Author Archives: Serge

The Red Book Of Riddles Lorebook

Collection:Literature
Location(s):Reaper’s March
Location Notes:This lorebook is found in vicinity of Rawl’kha (City POI), central Reaper’s March.
Image walkthrough:

Loc.1 – On a wooden box, between two tents, inside small camp. East of nearby Dawnmead Ruin Camp (area of interest POI).

Loc.2 – Inside Planed Plank Carpentry house. This is where quest How Few Remain ends.

Map:
Reaper's March map

Lorebook text

This handye booke doth containe alle diverse manner of riddles and follyes, and, by means of carefulle studye, the prudente scholarlye gentlemane maye finde himselfe noe longer discomfited by the sharpe wite of his fellowes.

(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.)

The question:

It has a tail, a side and a head

I call it what I call a snake

It has no body and it is dead

The answer:

It must be a drake.

The question:

Poets know the hearts of Men and Mer

But beasts can’t know my heart, you see

This book was written by a bear

The answer:

It is not a book of poetry.

The question:

I gave you a sock, not unlike a box

With hammers and nails all around it

Two lids open when it knocks

The answer:

It must have been a great hit.

Wabbajack Lorebook

Collection:Literature
Location(s):Reaper’s March
Location Notes:This lorebook is found in vicinity of Willowgrove (town POI), southern Reaper’s March.
Image walkthrough:
Map:
Reaper's March map

Lorebook text

Little boys shouldn’t summon up the forces of eternal darkness unless they have an adult supervising, I know, I know. But on that sunny night on the 5th of First Seed, I didn’t want an adult. I wanted Hermaeus Mora, the Daedra of knowledge, learning, gums, and varnishes. You see, I was told by a beautiful, large-breasted man who lived under the library in my home town that the 5th of First Seed was Hermaeus Mora’s night. And if I wanted the Oghma Infinium, the Book of Knowledge, I had to summon him. When you’re the new King of Solitude, every bit of knowledge helps.

Normally, you need a witches coven, or a mages guild, or at least matching pillow case and sheets to invoke a prince of Oblivion. The Man Under the Library showed me how to do it myself. He told me to wait until the storm was at its height before shaving the cat. I’ve forgotten the rest of the ceremony. It doesn’t matter.

Someone appeared who I thought was Hermaeus Mora. The only thing that made me somewhat suspicious was Hermaeus Mora, from what I read, was a big blobby multi-eyed clawed monstrosity, and this guy looked like a waistcoated banker. Also, he kept calling himself Sheogorath, not Hermaeus Mora. Still, I was so happy to have successfully summoned Hermaeus Mora, these inconsistencies did not bother me. He had me do some things that didn’t make any sense to me (beyond the mortal scope, breadth, and ken, I suppose), and then his servant happily gave me something he called the Wabbajack. Wabbajack. Wabbajack.

Wabbajack.

Wabbajack. Wabbajack. Wabbajack. Wabbajack. Wabbajack. Wabbajack.

Maybe the Wabbajack is the Book of Knowledge. Maybe I’m smarter because I know cats can be bats can be rats can be hats can be gnats can be thats can be thises. And that doors can be boars can be snores can be floors can be roars can be spores can be yours can be mine. I must be smart, for the interconnective system is very clear to me. Then why or wherefore do people keep calling me mad?

Wabbajack. Wabbajack. Wabbajack.

The Book Of The Great Tree Lorebook

Collection:Grahtwood Lore
Location(s):Grahtwood
Location Notes:In vicinity of Bone Orchard, southern Grahtwood.
Image walkthrough:

Loc.1 – South-southeast of Bone Orchard, near a camp, lying on the ground next to a huge tree and a torch.

Map:
Grahtwood map

Lorebook text

(excerpts)

All things to the Tree

From the Tree, all things

— Ayleid prophecy

* * * * *

Let this be your first lesson: the roots of the First Tree grasp all the ground on which you stand. When the rains and wind come, it will be the roots that hold you firm. Under the roots lies Nirn, and over her boughs shines Aetherius. She provides both floor and roof. You need no other shelter.

* * * * *

Azra Root grows along the banks of the slow-moving rivers. Pull it gently free of the mud and wrap the roots in a damp cloth. Thus the plant may be transported. These will take root in pots and baskets of moss, if they are kept moist enough.

* * * * *

When the Salache Elves first came to the Elden Root, they were led to it by Meridia’s shining colors, which told them this was her gift and blessing. The Tree’s branches and roots are as hands, reaching at once into the Mundus and Overworld. On this, we built Mundus’ greatest city and prove ourselves her highest and most honored race.

* * * * *

In the heat of the summer, shroud the leaves of the Alocasia in silk. The fruit will grow larger and sweeter if the growing process is thus slowed. It is said Y’ffre took its fallen fruit as tribute.

The Alomeria plant is related to this, but will not bear fruit. You may know it as Water Hyacinth.

* * * * *

When they arrived, they said, "This is the Grove of the One Great Tree. This is the Grove of the Sages, the Elden Grove. We brought with us life and knowledge, and in the shade of the Great Tree, we build the classrooms and libraries, so that we would make a harvest of our legacy of intellect."

* * * * *

The seed of the Nirnroot may be carried great distances by birds and other creatures. Near the Great Tree, the fronds grow tall and lush. Farther away, they may grow reedier and less hardy.

Let this likewise be a lesson.

The Dreamstride Lorebook

Collection:Daedric Princes
Location(s):Deshaan, Grahtwood, Stormhaven
Deshaan
Location Notes:Located in central Deshaan, in the area around Mournhold Wayshrine.
Image walkthrough:

Loc.1 – Right next to Mournhold Wayshrine, lying on a rock next to a river.

Loc.1 – Location on the world map.

Loc.2 – In front of the Bthanual entrance. There is a tent and Raynor Vanos from whom you can get The Dungeon Delvers. Lorebook is on a wooden barrel, next to crates and a cart near Raynor.

Loc.3 – Lying on the road going south of the map, south of Mournhold Wayshrine, next to a wooden barrel.

Map:
Deshaan map

Grahtwood
Location Notes:This lorebook is located in northern Grahtwood. In vicinity of northern Cormount POI.
Image walkthrough:

Loc.2 – Inside large tent, with orange elements.

Loc.2 – In front of peddler’s wagon. Guarded by a troll.

Map:
Grahtwood map

Stormhaven
Location Notes:This lorebook is located in northwestern Stormhaven. In vicinity of Vanne Farm.
Image walkthrough:

Loc.1 – On a rive shore, next to a stone boulder.

Map:
Stormhaven map

Lorebook text

For over a thousand years, the Priests of Vaermina have been masters of the art of alchemy. The complexity and potency of their mixtures are nothing short of legendary. These alchemical treasures are so highly sought after that a single draught showing up on the black market can command sums in the tens of thousands.

Of the numerous potions that have surfaced to date, Vaermina’s Torpor is perhaps the most impressive. A single sip of this viscous liquid places the imbiber in a state known as "The Dreamstride." This condition allows the subject to experience the dreams of another as if he is actually there. The subject becomes an integral part of the dream. To any other entities in this dream state, the subject will be mistaken for the dreamer. The subject will even find his mannerisms, speech patterns, and knowledge expanded appropriately.

To an observer, after the subject has imbibed the potion, he will appear to vanish. As the subject traverses distances within the dream, he will also traverse distances in the actual world. When the Torpor’s effect has expired, the subject will fade back into reality in the exact location projected within the Dreamstride. Some Dreamstrides have transported their subjects a few feet, and some have appeared thousands of miles from their origin in a matter of minutes.

It’s worth noting that the Dreamstride is highly dangerous and presents the subject with numerous pitfalls. In certain dreams, subjects have been exposed to life-threatening scenarios such as sicknesses, violence, and even death. In most cases, the subject simply fades back to our world without harm, but in some instances, the subject never reappears and is assumed to have expired. In other instances, the subject reappears deceased. It’s also quite possible that the subject could reappear in a precarious or hazardous location in reality, even when that location appeared safe within the Dreamstride.

Vaermina’s Torpor is as mysterious and elusive as the priests who created it. It’s unknown whether this unique transport mechanism is a result of the Torpor itself or simply the odd machinations of Vaermina, but the potential for using the Dreamstride to penetrate seemingly impassible obstacles certainly outweighs its mysterious nature.

A Werewolf’s Confession Lorebook

Collection:Myths of the Mundus
Location(s):Deshaan, Grahtwood, Stormhaven
Deshaan
Location Notes:Southern Deshaan, located at House Dres Farmstead and its vicinity.
Image walkthrough:

Loc.1 – Inside the northeasternmost building (barn) at the House Dres Farmstead POI, upstairs, on a wooden crate next to a small haystack.

Loc.2 – On the road going south toward Deepcrag Den. It’s on a broken wheel cart, next to a wooden barrel.

Map:
Deshaan map

Grahtwood
Location Notes:This lorebook is found in northwestern Grahtwood, in vicinity of Reman’s Bluff POI (fortress icon).
Image walkthrough:

Loc.1- Inside large tent, on a corner of a table.

Loc.2 – Next to a large tree, in front of ruined tent.

Loc.2 – In front of ruined tent.

Map:
Grahtwood map

Stormhaven
Location Notes:This lorebook is located in eastern central Stormhaven. In vicinity of Aphren’s Hold (Estate POI).
Image walkthrough:

Loc.1 – Next to a tall tree, just south of nearby Abandoned Farm (Group Boss POI).

Loc.2 – On a barrel, inside tower where you can pick up Diamond Pommel from a Heavy Wooden Chest, part of a quest King Aphren’s Sword .

Loc.3 – At the end of a tower stairs. At the middle of this stairs you can recover Gem-Encrusted Blade from a Heavy Wooden Chest, part of a quest King Aphren’s Sword .

Loc.4 – Inside small improvised tent, next to couple of wooden boxes, stone wall, a campfire …

Map:
Stormhaven map

Lorebook text

By Captain Philmont of the Oldgate Lancers, Daggerfall Covenant Army

The prisoner called for me today, and I had the dubious privilege of listening to his confession. Separated from him by narrow iron bars that I knew would be insufficient to protect me, I took down his words with a trembling hand.

What follows is my best rendering, although he was so soft-spoken that at times I had to guess at the precise words. Nevertheless, I am confident that what follows accurately represents the substance of our conversation:

"I accepted this curse at a young age. I was impressionable. My packleader was a family friend and elder in our village. I wanted to be strong, and I relished the strength the curse gave me. I would not have called it a curse, then.

"But with youth comes recklessness, and I was not good at disguising what I was. Eventually they discovered my true nature, and I was driven from the village.

"My packleader failed me. He did not protect me. He cared too much about his own status to risk it for my sake. I was alone.

"Everywhere I went I heard the shouts of crowds, saw the bright torches of the angry mob. I never lingered long in one place before my secret was discovered.

"I came to hate them. The superstitious villagers. I came to resent what I couldn’t have. I blamed them for my own recklessness. It was not the curse that plagued me, but the narrow-mindedness of these provincial men and women.

"I was afraid to hunt, so I was always hungry, and the hunger turned me feral. It was in this state that I came across them. A family of innocent farmers, just like the innocent farmers that had hounded me from village after village. My vision turned red and I flew into a fury.

"At last my hunger was satisfied.

"But when the rage subsided and I looked on what I’d done, my stomach turned. This was what all those villagers were afraid of, when they tormented me with their torches and sickles.

"That’s when I acknowledged my curse for what it was. I have hunted many years since, afraid to turn myself in, but disgusted with my base impulses.

"You don’t realize what a great favor you have done, capturing me."

And then having told his story, the creature, looking very much like a man, begged me to put him out of his misery.

Arcana Restored Lorebook

Collection:Magic and Magicka
Location(s):Deshaan, Grahtwood, Stormhaven
Deshaan
Location Notes:Found in Mournhold and its surroundings, central Deshaan.
Image walkthrough:
Map:
Deshaan map

Grahtwood
Location Notes:This lorebook is located in central Grahtwood, inside Elden Root.
Image walkthrough:

Loc.1 – On a chair, next to a fishing stick, east of nearby stablemaster Galolion.

Map:
Grahtwood map

Stormhaven
Location Notes:This lorebook is located in southwestern central Stormhaven.
Image walkthrough:

Loc.1 – On a road, close to a water and a lampost, next to wrecked carts.

Loc.2 – On ground, next to a tall tree and Dreugh Nests that are part of a quest They Dragged Him Away

Loc.3 – Last floor, inside Meeting House, northwestern Wayrest.

Map:
Stormhaven map

Lorebook text

A Handbook
By Wapna Neustra
Praeceptor Emeritus

FORM THE FIRST: Makest thou the Mana Fountain to be Primed with Pure Gold, for from Pure Gold only may the Humors be rectified, and the Pure Principles coaxed from the chaos of Pure Power. Droppest thou then the Pure Gold upon the surface of the Mana Fountain. Takest thou exceeding great care to safeguard yourself from the insalubrious tempests of the Mana Fountain, for through such Assaults may one’s health be utterly Blighted.

FORM THE SECOND: Make sure that thou havest with you this Excellent Manual, so that thou might speak the necessary Words straightaway, and without error, so that thou not in carelessness cause thyself and much else to discorporate and disorder the World with your component humors.

FORM THE THIRD: Take in hand the item to be Restored, and hold it forth within the Primed Fountain, murmuring all the while the appropriate phrases, which are to be learned most expeditiously and faultlessly from this Manual, and this Manual alone, notwithstanding the vile calumnies of Kharneson and Rattor, whose bowels are consumed by envy of my great learning, and who do falsely give testament to the efficacies of their own Manuals, which are in every way inferior and steeped in error.

FORM THE FOURTH: Proceed instantly to Heal thyself of all injuries, or to avail yourself of the Healing powers of the Temples and Healers, for though the agonies of manacaust must be borne by any who would Restore a prized Arcana to full Potency, yet it is not wise that suffering be endured unduly, nor does the suffering in any way render the Potency more Sublime, notwithstanding the foolish speculations of Kharneson and Rattor, whose faults and wickednesses are manifest even to the least learned of critics.

Monomyth: “Shezarr’s Song” Lorebook

Collection:Divines and Deities
Location(s):Deshaan, Grahtwood
Deshaan
Location Notes:Located around Shrine to Saint Rilms POI, central Deshaan.
Image walkthrough:

Loc.1 – Found between Shrine to Saint Rilms and the southeastern Mournhold gate, on a rock, next to a braided tree and two smaller rocks.

Map:
Deshaan map

Grahtwood
Location Notes:This lorebook is found in southwestern Grahtwood, in vicinity of The Lord – mundus stone.
Image walkthrough:

Loc.1 – Next to the “Among ancient words in the stones” skyshard. On top of a wooden barrel.

Loc.2 – On a small island, with one boulder on.

Loc.2 – Next to a wooden box and wooden barrels.

Map:
Grahtwood map

Lorebook text

The Cyrodilic "Shezarr’s Song"

This was a new thing that Shezarr described to the Gods: becoming mothers and fathers, being responsible, and making great sacrifices with no guarantee of success, but Shezarr spoke beautifully to them and moved them beyond mystery and tears. Thus, the Aedra gave free birth to the world, the beasts, and the beings, making these things from parts of themselves. This free birth was very painful, and afterwards the Aedra were no longer young and strong and powerful, as they had been from the beginning of days.

Some Aedra were disappointed and bitter in their loss and angry with Shezarr, and with all creation, for they felt Shezarr had lied and tricked them. These Aedra, the Gods of the Aldmer, led by Auri-El, were disgusted by their enfeebled selves and by what they had created. "Everything is spoiled, for now and for all time, and the most we can do is teach the Elven Races to suffer nobly with dignity, chastise ourselves for our folly, and avenge ourselves upon Shezarr and his allies." Thus are the Gods of the Elves dark and brooding, and thus are the Elves ever dissatisfied with mortality, always proud and stoic despite the harshness of this cruel and indifferent world.

Other Aedra looked upon creation and were well pleased. These Aedra, the Gods of Men and Beast Folk, led by Akatosh, praised and cherished their wards, the Mortal Races. "We have suffered and are diminished for all time, but the mortal world we have made is glorious, filling our hearts and spirits with hope. Let us teach the Mortal Races to live well, to cherish beauty and honor, and to love one another as we love them." Thus are the Gods of Men tender and patient, and thus are Men and Beast Folk great in heart for joy or suffering and ambitious for greater wisdom and a better world.

Now when the Daedra Lords heard Shezarr, they mocked him, and the other Aedra. "Cut parts of ourselves off? And lose them? Forever? That’s stupid! You’ll be sorry! We are far smarter than you, for we will create a new world out of ourselves, but we will not cut it off, or let it mock us, but we will make this world within ourselves, forever ours, and under our complete control."

So the Daedra Lords created the Daedric Realms, and all the ranks of Lesser Daedra, great and small. And, for the most part, the Daedra Lords were well pleased with this arrangement, for they always had worshipers and servants and playthings close to hand. At the same time, they sometimes looked with envy upon the Mortal Realms, for though mortals were foul and feeble and contemptible, their passions and ambitions were also far more surprising and entertaining than the antics of the Lesser Daedra. Thus do the Daedra Lords court and seduce certain amusing specimens of the Mortal Races, especially the passionate and powerful. It gives the Daedra Lords special pleasure to steal away from Shezarr and the Aedra the greatest and most ambitious mortals. "Not only are you fools to mutilate yourselves," gloat the Daedra Lords, "but you cannot even keep the best pieces, which prefer the glory and power of the Daedra Lords to the feeble vulgarity of the mush-minded Aedra."

Ebony Blade History Lorebook

Collection:Myths of the Mundus
Location(s):Deshaan, Grahtwood, Stormhaven
Deshaan
Location Notes:Southeastern Deshaan, around Taleon’s Crag.
Image walkthrough:

Loc.1 – Southeast of Taleon’s Crag public dungeon area. Refer to Follow The River That Snakes South To Its Source. for more details about its location.

Map:
Deshaan map

Grahtwood
Location Notes:This lorebook is found in northwestern Grahtwood, inside and in vicinity of Redfur Trading Post settlement.
Image walkthrough:

Loc.1 – On a circular wooden table.

Loc.1 – Behind the house in northwestern Redfur Trading Post.

Loc.2 – Next to a wrecked stone wall.

Loc.2 – Beside the building in northwestern Redfur Trading Post.

Loc.3 – Behind a house in eastern Redfur Trading Post.

Loc.3 – On a wooden barrel, next to a tree torches stand.

Loc.4 – Close to an entrance to a nearby entrance to Thugrub’s Cave.

Map:
Grahtwood map

Stormhaven
Image walkthrough:
Map:
Stormhaven map

Lorebook text

To anyone reading this: BEWARE THIS BLADE

It has corrupted and perverted the desires of great men and women. Yet its power is without equal: to kill while your victim smiles at you. Only a Daedra most foul could have concocted such a malevolent and twisted weapon. It appears that all who wield it end up with the crazed eyes of those wild men who roam the hills chattering with rabbits.

It is not to be trifled with. Not even the hottest fires of the Skyforge could melt it; indeed, the coals themselves seemed to cool when it was placed within. We cannot destroy it, and we would not have it fall into the hands of our enemies. So we keep it hidden, never to be used.

Woe be to any who choose to take it.

Monomyth: Lorkhan And Satakal Lorebook

Collection:Divines and Deities
Location(s):Deshaan, Grahtwood, Stormhaven
Deshaan
Location Notes:Central Deshaan, found in vicinity of Ghost Snake Vale Wayshrine.
Image walkthrough:

Loc.1 – Found at the base of a big braided tree, close to a very big mushroom and surrounded by rocks, north of Ghost Snake Vale Wayshrine, above the road passing by it.

Loc.2 – Found between Dire Bramblepatch and Triple Circle Mine, lying on the ground, next to a backpack.

Loc 3: Just across the docks of Shad Astula POI next to a fishing pole

Map:
Deshaan map

Grahtwood
Location Notes:This lorebook is found in western central Grahtwood. In vicinity of Falinesti Winter Site, close to Falinesti Winter Wayshrine.
Image walkthrough:

Loc.2 – Inside small tent, behind Engiroth NPC.

Map:
Grahtwood map

Stormhaven
Location Notes:This lorebook is located in southeastern central Stormhaven. Inside Wayrest (City POI).
Image walkthrough:

Loc.2 – Inside house with Rededication Shrines, next to a Augustine Derone that is a part of a quest Word from the Dead.

Map:
Stormhaven map

Lorebook text

Lorkhan

This Creator-Trickster-Tester deity is in every Tamrielic mythic tradition. His most popular name is the Aldmeri "Lorkhan," or Doom Drum. He convinced or contrived the Original Spirits to bring about the creation of the Mortal Plane, upsetting the status quo much like his father Padomay had introduced instability into the universe in the Beginning Place. After the world is materialized, Lorkhan is separated from his divine center, sometimes involuntarily, and wanders the creation of the et’Ada. Interpretations of these events differ widely by culture. Below is one of the better known.

Yokudan, "Satakal the Worldskin"

"Satak was First Serpent, the Snake who came Before, and all the worlds to come rested in the glimmer of its scales. But it was so big there was nothing but, and thus it was coiled around and around itself, and the worlds to come slid across each other but none had room to breathe or even be. And so the worlds called to something to save them, to let them out, but of course there was nothing outside the First Serpent, so aid had to come from inside it, and this was Akel, the Hungry Stomach. Akel made itself known, and Satak could only think about what it was, and it was the best hunger, so it ate and ate. Soon there was enough room to live in the worlds and things began. These things were new and they often made mistakes, for there was hardly time to practice being things before. So most things ended quickly or were not good or gave up on themselves. Some things were about to start, but they were eaten up as Satak got to that part of its body. This was a violent time.

"Pretty soon Akel caused Satak to bite its own heart and that was the end. The hunger, though, refused to stop, even in death, and so the First Serpent shed its skin to begin anew. As the old world died, Satakal began, and when things realized this pattern so did they realize what their part in it was. They began to take names, like Ruptga or Tu’whacca, and they strode about looking for their kin. As Satakal ate itself over and over, the strongest spirits learned to bypass the cycle by moving at strange angles. They called this process the Walkabout, a way of striding between the worldskins. Ruptga was so big that he was able to place the stars in the sky so that weaker spirits might find their way easier. This practice became so easy for the spirits that it became a place, called the Far Shores, a time of waiting until the next skin.

"Ruptga was able to sire many children through the cycles, and so he became known as the Tall Papa. He continued to place stars to map out the void for others, but after so many cycles, there were almost too many spirits to help out. He made himself a helper from the detritus of past skins, and this was Sep, or the Second Serpent. Sep had much of the Hungry Stomach still left in him, multiple hungers from multiple skins. He was so hungry he could not think straight. Sometimes he would just eat the spirits he was supposed to help, but Tall Papa would always reach in and take them back out. Finally, tired of helping Tall Papa, Sep went and gathered the rest of the old skins and balled them up, tricking spirits to help him, promising them this was how you reached the new world, by making one out of the old. These spirits loved this way of living, as it was easier. No more jumping from place to place. Many spirits joined in, believing this was good thinking. Tall Papa just shook his head.

"Pretty soon the spirits on the skin-ball started to die, because they were very far from the real world of Satakal. And they found that it was too far to jump into the Far Shores now. The spirits that were left pleaded with Tall Papa to take them back. But grim Ruptga would not, and he told the spirits that they must learn new ways to follow the stars to the Far Shores now. If they could not, then they must live on through their children, which was not the same as before. Sep, however, needed more punishment, and so Tall Papa squashed the Snake with a big stick. The hunger fell out of Sep’s dead mouth and was the only thing left of the Second Serpent. While the rest of the new world was allowed to strive back to godhood, Sep could only slink around in a dead skin, or swim about in the sky, a hungry void that jealously tried to eat the stars."

Liminal Bridges Lorebook

Collection:Magic and Magicka
Location(s):Deshaan, Grahtwood, Stormhaven
Deshaan
Location Notes:Eastern Deshaan, in vicinity of Selfora Wayshrine.
Image walkthrough:

Loc.1 – On a barrel next to a road, just west of Salfora Wayshrine.

Loc.2 – Fount at Mabrigash Burial Circle, next to a skeleton. You might need to defeat the boss guarding this location to get it.

Map:
Deshaan map

Grahtwood
Location Notes:This lorebook is located in central Grahtwood, inside Edlen Root settlement.
Image walkthrough:

Loc.1 – On top of a box, just in front of Storehouse – the most southern Elder Root building.

Loc.2 – Close to main road, south of the large central huge tree.

Loc.2 – At the edge of a small square carpet.

Map:
Grahtwood map

Stormhaven
Location Notes:This lorebook is located in northeastern Stormheaven. In vicinity of Cumberland Falls (Area of Interest POI).
Image walkthrough:

Loc.1 – On a circular chair, on a wooden platform from where NPCs try to fish.

Loc.2 – On a barrel, next to a tent, pot, at the end of a road that leads to a nearby POI.

Loc.3 – On ground, next to a dead body, tents, campfire with some meat on, and etc.

Map:
Stormhaven map

Lorebook text

by Camilonwe of Alinor

Transliminal passage of quickened objects or entities without the persistent agency of hyperagonal media is not possible, and even if possible, would result in instantaneous retromission of the transported referents. Only a transpontine circumpenetration of the limen will result in transits of greater than infinitesimal duration.

Though other hyperagonal media may exist in theory, the only known transliminal artifact capable of sustained transpontine circumpenetration is the sigil stone. A sigil stone is a specimen of pre-Mythic quasi-crystalline morpholith that has been transformed into an extra-dimensional artifact through the arcane inscription of a Daedric sigil. Though some common morpholiths like soul gems may be found in nature, the exotic morpholiths used to make sigil stones occur only in pocket voids of Oblivion and cannot be prospected or harvested without Daedric assistance.

Therefore, since both the morpholiths and the Daedric sigils required for hyperagonal media cannot be obtained without traffic and commerce with Daedra Lords, it is necessary that a transliminal mechanic cultivate a working knowledge of conjuration—though purpose-built enchantments may be substituted if the mechanic has sufficient invocatory skill. Traffic and commerce with Daedra Lords is an esoteric but well-established practice, and lies outside the compass of this treatise. [1]

Presuming a sigil stone has been acquired, the transliminal mechanic must first prepare the morpholith to receive the Daedric sigil.

Let the mechanic prepare a chamber, sealed against all daylight and disturbances of the outer air, roofed and walled with white stone and floored with black tiles. All surfaces of this chamber must be ritually purified with a solution of void salts in ether solvent.

A foursquare table shall be placed in the center of the room, with a dish to receive the morpholith. Four censers shall be prepared with incense compounded from gorvix and harrada. On the equinox, the mechanic shall then place the morpholith in the dish and intone the rites of the Book of Law, beginning at dawn and continuing without cease until the sunset of the same day.

The mechanic may then present the purified morpholith to the Daedra Lord for his inscription. Once inscribed with the Daedra Lord’s sigil, the morpholith becomes a true sigil stone, a powerful artifact that collects and stores arcane power—similar in many respects to a charged soul gem, but of a much greater magnitude. And it is this sigil stone that is required to provide the tremendous arcane power necessary to sustain the enchantment that supports the transpontine circumpenetration of the limen.

To open a gate to Oblivion, the mechanic must communicate directly, by spell or enchantment, with the Daedra Lord who inscribed the sigil stone in question. The Daedra Lord and the mechanic jointly invoke the conjurational charter [2], and the mechanic activates the charged sigil stone, which is immediately transported through the liminal barrier to the spot where its sigil was inscribed, thus opening a temporary portal between Mundus and Oblivion. This portal may only remain open for a brief period of time, depending on the strength of the liminal barrier at the chosen spots, several minutes being the longest ever reported, so the usefulness of such a gate is quite limited.

[1] Interested students are invited to consult the works of Albrecht Theophannes Bombidius and Galerion the Mystic for the fundaments of this discipline.

[2] Recommended examples of the conjurational charter may be found in Therion’s Book of Most Arcane Covenants or Ralliballah’s Eleven Ritual Forms.