Author Archives: Serge

Before The Ages Of Man: Merethic Era 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 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

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 (This corresponds roughly to the earliest historical dates given in various unpublished Elven chronicles.)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.

Ebony Blade History Lorebook

Collection:Myths of the Mundus
Location(s):Grahtwood
Location Notes:This lorebook is found in northwestern Grahtwood, inside and in vicinity of Redfur Trading Post settlement.
Image walkthrough:

Loc.1 – On a circular wooden table.

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

Loc.2 – Next to a wrecked stone wall.

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

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

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

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

Map:
Grahtwood map

Lorebook text

To anyone reading this: BEWARE THIS BLADE

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

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

Woe be to any who choose to take it.

Noxiphilic Sanguivoria Lorebook

Collection:Myths of the Mundus
Location(s):Deshaan, Grahtwood, Stormhaven
Deshaan
Location Notes:In vicinity of Short-Tusk’s Hillock (epic enemy site, skull with crossed swords icon), north-western Deshaan.
Image walkthrough:

Loc.1 – On the ground, next to a rucksack, in front of a rug-covered tent.

Loc.2 – South-west of Short-Tusk’s Hillock, on a wooden barrel, next to a wooden crate and a pike.

Loc.2 – The location on the world map.

Map:
Deshaan map

Grahtwood
Location Notes:Can be found in vicinity of Goldfolly POI, northwestern Grahtwood.
Image walkthrough:

Loc.1 – North, northwest of Goldfolly, at a very small camp site, next to dead bodies.

Map:
Grahtwood map

Stormhaven
Image walkthrough:

Loc.1 – On a ground, next to a boulder, brown backpack, just southwest of a nearby Wind Keep Wayshrine.

Map:
Stormhaven map

Lorebook text

An Introduction

By Cinna Scholasticus

The disease vampirism is not one disease, but many. Throughout the centuries, and for unknown reasons, the afflictions collectively known as vampirism have been transmitted in different ways and taken on different qualities. Herein, I shall try to delineate, to the best of my ability, the qualities of the form of vampirism common to our era, known as Noxiphilic Sanguivoria, so as to better equip the reader to identify this type of vampire.

First, however, I believe a word of warning is in order. This work is in no way intended as a guide to hunting or otherwise confronting a vampire. In all cases, it is advised that you avoid anyone you suspect of vampirism and certainly that you do not try to fight them. Vampires of all varieties possess supernatural strength and will quickly overpower all but the most experienced hunter.

The most important thing to remember about sufferers of Noxiphilic Sanguivoria is that, as the name implies, they are not weakened by daylight as in other strains of vampirism, but are, instead, strengthened during the nighttime hours.

Why this is the case is poorly understood. One of the more wild theories is that it is the result of some sort of Daedric backroom deal between Hircine and Molag Bal that has given sufferers of Noxiphilic Sanguivoria a werewolf-like love of moonlight.

By night, these hunters are possessed of extreme fortitude and a powerful ability to recover from wounds.

Sufferers of Noxiphilic Sanguivoria, interviewed under heavy sedation, of course, have described a dreamlike passage from when they were first bitten and afflicted with the disease. Some of them have described entering a ritual chamber where they were bathed in a pool of black blood. Whether the transformation actually involves such a terrifying ritual, or whether it was merely a hallucination is impossible to discern without firsthand experience.

If you are bitten, or believe to have been bitten, by a carrier of Noxiphilic Sanguivoria, do not panic. If you are able to get away from your attacker, see a priest of Arkay immediately. You will not contract full Noxiphilic Sanguivoria without first being exsanguinated by a vampire and then receiving the gift of his or her blood in return.

Arcana Restored Lorebook

Collection:Magic and Magicka
Location(s):Grahtwood
Location Notes:This lorebook is located in central Grahtwood, inside Elden Root.
Image walkthrough:

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

Map:
Grahtwood map

Lorebook text

A Handbook
By Wapna Neustra
Praeceptor Emeritus

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

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

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

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

Guild Memo On Soul Trapping Lorebook

Collection:Magic and Magicka
Location(s):Grahtwood
Location Notes:This lorebook is found in northern Grahtwood, in vicinity of Reliquary of Stairs POI (Aylied Ruins).
Image walkthrough:

Loc.1 – Find a lake in this area. There should be a Fisherman’s Hut.

Loc.2 – At the northernmost point in this area. On ground, next to a skeleton.

Map:
Grahtwood map

Lorebook text

Mages Guild Memorandum: Confidential, Magisters Only

From Vanus Galerion, Archmagister Emeritus

If you pay attention to the popular fads and fashions of spellcasting in your guildhalls, you have doubtless noticed the recent surge of interest in the discipline of "soul trapping." Unlike most of the passing fancies that come and go among the magical fraternity, I consider this particular vogue alarming and dangerous.

There are reasons why soul trapping has never been part of the core curriculum of the Mages Guild, taught to only the most experienced and dependable wizards, and then only for certain specific uses. First of all, it is technically a subset of necromancy, and on that basis alone it should be abhorred. (Except, as mentioned, for certain special cases, and then only under controlled conditions.) Second, it is a magical technology that practically invites abuse, especially when employed to trap the souls of sentient mortals. It is the sort of arcane practice that the public fears most, and is likely to result in local bans on the organized teaching of magic, and if that happens all our work in establishing the Guild will have been in vain.

The fact that soul trapping is now common knowledge among Tamriel’s magery, to the point where so-called "Mystics" sell soul gems of various sizes in every market and bazaar, is a problem that can be laid squarely at the feet of the iniquitous Mannimarco and his Order of the Black Worm. It is all part of his program to make necromancy seem commonplace and almost harmless. In some parts of Tamriel, notably Cyrodiil, the vile practice of necromancy has even become accepted as a valid, and legally tolerated, magical discipline. What our old mentor Iachesis would have to say about this pernicious development I hate to think.

So what are we to do about it? I have been giving the matter some hard thought, in between rooting out cells of the ever-burgeoning Worm Cult, and I think at this point the only way to gain control over soul-trapping is to co-opt the practice. Therefore I propose the Mages Guild codify and systematize the various soul-trapping magics into a common grimoire of a few reliable spells, and then teach our members that these, and only these, are the legal and authorized methods for trapping souls.

Furthermore, I propose that for the purposes of soul trapping we categorize all souls into two classes: the legal, or "White" souls, those smaller essences that are captured from beasts and animals, and illegal, or "Black" souls, which are derived from sentient mortals. And we will teach only those spells that can capture White souls, forbidding our students to use the larger soul gems on sentients.

It will take several generations, and the suppression of the Worm Cult, for this dichotomy to become the pan-Tamrielic standard for soul trapping. But if the Mages Guild can’t take the long view for the good of Tamriel, who can?

Liminal Bridges Lorebook

Collection:Magic and Magicka
Location(s):Grahtwood
Location Notes:This lorebook is located in central Grahtwood, inside Edlen Root settlement.
Image walkthrough:

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

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

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

Map:
Grahtwood map

Lorebook text

by Camilonwe of Alinor

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

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

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

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

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

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

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

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

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

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

Manual Of Spellcraft Lorebook

Collection:Magic and Magicka
Location(s):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

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.

Aurbic Enigma 4: The Elden Tree Lorebook

Collection:Grahtwood Lore
Location(s):Grahtwood
Location Notes:This lorebook is found in eastern Grahtwood, in vicinity of The Scuttle Pit – public dungeon.
Image walkthrough:

Loc.1 – Inside tiny camp, next to a huge tree.

Loc.1 – On a table, in front of a small tent.

Map:
Grahtwood map

Lorebook text

Inscribed by Beredalmo the Signifier

Here is a truth read from the bark.

The spike of Ada-Mantia, and its Zero Stone, dictated the structure of reality in its Aurbic vicinity, defining for the Earth Bones their story or nature within the unfolding of the Dragon’s (timebound) Tale. The Aldmeri or Merethic Elves were singular of purpose only so long as it took them to realize that other Towers, with their own Stones, could tell different stories, each following rules inscribed by Variorum Architects. And so the Mer self-refracted, each to their own creation, the Chimer following Red-Heart, the Bosmer burgeoning Green-Sap, the Altmer erecting Crystal-Like-Law, et alia.

But of all the Prismatic Mer, none were more presumptuous than the Ayleids of the Heartland. They built their tower in open emulation of Ada-Mantia, using as Founding-Stone the great red diamond they had uncovered: Chim-el-Adabal, said to be crystallized blood from the Heart of Lorkhan itself. (For the Heart on its arrow passed over the Heartlands, birthing one of that postnymic’s quaternary meanings.)

Thus did White-Gold become Tower One. As all know.

As foretold by the moth-eyed, Ayleid hubris was to bear bitter fruit. With their vision on high to behold the overworlds, they failed to note the seething Nedelings at their feet, until the thralls rose up and took their Tower away from them. Chim-el-Adabal they took as well, but not before the arch-mage Anumaril fangled an eightfold Staff of Towers, each segment a semblance of a tower in its Dance. And then seven of these segments were borne by White-Gold Knights to distant Fold-Places, where they were hidden.

(This was all unknown to Pelin-al-Essia, be certain, or there might have been a different Eight Divines!)

Thus White-Gold. On to Green-Sap.

The Boiche Elves were of the Earth Bones who most hearkened to Jephre and his greensongs. They did not build a Tower, they grew it, a great graht-oak whose roots sprang from a Perchance Acorn. And this was their Stone. And because the Acorn might perchance have been elsewhere, thus was Green-Sap manifold and several. And each could walk.

Therefore each Green-Sap was also every Green-Sap. Within each were told all the stories of the Green, with every ending true, so doors therein were not always Doors Certain. But to this the Boiche-become-Bosmer became inured, and indeed grew to relish these Doors Equivocal, for such was their nature in the schism of the prism. In this way the Bosmer learned which songs made the trees dance, and which dances they might do.

Now return we must to the eighth segment—or rather Segment One, for Anumaril had fangled it in similitude to Tower One, which itself reflected Tower Zero. When the Ayleids fled the Heartlands they went to all eight corners of the compass, and this was a chosen thing, though many corners spelled doom. But more Ayleids fled to Valenwood than to all other directions combined, and this, too, was chosen. Among these clans went Anumaril wearing Segment One as a femur—for how but by walking can a spoke advance its hub?

Green-Sap’s Elves welcomed the Ayleids so long as the Heartlanders agreed not to dissonate the greensong. All agreed to this save Anumaril, who coughed into his hand unnoticed. He asked the Great Camoran to show him Green-Sap, and was brought to one that by happenstance stood then in Elden Root. Once within the great graht he passed through a Door Equivocal and found his desire, the Perchance Acorn. It was one of many, but for Anumaril one was enough.

Next the fanglement: Anumaril brought forth Segment One among the roots and showed it to the golden nut, and this told an ending, so that the stone became a Definite Acorn. That Elden Tree would not walk again, but Anumaril yet had further intentions for it. Using his dentition as tonal instruments, he dismantled his bones and built of them a Mundus-machine that mirrored Nirn and its planets. And when he had used all his substance in fangling this orrery, he placed the segment-sceptre within, hiding it between the Moons.

Then he waited—but what he waited for did not eventuate, and perchance he’s waiting yet. For
Anumaril had hoped to convert Green-Sap into White-Gold, and thereby make the Heartlanders’ realm anew. However, Anumaril did not know, and was not able to know, why his plan went awry. You see, Ayleid magic is about Will, and Shall, and Must—but under Green-Sap, all is Perchance.

The Ayleid fangler’s plan could not succeed—and yet neither could it fail. For this is a story that has not yet found its ending.

Ayleid Survivals In Valenwood Lorebook

Collection:Grahtwood Lore
Location(s):Grahtwood
Location Notes:This lorebook is found in southeastern Grahtwood. Inside Sacred Leap Grotto (eye icon) POI. This POI is great for looting guts from large number of frogs in area. Guts are mainly used as fishing baits.
Image walkthrough:

Loc.1 – Find and enter Sacred Leap Grotto.

Loc.1- Sacred Leap Grotto entrance map view.

Loc.1 – In the last part of Leap Grotto, close to a water.

Map:
Grahtwood map

Lorebook text

By Cuinur of Cloudrest, 4th Tier Scholar of Tamrielic Minutiae

This report was commissioned by the Thalmor Committee of Alliance Relations to investigate whether there might be an indoctrinal advantage to emphasizing the Ayleid lineage woven into the bloodlines of our cousins the Wood Elves. My extensive travels in Valenwood have enabled me to determine the historical facts behind the matter; whether these facts can support a useful campaign promoting alliance fellowship is up to the Committee and the Sapiarch of Indoctrination.

As Pluribel of Dusk has noted in her magisterial "Collapse of the Ayleids," blame for the White-Gold Catastrophe of 1E 243 can be attributed to a half-dozen disastrous factors, of which the bloody insurrection by indentured human laborers may not be the most important. Pluribel emphasizes, quite rightly in my belief, the Narfinsel Schism of the late Merethic Era, which pitted the more conservative Aedra-worshiping Ayleid clans against those decadent yet undeniably vigorous clans that had adopted Daedra-worship. This conflict reached its climax in 1E 198 at the Scouring of Wendelbek, when King Glinferen of Atatar led a combined force of Daedraphile warriors against the traditionalist Barsaebics of Ayleidoon. The Barsaebics were driven out of the Heartland into northwest Argonia, and thereafter organized opposition to Daedra-worship in Cyrodiil was effectively over.

In any event, by most measures Ayleid civilization had been in decline for several generations by the time the White-Gold Tower fell to the savagery of the Nedes. Standing amid the ruins of a great Elven culture, the victors concocted a justification for the blood on their hands by painting the defeated clans as vicious Daedraphiles who reveled in torture and cruelty. An exception was made for those clans, mainly Aedric adherents, who had thrown in their lot with the hordes of the Slave-Queen. Of course, this only delayed their extermination, for the barbarous Nedes inevitably came after their former allies once the other Elves of Cyrodiil had been hunted to extinction.

Thus began the Ayleid Diaspora, in which the Heartland Elves sought to find new homes elsewhere in Tamriel—to decidedly mixed success. Those who fled north into the lands once held by the Falmer were slaughtered by Nords led by the infamous Vrage the Butcher. The Barsaebics, by that time well established in Argonia, refused admittance to their former persecutors the Atatarics, and most of that clan died on an ill-fated expedition into the lands of the Cat-Men. Several clans set out on the long march through Hammerfell to the Iliac Bay, and some actually made it, where they joined with (and were absorbed by) the long-established Direnni of Balfiera.

Most successful—and they were more than a few—were the clans that fled southwest beneath the canopy of Valenwood. The clans of Anutwyll, Vilverin, Talwinque, Bawn, and Varondo all escaped largely intact to carve out a new life under the trees. These clans all worshiped Daedric Princes, but they seem to have done so with less fervor after their enforced migration to Valenwood—possibly due to the fact that the Princes, when called upon, had offered little or no help to the forsaken clans. Fortunately their new hosts, the Bosmer, were remarkably generous in welcoming the Ayleids into their realm, so long as the Heartland Elves agreed to adopt aspects of the Green Pact and refrain from harming the forest. Having little choice, the Ayleids agreed, and this probably contributed to the dilution of their culture.

For diluted it was, absorbed over time, and eventually forgotten. I have walked the great Ayleid ruins of Valenwood—Hectahame, Rulanyil’s Fall, Belarata, Laeloria, and a dozen more—and none of them, not one, was still occupied only two thousand years after the Diaspora. For some reason, once the Ayleids were under the great graht-oaks they, and their distinctive culture, simply melted away.

In explaining the extinction of the Valenwood Ayleids, my predecessor Gelgarad the Velaspid was very attached to his "Theorem of Disheritage," which held that for some reason the Forest Ayleids became unable to breed with each other and could only generate offspring by mating with the local Bosmer. This would certainly account for the Ayleids’ gradual disappearance, but unfortunately Gelgarad’s theorem is supported only by old stories and legends, and absent facts it cannot be proven.

It is worth mentioning here the competing theory of Doctor Thetis of the Shimmerene Academy. Her explanation blames Ayleid decline on over-consumption of the unusually potent beverages of the Bosmer. Doctor Thetis believes the Ayleids, vulnerable in grief over their losses, fell prey to the Wood Elves’ paralyzing brews and simply gave up trying. In this they may have been encouraged by the Bosmer themselves, who often seem insulted by others’ displays of industrious effort.

And what did our forest-dwelling cousins learn from the Ayleids? Precious little, apparently, other than some advanced techniques of stonework and masonry. Heartland Elven culture seems to have made little lasting impression on the culture of the Wood Elves. Their attitude seems to me summed up by the statement of Fonlor, the Yorethane of Elden Root, whose response when I asked him about the Ayleids was as follows: "The Ayleids? Oh, yes. Nice fellows. Took themselves too seriously, though, and what did it get them?"

Common Arms Of Valenwood Lorebook

Collection:Grahtwood Lore
Location(s):Grahtwood
Location Notes:This lorebook is found in southern Grahtwood, in vicinity of Cave of Broken Sails.
Image walkthrough:

Loc.1 – Inside small camp. Just behind Enda NPC quest giver.

Map:
Grahtwood map

Lorebook text

By Mistral Aurelian Teriscor

Metal weapons have never been widespread in Valenwood. The Wood Elves’ Green Pact proscribes the use of wood to kindle forge-fires, though in some areas the burning of peat or coal can get kilns up to metal-forging temperatures. Other Bosmer make do with bone clubs, or use axes and spears with blades of stone or obsidian.

In the coastal towns such as Haven and Port Velyn, Bosmeri swordsmanship has benefited from the tutelage of Altmer advisors and a reliable supply of imported metal weapons. Strangely, the High Elves are not similarly appreciative of the Bosmeri composite horn bows, which are arguably the finest in Tamriel.

While some have described the Dominion as an alliance of mutual convenience, I would characterize it as one of mutual exasperation. Swordsmanship is a case in point. Few Wood Elves have the mental discipline for traditional Altmeri martial schooling. They are easily distracted, and have no patience for the philosophical aspects of the training. Altmeri masters, who describe their system of swordsmanship as "Proper Conflict," refused to adapt their techniques to the smaller stature and shorter reach of their pupils.

So the Bosmer returned to their traditional method of warfare: archery. By the age of fourteen, a Wood Elf youth is proficient enough with the bow to accompany hunting parties. Long-distance archers are called Jaqspurs. The style of draw used by Jaqspurs has been described as "snatching and releasing in one continuous motion." This allows a Jaqspur to maintain a very high rate of shooting, though years of training are required to be accurate at such speed.

The Bosmer are perfectly willing to purchase and use wooden bows and arrows crafted by other races, but the Green Pact prevents them from making any of their own. Traditional Bosmer bows are crafted from horn and sinew. Strings are also made of sinew; Khajiiti gut is said to work best, and is thus prized among Valenwood archers.

Bosmeri arrows are carved from bone, and fletched with the feathers of various bird species. The Wood Elves believe the source of bone used influences the characteristics of the arrow. Mammoth bone arrows are thought to strike with enough force to knock down a target. Bird bone arrows fly faster and more accurately. Senche-tiger bone arrows deal extra damage. Trials by Imperial observers have been unable to replicate these alleged effects. Upon hearing this, the Bosmer merely cluck their tongues and smile.