Once you enter the dungeon, find and enter the portal in its southwestern part. I assume this portal takes you to the underground part of Bad Man’s Hallows. This is where our skyshard is located. Follow the path to your right. At the first intersection, go right. If you’ve been careful enough, you should spot the shard’s glow on your right side soon enough. It is located in a small gap. You have to jump toward it, in order to be able to grab it.
Author Archives: Serge
A Tower Explored Is Ilessen Learned Skyshard
The skyshard is found inside the largest area, in the northeastern part of the dungeon. This is an open area, full of Harpies and it requires caution. The collectible you search for is in the water, at the bottom of the waterfall.
Frontier, Conquest Lorebook
Collection: | Tamriel History |
Location(s): | Auridon, Glenumbra, Rivenspire, Stonefalls |
Auridon | |
Location Notes: | This lorebook is located in vicinity of The Harborage, Southern Auridon, east of Vulkhel Guard and in Vulkhel Guard. |
Image walkthrough: | |
Map: | ![]() |
Glenumbra | |
Location Notes: | This lorebook is located in vicinity of Lion Guard Redoubt, northeastern Glenumbra, east of Lion Guard Redoubt Wayshrine. |
Image walkthrough: | |
Map: | ![]() |
Rivenspire | |
Image walkthrough: | |
Map: | ![]() |
Stonefalls | |
Location Notes: | Southern Stonefalls, Western part of Brothers of Strife (wrecked tower icon), Southwest from Brothers of Strife Wayshrine. Between stone platform with tall pillars on one side, and rock mountain on other. On ground, next to a human skeleton. |
Image walkthrough: | |
Map: | ![]() |
Lorebook text
By University of Gwylim Press, 2E 344
Historians often portray the human settlement of Tamriel as a straightforward process of military expansion of the Nords of Skyrim. In fact, human settlers occupied nearly every corner of Tamriel before Skyrim was even founded. These so-called "Nedic peoples" include the proto-Cyrodilians, the ancestors of the Bretons, the aboriginals of Hammerfell, and perhaps a now-vanished human population of Morrowind. Strictly speaking, the Nords are simply another of these Nedic peoples, the only one that failed to find a method of peaceful accommodation with the Elves who already occupied Tamriel.
Ysgramor was certainly not the first human settler in Tamriel. In fact, by "fleeing civil war in Atmora," as the Song of Return states, Ysgramor was following a long tradition of migration from Atmora; Tamriel had served as a "safety valve" for Atmora for centuries before Ysgramor’s arrival. Malcontents, dissidents, rebels, landless younger sons, all made the difficult crossing from Atmora to the "New World" of Tamriel. New archeological excavations date the earliest human settlements in Hammerfell, High Rock, and Cyrodiil at ME 800-1000, centuries earlier than Ysgramor, even assuming that the twelve Nord "kings" prior to Harald were actual historical figures.
The Nedic peoples were a minority in a land of Elves, and had no choice but to live peacefully with the Elder Race. In High Rock, Hammerfell, Cyrodiil, and possibly Morrowind, they did just that, and the Nedic peoples flourished and expanded over the last centuries of the Merethic Era. Only in Skyrim did this accommodation break down, an event recorded in the Song of Return. Perhaps being close to reinforcements from Atmora, the proto-Nords did not feel it necessary to submit to the authority of the Skyrim Elves. Indeed, the early Nord chronicles note that under King Harald, the first historical Nord ruler (1E 113-221), "the Atmoran mercenaries returned to their homeland" following the consolidation of Skyrim as a centralized kingdom. Whatever the case, the pattern was set. In Skyrim, expansion would proceed militarily with human settlement following the frontier of conquest, and the line between Human territory and Elven territory was relatively clear.
But beyond this "zone of conflict," the other Nedic peoples continued to merge with their Elven neighbors. When the Nord armies of the First Empire finally entered High Rock and Cyrodiil, they found Bretons and proto-Cyrodiils already living there among the Elves. Indeed, the Nords found it difficult to distinguish between Elf and Breton, the two races had already intermingled to such a degree. The arrival of the Nord armies upset the balance of power between the Nedic peoples and the Elves. Although the Nords’ expansion into High Rock and Cyrodiil was relatively brief (less than two centuries), the result was decisive; from then on, power in those regions shifted from the Elves to the humans.
History Of The Fighters Guild Pt 1 Lorebook
Collection: | Tamriel History |
Location(s): | Auridon, Glenumbra, Stonefalls |
Auridon | |
Location Notes: | This lorebook is located in vicinity of Maormer Invasion Camp, southern Auridon, west of Vulkhel Guard. |
Image walkthrough: | |
Map: | ![]() |
Glenumbra | |
Location Notes: | This lorebook is located in vicinity of Lion Guard Redoubt (crafting station POI), northwestern Glenumbra. |
Image walkthrough: | |
Map: | ![]() |
Stonefalls | |
Location Notes: | Northern Stonefalls, North Ebonheart and its Wayshrine, North from nearby Stonefang Isle (eye icon). On beach, next to a backpack, human skeleton, and a pile of small rocks, close to a water. |
Image walkthrough: | |
Map: | ![]() |
Lorebook text
The next thirty-seven years were perhaps the bloodiest in the violent history of Tamriel.
In order to crush the last of the royal armies, Versidue-Shaie had to sacrifice many of his best legions, as well as spend nearly every last piece of gold in the Imperial treasury. But he accomplished the unthinkable. For the first time in history, there was but one army in the land, and it was his own.
The problems that immediately surfaced were almost as staggering as the triumph itself. The Potentate had impoverished the land by his war, for the vanquished kingdoms had also spent the last of their gold in defense. Farmers and merchants alike had their livelihood ruined. Before the princes of Tamriel would not pay his taxes—now, they could not.
The only persons who benefited from the war were criminals, who preyed upon the ruins of the lawless land, without fear of arrest now that all the local guards and militia were gone. It was a crisis the Akaviri had seen coming long before he destroyed the last of his subjects’ armies, but for which he had no solution. He could not allow his vassals their own armies again, but the land was deeper into the stew of anarchy than it had ever been before. His army sought to fight the rise of crime, but a central authority was no threat against the local underworld.
In the dawn of the year 320, a kinsman of Versidue-Shaie, Dinieras-Ves, "The Iron," presented himself with a host of companions before the Potentate. It was he who suggested an order of mercantile warriors-for-hire, who could be hired by nobility in lieu of a standing army. The employment would be temporary, and a percentage of their fees would go to the Potentate’s government, thus putting salve on two of Versidue-Shaie’s greatest pains.
Though it was then called the Syffim, after the Tsaesci word for "soldiers," the organization that was to be known as the Fighters Guild had been born.
Origin Of The Mages Guild Lorebook
Collection: | Tamriel History |
Location(s): | Auridon, Glenumbra |
Auridon | |
Location Notes: | Southern Auridon, just Northwest from nearby Windy Glade Wayshrine. |
Image walkthrough: | |
Map: | ![]() |
Glenumbra | |
Location Notes: | This lorebook is located in vicinity of Merovec’s Folly POI (eye icon), west of Lion Guard Redoubt Wayshrine. |
Image walkthrough: | Loc.1 – See that ship in the distance, to the left? That is where the lorebook can be found. Screenshot taken from where you kill the group enemy on Balefire Island. |
Map: | ![]() |
Lorebook text
by The Arch-Mage Salarth
The idea of a collection of Mages, Sorcerers, and assorted Mystics pooling their resources and talents for the purpose of research and public charity was a revolutionary concept in the early years of the Second Era. The only organization then closest in aim and structure to what we know today as the Mages Guild was the Psijic Order of the Isle of Artaeum. At the time, magic was something to be learned by individuals, or at most within intimate covens. Mages were, if not actually hermits, usually quite solitary.
The Psijic Order served the rulers of Summerset Isle as counselors, and chose its members through a complex, ritualized method not understood by outsiders. Its purposes and goals likewise went unpublished, and detractors attributed the worst evils as the source of the Order’s power. Actually, the religion of the old Order could be described as ancestor worship, an increasingly unfashionable philosophy in the Second Era.
When Vanus Galerion, a Psijic of Artaeum and student of the famed Iachesis, began collecting magic-users from around Summerset Isle, he attracted the animosity of all. He was operating out of the urban center of Firsthold, and there was a common (and not entirely unfounded) attitude that magical experiments should be conducted only in unpopulated areas. Even more shocking, Galerion proposed to make magical items, potions, and even spells available to any member of the general public who could afford to pay. No longer was magic to be limited either to the aristocracy or intelligentsia.
Galerion was brought before Iachesis and the King of Firsthold, Rilis XII, and made to state the intentions of the fraternity he was forming. The fact that Galerion’s speech to Rilis and Iachesis was not recorded for posterity is doubtless a tragedy, though it does afford opportunity for historians to amuse one another with speculation about the lies and persuasions Galerion might have used to found the ubiquitous organization. The charter, at any rate, was approved.
Almost immediately after the Guild was formed, the question of security had to be addressed. The Isle of Artaeum did not require force of arms to shield it from invaders—when the Psijic Order does not wish someone to land on the Isle, it and all its inhabitants simply become insubstantial. The new Mages Guild, by contrast, had to hire guards. Galerion soon discovered what the Tamrielic nobility has known for thousands of years: money alone does not buy loyalty. The knightly Order of the Lamp was formed the following year.
Like a tree from an acorn, the Mages Guild grew branches all over Summerset Isle and gradually the mainland of Tamriel. There are numerous records of superstitious or sensibly fearful rulers forbidding the Guild in their domains, but their heirs or heirs’ heirs eventually recognized the wisdom of allowing the Guild free rein. The Mages Guild has become a powerful force in Tamriel, a dangerous foe if a somewhat disinterested ally. There have been only a few rare incidents of the Mages Guild actually becoming involved in local political struggles. On these occasions, the Guild’s participation has been the ultimate decider in the conflict.
As begun by Vanus Galerion, the Mages Guild as an institution is presided over by a supreme council of six Archmagisters. Each Guildhall is run by a Magister, assisted by a twofold council, the Perquisitor and the Master Palatinus, who is also the leader of the local chapter of the Order of the Lamp.
One need not be a member of the Mages Guild to know that this carefully contrived hierarchy is often nothing more than a chimera. As Vanus Galerion himself said bitterly, leaving Tamriel to travel to other lands, "The Guild has become nothing more than an intricate morass of political infighting."
Monomyth: Dragon God & Missing God Lorebook
Collection: | Divines and Deities |
Location(s): | Auridon, Glenumbra, Stonefalls |
Auridon | |
Location Notes: | Southwestern Auridon, in an area of Tanzelwil POI, Southwest from Tanzelwil Wayshrine. |
Image walkthrough: | |
Map: | ![]() |
Glenumbra | |
Location Notes: | This lorebook is located in vicinity of Tomb of Lost Kings, northeastern Glenumbra, close to Burial Tombs Wayshrine. |
Image walkthrough: | |
Map: | ![]() |
Stonefalls | |
Location Notes: | Northwestern Central part of Stonefalls, North from The Matron’s Clutch (two swords skull icon), Northeast from Hrogar’s Hold Wayshrine. On top of a cargo box, that stands bellow a small tent, that has one side of its rooftop connected to a nearby rock. This tent is close to a tall tree. It is not on a higher ground, rather then close to shore. |
Image walkthrough: | |
Map: | ![]() |
Lorebook text
— Oegnithr, Taheritae, Order of PSJJJJ
Simply put, the schism in the Human/Aldmeri worldview is the mortal’s relationship to the divine. Humans take the humble path that they were created by the immortal forces, while the Aldmer claim descent from them. It doesn’t seem like much, but it is a distinction that colors the rest of their diverging mythologies.
All Tamrielic religions begin the same. Man or mer, things begin with the dualism of Anu and His Other. These twin forces go by many names: Anu-Padomay, Anuiel-Sithis, Ak-El, Satak-Akel, Is-Is Not. Anuiel is the Everlasting Ineffable Light, Sithis is the Corrupting Inexpressible Action. In the middle is the Gray Maybe (or "Nirn" in the Ehlnofex.)
In most cultures, Anuiel is honored for his part of the interplay that creates the world, but Sithis is held in highest esteem because he’s the one that causes the reaction. Sithis is thus the Original Creator, an entity who intrinsically causes change without design. Even the Hist acknowledge this being.
Anuiel is also perceived of as Order, opposed to the Sithis-Chaos. Perhaps it is easier for mortals to envision change than perfect stasis, for often Anuiel is relegated to the mythic background of Sithis’ fancies. In Yokudan folk-tales, which are among the most vivid in the world, Satak is only referred to a handful of times, as "the Hum"; he is a force so prevalent as to be not really there at all.
In any case, from these two beings spring the et’Ada, or Original Spirits. To humans these et’Ada are the Gods and Demons; to the Aldmer, the Aedra/Daedra, or the "Ancestors." All of the Tamrielic pantheons fill their rosters from these et’Ada, though divine membership often differs from culture to culture. Like Anu and Padomay, though, every one of these pantheons contains the archetypes of the Dragon God and the Missing God.
The Dragon God and the Missing God
The Dragon God is always related to Time and is universally revered as the "First God." He is often called Akatosh, "whose perch from Eternity allowed the day." He is the central God of the Cyrodilic Empire.
The Missing God is always related to the Mortal Plane and is a key figure in the Human/Aldmeri schism. The "missing" refers to either his palpable absence from the pantheon (another mental distress that is interpreted a variety of ways), or the removal of his "divine spark" by the other immortals. He is often called Lorkhan, and his epitaphs are many, equally damnable and devout.
Note that Tamriel and the Mortal Plane do not exist yet. The Gray Maybe is still the playground of the Original Spirits. Some are more bound to Anu’s light, others to the unknowable void. Their constant flux and interplay increase their number, and their personalities take long to congeal. When Akatosh forms, Time begins, and it becomes easier for some spirits to realize themselves as beings with a past and a future. The strongest of the recognizable spirits crystallize: Mephala, Arkay, Y’ffre, Magnus, Rupgta, etc., etc. Others remain as concepts, ideas, or emotions. One of the strongest of these, a barely formed urge that the others call Lorkhan, details a plan to create Mundus, the Mortal Plane.
Humans, with the exception of the Redguards, see this act as a divine mercy, an enlightenment whereby lesser creatures can reach immortality. Aldmer, with the exception of the Dark Elves, see this act as a cruel deception, a trick that sundered their connection to the spirit plane.
Boethiah’s Proving Lorebook
Collection: | Daedric Princes |
Location(s): | Auridon, Glenumbra, Stonefalls |
Auridon | |
Location Notes: | This lorebook is located in vicinity of Toothmaul Gully – public dungeon, southwestern Auridon. |
Image walkthrough: | |
Map: | ![]() |
Glenumbra | |
Location Notes: | This lorebook is located in vicinity of The Wolf’s Camp (eye icon), eastern Glenumbra, northeast of Aldcroft Wayshrine. |
Image walkthrough: | Loc.1 – Found in the camp where you kill the werewolf group boss in “The Wolf’s Camp” POI. You can see the Wolf’s camp straight ahead. |
Map: | ![]() |
Stonefalls | |
Location Notes: | Central part of Stonefalls, inside Mephala’s Nest public dungeon (torch icon), or if coming via the nearest wayshrine – East of Brothers of Strife Wayshrine. In order to enter Mephala’s Nest, you need to find a cellar door that leads to it. This cellar door is found at the edge of a circular, stone platform at the map location of Mephala’s Nest. Lorebook is at the Northern part of Mephala’s Nest cave. You can find it waiting for you on a small table, next to a candle, next to an open book and a piece of paper. |
Image walkthrough: | |
Map: | ![]() |
Lorebook text
On a certain day, at a certain time, the faithful gathered to perform certain rituals, hoping to gain a glimpse of their master. The day was correct, the summoning true.
Slashing a smoking tear through the Veil, She, her-very-self, appeared before them, terrible and resplendent. She came arrayed in ebony darker than a moonless night, wielding a blade burning hotter than the surface of the sun. And though she wore the guise of a Dunmer warrior-queen, she towered above them like a statue carved from the Red Mountain itself.
"Why have you disturbed me?"
Surprised, the first among them prayed: "O Boethiah, Prince of Plots, Deceiver of Nations, Queen of Shadows, Goddess of Destruction, we come to worship thee!"
She looked down upon her followers, gathered to bear witness. Frowning she asked the first:
"Tell me, you who profess to know me, how shall I know you?"
Afeared he exclaimed: "Each night I pray to thee, each night I call out thy wondrous names. Surely thou must recognize the sound of my voice? Thy most devoted of believers?"
She frowned and let out a long sigh, and then of a sudden he was gone, the air from her lungs dispersing him.
Turning to the second she asked:
"And you? How shall I measure the worth of your existence?"
Stunned by the power of her voice, he bowed before her darkening visage.
She clapped her hands, and he too was gone.
To the third:
"And you, tell me, how shall I know you apart from such as were they, of whom there is no trace?"
Shaken and speechless from the nullifications of his brethren, he whispered: "Have mercy upon us!"
She blinked twice. Once, he was in agony. Twice, he was destroyed.
She cast a withering glance across those remaining and said:
"I do not grant mercy."
And so it was with the others. She putting them to proof, they offering none.
Finally she came to me, eyes aglow with anger, tongue wet with hate, and said:
"Of all my believers, but two remain. Tell me, second-to-last, with what shall you prove your existence?"
Without hesitation I drew forth my blade and buried it in the chest of the other who stood beside me, and without fear replied: "Ask him whose blood now spouts from my blade if I exist."
She smiled. And the gates of Oblivion opened between her teeth. Then she said:
"Tell me, now-last of my followers, wherefore do you remain where the others do not?"
I retrieved my blade, and offered it up saying: "I am alive because that one is dead. I exist because I have the will to do so. And I shall remain as long as there are signs of my handwork, such as the blood dripping from this blade."
Accepting my gift, she nodded and said:
"Indeed."
(If in the reading, your blood boils in your veins, and your mind blazons with fire, then Boethiah calls you. It is then most wise to heed her call.)
Ancient Scrolls Of The Dwemer II Lorebook
Collection: | Dwemer |
Location(s): | Auridon, Glenumbra, Stonefalls |
Auridon | |
Location Notes: | Southern Auridon, inside Phaer barn. Quickest way to get there is via Phaer Wayshrine and going North from there. Inside barn, on top of a crate. |
Image walkthrough: | |
Map: | ![]() |
Glenumbra | |
Location Notes: | Northeastern Glenumbra, just south of Crosswych Wayshrine, west of Crosswych. |
Image walkthrough: | |
Map: | ![]() |
Stonefalls | |
Location Notes: | Eastern Central part of Stonefalls, just above the Ash Mountain POI, North of the Othrenis Wayshrine. On the ground, close to lava, hidden by large rocks around it. Location of this collectible can be described as well hidden, even though it is in open field. Rocks around it make it hard to spot. |
Image walkthrough: | |
Map: | ![]() |
Lorebook text
The hamlet village of Lorikh was a quiet, peaceful Dwemer community nestled in the grey and tan dunes and boulders of the Dejasyte. No vegetation of any kind grew in Lorikh, though there were blackened vestiges of long-dead trees scattered throughout the town. Arriving by caravan, Kamdida looked at her new home with despair. She was used to the forestland of the north, where her father’s family had hailed from. Here there was no shade, little water, and a great open sky. The land looked dead.
Her mother’s family took Kamdida and her younger brother Nevith in, and they were very kind to the orphans, but she felt lonely in the alien village. It was not until she met an old Argonian woman who worked at the water factory that Kamdida found a friend. Her name was Sigerthe, and she said that her family had lived in Lorikh centuries before the Dwemer arrived, when it was a great and beauteous forest.
"Why did the trees die?" asked Kamdida.
"When there were Argonians only in this land, we never cut trees, for we had no need for fuel or wooden structures such as you possess. When the Dwemer came, we allowed them to use the plants as they needed them, provided they never touched the Hist, which were sacred to us and to the land. For many years, we lived peaceably. No one wanted for anything."
"What happened?"
"Some of your scientists discovered that by distilling a certain tree sap, molding it, and drying it, they could create a resilient kind of armor called resin," said Sigerthe. "Most of the trees that grew here had very thin ichor in their branches, but not the Hist. Many of them fairly glistened with sap, which made the Dwemer merchants greedy. They hired a woodsman named Juhnin to start clearing the sacred arbors for profit."
The old Argonian woman looked to the dusty ground and sighed, "Of course, the Argonians cried out against it. It was our home, and the Hist, once gone, would never return. The merchants reconsidered, but Juhnin took it on his own to break our spirit. He proved one terrible, bloody day that his prodigious skill with the axe could be used against people as well as trees. Any Argonian who stood in his way was hewn asunder. The Dwemer people of Lorikh closed their doors and their ears to the cries of murder."
"Horrible," gasped Kamdida.
"It is difficult to explain," said Sigerthe, "but the deaths of our living ones was not nearly as horrible to us as the death of our trees. You must understand that to my people, the Hist are where we come from and where we are going. Destroying our bodies is nothing. Destroying our trees annihilates us utterly. When Juhnin turned his axe on the Hist, he killed the land. The water disappeared, the animals died, and all the other life that the trees nourished crumbled and dried to dust."
"Then why are you still here?" asked Kamdida. "Why didn’t you leave?"
"We are trapped. I am one of the last of a dying people. Few of us are strong enough to live away from our ancestral groves, and sometimes, even now, there is a perfume in the air of Lorikh that gives us life. It will not be long until we are all gone."
Kamdida felt tears welling up in her eyes. "Then I will be alone in this horrible place with no trees and no friends."
"We Argonians have an expression," said Sigerthe with a sad smile, taking Kamdida’s hand. "The best soil for a seed is found in your heart."
Kamdida looked into the palm of her hand and saw that Sigerthe had given her a small black pellet. It was a seed. "It looks dead."
"It can only grow in one place in all Lorikh," said the old Argonian. "Outside an old cottage in the hills outside town. I cannot go there, for the owner would kill me on sight. Like all my people, I am too frail to defend myself now, but you can go there and plant the seed."
"What will happen?" asked Kamdida. "Will the Hist return?"
"No, but some part of their power will."
That night, Kamdida stole from her house and into the hills. She knew the cottage Sigerthe had mentioned. As she approached it, the door opened and an old but powerfully built man appeared with a mighty axe slung over his shoulder.
"What are you doing here, child?" he demanded. "In the dark, I almost took you to be a lizard-man."
"I’ve lost my way in the dark. I’m trying to get back to Lorikh."
"Be on your way then."
"Do you have a candle I might have?" she asked piteously. "I’ve been walking in circles, and I’m afraid I’ll only return back here without light."
The old man grumbled and walked into his house. Quickly, Kamdida dug a hole in the dry dirt and buried the seed as deeply as she could. He returned with a lit candle.
"See to it you don’t come back here," he growled, "or I’ll chop you in half."
He returned to his house. The next morning, when he awoke and opened the door, he found that his cottage was entirely sealed within an enormous tree. He picked up his axe and delivered blow and after blow to the wood, but he could never break through. He tried side chops, but the wood healed itself. He tried an upper chop, but the wood sealed.
Much time went by before someone discovered old Juhnin’s emaciated body lying in front of his open door, still holding his blunted, broken axe. What he’d been chopping with it was a mystery, but the rumor spread that Hist sap was found on the blade.
Shortly thereafter, small flowers began pushing up through the town’s dry dirt. The Hist did not return, but at twilight the shadows of great trees would fill the streets.
Trials Of St Alessia Lorebook
Collection: | Biographies |
Location(s): | Auridon, Glenumbra, Stonefalls |
Auridon | |
Location Notes: | Central Auridon, West of Mathiisen POI (house icon). If coming via Wayshrine choose Mathiisen Wayshrine and go Southeast of it. On the ground, next to a broken, 2 wheel, wooden cargo cart. |
Image walkthrough: | |
Map: | ![]() |
Glenumbra | |
Location Notes: | This lorebook is located in vicinity of North Shore Pint (two swords skull icon), central Glenumbra. |
Image walkthrough: | |
Map: | ![]() |
Stonefalls | |
Location Notes: | Western Stonefalls, Southwestern part of Heimlyn Keep (tower icon). North of the Sathram Plantation Wayshrine. On top of a tall, rock plateau. Next to a big statue, close to a bowl filled with human skulls, right across the large mushroom cap. |
Image walkthrough: | Loc 2: near the entrance into the inner vault of Heimlyn Keep. (you can see a slight blue glow on the screenshot above next to a backpack to the right of the entrance) |
Map: | ![]() |
Lorebook text
Akatosh made a covenant with Alessia in those days so long ago. He gathered the tangled skeins of Oblivion, and knit them fast with the bloody sinews of his Heart, and gave them to Alessia, saying, "This shall be my token to you, that so long as your blood and oath hold true, yet so shall my blood and oath be true to you. This token shall be the Amulet of Kings, and the Covenant shall be made between us, for I am the King of Spirits, and you are the Queen of Mortals. As you shall stand witness for all Mortal Flesh, so shall I stand witness for all Immortal Spirits."
And Akatosh drew from his breast a burning handful of his Heart’s blood, and he gave it into Alessia’s hand, saying, "This shall also be a token to you of our joined blood and pledged faith. So long as you and your descendants shall wear the Amulet of Kings, then shall this dragonfire burn—an eternal flame—as a sign to all men and gods of our faithfulness. So long as the dragonfires shall burn, to you, and to all generations, I swear that my Heart’s blood shall hold fast the Gates of Oblivion.
"So long as the Blood of the Dragon runs strong in her rulers, the glory of the Empire shall extend in unbroken years. But should the dragonfires fail, and should no heir of our joined blood wear the Amulet of Kings, then shall the Empire descend into darkness, and the Demon Lords of Misrule shall govern the land."
— from the liturgy of the Re-Kindling of the Dragonfires
The Anuad Paraphrased Lorebook
Collection: | Divines and Deities |
Location(s): | Auridon, Glenumbra, Stonefalls |
Auridon | |
Location Notes: | Central Auridon, Southwestern part of Mathiisen Island (house icon). Southeast of Mathiisen Wayshrine. On a small, wooden chair, on the beach, close to water. |
Image walkthrough: | |
Map: | ![]() |
Glenumbra | |
Location Notes: | This lorebook is located in vicinity of Enduum – public dungeon, western Glenumbra. |
Image walkthrough: | Loc.1 – Found on the shore just north of group enemy Grarufang. Book is found next to some fishing equipment. Convenient reading material while waiting for the fish to bite? |
Map: | ![]() |
Stonefalls | |
Location Notes: | Located in the Southwestern Central part of Stonefalls. Northeast of the Ashen Road Wayshrine or Southeast from Sulfur Pools Wayshrine. On the ground, next to a destroyed cargo cart, close to a couple of sacks and Kwama Scrib creatures. |
Image walkthrough: | |
Map: | ![]() |
Lorebook text
As Anu and Padomay wandered the Void, the interplay of Light and Darkness created Nir. Both Anu and Padomay were amazed and delighted with her appearance, but she loved Anu, and Padomay retreated from them in bitterness.
Nir became pregnant, but before she gave birth, Padomay returned, professing his love for Nir. She told him that she loved only Anu, and Padomay beat her in rage. Anu returned, fought Padomay, and cast him outside Time. Nir gave birth to Creation, but died from her injuries soon after. Anu, grieving, hid himself in the sun and slept.
Meanwhile, life sprang up and flourished on the twelve worlds of creation. After many ages, Padomay returned to Time. He saw Creation and hated it. He swung his sword, shattering the twelve worlds in their alignment. Anu awoke and fought Padomay again. The long and furious battle ended with Anu as the victor. He cast aside the body of his brother, who he believed was dead, and attempted to save Creation by forming the remnants of the twelve worlds into one: Nirn, the world of Tamriel. As he was doing so, Padomay struck him through the chest with one last blow. Anu grappled with his brother and pulled them both outside of Time forever.
The blood of Padomay became the Daedra. The blood of Anu became the stars. The mingled blood of both became the Aedra (as evinced by their capacity for good and evil, as well as their greater affinity for earthly affairs than the Daedra, who have no connection to Creation.)
On the world of Nirn, all was chaos. The only survivors of the twelve worlds of Creation were the Ehlnofey and the Hist. The Ehlnofey are the ancestors of Mer and Men. The Hist are the trees of Argonia. Nirn originally was all land, interspersed with seas, but no oceans.
A large fragment of the Ehlnofey world landed on Nirn relatively intact, and the Ehlnofey living there were the ancestors of the Mer. These Ehlnofey fortified their borders from the chaos outside, hid their pocket of calm, and attempted to live on as before. Other Ehlnofey arrived on Nirn scattered amid the confused jumble of the shattered worlds, wandering and finding each other over the years. Eventually, the wandering Ehlnofey found the hidden land of Old Ehlnofey, and were amazed and joyful to find their kin living amid the splendor of ages past. The wandering Ehlnofey expected to be welcomed into the peaceful realm, but the Old Ehlnofey looked on them as degenerates fallen from their former glory. For whatever reason, war broke out, and raged across the whole of Nirn. The Old Ehlnofey retained their ancient power and knowledge, but the Wanderers were more numerous, toughened by their long struggle to survive on Nirn. This war reshaped the face of Nirn, sinking much of the land beneath new oceans and leaving the lands as we know them: Tamriel, Akavir, Atmora, and Yokuda. The Old Ehlnofey realm, although ruined, became Tamriel. The remnants of the Wanderers were left divided on the other three continents.
Over many years, the Ehlnofey of Tamriel became the Mer (Elves),
the Dwemer (the Deep Ones, sometimes called Dwarves),
the Chimer (the Changed Ones, who later became the Dunmer),
the Dunmer (the Dark or Cursed Ones, the Dark Elves),
the Bosmer (the Green or Forest Ones, the Wood Elves),
the Altmer (The Elder or High Ones, the High Elves).
On the other continents, the Wandering Ehlnofey became the Men: the Nords of Atmora, the Redguards of Yokuda, and the Tsaesci of Akavir.
The Hist were bystanders in the Ehlnofey War, but most of their realm was destroyed as the war passed over it. A small corner of it survived to become Black Marsh in Tamriel, but most of their realm was sunk beneath the sea.
Eventually, Men returned to Tamriel. The Nords were the first, colonizing the northern coast of Tamriel before recorded history, led by the legendary Ysgramor. The thirteenth of his line, King Harald, was the first to appear in written history.
Thus the Mythic Era ended.