Author Archives: Serge

Grahtwood, Stormhaven, Deshaan Skyshards and more for final beta

final eso beta

We are several hours away from the last beta test of Elder Scrolls Online before the game launches in two weeks. We have been very busy preparing content and guides that we hope will make some of the tasks during this beta easier. Here’s a comprehensive list of new things you might find useful while exploring Tamriel during this beta weekend.

Grahtwood, Stormhaven and Deshaan will be playable this weekend. These are all level 16-23 zones for each of the factions and are seen for the first time in the beta. We prepared Skyshard location guides with screenshots and exact map locations for each of the zones.

We also updated our ESO Skill Calculator with new data and abilities. You can now pick skills for two different weapon sets. You get the ability to have two weapons sets at level 15 and you can pick and choose your skills in our calculator and assign them to weapon set one or two (W1 or W2) based on what play style each weapon set represents. We had several hundred builds submitted to the website so you might want to browse through those to see how other players are planning to build their characters. As an extra bonus we updated tooltips to show what bonus morphing a certain skill will provide. Look at the green text bellow a morph to help you decide easier which morph to choose.

Don’t forget to check out our Tips and Tricks article to learn some things that might help your game experience be more enjoyable.

We started compiling guides to help you find Treasure maps in the game and the first of those are Bleakrock Isle and Auridon Treasure Map guides. These maps are random drops from chests or mobs and they give you hints on finding a hidden treasure. These are fairly hard to find and spot so in order to help you we decided to compile guides for each zone and each treasure map.

We hope you enjoy this final beta weekend in Elder Scrolls Online and the content we prepared for you and hope to see you in Tamriel on April 4. 2014.

Varieties Of Faith: The High Elves Lorebook

Collection:Auridon Lore
Location(s):Auridon
Location Notes:Found in northern Auridon, just northeast of College Wayshrine.

We would like to thank ?????? ??????? for additional information and for sending us the screenshots.
Image walkthrough:

Loc.1 – At the corner of a dock, close to a boat that has one part on shore, next to couple of cargo boxes and barrels.

Map:
Auridon map

Lorebook text

Varieties of Faith in Tamriel: The High Elves

By Brother Mikhael Karkuxor of the Imperial College

The Eight

(though few Altmer outside the Empire accept the limitation of Divines to eight):

Auri-El (King of the Aldmer):

The Elven Akatosh is Auri-El. Auri-El is the soul of Anui-El, who, in turn, is the soul of Anu the Everything. He is the chief of most Aldmeri pantheons. Most Altmeri and Bosmeri claim direct descent from Auri-El. In his only known moment of weakness, he agreed to take his part in the creation of the mortal plane, that act which forever sundered the Elves from the spirit worlds of eternity. To make up for it, Auri-El led the original Aldmer against the armies of Lorkhan in mythic times, vanquishing that tyrant and establishing the first kingdoms of the Altmer, Altmora and Old Ehlnofey. He then ascended to heaven in full observance of his followers so that they might learn the steps needed to escape the mortal plane.

Magnus (Magus):

The god of sorcery, Magnus withdrew from the creation of the world at the last second, though it cost him dearly. What is left of him on the world is felt and controlled by mortals as magic. One story says that, while the idea was thought up by Lorkhan, it was Magnus who created the schematics and diagrams needed to construct the mortal plane. He is sometimes represented by an astrolabe, a telescope, or, more commonly, a staff.

Trinimac:

Strong god of the early Aldmer, in some places more popular than Auri-El. He was a warrior spirit of the original Elven tribes that led armies against the Men. Boethiah is said to have assumed his shape (in some stories, he even eats Trinimac) so that he could convince a throng of Aldmer to listen to him, which led to their eventual Chimeri conversion. Trinimac vanishes from the mythic stage after this, to return as the dread Malacath (Altmeri propaganda portrays this as the dangers of Dunmeri influence).

Y’ffre (God of the Forest):

While Auri-El Time Dragon might be the king of the gods, Y’ffre is revered as the spirit of "the now." According to the Elves, after the creation of the mortal plane everything was in chaos. The first mortals were turning into plants and animals and back again. Then Y’ffre transformed himself into the first of the Ehlnofey, or "Earth Bones." After these laws of nature were established, mortals had a semblance of safety in the new world, because they could finally understand it.

Xarxes:

Xarxes is the god of ancestry and secret knowledge. He began as a scribe to Auri-El, and has kept track of all Aldmeri accomplishments, large and small, since the beginning of time. He created his wife, Oghma, from his favorite moments in history.

Mara (Goddess of Love):

Nearly universal goddess. Origins started in mythic times as a fertility goddess. She is sometimes associated with Nir of the "Anuad," the female principle of the cosmos that gave birth to creation. For the Altmer, she is the wife of Auri-El.

Stendarr (God of Mercy):

God of compassion and righteous rule. In early Altmeri legends, Stendarr is the apologist of Men.

Syrabane (Warlock’s God):

An Aldmeri god-ancestor of magic, Syrabane aided Bendu Olo in the Fall of the Sload. Through judicious use of his magical ring, Syrabane saved many from the scourge of the Thrassian Plague. He is also called the Apprentices’ God, for he is a favorite of the younger members of the Mages Guild.

— Additional Deities with Significant Altmer Cults —

Phynaster:

Hero-god of the Summerset Isles, who taught the Altmer how to naturally live another hundred years by using a shorter walking stride.

Lorkhan (The Missing God):

This Creator-Trickster-Tester deity is in every Tamrielic mythic tradition. His most popular name is the Aldmeri "Lorkhan," or Doom Drum. He convinced or contrived the Original Spirits to bring about the creation of the mortal plane, upsetting the status quo—much like his father Padomay had introduced instability into the universe in the Beginning Place. After the world is materialized, Lorkhan is separated from his divine center, sometimes involuntarily, and wanders the creation of the et’Ada. He and his metaphysical placement in the "scheme of things" is interpreted a variety of ways. To the High Elves, he is the most unholy of all higher powers, as he forever broke their connection to the spirit plane. In the legends, he is almost always an enemy of the Aldmer and, therefore, a hero of early Mankind.

The Dreamstride Lorebook

Collection:Daedric Princes
Location(s):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

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.

The House Of Troubles Lorebook

Collection:Daedric Princes
Location(s):Grahtwood
Location Notes:This lorebook is located in northern Grahtwood. In vicinity of southern Cormount POI and its wayshrine.
Image walkthrough:

Loc.1 – On a wooden box, extinguished campfire…

Loc.2- Inside tent, just across a nearby wayshrine.

Loc.2 – On a wooden barrel, next to a bed.

Loc.3 – Next to a campfire, bellow wooden carts.

Map:
Grahtwood map

Lorebook text

Among the ancient ancestral spirits who accompanied Saint Veloth and the Chimer into the promised land of Morrowind, the four Daedra Lords, Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath, are known as the Four Corners of the House of Troubles. These Daedra Lords rebelled against the counsel and admonition of the Tribunal, causing great kinstrife and confusion among the clans and Great Houses.

Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath are holy in that they serve the role of obstacles during the Testing. Through time they have sometimes become associated with local enemies, like the Nords, Akaviri, or Mountain Orcs.

Malacath is the reanimated dung that was Trinimac. Malacath is a weak but vengeful god. The Dark Elves say he is Malak, the god-king of the Orcs. He tests the Dunmer for physical weakness.

Molag Bal is, in Morrowind, the Lord of Brutality. He tries to upset the bloodlines of Great Houses and otherwise ruins the Dunmer gene pool. A race of monsters, said to live in Molag Amur, are the result of his seduction of Vivec during the previous era.

Sheogorath is the King of Madness. He always tests the Dunmer for mental weakness. In many legends, he is called upon by one Dunmer faction against another. In half of these stories, he does not betray those who called him, further confusing the issue of his place in the scheme of things. ("Can he help us? Is he not an obstacle?") He is often associated with the fear other races have of the Dunmer, especially those who, like the Empire, might prove as useful allies.

Mehrunes Dagon is the god of destruction. He is associated with natural dangers like fire, earthquakes, and floods. To some, he represents the inhospitable land of Morrowind. He tests the Dunmer will to survive and persevere.

The worship of these four malevolent spirits is against the law and practice of the Temple. However, the Four Corners seldom fail to discover those greedy, reckless, or mad enough to serve them. By ancient Temple law and custom, and also by Imperial law, the lives of witches and warlocks are forfeit. Imperial garrisons join Ordinators and Buoyant Armigers of the Temple in tracking down and destroying these foul covens in the wilderness refuges and ancient ruins where they conceal their profane worship.

The Totems Of Hircine Lorebook

Collection:Daedric Princes
Location(s):Alik’r Desert, Malabal Tor
Alik’r Desert
Location Notes:Found in Sep’s Spine POI well hidden behind a tent. To enter Spe’s Spine you need to go through a cave, entrance to which is southwest of the actual POI icon.
Image walkthrough:

Map location of the entrance to the cave that takes you to Sep’s Spine POI

Find this tent in Sep’s Spine because behind it, on a crate, you’ll find this lorebook.

Map:
Alik'r Desert map

Malabal Tor
Location Notes:This lorebook is located in vicinity of Windshriek Strand (group boss POI), northern Malabal Tor.
Image walkthrough:

Loc.1 – On the edge of a platform with a shard on.

Map:
Malabal Tor map

Lorebook text

Among those of us to whom Lord Hircine bestowed his most precious gift of Lycanthropy, there are legends that he also set into the world specific artifacts of his power. They date to a period when men could neither write, nor speak, nor barely think, but the powers of blood of the beast were yet flowing strong among the selected.

The first: a carved skull, of the wolf itself. Used by those ancient shamans in the blood ceremonies that created our lineage, it is said to grant a great presence to those who prostrate themselves before it, such that those who witness their forms cower in a terror unknown except to those who have glimpsed the face of Hircine himself.

The second: a thigh bone, carved as the skull, but from some animal unknown. Used as some form of medicinal wand in the more ancient brotherhood, it was said to grant a kind of heightened awareness, both in sight and smell, such that the prey could never flee too far from our senses.

The third: a simple drum, its mundane appearance meaning it is most likely lost to the mists of long ago time. As our fathers would beat time to summon their brethren from the fields, so too would our forebears in the blood call their allies to them with its pounding.

Through these totems, we channel and focus our energies of the beast. While werewolves give up the powers of magic known to men, we can tap into a more direct natural energy at times, and through these totems, discover the abilities that first tamed the world before wrought civilization sullied it.

A Pocket Guide To Mournhold Lorebook

Collection:Deshaan Lore
Location(s):Deshaan
Location Notes:In vicinity of Muth Gnarr Wayhsrine, western Deshaan.
Image walkthrough:

Loc.1 – Inside a windmill, south-east of Muth Gnarr Hills Wayshrine, on a drawer next to a bed.

Loc.1 – The location of the lorebook on the world map.

Loc.2 – At the ruins of a shrine, northwest of Muth Gnarr Wayshrine, lying on a wooden barrel next to a wooden crate.

Loc.3 – North of Muth Gnarr Wayshrine, at Old Ida’s Cottage POI. Lying on the bow of a boat, next to a wooden raft in a river.

Map:
Deshaan map

Lorebook text

Welcome, traveler! Welcome to Mournhold, the City of Light and Magic! This pocket guide was prepared with great care for you in the year 2E 481, and as such you can rest assured that it is current and up to date enough to provide for your every need.

As the capital of Morrowind, Mournhold is the greatest city in Tamriel. Travelers bring prayers and commerce to our streets, and we are ecstatic to receive you.

Please understand that with so many pilgrims gathering every day, you may occasionally encounter outlanders who seem lost, overwhelmed, or even frustrated by the bustle and the layout of the city.

To accommodate all visitors, the city registrars have compiled a few useful instructions on places and activities you may enjoy, as well as mandates from the Tribunal you must adhere to. Observe, learn, and enjoy your stay!

Reverence: Dunmer from the farthest reaches of Morrowind and beyond arrive each day to pray and show reverence for the Living Gods of the Tribunal. If you are one of our Dunmeri brothers or sisters, you already know the proper ways to show obeisance to the Three Tribunes: Almalexia, Vivec, and Sotha Sil. Sacred shrines throughout the city, including the Tribunal Temple, are ready to receive your donations.

If you are a non-Dunmer visiting our city, no doubt by observing our citizens you will pick up the proper modes of obeisance. The safest course of action remains the simplest. Do as the Dunmer do. Say what the Dunmer say. And be mindful of where you walk.

Remember, do not panic when you see heretics submitting to the justice of the Tribunal. The registrar would like to assure you that we are well-practiced in dealing with heretics. Your safety remains one of our greatest concerns.

The Great Bazaar: Mournhold stands as the mercantile heart of Morrowind. We welcome your business! If this is your first visit to our great city, feel free to ask the city watch for the most direct and safest route to one of our merchant districts.

The Great Bazaar, the largest and most heavily patrolled of our markets, should serve as a destination spot during your stay. Make sure to see a seasonal event at one of our outdoor theaters, catch a wandering passion play in a town square, or listen to a public choir in one of our well-groomed parks. And know that every purchase you make grants you a little piece of Mournhold to take with you when you depart.

Please, however, be sure to make purchases only from registered and licensed merchants. That is the only way to ensure that proper fees and excises are collected.

Plaza Brindisi Dorom: Troubled souls can find peace wandering through the statuary and gardens of Brindisi Dorom. Just as trees and flowers reach toward the sky to seek the nourishment of the sun, the citizens of Mournhold raise their arms in prayer to the wisdom of the Tribunal. May you find solace here!

The Tribunal Palace: Many travelers cannot wait to visit the Tribunal Palace, where the Living Gods of Morrowind reside. Please understand that while we welcome your zealous enthusiasm, the Ordinators may take issue with displays of excessive zeal. As always, everything in moderation. If your enthusiasm gets the better of you, Tribunal shrines located throughout the city are available to collect donations to atone for your transgressions.

Whatever you seek, you can find it in Mournhold. Our priests, registrars, and city guards will make sure of that. Enjoy your stay!

Dark Ruins Lorebook

Collection:Deshaan Lore
Location(s):Deshaan
Location Notes:In vicinity of Obsidian Gorge Wayshrine, western Deshaan.
Image walkthrough:

Loc.1 – Southwest of Obsidian Gorge Wayshrine, southeast of Redolent Loam Dolmen, south of Lady Llarel’s Shelter. On a small island in the middle of a river, lying on a wooden table next to a backpack.

Map:
Deshaan map

Lorebook text

By Cyrillo the Deranged

They call me mad and have branded me insane. I accept the title they have given me, and wear it proudly as a badge of honor. For the name I now carry shows that I was willing to enter the dark places, over and over again. To brave the ruins of madness and chaos to bring knowledge to the world. The Three protect me from the things I have discovered, and keep my mind clear long enough to share this knowledge with the world!

I found my first Daedric ruin when I was a very young man. It was a hidden shrine from the past, dedicated to the Anticipations of the Tribunal. I was rounding up a number of kwama scribs that had wandered away from the herd. I followed the scribs into a hidden canyon, when I heard the pathetic cry of a lost scrib emerging from a crack in the canyon wall. I squeezed through the narrow gap to find that it opened into a large depression in the rock. But no simple cave had I wandered into. No, this space was full of carved stone that at once filled me with both wonder and deep fear. For the oppressive blocks of set stone were decorated with patterns of webbing and spider motifs, and the statue at the center of the space depicted none other than the Anticipation of Vivec, the Webspinner Mephala.

Words carved into the base of the statue burned into my memory, never to be forgotten: "Lust is love. Lies are truth. Death is life." They frightened me, but also excited me. The experience set me on a path that led to madness and knowledge, though where one ends and the other begins, I cannot tell.

I returned to my family’s kwama mine, escorting the scribs back to the herd. Then I packed a bag, said goodbye to my mother, and started my search for the hidden shrines and dark places where the Daedric ruins wait to be discovered.

Not every ruined shrine waits beneath the ground. Some hide in open places that are far from inhabited lands. These might be overgrown with vegetation or lost within the folds of rolling hills and craggy canyons. I have even visited a shrine that was hidden beneath the sea.

Those shrines located in underground caves and complexes tend to appear more ominous and oppressive than those happened upon in the great outdoors, but that could just be the influence of the ever-present darkness and awareness of the crushing walls of stone. Some of these ancient shrines stand alone in the darkness, but others serve as the focal points of great complexes, many of which are guarded by elaborate traps or vicious monsters—or both.

I have visited more than a dozen of these Daedric ruins, and a few were not as abandoned and unused as the Temple would have you believe. There are still those among us who honor and even worship the Daedric Princes, and I discovered more than a few fresh offerings and sacrifices in these dark places. But the true secret, the knowledge that has earned me my new name? For that, I must ask you to keep an open mind and a firm resolve, because what I am about to reveal may sound unbelievable. It may even sound like the beginning of a campfire story, one intended to frighten before bedtime. But I assure you, this is no story.

What did I find at that first shrine to the Webspinner that I wandered into by luck and accident? What drove me from my parents’ home in search of other Daedric ruins? It was the voice. Beautiful and seductive. It whispered to me, told me secrets that I never should have heard. The whispers emanated from the ancient, cracked statue. They echoed from the cavern walls. They reverberated through my mind, building in volume and intensity until they drowned out my own thoughts and memories. They frightened me, these whispers. But they also excited me, and I had to hear more. But the Webspinner was done with me. She imparted her words of wisdom and dark secrets and fell silent. The place was once more abandoned, desolate.

If I wanted to hear more—and I so very much wanted to hear more—I would have to find another shrine. And so my life’s work was set before me. I had to find other secret places, other hidden ruins. I had to hear what the other Daedra had to say. Not because I worship them. Not because I had fallen under some dark spell. No, I needed to learn more so that I could share it with the world. It was imperative! It was my duty! But, as I write these words, I find that I can’t reveal what the whispers told me. My hand won’t put the whispers to paper. It refuses no matter how hard I try!

It seems I have failed in my mission. All I can do is tell you that there are secrets to learn. But it appears that if you want to learn them, you’ll have to make the trip yourself. Visit the dark ruins, listen to the whispers. Perhaps you’ll fare better than I, and the whispers won’t drive you mad.

Dwemer Dungeons: What I Know Lorebook

Collection:Deshaan Lore
Location(s):Deshaan
Location Notes:This lorebook can be found at Malak’s Maw site and its vicinity. Southwestern Deshaan.
Image walkthrough:

Loc.1 – Under a wooden construction, beside the crossroad at Malak’s Maw. On a small stool, next to a wooden table.

Loc.2 – Under a wooden construction, on a wooden table, southeast of the campfire icon representing Malak’s Maw site.

Loc.3 – South-southeast of the campfire icon representing Malak’s Maw site. On a wooden barrel next to a brazier, near logs and an axe.

Map:
Deshaan map

Lorebook text

By Kireth Vanos, Dungeon-Delver Extraordinaire

We know almost nothing about them, except that they left behind the most interesting and exciting ruins. You know who I’m talking about. That’s right! The Dwarves—or the Dwemer, for the scholars among you who might be reading this. (My brother Raynor insists I call them Dwemer, but I like the name Dwarves better. It rolls off the tongue, in my opinion.)

Now, dungeon-delving is serious work (no matter how much fun it might be), and can be pretty dangerous besides. Just finding a Dwarven ruin is no small accomplishment, but getting into one and back out again in one piece can be next to impossible. But before I get to that, let’s talk about the ruins themselves.

Dwarves created a vast network of underground complexes and cities. Why they preferred to build beneath rock and soil, I couldn’t say, but that’s where they built them. So that’s where you’ll have to go if you want to visit a Dwarven ruin. Once you do find one, you’ll know it. Dwarven architecture has a distinctive look and feel, from the surface entryways to the subterranean structures. They utilized natural openings in the rock wherever possible, tending to decorate and carve existing rock and natural pillars. They only built new structures when it was absolutely necessary, usually to support other structures or to install fortifications.

In addition to carving and shaping the natural rock, Dwarves used stone as their primary building material. Some metal appears within their ruins, primarily brass, used as accents and in mechanical construction. And here’s the really exciting part: Dwarves loved their gadgets, and their ruins are full of them! I don’t mean just traps, though some of the most devious were designed and built by the long-gone Dwarves. I mean heating and cooling systems made up of steam pistons and great gears, glowing lights that shine from the walls, giant wheels that turn as water cascades over them, multifaceted gems that fire beams of light, and many other wonders too numerous to mention.

It’s eerie to walk through a Dwarven ruin. It’s supposed to be empty, deserted, but the lights continue to glow and the pipes continue to steam. It’s like the place is waiting for someone to return, as though the Dwarves just stepped out for a moment and haven’t been gone for hundreds of years.

Then there are the inhabitants of the ruins, for a Dwarven complex isn’t as devoid of life as you might think. In fact, some of the ruins virtually teem with the stuff. But it isn’t life as you or I know it. It’s mechanical life. Constructs. They wander the chambers and corridors of these dungeons, performing tasks assigned to them in ages past. But make no mistake, if a construct spots you, it will attack you. With whirring blades and piston-powered swords, the Dwarven constructs pose a significant threat to any would-be dungeon-delver. Worse, the constructs know how to repair each other, so the ruins seem to contain an endless supply of the mechanical creatures.

So, to successfully enter and exit a Dwarven ruin, you need to spot and disarm (or otherwise bypass) devious traps, avoid or defeat an army of increasingly more powerful wandering constructs, and figure out how to open strange locks that might or might not require something that looks like a key. It can be a bit maddening, but personally I find the challenge to be remarkably fun.

Of course, everything I’ve written thus far has been theory and conjecture. My brother and I have yet to enter a Dwarven ruin, and all of our practice has been within the mundane dungeons that dot the land. But I’ve read all the books! We’ve finally acquired the funding we need to tackle the Dwarven ruin known as Bthanual, and I plan to write about that adventure in the very near future.

In the meantime, let’s all be careful out there. Remember that a dungeon isn’t all fun and games. Survival is serious business, and we’re in this line of work to not only thrive—but to survive!

Shad Astula Academy Handbook Lorebook

Collection:Deshaan Lore
Location(s):Deshaan
Location Notes:This lorebook can be found inside houses in Narsis and its vicinity, western Deshaan.
Image walkthrough:

Loc.1 – Inside the south-eastern house in Narsis, in one of the rooms, on a drawer.

Loc.1 – The location of this lorebook on the world map.

Loc.2 – An island in the middle of a lake, north-west of Narsis.
On a wooden barrel, next to a rug-covered tent.

Loc.2 – The location on the world map.

Loc.3 – In the basement of Varlas House (between two identical buildings), south-western Narsis.

Loc.3 – The location on the world map.

Loc.4 – In the basement of the northernmost building in Narsis, on a wooden crate.

Loc.4 – The location on the world map.

Map:
Deshaan map

Lorebook text

Welcome to Shad Astula, the Academy of Magic! This is where the most talented mages of the Ebonheart Pact come to learn, share a common origin, and become leaders in the magical community. Your journey begins here.

For many, the journey to master magic is fraught with frustration and difficulty. The training provided here can lead to a life of service and rewarding work, thanks to the availability of the best teachers and teaching methods. The fact of the matter is, while everyone invited to the Academy is selected for their potential for greatness, not all of you will measure up to the task before you. For those unfortunate enough to fail, Shad Astula serves as a safety net, a place to refine one’s meager skills without causing harm to oneself or to others.

But you will not fail. You are not one of the unfortunates. You will rise above. You will take your place as a leader in the Ebonheart Pact!

You have already realized that you are different from others who can wield the gift of magicka. Now, prepare to be introduced to a world of power. For you, Shad Astula serves as a place where you can spread your wings. With the help of our staff of master mages, you will not only learn to fly, you will soar!

As one of the chosen of the Academy, the usual restrictions and rules that govern the learning of magic do not apply to you. Those rules exist to ensure the safety of mages who may pose a danger to themselves or to others. We anticipate that the Academy’s select students will excel, and we believe you’re capable of learning your limits quickly. A few guidelines do apply, however:

— Do not summon creatures from Oblivion planes, except within designated summoning circles.
— Magical experimentation on other Academy students is forbidden.
— Magical experimentation on non-Academy members is discouraged, but use your best judgment.
— Magical experimentation on staff is encouraged. Keep them on their guard, and they’ll do the same for you.
— Designation of assistants as "minions" is strictly prohibited, and cultist or cabalist behaviors or organizations will be dealt with swiftly and harshly. Save your megalomania for after graduation.
— Students who have not passed the Emotional Control and Mental Stability Exam (ECMSE) are forbidden from sharing a room.
— Magical dueling is strictly prohibited, except under a staff Battlemage’s supervision.

You will soon receive an appointment with the Headmaster, who will have more to say about Shad Astula and your status as a member of the Academy. In the meantime, feel free to explore the campus and introduce yourself to your fellow students. Some will become your peers, others your underlings, and a very select few your betters. Learn them well.

Welcome to Shad Astula. Spread your wings and soar! We expect much of you. Do not disappoint us.

The Living Gods Lorebook

Collection:Deshaan Lore
Location(s):Deshaan
Location Notes:This lorebook can be found inside houses in Quarantine Serk and its vicinity, north-western Deshaan.
Image walkthrough:

Loc.1 – On a wooden table inside Brooding Elf Inn.

Loc.1 – The location on the world map.

Map:
Deshaan map

Lorebook text

By Durillis the Theologian

No other religion in all of Nirn can claim what the Dark Elves know as absolute truth: their gods rule over them and walk among them, as real and as present as any other resident of Morrowind. From their seat of power in Mournhold’s Tribunal Temple, the Living Gods of the Tribunal guard and counsel their people. When necessary, they punish sin and error, but they also share their bounty with the greatest and least among us, each according to their needs.

But who are the Living Gods? They are powerful Dark Elves who achieved divine status through superhuman discipline and virtue, and supernatural wisdom and insight. As the three God-Kings of Morrowind, they form the divine leadership of the Dunmer nation. The Three—Lord, Mother, and Wizard—are described below.

Vivec, the warrior-poet god and Master of Morrowind, is perhaps the most popular of the Three. He also tends to be the most public, and the people love him. His visage appears both beautiful and bloody at the same time, and he has made violence into an art form. Vivec the warrior-poet has darker aspects associated with primitive, ruthless impulses, such as lust and murder.

Almalexia, also known as Mother Morrowind, is the patron of healers and teachers. She is the Healing Mother, the source of compassion and sympathy, the protector of the poor and the weak. Almalexia embodies the best of Dunmeri culture and purpose. She exemplifies mercy, and her wisdom guides the Dark Elves in all their daily affairs.

Sotha Sil, God of the World-Mechanism, is the least known and most hidden of the Tribunal gods. Sometimes referred to as the Mystery of Morrowind, he is a Magus and the patron of artificers and wizards. Perhaps the mightiest wizard in the land and certainly the wisest, he is considered to be the Light of Knowledge and the inspiration behind craft and sorcery.

Together, the Living Gods are the pillars of the Tribunal Temple. They represent the power and discipline of the Dunmeri people, and rule with a combination of compassion and strict adherence to law and protocol.