Pelinal Whitestrake was the enemy of all elfkind that lived in Cyrod in those days. Mainly, though, he took it upon himself to slay the sorcerer-kings of the Ayleids in pre-arranged open combats rather than at war; the fields of rebellion he left to the growing armies of the Paravania and his bull nephew. Pelinal called out Haromir of Copper and Tea into a duel at the Tor, and ate his neck-veins while screaming praise to Reman, a name that no one knew yet. Gordhaur the Shaper's head was smashed upon the goat-faced altar of Ninendava, and in his wisdom Pelinal said a small plague spell to keep that evil from reforming by welkynd-magic. Later that season, Pelinal slew Hadhuul on the granite steps of Ceya-Tar, the Fire King's spears knowing their first refute. For a time, no weapon of the Ayleids could pierce his armor, which Pelinal admitted was unlike any crafted by men, but would say no more even when pressed. When Huna, whom Pelinal raised from grain-slave to hoplite and loved well, took death from an arrowhead made from the beak of Celethelel the Singer, the Whitestrake went on his first Madness. He wrought destruction from Narlemae all the way to Celediil, and erased those lands from the maps of Elves and Men, and all things in them, and Perrif was forced to make sacrifice to the Gods to keep them from leaving the earth in their disgust. And then came the storming of White-Gold, where the Ayleids had made pact with the Aurorans of Meridia, and summoned them, and appointed the terrible and golden-hued "half-Elf" Umaril the Unfeathered as their champion... and, for the first time since his coming, it was Pelinal who was called out to battle by another, for Umaril had the blood of the 'ada and would never know death.
Volume 4: On His Deeds
[Editor's Note: Volumes 1-6 are taken from the so-called Reman Manuscript located in the Imperial Library. It is a transcription of older fragments collected by an unknown scholar of the early Second Era. Beyond this, little is known of the original sources of these fragments, some of which appear to be from the same period (perhaps even from the same manuscript). But, as no scholarly consensus yet exists on dating these six fragments, no opinions will be offered here.]
Pelinal drove the sorcerer armies past the Niben, claiming all the eastern lands for the rebellion of the Paravania, and Kyne had to send her rain to wash the blood from the villages and forts that no longer flew Ayleid banners, for the armies of Men needed to make camps of them as they went forward. ...[and] he broke the doors open for the prisoners of the Vahtache with the Slave-Queen flying on Morihaus above them, and Men called her Al-Esh for the first time. He entered the Gate at ... to win back the hands of the Thousand-Strong of Sedor (a tribe now unknown but famous in those days), which the Ayleids had stolen in the night, two thousand hands that he brought back in a wagon made of demon-bone, whose wheels trailed the sound of women when ill at heart... [Text lost]... [And after] the first Pogrom, which consolidated the northern holdings for the men-of-'kreath, he stood with white hair gone brown with elfblood at the Bridge of Heldon, where Perrif's falconers had sent for the Nords, and they, looking at him, said that Shor had returned, but he spat at their feet for profaning that name. He led them anyway into the heart of the hinterland west, to drive the Ayleids inward, towards the Tower of White-Gold, a slow retreating circle that could not understand the power of Man's sudden liberty, and what fury-idea that brought. His mace crushed the Thundernachs that Umaril sent as harriers on the rebellion's long march back south and east, and carried Morihaus-Breath-of-Kyne to Zuathas the Clever-Cutting Man (a nede with a keptu name) for healing when the bull had fallen to a volley of bird beaks. And, of course, at the Council of Skiffs, where all of the Paravania's armies and all of the Nords shook with fear at the storming of White-Gold, so much so that the Al-Esh herself counseled delay, Pelinal grew furious, and made names of Umaril, and made names of what cowards he thought he saw around him, and then made for the Tower by himself, for Pelinal often acted without thought.
Volume 5: On His Love of Morihaus
[Editor's Note: Volumes 1-6 are taken from the so-called Reman Manuscript located in the Imperial Library. It is a transcription of older fragments collected by an unknown scholar of the early Second Era. Beyond this, little is known of the original sources of these fragments, some of which appear to be from the same period (perhaps even from the same manuscript). But, as no scholarly consensus yet exists on dating these six fragments, no opinions will be offered here.]
It is a solid truth that Morihaus was the son of Kyne, but whether or not Pelinal was indeed the Shezarrine is best left unsaid (for once Plontinu, who favored the short sword, said it, and that night he was smothered by moths). It is famous, though, that the two talked of each other as family, with Morihaus as the lesser, and that Pelinal loved him and called him nephew, but these could be merely the fancies of immortals. Never did Pelinal counsel Morihaus in time of war, for the man-bull fought magnificently, and led men well, and never resorted to Madness, but the Whitestrake did warn against the growing love with Perrif. "We are ada, Mor, and change things through love. We must take care lest we beget more monsters on this earth. If you do not desist, she will take to you, and you will transform all Cyrod if you do this." And to this the bull became shy, for he was a bull, and he felt his form too ugly for the Parvania at all times, especially when she disrobed for him. He snorted, though, and shook his nose-hoop into the light of the Secunda moon and said, "She is like this shine on my nose-hoop here: an accident sometimes, but whenever I move my head at night, she is there. And so you know what you ask is impossible."
Volume 6: On His Madness
[Editor's Note: Volumes 1-6 are taken from the so-called Reman Manuscript located in the Imperial Library. It is a transcription of older fragments collected by an unknown scholar of the early Second Era. Beyond this, little is known of the original sources of these fragments, some of which appear to be from the same period (perhaps even from the same manuscript). But, as no scholarly consensus yet exists on dating these six fragments, no opinions will be offered here.]
And it is said that he emerged into the world like a Padomaic, that is, borne by Sithis and all the forces of change therein. Still others, like Fifd of New Teed, say that beneath the Pelinal's star-armor was a chest that gaped open to show no heart, only a red rage shaped diamond-fashion, singing like a mindless dragon, and that this was proof that he was a myth-echo, and that where he trod were shapes of the first urging. Pelinal cared for none of this and killed any who would speak god-logic, except for fair Perrif, who he said, "enacts, rather than talks, as language without exertion is dead witness." When those soldiers who heard him say this stared blankly, he laughed and swung his sword, running into the rain of Kyne to slaughter their Ayleid captives, screaming, "O Aka, for our shared madness I do this! I watch you watching me watching back! Umaril dares call us out, for that is how we made him!" [And it was during] these fits of anger and nonsense that Pelinal would fall into the Madness, where whole swaths of lands were devoured in divine rampage to become Void, and Alessia would have to pray to the Gods for their succor, and they would reach down as one mind and soothe the Whitestrake until he no longer had the will to kill the earth in whole. And Garid of the men-of-ge once saw such a Madness from afar and maneuvered, after it had abated, to drink together with Pelinal, and he asked what such an affliction felt like, to which Pelinal could only answer, "Like when the dream no longer needs its dreamer."
Volume 7: On His Battle with Umaril and His Dismemberment
[Editor's Note: Volumes 1-6 are taken from the so-called Reman Manuscript located in the Imperial Library. It is a transcription of older fragments collected by an unknown scholar of the early Second Era. Beyond this, little is known of the original sources of these fragments, some of which appear to be from the same period (perhaps even from the same manuscript). But, as no scholarly consensus yet exists on dating these six fragments, no opinions will be offered here.]
[And so after many battles with] Umaril's allies, where dead Aurorans lay like candlelight around the throne, the Pelinal became surrounded by the last Ayleid sorcerer-kings and their demons, each one heavy with varliance. The Whitestrake cracked the floor with his mace and they withdrew, and he said, "Bring me Umaril that called me out!" ... [And] while mighty in his aspect and wicked, deathless-golden Umaril favored ruin-from-afar over close combat and so he tarried in the shadows of the white tower before coming forth. More soldiers were sent against Pelinal to die, and yet they managed to pierce his armor with axes and arrows, for Umaril had wrought each one by long varliance, which he had been hoarding since his first issue [of challenge.]... [Presently] the half-Elf [showed himself] bathed in [Meridian light] ... and he listed his bloodline in the Ayleidoon and spoke of his father, a god of the [previous kalpa's] World-River and taking great delight in the heavy-breathing of Pelinal who had finally bled... [Text lost] ... [And] Umaril was laid low, the angel face of his helm dented into an ugliness which made Pelinal laugh, [and his] unfeathered wings broken off with sword strokes delivered while Pelinal stood [frothing]... above him insulting his ancestry and anyone else that took ship from Old Ehlnofey, [which] angered the other Elvish kings and drove them to a madness of their own... [and they] fell on him [speaking] to their weapons... cutting the Pelinal into eighths while he roared in confusion [which even] the Council of Skiffs [could hear]... [Text lost] ...ran when Mor shook the whole of the tower with mighty bashing from his horns [the next morning], and some were slain-in-overabundance in the Taking, and Men looked for more Ayleids to kill but Pelinal had left none save those kings and demons that had already begun to flee... It was Morihaus who found the Whitestrake's head, which the kings had left to prove their deeds and they spoke and Pelinal said things of regrets... but the rebellion had turned anyway... [and more] words were said between these immortals that even the Paravant would not deign to hear.
Volume 8: On His Revelation at the Death of the Al-Esh
[Editor's Note: Volumes 1-6 are taken from the so-called Reman Manuscript located in the Imperial Library. It is a transcription of older fragments collected by an unknown scholar of the early Second Era. Beyond this, little is known of the original sources of these fragments, some of which appear to be from the same period (perhaps even from the same manuscript). But, as no scholarly consensus yet exists on dating these six fragments, no opinions will be offered here.]
And left you to gather sinew with my other half, who will bring light thereby to that mortal idea that brings [the Gods] great joy, that is, freedom, which even the Heavens do not truly know, [which is] why our Father, the... [Text lost]... in those first [days/spirits/swirls] before Convention... that which we echoed in our earthly madness. [Let us] now take you Up. We will [show] our true faces... [which eat] one another in amnesia each Age."
Song of the Askelde Men
(Nord/Traditonal)
Translation 3E213
Atheneum Monks at Old Anthel
Fifty Nights from home I last awoke
upon a sky-flung cliff in Hjaalmarch Hold
Though my flesh had died and gone to ground
My Vision went on, from body unbound
Winking there in the vale whence I came
This dead man's eyes saw pale flame
Where men the same who took life away
Sung high their battle-glory and praise
Wafting went I, a shade or a wight
Through stoic pines, pitched ink of night
Ere I came upon the pyre-burning throng
I heard carried on wind's wing their song
"Sing high and clear, bandsmen born of sky
Let Sovngarde hear and join our cry"
"These honored dead shed blood upon the fen
Ending Orc and Elf and traitor men."
"Your spirit went unto and filled their heart
You sped them to glory, Hail Spirit Wulfharth"
Then oil from urns fed greedy flames
burning what few my legion and I slayed
Wordlessy they chanted then until dawn
Every flake of ash gathered ere they marched on
Swept along unseen, so too went I
Meekly haunting these Children of the Sky
Tireless they went, over hearth and hill
Exhaustion seemed only to spur them still
Unflagging they went, a whorl of rage
Soon finding our camp, bloated with prey
My dead heart ached for I knew men within
Doomed, never knowing how close was their end
Again the Nord chests swelled up in refrain
I screamed unheard. I wept with horror plain
"Hear us, our ancestor, Ash King, Ysmir
Honor this warband as we to glory repair"
"Those dead to whom you spoke and heard
We bear them upon us, Your valor conferred"
And so it was, to the man each was smeared
With ash of a Brother's bone, blood and beard
These ashen brutes, the Askelde Men
Set to a gruesome task, each bowstring bent
I bellowed then, a cry of desperate rage
A futile howl among those men, an empty page
Yet one elder turned and unblinking, stared
into the vapor-soul of me, his nostrils flared
He bellowed ancient words, his beard aflame
And my vision fell away, Peace at last came
Songs Of Skyrim
Compiled by
Giraud Gemaine
Historian of the Bards College
Solitude
Ragnar the Red is a traditional song of Whiterun. Despite the grim final image the song is generally regarded as light and rollicking and a favorite in inns across Skyrim.
Ragnar The Red
There once was a hero named Ragnar the Red, who came riding to Whiterun from ole Rorikstead!
And the braggart did swagger and brandish his blade, as he told of bold battles and gold he had made!
But then he went quiet, did Ragnar the Red, when he met the shieldmaiden Matilda who said...
Oh, you talk and you lie and you drink all our mead! Now I think it's high time that you lie down and bleed!
And so then came the clashing and slashing of steel, as the brave lass Matilda charged in full of zeal!
And the braggart named Ragnar was boastful no moooooree... when his ugly red head rolled around on the floor!
The Dragonborn Comes has been handed down from generation to generation of bards. The Dragonborn in Nord culture is the archetype of what a Nord should be. The song itself has been used to rally soldiers and to bring hope.
The Dragonborn Comes
Our hero, our hero, claims a warrior's heart.
I tell you, I tell you, the Dragonborn comes.
With a Voice wielding power of the ancient Nord art.
Believe, believe, the Dragonborn comes.
It's an end to the evil, of all Skyrim's foes.
Beware, beware, the Dragonborn comes.
For the darkness has passed, and the legend yet grows.
You'll know, You'll know the Dragonborn's come.
The Age of Oppression and The Age of Aggression are variants of one song. It isn't known which of the two was written first but the tune, with loyalty appropriate lyrics, is quite popular on both sides of the war.
The Age of Oppression
We drink to our youth, and to days come and gone. For the age of oppression is now nearly done.
We'll drive out the Empire from this land that we own. With our blood and our steel we will take back our home.
All hail to Ulfric! You are the High King! In your great honor we drink and we sing.
We're the children of Skyrim, and we fight all our lives. And when Sovngarde beckons, every one of us dies!
But this land is ours and we'll see it wiped clean. Of the scourge that has sullied our hopes and our dreams.
The Age of Aggression
We drink to our youth, to days come and gone. For the age of aggression is just about done.
We'll drive out the Stormcloaks and restore what we own. With our blood and our steel we'll take back our home.
Down with Ulfric the killer of kings. On the day of your death we'll drink and we'll sing.
We're the children of Skyrim, and we fight all our lives. And when Sovngarde beckons, every one of us dies!
But this land is ours and we'll see it wiped clean. Of the scourge that has sullied our hopes and our dreams.
The following is an ancient song we've only recently been able to translate. Without a tune or a sure pronunciation the song is lost to time. It's included here to show the deep history of song here in Skyrim.
The original version...
Dovahkiin, Dovahkiin, naal ok zin los vahriin, wah dein vokul mahfaeraak ahst vaal!
Ahrk fin norok paal graan fod nust hon zindro zaan, Dovahkiin, fah hin kogaan mu draal!
Huzrah nu, kul do od, wah aan bok lingrah vod, Aahrk fin tey, boziik fun, do fin gein!
Wo lost fron wah ney dov, ahrk fin reyliik do jul, voth aan suleyk wah ronit faal krein!
Ahrk fin zul, rok drey kod, nau tol morokei frod, rul lot Taazokaan motaad voth kein!
Sahrot Thu'um, med aan tuz, vey zeim hokoron pah, ol fin Dovahkiin komeyt ok rein!
Ahrk fin Kel lost prodah, do ved viing ko fin krah, tol fod zeymah win kein meyz fundein!
Alduin, feyn do jun, kruziik vokun staadnau, voth aan bahlok wah diivon fin lein!
Nuz aan sul, fent alok, fod fin vul dovah nok, fen kos nahlot mahfaeraak ahrk ruz!
Paaz Keizaal fen kos stin nol bein Alduin jot, Dovahkiin kos fin saviik do muz!
And the translation...
Dragonborn, Dragonborn, by his honor is sworn, To keep evil forever at bay!
And the fiercest foes rout when they hear triumph's shout, Dragonborn, for your blessing we pray!
Hearken now, sons of snow, to an age, long ago, and the tale, boldly told, of the one!
Who was kin to both wyrm, and the races of man, with a power to rival the sun!
And the Voice, he did wield, on that glorious field, when great Tamriel shuddered with war!
Mighty Thu'um, like a blade, cut through enemies all, as the Dragonborn issued his roar!
And the Scrolls have foretold, of black wings in the cold, that when brothers wage war come unfurled!
Alduin, Bane of Kings, ancient shadow unbound, with a hunger to swallow the world!
But a day, shall arise, when the dark dragon's lies, will be silenced forever and then!
Fair Skyrim will be free from foul Alduin's maw, Dragonborn be the savior of men!
Songs Of Skyrim (Revised Edition)
Compiled by
Giraud Gemaine
Historian of the Bards College
Solitude
Ragnar the Red is a traditional song of Whiterun. Despite the grim final image the song is generally regarded as light and rollicking and a favorite in inns across Skyrim.
Ragnar The Red
There once was a hero named Ragnar the Red, who came riding to Whiterun from ole Rorikstead!
And the braggart did swagger and brandish his blade, as he told of bold battles and gold he had made!
But then he went quiet, did Ragnar the Red, when he met the shieldmaiden Matilda who said...
Oh, you talk and you lie and you drink all our mead! Now I think it's high time that you lie down and bleed!
And so then came the clashing and slashing of steel, as the brave lass Matilda charged in full of zeal!
And the braggart named Ragnar was boastful no moooooree... when his ugly red head rolled around on the floor!
The Dragonborn Comes has been handed down from generation to generation of bards. The Dragonborn in Nord culture is the archetype of what a Nord should be. The song itself has been used to rally soldiers and to bring hope.
The Dragonborn Comes
Our hero, our hero, claims a warrior's heart.
I tell you, I tell you, the Dragonborn comes.
With a Voice wielding power of the ancient Nord art.
Believe, believe, the Dragonborn comes.
It's an end to the evil, of all Skyrim's foes.
Beware, beware, the Dragonborn comes.
For the darkness has passed, and the legend yet grows.
You'll know, You'll know the Dragonborn's come.
The Age of Oppression and The Age of Aggression are variants of one song. It isn't known which of the two was written first but the tune, with loyalty appropriate lyrics, is quite popular on both sides of the war.
The Age of Oppression
We drink to our youth, and to days come and gone. For the age of oppression is now nearly done.
We'll drive out the Empire from this land that we own. With our blood and our steel we will take back our home.
All hail to Ulfric! You are the High King! In your great honor we drink and we sing.
We're the children of Skyrim, and we fight all our lives. And when Sovngarde beckons, every one of us dies!
But this land is ours and we'll see it wiped clean. Of the scourge that has sullied our hopes and our dreams.
The Age of Aggression
We drink to our youth, to days come and gone. For the age of aggression is just about done.
We'll drive out the Stormcloaks and restore what we own. With our blood and our steel we'll take back our home.
Down with Ulfric the killer of kings. On the day of your death we'll drink and we'll sing.
We're the children of Skyrim, and we fight all our lives. And when Sovngarde beckons, every one of us dies!
But this land is ours and we'll see it wiped clean. Of the scourge that has sullied our hopes and our dreams.
The following is an ancient song we've only recently been able to translate. Without a tune or a sure pronunciation the song is lost to time. It's included here to show the deep history of song here in Skyrim.
The original version...
Dovahkiin, Dovahkiin, naal ok zin los vahriin, wah dein vokul mahfaeraak ahst vaal!
Ahrk fin norok paal graan fod nust hon zindro zaan, Dovahkiin, fah hin kogaan mu draal!
Huzrah nu, kul do od, wah aan bok lingrah vod, Aahrk fin tey, boziik fun, do fin gein!
Wo lost fron wah ney dov, ahrk fin reyliik do jul, voth aan suleyk wah ronit faal krein!
Ahrk fin zul, rok drey kod, nau tol morokei frod, rul lot Taazokaan motaad voth kein!
Sahrot Thu'um, med aan tuz, vey zeim hokoron pah, ol fin Dovahkiin komeyt ok rein!
Ahrk fin Kel lost prodah, do ved viing ko fin krah, tol fod zeymah win kein meyz fundein!
Alduin, feyn do jun, kruziik vokun staadnau, voth aan bahlok wah diivon fin lein!
Nuz aan sul, fent alok, fod fin vul dovah nok, fen kos nahlot mahfaeraak ahrk ruz!
Paaz Keizaal fen kos stin nol bein Alduin jot, Dovahkiin kos fin saviik do muz!
And the translation...
Dragonborn, Dragonborn, by his honor is sworn, To keep evil forever at bay!
And the fiercest foes rout when they hear triumph's shout, Dragonborn, for your blessing we pray!
Hearken now, sons of snow, to an age, long ago, and the tale, boldly told, of the one!
Who was kin to both wyrm, and the races of man, with a power to rival the sun!
And the Voice, he did wield, on that glorious field, when great Tamriel shuddered with war!
Mighty Thu'um, like a blade, cut through enemies all, as the Dragonborn issued his roar!
And the Scrolls have foretold, of black wings in the cold, that when brothers wage war come unfurled!
Alduin, Bane of Kings, ancient shadow unbound, with a hunger to swallow the world!
But a day, shall arise, when the dark dragon's lies, will be silenced forever and then!
Fair Skyrim will be free from foul Alduin's maw, Dragonborn be the savior of men!
Tale of the tongues is a newer song. One that has come in to favor since the Dragonborn put down Alduin. It actually describes the events of the first battle against the dragons.
Tale of the Tongues
Alduin's wings, they did darken the sky. His roar fury's fire, and his scales sharpened scythes.
Men ran and they cowered, and they fought and they died. They burned and they bled as they issued their cries.
We need saviors to free us from Alduin's rage. Heroes on the field of this new war to wage.
And if Alduin wins, man is gone from this world. Lost in the shadow of the black wings unfurled.
But then came the Tongues on that terrible day. Steadfast as winter, they entered the fray.
And all heard the music of Alduin's doom. The sweet song of Skyrim, sky-shattering Thu'um.
And so the Tongues freed us from Alduin's rage. Gave the gift of the Voice, ushered in a new Age.
If Alduin is eternal, then eternity's done. For his story is over and the dragons are... gone.
Songs of the Return
Volume 2: The First Tale of the Darumzu
Our great lord Ysgramor, the harbinger of us all, did then send forth his two beloved sons (with him the only other survivors of the brutalities of Saarthal) to seek out the bravest warriors of the land and mount the great return.
Yngol and Ylgar, they were called, and they were known among Atmora as fine warriors with bright eyes and dawning futures. Yngol, the elder, was the brave strategist, bringing his learnings to bear on the battlefield that his enemies would be defeated before they even know the battle had begun. Ylgar, the younger, was possessed of an unwavering spirit that drove his singular prowess to overwhelming feats in war. Together, the mind and the arm, they were capable of sowing a destruction most thorough and glorious to any foe who stood before them.
Before they parted ways to gather their crews, the two clasped arms and necks in the old fashion and laughed at the heavens for their stories to come.
Young Ylgar then took to the massive shipyards of Jylkurfyk at the southern point and commissioned two ships for himself and his brother. He would command the Darumzu, and his brother the Harakk, thus carrying the names of the two favored stars of their heavens. The shipmakers spirits had been suitably filled by Ysgramor's tales of the savage elves, and they set about to birth ships that befit their noble homeland.
Arrangements having been made, Ylgar set forth to the academies of honored soldiers, seeking out his most trusted friends and advisors to join him on the venture of the Return. By now the stories of the new land to the south were spreading before him, and the mere emergence of his presence was enough to cause the finest warriors to lay down their present undertakings and follow him.
So was he able to call to his side the great Shield-Sisters, Froa and Grosta (who thought and spoke as one), and they brought with them the wise war-teacher Adrimk, who first taught them to dance among the blades. She, in turn, mustered all the students at her command, whose names were not yet made, but some of whom would one day be known: Hermeskr (Who Threw His Shield), Urlach (Who Breathed Fire), Ramth the Greater, Merkyllian Ramth, and the Far-Sighted Uche, who would see the first of many dawns.
On the Day of Final Passage, when the many-oared fleet would last see the distant green summers of Atmora, the brothers were near in their father's wake as the freshly joined Five Hundred would eagerly press onwards towards Tamriel. Ylgar could see his well-minded brother smiling from afar across the waves, and they shouted war-cries to each other, longing for the soon-day when their assembled crews would draw the treacherous elf blood into the ground which they would now claim for their own rights.
But Kyne's ministrations are not to be taken lightly, and though her blessings gave wind to drive those brave sailors to their destiny, so too did her mighty tears fall, to drive them apart. When the Storm of Separation first arose, young Ylgar had no fear, for his crew was strong and able, and their ship drove true through the forest of swells as though pulled by the rope of fate.
When the skies cleared, and Ylgar glimpsed again, with new eyes, the land of his past and future home, he knew his brother's vessel was not within his horizon. The Darumzu, arriving late, drew forth onto the sands and Ylgar rushed to his father to seek word of his brother. The great Ysgramor, harbinger of us all, wept for his lost son, and sought comfort in the arms of his only remaining joy. The crew of the Harakk became the first deaths among the Five Hundred, and Ylgar so enraged with love for his brother that his crew would soon be counted as first among the many noble and honored names in the Companions.
Volume 7: The Tale of the Jorrvaskr
When at last the rightful claim of Saarthal had been retaken, driving the murderous elves back to their lofty cities, did great Ysgramor turn and let loose the fearsome war cry that echoed across all the oceans. The Five Hundred who yet stood joined in the ovation for the victory and the lament for their fallen peers. It was said to be heard on the distant and chilling green shores of Atmora, and the ancestors knew their time had come to cross the seas.
As the reverberations echoed out and drowned to silence, all looked to Ysgramor, who bore the blessed Wuuthrad, for his next commandment. With his lungs that bellowed forth the fury of humanity, he bade them to continue their march, that the devious Mer might know the terror they had brought on themselves with their trickery.
"Go forth," he roared. "Into the belly of this new land. Drive the wretched from their palaces of idleness. Oblige them to squalor and toil, that they would see their betrayals as the all-sin against our kind. Give no quarter. Show no kindness. For they would not give nor show you the same." (Our great forebear gave this order as he did not yet understand the prophecy of the Twin Snakes, that he would be fated to die before seeing the true destiny of his line.)
Hearing this, the Circle of Captains gathered each their crews unto themselves. From here, they decreed, we will go forth. Let each ship's band make its own way, seeking their fates to the open sun. A night spent in feasting, the Oath of the Companions was sworn anew, with each of the Five Hundred (so they still named their count, in honor of the shields that were broken at Saarthal) swearing to act as Shield-Brother and Shield-Sister to any of the Atmoran line were their fates to ever again entwine.
As the red hands of dawn stretched from the east, so broke the Five Hundred Companions of Ysgramor, setting about their journeys, sailing now across the land with waves of stone and crests of trees flowing under their footed hulls.
The first to break from the grounded fleet was the crew of the Jorrvaskr, who had been formed of Ysgramor's closest friends. Their captain was known as Jeek of the River, so called by the Harbinger himself from their youths passed in glory. When assembling their glistening hull, he sought out the labors of Menro and Manwe, who now bore the native timbers across this new land of Tamriel. Among their fiercest were Tysnal (Who Was Twice-Named), and Terr, his twin and Shield-Brother whose girth was never spoken of to his face. There were others, too, in their band -- Meksim the Walker, Brunl (Who Fought with his Off-Hand), and Yust the Smiler. These and others were sworn to Jeek, and they pushed forth into the shadows where yet the sun had not reached.
Southwards they went, by beast and by foot. Elves they found, though none remain to tell what those battles entailed. The numbers of the Jorrvaskr never faltered, so shrewd were they in battle, with minds as sharp as their blades.
Once, as the sun beat from its high-home, Jonder the Tiny, the one who ran ahead, came over the hill to tell what was seen. Amidst a vast plain his eyes had met a monument of a bird, whose eyes and beak were opened in flame. When his brothers and sisters crested the hill, they too saw its glory, but they were afraid for no elven settlement could be seen to the horizon.
"But this is not seemly," said Kluwe, who went by Loate when hiding his face. "Is not this wide land fit for harvest? Why have not the elves, vile to their core, seen to exploit and tame it?" They asked of their elven captives (for they had many) what they found unfit about these plains. Yet even the captives who still bore their tongues could say nothing of the valley. They looked with fear at the winged colossus, and from their babblings did the warriors of the Jorrvaskr learn that it was older than even the elves themselves. Of those who wrought it solid from its mother-stone, nothing could be said, but it was known to drive a magic almost as old as Nirn itself, some remnant of the gods' efforts to render a paradise in Mundus before the shattering of Lorkhan.
This first of many, this crew of the Jorrvaskr, heathens and ancestors to us all, feared no stories or gods. Indeed, if there was something the elves feared, they would have it for their own. Thus began the labors, once more, of Menro and Manwe, whose eager hands again laid to the Atmoran wood which had born them all across the sea, and what was their ship became their shelter as this valley became their purview until the end of all their days.
Thus began the building of the Great City, circled by the running of the White River, as brought forth by these beloved of Ysgramor, yet but twenty-two of the glorious Five Hundred Companions.
Volume 19: The Second Tale of the Ylgermet
When that final battle at the barren pass was completed, and the melting snow carried elf-blood back to the sea, the crew of the Kaal Kaaz, the Sadon Reyth, and the most exalted crew of our lord's ship, the Ylgermet, at last parted ways, never to join shields again. They drew apart in that form which is not a loss, but a gain in knowing one's heart can be carried in the chests of others. So great was the love that those first of the Five Hundred had for each other, and most especially for the great Ysgramor, harbinger of us all.
They pressed eastwards, seeking the sea, when they came upon the barrow of Yngol, the mighty Ysgramor's son who had fallen to the whims of Kyne rather than the treachery of the elves. Our lord had not expected to lay eyes upon it again so soon, and his grief flowed anew at the sight of it, as a reopened wound will bleed as it did when first received.
His eyes turned to the south, where a river met the sea, and decreed that there would he and the crew of the Ylgermet create a great city, in monument to the glories of mankind, that from his palace he might always look upon the hill of his dear son's resting place, and feel that his line would know peace in this new home that was never known in Atmora.
The elven captives were set to work, bringing forth stone to build in their conqueror's fashion. As many elves died in the building of the city as had the crew of the Ylgermet slain while on way to its site, and Ysgramor drove the wretches ever more, to build higher, to lay a claim to the river so that none might pass into the interior of this land without first showing due respect to its rightful claimant.
Thus was the great bridge constructed, forever striding the river that no elf might sneak through to avenge his devious cousins. As the bridge was built long, so too was the palace built high, spires reaching the sky to show dominion even over the very winds that had brought forth such a grief.
In the deep hollows beneath the city, a great tomb was prepared for the day when lord Ysgramor, harbinger to us all, would be called home to glory in Sovngarde. But as we know, he chose instead to be buried on the shore, facing towards Atmora, that though his heart lived and died in this new land, it would forever yearn for the beauties of still-green Atmora, before the freezing took it.
Thus was founding of Windhelm, the city of Kings, though her history is long and her glories did not end with her founder.
Volume 24: The First Tale of the Krilot Lok
[When the time came for] breaking of camp, not all crews took southwards across the rolling lands. Some turned with quick eyes back to their ships, for their hearts were bounded to the waves as sure as they were bounded to each other [as allied Companions].
One such crew was that of the Krilot Lok, sinewy long folk from the [eastern] edge of Atmora. Their ruddy skin matched the dawn and it was often said that morning herself learned [her glorious colors from] the first faces to meet her at the break of day. The great Kyne lifted their souls and their winds, propelling them westwards with the new lands of Tamriel ever beckoning to the south.
In time, these perpetual wanderers came upon sights fearsome and terrible. Entire kingdoms of men beyond their recognition, skin charred like overcooked meat. Elves [even more devious than the northern betrayers] disgraced their horizons, until they learned the sheltered ways between. Great deserts the likes of which were never known in the homeland, peopled by beasts that spoke like men, with the [savagery?] of elves. Many a notable and well-sung Companion met his end at the spears of the legged snakes of the southern marsh.
Among the brave crew of the Krilot Lok were of Roeth and Breff the Elder, the great Shield-Brothers (who often swapped spears), and [their] war-wives, Britte and Greyf (the fair child), Shield-Sisters in their own right who could bring [the face of terror?] across the ice-chilled seas. Together these four stared into the abyss of trees that formed the foul-smelling homeland of the snake-men. And as they were blessed Atmorans who feared no shore of Tamriel, they ventured forth to seek out their glories in the most dangerous of these new lands.
Onward they flew, ravaging the swamplands, beating a trail between themselves and their ship such that they would never lose sight of the shore. In the far-off day when at last Roeth would fall, when Britte screamed her famed war-cry so that all the marshes were emptied, this trail would fill once more with the treacherous snake men. So began the [burning?] march of these great captains of us all.
Volume 56: The Final Tale of the Chrion
The Songs of the Return are eternal and numerous, for those first Five Hundred, those Companions of Ysgramor who cleared the way for mankind's rightful habitation, burned with a fire not seen since those days long passed. Each ship carried a crew that performed legendary feats that could feed the pride of any nation for a thousand years. And during this time of the broadening, scores of Companions wandered the land, bringing the light of the proper gods to the heathen land of elves and beasts.
They were but mortal, though, and in time, all would taste the glories of Sovngarde.
It was in one of the uncounted years after the retaking of Saarthal that the crew of the Chrion was declaring their fortunes in the eastern lands near the Red Mountain. They were encamped, surrounded by bodies of murderous elves who had attempted to make them believe they held peace in their hearts. The shrewd Rhorlak was the Chrion's captain, though, and would show no quarter to the liars of the southlands, as had been commanded by his lord Ysgramor, harbinger of us all.
It was in this state of carousing that they were approached by a young and breathless messenger of their sister crew from the Kaal Kaaz. The boy (Asgeir, as his name is now sung) had ran unimaginable distance at breakneck speed from the blood-stained fields of the Clouded Sun, to deliver the news to all who would hear. When he reached their camp, he bellowed a great sob before relieving his heart with the news that the mighty Ysgramor had breathed his last.
Asgeir continued his swift run, to inform the other crews as quickly as they could be found (for there were many now crawling the land, rendering our legacy from their deeds), and the camp of the Chrion descended into a mourning of the most forlorn sort. Among these fires sat the bravest men and fiercest women who have ever graced the dirt of this land, and they were brought low by such a notion. While we in the day-shine know only Ysgramor's glory as it gleams through history, these Companions knew his might with their own eyes, and such a loss hangs so heavily on the heart that mere words cannot express the altering of their world.
For indeed the stories tell that Rhorlak, the most battle-hardened and unflinching of all captains, did collapse with grief, and never lifted again his mighty axe. And all around Tamriel, as the news spread as a dark cloud washes from horizon to horizon, did brilliant lights go out in silent honor of their fallen general and war-leader.
So ended the period of the Return, and the original glories of the Five Hundred Companions of Ysgramor, harbinger of us all.
Souls, Black and White
The nature of the soul is not knowable. Every wizard that has attempted it vanishes without a trace. What can be known is that souls are a source of mystic energy that can be harvested.
Every creature, living or dead, is powered by a soul. Without it, they are just lumps of flesh or piles of bones. This animating force can be contained within a soul gem, if the soul gem has the capacity. From the gem, the power can be used to power magical items.
Centuries of experimentation has demonstrated that there are black souls and white souls. Only the rare black soul gem can hold the soul of a higher creature, such as a man or an elf. While the souls of lesser creatures can be captured by gems of many colors, they are all categorized as white soul gems. Hence the division of souls into black and white.
White souls are far safer than black souls, although not as powerful. Beginning students of Mysticism should not dabble in black souls or black soul gems. Even if one were to ignore the guild strictures against the necromatic arts used to power black soul gems, it is dangerous to the caster to handle them for long. If the gem is not precisely the size of the encased soul, small bits of the caster's soul may leak into the gem when it is touched.
Sovngarde: A Reexamination
by Bereditte Jastal
Speculation regarding Sovngarde, the Nordic Hall of Valor
Death. It is something we all face. Or do we?
Just ask the nearest Nord what he thinks of the end of life, and you'll likely be treated to a horrific story of blood, bone and viscera, of courageous deeds and heartbreaking sorrow. Carnage notwithstanding, there may be even more to death than the average Nord warrior realizes. New evidence suggests a life beyond the battlefield, where a valiant Nord may live forever, downing mead and engaging in contests of strength and skill. But in order to fully understand the possibility of a Nord's eternal life after death, one must first reexamine the legends surrounding that most wondrous of warrior's retreats - Sovngarde.
According to the ancient writings and oral traditions of the Nords, going back as far as the Late Merethic Era, there exists a place so magnificent, so honored, that the entrance lies hidden from view. Sovngarde, it is called, built by the god Shor to honor those Nords who have proven their mettle in war. Within this "Hall of Valor" time as we know it has no meaning. The concepts of life and death are left on the doorstep, and those within exist in a sort of self-contained euphoria, free of pain, suffering and the worst malady a Nord could suffer - boredom.
But just how well hidden the entrance to Sovngarde is has been a matter of much scholarly debate, and there are those who believe Shor's great hall is just a myth, for there are no actual accounts from Nords who have experienced the wonders of Sovngarde then returned to tell the tale. Not that this has stopped anyone from looking. Some Nords spend a lifetime searching for the mysterious hidden entrance to Sovngarde. Most return home sad and broken, their hearts heavy with failure. They'll never know the pleasure of a mead flagon that never empties, or a wrestling tournament without end.
What, some may ask, does the entrance to Sovngarde have to do with death? Everything, according to a series of ancient parchments recently discovered in the attic of a deceased Nord's home in Cyrodiil. What at first seemed to be a series of love letters was later found to be a correspondence between one Felga Four-Fingers, a medium of some note, and the ghost of a Nord warrior named Rolf the Large.
According to the parchments, Rolf had spent his entire life searching for the entrance to Sovngarde, without success. He was returning home to his village of Skyrim when he was waylaid by a band of giants. Rolf fought bravely, but was quickly killed, and the giants proceeded to play catch with his head. Amazingly, all of this was seen by Rolf in ghostly form as he drifted away from the scene, soaring upwards into the heavens, where he finally arrived... in the magnificent hall of Sovngarde!
Rolf could not believe his good fortune, and his foolishness for not having realized the truth so many years before. For death was the entrance to Sovngarde. So he was told by Shor himself, who greeted Rolf the Large as a brother, and personally handed him a leg of roast mutton and the hand of a comely wench. Sovngarde, Shor told him, can be entered by any Nord who dies valiantly in honorable combat.
It is time for Nords to learn the truth. Eternal life can be theirs, without the need to spend an entire mortal life in vain pursuit of something completely unattainable. In the end, all valiant Nords can enter Sovngarde. Dismemberment, decapitation or evisceration seems a small price to pay for the chance to spend an eternity in Shor's wondrous hall.
Spirit of Nirn
Lorkhan is the Spirit of Nirn, the god of all mortals. This does not mean all mortals necessarily like him or even know him. Most elves hate him, thinking creation as that act which sundered them from the spirit realm. Most Humans revere him, or aspects of him, as the herald of existence. The creation of the Mortal Plane, the Mundus, Nirn, is a source of mental anguish to all living things; all souls know deep down they came originally from somewhere else, and that Nirn is a cruel and crucial step to what comes next. What is this next? Some wish to return to the original state, the spirit realm, and that Lorkhan is the Demon that hinders their way; to them Nirn is a prison, an illusion to escape. Others think that Lorkhan created the world as the testing ground for transcendence; to them the spirit realm was already a prison, that true escape is now finally possible.
Spirit of the Daedra
HOW YOU SHOULD KNOW US
DEATH, DEFEAT, AND FEAR
We do not die. We do not fear death.
Destroy the Body, and the Animus is cast into The Darkness. But the Animus returns.
But we are not all brave.
We feel pain, and fear it. We feel shame, and fear it. We feel loss, and fear it. We hate the Darkness, and fear it.
The Scamps have small thoughts, and cannot fear greatly.
The Vermai have no thoughts, and cannot fear.
The Dremora have deep thoughts, and must master fear to overcome it.
THE CLAN BOND
We are not born; we have not fathers nor mothers, yet we have kin and clans.
The clan-form is strong. It shapes body and thought.
In the clan-form is strength and purpose.
THE OATH BOND
We serve by choice. We serve the strong, so that their strength might shield us.
Clans serve by long-practice, but practice may change.
Dremora have long served Dagon but not always so.
Practice is secure when oath-bonds are secure, and trust is shared.
When oath-bonds are weak, there is pain, and shame, and loss, and Darkness, and great fear.
HOW WE THINK ABOUT MAN
Perhaps you find Scamps comic, and Vermai brutish.
How then do you imagine we view you humans?
You are the Prey, and we are the Huntsmen.
The Scamps are the Hounds, and the Vermai the Beaters.
Your flesh is sweet, and the chase is diverting.
As you may sometimes praise the fox or hare, admiring its cunning and speed, and lamenting as the hounds tear its flesh, so do we sometimes admire our prey, and secretly applaud when it cheats our snares or eludes pursuit.
But, like all worldly things, you will in time wear, and be used up. You age, grow ugly, weak, and foolish. You are always lost, late or soon.
Sometimes the prey turns upon us and bites. It is a small thing. When wounded or weary, we fly away to restore. Sometimes a precious thing is lost, but that risk makes the chase all the sweeter.
MAN'S MYSTERY
Man is mortal, and doomed to death and failure and loss.
This lies beyond our comprehension - why do you not despair?
Surfeit of Thieves
by Aniis Noru
"This looks interesting," said Indyk, his eyes narrowing to observe the black caravan making its way to the spires of the secluded castle. A gaudy, alien coat of arms marked each carriage, the lacquer glistening in the light of the moons. "Who do you suppose they are?"
"They're obviously well-off," smiled his partner, Heriah. "Perhaps some new Imperial Cult dedicated to the acquisition of wealth?"
"Go into town and find out what you can about the castle," said Indyk. "I'll see if I can learn anything about who these strangers are. We meet on this hill tomorrow night."
Heriah had two great skills: picking locks and picking information. By dusk of the following day, she had returned to the hill. Indyk joined her an hour later.
"The place is called Ald Olyra," she explained. "It dates back to the second era when a collection of nobles built it to protect themselves during one of the epidemics. They didn't want any of the diseased masses to get into their midst and spread the plague, so they built up quite a sophisticated security system for the time. Of course, it's mostly fallen into ruin, but I have a good idea about what kind of locks and traps might still be operational. What did you find out?"
"I wasn't nearly so successful," frowned Indyk. "No one seemed to have any idea about the group, even that that there were here. I was about to give up, but at the charterhouse, I met a monk who said that his masters were a hermetic group called the Order of St. Eadnua. I talked to him for some time, this fellow name of Parathion, and it seems they're having some sort of ritual feast tonight."
"Are they wealthy?" asked Heriah impatiently.
"Embarrassingly so according to the fellow. But they're only at the castle for tonight."
"I have my picks on me," winked Heriah. "Opportunity has smiled on us."
She drew a diagram of the castle in the dirt: the main hall and kitchen were near the front gate, and the stables and secured armory were in the back. The thieves had a system that never failed. Heriah would find a way into the castle and collect as much loot as possible, while Indyk provided the distraction. He waited until his partner had scaled the wall before rapping on the gate. Perhaps this time he would be a bard, or a lost adventurer. The details were most fun to improvise.
Heriah heard Indyk talking to the woman who came to the gate, but she was too far away to hear the words exchanged. He was evidently successful: a moment later, she heard the door shut. The man had charm, she would give him that.
Only a few of the traps and locks to the armory had been set. Undoubtedly, many of the keys had been lost in time. Whatever servants had been in charge of securing the Order's treasures had brought a few new locks to affix. It took extra time to maneuver the intricate hasps and bolts of the new traps before proceeding to the old but still working systems, but Heriah found her heart beating with anticipation. Whatever lay beyond the door, she thought, must be of sufficient value to merit such protection.
When at last the door swung quietly open, the thief found her avaricious dreams paled to reality. A mountain of golden treasure, ancient relics glimmering with untapped magicka, weaponry of matchless quality, gemstones the size of her fist, row after row of strange potions, and stacks of valuable documents and scrolls. She was so enthralled by the sight, she did not hear the man behind her approach.
"You must be Lady Tressed," said the voice and she jumped.
It was a monk in a black, hooded robe, intricately woven with silver and gold threads. For a moment, she could not speak. This was the sort of encounter that Indyk loved, but she could think to do nothing but nod her head with what she hoped looked like certainty.
"I'm afraid I'm a little lost," she stammered.
"I can see that," the man laughed. "That's the armory. I'll show you the way to the dining hall. We were afraid you weren't going to arrive. The feast is nearly over."
Heriah followed the monk across the courtyard, to the double doors leading to the dining hall. A robe identical to the one he was wearing hung on a hook outside, and he handed it to her with a knowing smile. She slipped it on. She mimicked him as she lowered the hood over her head and entered the hall.
Torches illuminated the figures within around the large table. Each wore the uniform black robe that covered all features, and from the look of things, the feast was over. Empty plates, platters, and glasses filled every inch of the wood with only the faintest spots and dribbles of the food remaining. It was a breaking of a fast it seemed. For a moment, Heriah stopped to think about poor, lost Lady Tressed who had missed her opportunity for gluttony.
The only unusual item on the table was its centerpiece: a huge golden hourglass which was on its last minute's worth of sand.
Though each person looked alike, some were sleeping, some were chatting merrily to one another, and one was playing a lute. Indyk's lute, she noticed, and then noticed Indyk's ring on the man's finger. Heriah was suddenly grateful for the anonymity of the hood. Perhaps Indyk would not realize that it was she, and that she had blundered.
"Tressed," said the young man to the assembled, who turned as one to her and burst into applause.
The conscious members of the Order arose to kiss her hand, and introduce themselves.
"Nirdla."
"Suelec."
"Kyler."
The names got stranger.
"Toniop."
"Htillyts."
"Noihtarap."
She could not help laughing: "I understand. It's all backwards. Your real names are Aldrin, Celeus, Relyk, Poinot, Styllith, Parathion."
"Of course," said the young man. "Won't you have a seat?"
"Sey," giggled Heriah, getting into the spirit of the masque and taking an empty chair. "I suppose that when the hourglass runs out, the backwards names go back to normal?"
"That's correct, Tressed," said the woman next to her. "It's just one of our Order's little amusements. This castle seemed like the appropriately ironic venue for our feast, devised as it was to shun the plague victims who were, in their way, a walking dead."
Heriah felt herself light-headed from the odor of the torches, and bumped into the sleeping man next to her. He fell face forward onto the table.
"Poor Esruoc Tsrif," said a neighboring man, helping to prop the body up. "He's given us so much."
Heriah stumbled to her feet and began walking uncertainly for the front gate.
"Where are you going, Tressed?" asked one of the figures, his voice taking on an unpleasant mocking quality.
"My name isn't Tressed," she mumbled, gripping Indyk's arm. "I'm sorry, partner. We need to go."
The last crumb of sand fell in the hour glass as the man pulled back his hood. It was not Indyk. It was not even human, but a stretched grotesquerie of a man with hungry eyes and a wide mouth filled with tusk-like fangs.
Heriah fell back into the chair of the figure they called Esruoc Tsrif. His hood fell open, revealing the pallid, bloodless face of Indyk. As she began to scream, they fell on her.
In her last living moment, Heriah finally spelled "Tressed" backwards.
Surviving A Horker Attack
by Heidmir Starkad
On my travels through Skyrim I have run into many northern fisherman and hunters with intriguing tales of their encounters with horkers. The stories are varied, ranging from deadly attacks to a girl who claims she was saved from drowning.
I have taken it upon myself to compile some of these for those who journey along the frozen coast.
Our first tale is of a hunter named Gromm. He claims that one night while turning in after a long day of trapping, he saw a great shadow cast on the wall of his tent. Did he get the horker or did the horker get him?
Gromm was a great trapper working in the frozen tundra collecting fox pelts but as he was about to fall asleep one night, he heard some noises coming from outside of his tent.
His first instinct was to remain calm and see if the beast would pass, but after some threatening roars, Gromm slowly made for his axe. The creature detected his movement and began to thrash around using its great tusks to shred the hunter's tent and knocking the hunter off balance.
As he stumbled Gromm was able to use a frost spell scroll but the ice magic seemed to have diminished effect on the horker. That tidbit may be of use to someone out there.
After recovering from the stagger, Gromm was able to steady himself and with a few great cleaves killed the horker. Though his camp was in ruins, Gromm was lucky to walk away with only a slight goring to his left thigh.
Gromm's parting comment was that if you do encounter a horker, remain calm and remember that if you survive, the meat and tusks will fetch a nice bit of gold at market.
The Tale of Dro'Zira
Transcription and Commentary
by Sonia Vette
The following is a tale overheard, as told by a Khajiit father to his cub, while making camp with one of their caravans. I have attempted to transcribe it as he told it, for the Khajiit do not often speak of their history to outsiders. In truth I do not believe he would have spoken at all, but for the vast helping of Moonsugar he had consumed that night.
C ome and warm your fur by the fire, Ma'rashirr, and I will tell you of how our Dro'Zira came to be the greatest of all Kahjiit! (ed: Dro'Zira I took in this case to be an honored ancestor)
The ancient Khajiit heard the great roar of Alkosh the Great Cat King of Time (ed: known as Akatosh in the empire, and Alduin in Skyrim) and raced to his Voice. In three days' time they crossed the whole of Tamriel, resting not even for the moonsugar, for such was the speed of Khajiiti then.
They joined with the pride of Alkosh and were his strongest warriors. Lorkhaj, (ed: Shor in the Nordic) however, chose to give his roar to the Ra'Wulfharth to spite the Khajiiti warriors, for he was jealous of their devotion to Alkosh.
Seeing the ferocity of the Khajiiti warriors, Ra'Wulfharth could not bring himself to put them to death. Using the roar that Lorkhaj had given him, he spoke to Masser and Secunda, to move to their fullness in the sky. The Khajiiti warriors became Senche, but Lorkhaj stripped from them all reason.
When Ra'Wulfharth returned to sink his fangs into the Red Mountain, he called upon his people to aid him. Dro'Zira was the only among the "Rhojiit" who still remembered, and so was the only one who answered the summons.
But these Nord bards are (expletive removed) and do not sing of how the great Ash King rode Dro'Zira up the Red Mountain itself to strike at the heart of the Dunmer. Never is it mentioned how Dro'Zira pounced atop Dumalacath, the Dwarf-Orc, when he had his blade to the throat of the Ash King so that he could not speak.
Nor do they sing of how Lorkhaj returned Dro'Zira from the lands of Sheggorath for his bravery and for saving the Ash King! So when you find a bard who speaks ill of the Khajiit, you be sure to leave him an iron claw in the back to remind him who saved Skyrim.
As for the rest of the "Rhojiit" They grew small and lost their cunning altogether, which is why you should not hesitate to strike them down when they approach the wagons. So it was told by my father, and so I tell it now to you.
Now, be a good cub and go fetch me some more moonsugar for these sweet cakes.
Much of the tale seemed to me, little more than a boast, but certain facts do seem to line up with what we believe is the truth behind the legends. It does raise questions as to why we do not know more about history of the Khajiit and what parts they have played that might not have been recorded by our written histories.
Ancient Tales of the Dwemer
Part I: The Ransom of Zarek
by Marobar Sul
Jalemmil stood in her garden and read the letter her servant had brought to her. The bouquet of joss roses in her hand fell to the ground. For a moment it was as if all birds had ceased to sing and a cloud had passed over the sky. Her carefully cultivated and structured haven seemed to flood over with darkness.
"We have thy son," it read. "We will be in touch with thee shortly with our ransom demands."
Zarek had never made it as far as Akgun after all. One of the brigands on the road, Orcs probably, or accursed Dunmer, must have seen his well-appointed carriage, and taken him hostage. Jalemmil clutched at a post for support, wondering if her boy had been hurt. He was but a student, not the sort to fight against well-armed men, but had they beaten him? It was more than a mother's heart could bear to imagine.
"Don't tell me they sent the ransom note so quickly," called a family voice, and a familiar face appeared through the hedge. It was Zarek. Jalemmil hurried to embrace her boy, tears running down her face.
"What happened?" she cried. "I thought thou had been kidnapped."
"I was," said Zarek. "Three huge soaring Nords attacked by carriage on the Frimvorn Pass. Brothers, as I learned, named Mathais, Ulin, and Koorg. Thou should have seen these men, mother. Each one of them would have had trouble fitting through the front door, I can tell thee."
"What happened?" Jalemmil repeated. "Were thou rescued?"
"I thought about waiting for that, but I knew they'd send off a ransom note and I know how thou does worry. So I remembered what my mentor at Akgun always said about remaining calm, observing thy surroundings, and looking for thy opponent's weakness," Zarek grinned. "It took a while, though, because these fellows were truly monsters. And then, when I listened to them, bragging to one another, I realized that vanity was their weakness."
"What did thou do?"
"They had me chained at their camp in the woods not far from Cael, on a high knoll over-looking a wide river. I heard one of them, Koorg, telling the others that it would take the better part of an hour to swim across the river and back. They were nodding in agreement, when I spoke up.
"'I could swim that river and back in thirty minutes,' I said.
"'Impossible,' said Koorg. 'I can swim faster than a little whelp like thee.'
"So it was agreed that we would dive off the cliff, swim to the center island, and return. As we went to our respective rocks, Koorg took it upon himself to lecture me about all the fine points of swimming. The importance of synchronized movements of the arms and legs for maximum speed. How essential it was to breathe after only third or fourth stroke, not too often to slow thyself down, but not too often to lose one's air. I nodded and agreed to all his fine points. Then we dove off the cliffs. I made it to the island and back in a little over an hour, but Koorg never returned. He had dashed his brains at the rocks at the base of the cliff. I had noticed the telltale undulations of underwater rocks, and had taken the diving rock on the right."
"But thou returned?" asked Jalemmil, astounded. "Was that not then when thou escaped?"
"It was too risky to escape then," said Zarek. "They could have easily caught me again, and I wasn't keen to be blamed for Koorg's disappearance. I said I did not know what happened to him, and after some searching, they decided he had forgotten about the race and had swum ashore to hunt for food. They could not see how I could have had anything to do with his disappearance, as fully visible as I was throughout my swim. The two brothers began making camp along the rocky cliff-edge, picking an ideal location so that I would not be able to escape.
"One of the brothers, Mathais, began commenting on the quality of the soil and the gradual incline of the rock that circled around the bay below. Ideal, he said, for a foot race. I expressed my ignorance of the sport, and he was keen to give me details of the proper technique for running a race. He made absurd faces, showing how one must breathe in through the nose and out through the mouth; how to bend one's knees to the proper angle on the rise; the importance of sure foot placement. Most important, he explained, was that the runner keep an aggressive but not too strenuous pace if one intends to win. It is fine to run in second place through the race, he said, provided one has the willpower and strength to pull out in the end.
"I was an enthusiastic student, and Mathais decided that we ought to run a quick race around the edge of the bay before night fell. Ulin told us to bring back some firewood when we came back. We began at once down the path, skirting the cliff below. I followed his advice about breath, gait, and foot placement, but I ran with all my power right from the start. Despite his much longer legs, I was a few paces ahead as we wound the first corner.
"With his eyes on my back, Mathais did not see the gape in the rock that I jumped over. He plummeted over the cliff before he had a chance to cry out. I spent a few minutes gathering some twigs before I returned to Ulin at camp."
"Now thou were just showing off," frowned Jalemmil. "Surely that would have been a good time to escape."
"Thou might think so," agreed Zarek. "But thou had to see the topography -- a few large trees, and then nothing but shrubs. Ulin would have noticed my absence and caught up with me in no time, and I would have had a hard time explaining Mathais's absence. However, the brief forage around the area allowed me to observe some of the trees close up, and I could formulate my final plan.
"When I got back to camp with a few twigs, I told Ulin that Mathais was slow coming along, dragging a large dead tree behind him. Ulin scoffed at his brother's strength, saying it would take him time to pull up a live tree by the roots and drop it on the bonfire. I expressed reasonable doubt.
"'I'll show thee,' he said, ripping up a ten foot tall specimen effortlessly.
"'But that's scarcely a sapling,' I objected. 'I thought thou could rip up a tree.' His eyes followed mine to a magnificent, heavy-looking one at the edge of the clearing. Ulin grabbed it and began to shake it with a tremendous force to loosen its roots from the dirt. With that, he loosened the hive from the uppermost branches, dropping it down onto his head.
"That was when I made my escape, mother," said Zarek, in conclusion, showing a little schoolboy pride. "While Mathais and Koorg were at the base of the cliff, and Ulin was flailing about, engulfed by a swarm."
Jalemmil embraced her son once again.
Publisher's Note
I was reluctant to publish the works of Marobar Sul, but when the University of Gwylim Press asked me to edit this edition, I decided to use this as an opportunity to set the record straight once and for all.
Scholars do not agree on the exact date of Marobar Sul's work, but it is generally agreed that they were written by the playwright "Gor Felim," famous for popular comedies and romances during the Interregnum between the fall of the First Cyrodilic Empire and the rise of Tiber Septim. The current theory holds that Felim heard a few genuine Dwemer tales and adapted them to the stage in order to make money, along with rewritten versions of many of his own plays.
Gor Felim created the persona of "Marobar Sul" who could translate the Dwemer language in order to add some sort of validity to the work and make it even more valuable to the gullible. Note that while "Marobar Sul" and his works became the subject of heated controversy, there are no reliable records of anyone actually meeting "Marobar Sul," nor was there anyone of that name employed by the Mages Guild, the School of Julianos, or any other intellectual institution.
In any case, the Dwemer in most of the tales of "Marobar Sul" bear little resemblance to the fearsome, unfathomable race that frightened even the Dunmer, Nords, and Redguards into submission and built ruins that even now have yet to be understood.
Part II
by Marobar Sul
The hamlet village of Lorikh was a quiet, peaceful Dwemer community nestled in the monochrome grey and tan dunes and boulders of the Dejasyte. No vegetation of any kind grew in Lorikh, though there were blackened vestiges of long dead trees scattered throughout the town. Kamdida arriving by caravan looked at her new home with despair. She was used to the forestland of the north where her father's family had haled. Here there was no shade, little water, and a great open sky. It looked like a dead land.
Her mother's family took Kamdida and her younger brother Nevith in, and was very kind to the orphans, but she felt lonely in the alien village. It was not until she met an old Argonian woman who worked at the water factory that Kamdida found a friend. Her name was Sigerthe, and she said that her family had lived in Lorikh centuries before the Dwemer arrived, when it was a great and beauteous forest.
"Why did the trees die?" asked Kamdida.
"When there were Argonians only in this land, we never cut trees for we had no need for fuel or wooden structures such as you use. When the Dwemer came, we allowed them to use the plants as they needed them, provided they never touched the Hist, which are sacred to us and to the land. For many years, we lived peaceably. No one wanted for anything."
"What happened?"
"Some of your scientists discovered that distilling a certain tree sap, molding it and drying it, they could create a resilient kind of armor called resin," said Sigerthe. "Most of the trees that grew here had very thin ichor in their branches, but not the Hist. Many of them fairly glistened with sap, which made the Dwemer merchants greedy. They hired a woodsman named Juhnin to start clearing the sacred arbors for profit."
The old Argonian woman looked to the dusty ground and sighed, "Of course, we Argonians cried out against it. It was our home, and the Hist, once gone, would never return. The merchants reconsidered, but Juhnin took it on his own to break our spirit. He proved one terrible, bloody day that his prodigious skill with the axe could be used against people as well as trees. Any Argonian who stood in his way was hewn asunder, children as well. The Dwemer people of Lorikh closed their doors and their ears to the cries of murder."
"Horrible," gasped Kamdida.
"It is difficult to explain," said Sigerthe. "But the deaths of our living ones was not nearly as horrible to us as the death of our trees. You must understand that to my people, the Hist are where we come from and where we are going. To destroy our bodies is nothing; to destroy our trees is to annihilate us utterly. When Juhnin then turned his axe on the Hist, he killed the land. The water disappeared, the animals died, and all the other life that the trees nourished crumbled and dried to dust."
"But you are still here?" asked Kamdida. "Why didn't you leave?"
"For us, we are trapped. I am one of the last of a dying people. Few of us are strong enough to live away from our ancestral groves, and sometimes, even now, there is a perfume in the air of Lorikh that gives us life. It will not be long until we are all gone."
Kamdida felt tears welling up in her eyes. "Then I will be alone in this horrible place with no trees and no friends."
'We Argonians have an expression," said Sigerthe with a sad smile, taking Kamdida's hand. "That the best soil for a seed is found in your heart."
Kamdida looked into the palm of her hand and saw that Sigerthe had given her a small black pellet. It was a seed. "It looks dead."
"It can only grow in one place in all Lorikh," said the old Argonian. "Outside an old cottage in the hills outside town. I cannot go there, for the owner would kill me on sight and like all my people, I am too frail to defend myself now. But you can go there and plant the seed."
"What will happen?" asked Kamdida. "Will the Hist return?"
"No. But some part of their power will."
That night, Kamdida stole from her house and into the hills. She knew the cottage Sigerthe had spoken of. Her aunt and uncle had told her never to go there. As she approached it, the door opened and an old but powerfully built man appeared, a mighty axe slung over his shoulder.
"What are you doing here, child?" he demanded. "In the dark, I almost took you to be a lizard man."
"I've lost my way in the dark," she said quickly. "I'm trying to get back to my home in Lorikh."
"Be on your way then."
"Do you have a candle I might have?" she asked piteously. "I've been walking in circles and I'm afraid I'll only return back here without any light."
The old man grumbled and walked into his house. Quickly, Kamdida dug a hole in the dry dirt and buried the seed as deeply as she could. He returned with a lit candle.
"See to it you don't come back here," he growled. "Or I'll chop you in half."
He returned to his house and fire. The next morning when he awoke and opened the door, he found that his cottage was entirely sealed within an enormous tree. He picked up his axe and delivered blow and after blow to the wood, but he could never break through. He tried side chops, but the wood healed itself. He tried an upper chop followed by an under chop to form a wedge, but the wood sealed.
Much time went by before someone discovered old Juhnin's emaciated body lying in front of his open door, still holding his blunted, broken axe. It was a mystery to all what he had been chopping with it, but the legend began circulating through Lorikh that Hist sap was found on the blade.
Shortly thereafter, small desert flowers began pushing through the dry dirt in the town. Trees and plants newly sown began to live tolerably well, if not luxuriantly. The Hist did not return, but Kamdida and the people of Lorikh noticed that at a certain time around twilight, long, wide shadows of great, bygone trees would fill the streets and hills.
Publisher's Note
"The Seed" is one of Marobar Sul's tales whose origins are well known. This tale originated from the Argonian slaves of southern Morrowind. "Marobar Sul" merely replaced the Dunmer with Dwemer and claimed he found it in a Dwemer ruin. Furthermore, he later claimed that the Argonian version of the tale was merely a retelling of his "original!"
Lorikh, while clearly not a Dwemer name, simply does not exist, and in fact "Lorikh" was a name commonly used, incorrectly, for Dunmer men in Gor Felim's plays. The Argonian versions of the story usually take place on Vvardenfell, usually in the Telvanni city of Sadrith Mora. Of course the so-called "scholars" of Temple Zero will probably claim this story has something to do with "Lorkhan" simply because the town starts with the letter L.
Part III: The Importance of Where
By Marobar Sul
The chieftain of Othrobar gathered his wise men together and said, "Every morning a tenfold of my flock are found butchered. What is the cause?"
Fangbith the Warleader said, "A Monster may be coming down from the Mountain and devouring your flock."
Ghorick the Healer said, "A strange new disease perhaps is to blame."
Beran the Priest said, "We must sacrifice to the Goddess for her to save us."
The wise men made sacrifices, and while they waited for their answers from the Goddess, Fangbith went to Mentor Joltereg and said, "You taught me well how to forge the cudgel of Zolia, and how to wield it in combat, but I must know now when it is wise to use my skill. Do I wait for the Goddess to reply, or the medicine to work, or do I hunt the Monster which I know is in the Mountain?"
"When is not important," said Joltereg. "Where is all that is important."
So Fangbith took his Zolic cudgel in hand and walked far through the dark forest until he came to the base of the Great Mountain. There he met two Monsters. One bloodied with the flesh of the chieftain of Othrobar's flock fought him while its mate fled. Fangbith remembered what his master had taught him, that "where" was all that was important.
He struck the Monster on each of its five vital points: head, groin, throat, back, and chest. Five blows to the five points and the Monster was slain. It was too heavy to carry with him, but still triumphant, Fangbith returned to Othrobar.
"I say I have slain the Monster that ate your flock," he cried.
"What proof have you that you have slain any Monster?" asked the chieftain.
"I say I have saved the flock with my medicine," said Ghorick the Healer.
"I say The Goddess has saved the flock by my sacrifices," said Beran the Priest.
Two mornings went by and the flocks were safe, but on the morning of the third day, another tenfold of the chieftain's flock was found butchered. Ghorick the Healer went to his study to find a new medicine. Beran the Priest prepared more sacrifices. Fangbith took his Zolic cudgel in hand, again, and walked far through the dark forest until he came to the base of the Great Mountain. There he met the other Monster, bloodied with the flesh of the chieftain of Othrobar's flock. They did battle, and again Fangbith remembered what his master had taught him, that "where" was all that was important.
He struck the Monster five times on the head and it fled. Chasing it along the mountain, he struck it five times in the groin and it fled. Running through the forest, Fangbith overtook the Monster and struck it five times in the throat and it fled. Entering into the fields of Othrobar, Fangbith overtook the Monster and struck it five times in the back and it fled. At the foot of the stronghold, the chieftain and his wise men emerged to the sound of the Monster wailing. There they beheld the Monster that had slain the chieftain's flock. Fangbith struck the Monster five times in the chest and it was slain.
A great feast was held in Fangbith's honor, and the flock of Othrobar was never again slain. Joltereg embraced his student and said, "You have at last learned the importance of where you strike your blows."
Publisher's Note
This tale is another, which has an obvious origin among the Ashlander tribes of Vvardenfell and is one of their oldest tales. "Marobar Sul" merely changed the names of the character to sound more "Dwarven" and resold it as part of his collection. The Great Mountain in the tale is clearly "Red Mountain," despite its description of being forested. The Star-Fall and later eruptions destroyed the vegetation on Red Mountain, giving it the wasted appearance it has today.
This tale does have some scholarly interest, as it suggests a primitive Ashlander culture, but it talks of living in "strongholds" much like the ruined strongholds on Vvardenfell today. There are even references to a stronghold of "Othrobar" somewhere between Vvardenfell and Skyrim, but few strongholds outside of sparsely-settled Vvardenfell have survived to the present. Scholars do not agree on who built these strongholds or when, but I believe it is clear from this story and other evidence that the Ashlander tribes used these strongholds in the ancient past instead of making camps of wickwheat huts as they do today.
The play on words that forms the lesson of the fable -- that it is as important to know where the monster should be slain, at the stronghold, as it is to know where the monster must be struck on its body to be slain -- is typical of many Ashlander tales. Riddles, even ones as simple as this one, are loved by both the Ashlanders and the vanished Dwemer. Although the Dwemer are usually portrayed as presenting the riddles, rather than being the ones who solve it as in Ashlander tales.
Part V: The Song of the Alchemists
By Marobar Sul
When King Maraneon's alchemist had to leave his station
After a laboratory experiment that yielded detonation,
The word went out that the King did want
A new savant
To mix his potions and brews.
But he declared he would only choose
A fellow who knew the tricks and the tools.
The King refused to hire on more fools.
After much deliberation, discussions, and debates,
The King picked two well-learned candidates.
Ianthippus Minthurk and Umphatic Faer,
An ambitious pair,
Vied to prove which one was the best.
Said the King, "There will be a test."
They went to a large chamber with herbs, gems, tomes,
Pots, measuring cups, all under high crystalline domes.
"Make me a tonic that will make me invisible,"
Laughed the King in a tone some would call risible.
So Umphatic Faer and Ianthippus Minthurk
Began to work,
Mincing herbs, mashing metal, refining strange oils,
Cautiously setting their cauldrons to burbling boils,
Each on his own, sending mixing bowls mixing,
Sometimes peeking to see what the other was fixing.
After they had worked for nearly three-quarters an hour,
Both Ianthippus Minthurk and Umphatic Faer
Winked at the other, certain he won.
Said King Maraneon,
"Now you must taste the potions you've wrought,
Take a spoon and sample it right from your pot."
Minthurk vanished as his lips touched his brew,
But Faer tasted his and remained apparent in view.
"You think you mixed silver, blue diamonds, and yellow grass!"
The King laughed, "Look up, Faer, up to the ceiling glass.
The light falling makes the ingredients you choose
Quite different hues."
"What do you get," asked the floating voice, bold,
"Of a potion of red diamonds, blue grass, and gold?"
"By [Dwemer God]," said Faer, his face in a wince,
"I've made a potion to fortify my own intelligence."
Publisher's Note:
This poetry is so clearly in the style of Gor Felim that it really does not need any commentary. Note the simple rhyming scheme of AA/BB/CC, the sing-song but purposefully clumsy meter, and the recurring jokes at the obviously absurd names, Umphatic Faer and Ianthippus Minthurk. The final joke that the stupid alchemist invents a potion to make himself smarter by pure accident would have appealed to the anti-intellectualism of audiences in the Interregnum period, but would certainly be rejected by the Dwemer.
Note that even "Marobar Sul" refuses to name any Dwemer gods. The Dwemer religion, if it can even be called that, is one of the most complex and difficult puzzles of their culture.
Over the millennia, the song became a popular tavern song in High Rock before eventually disappearing from everything but scholarly books. Much like the Dwemer themselves.
Part VI: Chimarvamidium
By Marobar Sul
After many battles, it was clear who would win the War. The Chimer had great skills in magick and bladery, but against the armored battalions of the Dwemer, clad in the finest shielding wrought by Jnaggo, there was little hope of their ever winning. In the interests of keeping some measure of peace in the Land, Sthovin the Warlord agreed to a truce with Karenithil Barif the Beast. In exchange for the Disputed Lands, Sthovin gave Barif a mighty golem, which would protect the Chimer's territory from the excursions of the Northern Barbarians.
Barif was delighted with his gift and brought it back to his camp, where all his warriors gaped in awe at it. Sparkling gold in hue, it resembled a Dwemer cavalier with a proud aspect. To test its strength, they placed the golem in the center of an arena and flung magickal bolts of lightning at it. Its agility was such that few of the bolts struck it. It had the wherewithal to pivot on its hips to avoid the brunt of the attacks without losing its balance, feet firmly planted on the ground. A vault of fireballs followed, which the golem ably dodged, bending its knees and its legs to spin around the blasts. The few times it was struck, it made certain to be hit in the chest and waist, the strongest parts of its body.
The troops cheered at the sight of such an agile and powerful creation. With it leading the defense, the Barbarians of Skyrim would never again successfully raid their villages. They named it Chimarvamidium, the Hope of the Chimer.
Barif has the golem brought to his chambers with all his housethanes. There they tested Chimarvamidium further, its strength, its speed, its resiliency. They could find no flaw with its design.
"Imagine when the naked barbarians first meet this on one of their raids," laughed one of the housethanes.
"It is only unfortunate that it resembles a Dwemer instead of one of our own," mused Karenithil Barif. "It is revolting to think that they will have a greater respect for our other enemies than us."
"I think we should never accepted the peace terms that we did," said another, one of the most aggressive of the housethanes. "Is it too late to surprise the warlord Sthovin with an attack?"
"It is never too late to attack," said Barif. "But what of his great armored warriors?"
"I understand," said Barif's spymaster. "That his soldiers always wake at dawn. If we strike an hour before, we can catch them defenseless, before they've had a chance to bathe, let alone don their armor."
"If we capture their armorer Jnaggo, then we too would know the secrets of blacksmithery," said Barif. "Let it be done. We attack tomorrow, an hour before dawn."
So it was settled. The Chimer army marched at night, and swarmed into the Dwemer camp. They were relying on Chimarvamidium to lead the first wave, but it malfunctioned and began attacking the Chimer's own troops. Added to that, the Dwemer were fully armored, well-rested, and eager for battle. The surprise was turned, and most of the high-ranking Chimer, including Karenithil Barif the Beast, were captured.
Though they were too proud to ask, Sthovin explained to them that he had been warned of their attack by a Calling by one of his men.
"What man of yours is in our camp?" sneered Barif.
Chimarvamidium, standing erect by the side of the captured, removed its head. Within its metal body was Jnaggo, the armorer.
"A Dwemer child of eight can create a golem," he explained. "But only a truly great warrior and armorer can pretend to be one."
Publisher's Note:
This is one of the few tales in this collection, which can actually be traced to the Dwemer. The wording of the story is quite different from older versions in Aldmeris, but the essence is the same. "Chimarvamidium" may be the Dwemer "Nchmarthurnidamz." This word occurs several times in plans of Dwemer armor and Animunculi, but it's meaning is not known. It is almost certainly not "Hope of the Chimer," however.
The Dwemer were probably the first to use heavy armors. It is important to note how a man dressed in armor could fool many of the Chimer in this story. Also note how the Chimer warriors react. When this story was first told, armor that covered the whole body must have still been uncommon and new, whereas even then, Dwemer creations like golems and centurions were well known.
In a rare scholarly moment, Marobar Sul leaves a few pieces of the original story intact, such as parts of the original line in Aldmeris, "A Dwemer of eight can create a golem, but an eight of Dwemer can become one."
Another aspect of this legend that scholars like myself find interesting is the mention of "the Calling." In this legend and in others, there is a suggestion that the Dwemer race as a whole had some sort of silent and magickal communication. There are records of the Psijic Order which suggest they, too, share this secret. Whatever the case, there are no documented spells of "calling." The Cyrodiil historian Borgusilus Malier first proposed this as a solution to the disappearance of the Dwemer. He theorized that in 1E 668, the Dwemer enclaves were called together by one of their powerful philosopher-sorcerers ("Kagrnak" in some documents) to embark on a great journey, one of such sublime profundity that they abandoned all their cities and lands to join the quest to foreign climes as an entire culture.
Part IX: Azura and the Box
by Marobar Sul
Nchylbar had enjoyed an adventurous youth, but had grown to be a very wise, very old Dwemer who spent his life searching for the truth and dispelling superstitions. He invented much and created many theorems and logic structures that bore his name. But much of the world still puzzled him, and nothing was a greater enigma to him than the nature of the Aedra and Daedra. Over the course of his research, he came to the conclusion that many of the Gods were entirely fabricated by man and mer.
Nothing, however, was a greater question to Nchylbar than the limits of divine power. Were the Greater Beings the masters of the entire world, or did the humbler creatures have the strength to forge their own destinies? As Nchylbar found himself nearing the end of his life, he felt he must understand this last basic truth.
Among the sage's acquaintances was a holy Chimer priest named Athynic. When the priest was visiting Bthalag-Zturamz, Nchylbar told him what he intended to do to find the nature of divine power. Athynic was terrified and pleaded with his friend not to break this great mystery, but Nchylbar was resolute. Finally, the priest agreed to assist out of love for his friend, though he feared the results of this blasphemy.
Athynic summoned Azura. After the usual rituals by which the priest declared his faith in her powers and Azura agreed to do no harm to him, Nchylbar and a dozen of his students entered the summoning chamber, carrying with them a large box.
"As we see you in our land, Azura, you are the Goddess of the Dusk and Dawn and all the mysteries therein," said Nchylbar, trying to appear as kindly and obsequious as he could be. "It is said that your knowledge is absolute."
"So it is," smiled the Daedra.
"You would know, for example, what is in this wooden box," said Nchylbar.
Azura turned to Athynic, her brow furrowed. The priest was quick to explain, "Goddess, this Dwemer is a very wise and respected man. Believe me, please, the intention is not to mock your greatness, but to demonstrate it to this scientist and to the rest of his skeptical race. I have tried to explain your power to him, but his philosophy is such that he must see it demonstrated."
"If I am to demonstrate my might in a way to bring the Dwemer race to understanding, it might have been a more impressive feat you would have me do," growled Azura, and turned to look Nchylbar in the eyes. "There is a red-petalled flower in the box."
Nchylbar did not smile or frown. He simply opened the box and revealed to all that it was empty.
When the students turned to look to Azura, she was gone. Only Athynic had seen the Goddess's expression before she vanished, and he could not speak, he was trembling so. A curse had fallen, he knew that truly, but even crueler was the knowledge of divine power that had been demonstrated. Nchylbar also looked pale, uncertain on his feet, but his face shone with not fear, but bliss. The smile of a Dwemer finding evidence for a truth only suspected.
Two of his students supported him, and two more supported the priest as they left the chamber.
"I have studied very much over the years, performed countless experiments, taught myself a thousand languages, and yet the skill that has taught me the finally truth is the one that I learned when I was but a poor, young man, trying only to have enough gold to eat," whispered the sage.
As he was escorted up the stairs to his bed, a red flower petal fell from the sleeve of his voluminous robe. Nchylbar died that night, a portrait of peace that comes from contented knowledge.
Publisher's Note:
This is another tale whose origin is unmistakably Dwemer. Again, the words of some Aldmeris translations are quite different, but the essence of the story is the same. The Dunmer have a similar tale about Nchylbar, but in the Dunmer version, Azura recognizes the trick and refuses to answer the question. She slays the Dwemer present for their skepticism and curses the Dunmer for blasphemy.
In the Aldmeris versions, Azura is tricked not by an empty box, but by a box containing a sphere which somehow becomes a flat square. Of course the Aldmeris versions, being a few steps closer to the original Dwemer, are much more difficult to understand. Perhaps this "stage magic" explanation was added by Gor Felim because of Felim's own experience with such tricks in his plays when a mage was not available.
"Marobar Sul" left even the character of Nchylbar alone, and he represents many "Dwemer" virtues. His skepticism, while not nearly as absolute as in the Aldmeris version, is celebrated even though it brings a curse upon the Dwemer and the unnamed House of the poor priest.
Whatever the true nature of the Gods, and how right or wrong the Dwemer were about them, this tale might explain why the dwarves vanished from the face of Tamriel. Though Nchylbar and his kind may not have intended to mock the Aedra and Daedra, their skepticism certainly offended the Divine Orders.
Part X: The Dowry
by Marobar Sul
Ynaleigh was the wealthiest landowner in Gunal, and he had over the years saved a tremendous dowry for the man who would marry his daughter, Genefra. When she reached the age of consent, he locked the gold away for safe-keeping, and announced his intention to have her marry. She was a comely lass, a scholar, a great athlete, but dour and brooding in aspect. This personality defect did not bother her potential suitors any more than her positive traits impressed them. Every man knew the tremendous wealth that would be his as the husband of Genefra and son-in-law of Ynaleigh. That alone was enough for hundreds to come to Gunal to pay court.
"The man who will marry my daughter," said Ynaleigh to the assembled. "Must not be doing so purely out of avarice. He must demonstrate his own wealth to my satisfaction."
This simple pronouncement removed a vast majority of the suitors, who knew they could not impress the landowner with their meager fortunes. A few dozen did come forward within a few days, clad in fine killarc cloth of spun silver, accompanied by exotic servants, traveling in magnificent carriages. Of all who came who met with Ynaleigh's approval, none arrived in a more resplendent fashion that Welyn Naerillic. The young man, who no one had ever heard of, arrived in a shining ebon coach drawn by a team of dragons, his clothing of rarest manufacture, and accompanied by an army of the most fantastical servants any of Gunal had ever seen. Valets with eyes on all sides of their heads, maidservants that seemed cast in gemstones.
But such was not enough with Ynaleigh.
"The man who marries my daughter must prove himself a intelligent fellow, for I would not have an ignoramus as a son-in-law and business partner," he declared.
This eliminated a large part of the wealthy suitors, who, through their lives of luxury, had never needed to think very much if at all. Still some came forward over the next few days, demonstrating their wit and learning, quoting the great sages of the past and offering their philosophies of metaphysics and alchemy. Welyn Naerillic too came and asked Ynaleigh to dine at the villa he had rented outside of Gunal. There the landowner saw scores of scribes working on translations of Aldmeri tracts, and enjoyed the young man's somewhat irreverent but intriguing intelligence.
Nevertheless, though he was much impressed with Welyn Naerillic, Ynaleigh had another challenge.
"I love my daughter very much," said Ynaleigh. "And I hope that the man who marries her will make her happy as well. Should any of you make her smile, she and the great dowry are yours."
The suitors lined up for days, singing her songs, proclaiming their devotion, describing her beauty in the most poetic of terms. Genefra merely glared at all with hatred and melancholia. Ynaleigh who stood by her side began to despair at last. His daughter's suitors were failing to a man at this task. Finally Welyn Naerillic came to the chamber.
"I will make your daughter smile," he said. "I dare say, I'll make her laugh, but only after you've agreed to marry us. If she is not delighted within one hour of our engagement, the wedding can be called off."
Ynaleigh turned to his daughter. She was not smiling, but her eyes had sparked with some morbid curiosity in this young man. As no other suitor had even registered that for her, he agreed.
"The dowry is naturally not to be paid 'til after you've wed," said Ynaleigh. "Being engaged is not enough."
"Might I see the dowry still?" asked Welyn.
Knowing how fabled the treasure was and understanding that this would likely be the closest the young man would come to possessing it, Ynaleigh agreed. He had grown quite found of Welyn. On his orders, Welyn, Ynaleigh, glum Genefra, and the castellan delved deep into the stronghold of Gunal. The first vault had to be opened by touching a series of runic symbols: should one of the marks be mispressed, a volley of poisoned arrows would have struck the thief. Ynaleigh was particularly proud of the next level of security -- a lock composed of blades with eighteen tumblers required three keys to be turned simultaneously to allow entry. The blades were designed to eviscerate any who merely picked one of the locks. Finally, they reached the storeroom.
It was entirely empty.
"By Lorkhan, we've been burgled!" cried Ynaleigh. "But how? Who could have done this?"
"A humble but, if I may say so, rather talented burglar," said Welyn. "A man who has loved your daughter from afar for many years, but did not possess the glamour or the learning to impress. That is, until the gold from her dowry afforded me the opportunity."
"You?" bellowed Ynaleigh, scarcely able to believe it. Then something even more unbelievable happened.
Genefra began to laugh. She had never even dreamed of meeting anyone like this thief. She threw herself into his arms before her father's outraged eyes. After a moment, Ynaleigh too began to laugh.
Genefra and Welyn were married in a month's time. Though he was in fact quite poor and had little scholarship, Ynaleigh was amazed how much his wealth increased with such a son-in-law and business partner. He only made certain never to ask from whence came the excess gold.
Publisher's Note:
The tale of a man trying to win the hand of a maiden whose father (usually a wealthy man or a king) tests each suitor is quite common. See, for instance, the more recent "Four Suitors of Benitah" by Jole Yolivess. The behavior of the characters is quite out of character for the Dwemer. No one today knows their marriage customs, or even if they had marriage at all.
One rather odd theory of the Disappearance of the Dwarves came from this and a few other tales of "Marobar Sul." It was proposed that the Dwemer never, in fact, left. They did not depart Nirn, much less the continent of Tamriel, and they are still among us, disguised. These scholars use the story of "Azura and the Box" to suggest that the Dwemer feared Azura, a being they could neither understand nor control, and they adopted the dress and manner of Chimer and Altmer in order to hide from Azura's gaze.
The Talos Mistake
by Leonora Venatus
Imperial Liaison to the Aldmeri Dominion
As citizens of the Empire, all are of course familiar with the deeds of Emperor Tiber Septim. But it is the Emperor's ascent to godhood, as Talos, that is the subject of this work.
Until Tiber Septim's death, there had been but Eight Divines: Akatosh, Dibella, Arkay, Zenithar, Stendarr, Mara, Kynareth, and Julianos. These gods were, and are, worshipped throughout the Empire. And while some may have different names in the varying provinces (for example, Akatosh is known as "Auri-El" to the Aldmer; and Arkay is sometimes known as "Ar'Kay"), all are recognized and revered by all races and cultures of Tamriel.
But when Tiber Septim passed to Aetherius, there came to be a Ninth Divine - Talos, also called Ysmir, the "Dragon of the North." The man who was so loved in life became worshipped in death. Indeed, it can be argued that Talos, the Ninth Divine, became even more important than the Eight that had preceded him, at least to humans. For he was a god who was once just a man, and through great deeds actually managed to ascend to godhood. And if one human could achieve such a feat - couldn't it be done again? Couldn't all humans aspire to achieve divinity?
So we thought, we humans. And so we continued to worship Talos, and revere him as the ultimate hero-god. But that was then. This is now. And now, we know the truth:
We were wrong.
As citizens of the Empire, we all experienced the horrors of the Great War. And it was not until the signing of the White-Gold Concordat, the treaty between the Empire and the Aldmeri Dominion, that we once again knew peace. One of the most important stipulations of that treaty, as every Imperial citizen is well aware, is that Talos can no longer be worshipped as a god. This edict shook the very foundations of the Empire. There were those who rebelled against the law. Indeed, some still do.
But the citizens of the Empire must know this: the Emperor did not agree to outlaw the worship of Talos because it was demanded by the Thalmor, the ruling body of the Aldmeri Dominion.
The Emperor agreed to the outlaw of the worship of Talos because it was the right thing to do.
Today, the Emperor, and indeed the Empire itself, recognizes that allowing the worship of Talos was a mistake. For by doing so, by allowing the worship of Talos as a Divine, the Empire actually did its people a great disservice: for this only succeeded in weakening the memory of the man Tiber Septim and his many extraordinary (though mortal) deeds; and pushing people away from the Eight Divines, the true gods, who do deserve our love and reverence.
And so, the Empire admits it was wrong. The Talos Mistake will not be repeated. May we find centuries of peace and prosperity with our new Thalmor friends, and continue to share a spirituality that binds together all the cultures and races of Tamriel.
There Be Dragons
by Torhal Bjorik
The last known sighting of a dragon in Tamriel was in the time of Tiber Septim. He made a pact with the few remaining dragons, swearing to protect them if they would serve him. Despite his promise, dragons were still hunted and slain. It's not clear if the last ones fled Tamriel or if they were exterminated.
There is no credible story of how dragons came to be. According to dremora that the College of Whispers have "questioned," they just were, and are. Eternal, immortal, unchanging, and unyielding. They are not born or hatched. They do not mate or breed. There are no known examples of dragon eggs or dragonlings. The Iliac Bay area has stories of such things, but so far all have proven false. The eggs turned out to be eggs of other reptiles. The small dragons were merely oversized lizards and no relation to true dragons.
Although they are not born, dragons can die. During the Dragon War of the Merethic Era, their numbers were decimated. The Akaviri invaders of the late First Era are said to have hunted and killed scores of them, before and after their defeat by Emperor Reman. Some sources say the Akaviri brought over dragon-killing spells. Others claim they built cunning traps. One tale even speaks of a rare poison.
It is well accepted that a dragon's most fearsome weapon is its fiery breath. Because they could fly overhead and rain down flaming death, archers and wizards were necessary when hunting them. It is less well known that some dragons could breathe a freezing spray of frost. The reports indicate that dragon might do one or the other, but not both.
Most people think of dragons as mere beasts. However, logically they must have had language in order for Tiber Septim to have negotiated with them. Indeed, the historical record is quite clear that dragons were highly intelligent. They had their own language, but could also speak the languages of men and elves.
The records of Reman's hunts contain reports of dragons that breathe or spit fire. Recently some were unearthed that described dragons blowing freezing blasts of cold. The more fanciful tales have them summoning storms and even stopping time. These should be discounted as myths and faery tales. Even without this most fearsome weapon, their nearly impenetrable hide and granite-like teeth and claws made them terrifying opponents.
There is some confusion over when the last dragon was killed. It seems the last few vanished all at once. Some tales speak of a dragon king who devoured all of them rather than let mankind kill them. One of the more far-fetched stories has Tiber Septim absorbing their essences when he ascended to godhood. Although the exact cause is unknown, they are all gone. No dragon has been seen for centuries. There are a few known examples of dragon bones fused with the stone and rocks of cliffs and caves. Just enough proof to make the stories undeniable.
Thief of Virtue
Let me tell the tale of the Thief of Virtue. In the land of Hammerfell in the city of Sutch there lived a Baron who was quite wealthy. He was a noted collector of rare coins. The Baroness Veronique found the whole thing quite tedious. However, she did appreciate the lifestyle that the Baron's wealth provided.
Ravius Terinus was a noted thief. He claimed to be a master thief in the mythical guild of thieves. However, that was most likely just braggadocio. The only known Thieves Guild was wiped out over 450 years ago.
Ravius decided that the Baron should share his wealth. Specifically he should share it with Ravius. The wily thief crept into the Baron's castle one night intending to do just that.
The walls of the castle were noted for their height and unscalability. Ravius cleverly used an Arrow of Penetration to affix a rope to the top of the battlements. Once on the battlements, he had to evade the Baron's guards. By hiding in the shadows of the crenelations, he was able to work his way to the keep undetected.
Entering the keep was child's play for a thief of his caliber. However, a cunning lock with no less than 13 pins protected the private quarters of the Baron. Ravius broke only 9 lockpicks to open it. Using only a fork, a bit of string, and a wineskin, he disabled the seven traps guarding the Baron's coin collection. Truly Ravius was a master among thieves.
With the coins safely in his grasp, Ravius began his escape only to find the way blocked. The Baron had found the opened door and was raising the guard to scour the castle. Ravius fled deeper into the castle, one step ahead of the questing guards.
His only way out led through the boudoir of Baroness Veronique. He entered to find the lady preparing for bed. Now it should be said at this point that Ravius was noted for his handsome looks, while the Baroness was noted for her plainness. Both of these facts were immediately recognized by each of the pair.
"Doest thou come to plunder my virtue?" asked the lady, all a tremble.
"Nay, fair lady," Ravius said, thinking quickly. "Plunder be a harsh term to ply upon such a delicate flower as your virtue."
"I see thou hast made off with mine husbands precious coins."
Ravius looked deeply into her eyes and saw the only path by which he would escape this night with his life. It would require a double sacrifice.
"Though these coins are of rarest value, I have now found a treasure that is beyond all value," Ravius said smoothly. "Tell me, oh beauteous one, why doest thy husband set seven deadly traps around these tawdry coins, but only a simple lock upon the door of his virtuous wife?"
"Ignace protects those things that are dearest to him," Veronique replied with ire.
"I would give all the gold in my possession to spend but a moment basking in your radiance."
With that Ravius set down the coins he had worked so hard to steal. The Baroness swooned into his arms. When the captain of the guard asked to search her quarters, she hid Ravius most skillfully. She turned over the coins, claiming the thief dropped them when he fled out the window.
With that sacrifice made, Ravius steeled himself for the second. He robbed the lady Veronique of her virtue that night. He robbed her of it several times, lasting well into the wee hours of the morning. Exhausted, yet sated, he stole away in the pre-dawn hours.
The Third Door
by Annanar Orme
I.
I sing of Ellabeth, the Queen of the Axe,
Who could fell a full elm with two hatchet hacks.
She could rip apart Valenwood just for her fun.
She studied under Alfhedil in Tel Aruhn.
He taught her the jabs, the strokes, and the stance
To make an ax-swing into an elegant dance.
He taught her the barbed axes of the Orcs bold,
The six-foot-long axes favored in Winterhold,
The hollow-bladed axes of the Elves of the West,
Which whistle when they swing through flesh.
With a single-headed axe, she could behead two men.
With a double-headed axe, she could fell more than ten.
Yet where she lives in legend has most to do
With the man who hacked her own heart in two.
II.
Nienolas Ulwarth the Mighty, who hailed from Blackrose,
The only man who could best Ellabeth with ax blows,
In a minute, she chopped fifty trees; he, fifty-three.
She felt at once that he was the only man for she.
When she professed her love, Nienolas just laughed.
He said he loved more his ax handle and shaft.
And if they weren't enough to slake all his desire
There was another woman named Lorinthyrae.
Fury gripped the Queen of the Axe, the maid Ellabeth,
And her thoughts turned to pondering musings of death.
Mephala and Sheogorath gave her a revengeful scheme
And for weeks, she worked on it in a state like a dream.
In the still of the night, she kidnapped her rival
And then told her choices between doom and survival.
III.
Lorinthyrae awoke in a house in the moors
In a room lightly furnished except for three doors.
Ellabeth explained that behind one of the doors the lass
Would find Ellabeth's and her love, the great Nienolas.
Behind the second lived a ravenous demon.
And behind the third, an exit to freedom.
She must choose a door, and to aid her decision
If she pondered too long, the axe'd make a division.
Lorinthyrae wept, and Ellabeth felt contrite,
And opened the door to her immediate right.
It led to the moors, and as she slipped through the gloom,
She advised Lorinthyrae to likewise abandon the room.
Lorinthyrae ignored her and did not feel her will bend.
Nienolas was largely behind the first door she opened.
IV.
Ellabeth had lied; there was no demon of lore.
The top third of Nienolas was behind the third door.
Third Era: An Abbreviated Timeline, The Last Year of the First Era
by Jaspus Ignateous
It has been said that "citizens of the Empire who make the same mistakes as their forebears deserve to suffer the same fate." And while this may be true, it's hard to deny that the Empire's history is so long, and our forebears have made so many mistakes, it's sometimes hard to keep track.
This work is meant to serve as a concise compilation of the Empire's most recent events, in this, our current age - what we refer to as the Third Era. It is a period of time that has as yet comprised less than five hundred years. But it should at least serve as a starting point for those who wish to study our Empire's vast and varied history. And maybe, just maybe, prevent the repeat of a previous disaster.
It is also worth noting that when viewed in such a succinct structure, one truly gets a sense of just how often our great Empire has changed leadership. Indeed, it can be argued that much of the Empire's history in these past five centuries is the changing rule of that very Empire itself.
First Century
- 3E 0 - Beginning of Third Era, when all province in Tamriel are unified
- 3E 38 - Death of Emperor Tiber Septim, and crowning of Emperor Pelagius
- 3E 41 - Assassination of Emperor Pelagius, and crowning of Empress Kintyra
- 3E 48 - Death of Empress Kintyra , and crowning of Emperor Uriel I
- 3E 64 - Death of Emperor Uriel I, and crowning of Emperor Uriel II
- 3E 82 - Death of Emperor Uriel II, and crowning of Emperor Pelagius II
- 3E 99 - Death of Emperor Pelagius II Dies, and crowning of Emperor Antiochus
Second Century
- 3E 110 - War of the Isle
- 3E 111 - Knights of the Nine founded by Sir Amiel Lannus
- 3E 114 - Reported death of Empress Kintyra II
- 3E 119 - Birth of Pelagius III
- 3E 121 - Uriel III Proclaimed Emperor
- 3E 121 - War of the Red Diamond
- 3E 123, 23 Frostfall - Actual death of Empress Kintyra II, in captivity, in secret
- 3E 127 - Death of Emperor Uriel III, and crowing of Emperor Cephorus I
- 3E 137 - Death of Potema, the Queen of Solitude
- 3E 140 - Death of Emperor Cephorus I, and crowning of Emperor Magnus
- 3E 145 - Death of Emperor Magnus, and crowning of Emperor Pelagius III
- 3E 153 - Death of Emperor Pelagius III
- 3E 153 - Katariah takes throne from husband Pelagius, becoming Empress
Third Century
- 3E 200 - Death of Empress Katariah, and crowning of Emperor Cassynder
- 3E 202 - Death of Emperor Cassynder, and crowning of Emperor Uriel IV
- 3E 247 - Death of Emperor Uriel IV, and crowning of Emperor Cephorus II
- 3E 249 - Invasion of the Empire by the lich, Camoran Usurper
- 3E 253 - Camoran Usurper controls the Dwynnen Region with "Nightmare Host"
- 3E 267 - Defeat of Camoran Usurper Defeated
- 3E 268 - Crowing of Emperor Uriel V
- 3E 271-3E 284 - Various Conquests of Emperor Uriel Septim IV
- 3E 288 - Invasion of Akavir by the forces of Emperor Uriel Septim IV
- 3E 290 - Death of Emperor Uriel V, and crowning of Emperor Uriel VI
Fourth Century
- 3E 307 - Uriel VI gain full power as Emperor
- 3E 320 - Death of Uriel VI, and crowning of Empress Morihatha
- 3E 331 - Publication of the second edition of "A Pocket Guide to The Empire"
- 3E 339 - Assassination of Empress Morihatha, and crowning of Emperor Pelagius IV
- 3E 389 - Jagar Tharn betrays Emperor Uriel Septim VII
- 3E 396 - Regional Wars Throughout Tamriel
- 3E 396 - The Arnesian War
- 3E 399 - Defeat of Jagar Tharn
- 3E 399 - The founding of Orsinium
Fifth Century
- 3E 403 - Assassination of Lysandus, the King of Daggerfall
- 3E 414 - Vvardenfell Territory opened for settlement
- 3E 417 - The "Warp in the West" occurs
- 3E 421 - Greywyn founds the Crimson Scars.
- 3E 427 - Beginning of the Blight Curse in Vvardenfell, and arrival of the Nerevar
- 3E 427 - The Bloodmoon Prophecy comes to pass, on the isle of Solstheim
- 3E 432 - Publication of the third edition of "A Pocket Guide to The Empire"
- 3E 433 - Assassination of Emperor Uriel Septim VII
- 3E 433 - The "Oblivion Crisis"
- 3E 433 - The Knights of the Nine are reformed
Three Thieves
by Anonymous
"The problem with thieves today," said Lledos, "Is the lack of technique. I know there's no honor among thieves, and there never was, but there used to be some pride, some skill, some basic creativity. It really makes those of us with a sense of history despair."
Imalyn sneered, slamming down his flagon of greef violently on the rough-hewn table. "B'vek, what do you want us to say? You asks us 'What do you do when you see a guard?' and I says, 'Stab the fetcher in the back.' What d'you prefer? We challenge 'em to a game of chits?"
"So much ambition, so little education," said Lledos with a sigh. "My dear friends, we aren't mugging some Nord tourist fresh off the ferry. The Cobblers Guildhall may not sound intimidating but tonight, when the dues collection is housed there before being sent to the bank, the security's going to be tighter than a kwama's ass. You can't just stab at every back you encounter and expect to make it into the vaults."
"Why don't you explain specifically what you'd like us to do?" asked Galsiah calmly, trying to keep the tone of the group down. Most locals at the Plot and Plaster cornerclub in Tel Aruhn knew enough not to listen in, but she knew better than to take any chances.
"The common thief," said Lledos, pouring himself more greef, warming to his subject. "Sticks his dagger in his opponent's back. This may slay the target, but more often gives him time to scream and drenches the attacker with blood. Not good. Now a good throat-slashing, properly executed, can both slay and silence a guard and leave the thief relatively bloodfree. And after all, after the robbery, we don't want people seeing a bunch of blood-soaked butchers running through the streets. Even in Tel Aruhn, that's likely to warrant suspicion."
"If you can catch your victim lying down asleep or resting, you are in an excellent position. You place one hand over the mouth with your thumb under the chin, then you use your other hand to slit the throat, and quickly turn the head to one side so the body bleeds out away from you. There is a risk here of becoming blood stained if you don't move the head quickly enough. If you're unsure, strangle the victim first to avoid the blood that tends to spurt out in three foot jets when someone is stabbed while alive."
"A very good friend of mine, a thief in Gnisis whose name I won't mention, swears by the strangle-and-slash technique. Simply put, you grab your victim's throat from behind and while throttling him, you batter his face against the opposite wall. When the victim is thus rendered unconscious, you slash his throat while still holding him from behind, and the risk of staining one's clothes with blood is practically nonexistant."
"The classic technique, which requires less grappling than my friend's variation, is to place one hand over the victim's mouth, and then saw through the throat in three or four stroke rather like playing a violin. It requires little effort, and while there's quite a bit of blood, it all jets forward away from you."
"There's no reason when one knows one is going to be slitting some throats not to take some precautions and bring some extra equipment. The best neck-hackers I know generally carry a bit of wadded cloth on the aft-side of their knives to keep blood from getting on their cuffs. It's impractical for this sort of assignment, but when you're only anticipating one or two victims, nothing beats throwing a sack over the targets head, drawing the string tight, and then supplying the killing blow or blows."
Imalyn laughed loudly, "Can I see a demonstration sometime?"
"Very soon," said Lledos. "If Galsiah has done her job."
Galsiah brought out the map of the guildhouse, freshly stolen, and they began to detail out the strategy.
The last several hours had been a whirlwind to all. In less than a day, the three had met, formulated a plan, bought or stolen the necessary ingredients, and were about to execute it. Not one of the three were sure whether confidence or stupidity were driving the other two, but the fates were aligned. The guildhouse was going to be robbed.
When the sun set, Lledos, Galsiah, and Imalyn approached the Cobblers Guildhouse on the east end of town. Galsiah used her cachous of stoneflower to mask their scent from the guard wolves as the three passed over the parapets. She also acted as lead scout, and Lledos was impressed. For someone of relative inexperience, she knew her way through shadows.
Lledos's expertise was demonstrated a dozen times, and the guards were of such a diverse variety, he was able to demonstrate all the means of silent assassination he had developed over the years.
Imalyn opened the vault in his unique and systematic method. As the tumblers fell beneath his fingers, he softly sang an old dirty tavern song about the Ninety-Nine Loves of Boethiah. He said it helped him focus and organize difficult combinations. Within seconds, the vault was open and the gold was in hand.
They left the guildhouse an hour after they entered. No alarm had been raised, the gold was gone, and corpses lay pooling blood on the stone floors within.
"Well done, my friends, well done. You learned well." Lledos said as he poured the gold pieces into the specially designed compartments in his tunic's sleeves, where they held fast with no jingling or unusual bulges. "We'll meet back at the Plot and Plaster tomorrow morning and split up the bounty."
The group parted ways. The only person who knew the most covert route through the city's sewer system, Lledos, slipped in through a duct and vanished below. Galsiah threw on her shawl, muddied her face to resemble an old f'lah fortune-teller, and headed north. Imalyn headed east into the park, trusting his unnatural senses to keep him away from the citywatch.
Now I teach them the greatest lesson of all, thought Lledos as he sloshed through the labyrinthine tunnels of sludge. His guar was waiting where he left it at the city gates, making a laconic lunch of the chokeweed shrub to which it had been leashed.
On the road to Vivec, he thought of Galsiah and Imalyn. Perhaps they had been caught and brought in for questioning already. It was a pity he couldn't see them undergoing interrogation. Who would break under pressure first? Imalyn was certainly the tougher of the two, but Galsiah doubtless had hidden reserves. It was merely intellectual curiousity: they thought his name was Lledos and he was meeting them at the Plot and Plaster. The authorities wouldn't therefore be looking for a Dunmer named Sathis celebrating his wealth miles and miles away in Vivec.
As he prodded his mount forward and the sun began rising, Sathis pictured Galsiah and Imalyn not undergoing interrogation, but sleeping the good deep sleep of the wicked, dreaming of how they would spend their share of the gold. Both would wake up early and rush to the Plot and Plaster. He could see them now, Imalyn laughing and carrying on, Galsiah hushing him to avoid bringing undue attention. They would take a couple flagons of greef, perhaps order a meal -- a big one -- and wait. Hours would pass, and so would their moods. The chain of reactions that every betrayed person exhibits: nervousness, doubt, bewilderment, anger.
The sun was fully risen when Sathis reached the stables of his house on the outskirts of Vivec. He reigned in his guar and filled its feed. The rest of the stalls were empty. It wouldn't be until that afternoon when his servants returned from the feast of St Rilms in Gnisis. They were good people, and he treated them well, but from past experience he knew that servants talked. If they began to connect his absences with thefts in other towns, it was only a matter of time before they would go to the authorities or blackmail him. After all, they were human. It was best in the long run to give them a week off with pay whenever he was out of town on business.
He slipped the gold into the vault in his study, and went upstairs. The schedule had been tight, but Sathis had given himself a few hours to rest before his household returned. His own bed was wonderfully soft and warm compared to the dreadful mattress he had to use at the canton in Tel Aruhn.
Sathis woke up some time later from a nightmare. For a second after he opened his eyes, he thought he could still hear Imalyn's voice nearby, singing The Ninety-Nine Loves of Boethiah. He lay still in his bed, waiting, but there was no sound except the usual creaks and groans of his old house. Afternoon sunlight came through his bedroom window in ribbons, catching dust. He closed his eyes.
The song returned, and Sathis heard the vault door in his study swing open. The smell of stoneflower filled his nose and he opened his eyes. Only a little of the afternoon sunlight could pierce the inside of the burlap sack.
A strong, feminine hand clamped over the mouth and a thumb jabbed under his chin. Just as his throat opened and his head was shoved to the side, he heard Galsiah in her typical calm voice, "Thank you for the lesson, Sathis."
Timeline Series
Volume 1: Before the Ages of Man
By Aicantar of Shimerene
Before man came to rule Tamriel, and before the chronicles of the historians recorded the affairs of the rulers of Tamriel, the events of our world are known only through myths and legends, and through the divinely inspired teachings of the Nine Divines.
For convenience, historians divide the distant ages of prehistory into two broad periods of time -- the Dawn Era, and the Merethic Era.
* The Dawn Era *
The Dawn Era is that period before the beginning of mortal time, when the feats of the gods take place. The Dawn Era ends with the exodus of the gods and magic from the World at the founding of the Adamantine Tower.
The term 'Merethic' comes from the Nordic, literally, "Era of the Elves." The Merethic Era is the prehistoric time after the exodus of the gods and magic from the World at the founding of the Adamantine Tower and before the arrival of Ysgramor the Nord in Tamriel.
The following are the most notable events of the Dawn Era, presented roughly in sequence as it must be understaoo by creatures of time such as ourselves.
The Cosmos formed from the Aurbis [chaos, or totality] by Anu and Padomay. Akatosh (Auriel) formed and Time began. The Gods (et'Ada) formed. Lorkhan convinced -- or tricked -- the Gods into creating the mortal plane, Nirn. The mortal plane was at this point highly magical and dangerous. As the Gods walked, the physical make-up of the mortal plane and even the timeless continuity of existence itself became unstable.
When Magic (Magnus), architect of the plans for the mortal world, decided to terminate the project, the Gods convened at the Adamantine Tower [Direnni Tower, the oldest known structure in Tamriel] and decided what to do. Most left when Magic did. Others sacrificed themselves into other forms so that they might Stay (the Ehlnofey). Lorkhan was condemned by the Gods to exile in the mortal realms, and his heart was torn out and cast from the Tower. Where it landed, a Volcano formed. With Magic (in the Mythic Sense) gone, the Cosmos stabilized. Elven history, finally linear, began (ME2500).
* The Merethic Era *
The Merethic Era was figured by early Nord scholars as a series of years numbered in reverse order backward from the their 'beginning of time' -- the founding of the Camoran Dynasty, recorded as Year Zero of the First Era. The prehistoric events of the Merethic Era are listed here with their traditional Nordic Merethic dates. The earliest Merethic date cited by King Harald's scholars was ME2500 -- the Nordic reckoning of the first year of time. As such, the Merethic Era extends from ME2500 in the distant past to ME1 -- the year before the founding of the Camoran Dysnasty and the establishment of the White Gold Tower as an indepenent city-state.
According to King Harald's bards, ME2500 was the date of construction of the Adamantine Tower on Balfiera Island in High Rock, the oldest known structure of Tamriel. (This corresponds roughly to the earliest historical dates given in various unpublished Elvish chronicles.)
During the early Merethic Era, the aboriginal beastpeoples of Tamriel -- the ancestors of the Khajiit, Argonian, Orcish, and other beastfolk -- lived in preliterate communities throughout Tamriel.
In the Middle Merethic Era, the Aldmeri (mortals of Elven origin) refugees left their doomed and now-lost continent of Aldmeris (also known as 'Old Ehlnofey') and settled in southwestern Tamriel. The first colonies were distributed at wide intervals on islands along the entire coast of Tamriel. Later inland settlements were founded primarily in fertile lowlands in southwest and central Tamriel. Wherever the beastfolk encountered the Elves, the sophisticated, literate, technologically advanced Aldmeri cultures displaced the primitive beastfolk into the jungles, marshes, mountains, and wastelands. The Adamantine Tower was rediscovered and captured by the Direnni, a prominent and powerful Aldmeri clan. The Crystal Tower was built on Summerset Isle and, later, White Gold Tower in Cyrodiil.
During the Middle Merethic Era, Aldmeri explorers mapped the coasts of Vvardenfel, building the First Era High Elven wizard towers at Ald Redaynia, Bal Fell, Tel Aruhn, and Tel Mora in Morrowind. It was also during this period that Ayleid [Wild Elven] settlements flourished in the jungles surrounding White Gold Tower (present day Cyrodiil). Wild Elves, also known as the Heartland High Elves, preserved the Dawn Era magics and language of the Ehlnofey. Ostensibly a tribute-land to the High King of Alinor, the Heartland's long lines of communication from the Summerset Isles' sovereignty effectively isolated Cyrodill from the High Kings at Crystal Tower.
The Late Middle Merethic Era is the period of the High Velothi Culture. The Chimer, ancestors of the modern Dunmer, or Dark Elves, were dynamic, ambitious, long-lived Elven clans devoted to fundamentalist ancestor worship. The Chimer clans followed the Prophet Veloth out of the ancestral Elven homelands in the southwest to settle in the lands now known as Morrowind. Despising the secular culture and profane practices of the Dwemer, the Chimer also coveted the lands and resources of the Dwemer, and for centuries provoked them with minor raids and territorial disputes. The Dwemer (Dwarves), free-thinking, reclusive Elven clans devoted to the secrets of science, engineering, and alchemy, established underground cities and communities in the mountain range (later the Velothi Mountains) separating modern Skyrim and Morrowind.
The Late Merethic Era marks the precipitous decline of Velothi culture. Some Velothi settled in villages near declining and abandoned ancient Velothi towers. During this period, Velothi high culture disappeared on Vvardenfell Island. The earliest Dwemer Freehold colonies date from this period. Degenerate Velothi devolved into tribal cultures which, in time, evolved into the modern Great Houses of Morrowind, or persisted as the barbarian Ashlander tribes. The only surviving traces of this tribal culture are scattered Velothi towers and Ashlander nomads on Vvardenfell Island. The original First Era High Elven wizard towers along the coasts of Tamriel were also abandoned about this time.
It was in the Late Merethic Era that the pre-literate humans, the so-called "Nedic Peoples", from the continent of Atmora (also 'Altmora' or 'the Elder Wood' in Aldmeris) migrated and settleed in northern Tamriel. The Nord culture hero Ysgramor, leader of a great colonizing fleet to Tamriel, is credited with developing a runic transcription of Nord speech based on Elvish principles, and so Ysgramor is considered the first human historian. Ysgramor's fleet landed at Hsaarik Head at the extreme northern tip of Skyrim's Broken Cape. The Nords built there the legendary city of Saarthal. The Elves drove the Men away during the Night of Tears, but Ysgramor soon returned with his Five Hundred Companions.
Also during the Late Merethic Era the legendary immortal hero, warrior, sorceror, and king variously known as Pelinal Whitestrake, Harrald Hairy Breeks, Ysmir, Hans the Fox, etc., wandered Tamriel, gathering armies, conquering lands, ruling, then abandoning his kingdoms to wander again.
A Tragedy In Black
A folk tale from the time of the Oblivion Crisis
The dremora looked on the young boy with disdain. He looked to be no more than seventeen or eighteen, on the cusp of manhood.
"You? You have summoned me?"
"Mother says I'm good with spells. Someday I'm gonna be a wizard. Maybe even archmage!"
"And what would your mother know of magic, boy?"
"She's a wizard! She's an enchanter at the Arcane University."
"Ah. Another dabbler in the mystic arts. I'm certain she is barely mediocre."
"You shut up! I read the scroll. I get to tell you what to do."
The dremora was silent. Compulsion bound his voice.
"I want to know how to make a magic dress. I need it for her birthday."
The dremora's answer was more silence.
"You have to tell me. It's in the rules."
Freed from the previous compulsion, the dremora answered, "First, you need a soul gem. I happen to have one, and would gladly give it you for so noble a cause."
"Really? Why do I need it."
With a hidden smile, the dremora handed over the dull black gem.
"It is not enough to cast a spell upon an inert object. Magic requires thought, intent, will and emotion. The soul powers the enchantment. The bigger the soul, the more powerful the enchantment."
"So how big is the one in this soul gem?"
"Oh, that one is empty. You'll have to fill it. But it can hold the largest of souls easily. Do you know how to do that?"
"No," the young man said sullenly.
"Let me show you. You cast a spell like this."
The tendrils of the soul trap spell spilled from his fingers and surrounded the boy. The young man's eyes went wide.
"I didn't feel anything," he complained.
"How about now?" the dremora asked, plunging his talons into the youth's rib cage. His heart beat only once before it was pulled from his chest.
Quickly the dremora snatched back the black soul gem, just as the youth died. His soul tried to flee, but was trapped by the spell and drawn into the gem. Only black soul gems can hold the souls of men and elves.
"Your mother obviously never told you never to accept a freely given gift from a summoned dremora," he said to the corpse. "You see, it breaks the conjuration, freeing the summoned from the summoner. Now, let's go find your mother. After all, I have another black soul gem."
Treatise on Ayleidic Cities: Varsa Baalim and the Nefarivigum Test of Dagon
Chapter the Tenth
I will not be the first scholar to point to a combination of benign intent and arrogance on behalf of the Ayleids as the source of many ruinous affairs for the old heartland elves.
The Nefarivigum, a foul construct of Mehrunes Dagon, was erected to be ever watchful for the pilgrim who would approach it and best an unknown trial of worth. It is said that such a pilgrim would be rewarded with the blessing of Mehrunes Razor, a vicious blade through which Dagon himself can claim the very souls of those it strikes.
Benign intent compelled Ayleid folk to seek out the Nefarivigum. Arrogance let them believe themselves capable of disbarring any who would seek the Razor. So was built Varsa Baalim, a great, ringed, labyrinthine city, during the height of Ayleid rule.
Sure as death, pilgrims came to Varsa Baalim, and for years the Elves drove back many, until it came to pass that a vampire slipped into the city unnoticed. Merfolk were touched with the foul affliction, throwing the city into a gathering storm of madness and ruin, and soon it seemed none was left to prevent the Razor from being recovered.
Then, suddenly, Varsa Baalim was gone. Historic accounts dispute whether it happened through some final safety, a natural cataclysm, or by the touch of the Divines themselves. Whatever the cause, history agrees on the result: the mountains of the Eastern Niben swallowed Varsa Baalim, and the Nefarivigum with it, where has remained hidden since the early days of the First Era.
If the tale is true, then somewhere on the eastern fringes of the Niben Valley, where man's rule has scarcely reached through the years, the Nefarivigum still lies in wait, among a city of unliving abominations entombed within the cold bowels of the mountain.
Trials of St. Alessia
Akatosh made a covenant with Alessia in those days so long ago. He gathered the tangled skeins of Oblivion, and knit them fast with the bloody sinews of his Heart, and gave them to Alessia, saying, 'This shall be my token to you, that so long as your blood and oath hold true, yet so shall my blood and oath be true to you. This token shall be the Amulet of Kings, and the Covenant shall be made between us, for I am the King of Spirits, and you are the Queen of Mortals. As you shall stand witness for all Mortal Flesh, so shall I stand witness for all Immortal Spirits.'
And Akatosh drew from his breast a burning handful of his Heart's blood, and he gave it into Alessia's hand, saying, 'This shall also be a token to you of our joined blood and pledged faith. So long as you and your descendants shall wear the Amulet of Kings, then shall this dragonfire burn -- an eternal flame -- as a sign to all men and gods of our faithfulness. So long as the dragonfires shall burn, to you, and to all generations, I swear that my Heart's blood shall hold fast the Gates of Oblivion.
So long as the Blood of the Dragon runs strong in her rulers, the glory of the Empire shall extend in unbroken years. But should the dragonfires fail, and should no heir of our joined blood wear the Amulet of Kings, then shall the Empire descend into darkness, and the Demon Lords of Misrule shall govern the land.'
-- from the liturgy of the Re-Kindling of the Dragonfires
Troll Slaying
by Finn
Hello, fellow traveler, and welcome to this guide!
Within these pages, I will explain everything you need to know about fighting trolls, including how to negate their amazing healing powers and how best to take advantage of their natural love of cold. I'll even share with you my tried-and-true secret for killing trolls.
Intrigued? I hope so! Troll fat is a valuable commodity and there's fortune and glory to be made for the ambitious troll hunter.
Onward, then!
Chapter I: I Just Saw A Troll!
If you think you've seen a troll, remain calm and slowly back away. The wise hunter knows that preparation is the key to success, and you certainly don't want to hunt any trolls unprepared!
Ah, but is it really a troll that you've spotted?
The first step in your hunt is the proper identification of your quarry. Trolls are roughly man-shaped, with lengthy, muscular arms that end in claw-tipped fingers.
The creature's large mouth is filled with jagged teeth, all the better to crunch the bones of foolish hunters who didn't purchase my book.
Without a doubt, the troll's most distinctive and unusual feature is the third eye nestled in the center of its forehead.
A troll's hide is covered in thick, shaggy fur. The coloration of this fur varies by region. Cave troll fur is brownish in color, while a frost or snow troll will have a white coat.
Chapter II: Stop Healing Yourself
So, you've properly identified a troll and now you're stalking the beast, ready to strike. You're in for a challenging battle, but a profitable one, assuming you survive.
The first thing you'll notice is that trolls are incredibly fast and strong for their size. A troll likes to pummel its prey into submission with powerful arm strikes and claw attacks. For this reason, I strongly recommend a shield.
If you're brave enough -- or foolish enough -- to fight a troll without using a shield, then you'd better be an expert at parrying with whatever weapon you've got.
Trolls also have the ability to rapidly heal from their wounds. As such, you do not want to get into a prolonged fight with one. Speed and aggression are the key to beating a troll, because there is no creature in Tamriel that can outlast one.
Of course, speed and aggression will only take you so far against an angry troll. This is where my secret weapon comes in.
Chapter III: Finn's Secret Weapon
Fire, my friend. Say the word and commit it to memory, for fire is the troll-hunter's ultimate weapon.
I can not overstate the importance of fire in battling a troll. Even trolls that don't dwell in cold climates are vulnerable to fire. If you're unable to use fire magic, carry a weapon enchanted with arcane flames.
Why is the troll vulnerable to fire? Rumor holds that the troll's regenerative abilities are less effective at healing burns. I don't really know the answer, but I can promise you this - fire works against trolls. This has been proven time and again.
Chapter IV: Trimming The Fat
The troll might be dead, but your job isn't finished just yet.
Let the flames die down and then examine the troll's corpse. If you're lucky, you'll find some fat deposits that will fetch a good price in an apothecary's shop. In fact, if you've got a knack for alchemy yourself, you can boil the fat down for use in all manner of potions and tonics.
If you can find it, be sure to check the troll's den as well. Perhaps you'll find the remains of some foolish adventurer who was too cheap-minded to purchase this book.
No doubt you can put his coin to wiser use.
Now you know everything that you need to make a living as a wealthy and reputable troll hunter. Go on, then! Get out there and find yourself some trolls!
The True Nature of Orcs
Orcs were born during the latter days of the Dawn Era. History has mislabeled them beastfolk, related to the goblin races, but the Orcs are actually the children of Trinimac, strongest of the Altmeri ancestor spirits. When Trinimac was eaten by the Daedroth Prince Boethiah, and transformed in that foul god's insides, the Orcs were transformed as well. The ancient name for the Orcs is 'Orsimer,' which means 'The Pariah Folk.' They now follow Malauch, the remains of Trinimac.
Who is Malauch?
He is more commonly know as the Daedroth Prince Malacath, 'whose sphere is the patronage of the spurned and ostracized, the sworn oath, and the bloody curse.' He is not technically a Daedra Lord, nor do the other Daedra recognize him as such, but this is fitting for his sphere. Of old he was Trinimac, the champion of the High Elven pantheon, in some places more popular than Auri-El, who protected them against enemies without and within. When Trinimac and his followers attempted to halt the Velothi dissident movement, Boethiah ate him. Trinimac's body and spirit were corrupted, and he emerged as Malacath. His followers were likewise changed for the worse. Despised by everyone, especially the inviolate Auri-El, they quickly fled to the northern wastes, near Saarthal. They fought Nords and Chimer for a place in the world, but did not get much. In Skyrim, Malacath is called Orkey, or Old Knocker, and his battles with Ysmir are legendary.
Twin Secrets
by Brarilu Theran
These secrets I lay down, knowing full well that none may ever take advantage of them. I am upon my death bed, and am loathe to see knowledge of any sort lost to the mists of time. Take these as the foolish reminiscences of an old man, or the insights of a master enchanter. I care not which.
It is well known that enchanting is limited where it once was not. The best enchanters of this age can imbue almost any spells into the metal and leather of armor and weapons. However, once enchanted, such an item will not enchant again. It is called the Law of Firsts. The first enchantment is the only one that takes.
In my life, I've traveled widely. I've seen Summerset Isle, communed with Psijiics, walked the shores of Akavir. I had hoped to see lost Atmora before I passed, that is not to be. I have even done the unthinkable. I have spoken to a dragon.
Dragons are said to be gone from the world. Yet I found one. Sheltered in the smoking ruins of Vvardenfell, I came upon it. My magic proved to be sufficient to defeat the beast. If that gives you cause to wonder, I will not deny that I was once a pyromancer of great skill.
Exhausted and near the end of my spells, I parlayed with the wyrm, offering it life if it would share it's secrets. Haughty to the end, it agreed to one secret for one life. I asked for it's name, but it told me it would rather die than surrender that. Instead if offered me something else. And that it how I learned how to defy the Law of Firsts.
The law itself is inviolate. However, the skillful enchanter can weave two enchantments simultaneously into an item. For men and elves, the limit is two. The dragon said that men and elves have two arms, two legs, two eyes and two ears. I asked why that mattered, and the beast just laughed.
The enchanter must weave one enchantment with the left hand while weaving the other with the right. The eyes must focus on one and only one enchantment, while the ears only pay attention to the other. When I asked about my legs, the beast laughed again.
I spent two years mastering the technique. Just last month I made a sword with both fire and fear enchantments. Now I am too weak to make another. I go to my death victorious, for I have done what no other enchanter in modern times has done.
Uncommon Taste
By the Gourmet
Congratulations!
By opening this volume you have taken the first step on a truly epic journey, a voyage through the vast landscape of Breton food and its myriad joys and wonders. You will explore scents, flavors and textures so exquisite, they will seem impossible. But they are more than possible!
Indeed, by following the carefully selected recipes presented in this cookbook, you will prepare extraordinary dishes with such ordinary ease, those around you will suspect sorcery. But the only magic is that which exists in your own heart, the passion you possess for creating delicious, amazing food that can be prepared easily, and enjoyed endlessly.
Start here, and some day, you too can be a Gourmet!
Sunlight Souffle'
Ingredients
- 2 1/2 Ounces Cow's Cheese
- 1 Ounce Butter
- 1 Ounce Flour
- 9 Ounces Milk
- A Dash of Salt
- A Dash of Pepper
- A Cupful of Ground Nutmeg
Recipe
- Stoke the flames of your oven, and achieve a moderate heat.
- Grate the cheese into thin shavings by running a finely honed elven dagger over the block.
- Separate the egg whites from the yolks, and beat the whites vigorously until they thicken.
- Begin preparation of the signature Sunshine Sauce - melt the butter, and add in the flour while stirring continuously until well blended. Move the mixture to a smaller flame and begin gently stirring in the milk. It is crucial that you do not stop stirring! Continue to do so for ten minutes, until the mixture thickens. Then, and only then, will the Sunshine Sauce be considered ready.
- Add the salt, pepper and nutmeg, and remove from the flame.
- Add in the grated cheese, and then the egg yolks. Stir well until fully blended. Then, gently add in the egg whites with a spoon made of carved hickory wood.
- Gently pour the mix into four stonework souffle' dishes, filling each nearly (but not quite!) to the top.
- Put the dishes in your moderately hot oven and shut that door! Keep sealed for 25 minutes, or your scrumptious suns will rise, only to fall down flat into the oven's abyss.
- Remove after 25 minutes, and serve immediately.
Behold, the brilliance of the sun, and the exquisite flavor of the Sunshine Souffle'!
Potage le Magnifique
Ingredients
- 4 Cups Chicken Broth
- 4 Cups Beef Broth
- 2 1/2 Ounces Butter
- 1 Wooden Flagon of Flour
- 1 Cup Diced Carrots
- 1/2 Cup Diced Onions
Recipe
- Stoke the flames of your open-pit fire, and achieve a low heat.
- Combine all ingredients into a large soup pot.
- Stir vigorously!
- Once hot, pour into earthen soup bowls immediately!
Behold, the Gourmet's signature dish - the Potage le Magnifique!
But wait. I know what you're wondering. "That's it? Is that all there is to it? What's the secret of the Gourmet?"
Do you really expect me to give away the secret to my most popular dish? Well guess what? I will! For that secret, my friends, is YOU! That's right, the Potage le Magnifique is delicious, and extraordinary. Using just the simple ingredients listed, you will create a potage that is both hearty and delicious. But in order to make the Potage le Magnifique truly magnificent, it takes the imagination of a truly inspired chef. Do you have that gift?
I have served bowls of the Potage le Magnifique that have caused grown men to weep with with joy. Can you guess what I added? Can you create... magic?
Varieties Of Daedra
by Aranea Drethan
Healer and Dissident Priest
There is little chance of our ever understanding the various orders of Daedra and their relationships to the Daedra Lords and their dominions. Of the varieties of Daedra that appear in our world, and the varieties of their relationships to their fellows and their Daedra patrons, there is no end. In one place and time they are seen to be this, and in another place and time they are seen to be the opposite, and in another place and time they are seen to be both this and that, in completely contradictory terms.
What Daedra serves this Prince? What Daedra gives orders, and what Daedra serves, and in what hierarchy, and under what circumstances? What Daedra exist in fellowship with one another, and what Daedra have eternal enmity to one another, and what Daedra are solitary, or social, and by turns solitary or social? There are no limits to the varieties of behaviors that may be observed, and in one place they may be this, and in another place they may that, and all rules describing them are always found to be contradictory and in exception to others.
Further, from whom may we seek answers to our questions about these orders? From mortals, who know little but what they may observe of another world? From the gods, who speak in riddles, of enigmas wrapped in mysteries, and who keep things from us, the better to preserve their dominion over us? From the Daedra themselves, who are never the models of straightforwardness or truthtelling, but rather are famous for misstatements and obfuscations?
And even were the Daedra to speak the truth, how can we know if they know themselves, or that there is any truth about them that is to be known, or are all arrangements among the Daedra protean and ever subject to change?
In short, what is to be known is little, and and what is to be trusted is nothing.
These things being said, I shall venture to relate what I have observed and heard of the relationships of the servants of Lord Dagon in my brief service to the Telvanni Wizard Divayth Fyr, when I sought him out and offered to bring peace to the victims of corprus in his sanitarium, once the Prophecies of the Incarnate had been fulfilled, and Dagoth Ur had been destroyed, and the Blight had been banished from the island of Vvardenfell forever.
Divayth Fyr told me that he, by choice, trafficked only with two Daedra Powers -- Mehrunes Dagon and Azura.
Azura, he said, knew and understood all things, and declined to speak of these things, or only spoke in riddles.
Mehrunes Dagon, on the other hand, out of pride, fixity of purpose, and a predictable lack of subtlety in thought, knew nothing and understood nothing, and was inclined to speak freely and without falsehood.
Divayth Fyr said that Dagon's chief servants, the Dremora, were like him in pride, fixed purpose, and lack of subtlety, with the addition of the peculiar traits of honor and loyalty, both within their class and within their relationship to Lord Dagon.
And Divayth Fyr said that the Dremora were ordered into clans and castes, and these clans and castes were well-defined. Individual Dremora might rise or fall in ranks, or move back and forth among clans, but only when regulated by complex oaths, and only at the will and pleasure of their Lord Dagon.
The Dremora refer to themselves as 'The Kyn' ('the People'), contrasting themselves to other Daedra, whom they consider unthinking animals. The term 'kynaz' refers to a member of the Dremora race ('he of the Kyn').
The least of kyn castes are the Churls, the undistinguished rabble of the lowest rank of Dremora. Churls are obsequeous to superiors but ferociously cruel to humans and other Daedra.
Next in rank are the Caitiffs, creatures of uncalculating zeal, energy without discrimination. Caitiffs are used as irregulars in the faction wars of the Daedra, as berserkers and shock troops, undisciplined and unreliable, but eager and willing.
The highest of the regular rank-and file of Dremora troops are the Kynvals, warrior-knights who have distinguished themselves in battle, and shown the deliberate steadiness of potential war leaders.
Above the rank and file warriors of the Churl, Caitiff, and Kynval castes are the officer castes.
A Kynreeve is a clan sheriff or clan officer. Kynreeves are typically associated either with a clan fighting unit or an administrative office in the order of battle.
The Kynmarcher is the lord and high officer of a Daedric citadel, outpost, or gate. A Kymarcher's command is usually associated both with a unit and with a 'fief' -- a location or territory for which he is responsible.
Above the Kymarcher is the Markynaz, or 'grand duke'. A Markynaz is a lord of lords, and member of the Markyn, Mehrunes Dagon's Council of Lords.
The highest rank of Dremora is the Valkynaz, or 'prince'. This warrior duke is a member of the Valkyn, Mehrunes Dagon's personal guard. The Valkynaz are rarely encountered on Tamriel; normally they remain by Mehrunes Dagon's side, or serve as commanders of operations of particular importance or interest to Dagon.
Of the varieties of other Daedra I encountered while I served in Divayth Fyr's Corprusarium -- Ogrims and Golden Saints, Daedroths and Winged Twilights, Scamps and Clannfear -- there is much that might be said, but little that is helpful or reliable.
I did note, however, that when Divayth Fyr sought a Daedra of a character like unto the Dremora, but of greater power, and greater inclination for independence and initiative, or solely as a master, he summoned Xivilai, who are like the Dremora in personality and temperment, except that they hate subordination, and are liable to disloyalty and betrayal when they feel they have not been treated with the proper deference and respect.
The feral, beastlike Daedra like the Clannfear and the Daedroth appear in the service of many different Daedric Powers, and may represent common creatures existing like wild animals in the wildernesses of Oblivion. Other savage, semi-intelligent creatures like Scamps and Spider Daedra may also be found in the realms of various Daedra Lords.
The case of the Elemental Atronachs, on the other hand, is less certain. Flame and Frost Atronachs, for example, appear to be highly intelligent, but not all varieties of Elemental Atronachs seem to be social or to have the power of speech. Divayth Fyr preferred not to summon or deal with these creatures, had little experience with them, and showed no inclination to speculate upon their nature, so I learned little about them during my time at Tel Fyr.
Vernaccus and Bourlor
by Tavi Dromio
Hallgerd walked into the King's Ham that Loredas evening, his face clouded with sadness. While he ordered a mug of greef, his mates Garaz and Xiomara joined him with moderately sincere concern.
"What's wrong with you, Hallgerd?" asked Xiomara. "You're later than usual, and there's a certain air of tragedy you've dragged in with you. Have you lost money, or a nearest and dearest?"
"I haven't lost any money," Hallgerd grimaced. "But I've just received word from my nephew than my cousin Allioch has died. Perfectly natural, he says, just old age. Allioch was ten years younger than me."
"Aw, that's terrible. But it goes to show that it's important to savor all of life's possibilities, 'cause you never know when your time is coming," said Garaz, who had been sitting at the same stool at the smoky cornerclub for the last several hours. He was not one cursed with self-awareness.
"Life's short all right," agreed Xiomara. "But if you'll pardon a sentimental thought, few of us are aware of the influence we'll have after our deaths. Perhaps there's comfort there. For example, have I told you the story about Vernaccus and Bourlor?"
"I don't believe so," said Hallgerd.
Vernaccus was a daedra (said Xiomara, throwing a few dribbles on flin on the hearth to cast the proper mood), and though our tale took place many, many years ago, it would be fair to say that Vernaccus still is one. For what after all is time to the immortal daedra?
"Actually," Garaz interrupted. "I understand that the notion of immortality--"
"I am trying to offer our friend an inspirational tale in his hour of need," Xiomara growled. "I don't have all bloody night to tell it, if you don't mind."
You wouldn't have heard of Vernaccus (said Xiomara, abandoning the theme of immortality for the time being) for even at the height of his power and fame, he was considered feeble by the admittedly high standards of the day. Of course, this lack of respect infuriated him, and his reaction was typical of lesser daedra. He went on a murderous rampage.
Soon word spread through all the villages in the Colovian West of the unholy terror. Whole families had been butchered, castles destroyed, orchards and fields torched and cursed so nothing would ever grow there again.
To make things even worse for the villagers, Vernaccus began getting visitations from an old rival of his from Oblivion. She was a daedra seducer named Horavatha, and she delighted in taunting him to see how angry she could make him become.
"You've flooded a village and that's supposed to be impressive?" she would sneer.
"Try collapsing a continent, and maybe you'll get a little attention."
Vernaccus could become pretty angry. He didn't come very close to collapsing the continent of Tamriel, but it wasn't for lack of trying.
A hero was needed to face the mad daedra, and fortunately, one was available.
His name was Bourlor, and it was said that he had been blessed by the goddess Kynareth. That was the only explanation for his inhuman accuracy with his bow and arrow, for he never missed a target. As a child he had driven his marksmanship tutors wild with frustration. They would tell him how to plant his feet, how to nock a bolt, the proper grip for the cord, the best method of release. He ignored all the rules, and somehow, every time, the arrow would catch a breath of wind and sail directly to his target. It did not matter if the quarry was moving or still, at very close range or miles away. Whatever he wanted to strike with his arrow would be struck.
Bourlor answered the call when one of the village mayors begged him for help. Unfortunately, he was not as great a horseman as he was an archer. As he rode through the forest toward the mayor's town, a place called Evensacon, Vernaccus was already murdering everyone there. Horavatha watched, and stifled back a yawn.
"Murdering a small town mayor isn't going to put you in famous company, you know. What you need is a great champion to defeat. Someone like Ysgramor or Pelinal Whitestrake or--" she stared at the figure emerging from the forest. "That fellow!"
"Who's he?" growled Vernaccus between bites of the mayor's quivering body.
"The greatest archer in Tamriel. He's never missed."
Bourlor had his bow strung and was pointing it at the daedra. For a moment, Vernaccus felt like laughing -- the fellow was not even aiming straight -- but he had a well-honed sense of self-preservation. There was something about the man's look of confidence that convinced the daedra that Horavatha wasn't lying. As the bolt left the bow, Vernaccus vanished in a sheet of flame.
The arrow impaled a tree. Bourlor stood and stared. He had missed a target.
In Oblivion, Vernaccus raged. Fleeing before a mortal man like that -- not even the basest scamp would have been so craven. He had exposed himself for the weak, cowardly creature he was. As he considered what steps to take to salvage the situation, he found himself face-to-knee with the most fearsome of the Daedra Princes, Molag Bal.
"I never thought anything much of you, Vernaccus," the giant boomed. "But you have more than proven your worth. You have shown the creatures of Mundus that the daedra are more powerful than the blessings of the Gods."
The other denizens of Oblivion quickly agreed (as they always did) with the view of Molag Bal. The daedra are, after all, always very sensitive about their various defeats at the hands of mortal champions. Vernaccus was proclaimed The Elusive Beast, The Unpursuable One, He Who Cannot Be Touched, The Bane of Kynareth. Shrines devoted to him began to be built in remote corners of Morrowind and Skyrim.
Bourlor meanwhile, now found flawed, was never again called to rescue a village. He was so heartbroken over his failure to strike his target that he became a hermit, and never restrung his bow again. Some months later, he died, unmourned and unremembered.
"Is this really the tale you thought would cheer me?" asked Hallgerd incredulously.
"I've heard the King of Worms told more inspirational stories."
"Wait," smiled Xiomara. "I'm not finished yet."
For a year's time, Vernaccus was content to watch his legend grow and his fledging worship spread from his home in Oblivion. He was, in addition to being cowardly and inclined toward murderous rages, also a very lazy creature. His worshippers told tales of their Master avoiding the bolts of a thousand archers, of moving through oceans without getting wet, and other feats of avoidance that he would rather not have to demonstrate in person. The real story of his ignominious retreat from Bourlor was thankfully forgotten.
The bad news, when it came, was delivered to him with some relish by Horavatha. He had delighted in her jealousy at his growing reputation, so it was with a cruel smile she told him, "Your shrines are being assaulted."
"Who dares?" he roared.
"Everyone who passes them in the wilderness feels the need to throw a stone," Horavatha purred. "You can hardly blame them. After all, they represent He Who Cannot Be Touched. How could anyone be expected to resist such a target?"
Vernaccus peered through the veil into the world of Mundus and saw that it was true. One of his shrines in Colovian West country was surrounded by a large platoon of mercenary soldiers, who delighted in pelting it with rocks. His worshippers huddled inside, praying for a miracle.
In an instant, he appeared before the mercenaries and his rage was terrifying to behold. They fled into the woods before he even had a chance to murder one of them. His worshippers threw open the wooden door to the shrine and dropped to their knees in joy and fear. His anger melted. Then a stone struck him.
Then another. He turned to face his assailants, but the air was suddenly filled with rocks.
Vernaccus could not see them, but he heard mercenaries in the woods laugh, "It's not even trying to move out of the way!"
"It's impossible not to hit him!" guffawed another.
With a roar of humiliation, the daedra bounded into the shrine, chased by the onslaught. One of the stones knocked the door closed behind him, striking him in the back. His face broke, anger and embarrassment disappearing, replaced by pain. He turned, shaking, to his worshippers who huddled in the shadows of the shrine, their faith shattered.
"Where did you get the wood to build this shrine?" Vernaccus groaned.
"Mostly from a copse of trees near the village of Evensacon," his high-priest shrugged.
Vernaccus nodded. He dropped forward, revealing the deep wound in his back. A rusted arrowhead buried in a whorl in the wood of the door had jolted loose in the assault and impaled him. The daedra vanished in a whirlwind of dust.
The shrines were abandoned shortly thereafter, though Vernaccus did have a brief resurgence as the Patron Spirit of Limitations and Impotence before fading from memory altogether. The legend of Bourlor himself never became very well known either, but there are still some who tell the tale, like myself. And we have the advantage of knowing what the Great Archer himself didn't know on his deathbed -- his final arrow found its target after all.
Wabbajack
Little boys shouldn't summon up the forces of eternal darkness unless they have an adult supervising, I know, I know. But on that sunny night on the 5th of First Seed, I didn't want an adult. I wanted Hermaeus Mora, the daedra of knowledge, learning, gums, and varnishes. You see, I was told by a beautiful, large breasted man who lived under the library in my home town that the 5th of First Seed was Hermaeus Mora's night. And if I wanted the Oghma Infinium, the book of knowledge, I had to summon him. When you're the new king of Solitude, every bit of knowledge helps.
Normally, you need a witches coven, or a mages guild, or at least matching pillow case and sheets to invoke a prince of Oblivion. The Man Under the Library showed me how to do it myself. He told me to wait until the storm was at its height before shaving the cat. I've forgotten the rest of the ceremony. It doesn't matter.
Someone appeared who I thought was Hermaeus Mora. The only thing that made me somewhat suspicious was Hermaeus Mora, from what I read, was a big blobby multi-eyed clawed monstrosity, and this guy looked like a waistcoated banker. Also, he kept calling himself Sheogorath, not Hermaeus Mora. Still, I was so happy to have successfully summoned Hermaeus Mora, these inconsistencies did not bother me. He had me do some things that didn't make any sense to me (beyond the mortal scope, breadth, and ken, I suppose), and then his servant happily gave me something he called the Wabbajack. Wabbajack. Wabbajack.
Wabbajack.
Wabbajack. Wabbajack. Wabbajack. Wabbajack. Wabbajack. Wabbajack.
Maybe the Wabbajack is the Book of Knowledge. Maybe I'm smarter because I know cats can be bats can be rats can be hats can be gnats can be thats can be thises. And that doors can be boars can be snores can be floors can be roars can be spores can be yours can be mine. I must be smart, for the interconnective system is very clear to me. Then why, or wherefore do people keep calling me mad?
Wabbajack. Wabbajack. Wabbajack.
Walking the World
Volume XI: Solitude
by Spatior Munius
Welcome, friend. In our latest volume, we cover Solitude. Spatior could not be more pleased to be at the very seat of Imperial power in Skyrim. In the course of our tour, you'll see that Solitude's riches extend from her people to the history and architecture that make up the city itself.
As ever, we begin our journey outside the city walls, this time at the bottom of the hill that ascends all the way to Solitude's massive gates.
Solitude's Surroundings
Before scaling the hill to the city, you should be sure to take in the sights. Wander the track that leads down to the docks, and you can stop to enjoy one of the best views of the Great Arch.
Originally serving as both a landmark and windbreak for Solitude's port, the easily-defended Great Arch also provided an ideal building site for the ancient Nords.
The city gradually grew to extend across the entire length of the arch. This growth culminated in the building of the Blue Palace, home of the High Kings and Queens of Skyrim. We will visit the palace later.
The Gates of Solitude
Entrance to Solitude is guarded by two gates and three towers. The first of these towers, situated at the crossroads, is Sky Tower. It's mostly a lookout, although in times of war, barricades are erected across the nearby road to act as a first line of defense.
The second tower and first, smaller gate are collectively known as the Squall Gate. Here, attacking armies meet their first real resistance. Last and certainly most impressive is the Storm Gate.
While Castle Dour, found just within the city's main gate, has always been a massive walled structure, Solitude's outer walls and gates were not added until shortly after the coronation of High King Erling.
Looking up and to the left of the main gate, you can see a small hint of Erling's preference for a more rounded style of architecture that we will see later in the Castle Dour extension, as well as the interior arch and the windmill.
Now we pass through the gates and enter the main shopping district of Solitude.
The Well District
Stepping inside Solitude's gates, you get your first view of the city itself. Rising tall and proud before you, banners waving from its crown, is the Emperor's Tower. Home to the Kings of Haafingar before the consolidation of Skyrim and the creation of the Blue Palace, the Emperor's Tower is now used exclusively as guest quarters for Emperors who come to visit the city.
To your left and right are Solitude's inn and shops. Here can be found some of the finest imported goods in Skyrim. After all, Solitude is a wealthy city with ready access to the major shipping lanes of Tamriel.
Continuing ahead, you'll come to the ramp that takes you up to Castle Dour. From here, you can truly feel the weight of this stone bastion's looming presence. The left-most tower, topped by the pointed roof of Erling's extension, was once the castle barracks and jail. Today, the tower is the center of military power here in Solitude.
Looking right past the looming Emperor's tower, you can glimpse Solitude's natural bridge arcing gracefully over to the windmill. Built during High King Erling's day, the bridge was said to be used used to discretely allow Captain Jytte, the famous privateer, to enter Castle Dour. Some historians claim that she and the High King were simply attempting to keep their business dealings quiet. Others believe the Jytte and Erling were involved on a more personal level.
At the end of the bridge is the windmill. The tower and the windmill serve as one of Solitude's most recognizable man-made landmarks. The Windmill's power was once used to open the gates to what is now the East Empire Company Warehouse, but today that task falls to the strong backs of the dock workers.
In the shadow of the windmill you'll find the outdoor market and the well. Here, you can buy a number of local delicacies including the famous spiced wine made exclusively in Solitude.
From here we'll travel up the ramp and into Castle Dour Courtyard.
Castle Dour
As you enter the courtyard of Castle Dour, you are confronted with the banner of Solitude hanging over the door to what is now Castle Dour proper.
At the far end of the courtyard stands the impressive Temple of the Divines. The founders of Solitude were deeply devout and Solitude is the only place in Skyrim where all of the divines are worshiped in a single temple. All three of the buildings here are well worth taking a look inside, but only the Temple and Castle Dour's military wing are open.
If you do venture inside the temple, take special note of the alcoves at the front. You can see the empty alcove that once held the shrine of Talos before Talos worship was outlawed.
From the courtyard, travel out the exit between Castle Dour and the Temple and you'll get your first sight of the Blue Palace. Along the way, be sure to stop outside the Bards College, a large building on your left marked by the Flame of Callisos burning beside the steps.
Named for a famous bard, it is said that as long as the flame burns, the college will stand.
The Bards College
Looking up from the Bards College steps, you can see that the college stands taller than the Blue Palace itself. The bards who train here can be heard throughout Skyrim, singing songs that capture the history of the ages. If you get a chance you should be sure to catch the Burning of King Olaf, an ancient festival where "King Olaf" is burned in effigy.
Continue up the road from the college and you'll reach the courtyard of the Blue Palace, our final destination.
The Blue Palace
The Blue Palace is home to the Jarls of Solitude, who for centuries have also served as the High Kings and High Queens of Skyrim. The northeast wing, on your left as you enter, holds the living quarters of the Jarl and her court on the top level and various servants below.
The southwest wing, known as the Pelagius Wing, has fallen into a state of disrepair. Named for the famous High King, Pelagius the Mad, the wing is rumored to be haunted by the king's ghost. The wing has been locked and left alone since shortly after Pelagius's death.
You should be sure to venture inside the Blue Palace. The grand atrium and court chambers are a sight not to be missed.
Other Points of Interest
Spatior has shown you Solitude in all its grandeur, but there are a few places more to see. The walls of the city are easily accessible and well worth climbing for the remarkable view. The Solitude Docks are also worth a visit, as they are the largest in Skyrim.
That's all for Walking the World Volume XI. Spatior does not know his next destination yet, but you can be sure that where he does go he will leave you a record of the best things to see.
Spatior Munius, World Traveler
War of the First Council
by Agrippa Fundilius
This account by the Imperial scholar Agrippa Fundilius is based on various Imperial and Dunmer sources, and written for Western readers.
The War of the First Council was a First Age religious conflict between the secular Dunmer Houses Dwemer and Dagoth and the orthodox Dunmer Houses Indoril, Redoran, Dres, Hlaalu, and Telvanni. The First Council was the first pan-Dunmer governing body, which collapsed over disputes about sorceries and enchantments practiced by the Dwemer and declared profane by the other Houses.
The Secular Houses, less numerous, but politically and magically more advanced, and aided by Nord and Orc clans drawn by promise of land and booty, initially campaigned with great success in the north of Morrowind, and occupied much of the land now comprising Redoran, Vvardenfell, and Telvanni District. The Orthodox Houses, widely dispersed and poorly organized, suffered defeat after defeat until Nerevar was made general of all House troops and levies.
Nerevar secured the aid of nomad barbarian tribesmen, and contrived to force a major battle at the Secular stronghold of Red Mountain on Vvardenfell. The Secular forces were outmaneuvered and defeated with the help of Ashlander scouts, and the survivors forced to take refuge in the Dwemer stronghold at Red Mountain.
After a brief siege, treason permitted Nerevar and his troops to enter the stronghold, where the Secular leaders were slain, and Nerevar mortally wounded. General slaughter followed, and Houses Dwemer and Dagoth were exterminated. Nerevar died shortly thereafter of his wounds.
Three of Nerevar's associates among the Orthodox Houses, Vivec, Almalexia, and Sotha Sil, succeeded to control of the re-created First Council, re-named the Grand Council of Morrowind, and went on to be come the god-kings and immortal rulers of Morrowind known as the Tribunal, or Almsivi.
The Warrior's Charge
An old poem of the Redguards
The star sung far-flung tales
Wreathed in the silver of Yokuda fair,
Of a Warrior who, arrayed in hue sails
His charges through the serpent's snare
And the Lord of runes, so bored so soon,
Leaves the ship for an evening's dare,
Perchance to wake, the coiled snake,
To take its shirt of scales to wear
And the Lady East, who e'ery beast,
Asleep or a'prowl can rouse a scare,
Screams as her eye, alight in the sky
A worm no goodly sight can bear
And the mailed Steed, ajoins the deed
Not to be undone from his worthy share,
Rides the night, towards scale bright,
Leaving the seasoned Warrior's care
Then the serpent rose, and made stead to close,
The targets lay plain and there,
But the Warrior's blade the Snake unmade,
And the charges wander no more, they swear
Watcher of Stones
by Gelyph Sig
Thane of Bjorin
Long have I waited at the Guardians. I must know: are the stories true? Surely you've heard them. Tales of the stones granting powers to Heroes of old, those special few being able to choose any stone to rewrite his fate. Of course you've heard them, that's why you touch the stones as you pass by. You've heard they bring luck, or a sign from the gods. But you think little of the action. It has no true meaning for you. I see it in your eyes as you pass. You do not believe. But I have always believed. Always felt that I was one of the few whose fate was not sealed at birth by the stars overhead. One of the few who could use these stones, draw on the power of the gods to change my life, change my future. I have always felt it.
I have done much in my years. Fought battles, defended villages, quested and adventured throughout Skyrim. I have bested the Companions of Whiterun in combat, and performed deeds worthy of everlasting praise in song from the Bards College. No task was too small or great if it could bring me honor, glory, proof that I was worthy of the stones' power.
And yet, nothing.
I have found many of these accursed stones in my travels, and none have responded to my touch. With each new feat I would return to the Guardians, wondering if the gods finally deemed me worthy. But now those days are gone. I am an old man, with no fight left in me. And so here I sit, watching the faces of those who pass by on their daily errands, their mundane travels from one city or town to another. Most of you do not even give the stones a passing glance. You have never heard their call, you will never feel drawn to them. Some days, I envy you that.
Long will I wait at the Guardians, for I must know. Are the stories true?
The Waters of Oblivion
A hundred and twenty numbered ages in the void that fated folk had grown deep-schooled in evil. Then the Bright Gods resolved to punish those faithless spirits, and shatter the unruly caitiffs, those huge, unholy scathers, loathsome to the Light. They repented exceedingly that they had gazed upon Oblivion, and seen there the first of dark kin, and welcomed them as brothers and sisters.
The Principalities of Victory beheld how great was the wickedness of the wayward spirits, and saw that they were bold in sin and full of wiles. They resolved then to chasten the tribes of daedra, and smite darkkind with hammer and hand.
But ever shall Darkness contest the Light, and great were the Powers that breathed the void and laid waste upon one another, and no oath might bind them, so deep were they in envy and perfidy. For once the portals are opened, who shall shut them upon the rising tide?
The Wild Elves
by Kier-jo Chorvak
In the wilds of most every province of Tamriel, descended philosophically if not directly from the original inhabitants of the land, are the Ayleids, commonly called the Wild Elves. While three races of Elven stock -- the Altmer (or High Elves), the Bosmer (or Wood Elves), and the Dunmer (or Dark Elves) -- have assimilated well into the new cultures of Tamriel, the Ayleids and their brethren have remained aloof toward our civilization, preferring to practice the old ways far from the eyes of the world.
The Wild Elves speak a variation of Old Cyrodilic, opting to shun Tamrielic and separating themselves from the mainstream of Tamriel even further than the least urbanized of their Elven cousins. In temperament they are dark-spirited and taciturn -- though this is from the point of view of outsiders (or "Pellani" in their tongue), and doubtless they act differently within their own tribes.
Indeed, one of the finest sages of the University of Gwilym was a civilized Ayleid Elf, Tjurhane Fyrre (1E2790-2E227), whose published work on Wild Elves suggests a lively, vibrant culture. Fyrre is one of the very few Ayleids to speak freely on his people and religion, and he himself said "the nature of the Ayleid tribes is multihued, their personalities often wildly different from their neighbor[ing] tribes" (Fyrre, T., Nature of Ayleidic Poesy, p. 8, University of Gwilym Press, 2E12).
Like any alien culture, Wild Elves are often feared by the simple people of Tamriel. The Ayleids continue to be one of the greatest enigmas of the continent of Tamriel. They seldom appear in the pages of written history in any role, and then only as a strange sight a chronicler stumbles upon before they vanish into the wood. When probable fiction is filtered from common legend, we are left with almost nothing. The mysterious ways of the Ayleids have remained shrouded since before the First Era, and may well remain so for thousands of years to come.
The Windhelm Letters
The following transcribed letters were recovered from a strongbox found after a fire consumed a house in Solitude in the early part of the 3rd Era. Nobody by the addressed name lived at the home, and it is unknown how long the family had owned the strongbox. The letters are believed to have been written during the reign of Jarl Elgryr the Unminded, who ruled Windhelm in the Second Era and about whom few other records are extant.
My dearest Thessalonius,
I hope this letter reaches you, and finds you well. It is getting more difficult to find paper within the city, but I still save the scraps sent by the city's tax agents. I hope you don't mind a household reckoning on the reverse of this.
Windhelm remains as cold as ever, but nothing compared to the heart of her king. Smoke and revelry rise from the palace daily, while we have little wood or coal to keep the chill off. I fear for the little ones, but they're so brave, having never known any other kind of life. We all speak of you daily, and hope that we may come to see you soon.
Yours,
Reylia
Dear Thessalonius,
Your last message arrived safely, but the promised gold mentioned within did not. When I mentioned this to the courier, she shrugged and turned to the door with no other word. While hearing from you brings joy to us all, I would caution you to not trust that particular woman again.
The minds of the city grow numb with cold and silence. We starve, and the unminded one makes no appearance, no speech, nothing to succor his people. His wizard has been seen walking the streets of the city at odd hours, visiting homes. I saw him paint some horrid symbol on one door -- it dripped like blood before vanishing like sand in the wind. The next dawn, nobody who lived there still drew breath. I am a friend to one of the scullery maids who was sent to clean out the house. She described the most horrible things to me and the children, but I will spare you the details.
The worst of it is, that was a house that supported the king. If that's what happens to his friends, what will be the fate of the rest of us?
But don't let this shift your mind from its important tasks. We all know you work to free us, and pray for your success and swift return.
Love,
Reylia
This next letter was scribbled onto a piece of cloth with what appears to be charcoal.
Thess.,
I hope you didn't actually ... [illegible] ... efforts are important, but our sufferings must remain ... [illegible] ... retaliation can be swift and terrible. If you no longer care for me, at least think of your ... [illegible] .... Love always, R
Dear Thessalonius,
Weeks go by and we have no word from Solitude. I tell the children that you're simply very busy, but it's getting harder to make excuses for you. If you can no longer send money (and I understand, smuggling anything of value into the city has become a fool's errand), at least send word that you still live and work for the freedom of Windhelm.
As regards your issue that I mentioned previously, worry not. With food shortages being what they are, I have removed it from my concerns.
Always yours,
Reylia
My dearest Thessalonius,
It was good to hear from you at last. Please forgive the rantings of a starving mind. We have at last depleted the basement stores of food, even with the strictest rationing. I see the little ones' faces growing thin and my heart weeps for them. They are, in some ways, brave. I think they're looking after me moreso than I them.
Please come home. I strongly desire to look upon your face.
-- R
Papa,
Ma said to write you, so we love and miss you. Ma is tired a lot, but has lots of visitors, so we are being good and helpping.
Love,
Stessl and Shapl
Thessalonius,
I don't have much time. The city has finally broken. The gates of the palace will not keep us out. The storming begins soon. I have gathered those who still have a spirit to live, and we are taking our own fortunes to hand. I hope to see you on the other side of this. Pray for us as we once prayed for you.
Your Reylia
The Wispmother: Two Theories
by Mathias Etienne
Among the folk tales from the northern reaches of Skyrim, few subjects are as popular as the Wispmother: ghostly women who lure unsuspecting travelers to their doom, steal children, and takes vengeance on those who wronged them in life.
Similar tales exist throughout Tamriel: The Melusanae of Stros Mkai, who lure ships to wreck on jagged shoals, then consume the souls of those aboard. The serpentine Chalass of Black Marsh. The Amronal of Valenwood.
But unlike these mythic creatures, most scholars concede that Wispmothers actually exist. Though rare, credible reports of their sightings are simply too frequent to be ignored. Herein, a synopsis of what can be gleaned from provincial legends, and the dominant theories on what they may actually be.
Wispmothers
Most tales agree on only a few basic facts about Wispmothers. They are always female. They take the form of human (some say Elven) spirits, wreathed in mist and decaying rags. They have an affinity for frost magic, rarely appearing in more temperate climes.
But beyond that, the tales differ wildly. Some say they are ghosts, waiting to be laid to rest. Others, that they are all that remains of the Snow Elves who once ruled Skyrim. Some say they are native to Hjaalmarch (or the north more generally), but other tales mention them in forgotten places, on mountaintops as far away as the Jeralls.
Most reputable scholars dismiss these stories, preferring instead to focus on the few documented sightings from recent years. From these, two dominant theories have emerged: