Author Archives: Serge

War Of Two Houses Lorebook

Collection:Deshaan Lore
Location(s):Deshaan
Location Notes:Inside Muth Gnaar houses and its vicinity, western Deshaan.
Image walkthrough:

Loc.1 – Next to a small wooden cart in front of Lower Bthanual.

Loc.2 – Inside a house, southwestern Muth Gnaar. On a stool next to a bed.

Loc.3 – Inside the northernmost house in Muth Gnarr. On a wooden crate, next to a backpack.

Loc.4 – In a camp west of Muth Gnaar, east of The tower mundus stone. On a small wooden table in the middle of the camp.

Map:
Deshaan map

Lorebook text

By Drelisa Hlaalu, House Historian

War among the Great Houses of Morrowind isn’t unique, and more often than not some kind of conflict between two or more Houses is under way somewhere across the land. Rarely do these conflicts escalate from subterfuge and intrigue to all-out war, but open hostilities aren’t unheard of in the history of Morrowind. Let me tell you about one of these wars.

In 2E 559, House Hlaalu and House Dres advanced beyond the usual tensions and posturing and fielded squads of combatants south of Narsis, on the border of the Black Marsh. It wasn’t the first time these two economic rivals had challenged each other, and it wouldn’t be the last, but the actual war was memorable, both in scope and in the number of casualties that piled up over the course of the battles.

House Hlaalu was determined to set up a trading post in the disputed territory. House Dres was just as determined not to let that happen. Halfway through the construction of the outpost, the House Hlaalu workers suddenly found themselves surrounded by Dres mercenaries. The small squad of Hlaalu guards assigned to protect the workers, led by Purilla Falen, quickly established defenses and prepared to defend the outpost. The Dres mercenaries, who outnumbered the Hlaalu guards five-to-one, assumed they would make short work of the defenders and have the post burned to the ground before the midday meal.

But that’s not the way it happened.

Purilla and her guards repelled the first assault with relative ease. She was determined to hold the line, no matter the cost, until reinforcements arrived. To facilitate the appearance of aid, Purilla set the one wizard they brought with them to work on opening a portal to Narsis. If the guards could hold back the onslaught of the Dres mercenaries long enough, an open portal could provide a path for Hlaalu battle-merchants to pour out of to turn the tide of battle. They only needed a little time.

As the wizard performed the portal ritual, Purilla and the defenders met each House Dres attack with skill and ferocity. The mercenaries rushed in, sending a wave of attackers at the post’s barricades. Each wave was turned away, but not without a cost. After five hours and four separate waves of attacks, Purilla’s forces were reduced to a third of their original size. By then only Purilla and six guards remained to fend off the next Dres assault. And the wizard required a few more minutes to complete the ritual and open the portal. "You shall have that time!" Purilla proclaimed. "For Hlaalu!"

The seven defenders, magnificent in their fury, fought with honor and savage resolve as the wizard completed the final steps of the ritual. One guard fell. Two. Four. Now only Purilla and two Hlaalu guards remained at the battlements. The Hlaalu workers, who had been providing support and watchful eyes throughout the previous battles, took to the walls as well, using tools and the weapons of the fallen guards to help defend the post. For all their effort, it appeared that the crushing weight of the Dres assault was about to engulf them.

And then the portal opened.

House Hlaalu battle-merchants streamed through the portal, hurling spells and arrows into the ranks of the surprised mercenaries. A full cohort emerged from the portal and crashed against the wall of Dres mercenaries. The wall held for a few long moments, and then it shattered against the weight of the Hlaalu troops. Dres mercenaries fell in scores before their line finally broke and the remaining mercenaries turned to flee. The battle-merchants chased after them just long enough to make sure they were really routed, and then they formed up to secure the post.

Brave and noble Purilla Falen was responsible for the Hlaalu victory that day, but she didn’t survive the final battle. A Dres mercenary’s blade had caught her in the neck as they were retreating. She was dead before a healer could reach her side. Thanks to histories like these, however, her efforts will never be forgotten.

Monomyth: Lorkhan And Satakal Lorebook

Collection:Divines and Deities
Location(s):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

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."

Monomyth: “Shezarr’s Song” Lorebook

Collection:Divines and Deities
Location(s):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."

Monomyth: The Myth Of Aurbis Lorebook

Collection:Divines and Deities
Location(s):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.

Ancient Scrolls Of The Dwemer VI Lorebook

Collection:Dwemer
Location(s):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

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."

Ancient Scrolls Of The Dwemer X Lorebook

Collection:Dwemer
Location(s):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

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.

Ayleid Inscriptions Translated Lorebook

Collection:Tamriel History
Location(s):Glenumbra, Stonefalls
Glenumbra
Location Notes:This lorebook is located in vicinity of Cath Bedraud, in northern Glenumbra.
Image walkthrough:

Loc.1 – Inside open casket with a skeleton. In front of entrance of Ebon Crypt – public dungeon.

Loc.2 – On a small platform of a crypt. Next to a fire stand.

Map:
Glenumbra map

Stonefalls
Location Notes:In vicinity of Emberflint Mine, center of Stonefalls.
Image walkthrough:

Loc.1 – Next to a rug-covered tent, inside a broken barrel.

Map:
Stonefalls map

Lorebook text

By Beredalmo the Signifier

The following inscriptions were painstakingly transcribed and interpreted over many long years. They are preserved here for all time.

Av molag anyammis, av latta magicka.
"From fire, life; from light, magic."

Barra agea ry sou karan.
"Wear lore as your armor."

Agea haelia ne jorane emero laloria.
"Wisdom learned by pain is a reliable guide in dark times." (literally, "Terrible wisdom never betrayed the loremasters.")

Nou aldmeris mathmeldi admia aurane gandra sepredia av relleis ye brelyeis ye varlais.
"Our exiled Elven ancestors heard the welcoming gifts of peace in the streams and beech trees and stars." ("Mathmeldi" means literally "from-home-driven.")

Suna ye sunnabe.
"Bless and blessed be."

Va garlas agea, gravia ye goria, lattia mallari av malatu.
"In the caverns of lore, ugly and obscure, shines the gold of truth."

Vabria frensca, sa belle, sa baune, amaraldane aldmeris adonai.
"The foaming wave, so thunderous, so mighty, heralds the lordly Elves."

History Of The Fighters Guild Pt 2 Lorebook

Collection:Tamriel History
Location(s):Auridon
Location Notes:This lorebook is located in vicinity of Del’s Claim – public dungeon, north of Vulkhel Guard.
Image walkthrough:

Loc.1 – On a small, wooden barrel, next to a torch, in front of a shack. On a side of a path that leads to public dungeon.

Map:
Auridon map

Lorebook text

Dinieras-Ves, "The Iron," initially believed that the entirety of the order should be composed of Akaviri. This belief of his is not disputed by any historian, though his motivation is often debated. The traditional, simple explanation is that he knew his countrymen well, trusted them, and felt that their tradition of fighting for profit would be of use. Others believe, with reason, that he and the Potentate sought to use the order to effectively complete the conquest of Tamriel begun over five hundred years earlier. When Akavir attacked Tamriel in the 2703rd year of the First Era, they had been beaten back by the Reman Dynasty. Now they had a Potentate on the throne, and with Dinieras-Ves’ machinations, the local armies would also be Akaviri. What they had failed to do by combat, they would have successfully accomplished by patience. Many scholars suggest this was a traditional stratagem of the immortal snake men, the Tsaesci of Akavir, who always had time on their side.

The point, however, is largely academic. Though the Syffim did establish themselves in some kingdoms neighboring Cyrodiil, it became quickly apparent that local warriors were needed. Part of the problem was simply that there were not enough Akaviri for the work that needed to be done. Another part was that the snake men did not understand the geography and politics of the regions they were assigned.

It was evident that some non-Akaviri were needed in the Syffim, and by the mid-point of the year, three Nords, a warrior-sorceress, a rogue, and a knight, were admitted into the order.

The knight, whose name has been lost in the sands of time, was also a great armorer, and probably did more to strengthen the organization than anyone but Dinieras-Ves himself. As has often been stated, the Akaviri, particularly the Tsaesci, understood weaponry better than armor. Even if they could not wear it themselves, the knight was able to explain to the other Syffim the weaknesses in their opponents’ armor, explaining to them how many joints there were in a pauldron and a greave, and the differences between Aketons and Armkachens, Gorgets and Gliedshrims, Palettes and Pasguards, Tabards and Tassettes.

With this knowledge, they made long strides in defeating the brigands, doing far better than their meager numbers would suggest. It is a joke among historians that if Akavir had had a Nord armorer in their employ in the First Era, they would have won the invasion.

The success of these first three outsiders to the Syffim opened the door for more local members. Before the year was through, Dinieras-Ves had spread his business throughout the Empire. Young men and women joined this new order en masse for a variety of reasons, including desperate poverty, love of action and adventure, or simply to aid their crime-stricken neighbors. They received training and were immediately put to work helping the aristocracy’s problems, assuming the roles of guards and soldiers within their locality.

The early success of the Syffim in combating crime and defeating local monsters so inspired Potentate Versidue-Shaie that he entertained representatives from other organizations interested in Imperial sanction. Though formed much earlier, the Mages Guild had always been viewed with suspicion by the government. In the 321st year of the Second Era, the Potentate gave his approval to the Guilds Act, officially sanctioning the Mages, together with the Guilds of Tinkers, Cobblers, Prostitutes, Scribes, Architects, Brewers, Vintners, Weavers, Ratcatchers, Furriers, Cooks, Astrologers, Healers, Tailors, Minstrels, Barristers, and the Syffim. In the charter, they were no longer called the Syffim, however: bowing to the name it had become known as by the people, they were to be called the Fighters Guild. All the Guilds, and those that followed by later sanctions, would be protected and encouraged by the Empire of Cyrodiil, recognizing their value to the people of Tamriel. All would be required to pay to expand their influence throughout the land. The Empire was strengthened by their presence, and the Imperial coffers were filled once again.

Shortly after Versidue-Shaie’s death, only three years after the Guild Act, his heir Savirien-Chorak allowed the reforming of local armies. The Fighters Guild was no longer the principal arm of the local aristocracy, but their worth had already been established. Though there were certainly strong individuals who sought their own fortunes in the past, many historians have suggested that Dinieras-Ves was the ancestor in spirit of the modern phenomenon of the Adventurers, those men and women who dedicate their lives to questing for fame and fortune.

Thus, all owe a debt of gratitude to the Fighters Guild—not only its members, but also the people who have been helped by its neutral policy of offering strong arms for a fee within the boundaries of the law. Without them, there would be no guilds of any kind, and it may be argued, no model for the independent adventurer.

A Werewolf’s Confession Lorebook

Collection:Myths of the Mundus
Location(s):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

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.

Before The Ages Of Man: Dawn Era Lorebook

Collection:Myths of the Mundus
Location(s):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

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).