna of Cyrodiil ................................................................... 593
[202] Vernaccus and Bourlor* .............................................................................................. 594
[203] Vitharn ....................................................................................................................... 595
[204] Wabbajack* ................................................................................................................. 597
[205] Wanted Poster.............................................................................................................. 598
[206] The Warp in the West.................................................................................................. 599
[207] Warrior......................................................................................................................... 604
[208] The Warrior's Charge*................................................................................................. 606
[209] The Waters of Oblivion* ............................................................................................. 607
[210] Way of the Exposed Palm ........................................................................................... 608
[211] Withershins*................................................................................................................ 609
[212] The Wolf Queen* ........................................................................................................ 610
[213] Zealotry...................................................................................................................... 611
Index...................................................................................................................................... 613
   I. Names, Places, Titles, etc.............................................................................................. 613
   II. Years ............................................................................................................................ 631
                                      [1] THE ADABAL-A                                       1


[1] The Adabal-a


                                        The Adabal-a


Editor's Note: The Adabal-a is traditionally believed to be the memoirs of Morihaus, consort
to Alessia the Slave Queen. While this cannot be historically verified, the Adabal-a is
certainly among the oldest written accounts to come down to us from the early First Era.

                                    PELINAL'S DEATH

And in the blood-floored throne room of White-Gold, the severed head of Pelinal spoke to the
winged-bull, Morihaus, demigod lover of Al-Esh, saying, "Our enemies have undone me, and
spread my body into hiding. In mockery of divine purpose, the Ayleids cut me into eighths,
for they are obsessed with this number."

And Morihaus, confused, snorted through his ring, saying, "Your crusades went beyond her
counsel, Whitestrake, but I am a bull, and therefore reckless in my wit. I think I would go and
gore our prisoners if you had left any alive. You are blood-made-glorious, uncle, and will
come again, as fox animal or light. Cyrod is still ours."

Then Pelinal spoke again for the last time: "Beware, Morihaus, beware! With the foresight of
death I know now that my foe yet lives, bitter knowledge to take to my grave. Better that I
had died believing myself the victor. Although cast beyond the doors of night, he will return.
Be vigilant! I can no longer shield the host of Men from Umaril's retribution."

                   ALESSIA'S YOUTH DURING THE SLAVE-YEARS

Perrif's original tribe is unknown, but she grew up in Sard, anon Sardarvar Leed, where the
Ayleids herded in men from across all the Niben: kothri, nede, al-gemha, men-of-'kreath
(though these were later known to be imported from the North), keptu, men-of-ge (who were
eventually destroyed when the Flower King Nilichi made great sacrifice to an insect god
named [lost]), al-hared, men-of-ket, others; but this was Cyrod, the heart of the imperatum
saliache, where men knew no freedom, even to keep family, or choice of name except in
secret, and so to their alien masters all of these designations were irrelevant.

Men were given over to the lifting of stones, and the draining of the fields, and the upkeep of
temple and road; or to become art-tortures for strange pleasures, as in the wailing wheels of
Vindasel and the gut-gardens of Sercen; and flesh-sculpture, which was everywhere among
the slaves of the Ayleids in those days; or, worse, the realms of the Fire King Hadhuul, where
the begetting of drugs drawn from the admixture of daedrons into living hosts let one inhale
new visions of torment, and children were set aflame for nighttime tiger sport.

                       MORIHAUS EXPLAINS ALESSIA'S NAMES

Then Morihaus said to them: "In your tales you have many names for her: Al-Esh, given to
her in awe, that when translated sounds like a redundancy, 'the high high', from which come
the more familiar corruptions: Aleshut, Esha, Alessia. You knew her as Paravant, given to her
when crowned, 'first of its kind', by which the gods meant a mortal worthy of the majesty that
2                                     [1] THE ADABAL-A

is killing-questing-healing, which is also Paraval, Pevesh, Perrethu, Perrif, and, in my case,
for it is what I called her when we were lovers: Paravania."

"Though she is gone to me, she remains bathed in stars, first Empress, Lady of Heaven,
Queen-ut-Cyrod."

And they considered themselves full-answered, and departed.
                                 [2] ADVANCES IN LOCK PICKING                                   3



[2] Advances in Lock Picking


                                   Advances in Lock Picking


I am not a writer. I am a thief. I am a good thief. I am not such a good writer. Anyway, I want
to write about picking locks. I read a book about designing locks once. It was good. It gave
me lots of ideas.

Some guys make locks with angled keyholes. Always carry a bent lockpick. They will work
good in these locks. I do, and I open lots of locks. Sometimes I carry copper lockpicks.
Copper bends easy. That way I can bend it right there. Copper lockpicks break easy too. Be
careful.

Sometimes the locks have weird spings. They all spring differently, which makes picking it
hard. I hold my torch close to the lock. This makes it hot. When it's hot, the springs are all the
same. They don't bounce so differently any more. Be careful not to burn yourself.

Some thieves can't read. If you can't read, get someone to read this book to you. It will make
more sense then.
4                         [3] AEVAR STONE-SINGER



[3] Aevar Stone-Singer*


See vol. I.
                                    [4] AHZIRR TRAAJIJAZERI                                    5



[4] Ahzirr Traajijazeri


                                      Ahzirr Trajijazaeri
                                       By Anonymous


This is an absurd book. But like all things Khajiiti, as the expression goes, "gzalzi vaberzarita
maaszi", or "absurdity has become necessity." Much of what I have to say has probably never
been written before, and if it has, no one has read it. The Imperials feel that everything must
be written down for posterity, but every Khajiiti kitten born in Elsweyr knows his history, he
drinks it in with his mother's milk.

Fairly recently, however, our struggles to win back our homeland from the rapacious Count of
Leyawiin have attracted sympathetic persons, even Imperials, who wish to join our cause, but,
it seems, do not understand our ways. Our enemies, of course, do not understand us either, but
that is as we wish it, a weapon in our arsenal. Our non-Khajiiti friends, however, should know
who we are, why we are, and what we are doing.

The Khajiit mind is not engineered for self-reflection. We simply do what we do, and let the
world be damned. To put into words and rationalize our philosophy is foreign, and I cannot
guarantee that even after reading this, you will understand us. Grasp this simple truth -- "q'zi
no vano thzina ualizz" -- "When I contradict myself, I am telling the truth."

We are the Renrijra Krin. "The Mercenary's Grin¸" "The Laugh of the Landless," and "The
Smiling Scum" would all be fair translations. It is a derogatory expression, but it is amusing
so we have adopted it.

We have anger in our hearts, but not on our faces. We fight for Elsweyr, but we do not ally
ourselves with the Mane, who symbolizes our land. We believe in justice, but do not follow
laws.

"Q'zi no vano thzina ualizz."

These are not rules, for there is no word for "rules" in Ta'agra. Call them our "thjizzrini" --
"foolish concepts."

1. "Vaba Do'Shurh'do": "It Is Good To Be Brave"

We are struggling against impossible odds, against the very Empire of Tamriel. Our cause is
the noblest cause of all: defense of home. If we fail, we betray our past and our future. Our
dead are "Ri'sallidad", which may be interpreted as "martyrs" in the truest, best sense of that
word which is so often misused. We honor their sacrifice and, beneath our smiles, mourn
them deeply.

Our bravery most obviously shows in the smile that is the "Krin" part of our name. This does
not mean that we walk about grinning like the idiotic baboonish Imga of Valenwood. We
simply are entertained by adversary. We find an equal, fair fight tiresome in the extreme. We
6                                  [4] AHZIRR TRAAJIJAZERI

confidently smile because we know our victory in the end is assured. And we know our
smiles drive our enemies insane.

2. "Vaba Maaszi Lhajiito": "It Is Necessary To Run Away"

We are struggling against impossible odds, against the very Empire of Tamriel. Honor is
madness. Yes, we loved the Renrijra Krin who died in brave battle against the forces of the
Empire, but I guarantee you that each of those Ri'sallidad had an escape route he or she failed
to use, and died saying, "Damn."

When the great Senche-Raht comes to the Saimisil Steppes, he will find himself unable to
hunt, unable to sleep, as the tiny Alfiq leap onto his back, biting him, and running off before
he has a chance to turn his great body to face them. Eventually, though he may stubbornly
hope to catch the Alfiq, the Senche-Raht always leaves. They are our cousins, the Alfiq, and
we have adopted their strategy against the great tiger of Leyawiin.

Do not ally yourself with the Renrij if you yearn to be part of a mighty army, marching
resolutely forth, for whom retreat is anathema. We will laugh at your suicidal idiocy as we
slip into the reeds of the river, and watch the inevitable slaughter.

3. "Fusozay Var Var": "Enjoy Life"

Life is short. If you have not made love recently, please, put down this book, and take care of
that with all haste. Find a wanton lass or a frisky lad, or several, in whatever combination
your wise loins direct, and do not under any circumstances play hard to get. Our struggle
against the colossal forces of oppression can wait.

Good. Welcome back.

We Renrijra Krin live and fight together, and know that Leyawiin and the Empire will not
give way very soon, likely not in our lifetimes. In the time we have, we do not want our
closest comrades to be dour, dull, colorless, sober, and virginal. If we did, we would have
joined the Emperor's Blades.

Do not begrudge us our lewd jokes, our bawdy, drunken nights, our moonsugar. They are the
pleasures that Leyawiin denies us, and so we take our good humor very seriously.

4. "Fusozay Var Dar": "Kill Without Qualm"

Life is short. Very short, as many have learned when they have crossed the Renrijra Krin.

We fight dirty. If an enemy is facing us, we might consider our options, and even slip away if
his sword looks too big. If his back is to us, however, I personally favor knocking him down,
and then jumping on his neck where the bones snap with a gratifying crunch. Of course, it is
up to you and your personal style.

5. "Ahzirr Durrarriss": "We Give Freely To The People"

Let us not forget our purpose. We are fighting for our families, the Khajiiti driven from the
rich, fertile shores of Lake Makapi and the River Malapi, where they and their ancestors lived
                                   [4] AHZIRR TRAAJIJAZERI                                    7

since time immemorial. It is our battle, but their tragedy. We must show them, lest they are
swayed by other rhetoric, that we are fighting for them.

The Mane, The Emperor, and The Count can give speeches, pass laws, and, living life in the
open, explain their positions and philosophies to their people to stave off the inevitable
revolution. Extralegal entities, such as the Renrijra Krin, must make our actions count for our
words. This means more than fighting the good fight, and having a laugh at our befuddled
adversaries. It means engaging and seducing the people. Ours is not a military war, it is a
political war. If the people rise up against our oppressors, they will retreat, and we will win.

Give to these people, whenever possible, gold, moonsugar, and our strong arms, and though
they hide, their hearts will be with us.

6. "Ahzirr Traajijazeri": "We Justly Take By Force"

Let us not forget our purpose. We are thieves and thugs, smugglers and saboteurs. If we
cannot take a farm, we burn it to the ground. If the Imperials garrisoned in a glorious ancient
stronghold, beloved by our ancestors, will not yield, we tear the structure apart. If the only
way to rescue the land from the Leyawiin misappropriation is to make it uninhabitable by all,
so be it.

We want our life and our home back as it was twenty years ago, but if that is not realistic,
then we will accept a different simple, pragmatic goal. Revenge. With a smile.
8                                  [5] THE AMULET OF KINGS



[5] The Amulet of Kings


                                     The Amulet of Kings
                                    by Wenengrus Monhona


In the first years of the First Era, a powerful race of Elves called the Ayleids, or the Heartland
High Elves, ruled central Tamriel with an iron hand. The high and haughty Ayleids relied on
their patrons, the treacherous Daedra Lords, to provide armies of daedra and dead spirits; with
these fearless magical armies, the Ayleids preyed without mercy upon the young races of
men, slaughtering or enslaving them at their whim.

On behalf of the suffering human races, St. Alessia, the first in the line of Cyrodiils, sought
the aid of Akatosh, the Dragon God of Time, and ruler of the noble Aedra. Akatosh, looking
with pity upon the plight of men, drew precious blood from his own heart, and blessed St.
Alessia with this blood of Dragons, and made a Covenant that so long as Alessia's generations
were true to the dragon blood, Akatosh would endeavor to seal tight the Gates of Oblivion,
and to deny the armies of daedra and undead to their enemies, the Daedra-loving Ayleids.

In token of this Covenant, Akatosh gave to Alessia and her descendants the Amulet of Kings
and the Eternal Dragonfires of the Imperial City. Thus does Alessia become the first gem in
the Cyrodilic Amulet of Kings. The gem is the Red Diamond in the middle of the Amulet.
This is the Symbol of the Empire and later taken as the symbol of the Septim line. It is
surrounded by eight other gems, one for each of the divines.

So long as the Empire shall maintain its worship of Akatosh and his kin, and so long as
Alessia's heirs shall bear the Amulet of Kings, Akatosh and his divine kin maintain a strong
barrier between Tamriel and Oblivion, so that mortal man need never again fear the
devastating summoned hosts of the Daedra Lords.

But if the Empire should slacken in its dedication to the Nine Divines, or if the blood of
Alessia's heirs should fail, then shall the barriers between Tamriel and the Daedric realms fall,
and Daedra-worshippers might summon lesser Daedra and undead spirits to trouble the races
of men.
                        [6] THE ANUAD PARAPHRASED   9



[6] The Anuad Paraphrased*


See vol. I.
10                     [7] ARCANA RESTORED



[7] Arcana Restored*


See vol. I.
                                [8.1] THE ARGONIAN ACCOUNT I                                 11



[8] The Argonian Account

[8.1] The Argonian Account I


                                    The Argonian Account
                                         Book One
                                      By Waughin Jarth


On a minor but respectable plaza in the Imperial City sat, or perhaps lounged, Lord Vanech's
Building Commission. It was an unimaginative, austere building not noted so much for its
aesthetic or architectural design as for its prodigious length. If any critics wondered why such
an unornamented, extended erection held such fascination for Lord Vanech, they kept it to
themselves.

In the 398th year of the 3rd Era, Decumus Scotti was a senior clerk at the Commission.

It had been a few months since the shy, middle-aged man had brought Lord Vanech the most
lucrative of all contracts, granting the Commission the exclusive right to rebuild the roads of
Valenwood which had been destroyed in the Five Year War. For this, he had become the
darling of the managers and the clerks, spending his days recounting his adventures, more or
less faithfully... although he did omit the ending of the tale, since many of them had partaken
in the celebratory Unthrappa roast provided by the Silenstri. Informing one's listeners that
they've gorged on human flesh improves very few stories of any good taste.

Scotti was neither particularly ambitious nor hard-working, so he did not mind that Lord
Vanech had not given him anything to actually do.

Whenever the squat little gnomish man would happen upon Decumus Scotti in the offices,
Lord Vanech would always say, "You're a credit to the Commission. Keep up the good work."

In the beginning, Scotti had worried that he was supposed to be doing something, but as the
months went on, he merely replied, "Thank you. I will."

There was, on the other hand, the future to consider. He was not a young man, and though he
was receiving a respectable salary for someone not doing actual work, Scotti considered that
soon he might have to retire and not get paid for not doing work. It would be nice, he decided,
if Lord Vanech, out of gratitude for the millions of gold the Valenwood contract was
generating, might deign to make Scotti a partner. Or at least give him a small percentage of
the bounty.

Decumus Scotti was no good at asking for things like that, which was one of the reasons why,
previous to his signal successes in Valenwood as a senior clerk for Lord Atrius, he was a
lousy agent. He had just about made up his mind to say something to Lord Vanech, when his
lordship unexpectedly pushed things along.

"You're a credit to the Commission," the waddling little thing said, and then paused. "Do you
have a moment free on your schedule?"
12                              [8.1] THE ARGONIAN ACCOUNT I

Scotti nodded eagerly, and followed his lordship to his hideously decorated and very enviable
hectare of office space.

"Zenithar blesses us for your presence at the Commission," the little fellow squeaked grandly.
"I don't know whether you know this, but we were having a bad time before you came along.
We had impressive projects, for certain, but they were not successful. In Black Marsh, for
example, for years we've been trying to improve the roads and other routes of travel for
commerce. I put my best man, Flesus Tijjo, on it, but every year, despite staggering
investments of time and money, the trade along those routes only gets slower and slower.
Now, we have your very clean, very, very profitable Valenwood contract to boost the
Commission's profits. I think it's time you were rewarded."

Scotti grinned a grin of great modesty and subtle avarice.

"I want you to take over the Black Marsh account from Flesus Tijjo."

Scotti shook as if awaking from a pleasant dream to hideous reality, "My Lord, I - I couldn't -
"

"Nonsense," chirped Lord Vanech. "Don't worry about Tijjo. He will be happy to retire on the
money I give him, particularly as soul-wrenchingly difficult as this Black Marsh business has
been. Just your sort of a challenge, my dear Decumus."

Scotti couldn't utter a sound, though his mouth feebly formed the word "No" as Lord Vanech
brought out the box of documentation on Black Marsh.

"You're a fast reader," Lord Vanech guessed. "You can read it all en route."

"En route to ..."

"Black Marsh, of course," the tiny fellow giggled. "You are a funny chap. Where else would
you go to learn about the work that's being done, and how to improve it?"

The next morning, the stack of documentation hardly touched, Decumus Scotti began the
journey south-east to Black Marsh. Lord Vanech had hired an able-bodied guard, a rather
taciturn Redguard named Mailic, to protect his best agent. They rode south along the Niben,
and then south-east along the Silverfish, continuing on into the wilds of Cyrodiil, where the
river tributaries had no names and the very vegetation seemed to come from another world
than the nice, civilized gardens of the northern Imperial Province.

Scotti's horse was tied to Mailic's, so the clerk was able to read. It made it difficult to pay
attention to the path they were taking, but Scotti knew he needed at least a cursory familiarity
with the Commission's business dealings in Black Marsh.

It was a huge box of paperwork going back forty years, when the Commission had first been
given several million in gold by a wealthy trader, Lord Xellicles Pinos-Revina, to improve the
condition of the road from Gideon to Cyrodiil. At that time, it took three weeks, a
preposterously long time, for the rice and root he was importing to arrive, half-rotten, in the
Imperial Province. Pinos-Revina was long dead, but many other investors over the decades,
including Pelagius IV himself, had hired the Commission to build roads, drain swamps,
                                [8.1] THE ARGONIAN ACCOUNT I                                   13

construct bridges, devise anti-smuggling systems, hire mercenaries, and, in short, do
everything that the greatest Empire in history knew would work to aid trade with Black
Marsh. According to the latest figures, the result of this was that it took two and a half months
for goods, now thoroughly rotten, to arrive.

Scotti found that when he looked up after concentrating on what he was reading, the
landscape had always changed. Always dramatically. Always for the worse.

"This is Blackwood, sir," said Mailic to Scotti's unspoken question. It was dark and woodsy,
so Decumus Scotti thought that a very appropriate name.

The question he longed to ask, which in due course he did ask, was, "What's that terrible
smell?"

"Slough Point, sir," Mailic replied as they turned the next bend, where the umbrageous tunnel
of tangled tree and vine opened to a clearing. There squatted a cluster of formal buildings in
the dreary Imperial design favored by Lord Vanech's Commission and every Emperor since
Tiber, together with a stench so eye-blindingly, stomach-wrenchingly awful that Scotti
wondered, suddenly, if it were deadly poisonous. The swarms of blood-colored, sand-grain-
sized insects obscuring the air did not improve the view.

Scotti and Mailic batted at the buzzing clouds as they rode their horses towards the largest of
the buildings, which on approach revealed itself to be perched at the edge of a thick, black
river. From its size and serious aspect, Scotti guessed it to be the census and excise office for
the wide, white bridge that stretched across the burbling dark water to the reeds on the other
side. It was a very nice, bright, sturdy-looking bridge, built, Scotti knew, by his Commission.

A poxy, irritable official opened the door quickly on Scotti's first knock. "Come in, come in,
quickly! Don't let the fleshflies in!"

"Fleshflies?" Decumus Scotti trembled. "You mean, they eat human flesh?"

"If you're fool enough to stand around and let them," the soldier said, rolling his eyes. He had
half an ear, and Scotti, looking around at the other soldiers in the fort noted that they all were
well-chewed. One of them had no nose at all to speak of. "Now, what's your business?"

Scotti told them, and added that if they stood outside the fortress instead of inside, they might
catch more smugglers.

"You better be more concerned with getting across that bridge," the soldier sneered. "Tide's
coming up, and if you don't get a move on, you won't get to Black Marsh for four days."

That was absurd. A bridge swamped by a rising tide on a river? Only the look in the soldier's
eyes told Scotti he wasn't joking.

Upon stepping out of the fort, he saw that the horses, evidently tired of being tortured by the
fleshflies, had ripped free of their restraints and were bounding off into the woods. The oily
water of the river was already lapping on the planks, oozing between the crevices. Scotti
reflected that perhaps he would be more than willing to endure a wait of four days before
going to Black Marsh, but Mailic was already running across.
14                              [8.1] THE ARGONIAN ACCOUNT I

Scotti followed him, wheezing. He was not in excellent shape, and never had been. The box
of Commission materials was heavy. Halfway across, he paused to catch his breath, and then
discovered he could not move. His feet were stuck.

The black mud that ran through the river was a thick gluey paste, and having washed over the
plank Scotti was on, it held his feet fast. Panic seized him. Scotti looked up from his trap and
saw Mailic leaping from plank to plank ahead of him, closing fast on the reeds on the other
side.

"Help!" Scotti cried. "I'm stuck!"

Mailic did not even turn around, but kept jumping. "I know, sir. You need to lose weight."

Decumus Scotti knew he was a few pounds over, and had meant to start eating less and
exercising more, but embarking on a diet hardly seemed to promise timely aid in his current
predicament. No diet on Nirn would have helped him just then. However, on reflection, Scotti
realized that the Redguard intended that he drop the box of documents, for Mailic was no
longer carrying any of the essential supplies he had had with him previously.

With a sigh, Scotti threw the box of Commission notes into the glop, and felt the plank under
him rise a quarter of an inch, just enough to free him from the mud's clutches. With an agility
born of extreme fear, Scotti began leaping after Mailic, dropping onto every third plank, and
springing up before the river gripped him.

In forty-six leaps, Decumus Scotti crashed through the reeds onto the solid ground behind
Mailic, and found himself in Black Marsh. He could hear behind him a slurping sound as the
bridge, and his container of important and official records of Commission affairs, was
consumed by the rising flood of dark filth, never to be seen again.
                                [8.2] THE ARGONIAN ACCOUNT II                                  15



[8.2] The Argonian Account II


                                     The Argonian Account
                                          Book Two
                                       By Waughin Jarth


Decumus Scotti emerged from the dirt and reeds, exhausted from running, his face and arms
sheathed in red fleshflies. Looking back towards Cyrodiil, he saw the bridge disappear
beneath the thick black river, and he knew he was not getting back until the tide went down in
a few days' time. The river also held in its adhesive depths his files on the Black Marsh
account. He would have to rely on his memory for his contacts in Gideon.

Mailic was purposefully striding through the reeds ahead. Flailing ineffectually at the
fleshflies, Scotti hurried after him.

"We're lucky, sir," said the Redguard, which struck Scotti as an extraordinarily odd thing to
say, until his eyes followed where the man's finger was pointing. "The caravan is here."

Twenty-one rusted, mud-spattered wagons with rotting wood and wobbly wheels sat half-
sunk in the soft earth ahead. A crowd of Argonians, gray-scaled and gray-eyed, the sort of
sullen manual laborers that were common in Cyrodiil, pulled at one of the wagons which had
been detached from the others. As Scotti and Mailic came closer, they saw it was filled with a
cargo of black berries so decayed that they had become hardly recognizable... more a festering
jelly than a wagonload of fruit.

Yes, they were going to the city of Gideon, and, yes, they said, Scotti could get a ride with
them after they were finished unloading this shipment of lumberries.

"How long ago were they picked?" Scotti asked, looking at the wagon's rotten produce.

"The harvest was in Last Seed, of course," said the Argonian who seemed to be in charge of
the wagon. It was now Sun's Dusk, so they had been en route from the fields for a little over
two months.

Clearly, Scotti thought, there were problems with transportation. But fixing that, after all, was
what he was doing here as a representative of Lord Vanech's Building Commission.

It took close to an hour of the berries rotting even more in the sun for the wagon to be pushed
to the side, the wagons in front of it and behind it to be attached to one another, and one of the
eight horses from the front of the caravan to be brought around to the now independent
wagon. The laborers moved with dispirited lethargy, and Scotti took the opportunity to
inspect the rest of the caravan and talk to his fellow travellers.

Four of the wagons had benches in them, fit for uncomfortable riders. All the rest were filled
with grain, meat, and vegetation in various stages of corruption.
16                               [8.2] THE ARGONIAN ACCOUNT II

The travellers consisted of the six Argonian laborers, three Imperial merchants so bug-bitten
that their skin looked as scaly as the Argonians themselves, and three cloaked fellows who
were evidently Dunmer, judging by the red eyes that gleamed in the shadows under their
hoods. All were transporting their goods along this, the Imperial Commerce Road.

"This is a road?" Scotti exclaimed, looking at the endless field of reeds that reached up to his
chin or higher.

"It's solid ground, of a sort," one of the hooded Dunmer shrugged. "The horses eat some of the
reed, and sometimes we set fire to it, but it just grows right back up."

Finally, the wagonmaster signalled that the caravan was ready to go, and Scotti took a seat in
the third wagon with the other Imperials. He looked around, but Mailic was not on board.

"I agreed to get to you to Black Marsh and take you back out," said the Redguard, who had
plumped down a rock in the sea of reeds and was munching on a hairy carrot. "I'll be here
when you get back."

Scotti frowned, and not only because Mailic had dropped the deferential title "sir" while
addressing him. Now he truly knew no one in Black Marsh, but the caravan slowly grinded
and bumped forward, so there was no time to argue.

A noxious wind blew across the Commerce Road, casting patterns in the endless featureless
expanse of reeds. In the distance, there seemed to be mountains, but they constantly shifted,
and Scotti realized they were banks of mist and fog. Shadows flitted across the landscape, and
when Scotti looked up, he saw they were being cast by giant birds with long, saw-like beaks
nearly the size of the rest of their bodies.

"Hackwings," Chaero Gemullus, an Imperial on Scotti's left, who might have been young but
looked old and beaten, muttered. "Like everything else in this damnable place, they'll eat you
if you don't keep moving. Beggars pounce down and give you a nasty chop, and then fly off
and come back when you're mostly dead from blood loss."

Scotti shivered. He hoped they'd be in Gideon before nightfall. It was then it occurred to him
that the sun was on the wrong side of the caravan.

"Excuse me, sir," Scotti called to the wagonmaster. "I thought you said we were going to
Gideon?"

The wagonmaster nodded.

"Why are we going north then, when we should be going south?"

There was no reply but a sigh.

Scotti confirmed with his fellow travellers that they too were going to Gideon, and none of
them seemed very concerned about the circuitous route to getting there. The seats were hard
on his middle-aged back and buttocks, but the bumping rhythm of the caravan, and the
hypnotic waving reeds gradually had an effect on him, and Scotti drifted off to sleep.
                               [8.2] THE ARGONIAN ACCOUNT II                                17

He awoke in the dark some hours later, not sure where he was. The caravan was no longer
moving, and he was on the floor, under the bench, next to some small boxes. There were
voices, speaking a hissing, clicking language Scotti didn't understand, and he peeked out
between someone's legs to see what was happening.

The moons barely pierced the thick mist surrounding the caravan, and Scotti did not have the
best angle to see who was talking. For a moment, it looked like the gray wagonmaster was
talking to himself, but the darkness had movement and moisture, in fact, glistening scales. It
was hard to tell how many of these things there were, but they were big, black, and the more
Scotti looked at them, the more details he could see.

When one particular detail emerged, huge mouths filled with dripping needle-like fangs,
Scotti slipped back under the bench. Their black little eyes had not fallen on him yet.

The legs in front of Scotti moved and then began to thrash, as their owner was grabbed and
pulled out of the wagon. Scotti crouched further back, getting behind the little boxes. He
didn't know much about concealment, but had some experience with shields. He knew that
having something, anything, in between you and bad things was always good.

A few seconds after the legs had disappeared from sight, there was a horrible scream. And
then a second and a third. Different timbres, different accents, but the same inarticulate
message... terror, and pain, horrible pain. Scotti remembered a long forgotten prayer to the
god Stendarr and whispered it to himself.

Then there was silence... ghastly silence that lasted only a few minutes, but which seemed like
hours... years.

And then the carriage started rolling forward again.

Scotti cautiously crawled out from under the carriage. Chaero Gemullus gave him a bemused
grin.

"There you are," he said. "I thought the Nagas took you."

"Nagas?"

"Nasty characters," Gemullus said, frowning. "Puff adders with legs and arms, seven feet tall,
eight when they're mad. Come from the inner swamp, and they don't like it here much so
they're particularly peevish. You're the kind of posh Imperial they're looking for."

Scotti had never in his life thought of himself as posh. His mud and fleshfly-bespeckled
clothing seemed eminently middle-class, at best, to him. "What would they want me for?"

"To rob, of course," the Imperial smiled. "And to kill. You didn't notice what happened to the
others?" The Imperial frowned, as if struck by a thought. "You didn't sample from those
boxes down below, did you? Like the sugar, do you?"

"Gods, no," Scotti grimaced.
18                              [8.2] THE ARGONIAN ACCOUNT II

The Imperial nodded, relieved. "You just seem a little slow. First time to Black Marsh, I
gather? Oh! Heigh ho, Hist piss!"

Scotti was just about to ask Gemullus what that vulgar term meant when the rain began. It
was an inferno of foul-smelling, yellow-brown rain that washed over the caravan,
accompanied by the growl of thunder in the distance. Gemullus worked to pull the roof up
over the wagon, glaring at Scotti until he helped with the laborious process.

He shuddered, not only from the cold damp, but from contemplation of the disgusting
precipitation pouring down on the already nasty produce in the uncovered wagon.

"We'll be dry soon enough," Gemullus smiled, pointing out into the fog.

Scotti had never been to Gideon, but he knew what to expect. A large settlement more or less
laid out like a Imperial city, with more or less Imperial style architecture, and all the Imperial
comforts and traditions, more or less.

The jumble of huts half-sunk in mud was decidedly less.

"Where are we?" asked Scotti, bewildered.

"Hixinoag," replied Gemullus, pronouncing the queer name with confidence. "You were right.
We were going north when we should have been going south."
                               [8.3] THE ARGONIAN ACCOUNT III                                 19



[8.3] The Argonian Account III


                                    The Argonian Account
                                         Book Three
                                      By Waughin Jarth


Decumus Scotti was supposed to be in Gideon, a thoroughly Imperialized city in southern
Black Marsh, arranging business dealings to improve commerce in the province on behalf of
Lord Vanech's Building Commission and its clients. Instead, he was in a half-submerged,
rotten little village called Hixinoag, where he knew no one. Except for a drug smuggler
named Chaero Gemullus.

Gemullus was not at all perturbed that the merchant caravan had gone north instead of south.
He even let Scotti share his bucket of trodh, tiny little crunchy fish, he had bought from the
villagers. Scotti would have preferred them cooked, or at any rate, dead, but Gemullus
blithely explained that dead, cooked trodh are deadly poison.

"If I were where I was supposed to be," Scotti pouted, putting one of the wriggling little
creatures in his mouth. "I could be having a roast, and some cheese, and a glass of wine."

"I sell moon sugar in the north, and buy it in the south," he shrugged. "You have to be more
flexible, my friend."

"My only business is in Gideon," Scotti frowned.

"Well, you have a couple choices," replied the smuggler. "You could just stay here. Most
villages in Argonia don't stay put for very long, and there's a good chance Hixinoag will drift
right down to the gates of Gideon. Might take you a month or two. Probably the easiest way."

"That'd put me far behind schedule."

"Next option, you could join up with the caravan again," said Gemullus. "They might be
going in the right direction this time, and they might not get stuck in the mud, and they might
not be all murdered by Naga highwaymen."

"Not tempting," Scotti frowned. "Any other ideas?"

"Ride the roots. The underground express," Gemullus grinned. "Follow me."

Scotti followed Gemullus out of the village and into a copse of trees shrouded by veils of
wispy moss. The smuggler kept his eye on the ground, poking at the viscuous mud
intermittently. Finally he found a spot which triggered a mass of big oily bubbles to rise to the
surface.

"Perfect," he said. "Now, the important thing is not to panic. The express will take you due
south, that's the wintertide migration, and you'll know you're near Gideon when you see a lot
20                             [8.3] THE ARGONIAN ACCOUNT III

of red clay. Just don't panic, and when you see a mass of bubbles, that's a breathing hole you
can use to get out."

Scotti looked at Gemullus blankly. The man was talking perfect gibberish. "What?"

Gemullus took Scotti by the shoulder and positioning him on top of the mass of bubbles.
"You stand right here ..."

Scotti sank quickly into the mud, staring at the smuggler, horror-struck.

"And remember to wait 'til you see the red clay, and then the next time you see bubbles, push
up ..."

The more Scotti wriggled to get free, the faster he sunk. The mud enveloped Scotti to his
neck, and he continued staring, unable to articulate anything but a noise like "Oog."

"And don't panic at the idea that you're being digested. You could live in a rootworm's belly
for months."

Scotti took one last panicked gasp of air and closed his eyes before he disappeared into the
mud.

The clerk felt a warmth he hadn't expected all around him. When he opened his eyes, he
found that he was entirely surrounded by a translucent goo, and was traveling rapidly forward,
southward, gliding through the mud as if it were air, skipping along an intricate network of
roots. Scotti felt confusion and euphoria in equal measures, madly rushing forward through an
alien environment of darkness, spinning around and over the thick fibrous tentacles of the
trees. It was if he were high in the sky at midnight, not deep beneath the swamp in the
Underground Express.

Looking up slightly at the massive root structure above, Scotti saw something wriggle past. A
eight-foot-long, armless, legless, colorless, boneless, eyeless, nearly shapeless creature, riding
the roots. Something dark was inside of it, and as it came closer, Scotti could see it was an
Argonian man. He waved, and the disgusting creature the Argonian was in flattened slightly
and rushed onward.

Gemullus's words began to reappear in Scotti's mind at this sight. "The wintertide migration,"
"air hole," "you're being digested," -- these were the phrases that danced around as if trying to
find some place to live in a brain which was highly resistant to them coming in. But there was
no other way to look at the situation. Scotti had gone from eating living fish to being eaten
alive as a way of transport. He was in one of those worms.

Scotti made an executive decision to faint.

He awoke in stages, having a beautiful dream of being held in a woman's warm embrace.
Smiling and opening his eyes, the reality of where he really was rushed over him.

The creature was still rushing madly, blindly forward, gliding over roots, but it was no longer
like a flight through the night sky. Now it was like the sky at sunrise, in pinks and reds. Scotti
                               [8.3] THE ARGONIAN ACCOUNT III                                21

remembered Gemullus telling him to look for the red clay, and he would be near Gideon. The
next thing he had to find was the bubbles.

There were no bubbles anywhere. Though the inside of the worm was still warm and
comfortable, Scotti felt the weight of the earth all around him. "Just don't panic" Gemullus
had said, but it was one thing to hear that advice, and quite another to take it. He began to
squirm, and the creature began to move faster at the increased pressure from within.

Suddenly, Scotti saw it ahead of him, a slim spire of bubbles rising up through the mud from
some underground stream, straight up, through the roots to the surface above him. The
moment the rootworm went through it, Scotti pushed with all of his might upward, bursting
through the creature's thin skin. The bubbles pushed Scotti up quickly, and before he could
blink, he was popping out of the red slushy mud.

Two gray Argonians were standing under a tree nearby, holding a net. They looked in Scotti's
direction with polite curiosity. In their net, Scotti noticed, were several squirming furry rat-
like creatures. While he addressed them, another fell out of the tree. Though Scotti had not
been educated in this practice, he recognized fishing when he saw it.

"Excuse me, lads," Scotti said jovially. "I was wondering if you'd point me in the direction of
Gideon?"

The Argonians introduced themselves as Drawing-Flame and Furl-Of-Fresh-Leaves, and
looked at one another, puzzling over the question.

"Who you seek?" asked Furl-of-Fresh-Leaves.

"I believe his name is," said Scotti, trying to remember the contents of his long gone file of
Black Marsh contacts in Gideon. "Archein Right-Foot ... Rock?"

Drawing-Flame nodded, "For five gold, show you way. Just east. Is plantation east of Gideon.
Very nice."

Scotti thought that the best business he had heard of in two days, and handed Drawing-Flames
the five septims.

The Argonians led Scotti onto a muddy ribbon of road that passed through the reeds, and soon
revealed the bright blue expanse of Topal Bay far to the west. Scotti looked around at the
magnificent walled estates, where bright crimson blossoms sprang forth from the very dirt of
the walls, and surprised himself by thinking, "This is very pretty."

The road ran parallel to a fast-moving stream, running eastward from Topal Bay. It was called
the Onkobra River, he was told. It ran deep into Black Marsh, to the very dark heart of the
province.

Peeking past the gates to the plantations east of Gideon, Scotti saw that few of the fields were
tended. Most had rotten crops from harvests past still clinging to wilted vines, orchards of
desolate, leafless trees. The Argonian serfs who worked the fields were thin, weak, near death,
more like haunting spirits than creatures of life and reason.
22                              [8.3] THE ARGONIAN ACCOUNT III

Two hours later, as the three continued their trudge east, the estates were still impressive at
least from a distance, the road was still solid if weedy, but Scotti was irritated, horrified by the
field workers and the agricultural state, and no longer charitable towards the area. "How much
further?"

Furl-of-Fresh-Leaves and Drawing-Flame looked at one another, as if that question was
something that hadn't occurred to them.

"Archein is east?" Furl-of-Fresh-Leaves pondered. "Near or far?"

Drawing-Flame shrugged noncommittally, and said to Scotti, "For five gold, show you way.
Just east. Is plantation. Very nice."

"You don't have any idea, do you?" Scotti cried. "Why couldn't you tell me that in the first
place when I might have asked someone else?"

Around the bend up ahead, there was the sound of hoofbeats. A horse coming closer.

Scotti began to walk towards the sound to hail the rider, and didn't see Drawing-Flame's
taloned claws flash out and cast the spell at him. He felt it though. A kiss of ice along his
spine, the muscles along his arms and legs suddenly immobile as if wrapped in rigid steel. He
was paralyzed.

The great curse of paralysis, as the reader may be unfortunate enough to know, is that you
continue to see and think even though your body does not respond. The thought that went
through Scotti's mind was, "Damn."

For Drawing-Flame and Furl-of-Fresh-Leaves were, of course, like most simple day laborers
in Black Marsh, accomplished Illusionists. And no friend of the Imperial.

The Argonians shoved Decumus Scotti to the side of the road, just as the horse and rider came
around the corner. He was an impressive figure, a nobleman in a flashing dark green cloak the
exact same color as his scaled skin, and a frilled hood that was part of his flesh and sat upon
his head like a horned crown.

"Greetings, brothers!" the rider said to the two.

"Greetings, Archein Right-Foot-Rock," they responded, and then Furl-of-Fresh-Leaves added.
"What is milord's business on this fine day?"

"No rest, no rest," the Archein sighed regally. "One of my she-workers gave birth to twins.
Twins! Fortunately, there's a good trader in town for those, and she didn't put up too much of
a fuss. And then there's a fool of an Imperial from Lord Vanech's Building Commission I am
supposed to meet with in Gideon. I'm sure he'll want the grand tour before he opens up the
treasury for me. Such a lot of fuss."

Drawing-Flame and Furl-of-Fresh-Leaves sympathesized, and then, as Archein Right-Foot-
Rock rode off, they went to look for their hostage.
                              [8.3] THE ARGONIAN ACCOUNT III                             23

Unfortunately for them, gravity being the same in Black Marsh as elsewhere in Tamriel, their
hostage, Decumus Scotti, had continued to roll down from where they left him, and was, at
that moment, in the Onkobra River, drowning.
24                              [8.4] THE ARGONIAN ACCOUNT IV



[8.4] The Argonian Account IV


                                     The Argonian Account
                                          Book Four
                                       By Waughin Jarth


Decumus Scotti was drowning, and he didn't think much of it. He couldn't move his arms or
his legs to swim because of the paralysis spell the Argonian peasant had lobbed at him, but he
wasn't quite sinking. The Onkobra River was a crashing force of white water and currents that
could carry along large rocks with ease, so Scotti tumbled head over heels, spinning,
bumping, bouncing along.

He figured that soon enough he would be dead, and that would be better than being in Black
Marsh. He wasn't too panicked about it all when he felt his lungs fill with water and cold
blackness fell upon him.

For a while, for the first time in some time, Decumus Scotti felt peace. Blessed darkness. And
then pain came to him, and he felt himself coughing, spewing water up from his belly and his
lungs.

A voice said, "Oh bother, he's alive, ain't he, now?"

Scotti wasn't quite sure if that were true, even when he opened his eyes and looked at the face
above him. It was an Argonian, but unlike any he had seen anywhere. The face was thin and
long like a thick lance; the scales were ruby-red, brilliant in the sunlight. It blinked at him, its
eyelids opening and closing in vertical slits.

"I don't suppose we should eat you, should we now?" the creature smiled, and Scotti could tell
from its teeth that it was no idle suggestion.

"Thank you," said Scotti weakly. He craned his head slightly to find out who the "we" were,
and discovered he was on the muddy bank of the still, sludgy river, surrounded by a group of
Argonians with similarly needle-like faces and a whole rainbow of scales. Bright greens and
gem-like purples, blues, and oranges.

"Can you tell me, am I near - well, anywhere?"

The ruby-colored Argonian laughed. "No. You're in the middle of everywhere, and near
nowhere."

"Oh," said Scotti, who grasped the idea that space did not mean much in Black Marsh. "And
what are you?"

"We are Agacephs," the ruby-colored Argonian replied. "My name is Nomu."
                               [8.4] THE ARGONIAN ACCOUNT IV                                  25

Scotti introduced himself. "I'm a senior clerk in Lord Vanech's Building Commission in the
Imperial City. My job was to come here to try to fix the problems with commerce, but I've
lost my agenda, haven't met with any of my contacts, the Archeins of Gideon..."

"Pompous, assimiliated, slaver kleptocrats," a small lemon-colored Agaceph murmured with
some feeling.

"...And now I just want to go home."

Nomu smiled, his long mouth arching up like a host happy to see an unwanted guest leave a
party. "Shehs will guide you."

Shehs, it seemed, was the bitter little yellow creature, and he was not at all pleased at the
assignment. With surprising strength, he hoisted Scotti up, and for a moment, the clerk was
reminded of Gemullus dropping him into the bubbling muck that led to the Underground
Express. Instead, Shehs shoved Scotti toward a tiny little raft, razor-thin, that bobbed on the
surface of the water.

"This is how you travel?"

"We don't have the broken wagons and dying horses of our brothers on the outside," Shehs
replied, rolling his tiny eyes. "We don't know better."

The Argonian sat at the back of the craft and used his whip-like tail to propel and navigate the
craft. They traveled quickly around swirling pools of slime that stank of centuries of
putrefaction, past pinnacled mountains that seemed sturdy but suddenly fell apart at the
slightest ripple in the still water, under bridges that might have once been metal but were now
purely rust.

"Everything in Tamriel flows down to Black Marsh," Shehs said.

As they slid through the water, Shehs explained to Scotti that the Agacephs were one of the
many Argonian tribes that lived in the interior of the province, near the Hist, finding little in
the outside world worth seeing. He was fortunate to have been found by them. The Nagas, the
toad-like Paatru, and the winged Sarpa would have killed him on the spot.

There were other creatures too to be avoided. Though there were few natural predators in
inner Black Marsh, the scavengers that rooted in the garbage seldom shied away from a living
meal. Hackwings circled overhead, like the ones Scotti had seen in the west.

Shehs fell silent and stopped the raft completely, waiting for something.

Scotti looked in the direction Shehs was watching, and saw nothing unusual in the filthy
water. Then, he realized that the pool of green slime in front of them was actually moving,
and fairly quickly, from one bank to the other. It deposited small bones behind it as it oozed
up into the reeds, and disappeared.

"Voriplasm," Shehs explained, moving the boat forward again. "Big word. It'll strip you to the
bone by the second syllable."
26                             [8.4] THE ARGONIAN ACCOUNT IV

Scotti, desirous to distract himself from the sights and smells that surrounded him, thought it a
good time to compliment his pilot on his excellent vocabulary. It was particularly impressive,
given how far from civilization they were. The Argonians in the east did, in fact, speak so
well.

"They tried to erect a Temple of Mara near here, in Umpholo, twenty years ago," Shehs
explained, and Scotti nodded, remembering reading about it in the files before they were lost.
"They all perished quite dreadfully of swamp rot in the first month, but they left behind some
excellent books."

Scotti was going to inquire further when he saw something so huge, so horrifying, it made
him stop, frozen.

Half submerged in the water ahead was a mountain of spines, lying on nine-foot-long claws.
White eyes stared blindly forward, and then suddenly the whole creature spasmed and
lurched, the jaw of its mouth jutting out, exposing tusks clotted with gore.

"Swamp Leviathan," Shehs whistled, impressed. "Very, very dangerous."

Scotti gasped, wondering why the Agaceph was so calm, and more, why he was continuing to
steer the raft forward towards the beast..

"Of all the creatures in the world, the rats are sometimes the worst," said Shehs, and Scotti
noticed that the huge creature was only a husk. Its movement was from the hundreds of rats
that had burrowed into it, rapidly eating their way from the inside out, bursting from the skin
in spots.

"They are indeed," Scotti said, and his mind went to the Black Marsh files, buried deep in the
mud, and four decades of Imperial work in Black Marsh.

The two continued westward through the heart of Black Marsh.

Shehs showed Scotti the vast complicated ruins of the Kothringi capitals, fields of ferns and
flowered grasses, quiet streams under canopies of blue moss, and the most astonishing sight
of Scotti's life -- the great forest of full-grown Hist trees. They never saw a living soul until
they arrived at the edge of the Imperial Commerce Road just east of Slough Point, where
Mailic, Scotti's Redguard guide, was waiting patiently.

"I was going to give you two more minutes," the Redguard scowled, dropping the last of his
food onto the pile at his feet. "No more, sir."

The sun was shining bright when Decumus Scotti rode into the Imperial City, and as it caught
the morning dew, it lent a glisten to every building as if they had been newly polished for his
arrival. It astonished him how clean the city was. And how few beggars there were.

The protracted edifice of Lord Vanech's Building Commission was the same as it had always
been, but still the very sight of it seemed exotic and strange. It was not covered in mud. The
people within actually, generally, worked.
                                [8.4] THE ARGONIAN ACCOUNT IV                                    27

Lord Vanech himself, though singularly squat and squinty, seemed immaculate, not only
relatively clean of dirt and scabs, but also relatively uncorrupt. Scotti couldn't help but stare at
him when he first caught sight of his boss. Vanech stared right back.

"You are a sight," the little fellow frowned. "Did your horse drag you to Black Marsh and
back? I would say go home and fix yourself, but there are a dozen people here to see you. I
hope you have solutions for them."

It was no exaggeration. Nearly twenty of Cyrodiil's most powerful and wealthiest people were
waiting for him. Scotti was given an office even larger than Lord Vanech's, and he met with
each.

First among the Commission's clients were five independent traders, blustering and loaded
with gold, demanding to know what Scotti intended to do about improving the trade routes.
Scotti summarized for them the conditions of the main roads, the state of the merchants'
caravans, the sunken bridges, and all the other impediments between the frontier and the
marketplace. They told him to have everything replaced and repaired, and gave him the gold
necessary to do it.

Within three months, the bridge at Slough Point had disappeared into the muck; the great
caravan had collapsed into decrepitude; and the main road from Gideon had been utterly
swallowed up by swamp water. The Argonians began once again to use the old ways, their
personal rafts and sometimes the Underground Express to transport the grain in small
quantities. It took a third of the time, two weeks, to arrive in Cyrodiil, none of it rotten.

The Archbishop of Mara was the next client Scotti met with. A kindhearted man, horrified by
the tales of Argonian mothers selling their children into slavery, he pointedly asked Scotti if it
were true.

"Sadly, yes," Scotti replied, and the Archbishop showered him with septims, telling the clerk
that food must be brought to the province to ease their suffering, and the schools must be
improved so they could learn to help themselves.

Within five months, the last book had been stolen from the deserted Maran monastery in
Umphollo. As the Archeins went bankrupt, their slaves returned to his parents' tiny farms. The
backwater Argonians found that they could grow enough to feed their families provided they
had enough hard workers in their enclave, and the buyers market for slaves sharply declined.

Ambassador Tsleeixth, concerned about the rising crime in northern Black Marsh, brought
with him the contributions of many other expatriate Argonians like himself. They wanted
more Imperial guards on the border at Slough Point, more magically lit lanterns posted along
the main roads at regular intervals, more patrol stations, and more schools built to allow
young Argonians to better themselves and not turn to crime.

Within six months, there were no more Nagas roaming the roads, as there were no merchants
traveling them to rob. The thugs returned to the fetid inner swamp, where they felt much
happier, their constitutions enriched by the rot and pestilence that they loved. Tsleeixth and
his constituency were so pleased by the crime rate dropping, they brought even more gold to
Decumus Scotti, telling him to keep up the good work.
28                           [8.4] THE ARGONIAN ACCOUNT IV

Black Marsh simply was, is, and always shall be unable to sustain a large-scale, cash-crop
plantation economy. The Argonians, and anyone else, the whole of Tamriel, could live in
Black Marsh on subsistence farming, just raising what they needed. That was not sad, Scotti
thought; that was hopeful.

Scotti's solution to each of their dilemmas had been the same. Ten percent of the gold they
gave him went to Lord Vanech's Building Commission. The rest Scotti kept for himself, and
did exactly nothing about the requests.

Within a year, Decumus Scotti had embezzled enough to retire very comfortably, and Black
Marsh was better off than it had been in forty years.
                        [9] THE ARMORER'S CHALLENGE   29



[9] The Armorer's Challenge*


See vol. I.
30                       [10] THE ART OF WAR MAGIC



[10] The Art of War Magic*


See vol. I.
                      [11] AYLEID INSCRIPTIONS AND THEIR TRANSLATIONS                      31



[11] Ayleid Inscriptions and their Translations


                           Ayleid Inscriptions and their Translations
                                       By Raelys Anine


The following inscriptions were painstakingly transcribed and interpreted over many long
years, and are preserved here for all time.

--
Av molag anyammis, av latta magicka.

"From fire, life; from light, magic."

--
Barra agea ry sou karan.

"Wear lore as your armor."

--
Agea haelia ne jorane emero laloria.

"Wisdom learned by pain is a reliable guide in dark times." [literally, "Terrible wisdom never
betrayed the loremasters."]

--
Nou aldmeris mathmeldi admia aurane gandra sepredia av relleis ye brelyeis ye varlais.

"Our exiled Elven ancestors heard the welcoming gifts of peace in the streams and beech trees
and stars." ["Mathmeldi" means literally "from-home-driven." ]

--
Suna ye sunnabe.

"Bless and blessed be."

--
Va garlas agea, gravia ye goria, lattia mallari av malatu.

"In the caverns of lore, ugly and obscure, shines the gold of truth."

--
Vabria frensca, sa belle, sa baune, amaraldane aldmeris adonai.

"The foaming wave, so thunderous, so mighty, heralds the lordly Elves."
32                        [12] AZURA AND THE BOX



[12] Azura and the Box*


See vol. I.
                                      [13] BARK AND SAP                                      33



[13] Bark and Sap


                                      Bark and Sap
                 The Root System and the Ecology and Culture of the Gnarl


Disclaimer:
[The editors wish to express that the views contained herein belong solely to the author and
have been printed posthumously and anonymously.]


Foreword:
Before this present volume, little existed detailing the Root System tunnels and Gnarl but
rumors, superstitions, and outright falsities. After consideration of such rumors, and after
much research and expedition into the Root Systems to see the Gnarl in their natural habitat
firsthand, this author will elucidate the ecology and culture of the Gnarl, the nature of the
Root System, and their symbiotic relationship.

The Root System:
Commonly believed to be a series of natural caverns and rock formations with roots and
foliage growing within, the Root System tunnels are, in fact, part of a giant living organism.
Not only are these tunnels a living organic root-like entity, but each of the so-called "root
dungeons" represents a smaller piece of a larger whole. The roots of all the trees (indeed of
most the plant life on the Isles) all connect directly to the large Root System.

The various twisting and turning tunnels have been created slowly over past millennia.
Indeed, the growth and motion of the roots is imperceptible, though definitely recordable. The
very fastest-growing tunnels increase at a rate of a few feet every month, and the slowest a
few inches every few decades.

Amber:
Amber is a colorful resin formed from hardened sap. Much like skin bleeds and scabs over to
protect a wound, the Root System tunnels "bleed" a sap that congeals and hardens into Amber
deposits. Even still, the walls of the roots are very resilient; swinging a sword at the wall is
not enough to puncture it. The large fissures that cause the appearance of Amber are the result
of the massive pressures and frictional forces encountered by the giant roots as they push
through tons of rock and dirt.

The Gnarl:
The current and best theory describes the Gnarl as the caretakers and stewards of the Root
System. The creatures tend to the general maintenance and cleaning of the tunnels, clearing
away excess Amber. This behavior has been observed directly, but observation time was
limited due to the aggressive nature of the Gnarl. However, the abundance of Amber found on
the corpses of the creatures further supports this view.

There has been some conjecture, though at present very little evidence to support the claim,
that as Gnarl grow, they eventually become too large to maneuver the tunnels, and eventually
fuse with the walls, becoming themselves part of the Root System. As to the recent claims of
34                                     [13] BARK AND SAP

giant Gnarl, it should be noted that no creditable sources exist to corroborate. However, even
were these reports to be true, the rarity of such sightings would suggest that only a very few
Gnarl ever grow large enough to ascend to this root-state.

Little is known about the natural life span of the Gnarl or their social behavior, since
observational expeditions into the Root System are difficult at best. We do know with
certainty that they are very territorial. The Gnarl are so protective of their tunnels that they
will respond aggressively to anyone who comes within sight, which makes studying their
social systems nigh impossible. This behavior has, however, provided us with an abundance
of corpses to study at our leisure.

When we analyze the corpses of dead Gnarl, we can see clearly that these creatures are made
entirely of plant material. They are covered in bark and leaves, and over time they decompose
similarly to other plant detritus. All attempts to "plant" Gnarl or parts thereof into the ground
have been proven simple folly. To date, we don't actually know how the Gnarl reproduce.

Upon examination, we have found nothing that looks like a brain as found in other sentient
creatures. This does lend credence to the symbiotic caretaker theory, suggesting a kind of hive
mentality -- though there have been no substantiated sightings of any such "queen-Gnarl" who
might be controlling the drones. The other available explanation is that it is magic that
animates these creatures, though this author finds resolving difficult questions in this manner
to be counter-productive to the development of a rational theory.

Conclusion:
The complex Root is a living organism that grows little by little each month, tunneling
beneath the land. Virtually all the plant life on the Isles is connected to this Root System.
Severe trauma to the system walls results in the formation of Amber deposits as part of its
natural defense mechanism. The Root System has a symbiotic relationship with the Gnarl,
who act as its protectors and caretakers, and who may be phyletically and physiologically
connected to the Root System itself. In short, we have a living system, with its own dedicated
staff of protector-caretakers, growing and developing largely unnoticed beneath our very feet.

[Here the editors wish to acknowledge that the author was found dead near the entrance to one
of the "root dungeons." We again wish to remind the reader that the opinions expressed by
this author are his own. While we do not dismiss the rational method employed by the author
in his studies, we certainly do not deny that magic is explanation enough for Our Lord
Sheogorath's many wondrous Blessings. We did, however, carefully consider omitting this
clearly treasonous second half. We have decided to include it for journalistic integrity and at
the request of his generous widow.]

Afterword:
And now, I will venture towards that theoretical discussion which draws near heresy (which I
daresay will one day be the end of me), but which I must put forward, for good or ill.

The common belief is that our Lord Sheogorath has blessed our land with two temperaments,
Mania and Dementia. However, after much study and reasoning, I believe that it is the very
realm itself that imposes upon us these two spheres of polar extremes!

I have devised a clever experiment, whereby I seek to prove this theory. If you take a flower
from a common plant, cut it and place its stem in water with dye in it, you will notice that the
                                        [13] BARK AND SAP                                       35

petals will slowly take on the color of the dye. Clearly, the veins of the plant transport the
color to the leaves.

Now, when we look at the Dementia side of the land, colors are muted and dark, and in the
Mania side bright and colorful. I believe the Root System, and the Gnarl that serve it, are
draining the color from the land of Dementia and giving it to the land of Mania!

For what purpose, it isn't clear, but my experiment shows how color is transported through
plant veins, and what bigger system of plant veins is there than the giant Root System tunnel
network? Is it not then obvious that this System is the conduit of the forces of Mania and
Dementia?

And do we not eat the plants and the fruit of the trees that connect to the Root System and the
beasts that feed on them, and drink the waters that fall from their leaves? Do we not breathe
the air that carries their spores and seeds? Do we not throw our own waste onto the ground to
be absorbed into the soil? Thus, are we not intimately connected to the giant Root System
under our feet? Surely, we are one with it!

Clearly, the Root System is feeding those of us in the Mania brilliant color, giving us our
mood swings, filling our hearts with passions and sensations, and giving us powerful urges by
stealing these things from our fellows in Dementia, leaving them dark, desperate, angry,
violent, and disturbed!

Sheogorath is not the source of our "gifts." It is the land itself that has unbalanced us so!

The Gnarl are the servants and lifeblood of this parasitic process.

If we were to kill all the Gnarl, the balance would be restored!

Mania would be less bright, true, but so would Dementia be less dark.

We and our world would become whole again!

Let go of your belief in the collective fantasy of Sheogorath!

Let go of your belief in your own special "gifts!"

We must destroy the Gnarl and the Root System!

We must destroy those who shackle us to belief in some haughty and aloof ruler, who toys
with our emotions and well-being!

To arms, brothers and sisters!

To arms!
36                             [14] THE BATTLE OF SANCRE TOR



[14] The Battle of Sancre Tor


                                  The Battle of Sancre Tor


In 2E852, allied Nord and Breton forces crossed the borders into Cyrodiil and occupied the
major passes and settlements in the Jerall Mountains. Making their headquarters for the winter
at Sancre Tor, the Nord-Breton allies dared King Cuhlecain's new general, Talos, to assault
them in their mountain fastnesses.

When they learned that General Talos had mustered an army in the dead of winter and was
marching to assault Sancre Tor, they were elated. Sancre Tor was impregnable, its citadel on
high cliffs overlooking the lower city, nestled in a high mountain basin with steep, unscalable
cliffs in their rear.

The Cyrodilic army was small, poorly trained and outfitted, short on rations, and unprepared
for winter campaigning. As their ragged units assembled in the lowlands beneath the citadel,
the Nord-Breton allies confidently assumed that their enemy had delivered himself into their
trap.

The citadel was not only protected by an unscalable cliff in front and unscalable heights in
their rear, but the entrance to the citadel was magically concealed under the appearance of a
large mountain lake in the basin beneath the heights. Accordingly, the Nord-Breton allies left
on a small force to defend the citadel, descending through lower passages to attack and
overwhelm the cold, hungry Cyrodilic forces before them. They expected to defeat, overrun,
and annihilate General Talos' army, leaving no one to oppose their springtime descent into the
Cyrodilic Heartlands.

Thus did General Talos lure the Nord-Breton allies to their doom.

Leaving a weak force in the lowlands to draw out the defenders, General Talos approached
the citadel of Sancre Tor from the rear, descending the supposedly unscalable heights behind
the citadel, and sneaking into the supposedly magically concealed entrance to the inner
citadel. This remarkable feat is attributed to the agency of a single unnamed traitor, by
tradition a Breton turncoat sorcerer, who revealed both the existence of an obscure mountain
trail down the heights behind the citadel and the secret of the citadel entrance concealed
beneath its illusory lake surface.

While the Cyrodilic army in the lowlands fought a desperate defense against the Nord-Breton
sortie, General Talos and his men entered the citadel, swept aside the sparse defense, captured
the Nord-Breton nobles and generals, and compelled them to surrender the citadel and their
armies. The confused and demoralized Nord captives, already suspicious of the scheming
High Rock sorcerer aristocracy and their overreaching dreams of Heartlands conquests,
deserted the alliance and swore loyalty to Tiber Septim. The Skyrim generals joined their rank
and file in Tiber Septim's army; the High Rock battlemage command was summarily executed
and the captive Bretons imprisoned or sold into slavery.
                               [14] THE BATTLE OF SANCRE TOR                                  37

Thus was the concerted allied invasion of Cyrodiil foiled, and General Talos' army swelled by
the hardened Nord veteran troops that played so crucial a role in General Talos' succeeding
campaigns which consolidated the Colovian and Nibenean into the core of the Cyrodilic
Empire, and which resulting in the crowning of General Talos as Emperor Tiber Septim.

Historians marvel at Tiber Septim's tactical daring in assaulting a fortified mountain citadel in
the dead of winter against vastly superior numbers. Later Tiber Septim attributed his
unwavering resolve against overwhelming obstacles to have been inspired by his divine vision
of the Amulet of Kings in the Tomb of Reman III.

The young Talos may indeed have been inspired by his belief that he was fated to recover this
ancient sacred symbol of the Covenant and to lead Tamriel to the high civilization of the
Third Empire. Nonetheless, this should in no way reduce our admiration for the dash and
genius of this defining military triumph against impossible odds.
38                              [15] BEFORE THE AGES OF MAN



[15] Before the Ages of Man


                                  Timeline Series - Vol 1
                                  Before the Ages of Man
                                 By Aicantar of Shimerene


Before man came to rule Tamriel, and before the chronicles of the historians recorded the
affairs of the rulers of Tamriel, the events of our world are known only through myths and
legends, and through the divinely inspired teachings of the Nine Divines.

For convenience, historians divide the distant ages of prehistory into two broad periods of
time -- the Dawn Era, and the Merethic Era.


                                     * The Dawn Era *

The Dawn Era is that period before the beginning of mortal time, when the feats of the gods
take place. The Dawn Era ends with the exodus of the gods and magic from the World at the
founding of the Adamantine Tower.

The term 'Merethic' comes from the Nordic, literally, "Era of the Elves." The Merethic Era is
the prehistoric time after the exodus of the gods and magic from the World at the founding of
the Adamantine Tower and before the arrival of Ysgramor the Nord in Tamriel.

The following are the most notable events of the Dawn Era, presented roughly in sequence as
it must be understaoo by creatures of time such as ourselves.

The Cosmos formed from the Aurbis [chaos, or totality] by Anu and Padomay. Akatosh
(Auriel) formed and Time began. The Gods (et'Ada) formed. Lorkhan convinced -- or tricked
-- the Gods into creating the mortal plane, Nirn. The mortal plane was at this point highly
magical and dangerous. As the Gods walked, the physical make-up of the mortal plane and
even the timeless continuity of existence itself became unstable.

When Magic (Magnus), architect of the plans for the mortal world, decided to terminate the
project, the Gods convened at the Adamantine Tower [Direnni Tower, the oldest known
structure in Tamriel] and decided what to do. Most left when Magic did. Others sacrificed
themselves into other forms so that they might Stay (the Ehlnofey). Lorkhan was condemned
by the Gods to exile in the mortal realms, and his heart was torn out and cast from the Tower.
Where it landed, a Volcano formed. With Magic (in the Mythic Sense) gone, the Cosmos
stabilized. Elven history, finally linear, began (ME2500).


                                    * The Merethic Era *

The Merethic Era was figured by early Nord scholars as a series of years numbered in reverse
order backward from the their 'beginning of time' -- the founding of the Camoran Dynasty,
recorded as Year Zero of the First Era. The prehistoric events of the Merethic Era are listed
                                [15] BEFORE THE AGES OF MAN                                 39

here with their traditional Nordic Merethic dates. The earliest Merethic date cited by King
Harald's scholars was ME2500 -- the Nordic reckoning of the first year of time. As such, the
Merethic Era extends from ME2500 in the distant past to ME1 -- the year before the founding
of the Camoran Dysnasty and the establishment of the White gold Tower as an indepenent
city-state.

According to King Harald's bards, ME2500 was the date of construction of the Adamantine
Tower on Balfiera Island in High Rock, the oldest known structure of Tamriel. (This
corresponds roughly to the earliest historical dates given in various unpublished Elvish
chronicles.)

During the early Merethic Era, the aboriginal beastpeoples of Tamriel -- the ancestors of the
Khajiit, Argonian, Orcish, and other beastfolk -- lived in preliterate communities throughout
Tamriel.

In the Middle Merethic Era, the Aldmeri (mortals of Elven origin) refugees left their doomed
and now-lost continent of Aldmeris (also known as 'Old Ehlnofey') and settled in
southwestern Tamriel. The first colonies were distributed at wide intervals on islands along
the entire coast of Tamriel. Later inland settlements were founded primarily in fertile
lowlands in southwest and central Tamriel. Wherever the beastfolk encountered the Elves, the
sophisticated, literate, technologically advanced Aldmeri cultures displaced the primitive
beastfolk into the jungles, marshes, mountains, and wastelands. The Adamantine Tower was
rediscovered and captured by the Direnni, a prominent and powerful Aldmeri clan. The
Crystal Tower was built on Summerset Isle and, later, White Gold Tower in Cyrodiil.

During the Middle Merethic Era, Aldmeri explorers mapped the coasts of Vvardenfel,
building the First Era High Elven wizard towers at Ald Redaynia, Bal Fell, Tel Aruhn, and
Tel Mora in Morrowind. It was also during this period that Ayleid [Wild Elven] settlements
flourished in the jungles surrounding White Gold Tower (present day Cyrodiil). Wild Elves,
also known as the Heartland High Elves, preserved the Dawn Era magics and language of the
Ehlnofey. Ostensibly a tribute-land to the High King of Alinor, the Heartland's long lines of
communication from the Summerset Isles' sovereignty effectively isolated Cyrodill from the
High Kings at Crystal Tower.

The Late Middle Merethic Era is the period of the High Velothi Culture. The Chimer,
ancestors of the modern Dunmer, or Dark Elves, were dynamic, ambitious, long-lived Elven
clans devoted to fundamentalist ancestor worship. The Chimer clans followed the Prophet
Veloth out of the ancestral Elven homelands in the southwest to settle in the lands now known
as Morrowind. Despising the secular culture and profane practices of the Dwemer, the Chimer
also coveted the lands and resources of the Dwemer, and for centuries provoked them with
minor raids and territorial disputes. The Dwemer (Dwarves), free-thinking, reclusive Elven
clans devoted to the secrets of science, engineering, and alchemy, established underground
cities and communities in the mountain range (later the Velothi Mountains) separating
modern Skyrim and Morrowind.

The Late Merethic Era marks the precipitous decline of Velothi culture. Some Velothi settled
in villages near declining and abandoned ancient Velothi towers. During this period, Velothi
high culture disappeared on Vvardenfell Island. The earliest Dwemer Freehold colonies date
from this period. Degenerate Velothi devolved into tribal cultures which, in time, evolved into
the modern Great Houses of Morrowind, or persisted as the barbarian Ashlander tribes. The
40                              [15] BEFORE THE AGES OF MAN

only surviving traces of this tribal culture are scattered Velothi towers and Ashlander nomads
on Vvardenfell Island. The original First Era High Elven wizard towers along the coasts of
Tamriel were also abandoned about this time.

It was in the Late Merethic Era that the pre-literate humans, the so-called "Nedic Peoples",
from the continent of Atmora (also 'Altmora' or 'the Elder Wood' in Aldmeris) migrated and
settleed in northern Tamriel. The Nord culture hero Ysgramor, leader of a great colonizing
fleet to Tamriel, is credited with developing a runic transcription of Nord speech based on
Elvish principles, and so Ysgramor is considered the first human historian. Ysgramor's fleet
landed at Hsaarik Head at the extreme northern tip of Skyrim's Broken Cape. The Nords built
there the legendary city of Saarthal. The Elves drove the Men away during the Night of Tears,
but Ysgramor soon returned with his Five Hundred Companions.

Also during the Late Merethic Era the legendary immortal hero, warrior, sorceror, and king
variously known as Pelinal Whitestrake, Harrald Hairy Breeks, Ysmir, Hans the Fox, etc.,
wandered Tamriel, gathering armies, conquering lands, ruling, then abandoning his kingdoms
to wander again.
                                          [16] BEGGAR                                         41



[16] Beggar


                                            Beggar
                                           By Reven


Eslaf Erol was the last of the litter of five born to the Queen of the prosperous Nordic
kingdom of Erolgard, Lahpyrcopa, and her husband, the King of Erolgard, Ytluaf. During
pregnancy, the Queen had been more than twice as wide as she was tall, and the act of
delivery took three months and six days after it had begun. It is perhaps understandable that
the Lahpyrcopa elected, upon expelling Eslaf to frown, say, 'Good riddance,' and die.

Like many Nords, Ytluaf did not care very much for his wife and less for his children. His
subjects were puzzled, therefore, when he announced that he would follow the ancient
tradition of his people of Atmora of following his beloved spouse to the grave. They had not
thought they were particularly in love, nor were they aware that such a tradition existed. Still,
the simple people were grateful, for the little royal drama alleviated their boredom, which was
and is a common problem in the more obscure parts of northern Skyrim, particularly in
wintertide.

He gathered his household staff and his five fat, bawling little heirs in front of him, and
divided his estate. To his son Ynohp, he gave his title; to his son Laernu, he gave his land; to
his son Suoibud, he gave his fortune; to his daughter Laicifitra, he gave his army. Ytluaf's
advisors had suggested he keep the inheritance together for the good of the kingdom, but
Ytluaf did not particularly care for his advisors, or the kingdom, for that matter. Upon making
his announcement, he drew his dagger across his throat.

One of the nurses, who was rather shy, finally decided to speak as the King's life ebbed away.
'Your highness, you forgot your fifth child, little Eslaf.'

Good Ytluaf groaned. It is somewhat hard to concentrate with blood gushing from one's
throat, after all. The King tried in vain to think of something to bequeath, but there was
nothing left.

Finally he sputtered, irritably, 'Eslaf should have taken something then' and died.

That a babe but a few days old was expected to demand his rightful inheritance was arguably
unfair. But so Eslaf Erol was given his birthright with his father's dying breath. He would
have nothing, but what he had taken.

Since no one else would have him, the shy nurse, whose name was Drusba, took the baby
home. It was a decrepit little shack, and over the years that followed, it became more and
more decrepit. Unable to find work, Drusba sold all of her furnishings to buy food for little
Eslaf. By the time he was old enough to walk and talk, she had sold the walls and the roof as
well, so they had nothing but a floor to call home. And if you've ever been to Skyrim, you can
appreciate that that is scarcely sufficient.
42                                        [16] BEGGAR

Drusba did not tell Eslaf the story of his birth, or that his brothers and sister were leading
quite nice lives with their inheritances, for, as we have said, she was rather shy, and found it
difficult to broach the subject. She was so painfully shy, in fact, that whenever he asked any
questions about where he came from, Drusba would run away. That was more or less her
answer to everything, to flee.

In order to communicate with her at all, Eslaf learned how to run almost as soon as he could
walk. He couldn't keep up with his adopted mother at first, but in time he learned to go toe-
heel toe-heel if he anticipated a short but fast sprint, and heel-toe heel-toe if it seemed Drusba
was headed for a long distance marathon flight. He never did get all the answers he needed
from her, but Eslaf did learn how to run.

The kingdom of Erolgard had, in the years that Eslaf was growing, become quite a grim place.
King Ynohp did not have a treasury, for Suoibud had been given that; he did not have any
property for income, for Laernu had been given that; he did not have an army to protect the
people, for Laicifitra had been given that. Futhermore, as he was but a child, all decisions in
the kingdom went through Ynohp's rather corrupt council. It had become a bureaucratic
exploitative land of high taxes, rampant crime, and regular incursions from neighboring
kingdoms. Not a particular unusual situation for a kingdom of Tamriel, but an unpleasant one
nonetheless.

The time finally came when the taxcollector arrived to Drusba's hovel, such as it was, to
collect the only thing he could - the floor. Rather than protest, the poor shy maid ran away,
and Eslaf never saw her again.

Without a home or a mother, Eslaf did not know what to do. He had grown accustomed to the
cold open air in Drusba's shack, but he was hungry.

'May I have a piece of meat?' he asked the butcher down the street. 'I'm very hungry.'

The man had known the boy for years, often spoke to his wife about how sorry he felt for
him, growing up in a home with no ceilings or walls. He smiled at Eslaf and said, 'Go away,
or I'll hit you.'

Eslaf hurriedly left the butcher and went to a nearby tavern. The tavernkeeper had been a
former valet in the king's court and knew that the boy was by right a prince. Many times, he
had seen the poor ragged lad in the streets, and sighed at the way fate had treated him.

'May I have something to eat?' Eslaf asked this tavernkeeper. 'I'm very hungry.'

'You're lucky I don't cook you up and eat you,' replied the tavernkeeper.

Eslaf hurriedly left the tavern. For the rest of the day, the boy approached the good citizens of
Erolgard, begging for food. One person had thrown something at him, but it turned out to be
an inedible rock.

As night fell, a raggedy man came up to Eslaf and, without saying a word, handed him a piece
of fruit and a piece of dried meat. The lad took it, wide-eyed, and as he devoured it, he
thanked the man very sweetly.
                                           [16] BEGGAR                                        43

'If I see you begging on the streets tomorrow,' the man growled. 'I'll kill you myself. There are
only so many beggars we of the guild allow in any one town, and you make it one too many.
You're ruining business.'

It was a good thing Eslaf Erol knew how to run. He ran all night.

Eslaf Erol's story is continued in the book 'Thief.'
44                                    [17] BEGGAR PRINCE



[17] Beggar Prince


We look down upon the beggars of the Empire. These lost souls are the poor and wretched of
the land. Every city has its beggars. Most are so poor they have only the clothes on their
backs. They eat the scraps the rest of us throw out. We toss them a coin so that we don't have
to think too long about their plight.

Imagine my surprise when I heard the tale of the Beggar Prince. I could not imagine what a
Prince of Beggars would be. Here is the tale I heard. It takes place in the first age, when gods
walked like men and daedra stalking the wilderness with impunity. It is a time before they
were all confined to Oblivion.

There once was a man named Wheedle. Or maybe it was a woman. The story goes to great
lengths to avoid declaring Wheedle's gender. Wheedle was the 13th child of a king in
Valenwood. As such Wheedle was in no position to take the throne or even inherit much
property or wealth.

Wheedle had left the palace to find independent fortune and glory. After many days of endless
forest roads and tiny villages, Wheedle came upon a three men surrounding a beggar. The
beggar was swaddled in rags from head to toe. No portion of the vagabond's body was visible.
The men were intent on slaying the beggar.

With a cry of rage and indignation, Wheedle charged the men with sword drawn. Being
simple townsfolk, armed only with pitchforks and scythes, they immediately fled from the
armored figure with the shining sword.

"Many thanks for saving me," wheezed the beggar from beneath the heap of foul rags.
Wheedle could barely stand the stench.

"What is your name, wretch?" Wheedle asked.

"I am Namira."

Unlike the townsfolk, Wheedle was well learned. That name meant nothing to them, but to
Wheedle it was an opportunity.

"You are the Daedric lord!" Wheedle exclaimed. "Why did you allow those men to harass
you? You could have slain them all with a whisper."

"I am please you recognized me," Namira rasped. "I am frequently reviled by townsfolk. It
pleases me to be recognized for my attribute, if not for my name."

Wheedle knew that Namira was the Daedric lord of all thing gross and repulsive. Diseases
such as leprosy and gangrene were her domain. Where others might have seen danger,
Wheedle saw opportunity.

"Oh, great Namira, let me apprentice myself to you. I ask only that you grant me powers to
make my fortune and forge a name for myself that will live through the ages."
                                      [17] BEGGAR PRINCE                                     45

"Nay. I make my way alone in the world. I have no need for an apprentice."

Namira shambled off down the road. Wheedle would not be put off. With a bound, Wheedle
was at Namira's heel, pressing the case for an apprenticeship. For 33 days and night, Wheedle
kept up the debate. Namira said nothing, but Wheedle's voice was ceaseless. Finally, on the
33rd day, Wheedle was too hoarse to talk.

Namira looked back on the suddenly silent figure. Wheedle knelt in the mud at her feet, open
hands raised in supplication.

"It would seem you have completed your apprenticeship to me after all," Namira declared. "I
shall grant your request."

Wheedle was overjoyed.

"I grant you the power of disease. You may choose to be afflicted with any disease you
choose, changing them at will, so long as it has visible symptoms. However, you must always
bear at least one.

"I grant you the power of pity. You may evoke pity in anyone that sees you.

"Finally, I grant you the power of disregard. You may cause others to disregard your
presence."

Wheedle was aghast. These were not boons from which a fortune could be made. They were
curses, each awful in its own right, but together they were unthinkable.

"How am I to make my fortune and forge a name for myself with these terrible gifts?"

"As you begged at my feet for 33 days and 33 nights, so shall you now beg for your fortune in
the cities of men. Your name will become legendary among the beggars of Tamriel. The story
of Wheedle, the Prince of Beggars, shall be handed down throughout the generations.

It was as Namira predicted. Wheedle was an irresistible beggar. None could see the wretch
without desperately wanting to toss a coin at the huddled form. However, Wheedle also
discovered that the power of disregard gave great access to the secrets of the realms. People
unknowingly said important things where Wheedle could hear them. Wheedle grew to know
the comings and goings of every citizen in the city.

To this day, it is said that if you really want to know something, go ask the beggars. They
have eyes and ears throughout the cities. They know all the little secrets of the daily lives of
it's citizens.
46                                     [18] BIBLE OF THE DEEP ONES



[18] Bible of the Deep Ones


Given to me by the Chief of the Deep Ones. He taught me his language and his runes. This is
the ancient lore of his people which we shall follow from now until forever.

Signed in the presence of twelve witnesses,

Irlav Moslin
3E 345


so cxiumonataj kunvenauw, sed nature ankoix pri aliaj aktuasoj aktivecauw so
societo. Ne malofte enahkstas krome plej diversaspekta materialo eduka oix distra.

So interreta Kvako (retletera kaj verjheauw) ahkstas unufsonke alternativaj
kanasouw por distribui so enhavon so papera Kva! Kvak!. Sed alifsonke so enhavauw
so diversaj verjheauw antoixvible ne povas kaj ecx ne vus cxiam ahksti
centprocente so sama. En malvaste cirkusonta paperfolio ekzemple ebsos publikigi
ilustrajxauwn, kiuj pro kopirajtaj kiasouw ne ahkstas uzebsoj en so interreto.
Alifsonke so masoltaj kostauw reta distribuo forigas so spacajn limigauwn kaj
permahksas pli ampleksan enhavon, por ne paroli pri gxishora aktualeco.

Tiuj cirkonstancauw rahkspeguligxos en so aspekto so Kvakoa, kiu ja cetere
servos ankoix kiel gxeneraso retejo so ranetauw.




__________
Transliteration (cf. N'Gasta! Kvata! Kvakis!):

so cxiumonataj kunvenauw, sed nature ankoix pri aliaj aktuasoj aktivecauw so societo. Ne malofte enahkstas
krome plej diversaspekta materialo eduka oix distra.

So interreta Kvako (retletera kaj verjheauw) ahkstas unufsonke alternativaj kanasouw por distribui so enhavon so
papera Kva! Kvak!. Sed alifsonke so enhavauw so diversaj verjheauw antoixvible ne povas kaj ecx ne vus cxiam
ahksti centprocente so sama. En malvaste cirkusonta paperfolio ekzemple ebsos publikigi ilustrajxauwn, kiuj pro
kopirajtaj kiasouw ne ahkstas uzebsoj en so interreto. Alifsonke so masoltaj kostauw reta distribuo forigas so
spacajn limigauwn kaj permahksas pli ampleksan enhavon, por ne paroli pri gxishora aktualeco.

Tiuj cirkonstancauw rahkspeguligxos en so aspekto so Kvakoa, kiu ja cetere servos ankoix kiel gxeneraso retejo
so ranetauw.
                         [19] BIOGRAPHY OF BARENZIAH   47



[19] Biography of Barenziah*


See vol. I.
48                    [20] BIOGRAPHY OF THE WOLF QUEEN



[20] Biography of the Wolf Queen*


See vol. I.
                        [21] THE BLACK ARROW   49



[21] The Black Arrow*


See vol. I.
50                               [22] THE BLACK ARTS ON TRIAL



[22] The Black Arts On Trial


                                  The Black Arts On Trial
                    By Hannibal Traven, Archmagister of the Mages Guild


                                           HISTORY

Necromancy, commonly called the Black Arts, has a history that dates back before recorded
time. Virtually all the earliest laws of the land make mention of it as expressly forbidden on
pain of death. Independent practitioners of the arts of sorcery, however, continued its study.

The Psijic Order of the Isle of Artaeum, precursor to our own Mages Guild, also forbade its
use, not only because it was dangerous, but their belief in the holy and unholy ancestor spirits
made it heretical. Again, despite this, we hear many stories of students and masters who
ignored this stricture. When Vanus Galerion left Artaeum, he may have disagreed with the
Psijics on much, but he also refused to allow Necromancy to be taught in the Guild.

Almost 1100 years have passed since the time of Vanus Galerion, and there have been many
archmagisters to lead his guild. The question of Necromancy has continued to be asked. The
strictures against it in the Guild have never been lifted, but attitudes about it have shifted back
and forth over the years. Some archmagisters have been inclined to ignore it entirely, some
have fought very actively against it, and still other archmagisters have been rumored to be
Necromancers themselves.

In my new role as Archmagister of the Mages Guild, it is my duty to set policy on this matter.
Though I have my own opinions on the Black Arts, I took counsel with two of the most
learned mages in the Empire, Magister Voth Karlyss of Corinth and Magister Ulliceta gra-
Kogg of Orsinium, and we debated for two days.

What follows are summaries of the salient points of the debate, arguments and counter-
arguments, which led to the resolution of the Mages Guild on the subject of Necromancy.


                                          ARGUMENT

Argument by Master gra-Kogg: Necromancy is poorly understood. We will not make it
disappear by ignoring it. As an intellectual institution dedicated to the study of the magickal
arts and sciences, we have obligations to the truth. Censoring ourselves in our scholarship is
antithetical to our mission of neutrality and objectivity.

Counter-Argument by Master Karlyss: The Mages Guild must balance its quest for
knowledge with responsible caution and ethical standards. It is not 'censoring' a student's
course of study to have him proceed cautiously and with purity of purpose. It is not limiting a
student's freedom to set rules and boundaries - indeed, it is essential.

Argument by Master Karlyss: Necromancy is an anathema throughout the civilized world. To
embrace it publicly, the Mages Guild would inspire fear and hostility in the populace at large.
                                [22] THE BLACK ARTS ON TRIAL                                  51

Vanus Galerion wanted this institution to be unlike the Psijic Order, which was elitist and
separatist. We ignore public opinion at our own risk. We will certainly lose our charters in
many places including, very likely, the whole of Morrowind, where sentiment against
Necromancy is very strong.

Counter-Argument by Master gra-Kogg: Yes, we should be sensitive to the concerns of the
community, but they should not and must not dictate our scholarship. 'Necromancer' to many
uneducated persons simply means an evil mage. It is madness to limit our work because of
prejudices and half-formed understanding. It is an affront to the purpose of objective study to
turn our back on a subject merely because of public opinion.

Argument by Master gra-Kogg: Necromancers are the scourge of Tamriel. Whether operating
independently or in concert with the sloads or King of Worms, Mannimarco, they are
responsible for many horrors, animated zombies and skeletons and other forms of the undead.
To best combat this menace, we must understand the powers of the Necromancer, and we
cannot do that by restricting our study of the Black Arts.

Counter-Argument by Master Karlyss: No one is disputing the threat of the Black Arts - in
fact, that is the very essence of my argument against the Mages Guild making it a School to
be taught to our initiates. We can and should know what our enemy is capable of, but we must
be careful not to step into a trap of looking too deep into his ways, and making those ways our
own. We do no one any good if by studying the evil ways, we become evil ourselves.

Argument by Master Karlyss: Necromancy is inherently dangerous. One cannot 'dabble' in it.
The simplest spell requires the spilling of blood, and immediately begins to corrupt the
caster's soul. This is not conjecture, but simple fact. It is irresponsible of the Guild to teach
and thereby encourage a sort of magickal study which has proven itself, time and time again,
to bring nothing but terror and misery on the practitioner and world.

Counter-Argument by Master gra-Kogg: All Schools of magicka are dangerous to the
uninitiated. A simple fireball spell from the School of Destruction can cause great harm when
cast by a novice, not only to others but to the mage himself. The School of Mysticism by its
very nature forces the practitioner to divorce his mind from logic, to embrace a temporary sort
of insanity, which one might argue is very like corrupting one's soul.

Argument by Master gra-Kogg: The Guild already permits some forms of Necromancy. The
'Schools' of magicka are, as we know, artificial constructs, originally formulated by Vanus
Galerion to divide and thereby simplify study. They have changed many times throughout the
years, but at their heart, every Master knows, they are all linked together. When a student of
Conjuration summons a guardian ghost, he is touching on the School of Necromancy. When a
student of Enchantment uses a trapped soul, he too may be considered guilty of a Black Art.
The School of Mysticism, as I have stated before, has some kinship with Necromancy as well.
To state that students may not learn the ways of Necromancy is to stifle common skills in the
other, more historically legitimate Schools of the Guild.

Counter-Argument by Master Karlyss: Yes, the Schools are intertwined, but the standard
spells of each School have passed the proof of time. We know that a student of Mysticism,
properly instructed, will not be permanently harmed by his experience. In many ways, it is a
question of extremes - how far we would permit our studies to take us. Necromancy by its
52                              [22] THE BLACK ARTS ON TRIAL

nature relies on the practitioner going further into the darkness than is wise, virtually
guaranteeing his destruction. It has no place in the Mages Guild.


                                        CONCLUSION

The risks of studying Necromancy outweigh its usefulness. The Guild does not wish to censor
the study of any of its members, but it will not tolerate studies in the Black Arts, except in
limited form for the purpose of combating its evil adherents. This may only been done by rare
individuals who have proven themselves both highly skilled and highly cautious, and then
only with my express permission and supervision.


                                        AFTERWORD

I regret to acknowledge the truth behind the rumor that Master Ulliceta gra-Kogg was more
than an apologist for Necromancy, she was a Necromancer herself. Upon this revelation, the
Knights of the Lamp attempted to arrest her at the Guildhouse in Orsinium, but she made
good her escape. We have every confidence in the replacement Magister in Orsinium.

Though I disagreed, I respected her logical reasoning enough to include her arguments in this
book, and I see no reason to remove them. It is disappointing, however, to see that her interest
in 'the truth' was nothing more than a euphemism for her slavery to the Black Arts.

This unfortunate situation merely illustrates how essential it is for Guildmembers to be wary
of the lure of Necromancy, and be vigilant to its practitioners' infiltration in our Mages Guild.
                      [23.1] BLACK HORSE COURIER: REGULAR EDITIONS 1-2                        53



[23] The Black Horse Courier

[23.1] Regular Editions

[23.1.1] Daring Waterfront Raid Fails!




                                   Daring Waterfront Raid Fails!


Stymied in his attempts to capture the legendary thief, the Gray Fox, Captain Hieronymus Lex
of the Imperial Watch raided the Waterfront. Extra Watchmen were pulled from duty in other
parts of the city to search the slums of the Waterfront. A small amount of contraband was
confiscated, but the Gray Fox escaped.

The Arcane University has filed a formal complaint against Captain Hieronymus Lex for
dereliction of duty. The guards normally posted at the Arcane University were sent to the
Waterfront during the raid. An attempted break-in at the University was foiled. University
spokesmen insist that nothing was taken. They scoffed at the idea that any mere thief could
make off with one of their treasures.


[23.1.2] Fighters Guild Faces Tough Competition




                     FIGHTERS GUILD FACES TOUGH COMPETITION


The Fighters Guild has been an institution in Tamriel for as long as most anyone can
remember. These brave men and women have, for countless years, always been available to
do those jobs that the average citizen is simply not qualified to handle. Whether it be ridding a
homeowner of a plague of rats or rescuing a wayward scholar, the Fighters Guild has always
been available for anyone with enough coin to pay their modest fees. Now, however, it seems
that the Fighters Guild is not the only game in town.

A new group has recently been making a lot of waves in Cyrodiil. They call themselves the
Blackwood Company, and they've let it be known that they'll handle any job that the Fighters
Guild will, and many that they won't.
54                    [23.1] BLACK HORSE COURIER: REGULAR EDITIONS 3

While the Fighters Guild has always maintained the strictest standards on both the quality of
their members and the legality of the contracts they accept, the Blackwood Company makes
none of the same claims. They have no screening process when accepting new members, and
they seem willing to accept any contract, assuming one can afford the price tag.

Some have questioned the Blackwood Company's methods. They are rumored to be reckless
and indiscriminant. Many have spoken of needless damage to person and property during the
fulfillment of a contract. None of those we spoke to were willing to go on the record for this
article.

What the future holds for this upstart group remains to be seen. Are they the perfect solution
for a quickly changing world? Will their methods force the Fighters Guild to adopt more
lenient business practices? Only time will tell. Until then, if you need a job done, and the
Fighters Guild won't do it, check with your local Blackwood Company!


[23.1.3] Gray Fox, Man or Myth?




                                  GRAY FOX, MAN OR MYTH?


Is a so-called Thieves Guild masterminding all the thefts in the Imperial City? Captain
Hieronymus Lex of the Imperial Watch seems to think so.

When asked about the Thieves Guild and its mythical leader, the Gray Fox, the captain was
quite emphatic. "This one man is responsible for all crime in the city!" The energetic and
tenacious Captain Lex has therefore devoted himself to apprehending this masked menace.

When questioned on the subject, Adamus Phillida, Legion Commander and Captain Lex's
immediate superior, had the following response. "Ridiculous! The Gray Fox is just a fairy
tale. There is no such thing as a Thieves Guild, and there never has been."

Stories of an unstoppable thief called the Gray Fox have been circulating around the Imperial
City for centuries. The stories claim he can turn invisible at will, shrink himself down to the
size of a mouse, turn to mist and seep under locked doors, and perform any number of other
truly unbelievable feats. If even half of these stories are true, Captain Lex will have his hands
full capturing the Gray Fox.
                    [23.1] BLACK HORSE COURIER: REGULAR EDITIONS 4-5                          55


[23.1.4] Gray Fox Unmasked!




                                   GRAY FOX UNMASKED!


Vlanarus Kvinchal recently admitted to being the notorious thief, the Gray Fox. Under
questioning by the Imperial Watch, he also confessed to being the reincarnation of Tiber
Septim, the love-child of Lord Stendarr, a were-shark, and the mother of Hieronymus Lex.
Only after he spent a night in the Imperial prisons was it discovered that Vlanarus had
recently consumed a near-lethal dose of skooma.

Vlanarus is now back home and recuperating from the hospitality of the Imperial Watch and
from the close attention he received during his interrogation. He speculates that he might be
able to work again in a month or two, so long as it doesn't involve walking or lifting anything
heavier than a beer mug. The sometimes- dockworker has sworn a solemn oath never to trifle
with Skooma again, and earnestly warns everyone to stay away from the Orum gang.


[23.1.5] New Watch Captain Named




                                   New Watch Captain Named


Servatius Quintilius was recently promoted to Watch Captain to replace Hieronymus Lex.
Captain Lex's career was marked by frequent tirades against the mythical thief and master
criminal, the so-called "Gray Fox." At the same time, Hieronymus Lex announced that he has
been retained by Countess Millona Umbranox of Anvil to be her new Captain of the Guard.

Captain Quintilius is a practical man who does not believe in the Thieves Guild or its
imaginary grandmaster, the Gray Fox. He has promised peace and order in the districts under
his protection. Guard patrol routes will be posted so that all citizens will know where to find a
Watchman when they need one.

When asked if this would also make things easier for thieves, Captain Quintilius responded,
"Never. Criminals are dumb. Wouldn't be criminals otherwise, right? Stands to reason. You
smart Courier boys should just leave the crime-fighting in this city to professionals like me."
56                    [23.1] BLACK HORSE COURIER: REGULAR EDITIONS 6-7


[23.1.6] Palace Break-In?




                                       Palace Break-In?


The Legion Centurion in command of the Palace Guard was charged with dereliction of duty.
Although the Council has officially denied the stories of a palace break-in, the rumors persist.
Muddled accounts of the events and principles range from a madman intent on spit-polishing
the Emperor's shoes to a master thief stealing one of the legendary Elder Scrolls.

The Palace Guard has made no arrests in connection with the break-in. However, the Watch
has been making peculiar inquiries all around the city. The Guard and the Legion are in
complete agreement on one matter at least... neither the fictitious Thieves Guild nor its
mythical leader, the Gray Fox, could have been in any way involved. Although rumor has
long insisted that the Thieves Guild has been a significant factor in Imperial City criminal
activities, representatives of the Guard and Legion insist that even the mythical Gray Fox
would never dare to break into the Imperial Palace.


[23.1.7] The Poor Burdened by Taxes!




                                  The Poor Burdened by Taxes!


Recently Captain Hieronymus Lex of the Imperial Watch collected the taxes from all citizens
in the Waterfront district of the city. Although the laws are clear that all citizens of the
Imperial City must pay taxes, it has been 53 years since anyone applied that law to the poor
and destitute of the Waterfront.

Although members of the Watch approached by the Courier declined to comment on the
success of the venture, one of the Watchmen who asked not to be named suggested the
operation was "a complete... wossitsname? You know. Starts with an 'f'. Right. Complete fee-
ass-ko, is what it was."

In a related story, miscreants have recently broken into the South Watchtower. An anonymous
source reports that a small sum of money was stolen from the office of Hieronymus Lex. By
remarkable coincidence, the sum corresponds exactly to the taxes collected by Captain Lex
from the Waterfront.
                      [23.1] BLACK HORSE COURIER: REGULAR EDITIONS 8                       57



The ever-vigilant Captain Lex has renewed his call to capture the infamous thief, the Gray
Fox. He is petitioning for a bounty to be put on the legendary master thief's head.


[23.1.8] Quill-Weave Plans New 'Doomstones' Cycle




                  QUILL-WEAVE PLANS NEW 'DOOMSTONES' CYCLE

                    "Doomstones not Magical" Says Noted Argonian Writer


The author of 'The Goblin with the Golden Arm' and 'Red Crater' plans a new series of
historical works set in the early days of the Reman emperors. The stories will center around
the sorcerers and battlemages that play such a prominent part in the legends of the Reman
emperors' rapid rise to power in the closing years of the Second Era. She plans to call the
series "The Paths of the Doomstones."

The Argonian authoress declined to reveal any details of the characters and themes of these
books. However, Quill-Weave clearly has quite ambitious plans for this series, since she plans
titles to correspond with each of Cyrodiil's twenty-one Doomstones. These ancient
monuments are scattered throughout Cyrodiil, and each is known in legend by its own name.

"I always carefully research my subjects," Quill-Weave says, "and I find no evidence at all to
support the popular notion that these runestones were once artifacts of great magical power."
She noted that thirteen of these stones are associated with the common birthsigns by which
people have always marked the aspects of the heavens when children are born. "Such stones
as the 'Mage Stone' and the 'Serpent Stone' were certainly associated with the primitive sky
worships of the Beast Folk of the Mythic Era. Other stones, like the 'Aetherius Stone' and the
'Magnus Stone' were also doubtless associated with other long-forgotten cults."

The Courier asked Quill-Weave why she might choose to abandon the popular tales of
thieves, outlaws, murderers, and low-lifes that have made her so famous in Cyrodiil and
throughout the Empire. She explained that she has long sought material with more mature and
epic themes to celebrate the noble virtues of Cyrodiil and the Empire. She assured the Courier
that she will fill the Doomstones series with the lusty and colorful characters we've come to
know and love. "But this time," Quill-Weave says, "my characters will uproot trees, devastate
cities, and summon rains of boiling blood before slipping away to explore the private and
intimate mysteries of the heart."
58                      [23.1] BLACK HORSE COURIER: REGULAR EDITIONS 9


[23.1.9] Vampire Nest in the City!




                                     Vampire Nest in the City!


A nest of vampires was recently discovered in the home of the Earl of Imbel. The Courier is
shocked to learn that Earl Jakben, a local noble of previously unblemished reputation, is
revealed to have one of these vampires!

Responding to a tip by the Earl's servant, the Imperial Watch raided the Imbel estate and slew
all of the foul creatures. Captain Quintilius has categorically denied the rumors that most of
the terrible creatures of the night were already dead by the time the Watch arrived.
                       [23.2] BLACK HORSE COURIER: SPECIAL EDITIONS 1                       59



[23.2] Special Editions

[23.2.1] Adamus Phillida Slain by Dark Brotherhood!




                                    SPECIAL EDITION!
                                 ADAMUS PHILLIDA SLAIN
                                 BY DARK BROTHERHOOD!

                                      by Waldorf Wordswell


In what can only be described as a blatant assault on the security and liberty of the civilized
people of Cyrodiil, retired Imperial Legion commander Adamus Phillida was brutally
murdered by the secretive assassins guild known as the Dark Brotherhood. The slaying
occurred in the sleepy town of Leyawiin, where Phillida had chosen to spend the remainder of
his days. It was to be a life of quiet solitude, far removed from the hustle and bustle of the
Imperial City, where Phillida had served the Imperial Legion proudly for more than twenty-
five years.

But even in retirement, the noble Legion commander could not escape his past. Throughout
the years, Adamus Phillida had become a rather vocal opponent of the Dark Brotherhood and
its practices, and vowed to expose the organizations' secrets and bring its leaders to justice.
Indeed, Phillida had been targeted for assassination twice in the past, but both attempts were
thwarted by the commander and his Legion soldiers. Sadly, his luck ran out in Leyawiin.

When asked if there was any doubt as to the Dark Brotherhood's involvement in Phillida
murder, newly appointed Imperial Legion commander Giovanni Civello had this to say:

"It was the Dark Brotherhood, all right. No question about it. This was a crime of vengeance,
a despicable act of hatred and evil against a pinnacle of nobility and virtue. Adamus fought
the Dark Brotherhood every day of his life, and he died for what he believed in. Adamus
Phillida was a great man. He taught me everything I know, and I'll be damned if I let his
dream die with him. From this day forward, I vow to destroy the Dark Brotherhood and
everything they stand for!"

Adamus Phillida may be dead, but it would seem his fight against the Dark Brotherhood lives
on in Giovanni Civello and the rest of the Imperial Legion. There may soon come a day when
those bloodthirsty assassins have more to fear than the good people of the Imperial Province.
60                      [23.2] BLACK HORSE COURIER: SPECIAL EDITIONS 2


[23.2.2] Bruma's Baenlin Dies in Tragic Accident!




                                SPECIAL EDITION!
                     BRUMA'S BAENLIN DIES IN TRAGIC ACCIDENT!

                                       Nephew inherits estate
                                       by Phineas Farnsworth


For the residents of Bruma, a city known for its snowy avenues and frigid, Skyrim-like
temperatures, nothing is quite as important as the warmth and safety of one's own home. But
even the most secure dwelling can harbor a deadly secret. In the case of Baenlin, an elderly
Elf nobleman who had called Bruma home for nearly forty-three years, death came not from
the icy cold, nor from the sting of a burglar's blade, but from a killer far more insidious --
structural instability.

According to Gromm, Baenlin's longtime live-in manservant, the day of his master's death
was like any other. Baenlin lived as a recluse, and rarely left the comfort of his home. He
spent his morning breakfasting, and his afternoons reading or napping, but it was in the late
evening hours before bedtime, when Baenlin relaxed in his favorite chair as was his custom,
when disaster struck. A stuffed Minotaur head mounted on the wall directly over the chair
came crashing down, killing the unsuspecting noble instantly.

As horrible as Baenlin's death may seem, even more horrible is the revelation that this was not
an isolated incident, as previously thought. In fact, through a series of interviews and an in-
depth investigation, the Black Horse Courier has learned that many of Bruma's homes are
actually deathtraps waiting to spring.

"Me and my boys, we done repair work on half these houses. They're a bleedin' mess! Rotted
wood, rusty nails, misaligned foundations. Them Nords, they're good for drinkin' and killin',
but they can't build a house worth a damn!"

So said Antoine Dubois, owner of Dubois and Sons Carpentry, a thriving house-building
business headquartered in the Breton nation of High Rock. Because of his expertise, Dubois
has been known to offer his services throughout the Empire, and has visited Bruma on
numerous occasions. In his opinion, this predominantly Nord city features some of the most
poorly-constructed dwellings in all the Empire.

"Yeah, I know what the Nords say. It's the snow! It's rots the wood, it does this, it does that.
Whine, whine, whine! The mead-swillin' savages wouldn't know oakwood from oranges.
Truth is, they just don't know anything about the latest architectural methods. The work is
unsafe and sloppy. That head that fell on the Elf? An infant could've secured those bindings
better! It's no wonder they came loose! But I've seen this type of thing all over Bruma. Did
                       [23.2] BLACK HORSE COURIER: SPECIAL EDITIONS 3                       61

you know that until I came in to do repair work on the roof, you couldn't attend a service in
the Chapel without getting snowed on? Now that's just wrong."

When asked what he thought of the issues, Baenlin's nephew, Caenlin, who inherited his
uncle's estate and is now residing in the very house where he was killed, had this to say:

"It was a tragic, tragic accident. I always told my poor uncle that head would fall on him some
day, but would he listen? Now, I've heard the rumors that some think there was foul play
involved, but that's nonsense, of course. Everybody knows this city is falling apart. It could
have happened to anyone."

And so, as the city of Bruma mourns the loss of one of its oldest and most respected residents,
there are those who can't help but wonder -- am I next?


[23.2.3] Cheydinhal Heir Saved from Certain Doom!




                                   SPECIAL EDITION!
                                CHEYDINHAL HEIR SAVED
                                 FROM CERTAIN DOOM!

                   Sir Farwil and Companions Close Gate Threatening City!


Farwil Indarys, son and heir of His Lordship Andel Indarys, Count of Cheydinhal, has been
delivered from the sulfurous torments of Oblivion by a questing hero. The count's courageous
son and his boon companions, the Knights of the Thorn, had boldly entered an Oblivion Gate
threatening Cheydinhal, intent on slaying its monstrous horrors and protecting the city and its
citizens.

Sources report that the Knights were outnumbered a hundred to one, and only the dauntless
courage and strength of arms of Farwil and one other brave soul managed to hold them at bay.
Thanks to an allied adventurer who entered the gate to offer his aid, the Knights of the Thorn,
led by the noble Sir Farwil, were able to assault the main citadel and shut the gate forever.
Cheydinhal and its people are forever in the debt of Sir Farwil and his brave companions.
62                      [23.2] BLACK HORSE COURIER: SPECIAL EDITIONS 4-5


[23.2.4] Cyrodiil's Greatest Painter Safe!




                                    SPECIAL EDITION!
                            CYRODIIL'S GREATEST PAINTER SAFE!

                                    Disappearance Still a Mystery!


Rythe Lythandas of Cheydinhal, one of this period's most noted landscape painters, is finally
back in his studio after an unexplained absence. He'd reportedly been missing for several
days.

Neither the artist nor his wife would comment on the circumstances of his disappearance,
though both expressed deep gratitude to the unnamed citizen responsible for his safe return.
[The citizen remains anonymous at the request of the happy couple.] Speculation by sources
within the Cheydinhal Guard of a kidnapping and ransom demand behind the disappearance
cannot be confirmed.

A grateful Empire expresses its appreciation to Lythandas' anonymous benefactor. The
Courier is pleased to report that Lythandas is back to work in his studio, and anticipates a new
exhibition by our great living painter in the near future.


[23.2.5] Dinner Party Marred by Prankster




                                   SPECIAL EDITION!
                          DINNER PARTY MARRED BY PRANKSTER


Countess Alessia Caro is a lady of great beauty, wit, and grace. Her face is known throughout
Cyrodiil. Unfortunately, thanks to one deviant prankster, the rest of her has become known to
a good deal of her castle staff as well.

During what started as a formal dinner party for some close friends of the Countess, an
unknown assailant cast a spell that affected all who attended. Though it did no physical
damage, it certainly left a lasting impression. The Countess and all of her invited guests
suddenly found themselves altogether...in the altogether.
                       [23.2] BLACK HORSE COURIER: SPECIAL EDITIONS 6                        63

The spell apparently stripped everyone affected of all of their possessions, including the
clothes on their backs. From all reports, the frightened guests handled the situation calmly,
maintaining proper decorum at all times.

"Everybody was acting like ladies and gentleman," said one palace staffer who asked not to
be identified. "I don't think they was trying to sneak no glances at anyone's naughty bits."

As to the identity of the assailant, castle guards have remained silent. Some reports maintain
that the culprit was apprehended at the scene; others claim that he was able to escape without
detection. One witness even claims that the assailant was affected by his own spell, and fled
the scene in haste when he realized he, too, had been a victim.

Whatever the case, castle security has been on high alert since the incident. It is not known as
of press time whether Countess Caro has any dinner parties planned in the near future.


[23.2.6] Emperor and Heirs Assassinated!




                                 SPECIAL EDITION!
                          EMPEROR AND HEIRS ASSASSINATED!

                                Elder Council Named as Regents!


Emperor Uriel Septim VII is dead, at the age of 87, having ruled Tamriel for 65 years. He was
killed by assassins unknown. At the same time, in separate locations, the late emperor's three
sons and heirs (Crown Prince Geldall, 56; Prince Enman, 55; Prince Ebel, 53] were slain by
other assassins. An investigation into the identity and motives of the assassins is under way,
but the Elder Council, Imperial Guard, and Blades Guard have forbidden the publication of
reports and rumors concerning the event until further notice.

By ancient precedent, the Elder Council rules the empire until a new emperor is crowned. No
direct heirs survive, and the council has proposed no list of candidates. Chancellor Ocato,
Imperial Battlemage, speaking for the Elder Council, presented an appeal to the empire's
citizens for calm, and asked that the people remember the Emperor, his sons, and the Elder
Council in their prayers.

Emperor Uriel's early reign was marked by peace and prosperity. The Empress Caula Voria
bore him three healthy sons, was a loving companion to the Emperor, and a great favorite of
the people. However, the emperor and the empire suffered terribly during the Imperial
Simulacrum (3E 389-399], when he was held captive in Oblivion while the usurper Jagar
Tharn assumed his appearance and ruled in his stead. Emperor Uriel was finally rescued and
restored and the impostor defeated by the agency of the sorceress Ria Silmane and her
64                      [23.2] BLACK HORSE COURIER: SPECIAL EDITIONS 7

shadowy protégé, but the affairs of the empire were in great disorder, and Empress Caula
Voria, exhausted by her ordeal, withdrew from public life.

The decades following the Restoration were once again peaceful and prosperous, but
increasing political tensions among the petty states of northwest Tamriel finally erupted in the
Wars of the Iliac Bays, resulting in the establishment of the modern borders of Daggerfall,
Sentinel, Wayrest, and Orsinium, and culminating with the remarkable events associated with
the Warp in the West.

The latter years of the Emperor's reign have seen a flourishing of Imperial influence in the
provinces, and with the fortunate resolution of the religious wars and the Vvardenfell Crisis,
and with the wise and firm guidance of King Helseth and his mother, Queen Barenziah, an
extension of high Imperial culture even into the more remote parts of Morrowind.

The Emperor's murder, and the murder of his three sons, is a terrible crime, and a great
tragedy for the Empire. Battlemage Ocato assures us that all the resources of the Elder
Council, the Legions, the Guard, the Arcane University, and the Imperial Battle College are
being employed to bring the assassins to justice. But, in the meantime, the greatest tribute we
citizens can offer to the memory of our beloved Emperor is to go earnestly and diligently
about our daily affairs, honoring the life of the great Empire he loved so much, and served so
faithfully for so long.


[23.2.7] Fort Pale Pass Discovered!




                                     SPECIAL EDITION!
                                FORT PALE PASS DISCOVERED!

                                      First Era Secrets Revealed!


Fort Pale Pass, the fabled headquarters of Tamriel's First Era Akaviri invaders, has been
located by an agent of the Countess of Bruma. This fortress was thought to be long lost to the
ages, buried in the frozen wastes of the Jeral Mountains. Thanks to an expedition funded by
Her Ladyship Narina Carvain, Countess of Bruma, the secret entrance to this great ruin was
found.

Previously, scholars have offered no persuasive account for why the Akaviri juggernaut,
having swept aside Tamriel's defenders, should collapse suddenly and completely crossing the
Jeral Mountains. Now evidence uncovered at the site indicates a great landslide had covered
the fort, trapping the hapless Akaviri commanders within, leaving the Akaviri columns
leaderless and isolated in the alpine wilderness passes.
                       [23.2] BLACK HORSE COURIER: SPECIAL EDITIONS 8-9                    65


[23.2.8] Gang of Tarts Thwarted!




                                     SPECIAL EDITION!
                                 GANG OF TARTS THWARTED!

                              Temptresses Terrorize Anvil No More!


A ruthless crime ring of female thieves plaguing Anvil's men folk has finally been broken.
These shameless women employed feminine wiles to seduce the men, lured them to remote
locations, then robbed them, leaving them without a stitch of clothing.

The gang's ringleader, Faustina Cartia, had preyed upon Anvil's male population for some
time, but the shamefaced victims had been reluctant to admit what was happening. Now,
thanks to an extensive undercover operation by two unnamed Anvil Guard Investigators, and
with the aid of an anonymous private operative, this menace to Anvil's men has been
summarily dealt with, and the wives of Anvil may rest easier knowing their gullible husbands
will no longer be imperiled by predatory seductresses.


[23.2.9] Night Mother Rituals on the Rise!




                                  SPECIAL EDITION
                          NIGHT MOTHER RITUALS ON THE RISE!

                                   "And won't be tolerated!"
                                     warns Imperial Legion.
                by Agnes "the quill is mightier than the ebony sword" Earheardt


The Imperial City -- pinnacle of art, entertainment, scholarship... and ritualistic murder? So
says Adamus Phillida, commander of the Imperial Legion forces in the Imperial City, and a
staunch opponent of the mysterious assassin's guild known as the Dark Brotherhood.
According to Phillida, Imperial Legion soldiers have discovered thirteen separate instances of
the macabre "Black Sacrament," a sinister rite purportedly used to summon a member of the
Dark Brotherhood, in order to arrange an assassination.
66                    [23.2] BLACK HORSE COURIER: SPECIAL EDITIONS 9

Whether or not a card-carrying killer shows up on a ritual performer's doorstep remains to be
seen, but the Black Sacrament itself is very real, and truly the stuff of nightmares. As
documented in the rare and taboo work "A Kiss, Sweet Mother," the Black Sacrament
involves an effigy of the intended victim -- created from actual body parts, including a heart,
skull, bones and flesh -- within a circle of candles. To proceed with the ritual, one must stab
the effigy repeatedly with a dagger rubbed with the petals of a Nightshade plant, while
whispering the plea, "Sweet Mother, sweet Mother, send your child unto me, for the sins of
the unworthy must be baptized in blood and fear." As gruesome as this ritual may be, even
more frightening is its intention -- the summoning of a mysterious assassin (who some
witnesseses claim is always clad in a black hooded robe) who will then receive money to kill
an innocent victim. No remorse. No regret. It is, as the merchant's say, simply business. And
that's what worries Adamus Phillida.

"This brazen increase in Night Mother rituals is an affront to the decent, peace-loving citizens
of the Empire. The Imperial Legion exists for one reason and one reason only -- to protect and
serve the people of Tamriel. How in Azura's name can we do that when people take it upon
themselves to contact paid assassins and have innocent people murdered? How can I sleep at
night knowing my Legion can't possibly save the life of someone marked for death by the
Dark Brotherhood? Anyone who carries out this "Black Sacrament" makes a mockery of the
Imperial Legion, and as Commander, that's something I just can't tolerate. From this point
forward, any citizen found in the possession of items related to the Night Mother ritual will be
incarcerated in the Imperial Prison indefinitely, and their property seized by the Empire.
There's no fine high enough, no standard prison sentence long enough, for the type of
malcontent who would show such a blatant disregard for our dear Emperor's laws and the
wellfare of the fine people of Tamriel"

To be sure, Adamus Phillida is not one to issue empty threats. Indeed, the Black Horse
Courier has learned that one Claudius Arcadia, until recently a resident of the Talos Plaza
District of the Imperial City, is now residing in a cold, dank cell in the Imperial Prison, and
his house has become the newest Imperial Legion outpost. So before you take the law into
your own hands, dear reader, remember -- you'll go further in life with a warm smile than a
cold blade. And if you've got a grudge that won't be soothed, a score that can't be settled, you
can always move to Morrowind and have the government-sanctioned Morag Tong do the
killing for you.
                       [23.2] BLACK HORSE COURIER: SPECIAL EDITIONS 10                       67


[23.2.10] Rain of Burning Dogs!




                                     SPECIAL EDITION!
                                  RAIN OF BURNING DOGS!
                                     Experts Bewildered!


The quiet life of the idyllic Border Watch community was shattered recently by a
meteorological phenomenon local experts are unable to explain. On an otherwise normal day,
the skies above the small village suddenly darkened, and burning dogs rained down from the
heavens.

The carnage was terrible, according to witnesses. Charred dog carcasses littered the village,
and the smell alone was enough to drive many residents into their homes. When asked about
the event, local mage and weather expert Castus Philidus had this to say:

"There seems to be no precedent for this in all of Tamrielic history. While there have been
stories of insects, frogs, and the occasional wayward mage crashing to the earth, I've never
encountered tales of burning dogs raining from the skies. It is possible that the dogs were the
part of some mage's experiments with summoning gone bad, or perhaps the dogs were swept
up in a great wind and hurled into the sky. This might explain the dogs falling onto the
unfortunate Border Watch community. Of course, that still doesn't explain why they were on
fire."

While the experts seem puzzled, the residents of Border Watch see only one explanation.

"It is the end of the world!" said one resident, who asked not to be named in this article. "The
K'Sharra Prophecy tells us that this will happen! The rats! The sheep! We are all doomed!
Doomed!"

Prophecy? Mages? Freak weather occurrence? We may never know. And the small village of
Border Watch will definitely never be the same.
68                         [24] THE BOOK OF DAEDRA



[24] The Book of Daedra*


See vol. I.
                                          [25] BRAVIL                                         69



[25] Bravil


                                 Bravil: Daughter of the Niben
                                     By Sathyr Longleat


Bravil is one of the most charming towns in Cyrodiil, sparkling in her simple beauty,
illustrious by her past. No visit to the southern part of the Imperial Province is complete
without a walk along Bravil's exciting river port, a talk with her friendly native children, and,
of course, in the tradition of the village, a whispered word to the famous statue of the Lucky
Old Lady.

Many thousands of years before the arrival of the Atmorans, the native Ayleid people had
long lived in the vicinity of modern day Bravil. The Niben then, as now, provided food and
transportation, and the village was even more populous than it is today. We are not certain
what they called their region: as insular as they were, the word they used would be translated
to simply mean "home." These savage Ayleids were so firmly entrenched that the Bravil
region was one of the very last areas to be liberated by the Alessian army in the second
century of the 1st era. Though little remains of that era culturally or archeologically, thank
Mara, the tales of debauchery and depravity have entered into the realm of legends.

How the Ayleids were able to survive such a long siege is debated by scholars to this day. All,
however, grant the honor of the victory to one of the Empress Alessia's centurions, a man
called Teo Bravillius Tasus, the man for whom the modern town is named.

It was said he invaded the village no less than four times, after heavy resistance, but each time
upon the morning dawning, all his soldiery within would be dead, murdered. By the time
more centuria had arrived, the fortified town was repopulated with Ayleids. After the second
successful invasion, secret underground tunnels were found and filled in, but once again,
come morning, the soldiers were again dead, and the citizens had returned. After the third
successful siege, legions were posted outside of the town, watching the roads and riverway for
signs of attacks, but no one came. The next morning, the bodies of the invading soldiers were
thrown from the parapets of town's walls.

Teo Bravillius Tasus knew that the Ayleids must be hiding themselves somewhere in the
town, waiting until nightfall, and then murdering the soldiers while they slept. The question
was where. After the fourth invasion, he himself led the soldiers in a thorough inspection of
every corner, every shadow. Just as they were ready to give up, the great centurion noticed
two curious things. High in the sheer walls of the town, beyond anyone's ability to climb,
there were indentations, narrow platforms. And by the river just inside the town, he
discovered a single footprint from someone clearly not wearing the Imperial boot.

The Ayleids, it seemed, had taken two routes to hide themselves. Some had levitated up to the
walls and hidden themselves high above, and others had slipped into the river, where they
were able to breathe underwater. It was a relatively easy task once the strange elves' even
stranger hiding holes had been discovered to rout them out, and see to it that there were no
more midnight assassinations of the Empress's troops.
70                                        [25] BRAVIL

It may seem beyond belief that an entire community could be so skilled in these spells
hundreds and hundreds of years before the Mages Guild was formed to teach the ways of
magicka to the common folk. There does, however, appear to be evidence that, just as the
Psijics on the Isle of Artaeum developed Mysticism long before there was a name for it, the
even more obscure Ayleids of southern Cyrodiil had developed what was to be known as the
school of Alteration. It is not, after all, much of a stretch when one considers that other
Ayleids at the time of Bravil's conquering and even later were shapeshifters. The community
of pre-Bravil could not turn into beasts and monsters, but they could alter their bodies to hide
themselves away. A related and useful skill, to be sure. But not so effective to save
themselves in the end.

Very little is left of the Ayleid presence in Bravil of today, though archetectural marvels of
other kinds are very evident. As beautiful and arresting as the Benevolence of Mara cathedral
and the lord's palace are, no manmade structure in Bravil is as famous as the statue called The
Lucky Old Lady.

The tales about the Lady and who she was are too numerous to list.

It was said she was born the illegitimate daughter of a prostitute in Bravil, certainly an
inauspicious beginning to a lucky life. She was teased by the other children, who forever
asked her who her father was. Every day, she would run back to her little shack in tears from
their cruelty.

One day, a priest of Stendarr came to Bravil to do charitable work. He saw the weeping little
girl, and when asked, she told him the cause of her misery: she didn't know who her father
was.

"You have kind eyes and a mouth that tells no lies," replied the priest after a moment, smiling.
"You are clearly a child of Stendarr, the God of Mercy, Charity, and Well-Earned Luck."

The priest's thoughtful words changed the girl forever. Whenever she was asked who her
father was, she would cheerfully reply, "I am a child of Luck."

She grew up to be a barmaid, it was said, kind and generous to her customers, frequently
allowing them to pay when they were able to. On a particularly rainy night, she gave shelter
to a young man dressed in rags, who not only had no money to pay, but was belligerent and
rude to her as she fed him and gave him a room. The next morning, he left without so much as
a thank you. Her friends and family admonished her, saying that she had to be careful, he
might have even been dangerous.

A week later, a royal carriage arrived in Bravil, with an Imperial prince within. Though he
was scarcely reconizable, it was the same young man the Lady had helped. He apologized
profusely for his appearance and behavior, explaining that he had been kidnapped and cursed
by a band of witches, and it wasn't until later he had returned to his senses. The Lady was
showered with riches, which she, of course, generously shared with all the people of Bravil,
where she lived to a content old age.

No one knows when the statue to her was erected in the town square, or who the artist was,
but it has stood there for thousands of years, since the first era. To this day, visitors and
                                         [25] BRAVIL                                   71

Bravillians alike go to the Lucky Old Lady to ask for her to bless them with luck in their
travails.

Just one more charming aspect of the charming, and very lucky village of Bravil.
72                     [26] A BRIEF HISTORY OF THE EMPIRE



[26] A Brief History of the Empire*


See vol. I.
                        [27] THE BROTHERS OF DARKNESS   73



[27] The Brothers of Darkness*


See vol. I.
74                      [28] THE BUYING GAME



[28] The Buying Game*


See vol. I.
                       [29] CHERIM'S HEART OF ANEQUINA   75



[29] Cherim's Heart of Anequina*


See vol. I.
76                          [30] CHILDREN OF THE SKY



[30] Children of the Sky*


See vol. I.
                       [31] CHIMARVAMIDIUM   77



[31] Chimarvamidium*


See vol. I.
78              [32.4] THE CHRONICLES OF THE HOLY BROTHERS OF MARUKH IV



[32] The Chronicles of the Holy Brothers of Marukh

[32.4] The Chronicles of the Holy Brothers of Marukh IV


                 The Chronicles of the Holy Brothers of Marukh, Volume IV
                               Or, The Cleansing of the Fane


[Editor's Note: This is the only surviving fragment of the chronicle of this First Era sect of the
Alessian Order. It seems to have been kept at their great monastic complex at Lake Canulus,
which was razed during the War of Righteousness (1E 2321) and its archives destroyed or
dispersed.

Note also that Alessian scribes of this time customarily dated events from the Apotheosis of
Alessia (1E 266).]


Here is recorded the events of the Year 127 of the Blessed Alessia.

In this year was the day darkened over all lands, and the sun was all as it were Masser but
three days old, and the stars about him at midday. This was on the fifth of First Seed. All who
saw it were dismayed, and said that a great event should come hereafter. So it did, for that
same year issued forth a great concourse of devils from the ancient Elvish temple Malada,
such had not been seen since the days of King Belharza. These devils greatly afflicted the
land such that no man could plow, or reap, or seed, and the people appealed to the brothers of
Marukh for succour. And then Abbot Cosmas gathered all the brothers and led them to
Malada, also known as the High Fane in the Elvish tongue, and came against it with holy fire,
and the foul demons were destroyed, and many devilish relics and books found therein were
burned. And the land had peace for many years.
               [33.1] COLLECTED ESSAYS ON DWEMER HISTORY AND CULTURE I                         79



[33] Collected Essays on Dwemer History and Culture

[33.1] Collected Essays on Dwemer History and Culture I


                                    Collected Essays on
                                 Dwemer History and Culture
                                         Chapter 1


            Marobar Sul and the Trivialization of the Dwemer in Popular Culture
                                  By Hasphat Antabolis

While Marobar Sul's Ancient Tales of the Dwemer was definitively debunked in scholarly
circles as early as the reign of Katariah I, it remains one of the staples of the literate middle-
classes of the Empire, and has served to set the image of the Dwemer in the popular
imagination for generations of schoolchildren. What about this lengthy (but curiously
insubstantial) tome has proved so captivating to the public that it has been able to see off both
the scorn of the literati and the scathing critiques of the scholars?

Before examing this question, a brief summary of the provenance and subsequent career of
Ancient Tales would be appropriate. First published around 2E670, in the Interregnum
between the fall of the First Cyrodilic Empire and the rise of Tiber Septim, it was originally
presented as a serious, scholarly work based on research in the archives of the University of
Gwylim, and in the chaos of that era was taken at face value (a sign of the sad state of
Dwemer scholarship in those years). Little is known of the author, but Marobar Sul was most
likely a pseudonym of Gor Felim, a prolific writer of "penny dreadful romances" of that era,
who is known to have used many other pseudonyms. While most of Felim's other work has,
thankfully, been lost to history, what little survives matches Ancient Tales in both language
and tone (see Lomis, "Textual Comparison of Gor Felim's A Hypothetical Treachery with
Marobar Sul's Ancient Tales of the Dwemer"). Felim lived in Cyrodiil his whole life, writing
light entertainments for the elite of the old Imperial capital. Why he decided to turn his hand
to the Dwemer is unknown, but it is clear that his "research" consisted of nothing more than
collecting the peasants' tales of the Nibenay Valley and recasting them in Dwemer guise.

The book proved popular in Cyrodiil, and Felim continued to churn out more volumes until
the series numbered seven in all. Ancient Tales of the Dwemer was thus firmly established as
a local favorite in Cyrodiil (already in its 17th printing) when the historical forces that
propelled Tiber Septim to prominence also began to spread the literature of the "heartland"
across the continent. Marobar Sul's version of the Dwemer was seized upon in a surge of
human racial nationalism that has not yet subsided.

The Dwemer appear in these tales as creatures of fable and light fantasy, but in general they
are "just like us". They come across as a bit eccentric, perhaps, but certainly there is nothing
fearsome or dangerous about them. Compare these to the Dwemer of early Redguard legend:
a mysterious, powerful race, capable of bending the very laws of nature to their will; vanished
but perhaps not gone. Or the Dwemer portrayed in the most ancient Nord sagas: fearsome
warriors, tainted by blasphemous religious practices, who used their profane mechanisms to
drive the Nords from Morrowind. Marobar Sul's Dwemer were much more amenable to the
80             [33.1] COLLECTED ESSAYS ON DWEMER HISTORY AND CULTURE I

spirit of the time, which saw humans as the pinnacle of creation and the other races as
unenlightened barbarians or imperfect, lesser versions of humans eager for tutelage. Ancient
Tales falls firmly in the latter camp, which does much to explain its enduring hold on the
popular imagination. Marobar Sul's Dwemer are so much more comfortable, so much
friendlier, so much more familiar, than the real Dwemer, whose truly mysterious nature we
are only beginning to understand. The public prefers the light, trivial version of this vanished
race. And from what I have learned in my years of studying the Dwemer, I have some
sympathy for that preference. As the following essays will show, the Dwemer were, to our
modern eyes, a remarkably unlikeable people in many ways.
                     [34.1] COMMENTARIES ON THE MYSTERIUM XARXES I                           81



[34] Commentaries on the Mysterium Xarxes

[34.1] Commentaries on the Mysterium Xarxes I


                   COMMENTARIES ON THE MYSTERIUM XARXES

                                         BOOK ONE

                                     by Mankar Camoran

                                           DAGON

Greetings, novitiate, and know first a reassurance: Mankar Camoran was once like you,
asleep, unwise, protonymic. We mortals leave the dreaming-sleeve of birth the same,
unmantled save for the symbiosis with our mothers, thus to practice and thus to
rapprochement, until finally we might through new eyes leave our hearths without need or
fear that she remains behind. In this moment we destroy her forever and enter the demesne of
Lord Dagon.

Reader, this book is your door to that demesne, and though you be a destroyer you must still
submit to locks. Lord Dagon would only have those clever enough to pause; all else the
Aurbis claims in their fool running. Walk first. Heed. The impatience you feel is your first
slave to behead.

Enter as Lord Dagon has written: come slow and bring four keys. Know that then you are
royalty, a new breed of destroyer, whose garden shall flood with flowers known and
unknown, as it was in the mythic dawn. Thus shall you return to your first primal wail and yet
come out different. It shall this time be neonymbiosis, master akin to Master, whose Mother is
miasma.

Every quarter has known us, and none bore our passing except with trembling. Perhaps you
came to us through war, or study, or shadow, or the alignment of certain snakes. Though each
path matters in its kind, the prize is always thus: welcome, novitiate, that you are here at all
means that you have the worthiness of kings. Seek thy pocket now, and look! There is the first
key, glinting with the light of a new dawn.

Night follows day, and so know that this primary insight shall fall alike unto the turbulent
evening sea where all faiths are tested. Again, a reassurance: even the Usurper went under the
Iliac before he rose up to claim his fleet. Fear only for a second. Shaken belief is like water
for a purpose: in the garden of the Dawn we shall breathe whole realities.

Enter as Lord Dagon has written: come slow and bring four keys. Our Order is based on the
principles of his mighty razor: Novitiate, Questing Knight, Chaplain, and Master. Let the evil
ones burn in its light as if by the excess of our vision. Then shalt our Knowledge go aright.
However, recall that your sight is yet narrow, and while you have the invitation, you have not
the address.
82                   [34.1] COMMENTARIES ON THE MYSTERIUM XARXES I

My own summons came through a book Lord Dagon wrote himself in the deserts of rust and
wounds. Its name is the 'Mysterium Xarxes', Aldmeretada aggregate, forefather to the wife of
all enigma. Each word is razor-fed and secret, thinner than cataclysms, tarnished like red-
drink. That I mention it at all is testament to your new rank, my child. Your name is now cut
into its weight.

Palace, hut, or cave, you have left all the fog worlds of conception behind. Nu-mantia!
Liberty! Rejoice in the promise of paradise!

Endlessly it shall form and reform around you, deeds as entities, all-systems only an hour
before they bloom to zero sums, flowering like vestments, divine raiment worn to dance at
Lord Dagon's golden feet. In his first arm, a storm, his second the rush of plagued rain, the
third all the tinder of Anu, and the fourth the very eyes of Padhome. Feel uplifted in thine
heart that you have this first key, for it shall strike high and low into the wormrot of false
heavens.

Roaring I wandered until I grew hoarse with the gospel. I had read the mysteries of Lord
Dagon and feeling anew went mad with the overflow. My words found no purchase until I
became hidden. These were not words for the common of Tamriel, whose clergy long ago
feigned the very existence of the Dawn. Learn from my mistake; know that humility was
Mankar Camoran's original wisdom. Come slow, and bring four keys.

Offering myself to that daybreak allowed the girdle of grace to contain me. When my voice
returned, it spoke with another tongue. After three nights I could speak fire.

Red-drink, razor-fed, I had glimpsed the path unto the garden, and knew that to inform others
of its harbor I had to first drown myself in search's sea. Know ye that I have found my fleet,
and that you are the flagship of my hope. Greetings, novitiate, Mankar Camoran was once
you, asleep, unwise, protonymic, but Am No More. Now I sit and wait to feast with thee on
all the worlds of this cosmos. Nu-mantia! Liberty!




__________
Transliteration:
DAGON
                     [34.2] COMMENTARIES ON THE MYSTERIUM XARXES II                           83



[34.2] Commentaries on the Mysterium Xarxes II


                    COMMENTARIES ON THE MYSTERIUM XARXES

                                          BOOK TWO

                                      by Mankar Camoran

                                         ALTADOON

Whosoever findeth this document, I call him brother.

Answers are liberations, where the slaves of Malbioge that came to know Numantia cast
down their jailer king, Maztiak, which the Xarxes Mysterium calls the Arkayn. Maztiak,
whose carcass was dragged through the streets by his own bone-walkers and whose flesh was
opened on rocks thereon and those angels who loved him no longer did drink from his
honeyed ichors screaming "Let all know free will and do as they will!"

Your coming was foretold, my brother, by the Lord Dagon in his book of razors. You are to
come as Idols drop away from you one by one. You are exalted in eyes that have not yet set
on you; you, swain to well-travelled to shatterer of mantles. You, brother, are to sit with me in
Paradise and be released of all unknowns. Indeed, I shall show you His book and its foul-and-
many-feathered rubric so that you can put into symbols what you already know: the sphere of
destruction is but the milk of the unenslaved. I fault not your stumbling, for they are expected
and given grace by the Oils. I crave not your downfalls, though without them you might
surpass me even in the coming Earth of all infinities. Lord Dagon wishes you no ills but the
momentous. And as He wants, you must want, and so learn from the pages of God this: the
Ritual of Want:

Whisper to earth and earth, where the meddlers take no stones except to blood, as blood IS
blood, and to the cracking of bone, as bone IS bone, and so to crack and answer and fall
before the one and one, I call you Dragon as brother and king.

Hides of dreugh: 7 and 7, draught of Oil, 1 and 1, circles drawn by wet Dibellites: three
concentric and let their lower blood fall where it may, a birth watched by blackbirds:
Hearthfire 1st. Incant the following when your hearing becomes blurred:

Enraptured, he who finally goes unrecorded.

Recorded, the slaves that without knowing turn the Wheel.

Enslaved, all the children of the Aurbis As It Is."


__________
Transliteration:
ALTADOON
84                  [34.3] COMMENTARIES ON THE MYSTERIUM XARXES III



[34.3] Commentaries on the Mysterium Xarxes III


                   COMMENTARIES ON THE MYSTERIUM XARXES

                                        BOOK THREE

                                     by Mankar Camoran

                                            CHIM

The Tower touches all the mantles of Heaven, brother-noviates, and by its apex one can be as
he will. More: be as he was and yet changed for all else on that path for those that walk after.
This is the third key of Nu-mantia and the secret of how mortals become makers, and makers
back to mortals. The Bones of the Wheel need their flesh, and that is mankind's heirloom.

Oath-breakers beware, for their traitors run through the nymic-paths, runner dogs of prolix
gods. The Dragon's Blood have hidden ascension in six-thousands years of aetherial labyrinth,
which is Arena, which they yet deny is Oathbound. By the Book, take this key and pierce the
divine shell that encloses the mantle-takers! The skin of gold! SCARAB AE AURBEX!

Woe to the Oath-breakers! Of the skin of gold, the Xarxes Mysteriuum says "Be fooled not by
the forlorn that ride astray the roadway, for they lost faith and this losing was caused by the
Aedra who would know no other planets." Whereby the words of Lord Dagon instructs us to
destroy these faithless. "Eat or bleed dry the gone-forlorn and gain that small will that led
them to walk the path of Godhead at the first. Spit out or burn to the side that which made
them delay. Know them as the Mnemoli."

Every new limb is paid for by the under-known. See, brother, and give not more to the hydra.

Reader, you will sense a shadow-choir soon. The room you are in right now will grow eyes
and voices. The candle or spell-light you read this by will become gateways for the traitors I
have mentioned. Scorn them and fear not. Call them names, call out their base natures. I, the
Mankar of stars, am with you, and I come to take you to my Paradise where the Tower-
traitors shall hang on glass wracks until they smile with the new revolution.

That is your ward against the Mnemoli. They run blue, through noise, and shine only when
the earth trembles with the eruption of the newly-mantled. Tell them "Go! GHARTOK AL
MNEM! God is come! NUMI MORA! NUM DALAE MNEM!"

Once you walk in the Mythic it surrenders its power to you. Myth is nothing more than first
wants. Unutterable truth. Ponder this while searching for the fourth key.

Understood laws of the arcanature will fall away like heat. "First Tower Dictate: render the
mutant bound where he may do no more harm. As God of the Mundus, alike shall be his
progeny, split from their divine sparks. We are Eight time eight Exarchs. Let the home of
Padomay see us as sole exit."
                     [34.3] COMMENTARIES ON THE MYSTERIUM XARXES III                   85

CHIM. Those who know it can reshape the land. Witness the home of the Red King Once
Jungled.

He that enters Paradise enters his own Mother. AE ALMA RUMA! The Aurbis endeth in all
ways.

Endeth we seek through our Dawn, all endeth. Falter now and become one with the wayside
orphans that feed me. Follow and I shall adore you from inside. My first daughter ran from
the Dagonite road. Her name was Ruma and I ate her with no bread, and made another, which
learned, and I loved that one and blackbirds formed her twin behind all time.

Starlight is your mantle, brother. Wear it to see by and add its light to Paradise.




__________
Transliteration:
CHIM
86                  [34.4] COMMENTARIES ON THE MYSTERIUM XARXES IV



[34.4] Commentaries on the Mysterium Xarxes IV


                   COMMENTARIES ON THE MYSTERIUM XARXES

                                        BOOK FOUR

                                     by Mankar Camoran

                                        GHARTOK

May the holder of the fourth key know the heart thereby: the Mundex Terrene was once ruled
over solely by the tyrant dreugh-kings, each to their own dominion, and borderwars fought
between their slave oceans. They were akin to the time-totems of old, yet evil, and full of
mockery and profane powers. No one that lived did so outside of the sufferance of the
dreughs.

I give my soul to the Magna Ge, sayeth the joyous in Paradise, for they created Mehrunes the
Razor in secret, in the very bowels of Lyg, the domain of the Upstart who vanishes. Though
they came from diverse waters, each Get shared sole purpose: to artifice a prince of good,
spinning his likeness in random swath, and imbuing him with Oblivion's most precious and
scarce asset: hope.

Deathlessly I intone from Paradise: Mehrunes the Thieftaker, Mehrunes Godsbody, Mehrunes
the Red Arms That Went Up! Nu-Mantia! Liberty!

Deny not that these days shall come again, my novitiates! For as Mehrunes threw down Lyg
and cracked his face, declaring each of the nineteen and nine and nine oceans Free, so shall he
crack the serpent crown of the Cyrodiils and make federation!

All will change in these days as it was changed in those, for with by the magic word Nu-
Mantia a great rebellion rose up and pulled down the towers of CHIM-EL GHARJYG, and
the templars of the Upstart were slaughtered, and blood fell like dew from the upper wards
down to the lowest pits, where the slaves with maniacal faces took chains and teeth to their
jailers and all hope was brush-fire.

Your Dawn listens, my Lord! Let all the Aurbis know itself to be Free! Mehrunes is come!
There is no dominion save free will!

Suns were riven as your red legions moved from Lyg to the hinterlands of chill, a legion for
each Get, and Kuri was thrown down and Djaf was thrown down and Horma-Gile was
crushed with coldsalt and forevermore called Hor and so shall it be again under the time of
Gates.

Under the mires, Malbioge was thrown down, that old City of Chains, slaked in newbone-
warmth and set Free. Galg and Mor-Galg were thrown down together in a single night of day
and shall it be again under the time of Gates.
                   [34.4] COMMENTARIES ON THE MYSTERIUM XARXES IV                      87

Nothing but woe for NRN which has become The Pit and seven curses on its Dreugh, the
Vermae NI-MOHK! But for it the Crusades would be as my lord's Creation, Get by the Ge
and do as thou wilt, of no fetters but your own conscience! Know that your Hell is Broken,
people of the Aurbis, and praise the Nu-Mantia which is Liberty!




__________
Transliteration:
GHARTOK
88                      [35] A DANCE IN FIRE



[35] A Dance in Fire*


See vol. I.
                         [36] DARKEST DARKNESS   89



[36] Darkest Darkness*


See vol. I.
90                    [37] THE DEATH BLOW OF ABERNANIT



[37] The Death Blow of Abernanit*


See vol. I.
                                      [38] DEATH DECREE                                     91



[38] Death Decree


                                        Death Decree


Sheogorath, Prince of Madness, Lord of the Never-There, Sovereign of the Shivering Isles,
does, on this day, hence-forth make this decree:

                                      Robert Wisnewski

           Citizen of the Shivering Isles, Resident of Bliss, and Honored Madman

has broken the laws and covenants of the Shivering Isles and offended the austere personage
of Our Lord, through the following actions:

  Attempting the Growth of a Beard, an Action Deemed Unseemly in the Eyes of Our Lord

It is further decreed that the actions of this citizen merit the strictest of punishments to be
meted out at the earliest possible hour, in a manner to be chosen according to the Whims and
Fancies of Our Lord Sheogorath
92                          [39.1] DEEDS: DEED TO BENIRUS MANOR



[39] Deeds

[39.1] Deed to Benirus Manor


This document hereby states that the bearer is the sole owner and possessor of the domicile
currently known as Benirus Manor. Said domicile is located in the township known as Anvil
in the territory known as Cyrodiil.

The bearer has full ownership rights to all of the structures, flora and land within the property
borders as defined in the Anvil Construction Charter. The bearer is responsible for all matters
pertaining to or occurring on said property.

This document also empowers the bearer transfer rights to reassign the property as he sees fit.
The bearer may amend this document to rename the manor by submitting the proper forms
and payments to the Anvil Construction Charter and by filing duplicate forms with the
Documents Division of the Imperial City Archives.
                           [39.2] DEEDS: DEED TO FROSTCRAG SPIRE                              93



[39.2] Deed to Frostcrag Spire


This document is to inform the bearer that the last known owner of the property known as
Frostcrag Spire has been declared deceased, and the bearer has been listed as the sole heir and
successor to the deceased's ownership of said property.

The bearer has full ownership rights to all of the structures, flora and land within the property
borders as defined in the Cyrodiil Construction Charter. The bearer is responsible for all
matters pertaining to or occurring on said property.

This document also empowers the bearer transfer rights to reassign the property as he sees fit.
The bearer may amend this document to rename the manor by submitting the proper forms
and payments to the Cyrodiil Construction Charter and by filing duplicate forms with the
Documents Division of the Imperial City Archives.
94                               [40] THE DOORS OF OBLIVION



[40] The Doors of Oblivion


                                    The Doors of Oblivion
                                       By Seif-ij Hidja


'When thou enterest into Oblivion, Oblivion entereth into thee.'
-- Nai Tyrol-Llar

The greatest mage who ever lived was my master Morian Zenas. You have heard of him as
the author of the book 'On Oblivion,' the standard text for all on matters Daedric. Despite
many entreaties over the years, he refused to update his classic book with his new discoveries
and theories because he found that the more one delves into these realms, the less certain one
is. He did not want conjecture, he wanted facts.

For decades before and after the publication of 'On Oblivion,' Zenas compiled a vast personal
library on the subject of Oblivion, the home of the Daedra. He divided his time between this
research and personal magickal growth, on the assumption that should he succeed in finding a
way into the dangerous world beyond and behind ours, he would need much power to wander
its dark paths.

Twelve years before Zenas began the journey he had prepared his life to make, he hired me as
his assistant. I possessed the three attributes he required for the position: I was young and
eager to help without question; I could read any book once and memorize its contents; and,
despite my youth, I was already a Master of Conjuration.

Zenas too was a Master of Conjuration - indeed, a Master at all the known and unknown
Schools - but he did not want to rely on his ability alone in the most perilous of his research.
In an underground vault, he summoned Daedra to interview them on their native land, and for
that he needed another Conjurer to make certain they came, were bound, and were sent away
again without incident.

I will never forget that vault, not for its look which was plain and unadorned, but for what you
couldn't see. There were scents that lingered long after the summoned creatures had left,
flowers and sulfur, sex and decay, power and madness. They haunt me still to this very day.

Conjuration, for the layman unacquainted with its workings, connects the caster's mind with
that of the summoned. It is a tenuous link, meant only to lure, hold, and dismiss, but in the
hands of a Master, it can be much stronger. The Psijics and Dwemer can (in the Dwemer's
case, perhaps I should say, could) connect with the minds of others, and converse miles apart
- a skill that is sometimes called telepathy.

Over the course of my employment, Zenas and I developed such a link between one another.
It was accidental, a result of two powerful Conjurers working closely together, but we decided
that it would be invaluable should he succeed in traveling to Oblivion. Since the denizens of
that land could be touched even by the skills of an amateur Conjurer, it was possible we could
continue to communicate while he was there, so I could record his discoveries.
                                  [40] THE DOORS OF OBLIVION                                     95

The 'Doors to Oblivion,' to use Morian Zenas's phrase, are not easily found, and we exhausted
many possibilities before we found one where we held the key.

The Psijics of Artaeum have a place they call The Dreaming Cave, where it is said one can
enter into the Daedric realms and return. Iachesis, Sotha Sil, Nematigh, and many others have
been recorded as using this means, but despite many entreaties to the Order, we were denied
its use. Celarus, the leader of the Order, has told us it has been sealed off for the safety of all.

We had hopes of using the ruins of the Battlespire to access Oblivion. The Weir Gate still
stands, though the old proving grounds of the Imperial Battlemages itself was shattered some
years ago in Jagar Tharn's time. Sadly, after an exhaustive search through the detritus, we had
to conclude that when it was destroyed, all access to the realms beyond, the Soul Cairn, the
Shade Perilous, and the Havoc Wellhead, had been broken. It was probably for the good, but
it frustrated our goal.

The reader may have heard of other Doors, and he may be assured we attempted to find them
all.

Some are pure legend, or at any rate, not traceable based on the information left behind. There
are references in lore to Marukh's Abyss, the Corryngton Mirror, the Mantellan Crux, the
Crossroads, the Mouth, a riddle of an alchemical formula called Jacinth and Rising Sun, and
many other places and objects that are said to be Doors, but we could not find.

Some exist, but cannot be entered safely. The whirlpool in the Abecean called the Maelstrom
of Bal can make ships disappear, and may be a portal into Oblivion, but the trauma of riding
its waters would surely slay any who tried. Likewise, we did not consider it worth the risk to
leap from the Pillar of Thras, a thousand foot tall spiral of coral, though we witnessed the
sacrifices the sloads made there. Some victims were killed by the fall, but some, indeed,
seemed to vanish before being dashed on the rocks. Since the sload did not seem certain why
some were taken and some died, we did not favor the odds of the plunge.

The simplest and most maddeningly complex way to go to Oblivion was simply to cease to be
here, and begin to be there. Throughout history, there are examples of mages who seemed to
travel to the realms beyond ours seemingly at will. Many of these voyagers are long dead, if
they ever existed, but we were able to find one still living. In a tower off Zafirbel Bay on the
island of Vvardenfell in the province of Morrowind there exists a very old, very reclusive
wizard named Divayth Fyr.

He was not easy to reach, and he was reluctant to share with Morian Zenas the secret Door to
Oblivion. Fortunately, my master's knowledge of lore impressed Fyr, and he taught him the
way. I would be breaking my promise to Zenas and Fyr to explain the procedure here, and I
would not divulge it even if I could. If there is dangerous knowledge to be had, that is it. But I
do not reveal too much to say that Fyr's scheme relied on exploiting a series of portals to
various realms created by a Telvanni wizard long missing and presumed dead. Against the
disadvantage of this limited number of access points, we weighed the relative reliability and
security of passage, and considered ourselves fortunate in our informant.

Morian Zenas then left this world to begin his exploration. I stayed at the library to transcribe
his information and help him with any research he needed.
96                                [40] THE DOORS OF OBLIVION

'Dust,' he whispered to me on the first day of his voyage. Despite the inherent dreariness of
the word, I could hear his excitement in his voice, echoing in my mind. 'I can see from one
end of the world to the other in a million shades of gray. There is no sky or ground or air, only
particles, floating, falling, whirling about me. I must levitate and breathe by magickal means
...'

Zenas explored the nebulous land for some time, encountering vaporous creatures and palaces
of smoke. Though he never met the Prince, we concluded that he was in Ashpit, said to be the
home of Malacath, where anguish, betrayal, and broken promises like ash filled the bitter air.

'The sky is on fire,' I heard him say as he moved on to the next realm. 'The ground is sludge,
but traversable. I see blackened ruins all around me, like a war was fought here in the distant
past. The air is freezing. I cast blooms of warmth all around me, but it still feels like daggers
of ice stabbing me in all directions.'

This was Coldharbour, where Molag Bal was Prince. It appeared to Zenas as if it were a
future Nirn, under the King of Rape, desolate and barren, filled with suffering. I could hear
Morian Zenas weep at the images he saw, and shiver at the sight of the Imperial Palace,
spattered with blood and excrement.

'Too much beauty,' Zenas gasped when he went to the next realm. 'I am half blind. I see
flowers and waterfalls, majestic trees, a city of silver, but it is all a blur. The colors run like
water. It's raining now, and the wind smells like perfume. This surely is Moonshadow, where
Azura dwells.'

Zenas was right, and astonishingly, he even had audience with the Queen of Dusk and Dawn
in her rose palace. She listened to his tale with a smile, and told him of the coming of the
Nevevarine. My master found Moonshadow so lovely, he wished to stay there, half-blind,
forever, but he knew he must move on and complete his journey of discovery.

'I am in a storm,' he told me as he entered the next realm. He described the landscape of dark
twisted trees, howling spirits, and billowing mist, and I thought he might have entered the
Deadlands of Mehrunes Dagon. But then he said quickly, 'No, I am no longer in a forest.
There was a flash of lightning, and now I am on a ship. The mast is tattered. The crew is
slaughtered. Something is coming through the waves ... oh, gods ... Wait, now, I am in a dank
dungeon, in a cell ...'

He was not in the Deadlands, but Quagmire, the nightmare realm of Vaernima. Every few
minutes, there was a flash of lightning and reality shifted, always to something more horrible
and horrifying. A dark castle one moment, a den of ravening beasts the next, a moonlit
swamp, a coffin where he was buried alive. Fear got the better of my master, and he quickly
passed to the next realm.

I heard him laugh, 'I feel like I'm home now.'

Morian Zenas described to me an endless library, shelves stretching on in every direction,
stacks on top of stacks. Pages floated on a mystical wind that he could not feel. Every book
had a black cover with no title. He could see no one, but felt the presence of ghosts moving
through the stacks, rifling through books, ever searching.
                                   [40] THE DOORS OF OBLIVION                                  97

It was Apocrypha. The home of Hermaeus-Mora, where all forbidden knowledge can be
found. I felt a shudder in my mind, but I could not tell if it was my master's or mine.

Morian Zenas never traveled to another realm that I know of.

Throughout his visits to the first four realms, my master spoke to me constantly. Upon
entering the Apocrypha, he became quieter, as he was lured into the world of research and
study, the passions that had controlled his heart while on Nirn. I would frantically try to call
to him, but he closed his mind to me.

Then he would whisper, 'This cannot be ...'

'No one would ever guess the truth ...'

'I must learn more ...'

'I see the world, a last illusion's shimmer, it is crumbling all around us ...'

I would cry back to him, begging him to tell me what was happening, what he was seeing,
what he was learning. I even tried using Conjuration to summon him as if he were a Daedra
himself, but he refused to leave. Morian Zenas was lost.

I last received a whisper from him six months ago. Before then, it had been five years, and
three before that. His thoughts are no longer intelligible in any language. Perhaps he is still in
Apocrypha, lost but happy, in a trap he refuses to escape.

Perhaps he slipped between the stacks and passed into the Madhouse of Sheogorath, losing
his sanity forever.

I would save him if I could.

I would silence his whispers if I could.
98                [41] THE DOWRY



[41] The Dowry*


See vol. I.
                    [42] THE DRAGON BREAK REEXAMINED   99



[42] The Dragon Break Reexamined*


See vol. I.
100            [43] THE EASTERN PROVINCES IMPARTIALLY CONSIDERED



[43] The Eastern Provinces Impartially Considered*


See vol. I.
                    [44] ELDER SCROLL   101



[44] Elder Scroll
102                                  [45] AN ELYTRA'S LIFE



[45] An Elytra's Life


                                        An Elytra's Life
                                         by Karmelle


It is a strange life that I have chosen, here amongst the beasts of these Shivering Isles. These
Elytra -- a most gentle creature if ever there were a gentle creature - they have welcomed me
among their brood as one of their own. I have made my life and home in their tunnels as if
they were my own humble cabin, and indeed, I have been invited into their warm family unit.

Many who encounter the Elytra are initially set to unrest by their appearance. Their size alone
is sufficient to unsettle most of the humanoid races. The enlarged thorax can grow to be as
large as a human male and nearly a full span in girth. When I first encountered my insectoid
friends, I believed the enlarged thorax to be a method to manufacture the ichor that is vital to
the lives of the Elytra. In truth, the thorax is the precious womb where their noble lives begin.

However, one cannot discount the significance of the ichor that gathers at the spike near the
base of the thorax. This precious substance emits a smell that most will describe as acidic and
sour (although I find it to be a delight). The ichor serves the most brilliant purpose of the
Elytra. It is used to paralyze living tissue of other creatures, rendering them unable to resist
the advances of the Elytra. Here is where the true brilliance takes place.

When choosing a suitable host, the Elytra will impose itself on the creature. Any creature that
draws breath seems to be biologically suitable for this purpose. I myself have witnessed
Elytra Matrons choose creatures that range from simple wolves to a brilliant Khajiit
alchemist. Each time, the host is chosen carefully. Oh, I know that the superstitious farmers of
the Isles will say that the Elytra will attack any creature, but after what I've seen, I know that
they approach each host with the utmost care.

The host is injected and their body becomes enriched with the flowing sweetness of the ichor.
They relax and quickly expire as the magical nature of the Elytra's sting takes ahold of the
host in its gentle grasp. After the host moves on, the Elytra nests its eggs in the still warm
shell of the host. There, the eggs warm and grow over a period of mere days, feeding on the
giving flesh of the host. Soon after, the hatchlings emerge and stumble forward into the world.
                                        [46] THE EXODUS                                     103



[46] The Exodus


                                         The Exodus
                                       By Waughin Jarth


Vralla was a little girl, beautiful and sweet-natured, beautiful and smart, beautiful and
energetic. Everything that her parents had dreamed she would be. As perfect as she was, they
could not help but have dreams for her. Her father, a bit of a social climber named Munthen,
thought she would marry well, perhaps become a Princess of the Empire. Her mother, an
insecure woman named Cinneta, thought she would reach greatness on her own, as a knight or
a sorceress. As much as they wanted the very best for their daughter, they argued about what
her fate would be, but both were wrong. Instead of growing up, she grew very ill.

The Temples told them to give up hope, and The Mages Guild told them that what afflicted
Vralla was so rare, so deadly, that there was no cure. She was doomed to die, and soon.

When the great institutions of the Empire failed them, Munthen and Cinneta sought out the
witches, the sorcerer hermits, and the other hidden, secret powers that lurk in the shadows of
civilization.

'I can think of only one place you can go,' said an old herbalist they found in the most remote
peaks of the Wrothgarian Mountains. 'The Mages Guild at Olenveld.'

'But we have already been to the Mages Guild,' protested Munthen. 'They couldn't help us.'

'Go to Olenveld," the herbalist insisted. "And tell no one that you're going there.'

It was not easy to find Olenveld, as it did not appear on any modern map. In a bookseller's in
Skyrim, however, they found it in a historic book of cartography from the 2nd Era. In the
yellowed pages, there was Olenveld, a city on an island in the northern coast, a day's sail in
summertide from Winterhold.

Bundling their pale daughter against the chill of the ocean wind, the couple set sail, using the
old map as their only guide. For nearly two days, they were at sea, circling the same position,
wondering if they were the victim of a cruel trick. And then they saw it.

In the mist of crashing waves were twin crumbled statues framing the harbor, long forgotten
Gods or heroes. The ships within were half-sunk, rotten shells along the docks. Munthen
brought his ship in, and the three walked into the deserted island city.

Taverns with broken windows, a plaza with a dried-up well, shattered palaces and fire-
blackened tenements, barren shops and abandoned stables, all desolate, all still, but for the
high keening ocean wind that whistled through the empty places. And gravestones. Every
road and alley was lined, and crossed, and crossed again with memorials to the dead.

Munthen and Cinneta looked at one another. The chill they felt had little to do with the wind.
Then they looked at Vralla, and continued on to their goal - the Mages Guild of Olenveld.
104                                     [46] THE EXODUS

Candlelight glistened through the windows of the great dark building, but it brought them
little relief to know that someone was alive in the island of death. They knocked on the door,
and steeled themselves against whatever horror they might face within.

The door was opened by a rather plump middle-aged Nord woman with frizzy blond hair.
Standing behind her, a meek-looking bald Nord about her age, a shy teenage Breton couple,
still very pimply and awkward, and a very old, apple-cheeked Breton man who grinned with
delight at the visitors.

'Oh, my goodness,' said the Nord woman, all afluster. 'I thought my ears must be fooling me
when I heard that door a-knockin'. Come in, come in, it's so cold!'

The three were ushered in the door, and they were relieved to find that the Guild did not look
abandoned in the least. It was well swept, well lit, and cheerfully decorated. The group fell
into introductions. The inhabitants of the Guildhouse in Olenveld were two families, the
Nords Jalmar and Nette, and the Bretons Lywel, Rosalyn, and old Wynster. They were
friendly and accommodating, immediately bringing some mulled wine and bread while
Munthen and Cinneta explained to them what they were doing there, and what the healers and
herbalists had said about Vralla.

'So, you see,' said Cinneta, tearfully. 'We didn't think we'd find the Mages Guild in Olenveld,
but now that we have, please, you're our last hope.'

The five strangers also had tears in their eyes. Nette wept particularly noisily.

'Oh, you've been through too, too much,' the Nord woman bawled. 'Of course, we'll help.
Your little girl will be right as rain.'

'It is fair to tell you,' said Jalmar, more stoically, though he clearly was also touched by the
tale. 'This is a Guildhouse, but we are not Mages. We took this building because it was
abandoned and it serves our purposes since the Exodus. We are Necromancers.'

'Necromancers?' Cinneta quivered. How could these nice people be anything so horrible?

'Yes, dear,' Nette smiled, patting her hand. 'I know. We have a bad reputation, I'm afraid.
Never was very good, and now that well-meaning but foolish Archmagister Hannibal Traven -
'

'May the Worm King eat his soul!' cried the old man quite suddenly and very viciously.

'Now, now, Wynster,' said the teenage girl Rosalyn, blushing and smiling at Cinneta
apologetically. 'I'm sorry about him. He's usually very sweet-natured.'

'Well, of course, he's right, Mannimarco will have the last say in the matter,' Jalmar said. 'But
right now, it's all very, well, awkward. When Traven officially banned the art, we had to go
into hiding. The only other option was to abandon it altogether, and that's just foolish, though
there are many who have done it.'
                                         [46] THE EXODUS                                    105

'Not many people know about Olenveld anymore since Tiber Septim used it as his own
personal graveyard,' said Lywel. 'Took us a week to find it again. But it's perfect for us. Lots
of dead bodies, you know ...'

'Lywel!' Rosalyn admonished him. 'You're going to scare them!'

'Sorry,' Lywel grinned sheepishly.

'I don't care what you do here,' said Munthen sternly. 'I just want to know what you can do for
my daughter.'

'Well,' said Jalmar with a shrug. 'I guess we can make it so she doesn't die and is never sick
again.'

Cinneta gasped, 'Please! We'll give you everything we have!'

'Nonsense,' said Nette, picking up Vralla in her big, beefy arms. 'Oh, what a beautiful girl.
Would you like to feel better, little sweetheart?'

Vralla nodded, wearily.

'You stay here,' Jalmar said. 'Rosalyn, I'm sure we have something better than bread to offer
these nice folks.'

Nette started to carry Vralla away, but Cinneta ran after her. 'Wait, I'm coming too.'

'Oh, I'm sure you would, but it'd ruin the spell, dear,' Nette said. 'Don't worry about a thing.
We've done this dozens of times.'

Munthen puts his arms around his wife, and she relented. Rosalyn hurried off to the kitchen
and brought some roast fowl and more mulled wine for them. They sat in silence and ate.

Wynster shuddered suddenly. 'The little girl has died.'

'Oh!' Cinneta gasped.

'What in Oblivion do you mean?!' Munthen cried.

'Wynster, was that really necessary?' Lywel scowled at the old man, before turning to
Munthen and Cinneta. 'She had to die. Necromancy is not about curing a disease, it's about
resurrection, total regeneration, transforming the whole body, not just the parts that aren't
working now.'

Munthen stood up, angrily. 'If those maniacs killed her -'

'They didn't,' Rosalyn snapped, her shy eyes now showing fire. 'Your daughter was on her last
breath when she came in here, anyone could see that. I know that this is hard, horrible even,
but I won't have you call that sweet couple who are only trying to help you, 'maniacs.''

Cinneta burst into tears, 'But she's going to live now? Isn't she?'
106                                      [46] THE EXODUS

'Oh yes,' Lywel said, smiling broadly.

'Oh, thank you, thank you,' Cinneta burst into tears. 'I don't know what we would have done -'

'I know how you feel,' said Rosalyn, patting Wynster's hand fondly. 'When I thought we were
going to lose him, I was willing to do anything, just like you.'

Cinneta smiled. 'How old is your father?'

'My son,' Rosalyn corrected her. 'He's six.'

From the other room came the sound of tiny footsteps.

'Vralla, go give your parents a big hug,' said Jalmar.

Munthen and Cinneta turned, and the screaming began.
                          [47] FALL OF THE SNOW PRINCE   107



[47] Fall of the Snow Prince*


See vol. I.
108                               [48] FATHER OF THE NIBEN



[48] Father Of The Niben


                                    Father of the Niben
                      Translated and With Commentary by Florin Jaliil


Introduction:

Writing the biography of anyone is a challenge. Usually the problem lies in assessing one's
sources, comparing the prejudices of one chronicle versus another versus another. Waughin
Jarth, I have been told, in writing his well-regarded series on the Wolf Queen of Solitude used
over a hundred contemporary narratives. I cannot complain about my task having a similar
issue.

There is but one record of the man called Topal the Pilot, the earliest known Aldmer explorer
of Tamriel. Only four short verse fragments of the epic "Father of the Niben" have survived to
present day, but they offer an interesting if controversial look at the Middle Merethic Era
when Topal the Pilot may have sailed the seas around Tamriel.

Though "Father of the Niben" is the only written record of Topal the Pilot's voyages, it is not
the only proof of his existence. Among the treasures of the great Crystal Tower of Summerset
Isle are his crude but fascinating maps, his legacy to all Tamriel.

The translation of the Aldmeri Udhendra Nibenu, "Father of the Niben," is my own, and I
accept that other scholars may disagree with some of my choice of words. I cannot promise
my translation lives up to the beauty of the original: I have only strived for simple coherence.


Fragment One:

Second ship, the Pasquiniel, manned by pilot
Illio, was to follow the southern pointing
Waystone; and the third, the Niben, manned
By pilot Topal, was to follow the north-east
Pointing waystone; the orders from the
Crystal Tower, they were to sail forth for
Eighty moons and then return to tell.
Only Niben returned to Firsthold, laden high with
Gold and spice and fur and strange creatures,
Dead and live.
Though, alas, Old Ehlnofey Topal never found, he
Told the tales of the lands he had visited to the
Wonderment of all.
For sixty-six days and nights, he sailed, over crashing
Waves of dire intent, past whirlpools, through
Mist that burned like fire, until he reached the
Mouth of a great bay and he landed on a
Sun-kissed meadow of gentle dells.
                                  [48] FATHER OF THE NIBEN                                  109

As he and his men rested, there came a fearsome howl,
And hideous orcs streamed forth from the murky
Glen, cannibal teeth clotted with gore


For centuries, strange crystalline balls were unearthed at the sites of ancient Aldmer
shipwrecks and docks, peculiar artifacts of the Merethic and Dawn Eras that puzzled
archeologists until it was demonstrated that each had a tendency to rotate on its axis in a
specific direction. There were three varieties, one that pointed southward, one that pointed
northeast, and one that point northwest.

It is not understood how they work, but they seemed attuned to particular lines of power.
These are the "waystones" of the fragment, which each of the pilots used to point their craft in
the direction they were assigned to go. A ship with a name not mentioned in the fragment
took his vessel north-west, towards Thras and Yokuda. The Pasquiniel took the southern
waystone, and must have sailed down toward Pyandonea. Topal and his north-east waystone
found the mainland of Tamriel.

It is clear from this fragment what the three ships were assigned to do - find a passage back to
Old Ehlnofey so that the Aldmer now living in Summerset could learn what became of their
old homeland. As this book is intended to be a study of Topal the Pilot, there is scarcely room
to dedicate to different theories of the Aldmeri exodus from Old Ehlnofey.

If I were using this poem as my only source, I would have to agree with the scholars who
believe in the tradition that several ships left Old Ehlnofey and were caught in a storm. Those
who survived found their way to Summerset Isle, but without their waystones, they did not
know what direction their homeland was. After all, what other explanation is there for three
ships heading in three opposite directions to find a place?

Naturally, only one of the ships returned, and we do not know if either or both of the other
two found Old Ehlnofey, or perished at sea or at the hands of the ancient Pyandoneans, Sload,
or Yokudans. We must assume, unless we think the Aldmer particularly idiotic, that at least
one of them must have been pointing in the right direction. It may well have even been Topal,
and he simply did not go north-east far enough.

So, Topal setting sail from Firsthold heads north-east, which coincidentally is the longest one
can travel along the Abecean Sea without striking land of any kind. Had he traveled straight
east, he would have struck the mainland somewhere in what is now the Colovian West of
Cyrodiil in a few weeks. Had he traveled south-east, he might have reached the hump of
Valenwood in a few days. But our pilot, judging by his own and our modern maps, sailed in a
straight line north-east, through the Abecean sea, and into the Iliac Bay, before touching
ground somewhere near present day Anticlere in two months time.

The rolling verdant hills of southern High Rock are unmistakable in this verse, recognizable
to anyone who has been there. The question, of course, is what is to be made of this apparent
reference to orcs occupying the region? Tradition has it that the orcs were not born until after
the Aldmer had settled the mainland, that they sprung up as a distinct race following the
famous battle between Trinimac and Boethiah at the time of Resdayn.
110                                [48] FATHER OF THE NIBEN

It is possible that the tradition is wrong. Perhaps the orcs were an aboriginal tribe predating
the Aldmeri colonization. Perhaps these were a cursed folk -- "Orsimer" in the Aldmeris, the
same word for "Orc" - of a different kind, whose name was to be given the orcs in a different
era. It is regrettable that the fragment ends here, for more clues to the truth are undoubtedly
lost.

What's missing between the first fragment and the second is appreciable. It must be more than
eighty months that have passed, because Topal is on the opposite side of mainland Tamriel
now, attempting to sail south-west to return to Firsthold, after his failure at finding Old
Ehlnofey.


Fragment Two:

No passage westward could be found in the steely cliffs
That jutted up like giant's jaw, so the Niben
Sailed south.
As it passed an sandy, forested island that promised
Sanctuary and peace, the crew cheered in joy.
Then exultation turned to terror as a great shadow rose
From the trees on leathered wings like a unfurling Cape.
The great bat lizard was large as the ship, but good pilot
Topal merely raised his bow, and struck it in its Head.
As it fell, he asked his Bo 'sun, "Do you think it's dead?"
And before it struck the white-bearded waves, he
Shot once more its heart to be certain.
And so for another forty days and six, the Niben sailed south

We can see that in addition to Topal's prowess as a navigator, cartographer, survivalist, and
raconteur, he is a master of archery. It may be poetic license, of course, but we do have
archeological proof that the Merethic Aldmer were sophisticated archers. Their bows of layers
of wood and horn drawn by silver silk thread are beautiful, and still, I have heard experts say,
millennia later, very deadly.

It is tempting to imagine it a dragon, but the creature that Topal faces at the beginning of this
fragment sounds like an ancestor of the cliffracer of present day Morrowind. The treacherous
cliff coastline sounds like the region around Necrom, and the island of Gorne may be where
the nest of the "bat lizard" is. No creatures like that exist in eastern Morrowind to my
knowledge at the present day.


Fragment Three:

The fetid, evil swamp lands and their human lizards
Retreated to the east, and Topal and his men's
Hearts were greatly gladdened by the sight of
Diamond blue, pure, sweet ocean.
For three days, they sailed in great cheer north-west
Where Firsthold beckoned them, but hope died
In horror, as land, like a blocking shield rose
                                  [48] FATHER OF THE NIBEN                                111

Before them.
Topal the Pilot was sore wroth, and consulted he
The maps he had faithfully drawn, to see
Whether best to go south where the
Continent must end, or take the river that
Snaked through a passage north.
"North!" cried he to his sad men. "North we go
Now! Fear not, north!"

Tracing Topal's movements, we see that he has skirted the edge of Morrowind and delved into
southern Blackmarsh, seemingly determined to follow his waystone as best as he can. The
swamp he is leaving is probably near present day Gideon. Knowing what we now know about
Topal's personality, we can understand his frustration in the bay between Black Marsh and
Elsweyr.

Here is a man who follows his orders explicitly, and knows that he should have been going
south-east through river ways to reach Firsthold. Looking at his maps, we can see that he
attempted to find passages through, as he has mapped out the Inner Sea of Morrowind, and
several of the swampy tributaries of Black Marsh, no doubt being turned away by the disease
and fierce Argonian tribes that dissuaded many other explorers after him.

With a modern map of Tamriel in hand, we can see that he makes the wrong choice in
electing to go north-east instead of pushing southward. He could not have known then that
what he perceived to be the endless mainland was only a jutting peninsula. He only knew that
he had traveled too far southward already, and so he made a smart but incorrect decision to go
up the river.

It is ironic that this great miscalculation would today bear his mark of history. The bay he
thought was an endless ocean is now known as Topal Bay, and the river that took him astray
shares the name of his boat, the Niben River.


Fragment Four:

The cat demons of four legs and two ran the river's
Length, always keeping the boat in their
Green-eyed sight, hissing, and spitting, and
Roaring with rage.
But the sailors never had to brave the shores, for
Fruit trees welcomed them, dropping their
Arms down to the river's edge as if to
Embrace the mer, and the men took the
Fruit quickly before the cats could pounce.
For eleven days, they traveled north, until they came
To a crystalline lake, and eight islands of
Surpassing beauty and peace.
Brilliant flightful creatures of glorious colors
Greeted them in Aldmeri language,
Making the mer wonder, until they
Understood they were only calling back
112                                [48] FATHER OF THE NIBEN

The word they were speaking without
Understanding it, and then the sailors
Laughed.
Topal the Pilot was enchanted with the islands
And the feathered men who lived there.
There the Niben stayed for a moon, and the bird
Men learned how to speak their own words,
And with taloned feet, to write.
In joy for their new knowledge, they made Topal
Their lord, giving him their islands for the
Gift.
Topal said he would return someday, but first he
Must find the passage east to Firsthold, so
Far away.

This last fragment is bittersweet for a number of reasons.

We know that this strange, friendly feathered people the Pilot encounters will be lost - in fact,
this poem is the only one where mention is made of the bird creatures of Cyrodiil. The
literacy that Topal gives them is evidently not enough to save them from their eventual fate,
likely at the hands of the "cat demons," who we may assume are ancient Khajiiti.

We know that Topal and his crew never find a route from the eight islands which are the
modern day Imperial City through to the Iliac Bay. His maps tell the tale where this lost poem
cannot.

We see his hand as he traces his route up the Niben to Lake Rumare; and, after attempting a
few tributaries which do not lead him where he wants to go, we can imagine Topal's
frustration -- and that of his long-suffering crew -- as they return back down the Niben to
Topal Bay.

There, they evidently discovered their earlier mistake, for we see that they pass the peninsula
of Elsweyr. Eventually they traveled along its coastline, past the shores of Valenwood, and
eventually home. Usually epic tales end with a happy ending, but this one begins with one,
and the means to which it was accomplished is lost.

Besides the extraordinary bird creatures of present day Cyrodiil, we have caught glimpses of
ancient orcs (perhaps), ancient cliff-racers, ancient Argonians, and in this fragment, ancient
Khajiit. Quite a history in a few lines of simple verse, all because a man failed to find his
home, and took all the wrong turns to retrace his steps back.
                  [49] FEYFOLKEN   113



[49] Feyfolken*


See vol. I.
114                                 [50] FIRE AND DARKNESS



[50] Fire and Darkness


                        Fire and Darkness: The Brotherhoods of Death
                                      By Ynir Gorming


Brother, I still call you brother for we share our bonds of blood, tested but unbroken by
hatred. Even if I am murdered, which seems inevitable now, know that, brother. You and I are
not innocents, so our benedictions of mutual enmity is not tragedy, but horror. This state of
silent, shadowed war, of secret poisons and sleeping men strangled in their beds, of the
sudden arrow and the artful dagger, has no end that I can see. No possibility for peace. I see
the shadows in the room move though the flame of my candle is steady. I know the signs that
I ..."

This note was found where it had fallen beneath the floorboards of an abandoned house in the
Nordic village of Jallenheim in the 358th year of the second era. It was said that a quiet
cobbler lived in the house, whispered by some to be a member of the dread Morag Tong, the
assassin's guild outlawed throughout Tamriel thirty-four years previously. The house itself
was perfectly in order, as if the cobbler had simply vanished. There was a single drop of
blood on the note.

The Dark Brotherhood had paid a call.

This note and others like it are rare. Both the Morag Tong and its hated child, the Dark
Brotherhood, are scrupulous about leaving no evidence behind - their members know that to
divulge secrets of their orders is a lethal infraction. This obviously makes the job of the
historian seeking to trace their histories very difficult.

The Morag Tong, according to most scholars, had been a facet of the culture of Morrowind
almost since its beginning. After all, the history of Resdayn, the ancient name of Morrowind,
is rife with assassination, blood sacrifice, and religious zealotry, hallmarks of the order. It is
commonly said that the Morag Tong then as now murdered for the glory of the Daedra Prince
Mephala, but common assumptions are rarely completely accurate. It is my contention that
the earliest form of the Tong additionally worshipped an even older and more malevolent
deity than Mephala. As terrifying as that Prince of Oblivion is, they had and have reverence
for a far greater evil.

Writs of assassination from the first era offer rare glimpses into the Morag Tong's earliest
philosophy. They are as matter of fact as current day writs, but many contain snatches of
poetry which have perplexed our scholars for hundreds of years. "Lisping sibilant hisses,'
'Ether's sweet sway,' 'Rancid kiss of passing sin,' and other strange, almost insane insertions
into the writs were codes for the name of the person to be assassinated, his or her location,
and the time at which death was to come. They were also direct references to the divine spirit
called Sithis.

Evidence of the Morag Tong's expertise in assassination seems scarcely necessary. The few
instances of someone escaping a murder attempt by them are always remarkable and rare,
proving that they were and are patient, capable murderers who use their tools well. A
                                     [50] FIRE AND DARKNESS                                     115

fragment of a letter found among the effects of a well-known armorer has been sealed in our
vaults for some time. It was likely penned by an unknown Tong assassin ordering weapons
for his order, and offers some illumination into what they looked for in their blades, as well
the mention of Vounoura, the island where the Tong sent its agents in retirement --

'I congratulate you on your artistry, and the balance and heft of your daggers. The knife blade
is whisper thin, elegantly wrought, but inpractical. It must have a bolder edge, for arteries,
when cut, have a tendencies to self seal, preventing adequate blood loss. I will be leaving
Vounoura in two weeks time to inspect your new tools, hoping they will be more satisfactory.'

The Morag Tong spread quietly throughout Tamriel in the early years of the second era,
worshipping Mephala and Sithis with blood, as they had always done.

When the Morag Tong assassinated the Emperor Reman in the year 2920 of the first era, and
his successor, Potentate Versidae-Shae in the 324th year of the second era, the assassins so
long in the shadows were suddenly thrust into the light. They had become brazen, drunk with
murder, literally painting the words 'MORAG TONG' on the wall in the Potentate's blood.

The Morag Tong was instantly and unanimously outlawed in all corners of Tamriel, with the
exception of its home province of Morrowind. There they continued to operate with the
blessings of the Houses, apparently cutting off all contact with their satellite brothers to the
west. There they continue their quasi-legal existence, accepting black writs and murdering
with impunity.

Most scholars believe that the birth of the Dark Brotherhood, the secular, murder-for- profit
order of assassins, was as a result of a religious schism in the Morag Tong. Given the secrecy
of both cults, it is difficult to divine the exact nature of it, but certain logical assumptions can
be made.

In order to exist, the Morag Tong must have appealed to the highest power in Morrowind,
which at that time, the Second Era, could only have been the Tribunal of Almalexia, Sotha
Sil, and Vivec. Mephala, whom the Tong worshipped with Sithis, was said to have been the
Anticipation of Vivec. Is it not logical to assume that in exchange for toleration of their
continued existence, the Tong would have ceased their worship of Mephala in exchange for
the worship of Vivec?

The Morag Tong continues, as we know, to worship Sithis. The Dark Brotherhood is not
considered a religious order by most, merely a secular organization, offering murder for gold.
I have seen, however, proof positive in the form of writs to the Brotherhood that Sithis is still
revered above all.

So where, the reader, asks, is the cause for the schism? How could a silent war have begun,
when both groups are so close? Both assassin's guilds, after all, worship Sithis. And yet, a
figure emerges from history who should give those with this assumption pause.

The Night Mother.

Who the Night Mother is, where she came from, what her functions are, no one knows.
Carlovac Townway in his generally well-researched historical fiction 2920: The Last Year of
116                                  [50] FIRE AND DARKNESS

the First Era tries to make her the leader of the Morag Tong. But she is never historically
associated with the Tong, only the Dark Brotherhood.

The Night Mother, my dear friend, is Mephala. The Dark Brotherhood of the west, unfettered
by the orders of the Tribunal, continue to worship Mephala. They may not call her by her
name, but the daedra of murder, sex, and secrets is their leader still. And they did not, and still
do not, to this day, forgive their brethren for casting her aside.

The cobbler who met his end in the second era, who saw no end in the war between the
Brotherhood and the Tong, was correct. In the shadows of the Empire, the Brothers of Death
remain locked in combat, and they will likely remain that way forever.
                      [51] THE FIRMAMENT   117



[51] The Firmament*


See vol. I.
118                          [52] THE FIRSTHOLD REVOLT



[52] The Firsthold Revolt*


See vol. I.
                    [53] THE FIVE SONGS OF KING WULFHARTH   119



[53] The Five Songs of King Wulfharth*


See vol. I.
120                                  [54] THE FIVE TENETS



[54] The Five Tenets


                                       The Five Tenets


Tenet 1: Never dishonor the Night Mother. To do so is to invoke the Wrath of Sithis.

Tenet 2: Never betray the Dark Brotherhood or its secrets. To do so is to invoke the Wrath of
Sithis.

Tenet 3: Never disobey or refuse to carry out an order from a Dark Brotherhood superior. To
do so is to invoke the Wrath of Sithis.

Tenet 4: Never steal the possessions of a Dark Brother or Dark Sister. To do so is to invoke
the Wrath of Sithis.

Tenet 5: Never kill a Dark Brother or Dark Sister. To do so is to invoke the Wrath of Sithis.
                              [55] FOLLOWERS OF THE GRAY FOX                               121



[55] Followers of the Gray Fox


We are the Fingers of the Fox, the Children of the Shadows. More commonly we are known
as the Thieves Guild.

There are but three rules for followers of the Gray Fox:

First, never steal from another member of the guild.

Second, never kill anyone on the job. This is not the Dark Brotherhood. Animals and
monsters can be slain if necessary.

Third, don't steal from the poor. The peasants and beggars are under the personal protection of
the Gray Fox, particularly in the Imperial City Waterfront.

Breaking any of the three rules means expulsion from the Thieves Guild. If you commit
murder, you must pay the blood price to rejoin the guild. Blood price is for each person slain.
You can pay any of the guild Doyen.

The Doyen are the hands and eyes of the guildmaster. You take your orders from them. You
get your favors from them. They can pay off the Imperial judges to remove your crimes -- for
a small fee, of course.

Our guildmaster is the Gray Fox. We don't talk about him in public. However, we make sure
that most folks think he is just a myth.

We're thieves, not masons or scribes. Each member steals at his own discretion. The guild
neither helps nor hinders with a burglary. However, you will find that you can only sell stolen
property to one of our guild fences. Other merchants won't take hot merchandise.

You won't be considered for promotion in the Thieves Guild unless you have sold enough
stolen property to the fences. The higher in the guild you rise, the more stolen property you
need to have fenced.

If you should be called to help the Gray Fox in some special way, remember that the best
source of information is the beggars. Their eyes and ears seem to be everywhere. However, be
prepared to spend a little coin. They won't tell you anything for free. At least not anything
true.

The guild takes care of its own. The Doyen can remove the bounty from any guild member.
However, it takes money to bribe the guards. The guild member must pay the Doyen half of
his total fines to get rid of them.
122                                [56] FROM FROG TO MAN



[56] From Frog to Man


                                      From Frog to Man
                                      by Meekus Ralbrek


The life cycle of the Grummite is rather unique. They appear to be a deviant version of frogs
and may even be distantly related to Argonians, although I have no direct evidence of that.
Like the humble frog, the Grummite is born from eggs found in or near water. The eggs hatch
into tiny pollywogs, no bigger than my hand.

The pollywog grows quickly, and inside of a few weeks grows limbs and changes into an
amphibious Baliwog. The Baliwog will live for up to two years, growing to be larger than a
man in both length and weight.

Eventually, the adult Baliwog will feel the urge to seek out deep water and bury itself in the
mud. It hibernates there for many months, gestating into a Grummite. I have been unable to
determine the exact time of gestation. The Grummite emerges from the mud fully grown.

New Grummites never leave the water and are consumed with the urge to mate. Females
leave the water to hang their eggs. They are hung over the water to keep them out of reach of
aquatic predators, while still allowing the pollywogs to fall into the water when they hatch.

Once a female has laid her eggs, she turns her back on them. She will live her life more on
land than in the water, although never far from it. The male's mating urges subside after six
months to a year. He too takes to the land and like the female does nothing to protect his eggs.

Adult Grummites have a sort of primitive culture. Kraften Highbrow maintains that they are
cunning craftsman that make jewelry and weapons, even mining ore. This is plainly
ridiculous. Although I have not determined the source of their tools and adornments, I am
certain that they trade with other civilized races for such things.

As for tales of magic casting Grummites, that is even more ludicrous. While their primitive
brains are surprisingly large, they clearly do not have the intelligence to learn the arcane
crafts. I do not know how Kraften managed to train his pet Grummite to cast spells, but I
assure all my readers that it is a trick of some sort.
                 [57] FRONTIER, CONQUEST, AND ACCOMMODATION   123



[57] Frontier, Conquest, and Accommodation*


See vol. I.
124                              [58] FUNDAMENTS OF ALCHEMY



[58] Fundaments of Alchemy


                                    Fundaments of Alchemy
                                    by Alyandon Mathierry


Often overlooked by aspiring mages, Alchemy is a time-honored, rewarding discipline that
can change the lives of those who master it. It is difficult, and often dangerous, to advance
one's knowledge of the materials used in alchemical formulas, but continued study and hard
work will, in the end, reward the alchemist greatly.

Before success can be achieved, or even attempted, the beginning alchemist must understand
the basic principles behind his craft. Many items in our world, mostly organic in nature, can
be broken down into more fundamental essences with magickal properties. The more skilled
the Alchemist, the more properites of an ingredient that can be harnessed. Combining the
essences of two or more ingredients can result in the creation of a potion, which anyone may
then drink. (Legend has it that a truly great Alchemist can brew potions from a single
ingredient, a feat well beyond the capabilities of most.)

The Alchemist's potion can have several effects, depending on the ingredients used, and not
all effects are beneficial. In many cases, recipes result in a potion with a mix of positive and
negative effects; it is up to the Alchemist to determine which recipes yield the best results. (It
is worth noting that potions can be created to have only negative effects and be used as
poisons. This practice is not recommended by the author, and this text shall not discuss such
potions further.)

                                           Wortcraft

Wortcraft is, in fact, amateur Alchemy. Eating an ingredient requires grinding it against the
teeth, which occasionally releases its simplest essence and results in a fleeting effect on the
eater. Wortcraft never has as strong a result as a potion created using the proper tools.

                                     An Alchemist's Tools

The mortar and pestle is the Alchemist's most important and essential tool. Without it, no
ingredient can be correctly prepared for use in a potion. The budding alchemist is advised to
keep a mortar and pestle on hand at all times, and become comfortable with its use early on.
The simple grinding of an ingredient is the most fundamental step in brewing potions. When
properly ground, the petals of the Redwort flower yield a powder that can, when mixed
correctly with another ingredient such as ginseng, create a potion to cure poisons. (This is one
formula that many alchemists are quick to learn and retain, as mistakes in potion mixing often
require its use.)

The advanced Alchemist has other tools at his disposal to improve the quality of his potions.
A Retort can be employed to purify the mixture, improving the positive effects of a potion.
Washing the mixture through an Alembic helps to distill the potion, reducing any negative
effects, and a Calcinator can be used to burn away impurities in the mixture, increasing the
                                 [58] FUNDAMENTS OF ALCHEMY                                   125

potency of all the potion's effects. While these apparatus are not necessary to create potions, it
is advised that they be used whenever possible.

                                    Ingredient Combination

A potion is only as good as its ingredients. Only those with identical effects may be combined
to make a potion; up to four ingredients may be successfully used in a single potion.

As the Alchemist gains skill in preparing ingredients, new properties may be discovered and
can be used in creating potions. While this can be an exciting time, expanding the Alchemist's
repertoire, he should take care to check carefully which effects his potions will contain when
he is done brewing. Many established recipes may have new results, not all of which are
beneficial.
126                         [59] GALERION THE MYSTIC



[59] Galerion The Mystic*


See vol. I.
                         [60] A GAME AT DINNER   127



[60] A Game at Dinner*


See vol. I.
128                 [61] GLORIES AND LAMENTS AMONG THE AYLEID RUINS



[61] Glories and Laments Among the Ayleid Ruins


                                     Glories and Laments
                                    Among the Ayleid Ruins
                                     By Alexandre Hetrard


Having arrived at Gottlesfont Priory, halfway on the Gold Road between Skingrad and the
Imperial City, I resolved to make a side trip to view the magnificent ruins of Ceyatatar, or
"Shadow of the Fatherwoods' in the ancient Ayleid tongue. After many hours of difficult
travel through tangled hawthorn hells and limberlosts, I was suddenly struck dumb by the
aspect of five pure white columns rising from a jade-green mound of vines to perfect V-
shaped arches and graceful capitals towering above the verdant forest growth. This spectacle
caused me to meditate on the lost glories of the past, and the melancholy fate of high
civilizations now poking like splinter shards of bone from the green-grown tumulus of time-
swept obscurity.

Within the forest tangle I discovered an entrance leading down into the central dome of a
great underground edifice once dedicated to Magnus, the God of Sight, Light, and Insight.
Dimly lit by the faded power of its magical pools, the shattered white walls of the enclosure
shimmered with a cold blue light.

The marble benches of the central plaza faced out across the surrounding waters to tall
columns and sharp arches supporting the high dome. From the central island, stately bridges
spanned the still pools to narrow walkways behind the columns, with broad vaulted avenues
and limpid canals leading away through ever-deeping gloom into darkness. Reflected in the
pools were the tumbled columns, collapsed walls, and riotous root and vine growth thriving
the dark half-light of the magical fountains.

The ancient Ayleids recognized not the four elements of modern natural philosophy -- earth,
water, air, and fire -- but the four elements of High Elf religion -- earth, water, air, and light.
The Ayleids considered fire to be but a weak and corrupt form of light, which Ayleid
philosophers identified with primary magical principles. Thus their ancient subterranean
temples and sanctuaries were lit by lamps, globes, pools, and fountains of purest magic.

It was by these ancient, faded, but still active magics that I knelt and contemplated the
departed glories of the long-dead Ayelid architects. Gazing through the glass-smooth
reflections of the surrounding pools, I could see, deep below, the slow pulse, the waxing and
waning of the Welkynd stones.

The chiefest perils of these ruins to the explorer are the cunning and deadly mechanisms
devised by the Ayleids to torment and confound those would invade their underground
sanctuaries. What irony that after these many years, these devices should still stand vigilant
against those who would admire the works of the Ayleids. For it is clear... these devices were
crafted in vain. They did not secure the Ayleids against their true enemies, which were not the
slaves who revolted and overthrew their cruel masters, nor the were they the savage beast
peoples who learned the crafts owar and magic from their Ayleid masters. No, it was the
                   [61] GLORIES AND LAMENTS AMONG THE AYLEID RUINS                      129

arrogant pride of their achievements, their smug self-assurance that their empire would last
forever, that doomed them to fail and fade into obscurity.
130                     [62] THE GOLD RIBBON OF MERIT



[62] The Gold Ribbon of Merit*


See vol. I.
                                     [63.1] GUIDE TO ANVIL                                 131



[63] Guides

[63.1] Guide to Anvil


                                      ALESSIA OTTUS'
                                      GUIDE TO ANVIL


Sweet Dibella, Lady of Love! Bless us and our Children!
My name is Alessia Ottus, and I'd like to tell you all about Anvil.

The seat of Anvil County is by the sea, and at first glance, is very pretty, but when you
examine it closely, turns out to be quite unpleasant. The water views are charming, but on the
docks and in the harbor district outside of town you will find many sailors and tramps and
dirty persons of little worth. Castle Anvil is clean and well- ordered, and within the town
walls, some houses are bright and cheerful, but others are derelict and abandoned, or shabby
and neglected, with plaster fallen in patches from the stonework, and lunatics and drunkards
may be encountered everywhere.


                                        * Castle Anvil *

The ruler of Anvil is Countess Millona Umbranox. Her husband, Corvus Umbranox,
disappeared many years ago, and most persons would agree that Her Ladyship is better off
without him, for he was a light and frivolous person, and given to loose and riotous behavior
likely to promote scandal. The Countess herself is a righteous and godly woman, and an
excellent ruler, well-loved by the people. If only she could compel her Town Guard to drive
the seamen, low-lifes, loafers, and thieves from Anvil's streets, Anvil might be a more
tolerable place to live.


                                     * Districts of Anvil *

Consider the five districts of Anvil. Castle Anvil lies outside the town walls, south of town,
overlooking the harbor, and is reached by gate from Chapelgate. Within the town walls are
three districts: Chapelgate in the east, Westgate in the west, and Guildgate between
Chapelgate and Westgate. Harborside lies outside the town walls, south of town, and is
reached by gate from Westgate district.


                                        * Chapelgate *

A more beautiful chapel may not be seen in all Cyrodiil. A quiet garden for meditation with a
fine statue of Dibella lies between the chapel and the town wall, and across from the chapel is
a lovely garden and covered arcade where worshippers are protected from the elements.
Regretably, the people of Anvil seem little inclined to appreciate these advantages, and are
seldom seen worshipping in the chapel. Whether this is the fault of the primate, who is a vain
132                                 [63.1] GUIDE TO ANVIL

and shallow woman, or the Countess, who does little to encourage regular chapel worship by
her example, I am unable to judge.

                                        * Guildgate *

The most prosperous part of Anvil is entered by Guildgate, or Main Gate, or North Gate. Here
side by side may be seen the handsomest and ugliest of Anvil buildings. The guilds are kept
clean and in good repair, and both Mages Guild and Fighters Guild are unusually ambitious
and industrious by Cyrodiil's common standard. The head of the Mages Guild, Carahil, is a
scholar of good reputation and an outspoken enemy of necromancy, summoning, and the dark
arts. The Fighters Guild here is well-staffed and active, and shows no sign of the fecklessness
and poor morale of chapters elsewhere in Cyrodiil. However, next to the Mages Guild is a
ruin, long boarded-up and abandoned, and an prominent eyesore.


                                        * Westgate *

This is the residential district of Anvil. The houses here are shabby and ill-kept. The people
are untidy and dull, with the exception of Anvil's famous citizen, the Argonian authoress,
Quillweave, who produces wretched books celebrating the misadventures and schemes of the
lower and criminal classes. This person does her race no favor by confirming the prejudices of
many who consider Argonians to be ungodly, dishonest, and worthless, and little better than
beasts.


                                        * Harborside *

The docks are rotten and in ill-repair, and all manner of smells issue forth from the holds of
ships and ramshackled warehouses. Shiftless persons gather here to bask in the sun, gossip,
chatter, and plot how to beg or steal gold for wine and ale. Here a good woman named
Mirabelle Monet runs a house for homeless sailors, but, I'm sorry to say, her mistaken tender-
heartedness and charity only encourages malingering and drunkenness. Instead, she should
urge these wicked and idle men to improve themselves through industry and the teachings of
the Nine. There is, however, a very appealing lighthouse south of the harbor, from which one
may contemplate a distant and less-disagreeable view of Anvil's castle, town and its harbor
setting.

May the Nine guard and guide you!
                                     [63.2] GUIDE TO BRAVIL                                   133



[63.2] Guide to Bravil


                                      ALESSIA OTTUS'
                                     GUIDE TO BRAVIL


Mara, Mother Mild! Make us hale and hearty! My name is Alessia Ottus, and I'd like to tell
you all about Bravil.

Bravil is the dark grate of the sewer drain where foul and unappetising debris collects. It is the
poorest and dirtiest of Cyrodiil's towns, the oldest and shabbiest, the most plagued by
criminals, drunkards, and skooma-eaters, and most popular with beastfolk and other
foreigners. All Bravil lacks is a coven of Daedra worshippers to make it the perfect pit of
villainy... and many rumors suggest that even more evil and depraved worships are practiced
in secret by Bravil's wicked heathens.

This town is gray, grim, and depressing. The climate is damp and the atmosphere foul because
of the fetid channels of the Larsius River that serve as Bravil's sewers, and because of the rank
swamps of the lowland margins of the Niben Bay, where insects and diseases breed in
abundance.

The architecture of the town is remarkable for its unequalled ugliness and disorder. The
houses, shops, and guilds are built from cracked and splintered timbers soft from rot and
green with mold and mildew. It is a pity that they do not fall down, for they might be rebuilt
in a more pleasing manner, but rather they continue to grow on top of one another like
mounded middens, reaching lofty heights of three and four stories. Beggars and thieves
lounge indolently on balconies overhanging the streets and dump their refuse directly upon
the unfortunate passers-by. Whole families live in teetering shacks on the tops of the
buildings in unimaginable squalor.

Bravil's people are dirty and dishonest. They live little better than goblins in caves, squatting
in filthy, tumbledown shacks. The town citizens are divided into two classes: the smugglers,
skooma-eaters, bandits, thieves, and murderers, and the wretched beggars and fools that these
criminals prey upon.

Bravil is ruled by crimelords, and the town guard lives in the pockets of the skooma kingpins.
You will not be surprised to find there are many Argonians and Khajiit in this miserable
place, since Elsweyr and Black Marsh are close by, but you may be surprised to find many
Orcs here. However, beastfolk are comfortable in the company of other beastfolk, as are
thieves and brutes naturally drawn to the company of one another.

Bravil is not organized into orderly districts. However, some landmarks may serve to orient
the unfortunate visitor. The castle is approached by rickety bridges over the river to the east.
The chapel is to the west. The shops and guilds are arranged in a line with their backs to the
east wall and the channels of the river. Between the chapel and the shops and guilds are
Bravil's ramshackle slums and tenements.
134                                  [63.2] GUIDE TO BRAVIL

The castle is the only sturdy, stone-built dwelling in Bravil. It is nowhere as dirty and ill-
furnished as the timber shacks of the people, but it is still little better than the houses of the
poorest paupers in Anvil or the Imperial City. Count Regulus Terentius, from a respectable
family, once a noted tournament champion, is now widely recognized by his people as a
drunken wastrel and ne'er-do-well. And his son, Gellius Terentius, is a strutting peacock who
cultivates the society of crimelords and skooma-eaters.

The chapel stonework is in poor repair and covered with mold and mildew. The graveyard is
surrounded by a ramshackle, unpainted wooden fence, and the graves are untidy and
neglected. The primate is a good servant of Mara, but she is unequal to the task of driving sin
and wickedness from this Nine-forsaken town. The priestess is wise and well-liked by those
few who visit the chapel, but most people never pass once through the chapel's doors, except
to beg and steal.

The inns are a disgrace. It is common to step over prostrate drunks and through pools of sick
upon entering, and idlers, gamblers, and pickpockets swarm in the darkness and prey upon
unwary travelers. A visitor foolish enough to sleep in these places should expect to be
murdered in his bed.

The guilds, by contrast, are relatively clean, dry, and quiet, and one forced by necessity to
spend a night in Bravil might be justified in joining the Fighters Guild or the Mages Guild,
despite their savage and godless ways, simply to be assured of a safe place to sleep.

The shops are no worse than any other feature of Bravil, and you may be more safe in them
from assault or murder on account of the prodigious provisions merchants must take to protect
themselves from thieves.

If you are forced by circumstances to visit Bravil, you will very soon wish to leave, and you
will wish to watch your back as you leave, to be sure you are not followed by parades of
bandits and assassins.

Honor the Nine in prayer!
                                     [63.3] GUIDE TO BRUMA                                     135



[63.3] Guide to Bruma


                                       ALESSIA OTTUS'
                                      GUIDE TO BRUMA


Father Talos, protect us all! My name is Alessia Ottus, and I'd like to tell you all about
Bruma.

Bruma is understood to be a Nibenese county, but in truth it is more Nord than Nibenese, on
account of its close proximity to the Skyrim border, and on account of the terrible cold and
discomfort of its location high in the Jerall Mountains. Bruma is always cold and covered
with snow, with braziers kept burning in every quarter to prevent the citizens from freezing to
death. Everything is built in wood, since trees are so plentiful in the forests of the Jeralls, and
even rich men live here in dark, dirty wooden huts. It is little wonder that Nords are such
drunken heathen savages, for life is impossible in such a climate, and one might be tempted to
drink into insensibility or sell one's soul to just to find sanctuary from the bitter cold and
relentless wind.

Castle Bruma is cold and drafty, carelessly decorated, and dark with soot from the perpetually
burning braziers. The smell of smoke and cinders is overpowering. The high ceilings are
grand, but impossible to heat, and one is never able to get warm. The ancient layers of soot
and filth encrusting the stonework makes it difficult to appreciate the exceptional
stonecarving. Except in its stonework and grand scale, the castle is like the log huts of the
people -- cold, dark, drafty, and dirty.

Countess Narina Carvain is a Nibenean Heartlander, a dutiful chapelgoer, and a respected
ruler, though she is a cunning and ruthless negotiator, and has a reputation for sharp-dealing
and treachery. Administration of the county is efficient and well-ordered, and a well- trained
and aggressive town watch under command of a hard-nosed Nord captain insures that thieves
and beggars are not very troublesome, though Nords are famous for drunkenness and rioting.

Access to the castle is through a gate west from the town into a courtyard. The shops, inns,
guilds are located in the north, either on the western terrace near the castle gate, or below the
terrace, north of the chapel. The chapel is the central feature of southern Bruma, with houses
ranged along the inside of the walls along the east and south. The streets are cramped and
barren, since few trees and plants can survive the cold, but the town is compact and quickly
explored.

Bruma's Nibenean citizens faithfully observe chapel Sundas rituals, but the lower classes are
unregenerate followers of the heathen Nord gods, and they keep to their own secret
superstitions and uncivilized practices.

You will not be surprised to find you can purchase good quality weapons and armor here, for
Nord smiths are famous for the quality of their wares. But you should not expect to be able to
purchase books here, for Nords are ignorant and not fond of reading. The Fighters and Mages
Guilds are poor and short-staffed, for no one wants to be posted to such a gray and cold land,
136                                [63.3] GUIDE TO BRUMA

but at least the Mages Guild is kept good and warm (though I shrink from imagining what
infernal engines are employed to produce and preserve that heat).

May the Nine bless and save you!
                                  [63.4] GUIDE TO CHEYDINHAL                                  137



[63.4] Guide to Cheydinhal


                                     ALESSIA OTTUS'
                                  GUIDE TO CHEYDINHAL


Arkay, bless my body and soul! My name is Alessia Ottus, and I'd like to tell you all about
Cheydinhal.

The first impression of the visitor to Cheydinhal is of broad green parklands, graceful willows
along the banks of the Corbolo, neatly groomed gardens and flowering shrubs. Cheydinhal
looks prosperous, with clean, well-trimmed houses and neat stonework, ornamented with
striking designs in glass, metal, and wood.

But what lurks beneath this pleasing appearance? Crime! Scandal! Corruption!

Cheydinhal is divided into three districts. To the north, on a hill, is the courtyard and inner
keep of Castle Cheydinhal. A road runs east-west below the castle from East Gate to West
Gate. The Corbolo River runs roughly north-south from this road, dividing southern
Cheydinhal into two districts, Chapel in the east, and Market in the west. In Market District
lie all the shops, inns, and guildhalls. In Chapel District are the Chapel itself and Cheydinhal's
residences. Bridges span the Corbolo in the north and south, with the south bridges
connecting upon a pretty little island park in the middle of the river.

Though Cheydinhal lies in the Nibenean East, its culture is shaped by the Dark Elf
immigrants who emigrated here in the past half century from Morrowind. Many of these
immigrants were fleeing Morrowind's rigid society and heathen Temple theocracy. In Cyrodiil
they hoped to find the stimulating commercial atmosphere inspired by Zenithar's patronage.

One of these immigrants is now Count Cheydinhal. Andel Indarys was of House Hlaalu in
Morrowind, but he came to Cheydinhal searching for greater opportunity. His sudden rise into
the highest ranks of Cyrodilic nobility is hard to explain, and most old families of Cyrodiil
rightly regard him as a presumptuous upstart. However, the discovery of the Count's wife,
Lady Llathasa Indarys, badly battered and dead at the foot of the County Hall stairs
immediately attracted scandal, and rumors of the Count's dissipation, rages and infidelities
suggest a darker mystery behind her death.

The Chapel of Arkay in Cheydinhal is poorly attended. The Count sets a poor example; he
never sets foot inside the chapel. But perhaps it is from fear of divine judgement that he
avoids placing himself under the eyes of the Nine! Cheydinhal's primate, priest, and healer are
goodly people, and staunch professors of the faith, but the most honored and respected of the
chapel's clerics is Errandil, the Living Saint of Arkay, a tireless crusader against the wicked
practice of necromantic sorcery in the Mages Guild and the Imperial Battle College.

Both of Cheydinhal's inns appear respectable from the outside, but the Newlands Inn is owned
by a wicked, profane Dark Elf ruffian, and the Cheydinhal Bridge Inn is owned by a
dignified, devout Imperial matron, so I am sure you know which place will serve you good,
reasonable food, and which will provide you with a safe, clean bed where you are unlikely to
138                             [63.4] GUIDE TO CHEYDINHAL

be murdered for your purse. The owner-proprietor of Cheydinhal's bookstore is Mach-Na, an
Argonian, and a ruder, more disagreeable creature I have never met. Nonetheless, his
selection of books is excellent, and his prices reasonable.

The poorest of Cheydinhal's residences are bright and clean, with well-groomed grounds, and
the citizens think it no inconvenience when you step in to admire their furniture and
appointments (provided you do this at a decent hour!). However, be warned! Many of these
residents seem respectable to all appearances, but no sooner do they open their mouths than
they reveal themselves to be evil brutes, shocking and rude, and more likely to murder you
and bury you in their basements as to speak a civil word to you. That many of these rough,
unpleasant people are Orcs should be no surprise to you.

However, you will not wish to miss the house of Cheydinhal's most notable citizen, the
celebrated painter, Rythe Lythandas. He is often hard at work in his studio, and not to be
disturbed, but his wife is gracious and hospitable, and may be persuaded to show you those of
his paintings which hang on his own walls.

Follow the Nine to Glory!
                                    [63.5] GUIDE TO CHORROL                                   139



[63.5] Guide to Chorrol


                                     ALESSIA OTTUS'
                                    GUIDE TO CHORROL


Praise Stendarr, the Nine, and all the Saints! My name is Alessia Ottus, and I'd like to tell you
all about the town of Chorrol.


                                       * Castle Chorrol *

Chorrol is the county seat of County Chorrol, and is ruled by Countess Arriana Valga, a very
proper woman, and mother of the beautiful and virtuous Alessia Caro, Countess of Leyawiin.

Countess Arriana is a devout and righteous follower of Akatosh, and sets a fine example for
her people by her devotions in the Chapel of Stendarr. Her husband, Count Charus Valga, was
a staunch Defender of the Faith and follower of Stendarr, and his death in battle against the
heathen Nord clansmen of Skyrim was greatly lamented by his people. Alessia Caro has been
a good husband to Count Marius of Leyawiin, and a dutiful daughter, and she is often seen
visiting Chorrol and her saintly mother.

I am also pleased to report that the castle mage is a righteous and goodly servant of the Nine
(unlike so many wizards who neglect the Chapel and the Faith). Chanel offers magical
training for those eager to smite the ungodly, and it would be much better to go to her than to
some wicked Mages Guild hedgewizard.

The Countess holds court every day in the fine Great Hall (except on Sundas, of course). She
has a very fine herald and steward, and the castle is neat and well-ordered. It also has a strong
dungeon jail for evildoers, though I'm sorry to say that the guards are often lax in their duties,
and fail to arrest and lock up the various beggars and thieves and gamblers and cheats who
idle in the streets.


                                    * Districts of Chorrol *

There are five main districts of Chorrol. When you enter the gate, you find yourself in
Fountain Gate, before the fine pool and statue of the Saint of Sancre Tor, in memory of all
who died in that great battle. Around the fountain are the two inns, the general store and the
smith. One street leads east to the Castle, one north to Great Oak Place, one west to Chapel
Street and West Chorrol. Chapel Street leads west to the Chapel, past the book store, and
thence to the crude shacks gathered around the well of West Chorrol. Around Great Oak Place
are the Mages Guild and Fighters Guild, and many fine houses.
140                                [63.5] GUIDE TO CHORROL

                                  * The Chapel of Stendarr *

The Chapel of Stendarr is beautiful, and perfect for a traveler's mediations and prayer. Every
Sundas morning you will find the best citizens gathered with their good countess for worship.
You may be surprised to learn that not all people of Chorrol follow the model of their
countess, for many are very idle and careless in their devotions. This is certainly the
responsibility of the Fighters Guild and the Mages Guild, whose members fail to set a good
example for Chorrol's citizens. The elderly priestess of the Chapel, Orag gra-Bagrol, is a
kindly, righteous soul, and it would be far better to purchase your spells from her than from
the godless heathens of the Mages Guild.


                                     * Chorrol's Guilds *

The Fighters Guild's members, though led by the excellent and honorable Vilena Donton, are
dirty and uncouth in their speech, and often to be found lazing about in their chapter house, or
wandering the town and engaging in loose talk. How much better it would be if they
improved their characters by regular attendance at the Chapel of Stendarr. Their excellent
smith is an exception, being often seen at her devotions at the chapel.

The members of the Chorrol Mages Guild are for the most part shiftless scholars and students
who spend their time reading, quarreling, and brewing foul concotions. They are well-spoken
and well-educated, but what good is such learning if they fail to improve their souls by
penitence and prayer? You may purchase spells and potions from these persons, but it will
only encourage them in their irreverent amusements and wicked idleness.


                                   * Goods and Services *

The proprietor of Northern Goods and Trade, Seed-Neeus, is an Argonian, but unlike so many
of her countrymen, she is clever, honest, and well-spoken. Isn't that remarkable? She is so
acccomplished that she offers training in the mercantile arts, but you will not purchase goods
from her cheaply.

I am told by those who know that the smith of Fire and Steel, Rasheda the Redguard, is a very
fine craftsman, who offers training in her craft, and she is always to be found at Sundas
chapel worship, but she is fresh and disrespectful, and her manners and dress leave something
to be desired.

Renoit's Books is fairly clean, and has a wide selection of books, but would you believe that I
found not a single copy of 'Ten Commands of the Nine Divines', nor have I ever seen the
proprietress in the Chapel of Stendarr?

There are only two places where you may purchase food and lodging. One is proper and
clean, frequented by decent citizens. The other is rude and dirty, and a meeting place for
drunkards, thieves, and Orcs. The one is run by a well-dressed, dignified, and proper matron.
The other is run by a careless young woman. The one is called the 'Oak and Crosier'. The
other is called 'The Grey Mare'. I'm sure you know which one to visit if you want a clean and
safe bed.
                                    [63.5] GUIDE TO CHORROL                                  141

                                * Notable Citizens of Chorrol *

Casta Scribonia, the author, lives in Chorrol. She is a well-educated and well- traveled
woman, but she writes books which I cannot recommend, for they are full of romance and
gossip and other offensive and wasteful indulgences, and their heroes do not present to our
children the proper models of virtue, duty, honor, and reverence that all followers of the Nine
Divines must love and hold in our hearts.


                                * Shameful Features of Chorrol *

You will often see townsfolk gathered in mischief and loose talk around the Great Oak near
the Fighters and Mages Guilds. One man, very sly, named Honditar, knows all about the
surrounding lands, and he offers to teach skills for a fee, but one nevers sees him in the
chapel, and one suspects that he is given to profanity, strong drink, and brawling.

There are many thieves and murderers in Chorrol. They even secretly teach their crafts for
fees in their homes, and where is the Chorrol Guard? Nowhere to be seen, I'm sorry to say.

The beggars in Chorrol are dirty, but they are free of disease, cheerful, and polite. You may
give a coin to one to ease your soul, but it does little to improve a beggar, for it will soon be
squandered on gambling, strong spirits, and other mischief.

Nine gods and nine blessings!
142                                [63.6] GUIDE TO LEYAWIIN



[63.6] Guide to Leyawiin


                                     ALESSIA OTTUS'
                                   GUIDE TO LEYAWIIN


Zenithar, bless all our labors! My name is Alessia Ottus, and I'd like to tell you all about
Leyawiin.

Pinned between the savage and uncivilized provinces of Elsweyr and Black Marsh, and
guarding the vital passage up the River Niven from Topal Bay to the Imperial City, Leyawiin
is a mighty fortress, with tall stone walls and strong garrisons.

Leyawiin is a bright and cheerful, prosperous town in the midst of Blackwood's swampy
wildernesses, with wide, bright streets, large, comfortable houses, half-timbered or painted
stucco, many of which are colorful and not too dirty or weather-worn. There are trees and
flowering shrubs everywhere, and peaceful plazas and ponds for quiet contemplation. Indeed,
if it weren't for the raffish rabble of Argonian and Khajiit descent, Leyawiin would be a
pleasant and safe place to visit.

Marius Caro is Count Leyawiin, and his recent bride, the lovely and cultivated Alessia Caro,
is the daughter of the righteous and reliable Countess Arriana Valga of Chorrol. The Count
and Countess are energetic supporters of Imperialization, and they work tirelessly to bring the
traditional values of hard-working, chapel-going, and law-abiding Nibenese Heartland
Imperial culture to this frontier outpost.

The town itself lies with tall curtain walls on the west bank of the Niben. To the east through
two gates lies the inner keep and Castle Leyawiin, straddling the deep channels of the river.
The Chapel of Zenithar lies in the northwest, near the West Gate. All the shops, inns, and
guildhalls lie south of the chapel, in the western half of town, except for a fine bookstore and
general trader north of the road traversing the town east-west from West Gate. The residential
part of town runs along a single wide north-south boulevard, backed on the east by deep
ponds created by impounding one of the meandering channels of the Niben.

The Chapel of Stendarr and the Count and Countess are partners in attempting to extend the
benefits of heartland Nibenese culture to the benighted frontier populations of Blackwood and
the Lower Niben. Trade and industry are strong in Leyawiin, thanks to the patronage of
Zenithar, and notwithstanding the bandits troubling caravans and travellers along the Green
Road through the recently annexed Trans-Niben.

Leyawiin boasts the finest collection of shops and tradesmen in Cyrodiil (outside of the
Imperial City, of course). Even the craftsmen and trainers of the Fighters Guild and Mages
Guild are of a higher order of quality. Worth special mention is Southern Books -- a
bookstore owned by an Orc (!!!), always stocking multiple copies of 'A Children's Annuad', a
religious book appropriate for those ignorant of the mysteries of the faith, and adapted to the
meanest understanding.
                                  [63.6] GUIDE TO LEYAWIIN                                143

Recently, a new competitor for the Fighters Guild, a mercenary hiring hall called 'The
Blackwood Company', has commenced operations here in a striking new building. Despite
being staffed almost exclusively by Khajiit and Argonians, the officers are polite, well-
spoken, and deferential, and I'm told they aggressively compete with the Fighters Guild for
price and service. (This is the Imperial way and pleasing to Zenithar -- to extend prosperity
and security through enterprising commercial ventures.)

I'm sorry to say that not all Khajitt and Argonians in Leyawiin are as presentable and
industrious as the members of the Black Comapany. Lizardmen and catfolk are to be seen in
the streets at all hours, lounging and gossiping. If only these creatures would spend a little
more time keeping themselves and their homes clean.

Praise the Nine and turn away from sin!
144                                [63.7] GUIDE TO SKINGRAD



[63.7] Guide to Skingrad


                                     ALESSIA OTTUS'
                                   GUIDE TO SKINGRAD


In Julianos, all justice and wisdom! My name is Alessia Ottus, and I'd like to tell you all about
Skingrad.

Skingrad County is famous for its wines, tomatoes, and cheeses, and the town of Skingrad is
one of the cleanest, safest, and most prosperous towns in Cyrodiil. Located in the heart of the
West Weald highlands, Skingrad is the gem of Old Colovia, and a model of the Colovian
virtues of independence, hardwork, and tough-mindedness.

Skingrad has three districts: the Castle, Hightown, and Chapel. A low road runs east-west
under the walls and bridges of the upper town. The guilds and West Weald Inn are in the west
of HighTown, while many shops and upper class residence are arranged along a street in the
north. The southern half of the town includes the chapel at its east end, with Skingrad's other
lodgings, the Two Sisters Inn, on a street in the center, with other residences, modest and
mean, scattered through the rest of the district. Gates and bridges cross the low road to
connect Hightown and Chapel in several places. Castle Skingrad is completely separate from
the town, standing on a high prominence to the southeast. A road from the town's east gate
leads from town to the castle.

Janus Hassildor, Count Skingrad, has ruled Skingrad for many years, and is known by
reputation to be a powerful wizard. He is a very private man, and declined all requests for an
interview, and he shamefully neglects his chapel devotions to the Nine. How are the people to
learn public virtue if not from the model of their ruler? Nonetheless, he is widely honored and
respected by his people, and Skingrad is a model of a well-run, orderly county. Crime,
gambling, and public drunkeness are almost unknown, and its wines and cheeses command
high prices all over Tamriel.

There are two inns in Skingrad. One, the Two Sisters Inn, is owned by two Orcs. I'm pleased
to tell you that this inn is clean and well-ordered, and is troubled neither by riot nor public
drunkenness. The other inn is run by a pleasant Imperial woman. Neither of these proprietors
are to be seen in the Chapel of Julianos, so I am at a loss to tell you which one you should
choose when seeking food or lodgings.

However, I am certain where you should go to purchase your sweet rolls -- to Salmo the
Baker in Chapel District! They are delicious. As for where to sample the other tasty treats of
Skingrad -- its cheeses and tomatoes -- I must leave that to your discretion. I am sure you are
not interested in Skingrad's wines, for drinking leads to disorderliness, and disorderliness
leads to sin.

The Mages Guild here is no better than it is in other places, but the Fighters Guild makes a
specialty of goblin hunting, which is a great service to travelers in the West Weald. And I was
shocked to discover that the town smith openly refers to himself as 'Agnete the Pickled'. Can
you imagine being proud of such shameful behavior?
                               [63.7] GUIDE TO SKINGRAD   145



Keep the Nine in your heart!
146                           [63.8] GUIDE TO THE IMPERIAL CITY



[63.8] Guide to the Imperial City


                                  ALESSIA OTTUS' GUIDE
                                  TO THE IMPERIAL CITY


Praise Akatosh! Bless the Empire and All Its People!
My name is Alessia Ottus, and I'd like to tell you all about the Imperial City.


                                     * The Imperial City *

Who do you think lives in the Imperial City? Uriel Septim, Emperor of Tamriel, Defender of
the Faith, and Descendant of the Sainted Tiber Septim, Lord Talos, the Holy God of State and
Law in our Blessed Nine Divines. All know the emperor to be a good and holy man, for he
may often be seen in the Temple of the One, making his devotions to the Nine Divines and
the Communion of Saints.

And where does he live? In the Imperial Palace, in the center of the Imperial City, in the
White Gold Tower which was built many ages ago by the godless, Daedra-loving Ayleids.
How fine it is that the stones raised high by this ancient evil empire are now reconsecrated as
a monument to Imperial justice and piety.

People who visit the Imperial Palace like to walk among the graves of saints and counts,
battlemages and emperors, and gaze with wonder upon White Gold Tower, which can be seen
from any place within the City.

The Elder Council Chamber here cannot be entered, and though you may marvel at their
curious ancient armors, you will soon want be away from the rude and discourteous Imperial
Guards.


                                   * Imperial City Districts *

The Imperial City is divided into ten districts. At the center is the Imperial Palace. The other
districts are grouped around the Palace. To the northwest is Elven Gardens, a pleasant
residential district.

Continuing widdershins, the Talos District, an exclusive residential area, lies to the west. To
the southwest is the Temple District, and beyond it, outside the walls, the filthy and bad-
smelling Waterfront District. To the southeast lies the Arboretum, and beyond that, outside
the walls, the infamous Arcane University of the Mages Guild. To the east is the notorious
Arena District. And last, to the northeast of the Palace lies the Market District, where
anything may be bought, and beyond the Market District, outside the city walls, the Imperial
Prison.
                              [63.8] GUIDE TO THE IMPERIAL CITY                             147



                                   * The Temple District *

I live in the Temple District of the Imperial City, and it is a very pretty place. You are
welcome to visit me, my husband, and daughter when you come to worship at the Temple of
the One. This district is very pretty, and only pleasant and well-bred persons live here,
though, as in all parts of the city, beggars are a constant problem.


                                      * The Arboretum *

In this beautiful garden you will find the famous Statues of the Nine Divines. In the center
you will find the statue of Lord Talos, Emperor Tiber Septim. But is it right, that Talos should
have this place of honor rather than Akatosh, king of gods? It is the scheming pride of the
Elder Council, who sought favor with the sons of Talos, that is responsible for this shameful
error.


                                   * The Market District *

You will find crowds of people waiting outside the doors of the Office of Imperial Commerce
to make their complaints about being cheated by some merchant. It is a very dirty place. Piles
of crates lie around in untidy heaps, unwholesome toadstools and fungus grow in clumps, and
the cobbles are slimy and encrusted with filth. If you may send your servant rather than visit
yourself, it would be far better.


                                    * Arcane University *

This place is unspeakably dirty and unkempt, no better than a slum. You will never find the
students or wizards outside in the air, for they are squatting in their dark dungeons poring
over profane texts and making crabbed scribbles on scrolls.

Within the Arch-Mage's Tower is hidden the Imperial Orrery, which the mages use to study
the sky. Such fools! Why do they not look on the glory of Creation itself, and give praise to
the Nine as they ought, rather than squat and peer at such a ridiculous and expensive
machine?

The Mages are said to have a great library of precious books, but they jealously hoard them
for themselves. This is no loss for the righteous, for these books are surely full of wicked
nonsense.


                                   * Imperial Waterfront *

This is a terrible place. It is not uncommon to stumble over the bodies of women and children
who have been murdered here. There are no more wicked and godless men in Tamriel than
merchants and sailors, and they gather here to plot and cheat citizens of their hard-earned
gold. Gambling and slaving and skooma-sucking and even more depraved activities take
place in warehouses and ships here. And where are the City Watch? Nowhere to be seen.
148                          [63.8] GUIDE TO THE IMPERIAL CITY



                                     * Imperial Prison *

The prisons are very cruel and horrible, damp and dirty, with chains and pincers and manacles
and instruments of torture on every hand. But did I find any prisoners in these cells? No! For
the Watch is so lazy and careless that the cells are all empty!

There are guards everywhere in the Imperial City. They travel in groups, for even they are
afraid of the cruel bandits and thieves that lurk everywhere in the City. I do not know why
they do not throw the impertinent beggars into prison. Criminals are so bold as to introduce
themselves to you on the street. One outlaw was so brazen as to boast that he had stolen his
weapons and armor from the Imperial Prison. How careless and idle these Watchmen must be
to allow this! They know no shame, for the wicked officers of the Watch are corrupt, and
accept gold from the hands of the very people they are supposed to place behind bars.


                                       * The Arena *

I will not tell you about this place, for you have no need to visit it. Only idle or foolish
persons come here to throw their money away on games of chance, or to spill their own blood
when they would better devote themselves to exterminating the armies of robbers and beggars
that swarm in the streets.

May the Nine bless you and keep you!
            [63.9] A TRAVELER'S GUIDE TO NEW SHEOTH AND THE SHIVERING ISLES                  149



[63.9] A Traveler's Guide to New Sheoth and the Shivering Isles


                  A Traveler's Guide to New Sheoth and the Shivering Isles
                                       Brenith Aralyn


New Sheoth is generally recognized as the jewel of the Shivering Isles, the culinary and
cultural epicenter of the entire realm. Founded at the whim of Our Lord Sheogorath, the city
is a model of the Madgod's own perfect vision.

First-time visitors to New Sheoth are often impressed by the warmth, generosity, and general
good humor of its residents. Visitors are welcomed with open arms, and generally made to
feel as if they are a part of the large New Sheoth family. The sheer scope of the sights and
sounds in the city can be daunting to the new visitor, and this Guide aims to make the
transition as easy as possible for newcomers.

Visitors will find the city is divided into three main sections: Bliss, Crucible, and the Palace.
Bliss and Crucible house the majority of residential and commercial buildings in the city,
while the Palace area houses the magnificent Palace of Sheogorath, as well as the residences
of the reigning Dukes of Mania and Dementia.

Though located in the same city, visitors will find that the Bliss and Crucible areas of New
Sheoth offer distinct experiences. The shining parapets and golden roads of Bliss stand in
stark contrast to the rustic buildings and unpaved streets of Crucible. Travelers interested in a
bustling nightlife and fine cuisine might prefer time spent in Bliss, renowned for its
extravagant galas and spirited affairs. Visitors who seek a quieter experience would do well to
spend their time exploring Crucible, where Dark Seducer patrols encourage a more serene
way of life.

No matter your tastes, New Sheoth promises an experience like no other. This Guide will give
advice on how to best navigate the oft-confusing, though ultimately rewarding channels of
this magnificent city.

                                    Arriving in New Sheoth

Travelers to New Sheoth will arrive at its gates from either the highlands of Mania or the
swampy lowlands of Dementia. Many make the mistake of hurrying directly to the gates of
the city without exploring the beautiful and majestic countryside outside the city walls. This is
certainly a mistake, as the forests and glades of the Shivering Isles are unlike those found
anywhere else in all the realms. Some discussion of these areas is warranted, as exploring
them is vital to experiencing all that the region has to offer.

                           Mania, Vibrant Land of Towering Flora

Walking amongst the giant mushroom trees of Mania is an experience any new visitor to the
Shivering Isles is not soon to forget. Hours spent wandering in the forests of spore trees,
breathing deeply of the spore-laden air-these are the times destined to remain a part of you
150         [63.9] A TRAVELER'S GUIDE TO NEW SHEOTH AND THE SHIVERING ISLES

forever. Feelings of peace and contentment wash over the body and calm the soul. It can seem
as if you haven't a care in the world.

Take the time to examine the beautiful plant life found in the region. Treat yourself to
Alocacia Fruit, which is known to have restorative properties, or pluck an Aster Bloom Core,
which some locals believe has the ability to ward off the attacks of evil spirits.

If you plan on spending some time in the Mania countryside, consider visiting the small
community of Hale. The residents are mostly local artists, and are very welcoming to weary
travelers. Be sure to explore the lovely areas surrounding Hale, and enjoy the peaceful
atmosphere.

A cautious traveler is a safe traveler, though, even in the idyllic lands of Mania. While the
paths that wind through the scenic countryside are generally safe, the surrounding regions
pose some danger for the careless traveler. Mania is home to a number of indigenous animal
species, some of which could be threatening to a less-seasoned adventurer. We recommend
sticking to the clearly marked paths when traveling anywhere within the Shivering Isles.

                                 The Slow Grace of Dementia

It is often said, "Time spent in Dementia is time not spent elsewhere." Truer words were
never spoken.

Many have spent days roaming the small islets of Dementia, enjoying the scenic views over
the majestic lowlands. Travel over the quaint bridges that span the small islands of southern
Dementia, and enjoy a beautiful sunset among the moss-covered trees.

If you're looking for a place to relax while exploring the lands of Dementia, we suggest a visit
to Deepwallow. The small community is a working farm, where the residents use a unique
method of raising crops of some of the extraordinary local plant life. The residents of
Deepwallow are private people, so care should be taken in approaching them. Once you've
learned their customs, we've found them to be a most interesting group with whom to spend
some time.

Tip: For an exciting day trip, visit the Hill of Suicides, a site unlike any other in all the
Shivering Isles. Located in central Dementia, travelers should not pass up the opportunity to
take in the sights at this unique and fascinating location. There is no fee to visit the Hill,
though some travelers have found it almost impossible to leave.

                                 Getting to the Shivering Isles

Arrival to the Shivering Isles is solely at the discretion of Our Lord Sheogorath, Prince of
Madness.

                                        Getting Around

The best way to explore the Shivering Isles is by foot. Take the time to meander along the
paths that stretch across the beautiful landscape. A weary traveler can often find a place to rest
at one of the many campsites found dotted across the world.
            [63.9] A TRAVELER'S GUIDE TO NEW SHEOTH AND THE SHIVERING ISLES                   151

                                       Accommodations

Expensive

The Choosy Beggar, Bliss. Raven-Biter and his wife, Sheer-Meedish run a fine restaurant and
Inn in the Bliss district of New Sheoth. The rooms are nicely appointed, and the food is
above-average for the area. We highly recommend trying the wine-it's some of the best in the
city. Many travelers find lunch to be an especially good time to visit the Choosy Beggar.
Though the prices are no lower, the earlier hour often finds Sheer-Meedish in a more
accommodating mood.

Moderate

Sickly Bernice's Taphouse, Crucible. Don't let the name fool you: Sickly Bernice's Taphouse
is exactly what you'd expect from an inn located in downtown Crucible. The lodgings, while
not as opulent as those found at the nearby Choosy Beggar, are satisfactory. Sickly Bernice is
an affable hostess, when she is well enough to work. The food is palatable, as are the
beverages. After a visit, make sure to see Earil at Earil's Mysteries. He sells a wide assortment
of magicks, including some wonderful, low-cost Cure Disease spells.

                                            Shopping

Common Treasures, Bliss.

If you're looking for... well... anything, Common Treasures in Bliss is a good place to start.
Trader Tilse Arelith has a wide assortment of wares available to the discerning customer.
She's also more than willing to negotiate a good price for those unwanted items you may find
in your travels.

Cutter's Weapons, Bliss.

There's not a finer weapon shop to be found in all of New Sheoth. Cutter runs a fine
establishment, and usually keeps a good variety of weapons in stock and ready for use. She'll
do repairs for you on the spot, and she seems to take extra-special care with your bladed
weapons. This shop is not to be missed.

Books of Bliss, Bliss.

If you're looking for reading material on your journey, this is the place to get it. Sontaire is a
very, very friendly bookseller with a keen eye for more than just books. You won't be
disappointed if you spend some of your hard-earned gold in this establishment.

The Missing Pauldron, Crucible.

If it's armor you're in the mood to buy, look no further than The Missing Pauldron in Crucible.
Recently re-opened under new manager Dumag gro-Bonk, the shop seems to be doing quite
well. Dumag will be happy to sell you some new armor, repair you old favorites, or just sit a
while and tell you the rather long and interesting story of his life.
152         [63.9] A TRAVELER'S GUIDE TO NEW SHEOTH AND THE SHIVERING ISLES

Earil's Mysteries, Crucible.

Many adventurers don't like to travel without a full spell book, and Earil's is the place to go in
New Sheoth to stock up on the latest in spellmaking. It sometimes seems time stands still as
you browse through the excellent selection of spells. Highly recommended.


Things Found, Crucible.

It's an odd assortment of items, to be sure, but it's never a dull day when you visit Things
Found in Crucible. Owner Abhuki has scoured the realm in search of the most intriguing and
varied assortment of magical items to be found almost anywhere. Take some time and browse
around-you never know what you might find!
                                  [64] GYUB, LORD OF THE PIT                            153



[64] Gyub, Lord of the Pit


                                      Gyub, Lord of the Pit


Praise of Gyub


[Kneel, face forward and raise hands above head]


Praise be to Gyub, Lord of the Pit.
Hear us, Warbling Redeemer.
Hail the Rebirth approaching.
Praise be to Gyub, Lord of the Pit.


[Lower hands and close eyes]


Please accept our offering, merciful one.
Extend your tentacles and accept this gift.
Bless us, Embryonic Prince.
May this offering satisfy your infinite maw.


[Stand, open eyes and wait for volunteer to be escorted to the precipice]


Please accept our offering oh merciful one.
Feed and grow now, our Prince.
Arise and devour Oblivion hence.
May this offering sate your growing bulk.


[Open floor and grasp volunteer by wrists and ankles. Gently swing with sideways motion]


Praise be to Gyub, Lord of the Pit.
Magg-a-rathala!
Magg-a-Nutaggon!
Praise be to Gyub, Lord of the Pit.


[Begin to rhythmically stomp feet all the while swinging volunteer faster and faster]


Praise be to Gyub, praise be to Gyub, praise be to Gyub.
154                                   [64] GYUB, LORD OF THE PIT

Praise be to Gyub, praise be to Gyub, praise be to Gyub.
Praise be to Gyub, praise be to Gyub, praise be to Gyub.


[When volunteer has reached maximum height, release wrists and ankles. Wait for screaming
to stop. Face forward and raise hands above head]


Praise be to Gyub,
Call to us, Prince!
Sing your fell tune!
Praise be to Gyub.


[Wait for Gyub to respond. Get down on knees with hands still raised above head]


All hail Gyub, Lord of the Pit.
All hail rebirth, day of our death.
All hail Gyub, All hail Gyub.
                        [65] HALLGERD'S TALE   155



[65] Hallgerd's Tale*


See vol. I.
156                              [66.1] ALCHEMIST SERVICE HANDBILLS



[66] Handbills

[66.1] Alchemist Service Handbills

[66.1.1] All Things Alchemical



Need fresh Bloodgrass? Out of Harrada? We keep them in stock. Husband snores at night?
We have silence potions as well. All Things Alchemical. The only shop for potions and rare
herbs.


[66.1.2] The Gilded Carafe



The Gilded Carafe is an Alchemy shop of distinction. We are distinctly CHEAPER than those
other guys! Don't pay more! Shop at the Gilded Carafe!


[66.1.3] The Main Ingredient



At The Main Ingredient, we only stock the finest alchemical ingredients and potions. We may
not be the cheapest, but we are the best.
                             [66.2] ARMOR AND WEAPONS HANDBILLS 1-7                       157



[66.2] Armor and Weapons Handbills

[66.2.1] The Archer's Paradox



The Archer's Paradox has everything a hunter might need. If it's sharp and pointy, the odds
are we have it, and at a better price than anywhere else.


[66.2.2] The Best Defense



When you need protecting, wear armor made at The Best Defense. We'll keep you safe from
the sharpest blades.


[66.2.3] The Dividing Line



Is that dent in your greaves making it hard to sit down? We'll pound it out for you at The
Dividing Line. If we can't fix it, we'll sell you a new set.


[66.2.4] A Fighting Chance



If you need quality arms and armor, you have to shop at A Fighting Chance. We specialize in
custom-fitted armor.


[66.2.5] Fire and Steel



Nothing says 'Howdy, villain' like a sharp axe from Fire and Steel. And once you've dented
your blade on his skull, we can sharpen it for you, too!


[66.2.6] Hammer and Axe



The streets of Bruma can be a dangerous place. We can sell you protection at reasonable
prices. Every citizen should have a warhammer from the Hammer and Axe. Don't leave home
without it.


[66.2.7] Hammer and Tongs



Hammer and Tongs has been in business for 87 years. Seven generations of smiths have
passed down their secrets to Agnete. If he can't forge it, you need to talk to the Last Dwarf.
158                           [66.2] ARMOR AND WEAPONS HANDBILLS 8-10


[66.2.8] Morvayn's Peacemakers



Having trouble keeping the peace at home? Come to Morvayn's Peacemakers. One look at our
maces and your neighbors will ask before taking your goat.


[66.2.9] Slash 'N Smash



Slash 'N Smash makes weapons. Really good weapons. You should buy some.


[66.2.10] Stonewall Shields



Stonewall Shields specializes in armor of all sorts, and shields in particular. We use the best
steel for quality armor. Viator Accius trained with Orc smiths for 9 years to learn their secrets.
                                [66.3] BOOKSTORE HANDBILLS                                 159



[66.3] Bookstore Handbills

[66.3.1] First Edition



First Edition is a supplier of books for the Imperial Library. If the Emperor trusts us, so can
you. We have a widest selection of tomes and histories in all of Cyrodiil.


[66.3.2] Renoit's Books



You can always find what you are looking for at Renoit's Books. Whether you need
Barenziah's latest adventures or a guide to the city, we've got it.


[66.3.3] Southern Books



Exotic adventures from the Southern kingdoms. Histories of ancient heros. We have it all at
Southern Books. We buy used books, too.
160                                  [66.4] CHAPEL HANDBILLS 1-4



[66.4] Chapel Handbills

[66.4.1] Chapel of Dibella



TRAVELERS! FIND PEACE AND JOY WITH DIBELLA!

The Chapel of Dibella welcomes visitors to Anvil. Come and share the quiet grace and joy of
the Goddess of Love.

"My spirit rises up, sweet Dibella. My spirit praises you in the happiness of my heart."


[66.4.2] Chapel of Stendarr



TRACE THE STATIONS OF THE NINE AT THE CHAPEL OF STENDARR!

Come! Contemplate the Nine and their Glories! Begin at the Altar of the Nine, where the
world's wounds are washed away, and the corruptions of the spirit and body are made clean.
Then step along the Stations of the Nine -- Stendarr, Arkay, Mara, Zenithar, Talos, Kynareth,
Dibella, Julianos, and Akatosh -- and see what bright inspiration springs from Devotion to the
Great Lords of All!

"My heart and spirit are full! Where e'er my eye turns, there shines thy Glories!"


[66.4.3] The Great Chapel of Arkay



"YOU, MY CHILDREN, ARE BLEST OF ARKAY!"

Citizens of Cheydinhal! Children, saints, and travelers! Come to the Chapel, and drink deep
of the waters of the Spirit. The Altar of the Nine shall make you hale and whole! The Nine
Altars shall refresh your spirit, and fill you with the Gods' glories! Arkay's servants shall train
you in the mysteries of Restoration and Alteration!

"Not a stone, stem, or spirit below but sings of Your Wonders!"


[66.4.4] The Great Chapel of Julianos



CLASSES IN HEALING
AT THE CHAPEL OF JULIANOS

Training in the Restoration Arts is now available from Sister Marie Palielle at the Skingrad
Chapel. Arrangements should be made with Sister Marie herself. Scheduling is flexible.
                                   [66.4] CHAPEL HANDBILLS 5-6                             161

And while you're at the chapel,
don't forget...

"Seek forgiveness for your sins, O ye faithful! Offend not against the laws of Man or God.
For none but must tremble, when ye contemplate that Julianos is Just!"


[66.4.5] Great Chapel of Mara

COME! EXPLORE FAITH AND WISDOM AT THE CHAPEL OF MARA!

The earnest believer may improve both spriit and mind with the dedicated clerics of Mara.
Visit our altars for health and inspiration. Meditate upon the Mysteries of Nirn and the Nine
in quiet contemplation. Seek instruction in Restoration and Speechcraft from our wise and
patient trainers.

"Praise us in our ministry, O Mara, that we may serve you and your people."


[66.4.6] The Great Chapel of Zenithar

THE CHAPEL OF ZENITHAR WELCOMES YOU!

Take a break from your labors! Work is sacred, but rest and restoration are sacred, too! Sit in
quiet contemplation, or seek counsel from Zenithar's servants. Gather together with your
friends and neighbors, and send up hymns of praise to the Nine.

"Take strength from my altars, and comfort, and wisdom. These gifts I have prepared for you,
when you rest from your labors."
162                             [66.5] CLOTHING HANDBILLS



[66.5] Clothing Handbills

[66.5.1] Divine Elegance



When you dress, do you wear Divine Elegance? You should. A first impression is priceless.
That's why you won't see prices marked on our clothing. If you need to ask, you shouldn't be
shopping at Divine Elegance.


[66.5.2] Nord Winds



Do you believe that the clothes make the man, but you don't look it? Come to Nord Winds for
a complete make-over. We'll put you at the height of fashion.
                                 [66.6] GENERAL STORE HANDBILLS 1-8                        163



[66.6] General Store Handbills

[66.6.1] Best Goods and Guarantees

If it can be made or found, you can buy it or sell it at Best Goods and Guarantees. We'll match
any competitor's offer.


[66.6.2] Colovian Traders

Colovian Traders. We have goods from beyond Black Marsh. We buy and sell almost
anything. Browsers are always welcome.


[66.6.3] The Copious Coinpurse

The Copious Coinpurse has goods from beyond the shores of Anvil. All manner of exotic
items are available on our shelves. We have the widest inventory in the city.


[66.6.4] The Fair Deal

Looking for a fair deal? Come to the Fair Deal! We won't cheat you, we promise. We buy and
sell everything.


[66.6.5] Jensine's "Good as New" Merchandise

Jensine's "Good as New" Merchandise will beat any price at the Copious Coinpurse. We also
buy and sell used goods.


[66.6.6] Lelles' Quality Merchandise

Lelle's Quality Merchandise has the best prices and the largest inventory in Anvil. Don't
bother with those other shops. We'll beat their prices everytime.


[66.6.7] Northern Goods and Trade

Need a fur coat? Need new candles? Look no further than Northern Goods and Trade. We
have the best from Skyrim and beyond.


[66.6.8] Novaroma

Buying? Selling? Who cares? We'll do either at Novaroma. We'll do whatever it takes to make
the sale.
164                            [66.6] GENERAL STORE HANDBILLS 9

[66.6.9] Three Brothers Trade Goods

Three Brothers Trade Goods has a sterling reputation for honesty. We will always pay what
your trade goods are worth, and always charge you a fair price for what you buy.
                                    [66.7] INN HANDBILLS 1-7                                   165



[66.7] Inn Handbills

[66.7.1] The Count's Arms



The beds at the Count's Arms are the softest in Anvil. We wash them after every third
customer, no matter how soiled. Our pillows are twice as soft as those at the Flowing Bowl.


[66.7.2] The Feed Bag



When you're hungry, stop by the Feed Bag. Please.


[66.7.3] Five Claws Lodge



Rooms and food at the Five Claws Lodge. Let someone else watch the hatchlings tonight.
We'll serve you fresh fish. We'll even cook it for a extra fee.


[66.7.4] The Flowing Bowl



The Flowing Bowl is a great place to eat. For this week only, we are putting twice as many
leeks into our soup as normal. Why not stop in for a bowl? Bring a friend!


[66.7.5] The Fo'c's'le



A night at the Fo'c'c'le is a night you'll never forget. Our tea and crumpets taste better and last
longer than any in Anvil. And there is always a wench to keep you company.


[66.7.6] The Fo'c's'le



The Fo'c's'le features warm beds and great company. Our tea and crumpets taste better and
last longer than any in Anvil. The serving wenches are always available for conversation.


[66.7.7] The Grey Mare



Eat at the Grey Mare tonight. Why cook your own meals when Emfrid can do it for you? We
specialize in Orcish cuisine.
166                                 [66.7] INN HANDBILLS 8-14


[66.7.8] Jerall View Inn



Tired of the noisesome din of the common tap room? Stay at Jerall View. Peaceful, tasteful,
and only for the most discerning of customers. Everyone knows, quality comes at a price.


[66.7.9] The Lonely Suitor Lodge



The Lonely Suitor Lodge is ideal for all Bachelors and Bachelorettes. Our rooms are private
and soundproof. Our staff asks no questions and tells no tales. Reasonable rates for food and
lodging.


[66.7.10] The Oak and Crosier



The Oak and Crosier. If you need to ask why, then you've obviously never dined there. We
cater to the best.


[66.7.11] Olav's Tap and Tack



Olav's Tap and Tack is changing business! Instead of providing for all your horse needs, we
will provide for all of yours! Great food! Soft beds! Rousing company! We have it all!


[66.7.12] Silverhome on the Water



When your mother-in-law comes to visit, put her up at Silverhome-on-the-Water. We offer
moderately priced, clean rooms. Chamberpots are available for a small fee.


[66.7.13] Three Sisters' Inn



Let the Three Sisters hunt for you. After your meal, try one of our soft beds for the night.
Locks and keys are available for small fee.


[66.7.14] Two Sisters Lodge



A free bath with every night's stay! Only at the Two Sisters Lodge. Meals and drinks are
extra.
                                [66.7] INN HANDBILLS 15                            167


[66.7.15] West Weald Inn



Fine dining is a rare experience, unless you eat at the West Weald Inn. We use only the
freshest truffles, and our goat's milk yogurt is considered the best in Cyrodiil.
168                             [66.8] JEWELRY HANDBILLS



[66.8] Jewelry Handbills

[66.8.1] Red Diamond Jewelry



Red Diamond Jewelry is the only jewelry store in the nine cities. We have the best gems and
silver in Cyrodiil. We also have the best guards, so don't even think about it.
                                   [66.9] MAGE SERVICE HANDBILLS                        169



[66.9] Mage Service Handbills

[66.9.1] Edgar's Discount Spells

Edgar's Discount Spells will beat any Mages Guild price for spells. Why pay more for the
same spell?


[66.9.2] Mystic Emporium

Mystic Emporium is the only enchanter's shop in all of Cyrodiil. We import the rarest items
from Black Marsh, Skyrim, and Morrowind. Come see what we have in stock today.


[66.9.3] Rindir's Staffs

Staffs are not for everyone. Only the most talented of wizards can use a staff. If you have
what it takes, come see us at Rindir's Staffs. We can sell you the right staff for the right
occasion.


[66.9.4] A Warlock's Luck

Wizard's beware! If you are using supplies from some place other than A Warlock's Luck,
you may be taking your life in your hands. Don't compromise your spellcraft. We won't.
170                               [66.10] STABLES HANDBILLS



[66.10] Stables Handbills

[66.10.1] Bay Roan Stables

Bay Roan Stables has what you need. Horses, horse, horses. Don't be content to walk. Ride
with style on a Bay horse from Bay Roan Stables.


[66.10.2] Grateful Pass Stables

Horses! Horses! Horses! You know you want one. Come to the Grateful Pass Stables and pick
one out today. All horses are for riding only. Grateful Pass Stables does not condone selling
horses for food under any circumstances.


[66.10.3] North Country Stables

The North Country Stables is the areas finest purveyor of Chestnut horses. Why ride a paint
horse or bay horse when you can ride a Chestnut from North Country Stables?


[66.10.4] Wildeye Stables

Don't settle for a weak horse. The Wildeye Stable's Paint horses are tougher and meaner than
any in Cyrodiil. What good does a faster horse do you if it can't carry the load? We also have
the best prices around.
                  [67] HANGING GARDENS OF WASTEN CORIDALE   171



[67] Hanging Gardens of Wasten Coridale*


See vol. I.
172                              [68] HEAVY ARMOR REPAIR



[68] Heavy Armor Repair


                                    Heavy Armor Repair


Heavy armor must be designed to take a lot of punishment. It will receive direct blows from
all sorts of weapons while protecting the wearer. Such armor tends to be made from a few
large pieces rather than lots of small pieces like light armor.

Iron and steel are easy to work. Just heat them up and pound them back into shape. You can
even use a camp fire for field repairs. Avoid filing off any of the metal. Always try to
conserve the metal and work it back into shape.

If a piece needs a lot of hammering, it may become brittle. Reheating the armor every now
and then can reduce the brittleness after severe repairs. Once the hammering is done, be sure
to oil it well. The freshly hammered surfaces will rust more quickly and need to be protected.

Dwarven and Orcish armor require small and large hammers. Heat should be used sparingly,
particularly with Orcish. Both types respond better to many small hammer strokes rather than
fewer heavy strokes.

Ebony can only be hammered when heated. It will develop small cracks that eventually
shatter the material if hammered cold. Daedric should always be worked on at night... ideally
under a new or full moon, and never during and eclipse. A red harvest moon is best.
                                   [69] HERETICAL THOUGHTS                                   173



[69] Heretical Thoughts


                                      Heretical Thoughts


Zealotry is an abomination that must be wiped from the Shivering Isles. We cannot suffer
their beliefs to spread to even one more soul. They name us Heretics for our lack of belief.
We gladly accept the name, and will make a honorable one.

It is not heresy to speak truth. It is not heresy to speak out against an unjust lord. It is not
heresy to take arms and action in defense of true belief. We are the so-called Heretics of the
Shivering Isles, but we do not speak heresy. We speak the truth.

Our Lord, Sheogorath, is but a man. He is only flesh and blood, not a god, and certainly not a
Daedric Prince. There are no princes in the realms of the Daedra, only vile servitors such as
the Hungers that we summon to do our bidding.

Sheogorath the False is a mad despot. Years of dabbling in foul magic and consorting with
Daedra have driven him mad. He is not a fit ruler, let alone divine. He perverts the teachings
of Arden-Sul, He Who Gave His Heart's Blood.

When the truth of our cause is common knowledge among the people, we will drive him from
New Sheoth and put that cesspool to the sword. His four limbs will be scattered to the four
winds. His head will rest upon the Hill of Suicides and his heart shall be burnt in the flames of
freedom. His entrails shall be fed to the dogs.

We will make all the people of the Shivering Isles wear the robes of the Heretics. By these
robes we know each other to be true non-believers. The people shall return to the wilderness
and live among the wild things, as we do. They will see the wisdom and purity of the life we
lead and they will hail us as saviors.
174                              [70] HIDING WITH THE SHADOW



[70] Hiding with the Shadow


There are few professions that require the practitioner to be more self-reliant than that of thief.
A thief is by nature a loner. He trusts no one and is trusted by few. He cannot go to a master
and become an apprentice. He has no guild to collect and codify how to ply his craft. He does
his crimes alone, and in the dark of night. He must hide by day to avoid capture by the
authorities.

The only known deity recognized by thieves is Nocturnal. Not truly a goddess, this Daedric
lord is none-the-less a potent figure. She is the Mistress of Shadows, holding sway over
secrets and stealth. She does not ask for worshippers, nor does she necessarily give blessings
to those that do recognize her. In fact there are no known temples to her in Cyrodiil, although
there are rumors of a forgotten shrine. In other words, she is perfectly suited to the criminal
mind of the thief.

By and large, thieves are a godless lot. They believe only in their own skills and cunning.
However, since the existence and influence of the gods and Daedric lords is undeniable, they
have an uneasy relationship with Nocturnal. Though some thieves truly worship her, most
choose to offer their respect and reverence without fealty.

These criminals recognize that should they offend the Mistress of Shadows, it might go
poorly for them. However, true worship and fealty does not have any known benefit. The
classic blessing between thieves is "shadow hide you." This is an oblique reference to
Nocturnal. However it can also be interpreted to be a non-theistic statement of actual shadows
hiding the thief.

Thieves tend to dress in black clothes or dark clothing. While this is a practical thing for their
criminal endeavors, it is unnecessary during the daylight hours. Yet many thieves still don
these shadowy colors in silent recognition of Nocturnal.

The most shocking link between the nebulous culture of thieves and Nocturnal, is the tale of
the Gray Fox. He is the mythical king of thieves. The legend states that he stole the hood off
of Nocturnal's cloak. Obviously this is just a story invented centuries ago to bolster their
feelings of self-worth. However, it is indicative of the continued link between the Daedric
lord and the criminals of the Empire.
                                 [71] HISTORY OF LOCK PICKING                                 175



[71] History of Lock Picking


The modern lock has a fascinating history in Cyrodiil. The need to restrict access to one's
home has been a problem since homes were first built. The very first security system was a
simple bar across the door. This has the obvious shortcoming of only being functional when
the owner is at home.

The first recorded instance of a lock is the ingenious armbreaker of Castle Anvil. The count of
the day put five slide bars on the side of the door. A hole in the door just above them allowed
him to reach in and manipulate any of these bars. Only one of the bars truly locked or
unlocked the door. The other four released the clasp on a hammer that fell down on the
person's arm. Only by knowing which sliding bar was the true lock could one safely open the
door.

For over a hundred years, the state of the art in locks was defined by sliding bars and
punished traps. Then the famous dwarf Mzunchend invented the pin lock. The first example
had three pins. The key was turned in the lock four times, each turn depending on a different
pin being in position. Obviously a pin could be used more than once.

It was 65 years before anyone devised a method to open a pin-based lock without the key and
without damaging the lock. It wasn't that the problem was so difficult. It was that nobody
other than royalty could afford Mzunchend's locks. An enterprising blacksmith named
Orenthal decided to mass-produce a common form of the lock at a reasonable price. Suddenly
every shop had a lock. Now there was a reason to subvert the locks. It wasn't long before
lockpicks and lockpicking appeared. Orenthal became quite wealthly inventing more and
more sophisticated locks.

Today's locks are sophisticated mechanisms with spring-loaded pins. Each metal pin must be
pushed up by the key precisely to open the lock. Any imprecision in the key, any poorly made
copy, or any clumsy attempt at lockpicking releases the spring tension, causing the pin to
clamp down upon or even break the key or lockpick.

Locks are made more secure by using multiple pins in the lock. Multiple-pin locks are more
delicate and difficult to make, and more expensive, but provide a greater reliablity against
tampering. Multiple-pin locks have the further virtue of resetting all pins when any single pin
is tampered with. A single mistake with the fifth pin of a five-pin lock requires a thief to reset
all five pins again. Most affordable locks are one-pin or two-pin locks. The five-pin lock is
the highest achievement of the lockmaker's craft, and the greatest challenge to a would-be
intruder.

Picking the modern lock is an art form. A lockpick is a thin metal bar with a small tooth on
the end. The tooth is used to press the pin up into the lock mechanism. The thief uses skill and
experience to manipulate each pin in turn to determine the exact tension necessary to set the
spring-loaded pin at its catchpoint. With a subtle pressing and lofting of the pin, the master
thief determines the exact motion required to set it.
176                              [71] HISTORY OF LOCK PICKING

A novice thief breaks many picks while learning his trade. Only with time and practice will he
get better at guessing the tension and timing necessary to set a pin. As a result, novice thieves
tend to carry a great many lockpicks, while the masters only need to carry a few.
          [72] HISTORY OF THE FIGHTERS GUILD / FIGHTERS GUILD HISTORY, 1ST ED.              177



[72] History of the Fighters Guild / Fighters Guild History, 1st Ed.


                                       History of the{1}
                                Fighters Guild{, First Edition}2


In the 283rd year of the 2nd Era, Potentate Versidue-Shaie was faced with a disintegrating
empire. The vassal kingdoms throughout Tamriel had reached a new height of rebellion,
openly challenging his rule. They refused his taxes and led sorties against the Imperial
garrisons throughout the land. At the destruction of his fortress in Dawnstar, he gathered the
Imperial Council in what would be called the Council of Bardmont, after the town south of
Dawnstar where they met. There the Potentate declared catholic and universal martial law.
The princes of Tamriel would dissolve their armies or face his wrath.

The next thirty-seven years were perhaps the bloodiest in the violent history of Tamriel.

In order to crush the last of the royal armies, Versidae-Shaie had to sacrifice many of his best
legions, as well as spend nearly every last piece of gold in the Imperial treasury. But he
accomplished the unthinkable. For the first time in history, there was but one army in the
land, and it was his own.

The problems that immediately surfaced were almost as staggering as the triumph itself. The
Potentate had impoverished the land by his war, for the vanquished kingdoms had also spent
the last of their gold in defense. Farmers and merchants alike had their livelihood ruined.
Before the princes of Tamriel would not pay his taxes - now, they could not.

The only persons who benefited from the war were criminals, who preyed upon the ruins of
the lawless land, without fear of arrest now that all the local guards and militia were gone. It
was a crisis the Akavir had seen coming long before he destroyed the last of his subjects'
armies, but for which he had no solution. He could not allow his vassals their own armies
again, but the land was deeper into the stew of anarchy that it had ever been before. His army
sought to fight the rise of crime, but a central authority was no threat against the local
underworld.

In the dawn of the year 320, a kinsman of Versidae-Shaie, Dinieras-Ves "the Iron", presented
himself with a host of companions before the Potentate. It was he who suggested an order of
mercantile warriors-for-hire, who could be hired by nobility in lieu of a standing army. The
employment would be temporary, and a percentage of the fee would go to the Potentate's
government, thus putting salve on two of Versidae-Shaie's greatest pains.

Though it was then called The Syffim, after the Tsaesci word for 'soldiers,' the organization
that was to be known as the Fighters Guild had been born.

Dinieras-Ves "the Iron" initially believed that the entirety of the order should be composed of
Akaviri. This belief of his is not disputed by any historian, though his motivation is often
debated. The traditional, simple explanation is that he knew his countrymen well, trusted
them, and felt that their tradition of fighting for profit would be of use. Others believe, with
reason, that he and the Potentate sought to use the order to effectively complete the conquest
178       [72] HISTORY OF THE FIGHTERS GUILD / FIGHTERS GUILD HISTORY, 1ST ED.

of Tamriel begun over five hundred years earlier. When Akavir attacked Tamriel in the
2703rd year of the 1st era, they had been beaten back by the Reman Dynasty. Now they had a
Potentate on the throne, and with Dinieras-Ves's machinations, the local armies would also be
Akaviri. What they had failed to do by combat, they would have successfully accomplished
by patience. A traditional strategem, many scholars suggest, of the immortal snake men, the
Tsaesci of Akavir, who always had time on their side.

The point, however, is largely academic. Though the Syffim did establish themselves in some
kingdoms neighboring Cyrodiil, it became quickly apparent that local warriors were needed.
Part of the problem was simply that there were not enough Akaviri for the work that needed
to be done. Another part was that the snake men did not understand the geography and
politics of the regions they were assigned.

It was evident that some non-Akaviri were needed in the Syffim, and by the mid point of the
year, three Nords, a warrior-sorceress, a rogue, and a knight were admitted into the order.

The knight, whose name has been lost in the sands of time, was also a great armorer, and
probably did more to strengthen the organization than anyone but Dinieras-Ves himself. As
has often been stated, the Akaviri, particularly the Tsaesci, understood weaponry better than
armor. Even if they could not wear it themselves, the knight was able to explain to the other
Syffim what the weaknesses were in their opponent's armor, explaining to them how many
joints there were in a pauldon and a grieve, and the differences between Aketons and
Armkachens, Gorgets and Gliedshrims, Palettes and Pasguards, Tabards and Tassettes.

With this knowledge, they made long strides in defeating the brigands, doing far better than
their meager numbers would suggest. It is a joke among historians that if Akavir had a Nord
armorer in their employ in the first era, they would have won the invasion.

The success of these first three outsiders to the Syffim opened the door for more local
members. Before the year was through, Dinieras-Ves had spread his business throughout the
Empire. Young men and women, for a variety of reasons - because of desperate poverty, for
love of action and adventure, in order to aid their crime-stricken neighbors - joined his new
order en masse. They received training, and were immediately put to work helping the
aristocracy's problems, assuming the roles of guards and soldiers within their locality.

The early success of the Syffim in combating crime and defeating local monsters so inspired
Potentate Versidae-Shaie that he entertained representatives from other organizations
interested in Imperial sanction. Though formed much earlier, the Mages Guild had always
been viewed with suspicion by the government. In the 321st year of the 2nd Era, the Potentate
gave his approval to the Guilds Act, officially sanctioning the Mages, together with the Guilds
of Tinkers, Cobblers, Prostitutes, Scribes, Architects, Brewers, Vintners, Weavers,
Ratcatchers, Furriers, Cooks, Astrologers, Healers, Tailors, Minstrals, Barristers, and the
Syffim. In the charter, they were no longer called the Syffim, however: bowing to the name it
had become known as by the people, they were to be called the Fighters Guild. All the Guilds,
and those that followed by later sanctions throughout the second and third eras, would be
protected and encouraged by the Empire of Cyrodiil, recognizing their value to the people of
Tamriel. All would be required to pay to expand their influence throughout the land. The
Empire was strengthened by their presence, and the Imperial coffers were filled once again.
               [72] HISTORY OF THE FIGHTERS GUILD / FIGHTERS GUILD HISTORY, 1ST ED.        179

Shortly after Versidae-Shaie's death, only three years after the Guild Act, his heir Savirien-
Chovak, allowed the reforming of local armies. The Fighters Guild was no longer the
principal arm of the local aristocracy, but their worth had already been established. Though
there were certainly strong individuals who sought their own fortunes in the past, many
historians have suggested that Dinieras-Ves was the ancestor in spirit of the modern
phenomenon of the Adventurer, those men and women who dedicate their lives to questing
for fame and fortune.

Thus, all owe a debt of gratitude to the Fighters Guild -- not only its members, and the people
who have been helped by its neutral policy of offering strong arms for a fee within the
boundaries of the law. Without them, there would be no guilds of any kind, and it may be
argued, no model for even the independent Adventurer.


                                                       NOTES
1
    No break in Fighters Guild History, 1st Ed.
2
    Fighters Guild History, 1st Ed. Not in History of the Fighters Guild.
180                     [73] THE HORROR OF CASTLE XYR



[73] The Horror of Castle Xyr*


See vol. I.
                                   [74] HORSE ARMOR PLANS   181



[74] Horse Armor Plans


I'm a set of plans. Go to the Chestnut Handy stables.
182                    [75.1] HOUSE RECEIPTS: BATTLEHORN CASTLE 1-3



[75] House Receipts

[75.1] Battlehorn Castle

[75.1.1] Bedroom



The furnishings for your private quarters will be delivered promptly to Battlehorn Castle. I
hope you find them comfortable!

Thank you for your patronage,

Nilphas Omellian
The Merchants Inn, Market District
Imperial City


[75.1.2] Captain



As per our recent conversation, I've hired a new guard captain to take command of the
garrison of Battlehorn Castle. I've tried to answer his questions without going into too many
specifics about the fate of his unfortunate predecessor. I trust that I have done well.

As always, I remain,

Nilphas Omellian
The Merchants Inn, Market District
Imperial City


[75.1.3] Dining Area



The furnishings you selected for the dining hall will be delivered promptly to Battlehorn
Castle. I'm sure you will find that they make your meals more pleasant.

Thank you for your patronage,

Nilphas Omellian
The Merchants Inn, Market District
Imperial City
                         [75.1] HOUSE RECEIPTS: BATTLEHORN CASTLE 4-7                      183


[75.1.4] Dwemer Forge



I know you will be pleased with the antique forge that I am having shipped to Battlehorn
Castle. I think you will find it is well worth the cost. Not many can boast of owning a working
Dwemer forge!

I appreciate your patronage,

Nilphas Omellian
The Merchants Inn, Market District
Imperial City


[75.1.5] Kitchen Area



The furnishings you selected for the kitchens will be delivered promptly to Battlehorn Castle.
I hope you get many years of enjoyment out of them!

Thank you for your patronage,

Nilphas Omellian
The Merchants Inn, Market District
Imperial City


[75.1.6] Library Area



The appointments you selected for your library will be delivered promptly to Battlehorn
Castle. I'm sure you will find them conducive to scholarship and reflection.

I appreciate your patronage,

Nilphas Omellian
The Merchants Inn, Market District
Imperial City


[75.1.7] Training Room



The famous Arena champion, Shagrol gro-Uzug, is on his way to Battlehorn Castle to take up
his new position as your sparring partner. I've taken the liberty of sending along the
equipment he will need to set up your training room, using the funds you provided. I trust that
this meets with your approval.

Thank you for your patronage,
184                    [75.1] HOUSE RECEIPTS: BATTLEHORN CASTLE 8-9



Nilphas Omellian
The Merchants Inn, Market District
Imperial City


[75.1.8] Trophy Hall



The appointments you selected for your trophy hall will be deliverered promptly to Battlehorn
Castle. As you requested, I've also hired a taxidermist to join your castle staff. Melisi Daren
comes highly recommended by her former employer, a wealthy gentleman from Bruma
named Baenlin. I'm sure she will meet with your satisfaction.

Thank you for your patronage,

Nilphas Omellian
The Merchants Inn, Market District
Imperial City


[75.1.9] Wine Cellar



As you requested, I have hired Talan, one of the finest vintners in Cyrodiil to maintain your
wine cellar at Battlehorn Castle. He is the brother of the well-known Tamika of Skingrad, so
he has learned his trade from the very best. I took the liberty of providing Talan with the
funds to equip your wine cellar as he sees fit, as we discussed.

Thank you for your patronage,

Nilphas Omellian
The Merchants Inn, Market District
Imperial City
                               [75.2] HOUSE RECEIPTS: BRAVIL 1-3                          185



[75.2] Bravil

[75.2.1] Dining Area



This entitles the bearer to one dining area that will be promptly delivered to your home in
Bravil. Said area contains:

2 Chairs
1 Rug
Assorted Pottery

Thanks for shopping with us!

Nilawen
The Fair Deal, Bravil


[75.2.2] Kitchen Area



This entitles the bearer to one fireplace area that will be promptly delivered to your home in
Bravil. Said area contains:

1 Food Cupboard
1 Small Table
1 Chair
Assorted Pottery

Thanks for shopping with us!

Nilawen
The Fair Deal, Bravil


[75.2.3] Racks Assortment

This entitles the bearer to various racks that will be promptly delivered to your home in
Bravil. This set includes:

2 Wine Racks
2 Wall Mount Weapon Racks
1 Free-Standing Weapon Rack

Thanks for shopping with us!

Nilawen
The Fair Deal, Bravil
186                            [75.2] HOUSE RECEIPTS: BRAVIL 4-6


[75.2.4] Reading Area



This entitles the bearer to one reading area that will be promptly delivered to your home in
Bravil. Said area contains:

2 Bookshelves
1 Rug
1 Chair
1 Candelabra

Thanks for shopping with us!

Nilawen
The Fair Deal, Bravil


[75.2.5] Storage Area



This entitles the bearer to one storage area that will be promptly delivered to your home in
Bravil. Said area contains:

2 Dressers
1 Chair
1 Chest
1 Rug
1 Candelabra

Thanks for shopping with us!

Nilawen
The Fair Deal, Bravil


[75.2.6] Wall Hangings



This entitles the bearer to various wall hangings that will be promptly delivered to your home
in Bravil. This set includes:

4 Assorted Paintings
1 Tapestry

Thanks for shopping with us!

Nilawen
The Fair Deal, Bravil
                                [75.3] HOUSE RECEIPTS: BRUMA 1-3                             187



[75.3] Bruma

[75.3.1] Bedroom Area



This entitles the bearer to one bedroom area on the lower level that will be promptly delivered
to your home in Bruma. Said area contains:

2 Wall-Mounted Candle Sconces
1 Clothing Cupboard
1 Dresser
1 Chest
1 Rug
1 Candle Holder
Assorted Pottery and Potted Flowers

Shop Novaroma where if we don't have it, it's not worth having!

Suurootan
Novaroma of Bruma


[75.3.2] Dining Area



This entitles the bearer to one dining area on the upper level that will be promptly delivered to
your home in Bruma. Said area contains:

3 Chairs
1 Rug
1 Set of Shelves
Assorted Pottery and Utensils
Potted Flowers

Shop Novaroma where if we don't have it, it's not worth having!

Suurootan
Novaroma of Bruma


[75.3.3] Kitchen Area



This entitles the bearer to one kitchen area on the upper level that will be promptly delivered
to your home in Bruma. Said area contains:

1 Cupboard
1 Wine Rack
1 Chest
188                            [75.3] HOUSE RECEIPTS: BRUMA 4-5

1 Fireplace Rack
1 Candle Holder
1 Rug
Assorted Bottles and Pottery

Shop Novaroma where if we don't have it, it's not worth having!

Suurootan
Novaroma of Bruma


[75.3.4] Lower Storage Area



This entitles the bearer to one storage area and sitting area on the lower level that will be
promptly delivered to your home in Bruma. Said area contains:

3 Barrels
1 Chest
1 Set of Shelves
1 Small Table
1 Bench
1 Chair
1 Rug
Assorted Pottery

Shop Novaroma where if we don't have it, it's not worth having!

Suurootan
Novaroma of Bruma


[75.3.5] Lower Wall Hangings



This entitles the bearer to various wall hangings on the lower level that will be promptly
delivered to your home in Bruma. This includes:

3 Paintings
3 Tapestries
4 Wall-Mounted Candle Sconces

Shop Novaroma where if we don't have it, it's not worth having!

Suurootan
Novaroma of Bruma
                               [75.3] HOUSE RECEIPTS: BRUMA 8-10                              189


[75.3.8] Study Area



This entitles the bearer to one study area on the lower level that will be promptly delivered to
your home in Bruma. Said area contains:

2 Bookshelves
1 Desk
1 Chair
1 Candelabra
Assorted Candles

Shop Novaroma where if we don't have it, it's not worth having!

Suurootan
Novaroma of Bruma


[75.3.9] Upper Sitting Area



This entitles the bearer to one sitting area on the upper level that will be promptly delivered to
your home in Bruma. Said area contains:

2 Tables
1 Bench
1 Chair
1 Rug
1 Candle Holder
Potted Flowers

Shop Novaroma where if we don't have it, it's not worth having!

Suurootan
Novaroma of Bruma


[75.3.10] Upper Storage Area



This entitles the bearer to one storage area on the upper level that will be promptly delivered
to your home in Bruma. Said area contains:

2 Chests
1 Set of Shelves
1 Small Table
1 Candelabra
Assorted Pottery
190                             [75.3] HOUSE RECEIPTS: BRUMA 11

Shop Novaroma where if we don't have it, it's not worth having!

Suurootan
Novaroma of Bruma


[75.3.11] Upper Wall Hangings



This entitles the bearer to various wall hangings on the upper level that will be promptly
delivered to your home in Bruma. This includes:

5 Paintings
1 Tapestry
2 Candle Holders

Shop Novaroma where if we don't have it, it's not worth having!

Suurootan
Novaroma of Bruma
                           [75.4] HOUSE RECEIPTS: CHEYDINHAL 1-3                             191



[75.4] Cheydinhal

[75.4.1] Bedroom Area



This entitles the bearer to one bedroom area on the upper level that will be promptly delivered
to your home in Cheydinhal. Said area contains:

1 Bed Upgrade
1 Dresser
1 Chest
1 Table
1 Rug
Assorted Candles and Pottery

Borba's motto: "Nobody outsells me... nobody!"

Borba gra-Uzgash
Borba's Goods and Stores


[75.4.2] Dining Area



This entitles the bearer to one dining area on the lower level that will be promptly delivered to
your home in Cheydinhal. Said area contains:

2 Chairs
1 Set of Shelves
1 Rug
1 Thatched Basket
Assorted Pottery and Utensils

Borba's motto: "Nobody outsells me... nobody!"

Borba gra-Uzgash
Borba's Goods and Stores


[75.4.3] Dressing Area



This entitles the bearer to one dressing area on the upper level that will be promptly delivered
to your home in Cheydinhal. Said area contains:

1 Clothing Cupboard
1 Dresser
1 Set of Shelves
1 Chair
192                            [75.4] HOUSE RECEIPTS: CHEYDINHAL 4-6

1 Rug
Assorted Candles and Pottery

Borba's motto: "Nobody outsells me... nobody!"

Borba gra-Uzgash
Borba's Goods and Stores


[75.4.4] Kitchen Area



This entitles the bearer to one kitchen area on the upper level that will be promptly delivered
to your home in Cheydinhal. Said area contains:

2 Cupboards (1 Food, 1 Drink)
1 Table
1 Rug
Assorted Pottery and Utensils

Borba's motto: "Nobody outsells me... nobody!"

Borba gra-Uzgash
Borba's Goods and Stores


[75.4.5] Lower Wall Hangings



This entitles the bearer to various wall hangings on the lower level that will be promptly
delivered to your home in Cheydinhal. This includes:

5 Paintings
2 Tapestries

Borba's motto: "Nobody outsells me... nobody!"

Borba gra-Uzgash
Borba's Goods and Stores


[75.4.6] Sitting Area



This entitles the bearer to one sitting area on the lower level that will be promptly delivered to
your home in Cheydinhal. Said area contains:

2 Chairs
2 Small Tables
1 Bench
                           [75.4] HOUSE RECEIPTS: CHEYDINHAL 7-8                            193

1 Rug
1 Barrel
Assorted Pottery

Borba's motto: "Nobody outsells me... nobody!"

Borba gra-Uzgash
Borba's Goods and Stores


[75.4.7] Storage Area



This entitles the bearer to one storage area on the upper level that will be promptly delivered
to your home in Cheydinhal. Said area contains:

3 Barrels
2 Wood Crates
2 Chests
Assorted Candles

Borba's motto: "Nobody outsells me... nobody!"

Borba gra-Uzgash
Borba's Goods and Stores


[75.4.8] Study Area



This entitles the bearer to one study area on the lower level that will be promptly delivered to
your home in Cheydinhal. Said area contains:

1 Desk
1 Stool
1 Bookshelf
1 Rug
1 Thatched Basket
Assorted Desk Accessories

Borba's motto: "Nobody outsells me... nobody!"

Borba gra-Uzgash
Borba's Goods and Stores
194                        [75.4] HOUSE RECEIPTS: CHEYDINHAL 9-10


[75.4.9] Upper Hall Area



This entitles the bearer to one upper hall area that will be promptly delivered to your home in
Cheydinhal. Said area contains:

2 Wall-Mounted Candle Sconces
2 Sets of Shelves
2 Candle Holders
1 Bench
Assorted Pottery

Borba's motto: "Nobody outsells me... nobody!"

Borba gra-Uzgash
Borba's Goods and Stores


[75.4.10] Upper Wall Hangings



This entitles the bearer to various wall hangings on the upper level that will be promptly
delivered to your home in Cheydinhal. This includes:

3 Tapestries
3 Paintings

Borba's motto: "Nobody outsells me... nobody!"

Borba gra-Uzgash
Borba's Goods and Stores
                             [75.5] HOUSE RECEIPTS: CHORROL 1-3                              195



[75.5] Chorrol

[75.5.1] Bedroom Area



This entitles the bearer to one bedroom area on the middle level that will be promptly
delivered to your home in Chorrol. Said area contains:

3 Chairs
1 Bed Upgrade
1 Set of Shelves
1 Dresser
1 Clothing Cupboard
1 Chest
1 Chandelier
1 Desk
1 Rug

Northern Goods and Trade
"A Stone's Throw from the Great Oak!"

Seed-Neeus, Proprietor


[75.5.2] Dining Area



This entitles the bearer to one dining area on the lower level that will be promptly delivered to
your home in Chorrol. Said area contains:

4 Chairs
1 Rug
1 Chandelier
1 Wine Rack
Silver Place Settings and Utensils


Northern Goods and Trade
"A Stone's Throw from the Great Oak!"

Seed-Neeus, Proprietor


[75.5.3] Dining Upgrade



This entitles the bearer to addons for the dining area on the lower level that will be promptly
delivered to your home in Chorrol. This includes:
196                          [75.5] HOUSE RECEIPTS: CHORROL 4-5

3 Tables
2 Sets of Shelves
Assorted Pottery


Northern Goods and Trade
"A Stone's Throw from the Great Oak!"

Seed-Neeus, Proprietor


[75.5.4] Kitchen Area



This entitles the bearer to one kitchen area on the lower level that will be promptly delivered
to your home in Chorrol. Said area contains:

1 Cupboard
1 Barrel
1 Table
1 Stool
1 Candle Holder
Assorted Pottery


Northern Goods and Trade
"A Stone's Throw from the Great Oak!"

Seed-Neeus, Proprietor


[75.5.5] House Lower Wall Hangings



This entitles the bearer to various wall hangings on the lower level that will be promptly
delivered to your home in Chorrol. This includes:

7 Paintings
5 Tapestries
2 Wall-Mounted Lanterns

Northern Goods and Trade
"A Stone's Throw from the Great Oak!"

Seed-Neeus, Proprietor
                                [75.5] HOUSE RECEIPTS: CHORROL 6-8                            197


[75.5.6] Middle Wall Hangings



This entitles the bearer to various wall hangings on the middle level that will be promptly
delivered to your home in Chorrol. This includes:

3 Paintings
3 Tapestries
1 Wall-Mounted Lantern

Northern Goods and Trade
"A Stone's Throw from the Great Oak!"

Seed-Neeus, Proprietor


[75.5.7] Servants Quarters



This entitles the bearer to one servants quarters on the middle level that will be promptly
delivered to your home in Chorrol. Said area contains:

1 Bed
1 Clothing Cupboard
1 Table
1 Rug
1 Chandelier
Assorted Pottery

Northern Goods and Trade
"A Stone's Throw from the Great Oak!"

Seed-Neeus, Proprietor


[75.5.8] Sitting Area



This entitles the bearer to one sitting area on the lower level that will be promptly delivered to
your home in Chorrol. Said area contains:

3 Tables
2 Benches
2 Chairs
1 Small Table
1 Cupboard
1 Large Rug
Assorted Pottery
198                         [75.5] HOUSE RECEIPTS: CHORROL 9-10



Northern Goods and Trade
"A Stone's Throw from the Great Oak!"

Seed-Neeus, Proprietor


[75.5.9] Study Area



This entitles the bearer to one study area on the lower level that will be promptly delivered to
your home in Chorrol. Said area contains:

2 Bookcases
2 Small Bookcases
1 Chair
1 Desk
1 Rug
Assorted Desk Accessories
Assorted Candles


Northern Goods and Trade
"A Stone's Throw from the Great Oak!"

Seed-Neeus, Proprietor


[75.5.10] Suite Area



This entitles the bearer to one master bedroom suite on the upper level that will be promptly
delivered to your home in Chorrol. Said area contains:

4 Chairs
2 Tables
1 Large Bed
1 Large Rug
1 Rug
1 Dresser
1 Clothing Cupboard
1 Chandelier
Assorted Pottery

Northern Goods and Trade
"A Stone's Throw from the Great Oak!"

Seed-Neeus, Proprietor
                                [75.5] HOUSE RECEIPTS: CHORROL 11                     199


[75.5.11] Upper Wall Hangings



This entitles the bearer to various wall hangings on the upper level that will be promptly
delivered to your home in Chorrol. This includes:

4 Tapestries
3 Paintings

Northern Goods and Trade
"A Stone's Throw from the Great Oak!"

Seed-Neeus, Proprietor
200                       [75.6] HOUSE RECEIPTS: DEEPSCORN HOLLOW 1-5



[75.6] Deepscorn Hollow

[75.6.1] Bedroom Area



Your sleeping area will be delivered to Deepscorn Hollow as requested.

Sithis bind us.

Rowley Eardwulf


[75.6.2] Cattle Cell



Your cell will be delivered to Deepscorn Hollow as requested. Through my sources I have
located suitable cattle that should meet your "needs".

Sithis bind us.

Rowley Eardwulf


[75.6.3] Dining Area



Your dining area will be delivered to Deepscorn Hollow as requested.

Sithis bind us.

Rowley Eardwulf


[75.6.4] Garden Receipt



Your Garden of Venomgrowth will be planted as you've requested.

Sithis bind us.

Rowley Eardwulf


[75.6.5] Storage Area



Your storage area will be delivered to Deepscorn Hollow as requested.

Sithis bind us.
                         [75.6] HOUSE RECEIPTS: DEEPSCORN HOLLOW 6    201



Rowley Eardwulf


[75.6.6] Deepscorn Study Area



Your study area will be delivered to Deepscorn Hollow as requested.

Sithis bind us.

Rowley Eardwulf
202                      [75.7] HOUSE RECEIPTS: FROSTCRAG SPIRE 1-4



[75.7] Frostcrag Spire

[75.7.1] Alchemy Lab



As requested, the Alchemy Lab will be delivered promptly to Frostcrag Spire and installed.
I'm glad to see Frostcrag Spire once again has a worthy owner.

Warmest Regards!

Aurelinwae
Mystic Emporium, Market District
Imperial City


[75.7.2] Bedroom Area



As requested, the Bedroom Area will be delivered promptly to Frostcrag Spire and installed.
I'm glad to see Frostcrag Spire once again has a worthy owner.

Warmest Regards!

Aurelinwae
Mystic Emporium, Market District
Imperial City


[75.7.3] Library Area



As requested, the Library Area will be delivered promptly to Frostcrag Spire and installed. I'm
glad to see Frostcrag Spire once again has a worthy owner.

Warmest Regards!

Aurelinwae
Mystic Emporium, Market District
Imperial City


[75.7.4] Vault Area



As requested, the Vault Area will be delivered promptly to Frostcrag Spire and installed. I'm
glad to see Frostcrag Spire once again has a worthy owner.

Warmest Regards!
                        [75.7] HOUSE RECEIPTS: FROSTCRAG SPIRE   203

Aurelinwae
Mystic Emporium, Market District
Imperial City
204                       [75.8] HOUSE RECEIPTS: IMPERIAL CITY 1-3



[75.8] Imperial City

[75.8.1] Dining Area



This entitles the bearer to one dining area that will be promptly delivered to your home in the
Imperial City. Said area contains:

1 Set of Shelves
1 Rug
Assorted Pottery and Utensils
Assorted Candles

We hope you'll enjoy your home's new look!

Sergius Verus
Three Brothers Trade Goods, Imperial City


[75.8.2] Kitchen Area



This entitles the bearer to one kitchen area that will be promptly delivered to your home in the
Imperial City. Said area contains:

1 Cupboard
1 Rug
1 Thatched Basket
Assorted Pottery

We hope you'll enjoy your home's new look!

Sergius Verus
Three Brothers Trade Goods, Imperial City


[75.8.3] Sitting Area



This entitles the bearer to one fireplace area that will be promptly delivered to your home in
the Imperial City. Said area contains:

2 Chairs
1 Small Table

We hope you'll enjoy your home's new look!

Sergius Verus
Three Brothers Trade Goods, Imperial City
                          [75.8] HOUSE RECEIPTS: IMPERIAL CITY 4-5                          205


[75.8.4] Storage Area



This entitles the bearer to one storage area that will be promptly delivered to your home in the
Imperial City. Said area contains:

2 Dressers
1 Chest
Assorted Candles

We hope you'll enjoy your home's new look!

Sergius Verus
Three Brothers Trade Goods, Imperial City


[75.8.5] Wall Hangings



This entitles the bearer to various wall hangings that will be promptly delivered to your home
in the Imperial City. This set includes:

3 Tapestries
1 Painting

We hope you'll enjoy your home's new look!

Sergius Verus
Three Brothers Trade Goods, Imperial City
206                         [75.9] HOUSE RECEIPTS: LEYAWIIN 1-3



[75.9] Leyawiin

[75.9.1] Bedroom Area



This entitles the bearer to one bedroom area that will be promptly delivered to your home in
Leyawiin. Said area contains:

1 Dresser
1 Privacy Screen
1 Rug
1 Set of Shelves
Assorted Candles

Come back and see us and again for the best goods and guarantees!

Gundalas
Best Goods and Guarantees


[75.9.2] Dining Area



This entitles the bearer to one dining area that will be promptly delivered to your home in
Leyawiin. Said area contains:

3 Chairs
1 Rug
1 Candle
Assorted Pottery

Come back and see us and again for the best goods and guarantees!

Gundalas
Best Goods and Guarantees


[75.9.3] Kitchen Area



This entitles the bearer to one kitchen area that will be promptly delivered to your home in
Leyawiin. Said area contains:

1 Cupboard
1 Large Table
Assorted Baskets

Come back and see us and again for the best goods and guarantees!
                            [75.9] HOUSE RECEIPTS: LEYAWIIN 4-6                             207

Gundalas
Best Goods and Guarantees


[75.9.4] Reading Area



This entitles the bearer to one reading area that will be promptly delivered to your home in
Leyawiin. Said area contains:

3 Bookshelves
2 Candles on Holders
1 Chair
1 Small Table
1 Rug
1 Large Privacy Screen

Come back and see us and again for the best goods and guarantees!

Gundalas
Best Goods and Guarantees


[75.9.5] Storage Area



This entitles the bearer to one storage area that will be promptly delivered to your home in
Leyawiin. Said area contains:

3 Barrels
1 Chest
1 Basket
1 Rug
1 Broom

Come back and see us and again for the best goods and guarantees!

Gundalas
Best Goods and Guarantees


[75.9.6] Study Area



This entitles the bearer to one study area on the lower level that will be promptly delivered to
your home in Leyawiin. Said area contains:

1 Desk
1 Chair
1 Bookshelf
208                          [75.9] HOUSE RECEIPTS: LEYAWIIN 7

1 Candelabra

Come back and see us and again for the best goods and guarantees!

Gundalas
Best Goods and Guarantees


[75.9.7] Wall Hangings

This entitles the bearer various wall hangings that will be promptly delivered to your home in
Leyawiin. This includes:

5 Paintings
2 Tapestries

Come back and see us and again for the best goods and guarantees!

Gundalas
Best Goods and Guarantees
                            [75.10] HOUSE RECEIPTS: SKINGRAD 1-3                           209



[75.10] Skingrad

[75.10.1] Balcony Area



This entitles the bearer to one balcony area overlooking the lower level that will be promptly
delivered to your home in Skingrad. Said area contains:

2 Stools
2 Rugs
1 Chair
1 Chest
1 Small Table
Assorted Candles

We use only the finest wood and craftsmanship in all our products.
Please, come back soon!

Gunder
Colovian Traders


[75.10.2] Balcony Upgrade



This entitles the bearer to one upgrade to the balcony area overlooking the lower level that
will be promptly delivered to your home in Skingrad. This includes:

2 Large Shelves
Assorted Candles
Assorted Pottery

We use only the finest wood and craftsmanship in all our products.
Please, come back soon!

Gunder
Colovian Traders


[75.10.3] Bedroom Area



This entitles the bearer to one bedroom area on the upper level that will be promptly delivered
to your home in Skingrad. Said area contains:

2 Clothing Cupboards
1 Bed Upgrade
1 Set of Shelves
1 Chest
210                         [75.10] HOUSE RECEIPTS: SKINGRAD 4-5

1 Dresser
1 Rug
1 Stool

We use only the finest wood and craftsmanship in all our products.
Please, come back soon!

Gunder
Colovian Traders


[75.10.4] Den Area



This entitles the bearer to one den area on the lower level that will be promptly delivered to
your home in Skingrad. Said area contains:

2 Dressers
1 Desk
1 Chair
1 Rug
Assorted Wall-Mounted Candle Sconces
Assorted Pottery

We use only the finest wood and craftsmanship in all our products.
Please, come back soon!

Gunder
Colovian Traders


[75.10.5] Dining Area



This entitles the bearer to one dining area on the lower level that will be promptly delivered to
your home in Skingrad. Said area contains:

3 Chairs
1 Set of Shelves
1 Chandelier
1 Large Rug
1 Candle Holder
Silver Place Settings and Utensils
Assorted Pottery

We use only the finest wood and craftsmanship in all our products.
Please, come back soon!

Gunder
Colovian Traders
                             [75.10] HOUSE RECEIPTS: SKINGRAD 6-8                             211


[75.10.6] Display Case Upgrade



This entitles the bearer to several glass display cases in various parts of the house that will be
promptly delivered to your home in Skingrad. This includes:

3 Large Display Cases
4 Small Display Cases
Assorted Candles

We use only the finest wood and craftsmanship in all our products.
Please, come back soon!

Gunder
Colovian Traders


[75.10.7] Kitchen Area



This entitles the bearer to one kitchen area on the lower level that will be promptly delivered
to your home in Skingrad. Said area contains:

2 Cupboards (1 Food, 1 Drink)
1 Table
1 Barrel
1 Set of Scales
Assorted Pottery

We use only the finest wood and craftsmanship in all our products.
Please, come back soon!

Gunder
Colovian Traders


[75.10.8] Lower Wall Hangings



This entitles the bearer to various wall hangings that will be promptly delivered to your home
in Skingrad. This includes:

10 Paintings
5 Tapestries

We use only the finest wood and craftsmanship in all our products.
Please, come back soon!

Gunder
212                           [75.10] HOUSE RECEIPTS: SKINGRAD 9-11

Colovian Traders


[75.10.9] Servants Quarters



This entitles the bearer to servants quarters on the basement level that will be promptly
delivered to your home in Skingrad. Said area contains:

2 Stools
1 Privacy Screen
1 Bed
1 Clothing Cupboard
1 Table
1 Chest
Assorted Candles
Assorted Pottery

We use only the finest wood and craftsmanship in all our products.
Please, come back soon!

Gunder
Colovian Traders


[75.10.10] Sitting Area



This entitles the bearer to one sitting area on the lower level that will be promptly delivered to
your home in Skingrad. Said area contains:

2 Stools
2 Rugs
1 Bench
1 Set of Shelves
1 Table
Assorted Pottery

We use only the finest wood and craftsmanship in all our products.
Please, come back soon!

Gunder
Colovian Traders


[75.10.11] Storage Area



This entitles the bearer to one storage area on the basement level that will be promptly
delivered to your home in Skingrad. Said area contains:
                             [75.10] HOUSE RECEIPTS: SKINGRAD 12-13                         213



4 Crates
4 Barrels
3 Chests
2 Wine Racks
1 Set of Shelves
Assorted Candle Holders

We use only the finest wood and craftsmanship in all our products.
Please, come back soon!

Gunder
Colovian Traders


[75.10.12] Study Area



This entitles the bearer to one study area on the upper level that will be promptly delivered to
your home in Skingrad. Said area contains:

2 Bookshelves
1 Executive Desk
1 Chair
1 Chest
Decorative Mini-Tapestries

We use only the finest wood and craftsmanship in all our products.
Please, come back soon!

Gunder
Colovian Traders


[75.10.13] Upper Hall Area



This entitles the bearer to one upper hall area overlooking the lower level that will be
promptly delivered to your home in Skingrad. Said area contains:

2 Chests
2 Chairs
1 Set of Shelves
1 Small Table
1 Rug
Assorted Candles
Assorted Pottery

We use only the finest wood and craftsmanship in all our products.
Please, come back soon!
214                             [75.10] HOUSE RECEIPTS: SKINGRAD 14-15



Gunder
Colovian Traders


[75.10.14] Upper Sitting Area



This entitles the bearer to one sitting area on the upper level that will be promptly delivered to
your home in Skingrad. Said area contains:

2 Stools
2 Chairs
1 Table
1 Chandelier
Assorted Pottery

We use only the finest wood and craftsmanship in all our products.
Please, come back soon!

Gunder
Colovian Traders


[75.10.15] Upper Wall Hangings



This entitles the bearer to various wall hangings that will be promptly delivered to your home
in Skingrad. This includes:

6 Tapestries
5 Paintings

We use only the finest wood and craftsmanship in all our products.
Please, come back soon!

Gunder
Colovian Traders
                    [76] HOW ORSINIUM PASSED TO THE ORCS   215



[76] How Orsinium Passed to the Orcs*


See vol. I.
216                    [77] A HYPOTHETICAL TREACHERY



[77] A Hypothetical Treachery*


See vol. I.
                       [78] ICE AND CHITIN   217



[78] Ice and Chitin*


See vol. I.
218                                [79] IMBEL GENEALOGY



[79] Imbel Genealogy


The Imbel family traces lineage strictly through the male line of heirs, as any right-thinking
nobility would. Therefore this family genealogy does not record the inconsequential female
offspring.

Artan Imbel 1000 - 1057, Son of Rosten Imbel
Married Gustie Karna 1031
Buried in Vardenfell near Suran

Faris Zeetl 1030 -1101, Son of Artan Imbel
Unmarried
Whereabouts unknown

Faren Imbel 1037 - 1056, Son of Artan Imbel
Married Janiy Ulura 1053
Buried in Vardenfell near Suran

Corben Imbel 1053 - 1152, Out of wedlock son of Faren Imbel
Unmarried
Buried in Bravil

Artan Imbel II 1079 - 1152, Bastard son of Corben Imbel
Married Eadith Gerimania 1100
Buried in Bravil

Faren Imbel II 1084 - 1085, Bastard son of Corben Imbel
Buried in Skingrad

Corben Imbel II 1086 - 1167, Bastard son of Corben Imbel
Married Faith Horr 1110
Buried in Bruma
                                     [80] IMMORTAL BLOOD                                      219



[80] Immortal Blood


                                        Immortal Blood
                                        By Anonymous


The moons and stars were hidden from sight, making that particular quiet night especially
dark. The town guard had to carry torches to make their rounds; but the man who came to call
at my chapel carried no light with him. I came to learn that Movarth Piquine could see in the
dark almost as well as the light - an excellent talent, considering his interests were exclusively
nocturnal.

One of my acolytes brought him to me, and from the look of him, I at first thought he was in
need of healing. He was pale to the point of opalescence with a face that looked like it had
once been very handsome before some unspeakable suffering. The dark circles under his eyes
bespoke exhaustion, but the eyes themselves were alert, intense, almost insane.

He quickly dismissed my notion that he himself was ill, though he did want to discuss a
specific disease.

"Vampirism," he said, and then paused at my quizzical look. "I was told that you were
someone I should seek out for help understanding it."

"Who told you that?" I asked with a smile.

"Tissina Gray."

I immediately remembered her. A brave, beautiful knight who had needed my assistance
separating fact from fiction on the subject of the vampire. It had been two years, and I had
never heard whether my advice had proved effective.

"You've spoken to her? How is her ladyship?" I asked.

"Dead," Movarth replied coldly, and then, responding to my shock, he added to perhaps
soften the blow. "She said your advice was invaluable, at least for the one vampire. When last
I talked to her, she was tracking another. It killed her."

"Then the advice I gave her was not enough," I sighed. "Why do you think it would be enough
for you?"


"I was a teacher once myself, years ago," he said. "Not in a university. A trainer in the
Fighters Guild. But I know that if a student doesn't ask the right questions, the teacher cannot
be responsible for his failure. I intend to ask you the right questions."

And that he did. For hours, he asked questions and I answered what I could, but he never
volunteered any information about himself. He never smiled. He only studied me with those
intense eyes of his, commiting every word I said to memory.
220                                  [80] IMMORTAL BLOOD

Finally, I turned the questioning around. "You said you were a trainer at the Fighters Guild.
Are you on an assignment for them?"

"No," he said curtly, and finally I could detect some weariness in those feverish eyes of his. "I
would like to continue this tomorrow night, if I could. I need to get some sleep and absorb
this."

"You sleep during the day," I smiled.

To my surprise, he returned the smile, though it was more of a grimace. "When tracking your
prey, you adapt their habits."

The next day, he did return with more questions, these ones very specific. He wanted to know
about the vampires of eastern Skyrim. I told him about the most powerful tribe, the Volkihar,
paranoid and cruel, whose very breath could freeze their victims' blood in the veins. I
explained to him how they lived beneath the ice of remote and haunted lakes, never venturing
into the world of men except to feed.

Movarth Piquine listened carefully, and asked more questions into the night, until at last he
was ready to leave.

"I will not see you for a few days," he said. "But I will return, and tell you how helpful your
information has been."

True to his word, the man returned to my chapel shortly after midnight four days later. There
was a fresh scar on his cheek, but he was smiling that grim but satisfied smile of his.

"Your advice helped me very much," he said. "But you should know that the Volkihar have an
additional ability you didn't mention. They can reach through the ice of their lakes without
breaking it. It was quite a nasty surprise, being grabbed from below without any warning."

"How remarkable," I said with a laugh. "And terrifying. You're lucky you survived."

"I don't believe in luck. I believe in knowledge and training. Your information helped me, and
my skill at melee combat sealed the bloodsucker's fate. I've never believed in weaponry of any
kind. Too many unknowns. Even the best swordsmith has created a flawed blade, but you
know what your body is capable of. I know I can land a thousand blows without losing my
balance, provided I get the first strike."

"The first strike?" I murmured. "So you must never be surprised."

"That is why I came to you," said Movarth. "You know more than anyone alive about these
monsters, in all their cursed varieties across the land. Now you must tell me about the
vampires of northern Valenwood."

I did as he asked, and once again, his questions taxed my knowledge. There were many tribes
to cover. The Bonsamu who were indistinguishable from Bosmer except when seen by
candlelight. The Keerilth who could disintegrate into mist. The Yekef who swallowed men
whole. The dread Telboth who preyed on children, eventually taking their place in the family,
waiting patiently for years before murdering them all in their unnatural hunger.
                                      [80] IMMORTAL BLOOD                                   221

Once again, he bade me farewell, promising to return in a few weeks, and once again, he
returned as he said, just after midnight. This time, Movarth had no fresh scars, but he again
had new information.

"You were wrong about the Keerilth being unable to vaporize when pushed underwater," he
said, patting my shoulder fondly. "Fortunately, they cannot travel far in their mist form, and I
was able to track it down."

"It must have surprised it fearfully. Your field knowledge is becoming impressive," I said. "I
should have had an acolyte like you decades ago."

"Now, tell me," he said. "Of the vampires of Cyrodiil."

I told him what I could. There was but one tribe in Cyrodiil, a powerful clan who had ousted
all other competitors, much like the Imperials themselves had done. Their true name was
unknown, lost in history, but they were experts at concealment. If they kept themselves well-
fed, they were indistinguishable from living persons. They were cultured, more civilized than
the vampires of the provinces, preferring to feed on victims while they were asleep, unaware.

"They will be difficult to surprise," Movarth frowned. "But I will seek one out, and tell you
what I learn. And then you will tell me of the vampires of High Rock, and Hammerfell, and
Elsweyr, and Black Marsh, and Morrowind, and the Sumurset Isles, yes?"

I nodded, knowing then that this was a man on an eternal quest. He wouldn't be satisfied with
but the barest hint of how things were. He needed to know it all.

He did not return for a month, and on the night that he did, I could see his frustration and
despair, though there were no lights burning in my chapel.

"I failed," he said, as I lit a candle. "You were right. I could not find a single one."

I brought the light up to my face and smiled. He was surprised, even stunned by the pallor of
my flesh, the dark hunger in my ageless eyes, and the teeth. Oh, yes, I think the teeth
definitely surprised the man who could not afford to be surprised.

"I haven't fed in seventy-two hours," I explained, as I fell on him. He did not land the first
blow or the last.
222               [81] IMPERIAL CHARTER OF THE GUILD OF MAGES



[81] Imperial Charter of the Guild of Mages*


See vol. I.
                       [82] THE IMPORTANCE OF WHERE   223



[82] The Importance of Where*


See vol. I.
224                        [83] INCIDENT IN NECROM



[83] Incident in Necrom*


See vol. I.
                              [84.1] JOURNALS: AGNAR'S JOURNAL                               225



[84] Journals

[84.1] Agnar's Journal


Entry 1:
When I took on the role of Chieftain of Thirsk, when I accepted the beautiful Svenja Snow-
Song as my advisor, and then my bride, I never imagined how quickly my life would change.

I went to the isle of Solstheim for some much needed rest, and found it in the mead-soaked
halls of Thirsk. But when I met Svenja, my sweet Svenja, I became entangled in an epic story
the likes of which I had only read about in fables and childrens' tales.

Svenja told me of the fateful night when a hideous creature known as the Uderfrykte attacked
the mead hall, killing rampantly, leaving her the only survivor. The creature was slain by a
champion, and Thirsk had its new chieftain, but it wasn't long before they moved on to some
new challenge, some new adventure.

And that's where I entered the tale. Svenja Snow-Song, with her ice-blue eyes and flaxon hair,
gained my love. Soon after, I became her husband...and the mead hall's new chieftain. In
truth, I had never been happier. But Svenja, my dear wife, existed in quiet misery, constantly
haunted by the memory of the Uderfrykte, and the damage it had wrought on the mead hall,
and the people she had loved. Night after night, my dear woke up screaming, her face etched
in horror and a single word issuing from her lips -- "Uderfrykte!"

I feared for my wife's sanity and happiness, but it was she who found a solution to her
problem. As a warrior, she told me, she must confront her fear. She must defeat it. The
Uderfrykte was dead, yes, but where did it come from? Was it unique? Would more of the
creatures come, and wreak havoc once again? Would I, her loving husband, be killed? And so
she corresponded with explorers and researchers all across Tamriel, until she found the
answer she had been looking for. The Uderfrykte was in fact NOT unique, but the offspring of
an ancient Uderfrykte Matron. In order to end the nightmares, in order to prevent any more
destruction, we would need to hunt down and kill the Uderfrykte Matron, no matter where or
how.

Entry 2:
By Ysmir, we've been searching. And searching. And searching some more. But finally it
came -- the lucky break we had been hoping for. The creature has been spotted by a shepherd
in the remote highlands of Skyrim!

Entry 3:
We found its trail and tracked it for days, crossing the border into the Imperial Province. Here
in the frigid mountains, we met with a local hunter who tried to warn us away from the area,
citing an old legend about a deadly creature known as the Horror of Dive Rock -- a monster
credited with the slaying of over a dozen people, and just as much cattle. Could this creature
be the very Uderfrykte Matron we seek? Perhaps, unlike its child on Solstheim, the Matron
moves from location to location, and its this mobility that has thus far prevented its killing or
capture?
226                           [84.1] JOURNALS: AGNAR'S JOURNAL

Entry 4:
we have made camp at Dive Rock, reportedly the highest natural observation point in all of
Cyrodiil. From here we can see for miles! So we'll keep watch, night and day. We're close, so
very close. Svenja and I can feel it in our very bones. Indeed, Svenja has always been
particularly in tune with such things, and is convinced the Uderfrykte Matron is close.

Entry 5:
Svenja has grown tired of my constant writing, but this journal will serve as a record of our
travels and defeat against the Uderfrykte. She's staring at me angrily, impatiently, right now
as I write, but this entry is too important -- finally, on this third day of watching, we've
spotted it -- the Uderfrykte Matron! It is unlike anything we have ever lain eyes on, a giant,
troll-like beast that seems to waver and shimmer in the cold -- like the feral form of winter
itself! We're off now to trudge down the mountain, weapons in hand, and give the Horror of
Dive Rock its due!

Entry 6:
Failure and horror! We engaged the monster with all the force we could muster, but it was a
travesty beyond comprehension. Svenja... My beautiful Svenja! My dear wife was killed
instantly, consumed by the beast nearly whole! And though it shames me now to write these
words, I could think of nothing more at the time than escape. I took flight, returning here to
our camp on Dive Rock, to collect my thoughts and nerve.

I haven't much time. After this quick entry I will march out and meet the Uderfrykte Matron
once more -- it is sure to track me back to this campsite anyway, so our confrontation is
inevitable. Can I even hope to defeat this monstrosity? One thing is certain -- Svenja and I
came hastily, unprepared. My steel axe? Useless. My dear wife's Frostwyrm Bow?
Completely ineffective (and swallowed whole, still in Svenja's hand...).

The beast appears to be a creature of the cold, and is likely nearly completely resistant to it. I
would attack with fire if I had any on hand. But there is no time. No time to travel to a mages
guild and procure an enchanted blade, or hire the services of a sorceror. My steel axe will
have to do. And so I return to battle now, and hope beyond hope that I may slay the wretched
monster that has brought so much grief to so many people. And if not, I take comfort in
knowing I will soon rejoin my beautiful bride in the gilded halls of Sovngarde.

If someone is reading this hastily written journal, I am likely dead, and pray to Ysmir that you
have had more luck against the creature than I.

Agnar the Unwavering,
Chieftain of Thirsk
                        [84.2] JOURNALS: AKAVIRI DIARY TRANSLATION                           227



[84.2] Akaviri Diary Translation


Day Three

It is with a heavy heart and a trembling hand that I pen this latest entry. It has been several
days since I have seen anyone else on the road from our garrison at Grey Ridge. The road is
lonely and treacherous. I am rationing my supplies to prepare for a tough path ahead. As long
as Reman Cyrodiil's army hasn't located our headquarters at Pale Pass, the journey should be
fairly uneventful. I admit, I am nervous. It is an honor to be selected to carry these orders to
our fort, but sending me alone is a calculated risk. While it is not my own life I am worried
about, it is the importance of the contents of the orders that aggrieves me. If they are
somehow lost, the fort will not know that their supplies are going to be delayed by a month.
Without that knowledge, the fort may choose to press the attacks on the front line as their
supplies dwindle. They are counting on those supplies to be there sooner. I must not fail
getting this message there. The slate rock that the orders have been carved upon for safety
weighs me down; it is a constant reminder of the more than physical burden that I carry.

Day Seven

It has been two days, and I have finally arrived at Dragonclaw Rock. The huge formation is a
welcome and invigorating sight. The giant stone appears to reach down from the north and
strike at the heart of Remus' forces like our armies have been doing for the better part of a
year now. I have still encountered no one else on this trail. I hope that as I head due west
along the narrow path, I will find someone who can give me some news as to how our men
are faring in the war.

Day Eight

After winding my way westward, I have come within sight of The Sentinel: a huge statue
placed there by some unknown artist many years ago. It stands watch pointing north, as if
daring anyone to cross the borders into the Imperial nation. Remus would be quite angry if he
knew we used this very statue as a waypoint into his domain. Last night, I encountered
another one of our messengers who had been beset by a pack of mountain wolves. His leg was
hurt badly, but I managed to help heal it with an ampoule of medicine I carried with me. He
said his name was Sylaj, and he was on his way from Pale Pass to request more supplies. I
discussed with him the irony of our meeting, and he decided to travel with me back to the fort
since his mission would be needless. We plan to leave at nightfall.

Day Nine

I am using much of my remaining strength writing this. As we had made our way north from
The Sentinel, we were attacked by perhaps the same pack of wolves that had attacked Sylaj.
He had chased them off earlier after being bitten, but now that they had tasted blood, they had
returned in greater number. Fighting back to back, Sylaj and I slew at least 8 of the beasts, but
not before one of them clawed my gut and left a terrible wound. We were able to drive them
off, but now I am bleeding badly, and the only medicine I had I gave to Sylaj. We have
decided to continue north until we reach the portal to the Serpent's Trail and seek cover
inside. I will try to write more soon, but I must sleep. I am so very tired.
228                     [84.2] JOURNALS: AKAVIRI DIARY TRANSLATION

Day Eleven

This is the last entry I shall be able to write. We entered the Serpent's Trail nearly a day ago,
seeking shelter from the elements and the wolves. What we did not foresee was the creatures
that had decided to make the Serpent's Trail their home. I did not see them clearly, but they
were huge and strong. Sylaj died instantly as one of them cleaved off his head with a single
stroke. There were three of these huge, ugly man-like creatures. I ran as fast as I dared
through the dark tunnels trying to escape. But as I fled, one of them hurled a boulder at me
and struck me square in the back. I managed to crawl through a smaller opening and escape
the lumbering monsters, but I soon realized that crawling is all I would be able to do. I think
the boulder shattered my spine. I can no longer feel my legs. My wound from the wolf attack
has reopened and I have lost much blood. I fear that this is as far as I shall be able to go. I
have failed my mission. I have been unable to get these orders to the fort at Pale Pass. I am so
close, yet it may as well be leagues away since I can no longer walk and my strength is
draining. If a fellow messenger or soldier picks up this diary, please get the orders to the fort
before it is too late. And please tell my wife, Vata, that Xhaferi will always love her.
                              [84.3] JOURNALS: ALYSSA'S JOURNAL                               229



[84.3] Alyssa's Journal


                                        Alyssa's Journal


Second Seed, Tirdas
Traelius surprised me when he brought me to this place. It is quite beautiful here. This will be
a much-needed vacation from the city.

I have found the cool water from the stream nearby to be quite refreshing. The spot above the
waterfall is a great area to clear my thoughts; I shall bathe there frequently.

7th Mid Year, Turdas
His continual reference of this place as our 'home' is beginning to annoy me. How do I tell
him that it is not my wish to spend the rest of my days here?

11th Mid Year, Morndas
Traelius informed me that he plans on making this dwelling our permanent home. I will try
and convince him otherwise; I do not see us living here for the rest of our lives!

15th Mid Year, Fredas
This place is beginning to feel like a cage. I need to get out. I am in much need of fresh air, of
sunlight, of life. I am going to try and find some way out of here so I might be able to grab a
bit of freedom from time to time.

20th Mid Year, Middas
I have been spending more time at my daily baths scouting the area below, trying to find safe
passage. I do not think he suspects anything, so I will continue my search.

22nd Mid Year, Fredas
I climbed down the cliff face today and into the cavern below to scout out a safe passage. I
was careless in my steps and alerted a nearby creature. I quickly retreated up the walls and
bruised my arms and legs in the process. I do not think Traelius has noticed the bruises, as he
has not mentioned anything about them as of yet. I need to be more careful.

24th Mid Year, Sundas
I think I have found a way around the creatures! Yes, I am certain. Before I try to escape I
will attempt to convince him to leave this place once and for all.

27th Mid Year, Middas
My confession of last night to Traelius worked -- he is letting me return to the city! In some
ways I am sad. Sad that I will not see him for a while, for I know he loves me and I, he. I just
cannot stay here for the rest of my days. I leave as soon as I am finished packing.

Turdas
Traelius!
Why do you not come for me?
I am hurt.
230                          [84.3] JOURNALS: ALYSSA'S JOURNAL

I am scared.
I scream your name, I beg of you to come for me, but I do not see you.
Why do you leave me here, alone and injured?
I am at your mercy.

Loredas
After three days of yelling for help near the waterfall with no response from Traelius, I have
given up hope. With my fractured leg, I cannot possibly go on. I can neither go forward nor
return. I can only suffer.

Morndas? Tirdas?
I managed to drag myself down the stream a bit, but cannot go on. It is not so bad. I have now
what I have been craving for a long time -- freedom, although not as I had planned.
Nonetheless, I am free. It is not so bad. The cool water from the stream is quite refreshing
after all.
                        [84.4] JOURNALS: AMANTIUS ALLECTUS' DIARY                         231



[84.4] Amantius Allectus' Diary


I've planted the seeds of the Drinkers. Soon I shall know if my theories hold true.

The first shoots have appeared. I must make sure to continue the precise schedule of nutrient
solutions.

Small Drinker fronds are clearly visible. This is a critical time in their development. I'm
almost out of rat blood. I'll have to catch some more of the filthy beggars.

The young plants are juveniles now. I can see them waving as if in a breeze, although the air
in my cellar is still as death.

I'm having a hard time catching any more cats. I may have to start using dogs. The damn
Drinker plants have a voracious appetite.

One of them cut me today. I'll have to be more careful.

My creations are refusing to feed. As an experiment I offered a drop of my own blood, which
one of them drank greedily. The others Drinkers are beginning to wither.

I collected a bucket of human blood from the healers. I had to pay her an exhorbitant amount
to keep her tongue still. The Drinkers are doing much better. Am I doing the right thing? The
benefit of these plants to all of Cyrodiil is beyond doubt, but the price may be too high.

It is one of the most difficult decisions of my life. I have destroyed my notes for how to
hybridize Drinkers. I set the trays on the roof where the sun could strike them. An hour after
sunrise they were all dead. My attempt to create a hybrid of vampire and plant has failed.
They were just too dangerous.

Two parts grave dust, one part ash salts. Mix with human blood. Expose to two hours of
moonlight each night.
232                         [84.5] JOURNALS: ANCOTAR'S JOURNAL



[84.5] Ancotar's Journal


12th of Rains Hand: Today I begin my great project on the spontaneous generation of life. I
expect that there will be difficult days ahead, but if I succeed, my place among the great
mages of history will be assured.

23rd Rains Hand: Still not able to even reproduce Empedocles's results with maggots. I'm
beginning to think his reputation is overblown.

3rd Second Seed, Tirdas: Empedocles was right! The mistranslation of "sunlit" to "scorching
heat" explains my earlier problems. From now on I will work only in the original daedric,
despite the risks.

Fredas (mid Second Seed?): Local peasants came by to complain about the noise. I promised
them that all that was behind me. A pleasant if dull-witted crew.

Morndas (I think): The experiment today went better than expected. Although the number of
rats produced was surprising, they were all remarkably docile, just as Malham predicted
(although only I have ever proven it empirically!).

Middas: Villagers again. More complaints. You would think they'd never seen a rat before!
They are starting to become a real nuisance.

I've run into a terrible snag. Galerion's Ninth Law appears immutable! If the total life
generated cannot exceed the cube of the source, this line of research may prove a dead end. I
must reread Empedocles for any hint that he was able to circumvent this barrier.

Next day: The locals are becoming insufferable! While I was walking in the woods, some of
them broke into my laboratory and spilled the solution I was preparing -- nearly a full quart of
purified imp gall wasted! They did not seem to grasp the absurdity of a crowd of unwashed
peasants with dung on their boots complaining about the smell. It is well past time I did
something about this problem.

Two days later: I dug up the notes from my permanent invisibility thesis. No time like the
present to put theory into practice!

Today: The spell worked! Not perfect invisibility, of course (Vanto's Third Law), but it was
more powerful than I expected. And there were none of the side effects that Professor Traven
had predicted. Ha ha, even in my youth I was already outstripping my elders. Now I can get
back to my real work in peace.
                               [84.6] JOURNALS: ARBITER'S LOG                             233



[84.6] Arbiter's Log


                                        Arbiter's Log


Neophyte overheard questioning mandates of our Lord Sheogorath, ten days in the pit.

Proselytizer admitted guilt of thieving bread from pantry. No punishment given.

Two Missionaries conspired to incriminate a suspected heretic -- commendation issued

A neophyte accidentally fell into the pit sweeping our chambers the other day. Besides nearly
snapping her leg, she had to wait the better part of the morning for the patrolman to discover
and release her. Speak with courier about having duplicate key forged by smithy in Crucible.

Neophyte mistakenly summoned an atronach during evening meal. Two days in the pit.
234                         [84.7] JOURNALS: A BLOODY JOURNAL



[84.7] A Bloody Journal


[Many of the pages of this journal have been shredded or are too covered in blood to be
legible.]


Sundas

It has been two weeks since Vitellus' death, and I fear that Mother will never truly accept the
fact that he is gone. She visits his grave nightly, though I do not believe she knows I have
seen her go. She speaks to him there, apologizing for sending him on his last mission. I know
in my heart that he would have sought no other end. Better to die fighting for the honor of the
Guild than to waste away in a life of relative safety

....

Middas

Another day, another day of barracks duty. It's been a full month since I've been given a
contract, any contract. My time is spent polishing weapons and training with the new boots.
Eduard and I have spoken at length about this. His reasoning, as always, is sound. Mother
fears for my safety, and for the safety of the Guild. This is a terrible weight for her to bear.
Perhaps when our numbers have risen, she will once again feel comfortable allowing me to
perform my duties.

...

Morndas

Thank the gods for Eduard. I fear without him I would go mad. His constant companionship
keeps me hopeful that I will one day be returned to active duty. Until then, we have each
other. He has willingly forgone lucrative contracts in order to help me pass the days. A truer
companion I could not imagine.

...

Loredas

Some days I question whether or not I am fit to be a Guild member. Perhaps Mother's fears
for my safety not because of Viranus, but because of my own abilities. Am I a failure in her
eyes? Does she believe me to be less a man than Viranus?

...

Turdas

Freedom! Finally, a contract! I was sent with one of our newer members to investigate a
disappearance in Nonwyll Cavern. It was nothing glamorous, but I am glad for the
                             [84.7] JOURNALS: A BLOODY JOURNAL                                235

opportunity to see some action. I doubt, however, that Mother even knew about the contract,
as the order came directly from Oreyn. It is good to see that he still has faith in my skills, and
my ability to keep that new boot alive.

...

Loredas

Again, nothing. It seems my only hope is that Oreyn will find another contract for me, though
contracts are harder and harder to come by with the increasing presence of the Blackwood
Company in Cyrodiil. Eduard and I spoke of them over breakfast this morning. He believes
them to be nothing more than a rogue mercenary band. I fear he is as naïve as he is beautiful.
The Blackwood Company bears watching.

...

[date obscured]

I've been given another contract, clearing out some trolls that have been troubling miners.
And Eduard is to accompany me! I can't think of better news. This is exactly what I need.

...

[date obscured]

Eduard is dead, along with the rest. I fear I will follow shortly. The fighting grew heavy with
the trolls, but was under control. Then came the Blackwood Company. They were like
madmen. Trolls, men, mer fell to their blades. It was inhuman

[text unreadable]

...

[text unreadable]

Blackwood Company gone quick as they came

Eduard fought bravely. All did. Rest now

...

I hear trolls

I'm sorry Mother
236                             [84.8] JOURNALS: BRIEF JOURNAL



[84.8] Brief Journal


                                          Brief Journal


I decided that I had better start a new journal today. I haven't seen Ardwe in four months since
he began restoring Ebrocca, and he's finally asked me to come spend time with him while he
finishes the work. I know the death of his mother was traumatizing. I'm just glad that he'll
finally allow me to be near enough to try and console him.

Cousin Garwedh should have returned from Ebrocca in time for my own departure today, but
he must have been delayed. I was hoping to ask him about the conditions of the crypt in case I
ought to bring any special supplies with me. No matter, I'm sure I can run such errands after
my arrival.

I'm amazed at the scope of Ardwe's accomplishments here. The crypt is massive beyond
anything I had expected. I realized that the death of his mother would appoint him Clanfather,
but I didn't anticipate him to take the role so seriously. He feels a sense of duty in establishing
this as a place to honor the family. I'm worried he may be distracting himself from mourning
his mother, but I'm still proud of all he's done.

I'm glad Ardwe called me out here. He must have been so lonely by himself before now. He
regularly complains of how empty this place feels. It must be difficult to pour so much effort
into a thing that only sees use in a time of grief.

Today the supply wagon brought with it a bed for Ardwe and myself. I suppose he was trying
to surprise me -- or at least quiet my complaints of using bedrolls to sleep on the stone floors,
but I don't like the precedent this establishes. I was hoping we would move back to New
Sheoth before his birthday celebration next month.

Why haven't we gone home yet? I've been here months, and I'm sick of the arid climate
between these rock walls. I haven't seen or heard from the architect in weeks, and the sounds
of construction have all but stopped. What possible reason is there to stay here?

I'm sure that Ardwe's sending out correspondence, but he doesn't admit it when I confront
him. Just two nights ago, I was sure I heard a voice calling out from somewhere below, and
not the usual rasp of our Argonian courier. If he won't tell me, then I'll just have to look
through his drawers before he wakes tomorrow.
                             [84.9] JOURNALS: CAP'N DUGAL'S JOURNAL                            237



[84.9] Cap'n Dugal's Journal

[84.9.1] Cap'n Dugal's Journal I



3E 286... or thereabouts

I'm findin' it unlikely that anyone will be findin' this journal, but if they do, know that here be
written the last words of the great Captain Torradan ap Dugal, Scourge of the Abecean Sea,
Terror of the Gold Coast, Cutthroat of Hunding Bay, and Lord Captain of the Red Sabre - the
finest band o' buccaneers and pirates e'er to sail Tamriel.

I ain't a man with much use for words -- I ain't never been to no academys, and I ain't never
wrote no books. Words ain't never earned me no gold, so theys worthless to me - that's why
ye have quartermasters and first mates. But I'm gonna be settin' my last thoughts down here
on paper, cause I ain't got much time left here and it's ev'ry old man's right to have his words
heard.

Now, me business was fightin', sailin', and lootin'. I became a leader of sailin' men, the most
feared in hist'ry, or so they tells me. Now, b'fore ye be gettin ahead o' yerself, let me be
warnin ye that me tale does not end well as I'm sure ya can see from wherever ye found me
rotten bones in this gods cursed cavern.

I was born in a little town on the north coast o' Skyrim called Dunbarrow. Me mother was a
wench and me father was a right bastard. The only thing that either of 'em e'er did fer me was
doin' me the favor of sellin' me off to a sea cap'n when I were nine. That cap'n, he taught me
e'ry thing I'd e'er need to know about sailin', and a few things about the rest too.

Ye see, he were a smuggler, an' he taught me all about smugglin' and avoidin' the Imperial
Navy as he run the skooma route from Daggerfall to Vivec. Shame he were caught and hung.
He were as close to a daddy as this ol' pirate e'er knew, closer n' that bastard what sold me off
e'er were, that's fer sure.


[84.9.2] Cap'n Dugal's Journal II



After the cap'n were hung, I got around Hammerfell a lot. Fell in with a few crews here an'
there, an' after a time got myself hired on as midshipman on Cap'n Kaladas's rig. A' course,
Kaladas was a drunkard and the damn fool ran his own ship a'ground in Anvil a'fore we could
any real piratin' done. So embarrassed were he that he drank hisself to death in one of the
pisshole taverns in this flat little seawater town.

So there I were, in a backwater port when the war against the Usurper broke out. I were out
on hire with a rickety tub and her worthless rot of a cap'n when The Imperial Navy stole ev'ry
private ship in port to go an' fight their war. We was comin' back in to dock when we heard
about it. Now, only a fool doesn't bite when he smells blood in the water and that cap'n o'
ours was gonna hand his rudder over to the Navy. The rest of us, well, we didn't so much like
that.
238                          [84.9] JOURNALS: CAP'N DUGAL'S JOURNAL

We cut his throat and tossed his worthless carcass to the depths for Herm'us Mora to feast on.
The rest of us put keel to this mudhole and broke for the nearest cove to lay low for a while.

Now, the thing that I learned about war is that it's profit'ble for just about everyone except for
the poor bastards that actually have to go an' fight it. While the Navy were busy puttin' down
the rev'lution, they were too busy to worry about a bunch o' pirates runnin' up and down the
Gold Coast. And even better for us, the Navy was needin' a stream of supplies up in High
Rock to fight and dinna have the ships to escort 'em..

In case you don't be knowin', cargo vessels without escort is a pirate's best friend.

In just a couple of years, I had ev'ry buccaneer from here to Valenwood flyin' under me flag.
We had dozens of ships and crew and more men joined on e'ry day. Soldiers and sailors,
castoffs from the war, escaped prisoners -- they were the best cutthroats and sons o' whores
that a pirate cap'n could ever wish for. It brings a tear to me eye to think of 'em all.

But even better than the men were the ships: Captured navy cutters. Refitted priv'teer
Galleons. Even had a few of them bosmer ships with the funny living sails in my fleet. The
finest ship I saved for meself. "The Black Flag". Ye'll find her rotting hull around here. She
don't look like much now, but I can tell ye that in her day, there weren't no vessel she couldn't
out run.

All these men and ships, we called ourselves the Red Sabre. The merchant ships called us
death on the seas.

We gots to be so feared that most crews jus' abandoned ship when they seen our flag on the
horizon. With no Navy to stop us, Captain Torradan ap Dugal and the Red Sabre was known
all over the east.

Now, I ain't one to brag, but the empire had a bounty on me of forty thousand coins. Now
that's somthin' to be proud of. A' course, the poor bastards couldn't never collect on it. Anvil
being the wretched den that it is - an mos' sailors there worked for me anyhow -- the Legion
couldn't never get no one to give me up.

I wish those days coulda lasted fore'er, but you know how it is, friend. Ain't nothing good can
ever last.


[84.9.3] Cap'n Dugal's Journal III



I ain't got much time left. Sure, we had plenty of food down here. It lasted for years, but all
this time in the wet and the dark, I got somethin' nasty growin' in me. What a terrible way to
die -- not on the end of an enemy's cutless, but because of some damned sickness. No seafarin'
man should die like this. At least I can still hear the water.

But I was tellin' the story of how I got mine, weren't I?

I curse the day that the Cameron Usurper died at that war ended, 'cause it was that day that
Commodore Fasil Umbranox turned 'is attention to the Red Sabre. A couple of months after
                           [84.9] JOURNALS: CAP'N DUGAL'S JOURNAL                            239

the war, that fat pompuss bastard decided to come down here to Anvil and take up port in my
town, lookin' to break up the Red Sabre. The Emporer gave him whatev'r he asked for to
campaign again' us, despite the coffers bein' empty from the war in High Rock.

When Umbranox couldn't get what he needed from my men in Anvil, he set out lookin' all
over the Abecean Sea for the Black Flag. There are hundreds of islands In the Abecean, and
he landed a crew on each one. He rooted out my men when he could find them, hung those
who weren't willin' to go peacefully and jailed those who laid down arms.

No matter for many ships and men it cost him, he kept comin' with more and more. We
couldn't never get ahead of him and we couldn't never mount a counter attack. It took him
four years and a hell of a lot of ships, but that sea rat finally tracked me down.

It were me own fault, anyway. If I never made the mistake I made, he'dve died before he
found me. But a man has to stand up for his mistakes, no matter if it cost him. Besides, ain't
like I'll be foolin' ye, since yer likely starin' at me bones as yer readin' this.

Umbranox had his main force out of port followin' a lead that I planted. I set sail back to
Anvil, hopin' to catch him off guard, capture the boats he left behind, and fight him with his
own ships in Anvil Bay. Ha! Can you imagine the look on his pig's face if it'dve worked? I
thought I'd finally get the whoreson to show his face in a proper fight. I shoulda known, but
he had men waitin' there for me.

We fought like hell, but we were trapped in the bay. The Navy men set the town on fire to
keep us from fleeing onto land. I'm sure that the fine citizens of Cyrodiil dinna weep for the
torching of a town of thieves.

The main force of Imperial dogs held us until Umbranox showed up in his flagship.
Umbranox fought me to the last ship and in the end, the Bay was filled with sunken and
burning boats. If I weren't fightin' for me life, I'dve probably thought it were beautiful. So,
the Black Flag and Umbranox's rickety tub were the only ones that were still floatin' and
fightin' when dawn come. So, I did what any pirate with sense would do - I tried to run.

Now understand, I'm a right bastard in me own way. I'm a pirate, a murderer, a thief, and I
certainly ain't never believed in a fair fight. But there's a line and an unspoken code between
sailin' men and Umbranox went too far. He had mages on his ship. Mages ain't never been
allowed on my boats. They're no good, bad luck, an' I don't trust 'em. Turns out, I was right.

I cut across the south side of the bay, along the huge cliff wall that used to be there. I had me
helmsman stay as close as he could to the cursed cliff. I could hear those mages from the deck
of Umbranox's ship, yellin' some nonsense into the wind. A few rocks fell onto my deck, a
few more, and then the whole bloody cliff came crashin' down on top o' me.

Now, don't you worry, I didn't die just then. The cliff collapsed around the ship, makin' this
damned cavern. Better the it just fell on us, but no. It sealed the Black Flag, her crew, and me
under tons of rock.

We were buggered.
240                         [84.9] JOURNALS: CAP'N DUGAL'S JOURNAL


[84.9.4] Cap'n Dugal's Journal IV

I seen my own blood more times than I cold ever count, but seein' the ragged mess that just
come up out of me lungs just now is the only time I ev'r been afraid of it. I guess I should be
gettin' to the last bit o' me story.

Me and me crew were trapped down here, never to see the light again or some rot. We tried
diggin' out. We tried blastin' out. We tried callin' to the nines and the daedric princes for help.
Nothin' worked. Some o' the men went crazy when we figured out that there were no gettin'
out, but most of us just accepted what fate had dealt us. We made the hulk o' the Black Flag
into the best home that we could and tried makin' a life of it down here.

We had plenty of stores with us and since most of the crew were killed in the fight, it was
more than enough to go around. I will tell you though, that you ain't known suffering until
you ate nothin' but hard rations for twenty-some years. All the pain I ever caused anyone has
been paid back to me tenfold in havin' to eat the same filth every day for the whole time I
been down here.

Then Grim died off.

Grim was the first and one by one, the boys had been droppin' off. They all got the same
sickness I ended up with. We buried 'em when we could, threw 'em in the water when we
didn't have strength to bury 'em. Finally, we jus' made 'em walk to the far side of the cavern a
couple of days before the sickness ran its course.

I'm the last, an' I suppose that makes sense. The great cap'n Dugal, defeated by Fasil
Umbranox and buried alive forever. I wonder what became of Anvil. Prob'lly let it burn and
swept the ashes into the sea. Umbranox prob'lly went back to the Imperial City to pat himself
on the back and be rewarded with lands an' titles.

Like I said way back in the beginnin', I don't expect nobody to ever read this but if by chance
someone does find my carcass down here in this pit, do an old seaman a favor. Track down
whatever descendents that fat old sack Umbranox may have and tell 'em that Torradan ap
Dugal says hello.
                             [84.10] JOURNALS: DAR-MA'S DIARY                               241



[84.10] Dar-Ma's Diary


[This is apparently the diary of a young Argonian named Dar-Ma. Most of the book deals
with personal but mundane details of her life in Chorrol. The only interesting entry is the last
one:]


Arrived in Hackdirt after dark, due to Blossom throwing a shoe on the way -- the road was
REALLY rough! hardly more than a track -- doesn't anyone else ever come down here?!

The trader's shop was closed, and she wouldn't come to the door even though I could see a
light in the upstairs window -- RUDE!!! But at least this inn was open (although the
proprietor is kind of creepy -- kept giving me these weird grins when he thought I wasn't
looking -- ugh.) And what's wrong with his face??

Seems like I'm the only one staying here tonight. I didn't see much of the town since it was
already dark, but I admit to being kind of spooked -- but I'll never admit that to Mother! Or
she'd never let me go on another one of these deliveries. She still thinks I'm just a baby (she
would probably say "hatchling," and in front of my friends too!) Remember to ask her about
the creepy innkeeper when I get home.

Well, the candle is almost burned down (they don't even provide a lantern in this horrible old
inn!), so I guess I'd better try to get some sleep. If I CAN even sleep with all the creaking in
this old place! I keep thinking I hear footsteps outside the door, I'm so on edge -- GROW UP,
Dar! I'm sure in the morning it will all seem quaint and charming. Good night, Diary!
242                      [84.11] JOURNALS: DIARY OF SPRINGHEEL JAK



[84.11] Diary of Springheel Jak


I knew a man who was a great thief. He dared steal from Nocturnal herself! How odd that I
cannot seem to recall his name. I think we were friends, but I'm not certain. In three days I
will venture into Taren's crypt. Graverobbing alone is dangerous. Maybe I should try to find a
partner. Didn't I once know a great thief?


I begin this second entry in the second volume of my diary on a momentous day. Actually it is
night, the night when my second life begins. It will be forever night for me. I have become
one of the children of the night, a son to mother wolf and brother to the bat. I am nosferatu, a
vampyre. Tonight is the first night of the rest of eternity.


I rediscovered this diary today. It has been 13 years since I last wrote in it. With an eternity
before, and the blood hunger ever pulsing in my veins, there is little urgency for diaries, or
much of anything. Amiela is calling to me. I must go.


Has it really been 89 years since I last wrote? The pages are getting fragile. I have
rediscovered purpose, though it took nearly a century. I have finally gained some measure of
control over the blood frenzy. I think I will try to establish a life among the living in one of
their great cities.


I had forgotten about this diary. I won't bother to calculate how many decades it has been
since I last wrote in it. The cattle of this city know me as Jakben, Earl of Imbel. Centuries ago
I knew myself as Springheel Jak, the famous thief. I seem to recall having a famous partner,
but his name escapes me. No matter. I have grown beyond friends and partners. I rule the
night here in the city.
                         [84.12] JOURNALS: DROTHAN'S FIELD JOURNAL                           243



[84.12] Drothan's Field Journal


This room appears to have been built around the original site of the Nefarivigum, but there is
no sign of Mehrunes' Razor! There is some sort of statue of a man here, and some scattered
inscriptions in the stonework. Perhaps they can give me some clues.

At first I thought the runes were useless, but I was able to piece together a phrase; Kynverum
Dagon Nefarivigum. Speaking the words aloud in that order caused the Razor to materialize!
Alas, the way to it is blocked, and I dare not risk force lest the gate is trapped. I must search
for more clues.

I have discovered more inscriptions, etched as to be nearly imperceivable to my eyes. After
much labour I discovered some clues as to the man entombed here. It seems he was a
champion to Dagon who failed in some great task.

The Kyn, it says (Dremora?) carved his chest open, through flesh, armor, and bone, with the
Razor itself. He stands guard now as a test for those worthy to claim the weapon. What sort of
test can this be?

The runes mention the ability of the razor to instantly send a struck foe to Oblivion through
Dagons' wrath. This corroborates many tales of the weapon, but can it really be so powerful as
to kill instantly?

The task seems so simple, now that I've given it thought. He who travels here, draws the heart
from the chest of the champion, and devours it must be worthy to wield the Razor. I'm wary to
proceed, and wonder if there is another way, but the power of the blade is so near; I must
ponder my next move...
244                         [84.13] JOURNALS: DROTHAN'S JOURNAL



[84.13] Drothan's Journal


12 Morning Star
Sadrith Mora

Traitors, all! Helseth and all the lapdogs in the great houses care nothing for the heresy of
allowing the Empire to command the lives of our noble Dunmer people. Even my fickle
Telvanni kinsmen apathetically consent to this outrage. Once I have raised my army and
topple the atrocious Empire of men, then they all shall pay for their complacency.

6 First Seed
Vivec

I could hardly bear the journey here to deal with that filthy bookseller, but it was worth it. The
Treatise on Ayleidic Cities I bartered for provided the last bit of evidence I needed. I'm now
convinced that I can find the Nefarivigum beneath Sundercliff Watch, just inside Cyrodiil's
border.

2 Rains Hand
Kragenmoor

The Drothmeri army grows in might! Our forward detachment is ready to escort me within
Cyrodiil's borders, where they shall bolster themselves for the assault whilst I claim my prize
under the mountain.

17 Rains Hand
Kragenmoor

It's getting harder to find mercenaries. I may have to consider employing some of the
beastfolk. Must remember to discuss this with Adrethi before we depart for Sundercliff.

26 Rains Hand
Sundercliff Keep

The Nefarivigum must be near; I can feel power emanating from this place. Now I've only to
find it and overcome the task to earn Mehrunes Razor. Wielding this fearsome relic, I'll lead
the Drothmeri Army to victory against the Imperial tyrants.

14 Second Seed
Sundercliff Keep

We finally uncovered the entrance to Varsa Baalim. I'm going to take a detachment of men
inside with me to find the Nefarivigum. We already discovered an assassin prowling the
camp; I fear that Helseth may have sent him. To be safe, I'm going to seal myself in the city
until we can recover the Razor. I've left two bezoars, cut from the belly of an albino guar, in
the care of Commander Adrethi and the Forgemaster. If there is some emergency, they have
only to place these on the pedestals outside the door to dispel my barrier, and open the way to
Varsa Baalim.
                        [84.14] JOURNALS: FROSTCRAG SPIRE MEMOIRS                           245



[84.14] Frostcrag Spire Memoirs


As I pen this, I gaze upon the walls of my home and remember the very day its design came
to fruition. Although it seems like yesterday, it was actually many years ago. I was an
impetuous wizard; I wasn't simply satisfied living at the Arcane University. I spent years
coming up with a design for my home, a place where I could practice my magic in peace and
keep myself away from the prying eyes of my colleagues. I pored over tomes and dusty
scrolls, scoured the bookshops of the land and even delved into ancient ruins looking for
inspiration. Finally, as I rested my weary body at a camp outside of Bruma and marveled in
awe at the majesty of the Jerall Mountains, I became inspired. Like a madman I began to
sketch exactly what I wanted my grand dwelling to look like. It wasn't long before I had
completed my masterpiece, put down my quill and took a step back to see what I had
wrought. Frostcrag Spire was born.

And now, as age overwhelms me and the glow is dying from my eyes, I wish to give the Spire
to you. The thought that my dream could one day crumble to ruin fills me with sadness. I
know that you'll take care of your new home, and if need be, restore it to its former glory.
Please, heed my instructions carefully. There's much to tell, and the strength drains from my
limbs.

Frostcrag Spire contains many wonderful inventions. I've spent my whole life perfecting
them, and I hope you'll put them to good use. My pride and joy is the Atronach Altar. By
bringing three salts from the very same creatures to this altar, you can summon an Atronach
Familiar to do your bidding. It will obey your simple commands, and defend you in times of
need. Should you tire of it, simply speak to it and dismiss it. These fine creatures have
protected me in my travels, and should be of great use to you.

With permission from the Arcane University, I've had a Spellmaking and an Enchanting Altar
placed in the tower as well. You have but to provide the Magetallow Candles to power them,
and they will serve you well.

Working closely with my good friend Sinderion, the Master Alchemist of Skingrad, I have
developed the Frostcrag Apparatus Table. This table is for the discerning alchemist, and
should help even the most difficult brews become easier to create. I've also re-seeded my
alchemy conservatory with the best ingredients Cyrodiil has to offer, and some from beyond
her borders.

Finally, I have created portals to all of the Mages Guilds in Cyrodiil. This should make it
easier to travel to them in times of need.

I've entrusted most of my belongings to Aurelinwae at the Mystic Emporium in the Market
District of the Imperial City. There you'll find everything you need to bring Frostcrag Spire
back from the dead. She may require compensation for her time and care watching these
special items, but I assure you, it's well worth the coin. Please, take care of Frostcrag Spire.
She was my home and much of myself is infused with the stone and mortar. May your
journeys be safe, and the roads you travel free of danger.
246                        [84.15] JOURNALS: GELEBOURNE'S JOURNAL



[84.15] Gelebourne's Journal


The eighth day has passed, and still there's no sign of the artifact. We've covered most of the
remainder of the outer guard tower, and scoured the crumbled gatehouse ruins, but not one
clue has arisen as to where it may have been buried.

It's quiet out here, as if the ruins were paying respects to the Ayleid inhabitants that
disappeared here long ago. We haven't encountered anything hostile, but if we do, I think
we're ready. The Brotherhood's been in worse scrapes before. Bradon paid good money for
the information as to our treasure's whereabouts, and I hope it doesn't turn out to be yet
another fiasco.

This morning, our camp was set upon by some bandits who were protecting what they
claimed was their territory. Considering that we were outnumbered three to one, we did very
well. Only Raynil suffered a small wound, but that was easily healed by a potion that Bradon
had thoughtfully brought with him on our expedition.

After getting rid of the bandit's corpses, we set out to tackle the largest part of the ruin, the
remains of the great keep. Two of the walls of the once-mighty structure were collapsed,
scattering the telltale whitish rock so typical of the Ayleid architecture in this part of Tamriel.
This made our assault on the ruin difficult, as many of the larger chunks of wall were far too
heavy for us to move.

Bradon suggested that we search the center of the building's foundation for any underground
entrances, which was typical for this type of keep. His guess paid off, and after several hours
of backbreaking work, we managed to clear an opening just large enough for us to squeeze
through and enter an ancient stairwell leading down into the ground. We decided to wait until
morning's light to begin our descent into the depths of the ruin.

After a restless sleep, all of us were quite excited at the prospect of what might lie ahead.
Eagerly, we dipped our torches in a fresh container of pitch, lit them, and entered the inky
blackness of the stairwell.

The stale air was choked with dust and fine grit, a sign that no one had entered this portion of
the ruins in a very long time. We became excited, as that meant no other tomb robbers had
gotten there before us.

The stairwell eventually leveled out into a corridor of sorts that snaked its way to the north.
As we carefully walked along, I scanned the floor and walls very carefully for any type of
triggers, tripwires or pressure plates; such was my specialty. The Ayleid were well known for
their cunning traps protecting their tombs, and I wasn't taking any chances.

Bradon, the scholar of the Brotherhood, was getting more and more excited as we traversed
the passage; he was translating the wall carvings and was becoming certain that we had
finally found the true location of our prize. After walking for several more minutes, we were
overjoyed to see what we were hoping to see: the hallway ended at a metal door with the
carving of a spider upon it.
                           [84.15] JOURNALS: GELEBOURNE'S JOURNAL                              247

Now came the true test of Bradon's information. The door supposedly had a puzzle lock; by
pulling the spider legs in a certain combination, it would unlatch. The wrong combination
would spell our deaths, perhaps triggering a collapse of the hallway or some other equally
deadly trap. With a shaky hand, I pulled the legs one by one in the order I had memorized: the
sixth one, then the first one, the second one, the eighth one, and finally the first one again.

I closed my eyes, as there were a few loud clicks and then the door popped open. We all
breathed a sigh of relief. Pushing open the door, I looked in at a huge room with a pedestal at
the center. Sitting on the pedestal illuminated by a shaft of sunlight from a tiny hole in the
ceiling was our prize.

The floor was covered in a huge mosaic of a stylized spider, all eight of its legs coming to a
point and ending up at the door entrance. This was the last of the traps the Ayleid left behind
to protect their treasure. Again, if it hadn't been for Bradon's skill at acquiring information, we
may never had known how to solve this last line of defense.

I instructed Bradon and Raynil to remain at the entrance and to tie a rope around my waist in
case of a sudden pitfall. Carefully, I began to walk on the darkened tiles that formed the third
leg of the spider. Sweat beaded on my forehead, as the pathway made by the tiny pieces of
ceramic was very narrow at the start, and one slip could again mean instant death.

But death never arrived. The information had been correct, and I was able to make it to the
pedestal and secure the artifact! Quickly as possible, we made our way back and out into the
daylight. Once again, the Brotherhood was triumphant and it was time to return home.

At the tavern that night, we decided to make a pact. We would stash the artifact in a cave not
far from Bruma until we researched it further. An item of its magnitude could be very
dangerous if mishandled, and we certainly didn't want to sell it without understanding its true
value. Bradon agreed to contract a local cooper to construct a chest with three locks. Each of
us would hold a key to one of the locks so none would have access to the artifact without the
others being present. For the rest of the evening, we drank merrily and sang many a song of
adventures passed, and adventures to come.
248                        [84.16] JOURNALS: GREYWYN'S JOURNAL



[84.16] Greywyn's Journal


Turdas 18 Rain's Hand 3E 421

Sithis speaks to me. He does not use words but I can hear his voice. Echoes of darkness spring
from his lips and tell me what I must do. The Dark Brotherhood must be purged of its clean-
blooded vermin and a new order must take the reins. The time is nigh for the vampire to claim
his rightful place as the true Hands of Sithis. I have secured the help of many of my kin, and
soon, we shall spread like a cold fog through the ranks and make the group our own. Soon,
Sithis will give the sign, the time will be right, and the Crimson Scars will strike!

Loredas 27 Rain's Hand 3E 421

We are betrayed! That cur, Silarian, has made true our plans to the Fingers, and we have been
discovered! The Brotherhood struck as we slept, not even giving the Scars a chance to fight
back. Using their silver weapons, they pierced the heart of many of my brothers... The
screams I could hear as they turned to dust still echo within my mind. I was able to dispatch
two of the purebloods that fell upon me, and before they could send more, I made good my
escape. I must find a place to hide... to recover from this blow. I will make my way south to
Deepscorn Hollow, my old hideaway from when I was but a novice. There I will make my
dark plans and we shall see who Sithis truly favors!

Tirdas 21 Second Seed 3E 421

It's been nearly a month, and yet none of my brethren has returned to the fold. What puzzles
me is why I have not heard from my lord. Sithis hasn't spoken to me since that dark night.
What have I done to displease him? I have slain many since then, and poured their lifeblood
on his altar, but still he remains silent. As I ponder this, I turn my attentions to the lair.
Deepscorn Hollow will rise as the new headquarters of the Crimson Scars. But it must be
prepared. So much to do...

Loredas 1 Mid-Year 3E 421

The lair has improved much. I was fortunate to find Rowley Eardwulf at the Wawnet Inn
outside of the Imperial City, another Scar who had escaped the night of slaughter. He now
does his dark work acquiring the tools I need to bring Deepscorn Hollow back to its former
glory. I must remember him in the future should I ever need these items again.

Middas 17 Sun's Height 3E 421

All along, I was mistaken. All along, I was the blight upon Sithis and his dark name. Tonight,
he spoke to me and again, and I learned of his displeasure. Again, I heard no words, but I
knew the meaning. I was meant to take blood, to spill blood... but never to taste blood. My
sanguine ways have offended my lord! I must cleanse myself of this filth. I must find a way!
                          [84.16] JOURNALS: GREYWYN'S JOURNAL                            249

Tirdas 30 Sun's Height 3E 421

I have found it! My lord will be pleased! My answer lies with the Purgeblood Salts. Yes! I
will bathe in these tonight and free myself from my old ways! Hail Sithis! Dark ruler, soon I
will be your only true disciple!
250                         [84.17] JOURNALS: GROMMOK'S JOURNAL



[84.17] Grommok's Journal


                                       Grommok's Journal


3 Rain's Hand 3E431

We were finally able to convince that idiot rogue Lewin that it was time to give up that
strongbox of money he stole from Lelles' Quality Merchandise in Anvil and ditch it outside
the castle. All the heat he brought on the group was starting to chafe. Syndelius pretty much
sat him down and made him do it, because I was ready to put my foot in his face. I know he's
a rogue, but we're adventurers; we get our loot from raiding old crypts, and ruins, and places
that ain't got guards. He can be a real horse's ass sometimes, I'll tell ya.

12 Rain's Hand 3E431

What a bad Fredas we've had. We hit what was left of old Fort Wariel, and after slaughtering
a bunch of no good Marauders and grabbing their loot, made our way north. We came to the
ruins of Trumbe. Syndelius said they were Ale Lid or Eyelid or some kind of old civilization,
but all I cared about was how loaded with gold they were. He said usually they were, so in we
went. What a mistake! The place was crawling with skeletons and ghosts. Those things give
me the creeps. How can I fight something that ain't even alive? Lewin took a few good hits
and had to pop all his potions, Syndelius broke his arm when a trap almost crushed him to
death and I got a nice nasty scar across my forehead. Close call. Best of all, when we got to
the treasure horde, Lewin was out of lockpicks! Why do we even keep him with us? We had
to drag the damn container out of Trumbe and all the way back to Camp Atrene. Now I'm
sitting here staring at a stupid metal box wishing I could use Lewin's head to bash it open.
What a dolt.

13 Rain's Hand 3E431

After a night of deciding whether or not to snap off Lewin's legs and use them as firewood, I
sent Syndelius and Lewin to Anvil to buy more lockpicks while I guarded the box. They came
back in a few hours and Lewin picked the lock in the first try. Good thing too, I was still
pretty mad at the guy. I don't like sitting around all day. Anyway, Syndelius got all excited
when he saw something wrapped up in some sort of fancy cloth. Inside the cloth was a bunch
of stuff, but the best was the sword. What a beauty! Blade looks like a mouth with teeth,
handle like golden snakeskin and the gem in the middle of it... a perfect fiery orange and red,
like the sky at dawn. Syndelius was going crazy and I asked him what was all the noise for.
He told me it was Akaveery or something like that and made by the Snake People or the
Sayessie or whatever. Syndelius says Sayessie starts with a T just now when he saw me
writing this, but that doesn't make any sense. T-s-a-e-s-c-i. Fine, there, I wrote it. By the Nine,
Syndelius is nosy sometimes. Well, anyway, the best was yet to come. Right as the sun was
setting the sword vanished for a moment and was suddenly replaced by another weapon that
looked almost the same, but the gem on it was deep blue and purple. Syndelius said he was
certain that at dawn, it would change back to the orange and red gem! Well, this was good
enough for me. That alone made the sword the best thing I had ever seen. Lewin muttered
                            [84.17] JOURNALS: GROMMOK'S JOURNAL                                251

something about Akaveery magic, but I told him to shut up. I decided to call the sword
Dawnfang when it was orange and red and Duskfang when it was blue and purple.

14-16 Rain's Hand 3E341

Things are getting better and better with my new sword in these last few days. I found out
Dawnfang is a fire blade and Duskfang is a frost blade... handy for extra killing power! But
the best was what I found out when a Minotaur decided to jump us and I landed the killing
blow. I heard a voice in my head. Or maybe a thought? I dunno. It was weird. But it felt like
the sword knew it had just killed the Minotaur, like it was counting or something. At first I
thought maybe I was just tired, but after tearing through a camp of Bandits, it kept counting.
After the twelfth kill, it told me its thirst was satisfied. At least, I think it told me. Then it
stopped. Syndelius said it's possible the sword was a blood drinker... my kind of sword... but
he didn't know what would happen. It didn't take that long to find out. When dusk came
around, and the blade changed... I almost fell off the campfire log. The new blade was still
Duskfang... but it somehow seemed stronger. I could just tell. I couldn't wait to try it out! I ran
right out and looked for something to kill. Didn't take long to come across a few of those
stupid imps. Sure enough, not only did it do more frost damage than normal, but also I could
feel the energy from the creature transfer to me every time I hit it! What a weapon this was!
Yeah! Duskfang Superior! That's what I'll call it. Sometimes I amaze even myself. Syndelius
said he was sure Duskfang would blood drink too and I could power up Dawnfang with it. I
spent all night looking for twelve things to kill, and when the sun came up, he was right!
Dawnfang Superior is to be this one's name. It's like having four blades in one!

17-19 Rain's Hand 3E341

It's been the most fun I have ever had in my life cutting a bloody swath across the ruins of
Cyrodiil with my new double sword. Syndelius and Lewin are even more confident now that
we have such a powerful weapon among us. We've gathered tons of loot in the last three days,
but nothing compares to this. We're going to head north and explore the area around Niben
Bay today. I hope that something else like this turns up on our adventures. Then I'm going to
retire!
252                   [84.18] JOURNALS: JOURNAL OF CLAUDIUS ARCADIA



[84.18] Journal of Claudius Arcadia


Entry 1: I've made up my mind. I don't care what it takes, I'll have my revenge! I've heard the
stories about the Dark Brotherhood, about how they'll come to you if you perform some kind
of ritual to their Night Mother. I don't know who or what the Night Mother is, and I don't give
a damn! If I can do it, I will. I'll give the Dark Brotherhood anything they want, so long as
they do what I can't...

Entry 2: I've learned how to perform the ritual and have procured the necessary items. The
bones and skull were easy enough to get, but the heart and skill were a bit more difficult. I'll
make the preparations in the cellar.

Entry 3: It worked! Last night I was visited by someone, a representative from the Dark
Brotherhood! The Night Mother heard my prayers! The money was exchanged, and the man
promised me I would have satisfaction. I don't know where he's hiding, and neither does the
Dark Brotherhood, but as soon as he's located, Rufio will die!
                     [84.19] JOURNALS: JOURNAL OF THE LORD LOVIDICUS                        253



[84.19] Journal of the Lord Lovidicus


Entry 1. Beauty! Pure and sublime. That is the only way to accurately describe my love, the
maiden gro-Malog. True, the Orcs of Tamriel are often vilified by the other citizens of the
Empire, and rarely would they be considered a pleasure to look upon. So, is my maiden
Luktuv a rare breed of Orc, unlike the rest of her kin in physical appearance? Nay. In fact, she
is the perfect representative of her race, green skin, muscular frame and all. But beautiful she
is, all the same. For who am I to judge? Who am I to criticize when so many would condemn
my very existence? I can only hope my love is as understanding when she learns of my
unique condition, for I have yet to reveal that most precious of secrets.

Entry 2: Damn the politics of my station! Taxation and trade negotiations and meetings with
disingenuous aristocrats -- it's sometimes enough to make me regret my birthright altogether.
I've spent the latter half of my life hiding my identity, guarding my secret. But now I am faced
with an even greater challenge, for if word were to get out that I have fallen in love with a
servant -- and an Orc, no less -- I would be all but ruined! Such is the life of the Cyrodilic
nobleman.

Entry 3: Curse me for a coward, but I have not yet found the strength to tell my beloved
Luktuv the truth. Perhaps it's for the best, for what benefit is there in her knowing? She would
share all of my fears but none of my abilities. Her life would become one of doubt and
uncertainty. Still, if she is to spend her remaining mortal days with me, she has the right to
know the truth.

Entry 4: Joy and exaltation! She is with child! My beloved Luktuv is carrying my child! The
midwives predict a boy, and we have already settled on the name Agronak. In truth, I never
realized such miracles were even possible, but the Divines have granted us their blessing, and
so shall it be. I must wonder, of course, if my dear child will share in my Dark Gift. Only time
will tell.

Entry 5: Tonight the truth will be revealed. I will tell my beloved Luktuv everything. She will
know who and what I am, and we will decide how best to raise the precious child that grows
in her womb.

Entry 6: Betrayal! Foul and loathsome harlot! How dare Luktuv question my motives,
question the love I have for my own unborn child! When she learned the truth, that I, the Lord
Lovidicus, am no longer human, that I have walked Tamriel as a vampire for the past two
hundred years, how quickly she judged me! So, I am a monster, am I? Perhaps I should have
proven her right. Perhaps I should have drained her dry when I had the chance! But I loved
her, as deeply as a man has ever loved a woman, and I wanted nothing more than to bring our
baby into this world and embrace my new role as father. Perhaps when Luktuv has come to
her senses -- for she refuses to come out of her room -- we can have rational discourse about
our future. I do not, however, retain much hope.

Entry 7: Imprisoned! Imprisoned in my own home! While I slept, Luktuv locked me in my
own private chambers. She called to me through the doors, told me of her plan to escape with
our unborn child. She means to keep my baby from me! When I get free, I will find the
traitorous whore and rip the child from her very womb!
254                  [84.19] JOURNALS: JOURNAL OF THE LORD LOVIDICUS

Entry 8: Two weeks. Two weeks have passed since Luktuv locked me in my quarters. Try as I
might, I cannot free myself. I cannot breach the doors! If I don't feed soon, I feel I will go
mad.

Entry 9: Food blood blood blood blood I need it I need blood need blood

Entry 10: ...
                           [84.20] JOURNALS: LOG OF THE EMMA MAY                              255



[84.20] Log of the Emma May


...after taking aboard a few more crates in Leyawiin, Captain Laughton pointed the May north
towards the Imperial City. We pleaded with him to wait until the next morn, but he insisted on
continuing despite the look of the sky. Let it be known that this decision was his.


Tuesday 14 Last Seed 3E421

Wasn't long before the May hit the storm. It was just as we suspected, far too dangerous to
sail through. With the last bit of daylight disappearing, Navigator Quillan spotted an inlet off
the starboard bow. The Captain ordered the wheelman to steer towards the inlet in the hopes
of getting the May out of Niben Bay. It was at that moment Gable gave me the signal and we
struck. He'd always had an eye for the Captain's position, and with the chaos going on, this
was a better time than any. Only that idiot, Blakeley was still loyal to the Captain, but the rest
of us wanted the May. The fight lasted maybe a minute or two. Blakeley and Laughton knew
that fighting was futile. We tossed them down below and now Captain Gable has set the May
on course for the inlet. Hopefully we can get her secured for a while and then...
256                       [84.21] JOURNALS: LORD JAREN'S JOURNAL



[84.21] Lord Jaren's Journal


I hope I have done well. I don't know. Perhaps I should tell the others. But what hope would
they have then? I will have to tell Kelvyn, one day, when it is time for him to assume the
lordship of the Castle. He, at least, may forgive me, as I am his father.

I must collect my thoughts. Lord Kain returned last night, while the others were gone to the
city. Thank Onsi it was only myself and Garridan -- faithful friend! I have sworn him to
secrecy. He was only too happy to let me take responsibility for what we did.

Later: I am more resolved than ever that the others must never find out. They must never
know what Lord Kain has become, our liege lord -- we sacrificed everything for him!

I will set it all down here, clearly, so that others may judge whether I have done right or
wrong.

When Garridan woke me to tell me that Lord Kain had arrived, I was overjoyed at first.
Garridan's grim face soon warned me that all was not well, but he would not tell me what was
wrong. Only that Lord Kain was accompanied by Arielle Jurard, a name to freeze the blood --
a Breton battlemage of sinister reputation in Lainlyn.

Lord Kain was waiting in the great hall with Arielle Jurard. He was heavily cloaked,
unsurprisingly as it was a foul night, but I wondered why he had not removed it upon entering
the castle.

I greeted Lord Kain warmly, ignoring his companion for the moment, but when he spoke, it
was only haltingly, and with a grating edge that I had never heard before. "Where are the
others?" was all he said. Arielle Jurard quickly intervened, explaining that Lord Kain was
unwell and needed a place to rest.

By the time Kain was abed, I was fully alarmed. He moved like an old man, and barely spoke
in my presence. He left a foul odor in his wake, and remained cloaked until I left him in my
chambers. I then demanded that Arielle explain herself, which she was only too willing to do.
Her story was appalling. Apparently Kain had perished in battle shortly after we left, but by
her arts she had returned him to life, and now planned to gather an army of Knights to resume
the war against Baron Shrike. Her eyes glittered with pride as she told me all this -- she is so
far gone in madness and evil that she actually believed that I would go along with her plan to
install a necromatic puppet on the throne of Lainlyn! For all Baron Shrike's cruelties, he at
least is mortal and will one day pass on the rule to an heir.

Somehow I was able to hide my shock from Arielle Jurard, and pretended to agree to her plan.
"The other knights will need to have Lord Kain's... condition... explained to them before they
see him," I told her. "Otherwise the surprise of seeing him may lead some to regrettable
actions." Thinking quickly, I suggested that she tend to Lord Kain in the grotto until I had
prepared the others. She agreed without suspicion -- I wonder if her mind has become
disordered by her evil practices -- my performance could not have been all that convincing.
                          [84.21] JOURNALS: LORD JAREN'S JOURNAL                            257

Once they were inside, I shut them in, with Garridan's help. May Tu'whacca have mercy on
Lord Kain's soul... As for Arielle Jurard, I wish nothing but endless night on her foul spirit.

I've had workmen cover up the doorway. Only a few of the others were ever aware of that
passage behind the training room -- luckily Kelvyn was not among them. I'll have to come up
with some story to satisfy those who ask about the grotto -- or tell them the truth and face the
consequences.
258                         [84.22] JOURNALS: MESSENGER'S DIARY



[84.22] Messenger's Diary
[84.22] JOURNALS: MESSENGER'S DIARY   259
260                    [84.23] JOURNALS: THE PATH OF TRANSCENDENCE



[84.23] The Path of Transcendence


Entry 1: My initial findings may have been inconclusive, but they set me on the path I will
pursue until I achieve my goal or lie rotting in this cave. Either outcome will be a welcome
respite from the days and nights I've spent toiling without food, water, or any kind of
companionship. A lesser mage would have fallen prey to madness by now, I'm sure of it. But I
am not a lesser mage! Though they try in earnest, though their hearts and minds are true to the
teachings of our great Sovereign, my fellow Necromancers lack the complete dedication
required to achieve that ultimate of goals -- the state of lichdom. Not even Falcar himself can
match my sheer tenacity, my unwillingness to accept failure on any level. That is why I,
Celedaen, will soon join the ranks of the Worm Eremites, those servants favored by our
sovereign above all others. I will sit with honor and obedience at his right hand while those
fools in the Mages Guild grovel at my maggot-ridden feet!

Entry 2: Even the most pedestrian peasant fairy tale has long held that a lich must somehow
remain bound to his soul, and that connection most commonly manifests itself as a
transference of the spirit into an actual physical object. An urn, a sarcophagus, a crystal
phial.... One Khajiit fairy tale even tells of a lich who preserved his spirit in the severed head
of a Wood Elf infant! And these same peasants long comforted themselves with the belief that
if they ever had the grave misfortune of facing a lich, they would need only find the vessel
containing his spirit form and then destroy it, thus destroying the lich himself. Fools and their
folklore! True liches possess no such weakness! Can one of the Sovereign's Worm Eremites
be bested by shattering a glass vase? The very notion is so absurd as to be comical. Yes, a
Necromancer must transfer his soul into a physical vessel, but once that transference is
complete, once the Necromancer has fully metamorphosed into his lich form, the vessel is
inconsequential. But it's the process of this transference itself that has eluded me for so long.
My soul remains bound to my earthly body, and nothing I have attempted has allowed me to
free myself of this mortal coil and transcend to the state of lichdom I so dearly desire.

Entry 3: Every tome I've acquired, the volumes upon volumes of Necromantic discourse, all
useless! I have grown disgusted by the years of wasted life that have been poured into these
so-called "essential" writings. Who in their right mind would ever wish to animate a month-
dead Cyrodilic butterfly, or bring life to the rotting husk of a rare albino mud crab? How
many months have I wasted away in this cave? And for what reason? Ah, yes, I know! I will
resurrect an army of deformed goblin younglings and march on the White-Gold Tower itself!
That at least is in my reach! My mind has become a cesspool of Necromantic waste, where
reject spells and rituals compete for the honor of finally driving me completely insane. And
still I am no closer to achieving my goal than I was when I first began this process. Am I
losing faith in myself, in my discipline? Perhaps I have been studying too hard. Many a night
I have sacrificed my prayers to our Sovereign for one more experiment, one more incantation.
What I need now is rest. Rest, and a state of tranquility, so that I may commune with our
Sovereign and re-pledge my loyalty and devotion. For what answer will I find in some
crumbling codex that could not be supplied by our great Sovereign himself?

Entry 4: The secret is mine! So long I searched, so hard I toiled, but I was a fool! I was right
to forgo my studies for a more ardent devotion to prayer. Last night, as I sit in the throes of
meditation, our great Sovereign did come to me! He passed to me the knowledge I have
sought for so long! The secrets of transcendence were even more complex and arcane than
                      [84.23] JOURNALS: THE PATH OF TRANSCENDENCE                         261

even I could have imagined, and I will never transcribe them into any written work. Indeed,
they have never been recorded! All my months of solitude were for naught, as the secret I so
desperately sought could only be obtained through direct communication with out great
Sovereign himself. Soon I will walk the earth as a Worm Eremite, serving the Sovereign in a
state of endless undeath!

Entry 5: Through the sacrifice of many innocents, the resurrection of many servants to aid me
in my tasks, and the tireless performance of a nearly week-long ritual, I have completed
construction of the Sands Of Resolve. The transcendence to full lichdom will not be
immediate, however. The vessel has been crafted, but my energy force, my soul, must be fully
transferred into it. Not even our Sovereign was quite certain how long this process would
take, at it varies from one Necromancer to the next, based on many factors both physical and
spiritual. One thing, however, is certain. This hourglass must never leave my possession until
the transference is complete! I grow more powerful every day, but in truth am more
vulnerable than I've ever been. If something were to happen to the Sands of Resolve, if the
hourglass should somehow leave my person, the connection between soul and vessel would
be severed. To think that my work, my life, could be eradicated so easily after I've come so
close to success is almost more than I can bear.
262                       [84.24] JOURNALS: RELMYNA VERENIM'S LOG



[84.24] Relmyna Verenim's Log

[84.24.1] Experiment Log - Day 12



                                    Experiment Log - Day 12


Project Limb Removal
Day 12 Observations and Summary Conclusions

Day 12
Removing an arm from the young wood elf female made her fight all the harder for her life,
despite being clearly outmatched. In previous battles, she fought much less bravely and to
lesser effect. She lasted a full minute against my most angry of hounds before her throat was
ripped out and I had to revive her.

However, removing just the feet of the middle-aged Nord male made him despondent and
without any will to defend himself, even against a lesser foe. So pitiful was the look on the
face of his corpse, that I decide to leave him be, rather than resurrect him. After so many years
of scientific study, I still cannot abide apathy. I'm sure that my aversion to pity has colored
my findings, as I only make use of strong-willed test subjects. Though I suppose, flawed as
my research may be, it is still more revealing and faithful than any other has done before me.

Summary Conclusions
After studying the various combats between the test subjects in this project, I have concluded
that, much as the pain threshold is inconsistent within a given species, so too is the effect of
dismemberment. Whether beast or man, the removal of a limb, be it functional as a hand, or
peripheral as a tail, has varying effects on the subject, having to do more with individual
temperament than any biological or cultural endowment. Whatever the particular effect, it is
substantial. Whether it enhances a subject's tendency toward aggressiveness or passivity, or
swings them to the other extreme, removing a limb has a profound effect on behavior.

After reviewing my notes, I will attempt to catalogue all the similarities and differences
between the subjects and their responses. I may be able to offer Lord Sheogorath a guidebook
detailing how to craft a better kingdom by removing various appendages from the bodies of
its people.


[84.24.2] Unproductive Musings



                                     Unproductive Musings


Unproductive Musings

Today I intended to continue my research into the effect of pain on the host of the unborn (in
this case the middle-aged pregnant Breton female), and yet, no matter how many times she
                           [84.24] JOURNALS: RELMYNA VERENIM'S LOG                          263

was ripped apart and resurrected, I simply could not bring myself to the requisite attentiveness
serious study demands.

Rather than the usual precision of observation, my faculties seemed possessed of a peculiar
poetic sensibility. So that, rather than dutifully logging each scream and twitch of agony, I
seem transported by her cries to some other place.

I became sheltered within a tapestry of tranquility, woven from the screams of the Breton's
anguish warped against the grunts and clacking of the beasts and shambles that toyed with
her.

It was there, in that spot, my soul naked and clean, that I came to a sense of clarity. And like
all - dare I say - religious experiences, returning to my mundane senses, I am left with little
more than a faded memory of supernal knowledge, like a burned parchment on which once
were written words of wisdom and understanding, of which now only torn and blurred
fragments remain.

The harder I try to remember that innate knowledge, the more it seems to recede from me.
The essence that remains is this:

Pain is a force that purifies, ennobles, and uplifts. It is the Fire that burns away impurities,
that melts away imperfections.

Death is not the sign of weakness, nor bodily constitution the sign of strength. It is what
happens to soul when brought into the Fire that determines the mettle of men.

Those with inner strength are forged into weapons of devastating keenness by Pain's Fire.
Those who are undeserving and weak turn to dark and lifeless ash in Its heat.


And there it stands in all its inscrutability - so much for an unproductive day. Perhaps
tomorrow will lead to more fruitful experiments.


[84.24.3] Project Hound's Blood - Day 7



                                  Project Hound's Blood - Day 7


Project Hound's Blood

Day 7 observations

My theory stated before trial is thus:
"Blending the most recent concoction of hound blood with that from a headless zombie will
result in a beast with greater fury and resistance to pain."
264                         [84.24] JOURNALS: RELMYNA VERENIM'S LOG

Test 1

Subject 1 has the current concoction, and Subject 2 has the new mixture.

Battle 1:
Subject 1 lasted approximately one minute before expiring, having done average amount of
injury to Subject 2. Subject 2 seemed not to notice most of the injuries it received.

Battle 2:
After a drawn out combat, Subject 1 killed Subject 2, but suffered near fatal wounds. Subject
2 fought to the bitter end with the same energy it started with.

Battle 3:
Subject 1 went out very quickly.

Battle 4:
Subject 1 lasted less that a minute. Subject 2 took little injury.


Test 2

Subject A and B both have the standard blood. Subject C and D both have the new blood.

Battle 1 (A vs. B):
Lasted just over a minute, both hounds suffering grievous injury, and somewhat bothered by
their wounds.

Battle 2 (A vs. B):
Nearly identical results.

Battle 3 (C vs. D):
Lasted over two minutes, both hounds suffering grievous injury. Neither seemed very winded
or bothered by their wounds.

Battle 4 (C vs. D):
Lasted under 1 minute, both suffering grievous injury. Neither seemed very bothered by their
wounds.

It seems my original theory was correct. In future trials I will try watering down the headless
zombie blood before adding it to the mixture, to gain some insight into the actual potency of
the blood itself and determine how much of the additional effect is coming from its
combination with the existing ingredients.
                           [84.24] JOURNALS: RELMYNA VERENIM'S LOG                           265


[84.24.4] Reptilian Appetite Conditioning



                                 Reptilian Appetite Conditioning


Experiment Setup and Hypothesis
Reptilian Appetite Conditioning

I have raised these Baliwogs and Scalon together, from hatchling to adult. I inflicted great
pain on them when they were aggressive towards each other, and rewarded them when they
showed aggression towards others. They have since acquired an almost familial bond,
normally expressed in warm-blooded creatures. See previous experiment logs for details.

For the last month, I have been starving them in separate cages, allowing them occasionally to
eat, but only tiny amounts of reptilian flesh.

I have procured a fatty Breton of previously luxurious lifestyle. There is not an ounce of
muscle on him. He should be a most tempting snack, indeed. But we shall see!

I shall return soon to run the experiment. There is still some time left to starve the reptiles
until they are most desperate.


[84.24.5] Week-old blood



                                            Week-old blood


Experiment Setup and Hypothesis
Week-old blood

I have paired up a hound and shambles of equal fighting capacity. However, I have recently
drained the hound of its zombie blood, and replaced it with blood extracted from a Breton
corpse, which had lain for a week, rotting in the hot sun. When I return, having let it acclimate
to its new supply of vital fluid, I expect the hound will perform with much less efficiency than
normal.


[84.24.6] Hunger vs. Shambles



                                       Hunger vs. Shambles


Experiment Setup and Hypothesis
Hunger vs. Shambles, with elven catalyst
266                      [84.24] JOURNALS: RELMYNA VERENIM'S LOG

While generally an even match, these two Shambles versus a single Hunger, previous
experiments have indicated that the presence of a warm body causes the Hunger to increase its
ferocity. This territorial hunting imperative is completely lacking in the shambles. They seek
to destroy life, not to devour it.

In this case I have confined a Hunger to his cage, while leaving an unspoiled high elf female
in viewing distance. Hungers seem to have a particular thirst for elf maiden blood. And this
one, on the verge of flowering, should be a particularly irresistible morsel.

I hypothesize that the hunger will fight with greater force and precision in the up coming
battle, after I let the creature and elf maiden stew awhile in each other's proximity.

I shall return in a few days to run the experiment.
                           [84.25] JOURNALS: SCENTED PARCHMENT                             267



[84.25] Scented Parchment


                                     Scented Parchment


Their screams and battle cries are incessant by now, and the din of steel and training bags is
overwhelming. They've been bringing more and more of us in here over the few weeks of my
captivity, and the lust for each other's blood is reaching a fearful pitch.

What am I going to do? I've never raised a sword or axe in my life.

Just after I was captured, a well-mannered abductor came and asked if there was anything I
wanted. I asked for some food and was brought fine pickled baliwog and wine. How was I to
know that I should have asked for a weapon? Since then, they've only brought wine, cheese,
and silken clothes too tight for my body.

They'll kill me - not first, though. No, they'll want to eliminate the more immediate threats,
and then come to me. Tear me apart, screaming.

What's worse is that I think we might have this whole thing wrong. Our captors no longer
speak to us; indeed they seem afraid of us. We're fed well, and they seem more easily able to
provide us ink, paper, and delicacies than the iron-shod armor the others have put in such high
demand.

I hope they don't pit us one against one. Surely I'd be tortured before the mercy of a killing
blow. Craven heathens. Save me, Sheogorath.
268                   [84.26] JOURNALS: SCRAP FROM LORGREN'S DIARY



[84.26] Scrap from Lorgren's Diary


2 Sun's Dawn 3E335
The people of Anvil are worms! How dare they criticize what they don't understand! I shall
have my vengeance in a form they cannot possibly imagine. I shall use the souls of the
departed to prolong my own life. The Tome is very specific. I must have more bodies... yes...
more bodies.

11 Sun's Dawn 3E335
I must protect myself from those meddlers. They shall not interfere in my designs. I have
constructed a room in the basement of this manor. It is there I will inter my corporeal self and
I will transcend this plane of existence. Only a true-blooded Benirus may open the portal, so if
I fail, however unlikely that may be, a descendant may attempt to follow in my footsteps to
carry on the true way. To make sure our secret is safe, I have harnessed the spirits of those
whose bodies I have defiled to forever guard that place.

15 Sun's Dawn 3E335
The fools think I don't hear them speaking? I can hear their rumor and innuendo. They intend
to meddle in powers they can barely comprehend. They call me an old fool and shun me. The
young dare each other to step one foot in my yard. I have become the stuff of old wives tales
and campfire stories. They dismiss me as an oddity. But soon they will see. When all of Anvil
lies in waste around me, when their corpses litter the streets and their blood dampens the
earth... only then will my true power be known and feared.
                            [84.27] JOURNALS: SIR AMIEL'S JOURNAL                             269



[84.27] Sir Amiel's Journal


This journal is a record of failure. My failure.

In the immediate sense, this is no doubt obvious. If you are reading this, you are probably
standing over my body, slain in the depths of the Shrine of the Crusader. Perhaps the gods
granted me the gift of at least glimpsing the holy Helm before I died, undeserving though I
am. I must believe that you are indeed a holy knight, following in my footsteps in quest of the
Crusader's Relics. It is to you, Sir Knight of my hopes, that I direct these words. May the
account of my failures help you avoid my fate.

Know that my failures encompass far more than my own death (which is of little account, at
the end of a long life). The high ideals of the Knights of the Nine, of service to the gods rather
than men, of dedication to a higher purpose -- these are my failures, as I shall record here.

As I write this, the scratching of my pen the only sound in the empty Priory, I am preparing to
embark on my last quest for the Helm of the Crusader. I know that my chance of success is
small. I am too old for such a task. This quest should have been taken up by the next
generation of Knights of the Nine, while Sir Caius and Sir Berich and the rest of us stayed
behind and spun tales of our days of glory. Alas, there is no next generation. Sir Berich is my
embittered enemy, the rest of my old companions are all dead. There is only me, the last
stubborn Knight of a failed Order.

For many years I blamed Sir Berich for the dissolution of the Order, but in my old age I have
finally come to recognize my own part in those tragic events. I now believe that the seeds of
our destruction were sown early, although the fruit did not ripen until late. Even in the first
heady days, questing for the Cuirass with Sir Caius and Sir Torolf, I set the pattern of
personal glory. The Cuirass was mine, and although it resided in the Priory, I wore it into
battle and accepted the acclaim of my fellows and the people for its recovery. And so it went.
The Sword and Greaves, recovered by Sir Berich, became his personal arms, and the
Gauntlets to Sir Casimir. Why not? Should the holy weapons lie idle while there was evil to
be vanquished? And who more fitting to carry them than the knight who had proved himself
worthy by their recovery? So we told ourselves -- so I told myself -- but all that followed
flowed from this.

When Sir Berich wanted to take his Relics with him to the war, who was I to forbid him? I,
who had jealously considered the Cuirass my own and none other's? Sir Berich was wrong,
but I was wrong first, and the blame for the dispute over the Relics falls first on me, the leader
and founder of the Knights, who should have set a higher example, but was instead first to
claim a Relic for my own.

Sir Berich's later actions I will leave for others to judge. But let it be known that I do not
blame him for the dissolution of the Knights. If he would speak to me, I would tell him so
myself. He and I are now all that are left of the original Knights. The others are all dead, and I
have dedicated myself to recovering their bodies and interring them in the Priory Undercroft,
as is fitting for such holy warriors. Alas that they did not have the leader that they deserved.
270                        [84.27] JOURNALS: SIR AMIEL'S JOURNAL

Now it is time for me to depart on my quest for the Helm. If you would follow in my
footsteps, Sir Knight, know that the Priory basement, at least, will remain inviolate. I have
sealed the stairs and only my ring will now open it. My brother knights will sleep in peace, in
company with the Cuirass, the only Relic that remains in the Order's keeping. I say that,
although the Order is officially dissolved, hoping and believing that the Knights of the Nine
will one day be reborn. Perhaps you are the one to restore the Order. If so, go to the Priory in
the West Weald. Use my ring to enter the vaults beneath the Priory House. There you will
find the Cuirass, and claim it for your own if you are a true knight.

May the Nine guard and guide you. Farewell.

Sir Amiel
Priory of the Nine
The West Weald
County Skingrad
Year 153 of the Septim Era
                                 [84.28] JOURNALS: SLYTHE'S JOURNAL                         271



[84.28] Slythe's Journal

[84.28.1] Slythe's Journal I

As midnight approaches, I still watch the fires burn. The great city of man, Kvatch, lay in
ruins. They didn't heed my words. They didn't listen to my voice. Now, they are all paying the
cost of ignorance. The Sunken One strikes swift and hard. He swats those who oppose Him as
if they did not exist at all. The excuses of man fall upon deaf ears. The Sunken One has no
pity; He has no mercy, He only sits below and passes sentence. And now, with a mighty
stroke, He's toppled one of man's pitiful blights on His land. And yet, He still hungers. His
appetite is voracious. Kvatch will not be the last city to fall by His hand. The world of man
grows more and more corrupt, and it angers Him. Man's lies and deceit will be his undoing as
The Sunken One grows impatient and no longer waits for or accepts the proper offering.

The burden is mine to shoulder. I am the last who knows of He Who Shakes The Ground. If I
do not bring him the Offering, who knows what city may fall prey to his whim? Anvil?
Chorrol? Or perhaps He will turn his eyes on the greatest boil of all, the great Imperial City
itself. No, I must not let that happen. I must get the Offering to him like my father did before
me. Man may be fallen in His eyes, but they must have time to learn The Sunken One's
teachings. Destroying man now would be a waste, when I am certain that given the chance,
they will come to see His ways. Yes, I will do this thing. I will brave the depths of Sandstone
Cavern to see Him. My weapons will be my will and my word. The Sunken One will watch
over me and guide me. I must depart soon, before it is too late. If anyone finds this page, let
them know that I, Slythe Seringi, do this for the good of all man.


[84.28.2] Slythe's Journal II

As I descend into the depths of Sandstone Cavern, I wonder to myself... why? Why would
The Sunken One test me so? Have I not been loyal? Have I not spread His word? Have I not
obeyed His laws? This journey has been cruel and unfair. I've nearly met my end more than
once. I don't know if I can make it to His home. But no, I cannot think this way! I must get
there! I must see Him. If I do not, then the world of man is doomed. I dare not tarry longer, as
I do not wish to suffer His wrath. I must get the Offering to Him.


[84.28.3] Slythe's Journal III

I am fallen.

I have failed. I will not reach Him in time. And because of me, man is doomed. The creature
jumped me without warning and before I could dispatch it with my magic, it dealt me a mortal
blow. Now, all of Tamriel will face wanton destruction and death. His wrath will be
unspeakable, his anger immense. Kvatch was but a small amount of his true potential. All
hope is lost. The Sunken One wakens and soon, man will feel His hunger.
272                             [84.29] JOURNALS: SMALL DIARY



[84.29] Small Diary


Dear Diary
Today I go to see my cousin! Mother said it was a blest day, which I think means she's going
to miss me. I'll miss her, too, but Im real excited to see cousin Drothan again! I promise write
again real soon.

---------------
Dear Diary
I met a rider on the road today he called himself a curryer. He gave me a letter from cousin
drothan! it says i'll have a special job when I get to Cyrodiil. I will be a steward. cousin says
stewards keep track of who comes and goes, but somebody will do most of that four me, and i
just need to only let people in who know the secret word. That's a very big responsbilaty! it
says I have to tear up his note - cousin is very smart. I better write down the password so I
don't forget it! Its "Chimer"

---------------
Dear Diary
Today I saw a wood elf!

---------------
Dear Diary
Another Curryer found me today, with another letter from cousin! This letter said that he may
not be around when I get there. cousin said his journal will tell me everything i need to know
about finding him if he's not around, and I should find it in his cabin. Uh oh - I'm no good at
reading, only writing.

---------------
Dear Diary
Im finally here! Before I use the special word to get in, I have something I need to tell you,
diary. It's not personul, but diarys are kid stuff, and I have to be grownup here, so i'm leaving
you behind right here. But thank you, diarey, especially for keeping the special word safe.
good luck!
                            [84.30] JOURNALS: TRAELIUS' JOURNAL                              273



[84.30] Traelius' Journal


                                       Traelius' Journal


4th Mid Year, Morndas

Alyssa has been very nervous these past few days, even thinking about packing up and
moving out of here. I will hear nothing of it. She does not understand the importance of this
place to me. The city is too busy and too noisy for me to think clearly. Only here can I
practice my studies in peace and not have to deal with the Inferiors back in the city. Nothing
soothes the soul like the gentle sound of rushing water. She will grow to love this place.

19th Mid Year, Tirdas

Alyssa is beginning to spend more and more time at her daily baths. I have not pressed the
matter, for I know she is true to me. Maybe I will follow her tomorrow. No. I cannot. I cannot
afford to lose her trust. I have worked too hard to get her here.

22nd Mid Year, Fredas

Spent two hours waiting for my Alyssa to return from her daily bath near the waterfall. She
apparently fell asleep. I did not inquire any further, but I did notice scratches and bruises on
her forearms and legs. She probably tripped and fell, but was too embarrassed to tell me about
it.

26th Mid Year, Morndas

The past few days Alyssa has brought up the subject of leaving this place. Has she already
forgotten why we came here in the first place? Has she already forgotten the daily mental
torture of conversing with the Inferiors in the city? This constant bickering between us is
starting to wear on me and I fear I will not be able to take much more of it.

27th Mid Year, Middas

Alyssa spent nearly four hours today at the waterfall. She said she fell asleep again. I will not
be made a fool. I demanded she tell me where she had been. She burst into tears and
confessed she no longer wished to stay here with me. That night I did not sleep and the day's
events played over and over in my head. In the morning, I made the decision to let Alyssa
leave. Let her be free. Let her live life the way she wants. She thanked me, parted with one
final kiss, and then took off toward the waterfall. That was the last I saw of my dear Alyssa.

29th Mid Year, Fredas

I have done what I know is right, but my heart will not accept it. Only time will heal my
heartache, and now it seems I have all the time in the world... alone. I have done the right
thing. I had no right to keep her here against her will. The only thing that keeps me sane is
knowing she is happy once again and free to do what she wants. I swear I still hear her voice
274                         [84.30] JOURNALS: TRAELIUS' JOURNAL

now and then coming from the waterfall, but I know they are only echoes of memory. I must
stay strong. I will stay here until my dying days and maybe, just maybe, she will return to me.
                              [84.31] JOURNALS: TRAITOR'S DIARY                                275



[84.31] Traitor's Diary


It's all right, mother. It's almost over. I'm close. So very close. How long have we struggled?
How long have we waited? Too long, I know. But it's almost over. I promise.

killhimkillhimkillhimkillhimkillhimkillhimkillhimkillhimkillhimkillhimkillhimkillhim
killhimkillhimkillhimkillhimkillhimkillhimkillhimkillhimkillhimkillhimkillhimkillhim
killhimkillhimkillhimkillhimkillhimkillhimkillhimkillhimkillhimkillhimkillhimkillhim
killhimkillhimkillhimkillhimkillhimkillhimkillhimkillhimkillhimkillhimkillhimkillhim

mommy mommy as you lie the dark man comes and makes you die my daddy's hands are red
with guilt because he killed the life we built

I hate it! All this lying, all this pretending! Sithis and the Five Tenets be damned! How long
do I have to live by their rules? How long before I get my chance? I saw Lucien Lachance
yesterday. He was in the Sanctuary talking with Ocheeva. He was right there! So close I could
have severed his spine in less than a heartbeat! Oh Mother, never before have I had to
exercise such self-control. What's sickeningly ironic is that it was the Dark Brotherhood's
discipline that allowed me to restrain myself. I've been a part of their "family" for so long it's
a part of me, whether I like it or not. And in all that time I've fooled them all. They see me as
a fellow member of the Brother, a trusted family member. Some day soon I will learn the
truth about the Night Mother, and when I do, I will use that trust to get close to her. Close
enough so that I may rend the head from her body, just as Lucien Lachance did to you so long
ago!

Damn it, mother! Why did it have to be this way? Maria was so beautiful. She was perfect in
so many ways. Why couldn't she handle the truth? Why couldn't she realize her "family"
didn't really love her? She was a murderer like the rest of us. Paid to kill in the name of Sithis.
I really thought we could be together. Make a real family, with real love. But she told me she
could never accept your place in my life. So now she's gone. She didn't deserve to live after
the horrible things she said about you. I never should have told her, I know. I'm so sorry. It
will never happen again, and the others will never find her, don't worry. There's nothing left
of her to find.

IliketolieinthegrassandwatchtheantsandwishIwereoneofthemintheirundergound
mazesosafefromthedarknessofpeoplehorriblepeopleIwillkillthemallkilltheants
killthepeoplekilleverything

I did it, mother! I killed them all! I killed them and I cursed them to wander their ship in
undeath for all eternity! They came to talk to the old man in the lighthouse. When they saw
me, they could have kept walking. But no. They laughed! They laughed at me, mother! They
called me names! They said I was strange, that I was a human rat, living here in the cellar of
the lighthouse. They did not know who they were dealing with! So I snuck on board, later that
night, and I slit their throats. Every last one of them. So there the Serpent's Wake sits. The
ghost ship of Anvil they'll call it now! Ha ha ha ha ha!

Some wonderful news, mother! Advancement at last! Lucien Lachance paid a visit to the
Sanctuary today, to talk with me! He told me the Black Hand needed my services. One of the
276                           [84.31] JOURNALS: TRAITOR'S DIARY

other Speakers is looking to replace his assistant, who was killed fulfilling a contract. So
Lucien Lachance suggested me! I met with the Speaker, and will serve as his new "Silencer."
Ha! Lachance might as well have given me a contract to kill the Night Mother herself! I am
now one step closer to realizing our dream. I will learn the Night Mother's identity and tear
the heart from her chest. Oh yes, and I have something special planned for Lachance
himself...

mommy I so afrade. i mis yu mommy. i just wantyu to kis me agenn

father prayed and guess who came the hooded man in Sithis' name who left but then he came
once more to pass through window wall and door I lie in fear my mouth agape as wicked
blade did cleave your nape for I was watching 'neath the bed to see the falling of your head
and when your face lie on the floor our loving eyes did meet once more and so I pledged to
you that day the Brotherhood would dearly pay and just as they took me from you I'd find and
kill their mother too but there's someplace I need to start and that's with father's beating heart
and when that's done I'll sing and dance to celebrate a dead LaChance

greenblueREDyelloworangegreenblueREDyelloworangegreenblueREDyelloworangegreenblu
eRED
yelloworangegreenblueREDyelloworangegreenblueREDyelloworangegreenblueREDyellowor
ange
BLACKBLACKBLACKBLACKBLACK!!!!!!

I've been careless! Too careless. The bodies, the burnings. Killing that fool Blanchard was the
worst mistake I've made so far. I was seen! I was cloaked and hooded, and escaped into
shadow, so no one learned my true identity. But now the Black Hand is suspicious. They
suspect treachery, suspect a traitor! I must be more cautious than ever.

when in the snow I like to lie and fold my arms and wait to die

I've been switching them! Switching the dead drops! It was so easy! I tracked Lachance from
his lair at Fort Farragut to the first dead drop location. After Lachance placed the orders, when
I was sure he was gone, I switched them! It was so easy. Now Lachance's fool Silencer is
working for us, mother! Oh, the fun we'll have. One of the Black Hand told me they haven't
seen such an ambitious family member since I first joined the Dark Brotherhood. I will use
that very ambition to my own advantage. The fool will never question the dead drops, and as I
write this is en route to the first target -- one of the very members of the Black Hand! And so
it begins. Lachance's silencer will kill one high ranking Brother member, then another, then
another, and so on, until the entire family implodes. Eventually, as is the custom, the
survivors will consult the Night Mother and seek her guidance. When that day comes, I will
be there, ready to punge a blade into that dark whore's fetid heart!

!eid lliw ecnahcaL neicuL
                           [84.32] JOURNALS: WEATHERED JOURNAL                           277



[84.32] Weathered Journal


Long have I sought to purge the evils haunting Erandur. Even when his necromantic studies
resulted in our mutual expulsion from the Guild of Mages, I persisted in guiding him towards
good with a gentle hand. Alas, in our exile, my old friend has mired himself in the foul
practice, and in shocking discovery I learned he had become a miserly disciple of the Worm
King, a cunning wraith. A Lich.

Frail memory strengthened by dogmatic resolve, the Archmages turned me away when I came
to them with my discovery. My pleas for a detachment of battlemages ignored, only my long-
past expulsion remembered. And thus, the grave duty falls only to me. I must bear the burden
of purging the Lich that was once a friend.

I wander now into the foreboding maw of these catacombs known as the Lost Boy Caverns,
far from the climes of common elves and men. With pure spirit and rites of cleansing, I hope
to strike down the fearsome Lich and set free the soul of Erandur, but I leave this testament
behind, lest I may never return from these depths; as a warning to those who may follow my
path.

Faithful, even in Exile,
Vangaril
278                                              [85] KING



[85] King


                                                  King
                                                By Reven


Gentle reader, you will not understand a word of what follows unless you have read and
commited to memory the first three volumes in this series, 'Beggar,' 'Thief,' and 'Warrior,'
which leads up to this, the conclusion. I encourage you to seek them out at your favorite
bookseller.

We last left Eslaf Erol fleeing for his life, which was a common enough occurance for him.
He had stolen a lot of gold, and one particularly large gem, from a rich man in Jallenheim
named Suoibud. The thief fled north, spending the gold wildly, as thieves generally do, for all
sorts of illicit pleasures, which would no doubt disturb the gentleman or lady reading this, so I
will not go into detail.

The one thing he held onto was the gem.

He didn't keep it because of any particular attachment, but because he did not know anyone
rich enough to buy it from him. And so he found himself in the ironic situation of being
penniless and having in his possession a gem worth millions.

'Will you give me a room, some bread, and a flagon of beer in exchange for this?' he asked a
tavernkeep in the little village of Kravenswold, which was so far north, it was half situated on
the Sea of Ghosts.

The tavernkeep looked at it suspiciously.

'It's just crystal,' Eslaf said quickly. 'But isn't it pretty?'

'Let me see that,' said a young armor-clad woman at the end of the bar. Without waiting
permission, she picked up the gem, studied it, and smiled not very sweetly at Eslaf. 'Would
you join me at my table?'

'I'm actually in a bit of a hurry,' replied Eslaf, holding out his hand for the stone. 'Another
time?'

'Out of respect for my friend, the tavernkeep here, my men and I leave our weapons behind
when we come in here,' the woman said casually, not handing the gem back, but picking up a
broom that was sitting against the bar. 'I can assure you, however, that I can use this quite
effectively as a blunt instrument. Not a weapon, of course, but an instrument to stun,
medicinally crush a bone or two, and then - once it is on the inside ...'

'Which table?' asked Eslaf quickly.
                                             [85] KING                                         279

The young woman led him to a large table in the back of the tavern where ten of the biggest
Nord brutes Eslaf had ever seen were sitting. They looked at him with polite disinterest, as if
he were a strange insect, worth briefly studying before crushing.

'My name is Laicifitra,' she said, and Eslaf blinked. That was the name Suoibud had uttered
before Eslaf had made his escape. 'And these are my lieutenants. I am the commander of a
very large independent army of noble knights. The very best in Skyrim. Most recently we
were given a job to attack a vineyard in The Aalto to force its owner, a man named Laernu, to
sell to our employer, a man named Suoibud. Our payment was to be a gem of surpassing size
and quality, quite famous and unmistakable.

'We did as we were asked, and when we went to Suoibud to collect our fee, he told us he was
unable to pay, due to a recent burglary. In the end, though, he saw things our way, and paid us
an amount of gold almost equal to the worth of the prize jewel ... It did not empty out his
treasury entirely, but it meant he was unable to buy the land in the Aalto after all. So we were
not paid enough, Suoibud has taken a heavy financial blow, and Laernu's prize crop of Jazbay
has been temporarily destroyed for naught,' Laicifitra took a long, slow drink of her mead
before continuing. 'Now, I wonder, could you tell me, how came you in the possession of the
gem we were promised?'

Eslaf did not answer at once.

Instead, he took a piece of bread from the plate of the savage bearded barbarian on his left and
ate it.

'I'm sorry,' he said, his mouth full. 'May I? Of course, I couldn't stop you from taking the gem
even if I wanted to, and as a matter of fact, I don't mind at all. It's also useless to deny how it
came into my possession. I stole it from your employer. I certainly didn't mean you or your
noble knights any harm by it, but I can understand why the word of a thief is not suitable for
one such as yourself.'

'No,' replied Laicifitra, frowning, but her eyes showing amusement. 'Not suitable at all.'

'But before you kill me,' Eslaf said, grabbing another piece of bread. 'Tell me, how suitable is
it for noble knights such as yourself to be paid twice for one job? I have no honor myself, but
I would have thought that since Suoibud took a profit loss to pay you, and now you have the
gem, your handsome profit is not entirely honorable.'

Laicifitra picked up the broom and looked at Eslaf. Then she laughed, 'What is your name,
thief?'

'Eslaf,' said the thief.

'We will take the gem, as it was promised to us. But you are right. We should not be paid
twice for the same job. So,' said the warrior woman, putting down the broomstick. 'You are
our new employer. What would you have your own army do for you?'

Many people could find quite a few good uses for their own army, but Eslaf was not among
them. He searched his brain, and finally it was decided that it was a debt to be paid later. For
280                                          [85] KING

all her brutality, Laicifitra was an simple woman, raised, he learned, by the very army she
commanded. Fighting and honor were the only things she knew.

When Eslaf left Kravenswold, he had an army at his beck and call, but not a coin to his name.
He knew he would have to steal something soon.

As he wandered the woods, scrounging for food, he was beset with a strange feeling of
familiarity. These were the very woods he had been in as a child, also starving, also
scrounging. When he came out on the road, he found that he had come back on the kingdom
where he had been raised by the dear, stupid, shy maid Drusba.

He was in Erolgard.

It had fallen even deeper into despair since his youth. The shops that had refused him food
were boarded up, abandoned. The only people left were hollow, hopeless figures, so ravaged
by taxation, despotism, and barbaric raids that they were too weak to flee. Eslaf realized how
lucky he was to have gotten out in his youth.

There was, however, a castle and a king. Eslaf immediately made plans to raid the treasury.
As usual, he watched the place carefully, taking note of the security and the habits of the
guards. This took some time. In the end, he realized there was no security and no guards.

He walked in the front door, and down the empty corridors to the treasury. It was full of
precisely nothing, except one man. He was Eslaf's age, but looked much older.

'There's nothing to steal,' he said. 'Would that there was.'

King Ynohp, though prematurely aged, had the same white blond hair and blue eyes like
broken glass that Eslaf had. In fact, he resembled Suoibud and Laicifitra as well. And though
Eslaf had never met the ruined landlord of the Aalto, Laernu, he looked him too. Not
surprisingly, since they were quintuplets.

'So, you have nothing?' asked Eslaf, gently.

'Nothing except my poor kingdom, curse it,' the King grumbled. 'Before I came to the throne,
it was powerful and rich, but I inherited none of that, only the title. For my entire life, I've had
responsibility thrust on my shoulders, but never had the means to handle it properly. I look
over the desolation which is my birthright, and I hate it. If it were possible to steal a kingdom,
I would not lift a finger to stop you.'

It was, it turned out, quite possible to steal a kingdom. Eslaf became known as Ynohp, a
deception easily done given their physical similarities. The real Ynohp, taking the name of
Ylekilnu, happily left his demesne, becoming eventually a simple worker in the vineyards of
The Aalto. For the first time free of responsibility, he fell into his new life with gusto, the
years melting off him.

The new Ynohp called in his favor with Laicifitra, using her army to restore peace to the
kingdom of Erolgard. Now that it was safe, business and commerce began to return to the
land, and Eslaf reduced the tyrannical taxes to encourage it to grow. Upon hearing that,
Suoibud, ever nervous about losing his money, elected to return to the land of his birth. When
                                           [85] KING                                       281

he died years later, out of greed, he had refused to name someone an heir, so the kingdom
received its entire fortune.

Eslaf used part of the gold to buy the vineyards of The Aalto, after hearing great things of it
from Ynohp.

And so it was that Erolgard was returned to its previous prosperity by the fifth born child of
King Ytluaf - Eslaf Erol, beggar, thief, warrior (of sorts), and king.
282                                      [86] KNIGHTFALL



[86] Knightfall


(Excerpt from "Knightfall," Tales of Heroism and Chivalry Edited by Kirellian Odrenius)


The Legend of Garridan Stalrous as told by Jaren Aethelweald, Squire and Friend

And so it came to pass, that on the first month before the harvest, nary a decent crop could be
found in the drought-ridden fields of Farmantle Glens. Twenty-seven families, their bellies
sunken and empty, turned to their lordship who had been so fair to them in hard times before.
The man ruled not with an iron gauntlet, but with the soft touch of silken kindness: my lord,
Garridan Stalrous, Knight-Errant of Farmantle Glens.

I watched sadly as my lord Garridan looked out at the withered fields before him from his
meager stone keep and cursed the luck that tainted the skies and stopped the rain from falling.
The families in his charge would not last the winter, which was always bitter and cold in the
northern reaches of the Jerals. His own supply of grain was already picked clean; there was
barely enough to sustain him for the months ahead. I know if my lord had the food there, he
would have shared it gladly, allowing his charges to pay him back in whatever time or manner
they could afford... and in some cases, to those in dire need, give it to them without costs.
Something had to be done; and it had to be done soon.

Sparing not a drake, Garridan paid for the best sages he could find and used the rest to buy as
much surplus grain as he could wrest from the neighboring domains. A month passed, and
nothing surfaced. Winter's icy tendrils would soon creep across Farmantle Glens, causing the
green to disappear from the landscape. Families would have to huddle close to their hearths,
keeping warm and rationing the bits of food Garridan had given them. I could see Garridan's
patience, which was immense mind you, wearing thin. He told me he'd considered selling his
keep... his belongings... anything to keep his people alive. If only the harvest would yield
more, they'd be saved.

Then, as if Mara herself had answered his prayers, a sage entered Garridan's keep with the
answer. Legend told of a vessel of sorts from which water would pour endlessly known as the
Everflow Ewer. Some said the Divines themselves created it; others thought perhaps a
powerful sorcerer enchanted it. Wherever it was from, Garridan knew this could be his
chance. Following the directions from the sage, my lord and I set out to recover the Ewer and
rid Farmantle Glens of the drought.

It took days to reach the entrance to the place. After we passed through a winding passage, we
finally came to an odd door covered in mystical symbols. As the sage instructed, my lord
touched some Refined Frost Salts to the door. The ancient stone door opened, and we
proceeded into the glade. A cave cut into a hillside led into a small glade of trees. In the center
of the glade, flanked by two standing stones, was a stone altar. On the altar, seemingly
glowing with inner light was the Ewer. Cut from crystal, the vessel was the most beautiful
thing I'd ever seen. Water filled it to the very top, and as legends held, would never diminish
as the liquid decanted from it. Eager to return to his domain, Garridan grasped the Ewer in
hand.
                                        [86] KNIGHTFALL                                       283

Suddenly, the ground trembled as though the mountains themselves were angered. The sky
changed from sunlit blue to dreary grey. Even the ring of trees forming the glade seemed to
bend away slightly from the altar, as if fearing what was to come. Then, with no warning, one
of the standing stones cracked and exploded! My gaze froze and my heart fell as I looked
upon the guardian of the glade. A huge creature seemingly cut from the very same crystal as
the Ewer stepped forth and growled menacingly at my master. The air around it became very
cold, as if it was born from the glaciers of the northern mountains. This was a being of ice...
living breathing ice!

Garridan shouted at me to run as he drew his blade. Still clutching the Ewer in one hand, he
gave a mighty swing at the ice creature. When the forged steel struck home, it gave a
resounding ring and merely chipped the beast as a spike would when driven against the
hardest of rocks. Never showing fear, my lord swung again and again, each blow being
harmlessly deflected away. Then, a single and mighty blow from the ice creature knocked my
lord down. His blade slid away, and he lay on the forest floor looking up into the crystalline
eyes of his death. The ice creature raised its arm again for the fatal blow, and brought it down
hard at Garridan's prone form.

I don't know why he did it. Perhaps it was instinct, perhaps a moment's lapse in judgment. But
my lord lifted the Everflow Ewer defensively as he got up to a kneeling position. The blow
from the creature connected with the vessel, creating an ear-splitting crash. There was the
sound of water splashing and a horrible cracking noise as the sundered pitcher sent waves of
freezing water in all directions. Even as I watched, the liquid covered the ice creature and my
poor master. They seemed suspended in place as if frozen solid. At the time, I didn't know
how true my thoughts had become. As I watched in horror, they were encased in a tomb of
pure ice. I could see Garridan's face as the ice overtook him, and I could swear he was crying.
A few of his tears froze and fell to the ground at his feet like beautiful blue crystals. He knew
he'd failed his mission. His people would starve, and he was responsible. Frost and ice
covered everything in the glade now... the trees, the rocks, the soil... everything.

It was then I became aware that the very air around me began to freeze. It was like a cold
winter's night at first, and then it rapidly became worse. The cold was so bad, it turned into a
sort of frozen heat... it began to burn. My throat became tight and breathing became difficult.
I began to lose feeling in my arms and legs, and my vision was beginning to blur. I had to
escape this icy glade and tell Garridan's story. It was the least I could do for such a noble man.
With every bit of strength I could muster, I ran from the frostfire and back through the cave. I
barely escaped with my life.

My journey back to the domain of Garridan was a sad one. My heart was heavy, my mind
clouded with misery. He was a good man, the greatest I'd ever known. To die like that was no
way for such an honorable knight to end his life. When I finally reached the outskirts of
Farmantle Glen, the farmers were waiting for me. I was ready to tell them the sad news, but
they raised a cheer of great joy! They told me that only a week ago, a strange, bluish glowing
rain fell on their fields and that the next day the crops began to grow as if there had never
been a drought. A week ago was exactly when my master was frozen in that horrible glade...
and his tears froze like bluish raindrops frozen in time! I looked up at the heavens and the
twinkling lights suddenly gave me great comfort. I thanked Mara, and headed home.
284                             [87] THE KNIGHTS OF THE NINE



[87] The Knights of the Nine


                                   The Knights of the Nine
                                   By Karoline of Solitude


Few people now remember the Knights of the Nine, but in their time, they were famous
throughout Cyrodiil -- indeed, throughout the Empire. For a brief period in the early days of
the Septim Empire, their adventures were the talk of the land. But their renown, as with so
much else, was swallowed up by the War of the Red Diamond, and today even the location of
their priory house has been lost to history.

The Knights were founded by Sir Amiel Lannus in 3E 111, following his heroic turn in the
War of the Isle, with the high purpose of recovering the legendary Crusader's Relics, the
weapons and armor of Pelinal Whitestrake which have been lost for thousands of years. They
were born out of the sense of optimism and ambition that characterised the first century of the
Third Era. Tamriel was united and at peace for the first time in many centuries. Nothing was
impossible.

The fame of the knights was established early on when Sir Amiel led them against the Wyrm
of Elynglenn to recover the Cuirass of the Crusader, which had not been seen since the First
Era. Soon, the greatest knights of the day were lining up to join the new order, and the Priory
of the Nine in the West Weald of Cyrodiil became a magnet for the great and the good. The
Knights were the toast of the Empire. When Berich Vlindrel joined the order, the scion of one
of the great noble families of Colovia, it was clear that the Knights of the Nine had become
the Empire's most prestigous knightly order. In relatively short order, the Knights reclaimed
three more Relics, and their fame soared to new heights with each one. No one doubted that
they would eventually succeed in their quest to recover all eight Relics.

Sadly, this early promise of the Knights did not survive the ravages of the War of the Red
Diamond, which tore apart the Empire beginning in 3E 121. At first, it seems that Sir Amiel
was able to keep his knights out of the war. But the very success of the Knights undermined
this, as many of the Knights came from important families from across the Empire which
were lining up on either side of the bloody civil war. Sir Berich was apparently the first to
leave the Order to join the war on the side of Cephorus, carrying the Sword and Greaves of
the Crusader into battle with him. Many other knights seem to have left the Order shortly after
this, some joining the war on one side or the other.

The end of the order was as ignomonious as its beginning was glorious. Following the victory
of Cephorus in 3E 127, Berich Vlindrel became an important figure on the winning side. It
seems likely that he was behind the Imperial decree which officially dissolved the Knights of
the Nine in 3E 131, although in truth this was little more than a formality -- despite Sir
Amiel's best efforts, the order had never recovered from the bitterness of the civil war.

What happened to the various Relics originally recovered by the Knights of the Nine? The
Sword and the Greaves went with Sir Berich, but where he bestowed them is unknown. The
Gauntlets famously lie immovable on the floor of the Chapel of Stendarr in Chorrol, where
Sir Casimir left them after his disgraceful murder of a beggar in 3E 139. The location of the
                               [87] THE KNIGHTS OF THE NINE                              285

Cuirass is a mystery, lost to history along with the eventual fate of Sir Amiel, who was last
reported still living alone in the empty Priory of the Nine by a passing traveller in 3E 150.
And so the Knights of the Nine faded away into history.
286               [88] LADY BENOCH'S WORDS AND PHILOSOPHY



[88] Lady Benoch's Words and Philosophy*


See vol. I.
                             [89] THE LAST KING OF THE AYLEIDS                              287



[89] The Last King of the Ayleids


                                 The Last King of the Ayleids
                                     by Herminia Cinna


The Ayleids, or Heartland High Elves, ruled Cyrodiil in the long ages of Myth before the
beginning of recorded history. One of the earliest recorded dates, in fact, is the Fall of White
Gold Tower in 1E 243, which is commonly assumed to mark the end of the Ayleids.

Although Ayleid rule over all of Cyrodiil was indeed broken in 1E 243, this was only one of
the most obvious stages near the end of a long decline. The first two centuries of the First Era
saw increasing strife between the great Ayleid lords of Cyrodiil. Alessia appears to have taken
advantage of a period of civil war to launch her uprising. Imperial historians have
traditionally attributed her victory to intervention from Skyrim, but it appears that she had at
least as much help from rebel Ayleid lords during the siege of White Gold Tower.

The popular image of the Ayleids as brutal slavemasters is based in fact, of course, but it is
less well-known that a number of Ayleid princes continued to rule parts of Cyrodiil after 263,
as vassals of the new Empress of Cyrodiil. This suggests either that Ayleid rule was not
universally detested, or that Alessia and her successors were more pragmatic than is
traditionally believed, or perhaps some of both.

In any event, excavations at a number of Ayleid sites show continued occupation and even
expansion during the so-called Late Ayleid Period (1E 243 - c. 498). At first, many Ayleid
lords continued to rule as vassals of the new human regime. In some cases, Ayleid supporters
of Alessia were even rewarded with new lands taken from slain enemies. It is not clear to
what extent human slavery continued under the Cyrodilic Empire. Humans continued to dwell
in the Ayleid-ruled areas of Cyrodiil, but there is nothing definitive to show under what terms.

This was an uneasy relationship from the beginning, and was not destined to last long.
Resentment at the continued presence of Ayleid nobles within the Empire was a contributing
factor to the rise of the so-called Alessian Order founded by Maruhk. The first victims of the
Alessians were the Ayleids of Cyrodiil. In the early 300s, the surviving Ayleid communities
in human-ruled areas were obliterated one by one, the refugees temporarily swelling the
power of the remaining Ayleid lordships.

Then in 361, the Alessians gained control of the Empire and enforced the Alessian Doctrines
throughout its domain. The Ayleid lordships were abolished. Enforcement of this decree does
not appear to have required much direct violence -- it seems that by this point the balance of
power was so overwhelmingly against them, and their fate so long foreshadowed, that most of
the remaining Ayleids simply left Cyrodiil, eventually being absorbed into the Elven
populations of Valenwood and High Rock. Indeed, the rise of the Direnni Hegemony may be
linked to this exodus of Ayleids from Cyrodiil (a connection so far little studied by
historians).

Still, a remnant Ayleid population seems to have survived the rule of the Alessians, because
we hear of "the last king of the Ayleids" joining the battle of Glenumbria Moors where the
288                           [89] THE LAST KING OF THE AYLEIDS

Dirennis decisively defeated the Alessians in 482. How this king's people survived the
preceding century is unknown. We do not even know who they were, although recent research
points to Nenalata as the possible resting place of this "last king." Unfortunately, in the
current state of the Empire, funds are no longer available for proper scientific investigation of
such extensive ruins, so the answer to these questions will have to be left to future
generations.
                      [90] THE LAST SCABBARD OF AKRASH   289



[90] The Last Scabbard of Akrash*


See vol. I.
290                          [91] THE LEGEND OF KRATELY HOUSE



[91] The Legend of Krately House


                              The Legend of the Krately House
                                      By Baloth-Kul


DRAMATIS PERSONAE

THEOPHON - Imperial man, 24, thief
NIRIM - Bosmer man, 20, thief
SILANUS KRATELY - Imperial man, 51, merchant
DOMINITIA KRATELY - His wife, 40
AELVA KRATELY - Their daughter, 16
MINISTES KRATELY - Their son, 11

Setting: The famous haunted Krately House in Cheydinhal, first and second floors, requiring a
stage with a second story where most of the action takes place.

The stage is dark.

There is a CREAKING noise, footsteps on the stairs, the sound of a man breathing, but still
we see nothing.

Then, a voice calls from above.

AELVA (off stage)
Hello? Is someone down there?

MINESTES (off stage)
Should I wake up Papa?

AELVA (off stage)
No... Maybe I was imagining it...

A light from a lantern can be seen coming from the upstairs, and the slim form of a beautiful
young girl, AELVA, descends the staircase at stage right, nervously.

From the light of the lantern, we can see that we are looking at the second floor of a dusty old
house, with a set of stairs going up and another one going down on stage right. An unlit stone
fireplace sits at stage left. A table, a locked chest, and a wardrobe complete the furnishings.

MINESTES (off stage)
Aelva, what are you doing?

AELVA
I'm just making certain... Go back to bed, Minestes.
                               [91] THE LEGEND OF KRATELY HOUSE                              291

As the girl passes the table, we see a Bosmer NIRIM slide gracefully up from behind and
around her field of sight, carefully avoiding the pool of light. She doesn't appear to see him as
he creeps closer to her, his footsteps silent on the hard wooden floor.

When he is almost on her, there is a sudden CRASH from down below. This causes the
Bosmer to leap away, hiding again behind the table.

The girl does not seem to notice the sound, and Nirim, peeking out from behind the table,
watches her.

MINESTES (off stage)
Found anything?

AELVA
No. Probably just my imagination, but I'm just going to check downstairs.

MINESTES (off stage)
Is there a fire? I'm cold...

Aelva looks towards the long dead fireplace, and so does Nirim.

AELVA
Of course there is. Can't you hear it crackling?

MINESTES (off stage)
I guess so...

Aelva suddenly jumps as if she heard something which we do not. She turns her attention
down the stairs to the first floor.

AELVA
Hello?

Aelva, lantern ahead of her, begins the descent. She does not seem to notice as an Imperial,
THEOPHON, carrying a big bag of loot and a lantern of his own, calmly walks up right past
her.

THEOPHON
Excuse me, young lady. Just robbing you.

Aelva continues her slow, nervous walk downstairs, which we can now see thanks to her
light. She looks around the low-ceilinged, thoroughly looted room as the action continues
upstairs

Theophon's lantern provides the dim light for the second floor.

THEOPHON
Why are you hiding, Nirim? I told you. They can't see you, and they can't hear you.

Nirim sheepishly steps out from behind the table.
292                           [91] THE LEGEND OF KRATELY HOUSE

NIRIM
I can't believe they're all ghosts. They seem so alive.

THEOPHON
That's what spooks them superstitians. But they ain't going to hurt us. Just reliving the past,
the way ghosts do.

NIRIM
The night they was murdered.

THEOPHON
Stop thinking about that or you'll get yourself all willy spooked. I got all kinds of stuff on the
first floor - silver candlesticks, silk, even some gold... What'd you get?

Nirim holds up his empty bag.

NIRIM
Sorry, Theophon, I was just about to start...

THEOPHON
Get to work on that chest then. That's what you're here for.

NIRIM
Oh yeah. I got the talent, you got the ideas... and the equipment. You refilled that lantern
before we came here, right? I can't work in the dark...

THEOPHON
Don't worry, Nirim. I promise. No surprises.

Nirim jumps when a young boy, MINESTES, appears on the stairs. The lad creeps down
quietly and goes to the fire. He acts as if he's stoking a fire, feeding it wood, poking at the
embers, though there is no wood, no poker, no fire.

THEOPHON
We got all the time in the world, friend. No one comes near this house. If they sees our lantern
light, they'll just assume it's the ghosts.

Nirim begins picking the lock on a chest of drawers, while Theophon opens a wardrobe and
begins going through the contents, which are mostly rotten cloth.

Nirim is distracted, looking at the young boy.

NIRIM
Hey, Theophon, how long ago did they die?

THEOPHON
About five years ago. Why you asking?

NIRIM
Just making conversation.
                              [91] THE LEGEND OF KRATELY HOUSE                         293

As they talk, Aelva, downstairs, finally having searched the small room, acts as if she's
locking the front door.

THEOPHON
Didn't I already tell you the story?

NIRIM
No, you just said, hey, I know a place we can burgle where no one's at home, except for the
ghosts. I thought you was joking.

THEOPHON
No joking, partner. Five years ago, the Kratelys lived here. Nice people. You seen the
daughter Aelva and the boy Minestes. The parents were Silenus and Dominitia, if I
remembers rightly.

Nirim successfully unlocks the chest and begins rummaging through it. While he does so,
Ministes gets up from the 'fire,' apparently warmed up, and stands at the top of the stairs
down.

MINISTES
Hey!

The boy's voice causes Nirim, Theophon, and Aelva to all jump.

AELVA
Why aren't you in bed? I'm just going to check the cellar.

MINISTES
I'll wait for you.

NIRIM
So, what happened?

THEOPHON
Oh, they was rip to piece. Halfway eaten. No one ever knew who or what did it neither.
Though there was rumors...

Aelva opens the door to the cellar, and goes in. The light disappears from the first floor.
Ministes patiently waits at the top of the stairs, humming a little song to himself.

NIRIM
What kind of rumors?

Theophon, having exhausted the possibilities in the wardrobe, helps Nirim sort through the
gold in the chest.

THEOPHON
Pretty good haul, eh? Oh, the rumors. Well, they says old lady Dominitia was a witch before
she married Silenus. Gave it all up for him, to be a good wife and mother. But the witches
294                          [91] THE LEGEND OF KRATELY HOUSE

didn't take too kindly to it. They found her and sent some kind of creature here, late at night.
Something horrible, right out of a nightmare.

MINISTES
Aelva? Aelva, what's taking you so long?

NIRIM
Ye Gods, are we going to watch them get killed, right in front of us?

MINISTES
Aelva!

SILENUS (off stage)
What's happening down there? Stop playing around, boy, and go to sleep.

MINISTES
Papa!

Ministes, frightened, runs to the stairs up. Along the way, he bumps into Nirim, who falls
down. The boy does not seem to notice but continues on up to the dark third floor sleeping
porch, off-stage.

THEOPHON
Are you all right?

Nirim jumps to his feet, white-faced.

NIRIM
Never mind that! He touched me?! How can a ghost touch me?!

THEOPHON
Well... Of course they can. Some anyhow. You heard of ancestor spirits guarding tombs, and
that ghost of the king they had in Daggerfall. If they don't touch you, what good are they?
Why you so surprised? You thought he'd move right through you, I figger.

NIRIM
Yes!

SILENUS, the man of the house, comes down the stairs, cautiously.

DOMINITIA (off stage)
Don't leave us alone, Silenus! We're coming with you!

SILENUS
Wait, it's dark. Let me get some light.

Silenus goes to the cold fireplace, sticks his hand forward, and suddenly in his arm, there's a
lit, burning torch. Nirim scrambles back, horrified.
                                 [91] THE LEGEND OF KRATELY HOUSE                        295

NIRIM
I felt that! I felt the heat of the fire!

SILENUS
Come on down. It's all right.

Ministes leads his mother DOMINITIA down the stairs where they join Silenus.

THEOPHON
I don't know why you so scared, Nirim. I must say I'm disappointed. I didn't figger you for a
supersitionalist.

Theophon goes for the stairs up.

NIRIM
Where are you going?

THEOPHON
One more floor to search.

NIRIM
Can't we just go?

Nirim watches as the family of three, following Silenus and his torch, walk down towards the
first floor.

SILENUS
Aelva? Say something, Aelva.

THEOPHON
There, you see? If you don't like ghosts, third floor's the place to be. All four of 'em are
downstairs now.

Theophon goes upstairs, off-stage, but Nirim stands at the top of the stairs, looking down at
the family. The three look around the first floor as Aelva did, finally turning towards the
cellar door.

NIRIM
All... four?

Silenus opens the cellar door.

SILENUS
Aelva? What are you doing down in the cellar, girl?

DOMINITIA
You see her?

NIRIM
All four, Theophon?
296                           [91] THE LEGEND OF KRATELY HOUSE

SILENUS
I think so... I see someone... Hello?

NIRIM
What if there's five ghosts, Theophon?!

Silenus thrusts his torch in through the cellar door, and it is suddenly extinguished. The first
floor falls into darkness.

Ministes, Dominitia, and Silenus SCREAM, but we cannot see what is happening to them.

Nirim is nearly hysterical, screaming along with them. Theophon runs downstairs from the
third floor.

THEOPHON
What is it?!

NIRIM
What if there is five ghosts?! The man, the wife, the girl, the boy... and what killed them?!

THEOPHON
And what killed them?

NIRIM
And what if it's a ghost that can touch us too?! Just like the others!

From the darkened first floor, there is a CREAK of a door opening, though we cannot see it.
And then, there is a heavy, clawed footfall. One step at a time, coming towards the stairs.

THEOPHON
Don't get so upset. If it can touch us, what'd make you think it'd wants to? All the others didn't
even notice we was here.

Theophon's lantern dims slightly. He adjusts it carefully.

NIRIM
Only... only what if it ain't a ghost, Theophon. What if it's the same creature, and it's still
alive... and it ain't ate nothing since five years ago...

The footsteps begin the slow, heavy stomp up the stairs, though whatever it is, we cannot see
it. Nirim notices the light beginning to dim from the lantern despite Theophon frantically
trying to fix it.

NIRIM
You said you refilled the lamp!

The light goes out entirely, and the stage is filled with darkness.

NIRIM
You promised me you refilled the lamp!
                         [91] THE LEGEND OF KRATELY HOUSE       297

More footsteps and a horrible, horrible HOWL. The men SCREAM.

The curtain falls.
298                       [92] THE LEGENDARY CITY OF SANCRE TOR



[92] The Legendary City of Sancre Tor


                                     The Legendary City
                                        of Sancre Tor
                                      by Matera Chapel


During the Skyrim Conquests [1E 240 - 415], ambitious Highland earls, envious of the
conquests and wealth of their northern cousins in High Rock and Morrowind, looked south
over the ramparts of the Jerall Mountains for their opportunities. The Jerall Mountains proved
to be too great a barrier, and northern Cyrodiil too poor a prize, to reward full scale Nord
invasions. However, Alessia hired many ambitious Nord and Breton warbands as mercenaries
with the promises of rich lands and trade concessions. Once settled among the victorious
Alessian Cyrodiils, the Nord and Breton warriors and battlemages were quickly assimilated
into the comfortable and prosperous Nibenean culture.

Alessia received the divine inspiration for her Slave Rebellion at Sancre Tor, and here she
founded her holy city. Sancre Tor's mines provided some wealth, but the poor soils and harsh
climate of the remote mountain site meant it must be supplied with food and goods from the
Heartlands. Further, located on one of the few passes through the Jeralls, its fortunes were
subject to the instability of relations with Skyrim. When relations were good with Skyrim, it
prospered through trade and alliance. When relations were bad with Skyrim, it was vulnerable
to siege and occupation by the Nords.

With the decline of the Alessian Order [circa 1E2321], the seat of religious rule of Cyrodiil
moved south to the Imperial City, but Sancre Tor remained a mountain fortress and major
religious center until the rise of the Septim Dynasty. In 2E852, the city was suffering under
one of the periodic occupations by Skyrim and High Rock invaders. King Cuhlecain sent his
new general, Talos, to recapture the city and expel the northern invaders. During his siege,
Sancre Tor was destroyed and abandoned. Realizing the strategic weakness of the site,
General Talos -- later Tiber Septim -- resolved to abandon Sancre Tor, and during his reign,
no effort was made to rebuild the city or citadel.

Alessian historians asserted that Sancre Tor was magically concealed and defended by the
gods. Records of Sancre Tor's repeated defeats and occupations by northern invaders gives the
lie to this assertion. The entrance to the citadel was indeed concealed by sorcery, and the
citadel and its labyrinthine subterranean complex were defended by magical traps and
illusions, but their secrets were betrayed to besieging Nords by the Breton enchanters who
crafted them.

One enduring feature of the legend of Sancre Tor is the ancient tombs of the Reman
emperors. Following the defeat of the Akaviri invaders, Sancre Tor enjoyed a brief resurgence
of wealth and culture under Reman Cyrodiil and his descendants, Reman II and Reman III.
Tracing his ancestry to St. Alessia, and following the tradition that St. Alessia was buried in
the catacombs beneath Sancre Tor [1], Reman built splendid funerary precincts in the depths
of the ancient citadel underpassages. Here the last Reman emperor, Reman III, was buried in
his tomb with the Amulet of Kings.
                          [92] THE LEGENDARY CITY OF SANCRE TOR                             299

During the Sack of Sancre Tor, General Talos is said to have recovered the Amulet of Kings
from the tomb of Reman III. Theologians ascribe the long centuries of political and economic
turmoil following the collapse of the Reman dynasty to the loss of the Amulet of Kings, and
associate the renaissance of the Cyrodilic empire in the Third Era with Tiber Septim's
recovery of the Amulet from Reman III's tomb.

Sancre Tor has lain in ruins since the beginning of the Third Age, and the surrounding region
is virtually uninhabited. Now all communications with the north are through the passes at
Chorrol and Bruma, and Sancre Tor's citadel and underpassages have become the refuge of
various savage goblin tribes.

[1] The{re} is a competing tradition that St. Alessia is buried on the site of the Temple of the
One in the Imperial City. The actual resting place of St. Alessia is unknown.
300                     [93] THE LEGENDARY SCOURGE



[93] The Legendary Scourge*


See vol. I.
                         [94] A LESS RUDE SONG   301



[94] A Less Rude Song*


See vol. I.
302                              [95.1] LETTERS: ANDRE'S LETTER



[95] Letters

[95.1] Andre's Letter


Dearest Father,

I know it's always been your dream to travel to Cyrodiil, to climb the lofty mountains and
reach the peak known as Dive Rock, and gaze down at the full beauty of the Imperial
Province.

but I beseech you -- be careful! We've both heard the tales of the creature known as the
Horror of Dive Rock. But in truth, what concerns me most is your lack of...grace. Oh father,
you know it pains me to say it, but you're clumsy! You always have been! You can't walk up
a flight of stairs without crashing down to the bottom at least once -- how can you possibly
hope to scale a mountain range?

Please, father, I beg of you, call off your expedition! I fear the worst.

Your loving daughter,
Fiona
                        [95.2] LETTERS: INVITATION FROM UMBACANO                          303



[95.2] Invitation from Umbacano


As my servant no doubt has already explained, I am an avid collector of Ayleid antiquities. As
such, your recent sale of a rare Ayleid statue piqued my interest. I am most eager to acquire
more of these statues for my collection, and will be happy to remunerate you handsomely for
your efforts.

I would be pleased to welcome you to my home in the Imperial City, in order to discuss this
matter in more detail, at your earliest convenience.

I remain, most sincerely,

Umbacano

Umbacano Manor
Talos Plaza District
Imperial City
304                            [95.3] LETTERS: JAILOR'S LETTER



[95.3] Jailor's Letter


Vilnas -

Keep searching for the writ that assassin carries. The patrolmen have searched the tunnels in
hopes that he dumped it when he was found out, but he may carry it on his person yet. If that's
the case, I shudder to think where it's hidden. Try sneaking in there while he's sleeping to
search the cell.

And by Nerevar, get to work building that second cell! I don't want to execute that assassin
until we find out who he came for, and Sardova needs someplace to lock up the workers when
they get out of line.

- Commander Adrethi
                                   [95.4] LETTERS: LETTER                                305



[95.4] Letter


You don't know me, but I see you every day. Every day my heart skips a beat as you walk
past. I am writing to you in hopes that you will let me court you. When you next venture into
town, I will be the one holding a primrose.
306                               [95.5] LETTERS: LETTER



[95.5] Letter


Your offer was ludicrous. My merchandise is worth twice that at least. Because we have done
business before, and because you are known to be trustworthy, I am willing to give you a 15%
discount, but no more.
                                  [95.6] LETTERS: LETTER                                307



[95.6] Letter


Your last payment was 10% short. I've allowed your debts to accumulate to long. Pay the full
debt by next Friday, or I'll be forced to sell my wares elsewhere.
308                                [95.7] LETTERS: LETTER



[95.7] Letter


Your proposal is acceptible. I will have the shipment waiting a week after next. I shall expect
payment by the end of the month.
                                    [95.8] LETTERS: LETTER                                  309



[95.8] Letter


You don't know me, but I see you every day. Every day my heart skips a beat as you walk
past. I am writing to you in hopes that you will let me court you. When you next venture into
town, I will be the one holding a daffodil. If you walk by without stopping, I'll know you don't
want me, and I shall never bother you again.
310                                [95.9] LETTERS: LETTER



[95.9] Letter


I was heart-broken when you rejected me. Tell me what I can do to win your heart. I will slay
Trolls, walk through thorns, fast for a week. Please don't shut me out of your life. I love you
more than a flower needs sunshine.

Your penitent lover
                                 [95.10] LETTERS: LETTER                             311



[95.10] Letter


My dearest lover,
Yesterday was wonderful. We should plan to see the gardens every week. Your gift was very
touching. I will wear it when we next meet. Until then, you have my eternal love.

You know who
312                              [95.11] LETTERS: LETTER



[95.11] Letter


I can't wait to see you tonight. My every day is spent thinking about when we will next be
together. Soon we will be married and we can be together forever.

Your True Love
                                [95.12] LETTERS: LETTER DRAFT                                 313



[95.12] Letter Draft


                                          Letter Draft


I don't care if you think it's wise -- just build the device. I've lined your coffers with enough
gold to feed half the Isles, and you never batted an eyelash before now. You've put in
mechanisms that crush bones and sear flesh, why should this one be any different?

The concept is as simple as it was when we first discussed it. Use a few of the standard
statuary we've installed but modify the enchantment. A low-grade shock and some strong
restoration should do the trick. There may be a few days between charges on an enchantment
like that, but do you honestly think any more will be needed?

I'd like to think that we've grown to be friends through the restoration of this place. If nothing
else, build this last construct as a favor to me. Ebrocca will be around for ages to come, and it
needs a caretaker. Who else will fill that role, if not me?
314                       [95.13] LETTERS: LETTER FROM BRANWEN



[95.13] Letter from Branwen


Owyn,

I know you don't believe me. I know you think I'm just some stupid kid who doesn't know
what she's talking about. But the truth is the truth -- you ARE my father.

One night with a scullery maid is all it takes. Or maybe your father deserted you, too, and
never taught you the basic lessons of life? Anyway, the past is long forgotten. What matters
now is that you come to terms with the truth. I am your daughter, and I will join the Arena as
a combatant.

Maybe someday, when I'm Grand Champion, you'll see that we have the same blood, the
same tenacity. Until then day comes, I'll train every moment of every day. All I want, all I
ever wanted, was to make you proud.

Your loving daughter,
Branwen
                                 [95.14] LETTERS: LETTER HOME                                 315



[95.14] Letter Home


Courier's Notice
Conveyance via:
Narsis
Balfalls
Vivec
Suran
Personal Correspondence
Origin withheld


I miss you more with each passing night. My only comfort is knowing that the wages I'm
earning now will ensure our comfort when I return. I couldn't believe the pay this lunatic was
offering, and I doubt we would have followed him all the way to Cyrodiil otherwise. The fool
thinks he'll overthrow the Empire, Vaermina take him! I figure we'll end up deserting soon,
just as soon as we've gotten as much pay as we can without actually following this addled
madman into battle.

We've hardly crossed the border, but already I can tell you: Cyrodiil is an awful place. We
have nothing but iron to work with. There's no art to iron armor. I tried using the bones of
beasts killed in the local forest, but they are brittle and won't bear the force of the hammer.

Even with decent materials, this would be a dull post. We must be a mile underground and a
league from civilization. I don't envy the courier who carries this letter! I pass the time in
conversation with the other apprentice. We always seem to have a good laugh at the expense
of the Forgemaster; in private, of course.

I can't wait to see your family home in Suran. I've never actually been to Vvardenfell; I've
heard much of it's charm. I'm pleased and suprised to hear that you've begun saving for our
own home already. You say you're working for somebody named Desele? The pay must be
very good, but when I return you won't need to keep it up. You never mentioned, by the way,
what sort of work you're doing.

I'm still not sure how this crazy wizard is paying wages for us and his army of mercenaries
and laborers. We don't use half the ore mined here for smithing, so I figure he must sell the
surplus iron, but I see no evidence of it, nor do I think it would produce such a fortune. I think
he's Telvanni, perhaps folk in the area near you have heard if he's from wealthy stock?

I fear I must conclude, my love; the forgemaster is demanding another parcel of iron-shod
boots. How many more pairs could we possibly need?
316                           [95.15] LETTERS: LETTER TO MOTHER



[95.15] Letter to Mother


Mother,

Please don't worry. The Elder Council knows what it is doing. Uriel was an old man. They
knew he wouldn't live forever, and I'm sure they had plans for the succession. Of course, now
with the three princes dead, it's not clear who will be the next emperor, but it's happened
before -- there are precedents, I'm sure -- and anyway, Ocato and the Council have been
running the Empire for the past 15 years anyway. So there's nothing to worry about.
Everything will be fine.

I don't know what you've read or heard, but here at the Priory everyone seems to think it must
have been madmen or witches or crazy cultists. It doesn't look at all political. It's horrible and
depressing, but the Empire will survive. There will not be rioting or civil war or another Warp
in the West. So please. If you like, go stay with Uncle Korr and Aunt Harrah on the farm for a
while. But I'm certain you'll be perfectly safe in the City. I'll try to get down to visit as soon as
possible. And I hope to hear from you soon.

your loving son,
Piner
                           [95.16] LETTERS: LETTER TO SHEOGORATH                             317



[95.16] Letter to Sheogorath


                                      Letter to Sheogorath



My beloved Sheogorath,

Forgive me, it's been so long I can't remember the last time I've written.

I can only hope these letters reach you. I know your duties keep you busy, but any message
from you would be welcome, even if it is given through that fool, Haskill. If it is not possible,
fear not, my love is constant. I can remember the day you brought me to your realm as if it
were yesterday. But I miss you terribly.

You should see the supplicants mucking about in the Fringe these days. A few I think will be
ready soon -- the rest, who can say? If it weren't blasphemous, I might venture to say that the
world has been slowly going sane. I can almost feel in my bones a chilling presence
approaching, like a devouring emptiness. That does not bode well, but I trust in my Lord's
power to keep our spirits well nourished from his bounteous showers of inspiration.

Our child continues to destroy those pesky adventurers who come seeking treasure and glory.

I have been sojourning here in Passwall, tutoring Nanette Don as an apprentice. She is one of
the hopefuls that I believe will bloom soon. In the meanwhile, I can visit our child -- I go see
him every night around midnight, when the world is quiet, when it belongs to memory and
imagination. He is strong and powerful like his father. Would that you visited us some time.
It's almost cruel, the way you keep aloof from me. Sometimes I can't even bear to look at him,
because I can remember when we created him, your glistening body in the pool, lovingly
blending the components of flesh that would become our child -- and afterward you tortured
me in your sweet embrace. But now when I visit him, I can't help but weep like a little girl. I
know how unlike me it seems... I just can't help it.

To make matters worse, it seems my tears burn my poor creature. It agitates that Daedric soul
bound in his body, threatening to sever the warding magic weaved into him. I didn't realize
how badly that soul would seek release from the shell I grew in my gardens. But the flesh is
pure. Perfect! Perhaps it is my own tears that hold the imperfection...

But I shouldn't be bothering you with these petty concerns. Our child, your Gatekeeper, stands
guard over the Gates of Madness, mighty and powerful. No harm shall come to him.

Yours truly and forever,

Relmyna
318                    [95.17] LETTERS: LETTER TO THE GUILD OF MAGES



[95.17] Letter to the Guild of Mages


An open letter to the Guild of Mages

Respected Archmages, if this letter makes it to your hands, it is either through my miraculous
escape from Lost Boy Cavern, or the noble hands of an intrepid explorer, who did not share
my gruesome fate. The dire task I undertook alone, when your hands denied me aid, ended in
peril. Despite my studies, I failed the casting to banish the Lich befouling the spirit of my dear
friend Erandur, and an evil took root within me. Surely your noble countenance will not be
furrowed to hear -
                      [95.18] LETTERS: LETTER TO THE GUILD OF MAGES                       319



[95.18] Letter to the Guild of Mages


A letter for the Once Great Mage's council

The words you read now are those of a man sentenced to the icy grip of undeath, so doomed
by your hand. Though thy folly was perhaps only to follow protocol, may my fate haunt your
dreams. I vigorously trained myself as a spellsword to purge the lich that had dominated the
soul of my once-noble friend Erandur, but my pointless expulsion from your misguided coven
barred me from the appropriate training; the blame falls upon your brow for my errors in
banishing the lich, the blame falls to you for its infestation of my mind... May the Worm King
himself usurp you, piteous hounds of -
320                   [95.19] LETTERS: LETTER TO THE GUILD OF MAGES



[95.19] Letter to the Guild of Mages


An open threat to the Guild of Mages

Your days are at an end, your blind bureaucracy finished! Your maggot-filled hearts will rot
in the eaves of my inner sanctum, your flesh nothing more than tattered mort meat, your
paltry souls forfeit. I will consume you, each one. The fell might of Lich ErandurVangaril will
be your end! Daedraeka! Mannimarco Daedroth Kvatch Mannimarco Erandur Vangaril
Oblivion Tska Tska Takaesh!




__________
Transliteration:

Erandur Vangaril
                                 [95.20] LETTERS: LOVE LETTER                                  321



[95.20] Love Letter


                                           Love Letter


Smile, Raybeam!

I know that you're not terribly excited about the summons you've received from your
grandfather, so I decided to write this letter for you, since I won't be able to see you off in the
morning. You had better not lose it! Whenever you're gloomy, just read this letter and think of
me!

Better yet, think of what color dress you'd like me to wear at our commitment ceremony. I'm
going to speak with Dervenin about having the ceremony when you return. He worries too
much about the torch not being lit -- all that matters is that we're in love, does it not? Arden-
Sul himself would condone it, I'm sure.

When you return, you'll have to let me know why your grandfather summoned you. You
mentioned something about the family mausoleum, but I don't understand what possible need
he would have of you there. He really shouldn't coop himself up in those old ruins all by
himself. Highcross is near enough that he could still visit as often as he'd like, and be much
more comfortable as well. You should mention it to him while you're there.

And that's all I shall write, my love. You'll be back soon enough; we can talk more when you
return. Sheogorath guard you.
322                     [95.21] LETTERS: LOVE LETTER FROM RELFINA



[95.21] Love Letter from Relfina


My dearest Roland,

I cannot wait for you to return from Bravil. My heart swells with joy as I know we will once
again soon be together. I yearn for you every night that I look beside me in my bed, and you
are not there. How I wish I could have taken the journey with you, but I understand that these
are dangerous times, and I would only slow you down. When you return, perhaps we should
get away from the chaos of the Imperial City. Let's go back to that cabin in the woods. The
one where you said we would always be safe from the world. The one where you took me in
your arms and sang songs of moonlight and happiness. The one where you said "I love you."

Hurry, my love,

Relfina
                              [95.22] LETTERS: PERFUMED LETTER                               323



[95.22] Perfumed Letter


                                        Perfumed Letter


Finally, somebody sees me for what I am. I'll admit I was taken aback by their approach - a
paralysis spell hardly seems like a proper token of respect, but I've given it some thought and
they probably didn't think I would willingly associate myself with them. In fact, they were
probably right to do so.

If I hadn't been paralyzed while they carried me away, they probably knew I'd have called my
army of flying scamps to chew their eyes out.

But here I am, and I have to be honest; I was beginning to worry that the world didn't
appreciate me until now. These guys get it. They've brought me all the cured meats I can eat,
and I can scarcely empty a cask of wine before another is rolled into my room. Oh, they don't
get too close. They know. A wayward glance from me could break their spines.

They needn't worry, of course. I know why I'm here. I saw all the other combatants. They
heard of me, Beldring - the Grand Champion of the Felgourad Arena and favored bodyguard
to Emperor Kinpo and his thousand-feathered cap. Of course they'd want to see me become
the Champion of the Shivering Isles as well. So I train, and they bring me all the equipment I
need to do it.

I don't think it will be much longer, now. No, I'll peel the skin off my enemies for the glory of
Palgania, and the entertainment of these servants who have been so dutiful in their desire to
witness my grandeur.
324                                 [95.23] LETTERS: SCROLL



[95.23] Scroll


                                             Scroll


Dearest Brother -

I just don't understand it. We always dreamed of a place to host the Elaborate Spectacle, and I
finally found it. These ruins feature a grand, tiered room suited to a great display, and I
promptly persuaded our brothers and sisters to migrate here. Yet, the Elaborate Spectacle has
never gone as planned. Perhaps you can tell me where I've gone wrong. Permit me to walk
you through the process step by step.

First, we acquire our lucky participants. Truly, I would give anything to be in their place, but I
can understand their frenzied protests and struggles in the excitement of the moment. We
have to stray to the swamps to find them, though some are more easily obtained from the
nearby roads.

Once we've returned to Cann with our participants, they're each given private quarters in
which to be prepared for the event. Each room is lined with the finest wines and cheeses, and
comfortable bedding in the peasant-chic roll style. My personal steward visits each of them
soon after arrival and asks what they would like tailored for the Spectacle, but they invariably
ask for suits of armor. Our stores are stocked to the ceiling with the finest velvets, silks, and
furs - how am I supposed to provide them with chain mail?

Each participant is provided with ink and pen to practice their prose, but again their behavior
escapes me. You should see some of the horrid things they've written! Lengthy letters to loved
ones, saying goodbye as though they were dying of a plague, or horribly bloodthirsty curses
against their fellow participants. Oh, and I will not offend you with descriptions of the ones
who think themselves artists! I suppose that their writings could have clued me into what
would happen next, brother -- for that is when things get truly bizarre.

Each time, on the day of the Elaborate Spectacle, after we've all gorged on suckling meats and
pungent cheeses, the participants are escorted from their quarters into the viewing chamber
where we all eagerly await what we're sure will be a thrilling show, but that never happens.
After the first time, we removed the decorative weapons from the walls, but they just
bludgeoned and gored each other with whatever they could get their hands on -- loose stones,
wine bottles, and in one case a bone the participant must have filed to a point in his quarters.
Why would men given a week alone to write and feed on wine instantly set murderously upon
each other, rather than share a loving embrace?

I simply don't understand it, brother -- we always believed that the Elaborate Spectacle would
be the greatest public display of shared pleasure and it has each time ended a blood-soaked
mess. Perhaps the time has finally come to move back to Bliss and abandon our dream.
                                  [95.24] LETTERS: SCROLL                                 325



[95.24] Scroll


                                            Scroll


My Dearest Cousin,

Thank you for last month's shipment -- He was very pleased. I have found that when two are
thrown in at the same time, the louder His response and the longer it lasts. How exciting!

Now, I understand how difficult it is for you to gather more volunteers, but I am in need of
your services more than ever, cousin. You and I both know it will not be long until the day of
Rebirth is upon us, so the more we can offer, the better. When He arrives, I will make sure
you are duly rewarded for your services. Be sure to let our volunteers know how happy we all
are with their commitment to the cause and what an enormous impact they are having on the
coming of Rebirth.
326                       [95.25] LETTERS: SEALED CORRESPONDENCE



[95.25] Sealed Correspondence


                                    Sealed Correspondence


Lord --
I regret to inform you that my return may not be as swift as originally hoped. As you know, I
have been summoned away on family business, the full nature of which was not known to me
when the courier's message arrived. Now that I am here, it is clear that I will need to spend at
least a few days longer before leaving.

I know that you'll insist on knowing the specifics of my absence, so I'll spare us both the
headache and disclose them now. The family member is an older cousin -- technically the
patriarch of my family -- who has been working tirelessly on restoring our family crypt
following the death of his mother. Knowing my interest in stonework, he was keen to enlist
my help with certain deterrents he has been installing, and having seen the work to be done, I
know it will be enough to fill the better part of a week.

On a personal note, the ruins themselves are fascinating. I hope to get the time to take down
some sketches -- you recall the drawings from my journeys last year, of course. Oddly, I can't
remember anything about my trip after meeting my escort, but I'm told that this site is very
near the border, although this structure is unlike any of the Nord ruins I'm familiar with, and
the air is stifling hot for a Skyrim structure. Perhaps you and I can research this further when I
return.

I hear my name being called -- I'd better go see what is needed and have this letter handed to a
courier before any more time passes. I hope it finds you well.
- G. Malifant
                              [95.26] LETTERS: SUSPICIOUS LETTER                            327



[95.26] Suspicious Letter


Dearest Isabel and Jenetta,

I should be able to send you another package of money and goods within the month. This
posting is proving more lucrative than I'd first suspected. Who knew that Indarys would be so
easy to dupe? He doesn't even care. He's so busy wrapped up in his own affairs, and I mean
that literally, that he has no time to pay attention to the daily operations of Cheydinhal. I've
decided to raise the fines again next month. Then we can begin constructing that summer keep
we'd always wanted, my cousins. More to come soon. My love to both of you.

Ulrich
328                        [95.27] LETTERS: UNDELIVERED LETTER



[95.27] Undelivered Letter


Aluc, my friend -
I apologize that I have not written before now, and pray that you worry not. How could you
have known that your patrol would stumble across my outing at the cemetary? There was no
denying my deed; a sack full of limbs and grave-soil still fresh on my boots. With your men
standing by, what choice was there but pursuit, lest they suspect your own true nature? Truly,
I am glad it was you to expose me, and not another whose spellfire may not have missed my
escape so widely!
My new haven provides safety and bodies to work on, whether those long-dead or hapless
bandits; I will be content here for some time, though I dare not yet to say where. Care for
Caessue, and know that when the time comes, I shall return to live again in our beloved
Daggerfall. Until then, Captain Cardius, remain vigilant and always hidden.

- Jalbert
                            [95.28] LETTERS: UNDELIVERED LETTER                    329



[95.28] Undelivered Letter


Until a buyer can be found, the items should be hidden.

Scatter them, so the Legion pigs can't ferret them out easily. Use our safespots at the
following camps:

Dagny's Camp
Brotch Camp
Bodean Camp
Varus Camp

Word will be sent when it's time to get rid of these things.
330                       [95.29] LETTERS: AN UNDELIVERED LETTER



[95.29] An Undelivered Letter


Filide -

It's so dark in this place. We were beset by the monsters after discovering this accursed city
under the mountain. I was separated from most of the others in the madness, watched men ten
times my superior fall in combat against them. I'll never forget their screams echoing in the
vastness, nor the blood splashing against the pale stones, staining the faces of our attackers in
their cannibalistic frenzy.

Drothan's a madman. I should have listened to you, brother. I was so eager to prove myself, to
be a part of something. I was so proud to send a part of my wages home to mother. Please, tell
her I died honorably. I volunteered for Drothan's escort into this forsaken city, watched as he
sealed the door behind us. When the slaughter began, I saw him flee in the shadows, Dagon
take the s'wit.

I left Mournhold to prove myself, and only proven to be a fool. This place is cold, muthsera,
and the screams are diminishing. I fear they may start hunting for the rest of us soon. I cannot
find my way out, and their eyes are so keen in the murky dark.

I know this letter will never reach you, brother, but Vivec willing, when the winds blow east
over the Peaks of Valus and Velothi, may they carry my final thoughts to you. I love you,
brother. I'm so sorry.
Farewell.
                            [95.30] LETTERS: WEATHERED LETTER                               331



[95.30] Weathered Letter


                                       Weathered Letter


Clanfather Malifant -

Are you absolutely certain that such extreme precautions are necessary? I understand your
interest in safeguarding the remains of grandmother -- and indeed, all of our eventual resting
places -- against unscrupulous grave robbers, but I doubt that even the most stalwart crusader
would survive the gauntlets you have built in the mausoleums of Ebrocca, much less a petty
thief.

I've seen some of the sketches your architect has drafted, and it seems that some of these traps
are without safety mechanisms of any kind; what chance have our future generations of
visiting our graves, if they should honor us with such a pilgrimage?

Again, Clanfather -- I do not doubt your motives. In truth, I am glad you have taken such
responsibility for this monument to our clan-family; I merely want to be sure that you are
keeping your usual level of rationality about you when making decisions as to the
construction and expansion of Ebrocca. I hope this letter finds you well.
332                           [95.31] LETTERS: YELLOWED COPY



[95.31] Yellowed Copy


                                       Yellowed Copy


Coroner Thederen -

Thank you for contacting me. I know it must be an unpleasant task to alert anyone to the
death of a loved one, but your frank and professional manner did nothing to further aggravate
the distress caused by Mother's passing. That is all one can ask from such a thing, I believe.

I understand the difficulty in storing cadavers, and will be arriving soon after this message
reaches you with a carriage to bear her away in. There is one other matter I'd like your
counsel on, if it isn't too much trouble.

Mother's wish was always to be buried in a family vault, and so it falls to me to restore a site
to this purpose. I feel it's a macabre thing to ask, but considering your occupation, could
provide me a recommendation of any architect experienced in such a task? I would greatly
appreciate any help you have to offer.

Thank you again, Sir. I expect to arrive before dusk.
-Ardwe Malifant, Clanfather
                                    [96] LIGHT ARMOR REPAIR                                    333



[96] Light Armor Repair


                                       Light Armor Repair


There are two classes of light armor, metallic and non-metallic. Chainmail, Elven, Mithril and
Glass are all examples of metallic light armor. You may be surprised to think that Glass can
be thought of as metallic, but appearances are deceiving. What we call Glass is nothing like
the windows panes you see in houses. The greenish material is far stronger and has a much
higher melting point.

Non-metallic armors are Fur and Leather. For these armor types, the hammer is less useful
than the sewing kit. A sharp awl is necessary to restitch the thick material. Holes frequently
have to be patched with spare material. The rule of thumb is once you have to patch a patch,
it's time to throw out the armor and get a new set.

Metallic armor will occasionally need a patch. Usually it can be repaired by hammering the
torn pieces back together. Elven and Mithril will repair better when heated. Chainmail is
usually malleable enough to work on cold.

The trickiest of all is Glass. Hammer blows struck across the grain run the risk of shattering
the armor. Whenever possible, allign the hammer blows with the grain. In extreme cases,
place the armor in tub of oil. Place the anvil so that the affected piece is on the anvil, but just
under the oil. Vibrations from the hammer blows are absorbed by the oil and less likely to
shatter the Glass.
334                                  [97] LIMINAL BRIDGES



[97] Liminal Bridges


Liminal Bridges: A Discourse On The Theory and Praxis of Travelling Between Mundus and
                                       Oblivion
                                by Camilonwe of Alinor


Transliminal passage of quickened objects or entities without the persistent agency of
hyperagonal media is not possible, and even if possible, would result in instantaneous
retromission of the transported referents. Only a transpontine circumpenetra- tion of the limen
will result in transits of greater than infinitessimal duration.

Though other hyperagonal media may exist in theory, the only known transliminal artifact
capable of sustained transpontine circumpenetra- tion is the sigil stone. A sigil stone is a
specimen of pre-Mythic quasi-crystalline morpholith that has been transformed into an extra-
dimensional artifact through the arcane inscription of a daedric sigil. Though some common
morpholiths like soul gems may be found in nature, the exotic morpoliths used to make sigil
stones occur only in pocket voids of Oblivion, and cannot be prospected or harvested without
daedric assistance.

Therefore, since both the morpholiths and the daedric sigils required for hyperagonal media
cannot be obtained without traffic and commerce with Daedra Lords, it is necessary that a
transliminal mechanic cultivate a working knowledge of conjuration -- though purpose-built
enchantments may be substituted if the mechanic has sufficient invocatory skill. Traffic and
commerce with Daedra Lords is an esoteric but well-established practice, and lies outside the
compass of this treatise. [1]

Presuming a sigil stone has been acquired, the transliminal mechanic must first prepare the
morpholith to receive the daedric sigil.

Let the mechanic prepare a chamber, sealed against all daylight and disturbances of the outer
air, roofed and walled with white stone and floored with black tiles. All surfaces of this
chamber must be ritually purified with a solution of void salts in ether solvent.

A foursquare table shall be placed in the center of the room, with a dish to receive the
morpholith. Four censers shall be prepared with incense compounded from gorvix and
harrada. On the equinox, the mechanic shall then place the morpolith in the dish and intone
the rites of the Book of Law, beginning at dawn and continuing without cease until the sunset
of the same day.

The mechanic may then present the purified morpholith to the Daedra Lord for his inscription.
Once inscribed with the Daedra Lord's sigil, the morpholith becomes a true sigil stone, a
powerful artifact that collects and stores arcane power -- similar in many respects to a charged
soul gem, but of a much greater magnitude. And it is this sigil stone that is required to provide
the tremendous arcane power necessary to sustain the enchantment that supports the
transpontine circumpenetration of the limen.
                                    [97] LIMINAL BRIDGES                                  335

To open a gate to Oblivion, the mechanic must communicate directly, by spell or
enchantment, with the Daedra Lord who inscribed the sigil stone in question. The Daedra
Lord and the mechanic jointly invoke the conjurational charter [2], and the mechanic activates
the charged sigil stone, which is immediately transported through the liminal barrier to the
spot where its sigil was inscribed, thus opening a temporary portal between Mundus and
Oblivion. This portal may only remain open for a brief period of time, depending on the
strength of the liminal barrier at the chosen spots, several minutes being the longest ever
reported, so the usefulness of such a gate is quite limited.


[1] Interested students are invited to consult the works of Albrecht Theophannes Bombidius
and Galerion The Mystic for the fundaments of this discipline.
[2] Recommended examples of the conjurational charter may be found in Therion's Book of
Most Arcane Covenants or Ralliballah's Eleven Ritual Forms.
336                      [98.1] LISTS: AMBER MATERIALS LIST



[98] Lists

[98.1] Amber Materials List


                               Amber Materials List




                                  Amber Armor
                               [98.1] LISTS: AMBER MATERIALS LIST                       337

I, Dumag gro-Bonk, Master Smith of New Sheoth, am honor and duty bound by oath to my
beloved mentor, to forge weapons and armor for any hero who brings me Amber. I will create
magical versions of these weapons and armor if the hero can, along with the Amber, return to
me the appropriate matrix, which my mentor has scattered throughout the land, to soak in the
magical essence of the Shivering Isles.

The amount of Amber required to make items is listed below:

1 piece ---- Arrows (per 25)
2 pieces ---- Bow
4 pieces ---- Hammer
2 pieces ---- Mace
3 pieces ---- Sword
2 pieces ---- Boots
5 pieces ---- Cuirass
2 pieces ---- Gauntlets
3 pieces ---- Greaves
2 pieces ---- Helmet
2 pieces ---- Shield
338                   [98.2] LISTS: BATTLEHORN CASTLE UPGRADES LIST



[98.2] Battlehorn Castle Upgrades List


I will be happy to provide the following improvements to Battlehorn Castle upon receipt of
payment for goods and services rendered.

Kitchen Area: The kitchen will be completely refurbished with everything needed to support
you and your household. I will also provide the services of a most excellent cook, Plautis
Rusonius, whose culinary skills I can personally recommend as he was in charge of the
kitchens at the Tiber Septim Hotel for many years.

Bedroom Area: The bedroom in the castle's private quarters will be fitted out with the most
luxurious furnishings and appointments, and the services of a maid accustomed to working in
a noble household will be retained.

Library Area: The library in the castle's private quarters will be restocked with books
appropriate to a noble's library, and furnished to provide a comfortable reading and working
area.

Dining Area: You will be able to entertain in high style once we have cleaned and refurbished
the dining room in the castle's East Wing.

Barracks: I will retain the services of an experienced mercenary captain, as well as two men-
at-arms, in order to bring the castle garrison up to its full complement.

Training Room: I will provide an experienced battle trainer, who can spar with you and your
men on a variety of weaponry. I have an excellent candidate in mind, but do not want to name
him until I am certain I can retain his services for you.

Trophy Hall: The trophy room in the castle's Great Hall will be reappointed. I will also hire an
expert taxidermist to create beautiful and lifelike trophies out of the most dangerous creatures
of the land.

Wine Cellar: No castle should be without the services of a well-trained vintner, and one of the
best is now available. Talan learned his trade from his famous sister Tamika of Skingrad. He
was also once a member of the prestigious Imperial Alchemy Symposium, but was removed
from its ranks for using the skill of alchemy to perpetuate the mixing of magical and alcoholic
beverages. The alchemists' loss is your gain: using ingredients found in the wild and his keen
sense of taste, Talan creates unusual mixtures the likes of which have never been seen.

I trust that you will find much here of interest to you in your new position as lord of
Battlehorn Castle. Please allow me to be of service.

I remain,

Nilphas Omellian
The Merchants Inn, Market District
Imperial City
                                     [98.3] LISTS: CANDIDATE LISTS   339



[98.3] Candidate Lists

[98.3.1] Forged List of Candidates



Hieronymus Lex, eminently qualified - my personal recommendation

Carmalo Truiand, smart but inexperienced - a good second choice

Itius Hayn, loyal but not too bright - unqualifed

Audens Avidius, questionable morals - not recommended


[98.3.2] List of Candidates



Itius Hayn, loyal but not too bright - my personal recommendation

Carmalo Truiand, smart but inexperienced - a good second choice

Hieronymus Lex, overly fanatical - not recommended

Audens Avidius, questionable morals - not recommended


[98.3.3] Sealed Forged Candidate List



Hieronymus Lex, eminently qualified - my personal recommendation

Carmalo Truiand, smart but inexperienced - a good second choice

Itius Hayn, loyal but not too bright - unqualifed

Audens Avidius, questionable morals - not recommended
340                             [98.4] LISTS: DRACONIS GIFT LIST



[98.4] Draconis Gift List


Dear courier,

I would like to thank you again for agreeing to assist me. I was so delighted when a friend
recommended you, and will certainly employ your services again in the future if everything
goes well with this round of purchases. You can imagine how difficult it is for an old woman
such as myself to get around. My children, darlings that they are, deserve the best, and I'm
afraid I haven't been able to properly show my love and appreciation for them in quite a few
years. But all that is behind me now! Here is the list of gifts I think my family would most
enjoy, as well each child's current place of residence, which should be used to for delivery.

Matthias -- Talos Plaza District, Imperial City (he has a home there): Matthias always was a
rough and tumble lad. The last I'd heard, he'd fallen in with some pretty tough characters there
in the Imperial City. I'd feel so much better if I knew he was well protected, so I'd like for you
to find him a nice cuirass. Nothing too light -- iron or steel should be fine. And, if possible, I'd
like it engraved with "To my Dear Matty, I'll always be here to protect you, love Mum."

Andreas -- The Drunken Dragon Inn (he owns the place and lives there as well): Andy has
been brewing his own beer and spirits since he was six years old. The opening of that inn was
the happiest day of his life. I'd like for you to get him some new tavern glasses. I'm sure there
are craftsmen in the Imperial City who could make a fancy set from frosted ebony or Altmeri
crystal.

Sibylla -- Muck Valley Cavern. Yes, my daughter lives in a cave, and no, I'm not very happy
about it. Sibby has always loved animals (almost as much as Andy loves beer) and a couple of
years ago she apparently thought it a good idea to abandon the Empire and live as a savage
with the rest of the animals. In that time, I'm afraid Sibby has kind of... cracked. She's
basically as wild as the beasts she lives with. What can I do? I'm Sibby's mother and I'll
always love her. She obviously doesn't want or need anything from civilized society, so what
I'd like you to do is find a tanner and secure the largest fur blankets you can possibly find. The
last time I saw Sibby she was nearly naked, and I can't imagine there's much in that cave to
keep her warm. When you do bring them to Muck Valley Cavern, be careful! The wild
animals are bad enough, but Sibby herself will probably attack anyone on sight.

Caelia -- Castle Leyawiin (you'll find her in the barracks): My beautiful Cae! My dearest
daughter broke so many hearts when she was younger. But now that she's an officer in the
Imperial Legion I'm afraid she's let herself go a bit. Not gotten fat! By Mephala, not that! But
she's settled into a more... practical kind of look. Even a bit boyish, I guess you could say. So
what I'd like you to do is get my Cae as much pretty "girl" stuff as you can. Flowers, perfume,
Nord chocolate, that sort of thing.

You've already received half your fee in advance, and will receive the remainder after the
gifts have been purchased and delivered, as we originally agreed. Thank you again for
providing such a valuable service.

Sincerely,
                    [98.4] LISTS: DRACONIS GIFT LIST   341

Perennia Draconis
342                            [98.5] LISTS: LISTS OF DEATH 1-4



[98.5] Lists of Death

[98.5.1] List of Death



Toutius Sextius MUST be killed! There is no choice, he is definitely conspiring against me.

Come back and see me (make sure you are NOT followed) once it is done and I will give you
your reward.

Glarthir


[98.5.2] List of Death



Davide Surilie MUST be killed! There is no choice, he is definitely conspiring against me.

Come back and see me (make sure you are NOT followed) once it is done and I will give you
your reward.

Glarthir


[98.5.3] List of Death



Bernadette Peneles MUST be killed! There is no choice, she is definitely conspiring against
me.

Come back and see me (make sure you are NOT followed) once it is done and I will give you
your reward.

Glarthir


[98.5.4] List of Death



These people MUST be killed! There is no choice, they are definitely conspiring against me.

Toutius Sextius
Davide Surilie (THE RINGLEADER -- kill him first!)

Come back and see me (make sure you are NOT followed) once it is done and I will give you
your reward.

Glarthir
                              [98.5] LISTS: LISTS OF DEATH 5-7                           343

[98.5.5] List of Death



These people MUST be killed! There is no choice, they are definitely conspiring against me.

Bernadette Peneles
Davide Surilie (THE RINGLEADER -- kill him first!)

Come back and see me (make sure you are NOT followed) once it is done and I will give you
your reward.

Glarthir


[98.5.6] List of Death



These people MUST be killed! There is no choice, they are definitely conspiring against me.

Bernadette Peneles
Toutius Sextius

Come back and see me (make sure you are NOT followed) once it is done and I will give you
your reward.

Glarthir


[98.5.7] List of Death



These people MUST be killed! There is no choice, they are definitely conspiring against me.

Bernadette Peneles
Toutius Sextius
Davide Surilie (THE RINGLEADER -- kill him first!)

Come back and see me (make sure you are NOT followed) once it is done and I will give you
your reward.

Glarthir
344                          [98.6] LISTS: MACABRE MANIFEST



[98.6] Macabre Manifest


Recently Deceased

Ferdelus Wagariun - Imperial City
Quilted Doublet
Green Silk Pants
Gold Trimmed Shoes
Gold Ring

K'sirr - Cheydinhal
Green and Blue Outfit
Green Velvet Shoes
Silver Amulet with Blue Stone
Silver Ring

Nodur Cloud-Seeker - Bruma
Fine Silk Robe
Silk Shoes
Fine Ashen Cane with Inlaid Copper
Gold Ring

Nodaria Wythel - Bravil
Blue Dress
Blue Suede Shoes
Fine Silver Necklace
Gold Ring with Polished Stones
Gold Ring with Red Stone

Kaylah Swinchell - Bravil
White Dress with Floral Pattern
Gold Trimmed Cow Hide Shoes
Gemmed Necklace
Gold Ring with Onyx Stones

Dondlar - Leyawiin
Green Brocade Doublet
Green Silk Pants
Green Velvet Shoes with Gold Thread Trimming
Polished Wood Box with Silver Fittings
Small Polished Staute of Azure Stone (in box)

Holithanius - Cheydinhal
Decorative Leather Armor with Gold Buckles
Silver Longsword (Personalized)
Soft Leather Boots
Glass Ring
                                 [98.6] LISTS: MACABRE MANIFEST   345

Oford Gabings - Anvil
Travel Cloak with Silver and Green Leaf Fastener
Enchanted Shortsword with Inlaid Writing
Gold Ring with Inscription (Cursed?)
Leather Bound Travel Journal

Sellina Rotona - Imperial City
Red Velvet Dress
Red and Gold Velvet Shoes
Silver Necklace with Locket
Silver Ring with Blue Stones
346                      [98.7] LISTS: MADNESS ORE MATERIALS LIST



[98.7] Madness Ore Materials List


                                Madness Ore Materials List




                                     Madness Armor


I, Cutter, Master Smith of New Sheoth, by tradition and sacred pledge to my deceased
mentor, must forge weapons and armor for any hero who brings me Madness Ore. I will
create magical versions of these weapons and armor if the hero provides the needed Ore and
the appropriate matrix, which my mentor has hidden throughout the land, drinking in the
mystical essences, the blood of the Shivering Isles.

The amount of Madness Ore required to make items is listed below:

1 piece ---- Arrows (per 25)
2 pieces ---- Bow
4 pieces ---- Claymore
2 pieces ---- War Axe
                          [98.7] LISTS: MADNESS ORE MATERIALS LIST   347

3 pieces ---- Sword
2 pieces ---- Boots
5 pieces ---- Cuirass
2 pieces ---- Gauntlets
3 pieces ---- Greaves
2 pieces ---- Helmet
2 pieces ---- Shield
348                               [98.8] LISTS: MIRILI'S LIST



[98.8] Mirili's List


                                        Mirili's List
                                     {by Mirili Ulven}


I, Mirili Ulven of Highcross, will pay for samples of the following items, the sum of 10 coins
each. As I only need one sample of each, I shall not pay for duplicates.

Alocasia Fruit
Aster Bloom Core
Black Tar
Blister Pod Cap
Congealed Putrescence
Digestive Slime
Elytra Ichor
Flame Stalk
Fungus Stalk
Gas Bladder
Gnarl Bark
Grummite Eggs
Hound Tooth
Hunger Tongue
Hydnum Azure Giant Spore
Pod Pit
Rot Scale
Scalon Fin
Screaming Maw
Shambles Marrow
Swamp Tentacle
Thorn Hook
Void Essence
Watcher's Eye
Withering Moon
Worm's Head Cap
                               [98.9] LISTS: SHOPPING LISTS 1-5                           349



[98.9] Shopping Lists

[98.9.1] Shopping List



A potion of Restore Willpower is made by heating Minotaur Horn and Primrose Leaves.
Grind the results together with a mortar and pestle. Add water to create a drinkable fluid.


[98.9.2] Shopping List



For a minor Restore Health potion, crumble some Cairn Bolete cap over roasted Boar Meat.
Chop finely and mix together with a mortar and pestle. Add water to create a solution that can
be drunk.


[98.9.3] Shopping List



Bloodgrass
Harrada
Tinder Polypore Cap
Ironwood nuts
Stinkhorn cap


[98.9.4] Shopping List



Yams
Potatoes
Carrots
Fruit (any kind)
Half loaf of bread


[98.9.5] Shopping List



Wheat flour
Sugar
Milk
Tarragon
Pepper
Salt
350                          [98.9] LISTS: SHOPPING LISTS 6-10


[98.9.6] Shopping List



Side of beef
Onions
Corn
Mead
3 loaves of bread


[98.9.7] Shopping List



Paper, quality vellum
Ink, red and black
Binding glue
Two new quills


[98.9.8] Shopping List



Apples
Onions
Lard
Cheese
Milk


[98.9.9] Shopping List



New shirt
Boots
Broom
Two forks


[98.9.10] Shopping List



Beer, lots of beer
New mugs
Enough fruit for 12 guests
8 loaves of bread
Roast boar
                               [98.10] LISTS: STEWARD'S REGISTRY   351



[98.10] Steward's Registry


Drothmeri Army; Forward Detachment
Registry of Departures and Arrivals
Second Seed through _________

6, Second Seed
New Recruits, grade I salary paid
10 infantry
4 archers

18, Second Seed
Cavalry Detachment, granted shelter
Assigned to Tenmar outpost

12, Mid Year
Infantry, Drothmeri
Departure to Narsis; Courier detail
1 cavalry

15, Mid Year
Veterans, Grade III salary paid
6 mage-trained

19, Mid Year
Infantry, Drothmeri
Returned from Courier detail
1 cavalry

21, Mid Year
Platoon, Grade II salary paid
12 Soldier infantry
Dranmis Drethari
Discharged for family emergency
352                         [98.11] LISTS: TAXIDERMY NEEDS LIST



[98.11] Taxidermy Needs List


I specialize in the finest reconstructions of creatures from across the face of Cyrodiil. I am
ready to create my marvels of taxidermy, but require a small portion of each appropriate
creature in order to make the likeness complete.

Stuffed Bear:
Bear Pelt

Stuffed Wolf:
Wolf Pelt

Stuffed Minotaur:
Minotaur Horn

Stuffed Mountain Lion:
Lion Hide

Stuffed Ogre:
Ogre Teeth

Stuffed Clannfear:
Clannfear Claws

Stuffed Deadroth:
Deadroth Teeth

Stuffed Troll:
Troll Fat

Melisi Daren, Taxidermist
                         [98.12] LISTS: WATERFRONT TAX RECORDS   353



[98.12] Waterfront Tax Records


Adanrel, 3 coins
Amusei, 1 coin
Armand Christophe, 4 coins
Astay Haymon, 2 coins
Bronsila Kvinchal, 3 coins
Carwen, 2 coins
Damian Magius, 3 coins
Dranas Llethro, 1 coin
Graman gro-Marad, 2 coins
Hillod, empty handed - thrashed
Isleif, 2 coins
Jair, 3 coins
Kastay Kvinchal, 3 coins
Methredhel, 2 coins
Ormil, 7 coins
Raven Camoran, 2 coins
Skarla Wirich, 2 coins
Myvryna Arano, exempted
Uzul gro-Grulam, 3 coins
Velan Andus, 3 coins
Vlanarus Kvinchal, 4 coins
354                          [98.13] LISTS: WINE INGREDIENT LIST



[98.13] Wine Ingredient List


I can make the following wines for you in about 24 hours, provided I have the necessary
ingredients.

Frostdew Blanc:
Aloe Vera Leaves x2, Green Stain Cup x2
Restore Health, Restore Fatigue

Colovian Battlecry:
Bog Beacon Asco, Cinnabar Polypore Red, Cinnabar Polypore Yellow
Shield, Fortify Endurance

Julianos Firebelly:
Sacred Lotus Seed, Lady's Smock Leaves x2
Resist Frost, Fortify Health

Numbskin Mead:
Dragon's Tongue, Lady's Smock Leaves x2
Resist Fire, Fortify Health

Stumblefoot's Reserve:
Arrowroot, Flax Seeds x2
Feather, Fortify Strength

Argonian Bloodwine:
Bergamot Seeds x2, Foxglove Nectar x2, White Seed Pod (from Goldenrod)
Resist Poison, Resist Disease, Water Breathing

Sparkling Honeydew:
Lavender Sprig x2, Summer Bolete x2
Fortify Personality, Fortify Speechcraft
                                [99] THE LITURGY OF AFFLICTION                                 355



[99] The Liturgy of Affliction


          The Liturgy of Affliction: A Collection Of The Writings Of Vexis Velruan
                                  Transcribed by Anias Gael


Dearest reader, the tome that you hold in your hand is a chronicle of pain, of torment, and of
discovery. In these memoirs, I shall impart to you an autobiography of a foolish and failed
attempt to achieve a great power. Walk with me as I break the bonds of propriety, throw off
the restraints of the ancient laws of the arcane, and cast aside the bonds of magical ethics. For
contained herein, you shall find the dying words of Vexis Velruan.

Let it be known to you, loyal reader, that I remain until my dying moment, a student of
Magicka. But no typical apprentice, am I. I am one who has forged a unique path to the
deeper understanding of the mechanics of Magicka. Through the infliction of destruction
magic upon my own flesh, I have accomplished more than any student before me has.

It is by that folly that I come to you now, lucid as ever, fully alert in my faculties, and acutely
cognizant of the sacrifices that I have made in my quest. I have long since lost the capacity to
feel any physical sensation beyond absolute agony. I've become so accustomed to it, so
detached from the feeling, that to me, pain is simply always there. You do not think of the air
around you as a sensation, do you?

How is it, you ask, that I came to be what I am? It began innocently enough. I was once a
healer, one of the most promising students of the temple. Which one? It doesn't matter. I was
eventually expelled. Fools. You see, we had a number of patients interred in our humble
sanctuary who had been infected with the Red Fever. My attempts to use the magical arts to
turn the disease on itself were less than successful in their early stages. For trying to find a
cure, I was cast out.

It was not long after my exile that I discovered the means to eradicate infection using the
destructive energies of magicka. In my explorations of the school of Destruction I discovered
that by pulling the elemental energies through my own body, I was able to increase the raw
output of energy. From the experience of a lighting bolt surging through my own body, I was
able to deepen my understanding of the raw forces of magicka.

At first, the pain was bearable. I directed only a minor amount of the energy back in towards
myself. I learned to couple the destruction with restorative energies. It helped to abate the
damage done to my body, but did nothing to stop the pain itself.

As my tolerance for the pain increased, I began to channel more and more through my own
body. My understanding of Destruction outgrew my knowledge of Restoration. While it could
still lessen the damage, it could not stop it. My skin became charred and blackened; it dried,
flaked off, and cracked. I stunk of cooked meat. But I could not resist the draw of more and
more energy.

I became like a skooma fiend of the worst sort. I no longer used magic for any practical
purpose. I simply sought out more and more energy -- I relished the pain. Anticipated the
356                            [99] THE LITURGY OF AFFLICTION

moment when the energy and the pain would wash over me as one, freezing my flesh, burning
it beyond recognition. My skin became a network of scars, sores, lesions, and burns. But it
was never enough. Never. I needed more. More pain. More power.

I lost my sight. My eyes melted into boiling pools of vitreous humor so hot that they left
streaks of blistered skin as they ran down my face like burning tears. My right hand froze
solid and shattered into a thousand pieces, when I carelessly bashed it against a doorjamb in
terror, once I realized what had happened. The bones of both my legs shattered outward like
broken glass, shredding the flesh and muscle surrounding them.

While this may sound like a fate of terrible consequence, my dearest reader, I can assure you
that you will never know what it is to be a creature of flesh and bone like I have. You will
never have the degree of knowledge of frailty of the flesh that I have grown to know. I
achieved a level of understanding of Magicka beyond that of the grand masters of the guild,
but that accomplishment pales in comparison to the grander discoveries that this experience
has bestowed upon me.

People like you think that pain is to be avoided. Hidden from. Feared. Through my suffering
and the numbness that now robs me of the ability to feel it, I can say this to you: Pain is a
simple factor of human existence. It affords us the opportunity to feel -- to appreciate the
temporary shell that our spirits occupy. Pain is the greatest gift that the gods have ever given
mortal man.

And now, as I tell you this story by way of a scribe, I am a stump of a man, wrapped in
seeping bandages, never to know pleasure again. Even still, I have but one message to impart
to you: Embrace what you are.

Glory to lord Sheogorath, for he has opened my eyes.
                                  [100] LITURGY OF THE DUELISTS   357



[100] Liturgy of the Duelists


                                     Liturgy of the Duelists


We purge ourselves in the duel.
Sheogorath will mend us.
We purge our friends in duel.
Sheogorath will mend them.
We purge our enemies in war.
Sheogorath will abandon them.

Speak not of the Duelists
Speak only of the duel
Speak not of the combatant
Speak only of the combat
358                                [101] THE LIVING WOODS



[101] The Living Woods


                                      The Living Woods


The Gnarl is a creature of the forest like no other. Away from the walls of New Sheoth, they
are called the Walking Trees. Gnarl are known for their affinity with the elements. If a Gnarl
is struck by elemental forces of fire, frost, or shock, it uses that energy to grow stronger and
larger. Fortunately, this effect only lasts for a short time.

It is the will of Sheogorath that the Gnarl confuse and bewilder the unwary mage. To that end,
it gains resistance to the element it is struck with, but becomes weaker to the other two. The
wily mage will quickly switch between elemental spells to take advantage of this. Lesser
wizards will suffer if they continue to use the same spell over and over.

In recent years there have been rumors of smiths that are able to use the amber sap extracted
from Gnarl to make sturdy armor and weapons. As of yet, this gossip has not been confirmed.

More is not known about the Gnarl than is known. No-one has been able to determine the
gender of Gnarl, or if they even have them. Young or immature Gnarl have never been seen.
One academic suggested that Gnarl are born full-formed from trees that are struck by
lightning. This absurd suggestion has not been confirmed.

Similarly, we have no knowledge of their diet or social habits. Presumably they feed directly
from the sun and earth, like trees do. There are no reported cases of them communicating,
even among each other. However, they do seem to have a truce of sorts with other woodland
creatures such as the Baliwog and Elytra.
                         [102] THE LOCKED ROOM   359



[102] The Locked Room*


See vol. I.
360                    [103] LORD JORNIBRET'S LAST DANCE



[103] Lord Jornibret's Last Dance*


See vol. I.
                              [104] LOST HISTORIES OF TAMRIEL                             361



[104] Lost Histories of Tamriel


In an earlier volume I discussed the vagaries and influences of the Aedric prophesies, more
commonly known as the Elder Scrolls. Readers wanting to know the history behind the highly
inappropriate appellation 'Aedric' can refer to chapters 23 through 27 of my previous work for
a full explanation as well as the incompetencies of my good comrade Therin of Mournhold,
who named them thus.

The influences of the archivally historic Elder Scrolls cannot be understated. Once a prophesy
contained in an Elder Scroll is enacted in Tamriel, the text of the parchment becomes fixed.
All readers ingest the same divine message. It becomes an historical document declaring the
unequivocal truth of a past event. Scholars, even those as dim-witted as Therin of Mournhold,
cannot argue the bias of the writer, like he has with my earlier works. Not even magic can
affect the word written upon those ancient pages.
362                        [105] THE LUNAR LORKHAN



[105] The Lunar Lorkhan*


See vol. I.
                       [106] THE LUSTY ARGONIAN MAID   363



[106] The Lusty Argonian Maid*


See vol. I.
364                                 [107] MACE ETIQUETTE



[107] Mace Etiquette


                                       Mace Etiquette


Warriors sometimes make the mistake of thinking that there are no tactics with a mace. They
assume that the sword is all about skill and the mace is only about strength and stamina. As a
veteran instructor of mace tactics, I can tell you they are wrong.

Wielding a mace properly is all about timing and momentum. Once the swing of the mace has
begun, stopping it or slowing it down is difficult. The fighter is committed to not just the
blow, but also the recoil. Begin your strike when the opponent is leaning forward, hopefully
off balance. It is completely predictable that he will lean backward, so aim for a point behind
his head. By the time the mace gets there, his head will be in it's path.

The mace should be held at the ready, shoulder high. The windup should not extend past the
shoulders by more than a hand's width. When swinging, lead with the elbow. As the elbow
passes the height of your collarbone, extend the forearm like a whip. The extra momentum
will drive the mace faster and harder, causing far more damage.

At the moment of impact, let the wrist loosen. The mace will bounce and hurt a stiff wrist.
Allow the recoil of the blow to drive the mace back into the ready position, thereby preparing
the warrior for a quicker second strike.
                                 365



[108] The Madness of Pelagius*


See vol. I.
366                               [109] MAGIC FROM THE SKY



[109] Magic from the Sky


                                     Magic from the Sky
                                       by Irlav Jarol


The ancient Ayleids believed that Nirn was composed of four basic elements -- earth, water,
air, and light -- and of these four elements, they believed the most sublime form of light was
star light. The stars are our links to the plane of Aetherius, the source of all magical power,
and therefore, light from the stars is the most potent and exalted of all magical powers.

From time to time, fragments of Aetherius fall from the heavens. The people know these
fragments as 'shooting stars', and from time to time, such Aetherial fragments are found on
Nirn. The most common varieties are known as 'meteoric iron'; this metal is prized by
armorers and enchanters for its properties in the forging of enchanted weapons and armors.
This meteoric iron is also the primary component in 'Ayleid Wells,' ancient enchanted
artifacts found throughout Cyrodiil.

Another, rarer form of Aetherial fragment is called 'meteroic glass'. It is from such fragments
that other rare Ayleid enchanted artifacts are crafted -- Welkynd Stones and Varla Stones.

Ayleids Wells are scattered across Cyrodiil's landscape. Their siting is a mystery; they are not
associated with any known Ayleid cities or settlements. It is presumed that, in some manner,
they harvest magical power from starlight. It is also suggested, without evidence or support,
that they are located at the meeting points of ancient lines of magical power; however,
modern arcane arts have discovered no perceptible evidence of such lines of power.

Those with magical talents can draw magicka from Ayleid wells to restore their own
reservoirs of magical power. No ritual or arcane knowledge is necessary, suggesting that these
wells were designed to serve persons not skilled in the magical arts. Once drained, the wells
replenish again only at magical midnight. Once recharged, they appear to radiate magical
power back into the sky, which prompts some to theorize they are also objects with religious
or magical ritual significance -- perhaps a means of offering magic back to the heavens.

Welkynd Stones [Aldmeris - "sky stone," "heaven stone"; literally, "sky child"] are pieces of
cut and enchanted meteoric glass which apparently act as storage devices for magical power.
A magical talent can restore his reseroirs of magicka from such stones. Alas, the means of
restoring power to these stones may have been lost with the Ayleids. Currently, these objects
simply crumble to dust after they have been used.

Great Welkynd Stones are exceptionally large pieces of enchanted meteoric glass. Scholars
believe that at the heart of each ancient Ayleid city, a Great Welkynd Stone was the source of
the settlement's magical enchantments. It may be that these great stones were linked to the
lesser stones, restoring and maintaining their power. In any case, research on these Great
Welkynd Stones is impossible, since all the known Ayleid ruins have been looted of their
great stones, and no examples of these great stones are known to survive.
                                 [109] MAGIC FROM THE SKY                                 367

Another rare enchanted item found in Ayleid ruins is called a Varla Stone [Aldmeris - "star
stone"]. Varla Stones are remarkably powerful, enabling untrained users to restore magical
energy to any number of enchanted items. Because of their great value and utility, these items
are also extremely rare, but since they are small and easily concealed, diligent explorers may
still occasionally come across them in any Ayelid ruin.

Ayleid Wells. Welkynd Stones. Varla Stones. Consider, then, these marvels of magical
enchantment. Are we then to conclude that the Ayleids were a superior race and culture? Did
they so exceed us in art and craft that they mock the feeble powers of Third Era Wizards?

Never! The Ayleids were powerful, yes, and cunning, but they were neither good nor wise,
and so they were struck down. Their works have passed from Nirn, save these rare and
sparkling treasures. Their ancient cities are dark and empty, save for the grim revenants and
restless spirits condemned forever to walk the halls, keeping their melancholy vigils over
bones and dust.
368                         [110] MANIFESTO CYRODIIL VAMPYRUM



[110] Manifesto Cyrodiil Vampyrum


                         To you whom We have seen
                                         Stalking at night by eyes keen
                         Transcendant of savages
                                              Sating thirst sans avarice
                         Your coffers stay stuffed
                                                By social graces robust
                         None know your nature;
                                                                save Us
                         None share your fate;
                                                                save Us
                         None welcome you as kin;
                                                                save Us


On Our Order:
Know first that we are no simple tribe of savages, tearing throats with the orgiastic abandon
of our scattered, tribal brethren. Ours is a civil fraternity, to which we are bound - every one -
by our dual hunger for flesh and influence. By the virtue of Imperial structure and
bureaucracy, Cyrodiil has become our stronghold in the third era, and we suffer no savage
rivals within our boundaries, reveal ourselves to none, and manipulate the hand of society to
mete out our agendas.

On Our Dual Patrons:
To Kin-father Molag Bal, who brought forth the Bloodmatron Lamae to spite Arkay, we owe
our existence, as do all vampires, though not all honor Him. For him we revel in the feast, and
acknowledge the gift adrift in our veins.

To patron Clavicus Vile, beacon o'er our affairs, we owe our successes and social stature. Our
bond with Vile makes us unique among our kind, for his guidance steels our savage craving
with reason and savvy. For him we live amidst mankind, and twist them to our will from
offices of power.

On Our Rivals:
Most barbaric tribes think themselves powerful by the gift of Bal's blood alone, and squander
the gift. There are those, however, who show signs of enlightenments, and earn our attention -
those such as the Glenmoril Wyrd, who live within the walls of Breton cities, or the Whet-
Fang sodality of Black Marsh, who use magicka to keep captives catatonic and harvest from
them the red nectar. These foes may one day threaten to impugn our sovereignty within the
boundaries of Cyrodiil, thus compelling our vigilance. Should any encroach upon our
dominion, our wrath must be swift and total.

On Our Conduct:
To preserve our ideals and way of life, two primary edicts shall be observed. Above all, reveal
thyself and our Order to no other, for discretion is the greatest of our virtues. Do not feed
where you may be found out, or on those who may suspect your passing. Avoid daylight by
                           [110] MANIFESTO CYRODIIL VAMPYRUM                              369

lifestyle; dispel common belief in our kind, and maintain supple appearance through
satisfaction of the thirst. Second, devote your pursuits to the procurement of influence,
political and otherwise. Our strength is not in physical numbers, but in skillful manipulation
of society. Always be mindful of our Patrons, and preserve the Order. Devote yourself to
these ideals always, and the Order shall count you amongst our own.
370                          [111] MANNIMARCO, KING OF WORMS



[111] Mannimarco, King of Worms


                                Mannimarco, King of Worms
                                      By Horicles


O sacred isle Artaeum, where rosy light infuses air,
O'er towers and through flowers, gentle breezes flow,
Softly sloping green-kissed cliffs to crashing foam below,
Always springtide afternoon housed within its border,
This mystic, mist-protected home of the Psijic Order:
Those counselors of kings, cautious, wise, and fair.

Ten score years and thirty since the mighty Remans fell,
Two brilliant students studied within the Psijics' fold.
One's heart was light and warm, the other dark and cold.
The madder latter, Mannimarco, whirled in a deathly dance,
His soul in bones and worms, the way of the necromance.
Entrapping and enslaving souls, he cast a wicked spell.

The former, Galerion had magic bold and bright as day.
He confronted Mannimarco beneath gray Ceporah Tower,
Saying, 'Your wicked mysticism is no way to wield your power,
Bringing horror to the spirit world, your studies must cease.'
Mannimarco scoffed, hating well the ways of life and peace,
And returned to his dark artistry; his paints, death and decay.

O sacred isle Artaeum, how slow to perceive the threat,
When the ghastly truth revealed, how weak the punishment.
The ghoulish Mannimarco from the isle of the wise was sent
To the mainland Dawn's Beauty, more death and souls to reap.
'You have found a wolf, and sent the beast to flocks of sheep,'
Galerion told his Masters, 'A terror on Tamriel has set.'

'Speak no more of him,' the sage Cloaks of Gray did say.
'Twas not the first time Galerion thought his Masters callous,
Unconcerned for men and mer, aloof in their island palace.
'Twas not the first time Galerion thought 'twas time to build
A new Order to bring true magic to all, a mighty Mages Guild.
But 'twas the time he left, at last, fair Artaeum's azure bay.

O, but sung we have of Vanus Galerion many times before,
How cast he off the Psijics' chains, bringing magic to the land.
Throughout the years, he saw the touch of Mannimarco's hand,
Through Tamriel's deserts, forests, towns, mountains, and seas.
The dark grip stretching out, growing like some dread disease
By his dark Necromancers, collecting cursed artifacts of yore.
                             [111] MANNIMARCO, KING OF WORMS        371

They brought to him these tools, mad wizards and witches,
And brought blood-tainted herbs and oils to his cave of sin,
Sweet Akaviri poison, dust from saints, sheafs of human skin,
Toadstools, roots, and much more cluttered his alchemical shelf,
Like a spider in his web, he sucked all their power into himself,
Mannimarco, Worm King, world's first of the undying liches.

Corruption on corruption, 'til the rot sunk to his very core,
Though he kept the name Mannimarco, his body and his mind
Were but a living, moving corpse as he left humanity behind.
The blood in his veins became instead a poison acid stew.
His power and his life increased as his fell collection grew .
Mightiest were these artifacts, long cursed since days of yore.

They say Galerion left the Guild, calling it 'a morass,'
But untruth is a powerful stream, polluting the river of time.
Galerion beheld Mannimarco's rise through powers sublime,
To his mages and Lamp Knights, 'Before my last breath,
Face I must the tyranny of worms, and kill at last, undeath.'
He led them north to cursed lands, to a mountain pass.

O those who survived the battle say its like was never seen.
Armored with magicka, armed with ensorcelled sword and axe,
Galerion cried, echoing, 'Worm King, surrender your artifacts,
And their power to me, and you shall live as befits the dead.'
A hollow laugh answered, 'You die first,' Mannimarco said.
The mage army then clashed with the unholy force obscene.

Imagine waves of fire and frost, and the mountain shivers,
Picture lightning arching forth, crackling in a dragon's sigh.
Like leaves, the battlemages fly to rain down from the sky,
At the Necromancers' call, corpses burst from earth to fight,
To be shattered into nothingness with a flood of holy light.
A maelstrom of energy unleashed, blood cascades in rivers.

Like a thunderburst in blue skies or a lion's sudden roar,
Like sharp razors tearing over delicate embroidered lace,
So at a touch did Galerion shake the mountain to its base.
The deathly horde fell fatally, but heeding their dying cries
From the depths, the thing they called Worm King did rise.
Nirn itself did scream in the Mages' and Necromancers' war

His eyes burning dark fire, he opened his toothless maw,
Vomiting darkness with each exhalation of his breath,
All sucking in the fetid air felt the icy touch of death.
In the skies above the mountain, darkness overcame pale,
Then Mannimarco Worm King felt his dismal powers fail:
The artifacts of death pulled from his putrid skeletal claw.

A thousand good and evil perished then, history confirms.
372                          [111] MANNIMARCO, KING OF WORMS

Among, alas, Vanus Galerion, he who showed the way,
It seemed once that Mannimarco had truly died that day.
Scattered seemed the Necromancers, wicked, ghastly fools,
Back to the Mages Guild, victors kept the accursed tools,
Of him, living still in undeath, Mannimarco, King of Worms.

Children, listen as the shadows cross your sleeping hutch,
And the village sleeps away, streets emptied of the crowds,
And the moons do balefully glare through the nightly clouds,
And the graveyard's people rest, we hope, in eternal sleep,
Listen and you'll hear the whispered tap of the footsteps creep,
Then pray you'll never feel the Worm King's awful touch.
                            [112.1] MANUALS: MANUAL OF ARMOR                                 373



[112] Manuals

[112.1] Manual of Armor


                                   MANUAL OF ARMOR


This manual is commissioned by General Warhaft to serve as a guide and manual to armor for
all officers in the Imperial service.

On the battlefield, a soldier's armor should reflect his principal duties. Scouts, light cavalry,
archers, and raiding skirmishers should wear light armor. Mobility and speed is of paramount
importance to these troops. It is recommended that a cuirass and greaves be worn at all times.
Helmets, gauntlets and boots are of value to cavalry and skirmishers, but not scouts or
archers.

Light armor is made from fur, leather, chainmail, mithril, elven or glass. This is also the order
of their quality and expense, fur being the least protective and cheapest, and glass the best and
most expensive. Fur, leather armor, and chainmail are readily available throughout the
empire. Mithril, elven and glass are exceedingly rare and are only found in ancient ruins and
remote tombs.

Heavy armor should be reserved for the frontline infantry, pikemen, heavy cavalry or foot
knights. All officers should be issued heavy armor. Helmets, cuirass and greaves should be
standard issue at all times. Boots and gauntlets are only necessary for the cavalry and foot
knights.

Blacksmiths can forge heavy armor from iron, steel, dwarven, orchish, ebony or daedric. This
is also the order of their quality and expense, iron being the least useful and cheapest, with
daedric the most effective and expensive. Iron and steel plate mail can be found in most any
blacksmith's shop. The other materials are rare and armor made from them is only found in
ancient treasure hoards hidden deep underground.

Advanced practitioners in the Mages Guild know the secrets of placing enchantments upon
pieces of armor. The greatest enchantments are typically placed on armor made from rarer,
more durable materials, such as ebony and daedric, but even iron can be made to take an
enchantment.


The self-styled Bard of Battle, Amorous Janus, once penned a comedic ballad about a
Colovian general who was constant removing and re-equipping his armor every few minutes
to conserve the magicka powering it. By way of response to the implied criticism, the general
had him mounted on the front of a battering ram during the siege of Castle Fallow.
374                           [112.2] MANUALS: MANUAL OF ARMS



[112.2] Manual of Arms


                                     MANUAL OF ARMS


This manual is commissioned by General Warhaft to serve as a guide and manual to arms and
weapons for all Imperial officers in the field.

Obviously, a soldier's weaponry should reflect his skills. Skill with a blade is recommended
for daggers, shortswords, longswords, and claymores. Skill with blunt weapons is desirable to
wield the war axe, mace, battle axe and war hammmer. To the uninitiated, axes and hammers
may seem to be very different weapons, but the rhythm, drill, and physical strength used by
both weapon types are virtually identical. Only those with marksman skill should be outfitted
with the bow.

Most of these weapons are commonly used in combination with a shield. The claymore, battle
axe and war hammer,however, require both hands to use. These two-handed weapons are best
suited to heavily-armored knights, berserkers and those soldiers that hold the flanks of the
line.

Arms have been made from many materials over the ages, and each material varies in weight,
durability, and cost. These materials are here ranked in order of desirablility and cost, with
cheapest and least desirable listed first: iron, steel, silver, dwarven, elven, glass, ebony, and
finally daedric. Some armorers correctly observe that silver weapons are slightly less durable
than steel; nonetheless, its unique ability to affect ghosts, wraiths and certain types of Daedric
creatures is undisputed.

Bows can be made with laminated cores of the same materials. This provides a higher tensile
strength and therefore greater power on the draw. The materials used in the arrow, particularly
in the arrowhead, can affect its mass and penetration. Thus, the quality of the bow and of the
arrow are taken together to determine the weapon's overall armor penetration.

Enchanted weapons are mentioned in virtually every fable and song. The magic on such items
lies dormant until they strike an opponent. At that moment the enchantment is activated,
causing distress and injury to the target. Enchantments on bows are transferred to the arrow at
the moment of release. Should the arrow have an enchantment of its own, however, the
missile now carries both enchantments and delivers them to the target.

An enchanted weapon has a limited reservoir of magicka. Each blow drains some of its
reserves, until finally it is drained dry. The enchantment can be recharged by arcane processes
involving soul gems. The more powerful the soul in the gem, the more magicka is restored to
the item.
                               [112.3] MANUALS: MANUAL OF SPELLCRAFT                       375



[112.3] Manual of Spellcraft


                                     MANUAL OF SPELLCRAFT
                                       An Introductory Text


{[The book contains an inordinate number of scrawlings along the margins; the few that are
immediately readable suggest they are notes for someone who needs frequent reminders on
the basics of spell casting.]}1


                                        The Beginning Spellcaster

The most powerful mages in Tamriel were once beginners. They all had similar early
experiences: exposure to magic kindled an interest and/or unlocked some latent ability,
followed by years of hard work. These intrepid souls honed their skills, learned new spells,
and vigorously trained their minds and bodies to become the formidable figures they were
known as during their later lives.

The Mages Guild of Tamriel has long been the first stop on a long road to knowledge and
power for many individuals. Providing magical services to the general public, the Guild offers
a wide variety of spells for purchase, and is recommended as a first stop for any aspiring
spellcaster. Independent dealers may be found, though their selection of spells is often not as
comprehensive as that of the Mages Guild.

Many spells are beyond the capabilities of beginning mages; the ability to render one's self
invisible, for example, is an advanced power and is beyond the novice spellcaster. Through
practice, a mage may become more skilled in a given school of Magic and find himself
proficient enough to begin exploring its more powerful aspects. The fledging mage should not
be daunted by his inability to wield certain powers, but should instead use this as a point of
focus and a drive for bettering himself. Rather than becoming discouraged, the student should
look forward to higher levels of skill, such as the advanced techniques of absorbing spells,
summoning lesser (and eventually greater) Daedra and undead -- for research purposes only --
and protection against specific types of spells, such as Fire, Frost, and Shock spells.

Mages wishing to specialize in a particular school of magic are encouraged to learn as many
spells of possible within that school, and to practice them frequently. All mages, whether
specializing or nurturing a general interest, are encouraged to apply for membership within
the Mages Guild. Beyond services available to the general public, the accomplished Guild
member has access to many exclusive services such as Advanced Spellcraft and Enchanting.
These services have been deemed potentially dangerous to the public at large, and have been
restricted to higher-ranked Guild members in good standing by the Council of Mages.

Citizens interested in the further use of magic should consult their local Mages Guild
ArchMagister.


1
    From Jeanne Frasoric's copy (MG06ManualSpellcraft).
376                        [112.4] MANUALS: MANUAL OF XEDILIAN



[112.4] Manual of Xedilian


                                      Manual of Xedilian


On the subject of Xedilian's construction, Lord Sheogorath, let me begin by extending the
warmest regards to you and your noble being. The construction was completed on time and
well under budget as you demanded ("under pain of fun," I believe you are quoted as saying)
and with only the most infinitesimal loss of life. I am proud to say that by harnessing the
energy of that most unusual crystalline formation, Xedilian should maintain itself for years to
come (with proper maintenance of course). At your request, I have included the full operation
instructions for each section of the site. If you have any other questions, please feel free to
bother me anytime (like when you originally thought of this idea in the middle of the night).

The heart of Xedilian is its power source, the Resonator of Judgment. By tuning this huge
chunk of crystal with the Attenuator of Judgment (a "tuning fork" of sorts), we have released
a wave of siren-like sound that will draw anyone from outside the Isles. Three Focus Crystals
have been placed throughout the site to assist in keeping this wave of sound even and stable.
This site will not function without all three Focus Crystals running in unison, so it's important
to keep them clean and safe on their "cradles" (which I have called their Judgment Nexus).
The Focus Crystals are irreplaceable at this time, so take proper precautions guarding the site
when not in use.

Xedilian is split into three encounter areas all linked with the latest in arcane transport
technology. As the hapless "Xedilianites" (it was fun to experiment on them, thank you for
that) make their way through each room, they are subjected to a test based either on the Manic
philosophy or that of the Demented... whichever suits your whim at the time. All you need do
is push a single button, then sit back with your favorite wine (we've provided luxurious
observation platforms from which to enjoy the show) and watch the results.

Each encounter area has a unique theme that matches your requests as close as we could
provide. I think you'll be pleased with the results. Below I have detailed each room and the
effects you can expect from them (in brief, as I know your lordship is busy):

Chamber of Conversion

A fairly empty room with a large grating on the floor and single, half-sized "harmless" Gnarl
wandering in the center.

Manic Result
Our small, harmless Gnarl will be grown in size to nearly thrice that of the average
Xedilianite. Most we observe run around in an attempt to escape the lumbering creature.
Eventually, it will stop and fade away. The magic of the room is enhanced by the spore gas
we pump in through the grating.

Demented Result
Our tiny friend Gnarl is joined by a small swarm of its brethren and they attack our surprised
guests! Genius!
                           [112.4] MANUALS: MANUAL OF XEDILIAN                             377

Chamber of Avarice

In this room, a huge mound of treasure sits atop a half-ziggurat inside a securely locked cage
(to which there is no key).

Manic Result
We drop several hundred keys to the ground that are all exact duplicates. It's amusing to
watch Xedilianites scramble through the keys for the correct one. Some spend days. Amazing.

Demented Result
When the Xedilianite reaches the top of the ziggurat; we blast them with a highly concussive
flame spell. The blast always sends them flying... good fun for all, discounting those that do
not survive.

Chamber of Anathema

As you requested, we saved this one for last. The Xedilianite that has the mettle to make it
this far now faces the toughest challenge of all. This room features freshly killed corpses,
blood, and plenty of hanging bodies (for your darker moods, my lord).

Manic Result
We kill the Xedilianite, and cause a specter of his former self to rise from the body. Not many
Xedilianite minds can handle this one... most go insane this far into the site. I must confess,
this room is a favorite of mine.

Demented Result
Nothing better than a good old-fashioned battle! We raise at least double the number of
zombies as there are Xedilianites and let them all have at it! Simple, elegant, and deadly.

I hope you are pleased with the results of Xedilian. I know you'll have just as much fun using
it as we had fun constructing it. Strangely, we have yet to receive payment for the site, but I
am sure it is just a minor oversight and it will be corrected as soon as your lordship has a
mome...
378                  [113.1] MAPS: GRANTHAM BLAKELEY'S MAP



[113] Maps

[113.1] Grantham Blakeley's Map
                        [113.2] MAPS: PALE PASS MAP   379



[113.2] Pale Pass Map
380                           [113.3] MAPS: THE PILGRIM'S WAY



[113.3] The Pilgrim's Way


                                      The Pilgrim's Way




If you wish to repent of your sins and rededicate your life to the Gods, pray at the Wayshrines
of the Nine.

May the Nine hear your prayers and look upon you with tender loving kindness.
                        [114] MASTER ZOARAYM'S TALE   381



[114] Master Zoaraym's Tale*


See vol. I.
382                 [115] THE MIRROR



[115] The Mirror*


See vol. I.
                 [116] MIXED UNIT TACTICS IN THE FIVE YEARS WAR   383



[116] Mixed Unit Tactics in the Five Years War*


See vol. I.
384                                [117] MODERN HERETICS



[117] Modern Heretics


                 Modern Heretics: a Study of Daedra Worship in the Empire
                                  Haderus of Gottlesfont


Daedra worship is not prohibited by law in Cyrodiil. Primarily this is a result of the Imperial
Charter granted the Mages Guild permitting the summoning of Daedra. Nonetheless, chapel
and public opinion is so strongly against Daedra worship that those who practice Daedric
rituals do so in secret.

However, opinions about Daedra worship differ widely in other provinces. Even in Cyrodiil,
traditional opinions have changed greatly over the years, and some communities survive
which worship Daedra. Some more traditional Daedra-worshippers are motivated by piety and
personal conviction; many modern Daedra-worshippers are motivated by a lust for arcane
power. In particular, questing heroes of all stripes seek after the fabled Daedric artifacts for
their potent combat and magical benefits.

I personally have discovered one community worshipping the Daedra Lord Azura, Queen of
Dawn and Dusk. A researcher curious about Daedra worship might research in several ways:
through a study of the literature, through exploration and discovery of ancient daedric shrines,
through questioning local informants, and through questioning worshippers themselves. I used
all these means to discover the shrine of Azura.

First I read books. References like this one may provide a helpful general background
concerning Daedric shrines. For example, my researches led me to understand that, in
Cyrodiil, Daedric shrines are generally represented by statues of Daedra Lords, are generally
situated in wilderness locations far from settlements, that each shrine generally has associated
with it a community of worshippers, often referred to as a 'coven', that shrines have associated
with them a particular time -- often a day of the week -- when a Daedra lord might be
solicited, that Daedra Lord often will not deign to respond unless they regard a petitioner of
sufficient prowess or strength of character, that they will only respond if given the proper
offering [the secret of which offering often known only to the community of worshippers],
and that, in return for the completion of some task or service, the Daedra Lords will often
undertake to offer an artifact of power to a successful quester.

Then I questioned locals with an intimate knowledge of the wilderness. Two classes of
informants I found especially useful -- well-traveled hunters and adventurers [who might
come across shrines in their travels], and scholars of the Mages Guild. In the case of the
Shrine of Azura, both sources were profitable. I discovered a Cheydinhal hunter who had
chanced across a strange epic statue in his travels. The statue was of a woman with
outstretched arms; in one hand she held a star; in the other hand, she held a crescent moon. He
had shunned the statue out of superstitious fear, but had marked the location in memory --far
north of Cheydinhal, northwest of Lake Arrius, high in the Jerall Mountains. Then,
proceeding to the local Mages Guild with a description of the statue, I was able to confirm
from its description the identity of the Daedra Lord worshipped.
                                   [117] MODERN HERETICS                                   385

Having discovered the location of the shrine, I visited it, and discovered there the community
of worshippers. Because of the strength of opinion against Daedra worship, the worshippers
were, at first, reluctant to admit their identity. But once I had won their trust, they were
willing to divulge to me the secrets of the times when Azura would hear petitions [from dusk
to dawn], and that the offering required by Azura was glow dust, a substance obtained from
the will-o-the-wisp.

I am, of course, nothing more than a chapelman and scholar, so it did not lie within my power
to find a will-o-the-wisp to obtain glow dust; nor am I certain that Azura would have found
me worthy to make such an offering, even had I proffered it. But I was assured that if I had
been able to make such an offering, and if it had been accepted, Azura would have given me
some sort of quest, which, if completed, might have earned me the reward of Azura's Star, a
Daedric artifact of legendary magical powers.

I have since heard rumors of the existence in Cyrodiil of several other Daedric shrines, of the
Daedric Lords to which they are dedicated, and the Daedric artifacts that might be won by
questing heroes. Hircine the Huntsman, for example, is linked in legend to the Savior's Hide,
a powerful enchanted armor. The sword Volendrung is associated with Malacath, Lord of
Monsters, and the eponymously named Mace of Molag Bal is also thought to be the object of
Daedra worship. Other Daedra Lords, their shrines and worshippers, remain to be discovered
in Cyrodiil by earnest and persistent researchers.
386                        [118] MYSTERIOUS AKAVIR



[118] Mysterious Akavir*


See vol. I.
                          [119] MYSTERIOUS SCROLL   387



[119] Mysterious Scroll
388                      [120] MYSTERIUM XARXES



[120] Mysterium Xarxes
[120] MYSTERIUM XARXES   389
390                  [121] THE MYSTERY OF PRINCESS TALARA



[121] The Mystery of Princess Talara*


See vol. I.
                   [122] MYSTICISM   391



[122] Mysticism*


See vol. I.
392                                [123] MYTH OR MENACE?



[123] Myth or Menace?


Many investigators have attempted solve the riddle of the Thieves Guild. Despite repeated
proofs that no viable Thieves Guild exists, the rumors persist. Whenever historians search for
evidence of this shadowy organization, nothing is found. Witnesses know nothing. Safe
houses are empty. Fences turn out to be simple businessmen.

Let me clarify by stating that thieves most certainly do exist. They rot in dungeons all across
Tamriel. Certainly bands of thieves work together to commit crimes. On rare occasions there
has even been documented cases were persistent bands of thieves have worked together for
years at a time committing thefts and other crimes.

However, a guild is different than a band. A guild implies an organization with membership
rolls. It would have a financial structure, which would include member dues or some other
means of securing funds. It would have rules of conduct or behavior. It would have a
hierarchical leadership structure. Within this structure there would be methods of
advancement and succession.

The best documented case of a Thieves Guild was found in Morrowind. For a brief time
Gentleman Jim Stacey ran a ring of thieved that robbed wealthy merchants and nobles all
across that island nation. During the recent Nevarine incident, the Fighters Guild and the
shadowy Morag Tong eliminated this band of thugs. The final fate of Jim Stacey himself is
not known.

The Morrowind Thieves Guild did have a financial structure and a leadership structure. It
satisfied many of the conditions of a true guild. However, it was short lived. Public
knowledge of Stacey's group lasted for only a few years at most. Although the Fighters Guild
has claimed credit for wiping them out, some historians believe the group merely went deeper
undercover.

The problem with determining the non-existence of the Thieves Guild is quite logical. It is not
possible to prove a negative. I cannot prove definitively that the Thieves Guild does not exist,
only that historians have been unable to document one.

If a Thieves Guild were to be operational in Cyrodiil, one would think that crime would be
rampant, which it is not. The very nature of thieves makes it impossible for them to trust one
another sufficiently to work together for very long. By nature a thief is a rule breaker.
Therefore an organization that has rules would fail if all it's members were thieves. For these
reasons, I dispute the existence of a modern day Thieves Guild in Cyrodiil.
                                [124] MYTHS OF SHEOGORATH                                  393



[124] Myths of Sheogorath


                                    Myths of Sheogorath
                                     By Mymophonus


Sheogorath Invents Music

In the earliest of days, in a time when the world was still raw, Sheogorath decided to walk
amongst the mortals. He donned his guise of Gentleman With a Cane, and moved from place
to place without being recognized. After eleven days and eleven nights, Sheogorath decided
that life among mortals was even more boring than his otherworldly existence.

"What can I do to make their lives more interesting?" he said to himself. At that same
moment, a young woman nearby commented wistfully to herself, "The sounds of the birds are
so beautiful."

Sheogorath silently agreed with her. Mortals could not make the beautiful and inspired calls
of birds. Their voices were wretched and mundane. He could not change the nature of
mortals, for that was the purview of other Daedric Princes. However, he could give them tools
to make beautiful sounds.

Sheogorath took hold of the petulant woman and ripped her asunder. From her tendons he
made lutes. From her skull and arm bones he made a drum. From her bones he made flutes.
He presented these gifts to the mortals, and thus Music was born.

Sheogorath and King Lyandir

King Lyandir was known to be an exceedingly rational man. He lived in a palace that was a
small, simple structure, unadorned with art and ugly to look upon. "I do not need more than
this," he would say. "Why spend my gold on such luxuries when I can spend it on my armies
or on great public works?"

His kingdom prospered under his sensible rule. However, the people did not always share the
king's sense of practicality. They would build houses that were beautiful to look upon,
although not necessarily very practical. They devoted time and energy to works of art. They
would celebrate events with lavish festivals. In general, they were quite happy.

King Lyandir was disappointed that more of them did not follow his example and lead frugal,
sensible lives. He brooded on this for many years. Finally, he decided that his subjects simply
didn't understand how much more they could accomplish if they didn't waste time on those
frivolous activities. Perhaps, he reasoned, they just needed more examples.

The king decreed that all new buildings must be simple, unadorned, and no larger than was
necessary for their function. The people were not happy about this, but they liked their king
and respected the new law. In a few short years, there were more plain buildings than ornate
ones. The citizens used the money saved to make and buy even more lavish art and hold even
more excessive celebrations.
394                             [124] MYTHS OF SHEOGORATH

Once again, King Lyandir decided to provide them a strict example of how beneficial it would
be to use their time and resources for more practical purposes. He banned all works of art in
the city. The people were quite put out by this, but they knew that their king was doing what
he thought was best for them. However, human nature is not so easily denied. In a few more
years the city was filled with plain, simple buildings, and devoid of any sort of art. However,
the people now had even more money and time to devote to their parties and festivals.

With a heavy heart, King Lyandir decided that his people were to be treated like children.
And like all children, they needed rules and discipline laid down by great figures of authority
to make them understand what was truly important in life. He decreed that there should be no
revelry in the city. Singing, dancing, and music were all banned. Even food and drink were
limited to water and simple foodstuffs.

The people had had enough. Revolt was out of the question, since King Lyandir had a very
well trained and equipped army. They visited the shrines and temples in droves, praying to all
the gods, and even to some of the Daedric Princes, that King Lyandir would revoke these
new, oppressive laws.

Sheogorath heard their pleas and decided to visit King Lyandir. He appeared to the king in his
dreams as a field of flowers, each with arms instead of petals and the face of the Madgod in
the center. "I am Lord of the Creative and Lord of the Deranged. Since you have no use for
my gifts of creativity, I have decided to bless you with an abundance of my other gift."

From that day forward, every child born in the city was born into madness. Since infants do
not reveal illnesses of the mind, it was several years before this was realized. The king's own
son was among the victims, suffering from seizures and delusions. Yet, King Lyandir refused
to change his ways.

When his son, Glint, was 12 years old, he stabbed his father while Lyandir was sleeping. With
his dying breath, King Lyandir asked, "Why?" His son replied, "It is the most practical thing I
could do."

The new, young king ordered all the palace servants slaughtered. He ordered a grand festival
to celebrate his new reign and the repeal of Lyandir's laws. He served the crowds a stew made
from the carcasses of the palace servants. He ordered the east facing walls of every building
painted red, and the west facing walls painted in stripes. He decreed that all citizens wear
ornate masks on the backs of their heads. He then burned down the palace and began
construction of a new one.

In the new palace, the young king ordered his personal chambers to not have any doors; for
fear that small woodland creatures would attack him. He ordered that it have no windows for
fear that the sun and moon were jealous of him and plotting his death.

And thus ended the line of King Lyandir. The people of the city returned to their grand works
of art and raucous celebrations. They talked and acted as if they still had a living king, and
even kept up the palace, using it to house and care for their mad children. Sheogorath was
mightily pleased with this outcome. From that day forward the city was blessed with more
than the normal number of gifted artists and deranged citizens.
                                [124] MYTHS OF SHEOGORATH                                 395

The Contest of Wills

A mighty wizard named Ravate once walked the Winds of Time to find Lord Sheogorath. His
intent was to win a favor from this most capricious of the Daedric Princes. Upon finding
Sheogorath, Ravate spoke humbly to him, "Lord Sheogorath, I beg a favor of you. I would
gladly drive a thousand men mad in your name if you would but grant me the greater magical
powers."

Fortunately for Ravate, Sheogorath was in a playful mood. He proposed a game, "I will grant
your wish, if you are still sane in three days. During that time, I will do my utmost to drive
you mad. It shall be great fun."

Ravate was not so certain that he liked this new deal. He had been really looking forward to
driving a thousand men mad. "Lord Sheogorath, I regret having disturbed you with my
shallow, selfish request. I withdraw my unfortunate plea and will humbly leave this place."

Sheogorath just laughed, "Too late, mighty Ravate. The game is afoot, and you must play."
Ravate fled, only to find that all exits from the Daedric realm were now sealed. He wandered
aimlessly, constantly looking over his shoulder, jumping at every noise. Each moment
brought new terror as he waited for Sheogorath to begin.

After three days, Ravate was convinced that every plant and animal was a tool of Sheogorath.
He hadn't eaten or drunk for fear that Sheogorath had poisoned the food or drink. He hadn't
slept for fear of Sheogorath invading his dreams. (Which was foolish, as dreams are the
domain of Vaermina, may She grant us Restful Sleep.)

It was then that Sheogorath appeared to him. Ravate cried out, "You have set the whole world
to watching me! Every creature and plant are doing your bidding to drive me mad."

Sheogorath replied, "Actually, I have done nothing. You have driven yourself mad with your
fears. Your delusions prove that you are truly deranged, and therefore I win. While you
wanted to make a thousand men mad, I only wanted to break one man's mind, yours."

From that day forward Ravate served Sheogorath's every whim. Whenever daring travelers try
to approach Sheogorath, Ravate warns them, "Sheogorath is already inside each of us. You
have already lost."
396                              [125] NECROMANCER'S MOON



[125] Necromancer's Moon


                                     Brothers and Sisters
                                        of the Worm!


Despair not at the trials we now face, for our time comes swiftly.

The God of Worms watches over our Order, and will deliver us from these troubled times on
the Day of Reckoning. Until then, perform His works in secret, serve His needs, and look to
the skies for His signs.

The Revenant, the Necromancer's Moon, watches over us all. His Form, ascended to
Godhood, has taken its rightful place in the sky, and hides the enemy Arkay from us so that
we may serve Him. Watch for the signs: when the heavenly light descends from above, hasten
to His altars and make your offering, so that He may bless you with but a taste of His true
power. Grand Soul Gems offered to Him will be darkened, and can be used to trap the souls
of the unwitting; a feat even the great N'Gasta would marvel at.

Stay faithful to the Order of the Black Worm, and in time your loyalty will be rewarded.
Soon, He will return to set the world right in due time, and those who would stand in his way
will suffer enternally at his hands, just as those who stood opposed before.

Until that day, you must believe and be patient. Hide in your caves, in your ruined forts, in
your secret lairs. Raise your minions, summon your servants, cast your spells. Answer the call
of the Order when you are needed. Watch and listen.
                       [126] NEREVAR MOON-AND-STAR   397



[126] Nerevar Moon-and-Star*


See vol. I.
398                     [127] N'GASTA! KVATA! KVAKIS!



[127] N'Gasta! Kvata! Kvakis!*


See vol. I.
                          [127] N'GASTA! KVATA! KVAKIS!   399



[128] Night Falls on Sentinel*


See vol. I.
400                                       [129] NIRNROOT MISSIVE



[129] Nirnroot Missive1


This brings me to my next subject, the glowing root known as Nirnroot.

Although the oddly tenacious root grows almost anywhere a significant body of water is
present, this root is extremely rare, and I believe soon to become extinct. I myself have yet to
come across one of the gnarled shoots, as they're rarely in sight of the roads that cross
Cyrodiil. According to the records of the noted Imperial Herbalist Chivius Regelliam, the
Nirnroot once flourished and could be found all over the country, but he suspected a
cataclysmic event severely stunted their growth. Although many scholars reject the proposal
that the Sun's Death event of 1E 668 catastrophically affected plant life, Chivius feels that the
Nirnroot's lineage was damaged by the lack of sun for a full year. Whereas other plant species
tend to "find a way," the Nirnroot's mysterious magical nature made it especially susceptible
to this climate shift. While this may or may not be the case, it's certainly true that the recorded
sightings of Nirnroot are declining as the years pass.

The most perplexing facet of Chivius's studies is that his notes describe the root as having a
yellowish glow. Contrary to this fact, the Nirnroot of today has a soft bluish or blue-white
glow. Unfortunately, since not many studies of the Nirnroot were performed from Chivius's
day until now, it's unknown when or why this occurred. What I'm proposing today is that the
Nirnroot, even though merely a plant, sensed impending extinction and therefore changed its
own nature to survive. One of the more obvious facets of today's Nirnroot that supports this
theory is the fact that it can now survive underground without any sunlight at all. While it's
true that generally only mosses and fungi grow in these environments, I have two signed
depositions by persons claiming that they sighted the Nirnroot in deep caves. Not once in
Chivius's copious notes is a subterranean Nirnroot mentioned. But how could this be? How
could a surface dwelling plant suddenly begin appearing in new locations radically different
from its normal habitat?

The answer, my fellow alchemists, is nestled within Chivius's own notes. Although he spends
a great deal of time with the Nirnroot in his laboratory, the one thing he neglected to test at a
high enough level of detail was the soil. As stated previously, Chivius felt that the Sun's
Death, the eruption of Red Mountain, contributed to the demise of the Nirnroot. Agreed. My
amendment to that proposal is that the ash that fell from the sky that entire year mixed with
the soil, and again, due to the magical nature of the root, contributed to the aforementioned
changes. The ash became a catalyst of sorts, forcing a change in the very makeup of the
Nirnroot. Although very little ash from that dark time remains, I have done tests on newer ash
samples sent to me from Vvardenfell. They show little to no magical properties, certainly
none of which could affect a plant to that magnitude. However, the rare occurrence of what's
known as Ash Salt in the normal ash does contain very potent magical abilities. In fact, some
native Dunmer are said to harness that ability to create a cure for the Blight, which pervaded
their realm many years ago. I feel this magic, meshed with the Nirnroot's inherent magic
caused the radical change... in essence; the root "healed itself."

To surmise, my two proposals are certainly linked. The plant needed to survive, and therefore
used a byproduct of its destructor to do so. No other plant in nature has ever come close to

1
    Written by the Skingrad alchemist Sinderion for an Imperial Alchemy Symposium (in-game information).
                                   [129] NIRNROOT MISSIVE                                  401

this metamorphosis. I feel the Nirnroot has accomplished in a relatively short amount of time
what it would take other species millions of years to complete.

Whatever the case may be, one thing is certain; the Nirnroot is on a path to destruction. It
contains untapped potential to create potions the likes of which have never been seen in our
day. I propose to you today that we divert a small portion of our funds to an expedition to
collect some of these roots to study. I have outlined this proposal for your perusal after this
section of the Symposium. Please, seriously consider this proposal before it becomes too late,
and the Nirnroot becomes nothing but a memory.

Thank you for your time.
402                       [130.1] NOTES: ALVAL UVANI'S SCHEDULE



[130] Notes

[130.1] Alval Uvani's Schedule


As he travels around Cyrodiil, Alval Uvani can be found at the following locations, on the
following days:

Morndas/Tirdas -- Bravil -- The Lonely Suitor Lodge

Middas/Turdas -- Skingrad -- The West Weald Inn

Fredas/Loredas -- Bruma -- Olav's Tap and Tack

Sundas -- Leyawiin -- Alval Uvani's House (rented property)

Keep in mind that there may be some variation based on the time it takes for him to get to the
different cities.
                            [130.2] NOTES: APPRENTICE'S NOTE                           403



[130.2] Apprentice's Note


Forgemaster -
When next you can take leave, I wish to speak with you. I know you have had reservations
about allowing me to assume more duties, but I think you will reconsider when I recount for
you some of the atrocious things my counterpart has said in your absence.
404                           [130.3] NOTES: BLOODSTAINED NOTE



[130.3] Bloodstained Note


I have watched you from afar and feel it is time to make myself known. I am Greywyn, the
last of the Crimson Scars. Once a powerful force rivaling the Dark Brotherhood itself, the
Scars were the true followers of Sithis and the masters of deception. I will be departing this
world soon, as the cold embrace of the Night Lord calls to me. All I have I leave as a legacy
to you. My home, Deepscorn Hollow, will be your new haven. Use the map on the reverse of
this note to find it. All that lay within is yours to do with as you please. I have but one request
in return... further the ways of shadow and honor Sithis with the darkest of deeds. Make the
virtuous pay for their blasphemy with their lifeblood staining your blade. May Sithis guide
you.

Greywyn
                            [130.4] NOTES: CINDANWE'S NOTEBOOK                                405



[130.4] Cindanwe's Notebook


                                     Cindanwe's Notebook


The sun listens to my greenness. But where did the moon frown? The sky is empty of
children, and the earth eats strawberries. Yet, why do the worms taste of bitter-plumb?

Everyone is bereft of spores. Or the spores have devoured us all and we are left with nothing.
Or everything is inside us, though we find ourselves swimming in rock, where strange things
remain, and known things fall outside of their own selves - let alone from each of us!

Why play the paintbrush against her? She always stands close to being far away. And what of
the farm then? Shall it twinkle in the breeze of lyricism? How should I know?

What I do know is this: the grass drinks flower dust like a glass bead swallowed tastes
nothing like water. And furthermore, wherever one finds the absence of something, that
something surely exists someplace else, or else how could it be absent. There is wisdom in
this!

Yes, and everything has its place, and every place its thing belonging to it. It is the way of all
things. Even those things misplaced know where they belong. They long to be. That is the
whole point of belonging, is it not? And yet we are never so lonely as the stars, as when we
find ourselves possessed. Of love? Of death? Of what then? Life?

But they call me Enemy, even as they exalt me. Yet even the wind is slave to the clouds... But
the rain? It bounces against the sky like apples in a basket, and for what? What shall become
of us when the pod pits die?

I would like to think that the bleak summer does not herald the death of the rain. But who is to
say one way or the other? If the butterflies make up the walls, how does one see inside a room
at night? Perhaps the room is already inside us and we are the ones who need occupants, and
our occupants are the ones needing the light.

But I digress.

The spoon that slays monsters is always the last to enter the mouth, and the first to leave. Nor
do eyes in the back of one's head mean that one can walk backwards... do the knees bend that
way? Do the shoes point heavenward? No, we are stuck falling forward until we smash
against the door of eternity. That is the essence of life. To be devoured in our own banality,
though we wish to be something more.

I love this life, but I hate the aftertaste. Like waking from a dream with someone's fingers in
your mouth. How did they get there? Whose hand do they belong to? Whose hand do any of
us belong to, really?
406                         [130.4] NOTES: CINDANWE'S NOTEBOOK

It always comes back to belonging, does it not? It does. As the question knows the answer, the
answer belongs to the question. And that is the whole point, I think: to know the question, and
thus to belong to the answer.

That is why I must write in this book. Everyday. Sometimes twice. The others are jealous of
the windflowers that bloom in these pages. They desire to swallow the ink through their
nostrils, tasting the bitterness of all that life has in store for them... but it is my life that
belongs to me. Even as my house belongs to the things inside it. And insides belong to
outsides, and outsides are never quite as free to do as they think they are.

Always this. One thing after another, but not some things. Some things are better left where
they think they are, not where they really are. Not all places are equal, nor all things
belonging to the same spot. How could that be? No. Surely not.

When my sun shines through the moon's teeth, then it will be time. But not until. Until then I
shall continue to smash my head through windows so that I might see. Where I am. Where
here is. Where I belong. And all things being just so, so I be just. And justice is important in
this life, is it not? How else can a life be justified, but by this?

The sun is forever moving. I must get back to work. I am grateful I have this place to put my
thoughts, lest they become lost and confused as I am (though I'll never let the others see that...
they think I have everything in control)...
                               [130.5] NOTES: CONJURER'S NOTE                               407



[130.5] Conjurer's Note


Acolytes,

The Shield is here. We know this, and yet we have not found it.

The fort has been cleansed, and yet still it eludes us. No doubt it was hidden from eyes such
as ours, hidden with the intent to keep it from those who would learn its secrets.

The gate to the lower levels no longer halts our progress. Make note of the candles along the
walls if you would pass through.

The fort must be held at all costs if we are to succeed. Let none enter. Leave no foe standing.
408                           [130.6] NOTES: CONJURER'S NOTE



[130.6] Conjurer's Note


The prisoner remains uncooperative.

There is little doubt that he was on his own, and none will come to his aid. It has been made
clear to him that unless he reveals what he knows, he shall pay most dearly. And yet still he
holds out.

We give it one more week. If he does not help us reach the Shield, he is to be disposed of,
preferrably in a manner most painful.
                          [130.7] NOTES: CREMATORY INSTRUCTIONS                            409



[130.7] Crematory Instructions


                                   Crematory Instructions


My thanks again for commissioning my work on this crematory. May it serve you and your
kin for generations to come. Please retain this letter of instruction in its use.

Place the remains of the departed within the crematory retort. There is no need to remove
items such as jewelry or clothing, as enchantments on the retort only allow the incineration of
bone itself.

Once the retort is sealed, exit the incineration chamber and close the gate. Depress the nearby
panel to actuate the incinerator. Wait a few moments for the retort to cool before re-entering
the chamber.

Once the retort has been opened, the remains of the departed can be recovered, interred, and
prepared for last rites.
410                             [130.8] NOTES: CRUMPLED NOTE



[130.8] Crumpled Note


14 of Heartfire 3E362

I guess you found the message I told you about, old friend. We've traveled together for so
long, and you're the only one I trust with the ring and my story.

I knew climbing into the window of that wizard's house was a mistake, but the bounty on the
ring was just too enticing to pass up. They said it was worth thousands of drakes... enough to
keep me comfortable for a while as I lay low. They also said Ortharzel was out of town at
some meeting of wizards or some such.

They were wrong on both counts. You'd think I'd be used to this by now, dealing with the
unpredictable in our line of work. But after trying to fence the ring all over Cyrodiil, no one
would touch it. Worse still, Ortharzel was pursuing me the entire time. I had to call in many
favors to stay one step ahead of him.

I decided to strike north and make for Skyrim. As I was crossing the Jeralls, he finally caught
up to me. Two fireballs later, I found myself tumbling down a steep snowy slope into a valley.
Don't know where I am, but there are ruins of some old fort here. Luckily, that fetcher didn't
follow me down; I assume he gave me up for dead.

I think I'm going to stash the ring in this valley, make for Skyrim, and return later when I feel
it's safe. I've used some old chests I found in the ruins to make sure nobody stumbles across
the ring by mistake; you know, the old key to a key thing like we used to do. If I don't make it
back here, and you're reading this message, then the ring is all yours, my friend. Use it well
and remember me.

G.S.
                         [130.9] NOTES: CRUMPLED PIECES OF PAPER 1-4                   411



[130.9] Crumpled Pieces of Paper

[130.9.1] Crumpled Piece of Paper



[blank crumpled piece of paper]


[130.9.2] Crumpled Piece of Paper



[blank crumpled piece of paper with lines scratched in a trembling hand]

THE HORROR

THE HORROR


[130.9.3] Crumpled Piece of Paper



[blank crumpled piece of paper with a line written in a trembling hand]

I shall lie here in the dark waiting for death


[130.9.4] Crumpled Piece of Paper



Each day this cave foils me. I could swear I am near the surface when I awake shaking, cold
and in this dank inner keep. Here I must keep notes of the way out.

Three steps forth, five steps right, six steps up and seven for woe.

Eight steps make the children cry, Nine steps pop Khajiit's eyes!

Ten steps mark the Worm King's Wrath, Eleven steps through the gates, of scorched
Oblivion!

Worm of Death Take Vangaril




__________
Transliteration:

Worm of Death Take Vangaril
412                      [130.9] NOTES: CRUMPLED PIECES OF PAPER 5-8


[130.9.5] Crumpled Piece of Paper



Rot, decay, and O the worms! The pitiful scrabbling of this mortal shell shall soon be quieted.
Vangaril! Fool! Struggle no more. When you read these words, know that your graying skin,
your failing breath, know that they are your own doing, your own foil and folly! Soon, you
will be no more, and Lich Erandur will consume you, from within. Resign unto your fate; join
Us.


[130.9.6] Crumpled Piece of Paper



Mother,

What do you expect me to do about it? Come to the City, track down the assassins, and bring
them to justice myself?

And are there assassins banging on your door? Do you have some reason to think they're
coming for you next?

Please. Don't panic. These assassinations have upset everyone. But you just have to go on
with your life.

I don't know what you're worried about. Everything is fine here. Everyone is getting on with
business, like the Chancellor says. The Elder Council has everything under control. Certainly
you don't expect me to


[130.9.7] Crumpled Piece of Paper



Mother,

I know you're upset. But please. I have important duties here at the Priory, and I can't come to
the Imperial City and babysit you. Just stay calm, like Chancellor Ocato says, and pray for the
Emperor and his sons.



[130.9.8] Crumpled Piece of Paper



Mother,

Goods Gods! Don't go crazy on me! You'd think the streets of the Imperial City were filled
with rioters and the Legions were being called out to restore order.
                          [130.9] NOTES: CRUMPLED PIECES OF PAPER                            413

We've had no disturbances at all here in Chorrol, and I've heard of nothing at all in the City or
in the other towns. People are doing just as Chancellor Ocato said -- staying calm, and
honoring the memory of the emperor and his sons by getting along with their lives. Running
around like frightened children isn't going to help anyone. I haven't got time to
414                            [130.10] NOTES: DECREPIT NOTE



[130.10] Decrepit Note


Ignorant fool! I could have delivered Lainlyn to him, and more. But time is of no consequence
to me any longer! While he is growing old, I will be only growing stronger, to await the day
when I will return to claim my rightful place among the powers of this world!

The darkness is not so bad. I come to like it. My companion is not very talkative, but that is
just as well. I see now that my procedure was somewhat flawed -- the flesh was not fully
imbued with life as I intended. But his spirit remains strongly bound. He will provide me with
an excellent test subject, as long as I am careful to do no permanent damage.

Sometimes I awaken, and do not know where I am or what I have been doing. How to tell the
passage of time here? Why should it matter to me? I believe the change is coming over me
quickly now. My lord Mannimarco would be pleased.

Deep night darkness. Sometimes sleep under moon invisible. Howl sweetly, so sweet. My
darkness. Silence.
                               [130.11] NOTES: DIRTY SCROLL                               415



[130.11] Dirty Scroll


Some of the men were worried about these old ruins being haunted, but Mephala take them --
this spot's going to be perfect for ambushing merchants along the road. And all under the nose
of the Imperial Legion!

Finally got some of those big blue stones down today. Berenice got the idea to shoot them
down with her bow. Got 'em all here with me. I don't know what they are, but they stink of
magicka. Bet they'll fetch a nice price with the Mage's Guild.

Two-Coins and that khajiit from Vvardenfell set up their camps down in the tomb. Fine by
me, spares the rest of us the smell.

Two-Coins ran up today, the Khajiit's gone missing. Swore to the Nine that you could hear
claws scrabbling at limestone, but nothing's down there. I'm guessing she got tired of the
smell and snuck out overnight. Two-Coins' stench could peel shells off mudcrabs - I'm
surprised she hung around that long.
416                      [130.12] NOTES: DIVINING THE ELDER SCOLLS



[130.12] Divining the Elder Scolls


...of night. The Elder Scolls themselves can pierce the veil. They offer a view of the flux of
Time itself. The prophet who reads the scroll sees one version of what might be. Another
prophet might have a different vision with equal veracity. The price for insight is the reader's
sight. He is struck blind and...
                                [130.13] NOTES: EARANA'S NOTES                             417



[130.13] Earana's Notes


My dear helper:

Most of the text you've given me is well beyond your comprehension, I'm afraid. I found one
section, however, that had been appended by the keepers of the Imperial Watch, and their
notes will be of use to you.

Return to the ruins of Cloud Top. There you should find a section of pillar that looks
remarkably unlike any other stonework present. The carvings on this pillar were made by the
Ayleids, and the pillar has been infused with significant power.

The following was scribbled in the margins of the book, presumably by the same men who
took the pillar from its original resting place. The notes are smeared in places, so I have
included what I could decipher. Do note that this sounds rather dangerous, and take whatever
precautions you feel are necessary.

"... only seems to function outdoors, where it reacts strongly to magic... terrible power,
capable of striking a man dead on the spot..."

"...transported the stone to a secure location, in order to study it more fully..."

"...guild wizards brought in to focus power of stone. Several severely injured; stone finally
'tuned' to react to shock magic..."

"...Welkynd stone necessary to harness stone's power. Success means powers of shock
unattainable through other means. "

From these notes, and the original Ayleid inscriptions, it seems that our Imperial friends were
attempting to harness some degree of the Ayleid's magical power, and were marginally
successful. I suggest you procure a Welkynd stone for yourself (searching Ayleid ruins will
likely be the quickest method of acquiring one) and return to Cloud Top to cast a shock spell
at the pillar.

What happens then, I think you can comprehend on your own.

-E
418                                  [130.14] NOTES: FADED NOTE



[130.14] Faded Note


                                              Faded Note


I don't think I'll live much longer. My wine supply is thinning, only one bottle left. Bernice's
wine is worthless! I would have lasted longer on Gnarl bark. I'd go back home to resupply,
but Brithaur, that maggot, has stolen my house. It's not just him, though, it's also the others. I
can't leave the safety of the roof. They have a plan for me, I see it in their eyes. Caldana,
Earil, Cutter, ALL OF THEM!

They don't know I'm up here, watching. Not much longer, though. At least they won't find me
or my stash. I've put all my favorite things in an urn, and sunken it in the sewage near the
back of Bernice's dive.

I think I'll drink that last bottle to celebrate.
                               [130.15] NOTES: FOLDED PAGE                               419



[130.15] Folded Page


This day, I have struck down the shade of my former friend and ally. With a heavy heart, as
the Lich wailed and perished, I performed the rites to extract Erandur's soul from Undeath,
and destroy the lich utterly. No dusty text had prepared me for the bizarre events that
occurred, but I am confident that I have freed the soul of Erandur.

I feel compelled to investigate this cavern. Perhaps some dark relics here can be used for
research to better combat necromancers in the future. I will explore, and perhaps emerge with
trophies enough to prove my worth to the guild.
420                           [130.16] NOTES: GLARTHIR'S NOTES 1-3



[130.16] Glarthir's Notes

[130.16.1] Glarthir's Notes



Mondas: Today I caught Bernadette Peneles watching me. I have very little doubt now that
she is one of them. This saddens me. I had thought her one of the few to show me kindness in
this nest of treachery. But now it seems that it was all a lie.


[130.16.2] Glarthir's Notes



Current thoughts on the conspiracy:

Maruhkati Selectives -- Most likely!! Ruthless and secretive. I have undoubtedly earned their
enmity by my vigilance numerous times.

The Blades -- Supposedly the guardians of the Empire. Question: Do they know that I know
their dark secret? Everything hinges on that!

Mythic Dawn -- Need to learn more about them!!! Obscure hints from various sources suggest
they could be the most dangerous of the three. Question: Why do they want me dead?


[130.16.3] Glarthir's Notes



Observation of Davide Surilie:

Morndas: Watched him from my upstairs window. He pretends to work, but I can tell that he
is really watching my house. Spent several hours whispering to his brother. Could Gaston be
involved as well?

Tirdas: Followed him to his vineyard. Don't think he saw me. He went off by himself once --
could have been burying secret evidence? NOTE: Go back tonight and search for this. Could
be the break I need to finally learn the truth!

Middas: Too sick to go out today, but noticed him staring at my window.

Turdas: Searched the vineyard tonight. Found nothing, but the ground had clearly been
disturbed. He must have learned I was spying on him and removed it! NOTE: Need to find
someone from out of town to help me. My movements are too closely watched!

Fredas: Davide watched my house again. He doesn't even try to hide it anymore. They are
becoming more brazen now. Think I am as good as caught in their net. I must strike back
before it's too late! But are desperate measures called for yet? Do I have enough proof to
justify acting?
                              [130.16] NOTES: GLARTHIR'S NOTES 4-9                         421

[130.16.4] Glarthir's Notes



Loredas: Toutius Sextius may be one of them. Noticed him staring at me today near the Low
Gate. I am tempted to stop going out, but that might tip my hand. They must NOT know I am
aware of their agents, or they may finally move against me!

Yes. Toutius Sextius lives alone. No one knows what goes on in that big old house of his.
Could it be the headquarters of the conspiracy? If only my movements were not so closely
watched!


[130.16.5] Glarthir's Notes



Good news! I may still have a chance. Found someone to help me today. A stranger who can
move freely. Hope to have proof against Bernadette Peneles by tonight!


[130.16.6] Glarthir's Notes



Bernadette Peneles is guilty, as I thought! My new agent has proved trustworthy and efficient.
We must move quickly before the conspiracy learns that I am no longer alone. I should have
proof against Toutius Sextius by tonight.


[130.16.7] Glarthir's Notes



Bernadette Peneles is not involved in the conspiracy! At least so my new acquaintance tells
me. I hope it is true, but my instincts are rarely wrong. But I have no reason to suspect
treachery, yet. The report on Toutius Sextius should help me decide where my new friend's
loyalties lie.


[130.16.8] Glarthir's Notes



Proof against Toutius Sextius, at last! I chose my helper well. Now to gather evidence against
Davide Surilie, and the conspiracy will at last be laid bare. If we can preserve the element of
surprise, we may still have a chance!


[130.16.9] Glarthir's Notes



Toutius Sextius is blameless, it seems. I am glad to know that at least one of my fellow-
citizens is not involved in the conspiracy. When my new friend delivers proof of Davide
Surilie's guilt, I can finally take decisive action with a clear conscience.
422                            [130.16] NOTES: GLARTHIR'S NOTES 10


[130.16.10] Glarthir's Notes



I fear the conspiracy spreads further than I thought. The supposed stranger in town appears to
be involved. Is it likely that both Bernadette Peneles and Toutius Sextius are blameless? But I
must not act without proof. I have always held myself to a higher standard than my enemies.
The report on Davide Surilie will tell the tale. I fear that the end is near. But I will not go
down without a fight! They will know that Glarthir, at least, did not submit to their yoke
quietly!!
                              [130.17] NOTES: HANDWRITTEN NOTES 1-3                       423



[130.17] Handwritten Notes

[130.17.1] Handwritten Note



To the Anchorites:

Place your Grand Soul Gems in the altar. Pray for His Blessing, and strike the altar with your
Soul Trap magic. Your gems will become instruments of His Divine Power.


[130.17.2] Handwritten Note



3 Prowlers sent to Elsweyr. The item should be acquired within the week. Please have
patience.


[130.17.3] Handwritten Note



[a note written in a trembling hand]


There is no world so great as the world of the mind.

There is no voyager so well-traveled as the traveler in the land of dreams.

There is no abyss so deep as the well of terror that lies within each of us.

I have plumbed its depths.

I have seen the unthinkable. I am unafraid.

Even death's boundaries do not confine me.

I am the lord of limitless space, and the master of place and time.

Through the doors of sleep, the universe lies waiting for me.

I will no longer wait for my dreams to carry me worlds away, to unknowable deeps, to
unspeakable vastness.

I shall dwell in the House of Vaermina forever, the Orb my companion.

There is no compass to my destination, no end to my journey.

My mind is the eternal voyager, fearless and wild with wonder in the Halls of Horror.
424                           [130.17] NOTES: HANDWRITTEN NOTES 4


[130.17.4] Handwritten Note



Brugo's take -- 300 ducks. Ready for Middas pickup, after midnight.
                         [130.18] NOTES: HASTILY SCRAWLED NOTE                          425



[130.18] Hastily Scrawled Note


Primary sites:

The Dark Fissure
Fort Istirius
Fort Linchal
Wendelbek

Altars have been raised; Anchorites have been called. Watch the skies; once a week His Grace
shines down on us.
426                       [130.19] NOTES: HIRRUS CLUTUMNUS'S WILL



[130.19] Hirrus Clutumnus's Will


                                    Hirrus Clutumnus's Will


I've wanted to die for quite some time. Things just aren't going right. Never have gone right,
really. No one seems to care either, nor even notice I exist. Not that I'd have much to say even
if someone had wanted to be my friend. I'd make a lousy friend anyway. I'm probably even
boring the person reading this. I'm certainly boring myself. Not that anyone will ever find this
note. Oh, but if they do!

If they do it means that I've been granted my greatest wish! To be released from this mortal
coil. This isn't a suicide note, no. That would mean I've taken my own life, and we all know
what that means. Who wants that kind of existence, to be reborn on a hill every day, reset as if
nothing ever happened? That's even worse than the life I'm living. Life I've lived! Yes, yes,
yes! I'm sure I'm happy now. The dead me. The me writing this note isn't happy at all. Never
have been happy, really.

Anyway, the purpose of this note is to say to the man or woman who has killed me: "Thank
you!"

All I really have is this queer little ring. A wizard gave it to me once, said I reminded him of
his dead son. I guess I resemble his dead son even more now. Anyway, he said it would make
me happy. Lift the weight of the world off my shoulders or some such thing. Come to think of
it, it's the only time anyone has ever given me anything. Personally, I think the thing is
worthless. Just like me.

I tried it for a while, the "Happiness Ring," but eventually I couldn't wear it anymore. It made
me feel odd -- not myself. I didn't like feeling that way so I locked it away. It's pretty enough,
though. It might fetch a few gold coins at the merchant. Sorry not to leave much more behind.
But, my life never really amounted to much anyway, did it?

Yours very truly,

Hirrus Clutumnus, deceased
                             [130.20] NOTES: HORSE ARMOR NOTE                                427



[130.20] Horse Armor Note


Dear Reader,

In celebration of the launch of our new barding services, we are offering a free set of horse
armor to the bearer of this letter. To retrieve your reward bring your favorite horse, along with
this notice, to the Chestnut Handy Stables outside of the Imperial City. Help us spread the
word about our new horse armor services.

Chestnut Handy -- Because you can't afford not to protect your horse.

Signed,

Snak gra-Bura
Owner, Chestnut Handy Stables
428                            [130.21] NOTES: INSTRUCTIONS



[130.21] Instructions


I need 15 gross of your finest goods. I'll be by some time on Wednesday to pay for them. Our
agreement was half now, half in 30 days.
                       [130.22] NOTES: INSTRUCTIONS: THE GRAY COWL                            429



[130.22] Instructions: the Gray Cowl


The Gray Cowl of Nocturnal shrouds the wearer's face in shadow. No light or magic of
detection can penetrate its depths. To look upon Nocturnal's face without the cowl is to view
the depths of the void. A man would lose his mind to see it.

Recently it has come to light that the Gray Cowl has gone missing. This must be at the whim
of Nocturnal, for she could reclaim it easily. The Lady of Shadows has seen fit to reveal that a
curse is laid upon the Gray Cowl. Whosoever wears it shall be lost in the shadows. His true
nature shall be unknown to all who meet him. His identity shall be struck from all records and
histories. Memory will hide in the shadows, refusing to record the name of the owner to any
who meet him. He shall be known by the cowl and only by the cowl.

I am directing a triad of Moth priests to investigate this tale. They shall determine the truth or
falseness of the story. They shall determine the present whereabouts of the Gray Cowl, be it in
Tamriel, Oblivion, or beyond. All curses can be broken, even those laid by Nocturnal. The
triad shall determine how this curse may be lifted so that the Moth priests may safely weild
the Gray Cowl.

Office of the Unseeing Eye
430                     [130.23] NOTES: LITHNILIAN'S RESEARCH NOTES



[130.23] Lithnilian's Research Notes


As I entered the final chamber of Bramblepoint Cave, my eyes fell upon the goal of my
expedition. In the inky blackness, the familiar aquamarine glow of the Welkynd Stone
beckoned me in silent reverence. I was the first here in ages; evidenced by the thick layers of
dust and debris strewn about. I don't remember how long I stood there, in awe of the beautiful
crystals outside their natural environment.

They all said I was crazy; a fool, a buffoon. Crystals growing outside Ayleid ruins?
Preposterous! I spent nearly a decade and all the money I had crossing Cyrodiil and exploring
the many natural caves dotting her landscape. Then, on that fateful night, a Orc stumbled into
the Imperial Bridge Inn where I happened to be drinking. He spouted off a line of nonsense
about creatures that came out of the darkness, and I dismissed him as drunk, until he said
something that gripped my heart with hope. He spoke of a light in the darkness "as blue as the
lady sea." Could it be the Welkynd Stones I was seeking? I had to know more. A few gold
and many drinks later, the Orc told me he'd been in Bramblepoint Cave. As I made my way
through the night to the cave, my mind was racing. The stories had to be true! The Ayleid
culture had mastered the art of creating these crystalline structures and was just beginning to
cultivate them outside of their underground communities when they disappeared from history.
That meant one thing; with the proper materials, magic and research the Welkynd Stone could
adapt to any environment. I had to get to Bramblepoint and study them before anyone else
found them. This would be my mark on history, my moment to shine.

And now, after climbing through the cave I've arrived at this chamber. After I finish this entry
in my logbook, I'll have so much to do. So much to do indeed. This will be the day that
Lithnilian will be remembered as the first to unlock the secrets of the Welkynd Stone.
                            [130.24] NOTES: LONG FORGOTTEN NOTE                               431



[130.24] Long Forgotten Note


My love,

I write this with trembling hands. The guards are after me, and I have nowhere else to turn.
Soon they will be at the doors to Rosethorn Hall, and nothing will keep them from taking me
away back to that horrible prison. I don't know how they found me; perhaps it was that traitor,
Delgariun. Whoever told them I was hiding in your home must have known both of us very
well. I know Delgariun has eyes for you, I know he's the one that framed me in the first place
and had me sent to that dank hole in the Imperial City. He has to be the one. Beware of him,
my love. He's treacherous and only wants you to get to the treasure. I didn't give it up to the
guards, and I won't give it up to Delgariun. I've hidden the treasure within the walls of
Rosethorn Hall. Remember the toy we played with as we ran through this place as children?
Remember the riddle we had for it? It was our secret code:

"Two bodies have I, though both joined in one. The more I stand still, the quicker I run."

The key to the treasure lies with the answer. Take care of it, my love. It is your ticket far from
Delgariun. Do not fret, I've escaped once, I shall do so again. Soon we will be together, and
the sun will shine upon us.

Daravyn the Gray
3E227
432              [130.25] NOTES: LORD KELVYN'S LAST WILL AND TESTAMENT



[130.25] Lord Kelvyn's Last Will and Testament


...Last Will and Testament

I, Lord Kelvyn, son of Jaren, and a sworn Knight of the True Horn, upon my death do hereby
bequeath Battlehorn Castle and all her lands, dependents, and chattels to the bearer of this
document.

Such an unusual document requires some explanation. I resort to such measures out of
desperation. I pen this while Battlehorn Castle lies besieged by a band of ruthless marauders,
with little hope that any of us will survive. "Besieged" I say, although this petty battle would
not have even rated a footnote in the great days of the Knights of the True Horn. We have
fallen on hard times, indeed.

I will entrust this document to my last faithful retainers, with instructions to destroy it in the
last extremity, although I accept that I may have provided the means for my murderers to
legally take the lordship of Battlehorn Castle. So be it.

To the new lord of Battlehorn Castle, whoever you are, know that you inherit a stronghold
with a proud tradition. Battlehorn Castle was built by a remnant of the Knights of the True
Horn who were exiled from our homeland of Lainlyn in Hammerfell. After a failed battle to
dethrone Baron Shrike of Lainlyn, our leader, Lord Kain, ordered us to split up into as many
small groups as possible until the time should come that he would recall us. My father was
part of a group that settled here in Cyrodiil and built Battlehorn Castle as a refuge while they
waited for Lord Kain's message... a message that never arrived.

Over the years, all the Knights of our little band either gave up or passed on, all but one: my
father Jaren. Since his untimely death, I have continued to hold Battlehorn Castle in the hope
that someday we will hear from Lord Kain and our great exile will be at an end.

I am afraid that the fortunes of Battlehorn Castle have fallen on hard times. What resources I
had available I devoted to maintaining the castle itself -- its walls still stand strong and its
hearths still provide warmth. Sadly, this came at great cost, and many of the items within its
walls had to be sold in order to meet the enormous payments such maintenance begets. If you
find yourself with the means to restore Battlehorn Castle to its former glory, a friend of my
father's named Nilphas Omellian still holds many of the castle accoutrements in storage and
on account. All that is required is to repay the Castle's debts to Nilphas, and I'm certain he'll
happily return the items.

My final request for the new lord of Battlehorn Castle is to continue to uphold the proud
traditions of the Knights of the True Horn, and to honor the memory of our brave service.
                          [130.26] NOTES: LYNCH'S INSTRUCTIONS                          433



[130.26] Lynch's Instructions


Lynch,

Your instructions are to make your way to the bottom deck of the ship and secure all of the
rooms there. Make sure you don't disturb Minx. She's to be left alone to do her assignment.
Remember, after the ship is scuttled, we'll meet back in Bravil in three days. Make sure you
destroy this note after you memorize it.

S
434                       [130.27] NOTES: MA'ZADDHA'S CRINKLED NOTE



[130.27] Ma'zaddha's Crinkled Note


                                  Ma'zaddha's Crinkled Note


I haven't got much time. She's coming for me.

Nelrene asked me to hold on to this sword. Said I should give it to Anya and have her do the
deed, but Anya wouldn't. Now maybe it can find a better use as evidence. Syl will recognize
it.

Muurine is in charge. She's the one telling Nelrene what to do. If I'm not around, I hope this is
enough evidence to bring her in.

I hope I'm alive to see it.
                              [130.28] NOTES: MYSTERIOUS NOTE                               435



[130.28] Mysterious Note


I can offer you greater rewards and less time in prison. If you are interested, come to the
Garden of Dareloth in the Imperial City's Waterfront district at midnight. Present this note and
all shall be made clear.

The Gray Fox
436                                  [130.29] NOTES: NOTES 1-5



[130.29] Notes

[130.29.1] Note



The sword leads the way.
Half a mile.
It's just past the big rock on the right.


[130.29.2] Note



Do the upstairs rooms first.
Floors and walls are most important.
After the privvy is emptied, spread crushed peppermint to mask the scent.
Only then should you replace the linens.
Don't forget to put flowers on the table.


[130.29.3] Note



Sit up against the wall.
Drop your head between your knees.
Breathe deeply while reciting the seven aphorisms to Akatosh.
Swallow the ointment.
In a short while, the hangover will be gone.


[130.29.4] Note



Mix the flour and yeast with the elderberry shavings.
Fold in two eggs.
Stir in milk until it thickens.
Add any chopped fruit you want.
I like to mix in some harrada.
Bake it until the crust turns light brown.
Served best with mead.


[130.29.5] Note



Remove the top first.
Reach inside and take out all the parts, being careful to note their order.
Put the carving onto the rod.
Reinsert the rod into the cavity.
                                    [130.29] NOTES: NOTES 6-10    437

Replace the parts in the order you removed them.
Seal the top with pine tar.


[130.29.6] Note



Head north for a hour or so.
You'll see a group of dead trees.
Head northeast until you come to the water.
Follow the shore upstream.
His house is close by.
Watch out for bears.


[130.29.7] Note



Go the end of the street.
Turn left.
Take the next right.
If you see the house with the fallen roof, you've gone too far.
Knock twice, pause, knock again.
They'll let you in.
Be sure to have the money.


[130.29.8] Note



It's three houses past the chapel.
Look for the place with the flowers.
She'll be waiting outside.


[130.29.9] Note



Go through the fields.
Turn east for half a mile.
It's just past the big rock on the right.


[130.29.10] Note



Rigmor,
438                                [130.29] NOTES: NOTES

Set up camp out of sight and keep an eye out for strangers. Umbacano thinks to cheat us, as
usual, so we'll play it cautiously. Do NOT enter the ruin until I arrive. We may not need to
risk our necks this time.

Maric

PS Keep an eye on S'razirr. He's acting even twitchier than usual. Maybe he finally realized
he isn't getting a full cut. But I think he's good for one more job, and he's the best I could
come up with on short notice.
                              [130.30] NOTES: NOTE FROM BOTHIEL                                439



[130.30] Note from Bothiel


To whom it may concern:

You have been passed this note because you may be able to help the Mages Guild. The
Council of Mages has not the resources; the Legion is either unwilling or unable to assist.

A shipment of Dwarven artifacts from Morrowind, destined for the Arcane University, was
intercepted by bandits recently. Intending to sell the artifacts for profit, they have stolen items
essential to repair the Imperial Orrery in Cyrodiil's capital.

The only known location of these bandits is Camp Ales, north of Kvatch. If you can find these
ruffians and recover the items they've stolen, I will be most indebted. The Orrery is my life's
work, and I would hate to see it pass into obscurity now.
Items missing:
2 Dwarven Cogs
1 Dwarven Coherer
1 Dwarven Cylinder
1 Dwarven Tube

-Bothiel
440                          [130.31] NOTES: NOTE FROM FIRST MATE FILCH



[130.31] Note from First Mate Filch


Capn,

Im tellin ya sir! We gots ta be moor carefull! if the Layawind city watch comes snoopin
around agin, we may havta pull anchor and git out of this good fer nuthin city! I aint spendin
the rest a my days locked up in no jail for illegaly transportin cattle! No sir, i will not! all due
rspect capn, but the mates an me sined on fer real pirate stuff -- murderin lootin and ravagin!
we aint no damn shepeards!

first mate filch (pirate!)
                            [130.32] NOTES: NOTE FROM GRAY FOX                               441



[130.32] Note from Gray Fox


It seems that security in the Arcane University is not what it used to be. In fact, that seems to
be a problem all over the Imperial City. I would recommend that you get your guards back on
duty unless you want more of your precious artifacts to go missing.

The Gray Fox
442                    [130.33] NOTES: NOTE FROM NILPHAS OMELLIAN



[130.33] Note from Nilphas Omellian


I hope you are pleased with your recent purchase. I recently learned of an item you might be
interested in -- an ancient Dwemer forge, still in working condition! It is guaranteed to
facilitate all armor and weapon repairs. I know that a person of your means and discrimination
would never balk at the price of 3000 gold, which barely covers my own expenses (much less
the cost of shipping it to Battlehorn Castle).
I look forward to doing business with you soon.
I remain,

Nilphas Omellian
The Merchants Inn, Market District
Imperial City
                         [130.34] NOTES: NOTE FROM RAMINUS POLUS                           443



[130.34] Note from Raminus Polus


Hieronymus Lex,

Your vendetta against the Gray Fox has cost the Arcane University dearly. You
commandeered the guards patrolling our property. In their absence, someone stole a valuable
artifact from the University. We demand that you return all guards to their posts immediately.
If you do not do this, we will be forced to bring the matter to the attention of your superior.

Raminus Polus
The Arcane University
444                           [130.35] NOTES: NOTE OF BOUNTY



[130.35] Note of Bounty


Blessed are those who explore the unbeaten path...
                                [130.36] NOTES: NOTE OF EXCEPTION   445



[130.36] Note of Exception


Nothing in life is free... except for this.
446                          [130.37] NOTES: NOTE TO GWINAS



[130.37] Note to Gwinas


Gwinas,

Your interest in the writings of the Master has been noted. You are taking the first steps
towards true enlightenment. Persevere, and you may yet join the exalted ranks of the Chosen.

If you wish to continue further down the Path of Dawn, you will need the fourth volume of
the Master's "Commentaries on the Mysterium Xarxes." It can be obtained only from a
member of the Order of the Mythic Dawn. As your designated Sponsor, I will pass on my
copy to you if I deem you worthy.

Study the first three volumes of the Master's writings. Look for the hidden meaning in his
words, as best as you are able.

When you are ready, come to the Sunken Sewers under the Elven Gardens in the Imperial
City. Come alone. Follow the main tunnel until you reach the room with the table and chair.
Sit down. I will meet you there and give you what you desire.

The Sponsor
                         [130.38] NOTES: NOTES: CAPTAIN MONTROSE                              447



[130.38] Notes: Captain Montrose


So far the investigation has been inconclusive, to say the least. The assassin's body has
yielded no clues as to his affiliation, and we haven't even been able to ascertain the motive for
the Emperor's slaying. We've even gone so far as to question local merchants about the unique
garb, but have run into nothing but dead ends.

The nature of the attack, the multiple assassins, the ceremonial robes, the summoned weapons
and armor -- it all speaks of something...ritualistic. I've seen the Dark Brotherhood's
handiwork more times than I care to remember, and this just doesn't fit their usual pattern. I
guess that's what worries me. We're not dealing with the unknown, and I'll be damned if I
know how to handle it.

-- Captain Gepard Montrose


Postscript -- I've instructed the men to dump the rest of the assassins' bodies in the sewers. Let
them serve as food for the vermin. It's more than those bastards deserve.
448                       [130.39] NOTES: A POORLY SCRAWLED NOTE



[130.39] A Poorly Scrawled Note


Mee wurst troll evurr


nobuddy pay brijj tole


me nott sceary enuf


mee gett drunc an kil sellf


troll droun
                       [130.40] NOTES: RAMBLINGS OF AUDENS AVIDIUS                          449



[130.40] Ramblings of Audens Avidius


I used to be somebody. I was a captain of the guard in the Imperial City until that fleabitten
hero decided to poke his nose in my business. I have a plan to get out of the Imperial prison.
Apparently there is a secret escape tunnel used by the royal family. When I get out I'm going
to settle the score with that hero. Then I'll take care of those two snitches Ruslan and Luronk.
The sweetest of all will be Itius Hayn. I'll make him squeal first.
450                             [130.41] NOTES: SEALED NOTE



[130.41] Sealed Note


You sleep rather soundly for a cold-blooded killer. That's good. You'll need a clear
conscience for what I'd like to propose. For there is much I can offer you. The taking of a life
has its own pleasures, of course, but the taking of a life for the Dark Brotherhood is an act
worthy of immeasurable reward.If you're intrigued, and I suspect you are, come visit me at the
ruins of Fort Farragut. If you survive the descent down to the bottom level where I reside, I'll
know you're capable of all the Dark Brotherhood has to offer.L.L.
                              [130.42] NOTES: STEWARD'S NOTE                              451



[130.42] Steward's Note


Vaske-

Your job is to see that our arrivals and departures are well-documented and that their wages
are paid, and keep an eye on my dear cousin. It is not to gossip with every new recruit about
our far-reaching plans. We've already captured one assassin prowling the caves, the last thing
we need is some spy of Helseth's hearing all our goals from you. Commander Adrethi will
debrief the troops as neccessary at his own discretion.

On Turdas I'm taking a detachment through the doorway with me. I don't know how long I'll
be gone, but in the unlikely case that there is cause to disrupt my excursion, read the most
recent entry in my journal. You'll find it in my cabin, on the desk. Don't go in there for any
other reason! Discretion above all; we don't want our Imperial enemies to know what our
plans are.

Death to the Empire.

Arch-Mage Frathen Drothan
452                              [130.43] NOTES: SUICIDE NOTE



[130.43] Suicide Note


This was my big break! Finally I'm given something important to do, and what happens? I
blow it! All I had to do was keep Phillida alive! That's it! But no! I couldn't even accomplish
that! Father was right -- I'm an idiot, and I haven't amounted to anything!

I let everyone down, so this is it. Goodbye cruel Empire! I'm ending it all!
                        [130.44] NOTES: TELAENDRIL'S OCHEEVA NOTE                           453



[130.44] Telaendril's Ocheeva Note


Most Honorable Ocheeva,

As per your instructions, I will, from this day forward, leave the solitude of the Sanctuary and
maintain the following posts:

Loredas and Sundas -- I will travel to, and remain in, the city of Leyawiin. There I will spy
any and all vessels entering into the Imperial Province by sea. Upon my return to the
Sanctuary, I will report on which ships have sailed the Niben northward to the Imperial City.

Tirdas -- I am to spend my day here in Cheydinhal, in the establishment known as the
Cheydinhal Bridge Inn. There I will spy the citizens of this city, and report back on anyone I
deem a threat to Sanctuary security.

Turdas -- I will remain in Cheydinhal, but keep a watchful eye on the Sanctuary entrance. At
the first sign of suspicious activity, I am to report back to you immediately.

My thanks again to you, Ocheeva. Your reliance on my gift for subterfuge will serve the
Brotherhood well. Of this I promise.

May we walk always in the Shadow of Sithis.

Telaendril
454                      [130.45] NOTES: VICENTE'S NOTE TO OCHEEVA



[130.45] Vicente's Note to Ocheeva


Ocheeva,

Damn that young fool Antoinetta and her experimental recipes! As if the stench of her
cooking weren't bad enough, last week she made a particularly offensive dish consisting of
mandrake, onions... and garlic! Garlic! I have told her repeatedly of the danger this plant
poses to me, but she has obviously not heeded my warnings.

It is strange, this reaction I have to garlic. In all my wanderings, in all my research, I have
never encountered another vampire thusly affected. It is true that some popular lore holds that
all vampires have an inherent weakness to garlic, but this is simply not the case. My situation,
as far as I can tell, is unique. If I were to somehow come into contact with garlic, if it in some
way came to be on my person, the results could be catastrophic. I would most certainly suffer
from a loss of strength and stamina, and fear my resistance to magic would be nearly
completely nullified.

So please, Ocheeva, as mistress of this Sanctuary, I beg you to keep Antoinetta on a tighter
leash. I love her as a Sister, of course, but can not be held accountable for my actions should
she continue to disregard my own personal safety. The Tenets clearly state that one family
member may not kill another; but I don't need to remind you there is no restriction against
draining Antoinetta of a few pints of precious life's blood.

Vicente
                             [130.46] NOTES: WORN, FADED NOTE                              455



[130.46] Worn, Faded Note


[This worn, faded note was written on a scrap of parchment and secured by a piece of rawhide
to the vampire's neck.]


My name is Ghola gro-Muzgol. My companion's names are Aranalda, Nille Elf-Daughter,
Avita Cassiana, and Umar gra-Khar.

The vampire Dratik died by our hands, but the price was dear. Those into whose hands we
have fallen, we thank you, and pray your favor.

We served Lady Azura. Bring these, our last words, to the Her Shrine. We praise Her with the
full fountain of our devotion.

Our destinies were written in the stars, that our souls and reason be slain, and our world lost
forever.

None can escape Her Fate. But let us be remembered at Her shrine, and in the hearts of Her
servants.

"It is only by fate
that any life ends,
and only by chance
that it is mine...
not yours."
456                    [131] NOTES ON RACIAL PHYLOGENY



[131] Notes on Racial Phylogeny*


See vol. I.
                        [132] OGHMA INFINIUM   457



[132] Oghma Infinium*


See vol. I.
458                   [133] THE OLD WAYS



[133] The Old Ways*


See vol. I.
                    [134] ON ARTAEUM   459



[134] On Artaeum*


See vol. I.
460                   [135] ON MORROWIND



[135] On Morrowind*


See vol. I.
                     [136] ON OBLIVION   461



[136] On Oblivion*


See vol. I.
462                    [137] ON WILD ELVES



[137] On Wild Elves*


See vol. I.
                       [138] OPUSCULUS LAMAE BAL TA MEZZAMORTIE                             463



[138] Opusculus Lamae Bal ta Mezzamortie


                           Opusculus Lamae Bal ta Mezzamortie
                    A brief account of Lamae Bal and the Restless Death

                                   Mabei Aywenil, Scribe
                     Translation by University of Gwylim Press; 3E 105


As brighter grows light, darker becomes shadow. So it passed that the Daedra Molag Bal
looked on Arkay and thought the Aedra prideful of his dominion o'er the death of man and
mer, and it was sooth.

Bal, whose sphere is the wanton oppression and entrapment of mortal souls, sought to thwart
Arkay, who knew that not man, nor mer, nor beastfolk of all Nirn could escape eventual
death. The Aedra was doubtless of his sphere, and so Molag Bal set upon Nirn to best death.

Tamriel was still young, and filled with danger and wondrous magick when Bal walked in the
aspect of a man and took a virgin, Lamae Beolfag, from the Nedic Peoples. Savage and
loveless, Bal profaned her body, and her screams became the Shrieking Winds, which still
haunt certain winding fjords of Skyrim. Shedding a lone droplet of blood on her brow, Bal left
Nirn, having sown his wrath.

Violated and comatose, Lamae was found by nomads, and cared for. A fortnight hence, the
nomad wyrd-woman enshrouded Lamae in pall for she had passed into death. In their way,
the nomads built a bonfire to immolate the husk. That night, Lamae rose from her funeral
pyre, and set upon the coven, still aflame. She ripped the throats of the women, ate the eyes of
the children, and raped their men as cruelly as Bal had ravished her.

And so; Lamae, (who is known to us as blood-matron) imprecated her foul aspect upon the
folk of Tamriel, and begat a brood of countless abominations, from which came the vampires,
most cunning of the night-horrors. And so was the scourge of undeath wrought upon Tamriel,
cruelly mocking Arkay's rhythm of life and death through all the coming eras of the et'Ada,
and for all his sadness, Arkay knew this could not be undone.
464                         [139.1] ORDERS: DEAD DROP ORDERS 1-2



[139] Orders

[139.1] Dead Drop Orders

[139.1.1] Dead Drop Orders #1



Silencer,

You are now reading your first dead drop note, here on Hero Hill, which proves to me you
were well-appointed to the tasks that lie ahead.

Journey now to Leafrot Cave. There you will encounter an ancient Necromancer who is
attempting to escape death by transforming himself into a lich. This Necromancer, Celedaen,
has not yet completed his metamorphosis, but is still immensely powerful, possibly too
powerful to destroy if confronted directly. Search Leafrot Cave. Necromancers are wizards
after all, and wizards are prolific by nature. Celedaen surely has written records, and these
records may contain evidence of some kind of weakness. Perhaps there is some other way to
destroy Celedaen besides a direct confrontation. But destroy him you must!

When the Necromancer lies dead, journey to the city of Chorrol for your next dead drop. At
the foot of the Great Oak, hidden in the bushes, is an old sack. Inside you will find your
reward for killing the Necromancer, as well as information regarding your next contract.

Serve me well, Silencer, and there's no telling just how far you might advance.


[139.1.2] Dead Drop Orders #2



The Necromancer Celedaen is dead, and you are not. That is quite an accomplishment. But
your work as a Silencer has just begun.

Your next assignment requires you to eliminate not just one target, but five. An entire family,
in fact. The unlucky siblings are Perennia Draconis, Matthias Draconis, Andreas Draconis,
Sibylla Draconis and Caelia Draconis. The locations of most of the family members are
unknown, so you should begin your search with the family matron, Perennia, who resides at
the farm called Applewatch.

You must discern the locations of all the Draconis family members and then systematically
eliminate them. I suggest you first speak with the mother and find out if she has any valuable
information on the whereabouts of her children, before ending her life.

When every member of the Draconis family lies dead, journey to the city of Skingrad. In the
castle courtyard you will find a well containing your reward for the Draconis contract, as well
any further assignment I might have.
                            [139.1] ORDERS: DEAD DROP ORDERS 3-5                           465


[139.1.3] Dead Drop Orders #3



Are you ready to get your hands dirty, Silencer?

Your next target is a Khajiit nobleman by the name of J 'Ghasta, who can be found at his
home in the city of Bruma. J 'Ghasta was recently offered the hand of a prominent Cyrodiil
noble's daughter, but turned down the offer when he learned of the girl's rather negligible
dowry. The girl's family is outraged, of course, and has hired the Dark Brotherhood to make J
'Ghasta pay for his insolence.

Go to J 'Ghasta's house in Bruma and end his miserable life. But be warned! The Khajiit is
rich and bored, and spends most of his time honing his skills in unarmed combat. Any
opponent who can kill with merely his hands is not to be trifled with, so tread carefully. Even
worse, J 'Ghasta is aware someone may be trying to kill him, and has bribed the guards not to
interfere if a fight should spill out into the city streets.

When the target has been eliminated, you will find your next dead drop in a rotten box under
the Old Bridge, just south of the Imperial City. The box will contain your reward for killing J
'Ghasta, as well as information regarding your next contract.


[139.1.4] Dead Drop Orders #4



J 'Ghasta is dead! Well done! I was right about you, Silencer. You are a useful tool indeed.
Let's see if you can continue to impress me.

You must journey now to the Flooded Mine. There you will find Shaleez, an Argonian hunter
who was banished from her village near the Black Marsh/Morrowind border for the brutal
murder of a Dark Elven family. Relatives of the murdered family members have located
Shaleez, and demand retribution. And, since the assignment is a bit far for Morrowind's
Morag Tong to handle, the Dark Brotherhood has been commissioned to perform the
elimination.

Be warned, Silencer! Shaleez is a skilled and deadly hunter, and will fight like the desperate
fugitive she is.

After Shaleez has been eliminated, your reward and another contract will be waiting at the
dead drop located in a coffin, just outside the ruins of Fort Redman.


[139.1.5] Dead Drop Orders #5



If you're reading this note, Shaleez is dead. You've done the world a great service, Silencer.
It's time to continue the good work.
466                         [139.1] ORDERS: DEAD DROP ORDERS 6-7

Your next target is a traveling Dark Elf merchant by the name of Alval Uvani, who is
currently renting a house in the city of Leyawiin. Uvani is a well-respected tradesman back in
his native Morrowind, but his business often takes him very far from home. Therein lies the
problem. Alval Uvani's wife has become disillusioned with her husband's repeated, extended
absences and wishes to dissolve their marriage, and has sought the Dark Brotherhood's
assistance. Lucky for us Cyrodiil is a bit beyond the reach of Morrowind's Morag Tong.

Alval Uvani is currently traveling around Cyrodiil, and is never in one place for more than a
couple of days. In this dead drop you will also find a schedule detailing the Dark Elf's
whereabouts; use it to locate him and plan your elimination. Be aware, however, that because
he is forced to travel alone to the farthest reaches of the Empire, Uvani has learned to defend
himself. He is a master of the Destruction school of Magicka, and and is no stranger to killing.

When Alval Uvani lies rotting, journey to the Market District of the Imperial City. There you
will find a shop called Stonewall Shields. Your dead drop is located behind that building, in a
hollowed-out tree stump. As usual, you will find your reward for the previous contract, as
well as information on your next.

Ah yes, I must mention one last detail. Apparently Alval Uvani suffers from a rare Dark Elf
condition, a serious allergy to honey. If you could somehow get Uvani to drink the honey-
based spirit Mead, perhaps by replacing his food, he would suffer from complete paralyzation.
This would certainly make the Dark Elf a bit easier to deal with.


[139.1.6] Dead Drop Orders #6



Alval Uvani is dead, just like all the others. You continue to impress me, Silencer, and I am
only too eager to indulge your homicidal instincts.

Your next target is a savage Nord barbarian, living alone and exposed at a small campsite on
the summit of Gnoll Mountain. This barbarian, Havilstein Hoar-Blood by name, savagely
butchered the chieftain of a mead hall on the island of Solstheim. The chieftain's sister has
forgone the Nord custom of extracting the monetary retribution of wergild, and instead wants
Hoar-Blood to pay with his life. You, dear Silencer, will help put her family at peace.

You are to go to Gnoll Mountain, locate Havilstein Hoar-Blood, and send his soul to Sithis.

When Hoar-Blood has been executed, journey to the Ayleid ruin of Nornal. In the flooded
section of that ruin you will find a chest, submerged in the water. As you may have guessed,
the chest contains your reward for killing Havilstein Hoar-Blood, and your next contract.


[139.1.7] Dead Drop Orders #7



My compliments on another job well done! Havilstein Hoar-Blood was more swine than man,
and deserved to die quivering like an animal! You must not stop! You must kill again!
                                [139.1] ORDERS: DEAD DROP ORDERS 8                          467

Your next target is a Wood Elf named Ungolim, who resides in the city of Bravil. Bravil is
also home to an ancient statue known as the Lucky Old Lady. It is seen as a symbol of good
luck and prosperity, and the fools of Bravil often speak to the statue and wish for good
tidings. Every night, poor lovestruck Ungolim visits the Lady and pleads desperately for the
heart of a young maiden. This maiden is married, and her husband has learned of Ungolim's
affection for his bride. He fears the competition, it would seem, and has commissioned the
Dark Brotherhood to help in the matter.

You must go to Bravil, locate Ungolim, and kill him. The Wood Elf owns a house in the city,
but he spends his days securely locked inside. I recommend you lie in wait at the Lucky Old
Lady statue, and then eliminate Ungolim when he arrives for his nightly visit. He's generally
there between the hours of 6:00 PM and 1:00 AM.

By all accounts, Ungolim is a deadly archer and a fearless opponent. I also have reason to
believe he is expecting trouble, so if Ungolim senses danger, he may attack you on sight. And,
like the Khajiit J 'Ghasta, Ungolim has bribed the guards to look the other way if there is a
fight, so they won't interfere. Be vigilant, and bring the Wood Elf down! You must not fail!

When Ungolim's body lies broken at the foot of his dear Lady, you must journey to the city of
Anvil. Your dead drop is in a barrel located behind the statue in the pond. As is standard, your
reward and next contract will be waiting.


[139.1.8] Dead Drop Orders #8



Ungolim is dead! Silencer, you have served me far better than I ever could have imagined. Is
there no challenge you can't meet? No opponent you can't best? We shall see.

Your next target is a High Elf whore named Arquen. She has been difficult to locate, but you
might try asking around the Grey Mare in Chorrol or the Bridge Inn in Cheydinhal.

Like all of your targets, Arquen is a skilled fighter and will not be eliminated easily.

When Arquen is dead, I will have your reward and next contract waiting at the next dead drop
-- under one of the beds in the Leyawiin Coast Guard station.
468                            [139.2] ORDERS: JEARL'S ORDERS



[139.2] Jearl's Orders


Jearl -

The Master was pleased to hear of your activities outside of Chorrol. The more gates that we
open, the nearer we are to the glorious Cleansing.

The Master has chosen you and Saveri for a most crucial mission, a sign of your advancement
through the ranks of the Chosen. We have learned that the Septim heir has gone to ground at
Cloud Ruler Temple, the lair of the accursed Blades. The Master has made its destruction the
top priority of the Order, and Lord Dagon has committed whatever resources are required.

Pending your report on the Septim's activities at Cloud Ruler Temple, and your assessment of
Temple defenses and possible routes of escape, we plan to open a Great Gate in the open
ground before Bruma as soon as possible.

Remember: the first three Lesser Gates represent only the preliminary stages of Great Gate
Deployment. Do not in any way compromise your cover in defense of these gates. New ones
can be quickly and easily reopened. And once the Great Gate is opened, the fall of Bruma is
assured. Cloud Ruler Temple cannot stand long after that, and the Septim will be caught like a
rat in a trap.

We would welcome any further details you can offer concerning the Imperial agent who
rescued Martin from Kvatch, but again, we caution you... do not risk a confrontation. This
individual is not to be trifled with.

The Dawn is breaking,

Ruma Camoran
                      [139.3] ORDERS: ORDERS FROM LUCIEN LACHANCE                           469



[139.3] Orders From Lucien Lachance


Eliminator, You have served the Dark Brotherhood well in the short time you have been with
us. Indeed, the rate of your advancement has been rather remarkable. Now the Black Hand
itself is in need of your abilities. You must proceed with all haste to my private refuge in the
ruins of Fort Farragut, located in the forest northeast of the Cheydinhal Sanctuary. When you
arrive, we will discuss the nature of your special assignment. I cannot stress to you enough the
importance of your swift arrival at Fort Farragut. There are unseen powers working to unravel
the very fabric of the Dark Brotherhood. The Black Hand is counting on you to prevent this
disaster. Do not share the contents of this message with anyone at the Cheydinhal Sanctuary,
including Ocheeva, and make no mention of your journey to Fort Farragut! Also, be warned --
my refuge within Fort Farragut is guarded by denizens who will attack any interloper on sight.
Get through these rotting sentinels and you will surely have earned the right to visit my
private sanctum. Lucien Lachance
470                        [139.4] ORDERS: PLAN FOR THE BIG HEIST



[139.4] Plan for the Big Heist


1) Activate the Old Way using the Glass of Time. It is located inside the Imperial Palace. I do
not know what it looks like or exactly where to find it.

2) Find the entrance to the Old Way. It is rumored to be somewhere in the sewers under the
Imperial City.

3) Inside the Old Way is an entrance to the heart of the Imperial Palace. Savilla's Stone was
only able to scry the two most important obstacles. For one of them you will need to use the
Boots of Springheel Jak.

4) To enter the Imperial City you must use the Arrow of Extrication to to unlock the final
door.

5) Inside the Imperial Palace you must find the Imperial Library. On the bottom floor is some
sort of viewing room.

6) I have arranged to have a particular scroll made available in the Chamber. The blind monks
that care for the scrolls are expecting Celia Camoran, but you will take her place. Just find the
chair assigned to visitors to the library. You must not speak, or they will know it is not her.
Just let them bring you the scroll.

7) Once you have the scroll, retrace your steps and deliver it to me. Of course the chances of
something going wrong with this plan are very high. When that happens, you'll just have to
get creative.
                             [139.5] ORDERS: TRANSFER ORDERS                             471



[139.5] Transfer Orders


By order of the Legion Commander of the Imperial Watch, Hieronymus Lex is relieved of his
duties as a Watch Captain of the Imperial Watch. His services are to be contracted to the
Countess of Anvil for the remainder of his Imperial contract. When that contract expires, the
Countess of Anvil may choose at her discretion to retain him or release him.

Legion Commander,
Imperial Watch
472                     [140] ORIGIN OF THE MAGES GUILD



[140] Origin of the Mages Guild*


See vol. I.
              [141] AN OVERVIEW OF GODS AND WORSHIP IN TAMRIEL   473



[141] An Overview Of Gods and Worship In Tamriel*


See vol. I.
474            [142] PALLA



[142] Palla*


See vol. I.
                             [143] PENSION OF THE ANCESTOR MOTH                                475



[143] Pension of the Ancestor Moth


To be read by all novitiates of the Temple:

The Order of the Ancestor Moth is as ancient as it is noble. We nuture and celebrate our
beloved ancestors, whose spirits are manifest in the Ancestor Moths. Each moth carries the
fjyron of an ancestor's spirit. Loosely translated as the "will to peace," the fjyron can be sung
into the silk produced by the Ancestor Moths. When the silk is in turn spun into cloth and
embroidered with the geneology of the correct Ancestor, clothing of wonderous power can be
made.

Adepts of our order are gifted with prescient powers. The wisdom of the ancestors can sing
the future into the present. For this reason, our order and our order alone has been given the
priviledge to interpret the Elder Scrolls. These writings exceed even the gods, both aedra and
daedra. Such insight into the inner fabric of reality comes at a price. Each reading of the Elder
Scrolls is more profound than the last. Each leaves the priest blind for longer, and longer
periods of time. Finally, the last reading achieves a nearly sublime understanding of that
scroll's contents, but the priest is left permanently blinded to the light of this world. No longer
can he read the scrolls.

This Monastery is dedicated to the service of these noble members of our order. They now
live out their lives with the Ancestor Moths that they so love. Their underground demenses
are well suited to the moths. They raise and nuture the fragile creatures, singing to them
constantly. They harvest the silk and spin it into bolts of cloth. They weave the cloth,
embroidering it with the geneologies and histories of the ancestors that spun the silk. This is
their new life.

As they tend the Ancestor Moths, so we tend the blind monks. While they toil in dark, we
serve in the light. They need food and water. We provide. They need tools and furniture. We
provide. They need secrecy and anonymity. We provide. They need purveyors to sell the fruit
of their labors. We provide.

At one time, we also provided protection. Many generations ago, Gudrun came to our temple.
Newly blinded by visions of what was to be, she brought with her new teachings. The visions
of the ancestors foresaw the need of the monks to defend themselves. They train and practice
the teachings of Gudrun constantly. They are masters of the sword of no sword, the axes of no
axe.

As a novitiate, you will learn the teachings of Gudrun. You will learn the way of the peaceful
fist. You will learn to serve the blind monks. You will learn to provide. In time, you may
attain the peace and insight of the Ancestor Moths.
476                       [144] THE PIG CHILDREN



[144] The Pig Children*


See vol. I.
                         [145] THE POSTING OF THE HUNT   477



[145] The Posting of the Hunt*


See vol. I.
478                                 [146] THE PREDECESSORS



[146] The Predecessors


                                 The Predecessors
Being an Examination of the Curious Ruins of the Shivering Isles and Their Terrible
Significance for our Future
                             by Yngvar the Wanderer


The ancient ruins that dot the countryside are a familiar sight to the inhabitants of the
Shivering Isles. So familiar that their true significance has escaped notice of most, until now. I
have recently uncovered the terrible secret hidden in these ruins, and I will now share this
secret with you. But be warned - this knowledge may be too much for some, as you will know
the awful fate that lies in store for you, but will be powerless to do anything to prevent it. If
you are strong enough of mind to withstand the psychic shock of having your grim future laid
bare, read on.

My interest in the ruins began with a simple observation: all the ruins visible on the surface
appear to be of roughly the same age and architectural style. Who created these once-mighty
structures, and what happened to them?

Further investigation revealed an even stranger truth: although the ruins superficially all
appear to derive from the same era, they are in fact of wildly differing ages. Many thousands
of years separate the ruins of Cylarne (by far the oldest extant on the surface, despite its
relatively well-maintained state) from the ruins of Ebrocca, which at almost 1,000 years old is
one of the youngest sites in the Isles. For those who would dismiss this conclusion, I invite
you to visit the ruins and examine the evidence for yourselves: the depth of strata covering the
buried portions of the structures; the weathering of the exposed stone; the growth of
vegetation on and around the structures; etc. (I have compiled the evidence in a separate
monograph, "Dating the Predecessor Ruins: Shocking New Evidence Comprehensively
Explained," which is presently unpublished, though I will gladly make it available for those
scholars wishing to delve further into the minutiae of this subject.)

Once I began to accurately establish the dates of the various ruins, a disturbing pattern
emerged. The ruins fell into distinct periods, each period separated by exactly 1,000 years
from the other (although Cylarne remains the exception, being many thousands of years older
than the next oldest extant ruin - suggesting only that the ruins from many earlier eras lie
waiting to be discovered, or have been lost to the ravages of time).

What could account for this process of destruction, repeating itself every 1,000 years without
fail? The legend of the Greymarch sprang immediately to mind, that ancient tale of a vengeful
god venting his wrath upon the land. What if it were more than a legend? What if it were the
dimly-remembered account of a real event?

I suddenly realized the significance of the dating of the most recent ruin that I had discovered:
Ebrocca, which my tests proved to be about 1,000 years old. Yes, Dear Reader, we come to it
at last. The Cataclysm is upon us again. I have dated the ruins of Ebrocca to great accuracy; I
know the very year of our Doom. I refrain from publishing the exact date, as this knowledge
is a terrible burden that I would not inflict on others.
                                    [146] THE PREDECESSORS                                    479

For a long time I hesitated from issuing even this general warning, fearful of inciting panic or
despair. But I have concluded that it is better to have time to prepare for the End in whatever
way one sees fit than to have it thrust upon them unawares. I no longer doubt that the legend
of the Greymarch is based on historical events, and that the last days of our civilization will
be terrible - the blasted and tumbled stones of the mighty cities of bygone eras are testament
enough to that. But I find it strangely comforting to know that our end is already written in the
stones of our Predecessors, and that struggling against our Doom is as pointless as shouting
against the incoming tide. I hope that at least a few of my readers will find equal solace in this
bleak foreknowledge.
480                    [147] PROPER LOCK DESIGN AND CONSTRUCTION



[147] Proper Lock Design and Construction


                            Proper Lock Design and Construction


I have encountered many thieves whose sole interest in locks is how to open them and thereby
pilfer the protected contents of the room or chest. I have taken it upon myself to devise a
system of locks that can defeat such villianous intent.

The materials used to create a lock are of utmost importance. Shoddy brass or copper will
give way to a well placed kick, thereby rendering the lock itself useless. I recommend steel
over iron when choosing a material. More robust materials tend to be prohibitively expensive
and necessitate the door being made of similar metals. I have been chagrined to stumble
across the shattered shell of a wooden chest, it's dwarven lock intact and still locked.

Once these basics are settled, pay particular attention to the offset of the tumblers. A seven
degree offset to the keyhole will allow a torque style key to work smoothly, while at the same
time causing numerous headaches for the thief attempting to insert non-torque lockpicks.

In similar fashion, the springs of the tumblers should be made by different smiths. Each smith
will unknowingly create a spring with different tension than his fellow smiths. This variance
will also create difficulties for anyone attempting to pick the lock.
                               [148.2] THE PROPHET ARDEN-SUL II                                481



[148] The Prophet Arden-Sul

[148.2] The Prophet Arden-Sul II


                                     The Prophet Arden-Sul
                                           Volume II
                                         The Sacellum


When one approaches the walls of New Sheoth, the eyes are unavoidably drawn to a
magnificent sight: a mystical flame rises from a simple tower that juts from a circular
building. To some, the flame is a beacon of strength and guidance, to others, a mockery of
their beliefs. It is the epicenter of a most interesting conflict; two sides of the same coin vying
for the favor of their God. It is an unremarkable building with a most remarkable past. It is the
Sacellum Arden-Sul.

Although the Sacellum itself predates Arden-Sul's life, both the Manics and the Demented
contest the history of the Sacellum heavily. The Manics believe that on that very spot before
New Sheoth existed, Arden-Sul was first afflicted with the Grand Enlightenment and became
blinded. The Demented postulate that the Sacellum was the location where Arden-Sul
endured the Hundred Day Torture. However, it was not these purported events of Arden-Sul's
life that aligned the Sacellum with the prophet's name... it was his death.

Here again, the Manics and the Demented are divided. The Manics story of Arden-Sul's death
begins with a night of superlative revelry in the Sacellum. The event was replete with a
seemingly inexhaustible supply of Greenmote and spirits. Arden-Sul and his 213 followers
engaged in a veritable orgy of merrymaking and overindulgence, a night fraught with a
profusion of singing, dancing, and fornicating. As the celebration reached a crescendo and the
event reached its whirlwind apex, one by one, Arden-Sul's followers began to drop to the
ground--their lifeblood draining from their bodies until the ground was soaked a crimson red.
The excesses of their hedonism had taken its toll and had caused their very hearts to explode.
Although details are uncertain, it was said Arden-Sul was the last to die with the look of pure
bliss upon his face.

The Demented have a radically different story of the events leading to Arden-Sul's demise.
Fearing that one of his followers would one day turn traitor and bury a blade in his back,
Arden-Sul sought a method to see deep into a man's soul and reveal his true feelings. After an
exhaustive search, he uncovered the secrets of visceromancy, the science of divination
through the observation of the entrails of others. Armed with this knowledge, he summoned
his flock to the Sacellum. After imbibing the wine Arden-Sul gave them, his followers
suddenly felt themselves paralyzed... aware of their surroundings but unable to move. Then,
one by one, Arden-Sul cut out the still-beating hearts of his followers and read their lifeblood.
After removing all 213 hearts, he still hadn't located the traitor. Furious, he reached into his
chest and tore out his own heart. Before the light faded from his eyes, Arden-Sul was reported
to have realized the ironic truth; he was the traitor, destined to kill himself.

Whether or not one chooses to take either of these stories seriously is of little import. The
truth remains that the Sacellum is a significant location of a highly regarded prophet's death.
482                         [148.2] THE PROPHET ARDEN-SUL II

To this day, the building is still shared among the Manics and the Demented, and depending
on Lord Sheogorath's whim, the favored side becomes its ruling body.
                          [149] PROVINCES OF TAMRIEL   483



[149] Provinces of Tamriel*


See vol. I.
484                                  [150] PUBLIC NOTICE



[150] Public Notice


                                      For public notice:

This property has been seized by the Imperial Legion, and its owner imprisoned.

Rituals to the Night Mother, or any other attempt to contact the Dark Brotherhood, will not be
tolerated!

-- Adamus Phillida, Imperial Legion Commander
                                  [151] PURLOINED SHADOWS                                   485



[151] Purloined Shadows


                                      Purloined Shadows
                                      By Waughin Jarth


                                       * Chapter One *

The candle was lit, and the thief was standing there, blinking, caught. She was young, rather
dirty, wearing ragged black clothes that were surely quite smart and expensive weeks ago
when she had stolen them from one of the city's best tailors. The look of surprise slipped from
her face, and she took on a blank expression as she put the gold back on the table.

"What are you doing here?" the man with the candle asked, stepping from the shadows.

"That's a stupid question," the girl replied, frowning. "I'm obviously robbing you."

"Since nothing I have is missing," the man smiled, glancing at the gold on the table. "I would
have to say that you're not robbing me. Attempting to rob me perhaps. The question I have is,
why? You know who I am, I assume. You didn't just come in through an unlocked door."

"I've stolen from everyone else. I've taken soul gems from the Mages Guild, I've robbed the
treasury of the most secure fortress, I cheated the Archbishop of Julianos ... I even
pickpocketed the Emperor Pelagius at his coronation. I thought it was your turn."

"I'm flattered," the man nodded. "Now that your ambition has been thwarted, what will you
do? Flee? Perhaps retire?"

"Teach me," the girl replied, a little grin finding its way unconsciously on her face. "I picked
all your locks, I slipped past all your wards ... You designed them, you know how difficult
that was for someone without training. I didn't come here for six gold pieces. I came here to
prove myself. Make me your student."

The Master of Stealth looked at the little girl burglar. "Your skill is not in need of training.
Your planning is adequate, but I can help you with that. What is without hope is your
ambition. You are past stealing for your livelihood, now you steal for the pleasure of it, for
the challenge. That's a personality trait which is incurable, and will lead you to an early
grave."

"Haven't you ever wanted to steal that which can't be stolen?" the girl asked. "Something that
would make your name known forever?"

The Master did not answer: he only frowned.

"Clearly I was fooled by your reputation," she shrugged, and opened a window. "I thought
you might want a willing accomplice on some great act of thievery which would go down in
history. Like you said, my skill at planning is only adequate. I didn't have in mind an escape
route, but this will have to do."
486                                [151] PURLOINED SHADOWS

The burglar slipped down the sheer wall, dashed across the shadowy courtyard, and within a
few minutes was back at her room in the run-down tavern. The Master was waiting for her
there, in the dark.

"I didn't see you go past me," she gasped.

"You turned on the street when you heard the owl call," he replied. "The most important tool
in the thieves' repertoire is distraction, either planned or improvised. I suppose your lessons
have begun."

"And what is the final test?" the girl smiled.

When he told her, she could only stare. She had, it seemed, not misunderstood his reputation
for daring. Not at all.

                                        * Chapter Two *

For the week leading up to the Eighth of Hearthfire, the skies above Rindale were dark and
alive as clouds of crows blotted out the sun. Their guttural squawks and groans deafened all.
The peasants wisely bolted their doors and windows, praying to survival that most unholy of
days.

On the night of the summoning, the birds fell silent, their black unblinking eyes following the
witches' march into the glen. There were no moons to light the way, only the leader's single
torch in the gloom. Their white robes appeared as indistinct shapes, like the faintest of ghosts.

A single tall tree stood in the middle of the clearing, every branch thick with crows, watching
the procession without moving. The lead witch placed the torch at the base of the tree, and her
seventeen followers formed a circle and began their slow, strange, wailing chant.

As they sang, the glow of the torch began to change. It did not diminish at all, but its color
became more and more grey, so it seemed a pulsating wave of ash had fallen on the witches.
Then it grew darker still, so that for a moment, though the fire yet burned, it was darkest night
in the forest. The penumbra continued until the torch was burning with a color without a
name, emptiness beyond mere blackness. It cast a glow, but it was an unnatural scintillation
falling on the witches. Their robes of white became black. The Dunmer among them had eyes
of green, and ivory white flesh. The Nords appeared black as coal. The crows watching
overhead were as pure white as the witches' cloaks.

The Daedra Princess Nocturnal stepped out of the pit of uncolor.

She stood in the center of the circle, the tree of pallid crows her throne, aloof, as the witches
continued their chanting, dropping their robes to prostrate themselves naked before their great
mistress. Wrapping her night cloak around her, she smiled at their song. It spoke of her
mystery, of veiled beauty, of eternal shadows and a divine future when the sun burns no more.

Nocturnal let her cloak slide from her shoulders and was naked. Her witches did not raise
their head from the ground, but continued their hymn of darkness.

"Now," said the girl to herself.
                                   [151] PURLOINED SHADOWS                                    487

She had been up in the tree all day, dressed in a ridiculous suit of mock crows. It was
uncomfortable, but when the witches had arrived, she forgot all her aches, and concentrated
on being perfectly still, like the other crows in the tree. It had taken considerable planning and
study between her and the Master of Stealth to find the glen, and to learn what to expect in the
summoning of Nocturnal.

Gently, silently, the burglar eased herself down the branches of the tree, coming closer and
closer to the Daedra Princess. She let herself break her concentration for just a moment, and
wondered where the Master was. He had been confident in the plan. He said that when
Nocturnal dropped her cloak, there would be a distraction, and it could be quickly taken in
that instant provided the girl was in position at the precise right moment.

The girl climbed along the lowest of the branches, carefully pushing aside the crows that
were, as the Master said, transfixed by the Princess in her naked beauty. The girl was now
close enough, if she only reached out her arm, to touch Nocturnal's back.

The song was rising to a crescendo, and the girl knew that the ceremony would soon be over.
Nocturnal would clothe herself before the witches ended the chant, and the chance to take the
cloak would be over. The girl gripped the tree branch tightly as her mind raced. Could it be
that the Master was not here at all? Was this, was this conceivably the entire test? Was it only
to show that it could be done, not to do it?

The girl was furious. She had done everything perfectly, but the so-called Master of Stealth
had proven himself a coward. Perhaps he had taught her a little in the months that it took to
plan this, but what was it worth? Only one thing made her smile. On that night when she had
stolen into his stronghold, she had kept one single gold piece, and he had never suspected it. It
was symbolic, as symbolic as stealing the cloak of Nocturnal in its way, proving that the
Master Thief could be robbed.

The girl was so lost on her mind that she thought she imagined it for a moment when a man's
voice yelled out from the darkness, "Mistress!"

The next words she knew she didn't imagine: "Mistress! A thief! Behind you!"

The witches raised their heads, and screamed, ruining the sanctity of the ceremony, as they
charged forward. The crows awoke and burst from the tree in an explosion of feathers and
toad-like cries. Nocturnal herself whirled around, affixing the girl with her black eyes.

"Who art thee who dares profane?" The Princess hissed, as the pitch shadows flew from her
body enveloping the girl in their lethal chill.

In the last instant before she was swallowed alive by darkness, the girl looked to the ground
and saw that the cloak was gone, and she answered, as she understood, "Oh, who am I? I'm
the distraction."
488                     [152] THE RANSOM OF ZAREK



[152] The Ransom of Zarek*


See vol. I.
                                 [153] THE RAVINGS OF FENROY                                 489



[153] The Ravings of Fenroy


                                    The Ravings of Fenroy


[The following pieces were gathered from the author's cell shortly before his untimely death
at his own hands. Written primarily on bedsheets and the bare stone of his floor, using only
his own bodily fluids for ink, some of the transcriptions represent the editors' best guesses at
the author's true intent.]


Mother said there was no reason
It's just the way it is
Mother lies
I can see rain, I can feel rain
I can only feel wind
Someone is hiding

If I walk through the forest, the birds stop singing. They're talking about me. I'm sure of it.
They're just too scared to do it to my face.

Boat
Moat
Coat
Float
Goat
Note
Wrote
secretnamesecretnamesecretname

He touches me when I'm not looking

Sometimes I hear the people talking about their days. They talk about family and the weather
and yesterday and tomorrow. They say What a good day it was and How was your day and
Have a nice day. I say talk talk talk talk. How can you enjoy your day when you share it with
everyone? Time is a private thing. The dragon hides it from us all, parceling it out in dribs and
drabs. Save your time. Save your time. I keep mine locked up tight. Where no one can find it.
Not even Him.

Hold me now
Rock me gently
My tears are burning, dear
Don't jinx it
Don't jinx it
Hold your breath, one big one now
One last gasp
And we're done
490                               [153] THE RAVINGS OF FENROY

He talks all the time, but his words are useless. Talking, talking. Let's talk. Never doing.
Always talking. Words become meaningless. They float on the air. Dissipate like passed gas.
Make him stop talking. Make him stop talking to me.

Always take care when dealing with women. They see things we do not. A smile. A glance.
They mean nothing to us, everything to them. They twist their smiles to meet our own. They
avert a gaze just so. Watch them closely. They rule the world; they just don't know it.

Am I indecisive? Yes and no.

They came to bring me food today. I ate it, though I know it was poisoned. They lace it with
black flour and edgeroot. They think it keeps me quiet, sedate. I know better. Sometimes I
chew up the bread and spit it into the corners of my cell. No one notices, and the rats eat it
after a time. It keeps them quiet, sedate. When I eat the rats, the poison is more dilute. And I
gain their memories.

I don't believe it's fair that I'm forced to deal with the stupid. Or the obtuse. Or the pedantic.
Yet they give me rules, like Go here and Do that and Eat this and Kill that. They don't know
that I know their names. Eventually I'll get to them. And I'll make the rules.

Just You wait and see
Good Gods come and go, but
All Lords eventually fall
A God can wake up mortal.

If I learn from my mistakes, will I eventually stop making them? Is there a balance I can
achieve, a perfect harmony with my self? Shall I seek that point where there are no more
mistakes to be made? All the lessons learned? When that happens, do we die? Do we become
gods? Do the gods even want us?

Maybe all dogs go outside deliberately. Maybe a decision gets overly deliberate. Might a
dream grow overly demented? He knows. He knows. He knows.

Stories are for children and dreamers. Poetry is for weaklings and madmen. Epics glorify the
vile and vilify the glorious. Read minds, not words.

I think it's time to go. He's still in my head, but I think he might leave if I'm quiet. Shh. Shh.
                            [154] THE REAL BARENZIAH   491



[154] The Real Barenziah*


See vol. I.
492                          [155] REALITY AND OTHER FALSEHOODS



[155] Reality and Other Falsehoods


                                          Reality and
                                        Other Falsehoods


It is easy to confuse Illusion and Alteration. Both schools of magic attempt to create what is
not there. The difference is in the rules of nature. Illusion is not bound by them, while
Alteration is. This may seem to indicate that Alteration is the weaker of the two, but this is not
true. Alteration creates a reality that is recognized by everyone. Illusion's reality is only in the
mind of the caster and the target.

To master Alteration, first accept that reality is a falsehood. There is no such thing. Our
reality is a perception of greater forces impressed upon us for their amusement. Some say that
these forces are the gods, other that they are something beyond the gods. For the wizard, it
doesn't really matter. What matters is the appeal couched in a manner that cannot be denied. It
must be insistent without being insulting.

To cast Alteration spells is to convince a greater power that it will be easier to change reality
as requested than to leave it alone. Do not assume that these forces are sentient. Our best
guess is that they are like wind and water. Persistent but not thoughtful. Just like directing the
wind or water, diversions are easier than outright resistance. Express the spell as a subtle
change and it is more likely to be successful.
                                        [156] RECEIPT   493



[156] Receipt


Jobasha Bookseller
Lower Waistworks
Foreign Quarter, Vivec
Vvardenfell, Morrowind


Treatise on Ayleidic Cities (damaged)

...........................1,500dr


The Lusty Argonian Maid

..............................15dr


Praise be to Helseth and the Empire!
494                               [157.1] RECIPES: RECIPE



[157] Recipes

[157.1] Recipe


To create a potion of Cure Poison, mix Ginseng and Redwort Flower in equal portions.
Slowly grind them together with a mortar and pestle. The ginseng may leave a sticky residue.
Add water for easy swallowing.
                                   [157.2] RECIPES: RECIPE                               495



[157.2] Recipe


For a potion of Cure Disease, grind Clannfear Claws and Mandrake root into a fine powder
using a mortar and pestle. It will remain somewhat gritty. It can be mixed in with almost any
liquid, but ordinary clear water is safest.
496                               [157.3] RECIPES: RECIPE



[157.3] Recipe


To create a potion of Restore Fatigue, combine any two normal foods, such as meat or seeds.
Grind carefully with the mortar and pestle. Place the resulting powder in a small pestle and
mix with ordinary clear water.
                        [158] THE REAR-GUARD   497



[158] The Rear-Guard*


See vol. I.
498                     [159] THE RED BOOK OF RIDDLES



[159] The Red Book of Riddles*


See vol. I.
                                [160] THE RED KITCHEN READER                                   499



[160] The Red Kitchen Reader


                                    The Red Kitchen Reader
                                       By Simocles Quo


Though naturally modest, I must admit to some pleasure in being dubbed by our Emperor's
father, the late Pelagius IV, as "the finest connoisseur in Tamriel." He was also good enough
to appoint me the first, and to this day, the only Master of Cuisine in the Imperial Court.
Other Emperors, of course, had master chefs and cooks in their staff, but only during the reign
of Pelagius was there someone of rarefied tastes to plan the menus and select the finest
produce to be served at court. His son Uriel requested that I continue in that position, but I
was forced to graciously decline the invitation, because of age and poor health.

This book, however, is not intended to be autobiography. I have had a great many adventures
in my life as a knight of fine dining, but my intention for this book is much more specific.
Many times I have been asked, "What is the best thing you ever ate?"

The answer to that is not a simple one. Much of the pleasure of a great meal is not only in the
food: it is in the setting, the company, the mood. Eat an indifferently cooked roast or a simple
stew with your one true love, and it is a meal to be remembered. Have an excellent twelve-
course feast with dull company, while feeling slightly ill, and it will be forgotten, or
remembered only with distaste.

Sometimes meals are memorable for the experiences that come before them.

Fairly recently, in northern Skyrim, I had a bit of bad luck. I was with a group of fishermen,
observing their technique of capturing a very rare, very delicious fish called Merringar. The
fish is found only far from shore, so it was a week's voyage out beyond civilization. Well, we
found our school of Merringar, but as the fishermen began spearing them, the blood in the
water attracted a family of Dreugh, who capsized the boat and everyone on it. I managed to
save myself, but the fishermen and all our supplies were lost. Sailing is not, alas, a skill I have
picked up over the years, and it took me three weeks, with no provisions, to find my way back
to the kingdom of Solitude. I had managed to catch enough small fish to eat raw, but I was
still delirious from hunger and thirst. The first meal I had on shore, of Nordic roast boar,
Jazbay wine, and, yes, filet of Merringar would have been excellent under any circumstances,
but because of the threat of starvation I had faced, it was divine beyond words.

Sometimes meals are even memorable for the experiences that follow them.

In a tavern in Falinesti, I was introduced to a simple peasant dish called Kollopi, delicious
little balls of flesh, thick with spices and juice, so savory I asked the proprietress whence they
came. Mother Pascost explained that the Kollopi were an arboreal rodent that fed exclusively
on the most tender branches of the graht-oak, and I was fortunate enough to be in Valenwood
at the time of the annual harvest. I was invited to join with a small colony of Imga monkeys,
who alone could gather these succulent little mice. Because they lived only on the slenderest
branches of the trees, and only on the ends of those same branches, the Imga had to climb
beneath them and jump up to "pick" the Kollopi from their perches. Imga are, of course,
500                             [160] THE RED KITCHEN READER

naturally dexterous, but I was then relatively young and spry, and they let me help them.
While I could never jump as high they could, with practice, I found that if I kept my head and
upper body rigid, and launched off the ground with a scissors-like kick, I could reach the
Kollopi on the lowest branches of the tree. I believe I gathered three Kollopi myself, though
with considerable effort.

To this day, I salivate at the thought of Kollopi, but my mind is on the image of myself and
several dozen Imgas leaping around beneath the shade of the graht-oaks.

Then, of course, there are the rare meals memorable for what came before, after, and during
the meal, which brings me to the finest thing I ever ate, the meal that began my lifelong
obsession with excellent cuisine.

As a child growing up in Cheydinhal, I did not care for food at all. I recognized the value of
nutrition, for I was not a complete dullard, but I cannot say that mealtime brought me any
pleasure at all. Partly, of course, this was the fault of my family's cook, who believed that
spices were an invention of the Daedra, and that good Imperials should like their food boiled,
textureless and flavorless. Though I think she was alone in assigning a religious significance
to this, my sampling of traditional Cyrodilic cuisine suggests that the philosophy is regrettably
common in my homeland.

Though I did not enjoy food per se, I was not a morose, unadventurous child in other respects.
I enjoyed the fights in the Arena, of course, and nothing made me happier than wandering the
streets of my town, with my imagination as my only companion. It was on one such jaunt on a
sunny Fredas in Mid Year that I made a discovery that changed my heart and my life.

There were several old abandoned houses down the street from my own home, and I often
played around them, imagining them to be filled with desperate outlaws or haunted by
hundreds of evil spirits. I never had the nerve to go inside. In fact, had I not that day seen
some other children who had delighted in teasing me in the past, I would never have gone in.
But I needed a sanctuary, so I ran into the closest one.

The house seemed to be as desolate on the inside as on the outside, further proof that no one
lived there, and had not for some time. When I heard footsteps, I could only assume that the
loathsome little urchins I hoped to avoid had followed me in. I escaped to the basement, and
from there, past a broken-down wall that led to a well. I could still hear the footsteps above,
and I decided that I was still loath to confront my tormentors. Knocking aside the rusty locks
on the well, I slipped down below.

The well was dry, but I discovered it was far from empty. There was a sort of a sub-basement
to the house, three large rooms that were clean, furnished, and evidently not abandoned at all.
My senses told me someone was living in the house, after all: not only my sense of sight, but
my sense of smell. For one of the rooms was a large red-painted kitchen, and spread out on
the coals of the oven was a roast, carved into small morsels. Passing a beautiful and
appropriate bas-relief of a mother carving a roast for her grateful children, I beheld the
kitchen and the wonders within.

Like I said, food had never interested me before, but I was transfixed, and even now as I write
this, words fail me in describing the rich aroma that hung in the air. It was like nothing I had
ever smelled in my family's kitchen, and I was unable to stop myself from popping one of the
                                [160] THE RED KITCHEN READER                                   501

steaming chunks of meat into my mouth. The taste was magical, the flesh tender and sweet.
Before I knew it, I had eaten everything on the stove, and I learned at that very second the
truth that that food can and should be sublime.

After gorging myself and having my culinary epiphany, I was conflicted on what to do. Part
of me wanted to wait down in that red kitchen until the chef returned, so I could ask him what
his secret recipe was for the delicious meat. Part of me recognized that I had stolen into
someone's house and eaten their dinner, and it would be wise to leave while I could. That was
what I did.

Time and again, I've tried to return to that strange, wonderful place, but Cheydinhal has
changed over time. Old houses have been reclaimed, and new houses abandoned. I know what
to look for on the inside of the house - the well, the beautiful etching of a woman preparing to
carve out a roast for her children, the red kitchen itself - but I have never been able to find the
house again. After a while, as I grew older, I stopped trying. It is better as it remains in my
memory, the most perfect meal I ever ate.

The inspiration for my life that followed all was cooked up, together with that fabulous meat,
right there in the Red Kitchen.
502                                  [161] THE REFUGEES



[161] The Refugees


                                       The Refugees
                                     By Geros Albreigh


The smell of the bay oozed through the stones of the cellar, salt and brined decay. The cellar
itself had its own scents of old wine turned to vinegar, mildew, and the more exotic spices of
herbs the healers had brought with them to tend to the wounded. There were more than fifty
people squeezed into the big earthen room which had once been forgotten storage for the
brothel above. The groaning and whimpering had ceased for now, and all was still, as if the
hospital had turned into a mass grave.

"Mother," a Redguard boy whispered. "What was that?"

The boy's mother was about to answer him when there was another rolling roar from outside,
which grew louder and louder, as if some great but incorporeal beast had come into the cellar.
The walls trembled and dust burst from the ceiling in a rain of powder.

Unlike the last time, no one screamed. They waited until the weird, haunting sound had past,
and then was replaced by the soft rumble of the distant battle.

A wounded soldier began whispering Mara's Prayer from the Doomed.

"Mankar," a Bosmer woman curled up in a cot hissed, her eyes feverish, flesh white and wet
with sweat. "He is coming!"

"Who is coming?" asked the boy, grasping his mother's skirt tight.

"Who do you think, lad? The sweets monger?" a grizzled one-armed Redguard growled. "The
Camoran Usurper."

The boy's mother shot an angry look at the old warrior. "She doesn't know what she's saying.
She's sick."

The boy nodded. His mother was usually right. He had not yet even been born when people
began whispering that the Camoran Usurper was coming towards her little village, and she
had packed up their belongings to flee. Their neighbors had laughed at her, she said, saying
that Rihad and Taneth would handily defeat him. Her husband, Lukar's father who he was
never to meet, had also laughed at her. It was the harvest time, and she would miss out on the
celebrations. But his mother, Miak-I, was right. Two weeks after she fled the village, she
heard the tale that it had been obliterated during the night with no survivors. Rihad and
Taneth had both fallen. The Usurper was unstoppable.

Lukar had been born and grown up in refugee camps throughout Hammerfell. He had never
known a friend for more than a few days. He knew that when the sky burned red to the west,
they would pack up and move east. When it burned to the south, they moved north. At last,
after twelve years of moving from camp to camp, they had taken passage across the Iliac Bay
                                       [161] THE REFUGEES                                      503

to the province of High Rock and the barony of Dwynnen. There Miak-I had promised, and
hoped, that they would have a peaceful, permanent home.

It was so green there, it blinded him. Unlike Hammerfell, which was only green in certain
seasons and in certain places, Dwynnen was verdant year round. Until wintertide, when it
began to snow, and Lukar had been frightened of it at first. He was ashamed to think of it
now, when there was real danger, but the red clouds of war, the stink and pain of the refugee
camp, that was familiar.

Now, the red sky was on the horizon of the bay and coming closer, and he longed for the days
when a scattering of white made him cry.

"Mankar!" the Bosmer woman cried out again. "He is coming, and he will bring death!"

"No one is coming," said a pretty young Breton healer, coming to the woman's side. "Hush
now."

"Hello?" came a voice from above.

The whole room, almost together as one gasped. A Bosmer limped down the shoddy wooden
stairs, his friendly face very obviously not that of the Camoran Usurper.

"Sorry if I frightened you," he said. "I was told there were healers here, and I could use a little
help."

Rosayna hurried to take a look at the Bosmer's wounds on his leg and chest. Dishelved but
still beautiful, she was one of the favorites at the brothel, who had learned her healing skill
along with her more vocational skills at the House of Dibella. She carefully but quickly pulled
the rent leather cuirass, chausses, tassets, grieves, and boots off him, and placed them to the
side while she examined the injuries.

The old Redguard warrior picked them up and studied them. "You were in the war?"

"Next to it is probably a better way to put it," the Bosmer smiled, wincing slightly at
Rosayna's touch. "Behind it, beside it, in front of it. My name's Orben Elmlock. I'm a scout. I
try to avoid the real battle, so I can get back and report what I see. A good job for people who
don't like the color of their own blood very much."

"Hzim," said the warrior, shaking Orben's hand. "I can't fight anymore, but I can fix up this
armor if you're going to return."

"You're a leathersmith?"

"Naw, just a jack of all trades," replied Hzim, opening up a small canister of wax to prep the
hard but flexible leather. "I could tell you were a scout from the armor, though. Can you tell
us what you've been spying on? We've been down in here for half a day now, with no word
from the outside."

"The entire Iliac Bay is one great battlefield on the waves," said Orben and sighed as
Rosayna's spell began to close his jagged but shallow wounds. "We've shut off the invasion
504                                    [161] THE REFUGEES

from the mouth of the bay, but I was coming from the coast, and the enemy's army is
marching over the Wrothgarian Mountains. That's where I had my little scuffle. It's not too
surprising, moving the flank in from the side while the front battle is occupied. It's a play right
out of Camoran Kaltos's book of tricks the Hart-King borrowed."

"The Hart-King?" Lukar asked. He had been listening quietly, understanding everything
except that.

"Haymon Camoran, the Camoran Usurper, Haymon Hart-King, they're all the same, lad. He's
a complicated fellow, and needs more than one name."

"You know him?" Miak-I asked, stepping forward.

"Near on twenty years, before this whole black, bloody business. I was Camoran Kaltos's
chief scout, and Haymon was his sorcerer and advisor. I helped them both, when they were
vying for the Camoran throne, and began the conquest of - Ouch!"

Rosayna has ceased her healing. With eyes of fury, she had reversed her spell, and the closed,
mended wounds were opening again, dark infections returning. She held him with surprising
strength when Orben tried to pull back.

"You bastard," the healer courtesan hissed. "I have a cousin in Falinesti, a priestess."

"She's fine!" Orben yelped. "Lord Kaltos was very adamant about not harming anyone who
did not pose a threat ..."

"I think the people of Kvatch would disagree with that assessment," said Hzim, coldly.

"That was horrible, the worst thing I have ever seen," Orben nodded. "Kaltos wept when he
saw what Haymon had done. My master did everything he could to stop it, begging the Hart-
King to return to Valenwood. But he turned on Kaltos, and we fled. We are not your enemy,
and we have never been. Kaltos could do nothing to prevent the horror that the Usurper has
brought to the Colovian West and Hammerfell, and he has fought for fifteen years to prevent
more."

The frightening bestial roar passed through the cellar again, even louder than before. The
wounded could not help groaning in helpless terror.

"And what is that?" Miak-I sneered. "Another of Camoran Kaltos's tricks that the Usurper
picked up?"

"It is indeed a trick, as a matter of fact," Orben yelled, above the screech. "It's a phastasm he
employs to scare people. He had to use fear tactics in the beginning when his power was
ascending, and he has to fall back on them now for his power is waning. That is why it took
him two years to conquer Valenwood, and another thirteen to half-conquer Hammerfell. No
offense to you Redguards, but it isn't only your battle prowess that has been holding him back.
He does not have the support he used to have from his Master -"

The echoing roar increased in intensity before once again falling silent.
                                       [161] THE REFUGEES                                  505

"Mankar!" the Bosmer woman groaned. "He comes, and he will destroy all!"

"His Master?" asked Lukar, but Orben's eyes had gone to the Bosmer woman, curled up in her
blood-soaked cot.

"Who is she?" Orben asked Rosayna.

"One of the refugees, of course, from your friendly little war in Valenwood before you and
your Kaltos changed sides," the healer replied. "I think her name is Kaalys."

"By Jephre," Orben whispered under his breath, limping over to the woman's cot and wiping
the sweat and blood streaked hair from her pallid face. "Kaalys, it's Orben. Do you remember
me? How did you get here? Did he hurt you?"

"Mankar!" Kaalys moaned.

"That's all she says," said Rosayna.

"I don't know what that it is," Orben frowned. "Not the Usurper, though she knew him too.
Very well. She was a favorite of his."

"His favorites, you, Kaltos, her, all seem to turn against him," said Miak-I.

"That is why he will fall," replied Hzim.

Armored footfall rang along the ceiling, and the cellar door burst open. It was the captain of
Baron Othrok's castle guards. "The docks are on fire! If you want to live, you'll need to take
refuge at Castle Wightmoor!"

"We need help!" Rosayna called back, but she knew that the guards were needed for defense,
not to help carry the sick to safety.

With ten guards who could be spared and the most able-bodied of the wounded assisting, the
cellar was emptied as the streets of Dwynnen filled with smoke, and fire began to spread
through the chaos. It had been a single fireball miscast out at sea striking the docks, but the
damage would be tremendous. Some hours later, in the courtyard of the mighty castle, the
healers were able to set up the cots and begin to tend once again to the suffering of the
innocent. The first person Rosayna found was Orben Elmlock. Even with his wounds
reopened, he had helped carry two of the patients into the castle.

"I'm sorry," she said as she pressed her healing hands onto his wounds. "I lost my temper. I
forgot that I am a healer."

"Where is Kaalys?" Orben asked.

"She's not here?" Rosayna said, looking around. "She must have run away."

"Run away? But wasn't she injured?"
506                                  [161] THE REFUGEES

"It was not a healthy situation, but new mothers can surprise you with what they can do when
it's all over."

"She was pregnant?" Orben gasped

"Yes. It wasn't such a difficult birth in the end. She was holding the boy in her arms when I
saw her last. She said she had done it herself."

"She was pregnant," Orben murmured again. "The mistress of the Camoran Usurper was
pregnant."

Word quickly spread throughout the castle that the battle was over, and more than that, the
war was over. Haymon Camoran's forces had been defeated at sea, and in the mountains. The
Hart-King was dead.

Lukar watched down from the battlements into the dark woods that surrounded Dwynnen. He
had heard about Kaalys, and he imagined a desperate woman fleeing with her newborn baby
in her arms into the wilderness. Kaalys would have nowhere to go, no one to protect them.
She and her baby would be a refugee, like Miak-I and him had been. Reflecting back, he
remembered her words.

He is coming. He is coming, and he will bring death. He will destroy all.

Lukar remembered her eyes. She was sick, but not afraid. Who was this "He" who was
coming if the Camoran Usurper was dead?

"Did she say nothing else?" asked Orben.

"She told me the baby's name," Rosayna replied. "Mankar."
                                       [162] REMANADA                                       507



[162] Remanada


                                        REMANADA


                 Chapter 1: SANCRE TOR AND THE BIRTH OF REMAN

And in those days the empire of the Cyrodiils was dead, save in memory only, for through
war and slug famine and iniquitous rulers, the west split from the east and Colovia's
estrangment lasted some four hundreds of years. And the earth was sick with this sundering.
Once-worthy western kings, of Anvil and Sarchal, of Falkreath and Delodiil, became through
pride and habit as like thief-barons and forgot covenant. In the heartland things were no
better, as arcanists and false moth-princes lay in drugged stupor or the studies of vileness and
no one sat on the Throne in dusted generations. Snakes and the warnings of snakes went
unheeded and the land bled with ghosts and deepset holes unto cold harbors. It is said that
even the Chim-el Adabal, the amulet of the kings of glory, had been lost and its people saw no
reason to find it.

And it was in this darkness that King Hrol set out from the lands beyond lost Twil with a
sortie of questing knights numbered eighteen less one, all of them western sons and daughters.
For Hrol had seen in his visions the snakes to come and sought to heal all the borders of his
forebears. And to this host appeared at last a spirit who resembled none other than El-Estia,
queen of ancienttimes, who bore in her left hand the dragonfire of the aka-tosh and in her
right hand the jewels of the covenant and on her breast a wound that spilt void onto her
mangled feet. And seeing El-Estia and Chim-el Adabal, Hrol and his knights wailed and set to
their knees and prayed for all things to become as right. Unto them the spirit said, I am the
healer of all men and the mother of dragons, but as you have run so many times from me so
shall I run until you learn my pain, which renders you and all this land dead.

And the spirit fled from them, and they split among hills and forests to find her, all grieving
that they had become a villainous people. Hrol and his shieldthane were the only ones to find
her, and the king spoke to her, saying, I love you sweet Aless, sweet wife of Shor and of Auri-
el and the Sacred Bull, and would render this land alive again, not through pain but through a
return to the dragon-fires of covenant, to join east and west and throw off all ruin. And the
shieldthane bore witness to the spirit opening naked to his king, carving on a nearby rock the
words AND HROL DID LOVE UNTO A HILLOCK before dying in the sight of their union.

When the fifteen other knights found King Hrol, they saw him dead after his labors against a
mound of mud. And they parted each in their way, and some went mad, and the two that
returned to their homeland beyond Twil would say nothing of Hrol, and acted ashamed for
him.

But after nine months that mound of mud became as a small mountain, and there were
whispers among the shepherds and bulls. A small community of believers gathered around
that growing hill during the days of its first churning, and they were the first to name it the
Golden Hill, Sancre Tor. And it was the shepherdess Sed-Yenna who dared climb the hill
when she heard his first cry, and at its peak she saw what it had yielded, an infant she named
Reman, which is "Light of Man."
508                                     [162] REMANADA

And in the child's forehead was the Chim-el Adabal, alive with the dragon-fires of yore and
divine promise, and none dared obstruct Sed-Yenna when she climbed the steps of White-
Gold Tower to place the babe Reman on his Throne, where he spoke as an adult, saying I AM
CYRODIIL COME.


               Chapter 2: THE CHEVALIER RENALD, BLADE OF THE PIG

And in the days of interregnum, the Chim-el Adabal was lost again amid the petty wars of
gone-heathen kings. West and east knew no union then and all the lands outside of them saw
Cyrodiil as a nest of snakemen and snakes. And for four more hundreds of years did the seat
of Reman stay sundered, with only the machinations of a group of loyal knights keeping all its
borders from throwing wide.

These loyal knights did go by no name then, but were known by their eastern swords and
painted eyes, and it was whispered that they were descended from the bodyguard of old
Reman. One of their number, called the Chevalier Renald, discovered the prowess of
Cuhlecain and then supported him towards the throne. Only later would it be revealed that
Renald did this thing to come closer to Talos, anon Stormcrown, the glorious yet-emperor
Tiber Septim; only later still, that he was under instruction by a pig.

Long glory was wife to the all the knights of the dragon-banner, who knew no other and were
brothers before beyond many seas and now were brothers under the law named the blade-
surrender of Pale Pass. And having vampire blood these brother-knights lived for ages
through and past Reman and then kept guard over his ward, the coiled king, Versidue-Shaie.
The snake-captain Vershu became Renald became the protector of the northern west when the
black dart was hooked into Savirien-Chorak.


[Here torn pages indicate that the rest of this ancient book has been lost.]
           [163] REPORT OF THE IMPERIAL COMMISSION ON THE DISASTER AT IONITH                509



[163] Report of the Imperial Commission on the Disaster at Ionith


                                    Report of the Imperial
                                     Commission on the
                                      Disaster at Ionith

                                   Lord Pottreid, Chairman

                                      Part I: Preparations

The Emperor's plans for the invasion of Akavir were laid in the 270s, when he began the
conquest of the small island kingdoms that lie between Tamriel and Akavir. With the fall of
Black Harbor in Esroniet in 282, Uriel V was already looking ahead to the ultimate prize. He
immediately ordered extensive renovations to the port, which would serve as the marshalling
point for the invasion force and as the main supply source throughout the campaign. At this
time he also began the construction of the many large, ocean-going transports that would be
needed for the final crossing to Akavir, in which the Navy was previously deficient. Thus it
can be seen that the Emperor's preparations for the invasion were laid well in advance, before
even the conquest of Esroniet was complete, and was not a sudden whim as some have
charged.

When Prince Bashomon yielded Esroniet to Imperial authority in 284, the Emperor's full
attention could be devoted to planning for the Akaviri campaign. Naval expeditions were
dispatched in 285 and 286 to scout the sea lanes and coastlands of Akavir; and various
Imperial intelligence agents, both magical and mundane, were employed to gather
information. On the basis of all this information, the kingdom of the Tsaesci, in the southwest
of Akavir, was selected as the initial target for the invasion.

Meanwhile the Emperor was gathering his Expeditionary Force. A new Far East Fleet was
created for the campaign, which for a time dwarfed the rest of the Navy; it is said to be the
most powerful fleet ever assembled in the history of Tamriel. The Fifth, Seventh, Tenth, and
Fourteenth Legions were selected for the initial landing, with the Ninth and Seventeenth to
follow as reinforcements once the beachhead was secured. While this may seem to the layman
a relatively small fraction of the Army's total manpower, it must be remembered that this
Expeditionary Force would have to be maintained at the end of a long and tenuous supply
line; in addition, the Emperor and the Army command believed that the invasion would not be
strongly opposed, at least at first. Perhaps most crucially, the Navy had only enough heavy
transport capacity to move four legions at a time.

It should be noted here that the Commission does not find fault with the Emperor's
preparations for the invasion. Based on the information available prior to the invasion,
(which, while obviously deficient in hindsight, great effort had been made to accumulate), the
Commission believes that the Emperor did not act recklessly or imprudently. Some have
argued that the Expeditionary Force was too small. The Commission believes that on the
contrary, even if shipping could have been found to transport and supply more legions (an
impossibility without crippling the trade of the entire Empire), this would have merely added
to the scale of the disaster; it would not have averted it. Neither could the rest of the Empire
be denuded of legions; the memory of the Camoran Usurper was still fresh, and the Emperor
510        [163] REPORT OF THE IMPERIAL COMMISSION ON THE DISASTER AT IONITH

believed (and this Commission agrees) that the security of the Empire precluded a larger
concentration of military force outside of Tamriel. If anything, the Commission believes that
the Expeditionary Force was too large. Despite the creation of two new legions during his
reign (and the recreation of the Fifth), the loss of the Expeditionary Force left the Empire in a
dangerously weak position relative to the provinces, as the current situation makes all too
clear. This suggests that the invasion of Akavir was beyond the Empire's current strength;
even if the Emperor could have fielded and maintained a larger force in Akavir, the Empire
may have disintegrated behind him.

                                Part II: The Invasion of Akavir

The Expeditionary Force left Black Harbor on 23rd Rain's Hand, 288, and with fair weather
landed in Akavir after six weeks at sea. The landing site was a small Tsaesci port at the mouth
of a large river, chosen for its proximity to Tamriel as well as its location in a fertile river
valley, giving easy access to the interior as well as good foraging for the army. All went well
at first. The Tsaesci had abandoned the town when the Expeditionary Force approached, so
they took possession of it and renamed it Septimia, the first colony of the new Imperial
Province of Akavir. While the engineers fortified the town and expanded the port facilities to
serve the Far East Fleet, the Emperor marched inland with two legions. The surrounding land
was reported to be rich, well-watered fields, and meeting no resistance the army took the next
city upriver, also abandoned. This was refounded as Ionith, and the Emperor established his
headquarters there, being much larger than Septimia and better-located to dominate the
surrounding countryside.

The Expeditionary Force had yet to meet any real resistance, although the legions were
constantly shadowed by mounted enemy patrols which prevented any but large scouting
parties from leaving the main body of the army. One thing the Emperor sorely lacked was
cavalry, due to the limited space on the transport fleet, although for the time being the
battlemages made up for this with magical reconnaissance.

The Emperor now sent out envoys to try to contact the Tsaesci king or whoever ruled this
land, but his messengers never returned. In retrospect, the Commission believes that valuable
time was wasted in this effort while the army was stalled at Ionith, which could have been
better spent in advancing quickly while the enemy was still, apparently, surprised by the
invasion. However, the Emperor believed at the time that the Tsaesci could be overawed by
the Empire's power and he might win a province by negotiation with no need for serious
fighting.

Meanwhile, the four legions were busy building a road between Septimia and Ionith, setting
up fortified guard posts along the river, and fortifying both cities' defences, activities which
would serve them well later. Due to their lack of cavalry, scouting was limited, and
communication between the two cities constantly threatened by enemy raiders, with which the
legions were still unable to come to grips.

The original plan had been to bring the two reinforcing legions across as soon as the initial
landing had secured a port, but the fateful decision was now taken to delay their arrival and
instead begin using the Fleet to transport colonists. The Emperor and the Council agreed that,
due to the complete abandonment of the conquered area by its native population, colonists
were needed to work the fields so that the Expeditionary Force would not have to rely entirely
on the fleet for supplies. In addition, unrest had broken out in Yneslea, athwart the supply
           [163] REPORT OF THE IMPERIAL COMMISSION ON THE DISASTER AT IONITH               511

route to Akavir, and the Council believed the Ninth and Seventeenth legions would be better
used in repacifying those territories and securing the Expeditionary Force's supply lines.

The civilian colonists and their supplies began arriving in Septimia in mid-Hearthfire, and
they took over the preparation of the fields (which had been started by the legionnaires) for a
spring crop. A number of cavalry mounts were also brought over at this time, and the raids on
the two Imperial colonies subsequently fell off. Tsaesci emissaries also finally arrived in
Ionith, purportedly to begin peace negotiations, and the Expeditionary Force settled in for
what was expected to be a quiet winter.

At this time, the Council urged the Emperor to return to Tamriel with the Fleet, to deal with
many pressing matters of the Empire while the army was in winter quarters, but the Emperor
decided that it would be best to remain in Akavir. This turned out to be fortunate, because a
large portion of the Fleet, including the Emperor's flagship, was destroyed by an early winter
storm during the homeward voyage. The winter storm season of 288-289 was unusually
prolonged and exceptionally severe, and prevented the Fleet from returning to Akavir as
planned with additional supplies. This was reported to the Emperor via battlemage and it was
agreed that the Expeditionary Force could survive on what supplies it had on hand until the
spring.

                     Part III: The Destruction of the Expeditionary Force

The winter weather in Akavir was also much more severe than expected. Due to the supply
problems and the addition of thousands of civilians, the Expeditionary Force was on tight
rations. To make matters worse, the Tsaesci raiders returned in force and harried any foraging
and scouting parties outside the walls of the two cities. Several watch forts on the road
between Septimia and Ionith were captured during blizzards, and the rest had to be abandoned
as untenable. As a result, communication between the two cities had to be conducted entirely
by magical means, a continuing strain on the legions' battlemages.

On 5th Sun's Dawn, a large entourage of Tsaesci arrived at Ionith claiming to bring a peace
offer from the Tsaesci king. That night, these treacherous envoys murdered the guards at one
of the city gates and let in a strong party of their comrades who were waiting outside the city
walls. Their clear intention was to assassinate the Emperor, foiled only by the vigilance and
courage of troopers of the Tenth who were guarding his palace. Once the alarm was raised,
the Tsaesci inside the city were hunted down and killed to the last man. Needless to say, this
was the end of negotiations between the Emperor and the Tsaesci.

The arrival of spring only brought worse troubles. Instead of the expected spring rains, a hot
dry wind began to blow from the east, continuing with varying strength through the entire
summer. The crops failed, and even the river (which in the previous year had been navigable
by small boats far upstream of Ionith) was completely dried up by Sun's Height. It is unknown
if this was due to a previously unknown weather pattern unique to Akavir, or if the Tsaesci
manipulated the weather through magical means. The Commission leans towards the former
conclusion, as there is no direct evidence of the Tsaesci possessing such fearsome arcane
power, but the latter possibility cannot be entirely ruled out.

Due to prolonged bad weather, the supply fleet was late in setting out from Black Harbor. It
finally left port in early Second Seed, but was again severely mauled by storms and limped
into Septimia eight weeks later much reduced. Because of the increasingly desperate supply
512        [163] REPORT OF THE IMPERIAL COMMISSION ON THE DISASTER AT IONITH

situation in Akavir, the Emperor dispatched most of his Battlemage Corps with the fleet to
assist it in weathering the storms which seemed likely to continue all summer. At this time,
the Council urged the Emperor to abandon the invasion and to return to Tamriel with the
Expeditionary Force, but he again refused, noting that the fleet was no longer large enough to
transport all four legions at once. The Commission agrees that leaving one or more legions
behind in Akavir to await the return of the fleet would have damaged Army morale. But the
Commission also notes that the loss of one legion would have been preferable to the loss of
the entire Expeditionary Force. It is the unanimous opinion of the Commission that this was
the last point at which complete disaster might have been averted. Once the decision was
made to send the fleet back for reinforcements and supplies, events proceeded to their
inevitable conclusion.

From this point on, much less is known about what transpired in Akavir. With most of the
battlemages assisting the fleet, communication between the Expeditionary Force and Tamriel
was limited, especially as the situation in Akavir worsened and the remaining battlemages had
their powers stretched to the limit attending to all the needs of the legions. However, it
appears that the Tsaesci may also have been actively interfering with the mages in some
unknown manner. Some of the mages in Akavir reported their powers being abnormally
weak, and the mages of the War College in Cyrodiil (who were handling communications for
the Council) reported problems linking up with their compatriots in Akavir, even between
master and pupil of long training. The Commission urges that the War College make a
particular study of the arcane powers of the Tsaesci, should the Empire ever come into
conflict with Akavir again.

What is known is that the Emperor marched out of Ionith in mid-Sun's Height, leaving only
small garrisons to hold the cities. He had learned that the Tsaesci were massing their forces on
the other side of a mountain range to the north, and he intended to smash their army before it
could gather full strength and capture their supplies (of which he was in desperate need). This
rapid advance seems to have taken the Tsaesci by surprise, and the Expeditionary Force
crossed the mountains and fell on their camp, routing the Tsaesci army and capturing its
leader (a noble of some kind). But the Emperor was soon forced to retreat, and the legions
suffered heavily on their retreat to Ionith. The Emperor now found himself besieged in Ionith,
cut off from the small garrison at Septimia which was also besieged. By this time, it seems
that the efforts of the few remaining battlemages were devoted entirely to creating water to
keep the army alive, a skill not normally emphasized at the War College. The fleet had arrived
safely back to Black Harbor, thanks to the Battlemage Corps, but all attempts to return to
Akavir were frustrated by a series of ever more savage storms that battered Esroniet
throughout the rest of 289.

The Council's last contact with the Emperor was in early Frostfall. By Evening Star, the
Council was extremely worried about the situation in Akavir and ordered the fleet to sail
regardless of the risk. Despite the continued storms, the fleet managed to press on to Akavir.
Hope was raised when contact was made with the Emperor's battlemage, who reported that
Ionith still held out. Plans were quickly laid for the Expeditionary Force to break out of Ionith
and fall back on Septimia, where the fleet would meet them. This was the last direct contact
with the Expeditionary Force. The fleet arrived in Septimia to find its garrison under savage
assault from a large Tsaesci army. The battlemages with the fleet threw back the enemy long
enough for the survivors to embark and the fleet to withdraw.
           [163] REPORT OF THE IMPERIAL COMMISSION ON THE DISASTER AT IONITH                  513

The few survivors of the Expeditionary Force who reached Septimia told how the Emperor
had led the army out of Ionith by night two days earlier, succesfully breaking through the
enemy lines but then being surrounded by overwhelming forces on the road to Septimia. They
told of a heroic last stand by the Emperor and the Tenth Legion, which allowed a remnant of
the Fourteenth to reach Septimia. Two survivors of the Tenth arrived in Septimia that night,
having slipped through the enemy lines during their undisciplined victory celebration. These
men confirmed having seen the Emperor die, cut down by enemy arrows as he rallied the
Tenth's shield wall.

                                      Part IV: Conclusion

The Commission believes that the invasion of Akavir was doomed from the start for several
reasons, none of which could have been foreseen beforehand, unfortunately.

Despite extensive intelligence-gathering, the Expeditionary Force was clearly unprepared for
the situation in Akavir. The unexpected weather which plagued the army and navy was
particularly disastrous. Without the loss of a majority of the Far East Fleet during the
campaign, the Expeditionary Force could have been withdrawn in 289. The weather also
forced the Emperor to assign most of his Battlemage Corps to the fleet, leaving him without
their valuable assistance during the fighting which soon followed. And of course the
unexpected drought which struck Ionith during 289 dashed the hopes of supplying the army
locally, and left the Expeditionary Force in an untenable situation when besieged in Ionith.

The Tsaesci were also much stronger than intelligence reports had suggested. Information on
the size of the army the Tsaesci were eventually able to field against the Expeditionary Force
is vague, as the only serious fighting took place after regular communications were cut off
between the Emperor and the Council. Nevertheless, it seems likely that the Tsaesci
outnumbered the Emperor's forces by several times, as they were able to force four crack
legions into retreat and then keep them under siege for several months.

As was stated previously, the Commission declines to criticize the initial decision to invade
Akavir. Based on what was known at the time, the plan seemed sound. It is only with the
benefit of hindsight does it become obvious that the invasion had very little chance of success.
Nevertheless, the Commission believes several valuable lessons can be taken from this
disaster.

First, the Tsaesci may have extremely powerful arcane forces at their command. The
possibility that they may have manipulated the weather across such a vast region seems
incredible (and it should be noted that three Commissioners strongly objected to this
paragraph even being included in this Report), but the Commission believes that this matter
deserves urgent investigation. The potential danger is such that even the slight possibility
must be taken seriously.

Second, the Tsaesci appear to possess no navy to speak of. The Expeditionary Force was
never threatened by sea, and the Far East Fleet fought nothing but the weather. Indeed, initial
plans called for a portion of the Fleet to remain in Akavir for use in coastal operations, but in
the event there were very few places where the large vessels of the Fleet could approach the
land, due to the innumerable reefs, sandbars, islands, etc. that infested the coastal waters north
and south from Septimia. Due to the utter lack of trees in the plain around Septimia and
Ionith, the Expeditionary Force was unable to build smaller vessels which could have
514        [163] REPORT OF THE IMPERIAL COMMISSION ON THE DISASTER AT IONITH

navigated the shallow coastal waters. Any future military expeditions against Akavir would
do well to consider some way of bringing a means for inshore naval operations in order to
exploit this clear advantage over the Tsaesci, an advantage that was sadly unexploited by the
Expeditionary Force.

Third, much longer-term study needs to be made of Akavir before another invasion could
even be contemplated. The information gathered over the four years prior to the invasion was
extensive, but clearly inadequate. The weather conditions were completely unexpected; the
Tsaesci much stronger than expected; and the attempted negotiations by the Emperor with the
Tsaesci a disaster. Akavir proved alien beyond expectation, and the Commission believes any
future attempt to invade Akavir should not be contemplated without much greater knowledge
of the conditions, politics, and peoples of that continent than presently obtains.

Finally, the Commission unanimously concludes that given what we now know, any attempt
to invade Akavir is folly, at least in the present state of the Empire. The Empire's legions are
needed at home. One day, a peaceful, united Empire will return to Akavir and exact severe
retribution for the disaster at Ionith and for our fallen Emperor. But that day is not now, nor in
the foreseeable future.
                                   [164] DE RERUM DIRENNIS                                      515



[164] De Rerum Dirennis


                                      De Rerum Dirennis
                                      By Vorian Direnni


I am six-hundred-and-eleven years old. I have never had children of my own, but I have many
nieces and nephews and cousins who have been raised with the tales and traditions of our
ancient, illustrious, and occasionally notorious clan, the Direnni. Few families in Tamriel can
boast so many famous figures, wielding so much power over the fate of so many. Our
warriors and kings are stuff of legend, and it is not to dismiss their honor and their
achievements to say you have heard quite enough about them.

I myself have never picked up a sword or written an important law, but I am part of a lesser
known but still important Direnni tradition: the way of the wizard. My own autobiography
would be of little interest to posterity - though my nephew, nieces, and cousins indulge me to
tell wild tales of life in the chaotic Second Era of Tamriel - but I have a few ancestors whose
stories should be told. They may have changed history as we know it as dramatically as my
better known relatives, but their names are in danger of being forgotten.

Most recently, Lysandus, the King of Daggerfall, was able to conquer his ancient enemies of
Sentinel in part thanks to his court sorceress, Medora Direnni. Her grandfather Jovron Direnni
was Imperial Battlemage to the court of the Dunmer Empress of Tamriel, Katariah, assisting
her in creating peace in a time of turmoil. His great great grandfather Pelladil Direnni had a
similar role with the first Potentate, and encouraged the Guild Act without which we would
not have all the professional organizations we have today. His ancestor, many times back, was
the witch Raven Direnni, who with her better known cousins Aiden and Ryain, brought an
end to the tyranny of the latter Alessian Empire. Before the Psijics of Artaeum, it is said, she
created the art of enchantment, learning how to bind a soul into a gem and use that to ensorcel
all manners of weaponry.

But it is the story of an ancestor even more ancient, more distant than Raven I wish to tell.

Asliel Direnni harkens back to the humble beginnings of our clan, in the tiny farming village
of Tyrigel on the banks of the river Caomus which was then called the Diren, hence the
family name. Like all on Summurset Isle in those days, he was a simple planter of the fields.
But while others only grew enough to sustain their immediate kin, even distant cousins of the
Dirennis worked together. They would decide as a group which fields were best for wheat,
orchard, vine, livestock, or apiary, and thereby always have the best yields of any farm which
worked alone, doing the best as it could with what it had.

Asliel had a particularly poor farm for most kind of agriculture, but small herbs found its
stony, loamless, acidic soil very comfortable. Out of necessity more than anything else he
became an expert on all manners of herbs. For the most part, of course, they were used in
flavoring cooking, but as you know, hardly any plant grows on the surface of our world
without a magickal potential.
516                                [164] DE RERUM DIRENNIS

Even so long ago, witches already were in existence. It would be ridiculous for me to suggest
that Asliel Direnni invented alchemy. What he did, what we can all be grateful for, is that he
formulated it into an art and science.

There were no witches' covens in Tyrigel, and, of course, there would be no Mages Guild yet
for thousands of years, so people would come to him for cures. He learned for himself the
exact formula for combining black lichen and roobrush to create a cure for all manners of
poison, and the amount of willow anther to crush and mix with chokeweed to cure diseases.

There were few much greater threats in Tyrigel in those peaceful days than disease or
accidental poisonings. Yes, there were some dark forces in the wilderness, trolls, chimera, the
occasional malevolent fairy folk and Will-O-The-Wisp, but even the youngest, most foolish
Altmer knew how to avoid them. There were, however, a few unusual threats which Asliel
had a hand in defeating.

One of the tales told of him that I believe to be true is how he was brought a young niece who
had been suffering from an unknown disease. Despite his ministrations, she grew weaker and
weaker every morning. Finally, he gave her a bitter tasting drink, and the next morning, ashes
were found all around her bed. A vampire had been feeding on the poor girl, but Asliel's
potion had turned her very blood into poison, without harming her in the least.

If only this formula had not been lost in the mists of history!

This would have been enough to make him a minor but significant figure in the annals of
early Summurset, but at that point in history, a barbarian tribe called the Locvar had found
their way down the Diren River, and recognized Tyrigel as a rich target for raids. The Direnni,
not being warriors yet but simple farmers, were helpless and could only flee and watch the
Locvar take the best of their crops, raid after raid.

Asliel, however, had been experimenting with the vampire dust, and brought his cousins to
him with a plan. The next time the Locvar were sighted on the Diren, the word went out and
all the most able-bodied came to Asliel's laboratory. When the barbarians arrived in Tyrigel,
they found the farms deserted, and assumed that all had fled as usual. As they set about
stealing the bounty, they suddenly found themselves under attack by invisible forces.
Believing the Direnni farms to be haunted, they ran away very quickly.

They attempted a few more raids, for their greed would always eventually overpower their
fear, and each time, they were set upon by attackers who they could not see. As barbaric as
they were, they were not stupid, and they changed their mind about the source of their defeat.
It could not be that the farms were haunted, because the crops were still being tended and
harvested, and the animals seemed to show no fear. The Locvar decided to send a scout to the
farm to see if he could spy their secrets.

The scout sent word back to the Locvar that the Direnni farms were populated with flesh and
blood, entirely visible Altmer. He continued to watch as his barbarian cohorts moved down
the river, and he saw the elderly and children flee for the hills, while the able-bodied farmers
and their wives went to Asliel's laboratory. He saw them go in; he saw no one come out.

As usual, the Locvar were repelled by invisible forces, but their scout soon told them what he
saw happening in the laboratory.
                                   [164] DE RERUM DIRENNIS                                  517

The next night, two of the Locvar approached Asliel's farm very stealthily, and managed to
kidnap him without alerting the rest of the Direnni. The Locvar chieftain, knowing that the
farmers could no longer count on the alchemist to make them invisible, considered an
immediate attack on the farms. But he was a vengeful sort, and felt he had been humiliated by
these simple farmers. A crafty plan emerged in his mind. What if the Direnni, who always
saw his barbarian tribe coming, for once did not? Imagine the slaughter if no one even had a
chance to flee.

The scout had told the chieftain that Asliel had used the dust of a vampire to make the farmers
invisible, but he was not sure what the other ingredient had been. He described an
incandescent powder that Asliel had mixed into the dust. Asliel, of course, refused to help the
Locvar, but they were experts in torture as well as pillage, and he knew he would have to talk
or die.

Finally after hours of torture, he agreed to tell them what the incandescent powder was. He
did not know the name, but he called it "Glow Dust," the only remains of a slain Will O The
Wisp. He told them they would need a lot of it if they wanted to turn the whole tribe invisible
for the raid.

The Locvar grumbled that not only did they have to find and kill a vampire to attain his dust,
but find and kill several Will O The Wisps to get theirs. In a few days time, they came back
with the ingredients the alchemist asked for. The chieftain, not being a complete idiot, made
Asliel taste the potion first. He did as he was told and turned invisible, demonstrating that it
did truly work. The chieftain put him to work creating more. No one apparently noticed that
while he did, he was nibbling on black lichen and roobrush.

The Locvar took the potion as he doled it out, and soon, but not too soon that they didn't
suffer, they were all dead.

The scout who had seen Asliel mixing the invisibility potion had apparently mistook the glow
of the candlelight in the laboratory for an incandescence which the second ingredient of the
invisibility potion did not possess. The second ingredient was actually dull, simple redwort,
one of the most common herbs in Tamriel. When they had insisted during torture that Asliel
tell them what the incandescent powder was, Asliel remembered that he had once
experimentally mixed glow dust and vampire dust together once and created a powerful
poison. It was simple enough to steal a little redwort from the barbarian's camp, mix that with
the vampire and glow dust mixture, and create a potion that was in fact an invisibility poison.
After curing himself, he gave the poison to the barbarians.

The Locvar, being dead, never again raided the Direnni farms, and having no other enemies,
they were able to grow more and more prosperous and powerful. Generations later, they left
Summurset and began their historic adventures on the Tamriel mainland. Asliel Direnni,
because of his excellence as an alchemist, was invited to Artaeum and became a Psijic. It is
not known how many more of the common formulas we know today were invented by him
there, but I have no doubt, the science and art of alchemy as we know it today would not exist
without him.

But that is all in the distant past. Asliel's innovations, like my modest ones, like the
achievements of the Dirennis throughout history, are but a stepping stone to the wonders
which will come in the future. I wish I could be there to witness them, but if I can only share
518                               [164] DE RERUM DIRENNIS

some of the past with the children of Direnni and the children of Tamriel, then I will consider
my life well spent.
                        [165] RESPONSE TO BERO'S SPEECH   519



[165] Response to Bero's Speech*


See vol. I.

                         [167] THE RUINS OF KEMEL-ZE   523



[167] The Ruins of Kemel-Ze*


See vol. I.
524                                  [168] SACRED WITNESS



[168] Sacred Witness


                     Sacred Witness: A True History of the Night Mother
                                      By Enric Milnes


I have met countesses and courtesans, empresses and witches, ladies of war and slatterns of
peace, but I have never met a woman like The Night Mother. And I never will again.

I am a writer, a poet of some small renown. If I told you my name, you may have heard of
me, but very likely, not. For decades until very recently, I had adopted the city of Sentinel on
the coast of Hammerfell as my home, and kept the company of other artists, painters,
tapestrists, and writers. No one I knew would have known an assassin by sight, least of all the
queen of them, the Blood Flower, the Lady Death, the Night Mother.

Not that I had not heard of her.

Some years ago, I had the good fortune of meeting Pelarne Assi, a respected scholar, who had
come to Hammerfell to do research for a book about the Order of Diagna. His essay, 'The
Brothers of Darkness' together with Ynir Gorming's 'Fire and Darkness: The Brotherhoods of
Death' are considered to be the canon tomes on the subject of Tamriel's orders of assassins.
By luck, Gorming himself was also in Sentinel, and I was priveleged to sit with the two in a
dark skooma den in the musty slums of the city, as we smoked and talked about the Dark
Brotherhood, the Morag Tong, and the Night Mother.

While not disputing the possibility that the Night Mother may be immortal or at least very
long-lived, Assi thought it most likely that several women - and perhaps some men -
throughout the ages had assumed the honorary title. It was no more logical to say there was
only one Night Mother, he asserted, than to say there was only one King of Sentinel.

Gorming argued that there never was a Night Mother, at least no human one. The Night
Mother was Mephala herself, whom the Brotherhood revered second only to Sithis.

'I don't suppose there's any way of knowing for certain,' I said, in a note of diplomacy.

'Certainly there is,' whispered Gorming with a grin. 'You could talk to that cloaked fellow in
the corner.'

I had not noticed the man before, who sat by himself, eyes hidden by his cloak, seemingly as
much a part of the dingy place as the rough stone and unswept floor. Turning back to Ynir, I
asked him why that man would know about the Night Mother.

'He's a Dark Brother,' hissed Pellarne Assi. 'That's as plain as the moons. Don't even joke
about speaking with him about Her.'

We moved on to other arguments about the Morag Tong and the Brotherhood, but I never
forgot the image of the lone man, looking at nothing and everything, in the corner of the dirty
                                     [168] SACRED WITNESS                                      525

room, with fumes of skooma smoke floating around him like ghosts. When I saw him weeks
later on the streets of Sentinel, I followed him.

Yes, I followed him. The reader may reasonably ask 'why' and 'how.' I don't blame you for
that.

'How' was simply a question of knowing my city as well as I do. I'm not a thief, not
particularly sure-footed and quiet, but I know the alleys and streets of Sentinel intimately
from decades worth of ambling. I know which bridges creak, which buildings cast long
irregular shadows, the intervals at which the native birds begin the ululations of their evening
songs. With relative ease, I kept pace with the Dark Brother and out of his sight and hearing.

The answer to 'Why' is even simpler. I have the natural curiosity of the born writer. When I
see a strange new animal, I must observe. It is the writer's curse.

I trailed the cloaked man deeper into the city, down an alleyway so narrow it was scarcely a
crack between two tenements, past a crooked fence, and suddenly, miraculously, I was in a
place I had never seen before. A little courtyard cemetery, with a dozen old half-rotted
wooden tombstones. None of the surrounding buildings had windows that faced it, so no one
knew this miniature necropolis existed.

No one, except the six men and one woman standing in it. And me.

The woman saw me immediately, and gestured for me to come closer. I could have run, but -
no, I couldn't have. I had pierced a mystery right in my adopted Sentinel, and I could not
leave it.

She knew my name, and she said it with a sweet smile. The Night Mother was a little old lady
with fluffy white hair, cheeks like wrinkled apples that still carried the flush of youth, friendly
eyes, blue as the Iliac Bay. She softly took my arm as we sat down amidst the graves and
discussed murder.

She was not always in Hammerfell, not always available for direct assignment, but it seemed
she enjoyed actually talking to her clientele.

'I did not come here to hire the Brotherhood,' I said respectfully.

'Then why are you here?' the Night Mother asked, her eyes never leaving mine.

I told her I wanted to know about her. I did not expect an answer to that, but she told me.

'I do not mind the stories you writers dream up about me,' she chuckled. 'Some of them are
very amusing, and some of them are good for business. I like the sexy dark woman lounging
on the divan in Carlovac Townway's fiction particularly. The truth is that my history would
not make a very dramatic tale. I was a thief, long, long ago, back when the Thieves Guild was
only beginning. It's such a bother to sneak around a house when performing a burglary, and
many of us found it most efficacious to strangle the occupant of the house. Just for
convenience. I suggested to the Guild that a segment of our order be dedicated to the arts and
sciences of murder.
526                                   [168] SACRED WITNESS

'It did not seem like such a controversial idea to me,' the Night Mother shrugged. 'We had
specialists in catburglary, pick-pocketing, lock-picking, fencing, all the other essential parts of
the job. But the Guild thought that encouraging murder would be bad for business. Too much,
too much, they argued.

'They might have been right,' the old woman continued. 'But I discovered there is a profit to
be made, just the same, from sudden death. Not only can one rob the deceased, but, if your
victim has enemies, which rich people often do, you can be paid for it even more. I began to
murder people differently when I discovered that. After I strangled them, I would put two
stones in their eyes, one black and one white.'

'Why?' I asked.

'It was a sort of calling card of mine. You're a writer - don't you want your name on your
books? I couldn't use my name, but I wanted potential clients to know me and my work. I
don't do it anymore, no need to, but at the time, it was my signature. Word spread, and I soon
had quite a successful business.'

'And that became the Morag Tong?' I asked.

'Oh, dear me, no,' the Night Mother smiled. 'The Morag Tong was around long before my
time. I know I'm old, but I'm not that old. I merely hired on some of their assassins when they
began to fall apart after the murder of the last Potentate. They did not want to be members of
the Tong anymore, and since I was the only other murder syndicate of any note, they just
joined on.'

I phrased my next question carefully. 'Will you kill me now that you've told me all this?'

She nodded sadly, letting out a little grandmotherly sigh. 'You are such a nice, polite young
man, I hate to end our acquaintanceship. I don't suppose you would agree to a concession or
two in exchange for your life, would you?'

To my everlasting shame, I did agree. I said I would say nothing about our meeting, which, as
the reader can see, was a promise I eventually, years later, chose not to keep. Why have I
endangered my life thus?

Because of the promises I did keep.

I helped the Night Mother and the Dark Brotherhood in acts too despicable, too bloody for me
to set to paper. My hand quivers as I think about the people I betrayed, beginning with that
night. I tried to write my poetry, but ink seemed to turn to blood. Finally, I fled, changing my
name, going to a land where no one would know me.

And I wrote this. The true history of the Night Mother, from the interview she gave me on the
night we met. It will be the last thing I ever write, this I know. And every word is true.

Pray for me.

Editor's Note: Though originally published anonymously, the identity of the author has never
been in serious doubt. Any layman familiar with the work of the poet Enric Milnes will
                                  [168] SACRED WITNESS                                 527

recognize Sacred Witness's familiar cadence and style in such books of his as 'The Alik'r.'
Shortly after publication, Milnes was murdered, and his killer was never found. He had been
strangled, and two stones, a black one and a white one, crushed into his eyesockets. Very
brutally.
528               [169] THE SEED



[169] The Seed*


See vol. I.
                                 [170] SENTINELS OF THE ISLES                                529



[170] Sentinels of the Isles


Sentinels of the Isles: A treatise on Golden Saint / Dark Seducer culture and history within the
Shivering Isles
                                       By Andoche Marier


Author's Note

This volume attempts to catalogue and analyze known, suspected, and rumored facts about
the two races that serve to maintain order within the Shivering Isles. It is by no means
intended to serve as the authoritative work on the matter; rather, it is a personal effort on the
part of the author to better understand these unique creatures.


In the Service of the Lord

It is beyond the scope of this work to determine the origins of the Golden Saints and Dark
Seducers. They are Daedra, and as such their base existence is a mystery to those mortal-born.
The commonly held belief that all Daedra are incapable of Creation suggests that even Lord
Sheogorath himself is not responsible for the genesis of these races. Yet, it is worth noting
that the Prince of Madness has motives and powers that none may guess; to attempt to do so
would only confuse the subject further.

It is enough, then, to see that they exist and know that it is so. Beyond this knowledge,
however, it is curious that the Saints and Seducers serve Lord Sheogorath unerringly. This
allegiance is ultimate and eternal, from all indications, but its source is unknown. Could it be
that they themselves were tricked into service by the Madgod? Or do they simply ally
themselves with the greatest power in the realm? Previous literary works suggest that Daedra
choose to serve their masters so they might find protection and safe harbor. Clearly the Saints
and Seducers have this in the Shivering Isles; indeed, they have fortresses which few not of
their race are allowed to enter. They have power in the realm, acting as guardians of those
who serve Lord Sheogorath. Constantly they vie for the favor of Our Lord, fighting any who
oppose him and, at times, even each other. It is reasonable to assume, then, that they have
made a willing choice to take up their role in the Isles.

Character and Society

The immediate image called to mind when hearing the name "Golden Saint" suggests an
angelic figure, elegant and benevolent. It is ironic then, that while the Golden Saints embody
this image in form, their behavior is in stark contrast to it. The Saints are a proud, arrogant
race, quick to anger and cruel in their punishment. There is no question that they view all in
the Isles as inferior, and make no effort to hide this in their interactions.

Dark Seducers also exhibit little beyond their appearance to match their names. While they
too assert their superiority over all others in the realm, they appear to have a more patient,
introspective nature about them. They often appear humble in their dealings with mortals, and
are known to be patient with the "lesser races."
530                              [170] SENTINELS OF THE ISLES

In fact, the terms "Golden Saint" and "Dark Seducer" are external constructs. While the two
groups recognize and respond to these names, they have their own names for their races: The
Aureal and the Mazken, respectively. It is possible the Daedra simply have no concern for the
names and titles given to them by lesser beings, or perhaps they find amusement in the names.
Further research into this subject is necessary but daunting, as the Saints and Seducers do not
freely offer personal information about themselves.

Other information can be gathered from observation. It is easy to see that the two groups are
strongly militaristic in their societal structure; one's strength and discipline determines one's
place in society. Military commanders, for example, are revered by their subordinates. With
further observation, a second distinction becomes apparent: both societies are Matriarchal in
nature. Females lead the guards within New Sheoth, and have the highest positions of power.
Males, while not openly denigrated, are clearly subservient to their female superiors. It is
unclear where this practice began, but has been wholly integrated into the daily lives of both
races.

Conflict and Conquest

Any resident of the Shivering Isles can confirm that it is unwise to provoke the Golden Saints
and Dark Seducers. They thrive on conflict and warfare, and are quick to punish any and all
who disobey. Acting in their capacity as guardians of the realm does not satisfy them,
however, and so they often engage in combat with one another, despite being garrisoned in
areas where they are unlikely to interact. It is possible that this is more than an outlet for
aggressive behavior; repeated engagements between the two races may be an effort to gain
favor with Lord Sheogorath. If one can triumph over the other, it would prove superiority and
a right to gain sole control over the realm. The battle for Cylarne is of particular interest, as
both sides have been locked in combat with no hope of resolution for time beyond memory.
Does this combat serve to sharpen the skills of the two sides, or weaken them when they
could be directed elsewhere? If the conflict cannot be resolved, why then does Lord
Sheogorath not step in and settle it himself?

Religion and Ceremony

Little is known about the private customs of the Golden Saints and Dark Seducers. They are
reclusive when it comes to matters specific to their race, particularly regarding the mysterious
process by which they return to the realm in the unlikely event of their death.

It is common knowledge that Golden Saints and Dark Seducers, as Daedra, cannot be killed.
The Animus of the Daedra is cast back into the darkness of Oblivion, and can return to the
realm to take form once more. But reports of the time it takes for a Daedra to return to the
realm from the Waters of Oblivion are anecdotal and inconclusive; the process by which this
return occurs remains shrouded in mystery. Based on behavior patterns and strength of
numbers, it can be deduced that the stronghold for each race plays some major part in this
process. Common phrases in language (such as "May the chimes call you home") suggest that
rather than merely a metaphor, sound may play some role in the sequence of events. It is
believed that the chimes referenced by Saints and Seducers do indeed exist and are considered
almost holy relics. Attempts to gain information about these chimes, or the process by which
they are used, has been met with exceptional hostility and so have been abandoned.
                                [170] SENTINELS OF THE ISLES                             531

Any and all information regarding the Golden Saints and Dark Seducers, particularly relating
to private customs and origins, should be brought to the attention of the author immediately.
The greater the scope of our knowledge, the better our ability to understand these compelling
creatures.
532                             [171] SHEZARR AND THE DIVINES



[171] Shezarr and the Divines


                                   Shezarr and the Divines
                                    By Faustillus Junius
                    Subcurator of Ancient Theology and Paleonumerology
                                      Imperial Library


The position Shezarr enjoys in Cyrodilic worship if often misconstrued. He, and a thousand
other deities, have sizeable cults in the Imperial City. Shezarr is especially venerated in the
Colovian West, though he is called Shor there, as the West Kings are resolutely, and
religiously, Nordic.

The haziness of Shezarr's relationship to the Divines (he is often called their 'Missing Sibling')
begins with St. Alessia, the so-called 'Slave Queen of Cyrodiil, the founder figure of the
original Cyrodilic Empire. In the earliest Cyro-Nordic stories of the Heartland, Shezarr fought
against the Ayleids (the 'Heartland Highelves') on mankind's behalf. Then, for some unknown
reason, he vanishes from the stage (presumably to help other humans elsewhere), and, without
his leadership, the Ayleids conquer the humans and enslave them.

This slavery lasts for generations. The isolated humans eventually begin to venerate the
pantheon of their masters, or at least assimilate so much of High Elven religious practices into
their native traditions that the two become indistinguishable.

In 1E242, under the leadership of Alessia, her demigod lover, Morihaus-Breath-of-Kyne, and
the infamous Pelinal Whitestrake, the Cyrodilic humans revolt. When Skyrim lends its armies
to the Slave-Queen of the South, the revolution succeeds. The Ayleid Hegemonies are quickly
overthrown. Shortly thereafter, White Gold Tower is captured by Alessia's forces, and she
promptly declares herself the first Empress of Cyrodiil. Part of the package meant that she had
to become the High Priestess of Akatosh, as well.

Akatosh was an Aldmeri god, and Alessia's subjects were as-yet unwilling to renounce their
worship of the Elven pantheon. She found herself in a very sensitive political situation. She
needed to keep the Nords as her allies, but they were (at that time) fiercely opposed to any
adoration of Elven deities. On the other hand, she could not force her subjects to revert back
to the Nordic pantheon, for fear of another revolution. Therefore, concessions were made and
Empress Alessia instituted a new religion: the Eight Divines, an elegant, well-researched
synthesis of both pantheons, Nordic and Aldmeri.

Shezarr, as a result, had to change. He could no longer be the bloodthirsty anti-Aldmer
warlord of old. He could not disappear altogether either, or the Nords would have withdrawn
their support of her rule. In the end, he had become "the spirit behind all human undertaking."
Even though this was merely a thinly-disguised, watered-down version of Shor, it was good
enough for the Nords.

As for why Tiber Septim has not attempted to 'revitalize' Shezarr during his wars against the
Aldmeri Dominion, we can only speculate that, at this time, memories of the Alessian Order's
                             [171] SHEZARR AND THE DIVINES                            533

follies (the Dragon Break, the War of Righteousness, the defeat at Gelnumbria Moors) would
only damage his campaign for the Imperial Crown.
534                           [172] THE SHIVERING APOTHECARY



[172] The Shivering Apothecary


                                  The Shivering Apothecary
                                   Author: Cinda Amatius


Many, many things.

Wet things and dry things. Things from plants, things from animals, things from stone and sky
and tree and man and mer.

So many beautiful things for potions. All of them there for the taking, waiting to be plucked
and put to use. "Grind me! Take my essence and turn me into something new, something
wonderful!" they cry out to me.

I have given my life to finding so many of the wondrous things of Tamriel, and now the
things that lie beyond. The realm of the Madgod, dangerous and beckoning, has so many new
things to offer that I have trembled with excitement over it. I stop to take note of what I have
found, so that I may not forget it in the coming days when I spend my time searching, mixing,
and discovering.

The Apprentice will find that Marrow from the Shambles and fins from Scalons merge to
make a deadly poison that strikes at one's very heart, damaging the health of those who ingest
it. Many a blade did I sink into wet flesh and dry bone to learn this, but what I have found
pleases me.

Flame stalks and the very essence of Flesh Atronachs can be mixed by even a Novice to
counter that damage, as one can drink a potion made from these two to feel healthy again. The
Expert may find that rather than risk himself against those walking monstrosities, the
Screaming Maw can be used instead.

For Magicka (and without Magicka where would I stand now?) the ichor of an Elytra can be
mixed with Withering Moon by a Novice or Thorn Hook by a Journeyman. No explorer in the
Shivering Isles should venture forth without looking for these.

The tongue of a Hunger -- by itself a marvel of anatomy -- can be eaten to cure poisons or
matched with Withering Moon to cure disease. (I cannot help but wonder what disease would
be so dire as to risk one's life against a Hunger....)

I have been most pleased to find that to the Expert Alchemist, Rot Scale, and Worm's Head
Caps can be mixed to paralyze one's enemies. This has proven most useful in extracting
ingredients from the Isles' less cordial residents.
                                [173] THE SHIVERING BESTIARY                                 535



[173] The Shivering Bestiary


                                    The Shivering Bestiary
                                       Namlir Esprink


For my good friend and colleague Venristwie, who protected the creatures of all the Realms.

Although my early education involved extensive research into all forms of fauna, nothing
prepared me for the surprises I've uncovered while exploring the Shivering Isles on the Great
Expedition. Even though I've lived here all of my life, I am just now discovering how
wonderful and unique the creatures of the Isles can be.

The Expedition was an extensive six-year exploration of every nook and cranny of the Isles in
an attempt to categorize the indigenous fauna and record this information back for posterity
and science. Below, I've done my best to describe each creature in detail. Please note that this
information was obtained at the cost of many lives, and this work should be regarded as the
most complete and definitive reference of its kind.

Baliwog

The Baliwog is an extraordinarily ugly aquatic-dwelling creature that frequents the lakes,
rivers and bogs of the Shivering Isles. Although the Baliwog, or "Wog" as some of the locals
call it, walks on all fours, it should by no means be considered stupid or docile. A fully-grown
adult Baliwog can deliver a nasty blow from its claws or a potentially deadly bite from its
razor-sharp teeth. The lethality of this beast comes not from the actual damage it can deliver,
but from the horrible diseases it seems to generate. Also of note is the Baliwog's uncanny
ability to regenerate when immersed in water. From our observations, it's best just to avoid
these brutes, although it's said some of them carry flawless pearls in their bodies, though it is
not known why they would swallow them, or what use they may serve to the creatures.

Elytra

The Elytra are large insect-like creatures indigenous to much of the Isles. Although there is a
marked color difference between the Northern (Mania) Variety and the Southern (Dementia)
Variety, they are remarkably similar in behavioral patterns and physical makeup. The Elytra
pose a serious threat to the casual traveler, as they have two interesting mechanisms that
benefit them in combat. The first is their uncanny ability to block weapon attacks. Through
my observations, I have deduced that they utilize their antennae as an early warning system to
detect incoming attacks, say from a sword blade or an arrow. The antenna sends a signal to
their brains, and they instinctively lift their arms to block. Their second ability is natural
venom in their sting. This venom is very deceiving, as it is very low yield, but its real deadly
nature comes from its duration. Gone unchecked, the venom can slay the average man over a
period of hours. Especially deadly is the Elytra Matron's venom, which can last much longer
than the poisons found on the lesser varieties of the creature.
536                             [173] THE SHIVERING BESTIARY

Flesh Atronach

One of the most unusual creatures in the Isles, the Flesh Atronach appears as a sewn-together
conglomeration of skin and muscle adorned with mystical symbols and wearing an iron collar.
Although it's uncertain whether Sheogorath or some other Daedric Prince created this
creature, it's obvious that the intent was to use them as guardians. Usually found inhabiting
underground ruins, the Flesh Atronach will defend areas it's set to guard until it's destroyed. A
unique visual feature of this creature is the energy spots located on its body. These colored
areas seem to glow with an inner light and denote the power of the Atronach. In increasing
order of magnitude, these seem to be Yellow, Purple, and Red. The function for these spots is
still a mystery, but from my observations, I suspect them to be a magic dampening gland of
some kind. As expected, the Flesh Atronachs are all completely impervious to disease and
poison and highly resistant to fire and frost. Shock magic seems to affect them adversely,
which appears to be their largest weakness. The Purple and Red varieties also seem to possess
innate magic abilities, including healing and fireballs.

Gnarl

Perhaps the strangest creature of all is the Gnarl, or "Walking Tree" as it's sometimes called.
Like the Elytra, this animated plant can be found roaming almost anywhere on the Isles. One
of Sheogorath's truly unique creations, the Gnarl has the most unusual trait of being able to
use magic cast upon it, and harness that power to bolster its own defense. Once struck with
fire, frost or lightning, the Gnarl grows physically larger and becomes resistant to just that
element for short time. Interestingly, this is where the Gnarl's vulnerability comes into play.
At the same time the Gnarl is resisting that element it was struck with, it becomes vulnerable
to all of the other elements. Our guide on the expedition demonstrated this by striking the
Gnarl with a flame arrow then a frost arrow and then back to a flame arrow and so on.

Grummite

The Grummite represents the only native weapon-wielding creature in the Shivering Isles.
These primitive aquatic-born humanoids are organized in a tribal-like system, though it is
uncertain who or what they worship. It would be presumed the Grummite worship
Sheogorath, their creator, but their religious totems don't seem to bear the Madgod's likeness.
What is known is that they maintain a simple hierarchy, including Shaman and Boss
Grummites who seem to command the rest. The Grummite have mastered the art of
spellcasting as well, evidenced by the Magus Grummite, which can be quite deadly.
Curiously, the Grummite possess a defense mechanism similar to the Baliwog: when
immersed in water, the Grummite will begin to regenerate damaged flesh. Unlike the
Baliwog, this regeneration extends to rain as well, making them quite formidable on a stormy
day. This aquatic healing ability leads me to believe the Baliwog and Grummite are somehow
related, but even in my extensive research, I was unable to come up with a solid connection.

Hunger

If any creature represents the darker side of Sheogorath, it's the Hunger. These are pure-born
Daedric creatures placed here on the Isles as servitors and guards. The Hunger is not to be
trifled with; it boasts superior speed and lightning reflexes along with its primary ability of
draining its victim's fatigue. My best advice when encountering this horrible creature is to
                                 [173] THE SHIVERING BESTIARY                                 537

give it a wide berth or slay it quickly. Be wary, as it is said that conjuration magic exists that
is able to summon the Hunger and unleash it upon the caster's foes.

Scalon

Another aquatic native of the Shivering Isles is the Scalon. Looking strikingly similar to an
upright Baliwog, the Scalon features large fin-laden appendages and dorsal spines. These
creatures are usually quite fearsome, lumbering slowly after its prey. Don't mistake its speed
for its weakness, as the Scalon has an incredible leaping attack that allows it to strike at its
victims from a surprising distance. Another connection that it shares with the Baliwog is the
fact that its bite or claws can transfer disease to its victim. It's recommended that these
creatures be dealt with at extreme range with spells or missiles, as the can be quite ferocious
in close proximity.

Shambles

The Shambles appears to be some sort of an undead construct made of bone and lashed
together with wire or bits of cloth. Oddly, the bones used in their makeup appear to have no
correlation to one other. They might have skulls for kneecaps or leg bones for arms, to cite a
few examples. The Shambles may be undead, but they pursue any victim as if they were a
predator chasing down its prey. Like its undead bony brethren, the Shambles is fully resistant
to disease, poison and paralysis; however, they possess a unique resistance to all frost magic.
Furthermore, upon death, the Shambles will explode in a spectacular shower of frost. This
ability seems to have been added by its creator as an interesting last-ditch defense mechanism.
This fact was initially unknown to me, and one of our best guides was lost when his hammer
struck the fatal blow. If you intend to combat these undead creatures, be certain to carry frost
protection or destroy them at range.

Skinned Hound

These nasty undead beasts are generally encountered inside and around the ruins that dot the
Isles. The Skinned Hound is extremely fast and agile, and has an insatiable hunger for flesh.
Like the Flesh Atronach, it appears to be all skin and muscle that is roughly sewn together,
but I am uncertain whether they are summoned or merely constructed. The Skinned Hound is
not an adversary to be taken lightly; they feature an incredible invisible charging attack not
unlike a ghost, limited frost resistance, and a complete immunity to disease and poison. This
beast's weakness is fire. They don't seem intelligent enough to be frightened by it, but it's
certainly very efficient at dispatching them quickly.

Although this work only touches upon the combat related aspects of the creatures, I feel this is
of primary importance to any traveler within the confines of the Shivering Isles. In future
works, I will touch upon the other aspects of these creatures such as reproduction or creation,
magical origins, and even some delicious recipes I've discovered in my travels. My best
advice when walking the roads and paths of the Isles is to remain ever vigilant and always be
prepared. Knowing your foe can mean the difference between a gruesome death and survival.
538                        [174] A SHORT LIFE OF URIEL SEPTIM VII



[174] A Short Life of Uriel Septim VII


                                       A Short Life of
                                       Uriel Septim VII
                                        by Rufus Hayn


                            3E 368-389: Strategist and Conciliator

The early decades of Emperor Uriel's life were marked by aggressive expansion and
consolidation of Imperial influence throughout the empire, but especially in the East, in
Morrowind and Black Marsh, where the Empire's power was limited, Imperial culture was
weak, and native customs and traditions were strong and staunchly opposed to assimilation.
During this period Uriel greatly benefitted from the arcane support and shrewd council of his
close advisor, the Imperial Battlemage, Jagar Tharn.

The story of Uriel's marriage to the Princess Caula Voria is a less happy tale. Though she was
a beautiful and charming woman, and greatly loved and admired by the people, the Empress
was a deeply unpleasant, arrogant, ambitious, grasping woman. She snared Uriel Septim with
her feminine wiles, but Uriel Septim thereafter soon regretted his mistake, and was repelled
by her. They heartily detested one another, and went out of their ways to hurt one another.
Their children were the victims of this unhappy marriage.

With his agile mind and vaunting ambition, Uriel soon outstripped his master in the balanced
skills of threat and diplomacy. Uriel's success in co-opting House Hlaalu as an advance guard
of Imperial culture and economic development in Morrowind is a noteworthy example.
However, Uriel also grew in pride and self-assurance. Jagar Tharn fed Uriel's pride, and
hiding behind the mask of an out-paced former master counselor, Tharn purchased the
complete trust that led finally to Uriel's betrayal and imprisonment in Oblivion and Tharn's
secret usurpation of the Imperial throne.

                            3E 389-399: Betrayed and Imprisoned

Little is known of Uriel's experience while trapped in Oblivion. He says he remembers
nothing but an endless sequence of waking and sleeping nightmares. He says he believed
himself to be dreaming, and had no notion of passage of time. Publically, he long claimed to
have no memory of the dreams and nightmares of his imprisonment, but from time to time,
during the interviews with the Emperor that form the basis of this biography, he would relate
details of nightmares he had, and would describe them as similar to the nightmares he had
when he was imprisoned in Oblivion. He seemed not so much unwilling as incapable of
describing the experience.

But it is clear that the experience changed him. In 3E 389 he was a young man, full of pride,
energy, and ambition. During the Restoration, after his rescue and return to the throne, he was
an old man, grave, patient, and cautious. He also became conservative and pessimistic, where
the policies of his early life were markedly bold, even rash. Uriel accounts for this change as a
reaction to and revulsion for the early teachings and counsel of Jagar Tharn. However, Uriel's
                           [174] A SHORT LIFE OF URIEL SEPTIM VII                          539

exile in Oblivion also clearly drained and wasted him in body and spirit, though his mind
retained the shrewd cunning and flexibility of his youth.

The story of Tharn's magical impersonation of the emperor, the unmasking of Tharn's
imposture by Queen Barenziah, and the roles played by King Eadwyre, Ria Silmane, and her
Champion in assembling the Staff of Chaos, defeating the renegade Imperial Battlemage
Jagar Tharn, and restoring Uriel to the throne, is treated at length in Stern Gamboge's
excellent three-Volume Biography of Barenziah. There is no reason to recount that narrative
here. Summarized briefly, Jagar Tharn's neglect and mismanagement of Imperial affairs
resulted in a steady decline in the Empire's economic prosperity, allowed many petty lords
and kings to challenge the authority of the Empire, and permitted strong local rulers in the
East and the West to indulge in open warfare over lands and sovereign rights.

               3E 399-415: Restoration, the Miracle of Peace, and Vvardenfell

During the Restoration, Uriel Septim turned from the aggressive campaign of military
intimidation and diplomatic accommodation of his earlier years, and relied instead on
clandestine manipulation of affairs behind the scenes, primarily through the agencies of the
various branches of the Blades. A complete assessment of the methods and objectives of this
period must wait until after the Emperor's death, when the voluminous diaries archived at his
country estate may be opened to the public, and when the Blades no longer need to maintain
secrecy to protect the identities of its agents.

Two signal achievements of this period point to the efficacy of Uriel's subtle policies: the
'Miracle of Peace' [also popularly known as 'The Warp in the West'] that transformed the Iliac
Bay region from an ruly assortment of warring petty kingdoms into the well-ordered and
peaceful modern counties of Hammerfell, Sentinel, Wayrest, and Orsinium, and the
colonization of Vvardenfell, presided over by the skillful machinations of King Helseth of
Morrowind and Lady Barenziah, the Queen-Mother, which brought Morrowind more closely
into the sphere of Imperial influence.

       3E 415-430: The Golden Peace, King Helseth's Court, and the Nine in the East

Following the 'Miracle of Peace' [best described in Per Vetersen's Daggerfall: A Modern
History], the Empire entered a period of peace and prosperity comparable to the early years of
Uriel's reign. With the Imperial Heartland and West solidly integrated into the Empire, Uriel
was able to turn his full attention to the East -- to Morrowind.

Exploiting conflicts at the heart of Morrowind's monolithic Tribunal religion and the long-
established Great House system of government, and taking advantage of the terrible threat
that the corrupted divine beings at the heart of the Tribunal religion presented to the growing
colonies on Vvardenfell, Uriel worked through shadowy agents of the Blades and through the
court of King Helseth in Mournhold to shift the center of political power in Morrowind from
the Great House councils to Helseth's court, and took advantage of the collapse of the
orthodox Tribunal cults to establish the Nine Divines as the dominant faiths in Hlaalu and
Vvardenfell Districts.

Hasphat Anabolis's treatment of the establishment of the Nine in the East in his four-volume
Life and Times of the Nerevarine is comprehensive; however, he fails to resolve the central
mystery of this period -- how much did Uriel know about the prophecies of the Nerevarine,
540                        [174] A SHORT LIFE OF URIEL SEPTIM VII

and how did he learn of their significance? The definitive resolution of this and other
mysteries must await the future release of the Emperor's private papers, or a relenting of the
Blades' strict policies of secrecy concerning their agents.
                [175] SITHIS   541



[175] Sithis*


See vol. I.
542                          [176.6] 16 ACCORDS OF MADNESS VI



[176] Sixteen Accords of Madness

[176.6] 16 Accords of Madness VI


                                 Sixteen Accords of Madness
                                         Volume VI


Hircine's Tale

Ever proud and boastful, Oblivion's Mad Prince stood one fifth day of mid year among the
frigid peaks of Skyrim, and beckoned forth Hircine for parlay. The Huntsman God
materialized, for this was his day, and the boldness of Sheogorath intrigued him.

Wry without equal, Sheogorath holds in his realm giggling loons, flamboyant auteurs, and
craven mutilators. The Mad Prince will ply profitless bargains and promote senseless
bloodshed for nothing more than the joy of another's confusion, tragedy, or rage. So it was
that Sheogorath had set a stage on which to play himself as rival to Hircine.

Without haste, the coy Prince proffered his contest; each Prince was to groom a beast to meet
at this place again, three years to the hour, and do fatal battle. Expressionless behind his
fearsome countenance, Hircine agreed, and with naught but a dusting of snow in the drift, the
Princes were gone to their realms.

Confident, but knowing Sheogorath for a trickster, Hircine secretly bred an abomination in his
hidden realm. An ancient Daedroth he summoned, and imbued it with the foul curse of
lycanthropy. Of pitch heart and jagged fang, the unspeakable horror had no peer, even among
the great hunters of Hircine's sphere.

In the third year, on the given day, Hircine returned, where Sheogorath leaned, cross-legged
on a stone, whistling with idle patience. The Prince of the Hunt struck his spear to the ground,
bringing forth his unnatural, snarling behemoth. Doffing his cap, sly as ever, Sheogorath
stood and stepped aside to reveal a tiny, colorful bird perched atop the stone. Demurely it
chirped in the bristling gusts, scarcely audible.

In a twisted, springing heap, the Daedroth was upon the stone, leaving only rubble where the
boulder had been. Thinking itself victorious, the monster's bloodied maw curled into a mock
grin, when a subdued song drifted in the crisp air. The tiny bird lightly hopped along the snout
of the furious Daedroth. Sheogorath looked on, quietly mirthful, as the diminutive creature
picked at a bit of detritus caught in scales betwixt the fiery eyes of the larger beast. With
howling fury, the were-thing blinded itself trying to pluck away the nuisance. And so it
continued for hours, Hircine looking on in shame while his finest beast gradually destroyed
itself in pursuit of the seemingly oblivious bird, all the while chirping a mournful tune to the
lonesome range.

Livid, but beaten, Hircine burned the ragged corpse and withdrew to his realm, swearing in
forgotten tongues. His curses still hang in those peaks, and no wayfarer tarries for fear of his
wrathful aspect in those obscured heights.
                            [176.6] 16 ACCORDS OF MADNESS VI                           543

Turning on his heel, Sheogorath beckoned the miniscule songbird to perch atop his shoulder,
and strolled down the mountain, making for the warm breezes and vibrant sunsets of the
Abecean coast, whistling in tune with the tiniest champion in Tamriel.
544                          [176.9] 16 ACCORDS OF MADNESS IX



[176.9] 16 Accords of Madness IX


                                 Sixteen Accords of Madness
                                         Volume IX


Vaermina's Tale

Darius Shano found himself running as fast as he could.

He had no idea what he was running from or towards, but he didn't care. The desire saturated
his mind -- there was nothing in the world except flight. He looked around for landmarks,
anything to place himself or to use as a target, but to no avail -- the featureless grasslands
through which he was sprinting extended as far as the eye could see. "Just have to keep
running", he thought to himself. "I have to run as fast as I can". On and on he ran, with no end
in sight or in mind....

Standing over Darius Shano while he lay quietly in his bed were his mistress, Vaermina the
Dreamweaver, and the Madgod Sheogorath. Vaernima looked down with pride at this disciple
of hers, and was boastful of her little jewel.

"Such potential in this one! Through dreams of inspiration, I have nurtured literary talent into
fruition, and now he stands in acclaim as an emerging bard and poet! He will gain much favor
before I tire of him." Sheogorath, too, gazed at the young Breton artist and saw that he was
indeed famous among the other mortals.

"Hmmm," mused Sheogorath, "but how many are there who hate this mortal whom you have
built? It is the hatred of the mortals which confirms greatness, and not their love. Surely you
can accomplish this as well?"

Vaernima's eyes narrowed. "Yes, the mortals are indeed often foolish and petty, and it is true
that many of their most bold have been despised. Do not worry, mad one, for I have the power
to achieve many forms of greatness with this one, hatred among them."

"Perhaps, Dreamweaver, it would be amusing to show who has this power? Inspire foolish,
arrogant hatred of this mortal for ten years, and then I will do the same. We shall see whose
talents are most efficient, free of aid or interference from any of the Daedra."

At this, she relaxed into confident pleasure. "The Madgod is indeed powerful, but this task is
suited to my skills. The mortals are repulsed by madness, but rarely think it worthy of hate. I
shall take pleasure in revealing this to you, as I bring the more subtle horrors out of this
mortal's subconscious."

And so, in the 19th year of his life, the dreams Darius Shano had been experiencing began to
change. Fear had always been part of the night for him, but now there was something else. A
darkness began to creep into his slumber, a darkness that sucked away all feeling and color,
leaving only emptiness behind. When this happened, he opened his mouth to scream, but
found that the darkness had taken his voice as well. All he had was the terror and the void,
                              [176.9] 16 ACCORDS OF MADNESS IX                               545

and each night they filled him with a new understanding of death. Yet, when he woke, there
was no fear, for he had faith that his Lady had a purpose.

Indeed, one night Vaernima herself emerged from the void. She leaned in close to whisper
into his ear.

"Watch carefully, my beloved!" With that, she pulled the void away, and for hours each night
she would reveal to Darius the most horrible perversions of nature. Men being skinned and
eaten alive by other men, unimaginable beasts of many limbs and mouths, entire populations
being burned -- their screams filled his every evening. In time, these visions gnawed at his
soul, and his work began to take on the character of his nightmares. The images revealed to
him at night were reproduced on the page, and the terrible cruelty and hollow vice that his
work contained both revolted and fascinated the public. They reveled in their disgust over
every detail. There were those who openly enjoyed his shocking material, and his popularity
among some only fed the hatred of those who found him abhorrent. This continued for several
years, while the infamy of Darius grew steadily. Then, in his 29th year, without warning, the
dreams and nightmares ceased.

Darius felt a weight lifted, as he no longer endured the nightly tortures, but was confused.
"What have I done to displease my Mistress?", he wondered aloud. "Why has she abandoned
me?" Vaernima never answered his prayers. No one ever answered, and the restless dreams
faded away to leave Darius in long, deep sleeps.

Interest in the works of Darius Shano waned. His prose became stale and his ideas failed to
provoke the shock and outrage they once had. As the memory of his notoriety and of his
terrible dreams faded, the questions that raced in his mind eventually produced resentment
against Vaernima, his former mistress. Resentment grew into hatred, from hatred came
ridicule, and over time ridicule became disbelief. Slowly it became obvious -- Vaernima had
never spoken to him at all; his dreams were simply the product of a sick mind that had righted
itself. He had been deceived by his own subconscious, and the anger and shame overwhelmed
him. The man who once conversed with a deity drifted steadily into heresy.

In time, all of the bitterness, doubt, and sacrilege focused in Darius a creative philosophy that
was threaded throughout all of his subsequent work. He challenged the Gods themselves, as
well as the infantile public and corrupt state for worshiping them. He mocked them all with
perverse caricatures, sparing no one and giving no quarter. He challenged the Gods in public
to strike him down if they existed, and ridiculed them when no such comeuppance was
delivered. To all of this, the people reacted with outrage far greater than they had shown his
previous work. His early career had offended only sensibilities, but now he was striking
directly at the heart of the people.

His body of work grew in size and intensity. Temples, nobles, and commoners were all targets
of his scorn. Finally, at age 39, Darius wrote a piece entitled "The Noblest Fool," ridiculing
The Emperor God Tiber Septim for integrating into the pathetic Nine Divines cult. The local
King of Daenia, who had been humiliated by this upstart in the past, saw his chance -- for his
sacrilege against the Empire, Darius Shano was executed, with a ceremonial blade, in front of
a cheering crowd of hundreds. His last, bitter words were gurgled through a mouthful of his
own blood.
546                         [176.9] 16 ACCORDS OF MADNESS IX

20 years after their wager was first placed, Vaernima and Sheogorath met over Darius Shano's
headless corpse. The Dreamweaver had been eager for this meeting; she had been waiting for
years to confront the Daedric Prince over his lack of action.

"I have been deceived by you, Sheogorath! I performed my half of the bargain, but during
your ten years you never contacted the mortal once. He owes none of his greatness to you or
your talents or your influence!"

"Nonsense," croaked the Madgod. "I was with him all along! When your time ended and mine
began, your whispers in his ear were replaced with silence. I severed his link to that from
which he found the most comfort and meaning, and withheld the very attention the creature so
desperately craved. Without his mistress, this man's character could ripen under resentment
and hatred. Now his bitterness is total and, overcome by a madness fueled by his rage, he
feeds me in my realm as an eternal servant."

Sheogorath turned and spoke to the empty space by his side.

"Indeed; Darius Shano was a glorious mortal. Despised by his own people, his kings, and
even by the Gods he mocked. For my success, I shall accept three-score followers of
Vaernima into my service. And the dreamers will awaken as madmen."

And thus did Sheogorath teach Vaernima that without madness, there are no dreams, and no
creation. Vaernima will never forget this lesson.
                             [176.12] 16 ACCORDS OF MADNESS XII                               547



[176.12] 16 Accords of Madness XII


                                  Sixteen Accords of Madness
                                          Volume XII


Malacath's Tale

In the days before the Orsinium's founding, the spurned Orc-folk were subjected to ostracism
and persecutions even more numerous and harsh than their progeny are accustomed to in our
own age. So it was that many champions of the Orsimer traveled, enforcing what borders they
could for the proliferation of their own people. Many of these champions are spoken of yet
today, among them the Cursed Legion, Gromma the Hairless, and the noble Emmeg Gro-
Kayra. This latter crusader would have certainly risen to legendary status throughout Tamriel,
had he not been subject to the attention of certain Daedric Princes.

Emmeg Gro-Kayra was the bastard son of a young maiden who was killed in childbirth. He
was raised by the shaman of his tribe, the Grilikamaug in the peaks of what we now call
Normar Heights. Late in his fifteenth year, Emmeg forged by hand an ornate suit of scaled
armor, a rite of ascension among his tribe. On a blustery day, he pounded the final rivet, and
draping a heavy cloak over the bulky mantle, Emmeg set out from his village for the last time.
Word of his exploits always returned home, whether defending merchant caravans from
brigands or liberating enslaved beast folk. News of the noble Orc crusader began to grace
even the lips of Bretons, often with a tinge of fear.

Less than two years after ascending to maturity, Gro-Kayra was making camp when a thin
voice called out from the thickening night. He was surprised to hear the language of his
people spoken by a tongue that obviously did not belong to an Orc.

'Lord Kayra', said the voice, 'tales of your deeds have crossed the lips of many, and have
reached my ears.' Peering into the murk, Emmeg made out the silhouette of a cloaked figure,
made wavy and ephemeral by the hazy campfire. From the voice alone he had thought the
interloper an old hag, but he now decided that he was in the presence of a man of slight and
lanky build, though he could discern no further detail.

'Perhaps,' the wary Orc began, 'but I seek no glory. Who are you?'

Ignoring the question, the stranger continued, 'Despite that, Orsimer, glory finds you, and I
bear a gift worthy of it.' The visitor's cloak parted slightly, revealing nothing but faintly
glinting buttons in the pale moonlight, and a bundle was withdrawn and tossed to the side of
the fire between the two. Emmeg cautiously removed the rags in which the object was
swathed, and was dazzled to discover the item to be a wide, curved blade with ornately
decorated handle. The weapon had heft, and Emmeg realized on brandishing it that the
elaborate pommel disguised the more practical purpose of balancing the considerable weight
of the blade itself. It was nothing much to look at in its present condition, thought the Orc, but
once the tarnish was cleaned away and a few missing jewels restored, it would indeed be a
blade worthy of a champion ten times his own worth.
548                          [176.12] 16 ACCORDS OF MADNESS XII

'Her name is Neb-Crescen' spoke the thin stranger, seeing the appreciation lighting Gro-
Kayra's face. 'I got her for a horse and a secret in warmer climes, but in my old age I'd be
lucky to even lift such a weapon. It's only proper that I pass her on to one such as yourself. To
possess her is to change your life, forever.' Overcoming his initial infatuation with the arc of
honed steel, Emmeg turned his attention back to the visitor.

'Your words are fine, old man,' Emmeg said, not masking his suspicion, 'but I'm no fool. You
traded for this blade once, and you'll trade for it again tonight. What is it that you want?' The
stranger's shoulders slumped, and Emmeg was glad to have unveiled the true purpose of this
twilight visit. He sat with him a while, eventually offering a stack of furs, warm food, and a
handful of coins in exchange for the exotic weapon. By morning, the stranger was gone.

In the week following Emmeg's encounter with the stranger, Neb-Crescen had not left its
scabbard. He had encountered no enemy in the woods, and his meals consisted of fowl and
small game caught with bow and arrow. The peace suited him fine, but on the seventh
morning, while fog still crept between the low-hanging boughs, Emmeg's ears pricked up at
the telltale crunch of a nearby footfall in the dense snow and forest debris.

Emmeg's nostrils flared, but he was upwind. Being unable to see or smell his guest, and
knowing that the breeze carried his scent in that direction, Emmeg's guard was up, and he
cautiously drew Neb-Crescen from its sheath. Emmeg himself was not entirely sure of all that
happened next.

The first moment of conscious memory in Emmeg Gro-Kayra's mind after drawing Neb-
Crescen was the image of the curved blade sweeping through the air in front of him,
spattering blood over the virginal powder coating the forest floor. The second memory was a
feeling of frenzied bloodlust creeping over him, but it was then that he saw for the first time
his victim, an Orc woman perhaps a few years younger than himself, her body a canvas of
grisly wounds, enough to kill a strong man ten times over.

Emmeg's disgust overwhelmed the madness that had overtaken him, and with all his will
enlisted, he released Neb-Crescen from his grip and let the blade sail. With a discordant
ringing it spun through the air and was buried in a snowdrift. Emmeg fled the scene in shame
and horror, drawing the hood of his cloak up to hide himself from the judging eyes of the
rising sun.

The scene where Emmeg Gro-Kayra had murdered one of his own kind was a macabre one.
Below the neck, the body was flayed and mutilated almost beyond recognition, but the
untouched face was frozen in a permanent expression of abject terror.

It was here that Sheogorath performed certain rites that summoned Malacath, and the two
Daedric Lords held court in the presence of the disfigured corpse.

'Why show me this, Mad One?' began Malacath, once he recovered from his initial, wordless
outrage. 'Do you take such pleasure in watching me grieve the murder of my children?' His
guttural voice rumbled, and the patron of the Orismer looked upon his counterpart with
accusing eyes.
                            [176.12] 16 ACCORDS OF MADNESS XII                              549

'By birth, she was yours, brother outcast,' began Sheogorath, solemn in aspect and demeanor.
'But she was a daughter of mine by her own habits. My mourning here is no less than your
own, my outrage no less great.'

'I am not so sure,' grumbled Malacath, 'but rest assured that vengeance for this crime is mine
to reap. I expect no contest from you. Stand aside.' As the fearsome Prince began to push past
him, Lord Sheogorath spoke again.

'I have no intention of standing between you and vengeance. In fact, I mean to help you. I
have servants in this wilderness, and can tell you just where to find our mutual foe. I ask only
that you use a weapon of my choosing. Wound the criminal with my blade, and banish him to
my plane, where I can exact my own punishment. The rights of honor-killing here belong to
you.'

With that, Malacath agreed, took the wide blade from Sheogorath, and was gone.

Malacath materialized in the path of the murderer, the cloaked figure obscured through a
blizzard haze. Bellowing a curse so foul as to wilt the surrounding trees, the blade was drawn
and Malacath crossed the distance more quickly than a wild fox. Frothing with rage, he swung
the blade in a smooth arc which lopped the head of his foe cleanly off, then plunged the blade
up to its hilt in his chest, choking off the spurts of blood into a steady, growing stain of red
bubbling from beneath the scaled armor and heavy cloak.

Panting from the unexpected immediacy and fury of his own kill, Malacath rested on a knee
as the body before him collapsed heavily backwards and the head landed roughly upon a
broad, flat stone. The next sound broke the silence like a bolt.

'I - I'm sorry...' sputtered the voice of Emmeg Gro-Kayra. Malacath's eyes went wide as he
looked upon the severed head, seeping blood from its wound, but somehow kept alive. Its
eyes wavered about wildly, trying to focus on the aspect of Malacath before it. The once-
proud eyes of the champion were choked with tears of grief, pain, and confused recognition.

To his horror, Malacath recognized only now that the man he had killed was not only one of
his Orismer children, but very literally a son he had blessed an Orc maiden with years hence.
For achingly long moments the two looked upon each other, despondent and shocked.

Then, silent as oiled steel, Sheogorath strode into the clearing. He hefted Emmeg Gro-Kayra's
disembodied head and bundled it into a small, grey sack. Sheogorath reclaimed Neb-Crescen
from the corpse and turned to walk away. Malacath began to stand, but kneeled again,
knowing he had irreversibly damned his own offspring to the realm of Sheogorath, and
mourned his failure as the sound of his son's hoarse pleas faded into the frozen horizon.
550                            [177] SKETCH OF THE HIGH FANE



[177] Sketch of the High Fane




Ref "Chronicles of the Brothers of Marukh, Vol. III," p. 22.
                           [178] SOILED WRIT OF ASSASSINATION                         551



[178] Soiled Writ of Assassination


                               Commander Telani Adrethi


The afore-mentioned personage has been marked for honorable execution in accordance to the
lawful tradition and practice of the Morag Tong Guild. The Bearer of this non-disputable
document has official sanctioned license to kill the afore-mentioned personage
552                              [179.1] SONG OF HRORMIR



[179] Song Of Hrormir

[179.1] Song Of Hrormir


                                      Song of Hrormir


Hrormir
Son of Hrorgar
Summoned to the Court of Vjindak,
Son of Vjinmore, King of Evensnow.
"Mighty caster of magic,
I charge thee to go to Aelfendor,
For its hoary Warriors do threaten my Land
And bring forth their cousin Demons
To terrify my People."
Hrormir
Son of Hrorgar
Heard the Words of Vjindak Evensnow.
"By Icestaff,
Surely I would help thee
But I have already a Quest to drink
Twelve Flagons of Mead in one Hour,
And then to bed four Wenches,
Twice each.
So I must with grace decline."
The King he did not smile
At Hrormir and his jolly Spirit.
"By thine Honor
Must thou aidest my Cause
For must thou takest up the Sword
Of thy Companion Darfang
Who took the Quest and failed."
Hrormir laughed.
"Now I know thou jest.
My boon Mate Darfang wouldst not fail.
There be no finer Bladesman.
If thou chargest him, he wouldst not fall."
"I did not say he fell.
He joined the Dark Kings of Aelfendor
And by doing so dishonored
Himself and thee, his Friend."

Hrormir could not believe the Words,
And yet, he knew Eversnow
Didst not lie.
So for twenty Days and three rodeth he
To the Land of Night, the Kingdom of Fear,
                                 [179.1] SONG OF HRORMIR   553

Where the Peasants ever carried Candles
Knowing what Evil awaiteth them
Should they stray beyond the Glow.
The Sovereigncy of three Dark Kings:
Aelfendor.
There, Torch in Hand, didst Hrormir
Pass through haunted Countryside
And frightened Villages,
And through the black Gates
Of the blacker Castle of Aelfendor.
The three Dark Kings didst sneer
At the sight of mighty Hrormir
And summoned they their Champion
Darfang the Blade.
"My boon Companion!"
Hrormir called in the Hall of Night.
"I dare not trust my Eyes,
For then I wouldst believe
That thou hast joined with Evil,
And turned thy Way from Honor
And Brotherhood!"

"Hrormir!"
Darfang the Blade didst cry.
"If thou dost not go now,
One of us must die, for I hate thee!"
But Hrormir was battle ready,
And in the echoing Halls of Night
The Blade of Darfang
And the Staff of Hrormir
Didst strike again and yet again.
Mighty Warriors and Mages both,
The boon Companions now Foes,
Shook Mundus with their War.
They might have fought for a Year
If there were Sun in Aelfendor
To mark Time,
And either Hrormir or Darfang
May verily have won.
But Hrormir saweth through the Dark
The Tears in the Eyes of his former Friend,
And then he saweth the Shadow of Darfang
Wert not his own.
And so with Icestaff, he did strike
Not Darfang, but his Shadow, which cried.
"Hold, Mortal Man!"

The Shadow becameth the Hag,
Bent and twisted, in her Cloak and Hood.
From her faceless Shadows, she hissed.
554                               [179.1] SONG OF HRORMIR

"Mortal Man called Hrormir
The Soul of thy boon Companion
Is my Plaything,
But I will take thine in trade,
For though ye both have strong Arms,
Thou hast the more clever Mind
Which my Sons the Dark Kings need
For a Champion of Aelfendor."
Hrormir the brave didst not take a Breath
Or pause before he boldly said.
"Shadowy Hag, release Darfang,
And thou mayst use me as thou will."
The Hag didst laugh and freed Darfang.
"To save thine Honor this thou hast done,
But now thou must be without Honor
Mortal Man, as the Champion
Of the Dark Kings, my Heirs of Gray Maybe,
Thou must help them divide Aelfendor,
And love me,
Thy Shadowy Hag and thy Mistress well."

For his loss of Honor,
And his dear Friend's Sacrifice,
Noble Darfang prepared to take his Dagger
And plunge it in his good Heart,
But Hrormir stayed his Brother's Hand and whispered.
"No, boon Companion,
Wait for me at the Village Banquet Hall."
And then did Darfang the Blade leave the Castle
While Hrormir took the withered Claw
Of the Hag, and pressed it to his Lips.
"Shadowy Hag, to thee I pledge
To only honor thy black Words
To turn my back on Truth
To aid thy Dark Kings' Ambition
To divide their Inheritance fairly
To love thee
To think thee beautiful."
Then to the Chamber in the Heart of Night
Hrormir and the Hag did retire
Kissed he there her wrinkled Lips
And her wrinkled, sagging Breasts,
For ten Days and Nights and three did Hrormir
And his Icestaff
Battle thus.

Then Sweet Kynareth blew honeyed Winds
O'er the Hills and Forest Glens of Aelfendor,
And the Caress of warm blooded Dibella
Coaxed the Blossoms to wanton Display
                                  [179.1] SONG OF HRORMIR   555

So that Aelfendor became a Garden
Of all the Senses.
The frightened Servants of the Dark Kings
Woke to find there was naught to fear
And through the once dark Streets of the Village
Came the Cries of Celebration.
In the Banquet Hall of the Village
Hrormir and his boon Companion Darfang
Embraced and drank of rich Mead.
The Shadowy Hag too was smiling,
Sleeping still in her soft Bed,
Until the morning Sun touched her naked Face
And she awoke, and saw All,
And knew All saw her.
And she cried out:
"Mortal Man!"

Night fell fast upon the Land
As the Hag flew into the Banquet Hall
Casting blackest Darkness in her Wake
But all the Celebrants still could see
Her Anger
In her monstrous Face
And they shook with Fear.
The Hag had said the Kingdom was
To be divided among her Heirs.
But Aelfendor had been kept whole
While her Children divided,
Drawn and quartered.
Hrormir was mightily amused.
He swallowed his Laughter
In his Mead,
For none should laugh outright
At the Daedra Lord Nocturnal.
Without her gray Cowl of shadowed Night,
Her hideous Face forced the Moons
To hide themselves.
Hrormir the mighty did not quail.
"Wherest be thine Hood, shadowy hag?"
"Mortal Man hast taken it from me unaware.
When I awoke, my Face unmasked,
My Kingdom cast into the Light,
My Dark King Heirs in Pieces cast,
And here, my Champion smiles.
Yet in truth, thou kept thy Promise truly,
To never keep thy Promise true."

Hrormir
Son of Hrorgar
Bowed to the Hag, his Queen.
556                                [179.1] SONG OF HRORMIR

"And evermore,
'Til thou releaseth me, will I serve thee so."
"A clever Mind in a Champion
Is a much overvalued Trait."
The Hag released Hrormir's Soul
And he released her Hood.
And so in the Light of darkest Dark,
She left Aelfendor evermore.
And after drinking twelve Flagons of Mead,
And bedding four Wenches
Twice each,
Did Darfang return to Eversnow
With Hrormir
Son of Hrorgar.
                          [179.2] SONG OF HRORMIR [FRAGMENT]                           557



[179.2] Song of Hrormir [Fragment]


...drawn and quartered. Hrormir was mightily amused. He swallowed his laughter in his mead,
for none should laugh outright at the Daedra Lord Nocturnal. Without her gray cowl of
shadowed night, her hideous face forced the moon to hide itself. Hrormir the mighty did not
quail.

"Wherest be thy hood, shadowy hag?"

"Mortal man hast taken it from me unaware. When I...
558                              [181.1] THE SONG OF PELINAL I



[181] The Song of Pelinal

[181.1] The Song of Pelinal I


                                      The Song of Pelinal
                                    Volume 1: On His Name


[Editor's Note: Volumes 1-6 are taken from the so-called Reman Manuscript located in the
Imperial Library. It is a transcription of older fragments collected by an unknown scholar of
the early Second Era. Beyond this, little is known of the original sources of these fragments,
some of which appear to be from the same period (perhaps even from the same manuscript).
But, as no scholarly consensus yet exists on dating these six fragments, no opinions will be
offered here.]


That he took the name "Pelinal" was passing strange, no matter his later sobriquets, which
were many. That was an Elvish name, and Pelinal was a scourge on that race, and not much
given to irony. Pelinal was much too grim for that; even in youth he wore white hair, and
trouble followed him. Perhaps his enemies named Pelinal of their own in their tongue, but that
is doubtful, for it means "glorious knight", and he was neither to them. Certainly, many others
added to that name during his days in Tamriel: he was Pelinal the Whitestrake because of his
left hand, made of a killing light; he was Pelinal the Bloody, for he [drank] it in victory; he
was Pelinal Insurgent, because he gave the crusades a face; he was Pelinal In Triumph, as the
words eventually became synonymous, and men-at-arms gave thanks to the Eight when they
saw his banner coming through war; he was Pelinal the Blamer, for he was quick to admonish
those allies of his that favored tactics that ran counter to his, that is, sword-theory; and he was
Pelinal the Third, though whether this was because some said he was a god guiser, who had
incarnated twice before already, or that, simpler, he was the third vision given to Perrif, anon
Alessia, in her prayers of liberation before he walked among the quarters of rebellion, is
unknown.
                                 [181.2] THE SONG OF PELINAL II                            559



[181.2] The Song of Pelinal II


                                     The Song of Pelinal
                                  Volume 2: On His Coming


[Editor's Note: Volumes 1-6 are taken from the so-called Reman Manuscript located in the
Imperial Library. It is a transcription of older fragments collected by an unknown scholar of
the early Second Era. Beyond this, little is known of the original sources of these fragments,
some of which appear to be from the same period (perhaps even from the same manuscript).
But, as no scholarly consensus yet exists on dating these six fragments, no opinions will be
offered here.]


[And then] Perrif spoke to the Handmaiden again, eyes to the Heavens which had not known
kindness since the beginning of elven rule, and she spoke as a mortal, whose kindle is beloved
by the Gods for its strength-in-weakness, a humility that can burn with metaphor and yet
break [easily and] always, always doomed to end in death (and this is why those who let their
souls burn anyway are beloved of the Dragon and His Kin), and she said: "And this thing I
have thought of, I have named it, and I call it freedom. Which I think is just another word for
Shezarr Who Goes Missing... [You] made the first rain at his sundering [and that] is what I
ask now for our alien masters... [that] we might sunder them fully and repay their cruelty [by]
dispersing them to drown in the Topal. Morihaus, your son, mighty and snorting, gore-horned,
winged, when next he flies down, let him bring us anger." ... [And then] Kyne granted Perrif
another symbol, a diamond soaked red with the blood of elves, [whose] facets could [un-
sector and form] into a man whose every angle could cut her jailers and a name: PELIN-EL
[which is] "The Star-Made Knight" [and he] was arrayed in armor [from the future time]. And
he walked into the jungles of Cyrod already killing, Morihaus stamping at his side froth-
bloody and bellowing from excitement because the Pelinal was come... [and Pelinal] came to
Perrif's camp of rebels holding a sword and mace, both encrusted with the smashed viscera of
elven faces, feathers and magic beads, which were the markings of the Ayleidoon, stuck to the
redness that hung from his weapons, and he lifted them, saying: "These were their eastern
chieftains, no longer full of their talking."
560                            [181.3] THE SONG OF PELINAL III



[181.3] The Song of Pelinal III


                                    The Song of Pelinal
                                  Volume 3: On His Enemy


[Editor's Note: Volumes 1-6 are taken from the so-called Reman Manuscript located in the
Imperial Library. It is a transcription of older fragments collected by an unknown scholar of
the early Second Era. Beyond this, little is known of the original sources of these fragments,
some of which appear to be from the same period (perhaps even from the same manuscript).
But, as no scholarly consensus yet exists on dating these six fragments, no opinions will be
offered here.]


Pelinal Whitestrake was the enemy of all elfkind that lived in Cyrod in those days. Mainly,
though, he took it upon himself to slay the sorcerer-kings of the Ayleids in pre-arranged open
combats rather than at war; the fields of rebellion he left to the growing armies of the
Paravania and his bull nephew. Pelinal called out Haromir of Copper and Tea into a duel at
the Tor, and ate his neck-veins while screaming praise to Reman, a name that no one knew
yet. Gordhaur the Shaper's head was smashed upon the goat-faced altar of Ninendava, and in
his wisdom Pelinal said a small plague spell to keep that evil from reforming by welkynd-
magic. Later that season, Pelinal slew Hadhuul on the granite steps of Ceya-Tar, the Fire
King's spears knowing their first refute. For a time, no weapon of the Ayleids could pierce his
armor, which Pelinal admitted was unlike any crafted by men, but would say no more even
when pressed. When Huna, whom Pelinal raised from grain-slave to hoplite and loved well,
took death from an arrowhead made from the beak of Celethelel the Singer, the Whitestrake
went on his first Madness. He wrought destruction from Narlemae all the way to Celediil, and
erased those lands from the maps of Elves and Men, and all things in them, and Perrif was
forced to make sacrifice to the Gods to keep them from leaving the earth in their disgust. And
then came the storming of White-Gold, where the Ayleids had made pact with the Aurorans
of Meridia, and summoned them, and appointed the terrible and golden-hued "half-Elf"
Umaril the Unfeathered as their champion... and, for the first time since his coming, it was
Pelinal who was called out to battle by another, for Umaril had the blood of the 'ada and
would never know death.
                               [181.4] THE SONG OF PELINAL IV                              561



[181.4] The Song of Pelinal IV


                                    The Song of Pelinal
                                  Volume 4: On His Deeds


[Editor's Note: Volumes 1-6 are taken from the so-called Reman Manuscript located in the
Imperial Library. It is a transcription of older fragments collected by an unknown scholar of
the early Second Era. Beyond this, little is known of the original sources of these fragments,
some of which appear to be from the same period (perhaps even from the same manuscript).
But, as no scholarly consensus yet exists on dating these six fragments, no opinions will be
offered here.]


[Pelinal] drove the sorcerer armies past the Niben, claiming all the eastern lands for the
rebellion of the Paravania, and Kyne had to send her rain to wash the blood from the villages
and forts that no longer flew Ayleid banners, for the armies of Men needed to make camps of
them as they went forward. ...[and] he broke the doors open for the prisoners of the Vahtache
with the Slave-Queen flying on Morihaus above them, and Men called her Al-Esh for the first
time. He entered the Gate at ... to win back the hands of the Thousand-Strong of Sedor (a tribe
now unknown but famous in those days), which the Ayleids had stolen in the night, two
thousand hands that he brought back in a wagon made of demon-bone, whose wheels trailed
the sound of women when ill at heart... [Text lost]... [And after] the first Pogrom, which
consolidated the northern holdings for the men-of-'kreath, he stood with white hair gone
brown with elfblood at the Bridge of Heldon, where Perrif's falconers had sent for the Nords,
and they, looking at him, said that Shor had returned, but he spat at their feet for profaning
that name. He led them anyway into the heart of the hinterland west, to drive the Ayleids
inward, towards the Tower of White-Gold, a slow retreating circle that could not understand
the power of Man's sudden liberty, and what fury-idea that brought. His mace crushed the
Thundernachs that Umaril sent as harriers on the rebellion's long march back south and east,
and carried Morihaus-Breath-of-Kyne to Zuathas the Clever-Cutting Man (a nede with a
keptu name) for healing when the bull had fallen to a volley of bird beaks. And, of course, at
the Council of Skiffs, where all of the Paravania's armies and all of the Nords shook with fear
at the storming of White-Gold, so much so that the Al-Esh herself counseled delay, Pelinal
grew furious, and made names of Umaril, and made names of what cowards he thought he
saw around him, and then made for the Tower by himself, for Pelinal often acted without
thought.
562                             [181.5] THE SONG OF PELINAL V



[181.5] The Song of Pelinal V


                                    The Song of Pelinal
                             Volume 5: On His Love of Morihaus


[Editor's Note: Volumes 1-6 are taken from the so-called Reman Manuscript located in the
Imperial Library. It is a transcription of older fragments collected by an unknown scholar of
the early Second Era. Beyond this, little is known of the original sources of these fragments,
some of which appear to be from the same period (perhaps even from the same manuscript).
But, as no scholarly consensus yet exists on dating these six fragments, no opinions will be
offered here.]


It is a solid truth that Morihaus was the son of Kyne, but whether or not Pelinal was indeed
the Shezarrine is best left unsaid (for once Plontinu, who favored the short sword, said it, and
that night he was smothered by moths). It is famous, though, that the two talked of each other
as family, with Morihaus as the lesser, and that Pelinal loved him and called him nephew, but
these could be merely the fancies of immortals. Never did Pelinal counsel Morihaus in time of
war, for the man-bull fought magnificently, and led men well, and never resorted to Madness,
but the Whitestrake did warn against the growing love with Perrif. "We are ada, Mor, and
change things through love. We must take care lest we beget more monsters on this earth. If
you do not desist, she will take to you, and you will transform all Cyrod if you do this." And
to this the bull became shy, for he was a bull, and he felt his form too ugly for the Parvania at
all times, especially when she disrobed for him. He snorted, though, and shook his nose-hoop
into the light of the Secunda moon and said, "She is like this shine on my nose-hoop here: an
accident sometimes, but whenever I move my head at night, she is there. And so you know
what you ask is impossible."
                                [181.6] THE SONG OF PELINAL VI                               563



[181.6] The Song of Pelinal VI


                                     The Song of Pelinal
                                  Volume 6: On His Madness


[Editor's Note: Volumes 1-6 are taken from the so-called Reman Manuscript located in the
Imperial Library. It is a transcription of older fragments collected by an unknown scholar of
the early Second Era. Beyond this, little is known of the original sources of these fragments,
some of which appear to be from the same period (perhaps even from the same manuscript).
But, as no scholarly consensus yet exists on dating these six fragments, no opinions will be
offered here.]


[And it is] said that he emerged into the world like a Padomaic, that is, borne by Sithis and all
the forces of change therein. Still others, like Fifd of New Teed, say that beneath the Pelinal's
star-armor was a chest that gaped open to show no heart, only a red rage shaped diamond-
fashion, singing like a mindless dragon, and that this was proof that he was a myth-echo, and
that where he trod were shapes of the first urging. Pelinal cared for none of this and killed any
who would speak god-logic, except for fair Perrif, who he said, "enacts, rather than talks, as
language without exertion is dead witness." When those soldiers who heard him say this
stared blankly, he laughed and swung his sword, running into the rain of Kyne to slaughter
their Ayleid captives, screaming, "O Aka, for our shared madness I do this! I watch you
watching me watching back! Umaril dares call us out, for that is how we made him!" [And it
was during] these fits of anger and nonsense that Pelinal would fall into the Madness, where
whole swaths of lands were devoured in divine rampage to become Void, and Alessia would
have to pray to the Gods for their succor, and they would reach down as one mind and soothe
the Whitestrake until he no longer had the will to kill the earth in whole. And Garid of the
men-of-ge once saw such a Madness from afar and maneuvered, after it had abated, to drink
together with Pelinal, and he asked what such an affliction felt like, to which Pelinal could
only answer, "Like when the dream no longer needs its dreamer."
564                            [181.7] THE SONG OF PELINAL VII



[181.7] The Song of Pelinal VII


                                  The Song of Pelinal
               Volume 7: On His Battle with Umaril and His Dismemberment


[Editor's Note: This fragment comes from a manuscript recovered from the ruins of the
Alessian Order's monastery at Lake Canulus, which dates it to sometime prior to the War of
Righteousness (1E 2321). However, textual analysis suggests that this fragment actually
preserves a very early form of the Song, perhaps from the mid-sixth century.]




[And so after many battles with] Umaril's allies, where dead Aurorans lay like candlelight
around the throne, the Pelinal became surrounded by the last Ayleid sorcerer-kings and their
demons, each one heavy with varliance. The Whitestrake cracked the floor with his mace and
they withdrew, and he said, "Bring me Umaril that called me out!" ... [And] while mighty in
his aspect and wicked, deathless-golden Umaril favored ruin-from-afar over close combat and
so he tarried in the shadows of the white tower before coming forth. More soldiers were sent
against Pelinal to die, and yet they managed to pierce his armor with axes and arrows, for
Umaril had wrought each one by long varliance, which he had been hoarding since his first
issue [of challenge.]... [Presently] the half-Elf [showed himself] bathed in [Meridian light] ...
and he listed his bloodline in the Ayleidoon and spoke of his father, a god of the [previous
kalpa's] World-River and taking great delight in the heavy-breathing of Pelinal who had
finally bled... [Text lost] ... [And] Umaril was laid low, the angel face of his helm dented into
an ugliness which made Pelinal laugh, [and his] unfeathered wings broken off with sword
strokes delivered while Pelinal stood [frothing]... above him insulting his ancestry and anyone
else that took ship from Old Ehlnofey, [which] angered the other Elvish kings and drove them
                              [181.7] THE SONG OF PELINAL VII                             565

to a madness of their own... [and they] fell on him [speaking] to their weapons... cutting the
Pelinal into eighths while he roared in confusion [which even] the Council of Skiffs [could
hear]... [Text lost] ...ran when Mor shook the whole of the tower with mighty bashing from
his horns [the next morning], and some were slain-in-overabundance in the Taking, and Men
looked for more Ayleids to kill but Pelinal had left none save those kings and demons that had
already begun to flee... It was Morihaus who found the Whitestrake's head, which the kings
had left to prove their deeds and they spoke and Pelinal said things of regrets... but the
rebellion had turned anyway... [and more] words were said between these immortals that even
the Paravant would not deign to hear.
566                            [181.8] THE SONG OF PELINAL VIII



[181.8] The Song of Pelinal VIII


                                   The Song of Pelinal
                   Volume 8: On His Revelation at the Death of the Al-Esh


[Editor's Note: This is the oldest and most fragmentary of all the extant Pelinal texts. It is,
however, likely closest to the original spoken or sung form of the Song, and therefore has
great value despite its brevity. Strangely, it appears that Pelinal is present at Alessia's
deathbed, although he was killed by Umaril earlier in the saga (years before Alessia's death).
Some scholars believe that this fragment is not actually a part of the Song of Pelinal, but most
accept its authenticity although there is still much debate as to its significance.]


"... and left you to gather sinew with my other half, who will bring light thereby to that mortal
idea that brings [the Gods] great joy, that is, freedom, which even the Heavens do not truly
know, [which is] why our Father, the... [Text lost]... in those first [days/spirits/swirls] before
Convention... that which we echoed in our earthly madness. [Let us] now take you Up. We
will [show] our true faces... [which eat] one another in amnesia each Age."
                       [182] THE SONG OF THE ALCHEMISTS   567



[182] The Song of the Alchemists*


See vol. I.
568                             [183] SOULS, BLACK AND WHITE



[183] Souls, Black and White


                                    Souls, Black and White


The nature of the soul is not knowable. Every wizard that has attempted it vanishes without a
trace. What can be known is that souls are a source of mystic energy that can be harvested.

Every creature, living or dead, is powered by a soul. Without it, they are just lumps of flesh or
piles of bones. This animating force can be contained within a soul gem, if the soul gem has
the capacity. From the gem, the power can be used to power magical items.

Centuries of experimentation has demonstrated that there are black souls and white souls.
Only the rare black soul gem can hold the soul of a higher creature, such as a man or an elf.
While the souls of lesser creatures can be captured by gems of many colors, they are all
categorized as white soul gems. Hence the division of souls into black and white.

White souls are far safer than black souls, although not as powerful. Beginning students of
Mysticism should not dabble in black souls or black soul gems. Even if one were to ignore the
guild strictures against the necromatic arts used to power black soul gems, it is dangerous to
the caster to handle them for long. If the gem is not precisely the size of the encased soul,
small bits of the caster's soul may leak into the gem when it is touched.
                              [184] SPIRIT OF THE DAEDRA   569



[184] Spirit of the Daedra*


See vol. I.
570                               [185] THE STANDING STONES



[185] The Standing Stones


                                     The Standing Stones
                                       by Anonymous


Any visitor to the Shivering Isles will soon come across the dreadful shape of a tall,
crystalline stone looming over them like an accusing finger. Variously known as standing
stones or obelisks, they cannot be avoided in traveling the Shivering Isles, no matter how hard
you might try.

There are many theories on the origin and purpose of these stones. (Purpose? Can a stone
have a purpose? Is it a sentient being, or an inanimate object? Is it listening to you - watching
you - whispering to you?). Some claim they are simply interesting geological formations. Not
so. Not so. They cannot be chipped or cracked or even scorched. Believe me, I've tried.
Nothing harms them. (Although perhaps they still feel the blows. They seemed angry for a
while. I sang to them and that seemed to soothe them. I can't say why.) And if you've tried to
dig one up, as I have, you know that they go down forever. (Months I spent, digging down.
No matter how deep, there it was, still gleaming in the secret darkness beneath the earth. They
know the secrets, even those that are buried deep.)

I have spent many years trying to understand these stones. (Avoiding doesn't work. As I said,
they're everywhere. So try for understanding, as I have. What is the humming? What do the
whispers mean?) I can't say that I know everything about them, but I have learned many
things, some of which I can share with you. (But I don't know what they want. Not yet.
Perhaps if I knew what they wanted, I wouldn't be so afraid. They whisper secrets to me, but I
promised not to tell. They know many secrets. They're always watching. They never sleep.
Not even at night, in the dark of the moon.)

I know they are old, older perhaps than the world itself. They have seen civilizations rise and
fall. And they hate us. They are waiting for their master to return. (They won't tell me who, or
when. If they hate me so, why do they tell me their secrets? Is it because they know my
secrets already?)

You may not believe me. Most don't, but most have not spent the time that I have in trying to
learn about these stones. I have spent days listening to their secret whispers and learning their
language. (They talk, you know. To each other, mostly. But now to me.) At first it was just a
humming, which you can hear if you lean against a stone and listen very closely. It may take
hours, or days, but you will hear them. And once you hear the voice of the standing stones,
you will never be able to shut it out.
                               [186] SUMMON RUFIO'S GHOST                                  571



[186] Summon Rufio's Ghost


Rise, Rufio! Come forth once more to the land of the living, and unleash your vengeance!
572                         [187] SURFEIT OF THIEVES



[187] Surfeit of Thieves*


See vol. I.
                             [188] TAMRIELIC ARTIFACTS   573



[188] Tamrielic Artifacts*


See vol. I.
574                    [189] THE TEN COMMANDS OF THE NINE DIVINES



[189] The Ten Commands of the Nine Divines


                           The Ten Commands of the Nine Divines


By the intercession of St. Alessia, you may be so filled with grace, and the strength and
wisdom that comes from grace, that through these teachings you may come to the true
meaning of the Nine Divines and Their glories. To convey to man's mind all the manifold
subtleties of truth and virtue may not be done, were all the seas ink, and all the skies the
parchment upon which Their wisdoms were writ. Yet Akatosh, in His wisdom, knowing how
impatient is man, and how loathe he is to travel upon the hard roads of truth, has allowed
these ten simple commands to be made manifest with powerful clarity and concise definition.


1. Stendarr says: Be kind and generous to the people of Tamriel. Protect the weak, heal the
sick, and give to the needy.

2. Arkay says: Honor the earth, its creatures, and the spirits, living and dead. Guard and tend
the bounties of the mortal world, and do not profane the spirits of the dead.

3. Mara says: Live soberly and peacefully. Honor your parents, and preserve the peace and
security of home and family.

4. Zenithar says: Work hard, and you will be rewarded. Spend wisely, and you will be
comfortable. Never steal, or you will be punished.

5. Talos says: Be strong for war. Be bold against enemies and evil, and defend the people of
Tamriel.

6. Kynareth says: Use Nature's gifts wisely. Respect her power, and fear her fury.

7. Dibella says: Open your heart to the noble secrets of art and love. Treasure the gifts of
friendship. Seek joy and inspiration in the mysteries of love.

8. Julianos says: Know the truth. Observe the law. When in doubt, seek wisdom from the
wise.

9. Akatosh says: Serve and obey your Emperor. Study the Covenants. Worship the Nine, do
your duty, and heed the commands of the saints and priests.

10. The Nine say: Above all else, be good to one another.


If only each man might look into the mirror of these Commands, and see reflected there the
bliss that might enfold them, were he to serve in strict obedience to these Commands, he
would be cast down and made contrite and humble. The obedient man may come to the altars
of the Nine and be blessed, and may receive the comfort and healing of the Nine, and may
give thanks for his manifold blessings.
                       [189] THE TEN COMMANDS OF THE NINE DIVINES                        575

Heedless, the wicked man turns away, and forsaking the simple wisdoms granted to him by
the All-Wise and All-Knowing Nine, he lives in sin and ignorance all the days of his life. He
bears the awful burden of his crimes, and before Men and God his wickedness is known, and
neither blessing nor comfort may he expect from the altars and shrines of the Nine.

Yet the wicked and foolish are not doomed, for in their infinite mercies, the Nine have said,
"Repent, and do Good Works, and the Fountains of Grace shall once more spill forth upon
you."

Repent your crimes! Tender unto the Emperor the fines of gold, that they may be used to
spread the Faith and its Benefits to all Men!

Do yourself good works! Redeem your infamy by shining deeds! Show to all Men and the
Nine the good Fame of the Righteous Man, and you may once again approach the altars and
shrines of the Chapel to receive the comfort and blessings of the Nine.
576                                        [190] THIEF



[190] Thief


                                            Thief
                                           By Reven


If the reader has not yet had the pleasure of reading the first volume in these series on the life
of Eslaf Erol, 'Beggar,' he should close this book immediately, for I shan't recap.


I will tell you this much, gentle reader. When we last saw Eslaf, he was a boy, an orphan, a
failed beggar, running through the wildy winter woods of Skyrim, away from his home of
Erolgard. He continued running, stopping here and there, for many more years, until he was a
young man.

Eslaf discovered that among the ways of getting food, asking for it was the most troublesome.
Far easier was finding it in the wilderness, or taking it from unguarded market stalls. The only
thing worse than begging to get food was begging for the opportunity to work for the money
to buy it. That seemed needlessly complicated.

No, as far as Eslaf was concerned, he was best off being a scavenger, a beggar, and a thief.

He commited his first act of thievery shortly after leaving Erolgard, while in the southern
woods of Tamburkar in the rugged land near Mount Jensen just east of the village of
Hoarbeld. Eslaf was starving, having not eaten anything but a rather scrawny raw squirrel in
four days, and he smelled meat cooking and then found the smoke. A band of minstral bards
was making camp. He watched them from the bushes as they cooked, and joked, and flirted,
and sang.

He could've asked them for some food, but so many others had refused him before. Instead,
he rushed out, grabbed a piece of meat from the fire, and wincing from the burns, scrambled
up the nearest tree to devour it while the bards stood under him and laughed.

'What is your next move, thief?' giggled a fair, red-headed woman who was covered with
tattoos. 'How do you intend to disappear without us catching and punishing you?'

As the hunger subsided, Eslaf realized she was right. The only way to get out of the tree
without falling in their midst was to take the branch down to where it hung over a creek. It
was a drop off a cliff of about fifty feet. That seemed like the wisest strategy, so Eslaf began
crawling in that direction.

'You do know how to fall, boy?' called out a young Khajiiti, but a few years older than Eslaf,
thin but muscular, graceful in his slightest movements. 'If you don't, you should just climb
down here and take what's coming to you. It's idiotic to break your neck, when we'd just give
you some bruises and send you on your way.'
                                           [190] THIEF                                       577

'Of course I know how to fall,' Eslaf called back, but he didn't. He just thought the trick of
falling was to have nothing underneath you, and let nature take its course. But fifty feet up,
when you're looking down, is enough to give anyone pause.

'I'm sorry to doubt your abilities, Master Thief,' said the Khajiiti, grinning. 'Obviously you
know to fall feet first with your body straight but loose to avoid cracking like an egg. It seems
you are destined to escape us.'

Eslaf wisely followed the Khajiiti's hints, and leapt into the river, falling without much grace
but without hurting himself. In the years that followed, he had to make several more drops
from even greater heights, usually after a theft, sometimes without water beneath him, and he
improved the basic technique.

When he arrived in the western town of Jallenheim on the morning of his twenty-first
birthday, it didn't take him long to find out who was the richest person, most deserving of
being burgled. An impregnable palace in a park near the center of town was owned by a
mysterious young man named Suoibud. Eslaf wasted no time in finding the palace and
watching it. A fortified palace he had come to learn was like a person, with quirks and habits
beneath its hard shell.

It was not an old place, evidently whatever money this Suoibud had come into was fairly
recent. It was regularly patrolled by guards, implying that the rich man was fearful of been
burgled, with good reason. The most distinctive feature of the palace was its tower, rising a
hundred feet above the stone walls, doubtless giving the occupant a good defensive view.
Eslaf guessed that that if Suoibud was as paranoid as he guessed him to be, the tower would
also provide a view of the palace storehouse. The rich man would want to keep an eye on his
fortune. That meant that the loot couldn't be directly beneath the tower, but somewhere in the
courtyard within the walls.

The light in the tower shone all night long, so Eslaf boldly decided that the best time to burgle
was by the light of day, when Suoibud must sleep. That would be the time the guards would
least expect a thief to pounce.

And so, when the noon sun was shining over the palace, Eslaf quickly scaled the wall near the
front gate and waited, hidden in the crenelations. The interior courtyard was plain and
desolate, with few places to hide, but he saw that there were two wells. One the guards used
from time to time to draw up water and slake their thirst, but Eslaf noticed that guards would
pass by the other well, never using it.

He waited until the guards were distracted, just for a second, by the arrival of a merchant in a
wagon, bearing goods for the palace. While they were searching his wagon, Eslaf leapt,
elegantly, feet first, from the wall into the well.

It was not a particularly soft landing for, as Eslaf had guessed, the well was not full of water,
but gold. Still, he knew how to roll after a fall, and he didn't hurt himself. In the dank
subterranean storehouse, he stuffed his pockets with gold and was about to go to the door
which he assumed would lead to the tower when he noticed a gem the size of an apple, worth
more than all the gold that was left. Eslaf found room for it down his pants.
578                                        [190] THIEF

The door did indeed lead to the tower, and Eslaf followed its curving stairwell up, walking
quietly but quickly. At the top, he found the master of the palace's private quarters, ornate and
cold, with invaluable artwork and decorative swords and shields on the walls. Eslaf assumed
the snoring lump under the sheets was Suoibud, but he didn't investigate too closely. He crept
to the windows and looked out.

It was going to be a difficult fall, for certes. He needed to jump from the tower, past the walls,
and hit the tree on the other side. The tree branches would hurt, but they would break his fall,
and there was a pile of hay he had left under the tree to prevent further injury.

Eslaf was about to leap when the occupant of the room woke up with a start, yelling, 'My
gem!'

Eslaf and stared at him for a second, wide-eyed. They looked alike. Not surprising, since they
were brothers.

Eslaf Erol's story is continued in the book 'Warrior.'
                                     [191] THIEF OF VIRTUE                                   579



[191] Thief of Virtue


Let me tell the tale of the Thief of Virtue. In the land of Hammerfell in the city of Sutch there
lived a Baron who was quite wealthy. He was a noted collector of rare coins. The Baroness
Veronique found the whole thing quite tedious. However, she did appreciate the lifestyle that
the Baron's wealth provided.

Ravius Terinus was a noted thief. He claimed to be a master thief in the mythical guild of
thieves. However, that was most like just braggadocio. The only known Thieves Guild was
wiped out over 450 years ago.

Ravius decided that the Baron should share his wealth. Specifically he should share it with
Ravius. The wily thief crept into the Baron's castle one night intending to do just that.

The walls of the castle were noted for their height and unscalability. Ravius cleverly used an
Arrow of Penetration to affix a rope to the top of the battlements. Once on the battlements, he
had to evade the Baron's guards. By hiding in the shadows of the crenelations, he was able to
work his way to the keep undetected.

Entering the keep was child's play for a thief of his caliber. However, a cunning lock with no
less than 13 pins protected the private quarters of the Baron. Ravius broke only 9 lockpicks to
open it. Using only a fork, a bit of string, and a wineskin, he disabled the seven traps guarding
the Baron's coin collection. Truly Ravius was a master among thieves.

With the coins safely in his grasp, Ravius began his escape only to find the way blocked. The
Baron had found the opened door and was raising the guard to scour the castle. Ravius fled
deeper into the castle, one step ahead of the questing guards.

His only way out led through the boudoir of Baroness Veronique. He entered to find the lady
preparing for bed. Now it should be said at this point that Ravius was noted for his handsome
looks, while the Baroness was noted for her plainness. Both of these facts were immediately
recognized by each of the pair.

"Doest thou come to plunder my virtue?" asked the lady, all a tremble.

"Nay, fair lady," Ravius said, thinking quickly. "Plunder be a harsh term to ply upon such a
delicate flower as your virtue."

"I see thou hast made off with mine husbands precious coins."

Ravius looked deeply into her eyes and saw the only path by which he would escape this
night with his life. It would require a double sacrifice.

"Though these coins are of rarest value, I have now found a treasure that is beyond all value,"
Ravius said smoothly. "Tell me, oh beauteous one, why doest thy husband set seven deadly
traps around these tawdry coins, but only a simple lock upon the door of his virtuous wife?"

"Ignace protects those things that are dearest to him," Veronique replied with ire.
580                                  [191] THIEF OF VIRTUE



"I would give all the gold in my possession to spend but a moment basking in your radiance."

With that Ravius set down the coins he had worked so hard to steal. The Baroness swooned
into his arms. When the captain of the guard asked to search her quarters, she hid Ravius most
skillfully. She turned over the coins, claiming the thief dropped them when he fled out the
window.

With that sacrifice made, Ravius steeled himself for the second. He robbed the lady
Veronique of her virtue that night. He robbed her of it several times, lasting well into the wee
hours of the morning. Exhausted, yet sated, he stole away in the pre-dawn hours.
                        [192] THE THIRD DOOR   581



[192] The Third Door*


See vol. I.
582                         [193] THE 13 BLESSINGS OF SHEOGORATH



[193] The 13 Blessings of Sheogorath


                                The 13 Blessings of Sheogorath


For Our Lord Sheogorath, without Whom all Thought would be linear and all Feeling would
be fleeting.

Blessed are the Madmen, for they hold the keys to secret knowledge.

Blessed are the Phobic, always wary of that which would do them harm.

Blessed are the Obsessed, for their courses are clear.

Blessed are the Addicts, may they quench the thirst that never ebbs.

Blessed are the Murderous, for they have found beauty in the grotesque.

Blessed are the Firelovers, for their hearts are always warm.

Blessed are the Artists, for in their hands the impossible is made real.

Blessed are the Musicians, for in their ears they hear the music of the soul.

Blessed are the Sleepless, as they bask in wakeful dreaming.

Blessed are the Paranoid, ever-watchful for our enemies.

Blessed are the Visionaries, for their eyes see what might be.

Blessed are the Painlovers, for in their suffering, we grow stronger.

Blessed is the Madgod, who tricks us when we are foolish, punishes us when we are wrong,
tortures us when we are unmindful, and loves us in our imperfection.
                       [194] TOME OF UNLIFE   583



[194] Tome of Unlife
584   [194] TOME OF UNLIFE
                           [195.10] TREATISE ON AYLEIDIC CITIES X                           585



[195] Treatise on Ayleidic Cities

[195.10] Treatise on Ayleidic Cities X


                                      Chapter the Tenth

                                         Varsa Baalim
                                           and the
                                         Nefarivigum

                                         Test of Dagon

I will not be the first scholar to point to a combination of benign intent and arrogance on
behalf of the Ayleids as the source of many ruinous affairs for the old heartland elves.

The Nefarivigum, a foul construct of Mehrunes Dagon, was erected to be ever watchful for
the pilgrim who would approach it and best an unknown trial of worth. It is said that such a
pilgrim would be rewarded with the blessing of Mehrunes Razor, a vicious blade through
which Dagon himself can claim the very souls of those it strikes.

Benign intent compelled Ayleid folk to seek out the Nefarivigum. Arrogance let them believe
themselves capable of disbarring any who would seek the Razor. So was built Varsa Baalim,
a great, ringed, labyrinthine city, during the height of Ayleid rule.

Sure as death, pilgrims came to Varsa Baalim, and for years the Elves drove back many, until
it came to pass that a vampire slipped into the city unnoticed. Merfolk were touched with the
foul affliction, throwing the city into a gathering storm of madness and ruin, and soon it
seemed none was left to prevent the Razor from being recovered.

Then, suddenly, Varsa Baalim was gone. Historic accounts dispute whether it happened
through some final safety, a natural cataclysm, or by the touch of the Divines themselves.
Whatever the cause, history agrees on the result: the mountains of the Eastern Niben
swallowed Varsa Baalim, and the Nefarivigum with it, where has remained hidden since the
early days of the First Era.

If the tale is true, then somewhere on the eastern fringes of the Niben Valley, where man's
rule has scarcely reached through the years, the Nefarivigum still lies in wait, among a city of
unliving abominations entombed within the cold bowels of the mountain.
586                     [196] A TREATISE ON PROPER CALCINATOR USE



[196] A Treatise on Proper Calcinator Use


                              A Treatise on Proper Calcinator Use


Argonian alchemists of the Black Marsh have long held that the phases of the moon dictate
the precise positioning of the Calcinator. During the full moon, the Calcinator should face due
South, aligned with the Southron pole star. It is well known that the Southron pole star is
slightly offset from true south. The diligent Alchemist will refer to star charts for the specific
day and time to more precisely align the Calcinator.

For each night of the phases of the moon after full, the Calcinator should be rotated clockwise
one twenty-eighth of a circle. If the Alchemist is closer to the Southron pole star than the
Northern Sisters, he should rotate it counter-clockwise instead. Set the device where the
moonlight is shining on half of it. Of course, if it is a new moon, the Calcinator should be
fully exposed instead.

Proper alignment of the Calcinator will create one part in forty-seven more purity of the
distillate. Obviously this is a highly desired attribute, even though the effect may not be that
noticable.
                                   [197] TRIALS OF ST. ALESSIA                               587



[197] Trials of St. Alessia


                                      Trials of St. Alessia


[from the Trials of St. Alessia]


Akatosh made a covenant with Alessia in those days so long ago. He gathered the tangled
skeins of Oblivion, and knit them fast with the bloody sinews of his Heart, and gave them to
Alessia, saying, 'This shall be my token to you, that so long as your blood and oath hold true,
yet so shall my blood and oath be true to you. This token shall be the Amulet of Kings, and
the Covenant shall be made between us, for I am the King of Spirits, and you are the Queen of
Mortals. As you shall stand witness for all Mortal Flesh, so shall I stand witness for all
Immortal Spirits.'


And Akatosh drew from his breast a burning handful of his Heart's blood, and he gave it into
Alessia's hand, saying, 'This shall also be a token to you of our joined blood and pledged
faith. So long as you and your descendants shall wear the Amulet of Kings, then shall this
dragonfire burn -- an eternal flame -- as a sign to all men and gods of our faithfulness. So long
as the dragonfires shall burn, to you, and to all generations, I swear that my Heart's blood
shall hold fast the Gates of Oblivion.

So long as the Blood of the Dragon runs strong in her rulers, the glory of the Empire shall
extend in unbroken years. But should the dragonfires fail, and should no heir of our joined
blood wear the Amulet of Kings, then shall the Empire descend into darkness, and the Demon
Lords of Misrule shall govern the land.'

-- from the liturgy of the Re-Kindling of the Dragonfires
588                     [198] THE TRUE NATURE OF ORCS



[198] The True Nature of Orcs*


See vol. I.
                    [199] 2920, THE LAST YEAR OF THE FIRST ERA   589



[199] 2920, The Last Year of the First Era*


See vol. I.
590                                [200] VARIETIES OF DAEDRA



[200] Varieties of Daedra


                                      Varieties Of Daedra
                                      By Aranea Drethan,
                                   Healer and Dissident Priest


There is little chance of our ever understanding the various orders of Daedra and their
relationships to the Daedra Lords and their dominions. Of the varieties of Daedra that appear
in our world, and the varieties of their relationships to their fellows and their Daedra patrons,
there is no end. In one place and time they are seen to be this, and in another place and time
they are seen to be the opposite, and in another place and time they are seen to be both this
and that, in completely contradictory terms.

What Daedra serves this Prince? What Daedra gives orders, and what Daedra serves, and in
what hierarchy, and under what circumstances? What Daedra exist in fellowship with one
another, and what Daedra have eternal enmity to one another, and what Daedra are solitary, or
social, and by turns solitary or social? There are no limits to the varieties of behaviors that
may be observed, and in one place they may be this, and in another place they may that, and
all rules describing them are always found to be contradictory and in exception to others.

Further, from whom may we seek answers to our questions about these orders? From mortals,
who know little but what they may observe of another world? From the gods, who speak in
riddles, of enigmas wrapped in mysteries, and who keep things from us, the better to preserve
their dominion over us? From the Daedra themselves, who are never the models of
straightforwardness or truthtelling, but rather are famous for misstatements and obfuscations?

And even were the Daedra to speak the truth, how can we know if they know themselves, or
that there is any truth about them that is to be known, or are all arrangements among the
Daedra protean and ever subject to change?

In short, what is to be known is little, and and what is to be trusted is nothing.

These things being said, I shall venture to relate what I have observed and heard of the
relationships of the servants of Lord Dagon in my brief service to the Telvanni Wizard
Divayth Fyr, when I sought him out and offered to bring peace to the victims of corprus in his
sanitarium, once the Prophecies of the Incarnate had been fulfilled, and Dagoth Ur had been
destroyed, and the Blight had been banished from the island of Vvardenfell forever.

Divayth Fyr told me that he, by choice, trafficked only with two Daedra Powers -- Mehrunes
Dagon and Azura.

Azura, he said, knew and understood all things, and declined to speak of these things, or only
spoke in riddles.

Mehrunes Dagon, on the other hand, out of pride, fixity of purpose, and a predictable lack of
subtlety in thought, knew nothing and understood nothing, and was inclined to speak freely
and without falsehood.
                                  [200] VARIETIES OF DAEDRA                                   591

Divayth Fyr said that Dagon's chief servants, the Dremora, were like him in pride, fixed
purpose, and lack of subtlety, with the addition of the peculiar traits of honor and loyalty, both
within their class and within their relationship to Lord Dagon.

And Divayth Fyr said that the Dremora were ordered into clans and castes, and these clans
and castes were well-defined. Individual Dremora might rise or fall in ranks, or move back
and forth among clans, but only when regulated by complex oaths, and only at the will and
pleasure of their Lord Dagon.

The Dremora refer to themselves as 'The Kyn' ('the People'), contrasting themselves to other
Daedra, whom they consider unthinking animals. The term 'kynaz' refers to a member of the
Dremora race ('he of the Kyn').

The least of kyn castes are the Churls, the undistinguished rabble of the lowest rank of
Dremora. Churls are obsequeous to superiors but ferociously cruel to humans and other
Daedra.

Next in rank are the Caitiffs, creatures of uncalculating zeal, energy without discrimination.
Caitiffs are used as irregulars in the faction wars of the Daedra, as berserkers and shock
troops, undisciplined and unreliable, but eager and willing.

The highest of the regular rank-and file of Dremora troops are the Kynvals, warrior-knights
who have distinguished themselves in battle, and shown the deliberate steadiness of potential
war leaders.

Above the rank and file warriors of the Churl, Caitiff, and Kynval castes are the officer castes.

A Kynreeve is a clan sheriff or clan officer. Kynreeves are typically associated either with a
clan fighting unit or an administrative office in the order of battle.

The Kynmarcher is the lord and high officer of a Daedric citadel, outpost, or gate. A
Kymarcher's command is usually associated both with a unit and with a 'fief' -- a location or
territory for which he is responsible.

Above the Kymarcher is the Markynaz, or 'grand duke'. A Markynaz is a lord of lords, and
member of the Markyn, Mehrunes Dagon's Council of Lords.

The highest rank of Dremora is the Valkynaz, or 'prince'. This warrior duke is a member of
the Valkyn, Mehrunes Dagon's personal guard. The Valkynaz are rarely encountered on
Tamriel; normally they remain by Mehrunes Dagon's side, or serve as commanders of
operations of particular importance or interest to Dagon.

Of the varieties of other Daedra I encountered while I served in Divayth Fyr's Corprusarium --
Ogrims and Golden Saints, Daedroths and Winged Twilights, Scamps and Clannfear -- there
is much that might be said, but little that is helpful or reliable.

I did note, however, that when Divayth Fyr sought a Daedra of a character like unto the
Dremora, but of greater power, and greater inclination for independence and initiative, or
solely as a master, he summoned Xivilai, who are like the Dremora in personality and
592                               [200] VARIETIES OF DAEDRA

temperment, except that they hate subordination, and are liable to disloyalty and betrayal
when they feel they have not been treated with the proper deference and respect.

The feral, beastlike Daedra like the Clannfear and the Daedroth appear in the service of many
different Daedric Powers, and may represent common creatures existing like wild animals in
the wildernesses of Oblivion. Other savage, semi-intelligent creatures like Scamps and Spider
Daedra may also be found in the realms of various Daedra Lords.

The case of the Elemental Atronachs, on the other hand, is less certain. Flame and Frost
Atronachs, for example, appear to be highly intelligent, but not all varieties of Elemental
Atronachs seem to be social or to have the power of speech. Divayth Fyr preferred not to
summon or deal with these creatures, had little experience with them, and showed no
inclination to speculate upon their nature, so I learned little about them during my time at Tel
Fyr.
                      [201] VARIOUS STUDIES ON THE FAUNA OF CYRODIIL                          593



[201] Various Studies on the Fauna of Cyrodiil


                            Various Studies on the Fauna of Cyrodiil
                                     Brenus Astis, Scholar


[much of this journal has become unreadable]


...the Cyrodiilic Rat appears less aggressive than its counterpart in various other provinces.
They are prevalent in all parts of Cyrodiil, equally at home in basement dwellings, caves,
ruins, or grasslands. They are known to carry disease, and their bites can be painful....

[Illegible]

...though once thought to be intelligent. They are social creatures, often appearing in groups
numbering twenty or more. The largest male dominates this clan structure, and seems to have
breeding rights with all females of reproductive age. Younger males will often challenge the
older, dominant males in a fight to the death. Their horns locked, the two minotaurs will
wrestle until one can no longer continue. This often....

[Missing]

...called "Billies" by many of the local farmers. But, is this so-called "land dreugh" actually of
any relation to the sea-dwelling dreugh? There certainly seem to be similarities in
morphology, especially in the region of the head and thorax. And they produce the same
"dreugh wax" found in the aquatic creatures. However, while true dreugh are known to be
cunning, even intelligent, these "land dreugh" demonstrate none of the same intelligence.
They are violent and aggressive, killing indiscriminately.

Some believe them to be of Daedric origins, perhaps related to the Spider Daedra. That,
however, is not the opinion of this researcher. It appears more likely that the "land dreugh"
are a distant relative of the true dreugh, perhaps an ancestor from far back on the evolutionary
timeline....

[Missing]

Much has been made of the fact that trolls can be killed only by application of fire, whether it
be by spell or torch. This is, in fact, a myth. Trolls do seem to have a weakness to fire and
fire-based spells, and a fantastic ability to regenerate tissue, but they can be killed by
conventional means. One should note, however, that trolls should absolutely not....


[The rest of this journal is unreadable.]
594                     [202] VERNACCUS AND BOURLOR



[202] Vernaccus and Bourlor*


See vol. I.
                                         [203] VITHARN                                       595



[203] Vitharn


                                       Vitharn: the Fall


Chapter I

In which the Keep Vitharn is established and passes from the first generation of rule to the
second.

Count Vitharn, who built and appointed his keep from the mud of Dementia, gathered to
himself any who would pledge themselves as liege. Nearby tribes of Fanatics were united as
vassals to protect his lands and line, and thus the Count lived out his days in the Isles. He and
his Countess Mawean bore Csaran and Nweala, the first son and daughter of Vitharn.

Csaran's mother and father believed that with the proper political influence, Csaran could
certainly usurp Sheogorath and carry the Shivering Isles into a prosperous age. For his part,
Count Vitharn refused even to acknowledge Sheogorath, thinking himself and his heirs
irrefutable rulers of the Isles.

This, of course, amused the Madgod to no end, and so he allowed the marriage of Csaran to
Sheen-in-Glade, daughter of an Argonian midwife who believed that the mortal sphere would
afford her daughter nothing but hatred and oppression.

Sheen-in-Glade was as excellent a Countess to Csaran as any in the Isles could ask for,
wanting nothing but to bring pride and honor to her adopted house and Court. For years her
mind was untouched, even living as she did in the heart of Dementia. Alas, none may reside
too long in the Isles without the blessing of Lord Sheogorath, and so Sheen-in-Glade was
finally pushed to the brink by the infidelity of her Husband, the Count.

Csaran was obsessively nepotistic, and distrustful of anyone with whom he shared no blood
relation including his bride. Though Sheen-in-Glade bore a son by the Count (who
disappeared from the Isles in his twentieth year), it is known that the two shared their bed
with decreasing frequency as Csaran's paranoia grew, and he found himself in the arms of his
birth-sister Nweala, who bore of their incestuous affair the heir apparent, Cesrien. There are
those of us who remember personally the reign of Cesrien, and his contribution to the fall of
Vitharn.

Chapter II

In which the birth of Count Cesrien heralds a glorious, bloody, and brief age for Vitharn.

Violent-natured and quick of temper, Cesrien sought enemies where there were none. His
early days on the seat of Vitharn saw the extermination of every tribe of man, mer, or beast
within sight of the keep, until none were left.

During his brief reign, much of the southeastern coastline of Dementia was unsafe to travel,
littered with the corpses of trespassers in the lands of Vitharn, staked to trees as territorial
596                                      [203] VITHARN

markers. Beside his sadistic temper, Count Cesrien of Vitharn was known also for his slow
wit and ailing health.

Indeed, Cesrien was born with legs that seemed mismatched in length, and breathed with a
laborious rasp. As a youth, tutors were hard-pressed to school the dull boy. Midwives and
nurses surrounded him, attending his every ailment with balms and vapors from every corner
of the Isles, but when he came of age he sent them away, often becoming violent in their
dismissal.

Perhaps showing the influence of his father, Cesrien became increasingly introverted,
allowing only a select few courtiers in his presence. He was seen in pubic only when
organizing his vassal Fanatics for yet another raid on the countryside.

Atypically adhering to the desperate counsel of his advisors, Cesrien paused in his plundering
to take a wife and ensure the continuation of Vitharn's noble line. The increasingly ill Count
chose a vibrant peasant women as his betrothed, from a Heretic Commune in the wilds of
Mania. Indeed, Countess Jideen could not have been any more his opposite. Vassal Fanatics,
long loyal to their ancestral agreement with Count Vitraen, were inflamed by this heresy, and
tensions grew as the health of Cesrien finally failed, and his young son, Cirion, ascended the
throne of Vitharn.

Chapter III

In which conflict besets Vitharn and the Irenic Count Cirion is overwhelmed.

Young Count Cirion had scarcely been seen in public before his hasty coronation in the bailey
of Vitharn Keep. Some say he still bore bruises from beatings at the feeble hand of his father
during his final hours during the ceremony. Had Cirion been old enough to govern, his gentle,
reserved demeanor may have been enough to ease the seething tension among the Vassal
tribe, but his mother, Countess Jideen was forced to assume many of the duties her husband
had so long ignored.

By all accounts, Jideen was a fit Countess; loved by her people -- but the leaders of the Vassal
Fanatics could not contain indefinitely their personal sentiments of outrage at her Manic
heritage. Despite her exceedingly tactful attempts at diplomacy, the animosity against her was
deep-seated, and grew over the years. It is perhaps admirable that the Vassals remained true to
the oaths so long.

When Cirion finally came of age to rule, the sheepish boy-Count tried in earnest to ascend
gracefully, but his fear of the world was so great that even the shadow of a passing bird would
startle him visibly. He was all but unable to address the people publicly, and when he
attempted to placate the Vassals -- still outraged by his Mother's heritage -- he could scarcely
contain his fright, and some say that he even soiled himself before fleeing the throne chamber.

Certain as the march of fate, the tolerance of the Vassal Fanatics snapped, and warriors
encircled Vitharn. The Count's personal guards were ill-suited to repel the attack and the siege
lasted a single day. Since the day of that battle, no living soul has wandered away from
Vitharn. Local myth tells of a tireless struggle between the spirits of the Fanatic vassals and
Vitharn's meager defenders, damned by the treachery of Fanatics and the cowardice of Cirion
to replay their final moments in perpetuity.
                   [204] WABBAJACK   597



[204] Wabbajack*


See vol. I.
598                                [205] WANTED POSTER



[205] Wanted Poster




                                       The Gray Fox

Wanted for theft, embezzlement, forgery, pickpocketing, counterfeiting, burglary, conspiracy
to commit theft, grand larceny, tax evasion, slander, fraud, perfidy and impertinence.

Description: wears a gray cloak that conceals his appearance. Presumed male and Colovian.
Height between 5 and 6 feet. Normal weight. Hair and eye color unknown.

Any citizen with information should contact the Imperial Watch.

Watch Captain Hieronymus Lex
                                  [206] THE WARP IN THE WEST                                  599



[206] The Warp in the West


                                  The Warp in the West
                     A Report Compiled By Ulvius Tero, Blades Archivist


                                * Secret: For Your Eyes Only *


Let me offer my congratulations to Your Lordship for your recent appointment as ambassador
to the Court of Wayrest.

Your Lordship asked me for a review of existing Blades accounts from 3E 417 concerning
'The Warp in the West', and for a summary of the current state of affairs there.

Since Your Lordship was in Black Marsh serving in the staff of Admiral Sosorius at the time,
you probably know of these events only from Imperial proclamations and Chapel
declarations, which identify this period as the 'Miracle of Peace'. During the 'Miracle of
Peace', according to official accounts, the formerly war-wracked Iliac Bay region was
transformed overnight from a patchwork of squabbling duchies and petty kingdoms into the
peaceful modern counties of Hammerfell, Sentinel, Wayrest, and Orsinium. The 'Miracle of
Peace', also known as the 'The Warp in the West', is celebrated as the product of the
miraculous interventions of Stendarr, Mara, and Akatosh to transform this troublesome region
into peaceful, well-governed Imperial counties. The catastrophic destruction of landscape and
property and the large loss of life attending upon this miracle is understood to have been
'tragic, and beyond mortal comprehension.'

In as much as this account confirms and validates the current borders of these counties, and
identifies the rulers and boundaries of these counties as 'ordained by the Nine', the 'Miracle of
Peace' serves Imperial objectives of peaceful consolidation of ancient petty states and
sovereigns into manageable Imperial jurisdictions. The other remarkable features of these
events -- mass disappearances, armies mysteriously transported hundreds of miles or
completely annihilated, titanic storms and celestial phenomena, apparent local discontinuities
of time -- fit comfortably into the notion that these events are part of a vast, mysterious divine
intervention.

However, this is only the public account of these events, and, as you may suspect, it conflicts
with many other accounts. In short, while this explanation suits Imperial policy, it has little
historical validity.

Your Lordship should know that the Blades have concluded there is no plausible historical
account of these events, and despairs that a plausible historical account shall ever be
produced. The Blades have concluded that a 'miracle' occurred, insofar as the events are
inexplicable, but the Blades strongly doubt the miracle was of divine origin.

There is good reason to believe that the ruling families of the four modern Iliac Bay counties
had forewarning of the event. There is also some evidence that some of these ruling families
may have been directly or indirectly responsible for the event. We do not know the exact
600                                [206] THE WARP IN THE WEST

sequence of actions that produced the event, although we are confident that the 'Totem'
artifact was involved, and that a Blades agent was involved in employing that artifact. We
unfortunately lost contact with that agent immediately after the event; his report might have
gone some way to resolving the contradictory and paradoxical accounts of the event.

The Blades have on file few reports from agents dating from the "Warp in the West" period.
Most of our agents were lost in the initial dislocations, and others were lost in the confusion
after the event. I present a few of these reports to give you a general sense of their limitations,
including the report of your diplomatic predecessor, Lord Strale. You will have had access to
other private and rumored accounts of the period. I believe you will agree that these
documents raise more questions than they answer.

                          The Report of Hammerfell Agent 'Briarbird'

'I was on assignment in the Alik'r Desert, a few miles south of Bergama on the 9th of
Frostfall. I was encamped, as it was still early morning, when I felt the ground shake so
violently, I was thrown to the ground. Dazed, I was aware of a great roar of a sandstorm,
which alarmed me, as I had been on a high dune and had seen nothing like that on the
horizon. It was on me before I was even on my knees, burying me and my camp.

When I crawled my way out of the sand, I realized that I must make haste and get to Bergama
as soon as possible, as all my food and water had been swept away. The sun was just rising as
I began, like I said. When I reached Bergama, it was nightfall. The town was in chaos, filled
with the soldiers of Sentinel. The Lord of Bergama's fortress was in ruins.

There had been an attack, but no one had seen it, only the invasion that followed it. The
soldiers of Queen Akorithi of Sentinel refused to be interviewed about how they had
accomplished this sneak attack, but I came to learn that the whole of northern Hammerfell
now belonged to them. Even stranger, I discovered that my walk from sunrise to sundown had
not taken me not one day, but two. It was now the 11th day of the month, not the 10th. I had
lost a day somewhere, and so apparently had everyone else... except Akorithi's soldiers, who
somehow were aware of the correct date.

I since have concluded that they had received advance warning, and so were better prepared
to deal with the strange confusion of time and dates associated with the Warp.'

                           The Report of High Rock Agent 'Graylady'

'I was, at the time of the Warp, undercover as a witch in the Skeffington Coven of Phyrgias, in
central High Rock. In order to give my report, I had volunteered for an expedition to gather
supplies, which would allow me the freedom to reach my contact in Camlorn. I was traveling
north-east along the foothills of the Wrothgarian Mountains, on the 9th of Frostfall, when I
felt a great heat behind me, like a fire. I turned, but I regret to say I cannot tell you what I saw.
The healers tell me my eyes were burned out of my sockets.

I think I must have fallen into a state of semi-consciousness, for I distinctly remember falling
as the ground seemed to give way beneath me. Then there was a series of explosions in the
distance, to the south, and I heard high whistling noises that were getting louder, coming
closer. I had my shield with me, and fortunately anticipated that volleys of some sort were
                                  [206] THE WARP IN THE WEST                                   601

falling from the sky. Though I could not see them, I could hear them coming from a distance
away, and was able to use my shield to block them from striking me.

The assault stopped suddenly, and I could smell smoke. I learned later that most of the forest
of Ykalon and Phygias had caught fire, in an inferno that started further south in Daenia and
the Ilessan Hills. Fortunately, I kept my bearings, and moved north, finally reaching a temple
in the wilderness where my wounds were healed, as well as they could be.

It was there I learned that there had been a three-way clash between Daggerfall, Wayrest, and
Orsinium not far from where I had been, and that the land midway between their kingdoms
had been decimated.'

                        The Report of Ambassador Lord Naigon Strale

'His Imperial Majesty had sent me on a delicate errand, the details of which I cannot convey
in this unsecure report, but my official capacity was to be the Emperor's ambassador to the
court of Wayrest. From there, I was to meet with an old friend, Lady Brisienna, who was
already in the vicinity. Forgoing any attempt at stealth, I was on an Imperial barge, sailing
westward on the Bjoulsae, the morning of the 9th of Frostfall. I remember it was a slightly
chilly day, but the sky was very blue.

'We had just passed the delightful riverside village of Candlemass when the captain sounded
the alarum. There, in front of us, was a colossal wall of water, at least thirty feet high. It
smashed our barge to splinters before any of us had a chance to react. I woke up on the shore,
having been rescued by one of my servants who had miraculously not lost consciousness. He
and I and one other man were the only survivors.

I thought at first that it was suspiciously similar to what happened to another agent of ours in
High Rock but a short time before, where a freak storm had shipwrecked him in the Iliac Bay
near Privateer's Hold. Furious and determined to see if similar forces were at work, I began a
quick march to Wayrest.

The march, however, was not so terribly quick. The villages all along the Bjoulsae were on
fire, and battles raged between the orcs of Orsinium and the soldiers of King Eadwyre in the
formerly independent principality of Gauvadon, just east of Wayrest. I am an accomplished
mage, and quite able to defend myself, but it took the better part of a week to make it those
few miles to Wayrest.

King Eadwyre and his queen Barenziah were celebrating their great victories when I arrived.
By then, I had gathered the barest facts of the matter, that simultaneously there were seven
great battles in the Iliac Bay, and no one could describe them at all, only their bloodsoaked
aftermath.

To summarize: on the 9th of Frostfall, there had been forty-four independent kingdoms,
counties, baronies, and dukedoms surrounding the Iliac Bay, if one includes the unconquered
territories of the Wrothgarian Mountains, the Dragontail Mountains, the High Rock Sea
Coast, the Isle of Balfiera, and the Alik'r Desert. On the 11th of Frostfall, there were but four -
Daggerfall, Sentinel, Wayrest, and Orsinium - and all the points where they met lay in ruins,
as the armies continued to do battle.
602                               [206] THE WARP IN THE WEST

I was determined to find the truth from the King, even if I had to be a most undiplomatic
diplomat to do it.

Eadwyre, though a generally jovial sort, had blustered, saying he did not want to give out
military secrets. The Queen, ever calm with those unreadable red eyes of hers, told me, 'We
do not know.'

I think it is safe to assume that Barenziah did not tell me everything, but the facts of her story
- which I later verified after pointed interviews in Daggerfall, Sentinel, and Orsinium - was
that they had learned that a certain powerful, ancient weapon was going to be activated. I
shan't give the name of it here. Out of fear that it would be used against Wayrest, the King
had attempted to buy it from the young adventurer who had discovered its wherebouts.
Eadwyre believed, as it turns out quite rightly, that other powers in the Bay had also
attempted to win ownership of this device.

What happened then, as Barenziah said, 'We do not know.'

The morning of the 9th and the morning of the 11th somehow merged through some sort of
Warp in the West, and Wayrest found themselves at war. Their land had expanded three-fold,
but they were under attack by Daggerfall to the west, Orsinium to the east, and Sentinel to the
south. There had been no time to understand what had happened, the King said. They had
simply reacted, sending their armies to defend their lands against these enemies whose
kingdoms had also gained great territorial advantage.

The battles continue on, now months later, as I return to the Imperial City to make my report.
What more do I have to say? They are bloody, violent clashes, as is always the case with
modern warfare, but I have been to the blackened, desolate no-man's land between the four
remaining kingdoms. No mortal army caused that devastation.

I can say that the force that shook the Iliac Bay on the 10th of Frostfall 3E 417 was
infinitesimally greater than the power these mighty kingdoms are wielding today.

I can say that there were other strange events on that day which kept the kingdoms from
breaking free of the Empire, and accomplished likely more besides.

And I can say there is nothing left of it - this power, this weapon - in the Bay. The Warp that
it created swallowed it up.'

                            Current Political Affairs in the Iliac Bay

Almost twenty years have passed, and the region, though transformed, has stabilized. There
are no more disputed territories, and the kingdoms of Daggerfall, Wayrest, Sentinel, and
Orsinium hold their new borders in relative peace.

Wayrest spreads across the eastern coast of the Bay, stretching from the land formerly called
Anticlere to half of Gauvadon. Eadwyre has passed on to his ancestors, leaving his kingdom
in the hands of his daughter, Elysana, who has two children by her royal consort, and seems
likely to hold her father's lands. Your Lordship may also choose to communicate directly with
King Helseth and Queen Barenziah in Mournhold. Their primary preoccupations are, of
course, with Morrowind's affairs, but they may still have useful observations upon Wayrest's
                                [206] THE WARP IN THE WEST                                603

ruling families and political environment that may aid you in your understanding of the court
of Queen Elysana.

King Gortwog of Orsinium controls much of the Wrothgarian Mountains as well as the
profitable rivercoast of the Bjoulsae. He persists in his demands that Orsinium be recognized
as an Imperial province separate from High Rock. The Elder Council treats Gortwog as a
recognized king, and collects taxes directly from Orsinium, but officially Orsinium remains a
county of High Rock, though technically it spans both the provinces of High Rock and
Hammerfell.

Sentinel has gained the most land, sprawling across the entire southern Iliac Bay from
Abibon-Gora, beyond the Dragontail Mountains, to the edge of Mournoth, Orsinium's
territory. Queen Akorithi at her death left her enormous kingdom to her only surviving son,
Lhotun, who is now surely one of the most powerful kings in Tamriel.

Daggerfall is still ruled by the Breton King Gothryd and the Redguard Queen Aubk-I. Their
land now encompasses all of western High Rock, from the border they share with Wayrest at
Anticlere to the east, to Ykalon to the north. They have four children now, and are much
beloved in their realm.

If there are other repercussions of the mysterious Warp in the West, they have not yet come to
our attention in the course of twenty years of observation.
604                                      [207] WARRIOR



[207] Warrior


                                            Warrior
                                           By Reven


This is the third book in a four-book series. If you have not read the first two books, 'Beggar'
and 'Thief,' you would be well advised to do so.


Suoibud Erol did not know much of his past, nor did he care to.

As a child, he had lived in Erolgard, but the kingdom was very poor and taxes were as a result
very high. He was too young to manage his abundant inheritance, but his servants, fearing that
their master would be ruined, moved him to Jallenheim. No one knew why that location was
picked. Some old maid, long dead now, had thought it was a good place to raise a child. No
one else had a better idea.

There may have been children with a more pampered, more spoiled existance than young
Suoibud, but that is doubtful. As he grew, he understood that he was rich, but he had nothing
else. No family, no social position, no security at all. Loyalty, he found out on more than one
occasion, cannot truly be bought. Knowing that he had but one asset, a vast fortune, he was
determined to protect it, and, if possible, increase it.

Some otherwise perfectly nice people are greedy, but Suoibud was that rare accident of nature
or breeding who has no other interest but acquiring and hoarding gold. He was willing to do
anything to increase his fortune. Most recently, he had begun secretly hiring mercenaries to
attack desirable properties, and then buying them when no one wanted to live there any more.
The attacks would then, of course, cease, and Suoibud would have profitable land which he
had purchased for a song. It had begun small with a few farms, but recently he had begun a
more ambitious campaign.

In north-central Skyrim, there is an area called The Aalto, which is of unique geographical
interest. It is a dormant volcanic valley surrounded on all sides by glaciers, so the earth is hot
from the volcano, but the constant water drizzle and air is frigid. A grape called Jazbay grows
there comfortably, and everywhere else in Tamriel it withers and dies. The strange vineyard is
a privately owned, and the wine produced from it is thus rare and extremely expensive. It is
said that the Emperor needs the permission of the Imperial Council to have a glass of it once a
year.

In order to harass the owner of The Aalto into selling his land cheap, Suoibud had to hire
more than a few mercenaries. He had to hire the finest private army in Skyrim.

Suoibud did not like spending money, but he had agreed to pay the general of the army, a
woman called Laicifitra, a gem the size of an apple. He had not given it to her yet - payment
was to be delivered on the success of the mission - but he had trouble sleeping knowing that
he was going to giving up such a prize. He always slept during the day so he could watch his
storehouse by night, when he knew thieves were about.
                                         [207] WARRIOR                                    605

That brings us up to this moment when, after a fitful sleep, Suoibud woke up at about noon,
and surprised a thief in his bedroom. The thief was Eslaf.

Eslaf had been contemplating a leap from the window, a hundred feet down, into the branches
of a tree beyond the walls of the fortified palace, and a tumble into a stack of hay. Anyone
who has ever attempted such a feat will testify that it takes some concentration and nerve to
do such a thing. When he saw that the rich man sleeping in the room had awakened, both left
him, and Eslaf slipped behind a tall ornamental shield on display to wait for Suoibud to go
back to sleep.

Suoibud did not go back to sleep. He had heard nothing, but could feel someone in the room
with him. He stood up and began pacing the room.

Suoibud paced and paced, and gradually decided that he was imagining things. No one was
there. His fortune was safe and secure.

He was returning to his bed when he heard a clunk. Turning around, he saw the gem, the one
he was to give to Laicifitra on the floor by the Atmoran cavalry shield. A hand reached out
from behind the shield and grabbed it up.

'Thief!' Suoibud cried out, grabbing a jeweled Akaviri katana from the wall and lunging at the
shield.

The 'fight' between Eslaf and Suoibud will not go down in the annals of great duels. Suoibud
did not know how to use a sword, and Eslaf was no expert at blocking with a shield. It was
clumsy, it was awkward. Suoibud was furious, but was psychologically incapable of using the
sword in any way that could damage its fine filligree, reducing its market value. Eslaf kept
moving, dragging the shield with him, trying to keep it between him and the blade, which is,
after all, the most essential part of any block.

Suoibud screamed in frustration as he struck at the shield, bumping its way across the room.
He even tried negotiating with the thief, explaining that the gem was promised to a great
warrior named Laicifitra, and if he would give it back, Suoibud would happily give him
something else in return. Eslaf was not a genius, but he did not believe that.

By the time Suoibud's guards came to the bedroom in response to their master's calls, he had
succeeded in backing the shield into a window.

They fell on the shield, having considerable more expertise with their swords than Suoibud
did, but they discovered that there was no one behind it. Eslaf had leapt out the window and
escaped.

As he ran heavily through the streets of Jallenheim, making jingling noises from the gold
coins in his pockets, and feeling the huge gem chafe where he had hidden it, Eslaf did not
know where he should go next. He knew only that he could never go back to that town, and
he must avoid this warrior named Laicifitra who had claims on the jewel.

Eslaf Erol's story is continued in the book 'King.'
606                     [208] THE WARRIOR'S CHARGE



[208] The Warrior's Charge*


See vol. I.
                         [209] THE WATERS OF OBLIVION   607



[209] The Waters of Oblivion*


See vol. I.
608                            [210] WAY OF THE EXPOSED PALM



[210] Way of the Exposed Palm


                                         The Way of
                                      the Exposed Palm


Untrained pugiliists are known to make a club of the hand and beat on their opponents like a
drum. It is a truly uncouth way to victory. The way of the exposed palm is far more
sophisticated and far more deadly.

Consider this question. A man is struck in the chest by the flat of a plate. There is a small
bruise but he is otherwise unharmed. Now break the plate and strike him in the chest with a
shard using the same force. Now the man is dead or grievously wounded. How can this be?
How can a small object harm more than a larger?

This essential point is the first finger of the way of the exposed palm. The five part way is
concentration, reaction, equiplibrium, speed, breath control. To master unarmed combat all
five digits must be mastered.

The parable of the man and the plate is concentration. All of the blow is concentrateded into a
small point. Therefore it is more potent. To strike with just the thumb can be more deadly that
to strike with the whole fist. However, only the highly trained fighter can do this.

The second aspect of concentration is the mental discipline to think hard about what is being
done. Distractions are ignored as the will maintains the ultimate goal. The truly deadly fighter
can even block out his own pain in this manner.
                     [211] WITHERSHINS   609



[211] Withershins*


See vol. I.
610                     [212] THE WOLF QUEEN



[212] The Wolf Queen*


See vol. I.
                                        [213] ZEALOTRY                                      611



[213] Zealotry


                                           Zealotry


Zealotry of Sheogorath

The self-proclaimed Zealots of Sheogorath believe our liege lord to be not just a man of
mysterious and wondrous powers, but a living god. They believe his will sustains the lands
and his whim supports all things in it. They believe Arden-Sul, Who Reads the Winds in Our
Entrails, was the mortal aspect of Lord Sheogorath, and will come again to cleanse the Realm.
Since these claims are clearly ridiculous, it can be assumed that all Zealots are quite mad.

The Zealots cannot be reasoned with. They cannot be treatied with easily. They attack almost
anyone on sight, assuming them to be heretics or non-believers. They fight to the death,
reveling in the carnage.

The reader might ask, then how does one join the Zealots? After much research, I discovered
that Zealots sneak into settled areas and leave sets of robes behind. Anyone inclined toward
Zealotry can don these robes and approach the Zealots safely. It is said that Zealot leaders can
see the true heart of a supplicant, even if he wears the robes, and will slay any false
supplicants.

Even then, the Zealots have painful rituals meant to prove their fealty to Sheogorath. Only the
most devout supplicants are accepted into their ranks. Those who fail these tests are put to
death.

Once a supplicant is accepted as a Zealot, he is taught ceremonies and sorcerous secrets. The
best known of these is summoning Flesh Atronachs to do their bidding. These powerful
creatures are formidable foes.
                                             INDEX                                          613

I. Names, Places, Titles, etc.

                     A                               Aleshut · 1
                                                     Aless · 507
A Children's Annuad · 142                            Alessia · 1, 8, 62, 69, 78, 131, 133, 135,
Aalto · 279-281, 604                                    137, 139, 142, 144, 146, 287, 298-299,
Abecean Coast · 543                                     532, 558, 563, 566, 574, 587
Abecean Sea · 109, 239                               Alessian · 69, 78, 287, 298, 515, 520-522,
Abernanit · 90                                          532, 564
Abhuki · 152                                         Alessian Doctrine · 287, 520
Abibon-Gora · 603                                    Alessian Doctrines · 287, 520
Accius, Viator · 158                                 Alessian Order · 78, 287, 298, 532, 564
Adabal-a · 1                                         Alessian Reform · 522
Adamantine Tower · 38-39                             Alessians · 287, 521
Adanrel · 353                                        Alfiq · 6
Adrethi · 244, 304, 451                              Al-gemha · 1
Adrethi, Telani · 551                                Al-hared · 1
AE ALMA RUMA · 85                                    All Things Alchemical · 156
Aedra · 8, 84, 463                                   Allectus, Amantius · 231
Aedric · 361                                         Almalexia · 115
Aelfendor · 552-556                                  Altar of the Nine · 160
Aethelweald, Jaren · 256, 282, 432                   Altmer · 516
Aetherius · 57, 366                                  Altmeri · 340
Aetherius Stone · 57                                 Altmora · 40
Aevar · 4                                            Alyssa · 229, 273
Agacephs · 24-25                                     Amatius, Cinda · 534
Agea haelia ne jorane emero laloria · 31             Amber · 33-34, 336-337
Agnar the Unwavering · 225-226                       Amiela · 242
Agnes · 65                                           Amulet · 8, 37, 298-299, 344, 507, 587
Agnete the Pickled · 144                             Amulet of Kings · 8, 37, 298-299, 587
Ahzirr Durrarriss · 6                                Amusei · 353
Ahzirr Traajijazeri · 5, 7                           Ancestor Moth · 475
Aicantar of Shimerene · 38                           Ancestor Worship · 39
Akatosh · 8, 38, 139, 146-147, 160, 436,             Andus, Velan · 353
   507, 532, 574, 587, 599                           Andy See Draconis, Andreas · 340
Akavir · 177-178, 386, 509-514                       Anequina · 75
Akaviri · 64, 177-178, 227, 298, 371, 509,           Angel · 83
   605                                               Animus · 530
Aketon · 178                                         Anine, Raelys · 31
Akorithi · 600, 603                                  Antabolis, Hasphat · 79
Akrash · 289                                         Anticipation of Vivec · 115
Alarum · 601                                         Anticlere · 109, 602-603
Albreigh, Geros · 502                                Anu · 38, 82
Alchemist · 102, 124-125, 156, 245, 338,             Anuad · 9
   400, 517, 534, 567, 586                           Anvil · 55, 65, 92, 131-132, 134, 160, 163,
Ald Redaynia · 39                                       165, 237-240, 250, 268, 271, 275, 345,
Aldmeri · 39, 108-111, 532                              467, 471, 507
Aldmeris · 39-40, 110, 366-367                       Anvil Bay · 239
Alembic · 124                                        Anvil Construction Charter · 92
Al-Esh · 1, 561, 566                                 Anvil County · 131
614                                           INDEX

Anya · 434                                            Auriel · 38
Apocrypha · 97                                        Av molag anyammis, av latta magicka · 31
Apotheosis of Alessia · 75                            Avidius, Audens · 339, 449
Applewatch · 464                                      Ayleid Wells · 366-367
Aranalda · 455                                        Ayleidoon · 559, 564
Arano, Myvryna · 353                                  Ayleids · 1, 8, 31, 39, 69-70, 128, 146,
Arboretum · 146-147                                     246-247, 287, 303, 366-367, 417, 430,
Arcadia, Claudius · 66, 252                             466, 520, 532, 560-561, 563-564, 585
Arcane University · 53, 64, 146-147, 245,             Aywenil, Mabei · 463
   439, 441, 443                                      Azura · 32, 66, 96, 384-385, 455, 590
Arch · 147, 451
Archbishop · 27, 485                                                      B
Archein · 21-22
Archmage (also Arch-Mage) · 147, 277,                 Baenlin · 60-61, 184
   318, 451                                           Bagrol, Orag gra- · 140
Archmagister · 50, 104, 375                           Bal Fell · 39
Arden-Sul · 173, 321, 481, 611                        Balfalls · 315
Ardwe · 236, 332                                      Balfiera · 39, 520, 601
Arelith, Tilse · 151                                  Baliwog · 122, 265, 358, 535-537
Arena · 148                                           Baloth-Kul · 290
Arena District · 146                                  Barenziah · 47, 64, 159, 491, 539, 601-602
Argonia · 19                                          Barra agea ry sou karan · 31
Argonian · 11, 15-16, 19-22, 24-28, 39, 57,           Bashomon · 509
   111-112, 122, 132-133, 138, 140, 142-              Battle of Sancre Tor · 36
   143, 236, 241, 354, 363, 465, 493, 586,            Battle of Sungard · 521
   595                                                Battlemage · 36, 57, 64, 146, 256, 277,
Argonian Bloodwine · 354                                 298, 371, 510-513
Arkay · 137, 160, 368, 396, 463, 574                  Battlemage Corps · 512-513
Arkayn · 83                                           Battlespire · 95
Armkachen · 178                                       Bay Horse · 170
Arquen · 467                                          Bay Roan Stables · 170
Arrius · 384                                          Bearclaw, Oreyn · 235
Arrow of Extrication · 470                            Beast of Anequina · 520, 522
Arrow of Penetration · 579                            Beggar Prince · 44
Arrowroot · 354                                       Beldring · 323
Artaeum · 50, 70, 95, 370, 459, 515, 517              Belene · 520
Artifact · 57, 109, 246-247, 334, 366, 370-           Belharza · 75
   371, 384-385, 439, 441, 443, 573, 600              Benevolence of Mara · 70
Ashlander · 39                                        Benirus Manor · 92
Assi, Pellarne · 524                                  Beolfag, Lamae · 463
Astis, Brenus · 593                                   Bergama · 600
Atmora · 40-41, 522                                   Best Defense · 157
Atmorans · 69                                         Best Goods and Guarantees · 163, 206-208
Atrius · 11                                           Bjoulsae River · 601, 603
Atronach · 233, 245, 536-537, 592                     Black Arts · 50-52
Atronach Altar · 245                                  Black Flag · 238-240
Attenuator of Judgment · 376                          Black Hand · 275-276, 469
Aurbis · 38, 81, 83, 85-87                            Black Harbor · 509-512
Aureal · 530
Aurelinwae · 202-203, 245
                                             INDEX                                       615

Black Marsh · 12-16, 18-19, 21-28, 111,              Caenlin · 61
   133, 142, 163, 169, 221, 368, 465, 538,           Caitiff · 591
   586, 599                                          Caius · 269
Black Sacrament · 65-66                              Calcinator · 124, 586
Blackwood · 13, 53-54, 142-143, 235                  Caldana · 418
Blackwood Company · 53-54, 143, 235                  Call · 5, 84, 154
Blades · 6, 63, 420, 468, 539-540, 599-600           Cameron · 238
Blades Guard · 63                                    Camilonwe of Alinor · 334
Blakeley · 255                                       Camlorn · 600
Blakeley, Grantham · 378                             Camoran Dynasty · 38
Blanchard · 276                                      Camoran Usurper · 502-504, 506, 509
Blight · 400, 590                                    Camoran, Celia · 470
Bliss · 91, 149, 151, 324                            Camoran, Haymon · 504, 506
Blood Flower · 524                                   Camoran, Mankar · 81-84, 86
Bloodline · 564                                      Camoran, Raven · 353
Bloodmatron · 368, 463                               Camoran, Ruma · 468
Bodean Camp · 329                                    Camp Ales · 439
Boethiah · 109                                       Candlemass · 601
Bombidius, Albrecht Theophannes · 335                Cann · 324
Bonewalker · 83                                      Canulus · 75, 564
Bonk, Dumag gro- · 151, 337                          Caomus · 515
Bonsamu · 220                                        Captain of the Guard · 55
Book of Law · 334                                    Cardius, Aluc · 328
Book of Most Arcane Covenants · 335                  Caro, Alessia · 62, 139, 142
Books of Bliss · 151                                 Caro, Marius · 139, 142
Boots of Springheel Jak · 470                        Cartia, Faustina · 65
Border Watch · 67                                    Carvain, Narina · 64, 135
Bosmer · 220, 238, 290-291, 502-503, 505             Carwen · 353
Bothiel · 439                                        Casimir · 269, 284
Bourlor · 594                                        Cassiana, Avita · 455
Bradon · 246-247                                     Castle Anvil · 131, 175
Brae, Darloc · 520                                   Castle Cheydinhal · 137
Bramblepoint Cave · 430                              Castle Fallow · 373
Branwen · 314                                        Castle Leyawiin · 142, 340
Bravil · 69-71, 133-134, 185-186, 218,               Castle Skingrad · 144
   322, 344, 402, 433, 467                           Castle Wightmoor · 505
Breton · 36, 60, 104, 256, 262-263, 265,             Celarus · 95
   298, 368, 503, 544, 547, 603                      Celedaen · 260, 464
Brisienna · 601                                      Celethelel · 560
Brithaur · 418                                       Centurion · 69
Broken Cape · 40                                     Ceporah Tower · 370
Brotch Camp · 329                                    Cesrien · 595-596
Bruma · 60-61, 64, 135, 157, 184, 187-               Ceya-Tar · 560
   190, 218, 245, 247, 299, 344, 402, 465,           Ceyatatar · 128
   468                                               Chamber of Anathema · 377
Bura, Snak gra- · 427                                Chamber of Avarice · 377
                                                     Chamber of Conversion · 376
                    C                                Champion · 134, 183, 225, 243, 323, 539,
                                                       543, 547, 549, 553-556, 560
Cae See Draconis, Caelia · 340                       Chancellor · 63, 412-413
616                                          INDEX

Chapel District · 137, 144                           Colovian Traders · 163, 209-214
Chapel of Arkay · 137, 160                           Colovian West · 109, 504, 520-522, 532
Chapel of Dibella · 160                              Commentaries on the Mysterium Xarxes ·
Chapel of Julianos · 144, 160                           81, 83-84, 86, 446
Chapel of Mara · 161                                 Commitment Ceremony · 321
Chapel of Stendarr · 139-140, 142, 160,              Commodore · 238
   284                                               Common Treasures · 151
Chapel of Zenithar · 142, 161                        Communion of Saints · 146
Chapel Street · 139                                  Copious Coinpurse · 163
Chapel, Matera · 298                                 Corbolo · 137
Chapelgate · 131                                     Corinth · 50
Chaplain · 81                                        Corprusarium · 591
Cherim · 75                                          Corryngton Mirror · 95
Chestnut Horse · 170                                 Cosmas · 78
Cheydinhal · 61-62, 137-138, 160, 191-               Council of Mages · 375, 439
   194, 290, 327, 344, 384, 453, 467, 469,           Council of Skiffs · 561, 565
   500-501                                           Covenant · 8, 37, 587
Cheydinhal Bridge Inn · 137, 453                     Crematory · 409
Chieftain · 225-226, 466, 517, 520-521,              Crimson Scars · 248, 404
   559                                               Crossroads · 95
Children of the Shadows · 121                        Crucible · 149, 151-152, 233
CHIM · 84-86                                         Crystal Tower · 39, 108
Chimarvamidium · 77                                  Csaran · 595
Chim-el Adabal · 507-508                             Cuhlecain · 36, 298, 508
CHIM-EL GHARJYG · 86                                 Cuirass of the Crusader · 284
Chimer · 39, 272, 520                                Cursed Legion · 547
Choosy Beggar · 151                                  Cutter · 151, 346, 418
Chorrol · 139-142, 195-199, 241, 271, 284,           Cutthroat of Hunding Bay · 237
   299, 413, 464, 467-468                            Cylarne · 478, 530
Christophe, Armand · 353                             Cyrod · 1, 559-560, 562
Chronicler · 520-522                                 Cyrodiil · 12, 15, 27, 36-37, 39, 53, 57, 59,
Churls · 591                                            62, 69-70, 79, 92-93, 109, 112, 131-
Cinna, Herminia · 287                                   133, 137, 142, 144, 159, 167-170, 174-
Cinneta · 103-106                                       175, 178, 184, 221, 226, 231, 235, 239,
Cirion · 596                                            244-245, 251, 272, 284, 287, 298, 302,
City of Chains · 86                                     315, 352, 366, 368, 384-385, 392, 400,
Civello, Giovanni · 59                                  402, 410, 430, 432, 439, 465-466, 508,
Clanfather · 236, 331-332                               512, 520-521, 532, 593
Clannfear · 352, 495, 591-592                        Cyrodiil Construction Charter · 93
Clannfear Claws · 352, 495                           Cyrodiil, Reman I · 178, 227, 298
Clavicus Vile · 368                                  Cyrodiil, Reman II · 298
Cleansing · 78, 468                                  Cyrodiil, Reman III · 37, 115, 298-299
Cliff Racer · 110                                    Cyrodiilic Rat · 593
Cloud Ruler Temple · 468                             Cyrodiils · 8, 86, 298, 507
Cloud Top · 417                                      Cyrodilic · 8, 36-37, 137, 253, 260, 287,
Clutumnus, Hirrus · 426                                 299, 500, 532
Coast Guard · 467                                    Cyro-Nordic · 532
Coldharbour · 96
Colovian Battlecry · 354
Colovian Estates · 521-522
                                             INDEX                                         617

                    D                                Dibellites · 83
                                                     Dinieras-Ves · 177-179
Daedra · 8, 44, 68, 94, 97, 114, 116, 133,           Diren · 515-516
  146, 173, 334-335, 375, 384-385, 463,              Direnni · 38-39, 287-288, 515-517, 520,
  475, 486-487, 500, 529-530, 544, 555,                 522
  557, 569, 590-592                                  Direnni Hegemony · 287
Daedra Lord · 8, 334, 384-385, 590, 592              Direnni Tower · 38
Daedra Worship · 133, 384-385                        Direnni, Aiden · 515
Daedraeka · 320                                      Direnni, Asliel · 515-517
Daedric · 8, 44, 94-95, 172-174, 232, 240,           Direnni, Jovron · 515
  317, 334, 373-374, 384-385, 393-395,               Direnni, Medora · 515
  536, 546-548, 591-593                              Direnni, Raven · 515
Daedric Shrine · 384-385                             Direnni, Ryain · 515, 520, 522
Daedron · 1                                          Direnni, Vorian · 515
Daedroth · 320, 542, 591-592                         Dissident Priests · 590
Daenia · 545, 601                                    Dive Rock · 226, 302
Daggerfall · 64, 237, 294, 328, 515, 539,            Dividing Line · 157
  601-603                                            Divine Elegance · 162
Dagonite · 85                                        Don, Nanette · 317
Dagoth · 590                                         Dondlar · 344
Dagoth Ur · 590                                      Donton, Vilena · 140
Daravyn the Gray · 431                               Doomstone · 57
Daren, Melisi · 184, 352                             Doyen · 121
Darfang · 552-556                                    Draconis, Andreas · 340, 464
Dark Brother · 59, 65-66, 114-116, 120-              Draconis, Caelia · 340, 464
  121, 248, 252, 275-276, 404, 447, 450,             Draconis, Matthias · 340, 464
  465-467, 469, 484, 524-526                         Draconis, Perennia · 341, 464
Dark Brotherhood · 59, 65-66, 114-116,               Draconis, Sibylla · 340, 464
  120-121, 248, 252, 275-276, 404, 447,              Dragon · 8, 83-84, 99, 110, 354, 371, 489,
  450, 465-467, 469, 484, 524, 526                      507-508, 533, 559, 563, 587
Dark Elf · 39, 137, 466                              Dragon Break · 99, 533
Dark Fissure · 425                                   Dragon God of Time · 8
Dark Gift · 253                                      Dragonclaw Rock · 227
Dark Seducer · 149, 529-531                          Dragontail Mountains · 601, 603
Dark Sister · 120                                    Dratik · 455
Dar-Ma · 241                                         Drawing-Flame · 21-22
Dawn Era · 38-39, 109                                Dreaming Cave · 95
Dawnstar · 177                                       Dreamweaver · 544, 546
Day of Reckoning · 396                               Dremora · 243, 591
Deadlands · 96                                       Drethan, Aranea · 590
Deep Ones · 46                                       Drethari, Dranmis · 351
Deepwallow · 150                                     Dreugh · 83, 86-87, 499, 593
Defender of the Faith · 139, 146                     Drinker · 231
Delgariun · 431                                      Drothan, Frathen · 243-244, 272, 330, 451
Delodiil · 507                                       Drothmeri Army · 244, 351
Dementia · 34-35, 149-150, 535, 595                  Drunken Dragon Inn · 340
Demon · 78, 111-112, 552, 561, 564, 587              Drusba · 41-42, 280
Dervenin · 321                                       Dubois and Sons Carpentry · 60
Desele · 315                                         Dubois, Antoine · 60
Dibella · 131, 160, 503, 554, 574                    Dugal, Torradan ap · 237-238, 240
618                                          INDEX

Dumac Dwarfking · 520                                Erol, Suoibud · 41-42, 278-280, 577-578,
Dunbarrow · 237                                         604-605
Dunmer · 16, 39, 244, 400, 486, 515                  Erolgard · 41-42, 280-281, 576, 604
Dwarf · 39, 175                                      Errandil · 137
Dwarven · 172, 373-374, 439, 480                     Esha · 1
Dwemer · 39, 79, 94, 183, 442, 520                   Esprink, Namlir · 535
Dwynnen · 503, 505-506                               Esroniet · 509, 512
                                                     Eternal Dragonfires · 8
                    E                                Evening Star · 512
                                                     Everflow Ewer · 282-283
Eadwyre · 539, 601-602                               Exarch · 84
Eardwulf, Rowley · 200-201, 248                      Expeditionary Force · 509-513
Earheardt, Agnes · 65
Earil · 151-152, 418                                                      F
East Gate · 137
Ebony · 65, 172, 340, 373-374                        Fair Deal · 163, 185-186
Ebrocca · 236, 313, 331, 478                         Falcar · 260
Eduard · 234-235                                     Falinesti · 499, 504
Ehlnofey · 38-39, 109                                Falkreath · 507
Eight Divines · 532                                  Fall of White Gold Tower · 287
Elaborate Spectacle · 324                            Far East Fleet · 509-510, 513
Elder Council · 63-64, 146-147, 316, 412,            Farmantle Glens · 282
   603                                               Farnsworth, Phineas · 60
Elder Council Chamber · 146                          Farragut · 469
Elder Scrolls · 56, 101, 361, 475                    Feed Bag · 165
Elder Wood · 40                                      Felgourad Arena · 323
El-Estia · 507                                       Felim, Gor · 79
Eleven Ritual Forms · 335                            Fenroy · 489
Eliminator · 469                                     Feyfolken · 113
Elmlock, Orben · 503, 505                            Fifd · 563
Elsweyr · 5, 111-112, 133, 142, 221, 423             Fighters Guild · 53-54, 132, 134-135, 139-
Elven Gardens · 146, 446                                144, 177-179, 219-220, 392
Elvish · 39-40, 78, 558, 564                         Fighting Chance · 157
Elysana · 602                                        Filide · 330
Elytra · 102, 348, 358, 534-536                      Fingers of the Fox · 121
Elytra Matron · 102, 535                             Fire and Steel · 140, 157
Emfrid · 165                                         Fire King · 1, 560
Emma May · 255                                       First Cyrodilic Empire · 79
Empedocles · 232                                     First Edition · 159, 177
Emperor · 6-7, 13, 37, 56, 63-64, 66, 115,           First Era · 1, 8, 38-40, 64, 69-70, 78, 114,
   146-147, 159, 323, 412, 447, 485, 499,               116, 178, 284, 287, 585, 589
   509-514, 520-522, 538-540, 545, 574-              First Seed · 78, 244
   575, 601, 604                                     Firsthold · 108-112, 118
Emperor of Tamriel · 146                             Five Claws Lodge · 165
Empress of Cyrodiil · 287, 532                       Five Hundred Companions · 40
Enchanting Altar · 245                               Five Tenets · 120, 275
Erandur · 277, 318-320, 412, 419                     Five Year War · 11
Erol, Eslaf · 41, 43, 278, 281, 576, 578,            Five Years War · 383
   605                                               Fjyron · 475
                                                     Flesh Atronach · 534, 536, 611
                                             INDEX                                         619

Fleshfly · 13, 15                                    Gilded Carafe · 156
Flooded Mine · 465                                   Ginseng · 494
Flower King · 1                                      Glarthir · 342-343, 420-422
Flowing Bowl · 165                                   Glass · 333, 344, 470
Focus Crystal · 376                                  Glass of Time · 470
Foreign Quarter · 493                                Glenmoril · 368
Fort Farragut · 276, 450, 469                        Glenmoril Wyrd · 368
Fort Istirius · 425                                  Glenumbria Moors · 287
Fort Linchal · 425                                   Gliedshrim · 178
Fort Pale Pass · 64                                  Glint · 394
Fort Redman · 465                                    Glow Dust · 517
Fort Wariel · 250                                    Gnarl · 33-35, 348, 358, 376, 418, 536
Fountain Gate · 139                                  Gnoll Mountain · 466
Fredas · 229, 232, 250, 273, 402, 420, 500           Goblin · 57, 133, 144, 260, 299
Friday · 307                                         God of Mercy · 70
Fringe · 317                                         God of Sight, Light, and Insight · 128
Frost Atronach · 592                                 God of State and Law · 146
Frost Fall · 512, 600-602                            God of Worms · 396
Frostcrag Spire · 93, 202, 245                       Goddess of Love · 160
Frostdew Blanc · 354                                 Gold Coast · 238
Furl-Of-Fresh-Leaves · 21                            Gold Road · 128, 522
Fusozay Var Dar · 6                                  Golden Peace · 539
Fusozay Var Var · 6                                  Golden Saint · 529-531, 591
Fyr, Divayth · 95, 590-592                           Good as New · 163
                                                     Gordhaur · 560
                    G                                Gorget · 178
                                                     Gorieus · 520-522
Gabings, Oford · 345                                 Gorming, Ynir · 114, 524
Gable · 255                                          Gorne · 110
Gael, Anias · 355                                    Gortwog · 603
Galg · 86                                            Gothryd · 603
Galleon · 238                                        Gottlesfont Priory · 128
Gamboge, Stern · 539                                 Graht-oak · 499-500
Gangrene · 44                                        Grand Champion · 314, 323
Garden of Dareloth · 435                             Grand Enlightenment · 481
Garid · 563                                          Grateful Pass Stables · 170
Garwedh · 236                                        Gray Cowl of Nocturnal · 429, 555
Gatekeeper · 317                                     Gray Fox · 53-57, 121, 174, 435, 441, 443,
Gates of Madness · 317                                  598
Gates of Oblivion · 8, 587                           Gray Maybe · 554
Gauvadon · 601-602                                   Gray, Tissina · 219
Gelnumbria Moors · 533                               Great Gate · 468
Gemullus, Chaero · 16-17, 19                         Great House · 39, 539
Gerimania, Eadith · 218                              Great Oak Place · 139
GHARTOK AL MNEM · 84                                 Green Road · 142
Ghost · 51, 96, 250, 275, 292-296, 374,              Grey Mare · 140, 165, 467
  486, 507, 525, 537, 571                            Grey Ridge · 227
Giant · 16, 33-35, 110, 149, 226-227, 348            Greymarch · 478-479
Gideon · 12, 15-16, 18-19, 21-22, 25, 27,            Greywyn · 248, 404
  111                                                Grilikamaug · 547
620                                         INDEX

Grim · 240                                          Heretics · 173, 384
Gromm · 60                                          Hero Hill · 464
Gromma the Hairless · 547                           Hetrard, Alexandre · 128
Grulam, Uzul gro- · 353                             Hidja, Seif-ij · 94
Grummite · 122, 348, 536                            High Elf · 128, 266, 467
Guar · 244                                          High Elven · 39-40, 532
Gudrun · 475                                        High King of Alinor · 39
Guild Act · 179, 515                                High Priest · 532
Guild of Mages · 222, 277, 318-320                  High Priestess · 532
Guildgate · 131-132                                 High Rock · 36, 39, 60, 109, 221, 238-239,
Guilds Act · 178                                       287, 298, 503, 520, 522, 600-601, 603
Gundalas · 206-208                                  Highbrow, Kraften · 122
Gunder · 209-214                                    Highcross · 321, 348
Gwinas · 446                                        Hightown · 144
Gyub · 153-154                                      Hill of Suicides · 150, 173
Gzalzi vaberzarita maaszi · 5                       Hillod · 353
                                                    Hircine · 385, 542
                   H                                Hist · 18, 25-26
                                                    Hixinoag · 18-19
Hackdirt · 241                                      Hlaalu · 539
Hackwings · 16, 25                                  Hoag Merkiller · 522
Haderus of Gottlesfont · 384                        Hoarbeld · 576
Hadhuul · 1, 560                                    Holithanius · 344
Hale · 150                                          Holy Brothers of Marukh · 78
Hallgerd · 155                                      Honditar · 141
Hammer and Axe · 157                                Horicles · 370
Hammer and Tongs · 157                              Horr, Faith · 218
Hammerfell · 221, 237, 432, 502-504, 520,           Horror of Dive Rock · 225-226, 302
  524-525, 539, 579, 599-600, 603                   House Hlaalu · 137, 538
Hands of Sithis · 248                               Hrol · 507
Happiness Ring · 426                                Hrorgar · 552, 555-556
Harald of Ysgramor · 39                             Hrormir · 552-557
Harborside · 131-132                                Hsaarik Head · 40
Harrah · 316                                        Huna · 560
Harrald Hairy Breeks · 40                           Hundred Day Torture · 481
Haskill · 317                                       Huntsman · 385, 542
Hassildor, Janus · 144                              Huntsman God · 542
Havilstein Hoar-Blood · 466                         Hzim · 503-505
Havoc Wellhead · 95
Haymon, Astay · 353                                                     I
Hayn, Itius · 339, 449
Hayn, Rufus · 538                                   Iachesis · 95
He Who Shakes The Ground · 271                      Icestaff · 552-554
Heart of Anequina · 75                              Ichor · 348
Heartfire · 410                                     Ignace · 579
Heartland High Elves · 8, 39, 287                   Ilessan Hills · 601
Heartlander · 135                                   Iliac Bay · 109, 112, 502-503, 520, 525,
Heldon · 561                                            539, 599, 601-603
Helm of the Crusader · 269                          Illio · 108
Helseth · 64, 244, 451, 493, 539, 602               Imbel, Artan · 218
                                                INDEX                                         621

Imbel, Artan II · 218                                   Ionith · 509-514
Imbel, Corben · 218                                     Isabel · 327
Imbel, Corben II · 218                                  Isleif · 353
Imbel, Faren · 218                                                          J
Imbel, Faren II · 218
Imbel, Jakben · 58, 242                                 J 'Ghasta · 465, 467
Imbel, Rosten · 218                                     Jacinth and Rising Sun · 95
Imga · 5, 499                                           Jair · 353
Imperatum saliache · 1                                  Jalbert · 328
Imperial Alchemy Symposium · 338                        Jaliil, Florin · 108
Imperial Battle College · 64, 137                       Jallenheim · 114, 278, 577, 604-605
Imperial Battlemage · 63, 95, 515, 538-539              Jalmar · 104-106
Imperial Bridge Inn · 430                               Janus, Amorous · 373
Imperial Charter · 222, 384                             Jarol, Irlav · 366
Imperial City · 8, 11, 25-26, 54, 56, 59, 65-           Jarth, Waughin · 11, 15, 19, 24, 103, 108,
   66, 112, 121, 128, 134, 142, 146-148,                    485
   182-184, 202-205, 240, 245, 248, 255,                Jazbay · 279, 499, 604
   271, 298-299, 303, 322, 338, 340, 344-               Jearl · 468
   345, 412, 427, 431, 435, 441-442, 446,               Jenetta · 327
   449, 453, 465-466, 470, 521, 532, 602                Jensen · 576
Imperial City Archives, Documents                       Jensine · 163
   Division · 92-93                                     Jephre the Singer · 505
Imperial Commerce Road · 16, 26                         Jeral Mountains · 64, 282
Imperial Council · 177, 604                             Jerall Mountains · 36, 135, 245, 298, 384,
Imperial Court · 499                                        410
Imperial Crown · 533                                    Jerall View Inn · 166
Imperial Guard · 63, 146                                Jideen · 596
Imperial Legion · 59, 65-66, 238, 340, 415,             Judgment Nexus · 376
   484                                                  Julianos · 144, 160-161, 354, 485, 574
Imperial Library · 159, 470, 532, 558-563               Julianos Firebelly · 354
Imperial Majesty · 601                                  Junius, Faustillus · 532
Imperial Navy · 237                                     Jurard, Arielle · 256-257
Imperial Orrery · 147, 439                              Justinius · 520
Imperial Palace · 56, 96, 146, 470
Imperial Prison · 66, 146, 148                                              K
Imperial Province · 12, 59, 69, 225, 302,
   453, 510                                             Kaalys · 505-506
Imperial Reserve · 522                                  Kain · 256-257, 432
Imperial Simulacrum · 63                                Kaladas · 237
Imperial Watch · 53-56, 58, 417, 471, 598               Kaltos, Camoran · 504
Imperialization · 142                                   Karlyss, Voth · 50
Incarnate · 590                                         Karmelle · 102
Indarys, Andel · 61, 137                                Karna, Gustie · 218
Indarys, Andil · 327                                    Karoline of Solitude · 284
Indarys, Farwil · 61                                    Katana · 605
Indarys, Llathasa · 137                                 Kayra, Emmeg gro- · 547-549
Indoril · 520                                           Keerilth · 220-221
Inn · 151, 165, 248, 467                                Kelvyn · 256-257, 432
Inner Sea · 111                                         Kemel-Ze · 523
Interregnum · 79                                        Keptu · 1, 561
622                                         INDEX

Khajiit · 5, 39, 102, 112, 133, 142-143,            Larich, Dorald · 521
  260, 411, 415, 465, 467                           Larich, Lynada · 520
Khajiiti · 5-6, 112, 576-577                        Larich, Mhorus · 520
Khar, Umar gra- · 455                               Larich, Rislav · 520-522
King of Rape · 96                                   Larsius · 133
King of Spirits · 587                               Last Dwarf · 157
King of Worms · 51, 370, 372                        Last Seed · 15, 255
Kingdom of Fear · 552                               Late Ayleid Period · 287
Kinpo · 323                                         Laughton · 255
Kjoric the White · 520-521                          Leafrot Cave · 464
Knight-Errant · 282                                 Legion Centurion · 56
Knights of the Lamp · 52                            Legion Commander · 54, 471
Knights of the Nine · 269-270, 284                  Leland, Ulrich · 327
Knights of the Thorn · 61                           Leprosy · 44
Knights of the True Horn · 432                      Lesser Gate · 468
Kogg, Ulliceta gra- · 50, 52                        Lewin · 250, 251
Kollopi · 499-500                                   Lex, Hieronymus · 53-56, 339, 443, 471,
Korr · 316                                             598
Kothri · 1                                          Leyawiin · 5-7, 59, 139, 142-143, 206-08,
Kothringi · 26                                         255, 344, 402, 440, 453, 466-467
Kragenmoor · 244                                    Lhotun · 603
Krately House · 290                                 Lich · 277, 318, 320, 412, 419
Kravenswold · 278, 280                              Lithnilian · 430
Kvatch · 271, 320, 439, 468, 504, 520-522           Living Saint of Arkay · 137
Kvinchal, Bronsila · 353                            Lizard · 110
Kvinchal, Kastay · 353                              Llethro, Dranas · 353
Kvinchal, Vlanarus · 55, 353                        Locvar · 516-517
Kyn · 243, 591                                      Lomis · 79
Kynareth · 160, 522, 554, 574                       Lonely Suitor Lodge · 166, 402
Kynaz · 591                                         Longleat, Sathyr · 69
Kyne · 559, 561-563                                 Lord of the Creative · 394
Kynmarcher · 591                                    Lord of the Deranged · 394
Kynreeve · 591                                      Lord of the Pit · 153-154
Kynval · 591                                        Lord Vanech's Building Commission · 11,
Kynverum Dagon Nefarivigum · 243                       15, 19, 22, 25-26, 28
                                                    Loredas · 230, 234-235, 248, 402, 421, 453
                    L                               Lorkhan · 38, 362
                                                    Lost Boy Caverns · 277
Labouche, Fiona · 302                               Lovidicus · 253
Lachance, Lucien · 275, 450, 469                    Low Gate · 421
Lady Death · 524                                    Lower Niben · 142
Lady of Heaven · 2                                  Lucky Old Lady · 69-71, 467
Lady of Shadows · 429                               Lukar · 502-506
Laernu · 41-42, 279-280                             Luronk · 449
Lahpyrcopa · 41                                     Lyandir · 393-394
Laicifitra · 41-42, 279-280, 604-605                Lycanthropy · 542
Lainlyn · 256, 414, 432                             Lyg · 86
Lamae Bal · 368, 463                                Lynch · 433
Land of Night · 552                                 Lysandus · 515
Lannus, Amiel · 269-270, 284-285                    Lythandas, Rythe · 62, 138
                                            INDEX                                          623

Lywel · 104-106                                     Market District · 137, 146-147, 182-184,
                                                      202-203, 245, 338, 442, 466
                   M                                Markyn · 591
                                                    Markynaz · 591
Mace of Molag Bal · 385                             Maruhkati Selectives · 420
Mach-Na · 138                                       Marukh · 78, 95, 520-521, 550
Mad One · 548                                       Masser · 78
Mad Prince · 542                                    Master · 50-52, 81, 94, 245, 337, 346, 381,
Madgod · 149, 394, 529, 534, 536, 544,                446, 468, 485-487, 499, 504-505, 577
  546, 582, 595                                     Master of Cuisine · 499
Maelstrom of Bal · 95                               Mathierry, Alyandon · 124
Mage Stone · 57                                     Matty
Mages Guild · 50-52, 70, 103-104, 132,              See Draconis, Matthias · 340
  134, 136-137, 139-140, 142, 144, 146,             Mawean · 595
  169, 178, 245, 260, 370, 372-373, 375,            Mazken · 530
  384, 439, 472, 485, 516                           Maztiak · 83
Magetallow Candles · 245                            Mehrunes Dagon · 81-84, 86, 96, 243-244,
Magg-a-Nutaggon · 153                                 330, 468, 585, 590-591
Magg-a-rathala · 153                                Mehrunes Razor · 244, 585
Magicka · 51, 70, 355-356, 366, 368, 371,           Men-of-ge · 1, 563
  373-374, 415, 466, 534                            Men-of-ket · 1
Magius, Damian · 353                                Men-of-'kreath · 1, 561
Magna · 86                                          Mephala · 114-116, 340, 415, 524
Magna Ge · 86                                       Mer · 560
Magnus · 38, 128                                    Merchants Inn · 182-184, 338, 442
Magnus Stone · 57                                   Merethic Era · 38-40, 108
Magus · 536                                         Merfolk · 585
Mailic · 12-16, 26                                  Meridia · 560
Main Ingredient · 156                               Merringar · 499
Makapi · 6                                          Methredhel · 353
Malacath · 96, 385, 547-549                         Miak-I · 502-506
Malada · 78                                         Mid Year · 229, 273, 351, 500
Malapi · 6                                          Milnes, Enric · 524, 526
Malbioge · 83, 86                                   Milres, Enric · 527
Malham · 232                                        Minotaur · 60, 251, 349, 352
Malifant, Ardwe · 326, 331-332                      Minx · 433
Malog, Agronak gro- · 253                           Miracle of Peace · 539, 599
Malog, Luktuv gra- · 253                            Missing Pauldron · 151
Mandrake · 495                                      Missionary · 233
Mania · 34-35, 149-150, 535, 596                    Mistress of Shadows · 174
Mannimarco · 51, 104, 320, 370-372, 414             Mithril · 333, 373
Mantellan Crux · 95                                 Mnemoli · 84
Mara · 26-27, 69, 133-134, 160-161, 282-            Molag Bal · 96, 368, 463
  283, 502, 574, 599                                Monhona, Wenengrus · 8
Marad, Graman gro- · 353                            Montrose, Gepard · 447
Marauder · 250                                      Moon-and-Star · 397
Maria · 275                                         Moonshadow · 96
Maric · 438                                         Morag Tong · 66, 114-116, 392, 465-466,
Marie, Antoinetta · 454                               524, 526, 551
Marier, Andoche · 529                               Mor-Galg · 86
624                                        INDEX

Morihaus · 1, 532, 559, 561-562, 565               New Sheoth · 149, 151-152, 173, 236, 337,
Morihaus-Breath-of-Kyne · 532, 561                    346, 358, 481, 530
Morndas · 229-230, 232, 234, 273, 402,             New Teed · 563
  420                                              Newlands Inn · 137
Morning Star · 244                                 Niben · 1, 12, 69, 108, 110-112, 133, 142,
Morrowind · 39, 51, 64, 66, 79, 95, 110-              251, 255, 453, 561, 585
  111, 114-115, 137, 169, 221, 298, 392,           Nibenay Valley · 79
  439, 460, 465-466, 493, 538-539, 602             Nibenese · 135, 142
Mortar · 124, 245, 349, 494-496                    Night Lord · 404
Moth Priest · 429                                  Night Mother · 65-66, 115-116, 120, 252,
Mother Pascost · 499                                  275-276, 484, 524-526
Mournhold · 330, 539, 602                          Night of Tears · 40
Mournoth · 603                                     Nightshade · 66
Muck Valley Cavern · 340                           Nilawen · 185-186
Mudcrab · 415                                      Nilichi · 1
Mundex Terrene · 86                                Nille Elf-Daughter · 455
Mundus · 84, 334-335, 553                          NI-MOHK · 87
Munthen · 103-106                                  Nine Divines · 8, 38, 132, 134, 136-139,
Music · 393-394, 582                                  141, 143-148, 160-161, 250, 270, 285,
Muurine · 434                                         380, 415, 539, 545, 574-575, 599
Muzgol, Ghola gro- · 455                           Ninendava · 560
Mymophonus · 393                                   Nirim · 291-296
Mysterium Xarxes · 82-83, 388                      Nirn · 14, 38, 96-97, 161, 366-367, 371,
Mystic Emporium · 169, 202-203, 245                   463
Mythic Era · 57                                    Nocturnal · 174, 242, 429, 486-487, 555,
Mzunchend · 175                                       557
                                                   Nodur Cloud-Seeker · 344
                   N                               Nomu · 24-25
                                                   Nonwyll Cavern · 234
Nagas · 17, 19, 25, 27                             Nord Winds · 162
Namira · 44-45                                     Nords · 36-38, 40-41, 60, 79, 104, 135,
Narlemae · 560                                        139, 162, 178, 262, 279, 298, 326, 340,
Narsis · 315, 351                                     466, 486, 532, 561
Neb-Crescen · 548-549                              Normar Heights · 547
Necrom · 110, 224                                  Nornal · 466
Necromancer · 50-52, 104, 260-261, 370-            North Country Stables · 170
  372, 396, 419, 464                               Northern Goods and Trade · 140, 163, 195-
Necromancy · 50- 52, 105, 132                         199
Nede · 1, 561                                      Nosferatu · 242
Nedic · 40, 463                                    Nou aldmeris mathmeldi admia aurane
Nedic Peoples · 40, 463                               gandra sepredia av relleis ye brelyeis ye
Nefarivigum · 243-244, 585                            varlais · 31
Nelrene · 434                                      Novaroma · 163, 187-190
Nematigh · 95                                      Novitiate · 81
Nenalata · 288                                     NRN · 87
Neophyte · 233                                     NUM DALAE MNEM · 84
Nerevar · 304, 397, 520                            Numantia · 82-84
Nerevarine · 539                                   Numbskin Mead · 354
Nette · 104-105                                    NUMI MORA · 84
                                                   Nweala · 595
                                             INDEX                                          625

                    O                                Padomaic · 563
                                                     Padomay · 38, 84
Oak and Crosier · 140, 166                           Paint Horse · 170
Oblivion · 8, 44, 61, 63, 86, 94-95, 105,            Palace Guard · 56
   114, 153, 243, 320, 334-335, 411, 429,            Palace of Sheogorath · 149
   461, 530, 538-539, 542, 587, 592, 607             Pale Pass · 227-228, 379, 508
Oblivion Gate · 61                                   Palette · 178
Ocato · 63-64, 316, 412-413                          Palgania · 323
Ocheeva · 275, 453-454, 469                          Palielle, Marie · 160
Odrenius, Kirellian · 282                            Palla · 474
Office of Imperial Commerce · 147                    Paraval · 2
Office of the Unseeing Eye · 429                     Paravania · 2, 560-561
Oghma Infinium · 457                                 Paravant · 1, 565
Ogrim · 591                                          Pasguard · 178
Old Bridge · 465                                     Pasquiniel · 108-109
Old Colovia · 144                                    Passwall · 317
Old Ehlnofey · 39, 108-110, 564                      Path of Dawn · 446
Old Redguard · 503                                   Peneles, Bernadette · 342-343, 420-422
Old Way · 458, 470                                   Perrethu · 2
Olenveld · 103-105                                   Perrif · 1-2, 558-563
Omathan, Taren · 242                                 Pestle · 124, 349, 494-496
Omellian, Nilphas · 182-184, 338, 432,               Pevesh · 2
   442                                               Philidus, Castus · 67
Onkobra · 21, 23-24                                  Phillida, Adamus · 54, 59, 65-66, 452, 484
Onsi · 256                                           Pillar of Thras · 95
Orc · 109-110, 112, 133, 138, 140, 142,              Piner · 316
   144, 158, 215, 253, 430, 547-549, 588,            Pinos-Revina, Xellicles · 12
   601                                               Piquine, Movarth · 219-220
Orcish · 39, 165, 172                                Plontinu · 562
Order of Diagna · 524                                Polus, Raminus · 443
Order of the Ancestor Moth · 475                     Potentate · 115, 177-178, 515, 526
Order of the Black Worm · 396                        Pottreid · 509
Order of the Lamp · 371                              Prince of Beggars · 44-45
Order of the Mythic Dawn · 446                       Prince of Madness · 91, 150, 529
Orenthal · 175                                       Prince of the Hunt · 542
Ormil · 353                                          Priory of the Nine · 270, 284-285
Orsimer · 110, 547                                   Proselytizer · 233
Orsinium · 50, 52, 64, 215, 539, 547, 599,           Psijic Order · 50-51, 70, 94-95, 370, 515
   601-603                                           Purgeblood Salts · 249
Ortharzel · 410                                      Pyandonea · 109
Orum · 55                                            Pyandoneans · 109
Othrok · 505
Ottus, Alessia · 131, 133, 135, 137, 139,                                Q
   142, 144, 146
Owyn · 314                                           Quagmire · 96
                                                     Queen of Mortals · 587
                    P                                Queen-ut-Cyrod · 2
                                                     Questing Knight · 81
Paatru · 25                                          Quillan · 255
Padhome · 82                                         Quill-Weave · 57
626                                       INDEX

Quintilius, Servatius · 55                        Rosayna · 503-506
Quo, Simocles · 499                               Rosethorn Hall · 431
                                                  Rotona, Sellina · 345
                     R                            Rufio · 252, 571
                                                  Ruma · 85, 468
Ra'athim, Katariah I · 79, 515                    Rumare · 112
Rain's Hand · 232, 244                            Ruslan · 449
Ralbrek, Meekus · 122                             Rusonius, Plautis · 338
Ralliballah · 335
Ransom · 488                                                          S
Rasheda · 140
Ravate · 395                                      Saarthal · 40
Raven-Biter · 151                                 Sacellum · 481
Raybeam · 321                                     Sacred Bull · 507
Raynil · 246-247                                  Sadrith Mora · 244
Rebirth · 153, 325                                Saimisil Steppes · 6
Red Diamond · 8, 168                              Salmo · 144
Red Diamond Jewelry · 168                         Sancre Tor · 36, 139, 298-299, 507
Red Fever · 355                                   Sanctuary · 110, 275, 453-454, 469
Red Mountain · 400                                Sands Of Resolve · 261
Red Sabre · 237-238                               Sandstone Cavern · 271
Redguard · 12, 14-16, 26, 79, 140, 502,           Sanitarium · 590
   504, 603                                       Sard · 1
Redwort Flower · 494                              Sardarvar Leed · 1
Regelliam, Chivius · 400                          Sarpa · 25
Re-Kindling of the Dragonfires · 587              Saveri · 468
Relfina · 322                                     Savirien-Chorak · 508
Reman · 57, 370, 507-508, 558-563                 Scalon · 265, 348, 534, 537
Reman Dynasty · 178                               Scamp · 323, 591-592
Reman Manuscript · 558-563                        SCARAB AE AURBEX · 84
Remus · 227                                       Scholar · 38, 53, 64, 69, 79, 108-109, 114-
Renald · 508                                         115, 132, 140, 178, 246, 361, 366, 384-
Renrij · 6                                           385, 400, 478, 524, 558-563, 566, 585,
Renrijra Krin · 5-7                                  593
Resdayn · 109, 114, 520                           School of Alteration · 70
Resonator of Judgment · 376                       School of Destruction · 51
Restless Death · 463                              School of Mysticism · 51
Restoration · 64, 160-161, 355, 538-539           School of Necromancy · 51
Retort · 124, 409                                 Scotti, Decumus · 11-28
Reven · 41, 278, 576, 604                         Scourge of the Abecean Sea · 237
Revenant · 396                                    Scribe · 78, 121, 178, 356, 463
Rigmor Halfhand · 437                             Scribonia, Casta · 141
Rihad · 502                                       Sea of Ghosts · 278
Rindale · 486                                     Second Era · 57, 103, 115-116, 515, 558-
Ritual of Want · 83                                  563
Roland · 322                                      Second Seed · 229, 232, 244, 248, 351,
Root Dungeon · 33-34                                 511
Root System · 33-35                               Secunda · 562
Rootworm · 20-21                                  Sedor · 561
Rosalyn · 104-106                                 Sed-Yenna · 507-508
                                              INDEX                                          627

Seed-Neeus · 140, 195-199                             Silarian · 248
Senche-Raht · 6                                       Silencer · 276, 464-467
Sentinel · 64, 399, 515, 524-525, 539, 599-           Silenstri · 11
   603                                                Silk · 344
Septim Dynasty · 298                                  Silmane, Ria · 63, 539
Septim Empire · 284                                   Silverfish · 12
Septim, Cephorus I · 284                              Silverhome on the Water · 166
Septim, Ebel · 63                                     Sinderion · 245
Septim, Enman · 63                                    Sinjin · 520
Septim, Geldall · 63                                  Sithis · 114-115, 200-201, 248-249, 275-
Septim, Pelagius · 485                                   276, 404, 453, 466, 524, 541, 563
Septim, Pelagius IV · 12, 499                         Skeffington Coven · 600
Septim, Thoraz Pelagius III · 365                     Skeleton · 51, 250
Septim, Tiber I · 13, 36-37, 55, 79, 105,             Skingrad · 128, 144, 160, 184, 209-214,
   147, 298-299, 338, 508, 532, 545                      218, 245, 270, 338, 402, 464, 520-522
Septim, Uriel V · 509                                 Skinned Hound · 537
Septim, Uriel VII · 63, 146, 316, 538-539             Skooma · 55, 133-134, 147, 237, 355, 524-
Septimia · 510-513                                       525
Sercen · 1                                            Skyrim · 36, 39-41, 60, 103, 135, 139, 163,
Seringi, Slythe · 271                                    169, 220, 225, 237, 279, 287, 298, 326,
Serpent Stone · 57                                       410, 463, 499, 520-522, 532, 542, 576,
Sextius, Toutius · 342-343, 421-422                      604
Shade Perilous · 95                                   Slash 'N Smash · 158
Shadow hide you · 174                                 Slave Rebellion · 298
Shadow of the Fatherwoods · 128                       Sload · 51, 95, 109
Shaleez · 465                                         Slough Point · 13, 26-27
Shaman · 536, 547                                     Snake · 250
Shambles · 263, 265-266, 348, 534, 537                Snow Prince · 107
Shano, Darius · 544-546                               Solitude · 108, 499
Sheen-in-Glade · 595                                  Solstheim · 225, 466
Sheer-Meedish · 151                                   Sontaire · 151
Shehs · 25-26                                         Sosorius · 599
Sheogorath · 34-35, 91, 97, 149-150, 173,             Sotha Sil · 95, 115
   233, 262, 267, 317, 321, 356-358, 376,             Soul Cairn · 95
   393-395, 482, 522, 529-530, 536, 542-              Southern Books · 142, 159
   544, 546, 548-549, 582, 595, 611                   Sovngarde · 226
Shezarr · 532, 559                                    Sparkling Honeydew · 354
Shezarrine · 562                                      Speaker · 276
Shivering Isles · 91, 102, 149-150, 173,              Spellmaking Altar · 245
   323, 337, 346, 478, 529-530, 534-537,              Spider Daedra · 592-593
   570, 595                                           Sponsor · 446
Shor · 507, 532, 561                                  Springheel Jak · 242
Shrieking Winds · 463                                 Stacey, Jim · 392
Shrike · 256, 432                                     Staff of Chaos · 539
Shrine of the Crusader · 269                          Staff of Hrormir · 553
Sibby                                                 Stalrous, Garridan · 256-257, 282-283
See Draconis, Sibylla · 340                           Standing Stones · 282-283, 570
Sickly Bernice · 151                                  Stations of the Nine · 160
Sickly Bernice's Taphouse · 151                       Stendarr · 17, 55, 70, 139, 160, 574, 599
Sigil Stone · 334-335                                 Stonewall Shields · 158, 466
628                                            INDEX

Stormcrown · 508                                       Tear · 267
Strale, Naigon · 600-601                               Tel Aruhn · 39
Stronghold · 7, 368, 432, 487, 530                     Tel Fyr · 592
Sul, Marobar · 79                                      Tel Mora · 39
Summerset Isle · 39, 108-109                           Telaendril · 453
Summurset · 515-517                                    Telboth · 220
Summurset Isle · 515                                   Telvanni · 95, 244, 315, 590
Sumurset · 221                                         Temple · 1, 26, 78, 103, 128, 137, 146-
Sumurset Isle · 221                                       147, 174, 299, 355, 394, 468, 475, 545,
Suna ye sunnabe · 31                                      601
Sundas · 135, 139-140, 229, 234, 402, 453              Temple District · 146-147
Sundercliff Keep · 244                                 Temple of the One · 146-147, 299
Sundercliff Watch · 244                                Ten Commands of the Nine Divines · 140,
Sunken One · 271                                          574
Sunken Sewers · 446                                    Tenmar · 351
Suran · 218, 315                                       Terentius, Gellius · 134
Surilie, Davide · 342-343, 420-422                     Terentius, Regulus · 134
Surilie, Gaston · 420                                  Terinus, Ravius · 579
Sutch · 579                                            Tero, Ulvius · 599
Suurootan · 187-190                                    Terror of the Gold Coast · 237
Svenja Snow-Song · 225                                 Tharn, Jagar · 63, 95, 538-539
Swamp Leviathan · 26                                   The Sentinel · 227
Swamp Rot · 26                                         Thederen · 332
Swinchell, Kaylah · 344                                Theophon · 291-293, 295-296
Syffim · 177-178                                       Therin of Mournhold · 361
Syl · 434                                              Therion · 335
Sylaj · 227-228                                        Thieves Guild · 54-56, 121, 392, 525, 579
Syndelius · 250-251                                    Things Found · 152
                                                       Third Age · 299
                     T                                 Third Era · 11, 178, 284, 299, 367-368
                                                       Thirsk · 225-226
Tabard · 178                                           Thjizzrini · 5
Takaesh · 320                                          Thras · 109
Talan · 184, 338                                       Three Brothers Trade Goods · 164, 204-
Talara · 390                                              205
Talos · 36-37, 66, 135, 146-147, 160, 298-             Three Sisters' Inn · 166
  299, 303, 340, 508, 574                              Tiber Septim Hotel · 338
Talos Plaza District · 66, 146, 303, 340               Tijjo, Flesus · 12
Tamburkar · 576                                        Tirdas · 229-230, 232, 248-249, 273, 402,
Tamriel · 5-6, 8, 23, 25, 28, 37-40, 42, 45,              420, 453
  51, 53, 63-64, 66, 82, 108-111, 114-                 Topal Bay · 21, 111-112, 142
  115, 144, 147, 177-178, 225, 237, 246,               Topal the Pilot · 108-109, 111-112
  253, 271, 284, 361, 370, 375, 392, 429,              Torolf · 269
  463, 473, 483, 499, 509-512, 515, 517-               Townway, Carlovac · 115, 525
  518, 522, 524, 534, 543, 547, 558, 574,              Traelius · 229-230, 273
  591, 603-604                                         Traven, Hannibal · 50, 104, 232
Tamrielic · 67, 573                                    Treatise on Ayleidic Cities · 244, 493, 585
Taneth · 502                                           Trinimac · 109
Tassette · 178                                         Trodh · 19
Tasus, Teo Bravillius · 69                             Troll · 226, 235, 310, 352, 448, 516, 593
                                             INDEX                                         629

Truiand, Carmalo · 339                               Valus Mountains · 330
Tsaesci · 177-178, 509-514                           Vampire · 58, 219-221, 231, 242, 248, 253,
Tska · 320                                              368, 454-455, 463, 508, 516-517, 585
Tsleeixth · 27                                       Vampirism · 219
Turdas · 229, 234, 248, 402, 420, 451, 453           Vanech · 11-13, 27
Twil · 507                                           Vangaril · 277, 320, 411-412
Two Sisters Inn · 144                                Varla Stone · 366-367
Two Sisters Lodge · 166                              Varsa Baalim · 244, 585
Two-Coins · 415                                      Varus Camp · 329
Tyrigel · 515-516                                    Vaske · 451
Tyrol-Llar, Nai · 94                                 Vata · 228
                                                     Veloth · 39
                    U                                Velothi · 39, 330
                                                     Velothi Culture · 39
Uderfrykte · 225-226                                 Velothi Mountains · 39
Uderfrykte Matron · 225-226                          Velruan, Vexis · 355
Udhendra Nibenu · 108                                Venristwie · 535
Ulura, Janiy · 218                                   Verenim, Relmyna · 262, 317
Ulven, Mirili · 348                                  Vernaccus · 594
Umaril · 1, 560-561, 563-564, 566                    Veronique · 579-580
Umbacano · 303, 438                                  Versidue-Shaie · 177, 508
Umbranox, Corvus · 131                               Verus, Sergius · 204-205
Umbranox, Fasil · 238-240                            View · 166
Umbranox, Millona · 55, 131                          Vilnas · 304
Umpholo · 26                                         Vindasel · 1
Undead · 8, 51, 375, 537                             Viranus · 234
Underground Express · 20, 25, 27                     Vitharn · 595-596
Ungolim · 467                                        Vivec · 115, 237, 244, 315, 330, 493
University of Gwylim · 79, 463                       Vjindak Evensnow · 552
Unthrappa · 11                                       Vjinmore · 552
Uvani, Alval · 402, 466                              Vlindrel, Berich · 269, 284
Uzgash, Borba gra- · 191-194                         Void · 348, 563
                                                     Volkihar · 220
                    V                                Voria, Caula · 63, 538
                                                     Voriplasm · 25
Va garlas agea, gravia ye goria, lattia              Vounoura · 115
  mallari av malatu · 31                             Vralla · 103-106
Vaba Do'Shurh'do · 5                                 Vvardenfel · 39
Vaba Maaszi Lhajiito · 6                             Vvardenfell · 39, 64, 95, 315, 400, 415,
Vabria frensca, sa belle, sa baune,                     493, 539, 590
  amaraldane aldmeris adonai · 31                    Vvardenfell Crisis · 64
Vaernima · 96, 544-546                               Vvardenfell District · 539
Vahtache · 561
Valenwood · 5, 11-12, 44, 109, 112, 220,                                W
  238, 287, 499, 504-505, 522
Valga, Arriana · 139, 142                            Wabbajack · 597
Valga, Charus · 139                                  Wagariun, Ferdelus · 344
Valkyn · 591                                         Walking Trees · 358
Valkynaz · 591                                       War College · 512
Valtieri, Vicente · 454                              War of Righteousness · 78, 533, 564
630                                            INDEX

War of the Isle · 284                                  Wulfharth of Atmora · 119
War of the Red Diamond · 284                           Wynster · 104-106
Warhaft · 373-374                                      Wyrm · 284
Warp in the West · 64, 316, 539, 599-600,              Wyrm of Elynglenn · 284
  602-603                                              Wythel, Nodaria · 344
Wars of the Iliac Bays · 64
Watch Captain · 55, 471, 598                                                X
Watchtower · 56
Waterfront District · 53, 56, 121, 146-147,            Xarxes · 83-84
  353, 435                                             Xedilian · 376-377
Wayrest · 64, 539, 599, 601-603                        Xhaferi · 228
Wayshrine · 380                                        Xivilai · 591
Wednesday · 428
Weir Gate · 95                                                              Y
Welkynd Stone · 128, 366-367, 430
Wendelbek · 425                                        Year Zero · 38
Wereshark · 55                                         Yekef · 220
West Chorrol · 139                                     Ykalon · 601, 603
West Gate · 137, 142                                   Ylekilnu · 280
West Weald · 144, 167, 270, 284, 402, 522              Yneslea · 510
West Weald Inn · 144, 167, 402                         Yngvar the Wanderer · 478
Westgate · 131-132                                     Ynohp · 41-42, 280-281
Whet-Fang · 368                                        Yokuda · 109
White Gold Tower · 39, 146, 287, 532                   Ysgramor the Nord · 38, 40
White-Gold · 1, 260, 508, 560-561                      Ysmir Kingmaker · 40, 225-226, 522
Whitestrake, Pelinal · 1, 40, 284, 532, 558-           Ysmir Wulfharth of Atmora · 522
  560, 562-564                                         Ytluaf · 41, 281
Wild Elf · 39, 462
Wildeye Stables · 170                                                       Z
Will-o-the-wisp · 385, 516
Winged Twilight · 591                                  Zafirbel Bay · 95
Winterhold · 103                                       Zarek · 488
Wirich, Skarla · 353                                   Zealotry · 173, 611
Wisnewski, Robert · 91                                 Zealots · 611
Withershins · 609                                      Zeetl, Faris · 218
Wizard · 169, 590                                      Zenas, Morian · 94-97
Wolf Queen · 48, 108, 610                              Zenithar · 12, 137, 142-143, 160-161, 574
Wood Elf · 260, 262, 272, 467                          Zoaraym · 381
Wordswell, Waldorf · 59                                Zombie · 51, 263-265, 377
Worm Eremites · 260-261                                Zuathas · 561
Worm King · 104, 277, 319, 371-372, 411
Wortcraft · 124
Wraith · 277
Wrath of Sithis · 120
Wrothgarian Mountains · 103, 504, 600-
  601, 603
                         INDEX                          631

II. Years

Merecthic Era                    2E 321 · 178
ME 1 · 39                        2E 324 · 115
ME 2500 · 38-39                  2E 358 · 114
                                 2E 670 · 79
First Era                        2E 852 · 36, 298
1E 0 · 38
1E 240 · 298                     Third Era
1E 242 · 532                     3E 12 · 284
1E 243 · 287                     3E 105 · 463
1E 263 · 287                     3E 111 · 284
1E 266 · 78                      3E 121 · 284
1E 361 · 287                     3E 127 · 284
1E 393 · 78                      3E 150 · 285
1E 415 · 298                     3E 153 · 270
1E 448 · 520                     3E 227 · 431
1E 461 · 520                     3E 345 · 46
1E 472 · 520                     3E 362 · 410
1E 478 · 520                     3E 368 · 538
1E 668 · 400                     3E 389 · 63, 538
1E 2321 · 78, 298, 564           3E 398 · 11
1E 2703 · 178                    3E 399 · 63, 538-539
1E 2920 · 115                    3E 415 · 539
                                 3E 417 · 599, 602
Second Era                       3E 421 · 248-249
2E 283 · 177                     3E 430 · 539
2E 320 · 177                     3E 431 · 250
