Your Friend,
Koniinge
Book III
13 Last Seed, 3E 411
Wayrest, High Rock
My Dear Koniinge,
Please forgive the quality of the handwriting on this note, but I have not long to live. I can only reply in detail to one part of your letter, and that is that I fear Baliasir, contrary to what you've heard, is very much real. Had he been but a figment of that caretaker's imagination, I would not be feeling life ebb from me as I write this.
Lady Moorling has sent for healers, but I know they won't arrive in time. I just need to explain what happened so that you'll understand, and then all my affairs in this world will be ended. The one advantage of my condition is that I must be brief, without my habitually ornamental descriptions of people and places. I know that you will appreciate that at least.
It started when I came to Wayrest, and through my friend Lady Moorling and her court connections was introduced to Baliasir himself. I had to proceed carefully, not wanting him to know of our designs on Azura's Star which I presumed he possessed, given to him by his servant Hadwaf Neithwyr. His function in Queen Elysana's court seemed to be decorative, like so many of her courtiers, and it was not hard to differentiate myself from the others when we began conversing on the school of mysticism. Many of the other hangers-on at the palace can speak eloquently on the subject of the magickal arts, but it seemed that only he and I had deep knowledge of the craft.
Many a nobleman or adventurer who aren't mages by profession learn a spell or two from the useful schools of restoration or destruction. I told Baliasir quite truthfully that I had never learned any of that (oh, but I wish I knew some healing spells of the school of restoration now), but that I had developed some small skill in mysticism. Not enough to be a Psijic, of course, but in telekinesis, password, and spell reflection I had some amateur ability. He responded with compliments, which allowed me to segue into the topic of another spell of mysticism, the soul trap.
I told him I was unlearned but curious about that spell. And very naturally and comfortably, I was able to bring up the subject of Azura's Star, the endless well of souls.
Imagine how I had to hold back my excitement when he leaned in and whispered to me, "If that interests you, come to Klythic's Cairn west of the city tomorrow night."
I couldn't sleep at all. The only thing I could think of was how I would get the Star when he showed it to me. I still knew so little about Baliasir, his past and his power, but the opportunity was too great to let pass. Still, I must admit that I held hopes that you would arrive, as you threatened you might in your letter, so I might have someone of physical strength to aid me in my adventure.
I am growing weaker and weaker as I write this, so I must proceed with the basic facts. I went to the crypt the following night, and Baliasir led me through the maze of it to the repository where he kept the Star. We were talking quite casually, and as you've so often said, it seemed an excellent time for an ambush. I grabbed the Star and unsheathed my blade in what I felt was amazing speed.
He turned to me and I suddenly felt that I was moving like a snail. In a flash, Baliasir changed his form and became his true self, not man or mer, but daedra. A colossal daedra lord who swiped back the Star from my grasp and laughed at my sword as it thudded against his impenetrable hide.
I knew I had been beaten, and I threw myself towards the corridor. A blue flash of energy coursed through me, flung by Baliasir's claws. At once, I began to feel death. He could have smote me with a thousand spells, but he chose the one where I could lie down, and suffer, and hear him laugh. At the very least, I did not give him that pleasure.
Already struck, it was too late for me to cast a counterspell of mysticism, one to dispel the magicka, reflect it or absorb it as my own. But I did still know how to teleport myself, what mystics term 'Recall,' to whatever place I'd last set a spiritual anchor. I confess that at the time, I didn't remember where that would be. Perhaps in Bhoriane when I arrived in the Iliac Bay, or in Kambria, or in Grimtry Garden where I met the caretaker, or my hostess's palace in Wayrest. I prayed that I had not set the anchor last when I was with you in Morrowind, for it said that if the distance is too great, one can be caught between dimensions. Still, I was willing to take that chance, rather than being the plaything of Baliasir.
I cast the spell and found myself back on the doorstep of Lady Moorling's palace. To be out of the crypt and away from the daedra was a relief, but I had so hoped that I had been smart enough to cast an anchor near a Mages Guild or a temple where I could find a healer. Instead, knowing I was too weak to walk far, I beat on the door and was taken here, where I write this letter, lying in my bed.
As I wrote those words, dear Elysbetta, Lady Moorling, came in, quite tearfully and frantic, to tell me the healers should be hre withn but a few minute. But I wil be ded ere they arrve. I know thes are m last wors. Der frend, stay away frm this cursd place.
Yr Frend,
Charwich
Book IV
8 Sun's Dawn, 3E 412
Amiglith, Summurset Isle
My Good Friend, Lord Gemyn,
You must forgive me for not meeting you at the palace personally, but I've been unavoidably, tragically detained. I've left the front gate and door unlocked, and if you're reading this, you must have made it at least as far the antechamber to the east drawing room. Perhaps you've already wandered the estate and seen some of its delights before coming to this chamber: the seven fountains of marble and porphyry, the reflecting pool, the various groves, the colonnades and quincunx. I don't think you would have already gone to the second floor suites and the west wing as you would have had to pass this room first, and picked up this letter. But believe me, they're beautifully appointed with magnificent balustrades, winding staircases, intimate salons, and bedchambers worthy of your affluence.
The price of this property is exorbitant, certainly, but for a man like you who seeks only the best, this is the villa you must have. As you undoubtedly noticed as you arrived through the gates, there are several smaller buildings ideally suited to be guard stations. I know you are concerned with security.
I am an intensely greedy man, and there is nothing I would have liked more than to meet you here today, show you the grounds, fawn on you obsequiously, and collect a fat percentage of the cost of the sale when you bought this marvelous palace, as I'm sure you would have. My dilemma that caused my inexcusable absence began shortly after I arrived here early to make certain the villa was well-cleaned for your inspection. A man named Koniinge crept up behind me, and gripped me by the throat. Clamping his left hand over my mouth and nose, and throttling me with his right hand, crushing the soft spot on my throat just below the thyroidal cartilage, he effectively strangled me in a few quick but very painful minutes.
I am currently buried in a pile of leaves in the north statuary parterre, close to the exceptional sculptural representation of the Transformation of Trinimac. It should not be too long before I am discovered: someone at my bank will surely notice my absence in due time. Koniinge might have buried me deeper, but he wanted to be ready for the arrival of his old partner, Charwich.
Perhaps part of you thinks it best to stop reading now, Lord Gemyn. You are looking around the antechamber and seeing nothing but doors. The large one you took to come in from the garden is locked now behind you, and without a better knowledge of the layout of the estate, I could not recommend you attempt to flee down a corridor that might easily come to a dead end. No. Much better to keep reading, and see where this is going.
Koniinge, it seems, was in a partnership with his friend Charwich to try to recover Azura's Star. They understood it to be in the possession of someone named Hadwaf Neithwyr, a man who conjured up the Daedra Prince Azura herself to acquire it. As Neithwyr originally haled from High Rock, Charwich went there to look for him, while his partner searched Morrowind. They planned to communicate their findings by letters sent through couriers.
Charwich's first letter stated that he had found information that Neithwyr had a mysterious patron named Baliasir, a fact he had learned at a cemetery with a gravestone of Neithwyr's sister Peryra and a lycanthropic caretaker. Koniinge replied back that he could find nothing about Baliasir, but believed that Neithwyr had returned to High Rock with Peryra after getting the Star. Charwich's last letter was a written on his deathbed, having sustained mortal wounds from his battle with Baliasir, who it seemed had been a mighty daedra lord.
Koniinge grieved for his friend, and traveled the span of the Empire to Wayrest, to pay his call of condolences on Lady Moorling, the woman at whose house Charwich had been staying. After making some inquiries, Koniinge learned that her ladyship had left the city, quite suddenly. She had been entertaining a guest named Charwich, and it was understood that he had died, though no one ever saw the body. Certainly no healers had been sent to her house on the 13th of Last Seed of last year. And no one in Wayrest, just like no one in Tel Aruhn, had ever heard of Baliasir.
Poor Koniinge was suddenly unsure of everything. He retraced his late partner's path through Boriane and Grimtry Gardens, but found that the Neithwyr family crypt was elsewhere, in a small town in the barony of Dwynnen. There was indeed a lycanthropic caretaker, fortunately in human form at the time. When questioned (using the technique of strangulation, release, strangulation, release), he told Koniinge the story that he had told Charwich many months before.
Hadwaf and Peryra Neithwyr had returned to Dwynnen, intent on settling old business. As the Star requires potent spirits for power, they thought they would begin small by capturing the spirit of the werewolf they knew of in the family graveyard. Sadly, for them, their grasp exceeded their reach. When the poor caretaker resumed his human form one morning, he found himself lying next to the shredded, bloody bodies of the Neithwyr siblings. Distressed and fearful, he brought the corpses and all their possessions down into the crypt. They were still there when Charwich came, and so too was Azura's Star.
Koniinge now saw things clearly. The letters he had received from Charwich were lies, intended to keep him away. Undoubtedly with the assistance of Lady Moorling, his new partner, he had concocted stories, including one of his own demise, to trick Koniinge into abandoning the quest for the Star. It was clearly a sad statement on the nature of friendship, and one that needed immediate correction.
It took the better part of six months for Koniinge to find his old partner. Charwich and Lady Moorling had used the power of the Star to make themselves very wealthy and powerful. They assumed a number of different identities in their travels through High Rock and Skyrim, and then down to Valenwood and the Summurset Isle. Along the way, of course, the Star itself disappeared, as great daedric artifacts always do. The couple still had much wealth, but their love sadly fell on troubled times. When they reached Alinor, they parted ways.
One must assume that during their months together, Charwich must have told Lady Moorling about Koniinge. It's pleasant to think of the loving couple laughing over the stories they were telling him about the mythical and dangerous Baliasir. Charwich must not have given his former beloved a very accurate physical description, however, because when Lady Moorling (then under the identity of the Countess Zyliana) met Koniinge, she had no idea who he was. It came as quite a surprise to her when he began strangling her and requesting information about her former paramour.
Before she died, she told Koniinge what Charwich's new name and title was, and where he was looking for a new palace. She even told him about me. Given all the twists and bends the last months' chase took him on, it was not difficult to find which palace Charwich was looking to buy, and what time his appointment was to view it. Then he had merely to arrive early, dispose of me, and wait.
There our story must sadly end. I look forward to seeing you soon.
Yours,
Syrix Goinithi,
Former Estate Banker
P.S.: Charwich -- Turn around now, or don't. Your choice. Your friend, Koniinge.
Chaurus Pie: A Recipe
If I have to hear one more time about that famous gourmet who wrote that recipe book, I'll hack off my own ears with a blunt axe.
Sure, he can cook up some dishes fit for them stodgy Imperials and them poncy Bretons, but real Nords want real Nord food, and my chaurus pie is just that.
I guess I been complaining a lot about it, cause Susanna was yelling at me. Nils, she says, if your chaurus pie is so good, you should write down the recipe.
Well, I ain't good with my letters and I got no talent for writing, but I thought why not give it a go? So this here's my first ever recipe that I wrote down and I hope you like it.
First thing you'll need is some chaurus meat and that ain't easy to come by. Chauruses mostly live in caves, and as like as not they share them caves with other nasty things.
If you go hunting for chaurus meat to make some dinner with, make sure you don't end up as dinner yourself. Haha.
Anyway, like I was saying, get yourself some good armor and a nice big sword, and if you've got some stout men who won't run off at the first sign of trouble - in other words, not like one of them poncy Bretons - then go looking in caves and you'll find a chaurus sooner or later.
They look like big bugs the size of really big dogs, and mind you watch out for that acid they spit. That'll ruin your armor pretty quick.
Now once you got some chaurus meat, you got to put it on a spit. Make sure you get that white, thick meat from the midsection. Don't use that yellow meat from the head or legs, because that's got poisonous acid in it and if you eat it, you'll probably die.
So you cook up your chaurus on the spit. And you want to baste it with sauce. To make that, grind up some tomatoes into pulp and then mix that with water, peppers, honey and salt. And then you have to boil it all together.
I wouldn't use too many peppers, but you want a few spoons of salt. How much honey you use is up to you. Depends on how sweet you want it.
When the chaurus is done and you've basted it enough, then you want to bake it in a pie with some potatoes, carrots and apples. And put the rest of that sauce you made in there, too.
If you want turnips, sometimes those are good. Depends on what you're in the mood for.
Then you cook that for awhile. Look for the top to be light brown, that's when you know it's done.
And that's it. Easy as pie. Haha.
Children of the Sky
Nords consider themselves to be the children of the sky. They call Skyrim the Throat of the World, because it is where the sky exhaled on the land and formed them. They see themselves as eternal outsiders and invaders, and even when they conquer and rule another people; they feel no kinship with them.
The breath and the voice are the vital essence of a Nord. When they defeat great enemies they take their tongues as trophies. These are woven into ropes and can hold speech like an enchantment. The power of a Nord can be articulated into a shout, like the kiai of an Akaviri swordsman. The strongest of their warriors are called "Tongues." When the Nords attack a city, they take no siege engines or cavalry; the Tongues form in a wedge in front of the gatehouse, and draw in breath. When the leader lets it out in a kiai, the doors are blown in, and the axemen rush into the city. Shouts can be used to sharpen blades or to strike enemies. A common effect is the shout that knocks an enemy back, or the power of command. A strong Nord can instill bravery in men with his battle-cry, or stop a charging warrior with a roar. The greatest of the Nords can call to specific people over hundreds of miles, and can move by casting a shout, appearing where it lands.
The most powerful Nords cannot speak without causing destruction. They must go gagged, and communicate through a sign language and through scribing runes.
The further north you go into Skyrim, the more powerful and elemental the people become, and the less they require dwellings and shelters. Wind is fundamental to Skyrim and the Nords; those that live in the far wastes always carry a wind with them.
A Children's Anuad: The Anuad Paraphrased
The first ones were brothers: Anu and Padomay. They came into the Void, and Time began.
As Anu and Padomay wandered the Void, the interplay of Light and Darkness created Nir. Both Anu and Padomay were amazed and delighted with her appearance, but she loved Anu, and Padomay retreated from them in bitterness.
Nir became pregnant, but before she gave birth, Padomay returned, professing his love for Nir. She told him that she loved only Anu, and Padomay beat her in rage. Anu returned, fought Padomay, and cast him outside Time. Nir gave birth to Creation, but died from her injuries soon after. Anu, grieving, hid himself in the sun and slept.
Meanwhile, life sprang up on the twelve worlds of creation and flourished. After many ages, Padomay was able to return to Time. He saw Creation and hated it. He swung his sword, shattering the twelve worlds in their alignment. Anu awoke, and fought Padomay again. The long and furious battle ended with Anu the victor. He cast aside the body of his brother, who he believed was dead, and attempted to save Creation by forming the remnants of the 12 worlds into one -- Nirn, the world of Tamriel. As he was doing so, Padomay struck him through the chest with one last blow. Anu grappled with his brother and pulled them both outside of Time forever.
The blood of Padomay became the Daedra. The blood of Anu became the stars. The mingled blood of both became the Aedra (hence their capacity for good and evil, and their greater affinity for earthly affairs than the Daedra, who have no connection to Creation).
On the world of Nirn, all was chaos. The only survivors of the twelve worlds of Creation were the Ehlnofey and the Hist. The Ehlnofey are the ancestors of Mer and Men. The Hist are the trees of Argonia. Nirn originally was all land, with interspersed seas, but no oceans.
A large fragment of the Ehlnofey world landed on Nirn relatively intact, and the Ehlnofey living there were the ancestors of the Mer. These Ehlnofey fortified their borders from the chaos outside, hid their pocket of calm, and attempted to live on as before. Other Ehlnofey arrived on Nirn scattered amid the confused jumble of the shattered worlds, wandering and finding each other over the years. Eventually, the wandering Ehlnofey found the hidden land of Old Ehlnofey, and were amazed and joyful to find their kin living amid the splendor of ages past. The wandering Ehlnofey expected to be welcomed into the peaceful realm, but the Old Ehlnofey looked on them as degenerates, fallen from their former glory. For whatever reason, war broke out, and raged across the whole of Nirn. The Old Ehlnofey retained their ancient power and knowledge, but the Wanderers were more numerous, and toughened by their long struggle to survive on Nirn. This war reshaped the face of Nirn, sinking much of the land beneath new oceans, and leaving the lands as we know them (Tamriel, Akavir, Atmora, and Yokuda). The Old Ehlnofey realm, although ruined, became Tamriel. The remnants of the Wanderers were left divided on the other 3 continents.
Over many years, the Ehlnofey of Tamriel became:
- the Mer (elves),
- the Dwemer (the Deep Ones, sometimes called dwarves),
- the Chimer (the Changed Ones, who later became the Dunmer),
- the Dunmer (the Dark or Cursed Ones, the dark elves),
- the Bosmer (the Green or Forest Ones, the wood elves), and
- the Altmer (The Elder or High Ones, the high elves).
On the other continents, the Wandering Ehlnofey became the Men -- the Nords of Atmora, the Redguards of Yokuda, and the Tsaesci of Akavir.
The Hist were bystanders in the Ehlnofey war, but most of their realm was destroyed as the war passed over it. A small corner of it survived to become Black Marsh in Tamriel, but most of their realm was sunk beneath the sea.
Eventually, Men returned to Tamriel. The Nords were the first, colonizing the northern coast of Tamriel before recorded history, led by the legendary Ysgramor. The thirteenth of his line, King Harald, was the first to appear in written history. And so the Mythic Era ended.
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.
Chronicles of Nchuleft
This is a chronicle of events of historical significance to the Dwemer Freehold Colony of Nchuleft. The text was probably recorded by an Altmer, for it is written in Aldmeris.
23. The Death of Lord Ihlendam
It happened in Second Planting (P.D. 1220) that Lord Ihlendam, on a journey in the Western Uplands, came to Nchuleft; and Protector Anchard and General Rkungthunch met him there, and Dalen-Zanchu also came to the meeting. They talked together long by themselves; but this only was known of their business, that they were to be friends of each other. They parted, and each went home to his own colony.
Bluthanch and her sons came to hear of this meeting, and saw in this secret meeting a treasonable plot against the Councils; and they often talked of this among themselves. When spring came, the Councils proclaimed, as usual, a Council Meet, in the halls of Bamz-Amschend. The people accordingly assembled, handfasted with ale and song, drinking bravely, and much and many things were talked over at the drink-table, and, among other things, were comparisons between different dwemer, and at last among the Councilors themselves.
One said that Lord Ihlendam excelled his fellow Councilors by far, and in every way. At this Councilor Bluthanch was very angry, and said that she was in no way less than Lord Ihlendam, and that she was eager to prove it. Instantly both parties were so inflamed that they challenged each other to battle, and ran to their arms. But some citizens who were less drunk, and more understanding, came between them, and quieted them; and each went back to his colony, but nobody expected that they would ever meet in peace again together.
But then, in the fall, Lord Ihlendam received a message from Councilor Bluthanch, inviting him to a parlay at Hendor-Stardumz. And all Ihlendam's kin and citizens strongly urged him not to come, fearing treachery, but Lord Ihlendam would not listen to counsel, not even to carrying with him his honor guard. And sadly, it came to pass that, while traveling to Hendor-Stardumz, in Chinzinch Pass, a host of foul creatures set upon Lord Ihlendam and killed him, and all of his party. And many citizens said thereafter that Bluthanch and her sons had conjured these beasts and set them upon Lord Ihlendam, but nothing was proven. Lord Ihlendam lies buried at a place called Leftunch.
The City of Stone: A Sellsword's Guide to Markarth
by Amanda Alleia
Mercenary
If you're cutting your coins across Skyrim, you'll want to point your blade towards Markarth, the capital city of the Reach. There's no end of trouble in the City of Stone, and that means plenty of ways for you to earn your supper. Your sellsword instincts should point you towards the wealthiest patrons with the fattest purses to work for, but you need to mind yourself during your resting hours.
Markarth isn't like your Whiterun, where mercenary companies like the Companions make a sellsword an honored professional. No, Markarth has its own rules, rules the natives aren't going to just tell you. Lucky for you, old Ms. Alleia is here to shine the torchlight over your thick skulls.
First thing you'll notice in the City of Stone is... the stone. They say dwarves cut out the city from the mountain, and maybe they did by the look of it. But what it really means is that the whole place is vertical, and the streets are really cliffs. Long story short, be careful when you've got a bellyful of mead.
When you enter the city proper, you'll immediately hit the market. The merchants usually sell food and jewelry on the streets. Meat is the preferred ration, the craggy rocks in the area make for poor farming land, and silver is what's used to make most all the rings and necklaces you might by, thanks to the large silver mine in the city (we'll get to that in a bit).
Whatever you do, don't ask the Markarth city guard about anything. They're about as helpful as an angry Frostbite Spider while you're caught in its web, and if you mention anything about the Forsworn to them they might spit in your eye. Speaking of the Forsworn, these wildmen and women will be your main source of income while you're in Markarth. The Jarl almost always has a bounty on some Forsworn leader or another, and if you don't mind going blade-to-axe with someone two septims short of a pint of ale, it's steady work.
The Silver-Blood Inn is where you want to head into after seeing the market. The drinks are, as usual, watered down (and judging by the metallic taste, with water from the rivers that run through the city's smelter district). What's important here is getting a room to stay in. You won't find any friendly faces to con your way into a cheap place to stay in Markarth. The natives don't trust strangers, so save yourself the trouble and put down your coin to rent a real room.
After you've spent a day recovering from travel, you'll see that Markarth is divided in two sides by the big crag in the center. The part with the big river running through it is called the Riverside, and the other is called the Dryside. The Riverside is where the smelter and native workers live, so don't bother going there. Instead, head directly to Dryside and talk to the local Nord nobles and see what problems you can start solving (at the highest rate).
Two major places to see are the Temple of Dibella and Cidhna Mine. The temple rests on the top of the central crag. A good place to go if you're on good terms with the Divines, but be warned, the Priestesses of Dibella don't allow men into their Inner Sanctums, so don't go crashing down in there uninvited unless you want a short trip to a long fall.
Cidhna Mine is the place where all the silver comes from that I mentioned before. But it's also the jail. Markarth uses prisoners to mine the ore, and there's a lot of it, so don't get caught doing something illegal in the city or you'll be hauled down there to dig. Apparently, the whole place is owned by one of the big families in the city, the Silver-Bloods (notice the inn is named after them? Always keep your sellsword eye open for hints like that). I tried meeting with the head of the Silver-Blood family to see if they had any work, but guarding their mines isn't the blood-rush I become a mercenary for. Something to keep in mind for yourself if you're thinking of staying a few months.
The final place I'll talk about here is Understone Keep, the home of the Jarl in Markarth. It's a fancy palace like any other (assuming your palace is built underground), but what you need to know is the city underneath the keep. That's right, there's another city below Markarth. One of those old dwarven ruins. They sometimes have expeditions in the ruins that makes for a good job, guarding the scholars and maybe lifting a few stones here and there. If you're lucky, you might come across one of those old dwarven machines, and you can bring back a souvenir after you're done breaking it apart.
All right, Ms. Alleia's hand is getting tired and that means this guide is done. Last piece of advice, don't cause trouble in Markarth. Don't start fights. Don't stop fights. Don't stick your head anywhere without someone from the city paying you for it, because believe me, no one in Markarth wants you there. Make your gold, drink your mead, see what's there to see, and move on. Nothing changes in the City of Stone, and that's just fine.
The Code of Malacath: A Sellsword's Guide to the Orc Strongholds
by Amanda Alleia
Mercenary
"No one bests an Orc."
I don't need you to guess how many times I've heard that boast in some dingy tavern or screamed at the top of the lungs by some fellow sellsword with too much fire in him. But I'd be lying if I said the Orc Strongholds don't take those words as law. There are few places where Ms. Alleia would tell you that "tradition" and the "old ways" makes for a better fighter, but with Orcs it seems like staying true to your ancestors is the path to victory.
Let me start a few steps back. The Orc Strongholds have existed as long as the Orc race has, according to them. They're armored camps in the least, and fortresses at the most. Every man, woman, and child inside the walls is trained from birth to defend it. All their weapons and armor are smithed right there in the stronghold, all the food is hunted down by Orc warriors and brought back to be eaten by everyone who lives there.
They follow no laws, save their own, an unwritten set of rules called "The Code of Malacath," named after one of their gods, who is sometimes called Mauloch. Most of it's pretty simple, don't steal, don't kill, don't attack people for no reason (although there seems to be a big list of exceptions). But Orcs in the stronghold don't have jails for their criminals. They have Blood Price. You either pay enough in goods for your crimes, or you bleed enough that the victim is satisfied. And Orcs, I don't need to tell you, have a lot of blood.
The Code also sets up who runs the stronghold. The toughest male is usually the Chief and makes decisions and decides when the Code of Malacath has been satisfied. All the women are either the Chief's wives or his daughters, with the exception of the wise woman, who handles all the spiritual matters and healing needs. Matters of grave dispute are handled with short but violent fights, and those who don't get along with the Chief are usually forced out of the stronghold to live among the rest of us. An Orc grows up being told to fight for everything, that if something is not worth fighting for it is beneath the Code.
Orc Strongholds don't like strangers, used to living on their own like they do. Ms. Alleia knows what she does because so many Orcs leave the strongholds to become sellswords or soldiers, and a few pints of mead gets them talking about home. I hear that sometimes an Orc will make a non-Orc a "Blood-Kin" and that person is then allowed to live in the stronghold as one of the clan, but I've never heard of that actually happening.
For all their strange rules and traditions, the Code of Malacath does breed a culture of determined warriors. They're focused in ways that the average sellsword isn't. They don't hesitate to draw weapons and settle matters openly, and I think that's the real difference between the stronghold Orcs and the city Orcs. Imperial Law allows you to settle fights through the Emperor's men, but the Code of Malacath demands you settle your problems yourself, a fine way of thinking if you're leading the mercenary's life.
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.
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!
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.
Tides 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."
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."
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.
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.
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!
Complete Catalogue of Enchantments for Armor
by Yvonne Bienne
Synod researcher
Within this catalogue are all the known varieties of armor enchantments the modern mages can cast. No pretense is made that this list is complete. New discoveries are made and new enchantments are revealed often enough that this work will eventually become outdated. Those who follow may choose to revise this work as needed.
The most common enchantments for armor and other garb are those that improve health, magick or stamina. Fortifying the wearers health is popular with warriors. It actually makes the wearer harder to kill, binding his life force a bit tighter to his body. Fortifying magicka is more commonly seen in clothing because wizards tend to avoid bulky, restrictive armor. It allows the wizard to cast more spells before becoming magically exhausted. Fortifying stamina is a secondary choice for fighters. They tire less quickly, but do not survive their wounds any better.
There is a wide range of physical and mental attributes or skills that can be fortified by enchantments. There are as many of these as there are wizards with imagination. A few choice examples are archery, sneaking, conjuration, and carrying strength. The focus is always quite narrow. There are even examples of gauntlets that are enchanted to improve the wearers ability to enchant things.
Another common form of armor enchantment are the resistances. The elemental resistances are marginally easier to find and make. The make the wearer less susceptible to burning, freezing and shocks. There are also poison resistances and enchantments that will resist all forms of magic.
An uncommon pair of enchantments are waterbreathing and muffle. The former allows the wearing to swim underwater indefinitely. The later totally silences the clinking and clanking of the armor so the wearer moves more quietly. It's been speculated that muffle is a wizard's lazy solution to a problem that could be solved with cloth and wrappings.
The rarest of enchantments increase the recovery rate of health, magicka or stamina. The wearer actually heals from his wounds while you watch, even if he is in the midst of a battle. Wizards normally recover their magical energy at a moderate pace. Wearing this armor makes that recovery much faster. The same is true for stamina recovery enchantments. The wearer tires just as quickly as always, but seems to get his wind back much faster.
Complete Catalogue of Enchantments for Weaponry
by Yvonne Bienne
Synod researcher
Within this catalogue are all the known varieties of weapon enchantments the modern mages can cast. No pretense is made that this list is complete. New discoveries are made and new enchantments are revealed often enough that this work will eventually become outdated. Those who follow may choose to revise this work as needed.
Weapon such as axes and bows can hold a wide variety of enchantments. The most common are fire, frost and lightning. The simple, yet effective enchantments burn, freeze or shock when they draw blood.
Only slightly less common are weapon enchantments that drain magicka or stamina. These drain off a wizards reserve of power, tiring him magically just as the weapons that strain stamina tire their victims physically. Unlike the elemental enchantments, the enchantment along cannot kill, although the weapon itself can still take a life.
Equally less common are the enchantments of fear. There are two varieties, one for the living, and one for the undead. The former will only affect living creatures, not undead, or magical constructs such as atronachs and dwarven automatons. The latter cause draugr, skeletons, vampires and the like to flee. There is no known fear enchantment that will affect dwarven machines.
A particularly insidious, but somewhat common enchantment, is soul trap. Upon entering the blood, the victim's soul is bound. Should he die shortly thereafter, he soul is siphoned off to a nearby soul gem. This form of magic should only be used against beasts and monsters. To use it against men or elves is abhorrent.
Noticablely more rare are the absorb enchantments. There are three known types that drain the victims health, magicka, or stamina. The weapon becomes a conduit, transferring the stolen energy from the victim to the wielder. These are sometime referred to as vampiric enchantments. As discussed above, absorbing magicka and stamina is not in itself deadly. Absorbing health can actual steal the life from a creature.
The rarest of enchantments are those of banishment and paralyzation. Banishment only affects summoned atronachs or undead raised by wizards. The banishment breaks the link between the caster and the creature. Summoned atronach return to the Oblivion plane from whence they came. Raised undead are released. It is important to note that self-willed undead are not affected by banishment.
Paralyzation is simple, yet deadly. The affected creature becomes rigid and unable to move for a short time. This is one of the most prized enchantments among warriors. A paralyzed opponent can be dispatched with ease. It is important to note that many creature are immune to paralysis, such as Atronachs, skeletons, ice wraiths, and dwarven automatons.
A Concise Account of the Great War Between the Empire and the Aldmeri Dominion
by Legate Justianus Quintius
Author's Note: Much of what is written in this book is pieced together from documents captured from the enemy during the war, interrogation of prisoners, and eyewitness accounts from surviving soldiers and Imperial officers. I myself commanded the Tenth Legion in Hammerfell and Cyrodiil until I was wounded in 175 during the assault on the Imperial City. That said, the full truth of some events may never be known. I have done my best to fill in the gaps with educated conjectures based on my experience as well as my hard-earned knowledge of the enemy.
The Rise of the Thalmor
Although it is not well known, Summerset Isle suffered from the Oblivion Crisis as much as Cyrodiil did. The elves made war upon the Oblivion invaders, occasionally even crossing over to close down Oblivion gates. As a nation they had more successes than Cyrodiil did, although the limitless daedric hordes made the outcome a foregone conclusion.
The Thalmor had always been a powerful faction within Summerset Isle, but had also always been a minority voice. During the crisis, the Crystal Tower was forced to give the Thalmor greater power and authority. Their efforts almost certainly saved Summerset Isle from being overrun. They capitalized on their success to seize total control in 4E 22. They renamed the nation Alinor, which hearkens back to an earlier age before the ascendency of man. Most people outside of the Aldmeri Dominion still call it Summerset Isle, either out of peevishness or ignorance.
In 4E 29, the government of Valenwood was overthrown by Thalmor collaborators and a union with Alinor proclaimed. It appears that Thalmor agents had formed close ties to certain Bosmeri factions even before the Oblivion Crisis. The Empire and its Bosmer allies, caught completely off guard, were quickly defeated by the much-better prepared Altmer forces that invaded Valenwood on the heels of the coup. Thus was the Aldmeri Dominion reborn.
Shortly afterward the Aldmeri Dominion severed all contact with the Empire. For seventy years they were silent. Most scholars believe there was some sort of internal strife in Alinor, but very little is known of the factional struggles that went on inside the Dominion while the Thalmor consolidated its power in Summerset and Valenwood.
In 4E 98, the two moons, Masser and Secunda vanished. Within most of the Empire, this was viewed with trepidation and fear. In Elsweyr it was far worse. Culturally the moons are much more influential to the Khajiit. After two years of the Void Nights, the moons returned. The Thalmor announced that they had restored the moons using previously unknown Dawn Magicks, but it is unclear if they truly restored the moons or just took advantage of foreknowledge that they would return.
Regardless of the truth of the matter, the Khajiit credited the Thalmor as their saviors. Within fifteen years, Imperial influence in Elsweyr had so diminished that the Empire was unable to respond effectively to the coup of 4E 115 which dissolved the Elsweyr Confederacy and recreated the ancient kingdoms of Anequina and Pelletine as client states of the Aldmeri Dominion. Once more the Empire failed to stop the advance of Thamor power.
When Titus Mede II ascended the throne in 4E 168, he inherited a weakened empire. The glory days of the Septims were a distant memory. Valenwood and Elsweyr were gone, ceded to the Thalmor enemy. Black Marsh had been lost to Imperial rule since the aftermath of the Oblivion Crisis. Morrowind had never recovered fully from the eruption of Mount Vvardenfell. Hammerfell was plagued by infighting between Crowns and Forebears. Only High Rock, Cyrodiil and Skyrim remained prosperous and peaceful.
Emperor Titus Mede had only a few short years to consolidate his rule before his leadership was put to the ultimate test.
The War Begins
On the 30th of Frostfall, 4E 171, the Aldmeri Dominion sent an ambassador to the Imperial City with a gift in a covered cart and an ultimatum for the new Emperor. The long list of demands included staggering tributes, disbandment of the Blades, outlawing the worship of Talos, and ceding large sections of Hammerfell to the Dominion. Despite the warnings of his generals of the Empire's military weakness, Emperor Titus Mede II rejected the ultimatum. The Thalmor ambassador upended the cart, spilling over a hundred heads on the floor: every Blades agent in Summerset and Valenwood. And so began the Great War which would consume the Empire and the Aldmeri Dominion for the next five years.
Within days, Aldmeri armies invaded Hammerfell and Cyrodiil simultaneously. A strong force commanded by the Thalmor general Lord Naarifin attacked Cyrodiil from the south, marching out of hidden camps in northern Elsweyr and flanking the Imperial defenses along the Valenwood border. Leyawiin soon fell to the invaders, while Bravil was cut off and besieged.
At the same time, an Aldmeri army under Lady Arannelya crossed into western Cyrodiil from Valenwood, bypassing Anvil and Kvatch and crossing into Hammerfell. Smaller Aldmeri forces landed along the southern coastline of Hammerfell. The disunited Redguard forces offered only scattered resistance to the invaders, and much of the southern coastline was quickly overrun. The greatly outnumbered Imperial legions retreated across the Alik'r Desert in the now-famous March of Thirst.
4E 172-173: The Aldmeri Advance Into Cyrodiil
It appears now that the initial Aldmeri objective was in fact the conquest of Hammerfell, and that the invasion of Cyrodiil was intended only to pin down the Imperial legions while Hammerfell was overrun. However, the surprising initial success of Lord Naarifin's attack led the Thalmor to believe that the Empire was weaker than they had thought. The capture of the Imperial City itself and the complete overthrow of the Empire thus became their primary objective of the next two years. As we know, the Thalmor nearly achieved their objective. It was only because of our Emperor's determined leadership during the Empire's darkest hour that this disaster was averted.
During 4E 172, the Aldmeri advanced deeper into Cyrodiil. Bravil and Anvil both fell to the invaders. By the end of the year, Lord Naarifin had advanced to the very walls of the Imperial City. There were fierce naval clashes in Lake Rumare and along the Niben as the Imperial forces attempted to hold the eastern bank.
In Hammerfell, the Thalmor were content to consolidate their gains as they took control of the whole southern coastline, which was in fact their stated objective in the ultimatum delivered to the Emperor. Of the southern cities, only Hegathe still held out. The survivors of the March of Thirst regrouped in northern Hammerfell, joined by reinforcements from High Rock.
The year 4E 173 saw stiffening Imperial resistance in Cyrodiil, but the seemingly inexorable Aldmeri advance continued. Fresh legions from Skyrim bolstered the Emperor's main army in the Imperial City, but the Aldmeri forced the crossing of the Niben and began advancing in force up the eastern bank. By the end of the year, the Imperial City was surrounded on three sides - only the northern supply route to Bruma remained open.
In Hammerfell, Imperial fortunes took a turn for the better. In early 4E 173, a Forebear army from Sentinel broke the siege of Hegathe (a Crown city), leading to the reconciliation of the two factions. Despite this, Lady Arannelya's main army succeeded in crossing the Alik'r Desert. The Imperial Legions under General Decianus met them outside Skaven in a bloody and indecisive clash. Decianus withdrew and left Arannelya in possession of Skaven, but the Aldmeri were too weakened to continue their advance.
4E 174: The Sack of the Imperial City
In 4E 174, the Thalmor leadership committed all available forces to the campaign in Cyrodiil, gambling on a decisive victory to end the war once and for all. During the spring, Aldmeri reinforcements gathered in southern Cyrodiil, and on 12th of Second Seed, they launched a massive assault on the Imperial City itself. One army drove north to completely surround the city, while Lord Naarifin's main force attacked the walls from the south, east, and west. The Emperor's decision to fight his way out of the city rather than make a last stand was a bold one. No general dared advise him to abandon the capital, but Titus II was proven right in the end.
While the Eighth Legion fought a desperate (and doomed) rearguard action on the walls of the city, Titus II broke out of the city to the north with his main army, smashing through the surrounding the Aldmeri forces and linking up with reinforcements marching south from Skyrim under General Jonna. Meanwhile, however, the capital fell to the invaders and the infamous Sack of the Imperial City began. The Imperial Palace was burned, the White-Gold Tower itself looted, and all manner of atrocities carried out by the vengeful elves on the innocent populace.
In Hammerfell, General Decianus was preparing to drive the Aldmeri back from Skaven when he was ordered to march for Cyrodiil. Unwilling to abandon Hammerfell completely, he allowed a great number of "invalids" to be discharged from the Legions before they marched east. These veterans formed the core of the army that eventually drove Lady Arannelya's forces back across the Alik'r late in 174, taking heavy losses on their retreat from harassing attacks by the Alik'r warriors.
4E 175: The Battle of the Red Ring
During the winter of 4E 174-175, the Thalmor seem to have believed that the war in Cyrodiil was all but over. They made several attempts to negotiate with Titus II. The Emperor encouraged them in their belief that he was preparing to surrender; meanwhile, he gathered his forces to retake the Imperial City.
In what is now known as the Battle of the Red Ring, a battle that will serve as a model for Imperial strategists for generations to come, Titus II divided his forces into three. One army, with the legions from Hammerfell under General Decianus, was hidden in the Colovian Highlands near Chorrol. The Aldmeri were unaware that he was no longer in Hammerfell, possibly because the Imperial veterans Decianus had left behind led Lady Arannelya to believe that she still faced an Imperial army. The second army, largely of Nord legions under General Jonna, took up position near Cheydinhal. The main army was commanded by the Emperor himself, and would undertake the main assault of the Imperial City from the north.
On the 30th of Rain's Hand, the bloody Battle of the Red Ring began as General Decianus swept down on the city from the west, while General Jonna's legionnaires drove south along the Red Ring Road. In a two-day assault, Jonna's army crossed the Niben and advanced west, attempting to link up with Decianus's legions and thus surround the Imperial City. Lord Naarifin was taken by surprise by Decianus's assault, but Jonna's troops faced bitter resistance as the Aldmeri counterattacked from Bravil and Skingrad. The heroic Nord legionnaires held firm, however, beating off the piecemeal Aldmeri attacks. By the fifth day of the battle, the Aldmeri army in the Imperial City was surrounded.
Titus II led the assault from the north, personally capturing Lord Naarifin. It is rumored the Emperor wielded the famed sword Goldbrand, although this has never been officially confirmed by the Imperial government. An attempt by the Aldmeri to break out of the city to the south was blocked by the unbreakable shieldwall of General Jonna's battered legions.
In the end, the main Aldmeri army in Cyrodiil was completely destroyed. The Emperor's decision to withdraw from the Imperial City in 4E 174 was bloodily vindicated.
Lord Naarifin was kept alive for thirty-three days, hanging from the White-Gold tower. It is not recorded where his body was buried, if it was buried at all. Once source claims he was carried off by a winged daedra on the thirty-fourth day.
The White-Gold Concordat and the End of the War
Although victorious, the Imperial armies were in no shape to continue the war. The entire remaining Imperial force was gathered in Cyrodiil, exhausted and decimated by the Battle of the Red Ring. Not a single legion had more than half its soldiers fit for duty. Two legions had been effectively annihilated, not counting the loss of the Eighth during the retreat from the Imperial City the previous year. Titus II knew that there would be no better time to negotiate peace, and late in 4E 175 the Empire and the Aldmeri Dominion signed the White-Gold Concordat, ending the Great War.
The terms were harsh, but Titus II believed that it was necessary to secure peace and give the Empire a chance to regain its strength. The two most controversial terms of the Concordat were the banning of the worship of Talos and the cession of a large section of southern Hammerfell (most of what was already occupied by Aldmeri forces). Critics have pointed out that the Concordat is almost identical to the ultimatum the Emperor rejected five years earlier. However, there is a great difference between agreeing to such terms under the mere threat of war, and agreeing to them at the end of a long and destructive war. No part of the Empire would have accepted these terms in 4E 171, dictated by the Thalmor at swords-point. Titus II would have faced civil war. By 4E 175, most of the Empire welcomed peace at almost any price.
Epilogue: Hammerfell Fights On Alone
Hammerfell, however, refused to accept the White-Gold Concordat, being unwilling to concede defeat and the loss of so much of their territory. Titus II was forced to officially renounce Hammerfell as an Imperial province in order to preserve the hard-won peace treaty. The Redguards, understandably, looked on this as a betrayal. In this, the Thalmor certainly achieved one of their long-term goals by sowing lasting bitterness between Hammerfell and the Empire.
In the end, the heroic Redguards fought the Aldmeri Dominion to a standstill, although the war lasted for five more years and left southern Hammerfell devastated. The Redguards say that this proves that the White-Gold Concordat was unnecessary, and that if Titus II had kept his nerve, the Aldmeri could have been truly defeated by the combined forces of Hammerfell and the rest of the Empire. The truth of that assertion can, of course, never be known. But the Redguards should not forget the great sacrifice of Imperial blood - Breton, Nord, and Cyrodilic - at the Battle of the Red Ring that weakened the Dominion enough to allow the eventual Second Treaty of Stros M'kai in 4E 180 and the withdrawal of Aldmeri forces from Hammerfell.
There can be no doubt that the current peace cannot last forever. The Thalmor take the long view, as is proved by the sequence of events leading up to the Great War. All those who value freedom over tyranny can only hope that before it is too late, Hammerfell and the Empire will be reconciled and stand united against the Thalmor threat. Otherwise, any hope to stem the tide of Thalmor rule over all of Tamriel is dimmed.
A Dance in Fire
Chapter 1
by Waughin Jarth
Scene: The Imperial City, Cyrodiil
Date: 7 Frost Fall, 3E 397
It seemed as if the palace had always housed the Atrius Building Commission, the company of clerks and estate agents who authored and notarized nearly every construction of any note in the Empire. It had stood for two hundred and fifty years, since the reign of the Emperor Magnus, a plain-fronted and austere hall on a minor but respectable plaza in the Imperial City. Energetic and ambitious middle-class lads and ladies worked there, as well as complacent middle-aged ones like Decumus Scotti. No one could imagine a world without the Commission, least of all Scotti. To be accurate, he could not imagine a world without himself in the Commission.
"Lord Atrius is perfectly aware of your contributions," said the managing clerk, closing the shutter that demarcated Scotti's office behind him. "But you know that things have been difficult."
"Yes," said Scotti, stiffly.
"Lord Vanech's men have been giving us a lot of competition lately, and we must be more efficient if we are to survive. Unfortunately, that means releasing some of our historically best but presently underachieving senior clerks."
"I understand. Can't be helped."
"I'm glad that you understand," smiled the managing clerk, smiling thinly and withdrawing. "Please have your room cleared immediately."
Scotti began the task of organizing all his work to pass on to his successor. It would probably be young Imbrallius who would take most of it on, which was as it should be, he considered philosophically. The lad knew how to find business. Scotti wondered idly what the fellow would do with the contracts for the new statue of St Alessia for which the Temple of the One had applied. Probably invent a clerical error, blame it on his old predecessor Decumus Scotti, and require an additional cost to rectify.
"I have correspondence for Decumus Scotti of the Atrius Building Commission."
Scotti looked up. A fat-faced courier had entered his office and was thrusting forth a sealed scroll. He handed the boy a gold piece, and opened it up. By the poor penmanship, atrocious spelling and grammar, and overall unprofessional tone, it was manifestly evident who the writer was. Liodes Jurus, a fellow clerk some years before, who had left the Commission after being accused of unethical business practices.
"Dear Sckotti,
I emagine you alway wondered what happened to me, and the last plase you would have expected to find me is out in the woods. But thats exactly where I am. Ha ha. If your'e smart and want to make lot of extra gold for Lord Atrius (and yourself, ha ha), youll come down to Vallinwood too. If you have'nt or have been following the politics hear lately, you may or may not know that ther's bin a war between the Boshmer and there neighbors Elswere over the past two years. Things have only just calm down, and ther's a lot that needs to be rebuilt.
Now Ive got more business than I can handel, but I need somone with some clout, someone representing a respected agencie to get the quill in the ink. That somone is you, my fiend. Come & meat me at the M'ther Paskos Tavern in Falinnesti, Vallinwood. Ill be here 2 weeks and you wont be sorrie.
-- Jurus
P.S.: Bring a wagenload of timber if you can."
"What do you have there, Scotti?" asked a voice.
Scotti started. It was Imbrallius, his damnably handsome face peeking through the shutters, smiling in that way that melted the hearts of the stingiest of patrons and the roughest of stonemasons. Scotti shoved the letter in his jacket pocket.
"Personal correspondence," he sniffed. "I'll be cleared up here in a just a moment."
"I don't want to hurry you," said Imbrallius, grabbing a few sheets of blank contracts from Scotti's desk. "I've just gone through a stack, and the junior scribes hands are all cramping up, so I thought you wouldn't miss a few."
The lad vanished. Scotti retrieved the letter and read it again. He thought about his life, something he rarely did. It seemed a sea of gray with a black insurmountable wall looming. There was only one narrow passage he could see in that wall. Quickly, before he had a moment to reconsider it, he grabbed a dozen of the blank contracts with the shimmering gold leaf ATRIUS BUILDING COMMISSION BY APPOINTMENT OF HIS IMPERIAL MAJESTY and hid them in the satchel with his personal effects.
The next day he began his adventure with a giddy lack of hesitation. He arranged for a seat in a caravan bound for Valenwood, the single escorted conveyance to the southeast leaving the Imperial City that week. He had scarcely hours to pack, but he remembered to purchase a wagonload of timber.
"It will be extra gold to pay for a horse to pull that," frowned the convoy head.
"So I anticipated," smiled Scotti with his best Imbrallius grin.
Ten wagons in all set off that afternoon through the familiar Cyrodilic countryside. Past fields of wildflowers, gently rolling woodlands, friendly hamlets. The clop of the horses' hooves against the sound stone road reminded Scotti that the Atrius Building Commission constructed it. Five of the eighteen necessary contracts for its completion were drafted by his own hand.
"Very smart of you to bring that wood along," said a gray-whiskered Breton man next to him on his wagon. "You must be in Commerce."
"Of a sort," said Scotti, in a way he hoped was mysterious, before introducing himself: "Decumus Scotti."
"Gryf Mallon," said the man. "I'm a poet, actually a translator of old Bosmer literature. I was researching some newly discovered tracts of the Mnoriad Pley Bar two years ago when the war broke out and I had to leave. You are no doubt familiar with the Mnoriad, if you're aware of the Green Pact."
Scotti thought the man might be speaking perfect gibberish, but he nodded his head.
"Naturally, I don't pretend that the Mnoriad is as renowned as the Meh Ayleidion, or as ancient as the Dansir Gol, but I think it has a remarkable significance to understanding the nature of the merelithic Bosmer mind. The origin of the Wood Elf aversion to cutting their own wood or eating any plant material at all, yet paradoxically their willingness to import plantstuff from other cultures, I feel can be linked to a passage in the Mnoriad," Mallon shuffled through some of his papers, searching for the appropriate text.
To Scotti's vast relief, the carriage soon stopped to camp for the night. They were high on a bluff over a gray stream, and before them was the great valley of Valenwood. Only the cry of seabirds declared the presence of the ocean to the bay to the west: here the timber was so tall and wide, twisting around itself like an impossible knot begun eons ago, to be impenetrable. A few more modest trees, only fifty feet to the lowest branches, stood on the cliff at the edge of camp. The sight was so alien to Scotti and he found himself so anxious about the proposition of entering the wilderness that he could not imagine sleeping.
Fortunately, Mallon had supposed he had found another academic with a passion for the riddles of ancient cultures. Long into the night, he recited Bosmer verse in the original and in his own translation, sobbing and bellowing and whispering wherever appropriate. Gradually, Scotti began to feel drowsy, but a sudden crack of wood snapping made him sit straight up.
"What was that?"
Mallon smiled: "I like it too. 'Convocation in the malignity of the moonless speculum, a dance of fire --'"
"There are some enormous birds up in the trees moving around," whispered Scotti, pointing in the direction of the dark shapes above.
"I wouldn't worry about that," said Mallon, irritated with his audience. "Now listen to how the poet characterizes Herma-Mora's invocation in the eighteenth stanza of the fourth book."
The dark shapes in the trees were some of them perched like birds, others slithered like snakes, and still others stood up straight like men. As Mallon recited his verse, Scotti watched the figures softly leap from branch to branch, half-gliding across impossible distances for anything without wings. They gathered in groups and then reorganized until they had spread to every tree around the camp. Suddenly they plummeted from the heights.
"Mara!" cried Scotti. "They're falling like rain!"
"Probably seed pods," Mallon shrugged, not turning around. "Some of the trees have remarkable --"
The camp erupted into chaos. Fires burst out in the wagons, the horses wailed from mortal blows, casks of wine, fresh water, and liquor gushed their contents to the ground. A nimble shadow dashed past Scotti and Mallon, gathering sacks of grain and gold with impossible agility and grace. Scotti had only one glance at it, lit up by a sudden nearby burst of flame. It was a sleek creature with pointed ears, wide yellow eyes, mottled pied fur and a tail like a whip.
"Werewolf," he whimpered, shrinking back.
"Cathay-raht," groaned Mallon. "Much worse. Khajiti cousins or some such thing, come to plunder."
"Are you sure?"
As quickly as they struck, the creatures retreated, diving off the bluff before the battlemage and knight, the caravan's escorts, had fully opened their eyes. Mallon and Scotti ran to the precipice and saw a hundred feet below the tiny figures dash out of the water, shake themselves, and disappear into the wood.
"Werewolves aren't acrobats like that," said Mallon. "They were definitely Cathay-raht. Bastard thieves. Thank Stendarr they didn't realize the value of my notebooks. It wasn't a complete loss."
Chapter 2
by Waughin Jarth
It was a complete loss. The Cathay-Raht had stolen or destroyed almost every item of value in the caravan in just a few minutes' time. Decumus Scotti's wagonload of wood he had hoped to trade with the Bosmer had been set on fire and then toppled off the bluff. His clothing and contracts were tattered and ground into the mud of dirt mixed with spilt wine. All the pilgrims, merchants, and adventurers in the group moaned and wept as they gathered the remnants of their belongings by the rising sun of the dawn.
"I best not tell anyone that I managed to hold onto my notes for my translation of the Mnoriad Pley Bar," whispered the poet Gryf Mallon."They'd probably turn on me."
Scotti politely declined the opportunity of telling Mallon just how little value he himself placed on the man's property. Instead, he counted the coins in his purse. Thirty-four gold pieces. Very little indeed for an entrepreneur beginning a new business.
"Hoy!" came a cry from the wood. A small party of Bosmer emerged from the thicket, clad in leather mail and bearing arms. "Friend or foe?"
"Neither," growled the convoy head.
"You must be the Cyrodiils," laughed the leader of the group, a tall skeleton-thin youth with a sharp vulpine face. "We heard you were en route. Evidently, so did our enemies."
"I thought the war was over," muttered one of the caravan's now ruined merchants.
The Bosmer laughed again: "No act of war. Just a little border enterprise. You are going on to Falinesti?"
"I'm not," the convoy head shook his head. "As far as I'm concerned, my duty is done. No more horses, no more caravan. Just a fat profit loss to me."
The men and women crowded around the man, protesting, threatening, begging, but he refused to step foot in Valenwood. If these were the new times of peace, he said, he'd rather come back for the next war.
Scotti tried a different route and approached the Bosmer. He spoke with an authoritative but friendly voice, the kind he used in negotiations with peevish carpenters: "I don't suppose you'd consider escorting me to Falinesti. I'm a representative for an important Imperial agency, the Atrius Building Commission, here to help repair and alleviate some of the problems the war with the Khajiit brought to your province. Patriotism --"
"Twenty gold pieces, and you must carry your own gear if you have any left," replied the Bosmer.
Scotti reflected that negotiations with peevish carpenters rarely went his way either.
Six eager people had enough gold on them for payment. Among those without funds was the poet, who appealed to Scotti for assistance.
"I'm sorry, Gryf, I only have fourteen gold left over. Not even enough for a decent room when I get to Falinesti. I really would help you if I could," said Scotti, persuading himself that it was true.
The band of six and their Bosmer escorts began the descent down a rocky path along the bluff. Within an hour's time, they were deep in the jungles of Valenwood. A never-ending canopy of hues of browns and greens obscured the sky. A millennia's worth of fallen leaves formed a deep, wormy sea of putrefaction beneath their feet. Several miles were crossed wading through the slime. For several more, they took a labyrinthian path across fallen branches and the low-hanging boughs of giant trees.
All the while, hour after hour, the inexhaustible Bosmer host moved so fast, the Cyrodiils struggled to keep from being left behind. A red-faced little merchant with short legs took a bad step on a rotten branch and nearly fell. His fellow provincials had to help him up. The Bosmer paused only a moment, their eyes continually darting to the shadows in the trees above before moving on at their usual expeditious pace.
"What are they so nervous about?" wheezed the merchant irritably. "More Cathay-Raht?"
"Don't be ridiculous," laughed the Bosmer unconvincingly. "Khajiit this far into Valenwood? In times of peace? They'd never dare."
When the group passed high enough above the swamp that the smell was somewhat dissipated, Scotti felt a sudden pang of hunger. He was used to four meals a day in the Cyrodilic custom. Hours of nonstop exertion without food was not part of his regimen as a comfortably paid clerk. He pondered, feeling somewhat delirious, how long they had been trotting through the jungle. Twelve hours? Twenty? A week? Time was meaningless. Sunlight was only sporadic through the vegetative ceiling. Phosphorescent molds on the trees and in the muck below provided the only regular illumination.
"Is it at all possible for us to rest and eat?" he hollered to his host up ahead.
"We're near to Falinesti," came the echoing reply. "Lots of food there."
The path continued upward for several hours more across a clot of fallen logs, rising up to the first and then the second boughs of the tree line. As they rounded a long corner, the travelers found themselves midway up a waterfall that fell a hundred feet or more. No one had the energy to complain as they began pulling up the stacks of rock, agonizing foot by foot. The Bosmer escorts disappeared into the mist, but Scotti kept climbing until there was no more rock left. He wiped the sweat and river water from his eyes.
Falinesti spread across the horizon before him. Sprawling across both banks of the river stood the mighty graht-oak city, with groves and orchards of lesser trees crowding it like supplicants before their king. At a lesser scale, the tree that formed the moving city would have been extraordinary: gnarled and twisted with a gorgeous crown of gold and green, dripping with vines and shining with sap. At a mile tall and half as wide, it was the most magnificent thing Scotti had ever seen. If he had not been a starving man with the soul of a clerk, he would have sung.
"There you are," said the leader of the escorts. "Not too far a walk. You should be glad it's wintertide. In summertide, the city's on the far south end of the province."
Scotti was lost as to how to proceed. The sight of the vertical metropolis where people moved about like ants disoriented all his sensibilities.
"You wouldn't know of an inn called," he paused for a moment, and then pulled Jurus's letter from his pocket. "Something like 'Mother Paskos Tavern'?"
"Mother Pascost?" the lead Bosmer laughed his familiar contemptuous laugh. "You won't want to stay there? Visitors always prefer the Aysia Hall in the top boughs. It's expensive, but very nice."
"I'm meeting someone at Mother Pascost's Tavern."
"If you've made up your mind to go, take a lift to Havel Slump and ask for directions there. Just don't get lost and fall asleep in the western cross."
This apparently struck the youth's friends as a very witty jest, and so it was with their laughter echoing behind him that Scotti crossed the writhing root system to the base of Falinesti. The ground was littered with leaves and refuse, and from moment to moment a glass or a bone would plummet from far above, so he walked with his neck crooked to have warning. An intricate network of platforms anchored to thick vines slipped up and down the slick trunk of the city with perfect grace, manned by operators with arms as thick as an ox's belly. Scotti approaches the nearest fellow at one of the platforms, who was idly smoking from a glass pipe.
"I was wondering if you might take me to Havel Slump."
The mer nodded and within a few minutes time, Scotti was two hundred feet in the air at a crook between two mighty branches. Curled webs of moss stretched unevenly across the fork, forming a sharing roof for several dozen small buildings. There were only a few souls in the alley, but around the bend ahead, he could hear the sound of music and people. Scotti tipped the Falinesti Platform Ferryman a gold piece and asked for the location of Mother Pascost's Tavern.
"Straight ahead of you, sir, but you won't find anyone there," the Ferryman explained, pointing in the direction of the noise. "Morndas everyone in Havel Slump has revelry."
Scotti walked carefully along the narrow street. Though the ground felt as solid as the marble avenues of the Imperial City, there were slick cracks in the bark that exposed fatal drops into the river. He took a moment to sit down, to rest and get used to the view from the heights. It was a beautiful day for certain, but it took Scotti only a few minutes of contemplation to rise up in alarm. A jolly little raft anchored down stream below him had distinctly moved several inches while he watched it. But it hadn't moved at all. He had. Together with everything around him. It was no metaphor: the city of Falinesti walked. And, considering its size, it moved quickly.
Scotti rose to his feet and into a cloud of smoke that drifted out from around the bend. It was the most delicious roast he had ever smelled. The clerk forgot his fear and ran.
The "revelry" as the Ferryman had termed it took place on an enormous platform tied to the tree, wide enough to be a plaza in any other city. A fantastic assortment of the most amazing people Scotti had ever seen were jammed shoulder-to-shoulder together, many eating, many more drinking, and some dancing to a lutist and singer perched on an offshoot above the crowd. They were largely Bosmer, true natives clad in colorful leather and bones, with a close minority of orcs. Whirling through the throng, dancing and bellowing at one another were a hideous ape people. A few heads bobbing over the tops of the crowd belonged not, as Scotti first assumed, to very tall people, but to a family of centaurs.
"Care for some mutton?" queried a wizened old mer who roasted an enormous beast on some red-hot rocks.
Scotti quickly paid him a gold piece and devoured the leg he was given. And then another gold piece and another leg. The fellow chuckled when Scotti began choking on a piece of gristle, and handed him a mug of a frothing white drink. He drank it and felt a quiver run through his body as if he were being tickled.
"What is that?" Scotti asked.
"Jagga. Fermented pig's milk. I can let you have a flagon of it and a bit more mutton for another gold."
Scotti agreed, paid, gobbled down the meat, and took the flagon with him as he slipped into the crowd. His co-worker Liodes Jurus, the man who had told him to come to Valenwood, was nowhere to be seen. When the flagon was a quarter empty, Scotti stopped looking for Jurus. When it was half empty, he was dancing with the group, oblivious to the broken planks and gaps in the fencework. At three quarters empty, he was trading jokes with a group of creatures whose language was completely alien to him. By the time the flagon was completely drained, he was asleep, snoring, while the revelry continued on all around his supine body.
The next morning, still asleep, Scotti had the sensation of someone kissing him. He made a face to return the favor, but a pain like fire spread through his chest and forced him to open his eyes. There was an insect the size of a large calf sitting on him, crushing him, its spiky legs holding him down while a central spiral-bladed vortex of a mouth tore through his shirt. He screamed and thrashed but the beast was too strong. It had found its meal and it was going to finish it.
It's over, thought Scotti wildly, I should have never left home. I could have stayed in the City, and perhaps found work with Lord Vanech. I could have begun again as a junior clerk and worked my way back up.
Suddenly the mouth released itself. The creature shivered once, expelled a burst of yellow bile, and died.
"Got one!" cried a voice, not too distantly.
For a moment, Scotti lay still. His head throbbed and his chest burned. Out of the corner of his eye he saw movement. Another of the horrible monsters was scurried towards him. He scrambled, trying to push himself free, but before he could come out, there was a sound of a bow cracking and an arrow pierced the second insect.
"Good shot!" cried another voice. "Get the first one again! I just saw it move a little!"
This time, Scotti felt the impact of the bolt hit the carcass. He cried out, but he could hear how muffled his voice was by the beetle's body. Cautiously, he tried sliding a foot out and rolling under, but the movement apparently had the effect of convincing the archers that the creature still lived. A volley of arrows was launched forth. Now the beast was sufficiently perforated so pools of its blood, and likely the blood of its victims, began to seep out onto Scotti's body.
When Scotti was a lad, before he grew too sophisticated for such sports, he had often gone to the Imperial Arena for the competitions of war. He recalled a great veteran of the fights, when asked, telling him his secret, "Whenever I'm in doubt of what to do, and I have a shield, I stay behind it."
Scotti followed that advice. After an hour, when he no longer heard arrows being fired, he threw aside the remains of the bug and leapt as quickly as he could to a stand. It was not a moment too soon. A gang of eight archers had their bows pointing his direction, ready to fire. When they saw him, they laughed.
"Didn't anyone ever tell you not to sleep in the western cross? How're we going to exterminate all the hoarvors if you drunks keep feeding 'em?"
Scotti shook his head and walked back along the platform, round the bend, to Havel Slump. He was bloodied and torn and tired and he had far too much fermented pig's milk. All he wanted was a proper place to lie down. He stepped into Mother Pascost's Tavern, a dank place, wet with sap, smelling of mildew.
"My name is Decumus Scotti," he said. "I was hoping you have someone named Jurus staying here."
"Decumus Scotti?" pondered the fleshy proprietress, Mother Pascost herself. "I've heard that name. Oh, you must be the fellow he left the note for. Let me go see if I can find it."
Chapter 3
by Waughin Jarth
Mother Pascost disappeared into the sordid hole that was her tavern, and emerged a moment later with a scrap of paper with Liodes Jurus's familiar scrawl. Decumus Scotti held it up before a patch of sunlight that had found its way through the massive boughs of the tree city, and read.
Sckotti,
So you made it to Falinnesti, Vallinwood! Congradulatens! Im sure you had quit a adventure getting here. Unfortonitly, Im not here anymore as you probaby guess. Theres a town down rivver called Athie Im at. Git a bote and join me! Its ideal! I hope you brot a lot of contracks, cause these peple need a lot of building done. They wer close to the war, you see, but not so close they dont have any mony left to pay. Ha ha. Meat me down here as son as you can.
Jurus
So, Scotti pondered, Jurus had left Falinesti and gone to some place called Athie. Given his poor penmanship and ghastly spelling, it could equally well be Athy, Aphy, Othry, Imthri, Urtha, or Krakamaka. The sensible thing to do, Scotti knew, was to call this adventure over and try to find some way to get back home to the Imperial City. He was no mercenary devoted to a life of thrills: he was, or at least had been, a senior clerk at a successful private building commission. Over the last few weeks, he had been robbed by the Cathay-Raht, taken on a death march through the jungle by a gang of giggling Bosmeri, half-starved to death, drugged with fermented pig's milk, nearly slain by some kind of giant tick, and attacked by archers. He was filthy, exhausted, and had, he counted, ten gold pieces to his name. Now the man whose proposal brought him to the depths of misery was not even there. It was both judicious and seemly to abandon the enterprise entirely.
And yet, a small but distinct voice in his head told him: You have been chosen. You have no other choice but to see this through.
Scotti turned to the stout old woman, Mother Pascost, who had been watching him curiously: "I was wondering if you knew of a village that was at the edge of the recent conflict with Elsweyr. It's called something like Ath-ie?"
"You must mean Athay," she grinned. "My middle lad, Viglil, he manages a dairy down there. Beautiful country, right on the river. Is that where your friend went?"
"Yes," said Scotti. "Do you know the fastest way to get there?"
After a short conversation, an even shorter ride to Falinesti's roots by way of the platforms, and a jog to the river bank, Scotti was negotiating transport with a huge fair-haired Bosmer with a face like a pickled carp. He called himself Captain Balfix, but even Scotti with his sheltered life could recognize him for what he was. A retired pirate for hire, a smuggler for certain, and probably much worse. His ship, which had clearly been stolen in the distant past, was a bent old Imperial sloop.
"Fifty gold and we'll be in Athay in two days time," boomed Captain Balfix expansively.
"I have ten, no, sorry, nine gold pieces," replied Scotti, and feeling the need for explanation, added, "I had ten, but I gave one to the Platform Ferryman to get me down here."
"Nine is just as fine," said the captain agreeably. "Truth be told, I was going to Athay whether you paid me or not. Make yourself comfortable on the boat, we'll be leaving in just a few minutes."
Decumus Scotti boarded the vessel, which sat low in the water of the river, stacked high with crates and sacks that spilled out of the hold and galley and onto the deck. Each was marked with stamps advertising the most innocuous substances: copper scraps, lard, ink, High Rock meal (marked "For Cattle"), tar, fish jelly. Scotti's imagination reeled picturing what sorts of illicit imports were truly aboard.
It took more than those few minutes for Captain Balfix to haul in the rest of his cargo, but in an hour, the anchor was up and they were sailing downriver towards Athay. The green gray water barely rippled, only touched by the fingers of the breeze. Lush plant life crowded the banks, obscuring from sight all the animals that sang and roared at one another. Lulled by the serene surroundings, Scotti drifted to sleep.
At night, he awoke and gratefully accepted some clean clothes and food from Captain Balfix.
"Why are you going to Athay, if I may ask?" queried the Bosmer.
"I'm meeting a former colleague there. He asked me to come down from the Imperial City where I worked for the Atrius Building Commission to negotiate some contracts," Scotti took another bite of the dried sausages they were sharing for dinner. "We're going to try to repair and refurbish whatever bridges, roads, and other structures that got damaged in the recent war with the Khajiiti."
"It's been a hard two years," the captain nodded his head. "Though I suppose good for me and the likes of you and your friend. Trade routes cut off. Now they think there's going to be war with the Summurset Isles, you heard that?"
Scotti shook his head.
"I've done my share of smuggling skooma down the coast, even helping some revolutionary types escape the Mane's wrath, but now the wars've made me a legitimate trader, a business-man. The first casualties of war is always the corrupted."
Scotti said he was sorry to hear that, and they lapsed into silence, watching the stars and moons' reflection on the still water. The next day, Scotti awoke to find the captain wrapped up in his sail, torpid from alcohol, singing in a low, slurred voice. When he saw Scotti rise, he offered his flagon of jagga.
"I learned my lesson during revelry at western cross."
The captain laughed, and then burst into tears, "I don't want to be legitimate. Other pirates I used to know are still raping and stealing and smuggling and selling nice folk like you into slavery. I swear to you, I never thought the first time that I ran a real shipment of legal goods that my life would turn out like this. Oh, I know, I could go back to it, but Baan Dar knows not after all I've seen. I'm a ruined man."
Scotti helped the weeping mer out of the sail, murmuring words of reassurance. Then he added, "Forgive me for changing the subject, but where are we?"
"Oh," moaned Captain Balfix miserably. "We made good time. Athay's right around the bend in the river."
"Then it looks like Athay's on fire," said Scotti, pointing.
A great plume of smoke black as pitch was rising above the trees. As they drifted around the bend, they next saw the flames, and then the blackened skeletal remains of the village. Dying, blazing villagers leapt from rocks into the river. A cacophony of wailing met their ears, and they could see, roaming along the edges of the town, the figures of Khajiiti soldiers bearing torches.
"Baan Dar bless me!" slurred the captain. "The war's back on!"
"Oh, no," whimpered Scotti.
The sloop drifted with the current toward the opposite shore away from the fiery town. Scotti turned his attention there, and the sanctuary it offered. Just a peaceful arbor, away from the horror. There was a shudder of leaves in two of the trees and a dozen lithe Khajiit dropped to the ground, armed with bows.
"They see us," hissed Scotti. "And they've got bows!"
"Well, of course they have bows," snarled Captain Balfix. "We Bosmer may have invented the bloody things, but we didn't think to keep them secret, you bloody bureaucrat."
"Now, they're setting their arrows on fire!"
"Yes, they do that sometimes."
"Captain, they're shooting at us! They're shooting at us with flaming arrows!"
"Ah, so they are," the captain agreed. "The aim here is to avoid being hit."
But hit they were, and very shortly thereafter. Even worse, the second volley of arrows hit the supply of pitch, which ignited in a tremendous blue blaze. Scotti grabbed Captain Balfix and they leapt overboard just before the ship and all its cargo disintegrated. The shock of the cold water brought the Bosmer into temporary sobriety. He called to Scotti, who was already swimming as fast as he could toward the bend.
"Master Decumus, where do you think you're swimming to?"
"Back to Falinesti!" cried Scotti.
"It will take you days, and by the time you get there, everyone will know about the attack on Athay! They'll never let anyone they don't know in! The closest village downriver is Grenos, maybe they'll give us shelter!"
Scotti swam back to the captain and side-by-side they began paddling in the middle of the river, past the burning residuum of the village. He thanked Mara that he had learned to swim. Many a Cyrodiil did not, as largely land-locked as the Imperial Province was. Had he been raised in Mir Corrup or Artemon, he might have been doomed, but the Imperial City itself was encircled by water, and every lad and lass there knew how to cross without a boat. Even those who grew up to be clerks and not adventurers.
Captain Balfix's sobriety faded as he grew used to the water's temperature. Even in wintertide, the Xylo River was fairly temperate and after a fashion, even comfortable. The Bosmer's strokes were uneven, and he'd stray closer to Scotti and then further away, pushing ahead and then falling behind.
Scotti looked to the shore to his right: the flames had caught the trees like tinder. Behind them was an inferno, with which they were barely keeping pace. To the shore on their left, all looked fair, until he saw a tremble in the river-reeds, and then what caused it. A pride of the largest cats he had ever seen. They were auburn-haired, green-eyed beasts with jaws and teeth to match his wildest nightmares. And they were watching the two swimmers, and keeping pace.
"Captain Balfix, we can't go to either that shore or the other one, or we'll be parboiled or eaten," Scotti whispered. "Try to even your kicking and your strokes. Breath like you would normally. If you're feeling tired, tell me, and we'll float on our backs for a while."
Anyone who has had the experience of giving rational advice to a drunkard would understand the hopelessness. Scotti kept pace with the captain, slowing himself, quickening, drifting left and right, while the Bosmer moaned old ditties from his pirate days. When he wasn't watching his companion, he watched the cats on the shore. After a stretch, he turned to his right. Another village had caught fire. Undoubtedly, it was Grenos. Scotti stared at the blazing fury, awed by the sight of the destruction, and did not hear that the captain had ceased to sing.
When he turned back, Captain Balfix was gone.
Scotti dove into the murky depths of the river over and over again. There was nothing to be done. When he surfaced after his final search, he saw that the giant cats had moved on, perhaps assuming that he too had drowned. He continued his lonely swim downriver. A tributary, he noted, had formed a final barrier, keeping the flames from spreading further. But there were no more towns. After several hours, he began to ponder the wisdom of going ashore. Which shore was the question.
He was spared the decision. Ahead of him was a rocky island with a bonfire. He did not know if he were intruding on a party of Bosmeri or Khajiiti, only that he could swim no more. With straining, aching muscles, he pulled himself onto the rocks.
They were Bosmer refugees he gathered, even before they told him. Roasting over the fire was the remains of one of the giant cats that had been stalking him through the jungle on the opposite shore.
"Senche-Tiger," said one of the young warriors ravenously. "It's no animal -- it's as smart as any Cathay-Raht or Ohmes or any other bleeding Khajiiti. Pity this one drowned. I would have gladly killed it. You'll like the meat, though. Sweet, from all the sugar these asses eat."
Scotti did not know if he was capable of eating a creature as intelligent as a man or mer, but he surprised himself, as he had done several times over the last days. It was rich, succulent, and sweet, like sugared pork, but no seasonings had been added. He surveyed the crowd as he ate. A sad lot, some still weeping for lost family members. They were the survivors of both the villages of Grenos and Athay, and war was on every person's lips. Why had the Khajiiti attacked again? Why -- specifically directed at Scotti, as a Cyrodiil -- why was the Emperor not enforcing peace in his provinces?
"I was to meet another Cyrodiil," he said to a Bosmer maiden who he understood to be from Athay. "His name was Liodes Jurus. I don't suppose you know what might have happened to him."
"I don't know your friend, but there were many Cyrodiils in Athay when the fire came," said the girl. "Some of them, I think, left quickly. They were going to Vindisi, inland, in the jungle. I am going there tomorrow, so are many of us. If you wish, you may come as well."
Decumus Scotti nodded solemnly. He made himself as comfortable as he could in the stony ground of the river island, and somehow, after much effort, he fell asleep. But he did not sleep well.
Chapter 4
by Waughin Jarth
Eighteen Bosmeri and one Cyrodilic former senior clerk for an Imperial building commission trudged through the jungle westward from the Xylo River to the ancient village of Vindisi. For Decumus Scotti, the jungle was hostile, unfamiliar ground. The enormous vermiculated trees filled the bright morning with darkness, and resembled nothing so much as grasping claws, bent on impeding their progress. Even the fronds of the low plants quivered with malevolent energy. What was worse, he was not alone in his anxiety. His fellow travelers, the natives who had survived the Khajiit attacks on the villages of Grenos and Athay, wore faces of undisguised fear.
There was something sentient in the jungle, and not merely the mad but benevolent indigenous spirits. In his peripheral vision, Scotti could see the shadows of the Khajiiti following the refugees, leaping from tree to tree. When he turned to face them, the lithe forms vanished into the gloom as if they had never been there. But he knew he had seen them. And the Bosmeri saw them too, and quickened their pace.
After eighteen hours, bitten raw by insects, scratched by a thousand thorns, they emerged into a valley clearing. It was night, but a row of blazing torches greeted them, illuminating the leather-wrought tents and jumbled stones of the hamlet of Vindisi. At the end of the valley, the torches marked a sacred site, a gnarled bower of trees pressed closed together to form a temple. Wordlessly, the Bosmeri walked the torch arcade toward the trees. Scotti followed them. When they reached the solid mass of living wood with only one gaping portal, Scotti could see a dim blue light glowing within. A low sonorous moan from a hundred voices echoed within. The Bosmeri maiden he had been following held out her hand, stopping him.
"You do not understand, but no outsider, not even a friend may enter," she said. "This is a holy place."
Scotti nodded, and watched the refugees march into the temple, heads bowed. Their voices joined with the ones within. When the last wood elf had gone inside, Scotti turned his attention back to the village. There must be food to be had somewhere. A tendril of smoke and a faint whiff of roasting venison beyond the torchlight led him.
They were five Cyrodiils, two Bretons, and a Nord, the group gathered around a campfire of glowing white stones, pulling steaming strips of meat from the cadaver of a great stag. At Scotti's approach, they rose up, all but the Nord who was distracted by his hunk of animal flesh.
"Good evening, sorry to interrupt, but I was wondering if I might have a little something to eat. I'm afraid I'm rather hungry, after walking all day with some refugees from Grenos and Athay."
They bade him to sit down and eat, and introduced themselves.
"So the war's back on, it seems," said Scotti amiably.
"Best thing for these effete do-nothings," replied the Nord in between bites. "I've never seen such a lazy culture. Now they've got the Khajiiti striking them on land, and the high elves at sea. If there's any province that deserves a little distress, it's damnable Valenwood."
"I don't see how they're so offensive to you," laughed one of the Bretons.
"They're congenital thieves, even worse than the Khajiiti because they are so blessed meek in their aggression," the Nord spat out a gob of fat which sizzled on the hot stones of the fire. "They spread their forests into territory that doesn't belong to them, slowly infiltrating their neighbors, and they're puzzled when Elsweyr shoves back at them. They're all villains of the worst order."
"What are you doing here?" asked Scotti.
"I'm a diplomat from the court of Jehenna," muttered the Nord, returning to his food.
"What about you, what are you doing here?" asked one of the Cyrodiils.
"I work for Lord Atrius's building commission in the Imperial City," said Scotti. "One of my former colleagues suggested that I come down to Valenwood. He said the war was over, and I could contract a great deal of business for my firm rebuilding what was lost. One disaster after another, and I've lost all my money, I'm in the middle of a rekindling of war, and I cannot find my former colleague."
"Your former colleague," murmured another of the Cyrodiils, who had introduced himself as Reglius. "He wasn't by any chance named Liodes Jurus, was he?"
"You know him?"
"He lured me down to Valenwood in nearly the exact same circumstances," smiled Reglius, grimly. "I worked for your employer's competitor, Lord Vanech's men, where Liodes Jurus also formerly worked. He wrote to me, asking that I represent an Imperial building commission and contract some post-war construction. I had just been released from my employment, and I thought that if I brought some new business, I could have my job back. Jurus and I met in Athay, and he said he was going to arrange a very lucrative meeting with the Silvenar."
Scotti was stunned: "Where is he now?"
"I'm no theologian, so I couldn't say," Reglius shrugged. "He's dead. When the Khajiiti attacked Athay, they began by torching the harbor where Jurus was readying his boat. Or, I should say, my boat since it was purchased with the gold I brought. By the time we were even aware of what was happening enough to flee, everything by the water was ash. The Khajiiti may be animals, but they know how to arrange an attack."
"I think they followed us through the jungle to Vindisi," said Scotti nervously. "There was definitely a group of something jumping along the treetops."
"Probably one of the monkey folk," snorted the Nord. "Nothing to be concerned about."
"When we first came to Vindisi and the Bosmeri all entered that tree, they were furious, whispering something about unleashing an ancient terror on their enemies," the Breton shivered, remembering. "They've been there ever since, for over a day and a half now. If you want something to be afraid of, that's the direction to look."
The other Breton, who was a representative of the Daggerfall Mages Guild, was staring off into the darkness while his fellow provincial spoke. "Maybe. But there's something in the jungle too, right on the edge of the village, looking in."
"More refugees maybe?" asked Scotti, trying to keep the alarm out his voice.
"Not unless they're traveling through the trees now," whispered the wizard. The Nord and one of the Cyrodiils grabbed a long tarp of wet leather and pulled it across the fire, instantly extinguishing it without so much as a sizzle. Now Scotti could see the intruders, their elliptical yellow eyes and long cruel blades catching the torchlight. He froze with fear, praying that he too was not so visible to them.
He felt something bump against his back, and gasped.
Reglius's voice hissed from up above: "Be quiet for Mara's sake and climb up here."
Scotti grabbed hold of the knotted double-vine that hung down from a tall tree at the edge of the dead campfire. He scrambled up it as quickly as he could, holding his breath lest any grunt of exertion escape him. At the top of the vine, high above the village, was an abandoned nest from some great bird in a trident-shaped branch. As soon as Scotti had pulled himself into the soft, fragrant straw, Reglius pulled up the vine. No one else was there, and when Scotti looked down, he could see no one below. No one, that is except the Khajiiti, slowly moving toward the glow of the temple tree.
"Thank you," whispered Scotti, deeply touched that a competitor had helped him. He turned away from the village, and saw that the tree's upper branches brushed against the mossy rock walls that surrounded the valley below. "How are you at climbing?"
"You're mad," said Reglius under his breath. "We should stay here until they leave."
"If they burn Vindisi like they did Athay and Grenos, we'll be dead sure as if we were on the ground," Scotti began the slow careful climb up the tree, testing each branch. "Can you see what they're doing?"
"I can't really tell," Reglius stared down into the gloom. "They're at the front of the temple. I think they also have ... it looks like long ropes, trailing off behind them, off into the pass."
Scotti crawled onto the strongest branch that pointed toward the wet, rocky face of the cliff. It was not a far jump at all. So close, in fact, that he could smell the moisture and feel the coolness of the stone. But it was a jump nevertheless, and in his history as a clerk, he had never before leapt from a tree a hundred feet off the ground to a sheer rock. He pictured in his mind's eye the shadows that had pursued him through the jungle from the heights above. How their legs coiled to spring, how their arms snapped forward in an elegant fluid motion to grasp. He leapt.
His hands grappled for rock, but long thick cords of moss were more accessible. He held hard, but when he tried to plant his feet forward, they slipped up skyward. For a few seconds, he found himself upside down before he managed to pull himself into a more conventional position. There was a narrow outcropping jutting out of the cliff where he could stand and finally exhale.
"Reglius. Reglius. Reglius," Scotti did not dare to call out. In a minute, there was a shaking of branches, and Lord Vanech's man emerged. First his satchel, then his head, then the rest of him. Scotti started to whisper something, but Reglius shook his head violently and pointed downward. One of the Khajiiti was at the base of the tree, peering at the remains of the campfire.
Reglius awkwardly tried to balance himself on the branch, but as strong as it was it was exceedingly difficult with only one free hand. Scotti cupped his palms and then pointed at the satchel. It seemed to pain Reglius to let it out of his grasp, but he relented and tossed it to Scotti.
There was a small, almost invisible hole in the bag, and when Scotti caught it, a single gold coin dropped out. It rang as it bounced against the rock wall on the descent, a high soft sound that seemed like the loudest alarm Scotti had ever heard.
Then many things happened very quickly.
The Cathay-Raht at the base of the tree looked up and gave a loud wail. The other Khajiiti followed in chorus, as the cat below crouched down and then sprung up into the lower branches. Reglius saw it below him, climbing up with impossible dexterity, and panicked. Even before he jumped, Scotti could tell that he was going to fall. With a cry, Reglius the Clerk plunged to the ground, breaking his neck on impact.
A flash of white fire erupted from every crevice of the temple, and the moan of the Bosmeri prayer changed into something terrible and otherworldly. The climbing Cathay-Raht stopped and stared.
"Keirgo," it gasped. "The Wild Hunt."
It was as if a crack in reality had opened wide. A flood of horrific beasts, tentacled toads, insects of armor and spine, gelatinous serpents, vaporous beings with the face of gods, all poured forth from the great hollow tree, blind with fury. They tore the Khajiiti in front of the temple to pieces. All the other cats fled for the jungle, but as they did so, they began pulling on the ropes they carried. In a few seconds time, the entire village of Vindisi was boiling with the lunatic apparitions of the Wild Hunt.
Over the babbling, barking, howling horde, Scotti heard the Cyrodiils in hiding cry out as they were devoured. The Nord too was found and eaten, and both Bretons. The wizard had turned himself invisible, but the swarm did not rely on their sight. The tree the Cathay-Raht was in began to sway and rock from the impossible violence beneath it. Scotti looked at the Khajiiti's fear-struck eyes, and held out one of the cords of moss.
The cat's face showed its pitiful gratitude as it leapt for the vine. It didn't have time to entirely replace that expression when Scotti pulled back the cord, and watched it fall. The Hunt consumed it to the bone before it struck the ground.
Scotti's own jump up to the next outcropping of rock was immeasurably more successful. From there, he pulled himself to the top of the cliff and was able to look down into the chaos that had been the village of Vindisi. The Hunt's mass had grown and began to spill out through the pass out of the valley, pursuing the fleeing Khajiiti. It was then that the madness truly began.
In the moons' light, from Scotti's vantage, he could see where the Khajiiti had attached their ropes. With a thunderous boom, an avalanche of boulders poured over the pass. When the dust cleared, he saw that the valley had been sealed. The Wild Hunt had nowhere to turn but on itself.
Scotti turned his head, unable to bear to look at the cannibalistic orgy. The night jungle stood before him, a web of wood. He slung Reglius's satchel over his shoulder, and entered.
Chapter 5
by Waughin Jarth
"Soap! The forest will eat love! Straight ahead! Stupid and a stupid cow!"
The voice boomed out so suddenly that Decumus Scotti jumped. He stared off into the dim jungle glade from which he only heard animal and insect calls, and the low whistling of wind moments before. It was a queer, oddly accented voice of indiscriminate gender, tremulous in its modulations, but unmistakably human. Or, at very least, elven. An isolated Bosmer perhaps with a poor grasp of the Cyrodilic language. After countless hours of plodding through the dense knot of Valenwood jungle, any voice of slight familiarity sounded wondrous.
"Hello?" he cried.
"Beetles on any names? Certainly yesterday yes!" the voice called back. "Who, what, and when, and mice!"
"I'm afraid I don't understand," replied Scotti, turning toward the brambled tree, thick as a wagon, where the voice had issued. "But you needn't be afraid of me. My name is Decumus Scotti. I'm a Cyrodiil from the Imperial City. I came here to help rebuild Valenwood after the war, you see, and now I'm rather lost."
"Gemstones and grilled slaves ... The war," moaned the voice and broke down into sobs.
"You know about the war? I wasn't sure, I wasn't even sure how far away from the border I am now," Scotti began slowly walking toward the tree. He dropped Reglius's satchel to the ground, and held out his empty hands. "I'm unarmed. I only want to know the way to the closest town. I'm trying to meet my friend, Liodes Jurus, in Silvenar."
"Silvenar!" the voice laughed. It laughed even louder as Scotti circled the tree. "Worms and wine! Worms and wine! Silvenar sings for worms and wine!"
There was nothing to be found anywhere around the tree. "I don't see you. Why are you hiding?"
In frustration born of hunger and exhaustion, he struck the tree trunk. A sudden shiver of gold and red erupted from a hollow nook above, and Scotti was surrounded by six winged creatures scarcely more than a few inches long. Bright crimson eyes were set on either side of tunnel-like protuberances, the animals' always open mouths. They were legless, and their thin, rapidly beating, aureate wings seemed poorly constructed to transport their fat, swollen bellies. And yet, they darted through the air like sparks from a fire. Whirling about the poor clerk, they began chattering what he now understood to be perfect nonsense.
"Wines and worms, how far from the border am I! Academic garnishments, and alas, Liodes Jurus!"
"Hello, I'm afraid I'm unarmed? Smoken flames and the closest town is dear Oblivion."
"Swollen on bad meat, an indigo nimbus, but you needn't be afraid of me!"
"Why are you hiding? Why are you hiding? Before I begin to friend, love me, Lady Zuleika!"
Furious with the mimics, Scotti swung his arms, driving them up into the treetops. He stomped back to the clearing and opened up the satchel again, as he had done some hours before. There was still, unsurprisingly, nothing useful in the bag, and nothing to eat in any corner or pocket. A goodly amount of gold (he smiled grimly, as he had done before, at the irony of being financially solvent in the jungle), a stack of neat blank contracts from Lord Vanech's building commission, some thin cord, and an oiled leather cloak for bad weather. At least, Scotti considered, he had not suffered rain.
A rolling moan of thunder reminded Scotti of what he had suspected for some weeks now. He was cursed.
Within an hour's time, he was wearing the cloak and clawing his way through mud. The trees, which had earlier allowed no sunlight in, provided no shelter against the pounding storm and wind. The only sounds that pierced the pelting of the rain were the mocking calls of the flying creatures, flitting just above, babbling their nonsense. Scotti bellowed at them, threw rocks, but they seemed enamored of his company.
While he was reaching to grab a promising looking stone to hurl at his tormentors, Scotti felt something shift beneath his feet. Wet but solid ground suddenly liquefied and became a rolling tide, rushing him forward. Light as a leaf, he flew head over feet over head, until the mudflow dropped and he continued forward, plunging down into a river twenty-five feet below.
The storm passed quite as instantly as it had arrived. The sun melted the dark clouds and warmed Scotti as he swam for the shore. There, another sign of the Khajiiti incursion into Valenwood greeted him. A small fishing village had stood there once, so recently extinct that it smoldered like a still-warm corpse. Dirt cairns that had once housed fish by the smell of them had been ravaged, their bounty turned to ash. Rafts and skiffs lay broken, scuttled, half-submerged. All the villagers were no more, either dead or refugees far away. Or so he presumed. Something banged against the wall of one of the ruins. Scotti ran to investigate.
"My name is Decumus Scotti?" sang the first winged beast. "I'm a Cyrodiil from? The Imperial City? I came here to help rebuild Valenwood after the war, you see, and now I'm rather lost?"
"I swell to maculate, apeneck!" agreed one of its companions. "I don't see you. Why are you hiding?"
As they fell into chattering, Scotti began to search the rest of the village. Surely the cats had left something behind, a scrap of dried meat, a morsel of fish sausage, anything. But they had been immaculate in their complete annihilation. There was nothing to eat anywhere. Scotti did find one item of possible use under the tumbled remains of a stone hut. A bow and two arrows made of bone. The string had been lost, likely burned away in the heat of the fire, but he pulled the cord from Reglius's satchel and restrung it.
The creatures flew over and hovered nearby as he worked: "The convent of the sacred Liodes Jurus?"
"You know about the war! Worms and wine, circumscribe a golden host, apeneck!"
The moment the cord was taut, Scotti nocked an arrow and swung around, pulling the string tight against his chest. The winged beasts, having had experience with archers before, shot off in all directions in a blur. They needn't have bothered. Scotti's first arrow dove into the ground three feet in front of him. He swore and retrieved it. The mimics, having likewise had experience with poor archers before, returned at once to hovering nearby and mocking Scotti.
On his second shot, Scotti did much better, in purely technical terms. He remembered how the archers in Falinesti looked when he pulled himself out from under the hoarvor tick, and they were all taking aim at him. He extended his left hand, right hand, and right elbow in a symmetrical line, drawing the bow so his hand touched his jawline, and he could see the creature in his sight like the arrow was a finger he was pointing with. The bolt missed the target by only two feet, but it continued on its trajectory, snapping when it struck a rock wall.
Scotti walked to the river's edge. He had only one arrow left, and perhaps, he considered, it would be most practical to find a slow-moving fish and fire it on that. If he missed, at least there was less of a chance of breaking the shaft, and he could always retrieve it from the water. A rather torpid, whiskered fish rolled by, and he took aim at it.
"My name is Decumus Scotti!" one of the creatures howled, frightening the fish away. "Stupid and a stupid cow! Will you dance a dance in fire!"
Scotti turned and aimed the arrow as he had done before. This time, however, he remembered to plant his feet as the archers had done, seven inches apart, knees straight, left leg slightly forward to meet the angle of his right shoulder. He released the last arrow.
The arrow also proved a serviceable prong for roasting the creature against the smoking hot stones of one of the ruins. Its other companions had disappeared instantly after the beast was slain, and Scotti was able to dine in peace. The meat proved to be delicious, if scarcely more than a first course. He was picking the last of it from the bones, when a boat sailed into view from around the bend of the river. At the helm were Bosmer sailors. Scotti ran to the bank and waved his arms. They averted their eyes and continued past.
"You bloody, callous bastards!" Scotti howled. "Knaves! Hooligans! Apenecks! Scoundrels!"
A gray-whiskered form came out from a hatch, and Scotti immediately recognized him as Gryf Mallon, the poet translator he had met in the caravan from Cyrodiil.
He peered Scotti's direction, and his eyes lit up with delight, "Decumus Scotti! Precisely the man I hoped to see! I want to get your thoughts on a rather puzzling passage in the Mnoriad Pley Bar! It begins 'I went weeping into the world, searching for wonders,' perhaps you're familiar with it?"
"I'd like nothing better than to discuss the Mnoriad Pley Bar with you, Gryf!" Scotti called back. "Would you let me come aboard though first?"
Overjoyed at being on a ship bound for any port at all, Scotti was true to his word. For over an hour as the boat rolled down the river past the blackened remnants of Bosmeri villages, he asked no questions and spoke nothing of his life over the past weeks: he merely listened to Mallon's theories of merethic Aldmeri esoterica. The translator was undemanding of his guest's scholarship, accepting nods and shrugs as civilized conversation. He even produced some wine and fish jelly, which he shared with Scotti absent-mindedly, as he expounded on his various theses.
Finally, while Mallon was searching for a reference to some minor point in his notes, Scotti asked, "Rather off subject, but I was wondering where we're bound."
"The very heart of the province, Silvenar," Mallon said, not looking up from the passage he was reading. "It's somewhat bothersome, actually, as I wanted to go to Woodhearth first to talk to a Bosmer there who claims to have an original copy of Dirith Yalmillhiad, if you can believe it. But for the time being, that has to wait. Summurset Isle has surrounded the city, and is in the process of starving the citizenry until they surrender. It's a tiresome prospect, since the Bosmeri are happy to eat one another, so there's a risk that at the end, only one fat wood elf will remain to wave the flag."
"That is vexing," agreed Scotti, sympathetically. "To the east, the Khajiiti are burning everything, and to the west, the High Elves are waging war. I don't suppose the borders to the north are clear?"
"They're even worse," replied Mallon, finger on the page, still distracted. "The Cyrodiils and Redguards don't want Bosmer refugees streaming into their provinces. It only stands to reason. Imagine how much more criminally inclined they'd be now that they're homeless and hungry."
"So," murmured Scotti, feeling a shiver. "We're trapped in Valenwood."
"Not at all. I need to leave fairly shortly myself, as my publisher has set a very definite deadline for my new book of translations. From what I understand, one merely petitions to the Silvenar for special border protection and one can cross into Cyrodiil with impunity."
"Petition the Silvenar, or petition at Silvenar?"
"Petition the Silvenar at Silvenar. It's an odd nomenclature that is typical of this place, the sort of thing that makes my job as a translator that much more challenging. The Silvenar, he, or rather they are the closest the Bosmeri have to a great leader. The essential thing to remember about the Silvenar --" Mallon smiled, finding the passage he was looking for, "Here! 'A fortnight, inexplicable, the world burns into a dance.' There's that metaphor again."
"What were you saying about the Silvenar?" asked Scotti. "The essential thing to remember?"
"I don't remember what I was saying," replied Mallon, turning back to his oration.
In a week's time, the little boat bumped along the shallow, calmer waters of the foaming current the Xylo had become, and Decumus Scotti first saw the city of Silvenar. If Falinesti was a tree, then Silvenar was a flower. A magnificent pile of faded shades of green, red, blue, and white, shining with crystalline residue. Mallon had mentioned off-hand, when not otherwise explaining Aldmeri prosody, that Silvenar had once been a blossoming glade in the forest, but owing to some spell or natural cause, the trees' sap began flowing with translucent liqueur. The process of the sap flowing and hardening over the colorful trees had formed the web of the city. Mallon's description was intriguing, but it hardly prepared him for the city's beauty.
"What is the finest, most luxurious tavern here?" Scotti asked one of the Bosmer boatmen.
"Prithala Hall," Mallon answered. "But why don't you stay with me? I'm visiting an acquaintance of mine, a scholar I think you'll find fascinating. His hovel isn't much, but he has the most extraordinary ideas about the principles of a Merethic Aldmeri tribe the Sarmathi --"
"Under any other circumstances, I would happily accept," said Scotti graciously. "But after weeks of sleeping on the ground or on a raft, and eating whatever I could scrounge, I feel the need for some indulgent creature comforts. And then, after a day or two, I'll petition the Silvenar for safe passage to Cyrodiil."
The men bade each other goodbye. Gryf Mallon gave him the address of his publisher in the Imperial City, which Scotti accepted and quickly forgot. The clerk wandered the streets of Silvenar, crossing bridges of amber, admiring the petrified forest architecture. In front of a particularly estimable palace of silvery reflective crystal, he found Prithala Hall.
He took the finest room, and ordered a gluttonous meal of the finest quality. At a nearby table, he saw two very fat fellows, a man and a Bosmer, remarking how much finer the food was there than at the Silvenar's palace. They began to discuss the war and some issues of finances and rebuilding provincial bridges. The man noticed Scotti looking at them, and his eyes flashed recognition.
"Scotti, is that you? Kynareth, where have you been? I've had to make all the contacts here on my own!"
At the sound of his voice, Scotti recognized him. The fat man was Liodes Jurus, vastly engorged.
Chapter 6
by Waughin Jarth
Decumus Scotti sat down, listening to Liodes Jurus. The clerk could hardly believe how fat his former colleague at Lord Atrius's Building Commission had become. The piquant aroma of the roasted meat dish before Scotti melted away. All the other sounds and textures of Prithala Hall vanished all around him, as if nothing else existed but the vast form of Jurus. Scotti did not consider himself an emotional man, but he felt a tide flow over him at the sight and sound of the man whose badly written letters had been the guideposts that carried him from the Imperial City back in early Frost Fall.
"Where have you been?" Jurus demanded again. "I told you to meet me in Falinesti weeks ago."
"I was there weeks ago," Scotti stammered, too surprised to be indignant. "I got your note to meet you in Athay, and so I went there, but the Khajiiti had burned it to the ground. Somehow, I found my way with the refugees in another village, and someone there told me that you had been killed."
"And you believed that right away?" Jurus sneered.
"The fellow seemed very well-informed about you. He was a clerk from Lord Vanech's Building Commission named Reglius, and he said that you had also suggested that he come down to Valenwood to profit from the war."
"Oh, yes," said Jurus, after thinking a moment. "I recall the name now. Well, it's good for business to have two representatives from Imperial building commissions here. We just need to all coordinate our bids, and all should be well."
"Reglius is dead," said Scotti. "But I have his contracts from Lord Vanech's Commission."
"Even better," gasped Jurus, impressed. "I never knew you were such a ruthless competitor, Decumus Scotti. Yes, this could certainly improve our position with the Silvenar. Have I introduced you to Basth here?"
Scotti had only been dimly aware of the Bosmer's presence at the table with Jurus, which was surprising given that the mer's girth nearly equaled his dining companion. The clerk nodded to Basth coldly, still numb and confused. It had not left his mind that only any hour earlier, Scotti had intended to petition the Silvenar for safe passage through the border back to Cyrodiil. The thought of doing business with Jurus after all, of profiting from Valenwood war with Elsweyr, and now the second one with the Summurset Isle, seemed like something happening to another person.
"Your colleague and I were talking about the Silvenar," said Basth, putting down the leg of mutton he had been gnawing on. "I don't suppose you've heard about his nature?"
"A little, but nothing very specific. I got the impression that he's very important and very peculiar."
"He's the representative of the People, legally, physically, and emotionally," explained Jurus, a little annoyed at his new partner's lack of common knowledge. "When they're healthy, so is he. When they're mostly female, so is he. When they cry for food or trade or an absence of foreign interference, he feels it too, and makes laws accordingly. In a way, he's a despot, but he's the people's despot."
"That sounds," said Scotti, searching for the appropriate word. "Like ... bunk."
"Perhaps it is," shrugged Basth. "But he has many rights as the Voice of the People, including the granting of foreign building and trade contracts. It's not important whether you believe us. Just think of the Silvenar as being like one of your mad Emperors, like Pelagius. The problem facing us now is that since Valenwood is being attacked on all sides, the Silvenar's aspect is now one of distrust and fear of foreigners. The one hope of his people, and thus of the Silvenar himself, is that the Emperor will intervene and stop the war."
"Will he?" asked Scotti.
"You know as well as we do that the Emperor has not been himself lately," Jurus helped himself to Reglius's satchel and pulled out the blank contracts. "Who knows what he'll choose to do or not do? That reality is not our concern, but these blessings from the late good sir Reglius make our job much simpler."
They discussed how they would represent themselves to the Silvenar into the evening. Scotti ate continuously, but not nearly so much as Jurus and Basth. When the sun had begun to rise in the hills, its light reddening through the crystal walls of the tavern, Jurus and Basth left to their rooms at the palace, granted to them diplomatically in lieu of an actual immediate audience with the Silvenar. Scotti went to his room. He thought about staying up a little longer to ruminate over Jurus's plans and see what might be the flaw in them, but upon touching the cool, soft bed, he immediately fell asleep.
The next afternoon, Scotti awoke, feeling himself again. In other words, timid. For several weeks now, he had been a creature bent on mere survival. He had been driven to exhaustion, attacked by several jungle beasts, starved, nearly drowned, and forced into discussions of ancient Aldmeri poetical works. The discussion he had with Jurus and Basth about how to dupe the Silvenar into signing their contracts seemed perfectly reasonable then. Scotti dressed himself in his old battered clothes and went downstairs in search of food and a peaceful place to think.
"You're up," cried Basth upon seeing him. "We should go to the palace now."
"Now?" whined Scotti. "Look at me. I need new clothes. This isn't the way one should dress to pay a call on a prostitute, let alone the Voice of the People of Valenwood. I haven't even bathed."
"You must cease from this moment forward being a clerk, and become a student of mercantile trade," said Liodes Jurus grandly, taking Scotti by the arm and leading him into the sunlit boulevard outside. "The first rule is to recognize what you represent to the prospective client, and what angle best suits you. You cannot dazzle him with opulent fashion and professional bearing, my dear boy, and it would be fatal if you attempted to. Trust me on this. Several others besides Basth and I are guests at the palace, and they have made the error of appearing too eager, too formal, too ready for business. They will never be granted audience with the Silvenar, but we have remained aloof ever since the initial rejection. I've dallied about the court, spread my knowledge of life in the Imperial City, had my ears pierced, attended promenades, eaten and drunk of all that was given to me. I dare say I've put on a pound or two. The message we've sent is clear: it is in his, not our, best interest to meet."
"Our plan worked," added Basth. "When I told his minister that our Imperial representative had arrived, and that we were at last willing to meet with the Silvenar this morning, we were told to bring you there straightaway."
"Aren't we late then?" asked Scotti.
"Very," laughed Jurus. "But that's again part of the angle we're representing. Benevolent disinterest. Remember not to confuse the Silvenar with conventional nobility. His is the mind of the common people. When you grasp that, you'll understand how to manipulate him."
Jurus spent the last several minutes of the walk through the city expounding on his theories about what Valenwood needed, how much, and at what price. They were staggering figures, far more construction and far higher costs than anything Scotti had been used to dealing with. He listened carefully. All around them, the city of Silvenar revealed itself, glass and flower, roaring winds and beautiful inertia. When they reached the palace of the Silvenar, Decumus Scotti stopped, stunned. Jurus looked at him for a moment and then laughed.
"It's quite bizarre, isn't it?"
That it was. A frozen scarlet burst of twisted, uneven spires as if a rival sun rising. A blossom the size of a village, where courtiers and servants resembled nothing so much as insects walked about it sucking its ichor. Entering over a bent petal-like bridge, the three walked through the palace of unbalanced walls. Where the partitions bent close together and touched, there was a shaded hall or a small chamber. Where they warped away from one another, there was a courtyard. There were no doors anywhere, no any way to get to the Silvenar but by crossing through the entire spiral of the palace, through meetings and bedrooms and dining halls, past dignitaries, consorts, musicians, and many guards.
"It's an interesting place," said Basth. "But not very much privacy. Of course, that suits the Silvenar well."
When they reached the inner corridors, two hours after they first entered the palace, guards, brandishing blades and bows, stopped them.
"We have an audience with the Silvenar," said Jurus, patiently. "This is Lord Decumus Scotti, the Imperial representative."
One of the guards disappeared down the winding corridor, and returned moments later with a tall, proud Bosmer clad in a loose robe of patchwork leather. He was the Minister of Trade: "The Silvenar wishes to speak with Lord Decumus Scotti alone."
It was not the place to argue or show fear, so Scotti stepped forward, not even looking toward Jurus and Basth. He was certain they were showing their masks of benevolent indifference. Following the Minister into the audience chamber, Scotti recited to himself all the facts and figures Jurus had presented to him. He willed himself to remember the Angle and the Image he must project.
The audience chamber of the Silvenar was an enormous dome where the walls bent from bowl-shaped at the base inward to almost meet at the top. A thin ray of sunlight streamed through the fissure hundreds of feet above, and directly upon the Silvenar, who stood upon a puff of shimmering gray powder. For all the wonder of the city and the palace, the Silvenar himself looked perfectly ordinary. An average, blandly handsome, slightly tired-looking, extra-ordinary Wood Elf of the type one might see in any capitol in the Empire. It was only when he stepped from the dais that Scotti noticed an eccentricity in his appearance. He was very short.
"I had to speak with you alone," said the Silvenar in a voice common and unrefined. "May I see your papers?"
Scotti handed him the blank contracts from Lord Vanech's Building Commission. The Silvenar studied them, running his finger over the embossed seal of the Emperor, before handing them back. He suddenly seemed shy, looking to the floor. "There are many charlatans at my court who wish to benefit from the wars. I thought you and your colleagues were among them, but those contracts are genuine."
"Yes, they are," said Scotti calmly. The Silvenar's conventional aspect made it easy for Scotti to speak, with no formal greetings, no deference, exactly as Jurus had instructed: "It seems most sensible to begin straightaway talking about the roads which need to be rebuilt, and then the harbors that the Altmeri have destroyed, and then I can give you my estimates on the cost of resupplying and renovating the trade routes."
"Why hasn't the Emperor seen fit to send a representative when the war with Elsweyr began, two years ago?" asked the Silvenar glumly.
Scotti thought a moment before replying of all the common Bosmeri he had met in Valenwood. The greedy, frightened mercenaries who had escorted him from the border. The hard-drinking revelers and expert pest exterminating archers in the Western Cross of Falinesti. Nosy old Mother Pascost in Havel Slump. Captain Balfix, the poor sadly reformed pirate. The terrified but hopeful refugees of Athay and Grenos. The mad, murderous, self-devouring Wild Hunt of Vindisi. The silent, dour boatmen hired by Gryf Mallon. The degenerate, grasping Basth. If one creature represented their total disposition, and that of many more throughout the province, what would be his personality? Scotti was a clerk by occupation and nature, instinctively comfortable cataloging and filing, making things fit in a system. If the soul of Valenwood were to be filed, where would it be put?
The answer came upon him almost before he posed himself the question. Denial.
"I'm afraid that question doesn't interest me," said Scotti. "Now, can we get back to the business at hand?"
All afternoon, Scotti and the Silvenar discussed the pressing needs of Valenwood. Every contract was filled and signed. So much was required and there were so many costs associated that addendums and codicils had to be scribbled into the margins of the papers, and those had to be resigned. Scotti maintained his benevolent indifference, but he found that dealing with the Silvenar was not quite the same as dealing with a simple, sullen child. The Voice of the People knew certain practical, everyday things very well: the yields of fish, the benefits of trade, the condition of every township and forest in his province.
"We will have a banquet tomorrow night to celebrate this commission," said the Silvenar at last.
"Best make it tonight," replied Scotti. "We should leave for Cyrodiil with the contracts tomorrow, so I'll need a safe passage to the border. We best not waste any more time."
"Agreed," said the Silvenar, and called for his Minister of Trade to put his seal on the contracts and arrange for the feast.
Scotti left the chamber, and was greeted by Basth and Jurus. Their faces showed the strain of maintaining the illusion of unconcern for too many hours. As soon as they were out of sight of the guards, they begged Scotti to tell them all. When he showed them the contract, Basth began weeping with delight.
"Anything about the Silvenar that surprised you?" asked Jurus.
"I hadn't expected him to be half my height."
"Was he?" Jurus looked mildly surprised. "He must have shrunk since I tried to have an audience with him earlier. Maybe there is something to all that nonsense about him being affected by the plight of his people."
Chapter 7
By Waughin Jarth
Scene: Silvenar, Valenwood
Date: 13 Sun's Dusk, 3E 397
The banquet at the palace of the Silvenar was well attended by every jealous bureaucrat and trader who had attempted to contract the rebuilding of Valenwood. They looked on Decumus Scotti, Liodes Jurus, and Basth with undisguised hatred. It made Scotti very uncomfortable, but Jurus delighted in it. As the servants brought in platter after platter of roasted meats, Jurus poured himself a cup of Jagga and toasted the clerk.
"I can confess it now," said Jurus. "I had grave doubts about inviting you to join me on this adventure. All the other clerks and agents of building commissions I contacted were more outwardly aggressive, but none of them made it through, let alone to the audience chamber of the Silvenar, let alone brokered the deals on their own like you did. Come, have a cup of Jagga with me."
"No thank you," said Scotti. "I had too much of that drug in Falinesti, and nearly got sucked dry by a giant tick because of it. I'll find something else to drink."
Scotti wandered about the hall until he saw some diplomats drinking mugs of a steaming brown liquid, poured from a large silver urn. He asked them if it was tea.
"Tea made from leaves?" scoffed the first diplomat. "Not in Valenwood. This is Rotmeth."
Scotti poured himself a mug and took a tentative sip. It was gamy, bitter and sugared, and very salty. At first it seemed very disagreeable to his palate, but a moment later he found he had drained the mug and was pouring another. His body tingled. All the sounds in the chamber seemed oddly disjointed, but not frighteningly so.
"So you're the fellow who got the Silvenar to sign all those contracts," said the second diplomat. "That must have required some deep negotiation."
"Not at all, not at all, just a little basic understand of mercantile trading," grinned Scotti, pouring himself a third mug of Rotmeth. "The Silvenar was very eager to involve the Imperial state with the affairs of Valenwood. I was very eager to take a percentage of the commission. With all that blessed eagerness, it was merely a matter of putting quill to contract, bless you."
"You have been in the employ of his Imperial Majesty very long?" asked the first diplomat.
"It's a bite, or rather, a bit more complicated than that in the Imperial City. Between you and me, I don't really have a job. I used to work for Lord Atrius and his Building Commission, but I got sacked. And then, the contracts are from Lord Vanech and his Building Commission, 'cause I got em from this fellow Reglius who is a competitor but still a very fine fellow until he was made dead by those Khajiiti," Scotti drained his fifth mug. "When I go back to the Imperial City, then the real negotiations can begin, bless you. I can go to my old employer and to Lord Vanech, and say, look here you, which one of you wants these commissions? And they'll fall over each other to take them from me. It will be bidding war for my percentage the likes of which no one nowhere has never seen."
"So you're not a representative of his Imperial Majesty, the Emperor?" asked the first diplomat.
"Didn't you hear what I'm said? You stupid?" Scotti felt a surge of rage, which quickly subsided. He chuckled, and poured himself a seventh mug. "The Building Commissions are privately owned, but they're still representatives of the Emperor. So I'm a representative of the Emperor. Or I will be. When I get these contracts in. It's very complicated. I can understand why you're not following me. Bless you, it's all like the poet said, a dance in fire, if you follow the illusion, that is to say, allusion."
"And your colleagues? Are they representatives of the Emperor?" asked the second diplomat.
Scotti burst into laughter, shaking his head. The diplomats bade him their respects and went to talk to the Minister. Scotti stumbled out of the palace, and reeled through the strange, organic avenues and boulevards of the city. It took him several hours to find his way to Prithala Hall and his room. Once there, he slept, very nearly on his bed.
The next morning, he woke to Jurus and Basth in his room, shaking him. He felt half-asleep and unable to open his eyes fully, but otherwise fine. The conversation with the diplomats floated in his mind in a haze, like an obscure childhood memory.
"What in Mara's name is Rotmeth?" he asked quickly.
"Rancid, strongly fermented meat juices with lots of spices to kill the poisons," smiled Basth. "I should have warned you to stay with Jagga."
"You must understand the Meat Mandate by now," laughed Jurus. "These Bosmeri would rather eat each other than touch the fruit of the vine or the field."
"What did I say to those diplomats?" cried Scotti, panicking.
"Nothing bad apparently," said Jurus, pulling out some papers. "Your escorts are downstairs to bring you to the Imperial Province. Here are your papers of safe passage. The Silvenar seems very impatient about business proceeding forward rapidly. He promises to send you some sort of rare treasure when the contracts are fulfilled. See, he's already given me something."
Jurus showed off his new, bejeweled earring, a beautiful large faceted ruby. Basth showed that he had a similar one. The two fat fellows left the room so Scotti could dress and pack.
A full regiment of the Silvenar's guards was on the street in front of the tavern. They surrounded a carriage crested with the official arms of Valenwood. Still dazed, Scotti climbed in, and the captain of the guard gave the signal. They began a quick gallop. Scotti shook himself, and then peered behind. Basth and Jurus were waving him goodbye.
"Wait!" Scotti cried. "Aren't you coming back to the Imperial Province too?"
"The Silvenar asked that we stay behind as Imperial representatives!" yelled Liodes Jurus. "In case there's a need for more contracts and negotiations! He's appointed us Undrape, some sort of special honor for foreigners at court! Don't worry! Lots of banquets to attend! You can handle the negotiations with Vanech and Atrius yourself and we'll keep things settled here!"
Jurus continued to yell advice about business, but his voice became indistinct with distance. Soon it disappeared altogether as the convoy rounded the streets of Silvenar. The jungle loomed suddenly and then they were in it. Scotti had only gone through it by foot or along the rivers by slow-moving boats. Now it flashed all around him in profusions of greens. The horses seemed even faster moving through underbrush than on the smooth paths of the city. None of the weird sounds or dank smells of the jungle penetrated the escort. It felt to Scotti as if he were watching a play about the jungle with a background of a quickly moving scrim, which offered only the merest suggestion of the place.
So it went for two weeks. There was lots of food and water in the carriage with the clerk, so he merely ate and slept as the caravan pressed endlessly on. From time to time, he'd hear the sound of blades clashing, but when he looked around whatever had attacked the caravan had long since been left behind. At last, they reached the border, where an Imperial garrison was stationed.
Scotti presented the soldiers who met the carriage with the papers. They asked him a barrage of questions that he answered monosyllabically, and then let him pass. It took several more days to arrive at the gates of the Imperial City. The horses that had flown so fast through the jungle now slowed down in the unfamiliar territory of the wooded Colovian Estates. By contrast, the cries of his province's birds and smells of his province's plant life brought Decumus Scotti alive. It was if he had been dreaming all the past months.
At the gates of the City, Scotti's carriage door was opened for him and he stepped out on uncertain legs. Before he had a moment to say something to the escort, they had vanished, galloping back south through the forest. The first thing he did now that he was home was go to the closest tavern and have tea and fruit and bread. If he never ate meat again, he told himself, that would suit him very nicely.
Negotiations with Lord Atrius and Lord Vanech proceeded immediately thereafter. It was most agreeable. Both commissions recognized how lucrative the rebuilding of Valenwood would be for their agency. Lord Vanech claimed, quite justifiably, that as the contracts had been written on forms notarized by his commission, he had the legal right to them. Lord Atrius claimed that Decumus Scotti was his agent and representative, and that he had never been released from employment. The Emperor was called to arbitrate, but he claimed to be unavailable. His advisor, the Imperial Battlemage Jagar Tharn, had disappeared long ago and could not be called on for his wisdom and impartial mediation.
Scotti lived very comfortably off the bribes from Lord Atrius and Lord Vanech. Every week, a letter would arrive from Jurus or Basth asking about the status of negotiations. Gradually, these letters ceased coming, and more urgent ones came from the Minister of Trade and the Silvenar himself. The War of the Blue Divide with Summurset Isle ended with the Altmeri winning several new coastal islands from the Wood Elves. The war with Elsweyr continued, ravaging the eastern borders of Valenwood. Still, Vanech and Atrius fought over who would help.
One fine morning in the early spring of the year 3E 398, a courier arrived at Decumus Scotti's door.
"Lord Vanech has won the Valenwood commission, and requests that you and the contracts come to his hall at your earliest convenience."
"Has Lord Atrius decided not to challenge further?" asked Scotti.
"He's been unable to, having died very suddenly, just now, from a terribly unfortunate accident," said the courier.
Scotti had wondered how long it would be before the Dark Brotherhood was brought in for final negotiations. As he walked toward Lord Vanech's Building Commission, a long, severe piece of architecture on a minor but respectable plaza, he wondered if he had played the game, as he ought to have. Could Vanech be so rapacious as to offer him a lower percentage of the commission now that his chief competitor was dead? Thankfully, he discovered, Lord Vanech had already decided to pay Scotti what he had proposed during the heat of the winter negotiations. His advisors had explained to him that other, lesser building commissions might come forward unless the matter were handled quickly and fairly.
"Glad we have all the legal issues done with," said Lord Vanech, fondly. "Now we can get to the business of helping the poor Bosmeri, and collecting the profits. It's a pity you weren't our representative for all the troubles with Bend'r-mahk and the Arnesian business. But there will be plenty more wars, I'm sure of that."
Scotti and Lord Vanech sent word to the Silvenar that at last they were prepared to honor the contracts. A few weeks later, they held a banquet in honor of the profitable enterprise. Decumus Scotti was the darling of the Imperial City, and no expense was spared to make it an unforgettable evening.
As Scotti met the nobles and wealthy merchants who would be benefiting from his business dealings, an exotic but somehow faintly familiar smell rose in the ballroom. He traced it to its source: a thick roasted slab of meat, so long and thick it covered several platters. The Cyrodilic revelers were eating it ravenously, unable to find the words to express their delight at its taste and texture.
"It's like nothing I've ever had before!"
"It's like pig-fed venison!"
"Do you see the marbling of fat and meat? It's a masterpiece!"
Scotti went to take a slice, but then he saw something imbedded deep in the dried and rendered roast. He nearly collided with his new employer Lord Vanech as he stumbled back.
"Where did this come from?" Scotti stammered.
"From our client, the Silvenar," beamed his lordship. "It's some kind of local delicacy they call Unthrappa."
Scotti vomited, and didn't stop for some time. It cast rather a temporary pall on the evening, but when Decumus Scotti was carried off to his manor house, the guests continued to dine. The Unthrappa was the delight of all. Even more so when Lord Vanech himself took a slice and found the first of two rubies buried within. How very clever of the Bosmer to invent such a dish, the Cyrodiils agreed.
Darkest Darkness
by Anonymous
In Morrowind, both worshippers and sorcerers summon lesser Daedra and bound Daedra as servants and instruments.
Most Daedric servants can be summoned by sorcerers only for very brief periods, within the most fragile and tenuous frameworks of command and binding. This fortunately limits their capacity for mischief, though in only a few minutes, most of these servants can do terrible harm to their summoners as well as their enemies.
Worshippers may bind other Daedric servants to this plane through rituals and pacts. Such arrangements result in the Daedric servant remaining on this plane indefinitely -- or at least until their bodily manifestations on this plane are destroyed, precipitating their supernatural essences back to Oblivion. Whenever Daedra are encountered at Daedric ruins or in tombs, they are almost invariably long-term visitors to our plane.
Likewise, lesser entities bound by their Daedra Lords into weapons and armor may be summoned for brief periods, or may persist indefinitely, so long as they are not destroyed and banished. The class of bound weapons and bound armors summoned by Temple followers and conjurors are examples of short-term bindings; Daedric artifacts like Mehrunes Razor and the Mask of Clavicus Vile are examples of long-term bindings.
The Tribunal Temple of Morrowind has incorporated the veneration of Daedra as lesser spirits subservient to the immortal Almsivi, the Triune godhead of Almalexia, Sotha Sil, and Vivec. These subordinate Daedra are divided into the Good Daedra and the Bad Daedra. The Good Daedra have willingly submitted to the authority of Almsivi; the Bad Daedra are rebels who defy Almsivi -- treacherous kin who are more often adversaries than allies.
The Good Daedra are Boethiah, Azura, and Mephala. The hunger is a powerful and violent lesser Daedra associated with Boethiah, Father of Plots -- a sinuous, long-limbed, long-tailed creature with a beast-skulled head, noted for its paralyzing touch and its ability to disintegrate weapons and armor. The winged twilight is a messenger of Azura, Goddess of Dusk and Dawn. Winged twilights resemble the feral harpies of the West, though the feminine aspects of the winged twilights are more ravishing, and their long, sharp, hooked tails are immeasurably more deadly. Spider Daedra are the servants of Mephala, taking the form of spider-humanoid centaurs, with a naked upper head, torso, and arms of human proportions, mounted on the eight legs and armored carapace of a giant spider. Unfortunately, these Daedra are so fierce and irrational that they cannot be trusted to heed the commands of the Spinner. As a consequence, few sorcerers are willing to either summon or bind such creatures in Morrowind.
The Bad Daedra are Mehrunes Dagon, Malacath, Sheogorath, and Molag Bal. Three lesser Daedra are associated with Mehrunes Dagon: the agile and pesky scamp, the ferocious and beast-like clannfear, and the noble and deadly dremora. The crocodile-headed humanoid Daedra called the daedroth is a servant of Molag Bal, while the giant but dim-witted ogrim is a servant of Malacath. Sheogorath's lesser Daedra, the golden saint, a half-clothed human female in appearance, is highly resistant to magic and a dangerous spellcaster.
Another type of lesser Daedra often encountered in Morrowind is the Atronach, or Elemental Daedra. Atronachs have no binding kinship or alignments with the Daedra Lords, serving one realm or another at whim, shifting sides according to seduction, compulsion, or opportunity.
The Death Blow of Abernanit
With Explains by the sage
Geocrates Varnus
Broken battlements and wrecked walls
Where worship of the Horror (1) once embraced.
The bites of fifty winters (2) frost and wind
Have cracked and pitted the unholy gates,
And brought down the cruel, obscene spire.
All is dust, all is nothing more than dust.
The blood has dried and screams have echoed out.
Framed by hills in the wildest, forlorn place
Of Morrowind
Sits the barren bones of Abernanit.
When thrice-blessed Rangidil (3) first saw Abernanit,
It burnished silver bright with power and permanence.
A dreadful place with dreadful men to guard it
With fever glassed eyes and strength through the Horror.
Rangidil saw the foes' number was far greater
Than the few Ordinators and Buoyant Armigers he led,
Watching from the hills above, the field and castle of death
While it stood, it damned the souls of the people
Of Morrowind.
Accursed, iniquitous castle Abernanit.
The alarum was sounded calling the holy warriors to battle
To answer villiany's shield with justice's spear,
To steel themselves to fight at the front and be brave.
Rangidil too grasped his shield and his thin ebon spear
And the clamor of battle began with a resounding crash
To shake the clouds down from the sky.
The shield wall was smashed and blood staunched
The ground of the field, a battle like no other
Of Morrowind
To destroy the evil of Abernanit.
The maniacal horde were skilled at arms, for certes,
But the three holy fists of Mother, Lord, and Wizard (4) pushed
The monster's army back in charge after charge.
Rangidil saw from above, urging the army to defend,
Dagoth Thras (5) himself in his pernicious tower spire,
And knew that only when the heart of evil was caught
Would the land e'er be truly saved.
He pledge then by the Temple and the Holy Tribunal
Of Morrowind
To take the tower of Abernanit.
In a violent push, the tower base was pierced,
But all efforts to fell the spire came to naught
As if all the strength of the Horror held that one tower.
The stairwell up was steep and so tight
That two warriors could not ascend it side by side.
So single-file the army clambered up and up
To take the tower room and end the reign
Of one of the cruellest petty tyrants in the annals
Of Morrowind,
Dagoth Thras of Abernanit.
They awaited a victory cry from the first to scale the tower
But silence only returned, and then the blood,
First only a rivulet and then a scarlet course
Poured down the steep stairwell, with the cry from above,
"Dagoth Thras is besting our army one by one!"
Rangidil called his army back, every Ordinator and
Buoyant Armiger, and he himself ascended the stairs,
Passing the bloody remains of the best warriors
Of Morrowind
To the tower room of Abernanit.
Like a raven of death on its aerie was Dagoth Thras
Holding bloody shield and bloody blade at the tower room door.
Every thrust of Rangidil's spear was blocked with ease;
Every slash of Rangidil's blade was deflected away;
Every blow of Rangidil's mace was met by the shield;
Every quick arrow shot could find no purchase
For the Monster's greatest power was in his dread blessing
That no weapon from no warrior found in all
Of Morrowind
Could pass the shield of Abernanit.
As hour passed hour, Rangidil came to understand
How his greatest warriors met their end with Dagoth Thras.
For he could exhaust them by blocking their attacks
And then, thus weakened, they were simply cut down.
The villain was patient and skilled with the shield
And Rangidil felt even his own mighty arms growing numb
While Dagoth Thras anticipated and blocked each cut
And Rangidil feared that without the blessing of the Divine Three
Of Morrowind
He'd die in the tower of Abernanit.
But he still poured down blows as he yelled,
"Foe! I am Rangidil, a prince of the True Temple,
And I've fought in many a battle, and many a warrior
Has tried to stop my blade and has failed.
Very few can anticipate which blow I'm planning,
And fewer, knowing that, know how to arrest the design,
Or have the the strength to absord all of my strikes.
There is no greater master of shield blocking in all
Of Morrowind
Than here in the castle Abernanit.
My foe, dark lord Dagoth Thras, before you slay me,
I beg you, tell me how you know how to block."
Wickedly proud, Dagoth Thras heard Rangidil's plea,
And decided that before he gutted the Temple champion,
He would deign to give him some knowledge for the afterlife,
How his instinct and reflexes worked, and as he started
To explain, he realized that he did not how he did it,
And watched, puzzled, as Rangidil delivered what the tales
Of Morrowind
Called "The death blow of Abernanit."
Geocrates Varnus explains:
(1) "The Horror" refers to the daedra prince Mehrunes Dagon.
(2) "Fifty winters" suggests that the epic was written fifty years after the Siege of Abernanit, which took place in 3E 150.
(3) "Thrice-blessed Rangidil" is Rangidil Ketil, born 2E 803, died 3E 195. He was the commander of the Temple Ordinators, and "thrice-blessed" by being blessed by the Tribunal of Gods.
(4) "Mother, Lord, and Wizard" refers to the Tribunal of Almalexia, Vivec, and Sotha Sil.
(5) "Dagoth Thras" was a powerful daedra-worshipper of unknown origin who declared himself the heir of the Sixth House, though there is little evidence he descended from the vanished family.
The Death of a Wanderer
The last time I saw the old Argonian, I was taken by how alive he seemed, even though he was in the throes of death.
"The secret," he said, "of staying alive... is not in running away, but swimming directly at danger. Catches it off-guard."
"Is that how you managed to find this claw?" I asked, brandishing the small carving as if it were a weapon. I had found it among his possessions, which I was helping him to divvy amongst his beneficiaries. "Should it also go to your cousin? Dives-From-Below?"
At this, his mouth widened, exposing his fangs. If I hadn't known him as long as I had I would think he was snarling, but I knew that to be a smile. He croaked a few times to attempt laughter, but ended up wheezing and coughing, his rancid blood spraying across the bedsheets.
"Do you know what that is?" he asked between coughing fits.
"I've heard stories," I answered, "the same as you. Looks like one of the claws, for opening the sealing-doors in the ancient crypts. I've never seen one myself, before."
"Then you know I would only wish that thing upon a mortal enemy. Giving it to my cousin would just be encouraging him to run into one of those barrows and get split by a Draugr blade."
"So you want me to have it, then?" I joked. "Where did you even get this?"
"My kind can find things that your people assumed were gone. Drop something to the bottom of a lake, and a Nord will never see it again. Amazing what you can find along the bottoms."
He was staring at the ceiling now, and but the way his fogged eyes darted around, I could tell he was seeing his memories instead of the cracked stone above us.
"Did you ever try to use it?" I whispered to him, hoping he could hear me through his fog.
"Of course!" he snapped, suddenly lucid. His eyes widened and fixed on me. "Where do you think I got this?" he barked, tearing his tunic open to show a white scar forming a large star-shaped knot in the scales beneath his right shoulder. "Blasted Draugr got the drop on me. Just too many of them."
I felt awful, since I knew how much he hated talking about the battles he had been in. To him, it was enough that he had survived, and any stories would amount to boasting. We both sat quietly for several minutes, his labored breathing the only sound.
He was the one to break the silence. "You know what always bothered me?" he asked. "Why they even bothered with the symbols."
"The what?"
"The symbols, you fool, look at the claw."
I turned it over in my hand. Sure enough, etched into the face were three animals. A bear, an owl, and some kind of insect.
"What do the symbols mean, Deerkaza?"
"The sealing-doors. It's not enough to just have the claw. They're made of massive stone wheels that must align with the claw's symbols before they'll open. It's a sort of lock, I suppose. But I didn't know why they bothered with them. If you had the claw, you also had the symbols to open the door. So why..."
He was broken up by a coughing fit. It was the most I had heard him speak in months, but I could tell how much of a struggle it was. I knew his mind, though, and helped the thought along.
"Why even have a combination if you're going to write it on the key?"
"Exactly. But as I lay bleeding on that floor, I figured it out. The Draugr are relentless, but far from clever. Once I was downed, they continued shuffling about. To no aim. No direction. Bumping against one another, the walls."
"So?"
"So the symbols on the doors weren't meant to be another lock. Just a way of ensuring the person entering was actually alive and had a functioning mind."
"Then the doors..."
"Were never meant to keep people out. They were meant to keep the Draugr in."
And with that, he fell back asleep. When he awoke several days later, he refused to talk about the Draugr at all, and would only wince and clutch his shoulder if I tried to bring them up.
Decorating Guides
Markarth
Welcome to your new home!
This decorating guide provides a list of packages that you can purchase from the Steward of the hold. Each package contains furnishings and decor for a specific part of your house, and these will be delivered and placed for you upon purchase.
All you need to do is provide the gold, and the Steward will take care of the rest. The next time that you visit your home after making your purchases, you will see your new decorations and furnishings in place.
Entrance Hall
When you purchase this package, floor mats and decorative planters will be added to the hallway just beyond the front door.
Living Room
This package fills out the home's large, central room with a large dining table, several smaller tables, shelves, a display case and other decor.
Sleeping Quarters
In addition to improved furnishings and decor for your master bedroom, this package also adds a small dining area between the guest and master bedroom, near the rear of the house.
Alchemy Laboratory
This package will furnish one the small rooms that adjoin the living room with the implements of an alchemist's laboratory. This includes an alchemy table, several shelves and added decor.
Enchanting Laboratory
This package adds furniture and decor for a small enchanting laboratory adjoining the living room. This includes an enchanting table, shelves and decor.
Riften
Welcome to your new home!
This decorating guide provides a list of packages that you can purchase from the Steward of the hold. Each package contains furnishings and decor for a specific part of your house, and these will be delivered and placed for you upon purchase.
All you need to do is provide the gold, and the Steward will take care of the rest. The next time that you visit your home after making your purchases, you will see your new decorations and furnishings in place.
Kitchen
This package will provide furnishings and decor for your kitchen, which is the room immediately beyond your home's front door. This includes the lighting of the fire.
Bedroom
Adds bedside tables, a dresser and a small table with two chairs to the master bedroom. This also includes an upgrade to the bed itself.
Alchemy Laboratory
This package will place an alchemy crafting table in your basement, along with some shelves and other decor.
Enchanting Laboratory
This package will place an item enchanting table in your basement, along with some shelves and other decor. Also includes a few practice dummies to test your new enchantments on.
Garden
When you purchase this package, the small patch of land adjacent to your house will be planted with a wide range of herbs, vegetables and other plants native to Skyrim.
Solitude
Welcome to your new home!
This decorating guide provides a list of packages that you can purchase from the Steward of the hold. Each package contains furnishings and decor for a specific part of your house, and these will be delivered and placed for you upon purchase.
All you need to do is provide the gold, and the Steward will take care of the rest. The next time that you visit your home after making your purchases, you will see your new decorations and furnishings in place.
Living Room
This package adds a large table, chairs and a wide range of decor to the living area located centrally on the second floor of the house.
Sleeping Quarters
When you purchase this package, the master bedroom on the second floor of the house will be decorated with several furnishings and a larger, more luxurious bed. Also, a small dining area will be added just outside the bedroom door that includes a table, chairs and other decorations.
Alchemy Laboratory
Fills out one of the ground floor rooms with implements and tools for an alchemy laboratory, including an alchemist's crafting table and related decor.
Enchanting Laboratory
Will stock one of the home's small ground-floor rooms with all of the furnshings for an enchanting laboratory, including an enchanter's crafting table. Also includes several practice dummies on which you can test out your new enchantments.
Patio
Places a small table, two chairs and other furnishings on the stone patio outside the back of the house.
Whiterun
Welcome to your new home!
This decorating guide provides a list of packages that you can purchase from the Steward of the hold. Each package contains furnishings and decor for a specific part of your house, and these will be delivered and placed for you upon purchase.
All you need to do is provide the gold, and the Steward will take care of the rest. The next time that you visit your home after making your purchases, you will see your new decorations and furnishings in place.
Kitchen
Includes a fire pit, a small table and two chairs, as well as a shelf to store cooking supplies.
Living Room
Provides Wall-mounted shelves, a few side tables and two chairs placed near the fire pit, all near the center of the ground floor.
Dining Room
Adds a long wooden table and bench, as well as several shelves loaded with cutlery, dishes and cookware.
Alchemy Laboratory
This package adds an alchemy crafting station, a reading table and chair, and a large wardrobe to the rear area of the ground floor. This also includes the addition of a wall to divide the laboratory from the dining room.
Loft
This package includes a few chairs and tables to fill out the upper-level loft.
Bedroom
Adds two bedside tables, a dresser and a small table with two chairs to the master bedroom. This also includes the addition of a wall to give the bedroom added privacy.
Windhelm
Welcome to your new home!
This decorating guide provides a list of packages that you can purchase from the Steward of the hold. Each package contains furnishings and decor for a specific part of your house, and these will be delivered and placed for you upon purchase.
All you need to do is provide the gold, and the Steward will take care of the rest. The next time that you visit your home after making your purchases, you will see your new decorations and furnishings in place.
Kitchen
Includes a fireplace, a table for two and ample shelving to store your food and cooking supplies.
Living Room
This package fills Hjerim's spacious ground floor living room with several tables, chairs and shelves. Decorations for the floor and walls are also included.
Alchemy Laboratory
Adds an alchemy crafting station.
Enchanting Laboratory
Adds an enchanting crafting station.
Upstairs Landing
This package adds several weapon racks and display cases, and lines the walls with mounted animal heads.
Bedroom
Provides an upgrade to your bed, as well as shelving, display cases, improved lighting and other bedroom furnishings and decor.
Guest Room
Improves the furnishings and decor in your home's guest bedroom, including a finer-quality bed, a small table, and some shelves.
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.
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.
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 some of the past with the children of Direnni and the children of Tamriel, then I will consider my life well spent.
Report of the Imperial Commission on the Disaster at Ionith
by 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 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.