Author Archives: Serge

Ancient Scrolls Of The Dwemer X Lorebook

Collection:Dwemer
Location(s):Deshaan, Grahtwood, Stormhaven
Deshaan
Location Notes:In Selfora and its surroundings, central Deshaan.
Image walkthrough:

Loc.1 – Inside the westernmost building in Selfora, on the first floor, as soon as you climb up the southern stairs. It’s lying on a table, next to a window.

Loc.2 – North-northeast of Selfora, west of The Mage mundus stone. On a rock, next to human skeletons.

Map:
Deshaan map

Grahtwood
Location Notes:This lorebook is located in northwestern Grahtwood, in vicinity of Poacher Camp POI.
Image walkthrough:

Loc.1 – Bellow small improvised tent.

Map:
Grahtwood map

Stormhaven
Image walkthrough:
Map:
Stormhaven map

Lorebook text

The Dowry

By Marobar Sul

Ynaleigh was the wealthiest landowner in Gunal, and over the years, he had saved a tremendous dowry for the man who would marry his daughter, Genefra. When she reached the age of consent, he locked the gold away for safe-keeping and announced his intention to have her marry. She was a comely lass, a scholar, a great athlete, but dour and brooding in aspect. This personality defect did not bother her potential suitors any more than her positive traits impressed them. Every man knew the tremendous wealth that would be his as the husband of Genefra and son-in-law of Ynaleigh. That alone was enough for hundreds to come to Gunal to pay court.

"The man who will marry my daughter," said Ynaleigh to the assembled, "must not be doing so purely out of avarice. He must demonstrate his own wealth to my satisfaction."

This simple pronouncement removed a vast majority of the suitors, since they knew they could not impress the landowner with their meager fortunes. A few dozen did come forward within a few days, clad in fine killarc cloth of spun silver, accompanied by exotic servants, traveling in magnificent carriages. All who came who met with Ynaleigh’s approval, but none arrived in a more resplendent fashion than Welyn Naerillic. The young man, whom no one had ever heard of, arrived in a shining ebon coach drawn by a team of dragons, his clothing of rarest manufacture. He was accompanied by an army of the most fantastical servants any of Gunal had ever seen. His valets had eyes on all sides of their heads, and his maidservants seemed cast in gemstones.

Such was not enough for Ynaleigh.

"The man who marries my daughter must prove himself an intelligent fellow, for I would not have an ignoramus as a son-in-law and business partner," he declared.

This eliminated a large part of the wealthy suitors. Through their lives of luxury, they had never needed to think very much, if at all. Still, some came forward over the next few days, demonstrating their wit and learning, quoting the great sages of the past and offering their philosophies of metaphysics and alchemy. Welyn Naerillic also came and asked Ynaleigh to dine at the villa he had rented outside of Gunal. There, the landowner saw scores of scribes working on translations of Aldmeri tracts and enjoyed the young man’s somewhat irreverent but intriguing intelligence.

Nevertheless, though he was much impressed with Welyn Naerillic, Ynaleigh had another challenge.

"I love my daughter very much," said Ynaleigh, "and I hope that the man who marries her will make her happy as well. Should any of you make her smile, she and the great dowry are yours."

The suitors lined up for days, singing her songs, proclaiming their devotion, describing her beauty in the most poetic of terms. Genefra merely glared at all with hatred and melancholia. Ynaleigh stood by her side and began to despair. His daughter’s suitors were failing to a man. Finally Welyn Naerillic came to the chamber.

"I will make your daughter smile," he said. "I dare say, I’ll make her laugh, but only after you’ve agreed to marry us. If she is not delighted within one hour of our engagement, the wedding can be called off."

Ynaleigh turned to his daughter. She was not smiling, but her eyes had sparked with some morbid curiosity in this young man. As no other suitor had even registered that for her, he agreed.

"The dowry is naturally not to be paid ’til after you’ve wed," said Ynaleigh. "Being engaged is not enough."

"Might I see the dowry still?" asked Welyn.

Knowing how fabled the treasure was and understanding that this would likely be the closest the young man would come to possessing it, Ynaleigh agreed. He had grown quite found of Welyn. On his orders, Welyn, Ynaleigh, glum Genefra, and the castellan delved deeply into the stronghold of Gunal. The first vault had to be opened by touching a series of runic symbols. Should one of the marks be activated incorrectly, a volley of poisoned arrows would have struck the thief. Ynaleigh was particularly proud of the next level of security: a lock composed of blades with eighteen tumblers that required three keys to be turned simultaneously. The blades were designed to eviscerate any who merely picked one of the locks. Finally, they reached the storeroom.

It was entirely empty.

"By Lorkhan, we’ve been burgled!" cried Ynaleigh. "But how? Who could have done this?"

"A humble but, if I may say so, rather talented burglar," said Welyn. "A man who has loved your daughter from afar for many years, but did not possess the glamor or the learning to impress. That is, until the gold from her dowry afforded me the opportunity."

"You?" bellowed Ynaleigh, scarcely able to believe it. Then something even more unbelievable happened.

Genefra began to laugh. She had never even dreamed of meeting anyone like this thief. She threw herself into his arms before her father’s outraged eyes. After a moment, Ynaleigh began to laugh as well.

Genefra and Welyn were married in a month’s time. Though he was in fact quite poor and had little scholarship, Ynaleigh was amazed how much his wealth increased with such a son-in-law and business partner.

He made certain never to ask from whence the excess gold came.

Monomyth: The Myth Of Aurbis Lorebook

Collection:Divines and Deities
Location(s):Deshaan, Grahtwood
Deshaan
Location Notes:Found in Silent Mire houses and its vicinity, eastern Deshaan.
Image walkthrough:

Loc.1 – Found at Smuggler’s Slip POI, on a barrel, on a wooden platform.

Loc.2 – Inside the South Mire southwestern hut – Chanaius’ Hut, on a wooden table.

Loc.3 – Found on wooden crates next to two boats on a shore, east-northeast of Silent Mire.

Map:
Deshaan map

Grahtwood
Location Notes:This lorebook is found in southwestern Grahtwood. In vicinity of Gil-Var-Delle POI(tree icon).
Image walkthrough:

Loc.2 – Close to a group of hostile humanoids.

Loc.2 – On ground, next to a skeleton.

Loc.3 – At the edge of a boulder, close to a group of hostile enemies.

Loc.3 – Next to couple of wooden barrels and a brown backpack.

Map:
Grahtwood map

Lorebook text

Subtitled "The Psijic Compensation," "Mythic Aurbis" was an attempt by Artaeum apologists to explain the basics of Aldmeri religion to the Emperor. It quietly avoided any blame or bias against the Lorkhan Concept, which was still held in esteem by the Cyrodiils as "Shezarr," the missing sibling of the Divines. Despite this, the Psijiici still give a nice summary of the Elder view, and it will serve our purposes here. This version comes from the archives of the Imperial Seminary from the handwritten notes of an unknown scribe.

Mythic Aurbis exists, and has existed from time without measure, as a fanciful Unnatural Realm.

"Aurbis" is used to connote the imperceptible Penumbra, the Gray Center between the IS/IS NOT of Anu and Padomay. It contains the multitude realms of Aetherius and Oblivion, as well as other, less structured forms.

The magical beings of Mythic Aurbis live for a long time and have complex narrative lives, creating the patterns of myth.

These are spirits made from bits of the immortal polarity. The first of these was Akatosh the Time Dragon, whose formation made it easier for other spirits to structure themselves. Gods and demons form and reform and procreate.

Finally, the magical beings of Mythic Aurbis told the ultimate story: that of their own death. For some, this was an artistic transfiguration into the concrete, non-magical substance of the world. For others, this was a war in which all were slain, their bodies becoming the substance of the world. For yet others, this was a romantic marriage and parenthood with the parent spirits naturally having to die and give way to the succeeding mortal races.

The agent of this communal decision was Lorkhan, whom most early myths vilify as a trickster or deceiver. More sympathetic versions of this story point out Lorkhan as being the reason the mortal plane exists at all.

The magical beings created the races of the mortal Aurbis in their own image, either consciously as artists and craftsmen, or as the fecund rotting matter out of which the mortals sprung forth, or in a variety of other analogical senses.

The magical beings, then, having died, became the et’Ada. The et’Ada are the things perceived and revered by the mortals as gods, spirits, or geniuses of Aurbis. Through their deaths, these magical beings separated themselves in nature from the other magical beings of the Unnatural realms.

The Daedra were created at this time also, being spirits and Gods more attuned to Oblivion or that realm closer to the Void of Padomay. This act is the dawn of the Mythic (Merethic) Era. It has been perceived by the earliest mortals many different ways, either as a joyous "second creation" or (especially by the Elves) as a painful fracturing from the divine. The originator of the event is always Lorkhan.

Manual Of Spellcraft Lorebook

Collection:Magic and Magicka
Location(s):Deshaan, Grahtwood, Stormhaven
Deshaan
Location Notes:Located in vicinity of Tal’Deic Grounds Wayshrine.
Image walkthrough:

Loc.1 – Southeast of Tal’Deic Grounds Wayshrine, on a barrel, next to three tents and a cooking fire.

Loc.2 – On a stump, next to a campfire in the middle of a camp southeast of Tal’Deic Grounds Wayshrine.

Map:
Deshaan map

Grahtwood
Location Notes:This lorebook is found in eastern Grahtwood, in vicinity of Vinedeath Cave – public dungeon.
Image walkthrough:

Loc.1 – On ground, hidden by grass, just beside a road that leads to Vinedeath Cave – public dungeon.

Map:
Grahtwood map

Stormhaven
Location Notes:This lorebook is located in eastern Stormhaven. In vicinity of Bearclaw Mine – dungeon.
Image walkthrough:

Loc.1 – On ground, close to nearby bears, large stone boulders… Southwest of nearby Bearclaw Mine – dungeon.

Loc.2 – On a alchemy table, next to a stone stairs.

Map:
Stormhaven map

Lorebook text

The Beginning Spellcaster

The most powerful mages in Tamriel were once beginners. They all had similar early experiences: exposure to magic kindled an interest or unlocked some latent ability, followed by years of hard work. These intrepid souls honed their skills, learned new spells, and vigorously trained their minds and bodies to become the formidable figures they were known as during their later lives.

The Mages Guild of Tamriel has long been the first stop on a long road to knowledge and power for many individuals. Providing magical services to the general public, the Guild offers a wide variety of spells for purchase, and is recommended as a first stop for any aspiring spellcaster. Independent dealers may be found, though their selection of spells is often not as comprehensive as that of the Mages Guild.

Many spells are beyond the capabilities of beginning mages; the ability to render one’s self invisible, for example, is an advanced power and is beyond the novice spellcaster. Through practice, a mage may become more skilled in a given school of magic and find himself proficient enough to begin exploring its more powerful aspects. The fledging mage should not be daunted by his inability to wield certain powers, but should instead use this as a point of focus and a drive for bettering himself. Rather than becoming discouraged, the student should look forward to higher levels of skill, such as the advanced techniques of absorbing spells, summoning lesser (and eventually greater) Daedra and undead—for research purposes only—and protection against specific types of spells, such as Flame, Frost, and Shock spells.

Mages wishing to specialize in a particular school of magic are encouraged to learn as many spells as possible within that school, and to practice them frequently. All mages, whether specializing or nurturing a general interest, are encouraged to apply for membership within the Mages Guild. Beyond services available to the general public, the accomplished Guild member has access to many exclusive services. These services have been deemed potentially dangerous to the public at large, and have been restricted to higher-ranked Guild members in good standing by the Council of Mages.

Citizens interested in the further use of magic should consult their local Mages Guild Magister.

Before The Ages Of Man: Dawn Era Lorebook

Collection:Myths of the Mundus
Location(s):Deshaan, Grahtwood, Stormhaven
Deshaan
Location Notes:Eastern Deshaan, in vicinity of the Knife Ear Grotto public dungeon.
Image walkthrough:

Loc.1 – Just left of the Knife Ear Grotto entrance, next to a backpack and goblet.

Map:
Deshaan map

Grahtwood
Location Notes:This lorebook is found in western Grahtwood, in vicinity of Tarlain Bandit Camp POI(eye icon) and Gil-Var-Delle Wayshrine.
Image walkthrough:

Loc.1 – Inside tent, close to Alyxe Alchemist NPC.

Loc.2 – Close to nearby waterfall and pond.

Loc.2 – Next to a tiny boulder, target for bow practice, brown backpack, skeleton …

Map:
Grahtwood map

Stormhaven
Location Notes:This lorebook is located in northern Stormhaven. In vicinity of Cumberland’s Watch (Tower POI).
Image walkthrough:

Loc.1 – On ground, next to a dead body, just north of nearby Pariah Abbey Wayshrine.

Loc.2 – On the last floor of a tower in southeastern Cumberland’s Watch.

Map:
Stormhaven map

Lorebook text

Before the Ages of Man: The Dawn Era

by Aicantar of Shimmerene

Before man came to rule Tamriel, and before the chronicles of the historians recorded the affairs of the rulers of Tamriel, the events of our world are known only through myths and legends, and through the divinely inspired teachings of the Eight Divines.

For convenience, historians divide the distant ages of prehistory into two broad periods of time: the Dawn Era and the Merethic Era.

The Dawn Era

The Dawn Era is that period before the beginning of mortal time, when the feats of the gods take place. The Dawn Era ends with the exodus of the gods and magic from the World at the founding of the Adamantine Tower.

The term "Merethic" comes from the Nords, literally, "Era of the Elves." The Merethic Era is the prehistoric time after the exodus of the gods and magic from the World at the founding of the Adamantine Tower and before the arrival of Ysgramor the Nord in Tamriel.

The following are the most notable events of the Dawn Era, presented roughly in sequence as it must be understood by creatures of time such as ourselves.

The Cosmos formed from the Aurbis (chaos, or totality) by Anu and Padomay. Akatosh (Auriel) formed and Time began. The gods (et’Ada) formed. Lorkhan convinced (or tricked) the gods into creating the mortal plane, Nirn. The mortal plane was at this point highly magical and dangerous. As the gods walked, the physical make-up of the mortal plane and even the timeless continuity of existence itself became unstable.

When Magic (Magnus), architect of the plans for the mortal world, decided to terminate the project, the gods convened at the Adamantine Tower (Direnni Tower, the oldest known structure in Tamriel) and decided what to do. Most left when Magic did. Others sacrificed themselves into other forms so that they might stay (such as the Ehlnofey). Lorkhan was condemned by the gods to exile in the mortal realms, and his heart was torn out and cast from the tower. Where it landed, a volcano formed. With magic (in the Mythic Sense) gone, the cosmos stabilized. Elven history, finally linear, began (ME 2500).

Ancient Scrolls Of The Dwemer VI Lorebook

Collection:Dwemer
Location(s):Deshaan, Grahtwood, Stormhaven
Deshaan
Location Notes:Northeastern Deshaan, in vicinity of Eidolon’s Hollow Wayshrine.
Image walkthrough:

Loc.1 – There is a merchant northeast of Eidolon’s Hollow Wayshrine. Lorebook is on a cart pulled by a guar right next to the merhcant.

Loc.2 – North of Redoran Pier POI, east of Eidolon’s Hollow Wayshrine. Lying on a table next to three rug-covered tents and a campfire.

Map:
Deshaan map

Grahtwood
Location Notes:This lorebook is located in western central Grahtwood. In vicinity of POIs like: Burroot Kwama Mine – public dungeon, Temple of the Eight – crafting station and Valanir’s Rest – epic enemy.
Image walkthrough:

Loc.1 – On the edge of a lake, next to a torch, close to a nearby waterfall.

Map:
Grahtwood map

Stormhaven
Location Notes:This lorebook is located in northern central Stormhaven. In vicinity of Pariah Abbey (Estate POI). Quest that lets you enter Pariah Abbey is Unanswered Questions
Image walkthrough:

Loc.1 – Inside Pariah Abbey Chapel, the first floor. On a circular table.

Loc.2 – On a wooden barrel, inside Hammerdeath Workshop (Camp POI).

Loc.3 – On ground, next to tiny tent and a campfire, just north of Stonechewer Goblin Camp (Area of Interest POI).

Map:
Stormhaven map

Lorebook text

Chimarvamidium

By Marobar Sul

After many battles, it was clear who would win the war. The Chimer had great skills in magic and swordplay, but against the armored battalions of the Dwemer clad in the finest shielding wrought by Jnaggo, there was little hope of their ever winning. In the interests of keeping some measure of peace in the Land, Sthovin the Warlord agreed to a truce with Karenithil Barif the Beast. In exchange for the Disputed Lands, Sthovin gave Barif a mighty golem that would protect the Chimer’s territory from the excursions of the Northern Barbarians.

Barif was delighted with his gift and brought it back to his camp, where all his warriors gaped in awe at it. Sparkling gold in hue, it resembled a Dwemer cavalier with a proud aspect. To test its strength, they placed the golem in the center of an arena and flung magical bolts of lightning at it. Its agility was such that few of the bolts struck it. It had the wherewithal to pivot on its hips to avoid the brunt of the attacks without losing its balance, feet firmly planted on the ground. A volley of fireballs followed, which the golem ably dodged, bending its knees and its legs to spin around the blasts. The few times it was struck, it made certain to be hit in the chest and waist, the strongest parts of its body.

The troops cheered at the sight of such an agile and powerful creation. With it leading the defense, the Barbarians of Skyrim would never again successfully raid their villages. They named it Chimarvamidium, the Hope of the Chimer.

Barif had the golem brought to his chambers with all his housethanes. There they tested Chimarvamidium further, its strength, its speed, its resiliency. They could find no flaw with its design.

"Imagine when the naked barbarians first meet this on one of their raids," laughed one of the housethanes.

"It is only unfortunate that it resembles a Dwemer instead of one of our own," mused Karenithil Barif. "It is revolting to think that they will have a greater respect for our other enemies than us."

"I think we should never accepted the peace terms that we did," said another, one of the most aggressive of the housethanes. "Is it too late to surprise the warlord Sthovin with an attack?"

"It is never too late to attack," said Barif, "but what of his great armored warriors?"

"I understand," said Barif’s spymaster, "that his soldiers always wake at dawn. If we strike an hour before, we can catch them defenseless before they’ve had a chance to bathe, let alone don their armor."

"If we capture their armorer Jnaggo, then we too would know the secrets of blacksmith," said Barif. "Let it be done. We will attack tomorrow, an hour before dawn."

So it was settled. The Chimer army marched at night and swarmed into the Dwemer camp. They were relying on Chimarvamidium to lead the first wave, but it malfunctioned and began attacking the Chimer’s own troops. Added to that, the Dwemer were fully armored, well-rested, and eager for battle. The surprise was turned, and most of the high-ranking Chimer, including Karenithil Barif the Beast, were captured.

Though they were too proud to ask, Sthovin explained to them that he had been warned of their attack by a Calling from one of his men.

"What man of yours is in our camp?" sneered Barif.

Chimarvamidium, standing erect by the side of the captured, removed its head. Within its metal body was Jnaggo, the armorer.

"A Dwemer child of eight can create a golem," he explained, "but only a truly great warrior and armorer can pretend to be one."

Before The Ages Of Man: Merethic Era Lorebook

Collection:Myths of the Mundus
Location(s):Deshaan, Grahtwood, Stormhaven
Deshaan
Location Notes:Northeastern Deshaan, in vicinity of Shrine of Saint Veloth.
Image walkthrough:

Loc.1 – Northernmost section of Shrine of Saint Veloth. At the base of a stone pillar, next to a NPC and a sack.

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 small camp, next to a tent that you can walk into.

Loc.1 – On top of a wooden barrel, next to a lamp.

Loc.2 – Close to the “A doorway to trolls near Redfur” skyshard.

Loc.2 – There is a troll guarding it.

Loc.3 – At the bottom of a large tree.

Loc.3 – Hidden in a darkness of a tree shadow.

Map:
Grahtwood map

Stormhaven
Image walkthrough:
Map:
Stormhaven map

Lorebook text

Before the Ages of Man: The Merethic Era

by Aicantar of Shimmerene

The Merethic Era was figured by early Nord scholars as a series of years numbered in reverse order backward from their "beginning of time": the founding of the Camoran Dynasty, recorded as Year Zero of the First Era. The prehistoric events of the Merethic Era are listed here with their traditional Nord Merethic dates. The earliest Merethic date cited by King Harald’s scholars was ME 2500, the Nord reckoning of the first year of time. As such, the Merethic Era extends from ME 2500 in the distant past to ME 1, the year before the founding of the Camoran Dysnasty and the establishment of the White-Gold Tower as an independent city-state.

According to King Harald’s bards, ME 2500 was the date of construction of the Adamantine Tower on Balfiera Island in High Rock, the oldest known structure of Tamriel. (This corresponds roughly to the earliest historical dates given in various unpublished Elven chronicles.)

During the early Merethic Era, the aboriginal beast-peoples of Tamriel (the ancestors of the Khajiit, Argonians, Orcs, and other beastfolk) lived in preliterate communities throughout Tamriel.

In the Middle Merethic Era, the Aldmeri refugees (mortals of Elven origin) left their doomed, now-lost continent of Aldmeris (also known as "Old Ehlnofey") and settled in southwestern Tamriel. The first colonies were distributed at wide intervals on islands along the entire coast of Tamriel. Later inland settlements were founded primarily in fertile lowlands in southwest and central Tamriel. Wherever the beastfolk encountered the Elves, the sophisticated, literate, technologically advanced Aldmeri cultures displaced the primitive beastfolk into the jungles, marshes, mountains, and wastelands. The Adamantine Tower was rediscovered and captured by the Direnni, a prominent and powerful Aldmeri clan. They built Crystal Tower on Summerset Isle and, later, the White-Gold Tower in Cyrodiil.

During the Middle Merethic Era, Aldmeri explorers mapped the coasts of Vvardenfell, building the First Era High Elven wizard towers at Ald Redaynia, Bal Fell, Tel Aruhn, and Tel Mora in Morrowind. It was also during this period that Ayleid (Wild Elven) settlements flourished in the heartland surrounding White-Gold Tower (in present-day Cyrodiil). Wild Elves, also known as the Heartland High Elves, preserved the Dawn Era magics and language of the Ehlnofey. Ostensibly a tributary to the High King of Alinor, the Heartland’s long lines of communication from the Summerset Isles’ sovereignty effectively isolated Cyrodiil from the High Kings at Crystal Tower.

The Late Middle Merethic Era is the period of the High Velothi Culture. The Chimer, ancestors of the modern Dunmer, or Dark Elves, were dynamic, ambitious, long-lived Elven clans devoted to fundamentalist ancestor worship. The Chimer clans followed the Prophet Veloth out of the ancestral Elven homelands in the southwest to settle in the lands now known as Morrowind. Despising the secular culture and profane practices of the Dwemer, the Chimer also coveted the lands and resources of the Dwemer, and for centuries provoked them with minor raids and territorial disputes. The Dwemer (Dwarves), free-thinking, reclusive Elven clans devoted to the secrets of science, engineering, and alchemy, established underground cities and communities in the mountain range (later the Velothi Mountains) separating modern Skyrim and Morrowind.

The Late Merethic Era marks the precipitous decline of Velothi culture. Some Velothi settled in villages near declining and abandoned ancient Velothi towers. During this period, Velothi high culture disappeared on Vvardenfell Island. The earliest Dwemer Freehold colonies date from this period. Degenerate Velothi devolved into tribal cultures which, in time, either evolved into the modern Great Houses of Morrowind or persisted as the barbarian Ashlander tribes. The only surviving traces of this tribal culture are scattered Velothi towers and Ashlander nomads on Vvardenfell Island. The original First Era High Elven wizard towers along the coasts of Tamriel were also abandoned around this time.

In the Late Merethic Era, pre-literate humans, the so-called "Nedic Peoples," migrated from the continent of Atmora (also "Altmora" or "the Elder Wood" in Aldmeris) and settled in northern Tamriel. The Nord culture hero Ysgramor, leader of a great colonizing fleet to Tamriel, is credited with developing a runic transcription of Nord speech based on Elvish principles, and so Ysgramor is considered the first human historian. Ysgramor’s fleet landed at Hsaarik Head at the extreme northern tip of Skyrim’s Broken Cape. The Nords built the legendary city of Saarthal there. The Elves drove the Men away during the Night of Tears, but Ysgramor soon returned with his Five Hundred Companions.

Also during the Late Merethic Era, a legendary immortal hero, warrior, sorcerer, and king (variously known as Pelinal Whitestrake, Harrald Hairy Breeks, Ysmir, and Hans the Fox) wandered Tamriel. He gathered armies, conquered lands, ruled them, and then abandoned his kingdoms so he could wander again.

Words Of The Wind Lorebook

Collection:Poetry and Song
Location(s):Reaper’s March
Location Notes:This lorebook is found in vicinity of southern Fort Grimwatch (tower POI), northwestern Reaper’s March.
Image walkthrough:

Loc.1 – On top of a wooden box, next to a boat, tent and a nearby waterfall.

Loc.2 – Close to couple of roundish rocks, southwest of nearby Greenspeaker’s Grove (Camp POI).

Map:
Reaper's March map

Lorebook text

May I shrink to dust
In your cold, wild Wastes,
And may my tongue speak
Its last hymn to your winds.

I pray for the herder
That whistles to his guar at play.
I pray for the hunter
That stalks the white walkers.

I pray for the wise one
That seeks under the hill,
And the wife who wishes
For one last touch of her dead child’s hand.

I will not pray for that which I’ve lost
When my heart springs forth
From your soil, like a seed,
And blossoms anew beneath tomorrow’s sun.

An Accounting Of The Elder Scrolls Lorebook

Collection:Legends of Nirn
Location(s):Eastmarch, Malabal Tor
Eastmarch
Location Notes:In vicinity of Kynesgrove Wayshrine, northern Eastmarch.
Image walkthrough:

Loc.1 – North of Kynesgrove Wayshrine, in a tent with weapon rack and campfire in front of it.

Loc 2: Next to a small tent near a river bank; Just a bit southwest of The Warrior mundus stone

Map:
Eastmarch map

Malabal Tor
Location Notes:This lorebook is located in vicinity of Starwalk Cavern (area of interest POI), western Malabal Tor.
Image walkthrough:

Loc.1 – Inside small tent with spikes as side walls, on a tiny chair.

Loc.2 – Inside small wooden shack, next to a large green boulder.

Loc.3 – On top of a wrecked cargo box, south of main road.

Loc.4 – On ground, next to a pile of mushrooms, one brown backpack…

Map:
Malabal Tor map

Lorebook text

By Quintus Nerevelus
Former Imperial Librarian

After the supposed theft of an Elder Scroll from our Imperial Library, I endeavored to find any sort of index or catalogue of the Scrolls in our possession so that such situations may be avoided (or at least properly verified) in the future. To my dismay, I discovered that the Moth Priests are notoriously inexact when it comes to the actual physical manifestations of the Scrolls, and had no idea how many they held, or how they were organized. Merely asking the question evoked chuckles, as if a child was asking why dogs cannot talk.

I will confess, my jealousy of the ones who can read the Scrolls grows, but I am not yet willing to sacrifice my sight to alleged knowledge. The older Moth Priests I attempt to engage in conversation seem as batty as any other elder who has lost their mind, so I fail to see what wisdom is imparted from the reading.

In any case, I set out to create my own index of the Elder Scrolls, in cooperation with the monks. Day by day, we went through the tower halls, with them telling me the general nature of each Elder Scroll so that I might record its location. Always careful never to glimpse the writings myself, I had only their word to go on. I meticulously drew out a map of the chambers, where Scrolls relating to various specific prophecies were located, where particular periods of history were housed. In all, it took nearly a year of plodding, but at last I had rough notes on the entirety of the library to begin my collation.

It was here that things began to go amiss. In studying my notes, I found many areas of overlap and outright contradiction. In some cases different monks would claim the same scroll to be at opposite ends of the tower. I know they have no taste for jesting, or else I would suspect I was being made the fool in some game of theirs.

I spoke to one of the older monks to relate my concerns, and he hung his head in sorrow for my wasted time. "Did I not tell you," he coughed, "when you started this that all efforts would be futile? The Scrolls do not exist in countable form."

"I had thought you meant there were too many to be counted."

"There are, but that is not the least of their complexities. Turn to the repository behind you, and tell me how many Scrolls are locked therein."

I ran my fingers over the metal casings, tallying each rounded edge that they encountered. I turned back — "Fourteen," I said.

"Hand me the eighth one," he said, reaching out his hand.

I guided the cylinder into his palm, and he gave a slight nod to acknowledge it. "Now, count again."

Humoring him, I again passed my hands over the Scrolls, but could not believe what I was feeling.

"Now … now there are eighteen!" I gasped.

The old monk chuckled, his cheeks pushing up his blindfold until it folded over itself. "And in fact," he said, "there always were."

It was then that I enrolled as the oldest novice ever accepted into the Cult of the Ancestor Moth.

The Exclusionary Mandates Lorebook

Collection:Legends of Nirn
Location(s):Eastmarch, Malabal Tor
Eastmarch
Location Notes:Found in the area around Bonestrewn Crest, central Easthmarch.
Image walkthrough:

Loc.1 – North of the Bonestrewn Crest icon, at the end of a short path going east. Lying on the ground next to a tent, a campfire and wooden boxes.

Loc.1 – Location on the world map.

Map:
Eastmarch map

Malabal Tor
Location Notes:This lorebook is located in vicinity of Sleepy Senche Overlook (area of interest POI), southeastern central Malabal Tor.
Image walkthrough:

Loc.1 – On ground, at the center of Sleepy Senche Overlook.

Map:
Malabal Tor map

Lorebook text

The Exclusionary Mandates of Maruhkite Selection: All Are Equal

1: That the Supreme Spirit Akatosh is of unitary essence, as proven by the monolinearity of Time.

1: That Shezarr the missing sibling is Singularly Misplaced and therefore Doubly Venerated.

1: That the protean substrate that informs all denial of (1) is the Aldmeri Taint.

1: That the Prophet Most Simian demonstrated that monothought begets Proper-Life.

1: That the purpose of Proper-Life is the Expungement of the Taint.

1: That the Arc of Time provides the mortal theater for the Sacred Expungement.

1: That Akatosh is Time is Proper-Life is Taint-Death.

The Five Far Stars Lorebook

Collection:Poetry and Song
Location(s):Eastmarch, Malabal Tor
Eastmarch
Image walkthrough:

Loc.1 – Lying on the ground next to a steamy pool, south-southwest of Bonestrewn Crest.

Map:
Eastmarch map

Malabal Tor
Location Notes:This lorebook is located in vicinity of Ogrim’s Yawn (area of interest POI), northern Malabal Tor.
Image walkthrough:

Loc.1 – Behind couple of wooden boxes, within camp with blueish tents.

Map:
Malabal Tor map

Lorebook text

This is a volume of verse collected from wise women of the Urshilaku Ashlanders. It consists of verses composed by Ashlander warriors, champions, and ashkhans, committed to memory by the wise women and transmitted down the generations. "May I shrink to dust" is attributed to the long-dead poet and warrior Zershishi Mus-Manul.

Rise from darkness, Red Mountain!

Spread your dark clouds and green vapors!

Birth earthquakes, shatter stones!

Feed the winds with fire!

Flay the tents of the tribes from the land!

Feed the burned earth with our souls!

Yet never shall you have your rule over me.

Never shall I tremble or flinch from your power.

Never shall I yield my home and hearth.

And from my tears shall spring forth

The flowers of grassland springs.