"Of course," responds Lady Benoch with one of her mysterious grins. "I don't need to tell you that the Imperial Guard's position is as protectors of the throne, not assassins."



"But surely, no one is more trusted that the Guard for such a sensitive operation," I say, carefully.



Lady Benoch acknowledges that, but merely says that such details of her duties must remain secret as a matter of Imperial security. Unfortunately, her ladyship had to leave early the next morning, as the Emperor had business down south -- of course, I couldn't be told more specifics. She promised to send me word when she returned so we could continue our interview.



As it turned out, I had business of my own in the Summurset Isle, compiling a book on the Psijic Order. It was therefore with surprise that I met her ladyship three months later in Firsthold. We managed to get away from our respective duties to complete our third and final interview, on a walk along the Diceto, the great river that passes through the royal parks of the city.



Steering away from questions of her recent duties and assignments, which I guessed rightly she was loath to answer, I returned to the subject of swordfighting.



"Frandar Hunding," she says. "Lists thirty-eight grips, seven hundred and fifty offensive and eighteen hundred defensive positions, and nearly nine thousand moves essential to sword mastery. The average hack-and-slasher knows one grip, which he uses primarily to keep from dropping his blade. He knows one offensive position, facing his target, and one defensive position, fleeing. Of the multitudinous rhythms and inflections of combat, he knows less than one.



"The ways of the warrior were never meant to be the easiest path. The archetype of the idiot fighter is as solidly ingrained as that of the brilliant wizard and the shrewd thief, but it was not always so. The figure of the philosopher swordsman, the blade-wielding artist are creatures of the past, together with the swordsinger of the Redguards, who was said to be able to create and wield a blade with but the power of his mind. The future of the intelligent blade-wielder looks bleak in comparison to the glories of the past."



Not wanting to end our interviews on a sour note, I pressed Lady Allena Benoch for advice for young blade-swingers just beginning their careers.



"When confronted with a wizard," she says, throwing petals of Kanthleaf into the Diceto. "Close the distance and hit 'im hard."

The Last King of the Ayleids

by Herminia Cinna



The Ayleids, or Heartland High Elves, ruled Cyrodiil in the long ages of Myth before the beginning of recorded history. One of the earliest recorded dates, in fact, is the Fall of White Gold Tower in 1E 243, which is commonly assumed to mark the end of the Ayleids.



Although Ayleid rule over all of Cyrodiil was indeed broken in 1E 243, this was only one of the most obvious stages near the end of a long decline. The first two centuries of the First Era saw increasing strife between the great Ayleid lords of Cyrodiil. Alessia appears to have taken advantage of a period of civil war to launch her uprising. Imperial historians have traditionally attributed her victory to intervention from Skyrim, but it appears that she had at least as much help from rebel Ayleid lords during the siege of White Gold Tower.



The popular image of the Ayleids as brutal slavemasters is based in fact, of course, but it is less well-known that a number of Ayleid princes continued to rule parts of Cyrodiil after 263, as vassals of the new Empress of Cyrodiil. This suggests either that Ayleid rule was not universally detested, or that Alessia and her successors were more pragmatic than is traditionally believed, or perhaps some of both.



In any event, excavations at a number of Ayleid sites show continued occupation and even expansion during the so-called Late Ayleid Period (1E 243 - c. 498). At first, many Ayleid lords continued to rule as vassals of the new human regime. In some cases, Ayleid supporters of Alessia were even rewarded with new lands taken from slain enemies. It is not clear to what extent human slavery continued under the Cyrodilic Empire. Humans continued to dwell in the Ayleid-ruled areas of Cyrodiil, but there is nothing definitive to show under what terms.



This was an uneasy relationship from the beginning, and was not destined to last long. Resentment at the continued presence of Ayleid nobles within the Empire was a contributing factor to the rise of the so-called Alessian Order founded by Maruhk. The first victims of the Alessians were the Ayleids of Cyrodiil. In the early 300s, the surviving Ayleid communities in human-ruled areas were obliterated one by one, the refugees temporarily swelling the power of the remaining Ayleid lordships.



Then in 361, the Alessians gained control of the Empire and enforced the Alessian Doctrines throughout its domain. The Ayleid lordships were abolished. Enforcement of this decree does not appear to have required much direct violence -- it seems that by this point the balance of power was so overwhelmingly against them, and their fate so long foreshadowed, that most of the remaining Ayleids simply left Cyrodiil, eventually being absorbed into the Elven populations of Valenwood and High Rock. Indeed, the rise of the Direnni Hegemony may be linked to this exodus of Ayleids from Cyrodiil (a connection so far little studied by historians).



Still, a remnant Ayleid population seems to have survived the rule of the Alessians, because we hear of "the last king of the Ayleids" joining the battle of Glenumbria Moors where the Dirennis decisively defeated the Alessians in 482. How this king's people survived the preceding century is unknown. We do not even know who they were, although recent research points to Nenalata as the possible resting place of this "last king." Unfortunately, in the current state of the Empire, funds are no longer available for proper scientific investigation of such extensive ruins, so the answer to these questions will have to be left to future generations.


The Last Scabbard of Akrash

By Tabar Vunqidh


For several warm summer days in the year 3E 407, a young, pretty Dunmer woman in a veil regularly visited one of the master armorers in the city of Tear. The locals decided that she was young and pretty by her figure and her poise, though no one ever saw her face. She and the armorer would retire to the back of his shop, and he would close down his business and dismiss his apprentices for a few hours. Then, at mid-afternoon, she would leave, only to return at precisely the same time the next day. As gossip goes, it was fairly meager stuff, though what the old man was doing with such a well dressed and attractively proportioned woman was the source of several crude jokes. After several weeks, the visits stopped, and life returned to normal in the slums of Tear.



It was not until a month or two after the visits had stopped, that in one of the many taverns in the neighborhood, a young local tailor, having imbibed too much sauce, asked the armorer, "So whatever happened to your lady friend? You break her heart?"



The armorer, well aware of the rumors, simply replied, "She is a proper young lady of quality. There was nothing between her and the likes of me."



"What was she doing at your shop every day for?" asked the tavern wench, who had been dying to get the subject open.



"If you must know," said the armorer. "I was teaching her the craft."



"You're putting us on," laughed the tailor.



"No, the young lady had a particular fascination with my particular kind of artistry," the armorer said, with a hint of pride before getting lost in the reverie. "I taught her how to mend swords specifically, from all kinds of nicks and breaks, hairline fissures, cracked pommels, quillons, and grips. When she first started, she had no idea how to secure the grips to the tang of the blade... Well, of course she was green to start off with, why wouldn't she be? But she weren't afraid to get her hands dirty. I taught her how to patch the little inlaid silver and gold filigree you find on really fine blades, and how to polish it all to a mirror sheen so the sword looks like the gods just pulled it from their celestial anvil."



The tavern wench and the tailor laughed out loud. No matter what he alleged, the armorer was speaking of the young lady's training as another man speaks of a long lost love.



More of the locals in the tavern would have listened to the armorer's pathetic tale, but more important gossip had taken precedence. There was another murdered slave-trader found in the center of town, gutted from fore to aft. That made six of them total in barely a fortnight. Some called the killer "The Liberator," but that sort of anti-slavery zeal was rare among the common folk. They preferred calling him "The Lopper," as several of the earlier victims had been completely beheaded. Others had been simply perforated, sliced, or gutted, but "The Lopper" still kept his original sobriquet.



While the enthusiastic hooligans made bets about the condition of the next slave-trader's corpse, several dozen of the surviving members of that trade were meeting at the manor house of Serjo Dres Minegaur. Minegaur was a minor houseman of House Dres, but a major member of the slave-trading fraternity. Perhaps his best years were behind him, but his associates still counted on him for wisdom.



"We need to take what we know of this Lopper and search accordingly," said Minegaur, seated in front of his opulent hearth. "We know he has an unreasonable hatred of slavery and slave-traders. We know he is skilled with a blade. We know he has the stealth and finesse to execute our most well-secured brethren in their most secure abodes. It sounds to me to be an adventurer, an Outlander. Surely no citizen of Morrowind would strike at us like this."



The slave-traders nodded in agreement. An Outlander seemed most likely for their troubles. It was always true.



"Were I fifty years younger, I would take down my blade Akrash from the hearth," Minegaur made an expansive gesture to the shimmering weapon. "And join you in seeking out this terror. Search him out where adventurers meet -- taverns and guildhalls. Then show him a little lopping of my own."



The slave-traders laughed politely.



"You wouldn't let us borrow your blade for the execution, I suppose, would you, Serjo?" asked Soron Jeles, a young toadying slaver enthusiastically.



"It would be an excellent use for Akrash," sighed Minegaur. "But I vowed to retire her when I retired."



Minegaur called for his daughter Peliah to bring the slavers more flin, but they waved the girl away. It was to be a night for hunting the Lopper, not drinking away their troubles. Minegaur heartily approved of their devotion, particular as expensive as the liquor was getting to be.



When the last of the slavers had left, the old man kissed his daughter on the head, took one last admiring look at Akrash, and toddled off to his bed. No sooner had he done so then Peliah had the blade off the mantle, and was flying with it across the field behind the manor house. She knew Kazagh had been waiting for her for hours in the stables.



He sprung out at her from the shadows, and wrapping his strong, furry arms around her, kissed her long and sweet. Holding him as long as she dared to, she finally broke away and handed him the blade. He tested its edge.



"The finest Khajiiti swordsmith couldn't hone an edge this keen," he said, looking at his beloved with pride. "And I know I nicked it up good last night."



"That you did," said Peliah. "You must have cut through an iron cuirass."



"The slavers are taking precautions now," he replied. "What did they say during their meeting?"



"They think it's an Outlander adventurer," she laughed. "It didn't occur to any of them that a Khajiiti slave would possess the skill to commit all these 'loppings.'"



"And your father doesn't suspect that it's his dear Akrash that is striking into the heart of oppression?"



"Why would he, when every day he finds it fresh as the day before? Now I must go before anyone notices I'm gone. My nurse sometimes comes in to ask me some detail about the wedding, as if I had any choice in the matter at all."



"I promise you," said Kazagh very seriously. "You will not be forced into any marriage to cement your family's slave-dealing dynasty. The last scabbard Akrash will be sheathed into will be your father's heart. And when you are an orphan, you can free the slaves, move to a more enlightened province, and marry who you like."



"I wonder who that will be," Peliah teased, and raced out of the stables.



Just before dawn, Peliah awoke and crept out to the garden, where she found Akrash hidden in the bittergreen vines. The edge was still relatively keen, but there were scratches vertically across the blade's surface. Another beheading, she thought, as she took pumice stone and patiently rubbed out the marks, finally polishing it with a solution of salt and vinegar. It was up on the mantle in pristine condition when her father came into the sitting room for his breakfast.



When the news came that Kemillith Torom, Peliah's husband-to-be, had been found outside of a canton, his head on a spike some feet away, she did not have to pretend to grieve. Her father knew she did not want to marry him.



"It is a shame," he said. "The lad was a good slaver. But there are plenty of other young men who would appreciate an alliance with our family. What about young Soron Jeles?"



Two days nights later, Soron Jeles was visited by the Lopper. The struggle did not take long, but Soron had had armed himself with one small defense -- a needle dipped in the ichor of poisonplant, hidden up his sleeve. After the mortal blow, he collapsed forward and stuck Kazagh in the calf with the pin. By the time he made it back to the Minegaur manorhouse, he was dying.



Vision blurring, he climbed up to the eaves of the house to Peliah's window and rapped. Peliah did not answer immediately, as she was in a deep, wonderful sleep, dreaming about her future with her Khajiiti lover. He rapped louder, which woke up not only Peliah, but also her father in the next room.



"Kazagh!" she cried, opening up the window. The next person in the bedroom was Minegaur himself.



As he saw it, this slave, his property, was about to lop off the head of his daughter, his property, with his sword, his property. Suddenly, with the energy of a young man, Minegaur rushed at the dying Khajiit, knocking the sword out of his hand. Before Peliah could stop him, her father had thrust the blade into her lover's heart.



The excitement over, the old man dropped the sword and turned to the door to call the Guard. As an after thought, it occurred to him to make certain that his daughter hadn't been injured and might require a Healer. Minegaur turned to her. For a moment, he felt simply disoriented, feeling the force of the blow, but not the blade itself. Then he saw the blood and then felt the pain. Before he fully realized that his daughter had stabbed him with Akrash, he was dead. The blade, at last, found its scabbard.



A week later, after the official investigations, the slave was buried in an unmarked grave in the manor field, and Serjo Dres Minegaur found his resting place in a modest corner of the family's opulent mausoleum. A larger crowd of curious onlookers came to view the funeral of the noble slaver whose secret life was as the savage Lopper of his competitors. The audience was respectfully quiet, though there was not a person there not imagining the final moments of the man's life. Attacking his own daughter in his madness, luckily defended by the loyal, hapless slave, before turning the blade on himself.



Among the viewers was an old armorer who saw for one last time the veiled young lady before she disappeared forever from Tear.

The Legendary City of Sancre Tor

By Matera Chapel


During the Skyrim Conquests [1E 240 - 415], ambitious Highland earls, envious of the conquests and wealth of their northern cousins in High Rock and Morrowind, looked south over the ramparts of the Jerall Mountains for their opportunities. The Jerall Mountains proved to be too great a barrier, and northern Cyrodiil too poor a prize, to reward full scale Nord invasions. However, Alessia hired many ambitious Nord and Breton warbands as mercenaries with the promises of rich lands and trade concessions. Once settled among the victorious Alessian Cyrodiils, the Nord and Breton warriors and battlemages were quickly assimilated into the comfortable and prosperous Nibenean culture.



Alessia received the divine inspiration for her Slave Rebellion at Sancre Tor, and here she founded her holy city. Sancre Tor's mines provided some wealth, but the poor soils and harsh climate of the remote mountain site meant it must be supplied with food and goods from the Heartlands. Further, located on one of the few passes through the Jeralls, its fortunes were subject to the instability of relations with Skyrim. When relations were good with Skyrim, it prospered through trade and alliance. When relations were bad with Skyrim, it was vulnerable to siege and occupation by the Nords.



With the decline of the Alessian Order [circa 1E2321], the seat of religious rule of Cyrodiil moved south to the Imperial City, but Sancre Tor remained a mountain fortress and major religious center until the rise of the Septim Dynasty. In 2E852, the city was suffering under one of the periodic occupations by Skyrim and High Rock invaders. King Cuhlecain sent his new general, Talos, to recapture the city and expel the northern invaders. During his siege, Sancre Tor was destroyed and abandoned. Realizing the strategic weakness of the site, General Talos -- later Tiber Septim -- resolved to abandon Sancre Tor, and during his reign, no effort was made to rebuild the city or citadel.



Alessian historians asserted that Sancre Tor was magically concealed and defended by the gods. Records of Sancre Tor's repeated defeats and occupations by northern invaders gives the lie to this assertion. The entrance to the citadel was indeed concealed by sorcery, and the citadel and its labyrinthine subterranean complex were defended by magical traps and illusions, but their secrets were betrayed to besieging Nords by the Breton enchanters who crafted them.



One enduring feature of the legend of Sancre Tor is the ancient tombs of the Reman emperors. Following the defeat of the Akaviri invaders, Sancre Tor enjoyed a brief resurgence of wealth and culture under Reman Cyrodiil and his descendants, Reman II and Reman III. Tracing his ancestry to St. Alessia, and following the tradition that St. Alessia was buried in the catacombs beneath Sancre Tor [1], Reman built splendid funerary precincts in the depths of the ancient citadel underpassages. Here the last Reman emperor, Reman III, was buried in his tomb with the Amulet of Kings.



During the Sack of Sancre Tor, General Talos is said to have recovered the Amulet of Kings from the tomb of Reman III. Theologians ascribe the long centuries of political and economic turmoil following the collapse of the Reman dynasty to the loss of the Amulet of Kings, and associate the renaissance of the Cyrodilic empire in the Third Era with Tiber Septim's recovery of the Amulet from Reman III's tomb.



Sancre Tor has lain in ruins since the beginning of the Third Age, and the surrounding region is virtually uninhabited. Now all communications with the north are through the passes at Chorrol and Bruma, and Sancre Tor's citadel and underpassages have become the refuge of various savage goblin tribes.



[1] The is a competing tradition that St. Alessia is buried on the site of the Temple of the One in the Imperial City. The actual resting place of St. Alessia is unknown.

The Legendary Scourge


"Not till the very evening they came," answered he, and then told of his dealings with Mehrunes Dagon's thralls, saying that Mackkan would find it easier to whistle on the wind's tracks and go on a fool's errand than to fight his toads. Then said Mackkan:




"Now see to thy safety henceforward,


And stick to thy parts and thy pride;


Or this mallet of mine, Malacath's Scourge,


Will meet with thine ear of a surety.


For quick as I can cry "Equality,"


Though eight arms thou couldst boast of,


Such bumps thou shalt comb on thy brainpan,


Thou that breakest the howes of the dead.




EXPLICATION: The mace Scourge, Blessed of Malacath, Mackkan's legendary weapon, forged from sacred ebony in the Fountains of Fickledire, has ever been the bane of the Dark Kin, and many a black spirit has been hurled back into Oblivion with a single blow of this bold defender of the friendless. Scourge now hangs within the armory of Battlespire, ready to take up in the name of the Emperor against the Daedric Lords.

The Legend of Red Eagle

by Tredayn Dren


Archivist of Winterhold



This tale was transcribed from the memory of Clarisse Vien, student of Winterhold. Elements of the legend suggest a date c.1E 1030, though as with any oral tradition, much of it is likely a later anachronism. Curiously, stories of a similar king and his legendary blade appear in other ancient myths of the Reach.



Long ago, a child was born in the Sundered Hills. They named him Faolan, which means 'Red Eagle' in the tongue of the Reach, for the screeching bird-call that greeted his birth, and the crimson blooms on the autumn hills.



Thus began his legend: Reach-child, born under auspicious skies, his very name the color of blood.



Ten kings ruled the Reach in those days, and though men were free, the people were scattered and warred amongst themselves. The augurs foresaw the boy's destiny: a warrior without peer, first and foremost Lord of the Reach, chosen to unite all under his name.



Faolan grew in years and strength, and it seemed the prophecy would be fulfilled. The banner of the Red Eagle was raised along the cliffs of the Reach, and his people prospered.



Then came Hestra, Empress of the South, riding to war. One by one, the kings stood before her. One by one, they fell aside, bending knee in Imperial bargains or slaughtered on the battlefield.



Her legions came at last to the Sundered Hills, and envoys were sent to bargain for their surrender. Faolan refused to yield the freedom of his people, but the elders were afraid, cast him out, and accepted the Imperial yoke.



Thus was stolen by the foreign invaders: his land, his people, his very name. In the years that followed, Red Eagle became known as the untamed spirit of the Reach, unbowed, unbroken, stained by the blood of his foes.



He gathered loyal Reachmen to himself, those who clung to the old ways, who yearned for freedom, and forged a new nation. Together, they fell upon the occupiers and the traitors by night, disappearing into the cliffs and caves each morn, evading capture. It was not enough. For every Imperial patrol and garrison they wiped out, yet more seemed to march from the green south to replace them.



One night, under a cloud-choked sky, the men of the Red Eagle warmed themselves over damp fires of smoldering moss. A huddled, shambling figure came to them, cloaked in rags, face cowled. Though his men mocked and cast stones at the stranger, Faolan sensed something, and beckoned. The cowl was thrown back in the dim light, and she revealed herself to be one the ancient and venerable Hagravens. She offered power, for a price, and a pact was made.



Thus was brokered to the witch: his heart, his will, his humanity. From that day forth, his was a spirit of vengeance, pitiless and beyond remorse. The rebels grew in strength and numbers, and none could stand against them. Faolan's eyes burned coldly in those days, black opals reflecting a mind not entirely his own. Two years passed, and the foreigners were all but driven from the Reach.



Such peace could not last, however, and a great host fell upon them, a swift army of invaders unlike any before. For a fortnight, Hestra's generals laid siege to Red Eagle's stronghold, till he himself came forth for battle, alone and robed in nothing but his righteous fury. A thousand foreigners fell before his flaming sword, and the enemy was routed. Yet, when night fell, so too did he. The warriors who came to him said Faolan's eyes were clear again on that final night.



He was taken to the place prepared for him, a tomb hidden deep within the rock. With his remaining strength he presented his sword to his people, and swore an oath: Fight on, and when at last the Reach is free, his blade should be returned, that he might rise and lead them again.



Thus was given for his people: his life, his dream, his sword. But when every debt is repaid in blood, these he shall reclaim once more.


The Legend of the Krately House

By Baloth-Kul


DRAMATIS PERSONAE



THEOPHON - Imperial man, 24, thief


NIRIM - Bosmer man, 20, thief


SILANUS KRATELY - Imperial man, 51, merchant


DOMINITIA KRATELY - His wife, 40


AELVA KRATELY - Their daughter, 16


MINISTES KRATELY - Their son, 11




Setting: The famous haunted Krately House in Cheydinhal, first and second floors, requiring a stage with a second story where most of the action takes place.



The stage is dark.



There is a CREAKING noise, footsteps on the stairs, the sound of a man breathing, but still we see nothing.



Then, a voice calls from above.



AELVA (off stage)


Hello? Is someone down there?



MINESTES (off stage)


Should I wake up Papa?



AELVA (off stage)


No... Maybe I was imagining it...



A light from a lantern can be seen coming from the upstairs, and the slim form of a beautiful young girl, AELVA, descends the staircase at stage right, nervously.



From the light of the lantern, we can see that we are looking at the second floor of a dusty old house, with a set of stairs going up and another one going down on stage right. An unlit stone fireplace sits at stage left. A table, a locked chest, and a wardrobe complete the furnishings.



MINESTES (off stage)


Aelva, what are you doing?



AELVA


I'm just making certain... Go back to bed, Minestes.



As the girl passes the table, we see a Bosmer NIRIM slide gracefully up from behind and around her field of sight, carefully avoiding the pool of light. She doesn't appear to see him as he creeps closer to her, his footsteps silent on the hard wooden floor.



When he is almost on her, there is a sudden CRASH from down below. This causes the Bosmer to leap away, hiding again behind the table.



The girl does not seem to notice the sound, and Nirim, peeking out from behind the table, watches her.



MINESTES (off stage)


Found anything?



AELVA


No. Probably just my imagination, but I'm just going to check downstairs.



MINESTES (off stage)


Is there a fire? I'm cold...



Aelva looks towards the long dead fireplace, and so does Nirim.



AELVA


Of course there is. Can't you hear it crackling?



MINESTES (off stage)


I guess so...



Aelva suddenly jumps as if she heard something which we do not. She turns her attention down the stairs to the first floor.



AELVA


Hello?



Aelva, lantern ahead of her, begins the descent. She does not seem to notice as an Imperial, THEOPHON, carrying a big bag of loot and a lantern of his own, calmly walks up right past her.



THEOPHON


Excuse me, young lady. Just robbing you.



Aelva continues her slow, nervous walk downstairs, which we can now see thanks to her light. She looks around the low-ceilinged, thoroughly looted room as the action continues upstairs



Theophon's lantern provides the dim light for the second floor.



THEOPHON


Why are you hiding, Nirim? I told you. They can't see you, and they can't hear you.



Nirim sheepishly steps out from behind the table.



NIRIM


I can't believe they're all ghosts. They seem so alive.



THEOPHON


That's what spooks them superstitians. But they ain't going to hurt us. Just reliving the past, the way ghosts do.



NIRIM


The night they was murdered.



THEOPHON


Stop thinking about that or you'll get yourself all willy spooked. I got all kinds of stuff on the first floor - silver candlesticks, silk, even some gold... What'd you get?



Nirim holds up his empty bag.



NIRIM


Sorry, Theophon, I was just about to start...



THEOPHON


Get to work on that chest then. That's what you're here for.



NIRIM


Oh yeah. I got the talent, you got the ideas... and the equipment. You refilled that lantern before we came here, right? I can't work in the dark...



THEOPHON


Don't worry, Nirim. I promise. No surprises.



Nirim jumps when a young boy, MINESTES, appears on the stairs. The lad creeps down quietly and goes to the fire. He acts as if he's stoking a fire, feeding it wood, poking at the embers, though there is no wood, no poker, no fire.



THEOPHON


We got all the time in the world, friend. No one comes near this house. If they sees our lantern light, they'll just assume it's the ghosts.



Nirim begins picking the lock on a chest of drawers, while Theophon opens a wardrobe and begins going through the contents, which are mostly rotten cloth.



Nirim is distracted, looking at the young boy.



NIRIM


Hey, Theophon, how long ago did they die?



THEOPHON


About five years ago. Why you asking?



NIRIM


Just making conversation.



As they talk, Aelva, downstairs, finally having searched the small room, acts as if she's locking the front door.



THEOPHON


Didn't I already tell you the story?



NIRIM


No, you just said, hey, I know a place we can burgle where no one's at home, except for the ghosts. I thought you was joking.



THEOPHON


No joking, partner. Five years ago, the Kratelys lived here. Nice people. You seen the daughter Aelva and the boy Minestes. The parents were Silenus and Dominitia, if I remembers rightly.



Nirim successfully unlocks the chest and begins rummaging through it. While he does so, Ministes gets up from the 'fire,' apparently warmed up, and stands at the top of the stairs down.



MINISTES


Hey!



The boy's voice causes Nirim, Theophon, and Aelva to all jump.



AELVA


Why aren't you in bed? I'm just going to check the cellar.



MINISTES


I'll wait for you.



NIRIM


So, what happened?



THEOPHON


Oh, they was rip to piece. Halfway eaten. No one ever knew who or what did it neither. Though there was rumors...



Aelva opens the door to the cellar, and goes in. The light disappears from the first floor. Ministes patiently waits at the top of the stairs, humming a little song to himself.




NIRIM


What kind of rumors?



Theophon, having exhausted the possibilities in the wardrobe, helps Nirim sort through the gold in the chest.



THEOPHON


Pretty good haul, eh? Oh, the rumors. Well, they says old lady Dominitia was a witch before she married Silenus. Gave it all up for him, to be a good wife and mother. But the witches didn't take too kindly to it. They found her and sent some kind of creature here, late at night. Something horrible, right out of a nightmare.



MINISTES


Aelva? Aelva, what's taking you so long?



NIRIM


Ye Gods, are we going to watch them get killed, right in front of us?



MINISTES


Aelva!



SILENUS (off stage)


What's happening down there? Stop playing around, boy, and go to sleep.



MINISTES


Papa!



Ministes, frightened, runs to the stairs up. Along the way, he bumps into Nirim, who falls down. The boy does not seem to notice but continues on up to the dark third floor sleeping porch, off-stage.



THEOPHON


Are you all right?



Nirim jumps to his feet, white-faced.



NIRIM


Never mind that! He touched me?! How can a ghost touch me?!



THEOPHON


Well... Of course they can. Some anyhow. You heard of ancestor spirits guarding tombs, and that ghost of the king they had in Daggerfall. If they don't touch you, what good are they? Why you so surprised? You thought he'd move right through you, I figger.



NIRIM


Yes!



SILENUS, the man of the house, comes down the stairs, cautiously.



DOMINITIA (off stage)


Don't leave us alone, Silenus! We're coming with you!



SILENUS


Wait, it's dark. Let me get some light.



Silenus goes to the cold fireplace, sticks his hand forward, and suddenly in his arm, there's a lit, burning torch. Nirim scrambles back, horrified.




NIRIM


I felt that! I felt the heat of the fire!



SILENUS


Come on down. It's all right.



Ministes leads his mother DOMINITIA down the stairs where they join Silenus.



THEOPHON


I don't know why you so scared, Nirim. I must say I'm disappointed. I didn't figger you for a supersitionalist.



Theophon goes for the stairs up.



NIRIM


Where are you going?



THEOPHON


One more floor to search.



NIRIM


Can't we just go?



Nirim watches as the family of three, following Silenus and his torch, walk down towards the first floor.



SILENUS


Aelva? Say something, Aelva.



THEOPHON


There, you see? If you don't like ghosts, third floor's the place to be. All four of 'em are downstairs now.



Theophon goes upstairs, off-stage, but Nirim stands at the top of the stairs, looking down at the family. The three look around the first floor as Aelva did, finally turning towards the cellar door.



NIRIM


All... four?



Silenus opens the cellar door.




SILENUS


Aelva? What are you doing down in the cellar, girl?



DOMINITIA


You see her?



NIRIM


All four, Theophon?



SILENUS


I think so... I see someone... Hello?



NIRIM


What if there's five ghosts, Theophon?!



Silenus thrusts his torch in through the cellar door, and it is suddenly extinguished. The first floor falls into darkness.



Ministes, Dominitia, and Silenus SCREAM, but we cannot see what is happening to them.



Nirim is nearly hysterical, screaming along with them. Theophon runs downstairs from the third floor.



THEOPHON


What is it?!



NIRIM


What if there is five ghosts?! The man, the wife, the girl, the boy... and what killed them?!



THEOPHON


And what killed them?



NIRIM


And what if it's a ghost that can touch us too?! Just like the others!



From the darkened first floor, there is a CREAK of a door opening, though we cannot see it. And then, there is a heavy, clawed footfall. One step at a time, coming towards the stairs.



THEOPHON


Don't get so upset. If it can touch us, what'd make you think it'd wants to? All the others didn't even notice we was here.



Theophon's lantern dims slightly. He adjusts it carefully.



NIRIM


Only... only what if it ain't a ghost, Theophon. What if it's the same creature, and it's still alive... and it ain't ate nothing since five years ago...



The footsteps begin the slow, heavy stomp up the stairs, though whatever it is, we cannot see it. Nirim notices the light beginning to dim from the lantern despite Theophon frantically trying to fix it.



NIRIM


You said you refilled the lamp!



The light goes out entirely, and the stage is filled with darkness.



NIRIM


You promised me you refilled the lamp!



More footsteps and a horrible, horrible HOWL. The men SCREAM.



The curtain falls.

Light Armor Forging

By Revus Sarvani


There are two classes of light armor, metallic and non-metallic. Elven and Glass are metallic light armor. You may be surprised to think that Glass can be thought of as metallic, but appearances are deceiving. What we call Glass is nothing like the windows panes you see in houses. The greenish material is far stronger and has a much higher melting point.



Non-metallic armors are Hide, Studded, Leather, and Scaled. For these armor types, the forger is as much tailor as blacksmith. All use large pieces of leather, stitched together with leather strips.



Studded armor also need iron ingots, from which you will make the studs and metal rings that make it more effective than simple hide. Scaled armor uses steel instead of iron, but the steel is infused with Corundum to make the metal inserts stronger.



For centuries the secret of making Elven armor was a closely guarded secret on Summerset Isle. Then the Betrayal of Ulvul Llaren brought it the rest of Tamriel. Ulvul was a Dark Elf slave, working the bellows for Nuulion, master smith of the isle from the fifth through the seventh century of the second era. When Ulvul escaped, he could think of no greater punishment to mete out to his cruel master than to reveal all his secrets to the world. Thus we came to know that Moonstone is the key ingredient in Elven armor, and that salt water must be used to quench the hot metal.



For Gilded Elven armor, you must also meld in Quicksilver. It melts at a much lower heat than Moonstone, making it tricky to work the two metals together.



The trickiest of all is Glass. Hammer blows struck across the grain run the risk of shattering the armor. It's principle ingredient is Malachite, although it also requires Moonstone to give it the right strength.

Liminal Bridges: A Discourse On The Theory and Praxis of Travelling Between Mundus and Oblivion

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 infinitessimal 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 morpoliths 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 morpolith 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.

The Locked Room

By Porbert Lyttumly


Yana was precisely the kind of student her mentor Arthcamu despised: the professional amateur. He enjoyed all the criminal types who were his usual pupils at the stronghold, from the common burglar to the more sophisticated blackmailers, children and young people with strong career ambitions which the art and science of lockpicking could facilitate. They were always interested in simple solutions, the easy way, but people like Yana were always looking for exceptions, possibilities, exotica. For pragmatists like Arthcamu, it was intensely vexing.



The Redguard maiden would spend hours in front of a lock, prodding at it with her wires and picks, flirting with the key pins and driver pins, exploring the hull with a sort of casual fascination that no delinquent possesses. Long after her fellow students had opened their test locks and moved on, Yana was still playing with hers. The fact that she always opened it eventually, no matter how advanced a lock it was, irked Arthcamu even further.



"You are making things much too difficult," he would roar, boxing her ears. "Speed is of the essence, not merely technical know-how. I swear that if I put the key to the lock right in front of you, you'd still never get around to opening it."



Yana would bear Arthcamu's abuse philosophically. She had, after all, paid him in advance. Speed was doubtless an important factor for the picker trying to get somewhere he wasn't supposed to go with the city guard on patrol behind him, but Yana knew it wouldn't apply to her. She merely wanted the knowledge.



Arthcamu did everything he could think of to encourage Yana to move faster. She seemed to perversely thrive on his physical and verbal blows, spending more and more time on each lock, learning its idiosyncrasies and personality. Finally, he could bear it no longer. Very late one afternoon after Yana had dawdled over a perfectly ordinary lock, he grabbed the girl by her ear and dragged her to a room in the stronghold far from the other students, an area they had always been forbidden to visit.



The room was completely barren, except for one large crate in the center. There were no windows and no other door except for the one leading in. Arthcamu slammed his student against the crate and closed the door behind her. There was a distinct click of the lock.



"This is the test for my advanced students," he laughed behind the door. "See if you can escape."



Yana smiled and began her usual slow process of massaging the lock, gaining information. After a few minutes had gone by, she heard Arthcamu's voice again call out from behind the door.



"Perhaps I should mention that this is a test of speed. You see the crate behind you? It contains a vampire ancient who has been locked in here for many months. It is absolutely ravenous. In a few minutes' time, the sun will have completely set, and if you have not opened the door, you will be nothing but a bloodless husk."



Yana considered only for a moment whether Arthcamu was joking or not. She knew he was an evil, horrible man, but to resort to murder to teach his pupil? The moment she heard a rustling in the crate, any doubts she had were erased. Ignoring all her usual explorations, she jammed her wire into the lock, thrust the pegs against the pressure plate, and shoved open the door.



Arthcamu stood in the hallway beyond, laughing cruelly, "So, now you've learned the value of fast work."



Yana fled from Arthcamu's stronghold, fighting back her tears. He was certain that she would never return to his tutelage, but he considered that he had taught her at last a very valuable lesson. When she did return the next morning, Arthcamu registered no surprise, but inside he was seething.



"I'll be leaving shortly," she explained, quietly. "But I believe I've developed a new type of lock, and I'd be grateful if you'd give me your opinion of it."



Arthcamu shrugged and asked her to present her design.



"I was wondering if I might use the vampire room and install the lock. I think it would be better if I demonstrated it."



Arthcamu was dubious, but the prospect of the tiresome girl leaving at last put him in an excellent and even indulgent mood. He agreed to give her access to the room. For all morning and most of the afternoon, she worked near the slumbering vampire, removing the old lock and adding her new prototype. Finally, she asked her old master to take a look.



He studied the lock with an expert eye, and found little to be impressed with.



"This is the first and only pick-proof lock," Yana explained. "The only way to open it is to have the right key."



Arthcamu scoffed and let Yana close the door, shutting him in the room. The door clicked and he began to go to work. To his dismay, the lock was much more difficult than he thought it would be. He tried all his methods to force it, and found that he had to resort to his hated student's method of careful and thorough exploration.



"I need to leave now," called Yana from the other side of the door. "I'm going to bring the city guard to the stronghold. I know that it's against the rules, but I really think it's for the welfare of the villagers not to have a hungry vampire on the loose. It's getting dark, and even though you aren't able to unlock the door, the vampire might be less proud about using the key to escape. Remember when you said 'If I put the key to the lock right in front of you, you'd still never get around to opening it'?"



"Wait!" Arthcamu yelled back. "I'll use the key! Where is it? You forgot to give it to me!"



But there was no reply, only the sound of footfall disappearing down the corridor beyond the door. Arthcamu began to work harder on the lock, but his hands were shaking with fear. With no windows, it was impossible to tell how late it was getting to be. Were minutes that were flying by or hours? He only knew that the vampire ancient would know.



The tools could not stand very much twisting and tapping from Arthcamu's hysterical hands. The wire snapped in the keyhole. Just like a student. Arthcamu screamed and pounded on the door, but he knew that no one could possibly hear him. It was while sucking in his breath to scream again, he heard the distinct creak of the crate opening behind him.



The vampire ancient regarded the master locksmith with insane, hungry eyes, and flew at him in a frenzy. Before Arthcamu died, he saw it: on a chain that had been placed around the vampire's neck while it had been sleeping was a key.

Lord Jornibret's Last Dance

(Traditional)




Women's Verse I:


Every winter season,


Except for the reason


Of one war or another


(Really quite a bother),


The Queen of Rimmen and her consort


Request their vassals come and cavort.


On each and every ball,


The first man at the Hall


Is Lord Ogin Jornibret of Gaer,


The Curse of all the Maidens Fair.



Women's Refrain:


Oh, dear ladies, beware.


Dearest, dearest ladies, take care.


Though he's a very handsome man,


If you dare to take his handsome hand,


The nasty little spell will be cast


And your first dance with him will be the last.



Men's Verse I:


At this social event


Everyone who went


Knew the bows and stances


And steps to all the dances.


The Queen of Rimmen and her consort


Would order a trumpet's wild report,


And there could be no indecision


As the revelers took position.


The first dance only ladies, separate


Away from such men as Lord Jornibret.



Men's Refrain:


Oh, dear fellows, explain.


Brothers, can you help make it plain:


The man's been doing this for years,


Leaving maidens fair in tears


Before the final tune's been blast.


And her first dance with him will be the last.



Women's Verse II:


Lord Ogin Jornibret of Gaer


Watched the ladies dance on air


The loveliest in the realm.


A fellow in a ursine-hide helm


Said, "The Queen of Rimmen and her consort


Have put together quite a sport.


Which lady fair do you prefer?"


Lord Jornibret pointed, "Her.


See that bosom bob and weave.


Well-suited for me to love and leave."



Women's Refrain.



Men's Verse II:


The man in the mask of a bear


Had left the Lord of Gaer


Before the ladies' dance was ending.


Then a trumpet sounded, portending


That the Queen of Rimmen and her consort


Called for the men to come to court.


Disdainful, passing over all the rest,


Ogin approached she of bobbing breast.


She was rejected, saved a life of woe,


For a new maiden as fair as snow.



Men's Refrain.



Women's Verse III:


At the first note of the band,


The beauty took Ogin's hand.


She complimented his stately carriage


Dancing to the tune about the marriage


Of the Queen of Rimmen and her consort.


It is very difficult indeed to comport


With grace, neither falling nor flailing,


Wearing ornate hide and leather mailing,


Dancing light as the sweetest of dreams


Without a single squeak of the seams.



Women's Refrain.




Men's Verse III:


The rhythms rose and fell


No one dancing could excel


With masculine grace and syncopation,


Lord Jornibret even drew admiration


From the Queen of Rimmen and her consort.


Like a beauteous vessel pulling into port,


He silently slid, belying the leather's weight.


She whispered girlishly, "The hour is late,


But I've never seen such grace in hide armor."


It 'twas a pity he knew he had to harm her.



Men's Refrain



Women's Verse IV


The tune beat was furious


He began to be curious


Where had the maiden been sequest'ed.


"Before this dance was requested


By the consort and his Queen of Rimmen


I didn't see you dance with the women."


"My dress was torn as I came to the dance,"


She said smiling in a voice deep as a man's,


"My maids worked quickly to repair,


While I wore a suit of hide, a helm of a bear."



Women's Refrain.

Lost Legends of Skyrim

by Talsgar the Elder


Archivist of Winterhold



The history of Skyrim is vast, predating even the most ancient records of man and mer. Much has been lost, fallen to the ravages of war or the turning of the ages. But nothing is ever truly forgotten. Where no records exist, legends and folk tales offer us a key to the past, a way to piece together truths half-remembered in the minds of men.



For generations, the people of Morthal have told whispered tales of the Pale Lady, a ghostly woman who wanders the northern marshes, forever seeking her lost daughter. Some say she steals children who wander astray, others that her sobbing wail strikes dead all those who hear it. But behind these tales may lie a kernel of truth, for ancient records speak of 'Aumriel', a mysterious figure Ysgramor's heirs battled for decades, and finally sealed away.



Reachmen tell the story of Faolan 'Red-Eagle', an ancient king who rallied his people and drove back the armies of Cyrodiil with a flaming sword. Though accounts vary, they too seem to be based on an underlying truth: the imperial chronicles of Empress Hestra mention a rebel leader of that era who was eventually cornered and slain in battle, at the cost of a full legion of men.



But some tales prove far harder to analyze. Among scholars, perhaps the best known is the 'Forbidden Legend' of the Archmage Gauldur.



In the dawning days of the First Era, the story goes, there lived a powerful wizard by the name of Gauldur. Wise and just, he was well-known in the courts of King Harald and the jarls of Skyrim, and his aid and counsel were sought by man and mer alike.



And then he was murdered. Some say one of his sons killed him, others that King Harald, jealous of his power, gave the order. But Gauldur's three sons fled into the night, pursued by a company of Harald's best warriors and the Lord Geirmund, the king's personal battlemage.



A great chase ensued, from the wilds of the Reach to the glacial north. One brother is said to have perished in the ruins of Folgunthur, at the foot of Solitude. The others were run to ground soon thereafter. And once it was done, King Harald ordered every record of their murders destroyed, and Gauldur's name and deeds were struck from the rolls of history.



Even today, few sources remain, and no bard will tell the tale. But perhaps the truth yet remains in some ancient ruin, waiting to be unearthed. For nothing is ever truly forgotten.


The Lunar Lorkhan

by Fal Droon


I will not go into the varying accounts of what happened at Adamantine Tower, nor will I relate the War of Manifest Metaphors that rendered those stories unable to support most qualities of what is commonly known as "narrative." We all have our favorite Lorkhan story and our favorite Lorkhan motivation for the creation of Nirn and our favorite story of what happened to His Heart. But the Theory of the Lunar Lorkhan is of special note.



In short, the Moons were and are the two halves of Lorkhan's 'flesh-divinity'. Like the rest of the Gods, Lorkhan was a plane(t) that participated in the Great Construction... except where the Eight lent portions of their heavenly bodies to create the mortal plane(t), Lorkhan's was cracked asunder and his divine spark fell to Nirn as a shooting star "to impregnate it with the measure of its existence and a reasonable amount of selfishness."



Masser and Secunda therefore are the personifications of the dichotomy-- the "Cloven Duality," according to Artaeum-- that Lorkhan legends often rail against: ideas of the anima/animus, good/evil, being/nothingness, the poetry of the body, throat, and moan/silence-as-the- abortive, and so on -- set in the night sky as Lorkhan's constant reminder to his mortal issue of their duty.



Followers of this theory hold that all other "Heart Stories" are mythical degradations of the true origin of the moons (and it needn't be said that they observe the "hollow crescent theory" as well).


The Lusty Argonian Maid

Volume 1

By: Crassius Curio



Act IV, Scene III, continued




Lifts-Her-Tail


Certainly not, kind sir! I am here but to clean your chambers.



Crantius Colto


Is that all you have come here for, little one? My chambers?



Lifts-Her-Tail


I have no idea what it is you imply, master. I am but a poor Argonian maid.



Crantius Colto


So you are, my dumpling. And a good one at that. Such strong legs and shapely tail.



Lifts-Her-Tail


You embarrass me, sir!



Crantius Colto


Fear not. You are safe here with me.



Lifts-Her-Tail


I must finish my cleaning, sir. The mistress will have my head if I do not!



Crantius Colto


Cleaning, eh? I have something for you. Here, polish my spear.



Lifts-Her-Tail


But it is huge! It could take me all night!



Crantius Colto


Plenty of time, my sweet. Plenty of time.



END OF ACT IV, SCENE III

Volume 2

By: Crassius Curio



ACT VII, SCENE II, CONTINUED



Lifts-Her-Tail


My goodness, that's quite a loaf! But how ever shall it fit my oven?



Crantius Colto


This loaf isn't ready for baking, my sweet. It has yet to rise.



Lifts-Her-Tail


If only we could hurry that along. How would I accomplish such a task?



Crantius Colto


Oh, my foolish little Argonian maid, you must use your hands.



Lifts-Her-Tail


You wish me to kneed the loaf? Here?



Crantius Colto


Of course.



Lifts-Her-Tail


But what if the mistress catches me? Your loaf was meant to satisfy her appetite.



Crantius Colto


Don't fret, my delicate flower. I'll satisfy the mistress's cravings later.



Lifts-Her-Tail


Very well, but I'm afraid my oven isn't hot enough. It could take hours!



Crantius Colto


Plenty of time, my sweet. Plenty of time.



END OF ACT VII, SCENE II

Lycanthropic Legends of Skyrim

by Lentulus Inventius


Order of the Horn



I had heard the same rumors as everyone else -- that the province of Skyrim was awash in various forms of Lycanthropy. I had studied werewolves for some time, and was keen to see if these rumors of werebears were actually substantiated. I elected to pursue these studies in the warmer summer months in deference to my fragile constitution.



One quickly finds that common villagers are of practically no use in this land. Whereas in Cyrodiil, even the youngest child can tell you the true fauna that inhabit its environs, here I find alleged "wise men" recounting tales of unicorns and flying horses directly alongside their stories of werebears, so I don't put any stock in the rumors. They certainly have their traditions for warding off werebears (certain plants and ceremonies), but nobody can attest to even having seen one first-hand, much less possess any sort of artifact. Everyone has a cousin or a friend who saw one once, but when pressed, these stories fall apart.



I don't wish to completely discount these stories, but I also must conclude that they may have spun out of some wild retelling of a particularly vicious, but mundane, bear. Legends can take a life of their own, particularly when there are grains of truth, as here we have the very real threat of werewolves. I worry that by spreading stories of a potentially false (or at least rare) beast, people may begin to discount the threat that real beasts pose. But if Skyrim's people choose to lead a backwards life, shrieking at shadows and clouds, I will not stop them.



The werewolves of this land are a curious sort. At least the legends of them. Given the Nord flair for bravado, I had expected to see werewolf pelts lining walls in the cities, werewolf heads on pikes, that sort of gaudy show. Instead, few people in civilized society ever mentioned them, and my questions were usually met with nervous stares.



Thinking that perhaps the common folk were simply more cowardly than I had been lead to believe by my Nordic acquaintances in Cyrodiil, I sought out those known for actual bravery. The supposedly fearless warrior band of Whiterun, the Companions, lost all color when I broached the subject, and asked me to leave. I had thought better of them, and was disappointed at how quickly brave men and women can be intimidated by stories.



Pressing into the wilderness, away from any sort of settlement, I would often find hunters, willing to recount stories of their kills. It was finally through one of them (a certain Karsten Hammer-Back) that I heard my first (and unfortunately only) verifiable stories of werewolves in the province, accompanied by pelts and claws to prove the killing. Just as I was thrilling to finding some actual evidence of the local beasts, he got a wild, conspiratorial look in his eyes and began spinning tales of some band of werewolf hunters and their exploits in hunting down the creatures. I left him to mop his drool and continued my journeys.



In the end, I regret that my trip to Skyrim did not prove more productive. If it is indeed true that their breeds of lycanthropes are distinct from and more powerful than our local ones, they could prove to be powerful allies in our conflict against the influx of werevultures in Valenwood. If they have grown as great and terrible as my friend Gaelian asserts, they could soon threaten the interior of Tamriel. When the summer next crests, I plan to travel there for a better accounting of the winged cretins, so that I may make more fitting report to the council.

Mace Etiquette


Warriors sometimes make the mistake of thinking that there are no tactics with a mace. They assume that the sword is all about skill and the mace is only about strength and stamina. As a veteran instructor of mace tactics, I can tell you they are wrong.



Wielding a mace properly is all about timing and momentum. Once the swing of the mace has begun, stopping it or slowing it down is difficult. The fighter is committed to not just the blow, but also the recoil. Begin your strike when the opponent is leaning forward, hopefully off balance. It is completely predictable that he will lean backward, so aim for a point behind his head. By the time the mace gets there, his head will be in it's path.



The mace should be held at the ready, shoulder high. The windup should not extend past the shoulders by more than a hand's width. When swinging, lead with the elbow. As the elbow passes the height of your collarbone, extend the forearm like a whip. The extra momentum will drive the mace faster and harder, causing far more damage.



At the moment of impact, let the wrist loosen. The mace will bounce and hurt a stiff wrist. Allow the recoil of the blow to drive the mace back into the ready position, thereby preparing the warrior for a quicker second strike.

The "Madmen" of the Reach: A Cultural Treatise on the Forsworn

by Arrianus Arius


Imperial Scholar



Since the legendary victory of Tiber Septim over the "barbarian natives" in the Battle of Old Hroldan, Imperial and Nord scholarship has cast the people of the Reach as little more than savages, prone to irrational fits of violence, worshipping old, heretical gods, and fetishizing beasts and nature spirits that any civilized person would best well avoid. In truth, these accounts are little more than "victor's essays," a perspective narrowed by the Empire's constant strife with the ancient, proud people that lived in this land far before Tiber Septim walked the soil of Tamriel. In light of this, I hope to create a more complete, accurate, and fair assessment of a group that has long suffered under the role of "enemy," "troublemakers," and "them."



Let us begin with the Forsworn, the so-called "madmen" of the Reach. The Imperial Legion classifies them as little more than brigands, noting their constant raids and ambushes within the Hold. But none of their military reports asks the question of "why?" If they were merely a group of bandits, surely they would be focused on acquiring gold and minimizing deaths among their own. But the opposite is true in Forsworn attacks. Large sums of coin are often left behind, and their fighters easily throw away their lives rather than risk capture by Imperial soldiers.



It is this incongruity that led me to Markarth, the capital city of the Reach, in search of answers. There, I met one of the native peoples, an old woman who preferred to not be named in my writings. She told me of her family's long history. How she believes they originally came from High Rock, home of the Bretons (which would explain the similar faces and stature of the two peoples). How the Nords came and took their lands, their gods, and their culture from them. When asked about the Forsworn, the old woman would say that they are the "real" men and women of the Reach: those that refused to give in to the Nords. Those that still practiced the ancient traditions that the rest of their people had abandoned in exchange for peace.



In time, I was able to create trust with many more natives in my search that corroborated the old woman's story. By chance, one of them arranged a meeting between myself and what I thought was an elder member of his village. I was shocked to find that I was led to a camp, filled with the animal skulls, severed heads, and still beating hearts that I had read about from the military reports back in the Imperial City. There, I met Cortoran, a Forsworn, who seemed amused at the prospect of me writing down his story. Which I quote in full below:



"You want to know who the Forsworn are? We are the people who must pillage our own land. Burn our own ground. We are the scourge of the Nords. The axe that falls in the dark. The scream before the gods claim your soul. We are the true sons and daughters of the Reach. The spirits and hags have lived here from the beginning, and they are on our side. Go back. Go back and tell your Empire that we will have our own kingdom again. And on that day, we will be the ones burying your dead in a land that is no longer yours."


The Madness of Pelagius

by Tsathenes


The man who would be Emperor of all Tamriel was born Thoriz Pelagius Septim, a prince of the royal family of Wayrest in 3E 119 at the end of the glorious reign of his uncle, Antiochus I. Wayrest had been showered by much preference during the years before Pelagius' birth, for King Magnus was Antiochus' favorite brother.



It is hard to say when Pelagius' madness first manifested itself, for, in truth, the first ten years of his life were marked by much insanity in the land itself. When Pelagius was just over a year old, Antiochus died and a daughter, Kintyra, assumed the throne to the acclaim of all. Kintyra II was Pelagius' cousin and an accomplished mystic and sorceress. If she had sufficient means to peer into the future, she would have surely fled the palace.



The story of the War of the Red Diamond has been told in many other scholarly journals, but as most historians agree, Kintyra II's reign was usurped by her and Pelagius' cousin Uriel, by the power of his mother, Potema -- the so-called wolf queen of Solitude. The year after her coronation, Kintyra was trapped in Glenpoint and imprisoned in the Imperial dungeons there.



All of Tamriel exploded into warfare as Prince Uriel took the throne as Uriel III, and High Rock, because of the imprisoned Empress' presence there, was the location of some of the bloodiest battles. Pelagius' father, King Magnus, allied himself with his brother Cephorus against the usurper Emperor, and brought the wrath of Uriel III and Queen Potema down on Wayrest. Pelagius, his brothers and sisters, and his mother Utheilla fled to the Isle of Balfiera. Utheilla was of the line of Direnni, and her family manse is still located on that ancient isle even to this day.



There is thankfully much written record of Pelagius' childhood in Balfiera recorded by nurses and visitors. All who met him described him as a handsome, personable boy, interested in sport, magic, and music. Even assuming diplomats' lack of candor, Pelagius seemed, if anything, a blessing to the future of the Septim Dynasty.



When Pelagius was eight, Cephorus slew Uriel III at the Battle of Ichidag and proclaimed himself Emperor Cephorus I. For the next ten years of his reign, Cephorus battled Potema. Pelagius' first battle was the Siege of Solitude, which ended with Potema's death and the final end of the war. In gratitude, Cephorus placed Pelagius on the throne of Solitude.



As king of Solitude, Pelagius' eccentricities of behavior began to be noticeable. As a favorite nephew of the Emperor, few diplomats to Solitude made critical commentary about Pelagius. For the first two years of his reign, Pelagius was at the very least noted for his alarming shifts in weight. Four months after taking the throne, a diplomat from Ebonheart called Pelagius "a hale and hearty soul with a heart so big, it widens his waist"; five months after that, the visiting princess of Firsthold wrote to her brother that "the king's gripped my hand and it felt like I was being clutched by a skeleton. Pelagius is greatly emaciated, indeed."



Cephorus never married and died childless three years after the Siege of Solitude. As the only surviving sibling, Pelagius' father Magnus left the throne of Wayrest and took residence at the Imperial City as the Emperor Magnus I. Magnus was elderly and Pelagius was his oldest living child, so the attention of Tamriel focused on Sentinel. By this time, Pelagius' eccentricities were becoming infamous.



There are many legends about his acts as King of Sentinel, but few well-documented cases exist. It is known that Pelagius locked the young princes and princesses of Silvenar in his room with him, only releasing them when an unsigned Declaration of War was slipped under the door. When he tore off his clothes during a speech he was giving at a local festival, his advisors apparently decided to watch him more carefully. On the orders of Magnus, Pelagius was married to the beautiful heiress of an ancient Dark Elf noble family, Katariah Ra'athim.



Nordic kings who marry Dark Elves seldom improve their popularity. There are two reasons most scholars give for the union. Magnus was trying to cement relations with Ebonheart, where the Ra'athim clan hailed. Ebonheart's neighbor, Mournhold, had been a historical ally of the Empire since the very beginning, and the royal consort of Queen Barenziah had won many battles in the War of the Red Diamond. Ebonheart had a poorly-kept secret of aiding Uriel III and Potema.



The other reason for the marriage was more personal: Katariah was as shrewd a diplomat as she was beautiful. If any creature was capable of hiding Pelagius' madness, it was she.



On the 8th of Second Seed, 3E 145, Magnus I died quietly in his sleep. Jolethe, Pelagius' sister took over the throne of Solitude, and Pelagius and Katariah rode to the Imperial City to be crowned Emperor and Empress of Tamriel. It is said that Pelagius fainted when the crown was placed on his head, but Katariah held him up so only those closest to the thrones could see what had happened. Like so many Pelagius stories, this cannot be verified.



Pelagius III never truly ruled Tamriel. Katariah and the Elder Council made all the decisions and only tried to keep Pelagius from embarrassing all. Still, stories of Pelagius III's reign exist.



It was said that when the Argonian ambassador from Blackrose came to court, Pelagius insisted on speaking in all grunts and squeaks, as that was the Argonian's natural language.



It is known that Pelagius was obsessed with cleanliness, and many guests reported waking to the noise of an early-morning scrubdown of the Imperial Palace. The legend of Pelagius while inspecting the servants' work, suddenly defecating on the floor to give them something to do, is probably apocryphal.



When Pelagius began actually biting and attacking visitors to the Imperial Palace, it was decided to send him to a private asylum. Katariah was proclaimed regent two years after Pelagius took the throne. For the next six years, the Emperor stayed in a series of institutions and asylums.



Traitors to the Empire have many lies to spread about this period. Whispered stories of hideous experiments and tortures performed on Pelagius have almost become accepted as fact. The noble lady Katariah became pregnant shortly after the Emperor was sent away, and rumors of infidelity and, even more absurd, conspiracies to keep the sane Emperor locked away, ran amok. As Katariah proved, her pregnancy came about after a visit to her husband's cell. With no other evidence, as loyal subjects, we are bound to accept the Empress' word on the matter. Her second child, who would reign for many years as Uriel IV, was the child of her union with her consort Lariate, and publicly acknowledged as such.



On a warm night in Suns Dawn, in his 34th year, Pelagius III died after a brief fever in his cell at the Temple of Kynareth in the Isle of Betony. Katariah I reigned for another forty six years before passing the scepter onto the only child she had with Pelagius, Cassynder.



Pelagius' wild behavior has made him perversely dear to the province of his birth and death. The 2nd of Suns Dawn, which may or may not be the anniversary of his death (records are not very clear) is celebrated as Mad Pelagius, the time when foolishness of all sorts is encouraged. And so, one of the least desirable Emperors in the history of the Septim Dynasty, has become one of the most famous ones.

Magic from the Sky

by Irlav Jarol


The ancient Ayleids believed that Nirn was composed of four basic elements -- earth, water, air, and light -- and of these four elements, they believed the most sublime form of light was star light. The stars are our links to the plane of Aetherius, the source of all magical power, and therefore, light from the stars is the most potent and exalted of all magical powers.



From time to time, fragments of Aetherius fall from the heavens. The people know these fragments as 'shooting stars', and from time to time, such Aetherial fragments are found on Nirn. The most common varieties are known as 'meteoric iron'; this metal is prized by armorers and enchanters for its properties in the forging of enchanted weapons and armors. This meteoric iron is also the primary component in 'Ayleid Wells,' ancient enchanted artifacts found throughout Cyrodiil.



Another, rarer form of Aetherial fragment is called 'meteroic glass'. It is from such fragments that other rare Ayleid enchanted artifacts are crafted -- Welkynd Stones and Varla Stones.



Ayleids Wells are scattered across Cyrodiil's landscape. Their siting is a mystery; they are not associated with any known Ayleid cities or settlements. It is presumed that, in some manner, they harvest magical power from starlight. It is also suggested, without evidence or support, that they are located at the meeting points of ancient lines of magical power; however, modern arcane arts have discovered no perceptible evidence of such lines of power.



Those with magical talents can draw magicka from Ayleid wells to restore their own reservoirs of magical power. No ritual or arcane knowledge is necessary, suggesting that these wells were designed to serve persons not skilled in the magical arts. Once drained, the wells replenish again only at magical midnight. Once recharged, they appear to radiate magical power back into the sky, which prompts some to theorize they are also objects with religious or magical ritual significance -- perhaps a means of offering magic back to the heavens.



Welkynd Stones [Aldmeris - "sky stone," "heaven stone"; literally, "sky child"] are pieces of cut and enchanted meteoric glass which apparently act as storage devices for magical power. A magical talent can restore his reseroirs of magicka from such stones. Alas, the means of restoring power to these stones may have been lost with the Ayleids. Currently, these objects simply crumble to dust after they have been used.



Great Welkynd Stones are exceptionally large pieces of enchanted meteoric glass. Scholars believe that at the heart of each ancient Ayleid city, a Great Welkynd Stone was the source of the settlement's magical enchantments. It may be that these great stones were linked to the lesser stones, restoring and maintaining their power. In any case, research on these Great Welkynd Stones is impossible, since all the known Ayleid ruins have been looted of their great stones, and no examples of these great stones are known to survive.



Another rare enchanted item found in Ayleid ruins is called a Varla Stone [Aldmeris - "star stone"]. Varla Stones are remarkably powerful, enabling untrained users to restore magical energy to any number of enchanted items. Because of their great value and utility, these items are also extremely rare, but since they are small and easily concealed, diligent explorers may still occasionally come across them in any Ayelid ruin.



Ayleid Wells. Welkynd Stones. Varla Stones. Consider, then, these marvels of magical enchantment. Are we then to conclude that the Ayleids were a superior race and culture? Did they so exceed us in art and craft that they mock the feeble powers of Third Era Wizards?



Never! The Ayleids were powerful, yes, and cunning, but they were neither good nor wise, and so they were struck down. Their works have passed from Nirn, save these rare and sparkling treasures. Their ancient cities are dark and empty, save for the grim revenants and restless spirits condemned forever to walk the halls, keeping their melancholy vigils over bones and dust.

Mannimarco: King of Worms

By Horicles



O sacred isle Artaeum, where rosy light infuses air,


O'er towers and through flowers, gentle breezes flow,


Softly sloping green-kissed cliffs to crashing foam below,


Always springtide afternoon housed within its border,


This mystic, mist-protected home of the Psijic Order:


Those counselors of kings, cautious, wise, and fair.



Ten score years and thirty since the mighty Remans fell,


Two brilliant students studied within the Psijics' fold.


One's heart was light and warm, the other dark and cold.


The madder latter, Mannimarco, whirled in a deathly dance,


His soul in bones and worms, the way of the necromance.


Entrapping and enslaving souls, he cast a wicked spell.



The former, Galerion had magic bold and bright as day.


He confronted Mannimarco beneath gray Ceporah Tower,


Saying, 'Your wicked mysticism is no way to wield your power,


Bringing horror to the spirit world, your studies must cease.'


Mannimarco scoffed, hating well the ways of life and peace,


And returned to his dark artistry; his paints, death and decay.



O sacred isle Artaeum, how slow to perceive the threat,


When the ghastly truth revealed, how weak the punishment.


The ghoulish Mannimarco from the isle of the wise was sent


To the mainland Dawn's Beauty, more death and souls to reap.


'You have found a wolf, and sent the beast to flocks of sheep,'


Galerion told his Masters, 'A terror on Tamriel has set.'



'Speak no more of him,' the sage Cloaks of Gray did say.


'Twas not the first time Galerion thought his Masters callous,


Unconcerned for men and mer, aloof in their island palace.


'Twas not the first time Galerion thought 'twas time to build


A new Order to bring true magic to all, a mighty Mages Guild.


But 'twas the time he left, at last, fair Artaeum's azure bay.



O, but sung we have of Vanus Galerion many times before,


How cast he off the Psijics' chains, bringing magic to the land.


Throughout the years, he saw the touch of Mannimarco's hand,


Through Tamriel's deserts, forests, towns, mountains, and seas.


The dark grip stretching out, growing like some dread disease


By his dark Necromancers, collecting cursed artifacts of yore.



They brought to him these tools, mad wizards and witches,


And brought blood-tainted herbs and oils to his cave of sin,


Sweet Akaviri poison, dust from saints, sheafs of human skin,


Toadstools, roots, and much more cluttered his alchemical shelf,


Like a spider in his web, he sucked all their power into himself,


Mannimarco, Worm King, world's first of the undying liches.



Corruption on corruption, 'til the rot sunk to his very core,


Though he kept the name Mannimarco, his body and his mind


Were but a living, moving corpse as he left humanity behind.


The blood in his veins became instead a poison acid stew.


His power and his life increased as his fell collection grew.


Mightiest were these artifacts, long cursed since days of yore.



They say Galerion left the Guild, calling it 'a morass,'


But untruth is a powerful stream, polluting the river of time.


Galerion beheld Mannimarco's rise through powers sublime,


To his mages and Lamp Knights, 'Before my last breath,


Face I must the tyranny of worms, and kill at last, undeath.'


He led them north to cursed lands, to a mountain pass.



O those who survived the battle say its like was never seen.


Armored with magicka, armed with ensorcelled sword and axe,


Galerion cried, echoing, 'Worm King, surrender your artifacts,


And their power to me, and you shall live as befits the dead.'


A hollow laugh answered, 'You die first,' Mannimarco said.


The mage army then clashed with the unholy force obscene.



Imagine waves of fire and frost, and the mountain shivers,


Picture lightning arching forth, crackling in a dragon's sigh.


Like leaves, the battlemages fly to rain down from the sky,


At the Necromancers' call, corpses burst from earth to fight,


To be shattered into nothingness with a flood of holy light.


A maelstrom of energy unleashed, blood cascades in rivers.



Like a thunderburst in blue skies or a lion's sudden roar,


Like sharp razors tearing over delicate embroidered lace,


So at a touch did Galerion shake the mountain to its base.


The deathly horde fell fatally, but heeding their dying cries


From the depths, the thing they called Worm King did rise.


Nirn itself did scream in the Mages' and Necromancers' war



His eyes burning dark fire, he opened his toothless maw,


Vomiting darkness with each exhalation of his breath,


All sucking in the fetid air felt the icy touch of death.


In the skies above the mountain, darkness overcame pale,


Then Mannimarco Worm King felt his dismal powers fail:


The artifacts of death pulled from his putrid skeletal claw.



A thousand good and evil perished then, history confirms.


Among, alas, Vanus Galerion, he who showed the way,


It seemed once that Mannimarco had truly died that day.


Scattered seemed the Necromancers, wicked, ghastly fools,


Back to the Mages Guild, victors kept the accursed tools,


Of him, living still in undeath, Mannimarco, King of Worms.



Children, listen as the shadows cross your sleeping hutch,


And the village sleeps away, streets emptied of the crowds,


And the moons do balefully glare through the nightly clouds,


And the graveyard's people rest, we hope, in eternal sleep,


Listen and you'll hear the whispered tap of the footsteps creep,


Then pray you'll never feel the Worm King's awful touch.

The Marksmanship Lesson

By Alla Llaleth


Kelmeril Brin had very definite opinions on how things should be done. Every slave he bought on the day he bought him or her was soundly whipped in the courtyard for a period of one to three hours, depending on the individual degree of independent spirit. The whip he used -- or had his castellan use -- was of wet, knotted cloth, which regularly drew blood but very seldom maimed. To his great satisfaction and personal pride, few slaves ever needed to be whipped more than once. The memory of their first day, and the sight and sound of every subsequent slave's first day, stayed with them throughout their lives.



When Brin bought his first Bosmer slave, he ordered his castellan to whip him only for an hour. The creature, which Brin had named Dob, seemed so much more delicate than the Argonians and Khajiiti and Orcs who made up the bulk of his slaves. Dob was clearly ill suited for work in the mines or in the fields, but he seemed presentable enough for domestic service.



Dob did his work quietly and tolerably well. Brin occasionally had to correct him by refusing him food, but the punishment never needed to go further. Whenever guests arrived at the plantation, the sight of the exotic and elegant addition to Brin's household staff always impressed them.



"Here, you," said Genethah Illoc, a minor but still noble member of the House Indoriil, as Dob presented her with a glass of wine. "Were you born a slave?"



"No, sedura," Dob answered with a bow. "I used to rob nice ladies like you on the road."



The company all laughed with delight, but Kelmeril Brin checked with the slave trader from whom he had bought Dob, and found that the story was true. The Bosmer had been a highwayman, though not one of any great notoriety, before he had been caught and sold into slavery as punishment. It seemed so extraordinary that a quiet fellow like Dob, who always looked respectfully downward at the sight of his superiors, could have been a criminal. Brin made up his mind to question him about it.



"You must have used some sort of weapon when you were robbing all those pilgrims and merchants," Brin grinned as he watched Dob mop.



"Yes, sedura," Dob replied humbly. "A bow."



"Of course. You Bosmeri are supposed to be very handy with those," Brin thought a moment and then asked: "A bit of a marksman, were you?"



Dob nodded humbly.



"You will tutor my son Wodilic in archery," the master said after another moment's pause. Wodilic was twelve years of age and had been rather sadly spoiled by his mother, Brin's late wife. The boy was useless at swordplay, fearful of being cut. He embarrassed his father's pride, but the personality defect seemed ideally suited to the bow.


Brin had his castellan purchase a finely wrought bow, several quivers of arrows, and ordered targets to be set up in the wildflower field next to the plantation house. In a few days time, the lessons began.



For the first few days, the master watched Wodilic and Dob to be certain that the slave knew how to teach. He was pleased to see the boy learn the grips and the different stances. Business concerns, however, had to take precedence. Brin only had time to see to it that the lessons were continuing, but not how well they were progressing.



It was a month's time before the issue was reexamined. Brin and his castellan were reviewing the plantation's earnings and expenses, and they had come to the area of miscellaneous household costs.



"You might also check to see how many targets in the field need to be repaired."



"I have already anticipated that, sedura," said the castellan. "They are in pristine condition."



"How is that possible?" Brin shook his head. "I've seen targets fall apart after only a few good shots. There shouldn't be anything left after a month's worth of lessons."



"There are no holes of any kind in the targets, sedura. See for yourself."



As it happened at that hour, the marksmanship lesson was underway. Brin walked across the field, watching Dob guide Wodilic's arm as the boy took aim at the sky. The arrow flew up into an arc, over the top of the target, burying itself in the ground. Brin examined the target and found it to be, as his castellan said, in pristine condition. No arrow had touched it.



"Master Wodilic, you must pull your right arm down further," Dob was saying. "And the follow-through is essential if you expect your arrow to gain any height."



"Height?" Brin snarled. "What about accuracy? Unless he's been secretly racking up a high kill ratio on birds, you haven't taught my son a thing about marksmanship."



Dob bowed humbly. "Sedura, first Master Wodilic must become comfortable with the weapon before he need worry about accuracy. In Valenwood, we learn by watching the bolt arc at different levels, in different winds, before we try very hard to strike targets."



Brin's face turned purple with fury: "I'm not a fool! I should have known not to trust a slave with my boy's education!"



The master grabbed Dob and shoved him toward the plantation house. Dob, head down, began the humble, shuffling walk he had learned in his domestic duties. Wodilic, tears streaming down his face, tried to follow.



"You stay and practice!" roared his father. "Try aiming at the target itself, not at the sky! You are not coming back into the house until there is one hole in that damned bullseye!"



The boy tearfully returned to practice, while Brin brought Dob into the courtyard and called for his whip. Dob suddenly broke away and scrambled to hide between some barrels in the center of the yard.



"Take your punishment, slave! I should have never shown you mercy the day I bought you!" Brin bellowed, bringing the whip down on Dob's exposed back again and again. "I have to toughen you up! There'll be no more soft jobs as tutor and valet in your future!"



Wodilic's plaintive yell drifted in from the meadow: "I can't! Father, I can't hit it!"



"Master Wodilic!" Dob cried back as loud as he could, his voice shaking with pain. "Keep your left arm straight and aim slightly east! The wind has changed!"



"Stop confusing my son!" Brin screamed. "You'll be in the saltrice fields if I don't beat you to death first! Like you deserve!"



"Dob!" the boy wailed, far away. "I still can't hit it!"



"Master Wodilic! Take four steps back, aim east, and don't be afraid of the height!" Dob tore away from the barrels, hiding under a cart near the wall. Brin pursued him, raining down blows.



The boy's arrow sailed high over the target and kept climbing, reaching a pinnacle at the edge of the plantation house before coming down in a magnificent arc. Brin tasted the blood before he realized he'd been hit. Gingerly, he raised his hands and felt the arrowhead protruding out of the back of his neck. He looked at Dob crouching under the wagon, and thought he saw a thin smile cross the slave's lips. Just for an instant before he died, Brin saw the face of the rogue highwayman on Dob.



"Bullseye, Master Wodilic!" Dob crowed.

The Mirror

by Berdier Wreans


The wind blew over the open plain, jostling the few trees within to move back and forth with the irritation of it. A young man in bright green turban approached the army and gave his chieftain's terms for peace to the commander. He was refused. It was to be battle, the battle of Ain-Kolur.



So the chief Iymbez had decreed his open defiance and his horsemen were at war once again. Many times the tribe had moved into territory that was not theirs to occupy, and many times the diplomatic approach had failed. It had come to this, at long last. It was just as well with Mindothrax. His allies may win or lose, but he would always survive. Though he had occasionally been on the losing side of a war, never once in all his thirty-four years had he lost in hand-to-hand combat.



The two armies poured like dual frothing streams through the dust, and when they met a clamor rang out, echoing into the hills. Blood, the first liquor the clay had tasted in many a month, danced like powder. The high and low battle cries of the rival tribes met in harmony as the armies dug into one another's flesh. Mindothrax was in the element he loved.



After ten hours of fighting with no ground given, both commanders called a mutual and honorable withdrawal from the field.



The camp was positioned in a high-walled garden of an old burial ground, adorned by springtide blossoms. As Mindothrax toured the grounds, he was reminded of his childhood home. It was a happy and a sad recollection, the purity of childhood ambition, all of his schooling in the ways of battle, but tinged with memories of his poor mother. A beautiful woman looking down at her son with both pride and unspoken sorrow. She never talked about what troubled her, but it came as no surprise to any when she took the walk across the moors and was found days later, her throat slit open by her own hand.



The army itself was like a colony of ants, newly shaken. Within a half hour's time after the end of the battle, they had reorganized as if by instinct. As the medics looked to the wounded, someone remarked, with a measure of admiration and astonishment, "Look at Mindothrax. His hair isn't even out of place."



"He is a mighty swordsman," said the attending physician.



"The sword is a greatly overvalued article," said Mindothrax, nevertheless pleased with the attention. "Warriors pay too much attention to striking and not enough in defending strikes. The proper way to go into battle is to defend yourself, and to hit your opponent only when the ideal moment arises."



"I prefer a more straight-forward approach," smiled one of the wounded. "It is the way of the horse men."



"If it is the way of the Bjoulsae tribes to fail, then I renounce my heritage," said Mindothrax, making a quick sign to the spirits that he was being expressive not blasphemous. "Remember what the great blademaster Gaiden Shinji said, 'The best techniques are passed on by the survivors.' I have been in thirty-six battles, and I haven't a scar to show for them. That is because I rely on my shield, and then my blade, in that order."



"What is your secret?"



"Think of melee as a mirror. I look to my opponent's left arm when I am striking with my right. If he is prepared to block my blow, I blow not. Why exert undue force?" Mindothrax cocked an eyebrow, "But when I see his right arm tense, my left arm goes to my shield. You see, it takes twice as much power to send force than it does to deflect it. When your eye can recognize whether your opponent is striking from above, or at angle, or in an uppercut from below, you learn to pivot and place your shield just so to protect yourself. I could block for hours if need be, but it only takes a few minutes, or even seconds, for your opponent, used to battering, to leave a space open for your own strike."



"What was the longest you've ever had to defend yourself?" asked the wounded man.



"I fought a man once for an hour's time," said Mindothrax. "He was tireless with his bludgeoning, never giving me a moment to do aught but block his strikes. But finally, he took a moment too long in raising his cudgel and I found my mark in his chest. He struck my shield a thousand times, and I struck his heart but once. But that was enough."



"So he was your greatest opponent?" asked the medico.



"Oh, indeed not," said Mindothrax, turning his great shield so the silvery metal reflected his own face. "There is he."



The next day, the battle recommenced. Chief Iymbez had brought in reinforcements from the islands to the south. To the horror and disgrace of the tribe, mercenaries, renegade horsemen and even some Reachmen witches were included in the war. As Mindothrax stared across the field at the armies assembling, putting on his helmet and readying his shield and blade, he thought again of his poor mother. What had tortured her so? Why had she never been able to look at her son without grief?



Between sunrise and sundown, the battle raged. A bright blue-sky overhead burned down on the combatants as they rushed against one another over and over again. In every melee, Mindothrax prevailed. A foe with an ax rained a series of strokes against his shield, but every one was deflected until at last Mindothrax could best the warrior. A spear maiden nearly pierced the shield with her first strike, but Mindothrax knew how to give with the blow, throwing her off balance and leaving her open for his counterstrike. Finally, he met a mercenary on the field, armed with shield and sword and a helm of golden bronze. For an hour and a half they battled.



Mindothrax tried every trick he knew. When the mercenary tensed his left arm, he held back his strike. When his opponent rose his sword, his shield rose too and expertly blocked. For the first time in his life, he was battling another defensive fighter. Stationary, reflective, with energy to battle for days if need be. Occasionally, another warrior would enter into the fray, sometimes from Mindothrax's army, sometimes from his opponent's. These distractions were swiftly dispatched, and the champions returned to their fight.



As they fought, circling one another, matching block for blow and blow for block, it dawned on Mindothrax that here at last he was fighting the perfect mirror.



It became more a game, almost a dance, than a battle of blood. It was not until Mindothrax missed his own step, striking too soon, throwing himself off balance, that the promenade was ended. He saw, rather than felt, the mercenary's blade rip across him from throat to chest. A good strike. The sort he himself might have delivered.



Mindothrax fell to the ground, feeling his life passing. The mercenary stood over him, prepared to give his worthy adversary the killing blow. It was a strange, honorable deed for an outsider to do, and Mindothrax was greatly moved. Across the battlefield, he heard someone call a name, similar to his own.



"Jurrifax!"



The mercenary removed his helmet to answer the call. As he did so, Mindothrax saw through the slits of his helmet his own reflection in the man. It was his own close-set eyes, red and brown hair, thin and wide mouth, and blunt chin. For a moment he marveled at the mirror, before the stranger turned back to him and delivered the death stroke.



Jurrifax returned to his commander and was well paid for his part in the day's victory. They retired for a hot meal under the stars in a garden by an old cairn that had previously been occupied by their foes. The mercenary was strangely quiet as he observed the land.



"Have you been here before, Jurrifax?" asked one of the tribesmen who had hired him.



"I was born a horseman just like you. My mother sold me when I was just a babe. I have always wondered how my life might have been different had I not been bartered away. I might never have been a mercenary."



"There are many things that decide our fate," said the witch. "It is madness to try to see how you might have taken this turn or that in the world. There are none exactly like yourself, so it is foolish to compare."



"But there is one," said Jurrifax, looking to the stars. "My master, before he set me free, said that my mother had twin sons when I was born. She could only afford to raise but one child, but somewhere out there, there is a man just like me. My brother. I hope to meet him."



The witch saw the spirits before her and knew the truth that the twins had met already. She remained silent and stared into the fire, banishing the thoughts from her head, too wise to tell all.

The Monomyth


"In Mundus, conflict and disparity are what bring change, and change is the most sacred of the Eleven Forces. Change is the force without focus or origin."-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 ('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.



The Myth of Aurbis



Subtitled "The Psijiic Compensation," "Mythic Aurbis" was an attempt by Artaeum apologists to explain the basics of Aldmeri religion to Uriel V in the early, glorious part of his reign. 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.



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 are some 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; 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 Tuwhacca, 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 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."



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, and 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, and 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 worshippers and servants and playthings close to hand. But, 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.'"



Altmeri "The Heart of the World"



"Anu encompassed, and encompasses, all things. So that he might know himself he created Anuiel, his soul and the soul of all things. Anuiel, as all souls, was given to self-reflection, and for this he needed to differentiate between his forms, attributes, and intellects. Thus was born Sithis, who was the sum of all the limitations Anuiel would utilize to ponder himself. Anuiel, who was the soul of all things, therefore became many things, and this interplay was and is the Aurbis.



"At first the Aurbis was turbulent and confusing, as Anuiel's ruminations went on without design. Aspects of the Aurbis then asked for a schedule to follow or procedures whereby they might enjoy themselves a little longer outside of perfect knowledge. So that he might know himself this way, too, Anu created Auriel, the soul of his soul. Auriel bled through the Aurbis as a new force, called time. With time, various aspects of the Aurbis began to understand their natures and limitations. They took names, like Magnus or Mara or Xen. One of these, Lorkhan, was more of a limit than a nature, so he could never last long anywhere.



"As he entered every aspect of Anuiel, Lorkhan would plant an idea that was almost wholly based on limitation. He outlined a plan to create a soul for the Aurbis, a place where the aspects of aspects might even be allowed to self-reflect. He gained many followers; even Auriel, when told he would become the king of the new world, agreed to help Lorkhan. So they created the Mundus, where their own aspects might live, and became the et'Ada.



"But this was a trick. As Lorkhan knew, this world contained more limitations than not and was therefore hardly a thing of Anu at all. Mundus was the House of Sithis. As their aspects began to die off, many of the et'Ada vanished completely. Some escaped, like Magnus, and that is why there are no limitations to magic. Others, like Y'ffre, transformed themselves into the Ehlnofey, the Earthbones, so that the whole world might not die. Some had to marry and make children just to last. Each generation was weaker than the last, and soon there were Aldmer. Darkness caved in. Lorkhan made armies out of the weakest souls and named them Men, and they brought Sithis into every quarter.



"Auriel pleaded with Anu to take them back, but he had already filled their places with something else. But his soul was gentler and granted Auriel his Bow and Shield, so that he might save the Aldmer from the hordes of Men. Some had already fallen, like the Chimer, who listened to tainted et'Ada, and others, like the Bosmer, had soiled Time's line by taking Mannish wives.



"Auriel could not save Altmora, the Elder Wood, and it was lost to Men. They were chased south and east to Old Ehlnofey, and Lorkhan was close behind. He shattered that land into many. Finally Trinimac, Auriel's greatest knight, knocked Lorkhan down in front of his army and reached in with more than hands to take his Heart. He was undone. The Men dragged Lorkhan's body away and swore blood vengeance on the heirs of Auriel for all time.



"But when Trinimac and Auriel tried to destroy the Heart of Lorkhan it laughed at them. It said, "This Heart is the heart of the world, for one was made to satisfy the other." So Auriel fastened the thing to an arrow and let it fly long into the sea, where no aspect of the new world may ever find it."

Mysterious Akavir


Akavir means "Dragon Land". Tamriel means "Dawn's Beauty." Atmora means "Elder Wood". Only the Redguards know what Yokuda ever meant.



Akavir is the kingdom of the beasts. No Men or Mer live in Akavir, though Men once did. These Men, however, were eaten long ago by the vampiric Serpent Folk of Tsaesci. Had they not been eaten, these Men would have eventually migrated to Tamriel. The Nords left Atmora for Tamriel. Before them, the Elves had abandoned Aldmeris for Tamriel. The Redguards destroyed Yokuda so they could make their journey. All Men and Mer know Tamriel is the nexus of creation, where the Last War will happen, where the Gods unmade Lorkhan and left their Adamantine Tower of secrets. Who knows what the Akaviri think of Tamriel, but ask yourself: why have they tried to invade it three times or more?



There are four major nations of Akavir: Kamal, Tsaesci, Tang Mo, and Ka Po' Tun. When they are not busy trying to invade Tamriel, they are fighting with each other.


Kamal is "Snow Hell". Demons live there, armies of them. Every summer they thaw out and invade Tang Mo, but the brave monkey-folk always drive them away. Once Ada'Soom Dir-Kamal, a king among demons, attempted to conquer Morrowind, but Almalexia and the Underking destroyed him at Red Mountain.



Tsaesci is "Snake Palace", once the strongest power in Akavir (before the Tiger-Dragon came). The serpent-folk ate all the Men of Akavir a long time ago, but still kind of look like them. They are tall, beautiful (if frightening), covered in golden scales, and immortal. They enslave the goblins of the surrounding isles, who provide labor and fresh blood. The holdings of Tsaesci are widespread. When natives of Tamriel think of the Akaviri they think of the Serpent-Folk, because one ruled the Cyrodilic Empire for four hundred years in the previous era. He was Potentate Versidue-Shaie, assassinated by the Morag Tong.



Tang Mo is the "Thousand Monkey Isles". There are many breeds of monkey-folk, and they are all kind, brave, and simple (and many are also very crazy). They can raise armies when they must, for all of the other Akaviri nations have, at one time or another, tried to enslave them. They cannot decide who they hate more, the Snakes or the Demons, but ask one, and he will probably say, "Snakes". Though once bitter enemies, the monkey-folk are now allies with the tiger-folk of Ka Po' Tun.



Ka Po' Tun is the "Tiger-Dragon's Empire". The cat-folk here are ruled by the divine Tosh Raka, the Tiger-Dragon. They are now a very great empire, stronger than Tsaesci (though not at sea). After the Serpent-Folk ate all the Men, they tried to eat all the Dragons. They managed to enslave the Red Dragons, but the black ones had fled to (then) Po Tun. A great war was raged, which left both the cats and the snakes weak, and the Dragons all dead. Since that time the cat-folk have tried to become the Dragons. Tosh Raka is the first to succeed. He is the largest Dragon in the world, orange and black, and he has very many new ideas.



"First," Tosh Raka says, "is that we kill all the vampire snakes." Then the Tiger-Dragon Emperor wants to invade Tamriel.

The Mystery of Princess Talara

Part I

by Mera Llykith



The year was 3E 405. The occasion was the millennial celebration of the founding of the Breton Kingdom of Camlorn. Every grand boulevard and narrow alley was strung with gold and purple banners, some plain, some marked with the heraldic symbols of the Royal Family or the various principalities and dukedoms which were vassals of the King. Musicians played in the plazas great and small, and on every street corner was a new exotic entertainer: Redguard snake charmers, Khajiiti acrobats, magicians of genuine power and those whose flamboyant skill was equally impressive if largely illusion.



The sight that drew most of the male citizens of Camlorn was the March of Beauty. A thousand comely young women, brightly and provocatively dressed, danced their way down the long, wide main street of the city, from the Temple of Sethiete to the Royal Palace. The menfolk jostled one another and craned their necks, picking their favorites. It was no secret that they were all prostitutes, and after the March and the Flower Festival that evening, they would be available for more intimate business.



Gyna attracted much of the attention with her tall, curvaceous figure barely covered by strips of silk and her curls of flaxen hair specked with flower petals. In her late twenties, she wasn't the youngest of the prostitutes, but she was certainly one of the most desirable. It was clear by her demeanor that she was used to the lascivious glances, though she was far from jaded at the sight of the city in splendor. Compared to the squalid quarter of Daggerfall where she made her home, Camlorn at the height of celebration seemed so unreal. And yet, what was even stranger was how, at the same time, familiar it all looked, though she had never been there before.



The King's daughter Lady Jyllia rode out of the palace gates, and immediately cursed her misfortune. She had completely forgotten about the March of Beauty. The streets were snarled, at a standstill. It would take hours to wait for the March to pass, and she had promised her old nurse Ramke a visit in her house south of the city. Jyllia thought for a moment, picturing in her mind the arrangement of streets in the city, and devised a shortcut to avoid the main street and the March.



For a few minutes she felt very clever as she wound her way through tight, curving side streets, but presently she came upon temporary structures, tents and theaters set up for the celebration, and had to improvise a new path. In no time at all, she was lost in the city where she had lived all but five years of her life.



Peering down an alley, she saw the main avenue crowded with the March of Beauty. Hoping that it was the tale end, and desirous not to be lost again, Lady Jyllia guided her horse toward the festival. She did not see the snake-charmer at the mouth of the alley, and when his pet hissed and spread its hood, her charge reared up in fear.



The women in the parade gasped and surged back at the sight, but Lady Jyllia quickly calmed her stallion down. She looked abashed at the spectacle she had caused.


"My apologies, ladies," she said with a mock military salute.



"It's all right, madam," said a blonde in silk. "We'll be out of your way in a moment."



Jyllia stared as the March passed her. Looking at that whore had been like looking in a mirror. The same age, and height, and hair, and eyes, and figure, almost exactly. The woman looked back at her, and it seemed as if she was thinking the same thing.



And so Gyna was. The old witches who sometimes came in to Daggerfall had sometimes spoke of doppelgangers, spirits that assumed the guise of their victims and portended certain death. Yet the experience had not frightened her: it seemed only one more strangely familiar aspect of the alien city. Before the March had danced it way into the palace gates, she had all but forgotten the encounter.



The prostitutes crushed into the courtyard, as the King himself came to the balcony to greet them. At his side was his chief bodyguard, a battlemage by the look of him. As for the King himself, he was a handsome man of middle age, rather unremarkable, but Gyna was awed at the sight of him. A dream, perhaps. Yes, that was it: she could see him as she had dreamt of him, high above her as he was now, bending now to kiss her. Not a one of lust as she had experienced before, but one of small fondness, a dutiful kiss.



"Dear ladies, you have filled the streets of the great capitol of Camlorn with your beauty," cried the King, forcing a silence on the giggling, murmuring assembly. He smiled proudly. His eyes met Gyna's and he stopped, shaken. For an eternity, they stayed locked together before His Highness recovered and continued his speech.



Afterwards, while the women were all en route back to their tents to change into their costumes for the evening, one of the older prostitutes approached Gyna: "Did you see how the King looked at you? If you're smart, you'll be the new royal mistress before this celebration ends."



"I've seen looks of hunger before, and that wasn't one of them," laughed Gyna. "I'd wager he thought I was someone else, like that lady who tried to run us over with her horse. She's probably his kin, and he thought she had dressed up like a courtesan and joined the March of Beauty. Can you imagine the scandal?"



When they arrived at the tents, they were greeted by a stocky, well-dressed young man with a bald pate and a commanding presence of authority. He introduced himself as Lord Strale, ambassador to the Emperor himself, and their chief patron. It was Strale who had hired them, on the Emperor's behalf, as a gift to the King and the kingdom of Camlorn.



"The March of Beauty is but a precursor to the Flower Festival tonight," he said. Unlike the King, he did not have to yell to be heard. His voice was loud and precise in its natural modulations. "I expect each of you to perform well, and justify the significant expense I've suffered bringing you all the way up here. Now hurry, you must be dressed and in position on Cavilstyr Rock before the sun goes down."



The ambassador needn't have worried. The women were all professionals, experts at getting dressed and undressed with none of the time-consuming measures less promiscuous females required. His manservant Gnorbooth offered his assistance, but found he had little to do. Their costumes were simplicity itself: soft, narrow sheets with a hole for their heads. Not even a belt was required, so the gowns were open at the sides exposing the frame of their skin.



So it was long before the sun had set that the prostitutes turned dancers were at Cavilstyr Rock. It was a great, wide promontory facing the sea, and for the occasion of the Festival of Flowers, a large circle of unlit torches and covered baskets had been arranged. As early as they were, a crowd of spectators had already arrived. The women gathered in the center of the circle and waited until it was time.



Gyna watched the crowd as it grew, and was not surprised when she saw the lady from the March approaching, hand-in-hand with a very old, very short white-haired woman. The old woman was distracted, pointing out islands out at sea. The blonde lady seemed nervous, unsure of what to say. Gyna was used to dealing with uneasy clients, and spoke first.



"Good to see you again, madam. I am Gyna of Daggerfall."



"I'm glad you bear me no ill will because of the whores, I mean horse," the lady laughed, somewhat relieved. "I am Lady Jyllia Raze, daughter of the King."



"I always thought that daughters of kings were called princess," smiled Gyna.



"In Camlorn, only when they are heirs to the throne. I have a younger brother from my father's new wife whom he favors," Jyllia replied. She felt her head swim. It was madness, speaking to a common prostitute, talking of family politics so intimately. "Relative to that subject, I must ask you something very peculiar. Have you ever heard of the Princess Talara?"



Gyna thought a moment: "The name sounds somewhat familiar. Why would I have?"



"I don't know. It was a name I just thought you might recognize," sighed Lady Jyllia. "Have you been to Camlorn before?"



"If I did, it was when I was very young," said Gyna, and suddenly she felt it was her turn to be trusting. Something about the Lady Jyllia's friendly and forthcoming manner touched her. "To be honest, I don't remember anything at all of my childhood before I was nine or ten. Perhaps I was here with my parents, whoever they were, when I was a little girl. I tell you, I think perhaps I was. I don't recall ever being here before, but everything I've seen, the city, you, the King himself, all seem ... like I've been here before, long ago."


Lady Jyllia gasped and took a step back. She gripped the old woman, who had been looking out to sea and murmuring, by the hand. The elderly creature looked to Jyllia, surprised, and then turned to Gyna. Her ancient, half-blind eyes sparkled with recognition and she made a sound like a grunt of surprise. Gyna also jumped. If the King had seemed like something out of a half-forgotten dream, this woman was someone she knew. As clear and yet indistinct as a guardian spirit.



"I apologize," stammered Lady Jyllia. "This is my childhood nursemaid, Ramke."



"It's her!" the old woman cried, wild-eyed. She tried to run forward, arms outstretched, but Jyllia held her back. Gyna felt strangely naked, and pulled her robe against her body.



"No, you're wrong," Lady Jyllia whispered to Ramke, holding the old woman tightly. "The Princess Talara is dead, you know that. I shouldn't have brought you here. I'll take you back home." She turned back to Gyna, her eyes welling with tears. "The entire royal family of Camlorn was assassinated over twenty years ago. My father was Duke of Oloine, the King's brother, and so he inherited the crown. I'm sorry to have bothered you. Goodnight."



Gyna gazed after Lady Jyllia and the old nurse as they disappeared into the crowd, but she had little time to consider all she had heard. The sun was setting, and it was time for the Flower Festival. Twelve young men emerged from the darkness wearing only loincloths and masks, and lit the torches. The moment the fire blazed, Gyna and all the rest of the dancers rushed to the baskets, pulling out blossoms and vines by the handful.



At first, the women danced with one another, sprinkling petals to the wind. The crowd then joined in as the music swelled. It was a mad, beautiful chaos. Gyna leapt and swooned like a wild forest nymph. Then, without warning, she felt rough hands grip her from behind and push her.



She was falling before she understood it. The moment the realization hit, she was closer to the bottom of the hundred foot tall cliff than she was to the top. She flailed out her arms and grasped at the cliff wall. Her fingers raked against the stone and her flesh tore, but she found a grip and held it. For a moment, she stayed there, breathing hard. Then she began to scream.



The music and the festival were too loud up above: no one could hear her - she could scarcely hear herself. Below her, the surf crashed. Every bone in her body would snap if she fell. She closed her eyes, and a vision came. A man was standing below her, a King of great wisdom, great compassion, looking up, smiling. A little girl, golden-haired, mischievous, her best friend and cousin, clung to the rock beside her.



"The secret to falling is making your body go limp. And with luck, you won't get hurt," the girl said. She nodded, remembering who she was. Eight years of darkness lifted.



She released her grip and let herself fall like a leaf into the water below.

Part II

By Mera Llykith


She felt nothing, darkness enveloping her body and mind. Pain surged through her leg and with that sensation, a great feeling of cold washed over her. She opened her eyes and saw that she was drowning.



Her left leg would not move at all, but using her right one and her arms, she pulled herself up toward the moons above. It was long way through the swirling currents that wrenched back at her. At last she broke the surface and sucked in the cold night air. She was still close to the rocky shoreline of the capitol city of the kingdom of Camlorn, but the water had carried her quite a ways from the point where she fell at Cavilstyr Rock.



Not fell, she thought, correcting herself. She had been pushed.



Further down current, she allowed herself to drift. There the steep cliff walls sloped lower until they were close to the water's edge. The silhouette of a large house on the shore loomed ahead, and as she neared it, she could see smoke rising from the chimney and the flicker of firelight within. The pain in her leg was great, but greater still was the chill of the water. The thought of a warm hearth fire was all the motivation she needed to begin swimming again.



At the shore's edge, she tried to stand but found she couldn't. Her tears mixed with the sea water as she began to crawl across the sand and rock. The simple white sheet which had been her costume at the Flower Festival was tattered and felt like a weight of lead across her back. Beyond the point of exhaustion, she fell forward and began to sob.



"Please!" she cried. "If you can hear me, please help!"



A moment later, the door to the house opened and a woman stepped out. It was Ramke, the old lady she had met at the Flower Festival. The one who had started and cried "It's her!" even before she herself knew who she was. By contrast, when the old woman came to her, this time there was no glimmer of recognition in her eyes.



"By Sethiete, are you hurt?" Ramke whispered, and helped her up, acting as her crutch. "I've seen that gown before. Were you one of the dancers at the Flower Festival tonight? I was there with Lady Jyllia Raze, the daughter of the King."



"I know, she introduced us," she groaned. "I called myself Gyna of Daggerfall?"



"Of course, I knew you looked familiar somehow," the old woman chuckled, and led her hop by hop across the beach and into the front door. "My memory isn't as good as it used to be. Lets get you warm and have a look at that leg."



Ramke took Gyna's soaking rags and covered her with a blanket as she sat at the fire. As the numbness of the chill water began to leave her, it cruelly abandoned her to the intense agony of her leg. Until then, she had not dared to look at it. When she did, she felt vomit rise at the sight of the deep gash, fish-white dead flesh, plump and swollen. Thick arterial blood bubbled up, splashing on the floor in streams.



"Oh dear," said the old woman, returning to the fire. "That must rather sting. You're lucky that I still remember a little of the old healing spells."



Ramke seated herself on the floor and pressed her hands on either side of the wound. Gyna felt a flare of pain, and then a cool soft pinching and prickle. When she looked down, Ramke was slowly sliding her wrinkled hands towards one another. At their approach, the lesion began to mend before her eyes, flesh binding and bruises fading.



"Sweet Kynareth," Gyna gasped. "You've saved my life."



"Not only that, you won't have an ugly scar on your pretty leg," Ramke chuckled. "I had to use that spell so many times when Lady Jyllia was little. You know, I was her nursemaid."



"I know," Gyna smiled. "But that was a long time ago, and you still remember the spell."



"Oh, when you're learning anything, even the School of Restoration, there's always a lot of study and mistakes, but once you're as old as I am, there's no longer any need to remember things. You just know. After all, I've probably cast it a thousand times before. Little Lady Jyllia and the little Princess Talara was always getting cut and bruised. Small wonder, the way they was always climbing all over the palace."



Gyna sighed. "You must have loved Lady Jyllia very much."



"I still do," Ramke beamed. "But now she's all grown and things are different. You know, I didn't notice it before because you were all wet from the sea, but you look very much like my lady. Did I mention that before when we met at the Festival?"



"You did," said Gyna. "Or rather I think you thought I looked like Princess Talara."



"Oh, it would be so wonderful if you were the Princess returned," the old woman gasped. "You know, when the former royal family was killed, and everyone said the Princess was killed though we never found the body, I think the real victim was Lady Jyllia. Her little heart just broke, and for a while, it looked like her mind did too."



"What do you mean?" asked Gyna. "What happened?"



"I don't know if I should tell a stranger this, but it's fairly well-known in Camlorn, and I really feel like I know you," Ramke struggled with her conscience and then released. "Jyllia saw the assassination, you see. I found her afterwards, hiding in that terrible blood-stained throne room, and she was like a little broken doll. She wouldn't speak, she wouldn't eat. I tried all my healing spells, but it was quite beyond my power. So much more than a scraped knee. Her father who was then Duke of Oloine sent her to a sanitarium in the country to get well."



"That poor little girl," cried Gyna.



"It took her years to be herself again," said Ramke, nodding. "And, in truth, she never really returned altogether. You wonder why her father when he was made king didn't make her his heir? He thought that she was still not exactly right, and in a way, as much as I would deny it, he's correct to think so. She remembered nothing, nothing at all."



"Do you think," Gyna considered her words carefully. "That she would be better if she knew that her cousin the Princess Talara was alive and well?"



Ramke considered it. "I think so. But maybe not. Sometimes it's best not to hope."



Gyna stood up, finding her leg to be as strong as it looked to be. Her gown had dried, and Ramke gave her a cloak, insisting she protect herself against the cold night air. At the door, Gyna kissed the old woman's cheek and thanked her. Not only for the healing spell and for the cloak, but for everything else of kindness she had ever done.



The road close to the house went north and south. To the left was the way back to Camlorn, where secrets lay to which she alone held the key. To the south was Daggerfall, her home for more than twenty years. She could return there, back to her profession on the streets, very easily. For a few seconds, she considered her options, and then made her choice.



She had not been walking for very long, when a black carriage drawn by three horses bearing the Imperial Seal, together with eight mounted horses, passed her. Before it rounded the wooded pass ahead, it stopped suddenly. She recognized one of the soldiers as Gnorbooth, Lord Strale's manservant. The door opened and Lord Strale himself, the Emperor's ambassador, the man who had hired her and all the other women to entertain at court, stepped out.



"You!' he frowned. "You're one of the prostitutes, aren't you? You're the one who disappeared during the Flower Festival? Gyna, am I right?"



"All that is true," she smiled sourly. "Except my name I've discovered is not Gyna."



"I don't care what it is," said Lord Strale. "What are you doing on the south road? I paid for you to stay and make the kingdom merry."



"If I went back to Camlorn, there are a great many who wouldn't be merry at all."



"Explain yourself," said Lord Strale.



So she did. And he listened.

Part III

By Mera Llykith


Gnorbooth was leaving his favorite pub in Camlorn, The Breaking Branch, when he heard someone calling his name. His was not the sort of a name that could be mistaken for another. He turned and saw Lord Eryl, the Royal Battlemage from the palace, emerge from the darkness of the alley.



"Milord," said Gnorbooth with a pleasant smile.



"I'm surprised to see you out this evening, Gnorbooth," grinned Lord Eryl with a most unpleasant smile. "I have not seen you and your master very much since the millennial celebration, but I understand you've been very busy. What I've been wondering is what you've been busy doing."



"Protecting the Imperial interests in Camlorn is busy work, milord. But I cannot imagine you would be interested in the minutiae of the ambassador's appointments."



"But I am," said the battlemage. "Especially as the ambassador has begun acting most mysteriously, most undiplomatically lately. And I understand that he has taken one of the whores from the Flower Festival into his house. I believe her name is Gyna?"



Gnorbooth shrugged: "He's in love, I would imagine, milord. It can make men act very strangely, as I'm sure you've heard before."



"She is a most comely wench," laughed Lord Eryl. "Have you noticed how much she resembles the late Princess Talara?"



"I have only been in Camlorn for fifteen years, milord. I never saw her late majesty."



"Now I could understand it if he had taken to writing poetry, but what man in love spends his days in the kitchens of the palace, talking to old servants? That hardly sounds like molten passion to me, even based on my limited experience." Lord Eryl rolled his eyes. "And what is this business he has now in - oh, what is the name of that village?"



"Umbington?" replied Gnorbooth, and immediately wished he hadn't. Lord Eryl was too canny an actor to reveal it, but Gnorbooth knew at the pit of his stomach that the battlemage did not even know Lord Strale had left the capitol. He had to get away to let the ambassador know, but there was still a game to be carefully played. "He's not leaving for there until tomorrow. I believe it's just to put a stamp on some deed that needs the Imperial seal."



"Is that all? How tedious for the poor fellow. I suppose I'll see him when he returns then," Lord Eryl bowed. "Thank you for being so informative. Farewell."



The moment the royal battlemage turned the corner, Gnorbooth leapt onto his horse. He had drunk one or two ales too many, but he knew he must find his way to Umbington before Lord Eryl's agents did. He galloped east out of the capitol, hoping there were signs along the road.



Seated in a tavern that smelled of mildew and sour beer, Lord Strale marveled at how the Emperor's agent Lady Brisienna always found the most public of places for her most private of conferences. It was harvest time in Umbington, and all of the field hands were drinking away their meager wages in the noisiest of fashions. He was dressed appropriately for the venue, rough trousers and a simple peasant's vest, but he still felt conspicuous. In comparison to his two female companions, he certainly was. The woman to his right was used to frequenting the low places of Daggerfall as a common prostitute. Lady Brisienna to his left was even more clearly in her element.



"By what name would you prefer I call you?" Lady Brisienna asked solicitously.



"I am used to the name Gyna, though that may have to change," was her reply. "Of course, it may not. Gyna the Whore may be the name writ on my grave."



"I will see to it that there is no attempt on your life like that the Flower Festival," Lord Strale frowned. "But without the Emperor's help, I won't be able to protect you forever. The only permanent solution is to capture those who would do you harm and then to raise you to your proper station."



"Do you believe my story?" Gyna turned to Lady Brisienna.



"I have been the Emperor's chief agent in High Rock for many years now, and I have heard few stranger tales. If your friend the ambassador hadn't investigated and discovered what he has, I would have dismissed you outright as a madwoman," Brisienna laughed, forcing a smile onto Gyna's face to match. "But now, yes, I do believe you. Perhaps that makes me the madwoman."



"Will you help us?" asked Lord Strale simply.



"It is a tricky business interfering in the affairs of the provincial kingdoms," Lady Brisienna looked into the depths of her mug thoughtfully. "Unless there is a threat to the Empire itself, we find it is best not to meddle. What we have in your case is a very messy assassination that happened twenty years ago, and its aftermath. If His Imperial Majesty involved itself in every bloody hiccup in the succession in each of his thousand vassal kingdoms, he would never accomplish anything for the greater good of Tamriel."



"I understand," murmured Gyna. "When I remembered everything, who I was and what happened to me, I resolved to do nothing about it. In fact, I was leaving Camlorn and going back home to Daggerfall when I saw Lord Strale again. He was the one who began this quest to resolve this, not me. And when he brought me back, I only wanted to see my cousin to tell her who I was, but he forbade me."


"It would have been too dangerous," growled Strale. "We still don't know yet the depths of the conspiracy. Perhaps we never will."



"I'm sorry, I always find myself giving long explanations to short questions. When Lord Strale asked if I would help, I should have begun by saying 'yes,'" Lady Brisienna laughed at the change in Lord Strale and Gyna's expressions. "I will help you, of course. But for this to turn out well, you must accomplish two things to the Emperor's satisfaction. First, you must prove with absolute certainty who is the power behind this plot you've uncovered. You must get someone to confess."



"And secondly," said Lord Strale, nodding. "We must prove that this is a matter worthy of His Imperial Majesty's consideration, and not merely a minor local concern."



Lord Strale, Lady Brisienna, and the woman who called herself Gyna discussed how to accomplish their goals for a few hours more. When it was agreed what had to be done, Lady Brisienna took her leave to find her ally Proseccus. Strale and Gyna set off to the west, toward Camlorn. It was not long after beginning their ride through the woods that they heard the sound of galloping hoof beats far up ahead. Lord Strale unsheathed his sword and signaled for Gyna to position her horse behind him.



At that moment, they were attacked on all sides. It was an ambush. Eight men, armed with axes, had been lying in wait.



Lord Strale quickly yanked Gyna from her horse, pulling her behind him. He made a brief, deft motion with his hands. A ring of flame materialized around them, and rushed outward, striking their assailants. The men roared in pain and dropped to their knees. Lord Strale jumped the horse over the closest one, and galloped at full speed westward.



"I thought you were an ambassador not a mage!" laughed Gyna.



"I still believe there are times for diplomacy," replied Lord Strale.



The horse and rider they had heard before met them on the road. It was Gnorbooth. "Milord, it's the royal battlemage! He found out you two were in Umbington!"



"With considerable ease, I might add," Lord Eryl's voice boomed out of the woods. Gnorbooth, Gyna, and Lord Strale scanned the dark trees, but they showed nothing. The battlemage's voice seemed to emanate from everywhere and nowhere.



"I'm sorry, milord," groaned Gnorbooth. "I tried to warn you as soon as I could."



"In your next life, perhaps you'll remember not to trust your plans to a drunkard!" laughed Lord Eryl. He had them in his sight, and the spell was unleashed.



Gnorbooth saw him first, by the light of the ball of fire that leapt from his fingertips. Later, Lord Eryl was to wonder to himself what the fool had intended to do. Perhaps he was rushing forward to pull Lord Strale out of the path. Perhaps he was trying to flee the path of destruction, and had simply moved left when he should have moved right. Perhaps, as unlikely as it seemed, he was willing to sacrifice himself to save his master. Whatever the reason, the result was the same.



He got in the way.



There was an explosion of energy that filled the night, and an echoing boom that shook birds from the trees for a mile around. On the few square feet where Gnorbooth and his horse had stood was nothing but black glass. They had been reduced to less than vapor. Gyna and Lord Strale were thrown back. Their horse, when it recovered its senses, galloped away as fast as it could. In the lingering glowing aura of the spell's detonation, Lord Strale looked straight into the woods and into the wide eyes of the battlemage.



"Damn," said Lord Eryl and began to run. The ambassador jumped to his feet and pursued.



"That was an expensive use of magicka, even for you," said Lord Strale as he ran. "Don't you know well enough not to use ranged spells unless you are certain your target won't be blocked?"



"I never thought - that idiot -" Lord Eryl was struck from behind and knocked to the wet forest floor before he had a chance to finish his lamentation.



"It doesn't matter what you thought," said Lord Strale calmly, flipping the battlemage around and pinning his arms to the ground with his knees. "I'm not a battlemage, but I knew enough not to use my entire reserve on your little ambush. Perhaps it's a matter of philosophy, as a government agent, I feel inclined toward conservatism."



"What are you going to do?" whimpered Lord Eryl.



"Gnorbooth was a good man, one of the best, and so I'm going to hurt you quite a lot," the ambassador made a slight movement and his hands began to glow brightly. "That's a certainty. How much more I'm going to hurt you after that depends on what you tell me. I want to hear about the former Duke of Oloine."



"What do you want to know?" Lord Eryl screamed.



"Let's start with everything," replied Lord Strale with perfect patience.


Part V

by Mera Llykith



By what right do you arrest my father?" cried the Lady Jyllia. "What has he done?"



"I arrest the King of Camlorn, the former Duke of Oloine, by my right as an Imperial Commanding Officer and Ambassador," said Lord Strale. "By the right of law of the Emperor of Tamriel which supercedes all provincial royal authority."



Gyna came forward and tried to put her hand on Jyllia's arm, but she was coldly rebuffed. Quietly, she sat down at the foot of the throne in the now empty audience chamber.



"This young lady came to me, having completely recovered her memory, but the story she told was beyond incredible, I simply couldn't believe it," said Lord Strale. "But she was so convinced of it, I had to investigate. So I talked to everyone who was here at the palace twenty years ago to see if there could be any truth to it. Of course, at the time of the King and Queen's murder, and the Princess's disappearance, there was a full inquiry made, but I had different questions to ask this time. Questions about the relationship between the two little cousins, Lady Jyllia Raze and the Princess."



"I've told everyone over and over again, I don't remember anything at all about that time in my life," said Jyllia, tears welling up.



"I know you don't. There has never been a question in my mind that you witnessed a horrible murder, and that your memory lapse and hers," said Lord Strale, gesturing toward Gyna "Are both very real. The story I heard from the servants and other people at the palace was that the little girls were inseparably close. There were no other playmates, and as the Princess's place was to be close to her parents, so the little Lady Jyllia was always there as well. When the assassin came to murder the Royal Family, the King and Queen were in their bedroom, and the girls were playing in the throne room."



"When my memory came back to me, it was like opening a sealed box," said Gyna solemnly. "Everything was so clear and detailed, like it all happened yesterday not twenty years ago. I was on the throne, playing Empress, and you were hiding behind the dais, pretending you were in a dungeon I had sent you to. A man I had never seen burst into the room from the Royal bedchamber, his blade soaked in blood. He came at me, and I ran for my life. I remember starting to run for the dais, but I saw your face, frozen in fear, and I didn't want to lead him to you. So I ran for the window.



"We had climbed on the outside of the castle before, just for fun, that was one of the first memories that came back to me when I was holding onto that cliff. You and I on the castle wall, and the King calling up to me, telling me how to get down. But that day, I couldn't hold on, I was trembling so much. I just fell, and landed in the river.



"I don't know if it was entirely the horror of what I had seen, or that combined with the impact of the fall and the coldness of the water, but everything just went blank in my mind. When I finally pulled myself out of the river, many miles away, I had no idea who I was. And so it stayed," Gyna smiled. "Until now."



"So you are the Princess Talara?" cried Jyllia.



"Let me explain further before she answers that, because the simple answer would just confuse you, as it did me," said Lord Strale. "The assassin was caught before he managed to escape the palace - in truth, he had to know he was going to be caught. He confessed immediately to the murders of the Royal Family. The Princess, he said, he had thrown out the window to her death. A servant down below heard the scream, and saw something fly past his window, so he knew it to be true.



"It was not for several hours that little Lady Jyllia was found by her nursemaid Ramke hiding behind the dais, coated with dust, shivering with fear, and unable to speak at all. Ramke was very protective of you," Strale said, nodding to Jyllia. "She insisted on putting you to your room right away, and sent word the Duke of Oloine that the Royal Family was dead, and that his daughter had witnessed the murders but survived."



"I'm beginning to remember a little of that," said Jyllia, wonderingly. "I remember lying in bed, with Ramke comforting me. I was so muddled and I couldn't concentrate. I remember I just wanted it all to be play time still, I don't know why. And then, I remember being bundled up and taken to that asylum."



"It'll all come back to you soon," Gyna smiled. "I promise. That's how I began to remember. I just caught one detail, and the whole flood began."



"That's it," Jyllia began to sob in frustration. "I don't remember anything else except confusion. No, I also remember Daddy not even looking at me as I was taken away. And I remember not caring about that, or anything else."



"It was a confusing time for all, so particularly so for little girls. Especially little girls who went through what you two did," said Lord Strale sympathetically. "From what I understand, as soon as he received the message from Ramke, the Duke left his palace at Oloine, gave orders for you to be sent to a private sanitarium until you'd recovered from your ordeal, and set to work with his private guard torturing the assassin for information. When I heard that, that no one but the Duke and his personal guard saw the assassin after he gave his initial confession, and that no one was present but the Duke and his guards when the assassin was killed trying to escape, I thought that very significant.



"I spoke with Lord Eryl, who I knew was one of those present, and I had to bluff him, pretending I had more evidence than I did. I got the reaction I was hoping for, though it was a dangerous gambit. At last he confessed to what I already knew to be true.



"The assassin," Lord Strale paused, and reluctantly met Jyllia's eyes, "Had been hired by the Duke of Oloine to kill the Royal Family, including the Princess as heir, so that the crown might be passed to him and to his children."



Jyllia stared at Lord Strale, aghast. "My father -"



"The assassin had been told that once the Duke had him in custody, he would be paid and a prison break would be arranged. The thug picked the wrong time to be greedy and try to get more gold. The Duke decided that it would be cheaper to silence him, so he murdered him then and there, so the man would never tell anyone what really happened," Lord Strale shrugged. "No tragic loss as far as murders go. In a few years' time, you returned from the sanitarium, a little shaken but back to normal, except for a complete absence of memory about your childhood. And in that time, the former Duke of Oloine had taken his brother's place as the King of Camlorn. It was no small maneuver."



"No," said Jyllia, quietly. "He must have been very busy. He remarried and had another child. No one ever came to visit me in the sanitarium but Ramke."



"If he had visited and seen you," said Gyna. "This story might have turned out very differently."



"What do you mean?" asked Jyllia.



"This is the most amazing part," said Lord Strale. "The question has long been whether Gyna is the Princess Talara. When her memory returned, and she told me what she remembered, I put several pieces of evidence together. Consider these facts.



"The two of you look remarkably alike now after twenty years of living very different lives, and as little girls and constant playmates, you looked nearly identical.



"At the time of the assassination, the murderer who had never been there before, only saw one girl on the throne, who he assumed to be his quarry.



"The woman who found Lady Jyllia was her nursemaid Ramke, a creature of unstable mind and fanatical devotion to her charge - the type would never accept the possibility that her beloved little girl had been the one who disappeared. The nursemaid was the only single person who knew both Princess Talara and the Lady Jyllia who visited you while you were in the sanitarium.



"Finally," said Lord Strale, "Consider the fact that when you returned to court from the sanitarium, five years had past, and you had grown from a child to a young lady. You looked familiar, but not quite the same as your family remembered you, which is only natural."



"I don't understand," cried the poor girl, her eyes wide, because she did understand. Here memory was falling together like a terrible flood.



"Let me explain it like this," said her cousin, wrapping her in her arms. "I know who I am now. My real name is Jyllia Raze. That man who was arrested was my father, the man who murdered the King - your father. YOU are the Princess Talara."

Myths of Sheogorath

by Mymophonus



Sheogorath Invents Music


In the earliest of days, in a time when the world was still raw, Sheogorath decided to walk amongst the mortals. He donned his guise of Gentleman With a Cane, and moved from place to place without being recognized. After eleven days and eleven nights, Sheogorath decided that life among mortals was even more boring than his otherworldly existence.



"What can I do to make their lives more interesting?" he said to himself. At that same moment, a young woman nearby commented wistfully to herself, "The sounds of the birds are so beautiful."



Sheogorath silently agreed with her. Mortals could not make the beautiful and inspired calls of birds. Their voices were wretched and mundane. He could not change the nature of mortals, for that was the purview of other Daedric Princes. However, he could give them tools to make beautiful sounds.



Sheogorath took hold of the petulant woman and ripped her asunder. From her tendons he made lutes. From her skull and arm bones he made a drum. From her bones he made flutes. He presented these gifts to the mortals, and thus Music was born.




Sheogorath and King Lyandir


King Lyandir was known to be an exceedingly rational man. He lived in a palace that was a small, simple structure, unadorned with art and ugly to look upon. "I do not need more than this," he would say. "Why spend my gold on such luxuries when I can spend it on my armies or on great public works?"



His kingdom prospered under his sensible rule. However, the people did not always share the king's sense of practicality. They would build houses that were beautiful to look upon, although not necessarily very practical. They devoted time and energy to works of art. They would celebrate events with lavish festivals. In general, they were quite happy.



King Lyandir was disappointed that more of them did not follow his example and lead frugal, sensible lives. He brooded on this for many years. Finally, he decided that his subjects simply didn't understand how much more they could accomplish if they didn't waste time on those frivolous activities. Perhaps, he reasoned, they just needed more examples.



The king decreed that all new buildings must be simple, unadorned, and no larger than was necessary for their function. The people were not happy about this, but they liked their king and respected the new law. In a few short years, there were more plain buildings than ornate ones. The citizens used the money saved to make and buy even more lavish art and hold even more excessive celebrations.



Once again, King Lyandir decided to provide them a strict example of how beneficial it would be to use their time and resources for more practical purposes. He banned all works of art in the city. The people were quite put out by this, but they knew that their king was doing what he thought was best for them. However, human nature is not so easily denied. In a few more years the city was filled with plain, simple buildings, and devoid of any sort of art. However, the people now had even more money and time to devote to their parties and festivals.



With a heavy heart, King Lyandir decided that his people were to be treated like children. And like all children, they needed rules and discipline laid down by great figures of authority to make them understand what was truly important in life. He decreed that there should be no revelry in the city. Singing, dancing, and music were all banned. Even food and drink were limited to water and simple foodstuffs.



The people had had enough. Revolt was out of the question, since King Lyandir had a very well trained and equipped army. They visited the shrines and temples in droves, praying to all the gods, and even to some of the Daedric Princes, that King Lyandir would revoke these new, oppressive laws.



Sheogorath heard their pleas and decided to visit King Lyandir. He appeared to the king in his dreams as a field of flowers, each with arms instead of petals and the face of the Madgod in the center. "I am Lord of the Creative and Lord of the Deranged. Since you have no use for my gifts of creativity, I have decided to bless you with an abundance of my other gift."



From that day forward, every child born in the city was born into madness. Since infants do not reveal illnesses of the mind, it was several years before this was realized. The king's own son was among the victims, suffering from seizures and delusions. Yet, King Lyandir refused to change his ways.



When his son, Glint, was 12 years old, he stabbed his father while Lyandir was sleeping. With his dying breath, King Lyandir asked, "Why?" His son replied, "It is the most practical thing I could do."



The new, young king ordered all the palace servants slaughtered. He ordered a grand festival to celebrate his new reign and the repeal of Lyandir's laws. He served the crowds a stew made from the carcasses of the palace servants. He ordered the east facing walls of every building painted red, and the west facing walls painted in stripes. He decreed that all citizens wear ornate masks on the backs of their heads. He then burned down the palace and began construction of a new one.



In the new palace, the young king ordered his personal chambers to not have any doors; for fear that small woodland creatures would attack him. He ordered that it have no windows for fear that the sun and moon were jealous of him and plotting his death.



And thus ended the line of King Lyandir. The people of the city returned to their grand works of art and raucous celebrations. They talked and acted as if they still had a living king, and even kept up the palace, using it to house and care for their mad children. Sheogorath was mightily pleased with this outcome. From that day forward the city was blessed with more than the normal number of gifted artists and deranged citizens.




The Contest of Wills


A mighty wizard named Ravate once walked the Winds of Time to find Lord Sheogorath. His intent was to win a favor from this most capricious of the Daedric Princes. Upon finding Sheogorath, Ravate spoke humbly to him, "Lord Sheogorath, I beg a favor of you. I would gladly drive a thousand men mad in your name if you would but grant me the greater magical powers."



Fortunately for Ravate, Sheogorath was in a playful mood. He proposed a game, "I will grant your wish, if you are still sane in three days. During that time, I will do my utmost to drive you mad. It shall be great fun."



Ravate was not so certain that he liked this new deal. He had been really looking forward to driving a thousand men mad. "Lord Sheogorath, I regret having disturbed you with my shallow, selfish request. I withdraw my unfortunate plea and will humbly leave this place."



Sheogorath just laughed, "Too late, mighty Ravate. The game is afoot, and you must play." Ravate fled, only to find that all exits from the Daedric realm were now sealed. He wandered aimlessly, constantly looking over his shoulder, jumping at every noise. Each moment brought new terror as he waited for Sheogorath to begin.



After three days, Ravate was convinced that every plant and animal was a tool of Sheogorath. He hadn't eaten or drunk for fear that Sheogorath had poisoned the food or drink. He hadn't slept for fear of Sheogorath invading his dreams. (Which was foolish, as dreams are the domain of Vaermina, may She grant us Restful Sleep.)



It was then that Sheogorath appeared to him. Ravate cried out, "You have set the whole world to watching me! Every creature and plant are doing your bidding to drive me mad."



Sheogorath replied, "Actually, I have done nothing. You have driven yourself mad with your fears. Your delusions prove that you are truly deranged, and therefore I win. While you wanted to make a thousand men mad, I only wanted to break one man's mind, yours."



From that day forward Ravate served Sheogorath's every whim. Whenever daring travelers try to approach Sheogorath, Ravate warns them, "Sheogorath is already inside each of us. You have already lost."

Nerevar Moon and Star


[This is a selection from a series of monographs by various Imperial scholars on Ashlander legends.



In ancient days, the Deep Elves and a great host of outlanders from the West came to steal the land of the Dunmer. In that time, Nerevar was the great khan and warleader of the House People, but he honored the Ancient Spirits and the Tribal law, and became as one of us.



So, when Nerevar pledged upon his great Ring of the Ancestors, One-Clan-Under-Moon-and-Star, to honor the ways of the Spirits and rights of the Land, all the Tribes joined the House People to fight a great battle at Red Mountain.



Though many Dunmer, Tribesman and Houseman, died at Red Mountain, the Dwemer were defeated and their evil magicks destroyed, and the outlanders driven from the land. But after this great victory, the power-hungry khans of the Great Houses slew Nerevar in secret, and, setting themselves up as gods, neglected Nerevar's promises to the Tribes.



But it is said that Nerevar will come again with his ring, and cast down the false gods, and by the power of his ring will make good his promises to the Tribes, to honor the Spirits and drive the outsiders from the land.

N'Gasta! Kvata! Kvakis!


an obscure text in the language of the Sload, purportedly written by the Second Era Western necromancer, N'Gasta.



N'Gasta! Kvata! Kvakis! ahkstas so novajxletero (oix jhemile) so Ranetauw. Ricevas gxin pagintaj membrauw kaj aliaj individuauw, kiujn iamaniere tusxas so raneta aktivado. En gxi aperas informauw unuavice pri so lokauw so cxiumonataj kunvenauw, sed nature ankoix pri aliaj aktuasoj aktivecauw so societo. Ne malofte enahkstas krome plej diversaspekta materialo eduka oix distra.



So interreta Kvako (retletera kaj verjheauw) ahkstas unufsonke alternativaj kanasouw por distribui so enhavon so papera Kva! Kvak!. Sed alifsonke so enhavauw so diversaj verjheauw antoixvible ne povas kaj ecx ne vus cxiam ahksti centprocente so sama. En malvaste cirkusonta paperfolio ekzemple ebsos publikigi ilustrajxauwn, kiuj pro kopirajtaj kiasouw ne ahkstas uzebsoj en so interreto. Alifsonke so masoltaj kostauw reta distribuo forigas so spacajn limigauwn kaj permahksas pli ampleksan enhavon, por ne paroli pri gxishora aktualeco.



Tiuj cirkonstancauw rahkspeguligxos en so aspekto so Kvakoa, kiu ja cetere servos ankoix kiel gxeneraso retejo so ranetauw.

Night Falls On Sentinel

By Boali


No music played in the Nameless Tavern in Sentinel, and indeed there was very little sound except for discreet, cautious murmurs of conversation, the soft pad of the barmaid's feet on stone, and the delicate slurping of the regular patrons, tongues lapping at their flagons, eyes focused on nothing at all. If anyone were less otherwise occupied, the sight of the young Redguard woman in a fine black velvet cape might have aroused surprise. Even suspicion. As it were, the strange figure, out of place in an underground cellar so modest it had no sign, blended into the shadows.



"Are you Jomic?"



The stout, middle-aged man with a face older than his years looked up and nodded. He returned to his drink. The young woman took the seat next to him.



"My name is Haballa," she said and pulled out a small bag of gold, placing it next to his mug.



"Sure it be," snarled Jomic, and met her eyes again. "Who d'you want dead?"



She did not turn away, but merely asked, "Is it safe to talk here?"



"No one cares about nobody else's problems but their own here. You could take off your cuirass and dance bare-breasted on the table, and no one'd even spit," the man smiled. "So who d'you want dead?"



"No one, actually," said Haballa. "The truth is, I only want someone ... removed, for a while. Not harmed, you understand, and that's why I need a professional. You come highly recommended."



"Who you been talking to?" asked Jomic dully, returning to his drink.



"A friend of a friend of a friend of a friend."



"One of them friends don't know what he's talking about," grumbled the man. "I don't do that any more."



Haballa quietly took out another purse of gold and then another, placing them at the man's elbow. He looked at her for a moment and then poured the gold out and began counting. As he did, he asked, "Who d'you want removed?"



"Just a moment," smiled Haballa, shaking her head. "Before we talk details, I want to know that you're a professional, and you won't harm this person very much. And that you'll be discreet."



"You want discreet?" the man paused in his counting. "Awright, I'll tell you about an old job of mine. It's been - by Arkay, I can hardly believe it - more 'n twenty years, and no one but me's alive who had anything to do with the job. This is back afore the time of the War of Betony, remember that?"



"I was just a baby."



"'Course you was," Jomic smiled. "Everyone knows that King Lhotun had an older brother Greklith what died, right? And then he's got his older sister Aubki, what married that King fella in Daggerfall. But the truth's that he had two elder brothers."



"Really?" Haballa's eyes glistened with interest.



"No lie," he chuckled. "Weedy, feeble fella called Arthago, the King and Queen's first born. Anyhow, this prince was heir to the throne, which his parents wasn't too thrilled about, but then the Queen she squeezed out two more princes who looked a lot more fit. That's when me and my boys got hired on, to make it look like the first prince got took off by the Underking or some such story."



"I had no idea!" the young woman whispered.



"Of course you didn't, that's the point," Jomic shook his head. "Discretion, like you said. We bagged the boy, dropped him off deep in an old ruin, and that was that. No fuss. Just a couple fellas, a bag, and a club."



"That's what I'm interested in," said Haballa. "Technique. My... friend who needs to be taken away is weak also, like this Prince. What is the club for?"



"It's a tool. So many things what was better in the past ain't around no more, just 'cause people today prefer ease of use to what works right. Let me explain: there're seventy-one prime pain centers in an average fella's body. Elves and Khajiiti, being so sensitive and all, got three and four more respectively. Argonians and Sloads, almost as many at fifty-two and sixty-seven," Jomic used his short stubby finger to point out each region on Haballa's body. "Six in your forehead, two in your brow, two on your nose, seven in your throat, ten in your chest, nine in your abdomen, three on each arm, twelve in your groin, four in your favored leg, five in the other."



"That's sixty-three," replied Haballa.



"No, it's not," growled Jomic.



"Yes, it is," the young lady cried back, indignant that her mathematical skills were being question: "Six plus two plus two plus seven plus ten plus nine plus three for one arm and three for the other plus twelve plus four plus five. Sixty-three."



"I must've left some out," shrugged Jomic. "The important thing is that to become skilled with a staff or club, you gotta be a master of these pain centers. Done right, a light tap could kill, or knock out without so much as a bruise."



"Fascinating," smiled Haballa. "And no one ever found out?"



"Why would they? The boy's parents, the King and Queen, they're both dead now. The other children always thought their brother got carried off by the Underking. That's what everyone thinks. And all my partners are dead."



"Of natural causes?"



"Ain't nothing natural that ever happens in the Bay, you know that. One fella got sucked up by one of them Selenu. Another died a that same plague that took the Queen and Prince Greklith. 'Nother fella got hisself beat up to death by a burglar. You gotta keep low, outta sight, like me, if you wanna stay alive." Jomic finished counting the coins. "You must want this fella out of the way bad. Who is it?"



"It's better if I show you," said Haballa, standing up. Without a look back, she strode out of the Nameless Tavern.



Jomic drained his beer and went out. The night was cool with an unrestrained wind surging off the water of the Iliac Bay, sending leaves flying like whirling shards. Haballa stepped out of the alleyway next to the tavern, and gestured to him. As he approached her, the breeze blew open her cape, revealing the armor beneath and the crest of the King of Sentinel.



The fat man stepped back to flee, but she was too fast. In a blur, he found himself in the alley on his back, the woman's knee pressed firmly against his throat.



"The King has spent years since he took the throne looking for you and your collaborators, Jomic. His instructions to me what to do when I found you were not specific, but you've given me an idea."



From her belt, Haballa removed a small sturdy cudgel.



A drunk stumbling out of the bar heard a whimpered moan accompanied by a soft whisper coming from the darkness of the alley: "Let's keep better count this time. One. Two. Three. Four. Five. Six. Seven..."


The Nightingales

Volume I: Who We Are

By Gallus Desidenius



As a Nightingale, I feel compelled to place quill to parchment and record my thoughts regarding my knowledge of our order. If one day the Nightingales should vanish from Tamriel, then let this tome serve as a reminder of what we once were and to dispel any rumor or hearsay about our purposes and our motivations.



Our trinity serves the Lady Nocturnal, the Empress of Murk and the Daughter of Twilight. We believe her to be our patron, if not the patron of all thieves worldwide. We serve her without prayer, without charity and without celebration. Our bond with Nocturnal is in the form of a business transaction we strike known as the Oath. Her terms are simple and binding. As Nightingales we are required to guard the Twilight Sepulcher, the Temple of Nocturnal, against those perceived as a threat. In return, we are allowed to use our abilities as Nightingales to further our own means and the means of the Thieves Guild.



Upon our death, we are bound to the Twilight Sepulcher as guardian spirits until such time as Nocturnal feels our contract has been fulfilled. Our ultimate fate lies within the Evergloam, Nocturnal's realm. There, our spirits become one with shadow itself and we become the cloak which envelops all of our fellow thieves in their endeavors. This is the true origin of the phrase "walk with the shadows" uttered within the Thieves Guild.



The Twilight Sepulcher is more than a temple, it contains a conduit from our world to the Evergloam, a swirling pool of liquid midnight we call the Ebonmere. This is the heart of the Sepulcher, and the source of Nocturnal's influence throughout the world. The Ebonmere can only be sealed by removing a unique key from its lock. This key, which occasionally finds its way beyond the walls of the Sepulcher, is widely known as the Skeleton Key of Nocturnal.



The Skeleton Key is an often misunderstood artifact. Those that seek to possess it tend to use only a fraction of its potential. Most mistake it for a unique and unbreakable lockpick. While this is true, the wonder of this device can only be appreciated once the owner is willing to expand his mind and abstract what defines "unlocking." This action refers to more than simple doors and portals. In the proper hands, the Skeleton Key has the capability to unlock hidden potential and untapped abilities. The extent of this power has yet to be discovered, which is a frightening thought if it ever fell into the wrong hands.



As a member of the trinity of Nightingales, it is incumbent upon us to recover the Skeleton Key if it strays from the Twilight Sepulcher. Why Nocturnal allows the Key to be stolen in the first place is a mystery. Some say she revels in the chaos this artifact causes, others feel she simply does not care, that the petty squabbles of men and mer are beyond her attention. Whatever the case may be, it is our duty to ensure it remains safely within the confines of the Sepulcher.



To say that the Nightingales are a holy order would be doing us a disservice. In our hearts, we are thieves. We enjoy the hunt and delight in the spoils. We might swear our loyalty to Nocturnal and hold some influence within the Thieves Guild, but the greatest allegiance a Nightingale holds is to himself.


Volume II: What We Were

By Gallus Desidenius



As a Nightingale, I feel compelled to place quill to parchment and record my thoughts regarding my knowledge of our order. If one day the Nightingales should vanish from Tamriel, then let this tome serve as a reminder of what we once were and to dispel any rumor or hearsay about our purposes and our motivations.



I will attempt to relate the scant bit of knowledge I have of our history to the best of my ability. It is my hope that in the future, someone else may happen upon this writing and amend it in order to expand the record of our existence.



Our history begins with a well-known tale. The tome "The Real Barenziah IX" mentions that a bard named "Nightingale" tricked Queen Barenziah into revealing the location of an artifact called the Staff of Chaos which he later claimed for his own. The story goes on to reveal that "Nightingale" was a powerful Imperial Battlemage named Jagar Tharn in disguise and that he used the Staff to imprison Emperor Uriel Septim VIII. His ultimate goal was to assume the form of the banished emperor and sit upon the throne in his stead.



In actuality, the individual identified as "the bard Nightingale" was not Jagar Tharn at all. This master of disguise was a Nightingale thief named Drayven Indoril. Jagar Tharn hired Drayven, one of the greatest master thieves in Skyrim, to seduce Barenziah and coerce her into revealing the location of the Staff of Chaos. After the Staff was given to Jagar Tharn, he attempted to eradicate Drayven, but his Nightingale abilities aided his escape. Jagar Tharn searched for Drayven but eventually had to abandon the pursuit in order to enact his plans involving the emperor.



It is interesting to note that history refers to Jagar Tharn as "Nightingale" well after the point Drayven would have vanished from the story. The distortion of actual events is very typical of Barenziah's manipulation. With the pressure of blame falling squarely on her shoulders for Uriel Septim VII's imprisonment, she twisted the truth and created the notion that the "bard" named Nightingale was Jagar Tharn himself. She felt the tale of being enthralled by the master sorcerer held more of a forgiving if not romantic notion than simply being seduced by a master rogue. Some also further speculate that eliminating Drayven from history was her attempt at protecting the reputation of Jagar Tharn, whom she was rumored to have been quite fond of.



Drayven had escaped into Morrowind after Jagar Tharn's pursuit and rejoined the Indoril family who held an estate quite close to the border of Skyrim which allowed him to perform his Nightingale duties at the Sepulcher if the need arose. He remained there for many years until the Indoril family began to lose its power and a war between the houses erupted. Not wanting any part of it, and feeling that Jagar Tharn was no longer a threat, Drayven left his homeland behind and settled in The Rift under the guise of a miner.



Co-currently with Drayven's history, born out of Dravyen's seduction of Barenziah, the Dunmer Queen eventually bore a child. This child, whom Barenziah abandoned with a midwife in an attempt to keep her Nightingale story valid, eventually grew into adulthood and struck out on her own to find her father. Calling herself Dralsi, she overturned every stone in Skyrim looking for any traces of Drayven. After an unknown number of years passed, she finally located him in a small mining community called Shor's Stone. He was quite elderly now... no longer the spry rogue that had seduced Barenziah, but nevertheless he was still Dralsi's father and he treated her as such. In the remaining years of Drayven's life, he imparted the ways of the Nightingale to Dralsi until he finally succumbed to his age.



Dralsi willingly struck the Oath of the Nightingales and performed her duties well in the service of Nocturnal. She eventually took a husband and together they had a child whom they named Karliah. Like Dralsi's father did for her, Dralsi taught Karliah the art of thievery and how to survive in Skyrim living as a rogue. She intended to pass the Nightingale mantle on to Karliah, but had to wait until the time was right to reveal it. When she was old enough, Karliah struck out on her own wanting to ply her trade in a larger city. She eventually found her way to Riften and joined the Thieves Guild under my own leadership at the time.



As Karliah slowly climbed the ranks in the Guild, I watched her progress and saw much of her mother in her methods. After several years passed, I received word that Dralsi had been killed defending the Twilight Sepulcher from a band of mercenaries and so it became time for the mantle to be passed. I traveled to Nightingale Hall with Mercer Frey and together, we inducted Karliah into the Nightingales.



I will relate my own history in my next volume and perhaps, as I uncover more information, the history of Mercer Frey as well.

The Nightingales: Fact or Fiction?

by Wilimina Roth



Mention the "Nightingale" to any thief worth his salt and he'll laugh in your face. He'll tell you that the supposed avengers of the Daedric Lord Nocturnal are nothing but fictional characters who live nowhere else but within tales designed to scare young footpads into doing what they're told. But are they fictional or simply misunderstood?



While it's true that most scholars would scoff at the notion of a holy sect appearing within the normally unethical and unorganized rabble that is the Thieves Guild, evidence suggests that such a group existed at one time within the borders of Skyrim. One hundred and twenty years before the publication of this tome, a corpse was discovered wearing a strange suit of armor that was described as "forged midnight." The tattered armor bore a crest of some sort, the symbol of a bird embracing a circle of undetailed blackness. The remains and the armor was taken to the College of Winterhold for study, but mysteriously vanished only a day after it arrived.



The crest from this armor was circulated around Skyrim for years but identification proved almost impossible. Then the most unlikely of sources, a prisoner incarcerated within the mines of Markarth, claimed that it was the mark of a group of thieves who called themselves the Nightingales. When pressed for more information, the prisoner claimed that the Nightingales were warriors of Nocturnal and performed her bidding without question. He claimed his source was someone he knew within the Thieves Guild of Skyrim, but he refused to identify them by name, so his story was quickly dismissed.



The second piece of evidence pointing to the existence of the Nightingales exists to this day just outside of Riften. Discovered at the terminus of a short pathway off of the main road stands a stone of unidentified blackened material. Carved into its face is the same avian symbol previously found on the dark suit of armor. To those that subscribed to the existence of the Nightingales, this was thought to be some sort of a meeting place. To others, this symbol was once again dismissed as a hoax or simply a diversion created by the Thieves Guild.



The final, and most controversial sample of evidence is a passage found scrawled on the inside of a cell wall in Whiterun. The cell had previously been occupied by a Dunmer named Lorthus was incarcerated for murder and was set for execution. After the deed was performed, and Lorthus's cell was examined, the following was found etched into one of the stone blocks:



"Take my hand Lady Nocturnal, for it's my will to serve you. As a Nightingale, I'm born anew. Let my past echo our triumph."



This is the first and only time that a solid connection between Nocturnal and the Nightingale has been made. The unusual nature of the passage, the religious connotations towards Nocturnal made by a career criminal, kept discussions lively for years regarding the possibility of this group actually existing. Sadly, since not a single piece of evidence beyond this has surfaced to date, this exciting discovery faded into obscurity and the debate subsided.



With these scant samples of evidence, conclusions are difficult to formulate. All we're left with are more questions than answers. Can religion and thievery coexist? Does the Daedric Lord Nocturnal have active agents roaming Skyrim with a no-doubt nefarious purpose? Does the Thieves Guild have extensive knowledge of the Nightingales, but remain sworn to secrecy? Perhaps one day the answers to these questions will be revealed, but at present it falls to you, the reader, to decide whether the Nightingales are fact or merely fiction.

The Night Mother's Truth

by Gaston Bellefort


Although various works have been written on the subjects of both Morrowind's Morag Tong, and Tamriel's more widespread Dark Brotherhood, there remains confusion as to precisely when and how these two feared assassins guilds formed. Or, more specifically, when and how the Dark Brotherhood split from the Morag Tong, as the former is widely accepted to have sprung from the latter.



The largest point of contention seems to be the figure of the Night Mother, a woman who figures prominently in both organizations. Through extensive research and interviews, and not inconsiderable risk to my own life (for the Dark Brotherhood holds this information sacred), I have finally solved this ages-old mystery. I have finally uncovered the Night Mother's Truth.



Although her name has been lost to time, the Night Mother was once a mere mortal, a Dark Elf woman who lived in a small village once located where the city of Bravil stands now, in the Imperial Province of Cyrodiil. She was a respected member of the Morag Tong and, like her fellow members, this woman made her trade as an assassin in service to the Daedric Prince Mephala. In fact, the woman held the title of Night Mother, reserved for the highest ranking female member of the organization. To be Night Mother of a particular sect was to be that group's matron - the favored of Mephala, both respected and feared.



However, it was not Mephala who facilitated the transformation from woman to spectre, but another, some would say far deeper form of evil - Sithis, the Dread Lord, embodiment of the unending Void.



Following the Potentate's assassination in 2E 324, strife descended upon the Morag Tong, and the guild was all but eradicated in Cyrodiil and much of the Empire. It was shortly after these events that the Dunmer woman claimed to hear the voice of Sithis himself. The Dread Lord, she claimed, was displeased. He was unhappy with the Morag Tong's lack of success. The Void, he told her, was hungry for souls - and it was her destiny to set things right.



And so, according to Dark Brotherhood legend, Sithis visited the Night Mother in her bed chamber, and begat her five children. Two years passed, before the unthinkable happened. The Dark Elf woman followed through with the Dread Lord's ultimate plan - one night, she murdered her children, and sent their souls straight to the Void. Straight to their father.



When they learned of this affront to decency, the people of the village rallied against the woman. For such an act was considered incomprehensible, even for a Night Mother of the Morag Tong. In one night of vengeance, they descended upon the woman, killing her, and burning down the house in which the atrocity took place. And that was the end of the story. Or so everyone thought.

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