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Write a book about Skyrim.
The Alduin/Akatosh Dichotomy
By Alexandre SimonHigh Priest of the Akatosh Chantry, WayrestAs High Priest of the Akatosh Chantry, I have dedicated my life to the service of the Great Dragon. He who was first at the Beginning. He who is greatest and most powerful of all the Divines. He who is the very embodiment of infinity.I am, quite obviously, a man of deep and unwavering faith. But not blind faith, for I am also a man of scholarly endeavors, and have always valued education and the pursuit of truth, in all its forms. And so, I have had the honor and privilege of making it my life’s work to discover the truth about Akatosh, in all of our beloved Divine’s incarnations.Throughout the civilized world (and I refer not only to the Empire, but to every nation on great Nirn that has embraced the virtues of learning and letters), the Great Dragon is worshipped. Usually, the highest of Divines is referred to as Akatosh. But what some may not be aware of is that he is occasionally referred to by two other names as well.The Aldmer refer to Akatosh as Auri-El. The Nords call him Alduin. These names come up repeatedly in certain ancient texts, and in each one, it is clear that the deity in question is none other than he whom we call Akatosh.Yet there are those who believe, even in this enlightened age, that this is not so. That the regional interpretations of Akatosh are not interpretations of Akatosh at all. Rather, they are references to altogether different deities, deities who may or may not share the same aspects or be the Great Dragon at all.Many Altmer of Summerset Isle worship Auri-El, who is the soul of Anui-El, who in turn is the soul of Anu the Everything. But if you ask the high elves themselves (as I did, when I traveled to Summerset Isle to continue my research), the majority will concede that Auri-El is but Akatosh with a different name, colored by their own cultural beliefs.So maybe it comes as no surprise that the real theological dissention lies in Skyrim, among the Nord people – renowned as much for their stubbornness as they are their hardiness and prowess on the fields of valor. When I journeyed to the stark white province, I was surprised to find a people whose views on Akatosh are almost diametrically opposed to those of the Altmer. The majority of Nord people seem to believe that their Alduin of legend is not Akatosh, but another deity entirely. A great dragon, yes, but not the Great Dragon.Determined to get to the heart of this matter, I consulted with several Nords, chief among them an old and respected clan chief by the name of Bjorn Much-Bloodied. And what surprised me most about those I talked to was not that they believed in Alduin instead of Akatosh, but that they recognized Alduin in addition to Akatosh. In fact, most children of Skyrim seem to view Akatosh in much the same way I do – he is, in fact, the Great Dragon. First among the Divines, perseverance personified and, more than anything, a force of supreme good in the world.Alduin, they claim, is something altogether different.Whether or not he is actually a deity remains in question, but the Alduin of Nord folklore is in fact a dragon, but one so ancient, and so powerful, he was dubbed the “World Eater,” and some accounts even have him devouring the souls of the dead to maintain his own power. Other stories revolve around Alduin acting as some sort of dragon king, uniting the other dragons in a war against mankind, until he was eventually defeated at the hands of one or more brave heroes.It is hard to deny that such legends are compelling. But as both High Priest and scholar, I am forced to ask that most important of questions – where is the evidence?The Nords of Skyrim place a high value on their oral traditions, but such is the core of their unreliability. A rumor passed around the Wayrest market square can change so dramatically in the course of a few simple hours, that by the end of the day, one might believe half the city’s residents were involved in any number of scandalous activities. How then is an educated, enlightened person possibly supposed to believe a legend that has been passed down, by word of mouth only, for hundreds, or even thousands of years?The answer to such a question is simple – he cannot.And so, it is my conclusion that the Alduin of Nord legend is in fact mighty Akatosh, whose story grew twisted and deformed through centuries of retelling and embellishment. Through no real fault of their own, the primitive peoples of Skyrim failed to understand the goodness and greatness of the Great Dragon, and it was this lack of understanding that formed the basis of what became, ironically, their most impressive creative achievement – “Alduin,” the World Eater, phantom of bedtime stories and justification for ancient (if imagined deeds).
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The Amulet of Kings
In the first years of the First Era, a powerful race of Elves called the Ayleids, or the Heartland High Elves, ruled central Tamriel with an iron hand. The high and haughty Ayleids relied on their patrons, the treacherous Daedra Lords, to provide armies of daedra and dead spirits; with these fearless magical armies, the Ayleids preyed without mercy upon the young races of men, slaughtering or enslaving them at their whim.On behalf of the suffering human races, St. Alessia, the first in the line of Cyrodiils, sought the aid of Akatosh, the Dragon God of Time, and ruler of the noble Aedra. Akatosh, looking with pity upon the plight of men, drew precious blood from his own heart, and blessed St. Alessia with this blood of Dragons, and made a Covenant that so long as Alessia’s generations were true to the dragon blood, Akatosh would endeavor to seal tight the Gates of Oblivion, and to deny the armies of daedra and undead to their enemies, the Daedra-loving Ayleids.In token of this Covenant, Akatosh gave to Alessia and her descendants the Amulet of Kings and the Eternal Dragonfires of the Imperial City. Thus does Alessia become the first gem in the Cyrodilic Amulet of Kings. The gem is the Red Diamond in the middle of the Amulet. This is the Symbol of the Empire and later taken as the symbol of the Septim line. It is surrounded by eight other gems, one for each of the divines.So long as the Empire shall maintain its worship of Akatosh and his kin, and so long as Alessia’s heirs shall bear the Amulet of Kings, Akatosh and his divine kin maintain a strong barrier between Tamriel and Oblivion, so that mortal man need never again fear the devastating summoned hosts of the Daedra Lords.But if the Empire should slacken in its dedication to the Nine Divines, or if the blood of Alessia’s heirs should fail, then shall the barriers between Tamriel and the Daedric realms fall, and Daedra-worshippers might summon lesser Daedra and undead spirits to trouble the races of men.
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The Anticipations [Dragonborn]
This version differs from theMorrowind versiononly in the paragraph about Mephala.he Daedra are powerful ancestor spirits, similar in form and substance to the Tribunal (Blessed Be Their Holy Names), but weaker in power, and more arbitrary and removed from the affairs of mortals. In old times, the Chimer worshiped the Daedra as gods. But they did not deserve this veneration, for the Daedra harm their worshippers as often as help them.The Advent of the Tribunal (Blessed Be Their Holy Names) changed this unhappy state. By the Apotheosis, the Tribunal (Blessed Be Their Holy Names) became the Protectors and High Ancestor Spirits of the Dunmer, and bade the Daedra to give proper veneration and obedience. The Three Good Daedra, Boethiah, Azura, and Mephala, recognized the Divinity of the Triune Ancestors (Blessed Be Their Holy Names). The Rebel Daedra, Molag Bal, Malacath, Sheogorath, and Mehrunes Dagon, refused to swear fealty to the Tribunal (Blessed Be Their Holy Names), and their worshippers were cast out.These Rebel Daedra thus became the Four Corners of the House of Troubles, and they continue to plague our tranquility and tempt the unwary into Heresy and Dark Worship. The Priests of the Temple remain ever vigilant for signs of the Adversaries’ return, sometimes aided by the loyal Three Good Daedra, who are familiar with the wiles of their rebellious kin.The Good Daedra are known to the Temple as the Anticipations, since they are the early ancestral anticipations of the loving patronage of the Tribunal. The Anticipations are the Daedra Lords Boethiah, Mephala, and Azura.Boethiah is the Anticipation of Almalexia but male to her female. Boethiah was the ancestor who illuminated the elves ages ago before the Mythic Era. He told them the truth of Lorkhan’s test, and defeated Auriel’s champion, Trinimac. Boethiah ate Trinimac and voided him. The followers of Boethiah and Trinimac rubbed the soil of Trinimac upon themselves and changed their skins.Mephala is the Anticipation of Vivec, but manifold and androgynous. Mephala taught the Chimer to evade their enemies or kill them with secret murder. Enemies were numerous in those days since the Chimer were a small [sic] with enemies on all sides. Mephala organized the clan systems that eventually became the Great Houses. Later, Mephala created the Morag Tong.Azura is the Anticipation of Sotha Sil, but female to his male. Azura was the ancestor who taught the Chimer how to be different from the Altmer. Her teachings are sometimes attributed to Boethiah. In the stories, Azura is often encountered more as a communal progenitor of the race as a whole rather than as an individual ancestor. She is associated with Dusk and Dawn, and is sometimes called the Mother Soul. Azura’s Star, also called the Twilight Star, appears briefly at dawn and dusk low on the horizon below the constellation of the Steed. Azura is associated with mystery and magic, fate and prophecy.
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The Blessings of Sheogorath
This book was added to Skyrim as part of the Saints and Seducers addon for the Creation Club.For Our Lord Sheogorath, without Whom all Thought would be linear and all Feeling would be fleeting.Blessed are the Madmen, for they hold the keys to secret knowledge.Blessed are the Phobic, always wary of that which would do them harm.Blessed are the Obsessed, for their courses are clear.Blessed are the Addicts, may they quench the thirst that never ebbs.Blessed are the Murderous, for they have found beauty in the grotesque.Blessed are the Firelovers, for their hearts are always warm.Blessed are the Artists, for in their hands the impossible is made real.Blessed are the Musicians, for in their ears they hear the music of the soul.Blessed are the Sleepless, as they bask in wakeful dreaming.Blessed are the Paranoid, ever-watchful for our enemies.Blessed are the Visionaries, for their eyes see what might be.Blessed are the Painlovers, for in their suffering, we grow stronger.Blessed is the Madgod, who tricks us when we are foolish, punishes us when we are wrong, tortures us when we are unmindful, and loves us in our imperfection.
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The Doors of the Spirit
The Ancestors are among us. They are never farther away than the Waiting Door.The Ancestors are not departed. The dead are not under the earth. Their spirits are in the restless wind, in the fire’s voice, in the foot-smoothed step. Pay heed to these things, and you will know your absent kin.Pay reverence through gift and prayer. Acquaint the Ancestors with your affairs, with your comings and goings, with your blessings and trials.From the Waiting Door comes your protection. Heed the spirits, who are the guardians of your hearth, teachers of wisdom, counselors of fortune, seers of fate.Each bone is a door through the wall of the world. Each bone is the road, with Wisdom and Power the travelers. Each bone is the ghost fence that guards us from evil.Honor the Ancestors upon your hearths, within your halls, in the community of your temples, in the solitude of your tombs.Guard your Ancestors from beasts, from thieves, from profane priest and sorcerers. Let no creature steal your spirits, for the plundered hearth is diminished, and the plundered tomb is shamed.Live in One World with your spirits. Honor the spirits within and without you. Do not grieve for the dead. Take shelter in their arms, and pay heed to their words.
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The Ebon Arm
This book was added to Skyrim as part of the Redguard Elite Armaments Creation Club addon.Marilyn Wasserman (AKA Mara) had this to say about the book: “I believe Reymon Ebonarm was pictured as a Nord. He was worshipped as a minor deity, or hero saint if you prefer, in the Iliac Bay area. There’s at least one shrine to him in TES: Daggerfall. Daggerfall was the last city that the Nords ruled during the First Era.”“Ebonarm is another of the Daggerfall beta testers’ alter egos, in this case that of Raymond Whit Crowley, who wrote ‘Ebon Arm’. His online handle was Barak Halfhand at that time, but that name came from a book so could not be used in TES.”The ground shakes. The great armies continue to wage their unrelenting battle. The battlefield is red, the rivers flow crimson, the sky reflects a deep pink. In the distance lightning flashes, and thunder sounds. Two huge ravens begin circling the field; their blackness is vibrant against the various shades of red in this vista of death and suffering. The bright flashes of light and rumbling begin to increase. The redness surrounding the battlefield begins giving way to a golden glow from the east, almost like a summer’s setting sun. From the false sunset a massive golden stallion and single rider approach. All become suddenly still on the field of battle as both sides recognize Reymon Ebonarm, God of War, and the companion and protector of all warriors, also known as the Black Knight and his mighty steed War Master.He rides into the middle of the blood soaked field and dismounts. He is a very imposing figure. His very tall and heavily muscled body is encased in ebony armor. His ebony helmet does not hide the flowing reddish blonde hair and beard which appear almost as shimmering gold, nor does it shield the steel blue eyes that seem to pierce all they fall upon. In his left hand he carries a massive ebony tower shield on which is emblazoned a fiery red rose. As he raises his right arm, all see an arm and a magnificent ebony blade which are extensions of each other. The fused arm and sword are a result and symbol of the wounds suffered by this god during titanic battles in the youth of this world.The ravens come to rest on his shoulders. And, as the point of the ebony blade seemingly touches the sky, lightning flashes, thunder roars. Then total quiet descends and a shudder rolls through both armies.The leaders of both armies approach Reymon Ebonarm and kneel. In turn they tell their reasons for this war. Each asks for the favor of the Black Knight for their cause. Reymon Ebonarm listens, but there is no acknowledgment that he has chosen to favor one side or the other in this fight. However, each of the leaders has heard the other state his position. And, each now knows that this war is baseless. They embrace and turn to their armies. They instruct their forces to bury their dead, tend their wounded and return to their homes.Reymon Ebonarm mounts his great golden stallion, War Master, and again raises the ebony blade skyward and extends the huge rose emblazoned ebony shield to both armies. A massive chorus of cheers rises from the armies. The ravens again take to the air. Lightning and thunder follow him as he rides into the sunset followed by the two birds.The armies do as they have been bidden. They care for their wounded and bury their dead. As they retreat towards their homes each warrior is sure that the great God Reymon Ebonarm, the Black Knight, has responded to their individual prayers for intervention. Each side has won, neither has lost.As the armies depart the field, the rivers begin to run clear, and a single red rose begins to bloom near the grave of a fallen hero.
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The Guardian and the Traitor
By Lucius GallusFellow of the Imperial LibraryYear 376 of the Third EraOne of the more intriguing legends found on the island of Solstheim is the story of a mythical figure whose name is long forgotten, but whom time remembers as “the Traitor.”Certain that this myth is rooted in history I set out to learn what I could and perhaps piece together a presumptive account of the events that gave rise to the legend.The tale is remembered best by the shamans of the Skaal, that unique tribe of Nords whose culture evolved along an entirely divergent path than that of their brethren in Skyrim.I spoke at length to the shaman of Skaal Village, a wise and hospitable man named Breigr Winter-Moon. He described an age long ago when dragons ruled over the whole world and were worshipped as gods by men. Presiding over this cult of dragon-worshippers were the Dragon Priests, powerful mages who could speak the dragon language and call upon the power of the thu’um, or Voice.According to the legend, one such Dragon Priest was seduced by a dark spirit named Herma-Mora, an unmistakable analogue for the Daedric prince Hermaeus Mora. Lured by promises of power, this treacherous priest secretly plotted against his dragon master.The Traitor’s plot was discovered by one of his contemporaries, another Dragon Priest whom legend named The Guardian. The two fought a mighty battle that lasted for days, each hurling terrible arcane energies and thu’um shouts at the other.So great and terrible were the forces unleashed in this contest that Solstheim was torn apart from the mainland of Skyrim. Here, the myth clearly descends into the realm of pure fantasy.The Guardian, whom the legend presents as a paragon of loyalty and nobility, finally defeats the despicable Traitor, who seems to represent all that is corrupt and evil in men. Their epic duel is clearly representative of a greater struggle between good and evil. Perhaps it is this timeless quality that has kept the tale alive for so long.Unlike many similar myths, the tale of the Guardian and the Traitor does not feature a suitably heroic ending. Herma-Mora snatches the Traitor away just as the Guardian is about to strike the killing blow.The dragons appoint the Guardian ruler of Solstheim, but not before he is compelled to swear an oath of vigilance to watch for the Traitor’s return. His reign is, by all accounts, a time of peace and prosperity for the people of the island, and he is remembered as a wise and just leader.No further mention is made of the Traitor, but neither is he thought to be dead. The legend ends on a cautionary note that the people of Solstheim, the heirs of the Guardian, must remain wary, lest the dark influence of Herma-Mora, or even the Traitor himself, return someday.Although no physical clues exist now on Solstheim to suggest the presence of the dragon cult, is it hardly difficult to believe that it might once have flourished here. Perhaps some hidden tomb still waits to be discovered that will tell the truth of the tale.There are other tantalizing clues, though perhaps these connections strain the bonds of credibility. For example, is it possible that the Skaal deity, the All-Maker, is some distant echo of mighty Alduin, the World-Eater of the ancient Nord pantheon?Perhaps not, but one thing is certain: Solstheim’s history is riddled with unanswered questions. Perhaps future generations will pull aside the veils of mystery and reveal the truth about the origins of the Skaal and the identities of the Guardian and the Traitor.
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The House of Troubles
Among the ancient ancestral spirits who accompanied Saint Veloth and the Chimer into the promised land of Morrowind, the four Daedra Lords, Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath, are known as the Four Corners of the House of Troubles. These Daedra Lords rebelled against the counsel and admonition of the Tribunal, causing great kinstrife and confusion among the clans and Great Houses.Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath are holy in that they serve the role of obstacles during the Testing. Through time they have sometimes become associated with local enemies, like the Nords, Akaviri, or Mountain Orcs.Malacath is the reanimated dung that was Trinimac, Malacath is a weak but vengeful god. The Dark Elves say he is Malak, the god-king of the orcs. He tests the Dunmer for physical weakness.Molag Bal is, in Morrowind, the King of Rape. He tries to upset the bloodlines of Houses and otherwise ruin the Dunmer gene pool. A race of monsters, said to live in Molag Amur, are the result of his seduction of Vivec during the previous era.Sheogorath is the King of Madness. He always tests the Dunmer for mental weakness. In many legends he is called upon by one Dunmer faction against another; in half of these stories he does not betray those who called him, further confusing the issue of his place in the scheme of things (can he help us? is he not an obstacle?). He is often associated with the fear other races have of the Dunmer, especially those who, like the Empire, might prove as useful allies.Mehrunes Dagon is the god of destruction. He is associated with natural dangers like fire, earthquakes, and floods. To some he represents the inhospitable land of Morrowind. He tests the Dunmer will to survive and persevere.The worship of these four malevolent spirits is against the law and practice of the Temple. However, the Four Corners seldom fail to discover those greedy, reckless, or mad enough to serve them. By ancient Temple law and custom, and also by imperial law, the lives of witches and warlocks are forfeit, and Imperial garrisons join Ordinators and Buoyant Armigers of the Temple in tracking down and destroying these foul covens in the wilderness refuges and ancient ruins where they conceal their profane worships.
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The Light and The Dark
This book was added to Skyrim as part of the Staff of Hasedoki addon for the Creation Club.“Yes, children, it is no accident that this land of Tamriel has been called ‘The Arena’.” The old man altered his position on the large rock that bore his weight, and straightened his long gray robe. Rheumy eyes lost their focus as they gazed out over the sun-warmed valley in the mountains of High Rock. For a moment he saw a vision of ancient horrors instead of the fresh greenery of spring. A chill washed over his aged bones.“Is this a suitable topic for the young and innocent?” he asked himself. The young must be taught, but must they learn of such things now, when they should be playing in the sunlight? This is a tale for the dreary winter, with the wind howling outside a walled town and the doors and windows closed and bolted against the blast and cold and — other things.He glanced with affection at his two grandchildren: the little towheaded boy with a hint of mischief dancing in his eyes even on those rare occasions when sitting quietly, and his older sister. A serene lass, the old man thought. Her hair like a dark flame and her slightly pointed ears were the only obvious signs of elven blood. So like her grandmother, the old man thought. The past is past, and I’shira had brought him so much peace and happiness after a lifetime of battle. He forced his thoughts back to the present.“Sorry, children. I was remembering things. Old people do that, you know.”“Are you going to tell us the story of Jagar Tharn and the Emperor and the Eternal Champion?” His grandson asked. “That’s my favorite!”“Not exactly, son. They were a part of it, in a way. As are I’ric and Moraelyn and Edward and Reymon and many others. Even the gods play a part. This is a far older story, and even the priests won’t tell it my way. They have their own interpretations, and their fears as well. I’m too old and have seen too much to have any fear left, except that our people will forget. And forgetting is dangerous. So I, and a few others, carry this tale and try to spread it among the younger generations. You aren’t really old enough to understand it all, but I can feel that my end is not far off. I must ask you to remember anyway. In a few years, perhaps, if I still live, we can discuss it again. If not, well, you must seek out others who know, and compare notes.”“You talk as if you are going to die, Granther,” his granddaughter spoke up. “That can’t happen. You will live forever!”Chuckling, “I’m afraid not, dear. But I have a little while left, enough for the story”.The children settled back against the bole of a large oak, knowing that the old man could not be hurried. Leaning forward, he began:“Long, long ago, before there were any people at all; even before the gods, Tamriel was chosen as a battleground by two — things. It is difficult to find words that fit them well. I call them the Light and the Dark. Others use different names. Good and Evil, Bird and Serpent, Order and Chaos. None of these names really apply. It suffices that they are opposites, and totally antithetical. Neither is really good or evil, as we know the words. They are immortal since they do not really live, but they do exist. Even the gods and their daedric enemies are pale reflections of the eternal conflict between them. It’s as though their struggle creates energies that distort their surroundings, and those energies are so powerful that life can appear, like an eddy in a stream.”“Do demons and trolls come from the Dark, Grandpa?”“Not exactly, son. The undead evils we know, and the demons that live on Oblivion tend to align with the Dark. Their natures are more akin to it. Humans and the other peoples of Tamriel, even the misunderstood Dark Elves, are more aligned with the Light. Our evils are not always of the Dark, but some are, and these are the truly dangerous ones. Jagar Tharn was almost wholly aligned with the Dark, and that is really why he was so monstrous. It was not because he was a black mage, as some would have it.”“Did his magic come from the Dark, Granther?” The girl’s interest was piqued by mention of magic. Her heritage is beginning to show itself, thought the old man.“No, magic power comes directly from the energies swirling about both entities. These energies are impersonal and all mixed up. Black magic is more a matter of intent than effect. The Mages’ Guild holds that a fireball, say, directed against a creature intent on causing harm, is not black magic; but the same spell directed at one seeking peace is. In this, they are right. Destruction of a fire daedra strengthens the Light and weakens the Dark just a little. In the same manner, destruction of a unicorn strengthens the Dark.”“What about the gods? Do they come from the Light?” The boy’s eyes were animated, but tinged with apprehension. He adored stories of the gods and goddesses of Tamriel’s pantheon, and the heroes who served them.The old man chuckled. “The gods have an unusual origin, if some of the oldest tales are true. The oldest inhabitants of this world — no one seems to be sure what race they were — had a system of myths that they believed in for a thousand years. The people of et’Ada believed for so long and so well, that their beliefs may, just may, have drawn upon the energies surrounding Tamriel to bring the gods themselves into being. If that is so, the conflict between the Light and the Dark provided the energy, and the et’Adans the structure, that created the gods of Tamriel. No one really knows since it was so long ago and so little survives from that time. It no longer matters; the gods have their own existence now, and mostly align with the Light, except for a few who are, shall we say, a little ambiguous.”“Why do we have to remember, Granther? What is the danger you spoke of? If the Light and Dark are so big and powerful, can we influence them? Should we try? What should we fight for?”“I see that your critical faculties are developing, Solara. That is good. The answer is simple, but quite large enough for mere mortals like us. The Light and Dark are evenly matched, and perhaps will never resolve their conflict. Mortals and the beings of the Aetherius sometimes can perceive traces of them. Therein lies the danger; to most of us the Light is more congenial, even inspiring, and moves us to behavior that we would call good. To creatures like us, the Dark is — horrible. Those who have visions of it are often driven mad, and the ones who are not would be better dead. The Dark is to us a monstrous emptiness, an emptiness that sucks the soul toward it — to be twisted, maimed, and ultimately destroyed. What we can see of it seems utterly evil. Perhaps somewhere else this would not be so, but in our world, it is.”The old man paused to gather his thoughts, gazing once more at the fresh new life of spring.“What we must do is never to forget that the Dark is always there, beckoning to the weak-souled among us. Should it gain ascendancy over Tamriel, through agents perverted by its awful attraction, terrible things could happen. All that we hold beautiful or desirable, even love itself, would be swept away. Peace and hope would be no more. For Tamriel, that would be the worst possible disaster. What I saw during Jagar’s reign nearly killed me, almost destroyed my mind. When he was destroyed, I thought the worst was over, but it was not. The forces of the Dark are on the march again, and new heroes must rise to join the Eternal Champion in the fight against them.”The old man and the two children sat in silence for several minutes. Finally, the children assisted their grandfather to his feet, and they walked slowly away. Toward home, and hearth, and lunch.
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The Lunar Lorkhan
I will not go into the varying accounts of what happened at Adamantine Tower, nor will I relate the War of Manifest Metaphors that rendered those stories unable to support most qualities of what is commonly known as “narrative.” We all have our favorite Lorkhan story and our favorite Lorkhan motivation for the creation of Nirn and our favorite story of what happened to His Heart. But the Theory of the Lunar Lorkhan is of special note.In short, the Moons were and are the two halves of Lorkhan’s ‘flesh-divinity’. Like the rest of the Gods, Lorkhan was a plane(t) that participated in the Great Construction… except where the Eight lent portions of their heavenly bodies to create the mortal plane(t), Lorkhan’s was cracked asunder and his divine spark fell to Nirn as a shooting star “to impregnate it with the measure of its existence and a reasonable amount of selfishness.”Masser and Secunda therefore are the personifications of the dichotomy– the “Cloven Duality,” according to Artaeum– that Lorkhan legends often rail against: ideas of the anima/animus, good/evil, being/nothingness, the poetry of the body, throat, and moan/silence-as-the- abortive, and so on — set in the night sky as Lorkhan’s constant reminder to his mortal issue of their duty.Followers of this theory hold that all other “Heart Stories” are mythical degradations of the true origin of the moons (and it needn’t be said that they observe the “hollow crescent theory” as well).
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The Posting of the Hunt
In the original TESL: Battlespire version, magicka is spelled “magica.” Otherwise, the versions are identical. There is also anElder Scrolls Online versionwhich cuts several paragaraphs.[The writing on the parchment appears to be a hasty transcription, perhaps from dictation, or copied from a longer work.]The Posting of the HuntLet no man say before a witness that the Hunt has not been called, nor the Rites declared, or the Ancient Offices observed.The Ritual of the Innocent Quarry, also called the Wild Hunt, is an ancient rite drawing magical energy from the powerful magica stream that engulfs this realm. The creators and times of the rituals are long forgotten. But followed properly, the rite brings great power and prestige to the Huntsman.The ritual pits the all-powerful Huntsmen and their Greater and Lesser Dogs against the pitiful and doomed Innocent Quarry, called by tradition the Hare, after the mortal creature of human hunts. At once, the Huntsman is transported by the exquisite thrill and glory of his might and dominion over his helpless prey, and at the same time touched by the tragic, noble, and ultimately futile plight of the Innocent Quarry. In the highest aesthetic realization of the ritual, the ecstatic rapture of the kill is balanced by the Huntsman’s identification with the sadness and despair of the Innocent Quarry. As in pieces the body of the innocent Hare is torn, the Huntsman reflects on the tragic imbalances of power and the cruel injustices of the world.As the Hunt begins, the Lesser Dogs assemble before the green crystal reflections of the Chapel of the Innocent Quarry. Inside the Chapel, the Huntsmen, the Greater Dogs, and the Master of the Hunt perform the rites that initiate and sanctify the Huntsmen, the Hunt, and the Innocent Quarry. Then the Huntsman emerges from the Chapel, displays the Spear of Bitter Mercy, and recites the Offices of the Hunt. The Offices describe explains the laws and conditions of the four stages of the Hunt: the Drag, the Chase, the Call, and the View to the Kill.Stage One — The Drag, in which the Lesser Dogs drag the ground to flush out the Hare.Stage Two — The Chase, in which the Greater Hounds drive the Hare before them.Stage Three — The Call, in which the Greater Hounds trap the Hare and summon the Huntsmen for the kill.Stage Four — The View, in which the Huntsman makes the kill with the ritual Spear of Bitter Mercy, and calls upon the Master of the Hunt to view the kill by ringing the town bell. The Master of the Hunt then bestows the Bounty upon the Huntsman Bold who has wielded the Spear of Bitter Mercy in the kill. The Master of the Hunt also calls upon the Huntsman Bold to name the next Hare for the next Hunt (though the Huntsman Bold himself may not participate in the next Hunt).The Offices of the Hunt, which the Huntsmen, Master, and Hounds are solemnly sworn to honor, detail the practices and conditions of the Hunt. These practices and conditions, also known as the Law, strictly define all details of the Hunt, such as how many Hounds of each sort may participate, how the Spear of Bitter Mercy may be wielded, and so forth. In addition, the Law states that the Hare must have a genuine chance to escape the Hunt, no matter how slim. In practice, this condition has been defined as the availability of six keys, which, if gathered together in the Temple of Daedric Rites, permit the Hare to teleport away from the Hunt, and so elude the Huntsman and his Spear. It is inconceivable, of course, that the Hare might actually discover the keys and escape, but the forms must be observed, and tampering with the keys or cheating the Hare of a genuine chance of finding or using the keys is a shameful and unforgivable betrayal of the Law of the Hunt.The Ritual of the Hunt grants the Huntsmen protection from all forms of attack, including mortal and immortal weapons, and sorceries of all schools. Huntsmen are cautioned, however, that the ritual does not protect the Huntsman from the potent energies of his own Spear, and cautions against reckless wielding of the Spear in close melee, darkness, or other dangerous circumstances, for a single touch of the Spear of Bitter Mercy means instant and certain death for innocent Hare or fellow Huntsman alike.The right to name a Wild Hunt is a grand and grave right indeed, as all but the High Daedra Lords are vulnerable to the potent sorceries of the Spear of Bitter Mercy. The Spear itself is therefore a terrible weapon, and it is forbidden to remove it from the Grounds of the Ritual Hunt.
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The Reclamations
The Reclamations:The Fall of the Tribunal and the Rise of the New TemplebyThara of RihadThe destruction of Vivec City and the subsequent eruption of Red Mountain in 4E 5 was not just a crisis in terms of the physical destruction it caused – it also cut deeply into the ancient religious beliefs of the Dunmer. The fall of the Ministry of Truth was the last straw in the tottering support for the Temple’s worship of Almalexia, Sotha Sil, and Vivec. With all three of the Tribunes now widely believed dead or disappeared, what had been a simmering schism within the ranks of the Temple priesthood burst into the open.While outsiders may never know the full tale of this internal struggle, when the smoke cleared a few years later, the former Dissident Priests were in full control of the Temple heirarchy, with Tribunal loyalists either purged or recanted. The so-called “New Temple” now declared the worship of the Tribunes a result of misguided teaching, blaming the mistakes on the former Tribunal. The Temple now taught that the daedra venerated by the Ashlander tribes (Azura, Mephala and Boethia) were the “true way” and should be revered by the Dunmer people. Fittingly, the daedra were named the “Reclamations,” as if they were reclaiming their status from the Tribunal.In an elegant comprise, no doubt intended to reconcile the large majority of the Temple priesthood who were neither Dissidents nor fanatic Tribunal loyalists, Almalexia, Sotha Sil and Vivec were relegated to the status of “saints,” a traditional way to venerate the most honored Dunmer ancestors. This apparently satisfied enough of the existing priesthood that the New Temple was able to maintain at least a semblance of outward continuity.The rise of the New Temple almost completely vindicated the previously persecuted Ashlanders, who had continued to worship the three daedra throughout the Tribunal’s rule. The Ashlanders are now lauded as the keepers of the old ways and having “true vision.” It is now quite common for many of the Dunmer people to make the arduous pilgrimages into the ash wastes to seek the counsel of the Wise Women. These women have supposedly opened the eyes of those who they claim were “blinded by the Tribunal,” and directly connect the eruption of the Red Mountain and the Argonian invasion to the anger of the three daedra.House Indoril, whose fortunes were so entwined with the Tribunal Temple, suffered greatly from its fall. While House Indoril still technically exists, the priesthood of the Temple are now considered one and the same with House Indoril – those who become priests are now considered to have “joined Indoril.” The political power of the Indoril has thus passed entirely into the hands of the Temple (although members of the old House Indoril are still over-represented in the priesthood).The rise of the New Temple has a number of interesting parallels with the rise of House Redoran – each filled the vacuum of power resulting from the crisis of Red Year. How durable these new arrangements will prove, religious and political, remains to be seen. The span of two centuries is quite brief in the long history of the ancient Dunmer people.
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Trials of Saint Alessia
The Elder Scrolls Online version adds the bracketed heading. Otherwise, it is identical to the Skyrim version.[fragment from the Trials of St. Alessia]Akatosh made a covenant with Alessia in those days so long ago. He gathered the tangled skeins of Oblivion, and knit them fast with the bloody sinews of his Heart, and gave them to Alessia, saying, ‘This shall be my token to you, that so long as your blood and oath hold true, yet so shall my blood and oath be true to you. This token shall be the Amulet of Kings, and the Covenant shall be made between us, for I am the King of Spirits, and you are the Queen of Mortals. As you shall stand witness for all Mortal Flesh, so shall I stand witness for all Immortal Spirits.’And Akatosh drew from his breast a burning handful of his Heart’s blood, and he gave it into Alessia’s hand, saying, ‘This shall also be a token to you of our joined blood and pledged faith. So long as you and your descendants shall wear the Amulet of Kings, then shall this dragonfire burn — an eternal flame — as a sign to all men and gods of our faithfulness. So long as the dragonfires shall burn, to you, and to all generations, I swear that my Heart’s blood shall hold fast the Gates of Oblivion.So long as the Blood of the Dragon runs strong in her rulers, the glory of the Empire shall extend in unbroken years. But should the dragonfires fail, and should no heir of our joined blood wear the Amulet of Kings, then shall the Empire descend into darkness, and the Demon Lords of Misrule shall govern the land.’— from the liturgy of the Re-Kindling of the Dragonfires
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Varieties of Faith in the Empire
This was one of the first “modern” documents created for Morrowind, way back when Redguard was being developed. The original version was sent to us before Morrowind’s release, andcan be found here.This version of the book appeared in Morrowind, Oblivion, and Skyrim. In Elder Scrolls Online, it was edited, expanded, and split into volumes per culture.This is my best attempt at a listing of the pantheons and associated divine spirits of Tamriel’s dominant cultures. This list is by no means complete (the Imperial City of Cyrodiil alone boasts a vast host of saints and holy spirits). It only includes the most important spirits revered by native members of the culture. Other et’Ada, especially Daedra, are often familiar known to many cultures, though specific names are included here only when they possess a particular cultural significance. The omission of any reference to the worships of the Argonians of Black Marsh is a result of my complete inadequacy in reconciling the obscure and contradictory accounts available to me on that subject.THE EIGHT PANTHEONSCYRODIIL: Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, Shezarr, Tiber Septim, Morihaus, RemanSKYRIM: Alduin, Dibella, Orkey, Tsun, Mara, Stuhn, Kyne, Jhunal, Shor, Ysmir, Herma-Mora, MalochALTMER: Auri-El, Trinimac, Magnus, Syrabane, Y’ffre, Xarxes, Mara, Stendarr, Lorkhan, PhynasterBOSMER: Auri-El, Y’ffre, Arkay, Z’en, Xarxes, Baan Dar, Mara, Stendarr, Lorkhan, Herma-Mora, Jone, JodeDUNMER: Almalexia, Vivec, Sotha Sil, Boethiah, Mephala, Azura, Lorkhan, Nerevar, Molag Bal, Malacath, Sheogorath, Mehrunes DagonYOKUDA: Satakal, Ruptga, Tu’whacca, Zeht, Morwha, Tava, Malooc, Diagna, Sep, HoonDing, Leki, Onsi,BRETONY: Akatosh, Magnus, Y’ffre, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, Sheor, PhynasterELSWEYR: Alkosh, Khenarthi, Riddle’Thar, ja-Kha’jay, Mara, S’rendarr, Lorkhaj, Rajhin, Baan Dar, Azurah, SheggorathNOTES ON THE DIVINE SPIRITS OF THE PANTHEONSAkatosh (Dragon God of Time): Akatosh is the chief deity of the Nine Divines (the major religious cult of Cyrodiil and its provinces), and one of two deities found in every Tamrielic religion (the other is Lorkhan). He is generally considered to be the first of the Gods to form in the Beginning Place; after his establishment, other spirits found the process of being easier and the various pantheons of the world emerged. He is the ultimate God of the Cyrodilic Empire, where he embodies the qualities of endurance, invincibility, and everlasting legitimacy.Alduin (World Eater): Alduin is the Nordic variation of Akatosh, and only superficially resembles his counterpart in the Nine Divines. For example, Alduin’s sobriquet, ‘the world eater’, comes from myths that depict him as the horrible, ravaging firestorm that destroyed the last world to begin this one. Nords therefore see the god of time as both creator and harbinger of the apocalypse. He is not the chief of the Nordic pantheon (in fact, that pantheon has no chief; see Shor, below) but its wellspring, albeit a grim and frightening one.Alkosh (Dragon King of Cats): Pre-ri’Datta Dynasty Anaquinine deity. A variation on the Altmeri Auri-El, and thus an Akatosh-as-culture-hero for the earliest Khajiiti. His worship was co-opted during the establishment of the Riddle-T’har, and he still enjoys immense popularity in Elsweyr’s wasteland regions. He is depicted as a fearsome dragon, a creature the Khajiit say ‘is just a real big cat’. He repelled an early Aldmeri pogrom of Pelinal Whitestrake during mythic times.Almalexia (Mother Morrowind): Most traces of Akatosh disappeared from ancient Chimer legends during their so-called ‘exodus’, primarily due to that god’s association and esteem with the Altmeri. However, most aspects of Akatosh which seem so important to the mortal races, namely immortality, historicity, and genealogy, have conveniently resurfaced in Almalexia, the most popular of Morrowind’s divine Tribunal.Arkay (God of the Cycle of Life and Death): Member of the Nine Divines pantheon, and popular elsewhere as well. Arkay is often more important in those cultures where his father, Akatosh, is either less related to time or where his time aspects are difficult to comprehend by the layman. He is the god of burials and funeral rites, and is sometimes associated with the seasons. His priests are staunch opponents of necromancy and all forms of the undead. It is said that Arkay did not exist before the world was created by the gods under Lorkhan’s supervision/urging/trickery. Therefore, he is sometimes called the Mortals’ God.Auri-El (King of the Aldmer): The Elven Akatosh is Auri-El. Auri-El is the soul of Anui-El, who, in turn, is the soul of Anu the Everything. He is the chief of most Aldmeri pantheons. Most Altmeri and Bosmeri claim direct descent from Auri-El. In his only known moment of weakness, he agreed to take his part in the creation of the mortal plane, that act which forever sundered the Elves from the spirit worlds of eternity. To make up for it, Auri-El led the original Aldmer against the armies of Lorkhan in mythic times, vanquishing that tyrant and establishing the first kingdoms of the Altmer, Altmora and Old Ehlnofey. He then ascended to heaven in full observance of his followers so that they might learn the steps needed to escape the mortal plane.Azura (Goddess of Dusk and Dawn): Azura was the god-ancestor that taught the Chimer the mysteries needed to be different than the Altmer. Some of her more conventional teachings are sometimes attributed to Boethiah. In the stories, Azura is often more a communal cosmic force for the race as a whole than an ancestor or a god. Also known as the Anticipation of Sotha Sil. In Elsweyr, Azurah is nearly a wholly separate entity, yet she is still tied into the origins of Khajiiti out of Altmeri stock.Baan Dar (The Bandit God): In most regions, Baan Dar is a marginal diety, a trickster spirit of thieves and beggars. In Elsweyr he is more important, and is regarded as the Pariah. In this aspect, Baan Dar becomes the cleverness or desperate genius of the long-suffering Khajiit, whose last minute plans always upset the machinations of their (Elven or Human) enemies.Boethiah (Prince of Plots): Heralded by the Prophet Veloth, Boethiah is the original god-ancestor of the Dark Elves. Through his illuminations, the eventual ‘Chimer’, or Changed Folk, renounced all ties to the Aldmer and founded a new nation based on Daedric principles. All manner of Dark Elven cultural ‘advances’ are attributed to Boethiah, from philosophy to magic to ‘responsible’ architecture. Ancient Velothi allegories are uniformly heroic successes of Boethiah over enemies of every type, foundation stories of Chimeri struggle. Also known as the Anticipation of Almalexia.Diagna (Orichalc God of the Sideways Blade): Hoary thuggish cult of the Redguards. Originated in Yokuda during the Twenty Seven Snake Folk Slaughter. Diagna was an avatar of the HoonDing (the Yokudan God of Make Way, see below) that achieved permanence. He was instrumental to the defeat of the Lefthanded Elves, as he brought orichalc weapons to the Yokudan people to win the fight. In Tamriel, he led a very tight knit group of followers against the Orcs of Orsinium during the height of their ancient power, but then faded into obscurity. He is now little more than a local power spirit of the Dragontail mountains.Dibella (Goddess of Beauty): Popular god of the Nine Divines. In Cyrodiil, she has nearly a dozen different cults, some devoted to women, some to artists and aesthetics, and others to erotic instruction.Herma-Mora (The Woodland Man): Ancient Atmoran demon who, at one time, nearly seduced the Nords into becoming Aldmer. Most Ysgramor myths are about escaping the wiles of old Herma-Mora. Also called the Demon of Knowledge, he is vaguely related to the cult origins of the Morag Tong (‘Foresters Guild’), if only by association with his brother/sister, Mephala.HoonDing (The Make Way God): Yokudan spirit of ‘perseverance over infidels’. The HoonDing has historically materialized whenever the Redguards need to ‘make way’ for their people. In Tamrielic history this has only happened three times — twice in the first era during the Ra Gada invasion and once during the Tiber War. In this last incarnation, the HoonDing was said to have been either a sword or a crown, or both.Jhunal (Rune God): The Nordic god of hermetic orders. After falling out of favor with the rest of that pantheon, he became Julianos of the Nine Divines. He is absent in modern Skyrim mythology.Jode (Big Moon God): Aldmeri god of the Big Moon. Also called Masser or Mara’s Tear. In Khajiti religion, Jode is only one aspect of the Lunar Lattice, or ja-Kha’jay.Jone (Little Moon God): Aldmeri god of the Little Moon. Also called Secunda or Stendarr’s Sorrow. In Khajiti religion, Jone is only one aspect of the Lunar Lattice, or ja-Kha’jay.Julianos (God of Wisdom and Logic): Often associated with Jhunal, the Nordic father of language and mathematics, Julianos is the Cyrodilic god of literature, law, history, and contradiction. Monastic orders founded by Tiber Septim and dedicated to Julianos are the keepers of the Elder Scrolls.Kyne (Kiss At the End): Nordic Goddess of the Storm. Widow of Shor and favored god of warriors. She is often called the Mother of Men. Her daughters taught the first Nords the use of the thu’um, or Storm Voice.Kynareth (Goddess of Air): Kynareth is a member of the Nine Divines, the strongest of the Sky spirits. In some legends, she is the first to agree to Lorkhan’s plan to invent the mortal plane, and provides the space for its creation in the void. She is also associated with rain, a phenomenon said not to occur before the removal of Lorkhan’s divine spark.Leki (Saint of the Spirit Sword): Goddess daughter of Tall Papa, Leki is the goddess of aberrant swordsmanship. The Na-Totambu of Yokuda warred to a standstill during the mythic era to decide who would lead the charge against the Lefthanded Elves. Their swordmasters, though, were so skilled in the Best Known Cuts as to be matched evenly. Leki introduced the Ephemeral Feint. Afterwards, a victor emerged and the war with the Aldmer began.Lorkhan (The Missing God): This Creator-Trickster-Tester deity is in every Tamrielic mythic tradition. His most popular name is the Aldmeri ‘Lorkhan’, or Doom Drum. He convinced or contrived the Original Spirits to bring about the creation of the mortal plane, upsetting the status quo — much like his father Padomay had introduced instability into the universe in the Beginning Place. After the world is materialized, Lorkhan is separated from his divine center, sometimes involuntarily, and wanders the creation of the et’Ada. He and his metaphysical placement in the ‘scheme of things’ is interpreted a variety of ways. In Morrowind, for example, he is a being related to the Psijiic Endeavor, a process by which mortals are charged with transcending the gods that created them. To the High Elves, he is the most unholy of all higher powers, as he forever broke their connection to the spirit plane. In the legends, he is almost always an enemy of the Aldmer and, therefore, a hero of early Mankind.Lorkhaj (Moon Beast): Pre-ri’Datta Dynasty Anaquinine deity, easily identified with the Missing God, Lorkhan.Magnus (Magus): The god of sorcery, Magnus withdrew from the creation of the world at the last second, though it cost him dearly. What is left of him on the world is felt and controlled by mortals as magic. One story says that, while the idea was thought up by Lorkhan, it was Magnus who created the schematics and diagrams needed to construct the mortal plane. He is sometimes represented by an astrolabe, a telescope, or, more commonly, a staff. Cyrodilic legends say he can inhabit the bodies of powerful magicians and lend them his power. Associated with Zurin Arctus, the Underking.Malacath (God of Curses): Malacath is the reanimated dung that was Trinimac. A somewhat weak but vengeful Daedra, the Dark Elves say he is also Malak, the god-king of the orcs. He always tests the Dunmer for physical weakness.Malooc (Horde King): An enemy god of the Ra Gada. Led the goblins against the Redguards during the first era. Fled east when the army of the HoonDing overtook his goblin hordes.Mauloch (Malacath): An Orcish god, Mauloch troubled the heirs of King Harald for a long time. Fled east after his defeat at the Battle of Dragon Wall, ca. 1E660. His rage was said to fill the sky with his sulphurous hatred, later called the “Year of Winter in Summer”.Mara (Goddess of Love): Nearly universal goddess. Origins started in mythic times as a fertility goddess. In Skyrim, Mara is a handmaiden of Kyne. In the Empire, she is Mother-Goddess. She is sometimes associated with Nir of the ‘Anuad’, the female principle of the cosmos that gave birth to creation. Depending on the religion, she is either married to Akatosh or Lorkhan, or the concubine of both.Mehrunes Dagon (God of Destruction): Popular Daedric power. He is associated with natural dangers like fire, earthquakes, and floods. In some cultures, though, Dagon is merely a god of bloodshed and betrayal. He is an especially important deity in Morrowind, where he represents its near-inhospitable terrain.Mephala (Androgyne): Mephala is the Webspinner, or the Spider God. In Morrowind, he/she was the ancestor that taught the Chimer the skills they would need to evade their enemies or to kill them with secret murder. Enemies were numerous in those days since the Chimer were a small faction. He/she, along with Boethiah, organized the clan systems that eventually became the basis for the Great Houses. He/she founded the Morag Tong. Also called the Anticipation of Vivec.Molag Bal (God of Schemes, King of Rape): Daedric power of much importance in Morrowind. There, he is always the archenemy of Boethiah, the Prince of Plots. He is the main source of the obstacles to the Dunmer (and preceding Chimer) people. In the legends, Molag Bal always tries to upset the bloodlines of Houses or otherwise ruin Dunmeri ‘purity’. A race of supermonsters, said to live in Molag Amur, are the result of his seduction of Vivec during the previous era.Morihaus (First Breath of Man): Ancient cultural hero god of the Cyro-Nordics. Legend portrays him as the Taker of the Citadel, an act of mythic times that established Human control over the Valley Heartland. He is often associated with the Nordic powers of thu’um, and therefore with Kynareth.Morwha (Teat God): Yokudan fertility goddess. Fundamental deity in the Yokudan pantheon, and the favorite of Tall Papa’s wives. Still worshipped in various areas of Hammerfell, including Stros M’kai. Morwha is always portrayed as four-armed, so that she can ‘grab more husbands’.Nerevar (Godkiller): The Chimeri king of Resdayn, the Golden Age of old Veloth. Slain during the Battle of Red Mountain, Nerevar was the Herald of the Triune Way, and is the foremost of the saints of Dunmeri faith. He is said to have killed Dumac, the Last Dwarven King, and feasted on his heart.Onsi (Boneshaver): Notable warrior god of the Yokudan Ra Gada, Onsi taught Mankind how to pull their knives into swords.Orkey (Old Knocker): A loan-god of the Nords, who seem to have taken up his worship during Aldmeri rule of Atmora. Nords believe they once lived as long as Elves until Orkey appeared; through heathen trickery, he fooled them into a bargain that ‘bound them to the count of winters’. At one time, legends say, Nords only had a lifespan of six years due to Orkey’s foul magic. Shor showed up, though, and, through unknown means, removed the curse, throwing most of it onto the nearby Orcs.Phynaster: Hero-god of the Summerset Isles, who taught the Altmer how to naturally live another hundred years by using a shorter walking stride.Rajhin (Footpad): Thief god of the Khajiiti, who grew up in the Black Kiergo section of Senchal. The most famous burglar in Elsweyr’s history, Rajhin is said to have stolen a tattoo from the neck of Empress Kintyra as she slept.Reman (The Cyrodiil): Culture god-hero of the Second Empire, Reman was the greatest hero of the Akaviri Trouble. Indeed, he convinced the invaders to help him build his own empire, and conquered all of Tamriel except for Morrowind. He instituted the rites of becoming Emperor, which included the ritual geas to the Amulet of Kings, a soulgem of immense power. His Dynasty was ended by the Dunmeri Morag Tong at the end of the first era. Also called the Worldly God.Riddle’Thar (Two-Moons Dance): The cosmic order deity of the Khajiiti, the Riddle’Thar was revealed to Elsweyr by the prophet Rid-Thar-ri’Datta, the Mane. The Riddle’Thar is more a set of guidelines by which to live than a single entity, but some of his avatars like to appear as humble messengers of the gods. Also known as the Sugar God.Ruptga (Tall Papa): Chief deity of the Yokudan pantheon. Ruptga, more commonly ‘Tall Papa’, was the first god to figure out how to survive the Hunger of Satakal. Following his lead, the other gods learned the ‘Walkabout’, or a process by which they can persist beyond one lifetime. Tall Papa set the stars in the sky to show lesser spirits how to do this, too. When there were too many spirits to keep track of, though, Ruptga created a helper out the dead skin of past worlds. This helper is Sep (see below), who later creates the world of mortals.Satakal (The Worldskin): Yokudan god of everything. A fusion of the concepts of Anu and Padomay. Basically, Satakal is much like the Nordic Alduin, who destroys one world to begin the next. In Yokudan mythology, Satakal had done (and still does) this many times over, a cycle which prompted the birth of spirits that could survive the transition. These spirits ultimately become the Yokudan pantheon. Popular god of the Alik’r nomads.Sheogorath (The Mad God): The fearful obeisance of Sheogorath is widespread, and is found in most Tamrielic quarters. Contemporary sources indicate that his roots are in Aldmeri creation stories; therein, he is ‘born’ when Lorkhan’s divine spark is removed. One crucial myth calls him the ‘Sithis-shaped hole’ of the world.Sheor (Bad Man): In Bretony, the Bad Man is the source of all strife. He seems to have started as the god of crop failure, but most modern theologians agree that he is a demonized version of the Nordic Shor, born during the dark years after the fall of Saarthal.Sep (The Snake): Yokudan version of Lorkhan. Sep is born when Tall Papa creates someone to help him regulate the spirit trade. Sep, though, is driven crazy by the hunger of Satakal, and he convinces some of the gods to help him make an easier alternative to the Walkabout. This, of course, is the world as we know it, and the spirits who followed Sep become trapped here, to live out their lives as mortals. Sep is punished by Tall Papa for his transgressions, but his hunger lives on as a void in the stars, a ‘non-space’ that tries to upset mortal entry into the Far Shores.Shezarr (God of Man): Cyrodilic version of Lorkhan, whose importance suffers when Akatosh comes to the fore of Imperial (really, Alessian) religion. Shezarr was the spirit behind all human undertaking, especially against Aldmeri aggression. He is sometimes associated with the founding of the first Cyrodilic battlemages. In the present age of racial tolerance, Shezarr is all but forgotten.Shor (God of the Underworld): Nordic version of Lorkhan, who takes sides with Men after the creation of the world. Foreign gods (i.e., Elven ones) conspire against him and bring about his defeat, dooming him to the underworld. Atmoran myths depict him as a bloodthirsty warrior king who leads the Nords to victory over their Aldmeri oppressors time and again. Before his doom, Shor was the chief of the gods. Sometimes also called Children’s God (see Orkey, above).Sotha Sil (Mystery of Morrowind): God of the Dunmer, Sotha Sil is the least known of the divine Tribunal. He is said to be reshaping the world from his hidden, clockwork city.Stendarr (God of Mercy): God of the Nine Divines, Stendarr has evolved from his Nordic origins into a deity of compassion or, sometimes, righteous rule. He is said to have accompanied Tiber Septim in his later years. In early Altmeri legends, Stendarr is the apologist of Men.Stuhn (God of Ransom): Nordic precursor to Stendarr, brother of Tsun. Shield-thane of Shor, Stuhn was a warrior god that fought against the Aldmeri pantheon. He showed Men how to take, and the benefits of taking, prisoners of war.Syrabane (Warlock’s God): An Aldmeri god-ancestor of magic, Syrabane aided Bendu Olo in the Fall of the Sload. Through judicious use of his magical ring, Syrabane saved many from the scourge of the Thrassian Plague. He is also called the Apprentices’ God, for he is a favorite of the younger members of the Mages Guild.Tava (Bird God): Yokudan spirit of the air. Tava is most famous for leading the Yokudans to the isle of Herne after the destruction of their homeland. She has since become assimilated into the mythology of Kynareth. She is still very popular in Hammerfell among sailors, and her shrines can be found in most port cities.Tiber Septim (Talos, the Dragonborn): Heir to the Seat of Sundered Kings, Tiber Septim is the most important hero-god of Mankind. He conquered all of Tamriel and ushered in the Third Era (and the Third Empire). Also called Ysmir, ‘Dragon of the North’.Trinimac: Strong god of the early Aldmer, in some places more popular than Auri-El. He was a warrior spirit of the original Elven tribes that led armies against the Men. Boethiah is said to have assumed his shape (in some stories, he even eats Trinimac) so that he could convince a throng of Aldmer to listen to him, which led to their eventual Chimeri conversion. He vanishes from the mythic stage after this, to return as the dread Malacath (Altmeri propaganda portrays this as the dangers of Dunmeri influence).Tsun: Extinct Nordic god of trials against adversity. Died defending Shor from foreign gods.Tu’whacca (Tricky God): Yokudan god of souls. Tu’whacca, before the creation of the world, was the god of Nobody Really Cares. When Tall Papa undertook the creation of the Walkabout, Tu’whacca found a purpose; he became the caretaker of the Far Shores, and continues to help Redguards find their way into the afterlife. His cult is sometimes associated with Arkay in the more cosmopolitan regions of Hammerfell.Vivec (Master of Morrowind): Warrior-poet god of the Dunmer. Vivec is the invisible keeper of the holy land, ever vigilant against the dark gods of the Volcano. He/she has saved the Dunmeri people from certain death on numerous occasions, most notably when he/she taught them how to breathe water for a day so that he/she could flood Morrowind and kill the Akaviri invaders, ca. 2E572.Xarxes: Xarxes is the god of ancestry and secret knowledge. He began as a scribe to Auri-El, and has kept track of all Aldmeri accomplishments, large and small, since the beginning of time. He created his wife, Oghma, from his favorite moments in history.Y’ffre (God of the Forest): Most important deity of the Bosmeri pantheon. While Auri-El Time Dragon might be the king of the gods, the Bosmer revere Y’ffre as the spirit of ‘the now’. According to the Wood Elves, after the creation of the mortal plane everything was in chaos. The first mortals were turning into plants and animals and back again. Then Y’ffre transformed himself into the first of the Ehlnofey, or ‘Earth Bones’. After these laws of nature were established, mortals had a semblance of safety in the new world, because they could finally understand it. Y’ffre is sometimes called the Storyteller, for the lessons he taught the first Bosmer. Some Bosmer still possess the knowledge of the chaos times, which they can use to great effect (the Wild Hunt).Ysmir (Dragon of the North): The Nordic aspect of Talos. He withstood the power of the Greybeards’ voices long enough to hear their prophecy. Later, many Nords could not look on him without seeing a dragon.Z’en (God of Toil): Bosmeri god of payment in kind. Studies indicate origins in both Argonian and Akaviri mythologies, perhaps introduced into Valenwood by Kothringi sailors. Ostensibly an agriculture deity, Z’en sometimes proves to be an entity of a much higher cosmic order. His worship died out shortly after the Knhaten Flu.Zeht (God of Farms): Yokudan god of agriculture. Renounced his father after the world was created, which is why Tall Papa makes it so hard to grow food.Zenithar (God of Work and Commerce, Trader God): Member of the Nine Divines, Zenithar is understandably associated with Z’en. In the Empire, however, he is a far more cultivated god of merchants and middle nobility. His worshippers say, despite his mysterious origins, Zenithar is the god ‘that will always win’.
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Wabbajack
Slight spelling differences are present in the Elder Scrolls Online version. Essentially the same text, however.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.
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Where were you when the Dragon Broke?
Alonger version of this bookwas posted by Michael Kirkbride. The Elder Scrolls Online version is titled “When The Dragon Broke.”Corax, Cyrodiil, Elder Council:“No one understands what happened when the Selectives danced on that tower. It would be easy to dismiss the whole matter as nonsense were it not for the Amulet of Kings. Even the Elder Scrolls do not mention it — let me correct myself, the Elder Scrolls cannot mention it. When the Moth priests attune the Scrolls to the timeless time their glyphs always disappear. The Amulet of Kings, however, with its oversoul of emperors, can speak of it at length. According to Hestra, Cyrodiil became an Empire across the stars. According to Shor-El, Cyrodiil became an egg. Most say something in a language they can only speak sideways. The Council has collected texts and accounts from all of its provinces, and they only offer stories that never coincide, save on one point: all the folk of Tamriel during the Middle Dawn, in whatever ‘when’ they were caught in, tracked the fall of the eight stars. And that is how they counted their days.”Mehra Nabisi, Dunmer, Triune Mistress of the New Temple:“Accounts of the Middle Dawn are the province of the Empire of Men, and proof of the deceit that call themselves the Aedra. Eight stars fell on Tamriel, one for each iniquity that Lorkhan made clear to the world. Veloth read these signs, and he told Boethiah, who confirmed them, and he told Mephala, who made wards against them, and he told Azura, who sent ALMSIVI to steer the True Folk clear of harm. Even the Four Corners of the House of Troubles rose to protect the periphery of your madness. We watched our borders and saw them shift like snakes, and saw you run around in it like the spirits of old, devoid of math, without your if-thens, succumbing to the Ever Now like slaves of the slim folly, stasis. Do not ask us where we were when the Dragon Broke, for, of all the world, only we truly know, and we might just show you how to break it again.”R’leyt-harhr, Khajiit, Tender to the Mane:“Do you mean, where were the Khajiit when the Dragon Broke? R’leyt tells you where: recording it. ‘One thousand eight years,’ you’ve heard it. You think the Cyro-Nordics came up with that all on their own. You humans are better thieves than even Rajhin! While you were fighting wars with phantoms and giving birth to your own fathers, it was the Mane that watched the ja-Kha’jay, because the moons were the only constant, and you didn’t have the sugar to see it. We’ll give you credit: you broke Alkosh something fierce, and that’s not easy. Just don’t think you solved what you accomplished by it, or can ever solve it. You did it again with Big Walker, not once, but twice! Once at Rimmen, which we’ll never learn to live with. The second time it was in Daggerfall, or was it Sentinel, or was it Wayrest, or was it in all three places at once? Get me, Cyrodiil? When will you wake up and realize what really happened to the Dwarves?”Mannimarco, God of Worms, the Necromancers:“The Three Thieves of Morrowind could tell you where they were. So could the High King of Alinor, who was the one who broke it in the first place. There are others on this earth that could, too: Ysmir, Pelinal, Arnand the Fox or should I say Arctus? The Last Dwarf would talk, if they would let him. As for myself, I was here and there and here again, like the rest of the mortals during the Dragon Break. How do you think I learned my mystery? The Maruhkati Selectives showed us all the glories of the Dawn so that we might learn, simply: as above, so below.”
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Words of Clan Mother Ahnissi to her Favored Daughter
TheTES3: Morrowind version, which is slightly different, can be found here. In Elder Scrolls Online, this book is split into two parts at the 22nd paragraph (“and it was Namiira”)Ahnissi tells you. You are no longer a mewing kitten and you have learned to keep secrets from Ahnissi, and so Ahnissi tells you.In the beginning there were two littermates, Ahnurr and Fadomai. After many phases, Fadomai said to Ahnurr, “Let us wed and make children to share our happiness.”And they gave birth to Alkosh, the First Cat. And Ahnurr said, “Alkosh, we give you Time, for what is as fast or as slow as a cat?”And they gave birth to Khenarthi, the Winds. “Khenarthi, to you we give the sky, for what can fly higher than the wind?”And they gave birth to Magrus, the Cat’s Eye. “Magrus, to you we give the sun, for what is brighter than the eye of a cat?”And they gave birth to Mara, the Mother Cat. “Mara, you are love, for what is more loving than a mother?”And they gave birth to S’rendarr, the Runt. “S’rendarr, we give you mercy, for how does a runt survive, except by mercy?”And many phases passed and Ahnurr and Fadomai were happy.And Ahnurr said, “We should have more children to share our happiness.” And Fadomai agreed. And she gave birth to Hermorah. And she gave birth to Hircine. And she gave birth to Merrunz and Mafala and Sangiin and Sheggorath and many others.And Fadomai said:“Hermorah, you are the Tides, for who can say whether the moons predict the tides or the tides predict the moons?”“Hircine, you are the Hungry Cat, for what hunts better than a cat with an empty belly?”“Merrunz, you are the Ja’Khajiit, for what is more destructive than an kitten?”“Mafala, you are the Clan Mother, for what is more secretive than the ways of the Clan Mothers?”“Sangiin, you are the Blood Cat, for who can control the urges of blood?”“Sheggorath, you are the Skooma Cat, for what is crazier than a cat on skooma?”And Ahnurr said, “Two litters is enough, for too many children will steal our happiness.”But Khenarthi went to Fadomai and said, “Fadomai-mother, Khenarthi grows lonely so high above the world where not even my brother Alkosh can fly.” Fadomai took pity on her and tricked Ahnurr to make her pregnant again.And Fadomai gave birth to the Moons and their Motions. And she gave birth to Nirni, the majestic sands and lush forests. And she gave birth to Azurah, the dusk and the dawn.And from the beginning, Nirni and Azurah fought for their mother’s favor.Ahnurr caught Fadomai while she was still birthing, and he was angry. Ahnurr struck Fadomai and she fled to birth the last of her litter far away in the Great Darkness. Fadomai’s children heard what had happened, and they all came to be with her and protect her from Ahnurr’s anger.And Fadomai gave birth to Lorkhaj, the last of her litter, in the Great Darkness. And the Heart of Lorkhaj was filled with the Great Darkness. And when he was born, the Great Darkness knew its name and it was Namiira.And Fadomai knew her time was near. Fadomai said:“Ja-Kha’jay, to you Fadomai gives the Lattice, for what is steadier than the phases of the moons? Your eternal motions will protect us from Ahnurr’s anger.” And the moons left to take their place in the heavens. And Ahnurr growled and shook the Great Darkness, but he could not cross the Lattice.And Fadomai said:“Nirni, to you Fadomai leaves her greatest gift. You will give birth to many people as Fadomai gave birth today.” When Nirni saw that Azurah had nothing, Nirni left smiling.And all Fadomai’s children left except Azurah. And Fadomai said, “To you, my favored daughter, Fadomai leaves her greatest gift. To you Fadomai leaves her secrets.” And Fadomai told her favored daughter three things.And Fadomai said, “When Nirni is filled with her children, take one of them and change them. Make the fastest, cleverest, most beautiful people, and call them Khajiit.”And Fadomai said, “The Khajiit must be the best climbers, for if Masser and Secunda fail, they must climb Khenarthi’s breath to set the moons back in their courses.”And Fadomai said, “The Khajiit must be the best deceivers, for they must always hide their nature from the children of Ahnurr.”And Fadomai said, “The Khajiit must be the best survivors, for Nirni will be jealous, and she will make the sands harsh and the forests unforgiving, and the Khajiit will always be hungry and at war with Nirni.”And with these words, Fadomai died.After many phases, Nirni came to Lorkhaj and said, “Lorkhaj, Fadomai told me to give birth to many children, but there is no place for them.”And Lorkhaj said, “Lorkhaj makes a place for children and Lorkhaj puts you there so you can give birth.” But the Heart of Lorkhaj was filled with the Great Darkness, and Lorkhaj tricked his siblings so that they were forced into this new place with Nirni. And many of Fadomai’s children escaped and became the stars. And many of Fadomai’s children died to make Nirni’s path stable. And the survivors stayed and punished Lorkhaj.The children of Fadomai tore out the Heart of Lorkhaj and hid it deep within Nirni. And they said, “We curse you, noisy Lorkhaj, to walk Nirni for many phases.”But Nirni soon forgave Lorkhaj for Nirni could make children. And she filled herself with children, but cried because her favorite children, the forest people, did not know their shape.And Azurah came to her and said, “Poor Nirni, stop your tears. Azurah makes for you a gift of a new people.” Nirni stopped weeping, and Azurah spoke the First Secret to the Moons and they parted and let Azurah pass. And Azurah took some forest people who were torn between man and beast, and she placed them in the best deserts and forests on Nirni. And Azurah in her wisdom made them of many shapes, one for every purpose. And Azurah named them Khajiit and told them her Second Secret and taught them the value of secrets. And Azurah bound the new Khajiit to the Lunar Lattice, as is proper for Nirni’s secret defenders. Then Azurah spoke the Third Secret, and the Moons shone down on the marshes and their light became sugar.But Y’ffer heard the First Secret and snuck in behind Azurah. And Y’ffer could not appreciate secrets, and he told Nirni of Azurah’s trick. So Nirni made the deserts hot and the sands biting. And Nirni made the forests wet and filled with poisons. And Nirni thanked Y’ffer and let him change the forest people also. And Y’ffer did not have Azurah’s subtle wisdom, so Y’ffer made the forest people Elves always and never beasts. And Y’ffer named them Bosmer. And from that moment they were no longer in the same litter as the Khajiit.And because Y’ffer had no appreciation for secrets, he shouted the First Secret across all the heavens with his last breath so that all of Fadomai’s children could cross the Lattice. But Azurah, in her wisdom, closed the ears of angry Ahnurr and noisy Lorkhaj so they alone did not hear the word.
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Yngol and the Sea-Ghosts
Masser and Secunda passed over Ysgramor’s people as their fellowship landed in long-boats upon the rocky shores of Hsaarik Head on their journey from Atmora to Mereth. Boats littered the coast, but Ysgramor did not count his kin, Yngol’s among them.Ysgramor commanded the sea-ghosts to surrender his kin, and a great gale darkened the sky. The seas thrashed and churned, and a wrathful storm appeared. Ysgramor took up the oars and rowed into the storm alone.Upon the Sea, Ysgramor wrestled the sea-ghosts, and the storm carried him along the jagged coast. Two fortnights passed without relief, until finally the storm broke. Come the next dawn, Yngol’s long-boat was found in the icy surf, but the vengeful sea-ghosts had already taken Yngol and his clansmen.In his terrible grief, Ysgramor slew a dozen dozen beasts and burned them in honor of his fallen kinsman. A barrow-hill was dug in the Atmoran tradition, and Yngol was laid to rest with rites and honors among his clansmen far below the rocky face of Hsaarik Head, the first Children of the Sky to perish in Tamriel.
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Amongst the Draugr
By Bernadette BantienCollege of WinterholdIt wasn’t until my seventh month with the creatures that they seemed to accept me. Well, “accept” isn’t really the proper word, but they seemed to have decided that I posed no threat to them and gradually ceased their attacks. Though more than capable of fending them off (a combination of fire and turning spells are generally sufficient), I admit that I tired of having to be ever vigilant in their presence.I’ll never know whether there was some sort of agreement communicated among them, for the only utterances they make seem to be in that heathen tongue that I can’t even pronounce, much less transcribe. In time, I learned more of their intentions towards me from their general movements and tones rather than specific words. Hostility in any creature is easily read, but in these most peculiar of the living dead, with such variations in gait and speed, what amounts to a hostile charge in one may simply be casual movement in another. The eyes seem to be key to their intent, and I will confess to more than one dream haunted by the glowing pinpoints in the darkness.I had always wondered why the ancient priests of the dragon cult insisted that their followers be buried with them. It seems the height of pagan vanity to drag your conscripts to their death along with you, but as I integrated into their presence, I began to observe the reasons. Every day, a different set of draugr would awaken, shamble their way to the sarcophagus of their priest, and prostrate themselves before it. Several hours of this, followed by a meticulous cleaning of the area. It would appear that the adherents of the dragon priest continue their worship of him in death, which would also explain the ferocity with which they defend his chambers.It took several weeks before I felt comfortable approaching the dragon priest’s resting place, myself. Inch by inch, until the snarling draugrs around me seemed to tire of fending off my timid presence. I was able to set some simple scrying spells around the tomb, that I might get a sense of what magical energies resided there. When the next group of draugr came to pay homage to the priest, I noted a sort of transferal happening. A distinct flow of life force between the adherents and the master.It was here that I finally understood the dragon cult’s notion of resurrection. The second eternal life was only promised to those who ascended to the priesthood, but the lesser functionaries contributed their life force to sustaining them for eternity. I don’t know what sort of eternal wellspring they draw from, but it’s clear that each draugr carries only the barest whisper of life in it, and rekindles it nightly while resting in its niche. I now believe that the grotesque forms that we see in the barrows were, in fact, buried fully as men and women, and only over the thousands of years that have passed withered into the wretched things we know. If we had visited a barrow directly after its construction, we might not have even known any of its inhabitants were dead!These discoveries and extrapolations excite me, and my mind aches to return to the barrows. I have only paused here at the College to transcribe these notes and gather further supplies for a more extended stay. My new hope is to learn some rudimentary way of speaking to them, for imagining what they could tell us of the early mists of time is staggering.
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An Accounting of the Elder Scrolls
By Quintus NerevelusFormer Imperial LibrarianAfter the supposed theft of an Elder Scroll from our Imperial Library, I endeavored to find any sort of index or catalogue of the Scrolls in our possession so that such situations may be avoided (or at least properly verified) in the future. To my dismay, I discovered that the Moth Priests are notoriously inexact when it comes to the actual physical manifestations of the Scrolls, and had no idea how many they held, or how they were organized. Merely asking the question evoked chuckles, as if a child was asking why dogs cannot talk.I will confess, my jealousy of the ones who can read the Scrolls grows, but I am not yet willing to sacrifice my sight to alleged knowledge. The older Moth Priests I attempt to engage in conversation seem as batty as any other elder who has lost their mind, so I fail to see what wisdom is imparted from the reading.In any case, I set out to create my own index of the Elder Scrolls, in cooperation with the monks. Day by day, we went through the tower halls, with them telling me the general nature of each Elder Scroll so that I might record its location. Always careful never to glimpse the writings myself, I had only their word to go on. I meticulously drew out a map of the chambers, where Scrolls relating to various specific prophecies were located, where particular periods of history were housed. In all, it took nearly a year of plodding, but at last I had rough notes on the entirety of the library to begin my collation.It was here that things began to go amiss. In studying my notes, I found many areas of overlap and outright contradiction. In some cases different monks would claim the same scroll to be at opposite ends of the tower. I know they have no taste for jesting, or else I would suspect I was being made the fool in some game of theirs.I spoke to one of the older monks to relate my concerns, and he hung his head in sorrow for my wasted time. “Did I not tell you,” he coughed, “when you started this that all efforts would be futile? The Scrolls do not exist in countable form.”“I had thought you meant there were too many to be counted.”“There are, but that is not the least of their complexities. Turn to the repository behind you, and tell me how many Scrolls are locked therein.”I ran my fingers over the metal casings, tallying each rounded edge that they encountered. I turned back — “Fourteen,” I said.“Hand me the eighth one,” he said, reaching out his hand.I guided the cylinder into his palm, and he gave a slight nod to acknowledge it. “Now, count again.”Humoring him, I again passed my hands over the Scrolls, but could not believe what I was feeling.“Now… now there are eighteen!” I gasped.The old monk chuckled, his cheeks pushing up his blindfold until it folded over itself. “And in fact,” he said, “there always were.”It was then that I enrolled as the oldest novice ever accepted into the Cult of the Ancestor Moth.
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Book of the Dragonborn
By Prior Emelene MadrineOrder of TalosWeynon PrioryYear 360 of the Third Era, Twenty-First of the Reign of His Majesty Pelagius IVMany people have heard the term “Dragonborn” – we are of course ruled by the “Dragonborn Emperors” – but the true meaning of the term is not commonly understood. For those of us in the Order of Talos, this is a subject near and dear to our hearts, and in this book I will attempt to illuminate the history and significance of those known as Dragonborn down through the ages.Most scholars agree that the term was first used in connection with the Covenant of Akatosh, when the blessed St. Alessia was given the Amulet of Kings and the Dragonfires in the Temple of the One were first lit. “Akatosh, looking with pity upon the plight of men, drew precious blood from his own heart, and blessed St. Alessia with this blood of Dragons, and made a Covenant that so long as Alessia’s generations were true to the dragon blood, Akatosh would endeavor to seal tight the Gates of Oblivion, and to deny the armies of daedra and undead to their enemies, the Daedra-loving Ayleids.” Those blessed by Akatosh with “the dragon blood” became known more simply as Dragonborn.The connection with the rulers of the Empire was thus there from the beginning – only those of the dragon blood were able to wear the Amulet of Kings and light the Dragonfires. All the legitimate rulers of the Empire have been Dragonborn – the Emperors and Empresses of the first Cyrodilic Empire founded by Alessia; Reman Cyrodiil and his heirs; and of course Tiber Septim and his heirs, down to our current Emperor, His Majesty Pelagius Septim IV.Because of this connection with the Emperors, however, the other significance of the Dragonborn has been obscured and largely forgotten by all but scholars and those of us dedicated to the service of the blessed Talos, Who Was Tiber Septim. Very few realize that being Dragonborn is not a simple matter of heredity – being the blessing of Akatosh Himself, it is beyond our understanding exactly how and why it is bestowed. Those who become Emperor and light the Dragonfires are surely Dragonborn – the proof is in the wearing of the Amulet and the lighting of the Fires. But were they Dragonborn and thus able to do these things – or was the doing the sign of the blessing of Akatosh descending upon them? All that we can say is that it is both, and neither – a divine mystery.The line of Septims have all been Dragonborn, of course, which is one reason the simplistic notion of it being hereditary has become so commonplace. But we know for certain that the early Cyrodilic rulers were not all related. There is also no evidence that Reman Cyrodiil was descended from Alessia, although there are many legends that would make it so, most of them dating from the time of Reman and likely attempts to legitimize his rule. We know that the Blades, usually thought of as the Emperor’s bodyguards, originated in Akaviri crusaders who invaded Tamriel for obscure reasons in the late First Era. They appear to have been searching for a Dragonborn – the events at Pale Pass bear this out – and the Akaviri were the first to proclaim Reman Cyrodiil as Dragonborn. In fact it was the Akaviri who did the most to promote his standing as Emperor (although Reman himself never took that title in his lifetime). And of course there is no known hereditary connection between Tiber Septim and any of the previous Dragonborn rulers of Tamriel.Whether there can be more than one Dragonborn at any time is another mystery. The Emperors have done their best to dismiss this notion, but of course the Imperial succession itself means that at the very least there are two or more potential Dragonborn at any time: the current ruler and his or her heirs. The history of the Blades also hints at this – although little is known of their activities during the Interregnum between Reman’s Empire and the rise of Tiber Septim, many believe that the Blades continued to search out and guard those they believed were (or might be) Dragonborn during this time.Lastly, we come to the question of the true meaning of being Dragonborn. The connection with dragons is so obvious that it has almost been forgotten – in these days when dragons are a distant memory, we forget that in the early days being Dragonborn meant having “the dragon blood”. Some scholars believe that was meant quite literally, although the exact significance is not known. The Nords tell tales of Dragonborn heroes who were great dragonslayers, able to steal the power of the dragons they killed. Indeed, it is well known that the Akaviri sought out and killed many dragons during their invasion, and there is some evidence that this continued after they became Reman Cyrodiil’s Dragonguard (again, the connection to dragons) – the direct predecessor to the Blades of today.I leave you with what is known as “The Prophecy of the Dragonborn”. It often said to originate in an Elder Scroll, although it is sometimes also attributed to the ancient Akaviri. Many have attempted to decipher it, and many have also believed that its omens had been fulfilled and that the advent of the “Last Dragonborn” was at hand. I make no claims as an interpreter of prophecy, but it does suggest that the true significance of Akatosh’s gift to mortalkind has yet to be fully understood.When misrule takes its place at the eight corners of the worldWhen the Brass Tower walks and Time is reshapedWhen the thrice-blessed fail and the Red Tower tremblesWhen the Dragonborn Ruler loses his throne, and the White Tower fallsWhen the Snow Tower lies sundered, kingless, bleedingThe World-Eater wakes, and the Wheel turns upon the Last Dragonborn.
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Cats of Skyrim
A Report By AldetuileI have been sent to this frigid wasteland to catalogue and study any of its indigenous cats, which has so far been uneventful. After months of wandering I have so far only encountered some variations of the same basic species.In my travels I have encountered several khajiit outcast from their clans that have taken up residence in Skyrim. They have been most unhelpful, probably for fear I’d expose their locations. I can’t say I’m surprised that there are few khajiit here, it’s cold and unwelcoming.Sabrecats are basic giant cats that have evolved two dangerously sharp front teeth.The average sabrecat has a reddish brown fur which it uses to blend into grassy regions, but I have observed them skulking and sleeping on rocks so I don’t believe the fur is for camouflage.The primary attacks of the sabrecat are its biting attack, but it can also briefly rear up to attack with its front claws. I have also seen it pounce forward on its prey in a particularly powerful attack.The snowy version of the sabrecat has spotted white fur which I believe it uses more for stalking more than its cousin in the plains.The tooth of the cat is rumored to be useful in potions that restore the imbibers stamina as well as a potion that will temporarily give a more keen eye for smithing.An skillful hunter can usually salvage the pelts and teeth of their kill, but report that the meat is tasteless and not fit to eat.
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Darkest Darkness
In Morrowind, both worshippers and sorcerers summon lesser Daedra and bound Daedra as servants and instruments.Most Daedric servants can be summoned by sorcerers only for very brief periods, within the most fragile and tenuous frameworks of command and binding. This fortunately limits their capacity for mischief, though in only a few minutes, most of these servants can do terrible harm to their summoners as well as their enemies.Worshippers may bind other Daedric servants to this plane through rituals and pacts. Such arrangements result in the Daedric servant remaining on this plane indefinitely — or at least until their bodily manifestations on this plane are destroyed, precipitating their supernatural essences back to Oblivion. Whenever Daedra are encountered at Daedric ruins or in tombs, they are almost invariably long-term visitors to our plane.Likewise, lesser entities bound by their Daedra Lords into weapons and armor may be summoned for brief periods, or may persist indefinitely, so long as they are not destroyed and banished. The class of bound weapons and bound armors summoned by Temple followers and conjurors are examples of short-term bindings; Daedric artifacts like Mehrunes Razor and the Mask of Clavicus Vile are examples of long-term bindings.The Tribunal Temple of Morrowind has incorporated the veneration of Daedra as lesser spirits subservient to the immortal Almsivi, the Triune godhead of Almalexia, Sotha Sil, and Vivec. These subordinate Daedra are divided into the Good Daedra and the Bad Daedra. The Good Daedra have willingly submitted to the authority of Almsivi; the Bad Daedra are rebels who defy Almsivi — treacherous kin who are more often adversaries than allies.The Good Daedra are Boethiah, Azura, and Mephala. The hunger is a powerful and violent lesser Daedra associated with Boethiah, Father of Plots — a sinuous, long-limbed, long-tailed creature with a beast-skulled head, noted for its paralyzing touch and its ability to disintegrate weapons and armor. The winged twilight is a messenger of Azura, Goddess of Dusk and Dawn. Winged twilights resemble the feral harpies of the West, though the feminine aspects of the winged twilights are more ravishing, and their long, sharp, hooked tails are immeasurably more deadly. Spider Daedra are the servants of Mephala, taking the form of spider-humanoid centaurs, with a naked upper head, torso, and arms of human proportions, mounted on the eight legs and armored carapace of a giant spider. Unfortunately, these Daedra are so fierce and irrational that they cannot be trusted to heed the commands of the Spinner. As a consequence, few sorcerers are willing to either summon or bind such creatures in Morrowind.The Bad Daedra are Mehrunes Dagon, Malacath, Sheogorath, and Molag Bal. Three lesser Daedra are associated with Mehrunes Dagon: the agile and pesky scamp, the ferocious and beast-like clannfear, and the noble and deadly dremora. The crocodile-headed humanoid Daedra called the daedroth is a servant of Molag Bal, while the giant but dim-witted ogrim is a servant of Malacath. Sheogorath’s lesser Daedra, the golden saint, a half-clothed human female in appearance, is highly resistant to magic and a dangerous spellcaster.Another type of lesser Daedra often encountered in Morrowind is the Atronach, or Elemental Daedra. Atronachs have no binding kinship or alignments with the Daedra Lords, serving one realm or another at whim, shifting sides according to seduction, compulsion, or opportunity.
Write a book about Skyrim.
Dragon Language: Myth no More
Since Skyrim uses a font to encode the Dragon script, we are able to provide direct translations of the text. They appear colored within brakets. Numbers code for combined letters, like AA or EY.Dragon.The very word conjurs nightmare images of shadowed skies, hideous roaring, and endless fire. Indeed, the dragons were terrifying beasts that were once as numerous as they were deadly.But what most Nords don’t realize is that the dragons were in fact not simple, mindless beasts. Indeed, they were a thriving, intelligent culture, one bent on the elimination or enslavement of any non-dragon civilization in the entire world.It therefore stands to reason that the dragons would require a way to communicate with one another. That they would need to speak. And through much research, scholars have determined that this is exactly what the dragons did. For the mighty roars of the beasts, even when those roars contained fire, or ice, or some other deadly magic, were actually much more – they were words. Words in an ancient, though decipherable, tongue.Nonsense, you say? Sheer folly on the part of some overeager academics? I thought precisely the same thing. But then I started hearing rumors. The odd snippet of a conversation from some brave explorer or gold-coveting crypt diver. An always, always, it was the same word repeated:Wall.So I listened more. I began to arrange the pieces of the puzzle, and slowly unravel the mystery.Spread throughout Skyrim, in ancient dungeons, burial grounds, and other secluded places, there are walls. Black, ominous walls on which is written a script so old, so unknown, none who had encountered it could even begin its translation.In my heart, I came to know the truth: this was proof of the ancient dragon language! For what else could it possibly be? It only made sense that these walls were constructed by the ancient Nords, Nords who had lived in the time of the dragons, and out of fear or respect, had somehow learned and used the language of the ancient beasts.But at that point, all I had was my own gut instinct. What I needed was proof. Thus began the adventure of my life. One spanning 17 months and the deaths of three courageous guides and two sellsword protectors. But I choose not to dwell on those grim details, for the end result was so glorious, it made any hardship worth it.In my travels, I found many of the ancient walls, and every suspicision proved true.It did in fact appear as if the ancient Nords had copied the language of the dragons of old, for the characters of that language very much resemble claw marks, or scratches. One can almost envision a majestic dragon using his great, sharp talons to carve the symbols into the stone itself. And a human witness – possibly even a thrall or servant – learning, observering, so that he too could use the language for his own ends.For as I observed the walls I found, I noticed something peculiar about some of the words. It was as if they pulsed with a kind of power, an unknown energy that, if unlocked, might be harnessed by the reader. That sounds like nonsense, I know, but if you had stood by these walls – seen their blackness, felt their power – you would understand that of which I speak.Thankfully, although entranced, I was able to retain enough sense to actual transcribe the characters I saw. And, in doing so, I began to see patterns in the language – patterns that allowed me to decipher what it was I was reading.For example, I transcribed the following passage:[HET NOK YNGNAVAR G1F KOD1V WO DR1 Y4 MORON AU FROD DO KROSIS NUZ SINON S3V DINOK 4RK DUK1N]Assigning those scratchings to actual Tamrielic langauge characters, I further translated what I saw into this:Het nok Yngnavar Gaaf-Kodaav, wo drey Yah moron au Frod do Krosis, nuz sinon siiv dinok ahrk dukaan.Which translates into the Tamrielic as follows:Here lies Yngnavar Ghost-Bear, who did Seek glory on the Battlefield of Sorrows, but instead found death and dishonor.Then, in another crypt, I encountered a wall with this transcription:[HET NOK KOPR1N DO IGLIF 3Z SOS WO GRIND OK OBL1N NI KO MOROK2 VUK2N NUZ 4ST MUNAX H1LVUT DO L3V KRAS1R]Which translates into:Het nok kopraan do Iglif Iiz-Sos, wo grind ok oblaan ni ko morokei vukein, nuz ahst munax haalvut do liiv krasaar.Which ultimately translates into the Tamrielic as:Here lies the body of Iglif Ice-Blood, who met his end not in glorious combat, but at the cruel touch of the withering sickness.And there you see the pattern. The repeated words “Here lies” – which could only mean one thing: those walls marked actual ancient Nord burial grounds.You can imagine my nearly uncontainable excitement. It all started to make sense. The anicent Nords used the dragon langauge for these walls for very specific reasons. One of them was obviously to mark the grave of some important figure. But what else? Were they all graves, or did they serve other purposes as well?I set off to find out, and was well rewarded for my efforts. Here is what I discovered.This passage:[HET M4 T4ROD3S TAF3R SKORJI LUN SINAK WEN KLOV GOV9 N1L RINIK H4KUN ROK TOG1T W4 G4ROT]Translates into this:Het mah tahrodiis tafiir Skorji Lun-Sinak, wen klov govey naal rinik hahkun rok togaat wah gahrot.Which in Tamrielic translates into this:Here fell the treacherous thief Skorji Leech-Fingers, whose head was removed by the very axe he was attempting to steal.So here we see a wall that marks the spot where some significant ancient Nord died.This passage:[QETHSEGOL V4RUKIV D1NIK F4L3L K3R DO GRAV5N FROD, WO BOVUL KO M1R NOL KINZON Z4KR3 DO KRUZ3K HOKORON]Translates into this:Qethsegol vahrukiv daanik Fahliil kiir do Gravuun Frod, wo bovul ko Maar nol kinzon zahkrii do kruziik hokoron.Which in Tamrielic translates into this:This stone commemorates the doomed elf children of the Autumn Field, who fled in Terror from the sharp swords of the ancient enemy.This wall seems to commemorate some ancient, long-forgotten event in Tamrielic history. Whether that event occurred on or near the place where the wall was erected, we will probably never know.And finally, this passage:[AESA W4L1N QETHSEGOL BR3N43 V4RUKT THOHILD FIN T8R WEN SMOL3N AG FRIN OL S4QO H2M]Which translates into this:Aesa wahlaan qethsegol briinahii vahrukt, Thohild fin Toor, wen smoliin ag frin ol Sahqo Heim.Which in Tamrielic translates into this:Aesa raised this stone for her sister, Thohild the Inferno, whose passion burned hot as the Red Forge.This wall (and I encountered quite a few like this) was obviously commissioned or built by a specific person, to honor someone important to them. What was the significance of the location? Was it important to the person who died? Or is it the actual location of that person’s death? Again, those answers are probably lost to time, and will never be know.And so you see, the ancient dragon language is, indeed, myth no more. It existed. But better yet, it still exists, and probably will until the end of time, thanks to the ancient Nords and their construction of these many “word walls.”But don’t take my word for it. For the walls are there for the discovering, in Skyrim’s dangerous, secret places. They serve as a bridge between the realm of the ancient Nords, and our own. The dragons may never return to our world, but now we can return to theirs.And someday, someday, we may even unlock the strange, unknown power hidden in their words.
Write a book about Skyrim.
Dwarves, The Lost Race of Tamriel
The Lost Race of Tamriel, vol. I – Architecture and DesignsDwarvesThe Lost Race of Tamriel, Volume IArchitecture and DesignsbyCalcelmoScholar of MarkarthLet me begin by correcting a common misconception. The proper term to use when referencing the ancient lost race of Tamriel is “Dwemer.” It is a word whose meaning is roughly translated to “people of the deep” in the common tongue, and whose use has been widely replaced by the more ubiquitous nomenclature, “dwarves.” I would like stated that I use the name “dwarves” in lieu of the more accurate term in these books out of sympathy for my readership, whom I can safely assume does not have the breadth of scholarship that 200 years of study has given me.With that small point finished, let us begin our discussion on the dwarves by focusing on the indisputable artifacts they have left behind: their architectural and cultural designs. Unlike the more controversial areas of dwarven scholarship, the construction of dwarven cities and relics are well-founded due to the plethora of samples taken from the ruins these peoples have left behind. My own home city, Markarth, was originally one such ruin, and I can state from first-hand experience that all dwarven designs share a set of common principles that we can use to determine true artifacts from fakes and delineate patterns and methodologies that were important to their craftsmen.First of all, we can say for certain that dwarven artisans favored stone, at least as far as their buildings were concerned. This is no surprise. With notable exceptions, the vast majority of dwarven architecture is found underground or carved out of mountains. It is possible, although only theoretically, that the dwarves first mastered masonry as a race quite early, and later examples of metalwork were added on to much earlier stone designs as the dwarves began to master more complex tools. Regardless, the foundation of all known dwarven ruins is built on stonework, and the structure of dwarven stonework is sharp, angular, and intensely mathematical in nature.By a simple count, there are hundreds if not thousands of samples of dwarven buildings made of precise square shapes, and far fewer examples of discretely rounded or curved stonework, leading us to believe that early dwarves favored trusted, well-calculated designs based on angled lines rather than riskier, more imprecise calculations based on arcs and curves. This comparatively simple tradition of stonecutting has nevertheless resulted in buildings that are as structurally sound today as they were thousands of years ago, making the works of our most skilled masons today seem like child’s play in comparison.Metalwork as far as we know is the primary method used to make almost all dwarven crafts. We cannot, however, discount more easily destructible materials such as clay, paper, and glass from outside the scope of dwarven craftsmanship, but given the tendency of dwarven design to favor the long-lasting over the fragile, we can safely assume that at the very least metal was a heavy preference. And the metal used in all so-far-discovered dwarven relics is entirely unique to their culture.No other race has replicated whatever process was used to create dwarven metal. Although it can be easily mistaken for bronze — and in fact many forgers of dwarven materials use bronze to create their fake replicas — it is most definitely a distinct type of metal of its own. I have personally seen metallurgists attempt to combine several different types of steel and common and rare ores in order to imitate dwarven metal’s exclusive properties, but the only method that has been successful is to melt down existing dwarven metallic scraps and start over from there.The Lost Race of Tamriel, vol. II – Weapons, Armor and MachinesDwarvesThe Lost Race of Tamriel, Volume IIWeapons, Armor and MachinesbyCalcelmoScholar of MarkarthIn our previous discussion on the dwarves (or “Dwemer” in the more correct, scholarly terminology), we looked into the properties of dwarven architecture and metallic crafts. In this continuing discussion of Tamriel’s Lost Race, we shall examine the ways in which dwarves waged war and kept out trespassers. Unlike many other cultures still existing today, the dwarves built and relied on increasingly complicated machines for a wide variety of martial tasks, and weapons and armor created solely for the purpose of being wielded by dwarven warriors show remarkably fewer points of progress beyond the basic designs.Let us begin by analyzing those basic weapons and armors. Anyone who has held a dwarven axe or worn a dwarven helmet can testify as to the ancient, ever-lasting quality of dwarven craftsmanship. Weapons do not deviate too greatly from their base function. Dwarven swords pierce through light armors with incredible effectiveness, owing primarily to the remarkable sharpness of tempered dwarven metal, and owing to a far lesser extent to its simple, double-edged design.Compare and contrast a sharp, angular dwarven dagger to a curved elven blade, and it becomes a small logical leap to say that dwarven weaponsmiths relied almost exclusively on creating quality materials first, and merely allowed the form of those materials to flow from the method that weapon was intended to kill people.As a culture that built almost exclusively underground, it’s no surprise that dwarven armors are built to withstand incredibly heavy blows. Again, the fact that they are also resistant to being pierced by arrows or small blades is more of a testament to superior dwarven metallurgy over superior dwarven armorsmithing, but it would be erroneous to thus conclude that dwarven smiths did not take the manufacture of their weapons and armor very seriously. Every piece of war crafts I have examined show a remarkable amount of unnecessary detailing and personalization that is just as evident today among the most ardent blacksmiths.A dwarven smith probably came from a long tradition that distinguished itself in way that, say, the grip of a mace would feel, or the design of the head of individual arrows. Although, due to the paltry lack of any cultural artifacts outside the weapons and armors themselves, this is only mere speculation.The last, but probably most important discussion in this volume, pertains to the existence of dwarven machinery. Dwarves created and manufactured on a very broad scale thousands of mechanical apparatuses of varying complexity. The most simple of which is the standard “arachnid” design used to ward off trespassers. We are so far uncertain as to how the dwarves were able to bring to life these remarkably intelligent machines, but I have witnessed one stalk a highly trained thief for several hours, only to ambush him as he was dealing with a lock to some room or treasure trove — I admit to have forgotten the details past the point at which it began spouting lightning at him.Dwarven military machines also range from the human-sized “Sphere” warrior, which patrols the interiors of the ruins as a harmless ball only to emerge from it as a fully armed and armored automaton fighter, to the justly feared “Centurion” whose height ranges from twice to several hundred times human size depending on which reports you believe.The Lost Race of Tamriel, vol. III – Culture and HistoryDwarvesThe Lost Race of Tamriel, Volume IIICulture and HistorybyCalcelmoScholar of MarkarthIn this final volume on our discussion on the dwarves (again, see the term “Dwemer” for references using the more scholastic name), we will attempt an examination into the distinct culture and history of Tamriel’s Lost Race. We must, however, begin such a discussion with a warning. Despite what certain academic circles would like people to believe, there is so far no evidence that verifies any claim as to the dwarves’ particular customs, morals, myths, legends, laws, systems of governance, or involvement in major historical events outside of those few examples that remain indisputable.For instance, while we can say with absolute certainty that the disappearance of the entire dwarven race happened very suddenly, only the laziest of junior scholars would say that this event happened in the same day or even the same hour. There is simply no proof to dispute the theory that perhaps the dwarves disappeared from Tamriel gradually over the course of several years or indeed several decades.There is also nothing that disproves the source of this disappearance as being attributable to mass deaths, plagues, magical contamination, experiments into the nature of Aetherius gone wrong, or even race-wide teleportation into one of the planes of Oblivion. There is simply too little that the dwarves left behind that points to the nature of their great vanishing act, and this same frustration applies to all aspects of their social structure and history.What we know then can only be inferred by the writings of the other races which made contact with the dwarves before they left Tamriel. The dark elves (“Dunmer”) for example teach that their great prophet Nerevar helped unite the dwarves and the elves in Morrowind against occupying Nord armies from Skyrim in the First Era, but Nord and Orc writings also indicate that the dwarves were also allied with them at various points and in various legendary battles of theirs.Unfortunately, none of these legends and folk lore make an effort to describe the dwarves in great detail, only that they were a secretive people and that an alliance with them was unusual enough to warrant crafting a story around. And past the First Era, no race makes note of encountering any living dwarves at all. This is further confounded by the fact that so many of the dark elven writings on their relationship with the dwarves were lost during the tragic eruptions of Vvardenfell during the Oblivion Crisis nearly 200 years ago. What secrets they could have revealed about the Lost Race are now buried behind layers of molten earth along with so many unfortunate dark elven people.Thus, we conclude our discussion on the dwarves on a somber note. As with all scholarly endeavors, we are left with more questions than we have answers, and the proof we so desperately search for is so often out of reach, denied even to the most fervent effort.The mysteries the dwarves have left us with could easily warrant another century or so worth of personal examination from me, and quite possibly even several millennia of excavation of even one dwarven ruin would be insufficient to paint a complete picture on them. But what we can see from our threadbare tapestry of dwarven artifacts is a careful, intelligent, industrious, and highly advanced culture whose secrets we as students and teachers of their works can only hope to uncover some day.
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Dwemer Inquiries [TES5]
The Elder Scrolls Onlineversion of this textdoes not have the Dwemeri runes, and features some other small edits.Dwemer Inquiries Vol I [TES5]Dwemer Inquiries Vol ITheir Architecture and CivilizationbyThelwe Ghelein, Scholar[In the Deep Halls, far from MenForsaken Red Mountain, Twisted KinHail the Mind, Hail the StoneDwarven Pride, Stronger than bone]It has been my life’s work to investigate the Dwemer, their dubious history and mysterious banishment. My goal with this text is to share my findings and conclusions based on eighty years spent studying their unique architectural remains.The Migration of the Deep-Elves from their ancestral Dwemereth, now Morrowind, is a generally accepted fact. Recorded history supports this, specifically mentioning the Rourken Clan’s refusal to join King Dumac in the forming of the First Council, and their subsequent exodus to Hammerfell. The architectural premise is also sound, as the building habits of the Dwarves adapted and changed, albeit slowly and in subtle ways, over time and land. I propose that some of these differences are stylistic as well as practical.Traditional viewpoints suggest that the Vvardenfell Dwemer were the most prolific of their kind. Based on my excavations throughout Skyrim, Morrowind and High Rock, I am not sure that this is the case. While Vvardenfell is almost cluttered with dwarven ruins poking through the surface of the landscape, the construction of those ruins is fundamentally different from the majority of what I’ve observed elsewhere.Further, as we delve into Vvardenfell ruins, we notice that their internal structure is quite different. While major civic and operational chambers are found near the surface in a Vvardenfell Ruin, that is not typically the case on the Mainland. Minor passageways and storehouse rooms are near the surface, but more important locations don’t occur until we explore much deeper.Because such major locations are well-hidden in Dwemer Ruins outside of Morrowind, many scholars believed they were in fact not present in ruins outside that province. This premature conclusion led some to believe such sites to be mere outposts. My research has shown this not to be the case.There are a few theories that may explain this difference. Perhaps Clan architects simply had their own styles and preferences when it came to civic planning. This seems only somewhat likely, as Dwarven techniques were based on empirical study, there was likely little room for creative interpretation when it came to building technique. Geological makeup of the terrain almost certainly played a role, especially in a region like Northern Skyrim where the ground near the surface is very rocky and often frozen, versus the volcanic substratum common in Vvardenfell or the ubiquitous aquifers found in Hammerfell. It’s possible that Dwarven architects in the North were not even able to excavate larger structures until reaching more pliable stratum.This scholar would like to suggest, however, that many structures west of Morrowind were built after 1E420. When the Clan Rourken left Vvardenfell, it seems evident that several clans broke off to create their own settlements, and chose to live in greater isolation than their Eastern brethren. This theory is particularly fascinating, because it leads me to believe that Dwarven architects may have developed even more elaborate methods of hiding their strongholds over time.This opens the distinct possibility that undisturbed dwarven archaeological sites exist throughout Tamriel, even in southern areas like Cyrodiil or Black Marsh where Dwarves are not believed to have ever had a significant presence. Though we ought not get carried away on flights of fancy, one could extrapolate this logic to suggest that some Dwarven Clans were living among us for much longer than previously believed, perhaps well beyond the disappearance during the War of the Red Mountain in 1E700.Dwemer Inquiries Vol II [TES5]Dwemer Inquiries Vol IITheir Architecture and CivilizationbyThelwe Ghelein, Scholar[In the Deep Halls, far from MenForsaken Red Mountain, Twisted KinHail the Mind, Hail the StoneDwarven Pride, Stronger than bone]The limited written record supports the perception of the Deep Elves as culturally revering the pursuits of logic and science. This stands in stark contrast to the belief system of most other mer cultures. When we imagine a society structured around such a central ideology, it seems reasonable that prolific scholars, especially in fields such as mathematics, metallurgy or architecture, would be elevated to social status like that of clergy in a more mystically-inclined culture. The idea is supported by a fragment of Dwemeris text recovered from a colony in Skyrim – Irkgnthand – which I believe to be associated with the Clan Rourken. The original Dwemeris and my translation Follow:[Risen by order cousin-of-privilege Cuolec of Scheziline privileged duties. Clanhome building Hoagen Kultorra tradition to Hailed World shaper]“To raise granted-cousin Cuolec of privilege with duties for family-home building Hoagen Kultorra<?> tradition to father Mundus shaper”Some scholars interpret this as evidence of Dwemer worship of Mundus, but I do not agree. My translation of this passage suggests that a respected Dwemer by the name of Cuolec was promoted to a civic position, probably tonal architect. The latter half of the fragment suggests that Cuolec’s position requires him to build in a specific style.The term Hoagen Kultorra has thus far eluded me, but I believe it may be the name of such a style. It’s possible there were several styles, differing in their construction principles and typical structures.One earmark of what I believe was the prevalent Dwemer style among Northern clans was a feature I call the Deep Venue. Deep Venues are often characterized as being made up of one or more expansive natural caverns in which several other structures will occur. Structures within the Venue may be carved from the stone itself, or freely erected upon the cavern floor. The largest and most impressive Venues, such as that found in Bthardamz, may even feature roads wide enough for ten large men to walk shoulder-meets-shoulder along it.Arcanex are typically smaller structures. Very few have been properly studied before disruption by grave-robbers or greedy adventurers, but those few undisturbed sites have contained a surprising collection of magical objects such as soul-gems, alchemical concoctions and magical texts. Some scholars take these as evidence that the Dwemer did, in fact, dabble in the magical arts. Based on what we know of their culture, as well as the fact that most arcanex are minor structures compared to other common fixtures, I would suggest that these were centers of study and nothing more. Perhaps the Dwarves established these Halls as a means to study men and mer, who surely seemed as alien to them as the Dwemer seem to us today?Great Animoculotories can be found in many Dwarven strongholds. These were the factories where the centurions and various other constructs were built. I have hoped to study these chambers for clues as to the means by which those mysterious automata are given life, but those same guardians make these especially difficult and dangerous areas to explore.Dwemer Inquiries Vol III [TES5]Dwemer Inquiries Vol IIITheir Architecture and CivilizationbyThelwe Ghelein, Scholar[In the Deep Halls, far from MenForsaken Red Mountain, Twisted KinHail the Mind, Hail the StoneDwarven Pride, Stronger than bone]My studies, and this text, have focused heavily on the fact that Dwemer archaeological sites west of Vvardenfell seem to be built at much greater depths than their counterparts near the Red Mountain. I believe there was a specific threshold to which Dwarven excavators would dig before the construction of vital structures would begin.I have referred to this threshold as the “Geocline,” but I have found that to often be redundant with the Deep Venue of a colony. Still, there is some variation in the actual depth of a Deep Venue, whereas the Geocline is always the marker where I reason the City proper begins.Tunnels and chambers at more shallow depths, while often grand in their architectural style, appear to have served little in the way of critical civic purpose. Surplus stores of food, warehouse chambers that may have been used in trading with nearby surface settlements, or barracks for topside patrols are common above the Geocline.These tunnels, I have observed, can meander in a seemingly more random pattern than those planned structures beneath. I hypothesize that this may be due to the unpredictable nature of any excavation, even to a race as clever as the Dwemer. Surely unexpected deposits of stone or geological events could make the effort difficult, and I think that these haphazard tunnels are often the result of the search for suitable substratum to build within.I have found in a small number of ruins reference to a geological anomaly or place known as “”[FalZhardum Din]This is intriguing because the term not only appears in a few tablet fragments, but very specifically on ornate metal frames in the deepest reaches of the Strongholds Alftand, Irkgnthand and Mzinchaleft of Skyrim. I have yet to decipher the meaning of these elaborate carvings, but consider it highly strange that they occur in the deepest part of each of these ruin.Risen by order cousin-of-privilege Cuolec of Scheziline privileged duties. Clanhome building Hoagen Kultorra tradition to Hailed World shaper”The most reasonable translation of “” I have managed to decipher is “Blackest Kingdom Reaches”, but I cannot imagine what that means.I suspect there may be some pattern I am failing to notice. This creeping doubt has haunted my career in recent years, and I have begun to doubt if I will unravel some grand secret of the Dwarves in my lifetime, though it lies just under my nose – or indeed, under my feet.
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Effects of the Elder Scrolls
It is widely known among scholars that the Elder Scrolls entail a certain hazard in their very reading. The mechanism of the effects has, at present, been largely unknown — theories of hidden knowledge and divine retribution were the subject of idle speculation with little investigation.I, Justinius Poluhnius, have undertaken to thoroughly document the ailments afflicted by the Elder Scrolls on their readers, though a unified theory of how they manifest continues to elude me and remains a subject for future study.I have grouped the effects into four, finding that the avenue of experience depends largely upon the mind of the reader. If this is unclear, I hope that a proper dichotomy will lay it plain. Group the First: The NaifsFor one who has received no training in the history or nature of the Elder Scrolls, the scroll itself is, effectively, inert. No prophecy can be scried nor knowledge obtained. While the scroll will not impart learning to the uninformed, nor will it afflict them in any adverse fashion. Visually, the scroll will appear to be awash in odd lettering and symbols. Those who know their astronomy often claim to recognize constellations in the patterns and connections, but such conjecture is impossible to further investigate since the very nature of this study necessitates unlearned subjects.Group the Second: The Unguarded IntellectsIt is this second group that realizes the greatest danger from attempting to read the scrolls. These are subjects who have an understanding of the nature of the Elder Scrolls and possess sufficient knowledge to actually read what is inscribed there. They have not, however, developed adequate discipline to stave off the mind-shattering effect of having a glimpse of infinity. These unfortunate souls are struck immediately, irrevocably, and completely blind. Such is the price for overreaching one’s faculties. It bears mentioning, though, that with the blindness also comes a fragment of that hidden knowledge — whether the future, the past, or the deep natures of being is dependent on the individual and their place in the greater spheres. But the knowledge does come.Group the Third: Mediated UnderstandingAlone in Tamriel, it would appear that only the Cult of the Ancestor Moth has discovered the discipline to properly guard one’s mind when reading the scrolls. Their novitiates must undergo the most rigorous mental cultivation, and they often spend a decade or more at the monastery before being allowed to read their first Elder Scroll. The monks say this is for the initiates’ own protection, as they must have witnessed many Unguarded Intellects among their more eager ranks. With appropriate fortitude, these readers also receive blindness, though at a far lesser magnitude than the Unguarded. Their vision fogs slightly, but they retain shape, color, and enough acuity to continue to read mundane texts. The knowledge they gain from the scroll is also tempered somewhat — it requires stages of meditation and reflection to fully appreciate and express what one saw. Group the Fourth: Illuminated UnderstandingBetween the previous group and this one exists a continuum that has, at present, only been traversed by the monks of the Ancestor Moth. With continued readings the monks become gradually more and more blind, but receive greater and more detailed knowledge. As they spend their waking hours pondering the revelations, they also receive a further degree of mental fortitude. There is, for every monk, a day of Penultimate Reading, when the only knowledge the Elder Scroll imparts is that the monk’s next reading shall be his last.For each monk the Penultimate Reading comes at a different and unknowable time — preliminary work has been done to predict the occurrence by charting the severity of an individual monk’s blindness, but all who reach these later stages report that the increasing blindness seems to taper with increased readings. Some pose the notion that some other, unseen, sense is, in fact, continuing to diminish at this upper range, but I shall leave such postulations to philosophers.To prepare for his Ultimate Reading, a monk typically withdraws to seclusion in order to reflect upon a lifetime of revelations and appoint his mind for reception of his last. Upon this final reading, he is forever blinded as sure as those Unguarded ones who raced to knowledge. The Illuminated one, though, has retained his understanding over a lifetime and typically possesses a more integral notion of what has been revealed to him.It is hoped that this catalog will prove useful to those who wish to further our mortal understanding of the Elder Scrolls. The Moth priests remain aloof about these matters, taking the gradual debilitation that comes with reading as a point of pride. May this serve as a useful starting point for those hoping to take up such study.—- Dictated to Anstius Metchim, 4th of Last Seed in the 126th year of the Second Era
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Forgotten Seasons, V1
Book added by Forgotten Seasons from the Creation ClubMy Journey Through the Ancient World of The Dwarves Vol. 1by Elberon BlackthornAfter having saved the town of Tanglehaven with my patented snake oil serum, word of my deeds soon spread, and one of my helpful admirers pointed me in the direction of an old system of caverns. But lo, it was not a simple naturally formed cave, but Vardnknd, a long forgotten Dwarven ruin.A storm of great intensity had ravaged the region recently, and the locals all thought that some curse lay upon the caves, and they spewed out bad weather because of this. But Elberon Blackthorn is nothing if not well read, and I was well-versed with the legends surrounding those caves. You see, I had been looking for Vardnknd for a long time, because deep within it contained a Karstanghz-Beharn, better known as a Weather Witch.These legendary devices were said to be able to control the weather, and Vardnknd’s was the strongest of them all. But why did they make it? To terrorize innocents? To help in times of underground drought? Either way, a storm now raged across the region, and it was obvious who was at fault. To save the locals, and to claim the power of the weather for my own, me and my trusted band of mercenaries dove towards the problem with the same bravery and skill I approach everything in life with.Inside, evidence of the storm’s rampage could still be seen and felt. Pipes spewed a poisonous ooze into the streams, rubble lay about, and most tellingly, a massive indoor storm raged. The Weather Witch had gone mad! Alas, the door to the main gallery was sealed shut. But with my impressive knowledge of the Dwarves and their infernal sciences, I was able to quickly deduce the issue.You see, dear readers, while the storm raged, it drew its power from magic derived from each of the four seasons. Yes, the Dwarves had in this very ruin undertaken a massive analysis of spring, summer, autumn, and winter, and tied to each of them a conduit that would focus their natural energies into the gallery, allowing the weather to be controlled! All one had to do was enter each part of the facility and disconnect those conduits. Only then could I enter the main gallery and shut down the Weather Witch!This first volume details my intrepid adventure into each of these seasonal sub-facilities, as well as my harrowing escape. It also serves as a manual on how to shut down the conduits which I aim to document in my next volume.Thus armed with this information and my benefactor’s funding, my apprentice and I have once more endeavored into the heart of this ruin, this time with more men and hopefully, with more satisfactory results.AutumnAs I trundled into the halls of Autumn, a marvelous sight unfolded. Before me lay an enormous stretch of farmland, decrepit and overgrown, but a farm nevertheless. Strange fruits and grains grew in plots, while emaciated chickens ran about, all the while tended by enormous double-bladed centurions. Did the Dwemer find it amusing that the surface-people had a whole season dedicated just to harvest, or did they do this as a mockery to some forgotten god of the feast? Whatever the case, I aimed to examine a piece of this Dwarven wheat myself.The harvest glowed with a foul light, the grains as stiff as a rock. Yet as dense as the wheat was, I observed the bladed centurions cutting through it with little effort and carrying them off to a set of depositories near the entrance. While no doubt the blades of these machines would make short work of flesh and armor, my men nevertheless valiantly served as a distraction as I made my escape. Perhaps if I had more time, or more men, I could carry the heavy wheat over to the depository, and sate whatever freakish endeavors the Dwarves had begun.SpringSpring greeted me with a splash of color as beautiful flowers were scattered across the halls of metal and stone. There were even animals sauntering about, feeding off the vegetation warmed by the artificial light. Unfortunately, our journey through this horrific sight of beauty was soon delayed by a most peculiar obstruction.Thick, gnarled roots blocked the passageways, halting our progress. Perhaps the Dwemer had found nature to be cumbersome, and saw spring as nothing more than a season of suffering. While the mercenaries labored to cut through the bark, my strong perception allowed me to notice strange spriggans shambling through the artificial forests. As I brushed aside it, the roots quivered, as if their tendrils were an extension of the forest creature. Were these spriggans the tenders of the gardens, or just a consequence of its existence? Regardless, if we could somehow sever the connection between the spriggans and the roots, we might find a way deeper into the ruins.SummerSummer was a maze of tunnels and pipes, and no doubt centuries of neglect had left the place in a state of pure chaos. Lava spewed from every stone orifice I could see, and unbearable heat made for a precarious journey, causing many of the lesser mercenaries to turn back to cooler times. But the Dwemer had predicted such superheat, for this unbearable weather was undoubtedly what summer meant to them.As I pulled myself through the swelter, I noticed repair spiders darting to and fro, lowering bridges that granted access to side sections of the chamber. It seems that within each section is a service waypoint that releases some sort of magical coolant, reducing the heat from impossible to merely annoying. Perhaps if I could find a way to direct the spiders to the various waypoints in the area, I could drop the temperature to a more manageable level.WinterWinter was, not to my surprise, home to a great indoor blizzard and what the mercenaries thought of as artificial stone mountains. Yet they were not mountains, but great towering silos of frozen water. And the cold! Not even the highest mountains compared to such chills, and we were soon trading furs amongst ourselves to keep warm!It became clear that to progress through this area, I would need to dive through the unfrozen waters that surrounded the towers, snaking up and around the structure like the ice wraiths that call this place home. As clever a solution as any solution thought up by me, but not one I could risk at the moment. Perhaps when we return to this ruin, I can find someone less important to brave it.
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Glories and Laments
The TES4 version has a typo in the last paragraph, but is otherwise identical.Glories and LamentsAmong the Ayleid RuinsHaving arrived at Gottlesfont Priory, halfway on the Gold Road between Skingrad and the Imperial City, I resolved to make a side trip to view the magnificent ruins of Ceyatatar, or “Shadow of the Fatherwoods’ in the ancient Ayleid tongue. After many hours of difficult travel through tangled hawthorn hells and limberlosts, I was suddenly struck dumb by the aspect of five pure white columns rising from a jade-green mound of vines to perfect V-shaped arches and graceful capitals towering above the verdant forest growth. This spectacle caused me to meditate on the lost glories of the past, and the melancholy fate of high civilizations now poking like splinter shards of bone from the green-grown tumulus of time-swept obscurity.Within the forest tangle I discovered an entrance leading down into the central dome of a great underground edifice once dedicated to Magnus, the God of Sight, Light, and Insight. Dimly lit by the faded power of its magical pools, the shattered white walls of the enclosure shimmered with a cold blue light.The marble benches of the central plaza faced out across the surrounding waters to tall columns and sharp arches supporting the high dome. From the central island, stately bridges spanned the still pools to narrow walkways behind the columns, with broad vaulted avenues and limpid canals leading away through ever-deeping gloom into darkness. Reflected in the pools were the tumbled columns, collapsed walls, and riotous root and vine growth thriving the dark half-light of the magical fountains.The ancient Ayleids recognized not the four elements of modern natural philosophy — earth, water, air, and fire — but the four elements of High Elf religion — earth, water, air, and light. The Ayleids considered fire to be but a weak and corrupt form of light, which Ayleid philosophers identified with primary magical principles. Thus their ancient subterranean temples and sanctuaries were lit by lamps, globes, pools, and fountains of purest magic.It was by these ancient, faded, but still active magics that I knelt and contemplated the departed glories of the long-dead Ayelid architects. Gazing through the glass-smooth reflections of the surrounding pools, I could see, deep below, the slow pulse, the waxing and waning of the Welkynd stones.The chiefest perils of these ruins to the explorer are the cunning and deadly mechanisms devised by the Ayleids to torment and confound those would invade their underground sanctuaries. What irony that after these many years, these devices should still stand vigilant against those who would admire the works of the Ayleids. For it is clear… these devices were crafted in vain. They did not secure the Ayleids against their true enemies, which were not the slaves who revolted and overthrew their cruel masters, nor the were they the savage beast peoples who learned the crafts of war and magic from their Ayleid masters. No, it was the arrogant pride of their achievements, their smug self-assurance that their empire would last forever, that doomed them to fail and fade into obscurity.
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Herbane’s Bestiary: Automatons
This book is titled ‘Dwarven Automatons’ in Elder Scrolls Online. Also, the Dwemer weren’t small bearded folks, but rather full sized Elves.Herbane’s Bestiary:Dwarven Automatons9 HearthfireThe Dwarves have been extinct for many an age, and perhaps for the best. To see men and women the size of large children, all with beards, would be a most disturbing sight. Still, whatever wrath the Dwarves brought from the gods that consumed an entire civilization surely must have been an awe-inspiring thing to witness.The remnants of their civilization lie buried in the hearts of mountains, and scholars and thieves the world over descend on the skeletal remains of dwarven cities like vultures, to scrape clean the bones of the past, old knowledge waiting to be exhumed and treasures to be discovered. But many men lay murdered in those halls of the damned, because those dwarven ruins do not release their treasures without a fight.My kin would tell the stories long ago, when I was just a child, about how adept the Dwarves were at building machines. They would say that before our time, dwarves harnessed the power of the earth, and wielded fire and hammers to reshape steel and bronze with a mechanical brilliance that breathed life into these now ancient constructs of metal and magic. In the dark halls and chambers amid the ceasless droning of grinding gears and venting steam, they lie in wait to confound or destroy would-be plunderers of the dwarven sanctums, as the grim watchmen of the last vestiges of culture from a dead race.I descended into the humid darkness of Mzulft. The slow hiss of steam, creaking of metal and the rattle of old gears powering an empty city would unnerve most men. I could hear things in the darkness, skittering across the floor just out of sight and as I stepped over the bodies of plunderers or scholars who had not made it far, I knew it was not rats wandering these halls.Small mechanical spiders set upon me with rapid movements, and machines sprouted from the walls and uncurled from spheres into contraptions that rolled on top of gears for legs and crossbows for arms. I could not help but marvel at these single purpose machines built for the murder of men. My sword and my shield are my strength and I am undeterred by such things because I had heard of greater things that roam these depths, and indeed something else in these chambers stirred, and it echoed with massive weight. As it lumbered closer, its feet struck the ground as if walking on massive pistons and as it loomed out of darkness, I could see it clear for the first time, axe for one hand, hammer for the other, as tall as five men, made of dull bronze with a face molded in the image of its masters. A Steam Centurion. The stories were true, these were the guardians of the greatest dwarven treasures.We fought, and the dwarves must truly be extinct because our battle was surely booming enough to wake the dead. It came at me with hammer and axe, inhuman strength and great fortitude, and a purpose of nothing but murder. I dodged as it crushed the stone around me with futile strikes and I thrust and slashed at it with my blade and took every opening afforded as we shook the halls with violence. I refuse to be undone by a machine.Where the average man would be long dead, I stood over the husk of this dead automaton, its steam escaping like a final gasp. I could have taken the dwarven artifacts and metal but left them there for others, for I would not hex my journey with the possessions of dead men and maybe that is where countless others go wrong.I will continue to my journey across the lands, And perhaps one day Herebane will meet a worthy challenge, for I have yet to see what would make me tremble.
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Herbane’s Bestiary: Hagravens
5 Sun’s DawnI have heard a tale most bizarre- a beautiful young woman cast out of town by the thrown stones of accusers for giving in to the dark arts. They say she fled into the Reach and never reappeared, and justly so because they say the devilry of her magic had grown stronger with each new day. Shortly after, a witch of half woman and half bird had been sighted deep in the mountains, and as the sightings increased the young women began to disappear.This tale has brought me to the Reach, where this witch they call a Hagraven makes it home. With sword and shield at the ready, for I must see this creature and I must slay it.24 Sun’s DawnThe stomach of an average man would turn at the cruelty set before me- I first saw the thatch and bone, the human skulls, the dead goat heads mounted on pikes, filthy animal pelts, loose entrails, and feathers matted in blood. I had heard that Forsworn revere and protect these Hagravens, and all around were their small, crude trinkets and alters to these witches on which sat dull, empty soul gems. What vile creature would live where all things are dead?Deeper into the lair, I heard it first- an unsteady shuffling, followed by a heaving, unforgettable stench. I thrust the torch in front of me and waited for my eyes to adjust to the tunnel of darkness ahead of me. I saw the silhouette of what I thought to be a frail woman on an awkward gait, but the light of the torch revealed something else. This Hagraven was horrifying, almost human but more an abomination of woman and creature fused together, nothing more than a husk of humanity surrendered in exchange for possession of the powers of dark magic. This magic corrupted her greatly, and her dull, glass eyes stared with hate from the visage of an old crone sat atop the body of a contorted, misshapen human body adorned with black feathers. It bristled as it let out a piercing scream, and as a vivid red light began to form in the palm of its talons, it was all I could do to raise my shield in defense of magic most foul. I fought through devilry that seemed to snatch life from me, and the thought that this thing was once a woman seemed to play on my nerves.Most men would have crumbled, but I do not bend. The Hagraven is a most repulsive creature, and deserving of its fate and its claws that are my trophy will tell the story of Herebanes triumph. I have naught but to continue my travels and my conquests, for I have yet to see what would make me tremble.
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Herbane’s Bestiary: Ice Wraiths
17 Last SeedWhen winters chill descended upon me as I traveled further north through the frozen plains and mountains, I settled in at the inn at Dawnstar for a moment of respite and a warm meal. Another traveler there told me to be cautious, that there are creatures who settle into the powder white of the snow with nary a clue to the careless, until it is too late. He went on and on, with wild gestures and fantastic tales of entire merchant expeditions being killed by the beasts. His stories frightened the other inn patrons, but I will not be turned by a coward’s tale, I will see these for my own eyes, for those icy caves and snow capped peaks of the north are exactly the type of places that call to an adventurer like me. It did not take me long to find what I sought.These Ice Wraiths are lucid, serpentine creatures of magic, as if conjured from the frozen tundra and glaciers of Skyrim itself. At one with an environment that makes them nearly invisible, these ethereal apparitions are the death of many Nords, if not by their sudden, unholy strike that casts their entire body through their target, then by the malady of Witbane, a curse of infection that dulls the intellect and makes the target even more the victim.As deadly as they are, Ice Wraiths are simple minded in their determination, and combat is a straight forward affair and brute force and a sharp blade are enough to fell these savage creatures. Only the heartiest of men would hope to survive just one of these beasts, but I have slain two with general ease.It’s good that I’ve found I can make decent coin selling the Ice Wraith’s teeth, as they are a prized ingredient in alchemical potions. That will continue to afford me the opportunity to search these lands for a challenge worthy of story, for I have yet to see what would make me tremble.
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Keepers of the Razor
Spelling error present in the original text.KEEPERS OF THE RAZORCurrent Descendants of the Inner CircleJorgen of Morthal, 8th generation of Clan Axe-Bearer to bear the Hilt of Mehrunes’ Razor. Son of Halnir, son of Hroi, son of Koli, son of Malte, son of Lygrleid, son of Neddrir, son of Lenne.Ghunzul, leader of the Cracked Tusk Bandits, and 8th to bear the blade shards of Mehrunes’ Razor. Son of Shelakh, son of Mog, son of Grul, son of Durgob, son of Uzgakh, son of Ramolg, son of Othmash.Drascua, leader of the Forsworn of Dead Crone Rock, and 8th to bear the pommel of Mehrunes’ Razor. Daughter of Cairine, daughter of Edana, daughter of Malvina, daughter of Muriel, daughter of Riane, daughter of Cayleigh, daughter of Sorcha.HISTORICAL BACKGRONDOf all the groups that pledged to eradicate the Mythic Dawn from Tamriel, none were as inadvertently successful as the Keepers of the Razor. Originally a militia group founded to destroy the remnants of the Mythic Dawn, the group was renamed the after discovering the legendary artifact of Mehrunes Dagon that became their namesake. How they found the Razor is a secret that I have been unable to uncover, but it is clear that they were not part of Frathen Drothan’s failed expedition to Varsa Baalim, and in fact the group does not first appear in Imperial records until fifty years later.The Razor was divided among the three highest ranking members of the order’s inner circle, to be passed down from oldest child to oldest child “until the twin moons themselves disappeared from the skies.” Although this pledge seems to have been loosely interpreted, as the moons did vanish from the heavens during The Void Nights of 4E98-4E100, yet the Razor’s pieces were still being bequeathed through the generations during and after this time.Tracing the lineages of the inner circle proved especially difficult thanks to the group’s unusual membership. While the leader of the Keepers of the Razor was a Nord and thankfully was easily researched through the clan’s family histories, the other two members were an Orc and a native daughter of the Reach, whose culture’s paucity of respect for literacy made tracking them down less straightforward. Fortunately, Othmash gro-Gularz and his sons are well-recorded for their service in the Imperial Legion. Yet the daughters of Sorcha proved nearly impossible to find until I uncovered Markarth’s meticulously thorough tax records, which recorded each birth of Sorcha’s kin in order to administer certain petty fees. Sorscha’s current descendent, Drascua, fled to Dead Crone Rock after the Markarth Incident, and is considered by the Jarl to be a major threat to the safety of the hold.
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Liminal Bridges
The Online edition lacks the subtitle.Liminal BridgesA Discourse On The Theory and Praxisof Travelling Between Mundus and OblivionbyCamilonwe of AlinorTransliminal passage of quickened objects or entities without the persistent agency of hyperagonal media is not possible, and even if possible, would result in instantaneous retromission of the transported referents. Only a transpontine circumpenetration of the limen will result in transits of greater than infinitessimal duration.Though other hyperagonal media may exist in theory, the only known transliminal artifact capable of sustained transpontine circumpenetration is the sigil stone. A sigil stone is a specimen of pre-Mythic quasi-crystalline morpholith that has been transformed into an extra-dimensional artifact through the arcane inscription of a daedric sigil. Though some common morpholiths like soul gems may be found in nature, the exotic morpoliths used to make sigil stones occur only in pocket voids of Oblivion, and cannot be prospected or harvested without daedric assistance.Therefore, since both the morpholiths and the daedric sigils required for hyperagonal media cannot be obtained without traffic and commerce with Daedra Lords, it is necessary that a transliminal mechanic cultivate a working knowledge of conjuration — though purpose-built enchantments may be substituted if the mechanic has sufficient invocatory skill. Traffic and commerce with Daedra Lords is an esoteric but well-established practice, and lies outside the compass of this treatise. [1]Presuming a sigil stone has been acquired, the transliminal mechanic must first prepare the morpholith to receive the daedric sigil.Let the mechanic prepare a chamber, sealed against all daylight and disturbances of the outer air, roofed and walled with white stone and floored with black tiles. All surfaces of this chamber must be ritually purified with a solution of void salts in ether solvent.A foursquare table shall be placed in the center of the room, with a dish to receive the morpholith. Four censers shall be prepared with incense compounded from gorvix and harrada. On the equinox, the mechanic shall then place the morpolith in the dish and intone the rites of the Book of Law, beginning at dawn and continuing without cease until the sunset of the same day.The mechanic may then present the purified morpholith to the Daedra Lord for his inscription. Once inscribed with the Daedra Lord’s sigil, the morpholith becomes a true sigil stone, a powerful artifact that collects and stores arcane power — similar in many respects to a charged soul gem, but of a much greater magnitude. And it is this sigil stone that is required to provide the tremendous arcane power necessary to sustain the enchantment that supports the transpontine circumpenetration of the limen.To open a gate to Oblivion, the mechanic must communicate directly, by spell or enchantment, with the Daedra Lord who inscribed the sigil stone in question. The Daedra Lord and the mechanic jointly invoke the conjurational charter [2], and the mechanic activates the charged sigil stone, which is immediately transported through the liminal barrier to the spot where its sigil was inscribed, thus opening a temporary portal between Mundus and Oblivion. This portal may only remain open for a brief period of time, depending on the strength of the liminal barrier at the chosen spots, several minutes being the longest ever reported, so the usefulness of such a gate is quite limited.[1] Interested students are invited to consult the works of Albrecht Theophannes Bombidius and Galerion The Mystic for the fundaments of this discipline.[2] Recommended examples of the conjurational charter may be found in Therion’s Book of Most Arcane Covenants or Ralliballah’s Eleven Ritual Forms.
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Lycanthropic Legends of Skyrim
By Lentulus InventiusOrder of the HornI had heard the same rumors as everyone else — that the province of Skyrim was awash in various forms of Lycanthropy. I had studied werewolves for some time, and was keen to see if these rumors of werebears were actually substantiated. I elected to pursue these studies in the warmer summer months in deference to my fragile constitution.One quickly finds that common villagers are of practically no use in this land. Whereas in Cyrodiil, even the youngest child can tell you the true fauna that inhabit its environs, here I find alleged “wise men” recounting tales of unicorns and flying horses directly alongside their stories of werebears, so I don’t put any stock in the rumors. They certainly have their traditions for warding off werebears (certain plants and ceremonies), but nobody can attest to even having seen one first-hand, much less possess any sort of artifact. Everyone has a cousin or a friend who saw one once, but when pressed, these stories fall apart.I don’t wish to completely discount these stories, but I also must conclude that they may have spun out of some wild retelling of a particularly vicious, but mundane, bear. Legends can take a life of their own, particularly when there are grains of truth, as here we have the very real threat of werewolves. I worry that by spreading stories of a potentially false (or at least rare) beast, people may begin to discount the threat that real beasts pose. But if Skyrim’s people choose to lead a backwards life, shrieking at shadows and clouds, I will not stop them.The werewolves of this land are a curious sort. At least the legends of them. Given the Nord flair for bravado, I had expected to see werewolf pelts lining walls in the cities, werewolf heads on pikes, that sort of gaudy show. Instead, few people in civilized society ever mentioned them, and my questions were usually met with nervous stares.Thinking that perhaps the common folk were simply more cowardly than I had been lead to believe by my Nordic acquaintances in Cyrodiil, I sought out those known for actual bravery. The supposedly fearless warrior band of Whiterun, the Companions, lost all color when I broached the subject, and asked me to leave. I had thought better of them, and was disappointed at how quickly brave men and women can be intimidated by stories.Pressing into the wilderness, away from any sort of settlement, I would often find hunters, willing to recount stories of their kills. It was finally through one of them (a certain Karsten Hammer-Back) that I heard my first (and unfortunately only) verifiable stories of werewolves in the province, accompanied by pelts and claws to prove the killing. Just as I was thrilling to finding some actual evidence of the local beasts, he got a wild, conspiratorial look in his eyes and began spinning tales of some band of werewolf hunters and their exploits in hunting down the creatures. I left him to mop his drool and continued my journeys.In the end, I regret that my trip to Skyrim did not prove more productive. If it is indeed true that their breeds of lycanthropes are distinct from and more powerful than our local ones, they could prove to be powerful allies in our conflict against the influx of werevultures in Valenwood. If they have grown as great and terrible as my friend Gaelian asserts, they could soon threaten the interior of Tamriel. When the summer next crests, I plan to travel there for a better accounting of the winged cretins, so that I may make more fitting report to the council.
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Magic from the Sky
The Elder Scrolls Online version has slight wording differences, but is fundamentally the same.In ESO it’s also subtitled with “(Varennian Edition)” edition.The ancient Ayleids believed that Nirn was composed of four basic elements — earth, water, air, and light — and of these four elements, they believed the most sublime form of light was star light. The stars are our links to the plane of Aetherius, the source of all magical power, and therefore, light from the stars is the most potent and exalted of all magical powers.From time to time, fragments of Aetherius fall from the heavens. The people know these fragments as ‘shooting stars’, and from time to time, such Aetherial fragments are found on Nirn. The most common varieties are known as ‘meteoric iron’; this metal is prized by armorers and enchanters for its properties in the forging of enchanted weapons and armors. This meteoric iron is also the primary component in ‘Ayleid Wells,’ ancient enchanted artifacts found throughout Cyrodiil.Another, rarer form of Aetherial fragment is called ‘meteroic glass’. It is from such fragments that other rare Ayleid enchanted artifacts are crafted — Welkynd Stones and Varla Stones.Ayleids Wells are scattered across Cyrodiil’s landscape. Their siting is a mystery; they are not associated with any known Ayleid cities or settlements. It is presumed that, in some manner, they harvest magical power from starlight. It is also suggested, without evidence or support, that they are located at the meeting points of ancient lines of magical power; however, modern arcane arts have discovered no perceptible evidence of such lines of power.Those with magical talents can draw magicka from Ayleid wells to restore their own reservoirs of magical power. No ritual or arcane knowledge is necessary, suggesting that these wells were designed to serve persons not skilled in the magical arts. Once drained, the wells replenish again only at magical midnight. Once recharged, they appear to radiate magical power back into the sky, which prompts some to theorize they are also objects with religious or magical ritual significance — perhaps a means of offering magic back to the heavens.Welkynd Stones [Aldmeris – “sky stone,” “heaven stone”; literally, “sky child”] are pieces of cut and enchanted meteoric glass which apparently act as storage devices for magical power. A magical talent can restore his reseroirs of magicka from such stones. Alas, the means of restoring power to these stones may have been lost with the Ayleids. Currently, these objects simply crumble to dust after they have been used.Great Welkynd Stones are exceptionally large pieces of enchanted meteoric glass. Scholars believe that at the heart of each ancient Ayleid city, a Great Welkynd Stone was the source of the settlement’s magical enchantments. It may be that these great stones were linked to the lesser stones, restoring and maintaining their power. In any case, research on these Great Welkynd Stones is impossible, since all the known Ayleid ruins have been looted of their great stones, and no examples of these great stones are known to survive.Another rare enchanted item found in Ayleid ruins is called a Varla Stone [Aldmeris – “star stone”]. Varla Stones are remarkably powerful, enabling untrained users to restore magical energy to any number of enchanted items. Because of their great value and utility, these items are also extremely rare, but since they are small and easily concealed, diligent explorers may still occasionally come across them in any Ayelid ruin.Ayleid Wells. Welkynd Stones. Varla Stones. Consider, then, these marvels of magical enchantment. Are we then to conclude that the Ayleids were a superior race and culture? Did they so exceed us in art and craft that they mock the feeble powers of Third Era Wizards?Never! The Ayleids were powerful, yes, and cunning, but they were neither good nor wise, and so they were struck down. Their works have passed from Nirn, save these rare and sparkling treasures. Their ancient cities are dark and empty, save for the grim revenants and restless spirits condemned forever to walk the halls, keeping their melancholy vigils over bones and dust.
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N’Gasta! Kvata! Kvakis!
This text is actually the newsletter of the Stokholm Esperanto Society. Notes and translation are below.An obscure text in the language of the Sload, purportedly written by the Second Era Western necromancer, N’Gasta.N’Gasta! Kvata! Kvakis! ahkstas so novajxletero (oix jhemile) so Ranetauw. Ricevas gxin pagintaj membrauw kaj aliaj individuauw, kiujn iamaniere tusxas so raneta aktivado. En gxi aperas informauw unuavice pri so lokauw so cxiumonataj kunvenauw, sed nature ankoix pri aliaj aktuasoj aktivecauw so societo. Ne malofte enahkstas krome plej diversaspekta materialo eduka oix distra.So interreta Kvako (retletera kaj verjheauw) ahkstas unufsonke alternativaj kanasouw por distribui so enhavon so papera Kva! Kvak!. Sed alifsonke so enhavauw so diversaj verjheauw antoixvible ne povas kaj ecx ne vus cxiam ahksti centprocente so sama. En malvaste cirkusonta paperfolio ekzemple ebsos publikigi ilustrajxauwn, kiuj pro kopirajtaj kiasouw ne ahkstas uzebsoj en so interreto. Alifsonke so masoltaj kostauw reta distribuo forigas so spacajn limigauwn kaj permahksas pli ampleksan enhavon, por ne paroli pri gxishora aktualeco.Tiuj cirkonstancauw rahkspeguligxos en so aspekto so Kvakoa, kiu ja cetere servos ankoix kiel gxeneraso retejo so ranetauw.Translated VersionThis translation was posted by Paul on September 27, 2003 on the Storyboard (the Imperial Library’s forum)Some time ago I stumbled across the N’Gasta! Kvata! Kvakis! book in the game. Having studied some Esperanto on the web I recognized the similarities. Unfortunately the text is not related to Morrowind at all. It is an obfuscated version of a text in Esperanto, picked from the internet. The original text, can be found at http://www.bahnhof.se/~fritzon/kvako/kvakpago.html. It covers the Kva! Kvak!, which is the newletter of the ‘La Ranetoj’ (the small frogs), the Stockholm Esperanto Society. The translation may not be very accurate, because I only possess a basic knowledge of Esperanto.The original text was encoded by useing the x-system to replace Esperanto’s accents and by then replacing some character sequences. To undo the replacements:ahk -> eoix -> auxso -> la (sometimes substituted in the middle of the works)auw -> oj (word endings)jhe -> siNote that all ‘de’ letter combinations have been deleted.Here is what the text actually says:Kva! Kvak! (also called Kvako) is the newsletter (or something similar) of the ‘La Ranetoj’ (the small frogs). It is send to paying members and other individuals who, in some way, are involved in la Ranetoj’s activities. In it there firstly is information about the locations of the monthly meetings, but of course also concerning the latest activities of the club. Sometimes it also includes other educating or entertaining material.The internet-based Kvako (e-mail and web versions) are on the one hand another distribution channel for the contents of the paper version. But on the other hand, not surprisingly, the contents of the different versions connot and even must not always be 100 percent the same. For instance, in little circulating paper versions you can publish illustrations that for copyright reasons connot be used on the internet. Yet on the other hand the low costs oft the internet version lift the space limits and allow more content, not to mention being always to date.These circumstances influence the web-based Kvako, which will also serve as the general homepage of the ‘La Ranetoj’.
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Notes on Dimhollow Crypt, Vol. 3
Notes on Dimhollow CryptVol. 3As written by AdalvaldDivines be praised! Here at last is the breakthrough I have been seeking. All the dangers I have escaped, the traps I have eluded and the foul draugr I have avoided have brought me at last to this.In my previous volume of notes and observations regarding Dimhollow Crypt’s possible connections to the ancient vampire clans of Skyrim’s history, I wrote of a great chamber, far larger than anything else I’ve yet seen here in the crypt.Alas, a few wandering draugr forced me to retreat to the earlier passages of the crypt, thus depriving me of an opportunity to study this huge cavern.Well, praise be to Stendarr, for as I write this, I have just spent nearly a full day exploring that very cavern.It was a risk that proved more than worth it, because what I found in that chamber nearly defies description.Central to this huge cavern is an island of stone in a subterranean lake. Upon this island is something I can only describe as an elaborate ceremonial construction surrounded by stone columns linked by arches.There is no mistaking the stark contrast in architecture here; no ancient Nords made this stonework. Here, too, were more of the gargoyle statues that I first glimpsed in earlier passageways.There is no draugr burial site in Skyrim that contains these statues, save Dimhollow Crypt.Indeed, I am now certain that the strange construct in this main chamber was built long after the crypt, and by wholly different masters. These must be the same builders who placed the gargoyles through the crypt, perhaps to frighten away the curious.All signs seem to indicate that the masons who crafted these strange arches were servants of some ancient master who favored necromancy or vampirism.The style and craftsmanship in the stonework are not only distinct in terms of design, seeming to speak of an entirely different culture than that of the old Nord peoples, but also in skill with which they were fashioned.The cutting and shaping of the stone, for example, suggests more sophisticated tools than the crypt’s original architects would have possessed.Although I feel a sense of exhilaration that my theories have at last been confirmed beyond any shadow of a doubt, I am also disappointed at the lack of answers. How long ago were these new features added to the crypt? And by whom? And for what purpose?On one point, I have no doubts. I must return to the Hall of the Vigilant and share these findings with my brothers and sisters. When they see what I’ve discovered with their own eyes, they will no longer scoff at my theories or mock my endeavors.And when that is done, I will return to my work. For now, Dimhollow Crypt might be a mystery, but by Stendarr I will see that mystery solved.
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Notes on Racial Phylogeny and Biology
The Elder Scrolls Online version of this book is called “Notes on Racial Phylogeny”Seventh Editionby the Council of Healers, Imperial UniversityAfter much analysis of living specimens, the Council long ago determined that all “races” of elves and humans may mate with each other and bear fertile offspring. Generally the offspring bear the racial traits of the mother, though some traces of the father’s race may also be present. It is less clear whether the Argonians and Khajiit are interfertile with both humans and elves. Though there have been many reports throughout the Eras of children from these unions, as well as stories of unions with daedra, there have been no well documented offspring. Khajiit differ from humans and elves not only their skeletal and dermal physiology — the “fur” that covers their bodies — but their metabolism and digestion as well. Argonians, like the dreugh, appear to be a semi-aquatic troglophile form of humans, though it is by no means clear whether the Argonians should be classified with dreugh, men, mer, or (in this author’s opinion), certain tree-dwelling lizards in Black Marsh.The reproductive biology of orcs is at present not well understood, and the same is true of goblins, trolls, harpies, dreugh, tsaesci, imga, various daedra and many others. Certainly, there have been cases of intercourse between these “races,” generally in the nature of rape or magickal seduction, but there have been no documented cases of pregnancy. Still the interfertility of these creatures and the civilized hominids has yet to be empirically established or refuted, likely due to the deep cultural differences. Surely any normal Bosmer or Breton impregnated by an orc would keep that shame to herself, and there’s no reason to suppose that an orc maiden impregnated by a human would not be likewise ostracized by her society. Regrettably, our oaths as healers keep us from forcing a coupling to satisfy our scientific knowledge. We do know, however, that the sload of Thras are hermaphrodites in their youth and later reabsorb their reproductive organs once they are old enough to move about on land. It can be safely assumed that they are not interfertile with men or mer.One might further wonder whether the proper classification of these same “races,” to use the imprecise but useful term, should be made from the assumption of a common heritage and the differences between them have arisen from magickal experimentation, the manipulations of the so-called “Earth Bones,” or from gradual changes from one generation to the next.
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On Oblivion
This version differs significantly from itsfirst appearance in TES2: Daggerfall. Aside from a significant amount of editing, the reference to the Alessian Doctrine and the paragraph describing where the Daedra can be summoned has been removed.It is improper, however customary, to refer to the denizens of the dimension of Oblivion as “demons.” This practice probably dates to the Alessian Doctrines of the First Era prophet Marukh — which, rather amusingly, forbade “trafficke with daimons” and then neglected to explain what daimons were.It is most probable that “daimon” is a misspelling or etymological rendition of “Daedra,” the old Elven word for those strange, powerful creatures of uncertain motivation who hail from the dimension of Oblivion. (“Daedra” is actually the plural form; the singular is “Daedroth.”) In a later tract by King Hale the Pious of Skyrim, almost a thousand years after the publication of the original Doctrines, the evil machinations of his political enemies are compared to “the wickedness of the demons of Oblivion… their depravity equals that of Sanguine itself, they are cruel as Boethiah, calculating as Molag Bal, and mad as Sheogorath.” Hale the Pious thus long-windedly introduced four of the Daedra lords to written record.But the written record is not, after all, the best way to research Oblivion and the Daedra who inhabit it. Those who “trafficke with daimons” seldom wish it to be a matter of public account. Nevertheless, scattered throughout the literature of the First Era are diaries, journals, notices for witch burnings, and guides for Daedra-slayers. These I have used as my primary source material. They are at least as trustworthy as the Daedra lords I have actually summoned and spoken with at length.Apparently, Oblivion is a place composed of many lands — thus the many names for which Oblivion is synonymous: Coldharbour, Quagmire, Moonshadow, etc. It may be correctly supposed that each land of Oblivion is ruled over by one prince. The Daedra princes whose names appear over and over in ancient records (though this is not an infallible test of their authenticity or explicit existence, to be sure) are the afore-mentioned Sanguine, Boethiah, Molag Bal, and Sheogorath, and in addition, Azura, Mephala, Clavicus Vile, Vaernima, Malacath, Hoermius (or Hermaeus or Hormaius or Herma — there seems to be no one accepted spelling) Mora, Namira, Jyggalag, Nocturnal, Mehrunes Dagon, and Peryite.From my experience, Daedra are a very mixed lot. It is almost impossible to categorize them as a whole except for their immense power and penchant for extremism. Be that as it may, I have here attempted to do so in a few cases, purely for the sake of scholastic expediency.Mehrunes Dagon, Molag Bal, Peryite, Boethiah, and Vaernima are among the most consistently “demonic” of the Daedra, in the sense that their spheres seem to be destructive in nature. The other Daedra can, of course, be equally dangerous, but seldom purely for the sake of destruction as these five can. Nor are these previous five identical in their destructiveness. Mehrunes Dagon seems to prefer natural disasters — earthquakes and volcanoes — for venting his anger. Molag Bal elects the employment of other daedra, and Boethiah inspires the arms of mortal warriors. Peryite’s sphere seems to be pestilence, and Vaernima’s torture.In preparation for the next instalment in this series, I will be investigating two matters that have intrigued me since I began my career as a Daedra researcher. The first is on one particular Daedroth, perhaps yet another Daedra prince, referred to in multiple articles of incunabula as Hircine. Hircine has been called “the Huntsman of the Princes” and “the Father of Man-beasts,” but I have yet to find anyone who can summon him. The other, and perhaps more doubtful, goal I have is to find a practical means for mortal men to pass through to Oblivion. It has always been my philosophy that we need only fear that which we do not understand — and with that thought in mind, I ever pursue my objective.
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Physicalities of Werewolves
Experimentation in the Physicalitiesof the WerewolfbyReman CrexFar too many books such as this one begin with some sort of justification. Some reason for study is concocted, in the hopes that the writer’s obsession will be seen in a more noble light. I make no such pretensions. No werewolf killed my family, none ever threatened me personally, nor even an acquaintance of mine. My obsession is borne out of simple curiosity, with a strong dose of hatred for the unnatural. Is it possible to hate something without having been done harm by it? I am no philosopher, and thus here ends my introduction. On with my studies.I have endeavored, over the course of several decades, to perform a complete study of the physical nature of the creatures we call werewolves. I overlook entirely the origins of this plague, whether it is acquired voluntarily or inflicted, and how one might be cured. Such matters are filled with too much guesswork and rambling second-hand inanities from farmhands.Subject ACaptured: in Morrowind, while in beast formMakeup: Male, Breton in his true formNotes: Subject shows an unusually high degree of control over his transformations.Experiment 1 — Subject’s bodily proportions were thoroughly measured before, during, and after the transformation. As expected, the proportions were identical while in true form, but some minor swelling of the head was observed immediately after the return. Changes observed during transformation:23% increase in shoulder width17% narrowing of hips47% lengthening of arms7% increase in finger length (not accounting for claws)As for the legs — the lengthening of the foot to several times its normal length seems to account for the otherwise negligible changes in the thigh region.Experiment 2 — Subject was coerced into changing as rapidly and as frequently as possible, at various times and at various levels of duress.Transformation times and effects were not viewed to change notably. Subject expired, concluding tests.Subject BCaptured: in Cyrodiil, already imprisoned by local authorities, in true formMakeup: Female, Nord in her true formNotes: Subject’s large size in both true and transformed forms makes an excellent fit for vivisectionI believe I may have been the first to witness a werewolf transformation ply its effects on the internal workings of a creature. The heart is the first thing to swell, long before the lungs or bones shift to accommodate it. This may account for the intense chest pains that some of the afflicted report directly before their changes.More interesting were the changes observed in the muscles of the legs. I had expected a strengthening, as the beasts are known for great power and speed, but they also seemed to change color into a dusky brown. This could also be attributed to blood loss from the procedures.Before the subject expired, I worked applying some known “remedies” for the disease directly to internal organs. Wolfsbane petals applied to the bones seemed to render them brittle, and the ribcage nearly collapsed at the touch. The juice of ripened belladonna berries was pressed directly into the veins, and they could be seen to shrivel behind the flow as it moved through the system. Upon reaching the heart, the major vessels pulled away completely, and subject expired within minutes.
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Response to Bero’s Speech
ByMalviser, BattlemageOn the 14th of Last Seed, an illusionist by the name of Berevar Bero gave a very ignorant speech at the Chantry of Julianos in the Imperial City. As ignorant speeches are hardly uncommon, there was no reason to respond to it. Unfortunately, he has since had the speech privately printed as “Bero’s Speech to the Battlemages,” and it’s received some small, undeserved attention in academic circles. Let us put his misconceptions to rest.Bero began his lecture with an occasionally factual account of famous Battlemages from Zurin Arctus, Tiber Septim’s Imperial Battlemage, to Jagar Tharn, Uriel Septim VII’s Imperial Battlemage. His intent was to show that where it matters, the Battlemage relies on other Schools of Magicka, not the School of Destruction which is supposedly a Battlemage’s particular forte. Allow me first to dispute these so-called historical facts.Zurin Arctus did not create the golem Numidium by spells of Mysticism and Conjuration as Bero alleges. The truth is that we don’t know how Numidium was created or if it was a golem or atronach in any traditional sense of those words. Uriel V’s Battlemage Hethoth was not an Imperial Battlemage — he was simply a sorcerer in the employ of the Empire, thus which spells he cast in the various battles on Akavir are irrelevant, not to mention heresay. Bero calls Empress Morihatha’s Battlemage Welloc “an accomplished diplomat” but not “a powerful student of the School of Destruction.” I congratulate Bero on correctly identifying an Imperial Battlemage, but there are many written examples of Welloc’s skill in the School of Destruction. The sage Celarus, for example, wrote extensively about Welloc casting the Vampiric Cloud on the rebellious army of Blackrose, causing their strength and skill to pass on to their opponents. What is this, but an impressive example of the School of Destruction?Bero rather pathetically includes Jagar Tharn in his list of underachieving Battlemages. To use an insane traitor as example of rational behavior is an untenable position. What would Bero prefer? That Tharn used the School of Destruction to destroy Tamriel by a more traditional means?Bero uses his misrepresenta- tion of history as the basis for his argument. Even if he had found four excellent examples from history of Battlemages casting spells outside their School — and he didn’t — he would only have anecdotal evidence, which isn’t enough to support an argument. I could easily find four examples of illusionists casting healing spells, or nightblades teleporting. There is a time and a place for everything.Bero’s argument, built on this shaky ground, is that the School of Destruction is not a true school. He calls it “narrow and shallow” as an avenue of study, and its students impatient, with megalomaniac tendencies. How can one respond to this? Someone who knows nothing about casting a spell of Destruction criticizing the School for being too simple? Summarizing the School of Destruction as learning how to do the “maximum amount of damage in the minimum amount of time” is clearly absurd, and he expounds on his ignorance by listing all the complicated factors studied in his own School of Illusion.Allow me in response to list the factors studied in the School of Destruction. The means of delivering the spell matters more in the School of Destruction than any other school, whether it is cast at a touch, at a range, in concentric circles, or cast once to be triggered later. What forces must be reigned in to cast the spell: fire, lightning, or frost? And what are the advantages and dangers of each? What are the responses from different targets from the assault of different spells of destruction? What are the possible defenses and how may they be assailed? What environmental factors must be taken into consideration? What are the advantages of a spell of delayed damage? Bero suggests that the School of Destruction cannot be subtle, yet he forgets about all the Curses that fall under the mantle of the school, sometimes affecting generation after generation in subtle yet sublime ways.The School of Alteration is a distinct and separate entity from the School of Destruction, and Bero’s argument that they should be merged into one is patently ludicrous. He insists — again, a man who knows nothing about the Schools of Alteration and Destruction, is the one insisting this — that “damage” is part of the changing of reality dealt with by the spells of Alteration. The implication is that Levitation, to list a spell of Alteration, is a close cousin of Shock Bolt, a spell of Destruction. It would make as much sense to say that the School of Alteration, being all about the actuality of change, should absorb the School of Illusion, being all about the appearance of change.It certainly isn’t a coincidence that a master of the School of Illusion cast this attack on the School of Destruction. Illusion is, after all, all about masking the truth.
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Ruminations on the Elder Scroll
Appeared inElder Scrolls Onlinewith minor modifications.By Septimus Signus, College of WinterholdImagine living beneath the waves with a strong-sighted blessing of most excellent fabric. Holding the fabric over your gills, you would begin to breathe-drink its warp and weft. Though the plantmatter fibers imbue your soul, the wretched plankton would pollute the cloth until it stank to heavens of prophecy. This is one manner in which the Scrolls first came to pass, but are we the sea, or the breather, or the fabric? Or are we the breath itself?Can we flow through the Scrolls as knowledge flows through, being the water, or are we the stuck morass of sea-filth that gathers on the edge?Imagine, again, this time but different. A bird cresting the wind is lifted by a gust and downed by a stone. But the stone can come from above, if the bird is upside down. Where, then, did the gust come from? And which direction? Did the gods send either, or has the bird decreed their presence by her own mindmaking?The all-sight of the Scrolls makes a turning of the mind such that relative positions are absolute in their primacy.I ask you again to imagine for me. This time you are beneath the ground, a tiny acorn planted by some well-meaning elf-maiden of the woodlands for her pleasure. You wish to grow but fear what you may become, so you push off the water, the dirt, the sun, to stay in your hole. But it is in the very pushing that you become a tree, in spite of yourself. How did that happen?The acorn is a kind of tree-egg in this instance, and the knowledge is water and sun. We are the chicken inside the egg, but also the dirt. The knowledge from the Scrolls is what we push against to become full-sighted ourselves.One final imagining before your mind closes from the shock of ever-knowing. You are now a flame burning bright blue within a vast emptiness. In time you see your brothers and sisters, burnings of their own in the distance and along your side. A sea of pinpoints, a constellation of memories. Each burns bright, then flickers. Then two more take its place but not forever lest the void fills with rancid light that sucks the thought.Each of our minds is actually the emptiness, and the learnings of the Scrolls are the pinpoints. Without their stabbing light, my consciousness would be as a vast nothingness, unknowing its emptiness as a void is unknowing of itself. But the burnings are dangerous, and must be carefully tended and minded and brought to themselves and spread to their siblings.
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Shalidor’s Insights
Five more images went unused, and can be seenhere.
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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.
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The Dragon Break Reexamined
This book first appeared in TES3: Morrowind, during the third era, but refers to the third era in the past tense. This is on purpose.The late 3rd era was a period of remarkable religious ferment and creativity. The upheavals of the reign of Uriel VII were only the outward signs of the historical forces that would eventually lead to the fall of the Septim Dynasty. The so called “Dragon Break” was first proposed at this time, by a wide variety of cults and fringe sects across the Empire, connected only by a common obsession with the events surrounding Tiber Septim’s rise to power — the “founding myth,” if you will, of the Septim Dynasty.The basis of the Dragon Break doctrine is now known to be a rather prosaic error in the timeline printed in the otherwise authoritative “Encyclopedia Tamrielica,” first published in 3E 12, during the early years of Tiber Septim’s reign. At that time, the archives of Alinor were still inaccessible to human scholars, and the extant records from the Alessian period were extremely fragmentary. The Alessians had systematically burned all the libraries they could find, and their own records were largely destroyed during the War of Righteousness.The author of the Encyclopedia Tamrielica was apparently unfamiliar with the Alessian “year,” which their priesthood used to record all dates. We now know this refers to the length of the long vision-trances undertaken by the High Priestess, which might last anywhere from a few weeks to several months. Based on analysis of the surviving trance scrolls, as well as murals and friezes from Alessian temples, I estimate that the Alessian Order actually lasted only about 150 years, rather than the famous “one thousand and eight years” given by the Encyclopedia Tamrielica. The “mystery” of the millennial-plus rule of the Alessians was accepted but unexplained until the spread of the Lorkhan cults in the late 3rd era, when the doctrine of the Dragon Break took hold. Because this dating (and explanation) was so widely held at the time, and then repeated by historians down through today, it has come to have the force of tradition. Recall, however, that the 3rd era historians were already separated from the Alessians by a gulf of more than 2,000 years. And history was still in its infancy, relying on the few archives from those early days.Today, modern archaeology and paleonumerology have confirmed what my own research in Alessian dating first suggested: that the Dragon Break was invented in the late 3rd era, based on a scholarly error, fueled by obsession with eschatology and Numidiumism, and perpetuated by scholarly inertia.
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The Dreamstride
This is the TES5: Skyrim version of this book. It also appaers inElder Scrolls Onlinewith some differences in wording.THE DREAMSTRIDEThe Mysterious Alchemistsof VaerminaFor over a thousand years, the Priests of Vaermina have been masters of the art of alchemy. The complexity and potency of their mixtures are nothing short of legendary. These alchemical treasures are so highly sought-after, that a single draught showing up on the black market can command sums in the tens of thousands of septims.Of the numerous potions that have surfaced to date, Vaermina’s Torpor is perhaps the most impressive. A single sip of this viscous liquid places the imbiber in a state known as “The Dreamstride.” This condition allows the subject to experience the dreams of another as if they were actually there. The subject becomes an integral part of the dream, behaving as if they belong. To any other entities in this dream state, the subject will be mistaken for the dreamer; the subject will even find his mannerisms, speech patterns and knowledge expanded appropriately.To an observer, after the subject has imbibed the potion, they will appear to vanish. As the subject traverses distances within the dream, they will also be traversing distances in the actual world. When the Torpor’s effect has expired, the subject will fade back into reality in the exact location projected within the Dreamstride. Some Dreamstrides have transported their subjects a few feet, and some have appeared thousands of miles from their origin in a matter of minutes.It’s to be noted that the Dreamstride is highly dangerous and presents the subject with numerous pitfalls. In certain dreams, subjects have been exposed to life-threatening scenarios such as sicknesses, violence and even death. In most cases, the subject simply fades back to our world without harm, but in some instances, the subject never reappeared and was assumed to have expired or the subject reappeared deceased. It’s also quite possible that the subject could reappear in a precarious or hazardous location in reality, even though that location appeared safe within the Dreamstride.Vaermina’s Torpor is as mysterious and elusive as the priests that created it. It’s unknown whether this unique transport mechanism is a result of the Torpor itself or simply the odd machinations of Vaermina, but the potential for using the Dreamstride to penetrate seemingly impassible obstacles certainly outweighs its mysterious nature.
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