Friday, March 14, 2014

Case Study No. 1300: Urag gro-Shub

117. The Elder Scrolls V: Skyrim - Hitting The Books
20:57
I'll be hitting them really hard....with my bare fists.

The object that I helped find within Saarthal is now under the care of Tolfdir, and finding out more information about it leads me back to the College of Winterhold to a rather cantankerous old Orc called Urag Gro-Shub who also happens to be the librarian.

If I want the information I'm looking for I'll first have to get my hands on a book which Urag says an old student of the College has stolen, and of course he's now holed up in a place called Fellglow Keep.

Getting this book is going to be a whole new adventure in itself...
Tags: The Elder Scrolls V: Skyrim dragons Dragon Born Oblivion Imperial Legion Nord Redguard College of Winterhold Urag Gro-Shub Orthorn Krosis Fellglow Keep
Added: 11 months ago
From: BigAlly0001
Views: 72

Hitting the Books
Since Tolfdir is not available, I've been asked by Mirabelle Ervine to look into information on the object we found in Saarthal by talking to Urag gro-Shub in the Arcanaeum.
Objectives
Speak with Urag gro-Shub

[the player enters the Arcanaeum at the College of Winterhold, and walks up to the Orc librarian sitting at the desk]
URAG GRO-SHUB: I don't wanna see you treating any of these books poorly ... Are we clear?
[the player clicks on the librarian]
URAG GRO-SHUB: Hundreds of years have gone into assembling this collection. It's going to stay pristine ... understand?
[the player clicks on the librarian again]
URAG GRO-SHUB: You need a book, you talk to me. Otherwise, you're going to find yourself in a lot of pain.
[the player selects "I need to learn about something we found in Saarthal."]
URAG GRO-SHUB: I know what you want. Word travels fast around here ... Discovered some big mystery, huh? Well, you don't even need to ask. No, I don't have anything for you. Not anymore, anyway.
[the player selects "You don't have anything that can help?"]
URAG GRO-SHUB: I said not anymore. Orthorn stole a number of books when he ran off to Fellglow Keep to join those Summoners. Some kind of peace offering ... I think one of those volumes may have had some relevant information. If you want them, you'll have to talk to Orthorn.
["Completed: Speak with Urag gro-Shub, Find the stolen books (0/3)" appears on screen]
[the player selects "Who is this Orthorn?"]
URAG GRO-SHUB: He was an Apprentice here at the College. Not very skilled, but got involved with a group of mages who took a liking to him. When they left, he took off after them. Stole supplies and books from the College, I suppose as a way to ingratiate himself.
[the player selects "Doesn't anyone care that Orthorn stole things from the College?"]
URAG GRO-SHUB: Not enough to bother with it. Arch-Mage Aren's approach to these things is just to let them sort themselves out ... Although now it looks like you'll be doing the sorting. Good luck with that.
[the player selects "Why are these mages in Fellglow Keep?"]
URAG GRO-SHUB: Let's just call it a "difference of opinion" with the College. They were interested in research that goes outside the bounds of what the College allows, so they were ... persuaded to leave.
[the player exits the dialogue]
URAG GRO-SHUB: Fight well.
[the player makes his way to Fellglow Keep, where he finds Orthorn locked in a dungeon]
ORTHORN: Oh, you've saved me! Thank you so much. Who knows what they'd have done to me if you hadn't come along. I promise I'll help you get out of here.
[the player selects "Now where are the books?"]
ORTHORN: The, the books? Oh, I see. I thought perhaps ... Well, I thought you'd come for me. But yes, the books. The Caller will have them. She was most interested in one of the volumes. Although not interested enough to keep me from being locked up.
[the player selects "You should get yourself to safety."]
ORTHORN: Don't you need my help?
[the player selects "I can handle this on my own."]
ORTHORN: Well, I ... if you're sure. I'll just be on my way, then. Please do be careful, and thank you.
[the player leaves and makes his way to the Keep's Ritual Chamber, where an old woman is standing in the middle of the room]
CALLER: So, you're the one who barged into my home and laid waste to my projects. How nice to meet you.
[the player selects "Who are you?]
CALLER: Names no longer matter. You may refer to me as The Caller. Now, do you have a reason for making such a mess?
[the player selects "I'm here for the books from the College."]
CALLER: So you're just one of Aren's lackeys? That's disappointing. You show real promise. You come here, kill my assistants, disrupt my work ... You've annoyed me, so I don't think I'll be giving you anything.
[the player selects "Perhaps we can come to an arrangement."]
CALLER: I'm afraid you don't have anything worth trading. Now, you can go back to your College and leave me be, or I can kill you. Your choice.
[the player selects "May I please have the books?"]
CALLER: Oh, now we're all "please" and "thank you," are we? I'm afraid we're well beyond pleasantries ... I'll allow you the opportunity to turn around, walk out that door, and never come back. I suggest you move quickly.
[the player selects "I'm not going anywhere without those books."]
CALLER: Are you attempting to threaten me? After I've been so hospitable? Well, then you won't be leaving here at all.
[the player defeats The Caller, then finds the book "Last King of the Ayleids" on a pedestal in the room]
["Find the stolen books (1/3)" appears on screen, then the player finds the book "Night of Tears" on the floor]
["Find the stolen books (2/3)" appears on screen, then the player finds the book "On Artaeum" in a corner of the room]
["Find the stolen books (3/3)" appears on screen]
["Completed: Find the stolen books (3/3)" appears on screen]
["Return the books" appears on screen]
[the player returns to the Arcanaeum, and speaks to Urag gro-Shub]
URAG GRO-SHUB: I don't wanna see you treating any of these books poorly ... Are we clear?
[the player selects "Here are those books that went missing."]
URAG GRO-SHUB: Well, well. And you seem to be in one piece! Thank you. I'll look these over, and inform Mirabelle if I find anything relevant ... "Night of Tears," eh? I remember this one. Well, isn't that interesting. Did you read it yourself? If I recall correctly, that has some interesting implications. You should mention that to Tolfdir. And ... here. I suppose you've earned these.
["Completed: Hitting the Books" appears on screen]
URAG GRO-SHUB: Until next time.

---

From uesp.net:

Urag gro-Shub is an Orc mage that can be found at the College of Winterhold; he is in charge of the school's library (known as The Arcanaeum). He is a serious book collector and merchant, and supplies you with research materials concerning the Eye of Magnus during the quest Hitting the Books. One comment he makes, implying that all the books in the library would have been "burned to ashes or dissolved to nothing before the Third Era" if not for his personal efforts, indicates that Urag must have been keeping the library for several centuries.

Urag can make you Blood-Kin with the Orcs (after completing the Fetch me that Book! quest) if you have not already earned this through other means.

After completing the quest Alduin's Bane, it is possible to sell the Elder Scroll to Urag for 2000 gold. This is the only way to remove the artifact from your inventory, without installing Dawnguard.

Urag wears adept robes of conjuration and a pair of boots.

He knows the following spells: Frostbite (Destruction), Fast Healing (Restoration), and Lesser Ward (Restoration).

---

From wikia.com:

Urag gro-Shub is an Orc mage and the librarian of The Arcanaeum at The College of Winterhold in Skyrim.

He is a merchant of books and takes his job very seriously. He initiates the Hitting The Books quest when the Dragonborn approaches him, requesting research materials for the Eye of Magnus. The books Urag sells and requests vary over time.

Race: Orsimer
Gender: Male
Level: 10
Class: Mage
Faction: The College of Winterhold
Rank: Librarian
Services: Librarian, Book merchant
Essential: Always
Ref ID: 0001C1B4
Base ID: 0001C193

Wares
At The Arcanaeum he sells various books, including exceptionally rare ones. Sometimes, he sells books that share the same name as ones needed for Fetch me that Book!. Some of these books are difficult to locate elsewhere.

* Amongst the Draugr (14 gold)
* An Accounting of the Scrolls (20 gold)
* Chaurus Pie: A Recipe (11 gold)
* Death of a Wanderer (12 gold)
* Dragon Language: Myth no More (14 gold)
* Effects of the Elder Scrolls (25 gold)
* Final Lesson (14 gold)
* Flight from the Thalmor (13 gold)
* Great Harbingers (13 gold)
* Lycanthropic Legends of Skyrim (20 gold)
* Magic from the Sky (12 gold)
* Nerevar Moon and Star (30 gold)
* On Oblivion (10 gold)
* On Stepping Lightly (12 gold)
* Opusculus Lamae Bal (14 gold)
* Short History of Morrowind (15 gold)
* Skyrim's Rule (14 gold)
* Spirit of the Daedra (25 gold)
* The Apprentice's Assistant (12 gold)
* The Madness of Pelagius (12 gold)
* The Posting of the Hunt (25 gold)
* The Tale of Dro'Zira (11 gold)
* The Third Door (11 gold)
* Treatise on Ayleidic Cities (25 gold)
* The Wraith's Wedding Dowry (10 gold)

Bugs
During the quest Fetch me that Book!, Urag may not recognize that the Dragonborn is in possession of the book.
* Solution (PC): Type this in the Console Command: setstage MGR20 20

In the Xbox 360 version, books he sends the Dragonborn to collect may not appear if the location is labeled as "cleared" or if the room containing the book requires the death of a boss to open.

Hitting the Books (Quest)
After finding the books at Fellglow Keep, gro-Shub rewards the Dragonborn with six skill books: Racial Phylogeny, Daughter of the Niben, Catalogue of Weapon Enchantments, Response to Bero's Speech, The Black Arts On Trial, and 2920, Hearth Fire (v9).

Hitting the Books (Walkthrough)
Seek out Urag gro-Shub sitting at his desk inside the The Arcanaeum. Gro-Shub will tell you the books you need for your current dilemma were recently stolen by an apprentice by the name of Orthorn, who took the books and ran off to the Fellglow Keep to join up with a group of mages who left the College. He suggests you "speak" with Orthorn about the books.

The Fortress grounds are guarded by two mages and a flame atronach. The best way to kill them is to get atop the tower and sneak and shoot them with a bow, this will eliminate them easily. Once dispatched, you will find the main entrance is locked and can only be opened with a key. There is, however, another entry point into the dungeons. In the base of one of the ruined towers, there are steps down to Fellglow Keep Dungeons. Once inside the dungeons, follow the path and dispatch the guarding mages until you reach...

Walk along the dark corridors to the second large room. In the room there is an ice mage and some frostbite spiders. Run up the stairs and kill the novices of the arcane arts. Follow the path south and kill the next magician. There are Traps in this area, not necessarily on the ground, that will shoot arrows from the walls.

Bend to the north / northeast and you will find a prison. To make it easier, you can release the Vampires from their cages, using the levers against the wall. They will ignore you and attack the enemy mages. Now, let the prisoners do the work, and follow them.

Run to the east, following the narrow passage and climb the stone stairs. In the next room you should try to kill the mage quickly; if you do not, the wolves will be released from their cages. You will now find the prisoner, Orthorn, in a cage. Speak to him in connection to the books and to find out where they are located - he says The Caller has them. After this conversation, you have the opportunity to have Orthorn as a temporary follower (for the remainder of quest). To free him, use the middle of the three levers. Or you can leave him in the cage until you clear the dungeon.

NOTE: It makes it easier if Orthorn isn't killed, as the final battle is quite challenging without him.

Now follow the corridor in the north / northeast, and down the stairs. There are three other magicians practicing their skills. You can use sneak here very effectively. Otherwise, the best defense is attack.

Now follow the next steps to the north. At the top, there is a Necromancer or two and some skeletons. Directly engage the Necromancer(s), as the summoned undead will disappear with his/her death. At the end of the corridor is a Raise Zombie spell tome on the pedestal. To the left is a door, which you can use to enter the main portion of Fellglow Keep proper.

In the next area, there are two mages; a fire-based Novice Conjurer, and an Apprentice Storm Mage. Should you be traveling alone, you should focus on one opponent and use cover to heal. If you are traveling with Orthorn, attack whomever he chooses. After the battle, scour the room for bits of treasure. Upon the pedestal, directly across from the entrance you arrived in, there sits the book The Doors of Oblivion. Through the door to the east a Novice Necromancer lies in wait. As you continue your journey through the passageway to the north, you will find a Flame Atronach in the common room of the first floor, as well as an Apprentice Ice Mage with a Staff of Flames. The bottom floor also has a room where a Novice Storm Mage and Novice Necromancer are resting. In the room in the east it is just another mage, and nothing else really interesting. Continue up the stairs to the south.

In the room to the right, you'll find a bench and an Arcane Enchanter, an Alchemy Lab, Anvil and Workbench. On the desk next to the alchemy lab, you'll see an unusual gem. To the left, there are two mages and after you defeat them look for a book named Hypothetical Treachery which will boost your destruction skill. Continue on further up the hallway and stairs. There are two bedrooms nearby. A little further down the hallway is a locked door. Inside is the shrine of Julianos, which increases your Magicka by 25 points temporarily.

Now comes the grand staircase, west / northwest, to the top. There is one more mage that you have to fight, and he has the keys to the Fellglow Keep Ritual Chamber. You will encounter The Caller in the Ritual Chamber. Either you fight against the sorceress or come to an arrangement with her.

* Arrangement: In the course of the conversation she offers to trade, requiring a team as a replacement for the mages and the books. She responds and waits. Talk to the witch again, to complete the bargain. You MUST talk to her again to make the trade. If you take the books before talking to her again she will attack you. Grab the three books and leave the place. You have to do this immediately, since opening the exit door after leaving is not possible.
* Fight: Should you decide to fight her, she summons two level-dependent Atronachs (which can be looted for Frost/Fire/Void salts when defeated, as they aren't the result of a Conjuration spell), which appear in the rooms behind her. She primarily uses frost and lightning Destruction spells, but also uses Restoration spells and periodically teleports around the room.
* Persuade: Requires 50 Speech; she can be persuaded to not fight and you can take the books and leave unhindered.

If you decided to do the arrangement part, you cannot use the door behind The Caller. So just leave through the door you came through and a Novice Storm Mage will be there to fight you at the bottom of the stairs. Kill her and Fellglow Keep Key will be on her body. Take it and keep traveling backwards until you've reached the room where the Apprentice Ice Mage was and you can unlock the door and leave the Keep. Once the final battle is completed, you can safely take the three books (located on pedestal, but they may fall onto the floor during the fighting), and the Fellglow Keep Key, looted from The Caller. The door is directly behind the middle pedestal. Once through the door, you can take the trap door exit and proceed back to Skyrim.

Once you return to the The College of Winterhold, speak with Urag gro-Shub to return the books. He will then offer you the quest Good Intentions.

Fetch Me That Book! (Quest)
After joining the College of Winterhold, Urag may send the Dragonborn to collect various rare books. He pays the Dragonborn with gold as a reward. Once enough are collected, he sends word to the Orc Strongholds so that the Dragonborn can gain entry.

Fetch Me That Book! (Walkthrough)
After completing the quest First Lessons, the player can enter the College of Winterhold. Urag gro-Shub can be found inside The Arcanaeum. He will then give the player the quest to retrieve a random book out of this list, that can be found inside a random boss-level chest in any dungeon in the game:

* Arcana Restored
* Brothers of Darkness
* Children of the Sky
* Chimarvamidium
* Chronicles of Nchuleft
* Cleansing of the Fane
* Fragment: On Artaeum
* Glories and Laments''
* Hanging Gardens
* Invocation of Azura
* Last King of the Ayleids
* The Legendary Scourge
* N'Gasta! Kvata! Kvakis!
* Night Falls on Sentinel
* The Old Ways
* Remanada
* Souls, Black and White
* War of the First Council
* The Waters of Oblivion
* The Wild Elves
* The Wolf Queen, v6

Shalidor's Insights (Quest)
Urag requires assistance with locating Shalidor's Insights, rare manuscripts scattered across Skyrim.

Shalidor's Insights (Walkthrough)
Once you have been admitted to the College of Winterhold you have access to the Arcanaeum. The Arcanaeum is tended by an old Orc named Urag gro-Shub. You have to ask Urag if he needs any special books to be found. Urag will talk about the Arch-Mage Shalidor and his understanding of magic. Urag will then ask you if you wish to find Shalidor's Insights for him. Accept.

In the chest located on the map a copy of Shalidor's insights is found. Return the book to Urag and receive 30 gold. Urag says he'll need a couple of days to translate the book. Wait 48 hours and ask Urag how the research is coming along, and - if you've waited long enough - he'll say they've completed the translation, and gives you three Shalidor's Insights: These are scrolls which lower the cost and increase the duration of spells for 120 seconds. The kind of scroll you get depends on which tree (Destruction, Alteration, Conjuration, ...) you have the highest level on. Uncommonly, the Dragonborn will get a random magic skill increase (Destruction, Alteration, Conjuration, ...). This increase does NOT count as one of the five training points each level but it functions in the exact same manner as it would a trainer.

Journal Entry: "Urag gro-Shub is looking for writings by the Arch-Mage Shalidor, so that he can translate them into something useful for the College. He's asked that I attempt to find another copy for him."

Elder Knowledge (Quest)
After speaking to Paarthurnax about learning Dragonrend, the Dragonborn needs to recover an Elder Scroll to travel back in time to Alduin's defeat atop The Throat of the World. Urag gro-Shub is able to provide the Dragonborn with two texts on Elder Scrolls, Effects of the Elder Scrolls and Ruminations on the Elder Scrolls, one of which is authored by Septimus Signus. As a former member of the college, Urag knows his whereabouts and directs the Dragonborn to him. If the Dragonborn collects the Elder Scroll at Alftand, it can later be sold to Urag for 2,000 gold. In The Elder Scrolls V: Dawnguard, the Dragonborn requires the same Elder Scroll for the quest "Scroll Scouting". If the Dragonborn sold it to Urag, he sells it for 4,000 gold. Alternatively, he can be persuaded to sell it back for 3,000 gold. An Arch-Mage Dragonborn can purchase the scroll back for 2,000 gold if you are far enough in the story line.

Elder Knowledge (Walkthrough)
To learn more about the Elder Scroll that is needed, visit High Hrothgar and speak to Arngeir or talk to Esbern at Sky Haven Temple. Either choice prompts going to The College of Winterhold.

Travel to The College of Winterhold, and you will be met by an Altmer named Faralda. Assuming you have not already joined the College of Winterhold faction, you will be prevented from entering the college. There are several options for getting in to the college:

* Persuade: You can persuade her into letting you in.
* Test: Take Faralda's test by casting the random spell that she asks you to cast.
* Shout: Tell Faralda that you are Dragonborn and show her a shout.

Do one of the above options and she will let you into the College.

Once you're in the College you need to find an Orc named Urag gro-Shub, who runs The Arcanaeum inside the College. Ask him about the Elder Scrolls and he will place two books for you on the table. (If they're not working, check the Notes section). Reading "Ruminations on the Elder Scrolls" will begin the side quest "Discerning the Transmundane" if it wasn't started already. After you tell Urag that the Ruminations on the Elder Scrolls are incomprehensible, he will tell you that the book was written by an expert on the Elder Scrolls, Septimus Signus. He gives you the last known location of Septimus.

Alternatively, the player can simply go to Septimus Signus' Outpost, and avoid joining the College altogether.

You must go to Septimus Signus's Outpost, the northern iceberg where Septimus has made his home. Climb down the ladder to find Septimus working on a Dwemer Box. Ask Septimus about the Elder Scroll, and he will tell you that you must go to Blackreach, a large underground Dwemer city that lies underneath the ruins of Alftand. He will give you the Attunement Sphere and the Blank Lexicon.

The next stage of the mission will take you to Alftand, leading on to the underground world of Blackreach. This is a long, hard mission, with lots of Falmer and Dwarven Animunculi. Blackreach itself has many side missions, so you'll be on-the-road for a while. It's a good idea to make sure you've stocked up on potions, and stowed any unwanted items at home to free up space for your loot.

Alftand is located on the glacial mountains southwest of Winterhold. When you enter Alftand you will need to travel throughout large glacial tunnels, these glacial tunnels were left in a hurry so there are tools laying all over the ground. Follow the tunnel till you reach the Dwemer Ruins. You will come across a door that can be unlocked from the other side, so go to the passage that heads west up a ramp.

Carry on going north, there will be two Dwarven Spheres. Kill or avoid them and head through the gold door and up to a Dwarven Spider–infested passage stretching south. This main passage will lead you east, above the room with the Dwemer Sphere's in it, but you are now on the ledge above it, and you will have to dodge the pistons. This will lead you to the Alftand Animonculory.

Travel through the Alftand Animonculory, past the spinning blades, and you will find a locked gate - there is a lever on the other side of the gate that you can reach from the far left position. Open the gate and you will come across a massive shaft in the Animonculory. Travel down this shaft and you will come across some Falmer. Dispatch or sneak by the four Falmer that reside in the shaft. Alternatively you can use the Become Ethereal shout to jump straight to the bottom; however this is not advised as you may become overwhelmed by the number of Falmer at the bottom and you will miss some good loot on the way down.

Mid-way down the shaft one of the ramps has broken, so you have to jump down to the platform below, possibly taking some damage. Try to jump to the center of the pile of rubble to minimize this. At this point you can only return to the levels above by continuing to another exit, and re-entering.

Once you're at the bottom you will find an entrance to a gold door. This door is guarded by fire jets; get past them. Enter the door - which leads to a Falmer nest (though it is not necessary to walk through the fire jets as on the left side there's a little gap between the pipes you can walk through without worry of being burned). Go through the nest, dispatching or avoiding the Falmer inside. Go though the golden door on the southwest over a bridge. This will lead to another looping walkway with several Falmer and at least one Frostbite Spider on it.

Now enter the Alftand Cathedral. Battle or avoid the two Falmer. Travel up the stairs and activate the switch. Then pass through the gate which was once shut. You will find a Dwarven Centurion that you must kill, as he has the key you need to proceed. (An easy way to defeat the Centurion would be to have your partner stand at the front of the gate, activate the Centurion, run up the stairs and close the gate. On the outside of the gate,you can easily defeat the Centurion with a bow and arrows.) Next, go to the gate on the southwest, you will hear an argument of two adventurers, Sulla and Umana. They will fight if you wait in concealment, but you will need to kill the survivor or both of them (or just sneak past them while they're bickering). Go to the Dwarven Mechanism now, and insert the Attunement Sphere Septimus gave you. The floor parts, revealing stairs down to a hidden gold door and an entrance into the mysterious undercity of Blackreach.

NOTE: At this point the elevator immediately behind the "Dwarven Mechanism" will take you back to Skyrim. This lift can then be taken back to this point if you are struggling for space with all the loot. Also a useful midway point for returning later to collect the various bits of Dwemer metal for converting to ingots.

You can exit Blackreach using the appropriate Dwarven Elevator just left of your location. There are several Centurion along the road, but they can be avoided. Just take care of the Dwemer sphere and the Falmer (a very easy way to dispose of the sphere is to activate the nearby crossbow before the sphere activates, as this kills it instantly), and follow the cobblestone path southeast to a golden button encased on a Dwarven head pedestal. Press it, and the elevator behind lights up, allowing you to ascend and exit back outside. Open the gate, allowing you to enter from the Great Lift of Alftand.

This is a large city with many enemies and things to loot. Remember to bring a pickaxe as there are many ores to mine. To continue the mission, follow the quest marker to the far southwest corner of the map. This will lead you to the Tower of Mzark, the place where the Scroll resides.

From the lift to the Tower of Mzark, you should see a giant orb of light overhanging a nearby castle. If you use your Unrelenting Force shout on the orb, a dragon named Vulthuryol will come to attack you. It is not necessary to kill or even call forth the dragon to finish the quest, but it's a way to harvest another dragon soul if you want one. Be aware that the castle has many Falmer and their servitors, who will be alerted by your shout and will attack you. You may want to clear them out before shouting. Also, the dragon may fly away after a pass or two overhead. If so, climb down out of the castle and search the nearby area, as it will likely have landed nearby. (In one case, it was on the ground between the castle and the Tower of Mzark lift.)

Once inside the Tower of Mzark, you will come to a room with a number of alchemical ingredients and other items. The Oculory is through the gold door on the other side of the room. Go up the spiral stair case. Near the top is a level area with desks, ruined books, and a door to an elevator to the surface. Near the door is a dead body, that of Drokt. Journal of Drokt is next to his skeletal remains.

Go up the ramp above the elevator door to the controls. The controls consists of a Lexicon Receptacle and four positioning buttons embedded in pedestals.

Activate the Lexicon Receptacle, so the Blank Lexicon rests on top of it. The two pedestals to the Receptacle's right, the only ones currently active, open and close the Oculory lenses. Press the taller of the two pedestals (right of the pedestal with the lens chart on it in the middle of the buttons) three or four times, until the pedestal with the blue button to the left of the middle one starts to glow. Move to this new pedestal (at this point, the Blank Lexicon may be glowing blue). The two pedestals to the left of the lens chart, the taller of which is now active, control the ceiling lens array. Press the button of the taller, left pedestal twice, until the button on the left of that (the smaller pedestal) begins to glow. Note, if you press the left button too many times, you may have to start over with the farthest right button pedestal (as a reset). Now press that button, and a large set of lens crystals descends from the ceiling and stops. The main crystal rotates and splits apart to reveal a tube-like carrying device, which contains what you've come all this way for - the Elder Scroll.

Once you get the scroll, you have completed the quest. Pick up the Lexicon in order to continue the Discerning the Transmundane quest.

Scroll Scouting (Quest)
The Dragonborn need the scroll once again and it can be purchased from Urag if it's been sold to him once before.

Scroll Scouting (Walkthrough)
After the completion of the quest Prophet, the Dragonborn will be told by Dexion Evicus that all three Elder Scrolls must be obtained in order for him to read the whole prophecy.

If the Dragonborn has already obtained an Elder Scroll during the Main Quest, then the Elder Scroll (Dragon) will already be in the inventory. If it was sold to Urag gro-Shub at the College of Winterhold, it must be bought back. He'll sell it back for 4,000 gold, but he can be persuaded to sell it for half if the Dragonborn is the Arch-Mage. However, if the Dragonborn is not the Arch-Mage, Urag can still be persuaded to give it back for 3,000 gold.

Discerning the Transmundane (Quest)
It serves as the Daedric Quests for Hermaeus Mora. It also runs concurrently with the Main quest "Elder Knowledge" and is the only method of accessing Blackreach.

Discerning the Transmundane (Walkthrough)
Although this quest can be started any level, such as during the main quest "Elder Knowledge", the second part involving the harvesting of blood can only be initiated after level 15.

It can be started by speaking to Septimus Signus, a brilliant but mad scholar who has devoted his life to studying the Elder Scrolls. He can be found in Septimus Signus's Outpost, an ice cave north of Winterhold. He explains that the Dwemer lockbox buried within the outpost holds the "heart of a god" and he wishes to access it to learn it's secrets.

He gives the Dragonborn an Attunement Sphere and a Blank Lexicon which must be inscribed with the Dwemer mechanism located within the Tower of Mzark. The tower can only be accessed via Blackreach, the underground ruins of an ancient Dwemer city.

The first step is to travel to the Dwemer ruin of Alftand, located in the snowy mountains southwest of Winterhold. Enter the Alftand Glacial Ruins and progress through the tunnels of ice. Eventually a Khajiiti skooma addict named J'darr will attack. His brother's journal reveals that he, along with several others, were members of a failed expedition to the ruins. Proceed through the caves and past two Dwarven spiders until the Alftand Animonculory is reached.
Alftand Animonculory

Proceed through the ruins and fight past the various Falmer that reside here. Several dead members of the failed expedition can be found here. Eventually the Alftand Cathedral will be reached which grants access to Blackreach.

Head past the traps and Falmer who guard this section. Past a set of double doors opens into a large room patrolled by several enemies. Head through the main gate where two Dwarven centurions can be found. One Centurion lies on the floor inactive, however the other will awaken when approached. Defeat the Centurion and take the key from its corpse. Proceed to the next gate where a Redguard named Umana and an Imperial named Sulla Trebatius begin to fight after a brief exchange of words. If one is killed, the other will turn and attack the Dragonborn.

Proceed towards the Dwarven mechanism located in the center of the room. Activate the mechanism with the attunement sphere which causes the floor to retract into stairs. Head down the stairs and into Blackreach.

Progress through the vast cavern towards the objective marker, fighting off the various creatures within. Once the Tower of Mzark is reached, proceed inside and through the corridors to the main room. Head up the the spiral stairs until the Dwemer mechanism is reached. Place the blank lexicon inside the receptacle and begin the inscription puzzle.

The puzzle involving pushing four buttons on the podium in a certain order. After placing the Lexicon, the two buttons on the right side will light up.

To decipher the code, press the third button a few times, until the Lexicon opens and button two lights up. Press button two until the overhead lenses are seen directing light onto the sphere, then the first button lights up. Press this button to reveal the scroll.

Next, pick up the Elder Scroll and the runed lexicon from the receptacle and return to Septimus.

The next part of this quest is dependent on character level. Returning to Septimus at under level 15 will cause him to dismiss the Dragonborn until he has had time to study the Lexicon. When level 15 is reached, he will send a courier to summon the Dragonborn back to the outpost.

Returning to Septimus at level 15 or higher will prompt him to begin immediately reading the Lexicon. He then reveals that he is in the service of Hermaeus Mora, the Daedric Prince of Knowledge.

After studying the Runed Lexicon, he explains that Dwemer blood is needed to open the Dwemer lockbox. Since the Dwemer are extinct, blood from the various Mer races must be collected to create a facsimile. Specifically, the blood of Altmer, Bosmer, Dunmer, Falmer and Orsimer. Septimus then gives the Dragonborn an essense extractor and requests that the blood be collected for him.

Upon trying to leave the iceberg, Hermaeus Mora confronts the Dragonborn and reveals that as soon as the lockbox is opened, Septimus' usefulness will be over. He then offers the Dragonborn Septimus' position. Responding either way has no discernible consequences.

Ancient Falmer Tomes (Quest)
Four ancient tomes written in the Falmer Language are scattered throughout the Forgotten Vale. They can be sold to Urag gro-Shub at the College. For each Unknown Book, he will award 1000 gold and a translated version of that book.

Ancient Falmer Tomes (Walkthrough)
The Unknown Books are four ancient tomes written in the Falmer Language that date back to the late Merethic Era.

The books are scattered throughout the Forgotten Vale and can be sold to Urag gro-Shub at the College of Winterhold. For each Unknown Book, he will award 1000 gold and a translated version of that book.

* "Unknown Book, Vol. I" is found in the Forgotten Vale just before the giant frozen waterfall and frozen river is reached. While walking down the slope after killing several Frostbite Spiders in a ravine, look to the right side of the path. It's by a skeleton and a chest. Alternatively, Use the Paragon Platform to reach the Wayshrine of Learning. Follow northwest along the river until arriving at the pillars across from the frozen waterfalls. There should be a chest, a skeleton, and Unknown Book, Vol. I just north of the tallest pillar.
* Use the Paragon Platform to reach the Forgotten Vale Overlook. Once there, follow the river north staying to the right side. Before the waterfall there will be a chest, some weapons, and Unknown Book, Vol. II. Alternatively, reach the balcony of the Inner Sanctum and, using Become Ethereal, jump off the balcony onto the Forgotten Vale Overlook.
* For "Unknown Book, Vol. III", use the Paragon Platform to reach the Shrine of Resolution and head west to cross the bridge. Traverse through the ravine using the Falmer walkways. The book is in the southern most tent near the waterfall. If the book is still not found, go to the entrance of the Glacial Crevice and turn around to face north. Take the ramp up, follow the path and take the bridge on the left to get to the tent. Unknown Book, Vol. III should be sitting on the table.
* After traversing through the Glacial Crevice, you will reach a small outdoor Falmer village. The book "Unknown Book, Vol. IV" is located on a table in the boss level Falmer's hut near the end village and before the long tunnel.

---

From ign.com:

You obtain the quest Hitting the Books from the Arch-Mage, after completing Under Saarthal.

Arcanaeum
Seek out Urag gro-Shub sitting at his desk inside the The Arcanaeum. Gro-Shub will tell you the books you need for your current dilemma were recently stolen by an apprentice by the name of Orthorn, who took the books and ran off to the Fellglow Keep to join up with a group of mages who left the College. He suggests you "speak" with Orthorn about the books.

Fellglow Keep (Outside)
The Fortress grounds are guarded by two mages and a flame atronach. The best way to kill them is to get atop the tower and sneak and shoot them with a bow, this will eliminate them easily. Once dispatched, you will find the main entrance is locked and can only be opened with a key. There is, however, another entry point into the dungeons. In the base of one of the ruined towers, there are steps down to Fellglow Keep Dungeons. Once inside the dungeons, follow the path and dispatch the guarding mages until you reach...

Fellglow Keep Dungeons
Walk along the dark corridors to the second large room. In the room there is an ice mage and some frostbite spiders. Run up the stairs and kill the novices of the arcane arts. Follow the path south and kill the next magician. There are Traps in this area, not necessarily on the ground, that will shoot arrows from the walls.

Bend to the north / northeast and you will find a prison. To make it easier, you can release the Vampires from their cages, using the levers against the wall. They will ignore you and attack the enemy mages. Now, let the prisoners do the work, and follow them.

Run to the east, following the narrow passage and climb the stone stairs. In the next room you should try to kill the mage quickly; if you do not, the wolves will be released from their cages. You will now find the prisoner, Orthorn, in a cage. Speak to him in connection to the books and to find out where they are located - he says The Caller has them. After this conversation, you have the opportunity to have Orthorn as a temporary follower (for the remainder of quest). To free him, use the middle of the three levers. Or you can leave him in the cage until you clear the dungeon.

[Note: it makes it easier if Orthorn isn't killed, as the final battle is quite challenging without him.]

Now follow the corridor in the north / northeast, and down the stairs. There are three other magicians practicing their skills. You can use sneak here very effectively. Otherwise, the best defense is attack.

Now follow the next steps to the north. At the top, there is a Necromancer or two and some skeletons. Directly engage the Necromancer(s), as the summoned undead will disappear with his/her death. At the end of the corridor is a Raise Zombie spell tome on the pedestal. To the left is a door, which you can use to enter the main portion of Fellglow Keep proper.

Fellglow Keep
In the next area, there are two mages; a fire-based Novice Conjurer, and an Apprentice Storm Mage. Should you be traveling alone, you should focus on one opponent and use cover to heal. If you are traveling with Orthorn, attack whomever he chooses. After the battle, scour the room for bits of treasure. Upon the pedestal, directly across from the entrance you arrived in, there sits the book The Doors of Oblivion. Through the door to the east a Novice Necromancer lies in wait. As you continue your journey through the passageway to the north, you will find a Flame Atronach in the common room of the first floor, as well as an Apprentice Ice Mage with a Staff of Flames. The bottom floor also has a room where a Novice Storm Mage and Novice Necromancer are resting. In the room in the east it is just another mage, and nothing else really interesting. Continue up the stairs to the south.

In the room to the right, you'll find a bench and an Arcane Enchanter, an Alchemy Lab, Anvil and Workbench. On the desk next to the alchemy lab, you'll see an unusual gem. To the left, there are two mages and after you defeat them look for a book named Hypothetical Treachery which will boost your destruction skill. Continue on further up the hallway and stairs. There are two bedrooms nearby. A little further down the hallway is a locked door. Inside is the shrine of Julianos, which increases your Magicka by 25 points temporarily.

The Caller
Now comes the grand staircase, west / northwest, to the top. There is one more mage that you have to fight, and he has the keys to the Fellglow Keep Ritual Chamber. You will encounter The Caller in the Ritual Chamber. Either you fight against the sorceress or come to an arrangement with her.

* Arrangement: In the course of the conversation she offers to trade, requiring a team as a replacement for the mages and the books. She responds and waits. Talk to the witch again, to complete the bargain. You MUST talk to her again to make the trade. If you take the books before talking to her again she will attack you. Grab the three books and leave the place. You have to do this immediately, since opening the exit door after leaving is not possible.
* Fight: Should you decide to fight her, she summons two level-dependent Atronachs (which can be looted for Frost/Fire/Void salts when defeated, as they aren't the result of a Conjuration spell), which appear in the rooms behind her. She primarily uses frost and lightning Destruction spells, but also uses Restoration spells and periodically teleports around the room.
* Persuade: Requires 50 Speech; she can be persuaded to not fight and you can take the books and leave unhindered.

Completing
If you decided to do the arrangement part, you cannot use the door behind The Caller. So just leave through the door you came through and a Novice Storm Mage will be there to fight you at the bottom of the stairs. Kill her and Fellglow Keep Key will be on her body. Take it and keep traveling backwards until you've reached the room where the Apprentice Ice Mage was and you can unlock the door and leave the Keep. Once the final battle is completed, you can safely take the three books (located on pedestal, but they may fall onto the floor during the fighting), and the Fellglow Keep Key, looted from The Caller. The door is directly behind the middle pedestal. Once through the door, you can take the trap door exit and proceed back to Skyrim.

Once you return to the The College of Winterhold, speak with Urag gro-Shub to return the books. He will then offer you the quest Good Intentions.

---

From gamefaqs.com:

The books inside the Arcanaeum were made after the Second Era. Most of them are old, but well-preserved, because of Urag gro-Shub. Without him, it is likely that some of the books would no longer exist. Through the centuries, many books have come and gone, but many still remain. Urag tries to keep as much knowledge available to the mages as he can and takes his job very seriously.

Urag gro-Shub also sells books in the Arcanaeum, and the stock seems to change between different saves. His shop stock updates every 48 in-game hours.

*****
A DANCE IN FIRE, BOOK 1
*****

Scene: The Imperial City, Cyrodiil
Date: 7 Frost Fall, 3E 397

It seemed as if the palace had always housed the Atrius Building Commission, the company of clerks and estate agents who authored and notarized nearly every construction of any note in the Empire. It had stood for two hundred and fifty years, since the reign of the Emperor Magnus, a plain-fronted and austere hall on a minor but respectable plaza in the Imperial City. Energetic and ambitious middle-class lads and ladies worked there, as well as complacent middle-aged ones like Decumus Scotti. No one could imagine a world without the Commission, least of all Scotti. To be accurate, he could not imagine a world without himself in the Commission.

"Lord Atrius is perfectly aware of your contributions," said the managing clerk, closing the shutter that demarcated Scotti's office behind him. "But you know that things have been difficult."

"Yes," said Scotti, stiffly.

"Lord Vanech's men have been giving us a lot of competition lately, and we must be more efficient if we are to survive. Unfortunately, that means releasing some of our historically best but presently underachieving senior clerks."

"I understand. Can't be helped."

"I'm glad that you understand," smiled the managing clerk, smiling thinly and withdrawing. "Please have your room cleared immediately."

Scotti began the task of organizing all his work to pass on to his successor. It would probably be young Imbrallius who would take most of it on, which was as it should be, he considered philosophically. The lad knew how to find business. Scotti wondered idly what the fellow would do with the contracts for the new statue of St Alessia for which the Temple of the One had applied. Probably invent a clerical error, blame it on his old predecessor Decumus Scotti, and require an additional cost to rectify.

"I have correspondence for Decumus Scotti of the Atrius Building Commission."

Scotti looked up. A fat-faced courier had entered his office and was thrusting forth a sealed scroll. He handed the boy a gold piece, and opened it up. By the poor penmanship, atrocious spelling and grammar, and overall unprofessional tone, it was manifestly evident who the writer was. Liodes Jurus, a fellow clerk some years before, who had left the Commission after being accused of unethical business practices.

"Dear Sckotti,

I emagine you alway wondered what happened to me, and the last plase you would have expected to find me is out in the woods. But thats exactly where I am. Ha ha. If your'e smart and want to make lot of extra gold for Lord Atrius (and yourself, ha ha), youll come down to Vallinwood too. If you have'nt or have been following the politics hear lately, you may or may not know that ther's bin a war between the Boshmer and there neighbors Elswere over the past two years. Things have only just calm down, and ther's a lot that needs to be rebuilt.

Now Ive got more business than I can handle, but I need somone with some clout, someone representing a respected agencie to get the quill in the ink. That somone is you, my fiend. Come & meat me at the M'ther Paskos Tavern in Falinnesti, Vallinwood. Ill be here 2 weeks and you wont be sorrie.

-- Jurus

P.S.: Bring a wagenload of timber if you can."

"What do you have there, Scotti?" asked a voice.

Scotti started. It was Imbrallius, his damnably handsome face peeking through the shutters, smiling in that way that melted the hearts of the stingiest of patrons and the roughest of stonemasons. Scotti shoved the letter in his jacket pocket.

"Personal correspondence," he sniffed. "I'll be cleared up here in a just a moment."

"I don't want to hurry you," said Imbrallius, grabbing a few sheets of blank contracts from Scotti's desk. "I've just gone through a stack, and the junior scribes hands are all cramping up, so I thought you wouldn't miss a few."

The lad vanished. Scotti retrieved the letter and read it again. He thought about his life, something he rarely did. It seemed a sea of gray with a black insurmountable wall looming. There was only one narrow passage he could see in that wall. Quickly, before he had a moment to reconsider it, he grabbed a dozen of the blank contracts with the shimmering gold leaf ATRIUS BUILDING COMMISSION BY APPOINTMENT OF HIS IMPERIAL MAJESTY and hid them in the satchel with his personal effects.

The next day he began his adventure with a giddy lack of hesitation. He arranged for a seat in a caravan bound for Valenwood, the single escorted conveyance to the southeast leaving the Imperial City that week. He had scarcely hours to pack, but he remembered to purchase a wagonload of timber.

"It will be extra gold to pay for a horse to pull that," frowned the convoy head.

"So I anticipated," smiled Scotti with his best Imbrallius grin.

Ten wagons in all set off that afternoon through the familiar Cyrodilic countryside. Past fields of wildflowers, gently rolling woodlands, friendly hamlets. The clop of the horses' hooves against the sound stone road reminded Scotti that the Atrius Building Commission constructed it. Five of the eighteen necessary contracts for its completion were drafted by his own hand.

"Very smart of you to bring that wood along," said a gray-whiskered Breton man next to him on his wagon. "You must be in Commerce."

"Of a sort," said Scotti, in a way he hoped was mysterious, before introducing himself: "Decumus Scotti."

"Gryf Mallon," said the man. "I'm a poet, actually a translator of old Bosmer literature. I was researching some newly discovered tracts of the Mnoriad Pley Bar two years ago when the war broke out and I had to leave. You are no doubt familiar with the Mnoriad, if you're aware of the Green Pact."

Scotti thought the man might be speaking perfect gibberish, but he nodded his head.

"Naturally, I don't pretend that the Mnoriad is as renowned as the Meh Ayleidion, or as ancient as the Dansir Gol, but I think it has a remarkable significance to understanding the nature of the merelithic Bosmer mind. The origin of the Wood Elf aversion to cutting their own wood or eating any plant material at all, yet paradoxically their willingness to import plantstuff from other cultures, I feel can be linked to a passage in the Mnoriad," Mallon shuffled through some of his papers, searching for the appropriate text.

To Scotti's vast relief, the carriage soon stopped to camp for the night. They were high on a bluff over a gray stream, and before them was the great valley of Valenwood. Only the cry of seabirds declared the presence of the ocean to the bay to the west: here the timber was so tall and wide, twisting around itself like an impossible knot begun eons ago, to be impenetrable. A few more modest trees, only fifty feet to the lowest branches, stood on the cliff at the edge of camp. The sight was so alien to Scotti and he found himself so anxious about the proposition of entering the wilderness that he could not imagine sleeping.

Fortunately, Mallon had supposed he had found another academic with a passion for the riddles of ancient cultures. Long into the night, he recited Bosmer verse in the original and in his own translation, sobbing and bellowing and whispering wherever appropriate. Gradually, Scotti began to feel drowsy, but a sudden crack of wood snapping made him sit straight up.

"What was that?"

Mallon smiled: "I like it too. 'Convocation in the malignity of the moonless speculum, a dance of fire --'"

"There are some enormous birds up in the trees moving around," whispered Scotti, pointing in the direction of the dark shapes above.

"I wouldn't worry about that," said Mallon, irritated with his audience. "Now listen to how the poet characterizes Herma-Mora's invocation in the eighteenth stanza of the fourth book."

The dark shapes in the trees were some of them perched like birds, others slithered like snakes, and still others stood up straight like men. As Mallon recited his verse, Scotti watched the figures softly leap from branch to branch, half-gliding across impossible distances for anything without wings. They gathered in groups and then reorganized until they had spread to every tree around the camp. Suddenly they plummeted from the heights.

"Mara!" cried Scotti. "They're falling like rain!"

"Probably seed pods," Mallon shrugged, not turning around. "Some of the trees have remarkable --"

The camp erupted into chaos. Fires burst out in the wagons, the horses wailed from mortal blows, casks of wine, fresh water, and liquor gushed their contents to the ground. A nimble shadow dashed past Scotti and Mallon, gathering sacks of grain and gold with impossible agility and grace. Scotti had only one glance at it, lit up by a sudden nearby burst of flame. It was a sleek creature with pointed ears, wide yellow eyes, mottled pied fur and a tail like a whip.

"Werewolf," he whimpered, shrinking back.

"Cathay-raht," groaned Mallon. "Much worse. Khajiti cousins or some such thing, come to plunder."

"Are you sure?"

As quickly as they struck, the creatures retreated, diving off the bluff before the battlemage and knight, the caravan's escorts, had fully opened their eyes. Mallon and Scotti ran to the precipice and saw a hundred feet below the tiny figures dash out of the water, shake themselves, and disappear into the wood.

"Werewolves aren't acrobats like that," said Mallon. "They were definitely Cathay-raht. Bastard thieves. Thank Stendarr they didn't realize the value of my notebooks. It wasn't a complete loss."

*****
A DANCE IN FIRE, BOOK 3
*****

Mother Pascost disappeared into the sordid hole that was her tavern, and emerged a moment later with a scrap of paper with Liodes Jurus's familiar scrawl. Decumus Scotti held it up before a patch of sunlight that had found its way through the massive boughs of the tree city, and read.

Sckotti,

So you made it to Falinnesti, Vallinwood! Congradulatens! Im sure you had quit a adventure getting here. Unfortunately, Im not here anymore as you probaby guess. Theres a town down rivver called Athie Im at. Git a bote and join me! Its ideal! I hope you brot a lot of contracks, cause these peple need a lot of building done. They wer close to the war, you see, but not so close they don't have any mony left to pay. Ha ha. Meat me down here as son as you can.

-- Jurus

So, Scotti pondered, Jurus had left Falinesti and gone to some place called Athie. Given his poor penmanship and ghastly spelling, it could equally well be Athy, Aphy, Othry, Imthri, Urtha, or Krakamaka. The sensible thing to do, Scotti knew, was to call this adventure over and try to find some way to get back home to the Imperial City. He was no mercenary devoted to a life of thrills: he was, or at least had been, a senior clerk at a successful private building commission. Over the last few weeks, he had been robbed by the Cathay-Raht, taken on a death march through the jungle by a gang of giggling Bosmeri, half-starved to death, drugged with fermented pig's milk, nearly slain by some kind of giant tick, and attacked by archers. He was filthy, exhausted, and had, he counted, ten gold pieces to his name. Now the man whose proposal brought him to the depths of misery was not even there. It was both judicious and seemly to abandon the enterprise entirely.

And yet, a small but distinct voice in his head told him: You have been chosen. You have no other choice but to see this through.

Scotti turned to the stout old woman, Mother Pascost, who had been watching him curiously: "I was wondering if you knew of a village that was at the edge of the recent conflict with Elsweyr. It's called something like Ath-ie?"

"You must mean Athay," she grinned. "My middle lad, Viglil, he manages a dairy down there. Beautiful country, right on the river. Is that where your friend went?"

"Yes," said Scotti. "Do you know the fastest way to get there?"

After a short conversation, an even shorter ride to Falinesti's roots by way of the platforms, and a jog to the river bank, Scotti was negotiating transport with a huge fair-haired Bosmer with a face like a pickled carp. He called himself Captain Balfix, but even Scotti with his sheltered life could recognize him for what he was. A retired pirate for hire, a smuggler for certain, and probably much worse. His ship, which had clearly been stolen in the distant past, was a bent old Imperial sloop.

"Fifty gold and we'll be in Athay in two days time," boomed Captain Balfix expansively.

"I have ten, no, sorry, nine gold pieces," replied Scotti, and feeling the need for explanation, added, "I had ten, but I gave one to the Platform Ferryman to get me down here."

"Nine is just as fine," said the captain agreeably. "Truth be told, I was going to Athay whether you paid me or not. Make yourself comfortable on the boat, we'll be leaving in just a few minutes."

Decumus Scotti boarded the vessel, which sat low in the water of the river, stacked high with crates and sacks that spilled out of the hold and galley and onto the deck. Each was marked with stamps advertising the most innocuous substances: copper scraps, lard, ink, High Rock meal (marked "For Cattle"), tar, fish jelly. Scotti's imagination reeled picturing what sorts of illicit imports were truly aboard.

It took more than those few minutes for Captain Balfix to haul in the rest of his cargo, but in an hour, the anchor was up and they were sailing downriver towards Athay. The green gray water barely rippled, only touched by the fingers of the breeze. Lush plant life crowded the banks, obscuring from sight all the animals that sang and roared at one another. Lulled by the serene surroundings, Scotti drifted to sleep.

At night, he awoke and gratefully accepted some clean clothes and food from Captain Balfix.

"Why are you going to Athay, if I may ask?" queried the Bosmer.

"I'm meeting a former colleague there. He asked me to come down from the Imperial City where I worked for the Atrius Building Commission to negotiate some contracts," Scotti took another bite of the dried sausages they were sharing for dinner. "We're going to try to repair and refurbish whatever bridges, roads, and other structures that got damaged in the recent war with the Khajiiti."

"It's been a hard two years," the captain nodded his head. "Though I suppose good for me and the likes of you and your friend. Trade routes cut off. Now they think there's going to be war with the Summurset Isles, you heard that?"

Scotti shook his head.

"I've done my share of smuggling skooma down the coast, even helping some revolutionary types escape the Mane's wrath, but now the wars've made me a legitimate trader, a business-man. The first casualties of war is always the corrupted."

Scotti said he was sorry to hear that, and they lapsed into silence, watching the stars and moons' reflection on the still water. The next day, Scotti awoke to find the captain wrapped up in his sail, torpid from alcohol, singing in a low, slurred voice. When he saw Scotti rise, he offered his flagon of jagga.

"I learned my lesson during revelry at western cross."

The captain laughed, and then burst into tears, "I don't want to be legitimate. Other pirates I used to know are still raping and stealing and smuggling and selling nice folk like you into slavery. I swear to you, I never thought the first time that I ran a real shipment of legal goods that my life would turn out like this. Oh, I know, I could go back to it, but Baan Dar knows not after all I've seen. I'm a ruined man."

Scotti helped the weeping mer out of the sail, murmuring words of reassurance. Then he added, "Forgive me for changing the subject, but where are we?"

"Oh," moaned Captain Balfix miserably. "We made good time. Athay's right around the bend in the river."

"Then it looks like Athay's on fire," said Scotti, pointing.

A great plume of smoke black as pitch was rising above the trees. As they drifted around the bend, they next saw the flames, and then the blackened skeletal remains of the village. Dying, blazing villagers leapt from rocks into the river. A cacophony of wailing met their ears, and they could see, roaming along the edges of the town, the figures of Khajiiti soldiers bearing torches.

"Baan Dar bless me!" slurred the captain. "The war's back on!"

"Oh, no," whimpered Scotti.

The sloop drifted with the current toward the opposite shore away from the fiery town. Scotti turned his attention there, and the sanctuary it offered. Just a peaceful arbor, away from the horror. There was a shudder of leaves in two of the trees and a dozen lithe Khajiit dropped to the ground, armed with bows.

"They see us," hissed Scotti. "And they've got bows!"

"Well, of course they have bows," snarled Captain Balfix. "We Bosmer may have invented the bloody things, but we didn't think to keep them secret, you bloody bureaucrat."

"Now, they're setting their arrows on fire!"

"Yes, they do that sometimes."

"Captain, they're shooting at us! They're shooting at us with flaming arrows!"

"Ah, so they are," the captain agreed. "The aim here is to avoid being hit."

But hit they were, and very shortly thereafter. Even worse, the second volley of arrows hit the supply of pitch, which ignited in a tremendous blue blaze. Scotti grabbed Captain Balfix and they leapt overboard just before the ship and all its cargo disintegrated. The shock of the cold water brought the Bosmer into temporary sobriety. He called to Scotti, who was already swimming as fast as he could toward the bend.

"Master Decumus, where do you think you're swimming to?"

"Back to Falinesti!" cried Scotti.

"It will take you days, and by the time you get there, everyone will know about the attack on Athay! They'll never let anyone they don't know in! The closest village downriver is Grenos, maybe they'll give us shelter!"

Scotti swam back to the captain and side-by-side they began paddling in the middle of the river, past the burning residuum of the village. He thanked Mara that he had learned to swim. Many a Cyrodiil did not, as largely land-locked as the Imperial Province was. Had he been raised in Mir Corrup or Artemon, he might have been doomed, but the Imperial City itself was encircled by water, and every lad and lass there knew how to cross without a boat. Even those who grew up to be clerks and not adventurers.

Captain Balfix's sobriety faded as he grew used to the water's temperature. Even in wintertide, the Xylo River was fairly temperate and after a fashion, even comfortable. The Bosmer's strokes were uneven, and he'd stray closer to Scotti and then further away, pushing ahead and then falling behind.

Scotti looked to the shore to his right: the flames had caught the trees like tinder. Behind them was an inferno, with which they were barely keeping pace. To the shore on their left, all looked fair, until he saw a tremble in the river-reeds, and then what caused it. A pride of the largest cats he had ever seen. They were auburn-haired, green-eyed beasts with jaws and teeth to match his wildest nightmares. And they were watching the two swimmers, and keeping pace.

"Captain Balfix, we can't go to either that shore or the other one, or we'll be parboiled or eaten," Scotti whispered. "Try to even your kicking and your strokes. Breath like you would normally. If you're feeling tired, tell me, and we'll float on our backs for a while."

Anyone who has had the experience of giving rational advice to a drunkard would understand the hopelessness. Scotti kept pace with the captain, slowing himself, quickening, drifting left and right, while the Bosmer moaned old ditties from his pirate days. When he wasn't watching his companion, he watched the cats on the shore. After a stretch, he turned to his right. Another village had caught fire. Undoubtedly, it was Grenos. Scotti stared at the blazing fury, awed by the sight of the destruction, and did not hear that the captain had ceased to sing.

When he turned back, Captain Balfix was gone.

Scotti dove into the murky depths of the river over and over again. There was nothing to be done. When he surfaced after his final search, he saw that the giant cats had moved on, perhaps assuming that he too had drowned. He continued his lonely swim downriver. A tributary, he noted, had formed a final barrier, keeping the flames from spreading further. But there were no more towns. After several hours, he began to ponder the wisdom of going ashore. Which shore was the question.

He was spared the decision. Ahead of him was a rocky island with a bonfire. He did not know if he were intruding on a party of Bosmeri or Khajiiti, only that he could swim no more. With straining, aching muscles, he pulled himself onto the rocks.

They were Bosmer refugees he gathered, even before they told him. Roasting over the fire was the remains of one of the giant cats that had been stalking him through the jungle on the opposite shore.

"Senche-Tiger," said one of the young warriors ravenously. "It's no animal -- it's as smart as any Cathay-Raht or Ohmes or any other bleeding Khajiiti. Pity this one drowned. I would have gladly killed it. You'll like the meat, though. Sweet, from all the sugar these asses eat."

Scotti did not know if he was capable of eating a creature as intelligent as a man or mer, but he surprised himself, as he had done several times over the last days. It was rich, succulent, and sweet, like sugared pork, but no seasonings had been added. He surveyed the crowd as he ate. A sad lot, some still weeping for lost family members. They were the survivors of both the villages of Grenos and Athay, and war was on every person's lips. Why had the Khajiiti attacked again? Why - specifically directed at Scotti, as a Cyrodiil - why was the Emperor not enforcing peace in his provinces?

"I was to meet another Cyrodiil," he said to a Bosmer maiden who he understood to be from Athay. "His name was Liodes Jurus. I don't suppose you know what might have happened to him."

"I don't know your friend, but there were many Cyrodiils in Athay when the fire came," said the girl. "Some of them, I think, left quickly. They were going to Vindisi, inland, in the jungle. I am going there tomorrow, so are many of us. If you wish, you may come as well."

Decumus Scotti nodded solemnly. He made himself as comfortable as he could in the stony ground of the river island, and somehow, after much effort, he fell asleep. But he did not sleep well.

*****
A DANCE IN FIRE, BOOK 4
*****

Eighteen Bosmeri and one Cyrodilic former senior clerk for an Imperial building commission trudged through the jungle westward from the Xylo River to the ancient village of Vindisi. For Decumus Scotti, the jungle was hostile, unfamiliar ground. The enormous vermiculated trees filled the bright morning with darkness, and resembled nothing so much as grasping claws, bent on impeding their progress. Even the fronds of the low plants quivered with malevolent energy. What was worse, he was not alone in his anxiety. His fellow travelers, the natives who had survived the Khajiit attacks on the villages of Grenos and Athay, wore faces of undisguised fear.

There was something sentient in the jungle, and not merely the mad but benevolent indigenous spirits. In his peripheral vision, Scotti could see the shadows of the Khajiiti following the refugees, leaping from tree to tree. When he turned to face them, the lithe forms vanished into the gloom as if they had never been there. But he knew he had seen them. And the Bosmeri saw them too, and quickened their pace.

After eighteen hours, bitten raw by insects, scratched by a thousand thorns, they emerged into a valley clearing. It was night, but a row of blazing torches greeted them, illuminating the leather-wrought tents and jumbled stones of the hamlet of Vindisi. At the end of the valley, the torches marked a sacred site, a gnarled bower of trees pressed closed together to form a temple. Wordlessly, the Bosmeri walked the torch arcade toward the trees. Scotti followed them. When they reached the solid mass of living wood with only one gaping portal, Scotti could see a dim blue light glowing within. A low sonorous moan from a hundred voices echoed within. The Bosmeri maiden he had been following held out her hand, stopping him.

"You do not understand, but no outsider, not even a friend may enter," she said. "This is a holy place."

Scotti nodded, and watched the refugees march into the temple, heads bowed. Their voices joined with the ones within. When the last wood elf had gone inside, Scotti turned his attention back to the village. There must be food to be had somewhere. A tendril of smoke and a faint whiff of roasting venison beyond the torchlight led him.

They were five Cyrodiils, two Bretons, and a Nord, the group gathered around a campfire of glowing white stones, pulling steaming strips of meat from the cadaver of a great stag. At Scotti's approach, they rose up, all but the Nord who was distracted by his hunk of animal flesh.

"Good evening, sorry to interrupt, but I was wondering if I might have a little something to eat. I'm afraid I'm rather hungry, after walking all day with some refugees from Grenos and Athay."

They bade him to sit down and eat, and introduced themselves.

"So the war's back on, it seems," said Scotti amiably.

"Best thing for these effete do-nothings," replied the Nord in between bites. "I've never seen such a lazy culture. Now they've got the Khajiiti striking them on land, and the high elves at sea. If there's any province that deserves a little distress, it's damnable Valenwood."

"I don't see how they're so offensive to you," laughed one of the Bretons.

"They're congenital thieves, even worse than the Khajiiti because they are so blessed meek in their aggression," the Nord spat out a gob of fat which sizzled on the hot stones of the fire. "They spread their forests into territory that doesn't belong to them, slowly infiltrating their neighbors, and they're puzzled when Elsweyr shoves back at them. They're all villains of the worst order."

"What are you doing here?" asked Scotti.

"I'm a diplomat from the court of Jehenna," muttered the Nord, returning to his food.

"What about you, what are you doing here?" asked one of the Cyrodiils.

"I work for Lord Atrius's building commission in the Imperial City," said Scotti. "One of my former colleagues suggested that I come down to Valenwood. He said the war was over, and I could contract a great deal of business for my firm rebuilding what was lost. One disaster after another, and I've lost all my money, I'm in the middle of a rekindling of war, and I cannot find my former colleague."

"Your former colleague," murmured another of the Cyrodiils, who had introduced himself as Reglius. "He wasn't by any chance named Liodes Jurus, was he?"

"You know him?"

"He lured me down to Valenwood in nearly the exact same circumstances," smiled Reglius, grimly. "I worked for your employer's competitor, Lord Vanech's men, where Liodes Jurus also formerly worked. He wrote to me, asking that I represent an Imperial building commission and contract some post-war construction. I had just been released from my employment, and I thought that if I brought some new business, I could have my job back. Jurus and I met in Athay, and he said he was going to arrange a very lucrative meeting with the Silvenar."

Scotti was stunned: "Where is he now?"

"I'm no theologian, so I couldn't say," Reglius shrugged. "He's dead. When the Khajiiti attacked Athay, they began by torching the harbor where Jurus was readying his boat. Or, I should say, my boat since it was purchased with the gold I brought. By the time we were even aware of what was happening enough to flee, everything by the water was ash. The Khajiiti may be animals, but they know how to arrange an attack."

"I think they followed us through the jungle to Vindisi," said Scotti nervously. "There was definitely a group of something jumping along the treetops."

"Probably one of the monkey folk," snorted the Nord. "Nothing to be concerned about."

"When we first came to Vindisi and the Bosmeri all entered that tree, they were furious, whispering something about unleashing an ancient terror on their enemies," the Breton shivered, remembering. "They've been there ever since, for over a day and a half now. If you want something to be afraid of, that's the direction to look."

The other Breton, who was a representative of the Daggerfall Mages Guild, was staring off into the darkness while his fellow provincial spoke. "Maybe. But there's something in the jungle too, right on the edge of the village, looking in."

"More refugees maybe?" asked Scotti, trying to keep the alarm out his voice.

"Not unless they're traveling through the trees now," whispered the wizard. The Nord and one of the Cyrodiils grabbed a long tarp of wet leather and pulled it across the fire, instantly extinguishing it without so much as a sizzle. Now Scotti could see the intruders, their elliptical yellow eyes and long cruel blades catching the torchlight. He froze with fear, praying that he too was not so visible to them.

He felt something bump against his back, and gasped.

Reglius's voice hissed from up above: "Be quiet for Mara's sake and climb up here."

Scotti grabbed hold of the knotted double-vine that hung down from a tall tree at the edge of the dead campfire. He scrambled up it as quickly as he could, holding his breath lest any grunt of exertion escape him. At the top of the vine, high above the village, was an abandoned nest from some great bird in a trident-shaped branch. As soon as Scotti had pulled himself into the soft, fragrant straw, Reglius pulled up the vine. No one else was there, and when Scotti looked down, he could see no one below. No one, that is except the Khajiiti, slowly moving toward the glow of the temple tree.

"Thank you," whispered Scotti, deeply touched that a competitor had helped him. He turned away from the village, and saw that the tree's upper branches brushed against the mossy rock walls that surrounded the valley below. "How are you at climbing?"

"You're mad," said Reglius under his breath. "We should stay here until they leave."

"If they burn Vindisi like they did Athay and Grenos, we'll be dead sure as if we were on the ground," Scotti began the slow careful climb up the tree, testing each branch. "Can you see what they're doing?"

"I can't really tell," Reglius stared down into the gloom. "They're at the front of the temple. I think they also have ... it looks like long ropes, trailing off behind them, off into the pass."

Scotti crawled onto the strongest branch that pointed toward the wet, rocky face of the cliff. It was not a far jump at all. So close, in fact, that he could smell the moisture and feel the coolness of the stone. But it was a jump nevertheless, and in his history as a clerk, he had never before leapt from a tree a hundred feet off the ground to a sheer rock. He pictured in his mind's eye the shadows that had pursued him through the jungle from the heights above. How their legs coiled to spring, how their arms snapped forward in an elegant fluid motion to grasp. He leapt.

His hands grappled for rock, but long thick cords of moss were more accessible. He held hard, but when he tried to plant his feet forward, they slipped up skyward. For a few seconds, he found himself upside down before he managed to pull himself into a more conventional position. There was a narrow outcropping jutting out of the cliff where he could stand and finally exhale.

"Reglius. Reglius. Reglius," Scotti did not dare to call out. In a minute, there was a shaking of branches, and Lord Vanech's man emerged. First his satchel, then his head, then the rest of him. Scotti started to whisper something, but Reglius shook his head violently and pointed downward. One of the Khajiiti was at the base of the tree, peering at the remains of the campfire.

Reglius awkwardly tried to balance himself on the branch, but as strong as it was it was exceedingly difficult with only one free hand. Scotti cupped his palms and then pointed at the satchel. It seemed to pain Reglius to let it out of his grasp, but he relented and tossed it to Scotti.

There was a small, almost invisible hole in the bag, and when Scotti caught it, a single gold coin dropped out. It rang as it bounced against the rock wall on the descent, a high soft sound that seemed like the loudest alarm Scotti had ever heard.

Then many things happened very quickly.

The Cathay-Raht at the base of the tree looked up and gave a loud wail. The other Khajiiti followed in chorus, as the cat below crouched down and then sprung up into the lower branches. Reglius saw it below him, climbing up with impossible dexterity, and panicked. Even before he jumped, Scotti could tell that he was going to fall. With a cry, Reglius the Clerk plunged to the ground, breaking his neck on impact.

A flash of white fire erupted from every crevice of the temple, and the moan of the Bosmeri prayer changed into something terrible and otherworldly. The climbing Cathay-Raht stopped and stared.

"Keirgo," it gasped. "The Wild Hunt."

It was as if a crack in reality had opened wide. A flood of horrific beasts, tentacled toads, insects of armor and spine, gelatinous serpents, vaporous beings with the face of gods, all poured forth from the great hollow tree, blind with fury. They tore the Khajiiti in front of the temple to pieces. All the other cats fled for the jungle, but as they did so, they began pulling on the ropes they carried. In a few seconds time, the entire village of Vindisi was boiling with the lunatic apparitions of the Wild Hunt.

Over the babbling, barking, howling horde, Scotti heard the Cyrodiils in hiding cry out as they were devoured. The Nord too was found and eaten, and both Bretons. The wizard had turned himself invisible, but the swarm did not rely on their sight. The tree the Cathay-Raht was in began to sway and rock from the impossible violence beneath it. Scotti looked at the Khajiiti's fear-struck eyes, and held out one of the cords of moss.

The cat's face showed its pitiful gratitude as it leapt for the vine. It didn't have time to entirely replace that expression when Scotti pulled back the cord, and watched it fall. The Hunt consumed it to the bone before it struck the ground.

Scotti's own jump up to the next outcropping of rock was immeasurably more successful. From there, he pulled himself to the top of the cliff and was able to look down into the chaos that had been the village of Vindisi. The Hunt's mass had grown and began to spill out through the pass out of the valley, pursuing the fleeing Khajiiti. It was then that the madness truly began.

In the moons' light, from Scotti's vantage, he could see where the Khajiiti had attached their ropes. With a thunderous boom, an avalanche of boulders poured over the pass. When the dust cleared, he saw that the valley had been sealed. The Wild Hunt had nowhere to turn but on itself.

Scotti turned his head, unable to bear to look at the cannibalistic orgy. The night jungle stood before him, a web of wood. He slung Reglius's satchel over his shoulder, and entered.

*****
A DREAM OF SOVNGARDE
*****

In a few hours, I will likely be dead.

My men and I, Nords of Skyrim all, will soon join the Emperor's legions to attack the Imperial City. The Aldmeri are entrenched within and our losses will be severe. It is a desperate gambit, for if we do not reclaim the city, we will lose the war.

Last night I prayed to mighty Talos for courage and strength in the battle to come. In these last cold hours before the sun rises, I sit down to write this account of a dream I had not long after.

I believe this dream was the answer to my prayers, and I would pass along the wisdom it contained to my kinsmen, for the battles they will fight in the years after my passing.

In the dream, I walked through mist toward the sound of laughter, merriment and the songs of the north. The mist soon cleared, and before me lay a great chasm. Waters thundered over its brim, and so deep it was, I could not see the bottom.

A great bridge made all of whale-bone was the only means to cross, and so I took it.

It was only a few steps onto the bridge that I encountered a warrior, grim and strong."I am Tsun, master of trials," he said to me, his voice booming and echoing upon the walls of the high mountains all around us.

With a wave, he bade me pass on. I knew in my heart I was granted passage only because I was a visitor. Should the hour come when I return here after my mortal life, the legends say that I must beat this dread warrior in single combat.

Beyond the bridge, a great stone longhouse rose up before me, so tall as to nearly touch the clouds. Though it took all my strength, I pushed open the towering oaken door and beheld the torch-lit feast hall.

Here were assembled the greatest heroes of the Nords, all drinking mead poured from great kegs and singing battle-songs. Suckling pigs turned on a long iron spit over a roaring fire. My mouth watered at the smell of roast meat, and my heart was glad t hear the songs of old.

"Come forth!" cried out a hoary man who sat upon a high wooden chair. This I knew to be Ysgramor, father to Skyrim and the Nords. I approached and knelt before him.

"You find yourself in Sovngarde, hall of the honored dead. Now, what would you have of me, son of the north?" he bellowed. "I seek counsel," said I, "for tomorrow we fight a desperate battle and my heart is full of fear."

Ysgramor raised his tankard to his lips and drank until the cup was empty. Then he spoke once more.

"Remember this always, son of the north- a Nord is judged not by the manner in which he lived, but the manner in which he died."

With that, he cast aside his flagon, raised his fist in the air and roared a great cheer. The other heroes rose to their feet and cheered in answer.

The sound still rang in my ears when I awoke. I gathered my men and told them of my vision. The words seemed to fill their hearts with courage.

The horns are blowing, and the banners are raised. The time has come to muster. May Talos grant us victory this day, and if I am found worthy, may I once again look upon the great feast hall.

*****
A MINOR MAZE
*****

Labyrinthian's modern notoriety was gained in the early part of the Third Era. Part of the Staff of Chaos was recovered from the Labyrinthian, which became instrumental in the overthrow of Jagar Tharn, ending the Imperial Simulacrum. The site has since become embedded in the minds of all subjects of the Empire, and the ruins are occasionally visited by Loyalist pilgrims, re-tracing the steps of the Eternal Champion. The namesake of Labyrinthian is somewhat less commonly known, however.

The foreboding ruins were originally built as a temple to the Dragons. This grew into Bromjunaar, a great city of that era. Bromjunaar is believed by some to have been the capital of Skyrim at the height of the Dragon Cult's influence there. Little historical record exists to verify or refute this, but it is known that the highest ranking Priests of the Cult met at Labyrinthian to discuss matters of ruling.

Bromjunaar crumbled, however, along with the rest of the Dragon Cult, and the site lay abandoned for many years, a deteriorating reminder of those benighted days for the Nords. Not until the days of Shalidor would the ruins come into use again.

Shalidor the Archmage was famous for his exploits in the First Era. Various tales tell of him battling Dwemer legions single-handedly, building the city of Winterhold with a whispered spell, stealing the secret of life from Akatosh, or constructing Labyrinthian himself. While many Shalidor legends are hyperbole or outright fabrication, we can discover some truth behind his involvement with Labyrinthian.

Shalidor stood at the forefront of a movement to enact higher standards among mages, and to discourage spell-use among the common castes. This effort is dubiously credited with the original organization and formation of the schools of magic and the foundation of The College at Winterhold.

Consistent with this mentality, Shalidor constructed his Labyrinth deep within the ruins of Bromjunaar to test new Archmages. While navigating the destroyed city itself was not explicitly a part of the test, many candidates did not survive the journey. Shalidor valued both academic knowledge as well as practical skill, and simply getting to the Labyrinth required the latter.

Shalidor's Labyrinthian is actually two intersecting mazes, in an hourglass pattern. One maze could no be competed without exiting the other first, which makes the only existing instruction for the test especially mysterious:

Enter Twice - Exit Only Once

Alteration will lead you to Destruction

Only Illusion shows the way to Restoration

Conjure not, but be conjured instead.

We can only guess at what the solution to the test may have been as Labyrinthian became notorious not only for the number of potential archmages who died there, but for the intense secrecy of those who succeeded.

Labyrinthian eventually ceased to be used, and is regarded as a symbol of a more brutal age by modern institutions for magical studies. The ruins lay empty again, overrun with wild animals avoided by travelers. The long history and legacy of this place, however, seems as likely to be erased from our minds as the ruins themselves are likely to sink into the sea.

*****
A GENTLEMAN'S GUIDE TO WHITERUN
*****

Welcome, good sir, to this indispensable guide. Within these pages, I, your humble author and guide, will describe to you the great city of Whiterun, the Jewel of the North.

Whiterun offers numerous diversions for the man in search of adventure, fortune and companionship, whether for a night or for a lifetime. The city is graced with not one, but two worthy taverns and there are maids and wenches aplenty.

The city is located rather centrally in Skyrim, and this is well, for it is not far from anywhere. Perched high upon a rocky hill, Whiterun dominates the grassy plains that surround it. High wooden walls protect its denizens from the wolves, mammoths, bandits and other dangers lurking beyond.

When you first enter through the city's main gate, you will find yourself in the Plains District. This is so named because it is the lowest of the city's three neighborhoods.

Ah, but there can be found the Bannered Mare, which I count among the finest taverns in all Skyrim. The scenery within is quite compelling, if you have an eye for the fairer sex.

A stout lass named Hulda tends the bar. Don't let that stony Nord exterior fool you, for she is possessed of that same fiery passion that all Nord women try so hard to conceal. Saadia, the barmaid, is an exotic Redguard beauty. She is quite mysterious, and your humble author is determined to learn her secrets.

Outside the Bannered Mare is a modest marketplace, and here is where I found true love. Though I would never deter a fellow hunting hound from the chase - for indeed, why should I author these tomes, if not to provide guidance in this very matter? - I must ask that you do this one kindness.

Her name is Carlotta Valentia, and she is a magnificent beauty who makes a modest living selling bread and produce in the daylight hours. By the gods, I will make that feisty beauty mine someday!

And of course, there are other services to be found in the Plains District. Belethor's General Goods offers various and sundry wears for the adventurous traveler, and Arcadia's Cauldron offers what tonics and herbs one would expect from an apothecary's shop.

Arcadia herself is an amiable sort. I often visit her to make conversation, as she is a fellow Imperial far from home. She is, however, a bit old for my taste. A gentleman of advanced years might find in her a worthy companion.

Should you need your blade sharpened or your armor hammered, Warmaiden's 's offers smithing services very near the main gate. The smith is a pretty Nord named Adrianne Avenicci, but she is married to a great hulking brute named Ulfberth War-Bear.

Adrianne is quite fair, but I should not want to find myself being introduced to the keen edge of that husband's war-axe. If married ladies are your preferred sport, then have at, but don't say that you weren't warned!

Near the smith is the Drunken Huntsman. Here some of the wealthier gentlemen gather to share both drink and rumors of the wide world. If your prefer a more distinguished class of company while you sip fine wine, you'll be well at home here.

Of the Wind District I have little to say. Most of the buildings in this second tier of the city are residences, though there is also a Temple of Kynareth and Jorrvaskr, the mead hall of the Companions.

There are some intriguing prospects to be found in the mead hall should you favor a strong and fearless warrior-woman. You will find a little game at the temple, however. The priestess, Danica Pure-Spring, is interested almost exclusively in spiritual matters.

At last we come to the Cloud District, exclusive domain of the Jarl's castle. I have had some merry adventures within the stone walls of Dragonsreach, let me tell you. The serving girls are most easily impressed by a well spoken Imperial. After all, the nights in Skyrim do grow quite cold, if you take my meaning.

And I will not deny that I have visited the town's jail once or twice, which can be found in the lower levels of the palace.

As for the Jarl and his court, take pains to avoid them. I find that they lack any sense of humor or appreciation for the Imperial culture. Besides which, they are all wealthy men and so much be viewed as your most serious competition. These Nords are simple folk, after all, and too easily swayed by the sight of fine clothes and a purse full of Septims.

Now I will conclude this work by wishing you great success in your pursuits of women and wine. Spare a moment in your revels to think of me, your humble author, and the risks I have taken to bring you this most thorough report on all thing of interest to the discerning gentleman in the grand city of Whiterun.

Ah, but I will not lie and say it was all a hardship. After all, who could want to sleep alone in such a cold and hard land as this? Not I!

*****
AN EXPLORER'S GUIDE TO SKYRIM
*****

Far too often, noble visitors of Cyrodiil see little more of Skyrim than the view from their carriage. To be sure, this coarse, uncivilized province is far from hospitable, but it is also a place of fierce, wild beauty, with grand vistas and inspiring natural wonders awaiting those with the will to seek them out and the refinement to truly appreciate them, If you are of a mind to see Skyrim for yourself, I recommend beginning your adventure as I did, by seeking out Stones of Fate.

No doubt you are taken aback by the name, as I once was. The provincials and village folk have all manner of dark tales about these ancient monuments. Stories of necromatic rituals and fell spirits, of great and terrible powers conferred on any who dare to touch them.

The stories are, as Jarl Igrof once told me, "A load of mammoth dung." A bit uncouth, but you get the point.

To be sure, keep your guards with you at all times - brigands and wild animals are never to be taken lightly. But the stones themselves are nothing to fear. Quite the contrary, their proximity to cities and roads makes them ideal destinations for the novice explorer, and many boast spectacular views that made the journey well worth the effort.

To whet your appetite, here are four such locations:

Most travelers enter Skyrim by way of Helgen, "Gateway to the North." If you find yourself in this backwater hovel, consider taking an afternoon's ride to the north, keeping to the road as it winds down the cliffs at the eastern end of Lake Ilinalta. Just off the path, on a small bluff, lie the three Guardian Stones, the greatest concentration of standing stones in all Skyrim. The view of the lake here at sunset is simply sublime.

Visitors from Cheydinhal will pass through Riften, city of intrigue and larceny since Tiber Septim's day. If you seek adventure in the Rift, leave the city by the southern gate and cast your gaze upon the bluff that rises to the south. Atop it sits the Shadow Stone, a fitting symbol for the city of thieves.

Whiterun is the heart of Skyrim, its towering palace rivaling even the great castles of Cyrodiil. But should you ture of the Jarl's hospitality, another adventure awaits a few hours east of the city, along the road that rises above White River Gorge. The The Ritual Stone can be found atop the lone hill that rises on the north side of the road, set into an ancient monument. Take time to soak in the incredible view of Whiterun, the tundra, and the gorge from this unique spot.

More seasoned explorers may wish to visit Markarth, the ancient city of stone to the west. The recent Forsworn Rebellion has made travel in the Reach perilous, but for those determined to seek adventure no matter the cost, another stone can be found east of the city, perched on the mountain above Kolskeggr Mine. Though the climb is difficult, reaching the summit is a milestone any explorer could be proud of.

There are other Stones of Fate to be found in Skyrim - I myself have seen several more, perched on the most remote mountains peaks, or wreathed in fog amid the northern marshes. But the true joy of exploration is in the discovery, and so I leave the rest to you. May the Eight guide your steps.

*****
AHZIRR TRAAJIJAZERI
*****

The public manifesto of the Khajiit organization Renrijra Krin.

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

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

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

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

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

"Q'zi no vano thzina ualizz."

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

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

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

Our bravery most obviously shows in the smile that is the "Krin" part of our name. This does not mean that we walk about grinning like the idiotic baboonish Imga of Valenwood. We simply are entertained by adversary. We find an equal, fair fight tiresome in the extreme. We confidently smile because we know our victory in the end is assured. And we know our smiles drive our enemies insane.

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

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

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

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

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

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

Good. Welcome back.

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

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

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

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

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

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

Let us not forget our purpose. We are fighting for our families, the Khajiiti driven from the rich, fertile shores of Lake Makapi and the River Malapi, where they and their ancestors lived since time immemorial. It is our battle, but their tragedy. We must show them, lest they are swayed by other rhetoric, that we are fighting for them.

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

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

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

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

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

*****
ALDUIN IS REAL
*****

As my dad used to say - Imperials are idiutts!

That is why I am writing this book. I ent never wrote a book before, and I do not reckon to rite one agenn, but somethimes a man must do what a man must do. And what I must do is set the recerd strate about the god called Akatosh and the dragon called Alduin. They ent the same thing, no matter what them Imperials mite say, or how thay mite wish it to be so.

My da was never one for the gods, but my mother was. She wershipped all the Divines, and tot me lots of things. So I know a thing or two about Akatosh. Just as much as any Imperial. I noe he was the first of all the gods to take shape in the Beginning Place. And I noe he has the shape of a dragon.

My dad even told me the story of Martyn Septim, and the things what happened when the gates to Oblivion opened. Septim turned into the spirit of Akatosh and killed Mehrunes Dagon. Now I don't noe about you, but any dragon that fites the Prince of Destruction is okay by me.

Now I hope you understand the problim. Akatosh is good. Everyone, from Nord to Imperial knows that. But Alduin? He ent good! He's the opisit of good! That Alduin is evil thrue and thrue. So you see, Akatosh and Alduin cant be one and the same.

Growing up as a lad in Skyrim, I herd all the stories. Told to me by me da, who was told by his da, who was told by his da, and so on. Abdfbdgregend one of those stories was about Alduin. But see, he was not Akatosh. He was another dragon and a real wun at that.

Akatosh is some kind of spirit dragon I think, wen he bothers to be a dragon at all (and not a god livin in sum kind of god plac like Obliviun). But Alduin is a real dragon, with flesh and teeth and a mean streak longer than the White River. And there was a time when Alduin tried to rool over all of Skyrim with his other dragons. In the end, it took sum mitey strong heroes to finally kill Alduin and be dun with his holy sorry story. So I got to ask - does that sound like Akatosh to you? No, frend. No it do not.

And so I, Thromgar Iron-Head do firmly say, with the utmost connvicshun, that Alduin is real, and he ent Akatosh!

*****
THE ARGONIAN ACCOUNT, BOOK 1
*****

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

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

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

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

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

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

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

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

"You're a credit to the Commission," the waddling little thing said, and then paused. "Do you have a moment free on your schedule?"

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

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

Scotti grinned a grin of great modesty and subtle avarice.

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

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

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

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

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

"En route to ..."

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

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

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

It was a huge box of paperwork going back forty years, when the Commission had first been given several million in gold by a wealthy trader, Lord Xellicles Pinos-Revina, to improve the condition of the road from Gideon to Cyrodiil. At that time, it took three weeks, a preposterously long time, for the rice and root he was importing to arrive, half-rotten, in the Imperial Province. Pinos-Revina was long dead, but many other investors over the decades, including Pelagius Septim V himself, had hired the Commission to build roads, drain swamps, construct bridges, devise anti-smuggling systems, hire mercenaries, and, in short, do everything that the greatest Empire in history knew would work to aid trade with Black Marsh. According to the latest figures, the result of this was that it took two and a half months for goods, now thoroughly rotten, to arrive.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

*****
THE ARGONIAN ACCOUNT, BOOK 3
*****

ContentEdit

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

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

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

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

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

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

"That'd put me far behind schedule."

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

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

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

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

"Perfect," he said. "Now, the important thing is not to panic. The express will take you due south, that's the wintertide migration, and you'll know you're near Gideon when you see a lot of red clay. Just don't panic, and when you see a mass of bubbles, that's a breathing hole you can use to get out."

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

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

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

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

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

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

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

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

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

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

Scotti made an executive decision to faint.

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

The creature was still rushing madly, blindly forward, gliding over roots, but it was no longer like a flight through the night sky. Now it was like the sky at sunrise, in pinks and reds. Scotti remembered Gemullus telling him to look for the red clay, and he would be near Gideon. The next thing he had to find was the bubbles.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Drawing-Flame and Furl-of-Fresh-Leaves sympathesized, and then, as Archein Right-Foot-Rock rode off, they went to look for their hostage.

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

*****
BEGGAR PRINCE
*****

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

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

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

Wheedle had left the palace to find independent fortune and glory. After many days of endless forest roads and tiny villages, Wheedle came upon a three men surrounding a beggar. The beggar was swaddled in rags from head to toe. No portion of the vagabond's body was visible. The men were intent on slaying the beggar. With a cry of rage and indignation, Wheedle charged the men with sword drawn. Being simple townsfolk, armed only with pitchforks and scythes, they immediately fled from the armored figure with the shining sword.

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

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

"I am Namira." Unlike the townsfolk, Wheedle was well learned. That name meant nothing to them, but to Wheedle it was an opportunity. "You're the Daedric Lord!" Wheedle exclaimed. "Why did you allow those men to harass you? You could have slain them all with a whisper."

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

Wheedle knew that Namira was the Daedric lord of all thing gross and repulsive. Diseases such as leprosy and gangrene were her domain. Where the others might have seen danger, Wheedle saw opportunity. "Oh, great Namira, let me apprentice myself to you, I ask only that you grant me powers to make my fortune and forge a name for myself that will live through the ages."

"Nay, I make my way alone in the world, I have no need for apprentice." Namira shambled off down the road. Wheedle would not be put off. With a bound, Wheedle was at Namira's heel, pressing the case for an apprenticeship. For 33 days and nights, Wheedle kept up the debate. Namira said nothing, but Wheedle's voice was ceaseless. Finally, on the 33rd day, Wheedle was too hoarse to talk. Namira looked back on the suddenly silent figure. Wheedle knelt in the mud at her feet, open hands raised in supplication. "It would seem you have completed your apprenticeship to me after all." Namira declared, "I shall grant your request." Wheedle was overjoyed.

"I grant you the power of disease. You may choose to be afflicted with any disease you choose, changing them at will, so long as it has visible symptoms. However, you must always bear at least one. I grant you the power of pity. You may evoke pity in anyone that sees you. Finally, I grant you the power of disregard. You may cause others to disregard your presence."

Wheedle was aghast. These were not boons from which a fortune could be made. They were curses, each awful in its own right, but together they were unthinkable. "How am I to make my fortune and forge a name for myself with these terrible gifts?"

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

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

To this day, it is said that if you really want to know something, go ask the beggars. They have eyes and ears throughout the cities. They know all the little secrets of the daily lives of its citizens.

*****
BIOGRAPHY OF BARENZIAH, V1
*****

Late in the Second Era, a girl-child, Barenziah, was born to the rulers of the kingdom of Mournhold in what is now the Imperial Province of Morrowind. She was reared in all the luxury and security befitting a royal Dark Elven child until she reached five years of age. At that time, His Excellency Tiber Septim, the first Emperor of Tamriel, demanded that the decadent rulers of Morrowind yield to him and institute imperial reforms. Trusting to their vaunted magic, the Dark Elves impudently refused until Tiber Septim's army was on the borders. An Armistice was hastily signed by the now-eager Dunmer, but not before there were several battles, one of which laid waste to Mournhold, now called Almalexia.

Little Princess Barenziah and her nurse were found among the wreckage. The Imperial General Symmachus, himself a Dark Elf, suggested to Tiber Septim that the child might someday be valuable, and she was therefore placed with a loyal supporter who had recently retired from the Imperial Army.

Sven Advensen had been granted the title of Count upon his retirement; his fiefdom, Darkmoor, was a small town in central Skyrim. Count Sven and his wife reared the princess as their own daughter, seeing to it that she was educated appropriately-and more importantly, that the imperial virtues of obedience, discretion, loyalty, and piety were instilled in the child. In short, she was made fit to take her place as a member of the new ruling class of Morrowind.

The girl Barenziah grew in beauty, grace, and intelligence. She was sweet-tempered, a joy to her adoptive parents and their five young sons, who loved her as their elder sister. Other than her appearance, she differed from young girls of her class only in that she had a strong empathy for the woods and fields, and was wont to escape her household duties to wander there at times.

Barenziah was happy and content until her sixteenth year, when a wicked orphan stable-boy, whom she had befriended out of pity, told her he had overheard a conspiracy between her guardian, Count Sven, and a Redguard visitor to sell her as a concubine in Rihad, as no Nord or Breton would marry her on account of her black skin, and no Dark Elf would have her because of her foreign upbringing.

"Whatever shall I do?" the poor girl said, weeping and trembling, for she had been brought up in innocence and trust, and it never occurred to her that her friend the stable-boy would lie to her.

The wicked boy, who was called Straw, said that she must run away if she valued her virtue, but that he would come with her as her protector. Sorrowfully, Barenziah agreed to this plan; and that very night, she disguised herself as a boy and the pair escaped to the nearby city of Whiterun. After a few days there, they managed to get jobs as guards for a disreputable merchant caravan. The caravan was heading east by side roads in a mendacious attempt to elude the lawful tolls charged on the imperial highways. Thus the pair eluded pursuit until they reached the city of Rifton, where they ceased their travels for a time. They felt safe in Rifton, close as it was to the Morrowind border so that Dark Elves were enough of a common sight.

*****
BIOGRAPHY OF BARENZIAH, V2
*****

The first volume of this series told the story of Barenziah's origin-heiress to the throne of Mournhold until her father rebelled against His Excellency Tiber Septim and brought ruin to the province of Morrowind. Thanks largely to the benevolence of the Emperor, the child Barenziah was not destroyed with her parents, but reared by Count Sven of Darkmoor, a loyal Imperial trustee. She grew up into a beautiful and pious child, trustful of her guardian's care. This trust, however, was exploited by a wicked orphan stable boy at Count Sven's estate, who with lies and fabrications tricked her into fleeing Darkmoor with him when she turned sixteen. After many adventures on the road, they settled in Rifton, a Skyrim city near the Morrowind borders.

The stable boy, Straw, was not altogether evil. He loved Barenziah in his own selfish fashion, and deception was the only way he could think of that would cement possession of her. She, of course, felt only friendship toward him, but he was hopeful that she would gradually change her mind. He wanted to buy a small farm and settle down into a comfortable marriage, but at the time his earnings were barely enough to feed and shelter them.

After only a short time in Rifton, Straw fell in with a bold, villainous Khajiit thief named Therris, who proposed that they rob the Imperial Commandant's house in the central part of the city. Therris said that he had a client, a traitor to the Empire, who would pay well for any information they could gather there. Barenziah happened to overhear this plan and was appalled. She stole away from their rooms and walked the streets of Rifton in desperation, torn between her loyalty to the Empire and her love for her friends.

In the end, loyalty to the Empire prevailed over personal friendship, and she approached the Commandant's house, revealed her true identity, and warned him of her friends' plan. The Commandant listened to her tale, praised her courage, and assured her that no harm would come to her. He was none other than General Symmachus, who had been scouring the countryside in search of her since her disappearance, and had just arrived in Rifton, hot in pursuit. He took her into his custody, and informed her that, far from being sent away to be sold, she was to be reinstated as the Queen of Mournhold as soon as she turned eighteen. Until that time, she was to live with the Septim family in the newly built Imperial City, where she would learn something of government and be presented at the Imperial Court.

At the Imperial City, Barenziah befriended the Emperor Tiber Septim during the middle years of his reign. Tiber's children, particularly his eldest son and heir Pelagius, came to love her as a sister. The ballads of the day praised her beauty, chastity, wit, and learning. On her eighteenth birthday, the entire Imperial City turned out to watch her farewell procession preliminary to her return to her native land. Sorrowful as they were at her departure, all knew that she was ready for her glorious destiny as sovereign of the kingdom of Mournhold.

*****
BIOGRAPHY OF BARENZIAH, V3
*****

In the second volume of this series, it was told how Barenziah was kindly welcomed to the newly constructed Imperial City by the Emperor Tiber Septim and his family, who treated her like a long-lost daughter during her almost one-year stay. After several happy months there learning her duties as vassal queen under the Empire, the Imperial General Symmachus escorted her to Mournhold where she took up her duties as Queen of her people under his wise guidance. Gradually they came to love one another and were married and crowned in a splendid ceremony at which the Emperor himself officiated.

After several hundred years of marriage, a son, Helseth, was born to the royal couple amid celebration and joyous prayer. Although it was not publicly known at the time, it was shortly before this blessed event that the Staff of Chaos had been stolen from its hiding place deep in the Mournhold mines by a clever, enigmatic bard known only as the Nightingale.

Eight years after Helseth's birth, Barenziah bore a daughter, Morgiah, named after Symmachus' mother, and the royal couple's joy seemed complete. Alas, shortly after that, relations with the Empire mysteriously deteriorated, leading to much civil unrest in Mournhold. After fruitless investigations and attempts at reconciliation, in despair Barenziah took her young children and travelled to the Imperial City herself to seek the ear of then Emperor Uriel Septim VII. Symmachus remained in Mournhold to deal with the grumbling peasants and annoyed nobility, and do what he could to stave off an impending insurrection.

During her audience with the Emperor, Barenziah, through her magical arts, came to realize to her horror and dismay that the so-called Emperor was an impostor, none other than the bard Nightingale who had stolen the Staff of Chaos. Exercising great self-control she concealed this realization from him. That evening, news came that Symmachus had fallen in battle with the revolting peasants of Mournhold, and that the kingdom had been taken over by the rebels. Barenziah, at this point, did not know where to seek help, or from whom.

The gods, that fateful night, were evidently looking out for her as if in redress of her loss. King Eadwyre of High Rock, an old friend of Uriel Septim and Symmachus, came by on a social call. He comforted her, pledged his friendship-and furthermore, confirmed her suspicions that the Emperor was indeed a fraud, and none other than Jagar Tharn, the Imperial Battlemage, and one of the Nightingale's many alter egos. Tharn had supposedly retired into seclusion from public work and installed his assistant, Ria Silmane, in his stead. The hapless assistant was later put to death under mysterious circumstances-supposedly a plot implicating her had been uncovered, and she had been summarily executed. However, her ghost had appeared to Eadwyre in a dream and revealed to him that the true Emperor had been kidnapped by Tharn and imprisoned in an alternate dimension. Tharn had then used the Staff of Chaos to kill her when she attempted to warn the Elder Council of his nefarious plot.

Together, Eadwyre and Barenziah plotted to gain the false Emperor's confidence. Meanwhile, another friend of Ria's, known only as the Champion, who apparently possessed great, albeit then untapped, potential, was incarcerated at the Imperial Dungeons. However, she had access to his dreams, and she told him to bide his time until she could devise a plan that would effect his escape. Then he could begin on his mission to unmask the impostor.

Barenziah continued to charm, and eventually befriended, the ersatz Emperor. By contriving to read his secret diary, she learned that he had broken the Staff of Chaos into eight pieces and hidden them in far-flung locations scattered across Tamriel. She managed to obtain a copy of the key to Ria's friend's cell and bribed a guard to leave it there as if by accident. Their Champion, whose name was unknown even to Barenziah and Eadwyre, made his escape through a shift gate Ria had opened in an obscure corner of the Imperial Dungeons using her already failing powers. The Champion was free at last, and almost immediately went to work.

It took Barenziah several more months to learn the hiding places of all eight Staff pieces through snatches of overheard conversation and rare glances at Tharn's diary. Once she had the vital information, however -- which she communicated to Ria forthwith, who in turn passed it on to the Champion-she and Eadwyre lost no time. They fled to Wayrest, his ancestral kingdom in the province of High Rock, where they managed to fend off the sporadic efforts of Tharn's henchmen to haul them back to the Imperial City, or at the very least obtain revenge. Tharn, whatever else might be said of him, was no one's fool-save perhaps Barenziah's -- and he concentrated most of his efforts toward tracking down and destroying the Champion.

As all now know, the courageous, indefatigable, and forever nameless Champion was successful in reuniting the eight sundered pieces of the Staff of Chaos. With it, he destroyed Tharn and rescued the true Emperor, Uriel Septim VII. Following what has come to be known as the Restoration, a grand state memorial service was held for Symmachus at the Imperial City, befitting the man who had served the Septim Dynasty for so long and so well.

Barenziah and good King Eadwyre had come to care deeply for one another during their trials and adventures, and were married in the same year shortly after their flight from the Imperial City. Her two children from her previous marriage with Symmachus remained with her, and a regent was appointed to rule Mournhold in her absence.

Up to the present time, Queen Barenziah has been in Wayrest with Prince Helseth and Princess Morgiah. She plans to return to Mournhold after Eadwyre's death. Since he was already elderly when they wed, she knows that that event, alas, could not be far off as the Elves reckon time. Until then, she shares in the government of the kingdom of Wayrest with her husband, and seems glad and content with her finally quiet, and happily unremarkable, life.

*****
BRIEF HISTORY OF THE EMPEROR, BOOK 1
*****

Before the rule of Tiber Septim, all Tamriel was in chaos. The poet Tracizis called that period of continuous unrest "days and nights of blood and venom." The kings were a petty lot of grasping tyrants, who fought Tiber's attempts to bring order to the land. But they were as disorganized as they were dissolute, and the strong hand of Septim brought peace forcibly to Tamriel. The year was 2E 896. The following year, the Emperor declared the beginning of a new Era-thus began the Third Era, Year Aught.

For thirty-eight years, the Emperor Tiber reigned supreme. It was a lawful, pious, and glorious age, when justice was known to one and all, from serf to sovereign. On Tiber's death, it rained for an entire fortnight as if the land of Tamriel itself was weeping.

The Emperor's grandson, Pelagius, came to the throne. Though his reign was short, he was as strong and resolute as his father had been, and Tamriel could have enjoyed a continuation of the Golden Age. Alas, an unknown enemy of the Septim Family hired that accursed organization of cutthroats, the Dark Brotherhood, to kill the Emperor Pelagius Septim as he knelt at prayer at the Temple of the One in the Imperial City. Pelagius Septim's reign lasted less than three years.

Pelagius had no living children, so the Crown Imperial passed to his first cousin, the daughter of Tiber's brother Agnorith. Kintyra, former Queen of Silvenar, assumed the throne as Kintyra Septim. Her reign was blessed with prosperity and good harvests, and she herself was an avid patroness of art, music, and dance.

Kintyra's son was crowned after her death, the first Emperor of Tamriel to use the imperial name Uriel. Uriel I was the great lawmaker of the Septim Dynasty, and a promoter of independent organizations and guilds. Under his kind but firm hand, the Fighters Guild and the Mages Guild increased in prominence throughout Tamriel. His son and successor Uriel II reigned for eighteen years, from the death of Uriel I in 3E64 to Pelagius Septim's accession in 3E82. Tragically, the rule of Uriel II was cursed with blights, plagues, and insurrections. The tenderness he inherited from his father did not serve Tamriel well, and little justice was done.

Pelagius Septim inherited not only the throne from his father, but the debt from the latter's poor financial and judicial management. Pelagius dismissed all of the Elder Council, and allowed only those willing to pay great sums to resume their seats. He encouraged similar acts among his vassals, the kings of Tamriel, and by the end of his seventeen year reign, Tamriel had returned to prosperity. His critics, however, have suggested that any advisor possessed of wisdom but not of gold had been summarily ousted by Pelagius. This may have led to some of the troubles his son Antiochus faced when he in turn became Emperor.

Antiochus was certainly one of the more flamboyant members of the usually austere Septim Family. He had numerous mistresses and nearly as many wives, and was renowned for the grandeur of his dress and his high good humor. Unfortunately, his reign was rife with civil war, surpassing even that of his grandfather Uriel II. The War of the Isle in 3E110, twelve years after Antiochus assumed the throne, nearly took the province of Summurset Isle away from Tamriel. The united alliance of the kings of Summurset and Antiochus only managed to defeat King Orghum of the island-kingdom of Pyandonea due to a freak storm. Legend credits the Psijic Order of the Isle of Artaeum with the sorcery behind the tempest.

The story of Kintyra II, heiress to her father Antiochus' throne, is certainly one of the saddest tales in imperial history. Her first cousin Uriel, son of Queen Potema of Solitude, accused Kintyra of being a bastard, alluding to the infamous decadence of the Imperial City during her father's reign. When this accusation failed to stop her coronation, Uriel bought the support of several disgruntled kings of High Rock, Skyrim, and Morrowind, and with Queen Potema's assistance, he coordinated three attacks on the Septim Empire.

The first attack occurred in the Iliac Bay region, which separates High Rock and Hammerfell. Kintyra's entourage was massacred and the Empress taken captive. For two years, Kintyra II languished in an Imperial prison believed to be somewhere in Glenpoint or Glenmoril before she was slain in her cell under mysterious circumstances. The second attack was on a series of Imperial garrisons along the coastal Morrowind islands. The Empress' consort Kontin Arynx fell defending the forts. The third and final attack was a siege of the Imperial City itself, occurring after the Elder Council had split up the army to attack western High Rock and eastern Morrowind. The weakened government had little defense against Uriel's determined aggression, and capitulated after only a fortnight of resistance. Uriel took the throne that same evening and proclaimed himself Uriel III, Emperor of Tamriel. The year was 3E 121. Thus began the War of the Red Diamond, described in Volume II of this series.

*****
BRIEF HISTORY OF THE EMPEROR, BOOK 2
*****

Volume I of this series described in brief the lives of the first eight Emperors of the Septim Dynasty, beginning with the glorious Tiber Septim and ending with his great, great, great, great, grandniece Kintyra II. Kintyra's murder in Glenpoint while in captivity is considered by some to be the end of the pure strain of Septim blood in the imperial family. Certainly it marks the end of something significant.

Uriel III not only proclaimed himself Emperor of Tamriel, but also Uriel Septim III, taking the eminent surname as a title. In truth, his surname was Mantiarco from his father's line. In time, Uriel III was deposed and his crimes reviled, but the tradition of taking the name Septim as a title for the Emperor of Tamriel did not die with him.

For six years, the War of the Red Diamond (which takes its name from the Septim Family's famous badge) tore the Empire apart. The combatants were the three surviving children of Pelagius Septim II-Potema, Cephorus, and Magnus-and their various offspring. Potema, of course, supported her son Uriel III, and had the combined support of all of Skyrim and northern Morrowind. With the efforts of Cephorus and Magnus, however, the province of High Rock turned coat. The provinces of Hammerfell, Summurset Isle, Valenwood, Elsweyr, and Black Marsh were divided in their loyalty, but most kings supported Cephorus and Magnus.

In 3E127, Uriel III was captured at the Battle of Ichidag in Hammerfell. En route to his trial in the Imperial City, a mob overtook his prisoner's carriage and burned him alive within it. His captor and uncle continued on to the Imperial City, and by common acclaim was proclaimed Cephorus I, Emperor of Tamriel.

Cephorus' reign was marked by nothing but war. By all accounts, he was a kind and intelligent man, but what Tamriel needed was a great warrior -- and he, fortunately, was that. It took an additional ten years of constant warfare for him to defeat his sister Potema. The so-called Wolf Queen of Solitude who died in the siege of her city-state in the year 137. Cephorus survived his sister by only three years. He never had time during the war years to marry, so it was his brother, the fourth child of Pelagius Septim II, who assumed the throne.

The Emperor Magnus was already elderly when he took up the imperial diadem, and the business of punishing the traitorous kings of the War of the Red Diamond drained much of his remaining strength. Legend accuses Magnus' son and heir Pelagius Septim III of patricide, but that seems highly unlikely-for no other reason than that Pelagius was King of Solitude following the death of Potema, and seldom visited the Imperial City.

Pelagius Septim III, sometimes called Pelagius the Mad, was proclaimed Emperor in the 145th year of the Third Era. Almost from the start, his eccentricities of behaviour were noted at court. He embarrassed dignitaries, offended his vassal kings, and on one occasion marked the end of an imperial grand ball by attempting to hang himself. His long-suffering wife was finally awarded the Regency of Tamriel, and Pelagius Septim III was sent to a series of healing institutions and asylums until his death in 3E153 at the age of thirty-four.

The Empress Regent of Tamriel was proclaimed Empress Katariah I upon the death of her husband. Some who do not mark the end of the Septim bloodline with the death of Kintyra II consider the ascendancy of this Dark Elf woman the true mark of its decline. Her defenders, on the other hand, assert that though Katariah was not descended from Tiber, the son she had with Pelagius was, so the imperial chain did continue. Despite racist assertions to the contrary, Katariah's forty-six-year reign was one of the most celebrated in Tamriel's history. Uncomfortable in the Imperial City, Katariah travelled extensively throughout the Empire such as no Emperor ever had since Tiber's day. She repaired much of the damage that previous emperor's broken alliances and bungled diplomacy created. The people of Tamriel came to love their Empress far more than the nobility did. [Katariah I|Katariah]]'s death in a minor skirmish in Black Marsh is a favorite subject of conspiracy minded historians. The Sage Montalius' discovery, for instance, of a disenfranchised branch of the Septim Family and their involvement with the skirmish was a revelation indeed.

When Cassynder assumed the throne upon the death of his mother, he was already middle-aged. Only half Elven, he aged like a Breton. In fact, he had left the rule of Wayrest to his half-brother Uriel due to poor health. Nevertheless, as the only true blood relation of Pelagius and thus Tiber, he was pressed into accepting the throne. To no one's surprise, the Emperor Cassynder's reign did not last long. In two years he joined his predecessors in eternal slumber.

Uriel Lariat, Cassynder's half-brother, and the child of Katariah I and her Imperial consort Gallivere Lariat (after the death of Pelagius Septim III), left the kingdom of Wayrest to reign as Uriel IV. Legally, Uriel IV was a Septim: Cassynder had adopted him into the royal family when he had become King of Wayrest. Nevertheless, to the Council and the people of Tamriel, he was a bastard child of Katariah. Uriel did not possess the dynamism of his mother, and his long forty-three-year reign was a hotbed of sedition.

Uriel IV's story is told in the third volume of this series.

*****
BRIEF HISTORY OF THE EMPEROR, BOOK 3
*****

The first volume of this series told in brief the story of the succession of the first eight Emperors of the Septim Dynasty, from Tiber Septim I to Kintyra II. The second volume described the War of the Red Diamond and the six Emperors that followed its aftermath, from Uriel III to Cassynder. At the end of that volume, it was described how the Emperor Cassynder's half-brother Uriel IV assumed the throne of the Empire of Tamriel.

It will be recalled that Uriel IV was not a Septim by birth. His mother, though she reigned as Empress for many years, was a Dark Elf married to a true Septim Emperor, Pelagius Septim III. Uriel's father was actually Katariah's consort after Pelagius' death, a Breton nobleman named Gallivere Lariat. Before taking the throne of Empire, Cassynder had ruled the kingdom of Wayrest, but poor health had forced him to retire. Cassynder had no children, so he legally adopted his half-brother Uriel and abdicated the kingdom. Seven years later, Cassynder inherited the Empire at the death of his mother. Three years after that, Uriel once again found himself the recipient of Cassynder's inheritance.

Uriel IV's reign was a long and difficult one. Despite being a legally adopted member of the Septim Family, and despite the Lariat Family's high position -- indeed, they were distant cousins of the Septims -- few of the Elder Council could be persuaded to accept him fully as a blood descendant of Tiber. The Council had assumed much responsibility during Katariah's long reign and Cassynder's short one, and a strong-willed "alien" monarch like Uriel IV found it impossible to command their unswerving fealty. Time and again the Council and Emperor were at odds, and time and again the Council won the battles. Since the days of Pelagius Septim II, the Elder Council had consisted of the wealthiest men and women in the Empire, and the power they wielded was conclusive.

The Council's last victory over Uriel IV was posthumous. Andorak Septim, Uriel IV's son, was disinherited by vote of Council, and a cousin more closely related to the original Septim line was proclaimed Cephorus II in 3E247. For the first nine years of Cephorus II's reign, those loyal to Andorak Septim battled the Imperial forces. In an act that the Sage Eraintine called "Tiber Septim's heart beating no more," the Council granted Andorak Septim the High Rock kingdom of Shornhelm to end the war, and Andorak Septim's descendants still rule there.

By and large, Cephorus II had foes that demanded more of his attention than Andorak. "From out of a cimmerian nightmare," in the words of Eraintine, a man who called himself the Camoran Usurper led an army of Daedra and undead warriors on a rampage through Valenwood, conquering kingdom after kingdom. Few could resist his onslaughts, and as month turned to bloody month in the year 3E249, even fewer tried. Cephorus II sent more and more mercenaries into Hammerfell to stop the Usurper's northward march, but they were bribed or slaughtered and raised as undead.

The story of the Camoran Usurper deserves a book of its own. (It is recommended that the reader find Palaux Illthre's The Fall of the Usurper for more detail.) In short, however, the destruction of the forces of the Usurper had little do with the efforts of the Emperor. The result was a great regional victory and an increase in hostility toward the seemingly inefficacious Empire.

Uriel V, Cephorus II's son and successor, swivelled opinion back toward the latent power of the Empire. Turning the attention of Tamriel away from internal strife, Uriel V embarked on a series of invasions beginning almost from the moment he took the throne in 3E268. Uriel V conquered Rosacrea in 271, Cathnoquey in 276, Yneslea in 279, and Esroniet in 284. In 3E288, he embarked on his most ambitious enterprise, the invasion of the continent kingdom of Akavir. This ultimately proved a failure, for two years later Uriel V was killed in Akavir on the battlefield of Ionith. Nevertheless, Uriel V holds a reputation second only to Tiber as one of the two great Warrior Emperors of Tamriel.

The last four Emperors, beginning with Uriel V's infant son, are described in the fourth and final volume of this series.

*****
BRIEF HISTORY OF THE EMPEROR, BOOK 4
*****

The first book of this series described, in brief, the first eight Emperors of the Septim Dynasty beginning with Tiber I. The second volume described the War of the Red Diamond and the six Emperors who followed. The third volume described the troubles of the next three Emperors-the frustrated Uriel IV, the ineffectual Cephorus II, and the heroic Uriel V.

On Uriel V's death across the sea in distant, hostile Akavir, Uriel VI was but five years old. In fact, Uriel VI was born only shortly before his father left for Akavir. Uriel V's only other progeny, by a morganatic alliance, were the twins Morihatha and Eloisa, who had been born a month after Uriel V left. Uriel VI was crowned in the 290th year of the Third Era. The Imperial Consort Thonica, as the boy's mother, was given a restricted Regency until Uriel VI reached his majority. The Elder Council retained the real power, as they had ever since the days of Katariah.

The Council so enjoyed its unlimited and unrestricted freedom to promulgate laws (and generate profits) that Uriel VI was not given full license to rule until 307, when he was already 22 years old. He had been slowly assuming positions of responsibility for years, but both the Council and his mother, who enjoyed even her limited Regency, were loath to hand over the reins. By the time he came to the throne, the mechanisms of government gave him little power except for that of the imperial veto.

This power, however, he regularly and vigorously exercised. By 313, Uriel VI could boast with conviction that he truly did rule Tamriel. He utilized defunct spy networks and guard units to bully and coerce the difficult members of the Elder Council. His half-sister Morihatha Septim was (not surprisingly) his staunchest ally, especially after her marriage to Baron Ulfe Gersen of Winterhold brought her considerable wealth and influence. As the Sage Ugaridge said, "Uriel V conquered Esroniet, but Uriel VI conquered the Elder Council."

When Uriel VI fell off a horse and could not be resuscitated by the finest Imperial healers, his beloved sister Morihatha took up the imperial tiara. At 25 years of age, she had been described by (admittedly self-serving) diplomats as the most beautiful creature in all of Tamriel. She was certainly well-learned, vivacious, athletic, and a well-practised politician. She brought the Archmagister of Skyrim to the Imperial City and created the second Imperial Battlemage since the days of Tiber Septim.

Morihatha finished the job her brother had begun, and made the Cyrodiil a true government under the Empress (and later, the Emperor). Outside the Cyrodiil, however, the Empire had been slowly disintegrating. Open revolutions and civil wars had raged unchallenged since the days of her grandfather Cephorus II. Carefully coordinating her counterattacks, Morihatha Septim slowly claimed back her rebellious vassals, always avoiding overextending herself.

Though Morihatha's military campaigns were remarkably successful, her deliberate pace often frustrated the Council. One Councilman, an Argonian who took the Colovian name of Thoricles Romus, furious at her refusal to send troops to his troubled Black Marsh, is commonly believed to have hired the assassins who claimed her life in 3E 339. Romus was summarily tried and executed, though he protested his innocence to the last.

Morihatha had no surviving children, and Eloisa had died of a fever four years before. Eloisa's 25-year-old son Pelagius was thus crowned Pelagius SeptimV. Pelagius SeptimV continued his aunt's work, slowly bringing back under his wing the radical and refractory kingdoms, duchies, and baronies of the Empire. He exercised Morihatha's poise and circumspect pace in his endeavours-but alas, he did not attain her success. The kingdoms had been free of constraint for so long that even a benign Imperial presence was considered odious. Nevertheless, when Pelagius died after a notably stable and prosperous twenty-nine-year reign, Tamriel was closer to unity than it had been since the days of Uriel I.

Our current Emperor, His Awesome and Terrible Majesty, Uriel Septim VII, son of Pelagius, has the diligence of his great-aunt Morihatha, the political skill of his great-uncle Uriel VI, and the military prowess of his great grand-uncle Uriel V. For twenty-one years he reigned and brought justice and order to Tamriel. In the year 3E389, however, his Imperial Battlemage, Jagar Tharn, betrayed him.

Uriel VII was imprisoned in a dimension of Tharn's creation, and Tharn used his sorcery of illusion to assume the Emperor's aspect. For the next ten years, Tharn abused imperial privilege but did not continue Uriel VII's schedule of reconquest. It is not yet entirely known what Tharn's goals and personal accomplishments were during the ten years he masqueraded as his liege lord. In 3E399, an enigmatic Champion defeated the Battlemage in the dungeons of the Imperial Palace and freed Uriel VII from his other-dimensional jail.

Since his emancipation, Uriel Septim VII has worked diligently to renew the battles that would reunite Tamriel. Tharn's interference broke the momentum, it is true -- but the years since then have proven that there is hope of the Golden Age of Tiber Septim's rule glorifying Tamriel once again.

*****
CATS OF SKYRIM
*****

I have been sent to this frigid wasteland to catalogue and study and 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.

Any skillful hunter can usually salvage the pelts and teeth of their kill, but report that the meat is tasteless and not fit to eat.

*****
CHANCE'S FOLLY
*****

By the time she was sixteen, Minevah Iolos had been an unwelcome guest in every shop and manor in Balmora. Sometimes, she would take everything of value within; other times, it was enough to experience the pure pleasure of finding a way past the locks and traps. In either situation, she would leave a pair of dice in a prominent location as her calling card to let the owners know who had burgled them. The mysterious ghost became known to the locals as Chance.

A typical conversation in Balmora at this time:

My dear, whatever happened to that marvelous necklace of yours?
My dear, it was taken by Chance.

The only time when Chance disliked her hobby was when she miscalculated, and she came upon an owner or a guard. So far, she had never been caught, or even seen, but dozens of times she had uncomfortably close encounters. There came a day when she felt it was time to expand her reach. She considered going to Vivec or Gnisis. but one night at the Eight Plates, she heard a tale of the Heran Ancestral Tomb, an ancient tomb filled with traps and possessing hundreds of years of the Heran family treasures.

The idea of breaking the spell of the Heran Tomb and gaining the fortune within appealed to Chance, but facing the guardians was outside of her experience. While she was considering her options, she saw Ulstyr Moresby sitting at a table nearby, by himself as usual. He was huge brute of a Breton who had a reputation as a gentle eccentric, a great warrior who had gone mad and paid more attention to the voices in his head than to the world around him.

If she must have a partner in this enterprise, Chance decided, this man would be perfect. He would not demand or understand the concept of getting an equal share of the booty. If worse came to worse, he would not be missed if the inhabitants of the Heran Tomb were too much for him. Or if Chance found his company tiresome and elected to leave him behind.

"Ulstyr, I don't think we've ever met, but my name is Minevah," she said, approaching the table. "I'm fancying a trip to the Heran Ancestral Tomb. If you think you could handle the monsters, I could take care of unlocking doors and popping traps. What do you think?"

The Breton took a moment to reply, as if considering the counsel of the voices in his head. Finally he nodded his head in the affirmative, mumbling, "Yes, yes, yes, prop a rock, hot steel. Chitin. Walls beyond doors. Fifty-three. Two months and back."

"Splendid," said Chance, not the least put off by his rambling. "We'll leave early tomorrow."

When Chance met Ulstyr the next morning, he was wearing chitin armor and had armed himself with an unusual blade that glowed faintly of enchantment. As they began their trek, she tried to engage him in conversation, but his responses were so nonsensical that she quickly abandoned the attempts. A sudden rainstorm swelled over the plain, dousing them, but as she was wearing no armor and Ulstyr was wearing slick chitin, their progress was not impeded.

Into the dark recesses of the Heran Tomb, they delved. Her instincts had been correct - they made very good partners.

She recognized the ancient snap-wire traps, deadfalls, and brittle backs before they were triggered, and cracked all manners of lock: simple tumbler, combination, twisted hasp, double catch, varieties from antiquity with no modern names, rusted heaps that would have been dangerous to open even if one possessed the actual key.

Ulstyr for his part slew scores of bizarre fiends, the likes of which Chance, a city girl, had never seen before. His enchanted blade's spell of fire was particularly effective against the Frost Atronachs. He even saved her when she lost her footing and nearly plummeted into a shadowy crack in the floor.

"Not to hurt thyself," he said, his face showing genuine concern. "There are walls beyond doors and fifty-three. Drain ring. Two months and back. Prop a rock. Come, Mother Chance."

Chance had not been listening to much of Ulstyr's babbling, but when he said "Chance," she was startled. She had introduced herself to him as Minevah. Could it be that the peasants were right, and that when mad men spoke, they were talking to the Daedra prince Sheogorath who gave them advice and information beyond their ken? Or was it rather, more sensibly, that Ulstyr was merely repeating what he heard tell of in Balmora where in recent years "Chance" had become synonymous with lockpicking?

As the two continued on, Chance thought of Ulstyr's mumblings. He had said "chitin" when they met as if it had just occurred to him, and the chitin armor that he wore had proven useful. Likewise, "hot steel." What could "walls beyond doors" mean? Or "two months and back"? What numbered "fifty-three"?

The notion that Ulstyr possessed secret knowledge about her and the tomb they were in began to unnerve Chance. She made up her mind then to abandon her companion once the treasure had been found. He had cut through the living and undead guardians of the dungeon: if she merely left by the path they had entered, she would be safe without a defender.

One phrase he said made perfect sense to her: "drain ring." At one of the manors in Balmora, she had picked up a ring purely because she thought it was pretty. It was not until later that she discovered that it could be used to sap other people's vitality. Could Ulstyr be aware of this? Would he be taken by surprise if she used it on him?

She formulated her plan on how best to desert the Breton as they continued down the hall. Abruptly the passage ended with a large metal door, secured by a golden lock. Using her pick, Chance snapped away the two tumblers and bolt, and swung the door open. The treasure of the Heran Tomb was within.

Chance quietly slipped her glove off her hand, exposing the ring as she stepped into the room. There were fifty-three bags of gold within. As she turned, the door closed between her and the Breton. On her side, it did not resemble a door anymore, but a wall. Walls beyond doors.

For many days, Chance screamed and screamed, as she tried to find a way out of the room. For some days after that, she listened dully to the laughter of Sheogorath within her own head. Two months later, when Ulstyr returned, she was dead. He used a rock to prop open the door and remove the gold.

*****
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 conjurers 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 Twilight 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.

*****
DRAGON LANGUAGE: MYTH NO MORE
*****

Dragon.

The very word conjures nightmare images of shadowed skies, hideous roaring, and endless fire. Indeed, the dragons were terrifying beasts that were once as numerous as they were powerful and 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 suspicion 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, observing, 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:

[script]

Assigning those scratchings to actual Tamrielic language 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:

[script]

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 ancient Nords used the dragon language 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.

[script]

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.

[script]

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:

[script]

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 known.

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.

*****
DWEMER INQUIRIES V1
*****

Dwemer Inquiries Vol I
Their Architecture and Civilization

by
Thelwe Ghelein, Scholar


In the Deep Halls, far from Men
Forsaken Red Mountain, Twisted Kin
Hail the Mind, Hail the Stone
Dwarven 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 V2
*****

Dwemer Inquiries Vol II
Their Architecture and Civilization

by
Thelwe Ghelein, Scholar


In the Deep Halls, far from Men
Forsaken Red Mountain, Twisted Kin
Hail the Mind, Hail the Stone
Dwarven Pride, Stronger than bone


The limited written record supports the perception Deep Elves 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:

[Dwemer writing]: "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 V3
*****

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 "FalZhardum Din" 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.

*****
FALL FROM GLORY
*****

The Thieves Guild of Skyrim is something of an enigma. Within the last few decades, their order has gone from one of the largest, most influential criminal organizations in all of Tamriel to a small group of stragglers barely able to wreak havoc in their home city of Riften. Although evidence that could explain this rapid decline has never surfaced, speculation has run rampant.

One theory holds that the Guild suffered a loss - it's strongly believed that their Guild Master was slain by one of their own. This Guild Master, known only as "Gallus," maintained strong ties with many of the influential families in Skyrim. When he perished, those bonds perished with him. Without these bonds, the Guild could no longer safely operate within Skyrim's holds.

A second theory suggests that the Guild is experiencing some sort of mystical "curse" causing normal activities for its members to become exceedingly difficult. While there is no solid evidence to support this theory, the last two decades have seen an unusual rise in failed attempts by the Guild to execute highly lucrative heists. Reasons for the presence of this supposed curse is being attributed to everything from the aforementioned murder to divine interference.

In order to solve this mystery once and for all, I've spent the last two years infiltrating the Thieves Guild. initially making contact with them in Riften proved difficult, as they're quite wary of outsiders, but through repeated efforts I was able to gain their confidence. It's my hope that once I've gained access to some of the guild leadership, I can learn more about their decline and publish a second volume of my work.

Although helping the Guild perform their petty crimes brands me a criminal, I feel that it's a burden worth bearing. The mystery of the Thieves Guild's fall from power needs to be solved once and for all as a matter of record and as a footnote to Skyrim's history.

*****
FALL OF THE SNOW PRINCE
*****

[An account of the Battle of the Moesring as transcribed by Lokheim, chronicler to the chieftain Ingjaldr White-Eye]

From whence he came we did not know, but into the battle he rode, on a brilliant steed of pallid white. Elf we called him, for Elf he was, yet unlike any other of his kind we had ever seen before that day. His spear and armor bore the radiant and terrible glow of unknown magicka, and so adorned this unknown rider seemed more wight than warrior.

What troubled, nay, frightened us most at that moment was the call that rose from the Elven ranks. It was not fear, not wonder, but an unabashed and unbridled joy, the kind of felicity felt by a damned man who has been granted a second chance at life. For at that time the Elves were as damned and near death as ever they had been during the great skirmishes of Solstheim. The Battle of the Moesring was to be the final stand between Nord and Elf on our fair island. Led by Ysgramor, we had driven the Elven scourge from Skyrim, and were intent on cleansing Solstheim of their kind as well. Our warriors, armed with the finest axes and swords Nord craftsmen could forge, cut great swaths through the enemy ranks. The slopes of the Moesring ran red with Elf blood. Why, then, would our foe rejoice? Could one rider bring such hope to an army so hopeless?

To most of our kind, the meaning of the call was clear, but the words were but a litany of Elven chants and cries. There were some among us, however, the scholars and chroniclers, who knew well the words and shuddered at their significance.

"The Snow Prince is come! Doom is at hand!"

There was then a great calm that overcame the Elves that still stood. Through their mass the Snow Prince did ride, and as a longboat slices the icy waters of the Fjalding he parted the ranks of his kin. The magnificent white horse slowed to a gallop, then a trot, and the unknown Elf rider moved to the front of the line at a slow, almost ghostlike pace.

A Nord warrior sees much in a life of bloodshed and battle, and is rarely surprised by anything armed combat may bring. But few among us that day could have imagined the awe and uncertainty of a raging battlefield that all at once went motionless and silent. Such is the effect the Snow Prince had on us all. For when the joyous cries of the Elves had ended, there remained a quiet known only in the solitude of slumber. It was then our combined host, Elf and Nord alike, were joined in a terrible understanding - victory or defeat mattered little that day on the slopes of the Moesring Mountains. The one truth we all shared was that death would come to many that day, victor and vanquished alike. The glorious Snow Prince, an Elf unlike any other, did come that day to bring death to our kind. And death he so brought.

Like a sudden, violent snow squall that rends travelers blind and threatens to tear loose the very foundations of the sturdiest hall, the Snow Prince did sweep into our numbers. Indeed the ice and snow did begin to swirl and churn about the Elf, as if called upon to serve his bidding. The spinning of that gleaming spear whistled a dirge to all those who would stand in the way of the Snow Prince, and our mightiest fell before him that day. Ulfgi Anvil-Hand, Strom the White, Freida Oaken-Wand, Heimdall the Frenzied. All lay dead at the foot of the Moesring Mountains.

For the first time that day it seemed the tide of battle had actually turned. The Elves, spurred on by the deeds of the Snow Prince, rallied together for one last charge against our ranks. It was then, in a single instant, that the Battle of the Moesring came to a sudden and unexpected end.

Finna, daughter of Jofrior, a lass of only twelve years and squire to her mother, watched as the Snow Prince cut down her only parent. In her rage and sorrow, Finna picked up Jofrior's sword and threw it savagely at her mother's killer. When the Elf's gleaming spear stopped its deadly dance, the battlefield fell silent, and all eyes turned to the Snow Prince. No one that day was more surprised than the Elf himself at the sight that greeted them all. For upon his great steed the Snow Prince still sat, the sword of Jofrior buried deeply in his breast. And then, he fell, from his horse, from the battle, from life. The Snow Prince lay dead, slain by a child.

With their savior defeated, the spirit of the remaining Elven warriors soon shattered. Many fled, and those that remained on the battlefield were soon cut down by our broad Nord axes. When the day was done, all that remained was the carnage of the battlefield. And from that battlefield came a dim reminder of valor and skill, for the brilliant armor and spear of the Snow Prince still shined. Even in death, this mighty and unknown Elf filled us with awe.

It is common practice to burn the corpses of our fallen foes. This is as much a necessity as it is custom, for death brings with it disease and dread. Our chieftains wished to cleanse Solstheim of the Elven horde, in death as well as life. It was decided, however, that such was not to be the fate of the Snow Prince. One so mighty in war yet so loved by his kin deserved better. Even in death, even if an enemy of our people.

And so we brought the body of the Snow Prince, wrapped in fine silks, to a freshly dug barrow. The gleaming armor and spear were presented on a pedestal of honor, and the tomb was arrayed with treasures worthy of royalty. All of the mighty chieftains agreed with this course, that the Elf should be so honored. His body would be preserved in the barrow for as long as the earth chose, but would not be offered the protection of our Stalhrim, which was reserved for Nord dead alone.

So ends this account of the Battle of the Moesring, and the fall of the magnificent Elven Snow Prince. May our gods honor him in death, and may we never meet his kind again in life.

*****
GALERION THE MYSTIC
*****

During the early bloody years of the Second Era, Vanus Galerion was born under the name Trechtus, a serf on the estate of a minor nobleman, Lord Gyrnasse of Sollicich-on-Ker. Trechtus' father and mother were common laborers, but his father had secretly, against the law of Lord Gyrnasse, taught himself and then Trechtus to read. Lord Gyrnasse had been advised that literate serfs were an abomination of nature and dangerous to themselves and their lords, and had closed all bookstalls within Sollicich-on-Ker. All booksellers, poets, and teachers were forbidden, except within Gyrnasse's keep. Nevertheless, a small scale smuggling operation kept a number of books and scrolls in circulation right under Gyrnasse's shadow.

When Trechtus was eight, the smugglers were found and imprisoned. Some said that Trechtus's mother, an ignorant and religious woman fearful of her husband, was the betrayer of the smugglers, but there were other rumors as well. The trial of the smugglers was nonexistent, and the punishment swift. The body of Trechtus' father was kept hanging for weeks during the hottest summer Sollicich-on-Ker had seen in centuries.

Three months later, Trechtus ran away from Lord Gyrnasse's estate. He made it as far as Alinor, half-way across Summerset Isle. A band of troubadours found him nearly dead, curled up in a ditch by the side of the road, nursed him to health, and employed him as an errand boy in return for food and shelter. One of the troubadours, a soothsayer named Heliand began testing Trechtus' mind and found the boy, though shy, to be preternaturally intelligent and sophisticated given his circumstances. Heliand recognized in the boy a commonality, for Heliand had been trained on the Isle of Artaeum as a mystic.

When the troupe was performing in the village of Potansa on the far eastern end of Sumurset, Heliand took Trechtus, then a boy of eleven, to the Isle of Artaeum. The Magister of the Isle, Iachesis, recognized potential in Trechtus and took him on as pupil, giving him the name of Vanus Galarion. Vanus trained his mind on the Isle of Artium, as well as his body.

Thus was the first Archmagister of the Mages Guild trained. From the Psijics of the Isle of Artaeum, he received his training. From his childhood of want and injustice, he received his philosophy of sharing knowledge.

*****
GREAT HARBINGERS
*****

This history is recorded by Swyk the Long-Sighted, of the Circle of Jorrvaskr in the 3rd era. While I am not gifted with a sharp gift of words, I have learned the stories of the Companions before me, and set to record them that they might not be lost when I am. Hereafter is the list of notable Harbingers of the Companions, those who lead us through the darkness to glories in Sovngarde.

Notes on the Harbinger: the Companions have never had a true leader since Ysgramor -- none have been mighty enough to corral the great hearts that beat within Jorrvaskr. While others like mages and thieves need the blessings of their hierarchy to know how to dress, we Companions are capable of leading our own destinies to glory. The Harbinger advises, resolves disputes, and helps to clarify when questions arise of the nature of honor. In the thousands of years the Companions have held at Jorrvaskr, there have been Harbingers both terrible and brilliant, those known for their arm, those for their hearts, and those for their minds. Here are listed some of the most gloried Harbingers, who inspire song and deed.

Ysgramor: the first Harbinger, the first Man, the bringer of Words, and the one who first bound the Companions to honor in that far off land of long ago. Better people have written of him, so I will not attempt to meet their words.

Jeek of the River: Captain of the Jorrvaskr during the Return, discoverer of the Skyforge, founder of Whiterun, and keeper of the original oath of the Companions, now lost to time. While other crews sought glory in conquest, his was the first to settle and serve as protector for the less war-gifted in the land as they came behind.

Mryfwiil the Withdrawn: Several hundred years after the death of Ysgramor, the Companions as we now know them were soldiers for hire, little better than mercenaries. Our services could be purchased for the fighting of wars, but the commitment to individual honor meant that often Shield-Brothers would be forced to face each other on the field of battle. The bonds of honor which bind the Companions threaten to break, until Mryfwiil, in his wisdom, decreed that we would no longer be party to any war or political conflict of any kind. Because of his steady hand, the Companions today are known as impartial arbiters of honor, in addition to their glories on the field of battle.

Cirroc the Lofty: The first Harbinger to not be of ancestral Atmoran blood. This was around the time that the Nords began to think of themselves as such, and there were great disputes about purity and the legacy of Ysgramor. Cirroc first came to Jorrvaskr as a servant, but the Redguard quickly proved his mettle when treated disrespectfully by one of the less honor-bound warriors of the time. Granted the stature of an honorary Companion after saving the life of Harbinger Tulvar the Unmentioned, he became known as the most capable of Shield-Brothers in the hall, with speed and cunning surpassing any of the old Atmoran stock. His time as Harbinger was short-lived, but it is said that his field knowledge of bladework continues to pass to every new Companion through their training.

Henantier the Outsider: The first elven Harbinger. Like Cirroc before him, he was initially subject to ridicule when arriving at Jorrvaskr, for this was the time (near the closing of the first era) when elves were not permitted to be full Companions, and few were even allowed to see the inside of the hall. Henantier was humble in the daylight hours, performing any task asked of him. At night, he trained fiercely in the outside yard, allowing himself only minutes of sleep before resuming his servant duties the next day. So he toiled through several Harbingers, never resting, never complaining, and always keeping his mind and body sharp. Given his long life, he came to be trusted by the new Companions as the one who them learn the ways of honor.

When one such pupil had aged into an old man and become Harbinger himself, Henantier was the one at his deathbed. With all Companions assembled, he named Henantier as his successor, saying "even an elf can be born with the heart of a Nord sometimes." There were some number of Companions who laid down their weapons that day, but those who remained knew the truth of honor, and it is their legacy we continue to bear.

Macke of the Piercing Eyes: A Harbinger known for her great beauty, but any who underestimated her on account of it would never make the mistake again. Was said to have once stared down half an opposing army, then slaughtered the remainder single-handedly. Her disappearance in her 8th year as Harbinger has never been explained, though many slanderous lies claim to make accountings for it.

Kyrnil Long-Nose: After the dark periods in the late second era, when a string of false and dishonorable Harbingers laid claim to Jorrvaskr, it was Kyrnil Long-Nose who gathered the true hearts of the Companions in the wilds and stormed Jorrvaskr itself, killing the usurpers and returning honor through blood, in the old ways. He began the tradition of trusted advisors called the Circle (after our great lord Ysgramor's council of captains) who would serve as examples to the younger, newer Companions.

By ensuring that the notions of honor can have an unbroken string of tradition, he steadied the course of the Companions and restored our destinies to that of Ysgramor's, pressing ever onwards to Sovngarde.

*****
HERBANE'S BESTIARY: HAGRAVENS
*****

5 Sun's Dawn

I 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 Dawn

The 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 head mounted on pikes, filthy animals pelts, loose entrails, and leathers 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 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 though 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 Herbane's triumph. I have naught but to continue my travels and my conquests, for I have yet to see what would make me tremble.

*****
HORKER ATTACKS
*****

On my travels through Skyrim I have run into many northern fisherman and hunters with intriguing tales of their encounters with horkers. The stories are varied, ranging from deadly attacks to a girl who claims she was saved from drowning.

I have taken it upon myself to compile some of these for those who journey along the frozen coast.

Our first tale is of a hunter named Gromm. He claims that one night while turning in after a long day of trapping, he saw a great shadow cast on the wall of his tent. Did he get the horker or did the horker get him?

Gromm was a great trapper working in the frozen tundra collecting fox pelts but as he was about to fall asleep one night, he heard some noises coming from outside of his tent.

His first instinct was to remain calm and see if the beast would pass, but after some threatening roars, Gromm slowly made for his axe. The creature detected his movement and began to thrash around using its great tusks to shred the hunter's tent and knocking the hunter off balance.

As he stumbled Gromm was able to use a frost spell scroll but the ice magic seemed to have diminished effect on the horker. That tidbit may be of use to someone out there.

After recovering from the stagger, Gromm was able to steady himself and with a few great cleaves killed the horker. Though his camp was in ruins, Gromm was lucky to walk away with only a slight goring to his left thigh.

Gromm's parting comment was that if you do encounter a horker, remain calm and remember that if you survive, the meat and tusks will fetch a nice bit of gold at market

*****
IMMORTAL BLOOD
*****

The moons and stars were hidden from sight, making that particular quiet night especially dark. The town guard had to carry torches to make their rounds; but the man who came to call at my chapel carried no light with him. I came to learn that Movarth Piquine could see in the dark almost as well as the light - an excellent talent, considering his interests were exclusively nocturnal.

One of my acolytes brought him to me, and from the look of him, I at first thought he was in need of healing. He was pale to the point of opalescence with a face that looked like it had once been very handsome before some unspeakable suffering. The dark circles under his eyes bespoke exhaustion, but the eyes themselves were alert, intense, almost insane.

He quickly dismissed my notion that he himself was ill, though he did want to discuss a specific disease.

"Vampirism," he said, and then paused at my quizzical look. "I was told that you were someone I should seek out for help understanding it."

"Who told you that?" I asked with a smile.

"Tissina Gray."

I immediately remembered her. A brave, beautiful knight who had needed my assistance separating fact from fiction on the subject of the vampire. It had been two years, and I had never heard whether my advice had proved effective.

"You've spoken to her? How is her ladyship?" I asked.

"Dead," Movarth replied coldly, and then, responding to my shock, he added to perhaps soften the blow. "She said your advice was invaluable, at least for the one vampire. When last I talked to her, she was tracking another. It killed her."

"Then the advice I gave her was not enough," I sighed. "Why do you think it would be enough for you?"

"I was a teacher once myself, years ago," he said. "Not in a university. A trainer in the Fighters Guild. But I know that if a student doesn't ask the right questions, the teacher cannot be responsible for his failure. I intend to ask you the right questions."

And that he did. For hours, he asked questions and I answered what I could, but he never volunteered any information about himself. He never smiled. He only studied me with those intense eyes of his, committing every word I said to memory.

Finally, I turned the questioning around. "You said you were a trainer at the Fighters Guild. Are you on an assignment for them?"

"No," he said curtly, and finally I could detect some weariness in those feverish eyes of his. "I would like to continue this tomorrow night, if I could. I need to get some sleep and absorb this."

"You sleep during the day," I smiled.

To my surprise, he returned the smile, though it was more of a grimace. "When tracking your prey, you adapt their habits."

The next day, he did return with more questions, these ones very specific. He wanted to know about the vampires of eastern Skyrim. I told him about the most powerful tribe, the Volkihar Clan, paranoid and cruel, whose very breath could freeze their victims' blood in the veins. I explained to him how they lived beneath the ice of remote and haunted lakes, never venturing into the world of men except to feed.

Movarth Piquine listened carefully, and asked more questions into the night, until at last he was ready to leave.

"I will not see you for a few days," he said. "But I will return, and tell you how helpful your information has been."

True to his word, the man returned to my chapel shortly after midnight four days later. There was a fresh scar on his cheek, but he was smiling that grim but satisfied smile of his.

"Your advice helped me very much," he said. "But you should know that the Volkihar have an additional ability you didn't mention. They can reach through the ice of their lakes without breaking it. It was quite a nasty surprise, being grabbed from below without any warning."

"How remarkable," I said with a laugh. "And terrifying. You're lucky you survived."

"I don't believe in luck. I believe in knowledge and training. Your information helped me, and my skill at melee combat sealed the bloodsucker's fate. I've never believed in weaponry of any kind. Too many unknowns. Even the best swordsmith has created a flawed blade, but you know what your body is capable of. I know I can land a thousand blows without losing my balance, provided I get the first strike."

"The first strike?" I murmured. "So you must never be surprised."

"That is why I came to you," said Movarth. "You know more than anyone alive about these monsters, in all their cursed varieties across the land. Now you must tell me about the vampires of northern Valenwood."

I did as he asked, and once again, his questions taxed my knowledge. There were many tribes to cover. The Bonsamu who were indistinguishable from Bosmer except when seen by candlelight. The Keerilth who could disintegrate into mist. The Yekef who swallowed men whole. The dread Telboth who preyed on children, eventually taking their place in the family, waiting patiently for years before murdering them all in their unnatural hunger.

Once again, he bade me farewell, promising to return in a few weeks, and once again, he returned as he said, just after midnight. This time, Movarth had no fresh scars, but he again had new information.

"You were wrong about the Keerilth being unable to vaporize when pushed underwater," he said, patting my shoulder fondly. "Fortunately, they cannot travel far in their mist form, and I was able to track it down."

"It must have surprised it fearfully. Your field knowledge is becoming impressive," I said. "I should have had an acolyte like you decades ago."

"Now, tell me," he said. "Of the vampires of Cyrodiil."

I told him what I could. There was but one tribe in Cyrodiil, a powerful clan who had ousted all other competitors, much like the Imperials themselves had done. Their true name was unknown, lost in history, but they were experts at concealment. If they kept themselves well-fed, they were indistinguishable from living persons. They were cultured, more civilized than the vampires of the provinces, preferring to feed on victims while they were asleep, unaware.

"They will be difficult to surprise," Movarth frowned. "But I will seek one out, and tell you what I learn. And then you will tell me of the vampires of High Rock, and Hammerfell, and Elsweyr, and Black Marsh, and Morrowind, and the Sumurset Isles, yes?"

I nodded, knowing then that this was a man on an eternal quest. He wouldn't be satisfied with but the barest hint of how things were. He needed to know it all.

He did not return for a month, and on the night that he did, I could see his frustration and despair, though there were no lights burning in my chapel.

"I failed," he said, as I lit a candle. "You were right. I could not find a single one."

I brought the light up to my face and smiled. He was surprised, even stunned by the pallor of my flesh, the dark hunger in my ageless eyes, and the teeth. Oh, yes, I think the teeth definitely surprised the man who could not afford to be surprised.

"I haven't fed in seventy-two hours," I explained, as I fell on him. He did not land the first blow or the last.

*****
KILLING - BEFORE YOU'RE KILLED
*****

I've seen many a man rush headlong into battle only to have their life cut short in an instant. I've been a trainer of the warrior arts for many spans - cut from the cloth of a great lineage of knights, Blades, and even a distant sellsword or two.

It's with this knowledge that I'll try to pen a brief treatise on the subtle art of war. Not mage fire, not archery or criminal throat-slitting. But war. Man on man with nothing but a fine bit of steel between them.

The first thing you'll need to learn is how to block. The best way not to get killed is not to let the other man hit you. Use a shield, use it well. Now, you'll get tired from this. You may even get a little hurt. But a blocked blow is much better than a landed one. Over time you'll get better, eventually shrugging off even the mightiest of hits.

But beware - your foes, if they're not base cur bandits, will know how to counter you. They'll hit you with everything they've got in, order to open you up, and keep on hitting. So watch for these powerful attacks. While it's still better to absorb the impact with a quarter inch of steel, it's best to try to just step out of the way.

Remember, against spells your blocking is useless until you're trained. So get up on mages quickly and let them eat steel. Deserves them right for using a witch weapon.

You can also block without a shield as well - just cross that blow with your sword, though this isn't nearly as effective. And if you decide you're fancy and want to wield two blades, you can't block at all, so don't even try. Without both hands on the hilt you just won't have the strength to counter blows.

But, with a weapon in each hand you are much more likely to take your opponent down quickly. The best defense, some say.

To wield the blade there are some fundamentals. Quick strikes are always good, but can be repelled, so watch for your opponent's own defensive postures. Wait for an opening, or create one with your own heavy attacks. Hammers hit hardest but are slow. Same with maces and all blunt weaponry. Axes are a nice middle ground, while swords are the quickest but won't stagger your opponent as efficiently with the hard hits.

Keep an eye not to get too exhausted - always try to save a little of your strength to counter blows, or even run! Never let yourself get cornered or surrounded. Pick your threats - weak spellcasters that can hurt you quick are the first things I fell.

The shield is not only a defensive tool. Put your shoulder into it and bash your opponent. This sends them flying and opens them up for quick counter assaults. Even better, put extra weight into it and power bash your opponent. If they're small this will put them on their knees.

Bigger opponents cannot be staggered by heavy attacks. Only the power bash will really knock them around and create openings for you to exploit.

So again - block, counter, bash! Hit them when they're down! They'll show no mercy, so why should you? Battle is about the offense, about catching your foe early and never relenting. Keep moving, keep swinging. If you consider yourself overly powerful, pick up a two-handed weapon and see your foes fall before you like wheat stalks. They're slow and unwieldy, but they shatter bones and cleave flesh better than anything.

The graves are filled with many a mediocre swordsman. If you don't have the stomach for war, try a monk's work. But if you do travel the path of the warrior, learn the basics and keep your head firmly planted on your shoulders - or someone's bound to lob it off.

*****
KOLB & THE DRAGON
*****

Page 1

Kolb was a brave Nord warrior. One day his Chief asked Kolb to slay an evil dragon that threatened their village. "Go through the mountain pass, Kolb", his Chief said. "You will find the Dragon on the other side"

Page 2

Kolb took his favorite axe and shield and walked to the pass, where he found a cold cave, a windy cave, and a narrow trail.

Enter the cold cave (17)

Enter the windy cave (8)

Walk up the trail (12)

Page 3

Kolb stepped onto a rocky hill. He could see the dragon sleeping below, and a tavern off a road nearby.

Climb down (16)

Visit tavern (14)

Page 4

Following the stench, Kolb found a filthy orc! The orc snarled and charged Kolb with his spiked club.

Raise Shield (9)

Swing Axe (13)

Page 5

Treading through the marsh, Kolb discovered a wailing ghost blocking his way.

Attack Ghost (15)

Give Gold (10)

Page 6

The head of the axe lodged itself in the tough, scaly neck of the beast. It wailed and thrashed, but Kolb held on and eventually sawed through the neck, killing the beast. Kolb returned home victorious, and his village was never bothered by the dragon again.

THE END

Page 7

Leaving the marsh behind him, Kolb could see the dragon's lair nearby, as well as a small, welcoming tavern.

Go to the Lair (16)

Go to Tavern (14)

Page 8

A strong gust of wind blew Kolb's torch out, and knocked him into a pit where split his head and died

THE END

Page 9

The orc cackled as his club splintered Kolb's shield and smashed into his face. There Kolb died, and the orc had soup from his bones

THE END

Page 10

Kolb remembered a story his Gran told him and tossed to gold chits for the ghost, and it faded away allowing him to pass

Turn to Page (7)

Page 11

Kolb crept towards the belly of the beast, but no sooner had he taken his eyes off the head of the beast than it snapped him up and ate him whole, axe and all

THE END

Page 12

Climbing up, Kolb found a camp. He met a wise man who shared bread and showed two paths to the dragon's lair. One went through the hills, the other through a marsh

Take the hills (3)

Take the marsh (5)

Page 13

Before the orc could strike, Kolb swung his mighty axe. The orc's head and club fell uselessly to the floor.

Turn to Page (3)

Page 14

Kolb stopped at the tavern to rest before fighting the dragon. High elves ran the tavern, however, and poisoned his mead so they could steal his gold.

THE END

Page 15

Kolb swung his axe as hard as he could, but the ghost hardly seemed to notice. The ghost drfted into Kolb, and a deep sleep took him over, from which he never awoke.

THE END

Page 16

Kolb found the lair where the dragon slept, tendrils of smoke wafting from its nostrils. The air made Kolb's eyes sting, and he nearly slipped on the bones of men, picked clean. The beast lay on its side, the throat and belly both waiting targets

Strike the Neck (6)

Strike the Belly (11)

Page 17

Kolb stepped into the frozen cave, but his Nord blood kept him warm, A smelly tunnel climbed a head of him, and wind howled from another to his left. A ladder was nearby as well.

Take the smelly tunnel (4)

Take the windy tunnel (8)

Climb the ladder (12)

*****
LOST LEGENDS
*****

The history of Skyrim is vast, predating even the most ancient records of man and mer. Much has been lost, fallen to the ravages of war or the turning of the ages. But nothing is ever truly forgotten. Where no records exist, legends and folk talkes offer us a key to the past, a way to piece together truths half-remembered in the minds of men.

For generations, the people of Morthal have told whispered tales of the Pale Lady, a ghostly woman who wanders the northern marshes, forever seeking her lost daughter. Some say she steals children who wander astray, others that her sobbing wail strikes dead all those who hear it. But behind these tales may lie a kernel of truth, for ancient records speak of 'Aumriel', a mysterious figure Ysgramor's heirs battled for decades and finally sealed away.

Reachmen tell the story of Faolan 'Red-Eagle', an ancient king who rallied his people and drove back the armies of Cyrodiil with a flaming sword. Though accounts vary, they too seem to be based on an underlying truth: the imperial chronicles of Empress Hestra mention a rebel leader of that era who was eventually cornered and slain in battle, at the cost of a full legion of men.

But some tales prove far harder to analyse. Among scholars, perhaps the best known is the 'Forbidden Legend' of the Archmage Gauldur.

In the dawning days of the First Era, the story goes, there lived a powerful wizard by the name of Gauldur. Wise and just, he was well known in the courts of king Harald and the jarls of Skyrim, and his aid and counsel were sought by man and mer alike.

And then he was murdered. Some say one of his sons killed him, others that king Harald, jealous of his power, gave the order. But Gauldur's three sons fled into the night, pursued by a company of Harald's best warriors and the Lord Geirmund, the king's personal battlemage.

A great chase ensued, from the wilds of the Reach to the glacial north. one brother is said to have perished in the ruins of Folgunthur, at the Foot of Solitude. The others were run to ground soon thereafter. And once it was done, king Harald ordered every record of their murders destroyed, and Gauldur's name and deeds were struck from the rolls of history.

Even today, few sources remain, and no bard will tell the tale. But perhaps the truth yet remains in some ancient ruin, waiting to be unearthed. For nothing is ever truly forgotten.

*****
MAGIC FROM THE SKY
*****

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 reservoirs 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.

*****
MYSTERIOUS AKAVIR
*****

Akavir means "Dragon Land". Tamriel means "Dawn's Beauty". Atmora means "Elder Wood". Only the Redguards know what Yokuda ever meant.

Akavir is the kingdom of the beasts. No Men or Mer live in Akavir, though Men once did. These Men, however, were eaten long ago by the vampiric Serpent Folk of Tsaesci. Had they not been eaten, these Men would have eventually migrated to Tamriel. The Nords left Atmora for Tamriel. Before them, the Elves had abandoned Aldmeris for Tamriel. The Redguards destroyed Yokuda so they could make their journey. All Men and Mer know Tamriel is the nexus of creation, where the Last War will happen, where the Gods unmade Lorkhan and left their Adamantine Tower of secrets. Who knows what the Akaviri think of Tamriel, but ask yourself: why have they tried to invade it three times or more?

There are four major nations of Akavir: Kamal, Tsaesci, Tang Mo, and Ka Po' Tun. When they are not busy trying to invade Tamriel, they are fighting with each other.

Kamal is "Snow Hell". Demons live there, armies of them. Every summer they thaw out and invade Tang Mo, but the brave monkey-folk always drive them away. Once Ada'Soom Dir-Kamal, a king among demons, attempted to conquer Morrowind, but Almalexia and the Underking destroyed him at Red Mountain.

Tsaesci is "Snake Palace", once the strongest power in Akavir (before the Tiger-Dragon came). The serpent-folk ate all the Men of Akavir a long time ago, but still kind of look like them. They are tall, beautiful (if frightening), covered in golden scales, and immortal. They enslave the goblins of the surrounding isles, who provide labor and fresh blood. The holdings of Tsaesci are widespread. When natives of Tamriel think of the Akaviri they think of the Serpent-Folk, because one ruled the Cyrodilic Empire for four hundred years in the previous era. He was Potentate Versidue-Shaie, assassinated by the Morag Tong.[notes 1]

Tang Mo is the "Thousand Monkey Isles". There are many breeds of monkey-folk, and they are all kind, brave, and simple (and many are also very crazy). They can raise armies when they must, for all of the other Akaviri nations have, at one time or another, tried to enslave them. They cannot decide who they hate more, the Snakes or the Demons, but ask one, and he will probably say, "Snakes". Though once bitter enemies, the monkey-folk are now allies with the tiger-folk of Ka Po' Tun.

Ka Po' Tun is the "Tiger-Dragon's Empire". The cat-folk here are ruled by the divine Tosh Raka, the Tiger-Dragon. They are now a very great empire, stronger than Tsaesci (though not at sea). After the Serpent-Folk ate all the Men, they tried to eat all the Dragons. They managed to enslave the Red Dragons, but the black ones had fled to (then) Po Tun. A great war was raged, which left both the cats and the snakes weak, and the Dragons all dead. Since that time the cat-folk have tried to become the Dragons. Tosh Raka is the first to succeed. He is the largest Dragon in the world, orange and black, and he has very many new ideas.

"First," Tosh Raka says, "is that we kill all the vampire snakes." Then the Tiger-Dragon Emperor wants to invade Tamriel.

*****
MYSTERY OF TALARA, V1
*****

The year was 3E 405. The occasion was the millennial celebration of the founding of the Breton Kingdom of Camlorn. Every grand boulevard and narrow alley was strung with gold and purple banners, some plain, some marked with the heraldic symbols of the Royal Family or the various principalities and dukedoms which were vassals of the King. Musicians played in the plazas great and small, and on every street corner was a new exotic entertainer: Redguard snake charmers, Khajiiti acrobats, magicians of genuine power and those whose flamboyant skill was equally impressive if largely illusion.

The sight that drew most of the male citizens of Camlorn was the March of Beauty. A thousand comely young women, brightly and provocatively dressed, danced their way down the long, wide main street of the city, from the Temple of Sethiete to the Royal Palace. The menfolk jostled one another and craned their necks, picking their favorites. It was no secret that they were all prostitutes, and after the March and the Flower Festival that evening, they would be available for more intimate business.

Gyna attracted much of the attention with her tall, curvaceous figure barely covered by strips of silk and her curls of flaxen hair specked with flower petals. In her late twenties, she wasn't the youngest of the prostitutes, but she was certainly one of the most desirable. It was clear by her demeanor that she was used to the lascivious glances, though she was far from jaded at the sight of the city in splendor. Compared to the squalid quarter of Daggerfall where she made her home, Camlorn at the height of celebration seemed so unreal. And yet, what was even stranger was how, at the same time, familiar it all looked, though she had never been there before.

The King's daughter Lady Jyllia rode out of the palace gates, and immediately cursed her misfortune. She had completely forgotten about the March of Beauty. The streets were snarled, at a standstill. It would take hours to wait for the March to pass, and she had promised her old nurse Ramke a visit in her house south of the city. Jyllia thought for a moment, picturing in her mind the arrangement of streets in the city, and devised a shortcut to avoid the main street and the March.

For a few minutes she felt very clever as she wound her way through tight, curving side streets, but presently she came upon temporary structures, tents and theaters set up for the celebration, and had to improvise a new path. In no time at all, she was lost in the city where she had lived all but five years of her life.

Peering down an alley, she saw the main avenue crowded with the March of Beauty. Hoping that it was the tale end, and desirous not to be lost again, Lady Jyllia guided her horse toward the festival. She did not see the snake-charmer at the mouth of the alley, and when his pet hissed and spread its hood, her charge reared up in fear.

The women in the parade gasped and surged back at the sight, but Lady Jyllia quickly calmed her stallion down. She looked abashed at the spectacle she had caused.

"My apologies, ladies," she said with a mock military salute.

"It's all right, madam," said a blonde in silk. "We'll be out of your way in a moment."

Jyllia stared as the March passed her. Looking at that whore had been like looking in a mirror. The same age, and height, and hair, and eyes, and figure, almost exactly. The woman looked back at her, and it seemed as if she was thinking the same thing.

And so Gyna was. The old witches who sometimes came in to Daggerfall had sometimes spoke of doppelgangers, spirits that assumed the guise of their victims and portended certain death. Yet the experience had not frightened her: it seemed only one more strangely familiar aspect of the alien city. Before the March had danced it way into the palace gates, she had all but forgotten the encounter.

The prostitutes crushed into the courtyard, as the King himself came to the balcony to greet them. At his side was his chief bodyguard, a battlemage by the look of him. As for the King himself, he was a handsome man of middle age, rather unremarkable, but Gyna was awed at the sight of him. A dream, perhaps. Yes, that was it: she could see him as she had dreamt of him, high above her as he was now, bending now to kiss her. Not a one of lust as she had experienced before, but one of small fondness, a dutiful kiss.

"Dear ladies, you have filled the streets of the great capitol of Camlorn with your beauty," cried the King, forcing a silence on the giggling, murmuring assembly. He smiled proudly. His eyes met Gyna's and he stopped, shaken. For an eternity, they stayed locked together before His Highness recovered and continued his speech.

Afterwards, while the women were all en route back to their tents to change into their costumes for the evening, one of the older prostitutes approached Gyna: "Did you see how the King looked at you? If you're smart, you'll be the new royal mistress before this celebration ends."

"I've seen looks of hunger before, and that wasn't one of them," laughed Gyna. "I'd wager he thought I was someone else, like that lady who tried to run us over with her horse. She's probably his kin, and he thought she had dressed up like a courtesan and joined the March of Beauty. Can you imagine the scandal?"

When they arrived at the tents, they were greeted by a stocky, well-dressed young man with a bald pate and a commanding presence of authority. He introduced himself as Lord Strale, ambassador to the Emperor himself, and their chief patron. It was Strale who had hired them, on the Emperor's behalf, as a gift to the King and the kingdom of Camlorn.

"The March of Beauty is but a precursor to the Flower Festival tonight," he said. Unlike the King, he did not have to yell to be heard. His voice was loud and precise in its natural modulations. "I expect each of you to perform well, and justify the significant expense I've suffered bringing you all the way up here. Now hurry, you must be dressed and in position on Cavilstyr Rock before the sun goes down."

The ambassador needn't have worried. The women were all professionals, experts at getting dressed and undressed with none of the time-consuming measures less promiscuous females required. His manservant Gnorbooth offered his assistance, but found he had little to do. Their costumes were simplicity itself: soft, narrow sheets with a hole for their heads. Not even a belt was required, so the gowns were open at the sides exposing the frame of their skin.

So it was long before the sun had set that the prostitutes turned dancers were at Cavilstyr Rock. It was a great, wide promontory facing the sea, and for the occasion of the Festival of Flowers, a large circle of unlit torches and covered baskets had been arranged. As early as they were, a crowd of spectators had already arrived. The women gathered in the center of the circle and waited until it was time.

Gyna watched the crowd as it grew, and was not surprised when she saw the lady from the March approaching, hand-in-hand with a very old, very short white-haired woman. The old woman was distracted, pointing out islands out at sea. The blonde lady seemed nervous, unsure of what to say. Gyna was used to dealing with uneasy clients, and spoke first.

"Good to see you again, madam. I am Gyna of Daggerfall."

"I'm glad you bear me no ill will because of the whores, I mean horse," the lady laughed, somewhat relieved. "I am Lady Jyllia Raze, daughter of the King."

"I always thought that daughters of kings were called princess," smiled Gyna.

"In Camlorn, only when they are heirs to the throne. I have a younger brother from my father's new wife whom he favors," Jyllia replied. She felt her head swim. It was madness, speaking to a common prostitute, talking of family politics so intimately. "Relative to that subject, I must ask you something very peculiar. Have you ever heard of the Princess Talara?"

Gyna thought a moment: "The name sounds somewhat familiar. Why would I have?"

"I don't know. It was a name I just thought you might recognize," sighed Lady Jyllia. "Have you been to Camlorn before?"

"If I did, it was when I was very young," said Gyna, and suddenly she felt it was her turn to be trusting. Something about the Lady Jyllia's friendly and forthcoming manner touched her. "To be honest, I don't remember anything at all of my childhood before I was nine or ten. Perhaps I was here with my parents, whoever they were, when I was a little girl. I tell you, I think perhaps I was. I don't recall ever being here before, but everything I've seen, the city, you, the King himself, all seem ... like I've been here before, long ago."

Lady Jyllia gasped and took a step back. She gripped the old woman, who had been looking out to sea and murmuring, by the hand. The elderly creature looked to Jyllia, surprised, and then turned to Gyna. Her ancient, half-blind eyes sparkled with recognition and she made a sound like a grunt of surprise. Gyna also jumped. If the King had seemed like something out of a half-forgotten dream, this woman was someone she knew. As clear and yet indistinct as a guardian spirit.

"I apologize," stammered Lady Jyllia. "This is my childhood nursemaid, Ramke."

"It's her!" the old woman cried, wild-eyed. She tried to run forward, arms outstretched, but Jyllia held her back. Gyna felt strangely naked, and pulled her robe against her body.

"No, you're wrong," Lady Jyllia whispered to Ramke, holding the old woman tightly. "The Princess Talara is dead, you know that. I shouldn't have brought you here. I'll take you back home." She turned back to Gyna, her eyes welling with tears. "The entire royal family of Camlorn was assassinated over twenty years ago. My father was Duke of Oloine, the King's brother, and so he inherited the crown. I'm sorry to have bothered you. Goodnight."

Gyna gazed after Lady Jyllia and the old nurse as they disappeared into the crowd, but she had little time to consider all she had heard. The sun was setting, and it was time for the Flower Festival. Twelve young men emerged from the darkness wearing only loincloths and masks, and lit the torches. The moment the fire blazed, Gyna and all the rest of the dancers rushed to the baskets, pulling out blossoms and vines by the handful.

At first, the women danced with one another, sprinkling petals to the wind. The crowd then joined in as the music swelled. It was a mad, beautiful chaos. Gyna leapt and swooned like a wild forest nymph. Then, without warning, she felt rough hands grip her from behind and push her.

She was falling before she understood it. The moment the realization hit, she was closer to the bottom of the hundred foot tall cliff than she was to the top. She flailed out her arms and grasped at the cliff wall. Her fingers raked against the stone and her flesh tore, but she found a grip and held it. For a moment, she stayed there, breathing hard. Then she began to scream.

The music and the festival were too loud up above: no one could hear her - she could scarcely hear herself. Below her, the surf crashed. Every bone in her body would snap if she fell. She closed her eyes, and a vision came. A man was standing below her, a King of great wisdom, great compassion, looking up, smiling. A little girl, golden-haired, mischievous, her best friend and cousin, clung to the rock beside her.

"The secret to falling is making your body go limp. And with luck, you won't get hurt," the girl said. She nodded, remembering who she was. Eight years of darkness lifted.

She released her grip and let herself fall like a leaf into the water below.

*****
MYTHS OF SHEOGORATH
*****

Sheogorath Invents Music
In the earliest of days, in a time when the world was still raw, Sheogorath decided to walk amongst the mortals. He donned his guise of Gentleman With a Cane, and moved from place to place without being recognized. After eleven days and eleven nights, Sheogorath decided that life among mortals was even more boring than his otherworldly existence.

"What can I do to make their lives more interesting?" he said to himself. At that same moment, a young woman nearby commented wistfully to herself, "The sounds of the birds are so beautiful."

Sheogorath silently agreed with her. Mortals could not make the beautiful and inspired calls of birds. Their voices were wretched and mundane. He could not change the nature of mortals, for that was the purview of other Daedric Princes. However, he could give them tools to make beautiful sounds.

Sheogorath took hold of the petulant woman and ripped her asunder. From her tendons he made lutes. From her skull and arm bones he made a drum. From her bones he made flutes. He presented these gifts to the mortals, and thus Music was born.

Sheogorath and King Lyandir
King Lyandir was known to be an exceedingly rational man. He lived in a palace that was a small, simple structure, unadorned with art and ugly to look upon. "I do not need more than this," he would say. "Why spend my gold on such luxuries when I can spend it on my armies or on great public works?"

His kingdom prospered under his sensible rule. However, the people did not always share the king's sense of practicality. They would build houses that were beautiful to look upon, although not necessarily very practical. They devoted time and energy to works of art. They would celebrate events with lavish festivals. In general, they were quite happy.

King Lyandir was disappointed that more of them did not follow his example and lead frugal, sensible lives. He brooded on this for many years. Finally, he decided that his subjects simply didn't understand how much more they could accomplish if they didn't waste time on those frivolous activities. Perhaps, he reasoned, they just needed more examples.

The king decreed that all new buildings must be simple, unadorned, and no larger than was necessary for their function. The people were not happy about this, but they liked their king and respected the new law. In a few short years, there were more plain buildings than ornate ones. The citizens used the money saved to make and buy even more lavish art and hold even more excessive celebrations.

Once again, King Lyandir decided to provide them a strict example of how beneficial it would be to use their time and resources for more practical purposes. He banned all works of art in the city. The people were quite put out by this, but they knew that their king was doing what he thought was best for them. However, human nature is not so easily denied. In a few more years the city was filled with plain, simple buildings, and devoid of any sort of art. However, the people now had even more money and time to devote to their parties and festivals.

With a heavy heart, King Lyandir decided that his people were to be treated like children. And like all children, they needed rules and discipline laid down by great figures of authority to make them understand what was truly important in life. He decreed that there should be no revelry in the city. Singing, dancing, and music were all banned. Even food and drink were limited to water and simple foodstuffs.

The people had had enough. Revolt was out of the question, since King Lyandir had a very well trained and equipped army. They visited the shrines and temples in droves, praying to all the gods, and even to some of the Daedric Princes, that King Lyandir would revoke these new, oppressive laws.

Sheogorath heard their pleas and decided to visit King Lyandir. He appeared to the king in his dreams as a field of flowers, each with arms instead of petals and the face of the Madgod in the center. "I am Lord of the Creative and Lord of the Deranged. Since you have no use for my gifts of creativity, I have decided to bless you with an abundance of my other gift."

From that day forward, every child born in the city was born into madness. Since infants do not reveal illnesses of the mind, it was several years before this was realized. The king's own son was among the victims, suffering from seizures and delusions. Yet, King Lyandir refused to change his ways.

When his son, Glint, was 12 years old, he stabbed his father while Lyandir was sleeping. With his dying breath, King Lyandir asked, "Why?" His son replied, "It is the most practical thing I could do."

The new, young king ordered all the palace servants slaughtered. He ordered a grand festival to celebrate his new reign and the repeal of Lyandir's laws. He served the crowds a stew made from the carcasses of the palace servants. He ordered the east facing walls of every building painted red, and the west facing walls painted in stripes. He decreed that all citizens wear ornate masks on the backs of their heads. He then burned down the palace and began construction of a new one.

In the new palace, the young king ordered his personal chambers to not have any doors; for fear that small woodland creatures would attack him. He ordered that it have no windows for fear that the sun and moon were jealous of him and plotting his death.

And thus ended the line of King Lyandir. The people of the city returned to their grand works of art and raucous celebrations. They talked and acted as if they still had a living king, and even kept up the palace, using it to house and care for their mad children. Sheogorath was mightily pleased with this outcome. From that day forward the city was blessed with more than the normal number of gifted artists and deranged citizens.

The Contest of Wills
A mighty wizard named Ravate once walked the Winds of Time to find Lord Sheogorath. His intent was to win a favor from this most capricious of the Daedric Princes. Upon finding Sheogorath, Ravate spoke humbly to him, "Lord Sheogorath, I beg a favor of you. I would gladly drive a thousand men mad in your name if you would but grant me the greater magical powers."

Fortunately for Ravate, Sheogorath was in a playful mood. He proposed a game, "I will grant your wish, if you are still sane in three days. During that time, I will do my utmost to drive you mad. It shall be great fun."

Ravate was not so certain that he liked this new deal. He had been really looking forward to driving a thousand men mad. "Lord Sheogorath, I regret having disturbed you with my shallow, selfish request. I withdraw my unfortunate plea and will humbly leave this place."

Sheogorath just laughed, "Too late, mighty Ravate. The game is afoot, and you must play." Ravate fled, only to find that all exits from the Daedric realm were now sealed. He wandered aimlessly, constantly looking over his shoulder, jumping at every noise. Each moment brought new terror as he waited for Sheogorath to begin.

After three days, Ravate was convinced that every plant and animal was a tool of Sheogorath. He hadn't eaten or drunk for fear that Sheogorath had poisoned the food or drink. He hadn't slept for fear of Sheogorath invading his dreams. (Which was foolish, as dreams are the domain of Vaermina, may She grant us Restful Sleep.)

It was then that Sheogorath appeared to him. Ravate cried out, "You have set the whole world to watching me! Every creature and plant are doing your bidding to drive me mad."

Sheogorath replied, "Actually, I have done nothing. You have driven yourself mad with your fears. Your delusions prove that you are truly deranged, and therefore I win. While you wanted to make a thousand men mad, I only wanted to break one man's mind, yours."

From that day forward Ravate served Sheogorath's every whim. Whenever daring travelers try to approach Sheogorath, Ravate warns them, "Sheogorath is already inside each of us. You have already lost."

*****
NIGHTINGALES: FACT OR FICTION?
*****

Mention the word "Nightingale" to any thief worth his salt and he'll laugh in your face. He'll tell you that the supposed avengers of the Daedric Lord Nocturnal are nothing but fictional characters who live nowhere else but within tales designed to scare young footpads into doing what they're told. But are they fictional or simply misunderstood?

While it's true that most scholars would scoff at the notion of a holy sect appearing within the normally unethical and unorganized rabble that is the Thieves Guild, evidence suggests that such a group existed at the time within the borders of Skyrim. One hundred and twenty years before the publication of this tome, a corpse was discovered wearing a strange suit of armor that was described as "forged midnight." The tattered armor bore a crest of some sort, the symbol of a bird embracing a circle of undetailed blackness. The remains and the armor was taken to the College of Winterhold for study, but mysteriously vanished only a day after it arrived.

The crest from this armor was circulated around Skyrim for years but identification proved almost impossible. Then the most unlikely of sources, a prisoner incarcerated within the mines of Markarth, claimed that it was the mark of a group of thieves who called themselves the Nightingales. When pressed for more information, the prisoner claimed that the Nightingales were warriors of Nocturnal and performed her bidding without question. He claimed his source was someone he knew within the Thieves Guild of Skyrim, but he refused to identify them by name, so his story was quickly dismissed.

The second piece of evidence pointing to the existence of the Nightingales exists to this day just outside of Riften. Discovered at the terminus of a short pathway off of the main road stands a stone of unidentified blackened material. Carved into its face is the same avian symbol previously found on the dark suit of armor. To those that subscribed to the existence of the Nightingales, this was though to be some sort of meeting place. To others, this symbol was once again dismissed as a hoax or simply a diversion created by the Thieves Guild. The final, and most controversial sample of evidence is a passage found scrawled on the inside of a cell wall in Whiterun. The cell had previously been occupied by a Dunmer named Lorthus was incarcerated for murder and was set for execution. After the deed was performed, and Lorthus' cell was examined, the following was found etched into one of the stone blocks: "Take my hand Lady Nocturnal, for it's my will to serve you. As a Nightingale, I'm born anew. Let my past echo our triumph."

This is the first and only time that a solid connection between Nocturnal and the Nightingale has been made. The unusual nature of the passage, the religious connotations towards Nocturnal made by a career criminal, kept discussions lively for years regarding the possibility of this group actually existing. Sadly, since not a single passage of evidence beyond this has surfaced to date, this exciting discovery faded into obscurity and the debate subsided.

With these scant samples of evidence, conclusions are difficult to formulate. All we're left with are more questions than answers. Can religion and thievery coexist? Does the Daedric Lord Nocturnal have active agents roaming Skyrim with a no-doubt nefarious purpose? Does the Thieves Guild have extensive knowledge of the Nightingales, but remain sworn to secrecy? Perhaps one day the answers to these questions will be revealed, but at present it falls to you, the reader, to decide whether the Nightingales are fact or merely fiction.

*****
NORDS ARISE!
*****

Nords Arise! Throw off the shackles of Imperial oppression. Do not bow to the yoke of a false emperor. Be true to your blood, to your homeland.

The empire tells us we cannot worship holy Talos. How can man set aside a god? How can a true Nord of Skyrim cast aside the god that rose from our own heartland? Mighty Tiber Septim, himself the first emperor, conqueror of all Tamriel, ascended to godhood to sit at the right hand of Akatosh. Tiber Septim, a true son of Skyrim, born in the land of snow and blood, bred to the honor of our people, is now Talos, god of might and honor. The Empire has no right to tell us we cannot worship him.

Our own high king, Torygg, betrayed us to the empire. He traded our god for peace. He agreed to a pact with the Thalmor signed by an emperor in a foreign land. Are we to be beholden to such a pact? No! A thousand times no.

Do not let the lessons of history go unheeded. The Aldmeri Dominion and its Thalmor masters made war upon men, just as the elves made war upon Ysgramor and our people in ancient times. Shining Saarthal was burned to the ground, reduced to ruins and rubble in their treacherous assault. But Ysgramor and his sons gathered the 500 Companions and made war upon the elves, casting them out of Skyrim. In The Great War fought by our fathers, the elves again betrayed men by attacking us unprovoked. The Dominion and the Thalmor cannot be trusted!

Like Ysgramor, Ulfric Stormcloak is a true hero of Skyrim. His name will ring in Sovngarde for generations to come. Only he had the courage to single out King Torygg and challenge him to trial by arms. Ulfric's thu'um, a gift from Talos himself, struck down this traitorous ruler. And by his death we are now free of our Imperial shackles and the Thalmor overlords that darken the Imperial throne.

The Empire has sent its Legions to govern us. They have enlisted our own countrymen to their cause. They have set brother against brother, father against son. They have caused Skyrim to battle itself in their name, for their cause. Do not let them divide us. Do not let them conquer us! Reject the Imperial law that forbids the worship of Talos. Join Ulfric Stormcloak and his cause!

*****
NORDS OF SKYRIM
*****

Nords of Skyrim - My People, My Pride

Respected reader. My name is Hrothmund Wolf-Heart and I am a Nord. But, more importantly, I am a Nord born and raised in the land of Skyrim.

I write this volume in the desperate hope that the rest of Tamriel can come to know my people as they deserve to be known, and understand this province for what it truly is - a place of uncontested beauty and culture.

Some of what you know is undoubtedly true. Physically, we Nords are an impressive, often imposing sight - tall of stature, strong of bone, and thick of muscle. Our hair is often fair, and worn braided, as has been the custom for generations. Often we are swathed in the hides of beasts, for such creatures are abundant in Skyrim, and we would be foolish not to take advantage of such an available resource.

Having read this far, you may be shocked at the strength of my words, and the literacy of a northern "savage." Aye, many Nords can both read and write. My father began my instruction in the way of letters when I was but a bairn, as did his father, and his father before him.

But the accomplishments of the children of Skyrim are multitude, and go beyond mere wordcraft. For we are artisans as well, and through the ages have learned to manipulate steel the way a sculptor would clay.

Indeed, I have seen with mine own eyes, visitors from High Rock and Cyrodiil weep in disbelief as they beheld the blades wrought in the fires of the Skyforge, and honed to beautiful deadliness by the gods-touched hands of Clan Gray-Mane.

But how can this be true, you ask? How are such achievements possible from a people who have yet to emerge from the muck and snow? Again, provincial bias clouds the truth.

The cities of Skyrim are a testament to Nord ingenuity and craftsmanship. Chief among them are Solitude, seat of the High King and capital of the province; Windhelm, ancient and honored, a jewel in the snow; Markarth, carved into the living rock itself, in ages long since past; Riften, nestled in the golden shadows of the Fall Forest, whence comes delicious fish and mead; and Whiterun, built around the hall of Jorrvaskr, home of the most noble Companions and revered Skyforge.

And now, respected reader, you have the full measure of it. We Nords are everything you imagined - and so much more.

But let not this work be your only gateway to the truth. Book passage on carriage or vessal, and make the journey north. See Skyrim with thine own eyes. See Skyrim as have the Nords, since the gods first shaped the world.

*****
ODE TO THE TUNDRASTRIDERS
*****

Oh mighty tundrastrider!

How you and your mighty tusked beast silhouette against the great orange expanse.

Thundering footsteps herald your herd. Man and beast blazing trail together.

One in nature, each relying upon the other, more than just man and beast, but equals who need one another to survive.

How I long to run across the tundra in their mighty wake.

That would truly be my greatest honor.

The morning would be spent gathering dyes to paint our mammoths and then carve the fiercest images into their tusks.

Then it would be time for the skeever hunt. Our clubs would rain down upon the rat pests smashing the life out of them.

In the evening could sit around the campfire and I would regale those nearby with songs of their majesty and grace.

They would let me sample of the mammoth's cheese. A food so foul yet with healing properties so great.

We'd snack on the roasted skeever we'd freshly caught that day before laying under the stars to sleep.

I'd slowly fade to dream nested in the radiating heat of mammoth fur. It's cold resisting properties keeping me snug.

What a grand time we would have.

Unknown

*****
OF FJORI AND HOLGEIR
*****

In her 29th summer of life, Fjori the huntress met the warlord Holgeir on the field of battle. None remember what they fought over, for their love to come was so great it overshadowed all rivalries or disputes. They fought to a standstill, as their followers looked on - till her sword broke his axe and his shield dulled her blade and all could see that they were equals.

As the Eagle finds its mates, so too did Fjori find hers in Holgeir, and a time of peace came to the clans of the forest. But as the summer's warmth gives way to winter's chill, so too would this peace pass.

But the Snake came and bit Holgeir, its venom seeping deep into the wound. A Whale greeted Fjori's view as she came over the snow-covered mountains to the coast. She obtained an elixir from the Akavir and returned in haste. Though Holgeir could smell the winds of Sovngarde, she gave him the elixir and he was cured in an instant.

But the Snake bit Fjori as she poured the last drop into Holgeir's mouth, and fatigued from her journey, she joined the ancestors immediately. Holgeir's grief was such that he built a tomb and upon completion, took his own life that he might rejoin her.

*****
OLAF AND THE DRAGON
*****

One of the more colorful legends in Nord folklore is the tale of Olaf One-Eye and Numinex.

Long ago in the First Age, a fearsome dragon named Numinex ravaged the whole of Skyrim. The dreadful drake wiped out entire villages, burned cities and killed countless nords. It seemed that no power in Tamriel could stop the monster.

This was a troubled time in Skyrim's history, for a bitter war of succession raged between the holds. The Jarls might have been able to conquer the beast if they had worked together, but trust was in desperately short supply.

A skillful warrior named Olaf came forward and promised to defeat the beast. In some accounts, he is the Jarl of Whiterun. In other versions of the legend, Olaf promises the people of Whiterun that he will capture the monster if they will name him Jarl. At any rate, Olaf ventures forth with a handful of his most trusted warriors and seeks the beast out, eventually finding Numinex in his lair atop Mount Athor†. Needless to say, it's an epic battle.

First, Olaf comes at the dragon with his axe and his shield. Some variants of the legend say that Olaf and the beast Battled with blade and claw for days, but were too evenly matched for either to gain an advantage. Most accounts hold that Olaf, perhaps frustrated that his weapons are completely ineffectual against the dragon, finally casts them aside. Giving voice to the rage that has been building within him, Olaf unleashes a terrible shout.

Here again, the stories diverge. Many accounts hold that Olaf did not realize he possessed the power of Dragon-speech, while others suggest that he had long possessed this gift, but wished to test himself against the dragon in martial combat first. Virtually all variations of the legend, however, agree on what happened next.

Using the awesome powers of the Dragon language, Numinex and Olaf engage in an epic shouting duel atop Mount Athor. So forceful are their words, they are said to shatter the stone and split the sky. Finally, Numinex collapses from a combination of injury and sheer exhaustion. Somehow - and this detail is conspicuously absent in virtually every account - Olaf manages to convey the dragon all the way back to the capital city of Whiterun.

The people of Whiterun are suitably impressed with Olaf's hostage. They build a huge stone holding cell at the rear of the palace, which they rename "Dragonsreach". This enormous cell serves as Numinex's prison until his death.

Olaf himself eventually becomes the High King of Skyrim, putting an end to the war of succession. Presumably, his great deed made him the only leader upon whom all the people could agree, and so the land once again has peace.

As a visitor to Skyrim, I find this tale both fascinating and highly entertaining. It is one of the most celebrated legends of the Nords, and one can easily understand why. It's a story of surpassing heroism, in which a resourceful and worth Nord does battle with a truly terrifying adversary and emerges victorious by yelling him into submission. The only way in which this could have been even more of a Nordic tale would be if Olaf beat Numinex in a drinking contest.

The legend is not without its doubters, however. The bard Svaknir, who lived during Olaf's reign, wrote and performed an alliterative verse that challenged Olaf's version of events. Enraged, the High King three the rebellious bard in prison and destroyed all written copies of the verse. How I would love to lay hands on a copy of that verse! I admit, I am immensely curious to know what assertions Svaknir made about how Olaf really defeated Numinex.

There are a few ancient bard texts that provide one possible answer. These tomes suggest that Numinex was particularly foul-tempered because he was extremely old. In these accounts, the dragon spends his final years terrorizing the country side before flying off to the top of Mount Athor to die in peace.

When Olaf finds Numinex, the dragon is too weak to defend himself. Olaf and his men capture the beast without effort, but decide to take advantage of the situation by fabricating a heroic tale. It is worth noting that all of Olaf's warriors who were said to witness the shout duel went on to become wealth leaders during Olaf's reign as High King.

However, it is equally likely that Svaknir had some grudge against Olaf, and his scandalous verse was an attempt to damage the High King's reputation. Alas, we will never know.

I leave you now, good reader, with this gentle reminder: A good historian must remain impartial, and consider all points of view. Time has a way of distorting our record of events, so the closer you can get to the original sources, the better!

*****
ON THE GREAT COLLAPSE
*****

To the esteemed Jarl Valdimar of Winterhold,

First, please allow me to offer my most sincere condolences. I understand that you, like many others, have lost family and you have my deepest sympathies. I also understand that some on your council have placed the blame for this horrible disaster on my colleagues at the College. While I can certainly appreciate the shock at the scope of recent events, and the desire to comprehend what has happened, I must strongly urge you to consider the full situation. You know as well as any the College's history and reputation in Winterhold. It has long been a source of pride for your city, a unique fixture in Skyrim. Some of the greatest wizards have studied here, and the College has always promoted positive relations with the other provinces of Tamriel. It is well-known that those relations have been, shall we say, strained over the last few decades. After the Oblivion Crisis, it was only natural that the people of Skyrim showed a distrust for mages, even though the vast majority of us actively worked to counter the actions of the Mythic Dawn cult. The College expected such a reaction, and hoped that distrust would fade over time. And then, the Red Year. No one foresaw the explosion of Red Mountain, or the devastating effect it would have on the Dunmer culture. Your predecessor was kind enough to welcome many of the refugees, particularly those who could contribute to the College's studies. We were quite grateful. When Solstheim was generously offered to the Dunmer as a new home, I was as surprised as any. I did not, however, share the apparent expectation that all dark elves would leave Skyrim. It did not go unnoticed that many in Winterhold were unhappy at how many mages chose to stay at the College rather than relocate. And now, the storms that have wracked the coast of Skyrim for close to a year have finally broken, but at great cost to us all. This great collapse that has devastated Winterhold was unexpected, I assure you. That the College has remained unaffected is only a testament to the protective magicks placed around it so long ago. It in no way implies that we were somehow prepared specifically for this event, and is certainly no indication that the College was somehow responsible. I certainly would never hold you accountable for the gossip spread amongst the people of Winterhold. I would urge you, though, to not allow that gossip to take root and become a commonly held belief. I do not wish to see our relationship crumble like Winterhold has, as I assure you the College will remain here a very, very long time.

Your persistent advocate, Arch-Mage Deneth.

*****
PALLA, V1
*****

Palla. Pal La. I remember when I first heard that name, not long ago at all. It was at a Tales and Tallows ball at a very fine estate west of Mir Corrup, to which I and my fellow Mages Guild initiates had found ourselves unexpectedly invited. Truth be told, we needn't have been too surprised. There were very few other noble families in Mir Corrup - the region had its halcyon days as a resort for the wealthy far back in the 2nd era - and on reflection, it was only appropriate to have sorcerers and wizards present at a supernatural holiday. Not that we were anything more exotic than students at a small, nonexclusive charterhouse of the Guild, but like I said, there was a paucity of other choices available.

For close to a year, the only home I had known was the rather ramshackle if sprawling grounds of the Mir Corrup Mages Guild. My only companions were my fellow initiates, most of which only tolerated me, and the masters, whose bitterness at being at a backwater Guild prompted never-ending abuse.

Immediately the School of Illusion had attracted me. The Magister who taught us recognized me as an apt pupil who loved not only the spells of the science but their philosophical underpinnings. There was something about the idea of warping the imperceptible energies of light, sound, and mind that appealed to my nature. Not for me the flashy schools of Destruction and Alteration, the holy schools of Restoration and Conjuration, the practical schools of Alchemy and Enchantment, or the chaotic school of Mysticism. No, I was never so pleased as to take an ordinary object and by a little magic make it seem something other than what it was.

It would have taken more imagination than I had to apply that philosophy to my monotonous life. After the morning's lessons, we were assigned tasks before our evening classes. Mine had been to clean out the study of a recently deceased resident of the Guild, and categorize his clutter of spellbooks, charms, and incunabula.

It was a lonely and tedious appointment. Magister Tendixus was an inveterate collector of worthless junk, but I was reprimanded any time I threw something away of the least possible value. Gradually I learned enough to deliver each of his belongings to the appropriate department: potions of healing to the Magisters of Restoration, books on physical phenomena to the Magisters of Alteration, herbs and minerals to the Alchemists, and soulgems and bound items to the Enchanters. After one delivery to the Enchanters, I was leaving with my customary lack of appreciation, when Magister Ilther called me back.

"Boy," said the portly old man, handing me back one item. "Destroy this."

It was a small black disc covered with runes with a ring of red-orange gems like bones circling its periphery.

"I'm sorry, Magister," I stammered. "I thought it was something you'd be interested in."

"Take it to the great flame and destroy it," he barked, turning his back on me. "You never brought it here."

My interest was piqued, because I knew the only thing that would make him react in such a way. Necromancy . I went back to Magister Tendixus's chamber and poured through his notes, looking for any reference to the disc. Unfortunately, most of the notes had been written in a strange code that I was powerless to decipher. I was so fascinated by the mystery that I nearly arrived late for my evening class in Enchantment, taught by Magister Ilther himself.

For the next several weeks, I divided my time categorizing the general debris and making my deliveries, and researching the disc. I came to understand that my instinct was correct: the disc was a genuine necromantic artifact. Though I couldn't understand most of the Magister's notes, I determined that he thought it to be a means of resurrecting a loved one from the grave.

Sadly, the time came when the chamber had been categorized and cleared, and I was given another assignment, assisting in the stables of the Guild's menagerie. At least finally I was working with some of my fellow initiates and had the opportunity of meeting the common folk and nobles who came to the Guild on various errands. Thus was I employed when we were all invited to the Tales and Tallows ball.

If the expected glamour of the evening were not enough, our hostess was reputed to be young, rich, unmarried orphan from Hammerfell. Only a month or two before had she moved to our desolate, wooded corner of the Imperial Province to reclaim an old family manorhouse and grounds. The initiates at the Guild gossiped like old women about the mysterious young lady's past, what had happened to her parents, why she had left or been driven from her homeland. Her name was Betaniqi, and that was all we knew.

We wore our robes of initiation with pride as we arrived for the ball. At the enormous marble foyer, a servant announced each of our names as if we were royalty, and we strutted into the midst of the revelers with great puffery. Of course, we were then promptly ignored by one and all. In essence, we were unimportant figures to lend some thickness to the ball. Background characters.

The important people pushed through us with perfect politeness. There was old Lady Schaudirra discussing diplomatic appointments to Balmora with the Duke of Rimfarlin. An orc warlord entertained a giggling princess with tales of rape and pillage. Three of the Guild Magisters worried with three painfully thin noble spinsters about the haunting of Daggerfall (See Behind the Scenes Below). Intrigues at the Imperial and various royal courts were analyzed, gently mocked, fretted over, toasted, dismissed, evaluated, mitigated, admonished, subverted. No one looked our way even when we were right next to them. It was as if my skill at illusion had somehow rendered us all invisible.

I took my flagon out to the terrace. The moons were doubled, equally luminous in the sky and in the enormous reflecting pool that stretched out into the garden. The white marble statuary lining the sides of the pool caught the fiery glow and seemed to burn like torches in the night. The sight was so otherworldly that I was mesmerized by it, and the strange Redguard figures immortalized in stone. Our hostess had made her home there so recently that some of the sculptures were still wrapped in sheets that billowed and swayed in the gentle breeze. I don't know how long I stared before I realized I wasn't alone.

She was so small and so dark, not only in her skin but in her clothing, that I nearly took her for a shadow. When she turned to me, I saw that she was very beautiful and young, not more than seventeen.

"Are you our hostess?" I finally asked.

"Yes," she smiled, blushing. "But I'm ashamed to admit that I'm very bad at it. I should be inside with my new neighbors, but I think we have very little in common."

"It's been made abundantly clear that they hope I have nothing in common with them either," I laughed. "When I'm a little higher than an initiate in the Mages Guild, they might see me as more of an equal."

"I don't understand the concept of equality in Cyrodiil yet," she frowned. "In my culture, you proved your worth, not just expected it. My parents both were great warriors, as I hope to be."

Her eyes went out to the lawn, to the statues.

"Do the sculptures represent your parents?"

"That's my father Pariom there," she said gesturing to a life-sized representation of a massively built man, unashamedly naked, gripping another warrior by the throat and preparing to decapitate him with an outstretched blade. It was clearly a realistic depiction. Pariom's face was plain, even slightly ugly with a low forehead, a mass of tangled hair, stubble on his cheeks. Even a slight gap in his teeth, which no sculptor would surely have invented except to do justice to his model's true idiosyncrasies.

"And your mother?" I asked, pointing to a nearby statue of a proud, rather squat warrior woman in a mantilla and scarf, holding a child.

"Oh no," she laughed. "That was my uncle's old nurse. Mother's statue still has a sheet over it."

I don't know what prompted me to insist that we unveil the statue that she pointed to. In all likelihood, it was nothing but fate, and a selfish desire to continue the conversation. I was afraid that if I did not give her a project, she would feel the need to return to the party, and I would be alone again. At first she was reluctant. She had not yet made up her mind whether the statues would suffer in the wet, sometimes cold Cyrodilic climate. Perhaps all should be covered, she reasoned. It may be that she was merely making conversation, and was reluctant as I was to end the stand-off and be that much closer to having to return to the party.

In a few minutes time, we tore the tarp from the statue of Betaniqi's mother. That is when my life changed forevermore.

She was an untamed spirit of nature, screaming in a struggle with a misshapen monstrous figure in black marble. Her gorgeous, long fingers were raking across the creature's face. The monster's talons gripped her right breast in a sort of caress that prefaces a mortal wound. Its legs and hers wound around one another in a battle that was a dance. I felt annihilated. This lithe but formidable woman was beautiful beyond all superficial standards. Whoever had sculpted it had somehow captured not only a face and figure of a goddess, but her power and will. She was both tragic and triumphant. I fell instantly and fatally in love with her.

I had not even noticed when Gelyn, one of my fellow initiates who was leaving the party, came up behind us. Apparently I had whispered the word "magnificent," because I heard Betaniqi reply as if miles away, "Yes, it is magnificent. That's why I was afraid of exposing it to the elements."

Then I heard, clearly, like a stone breaking water, Gelyn: "Mara preserve me. That must be Palla."

"Then you heard of my mother?" asked Betaniqi, turning his way.

"I hail from Wayrest. practically on the border to Hammerfell. I don't think there's anyone who hasn't heard of your mother and her great heroism, ridding the land of that abominable beast. She died in that struggle, didn't she?"

"Yes," said the girl sadly. "But so too did the creature."

For a moment, we were all silent. I don't remember anything more of that night. Somehow I knew I was invited to dine the next evening, but my mind and heart had been entirely and forever more arrested by the statue. I returned back to the Guild, but my dreams were fevered and brought me no rest. Everything seemed diffused by white light, except for one beautiful, fearsome woman. Palla.

*****
PENSION OF THE ANCESTOR MOTH
*****

To be read by all novitiates of the Temple:

The Order of the Ancestor Moth is as ancient as it is noble. We nurture and celebrate our beloved ancestors, whose spirits are manifest in the Ancestor Moths. Each moth carries the fjyron of an ancestor's spirit. Loosely translated as the "will to peace," the fjyron can be sung into the silk produced by the Ancestor Moths. When the silk is in turn spun into cloth and embroidered with the genealogy of the correct Ancestor, clothing of wonderous power can be made.

Adepts of our order are gifted with prescient powers. The wisdom of the ancestors can sing the future into the present. For this reason, our order and our order alone has been given the privilege to interpret the Elder Scrolls. These writings exceed even the gods, both aedra and daedra. Such insight into the inner fabric of reality comes at a price. Each reading of the Elder Scrolls is more profound than the last. Each leaves the priest blind for longer, and longer periods of time. Finally, the last reading achieves a nearly sublime understanding of that scroll's contents, but the priest is left permanently blinded to the light of this world. No longer can he read the scrolls.

This Monastery is dedicated to the service of these noble members of our order. They now live out their lives with the Ancestor Moths that they so love. Their underground demenses are well suited to the moths. They raise and nurture the fragile creatures, singing to them constantly. They harvest the silk and spin it into bolts of cloth. They weave the cloth, embroidering it with the genealogies and histories of the ancestors that spun the silk. This is their new life.

As they tend the Ancestor Moths, so we tend the blind monks. While they toil in dark, we serve in the light. They need food and water. We provide. They need tools and furniture. We provide. They need secrecy and anonymity. We provide. They need purveyors to sell the fruit of their labors. We provide.

At one time, we also provided protection. Many generations ago, Gudrun came to our temple. Newly blinded by visions of what was to be, she brought with her new teachings. The visions of the ancestors foresaw the need of the monks to defend themselves. They train and practice the teachings of Gudrun constantly. They are masters of the sword of no sword, the axes of no axe.

As a novitiate, you will learn the teachings of Gudrun. You will learn the way of the peaceful fist. You will learn to serve the blind monks. You will learn to provide. In time, you may attain the peace and insight of the Ancestor Moths.

*****
PIRATE KING OF THE ABECEAN
*****

Poke out your eyes lad, pour lead in your ears. Those sails portend madness, dark horror and fear. Abandon your lasses, your ship and your gold.

Blood on the water, Velehk this way comes.

A noose from the rigging, a plank from the boards. Do yourself in, don't try at crossing swords. Mercy's not a shipmate among that heartless horde.

Blood on the water, the Pirate King comes.

Stout Empire Galleon or Swift Elven Skiff. They everyone one splinter and just as soon sink. But only after crew and captain have their fun.

Blood on the water, your days are done.

He'll tear your gut and he'll eat your heart raw. His eyes gleam red, his heart will never thaw. Mark well these words, you quaking babes.

Blood on the water follows Captain Velehk Sain.

*****
RISING THREAT, V1
*****

The following is the account of Lathenil of Sunhold, an Altmer refugee from Summerset Isle who came to Cyrodiil in the early years of the Fourth Era. According to Lathenil, he did not flee the aftermath of the Oblivion Crisis in Summerset - rather he fled "the darkening shadow of the Thalmor upon my beloved homeland."

Lathenil had a very intese presence, to put it politely, and some of his accusations of Thalmor involvement border on madness. This may be why his fervent warnings and outspoken criticisms of the Thalmor and the Aldmeri Dominion went unheeded, but history has at least partially vindicated Lathenil's claims.

Praxis Erratuim, Imperial Historian

I was barely more than a child when the Great Anguish fell upon us. The very air was torn asunder, leaving gaping, infected wounds that spewed daedra from the bowels of Oblivion. Many flocked to the shores, seeking escape from Dagon's murderous host - but the seas betrayed our people, raising up to smash our ships and our ports, leaving us to fates so vile and wicked that death would seem a mercy.

The Crystal Tower stood as our last bastion of hope, in both the literal and figurative sense. Refugees filled the Crystal Tower until it could hold no more. I could taste the fear hanging in the air; feel the pall of despair suffocating us. We could see the daedra moving through the trees in the distance, but they did not come. Days passed, and still the daedra would not approach within arrow-shot of the battlements. Hope began to grow. "They fear us," some would say, "even a daedra knows not to trifle with the wisdom and magicks of the Crystal-Like-Law!" It was as if the foul denizens of Oblivion had been waiting for this very spirit to stoke our hearts before they acted.

As we slept, innumerable legions of daedra amassed around us... and they were not alone. Hundreds of Altmer prisoners were gathered with them. As dawn broke, we were awoken by their screams as the daedra began to flail them and flay them. We watched in abject horror as our kinfolk were defiled completely... carved up and eaten alive, impaled on their depraved war machines, and worried apart as meals for their profane beasts. This bloodletting was only a prelude to whet their appetites.

Once the daedra finished with our kinfolk, they turned their eyes to the Crystal Tower. Our great and noble bastion proved as much of an impediment as a mighty oak to a landslide - standing tall for but a few moments, appearing almost able to ride the tide of destruction around it, but ultimately being swept away.

Our exalted wizards decimated the fiends, roasting them by the dozens. Archers were finding the narrowest of chinks in their daedric armor at over a hundred paces, felling their captains and commanders. The might and skillfulness of our heroic defenders was astonishing to behold, but it was not enough. The daedra clambered over the corpses of their cohort. They marched headlong into death and destruction that would make the mightiest armies in all of Tamriel quake with fear.

When they breached the walls, I fled along with the other cowards. I take no pride in that act. It has haunted my existence ever since, and I burn with shame to admit it, but it is truth. We fled in mindless panic - abandoning those stalwart Altmer who held the line against the onslaught, to preserve and defend our illustrious Crystal Tower.

We raced through cleverly concealed passageways and emerged well away from the chaos that had descended upon the tower. That is when it happened. It started like a gust rustling through the leaves of a dense forest, but the sound did not taper off. It rose into a roar as the very ground on which I stood began to shudder. I turned to look, and the world held its breath...

I stood transfixed as the heart of my homeland was torn as if from my own breast. The unthinkable, the incomprehensible... the tower of Crystal-Like-Law cast to the ground, with all the dignity of a beggar meeting an iron-clad fist. An eternity I watched, trying to reconcile what I knew with what I saw.

Sobs racked my chest and weeping filled the air around me as the spell loosened its hold and I realized where I was. There were scores of other refugees mesmerized by the horror that had likewise ensorcelled me. "Go," I croaked out as my heart - the heart of my land - shattered. No one moved, not even me.

I mustered what will I could and bellowed all the fear and hatred and agony at what had just happened, turning the word into a mindless skriek: "GO!" I ran then, feeling more than seeing that the others had followed.

*****
SHORT HISTORY OF MORROWIND
*****

Led by the legendary prophet Veloth, the ancestors of the Dunmer, exiles from Altmer cultures in present-day Summerset Isle, came to the region of Morrowind. In earliest times the Dunmer were harassed or dominated by Nord sea raiders. When the scattered Dunmer tribes consolidated into the predecessors of the modern Great House clans, they threw out the Nord oppressors and successfully resisted further incursions.

The ancient ancestor worship of the tribes was in time superseded by the monolithic Tribunal Temple theocracy, and the Dunmer grew into a great nation called Resdayn. Resdayn was the last of the provinces to submit to Tiber Septim; like Black Marsh, it was never successfully invaded, and was peacefully incorporated by treaty into the Empire as the Province of Morrowind.

Almost four centuries after the coming of the Imperial Legions, Morrowind is still occupied by Imperial legions, with a figurehead Imperial King, though the Empire has reserved most functions of the traditional local government to the Ruling Councils of the Five Great Houses....

On Vvardenfell District

In 3E 414, Vvardenfell Territory, previously a Temple preserve under Imperial protection, was reorganized as an Imperial Provincial District. Vvardenfell had been maintained as a preserve administrated by the Temple since the Treaty of the Armistice, and except for a few Great House settlements sanctioned by the Temple, Vvardenfell was previously uninhabited and undeveloped. But when the centuries-old Temple ban on trade and settlement of Vvardenfell was revoked by King of Morrowind, a flood of Imperial colonists and Great House Dunmer came to Vvardenfell, expanding old settlements and building new ones.

The new District was divided into {{Lore Link|House Redoran|Redoran]], Hlaalu, Telvanni, and Temple Districts, each separately administered by local House Councils or Temple Priesthoods, and all under the advice and consent of Duke Dren and the District Council in Ebonheart. Local law became a mixture of House Law and Imperial Law in House Districts, jointly enforced by House guards and Legion guards, with Temple law and Imperial law enforced in the Temple district by Ordinators. The Temple was still recognized as the majority religion, but worship of the Nine Divines was protected by the legions and encouraged by Imperial cult missions.

The Temple District included the city of Vivec, the fortress of Ghostgate, and all sacred and profane sites (including those Blighted areas inside the Ghostfence) and all unsettled and wilderness areas on Vvardenfell. In practice, this district included all parts of Vvardenfell not claimed for Redoran, Hlaalu, or Telvanni Districts. The Temple stubbornly fought all development in their district, and were largely successful.

House Hlaalu in combination with Imperial colonists embarked on a vigorous campaign of settlement and development. In the decades after reorganization, Balmora and the Ascadian Isles regions have grown steadily. Caldera and Pelagiad are completely new settlements, and all legion forts were expanded to accommodate larger garrisons.

House Telvanni, normally conservative and isolationist, has been surprisingly aggressive in expanding beyond their traditional tower villages. Disregarding the protests of the other Houses, the Temple, the Duke, and the District council, Telvanni pioneers have been encroaching on the wild lands reserved to the Temple. The Telvanni council officially disavows responsibility for these rogue Telvanni settlements, but it is an open secret that they are encouraged and supported by ambitious Telvanni mage-lords.

Under pressure from the Temple, conservative House Redoran has steadfastly resisted expansion in their district. As a result, House Redoran and the Temple are in danger of being politically and economically marginalized by the more aggressive and expansionist Hlaalu and Telvanni interests.

The Imperial administration faces many challenges in the Vvardenfell district, but the most serious are the Great House rivalries, animosity from the Ashlander nomads, internal conflicts within the Temple itself, and the Red Mountain blight. Struggles between Great House, Temple, and Imperial interests to control Vvardenfell's resource could at any time erupt into full-scale war. Ashlanders raid settlements, plunder caravans, and kill foreigners on their wild lands. The Temple has unsuccessfully attempted to silence criticism and calls for reform within its ranks.

But most serious are the plagues and diseased hosts produced by the blight storms sweeping out from Red Mountain. Vvardenfell and all Morrowind have long been menaced by the legendary evils of Dagoth Ur and his ash vampire kin dwelling beneath Red Mountain. For centuries the Temple has contained this threat within the Ghostfence. But recently the Temple's resources and will have faltered, and the threat from Red Mountain has grown in scale and intensity. If the Ghostfence should fail, and hosts of blighted monsters were to spill out across Vvardenfell's towns and villages, the Empire might have no choice but to evacuate Vvardenfell district and abandon it to disease and corruption.

*****
SONG OF THE ASKELDE MEN
*****

A traditional Nordic poem about a ghost stalking those that killed him

Translation 3E213 Atheneum Monks at Old Anthel

Fifty Nights from home I last awoke

upon a sky-flung cliff in Hjaalmarch Hold

Though my flesh had died and gone to ground

My Vision went on, from body unbound

Winking there in the vale whence I came

This dead man's eyes saw pale flame

Where men the same who took life away

Sung high their battle-glory and praise

Wafting went I, a shade or a wight

Through stoic pines, pitched ink of night

Ere I came upon the pyre-burning throng

I heard carried on wind's wing their song

"Sing high and clear, bandsmen born of sky

Let Sovngarde hear and join our cry"

"These honored dead shed blood upon the fen

Ending Orc and Elf and traitor men."

"Your spirit went unto and filled their heart

You sped them to glory, Hail Spirit Wulfharth"

Then oil from urns fed greedy flames

burning what few my legion and I slayed

Wordlessy they chanted then until dawn

Every flake of ash gathered ere they marched on

Swept along unseen, so too went I

Meekly haunting these Children of the Sky

Tireless they went, over hearth and hill

Exhaustion seemed only to spur them still

Unflagging they went, a whorl of rage

Soon finding our camp, bloated with prey

My dead heart ached for I knew men within

Doomed, never knowing how close was their end

Again the Nord chests swelled up in refrain

I screamed unheard. I wept with horror plain

"Hear us, our ancestor, Ash King, Ysmir

Honor this warband as we to glory repair"

"Those dead to whom you spoke and heard

We bear them upon us, Your valor conferred"

And so it was, to the man each was smeared

With ash of a Brother's bone, blood and beard

These ashen brutes, the Askelde Men

Set to a gruesome task, each bowstring bent

I bellowed then, a cry of desperate rage

A futile howl among those men, an empty page

Yet one elder turned and unblinking, stared

into the vapor-soul of me, his nostrils flared

He bellowed ancient words, his beard aflame

And my vision fell away, Peace at last came

*****
SONGS OF THE RETURN, V2
*****

Our great lord Ysgramor, the harbinger of us all, did then send forth his two beloved sons (with him the only other survivors of the brutalities of Saarthal) to seek out the bravest warriors of the land and mount the great return.

Yngol and Ylgar, they were called, and they were known among Atmora as fine warriors with bright eyes and dawning futures. Yngol, the Elder, was the brave strategist, bringing his learnings to bear on the battlefield that his enemies would be defeated before they even know the battle had begun. Ylgar, the younger, was possessed of an unwavering spirit that drove his singular prowess to overwhelming feats in war. Together, the mind and the arm, they were capable of sowing a destruction most thorough and glorious to any for who stood before them.

Before they parted ways to gather their crews, the two clasped arms and necks in the old fashion and laughed at the heavens for their stories to come.

Young Ylgar than took the massive shipyards of Jylkurfyk at the southern point and commissioned two ships for himself and his brother. He would command the Darumzu, and his brother the Harakk, thus carrying the names of the two favored stars of their heavens. The shipmakers spirits had been suitable filled by Ysgramor's tales of the savage elves, and they set about to birth ships that befit their noble homeland.

Arrangements having been made, Ylgar set forth to the academies of honored soldiers, seeking out his most trusted friends and advisors to join him on the venture of the Return. By now the stories of the new land to the south were spreading before him, and the mere emergence of his presence was enough to cause the finest warriors to lay down their present undertakings and follow him.

So was he able to call to his side the great Shield-sisters, Froa and Grosta (who thought and spoke as one), and they brought with them the wise war-teacher Adrimk, who first taught them to dance among the blades. She in turn mustered all the students at her command, whose names were not yet made, but some of whom would one day be known: Hermeskr (Who Threw His Shield), Urlach (Who Breathed Fire), Ramth the Greater, Merkyllian Ramth, and the Far-Sighted Uche, who would see the first of many dawns.

On the Day of Final Passage, when the many-oared fleet would last see the distant green summers of Atmora, the brothers were near in their father's wake as the freshly joined Five Hundred would eagerly press onwards toward Tamriel. Ylgar would see his well-minded brother smiling from afar across the waves, and they shouted war-cries to each other, longer for the soon-day when their assembled crews would draw the treacherous elf blood into the ground which they would now claim for their own rights.

But Kyne's ministrations are not to be taken lightly, and though her blessings gave wind to drive those brave sailors to their destiny, so too did her mighty tears fall to drive them apart. When the Storm of Separation first arose, young Ylgar had no fear, for his crew was strong and able, and their ship drove true through the forest of swells as though pulled by the rope of fate.

When the skies cleared and Ylgar glimpsed again, with new eyes, the land of his past and future home, he knew his brother's vessel was not with his horizon. The Darumzu, arriving late, drew forth onto the sands and Ylgar rushed to his father to seek word of his brother. The great Ysgramor, harbinger of us all, wept for his lost son, and sought comfort in the arms of his only remaining joy. The crew of the Harakk became the first deaths among the Five Hundred and Ylgar, so enraged with love for his brother that his crew would soon be counted as the first among the many noble and honored names in the Companions.

*****
SONGS OF THE RETURN, V19
*****

When that final battle at the barren pass was completed, the melting snow carried elf-blood back to the sea, the crew of the Kaal Kaaz, the Sadon Reyth, and the most exalted crew of our lord's ship, the Ylgermet, at last parted ways, never to join shields again. They drew apart in that form which is not a loss, but a gain in knowing one's heart can be carried in the chests of others. So great the love that those first of the Five Hundred had for each other, and most especially for the great Ysgramor, harbinger of us all.

They pressed eastwards, seeking the sea, when they came upon the barrow of Yngol, the mighty Ysgramor's son who had fallen to the whims of Kyne rather than the treachery of the elves. Our lord had not expected to lay eyes upon it again so soon, and his grief flowed anew at the sight of it, as a reopened wound will bleed as it did when first received.

His eyes turned to the south, where a river met the sea, and decreed that there would he and the crew of Ylgermet create a great city, in monument to the glories of mankind, that from his palace he might always look upon the hill of his dear son's resting place and feel that his line would know peace in this new home that was never known in Atmora.

The elven captives were set to work, bringing forth stone to build in their conqueror's fashion. As many elves died in the building of the city as had the crew of the Ylgermet slain while on way to its site, and Ysgramor drove the wretches ever more, to build higher, to lay a claim to the river so that non might pass into the interior of this land without first showing due respect to its rightful claimant.

Thus was the great bridge constructed, Forever striding the river that no elf might sneak through to avenge his devious cousins. As the bridge was built long, so too was the palace built high, spires reaching the sky to show dominion even over the very winds that had brought forth such grief.

In the deep hallows beneath the city, a great tomb was prepared for the day when lord Ysgramor, harbinger to us all, would be called home to glory in Sovngarde. But as we know, he chose instead to be buried on the shore, facing towards Atmora, that though his heart lived and died in this new land, it would forever yearn for the beauties of still-green Atmora, before the freezing took it.

Thus was founding of Windhelm, the city of kings though her history is long and her glories did not end with her founder.

*****
SPIRIT OF NIRN
*****

Lorkhan is the Spirit of Nirn, the god of all mortals. This does not mean all mortals necessarily like him or even know him. Most Elves hate him, thinking creation as that act which sundered them from the spirit realm. Most Humans revere him, or aspects of him, as the herald of existence. The creation of the Mortal Plane, the Mundus, Nirn, is a source of mental anguish to all living things; all souls know deep down they came originally from somewhere else, and that Nirn is a cruel and crucial step to what comes next. What is this next? Some wish to return to the original state, the spirit realm, and that Lorkhan is the Demon that hinders their way; to them Nirn is a prison, an illusion to escape. Others think that Lorkhan created the world as the testing ground for transcendence; to them the spirit realm was already a prison, that true escape is now finally possible.

*****
THE BLACK ARROW, V1
*****

I was young when the Duchess of Woda hired me as an assistant footman at her summer palace. My experience with the ways of the titled aristocracy was very limited before that day. There were wealthy merchants, traders, diplomats, and officials who had large operations in Eldenroot, and ostentatious palaces for entertaining, but my relatives were all far from those social circles.

There was no family business for me to enter when I reached adulthood, but my cousin heard that an estate far from the city required servants. It was so remotely located that there were unlikely to be many applicants for the positions. I walked for five days into the jungles of Valenwood before I met a group of riders going my direction. They were three Bosmer men, one Bosmer woman, two Breton women, and a Dunmer man, adventurers from the look of them.

"Are you also going to Moliva?" asked Prolyssa, one of the Breton women, after we had made our introductions.

"I don't know what that is," I replied. "I'm seeking a domestic position with the Duchess of Woda."

"We'll take you to her gate," said the Dunmer Missun Akin, pulling me up to his horse. "But you would be wise not to tell Her Grace that students from Moliva escorted you. Not unless you don't really want the position in her service."

Akin explained himself as we rode on. Moliva was the closest village to the Duchess's estate, where a great and renowned archer had retired after a long life of military service. His name was Hiomaste, and though he was retired, he had begun to accept students who wished to learn the art of the bow. In time, when word spread of the great teacher, more and more students arrived to learn from the Master. The Breton women had come down all the way from the Western Reach of High Rock. Akin himself had journeyed across the continent from his home near the great volcano in Morrowind. He showed me the ebony arrows he had brought from his homeland. I had never seen anything so black.

"From what we've heard," said Kopale, one of the Bosmer men. "The Duchess is an Imperial whose family has been here even before the Empire was formed, so you might think that she was accustomed to the common people of Valenwood. Nothing could be further from the truth. She despises the village, and the school most of all."

"I suppose she wants to control all the traffic in her jungle," laughed Prolyssa.

I accepted the information with gratitude, and found myself dreading more and more my first meeting with the intolerant Duchess. My first sight of the palace through the trees did nothing to assuage my fears.

It was nothing like any building I had ever seen in Valenwood. A vast edifice of stone and iron, with a jagged row of battlements like the jaws of a great beast. Most of the trees near the palace had been hewn away long ago: I could only imagine the scandal that must have caused, and what fear the Bosmer peasants must have had of the Duchy of Woda to have allowed it. In their stead was a wide gray-green moat circling in a ring around the palace, so it seemed to be on a perfect if artificial island. I had seen such sights in tapestries from High Rock and the Imperial Province, but never in my homeland.

"There'll be a guard at the gate, so we'll leave you here," said Akin, stopping his horse in the road. "It'd be best for you if you weren't damned by association with us."

I thanked my companions, and wished them good luck with their schooling. They rode on and I followed on foot. In a few minutes' time, I was at the front gate, which I noticed was linked to tall and ornate railings to keep the compound secure. When the gate-keeper understood that I was there to inquire about a domestic position, he allowed me past and signaled to another guard across the open lawn to extend the drawbridge and allow me to cross the moat.

There was one last security measure: the front door. An iron monstrosity with the Woda Coat of Arms across the top, reinforced by more strips of iron, and a single golden keyhole. The man standing guard unlocked the door and gave me passage into the huge gloomy gray stone palace.

Her Grace greeted me in her drawing room. She was thin and wrinkled like a reptile, cloaked in a simple red gown. It was obviously that she never smiled. Our interview consisted of a single question.

"Do you know anything about being a junior footman in the employment of an Imperial noblewoman?" Her voice was like ancient leather.

"No, Your Grace."

"Good. No servant ever understands what needs to be done, and I particularly dislike those who think they do. You're engaged."

Life at the palace was joyless, but the position of junior footman was very undemanding. I had nothing to do on most days except to stay out of the Duchess's sight. At such times, I usually walked two miles down the road to Moliva. In some ways, there was nothing special or unusual about the village - there are thousands of identical places in Valenwood. But on the hillside nearby was Master Hiomaste's archery academy, and I would often take my luncheon and watch the practice.

Prolyssa and Akin would sometimes meet me afterwards. With Akin, the subjects of conversation very seldom strayed far from archery. Though I was very fond of him, I found Prolyssa a more enchanting companion, not only because she was pretty for a Breton, but also because she seemed to have interests outside the realm of marksmanship.

"There's a circus in High Rock I saw when I was a little girl called the Quill Circus," she said during one of our walks through the woods. "They've been around for as long as anyone can remember. You have to see them if you ever can. They have plays, and sideshows, and the most amazing acrobats and archers you've ever seen. That's my dream, to join them some day when I'm good enough."

"How will you know when you're a good enough archer?" I asked.

She didn't answer, and when I turned, I realized that she had disappeared. I looked around, bewildered, until I heard laughter from the tree above me. She was perched on a branch, grinning.

"I may not join as an archer, maybe I'll join as an acrobat," she said. "Or maybe as both. I figured that Valenwood would be the place to go to see what I could learn. You've got all those great teachers to imitate in the trees here. Those ape men."

She coiled up, bracing her left leg before springing forward on her right. In a second, she had leapt across to a neighboring branch. I found it difficult to keep talking to her.

"The Imga, you mean?" I stammered. "Aren't you nervous up at that height?"

"It's a cliche, I know," she said, jumping to an even higher branch, "But the secret is not to ever look down."

"Would you mind coming down?"

"I probably should anyhow," she said. She was a good thirty feet up now, balancing herself, arms outstretched, on a very narrow branch. She gestured toward the gate just barely visible on the other side of the road. "This tree is actually as close as I want to get to your Duchess's palace."

I held back a gasp as she dove off the branch, somersaulting until she landed on the ground, knees slightly bent. That was the trick, she explained. Anticipating the blow before it happened. I expressed to her my confidence that she would be a great attraction at the Quill Circus. Of course, I know now that never was to be.

On that day, as I recall, I had to return early. It was one of the rare occasions when I had work, of a sort, to do. Whenever the Duchess had guests, I was to be at the palace. That is not to say that I had any particular duties, except to be seen standing at attention in the dining room. The stewards and maids worked hard to bring in the food and clear the plates afterwards, but the footmen were purely decorative, a formality.

But at least I was an audience for the drama to come.

*****
THE BOOK OF DAEDRA
*****

Azura, whose sphere is dusk and dawn, the magic in-between realms of twilight, known as Moonshadow, Mother of the Rose, and Queen of the Night Sky.

Boethiah, whose sphere is deceit and conspiracy, and the secret plots of murder, assassination, treason, and unlawful overthrow of authority.

Clavicus Vile, whose sphere is the granting of power and wishes through ritual invocations and pact.

Hermaeus Mora, whose sphere is scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory.

Hircine, whose sphere is the Hunt, the Sport of Daedra, the Great Game, the Chase, known as the Huntsman and the Father of Manbeasts.

Malacath, whose sphere is the patronage of the spurned and ostracized, the keeper of the Sworn Oath, and the Bloody Curse.

Mehrunes Dagon, whose sphere is Destruction, Change, Revolution, Energy, and Ambition.

Mephala, whose sphere is obscured to mortals; known by the names Webspinner, Spinner, and Spider; whose only consistent theme seems to be interference in the affairs of mortals for her amusement.

Meridia, whose sphere is obscured to mortals; who is associated with the energies of living things.

Molag Bal, whose sphere is the domination and enslavement of mortals; whose desire is to harvest the souls of mortals and to bring mortals souls within his sway by spreading seeds of strife and discord in the mortal realms.

Namira, whose sphere is the ancient Darkness; known as the Spirit Daedra, ruler of sundry dark and shadowy spirits; associated with spiders, insects, slugs, and other repulsive creatures which inspire mortals with an instinctive revulsion.

Nocturnal, whose sphere is the night and darkness; who is known as the Night Mistress.

Peryite, whose sphere is the ordering of the lowest orders of Oblivion, known as the Taskmaster.

Sanguine, whose sphere is hedonistic revelry and debauchery, and passionate indulgences of darker natures.

Sheogorath, whose sphere is Madness, and whose motives are unknowable.

Vaernima, whose sphere is the realm of dreams and nightmares, and from whose realm issues forth evil omens.

Especially marked for special interest under the heading "Malacath" you find a reference to SCOURGE, blessed by Malacath, and dedicated to the use of mortals. In short, the reference suggests that any Daedra attempting to invoke the weapon's powers will be expelled into the voidstreams of Oblivion.

"Of the legendary artifacts of the Daedra, many are well known, like Azura's Star, and Sheogorath's Wabbajack. Others are less well known, like Scourge, Mackkan's Hammer, Bane of Daedra...."

"...yet though Malacath blessed Scourge to be potent against his Daedra kin, he thought not that it should fall into Daedric hands, then to serve as a tool for private war among caitiff and forsaken. Thus did Malacath curse the device such that, should any dark kin seek to invoke its powers, that a void should open and swallow that Daedra, and purge him into Oblivion's voidstreams, from thence to pathfind back to the Real and Unreal Worlds in the full order of time."

*****
THE BOOK OF THE DRAGONBORN
*****

Many 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 world

When the Brass Tower walks and Time is reshaped

When the thrice-blessed fail and the Red Tower trembles

When the Dragonborn Ruler loses his throne, and the White Tower falls

When the Snow Tower lies sundered, kingless, bleeding

The World-Eater wakes, and the Wheel turns upon the Last Dragonborn.

*****
THE CAKE AND THE DIAMOND
*****

I was in the Rat and the Pot, a foreigner cornerclub in Ald'ruhn, talking to my fellow Rats when I first saw the woman. Now, Breton women are fairly common in the Rat and the Pot. As a breed, they seem inclined to wander far from their perches in High Rock. Old Breton women, however, are not so migratory, and the wizened old biddy drew attention to herself, wandering about the room, talking to everyone.

Nimloth and Oediad were at their usual places, drinking their usual stuff. Oediad was showing off a prize he had picked up in some illicit manner -- a colossal diamond, large as a baby's hand, and clear as spring water. I was admiring it when I heard the creaking of old bones behind me.

"Good day to you, friends," said the old woman. "My name is Abelle Chriditte, and I am in need of financial assistance to facilitate my transportation to Ald Redaynia."

"You'll want to see the Temple for charity," said Nimloth curtly.

"I am not looking for charity," said Abelle. "I'm looking to barter services."

"Don't make me sick, old woman," laughed Oediad.

"Did you say your name was Abelle Chriditte?" I asked, "Are you related to Abelle Chriditte, the High Rock alchemist?"

"Closely related," she said, with a cackle. "We are the same person. Perhaps I could prepare you a potion in exchange for gold? I noticed that you have in your possession a very fine diamond. The magical qualities of diamonds are boundless."

"Sorry, old woman, I ain't giving it up for magic. It was trouble enough stealing this one," said Oediad. "I've got a fence who'll trade it for gold."

"But your fence will demand a certain percentage, will he not? What if I could give you a potion of invisibility in exchange? In return for that diamond, you could have the means to steal many more. A very fair exchange of services, I would say."

"It would be, but I have no gold to give you," said Oediad.

"I'll take what remains of the diamond after I've made the potion," said Abelle. "If you took it to the Mages Guild, you'd have to supply all the other ingredients and pay for it as well. But I learned my craft in the wild, where no Potion-makers existed to dissolve diamonds into dust. When you must do it all by hand, by simple skill, you are blessed with remnants those fool potion-makers at the Guild simply swallow up."

"That sounds all very nice," said Nimloth, "But how do we know your potion is going to work? If you make one potion, take the rest of Oediad's diamond, and leave, we won't know until you've gone whether the potion works or not."

"Ah, trust is so rare these days," sighed Abelle. "I suppose I could make two potions for you, and there'd still be a little bit of the diamond left for me. Not a lot, but perhaps enough to get me to Ald Redaynia. Then you could try the first potion right here and now, and see if you're satisfied or not."

"But," I interjected. "You could make one potion that works and one that doesn't, and take more of the diamond. She could even give you a slow-acting poison, and by the time she got to Ald Redaynia, you'd be dead."

"Bleedin' Kynareth, you Dunmer are suspicious! I will hardly have any diamond left, but I could make two potions of two doses each, so you can satisfy yourself that the potion works and has no negative effects. If you still don't trust me, come along with me to my table and witness my craft if you'd like."

So it was decided that I would accompany Abelle back to her table where she had all her traveling bags full of herbs and minerals, to make certain that she was not making two different potions. It took nearly an hour of preparation, but she kindly allowed me to finish her half-filled flagon of wine while I watched her work. Splintering the diamond and powdering the pieces required the bulk of the time; over and over again, she waved her gnarled hands over the gem, intoning ancient enchantments, breaking the facets of the stone into smaller and smaller pieces. Separately she made pastes of minced bittergreen, crushed red bulbs of dell'arco spae, and driblets of ciciliani oil. I finished the wine.

"Old woman," I finally said with a sigh. "How much longer is this going to take? I'm getting tired of watching you work."

"The Mages Guild has fooled the populace into thinking alchemy is a science," she said. "But if you're tired, rest your eyes."

My eyes closed, seemingly of their own volition. But there had been something in that wine. Something that made me do what she asked.

"I think I'll make up the potion as cakes. It's much more potent that way. Now, tell me, young man, what will your friends do once I give them the potion?"

"Mug you in the street afterwards to retrieve the rest of the diamond," I said simply. I didn't want to tell the truth, but there it was.

"I thought so, but I wanted to be certain. You may open your eyes now."

I opened my eyes. Abelle had made a small presentation on a wooden platter: two small cakes and a silver cutting knife.

"Pick up the cakes and bring them to the table," said Abelle. "And don't say anything, except to agree with whatever I say."

I did as I was told. It was a curious sensation. I didn't really mind being her puppet. Of course, in retrospect, I resent it, but it seemed perfectly natural at the time to obey without question.

Abelle handed the cakes to Oediad and I dutifully verified that both cakes were made the same way. She suggested that he cut one of the cakes in half, and she would take one piece and he'd take the other, just so he would know that they worked and weren't poisoned. Oediad thought it was a good idea, and used Abelle's knife to cut the cake. Abelle took the piece on the left and popped into her mouth. Oediad took the piece on the right and swallowed it more cautiously.

Abelle and all the bags she was carrying vanished from sight almost instantly. Nothing happened to Oediad.

"Why did it work for the witch and not for me?" cried Oediad.

"Because the diamond dust was only on the left-hand side of the blade," said the old alchemist through me. I felt her control lessening as the distance grew and she hurried invisibly down the dark Ald'ruhn street away from the Rat and the Pot.

We never found Abelle Chriditte or the diamond. Whether she completed her pilgrimage to Ald Redaynia is anyone's guess. The cakes had no effect, except to give Oediad a bad case of droops that lasted for nearly a week.

*****
THE CITY OF STONE
*****

If you're cutting your coins across Skyrim, you'll want to point your blade towards Markarth, the capital city of the Reach. There's no end of trouble in the City of Stone, and that means plenty of ways for you to earn your supper. Your sellsword instincts should point you towards the wealthiest patrons with the fattest purses to work for, but you need to mind yourself during your resting hours.

Markarth isn't like your Whiterun, where mercenary companies like the Companions make a sellsword an honored professional. No, Markarth has its own rules, rules the natives aren't going to just tell you. Lucky for you, old Ms. Alleia is here to shine the torchlight over your thick skulls.

First thing you'll notice in the City of Stone is... the stone. They say dwarves cut out the city from the mountain, and maybe they did by the look of it. But what it really means is that the whole place is vertical, and the streets are really cliffs. Long story short, be careful when you've got a bellyful of mead.

When you enter the city proper, you'll immediately hit the market. The merchants usually sell food and jewelry on the streets. Meat is the preferred ration, the craggy rocks in the area make for poor farming land, and silver is what's used to make most all the rings and necklaces you might buy, thanks to the large silver mine in the city (we'll get to that in a bit).

Whatever you do, don't ask the Markarth city guard about anything. They're about as helpful as an angry Frostbite Spider while you're caught in its web, and if you mention anything about the Forsworn to them they might spit in your eye. Speaking of the Forsworn, these wildmen and women will be your main source of income while you're in Markarth. The Jarl almost always has a bounty on some Forsworn leader or another, and if you don't mind going blade-to-axe with someone two septims short of a pint of ale, it's steady work.

The Silver-Blood Inn is where you want to head into after seeing the market. The drinks are, as usual, watered down (and judging by the metallic taste, with water from the rivers that run through the city's smelter district). What's important here is getting a room to stay in. You won't find any friendly faces to con your way into a cheap place to stay in Markarth. The natives don't trust strangers, so save yourself the trouble and put down your coin to rent a real room.

After you've spent a day recovering from travel, you'll see that Markarth is divided in two sides by the big crag in the center. The part with the big river running through it is called the Riverside, and the other is called the Dryside. The Riverside is where the smelter and native workers live, so don't bother going there. Instead, head directly to Dryside and talk to the local Nord nobles and see what problems you can start solving (at the highest rate).

Two major places to see are the Temple of Dibella and Cidhna Mine. The temple rests on the top of the central crag. A good place to go if you're on good terms with the Divines, but be warned, the Priestesses of Dibella don't allow men into their Inner Sanctums, so don't go crashing down in there uninvited unless you want a short trip to a long fall.

Cidha Mine is the place where all the silver comes from that I mentioned before. But it's also the jail. Markarth uses prisoners to mine the ore, and there's a lot of it, so don't get caught doing something illegal in the city or you'll be hauled down there to dig. Apparently, the whole place is owned by one of the big families in the city, the Silver-Bloods (notice the inn is named after them? Always keep your sellsword eye open for hints like that). I tired meeting with the head of the Silver-Blood family to see if they had any work, but guarding their mines isn't the blood-rush I became a mercenary for. Something to keep in mind for yourself if you're thinking of staying a few months.

The final place I'll talk about here is the Understone Keep, the home of the Jarl in Markarth. It's a fancy palace like any other (assuming your palace is built underground), but what you need to know is the city underneath the keep. That's right, there's another city below Markarth. One of those old dwarven ruins. They sometimes have expeditions in the ruins that makes for a good job, guarding the scholars and maybe lifting a few stones here and there. If you're lucky, you might come across one of those old dwarven machines, and you can bring back a souvenir after you're done breaking it apart.

All right, Ms. Alleia's hand is getting tired and that means this guide is done. Last piece of advice, don't cause trouble in Markarth. Don't start fights. Don't stop fights. Don't stick your head anywhere without someone from the city paying you for it, because believe me, no one in Markarth wants you there. Make your gold, drink your mead, see what's there to see, and move on. Nothing changes in the City of Stone, and that's just fine.

*****
THE CODE OF MALACATH
*****

"No one bests an Orc."

I don't need you to guess how many times I've heard that boast in some dingy tavern or screamed at the top of the lungs by some fellow sellsword with too much fire in him. But I'd be lying if I said the Orc Strongholds don't take those words as law. There are few places where Ms. Alleia would tell you that "tradition" and the "old ways" makes for a better fighter, but with Orcs it seems like staying true to your ancestors is the path to victory.

Let me start a few steps back. The Orc Strongholds have existed as long as the Orc race has, according to them. They're armored camps in the least, and fortresses at the most. Every man, woman, and child inside the walls is trained from birth to defend it. All their weapons and armor are smithed right there in the stronghold, all the food is hunted down by Orc warriors and brought back to be eaten by everyone who lives there.

They follow no laws, save their own, an unwritten set of rules called "The Code of Malacath," named after one of their gods, who is sometimes called Mauloch. Most of its pretty simple, don't steal, don't kill, don't attack people for no reason (although there seems to be a big list of exceptions). But Orcs in the stronghold don't have jails for their criminals. They have Blood Price. You either pay enough in goods for your crimes, or you bleed enough that the victim is satisfied. And Orcs, I don't need to tell you, have a lot of blood.

The Code also sets up who runs the stronghold. The toughest male is usually the Chief and makes decisions and decides when the Code of Malacath has been satisfied. All the women are either the Chief's wives or his daughters, with the exception of the wise woman, who handles all the spiritual matters and healing needs. Matters of grave dispute are handled with short but violent fights, and those who don't get along with the Chief are usually forced out of the stronghold to live among the rest of us. An Orc grows up being told to fight for everything, that if something is not worth fighting for it is beneath the Code.

Orc Strongholds don't like strangers, used to living on their own like they do. Ms. Alleia knows what she does because so many Orcs leave the strongholds to become sellswords or soldiers, and a few pints of mead gets them talking about home. I hear that sometimes an Orc will make a non-Orc a "Blood-Kin" and that person is then allowed to live in the stronghold as one of the clan, but I've never heard of that actually happening.

For all their strange rules and traditions, the Code of Malacath does breed a culture of determined warriors. They're focused in ways that the average sellsword isn't. They don't hesitate to draw weapons and settle matters openly, and I think that's the real difference between the stronghold Orcs and the city Orcs. Imperial Law allows you to settle fights through the Emperor's men, but the Code of Malacath demands you settle your problems yourself, a fine way of thinking if you're leading the mercenary's life.

*****
THE DRAGON WAR
*****

In the Merethic Era, when Ysgramor first set foot on Tamriel, his people brought with them a faith that worshipped animal gods. Certain scholars believe these primitive people actually worshipped the divines as we know them, just in the form of these totem animals. They deified the hawk, wolf, snake, moth, owl, whale, bear, fox, and the dragon. Every now and then you can stumble across the broken stone totems in the farther reaches of Skyrim.

Foremost among all animals was the dragon. In the ancient Nordic tongue it was drah-gkon. Occasionally the term dov-rha is used, but the language or derivation of that is not known. Using either name was forbidden to all except the dragon priests. Grand temples were built to honor the dragons and appease them. Many of them survive today as ancient ruins haunted by draugr and undead dragon priests.

Dragons, being dragons, embraced their role as god-kings over men. After all, were they not fashioned in Akatosh's own image? Were they not superior in every way to the hordes of small, soft creatures that worshipped them? For dragons, power equals truth. They had the power, so therefore it must be truth. Dragons granted small amounts of power to the dragon priests in exchange for absolute obedience. In turn, the dragon priests ruled men as equals to the kings. Dragons, of course, could not be bothered with actually ruling.

In Atmora, where Ysgramor and his people came from, the dragon priests demanded tribute and set down laws and codes of living that kept peace between dragons and men. In Tamriel, they were not nearly as benevolent. It's unclear if this was due to an ambitious dragon priest, or a particular dragon, or a series of weak kings. Whatever the cause, the dragon priests began to rule with an iron fist, making virtual slaves of the rest of the population.

When the populace rebelled, the dragon priests retaliated. When the dragon priests could not collect the tribute or control the masses, the dragons' response was swift and brutal. So it was the Dragon War began.

At first, men died by the thousands. The ancient texts reveal that a few dragons took the side of men. Why they did this is not known. The priests of the Nine Divines claim it was Akatosh himself that intervened. From these dragons men learned magics to use against dragons. The tide began to turn and dragons began to die too.

The war was long and bloody. The dragon priests were overthrown and dragons were slaughtered in large numbers. The surviving dragons scattered, choosing to live in remote places away from men. The dragon cult itself adapted and survived. They built the dragon mounds, entombing the remains of dragons that fell in the war. They believed that one day the dragons would rise again and reward the faithful.

*****
DUNMER OF SKYRIM
*****

Dunmer.

That is our name. Yet you deny us even this courtesy. You, and the white-skinned, jaundice-haired apes of this godforsaken frozen wilderness. To you Nords, we are they gray ones, the ashen-skinned, the "dark elves" of Morrowind who have as much place in your land as an infection in an open wound.

Oh yes, we have read your great cultural work, "Nords of Skyrim," in which you extol the many virtues of your people and province, and invite any visitors to come experience your homeland for themselves. Well come we did, Nords, and the reception was less than was promised - but exactly what we expected.

So I, Atal Sarys, Dunmer and immigrant to Skyrim, have decided to answer your beloved book with a work of my own. And let all who read it know that Nords are not the only race to reside in this cold and inhospitable realm. For we dark elves have come, and little by little, shall claim Skyrim as our own.

But where, you may ask, have we taken up residence? Why none other than the ancient city of Windhelm, once the capital of the First Empire. Yes, Nords, in the shadow of your own Palace of the Kings, where the Nord hero Ysgramor once held court, we now thrive. Oh yes. Your beloved Five Hundred Companions may have driven our ancestors from Skyrim, but that was then. This is now.

Indeed, one might be surprised as to just how well we've settled into Windhelm. The district once known as the Snow Quarter is thus named no more. Now, they call it the Gray Quarter, for such is the reality of the Dunmer occupation. The district is now populated entirely by my kind, a victory not lost on its residents.

Oh, but the peaceful occupation goes even further. Thirsty? You'll find no Nord mead hall in the Gray Quarter. But the spirits flow well enough in the New Gnisis Cornerclub. Seeking a respected family? You'll find no Gray-Manes within these walls. But perhaps you'd like to pay a visit to the home of Belyn Hlaalu, descendant of one of the most noble houses in all of Morrowind. Ah, but no. You Nords don't come to the Gray Quarter, do you? You fear our streets as you fear our skin.

So now, "children of Skyrim," you have the truth of it. You may call this province home, but you can no sooner claim to own it than a cow can claim to own its master's field. You are just another breed of domestic animal, grazing stupidly while higher beings plot your slaughter.

*****
THE FALMER: A STUDY
*****

I have studied, and traveled, and explored, and observed, and my hypothesis has finally been confirmed: that the twisted Falmer that inhabit the darkest depths of Skyrim are indeed the snow elves of legend.

No one really knows when the story of the snow elves began, but the ancient work "Fall of the Snow Prince," which is an account of the Battle of the Moesring as transcribed by Lokheim, chronicler to the chieftain Ingjaldr White-Eye, gives a rather vivid account of its ending.

According to this eyewitness account, the great Falmer leader known only as the Snow Prince died in glorious battle, and was buried with honor by his Nord slayers. The remaining snow elves were scattered or slain, and were never heard from again. Or so many thought.

But where the story of the ancient snow elves ends, that of the current-day Falmer begins. For when the snow elf host was shattered on that fateful day, it did not simply disperse - it descended. Into the earth, deep underground. For the Falmer sought sanctuary in the most unlikely of places - Blackreach, far beneath the surface of Skyrim, in the legendary realm of the Dwemer themselves.

Yes, Blackreach exists. I have been there, and unlike most of those who have witnessed its terrible glories, I have returned. And I now know the truth about the Falmer.

After their defeat by the Nords, the dwarves of old agreed to protect the Falmer, but at a terrible price. For these Dwemer did not trust their snow elf guests, and forced them to consume the toxic fungi that once grew deep underground. As a result, the snow elves were rendered blind.

Soon, the majestic snow elves were rendered powerless. They became the dwarves' servants... and then their slaves. But the Dwemer's treachery was so deep, so complete, that they made the fungi an essential part of the Falmer's diet. This guaranteed the weakness of not only their current Falmer thralls, but their offspring as well. The snow elves, for time eternal, would be blind.

But as is always the story with slaves and their masters, the Falmer eventually rebelled. Generations after they first sought solace among the dwarves, and experienced bitter betrayal, the Falmer rose up against their oppressors. They overthrew the dwarves, and fled even further down, into Blackreach's deepest, most hidden reaches.

For decade upon decade, the two sides waged a bitter conflict. A full-fledged and bloody "War of the Crag" that raged deep below Skyrim's surface, completely unbeknownst to the Nords above, a war whose battles and heroes must forever remain lost to our knowledge. Until one day, the war ended. For on that day, the Falmer went to meet their Dwemer foes in battle, only to find that the entire race had... vanished.

Finally free from the threat of their Dwemer overlords, the Falmer were able to spread freely throughout Blackreach. But years of fighting the dwarves had left them bloodthirsty and brutal. Feeling the need to conquer, to kill, they began mounting raids to the surface world.

And so the legends began. Of small, blind, goblin-like creatures who would rise from the cracks of the earth, in the dead of night, to slaughter cattle, attack lonely travelers, and steal sleeping babes from their cribs.

In recent years, however, the sightings of these creatures have become more and more frequent. Their raids, more organized. Their attacks, more brutal. In fact, one might even come to the conclusion that the Falmer are ready to change once again. Could it be true? Are the snow elves of ages past ready to reclaim their long-forgotten glory? Are they ready to surge to the surface, and make war upon the "light dwellers"?

If that happens - if the Falmer are indeed planning on reconquering Skyrim - I fear a horror neither man nor gods could possibly stand against.

*****
THE GREAT WAR
*****

Author's Note: Much of what is written in this book is pieced together from documents captured from the enemy during the war, interrogation of prisoners, and eyewitness accounts from surviving soldiers and Imperial officers. I myself commanded the Tenth Legion of Hammerfell and Cyrodiil until I was wounded in 175 during the assault on the Imperial City. That said, the full truth of some events may never be known. I have done my best to fill in the gaps with educated conjectures based on my experience as well as my hard-earned knowledge of the enemy.

The Rise of the Thalmor

Although is not well known, Summerset Isle suffered from the Oblivion Crisis as much as Cyrodiil did. The elves made war upon the Oblivion invaders, occasionally even crossing over to close down Oblivion gates. As a nation they have more successes than Cyrodiil did, although the limitless daedric hordes made the outcome a foregone conclusion.

The Thalmor had always been a powerful faction within Summerset Isle, but had also always been a minority voice. During the crisis, the Crystal Tower was forced to give the Thalmor greater power and authority. Their efforts almost certainly saved Summerset Isle from being overrun. They capitalized on their success to seize total control in 4E 22. They renamed the nation Alinor, which hearkens back to an earlier age before the ascendency of man. Most people outside of the Aldmeri Dominion still call it Summerset Isle, either out of peevishness or ignorance.

In 4E 29, the government of Valenwood was overthrown by Thalmor collaborators and a union with Alinor proclaimed. It appears that Thalmor agents had formed close ties to certain Bosmeri factions even before the Oblivion Crisis. The Empire and its Bosmer allies, caught completely off guard, were quickly defeated by the much-better prepared Altmer forces that invaded Valenwood on the heels of the coup. Thus was the Aldmeri Dominion reborn.

Shortly afterward the Aldmeri Dominion severed all contact with the Empire. For seventy years they were silent. Most scholars believe there was some sort of internal strife in Alinor, but very little is known of the factional struggles that went on inside the Dominion while the Thalmor consolidated its power in Summerset and Valenwood.

In 4E 98, the two moons, Masser and Secunda, vanished. Within most of the Empire, this was viewed with trepidation and fear. In Elsweyr it was far worse. Culturally the moons are much more influential to the Khajiit. After two years of the Void Nights, the moons returned. The Thalmor announced that they had restored the moons using previously unknown Dawn Magicks, but it is unclear if they truly restored the moons of just took advantage of foreknowledge that they would return.

Regardless of the truth of the matter, the Khajiit credited the Thalmor as their saviors. Within fifteen years, Imperial influence in Elsweyr had so diminished that the Empire was unable to respond effectively to the coup of 4E 115 which dissolved the Elsweyr Confederacy and recreated the ancient kingdoms of Anequina and Pelletine as client states of the Aldmeri Dominion. Once more the Empire failed to stop the advance of Thalmor power.

When Titus Mede II ascended the throne in 4E 168, he inherited a weakened empire. The glory days of the Septims were a distant memory. Valenwood and Elsweyr were gone, ceded to the Thalmor enemy. Black Marsh had been lost to Imperial rule since the aftermath of the Oblivion Crisis. Morrowind had never recovered fully from the eruption of Mount Vvardenfell. Hammerfell was plagued by infighting between Crowns and Forebears. Only High Rock, Cyrodiil and Skyrim remained properous and peaceful. Emperor Titus Mede had only a few short years to consolidate his rule before his leadership was put to the ultimate test.

The War Begins

On the 30th of Frostfall, 4E 171, the Aldmeri Dominion sent an ambassador to the Imperial City with a gift in a covered cart and an ultimatum for the new Emperor. The long list of demands included staggering tributes, disbandment of the Blades, outlawing the worship of Talos, and ceding large sections of Hammerfell to the Dominion. Despite the warnings of his generals of the Empire's military weakness, Emperor Titus Mede II rejected the ultimatum. The Thalmor ambassador upended the cart, spilling over a hundred heads on the floor: every blades agent in Summerset and Valenwood. And so began the Great War which would consume the Empire and the Aldmeri Dominion for the next five years.

Within days, Aldmeri armies invaded Hammerfell and Cyrodiil simultaneously. A strong force commanded by the Thalmor general Lord Naarifin attacked Cyrodiil from the south, marching out of hidden camps in northern Elsweyr and flanking the Imperial defenses along the Valenwood border. Leyawiin soon fell to the invaders, while Bravil was cut off and besieged.

At the same time, an Aldmeri army under Lady Arannelya crossed into western Cyrodiil from Valenwood, bypassing Anvil and Kvatch and crossing into Hammerfell. Smaller Imperial forces offered only scattered resistance to the invaders, and much of the southern coastline was quickly overrun. The greatly outnumbered Imperial legions retreated across the Alik'r Desert in the now-famous March of Thirst.

4E 172-173: The Aldmeri Advance Into Cyrodiil

It appears now that the initial Aldmeri objective was in fact the conquest of Hammerfell, and that the invasion of Cyrodiil was intended only to pin down the imperial legions while Hammerfell was overrun. However, the surprising initial success of Lord Naarifin's attack led the Thalmor to believe that the Empire was weaker than they had thought. The capture of the Imperial City itself and the complete overthrow of the Empire thus became their primary objective of the next two years. As we know, the Thalmor nearly achieved their objective. It was only because of our Emperor's determined leadership during the Empire's darkest hour that this disaster was averted.

During 4E 172, the Aldmeri advanced deeper into Cyrodiil. Bravil and Anvil both fell to the invaders. By the end of the year, Lord Naarifin had advanced to the very walls of the Imperial City. There were fierce naval clashes in Lake Rumare and along the Niben as the Imperial forces attempted to hold the eastern bank.

In Hammerfell, the Thalmor were content to consolidate their gains as they took control of the whole southern coastline, which was in fact their stated objective in the ultimatum delivered to the Emperor. Of the southern cities, only Hegathe still held out. The survivors of the March of Thirst regrouped in northern Hammerfell, joined by reinforcements from High Rock.

The year 4E 173 saw stiffening Imperial resistance in Cyrodiil, but the seemingly inexorable Aldmeri advance continued. Fresh legions from Skyrim bolstered the Emperor's main army in the Imperial City, but the Aldmeri forced the crossing of the Niben and began advancing in force up the eastern bank. By the end of the year, the Imperial City was surrounded on three sides - only the northern supply route to Bruma remained open.

In Hammerfell, Imperial fortunes took a turn for the better. In early 4E 173, a Forebear army from Sentinel broke the siege of Hegathe (a Crown city), leading to the reconciliation of the two factions. Despite this, Lady Arannelya's main army succeeded in crossing the Alik'r Desert. The Imperial Legions under General Decianus met them outside Skaven in a bloody and indecisive clash. Decianus withdrew and left Arannelya in possession of Skaven, but the Aldmeri were too weakened to continue their advance.

4E 174: The Sack of the Imperial City

In 4E 174, the Thalmor leadership committed all available forces to the campaign in Cyrodiil, gambling on a decisive victory to end the war once and for all. During the spring, Aldmeri reinforcements gathered in southern Cyrodiil, and on 12th of Second Seed, they launched a massive assault on the Imperial City itself. One army drove north to completely surround the city while Lord Naarifin's main force attacked the walls from the south, east, and west. The Emperor's decision to fight his way out of the city rather than make a last stand was a bold one. No general dared advice him to abandon the capital, but Titus II was proven right in the end.

While the Eighth Legion fought a desperate (and doomed) rearguard action on the walls of the city, Titus II broke out of the city to the north with his main army, smashing through the surrounding Aldmeri forces and linking up with reinforcements marching south from Skyrim under General Jonna. Meanwhile, however, the capital fell to the invaders and the infamous Sack of the Imperial City began. The Imperial Palace was burned, the White-Gold Tower itself looted, and all manner of atrocities carried out by the vengeful elves on the innocent populace.

In Hammerfell, General Decianus was preparing to drive the Aldmeri back from Skaven when he was ordered to march for Cyrodiil. Unwilling to abandon Hammerfell completely, he allowed a great number of "invalids" to be discharged from the Legions before they marched east. These veterans formed the core of the army that eventually drove Lady Arannelya's forces back across the Alik'r late in 174, taking heavy losses on their retreat from harassing attacks by the Alik'r warriors.

4E 175: The Battle of the Red Ring

During the winter of 4E 174-175, the Thalmor seem to have believed that the war in Cyrodiil was all but over. They made several attempts to negotiate with Titus II. The Emperor encouraged them in their belief that he was preparing to surrender; meanwhile, he gathered his forces to retake the Imperial City. In what is now known as the Battle of the Red Ring, a battle that will serve as a model for Imperial strategists for generations to come, Titus II divided his forces into three. One army, with the legions from Hammerfell under General Decianus, was hidden in the Colovian Highlands near Chorrol. The Aldmeri were unaware that he was no longer in Hammerfell, possibly because the Imperial veterans Decianus had left behind led Lady Arannelya to believe that she still faced an Imperial army. The second army, largely of Nord legions under General Jonna, took up position near Cheydinhal. The main army was commanded by the Emperor himself, and would undertake the main assault of the Imperial City from the north.

On the 30th of Rain's Hand, the bloody Battle of the Red Ring began as General Decianus swept down on the city from the west, while General Jonna's legionnaires drove south along the Red Ring Road. In a two-day assault, Jonna's army crossed the Niben and advanced west, attempting to link up with Decianus' legions and thus surround the Imperial City. Lord Naarifin was taken by surprise by Decianus' assault, but Jonna's troops faced bitter resistance as the Aldmeri counterattacked from Bravil and Skingrad. The heroic Nord legionnaires held firm, however, beating off the piecemeal Aldmeri attacks. By the fifth day of the battle, the Aldmeri army in the Imperial City was surrounded.

Titus II led the assault from the north, personally capturing Lord Naarifin. It is rumored the Emperor wielded the famed sword Goldbrand, although this has never been officially confirmed by the Imperial government. An attempt by the Aldmeri to break out of the city to the south was blocked by the unbreakable shieldwall of General Jonna's battered legions.

In the end, the main Aldmeri army in Cyrodiil was completely destroyed. The Emperor's decision to withdraw from the Imperial City in 4E 174 was bloodily vindicated. Lord Naarifin was kept alive for thirty-three days, hanging from the White-Gold tower. It is not recorded where his body was buried, if it was buried at all. One source claims he was carried off by winged daedra on the thirty-fourth day.

The White-Gold Concordat and the End of the War

Although victorious, the Imperial armies were in no shape to continue the war. The entire remaining Imperial force was fathered in Cyrodiil, exhausted and decimated by the Battle of the Red Ring. Not a single legion had more than half its soldiers fit for duty. Two legions had been effectively annihilated, not counting the loss of the Eighth during the retreat from the Imperial City the previous year. Titus II knew that there would be no better time to negotiate peace, and late in 4E 175 the Empire and the Aldmeri Dominion signed the White-Gold Concordat, ending the Great War.

The terms were harsh, but Titus II believed that it was necessary to secure peace and give the Empire a chance to regain its strength. The two most controversial terms of the concordant were the banning of the worship of Talos and the cession of a large section of southern Hammerfell (most of what was already occupied by Aldmeri forces). Critics have pointed out that the Concordat is almost identical to the ultimatum the Emperor rejected five years earlier. However, there is a great difference between agreeing to such terms under the mere threat of war, and agreeing to them at the end of a long and destructive war. No part of the Empire would have accepted these terms in 4E 171, dictated by the Thalmor at swords-point. Titus II would have faced civil war. By 4E 175, most of the Empire welcomed peace at almost any price.

Epilogue: Hammerfell Fights On Alone

Hammerfell, however, refused to accept the White-Gold Concordat, being unwilling to concede defeat and the loss of so much of their territory. Titus II was forced to officially renounce Hammerfell as an Imperial province in order to preserve the hard-won peace treaty. The Redguards, understandably, looked on this as a betrayal. In this, the Thalmor certainly achieved one of their long-term goals by sowing lasting bitterness between Hammerfell and the Empire.

In the end, the heroic Redguards fought the Aldmeri Dominion to a standstill, although the war lasted for five more years and left southern Hammerfell devastated. The Redguards say that this proves that the White-Gold Concordat was unnecessary, and that if Titus II had kept his nerve, the Aldmeri could have been truly defeated by the combined forces of Hammerfell and the rest of the Empire. The truth of that assertion can, of course, never be known. But the Redguards should not forget the great sacrifice of Imperial blood - Breton, Nord, and Cyrodilic - at the Battle of the Red Ring that weakened the Dominion enough to allow the eventually Second Treaty of Stros M'kai in 4E 180 and the withdrawal of Aldmeri forces from Hammerfell.

There can be no doubt that the current peace cannot last forever. The Thalmor take the long view, as is proved by the sequence of events leading up to the Great War. All those who value freedom over tyranny can only hope that before it is too late, Hammerfell and the Empire will be reconciled and stand united against the Thalmor threat. Otherwise, any hope to stem the tide of Thalmor rule over all of Tamriel is dimmed.

*****
THE HOLDS OF SKYRIM
*****

Welcome, loyal officer of the Empire. You have been given this guide to help you, and those men under your command, better understand the geography of Skyrim. Since you will be serving in Skyrim for a lengthy period of time, this information should prove invaluable.

Skyrim is organized into nine holds. A hold is a large area of land roughly equivalent to a county in Cyrodiil. Each hold is governed by a Jarl who maintains his court in the hold's capital city.

Four of these holds are fairly small and sparsely populated. As a result, the capitals are little more than towns. The five major cities of Skyrim act as capitals for the larger holds.

Following is a detailed review of each hold.

EASTMARCH: Located in the eastern reaches of Skyrim, Eastmarch shares a common border with Morrowind. Jarl Ulfric Stormcloak rules from the ancient city of Windhelm, and he and his followers should be considered your most serious threat. Do not tread lightly in Eastmarch, for the Stormcloaks are at their strongest and most organized in these lands. As an Imperial soldier, you will find few friends here.

HAAFINGAR: Solitude, the seat of High King of Skyrim and the capital of Haafingar hold, has always welcomed the Empire with open arms. Much commerce flows along the rivers here, and you will find the folk of this hold to be among the most hospitable in Skyrim. As you venture forth in your campaigns, be sure to maintain a secure supply line back to Solitude. The Empire maintains ample provisions in Castle Dour, from which General Tullius commands all the legions stationed in Skyrim.

HJAALMARCH: This hold is divided evenly between wind-swept tundra dotted with farms and a huge, stinking salt marsh. There is little of interest here, save perhaps for the hold's capital, Morthal. Jarl Idgrod Ravencrone has been cooperative enough with the Empire in the past, but will ultimately look out for her own interests if put in a difficult position. While the hold offers minimal strategic value to the Empire, it would make an ideal staging ground for a Stormcloak siege of Solitude, and so must be held against the enemy.

THE PALE: The Pale is a barren realm covered by vast fields of ice and snow. Its boundaries stretch from the center of Skyrim all the way to its northern coast. Here, at the capital city of Dawnstar, can be found one of the busiest parts in the province. With access to the coastal waterways of Skyrim, Dawnstar could prove vital in the war effort. Should the Stormcloaks choose to attack Solitude from the river, this port would make a tempting target due to its close proximity.

THE REACH: Dominating the western border of Skyrim, the Reach is made up almost entirely of steep, craggy mountains. Little grows in this forbidding realm, but the capital city of Markarth is a nigh-impregnable stone fortress that would make an excellent defensive position for either side in the war. Be aware that this dangerous region of Skyrim is home to the Forsworn, the rebellious natives of the Reach. They know the terrain, can strike without warning and count the Empire as an enemy. If they attack, you must neither give nor expect any mercy.

THE RIFT: This hold occupies the southest corner of Skyrim and much like the Reach in the west, is dominated by tall mountain peaks. The climate in the Reach is milder than in the northern holds and there is more vegetation to be found here. Farming thrives as a result. A word of warning about Riften, the hold's capital city. Our agents have reason to suspect that the Thieves' Guild makes it home here even though it is has diminished from its strength of previous years. Nevertheless, mind that you men keep an eye on their coin purses should they have reason to spend any length of time in the city.

WHITERUN: This central hold is characterized by wide, grassy plains that are home to numerous farms. Many roads pass through Whiterun, joining the more distant holds together. The hold's capital city, also called Whiterun, sits high on a rocky promontory amid a large, flat swath of scrubland. Among the wealthiest cities of Skyrim, Whiterun has usually proven friendly to the Emperor's soldiers.

WINTERHOLD: This bleak snow-blown hold in the northest corner of Skyrim is utterly inhospitable. Perhaps the mages at the College of Winterhold chose to make their home there because they knew they would be largely left alone. As with Whiterun, the name Winterhold describes both the hold and its capital city, though the word "city" hardly applies. The hold capital is a meager village built near the mages' college. Few other noteworthy settlements exist in this frozen waste and it is unlikely to play any significant part in the war.

*****
THE LEGEND OF RED EAGLE
*****

This tale was transcribed from the memory of Clarisse Vien, student of Winterhold. Elements of the legend suggest a date c.1E 1030, though as with any oral tradition, much of it is likely a later anachronism. Curiously, stories of a similar king and his legendary blade appear in other ancient myths of the Reach.

Long ago, a child was born in the Sundered Hills. They named him Faolan, which means 'Red Eagle' in the tongue of the Reach, for the screeching bird-call that greeted his birth, and the crimson blooms on the autumn hills.

Thus began his legend: Reach-child, born under auspicious skies, his very name the color of blood.

Ten kings ruled the Reach in those days, and though men were free, the people were scattered and warred amongst themselves. The augurs foresaw the boy's destiny: a warrior without peer, first and foremost Lord of the Reach, chosen to unite all under his name.

Faolan grew in years and strength, and it seemed the prophecy would be fulfilled. The banner of the Red Eagle was raised along the cliffs of the Reach, and his people prospered.

Then came Hestra, Empress of the South, riding to war. One by one, the kings stood before her. One by one, they fell aside, bending knee in Imperial bargains or slaughtered on the battlefield.

Her legions came at last to the Sundered Hills, and envoys were sent to bargain for their surrender. Faolan refused to yield the freedom of his people, but the elders were afraid, cast him out, and accepted the Imperial yoke.

Thus was stolen by the foreign invaders: his land, his people, his very name. In the years that followed, Red Eagle became known as the untamed spirit of the Reach, unbowed, unbroken, stained by the blood of his foes.

He gathered loyal Reachmen to himself, those who clung to the old ways, who yearned for freedom, and forged a new nation. Together, they fell upon the occupiers and the traitors by night, disappearing into the cliffs and caves each morn, evading capture. It was not enough. For every Imperial patrol and garrison they wiped out, yet more seemed to march from the green south to replace them.

One night, under a cloud-choked sky, the men of the Red Eagle warmed themselves over damp fires of smoldering moss. A huddled, shambling figure came to them, cloaked in rags, face cowled. Though his men mocked and cast stones at the stranger, Faolan sensed something, and beckoned. The cowl was thrown back in the dim light, and she revealed herself to be one of the ancient and venerable Hagravens. She offered power, for a price, and a pact was made.

Thus was brokered to the witch: his heart, his will, his humanity. From that day forth, his was a spirit of vengeance, pitiless and beyond remorse. The rebels grew in strength and numbers, and none could stand against them. Faolan's eyes burned coldly in those days, black opals reflecting a mind not entirely his own. Two years passed, and the foreigners were all but driven from the Reach.

Such peace could not last, however, and a great host fell upon them, a swift army of invaders unlike any before. For a fortnight, Hestra's generals laid siege to Red Eagle's stronghold, till he himself came forth for battle, alone and robed in nothing but his righteous fury. A thousand foreigners fell before his flaming sword, and the enemy was routed. Yet, when night fell, so too did he. The warriors who came to him said Faolan's eyes were clear again on that final night.

He was taken to the place prepared for him, a tomb hidden deep within the rock. With his remaining strength he presented his sword to his people, and swore an oath: Fight on, and when at last the Reach is free, his blade should be returned, that he might rise and lead them again.

Thus was given for his people: his life, his dream, his sword. But when every debt is repaid in blood, these he shall reclaim once more.

*****
THE "MADMEN" OF THE REACH
*****

The "Madmen" of the Reach:
A Cultural Treatise on the Forsworn

by
Arrianus Arius
Imperial Scholar

Since the legendary victory of Tiber Septim over the "barbarian natives" in the Battle of Old Hroldan, Imperial and Nord scholarship has cast the people of the Reach as little more than savages, prone to irrational fits of violence, worshipping old, heretical gods, and fetishizing beasts and nature spirits that any civilized person would best well avoid. In truth, these accounts are little more than "victor's essays," a perspective narrowed by the Empire's constant strife with the ancient, proud people that lived in this land far before Tiber Septim walked the soil of Tamriel. In light of this, I hope to create a more complete, accurate, and fair assessment of a group that has long suffered under the role of "enemy," "troublemakers," and "them."

Let us begin with the Forsworn, the so-called "madmen" of the Reach. The Imperial Legion classifies them as little more than brigands, noting their constant raids and ambushes within the Hold. But none of their military reports asks the question of "why?" If they were merely a group of bandits, surely they would be focused on acquiring gold and minimizing deaths among their own. But the opposite is true in Forsworn attacks. Large sums of coin are often left behind, and their fighters easily throw away their lives rather than risk capture by Imperial soldiers.

It is this incongruity that led me to Markarth, the capital city of the Reach, in search of answers. There, I met one of the native peoples, an old woman who preferred to not be named in my writings. She told me of her family's long history. How she believes they originally came from High Rock, home of the Bretons (which would explain the similar faces and stature of the two peoples). How the Nords came and took their lands, their gods, and their culture from them. When asked about the Forsworn, the old woman would say that they are the "real" men and women of the Reach: those that refused to give in to the Nords. Those that still practiced the ancient traditions that the rest of their people had abandoned in exchange for peace.

In time, I was able to create trust with many more natives in my search that corroborated the old woman's story. By chance, one of them arranged a meeting between myself and what I thought was an elder member of his village. I was shocked to find that I was led to a camp, filled with the animal skulls, severed heads, and still beating hearts that I had read about from the military reports back in the Imperial City. There, I met Cortoran, a Forsworn, who seemed amused at the prospect of me writing down his story. Which I quote in full below:

"You want to know who the Forsworn are? We are the people who must pillage our own land. Burn our own ground. We are the scourge of the Nords. The axe that falls in the dark. The scream before the gods claim your soul. We are the true sons and daughters of the Reach. The spirits and hags have lived here from the beginning, and they are on our side. Go back. Go back and tell your Empire that we will have our own kingdom again. And on that day, we will be the ones burying your dead in a land that is no longer yours."

*****
THE OBLIVION CRISIS
*****

"At the turning of the Fourth Age, in the year 3E 433, the Emperor Uriel Septim VII was assassinated and the Amulet of Kings was destroyed. This set in motion a chain of events that would bring down an empire and change forever the relationship between man and the gods.

The assassins first attacked the Emperor in the White Gold Tower. While the Blades held them back, the Emperor made his way down to the dungeons, to a secret escape route built into one of the prison cells. For reasons known only to himself, the Emperor pardoned the fortunate prisoner in that cell. Some say the prisoner reminded him of a childhood friend. Others say it was a moment of prophecy. {C}Whatever the case, the prisoner came to play a fateful role in the history of the Empire and Tamriel - surely a sign that the gods themselves were at work.

The pursuing assassins killed the Blades bodyguards in a relentless series of sneak attacks. Eventually they struck down the Emperor himself. Before he fell, Uriel Septim VII gave the Amulet of Kings to the prisoner, who somehow made it out of the Imperial Sewers and into the light of day.

The assassination is now known to have been the work of a group of daedric cultists known as the Mythic Dawn. (Those who still suspect the Dark Brotherhood should consider two facts: first, they would have only needed a single assassin, not a small army of them; second, the Dark Brotherhood would never be so foolish as to effectively declare war on the Empire and thus iensure their complete destruction. Witness to the eventual fate of the Mythic Dawn.)

The Amulet of Kings next surfaced at Weynon Priory near Chorrol. Jauffre, secret Grandmaster of the Blades and head of the priory, took possession of the amulet. The messenger was set off to Kvatch to find a lowly priest named Martin Septim. Unbeknownst even to himself, Martin was the bastard son of Uriel Septim VII, and the last heir to the Ruby Throne. He alone could use the Amulet of Kings to light the Dragonfires that wards the barrier between Tamriel and Oblivion, and save the world from the Mythic Dawn plot.

The prisoner arrived at Kvatch to find it overrun by Daedra that had poured in from a neewly-opened Oblivion Gate, the start of the Empire-spanning desvastation of the Oblivion Crisis. How the prisoner closed the gate is not recorded. Once closed, Martin and the surviving Kvatch guardsmen drove back the daedra.

Now known as the Hero of Kvatch, the prisoner and Martin returned to Weynon Priory, only to find the priory sacked and the Amulet taken. Jauffre survived the attack, however, and the three of them made their way to Cloud Ruler Temple, bastion of the Blades. This secret fortress in the mountains outside Bruma is where Martin was held safe while the Hero of Kvatch searched for the lost Amulet.

Knowing only that a mysterious group called the Mythic Dawn was behind the assassination and thief of the Amulet, the Hero of Kvatch was sent to locate the cult. With the help of Baurus, a Blade in service of the Emperor, they somehow used the Commentaries on the Mysterium Xarxes, esoteric works by the madman Mankar Camoran, to direct them to the Mythic Dawn's secret Lair. Scholars familiar with the Commentaries claim the location is not directly mentioned in them. How they did this remains a mystery. No official records exist of how the Hero of Kvatch penetrated the Mythic Dawn's lair near Lake Arrius. There is a bardic tale that claims the Hero used trickery and disguise, but that is just speculation. What was discovered there is that Mankar Camoran was behind the Mythic Dawn, and that the group worshiped the daedric prince Mehrunes Dagon. Mankar Camoran believed himself to be a direct descendant of the Camoran Usurper, the infamous pretender to the throne of Valenwood.

Somehow the hero escaped with the Mysterium Xarxes itself, the holy book of the Mythic Dawn cult. Mankar Camoran fled to Oblivion with the Amulet of Kings With some effort and great risk to his sanity, Martin deciphered the Mysterium Xarxes and intended to use it to open a gateway to Mankar Camoran in order to recover the Amulet of Kings.

Before Martin could before the ritual to open the gateway, Mehrunes Dagon opened an Oblivion Gate outside Bruma. the Hero of Kvatch saved the city and Martin by entering the gate and closing it before a daedric siege engine could destroy Bruma and the Cloud Ruler Temple. Many songs and stories have been told of this battle and I will not retell them here. The Hero of Kvatch was now known as the Savior of Bruma.

With the city and Cloud Ruler Temple safe, Martin opened the portal to Mankar Camoran's "Paradise". The detail of what transpired in this place have not been recorded. All that is known is that the Savior of Bruma traveled to this Paradise, killed Mankar Camoran, and returned with the Amulet of Kings.

With the Amulet in hand, Martin Septim presented himself to the Elder Council to be crowned Emperor of all Tamriel. Once crowned he planned to relight the Dragonfires and seal Tamriel from Oblivion. In a last-ditch attempt to stop him, Mehrunes Dagon launched an assault on the Imperial City, opening several Oblivion Gates within the capital itself. Uncrowned, Martin joined the battle in the city streets.

Mehrunes Dagon himself left Oblivion and entered Tamriel, breaking the covenant. Only the unlit Dragonfires allowed this to be possible. Now that the barrier was ripped asunder, it was to late to relighting the Fires. Martin Septim chose to make the ultimate sacrifice - he shattered the Amulet of Kings to become the avatar of the god Akatosh and do battle with Mehrunes Dagon.

Records of this battle vary wildly. What we do know is that Mehrunes Dagon was defeated and sent back into Oblivion. The avatar of Akatosh was turned to stone and can be seen to this day in the Temple of the One in the Imperial City. With the Amulet gone, the Dragonfires quenched, and the last Dragonblood Emperor dead, the barrier to Oblivion is sealed forever."

*****
THE RANSOM OF ZAREK
*****

Jalemmil stood in her garden and read the letter her servant had brought to her. The bouquet of joss roses in her hand fell to the ground. For a moment it was as if all birds had ceased to sing and a cloud had passed over the sky. Her carefully cultivated and structured haven seemed to flood over with darkness.

"We have thy son," it read. "We will be in touch with thee shortly with our ransom demands."

Zarek had never made it as far as Akgun after all. One of the brigands on the road, Orcs probably, or accursed Dunmer, must have seen his well-appointed carriage, and taken him hostage. Jalemmil clutched at a post for support, wondering if her boy had been hurt. He was but a student, not the sort to fight against well-armed men, but had they beaten him? It was more than a mother's heart could bear to imagine.

"Don't tell me they sent the ransom note so quickly," called a family voice, and a familiar face appeared through the hedge. It was Zarek. Jalemmil hurried to embrace her boy, tears running down her face.

"What happened?" she cried. "I thought thou had been kidnapped."

"I was," said Zarek. "Three huge soaring Nords attacked by carriage on the Frimvorn Pass. Brothers, as I learned, named Mathais, Ulin, and Koorg. Thou should have seen these men, mother. Each one of them would have had trouble fitting through the front door, I can tell thee."

"What happened?" Jalemmil repeated. "Were thou rescued?"

"I thought about waiting for that, but I knew they'd send off a ransom note and I know how thou does worry. So I remembered what my mentor at Akgun always said about remaining calm, observing thy surroundings, and looking for thy opponent's weakness," Zarek grinned. "It took a while, though, because these fellows were truly monsters. And then, when I listened to them, bragging to one another, I realized that vanity was their weakness."

"What did thou do?"

"They had me chained at their camp in the woods not far from Cael, on a high knoll over-looking a wide river. I heard one of them, Koorg, telling the others that it would take the better part of an hour to swim across the river and back. They were nodding in agreement, when I spoke up.

"'I could swim that river and back in thirty minutes,' I said.

"'Impossible,' said Koorg. 'I can swim faster than a little whelp like thee.'

"So it was agreed that we would dive off the cliff, swim to the center island, and return. As we went to our respective rocks, Koorg took it upon himself to lecture me about all the fine points of swimming. The importance of synchronized movements of the arms and legs for maximum speed. How essential it was to breathe after only third or fourth stroke, not too often to slow thyself down, but not too often to lose one's air. I nodded and agreed to all his fine points. Then we dove off the cliffs. I made it to the island and back in a little over an hour, but Koorg never returned. He had dashed his brains at the rocks at the base of the cliff. I had noticed the telltale undulations of underwater rocks, and had taken the diving rock on the right."

"But thou returned?" asked Jalemmil, astounded. "Was that not then when thou escaped?"

"It was too risky to escape then," said Zarek. "They could have easily caught me again, and I wasn't keen to be blamed for Koorg's disappearance. I said I did not know what happened to him, and after some searching, they decided he had forgotten about the race and had swum ashore to hunt for food. They could not see how I could have had anything to do with his disappearance, as fully visible as I was throughout my swim. The two brothers began making camp along the rocky cliff-edge, picking an ideal location so that I would not be able to escape.

"One of the brothers, Mathais, began commenting on the quality of the soil and the gradual incline of the rock that circled around the bay below. Ideal, he said, for a foot race. I expressed my ignorance of the sport, and he was keen to give me details of the proper technique for running a race. He made absurd faces, showing how one must breathe in through the nose and out through the mouth; how to bend one's knees to the proper angle on the rise; the importance of sure foot placement. Most important, he explained, was that the runner keep an aggressive but not too strenuous pace if one intends to win. It is fine to run in second place through the race, he said, provided one has the willpower and strength to pull out in the end.

"I was an enthusiastic student, and Mathais decided that we ought to run a quick race around the edge of the bay before night fell. Ulin told us to bring back some firewood when we came back. We began at once down the path, skirting the cliff below. I followed his advice about breath, gait, and foot placement, but I ran with all my power right from the start. Despite his much longer legs, I was a few paces ahead as we wound the first corner.

"With his eyes on my back, Mathais did not see the gape in the rock that I jumped over. He plummeted over the cliff before he had a chance to cry out. I spent a few minutes gathering some twigs before I returned to Ulin at camp."

"Now thou were just showing off," frowned Jalemmil. "Surely that would have been a good time to escape."

"Thou might think so," agreed Zarek. "But thou had to see the topography -- a few large trees, and then nothing but shrubs. Ulin would have noticed my absence and caught up with me in no time, and I would have had a hard time explaining Mathais's absence. However, the brief forage around the area allowed me to observe some of the trees close up, and I could formulate my final plan.

"When I got back to camp with a few twigs, I told Ulin that Mathais was slow coming along, dragging a large dead tree behind him. Ulin scoffed at his brother's strength, saying it would take him time to pull up a live tree by the roots and drop it on the bonfire. I expressed reasonable doubt.

"'I'll show thee,' he said, ripping up a ten foot tall specimen effortlessly.

"'But that's scarcely a sapling,' I objected. 'I thought thou could rip up a tree.' His eyes followed mine to a magnificent, heavy-looking one at the edge of the clearing. Ulin grabbed it and began to shake it with a tremendous force to loosen its roots from the dirt. With that, he loosened the hive from the uppermost branches, dropping it down onto his head.

"That was when I made my escape, mother," said Zarek, in conclusion, showing a little schoolboy pride. "While Mathais and Koorg were at the base of the cliff, and Ulin was flailing about, engulfed by a swarm."

Jalemmil embraced her son once again.

Publisher's Note

I was reluctant to publish the works of Marobar Sul, but when the University of Gwylim Press asked me to edit this edition, I decided to use this as an opportunity to set the record straight once and for all.

Scholars do not agree on the exact date of Marobar Sul's work, but it is generally agreed that they were written by the playwright "Gor Felim," famous for popular comedies and romances during the Interregnum between the fall of the First Cyrodilic Empire and the rise of Tiber Septim. The current theory holds that Felim heard a few genuine Dwemer tales and adapted them to the stage in order to make money, along with rewritten versions of many of his own plays.

Gor Felim created the persona of "Marobar Sul" who could translate the Dwemer language in order to add some sort of validity to the work and make it even more valuable to the gullible. Note that while "Marobar Sul" and his works became the subject of heated controversy, there are no reliable records of anyone actually meeting "Marobar Sul," nor was there anyone of that name employed by the Mages Guild, the School of Julianos, or any other intellectual institution.

In any case, the Dwemer in most of the tales of "Marobar Sul" bear little resemblance to the fearsome, unfathomable race that frightened even the Dunmer, Nords, and Redguards into submission and built ruins that even now have yet to be understood.

*****
THE RISE AND FALL OF THE BLADES
*****

There are many that still remember the Blades. There are fewer that can pass down and tell their stories, their origins and their downfall. My father could. In his proudest moments he said to me, "You keep secrets like the Blades."

The Blades were very good at keeping secrets. They hardly wrote down information. They normally passed information carefully between their spies in every province, to their elite members that protected the Emperors. Even amongst their members, they kept much secret.

Most associate the Blades with their ceremonial Akaviri armor and curved longswords. One can trace the Blades back to the fiercest warriors of Akavir, the Dragonguard. It was there, just as they would do in Tamriel, that they protected rulers and their kingdom. But recent discoveries show it to be much more than that.

Many classic texts tell us of adventures to Akavir, known as the dragon lands of the east. Many from Tamriel have attempted to conquer it, most famously Emperor Uriel V and his Tenth Legion in 3E288 as documented in the Imperial dispatch "Disaster at Ionith." Dragons have long been legend in Akavir, and many believe that their brief appearance in Tamriel's history are those that escaped Akaviri, for it was there they were hunted and killed off by the Dragonguard. The Dragonguard would follow those that fled to Tamriel in the late 1st Era.

Invading from the north, the Dragonguard met not only dragons, but the men of Skyrim, who don't meet invasions with pitchers of mead. The Dragonguard cut a path through Skyrim, and it was not until they were stopped by Reman Cyrodiil during the battle at Pale Pass that the invasion came to an end. It was Reman who united the human lands of Cyrodiil and defeated the Akaviri invaders.

Reman is one of the first documented, and widely accepted, of the mythic Dragonborn; those anointed by Akatosh and Alessia themselves. "Born with the soul of a dragon" is what his followers would say. Reports differ widely on the nature of the battle at Pale Pass. But the end result is the same, that the remaining Dragonguard, upon hearing the voice of Reman Cyrodiil, knelt and swore their lives to him, their conqueror and savior. Fragments of from late 1st era texts refer to the warriors dropping to their knees saying "we were not hunting" (or "did not intend", author - rough translation), continuing "we have been searching, for you."

They protected Reman with their lives, as well as his descendants, as the Reman Dynasty ushered in Tamriel's 2nd era. It was through these years that their reach extended, and their order grew to become the Blades. Their conquest of the dragons complete, they only sought to protect the Dragonborn, and through him, the Empire.

They reached their height late during the 3rd era under the rule of the Septim emprors [sic]. Despite their numbers, they kept their secrecy. The most visible and well documented were the members who personally guarded the Emperor, still wearing the original Akaviri armor. But that was the just the tip of the spear, for the Blades were a larger organization, stretching to every corner of Tamriel. These agents were of every race. They were merchants, thieves, craftsman, mages, and warriors, all acting as spies, protecting the Empire as needed, and operating in secret. They often acted alone, but some fragments speak of them meeting in secret fortresses across the continent. The most famous being Cyrodiil's Cloud Ruler Temple, where they hung the swords of those slain protecting the Dragonborn. Other maps speak of Wind Scour Temple under the great expanse of Hammerfell's Alik'r desert, Sky Haven Temple in the mountains of Skyrim, and Storm Talon Temple east of Wayrest.

They were known to have a "Grandmaster", who often lived amongst the people, unknown to others. The nature of their communications, meeting places, and missions were known to only a few elite members. The only two to know all were the Grandmaster himself and the Chronicler, whose only job was to make sure the group's mission was never known, but never lost.

With the death of Uriel Septim VII and his son, Martin, the 3rd era came to a close with the Blades fortifying themselves deep within Cyrodiil's Cloud Ruler Temple, as they waited for a Dragonborn to return when they would be called upon again.

The Empire of the 4th era no longer saw the Blades openly protecting it, or the Emperors. That role is now filled by the Penitus Oculatus, a purely Imperial organization. But the Blades continued their secret work, to watch for the Dragonborn and guard against future enemies. The Blades were among the first to see the signs that the Thalmor of the Aldmeri Dominion would not remain isolated within their borders forever. They could do what the Penitus Oculatus, servant to Imperial policy, could not, and thus earned the lasting hatred of the Thalmor.

The warnings of the Blades were proved right, as is well known to all. The Great War between the Empire and the Thalmor consumed the Empire and nearly destroyed it. Emperor Titus Mede II eventually brokered peace with the Thalmor, but at a price many of us still bear.

The reach and destructive nature of the Thalmor is known to many (author's note - in my family firsthand). They are not fools. They knew early on that the Blades were an enemy. So they hunted them throughout the Great War. Some were killed defending their Temples, others as they slept in their hideaways, alone. Some fought, some ran, some hid. But the Thalmor found them all.

There are those that say the Blades still exist around us, in hiding from the Thalmor. Waiting as they have done time and time again, for a Dragonborn to return. For one to protect, for one to guide them.

*****
THE SONG OF PELINAL, V5
*****

It is a solid truth that Morihaus was the son of Kyne, but whether or not Pelinal was indeed the Shezarrine is best left unsaid (for once Plontinu, who favored the short sword, said it, and that night he was smothered by moths). It is famous, though, that the two talked of each other as family, with Morihaus as the lesser, and that Pelinal loved him and called him nephew, but these could be merely the fancies of immortals. Never did Pelinal counsel Morihaus in time of war, for the man-bull fought magnificently, and led men well, and never resorted to Madness, but the Whitestrake did warn against the growing love with Perrif.

"We are ada, Mor, and change things through love. We must take care lest we beget more monsters on this earth. If you do not desist, she will take to you, and you will transform all Cyrod if you do this." And to this the bull became shy, for he was a bull, and he felt his form too ugly for the Parvania at all times, especially when she disrobed for him. He snorted, though, and shook his nose-hoop into the light of the Secunda moon and said, "She is like this shine on my nose-hoop here: an accident sometimes, but whenever I move my head at night, she is there. And so you know what you ask is impossible."

*****
THE SONG OF PELINAL, V6
*****

[And it is] said that he emerged into the world like a Padomaic, that is, borne by Sithis and all the forces of change therein. Still others, like Fifd of New Teed, say that beneath the Pelinal's star-armor was a chest that gaped open to show no heart, only a red rage shaped diamond-fashion, singing like a mindless dragon, and that this was proof that he was a myth-echo, and that where he trod were shapes of the first urging.

Pelinal cared for none of this and killed any who would speak god-logic, except for fair Perrif, who he said, "enacts, rather than talks, as language without exertion is dead witness." When those soldiers who heard him say this stared blankly, he laughed and swung his sword, running into the rain of Kyne to slaughter their Ayleid captives, screaming, "O Aka, for our shared madness I do this! I watch you watching me watching back! Umaril dares call us out, for that is how we made him!"

[And it was during] these fits of anger and nonsense that Pelinal would fall into the Madness, where whole swaths of lands were devoured in divine rampage to become Void, and Alessia would have to pray to the Gods for their succor, and they would reach down as one mind and soothe the Whitestrake until he no longer had the will to kill the earth in whole. And Garid of the men-of-ge once saw such a Madness from afar and maneuvered, after it had abated, to drink together with Pelinal, and he asked what such an affliction felt like, to which Pelinal could only answer, "Like when the dream no longer needs its dreamer."

*****
THE SONG OF PELINAL, V7
*****

[Editor's Note: This fragment comes from a manuscript recovered from the ruins of the Alessian Order's monastery at Lake Canulus, which dates it to sometime prior to the War of Righteousness (1E 2321). However, textual analysis suggests that this fragment actually preserves a very early form of the Song, perhaps from the mid-sixth century.]

[And so after many battles with] Umaril's allies, where dead Aurorans lay like candlelight around the throne, the Pelinal became surrounded by the last Ayleid sorcerer-kings and their demons, each one heavy with varliance. The Whitestrake cracked the floor with his mace and they withdrew, and he said, "Bring me Umaril that called me out!" ... [And] while mighty in his aspect and wicked, deathless-golden Umaril favored ruin-from-afar over close combat and so he tarried in the shadows of the white tower before coming forth. More soldiers were sent against Pelinal to die, and yet they managed to pierce his armor with axes and arrows, for Umaril had wrought each one by long varliance, which he had been hoarding since his first issue [of challenge.]...

[Presently] the half-Elf [showed himself] bathed in [[[Meridian]] light] ... and he listed his bloodline in the Ayleidoon and spoke of his father, a god of the [previous kalpa's] World-River and taking great delight in the heavy-breathing of Pelinal who had finally bled... [Text lost] ... [And] Umaril was laid low, the angel face of his helm dented into an ugliness which made Pelinal laugh, [and his] unfeathered wings broken off with sword strokes delivered while Pelinal stood [frothing]... above him insulting his ancestry and anyone else that took ship from Old Ehlnofey, [which] angered the other Elvish kings and drove them to a madness of their own... [and they] fell on him [speaking] to their weapons... cutting the Pelinal into eighths while he roared in confusion [which even] the Council of Skiffs [could hear]...

[Text lost] ...ran when Mor shook the whole of the tower with mighty bashing from his horns [the next morning], and some were slain-in-overabundance in the Taking, and Men looked for more Ayleids to kill but Pelinal had left none save those kings and demons that had already begun to flee... It was Morihaus who found the Whitestrake's head, which the kings had left to prove their deeds and they spoke and Pelinal said things of regrets... but the rebellion had turned anyway... [and more] words were said between these immortals that even the Paravant would not deign to hear.

*****
THE WINDHELM LETTERS
*****

The following transcribed letters were recovered from a strongbox found after a fire consumed a house in Solitude in the early part of the 3rd Era . Nobody by the addressed name lived at the home, and it is unknown how long the family had owned the strongbox. The letters are believed to be written during the reign of Jarl Elgryr the Unminded, who ruled Windhelm in the Second Era -

- and about whom few other records are extant.

My dearest Thessalonuis,

I hope this letter reaches you, and finds you well. It is getting more difficult to find paper within the city, but I still save the scraps sent by the city's tax agents. I hope you don't mind a household reckoning on the reverse of this.

Windhelm remains as cold as -

- ever, but nothing compared to the heart of her king. Smoke and revelry rise from the palace daily, while we have little wood or coal to keep the chill off. I fear for the little ones, but they're so brave, having never known any other kind of life. We all speak to you daily, and hope that we may come to see you soon

Yours, Reylia

Dear Thessalonuis,

Your last message arrived safely, but the promised gold mentioned did not. When I mentioned this to the courier, she shrugged and turned to the door with no other word. While bearing, I would caution you to not trust that particular woman again.

The minds of the city grow numb with cold and silence. We starve, and the unminded one makes no appearance, no speech, nothing to succor his people. His wizard has been walking the streets of the city at odd hours, visiting homes. I saw him paint some horrid symbol on one door -- it dripped like blood before vanishing like sand in the wind. The next dawn, nobody who lived there still drew breath. I am a friend to one of the scullery maids who was sent to clean out the house. She described the most horrible things to me and the children, but I will spare you the details.

The worst of it is, that was a house that supported the king. If that's what happens to his friends, what will be the fate of the rest of us?

But don't let this shift your mind from its important -

- tasks. We all know you work to free us, and pray for your success and swift return.

Love, Reylia

This next letter was scribbled onto a piece of cloth with what appears to be charcoal.

Thess.,

I hope you didn't actually ... [illegible] .. efforts are important, but our sufferings must remain .. [illegible] ... retaliation can be swift and terrible. If you no longer care for me, at least think of your ... [illegible] .... Love Always, R

Dear Thessalonius,

Weeks go by and we have no word from Solitude. I tell the children that you're simply very busy, but it's getting harder to make excuses for you. If you can no longer send money (and I understand, smuggling anything of value into the city has become a fool's errand), at least send word that you still live and work for the -

- freedom of Windhelm.

As regards your issue that I mentioned previously, worry not. With food shortages being what they are, I have removed it from my concerns.

Always yours, Reylia

My dearest Thessalonius,

It was good to hear from you at last. Please forgive the rantings of a starving mind. We have at last depleted the basement stores of food, even with the strictest rationing. I see the little ones' faces growing thin and my heart weeps for them. They are, in some ways, brave. I think they're looking after me -

- moreso then I them.

Please come home. I strongly desire to look upon your face. - R

Papa,

Ma said to write you, so we love and miss you. Ma is tired alot, but has lots of visitors, so we are being good and helping.

Love, Stessl and Shapl

Thessalonius,

I don't have much time. The city has finally broken. The gates of the palace will not keep us out. The storming begins soon. I have gathered those who still have a spirit to live, and we are taking our own fortunes to hand. I hope to see you on the other side of this. Pray for us as we once prayed for you.

Your Reylia

*****
THE WISPMOTHER
*****

Among the folk tales from the northern reaches of Skyrim, few subjects are as popular as the Wispmother: ghostly women who lure unsuspecting travelers to their doom, steal children, and takes vengeance on those who wronged them in life.

Similar tales exist throughout Tamriel: The Melusanae of Stros Mkai, who lure ships to wreck on jagged shoals, then consume the souls of those aboard. The serpentine Chalass of Black Marsh. The Amronal of Valenwood.

But unlike these mythic creatures, most scholars concede that Wispmothers actually exist. Though rare, credible reports of their sightings are simply too frequent to be ignored. Herein, a synopsis of what can be gleaned from provincial legends, and the dominant theories on what they may actually be.

Wispmothers

Most tales agree on only a few basic facts about Wispmothers. They are always female. They take the form of human (some say Elven) spirits, wreathed in mist and decaying rags. They have an affinity for frost magic, rarely appearing in more temperate climates.

But beyond that, the tales differ wildly. Some say they are ghosts, waiting to be laid to rest. Others, that they are all that remains of the Snow Elves who once ruled Skyrim. Some say they are native to Hjaalmarch (or the north more generally), but other tales mention them in forgotten places, on the mountaintops as far away as the Jeralls.

Most reputable scholars dismiss these stories, preferring instead to focus on the few documented sightings from recent years. From these, two dominant theories have emerged:

Based on his extensive research into necromancy and Cyrodiil's Ayleid culture, Master Sadren Sarethi posits that Wispmothers are a necrologic state, a type of lich-dom developed by a now-forgotten First Era culture. Under his theory, these are no mere ghosts - they are a cult of powerful sorceresses who achieved eternal life through undeath.

Alternately, Lydette Viliane of the Synod contends that Wispmothers are not undead at all, but rather elemental manifestations arising out of Nirn itself. By noting several similarities to Spriggans and Ice Wraiths, she contends that the Wispmothers are essentially elemental personifications of snow or mist, innately wielding the power of their element, instead of manipulating it through conventional sorcery.

Wisps

In most accounts, the victim is initially drawn to the Wispmother by glowing, ghostly lights. Although initially passive, these creatures later attack in tandem with her, distracting the victim and draining their energy.

Popular legend holds that these are the spirits of the Wispmother's previous victims. These spirits strengthen her, so anyone hoping to destroy her must first release the souls of those she has killed.

To scholars, this description immediately recalls the Will-o-the-Wisp, a rare and dangerous swamp denizen of southern Tamriel. Oddly Cyrodilic legends invariably refer to Wisps as lone predators, while these appear to exist in some sort of symbiotic relationship with others of their kind.

Viliane argues that these Wisps are a sub-species of true Wisps, scavengers that lure prey to the Wispmother and share in the psychoetherial energy released by her kills. As co-dependent scavengers, they most likely lack the formidable defenses of their predatory cousins, rendering them far more vulnerable.

Alternately, Sarethi posits that these "Wisps" are merely emanations or conjurations of the Wispmother, and not free-living creatures. This is supported by one incident in which an adventurer reportedly killed a Wispmother directly, only to observe the remaining Wisps immediately perish as well, though the source is considered highly unreliable.

In summary, scholarly opinion about Wispmothers and Wisps is sharply divided, and is likely to remain so for some time. But all sources agree on one crucial point: these are highly dangerous foes, and should be avoided at all costs.

*****
THE WOLF QUEEN, V2
*****

From the pen of the first century Third Era sage Montocai:

3E 82

A year after the wedding of his 14-year-old granddaughter the Princess Potema to King Mantiarco of the Nordic Kingdom of Solitude, the Emperor Uriel Septim II passed on. His son Pelagius Septim II was made the Emperor, and he faced a greatly depleted treasury, thanks to his father's poor management.

As the new Queen of Solitude, Potema faced opposition from the old Nordic houses, who viewed her as an outsider. Mantiarco had been widowed, and his former queen was loved. She had left him a son, Prince Bathorgh, who was two years older than his stepmother, and loved her not. But the king loved his queen, and suffered with her through miscarriage after miscarriage, until her 29th year, when she bore him a son.

3E 97

"You must do something to help the pain!" Potema cried, baring her teeth. The healer Kelmeth immediately thought of a she-wolf in labor, but he put the image from his mind. Her enemies called her the Wolf Queen for certes, but not because of any physical resemblance.

"Your Majesty, there is no injury for me to heal. The pain you feel is natural and helpful for the birth," he was going to add more words of consolation, but he had to break off to duck the mirror she flung at him.

"I'm not a pig-nosed peasant girl!" She snarled, "I am the Queen of Solitude, daughter of the Emperor! Summon the Daedra! I'll trade the soul of every last subject of mine for a little comfort!"

"My Lady," said the healer nervously, drawing the curtains and blotting out the cold morning sun. "It is not wise to make such offers even in jest. The eyes of Oblivion are forever watching for just such a rash interjection."

"What would you know of Oblivion, healer?" she growled, but her voice was calmer, quieter. The pain had relaxed. "Would you fetch me that mirror I hurled at you?"

"Are you going to throw it again, your Majesty?" said the healer with a taut smile, obeying her.

"Very likely," she said, looking at her reflection. "And next time I won't miss. But I do look a fright. Is Lord Vhokken still waiting for me in the hall?"

"Yes, your Majesty."

"Well, tell him I just need to fix my hair and I'll be with him. And leave us. I'll howl for you when the pain returns."

"Yes, your Majesty."

A few minutes later, Lord Vhokken was shown into the chamber. He was an enormous bald man whose friends and enemies called Mount Vhokken, and when he spoke it was with the low grumble of thunder. The Queen was one of the very few people Vhokken knew who was not the least bit intimidated by him, and he offered her a smile.

"My queen, how are you feeling?" he asked.

"Damned. But you're looking like Springtide has come to Mount Vhokken. I take it from your merry disposition that you've been made warchief."

"Only temporarily, while your husband the King investigates whether there is evidence behind the rumors of treason on the part of my predecessor Lord Thone."

"If you've planted it as I've instructed, he'll find it," Potema smiled, propping herself up in the bed. "Tell me, is Prince Bathorgh still in the city?"

"What a question, your highness," laughed the mountain. "It's the Tournament of Stamina today, you know the Prince would never miss that. The fellow invents new strategies of self-defense every year to show off during the games. Don't you recall last year, where he entered the ring unarmored and after twenty minutes of fending off six bladesmen, left the games without a scratch? He dedicated that bout to his late mother, Queen Amodetha."

"Yes, I recall."

"He's no friend to me or you, your highness, but you must give the man his due respect. He moves like lightning. You wouldn't think it of him, but he always seems to use his awkwardness to his advantage, to throw his opponents off. Some say he learned the style from the Orcs to the south. They say he learned from them how to anticipate a foe's attack by some sort of supernatural power."

"There's nothing supernatural about it," said the Queen, quietly. "He gets it from his father."

"Mantiarco never moved like that," Vhokken chuckled.

"I never said he did," said Potema. Her eyes closed and her teeth gritted together. "The pain's returning. You must fetch the healer, but first, I must ask you one other thing -- has the new summer palace construction begun?"

"I think so, your Highness."

"Do not think!" she cried, gripping the sheets, biting her lips so a stream of blood dripped down her chin. "Do! Make certain that the construction begins at once, today! Your future, my future, and the future of this child depend on it! Go!"

Four hours later, King Mantiarco entered the room to see his son. His queen smiled weakly as he gave her a kiss on the forehead. When she handed him the child, a tear ran down his face. Another one quickly followed, and then another.

"My Lord," she said fondly. "I know you're sentimental, but really!"

"It's not only the child, though he is beautiful, with all the fair features of his mother," Mantiarco turned to his wife, sadly, his aged features twisted in agony. "My dear wife, there is trouble at the palace. In truth, this birth is the only thing that keeps this day from being the darkest in my reign."

"What is it? Something at the tournament?" Potema pulled herself up in bed. "Something with Bathorgh?"

"No, it's isn't the tournament, but it does relate to Bathorgh. I shouldn't worry you at a time like this. You need your rest."

"My husband, tell me!"

"I wanted to surprise you with a gift after the birth of our child, so I had the old summer palace completely renovated. It's a beautiful place, or at least it was. I thought you might like it. Truth to tell, it was Lord Vhokken idea. It used to be Amodetha's favorite place." Bitterness crept into the king's voice. "Now I've learned why."

"What have you learned?" asked Potema quietly.

"Amodetha deceived me there, with my trusted warchief, Lord Thone. There were letters between them, the most perverse things you've ever read. And that's not the worst of it."

"No?"

"The dates on the letters correspond with the time of Bathorgh's birth. The boy I raised and loved as a son," Mantiarco's voice choked up with emotion. "He was Thone's child, not mine."

"My darling," said Potema, almost feeling sorry for the old man. She wrapped her arms around his neck, as he heaved his sobs down on her and their child.

"Henceforth," he said quietly. "Bathorgh is no longer my heir. He will be banished from the kingdom. This child you have borne me today will grow to rule Solitude."

"And perhaps more," said Potema. "He is the Emperor's grandson as well."

"We will name him Mantiarco the Second."

"My darling, I would love that," said Potema, kissing the king's tear-streaked face. "But may I suggest Uriel, after my grandfather the Emperor, who brought us together in marriage?"

King Mantiarco smiled at his wife and nodded his head. There was a knock at the door.

"My liege," said Mount Vhokken. "His highness Prince Bathorgh has finished the tournament and awaits you to present his award. He has successfully withstood attacks by nine archers and the giant scorpion we brought in from Hammerfell. The crowd is roaring his name. They are calling him The Man Who Cannot Be Hit."

"I will see him," said King Mantiarco sadly, and left the chamber.

"Oh he can be hit, all right," said Potema wearily. "But it does take some doing."

*****
THE WOLF QUEEN, V3
*****

From the pen of the first century third era sage Montocai:

Year 3E 98

The Emperor Pelagius Septim II died a few weeks before the end of the year, on the 15th of Evening Star during the festival of North Wind's Prayer, which was considered a bad omen for the Empire. He had ruled over a difficult seventeen years. In order to fill the bankrupt treasury, Pelagius had dismissed the Elder Council, forcing them to buy back their positions. Several good but poor councilors had been lost. Many say the Emperor had died as a result of being poisoned by a vengeful former Council member.

His children came to attend his funeral and the coronation of the next Emperor. His youngest son Prince Magnus, 19 years of age, arrived from Almalexia, where he had been a councilor to the royal court. 21-year-old Prince Cephorus arrived from Gilane with his Redguard bride, Queen Bianki. Prince Antiochus at 43 years of age, the eldest child and heir presumptive, had been with his father in the Imperial City. The last to appear was his only daughter, Potema, the so-called Wolf Queen of Solitude. Thirty years old and radiantly beautiful, she arrived with a magnificent entourage, accompanied by her husband, the elderly King Mantiarco and her year-old son, Uriel.

All expected Antiochus to assume the throne of the Empire, but no one knew what to expect from the Wolf Queen.

Year 3E 99

"Lord Vhokken has been bringing several men to your sister's chambers late at night every night this week," offered the Spymaster. "Perhaps if her husband were made aware --"

"My sister is a devotee of the conqueror gods Reman and Talos, not the love goddess Dibella. She is plotting with those men, not having orgies with them. I'd wager I've slept with more men than she has," laughed Antiochus, and then grew serious. "She's behind the delay of the council offering me the crown, I know it. Six weeks now. They say they need to update records and prepare for the coronation. I'm the Emperor! Crown me, and to Oblivion with the formalities!"

"Your sister is surely no friend of yours, your majesty, but there are other factors at play. Do not forget how your father treated the Council. It is they who need following, and if need be, strong convincing," The Spymaster added, with a suggestive stab of his dagger.

"Do so, but keep your eye on the damnable Wolf Queen as well. You know where to find me."

"At which brothel, your highness?" inquired the Spymaster.

"Today being Fredas, I'll be at the Cat and Goblin."

The Spymaster noted in his report that night that Queen Potema had no visitors, for she was dining across the Imperial Garden at the Blue Palace with her mother, the Dowager Empress Quintilla. It was a warm night for wintertide and surprisingly cloudless though the day had been stormy. The saturated ground could not take any more, so the formal, structured gardens looked as if they had been glazed with water. The two women took their wine to the wide balcony to look over the grounds.

"I believe you are trying to sabotage your half-brother's coronation," said Quintilla, not looking at her daughter. Potema saw how the years had not so much wrinkled her mother as faded her, like the sun on a stone.

"It's not true," said Potema. "But would it bother you very much if it were true?"

"Antiochus is not my son. He was eleven years old when I married your father, and we've never been close. I think that being heir presumptive has stunted his growth. He is old enough to have a family with grown children, and yet he spends all his time at debauchery and fornication. He will not make a very good Emperor," Quintilla sighed and then turned to Potema. "But it is bad for the family for seeds of discontent to be sown. It is easy to divide up into factions, but very difficult to unite again. I fear for the future of the Empire."

"Those sound like the words -- are you, by any chance, dying, mother?"

"I've read the omens," said Quintilla with a faint, ironic smile. "Don't forget -- I was a renowned sorceress in Camlorn. I will be dead in a few months time, and then, not a year later, your husband will die. I only regret that I will not live to see your child Uriel assume the throne of Solitude."

"Have you seen whether --" Potema stopped, not wanting to reveal too many of her plans, even to a dying woman.

"Whether he will be Emperor? Aye, I know the answer to that too, daughter. Don't fear: you'll live to see the answer, one way or the other. I have a gift for him when he is of age," The Dowager Empress removed a necklace with a single great yellow gem from around her neck. "It's a soul gem, infused with the spirit of a great werewolf your father and I defeated in battle thirty-six years ago. I've enchanted it with spells from the School of Illusion so its wearer may charm whoever he choses. An important skill for a king."

"And an Emperor," said Potema, taking the necklace. "Thank you, mother."

An hour later, passing the black branches of the sculpted douad shrubs, Potema noticed a dark figure, which vanished into the shadows under the eaves at her approach. She had noticed people following her before: it was one of the hazards of life in the Imperial court. But this man was too close to her chambers. She slipped the necklace around her neck.

"Come out where I can see you," she commanded.

The man emerged from the shadows. A dark little fellow of middle-age dressed in black-dyed goatskin. His eyes were fixed, frozen, under her spell.

"Who do you work for?"

"Prince Antiochus is my master," he said in a dead voice. "I am his spy."

A plan formed. "Is the Prince in his study?"

"No, milady."

"And you have access?"

"Yes, milady."

Potema smiled widely. She had him. "Lead the way."

The next morning, the storm reappeared in all its fury. The pelting on the walls and ceiling was agony to Antiochus, who was discovering that he no longer had his youthful immunity to a late night of hard drinking. He shoved hard against the Argonian wench sharing his bed.

"Make yourself useful and close the window," he moaned.

No sooner had the window been bolted then there was a knock at the door. It was the Spymaster. He smiled at the Prince and handed him a sheet of paper.

"What is this?" said Antiochus, squinting his eyes. "I must still be drunk. It looks like orcish."

"I think you will find it useful, your majesty. Your sister is here to see you."

Antiochus considered getting dressed or sending his bedmate out, but thought better of it. "Show her in. Let her be scandalized."

If Potema was scandalized, she did not show it. Swathed in orange and silver silk, she entered the room with a triumphant smile, followed by the man-mountain Lord Vhokken.

"Dear brother, I spoke to my mother last night, and she advised me very wisely. She said I should not battle with you in public, for the good of our family and the Empire. Therefore," she said, producing from the folds of her robe a piece of paper. "I am offering you a choice."

"A choice?" said Antiochus, returning her smile. "That does sound friendly."

"Abdicate your rights to the Imperial throne voluntarily, and there is no need for me to show the Council this," Potema said, handing her brother the letter. "It is a letter with your seal on it, saying that you knew that your father was not Pelagius Septim II, but the royal steward Fondoukth. Now, before you deny writing the letter, you cannot deny the rumors, nor that the Imperial Council will believe that your father, the old fool, was quite capable of being cuckolded. Whether it's true or not, or whether the letter is a forgery or not, the scandal of it would ruin your chances of being the Emperor."

Antiochus's face had gone white with fury.

"Don't fear, brother," said Potema, taking back the letter from his shaking hands. "I will see to it that you have a very comfortable life, and all the whores your heart, or any other organ, desires."

Suddenly Antiochus laughed. He looked over at his Spymaster and winked. "I remember when you broke into my stash of Khajiiti erotica and blackmailed me. That was close to twenty years ago. We've got better locks now, you must have noticed. It must have killed you that you couldn't use your own skills to get what you wanted."

Potema merely smiled. It didn't matter. She had him.

"You must have charmed my servant here into getting you into my study to use my seal," Antiochus smirked. "A spell, perhaps, from your mother, the witch?"

Potema continued to smile. Her brother was cleverer than she thought.

"Did you know that Charm spells, even powerful ones, only last so long? Of course, you didn't. You never were one for magic. Let me tell you, a generous salary is a stronger motivation for keeping a servant in the long run, sister," Antiochus took out his own sheet of paper. "Now I have a choice for you."

"What is that?" said Potema, her smile faltering.

"It looks like nonsense, but if you know what you're looking for, it's very clear. It's a practice sheet -- your handwriting attempting to look like my handwriting. It's a good gift you have. I wonder if you haven't done this before, imitating another person's handwriting. I understand a letter was found from your husband's dead wife saying that his first son was a bastard. I wonder if you wrote that letter. I wonder if I showed this evidence of your gift to your husband whether he would believe you wrote that letter. In the future, dear Wolf Queen, don't lay the same trap twice."

Potema shook her head, furious, unable to speak.

"Give me your forgery and go take a walk in the rain. And then, later today, unhatch whatever other plots you have to keep me from the throne." Antiochus fixed his eyes on Potema's. "I will be Emperor, Wolf Queen. Now go."

Potema handed her brother the letter and left the room. For a few moments, out in the hallway, she said nothing. She merely glared at the slivers of rainwater dripping down the marble wall from a tiny, unseen crack.

"Yes, you will, brother," she said. "But not for very long."

*****
THE WOLF QUEEN, V4
*****

From the pen of the first century Third Era sage Montocai:

3E 109

Ten years after being crowned Emperor of Tamriel, Antiochus Septim had impressed his subjects with little but the enormity of his lust for carnal pleasures. By his second wife, Gysilla, he had a daughter in the year Year 3E 104, who he named Kintyra II, after his great-great-great grandaunt, the Empress. Enormously fat and marked by every venereal disease known to the Healers, Antiochus spent little time on politics. His siblings, by marked contrast, excelled in this field. Magnus had married Hellena, the Cyrodiil Queen of Lilmoth -- the Argonian priest-king having been executed -- and was representing the Imperial interests in Black Marsh admirably. Cephorus and his wife Bianki were ruling the Hammerfell kingdom of Gilane with a healthy brood of children. But no one was more politically active than Potema, the Wolf-Queen of the Skyrim kingdom of Solitude.

Nine years after the death of her husband, King Mantiarco, Potema still ruled as regent for her young son, Uriel. Their court had become very fashionable, particularly for rulers who had a grudge to bear against the Emperor. All the kings of Skyrim visited Castle Solitude regularly, and over the years, emissaries from the lands of Morrowind and High Rock did as well. Some guests came from even farther away.

Year 3E 110

Potema stood at the harbor and watched the boat from Pyandonea arrive. Against the gray, breaking waves where she had seen so many vessels of Tamrielic manufacture, it looked less than exotic. Insectoid, certainly, with its membranous sails and rugged chitin hull, but she had seen similar if not identical seacraft in Morrowind. No, if not for the flag which was markedly alien, she would not have picked out the ship from others in the harbor. As the salty mist ballooned around her, she held out her hand in welcome to the visitors from another island empire.

The men aboard were not merely pale, they were entirely colorless, as if their flesh were made of some white limpid jelly, but she had been forewarned. At the arrival of the King and his translator, she looked directly into their blank eyes and offered her hand. The King made noises.

"His Great Majesty, King Orgnum," said the translator, haltingly. "Expresses his delight at your beauty. He thanks you for giving him refuge from these dangerous seas."

"You speak Cyrodilic very well," said Potema.

"I am fluent in the languages of four continents," said the translator. "I can speak to the denizens of my own country Pyandonea, as well as those of Atmora, Akavir, and here, in Tamriel. Yours is the easiest, actually. I was looking forward to this voyage."

"Please tell his highness that he is welcome here, and that I am entirely at his disposal," said Potema, smiling. Then she added, "You understand the context? That I am just being polite?"

"Of course," said the translator, and then made several noises at the King, which the King reacted to with a smile. While they conversed, Potema looked up the dock and saw the now familiar gray cloaks watching her while they spoke with Levlet, Antiochus's man. The Psijic Order from the Summerset Isle. Very bothersome.

"My diplomatic emissary Lord Vhokken will show you to your rooms," said Potema. "Unfortunately, I have some other guests as well who require my attention. I hope your great majesty understands."

His Great Majesty King Orgnum did understand, and Potema made arrangements to dine with the Pyandoneans that evening. Meeting with the Psijic Order required all of her concentration. She dressed in her simplest black and gold robe and went to her stateroom to prepare. Her son, Uriel, was on the throne, playing with his pet joughat.

"Good morning, mom."

"Good morning, darling," said Potema, lifting her son in the air with feigned stain. "Talos, but you're heavy. I don't think I've ever carried such a heavy ten-year-old."

"That's probably because I'm eleven," said Uriel, perfectly aware of his mother's tricks. "And you're going to say that as an eleven-year-old, I should probably be with my tutor."

"I was fanatical about studying at your age," said Potema.

"I am king," said Uriel petulantly.

"But don't be satisfied with that," said Potema. "By all rights, you should be Emperor already, you understand that, don't you?"

Uriel nodded his head. Potema took a moment to marvel at his likeness to the portraits of Tiber Septim. The same ruthless brow and powerful chin. When he was older and lost his baby fat, he'd be a splitting image of his great great great great great granduncle. Behind her, she heard the door opening and an usher bringing in several gray cloaks. She stiffened slightly, and Uriel, on cue, jumped down from the throne and left the stateroom, pausing to greet the most important of the Psijics.

"Good Morning, Master Iachesis," he said, enunciating each syllable with a regal accent that made Potema's heart soar. "I hope your accommodations at Castle Solitude meet with your approval."

"They do, King Uriel, thank you," said Iachesis, delighted and charmed.

Iachesis and his Psijics entered the chamber and the door was shut behind them. Potema sat only for a moment on the throne before stepping off the dais and greeting her guests.

"I am so sorry to have kept you waiting," said Potema. "To think that you sailed all the way from the Summerset Isles and I should keep you waiting any longer. You must forgive me."

"It's not all that long a voyage," said one of the gray cloaks, angrily. "It isn't as if we sailed all the way from Pyandonea."

"Ah. You've seen my most recent guests, King Orgnum and his retinue," said Potema breezily. "I suppose you think it unusual, me entertaining them, as we all know the Pyandoneans mean to invade Tamriel. You are, I take it, as neutral in this as you are in all political matters?"

"Of course," said Iachesis proudly. "We have nothing to gain or lose by the invasion. The Psijic Order preceded the organization of Tamriel under the Septim Dynasty and we shall survive under any political regime."

"Rather like a flea on whatever mongrel happens along, are you?" said Potema, narrowing her eyes. "Don't overestimate your importance, Iachesis. Your order's child, the Mages Guild, has twice the power you have, and they are entirely on my side. We are in the process of making an agreement with King Orgnum. When the Pyandoneans take over and I am in my proper place as Empress of this continent, then you shall know your proper place in the order of things."

With a majestic stride, Potema left the stateroom, leaving the grey cloaks to look from one to the other.

"We must speak to Lord Levlet," said one of the grey cloaks.

"Yes," said Iachesis. "Perhaps we should."

Levlet was quickly found at his usual place at the Moon and Nausea tavern. As the three grey cloaks entered, led by Iachesis, the smoke and the noise seemed to die in their path. Even the smell of tobacco and flin dissipated in their wake. He rose and then escorted them to a small room upstairs.

"You've reconsidered," said Levlet with a broad smile.

"Your Emperor," said Iachesis, and then corrected himself, "Our Emperor originally asked for our support in defending the west coast of Tamriel from the Pyandonean fleet in return for twelve million gold pieces. We offered our services at fifty. Upon reflection on the dangers that a Pyandonean invasion would have, we accept his earlier offer."

"The Mages Guild has generously -- "

"Perhaps for as low ten million gold pieces," said Iachesis quickly.

Over the course of dinner, Potema promised King Orgnum through the interpreter, to lead an insurrection against her brother. She was delighted to discover that her capacity for lying worked in many different cultures. Potema shared her bed that night with King Orgnum, as it seemed the polite and diplomatic thing to do. As it turned out, he was one of the better lovers she had ever had. He gave her some herbs before beginning that made her feel as if she was floating on the surface of time, conscious only of the gestures of love after she had found herself making them. She felt herself like the cooling mist, quenching the fire of his lust over and over and over again. In the morning, when he kissed her on the cheek, and said with his bald white eyes that he was leaving her, she felt a stab of regret.

The ship left harbor that morning, en route to the Summerset Isles and the imminent invasions. She waved them off to sea as she footsteps behind her. It was Levlet.

"They will do it for eight million, your highness" he said.

"Thank Mara," said Potema. "I need more time for an insurrection. Pay them from my treasury, and then go to the Imperial City and get the twelve million from Antiochus. We should make a good profit from this game, and you, of course, will have your share."

Three months later, Potema heard that the fleet of the Pyandoneans had been utterly destroyed by a storm that had appeared suddenly off the Isle of Artaeum. The home port of the Psijic Order. King Orgnum and all of his ships had been utterly annihilated.

"Sometimes making people hate you," she said, holding her son Uriel close, "Is how you make a profit."

*****
THE WOLF QUEEN, V5
*****

From the pen of Inzolicus, Second Century Sage and Student of Montocai: Year 3E 119:

For twenty-one years, The Emperor Antiochus Septim ruled Tamriel, and proved an able leader despite his moral laxity. His greatest victory was in the War of the Isle in the year Year 3E 110, when the Imperial fleet and the royal navies of Summerset Isle, together with the magical powers of the Psijic Order, succeeded in destroying the Pyandonea invading armada. His siblings, King Magnus of Lilmoth, King Cephorus of Gilane, and Potema, the Wolf Queen of Solitude, ruled well and relations between the Empire and the kingdoms of Tamriel were much improved. Still, centuries of neglect had not repaired all the scars that existed between the Empire and the kings of High Rock and Skyrim.

During a rare visitation from his sister and nephew Uriel, Antiochus, who had suffered from several illnesses over his reign, lapsed into a coma. For months, he lingered in between life and death while the Elder Council prepared for the ascension of his fifteen-year-old daughter Kintyra to the throne.

Year 3E 120:

"Mother, I can't marry Kintyra," said Uriel, more amused by the suggestion than offended. "She's my first cousin. And besides, I believe she's engaged to one of the lords of Council, Modellus."

"You're so squeamish. There's a time and a place for propriety," said Potema. "But you're correct at any rate about Modellus, and we shouldn't offend the Elder Council at this critical juncture. How do you feel about Princess Rakma? You spent a good deal of time in her company in Farrun."

"She's all right," said Uriel. "Don't tell me you want to hear all the dirty details."

"Please spare me your study of her anatomy," Potema grimaced. "But would you marry her?"

"I suppose so."

"Very good. I'll make the arrangements then," Potema made a note for herself before continuing. "King Lleromo has been a difficult ally to keep, and a political marriage should keep Farrun on our side. Should we need them. When is the funeral?"

"What funeral?" asked Uriel. "You mean for Uncle Antiochus?"

"Of course," sighed Potema. "Anyone else of note die recently?"

"There were a bunch of little Redguard children running through the halls, so I guess Cephorus has arrived. Magnus arrived at court yesterday, so it ought to be any day now."

"It's time to address the Council then," said Potema, smiling.

She dressed in black, not her usual colorful ensembles. It was important to look the part of the grieving sister. Regarding herself in the mirror, she felt that she looked all of her fifty-three years. A shock of silver wound its way through her auburn hair. The long, cold, dry winters in northern Skyrim had created a map of wrinkles, thin as a spiderweb, all across her face. Still, she knew that when she smiled, she could win hearts, and when she frowned, she could inspire fear. It was enough for her purposes.

Potema's speech to the Elder Council is perhaps helpful to students of public speaking.

She began with flattery and self-abasement: "My most august and wise friends, members of the Elder Council, I am but a provincial queen, and I can only assume to bring to issue what you yourselves must have already pondered."

She continued on to praise the late Emperor, who had been a popular ruler, despite his flaws: "He was a true Septim and a great warrior, destroying -- with your counsel -- the near invincible armada of Pyandonea."

But little time was wasted, before she came to her point: "The Empress Gysilla unfortunately did nothing to temper my brother's lustful spirits. In point of fact, no whore in the slums of the city spread out on more beds than she. Had she attended to her duties in the Imperial bedchamber more faithfully, we would have a true heir to the Empire, not the halfwit, milksop bastards who call themselves the Emperor's children. The girl called Kintyra is popularly believed to be the daughter of Gysilla and the Captain of the Guard. It may be that she is the daughter of Gysilla and the boy who cleans the cistern. We can never know for certain. Not as certainly as we can know the lineage of my son, Uriel. The eldest true son of the Septim Dynasty. My lords, the princes of the Empire will not stand for a bastard on the throne, that I can assure you."

She ended mildly, but with a call to action: "Posterity will judge you. You know what must be done."

That evening, Potema entertained her brothers and their wives in the Map Room, her favorite of the Imperial dining chambers. The walls were splashed with bright, if fading representations of the Empire and all the known lands beyond, Atmora, Yokuda, Akavir, Pyandonea, Thras. Overhead the great glass domed ceiling, wet with rain, displayed distorted images of the stars overhead. Lightning flashed every other minute, casting strange phantom shadows on the walls.

"When will you speak to the Council?" asked Potema as dinner was served.

"I don't know if I will," said Magnus. "I don't believe I have anything to say."

"I'll speak to them when they announce the coronation of Kintyra," said Cephorus. "Merely as a formality to show my support and the support of Hammerfell."

"You can speak for all of Hammerfell?" asked Potema, with a teasing smile. "The Redguards must love you very much."

"We have a unique relationship with the Empire in Hammerfell," said Cephorus's wife, Bianki. "Since the treaty of Stros M'kai, it's been understood that we are part of the Empire, but not a subject."

"I understand you've already spoken to the Council," said Magnus's wife, Hellena, pointedly. She was a diplomat by nature, but as the Cyrodilic ruler of an Argonian kingdom, she knew how to recognize and confront adversity.

"Yes, I have," said Potema, pausing to savor a slice of braised jalfbird. "I gave them a short speech about the coronation this afternoon."

"Our sister is an excellent public speaker," said Cephorus.

"You're too kind," said Potema, laughing. "I do many things better than speaking."

"Such as?" asked Bianki, smiling.

"Might I ask what you said in your speech?" asked Magnus, suspiciously.

There was a knock on the chamber door. The head steward whispered something to Potema, who smiled in response and rose from the table.

"I told the Council that I would give my full support to the coronation, provided they proceed with wisdom. What could be sinister about that?" Potema said, and took her glass of wine with her to the door. "If you'll pardon me, my niece Kintyra wishes to have a word with me."

Kintyra stood in the hall with the Imperial Guard. She was but a child, but on reflection, Potema realized that at her age, she was already married two years to Mantiarco. There was a similarity, to be certain. Potema could see Kintyra as the young queen, with dark eyes and pallid skin smooth and resolute like marble. Anger flashed momentarily in Kintyra's eyes on seeing her aunt, but emotion left her, replaced with calm Imperial presence.

"Queen Potema," she said serenely. "I have been informed that my coronation will take place in two days time. Your presence at the ceremony will not be welcome. I have already given orders to your servants to have your belongings packed, and an escort will be accompanying you back to your kingdom tonight. That is all. Goodbye, aunt."

Potema began to reply, but Kintyra and her guard turned and moved back down the corridor to the stateroom. The Wolf Queen watched them go, and then reentered the Map Room.

"Sister-in-Law," said Potema, addressing Bianki with deep malevolence. "You asked what I do better than speaking? The answer is: war."

*****
THE WOLF QUEEN, V7
*****

From the pen of Inzolicus, Second Century Sage:

3E 125
The exact date of the Empress Kintyra Septim II's execution in the tower at Glenpoint Castle is open to some speculation. Some believe she was slain shortly after her imprisonment in the 121st year, while others maintain that she was likely kept alive as a hostage until shortly before her uncle Cephorus, King of Gilane, reconquered western High Rock in the summer of the 125th year. The certainty of Kintyra's demise rallied many against the Wolf Queen Potema and her son, who had been crowned Emperor Uriel Septim III four years previously when he invaded the under-guarded Imperial City.

Cephorus concentrated his army on the war in High Rock, while his brother Magnus, King of Lilmoth, brought his Argonian troops through loyal Morrowind and into Skyrim to fight in Potema's home province. The reptilian troops fought well in the summer months, but during the winter, they retired south to regroup and attack again when the weather was warm. At this stalemate, the War lasted out two more years.

Also, in the 125th year, Magnus's wife Hellena gave birth to their first child, a boy who they named Pelagius, after the Emperor who fathered Magnus, Cephorus, the late Emperor Antiochus, and the dread Wolf Queen of Solitude.

3E 127
Potema sat on soft silk cushions in the warm grass in front of her tent and watched the sun rise over the dark woods on the other side of the meadow. It was a peculiarly vibrant morning, typical of Skyrim summertide. The high chirrup of insects buzzed all around her and the sky surged with thousands of fallowing birds, rolling over one another and forming a multitude of patterns. Nature was unaware of the war coming to Falconstar, she surmised.

"Your highness, a message from the army in Hammerfell," said one of her maids, bringing in a courier. He was breathing hard, stained with sweat and mud. Evidence of a long, fast ride over many, many miles.

"My queen," said the courier, looking to the ground. "I bring grave news of your son, the Emperor. He met your brother King Cephorus's army in Hammerfell in the countryside of Ichidag and there did battle. You would be proud, for he fought well, but in the end, the Imperial Army was defeated and your son, our Emperor, was captured. King Cephorus is bringing him to Gilane."

Potema listened to the news, scowling. "That clumsy fool," she said at last.

Potema stood up and strolled into camp, where the men were arming themselves, preparing for battle. Long ago, the soldiers understood that their lady did not stand on ceremony, and she would prefer that they work rather than salute her. Lord Vhokken was ahead of her, already meeting with the commander of the battlemages, discussing last minute strategy.

"My queen," said the courier, who had been following her. "What are you going to do?"

"I'm going to win this battle with Magnus, despite his superior position holding the ruins of Kogmenthist Castle," said Potema. "And then when I know what Cephorus means to do with the Emperor, I'll respond accordingly. If there's a ransom to be paid, I'll pay it; if there's a prison exchange needed, so be it. Now, please, bath yourself and rest, and try not to get in the way of the war."

"It's not an ideal scenario," said Lord Vhokken when Potema had entered the commander's tent. "If we attack the castle from the west, we'll be running directly into the fire from their mages and archers. If we come from the east, we'll be going through swamps, and the Argonians do better in that type of environment than we do. A lot better."

"What about the north and south? Just hills, correct?"

"Very steep hills, your highness," said the commander. "We should post bowmen there, but we'll be too vulnerable putting out the majority of our force."

"So it's the swamp," said Potema, and added, pragmatically. "Unless we withdraw and wait for them to come out before fighting."

"If we wait, Cephorus will have his army here from High Rock, and we'll be trapped between the two of them," said Lord Vhokken. "Not a preferable situation."

"I'll talk to the troops," said the commander. "Try to prepare them for the swamp attack."

"No," said Potema. "I'll speak to them."

In full battlegear, the soldiers gathered in the center of camp. They were a motley collection of men and women, Cyrodiils, Nords, Bretons, and Dunmer, youngbloods and old veterans, the sons and daughters of nobles, shopkeepers, serfs, priests, prostitutes, farmers, academics, adventurers. All of them under the banner of the Red Diamond, the symbol of the Imperial Family of Tamriel.

"My children," Potema said, her voice ringing out, hanging in the still morning mist. "We have fought in many battles together, over mountaintops and beach heads, through forests and deserts. I have seen great acts of valor from each one of you, which does my heart proud. I have also seen dirty fighting, backstabbing, cruel and wanton feats of savagery, which pleases me equally well. For you are all warriors."

Warming to her theme, Potema walked the line from soldier to soldier, looking each one in the eye: "War is in your blood, in your brain, in your muscles, in everything you think and everything you do. When this war is over, when the forces are vanquished that seek to deny the throne to the true Emperor, Uriel Septim III, you may cease to be warriors. You may choose to return to your lives before the war, to your farms and your cities, and show off your scars and tell tales of the deeds you did this day to your wondering neighbors. But on this day, make no mistake, you are warriors. You are war."

She could see her words were working. All around her, bloodshot eyes were focusing on the slaughter to come, arms tensing around weapons. She continued in her loudest cry, "And you will move through the swamplands, like an unstoppable power from the blackest part of Oblivion, and you will rip the scales from the reptilian things in Kogmenthist Castle. You are warriors, and you need not only fight, you must win. You must win!"

The soldiers roared in response, shocking the birds from the trees all around the camp.

From a vantage point on the hills to the south, Potema and Lord Vhokken had excellent views of the battle as it raged. It looked like two swarms of two colors of insect moving back and forth over a clump of dirt which was the castle ruins. Occasionally, a burst of flame or a cloud of acid from one of the mages would flicker over the battle arresting their attention, but hour after hour, the fighting seemed like nothing but chaos.

"A rider approaches," said Lord Vhokken, breaking the silence.

The young Redguard woman was wearing the crest of Gilane, but carried a white flag. Potema allowed her to approach. Like the courier from the morning, the rider was well travel-worn.

"Your Highness," she said, out of breath. "I have been sent from your brother, my lord King Cephorus, to bring you dire news. Your son Uriel was captured in Ichidag on the field in battle and from there transported to Gilane."

"I know all this," said Potema scornfully. "I have couriers of my own. You can tell your master that after I've won this battle, I'll pay whatever ransom or exchange --"

"Your Highness, an angry crowd met the caravan your son was in before it made it to Gilane," the rider said quickly, "Your son is dead. He had been burned to death within his carriage. He is dead."

Potema turned from the young woman and looked down at the battle. Her soldiers were going to win. Magnus's army was in retreat.

"One other item of news, your highness," said the rider. "King Cephorus is being proclaimed Emperor."

Potema did not look at the woman. Her army was celebrating their victory.

*****
THE WOODCUTTER'S WIFE
*****

Legend tells of a woodcutter who built a shack deep within the pine forest. There, he hoped to live in peace with his family.

The woodcutter's family lived well for a time, but without warning, the weather turned bitterly cold and spoiled the harvest. Before long, with their meager supply of food all but gone, the family was starving.

Late one snowy night, a traveler knocked on the cabin door seeking shelter from the biting cold. Always generous of heart, the woodcutter welcomed the stranger into his home, apologizing that he had no food to offer.

With a smile, the traveler cast off his cloak to reveal the garments of a mage. As the woodcutter and his family looked on, the mysterious visitor reached into his satchel and withdrew a scroll tied with a silver ribbon. No sooner had the wizard unfurled the scroll and read the words aloud, when a great feast appeared from out of thin air. That night, nobody in the woodcutter's cabin went hungry. Day by day, the snow piled up. Every night, the mage produced another scroll from his bag and read the words, each time summoning a new feast. On the fifth night, the woodcutter's wife awoke her husband to confess her mistrust of their magical guest. Surely, she argued, there was some price to pay for the magical feasts that everyone enjoyed night after night.

The woodcutter would have none of it. After nearly dying from the lack of food, his family was eating well. The Divines had sent them a gift, he explained, and it was foolish to question their wisdom.

But the woodcutter's wife would not be persuaded. Every night, she grew more fearful and more desperate. She was certain that the family had entered into a Devil's bargain, and the time would soon come when the mage would ask for something unspeakable in return for his gifts.

While everyone in the cabin slept, the woodcutter's wife snuck out of bed and took her husband's axe in hand. She crept into the traveler's room and with one swing, lopped off his head.

Suddenly, the wizard's disembodied head awoke. His eyes opened wide and when he beheld his maimed body, he let forth a terrible cry.

Awakened by the horrified scream, the woodcutter and his children rushed into the room and gasped at the terrible sight of the decapitated mage.

With his last gasp of breath, the traveler laid a fearful curse on the woodcutter's wife. After her mortal death, she was damned to rise once again and walk the woods alone only to burn at the rising of the sun.

To this day, those who walk the pine forest late at night tell tales of a weeping woman glimpsed between the trees. She carries a bloody axe, the stories say, and is terrifying to behold.

*****
TROLL SLAYING
*****

Hello, fellow traveler, and welcome to this guide!

Within these pages, I will explain everything you need to know about fighting trolls, including how to negate their amazing healing powers and how best to take advantage of their natural love of cold. I'll even share with you my tried-and-true secret for killing trolls. Intrigued? I hope so! Troll Fat is a valuable commodity and there's a fortune and glory to be made for the ambitious troll hunter.

Onward, then!

Chapter I: I Just Saw A Troll!

If you think you've seen a troll, remain calm and slowly back away. The wise hunter knows that preparation is the key to success, and you certainly don't want to hunt any trolls unprepared!

Ah, but is it really a troll that you've spotted?

The first step in your hunt is the proper identification of your quarry. Trolls are roughly man-shaped, with lengthy, muscular arms that end in claw-tipped fingers. The creature's large mouth is filled with jagged teeth, all the better to crunch the bones of foolish hunters who didn't purchase my book.

Without a doubt, the troll's most distinctive and unusual feature is the third eye nestled in the center of its forehead.

A troll's hide is covered in thick, shaggy fur. The coloration of this fur varies by region. Cave troll fur is brownish in color, while a frost or snow troll will have a white coat.

Chapter II: Stop Healing Yourself

So, you've properly identified a troll and now you're stalking the beast, ready to strike. You're in for a challenging battle, but a profitable one, assuming you survive.

The first thing you'll notice is that trolls are incredibly fast and strong for their size. A troll likes to pummel its prey into submission with powerful arm strikes and claw attacks. For this reason, I strongly recommend a shield.

If you're brave enough - or foolish enough - to fight without using a shield, then you'd better be an expert at parrying with whatever weapon you've got.

Trolls also have the ability to rapidly heal from their wounds. As such, you do not want to get into a prolonged fight with one. Speed and aggression are the key to beating a troll, because there is no creature in Tamriel that can outlast one.

Of course, speed and aggression will only take you so far against an angry troll. This is where my secret weapon comes in.

Chapter III: Finn's Secret Weapon

Fire, my friend. Say the word and commit it to memory, for fire is the troll-hunter's ultimate weapon.

I can not overstate the importance of fire in battling a troll. Even trolls that don't dwell in cold climates are vulnerable to fire. If you're unable to use fire magic, carry a weapon enchanted with arcane flames.

Why is the troll vulnerable to fire? Rumor holds that troll's regenerative abilities are less effective at healing burns. I don't really know the answer, but I can promise you this - fire works against trolls. This has been proven time and again.

Chapter IV: Trimming The Fat

The troll might be dead, but your job isn't finished just yet.

Let the flames die down and then examine the troll's corpse. If you're lucky you'll find some fat deposits that will fetch a good price in an apothecary's shop. In fact, if you've got a knack for alchemy yourself, you can boil the fat down for use in all manner of potions and tonics.

If you can find it, be sure to check the troll's den as well. Perhaps you'll find the remains of some foolish adventurer who was too cheap-minded to purchase this book.

No doubt you can put his coin to wiser use.

Now you know everything that you need to make a living as a wealthy and reputable troll hunter. Go on, then! Get out there and find yourself some trolls!

*****
UNCOMMON TASTE
*****

Congratulations!

By opening this volume you have taken the first step on a truly epic journey, a voyage through the vast landscape of Breton food and its myriad joys and wonders. You will explore scents, flavors, and textures so exquisite, they will seem impossible. But they are more than possible!

Indeed, by following the carefully selected recipes presented in this cookbook, you will prepare extraordinary dishes with such ordinary ease, those around you will suspect sorcery. But the only magic is that which exists in your own heart, the passion you possess for creating delicious, amazing food that can be prepared easily and enjoyed endlessly.

Start here, and some day, you too can be a Gourmet!

Sunlight Souffle'
Ingredients

2 1/2 Ounces Cow's Cheese
1 Ounce Butter
1 Ounce Flour
9 Ounces Milk
A Dash of Salt
A Dash of Pepper
A Cupful of Ground Nutmeg

Recipe

Stoke the flames of your oven, and achieve a moderate heat.
Grate the cheese into thin shavings by running a finely honed elven dagger over the block.
Separate the egg whites from the yolks, and beat the whites vigorously until they thicken.
Begin preparation of the signature Sunshine Sauce! Melt the butter, and add in the flour while stirring continuously until well blended. Move the misture to a smaller flame and begin gently stirring in the milk. It is crucial that you do not stop stirring! Continue to do so for ten minutes, until the mixture thickens. Then, and only then, will the Sunshine Sauce be considered ready.
Add the salt, pepper, and nutmeg, and remove from the flame.
Add in the grated cheese, and then the egg yolks. Stir well until fully blended. Then, gently add in the egg whites with a spoon made of carved hickory wood.
Gently pour the mix into four stonework souffle' dishes, filling each nearly (but not quite!) to the top.
Put the dishes in your moderately hot over and shut that door! Keep sealed for 25 minutes, or your scrumptious suns will rise, only fall down flat into the oven's abyss.
Remove after 25 minutes, and serve immediately.

Behold, the brilliance of the sun, and the exquisite flavor of the Sunshine Souffle'!
Potage le MagnifiqueEdit
Ingredients

4 cups chicken broth
4 cups beef broth
2 1/2 ounces butter
1 wooden flagon of flour
1 cup diced carrots
1/2 cup diced onions

Recipe

Stoke the flames of your open-pit fire, and achieve a low heat.
Combine all ingredients into a large soup pot.
Stir vigorously!
Once hot, pour into earthen soup bowls immediately!

Behold, the Gourmet's signature dish - the Potage le Magnifique!

But wait. I know what you're wondering. "That's it? Is that all there is to it? What's the secret of the Gourmet?"

Do you really expect me to give away the secret to my most popular dish? Well guess what? I will! For that secret, my friends, is YOU! That's right, the Potage le Magnifique is delicious, and extraordinary. Using just the simple ingredients listed, you will create a potage that is both hearty and delicious. But in order to make the Potage le Magnifique truly magnificent, it takes the imagination of a truly inspired chef. Do you have that gift?

I have served bowls of the Potage le Magnifique that have caused grown men to weep with with joy. Can you guess what I added? Can you create... magic?

*****
Wabbajack
*****

Little boys shouldn't summon up the forces of eternal darkness unless they have an adult supervising, I know, I know. But on that sunny night on the 5th of First Seed, I didn't want an adult. I wanted Hermaeus Mora, the Daedra of knowledge, learning, gums, and varnishes. You see, I was told by a beautiful, large breasted man who lived under the library in my home town that the 5th of First Seed was Hermaeus Mora's night. And if I wanted the Oghma Infinium, the book of knowledge, I had to summon him. When you're the new king of Solitude, every bit of knowledge helps.

Normally, you need a witches coven, or a Mages Guild, or at least matching pillow case and sheets to invoke a prince of Oblivion. The Man Under the Library showed me how to do it myself. He told me to wait until the storm was at its height before shaving the cat. I've forgotten the rest of the ceremony. It doesn't matter.

Someone appeared who I thought was Hermaeus Mora. The only thing that made me somewhat suspicious was Hermaeus Mora, from what I read, was a big blobby multi-eyed clawed monstrosity, and this guy looked like a waistcoated banker. Also, he kept calling himself Sheogorath, not Hermaeus Mora. Still, I was so happy to have successfully summoned Hermaeus Mora, these inconsistencies did not bother me. He had me do some things that didn't make any sense to me (beyond the mortal scope, breadth, and ken, I suppose), and then his servant happily gave me something he called the Wabbajack. Wabbajack. Wabbajack. Wabbajack.

Wabbajack. Wabbajack. Wabbajack.

Wabbajack. Wabbajack. Wabbajack.

Maybe the Wabbajack is the Book of Knowledge. Maybe I'm smarter because I know cats can be bats can be rats can be hats can be gnats can be that's 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.

*****
YELLOW BOOK OF RIDDLES
*****

A small book of riddles.

For earnest pleasure and strengthening of the mind, the author here collects all that he has learned of the art of riddling, by dint of diligent study, and through years of discourse with others of similar inclination.

[[The posing and puzzling of riddles is a convention of polite aristocratic Western society. Nobles and social aspirants collect books of riddles and study them, hoping thereby to increase the chances of their appearing sly and witty in conversation.]]

A metal neither black nor red
As heavy as man's golden greed
What you do to stay ahead
With friend or arrow or steed.

dael :rewsnA ehT

A man says, "If you lie to me I will slay you with my sword. If you tell me the truth, I will slay you with a spell." What must you say to stay alive? {C}.drows a htiw em yals lliw uoY :rewsnA ehT

A Bosmer was slain. The Altmer claims the Dunmer is guilty. The Dunmer says the Khajiit did it. The Orc swears he didnt' kill the Bosmer. The Khajiit says the Dunmer is lying. If only one of these speaks the truth, who killed the Bosmer?

crO ehT :rewsnA ehT

*****
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.

*****
THE PIG CHILDREN
*****

No one - not the oldest Dunmer of Mount Dagoth Ur or the Ancient Sage of Solitude himself - can recall a time when the Orc did not ravage our fair Tamriel. Whatever foul and pestilent Daedra of Oblivion conjured them up could scarcely have created a more constant threat to the well-being of the civilized races of Tamriel than the obnoxious Orc.

Orcs are thankfully easy to recognize from other humanoids by their size - commonly forty pertans in height and fifteen thousand angaids in weight - their brutal pig-like features, and their stench. They are consistently belligerent, morally grotesque, intellectually moronic, and unclean. By all rights, the civilized races of Tamriel should have been able to purge the land of their blight eras ago, but their ferocity, animal cunning, and curious tribal loyalty have made them inevitable as leeches in a stagnant pool.

Tales of Orcish barbarity precede written record. When Jastyaga wrote of the Order of Diagna's joining the armies of Daggerfall and Sentinel "to hold at bay the wicked Orcs in their foul Orsinium fastness... and burn aught in cleansing flame" in 1E950, she assumed that any reader would be aware of the savagery of the Orcs. When the siege was completed thirty years later, after the death of many heroes including Gaiden Shinji, and the destruction of Orsinium scattered the Orcish survivors throughout the Wrothgarian Mountains, she further wrote, "The free peoples rejoiced for that their ancient fell enemy was dispersed into diverse parts." Obviously, the Orcs had been terrorizing the region of the Iliac Bay at least since the early years of the First Era.

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THE WILD ELVES
*****

In the wilds of most every province of Tamriel, descended philosophically if not directly from the original inhabitants of the land are the Ayleids, commonly called the Wild Elves. While three races of elven stock, Salache (or High), Boiche (or Wood), and Moriche (or Dark) have assimilated well to the new cultures of Tamriel, the Ayleids and their brethren have remained aloof of our civilization, preferring to practice the old ways far from the eyes of the world.

The Wild Elves speak a variation of Old Cyrodilic and not Tamrielic, separating themselves further even than their more urbanized Elven cousins. In temperament they are dark-spirited and taciturn, though they doubtless act differently with outsiders (or "Pellani" in their tongue) than within their own tribes. Indeed, one of the finest sages of the University of Gwilym was a civilized Ayleid elf, Tjurhane Fyrre (1E 2790 - 2E 227) whose published work on Wild Elves suggests a lively, vibrant culture. Fyrre is one of the very few Ayleids to speak freely on his people and religion, and even he said "the nature of the tribes of Ayleid are multi-hued, their personalities often wildly different from their neighbor tribes." (Fyrre, T. "Nature of Ayleidic Poesy" p. 8, Univ of Gwilym Press, 2E 12) Like any alien culture, Wild Elves are often feared by the simple people of Tamriel.

The Ayleids continue to be one of the greatest enigmas of the continent of Tamriel. They seldom appear in the pages of written history in any role, and then only as a strange sight a chronicler stumbles upon before they vanish into the wood. When probable fiction is filtered from common legend, we are left with almost nothing. The mysterious ways of the Ayleids have remained shrouded since before the first era, and may well remain so for thousands of years to come.

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