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https://en.uesp.net/wiki/Main_Page
Main Page
__NOTOC__ [[Category:Full Protection]] [[Category:Site Information]] <div id="mf-main-page" class="uespMainPage"> <div id="uespMainLogo"> <div style="display: table; height: 0; width: 12em;"></div> '''Welcome to the [[UESPWiki:About|Unofficial Elder Scrolls Pages]]!''' We have been building a collaborative source for all knowledge on the [[General:The Elder Scrolls|''Elder Scrolls'']] series [[UESPWiki:History|since 1995]], and we could use your help! To begin browsing our site, you should select one of the games on the left side menu. If you would like to help us build the site, you can learn how to [[UESPWiki:Getting Started|get started]] as an editor, read over the [[Help:Contents|help files]], or look through our [[UESPWiki:Helping Out|guide to helping out]]. If you'd like to discuss ''The Elder Scrolls'' with other users, please consider using the UESP {{forums}} or [[UESPWiki:Discord|Discord server]]. ''This site's purpose is to provide information; therefore, most of the content contains spoilers.''{{NewLine}} ---- <div style="margin-top:0.5em">[[All Content|All Content]] • [[Help:Searching|Searching]] • [[UESPWiki:Questions|Questions]] • [[UESPWiki:Getting Started|How to Contribute]] • [[Help:Contents|Help Files]] • {{forums|Forums}}<div style="float:right">We are currently maintaining '''[[Special:Statistics|{{NUMBEROFARTICLES}}]]''' articles.</div></div> </div> <div id="uesp_game_list"> <center><inputbox> id=_uesp type=search2 placeholder=Search This Wiki buttonlabel=Search </inputbox><br> <div style=overflow-x:auto> <div style="display:inline-block;" id="uesp_game_carousel"> {| class=vtop style=text-align:center |- |width=90px|[[File:BL-cover-Blades Box Art.jpg|link=Blades:Blades|x100px|Blades]]<br>'''[[Blades:Blades|Blades]]''' |width=90px|[[File:LG-cover-Legends.jpg|link=Legends:Legends|x100px|Legends]]<br>'''[[Legends:Legends|Legends]]''' |width=90px|[[File:ON-cover-Online Box Art.jpg|link=Online:Online|x100px|ESO]]<br>'''[[Online:Online|ESO]]''' |width=90px|[[File:SR-cover-Skyrim Box Art.jpg|link=Skyrim:Skyrim|x100px|Skyrim]]<br>'''[[Skyrim:Skyrim|Skyrim]]''' |width=90px|[[File:OB-cover-Oblivion Box Art.jpg|link=Oblivion:Oblivion|x100px|Oblivion]]<br>'''[[Oblivion:Oblivion|Oblivion]]''' |width=90px|[[File:TES Shadowkey cover.jpg|link=Shadowkey:Shadowkey|x100px|Shadowkey]]<br>'''[[Shadowkey:Shadowkey|Shadowkey]]''' |width=90px|[[File:DS-logo-02.jpg|link=Dawnstar:Dawnstar|x100px|Dawnstar]]<br>'''[[Dawnstar:Dawnstar|Dawnstar]]''' |width=90px|[[File:Stormholdlogo.jpg|link=Stormhold:Stormhold|x100px|Stormhold]]<br>'''[[Stormhold:Stormhold|Stormhold]]''' |width=90px|[[File:MW-cover-Morrowind Box Art.jpg|link=Morrowind:Morrowind|x100px|Morrowind]]<br>'''[[Morrowind:Morrowind|Morrowind]]''' |width=90px|[[File:RG-cover-Redguard Box Art.jpg|link=Redguard:Redguard|x100px|Redguard]]<br>'''[[Redguard:Redguard|Redguard]]''' |width=90px|[[File:BS-cover-Sketch.jpg|link=Battlespire:Battlespire|x100px|Battlespire]]<br>'''[[Battlespire:Battlespire|Battlespire]]''' |width=90px|[[File:DF-cover-Daggerfall.jpg|link=Daggerfall:Daggerfall|x100px|Daggerfall]]<br>'''[[Daggerfall:Daggerfall|Daggerfall]]''' |width=90px|[[File:AR-cover-Arena CD-ROM.jpg|link=Arena:Arena|x100px|Arena]]<br>'''[[Arena:Arena|Arena]]''' |}</div></div></center> <center><span style=font-size:larger>'''{{List|[[Lore:Main Page|Lore]]|[[General:Main Page|General]]|[[Books:Books|Books]]|[[Mod:Main Page|Mods]]|sep=&#32;•&#32;}}'''</span></center> <div align="right" id="uesp_game_carousel_all">'''[[All Content|All Content...]]'''</div> </div> <div id="uespNewsDiv"> <div class="mobileSkinNeedsThisIDKWhy"> ==Latest News== {{UESPWiki:News}} <div align="right">'''[[UESPWiki:News|More News...]]'''</div> </div> </div> <div id="uespFADiv"> ==Current Featured Article== {{:Main Page/Featured Article}} ==Current Featured Image== {{:Main_Page/Featured_Image}} {{NewLine}} ==Did You Know...== {{:Main Page/Did You Know Transclusion}} ==Support UESP== [[File:UESP Shield Logo.png|frameless|thumb|right]] The UESP is one of the oldest independently-run gaming websites on the Internet, and has been supporting the ''Elder Scrolls'' community [[UESPWiki:History|since 1995]]. You can support the UESP's continued operation through our [[UESPWiki:Patreon|Patreon]], as well as receive various benefits. Another way to support UESP is to join the editors who help build the site. You can learn more about that [[UESPWiki:Getting Started|here]]. {{NewLine}} <div align="right">'''''[https://www.patreon.com/uesp Support us on Patreon]'''''</div> </div> </div> </div> [[pt:Página Principal]] [[it:Pagina principale]] [[ar:الصفحة الرئيسية]]
2,464,919
2021-09-03T15:05:03Z
Daveh
Welcome to the Unofficial Elder Scrolls Pages! We have been building a collaborative source for all knowledge on the Elder Scrolls series since 1995, and we could use your help! To begin browsing our site, you should select one of the games on the left side menu. If you would like to help us build the site, you can learn how to get started as an editor, read over the help files, or look through our guide to helping out. If you'd like to discuss The Elder Scrolls with other users, please consider using the UESP or Discord server. ''This site's purpose is to provide information; therefore, most of the content contains spoilers. ---- All Content • Searching • Questions • How to Contribute • Help Files • Latest News Current Featured Article Current Featured Image Did You Know... Support UESP frameless|thumb|right The UESP is one of the oldest independently-run gaming websites on the Internet, and has been supporting the Elder Scrolls'' community since 1995. You can support the UESP's continued operation through our Patreon, as well as receive various benefits. Another way to support UESP is to join the editors who help build the site. You can learn more about that here.
8
9
https://en.uesp.net/wiki/MediaWiki:Common.js
MediaWiki:Common.js
/* <pre><nowiki> */ /* addsectionbottom Add a new section link to the bottom of discussion pages Copied from http://rationalwiki.com/ */ function addsectionbottom() { var caplus; if (!(caplus = document.getElementById("ca-addsection"))) return; var content; if (!(content = document.getElementById("bodyContent"))) return; if (document.URL.indexOf('?')>=0) return; var addsection = document.createElement("div"); addsection.innerHTML = "<span class=\"mw-editsection\">[ <a " + "href=\"" + caplus.childNodes[0].getAttribute("href") + "\" title=\"" + caplus.childNodes[0].getAttribute("title") + "\" accesskey=\"" + caplus.childNodes[0].getAttribute("accesskey") + "\" ><span>Add new section</span></a> ]</span>" addsection.id = "addsectionbottom"; var catlinks = document.getElementById("catlinks"); if (catlinks == null) { content.appendChild(addsection); } else { content.insertBefore(addsection, catlinks); } } $(addsectionbottom); /** Collapsible tables ********************************************************* * * Description: Allows tables to be collapsed, showing only the header. See * http://www.mediawiki.org/wiki/Manual:Collapsible_tables. * Maintainers: [[en:User:R. Koot]] */ window.autoCollapse = 2; window.collapseCaption = 'hide'; window.expandCaption = 'show'; window.collapseTable = function ( tableIndex ) { var Button = document.getElementById( 'collapseButton' + tableIndex ); var Table = document.getElementById( 'collapsibleTable' + tableIndex ); if ( !Table || !Button ) { return false; } var Rows = Table.rows; if ( Button.firstChild.data == window.collapseCaption ) { for ( var i = 1; i < Rows.length; i++ ) { Rows[i].style.display = 'none'; } Button.firstChild.data = window.expandCaption; } else { for ( var i = 1; i < Rows.length; i++ ) { Rows[i].style.display = Rows[0].style.display; } Button.firstChild.data = window.collapseCaption; } } /* Fix overlapping pageicons */ $(function() {var prot = document.getElementById('protected-icon'); if (document.getElementById('featured-star') && prot) prot.style.marginRight = '25px';}); window.hasClass = ( function() { var reCache = {}; return function( element, className ) { return ( reCache[className] ? reCache[className] : ( reCache[className] = new RegExp( "(?:\\s|^)" + className + "(?:\\s|$)" ) ) ).test( element.className ); }; })(); window.createCollapseButtons = function() { var tableIndex = 0; var NavigationBoxes = new Object(); var Tables = document.getElementsByTagName( 'table' ); for ( var i = 0; i < Tables.length; i++ ) { if ( window.hasClass( Tables[i], 'collapsible' ) ) { /* only add button and increment count if there is a header row to work with */ var HeaderRow = Tables[i].getElementsByTagName( 'tr' )[0]; if ( !HeaderRow ) { continue; } var Header = HeaderRow.getElementsByTagName( 'th' )[0]; if ( !Header ) { continue; } NavigationBoxes[tableIndex] = Tables[i]; Tables[i].setAttribute( 'id', 'collapsibleTable' + tableIndex ); var Button = document.createElement( 'span' ); var ButtonLink = document.createElement( 'a' ); var ButtonText = document.createTextNode( window.collapseCaption ); Button.className = 'collapseButton'; // Styles are declared in [[MediaWiki:Common.css]] ButtonLink.style.color = Header.style.color; ButtonLink.setAttribute( 'id', 'collapseButton' + tableIndex ); ButtonLink.setAttribute( 'href', "javascript:collapseTable(" + tableIndex + ");" ); ButtonLink.appendChild( ButtonText ); Button.appendChild( document.createTextNode( '[' ) ); Button.appendChild( ButtonLink ); Button.appendChild( document.createTextNode( ']' ) ); Header.insertBefore( Button, Header.childNodes[0] ); tableIndex++; } } for ( var i = 0; i < tableIndex; i++ ) { if ( window.hasClass( NavigationBoxes[i], 'collapsed' ) || ( tableIndex >= window.autoCollapse && hasClass( NavigationBoxes[i], 'autocollapse' ) ) ) { collapseTable( i ); } else if ( window.hasClass( NavigationBoxes[i], 'innercollapse' ) ) { var element = NavigationBoxes[i]; while ( element = element.parentNode ) { if ( window.hasClass( element, 'outercollapse' ) ) { collapseTable( i ); break; } } } } } $( createCollapseButtons ); /** Test if an element has a certain class ************************************** * * Description: Uses regular expressions and caching for better performance. * Maintainers: [[User:Mike Dillon]], [[User:R. Koot]], [[User:SG]] */ /* Make sortable striping take effect when page is first loaded */ window.ts_alternate_row_colors = true; /* Show/Hide Nav code */ window.NavigationBarHide='[ Hide ]'; window.NavigationBarShow='[ Show ]'; window.NavigationBarShowDefault=0; window.toggleNavigationBar = function (indexNavigationBar) { var NavToggle = document.getElementById("NavToggle" + indexNavigationBar); var NavFrame = document.getElementById("NavFrame" + indexNavigationBar); if (!NavFrame || !NavToggle) { return false; } if (NavToggle.firstChild.data == window.NavigationBarHide) { for (var NavChild = NavFrame.firstChild; NavChild != null; NavChild = NavChild.nextSibling) { if (NavChild.className == 'NavPic') { NavChild.style.display = 'none'; } if (NavChild.className == 'NavContent') { NavChild.style.display = 'none'; } } NavToggle.firstChild.data = window.NavigationBarShow; } else if (NavToggle.firstChild.data == window.NavigationBarShow) { for (var NavChild = NavFrame.firstChild; NavChild != null; NavChild = NavChild.nextSibling) { if (NavChild.className == 'NavPic') { NavChild.style.display = 'block'; } if (NavChild.className == 'NavContent') { NavChild.style.display = 'block'; } } NavToggle.firstChild.data = window.NavigationBarHide; } } window.createNavigationBarToggleButton = function () { var indexNavigationBar = 0; for (var i = 0; NavFrame = document.getElementsByTagName("div")[i]; i++) { if (NavFrame.className == "NavFrame") { indexNavigationBar++; var NavToggle = document.createElement("a"); NavToggle.className = 'NavToggle'; NavToggle.setAttribute('id', 'NavToggle' + indexNavigationBar); NavToggle.setAttribute('href', 'javascript:toggleNavigationBar(' + indexNavigationBar + ');'); var NavToggleText = document.createTextNode(window.NavigationBarHide); NavToggle.appendChild(NavToggleText); for (var j = 0; j < NavFrame.childNodes.length; j++) { if (NavFrame.childNodes[j].className == "NavHead") { NavFrame.childNodes[j].appendChild(NavToggle); } } NavFrame.setAttribute('id', 'NavFrame' + indexNavigationBar); } } if (window.NavigationBarShowDefault < indexNavigationBar) { for (var i = 1; i <= indexNavigationBar; i++) { toggleNavigationBar(i); } } } $(createNavigationBarToggleButton); // Fix for ESO Build Editor Cookie if (window.location.hostname == "en.uesp.net") { document.cookie = 'uesp_net_wiki5_session=;expires=Sat, 01-Jan-2000 00:00:00 GMT;path=/'; } var uespTwitchOptions = { autoplay: false, width: 500, height: 400, channel: "UESP", muted: true, parent: ["uesp.net"] }; var twitchPlayer = null; function createTwitchPlayer() { if (Twitch == null) return; if (document.getElementById("uespTwitchEmbedDiv") == null) return; twitchPlayer = new Twitch.Player("uespTwitchEmbedDiv", uespTwitchOptions); } $(createTwitchPlayer); function uespUpdateBodySearch() { $("#bodySearchInput_uesp").attr("placeholder", "Search This Wiki For..."); } $(uespUpdateBodySearch); /* </nowiki></pre> */
2,439,826
2021-07-13T19:39:26Z
Daveh
/* */ /* addsectionbottom Add a new section link to the bottom of discussion pages Copied from / function addsectionbottom() { var caplus; if (!(caplus = document.getElementById("ca-addsection"))) return; var content; if (!(content = document.getElementById("bodyContent"))) return; if (document.URL.indexOf('?')>=0) return; var addsection = document.createElement("div"); addsection.innerHTML = " [ " addsection.id = "addsectionbottom"; var catlinks = document.getElementById("catlinks"); if (catlinks == null) { content.appendChild(addsection); } else { content.insertBefore(addsection, catlinks); } } $(addsectionbottom); /** Collapsible tables ********************************************************* * * Description: Allows tables to be collapsed, showing only the header. See * * Maintainers: */ window.autoCollapse = 2; window.collapseCaption = 'hide'; window.expandCaption = 'show'; window.collapseTable = function ( tableIndex ) { var Button = document.getElementById( 'collapseButton' + tableIndex ); var Table = document.getElementById( 'collapsibleTable' + tableIndex ); if ( !Table || !Button ) { return false; } var Rows = Table.rows; if ( Button.firstChild.data == window.collapseCaption ) { for ( var i = 1; i = window.autoCollapse && hasClass( NavigationBoxes[i], 'autocollapse' ) ) ) { collapseTable( i ); } else if ( window.hasClass( NavigationBoxes[i], 'innercollapse' ) ) { var element = NavigationBoxes[i]; while ( element = element.parentNode ) { if ( window.hasClass( element, 'outercollapse' ) ) { collapseTable( i ); break; } } } } } $( createCollapseButtons ); /** Test if an element has a certain class ************************************** * * Description: Uses regular expressions and caching for better performance. * Maintainers: , , */ /* Make sortable striping take effect when page is first loaded */ window.ts_alternate_row_colors = true; /* Show/Hide Nav code */ window.NavigationBarHide='[ Hide ]'; window.NavigationBarShow='[ Show ]'; window.NavigationBarShowDefault=0; window.toggleNavigationBar = function (indexNavigationBar) { var NavToggle = document.getElementById("NavToggle" + indexNavigationBar); var NavFrame = document.getElementById("NavFrame" + indexNavigationBar); if (!NavFrame || !NavToggle) { return false; } if (NavToggle.firstChild.data == window.NavigationBarHide) { for (var NavChild = NavFrame.firstChild; NavChild != null; NavChild = NavChild.nextSibling) { if (NavChild.className == 'NavPic') { NavChild.style.display = 'none'; } if (NavChild.className == 'NavContent') { NavChild.style.display = 'none'; } } NavToggle.firstChild.data = window.NavigationBarShow; } else if (NavToggle.firstChild.data == window.NavigationBarShow) { for (var NavChild = NavFrame.firstChild; NavChild != null; NavChild = NavChild.nextSibling) { if (NavChild.className == 'NavPic') { NavChild.style.display = 'block'; } if (NavChild.className == 'NavContent') { NavChild.style.display = 'block'; } } NavToggle.firstChild.data = window.NavigationBarHide; } } window.createNavigationBarToggleButton = function () { var indexNavigationBar = 0; for (var i = 0; NavFrame = document.getElementsByTagName("div")[i]; i++) { if (NavFrame.className == "NavFrame") { indexNavigationBar++; var NavToggle = document.createElement("a"); NavToggle.className = 'NavToggle'; NavToggle.setAttribute('id', 'NavToggle' + indexNavigationBar); NavToggle.setAttribute('href', 'javascript:toggleNavigationBar(' + indexNavigationBar + ');'); var NavToggleText = document.createTextNode(window.NavigationBarHide); NavToggle.appendChild(NavToggleText); for (var j = 0; j */
8
25
https://en.uesp.net/wiki/MediaWiki:Administrators
MediaWiki:Administrators
UESPWiki:Administrators
33,063
2006-07-02T20:02:51Z
Aristeo
UESPWiki:Administrators
8
29
https://en.uesp.net/wiki/MediaWiki:Allmessagestext
MediaWiki:Allmessagestext
This is a list of the '''system messages''' available in the MediaWiki: namespace. These pages can only be edited by an [[UESPWiki:Administrators|administrator]] or [[UESPWiki:Patroller|patroller]], but their corresponding talk pages can be used to propose and discuss changes.
1,949,929
2019-05-03T15:51:42Z
Dillonn241
This is a list of the system messages available in the MediaWiki: namespace. These pages can only be edited by an administrator or patroller, but their corresponding talk pages can be used to propose and discuss changes.
8
37
https://en.uesp.net/wiki/MediaWiki:Anontalkpagetext
MediaWiki:Anontalkpagetext
---- <div class="plainlinks" id="noticeGen" style="font-size:90%; margin:1em 1em 0em 1em; padding:0.25em 1em; background:#EEEEFF; border:1px solid #999; text-align:left"> This is a discussion page for an anonymous user who has not created an account and must be identified by their IP address. IP addresses can be shared by several users and can change periodically. If you are an anonymous user and feel that irrelevant comments have been directed at you, please [[Special:Userlogin|create an account or log in]] to avoid future confusion with other anonymous users.<br>{{Anontools|{{PAGENAMEE}}}} </div>
2,151,016
2020-05-15T12:58:19Z
Kiz
---- This is a discussion page for an anonymous user who has not created an account and must be identified by their IP address. IP addresses can be shared by several users and can change periodically. If you are an anonymous user and feel that irrelevant comments have been directed at you, please create an account or log in to avoid future confusion with other anonymous users.
8
55
https://en.uesp.net/wiki/MediaWiki:Blockedtext
MediaWiki:Blockedtext
'''Your user name or IP address has been blocked from editing by $1 for the following reason:''' ''$2'' * Start of block: $8 * Expiry of block: $6 * Intended blockee: $7 You can wait for the block to expire, you can contact $1 or another [[{{int:Grouppage-sysop}}|administrator]] via e-mail to discuss the block, or you can [[Project:Blocking Policy#Appealing Blocks|appeal]] the block on your [[{{#special:Mytalk}}|talk page]] (which you can normally still edit even when you are blocked). Keep in mind that you can only use the "{{MediaWiki:Emailuser}}" feature if you have a verified e-mail address in your [[{{#special:Preferences}}|preferences]] and you have not been blocked from using it. More information on {{SITENAME}}'s policies is provided at the [[Project:Blocking Policy|Blocking Policy]] page. Your IP address is currently '''$3''', and the block ID is '''#$5'''. Please include this address in any queries you make.
2,065,298
2019-11-13T07:53:52Z
RobinHood70
Your user name or IP address has been blocked from editing by $1 for the following reason: $2 Start of block: $8 Expiry of block: $6 Intended blockee: $7 You can wait for the block to expire, you can contact $1 or another administrator via e-mail to discuss the block, or you can appeal the block on your talk page (which you can normally still edit even when you are blocked). Keep in mind that you can only use the " " feature if you have a verified e-mail address in your preferences and you have not been blocked from using it. More information on 's policies is provided at the Blocking Policy page. Your IP address is currently $3, and the block ID is #$5. Please include this address in any queries you make.
8
57
https://en.uesp.net/wiki/MediaWiki:Blockip
MediaWiki:Blockip
Block User
49,180
2006-08-29T23:34:35Z
Aristeo
Block User
8
60
https://en.uesp.net/wiki/MediaWiki:Blockiptext
MediaWiki:Blockiptext
Use the form below to block write access from a specific IP address or username. This should be done only to prevent disruptive behaviour such as vandalism, and in accordance with the '''[[Project:Blocking Policy|Blocking Policy]]'''. Fill in a specific reason below; this reason will be displayed to the user if they try to edit, and will be listed on all logs. A more detailed notice of the reasons for the block should be added to the user talk page.
1,501,978
2016-02-03T18:35:13Z
RobinHood70
Use the form below to block write access from a specific IP address or username. This should be done only to prevent disruptive behaviour such as vandalism, and in accordance with the Blocking Policy. Fill in a specific reason below; this reason will be displayed to the user if they try to edit, and will be listed on all logs. A more detailed notice of the reasons for the block should be added to the user talk page.
8
86
https://en.uesp.net/wiki/MediaWiki:Categoriespagetext
MediaWiki:Categoriespagetext
This is an alphabetical listing of all categories that exist on UESPWiki. * For a hierarchical organization of the category pages, see [[:Category:Categories]]. * For information about the category system, see [[UESPWiki:Categories]].
465,537
2009-08-15T21:52:08Z
Nephele
This is an alphabetical listing of all categories that exist on UESPWiki. For a hierarchical organization of the category pages, see :Category:Categories. For information about the category system, see .
8
99
https://en.uesp.net/wiki/MediaWiki:Confirmdeletetext
MediaWiki:Confirmdeletetext
You are about to delete this page along with all of its history. Please confirm that you intend to do this, that you understand the consequences, and that you are doing this in accordance with the [[Project:Deletion Policy|deletion policy]].
1,501,982
2016-02-03T18:51:57Z
RobinHood70
You are about to delete this page along with all of its history. Please confirm that you intend to do this, that you understand the consequences, and that you are doing this in accordance with the deletion policy.
8
108
https://en.uesp.net/wiki/MediaWiki:Contributions
MediaWiki:Contributions
User Contributions
49,178
2006-08-29T23:33:34Z
Aristeo
User Contributions
8
109
https://en.uesp.net/wiki/MediaWiki:Copyright
MediaWiki:Copyright
<br />All content is available under the terms of the $1.<br />
44,191
2006-08-09T00:31:56Z
Aristeo
All content is available under the terms of the $1.
8
110
https://en.uesp.net/wiki/MediaWiki:Copyrightpage
MediaWiki:Copyrightpage
UESPWiki:Copyright and Ownership|Copyright and Ownership
33,067
2006-07-02T20:10:33Z
Aristeo
UESPWiki:Copyright and Ownership|Copyright and Ownership
8
112
https://en.uesp.net/wiki/MediaWiki:Copyrightwarning
MediaWiki:Copyrightwarning
'''Any content you submit must ''not'' violate copyright.''' You agree to license your contributions under the '''<span class="plainlinks">[http://creativecommons.org/licenses/by-sa/2.5/ Attribution-ShareAlike 2.5 License]</span>''' (see [[UESPWiki:Copyright and Ownership]] for details). Note that all contributions to UESPWiki may be edited, altered, or removed by other contributors.
160,294
2007-09-01T18:49:07Z
Nephele
Any content you submit must not violate copyright. You agree to license your contributions under the (see for details). Note that all contributions to UESPWiki may be edited, altered, or removed by other contributors.
8
118
https://en.uesp.net/wiki/MediaWiki:Currentevents
MediaWiki:Currentevents
-
4,470
2005-10-18T01:33:50Z
Wrye
-
8
131
https://en.uesp.net/wiki/MediaWiki:Deletedtext
MediaWiki:Deletedtext
'''$1''' has been deleted. See $2 for a record of recent deletions. Return to: * <span class="plainlinks">[{{fullurl:Category:Marked for Deletion|action=purge}} Category:Marked for Deletion]</span> ** <span class="plainlinks">[{{fullurl:Category:Speedy Deletion|action=purge}} Category:Speedy Deletion]</span> ** <span class="plainlinks">[{{fullurl:Category:Proposed Deletion|action=purge}} Category:Proposed Deletion]</span>
58,579
2006-10-05T05:57:45Z
Aristeo
$1 has been deleted. See $2 for a record of recent deletions. Return to:
8
159
https://en.uesp.net/wiki/MediaWiki:Editingold
MediaWiki:Editingold
<div id="noticeWarn" style="background: #FFBDBD; border: 1px solid #BB7979; color: #000000; font-weight: bold; margin: 2em 0 1em; padding: .5em 1em; vertical-align: middle; clear: both;">'''Warning:''' You are editing an old version of this page. If you save it, all changes that were made since this version will be reverted.</div>
2,148,879
2020-05-10T01:21:33Z
Kiz
8
163
https://en.uesp.net/wiki/MediaWiki:Emailforlost
MediaWiki:Emailforlost
<div style="width:30em">* Optional. An e-mail lets others contact you on this site without revealing your address, and lets us send you a new password if you forget it.<br /><br />Your username will be used to give you attribution for your work.</div>
50,847
2006-09-05T21:53:26Z
Aristeo
* Optional. An e-mail lets others contact you on this site without revealing your address, and lets us send you a new password if you forget it.
8
173
https://en.uesp.net/wiki/MediaWiki:Emailuser
MediaWiki:Emailuser
E-mail This User
49,181
2006-08-29T23:35:17Z
Aristeo
E-mail This User
8
378
https://en.uesp.net/wiki/MediaWiki:Noarticletext
MediaWiki:Noarticletext
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564,587
2010-04-19T22:21:55Z
GuildKnight
8
447
https://en.uesp.net/wiki/MediaWiki:Portal
MediaWiki:Portal
Community Portal
49,169
2006-08-29T23:28:30Z
Aristeo
Community Portal
8
448
https://en.uesp.net/wiki/MediaWiki:Portal-url
MediaWiki:Portal-url
UESPWiki:Community Portal
44,142
2006-08-08T21:39:37Z
Aristeo
UESPWiki:Community Portal
8
452
https://en.uesp.net/wiki/MediaWiki:Powersearchtext
MediaWiki:Powersearchtext
Search for $3 $9<br /> <br />$1$4 Search Talk Pages$2 List redirects$5<br />
66,840
2006-11-06T18:27:32Z
Daveh
Search for $3 $9 $1$4 Search Talk Pages$2 List redirects$5
8
466
https://en.uesp.net/wiki/MediaWiki:Printableversion
MediaWiki:Printableversion
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2006-08-29T23:31:37Z
Aristeo
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https://en.uesp.net/wiki/MediaWiki:Protectedpagewarning
MediaWiki:Protectedpagewarning
'''Warning:''' This page has been locked so that only [[UESPWiki:Administrators|administrators]] can edit it. Please be cautious when editing this page, and be sure that you are respecting any consensus or guidelines imposed on this page.
61,363
2006-10-18T01:52:57Z
Aristeo
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473
https://en.uesp.net/wiki/MediaWiki:Protectedtext
MediaWiki:Protectedtext
;<big>This page is [[UESPWiki:Protection Policy|protected against editing]].</big> * Pages that have been protected can only be edited by [[UESPWiki:Administrators|administrators]], and semi-protected pages can only be edited by established registered users. * Talk about the protection status of this page on this page's talk page, or the [[UESPWiki:Administrator Noticeboard|administrator noticeboard]]. * For a list of other protected pages, please see the [[:Category:Protected Pages|protected pages category]]. ---- You can, however, view the source of this page:
65,619
2006-11-02T07:04:59Z
Aristeo
; Pages that have been protected can only be edited by administrators, and semi-protected pages can only be edited by established registered users. Talk about the protection status of this page on this page's talk page, or the administrator noticeboard. For a list of other protected pages, please see the protected pages category. ---- You can, however, view the source of this page:
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https://en.uesp.net/wiki/MediaWiki:Protectlogtext
MediaWiki:Protectlogtext
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61,684
2006-10-19T00:34:59Z
Aristeo
Below is a list of page locks/unlocks. See the protection policy for more information.
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491
https://en.uesp.net/wiki/MediaWiki:Qbspecialpages
MediaWiki:Qbspecialpages
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2006-08-29T23:31:16Z
Aristeo
Special Pages
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494
https://en.uesp.net/wiki/MediaWiki:Randompage
MediaWiki:Randompage
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49,168
2006-08-29T23:28:02Z
Aristeo
Random Page
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507
https://en.uesp.net/wiki/MediaWiki:Recentchanges
MediaWiki:Recentchanges
Recent Changes
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2006-08-29T23:27:37Z
Aristeo
Recent Changes
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https://en.uesp.net/wiki/MediaWiki:Recentchangeslinked
MediaWiki:Recentchangeslinked
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2006-08-29T23:30:28Z
Aristeo
Related Changes
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https://en.uesp.net/wiki/MediaWiki:Specialpages
MediaWiki:Specialpages
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49,175
2006-08-29T23:32:18Z
Aristeo
Special Pages
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https://en.uesp.net/wiki/MediaWiki:Summary
MediaWiki:Summary
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2012-09-03T18:42:03Z
Daveh
Edit summary
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https://en.uesp.net/wiki/MediaWiki:Upload
MediaWiki:Upload
Upload File
49,172
2006-08-29T23:30:52Z
Aristeo
Upload File
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706
https://en.uesp.net/wiki/MediaWiki:Welcomecreation
MediaWiki:Welcomecreation
== Welcome, $1! == Congratulations! You have just created an account on the UESPWiki! If you want to, you can immediately start [[Help:Editing Pages|editing]] using your new account. Don't forget to change your [[Special:Preferences|preferences]]. You may want to look over the '''[[UESPWiki:Getting Started|Getting Started]]''' page for ideas on what to do next. Note that for security reasons, your account will continue to have a few restrictions placed on it for three days. After three days, the restrictions will be lifted and you will be able to create a user page.
361,057
2008-09-13T15:32:16Z
Rpeh
Welcome, $1! Congratulations! You have just created an account on the UESPWiki! If you want to, you can immediately start editing using your new account. Don't forget to change your preferences. You may want to look over the Getting Started page for ideas on what to do next. Note that for security reasons, your account will continue to have a few restrictions placed on it for three days. After three days, the restrictions will be lifted and you will be able to create a user page.
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707
https://en.uesp.net/wiki/MediaWiki:Whatlinkshere
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2006-08-29T23:29:24Z
Aristeo
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https://en.uesp.net/wiki/MediaWiki:Yournick
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2006-07-31T11:54:26Z
Aristeo
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730
https://en.uesp.net/wiki/Morrowind
Morrowind
'''Morrowind''' may mean three things: *[[Morrowind:Morrowind|Morrowind]], the third game in the Elder Scrolls series *[[Online:Morrowind|Morrowind]], the first chapter for Elder Scrolls Online *[[Lore:Morrowind|Morrowind]], a province in the northeast of Tamriel {{disambig}}
1,596,041
2017-01-31T20:59:07Z
SarthesArai
Morrowind may mean three things: Morrowind, the third game in the Elder Scrolls series Morrowind, the first chapter for Elder Scrolls Online Morrowind, a province in the northeast of Tamriel
14
731
https://en.uesp.net/wiki/Category:Hints
Category:Hints
[[Category:Categories|Hints]] This category contains a list of '''hints'''-related subcategories for the games.
271,794
2008-04-05T10:31:10Z
Rpeh
Hints This category contains a list of hints-related subcategories for the games.
104
736
https://en.uesp.net/wiki/Daggerfall:Hints
Daggerfall:Hints
{{Trail}} {{Cleanup|first person, structure}} {{TOCright|limit=2}} The following '''hints''' can help you start off on the right foot. You might also want to check out the [[Daggerfall:Cheats|''Daggerfall'' Cheats]] page, which contains hints closer to cheating. ==General Gameplay Tips== '''SAVE OFTEN:''' the most important tip. Save before and after quests, before entering dungeons, frequently while in dungeons, and after something "big", like a level raise, big bank deposit, etc. It's also a good idea to have a good structure to saving games: keep one slot for the regular save, like every 15-20 minutes in a dungeon; The other slots are for 'backup' positions, a time when you have no quests and are outside, and are saved just every once in a while. It's also a good idea to backup save games in case something really bad happens. The following is a list of good times to save your game. *Before and after receiving a [[Daggerfall:Quests|quest]] *Before and after deciding to clear a new dungeon *Before and after [[Daggerfall:Rest|resting]] *Before and after traveling *After leveling *After obtaining an item of Daedric quality *After attaining the quest objective *After any [[Daggerfall:Skills|skill increases]] *Arriving at a new location '''Traveling:''' travel cautiously most of the time, resting in inns, as this will allow you to be fully rested before arriving at a dungeon and lets you practice [[Daggerfall:Magic and Spells|spells]] before leaving. Being a member of a [[Daggerfall:Knightly Orders|knightly order]] allows you to stay in inns for free. When time is of the essence, traveling recklessly gets you there much faster, although you might have to climb over city walls at night. '''Recall:''' take advantage of the [[Daggerfall:Recall|Recall]] spell. Casting a Recall anchor just inside the dungeon entrance will allow for a quick exit if you find the quest item, or if you simply need to load up your wagon. Don't forget to recast the anchor if you plan to explore the dungeon some more. '''Exploring dungeons:''' this can be a hairy experience in ''Daggerfall'', especially if dungeon crawling is not your forte. Remember that these are just suggestions, you do not have to follow them to the letter in order to be successful (or have fun). #Follow the right hand wall method. Begin exploring the dungeon by following the right hand wall. This method can help you explore a great deal of the dungeon. Make note of teleporters, shafts, underwater areas, and other hazards but leave them until later. (Drop a coin or item to create a "loot pile marker" so you can easily find them again.) Explore doors on either side of hallways, entering any rooms beyond them and leave the doors open, but try to stick to right hand passages. #Following the right hand wall method will still leave many areas unexplored. After exploring as much you can with this method, switch and follow the left hand wall. Check your map often now, so that you will notice unexplored areas and secret doors. #There may still be some shafts, water, and teleporters around your "loot pile markers" left unexplored. Do these next, following similar rules as above. #If you still haven't found what you're looking for, start again at step 1, but check the map often for unexplored passages and secret doors. #Dungeon crawling can be tiring. If you are frustrated after several hours of exploring, take a break. '''Horse and Wagon:''' you should purchase one as soon as possible. A wagon is a great, if not essential, asset to have (wagons in the original release can carry 1000 kg. Early patches reduced this to 500 kg, but later patches bumped it back up to 750 kg). ''Graveyard Tour:'' you can make easy money by doing a little grave robbing. Graveyards always have a crypt, which will contain a dungeon with only 2 to 4 rooms. In most crypts you will only encounter two or three enemies, but you will normally find two to seven loot piles as well. So start in a city of your liking, travel to the nearest graveyard, plunder the crypt, leave it (it resets) and plunder it again if it contained enough loot piles. If not, travel to the next graveyard. You can continue this until you're fully encumbered. You can easily make around 10,000 gold in about 3 in-game days. For starter characters, this is a really useful method. ==Distorted Towns== Here's how to make wilderness terrain consistently affect the towns: #Enter a town directly next to a regional border (includes sea borders). #Run out of the town, directly across the border. Run until you have one travel map pixel between you and the border. #Turn around and run back to the town. ==Saving Screenshots== ===Regular Install=== Every once in a while, you might say to yourself, "I wish I could save this screen of me killing a daedra lord at level 1". To be able to save ''Daggerfall'' screenshots, simply follow these steps: # Create a directory named "PICS" in your main ''Daggerfall'' directory. # To save a screenshot in the game, press the '''\''', or backslash key. # Some say you can only have 10 screenshots saved in the directory at any one time, others say it is unlimited. It may depend on the version you have installed. with patch v1.0.179, you can have more than 10 screenshots saved at once. Although if you quit the game and restart, it appears these image files will be rewritten. #There are only certain parts of the game where this will work, mainly the main game display. Unfortunately, this method doesn't seem to work yet in the character screen. In order to save a screenshot just about anywhere, do the following: # On your keyboard, press the Windows button between the CTRL and ALT buttons. This should bring you to the desktop. Click anywhere on the screen to turn off the pop-up menu. # Right-click on the ''Daggerfall'' program box on the task bar. # Select "Properties" then the "Screen" tab. # "Full Screen" is turned on; select "Window" instead and click "OK." # Left-click the ''Daggerfall'' program box on the task bar and there is your game! # While the game is actually playable to a certain extent at this point, the goal is to grab a screen shot. Expand the game window to full size (to get rid of the scroll bars) and press ALT+Print Screen, which places the active ''Daggerfall'' window into the copy buffer. # Run your favorite paint program and paste the screen shot. ===Running DOSBox=== If you are running ''Daggerfall'' from DOSBox, simply press CTRL+F5. This will save an image of the current screen into the "PICS" folder (it will create the folder if needed). Open the file in your favorite image manipulation program to edit it. ==Weightless Equipment== '''Note:''' this only works for items you can equip (armor, weapons, rings, bracelets, etc.). First, you need a wagon, and a store where you can sell your stuff. Next, put any equipment that you are going to equip into your wagon. Talk to the merchant, and click on "sell". Click on the wagon tab to bring it up, and then leave. Enter your inventory, and the wagon tab should be active in the left-most column. Equip anything you want for 0 encumbrance! But remember, if you unequip anything, it will go straight back into your wagon. If you're in a dungeon, this might not be a good thing. Instead, use "remove" and then pick it up into your main inventory. ==Stat Decreases== '''Problem:''' "I had my [[Daggerfall:Attributes#Wisdom|Wisdom]] drop from 62 to 34. I have no diseases, no "spell Icons" are on my character sheet and if I look at my Wisdom score in an editor, it shows 62 still." '''Answer:''' "I had the same thing happen to me with my [[Daggerfall:Personality|Personality]]. I figured it out: I was using a Personality ring and saved the game while wearing it. When I loaded, my Personality was equal to my original unmodified value. When I took off the ring...poof! My personality dropped about 20 or 30 points. I had to re-load from the previous save game (luckily I had one). You could always use the edit program to put it back..." '''Answer:''' "Maybe you have been hit by spell? Try a "Heal Wisdom" custom spell. This option in the [[Daggerfall:Spell Maker|spellmaker]] seems to imply that there is a way to have a "damaged" attribute!" '''Answer:''' "Early versions of the game had a problem with the poison / disease part. If you were hit by a nightblade and you were poisoned, a cure poison spell didn't work and several attributes dived towards 0. After 12-24 hours or so the 'poison' changed to witches pox, a deadly disease. Then a cure disease spell worked. It turns out that casting cure disease when you are poisoned in this case heals you. This is fixed in the v1.0.179 patch I believe." '''Answer:''' "This problem was addressed in ''The (In)Famous Beginner's Guide to Daggerfall'' by Mark Stinson, on page 47. It's not clear whether this effect was a bug or a "feature". However, this problem does not seem too uncommon. Basically, an attribute may fail to return to normal after unequipping an attribute-boosting item that was worn for long periods. So consider removing such items before traveling or extended periods of sleep! Besides, this saves these items from wearing out too fast. The sudden drop in attribute may be up to half of the original value. But there are two methods of fixing this in-game. One is to get healed at a temple. The other is to create and use a custom ''Heal Attribute'' Restoration spell that's specific for the damaged attribute. (However, I've been wearing these items for long periods in v1.07.213 and I have yet to be bothered with this problem.)" ==Information on Switches== One switch I found yesterday is the torch switch that is on the wall. When you click with the 'grab' icon readied the switch will slide from left to right. My switch opened a secret wall (there was a corridor with a dead end to the left of it and when I pulled the switch the wall opened). MOST of the time the switches will reveal something near it but not always. In the random dungeons a rule I use is always pull every lever and switch you find, as sometimes two switches pulled will open those floor doors you have seen. One human skull I have seen that hangs in mid air is a teleporter. Another skull with "fangs" that come out the side is a lever that I was able to pull from top to bottom. I think that most secret levers are on the wall. ===More Switch Hints=== Not all switches are obvious. Some are invisible and obscure. In the ''Privateer's Hold'' dungeon I found that by grabbing the podium in the middle of the room, a bookcase in the corner moved to reveal some hidden treasure piles. (See [[#Starting_Dungeon_Spoilers|Starting Dungeon Spoilers]] below.) Also, in one random dungeon I found a room with four pillars with flames. I went around grabbing each one and after grabbing the fourth one I was suddenly teleported to a secret room with treasures. And yet, in another random dungeon I tried the same thing, but nothing happened. So sometimes being curious and thorough pays off. == Hints on Thieving == If you want to get rich fast, thieving would be the way to go. The easiest way to make some quick money is to create a custom 'Open' spell with the lowest possible chance (i.e., 1 + 1/1lvl). Use this spell to open any store after closing to gain entrance. It seems that simply casting the open spell in front of a store door opens it without fail, no matter what chance the open spell has. Bug? Unfortunately, this doesn't work the same in dungeons or inside. The best stores to rob are good quality pawn and general stores (especially if you are a low level), or at higher levels armor and weapon smiths, as dwarven, mithril, etc. weapons / armor get you a lot of cash (an ebony claymore I had sold for close to 50,000 gold). Book stores are useless to break into as you still have to attempt to steal the books once inside. Weird. Note that using this open spell method to get inside stores doesn't attract guards or affect your reputation...unless you try to open the 'private property' items inside the store. Another interesting tip on thieving is that if you completely empty a shelf and select it again, it will have restocked. Also, don't steal more than one horse or cart as you cannot get rid of them and may crash the game. Another good tip: go to a shop and loiter in there until the store closes, which is usually around midnight. After the shop closes, approach the shelves and you'll be able to remove items without being charged for them. Providing you haven't saved and reloaded your game or left and re-entered the store the shop keeper will still hang around inside and will happily buy back all of his stolen goods at market value. [see [[#The_Loaded_Tavern|The Loaded Tavern]] tip below to make '''millions''' on stealing Daedric Weapons. I find that plundering the Rusty Ogre Lodge is so fast and easy that it makes all other thieving obsolete. But instead of an ''Open'' spell, being able to cast ''Recall'' is usually needed.] To join the Thieves' Guild, you need to pick, or attempt to pick, at least 10 pockets. The easiest way to do this is to pick monster's pockets in dungeons, as you don't have to worry about the city guards who appear to know everything you do (picking monster's pockets in dungeons is also a great way to practice the skill!). After picking 10 pockets, the guild will contact you. After joining the Thieves' Guild, the location of one in town, if there is one, will appear on your automap (it is simply a normal house). Don't try to pick the pockets of any monsters in town as this attract the guards. Similarly, to join the Dark Brotherhood you must kill enough innocents (worth 5) or city guards (worth 1) to reach a total of 15 points; i.e., 3 innocents or 15 guards or combination of both. Innocents are defined as any of those NPCs walking around town. If you belong to the Thieves' Guild, engage the spymaster in regular conversation; he will still be all knowing and never clam up like he usually does! If you have low lock picking skills try to get a quest from the fighters guild where you have to rid a building of monsters. If that building is a shop you will be able to enter it after it closes! Then feel free to steal away! == Several Bugs to Avoid == #The soul gem bug most definitely causes crashes. These are manifested upon scene changes (like entering cities, ships, buildings). I had to backtrack several days worth of playing because I made some "super items" with this bug. Before I made the items, there were no problems. After, I was lucky to go 5 minutes without a crash. #The repair bug - this is triggered by any item enchanted with repair, causing error 2 upon entering a ship, or error 117 when an item repair event occurs (about every 2 minutes). It doesn't happen all the time, so there's probably some other factor involved. (Fixed in early patch) #The $spellname cheat seems stable, but the !spellname cheat no longer works. Be aware that editing the STR or END statistics seems to cause problems with stamina "rolling over" when you sleep (goes to zero / negative). [Neither $spellname nor !spellname works in v1.07.213] #Falling through elevators can be avoided by continually jumping while on them. Don't access your inventory / character sheet while riding one as the platform is still moving, but you will remain stationary while in the other sheet, causing you to fall when you return to the game. [Not a problem in v1.07.213] #Many have experienced the bug known as the 'void'. This occurs when you 'fall' through the floor or walls in a dungeon. You can move around in the void by casting levitate and can actually kill monsters with spells and arrows with impunity. To return, casting recall will get you back to your recall anchor (assuming you have one). Several people have used this to circumvent various 'puzzles' in main quest dungeons. [If you want to avoid this bug, there are several locations to be wary of. When scaling a steep slope, you may get stuck near the very top. Jump when you reach this point to avoid falling through the floor. It's also a good idea not to engage in melee with any enemy on such a slope. When dropping through a hole in the floor to a level below, let go of any directional movement keys so that you don't go through the wall.] #Attempting to cast a previously prepared spell after loading a game will cause a crash. Always prepare a new spell after loading a saved game. #Attempting to recast a previously deleted spell will cause the game to crash. Never hit the recast key after deleting a spell. #Upon entering a body of water in a dungeon, the swim up/down controls (same as float up/down) may fail to work at all if your character is carrying too much at the moment. This can make it impossible to exit certain bodies of water, as they require you to swim up to reach a ledge and climb out. If this happens, you can either drop some gold or equipment, cast a Levitate spell, or teleport to an already existing anchor point. == Furniture Stores == Furniture stores will show up in the "General" section of NPC dialogue. They are often inhabited by four to six [[Daggerfall:Thieves_Guild|Thieves Guild]] and/or [[Daggerfall:Dark Brotherhood|Dark Brotherhood]] NPCs, one of which is usually [[Daggerfall:The Crow|The Crow]], a high-ranking member of the Thieves Guild (has a gold frame around his portrait). The Crow will provide quests if the player is a member of the Thieves' Guild. Examples of furniture store names are Furniture Emporium, The Champion Carpentry, and The Duchess's Furniture Shop. Known towns where furniture stores are located include Ripwych and Tuntower in [[Daggerfall:Daggerfall (Region)|Daggerfall]] and Merdale in [[Daggerfall:Daenia|Daenia]]. The game code contains unimplemented furniture items (see [[Daggerfall:Hacking Items|Hacking Items]]). == Starting Dungeon Spoilers == Some people have a difficult time getting through small places (and getting hurled into that weird "auto-map oughta-be" tans-dimensional universe at the slightest misstep). In the starter dungeon, in the room with the book-cases and the candle-encircled Imp, (here's the "spoiler" if you can call it that) you can activate the podium/music-stand/secret-switch to the book-case thing in front of where the Imp is, and one of the book-cases swing open. It can be hard to slip through the gap unless you duck, slide and turn a little bit every time you start to "rise up"(climbing mode). This helps to avoid what must be representative of little protrusions and possibly books on Argonian Poetry. So, if you can't fit through standing, the secret is to crawl. (verified in v1.07.213) == Easy Money and Experience Method == Here is a really cool way to get treasure and experience. First, enter a city or town, wander about for two minutes and then choose to rest for awhile (24 hours). You will get attacked by mostly human foes, very rarely a real monster. The humans (assassins, thieves, spellswords, etc.) usually carry very valuable treasure like daedric weapons and a good deal of gold. It is advised that you don't do this unless you are at a high level or are a mage. If you are a mage, you can cast detect enemies and easily find your prey. If you are at a low level, you will become the prey, because the monster will probably sneak up behind you. If you are a high enough level to survive the backstab then you should be ok. There's plenty of room to move around and run if needed. Some people have mentioned that the patch version 200 creates more random encounters in the wilderness (unconfirmed). * This trick also works in any dungeon with high concentrations of humanoid enemies, such as the dungeons of Castle Wayrest. During the quest that takes place in said dungeons (although you can visit them at any time) you will encounter a lot of knights, rogues, spellswords, etc. and they have a high probability of carrying the best valuables you can expect to find at your current level. ===The Rusty Ogre Lodge=== This method was also mentioned in ''The (In)Famous Beginner's Guide to Daggerfall'' by Mark Stinson (page 206). There are about a dozen footlockers upstairs. If you save right in front of one, then load, plunder the footlocker, save, reload, and repeat, you'll get all the Daedric weapons you can possibly carry! And while still inside, the guards still screaming "Halt!" downstairs, unload to your wagon and plunder some more. If you have an empty wagon and only save the Daedric weapons and leave the other junk, it's easy to plunder 3 million GP worth in just '''one trip'''! (That is, provided you sell at a "rusty" pawnshop - or at least described as "cobbled together." Both Holmarket and Newtower have "rusty" shops and they're both within spitting distance.) To avoid the damage to reputation, be sure to cast a ''Recall'' spell (or use an item of ''Recall'') and set the anchor to somewhere outside the building and make sure you have enough Magicka to cast it a second time. Then, after you're done plundering the joint, cast ''Recall'' again. Alternatively, it might be possible (if unlikely) with a high ''Stealth'' skill to sneak by the guards. Otherwise, being a vamp or being shaggy from lycanthropy should make your character immune to the guards' weapons, hence they can't try to make you surrender or hurt your rep. (verified in v1.07.213) Note that this does not work with inns where the guest room is the same as the footlocker room, like The Crimson Dungeon in Newtower. If you save and reload in that room, you will not be able to interact with the footlockers, and will therefore not be able to reroll the contents. ===Other Inns this works in === {| width="100%" |- | width="25%" | {| class="wikitable" width="100%" |- !Alcaire |- | * The Lucky Giant Pub * The Laughing Cat Hostel |- !Anticlere |- | * Penwark * The Screaming Skull Pub * The Beaver and Priest Lodge * The Beaver and Mug Inn * Longpath * The Black Skull Lodge * The Mouse and Woodchuck Lodge * Holpath * The Bat and Cat Tavern * The Silver Fairy Inn |- !Bhoriane |- | * Fontcester Rock * The Fox and Skull Tavern * Daenia Upwark * Grimtown * The Lucky Bird Inn * Stokpath |- !Daggerfall |- | * Arkbridge * The Gold Fawn Tavern * The Savage Chasm Pub * The Lucky Badger Hostel * The Bat and Jug Lodge * The Bat and Griffin Inn * Chesterwich * The Beaver and Dungeon Lodge * Tamwych * The Dead Woodchuck Inn * The Rusty Ogre Lodge * Grimworth Hall * Kirkworth * The Howling Bird Inn * The Crimson Giant Lodge * Crossborne * Tambeth * Newwood Wood * Horwell * Fontville * The Dancing Rascal Pub * The Pig and Guard Inn * Penpath Derry * Burgwood * The Lucky Jug Tavern * The Devil's Rascal Inn * The Green Dungeon Lodge * The Devil's Hedgehog Tavern * Longwich End |} | width="25%" | {| class="wikitable" width="100%" |- !Dragontail Mountains |- | * The Knave and Griffin Hostel * The Crimson Goblin Pub * The Mouse and Stag Pub * The Toad and Castle Inn * Isfascuara * The Knave and Cat Hostel * The Mole and Griffin Hostel * The King's Woodchuck Tavern * The Devil's Woodchuck Inn * The Laughing Goblin Tavern * Baghahator * The Red Mug Hostel * Tasyryjer * The King's Mug Pub |- !Dwynnen |- | * Lammont * The Dancing Bird Inn * The Fox and Griffin Hostel * The Mouse and Jug Tavern * The Beaver and Dog Tavern * The Mole and Rascal Hostel * The Fox and Mug Inn * Ipsway * The Flying Goblin Pub * The Unfortunate Cat Hostel * Broadbury * The Rat and Woodchuck Inn * Charwich * The Devil's Fawn Hostel * Cromhead * The Dirty Cat Inn * The Crimson Chasm Hostel * The Devil's Chasm Tavern * The Rusty Goblin Hostel |- !Ephesus |- | * Kalandaplex * The Feather and Helm Tavern |- !Gavaudon |- | * The Bat and Skull Hostel |- !Glenumbra Moors |- | * The Savage Djinn Hostel |- !Glenpoint |- | * Lamham |- !Ilessan Hills |- | * Holtale * Broadville Wood * Whitebrone Hamlet |} | width="25%" | {| class="wikitable" width="100%" |- !Kambria |- | * The Restless Barbarian Tavern * The Unfortunate Stag Lodge * The Mole and Fairy Tavern |- !Koegria |- | * The King's Scorpion Hostel * The Mole and Dagger Hostel * The Black Sword Pub |- !Kozanset |- | * Jalosa |- !Lainlyn |- | * The Devil's Chasm Lodge * Zenastaza * Osareg * The Screaming Cat Lodge * Pythiisa * Jalehbia |- !Menevia |- | * The White Goat Lodge |- !Mournoth |- | * The Mole and Woodchuck Tavern * The Dead Dungeon Hostel * The Fox and Goblin Tavern * The Bat and Chasm Pub * Damettu-Thar * The Thirsty Griffin Lodge * The Devil's Skull Lodge |- !Northmoor |- | * The Dead Stag Hostel * The Rat and Dagger Lodge * The Knave and Badger Inn * The Howling Griffin Tavern * The Pig and Dog Tavern * Grimwell * The Rat and Scorpion Hostel * The Gold Helm Pub * The Fox and Giant Pub * Cromley * The Lucky Cat Pub * The Crimson Badger Pub * The Dwarf and Castle Inn |- !Phrygias |- | * The Devil's Dungeon Pub * The King's Goblin Pub * Westbrugh |- !Satakalaam |- | * The Thirsty Rascal Tavern |- !Shalgora |- | * Kirking * The Dwarf and Badger Lodge * The Fox and Porcupine Hostel * The Feather and Skull Tavern |} | width="25%" | {| class="wikitable" width="100%" |- !Totambu |- | * The Silver Woodchuck Inn * The Queen's Guard Hostel * The Screaming Giant Inn * The Howling Cat Tavern * The Dirty Dragon Inn * The Bat and Rascal Tavern * The Lucky Goat Lodge * The Red Priest Hostel * The Restless Ogre Lodge * The Mouse and Ogre Pub * Baghi-Ij * Pythettuno * The Howling Rascal Lodge * The Silver Helm Hostel * The Knave and Stag Hostel * The Crimson Porcupine Inn * The Black Scorpion Inn |- !Tulune |- | * The Feather and Helm Pub * Urvaius Kirkville * The Mole and Muskrat Pub |- !Wayrest |- | * The Gold Dragon Tavern * The Queen's Stag Inn * The Lynx and Porcupine Tavern * Charmont * The Lynx and Badger Hostel * The Black Stag Pub |- !Wrothgarian Mountains |- | * The Thirsty Dragon Inn * The Queen's Rascal Pub * The Fox and Goblin Lodge * The Devil's Scorpion Lodge * The Queen's Woodchuck Lodge * Kirkham * The Fox and Goblin Hostel * The Savage Scorpion Lodge * The Gold Rascal Lodge * The Mole and Muskrat Hostel * The Howling Stag Pub * Westpath * The Savage Jug Pub * Hal's Tavern * The Queen's Skull Pub * The Dwarf and Griffin Pub * The Queen's Helm Hostel * The Fox and Bird Inn * Singborne Court * The Lucky Giant Pub |- !Ykalon |- | * The Queen's Sword Inn * The Beaver and Giant Pub * Burgwick * The Red Hedgehog Pub * The Toad and Pit Inn * Deerwold * Midcester * The Mouse and Jug Inn * Upwood |} |} == Levitating Tricks== '''Horse Tricks''': If you are riding a horse and cast Levitate the horse flies, and you can go much quicker than if you were levitating without the horse. (Depends on your Speed attribute and Running skill. If you have high Speed and a Running skill of 100%, it's about as fast while holding [P] down.) '''Flying Chariot''': Levitation also works with the cart. But, it's not quite as fast as the horse. A flying chariot?! Go 'bump' into the rooftop of a house and your chariot will be pushed upward. ''"Look, it's a guy in a red suit! It must Santa and his reindeer on the roof!"'' I wish the game had camera controls so as to see this from 3rd person. '''Superman''': Try adding "cheatmode 1" to the '''z.cfg''' file. Then press [1] and cast ''Levitate''. Press [PgUp] to gain some altitude, then hold down [P] and [Up]. Faster than a speeding bullet... '''Buggy Levitate''': When using the [PgUp] and [PgDown] keys to control elevation, the character always slides diagonally to the left, in addition to move up or down. This makes changing elevation a real pain. (verified in v1.07.213) ===Jumping Tricks=== If you jump while levitating you can float upwards about twice as fast as normally. You also increase your jumping skill like you wouldn't believe. (verified in v1.07.213) Another way to increase the jumping skill is to open a door and stay in the middle of it, between the two rooms. Because the low 'ceiling' of the door blocks your head when you attempt jumping, your jumps are extremely short in time. Holding the jumping key down will make you jump a dozen times per second without moving at all. Watch your fatigue gauge. Another somewhat odd factoid involving jumping is one privately dubbed 'roof-vaulting'. Though this may not increase any skills (though the fall endured may help), it is mildly interesting and entertaining. The average player may notice that their jump somewhat sporadically shifts from a minuscule hop to a great bounding leap, and that the seemingly inapplicable climbing skill may be used to mount buildings. however, were one to run up a steeply inclined roof, holding down the 'jump' key as they would normally pass over the point of the roof's angle, there is a chance that one may leap much higher and at a greater distance than they usually could, depending on their running skill, jumping skill, the building's height and its roof's incline. This may be used as a method of increasing the jump skill, performing improvised roof-hopping, escaping from guards, or simply enjoying the thrill of jumping really high and far. One should be cautious while aiming and jumping, though, as this is also an effective method of suicide. ===Flying Without Levitation=== I was playing Daggerfall v1.07.213 two nights ago and I found a useful bug; It lets you fly '''UP ONLY''' without spells or magic items etc. It may be fun or useful only for those without the Levitate spell or if you run out of magic. #Hold the '''JUMP''' button for duration of fly time. #Equip your Weapon (some work better than others). #Attack the air as quickly as possibly. #You should now float upwards one jump's height at a time. I think you can go up forever but I don't know as my hand gets tired after about 24 'steps'. == A Secret Dungeon == If you go to your ship and proceed to the middle of the deck, switch to full screen. Face northwest (the N should be on the right and the W should not be visible). Turn on the speed cheat, and hop off. Use the "running on water" cheat from this site. After a while, you should see a dungeon message appear on the screen (harpy feathers everywhere, etc.) Set an anchor or save your game and go west (the exact direction is not known, west is an approximation). You should eventually approach an island if you go the right way. There will be a stone placed on it. Look for a door. Inside is the Mantellan Crux dungeon! The direction to travel is northwest, with the W positioned as the N is. Use the cheapest ship and position yourself to the side of the stairs going down before taking off to the northwest. Note that going straight north will not help, as the distances traveled are different with each direction. This can be accessed from the large ship as well. Traveling northwest from the prow will eventually take you to the small ship. While this provides access to the Mantellan Crux, it cannot be used to short-circuit the Main Quest. It is a good way to practice the complex sequences of actions that are required to advance between the various sections. '''Note:''' The only exit from this dungeon is teleportation. If you do not have an anchor set outside the Crux, you are stuck. If you are there as part of the Main Quest, Nulfaga will provide the teleportation if and when you are successful; otherwise you need to set your own anchor. == Immune to Disease Bug == In Daggerfall I have found an easy way to be immune to diseases without choosing 'immune to disease'. It must be a negative-math bug. What you do is create a custom character with critical weakness to disease. Then you choose to answer the 12 questions and 'as a child you were-' less resistant to disease. I have never been infected with any disease when I choose both of these options conjunctively. This is also a big advantage in dropping the leveling dagger in your character creation. As an added bonus, this ''increases'' the chance of being infected with lycanthropy/vampirism. #Make a mage-type character with the 2 above options. #Get to a sufficient level that you encounter vamps/werebeasts #Make yourself a good regenerate health spell and a cheap heal spell #Find a vamp or werebeast #Cast regeneration #Keep heal ready just in case health gets too low. #Sit back and get pounded by werewolves and/or vampires. Supposedly there is a 0.6% chance per hit of being infected, so just get hit 200x and you're almost sure to get the disease. You might wanna play around with this...it has worked every time for me but there are several versions of Daggerfall out there. == Get Ebony, Orcish, & Daedric items == Having a hard time completing that collection of Daedric, Orcish, or Ebony equipment? Do you feel that your current suit of mismatched armor looks like a Heinz-57 monster almost as ugly as a Flesh Atronach? Are you too impatient to wait until at least level 25 or a maxed-out Luck attribute? I know the feeling. Over time I was able to collect a nearly complete suit of Dwarven, but then moved on to better armor. I never was able to find a pair of Dwarven Boots. :D But, I did discover how to finally complete an entire suit of Daedric at only level 15 and with Luck at a mere 60. First of all, if your Luck is not already about 95 or 100, go find or create an item with ''Jack of Trades''. As far as magic items go, it's ''not'' too uncommon. If you can't find one in random treasure hunting (see [[Daggerfall:Cheats#Getting_Better_Treasure|Getting Better Treasure]] on the [[Daggerfall:Cheats|Daggerfall Cheats]] page), sometimes they will be sold in the Mages Guild. If necessary, go visit the Mages Guild in several towns to find one, or boost your Rank in the guild until you can access the Item Maker. Luck plays a significant role in (among other things) determining the quality of items found - not just in treasure piles, but also on enemy item drops and even the stuff appearing on store shelves! I'm assuming your character's Luck is naturally around 60 or more. Now that you have a ''Jack of Trades'' item, save your game and then equip it. Now go to the stats screen and look at your Luck. If your level is about 15 or more it should boost it by about 40 points to nearly 100. (If your level is only about 10 or so, it may only be around 80 or 90.) But if it is significantly less than this, try loading that save and then equip the item again. Every time the ''Jack of Trades'' activates, the resulting increase is randomly generated, based in part on your level. (However, do remember to unequip it before resting, traveling or otherwise not needed! Otherwise, it will become used and eventually break.) Then, go pay a visit to the local Weaponsmiths and Armorers. If you have lots of gold in the form of ''Letters of Credit'' (at least $600k, preferably $1 million or more) you might be able to buy a suit of Daedric. (Having a personality score of 95 or 100 or equipping an item of ''Charisma'' and/or ''Enhance Skill Mercantile'' will make this much cheaper.) Or if you are into thievery, you could try burglary or shoplifting. But to get the very best stuff in a short amount of time, this is how: Having a Ship is important. It makes resetting stores a snap so the inventory refreshes. (Otherwise, use the ''Recall'' spell or ''Levitate'' with "1" in cheat mode to exit the city fast and return.) Target the best Armorer in town. If you can not find one described as ''"you can't detect the slightest defect"'', go look in a different town. There are always one or two of these in the capitol of Daggerfall. But do not go inside the Armorer just yet! Next, look for a building in front of this high-end Armorer. Ideally, the door of this other building will be facing the door to the Armorer. Go inside this building and turn around with the door right in your face. SAVE. Then go through the door, walk across the street and enter the Armorer for the first time. Search each shelf carefully for what you're missing or desire. If nothing strikes your fancy, immediately load that save and try again. Do this over and over. This is fast and eventually you'll hit pay dirt. When you find what you want or need, either buy it or swipe it. But do ''not'' save just yet. (See below for why.) Immediately exit the store and then go to your ship (or leave town). Immediately come back to town and return to inside that building across the street, facing the door again. Now save. Repeat as often as necessary. After several hours of this, I was finally able to complete a full suit of Daedric. (Took me forever to find a single pair of Daedric Gauntlets...) This is complicated, but it works. I've tried to save right in front of a store, but that does ''not'' work! If you load such a save and go inside the store, all the shelves will be '''empty'''! Even after leaving for your ship and then returning, the shelves might still be empty (verified in v1.07.213). Another possible way to get hold of high-level weapons and armor is to use the spellmaker to create a "summon item" spell with the shortest possible duration. While the spell's description would suggest that the item disappears after the duration is over, it in fact does not - however, you cannot summon another item while the spell is still active. For this reason, it helps if you have a ship or join the fighters guild so you can sleep for 1 hour each cast to get your Magicka back and to time the effect out. Summoned items are generally made of the lowest quality materials - about 50% of summoned cuirasses will be leather, chain or iron. However, there is a chance to get virtually any level of item quality, including Orcish and Daedric (Checked in version 213). It's also a good way to raise Mysticism relatively quickly and make a bit of extra cash if you don't believe in robbing stores. == Not all Item Powers work == For serious item enchanting, I would suggest reading ''The (In)Famous Beginner's Guide to Daggerfall'' by Mark Stinson. (In particular, see the ''Enchanting Items'' section.) Even veteran players can find some of the info very useful. There are numerous tables and charts that details most item enchantment potential and details item powers, side effects, soul binding, and other info. Most importantly, it gives sound advice and '''explains''' why some item powers are '''useless''' or at least inferior to alternatives. However, there still appears to be a '''few''' discrepancies and factual errors. In other words, players should not assume that any game charts or material is 100% accurate, particularly since using different patches can significantly alter gameplay. =="Potent vs." Powers== While playing around in the Item Maker and reading guides, I decided to try out the ''Potent vs.'' powers. In particular, I wanted to see if ''Potent vs. Undead, Humanoid'', or ''Daedra'' would be at all affected by the [[Daggerfall:Cheats#Multiple_Low_Damage_Vs._Side_Effects_Trick|Multiple Low Damage Vs. Side Effects Trick]]. (See section on the [[Daggerfall:Cheats|Daggerfall Cheats]] page.) So after making several tests out of Daedric Katana and Daedric Long Bows, I headed off for random graveyards and dungeons to test them out. I tried three versions of these weapons: One '''without any''' enchantment, one with ''Featherweight'', ''Potent vs. Undead'' and ''Vampiric Effect When Strikes'', and one with the multiple side effect ''Low Damage vs. Animals'', in addition to those powers. I eventually found a Vampire Ancient and saved the game. I reloaded and tried each weapon in turn. Each time I carefully counted the number of blows it took to finish the dangerous fiend off. Result? It took between 4, 5, and 6 blows to kill it. I repeated this '''many''' dozens of times with each weapon, making well over a 100 blows in total. (There were a couple occasions where it only took 3 blows, but I assume this was a Critical Strike.) On average... each weapon took 5 blows. I could tell no significant difference. Not convinced, I continued until finding an Ancient Lich and saved again. Again, I repeated this many dozens of times with each weapon. It took between 3, 4, and 5 blows to finish it and, on average, each weapon took 4 blows. No difference. So, I started over again with a plain Daedric Katakana and one with ''Potent vs. Undead'' as the '''only''' power or side effect. I went to a graveyard, found a Zombie and saved. It took between 3, 4, and 5 blows to finish it and, on average, each weapon took 4 blows. Both weapons fared the '''same'''! Thinking that perhaps this was just ''Vs. Undead'', I repeated that experiment with using ''Potent vs. Humanoids'' instead. I tried them out on a Rogue. Same thing: After many dozens of blows with each I'm quite confident that each weapon took 4 blows on average. In other words, despite claims to the contrary all four of the ''Potent vs.'' powers are '''worthless''' (at least in v1.07.213)! Note that I have '''not''' been using buggy cheats, game editors, or any hacks. My game is 100% original and very stable. ==Vampiric Effect == I find that the ''Vampiric Effect When Strikes'' is '''extremely''' useful. (Tip: Adding ''Cast When Strikes: Energy Leech'' is also useful, particularly for characters without Athleticism or an Endurance of 100. It saves from having to rest all the time between fights.) It makes, for example, fighting Barbarians, Vampire Ancients and Ancient Liches bearable as my character recovers almost as much health as the fiends can dish out. Curious as to what ''Vampiric Effect At Range'' might do (since it costs twice as much), I made test items of two Daedric Longbows and headed for nearby graveyards. Finding some Rogues and Bards, I saved and proceeded to turn them into pincushions. After dozens of blows with each, I can safely say that while ''Vampiric Effect When Strikes'' works fine, ''Vampiric Effect At Range'' does not seem to do anything. I repeated this with two Daedric Katana with similar results. ==A Trick to raise Magic Skills== This trick takes advantage of the people at the Mages' Guild, who kindly regenerate a sorcerer's magicka. Possibly it will work for any character who does not naturally recover magicka. Start by making some cheap cantrips [[Daggerfall:Leveling_and_Skills#Cheapest_Spells_to_Make|like these]]. Then approach any member of the guild. Cast the cheap cantrip over and over. Then ask the guild member for whatever service he performs (e.g. buy spells). He'll recharge you. You've practiced that skill enough to raise it a level. Until around 50%, casting the cantrip until your magicka is gone is enough. After that you may need to get recharged and use it up again - no worry, the guild members will recharge you any time your magicka is less than full. When you've practiced all the skills you want to raise, go sleep on it and they'll go up. Tedious? You bet, but if you haven't got or don't want to use a character editor, it's the easy way to get those spell skills to where spells are affordable. ==Looting From A Stack Of Bodies== Especially if you are using the "cast fireball and absorb, repeat" method of killing, you can end up with a stack of bodies. Sometimes, there will be bodies with no loot stacked on top of bodies with loot, leaving you unable to get to the goodies that you just fought so hard for. To overcome this problem, simply save and reload. All of the corpses that were stacked close together will collapse into a single corpse with all of the loot. (This was done with the recently released v1.07.213 free copy of Daggerfall.) ==Bug to Avoid When Making Save Backups== When making backups of your saved games it seems you have to make a backup of all 6 saves if you have used the 6 save slots. When I replaced one of my 6 saves they got bugged and the coordinates didn't work correctly when I opened the saves in [[Daggerfall:Files#Save_Game_Editors|DFHack]]. This was fixed when I replaced the 6 saves with a previous backup of 6 saved games. [[Category:Daggerfall-Hints]]
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The following hints can help you start off on the right foot. You might also want to check out the Daggerfall Cheats page, which contains hints closer to cheating. General Gameplay Tips SAVE OFTEN: the most important tip. Save before and after quests, before entering dungeons, frequently while in dungeons, and after something "big", like a level raise, big bank deposit, etc. It's also a good idea to have a good structure to saving games: keep one slot for the regular save, like every 15-20 minutes in a dungeon; The other slots are for 'backup' positions, a time when you have no quests and are outside, and are saved just every once in a while. It's also a good idea to backup save games in case something really bad happens. The following is a list of good times to save your game. Before and after receiving a quest Before and after deciding to clear a new dungeon Before and after resting Before and after traveling After leveling After obtaining an item of Daedric quality After attaining the quest objective After any skill increases Arriving at a new location Traveling: travel cautiously most of the time, resting in inns, as this will allow you to be fully rested before arriving at a dungeon and lets you practice spells before leaving. Being a member of a knightly order allows you to stay in inns for free. When time is of the essence, traveling recklessly gets you there much faster, although you might have to climb over city walls at night. Recall: take advantage of the Recall spell. Casting a Recall anchor just inside the dungeon entrance will allow for a quick exit if you find the quest item, or if you simply need to load up your wagon. Don't forget to recast the anchor if you plan to explore the dungeon some more. Exploring dungeons: this can be a hairy experience in Daggerfall, especially if dungeon crawling is not your forte. Remember that these are just suggestions, you do not have to follow them to the letter in order to be successful (or have fun). #Follow the right hand wall method. Begin exploring the dungeon by following the right hand wall. This method can help you explore a great deal of the dungeon. Make note of teleporters, shafts, underwater areas, and other hazards but leave them until later. (Drop a coin or item to create a "loot pile marker" so you can easily find them again.) Explore doors on either side of hallways, entering any rooms beyond them and leave the doors open, but try to stick to right hand passages. #Following the right hand wall method will still leave many areas unexplored. After exploring as much you can with this method, switch and follow the left hand wall. Check your map often now, so that you will notice unexplored areas and secret doors. #There may still be some shafts, water, and teleporters around your "loot pile markers" left unexplored. Do these next, following similar rules as above. #If you still haven't found what you're looking for, start again at step 1, but check the map often for unexplored passages and secret doors. #Dungeon crawling can be tiring. If you are frustrated after several hours of exploring, take a break. Horse and Wagon: you should purchase one as soon as possible. A wagon is a great, if not essential, asset to have (wagons in the original release can carry 1000 kg. Early patches reduced this to 500 kg, but later patches bumped it back up to 750 kg). Graveyard Tour: you can make easy money by doing a little grave robbing. Graveyards always have a crypt, which will contain a dungeon with only 2 to 4 rooms. In most crypts you will only encounter two or three enemies, but you will normally find two to seven loot piles as well. So start in a city of your liking, travel to the nearest graveyard, plunder the crypt, leave it (it resets) and plunder it again if it contained enough loot piles. If not, travel to the next graveyard. You can continue this until you're fully encumbered. You can easily make around 10,000 gold in about 3 in-game days. For starter characters, this is a really useful method. Distorted Towns Here's how to make wilderness terrain consistently affect the towns: #Enter a town directly next to a regional border (includes sea borders). #Run out of the town, directly across the border. Run until you have one travel map pixel between you and the border. #Turn around and run back to the town. Saving Screenshots Regular Install Every once in a while, you might say to yourself, "I wish I could save this screen of me killing a daedra lord at level 1". To be able to save Daggerfall screenshots, simply follow these steps: # Create a directory named "PICS" in your main Daggerfall directory. # To save a screenshot in the game, press the \, or backslash key. # Some say you can only have 10 screenshots saved in the directory at any one time, others say it is unlimited. It may depend on the version you have installed. with patch v1.0.179, you can have more than 10 screenshots saved at once. Although if you quit the game and restart, it appears these image files will be rewritten. #There are only certain parts of the game where this will work, mainly the main game display. Unfortunately, this method doesn't seem to work yet in the character screen. In order to save a screenshot just about anywhere, do the following: # On your keyboard, press the Windows button between the CTRL and ALT buttons. This should bring you to the desktop. Click anywhere on the screen to turn off the pop-up menu. # Right-click on the Daggerfall program box on the task bar. # Select "Properties" then the "Screen" tab. # "Full Screen" is turned on; select "Window" instead and click "OK." # Left-click the Daggerfall program box on the task bar and there is your game! # While the game is actually playable to a certain extent at this point, the goal is to grab a screen shot. Expand the game window to full size (to get rid of the scroll bars) and press ALT+Print Screen, which places the active Daggerfall window into the copy buffer. # Run your favorite paint program and paste the screen shot. Running DOSBox If you are running Daggerfall from DOSBox, simply press CTRL+F5. This will save an image of the current screen into the "PICS" folder (it will create the folder if needed). Open the file in your favorite image manipulation program to edit it. Weightless Equipment Note: this only works for items you can equip (armor, weapons, rings, bracelets, etc.). First, you need a wagon, and a store where you can sell your stuff. Next, put any equipment that you are going to equip into your wagon. Talk to the merchant, and click on "sell". Click on the wagon tab to bring it up, and then leave. Enter your inventory, and the wagon tab should be active in the left-most column. Equip anything you want for 0 encumbrance! But remember, if you unequip anything, it will go straight back into your wagon. If you're in a dungeon, this might not be a good thing. Instead, use "remove" and then pick it up into your main inventory. Stat Decreases Problem: "I had my Wisdom drop from 62 to 34. I have no diseases, no "spell Icons" are on my character sheet and if I look at my Wisdom score in an editor, it shows 62 still." Answer: "I had the same thing happen to me with my Personality. I figured it out: I was using a Personality ring and saved the game while wearing it. When I loaded, my Personality was equal to my original unmodified value. When I took off the ring...poof! My personality dropped about 20 or 30 points. I had to re-load from the previous save game (luckily I had one). You could always use the edit program to put it back..." Answer: "Maybe you have been hit by spell? Try a "Heal Wisdom" custom spell. This option in the spellmaker seems to imply that there is a way to have a "damaged" attribute!" Answer: "Early versions of the game had a problem with the poison / disease part. If you were hit by a nightblade and you were poisoned, a cure poison spell didn't work and several attributes dived towards 0. After 12-24 hours or so the 'poison' changed to witches pox, a deadly disease. Then a cure disease spell worked. It turns out that casting cure disease when you are poisoned in this case heals you. This is fixed in the v1.0.179 patch I believe." Answer: "This problem was addressed in ''The (In)Famous Beginner's Guide to Daggerfall'' by Mark Stinson, on page 47. It's not clear whether this effect was a bug or a "feature". However, this problem does not seem too uncommon. Basically, an attribute may fail to return to normal after unequipping an attribute-boosting item that was worn for long periods. So consider removing such items before traveling or extended periods of sleep! Besides, this saves these items from wearing out too fast. The sudden drop in attribute may be up to half of the original value. But there are two methods of fixing this in-game. One is to get healed at a temple. The other is to create and use a custom Heal Attribute Restoration spell that's specific for the damaged attribute. (However, I've been wearing these items for long periods in v1.07.213 and I have yet to be bothered with this problem.)" Information on Switches One switch I found yesterday is the torch switch that is on the wall. When you click with the 'grab' icon readied the switch will slide from left to right. My switch opened a secret wall (there was a corridor with a dead end to the left of it and when I pulled the switch the wall opened). MOST of the time the switches will reveal something near it but not always. In the random dungeons a rule I use is always pull every lever and switch you find, as sometimes two switches pulled will open those floor doors you have seen. One human skull I have seen that hangs in mid air is a teleporter. Another skull with "fangs" that come out the side is a lever that I was able to pull from top to bottom. I think that most secret levers are on the wall. More Switch Hints Not all switches are obvious. Some are invisible and obscure. In the ''Privateer's Hold'' dungeon I found that by grabbing the podium in the middle of the room, a bookcase in the corner moved to reveal some hidden treasure piles. (See Starting Dungeon Spoilers below.) Also, in one random dungeon I found a room with four pillars with flames. I went around grabbing each one and after grabbing the fourth one I was suddenly teleported to a secret room with treasures. And yet, in another random dungeon I tried the same thing, but nothing happened. So sometimes being curious and thorough pays off. Hints on Thieving If you want to get rich fast, thieving would be the way to go. The easiest way to make some quick money is to create a custom 'Open' spell with the lowest possible chance (i.e., 1 + 1/1lvl). Use this spell to open any store after closing to gain entrance. It seems that simply casting the open spell in front of a store door opens it without fail, no matter what chance the open spell has. Bug? Unfortunately, this doesn't work the same in dungeons or inside. The best stores to rob are good quality pawn and general stores (especially if you are a low level), or at higher levels armor and weapon smiths, as dwarven, mithril, etc. weapons / armor get you a lot of cash (an ebony claymore I had sold for close to 50,000 gold). Book stores are useless to break into as you still have to attempt to steal the books once inside. Weird. Note that using this open spell method to get inside stores doesn't attract guards or affect your reputation...unless you try to open the 'private property' items inside the store. Another interesting tip on thieving is that if you completely empty a shelf and select it again, it will have restocked. Also, don't steal more than one horse or cart as you cannot get rid of them and may crash the game. Another good tip: go to a shop and loiter in there until the store closes, which is usually around midnight. After the shop closes, approach the shelves and you'll be able to remove items without being charged for them. Providing you haven't saved and reloaded your game or left and re-entered the store the shop keeper will still hang around inside and will happily buy back all of his stolen goods at market value. [see The Loaded Tavern tip below to make millions on stealing Daedric Weapons. I find that plundering the Rusty Ogre Lodge is so fast and easy that it makes all other thieving obsolete. But instead of an Open spell, being able to cast Recall is usually needed.] To join the Thieves' Guild, you need to pick, or attempt to pick, at least 10 pockets. The easiest way to do this is to pick monster's pockets in dungeons, as you don't have to worry about the city guards who appear to know everything you do (picking monster's pockets in dungeons is also a great way to practice the skill!). After picking 10 pockets, the guild will contact you. After joining the Thieves' Guild, the location of one in town, if there is one, will appear on your automap (it is simply a normal house). Don't try to pick the pockets of any monsters in town as this attract the guards. Similarly, to join the Dark Brotherhood you must kill enough innocents (worth 5) or city guards (worth 1) to reach a total of 15 points; i.e., 3 innocents or 15 guards or combination of both. Innocents are defined as any of those NPCs walking around town. If you belong to the Thieves' Guild, engage the spymaster in regular conversation; he will still be all knowing and never clam up like he usually does! If you have low lock picking skills try to get a quest from the fighters guild where you have to rid a building of monsters. If that building is a shop you will be able to enter it after it closes! Then feel free to steal away! Several Bugs to Avoid #The soul gem bug most definitely causes crashes. These are manifested upon scene changes (like entering cities, ships, buildings). I had to backtrack several days worth of playing because I made some "super items" with this bug. Before I made the items, there were no problems. After, I was lucky to go 5 minutes without a crash. #The repair bug - this is triggered by any item enchanted with repair, causing error 2 upon entering a ship, or error 117 when an item repair event occurs (about every 2 minutes). It doesn't happen all the time, so there's probably some other factor involved. (Fixed in early patch) #The $spellname cheat seems stable, but the !spellname cheat no longer works. Be aware that editing the STR or END statistics seems to cause problems with stamina "rolling over" when you sleep (goes to zero / negative). [Neither $spellname nor !spellname works in v1.07.213] #Falling through elevators can be avoided by continually jumping while on them. Don't access your inventory / character sheet while riding one as the platform is still moving, but you will remain stationary while in the other sheet, causing you to fall when you return to the game. [Not a problem in v1.07.213] #Many have experienced the bug known as the 'void'. This occurs when you 'fall' through the floor or walls in a dungeon. You can move around in the void by casting levitate and can actually kill monsters with spells and arrows with impunity. To return, casting recall will get you back to your recall anchor (assuming you have one). Several people have used this to circumvent various 'puzzles' in main quest dungeons. [If you want to avoid this bug, there are several locations to be wary of. When scaling a steep slope, you may get stuck near the very top. Jump when you reach this point to avoid falling through the floor. It's also a good idea not to engage in melee with any enemy on such a slope. When dropping through a hole in the floor to a level below, let go of any directional movement keys so that you don't go through the wall.] #Attempting to cast a previously prepared spell after loading a game will cause a crash. Always prepare a new spell after loading a saved game. #Attempting to recast a previously deleted spell will cause the game to crash. Never hit the recast key after deleting a spell. #Upon entering a body of water in a dungeon, the swim up/down controls (same as float up/down) may fail to work at all if your character is carrying too much at the moment. This can make it impossible to exit certain bodies of water, as they require you to swim up to reach a ledge and climb out. If this happens, you can either drop some gold or equipment, cast a Levitate spell, or teleport to an already existing anchor point. Furniture Stores Furniture stores will show up in the "General" section of NPC dialogue. They are often inhabited by four to six Thieves Guild and/or Dark Brotherhood NPCs, one of which is usually The Crow, a high-ranking member of the Thieves Guild (has a gold frame around his portrait). The Crow will provide quests if the player is a member of the Thieves' Guild. Examples of furniture store names are Furniture Emporium, The Champion Carpentry, and The Duchess's Furniture Shop. Known towns where furniture stores are located include Ripwych and Tuntower in Daggerfall and Merdale in Daenia. The game code contains unimplemented furniture items (see Hacking Items). Starting Dungeon Spoilers Some people have a difficult time getting through small places (and getting hurled into that weird "auto-map oughta-be" tans-dimensional universe at the slightest misstep). In the starter dungeon, in the room with the book-cases and the candle-encircled Imp, (here's the "spoiler" if you can call it that) you can activate the podium/music-stand/secret-switch to the book-case thing in front of where the Imp is, and one of the book-cases swing open. It can be hard to slip through the gap unless you duck, slide and turn a little bit every time you start to "rise up"(climbing mode). This helps to avoid what must be representative of little protrusions and possibly books on Argonian Poetry. So, if you can't fit through standing, the secret is to crawl. (verified in v1.07.213) Easy Money and Experience Method Here is a really cool way to get treasure and experience. First, enter a city or town, wander about for two minutes and then choose to rest for awhile (24 hours). You will get attacked by mostly human foes, very rarely a real monster. The humans (assassins, thieves, spellswords, etc.) usually carry very valuable treasure like daedric weapons and a good deal of gold. It is advised that you don't do this unless you are at a high level or are a mage. If you are a mage, you can cast detect enemies and easily find your prey. If you are at a low level, you will become the prey, because the monster will probably sneak up behind you. If you are a high enough level to survive the backstab then you should be ok. There's plenty of room to move around and run if needed. Some people have mentioned that the patch version 200 creates more random encounters in the wilderness (unconfirmed). This trick also works in any dungeon with high concentrations of humanoid enemies, such as the dungeons of Castle Wayrest. During the quest that takes place in said dungeons (although you can visit them at any time) you will encounter a lot of knights, rogues, spellswords, etc. and they have a high probability of carrying the best valuables you can expect to find at your current level. The Rusty Ogre Lodge This method was also mentioned in ''The (In)Famous Beginner's Guide to Daggerfall'' by Mark Stinson (page 206). There are about a dozen footlockers upstairs. If you save right in front of one, then load, plunder the footlocker, save, reload, and repeat, you'll get all the Daedric weapons you can possibly carry! And while still inside, the guards still screaming "Halt!" downstairs, unload to your wagon and plunder some more. If you have an empty wagon and only save the Daedric weapons and leave the other junk, it's easy to plunder 3 million GP worth in just one trip! (That is, provided you sell at a "rusty" pawnshop - or at least described as "cobbled together." Both Holmarket and Newtower have "rusty" shops and they're both within spitting distance.) To avoid the damage to reputation, be sure to cast a Recall spell (or use an item of Recall) and set the anchor to somewhere outside the building and make sure you have enough Magicka to cast it a second time. Then, after you're done plundering the joint, cast Recall again. Alternatively, it might be possible (if unlikely) with a high Stealth skill to sneak by the guards. Otherwise, being a vamp or being shaggy from lycanthropy should make your character immune to the guards' weapons, hence they can't try to make you surrender or hurt your rep. (verified in v1.07.213) Note that this does not work with inns where the guest room is the same as the footlocker room, like The Crimson Dungeon in Newtower. If you save and reload in that room, you will not be able to interact with the footlockers, and will therefore not be able to reroll the contents. Other Inns this works in | width="25%" | | width="25%" | | width="25%" | |} Levitating Tricks Horse Tricks: If you are riding a horse and cast Levitate the horse flies, and you can go much quicker than if you were levitating without the horse. (Depends on your Speed attribute and Running skill. If you have high Speed and a Running skill of 100%, it's about as fast while holding [P] down.) Flying Chariot: Levitation also works with the cart. But, it's not quite as fast as the horse. A flying chariot?! Go 'bump' into the rooftop of a house and your chariot will be pushed upward. ''"Look, it's a guy in a red suit! It must Santa and his reindeer on the roof!" I wish the game had camera controls so as to see this from 3rd person. Superman: Try adding "cheatmode 1" to the z.cfg file. Then press [1] and cast Levitate. Press [PgUp] to gain some altitude, then hold down [P] and [Up]. Faster than a speeding bullet... Buggy Levitate''': When using the [PgUp] and [PgDown] keys to control elevation, the character always slides diagonally to the left, in addition to move up or down. This makes changing elevation a real pain. (verified in v1.07.213) Jumping Tricks If you jump while levitating you can float upwards about twice as fast as normally. You also increase your jumping skill like you wouldn't believe. (verified in v1.07.213) Another way to increase the jumping skill is to open a door and stay in the middle of it, between the two rooms. Because the low 'ceiling' of the door blocks your head when you attempt jumping, your jumps are extremely short in time. Holding the jumping key down will make you jump a dozen times per second without moving at all. Watch your fatigue gauge. Another somewhat odd factoid involving jumping is one privately dubbed 'roof-vaulting'. Though this may not increase any skills (though the fall endured may help), it is mildly interesting and entertaining. The average player may notice that their jump somewhat sporadically shifts from a minuscule hop to a great bounding leap, and that the seemingly inapplicable climbing skill may be used to mount buildings. however, were one to run up a steeply inclined roof, holding down the 'jump' key as they would normally pass over the point of the roof's angle, there is a chance that one may leap much higher and at a greater distance than they usually could, depending on their running skill, jumping skill, the building's height and its roof's incline. This may be used as a method of increasing the jump skill, performing improvised roof-hopping, escaping from guards, or simply enjoying the thrill of jumping really high and far. One should be cautious while aiming and jumping, though, as this is also an effective method of suicide. Flying Without Levitation I was playing Daggerfall v1.07.213 two nights ago and I found a useful bug; It lets you fly UP ONLY without spells or magic items etc. It may be fun or useful only for those without the Levitate spell or if you run out of magic. #Hold the JUMP button for duration of fly time. #Equip your Weapon (some work better than others). #Attack the air as quickly as possibly. #You should now float upwards one jump's height at a time. I think you can go up forever but I don't know as my hand gets tired after about 24 'steps'. A Secret Dungeon If you go to your ship and proceed to the middle of the deck, switch to full screen. Face northwest (the N should be on the right and the W should not be visible). Turn on the speed cheat, and hop off. Use the "running on water" cheat from this site. After a while, you should see a dungeon message appear on the screen (harpy feathers everywhere, etc.) Set an anchor or save your game and go west (the exact direction is not known, west is an approximation). You should eventually approach an island if you go the right way. There will be a stone placed on it. Look for a door. Inside is the Mantellan Crux dungeon! The direction to travel is northwest, with the W positioned as the N is. Use the cheapest ship and position yourself to the side of the stairs going down before taking off to the northwest. Note that going straight north will not help, as the distances traveled are different with each direction. This can be accessed from the large ship as well. Traveling northwest from the prow will eventually take you to the small ship. While this provides access to the Mantellan Crux, it cannot be used to short-circuit the Main Quest. It is a good way to practice the complex sequences of actions that are required to advance between the various sections. Note: The only exit from this dungeon is teleportation. If you do not have an anchor set outside the Crux, you are stuck. If you are there as part of the Main Quest, Nulfaga will provide the teleportation if and when you are successful; otherwise you need to set your own anchor. Immune to Disease Bug In Daggerfall I have found an easy way to be immune to diseases without choosing 'immune to disease'. It must be a negative-math bug. What you do is create a custom character with critical weakness to disease. Then you choose to answer the 12 questions and 'as a child you were-' less resistant to disease. I have never been infected with any disease when I choose both of these options conjunctively. This is also a big advantage in dropping the leveling dagger in your character creation. As an added bonus, this increases the chance of being infected with lycanthropy/vampirism. #Make a mage-type character with the 2 above options. #Get to a sufficient level that you encounter vamps/werebeasts #Make yourself a good regenerate health spell and a cheap heal spell #Find a vamp or werebeast #Cast regeneration #Keep heal ready just in case health gets too low. #Sit back and get pounded by werewolves and/or vampires. Supposedly there is a 0.6% chance per hit of being infected, so just get hit 200x and you're almost sure to get the disease. You might wanna play around with this...it has worked every time for me but there are several versions of Daggerfall out there. Get Ebony, Orcish, & Daedric items Having a hard time completing that collection of Daedric, Orcish, or Ebony equipment? Do you feel that your current suit of mismatched armor looks like a Heinz-57 monster almost as ugly as a Flesh Atronach? Are you too impatient to wait until at least level 25 or a maxed-out Luck attribute? I know the feeling. Over time I was able to collect a nearly complete suit of Dwarven, but then moved on to better armor. I never was able to find a pair of Dwarven Boots. :D But, I did discover how to finally complete an entire suit of Daedric at only level 15 and with Luck at a mere 60. First of all, if your Luck is not already about 95 or 100, go find or create an item with Jack of Trades. As far as magic items go, it's not too uncommon. If you can't find one in random treasure hunting (see Getting Better Treasure on the Daggerfall Cheats page), sometimes they will be sold in the Mages Guild. If necessary, go visit the Mages Guild in several towns to find one, or boost your Rank in the guild until you can access the Item Maker. Luck plays a significant role in (among other things) determining the quality of items found - not just in treasure piles, but also on enemy item drops and even the stuff appearing on store shelves! I'm assuming your character's Luck is naturally around 60 or more. Now that you have a Jack of Trades item, save your game and then equip it. Now go to the stats screen and look at your Luck. If your level is about 15 or more it should boost it by about 40 points to nearly 100. (If your level is only about 10 or so, it may only be around 80 or 90.) But if it is significantly less than this, try loading that save and then equip the item again. Every time the Jack of Trades activates, the resulting increase is randomly generated, based in part on your level. (However, do remember to unequip it before resting, traveling or otherwise not needed! Otherwise, it will become used and eventually break.) Then, go pay a visit to the local Weaponsmiths and Armorers. If you have lots of gold in the form of Letters of Credit (at least $600k, preferably $1 million or more) you might be able to buy a suit of Daedric. (Having a personality score of 95 or 100 or equipping an item of Charisma and/or Enhance Skill Mercantile will make this much cheaper.) Or if you are into thievery, you could try burglary or shoplifting. But to get the very best stuff in a short amount of time, this is how: Having a Ship is important. It makes resetting stores a snap so the inventory refreshes. (Otherwise, use the Recall spell or Levitate with "1" in cheat mode to exit the city fast and return.) Target the best Armorer in town. If you can not find one described as ''"you can't detect the slightest defect"'', go look in a different town. There are always one or two of these in the capitol of Daggerfall. But do not go inside the Armorer just yet! Next, look for a building in front of this high-end Armorer. Ideally, the door of this other building will be facing the door to the Armorer. Go inside this building and turn around with the door right in your face. SAVE. Then go through the door, walk across the street and enter the Armorer for the first time. Search each shelf carefully for what you're missing or desire. If nothing strikes your fancy, immediately load that save and try again. Do this over and over. This is fast and eventually you'll hit pay dirt. When you find what you want or need, either buy it or swipe it. But do not save just yet. (See below for why.) Immediately exit the store and then go to your ship (or leave town). Immediately come back to town and return to inside that building across the street, facing the door again. Now save. Repeat as often as necessary. After several hours of this, I was finally able to complete a full suit of Daedric. (Took me forever to find a single pair of Daedric Gauntlets...) This is complicated, but it works. I've tried to save right in front of a store, but that does not work! If you load such a save and go inside the store, all the shelves will be empty! Even after leaving for your ship and then returning, the shelves might still be empty (verified in v1.07.213). Another possible way to get hold of high-level weapons and armor is to use the spellmaker to create a "summon item" spell with the shortest possible duration. While the spell's description would suggest that the item disappears after the duration is over, it in fact does not - however, you cannot summon another item while the spell is still active. For this reason, it helps if you have a ship or join the fighters guild so you can sleep for 1 hour each cast to get your Magicka back and to time the effect out. Summoned items are generally made of the lowest quality materials - about 50% of summoned cuirasses will be leather, chain or iron. However, there is a chance to get virtually any level of item quality, including Orcish and Daedric (Checked in version 213). It's also a good way to raise Mysticism relatively quickly and make a bit of extra cash if you don't believe in robbing stores. Not all Item Powers work For serious item enchanting, I would suggest reading ''The (In)Famous Beginner's Guide to Daggerfall by Mark Stinson. (In particular, see the Enchanting Items section.) Even veteran players can find some of the info very useful. There are numerous tables and charts that details most item enchantment potential and details item powers, side effects, soul binding, and other info. Most importantly, it gives sound advice and explains why some item powers are useless or at least inferior to alternatives. However, there still appears to be a few discrepancies and factual errors. In other words, players should not assume that any game charts or material is 100% accurate, particularly since using different patches can significantly alter gameplay. "Potent vs." Powers While playing around in the Item Maker and reading guides, I decided to try out the Potent vs. powers. In particular, I wanted to see if Potent vs. Undead, Humanoid, or Daedra would be at all affected by the Multiple Low Damage Vs. Side Effects Trick. (See section on the Daggerfall Cheats page.) So after making several tests out of Daedric Katana and Daedric Long Bows, I headed off for random graveyards and dungeons to test them out. I tried three versions of these weapons: One without any enchantment, one with Featherweight, Potent vs. Undead and Vampiric Effect When Strikes, and one with the multiple side effect Low Damage vs. Animals, in addition to those powers. I eventually found a Vampire Ancient and saved the game. I reloaded and tried each weapon in turn. Each time I carefully counted the number of blows it took to finish the dangerous fiend off. Result? It took between 4, 5, and 6 blows to kill it. I repeated this many dozens of times with each weapon, making well over a 100 blows in total. (There were a couple occasions where it only took 3 blows, but I assume this was a Critical Strike.) On average... each weapon took 5 blows. I could tell no significant difference. Not convinced, I continued until finding an Ancient Lich and saved again. Again, I repeated this many dozens of times with each weapon. It took between 3, 4, and 5 blows to finish it and, on average, each weapon took 4 blows. No difference. So, I started over again with a plain Daedric Katakana and one with Potent vs. Undead as the only power or side effect. I went to a graveyard, found a Zombie and saved. It took between 3, 4, and 5 blows to finish it and, on average, each weapon took 4 blows. Both weapons fared the same! Thinking that perhaps this was just Vs. Undead, I repeated that experiment with using Potent vs. Humanoids'' instead. I tried them out on a Rogue. Same thing: After many dozens of blows with each I'm quite confident that each weapon took 4 blows on average. In other words, despite claims to the contrary all four of the Potent vs. powers are worthless (at least in v1.07.213)! Note that I have not been using buggy cheats, game editors, or any hacks. My game is 100% original and very stable. Vampiric Effect I find that the Vampiric Effect When Strikes is extremely useful. (Tip: Adding Cast When Strikes: Energy Leech is also useful, particularly for characters without Athleticism or an Endurance of 100. It saves from having to rest all the time between fights.) It makes, for example, fighting Barbarians, Vampire Ancients and Ancient Liches bearable as my character recovers almost as much health as the fiends can dish out. Curious as to what Vampiric Effect At Range might do (since it costs twice as much), I made test items of two Daedric Longbows and headed for nearby graveyards. Finding some Rogues and Bards, I saved and proceeded to turn them into pincushions. After dozens of blows with each, I can safely say that while Vampiric Effect When Strikes works fine, Vampiric Effect At Range does not seem to do anything. I repeated this with two Daedric Katana with similar results. A Trick to raise Magic Skills This trick takes advantage of the people at the Mages' Guild, who kindly regenerate a sorcerer's magicka. Possibly it will work for any character who does not naturally recover magicka. Start by making some cheap cantrips like these. Then approach any member of the guild. Cast the cheap cantrip over and over. Then ask the guild member for whatever service he performs (e.g. buy spells). He'll recharge you. You've practiced that skill enough to raise it a level. Until around 50%, casting the cantrip until your magicka is gone is enough. After that you may need to get recharged and use it up again - no worry, the guild members will recharge you any time your magicka is less than full. When you've practiced all the skills you want to raise, go sleep on it and they'll go up. Tedious? You bet, but if you haven't got or don't want to use a character editor, it's the easy way to get those spell skills to where spells are affordable. Looting From A Stack Of Bodies Especially if you are using the "cast fireball and absorb, repeat" method of killing, you can end up with a stack of bodies. Sometimes, there will be bodies with no loot stacked on top of bodies with loot, leaving you unable to get to the goodies that you just fought so hard for. To overcome this problem, simply save and reload. All of the corpses that were stacked close together will collapse into a single corpse with all of the loot. (This was done with the recently released v1.07.213 free copy of Daggerfall.) Bug to Avoid When Making Save Backups When making backups of your saved games it seems you have to make a backup of all 6 saves if you have used the 6 save slots. When I replaced one of my 6 saves they got bugged and the coordinates didn't work correctly when I opened the saves in DFHack. This was fixed when I replaced the 6 saves with a previous backup of 6 saved games.
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https://en.uesp.net/wiki/Arena:Arena
Arena:Arena
[[pt:Arena:Arena]][[Category:Arena]]{{protection|semi|move}} {{Gameinfo |Boxart1image=AR-cover-Arena CD-ROM.jpg|Boxart1name=Arena CD-ROM Version box art |Setting=[[Lore:Tamriel|Tamriel]] |TimePer=1st of Hearthfire,<br>{{Year|3E 389}} - {{Year|3E 399}} |Developer=[[General:Bethesda Softworks|Bethesda Softworks]] |RD1=25 March 1994 |RD1Type=Original |RD2=25 March 2004 |RD2Type=10th Anniversary |RD3=26 August 2015 |RD3Type=GOG.com |Boxart2image=AR-cover-Deluxe Edition.jpg|Boxart2name=Arena Deluxe Edition box art |Boxart3image=AR-cover-French Box.jpg|Boxart3name=French Arena box art }} '''''The Elder Scrolls: Arena''''' (also known as '''''The Elder Scrolls Chapter One: Arena''''' in some companion pieces) is the first game in the ''[[General:The Elder Scrolls|Elder Scrolls]]'' series. Emperor [[Lore:Uriel Septim VII|Uriel Septim VII]] is betrayed by Imperial Battlemage [[Arena:Jagar Tharn|Jagar Tharn]] and imprisoned in another [[Lore:Oblivion|realm]]. You alone are left to travel the vast continent of [[Lore:Tamriel|Tamriel]] in search of the legendary [[Arena:Staff of Chaos|Staff of Chaos]] that will allow you to rescue the true Emperor and restore peace to the Empire. Although it was the first of the series and received very little initial attention, Arena became a cult classic that spread in popularity through word-of-mouth, and it secured Bethesda's place in the RPG industry. Arena is available for free from [https://www.gog.com/ GOG.com] if you buy another game in the series. Other options for downloading the game can be found [[Arena:Files|here]]. ==Quest Information== {{Bullet Link|Main Quest|The walkthrough for the Arena's Main Quest}} {{Bullet Link|Random Quests|A general walkthrough for all other quests in the game}} {{Bullet Link|Artifact Quests|Information about Artifact Hunting Quests}} {{Bullet Link|Quest Dialogue|Information about general quest dialogue}} ==Character Information== {{Bullet Link|Attributes|Information on character statistics, and how they affect gameplay}} {{Bullet Link|Character Creation|Everything you need to know when you make your own character}} {{Bullet Link|Classes|A page listing all the classes that you can choose from in Arena, and what benefits they offer}} {{Bullet Link|Races|A guide on the playable races of Arena, and what each specializes in}} ==Gameplay Information== {{Bullet Link|Artifacts|A listing, with descriptions, of all sixteen in-game artifacts}} {{Bullet Link|Buying and Selling Guide|A guide to getting the most from your gold piece}} {{Bullet Link|Thievery|A simple guide to the workings of stealing and lockpicking}} {{Bullet Link|Combat|The semi-complete guide to fighting and staying alive in the Arena}} {{Bullet Link|Controls|A table of the various controls used to interact with the game}} {{Bullet Link|General Hints|Hints relating to non-combat activities and general gameplay}} {{Bullet Link|Glitches|List of in-game glitches, along with means of circumventing them}} {{Bullet Link|Items|Directory of over eleven thousand items with location and price, divided by category}} {{Bullet Link|The Known Spellbook|All of the pre-made spells available for purchase from the Mages Guild}} {{Bullet Link|Magic|A guide on the use of magic in the world of Tamriel}} {{Bullet Link|Magic Items|A list of all items with magic effects}} {{Bullet Link|Magical Effects|A list of all the magical effects available for spellcrafting in the game}} ==World Information== {{Bullet Link|Factions|The many shady organizations who might oppose you}} {{Bullet Link|Maps|Maps of Tamriel and the provinces as seen in Arena}} {{Bullet Link|Monsters|Complete bestiary with description, picture, and combat strategies}} {{Bullet Link|People|A listing of people in Arena}} {{Bullet Link|Places|A listing of places in Arena}} {{Bullet Link|Holidays|A listing of holidays in Arena}} {{Bullet Link|Services|The services you can get in the Arena}} {{Bullet Link|Rumors|The different rumors you may hear across the Arena}} {{Bullet Link|Greetings|The randomized greetings and professions NPCs have}} {{Bullet Link|Directions|The potential answers and rumors from NPCs when asked about directions to a given location}} ==Guides and Secrets== {{Bullet Link|[[Books:Arena_Player's_Guide|Arena Player's Guide]]|The official game manual}} {{Bullet Link|[[Books:Codex Scientia|Codex Scientia]]|The official Arena strategy guide}} {{Bullet Link|Easter Eggs|A list of some of the humorous secrets of Arena}} {{Bullet Link|Unused Content|A recompilation of ultimately unused features in Arena}} ==Technical Information== {{Bullet Link|[[Arena:Patch|Patches]]|Official patches for Arena}} {{Bullet Link|[[General:Playing DOS Installments under DOSBox|Running Under DOSBox]]|A detailed guide to playing Arena on DOSBox under a modern operating system, including Windows, macOS, and Linux}} {{Bullet Link|Running Under Windows|A detailed guide to playing Arena on Windows 95/98 operating systems}} {{Bullet Link|Running Under Windows XP|A guide to playing Arena on Windows XP operating systems without DOSBox}} {{Bullet Link|Unofficial FAQ|The unofficial Arena FAQ which attempts to answer the most commonly asked questions new players have}} {{Bullet Link|Historical Unofficial FAQ|The original unofficial Arena FAQ released in 1994 as presented by UESP until 2005}} ==Mods and Modding== {{Arena Mod:Main Page}} ==Downloads== {{Bullet Link|Concept Art|Archive of concept art released for the game}} {{Bullet Link|Files|Arena full game, patches, mods, utilities and other related files of a wide variety}} {{Bullet Link|[[Arena:Screenshots|Preview Screenshots]]|Pre-release screenshots in gallery form}} {{Bullet Link|Save Games|Save game files made available for download and use}} ==See Also== {{Bullet Link|[http://web.archive.org/web/20070317200044/http://www.elderscrolls.com/tenth_anniv/tenth_anniv-arena.htm ''The Elder Scrolls'' 10th Anniversary Article]|A retrospective concerning Arena by its developers}} {{Bullet Link|{{forums|Arena Subforum|subpage=viewforum.php?f=1}}|A place on the UESP [[UESPWiki:Forums|forums]] where you can discuss the game}}
2,490,737
2021-09-15T15:08:06Z
J-Giacobbi
''The Elder Scrolls: Arena (also known as The Elder Scrolls Chapter One: Arena in some companion pieces) is the first game in the Elder Scrolls'' series. Emperor Uriel Septim VII is betrayed by Imperial Battlemage Jagar Tharn and imprisoned in another realm. You alone are left to travel the vast continent of Tamriel in search of the legendary Staff of Chaos that will allow you to rescue the true Emperor and restore peace to the Empire. Although it was the first of the series and received very little initial attention, Arena became a cult classic that spread in popularity through word-of-mouth, and it secured Bethesda's place in the RPG industry. Arena is available for free from GOG.com if you buy another game in the series. Other options for downloading the game can be found here. Quest Information Character Information Gameplay Information World Information Guides and Secrets Technical Information Mods and Modding Downloads See Also
0
739
https://en.uesp.net/wiki/Arena
Arena
'''Arena''' may mean several things: * ''[[Arena:Arena|Arena]]'', the first game in the ''Elder Scrolls'' series * [[Morrowind:Vivec Arena|Vivec Arena]], the canton in Vivec containing the Arena in ''Morrowind'' * [[Oblivion:Arena District|Arena District]], the district in the Imperial City containing the Arena in ''Oblivion'' * [[Oblivion:Arena (building)|Arena (building)]], the building in the Imperial City's Arena District in ''Oblivion'' * [[Oblivion:Arena (faction)|Arena (faction)]], a faction in ''Oblivion'' * [[Blades:Arena|Arena]], the PvP mode in ''Blades'' {{disambig}}
2,401,011
2021-05-01T08:57:56Z
Dcsg
Arena may mean several things: Arena, the first game in the Elder Scrolls series Vivec Arena, the canton in Vivec containing the Arena in Morrowind Arena District, the district in the Imperial City containing the Arena in Oblivion Arena (building), the building in the Imperial City's Arena District in Oblivion Arena (faction), a faction in Oblivion Arena, the PvP mode in Blades
102
740
https://en.uesp.net/wiki/Arena:Unofficial_FAQ
Arena:Unofficial FAQ
{{Trail}} This is an archive of the original Arena FAQ. It is maintained here for historical interest. The original [https://en.uesp.net/text.shtml?arena/arena.faq text] version was created by R.S. Heuman and released 21 December 1994. The final version from the 2005 UESP website is still [https://en.uesp.net/arena/arenafaq.shtml available] as a word for word copy of the text file, including all typos and issues with spelling and grammar. :''This is an archive of a historical text document and should not be edited.'' ---- ===1. What is the latest version?=== Version 1.06 - patch is named ARUPD6.ZIP ===2. Where can I get this update?=== It can be downloaded from the Bethesda BBS. The telephone number is 1-301-990-7552, and is in the US. It is on BBSes in the satellite transmission system, and on CompuServe It can be FTP'd from: wuarchive.wustl.edu under/pub/msdos_uploads/games/patches ftp.uwp.edu under /pub/incoming/games/patches ===3. How do I know I have the correct patch?=== A.EXE should be 174,021 bytes dated Aug. 4, 1994 @ 11.29AM. ===4. I have version 1.06, Do I also need the prior patches?=== No, 1.06 contains 1.05, 1.04, etc. ===5. Are there any things I need to watch out for when I install the patch?=== This depends on the version you are replacing. If it is 1.05 then simply copy all of the files out of the patch into the directory where you have Arena. If it is 1.04 or earlier, first get out of the dungeon if you are in one. The requirement is covered in the readme file included in the update file. ALWAYS read it before copying the new files into the game directory. ===6. Does anyone know how well arena runs on (pick a CPU chip). I have an ISA video card and X MBytes of ram.=== To some extent, the speed of the CPU is more important than the brand or version. There is a horizontal green bar in the bottom part of the screen when you are examining your character. If you move the green to the left the game runs faster, to the right and it moves slower. This only impacts DEPTH of FIELD. While in a city during clear weather play with this and you will see more buildings at a distance when more of the green is showing, and less when less is showing. When in a dungeon, the depth makes little difference, and playing with the minimum amount of green showing should be fine. If you have a Pentium chip, version 1.06 adds a SLOW DOWN switch for the command line when starting TES: Arena, and it is needed for the faster CPU versions. You must have 4 meg of ram, and that is a bare minimum. Unless you have 6 or more you will be tight on RAM and not be able to play at the maximum speed your video card, hard drive and CPU are capable of permitting. All three are a factor in the speed at which you can run the game. ===7. Is there a walk-through for Arena?=== No. Arena is a free form game, and can be played many different ways. At a minimum you must complete the quests that make up the storyline. There are 9 in total, one in each of the eight provinces, and a final one in Imperial City. In the provinces, each quest has two parts to it. However, you can also investigate dungeons in the countryside, break into houses in the cities and towns, and perform tasks asked of you by NPCs in Taverns and by the Kings, Queens, Dukes and Dutchesses, etc., in Palaces. You can also search for various artifacts, which enhance your abilities in various ways. In other words, you can do many different things, depending on your particular preferences. ===8. How many different artifacts are there?=== There are 16 different artifacts. ===9. Which artifact is the best?=== This is a matter of opinion. It depends on the type of character you have chosen, and what you want to do. If you can wear armour, then the Ebony Mail might be best. There are rings and other artifacts that improve your armour class, and one which gives you 50 points to distribute among your stats. The best answer is to find them and make your own decision. Here is what some of the artifacts offer: *Ring of Phynaster - Worth 6 points to your armor class. *Necromancer's Amulet - Worth 9 points to your armor class. (And artifact rings and amulets can be worn over other rings and amulets) ===10. I have an artifact. I cannot seem to get another artifact quest. Why?=== While you are holding one artifact, you cannot get another artifact quest. Go to a shop and leave your artifact for repair. If you are told it does not need repair, use it and then immediately leave it for repair. Then go out into the street and get another artifact quest. Once the quest is noted in your log, you can go back and pick up the repaired artifact(s) and go on the quest. ===11. How do I get an artifact quest?=== By asking for a general rumor in the street. Pick a NPC and ask 10-20 times. If after 3 or 4 requests you get 'I know nothing' type replies, go to another NPC. Eventually you will get something like "X is at Inn Y trying to sell a map to find artifact Z'... Go to the Inn, click on the innkeeper and negotiate with character X. Either pay the fee asked or forget that artifact, and try for a different artifact quest out in the street. Incidently, if you do not want the particular artifact named, just keep asking the NPC that gave you this artifact seller's location. Ask until you are given the name of an artifact you really want. Eventually all of the artifacts you do not currently possess will be named, if you do not go to the named tavern to get the location of the map for one of them. ===12. When I have an artifact, do I get to keep it forever?=== Yes, if you never use it magically; for example, only use it as a regular weapon or wear it as a ring (but there is one exception). No otherwise. The higher your character's level, the more times you can use its magic/spells, but eventually you will use it up, UNLESS you get it repaired before it disappears. When you repair an item, it is restored to its original value and starts as if it were new. ===13. If I lose an artifact, can I get it back?=== It goes back into the pool of 16 artifacts, less those you already hold, and can become a quest again. ===14. I have been asked to rescue Y from X in dungeon Z. I cannot find X to kill/capture him/her. Where is he/her?=== If on a mission for a ruler, obtained in a Palace, the dungeon usually has two levels, and X is on the lower level. You may have to swim under walls, or go through a tunnel into a room, to find him/her. The only time that X is not there is if the date and time are LATER than the date and time the ruler gave you for the end of the mission. You must complete the mission before the end date you are given! ===15. I am looking for an artifact or the map to the dungeon holding an artifact. Where is it?=== If on an artifact quest, the map to the second dungeon will be in a chest somewhere on the lowest level of the dungeon, and it will be a 4 level dungeon. The item might be near the stairs down to the lowest level, or on the opposite side of the dungeon. It might be in a room or out in a hallway, in a dark corridor, etc. You may not see it until you are right on it. It will be there! ===16. Is there a hex editor, or some other way I can change my character's attributes, money, etc.=== Stats and gold are located in the saveengn.xx files, where xx is a value between 00 and 09. When you save a game the box you use determines this number. You need to edit this file to make the changes you want. The file is encrypted, so changes are not obvious. Use a editor such as Norton or Central Point's DiskEdit. You must be able to HEX edit. To give a character 1,000,000,000 GP make the following change: In file SAVEENGN.0x (all values in HEX) <pre> Offset 41E 18 Offset 41F FA Offset 420 C4 80 Offset 421 83 F8 </pre> Offset 041F (in the above list) is part of the field for Gold. Change it (without changing the other three) from what it is to CC to get around 65K gold pieces. Offset 040C is part of the field for Experience. Change it from 48 to 4F to get around 1.28 x 10^11 Experience points. (This will make you in the range of 24-28th level in byte 06) [Method to use - change 40C to 4F, win fight, distribute points, then change 40C BACK to the original value, and change 006 back too. This CAN be repeated. Each time you will have OVER 100 points to distribute. If you want LESS points, change 40B instead.] Field covers 4 bytes - 409 to 40C (hex) 409 holds the lowest value and 40C holds the highest value. Note that you'll get, all at once, the bonus points that comes with the level you become, including improved hitpoints, etc, but may have to fight first. To give a character more attribute points make the following change: (next fight gives the points) In file SAVEENGN.0x (all values in HEX) <pre> Offset 006 87 (make character level 1) </pre> at the time of the next fight you will get a bunch of points to distribute. The number depends on the difference between level 1 and the character's current level. However, be certain NOT to go to 100 for each attribute, since that will hang the game when the character next gains a level and there is NO place to put the points. Leave at least (6*(26-current level)) points available for distribution. The value in offset 006 will then be at the correct value for the level the character should be at, and the exercise can be repeated. You should be able to do anything you want if you do this. Someone else might have locations for each of the stats, etc. If the idea is to increase stats, use the offset 006 change until the values you want to increase are high enough. Allow for normal increases during the game, plus finding of 50 points via one of the artifacts.... Its much easier to edit the spells, since they're kept in clear hex. Use Spellmaker to create a spell that does 1-1 pts of damage, +1-1/level, then look the spell up in the SPELLS.xx file (where xx is the savegame #), and change it to 99-99, + 99-99/level, etc, etc. [see 17 below for details.] You can also edit the % chance, plus the duration, etc. You'll also find a couple of new spell effects in here, that probably never got implemented, CAGE and DEATH SPELL. Attempting to use them generally results in disharmonious outcomes... [Advice - Do not try them] ===17. How do you patch the spells in the spellbook so that they are without cost and do more per turn?=== The following is extracted from a spellbook to demonstrate the method used to change the value of a purchased spell. [Each line below starts with its offset from the beginning of the file (in hex) and then the 16 hex bytes, followed on the right with the ASCII equivalents.] The values to change all preceed the name of the spell. Multiple spells follow on each other and follow the same pattern. <pre> PCTools DiskEdit Version 9.0 +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +A +B +C +D +E +F 0 4 8 C 000 63 00 63 00 63 00 01 00 01 00 63 00 00 00 00 00 c.c.c...c..... ^^ ^^ ^^ ** ** ** 010 01 00 00 00 00 00 01 00 1E 00 01 00 01 00 00 00 ........... &amp;&amp; &amp;&amp; &amp;&amp; 020 00 00 00 00 00 00 05 00 00 14 0F 0C 00 00 01 00 ............. 030 00 FF 01 00 72 65 67 65 6E 2F 69 6E 76 2F 68 65 ...regen/inv/he ++ ++ 040 61 6C 00 00 00 00 00 00 00 00 00 00 00 00 00 00 al.............. 050 00 00 00 00 00 ..... </pre> Patching spells..... You must use a hexidecimal editor. Examples include the DiskEdit from both Central Point's PCTools and Norton/Symantec's Norton Utilities. The 63 over each ^^ in the first line above changes the original 01 points to 99 points. Where the spell has wording such as 1 to 1 points, as heal does, the 63 over the ** in the first line changes it to 99 to 99 points The values over the &&s is the number of turns between repeats. 1E is equivalent to 30 turns. Change as desired. The 01 00 over the ++ changes the cost of the spell to 0 spell points. This pattern using 85 bytes repeats for each spell in a spell book. 32 spells can be added to the spells book, requiring 2720 bytes, which is the size of the SPELLS.xx file, where xx is a value of between 00 and 09, and depends on the saved character's position in the list of saved games. ===18. I am in a tunnel and cannot get into a room because I keep getting hit by some monster in the room. I have to get into that room. What do I do?=== Find another way in! Passwall is a valuable spell for this purpose, and a weapon or armor can be purchased which carries this spell with it. If you are in a part of the tunnel where there is no roof, you can also levitate out. This spell too can be carried with armor or a weapon, but it can also be purchase at a Mages Guild. ===19. What is the best weapon?=== Auriel's Bow is a magical artifact, which is excellent AS A BOW! Even better is an ebony bow, if you can find one in a shop, and can afford it. The difficulty with a bow is that you cannot use a shield, but its like taking a machine gun with unlimited ammo into the dungeon. Just place the cursor on your victim, hold down the right button, and watch the fun. Also good are an ebony di-katanna, which maximizes hit points, as well as any of the other ebony swords. If you can afford or find an ebony weapon, it is almost impossible to break, and will permit you to open chests and doors where the lock does not open easily, without breaking the sword. ===20. Repairing artifacts seems to be awful expensive. Are there any suggestions to save money?=== One person asked: "I checked my Auriel's Shield into a shop for repair. I'm quite poor right now, so I selected a repair price which gave me a 200-day repair period. Then I checked the status of the job, and the shopkeeper told me to come back in 17 days! Have I just rolled over some number in the item's record so that it doesn't read the right length of time?" Another person answered: "The number of minutes is kept in an unsigned short, so you should always offer 13 gold to repair an artifact. This gets it done in under 15 hours." Testing shows that this rule still works under version 1.06. The normal price for a 10 day repair for a artufact is 10,000 GP so the above trick saves you a lot of money, unless Bethesda gets rid of this bug! If they do, remember that it takes quite a few days to travel around the different provinces going after the next artifact, so you can save money by leaving the artifact for a longer repair period. ===21. Spells are expensive. Are there any suggestions to save money? [See 17 above re editing spells YOU make.]=== The Spellmaker also uses (used?) unsigned shorts for spell cost. The player who suggested spending 13 gold for repairing artifacts had this to say about spells: "I got tired of monsters beaming in behind me so I made a Non-Target (with spells) plus light (lasts a little less long) plus spell reflection (the monsters still throw things at a non-target). The spell has a casting cost of zero and makes dungeon exploration much more relaxing. (Be sure to save before playing with this, though. The Spellmaker crashes if too many wraps of the NT spell cost are done. They don't seem to have debugged this feature very well. Once the spell is made it seems to work just fine.)" He continued: "Legitimate spells can also have a casting cost of zero. For instance, a levitate spell that lasts 1 + 5 per 6 levels has a spell cost of 10, so the casting cost is 5/lev, or zero for a level 6 character. A free heal stamina spell can make swimming less tiring, and free cure spells can be recast until they work. Before I discovered the spell cost wrap, my main spell was a cheap invisible spell (casting cost 1 for a level 8 character)." ===22. What is the minimum I need to do, and which provinces, etc., are involved in each? [You must inquire to get these instructions.]=== '''1st piece:''' :The ruler of Rihad has marked Stonekeep on your map of the province of Hammerfell... :The ruler of Rihad has marked your map to show the dwarven mines of Fang Lair in the province of Hammerfell... '''2nd piece:''' :The Mages Guild of Winterhold has marked the Fortress of Ice on your map of Skyrim... :The Mages Guild of Winterhold has inscribed your map with the location of the twisted corridors of the Labyrinthian in the province of Skyrim... '''3rd piece:''' :The Ruler of Eldenroot has sent you to get a gem called the Heart of Selene, and has marked your map of Valenwood with the location of Selene's Web... :The ruler of Eldenroot has inscribed the location of the Elven forests of Elden Grove on your map of the province of Valenwood... '''4th piece:''' :According to your map marked by the Mages of Corinth, the Temple of Agamanus lies in Elsweyr... :According to your continental map, the forgotten Halls of the Colossus lies in Elsweyr... '''5th piece:''' :The Mages of Lillandril have marked on your Summurset Isle map the location of the Temple of the Mad God... :Marked on your continental map is the crucible of magic, known as the Crystal Tower, in the province of Summurset Isle... '''6th piece:''' :Camlorn's Brotherhood of Seth have marked on your High Rock map the Mines of Khuras... :Marked on your continental map are the halls of the dead, the Crypt of Hearts, in High Rock... '''7th piece:''' :According to the markings the Conclave of Baal made on your map, the Vaults of Gemin lie in Black Marsh... :According to your continental map, the dark forest of Murkwood lies in Black Marsh... '''8th piece:''' :The ruler of Ebonheart marked the entrance to the Black Gate on your map of Morrowind... :Your continental map shows the entrance to the fire mountain, Dagoth-Ur, to be in Morrowind... '''End of Game:''' :Enter Imperial Palace in Imperial City. At lowest level, find what is needed to defeat the BattleMage and get out of palace. ===23. I have just started Arena, and am looking for the scroll the queen needs to find the location of the first staff piece. Can anyone tell me about where it is in the dungeon, or at least what it looks like?=== You need to look at the continental map, and click on Hammerfell. It looks like a molehill, and is NE of Rihad. Ride there, don't try to walk there... Then find what you are looking for in that dungeon. It will be there, and this FAQ will not tell you where it is in the dungeon. ===24. I can't figure out the answer to this ..... riddle. What is the answer?=== Thanks to Rollin Baker, who posted the following on 12 Jul 1994 {| class="wikitable" style="margin:0 auto;" !First Line/Couplet!!Answer |- |Crushed beneath trampling feet |GRAPE |- |Elvish Mithril and Argonian Silver, crumble I can |TIME |- |From the beginning of Eternity, |E |- |I am the architect of this hall |THEODORUS |- |I am twice as old as three times the age of |108 |- |I come out of the earth, I am sold in the market |ONION |- |I daily am in Elsweyr, and in Skyrim, |SUN |- |I run smoother than any rhyme, |WATER |- |I tie and hold, capture and bind, |LOVE |- |I touch your face, I'm in your words, |AIR/WIND |- |If Cell 3 holds worthless brass, Cell 2 holds the gold key |CELL 2 |- |In a marble Hall as white as milk, |EGG |- |More beautiful than the face of your God, |NOTHING |- |My second is performed by my first, |FOOTSTEP |- |There is a thing, which nothing is, |SHADOW |- |Two bodies have I, though both joined in one |HOURGLASS |- |What flares up, and does a lot of good |MATCH/TORCH |- |What force and strength cannot get through, |KEY |- |What is neither fish nor flesh, |GLOVE |- |What is the thing which comes in sheets, |RAIN |} ===25. I've completed several quests with several characters, and each time I do so, the quest description does not leave my logbook. But I know I have finished the quest because I have been rewarded but whoever gave me the quest. What's up with this.=== The logbook keeps the latest 16 entries made into it. After 16 the first scrolls out as a new on is made. If you want to save your log, print it out occasionally or copy log.0x to log.100, log.101, etc., then merge them using the DOS editor, replacing the &* characters with carriage returns and removing duplicates. ===26. What's with the monsters you find hitting you who are in walls? It's convenient because you can kill them rather easily, but it seems to me that this may be a bug, no?=== Yes, This is a bug, and it is one that Bethesda has not managed to get rid of, although they must have tried, since they suggest they did so in one of the patch read.me files. If you get at a certain angle to them, they will move out of the wall and towards you. Otherwise, they stay there, and you can kill them while they are in the wall. ===27. Any general comments on whether or not the game is any good?=== I personally enjoy the game and the freedom to approach it the way I want to. Other player have hated this freedom. On a 486DX2-66 it runs very nicely, and is NOT at all slow or clunky. On a 486DX-33 the level of detail in the distance must be reduced or it does run less smoothly. I use an OPTICAL mouse and find that works best - no dirty or jumpy mouse ball to foul things up. I also use a trackball when NOT in a dungeon, for convenience with the notebook. Boring is a state of mind, and depends on what you want from a computer game. I do NOT find it boring at all. There is one overall mission (see #22 above) that has a target and will feed into the sequel planned for 1995, but one can also play for random quests, etc. It is definitely a game that can be replayed with different types of characters, again and again, to see if one CAN succeed with each of the different types. [Cheating is NOT required - one can win with each type of character, if the correct province is selected, the correct sex is selected, and the required attributes are maximized in the correct order.] The action is satisfactory, if a bit repetitive, and I would appreciate some refinements here and there, but on the whole I rather like the game....To each his own.... ===28. Has anyone gotten both sound and music to work in xxxxx mode? I've finally reverted to SoundBlaster emulation, but do the effects really sound that BAD? I have NO IDEA what sound the wolf is actually using! Also, the music keeps hanging in some places and then shuts off completely!=== You need more free lower RAM - at least 610K out of the lower 640K - the more the better. If using QEMM or something similar, you should be able to get this much. I have over 636,000 bytes free when I start the game. There is a sample config.cpy=config.sys and bootauto.cpy=autoexec.bat in the arena directory - add your soundboard driver(s) loaded high into this, make sure your mouse driver is there and put on a boot disk for drive A unless you have MSDos 6.22 and can include a specific configuration for this. Increase the EMS to 2.5 meg or more. It WILL help Get ARUPD6.ZIP if you are not running version 1.06. When you exit the game it tells you the exact version if you are running one of the newer versions. ===29. After the crystal tower, I had to go to the Brotherhood of Seth, but couldn't find them, ditto the next piece. Should you go to another town?=== This was a bug in one of two issued versions of patch 1.04. The buggy version results in the failure to find the Brotherhood of Seth. Version 1.04 was fixed and reissued under the same version number. Then version 1.05 was issued, which fixed a bunch of other problems as well. It also eliminated the bug that permitted the return to a location to get an additional staff piece from it. If you are asked to go to the Brotherhood of Seth and cannot find it, get the current version, 1.06 ===30. After I got the first piece of the staff and got the dream telling me where the next piece was, I couldn't see the entire message. Part of the message appeared, but nothing I tried brought up the rest of the message. What key do I have to hit to see the whole message?=== Just left click your mouse. ===31. Right at the beginning, it says to go west, then south to find the shift gate. What and where is it?=== Its the way OUT of the dungeon, it is a shimmering blue hole that you need to enter to get out, and you will know you have found it when you get to it. It IS in the south-western corner of the dungeon. This is also the location for the doc check. I recommend searching the entire dungeon, however, since it gives you a rapid way to advance in levels, and find artifacts to use or sell once you are out of the dungeon. Incidently, the city you exit to depends on the province you chose for your character. You will be in his/her home province. ===32. I just purchased Arena version 4 last week and I'm hooked. I am wondering if it is necessary to "run errands" for the various townspeople or if I should just stick to getting the staff pieces and defeating Fusil. I have been running off to do errands at least one per town. A friend has been playing and he found some parchment that gave him 50 points to distribute any way he wanted! I wish I could find that one!=== You need to raise money to get better weapons, armour, potions, etc. You do not need to run errands to do this. You can wander the countryside outside of the city walls, finding dungeons in the wilderness, and make money that way, by finding it and weapons, armor, etc., and sell these back in the city. Your friend completed an artifact quest. Ask general rumors in the street until someone mentions one of the 16 artifacts, and tells you who to find and where to find him/her. Then go for it, but have enough money to buy the map. If you keep asking for general rumors after the mention of an artifact, eventually a different one will be mentioned. If you do not have any artifacts, and want a specific one, keep asking until it is named. It will NOT be named in at least one province, no matter what you do. Just hope you are not in that province. If the version in the box is NOT version 1.06, GET THE UPDATE. The CD version, issued in November 1994, may be a higher version, incidently. As I do not have it, I do not know. ===33. I can't find the xxxxx.=== If a staff piece, there are two searches - first for the map, and then for the artifact. The map is always in the first dungeon, and the artifact is always in the second. Both are in the same province. If searching for an artifact, there are two searches. The log will show you where the NPC in the tavern wants you to go to find the map. It will be on the lowest level of the dungeon in whatever province you are sent to. Then your log will show you what the map held, and you will need to go to a different province to find the artifact. It too will be in the lowest level of the dungeon you are told to go to. ===34a. I was told to go to a place called Y to get this artifact, but my friend was told to go to a place called X. Is this correct?=== 34b. I was told to defeat mage X in dungeon Y, but my friend was told the mage's name was Z and the dungeon's name was W. Is this possible? The names for every dungeon except those involved in the search for the staff are randomly generated, and the dungeons themselves are also randomly generated. Dungeons are constructed out of pieces which match up for openings and therefore its a little like a construction set, and you can have very different layouts, or the same layout repeated on a floor. Certain levels never have some patterns, however, so that eventually you will figure out what might be the pattern for dungeon level 3 or 1 or 4... The next time you play the game, it will be with different dungeon names, and with the artifacts found in different provinces. The same applies to missions assigned by rulers. The dungeon names change, and the names of the monsters, crooks, Mages, etc., are also randomly generated. ===35. How do I get out of the original dungeon? I can't answer the question I get asked.=== You need the User's Guide, which comes with the Game when you purchase it. ===36. What are the differences between the different types of characters that can be chosen.=== All explained in the User's Guide, which comes with the Game when you purchase it. ===37. What are the differences between the different weapons, and the different materials they are made out of?=== All explained in the User's Guide, which comes with the Game when you purchase it. ===38. What are the differences between the different spells?=== All explained in the User's Guide, which comes with the Game when you purchase it. ===39. What dates are holidays?=== All listed in the User's Guide, which comes with the Game when you purchase it. ===40. Does the province I pick for my character make a difference to the character type I pick?=== All explained in the User's Guide, which comes with the Game when you purchase it. ===41. How do I use my sword?=== Move the mouse in different directions to get different strokes. ===42. Which is east and west? It seems to be reversed!=== You are not on Earth! Why should the compass be the same as Earth's? ===43. Sometimes I sell an item in a store, and can buy it back for far less than I got for selling it. Is this right?=== Yes, it is. It is also, in my view, a bug. Do not count on it, however, since it only happens with a small group of items. ===44. End of the game:=== One player said: "I feel quite proud of my bug-beating achievement of getting to the final part of Arena, but now that has got me stumped! After getting the 8th staff piece, you have to fight the evil BattleMage bloke (I cant remember his name), under the Imperial City. However, none of my weapons damage him, and to make matters worse, once you enter his domain, you cant get out. Does anyone know what it takes to kill this guy? Has anyone out there finished this game? The simple answer is that you do NOT need to fight the BattleMage. There are four cells around the space he occupies. You need to get into two of them to succeed. You also have to get out of one of them, and the BattleMage will make it difficult. If you do not have the required spells on hand, he might make it impossible! However, the important point is that you do NOT have to fight him. If you are successful, you will exit the Imperial Palace and can save your character for the sequel, due out in 1995. ===45. My inventory is filled. Where can I store excess items, so that I can retrieve and use them later?=== While you are in a dungeon and remain on one level you can drop items and go back and retrieve them. That is the only situation in which you can 'store' items. Otherwise, you can NOT store excess items. If you drop an item and then go to a different level in a dungeon, or leave a building, etc. the items disappear. You can leave, go to a store, and sell the items you don't want to keep, but the limit on the number of items you can carry is fixed and you cannot exceed it. If your inventory is full, you must drop items you do not want to keep if you want to pick up other items. Generally, drop the items worth the least and pick up the items you want to inspect, look them over, drop those that are worthless, pick up from the first group dropped, and then continue on.
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This is an archive of the original Arena FAQ. It is maintained here for historical interest. The original text version was created by R.S. Heuman and released 21 December 1994. The final version from the 2005 UESP website is still available as a word for word copy of the text file, including all typos and issues with spelling and grammar. :This is an archive of a historical text document and should not be edited. ---- 1. What is the latest version? Version 1.06 - patch is named ARUPD6.ZIP 2. Where can I get this update? It can be downloaded from the Bethesda BBS. The telephone number is 1-301-990-7552, and is in the US. It is on BBSes in the satellite transmission system, and on CompuServe It can be FTP'd from: wuarchive.wustl.edu under/pub/msdos_uploads/games/patches ftp.uwp.edu under /pub/incoming/games/patches 3. How do I know I have the correct patch? A.EXE should be 174,021 bytes dated Aug. 4, 1994 @ 11.29AM. 4. I have version 1.06, Do I also need the prior patches? No, 1.06 contains 1.05, 1.04, etc. 5. Are there any things I need to watch out for when I install the patch? This depends on the version you are replacing. If it is 1.05 then simply copy all of the files out of the patch into the directory where you have Arena. If it is 1.04 or earlier, first get out of the dungeon if you are in one. The requirement is covered in the readme file included in the update file. ALWAYS read it before copying the new files into the game directory. 6. Does anyone know how well arena runs on (pick a CPU chip). I have an ISA video card and X MBytes of ram. To some extent, the speed of the CPU is more important than the brand or version. There is a horizontal green bar in the bottom part of the screen when you are examining your character. If you move the green to the left the game runs faster, to the right and it moves slower. This only impacts DEPTH of FIELD. While in a city during clear weather play with this and you will see more buildings at a distance when more of the green is showing, and less when less is showing. When in a dungeon, the depth makes little difference, and playing with the minimum amount of green showing should be fine. If you have a Pentium chip, version 1.06 adds a SLOW DOWN switch for the command line when starting TES: Arena, and it is needed for the faster CPU versions. You must have 4 meg of ram, and that is a bare minimum. Unless you have 6 or more you will be tight on RAM and not be able to play at the maximum speed your video card, hard drive and CPU are capable of permitting. All three are a factor in the speed at which you can run the game. 7. Is there a walk-through for Arena? No. Arena is a free form game, and can be played many different ways. At a minimum you must complete the quests that make up the storyline. There are 9 in total, one in each of the eight provinces, and a final one in Imperial City. In the provinces, each quest has two parts to it. However, you can also investigate dungeons in the countryside, break into houses in the cities and towns, and perform tasks asked of you by NPCs in Taverns and by the Kings, Queens, Dukes and Dutchesses, etc., in Palaces. You can also search for various artifacts, which enhance your abilities in various ways. In other words, you can do many different things, depending on your particular preferences. 8. How many different artifacts are there? There are 16 different artifacts. 9. Which artifact is the best? This is a matter of opinion. It depends on the type of character you have chosen, and what you want to do. If you can wear armour, then the Ebony Mail might be best. There are rings and other artifacts that improve your armour class, and one which gives you 50 points to distribute among your stats. The best answer is to find them and make your own decision. Here is what some of the artifacts offer: Ring of Phynaster - Worth 6 points to your armor class. Necromancer's Amulet - Worth 9 points to your armor class. (And artifact rings and amulets can be worn over other rings and amulets) 10. I have an artifact. I cannot seem to get another artifact quest. Why? While you are holding one artifact, you cannot get another artifact quest. Go to a shop and leave your artifact for repair. If you are told it does not need repair, use it and then immediately leave it for repair. Then go out into the street and get another artifact quest. Once the quest is noted in your log, you can go back and pick up the repaired artifact(s) and go on the quest. 11. How do I get an artifact quest? By asking for a general rumor in the street. Pick a NPC and ask 10-20 times. If after 3 or 4 requests you get 'I know nothing' type replies, go to another NPC. Eventually you will get something like "X is at Inn Y trying to sell a map to find artifact Z'... Go to the Inn, click on the innkeeper and negotiate with character X. Either pay the fee asked or forget that artifact, and try for a different artifact quest out in the street. Incidently, if you do not want the particular artifact named, just keep asking the NPC that gave you this artifact seller's location. Ask until you are given the name of an artifact you really want. Eventually all of the artifacts you do not currently possess will be named, if you do not go to the named tavern to get the location of the map for one of them. 12. When I have an artifact, do I get to keep it forever? Yes, if you never use it magically; for example, only use it as a regular weapon or wear it as a ring (but there is one exception). No otherwise. The higher your character's level, the more times you can use its magic/spells, but eventually you will use it up, UNLESS you get it repaired before it disappears. When you repair an item, it is restored to its original value and starts as if it were new. 13. If I lose an artifact, can I get it back? It goes back into the pool of 16 artifacts, less those you already hold, and can become a quest again. 14. I have been asked to rescue Y from X in dungeon Z. I cannot find X to kill/capture him/her. Where is he/her? If on a mission for a ruler, obtained in a Palace, the dungeon usually has two levels, and X is on the lower level. You may have to swim under walls, or go through a tunnel into a room, to find him/her. The only time that X is not there is if the date and time are LATER than the date and time the ruler gave you for the end of the mission. You must complete the mission before the end date you are given! 15. I am looking for an artifact or the map to the dungeon holding an artifact. Where is it? If on an artifact quest, the map to the second dungeon will be in a chest somewhere on the lowest level of the dungeon, and it will be a 4 level dungeon. The item might be near the stairs down to the lowest level, or on the opposite side of the dungeon. It might be in a room or out in a hallway, in a dark corridor, etc. You may not see it until you are right on it. It will be there! 16. Is there a hex editor, or some other way I can change my character's attributes, money, etc. Stats and gold are located in the saveengn.xx files, where xx is a value between 00 and 09. When you save a game the box you use determines this number. You need to edit this file to make the changes you want. The file is encrypted, so changes are not obvious. Use a editor such as Norton or Central Point's DiskEdit. You must be able to HEX edit. To give a character 1,000,000,000 GP make the following change: In file SAVEENGN.0x (all values in HEX) Offset 041F (in the above list) is part of the field for Gold. Change it (without changing the other three) from what it is to CC to get around 65K gold pieces. Offset 040C is part of the field for Experience. Change it from 48 to 4F to get around 1.28 x 10^11 Experience points. (This will make you in the range of 24-28th level in byte 06) [Method to use - change 40C to 4F, win fight, distribute points, then change 40C BACK to the original value, and change 006 back too. This CAN be repeated. Each time you will have OVER 100 points to distribute. If you want LESS points, change 40B instead.] Field covers 4 bytes - 409 to 40C (hex) 409 holds the lowest value and 40C holds the highest value. Note that you'll get, all at once, the bonus points that comes with the level you become, including improved hitpoints, etc, but may have to fight first. To give a character more attribute points make the following change: (next fight gives the points) In file SAVEENGN.0x (all values in HEX) at the time of the next fight you will get a bunch of points to distribute. The number depends on the difference between level 1 and the character's current level. However, be certain NOT to go to 100 for each attribute, since that will hang the game when the character next gains a level and there is NO place to put the points. Leave at least (6*(26-current level)) points available for distribution. The value in offset 006 will then be at the correct value for the level the character should be at, and the exercise can be repeated. You should be able to do anything you want if you do this. Someone else might have locations for each of the stats, etc. If the idea is to increase stats, use the offset 006 change until the values you want to increase are high enough. Allow for normal increases during the game, plus finding of 50 points via one of the artifacts.... Its much easier to edit the spells, since they're kept in clear hex. Use Spellmaker to create a spell that does 1-1 pts of damage, +1-1/level, then look the spell up in the SPELLS.xx file (where xx is the savegame #), and change it to 99-99, + 99-99/level, etc, etc. [see 17 below for details.] You can also edit the % chance, plus the duration, etc. You'll also find a couple of new spell effects in here, that probably never got implemented, CAGE and DEATH SPELL. Attempting to use them generally results in disharmonious outcomes... [Advice - Do not try them] 17. How do you patch the spells in the spellbook so that they are without cost and do more per turn? The following is extracted from a spellbook to demonstrate the method used to change the value of a purchased spell. [Each line below starts with its offset from the beginning of the file (in hex) and then the 16 hex bytes, followed on the right with the ASCII equivalents.] The values to change all preceed the name of the spell. Multiple spells follow on each other and follow the same pattern. Patching spells..... You must use a hexidecimal editor. Examples include the DiskEdit from both Central Point's PCTools and Norton/Symantec's Norton Utilities. The 63 over each ^^ in the first line above changes the original 01 points to 99 points. Where the spell has wording such as 1 to 1 points, as heal does, the 63 over the ** in the first line changes it to 99 to 99 points The values over the &&s is the number of turns between repeats. 1E is equivalent to 30 turns. Change as desired. The 01 00 over the ++ changes the cost of the spell to 0 spell points. This pattern using 85 bytes repeats for each spell in a spell book. 32 spells can be added to the spells book, requiring 2720 bytes, which is the size of the SPELLS.xx file, where xx is a value of between 00 and 09, and depends on the saved character's position in the list of saved games. 18. I am in a tunnel and cannot get into a room because I keep getting hit by some monster in the room. I have to get into that room. What do I do? Find another way in! Passwall is a valuable spell for this purpose, and a weapon or armor can be purchased which carries this spell with it. If you are in a part of the tunnel where there is no roof, you can also levitate out. This spell too can be carried with armor or a weapon, but it can also be purchase at a Mages Guild. 19. What is the best weapon? Auriel's Bow is a magical artifact, which is excellent AS A BOW! Even better is an ebony bow, if you can find one in a shop, and can afford it. The difficulty with a bow is that you cannot use a shield, but its like taking a machine gun with unlimited ammo into the dungeon. Just place the cursor on your victim, hold down the right button, and watch the fun. Also good are an ebony di-katanna, which maximizes hit points, as well as any of the other ebony swords. If you can afford or find an ebony weapon, it is almost impossible to break, and will permit you to open chests and doors where the lock does not open easily, without breaking the sword. 20. Repairing artifacts seems to be awful expensive. Are there any suggestions to save money? One person asked: "I checked my Auriel's Shield into a shop for repair. I'm quite poor right now, so I selected a repair price which gave me a 200-day repair period. Then I checked the status of the job, and the shopkeeper told me to come back in 17 days! Have I just rolled over some number in the item's record so that it doesn't read the right length of time?" Another person answered: "The number of minutes is kept in an unsigned short, so you should always offer 13 gold to repair an artifact. This gets it done in under 15 hours." Testing shows that this rule still works under version 1.06. The normal price for a 10 day repair for a artufact is 10,000 GP so the above trick saves you a lot of money, unless Bethesda gets rid of this bug! If they do, remember that it takes quite a few days to travel around the different provinces going after the next artifact, so you can save money by leaving the artifact for a longer repair period. 21. Spells are expensive. Are there any suggestions to save money? [See 17 above re editing spells YOU make.] The Spellmaker also uses (used?) unsigned shorts for spell cost. The player who suggested spending 13 gold for repairing artifacts had this to say about spells: "I got tired of monsters beaming in behind me so I made a Non-Target (with spells) plus light (lasts a little less long) plus spell reflection (the monsters still throw things at a non-target). The spell has a casting cost of zero and makes dungeon exploration much more relaxing. (Be sure to save before playing with this, though. The Spellmaker crashes if too many wraps of the NT spell cost are done. They don't seem to have debugged this feature very well. Once the spell is made it seems to work just fine.)" He continued: "Legitimate spells can also have a casting cost of zero. For instance, a levitate spell that lasts 1 + 5 per 6 levels has a spell cost of 10, so the casting cost is 5/lev, or zero for a level 6 character. A free heal stamina spell can make swimming less tiring, and free cure spells can be recast until they work. Before I discovered the spell cost wrap, my main spell was a cheap invisible spell (casting cost 1 for a level 8 character)." 22. What is the minimum I need to do, and which provinces, etc., are involved in each? [You must inquire to get these instructions.] 1st piece: :The ruler of Rihad has marked Stonekeep on your map of the province of Hammerfell... :The ruler of Rihad has marked your map to show the dwarven mines of Fang Lair in the province of Hammerfell... 2nd piece: :The Mages Guild of Winterhold has marked the Fortress of Ice on your map of Skyrim... :The Mages Guild of Winterhold has inscribed your map with the location of the twisted corridors of the Labyrinthian in the province of Skyrim... 3rd piece: :The Ruler of Eldenroot has sent you to get a gem called the Heart of Selene, and has marked your map of Valenwood with the location of Selene's Web... :The ruler of Eldenroot has inscribed the location of the Elven forests of Elden Grove on your map of the province of Valenwood... 4th piece: :According to your map marked by the Mages of Corinth, the Temple of Agamanus lies in Elsweyr... :According to your continental map, the forgotten Halls of the Colossus lies in Elsweyr... 5th piece: :The Mages of Lillandril have marked on your Summurset Isle map the location of the Temple of the Mad God... :Marked on your continental map is the crucible of magic, known as the Crystal Tower, in the province of Summurset Isle... 6th piece: :Camlorn's Brotherhood of Seth have marked on your High Rock map the Mines of Khuras... :Marked on your continental map are the halls of the dead, the Crypt of Hearts, in High Rock... 7th piece: :According to the markings the Conclave of Baal made on your map, the Vaults of Gemin lie in Black Marsh... :According to your continental map, the dark forest of Murkwood lies in Black Marsh... 8th piece: :The ruler of Ebonheart marked the entrance to the Black Gate on your map of Morrowind... :Your continental map shows the entrance to the fire mountain, Dagoth-Ur, to be in Morrowind... End of Game: :Enter Imperial Palace in Imperial City. At lowest level, find what is needed to defeat the BattleMage and get out of palace. 23. I have just started Arena, and am looking for the scroll the queen needs to find the location of the first staff piece. Can anyone tell me about where it is in the dungeon, or at least what it looks like? You need to look at the continental map, and click on Hammerfell. It looks like a molehill, and is NE of Rihad. Ride there, don't try to walk there... Then find what you are looking for in that dungeon. It will be there, and this FAQ will not tell you where it is in the dungeon. 24. I can't figure out the answer to this ..... riddle. What is the answer? Thanks to Rollin Baker, who posted the following on 12 Jul 1994 25. I've completed several quests with several characters, and each time I do so, the quest description does not leave my logbook. But I know I have finished the quest because I have been rewarded but whoever gave me the quest. What's up with this. The logbook keeps the latest 16 entries made into it. After 16 the first scrolls out as a new on is made. If you want to save your log, print it out occasionally or copy log.0x to log.100, log.101, etc., then merge them using the DOS editor, replacing the &* characters with carriage returns and removing duplicates. 26. What's with the monsters you find hitting you who are in walls? It's convenient because you can kill them rather easily, but it seems to me that this may be a bug, no? Yes, This is a bug, and it is one that Bethesda has not managed to get rid of, although they must have tried, since they suggest they did so in one of the patch read.me files. If you get at a certain angle to them, they will move out of the wall and towards you. Otherwise, they stay there, and you can kill them while they are in the wall. 27. Any general comments on whether or not the game is any good? I personally enjoy the game and the freedom to approach it the way I want to. Other player have hated this freedom. On a 486DX2-66 it runs very nicely, and is NOT at all slow or clunky. On a 486DX-33 the level of detail in the distance must be reduced or it does run less smoothly. I use an OPTICAL mouse and find that works best - no dirty or jumpy mouse ball to foul things up. I also use a trackball when NOT in a dungeon, for convenience with the notebook. Boring is a state of mind, and depends on what you want from a computer game. I do NOT find it boring at all. There is one overall mission (see #22 above) that has a target and will feed into the sequel planned for 1995, but one can also play for random quests, etc. It is definitely a game that can be replayed with different types of characters, again and again, to see if one CAN succeed with each of the different types. [Cheating is NOT required - one can win with each type of character, if the correct province is selected, the correct sex is selected, and the required attributes are maximized in the correct order.] The action is satisfactory, if a bit repetitive, and I would appreciate some refinements here and there, but on the whole I rather like the game....To each his own.... 28. Has anyone gotten both sound and music to work in xxxxx mode? I've finally reverted to SoundBlaster emulation, but do the effects really sound that BAD? I have NO IDEA what sound the wolf is actually using! Also, the music keeps hanging in some places and then shuts off completely! You need more free lower RAM - at least 610K out of the lower 640K - the more the better. If using QEMM or something similar, you should be able to get this much. I have over 636,000 bytes free when I start the game. There is a sample config.cpy=config.sys and bootauto.cpy=autoexec.bat in the arena directory - add your soundboard driver(s) loaded high into this, make sure your mouse driver is there and put on a boot disk for drive A unless you have MSDos 6.22 and can include a specific configuration for this. Increase the EMS to 2.5 meg or more. It WILL help Get ARUPD6.ZIP if you are not running version 1.06. When you exit the game it tells you the exact version if you are running one of the newer versions. 29. After the crystal tower, I had to go to the Brotherhood of Seth, but couldn't find them, ditto the next piece. Should you go to another town? This was a bug in one of two issued versions of patch 1.04. The buggy version results in the failure to find the Brotherhood of Seth. Version 1.04 was fixed and reissued under the same version number. Then version 1.05 was issued, which fixed a bunch of other problems as well. It also eliminated the bug that permitted the return to a location to get an additional staff piece from it. If you are asked to go to the Brotherhood of Seth and cannot find it, get the current version, 1.06 30. After I got the first piece of the staff and got the dream telling me where the next piece was, I couldn't see the entire message. Part of the message appeared, but nothing I tried brought up the rest of the message. What key do I have to hit to see the whole message? Just left click your mouse. 31. Right at the beginning, it says to go west, then south to find the shift gate. What and where is it? Its the way OUT of the dungeon, it is a shimmering blue hole that you need to enter to get out, and you will know you have found it when you get to it. It IS in the south-western corner of the dungeon. This is also the location for the doc check. I recommend searching the entire dungeon, however, since it gives you a rapid way to advance in levels, and find artifacts to use or sell once you are out of the dungeon. Incidently, the city you exit to depends on the province you chose for your character. You will be in his/her home province. 32. I just purchased Arena version 4 last week and I'm hooked. I am wondering if it is necessary to "run errands" for the various townspeople or if I should just stick to getting the staff pieces and defeating Fusil. I have been running off to do errands at least one per town. A friend has been playing and he found some parchment that gave him 50 points to distribute any way he wanted! I wish I could find that one! You need to raise money to get better weapons, armour, potions, etc. You do not need to run errands to do this. You can wander the countryside outside of the city walls, finding dungeons in the wilderness, and make money that way, by finding it and weapons, armor, etc., and sell these back in the city. Your friend completed an artifact quest. Ask general rumors in the street until someone mentions one of the 16 artifacts, and tells you who to find and where to find him/her. Then go for it, but have enough money to buy the map. If you keep asking for general rumors after the mention of an artifact, eventually a different one will be mentioned. If you do not have any artifacts, and want a specific one, keep asking until it is named. It will NOT be named in at least one province, no matter what you do. Just hope you are not in that province. If the version in the box is NOT version 1.06, GET THE UPDATE. The CD version, issued in November 1994, may be a higher version, incidently. As I do not have it, I do not know. 33. I can't find the xxxxx. If a staff piece, there are two searches - first for the map, and then for the artifact. The map is always in the first dungeon, and the artifact is always in the second. Both are in the same province. If searching for an artifact, there are two searches. The log will show you where the NPC in the tavern wants you to go to find the map. It will be on the lowest level of the dungeon in whatever province you are sent to. Then your log will show you what the map held, and you will need to go to a different province to find the artifact. It too will be in the lowest level of the dungeon you are told to go to. 34a. I was told to go to a place called Y to get this artifact, but my friend was told to go to a place called X. Is this correct? 34b. I was told to defeat mage X in dungeon Y, but my friend was told the mage's name was Z and the dungeon's name was W. Is this possible? The names for every dungeon except those involved in the search for the staff are randomly generated, and the dungeons themselves are also randomly generated. Dungeons are constructed out of pieces which match up for openings and therefore its a little like a construction set, and you can have very different layouts, or the same layout repeated on a floor. Certain levels never have some patterns, however, so that eventually you will figure out what might be the pattern for dungeon level 3 or 1 or 4... The next time you play the game, it will be with different dungeon names, and with the artifacts found in different provinces. The same applies to missions assigned by rulers. The dungeon names change, and the names of the monsters, crooks, Mages, etc., are also randomly generated. 35. How do I get out of the original dungeon? I can't answer the question I get asked. You need the User's Guide, which comes with the Game when you purchase it. 36. What are the differences between the different types of characters that can be chosen. All explained in the User's Guide, which comes with the Game when you purchase it. 37. What are the differences between the different weapons, and the different materials they are made out of? All explained in the User's Guide, which comes with the Game when you purchase it. 38. What are the differences between the different spells? All explained in the User's Guide, which comes with the Game when you purchase it. 39. What dates are holidays? All listed in the User's Guide, which comes with the Game when you purchase it. 40. Does the province I pick for my character make a difference to the character type I pick? All explained in the User's Guide, which comes with the Game when you purchase it. 41. How do I use my sword? Move the mouse in different directions to get different strokes. 42. Which is east and west? It seems to be reversed! You are not on Earth! Why should the compass be the same as Earth's? 43. Sometimes I sell an item in a store, and can buy it back for far less than I got for selling it. Is this right? Yes, it is. It is also, in my view, a bug. Do not count on it, however, since it only happens with a small group of items. 44. End of the game: One player said: "I feel quite proud of my bug-beating achievement of getting to the final part of Arena, but now that has got me stumped! After getting the 8th staff piece, you have to fight the evil BattleMage bloke (I cant remember his name), under the Imperial City. However, none of my weapons damage him, and to make matters worse, once you enter his domain, you cant get out. Does anyone know what it takes to kill this guy? Has anyone out there finished this game? The simple answer is that you do NOT need to fight the BattleMage. There are four cells around the space he occupies. You need to get into two of them to succeed. You also have to get out of one of them, and the BattleMage will make it difficult. If you do not have the required spells on hand, he might make it impossible! However, the important point is that you do NOT have to fight him. If you are successful, you will exit the Imperial Palace and can save your character for the sequel, due out in 1995. 45. My inventory is filled. Where can I store excess items, so that I can retrieve and use them later? While you are in a dungeon and remain on one level you can drop items and go back and retrieve them. That is the only situation in which you can 'store' items. Otherwise, you can NOT store excess items. If you drop an item and then go to a different level in a dungeon, or leave a building, etc. the items disappear. You can leave, go to a store, and sell the items you don't want to keep, but the limit on the number of items you can carry is fixed and you cannot exceed it. If your inventory is full, you must drop items you do not want to keep if you want to pick up other items. Generally, drop the items worth the least and pick up the items you want to inspect, look them over, drop those that are worthless, pick up from the first group dropped, and then continue on.
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https://en.uesp.net/wiki/Arena:Artifacts
Arena:Artifacts
{{Trail|Items}} '''Artifacts''' are legendary items of lore you are given a chance to collect during [[Arena:Arena|''Arena'']]. Each is imbued with unique powers, and may be collected only by embarking on [[Arena:Artifact Quests|artifact quests]]. Artifacts will disappear from your equipment list, but never randomly as their text descriptions imply; they disappear when they break or wear out from use. However, you can have equipment stores repair them, so you can keep them indefinitely if you wish. They cannot be sold but may be dropped. You may not have more than one artifact at a time (although there is an [[Arena:Glitches#Artifact Collection|exploit]] that allows you to do so). Therefore, if you have an artifact in your inventory, you will not get another artifact quest until the one you have disappears. Unlike future installments of The Elder Scrolls series, artifacts lack a unique appearance. ==Armor Artifacts== ===Auriel's Shield=== {{Artifact Summary |image=AR-item-Ebony Kite Shield.png |pagename=Auriel's Shield |type=Ebony Kite Shield |rating=-3 AC |enchant=Resist Fire, Spell Shield, Heals |weight=4 kg }} ''"Auriel's Shield, an Ebony shield said to have once belonged to the quasi-mythical Elvish deity Auriel, can make its wielder nigh invulnerable. In its resistance to fire and magick, Auriel's Shield is unsurpassed. To defend its wielder from any attacks it cannot absorb, the Shield lends him or her health. Like many artifacts of Tamriel, the Shield has life and personality of its own, and does not feel bound to its user. A popular fable tells the tale of it abandoning one wielder in her greatest hour of need, but this is perhaps, apocryphal."'' '''Discovered In:''' [[Arena:High Rock|High Rock]], [[Arena:Skyrim|Skyrim]], [[Arena:Summurset Isle|Summurset Isle]], [[Arena:Elsweyr|Elsweyr]] {{NewLine}} ===Ebony Mail=== {{Artifact Summary |image= |pagename=Ebony Mail |type=Ebony Cuirass |rating=-9 AC |enchant=Resist Fire, Spell Shield, Shield |weight=16 kg }} ''"The Ebony Mail is an artifact created before recorded history, according to legend, by the Dark Elven goddess Boethiah. It is she who determines who should possess the Mail and for how long a time. If judged worthy, its power grants the wearer invulnerability to all common magical attacks that drain talents and health. It is Boethiah alone who determines when a person is ineligible to bear the Ebony Mail any longer, and the goddess can be very capricious..."'' '''Discovered In:''' [[Arena:Black Marsh|Black Marsh]] {{newline}} ===Lord's Mail=== [[File:AR-item-Adamantium Cuirass 01.png|thumb|left|Lord's Mail (male)]] {{Artifact Summary |image=AR-item-Mithril Cuirass 02.png |pagename=Lord's Mail (female) |type=Adamantium Cuirass |rating=-9 AC |enchant=Troll's Blood, Spell Shield, Cure Poison |weight=16 kg }} ''"The Lord's Mail, sometimes called the Armor of Morihaus, the Gift of Kynareth, is an ancient cuirass of unsurpassable quality. It grants the wearer the power to regenerate lost health, resist the effects of spells, and cure oneself of poison when used. It is said that whenever Kynareth deigns the wearer unworthy, the Lord's Mail will be taken away and hidden for the next chosen one."'' '''Discovered In:''' [[Arena:Black Marsh|Black Marsh]], [[Arena:Skyrim|Skyrim]], [[Arena:Summurset Isle|Summurset Isle]], [[Arena:Valenwood|Valenwood]] {{newline}} ===Spell Breaker=== {{Artifact Summary |image= |pagename=Spell Breaker |type=Dwarven Tower Shield |rating=-3 AC |enchant=Spell Reflection, Silence |weight=10 kg }} ''"Spell Breaker, superficially a Dwarven tower shield, is one of the most prized ancient relics of Tamriel. Aside from its historic importance dating from the Battle of Rourken-Shalidor, the Spell Breaker protects its wielder almost completely from any spellcaster, either by dispelling magicks or silencing any mage about to cast a spell. It is said that the Spell Breaker still searches for its original owner, and will not remain the property of any one else for long. For most, possessing Spell Breaker for any time is power enough."'' '''Discovered In:''' [[Arena:Hammerfell|Hammerfell]], [[Arena:Valenwood|Valenwood]] {{newline}} ==Weapon Artifacts== ===Auriel's Bow=== {{Artifact Summary |image=AR-item-Elven Longbow.png |pagename=Auriel's Bow |type=Elven Longbow |damage=2-12 |enchant=Fires spell that kills (save vs. magic) |weight=1 kg }} ''"Auriel's Bow appears as a modest Elven Longbow, but {{sic|it|it is}} one of the mightiest weapons ever to exist in Tamriel's history. Allegedly created and used, like its sister Auriel's Shield, by the great Elvish demi-god, the Bow can turn any arrow into a missile of death and any wielder invulnerable to any lesser attacks. Without Auriel's power behind it, however, the bow uses its own store of energy for its power. Once exhausted of this energy, the bow will vanish and reappear where ever chance puts it. Its most recent appearances have been subject of gossip for hundreds of years."'' '''Special Effects:''' -3 AC, never misses '''Discovered In: '''[[Arena:Elsweyr|Elsweyr]], [[Arena:Skyrim|Skyrim]], [[Arena:Valenwood|Valenwood]] {{newline}} ===Chrysamere=== {{Artifact Summary |image=AR-item-Adamantium Claymore.png |pagename=Chrysamere |type=Adamantium Claymore |damage=2-18 |enchant=Heals, Resist Fire, Shalidor's Mirror |weight=14 kg }} ''"Chrysamere, the Paladin's Blade and Sword of Heroes, is an ancient claymore with offensive capabilities only surpassed by its defenses. It lends the wielder health, protects him or her from fire, and reflects any deletory spells cast against the wielder back to the caster. Seldom has Chrysamere been wielded by any bladesman for any length of time, for it chooses not to favor one champion."'' '''Discovered In:''' [[Arena:Elsweyr|Elsweyr]], [[Arena:Morrowind|Morrowind]] {{newline}} ===Ebony Blade=== {{Artifact Summary |image=AR-item-Ebony Katana.png |pagename=Ebony Blade |type=Ebony Katana |damage=3-16 |enchant=Lifesteal |weight=6 kg }} ''"The Ebony Blade, sometimes called the Vampire or the Leech, resembles an ebony katana, but its power is very dark indeed. Every time the Ebony Blade strikes an opponent, part of the damage inflicted flows into the wielder as raw power. The Blade itself may not be any more evil than those who have used it, but at some point in its long existence, a charm was cast on it so it would not remain with one bladesman. The wizard who cast this charm sought to save the souls of any too infatuated by the Blade, and perhaps he was right..."'' '''Discovered In:''' [[Arena:Skyrim|Skyrim]], [[Arena:Valenwood|Valenwood]] {{newline}} ===Staff of Magnus=== {{Artifact Summary |image=AR-item-Ebony Staff.png |pagename=Staff of Magnus |type=Ebony Staff |damage=1-8 |enchant=Troll's Blood, Spell Shield |weight=3 kg }} ''"The Staff of Magnus, one of the elder artifacts of Tamriel, was a metaphysical battery of sorts for its creator, the Arch-Mage Magnus. When used, it regenerates both a mage's health and mystical energy at remarkable rates. In time, the Staff will abandon the mage who wields it before he or she becomes too powerful and upsets the mystical balance it is sworn to protect."'' '''Discovered In:''' [[Arena:Elsweyr|Elsweyr]], [[Arena:Valenwood|Valenwood]] {{newline}} ===Volendrung=== {{Artifact Summary |image=AR-item-Dwarven Warhammer.png |pagename=Volendrung |type=Dwarven Warhammer |damage=3-18 |enchant=Heals, Medusa's Gaze, Strength Leech |weight=16 kg }} ''"The Hammer of Might, Volendrung is said to have been created by the Dwarves of the now abandoned clan of Rourken, hundreds of years before they disappeared from the world of Tamriel. It has the ability to grant health to its wielder, but it is best known for the paralyzing and strength leeching effects it has when cast at an enemy. Like the Dwarves who created it, Volendrung is prone to disappearing suddenly, resurfacing sometimes in days, sometimes in eons."'' '''Discovered In:''' [[Arena:Hammerfell|Hammerfell]], [[Arena:Morrowind|Morrowind]] {{newline}} ==Other Artifacts== ===King Orgnum's Coffer=== {{Artifact Summary |image= |pagename=King Orgnum's Coffer |type={{huh}} |enchant=1-100 gold once per day. |weight=0 kg }} ''"King {{sic|Orghum's|Orgnum's}} Coffer is a small-sized chest, ordinary in appearance. It is remarkably light, almost weightless, which offers a clue to its true magic. Once a day, the Coffer will create gold from naught. When King Orghum himself possessed the Coffer, the supply within was limitless. Those who have found it since report that the Coffer eventually disappears after having dispersed enough gold to shame even the wealthiest of merchants. Where and why it vanishes is still a mystery."'' '''Discovered In:''' [[Arena:High Rock|High Rock]], [[Arena:Summurset Isle|Summurset Isle]] {{NewLine}} ===Necromancer's Amulet=== {{Artifact Summary |image= |pagename=Necromancer's Amulet |type={{huh}} |rating=-9 AC |enchant=Spell Absorption, Troll's Blood, Fortify Intelligence |weight=0 kg }} ''"The legendary Necromancer's Amulet, the last surviving relic of the mad sorcerer Mannimarco, grants any spellcaster who wears it the ability to absorb magical energy and regenerate from injury. The Amulet is mystically fortified to give the person wearing it an armor rating equivalent to plate armor, without the weight and restriction of movement. This makes the artifact popular amongst thieves and mages alike. It is the one flaw of the Amulet that it is unstable in this world - forever doomed to fade in and out of existence, reappearing at locations distant from that of its disappearance."'' '''Discovered In:''' [[Arena:High Rock|High Rock]], [[Arena:Summurset Isle|Summurset Isle]] {{NewLine}} ===Oghma Infinium=== {{Artifact Summary |image= |pagename=Oghma Infinium |type={{huh}} |enchant=50 extra stat points to assign to attributes, permanent. |weight={{huh}} kg }} ''"The Oghma Infinium is a tome of knowledge written by the Ageless One, the wizard-sage Xarses. All who read the Infinium are filled with the energy of the artifact which can be manipulated to raise one's abilities to near demi-god proportions. Once used, legend has it, the Infinium will disappear from its wielder."'' '''Discovered In:''' [[Arena:Black Marsh|Black Marsh]], [[Arena:Elsweyr|Elsweyr]], [[Arena:Morrowind|Morrowind]], [[Arena:Skyrim|Skyrim]] {{NewLine}} ===Ring of Khajiit=== {{Artifact Summary |image= |pagename=Ring of Khajiit |type={{huh}} |rating=-6 AC |enchant=Invisibility, Sanctuary, Fortify Speed |weight=0 kg }} ''"The Ring of the Khajiiti is an ancient relic, hundreds of years older than Rajhin, the thief who made the Ring famous. It was Rajhin who used the Ring's powers to make himself as invisible, silent, and quick as a breath of wind. Using the Ring he became the most successful burglar in Elsweyr's history. Rajhin's eventual fate is a mystery, but according to legend, the Ring rebelled against such constant use and disappeared, leaving Rajhin helpless before his enemies..."'' '''Discovered In:''' [[Arena:Hammerfell|Hammerfell]], [[Arena:High Rock|High Rock]], [[Arena:Valenwood|Valenwood]] {{NewLine}} ===Ring of Phynaster=== {{Artifact Summary |image= |pagename=Ring of Phynaster |type={{huh}} |rating=-6 AC |enchant=Shield, Resist Poison, Spell Shield, Resist Shock |weight=0 kg }} ''"The Ring of Phynaster was made hundreds of years ago by a person who needed good defenses to survive his adventurous life. Thanks to the Ring, Phynaster lived for hundreds of years, and since then it has passed from person to person. The ring improves its wearer's overall resistance to damage and grants total immunity to poison, spells, and electricity. Still, Phynaster was cunning and said to have cursed the Ring. It eventually disappears from its holder's possessions and returns to another resting place, uncontent to stay anywhere but with Phynaster himself."'' '''Discovered In:''' [[Arena:Black Marsh|Black Marsh]], [[Arena:Elsweyr|Elsweyr]], [[Arena:Skyrim|Skyrim]], [[Arena:Summurset Isle|Summurset Isle]] {{NewLine}} ===Skeleton's Key=== {{Artifact Summary |image= |pagename=Skeleton's Key |type={{huh}} |enchant=Opens a door/chest once per day |weight=0 kg }} ''"The power of the Skeleton's Key is very simple, indeed. With it, any non-magically locked door or chest is instantly accessible to even the clumsiest of lockpickers. A particularly skillful lockpicker may even open some magically barred doors with the Key. The two limitations placed on the Key by wizards who sought to protect their storehouses were that the Key could only be used once a day and it would never be the property of one thief for too long. Some of those who have possessed the Key have made themselves rich before it disappeared, others have broken into places they never should have entered ..."'' '''Discovered In:''' [[Arena:Summurset Isle|Summurset Isle]], [[Arena:Valenwood|Valenwood]] {{NewLine}} ===Warlock's Ring=== {{Artifact Summary |image= |pagename=Warlock's Ring |type={{huh}} |enchant=Shalidor's Mirror, Fortify Speed, Heals |weight=0 kg }} ''"The Warlock's Ring of the Arch-Mage Syrabane is one of the most popular relics of myth and fable. In Tamriel's ancient history, Syrabane saved all of the continent by judicious use of his Ring, and ever since, it has helped adventurers with less lofty goals. It is best known for its ability to reflect spells cast at its wearer and to improve his or her speed and health, though it may have additional powers. No adventurer can wear the Warlock's Ring for long, for it is said the Ring is Syrabane's alone to command."'' '''Discovered In:''' [[Arena:Elsweyr|Elsweyr]], [[Arena:Morrowind|Morrowind]] {{NewLine}} ==Notes== * Some classes are prohibited from using certain artifacts. For example, if your class cannot use bows (e.g., you're a Mage), you will never be offered a quest to obtain Auriel's Bow. * The items' materials are not implemented like you might expect, although they do act as advertised. For instance, the Ebony Blade does indeed do damage like a mere steel katana and not like an ebony katana (i.e., 3-16 pts. damage per hit), but on the other hand it can harm those creatures that a steel katana cannot (e.g., golems). * The artifact chest is usually located at the SW corner of the dungeon. * Some dungeons that contain maps may have a raised platform that appear as though the chest is supposed to be there, but the chest may be located in any room in the dungeon level. * Artifact weapons are twice as durable as normal weapons. *The Oghma Infinium artifact quest can be done repeatedly, giving the player another extra 50 points for their attributes each time. Though, each time the provinces and dungeons the player have to travel to will be different for each time. ==Bugs== {{Bug|After getting the quest for the Oghma Infinium, before doing the map quest, a bug may occur giving you 50 points to distribute at each level up.|confirmed=1}}
2,503,351
2021-10-16T15:05:20Z
Zebendal
Artifacts are legendary items of lore you are given a chance to collect during Arena. Each is imbued with unique powers, and may be collected only by embarking on artifact quests. Artifacts will disappear from your equipment list, but never randomly as their text descriptions imply; they disappear when they break or wear out from use. However, you can have equipment stores repair them, so you can keep them indefinitely if you wish. They cannot be sold but may be dropped. You may not have more than one artifact at a time (although there is an exploit that allows you to do so). Therefore, if you have an artifact in your inventory, you will not get another artifact quest until the one you have disappears. Unlike future installments of The Elder Scrolls series, artifacts lack a unique appearance. Armor Artifacts Auriel's Shield ''"Auriel's Shield, an Ebony shield said to have once belonged to the quasi-mythical Elvish deity Auriel, can make its wielder nigh invulnerable. In its resistance to fire and magick, Auriel's Shield is unsurpassed. To defend its wielder from any attacks it cannot absorb, the Shield lends him or her health. Like many artifacts of Tamriel, the Shield has life and personality of its own, and does not feel bound to its user. A popular fable tells the tale of it abandoning one wielder in her greatest hour of need, but this is perhaps, apocryphal." Discovered In: High Rock, Skyrim, Summurset Isle, Elsweyr Ebony Mail "The Ebony Mail is an artifact created before recorded history, according to legend, by the Dark Elven goddess Boethiah. It is she who determines who should possess the Mail and for how long a time. If judged worthy, its power grants the wearer invulnerability to all common magical attacks that drain talents and health. It is Boethiah alone who determines when a person is ineligible to bear the Ebony Mail any longer, and the goddess can be very capricious..." Discovered In:''' Black Marsh Lord's Mail thumb|left|Lord's Mail (male) ''"The Lord's Mail, sometimes called the Armor of Morihaus, the Gift of Kynareth, is an ancient cuirass of unsurpassable quality. It grants the wearer the power to regenerate lost health, resist the effects of spells, and cure oneself of poison when used. It is said that whenever Kynareth deigns the wearer unworthy, the Lord's Mail will be taken away and hidden for the next chosen one." Discovered In: Black Marsh, Skyrim, Summurset Isle, Valenwood Spell Breaker "Spell Breaker, superficially a Dwarven tower shield, is one of the most prized ancient relics of Tamriel. Aside from its historic importance dating from the Battle of Rourken-Shalidor, the Spell Breaker protects its wielder almost completely from any spellcaster, either by dispelling magicks or silencing any mage about to cast a spell. It is said that the Spell Breaker still searches for its original owner, and will not remain the property of any one else for long. For most, possessing Spell Breaker for any time is power enough." Discovered In:''' Hammerfell, Valenwood Weapon Artifacts Auriel's Bow ''"Auriel's Bow appears as a modest Elven Longbow, but one of the mightiest weapons ever to exist in Tamriel's history. Allegedly created and used, like its sister Auriel's Shield, by the great Elvish demi-god, the Bow can turn any arrow into a missile of death and any wielder invulnerable to any lesser attacks. Without Auriel's power behind it, however, the bow uses its own store of energy for its power. Once exhausted of this energy, the bow will vanish and reappear where ever chance puts it. Its most recent appearances have been subject of gossip for hundreds of years." Special Effects: -3 AC, never misses Discovered In: '''Elsweyr, Skyrim, Valenwood Chrysamere ''"Chrysamere, the Paladin's Blade and Sword of Heroes, is an ancient claymore with offensive capabilities only surpassed by its defenses. It lends the wielder health, protects him or her from fire, and reflects any deletory spells cast against the wielder back to the caster. Seldom has Chrysamere been wielded by any bladesman for any length of time, for it chooses not to favor one champion." Discovered In: Elsweyr, Morrowind Ebony Blade "The Ebony Blade, sometimes called the Vampire or the Leech, resembles an ebony katana, but its power is very dark indeed. Every time the Ebony Blade strikes an opponent, part of the damage inflicted flows into the wielder as raw power. The Blade itself may not be any more evil than those who have used it, but at some point in its long existence, a charm was cast on it so it would not remain with one bladesman. The wizard who cast this charm sought to save the souls of any too infatuated by the Blade, and perhaps he was right..." Discovered In:''' Skyrim, Valenwood Staff of Magnus ''"The Staff of Magnus, one of the elder artifacts of Tamriel, was a metaphysical battery of sorts for its creator, the Arch-Mage Magnus. When used, it regenerates both a mage's health and mystical energy at remarkable rates. In time, the Staff will abandon the mage who wields it before he or she becomes too powerful and upsets the mystical balance it is sworn to protect." Discovered In:''' Elsweyr, Valenwood Volendrung "The Hammer of Might, Volendrung is said to have been created by the Dwarves of the now abandoned clan of Rourken, hundreds of years before they disappeared from the world of Tamriel. It has the ability to grant health to its wielder, but it is best known for the paralyzing and strength leeching effects it has when cast at an enemy. Like the Dwarves who created it, Volendrung is prone to disappearing suddenly, resurfacing sometimes in days, sometimes in eons." Discovered In: Hammerfell, Morrowind Other Artifacts King Orgnum's Coffer ''"King Coffer is a small-sized chest, ordinary in appearance. It is remarkably light, almost weightless, which offers a clue to its true magic. Once a day, the Coffer will create gold from naught. When King Orghum himself possessed the Coffer, the supply within was limitless. Those who have found it since report that the Coffer eventually disappears after having dispersed enough gold to shame even the wealthiest of merchants. Where and why it vanishes is still a mystery." Discovered In:''' High Rock, Summurset Isle Necromancer's Amulet ''"The legendary Necromancer's Amulet, the last surviving relic of the mad sorcerer Mannimarco, grants any spellcaster who wears it the ability to absorb magical energy and regenerate from injury. The Amulet is mystically fortified to give the person wearing it an armor rating equivalent to plate armor, without the weight and restriction of movement. This makes the artifact popular amongst thieves and mages alike. It is the one flaw of the Amulet that it is unstable in this world - forever doomed to fade in and out of existence, reappearing at locations distant from that of its disappearance." Discovered In: High Rock, Summurset Isle Oghma Infinium "The Oghma Infinium is a tome of knowledge written by the Ageless One, the wizard-sage Xarses. All who read the Infinium are filled with the energy of the artifact which can be manipulated to raise one's abilities to near demi-god proportions. Once used, legend has it, the Infinium will disappear from its wielder." Discovered In: Black Marsh, Elsweyr, Morrowind, Skyrim Ring of Khajiit "The Ring of the Khajiiti is an ancient relic, hundreds of years older than Rajhin, the thief who made the Ring famous. It was Rajhin who used the Ring's powers to make himself as invisible, silent, and quick as a breath of wind. Using the Ring he became the most successful burglar in Elsweyr's history. Rajhin's eventual fate is a mystery, but according to legend, the Ring rebelled against such constant use and disappeared, leaving Rajhin helpless before his enemies..." Discovered In: Hammerfell, High Rock, Valenwood Ring of Phynaster "The Ring of Phynaster was made hundreds of years ago by a person who needed good defenses to survive his adventurous life. Thanks to the Ring, Phynaster lived for hundreds of years, and since then it has passed from person to person. The ring improves its wearer's overall resistance to damage and grants total immunity to poison, spells, and electricity. Still, Phynaster was cunning and said to have cursed the Ring. It eventually disappears from its holder's possessions and returns to another resting place, uncontent to stay anywhere but with Phynaster himself." Discovered In:''' Black Marsh, Elsweyr, Skyrim, Summurset Isle Skeleton's Key ''"The power of the Skeleton's Key is very simple, indeed. With it, any non-magically locked door or chest is instantly accessible to even the clumsiest of lockpickers. A particularly skillful lockpicker may even open some magically barred doors with the Key. The two limitations placed on the Key by wizards who sought to protect their storehouses were that the Key could only be used once a day and it would never be the property of one thief for too long. Some of those who have possessed the Key have made themselves rich before it disappeared, others have broken into places they never should have entered ..." Discovered In:''' Summurset Isle, Valenwood Warlock's Ring ''"The Warlock's Ring of the Arch-Mage Syrabane is one of the most popular relics of myth and fable. In Tamriel's ancient history, Syrabane saved all of the continent by judicious use of his Ring, and ever since, it has helped adventurers with less lofty goals. It is best known for its ability to reflect spells cast at its wearer and to improve his or her speed and health, though it may have additional powers. No adventurer can wear the Warlock's Ring for long, for it is said the Ring is Syrabane's alone to command." Discovered In:''' Elsweyr, Morrowind Notes Some classes are prohibited from using certain artifacts. For example, if your class cannot use bows (e.g., you're a Mage), you will never be offered a quest to obtain Auriel's Bow. The items' materials are not implemented like you might expect, although they do act as advertised. For instance, the Ebony Blade does indeed do damage like a mere steel katana and not like an ebony katana (i.e., 3-16 pts. damage per hit), but on the other hand it can harm those creatures that a steel katana cannot (e.g., golems). The artifact chest is usually located at the SW corner of the dungeon. Some dungeons that contain maps may have a raised platform that appear as though the chest is supposed to be there, but the chest may be located in any room in the dungeon level. Artifact weapons are twice as durable as normal weapons. The Oghma Infinium artifact quest can be done repeatedly, giving the player another extra 50 points for their attributes each time. Though, each time the provinces and dungeons the player have to travel to will be different for each time. Bugs
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Arena:Items
{{Trail}} {{TOCright}} There are a variety of '''items''' that can help you on your journey in [[Arena:Arena|Arena]]. The following pages contain lists of each type of item potentially found as loot or for sale in store. Note that if your [[Arena:Classes|class]] does not allow you to equip an armor type or shield, you will not see that item type in the store's inventory. For example, [[Arena:Assassin|Assassins]] cannot wear plate armor, so if you are an Assassin, you will see no plate armor for sale in any store. If you cannot use the certain weapon types, the shop inventory will be completely different to you. Because of this, the only class that will be able to see everything on sale is the [[Arena:Warrior|Warrior]] class. == Types of Items == === Weapons === *A listing of all types of weapons that can be acquired in the game can be found in one of these pages: **[[Arena:Base Weapons|Base Weapons]] summarizes all standard weapons, such as the kind found in equipment shops. The page also has a material modifier reference that shows how your damage and hit chance may be affected by weapons made of different materials. **[[Arena:Artifacts#Weapon Artifacts|Artifacts]] contains all the special items acquired via questing in Arena. Among these are several different weapons. === Armor === *A listing of all types of armor that can be acquired in the game can be found in one of these pages: **[[Arena:Base Armor|Base Armor]] summarizes all standard armor, such as the kind found in equipment shops. The page also has a material modifier reference that shows how your AR may be affected by armor made of different materials. **[[Arena:Artifacts#Armor Artifacts|Artifacts]] contains all the special items acquired via questing in Arena. Among these are several different pieces of armor. === Shields === *A listing of all types of shields that can be acquired in the game can be found in one of these pages: **[[Arena:Base Shields|Base Shields]] summarizes all standard shields, such as the kind found in equipment shops. The page also has a material modifier reference that shows how your AR may be affected by shields made of different materials. **[[Arena:Artifacts#Armor Artifacts|Artifacts]] contains all the special items acquired via questing in Arena. Among these are several different shields. === Magic Items === *A listing of all types of magic items that can be acquired in the game can be found in one of these pages: **[[Arena:Magic Items|Magic Items]] summarizes all standard magic items, such as the kind found in Mages Guild shops. **[[Arena:Potions|Potions]] contains a listing of specific potions available for purchase. **[[Arena:Artifacts#Other Artifacts|Artifacts]] contains all the special items acquired via questing in Arena. Among these are several different magic items.
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Boustrophedon
There are a variety of items that can help you on your journey in Arena. The following pages contain lists of each type of item potentially found as loot or for sale in store. Note that if your class does not allow you to equip an armor type or shield, you will not see that item type in the store's inventory. For example, Assassins cannot wear plate armor, so if you are an Assassin, you will see no plate armor for sale in any store. If you cannot use the certain weapon types, the shop inventory will be completely different to you. Because of this, the only class that will be able to see everything on sale is the Warrior class. Types of Items Weapons A listing of all types of weapons that can be acquired in the game can be found in one of these pages: Base Weapons summarizes all standard weapons, such as the kind found in equipment shops. The page also has a material modifier reference that shows how your damage and hit chance may be affected by weapons made of different materials. Artifacts contains all the special items acquired via questing in Arena. Among these are several different weapons. Armor A listing of all types of armor that can be acquired in the game can be found in one of these pages: Base Armor summarizes all standard armor, such as the kind found in equipment shops. The page also has a material modifier reference that shows how your AR may be affected by armor made of different materials. Artifacts contains all the special items acquired via questing in Arena. Among these are several different pieces of armor. Shields A listing of all types of shields that can be acquired in the game can be found in one of these pages: Base Shields summarizes all standard shields, such as the kind found in equipment shops. The page also has a material modifier reference that shows how your AR may be affected by shields made of different materials. Artifacts contains all the special items acquired via questing in Arena. Among these are several different shields. Magic Items A listing of all types of magic items that can be acquired in the game can be found in one of these pages: Magic Items summarizes all standard magic items, such as the kind found in Mages Guild shops. Potions contains a listing of specific potions available for purchase. Artifacts contains all the special items acquired via questing in Arena. Among these are several different magic items.
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Arena:Amulets
{{Trail|Items}} {|class="wikitable sortable" !Material !Effect !Price !Province !City !Location !X-Coord !Y-Coord |- |Dwarven || - || 1250 || Black Marsh || Alten Corimont || Mages Guild || 52 || 9 |- |Elven || - || 500 || Black Marsh || Archon || Mages Guild || 92 || 16 |- | - || Endurance || 35500 || Black Marsh || Archon || Mages Guild || 92 || 16 |- | - || Strength || 35500 || Black Marsh || Blackrose || Mages Guild || 72 || 93 |- |Mithril || - || 2500 || Black Marsh || Branchgrove || Mages Guild || 13 || 30 |- |Ebony || - || 25000 || Black Marsh || Branchgrove || Mages Guild || 13 || 30 |- |Elven || - || 500 || Black Marsh || Branchmont || Mages Guild || 52 || 13 |- |Elven || - || 500 || Black Marsh || Chasecreek || Mages Guild || 30 || 73 |- |Mithril || - || 2500 || Black Marsh || Chasepoint || Mages Guild || 33 || 37 |- |Elven || - || 500 || Black Marsh || Glenbridge || Mages Guild† || 12 || 34 |- |Dwarven || - || 1250 || Black Marsh || Glenbridge || Mages Guild† || 12 || 34 |- | - || Endurance || 35500 || Black Marsh || Glenbridge || Mages Guild† || 12 || 34 |- |Elven || - || 500 || Black Marsh || Greenglade || Mages Guild || 91 || 93 |- |Elven || - || 500 || Black Marsh || Greenspring || Mages Guild || 52 || 97 |- |Dwarven || - || 1250 || Black Marsh || Greenspring || Mages Guild || 52 || 97 |- |Adamantium || - || 5000 || Black Marsh || Greenspring || Mages Guild || 52 || 97 |- |Dwarven || - || 1250 || Black Marsh || Lilmoth || Mages Guild || 12 || 38 |- | - || Speed || 35500 || Black Marsh || Lilmoth || Mages Guild || 12 || 38 |- |Adamantium || - || 5000 || Black Marsh || Moonmarch || Mages Guild‡ || 87 || 103 |- |Adamantium || - || 5000 || Black Marsh || Riverwalk || Mages Guild‡ || 21 || 69 |- |Elven || - || 500 || Black Marsh || Rockgrove || Mages Guild || 12 || 36 |- |Mithril || - || 2500 || Black Marsh || Rockgrove || Mages Guild || 12 || 36 |- | - || Strength || 35500 || Black Marsh || Rockgrove || Mages Guild || 12 || 36 |- | - || Personality || 35500 || Black Marsh || Rockgrove || Mages Guild || 12 || 36 |- | - || Agility || 35500 || Black Marsh || Rockpark || Mages Guild || 13 || 50 |- | - || Personality || 35500 || Black Marsh || Rockpark || Mages Guild || 13 || 50 |- |Mithril || - || 2500 || Black Marsh || Rockpoint || Mages Guild || 71 || 79 |- |Elven || - || 500 || Black Marsh || Rockspring || Mages Guild || 14 || 58 |- | - || Speed || 35500 || Black Marsh || Rockspring || Mages Guild || 14 || 58 |- |Elven || - || 500 || Black Marsh || Seaspring || Mages Guild || 13 || 35 |- |Mithril || - || 2500 || Black Marsh || Seaspring || Mages Guild || 13 || 35 |- |Dwarven || - || 1250 || Black Marsh || Stormhold || Mages Guild || 55 || 54 |- |Mithril || - || 2500 || Black Marsh || Stormhold || Mages Guild || 55 || 54 |- |Mithril || - || 2500 || Black Marsh || Tenmar Wall || Mages Guild‡ || 53 || 59 |- |Mithril || - || 2500 || Black Marsh || Thorn || Mages Guild || 55 || 10 |- |Elven || - || 500 || Elsweyr || Alabaster || Mages Guild || 92 || 39 |- | - || Agility || 35500 || Elsweyr || Alabaster || Mages Guild || 92 || 39 |- | - || Luck || 35500 || Elsweyr || Alabaster || Mages Guild || 92 || 39 |- |Adamantium || - || 5000 || Elsweyr || Black Heights || Mages Guild || 33 || 69 |- |Elven || - || 500 || Elsweyr || Brukreich Bridge || Mages Guild‡ || 32 || 60 |- |Dwarven || - || 1250 || Elsweyr || Brukreich Bridge || Mages Guild‡ || 32 || 60 |- |Ebony || - || 25000 || Elsweyr || Chasegrove || Mages Guild || 75 || 14 |- |Elven || - || 500 || Elsweyr || Chasemoor || Mages Guild || 12 || 54 |- |Mithril || - || 2500 || Elsweyr || Darkarn Place || Mages Guild || 23 || 39 |- |Elven || - || 500 || Elsweyr || Darvulk Haven || Mages Guild || 48 || 112 |- | - || Strength || 35500 || Elsweyr || Darvulk Haven || Mages Guild || 48 || 112 |- |Elven || - || 500 || Elsweyr || Dune || Mages Guild || 92 || 112 |- |Ebony || - || 25000 || Elsweyr || Dune || Mages Guild || 92 || 112 |- |Elven || - || 500 || Elsweyr || Neumar Walk || Mages Guild || 46 || 23 |- |Dwarven || - || 1250 || Elsweyr || Neumar Walk || Mages Guild || 46 || 23 |- |Elven || - || 500 || Elsweyr || Orcrest || Mages Guild || 72 || 70 |- | - || Endurance || 35500 || Elsweyr || Rimmen || Mages Guild || 113 || 37 |- |Dwarven || - || 1250 || Elsweyr || River Keep || Mages Guild || 70 || 51 |- |Dwarven || - || 1250 || Elsweyr || Senchal || Mages Guild || 50 || 113 |- |Adamantium || - || 5000 || Elsweyr || Senchal || Mages Guild || 50 || 113 |- |Ebony || - || 25000 || Elsweyr || Senchal || Mages Guild || 50 || 113 |- | - || Luck || 35500 || Elsweyr || Senchal || Mages Guild || 50 || 113 |- |Mithril || - || 2500 || Elsweyr || South Guard || Mages Guild || 62 || 25 |- |Adamantium || - || 5000 || Elsweyr || Torval || Mages Guild || 72 || 94 |- |Elven || - || 500 || Elsweyr || Valley Guard || Mages Guild‡ || 32 || 17 |- |Mithril || - || 2500 || Elsweyr || Verkarth Hills || Mages Guild || 43 || 23 |- |Dwarven || - || 1250 || Hammerfell || Chaseguard || Mages Guild || 62 || 85 |- |Dwarven || - || 1250 || Hammerfell || Cliff Keep || Mages Guild || 20 || 21 |- |Mithril || - || 2500 || Hammerfell || Corten Mont || Mages Guild || 31 || 12 |- |Ebony || - || 25000 || Hammerfell || Corten Mont || Mages Guild || 31 || 12 |- | - || Strength || 35500 || Hammerfell || Corten Mont || Mages Guild || 31 || 12 |- |Elven || - || 500 || Hammerfell || Dragon Gate || Mages Guild || 32 || 11 |- |Mithril || - || 2500 || Hammerfell || Dragon Grove || Mages Guild‡ || 62 || 29 |- |Dwarven || - || 1250 || Hammerfell || Gilane || Mages Guild || 34 || 33 |- |Mithril || - || 2500 || Hammerfell || Heldorn Mount || Mages Guild || 14 || 31 |- |Adamantium || - || 5000 || Hammerfell || Heldorn Mount || Mages Guild || 14 || 31 |- |Mithril || - || 2500 || Hammerfell || Lainebon Place || Mages Guild‡ || 41 || 89 |- |Dwarven || - || 1250 || Hammerfell || Lainlyn || Mages Guild || 12 || 49 |- |Mithril || - || 2500 || Hammerfell || Nimbel Moor || Mages Guild || 72 || 49 |- | - || Intelligence || 35500 || Hammerfell || Rihad || Mages Guild || 53 || 35 |- |Elven || - || 500 || Hammerfell || Roseguard || Mages Guild || 65 || 44 |- |Elven || - || 500 || Hammerfell || Roseguard || Mages Guild || 65 || 44 |- |Dwarven || - || 1250 || Hammerfell || Sentinel || Mages Guild || 92 || 98 |- |Elven || - || 500 || Hammerfell || Skaven || Mages Guild || 32 || 93 |- |Ebony || - || 25000 || Hammerfell || Skaven || Mages Guild || 32 || 93 |- |Elven || - || 500 || Hammerfell || Sunkeep || Mages Guild‡ || 92 || 27 |- | - || Speed || 35500 || Hammerfell || Sunkeep || Mages Guild‡ || 92 || 27 |- |Elven || - || 500 || Hammerfell || Taneth || Mages Guild || 13 || 17 |- |Mithril || - || 2500 || Hammerfell || Verkarth City || Mages Guild || 54 || 15 |- |Elven || - || 500 || Hammerfell || Vulkneu Town || Mages Guild || 74 || 40 |- |Mithril || - || 2500 || High Rock || Black Wastes || Mages Guild || 63 || 40 |- |Elven || - || 500 || High Rock || Camlorn || Mages Guild || 56 || 35 |- | - || Agility || 35500 || High Rock || Cloud Spring || Mages Guild || 70 || 88 |- |Elven || - || 500 || High Rock || Dunkarn Haven || Mages Guild || 54 || 74 |- |Mithril || - || 2500 || High Rock || Ebon Wastes || Mages Guild‡ || 22 || 49 |- |Ebony || - || 25000 || High Rock || Ebon Wastes || Mages Guild‡ || 22 || 49 |- |Adamantium || - || 5000 || High Rock || Evermore || Mages Guild‡ || 14 || 67 |- |Elven || - || 500 || High Rock || Jehanna || Mages Guild || 91 || 76 |- |Adamantium || - || 5000 || High Rock || Jehanna || Mages Guild || 91 || 76 |- |Ebony || - || 25000 || High Rock || Jehanna || Mages Guild || 91 || 76 |- |Dwarven || - || 1250 || High Rock || Karthgran Vale || Mages Guild || 73 || 76 |- |Dwarven || - || 1250 || High Rock || Karthgran Vale || Mages Guild || 73 || 76 |- |Dwarven || - || 1250 || High Rock || Kings Guard || Mages Guild || 30 || 71 |- | - || Speed || 35500 || High Rock || Markwasten Moor || Mages Guild || 13 || 55 |- |Dwarven || - || 1250 || High Rock || Normar Heights || Mages Guild || 23 || 40 |- |Elven || - || 500 || High Rock || North Point || Mages Guild || 113 || 70 |- |Dwarven || - || 1250 || High Rock || North Point || Mages Guild || 113 || 70 |- |Mithril || - || 2500 || High Rock || North Point || Mages Guild || 113 || 70 |- | - || Strength || 35500 || High Rock || North Point || Mages Guild || 113 || 70 |- |Elven || - || 500 || High Rock || Norvulk Hills || Mages Guild || 13 || 55 |- |Elven || - || 500 || High Rock || Old Gate || Mages Guild‡ || 34 || 26 |- |Elven || - || 500 || High Rock || Portdun Creek || Mages Guild‡ || 48 || 63 |- |Dwarven || - || 1250 || High Rock || Portdun Creek || Mages Guild‡ || 48 || 63 |- |Elven || - || 500 || High Rock || Raven Spring || Mages Guild || 12 || 37 |- |Elven || - || 500 || High Rock || Shornhelm || Mages Guild‡ || 92 || 59 |- |Mithril || - || 2500 || High Rock || Shornhelm || Mages Guild‡ || 92 || 59 |- |Ebony || - || 25000 || High Rock || Shornhelm || Mages Guild‡ || 92 || 59 |- | - || Strength || 35500 || High Rock || Shornhelm || Mages Guild‡ || 92 || 59 |- | - || Endurance || 35500 || High Rock || Shornhelm || Mages Guild‡ || 92 || 59 |- |Adamantium || - || 5000 || High Rock || Thorkan Park || Mages Guild || 74 || 14 |- |Elven || - || 500 || High Rock || Wayrest || Mages Guild || 15 || 67 |- |Dwarven || - || 1250 || High Rock || Wayrest || Mages Guild || 15 || 67 |- |Dwarven || - || 1250 || High Rock || Wind Keep || Mages Guild || 33 || 67 |- |Elven || - || 500 || Imperial Province || Imperial City || Mages Guild || 88 || 95 |- |Elven || - || 500 || Morrowind || Amber Forest || Mages Guild || 23 || 79 |- | - || Luck || 35500 || Morrowind || Amber Forest || Mages Guild || 23 || 79 |- |Elven || - || 500 || Morrowind || Blacklight || Mages Guild‡ || 6 || 54 |- |Elven || - || 500 || Morrowind || Darnim Watch || Mages Guild || 72 || 35 |- |Elven || - || 500 || Morrowind || Eagle Moor || Mages Guild || 14 || 95 |- | - || Agility || 35500 || Morrowind || Eagle Moor || Mages Guild || 14 || 95 |- |Adamantium || - || 5000 || Morrowind || Ebonheart || Mages Guild || 15 || 74 |- | - || Endurance || 35500 || Morrowind || Firewatch || Mages Guild || 53 || 12 |- |Elven || - || 500 || Morrowind || Heimlyn Keep || Mages Guild || 53 || 17 |- |Dwarven || - || 1250 || Morrowind || Heimlyn Keep || Mages Guild || 53 || 17 |- |Elven || - || 500 || Morrowind || Helnim Wall || Mages Guild || 76 || 31 |- | - || Speed || 35500 || Morrowind || Karththor Dale || Mages Guild || 6 || 15 |- |Dwarven || - || 1250 || Morrowind || Karththor Heights || Mages Guild || 86 || 43 |- |Ebony || - || 25000 || Morrowind || Karththor Heights || Mages Guild || 86 || 43 |- |Elven || - || 500 || Morrowind || Kragenmoor || Mages Guild || 75 || 74 |- |Dwarven || - || 1250 || Morrowind || Kragenmoor || Mages Guild || 75 || 74 |- |Mithril || - || 2500 || Morrowind || Kragenmoor || Mages Guild || 75 || 74 |- | - || Agility || 35500 || Morrowind || Kragenmoor || Mages Guild || 75 || 74 |- |Dwarven || - || 1250 || Morrowind || Markgran Forest || Mages Guild || 36 || 59 |- |Adamantium || - || 5000 || Morrowind || Markgran Forest || Mages Guild || 36 || 59 |- |Elven || - || 500 || Morrowind || Mournhold || Mages Guild || 55 || 71 |- | - || Endurance || 35500 || Morrowind || Necrom || Mages Guild || 30 || 11 |- |Dwarven || - || 1250 || Morrowind || Oaktown || Mages Guild || 88 || 66 |- | - || Intelligence || 35500 || Morrowind || Oaktown || Mages Guild || 88 || 66 |- |Dwarven || - || 1250 || Morrowind || Old Run || Mages Guild || 23 || 39 |- |Mithril || - || 2500 || Morrowind || Old Run || Mages Guild || 23 || 39 |- |Mithril || - || 2500 || Morrowind || Reich Parkeep || Mages Guild || 80 || 57 |- | - || Endurance || 35500 || Morrowind || Reich Parkeep || Mages Guild || 80 || 57 |- |Ebony || - || 25000 || Morrowind || Riverbridge || Mages Guild‡ || 53 || 46 |- |Elven || - || 500 || Morrowind || Silgrad Tower || Mages Guild || 9 || 33 |- |Adamantium || - || 5000 || Morrowind || Silgrad Tower || Mages Guild || 9 || 33 |- | - || Intelligence || 35500 || Morrowind || Silnim Dale || Mages Guild || 92 || 55 |- |Mithril || - || 2500 || Morrowind || Stonefalls || Mages Guild || 32 || 53 |- |Elven || - || 500 || Morrowind || Tear || Mages Guild || 53 || 112 |- |Ebony || - || 25000 || Morrowind || Tear || Mages Guild || 53 || 112 |- |Elven || - || 500 || Morrowind || Verarchen Hall || Mages Guild || 76 || 59 |- |Adamantium || - || 5000 || Morrowind || Verarchen Hall || Mages Guild || 76 || 59 |- |Dwarven || - || 1250 || Skyrim || Amber Guard || Mages Guild || 73 || 57 |- |Dwarven || - || 1250 || Skyrim || Amol || Mages Guild || 87 || 71 |- |Elven || - || 500 || Skyrim || Black Moor || Mages Guild‡ || 72 || 39 |- |Adamantium || - || 5000 || Skyrim || Dragon Bridge || Mages Guild || 93 || 96 |- | - || Intelligence || 35500 || Skyrim || Dragon Bridge || Mages Guild || 93 || 96 |- |Adamantium || - || 5000 || Skyrim || Dragon Wood || Mages Guild || 54 || 12 |- |Adamantium || - || 5000 || Skyrim || Dunpar Wall || Mages Guild || 60 || 37 |- |Dwarven || - || 1250 || Skyrim || Dunstad Grove || Mages Guild || 75 || 78 |- | - || Intelligence || 35500 || Skyrim || Dunstad Grove || Mages Guild || 75 || 78 |- |Mithril || - || 2500 || Skyrim || Falcrenth || Mages Guild† || 15 || 13 |- |Elven || - || 500 || Skyrim || Granitehall || Mages Guild || 92 || 96 |- |Dwarven || - || 1250 || Skyrim || Granitehall || Mages Guild || 92 || 96 |- | - || Willpower || 35500 || Skyrim || Granitehall || Mages Guild || 92 || 96 |- | - || Agility || 35500 || Skyrim || Granitehall || Mages Guild || 92 || 96 |- |Adamantium || - || 5000 || Skyrim || Greenwall || Mages Guild || 35 || 29 |- |Dwarven || - || 1250 || Skyrim || Laintar Dale || Mages Guild || 12 || 52 |- |Elven || - || 500 || Skyrim || North Keep || Mages Guild || 83 || 19 |- |Mithril || - || 2500 || Skyrim || North Keep || Mages Guild || 83 || 19 |- |Ebony || - || 25000 || Skyrim || North Keep || Mages Guild || 83 || 19 |- |Elven || - || 500 || Skyrim || Oakwood || Mages Guild || 93 || 53 |- |Dwarven || - || 1250 || Skyrim || Oakwood || Mages Guild || 93 || 53 |- |Mithril || - || 2500 || Skyrim || Oakwood || Mages Guild || 93 || 53 |- | - || Luck || 35500 || Skyrim || Oakwood || Mages Guild || 93 || 53 |- |Mithril || - || 2500 || Skyrim || Pargran Village || Mages Guild || 42 || 85 |- |Dwarven || - || 1250 || Skyrim || Riften || Mages Guild || 113 || 11 |- |Adamantium || - || 5000 || Skyrim || Riften || Mages Guild || 113 || 11 |- |Mithril || - || 2500 || Skyrim || Riverwood || Mages Guild || 74 || 36 |- |Elven || - || 500 || Skyrim || Snowhawk || Mages Guild || 91 || 13 |- |Ebony || - || 25000 || Skyrim || Snowhawk || Mages Guild || 91 || 13 |- | - || Personality || 35500 || Skyrim || Snowhawk || Mages Guild || 91 || 13 |- |Ebony || - || 25000 || Skyrim || Solitude || Mages Guild || 73 || 55 |- |Elven || - || 500 || Skyrim || Stonehills || Mages Guild || 9 || 15 |- |Dwarven || - || 1250 || Skyrim || Stonehills || Mages Guild || 9 || 15 |- | - || Intelligence || 35500 || Skyrim || Vernim Wood || Mages Guild || 72 || 76 |- |Dwarven || - || 1250 || Skyrim || Whiterun || Mages Guild‡ || 13 || 7 |- |Ebony || - || 25000 || Skyrim || Whiterun || Mages Guild‡ || 13 || 7 |- |Elven || - || 500 || Skyrim || Windhelm || Mages Guild || 34 || 110 |- |Dwarven || - || 1250 || Skyrim || Windhelm || Mages Guild || 34 || 110 |- |Elven || - || 500 || Skyrim || Winterhold || Mages Guild || 53 || 10 |- |Mithril || - || 2500 || Skyrim || Winterhold || Mages Guild || 53 || 10 |- |Adamantium || - || 5000 || Skyrim || Winterhold || Mages Guild || 53 || 10 |- |Elven || - || 500 || Summurset Isle || Cloudrest || Mages Guild || 16 || 12 |- |Dwarven || - || 1250 || Summurset Isle || Corgrad Wastes || Mages Guild || 28 || 47 |- |Elven || - || 500 || Summurset Isle || Dusk || Mages Guild || 32 || 57 |- | - || Strength || 35500 || Summurset Isle || Dusk || Mages Guild || 32 || 57 |- |Elven || - || 500 || Summurset Isle || Firsthold || Mages Guild || 32 || 36 |- |Dwarven || - || 1250 || Summurset Isle || Karndar Watch || Mages Guild || 36 || 71 |- |Dwarven || - || 1250 || Summurset Isle || Karnwasten Moor || Mages Guild || 74 || 34 |- |Elven || - || 500 || Summurset Isle || Kings Haven || Mages Guild || 36 || 68 |- |Dwarven || - || 1250 || Summurset Isle || Marbruk Brook || Mages Guild || 73 || 48 |- |Dwarven || - || 1250 || Summurset Isle || Marbruk Brook || Mages Guild || 73 || 48 |- |Mithril || - || 2500 || Summurset Isle || Marbruk Brook || Mages Guild || 73 || 48 |- |Dwarven || - || 1250 || Summurset Isle || Marnor Keep || Mages Guild || 71 || 73 |- |Elven || - || 500 || Summurset Isle || Old Falls || Mages Guild || 25 || 48 |- |Dwarven || - || 1250 || Summurset Isle || Old Falls || Mages Guild || 25 || 48 |- |Adamantium || - || 5000 || Summurset Isle || Old Falls || Mages Guild || 25 || 48 |- |Ebony || - || 25000 || Summurset Isle || Old Falls || Mages Guild || 25 || 48 |- |Mithril || - || 2500 || Summurset Isle || Riverfield || Mages Guild† || 57 || 92 |- |Ebony || - || 25000 || Summurset Isle || Riverfield || Mages Guild† || 57 || 92 |- |Elven || - || 500 || Summurset Isle || Riverwatch || Mages Guild† || 76 || 83 |- |Mithril || - || 2500 || Summurset Isle || Rosefield || Mages Guild || 6 || 50 |- |Elven || - || 500 || Summurset Isle || Shimmerene || Mages Guild || 117 || 33 |- | - || Willpower || 35500 || Summurset Isle || Silsailen Point || Mages Guild || 43 || 61 |- | - || Personality || 35500 || Summurset Isle || Silsailen Point || Mages Guild || 43 || 61 |- |Dwarven || - || 1250 || Summurset Isle || Silver Wood || Mages Guild || 70 || 13 |- |Mithril || - || 2500 || Summurset Isle || Silver Wood || Mages Guild || 70 || 13 |- |Elven || - || 500 || Summurset Isle || Skywatch || Mages Guild || 14 || 35 |- |Dwarven || - || 1250 || Summurset Isle || Sunhold || Mages Guild || 53 || 16 |- |Adamantium || - || 5000 || Summurset Isle || Sunhold || Mages Guild || 53 || 16 |- |Elven || - || 500 || Summurset Isle || Thorheim Guard || Mages Guild || 73 || 55 |- |Mithril || - || 2500 || Summurset Isle || Thorheim Guard || Mages Guild || 73 || 55 |- |Ebony || - || 25000 || Summurset Isle || Thorheim Guard || Mages Guild || 73 || 55 |- | - || Strength || 35500 || Summurset Isle || Wasten Coridale || Mages Guild || 57 || 74 |- |Elven || - || 500 || Summurset Isle || West Guard || Mages Guild || 27 || 49 |- | - || Luck || 35500 || Summurset Isle || West Guard || Mages Guild || 27 || 49 |- | - || Agility || 35500 || Summurset Isle || West Guard || Mages Guild || 27 || 49 |- |Mithril || - || 2500 || Summurset Isle || White Guard || Mages Guild‡ || 46 || 72 |- | - || Willpower || 35500 || Summurset Isle || White Guard || Mages Guild‡ || 46 || 72 |- | - || Speed || 35500 || Summurset Isle || White Guard || Mages Guild‡ || 46 || 72 |- |Dwarven || - || 1250 || Valenwood || Arenthia || Mages Guild || 91 || 111 |- | - || Personality || 35500 || Valenwood || Arenthia || Mages Guild || 91 || 111 |- |Adamantium || - || 5000 || Valenwood || Cormeir Spring || Mages Guild || 36 || 73 |- |Elven || - || 500 || Valenwood || Eagle Vale || Mages Guild‡ || 52 || 27 |- |Elven || - || 500 || Valenwood || Ebon Ro || Mages Guild || 75 || 14 |- |Dwarven || - || 1250 || Valenwood || Eldenroot || Mages Guild || 30 || 33 |- |Dwarven || - || 1250 || Valenwood || Falinesti || Mages Guild || 93 || 96 |- | - || Speed || 35500 || Valenwood || Falinesti || Mages Guild || 93 || 96 |- |Dwarven || - || 1250 || Valenwood || Green Hall || Mages Guild‡ || 27 || 17 |- |Elven || - || 500 || Valenwood || Greenheart || Mages Guild || 55 || 80 |- |Dwarven || - || 1250 || Valenwood || Greenheart || Mages Guild || 55 || 80 |- |Adamantium || - || 5000 || Valenwood || Greenheart || Mages Guild || 55 || 80 |- |Elven || - || 500 || Valenwood || Haven || Mages Guild‡ || 33 || 66 |- | - || Speed || 35500 || Valenwood || Haven || Mages Guild‡ || 33 || 66 |- |Dwarven || - || 1250 || Valenwood || Heimdar City || Mages Guild || 51 || 8 |- |Mithril || - || 2500 || Valenwood || Heimdar City || Mages Guild || 51 || 8 |- |Dwarven || - || 1250 || Valenwood || Karthdar Square || Mages Guild‡ || 93 || 99 |- |Adamantium || - || 5000 || Valenwood || Karthdar Square || Mages Guild‡ || 93 || 99 |- |Elven || - || 500 || Valenwood || Longhaven || Mages Guild || 48 || 109 |- |Dwarven || - || 1250 || Valenwood || Longvale || Mages Guild || 12 || 93 |- |Elven || - || 500 || Valenwood || Lynpar March || Mages Guild || 53 || 33 |- |Dwarven || - || 1250 || Valenwood || Lynpar March || Mages Guild || 53 || 33 |- |Adamantium || - || 5000 || Valenwood || Lynpar March || Mages Guild || 53 || 33 |- | - || Speed || 35500 || Valenwood || Lynpar March || Mages Guild || 53 || 33 |- |Mithril || - || 2500 || Valenwood || Marbruk Field || Mages Guild || 13 || 40 |- |Mithril || - || 2500 || Valenwood || Moonmont || Mages Guild || 16 || 72 |- |Elven || - || 500 || Valenwood || Silvenar || Mages Guild || 17 || 76 |- |Dwarven || - || 1250 || Valenwood || Silvenar || Mages Guild || 17 || 76 |- |Mithril || - || 2500 || Valenwood || Silvenar || Mages Guild || 17 || 76 |- |Adamantium || - || 5000 || Valenwood || Silvenar || Mages Guild || 17 || 76 |- |Ebony || - || 25000 || Valenwood || Southpoint || Mages Guild || 72 || 54 |- |Dwarven || - || 1250 || Valenwood || Tarlain Heights || Mages Guild || 13 || 31 |- |Mithril || - || 2500 || Valenwood || Thormar Keep || Mages Guild || 16 || 10 |- |Ebony || - || 25000 || Valenwood || Vulkwasten Wood || Mages Guild || 12 || 54 |- |Mithril || - || 2500 || Valenwood || Wasten Brukbrook || Mages Guild || 32 || 91 |- | - || Agility || 35500 || Valenwood || Wasten Brukbrook || Mages Guild || 32 || 91 |} † This location is rectangular and it has two entrances. ‡ This location is star-shaped and it has three entrances.
2,434,183
2021-07-03T17:36:19Z
Mirigu
† This location is rectangular and it has two entrances. ‡ This location is star-shaped and it has three entrances.
4
748
https://en.uesp.net/wiki/UESPWiki:Namespaces
UESPWiki:Namespaces
{{Policy Trail}}[[Category:Site-Design|Organization]] A '''namespace''' is the prefix of a page that is shown before the colon in a page title. We use these namespaces to divide and organize the content of our site. For example, if you look at the title of this page, you can see that it belongs to the UESPWiki namespace. Most other wikis only have one article namespace, the "Main" namespace, but the UESPWiki has multiple article namespaces, used to help organize the content (as explained in more detail at [[Help:Namespaces]]). Different namespaces have different purposes, and therefore include different types of content and have their own guidelines for how that content is created and presented. One of the main distinctions is between ''article'' namespaces and ''talk'' namespaces. The other big difference is between ''gamespace'' and ''lorespace''. ==Why do we have namespaces?== The UESPWiki uses namespaces to distinguish identical subjects in different games. For example, if we did not use namespaces we would have multiple pages named "Mysticism" followed by (Daggerfall), (Battlespire), (Morrowind), and (Oblivion). Then we have a Lore page for Mysticism, which would presumably have no parentheses. This system works fine in most cases, although it results in nearly every page having disambiguation. It doesn't work as well when pages need to be disambiguated within the same game. The example of Mysticism was chosen because there also exists a book called ''Mysticism'' in both ''Morrowind'' and ''Oblivion''. With the namespace convention, two pages may exist in the Oblivion namespace called [[Oblivion:Mysticism]] and [[Oblivion:Mysticism (book)]]. Without namespaces, the latter may appear as Mysticism (Oblivion) (book), Mysticism (Oblivion, book), or some other form. Besides appearance, namespaces serve a technical function. MediaWiki provides a variety of [[Help:Magic Words|Magic Words]] that are useful in templates to determine namespaces, page names, and variations of these. UESP has its [[UESPWiki:UespCustomCode|own extension]] to expand this set of words. A parentheses-based system would have to rely on string functions to determine the game in a template. ===What qualifies for a namespace?=== Any new game will receive a namespace, so long as it is expected that the game will require more than a handful of pages to document. This can be done as soon as there is an official announcement naming a new game. Most people identify an ''Elder Scrolls'' game by its given name (e.g., ''The Elder Scrolls V: Skyrim'' is referred to as ''Skyrim''), which we use as the name of the namespace. There is currently no need for any further non-game namespaces like General. If there is a need it will be discussed on the [[UESPWiki:Community Portal|Community Portal]] to determine its usefulness and goals. It may be desirable, in the best judgment of a community [[UESPWiki:Consensus|consensus]], to have a separate namespace for some downloadable content (DLC). These are some guidelines to help make this determination, but these guidelines can be overridden by consensus. DLC may fail to meet one or even all of the guidelines but may still be granted a namespace due to consensus, and DLC that meets all the guidelines will not be guaranteed a namespace. :# '''Significant amount of content''': This should translate into a large number of items/NPCs/places in the game. :# '''Significant used landmass''': Adding a small island or opening up a small portion of an additional area is not enough. Significant in this sense is an area of large proportions where most of the new content is concentrated (quests, places, etc.). :# '''Separation''': DLC that has a significant impact on existing content should not generally be separated. This is due to large amounts of overlapping data where one page will be redundant to the reader who has the DLC installed, thus confusing the reader and causing undue frustration. <nowiki>*</nowiki> There can be no minimum amount to be "significant", but the term is fairly self-evident.<br> <nowiki>**</nowiki> Points 1 and 2 are guidelines as to why a DLC should ''have'' a namespace, while point 3 is a guideline as to why a DLC should ''not have'' a namespace. ==Differences Between Namespaces== ===Article Namespaces=== Article namespaces contain the articles that are the primary content of the wiki, namely descriptions of the ''Elder Scrolls'' games. Most visitors to the site will only view pages in the article namespaces. Articles are expected to be written in a professional, encyclopedic style that is geared towards readers of the site. The [[UESPWiki:Style Guide|Style Guide]] spells out some of the guidelines that apply to articles. These pages are written collaboratively, i.e., content written by one editor may be revised by another editor. The content of articles is decided by community consensus. ;Lorespace Lore is an article namespace, but with a few differences. It is written as a historical account of events, written for a person living in the latest known date in lore. From this perspective, lore can only be written in third person, where "you" are replaced by the "[[Lore:Hero|hero]]" of the game. A sentence on a lore page should have a source, which makes lore the closest in style to Wikipedia's style. For more information, see the [[UESPWiki:Lore|Lore guidelines]]. ===Talk Namespaces=== Talk namespaces are where articles are discussed. Every article page on the site has a companion talk page, accessed using the "discussion" tab. Talk pages are "openly focused", where all editors can contribute their opinion about the content or style of the site. Discussing the subject matter of the content (e.g., "What does that NPC mean when he says that?") are more suited for the {{forums}}. Topics like this are not banned or removed on sight, though; each will be evaluated on merit, as sometimes these can lead to improved articles with clarification, fixing possibly misleading typos in the text, etc. The different purpose of talk namespaces means that the standards and style are very different than for article namespaces. Several of the [[UESPWiki:Style Guide|style guidelines]] should ''not'' be followed on talk pages: * All contributions on talk pages should be signed and dated (which is easiest to do by typing <nowiki>~~~~</nowiki>). * First person is acceptable on talk pages, especially since discussions are often used to express personal opinions. * Unknown information is acceptable on talk pages; this is where facts that are uncertain should be discussed with other members of the community. All editors are free to add their opinions to talk pages; the content of talk pages is ''not'' decided by consensus. Rather, the talk pages are where the discussions occur that determine the community's consensus. In general, editors should ''not'' modify or delete talk page contributions made by other editors. Some exceptions are: * Archiving of old discussions is acceptable, when done in accordance with the [[UESPWiki:Archiving Guideline|Archiving Guideline]]. * Minor corrections of other editors' contributions are acceptable, for example indenting a comment or fixing a link if a page is moved. These types of corrections should never change the contribution's substance or intent. This includes not correcting grammar or typos unless doing so was clearly the original poster's intent and the error would not be obvious to most readers. If in doubt, note your changes within the body of the discussion. * Deletion of all or part of another editor's contribution is ''only'' acceptable when the contribution: ** is completely off-topic, ** {{Anchor||Necropost}}responds to a post so old it's unlikely to be read by the poster or of concern to anyone else (a [http://en.wiktionary.org/wiki/necropost necropost]), or ** clearly violates the wiki's [[UESPWiki:Etiquette|etiquette]] standards. * Moving the discussion to a more relevant location. Normally, the header should be left in place and a {{tl|Discussion moved}} note added, though in some cases, simply noting the move in the edit summary may be more appropriate. For more information on editing talk namespaces, see [[Help:Editing Pages#Editing a Discussion Page|this page]]. ===Userspace=== The User namespace has some additional guidelines. A user page is the general preserve of that user. Another user may edit it only with permission, to remove breaches of etiquette or copyright, or to update links from moved pages. A user talk page generally follows the same rules as any other talk page, except that the user may delete any message on their talk page, with the exception of official warnings, without having to archive it. Archiving is preferred, but not required. ==Current Namespaces== This is a list of the current namespaces we use to separate the content within the site. In addition to the listed namespaces, there is a discussion or talk namespace associated with each of these, created by adding "_talk" to the end of the namespace (e.g., UESPWiki_talk or Oblivion_talk). Most namespaces also have an abbreviation (listed in the abbreviation column) that can be used in place of the full namespace name (e.g., DF signifies Daggerfall). These abbreviations are also used to identify images in the File namespace. {| class="wikitable vtop" ! Namespace ! Abbreviation ! Description |- !colspan=3 | Article Namespaces |- | || {{NS_ID:Main}} | All pages that do not have namespaces are considered to be in the main namespace. With the exception of the [[Main Page]], mainspace is rarely used. It includes information about games too small for their own namespace, cross-namespace portals like [[TES Travels]], and shortcuts that redirect to popular pages. |- | [[{{NS_MAINPAGE:Lore}}|{{NS_BASE:Lore}}]] || {{NS_ID:Lore}} | This namespace contains historical information about the universe where ''The Elder Scrolls'' takes place. It is often referred to as "Lorespace", a portmanteau of "lore" and "namespace". |- | [[{{NS_MAINPAGE:Blades}}|{{NS_BASE:Blades}}]] || {{NS_ID:Blades}} |rowspan=20 style=vertical-align:middle| ''Gamespaces:''<br> The term "Gamespace" is a portmanteau of the words "game" and "namespace". It covers all the namespaces that contain information about their respective games. Any article about a specific ''Elder Scrolls'' game should go into the appropriate gamespace. In addition, some of these gamespaces have an associated mod namespace (or modspace) (see below). |- | [[{{NS_MAINPAGE:Legends}}|{{NS_BASE:Legends}}]] || {{NS_ID:Legends}} |- | [[{{NS_MAINPAGE:Online}}|{{NS_BASE:Online}}]] || {{NS_ID:Online}} / ESO / TESO |- | [[{{NS_MAINPAGE:Skyrim}}|{{NS_BASE:Skyrim}}]] || {{NS_ID:Skyrim}} |- | [[{{NS_MAINPAGE:Oblivion}}|{{NS_BASE:Oblivion}}]] || {{NS_ID:Oblivion}} |- | [[{{NS_MAINPAGE:Shivering}}|{{NS_BASE:Shivering}}]] || {{NS_ID:Shivering}} |- | [[{{NS_MAINPAGE:Morrowind}}|{{NS_BASE:Morrowind}}]] || {{NS_ID:Morrowind}} |- | [[{{NS_MAINPAGE:Tribunal}}|{{NS_BASE:Tribunal}}]] || {{NS_ID:Tribunal}} |- | [[{{NS_MAINPAGE:Bloodmoon}}|{{NS_BASE:Bloodmoon}}]] || {{NS_ID:Bloodmoon}} |- | [[{{NS_MAINPAGE:Redguard}}|{{NS_BASE:Redguard}}]] || {{NS_ID:Redguard}} |- | [[{{NS_MAINPAGE:Battlespire}}|{{NS_BASE:Battlespire}}]] || {{NS_ID:Battlespire}} |- | [[{{NS_MAINPAGE:Daggerfall}}|{{NS_BASE:Daggerfall}}]] || {{NS_ID:Daggerfall}} |- | [[{{NS_MAINPAGE:Arena}}|{{NS_BASE:Arena}}]] || <s>{{NS_ID:Arena}}</s> (currently non-functional) |- | [[{{NS_MAINPAGE:Call to Arms}}|{{NS_BASE:Call to Arms}}]] || {{NS_ID:Call to Arms}} |- | [[{{NS_MAINPAGE:Pinball}}|{{NS_BASE:Pinball}}]] || {{NS_ID:Pinball}} |- | [[{{NS_MAINPAGE:SkyrimVSE}}|{{NS_BASE:SkyrimVSE}}]] || {{NS_ID:SkyrimVSE}} |- | [[{{NS_MAINPAGE:Stormhold}}|{{NS_BASE:Stormhold}}]] || {{NS_ID:Stormhold}} |- | [[{{NS_MAINPAGE:Dawnstar}}|{{NS_BASE:Dawnstar}}]] || {{NS_ID:Dawnstar}} |- | [[{{NS_MAINPAGE:Shadowkey}}|{{NS_BASE:Shadowkey}}]] || {{NS_ID:Shadowkey}} |- | [[{{NS_MAINPAGE:OBMobile}}|{{NS_BASE:OBMobile}}]] || {{NS_ID:OBMobile}} |- | [[{{NS_MAINPAGE:Books}}|{{NS_BASE:Books}}]] || {{NS_ID:Books}} | This namespace documents all printed books about the ''Elder Scrolls'' series. |- | [[{{NS_MAINPAGE:Merchandise}}|{{NS_BASE:Merchandise}}]] || {{NS_ID:Merchandise}} | This namespace documents all officially licensed merchandise related to the ''Elder Scrolls'' series. |- | [[{{NS_MAINPAGE:Mod}}|{{NS_BASE:Mod}}]] || {{NS_ID:Mod}} |rowspan=13 style=vertical-align:middle| ''Modspaces:''<br> "Modspace" (mod + namespace) contains information on installing, playing and creating unofficial mods, including Bethesda employees' personal mods. |- | [[{{NS_MAINPAGE:Online Mod}}|{{NS_BASE:Online Mod}}]] || {{NS_ID:Online Mod}} |- | [[{{NS_MAINPAGE:Skyrim Mod}}|{{NS_BASE:Skyrim Mod}}]] || {{NS_ID:Skyrim Mod}} |- |style=white-space:nowrap|[[{{NS_MAINPAGE:Beyond Skyrim}}|{{NS_BASE:Beyond Skyrim}}]] : [[{{NS_MAINPAGE:Beyond Skyrim:Cyrodiil}}|{{NS_BASE:Beyond Skyrim:Cyrodiil}}]] : [[{{NS_MAINPAGE:Beyond Skyrim:Wares of Tamriel}}|{{NS_BASE:Beyond Skyrim:Wares of Tamriel}}]] | {{NS_ID:Beyond Skyrim}} : {{NS_ID:Beyond Skyrim:Cyrodiil}} : {{NS_ID:Beyond Skyrim:Wares of Tamriel}} |- | [[{{NS_MAINPAGE:Oblivion Mod}}|{{NS_BASE:Oblivion Mod}}]] : [[{{NS_MAINPAGE:Oblivion Mod:Stirk}}|{{NS_BASE:Oblivion Mod:Stirk}}]] | {{NS_ID:Oblivion Mod}} : {{NS_ID:Oblivion Mod:Stirk}} |- | [[{{NS_MAINPAGE:Better Cities}}|{{NS_BASE:Better Cities}}]] || {{NS_ID:Better Cities}} |- | [[{{NS_MAINPAGE:Morrowind Mod}}|{{NS_BASE:Morrowind Mod}}]] || {{NS_ID:Morrowind Mod}} |- | [[{{NS_MAINPAGE:Morrowind Rebirth}}|{{NS_BASE:Morrowind Rebirth}}]] || {{NS_ID:Morrowind Rebirth}} |- | [[{{NS_MAINPAGE:Tamriel Rebuilt}}|{{NS_BASE:Tamriel Rebuilt}}]] || {{NS_ID:Tamriel Rebuilt}} |- | [[{{NS_MAINPAGE:Project Tamriel}}|{{NS_BASE:Project Tamriel}}]] : [[{{NS_MAINPAGE:Project Tamriel:Cyrodiil}}|{{NS_BASE:Project Tamriel:Cyrodiil}}]] : [[{{NS_MAINPAGE:Project Tamriel:Skyrim}}|{{NS_BASE:Project Tamriel:Skyrim}}]] | {{NS_ID:Project Tamriel}} : {{NS_ID:Project Tamriel:Cyrodiil}} : {{NS_ID:Project Tamriel:Skyrim}} |- | [[{{NS_MAINPAGE:Tamriel Data}}|{{NS_BASE:Tamriel Data}}]] || {{NS_ID:Tamriel Data}} |- | [[{{NS_MAINPAGE:Daggerfall Mod}}|{{NS_BASE:Daggerfall Mod}}]] : [[{{NS_MAINPAGE:Daggerfall Mod:Daggerfall Unity}}|{{NS_BASE:Daggerfall Mod:Daggerfall Unity}}]] | {{NS_ID:Daggerfall Mod}} : {{NS_ID:Daggerfall Mod:Daggerfall Unity}} |- | [[{{NS_MAINPAGE:Arena Mod}}|{{NS_BASE:Arena Mod}}]] || {{NS_ID:Arena Mod}} |- | [[{{NS_MAINPAGE:General}}|{{NS_BASE:General}}]] || {{NS_ID:General}} | Anything else that does not belong in any of the above namespaces should go here (also check the UESPWiki namespace). |- !colspan=3 |Support Namespaces |- |colspan=3 style="text-align:center"|''The content in these namespaces is used to augment the article namespaces. All editors can edit these namespaces.'' |- | File || | This namespace is where the [[Help:Images|images]] of the site are located, as well as some other files such as audio. |- | Template || | Templates made for the purpose of transclusion into other articles can be found in this namespace. |- !colspan=3 |Community Namespaces |- |colspan=3 style="text-align:center"|''These namespaces are meant to assist the UESPWiki's community of editors. All editors can edit these namespaces.'' |- | User || | This is where user pages are located. Each editor can create a user page to introduce themselves to the community or keep track of their work on the UESP. The content and style of a user page is determined by the editor who owns the page. In general, editors should avoid editing user pages owned by other editors. The User_talk namespace is where individual editors can be [[UESPWiki:Contact|contacted]]. A new message notice will appear when that user next loads a page. |- | [[{{NS_MAINPAGE:UESPWiki}}|{{NS_BASE:UESPWiki}}]] || {{NS_ID:UESPWiki}} | Also known as the Project namespace, this namespace covers general UESP operations. [[:Category:Policies and Guidelines|Policies and Guidelines]], for example, are all in the UESPWiki namespace. General community discussion pages, such as the Community Portal, are also located here. |- | [[Help:Contents|Help]] || | Help files introduce editors to UESP navigation and editing. Due to the use of namespaces, the UESPWiki has some unique quirks that are documented here as well. |- !colspan=3 |Non-Editable Namespaces |- |colspan=3 style="text-align:center"|''For the most part, the pages in these namespaces cannot be edited.'' |- | MediaWiki || | This namespace allows the site interface to be customized. These pages can only be edited by those with [[UESPWiki:Patrollers|patroller]] rights. |- | [[:Category:Categories|Category]] || | Automated [[UESPWiki:Categories|categories]] that organize the content of UESP are located here. Only the first section of a category page can be edited. |- | [[Special:SpecialPages|Special]] || | This is a special namespace that contains any automatically generated page (except for category pages), such as [[Special:RecentChanges]]. |} ==Old/Defunct Namespaces== Some namespaces have had to be changed for different reasons. *'''Image''': Renamed to File. "Image" and "File" can still be used interchangeably in links, but "File" is preferred. *'''Tamriel''': The old name for Lorespace. This was changed as lore expanded beyond the continent of Tamriel to include others such as Akavir. *'''Tamold''': A namespace used in the transition from Tamriel to Lore, as detailed above. *'''Review''': A namespace project that was intended to hold reviews by users, but saw only a little use. Eventually incorporated into userspace subpages. *'''Dapel''': A personal namespace for some of [[User:Daveh|Daveh]]'s work. Moved off-site and deleted. *'''Dragonborn''' (Abbreviation: DB): A namespace for the [[Skyrim:Dragonborn|Dragonborn]] DLC for [[Skyrim:Skyrim|Skyrim]]. [[UESPWiki:Dragonborn Merge Project|Merged]] with the Skyrim namespace after the release of [[SR:Special Edition|Skyrim Special Edition]]. ==See Also== * [[Help:Namespaces|Help with using namespaces]] * [[MetaWikiPedia:Help:Namespace|Wikimedia help on namespaces]] * [[MediaWikiWiki:Manual:Using custom namespaces|MediaWiki help on custom namespaces]] * [[MediaWiki:Uespnamespacelist|Uespnamespacelist]] — Configuration page controlling various namespace features
2,506,352
2021-10-26T15:20:49Z
Ilaro
Organization A namespace is the prefix of a page that is shown before the colon in a page title. We use these namespaces to divide and organize the content of our site. For example, if you look at the title of this page, you can see that it belongs to the UESPWiki namespace. Most other wikis only have one article namespace, the "Main" namespace, but the UESPWiki has multiple article namespaces, used to help organize the content (as explained in more detail at ). Different namespaces have different purposes, and therefore include different types of content and have their own guidelines for how that content is created and presented. One of the main distinctions is between article namespaces and talk namespaces. The other big difference is between gamespace and lorespace. Why do we have namespaces? The UESPWiki uses namespaces to distinguish identical subjects in different games. For example, if we did not use namespaces we would have multiple pages named "Mysticism" followed by (Daggerfall), (Battlespire), (Morrowind), and (Oblivion). Then we have a Lore page for Mysticism, which would presumably have no parentheses. This system works fine in most cases, although it results in nearly every page having disambiguation. It doesn't work as well when pages need to be disambiguated within the same game. The example of Mysticism was chosen because there also exists a book called Mysticism in both Morrowind and Oblivion. With the namespace convention, two pages may exist in the Oblivion namespace called and . Without namespaces, the latter may appear as Mysticism (Oblivion) (book), Mysticism (Oblivion, book), or some other form. Besides appearance, namespaces serve a technical function. MediaWiki provides a variety of Magic Words that are useful in templates to determine namespaces, page names, and variations of these. UESP has its own extension to expand this set of words. A parentheses-based system would have to rely on string functions to determine the game in a template. What qualifies for a namespace? Any new game will receive a namespace, so long as it is expected that the game will require more than a handful of pages to document. This can be done as soon as there is an official announcement naming a new game. Most people identify an Elder Scrolls game by its given name (e.g., The Elder Scrolls V: Skyrim is referred to as Skyrim), which we use as the name of the namespace. There is currently no need for any further non-game namespaces like General. If there is a need it will be discussed on the Community Portal to determine its usefulness and goals. It may be desirable, in the best judgment of a community consensus, to have a separate namespace for some downloadable content (DLC). These are some guidelines to help make this determination, but these guidelines can be overridden by consensus. DLC may fail to meet one or even all of the guidelines but may still be granted a namespace due to consensus, and DLC that meets all the guidelines will not be guaranteed a namespace. :# Significant amount of content: This should translate into a large number of items/NPCs/places in the game. :# Significant used landmass: Adding a small island or opening up a small portion of an additional area is not enough. Significant in this sense is an area of large proportions where most of the new content is concentrated (quests, places, etc.). :# Separation: DLC that has a significant impact on existing content should not generally be separated. This is due to large amounts of overlapping data where one page will be redundant to the reader who has the DLC installed, thus confusing the reader and causing undue frustration. There can be no minimum amount to be "significant", but the term is fairly self-evident. Points 1 and 2 are guidelines as to why a DLC should have a namespace, while point 3 is a guideline as to why a DLC should not have a namespace. Differences Between Namespaces Article Namespaces Article namespaces contain the articles that are the primary content of the wiki, namely descriptions of the Elder Scrolls games. Most visitors to the site will only view pages in the article namespaces. Articles are expected to be written in a professional, encyclopedic style that is geared towards readers of the site. The Style Guide spells out some of the guidelines that apply to articles. These pages are written collaboratively, i.e., content written by one editor may be revised by another editor. The content of articles is decided by community consensus. ;Lorespace Lore is an article namespace, but with a few differences. It is written as a historical account of events, written for a person living in the latest known date in lore. From this perspective, lore can only be written in third person, where "you" are replaced by the "hero" of the game. A sentence on a lore page should have a source, which makes lore the closest in style to Wikipedia's style. For more information, see the Lore guidelines. Talk Namespaces Talk namespaces are where articles are discussed. Every article page on the site has a companion talk page, accessed using the "discussion" tab. Talk pages are "openly focused", where all editors can contribute their opinion about the content or style of the site. Discussing the subject matter of the content (e.g., "What does that NPC mean when he says that?") are more suited for the . Topics like this are not banned or removed on sight, though; each will be evaluated on merit, as sometimes these can lead to improved articles with clarification, fixing possibly misleading typos in the text, etc. The different purpose of talk namespaces means that the standards and style are very different than for article namespaces. Several of the style guidelines should not be followed on talk pages: All contributions on talk pages should be signed and dated (which is easiest to do by typing ). First person is acceptable on talk pages, especially since discussions are often used to express personal opinions. Unknown information is acceptable on talk pages; this is where facts that are uncertain should be discussed with other members of the community. All editors are free to add their opinions to talk pages; the content of talk pages is not decided by consensus. Rather, the talk pages are where the discussions occur that determine the community's consensus. In general, editors should not modify or delete talk page contributions made by other editors. Some exceptions are: Archiving of old discussions is acceptable, when done in accordance with the Archiving Guideline. Minor corrections of other editors' contributions are acceptable, for example indenting a comment or fixing a link if a page is moved. These types of corrections should never change the contribution's substance or intent. This includes not correcting grammar or typos unless doing so was clearly the original poster's intent and the error would not be obvious to most readers. If in doubt, note your changes within the body of the discussion. Deletion of all or part of another editor's contribution is only acceptable when the contribution: is completely off-topic, responds to a post so old it's unlikely to be read by the poster or of concern to anyone else (a necropost), or clearly violates the wiki's etiquette standards. Moving the discussion to a more relevant location. Normally, the header should be left in place and a note added, though in some cases, simply noting the move in the edit summary may be more appropriate. For more information on editing talk namespaces, see this page. Userspace The User namespace has some additional guidelines. A user page is the general preserve of that user. Another user may edit it only with permission, to remove breaches of etiquette or copyright, or to update links from moved pages. A user talk page generally follows the same rules as any other talk page, except that the user may delete any message on their talk page, with the exception of official warnings, without having to archive it. Archiving is preferred, but not required. Current Namespaces This is a list of the current namespaces we use to separate the content within the site. 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https://en.uesp.net/wiki/Arena_talk:Arena
Arena talk:Arena
==Needs Updating== I haven't really spent time recently on the Arena page and it shows. There's a number of things that need to be updated. *Need a walkthrough (sort of one in the FAQ but a seperate document would be better) *Some information in the Unofficial FAQ needs correction or updating *Need a general review *The Windows page needs work (or just link to the general Windows game page). There are a number of things recently that make Arena work better under Windows, like DosBox. [[User:Daveh|DaveH]] 21:11, 22 Feb 2005 (EST) :I Just gave all of Arena breadcrumb trails, but anther major thing that needs editing is the tables. They are still in basic HTML and have not been converted to UESP table style or even wiki-style yet. I can't be of too much help on the table thing though, I'm still learning scripting stuff. --[[User:Werdnanoslen|Werdnanoslen]] 22:55, 8 September 2006 (EDT) ==Quest?== I don't have Arena and probably never will, but is there a quest for this game? If so there should be some sort of quest guide here. --[[User:Werdnanoslen|Werdnanoslen]] 22:58, 8 September 2006 (EDT) :Answere: Yes, apparently something about the a staff of chaos being split in 8 pieces would be my guess. But yes, this should have a walkthrough. ::The main quest is quite short, confusing, has missing FMVs and is generally hard to distinguish from the random quests of which there are infinite, except the dungeons are static rather than generated and each is godawful (From a modern perspective, I should say. I get the feeling that at the time it was something special. All I can think about though is the cities that span a forever of nothing important and how yammering priests wearing crosses called me an evil dark elf because I was a dark elf.) [[Special:Contributions/74.132.249.206|74.132.249.206]] 23:27, 7 August 2011 (UTC) ==Screenshots?== Are there any screenshots from arena on uesp.net? It would be fun to se some pictures from the first TES game... --[[User:Viccce|Viccce]] 13:54, 29 March 2007 (EDT) : I seem to remember asking about how to take screenshots of Arena, and me not knowing. I ~could~ take pictures by printscreening a picture of Arema when windowed. But it would be very low quality, and not out of the 1st dungeon. ::I had some... But I think they got lost during my computer spring cleaning. Does anyone know where to find some good screenshots?--[[User:M1SSYF1V3|M1SSYF1V3]] 21:00, 28 March 2008 (EDT) ::You can save screenshots in DOSBox (Ctrl+F5) directly as PNG files. Regrettably my old-TES-fu isn't leet enough to play this game too much, or I'd make some myself. =) --[[User:Wwwwolf|Wwwwolf]] 18:14, 5 June 2008 (EDT) :Yeah, I think there should be some. I came here looking for screenshots, and found not a screenshot section (like with DaggerFall).—[[User:Sam324|Sam324]] 13:10, 26 April 2008 (EDT) ::The screenshots of this game are rather ambiguous. All the areas look more or less the same, aside from the background. View distance is extremely short, i never saw more than a couple people in a given instance. Each screen shot, sadly, does very little help. If you get to one of the cities, you'll see what I mean as they are of ridiculous proportion for the amount of things you could do in them. 99% doors that have no fear of you, 1% neat things if you can figure out how to get to them. ::If you edit out the enemies and such, its near impossible to tell any one location from any other location. Again im guess this was not the case before but the subtleties are too subtle for a post-daggerfall audience. [[Special:Contributions/74.132.249.206|74.132.249.206]] 23:31, 7 August 2011 (UTC) == Out of Curiosity == Why can we not use the maps from [http://translate.google.com/translate?sourceid=navclient&hl=en-GB&u=http%3a%2f%2fwww%2eelderscrolls%2enet%2fnews%2findex%2ephp%2fweblog%2f2006%5f02%5f18%2f%2520WinArena| here] [[User:Mickyfitz13|Mickyfitz13]] 12:45, 7 January 2008 (EST) :We prefer that UESP editors create content (articles, images, etc.) themselves for the site, rather than take content created by others. There are often legal (copyright) reasons why content can't be taken from elsewhere; there are always ethical (plagiarism) problems with taking advantage of work done by others. --[[User:Nephele|Nephele]]<sup>[[User_talk:Nephele|Talk]]</sup> 13:53, 7 January 2008 (EST) ::A quote from the ReadMe, found within archive: ::''The source code is free. It is not copyright, copyleft, GNU, open source, etc.'' ::''It is free. Help yourself, have fun, sell it, I don't care. The only thing'' ::''you have to do if you actually use it is credit me with the original version.'' ::''(Oh, and if you're thinking that "open source" is somehow free, you're mistaken.'' ::''It is very much legally encumbered.)'' ::Source code is also included. [[User:Atedos|Atedos]] 06:57, 20 January 2008 (EST) :::Ummm... and... ? What exactly is the relevance of this quote? The original question was about taking images from another site, and had nothing to do with using source code written by someone else. And the quote doesn't change the basic fact that UESP prefers to have editors create their own content. If the person who created the maps at the above site wants those maps to be available to UESP readers he/she is free to add them to our site. Otherwise, it seems to me that the person uploaded the images to another site out of a desire to improve that site, and I'd prefer to respect that intent. --[[User:Nephele|Nephele]]<sup>[[User_talk:Nephele|Talk]]</sup> 01:16, 22 January 2008 (EST) ::::Well, the link is leading to article with file archive in it, I thought that was the subject. =\\ [[User:Atedos|Atedos]] 07:38, 22 January 2008 (EST) == Downloadable version == This game is downloadable from the official Eleder Scrolls website, and I'm just asking if it's worth downloading. Like, would it be great 'cause it's a classic, or would it be crap (I'm allowed to say that right?) 'cause it's old? [[User:58.174.98.29|58.174.98.29]] 18:40, 14 January 2008 (EST) :I played it at a friend's house before. I, personally, love it! But, because I'm a total DoS Box newb, I can't get it running on my computer. Perhaps, if you want, you could check out some of the videos on youtube with Arena gameplay... :[[http://www.youtube.com/results?search_query=Elder%20Scrolls%3A%20Arena&search=Search&sa=X&oi=spell&resnum=0&spell=1 Here's a quick search for a few videos!]] :(Hopefully, that link works. If not, youtube search Elder Scrolls: Arena.) {{Unsigned|M1SSYF1V3}} :I dunno, it's not too impressive graphic-wise if you're used to Morrowind and Oblivion. Even gets confusing some times. But you should go ahead and try it for yourself, I guess.—[[User:Sam324|Sam324]] 13:18, 26 April 2008 (EDT) : quality of graphics is not what should define your view of a game. It is the gameplay --- the story, the quality of the control methods, and the atmosphere that should count. Given, old MS-DOS graphics is in some cases quite well suited to cause eye problems, but many DOS-era games are worth it. Especially ones like TES:Arena. By the way, Arena was the third First-Person-CRPG, after Origin's Ultima Underworld: Stygian Abyss (up to today one of the best CRPGs ever) and Ultima Underworld II: Labyrinth of worlds. If you like CRPGs, you will love all three of them. To play them, just use [http://www.dosbox.org DOSBox]. --[[User:Kuli|kuli]] 20:35, 26 November 2008 (EST) :after Bethesda released Arena and Daggerfall free for download, some of the helpful folks on this side put pre-configured DOS-Box versions up, which require zero effort on your part (Youll need to learn how to make Dosbox go in and out of fullscreen, or any time you leave the window it shrinks. Fairly easy, a simple button command..But I cant remember it or the location of the dosbox files. They are here though, and the work "perfectly" (Any problems you have afterward are likely the game, not the DOSBOX emulation.) [[Special:Contributions/74.132.249.206|74.132.249.206]] 23:38, 7 August 2011 (UTC) ==Sequels== Like "the" Wiki of all wikis, any product or medium with direct successors or sequels should have them posted somewhere, eg: "TES 2: Daggerfall" Preceded by: TES: Arena Succeeded by: TES 3: Morrowind (And its' respective release date, if not all of theirs'.) This is usually included on the table/box on the right hand side. == Emm Source? == "Although it was the first of the series and received very little attention, Arena became a cult classic that spread in popularity through word-of-mouth, and it secured Bethesda's place in the RPG industry." So reaceved very little attention AND is a cult classic? Sounds like fanwank. [[Special:Contributions/86.45.126.252|86.45.126.252]] 17:05, 28 July 2009 (UTC) :I see what you mean, any suggestions for change? '''[[User:Randomtime|<font color="Orange">Random</font>]][[User talk:Randomtime|<font color="Black">Time</font>]]''' 17:09, 28 July 2009 (UTC) ::how about: "little initial attention" ? [[User:Kalevala|Kalevala]] 01:01, 2 October 2011 (UTC) ::"place" refers to something more global and judgmental in this context, "foothold" more accurately represents the history of Arena, since they could have subsequently fumbled their efforts and not have achieved their current "place" among RPG's. It is also a little less "fanwankish" (to coin a word.) [[User:Kalevala|Kalevala]] 02:21, 2 October 2011 (UTC) == Arena console == out of curiosity, and because of what a laugh it would be to compare graphics from oblivion, what consoles does this game come out in... like computor, xbox, what?--[[User:Arch-Mage Matt|Arch-Mage Matt]] 18:16, 5 August 2009 (UTC) :Please research your questions before asking them, please. As you can tell from the article (of which this is the talk page for), it was released in 1994 only for PC. –[[User:Elliot|Elliot]]&#32;<sup>[[User_talk:Elliot|talk]]</sup> 19:00, 5 August 2009 (UTC) ::Please don't be so patronizing, please. The answer may be obvious but you don't have to deliver it in such a condescending way or with such bad English. [[Special:Contributions/89.168.126.149|89.168.126.149]] 19:10, 5 August 2009 (UTC) :::Stop "insulting" my English to try to put me down. Simple typos. And the fact that he (or you?) has asked multiple questions where the answer lies a few clicks away is an issue. It really isn't that hard to search the wiki. –[[User:Elliot|Elliot]]&#32;<sup>[[User_talk:Elliot|talk]]</sup> 19:15, 5 August 2009 (UTC) ::::You brought it on yourself. If you insult other users then prepare to get as good as you give. And there are more errors in your sentence than the one you fixed. [[Special:Contributions/89.168.126.149|89.168.126.149]] 19:18, 5 August 2009 (UTC) :::::That's quite enough of that from both of you. –[[User:Rpeh|rpeh]]<sup>•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•</sup> 19:21, 5 August 2009 (UTC) ....thanks....--[[User:Arch-Mage Matt|Arch-Mage Matt]] 23:20, 5 August 2009 (UTC) == General Hints section? == Would anyone be against me starting a "General Hints" section for Arena? Considering that combat tips does pretty well for, well, combat, there should be a page with additional help for subjects such as thievery, money making, survival, non-com magic tips, etc. ([[User:LordHaHa|LordHaHa]] 02:05, 27 February 2010 (UTC)) : Sounds like a good idea to me. It's good to see Arena getting some attention! [[User:Rpeh|rpeh]]<span style="font-size:xx-small">&nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•</span> 10:38, 27 February 2010 (UTC) :: OK, it's been added. Anybody want to add in some tips for Arena, have at it. [[User:LordHaHa|LordHaHa]] 10:54, 1 March 2010 (UTC) == Ooh~ This game looks fascinating! [Win7 64bit workings]== Will it work on Win7 64bit? --[[User:Pipgrandpa|Pipgrandpa]] 09:25, 3 September 2010 (UTC) : It works on 64-bit Vista, so the answer is "probably". See [[General:Playing_DOS_Installments_under_DOSBox#Arena_(free_version)|this page]] for details on how to get it working. [[User:Rpeh|rpeh]]<span style="font-size:xx-small">&nbsp;•[[User_Talk:Rpeh|T]]•[[Special:Contributions/Rpeh|C]]•[[Special:Emailuser/Rpeh|E]]•</span> 09:38, 3 September 2010 (UTC) Thanks! I'll try it out.(Hell, I always forget to sign...) --[[User:Pipgrandpa|Pipgrandpa]] 15:58, 3 September 2010 (UTC) :Aye! I will add that it works indeed, but do not be daunted if you try to open something from the ARENA folder and Windows says something like "This won't work on 64 bit! ahh omg!" If you run into this problem, do not panic, as it only means you need to open the game via DOSbox, and it will then work. --Guest {{Uns2|12:18, 21 February 2013|67.142.168.24}} == Unplayable game? == Perhaps somebody would be so kind as to prove me wrong, but... I have been trying to revamp the help files and renew interest in this game with my own play testing on modern computers. However, I have reached the conclusion that the game cannot be finished by any class of character. My rationale is based upon the design of the game when played on the faster machines, to wit: When it comes to basic melee you can muddle through as armor class improvements are substantial and easy to come by. However, magical attacks must be warded off by spells or potions. The problem with this is you must keep the magical defenses up constantly. On the newer computers, you can be hit multiple times before you can react. When a monster appears behind you and you don't have the correct defense, your character will often (or even always) die before you can turn around to find out what is hitting you. But the greater problem is, spells and potions duration is fixed by the game mechanics, and thus the time they are effective lapses very quickly. In one dungeon, Temple of Agamanus of the main quest line, the duration of Protection from Fire lasts less than 2 minutes. Then an additional problem enters things in that you cannot carry more than about 25 or 30 of any one kind of potion. The game will often lose them. Subsequently, it becomes extremely frustrating, if not impossible, to complete the higher levels without a lot of dumb luck. Computers I have tested the game on: 2.5 and 2.6 ghz single core processors. 1 ghz Celeron 500. Detail level cranked all the way up to slow the game down as much as possible. :The DOS-Box preformatted setup available on this site has completely removed the issues you brought up. The game runs absolutely fine now, as does Daggerfall. [[Special:Contributions/74.128.56.194|74.128.56.194]] 07:29, 1 January 2011 (UTC) == Arena/Daggerfall for Morrowind/Oblivion Players == I liked those sections very much, even though I had fully immersed myself in both before ever reading them. Same thing i do with the players guide; buy them after i win (stupid players guide, doesnt even have Oranges listed.) I had heard great things about Daggerfall, and always wanted to play it. I had heard...things..about Arena. Mostly "Its a DOS Game before Firstperson gameplay was standardized." I dont think theres any explicit problem with the games; its just that they are so very very unfamiliar to 3 and 4. I started at Morrowind, and was absoluteoly astounded how much better it was (visually, GUI..ly) than Daggerfall. Still, wanted to play both of them...And I always die. Like right away. We need someone with a good knoweldge of these games ,and playing them on modern systems, who can also accurately recount how to play these games to people used to the modern day first person control schemes. It often feels like the games are simply impossible to play coherently. We need someone who can unambiguously tell us how to play these games from a MW/OB perspective. If I should ever make it to the point where I am that person, I will gladlycontribute. For now, I cant get out of the starter dungeon in either game. One time, I ran into like..an imp? And it was immune to all my stuff and killed me. In the tutorial dungeon. Was like "Gee..thanks." [[Special:Contributions/74.128.56.194|74.128.56.194]] 07:35, 1 January 2011 (UTC) :I agree with this completely. I have been out of the dungeon, trying to get to the fang lair, and the most I can understand from the walkthrough is to go "west to hammerfell." So, I have been walking.... and walking... and walking. Nothing even indicates that I am going in the right direction. I would hate to turn back only to find out that I was actually going the right way, and would have to turn back around.... again. [[Special:Contributions/67.222.167.140|67.222.167.140]] 16:34, 27 March 2011 (UTC) ::In response to the Hammerfell thing: you do know you can fast travel there, right? As for a page helping out Morrowind and Oblivion players get used to the originals... I don't think it would work. They're nothing like each other. Morrowind and Oblivion were basically the same, but with many minor differences which players need to acquaint themselves with. Arena and Daggerfall are oldskool DOS games which cannot be compared to the modern releases. a 'Tips for New Players' page would be a nice idea, though. [[User:Legoless|Legoless]] 16:52, 27 March 2011 (UTC) == Link doesn't work == The link for "The Elder Scrolls 10th Anniversary Article" doesn't work, gives 404 error. - [[User:ZuTheSkunk|ZuTheSkunk]] 13:19, 16 February 2011 (UTC) :I want to fix it, but I cannot find the original article anywhere. And Google never fails! If it cannot be found, I would recommend deleting it. I'll give a chance for someone else to find it first. --<font color=mediumpurple>[[User:DKong27|DKong27]] <sup>[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]</sup></font> 21:23, 17 February 2011 (UTC) ::The page is in the web archive, [http://web.archive.org/web/20070317200044/http://www.elderscrolls.com/tenth_anniv/tenth_anniv-arena.htm here]. [[User:Mxk101|mxk101]]<sup>[[User_talk:Mxk101|Talk]]</sup> 21:32, 17 February 2011 (UTC) :::The link has been updated. -- [[User:Jplatinum16|Jplatinum16]] 00:21, 18 February 2011 (UTC) == Doesnt work == I went to the elder srolls site and downloaded the full site but i dont know how to play it?? it gets installed but i dont know how to actually play it. can someone helpp.®⅜⅝¢ =( {{uns|Jamz slack|04:34, April 8, 2011}} :The first two games in the series were not meant to be played on Windows, but rather DOS. For help with the DOS emulator DOSBox, see [[General:Playing_DOS_Installments_under_DOSBox|here]]. For playing Arena on Windows XP without an emulator see [[Arena:Running_Under_Windows_XP|here]]. To be honest, I've never tried, as it seems complicated...But use Google if you need more help, I'm sure you could find some good threads on Bethesda's forums. --{{FC|#800000|[[User:DKong27|DKong27]] <sup>[[User_talk:DKong27|Talk]] [[Special:Contributions/DKong27|Cont]]</sup>}} 13:09, 8 April 2011 (UTC) ::If you couldn't be bothered setting up the game yourself, download the self-installer version [http://theelderscrolls.wiwiland.net/?title=Arena_:_ArenaSetup_EN here]. It's the CD version, so it has a slightly different ending and cutscene audio emitted from the floppy disc version provided by Bethesda. The installer does all the work for you, and all you need to do is install DOSBox. [[User:Legoless|Legoless]] 13:17, 8 April 2011 (UTC) :::do you think you could give me the link for daggerfall too legoless?? {{unsigned|Jamz slack|23:24, 8 April 2011}} ::::[http://theelderscrolls.wiwiland.net/?title=Daggerfall_:_DaggerfallSetup_EN Here.] The Daggerfall installer is even better, as it comes with loads of unofficial mods as well as all patches and the CompUSA quest pack. You could have found the links yourself in the 'Files' pages for each game. Check them out if you're looking for more. [[User:Legoless|Legoless]] 22:39, 8 April 2011 (UTC) hey thanks but i just downloaded the game and i dont know how to save can you tell me please {{unsigned|Jamz slack|00:47, 9 April 2011}} == Fast travel == Im getting confused with travelling from province to province. I dont get the map either is there any way to fast travel??? {{uns2|04:37, 9 April 2011‎|Jamz slack}} :Try Shift-M, click on a province. The province map will appear then click on a city within the province. You will get a screen display indicating how long the travel requires. For example, from Old Gate, High Rock to Ebonhart, Morrowind is 75 days. Press "return" and the destination city should blink red. Click the horse icon in the lower left. You will then fast travel there (with galloping horse animation), and a screen showing the results will appear. Click return. Done. [[User:Kalevala|Kalevala]] 02:09, 2 October 2011 (UTC) ::I also have a question about fast travelling. I don't like fast travelling and I was wondering if it was possible to walk to different cities? Please don't say "You can but it could take weeks", I am just wondering if it is possible. {{uns|24.131.209.202|14:21, 5 June 2013}} == NPCs == I think having an NPC page would be very beneficial to the namespace. [[Arena:Queen Blubamka]] is an example of a current NPC article. Such articles are practically worthless. A list of all non-random NPCs (likely anyone to do with the Main Quest) and a table of all possible random names (which would probably be similar to [[Lore:Breton_Names#Daggerfall|this section]]) on one page ('''Arena:People'''?) would be much more helpful. Someone with knowledge of extracting Arena files would be needed for this task. --[[User:Legoless|Legoless]] 22:42, 22 August 2011 (UTC) :Is it really neccesary though, I mean most of the NPCs are very one dimensional. Also, Skyrim will be out in literrally 2 months so that will obviously take up a lot of attention. If somebody is going to do this though I would recommend something like this: CHARACTER NAME LOCATION QUESTS Andrew Cheydinhal None BoB Anvil Murkwood Carl Daggerfall Dagoth-Ur :That's just an example though, you don't have to use it. [[User:RIM|RIM]] 20:13, 10 September 2011 (UTC) :: Most Arena townsfolk can be related to any quest (depending on region for MQ, or chance for random quests). A list of names would be the best option, with a format similar to the one you proposed for the (seemlingly) permanent MQ-related NPCs. --[[User:Legoless|Legoless]] 15:04, 11 September 2011 (UTC) :::Ok, that was just an example but you can see what I mean by it. I don't have arena but if you found somebody who did it could be done. But like I said, Skyrim will be out very soon and will take up a lot of attention so if you are going to do it, you should probably do it sooner rather than later. You should probably do it by region or alphabetical. I'd help if I could but I don't have Arena. [[User:RIM|RIM]] 19:10, 11 September 2011 (UTC) :::: If I were to do it, Skyrim wouldn't be a problem, as I likely won't be editing the namespace until things settle down after release. But I don't even have Arena installed. If I ever get around to it, I'll look through the game files. Hopefully they aren't encrypted. --[[User:Legoless|Legoless]] 19:24, 11 September 2011 (UTC) : With regard to the initial comment: As far as I can tell the Arena algorithm (in pseudo-code) for random NPC names for an NPC, n, in city X for the current player character is something like: : NameOfNPC(n) = concatenate (randomFirstPartPraenomen(n), randomSecondPartPraenomen(n), nonBreakingSpace, randomFirstPartCognomen(n), randomSecondPartCognomen(n), randomOccupation(n) ) : where each function calls upon a list (or set) in a random fashion to assign a name and occupation to NPC n. The lists seem designed to generate several thousand names for the NPCs of City X, numbering from 1 to several hundred occupants without repetition. If the NPC whose name is so generated is greeted early in the day and one inquires about rumored work, one will be directed somewhere for a generic random quest until the limit for quests granted that day is reached (often 4 at lower levels.) If a randomly named NPC is greeted after the initial offering of a quest, they will confirm directions or mark the location of interest on the map. After the final such local quest, one will receive a message, when inquiring about work, indicating that the NPC does not know of available quests. So a table of NPC names might be impractical, whereas a listing of the four sets (realizing how they are used) might be helpful. For example, if each list (set) contained 10 name-parts that would be a table of 10,000 names, but a list of only forty name-parts. My comments here apply only to the randomly generated NPC names. The fixed NPC names should be a more straight forward matter. {{uns|98.169.71.227|04:07, 2 October 2011 (GMT)}} :: Thanks for that. If there really are that many possibilities, a list of affixes would be far more preferable to a full list of names. Now all that's needed is the data, and we might actually have a page. --[[User:Legoless|Legoless]] 12:08, 2 October 2011 (UTC) == Armor rating == when i look at the stats on my armor its says -1 to armor rating, does that mean its minus one to armor rating? it doesnt make much sense to me (<small><sup><font color="Green">I plead Lazyness</font></sup><sub><span style="position: relative; left:-68px; margin-right:-60px;">[[User:Eddie the head|<font color="Blue">Eddie The Head</font>]]</span></sub></small> 08:52, 10 October 2011 (UTC)) : The lower the armor rating, the better. D&D derived board games have been through several iterations as to how to scale things and what formulas to use. Arena in 1992 was closer to the original in which armor was scaled going down. My level 13 Sorcerer has a -14 armor rating. His ebony torc says: -5 to AC. If I un-equip the torc, the ratings on his chain armor bounce up to -9 which is not as good as the -14. Hope that helps. [[User:Kalevala|Kalevala]] 22:10, 4 November 2011 (UTC) == short draw distance == When playing Arena 1.07 - with dosbox built in, i cant change draw distance. When i adjust details to max - it's always the shortest draw distance. Whats curious, in the night, adjusting details changes distance. Same in the buidlings. It doesnt work in wildernes, cities and dungeons. Can anyone know a solution? Playing with shortest draw distance is a bit uncomfortable. (it works fine with dosbox and arena separatedly installed). {{unsigned|89.69.183.127|7 February 2012}} :Whoops. It was in game fog :P sorry for bothering {{unsigned|80.254.147.220|7 February 2012}} == Bonus Attribute Points == Does anyone know how the bonus point when levelling up are decided or is it just random? I have tried lots of different things, I even saved right before levelling to try it many times and it seems to be random every time from 3 to 6. Has anyone else noticed? [[User:Keskyman|Keskyman]] 23:07, 23 July 2012 (UTC) == uh == a good free unzipping program that isnt 7zip? {{Uns2|23:14, 31 July 2012|173.215.5.61}} :Probably a bit late, but there are lots out there. Later versions of Windows can unzip natively. You can also try something like WinRAR. (I think there are Mac and Linux versions too, if you need.) <span style="white-space:nowrap; font-variant:small-caps; line-height:0;">&ndash; [[User:RobinHood70|'''Robin Hood''']]<span style="font-size:18pt;">&#x219D;</span>[[User_talk:RobinHood70|<span style="vertical-align:super">'''talk'''</span>]]</span> 23:00, 27 August 2012 (UTC) == Possible other quests plus one quest related question == While reading text files of Arena (http://www.dyk.pl/content/pc/arena/TEMPLATE.DAT), I found the text for two quests which I never got while playing (I am on level 23). They would include protecting a palace from enemies (#0007) and protecting somebody inside inn (#0089). Is it possible to get these quests? Also, at level 23, I can't find any quests in taverns. Is there possibly some upper limit on which level player can get it.[[Special:Contributions/78.2.92.138|78.2.92.138]] 04:02, 4 February 2013 (GMT) == Original Arena Manual from Bethesda Softworks == From Bethesda Softworks, here is the original Arena manual in PDF format: [http://manuals.bethsoft.com Game Manuals] --[[User:BrianKRoss|BrianKRoss]] ([[User talk:BrianKRoss|talk]]) 20:24, 19 September 2013 (GMT) == arena glitch possibly == Sorry. I don't join sites. So I rarely have the chance to post cheats or glitches I find. But this one makes arena extreamly easy. First go to a mage and create your own spell. Next craft a spell under transfer- figured attribute- health. Max it at 100. For me it had a 0 casting cost. And was free to make. Than add to it the same thing. Than add the same thing a 3rd time. They add up. Works with healing spells as well. Make sure it is target area- centered on caster. Well any target will work. Now create it. Every time you cast the spell it will take 300 health from all enemy's around you. For 0 casting cost. You can do one for fatigue and spell points as well if you want. Kinda breaks the game and makes it too easy though. Oh and it transfers the health to you. Not sure if this is a bug or not. I know this isn't the right place to add stuff. But it won't let me anywhere else unless I join. And I don't join sites Sorry. [[Special:Contributions/70.210.8.129|70.210.8.129]] 03:52, 15 April 2014 (GMT) ==Arena Information == Hey, i've been wondering for a while now, but never asked anyone here. Anyway, I'm just curious as to where UESP got information about Arena? Thanks [[User:Crazy131|Crazy131]] ([[User talk:Crazy131|talk]]) 17:47, 24 July 2014 (GMT) :From the game and it's data of course. [[User:The Silencer|<font color="B8860B">Silence is Golden</font>]]<sup>[[User talk:The Silencer|<font color="800000">Break the Silence</font>]]</sup> 17:50, 24 July 2014 (GMT) == Release Date? == I just noticed that we technically don't have an official release date beside "March 2014". I know that the release was hectic, but is there not a more accurate release date out there? I haven't been able to find one. --[[User:Alpha Kenny Buddy|AKB]] <sup>[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]</sup> 18:02, 7 August 2014 (GMT) :Do you mean "March 1994"? :p Anyways, in my brief search, I can't seem to find anything either. By the looks of it, only a small number of copies (3,000) were initially distributed which leads me to the theory that it was an unorganized release that varied from shop to shop throughout March 1994. [[User:WoahBro|<font color="black">•WoahBro</font>]]<sup><small>''[[User talk:WoahBro|<font color="black">►talk</font>]]</small></sup>'' 18:27, 7 August 2014 (GMT) == Manual == The link to the Manual is broken. [[Special:Contributions/96.239.26.26|96.239.26.26]] 20:02, 6 December 2015 (UTC) : The link [[:Arena:Files#Official_Patches_and_Utilities|here]] should work. —[[User:Legoless|Legoless]] ([[User talk:Legoless|talk]]) 20:08, 6 December 2015 (UTC) :: On the main Arena page there is a broken link to manual. Bethesda has there original manuals of all their games, in color, free for download here http://manuals.bethsoft.com/ ::Why don't we link to that instead of that svatopluk website which seems to be taken down?[[Special:Contributions/85.144.47.241|85.144.47.241]] 21:27, 14 January 2016 (UTC) ::: Updated it, thanks. —[[User:Legoless|Legoless]] ([[User talk:Legoless|talk]]) 21:38, 14 January 2016 (UTC) ==French Arena Manual== Should the French Arena manual be taken as cannon or be disregarded? There lots of interesting little lore bits in there that don't entirely seem to conflict with other sources (for example: the original heir the empire, Princess Ariella Septim is mentioned) (TIL Link: https://www.imperial-library.info/content/arena-intro-french) [[User:Username-72|Username-72]] ([[User talk:Username-72|talk]]) 03:26, 25 March 2018 (UTC) :It definitely should not be disregarded (documenting everything is a goal of the UESP, after all). As far as being canon with the English version, I personally don’t see any reason to set that sort of info apart as long as it doesn’t directly contradict the English version. At the very least, it could be considered an OOG source and referenced or noted that way. [[User:Echo|Echo]] ([[User talk:Echo|talk]]) 20:37, 10 May 2018 (UTC) :: We already display the [[:File:AR-cover-French Box.jpg|French box art]] on the main page. I don't see a problem with documenting this. —[[User:Legoless|Legoless]] ([[User talk:Legoless|talk]]) 14:07, 13 May 2018 (UTC) ::: The French manual from the Bethesda website does not contain a story as found in other versions. If anyone knows where to find a copy of the original French manual that includes the story recorded on the Imperial Library website, please let me know. We should have access to the original to properly support any changes or additions. CONTRADICTIONS: In the French version we find references to General Talin Warhaft, but in the English version, the Hero is named “Talin” and “General Warhaft” is a separate individual. However the French version matches the cut-slide which names him as “Talin Warhaft, leader of the Imperial Guards and your guardian”. The French version also specifically mentions that it is 3E 389 and then proceeds to mention that it is the month of “Sun’s Dusk” when Tharn betrays and kidnaps the king. The King’s birthday, mentioned in the intro slides, is elsewhere established as the 30th of Frostfall and Sun’s Dusk is the following month, both at the end of the year. However, when the game begins it is the month of Hearthfire (Morning Star in some versions), which are both “earlier” in the year. This shows that the Kings 43rd birthday and his betrayal are both in 3E 388 (not 389 as in the French story) and a few months later, it is a new year, and the game begins in the dungeon in 3E 389. Please see the Arena Subforum for the discussion about the phrase “492 years after” for more information supporting these dates. --[[User:Satribe|Satribe]] ([[User talk:Satribe|talk]]) 17:16, 10 November 2020 (UTC) :::(addendum): There is also an intro slide in the English version which also names him; "Uriel Septim IV, Emperor of Tamriel, stands with Talin, leader of the Imperial Guards.") This matches his name in the French story, but contradicts the English story.--[[User:Satribe|Satribe]] ([[User talk:Satribe|talk]]) 05:00, 11 November 2020 (UTC) :::: I obtained a PDF of the French version of the manual from the "Abandonware France" website. The story is the same as the French version on the Imperial Library site (a few typos).--[[User:Satribe|Satribe]] ([[User talk:Satribe|talk]]) 13:35, 12 November 2020 (UTC)
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Needs Updating I haven't really spent time recently on the Arena page and it shows. There's a number of things that need to be updated. Need a walkthrough (sort of one in the FAQ but a seperate document would be better) Some information in the Unofficial FAQ needs correction or updating Need a general review The Windows page needs work (or just link to the general Windows game page). There are a number of things recently that make Arena work better under Windows, like DosBox. DaveH 21:11, 22 Feb 2005 (EST) :I Just gave all of Arena breadcrumb trails, but anther major thing that needs editing is the tables. They are still in basic HTML and have not been converted to UESP table style or even wiki-style yet. I can't be of too much help on the table thing though, I'm still learning scripting stuff. --Werdnanoslen 22:55, 8 September 2006 (EDT) Quest? I don't have Arena and probably never will, but is there a quest for this game? If so there should be some sort of quest guide here. --Werdnanoslen 22:58, 8 September 2006 (EDT) :Answere: Yes, apparently something about the a staff of chaos being split in 8 pieces would be my guess. But yes, this should have a walkthrough. ::The main quest is quite short, confusing, has missing FMVs and is generally hard to distinguish from the random quests of which there are infinite, except the dungeons are static rather than generated and each is godawful (From a modern perspective, I should say. I get the feeling that at the time it was something special. All I can think about though is the cities that span a forever of nothing important and how yammering priests wearing crosses called me an evil dark elf because I was a dark elf.) 74.132.249.206 23:27, 7 August 2011 (UTC) Screenshots? Are there any screenshots from arena on uesp.net? It would be fun to se some pictures from the first TES game... --Viccce 13:54, 29 March 2007 (EDT) : I seem to remember asking about how to take screenshots of Arena, and me not knowing. I ~could~ take pictures by printscreening a picture of Arema when windowed. But it would be very low quality, and not out of the 1st dungeon. ::I had some... But I think they got lost during my computer spring cleaning. Does anyone know where to find some good screenshots?--M1SSYF1V3 21:00, 28 March 2008 (EDT) ::You can save screenshots in DOSBox (Ctrl+F5) directly as PNG files. Regrettably my old-TES-fu isn't leet enough to play this game too much, or I'd make some myself. =) --Wwwwolf 18:14, 5 June 2008 (EDT) :Yeah, I think there should be some. I came here looking for screenshots, and found not a screenshot section (like with DaggerFall).—Sam324 13:10, 26 April 2008 (EDT) ::The screenshots of this game are rather ambiguous. All the areas look more or less the same, aside from the background. View distance is extremely short, i never saw more than a couple people in a given instance. Each screen shot, sadly, does very little help. If you get to one of the cities, you'll see what I mean as they are of ridiculous proportion for the amount of things you could do in them. 99% doors that have no fear of you, 1% neat things if you can figure out how to get to them. ::If you edit out the enemies and such, its near impossible to tell any one location from any other location. Again im guess this was not the case before but the subtleties are too subtle for a post-daggerfall audience. 74.132.249.206 23:31, 7 August 2011 (UTC) Out of Curiosity Why can we not use the maps from here Mickyfitz13 12:45, 7 January 2008 (EST) :We prefer that UESP editors create content (articles, images, etc.) themselves for the site, rather than take content created by others. There are often legal (copyright) reasons why content can't be taken from elsewhere; there are always ethical (plagiarism) problems with taking advantage of work done by others. --Nephele 13:53, 7 January 2008 (EST) ::A quote from the ReadMe, found within archive: ::The source code is free. It is not copyright, copyleft, GNU, open source, etc. ::''It is free. Help yourself, have fun, sell it, I don't care. The only thing ::you have to do if you actually use it is credit me with the original version. ::(Oh, and if you're thinking that "open source" is somehow free, you're mistaken. ::It is very much legally encumbered.)'' ::Source code is also included. Atedos 06:57, 20 January 2008 (EST) :::Ummm... and... ? What exactly is the relevance of this quote? The original question was about taking images from another site, and had nothing to do with using source code written by someone else. And the quote doesn't change the basic fact that UESP prefers to have editors create their own content. If the person who created the maps at the above site wants those maps to be available to UESP readers he/she is free to add them to our site. Otherwise, it seems to me that the person uploaded the images to another site out of a desire to improve that site, and I'd prefer to respect that intent. --Nephele 01:16, 22 January 2008 (EST) ::::Well, the link is leading to article with file archive in it, I thought that was the subject. =\\ Atedos 07:38, 22 January 2008 (EST) Downloadable version This game is downloadable from the official Eleder Scrolls website, and I'm just asking if it's worth downloading. Like, would it be great 'cause it's a classic, or would it be crap (I'm allowed to say that right?) 'cause it's old? 58.174.98.29 18:40, 14 January 2008 (EST) :I played it at a friend's house before. I, personally, love it! But, because I'm a total DoS Box newb, I can't get it running on my computer. Perhaps, if you want, you could check out some of the videos on youtube with Arena gameplay... : :(Hopefully, that link works. If not, youtube search Elder Scrolls: Arena.) :I dunno, it's not too impressive graphic-wise if you're used to Morrowind and Oblivion. Even gets confusing some times. But you should go ahead and try it for yourself, I guess.—Sam324 13:18, 26 April 2008 (EDT) : quality of graphics is not what should define your view of a game. It is the gameplay --- the story, the quality of the control methods, and the atmosphere that should count. Given, old MS-DOS graphics is in some cases quite well suited to cause eye problems, but many DOS-era games are worth it. Especially ones like TES:Arena. By the way, Arena was the third First-Person-CRPG, after Origin's Ultima Underworld: Stygian Abyss (up to today one of the best CRPGs ever) and Ultima Underworld II: Labyrinth of worlds. If you like CRPGs, you will love all three of them. To play them, just use DOSBox. --kuli 20:35, 26 November 2008 (EST) :after Bethesda released Arena and Daggerfall free for download, some of the helpful folks on this side put pre-configured DOS-Box versions up, which require zero effort on your part (Youll need to learn how to make Dosbox go in and out of fullscreen, or any time you leave the window it shrinks. Fairly easy, a simple button command..But I cant remember it or the location of the dosbox files. They are here though, and the work "perfectly" (Any problems you have afterward are likely the game, not the DOSBOX emulation.) 74.132.249.206 23:38, 7 August 2011 (UTC) Sequels Like "the" Wiki of all wikis, any product or medium with direct successors or sequels should have them posted somewhere, eg: "TES 2: Daggerfall" Preceded by: TES: Arena Succeeded by: TES 3: Morrowind (And its' respective release date, if not all of theirs'.) This is usually included on the table/box on the right hand side. Emm Source? "Although it was the first of the series and received very little attention, Arena became a cult classic that spread in popularity through word-of-mouth, and it secured Bethesda's place in the RPG industry." So reaceved very little attention AND is a cult classic? Sounds like fanwank. 86.45.126.252 17:05, 28 July 2009 (UTC) :I see what you mean, any suggestions for change? 17:09, 28 July 2009 (UTC) ::how about: "little initial attention" ? Kalevala 01:01, 2 October 2011 (UTC) ::"place" refers to something more global and judgmental in this context, "foothold" more accurately represents the history of Arena, since they could have subsequently fumbled their efforts and not have achieved their current "place" among RPG's. It is also a little less "fanwankish" (to coin a word.) Kalevala 02:21, 2 October 2011 (UTC) Arena console out of curiosity, and because of what a laugh it would be to compare graphics from oblivion, what consoles does this game come out in... like computor, xbox, what?--Arch-Mage Matt 18:16, 5 August 2009 (UTC) :Please research your questions before asking them, please. As you can tell from the article (of which this is the talk page for), it was released in 1994 only for PC. –Elliot&#32; 19:00, 5 August 2009 (UTC) ::Please don't be so patronizing, please. The answer may be obvious but you don't have to deliver it in such a condescending way or with such bad English. 89.168.126.149 19:10, 5 August 2009 (UTC) :::Stop "insulting" my English to try to put me down. Simple typos. And the fact that he (or you?) has asked multiple questions where the answer lies a few clicks away is an issue. It really isn't that hard to search the wiki. –Elliot&#32; 19:15, 5 August 2009 (UTC) ::::You brought it on yourself. If you insult other users then prepare to get as good as you give. And there are more errors in your sentence than the one you fixed. 89.168.126.149 19:18, 5 August 2009 (UTC) :::::That's quite enough of that from both of you. –rpeh 19:21, 5 August 2009 (UTC) ....thanks....--Arch-Mage Matt 23:20, 5 August 2009 (UTC) General Hints section? Would anyone be against me starting a "General Hints" section for Arena? Considering that combat tips does pretty well for, well, combat, there should be a page with additional help for subjects such as thievery, money making, survival, non-com magic tips, etc. (LordHaHa 02:05, 27 February 2010 (UTC)) : Sounds like a good idea to me. It's good to see Arena getting some attention! rpeh 10:38, 27 February 2010 (UTC) :: OK, it's been added. Anybody want to add in some tips for Arena, have at it. LordHaHa 10:54, 1 March 2010 (UTC) Ooh~ This game looks fascinating! [Win7 64bit workings] Will it work on Win7 64bit? --Pipgrandpa 09:25, 3 September 2010 (UTC) : It works on 64-bit Vista, so the answer is "probably". See this page for details on how to get it working. rpeh 09:38, 3 September 2010 (UTC) Thanks! I'll try it out.(Hell, I always forget to sign...) --Pipgrandpa 15:58, 3 September 2010 (UTC) :Aye! I will add that it works indeed, but do not be daunted if you try to open something from the ARENA folder and Windows says something like "This won't work on 64 bit! ahh omg!" If you run into this problem, do not panic, as it only means you need to open the game via DOSbox, and it will then work. --Guest Unplayable game? Perhaps somebody would be so kind as to prove me wrong, but... I have been trying to revamp the help files and renew interest in this game with my own play testing on modern computers. However, I have reached the conclusion that the game cannot be finished by any class of character. My rationale is based upon the design of the game when played on the faster machines, to wit: When it comes to basic melee you can muddle through as armor class improvements are substantial and easy to come by. However, magical attacks must be warded off by spells or potions. The problem with this is you must keep the magical defenses up constantly. On the newer computers, you can be hit multiple times before you can react. When a monster appears behind you and you don't have the correct defense, your character will often (or even always) die before you can turn around to find out what is hitting you. But the greater problem is, spells and potions duration is fixed by the game mechanics, and thus the time they are effective lapses very quickly. In one dungeon, Temple of Agamanus of the main quest line, the duration of Protection from Fire lasts less than 2 minutes. Then an additional problem enters things in that you cannot carry more than about 25 or 30 of any one kind of potion. The game will often lose them. Subsequently, it becomes extremely frustrating, if not impossible, to complete the higher levels without a lot of dumb luck. Computers I have tested the game on: 2.5 and 2.6 ghz single core processors. 1 ghz Celeron 500. Detail level cranked all the way up to slow the game down as much as possible. :The DOS-Box preformatted setup available on this site has completely removed the issues you brought up. The game runs absolutely fine now, as does Daggerfall. 74.128.56.194 07:29, 1 January 2011 (UTC) Arena/Daggerfall for Morrowind/Oblivion Players I liked those sections very much, even though I had fully immersed myself in both before ever reading them. Same thing i do with the players guide; buy them after i win (stupid players guide, doesnt even have Oranges listed.) I had heard great things about Daggerfall, and always wanted to play it. I had heard...things..about Arena. Mostly "Its a DOS Game before Firstperson gameplay was standardized." I dont think theres any explicit problem with the games; its just that they are so very very unfamiliar to 3 and 4. I started at Morrowind, and was absoluteoly astounded how much better it was (visually, GUI..ly) than Daggerfall. Still, wanted to play both of them...And I always die. Like right away. We need someone with a good knoweldge of these games ,and playing them on modern systems, who can also accurately recount how to play these games to people used to the modern day first person control schemes. It often feels like the games are simply impossible to play coherently. We need someone who can unambiguously tell us how to play these games from a MW/OB perspective. If I should ever make it to the point where I am that person, I will gladlycontribute. For now, I cant get out of the starter dungeon in either game. One time, I ran into like..an imp? And it was immune to all my stuff and killed me. In the tutorial dungeon. Was like "Gee..thanks." 74.128.56.194 07:35, 1 January 2011 (UTC) :I agree with this completely. I have been out of the dungeon, trying to get to the fang lair, and the most I can understand from the walkthrough is to go "west to hammerfell." So, I have been walking.... and walking... and walking. Nothing even indicates that I am going in the right direction. I would hate to turn back only to find out that I was actually going the right way, and would have to turn back around.... again. 67.222.167.140 16:34, 27 March 2011 (UTC) ::In response to the Hammerfell thing: you do know you can fast travel there, right? As for a page helping out Morrowind and Oblivion players get used to the originals... I don't think it would work. They're nothing like each other. Morrowind and Oblivion were basically the same, but with many minor differences which players need to acquaint themselves with. Arena and Daggerfall are oldskool DOS games which cannot be compared to the modern releases. a 'Tips for New Players' page would be a nice idea, though. Legoless 16:52, 27 March 2011 (UTC) Link doesn't work The link for "The Elder Scrolls 10th Anniversary Article" doesn't work, gives 404 error. - ZuTheSkunk 13:19, 16 February 2011 (UTC) :I want to fix it, but I cannot find the original article anywhere. And Google never fails! If it cannot be found, I would recommend deleting it. I'll give a chance for someone else to find it first. -- DKong27 21:23, 17 February 2011 (UTC) ::The page is in the web archive, here. mxk101 21:32, 17 February 2011 (UTC) :::The link has been updated. -- Jplatinum16 00:21, 18 February 2011 (UTC) Doesnt work I went to the elder srolls site and downloaded the full site but i dont know how to play it?? it gets installed but i dont know how to actually play it. can someone helpp.®⅜⅝¢ =( :The first two games in the series were not meant to be played on Windows, but rather DOS. For help with the DOS emulator DOSBox, see here. For playing Arena on Windows XP without an emulator see here. To be honest, I've never tried, as it seems complicated...But use Google if you need more help, I'm sure you could find some good threads on Bethesda's forums. -- 13:09, 8 April 2011 (UTC) ::If you couldn't be bothered setting up the game yourself, download the self-installer version here. It's the CD version, so it has a slightly different ending and cutscene audio emitted from the floppy disc version provided by Bethesda. The installer does all the work for you, and all you need to do is install DOSBox. Legoless 13:17, 8 April 2011 (UTC) :::do you think you could give me the link for daggerfall too legoless?? ::::Here. The Daggerfall installer is even better, as it comes with loads of unofficial mods as well as all patches and the CompUSA quest pack. You could have found the links yourself in the 'Files' pages for each game. Check them out if you're looking for more. Legoless 22:39, 8 April 2011 (UTC) hey thanks but i just downloaded the game and i dont know how to save can you tell me please Fast travel Im getting confused with travelling from province to province. I dont get the map either is there any way to fast travel??? :Try Shift-M, click on a province. The province map will appear then click on a city within the province. You will get a screen display indicating how long the travel requires. For example, from Old Gate, High Rock to Ebonhart, Morrowind is 75 days. Press "return" and the destination city should blink red. Click the horse icon in the lower left. You will then fast travel there (with galloping horse animation), and a screen showing the results will appear. Click return. Done. Kalevala 02:09, 2 October 2011 (UTC) ::I also have a question about fast travelling. I don't like fast travelling and I was wondering if it was possible to walk to different cities? Please don't say "You can but it could take weeks", I am just wondering if it is possible. NPCs I think having an NPC page would be very beneficial to the namespace. is an example of a current NPC article. Such articles are practically worthless. A list of all non-random NPCs (likely anyone to do with the Main Quest) and a table of all possible random names (which would probably be similar to this section) on one page (Arena:People?) would be much more helpful. Someone with knowledge of extracting Arena files would be needed for this task. --Legoless 22:42, 22 August 2011 (UTC) :Is it really neccesary though, I mean most of the NPCs are very one dimensional. Also, Skyrim will be out in literrally 2 months so that will obviously take up a lot of attention. If somebody is going to do this though I would recommend something like this: CHARACTER NAME LOCATION QUESTS Andrew Cheydinhal None BoB Anvil Murkwood Carl Daggerfall Dagoth-Ur :That's just an example though, you don't have to use it. RIM 20:13, 10 September 2011 (UTC) :: Most Arena townsfolk can be related to any quest (depending on region for MQ, or chance for random quests). A list of names would be the best option, with a format similar to the one you proposed for the (seemlingly) permanent MQ-related NPCs. --Legoless 15:04, 11 September 2011 (UTC) :::Ok, that was just an example but you can see what I mean by it. I don't have arena but if you found somebody who did it could be done. But like I said, Skyrim will be out very soon and will take up a lot of attention so if you are going to do it, you should probably do it sooner rather than later. You should probably do it by region or alphabetical. I'd help if I could but I don't have Arena. RIM 19:10, 11 September 2011 (UTC) :::: If I were to do it, Skyrim wouldn't be a problem, as I likely won't be editing the namespace until things settle down after release. But I don't even have Arena installed. If I ever get around to it, I'll look through the game files. Hopefully they aren't encrypted. --Legoless 19:24, 11 September 2011 (UTC) : With regard to the initial comment: As far as I can tell the Arena algorithm (in pseudo-code) for random NPC names for an NPC, n, in city X for the current player character is something like: : NameOfNPC(n) = concatenate (randomFirstPartPraenomen(n), randomSecondPartPraenomen(n), nonBreakingSpace, randomFirstPartCognomen(n), randomSecondPartCognomen(n), randomOccupation(n) ) : where each function calls upon a list (or set) in a random fashion to assign a name and occupation to NPC n. The lists seem designed to generate several thousand names for the NPCs of City X, numbering from 1 to several hundred occupants without repetition. If the NPC whose name is so generated is greeted early in the day and one inquires about rumored work, one will be directed somewhere for a generic random quest until the limit for quests granted that day is reached (often 4 at lower levels.) If a randomly named NPC is greeted after the initial offering of a quest, they will confirm directions or mark the location of interest on the map. After the final such local quest, one will receive a message, when inquiring about work, indicating that the NPC does not know of available quests. So a table of NPC names might be impractical, whereas a listing of the four sets (realizing how they are used) might be helpful. For example, if each list (set) contained 10 name-parts that would be a table of 10,000 names, but a list of only forty name-parts. My comments here apply only to the randomly generated NPC names. The fixed NPC names should be a more straight forward matter. :: Thanks for that. If there really are that many possibilities, a list of affixes would be far more preferable to a full list of names. Now all that's needed is the data, and we might actually have a page. --Legoless 12:08, 2 October 2011 (UTC) Armor rating when i look at the stats on my armor its says -1 to armor rating, does that mean its minus one to armor rating? it doesnt make much sense to me ( 08:52, 10 October 2011 (UTC)) : The lower the armor rating, the better. D&D derived board games have been through several iterations as to how to scale things and what formulas to use. Arena in 1992 was closer to the original in which armor was scaled going down. My level 13 Sorcerer has a -14 armor rating. His ebony torc says: -5 to AC. If I un-equip the torc, the ratings on his chain armor bounce up to -9 which is not as good as the -14. Hope that helps. Kalevala 22:10, 4 November 2011 (UTC) short draw distance When playing Arena 1.07 - with dosbox built in, i cant change draw distance. When i adjust details to max - it's always the shortest draw distance. Whats curious, in the night, adjusting details changes distance. Same in the buidlings. It doesnt work in wildernes, cities and dungeons. Can anyone know a solution? Playing with shortest draw distance is a bit uncomfortable. (it works fine with dosbox and arena separatedly installed). :Whoops. It was in game fog :P sorry for bothering Bonus Attribute Points Does anyone know how the bonus point when levelling up are decided or is it just random? I have tried lots of different things, I even saved right before levelling to try it many times and it seems to be random every time from 3 to 6. Has anyone else noticed? Keskyman 23:07, 23 July 2012 (UTC) uh a good free unzipping program that isnt 7zip? :Probably a bit late, but there are lots out there. Later versions of Windows can unzip natively. You can also try something like WinRAR. (I think there are Mac and Linux versions too, if you need.) &ndash; Robin Hood 23:00, 27 August 2012 (UTC) Possible other quests plus one quest related question While reading text files of Arena ( I found the text for two quests which I never got while playing (I am on level 23). They would include protecting a palace from enemies (#0007) and protecting somebody inside inn (#0089). Is it possible to get these quests? Also, at level 23, I can't find any quests in taverns. Is there possibly some upper limit on which level player can get it.78.2.92.138 04:02, 4 February 2013 (GMT) Original Arena Manual from Bethesda Softworks From Bethesda Softworks, here is the original Arena manual in PDF format: Game Manuals --BrianKRoss (talk) 20:24, 19 September 2013 (GMT) arena glitch possibly Sorry. I don't join sites. So I rarely have the chance to post cheats or glitches I find. But this one makes arena extreamly easy. First go to a mage and create your own spell. Next craft a spell under transfer- figured attribute- health. Max it at 100. For me it had a 0 casting cost. And was free to make. Than add to it the same thing. Than add the same thing a 3rd time. They add up. Works with healing spells as well. Make sure it is target area- centered on caster. Well any target will work. Now create it. Every time you cast the spell it will take 300 health from all enemy's around you. For 0 casting cost. You can do one for fatigue and spell points as well if you want. Kinda breaks the game and makes it too easy though. Oh and it transfers the health to you. Not sure if this is a bug or not. I know this isn't the right place to add stuff. But it won't let me anywhere else unless I join. And I don't join sites Sorry. 70.210.8.129 03:52, 15 April 2014 (GMT) Arena Information Hey, i've been wondering for a while now, but never asked anyone here. Anyway, I'm just curious as to where UESP got information about Arena? Thanks Crazy131 (talk) 17:47, 24 July 2014 (GMT) :From the game and it's data of course. 17:50, 24 July 2014 (GMT) Release Date? I just noticed that we technically don't have an official release date beside "March 2014". I know that the release was hectic, but is there not a more accurate release date out there? I haven't been able to find one. --AKB 18:02, 7 August 2014 (GMT) :Do you mean "March 1994"? :p Anyways, in my brief search, I can't seem to find anything either. By the looks of it, only a small number of copies (3,000) were initially distributed which leads me to the theory that it was an unorganized release that varied from shop to shop throughout March 1994. 18:27, 7 August 2014 (GMT) Manual The link to the Manual is broken. 96.239.26.26 20:02, 6 December 2015 (UTC) : The link here should work. —Legoless (talk) 20:08, 6 December 2015 (UTC) :: On the main Arena page there is a broken link to manual. Bethesda has there original manuals of all their games, in color, free for download here ::Why don't we link to that instead of that svatopluk website which seems to be taken down?85.144.47.241 21:27, 14 January 2016 (UTC) ::: Updated it, thanks. —Legoless (talk) 21:38, 14 January 2016 (UTC) French Arena Manual Should the French Arena manual be taken as cannon or be disregarded? There lots of interesting little lore bits in there that don't entirely seem to conflict with other sources (for example: the original heir the empire, Princess Ariella Septim is mentioned) (TIL Link: Username-72 (talk) 03:26, 25 March 2018 (UTC) :It definitely should not be disregarded (documenting everything is a goal of the UESP, after all). As far as being canon with the English version, I personally don’t see any reason to set that sort of info apart as long as it doesn’t directly contradict the English version. At the very least, it could be considered an OOG source and referenced or noted that way. Echo (talk) 20:37, 10 May 2018 (UTC) :: We already display the French box art on the main page. I don't see a problem with documenting this. —Legoless (talk) 14:07, 13 May 2018 (UTC) ::: The French manual from the Bethesda website does not contain a story as found in other versions. If anyone knows where to find a copy of the original French manual that includes the story recorded on the Imperial Library website, please let me know. We should have access to the original to properly support any changes or additions. CONTRADICTIONS: In the French version we find references to General Talin Warhaft, but in the English version, the Hero is named “Talin” and “General Warhaft” is a separate individual. However the French version matches the cut-slide which names him as “Talin Warhaft, leader of the Imperial Guards and your guardian”. The French version also specifically mentions that it is 3E 389 and then proceeds to mention that it is the month of “Sun’s Dusk” when Tharn betrays and kidnaps the king. The King’s birthday, mentioned in the intro slides, is elsewhere established as the 30th of Frostfall and Sun’s Dusk is the following month, both at the end of the year. However, when the game begins it is the month of Hearthfire (Morning Star in some versions), which are both “earlier” in the year. This shows that the Kings 43rd birthday and his betrayal are both in 3E 388 (not 389 as in the French story) and a few months later, it is a new year, and the game begins in the dungeon in 3E 389. Please see the Arena Subforum for the discussion about the phrase “492 years after” for more information supporting these dates. --Satribe (talk) 17:16, 10 November 2020 (UTC) :::(addendum): There is also an intro slide in the English version which also names him; "Uriel Septim IV, Emperor of Tamriel, stands with Talin, leader of the Imperial Guards.") This matches his name in the French story, but contradicts the English story.--Satribe (talk) 05:00, 11 November 2020 (UTC) :::: I obtained a PDF of the French version of the manual from the "Abandonware France" website. The story is the same as the French version on the Imperial Library site (a few typos).--Satribe (talk) 13:35, 12 November 2020 (UTC)
12
752
https://en.uesp.net/wiki/Help:Contents
Help:Contents
{{Trail|nocat=yes}}[[Category:Help Files]]{{protection|semi|move}} The purpose of this walkthrough is to help aspiring editors learn the ways of editing as soon as possible. We hope that these help files guide you greatly, and we look forward to seeing your future work on our project. ==General Walkthroughs== '''[[Help:Online Content|Online Content]]''' — Information specifically about adding new [[Online:Online|Elder Scrolls Online]] articles ;Reading :[[Help:Navigation|Navigation]] :[[Help:Searching|Searching]] :[[Help:Namespaces|Namespaces]] :[[Help:Disambiguation|Disambiguation Pages]] ;New Editors :[[UESPWiki:Getting Started|Getting Started]] — Information for new editors :[[UESPWiki:Mentor Program|Mentor Program]] — Mentors for new editors who would like one-on-one assistance :[[UESPWiki:Helping Out|Helping Out]] — General suggestions for how to help contribute :[[UESPWiki:Task List|Task List]] — More specific tasks that need to be done ;Basic Editing :[[Help:Quick Editing Guide|Quick Editing Guide]] :[[Help:Editing Pages|Editing Pages]] :[[Help:Edit Summary|Edit Summary]] :[[Help:Show Preview|Show Preview]] :[[Help:Page History|Page History]] :[[Help:Starting New Pages|Starting New Pages]] :[[Help:Formatting|Formatting]] :[[Help:Links|Links]] ;Advanced Editing :[[Help:Images|Images]] :[[Help:Tables|Tables]] :[[UESPWiki:Categories|Categories]] :[[Help:Magic Words|Magic Words]] :[[Help:Templates|Templates]] :[[Help:Writing Templates|Writing Templates]] :[[Help:References|References]] ;Other Topics :[[Help:Determining a RefID|Determining a RefID]] ==See Also== * [[UESPWiki:Style Guide|Style Guide]] — General guidelines for how to write, format, and present pages * [[UESPWiki:Sandbox|The Sandbox]] — You can test out your editing at the sandbox * [[UESPWiki:Prizes|Prizes]] — Think someone on the wiki is doing a good job? Then award them with a prize! * [[UESPWiki:Common Mistakes|Common Mistakes]] — Some of the more common mistakes that users make here, and how to avoid and fix them ---- * [[UESPWiki:Style Guide/Book Layout|Book Page Layout]] — The standard UESP layout for book articles * [[UESPWiki:Style Guide/NPC Layout|NPC Page Layout]] — The standard UESP layout for NPC articles * [[UESPWiki:Style Guide/Place Layout|Place Page Layout]] — The standard UESP layout for place articles * [[UESPWiki:Style Guide/Quest Layout|Quest Page Layout]] — The standard UESP layout for quest articles * [[UESPWiki:Spelling|Spelling]] — Spelling rules for commonly misspelled words on UESPWiki * [[UESPWiki:Lore|Lore]] — Guidelines for articles in the Lore namespace * [[UESPWiki:Mod|Mod]] — Guidelines for articles in the modspaces ===External Links=== Note: UESP generally follows Wikipedia style. Where guidelines differ, those on UESP policy and help pages should generally prevail. * [[wikipedia:Wikipedia:Manual of Style|Wikipedia Manual of Style]] * [[metawikipedia:Help:Editing|MediaWiki Help Page]] — General information on how to edit MediaWiki pages, including: building tables, controlling table of contents displays, and adding/using templates, etc.
2,394,273
2021-04-24T00:19:19Z
Dcsg
The purpose of this walkthrough is to help aspiring editors learn the ways of editing as soon as possible. We hope that these help files guide you greatly, and we look forward to seeing your future work on our project. General Walkthroughs Online Content — Information specifically about adding new Elder Scrolls Online articles ;Reading :Navigation :Searching :Namespaces :Disambiguation Pages ;New Editors :Getting Started — Information for new editors :Mentor Program — Mentors for new editors who would like one-on-one assistance :Helping Out — General suggestions for how to help contribute :Task List — More specific tasks that need to be done ;Basic Editing :Quick Editing Guide :Editing Pages :Edit Summary :Show Preview :Page History :Starting New Pages :Formatting :Links ;Advanced Editing :Images :Tables :Categories :Magic Words :Templates :Writing Templates :References ;Other Topics :Determining a RefID See Also Style Guide — General guidelines for how to write, format, and present pages The Sandbox — You can test out your editing at the sandbox Prizes — Think someone on the wiki is doing a good job? Then award them with a prize! Common Mistakes — Some of the more common mistakes that users make here, and how to avoid and fix them ---- Book Page Layout — The standard UESP layout for book articles NPC Page Layout — The standard UESP layout for NPC articles Place Page Layout — The standard UESP layout for place articles Quest Page Layout — The standard UESP layout for quest articles Spelling — Spelling rules for commonly misspelled words on UESPWiki Lore — Guidelines for articles in the Lore namespace Mod — Guidelines for articles in the modspaces External Links Note: UESP generally follows Wikipedia style. Where guidelines differ, those on UESP policy and help pages should generally prevail. Wikipedia Manual of Style MediaWiki Help Page — General information on how to edit MediaWiki pages, including: building tables, controlling table of contents displays, and adding/using templates, etc.
4
753
https://en.uesp.net/wiki/UESPWiki:Helping_Out
UESPWiki:Helping Out
{{UESPWiki Trail}} There are many ways to '''help the wiki'''. Our goal is to document everything about the ''[[General:The Elder Scrolls|Elder Scrolls]]'' series, and anyone who would like to help is welcome to contribute. If you want to get a quick overview of ongoing projects, you can check the [[UESPWiki:Task List|Task List]]. Editors are free to work on any project that they find interesting. If you're reading a page and see something that needs to be fixed, just click on the [[Help:Editing Pages|"edit"]] button and fix it. If you're looking for something that needs to be done, this page provides some suggestions. ==General Page Improvement== The ideas in this section can be applied to almost any page on the site; while you are reading articles, keep in mind whether any of these improvements are needed on the page. In addition, there are various [[:Category:Needs Maintenance|categories]] and [[Special:specialpages|Special Pages]] where articles that have been tagged as needing improvements are listed. You can browse through any of those categories and see if any of the pages are on topics that you're knowledgeable about. Or you can add any page that you think needs maintenance to a category to let other editors know that page needs work. If you're uncertain about anything, or have any questions you'd like answered before jumping in and starting to edit, feel free to ask! You can post any questions you might have on this article's [[UESPWiki Talk:Helping Out|talk page]], you can ask a [[UESPWiki:Mentor Program|mentor]] to help you, or you can add a question to any talk page on the site, and an editor will try to help out. ===Cleaning Up Articles=== There are (unfortunately) always articles that do not meet the site's [[UESPWiki:Style Guide|style guidelines]]. Some common problems with articles include: * Incorrect [[UESPWiki:Spelling|spelling]] or grammar. * Use of [[UESPWiki:Style Guide#No First Person|first person]] perspective. * Articles that do not use the recommended layout (e.g., the [[UESPWiki:Style Guide/Quest Layout|Quest Layout]] for quests or the [[UESPWiki:Style Guide/Book Layout|Book Layout]] for books). * Pages that do not include proper wiki [[Help:Formatting|formatting]]. Pages that have been identified as needing to be cleaned up are listed at: * [[:Category:Pages Needing Cleanup|Pages Needing Cleanup]]: any type of general cleanup; typically the known problems are listed on the article or on its talk page. * [[:Category:Pages Needing Wikification|Pages Needing Wikification]]: pages that need wiki formatting; often these pages will also need to have [[#Adding Links|links added]]. In order to clean up some pages, feel free to use [[UESPWiki:Creation Kit Information Requests|Creation Kit Information Requests]] page. Specific Creation Kit information requests for articles can be made here. ===Expanding Articles=== Many articles can be expanded and improved upon. You could roam the site looking for articles that you feel are too vague, then elaborate on them. If you notice information that is missing from an article, add it. You could also expand upon [[UESPWiki:Stub|stubs]], which are articles that have not received substantial attention from other editors and do not have a sufficient amount of information. * [[:Category:Stubs|Stubs]] provides a list of minimal length articles that need to be fleshed out. ===Create New Articles=== Are we missing something? If there are a lot of pages that link to an empty page, you ''may'' want to [[Help:Starting New Pages|create it]]. [[Help:Links|Links]] in blue represent pages that have been created, and links in red represent pages that have not been created. However, creating new articles should only be done if the article is necessary and will not be [[UESPWiki:Style Guide#Redundancy|redundant]]. If you are a new editor and are not familiar with the site's existing content, it may be better to wait until you have more experience with the site before creating any articles. Not all red link pages should be immediately created. Before creating a new page at the target location you should: * First check whether the red link is an error. The most common cause of a red link is an editor misspelling a word, rather than a missing article. If a page on the topic already exists, fix all of the links so that they point to the correct page instead. * Only create a new page if you can fill in more than a single sentence. New pages should try to provide a complete discussion of the page's topic. If you don't know enough to fill in more than one sentence, it is better to leave the page as a red link. Then other editors can more easily identify which pages need work. * Read the other requirements at [[Help:Starting New Pages]] and make sure they have all been met. If after these checks you are certain that the article is needed, then start writing it! * [[Special:Wantedpages|Wanted Pages]] provides a list of all the pages that exist as "red links". Click on the page name to create it; click on the "# links" link to see what pages have the links and fix those pages if more appropriate. ===Adding Suggestions=== If you believe any article needs improvements or fixes, but you don't know how to do it yourself, then post a message on the article's talk page. For example, if you don't understand something in this article or think this article is missing information, just edit [[UESPWiki Talk:Helping Out|the Helping Out talk page]] (also accessible on any page by clicking the link that says "discussion") and type in your suggestion. Likewise for any other article on the site: click on that article's "discussion" link to provide suggestions about how to improve that page. Suggestions on how to make it easier to find information or pointers about basic information that has been overlooked is particularly welcome: the more experienced editors who add a lot of the wiki's content have a hard time remembering what it was like as a new editor ;) ===Adding Links=== Many necessary [[Help:Links|links]] between wiki pages are missing, which makes it harder for readers to find information. If you are reading a page and realize that it contains few or no links, add some (although [[UESPWiki:Style Guide#Avoid Cluttering Links|in moderation]]). An even more prevalent problem with wiki pages is that links ''to'' the page are often missing. When new pages are created, editors will often make sure to place all the necessary links ''from'' the page, but it can be much less convenient to track down all the other pages that should link to their new page. While looking over a page, click on the "What Links Here" button (in the toolbox at the bottom of the left-hand side of the page), and see whether the list of "What Links Here" pages seems comparable in length to the number of links on the page. If you only see two or three pages in "What Links Here", check whether any of the linked-to pages could be improved with a new link or two. * [[Special:Lonelypages|Orphaned Pages]]: pages that are not linked to by any other wiki pages. In general, other pages should be edited to add links to these pages (although there are exceptions, i.e., permanently orphaned pages that do not need to be fixed). * [[:Category:Pages Needing Wikification|Pages Needing Wikification]]: pages in general need of wiki formatting, which often includes adding links. * [[Special:Deadendpages|Dead End Pages]]: pages that contain zero links to other wiki pages. Note that many subpages are not supposed to have links (in particular, please do '''not''' add place links to Oblivion place description pages). ===Adding Images=== There are many screenshots, maps, and other images that would help to make articles more informative. [[Help:Images|Images]] provides information on image formats and how to obtain good quality screenshots. * [[:Category:Pages Needing Images|Pages Needing Images]]: lists pages that have been identified as needing an image. * [[UESPWiki:Image_Requests|Image Requests]]: specific image requests for articles can be made here. ===Other Maintenance=== Other categories and special pages that list pages needing maintenance include: * [[:Category:Pages Needing Peer Review|Pages Needing Peer Review]]: discussions where an editor would like input from the rest of the community. * [[:Category:Pages Needing Verification|Pages Needing Verification]]: pages that include facts that have not yet been confirmed. * [[Special:BrokenRedirects|Broken Redirects]]: redirect pages that link to non-existent pages (often they need to be [[UESPWiki:Deletion Policy#Proposed Deletion|proposed for deletion]]). * [[Special:DoubleRedirects|Double Redirects]]: redirect pages that link to another redirect page. The redirect needs to be edited to point to a real wiki page. * [[Special:Uncategorizedcategories|Uncategorized categories]]: [[UESPWiki:Categories|categories]] that need to have a category tag added to the page. * [[Special:Uncategorizedpages|Uncategorized pages]]: articles that need to have a [[UESPWiki:Categories|category tag]] added to the page. * [[Special:Unusedcategories|Unused categories]]: categories that do not contain any articles. * [[Special:Wantedcategories|Wanted Categories]]: categories that have had pages added to them, but the container page has not been created. ==Helping the Community== ===Monitoring Articles=== Unfortunately, many people who do not understand our goals come through here and make careless edits or edits that otherwise do not comply with the [[UESPWiki:Style Guide|style guide]]; [[UESPWiki:Vandalism|vandalism]] occasionally happens. These edits are caught and fixed by editors who monitor the [[Special:Recentchanges|recent changes]]. While there are some [[UESPWiki:Patrollers|patrollers]] who are given a couple of special tools to help monitor recent changes, any editors are welcome to help out. Sometimes this means rewording a new contribution to a page, and sometimes this means deleting it. If you find that you enjoy monitoring the recent changes page and tend to be frequently checking it, you may wish to nominate yourself to join the site's [[UESPWiki:Patrollers|Patrollers]]. ===Answering Questions=== There are frequently questions that get asked by other contributors, either on the [[UESPWiki:Reference Desk|Reference Desk]], or on article talk pages. If you know the answer (or even a partial answer) to any question, feel free to answer it. Recent questions can be identified from the [[Special:Recentchanges|recent changes]] page; older questions can be found by checking the talk pages of articles that you are reading or in the collection of questions at [[:Category:Questions Needing Answers|Questions Needing Answers]]. ===Helping Other Users=== Many users don't know some of the ways they can help on the wiki. You could help them out by sharing with them some of your knowledge, and encouraging them to get active and find something to start editing. One of the ways to identify yourself as someone that would like to help others is to place your name on the [[UESPWiki:Mentor Program|mentor program]]. Another way is to look at the [[Special:Recentchanges|recent changes]] page and to look for newcomers or anonymous editors who have been making some good edits. Encourage them to get a new account if they haven't, and show them around the community. ===Public Relations=== We need more people that are interested in reading what we write about, and we need more people that are interested in writing. The UESP does not advertise formally, so it requires people like you to spread the word to make this site bigger and better. Don't resort to spamming, because it makes us look bad and makes people unhappy, but just keep an eye out for people that may be interested. You could put a link to us in your signature on the {{BSForums|forum=13-the-elder-scrolls|official forums}}, for example, or you could show people who need help some of our articles. ==Projects== The [[UESPWiki:Task List|Task List]] provides a list of projects that other editors have identified as needing to be done. Everyone is invited to look through the list and add new projects or find projects that they would like to work on. You can also check out [[UESPWiki:Projects|Projects]] for a list of official project pages. ==See Also== * [[UESPWiki:Getting Started|Getting Started]] - A guide for new editors. * [[UESPWiki:Style Guide|Style Guide]] - General guidelines for how to write, format, and present pages. * [[UESPWiki:Common Mistakes|Common Mistakes]] - Some mistakes to avoid when contributing. * [[UESPWiki:Policies and Guidelines|Policies and Guidelines]] - Important rules and guidelines that you should try to become familiar with before editing. * [[UESPWiki:Namespaces|Namespaces]] - Our policy on the use of the namespaces. * [[UESPWiki:Categories|Categories]] - A guideline to the use and creation of categories. * [http://meta.wikimedia.org/wiki/Help:Editing MediaWiki Help Page] - General information on how to edit MediaWiki pages, including: building tables, controlling table of contents displays, and adding/using templates, etcetera. * {{forums|Wiki Subforum|subpage=viewforum.php?f=42}} - A place on the UESP [[UESPWiki:Forums|forums]] for discussions and questions specifically about the UESP Wiki.
1,826,019
2018-08-10T20:11:54Z
Dillonn241
There are many ways to help the wiki. Our goal is to document everything about the Elder Scrolls series, and anyone who would like to help is welcome to contribute. If you want to get a quick overview of ongoing projects, you can check the Task List. Editors are free to work on any project that they find interesting. If you're reading a page and see something that needs to be fixed, just click on the "edit" button and fix it. If you're looking for something that needs to be done, this page provides some suggestions. General Page Improvement The ideas in this section can be applied to almost any page on the site; while you are reading articles, keep in mind whether any of these improvements are needed on the page. In addition, there are various categories and Special Pages where articles that have been tagged as needing improvements are listed. You can browse through any of those categories and see if any of the pages are on topics that you're knowledgeable about. Or you can add any page that you think needs maintenance to a category to let other editors know that page needs work. If you're uncertain about anything, or have any questions you'd like answered before jumping in and starting to edit, feel free to ask! You can post any questions you might have on this article's talk page, you can ask a mentor to help you, or you can add a question to any talk page on the site, and an editor will try to help out. Cleaning Up Articles There are (unfortunately) always articles that do not meet the site's style guidelines. Some common problems with articles include: Incorrect spelling or grammar. Use of first person perspective. Articles that do not use the recommended layout (e.g., the Quest Layout for quests or the Book Layout for books). Pages that do not include proper wiki formatting. Pages that have been identified as needing to be cleaned up are listed at: Pages Needing Cleanup: any type of general cleanup; typically the known problems are listed on the article or on its talk page. Pages Needing Wikification: pages that need wiki formatting; often these pages will also need to have links added. In order to clean up some pages, feel free to use Creation Kit Information Requests page. Specific Creation Kit information requests for articles can be made here. Expanding Articles Many articles can be expanded and improved upon. You could roam the site looking for articles that you feel are too vague, then elaborate on them. If you notice information that is missing from an article, add it. You could also expand upon stubs, which are articles that have not received substantial attention from other editors and do not have a sufficient amount of information. Stubs provides a list of minimal length articles that need to be fleshed out. Create New Articles Are we missing something? If there are a lot of pages that link to an empty page, you may want to create it. Links in blue represent pages that have been created, and links in red represent pages that have not been created. However, creating new articles should only be done if the article is necessary and will not be redundant. If you are a new editor and are not familiar with the site's existing content, it may be better to wait until you have more experience with the site before creating any articles. Not all red link pages should be immediately created. Before creating a new page at the target location you should: First check whether the red link is an error. The most common cause of a red link is an editor misspelling a word, rather than a missing article. If a page on the topic already exists, fix all of the links so that they point to the correct page instead. Only create a new page if you can fill in more than a single sentence. New pages should try to provide a complete discussion of the page's topic. If you don't know enough to fill in more than one sentence, it is better to leave the page as a red link. Then other editors can more easily identify which pages need work. Read the other requirements at and make sure they have all been met. If after these checks you are certain that the article is needed, then start writing it! Wanted Pages provides a list of all the pages that exist as "red links". Click on the page name to create it; click on the "# links" link to see what pages have the links and fix those pages if more appropriate. Adding Suggestions If you believe any article needs improvements or fixes, but you don't know how to do it yourself, then post a message on the article's talk page. For example, if you don't understand something in this article or think this article is missing information, just edit the Helping Out talk page (also accessible on any page by clicking the link that says "discussion") and type in your suggestion. Likewise for any other article on the site: click on that article's "discussion" link to provide suggestions about how to improve that page. Suggestions on how to make it easier to find information or pointers about basic information that has been overlooked is particularly welcome: the more experienced editors who add a lot of the wiki's content have a hard time remembering what it was like as a new editor ;) Adding Links Many necessary links between wiki pages are missing, which makes it harder for readers to find information. If you are reading a page and realize that it contains few or no links, add some (although in moderation). An even more prevalent problem with wiki pages is that links to the page are often missing. When new pages are created, editors will often make sure to place all the necessary links from the page, but it can be much less convenient to track down all the other pages that should link to their new page. While looking over a page, click on the "What Links Here" button (in the toolbox at the bottom of the left-hand side of the page), and see whether the list of "What Links Here" pages seems comparable in length to the number of links on the page. If you only see two or three pages in "What Links Here", check whether any of the linked-to pages could be improved with a new link or two. Orphaned Pages: pages that are not linked to by any other wiki pages. In general, other pages should be edited to add links to these pages (although there are exceptions, i.e., permanently orphaned pages that do not need to be fixed). Pages Needing Wikification: pages in general need of wiki formatting, which often includes adding links. Dead End Pages: pages that contain zero links to other wiki pages. Note that many subpages are not supposed to have links (in particular, please do not add place links to Oblivion place description pages). Adding Images There are many screenshots, maps, and other images that would help to make articles more informative. Images provides information on image formats and how to obtain good quality screenshots. Pages Needing Images: lists pages that have been identified as needing an image. Image Requests: specific image requests for articles can be made here. Other Maintenance Other categories and special pages that list pages needing maintenance include: Pages Needing Peer Review: discussions where an editor would like input from the rest of the community. Pages Needing Verification: pages that include facts that have not yet been confirmed. Broken Redirects: redirect pages that link to non-existent pages (often they need to be proposed for deletion). Double Redirects: redirect pages that link to another redirect page. The redirect needs to be edited to point to a real wiki page. Uncategorized categories: categories that need to have a category tag added to the page. Uncategorized pages: articles that need to have a category tag added to the page. Unused categories: categories that do not contain any articles. Wanted Categories: categories that have had pages added to them, but the container page has not been created. Helping the Community Monitoring Articles Unfortunately, many people who do not understand our goals come through here and make careless edits or edits that otherwise do not comply with the style guide; vandalism occasionally happens. These edits are caught and fixed by editors who monitor the recent changes. While there are some patrollers who are given a couple of special tools to help monitor recent changes, any editors are welcome to help out. Sometimes this means rewording a new contribution to a page, and sometimes this means deleting it. If you find that you enjoy monitoring the recent changes page and tend to be frequently checking it, you may wish to nominate yourself to join the site's Patrollers. Answering Questions There are frequently questions that get asked by other contributors, either on the Reference Desk, or on article talk pages. If you know the answer (or even a partial answer) to any question, feel free to answer it. Recent questions can be identified from the recent changes page; older questions can be found by checking the talk pages of articles that you are reading or in the collection of questions at Questions Needing Answers. Helping Other Users Many users don't know some of the ways they can help on the wiki. You could help them out by sharing with them some of your knowledge, and encouraging them to get active and find something to start editing. One of the ways to identify yourself as someone that would like to help others is to place your name on the mentor program. Another way is to look at the recent changes page and to look for newcomers or anonymous editors who have been making some good edits. Encourage them to get a new account if they haven't, and show them around the community. Public Relations We need more people that are interested in reading what we write about, and we need more people that are interested in writing. The UESP does not advertise formally, so it requires people like you to spread the word to make this site bigger and better. Don't resort to spamming, because it makes us look bad and makes people unhappy, but just keep an eye out for people that may be interested. You could put a link to us in your signature on the , for example, or you could show people who need help some of our articles. Projects The Task List provides a list of projects that other editors have identified as needing to be done. Everyone is invited to look through the list and add new projects or find projects that they would like to work on. You can also check out Projects for a list of official project pages. See Also Getting Started - A guide for new editors. Style Guide - General guidelines for how to write, format, and present pages. Common Mistakes - Some mistakes to avoid when contributing. Policies and Guidelines - Important rules and guidelines that you should try to become familiar with before editing. Namespaces - Our policy on the use of the namespaces. Categories - A guideline to the use and creation of categories. MediaWiki Help Page - General information on how to edit MediaWiki pages, including: building tables, controlling table of contents displays, and adding/using templates, etcetera. - A place on the UESP forums for discussions and questions specifically about the UESP Wiki.
4
754
https://en.uesp.net/wiki/UESPWiki:Configuration
UESPWiki:Configuration
{{UESPWiki Trail}} This page is concerned with work that requires site administrator or at least Wiki administrator (sysop) privileges. Actually, most of the interesting stuff is on the [[UESPWiki Talk:Configuration|discussion]] page. * [[UESPWiki:Backup Plan|Backup Plan]] -- explanation of site backup procedures. * [[UESPWiki:Bad Addresses|Bad Addresses]] -- Log of IP addresses blocked at the server level * [[UESPWiki:File Database Design|File Database Design]] -- explanation of possible implementation of a file database. * [[UESPWiki:Oblivion Map Design|Oblivion Map Design]] * [[UESPWiki:State of Things|State of Things]] * [[UESPWiki:Upgrade History|Upgrade History]]
1,021,894
2012-09-14T21:59:22Z
The Silencer
This page is concerned with work that requires site administrator or at least Wiki administrator (sysop) privileges. Actually, most of the interesting stuff is on the discussion page. Backup Plan -- explanation of site backup procedures. Bad Addresses -- Log of IP addresses blocked at the server level File Database Design -- explanation of possible implementation of a file database. Oblivion Map Design State of Things Upgrade History
4
755
https://en.uesp.net/wiki/UESPWiki:Converting_Old_Pages
UESPWiki:Converting Old Pages
{{UESPWiki Trail}}[[category:Site-Design|Converting Old Pages]] __TOC__ ==Main Steps== * Choose an original page to add to the Wiki. I find it easiest to browse the original site and add pages as I see them. * Perform a search to ensure a page hasn't already been added. If we get lots of people converting the site some duplication will be unavoidable. A better way is to simply use the [[Special:Wantedpages|Wanted Pages]] function which basically lists all broken Wiki links in the site. Just click a link to edit the new article. * Create the article. Use a short, meaningful names, with no punctuation other than spaces or colons, and with the appropriate namespace (i.e., Arena:...). Pages can be renamed if required but this may break links. * Copy the original SHTML source (or converted source if available) into the Wiki article and save with no editing. * Re-edit the new article and make any major changes needed to properly display the page. Minor edits and style changes can be done later on (I would prefer to get all pages converted to Wiki and then go back and edit them). * Add the appropriate category to the top of the article. * The new article should be added to the appropriate portal page. ==Editing Steps== The original SHTML pages need a small amount of conversion in order to properly displayed as a Wiki article. The below lists is ordered from the most important changes done to minor edits. <ul> <li><b>&lt;P&gt; Tags:</b> Unclosed P tags can mess up the display of pages. Unfortunately, most of the &lt;P&gt; tags in the original files are not closed (my excuse is that originally HTML didn't require or have &lt;/P&gt;). If you use converted SHTML pages then this step will likely already be performed (though the rare unclosed tag may still linger). You can also just remove the P tags and use blank links instead. <p></p> It also seems that text after &lt;DD&gt; tags must be enclosed in a &lt;P&gt; tag or else it is not properly displayed. For example, the proper formatting should be: <pre><dd><p>Text there</p></dd></pre> Hopefully this can be corrected in converted SHTML files as well. </li> <li><b>Mismatched Tags:</b> The Wiki is much fussier about missing or mismatched tags which can result in HTML tags showing up in the article. Hopefully this can be mostly corrected in the converted SHTML files, but if you spot rogue HTML showing up, check for unclosed tags, missing quotes, or missing &lt;&gt; characters. <li><b>Links:</b> All links in the original files are absolute or relative anchor tags. Any internal site link will have to the changed to the appropriate article link. External links must also be changed from the &lt;A&gt; tag to the Wiki external link format. It is recommended that external links be changed right away as well as internal links which already have an existing article. I've found it easier to convert internal links right away, even if the page doesn't exist yet as this makes it easy to find out which pages need to be created and created them (use [[Special:Wantedpages|Wanted Pages]] or view articles and look for red links). <li><b>Images:</b> Any inline or downloadable image can be left as an external link to the original image. Eventually, most images should be uploaded to the Wiki and their links changed to internal images to take advantage of Wiki image features. <li><b>Files:</b> Currently the Wiki doesn't easily support the addition of files (ZIP files can be uploaded the same as images but the <i>Image:</i> namespace is confusing since they aren't images at all). Use external links to the original file for now until we figure out what to do with them in the long term. <li><b>Titles and Headers:</b> Most of the original pages use one of four SPAN classes (Bold1, Bold2, Bold3, title) to format major and minor titles. I upgraded to v1.4 beta which supports the use of Span, so these can technically be left as is (I still have to add the classes to the Wiki stylesheets at this time). We may wish to change some of these tags to Wiki sections and sub-sections, or to simply bold tags or other Wiki header formats appropriate. <li><b>Colors:</b> The original site was white text on black but the Wiki site can (or will) support any dark/light color scheme from the available skins. Most colors used in the site are either with the SPAN title classes (which left as is and changed in the stylesheets) or as absolute colors in table headers (usually biege text on blue background which again should be fine). There are likely some places that light text colors are used that will not show up on a light background. These will need to be changed to either use the default text color or a proper style. <li><b>HTML to Wiki Formatting:</b> I'm still learning Wiki, but I know that some supported HTML tags could be better if they were changed to the approparite Wiki formatting tags in the long term. <li><b>Splitting Pages:</b> Some of larger SHTML pages can be eventually split up into smaller Wiki articles. For instance, the Daggerfall Hints page contains a number of misc. hints, each of which could be on their own page. Another example is the Morrowind scripting function page which contains over 500 function descriptions, each of which could have their own page. Exactly which pages are split and how can be discussed and determined later (I not sure what the best way to split or not split pages is atm). </ul> ==Wrye's Editing Notes== Okay, I've converted a fairly good sample over the past 24 hours or so, and here's my experience... [[User:Wrye|Wrye]] 21:33, 19 Feb 2005 (EST) * '''Mechanics''' ** First, learn the wiki syntax. While you can insert html, I think that you're much better off using wiki syntax. It's more compact, easier to edit and should behave better stylewise. E.g., here I'm using '*' instead of an html &lt;LI&gt;. ** I find that it's simplest to have (at least) two different browser windows open: one pointing at the original UESP page, and the other pointing at the new page being edited. I also usually have at least one or two other windows open, either pointing elsewhere on the site or pointing to the wikipedia help pages. ** You'll also most likely want a good text editor. It definitely helps to have a regex search/replace function (and regex facility of course! :) Great for changing all LI's into wiki *'s. Also great for pre-munching tables, etc. ** There's an html to wiki table conversion function at: [http://www.uni-bonn.de/~manfear/html2wiki-tables.php#wiki here]. In IE, use the "Edit source" icon to get the original html, then dump the table portion of it at the url above. Then (optionally) set "Use one-line position of cells in a row." to "yes". Then hit the convert button and copy the new wiki table back to the site. ** Use the bar at the end of the link to auto-generate the short text version of the link. (E.g., "Morrowind:Mages Guild Quests|" within the double brackets defining the link will generate link text "Mages Guild Quests" rather than "Morrowind:Mages Guild Quests". ** Put the category definition at the top of the page, and define the sort key (otherwise everything get's sorted under the namespaces, which ends up being very dull:) E.g., in the doublebrackets, it should be: "Category:Morrowind-Quests|Mages Guild Quests" * '''Bottom up or top down?''' Note that it's perfectly fine to create a wiki link to a page that doesn't exist yet. Clicking on that link will then give you a chance to create the missing page. **If you're going top down, create the index page first, defining all links. Then follow the links to create the pages. I used this method for Morrowind stuff that I've done so far. **If you're going bottom up, use the address bar to create the page (".?title=Morrowind:Something_New"), then create the new page. I'm using this method for Tamriel Factions. ** When expanding a branch from UESP, you should consider whether you want to manually recreate UESP's index page or use wikimedia's autogenerated category page instead. E.g., top level of [[Lore:Main Page|Lore]], I've got a manually generated page, but main links under it will probably be mostly links to category pages. E.g., [[:Category:Lore-Factions|Factions]]. If you plan on using a category page, then you'll have to create the pages bottom up as described above. * '''Rethinking''' [[User:Wrye|Wrye]] 14:31, 20 Feb 2005 (EST) **In retrospect, I'm not at all sure that it was a good idea to split up factions into one entry per page. Basically, there's not enough information per page. Which means 1) you have to click way too often, and 2) you lose the entertainment that comes from reading the other entries on the page. This problem becomes worse with other categories. (Dictionary, etc.) **So, it would probably be better to go back to a unified page. Simplest might be to just go back to Dave's A-Z pages. Another approach might be to go with types of factions, e.g., "Orders", "Knights", etc. But there are several one off factions, plus factions that might fit under more than one category (e.g., Thieves Guild: criminal organizations, imperial guilds). A-Z is probably better. Also, that's better for consistency with dictionary, etc. ** The cost of this is that you lose wiki's simple linking, and categories become less useful. *'''Redid Tamriel Factions''' [[User:Wrye|Wrye]] 16:25, 20 Feb 2005 (EST) **I redid the factions into A-Z pages. Also, dropped the categories and started using templates for the A-Z link bars, which works nicely. I'm dropping the intermediate index page (e.g., no Tamriel:Factions page, rather faction bar appears on [[Lore:Main Page|Lore]] page.
347,076
2008-08-03T06:27:21Z
Rpeh
Converting Old Pages Main Steps Choose an original page to add to the Wiki. I find it easiest to browse the original site and add pages as I see them. Perform a search to ensure a page hasn't already been added. If we get lots of people converting the site some duplication will be unavoidable. A better way is to simply use the Wanted Pages function which basically lists all broken Wiki links in the site. Just click a link to edit the new article. Create the article. Use a short, meaningful names, with no punctuation other than spaces or colons, and with the appropriate namespace (i.e., Arena:...). Pages can be renamed if required but this may break links. Copy the original SHTML source (or converted source if available) into the Wiki article and save with no editing. Re-edit the new article and make any major changes needed to properly display the page. Minor edits and style changes can be done later on (I would prefer to get all pages converted to Wiki and then go back and edit them). Add the appropriate category to the top of the article. The new article should be added to the appropriate portal page. Editing Steps The original SHTML pages need a small amount of conversion in order to properly displayed as a Wiki article. The below lists is ordered from the most important changes done to minor edits. Unclosed P tags can mess up the display of pages. Unfortunately, most of the &lt;P&gt; tags in the original files are not closed (my excuse is that originally HTML didn't require or have &lt;/P&gt;). If you use converted SHTML pages then this step will likely already be performed (though the rare unclosed tag may still linger). You can also just remove the P tags and use blank links instead. It also seems that text after &lt;DD&gt; tags must be enclosed in a &lt;P&gt; tag or else it is not properly displayed. For example, the proper formatting should be: The Wiki is much fussier about missing or mismatched tags which can result in HTML tags showing up in the article. Hopefully this can be mostly corrected in the converted SHTML files, but if you spot rogue HTML showing up, check for unclosed tags, missing quotes, or missing &lt;&gt; characters. All links in the original files are absolute or relative anchor tags. Any internal site link will have to the changed to the appropriate article link. External links must also be changed from the &lt;A&gt; tag to the Wiki external link format. It is recommended that external links be changed right away as well as internal links which already have an existing article. I've found it easier to convert internal links right away, even if the page doesn't exist yet as this makes it easy to find out which pages need to be created and created them (use Wanted Pages or view articles and look for red links). Any inline or downloadable image can be left as an external link to the original image. Eventually, most images should be uploaded to the Wiki and their links changed to internal images to take advantage of Wiki image features. Currently the Wiki doesn't easily support the addition of files (ZIP files can be uploaded the same as images but the namespace is confusing since they aren't images at all). Use external links to the original file for now until we figure out what to do with them in the long term. Most of the original pages use one of four SPAN classes (Bold1, Bold2, Bold3, title) to format major and minor titles. I upgraded to v1.4 beta which supports the use of Span, so these can technically be left as is (I still have to add the classes to the Wiki stylesheets at this time). We may wish to change some of these tags to Wiki sections and sub-sections, or to simply bold tags or other Wiki header formats appropriate. The original site was white text on black but the Wiki site can (or will) support any dark/light color scheme from the available skins. Most colors used in the site are either with the SPAN title classes (which left as is and changed in the stylesheets) or as absolute colors in table headers (usually biege text on blue background which again should be fine). There are likely some places that light text colors are used that will not show up on a light background. These will need to be changed to either use the default text color or a proper style. I'm still learning Wiki, but I know that some supported HTML tags could be better if they were changed to the approparite Wiki formatting tags in the long term. Some of larger SHTML pages can be eventually split up into smaller Wiki articles. For instance, the Daggerfall Hints page contains a number of misc. hints, each of which could be on their own page. Another example is the Morrowind scripting function page which contains over 500 function descriptions, each of which could have their own page. Exactly which pages are split and how can be discussed and determined later (I not sure what the best way to split or not split pages is atm). Wrye's Editing Notes Okay, I've converted a fairly good sample over the past 24 hours or so, and here's my experience... Wrye 21:33, 19 Feb 2005 (EST) Mechanics First, learn the wiki syntax. While you can insert html, I think that you're much better off using wiki syntax. It's more compact, easier to edit and should behave better stylewise. E.g., here I'm using '*' instead of an html &lt;LI&gt;. I find that it's simplest to have (at least) two different browser windows open: one pointing at the original UESP page, and the other pointing at the new page being edited. I also usually have at least one or two other windows open, either pointing elsewhere on the site or pointing to the wikipedia help pages. You'll also most likely want a good text editor. It definitely helps to have a regex search/replace function (and regex facility of course! :) Great for changing all LI's into wiki *'s. Also great for pre-munching tables, etc. There's an html to wiki table conversion function at: here. In IE, use the "Edit source" icon to get the original html, then dump the table portion of it at the url above. Then (optionally) set "Use one-line position of cells in a row." to "yes". Then hit the convert button and copy the new wiki table back to the site. Use the bar at the end of the link to auto-generate the short text version of the link. (E.g., "Morrowind:Mages Guild Quests|" within the double brackets defining the link will generate link text "Mages Guild Quests" rather than "Morrowind:Mages Guild Quests". Put the category definition at the top of the page, and define the sort key (otherwise everything get's sorted under the namespaces, which ends up being very dull:) E.g., in the doublebrackets, it should be: "Category:Morrowind-Quests|Mages Guild Quests" Bottom up or top down? Note that it's perfectly fine to create a wiki link to a page that doesn't exist yet. Clicking on that link will then give you a chance to create the missing page. If you're going top down, create the index page first, defining all links. Then follow the links to create the pages. I used this method for Morrowind stuff that I've done so far. If you're going bottom up, use the address bar to create the page (".?title=Morrowind:Something_New"), then create the new page. I'm using this method for Tamriel Factions. When expanding a branch from UESP, you should consider whether you want to manually recreate UESP's index page or use wikimedia's autogenerated category page instead. E.g., top level of Lore, I've got a manually generated page, but main links under it will probably be mostly links to category pages. E.g., Factions. If you plan on using a category page, then you'll have to create the pages bottom up as described above. Rethinking Wrye 14:31, 20 Feb 2005 (EST) In retrospect, I'm not at all sure that it was a good idea to split up factions into one entry per page. Basically, there's not enough information per page. Which means 1) you have to click way too often, and 2) you lose the entertainment that comes from reading the other entries on the page. This problem becomes worse with other categories. (Dictionary, etc.) So, it would probably be better to go back to a unified page. Simplest might be to just go back to Dave's A-Z pages. Another approach might be to go with types of factions, e.g., "Orders", "Knights", etc. But there are several one off factions, plus factions that might fit under more than one category (e.g., Thieves Guild: criminal organizations, imperial guilds). A-Z is probably better. Also, that's better for consistency with dictionary, etc. The cost of this is that you lose wiki's simple linking, and categories become less useful. Redid Tamriel Factions Wrye 16:25, 20 Feb 2005 (EST) I redid the factions into A-Z pages. Also, dropped the categories and started using templates for the A-Z link bars, which works nicely. I'm dropping the intermediate index page (e.g., no Tamriel:Factions page, rather faction bar appears on Lore page.
8
778
https://en.uesp.net/wiki/MediaWiki:Copyrightwarning2
MediaWiki:Copyrightwarning2
'''Any content you submit must ''not'' violate copyright.''' You agree to license your contributions under the '''<span class="plainlinks">[http://creativecommons.org/licenses/by-sa/2.5/ Attribution-ShareAlike 2.5 License]</span>''' (see [[UESPWiki:Copyright and Ownership]] for details). Note that all contributions to UESPWiki may be edited, altered, or removed by other contributors.
41,773
2006-07-30T22:46:52Z
Aristeo
Any content you submit must not violate copyright. You agree to license your contributions under the (see for details). Note that all contributions to UESPWiki may be edited, altered, or removed by other contributors.
8
885
https://en.uesp.net/wiki/MediaWiki:Sitesupport-url
MediaWiki:Sitesupport-url
UESPWiki:Donations
65,592
2006-11-02T04:05:24Z
Aristeo
UESPWiki:Donations
8
893
https://en.uesp.net/wiki/MediaWiki:Tagline
MediaWiki:Tagline
The UESPWiki – Your source for The Elder Scrolls since 1995
202,406
2007-11-10T23:25:01Z
Daveh
The UESPWiki – Your source for The Elder Scrolls since 1995
4
966
https://en.uesp.net/wiki/UESPWiki:About
UESPWiki:About
{{UESPWiki Trail}}__NOTOC__{{Protection|semi|full}} The '''Unofficial Elder Scrolls Pages''', usually referred to as the '''UESP''', is one of the most popular guides for ''[[General:The Elder Scrolls|The Elder Scrolls]]''. Originating from [[User:Daveh|Dave Humphrey]]'s original [[Daggerfall:Dag992.faq|Daggerfall FAQ]], the site has continually grown and expanded to cover the entire series. Because UESP is constantly being worked on and perfected, it differs from your everyday game guide. Anyone can [[UESPWiki:Getting Started|start contributing]] to our collaborative project. If you see a [[UESPWiki:Stub|stub]] that you can expand, we highly encourage you to improve upon it. For many years, UESP has been the leading resource for the ''Elder Scrolls'' series. Only with your help and with the effort of the community can we continue to build this site. If you want to learn more about the procedures of editing UESP, please see our [[Help:Contents|help files]]. Also, if you want to learn a bit more about the history of our project, check out the [[UESPWiki:History|history page]]. If you're looking for discussion, please visit our [[UESPWiki:Discord|Discord]] channel or our {{Forums}}. If you're looking for help with one of the ''Elder Scrolls'' games, check the copious FAQs and other information listed here. ==Statistics== :''See also: [[Special:Statistics]] and [[UESPWiki:Statistics]]'' Since Skyrim has been released: :*'''Daily Visits''': Averaging 70,000 unique visits a day :*'''Daily Pages''': Averaging 1,500,000 page requests a day :*'''Daily Bandwidth''': Typically around 25 GB a day serving 2 million files ==See Also== * [[UESPWiki:General Disclaimer|General Disclaimer]] * [[UESPWiki:Services|Services]]
1,977,394
2019-06-29T18:40:28Z
Dillonn241
The Unofficial Elder Scrolls Pages, usually referred to as the UESP, is one of the most popular guides for The Elder Scrolls. Originating from Dave Humphrey's original Daggerfall FAQ, the site has continually grown and expanded to cover the entire series. Because UESP is constantly being worked on and perfected, it differs from your everyday game guide. Anyone can start contributing to our collaborative project. If you see a stub that you can expand, we highly encourage you to improve upon it. For many years, UESP has been the leading resource for the Elder Scrolls series. Only with your help and with the effort of the community can we continue to build this site. If you want to learn more about the procedures of editing UESP, please see our help files. Also, if you want to learn a bit more about the history of our project, check out the history page. If you're looking for discussion, please visit our Discord channel or our . If you're looking for help with one of the Elder Scrolls games, check the copious FAQs and other information listed here. Statistics :See also: and Since Skyrim has been released: :*Daily Visits: Averaging 70,000 unique visits a day :*Daily Pages: Averaging 1,500,000 page requests a day :*Daily Bandwidth: Typically around 25 GB a day serving 2 million files See Also General Disclaimer Services
102
967
https://en.uesp.net/wiki/Arena:Buying_and_Selling_Guide
Arena:Buying and Selling Guide
{{Trail}} ==Buying== In ''Arena'' items may only be purchased at the Mages Guild and shops. Every item may be bartered down to a lower price, dependent upon your personality (PER) rating; a high level may enable the asking price to be lowered by as much as seventy-five percent. Shopkeepers will, however, refuse any offer which is deemed too low, asking that you raise such. Generally, each merchant will allow up to six separate offers to be lodged against a single item, although up to eight may be obtained if a price that is unacceptable is offered for some time. ===Mages Guild=== The Mages Guild offers potions, magical items, and spells. Potion cost is for a single-use item only, although it may be purchased an infinite amount of times. Magical items, come in three distinct categories: #Those that lower your AR. #Those that boost your attributes. #Those that cast spells from the known spell book. Each is detailed below. Category one magical items are priced as follows: {|class="wikitable" !Material !Armor Rating !Price |- | Elven || -1 || 500 |- | Dwarven || -2 || 1250 |- | Mithril || -3 || 2500 |- | Adamantium || -4 || 5000 |- | Ebony || -5 || 25000 |- |} The price of these items may be negotiated. Category two items are priced as follows: {|class="wikitable" !Material !Boost !Price |- | Bracelet || +10 || 5500 |- | Belt || +15 || 15500 |- | Torc || +20 || 25500 |- | Amulet || +25 || 35500 |- |} Bartering for each of these items is, itself, a complicated process, which is explained below. Magical items that cast spells are available in four forms, Marks, Crystals, Bracers, and Rings, the cost of which is based upon three factors, namely: #The price of the items base type. #The spell or effect that is cast when used. #The number of charges. The formula for calculating the cost of said items is as follows: <SPAN CLASS="bold2"><pre> X = B + N*Y where X = Price N = Number of charges B = Base cost and Y = Cost per charge </pre></SPAN> The number of charges an item has may be ascertained via the following formula: <CENTER><SPAN CLASS="bold2"><pre>N = (X - B)/Y </pre></SPAN></CENTER> The base price, ''B'', for these items is as follows: {|class="wikitable" !Item !Base !Charge |- | Mark || 1000 || 15 |- | Crystal || 2500 || 20 |- | Bracers || 5000 || 30 |- | Ring || 10000 || 50 |- |} The cost per charge, ''Y'', is: {|class="wikitable" !Spell !Price ! !Spell !Price |- | Sanctuary || 50 || || Ice Storm || 250 |- | Shocking || 50 || || Force Wall || 300 |- | Stamina || 50 || || Lightning || 300 |- | Wizard's Fire || 50 || || Opening || 300 |- | Light || 50 || || Pitfall || 325 |- | Wanderlight || 75 || || Firestorm || 350 |- | Curse || 100 || || Silence || 350 |- | Far Silence || 100 || || Heal True || 400 |- | Shielding || 100 || || Life Steal || 400 |- | Wizard Lock || 100 || || Paralyzation || 450 |- | Healing || 125 || || Cure Poison || 500 |- | Levitation || 150 || || Free Action || 500 |- | Poison Dart || 150 || || Wildfire || 500 |- | Fireball || 200 || || Passwall || 600 |- | Force Bolt || 200 || || Purification || 800 |- |} Purchasing spells is, in comparison, quite simple. One selects the spell and a notice of both the spell's casting cost and the price is displayed. As noted in the official manual, casting cost is proportional to the price, however, while the price may be bartered down, the casting cost will remain the same. However, it should be noted that the casting cost for a spell will decrease as you level up. ===Shops=== Purchasing items at merchants stalls or shops is much the same as described above. The weapons and armor that boost your skills grant a +10 boost, while the items that can cast spells have their price based upon the spell it casts, not on the number of charges. The price of weapons and armor is dependent upon the metal of which it is made and the base cost of its ordinary form. The following is a list of the extra value if the weapon or armor has a spell appended to it: {|class="wikitable" !Spell !Add to Price |- | Jumping || 100 |- | Levitation || 200 |- | Fire Resistance || 600 |- | Frost Resistance || 600 |- | Lightning || 600 |- | Shock Resistance || 600 |- | Passwall || 1000/7500<SUP>*</SUP> |- | Life Steal || 5000 |- | Invisibility || 10000 |- | Paralyzation || 10000 |- | Firestorm || 25000 |- | Spell Reflection || 25000 |- | Regeneration || 50000 |- |} <small>* The 1000 is for weapons, the 7500 for armor.</small> As noted above, the price is dependent on the metal which is multiplied as follows: {|class="wikitable" !Metal !Multiply Base |- | Iron || 0.75 |- | Steel || 1 |- | Silver || 5 |- | Elven || 10 |- | Dwarven || 25 |- | Mithril || 50 |- | Adamantium || 100 |- | Ebony || 500 |- |} The base cost for weapons is as follows: {|class="wikitable" !Weapon !Base Price |- | Dagger || 1 |- | Tanto || 3 |- | Shortsword || 5 |- | Staff || 5 |- | Wakizashi || 8 |- | Mace || 10 |- | Short Bow || 10 |- | Broadsword || 10 |- | Saber || 12 |- | War Axe || 12 |- | Flail || 15 |- | Longsword || 15 |- | Long Bow || 20 |- | Battle Axe || 20 |- | War Hammer || 20 |- | Katana || 25 |- | Claymore || 30 |- | Dai-Katana || 50 |- |} For example, the price of an Ebony Dai-Katana of Firestorm may be arrived at like so: <CENTER><pre>50 * 500 + 25000 = 50,000 GP</pre></CENTER> For armor, the list is as follows (chain and leather armor are not included, as they may not be enchanted): {|class="wikitable" !Armor !Base Price |- | Buckler || 10 |- | Round Shield || 20 |- | Kite Shield || 30 |- | Tower Shield || 40 |- | Plate Gauntlets || 45 |- | Plate Boots || 50 |- | Plate Pauldron || 60 |- | Plate Greaves || 80 |- | Plate Helm || 80 |- | Plate Cuirass || 100 |- |} Thus, as an example, the price of an Elven Kite Shield of Levitation is: <CENTER><pre>30 * 10 + 200 = 500 GP</pre></CENTER> ==Selling== The selling of items may only be accomplished at equipment stores, regardless of their properties. In each city, town, and village there exists a single shopkeeper who will offer greater prices for every item than any other; while finding the proper merchant in large cities may be difficult, it is advised that great care be undertaken to do so. It is possible to receive ninety-nine percent of the asking price for non-magical items (with a PER level of 100 and a New-conditioned item), although the initial offer given on any item will be at seventy-five percent of the original value (only if the weapon is New); this price may then be negotiated. A recurrent bug may occur in which certain items may be sold for more than the shopkeeper can afford; while this is improbable, it will not adversely affect the game. Magical items, however, are significantly more difficult to pawn than the non-magical. The initial offer for magical items will fall somewhere between eighteen and nineteen percent of the value asked for such at the Mages Guild and can be haggled up to no more than twenty-five percent (with a high PER level). This does not, however, apply to potions. Regardless of what the price of the potion, 25 GP is all that will be offered. This may be haggled up to 30 to 35 GP, however, even this requires a high PER. A good rule to know what offer to counter with is the following: <CENTER><pre>Add 1/3 of the offer to the offer made</pre></CENTER> So, as an example, if the offer is 2240 you may safely counter with: <CENTER><pre>(2240 / 3) + 2240 = 2987 GP</pre></CENTER> As most items you will desire to sell will originate from a treasure chest, dungeon, or another similar source, the major problem is knowing what to sell and retain. While items may be identified at the Mages Guild, the price is exorbitant. (If you don't mind being dishonest you can save, pay to identify the item, then reload). An estimate of the items worth may be obtained - in the case of weapons and armor - by examining the item personally. Those items which appear in tan within the inventory slot should be equipped, after which the metal from which the item was fashioned may be discerned according to its color, which are as follows: [[File:AR-material-palette.png|208|thumb|right|Metal colors, from Iron to Ebony]] {|class="wikitable" !Metal !Color !Armor Class !Min. Damage !Max. Damage |- | Iron || Teal || +1 || 0 || -2 |- | || Teal || 0 || 0 || 0 |- | Steel || Dark, cold gray || 0 || 0 || 0 |- | Silver || Bright grey || 0 || 0 || 0 |- | Elven || Pale green || -1 || +1 || +1 |- | Dwarven || Gold || -2 || +2 || +2 |- | Mithril || Blueish white || -3 || +3 || +3 |- | Adamantium || Dark blueish gray || -4 || +4 || +4 |- | Ebony || Dark, warm grey || -5 || +5 || +5 |- |} If the item appears in red, its type may be identified from the manual. For example, a Long Bow has a base damage of 2-12; thus, should a Long Bow in red display a base damage of 4-14, a quick comparison with the manual will reveal the item to be a Dwarven Long Bow. Lastly, as to color, if the item appears in cyan, try it on.<br> If you are able to, compare the statistics with the manual; if no difference appears, use the item. It may safely be assumed that those weapons which cast a fireball upon use are Firestorm enchanted, and so on. Those which, seemingly, do nothing upon use may modify your statistics; thus, the character's statistics should be checked after using an unidentified item. It is important to note that the only way in which to learn the number of charges any item of this type has is by identification in a Mages Guild.<br> If you are unable to equip the cyan item, look at the base damage. If there exists no modification to such, the only alternative is to have it identified at a Mages Guild. Should you acquire a magical item such as a Bracelet, Belt, Torc or Amulet, the best course towards determining the price of such is by right-clicking the item. Each will either lower AR or boost an attribute. The following is a list of the items and their selling prices: {|class="wikitable" !Item !Initial Offer !Counter Offer |- | -1 to AR || 93 || 125 |- | -2 to AR || 234 || 310 |- | -3 to AR || 468 || 630 |- | -4 to AR || 937 || 1270 |- | -5 to AR || 4687 || 6310 |- |} The above applies only to those magical items which lower AR; the following appertains to those which boosts attributes: {|class="wikitable" !Item !Initial Offer !Counter Offer |- | Bracelet || 1031 || 1380 |- | Belt || 2906 || 3910 |- | Torc || 4781 || 6300 |- | Amulet || 6656 || 8900 |- |} If, however, the item is a Mark, Crystal, Bracer, or Ring, the number of charges alone will be displayed by right-clicking. To learn more about the items you may either: *Use the item. *Have it identified at a Mages Guild. *Sell it blindly.
2,339,223
2021-02-02T07:15:42Z
Fullerton
Buying In Arena items may only be purchased at the Mages Guild and shops. Every item may be bartered down to a lower price, dependent upon your personality (PER) rating; a high level may enable the asking price to be lowered by as much as seventy-five percent. Shopkeepers will, however, refuse any offer which is deemed too low, asking that you raise such. Generally, each merchant will allow up to six separate offers to be lodged against a single item, although up to eight may be obtained if a price that is unacceptable is offered for some time. Mages Guild The Mages Guild offers potions, magical items, and spells. Potion cost is for a single-use item only, although it may be purchased an infinite amount of times. Magical items, come in three distinct categories: #Those that lower your AR. #Those that boost your attributes. #Those that cast spells from the known spell book. Each is detailed below. Category one magical items are priced as follows: The price of these items may be negotiated. Category two items are priced as follows: Bartering for each of these items is, itself, a complicated process, which is explained below. Magical items that cast spells are available in four forms, Marks, Crystals, Bracers, and Rings, the cost of which is based upon three factors, namely: #The price of the items base type. #The spell or effect that is cast when used. #The number of charges. The formula for calculating the cost of said items is as follows: The number of charges an item has may be ascertained via the following formula: The base price, B, for these items is as follows: The cost per charge, Y, is: Purchasing spells is, in comparison, quite simple. One selects the spell and a notice of both the spell's casting cost and the price is displayed. As noted in the official manual, casting cost is proportional to the price, however, while the price may be bartered down, the casting cost will remain the same. However, it should be noted that the casting cost for a spell will decrease as you level up. Shops Purchasing items at merchants stalls or shops is much the same as described above. The weapons and armor that boost your skills grant a +10 boost, while the items that can cast spells have their price based upon the spell it casts, not on the number of charges. The price of weapons and armor is dependent upon the metal of which it is made and the base cost of its ordinary form. The following is a list of the extra value if the weapon or armor has a spell appended to it: As noted above, the price is dependent on the metal which is multiplied as follows: The base cost for weapons is as follows: For example, the price of an Ebony Dai-Katana of Firestorm may be arrived at like so: For armor, the list is as follows (chain and leather armor are not included, as they may not be enchanted): Thus, as an example, the price of an Elven Kite Shield of Levitation is: Selling The selling of items may only be accomplished at equipment stores, regardless of their properties. In each city, town, and village there exists a single shopkeeper who will offer greater prices for every item than any other; while finding the proper merchant in large cities may be difficult, it is advised that great care be undertaken to do so. It is possible to receive ninety-nine percent of the asking price for non-magical items (with a PER level of 100 and a New-conditioned item), although the initial offer given on any item will be at seventy-five percent of the original value (only if the weapon is New); this price may then be negotiated. A recurrent bug may occur in which certain items may be sold for more than the shopkeeper can afford; while this is improbable, it will not adversely affect the game. Magical items, however, are significantly more difficult to pawn than the non-magical. The initial offer for magical items will fall somewhere between eighteen and nineteen percent of the value asked for such at the Mages Guild and can be haggled up to no more than twenty-five percent (with a high PER level). This does not, however, apply to potions. Regardless of what the price of the potion, 25 GP is all that will be offered. This may be haggled up to 30 to 35 GP, however, even this requires a high PER. A good rule to know what offer to counter with is the following: So, as an example, if the offer is 2240 you may safely counter with: As most items you will desire to sell will originate from a treasure chest, dungeon, or another similar source, the major problem is knowing what to sell and retain. While items may be identified at the Mages Guild, the price is exorbitant. (If you don't mind being dishonest you can save, pay to identify the item, then reload). An estimate of the items worth may be obtained - in the case of weapons and armor - by examining the item personally. Those items which appear in tan within the inventory slot should be equipped, after which the metal from which the item was fashioned may be discerned according to its color, which are as follows: 208|thumb|right|Metal colors, from Iron to Ebony If the item appears in red, its type may be identified from the manual. For example, a Long Bow has a base damage of 2-12; thus, should a Long Bow in red display a base damage of 4-14, a quick comparison with the manual will reveal the item to be a Dwarven Long Bow. Lastly, as to color, if the item appears in cyan, try it on. If you are able to, compare the statistics with the manual; if no difference appears, use the item. It may safely be assumed that those weapons which cast a fireball upon use are Firestorm enchanted, and so on. Those which, seemingly, do nothing upon use may modify your statistics; thus, the character's statistics should be checked after using an unidentified item. It is important to note that the only way in which to learn the number of charges any item of this type has is by identification in a Mages Guild. If you are unable to equip the cyan item, look at the base damage. If there exists no modification to such, the only alternative is to have it identified at a Mages Guild. Should you acquire a magical item such as a Bracelet, Belt, Torc or Amulet, the best course towards determining the price of such is by right-clicking the item. Each will either lower AR or boost an attribute. The following is a list of the items and their selling prices: The above applies only to those magical items which lower AR; the following appertains to those which boosts attributes: If, however, the item is a Mark, Crystal, Bracer, or Ring, the number of charges alone will be displayed by right-clicking. To learn more about the items you may either: Use the item. Have it identified at a Mages Guild. Sell it blindly.
14
968
https://en.uesp.net/wiki/Category:Arena
Category:Arena
This is a listing of all the '''[[Arena:Arena|Arena]]''' related pages. [[Category:Elder Scrolls Related|{{PAGENAME}}]]
120,569
2007-05-13T16:06:14Z
Nephele
This is a listing of all the Arena related pages.
14
969
https://en.uesp.net/wiki/Category:Site
Category:Site
[[Category:Categories|Site]] This category holds any page specifically related to the site including design documents, statistics, and other information.
271,797
2008-04-05T10:32:50Z
Rpeh
Site This category holds any page specifically related to the site including design documents, statistics, and other information.
102
971
https://en.uesp.net/wiki/Arena:Battle_Axes
Arena:Battle Axes
{{Trail|Items}} {|class="wikitable sortable" !Material !Effect !Price !Province !City !Store |- | Steel || || 20 || Black Marsh || Alten Markmont || Bargain Supply Store (60,47) |- | || Paralyzation || 10020 || Black Marsh || Alten Markmont || Bargain Supply Store (60,47) |- | Steel || || 20 || Black Marsh || Archon || Rare Merchandise (17,72) |- | Steel || || 20 || Black Marsh || Archon || Rare Supply Store (5,78) |- | Silver || Endurance || 400 || Black Marsh || Archon || Rare Supply Store (5,78) |- | || Strength || 770 || Black Marsh || Archon || The Adventurer's Equipment Store (68,43) |- | || Strength || 770 || Black Marsh || Blackrose || _____'s Professional Provisions (73,44) |- | Silver || Endurance || 400 || Black Marsh || Blackrose || Elite Armaments (25,16) |- | || Speed || 770 || Black Marsh || Blackrose || New Gear Store (30,84) |- | Iron || || 15 || Black Marsh || Blackrose || The Adventurer's Sundries (33,54) |- | Elven || || 200 || Black Marsh || Blackrose || The Essential Gear Store (111,106) |- | Ebony || || 10000 || Black Marsh || Chasecreek || The Basic Tool Store (52,79) |- | || Will || 320 || Black Marsh || Chasepoint || The Essential Supply Store (29,82) |- | || Frost Resistance || 620 || Black Marsh || Chasepoint || The village Merchandise (39,71) |- | Silver || || 100 || Black Marsh || Gideon || The city-state Weaponry Store (92,4) |- | Steel || || 20 || Black Marsh || Gideon || Unearthed Provisions (118,4) |- | Steel || Lightning || 620 || Black Marsh || Gideon || Unearthed Provisions (118,4) |- | Steel || || 20 || Black Marsh || Gideon || Vintage Provisions (87,4) |- | || Firestorm || 25020 || Black Marsh || Glenbridge || The Essential Provisions (70,44) |- | || Frost Resistance || 620 || Black Marsh || Greenglade || The Basic Gear Store (27,10) |- | Iron || Will || 315 || Black Marsh || Greenglade || The Emperor's Tool Store (21,58) |- | Iron || || 15 || Black Marsh || Greenglade || Unearthed Weaponry Store (26,94) |- | || Lightning || 620 || Black Marsh || Greenglade || Used Accouterments (38,12) |- | || Frost Resistance || 620 || Black Marsh || Greenglade || Vintage Gear Store (94,43) |- | || Strength || 770 || Black Marsh || Helstrom || The Wyrm's Weaponry Store (89,83) |- | Steel || || 20 || Black Marsh || Helstrom || Unearthed Accouterments (54,27) |- | Dwarven || || 500 || Black Marsh || Helstrom || Unearthed Supply Store (100,17) |- | || Frost Resistance || 620 || Black Marsh || Lilmoth || _____'s Finest Tool Store (99,89) |- | Iron || || 15 || Black Marsh || Lilmoth || _____'s Finest Weaponry Store (87,39) |- | || Fire Resistance || 620 || Black Marsh || Lilmoth || _____'s Provisions (46,75) |- | Steel || Shock Resistance || 620 || Black Marsh || Lilmoth || The Emperor's Gear Store (94,64) |- | Dwarven || Frost Resistance || 1100 || Black Marsh || Lilmoth || The Emperor's Gear Store (94,64) |- | || Endurance || 320 || Black Marsh || Lilmoth || The Emperor's Tool Store (54,44) |- | Steel || || 20 || Black Marsh || Lilmoth || Unearthed Sundries (89,102) |- | Steel || Will || 320 || Black Marsh || Lilmoth || Unearthed Sundries (89,102) |- | || Endurance || 320 || Black Marsh || Portdun Mont || _____'s General Sundries (35,19) |- | || Luck || 1020 || Black Marsh || Portdun Mont || New Sundries (28,81) |- | Silver || || 100 || Black Marsh || Portdun Mont || The Adventurer's Merchandise (28,75) |- | Silver || || 100 || Black Marsh || Portdun Mont || The Emperor's Sundries (31,10) |- | Steel || || 20 || Black Marsh || Portdun Mont || Used Merchandise (67,34) |- | Silver || || 100 || Black Marsh || Portdun Mont || Used Merchandise (67,34) |- | || Endurance || 320 || Black Marsh || Riverbridge || _____'s Armaments (37,26) |- | || Luck || 1020 || Black Marsh || Riverbridge || _____'s Armaments (37,26) |- | Steel || || 20 || Black Marsh || Riverwalk || _____'s General Accouterments (86,109) |- | || Strength || 770 || Black Marsh || Rockgrove || _____'s Gear Store (12,12) |- | Steel || || 20 || Black Marsh || Rockgrove || _____'s General Accouterments (79,39) |- | Elven || || 200 || Black Marsh || Rockgrove || Vintage Accouterments (72,79) |- | || Life Steal || 5020 || Black Marsh || Rockguard || The Emperor's Tool Store (13,42) |- | || Frost Resistance || 620 || Black Marsh || Rockpark || Rare Accouterments (10,88) |- | Steel || || 20 || Black Marsh || Rockpark || Rare Gear Store (7,75) |- | Elven || || 200 || Black Marsh || Rockpark || The Basic Equipment Store (73,10) |- | Silver || Passwall || 1100 || Black Marsh || Rockpark || Unearthed Equipment Store (4,30) |- | Steel || Will || 320 || Black Marsh || Rockpoint || The Wyrm's Supply Store (79,45) |- | Steel || Frost Resistance || 620 || Black Marsh || Rockpoint || The Wyrm's Supply Store (79,45) |- | || Will || 320 || Black Marsh || Seaspring || The Adventurer's Armaments (68,65) |- | Silver || Speed || 850 || Black Marsh || Seaspring || The Adventurer's Supply Store (66,86) |- | Steel || || 20 || Black Marsh || Seaspring || New Tool Store (60,70) |- | || Lightning || 620 || Black Marsh || Soulrest || _____'s Armaments (47,82) |- | Dwarven || || 500 || Black Marsh || Soulrest || _____'s General Tool Store (10,15) |- | Elven || || 200 || Black Marsh || Soulrest || _____'s Professional Equipment Store (109,54) |- | || Shock Resistance || 620 || Black Marsh || Soulrest || _____'s Quality Sundries (93,16) |- | Steel || Endurance || 320 || Black Marsh || Soulrest || The Emperor's Provisions (102,92) |- | || Lightning || 620 || Black Marsh || Stormhold || _____'s Finest Provisions (101,90) |- | || Frost Resistance || 620 || Black Marsh || Stormhold || _____'s Sundries (24,99) |- | Mithril || || 1000 || Black Marsh || Stormhold || Bargain Sundries (57,96) |- | || Luck || 1020 || Black Marsh || Stormhold || Bargain Weaponry Store (8,113) |- | Steel || || 20 || Black Marsh || Stormhold || The Emperor's Merchandise (53,100) |- | Steel || || 20 || Black Marsh || Stormhold || The Essential Equipment Store (66,83) |- | Mithril || || 1000 || Black Marsh || Stormhold || The Essential Equipment Store (66,83) |- | Silver || Frost Resistance || 700 || Black Marsh || Stormhold || Vintage Weaponry Store (8,121) |- | Silver || || 100 || Black Marsh || Tenmar Wall || _____'s Finest Provisions (77,66) |- | Silver || || 100 || Black Marsh || Tenmar Wall || _____'s Tool Store (33,68) |- | || Will || 320 || Black Marsh || Tenmar Wall || Used Supply Store (67,73) |- | Silver || || 100 || Black Marsh || Tenmar Wall || _____'s Tool Store (33,68) |- | || Life Steal || 5020 || Black Marsh || Thorn || _____'s Professional Tool Store (59,112) |- | Ebony || Lightning || 10600 || Black Marsh || Thorn || _____'s Professional Tool Store (59,112) |- | Silver || || 100 || Black Marsh || Thorn || Bargain Supply Store (67,80) |- | || Agility || 520 || Black Marsh || Thorn || Bargain Weaponry Store (78,68) |- | || Frost Resistance || 620 || Black Marsh || Thorn || The Adventurer's Gear Store (5,26) |- | Steel || || 20 || Black Marsh || Thorn || The Emperor's Tool Store (53,23) |- | || Frost Resistance || 620 || Black Marsh || Thorn || The Emperor's Tool Store (53,23) |- | Steel || || 20 || Black Marsh || Thorn || The Practical Armaments (101,26) |- | || Will || 320 || Black Marsh || Thorn || The Practical Equipment Store (88,41) |- | Steel || || 20 || Black Marsh || Thorn || The Practical Weaponry Store (29,79) |- | Silver || Fire Resistance || 700 || Black Marsh || Thorn || The Practical Weaponry Store (29,79) |- | || Lightning || 620 || Black Marsh || Thorn || The Wyrm's Tool Store (18,41) |- | || Frost Resistance || 620 || Elsweyr || Dune || _____'s General Tool Store (?,?) |- | || Strength || 770 || Elsweyr || Dune || _____'s General Tool Store (?,?) |- | Silver || || 100 || Hammerfell || Belkarth Guard || _____'s Quality Weaponry Store (76,53) |- | || Will || 320 || Hammerfell || Belkarth Guard || The Basic Equipment Store (101,49) |- | Iron || || 15 || Hammerfell || Belkarth Guard || The Wyrm's Tool Store (67,46) |- | Steel || || 20 || Hammerfell || Chasetown || Elite Provisions (42,42) |- | || Will || 320 || Hammerfell || Cliff Keep || The Practical Equipment Store (45,44) |- | Steel || || 20 || Hammerfell || Corten Mont || The Wyrm's Sundries (10,29) |- | Steel || || 20 || Hammerfell || Dragon Grove || New Tool Store (56,34) |- | Elven || Strength || 950 || Hammerfell || Dragon Grove || The Emperor's Sundries (60,37) |- | || Passwall || 1020 || Hammerfell || Dragon Grove || The Emperor's Sundries (60,37) |- | Steel || Agility || 520 || Hammerfell || Dragonstar || _____'s Finest Tool Store (26,52) |- | Steel || || 20 || Hammerfell || Dragonstar || Bargain Provisions (44,10) |- | || Luck || 1020 || Hammerfell || Dragonstar || The Adventurer's Supply Store (106,41) |- | Steel || || 20 || Hammerfell || Dragonstar || The Emperor's Weaponry Store (121,73) |- | Silver || Luck || 1100 || Hammerfell || Dragonstar || The Essential Gear Store (31,58) |- | Elven || || 200 || Hammerfell || Elinhir || Used Supply Store (15,114) |- | Iron || || 15 || Hammerfell || Gilane || Unearthed Supply Store (87,48) |- | Silver || || 100 || Hammerfell || Hegathe || _____'s Gear Store (83,69) |- | || Speed || 770 || Hammerfell || Hegathe || _____'s General Armaments (56,51) |- | || Frost Resistance || 620 || Hammerfell || Hegathe || Unearthed Tool Store (106,11) |- | || Endurance || 320 || Hammerfell || Hegathe || Vintage Equipment Store (98,77) |- | Steel || Speed || 770 || Hammerfell || Hegathe || Vintage Equipment Store (98,77) |- | Steel || || 20 || Hammerfell || Heldorn Mount || _____'s General Sundries (48,26) |- | || Frost Resistance || 620 || Hammerfell || Heldorn Mount || Elite Tool Store (37,71) |- | || Agility || 520 || Hammerfell || Heldorn Mount || The Wyrm's Sundries (24,92) |- | Elven || || 200 || Hammerfell || Karnver Falls || _____'s Accouterments (5,29) |- | Iron || Will || 315 || Hammerfell || Karnver Falls || _____'s Accouterments (5,29) |- | Steel || || 20 || Hammerfell || Karnver Falls || The village Supply Store (16,39) |- | Iron || || 15 || Hammerfell || Lainebon Place || _____'s General Provisions (64,76) |- | Steel || || 20 || Hammerfell || Nimbel Moor || The Emperor's Sundries (57,62) |- | Steel || || 20 || Hammerfell || North Hall || _____'s Equipment Store (96,34) |- | Steel || Endurance || 320 || Hammerfell || North Hall || _____'s Equipment Store (96,34) |- | Steel || || 20 || Hammerfell || North Hall || _____'s Quality Provisions (33,66) |- | Silver || || 100 || Hammerfell || North Hall || Elite Tool Store (26,36) |- | Elven || Frost Resistance || 800 || Hammerfell || North Hall || The Emperor's Armaments (68,86) |- | || Frost Resistance || 620 || Hammerfell || North Hall || Unearthed Equipment Store (90,19) |- | Silver || || 100 || Hammerfell || Rihad || Bargain Weaponry Store (10,76) |- | || Fire Resistance || 620 || Hammerfell || Rihad || New Equipment Store (75,98) |- | Adamantium || Speed || 2750 || Hammerfell || Rihad || New Equipment Store (75,98) |- | Steel || || 20 || Hammerfell || Rihad || Rare Merchandise (18,82) |- | Ebony || || 10000 || Hammerfell || Rihad || The Basic Merchandise (66,33) |- | Steel || Endurance || 320 || Hammerfell || Rihad || The Practical Gear Store (102,92) |- | Steel || Speed || 770 || Hammerfell || Rihad || Used Gear Store (64,88) |- | Steel || || 20 || Hammerfell || Riverpoint || _____'s Provisions (15,37) |- | || Frost Resistance || 620 || Hammerfell || Riverpoint || _____'s Provisions (15,37) |- | || Lightning || 620 || Hammerfell || Riverpoint || _____'s Provisions (68,42) |- | Iron || Strength || 765 || Hammerfell || Riverpoint || _____'s Provisions (68,42) |- | Dwarven || Fire Resistance || 1100 || Hammerfell || Riverpoint || _____'s Provisions (68,42) |- | Silver || Will || 400 || Hammerfell || Riverpoint || Elite Equipment Store (7,43) |- | || Will || 320 || Hammerfell || Riverpoint || Elite Tool Store (11,10) |- | Steel || || 20 || Hammerfell || Riverpoint || The Emperor's Weaponry Store (19,22) |- | Steel || || 20 || Hammerfell || Riverpoint || Unearthed Merchandise (11,28) |- | Iron || Shock Resistance || 615 || Hammerfell || Riverview || _____'s General Merchandise (51,7) |- | Steel || || 20 || Hammerfell || Roseguard || _____'s General Equipment Store (82,22) |- | || Frost Resistance || 620 || Hammerfell || Roseguard || The Basic Armaments (51,65) |- | Steel || || 20 || Hammerfell || Roseguard || The Essential Merchandise (100,66) |- | || Luck || 1020 || Hammerfell || Sentinel || _____'s Weaponry Store (51,114) |- | Steel || Luck || 1020 || Hammerfell || Sentinel || The Practical Tool Store (36,107) |- | Elven || || 200 || Hammerfell || Shadymarch || The Essential Provisions (54,32) |- | Steel || Passwall || 1020 || Hammerfell || Skaven || _____'s Finest Gear Store (74,7) |- | Steel || || 20 || Hammerfell || Skaven || _____'s Weaponry Store (119,57) |- | Dwarven || || 500 || Hammerfell || Skaven || _____'s Weaponry Store (119,57) |- | Steel || || 20 || Hammerfell || Skaven || Bargain Sundries (17,81) |- | || Lightning || 620 || Hammerfell || Skaven || The city-state Provisions (86,118) |- | || Lightning || 620 || Hammerfell || Skaven || Used Accouterments (101,110) |- | || Will || 320 || Hammerfell || Sunkeep || _____'s Supply Store (85,10) |- | Silver || || 100 || Hammerfell || Sunkeep || Elite Gear Store (99,51) |- | Dwarven || || 500 || Hammerfell || Sunkeep || Elite Gear Store (99,51) |- | Mithril || || 1000 || Hammerfell || Sunkeep || Elite Gear Store (99,51) |- | || Strength || 770 || Hammerfell || Sunkeep || The Basic Weaponry Store (59,11) |- | Adamantium || Strength || 2750 || Hammerfell || Sunkeep || The Emperor's Tool Store (4,97) |- | Iron || Frost Resistance || 615 || Hammerfell || Sunkeep || Vintage Sundries (54,54) |- | || Speed || 770 || Hammerfell || Taneth || Bargain Armaments (78,13) |- | Steel || || 20 || Hammerfell || Taneth || The Essential Provisions (23,108) |- | Elven || || 200 || Hammerfell || Taneth || The Essential Provisions (23,108) |- | Dwarven || || 500 || Hammerfell || Taneth || The Essential Provisions (23,108) |- | || Shock Resistance || 620 || Hammerfell || Taneth || The Practical Weaponry Store (67,11) |- | Elven || Fire Resistance || 800 || Hammerfell || Taneth || The Practical Weaponry Store (67,11) |- | || Strength || 770 || Hammerfell || Taneth || The Wyrm's Merchandise (80,29) |- | Steel || Frost Resistance || 620 || Hammerfell || Taneth || Unearthed Tool Store (67,64) |- | Silver || || 100 || Hammerfell || Taneth || Used Equipment Store (102,34) |- | || Agility || 520 || Hammerfell || Thorstad Place || Vintage Merchandise (84,13) |- | Iron || || 15 || Hammerfell || Vulkneu Town || Used Weaponry Store (72,52) |- | Steel || || 20 || Hammerfell || Vulkneu Town || Vintage Accouterments (56,61) |- | Steel || Will || 320 || Hammerfell || Vulnim Gate || The Wyrm's Equipment Store (46,106) |- | Elven || || 200 || High Rock || Daggerfall || _____'s Weaponry Store |- | || Luck || 1010 || High Rock || Daggerfall || _____'s Weaponry Store |- | Elven || || 200 || Imperial Province || Imperial City || _____'s Quality Merchandise (110,46) |- | || Agility || 520 || Imperial Province || Imperial City || Elite Provisions (108,100) |- | Steel || || 20 || Imperial Province || Imperial City || The Basic Sundries (67,46) |- | || Fire Resistance || 620 || Imperial Province || Imperial City || The Practical Equipment Store (67,20) |- | Steel || || 20 || Imperial Province || Imperial City || Unearthed Supply Store (83,75) |- | Mithril || || 1000 || Imperial Province || Imperial City || Unearthed Supply Store (83,75) |- | Ebony || || 10000 || Morrowind || Cormar View || Unearthed Weaponry Store |- | Ebony || || 10000 || Morrowind || Kragenmoor || _____'s Quality Supply Store |- | Ebony || Endurance || || Skyrim || Riften || Used Sundries |- | Steel || || 20 || Skyrim || Sunguard || The Practical Equipment Store (77,6) |- | Steel || Agility || 520 || Summerset Isle || Alinor || _____'s Gear Store (60,111) |- | || Lightning || 620 || Summerset Isle || Alinor || _____'s Gear Store (60,111) |- | || Shock Resistance || 620 || Summerset Isle || Alinor || _____'s Tool Store (47,120) |- | || Will || 320 || Summerset Isle || Alinor || _____'s Weaponry Store (16,75) |- | || Will || 320 || Summerset Isle || Alinor || Elite Accouterments (8,81) |- | Silver || Frost Resistance || 700 || Summerset Isle || Alinor || The Essential Supply Store (56,107) |- | Steel || || 20 || Summerset Isle || Archen Grangrove || The Essential Equipment Store (18,63) |- | Steel || || 20 || Summerset Isle || Archen Grangrove || The Wyrm's Sundries (65,81) |- | || Shock Resistance || 620 || Summerset Isle || Archen Grangrove || Unearthed Accouterments (32,89) |- | || Fire Resistance || 620 || Summerset Isle || Archen Grangrove || Unearthed Armaments (36,14) |- | Steel || || 20 || Summerset Isle || Belport Run || _____'s Equipment Store (113,93) |- | || Will || 320 || Summerset Isle || Belport Run || _____'s Finest Supply Store (30,46) |- | Iron || || 15 || Summerset Isle || Belport Run || _____'s Quality Weaponry Store (107,85) |- | Steel || || 20 || Summerset Isle || Cloudrest || _____'s General Provisions (108,101) |- | Silver || Fire Resistance || 700 || Summerset Isle || Cloudrest || _____'s Tool Store (34,69) |- | || Will || 320 || Summerset Isle || Corgrad Wastes || _____'s Professional Merchandise (81,70) |- | Steel || || 20 || Summerset Isle || Corgrad Wastes || The Practical Tool Store (91,63) |- | || Endurance || 320 || Summerset Isle || Dusk || _____'s Quality Armaments (6,40) |- | Silver || Strength || 850 || Summerset Isle || Dusk || Rare Sundries (52,7) |- | Elven || || 200 || Summerset Isle || Dusk || The Essential Sundries (14,104) |- | || Shock Resistance || 620 || Summerset Isle || Dusk || The Essential Sundries (14,104) |- | Steel || || 20 || Summerset Isle || Dusk || The Wyrm's Equipment Store (58,121) |- | || Will || 320 || Summerset Isle || Dusk || The Wyrm's Equipment Store (58,121) |- | Steel || Fire Resistance || 620 || Summerset Isle || Dusk || The Wyrm's Gear Store (66,115) |- | || Speed || 770 || Summerset Isle || Dusk || The Wyrm's Sundries (10,98) |- | Silver || || 100 || Summerset Isle || Firsthold || _____'s Tool Store (59,52) |- | || Luck || 1020 || Summerset Isle || Firsthold || The Adventurer's Sundries (92,74) |- | Steel || || 20 || Summerset Isle || Holly Falls || _____'s Finest Provisions (3,33) |- | || Frost Resistance || 620 || Summerset Isle || Holly Falls || _____'s Finest Provisions (3,33) |- | || Will || 320 || Summerset Isle || Holly Falls || The Essential Armaments (22,38) |- | Steel || || 20 || Summerset Isle || Holly Falls || The Practical Provisions (78,60) |- | Steel || || 20 || Summerset Isle || Karndar Watch || _____'s General Accouterments (43,20) |- | || Strength || 770 || Summerset Isle || Karndar Watch || New Weaponry Store (48,57) |- | Silver || || 100 || Summerset Isle || Karndar Watch || The Essential Armaments (59,55) |- | Steel || || 20 || Summerset Isle || Karndar Watch || The Essential Weaponry Store (54,49) |- | Steel || Frost Resistance || 620 || Summerset Isle || Kings Haven || The Emperor's Weaponry Store (54,12) |- | || Fire Resistance || 620 || Summerset Isle || Marnor Keep || _____'s Finest Tool Store (11,50) |- | Steel || Frost Resistance || 620 || Summerset Isle || Marnor Keep || _____'s Provisions (13,52) |- | || Frost Resistance || 620 || Summerset Isle || Marnor Keep || _____'s Provisions (13,52) |- | Steel || Frost Resistance || 620 || Summerset Isle || Marnor Keep || The Emperor's Accouterments (101,37) |- | Silver || || 100 || Summerset Isle || Old Falls || _____'s Quality Provisions (28,65) |- | || Will || 320 || Summerset Isle || Old Falls || New Provisions (24,69) |- | || Frost Resistance || 620 || Summerset Isle || Riverhold || _____'s Armaments (63,72) |- | || Frost Resistance || 620 || Summerset Isle || Rosefield || The Emperor's Provisions (64,47) |- | Steel || || 20 || Summerset Isle || Sea Keep || The Practical Weaponry Store (18,23) |- | || Endurance || 320 || Summerset Isle || Shimmerene || _____'s Armaments (103,35) |- | Steel || || 20 || Summerset Isle || Shimmerene || _____'s General Weaponry Store (56,85) |- | || Will || 320 || Summerset Isle || Shimmerene || The city-state Accouterments (45,44) |- | Silver || Will || 400 || Summerset Isle || Shimmerene || The Emperor's Merchandise (60,100) |- | Elven || Frost Resistance || 800 || Summerset Isle || Shimmerene || The Practical Gear Store (108,13) |- | || Luck || 1020 || Summerset Isle || Shimmerene || Vintage Gear Store (90,26) |- | Dwarven || || 500 || Summerset Isle || Silsailen Point || _____'s Quality Provisions (17,84) |- | Steel || || 20 || Summerset Isle || Silsailen Point || _____'s Quality Merchandise (64,86) |- | Steel || || 20 || Summerset Isle || Silsailen Point || Vintage Sundries (30,75) |- | Steel || Lightning || 620 || Summerset Isle || Silver Wood || _____'s Sundries (71,68) |- | Steel || Lightning || 620 || Summerset Isle || Skywatch || The city-state Tool Store (79,18) |- | Steel || || 20 || Summerset Isle || Skywatch || Unearthed Accouterments (58,123) |- | || Will || 320 || Summerset Isle || Skywatch || Unearthed Accouterments (58,123) |- | Steel || || 20 || Summerset Isle || Sunhold || _____'s Accouterments (57,84) |- | || Fire Resistance || 620 || Summerset Isle || Sunhold || _____'s Gear Store (46,122) |- | || Speed || 770 || Summerset Isle || Sunhold || The city-state Supply Store (9,99) |- | Steel || Lightning || 620 || Summerset Isle || Sunhold || The Practical Supply Store (6,69) |- | || Luck || 1020 || Summerset Isle || Thorheim Guard || Unearthed Gear Store (28,81) |- | Silver || || 100 || Summerset Isle || Thorheim Guard || Vintage Armaments (28,75) |- | Steel || || 20 || Summerset Isle || Vulkhel Guard || Bargain Merchandise (29,95) |- | || Frost Resistance || 620 || Summerset Isle || Vulkhel Guard || Bargain Merchandise (29,95) |- | Steel || || 20 || Summerset Isle || West Guard || _____'s Quality Gear Store (102,34) |- | || Endurance || 320 || Summerset Isle || White Guard || _____'s General Armaments (35,19) |- | Steel || Frost Resistance || 620 || Summerset Isle || White Guard || _____'s Professional Armaments (19,10) |- | || Will || 320 || Summerset Isle || White Guard || The village Equipment Store (11,10) |- | || Speed || 770 || Summerset Isle || White Guard || The village Weaponry Store (6,19) |- | Steel || Luck || 1020 || Valenwood || Arenthia || _____'s General Gear Store (85,29) |- | Silver || || 100 || Valenwood || Arenthia || _____'s Professional Accouterments (92,30) |- | Steel || || 20 || Valenwood || Arenthia || Rare Weaponry Store (108,101) |- | Iron || || 15 || Valenwood || Arenthia || The city-state Supply Store (64,70) |- | Silver || || 100 || Valenwood || Arenthia || The city-state Supply Store (64,70) |- | Iron || Lightning || 615 || Valenwood || Arenthia || The Emperor's Armaments (33,89) |- | || Passwall || 1020 || Valenwood || Arenthia || The Emperor's Sundries (79,78) |- | Steel || || 20 || Valenwood || Arenthia || Vintage Provisions (96,39) |- | Steel || || 20 || Valenwood || Black Park || The Practical Gear Store (28,75) |- | || Luck || 1020 || Valenwood || Cori Silmoor || The Essential Provisions (46,31) |- | Silver || Shock Resistance || 700 || Valenwood || Cori Silmoor || The Essential Supply Store (56,44) |- | Steel || || 20 || Valenwood || Cormeir Spring || New Gear Store (62,79) |- | || Agility || 520 || Valenwood || Eagle Vale || _____'s Finest Tool Store (82,53) |- | Steel || || 20 || Valenwood || Ebon Ro || _____'s Finest Tool Store (39,70) |- | || Frost Resistance || 620 || Valenwood || Eldenroot || Bargain Gear Store (119,12) |- | Steel || Frost Resistance || 620 || Valenwood || Eldenroot || Bargain Gear Store (119,12) |- | Silver || Frost Resistance || 700 || Valenwood || Eldenroot || Bargain Gear Store (119,12) |- | Dwarven || || 500 || Valenwood || Eldenroot || The city-state Sundries (108,10) |- | Steel || Agility || 520 || Valenwood || Emperors Run || The Emperor's Merchandise (19,95) |- | Steel || Frost Resistance || 620 || Valenwood || Emperors Run || The Emperor's Merchandise (19,95) |- | Silver || || 100 || Valenwood || Falinesti || Bargain Equipment Store (47,23) |- | Steel || || 20 || Valenwood || Falinesti || The Essential Armaments (72,97) |- | || Luck || 1020 || Valenwood || Falinesti || The Essential Armaments (72,97) |- | || Shock Resistance || 620 || Valenwood || Falinesti || The Wyrm's Gear Store (3,38) |- | Iron || || 15 || Valenwood || Falinesti || The Wyrm's Weaponry Store (22,33) |- | || Agility || 520 || Valenwood || Glenpoint || The Adventurer's Provisions (68,49) |- | || Endurance || 320 || Valenwood || Glenpoint || The Wyrm's Accouterments (35,19) |- | || Paralyzation || 10020 || Valenwood || Green Hall || _____'s General Armaments (76,34) |- | || Frost Resistance || 620 || Valenwood || Greenheart || _____'s Quality Equipment Store (30,48) |- | || Fire Resistance || 620 || Valenwood || Greenheart || The Emperor's Sundries (93,71) |- | Dwarven || Endurance || 800 || Valenwood || Greenheart || The Practical Weaponry Store (58,101) |- | Silver || || 100 || Valenwood || Greenheart || Used Merchandise (102,34) |- | || Speed || 770 || Valenwood || Haven || _____'s Accouterments (45,66) |- | Dwarven || || 500 || Valenwood || Haven || The Practical Gear Store (50,75) |- | Steel || || 20 || Valenwood || Haven || The Practical Provisions (55,36) |- | || Fire Resistance || 620 || Valenwood || Haven || The Practical Provisions (55,36) |- | Iron || || 15 || Valenwood || Haven || The Practical Sundries (53,117) |- | Dwarven || || 500 || Valenwood || Heimdar City || New Gear Store (36,39) |- | || Strength || 770 || Valenwood || Karthdar Square || _____'s Finest Armaments (59,8) |- | || Endurance || 320 || Valenwood || Longvale || _____'s Provisions (34,21) |- | Elven || || 200 || Valenwood || Longvale || The Basic Supply Store (30,12) |- | || Frost Resistance || 620 || Valenwood || Longvale || The Practical Armaments (100,90) |- | || Will || 320 || Valenwood || Longvale || The Practical Weaponry Store (86,45) |- | Silver || Endurance || 400 || Valenwood || Longvale || The Essential Weaponry Store (88,96) |- | Steel || || 20 || Valenwood || Meadow Run || New Weaponry Store (16,48) |- | || Fire Resistance || 620 || Valenwood || Meadow Run || The Practical Accouterments (27,77) |- | Ebony || || 10000 || Valenwood || Moonmont || _____'s Professional Armaments (41,52) |- | Steel || || 20 || Valenwood || Silvenar || _____'s Supply Store (86,114) |- | || Lightning || 620 || Valenwood || Southpoint || _____'s General Accouterments (46,81) |- | Steel || || 20 || Valenwood || Southpoint || _____'s Professional Provisions (58,42) |- | Steel || || 20 || Valenwood || Southpoint || Bargain Tool Store (51,72) |- | || Will || 320 || Valenwood || Southpoint || New Provisions (55,68) |- | || Frost Resistance || 620 || Valenwood || Southpoint || The Basic Accouterments (67,87) |- | || Lightning || 620 || Valenwood || Southpoint || The Essential Accouterments (55,18) |- | || Endurance || 320 || Valenwood || Stone Fell || _____'s Professional Tool Store (28,4) |- | Silver || || 100 || Valenwood || Stone Fell || The Practical Sundries (27,74) |- | Steel || || 20 || Valenwood || Stonesquare || The Emperor's Equipment Store (44,13) |- | Mithril || || 1000 || Valenwood || Stonesquare || The Emperor's Equipment Store (44,13) |- | Elven || || 200 || Valenwood || Thormar Keep || The Adventurer's Provisions (88,22) |- | || Lightning || 620 || Valenwood || Thormar Keep || The Adventurer's Provisions (88,22) |- | Silver || || 100 || Valenwood || Thormar Keep || The Emperor's Tool Store (103,49) |- | Steel || || 20 || Valenwood || Thormar Keep || The town Accouterments (40,32) |- | Steel || || 20 || Valenwood || Vulkwasten Wood || Bargain Merchandise (93,84) |- | Steel || Shock Resistance || 620 || Valenwood || Vulkwasten Wood || New Equipment Store (50,97) |- | Silver || Shock Resistance || 700 || Valenwood || Vullain Haven || _____'s Professional Gear Store (13,38) |- | Steel || || 20 || Valenwood || Wasten Brukbrook || _____'s General Gear Store (96,6) |- | || Endurance || 320 || Valenwood || Woodhearth || _____'s Finest Armaments (26,14) |- | Ebony || || 10000 || Valenwood || Woodhearth || _____'s Finest Tool Store (23,106) |- | Silver || Shock Resistance || 700 || Valenwood || Woodhearth || Rare Sundries (58,100) |- | || Paralyzation || 10020 || Valenwood || Woodhearth || Rare Sundries (58,100) |- | Steel || || 20 || Valenwood || Woodhearth || The Wyrm's Accouterments (62,99) |- | Steel || Endurance || 320 || Valenwood || Woodhearth || The Wyrm's Accouterments (62,99) |- | || Speed || 770 || Valenwood || Woodhearth || The Wyrm's Accouterments (62,99) |}
2,097,888
2020-02-08T16:16:37Z
VikingBoyBilly
102
972
https://en.uesp.net/wiki/Arena:Belts
Arena:Belts
{{Trail|Items}} {|class="wikitable sortable" !Material !Effect !Price !Province !City !Location !X-Coord !Y-Coord |- |Elven || - || 500 || Black Marsh || Alten Corimont || Mages Guild || 52 || 9 |- |Dwarven || - || 1250 || Black Marsh || Alten Corimont || Mages Guild || 52 || 9 |- | - || Speed || 15500 || Black Marsh || Alten Corimont || Mages Guild || 52 || 9 |- | - || Endurance || 15500 || Black Marsh || Alten Corimont || Mages Guild || 52 || 9 |- | - || Luck || 15500 || Black Marsh || Alten Corimont || Mages Guild || 52 || 9 |- |Ebony || - || 25000 || Black Marsh || Alten Corimont || Mages Guild || 52 || 9 |- |Elven || - || 500 || Black Marsh || Alten Markmont || Mages Guild || 29 || 72 |- |Mithril || - || 2500 || Black Marsh || Alten Markmont || Mages Guild || 29 || 72 |- |Elven || - || 500 || Black Marsh || Archon || Mages Guild || 92 || 16 |- |Ebony || - || 25000 || Black Marsh || Archon || Mages Guild || 92 || 16 |- |Elven || - || 500 || Black Marsh || Blackrose || Mages Guild || 72 || 93 |- |Elven || - || 500 || Black Marsh || Branchgrove || Mages Guild || 13 || 30 |- |Dwarven || - || 1250 || Black Marsh || Branchgrove || Mages Guild || 13 || 30 |- |Mithril || - || 2500 || Black Marsh || Branchgrove || Mages Guild || 13 || 30 |- | - || Intelligence || 15500 || Black Marsh || Branchgrove || Mages Guild || 13 || 30 |- |Adamantium || - || 5000 || Black Marsh || Chasecreek || Mages Guild || 30 || 73 |- |Elven || - || 500 || Black Marsh || Chasepoint || Mages Guild || 33 || 37 |- |Mithril || - || 2500 || Black Marsh || Chasepoint || Mages Guild || 33 || 37 |- |Elven || - || 500 || Black Marsh || Gideon || Mages Guild || 12 || 36 |- | - || Luck || 15500 || Black Marsh || Gideon || Mages Guild || 12 || 36 |- | - || Endurance || 15500 || Black Marsh || Gideon || Mages Guild || 12 || 36 |- | - || Strength || 15500 || Black Marsh || Glenbridge || Mages Guild† || 12 || 34 |- | - || Personality || 15500 || Black Marsh || Glenbridge || Mages Guild† || 12 || 34 |- |Dwarven || - || 1250 || Black Marsh || Greenspring || Mages Guild || 52 || 97 |- | - || Strength || 15500 || Black Marsh || Greenspring || Mages Guild || 52 || 97 |- | - || Willpower || 15500 || Black Marsh || Greenspring || Mages Guild || 52 || 97 |- |Mithril || - || 2500 || Black Marsh || Helstrom || Mages Guild || 35 || 28 |- | - || Endurance || 15500 || Black Marsh || Lilmoth || Mages Guild || 12 || 38 |- | - || Strength || 15500 || Black Marsh || Lilmoth || Mages Guild || 12 || 38 |- |Elven || - || 500 || Black Marsh || Moonmarch || Mages Guild‡ || 87 || 103 |- |Mithril || - || 2500 || Black Marsh || Moonmarch || Mages Guild‡ || 87 || 103 |- | - || Personality || 15500 || Black Marsh || Moonmarch || Mages Guild‡ || 87 || 103 |- |Ebony || - || 25000 || Black Marsh || Moonmarch || Mages Guild‡ || 87 || 103 |- |Adamantium || - || 5000 || Black Marsh || Portdun Mont || Mages Guild‡ || 33 || 27 |- |Mithril || - || 2500 || Black Marsh || Riverbridge || Mages Guild || 16 || 68 |- |Adamantium || - || 5000 || Black Marsh || Riverwalk || Mages Guild‡ || 21 || 69 |- |Ebony || - || 25000 || Black Marsh || Riverwalk || Mages Guild‡ || 21 || 69 |- |Elven || - || 500 || Black Marsh || Rockgrove || Mages Guild || 12 || 36 |- |Dwarven || - || 1250 || Black Marsh || Rockgrove || Mages Guild || 12 || 36 |- | - || Personality || 15500 || Black Marsh || Rockgrove || Mages Guild || 12 || 36 |- | - || Speed || 15500 || Black Marsh || Rockpark || Mages Guild || 13 || 50 |- |Ebony || - || 25000 || Black Marsh || Rockpark || Mages Guild || 13 || 50 |- | - || Speed || 15500 || Black Marsh || Rockspring || Mages Guild || 14 || 58 |- | - || Speed || 15500 || Black Marsh || Seaspring || Mages Guild || 13 || 35 |- | - || Intelligence || 15500 || Black Marsh || Seaspring || Mages Guild || 13 || 35 |- |Elven || - || 500 || Black Marsh || Soulrest || Mages Guild || 32 || 76 |- |Mithril || - || 2500 || Black Marsh || Soulrest || Mages Guild || 32 || 76 |- |Mithril || - || 2500 || Black Marsh || Stormhold || Mages Guild || 55 || 54 |- | - || Personality || 15500 || Black Marsh || Tenmar Wall || Mages Guild‡ || 53 || 59 |- |Dwarven || - || 1250 || Black Marsh || Thorn || Mages Guild || 55 || 10 |- | - || Speed || 15500 || Black Marsh || Thorn || Mages Guild || 55 || 10 |- |Ebony || - || 25000 || Black Marsh || Thorn || Mages Guild || 55 || 10 |- | - || Luck || 15500 || Elsweyr || Alabaster || Mages Guild || 92 || 39 |- |Mithril || - || 2500 || Elsweyr || Black Heights || Mages Guild || 33 || 69 |- | - || Speed || 15500 || Elsweyr || Black Heights || Mages Guild || 33 || 69 |- | - || Agility || 15500 || Elsweyr || Black Heights || Mages Guild || 33 || 69 |- |Elven || - || 500 || Elsweyr || Cori Darglade || Mages Guild‡ || 53 || 71 |- |Dwarven || - || 1250 || Elsweyr || Cori Darglade || Mages Guild‡ || 53 || 71 |- |Mithril || - || 2500 || Elsweyr || Corinth || Mages Guild || 73 || 34 |- |Adamantium || - || 5000 || Elsweyr || Corinth || Mages Guild || 73 || 34 |- | - || Luck || 15500 || Elsweyr || Corinth || Mages Guild || 73 || 34 |- | - || Personality || 15500 || Elsweyr || Corinth || Mages Guild || 73 || 34 |- | - || Endurance || 15500 || Elsweyr || Corinth || Mages Guild || 73 || 34 |- |Ebony || - || 25000 || Elsweyr || Corinth || Mages Guild || 73 || 34 |- |Adamantium || - || 5000 || Elsweyr || Darvulk Haven || Mages Guild || 48 || 112 |- |Adamantium || - || 5000 || Elsweyr || Dune || Mages Guild || 92 || 112 |- | - || Agility || 15500 || Elsweyr || Dune || Mages Guild || 92 || 112 |- | - || Luck || 15500 || Elsweyr || Dune || Mages Guild || 92 || 112 |- |Ebony || - || 25000 || Elsweyr || Dune || Mages Guild || 92 || 112 |- |Elven || - || 500 || Elsweyr || Ein Meirvale || Mages Guild || 68 || 49 |- |Mithril || - || 2500 || Elsweyr || Ein Meirvale || Mages Guild || 68 || 49 |- |Dwarven || - || 1250 || Elsweyr || Greenhall || Mages Guild || 53 || 95 |- |Mithril || - || 2500 || Elsweyr || Greenhall || Mages Guild || 53 || 95 |- | - || Luck || 15500 || Elsweyr || Greenhall || Mages Guild || 53 || 95 |- |Dwarven || - || 1250 || Elsweyr || Heimthor Mount || Mages Guild || 36 || 15 |- |Ebony || - || 25000 || Elsweyr || Heimthor Mount || Mages Guild || 36 || 15 |- |Elven || - || 500 || Elsweyr || Helkarn Land || Mages Guild || 55 || 34 |- |Elven || - || 500 || Elsweyr || Kings Walk || Mages Guild || 73 || 16 |- | - || Intelligence || 15500 || Elsweyr || Kings Walk || Mages Guild || 73 || 16 |- |Elven || - || 500 || Elsweyr || Markgran Brook || Mages Guild || 55 || 25 |- |Dwarven || - || 1250 || Elsweyr || Orcrest || Mages Guild || 72 || 70 |- |Elven || - || 500 || Elsweyr || Rimmen || Mages Guild || 113 || 37 |- | - || Agility || 15500 || Elsweyr || Rimmen || Mages Guild || 113 || 37 |- | - || Willpower || 15500 || Elsweyr || Rimmen || Mages Guild || 113 || 37 |- |Elven || - || 500 || Elsweyr || River Keep || Mages Guild || 70 || 51 |- |Dwarven || - || 1250 || Elsweyr || Riverhold || Mages Guild || 93 || 94 |- | - || Intelligence || 15500 || Elsweyr || Seaplace || Mages Guild || 12 || 75 |- |Mithril || - || 2500 || Elsweyr || Senchal || Mages Guild || 50 || 113 |- | - || Endurance || 15500 || Elsweyr || Senchal || Mages Guild || 50 || 113 |- | - || Personality || 15500 || Elsweyr || Senchal || Mages Guild || 50 || 113 |- | - || Speed || 15500 || Elsweyr || Senchal || Mages Guild || 50 || 113 |- |Adamantium || - || 5000 || Elsweyr || Tardorn Wood || Mages Guild || 30 || 73 |- | - || Willpower || 15500 || Elsweyr || Tardorn Wood || Mages Guild || 30 || 73 |- | - || Speed || 15500 || Elsweyr || Tardorn Wood || Mages Guild || 30 || 73 |- | - || Personality || 15500 || Elsweyr || Tardorn Wood || Mages Guild || 30 || 73 |- | - || Strength || 15500 || Elsweyr || Tardorn Wood || Mages Guild || 30 || 73 |- | - || Agility || 15500 || Elsweyr || Tardorn Wood || Mages Guild || 30 || 73 |- |Dwarven || - || 1250 || Elsweyr || Tenmar Forest || Mages Guild‡ || 12 || 89 |- | - || Agility || 15500 || Elsweyr || Tenmar Forest || Mages Guild‡ || 12 || 89 |- | - || Willpower || 15500 || Elsweyr || Torval || Mages Guild || 72 || 94 |- | - || Agility || 15500 || Elsweyr || Torval || Mages Guild || 72 || 94 |- | - || Personality || 15500 || Elsweyr || Torval || Mages Guild || 72 || 94 |- | - || Speed || 15500 || Elsweyr || Valley Guard || Mages Guild‡ || 32 || 17 |- |Mithril || - || 2500 || Elsweyr || Verkarth Hills || Mages Guild || 43 || 23 |- |Elven || - || 500 || Hammerfell || Belkarth Guard || Mages Guild || 28 || 47 |- |Ebony || - || 25000 || Hammerfell || Chaseguard || Mages Guild || 62 || 85 |- |Dwarven || - || 1250 || Hammerfell || Chasetown || Mages Guild || 53 || 20 |- |Mithril || - || 2500 || Hammerfell || Chasetown || Mages Guild || 53 || 20 |- | - || Intelligence || 15500 || Hammerfell || Cliff Keep || Mages Guild || 20 || 21 |- | - || Strength || 15500 || Hammerfell || Cliff Keep || Mages Guild || 20 || 21 |- | - || Strength || 15500 || Hammerfell || Corten Mont || Mages Guild || 31 || 12 |- | - || Endurance || 15500 || Hammerfell || Corten Mont || Mages Guild || 31 || 12 |- | - || Agility || 15500 || Hammerfell || Corten Mont || Mages Guild || 31 || 12 |- | - || Luck || 15500 || Hammerfell || Dragon Grove || Mages Guild‡ || 62 || 29 |- | - || Agility || 15500 || Hammerfell || Dragon Grove || Mages Guild‡ || 62 || 29 |- |Elven || - || 500 || Hammerfell || Elinhir || Mages Guild || 55 || 27 |- |Mithril || - || 2500 || Hammerfell || Gilane || Mages Guild || 34 || 33 |- | - || Agility || 15500 || Hammerfell || Gilane || Mages Guild || 34 || 33 |- | - || Willpower || 15500 || Hammerfell || Gilane || Mages Guild || 34 || 33 |- | - || Intelligence || 15500 || Hammerfell || Gilane || Mages Guild || 34 || 33 |- |Dwarven || - || 1250 || Hammerfell || Karnver Falls || Mages Guild || 53 || 13 |- | - || Strength || 15500 || Hammerfell || Karnver Falls || Mages Guild || 53 || 13 |- |Elven || - || 500 || Hammerfell || Nimbel Moor || Mages Guild || 72 || 49 |- |Elven || - || 500 || Hammerfell || Rihad || Mages Guild || 53 || 35 |- |Mithril || - || 2500 || Hammerfell || Rihad || Mages Guild || 53 || 35 |- |Elven || - || 500 || Hammerfell || Riverpoint || Mages Guild || 54 || 14 |- |Mithril || - || 2500 || Hammerfell || Riverpoint || Mages Guild || 54 || 14 |- | - || Endurance || 15500 || Hammerfell || Riverpoint || Mages Guild || 54 || 14 |- |Ebony || - || 25000 || Hammerfell || Riverview || Mages Guild || 75 || 9 |- | - || Speed || 15500 || Hammerfell || Shadymarch || Mages Guild || 57 || 74 |- |Ebony || - || 25000 || Hammerfell || Shadymarch || Mages Guild || 57 || 74 |- | - || Willpower || 15500 || Hammerfell || Skaven || Mages Guild || 32 || 93 |- |Dwarven || - || 1250 || Hammerfell || Stonedale || Mages Guild || 76 || 48 |- |Dwarven || - || 1250 || Hammerfell || Stonemoor || Mages Guild || 63 || 19 |- | - || Luck || 15500 || Hammerfell || Sunkeep || Mages Guild‡ || 92 || 27 |- |Elven || - || 500 || Hammerfell || Taneth || Mages Guild || 13 || 17 |- | - || Speed || 15500 || Hammerfell || Taneth || Mages Guild || 13 || 17 |- |Ebony || - || 25000 || Hammerfell || Taneth || Mages Guild || 13 || 17 |- |Mithril || - || 2500 || Hammerfell || Verkarth City || Mages Guild || 54 || 15 |- |Adamantium || - || 5000 || Hammerfell || Verkarth City || Mages Guild || 54 || 15 |- | - || Personality || 15500 || Hammerfell || Verkarth City || Mages Guild || 54 || 15 |- | - || Willpower || 15500 || Hammerfell || Verkarth City || Mages Guild || 54 || 15 |- | - || Luck || 15500 || High Rock || Black Wastes || Mages Guild || 63 || 40 |- |Adamantium || - || 5000 || High Rock || Camlorn || Mages Guild || 56 || 35 |- |Ebony || - || 25000 || High Rock || Camlorn || Mages Guild || 56 || 35 |- |Mithril || - || 2500 || High Rock || Cloud Spring || Mages Guild || 70 || 88 |- | - || Personality || 15500 || High Rock || Cloud Spring || Mages Guild || 70 || 88 |- |Ebony || - || 25000 || High Rock || Daggerfall || Mages Guild || 52 || 95 |- |Elven || - || 500 || High Rock || Dunkarn Haven || Mages Guild || 54 || 74 |- | - || Agility || 15500 || High Rock || Dunkarn Haven || Mages Guild || 54 || 74 |- |Elven || - || 500 || High Rock || Dunlain Falls || Mages Guild || 72 || 15 |- | - || Strength || 15500 || High Rock || Dunlain Falls || Mages Guild || 72 || 15 |- |Adamantium || - || 5000 || High Rock || Ebon Wastes || Mages Guild‡ || 22 || 49 |- |Dwarven || - || 1250 || High Rock || Evermore || Mages Guild‡ || 14 || 67 |- |Adamantium || - || 5000 || High Rock || Evermore || Mages Guild‡ || 14 || 67 |- | - || Intelligence || 15500 || High Rock || Evermore || Mages Guild‡ || 14 || 67 |- | - || Agility || 15500 || High Rock || Evermore || Mages Guild‡ || 14 || 67 |- |Ebony || - || 25000 || High Rock || Evermore || Mages Guild‡ || 14 || 67 |- |Elven || - || 500 || High Rock || Farrun || Mages Guild || 73 || 29 |- |Adamantium || - || 5000 || High Rock || Farrun || Mages Guild || 73 || 29 |- | - || Personality || 15500 || High Rock || Farrun || Mages Guild || 73 || 29 |- | - || Willpower || 15500 || High Rock || Farrun || Mages Guild || 73 || 29 |- |Elven || - || 500 || High Rock || Glenpoint || Mages Guild || 64 || 83 |- |Adamantium || - || 5000 || High Rock || Ilessen Hills || Mages Guild‡ || 72 || 42 |- |Adamantium || - || 5000 || High Rock || Jehanna || Mages Guild || 91 || 76 |- | - || Luck || 15500 || High Rock || Jehanna || Mages Guild || 91 || 76 |- | - || Personality || 15500 || High Rock || Jehanna || Mages Guild || 91 || 76 |- | - || Strength || 15500 || High Rock || Karthgran Vale || Mages Guild || 73 || 76 |- | - || Personality || 15500 || High Rock || Karthgran Vale || Mages Guild || 73 || 76 |- |Elven || - || 500 || High Rock || Kings Guard || Mages Guild || 30 || 71 |- |Dwarven || - || 1250 || High Rock || Kings Guard || Mages Guild || 30 || 71 |- | - || Intelligence || 15500 || High Rock || Kings Guard || Mages Guild || 30 || 71 |- | - || Intelligence || 15500 || High Rock || Markwasten Moor || Mages Guild || 13 || 55 |- | - || Willpower || 15500 || High Rock || Meir Darguard || Mages Guild || 93 || 76 |- |Elven || - || 500 || High Rock || Meir Thorvale || Mages Guild || 73 || 50 |- |Mithril || - || 2500 || High Rock || Moonguard || Mages Guild‡ || 73 || 64 |- | - || Strength || 15500 || High Rock || North Point || Mages Guild || 113 || 70 |- |Elven || - || 500 || High Rock || Norvulk Hills || Mages Guild || 13 || 55 |- | - || Personality || 15500 || High Rock || Norvulk Hills || Mages Guild || 13 || 55 |- |Adamantium || - || 5000 || High Rock || Old Gate || Mages Guild‡ || 34 || 26 |- | - || Luck || 15500 || High Rock || Old Gate || Mages Guild‡ || 34 || 26 |- | - || Willpower || 15500 || High Rock || Old Gate || Mages Guild‡ || 34 || 26 |- | - || Endurance || 15500 || High Rock || Old Gate || Mages Guild‡ || 34 || 26 |- | - || Endurance || 15500 || High Rock || Portdun Creek || Mages Guild‡ || 48 || 63 |- | - || Strength || 15500 || High Rock || Raven Spring || Mages Guild || 12 || 37 |- |Ebony || - || 25000 || High Rock || Raven Spring || Mages Guild || 12 || 37 |- | - || Speed || 15500 || High Rock || Reich Gradkeep || Mages Guild || 53 || 13 |- | - || Willpower || 15500 || High Rock || Reich Gradkeep || Mages Guild || 53 || 13 |- |Adamantium || - || 5000 || High Rock || Shornhelm || Mages Guild‡ || 92 || 59 |- | - || Speed || 15500 || High Rock || Shornhelm || Mages Guild‡ || 92 || 59 |- | - || Strength || 15500 || High Rock || Shornhelm || Mages Guild‡ || 92 || 59 |- |Elven || - || 500 || High Rock || Thorkan Park || Mages Guild || 74 || 14 |- |Ebony || - || 25000 || High Rock || Thorkan Park || Mages Guild || 74 || 14 |- |Dwarven || - || 1250 || High Rock || Vermeir Wastes || Mages Guild || 33 || 55 |- |Elven || - || 500 || Imperial Province || Imperial City || Mages Guild || 88 || 95 |- |Elven || - || 500 || Morrowind || Amber Forest || Mages Guild || 23 || 79 |- | - || Endurance || 15500 || Morrowind || Amber Forest || Mages Guild || 23 || 79 |- | - || Speed || 15500 || Morrowind || Amber Forest || Mages Guild || 23 || 79 |- |Dwarven || - || 1250 || Morrowind || Blacklight || Mages Guild‡ || 6 || 54 |- |Elven || - || 500 || Morrowind || Corkarth Run || Mages Guild || 34 || 31 |- |Adamantium || - || 5000 || Morrowind || Cormar View || Mages Guild || 52 || 14 |- |Dwarven || - || 1250 || Morrowind || Darnim Watch || Mages Guild || 72 || 35 |- |Ebony || - || 25000 || Morrowind || Darnim Watch || Mages Guild || 72 || 35 |- | - || Intelligence || 15500 || Morrowind || Dragon Glade || Mages Guild || 33 || 30 |- |Adamantium || - || 5000 || Morrowind || Firewatch || Mages Guild || 53 || 12 |- | - || Intelligence || 15500 || Morrowind || Firewatch || Mages Guild || 53 || 12 |- | - || Agility || 15500 || Morrowind || Firewatch || Mages Guild || 53 || 12 |- |Elven || - || 500 || Morrowind || Greenheights || Mages Guild || 85 || 25 |- |Elven || - || 500 || Morrowind || Heimlyn Keep || Mages Guild || 53 || 17 |- |Dwarven || - || 1250 || Morrowind || Heimlyn Keep || Mages Guild || 53 || 17 |- |Elven || - || 500 || Morrowind || Helnim Wall || Mages Guild || 76 || 31 |- |Mithril || - || 2500 || Morrowind || Karththor Dale || Mages Guild || 6 || 15 |- | - || Intelligence || 15500 || Morrowind || Karththor Dale || Mages Guild || 6 || 15 |- | - || Strength || 15500 || Morrowind || Kragenmoor || Mages Guild || 75 || 74 |- |Mithril || - || 2500 || Morrowind || Markgran Forest || Mages Guild || 36 || 59 |- | - || Strength || 15500 || Morrowind || Markgran Forest || Mages Guild || 36 || 59 |- | - || Agility || 15500 || Morrowind || Markgran Forest || Mages Guild || 36 || 59 |- |Ebony || - || 25000 || Morrowind || Markgran Forest || Mages Guild || 36 || 59 |- |Elven || - || 500 || Morrowind || Narsis || Mages Guild || 35 || 54 |- |Mithril || - || 2500 || Morrowind || Narsis || Mages Guild || 35 || 54 |- |Elven || - || 500 || Morrowind || Necrom || Mages Guild || 30 || 11 |- |Adamantium || - || 5000 || Morrowind || Necrom || Mages Guild || 30 || 11 |- | - || Endurance || 15500 || Morrowind || Necrom || Mages Guild || 30 || 11 |- | - || Willpower || 15500 || Morrowind || Necrom || Mages Guild || 30 || 11 |- |Elven || - || 500 || Morrowind || Oaktown || Mages Guild || 88 || 66 |- | - || Strength || 15500 || Morrowind || Oaktown || Mages Guild || 88 || 66 |- | - || Speed || 15500 || Morrowind || Old Run || Mages Guild || 23 || 39 |- | - || Agility || 15500 || Morrowind || Reich Parkeep || Mages Guild || 80 || 57 |- |Elven || - || 500 || Morrowind || Riverbridge || Mages Guild‡ || 53 || 46 |- | - || Intelligence || 15500 || Morrowind || Silnim Dale || Mages Guild || 92 || 55 |- |Dwarven || - || 1250 || Morrowind || Stoneforest || Mages Guild || 93 || 90 |- |Adamantium || - || 5000 || Morrowind || Stoneforest || Mages Guild || 93 || 90 |- | - || Willpower || 15500 || Morrowind || Stoneforest || Mages Guild || 93 || 90 |- | - || Luck || 15500 || Morrowind || Tear || Mages Guild || 53 || 112 |- |Ebony || - || 25000 || Morrowind || Tear || Mages Guild || 53 || 112 |- |Adamantium || - || 5000 || Morrowind || Verarchen Hall || Mages Guild || 76 || 59 |- | - || Willpower || 15500 || Morrowind || Verarchen Hall || Mages Guild || 76 || 59 |- | - || Personality || 15500 || Morrowind || Verarchen Hall || Mages Guild || 76 || 59 |- | - || Luck || 15500 || Morrowind || Verarchen Hall || Mages Guild || 76 || 59 |- | - || Agility || 15500 || Morrowind || Verarchen Hall || Mages Guild || 76 || 59 |- |Mithril || - || 2500 || Skyrim || Dawnstar || Mages Guild || 53 || 51 |- |Elven || - || 500 || Skyrim || Dunstad Grove || Mages Guild || 75 || 78 |- |Dwarven || - || 1250 || Skyrim || Dunstad Grove || Mages Guild || 75 || 78 |- | - || Personality || 15500 || Skyrim || Dunstad Grove || Mages Guild || 75 || 78 |- |Adamantium || - || 5000 || Skyrim || Falcrenth || Mages Guild† || 15 || 13 |- |Elven || - || 500 || Skyrim || Granitehall || Mages Guild || 92 || 96 |- |Elven || - || 500 || Skyrim || Markarth Side || Mages Guild || 55 || 67 |- |Elven || - || 500 || Skyrim || Neugrad Watch || Mages Guild || 13 || 50 |- |Dwarven || - || 1250 || Skyrim || Nimalten City || Mages Guild || 14 || 53 |- | - || Intelligence || 15500 || Skyrim || North Keep || Mages Guild || 83 || 19 |- | - || Willpower || 15500 || Skyrim || North Keep || Mages Guild || 83 || 19 |- | - || Agility || 15500 || Skyrim || Oakwood || Mages Guild || 93 || 53 |- | - || Luck || 15500 || Skyrim || Oakwood || Mages Guild || 93 || 53 |- |Adamantium || - || 5000 || Skyrim || Pargran Village || Mages Guild || 42 || 85 |- | - || Willpower || 15500 || Skyrim || Pargran Village || Mages Guild || 42 || 85 |- | - || Agility || 15500 || Skyrim || Riften || Mages Guild || 113 || 11 |- |Elven || - || 500 || Skyrim || Riverwood || Mages Guild || 74 || 36 |- | - || Personality || 15500 || Skyrim || Riverwood || Mages Guild || 74 || 36 |- | - || Strength || 15500 || Skyrim || Riverwood || Mages Guild || 74 || 36 |- |Dwarven || - || 1250 || Skyrim || Stonehills || Mages Guild || 9 || 15 |- |Elven || - || 500 || Skyrim || Sunguard || Mages Guild || 51 || 34 |- | - || Endurance || 15500 || Skyrim || Vernim Wood || Mages Guild || 72 || 76 |- |Elven || - || 500 || Skyrim || Whiterun || Mages Guild‡ || 13 || 7 |- | - || Personality || 15500 || Skyrim || Whiterun || Mages Guild‡ || 13 || 7 |- |Elven || - || 500 || Skyrim || Winterhold || Mages Guild || 53 || 10 |- | - || Willpower || 15500 || Skyrim || Winterhold || Mages Guild || 53 || 10 |- | - || Luck || 15500 || Skyrim || Winterhold || Mages Guild || 53 || 10 |- |Dwarven || - || 1250 || Summurset Isle || Alinor || Mages Guild || 30 || 73 |- | - || Agility || 15500 || Summurset Isle || Alinor || Mages Guild || 30 || 73 |- |Elven || - || 500 || Summurset Isle || Archen Grangrove || Mages Guild || 95 || 21 |- |Elven || - || 500 || Summurset Isle || Belport Run || Mages Guild || 87 || 73 |- | - || Agility || 15500 || Summurset Isle || Belport Run || Mages Guild || 87 || 73 |- | - || Strength || 15500 || Summurset Isle || Belport Run || Mages Guild || 87 || 73 |- | - || Endurance || 15500 || Summurset Isle || Cloudrest || Mages Guild || 16 || 12 |- | - || Strength || 15500 || Summurset Isle || Ebon Stadmont || Mages Guild || 11 || 36 |- | - || Intelligence || 15500 || Summurset Isle || Ebon Stadmont || Mages Guild || 11 || 36 |- | - || Agility || 15500 || Summurset Isle || Ebon Stadmont || Mages Guild || 11 || 36 |- |Elven || - || 500 || Summurset Isle || Firsthold || Mages Guild || 32 || 36 |- |Elven || - || 500 || Summurset Isle || Holly Falls || Mages Guild‡ || 35 || 58 |- |Adamantium || - || 5000 || Summurset Isle || Holly Falls || Mages Guild‡ || 35 || 58 |- | - || Agility || 15500 || Summurset Isle || Holly Falls || Mages Guild‡ || 35 || 58 |- | - || Intelligence || 15500 || Summurset Isle || Holly Falls || Mages Guild‡ || 35 || 58 |- |Dwarven || - || 1250 || Summurset Isle || Karnwasten Moor || Mages Guild || 74 || 34 |- | - || Intelligence || 15500 || Summurset Isle || Kings Haven || Mages Guild || 36 || 68 |- | - || Strength || 15500 || Summurset Isle || Kings Haven || Mages Guild || 36 || 68 |- |Mithril || - || 2500 || Summurset Isle || Lillandril || Mages Guild‡ || 32 || 67 |- |Elven || - || 500 || Summurset Isle || Marbruk Brook || Mages Guild || 73 || 48 |- |Mithril || - || 2500 || Summurset Isle || Marbruk Brook || Mages Guild || 73 || 48 |- | - || Willpower || 15500 || Summurset Isle || Marbruk Brook || Mages Guild || 73 || 48 |- | - || Personality || 15500 || Summurset Isle || Marnor Keep || Mages Guild || 71 || 73 |- | - || Personality || 15500 || Summurset Isle || Old Falls || Mages Guild || 25 || 48 |- |Elven || - || 500 || Summurset Isle || Riverwatch || Mages Guild† || 76 || 83 |- |Ebony || - || 25000 || Summurset Isle || Riverwatch || Mages Guild† || 76 || 83 |- |Elven || - || 500 || Summurset Isle || Silsailen Point || Mages Guild || 43 || 61 |- |Mithril || - || 2500 || Summurset Isle || Silsailen Point || Mages Guild || 43 || 61 |- | - || Agility || 15500 || Summurset Isle || Silsailen Point || Mages Guild || 43 || 61 |- | - || Strength || 15500 || Summurset Isle || Silsailen Point || Mages Guild || 43 || 61 |- |Mithril || - || 2500 || Summurset Isle || Silver Wood || Mages Guild || 70 || 13 |- |Dwarven || - || 1250 || Summurset Isle || Skywatch || Mages Guild || 14 || 35 |- | - || Strength || 15500 || Summurset Isle || Skywatch || Mages Guild || 14 || 35 |- |Dwarven || - || 1250 || Summurset Isle || Sunhold || Mages Guild || 53 || 16 |- | - || Intelligence || 15500 || Summurset Isle || Thorheim Guard || Mages Guild || 73 || 55 |- | - || Agility || 15500 || Summurset Isle || Thorheim Guard || Mages Guild || 73 || 55 |- | - || Willpower || 15500 || Summurset Isle || Thorheim Guard || Mages Guild || 73 || 55 |- |Elven || - || 500 || Summurset Isle || West Guard || Mages Guild || 27 || 49 |- | - || Speed || 15500 || Summurset Isle || West Guard || Mages Guild || 27 || 49 |- | - || Strength || 15500 || Summurset Isle || White Guard || Mages Guild‡ || 46 || 72 |- |Mithril || - || 2500 || Valenwood || Archen Cormount || Mages Guild || 39 || 82 |- |Mithril || - || 2500 || Valenwood || Black Park || Mages Guild || 53 || 37 |- |Elven || - || 500 || Valenwood || Cori Silmoor || Mages Guild || 70 || 45 |- |Mithril || - || 2500 || Valenwood || Cori Silmoor || Mages Guild || 70 || 45 |- |Mithril || - || 2500 || Valenwood || Cormeir Spring || Mages Guild || 36 || 73 |- | - || Intelligence || 15500 || Valenwood || Ebon Ro || Mages Guild || 75 || 14 |- |Mithril || - || 2500 || Valenwood || Eldenroot || Mages Guild || 30 || 33 |- | - || Endurance || 15500 || Valenwood || Eldenroot || Mages Guild || 30 || 33 |- | - || Luck || 15500 || Valenwood || Eldenroot || Mages Guild || 30 || 33 |- | - || Agility || 15500 || Valenwood || Emperors Run || Mages Guild || 10 || 37 |- | - || Intelligence || 15500 || Valenwood || Emperors Run || Mages Guild || 10 || 37 |- |Ebony || - || 25000 || Valenwood || Emperors Run || Mages Guild || 10 || 37 |- |Dwarven || - || 1250 || Valenwood || Greenheart || Mages Guild || 55 || 80 |- | - || Strength || 15500 || Valenwood || Greenheart || Mages Guild || 55 || 80 |- |Ebony || - || 25000 || Valenwood || Greenheart || Mages Guild || 55 || 80 |- |Mithril || - || 2500 || Valenwood || Heimdar City || Mages Guild || 51 || 8 |- | - || Luck || 15500 || Valenwood || Heimdar City || Mages Guild || 51 || 8 |- |Ebony || - || 25000 || Valenwood || Karthdar Square || Mages Guild‡ || 93 || 99 |- |Elven || - || 500 || Valenwood || Longvale || Mages Guild || 12 || 93 |- |Dwarven || - || 1250 || Valenwood || Longvale || Mages Guild || 12 || 93 |- |Elven || - || 500 || Valenwood || Lynpar March || Mages Guild || 53 || 33 |- |Dwarven || - || 1250 || Valenwood || Lynpar March || Mages Guild || 53 || 33 |- | - || Willpower || 15500 || Valenwood || Marbruk Field || Mages Guild || 13 || 40 |- |Dwarven || - || 1250 || Valenwood || Meadow Run || Mages Guild || 50 || 34 |- |Elven || - || 500 || Valenwood || Moonmont || Mages Guild || 16 || 72 |- |Dwarven || - || 1250 || Valenwood || Moonmont || Mages Guild || 16 || 72 |- | - || Luck || 15500 || Valenwood || Moonmont || Mages Guild || 16 || 72 |- |Elven || - || 500 || Valenwood || Silvenar || Mages Guild || 17 || 76 |- |Adamantium || - || 5000 || Valenwood || Stone Fell || Mages Guild || 14 || 11 |- | - || Intelligence || 15500 || Valenwood || Stone Fell || Mages Guild || 14 || 11 |- | - || Luck || 15500 || Valenwood || Stone Fell || Mages Guild || 14 || 11 |- | - || Agility || 15500 || Valenwood || Stone Fell || Mages Guild || 14 || 11 |- |Elven || - || 500 || Valenwood || Stonesquare || Mages Guild || 60 || 57 |- |Dwarven || - || 1250 || Valenwood || Thormar Keep || Mages Guild || 16 || 10 |- | - || Personality || 15500 || Valenwood || Vullain Haven || Mages Guild || 54 || 51 |- |Elven || - || 500 || Valenwood || Wasten Brukbrook || Mages Guild || 32 || 91 |- | - || Strength || 15500 || Valenwood || Wasten Brukbrook || Mages Guild || 32 || 91 |- | - || Intelligence || 15500 || Valenwood || Wasten Brukbrook || Mages Guild || 32 || 91 |- |Elven || - || 500 || Valenwood || Woodhearth || Mages Guild || 72 || 73 |- |Elven || - || 500 || Valenwood || Woodhearth || Mages Guild || 72 || 73 |- |Adamantium || - || 5000 || Valenwood || Woodhearth || Mages Guild || 72 || 73 |- | - || Speed || 15500 || Valenwood || Woodhearth || Mages Guild || 72 || 73 |- | - || Willpower || 15500 || Valenwood || Woodhearth || Mages Guild || 72 || 73 |} † This location is rectangular and it has two entrances. ‡ This location is star-shaped and it has three entrances.
2,434,179
2021-07-03T17:28:54Z
Mirigu
† This location is rectangular and it has two entrances. ‡ This location is star-shaped and it has three entrances.
14
973
https://en.uesp.net/wiki/Category:Site-Design
Category:Site-Design
[[category:Site|Design]]
5,100
2005-06-05T17:47:20Z
Mdimitro
Design
110
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https://en.uesp.net/wiki/Morrowind:Morrowind
Morrowind:Morrowind
[[Category:Morrowind]] [[Category:Semi Protection]] {{protection|semi|move}} {{Gameinfo |Boxart1image=MW-cover-Morrowind Box Art.jpg|Boxart1name=Morrowind box art, with the names of the Great Houses surrounding the center, "ASV" - the Tribunal initials written in Daedric letters |Setting=[[Morrowind:Vvardenfell|Vvardenfell]], [[Lore:Morrowind|Morrowind]] |TimePer={{Year|3E 427}} |Developer=[[General:Bethesda Softworks|Bethesda Softworks]] |RD1Type=PC|RD1=1 May 2002 |RD2Type=Xbox|RD2=6 June 2002 |RD3Type=GotY|RD3=31 October 2003 |RD4Type=Xbox One|RD4=17 April 2018 |Boxart2image=MW-cover-GOTY Edition Box Art.jpg|Boxart2name=Morrowind GotY Edition box art |Boxart3image=MW-cover-Platinum Edition Box Art.jpg|Boxart3name=Morrowind Platinum Edition box art }} '''''The Elder Scrolls III: Morrowind''''' is the third installment in the ''[[General:The Elder Scrolls|Elder Scrolls]]'' series. The game takes place on the island of [[Morrowind:Vvardenfell|Vvardenfell]], a district in the [[Morrowind:Dark Elf|Dunmeri]] province of [[Lore:Morrowind|Morrowind]]. It is smaller in scope than the previous games in the main series, [[Daggerfall:Daggerfall|Daggerfall]] and [[Arena:Arena|Arena]], yet much more detailed. This epic, open-ended RPG allows for a wide variety of character designs and play styles. The game continues to be sold almost two decades after its initial release, partially due to the widespread mod community which has the potential to supply Morrowind with new content in perpetuity. The Xbox 360 and Xbox One are backwards compatible with both the standard and GotY editions of Morrowind. Morrowind Game of the Year Edition is available for download from [https://store.steampowered.com/app/22320/ Steam], [https://www.gog.com/game/the_elder_scrolls_iii_morrowind_goty_edition GOG.com], and [https://bethesda.net/en/games/EL3GSTPCBG01 Bethesda.net]. ==Quest Information== {{Bullet Link|Quests|Detailed guides related to all major and minor in-game quests, including those of the central storyline}} {{Bullet Link|Plugins|List of all the official plugins for Morrowind}} *{{Bullet Link|[[Tribunal:Tribunal|Tribunal]]|Featuring Morrowind's mainland capital city of Mournhold, Tribunal takes you from the island of Vvardenfell into a new realm of excitement and daring, focused on the bitter intrigues of both the reigning clergy and nobility}} *{{Bullet Link|[[Bloodmoon:Bloodmoon|Bloodmoon]]|In this second official expansion pack, you find yourself thrust into a wild, gleaming white-world of snow and ice on the small and perilous island of Solstheim}} ==Character Information== {{Bullet Link|Attributes|A guide to the character attributes}} {{Bullet Link|Birthsigns|A guide to the birthsigns, their granted abilities and in-game influence, in Morrowind}} {{Bullet Link|Classes|Guide to the game's built-in character classes, both for the player and NPCs}} {{Bullet Link|Diseases|A complete catalogue of all diseases contractable within the bounds of Morrowind}} {{Bullet Link|Level|Explains how your character gains levels, and how to make the most of each one}} {{Bullet Link|Races|A thorough explanation of the defining characteristics of each race found within Morrowind, including their starting attributes and special abilities}} {{Bullet Link|Skills|A definitive guide to character-based skills, with descriptions where applicable}} {{Bullet Link|Vampires|Complete guide to vampires in Morrowind featuring information on becoming a vampire, vampire clans, how to cure vampirism, and vampire-based quests}} ==Gameplay Information== {{Bullet Link|Alchemy|A thorough guide to the process of alchemy}} {{Bullet Link|Artifacts|A complete and descriptive list of all magical items and artifacts in Morrowind}} {{Bullet Link|Combat|A guide to the combat system in Morrowind}} {{Bullet Link|Crime|Information about the laws of Vvardenfell and how to stay on the right side of the authorities}} {{Bullet Link|[[Morrowind:Enchant|Enchanting]]|An exhaustive guide to every aspect of enchanting items}} {{Bullet Link|Hints|A variety of gameplay tips to further your enjoyment of the game}} {{Bullet Link|Items|Listing of items with more in-depth info}} *{{Bullet Link|Item Materials and Styles|A complete archive of all armor and weapons available in Morrowind}} {{Bullet Link|Magic|A basic guide to understanding and using magic}} {{Bullet Link|Making Money|Tips on how to earn a few extra coins on your travels}} {{Bullet Link|Reputation|List of quests that give you fame points}} {{Bullet Link|Shrines|Tribunal, Imperial, Daedric and other shrines}} {{Bullet Link|Spell Effects|An all-inclusive list of spell effects in the game}} *{{Bullet Link|Spells|A complete list of all purchasable spells in the game}} {{Bullet Link|Starting Out|A list of hints to help you start your adventures in Vvardenfell on a good note}} {{Bullet Link|Stealth|Info on the art of stealth and its uses}} {{Bullet Link|[[General:Differences Between Morrowind, Oblivion, and Skyrim|Differences Between Morrowind, Oblivion, and Skyrim]]|A guide containing the main differences between the three games, and useful tips for adapting}} ==World Information== {{Bullet Link|Books|A categorical list of all books and other in-game literature; includes contents of all noted titles}} {{Bullet Link|Creatures|A concise directory of all in-game creatures, including their statistics and combat strategies}} {{Bullet Link|Factions|A detailed guide of all facets related to in-game factions}} {{Bullet Link|Houses|A list of the best locations to take up abode or simply turn into a museum}} {{Bullet Link|Master Trainers|A list of trainers which may raise a skill to its maximum level}} {{Bullet Link|NPCs|Listing of all non-player characters in the game}} *{{Bullet Link|Essential NPCs|A list of NPCs that are considered "Essential" by the game}} *{{Bullet Link|People|A definitive catalogue of all major NPCs in the game}} *{{Bullet Link|Trainers|A list of the various trainers, and those skills they modify, in Morrowind}} {{Bullet Link|Places|A guide to the towns, cities, caves, and ruins scattered about Vvardenfell}} *{{Bullet Link|Maps|Assorted interactive and reference maps of in-game geographical features}} {{Bullet Link|Services|A comprehensive directory of the various services offered in Vvardenfell establishments}} {{Bullet Link|Slavery|An overview on slavery, its use in Morrowind, and related quests}} {{Bullet Link|Spell Merchants|A complete list of spell merchants}} {{Bullet Link|[[Morrowind:Transport|Transportation]]|A definitive guide to the various modes of transportation available in Morrowind. Notes both methods of transportation and their destinations.}} ==Technical Information== {{Bullet Link|[[Morrowind:Technical Information|Overview]]|Hardware requirements and related topics, such as resolution and aspect ratio}} {{Bullet Link|Console|A guide to using the console in the PC version of Morrowind}} {{Bullet Link|Linux|How to run Morrowind on Linux}} {{Bullet Link|Patch|Patches by Bethesda Softworks}} ==Mods and Modding== {{Morrowind Mod:Main Page}} ==Previews and Reviews== {{Bullet Link|Quick Info|Review a brief summation of technical data including the minimum system requirements, a gameplay synopsis, and various useful links}} {{Bullet Link|Concept Art|An archive of concept and rendered art created during the game's development}} {{Bullet Link|Interview with a Dark Elf|A fascinating interview with a Dark Elf from Morrowind (as written by Bethesda employees) concerning both his homeland and people}} {{Bullet Link|Screenshots|A collection of preview screenshots released by Bethesda, including several showing versions of the game prior to release}} ==Miscellaneous Information== {{Bullet Link|Cheats|Various cheats to modify and manipulate your game}} {{Bullet Link|Credits|A list of people credited by the game}} {{Bullet Link|Development Team|A list of all the people involved in developing the game}} {{Bullet Link|Easter Eggs|A list of some of the humorous secrets of Morrowind}} {{Bullet Link|Elder Scrolls Historical References|A list of references to past ''Elder Scrolls'' games}} {{Bullet Link|[[Morrowind Mod:Engine Bugs|Engine Bugs]]|Obscure bugs that can provoke crashes}} {{Bullet Link|Glitches|A variety of broken or missing features in the game}} {{Bullet Link|[[General:Links#Morrowind|Links]]|A directory of Morrowind-centric sites}} {{Bullet Link|Loading Screens|Information that appears while the game loads}} {{Bullet Link|Music|Information about Morrowind's soundtrack}} {{Bullet Link|[[Morrowind:Unused Content|Unused Content]]|Content that is unreleased, scrapped, or unavailable to the player through normal gameplay}} {{Bullet Link|Voice Actors|List of the actors who provided voices for Morrowind's NPCs}} {{Bullet Link|[[General:Wallpapers#Morrowind|Wallpapers]]|Official wallpapers, available in various sizes}} ==See Also== {{Bullet Link|[[Books:The Morrowind Prophecies|The Morrowind Prophecies]]|The official strategy guide for Morrowind}} {{Bullet Link|{{forums|Morrowind Subforum|subpage=viewforum.php?f=18}}|A place on the UESP [[UESPWiki:Forums|forums]] where you can discuss the game}}
2,467,960
2021-09-08T23:20:52Z
HoodBot
''The Elder Scrolls III: Morrowind is the third installment in the Elder Scrolls'' series. The game takes place on the island of Vvardenfell, a district in the Dunmeri province of Morrowind. It is smaller in scope than the previous games in the main series, Daggerfall and Arena, yet much more detailed. This epic, open-ended RPG allows for a wide variety of character designs and play styles. The game continues to be sold almost two decades after its initial release, partially due to the widespread mod community which has the potential to supply Morrowind with new content in perpetuity. The Xbox 360 and Xbox One are backwards compatible with both the standard and GotY editions of Morrowind. Morrowind Game of the Year Edition is available for download from Steam, GOG.com, and Bethesda.net. Quest Information Character Information Gameplay Information World Information Technical Information Mods and Modding Previews and Reviews Miscellaneous Information See Also
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https://en.uesp.net/wiki/Lore:Gods
Lore:Gods
{{protection|semi}}{{Trail}} <div style="text-align:center;">{{Lore Gods}}</div> The '''gods''' of [[Lore:Tamriel|Tamriel]] are as varied as the many cultures' traditions of worship. Individual gods (used as a general term to indicate any entity worshipped by one of Tamriel's cultures) are listed alphabetically on each of the sub-articles listed above. This article provides some general information about relationships between the different gods. ==Types of Gods== Generally, there are several distinct groups into which the various gods fall: * Many versions of [[Lore:Anu|Anu]] and [[Lore:Padomay|Padomay]], the two primal forces. These two entities are recognized under various names in most faiths. * The et'Ada are the "original spirits",{{ref|name=TM|{{Cite Book|The Monomyth}}}} a race of divine beings resulting from the interplay of Anu and Padomay, including: ** The [[Lore:Aedra|Aedra]] combine both Anuic and Padomaic basis;{{ref|name=TAA|{{Cite Book|The Annotated Anuad}}}} these are the gods who helped to create [[Lore:Mundus|Mundus]].{{ref|name=TM}} ** The [[Lore:Daedric Princes|Daedric Princes]] have a Padomaic basis;{{ref|name=TAA}} these are the gods who refused to help create Mundus and created their own [[Lore:Planes of Existence#Daedric Princes' Realms|Planes]] in [[Lore:Oblivion|Oblivion]] filled with [[Lore:Daedra#Lesser Daedra|lesser Daedra]]. ** [[Lore:Magna Ge|Magna Ge]] have an Anuic basis;{{ref|name=TAA}} these are the gods who refused to help create Mundus and fled into [[Lore:Aetherius|Aetherius]] after [[Lore:Magnus (god)|Magnus]], creating the stars while Magnus created the sun. * Other divine spirits, or Ada, such as [[Lore:Morihaus|Morihaus]] and [[Lore:Pelinal Whitestrake|Pelinal Whitestrake]],{{ref|name=TSOP6|{{Cite Book|The Song of Pelinal, v 5}}}} are descended from the et'Ada.{{fact}} * On occasion, a mortal, such as [[Lore:Talos|Talos]] and the [[Lore:Tribunal|Tribunal]], will achieve apotheosis, becoming a god, or will be worshipped as a god, such as [[Lore:Reman|Reman]]. ==Cultural Worship== In Tamriel, cultural pantheons of certain provinces have different gods that they worship, though some gods are worshipped in several areas. *In [[Lore:Cyrodiil|Cyrodiil]], worship of either the [[Lore:Divines|Divines]] or the Daedric Princes is common, especially among the native [[Lore:Imperial|Imperial]]s. *In [[Lore:Morrowind|Morrowind]], the Daedric Princes and the [[Lore:Tribunal|Tribunal]] are commonly worshipped, specifically among the native [[Lore:Dunmer|Dunmer]]. *In [[Lore:Skyrim|Skyrim]], worship of the old Nordic pantheon still persists in some Holds, while others have adopted the modern Imperial pantheon. ===Pantheons=== This table contains the names of beings worshipped by some of Tamriel's major races. Notably, {{Lore Link|Orc}}s are not listed. This is because they don't have a specific province, but instead a kingdom in High Rock—[[Lore:Orsinium|Orsinium]]; they predominantly worship [[Lore:Malacath|Malacath]] and/or [[Lore:Trinimac|Trinimac]]. {|class="wikitable sortable" ![[Lore:Cyrodiil|Cyrodiil]]<br />([[Lore:Imperial|Imperial]]) ![[Lore:Skyrim|Skyrim]]<br />([[Lore:Nord|Nord]]) ! [[Lore:Skyrim|Skyrim]]<br />([[Lore:Falmer|Snow Elf]]) ![[Lore:Summerset Isle|Summerset Isle]]<br />([[Lore:Altmer|Altmer]]) ![[Lore:Cyrodiil|Cyrodiil]]<br />([[Lore:Ayleid|Ayleid]]) ![[Lore:Valenwood|Valenwood]]<br />([[Lore:Bosmer|Bosmer]]) ![[Lore:Morrowind|Morrowind]]<br />([[Lore:Dunmer|Dunmer]]) ![[Lore:Hammerfell|Hammerfell]]<br />([[Lore:Redguard|Redguard]]) ![[Lore:High Rock|High Rock]]<br />([[Lore:Breton|Breton]]) ![[Lore:Elsweyr|Elsweyr]], post-[[Lore:Rid-Thar-ri'Datta|Epiphany]]<br />([[Lore:Khajiit|Khajiit]]) ![[Lore:Elsweyr|Elsweyr]], pre-[[Lore:Rid-Thar-ri'Datta|Epiphany]]<br />([[Lore:Khajiit|Khajiit]]) ![[Lore:Black Marsh|Black Marsh]]<br />([[Lore:Argonian|Argonian]]) !Tamriel<br />(Cults) |- |[[Lore:Akatosh|Akatosh]] |[[Lore:Akatosh|Akatosh]]/[[Lore:Alduin|Alduin]] |[[Lore:Auri-El|Auri-El]] |[[Lore:Auri-El|Auri-El]] |[[Lore:Auri-El|Auri-El]] |[[Lore:Auri-El|Auri-El]] |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Akatosh|Akatosh]] |[[Lore:Alkosh|Alkosh]] |[[Lore:Alkosh|Alkosh]] |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:All-Maker|All-Maker]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:The Adversary|Adversary]] |- |{{hide|ZZ}} |[[Lore:Alduin|Alduin]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Alduin|Alkhan]] |{{hide|ZZ}} |[[Lore:Thartaag|Thartaag]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Almalexia|Almalexia]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |[[Lore:Anu|Anu]] |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Anu|Anu]] |[[Lore:Anu|Anu]] |{{hide|ZZ}} |[[Lore:Anu|Anu]] |[[Lore:Satak|Satak]] |{{hide|ZZ}} |[[Lore:Ahnurr|Ahnurr]] |[[Lore:Ahnurr|Ahnurr]] |[[Lore:Gods A#Atak|Atak]] |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Anui-El|Anui-El]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Akha|Akha]] |{{hide|ZZ}} |{{hide|ZZ}} |- |[[Lore:Arkay|Arkay]] |[[Lore:Orkey|Orkey]] |{{hide|ZZ}} |[[Lore:Xarxes|Xarxes]] |[[Lore:Xarxes|Xarxes]] |[[Lore:Arkay|Arkay]], [[Lore:Xarxes|Xarxes]] |{{hide|ZZ}} |[[Lore:Tu'whacca|Tu'whacca]] |[[Lore:Arkay|Arkay]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Azura|Azura]] |{{hide|ZZ}} |[[Lore:Azura|Azura]] |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Azura|Azurah]] |[[Lore:Azura|Azurah]] |{{hide|ZZ}} |[[Lore:Azura|Azura]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Baan Dar|Baan Dar]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Baan Dar|Baan Dar]] |[[Lore:Baan Dar|Baan Dar]] |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Boethiah|Boethiah]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Boethra|Boethra]] |{{hide|ZZ}} |[[Lore:Boethiah|Boethiah]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Clavicus Vile|Clavicus Vile]] |{{hide|ZZ}} |[[Lore:Clavicus Vile|Nycot]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Clavicus Vile|Clavicus Vile]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Cuhlecain|Cuhlecain]] |- |{{hide|ZZ}} |[[Lore:Dagoth Ur|Devil of Dagoth]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Dagoth Ur|Dagoth Ur]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Diagna|Diagna]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |[[Lore:Dibella|Dibella]] |[[Lore:Dibella|Dibella]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Dibella|Dibella]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |[[Lore:Herma-Mora|Herma-Mora]] |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Hermaeus Mora|Hermaeus Mora]] |[[Lore:Herma-Mora|Herma-Mora]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Hermaeus Mora|Hermorah]] |[[Lore:Hermaeus Mora|Hermorah]] |{{hide|ZZ}} |[[Lore:Hermaeus Mora|Hermaeus Mora]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Hircine|Hircine]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Hircine|Hircine]] |[[Lore:Hircine|Hircine]] |{{hide|ZZ}} |[[Lore:Hircine|Hircine]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:HoonDing|HoonDing]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Jode|Jode]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Jode|Jode]] |[[Lore:Jode|Jode]] |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Jone|Jone]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Jone|Jone]] |[[Lore:Jone|Jone]] |{{hide|ZZ}} |{{hide|ZZ}} |- |[[Lore:Julianos|Julianos]] |[[Lore:Jhunal|Jhunal]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Julianos|Julianos]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Jyggalag|Gray Prince]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Jyggalag|Jyggalag]] |- |[[Lore:Kynareth|Kynareth]] |[[Lore:Kyne|Kyne]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Tava|Tava]] |[[Lore:Kynareth|Kynareth]] |[[Lore:Kynareth|Khenarthi]] |[[Lore:Kynareth|Khenarthi]] |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Leki|Leki]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |[[Lore:Shezarr|Shezarr]] |[[Lore:Shor|Shor]] |{{hide|ZZ}} |[[Lore:Lorkhan|Lorkhan]] |[[Lore:Lorkhan|Lorkhan]] |[[Lore:Lorkhan|Lorkhan]] |[[Lore:Lorkhan|Lorkhan]] |[[Lore:Sep|Sep]] |[[Lore:Sheor|Sheor]] |[[Lore:Lorkhaj|Lorkhaj]] |[[Lore:Lorkhaj|Lorkhaj]] |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Magnus|Magnus]] |[[Lore:Magnus|Magnus]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Magnus|Magnus]] |[[Lore:Magrus|Magrus]] |[[Lore:Magrus|Magrus]] |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |[[Lore:Mauloch|Mauloch]] |[[Lore:Trinimac|Trinimac]] |[[Lore:Trinimac|Trinimac]] |[[Lore:Trinimac|Trinimac]] |{{hide|ZZ}} |[[Lore:Malacath|Malacath]] |[[Lore:Malooc|Malooc]] |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Malacath|Orkha]] |{{hide|ZZ}} |[[Lore:Malacath|Malacath]] |- |[[Lore:Mara|Mara]] |[[Lore:Mara|Mara]] |{{hide|ZZ}} |[[Lore:Mara|Mara]] |[[Lore:Mara|Mara]] |[[Lore:Mara|Mara]] |{{hide|ZZ}} |[[Lore:Morwha|Morwha]] |[[Lore:Mara|Mara]] |[[Lore:Mara|Mara]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Mehrunes Dagon|Mehrunes Dagon]] |{{hide|ZZ}} |[[Lore:Mehrunes Dagon|Mehrunes Dagon]] |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Merrunz|Merrunz]] ([[Lore:Gods D#Dagon|Dagon]]) |[[Lore:Merrunz|Merrunz]] ([[Lore:Gods D#Dagon|Dagon]]) |{{hide|ZZ}} |[[Lore:Mehrunes Dagon|Mehrunes Dagon]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Mephala|Mephala]] |{{hide|ZZ}} |[[Lore:Mephala|Mephala]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Mephala|Mafala]] |{{hide|ZZ}} |[[Lore:Mephala|Mephala]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Meridia|Merid-Nunda]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Meridia|Merid-Nunda]] |{{hide|ZZ}} |[[Lore:Meridia|Meridia]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Miraak|Miraak]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Molag Bal|Mola Gbal]] |{{hide|ZZ}} |[[Lore:Molag Bal|Molag Bal]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Molag Bal|Molagh]] |{{hide|ZZ}} |[[Lore:Molag Bal|Molag Bal]] |- |[[Lore:Morihaus|Morihaus]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Namira|Namira]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Namira|Namiira]] |[[Lore:Namira|Namiira]] |{{hide|ZZ}} |[[Lore:Namira|Namira]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Nirni|Nirni]] |[[Lore:Nirni|Nirni]] |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Nocturnal|Noctra]] |{{hide|ZZ}} |[[Lore:Nocturnal|Nocturnal]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Onsi|Onsi]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |[[Lore:Padomay|Padomay]] |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Sithis|Sithis]] |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Sithis|Sithis]] |[[Lore:Akel|Akel]] |{{hide|ZZ}} |[[Lore:Padomay|Fadomai]] |[[Lore:Padomay|Fadomai]] |[[Lore:Sithis|Sithis]] ([[Lore:Gods K#Kota|Kota]]) |[[Lore:Sithis|Sithis]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Peryite|Peryite]] |- |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Phynaster|Phynaster]] |[[Lore:Phynaster|Phynaster]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Phynaster|Phynaster]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Rajhin|Rajhin]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |[[Lore:Reman|Reman]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Riddle'Thar|Riddle'Thar]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Ruptga|Ruptga]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Sanguine|Sangiin]] |[[Lore:Sanguine|Sangiin]] |{{hide|ZZ}} |[[Lore:Sanguine|Sanguine]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Satakal|Satakal]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Gods A#Atakota|Atakota]] |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Sheogorath|Sheogorath]] |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Sheogorath|Sheggorath]] |[[Lore:Sheogorath|Sheggorath]] |{{hide|ZZ}} |[[Lore:Sheogorath|Sheogorath]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Sotha Sil|Sotha Sil]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |[[Lore:Stendarr|Stendarr]] |[[Lore:Stuhn|Stuhn]] |{{hide|ZZ}} |[[Lore:Stendarr|Stendarr]] |[[Lore:Stendarr|Stendarr]] |[[Lore:Stendarr|Stendarr]] |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Stendarr|Stendarr]] |[[Lore:Stendarr|S'rendarr]] |[[Lore:Stendarr|S'rendarr]] |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Syrabane|Syrabane]] |[[Lore:Syrabane|Syrabane]] |[[Lore:Syrabane|Syrabane]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |[[Lore:Talos|Talos]] |[[Lore:Wulfharth|Ysmir]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Vaermina|Vaermina]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Vaermina|Varmiina]] |[[Lore:Vaermina|Varmiina]] |{{hide|ZZ}} |[[Lore:Vaermina|Vaermina]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Vivec|Vivec]] |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Jephre|Jephre]] |[[Lore:Jephre|Jephre]] |[[Lore:Y'ffre|Y'ffre]] |[[Lore:Y'ffre|Y'ffre]] |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Y'ffre|Y'ffre]] |[[Lore:Y'ffre|Y'ffer]] |[[Lore:Y'ffre|Y'ffer]] |{{hide|ZZ}} |{{hide|ZZ}} |- |[[Lore:Zenithar|Zenithar]] |[[Lore:Gods T#Tsun|Tsun]] |{{hide|ZZ}} |[[Lore:Gods T#Tsun|Xen]] |{{hide|ZZ}} |[[Lore:Z'en|Z'en]] |{{hide|ZZ}} |[[Lore:Zeht|Zeht]] |[[Lore:Zenithar|Zenithar]] |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Z'en|Z'en]] |{{hide|ZZ}} |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:God of Worms|God of Worms]] |- |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |{{hide|ZZ}} |[[Lore:Selene|Selene]] |} ===Notes=== * For more information, see the article on [[Lore:Daedric Princes|Daedric Princes]] and/or the [[Lore:Divines|Divines]]. * For various reasons, the following deities are not on the table above: ** [[Lore:Ius|Ius]], who is mostly [[Arena:Rockpark#Notes|an easter egg]]. ** [[Lore:Malak|Malak]], which is another name for [[Lore:Malacath|Malacath]]; Orsimer gods are not listed in the table. ==References== <references/> ==See Also== * {{Book Link|Varieties of Faith...|Varieties of Faith in the Empire}} (The original source for most of the information under [[#Pantheons|Pantheons]]) ** {{Book Link|Varieties of Faith in Tamriel}} (Second Era version of the same book) * {{Book Link|The Monomyth}} (Intercomparison of different pantheons) * {{Book Link|The Annotated Anuad}} (A simplified/children version of the creation myth) * {{Book Link|The Light and the Dark}} (Another children story about the creation of et'Ada) * {{Book Link|Sithis (book)}} (An alternative view on the Aedra) * {{Book Link|Divines and the Nords}} (A Second Era description of the Nordic pantheon) * {{Book Link|Children of the Root}} * {{Book Link|Words of Clan Mother Ahnissi}} More on the Khajiiti pantheon: * {{Book Link|The Adversarial Spirits}} * {{Book Link|The Dark Spirits}} * {{Book Link|The Sky Spirits}} * {{Book Link|The Wandering Spirits}} * {{Book Link|The Worldly Spirits}} {{Aedra and Daedra}}
2,407,863
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Legoless
The gods of Tamriel are as varied as the many cultures' traditions of worship. Individual gods (used as a general term to indicate any entity worshipped by one of Tamriel's cultures) are listed alphabetically on each of the sub-articles listed above. This article provides some general information about relationships between the different gods. Types of Gods Generally, there are several distinct groups into which the various gods fall: Many versions of Anu and Padomay, the two primal forces. These two entities are recognized under various names in most faiths. The et'Ada are the "original spirits", a race of divine beings resulting from the interplay of Anu and Padomay, including: The Aedra combine both Anuic and Padomaic basis; these are the gods who helped to create Mundus. The Daedric Princes have a Padomaic basis; these are the gods who refused to help create Mundus and created their own Planes in Oblivion filled with lesser Daedra. Magna Ge have an Anuic basis; these are the gods who refused to help create Mundus and fled into Aetherius after Magnus, creating the stars while Magnus created the sun. Other divine spirits, or Ada, such as Morihaus and Pelinal Whitestrake, are descended from the et'Ada. On occasion, a mortal, such as Talos and the Tribunal, will achieve apotheosis, becoming a god, or will be worshipped as a god, such as Reman. Cultural Worship In Tamriel, cultural pantheons of certain provinces have different gods that they worship, though some gods are worshipped in several areas. In Cyrodiil, worship of either the Divines or the Daedric Princes is common, especially among the native Imperials. In Morrowind, the Daedric Princes and the Tribunal are commonly worshipped, specifically among the native Dunmer. In Skyrim, worship of the old Nordic pantheon still persists in some Holds, while others have adopted the modern Imperial pantheon. Pantheons This table contains the names of beings worshipped by some of Tamriel's major races. Notably, s are not listed. This is because they don't have a specific province, but instead a kingdom in High Rock—Orsinium; they predominantly worship Malacath and/or Trinimac. Notes For more information, see the article on Daedric Princes and/or the Divines. For various reasons, the following deities are not on the table above: Ius, who is mostly an easter egg. Malak, which is another name for Malacath; Orsimer gods are not listed in the table. References See Also (The original source for most of the information under Pantheons) (Second Era version of the same book) (Intercomparison of different pantheons) (A simplified/children version of the creation myth) (Another children story about the creation of et'Ada) (An alternative view on the Aedra) (A Second Era description of the Nordic pantheon) More on the Khajiiti pantheon:
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Morrowind:Books
{{Trail|Items}} [[Category:Morrowind-Books| ]] [[Category:Lore-Books-by-Game|Morrowind]] __NOTOC__ There are many '''books''' in ''[[Morrowind:Morrowind|Morrowind]]'', attempting to provide players with an authentic experience by letting them delve as deeply as they want into the lore of [[Lore:Tamriel|Tamriel]]. Acquiring and reading them all in-game is a difficult task, so they are collected here. On this page there are further book categories as well as a list of all the books that appear in the game. A list of books broken down by subject can be found [[Morrowind:Books by Subject|here]]. '''Special Categories of Books''' ;[[Morrowind:Faction Books|Faction Books]]: Most factions in the game have books that document what they believe. ;[[Morrowind:Skill Books|Skill Books]]: Lists the books in the game that increase the character's skills. ;[[Morrowind:Notes|Notes]]: Shorter notes, ledgers, logs, etc. ===Normal=== {{#define:showvalue|1}}{{#define:showicon|1}}{{#define:showid|1}} {| class="wikitable sortable collapsible" !width=32 class=unsortable| !! Title (ID) !width=22|[[Image:OBValueIcon_small.png|Value]] ! Author !!class=unsortable|Description |- *{{Book Normal|2920, The Last Year of the First Era}} *{{Book Normal|The 36 Lessons of Vivec}} *{{Book Normal|ABCs for Barbarians}} *{{Book Normal|Aedra and Daedra}} *{{Book Normal|The Affairs of Wizards}} *{{Book Normal|The Alchemists Formulary}} *{{Book Normal|Ancestors and the Dunmer}} *{{Book Normal|Antecedants of Dwemer Law}} *{{Book Normal|The Anticipations}} *{{Book Normal|The Annotated Anuad}} *{{Book Normal|Arcana Restored}} *{{Book Normal|The Arcturian Heresy}} *{{Book Normal|Arkay the Enemy}} *{{Book Normal|The Armorer's Challenge}} *{{Book Normal|The Art of War Magic}} *{{Book Normal|Ashland Hymns}} *{{Book Normal|The Axe Man}} *{{Book Normal|Azura and the Box}} *{{Book Normal|The Balladeer's Fakebook}} *{{Book Normal|Biography of Queen Barenziah}} *{{Book Normal|Biography of the Wolf Queen}} *{{Book Normal|The Black Arrow}} *{{Book Normal|The Black Glove}} *{{Book Normal|Blasphemous Revenants}} *{{Book Normal|The Blue Book of Riddles}} *{{Book Normal|Boethiah's Glory}} *{{Book Normal|Boethiah's Pillow Book}} *{{Book Normal|Bone}} *{{Book Normal|The Book of Daedra}} *{{Book Normal|The Book of Dawn and Dusk}} *{{Book Normal|Book of Life and Service}} *{{Book Normal|Book of Rest and Endings}} *{{Book Normal|Breathing Water}} *{{Book Normal|Brief History of the Empire}} *{{Book Normal|The Brothers of Darkness}} *{{Book Normal|Brown Book of 3E 426}} *{{Book Normal|The Buying Game}} *{{Book Normal|The Cake and the Diamond}} *{{Book Normal|The Cantatas of Vivec}} *{{Book Normal|Capn's Guide to the Fishy Stick}} *{{Book Normal|Chance's Folly}} *{{Book Normal|The Changed Ones}} *{{Book Normal|Charwich-Koniinge Letters}} *{{Book Normal|Cherim's Heart of Anequina}} *{{Book Normal|Children of the Sky}} *{{Book Normal|Chimarvamidium}} *{{Book Normal|Chronicles of Nchuleft (book)}} *{{Book Normal|Confessions of a Skooma-Eater}} *{{Book Normal|The Consolations of Prayer}} *{{Book Normal|Corpse Preparation}} *{{Book Normal|A Dance in Fire}} *{{Book Normal|Darkest Darkness}} *{{Book Normal|Death Blow of Abernanit}} *{{Book Normal|Divine Metaphysics...}} *{{Book Normal|The Doors of the Spirit}} *{{Book Normal|The Dowry}} *{{Book Normal|The Dragon Break Re-Examined}} *{{Book Normal|The Eastern Provinces...|The Eastern Provinces Impartially Considered}} *{{Book Normal|The Egg of Time}} *{{Book Normal|Fellowship of the Temple}} *{{Book Normal|Feyfolken}} *{{Book Normal|Fighters Guild Charter}} *{{Book Normal|The Final Lesson}} *{{Book Normal|The Firmament}} *{{Book Normal|The Firsthold Revolt}} *{{Book Normal|The Five Far Stars}} *{{Book Normal|Five Songs of King Wulfharth|The Five Songs of King Wulfharth}} *{{Book Normal|For my Gods and Emperor}} *{{Book Normal|Fort Pelagiad Prisoner Log}} *{{Book Normal|The Four Suitors of Benitah}} *{{Book Normal|Fragment: On Artaeum}} *{{Book Normal|Frontier, Conquest...|Frontier, Conquest, and Accomodation}} *{{Book Normal|Galerion The Mystic}} *{{Book Normal|Galur Rithari's Papers (book)}} *{{Book Normal|A Game at Dinner}} *{{Book Normal|The Gold Ribbon of Merit}} *{{Book Normal|Grasping Fortune}} *{{Book Normal|Great Houses of Morrowind}} *{{Book Normal|Guide to Ald'ruhn}} *{{Book Normal|Guide to Balmora}} *{{Book Normal|Guide to Sadrith Mora}} *{{Book Normal|Guide to Vivec}} *{{Book Normal|Guide to Vvardenfell}} *{{Book Normal|Guylaine's Architecture}} *{{Book Normal|Hallgerd's Tale}} *{{Book Normal|Hanging Gardens...|Hanging Gardens of Wasten Coridale}} *{{Book Normal|Hanin's Wake}} *{{Book Normal|Homilies of Blessed Almalexia}} *{{Book Normal|Honor Among Thieves}} *{{Book Normal|The Hope of the Redoran}} *{{Book Normal|The Horror of Castle Xyr}} *{{Book Normal|The House of Troubles}} *{{Book Normal|How Orsinium Passed to the Orcs}} *{{Book Normal|A Hypothetical Treachery}} *{{Book Normal|Ice and Chiton|Ice and Chitin}} *{{Book Normal|The Importance of Where}} *{{Book Normal|Incident in Necrom}} *{{Book Normal|Invocation of Azura}} *{{Book Normal|Kagrenac's Journal}} *{{Book Normal|Kagrenac's Planbook}} *{{Book Normal|Journal of Tarhiel}} *{{Book Normal|Last Scabbard of Akrash}} *{{Book Normal|The Legendary Scourge}} *{{Book Normal|Legions of the Dead}} *{{Book Normal|A Less Rude Song}} *{{Book Normal|Lives of the Saints}} *{{Book Normal|The Locked Room}} *{{Book Normal|Lord Jornibret's Last Dance}} *{{Book Normal|The Lost Prophecy}} *{{Book Normal|The Lunar Lorkhan}} *{{Book Normal|The Lusty Argonian Maid}} *{{Book Normal|The Madness of Pelagius}} *{{Book Normal|Mages Guild Charter}} *{{Book Normal|The Marksmanship Lesson}} *{{Book Normal|Master Zoaraym's Tale}} *{{Book Normal|The Mirror}} *{{Book Normal|Mixed Unit Tactics v1}} *{{Book Normal|The Monomyth}} *{{Book Normal|Mysterious Akavir}} *{{Book Normal|Mystery of Talara}} *{{Book Normal|Mysticism (book)}} *{{Book Normal|N'Gasta! Kvata! Kvakis!}} *{{Book Normal|Nchunak's Fire and Faith}} *{{Book Normal|Nerevar Moon-and-Star}} *{{Book Normal|Night Falls On Sentinel}} *{{Book Normal|No-h's Picture Book of Wood}} *{{Book Normal|Notes on Racial Phylogeny}} *{{Book Normal|The Old Ways}} *{{Book Normal|On Morrowind}} *{{Book Normal|On Oblivion}} *{{Book Normal|Ordo Legionis}} *{{Book Normal|Origin of the Mages Guild}} *{{Book Normal|Overview of Gods and Worship}} *{{Book Normal|Palla}} *{{Book Normal|The Pig Children}} *{{Book Normal|The Pilgrim's Path}} *{{Book Normal|Poison Song}} *{{Book Normal|The Posting of the Hunt}} *{{Book Normal|The Prayers of Baranat}} *{{Book Normal|Progress of Truth}} *{{Book Normal|The Ransom of Zarek}} *{{Book Normal|The Real Barenziah}} *{{Book Normal|The Real Nerevar}} *{{Book Normal|Realizations of Acrobacy}} *{{Book Normal|The Rear Guard}} *{{Book Normal|Red Book of 3E 426|Red Book of Great House Redoran 3E 426}} *{{Book Normal|The Red Book of Riddles}} *{{Book Normal|Redoran Cooking Secrets}} *{{Book Normal|Reflections on Cult Worship}} *{{Book Normal|Response to Bero's Speech}} *{{Book Normal|The Ruins of Kemel-Ze}} *{{Book Normal|Saryoni's Sermons}} *{{Book Normal|Secrets of Dwemer Animunculi}} *{{Book Normal|The Seed}} *{{Book Normal|A Short History of Morrowind}} *{{Book Normal|Silence (book)}} *{{Book Normal|Sithis}} *{{Book Normal|Smuggler's Island}} *{{Book Normal|Song of the Alchemists}} *{{Book Normal|Special Flora of Tamriel}} *{{Book Normal|Spirit of Nirn, God of Mortals}} *{{Book Normal|Spirit of the Daedra}} *{{Book Normal|Starlover's Log}} *{{Book Normal|The Stranger}} *{{Book Normal|Surfeit of Thieves}} *{{Book Normal|Tal Marog Ker's Researches}} *{{Book Normal|Tamrielic Lore}} *{{Book Normal|The Third Door}} *{{Book Normal|Trap}} *{{Book Normal|The True Nature of Orcs}} *{{Book Normal|The True Noble's Code}} *{{Book Normal|Unnamed Book}} *{{Book Normal|The Vagaries of Magicka}} *{{Book Normal|Vampires of Vvardenfell}} *{{Book Normal|Varieties of Faith...|Varieties of Faith in the Empire}} *{{Book Normal|Vernaccus and Bourlor}} *{{Book Normal|Vivec and Mephala}} *{{Book Normal|The War of the First Council}} *{{Book Normal|The Warrior's Charge}} *{{Book Normal|The Waters of Oblivion}} *{{Book Normal|Where Were You ... Dragon Broke|Where Were You When the Dragon Broke?}} *{{Book Normal|The Wild Elves}} *{{Book Normal|Withershins (book)}} *{{Book Normal|The Wolf Queen}} *{{Book Normal|Words and Philosophy}} *{{Book Normal|Words of Clan Mother Ahnissi}} *{{Book Normal|Words of the Wind}} *{{Book Normal|The Wraith's Wedding Dowry}} *{{Book Normal|Yellow Book of 3E 426|Yellow Book of Great House Hlaalu}} *{{Book Normal|The Yellow Book of Riddles}} |}
2,375,749
2021-03-27T14:36:46Z
Dillonn241
Morrowind There are many books in Morrowind, attempting to provide players with an authentic experience by letting them delve as deeply as they want into the lore of Tamriel. Acquiring and reading them all in-game is a difficult task, so they are collected here. On this page there are further book categories as well as a list of all the books that appear in the game. A list of books broken down by subject can be found here. Special Categories of Books ;Faction Books: Most factions in the game have books that document what they believe. ;Skill Books: Lists the books in the game that increase the character's skills. ;Notes: Shorter notes, ledgers, logs, etc. Normal
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https://en.uesp.net/wiki/Morrowind:Skill_Books
Morrowind:Skill Books
{{Trail|Books}}[[Category:Morrowind-Books| ]] Throughout [[Morrowind:Vvardenfell|Vvardenfell]], there are books designed to enhance various [[Morrowind:Skills|skill]] levels through academic study of them. When you open one of these '''skill books''', you receive a one-point increase in its associated skill. Unlike training, this skill increase occurs without regard to the level of the skill's [[Morrowind:Attributes|governing attribute]]; however, once a particular skill reaches 100 points, skill books don't raise that skill above 100, but you still get a skill increase message, and if the skill raised is in major/minor groups, the raise counts towards [[Morrowind:Level|leveling up]] and contributes to the attribute bonus. Note that reading a book does not count as theft even if it happens to belong to somebody. Thus you can read a book (and get your skill bonus) right in front of its owner without being accused of stealing. Unless you click the "Take" button on the bottom, it's not illegal. A skill book can be picked up without reading it by opening your inventory and dragging the book from the game world into your inventory, thus enabling you to save the skill increase for later use when your skill is higher. A particular book only improves a skill once, when you first read it; repeat readings have no additional effect on your skill level. An exception to this is a few books that exist in both opened and closed varieties. You can read one of each and gain a skill point each time. '''See Also''': :[[Bloodmoon:Skill_Books|Bloodmoon Skill Books]] '''Note:''' Locations only list places you are ''guaranteed'' to find a book. All of these books can also be found as random loot elsewhere. {{#define:showid|1}}{{#define:showloc|1}}{{#define:showskill|1}} {| class=wikitable width=100% !width=5| Book Name ! Skill ! Author ! Description ! Locations |- {{Book Normal|Realizations of Acrobacy}} {{Book Normal|A Dance in Fire, Chapter 1}} {{Book Normal|A Dance in Fire, Chapter 4}} {{Book Normal|The Black Arrow, Volume 1}} {{Book Normal|Mystery of Talara, Part 1}} {{Book Normal|A Game at Dinner}} {{Book Normal|The Cake and the Diamond}} {{Book Normal|Song of the Alchemists}} {{Book Normal|36 Lessons of Vivec, Sermon 2}} {{Book Normal|36 Lessons of Vivec, Sermon 18}} {{Book Normal|Breathing Water}} {{Book Normal|The Dragon Break Re-Examined}} {{Book Normal|Sithis}} {{Book Normal|36 Lessons of Vivec, Sermon 13}} {{Book Normal|The Lunar Lorkhan}} {{Book Normal|36 Lessons of Vivec, Sermon 6}} {{Book Normal|36 Lessons of Vivec, Sermon 25}} {{Book Normal|36 Lessons of Vivec, Sermon 29}} {{Book Normal|The Armorer's Challenge}} {{Book Normal|Last Scabbard of Akrash}} {{Book Normal|The Ransom of Zarek}} {{Book Normal|A Dance in Fire, Chapter 3}} {{Book Normal|36 Lessons of Vivec, Sermon 1}} {{Book Normal|36 Lessons of Vivec, Sermon 8}} {{Book Normal|36 Lessons of Vivec, Sermon 31}} {{Book Normal|The Axe Man}} {{Book Normal|The Seed}} {{Book Normal|The Third Door}} {{Book Normal|36 Lessons of Vivec, Sermon 5}} {{Book Normal|36 Lessons of Vivec, Sermon 16}} {{Book Normal|A Dance in Fire, Chapter 2}} {{Book Normal|Death Blow of Abernanit}} {{Book Normal|The Mirror}} {{Book Normal|36 Lessons of Vivec, Sermon 7}} {{Book Normal|36 Lessons of Vivec, Sermon 32}} {{Book Normal|The Hope of the Redoran}} {{Book Normal|The Importance of Where}} {{Book Normal|Night Falls On Sentinel}} {{Book Normal|36 Lessons of Vivec, Sermon 3}} {{Book Normal|36 Lessons of Vivec, Sermon 9}} {{Book Normal|Feyfolken II}} {{Book Normal|Feyfolken III}} {{Book Normal|2920, Hearth Fire}} {{Book Normal|2920, FrostFall}} {{Book Normal|The Warrior's Charge}} {{Book Normal|The Horror of Castle Xyr}} {{Book Normal|Response to Bero's Speech}} {{Book Normal|A Hypothetical Treachery}} {{Book Normal|The Art of War Magic}} {{Book Normal|Mystery of Talara, Part 3}} {{Book Normal|Feyfolken I}} {{Book Normal|The Wolf Queen, Book VIII}} {{Book Normal|Palla, Book II}} {{Book Normal|36 Lessons of Vivec, Sermon 19}} {{Book Normal|The Final Lesson}} {{Book Normal|Charwich-Koniinge, Volume 2}} {{Book Normal|Charwich-Koniinge, Volume 4}} {{Book Normal|Master Zoaraym's Tale}} {{Book Normal|The Prayers of Baranat}} {{Book Normal|The Wolf Queen, Book II}} {{Book Normal|Hallgerd's Tale}} {{Book Normal|2920, MidYear}} {{Book Normal|Chimarvamidium}} {{Book Normal|How Orsinium Passed to the Orcs}} {{Book Normal|36 Lessons of Vivec, Sermon 12}} {{Book Normal|Incident in Necrom}} {{Book Normal|Mystery of Talara, Part 4}} {{Book Normal|Palla, Book I}} {{Book Normal|Silence (book)}} {{Book Normal|The Wolf Queen, Book III}} {{Book Normal|Ice and Chiton}} {{Book Normal|Lord Jornibret's Last Dance}} {{Book Normal|The Rear Guard}} {{Book Normal|36 Lessons of Vivec, Sermon 21}} {{Book Normal|36 Lessons of Vivec, Sermon 28}} {{Book Normal|2920, Morning Star}} {{Book Normal|36 Lessons of Vivec, Sermon 17}} {{Book Normal|36 Lessons of Vivec, Sermon 20}} {{Book Normal|36 Lessons of Vivec, Sermon 23}} {{Book Normal|Words and Philosophy}} {{Book Normal|The Black Arrow, Volume II}} {{Book Normal|A Dance in Fire, Chapter 5}} {{Book Normal|The Gold Ribbon of Merit}} {{Book Normal|The Marksmanship Lesson}} {{Book Normal|Vernaccus and Bourlor}} {{Book Normal|Bone, Part One}} {{Book Normal|Bone, Part Two}} {{Book Normal|Cherim's Heart of Anequina}} {{Book Normal|36 Lessons of Vivec, Sermon 22}} {{Book Normal|36 Lessons of Vivec, Sermon 33}} {{Book Normal|2920, Sun's Height}} {{Book Normal|The Buying Game}} {{Book Normal|A Dance in Fire, Chapter 6}} {{Book Normal|A Dance in Fire, Chapter 7}} {{Book Normal|The Wolf Queen, Book IV}} {{Book Normal|2920, Sun's Dawn}} {{Book Normal|Charwich-Koniinge, Volume 3}} {{Book Normal|The Firsthold Revolt}} {{Book Normal|36 Lessons of Vivec, Sermon 4}} {{Book Normal|36 Lessons of Vivec, Sermon 36}} {{Book Normal|2920, Rain's Hand}} {{Book Normal|The Four Suitors of Benitah}} {{Book Normal|Mystery of Talara, Part 2}} {{Book Normal|Notes on Racial Phylogeny}} {{Book Normal|Withershins (book)}} {{Book Normal|Chance's Folly}} {{Book Normal|The Dowry}} {{Book Normal|The Locked Room}} {{Book Normal|Surfeit of Thieves}} {{Book Normal|The Wolf Queen, Book I}} {{Book Normal|2920, Sun's Dusk}} {{Book Normal|2920, Evening Star}} {{Book Normal|36 Lessons of Vivec, Sermon 10}} {{Book Normal|36 Lessons of Vivec, Sermon 30}} {{Book Normal|Unnamed Book}} {{Book Normal|2920, Last Seed}} {{Book Normal|Azura and the Box}} {{Book Normal|36 Lessons of Vivec, Sermon 26}} {{Book Normal|Trap}} {{Book Normal|The Wolf Queen, Book VI}} {{Book Normal|2920, First Seed}} {{Book Normal|Smuggler's Island}} {{Book Normal|36 Lessons of Vivec, Sermon 14}} {{Book Normal|36 Lessons of Vivec, Sermon 24}} {{Book Normal|36 Lessons of Vivec, Sermon 35}} {{Book Normal|2920, Second Seed}} {{Book Normal|Biography of the Wolf Queen}} {{Book Normal|36 Lessons of Vivec, Sermon 27}} {{Book Normal|The Wolf Queen, Book V}} {{Book Normal|The Wolf Queen, Book VII}} {{Book Normal|Charwich-Koniinge, Volume 1}} {{Book Normal|36 Lessons of Vivec, Sermon 11}} {{Book Normal|36 Lessons of Vivec, Sermon 15}} {{Book Normal|36 Lessons of Vivec, Sermon 34}} {{Book Normal|The Wraith's Wedding Dowry}} |}
2,489,806
2021-09-12T21:00:51Z
Wolfborn
Throughout Vvardenfell, there are books designed to enhance various skill levels through academic study of them. When you open one of these skill books, you receive a one-point increase in its associated skill. Unlike training, this skill increase occurs without regard to the level of the skill's governing attribute; however, once a particular skill reaches 100 points, skill books don't raise that skill above 100, but you still get a skill increase message, and if the skill raised is in major/minor groups, the raise counts towards leveling up and contributes to the attribute bonus. Note that reading a book does not count as theft even if it happens to belong to somebody. Thus you can read a book (and get your skill bonus) right in front of its owner without being accused of stealing. Unless you click the "Take" button on the bottom, it's not illegal. A skill book can be picked up without reading it by opening your inventory and dragging the book from the game world into your inventory, thus enabling you to save the skill increase for later use when your skill is higher. A particular book only improves a skill once, when you first read it; repeat readings have no additional effect on your skill level. An exception to this is a few books that exist in both opened and closed varieties. You can read one of each and gain a skill point each time. See Also: :Bloodmoon Skill Books Note: Locations only list places you are guaranteed to find a book. All of these books can also be found as random loot elsewhere.
14
980
https://en.uesp.net/wiki/Category:Morrowind
Category:Morrowind
This is a listing of all the '''[[Morrowind:Morrowind|Morrowind]]''' related pages. [[Category:Elder Scrolls Related|{{PAGENAME}}]]
305,112
2008-06-04T12:31:00Z
RoBoT
This is a listing of all the Morrowind related pages.
14
981
https://en.uesp.net/wiki/Category:Morrowind-Books
Category:Morrowind-Books
[[Category:Morrowind-Items|Books]] This category contains a list of '''[[Morrowind:books|books]]''' that can be found in [[Morrowind:Morrowind|Morrowind]]. For a list of all Morrowind items, click [[:Category:Morrowind-Items|here]].
249,630
2008-02-20T11:32:06Z
RoBoT
Books This category contains a list of books that can be found in Morrowind. For a list of all Morrowind items, click here.
130
982
https://en.uesp.net/wiki/Lore:Lord_Jornibret's_Last_Dance
Lore:Lord Jornibret's Last Dance
{{Lore Book |MW=1 |OB=1 |SRName=Jornibret's Last Dance |ONName=Jornibret's Last Dance |description=Song involving men and women's parts |poem=1 |lorenote=''This book had a companion image on the official Elder Scrolls website, [[:File:LO-book-Lord Jornibret's Last Dance.jpg|archived here]].'' }} (Traditional) '''{{Nst|Women's Verse I|ON=WOMEN'S VERSE 1}}''' :Every winter season, :Except for the reason :Of one war or another :(Really quite a bother), :The Queen of {{Lore Link|Rimmen}} and her consort :Request their vassals come and cavort. :On each and every ball, :The first man at the Hall :Is Lord {{Lore Link|Ogin Jornibret}} of {{Lore Link|Gaer}}, :The Curse of all the {{Lore Link|Maidens Fair}}. '''{{Nst|Women's Refrain|ON=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. '''{{Nst|Men's Verse I|ON=MEN'S VERSE 1}}''' :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. '''{{Nst|Men's Refrain|ON=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. '''{{Nst|Women's Verse II|ON=WOMEN'S VERSE 2}}''' :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." '''''{{Nst|Women's Refrain|ON=WOMEN'S REFRAIN}}''''' '''{{Nst|Men's Verse II|ON=MEN'S VERSE 2}}''' :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. '''''{{Nst|Men's Refrain|ON=MEN'S REFRAIN}}''''' '''{{Nst|Women's Verse III|ON=WOMEN'S VERSE 3}}''' :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. '''''{{Nst|Women's Refrain.|ON=WOMEN'S REFRAIN}}''''' '''{{Nst|Men's Verse III|ON=MEN'S VERSE 3}}''' :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. '''''{{Nst|Men's Refrain|ON=MEN'S REFRAIN}}''''' '''{{Nst|Women's Verse IV|ON=WOMEN'S VERSE 4}}''' :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 {{Lore Link|bear}}." '''''{{Nst|Women's Refrain|ON=WOMEN'S REFRAIN}}'''''{{#switch:{{NS_ID}}|MW|OB=<nowiki/> -- End}} {{Book End}}
2,407,480
2021-05-12T17:45:56Z
Vincentius1
(Traditional) :Every winter season, :Except for the reason :Of one war or another :(Really quite a bother), :The Queen of and her consort :Request their vassals come and cavort. :On each and every ball, :The first man at the Hall :Is Lord of , :The Curse of all the . ''' :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. ''' ''' :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. ''' ''' :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. ''' :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." '' '' ''' :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. ''''' '' ''' :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. ''''' '' ''' :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. ''''' '' ''' :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 ." ''''' '''''
130
983
https://en.uesp.net/wiki/Lore:Breathing_Water
Lore:Breathing Water
{{Lore Book |MW=1 |SR=1 |author=[[Lore:Books by Author#Haliel Myrm|Haliel Myrm]] |description=Lessons on water breathing |lorenote=''This book had a companion image on the official Elder Scrolls website, [[:File:LO-book-Breathing Water.gif|archived here]].'' }} {{LetterPic|H}}e walked through the dry, crowded streets of {{Lore Link|Bal Fell}}, glad to be among so many strangers. In the wharfs of {{Lore Link|Vivec (city)}}, he had no such anonymity. They knew him to be a smuggler, but here, he could be anyone. A lower-class peddler perhaps. A student even. Some people even pushed against him as he walked past as if to say, "We would not dream of being so rude as to acknowledge that you don't belong here." Seryne Relas was not in any of the taverns, but he knew she was somewhere, perhaps behind a tenement window or poking around in a dunghill for an exotic ingredient for some spell or another. He knew little of the ways of sorceresses, but that they always seemed to be doing something eccentric. Because of this prejudice, he nearly passed by the old {{Lore Link|Dunmer}} woman having a drink from a well. It was too prosaic, but he knew from the look of her that she was Seryne Relas, the great sorceress. "I have gold for you," he said to her back. "If you will teach me the secret of breathing water." She turned around, a wide wet grin stretched across her weathered features. "I ain't breathing it, boy. I'm just having a drink." "Don't mock me," he said, stiffly. "Either you're Seryne Relas and you will teach me the spell of breathing water, or you aren't. Those are the only possibilities." "If you're going to learn to {{sic|breath|breathe}} water, you're going to have to learn there are more possibilities than that, boy. The School of Alteration is all about possibilities, changing patterns, making things be what they could be. Maybe I ain't Seryne Relas, but I can teach how to breathe water," she wiped her mouth dry. "Or maybe I am Seryne Relas and I won't. Or maybe even I can teach you to {{sic|breath|breathe}} water, but you can't learn." "I'll learn," he said, simply. "Why don't you just buy yourself a spell of water breathing or a potion over at the Mages Guild?" she asked. "That's how it's generally done." "They're not powerful enough," he said. "I need to be underwater for a long time. I'm willing to pay whatever you ask, but I don't want any questions. I was told you could teach me." "What's your name, boy?" "That's a question," he replied. His name was Tharien Winloth, but in Vivec, they called him the Tollman. His job, such as it was, was collecting a percentage of the loot from the smugglers when they came into harbor to bring to his boss in the {{Lore Link|Camonna Tong}}. Of the value of that percentage, he earned another percentage. In the end it was very small indeed. He had scarcely any gold of his own, and what he had, he gave to Seryne Relas. The lessons began that very day. The sorceress brought her pupil, who she simply called "boy," out to a low sandbank along the sea. "I will teach you a powerful spell for breathing water," she said. "But you must become a master of it. As with all spells and all skills, {{sic|you|the}} more you practice, the better you get. Even that ain't enough. To achieve true mastery, you must understand what it is you're doing. It ain't simply enough to perform a perfect thrust of a blade -- you must also know what you are doing and why." "That's common sense," said {{sic|Tharien|description=missing period}} "Yes, it is," said Seryne, closing her eyes. "But the spells of Alteration are all about uncommon sense. The infinite possibilities, breaking the sky, swallowing space, dancing with time, setting ice on fire, believing that the unreal may become real. You must learn the rules of the cosmos and then break them." "That sounds ... very difficult," replied Tharien, trying to keep a straight face. Seryne pointed to the small silver fish darting along the water's edge: "They don't find it so. They {{sic|breath|breathe}} water just fine." "But that's not magic." "What I'm saying to you, boy, is that it is." For several weeks, Seryne drilled her student, and the more he understood about what he was doing and the more he practiced, the longer he could {{sic|breath|breathe}} underwater. When he found that he could cast the spell for as long as he needed, he thanked the sorceress and bade her farewell. "There is one last lesson I have to teach you," she said. "You must learn that desire is not enough. The world will end your spell no matter how good you are, and no matter how much you want it." "That's a lesson I'm happy not to learn," he said, and left at once for the short journey back to Vivec. The wharfs were much the same, with all the same smells, the same sounds, and the same characters. His boss had found a new Tollman, he learned from his mates. They were still looking out for the smuggler ship Morodrung, but they had given up hope of ever seeing it. Tharien knew they would not. He had seen it sink from the wharf a long time ago. On a moonless night, he cast his spell and dove into the thrashing purple waves. He kept his mind on the world of possibilities, that books could sing, that green was blue, {{sic|that that|that}} water was air, that every stroke and kick brought him closer to a sunken ship filled with treasure. He felt magicka surge all around him as he pushed his way deeper down. Ahead he saw a ghostly shadow of the Morodrung, its mast billowing in a wind of deep water currents. He also felt his spell begin to fade. He could break reality long enough to breathe water all the way back up to the surface, but not enough to reach the ship. The next night, he dove again, and this time, the spell was stronger. He could see the vessel in detail, clouded over and dusted in sediment. The wound in its hull where it had struck the reef. A glint of gold beckoning from within. But still he felt reality closing in, and he had to surface. The third night, he made it into the steerage, past the bloated corpses of the sailors, nibbled and picked apart by fish. Their glassy eyes bulging, their mouths stretched open. Had they only known the spell, he thought briefly, but his mind was more occupied by the gold scattered along the floor, the boxes that contained them shattered. He considered scooping as much he could carry into his pockets, but a sturdy iron box seemed to bespeak more treasures. On the wall was a row of keys. He took each down and tried it on the locked box, but none opened it. One key, however, was missing. {{sic|Thalien|Tharien}} looked around the room. Where could it be? His eyes went to the corpse of one of the sailors, floating in a dance of death not far from the box, his hands tightly clutching something. It was a key. When the ship had begun to sink, this sailor had evidently gone for the iron box. Whatever was in it had to be very valuable. {{sic|Thalien|Tharien}} took the sailor's key and opened the box. It was filled with broken glass. He rummaged around until he felt something solid, and pulled out two flasks of some kind of wine. He smiled as he considered the foolishness of the poor alcoholic. This was what was important to the sailor, out of all the treasure in the Morodrung. Then, suddenly, {{sic|Thalien|Tharien}} Winloth felt reality. He had not been paying attention to the grim, tireless advance of the world on his spell. It was fading away, his ability to breathe water. There was no time to surface. There was no time to do anything. As he sucked in, his lungs filled with cold, briny water. A few days later, the smugglers working on the wharf came upon the drowned body of the former Tollman. Finding a body in the water in Vivec was not in itself noteworthy, but the subject that they discussed over many bottles of {{Lore Link|flin}} was how did it happen that he drowned with two potions of water breathing in his hands. {{Book End}}
2,127,476
2020-03-30T08:23:31Z
LordBreor
e walked through the dry, crowded streets of , glad to be among so many strangers. In the wharfs of , he had no such anonymity. They knew him to be a smuggler, but here, he could be anyone. A lower-class peddler perhaps. A student even. Some people even pushed against him as he walked past as if to say, "We would not dream of being so rude as to acknowledge that you don't belong here." Seryne Relas was not in any of the taverns, but he knew she was somewhere, perhaps behind a tenement window or poking around in a dunghill for an exotic ingredient for some spell or another. He knew little of the ways of sorceresses, but that they always seemed to be doing something eccentric. Because of this prejudice, he nearly passed by the old woman having a drink from a well. It was too prosaic, but he knew from the look of her that she was Seryne Relas, the great sorceress. "I have gold for you," he said to her back. "If you will teach me the secret of breathing water." She turned around, a wide wet grin stretched across her weathered features. "I ain't breathing it, boy. I'm just having a drink." "Don't mock me," he said, stiffly. "Either you're Seryne Relas and you will teach me the spell of breathing water, or you aren't. Those are the only possibilities." "If you're going to learn to water, you're going to have to learn there are more possibilities than that, boy. The School of Alteration is all about possibilities, changing patterns, making things be what they could be. Maybe I ain't Seryne Relas, but I can teach how to breathe water," she wiped her mouth dry. "Or maybe I am Seryne Relas and I won't. Or maybe even I can teach you to water, but you can't learn." "I'll learn," he said, simply. "Why don't you just buy yourself a spell of water breathing or a potion over at the Mages Guild?" she asked. "That's how it's generally done." "They're not powerful enough," he said. "I need to be underwater for a long time. I'm willing to pay whatever you ask, but I don't want any questions. I was told you could teach me." "What's your name, boy?" "That's a question," he replied. His name was Tharien Winloth, but in Vivec, they called him the Tollman. His job, such as it was, was collecting a percentage of the loot from the smugglers when they came into harbor to bring to his boss in the . Of the value of that percentage, he earned another percentage. In the end it was very small indeed. He had scarcely any gold of his own, and what he had, he gave to Seryne Relas. The lessons began that very day. The sorceress brought her pupil, who she simply called "boy," out to a low sandbank along the sea. "I will teach you a powerful spell for breathing water," she said. "But you must become a master of it. As with all spells and all skills, more you practice, the better you get. Even that ain't enough. To achieve true mastery, you must understand what it is you're doing. It ain't simply enough to perform a perfect thrust of a blade -- you must also know what you are doing and why." "That's common sense," said "Yes, it is," said Seryne, closing her eyes. "But the spells of Alteration are all about uncommon sense. The infinite possibilities, breaking the sky, swallowing space, dancing with time, setting ice on fire, believing that the unreal may become real. You must learn the rules of the cosmos and then break them." "That sounds ... very difficult," replied Tharien, trying to keep a straight face. Seryne pointed to the small silver fish darting along the water's edge: "They don't find it so. They water just fine." "But that's not magic." "What I'm saying to you, boy, is that it is." For several weeks, Seryne drilled her student, and the more he understood about what he was doing and the more he practiced, the longer he could underwater. When he found that he could cast the spell for as long as he needed, he thanked the sorceress and bade her farewell. "There is one last lesson I have to teach you," she said. "You must learn that desire is not enough. The world will end your spell no matter how good you are, and no matter how much you want it." "That's a lesson I'm happy not to learn," he said, and left at once for the short journey back to Vivec. The wharfs were much the same, with all the same smells, the same sounds, and the same characters. His boss had found a new Tollman, he learned from his mates. They were still looking out for the smuggler ship Morodrung, but they had given up hope of ever seeing it. Tharien knew they would not. He had seen it sink from the wharf a long time ago. On a moonless night, he cast his spell and dove into the thrashing purple waves. He kept his mind on the world of possibilities, that books could sing, that green was blue, water was air, that every stroke and kick brought him closer to a sunken ship filled with treasure. He felt magicka surge all around him as he pushed his way deeper down. Ahead he saw a ghostly shadow of the Morodrung, its mast billowing in a wind of deep water currents. He also felt his spell begin to fade. He could break reality long enough to breathe water all the way back up to the surface, but not enough to reach the ship. The next night, he dove again, and this time, the spell was stronger. He could see the vessel in detail, clouded over and dusted in sediment. The wound in its hull where it had struck the reef. A glint of gold beckoning from within. But still he felt reality closing in, and he had to surface. The third night, he made it into the steerage, past the bloated corpses of the sailors, nibbled and picked apart by fish. Their glassy eyes bulging, their mouths stretched open. Had they only known the spell, he thought briefly, but his mind was more occupied by the gold scattered along the floor, the boxes that contained them shattered. He considered scooping as much he could carry into his pockets, but a sturdy iron box seemed to bespeak more treasures. On the wall was a row of keys. He took each down and tried it on the locked box, but none opened it. One key, however, was missing. looked around the room. Where could it be? His eyes went to the corpse of one of the sailors, floating in a dance of death not far from the box, his hands tightly clutching something. It was a key. When the ship had begun to sink, this sailor had evidently gone for the iron box. Whatever was in it had to be very valuable. took the sailor's key and opened the box. It was filled with broken glass. He rummaged around until he felt something solid, and pulled out two flasks of some kind of wine. He smiled as he considered the foolishness of the poor alcoholic. This was what was important to the sailor, out of all the treasure in the Morodrung. Then, suddenly, Winloth felt reality. He had not been paying attention to the grim, tireless advance of the world on his spell. It was fading away, his ability to breathe water. There was no time to surface. There was no time to do anything. As he sucked in, his lungs filled with cold, briny water. A few days later, the smugglers working on the wharf came upon the drowned body of the former Tollman. Finding a body in the water in Vivec was not in itself noteworthy, but the subject that they discussed over many bottles of was how did it happen that he drowned with two potions of water breathing in his hands.
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https://en.uesp.net/wiki/Lore:Chance's_Folly
Lore:Chance's Folly
{{Lore Book |MW=1 |SR=1 |ON=1 |author=[[Lore:Books by Author#Zylmoc Golge|Zylmoc Golge]] |description=The folly of a double-crosser |lorenote=''This book had a companion image on the official Elder Scrolls website, [[:File:LO-book-Chance's Folly.jpg|archived here]].'' }} <section begin=part1 />{{LetterPic|B}}y the time she was sixteen, Minevah Iolos had been an unwelcome guest in every shop and manor in {{Lore Link|Balmora}}. Sometimes, she would take everything of value within; other times, it was enough to experience the pure pleasure of finding a way past the locks and traps. In either situation, she would leave a pair of dice in a prominent location as her calling card to let the owners know who had burgled them. The mysterious ghost became known to the locals as Chance. A typical conversation in Balmora at this time: "My dear, whatever happened to that marvelous necklace of yours?" "My dear, it was taken by Chance." The only time when Chance disliked her hobby was when she miscalculated, and she came upon an owner or a guard. So far, she had never been caught, or even seen, but dozens of times she had uncomfortably close encounters. There came a day when she felt it was time to expand her reach. She considered going to {{Lore Link|Vivec (city)}} or {{Lore Link|Gnisis}}, but one night at the Eight Plates, she heard a tale of the {{Lore Link|Heran Ancestral Tomb|ONlink=ON:Ancestral Tombs#Heran Ancestral Tomb}}, an ancient tomb filled with traps and possessing hundreds of years of the Heran family treasures. The idea of breaking the spell of the Heran Tomb and gaining the fortune within appealed to Chance, but facing the guardians was outside of her experience. While she was considering her options, she saw Ulstyr Moresby sitting at a table nearby, by himself as usual. He was huge brute of a {{Lore Link|Breton}} who had a reputation as a gentle eccentric, a great warrior who had gone mad and paid more attention to the voices in his head than to the world around him. If she must have a partner in this enterprise, Chance decided, this man would be perfect. He would not demand or understand the concept of getting an equal share of the booty. If worse came to worse, he would not be missed if the inhabitants of the Heran Tomb were too much for him. Or if Chance found his company tiresome and elected to leave him behind. "Ulstyr, I don't think we've ever met, but my name is Minevah," she said, approaching the table. "I'm fancying a trip to the Heran Ancestral Tomb. If you think you could handle the monsters, I could take care of unlocking doors and popping traps. What do you think?" The Breton took a moment to reply, as if considering the counsel of the voices in his head. Finally he nodded his head in the affirmative, mumbling, "Yes, yes, yes, prop a rock, hot steel. Chitin. Walls beyond doors. Fifty-three. Two months and back." "Splendid," said Chance, not the least put off by his rambling. "We'll leave early tomorrow."<section end=part1 /> <section begin=part2 />When Chance met Ulstyr the next morning, he was wearing chitin armor and had armed himself with an unusual blade that glowed faintly of enchantment. As they began their trek, she tried to engage him in conversation, but his responses were so nonsensical that she quickly abandoned the attempts. A sudden rainstorm swelled over the plain, dousing them, but as she was wearing no armor and Ulstyr was wearing slick chitin, their progress was not impeded. Into the dark recesses of the Heran Tomb, they delved. Her instincts had been correc{{Nst|t -- t|ON=t&mdash;t}}hey made very good partners. She recognized the ancient snap-wire traps, deadfalls, and brittle backs before they were triggered, and cracked all manners of lock: simple tumbler, combination, twisted hasp, double catch, varieties from antiquity with no modern names, rusted heaps that would have been dangerous to open even if one possessed the actual key. Ulstyr for his part slew scores of bizarre fiends, the likes of which Chance, a city girl, had never seen before. His enchanted blade's spell of fire was particularly effective against the {{Lore Link|Frost Atronach|ONdisplay=frost atronach}}s. He even saved her when she lost her footing and nearly plummeted into a shadowy crack in the floor. "Not to hurt thyself," he said, his face showing genuine concern. "There are walls beyond doors and fifty-three. Drain ring. Two months and back. Prop a rock. Come, Mother Chance." Chance had not been listening to much of Ulstyr's babbling, but when he said "Chance," she was startled. She had introduced herself to him as Minevah. Could it be that the peasants were right, and that when mad men spoke, they were talking to the {{Nst|daedra prince|ON=Daedra Prince}} {{Lore Link|Sheogorath}} who gave them advice and information beyond their ken? Or was it rather, more sensibly, that Ulstyr was merely repeating what he heard tell of in Balmora where in recent years "Chance" had become synonymous with lockpicking? As the two continued on, Chance thought of Ulstyr's mumblings. He had said "chitin" when they met as if it had just occurred to him, and the chitin armor that he wore had proven useful. Likewise, "hot steel." What could "walls beyond doors" mean? Or "two months and back"? What numbered "fifty-three"? The notion that Ulstyr possessed secret knowledge about her and the tomb they were in began to unnerve Chance. She made up her mind then to abandon her companion once the treasure had been found. He had cut through the living and undead guardians of the dungeon: if she merely left by the path they had entered, she would be safe without a defender. One phrase he said made perfect sense to her: "drain ring." At one of the manors in Balmora, she had picked up a ring purely because she thought it was pretty. It was not until later that she discovered that it could be used to sap other people's vitality. Could Ulstyr be aware of this? Would he be taken by surprise if she used it on him? She formulated her plan on how best to desert the Breton as they continued down the hall. Abruptly the passage ended with a large metal door, secured by a golden lock. Using her pick, Chance snapped away the two tumblers and bolt, and swung the door open. The treasure of the Heran Tomb was within. Chance quietly slipped her glove off her hand, exposing the ring as she stepped into the room. There were fifty-three bags of gold within. As she turned, the door closed between her and the Breton. On her side, it did not resemble a door anymore, but a wall. Walls beyond doors. For many days, Chance screamed and screamed, as she tried to find a way out of the room. For some days after that, she listened dully to the laughter of Sheogorath within her own head. Two months later, when Ulstyr returned, she was dead. He used a rock to prop open the door and remove the gold.<section end=part2 /> {{Book End}}
1,927,218
2019-03-05T07:54:23Z
Dillonn241
y the time she was sixteen, Minevah Iolos had been an unwelcome guest in every shop and manor in . Sometimes, she would take everything of value within; other times, it was enough to experience the pure pleasure of finding a way past the locks and traps. In either situation, she would leave a pair of dice in a prominent location as her calling card to let the owners know who had burgled them. The mysterious ghost became known to the locals as Chance. A typical conversation in Balmora at this time: "My dear, whatever happened to that marvelous necklace of yours?" "My dear, it was taken by Chance." The only time when Chance disliked her hobby was when she miscalculated, and she came upon an owner or a guard. So far, she had never been caught, or even seen, but dozens of times she had uncomfortably close encounters. There came a day when she felt it was time to expand her reach. She considered going to or , but one night at the Eight Plates, she heard a tale of the , an ancient tomb filled with traps and possessing hundreds of years of the Heran family treasures. The idea of breaking the spell of the Heran Tomb and gaining the fortune within appealed to Chance, but facing the guardians was outside of her experience. While she was considering her options, she saw Ulstyr Moresby sitting at a table nearby, by himself as usual. He was huge brute of a who had a reputation as a gentle eccentric, a great warrior who had gone mad and paid more attention to the voices in his head than to the world around him. If she must have a partner in this enterprise, Chance decided, this man would be perfect. He would not demand or understand the concept of getting an equal share of the booty. If worse came to worse, he would not be missed if the inhabitants of the Heran Tomb were too much for him. Or if Chance found his company tiresome and elected to leave him behind. "Ulstyr, I don't think we've ever met, but my name is Minevah," she said, approaching the table. "I'm fancying a trip to the Heran Ancestral Tomb. If you think you could handle the monsters, I could take care of unlocking doors and popping traps. What do you think?" The Breton took a moment to reply, as if considering the counsel of the voices in his head. Finally he nodded his head in the affirmative, mumbling, "Yes, yes, yes, prop a rock, hot steel. Chitin. Walls beyond doors. Fifty-three. Two months and back." "Splendid," said Chance, not the least put off by his rambling. "We'll leave early tomorrow." When Chance met Ulstyr the next morning, he was wearing chitin armor and had armed himself with an unusual blade that glowed faintly of enchantment. As they began their trek, she tried to engage him in conversation, but his responses were so nonsensical that she quickly abandoned the attempts. A sudden rainstorm swelled over the plain, dousing them, but as she was wearing no armor and Ulstyr was wearing slick chitin, their progress was not impeded. Into the dark recesses of the Heran Tomb, they delved. Her instincts had been correc hey made very good partners. She recognized the ancient snap-wire traps, deadfalls, and brittle backs before they were triggered, and cracked all manners of lock: simple tumbler, combination, twisted hasp, double catch, varieties from antiquity with no modern names, rusted heaps that would have been dangerous to open even if one possessed the actual key. Ulstyr for his part slew scores of bizarre fiends, the likes of which Chance, a city girl, had never seen before. His enchanted blade's spell of fire was particularly effective against the s. He even saved her when she lost her footing and nearly plummeted into a shadowy crack in the floor. "Not to hurt thyself," he said, his face showing genuine concern. "There are walls beyond doors and fifty-three. Drain ring. Two months and back. Prop a rock. Come, Mother Chance." Chance had not been listening to much of Ulstyr's babbling, but when he said "Chance," she was startled. She had introduced herself to him as Minevah. Could it be that the peasants were right, and that when mad men spoke, they were talking to the who gave them advice and information beyond their ken? Or was it rather, more sensibly, that Ulstyr was merely repeating what he heard tell of in Balmora where in recent years "Chance" had become synonymous with lockpicking? As the two continued on, Chance thought of Ulstyr's mumblings. He had said "chitin" when they met as if it had just occurred to him, and the chitin armor that he wore had proven useful. Likewise, "hot steel." What could "walls beyond doors" mean? Or "two months and back"? What numbered "fifty-three"? The notion that Ulstyr possessed secret knowledge about her and the tomb they were in began to unnerve Chance. She made up her mind then to abandon her companion once the treasure had been found. He had cut through the living and undead guardians of the dungeon: if she merely left by the path they had entered, she would be safe without a defender. One phrase he said made perfect sense to her: "drain ring." At one of the manors in Balmora, she had picked up a ring purely because she thought it was pretty. It was not until later that she discovered that it could be used to sap other people's vitality. Could Ulstyr be aware of this? Would he be taken by surprise if she used it on him? She formulated her plan on how best to desert the Breton as they continued down the hall. Abruptly the passage ended with a large metal door, secured by a golden lock. Using her pick, Chance snapped away the two tumblers and bolt, and swung the door open. The treasure of the Heran Tomb was within. Chance quietly slipped her glove off her hand, exposing the ring as she stepped into the room. There were fifty-three bags of gold within. As she turned, the door closed between her and the Breton. On her side, it did not resemble a door anymore, but a wall. Walls beyond doors. For many days, Chance screamed and screamed, as she tried to find a way out of the room. For some days after that, she listened dully to the laughter of Sheogorath within her own head. Two months later, when Ulstyr returned, she was dead. He used a rock to prop open the door and remove the gold.
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https://en.uesp.net/wiki/Lore:The_Cake_and_the_Diamond
Lore:The Cake and the Diamond
{{Lore Book |MW=1 |SRName=The Cake and The Diamond |author=[[Lore:Books by Author#Athyn Muendil|Athyn Muendil]] |description=An alchemist tricks a thief! |lorenote=''This book had a companion image on the official Elder Scrolls website, [[:File:LO-book-The Cake and the Diamond.jpg|archived here]].'' }} {{LetterPic|I}} was in {{Lore Link|the Rat and the Pot}}, a foreigner cornerclub in {{Lore Link|Ald'ruhn}}, talking to my fellow Rats when I first saw the woman. Now, {{Lore Link|Breton}} women are fairly common in the Rat and the Pot. As a breed, they seem inclined to wander far from their perches in [[Lore:High Rock|High Rock]]. Old Breton women, however, are not so migratory, and the wizened old biddy drew attention to herself, wandering about the room, talking to everyone. Nimloth and Oediad were at their usual places, drinking their usual stuff. Oediad was showing off a prize he had picked up in some illicit manner -- a colossal diamond, large as a baby's hand, and clear as spring water. I was admiring it when I heard the creaking of old bones behind me. "Good day to you, friends," said the old woman. "My name is Abelle Chriditte, and I am in need of financial assistance to facilitate my transportation to {{Lore Link|Ald Redaynia}}." "You'll want to see the {{Lore Link|Tribunal Temple|Temple}} for charity," said Nimloth curtly. "I am not looking for charity," said Abelle. "I'm looking to barter services." "Don't make me sick, old woman," laughed Oediad. "Did you say your name was Abelle Chriditte?" I asked, "Are you related to Abelle Chriditte, the High Rock alchemist?" "Closely related," she said, with a cackle. "We are the same person. Perhaps I could prepare you a potion in exchange for gold? I noticed that you have in your possession a very fine diamond. The magical qualities of diamonds are boundless." "Sorry, old woman, I ain't giving it up for magic. It was trouble enough stealing this one," said Oediad. "I've got a fence who'll trade it for gold." "But your fence will demand a certain percentage, will he not? What if I could give you a potion of invisibility in exchange? In return for that diamond, you could have the means to steal many more. A very fair exchange of services, I would say." "It would be, but I have no gold to give you," said Oediad. "I'll take what remains of the diamond after I've made the potion," said Abelle. "If you took it to the [[Lore:Mages Guild|Mages Guild]], you'd have to supply all the other ingredients and pay for it as well. But I learned my craft in the wild, where no Potion-makers existed to dissolve diamonds into dust. When you must do it all by hand, by simple skill, you are blessed with remnants those fool potion-makers at the Guild simply swallow up." "That sounds all very nice," said Nimloth, "But how do we know your potion is going to work? If you make one potion, take the rest of Oediad's diamond, and leave, we won't know until you've gone whether the potion works or not." "Ah, trust is so rare these days," sighed Abelle. "I suppose I could make two potions for you, and there'd still be a little bit of the diamond left for me. Not a lot, but perhaps enough to get me to Ald Redaynia. Then you could try the first potion right here and now, and see if you're satisfied or not." "But," I interjected. "You could make one potion that works and one that doesn't, and take more of the diamond. She could even give you a slow-acting poison, and by the time she got to Ald Redaynia, you'd be dead." "Bleedin' [[Lore:Kynareth|Kynareth]], you {{Lore Link|Dunmer}} are suspicious! I will hardly have any diamond left, but I could make two potions of two doses each, so you can satisfy yourself that the potion works and has no negative effects. If you still don't trust me, come along with me to my table and witness my craft if you'd like." So it was decided that I would accompany Abelle back to her table where she had all her traveling bags full of herbs and minerals, to make certain that she was not making two different potions. It took nearly an hour of preparation, but she kindly allowed me to finish her half-filled flagon of wine while I watched her work. Splintering the diamond and powdering the pieces required the bulk of the time; over and over again, she waved her gnarled hands over the gem, intoning ancient enchantments, breaking the facets of the stone into smaller and smaller pieces. Separately she made pastes of minced bittergreen, crushed red bulbs of dell'arco spae, and driblets of ciciliani oil. I finished the wine. "Old woman," I finally said with a sigh. "How much longer is this going to take? I'm getting tired of watching you work." "The Mages Guild has fooled the populace into thinking alchemy is a science," she said. "But if you're tired, rest your eyes." My eyes closed, seemingly of their own volition. But there had been something in that wine. Something that made me do what she asked. "I think I'll make up the potion as cakes. It's much more potent that way. Now, tell me, young man, what will your friends do once I give them the potion?" "Mug you in the street afterwards to retrieve the rest of the diamond," I said simply. I didn't want to tell the truth, but there it was. "I thought so, but I wanted to be certain. You may open your eyes now." I opened my eyes. Abelle had made a small presentation on a wooden platter: two small cakes and a silver cutting knife. "Pick up the cakes and bring them to the table," said Abelle. "And don't say anything, except to agree with whatever I say." I did as I was told. It was a curious sensation. I didn't really mind being her puppet. Of course, in retrospect, I resent it, but it seemed perfectly natural at the time to obey without question. Abelle handed the cakes to Oediad and I dutifully verified that both cakes were made the same way. She suggested that he cut one of the cakes in half, and she would take one piece and he'd take the other, just so he would know that they worked and weren't poisoned. Oediad thought it was a good idea, and used Abelle's knife to cut the cake. Abelle took the piece on the left and popped into her mouth. Oediad took the piece on the right and swallowed it more cautiously. Abelle and all the bags she was carrying vanished from sight almost instantly. Nothing happened to Oediad. "Why did it work for the witch and not for me?" cried Oediad. "Because the diamond dust was only on the left-hand side of the blade," said the old alchemist through me. I felt her control lessening as the distance grew and she hurried invisibly down the dark Ald'ruhn street away from the Rat and the Pot. We never found Abelle Chriditte or the diamond. Whether she completed her pilgrimage to Ald Redaynia is anyone's guess. The cakes had no effect, except to give Oediad a bad case of {{Lore Link|droops}} that lasted for nearly a week. {{Book End}}
1,927,221
2019-03-05T07:56:09Z
Dillonn241
was in , a foreigner cornerclub in , talking to my fellow Rats when I first saw the woman. Now, women are fairly common in the Rat and the Pot. As a breed, they seem inclined to wander far from their perches in High Rock. Old Breton women, however, are not so migratory, and the wizened old biddy drew attention to herself, wandering about the room, talking to everyone. Nimloth and Oediad were at their usual places, drinking their usual stuff. Oediad was showing off a prize he had picked up in some illicit manner -- a colossal diamond, large as a baby's hand, and clear as spring water. I was admiring it when I heard the creaking of old bones behind me. "Good day to you, friends," said the old woman. "My name is Abelle Chriditte, and I am in need of financial assistance to facilitate my transportation to ." "You'll want to see the for charity," said Nimloth curtly. "I am not looking for charity," said Abelle. "I'm looking to barter services." "Don't make me sick, old woman," laughed Oediad. "Did you say your name was Abelle Chriditte?" I asked, "Are you related to Abelle Chriditte, the High Rock alchemist?" "Closely related," she said, with a cackle. "We are the same person. Perhaps I could prepare you a potion in exchange for gold? I noticed that you have in your possession a very fine diamond. The magical qualities of diamonds are boundless." "Sorry, old woman, I ain't giving it up for magic. It was trouble enough stealing this one," said Oediad. "I've got a fence who'll trade it for gold." "But your fence will demand a certain percentage, will he not? What if I could give you a potion of invisibility in exchange? In return for that diamond, you could have the means to steal many more. A very fair exchange of services, I would say." "It would be, but I have no gold to give you," said Oediad. "I'll take what remains of the diamond after I've made the potion," said Abelle. "If you took it to the Mages Guild, you'd have to supply all the other ingredients and pay for it as well. But I learned my craft in the wild, where no Potion-makers existed to dissolve diamonds into dust. When you must do it all by hand, by simple skill, you are blessed with remnants those fool potion-makers at the Guild simply swallow up." "That sounds all very nice," said Nimloth, "But how do we know your potion is going to work? If you make one potion, take the rest of Oediad's diamond, and leave, we won't know until you've gone whether the potion works or not." "Ah, trust is so rare these days," sighed Abelle. "I suppose I could make two potions for you, and there'd still be a little bit of the diamond left for me. Not a lot, but perhaps enough to get me to Ald Redaynia. Then you could try the first potion right here and now, and see if you're satisfied or not." "But," I interjected. "You could make one potion that works and one that doesn't, and take more of the diamond. She could even give you a slow-acting poison, and by the time she got to Ald Redaynia, you'd be dead." "Bleedin' Kynareth, you are suspicious! I will hardly have any diamond left, but I could make two potions of two doses each, so you can satisfy yourself that the potion works and has no negative effects. If you still don't trust me, come along with me to my table and witness my craft if you'd like." So it was decided that I would accompany Abelle back to her table where she had all her traveling bags full of herbs and minerals, to make certain that she was not making two different potions. It took nearly an hour of preparation, but she kindly allowed me to finish her half-filled flagon of wine while I watched her work. Splintering the diamond and powdering the pieces required the bulk of the time; over and over again, she waved her gnarled hands over the gem, intoning ancient enchantments, breaking the facets of the stone into smaller and smaller pieces. Separately she made pastes of minced bittergreen, crushed red bulbs of dell'arco spae, and driblets of ciciliani oil. I finished the wine. "Old woman," I finally said with a sigh. "How much longer is this going to take? I'm getting tired of watching you work." "The Mages Guild has fooled the populace into thinking alchemy is a science," she said. "But if you're tired, rest your eyes." My eyes closed, seemingly of their own volition. But there had been something in that wine. Something that made me do what she asked. "I think I'll make up the potion as cakes. It's much more potent that way. Now, tell me, young man, what will your friends do once I give them the potion?" "Mug you in the street afterwards to retrieve the rest of the diamond," I said simply. I didn't want to tell the truth, but there it was. "I thought so, but I wanted to be certain. You may open your eyes now." I opened my eyes. Abelle had made a small presentation on a wooden platter: two small cakes and a silver cutting knife. "Pick up the cakes and bring them to the table," said Abelle. "And don't say anything, except to agree with whatever I say." I did as I was told. It was a curious sensation. I didn't really mind being her puppet. Of course, in retrospect, I resent it, but it seemed perfectly natural at the time to obey without question. Abelle handed the cakes to Oediad and I dutifully verified that both cakes were made the same way. She suggested that he cut one of the cakes in half, and she would take one piece and he'd take the other, just so he would know that they worked and weren't poisoned. Oediad thought it was a good idea, and used Abelle's knife to cut the cake. Abelle took the piece on the left and popped into her mouth. Oediad took the piece on the right and swallowed it more cautiously. Abelle and all the bags she was carrying vanished from sight almost instantly. Nothing happened to Oediad. "Why did it work for the witch and not for me?" cried Oediad. "Because the diamond dust was only on the left-hand side of the blade," said the old alchemist through me. I felt her control lessening as the distance grew and she hurried invisibly down the dark Ald'ruhn street away from the Rat and the Pot. We never found Abelle Chriditte or the diamond. Whether she completed her pilgrimage to Ald Redaynia is anyone's guess. The cakes had no effect, except to give Oediad a bad case of that lasted for nearly a week.
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https://en.uesp.net/wiki/Lore:The_Armorer's_Challenge
Lore:The Armorer's Challenge
{{Lore Book |MW=1 |OB=1 |SR=1 |author=[[Lore:Books by Author#Mymophonus|Mymophonus]] |description=A competition between two skilled armorsmiths |lorenote=''This book had a companion image on the official Elder Scrolls website, [[:File:LO-book-The Armorer's Challenge.jpg|archived here]].'' }} {{LetterPic|T}}hree hundred years ago, when [[Lore:Katariah|Katariah]] became Empress, the first and only {{Lore Link|Dunmer}} to rule all of [[Lore:Tamriel|Tamriel]], she faced opposition from the [[Lore:Imperial Council|Imperial Council]]. Even after she convinced them that she would be the best regent to rule the {{Lore Link|Third Empire|Empire}} while her husband [[Lore:Pelagius Septim III|Pelagius]] sought treatment for his madness, there was still conflict. In particular from the Duke of Vengheto, Thane Minglumire, who took a particular delight in exposing all of the Empress's lack of practical knowledge. In this particular instance, Katariah and the Council were discussing the unrest in [[Lore:Black Marsh|Black Marsh]] and the massacre of Imperial troops outside the village of Armanias. The sodden swampland and the sweltering climate, particular in summertide, would endanger the troops if they wore their usual armor. "I know a very clever armorer," said Katariah, "His name is Hazadir, an {{Lore Link|Argonian}} who knows the environments our army will be facing. I knew him in {{Lore Link|Vivec (city)}} where he was a slave to the master armorer there, before he moved to the {{Lore Link|Imperial City}} as a freedman. We should have him design armor and weaponry for the campaign." Minglumire gave a short, barking laugh: "She wants a slave to design the armor and weaponry for our troops! {{Lore Link|Sirollus Saccus}} is the finest armorer in the Imperial City. Everyone knows that." After much debate, it was finally decided to have both armorers contend for the commission. The Council also elected two champions of equal power and prowess, {{Lore Link|Nandor Beraid}} and Raphalas Eul, to battle using the arms and armaments of the real competitors in the struggle. Whichever champion won, the armorer who supplied him would earn the Imperial commission. It was decided that Beraid would be outfitted by Hazadir, and Eul by Saccus. The fight was scheduled to commence in seven days. Sirollus Saccus began work immediately. He would have preferred more time, but he recognized the nature of the test. The situation in Armanias was urgent. The Empire had to select their armorer quickly, and once selected, the preferred armorer had to act swiftly and produce the finest armor and weaponry for the Imperial army in Black Marsh. It wasn't just the best armorer they were looking for. It was the most efficient. Saccus had only begun steaming the half-inch strips of black virgin oak to bend into bands for the flanges of the armor joints when there was a knock at his door. His assistant Phandius ushered in the visitor. It was a tall reptilian of common markings, a dull, green-fringed hood, bright black eyes, and a dull brown cloak. It was Hazadir, Katariah's preferred armorer. "I wanted to wish you the best of luck on the — is that [[Lore:ebony|ebony]]?" It was indeed. Saccus had bought the finest quality ebony weave available in the Imperial City as soon as he heard of the competition and had begun the process of smelting it. Normally it was a six-month procedure refining the ore, but he hoped that a massive convection oven stoked by white flames born of magicka would shorten the operation to three days. Saccus proudly pointed out the other advancements in his armory. The acidic lime pools to sharpen the blade of the dai-katana to an unimaginable degree of sharpness. The {{Lore Link|Akavir}}i forge and tongs he would use to fold the ebony back and forth upon itself. Hazadir laughed. "Have you been to my armory? It's two tiny smoke-filled rooms. The front is a shop. The back is filled with broken armor, some hammers, and a forge. That's it. That's your competition for the millions of gold pieces in Imperial commission." "I'm sure the Empress has some reason to trust you to outfit her troops," said Sirollus Saccus, kindly. He had, after all, seen the shop and knew that what Hazadir said was true. It was a pathetic workshop in the slums, fit only for the lowliest of adventurers to get their iron daggers and cuirasses repaired. Saccus had decided to make the best quality regardless of the inferiority of his rival. It was his way and how he became the best armorer in the Imperial City. Out of kindness, and more than a bit of pride, Saccus showed Hazadir how, by contrast, things should be done in a real professional armory. The Argonian acted as an apprentice to Saccus, helping him refine the ebony ore, and to pound it and fold it when it cooled. Over the next several days, they worked together to create a beautiful dai-katana with an edge honed sharp enough to trim a mosquito's eyebrows, enchanted with flames along its length by one of the {{Lore Link|Imperial Legion Battlemage|Imperial Battlemage}}s, as well as a suit of armor of bound wood, leather, silver, and ebony to resist the winds of [[Lore:Oblivion|Oblivion]]. On the day of the battle, Saccus, Hazadir, and Phandius finished polishing the armor and brought in Raphalas Eul for the fitting. Hazadir left only then, realizing that Nandor Beraid would be at his shop shortly to be outfitted. The two warriors met before the Empress and Imperial Council in the arena, which had been flooded slightly to simulate the swampy conditions of Black Marsh. From the moment Saccus saw Eul in his suit of heavy ebony and blazing dai-katana and Beraid in his collection of dusty, rusted lizard-scales and spear from Hazadir's shop, he knew who would win. And he was right. The first blow from the dai-katana lodged in Beraid's soft shield, as there was no metal trim to deflect it. Before Eul could pull his sword back, Beraid let go of the now-flaming shield, still stuck on the sword, and poked at the joints of Eul's ebony armor with his spear. Eul finally retrieved his sword from the ruined shield and slashed at Beraid, but his light armor was scaled and angled, and the attacks rolled off into the water, extinguishing the dai-katana's flames. When Beraid struck at Eul's feet, he fell into the churned mud and was unable to move. The Empress, out of mercy, called a victor. Hazadir received the commission and thanks to his knowledge of Argonian battle tactics and weaponry and how best to combat them, he designed implements of war that brought down the insurrection in Armanias. Katariah won the respect of Council, and even, grudgingly, that of Thane Minglumire. Sirollus Saccus went to [[Lore:Morrowind|Morrowind]] to learn what Hazadir learned there, and was never heard from again. {{Book End}}
1,927,222
2019-03-05T07:56:23Z
Dillonn241
hree hundred years ago, when Katariah became Empress, the first and only to rule all of Tamriel, she faced opposition from the Imperial Council. Even after she convinced them that she would be the best regent to rule the while her husband Pelagius sought treatment for his madness, there was still conflict. In particular from the Duke of Vengheto, Thane Minglumire, who took a particular delight in exposing all of the Empress's lack of practical knowledge. In this particular instance, Katariah and the Council were discussing the unrest in Black Marsh and the massacre of Imperial troops outside the village of Armanias. The sodden swampland and the sweltering climate, particular in summertide, would endanger the troops if they wore their usual armor. "I know a very clever armorer," said Katariah, "His name is Hazadir, an who knows the environments our army will be facing. I knew him in where he was a slave to the master armorer there, before he moved to the as a freedman. We should have him design armor and weaponry for the campaign." Minglumire gave a short, barking laugh: "She wants a slave to design the armor and weaponry for our troops! is the finest armorer in the Imperial City. Everyone knows that." After much debate, it was finally decided to have both armorers contend for the commission. The Council also elected two champions of equal power and prowess, and Raphalas Eul, to battle using the arms and armaments of the real competitors in the struggle. Whichever champion won, the armorer who supplied him would earn the Imperial commission. It was decided that Beraid would be outfitted by Hazadir, and Eul by Saccus. The fight was scheduled to commence in seven days. Sirollus Saccus began work immediately. He would have preferred more time, but he recognized the nature of the test. The situation in Armanias was urgent. The Empire had to select their armorer quickly, and once selected, the preferred armorer had to act swiftly and produce the finest armor and weaponry for the Imperial army in Black Marsh. It wasn't just the best armorer they were looking for. It was the most efficient. Saccus had only begun steaming the half-inch strips of black virgin oak to bend into bands for the flanges of the armor joints when there was a knock at his door. His assistant Phandius ushered in the visitor. It was a tall reptilian of common markings, a dull, green-fringed hood, bright black eyes, and a dull brown cloak. It was Hazadir, Katariah's preferred armorer. "I wanted to wish you the best of luck on the — is that ebony?" It was indeed. Saccus had bought the finest quality ebony weave available in the Imperial City as soon as he heard of the competition and had begun the process of smelting it. Normally it was a six-month procedure refining the ore, but he hoped that a massive convection oven stoked by white flames born of magicka would shorten the operation to three days. Saccus proudly pointed out the other advancements in his armory. The acidic lime pools to sharpen the blade of the dai-katana to an unimaginable degree of sharpness. The i forge and tongs he would use to fold the ebony back and forth upon itself. Hazadir laughed. "Have you been to my armory? It's two tiny smoke-filled rooms. The front is a shop. The back is filled with broken armor, some hammers, and a forge. That's it. That's your competition for the millions of gold pieces in Imperial commission." "I'm sure the Empress has some reason to trust you to outfit her troops," said Sirollus Saccus, kindly. He had, after all, seen the shop and knew that what Hazadir said was true. It was a pathetic workshop in the slums, fit only for the lowliest of adventurers to get their iron daggers and cuirasses repaired. Saccus had decided to make the best quality regardless of the inferiority of his rival. It was his way and how he became the best armorer in the Imperial City. Out of kindness, and more than a bit of pride, Saccus showed Hazadir how, by contrast, things should be done in a real professional armory. The Argonian acted as an apprentice to Saccus, helping him refine the ebony ore, and to pound it and fold it when it cooled. Over the next several days, they worked together to create a beautiful dai-katana with an edge honed sharp enough to trim a mosquito's eyebrows, enchanted with flames along its length by one of the s, as well as a suit of armor of bound wood, leather, silver, and ebony to resist the winds of Oblivion. On the day of the battle, Saccus, Hazadir, and Phandius finished polishing the armor and brought in Raphalas Eul for the fitting. Hazadir left only then, realizing that Nandor Beraid would be at his shop shortly to be outfitted. The two warriors met before the Empress and Imperial Council in the arena, which had been flooded slightly to simulate the swampy conditions of Black Marsh. From the moment Saccus saw Eul in his suit of heavy ebony and blazing dai-katana and Beraid in his collection of dusty, rusted lizard-scales and spear from Hazadir's shop, he knew who would win. And he was right. The first blow from the dai-katana lodged in Beraid's soft shield, as there was no metal trim to deflect it. Before Eul could pull his sword back, Beraid let go of the now-flaming shield, still stuck on the sword, and poked at the joints of Eul's ebony armor with his spear. Eul finally retrieved his sword from the ruined shield and slashed at Beraid, but his light armor was scaled and angled, and the attacks rolled off into the water, extinguishing the dai-katana's flames. When Beraid struck at Eul's feet, he fell into the churned mud and was unable to move. The Empress, out of mercy, called a victor. Hazadir received the commission and thanks to his knowledge of Argonian battle tactics and weaponry and how best to combat them, he designed implements of war that brought down the insurrection in Armanias. Katariah won the respect of Council, and even, grudgingly, that of Thane Minglumire. Sirollus Saccus went to Morrowind to learn what Hazadir learned there, and was never heard from again.
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988
https://en.uesp.net/wiki/Morrowind:Quests
Morrowind:Quests
{{Trail}} __NOTOC__ This page lists all the different categories of '''quests''' in ''[[Morrowind:Morrowind|Morrowind]]''. They are organized by faction, and can also be found under the specific articles for their [[Morrowind:Places|locations]]. ==Main Quest== {{Bullet Link|Main Quest|Walkthrough for all parts of Morrowind's main quest}} ==Great House Quests== {{Bullet Link|[[Morrowind:House_Hlaalu#House_Hlaalu_Quests|House Hlaalu]]|All quests for the Great House Hlaalu}} {{Bullet Link|[[Morrowind:House Redoran#House Redoran Quests|House Redoran]]|All quests for the Great House Redoran}} {{Bullet Link|[[Morrowind:House Telvanni#House Telvanni Quests|House Telvanni]]|All quests for the Great House Telvanni}} ==Guild and Faction Quests== {{Bullet Link|[[Morrowind:Fighters Guild#Fighters Guild Quests|Fighters Guild]]|All quests for the Guild of Fighters}} {{Bullet Link|[[Morrowind:Mages Guild#Mages Guild Quests|Mages Guild]]|All quests for the Guild of Mages}} {{Bullet Link|[[Morrowind:Thieves Guild#Thieves Guild Quests|Thieves Guild]]|All quests for the Guild of Thieves}} {{Bullet Link|[[Morrowind:Tribunal Temple#Tribunal Temple Quests|Tribunal Temple]]|All quests for the Temple}} {{Bullet Link|[[Morrowind:Morag Tong#Morag Tong Quests|Morag Tong]]|All quests for the Morag Tong}} {{Bullet Link|[[Morrowind:Imperial Cult#Imperial Cult Quests|Imperial Cult]]|All quests for the Imperial Cult}} {{Bullet Link|[[Morrowind:Imperial Legion#Imperial Legion Quests|Imperial Legion]]|All quests for the Imperial Legion}} ==Settlement Quests== {| class=vtop !Cities !Towns !Forts |- | * '''[[Morrowind:Quests in Ald'ruhn|Ald'ruhn]]''' * '''[[Morrowind:Quests in Balmora|Balmora]]''' * '''[[Morrowind:Quests in Sadrith Mora|Sadrith Mora]]''' * '''[[Morrowind:Vivec (city)#Related Quests|Vivec]]''' | * '''[[Morrowind:Ald Velothi#Related Quests|Ald Velothi]]''' * * '''[[Morrowind:Quests in Caldera|Caldera]]''' * * '''[[Morrowind:Quests in Ebonheart|Ebonheart]]''' * '''[[Morrowind:Ghostgate#Related Quests|Ghostgate]]''' * '''[[Morrowind:Gnaar Mok#Related Quests|Gnaar Mok]]''' * * '''[[Morrowind:Quests in Gnisis|Gnisis]]''' * '''[[Morrowind:Hla Oad#Related Quests|Hla Oad]]''' * '''[[Morrowind:Pelagiad#Related Quests|Pelagiad]]''' * '''[[Morrowind:Seyda Neen#Related Quests|Seyda Neen]]''' * '''[[Morrowind:Suran#Related Quests|Suran]]''' * '''[[Morrowind:Tel Branora#Related Quests|Tel Branora]]''' | * '''[[Morrowind:Buckmoth Legion Fort#Related Quests|Buckmoth Legion Fort]]''' * '''[[Morrowind:Moonmoth Legion Fort#Related Quests|Moonmoth Legion Fort]]''' * '''[[Morrowind:Tel Vos#Related Quests|Tel Vos]]''' * '''[[Morrowind:Wolverine Hall#Related Quests|Wolverine Hall]]''' |} <nowiki>*</nowiki> There are no miscellaneous quests starting in these settlements; only related quests. ==Other Quests== {{Bullet Link|Ashlander Clan Quests|Quests from the Ashlander Clans}} {{Bullet Link|[[Morrowind:Daedric Quests|Daedric]]|The daedric shrine quests}} {{Bullet Link|[[Morrowind:Vampires#Vampire Quests|Vampiric]]|The quests available to you when you are a vampire}} {{Bullet Link|Miscellaneous Quests|Quests not associated with any faction or settlement}} {{Bullet Link|Quest Timing}} {{Bullet Link|[[Tribunal:Quests|Tribunal]]}} {{Bullet Link|[[Bloodmoon:Quests|Bloodmoon]]}} ==Unfinished Quests== Several quests are present in the game files but cannot be started. Details can be found [[Morrowind:Unfinished Quests|here]]. [[Category:Morrowind-Quests| ]]
2,085,485
2020-01-13T01:31:40Z
null
This page lists all the different categories of quests in Morrowind. They are organized by faction, and can also be found under the specific articles for their locations. Main Quest Great House Quests Guild and Faction Quests Settlement Quests There are no miscellaneous quests starting in these settlements; only related quests. Other Quests Unfinished Quests Several quests are present in the game files but cannot be started. Details can be found here.
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https://en.uesp.net/wiki/Category:Morrowind-Quests
Category:Morrowind-Quests
[[Category:Morrowind|Quests]] {{CategoryTOC}} This category contains a list of [[Morrowind:Morrowind|Morrowind]] '''[[Morrowind:quests|quests]]'''.
249,631
2008-02-20T11:32:14Z
RoBoT
Quests This category contains a list of Morrowind quests.
130
990
https://en.uesp.net/wiki/Lore:Ahemmusa_Tribe
Lore:Ahemmusa Tribe
<noinclude>{{Lore Factions Trail}} [[File:ON-banner-Ahemmusa.png|thumb|right|150px|Ahemmusa Tribe banner]] :''"The Ahemmusa are among the most peaceful of Ashlander tribes and the weakest in terms of amassing any sort of warband. They wear light clothing, often adorned with small shells, scales and even netting. Their weapons are more like tools, simple knives and spears they can use to work as well as defend themselves if need be. They prefer to keep to themselves and be left alone, living out their lives hunting, herding, and especially fishing."'' — {{Lore Link|Ulran Releth}}, ''"{{Lore Link|Ashlander Tribes and Customs}}"''</noinclude> The {{Lore Link|Ahemmusa Tribe}} is one of the four distinct tribes of the {{Lore Link|Ashlander}}s of {{Lore Link|Vvardenfell}}, in the province of {{Lore Link|Morrowind}}. The Ahemmusa are some of the most peaceful tribes in Vvardenfell and other parts of Morrowind, but they also like to be isolated and kept to themselves. They are hunters, herders, and mostly fishermen that live off the fat of the land. Because they are proficient fishers, they can be found in their own settlement, the '''Ahemmusa Camp''', which is normally found in coastal areas. Their clothing reflects this as well, when it consists of seashells, scales, and netting.{{Ref|name=Customs|{{Cite Book|Ashlander Tribes and Customs}}}} The rare Ashen Fern is used by the Ahemmusa Tribe to mask their scent when hunting.{{Ref|The description of the [[Online:Morrowind Quest Items|Ashen Fern]] quest item in [[Online:Morrowind|ESO: Morrowind]]}}<noinclude> {{NewLeft}} ==History== The Ahemmusa Tribe was founded by {{Lore Link|Nalor Ahemmusa}} many years ago as one of the First Ashkhans. Nalor's cairn was established just south of {{Lore Link|Ald'ruhn}}. In order to gain his blessing, one must offer an {{Lore Link|Ashen Fern}}.{{Ref|[[Online:Farseer Kuamta|Farseer Kuamta]]'s dialogue in [[Online:Morrowind|ESO: Morrowind]]}} During the {{Lore Link|Interregnum}} around {{Year|2E 582}}, the Ahemmusa Tribe had established their camp in the {{Lore Link|Bitter Coast}}, when the Great Houses of {{Lore Link|Redoran}} and {{Lore Link|Telvanni}} had established settlements across their former territory.{{Ref|name=Customs}} The tribe would occasionally gather at the encampment of Ald'ruhn. The blessing of Nalor Ahemmusa, along with the other First Ashkhans, was what allowed House Dunmer to mingle with the Ashlanders, which would subsequently lead to the founding of the city of Ald'ruhn.{{Ref|[[Online:Ancestral Ties|Ancestral Ties]] quest in [[Online:Morrowind|ESO: Morrowind]]}} During {{Lore Link|the Blight}} outbreak in {{Year|3E 427}}, the Ahemmusa Camp had established their camp on the northern tip of the {{Lore Link|Grazelands}}. The Blight would lead to the death of the Ahemmusa's Ashkhan, who would be replaced by their Wise Woman, {{Lore Link|Sinnammu Mirpal}}. The Ahemmusa would be driven from their hunting grounds and threatened by nearby creatures.{{Ref|[[Morrowind:Sul-Matuul|Sul-Matuul]]'s dialogue in [[Morrowind:Morrowind|Morrowind]]}} Sinnammu Mirpal would focus on moving the Ahemmusa once again, primarily to the island ruins of {{Lore Link|Ald Daedroth}}. She would employ the help of the aspiring {{Lore Link|Nerevarine}}, who would clear the ruins from a cult of {{Lore Link|Sheogorath}} worshippers. When the warrior returned successfully, Mirpal had recognized them as the ''Nerevarine'', and awarded them the {{Lore Link|Madstone of the Ahemmusa}}.{{Ref|[[Morrowind:Ahemmusa Nerevarine|Ahemmusa Nerevarine]] quest in [[Morrowind:Morrowind|Morrowind]]}} ==Known Ashkhans== *{{Lore Link|Nalor Ahemmusa}} *Unnamed Ashkhan ({{Year|3E 427}}) ==Gallery== <gallery> MW-banner-Ahemmusa Tribal Flag.png|Ahemmusa Tribe banner in 3E 427 MW-item-Madstone of the Ahemmusa.jpg|The Madstone of the Ahemmusa ON-activity-Ashlander Cairn.jpg|Nalor Ahemmusa's Cairn ON-place-Ahemmusa Camp.jpg|Ahemmusa Camp circa 2E 582 MW-place-Ahemmusa Camp.jpg|Ahemmusa Camp circa 3E 427 </gallery> ==See Also== *For game-specific information, see the [[Morrowind:Ahemmusa Tribe|Morrowind]] and [[Online:Ahemmusa Tribe|ESO]] articles. *For game-specific information on the camp, see the [[Morrowind:Ahemmusa Camp|Morrowind]] and [[Online:Ahemmusa Camp|ESO]] articles. ===Books=== *{{Book Link|Ashlander Tribes and Customs}} *{{Book Link|Words of the Wind}} ==References== <references/> </noinclude>
2,196,775
2020-08-19T17:44:16Z
Jeancey
The is one of the four distinct tribes of the s of , in the province of . The Ahemmusa are some of the most peaceful tribes in Vvardenfell and other parts of Morrowind, but they also like to be isolated and kept to themselves. They are hunters, herders, and mostly fishermen that live off the fat of the land. Because they are proficient fishers, they can be found in their own settlement, the Ahemmusa Camp, which is normally found in coastal areas. Their clothing reflects this as well, when it consists of seashells, scales, and netting. The rare Ashen Fern is used by the Ahemmusa Tribe to mask their scent when hunting. History The Ahemmusa Tribe was founded by many years ago as one of the First Ashkhans. Nalor's cairn was established just south of . In order to gain his blessing, one must offer an . During the around , the Ahemmusa Tribe had established their camp in the , when the Great Houses of and had established settlements across their former territory. The tribe would occasionally gather at the encampment of Ald'ruhn. The blessing of Nalor Ahemmusa, along with the other First Ashkhans, was what allowed House Dunmer to mingle with the Ashlanders, which would subsequently lead to the founding of the city of Ald'ruhn. During outbreak in , the Ahemmusa Camp had established their camp on the northern tip of the . The Blight would lead to the death of the Ahemmusa's Ashkhan, who would be replaced by their Wise Woman, . The Ahemmusa would be driven from their hunting grounds and threatened by nearby creatures. Sinnammu Mirpal would focus on moving the Ahemmusa once again, primarily to the island ruins of . She would employ the help of the aspiring , who would clear the ruins from a cult of worshippers. When the warrior returned successfully, Mirpal had recognized them as the Nerevarine, and awarded them the . Known Ashkhans Unnamed Ashkhan ( ) Gallery See Also For game-specific information, see the Morrowind and ESO articles. For game-specific information on the camp, see the Morrowind and ESO articles. Books References
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991
https://en.uesp.net/wiki/Lore:Akatosh_Chantry
Lore:Akatosh Chantry
<noinclude>{{Lore Factions Trail}} [[File:OB-Window-Akatosh.jpg|thumb|right|165px|Akatosh]] [[File:DF-sign-Akatosh Chantry.png|thumb|left|Akatosh Chantry]] </noinclude> The [[Lore:Akatosh Chantry|Akatosh Chantry]] (also called the '''Chantry of Akatosh'''){{Ref|name=CM40OotH|{{Cite Book|Crafting Motif 40: Order Hour Style}}}} is the temple dedicated to [[Lore:Akatosh|Akatosh]] the Great Dragon, God of Time and Chief Deity of the [[Lore:Divines|Divines]]. They are generally the place of worship for Akatosh. The priests of Akatosh always call their temples chantries, supposedly because they do a lot of singing there. The Chantry believes Akatosh is the most constant of [[Lore:Gods|gods]], for his sphere is time itself. Donations to the Chantry result in a blessing from Akatosh, and the priests and priestess have a variety of other skills and services available for members. One has to be judged worthy by the Chantry before being sheltered under the Great Wings of Akatosh, however. The Order of the Hour is their militant arm, and the [[Lore:Benevolence of Mara|Benevolence of Mara]] is considered their allies. The Akatosh Chantry is enemies with the [[Lore:House of Dibella|House of Dibella]].{{Ref|name=DFAC|[[Daggerfall:Akatosh Chantry|Akatosh Chantry]] faction in [[Daggerfall:Daggerfall|Daggerfall]]}}<noinclude> {{NewLeft}} ==Description== There are many known titles that can be attributed as the leading position of the Akatosh Chantry. The Patriarch/Matriarch,{{Ref|name=DFRanks|[[Daggerfall:Akatosh Chantry#Ranks|Ranks]] in the Akatosh Chantry in [[Daggerfall:Daggerfall|Daggerfall]]}} the High Priest/High Priestess,{{Ref|name=TAAD|{{Cite Book|The Alduin/Akatosh Dichotomy}}}} and the Primate,{{Ref|name=MtCPA|{{Cite Book|Meet the Character - Primate Artorius}}}} which is alternatively called a Bishop.{{Ref|name=APAYQ|{{Cite Book|Artorius Ponticus Answers Your Questions}}}} There are other positions such as the Grand Chanter, and the Grand Sermonizer that are of equal level to these leading positions. In the [[Lore:Iliac Bay|Iliac Bay]], the chantry is prevalent in the [[Lore:Wayrest (kingdom)|Kingdom of Wayrest]], the [[Lore:Bergama (barony)|Barony of Bergama]], and the [[Lore:Isle of Balfiera|Isle of Balfiera]].{{Ref|name=DFAC}} The Akatosh Chantry believe in an afterlife simply referred to as {{Lore Link|Heaven}}, and, like other groups, believe that the consecration of {{Lore Link|Arkay}} would guide them there. One of the three purposes of the Akatosh Chantry is to teach the truth of the Covenant, made between Akatosh and Saint {{Lore Link|Alessia}} following the {{Lore Link|Alessian Slave Rebellion}}. Mass at the Akatosh Chantry is held at noon. Except on days considered holy to Akatosh, the mass is brief and leads into the Orison of Gratitude.{{Ref|name=APAYQ}} The Akatosh Chantry is known to hold tamed {{Lore Link|dragons}} in a sacred grove. These dragons serve as the holy symbol of the Akatosh Chantry.{{Ref|name=DFAtD|[[Daggerfall:Avenge the Dragons|Avenge the Dragons]] quest in [[Daggerfall:Daggerfall|Daggerfall]]}} During the {{Lore Link|Interregnum}} around {{Year|2E 582}}, Primate {{Lore Link|Artorius Ponticus}} of the chantry in {{Lore Link|Kvatch}} had established himself as one of the three most influential figures in the independent region of the {{Lore Link|Gold Coast}}, utilizing the Order of the Hour to enforce his will.{{Ref|name=MtCPA}} His chantry would wage war against the {{Lore Link|Dark Brotherhood}}, which ended with his assassination in the Cathedral of Akatosh.{{Ref|[[Online:Filling the Void|Filling the Void]] quest in [[Online:Dark Brotherhood (DLC)|ESO: Dark Brotherhood]]}} In times prior, the Akatosh Chantry in Kvatch has had an equal power with the Counts of Kvatch.{{Ref|name=SZLMIwLS|[[General:Special ZOS Lore Master Interview with Lawrence Schick|Special ZOS Lore Master Interview with Lawrence Schick]]}} In {{Year|3E 405}}, the healer of the Court of {{Lore Link|Sentinel (kingdom)}}, {{Lore Link|Charvek-si}} was associated with the Akatosh Chantry. During the {{Lore Link|Oblivion Crisis}} in {{Year|3E 433}}, before he was discovered, {{Lore Link|Martin Septim}} was a priest at the Akatosh Chantry in Kvatch and was present when the city was besieged. Around {{Year|4E 201}}, the High Priest of the chantry in {{Lore Link|Wayrest}} was {{Lore Link|Alexandre Simon}}.{{Ref|name=TAAD}} Members of Akatosh Chantry wear ceremonial stole made of silk and satin with embroidered hourglasses during ceremonies of the [[Lore:New Life Festival|New Life Festival]].{{ref|name=ContrabandA1|[[ON:Contraband A#Akatosh Chanter's New Life Stole|Akatosh Chanter's New Life Stole]] item description in [[ON:Online|ESO]]}} Primates ussually wield crosiers with golden hourglass at its finial.{{ref|name=ContrabandA2|[[ON:Contraband A#Antique Akatosh Primate's Crosier|Antique Akatosh Primate's Crosier]] item description in [[ON:Online|ESO]]}} ==Order of the Hour== {{Lore:Order of the Hour}} ==Gallery== <gallery> LG-cardart-Chanter of Akatosh.png|A Chanter of Akatosh ON-banner-Order of the Hour.jpg|Order of the Hour banner ON-place-Cathedral of Akatosh.jpg|Cathedral of Akatosh </gallery> ==See Also== * For game-specific information, see the [[Daggerfall:Akatosh Chantry|''Daggerfall'' article]]. ==References== <references/> {{Imperial Gods}}</noinclude>
2,560,789
2022-01-26T11:58:47Z
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The Akatosh Chantry (also called the Chantry of Akatosh) is the temple dedicated to Akatosh the Great Dragon, God of Time and Chief Deity of the Divines. They are generally the place of worship for Akatosh. The priests of Akatosh always call their temples chantries, supposedly because they do a lot of singing there. The Chantry believes Akatosh is the most constant of gods, for his sphere is time itself. Donations to the Chantry result in a blessing from Akatosh, and the priests and priestess have a variety of other skills and services available for members. One has to be judged worthy by the Chantry before being sheltered under the Great Wings of Akatosh, however. The Order of the Hour is their militant arm, and the Benevolence of Mara is considered their allies. The Akatosh Chantry is enemies with the House of Dibella. Description There are many known titles that can be attributed as the leading position of the Akatosh Chantry. The Patriarch/Matriarch, the High Priest/High Priestess, and the Primate, which is alternatively called a Bishop. There are other positions such as the Grand Chanter, and the Grand Sermonizer that are of equal level to these leading positions. In the Iliac Bay, the chantry is prevalent in the Kingdom of Wayrest, the Barony of Bergama, and the Isle of Balfiera. The Akatosh Chantry believe in an afterlife simply referred to as , and, like other groups, believe that the consecration of would guide them there. One of the three purposes of the Akatosh Chantry is to teach the truth of the Covenant, made between Akatosh and Saint following the . Mass at the Akatosh Chantry is held at noon. Except on days considered holy to Akatosh, the mass is brief and leads into the Orison of Gratitude. The Akatosh Chantry is known to hold tamed in a sacred grove. These dragons serve as the holy symbol of the Akatosh Chantry. During the around , Primate of the chantry in had established himself as one of the three most influential figures in the independent region of the , utilizing the Order of the Hour to enforce his will. His chantry would wage war against the , which ended with his assassination in the Cathedral of Akatosh. In times prior, the Akatosh Chantry in Kvatch has had an equal power with the Counts of Kvatch. In , the healer of the Court of , was associated with the Akatosh Chantry. During the in , before he was discovered, was a priest at the Akatosh Chantry in Kvatch and was present when the city was besieged. Around , the High Priest of the chantry in was . Members of Akatosh Chantry wear ceremonial stole made of silk and satin with embroidered hourglasses during ceremonies of the New Life Festival. Primates ussually wield crosiers with golden hourglass at its finial. Order of the Hour Gallery See Also For game-specific information, see the Daggerfall article. References
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Lore:Ancestor Moth Cult
#REDIRECT [[Lore:Cult of the Ancestor Moth]] [[Category:Lore-All Terms]] [[Category:Lore-Factions]] [[Category:Redirects from Alternate Names]]
1,174,455
2013-04-17T20:47:57Z
Jeancey
#REDIRECT
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Lore:Cult of the Ancestor Moth
<noinclude>{{Lore Factions Trail}}[[File:ON-banner-Cult of the Ancestor Moth.png|thumb|100px|right|The Cult's banner, depicting an Ancestor Moth]]__NOTOC__ :''"The priests of the Ancestor Moth are devoted to veneration of those who came before us, for the wisdom of the ancestors can sing the future into the present. As such, we alone have the privilege of interpreting the Elder Scrolls."'' —Sister Terran Arminus</noinclude> Before the {{Lore Link|Cult of the Ancestor Moth}} (or Ancestor-Moth,{{ref|name=PGE1C|{{Cite Book|PGE|1|Cyrodiil}}}} also called the Order of the Ancestor Moth{{ref|name=POTAM|{{Cite Book|Pension of the Ancestor Moth}}}} or the Scrollkeepers of the Imperial City),{{ref|name=DFUG|{{Cite Book|Daggerfall User's Guide|ns_base=Books}} (page 5)}} the Cyro-Nords had long exported ancestor-silks, simple but exotic shawls woven with the silks of the gypsy moth and inscribed with the genealogy of the buyer.{{ref|name=PGE1C}} For the cult, the ancestor and moth became synonymous. The singing and hymnal spirits of one's forebears are caught in the special silk-gathering ritual. The swishing of the silk material during movement reproduces the wonderful ancestral chorus contained in the silk. It became a sacred custom among the [[Lore:Nibenay Basin|Nibenese]], which persists to this day. The higher order Monks of the cult are able to forgo the magical ritual needed to enchant the silk and instead merely wear the moths themselves.{{ref|name=PGE1C}} They are able to {{Lore Link|Ritual of the Ancestor Moth|attract the ancestor-moths}} through the application of ground bark from the moth's favorite tree, and through chanting inaudible mantras which they must constantly maintain to keep the moths in contact with them.{{ref|name=SRUnseen|[[Skyrim:Unseen Visions|Events]] of [[Skyrim:Skyrim|Skyrim]]}} The members of the cult are, by tradition, the only people allowed to read the {{Lore Link|Elder Scrolls}}, a privilege which eventually strikes them blind.{{ref|name=POTAM}}{{ref|name=EOTES|{{Cite Book|Effects of the Elder Scrolls}}}} They care for the Imperial Library (also called the Elder Library) within the {{Lore Link|White-Gold Tower}} in the {{Lore Link|Imperial City}}.{{ref|name=OBUltimate|[[Oblivion:The Ultimate Heist|Events]] of [[Oblivion:Oblivion|Oblivion]]}}{{ref|name=AAOTS|{{Cite Book|An Accounting of the Scrolls}}}} The monks use special cleansing bowls to remove impurities from their fingers before, during and after they read the Elder Scrolls. This leaves a residue in the bowls that has been suggested to be aetherial residue that could deaden their fingers like the scrolls deaden the eyes.{{ref|[[Online:Northern Elsweyr Antiquities|Moth Priest's Cleansing Bowl]] codex entry in ESO}} They are known to be reclusive and have hidden, or at least out of the way, sanctuaries scattered throughout [[Lore:Tamriel|Tamriel]].{{ref|name=SRDexion|[[Skyrim:Dexion Evicus|Dexion Evicus]]'s dialogue in [[Skyrim:Skyrim|Skyrim]]}} In {{Year|4E 175}}, the Elder Scrolls mysteriously disappeared from the Imperial Library and were scattered across Tamriel by forces unknown.{{ref|name=SRDexion}} Members of the Cult set out to search for them and return them to the White-Gold Tower.{{ref|name=Dawnguard|Events of [[Skyrim:Dawnguard|Dawnguard]]}}<noinclude> ==Notes== *Monastic orders founded by [[Lore:Tiber Septim|Tiber Septim]] and dedicated to [[Lore:Julianos|Julianos]] are the keepers of the Elder Scrolls.{{Ref|name=MorrowindDialogueJ|[[Morrowind:Generic Dialogue J|Julianos dialogue option]] in ''[[Morrowind:Morrowind|Morrowind]]''}} ==Gallery== <gallery> File:ON-place-Temple of the Ancestor Moths.jpg|The Temple of the Ancestor Moths (ESO) File:OB-place-Ancestor Moth Temple.jpg|The Temple of the Ancestor Moths (Oblivion) File:SR-ingredient-Ancestor Wing.jpg|An Ancestor Moth (Skyrim) File:SR-npc-Dexion Evicus.jpg|A Moth Priest (Skyrim) File:ON-npc-Sister Terran Arminus 02.jpg|A Moth Priestess with impaired vision and an Elder Scroll (ESO) File:ON-npc-Elegian.jpg|A Moth Priest trapped in the Deadlands File:OB-npc-Blind Moth Prelate 14C470.jpg|A blind Moth Prelate attacks with a katana (Oblivion) File:LG-back-AncestorMoth.png|Depiction of an Ancestor Moth Priest (Legends) LG-cardart-Blind Moth Priest.png|Blind Moth Priest (Legends) ON-Sigil ancestormoth.png|Teleportation sigil used by Moth Priests, note the ancestor moth in the middle ON-item-furnishing-Moth Priest's Cleansing Bowl.jpg|Moth Priest's cleansing bowl File:LG-quest-Swims-at-Night 07.jpg|Kellen, a 4th era Moth Priest (Legends) </gallery> ==References== <references/> {{stub|Faction}} {{Imperial Gods}}</noinclude>
2,526,561
2021-12-25T15:50:31Z
Legoless
Before the (or Ancestor-Moth, also called the Order of the Ancestor Moth or the Scrollkeepers of the Imperial City), the Cyro-Nords had long exported ancestor-silks, simple but exotic shawls woven with the silks of the gypsy moth and inscribed with the genealogy of the buyer. For the cult, the ancestor and moth became synonymous. The singing and hymnal spirits of one's forebears are caught in the special silk-gathering ritual. The swishing of the silk material during movement reproduces the wonderful ancestral chorus contained in the silk. It became a sacred custom among the Nibenese, which persists to this day. The higher order Monks of the cult are able to forgo the magical ritual needed to enchant the silk and instead merely wear the moths themselves. They are able to through the application of ground bark from the moth's favorite tree, and through chanting inaudible mantras which they must constantly maintain to keep the moths in contact with them. The members of the cult are, by tradition, the only people allowed to read the , a privilege which eventually strikes them blind. They care for the Imperial Library (also called the Elder Library) within the in the . The monks use special cleansing bowls to remove impurities from their fingers before, during and after they read the Elder Scrolls. This leaves a residue in the bowls that has been suggested to be aetherial residue that could deaden their fingers like the scrolls deaden the eyes. They are known to be reclusive and have hidden, or at least out of the way, sanctuaries scattered throughout Tamriel. In , the Elder Scrolls mysteriously disappeared from the Imperial Library and were scattered across Tamriel by forces unknown. Members of the Cult set out to search for them and return them to the White-Gold Tower. Notes Monastic orders founded by Tiber Septim and dedicated to Julianos are the keepers of the Elder Scrolls. Gallery References
130
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Lore:Arkay Order
#REDIRECT [[Lore:Order of Arkay]]
339,361
2008-07-30T14:55:34Z
RoBoT
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Lore:Order of Arkay
<noinclude>{{Lore Factions Trail}} [[File:OB-Window-Arkay.jpg|thumb|right|165px|Arkay]] [[File:DF-sign-Order of Arkay.png|thumb|left|Order of Arkay]] :''"'We are the Order of Arkay, the God of Birth and Death. Arkay is the great spirit who brings every man and woman, human, elf, khajiit, and Argonian into this world, and when the time is true, ends their circle. Arkay is fertility and blight, joy and sorrow. At the Order, we celebrate the Blessed Neutrality that Arkay stands for. While we do not offer strangers blessings, for to give favor or curse would be to upset the eternal balance, the Order offers much to its members. Our libraries and sages are some of the finest in Tamriel. Of course, few are worthy to be initiated into the mysteries of Birth and Death."'' </noinclude> The [[Lore:Order of Arkay|Order of Arkay]] (also called the '''Temple of Arkay'''){{Ref|name=DFDesecrated|[[Daggerfall:The Desecrated Temple|The Desecrated Temple]] quest in [[Daggerfall:Daggerfall|Daggerfall]]}} is the temple dedicated to [[Lore:Arkay|Arkay]] the Mortals' God of Birth and Death. They are generally the place of worship for him. The order reveres the neutrality of Arkay; it is absolute to them and, because of this, they will not offer strangers their blessings. To the order, to give favor or curse to another person will upset the eternal balance. Their expansive collection of libraries and repertoire of sages is considered some of the finest in all of [[Lore:Tamriel|Tamriel]], however, the order is rather private and does not take applications lightly.{{Ref|name=DFDesc|[[Daggerfall:Order of Arkay|Order of Arkay]] description in [[Daggerfall:Daggerfall|Daggerfall]]}} The [[Lore:Knights of the Circle|Knights of the Circle]] is their militant arm and the [[Lore:House of Dibella|House of Dibella]] is their enemy. In the [[Lore:Iliac Bay|Iliac Bay]], the order has many chapters, some of which include the [[Lore:Dragontail Mountains|Dragontail Mountains]] and [[Lore:Sentinel (kingdom)|Sentinel]] in [[Lore:Hammerfell|Hammerfell]], and the [[Lore:Ilessan Hills|Ilessan Hills]] and [[Lore:Shalgora|Shalgora]] in [[Lore:High Rock|High Rock]].{{Ref|name=DFOrder|[[Daggerfall:Order of Arkay|Order of Arkay]] faction in [[Daggerfall:Daggerfall|Daggerfall]]}}<noinclude> ==Further Information== From the earliest rank of the novice, members of the order are tasked with protecting the souls of the living and destroying those that would temper with the soul such as necromancers and even Daedra. The order follows their own code of conduct, Arkay's three consecrations. ''Arkay's Grace'' is a blessing at birth, to protect the young until they are old enough to make their own choices. ''Arkay's Blessing'' is given at death to secure their souls from manipulation, and finally ''Arkay's Law'' which is given to the dead so that their body is not resurrected into unwilling servitude.{{Ref|name=TCoA|{{Cite Book|The Consecrations of Arkay}}}} Like other divine temples, the Order of Arkay focuses on several skills that determine a member's ranking in the temple, among these include the {{Lore Link|Daedra|Daedric}} language, the school of {{Lore Link|Destruction}} magic, and medical knowledge. The highest-known ranking in the order is the Patriarch/Matriarch,{{Ref|name=DFOrder}} or the Primate.{{Ref|name=OBNPC|[[Oblivion:Gruiand Garrana|Gruiand Garrana]] NPC in [[Oblivion:Oblivion|Oblivion]]}} Sometime in the {{Lore Link|Second Era}}, amidst the {{Lore Link|Interregnum}}, Countess {{Lore Link|Eselde Tamrith}} of {{Lore Link|Shornhelm}} studied at the Order of Arkay south of her home of {{Lore Link|Rivenspire}}.{{Ref|name=TSoPE|{{Cite Book|The Story of Princess Eselde}}}} During the {{Lore Link|Oblivion Crisis}} in {{Year|3E 433}}, the Living Saint of Arkay, {{Lore Link|Errandil}}, was present at the great chapel of Arkay in {{Lore Link|Cheydinhal}}, and was also one of the most outspoken crusaders against the practice of {{Lore Link|necromancy}} in the {{Lore Link|Mages Guild}}.{{Ref|name=GtC|{{Cite Book|Guide to Cheydinhal}}}} He was among the supporters of Arch-Mage {{Lore Link|Hannibal Traven}}'s ban on the black arts.{{Ref|name=OBErrandil|[[Oblivion:Errandil|Errandil]]'s dialogue in [[Oblivion:Oblivion|Oblivion]]}} At around the same time, the {{Lore Link|Auroran}}s attacked the chapel and slaughtered some of the temple's officials. The {{Lore Link|Champion of Cyrodiil|Divine Crusader}} defeated the invaders and purified the {{Lore Link|Sword of the Crusader}} in the temple's altar to the Nine.{{Ref|name=OBSword|[[Oblivion:The Sword of the Crusader|The Sword of the Crusader]] story quest in [[Oblivion:Knights of the Nine|Knights of the Nine]]}} ==Knights of the Circle== The '''Knights of the Circle''' is the militant arm of the Order of Arkay. Their sole duty is to fight for the temple as their devotion to both the order and their patron deity is absolute. Only the strongest warriors and loyal devouts of Arkay are considered for the knightly order.{{Ref|name=DFCircle|[[Daggerfall:Knights of the Circle|Knights of the Circle]] description in [[Daggerfall:Daggerfall|Daggerfall]]}} ==Gallery== <gallery> OB-place-Great Chapel of Arkay.jpg|The Great Chapel of Arkay in Cheydinhal ON-item-armor-Knight of the Circle (male).jpg|A Knight of the Circle OB-npc-Errandil.jpg|Errandil, the Living Saint of Arkay </gallery> ==See Also== *For game-specific information on the temple, see the [[Daggerfall:Order of Arkay|Daggerfall]] article. *For game-specific information on the knightly order, see the [[Daggerfall:Knights of the Circle|Daggerfall]] article. ===Books=== *{{Book Link|The Consecrations of Arkay}} ==References== <references/> {{Imperial Gods}}</noinclude>
2,221,443
2020-09-27T20:00:41Z
Legoless
The Order of Arkay (also called the Temple of Arkay''') is the temple dedicated to Arkay the Mortals' God of Birth and Death. They are generally the place of worship for him. The order reveres the neutrality of Arkay; it is absolute to them and, because of this, they will not offer strangers their blessings. To the order, to give favor or curse to another person will upset the eternal balance. Their expansive collection of libraries and repertoire of sages is considered some of the finest in all of Tamriel, however, the order is rather private and does not take applications lightly. The Knights of the Circle is their militant arm and the House of Dibella is their enemy. In the Iliac Bay, the order has many chapters, some of which include the Dragontail Mountains and Sentinel in Hammerfell, and the Ilessan Hills and Shalgora in High Rock. Further Information From the earliest rank of the novice, members of the order are tasked with protecting the souls of the living and destroying those that would temper with the soul such as necromancers and even Daedra. The order follows their own code of conduct, Arkay's three consecrations. ''Arkay's Grace is a blessing at birth, to protect the young until they are old enough to make their own choices. Arkay's Blessing is given at death to secure their souls from manipulation, and finally Arkay's Law'' which is given to the dead so that their body is not resurrected into unwilling servitude. Like other divine temples, the Order of Arkay focuses on several skills that determine a member's ranking in the temple, among these include the language, the school of magic, and medical knowledge. The highest-known ranking in the order is the Patriarch/Matriarch, or the Primate. Sometime in the , amidst the , Countess of studied at the Order of Arkay south of her home of . During the in , the Living Saint of Arkay, , was present at the great chapel of Arkay in , and was also one of the most outspoken crusaders against the practice of in the . He was among the supporters of Arch-Mage 's ban on the black arts. At around the same time, the s attacked the chapel and slaughtered some of the temple's officials. The defeated the invaders and purified the in the temple's altar to the Nine. Knights of the Circle The Knights of the Circle is the militant arm of the Order of Arkay. Their sole duty is to fight for the temple as their devotion to both the order and their patron deity is absolute. Only the strongest warriors and loyal devouts of Arkay are considered for the knightly order. Gallery See Also For game-specific information on the temple, see the Daggerfall article. For game-specific information on the knightly order, see the Daggerfall article. Books References
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https://en.uesp.net/wiki/Lore:Alessian_Order
Lore:Alessian Order
<noinclude>{{Lore Factions Trail}}[[File:OB-map-Cyrodiil.jpg|thumb|right|Map showing the regions of Cyrodiil]]{{TOCright}} {| |- valign="left" | width="50%" | :''That is not cruel which cures, :''O faith, charity, rigor. :''By faith true heart endures, :''O hope, clarity, vigor. |width=3%| ||width=50%| :''Seventy-Seven shall guide us, :''O praise, honor, and duty. :''Alessia lives inside us, :''And truth is one with beauty.'' |} :— {{Lore Link|Proper-Life: Three Chants|The Song-Never-Sung-at-Twilight}} </noinclude>The {{Lore Link|Alessian Order}} was a hugely influential religious sect in the {{Lore Link|First Era}} which preached strict monotheism.{{Ref|name=SATD|{{Cite Book|Shezarr and the Divines}}}}{{ref|name=PGE1C|{{Cite Book|PGE|1|Cyrodiil}}}}{{Ref|name=PGE3C|{{Cite Book|PGE|3|Cyrodiil}}}} The Order arose in the coastal jungle of what is now {{Lore Link|Colovia}}, where a prophet named {{Lore Link|Marukh}}, who had spoken to the "Enlightened One" Saint {{Lore Link|Alessia}}, began to question the validity of elven rule. These sentiments led to increasingly abstract and unknowable depictions of a one true God, though they tolerated the worship of polytheistic pantheons as well. The divine aspects worshipped by the various humans and {{Lore Link|Aldmer}}i became many of the saints and spirits of the evolving Alessian canon. In some places, they replaced the existing belief system with something more mutable, as in eastern {{Lore Link|Cyrodiil}}, where the traditional Nordic version of the {{Lore Link|Eight Divines}} was purportedly replaced by a "baroque" veneration of ancestor spirits and god-animals. They first gained footing in the lower classes of the {{Lore Link|Nibenay Valley|Nibenese}}, and in {{Year|1E 361}}, the inexplicably charismatic Order became the far-reaching and powerful theocracy of the {{Lore Link|Alessian Empire}}, enforcing their doctrines throughout it, and their influence on {{Lore Link|Tamriel}} has been immense ever since.{{ref|name=PGE1C}}{{Ref|name=PGE3C}}{{ref|name=TLKOTA}} At its peak, the influence of the arch-prelate of the Order was nearly equal to that of the Emperor himself.{{ref|name=CATAYQ|{{Cite Book|Chancellor Abnur Tharn Answers Your Questions}}}} Eventually, however, the Order collapsed as a result of the {{Lore Link|War of Righteousness}} in {{Year|1E 2321}}.{{ref|name=PGE1C}}{{Ref|name=COTF|{{Cite Book|Cleansing of the Fane}}}} The Order was very austere and severe, and life under their rule is remembered for its cruelty and lack of entertainment.{{Ref|name=PGE3C}}{{ref|name=RTR|{{Cite Book|Rislav The Righteous}}}}{{ref|name=TFL|{{Cite Book|The Final Lesson}}}} {{Lore Link|Heartlands|Heartlanders}} of Cyrodiil remember their rule as a dark age.{{ref|name=ROCW|{{Cite Book|Reflections on Cult Worship}}}} A sect of the Order, the [[#The Dance of the Selectives|Marukhati Selective]], is said to have caused a {{Lore Link|Dragon Break}} spanning one thousand and eight years by attempting to exorcise elements of elven [[Lore:Auri-El|Auri-El]] from Imperial [[Lore:Akatosh|Akatosh]].{{Ref|name=WWYDB|{{Cite Book|Where Were You ... Dragon Broke}}}} It's worth noting that one school of thought dismisses the whole idea of the "Middle Dawn" as scholarly error, and asserts that the Alessian Order only lasted about one hundred and fifty years.{{ref|name=TDBRE|{{Cite Book|The Dragon Break Re-Examined}}}}<noinclude> However, this is thrown into doubt by the fact that a book expounding this hypothesis is itself found displaced in time, an observation consistent with the Middle Dawn hypothesis. ==The Alessian Doctrines== The Alessian Order followed the Alessian Doctrines. The "Seventy Seven Inflexible Doctrines" began as legal codes written by Marukh following his "Century of Penance" in the {{Lore Link|Stonemeadows}}, whereupon he claimed to hear the words of the shade of Alessia during a tortured delirium, and he wrote them down in his own blood. He eventually came to the epiphany that death is an illusion, and through devotion to "Proper-Life and Ehlnofic Annulment", the "{{Lore Link|Arkay}}n Cycle" can be conquered.{{ref|name=TIOD|{{Cite Book|The Illusion of Death}}}} His code famously stated that "all are guilty until they have proven themselves innocent", which is still a guiding principle of the legal system in Tamriel.{{Ref|name=LB|{{Cite Book|Legal Basics}}}} The Doctrines forbade "trafficke with daimons", without actually defining "daimon".{{Ref|name=OO|{{Cite Book|On Oblivion}}}} His preachings evolved into religious codes which became the guiding principles of the Alessian Reformation of Marukh, which led to the proliferation of the modern Tamrielic pantheon of the Eight Divines.{{ref|name=PGE1C}}{{Ref|name=PGE3C}} Above all, the Doctrines were notorious for being firmly opposed to the elves, particularly the {{Lore Link|Ayleids}}. Though the Alessian Empire was founded in {{Year|1E 243}} following the fall of the {{Lore Link|White-Gold Tower}}, Ayleids continued to reside in modern-day Cyrodiil, often as vassals of the Empire. Continuing resentment towards them was one reason why the anti-elven Order proved to be so popular. They began sacking Ayleid settlements in the early 1E 300s, and in 1E 361, their Doctrines took on the force of law throughout the Empire.{{ref|name=TLKOTA|{{Cite Book|The Last King of the Ayleids}}}} The Order was responsible for the sacking of {{Lore Link|Malada}}, an important Ayleid temple, in {{Year|1E 393}}.{{Ref|name=COTF}} In accordance with their scriptures, the Order tirelessly ferreted out and destroyed elven writings within their domain.{{ref|name=PGE1Ald|{{Cite Book|PGE|1|Aldmeri Dominion}}}} They placed severe restrictions on the work of artists,{{Ref|name=ESOHeartland|[[ON:Alik'r Desert Antiquities|The Heartland]] codex entries in [[ON:Online|ESO]]}} and recognized no difference between religious and political matters, teaching that to resist the Emperor is to resist the Divines.{{ref|name=RTR}} ==The Rise and Fall of the Order== :''"No one will stand in the way of the Alessians! Kill, and keep killing, in the Name of the One!"'' — {{Lore Link|Glenumbria: Alessian Orders}} The Alessians earned many enemies. Their rise to power in Cyrodiil soured relations with the {{Lore Link|Camoran Dynasty}} in {{Lore Link|Valenwood}}, who had initially established cordial relations with the Empire.{{ref|name=PGE3V|{{Cite Book|PGE|3|Valenwood}}}} The {{Lore Link|First Empire of the Nords}}, not to be confused with the Alessian Empire, was at various times receptive and resistant to the Order. The {{Lore Link|Nord}}s in particular were resistant to Alessia's compromise due to its incorporation of elven beliefs with their own. Unlike the other descendants of the {{Lore Link|Nede}}s, the Nords had not adopted elven beliefs, as they had not known elven rule (at least, not since the {{Lore Link|Dawn Era}}, when the elves were driven from {{Lore Link|Atmora}}).{{ref|name=SATD}}{{ref|name=PGE1C}}{{ref|name=FC|{{Cite Book|Frontier, Conquest}}}}{{ref|name=TM|{{Cite Book|The Monomyth}}}} Nevertheless, High King {{Lore Link|Borgas}} of Skyrim became a significant ally of the Order, but he was killed by the {{Lore Link|Wild Hunt}} for the "iniquities" of his Alessian faith (he was on his way to Cyrodiil at the time to advocate for a joint war against the elves).{{ref|name=PGE1Ald}} Many of the Ayleids the Order had driven out of Cyrodiil were absorbed by the Bosmer in Valenwood and the {{Lore Link|Direnni}} clan of elves in {{Lore Link|High Rock}}, so the strengthening of these groups over the ensuing years could be attributed to a bolstering of their ranks by Ayleid refugees (though the subject remains little studied by scholars).{{ref|name=TLKOTA}} The Order became a victim of its own success. The priesthood, spread as it was throughout the regions of Tamriel, developed schisms over time.{{ref|name=PGE1C}} Though the movement had started in Colovia, heavy Nordic influence, as well as concerns about the hostile {{Lore Link|Ra Gada}} in nearby {{Lore Link|Hammerfell}}, created a buffer in western Cyrodiil against the influence of the Alessian priesthood which had emerged to the east.{{ref|name=PGE1C}}{{ref|name=PGE3C}}{{ref|name=RTR}} Resistance to the Alessian Doctrines in western Cyrodiil eventually led to the formation of an autonomous government for them, the Colovian Estates, which set the stage for the downfall of the Order.{{ref|name=PGE1C}} The Alessians were no strangers to suppressing rebellions, but when western {{Lore Link|Cyrodiil}}, led by {{Lore Link|Rislav Larich}}, successfully broke away from the Empire in {{Year|1E 478}}, it spelled the beginning of the end.{{ref|name=RTR}} The Direnni pressed their advantage in High Rock, banning the Doctrines, and the Alessians ultimately couldn't recover from several military defeats, notably the {{Lore Link|Battle of Glenumbra Moors}}.{{ref|name=TFL}}{{ref|name=DRD|{{Cite Book|De Rerum Dirennis}}}} Neither the Direnni nor the Alessians won High Rock; it was eventually the {{Lore Link|Breton}}s who rose up to claim their own land.{{Ref|name=PGE3All}} {{Lore Link|Wulfharth}}'s first act as High King of Skyrim in {{Year|1E 480}} was to ban the Doctrines.{{ref|name=RTR}}{{ref|name=FSOKW|{{Cite Book|Five Songs of King Wulfharth}}}}{{Ref|name=Plaque|Wulfharth's plaque in [[Skyrim:Windhelm|Windhelm]].}} ===The Dance of the Selectives=== :''"[L]et the {{Lore Link|Staff of Towers}} be prepared for the ritual that will cleanse the protean substrate of the Aldmeri Taint. All Selectives are to initiate chants of Proper-Life and maintain them until a state of monothought is achieved. Then each shall Dance, duration-forward then volteface, till the Roll of Time winds withershins."'' — {{Lore Link|Fervidius Tharn}}, Arch-Prelate of the Maruhkati Selective{{ref|name=VFTDB|{{Cite Book|Vindication for the Dragon Break}}}} The Marukhati Selective (also spelled Maruhkati) was an elite sect within the Alessian Order. Their beliefs are summarized in ''{{Lore Link|The Exclusionary Mandates}}''. Due to their intense devotion to singularity, they considered all their beliefs equally important and crucial. They believed that the linear nature of time demonstrated that Akatosh is (or at least, should be) of a unitary essence. They asserted that {{Lore Link|Shezarr}} is "Singularly Misplaced and therefore Doubly Venerated", that "Proper-Life" as enunciated by Marukh is fostered by "monothought", and it serves to expunge the "Aldmeri Taint". They believed it was necessary to act in the mortal realm to achieve their divine goal to expunge this taint, and that "Akatosh is Time is Proper-Life is Taint-Death". In ''{{Lore Link|Vindication for the Dragon Break}}'', Fervidius Tharn (who became Arch-Prelate of the Selectives in {{Year|1E 1188}}{{ref|name=HTON|{{Cite Book|House Tharn of Nibenay}}}}) summarized the Mandates by stating that the goal of the Selectives was "to reverse the error of Sanctus Primus and restore Ak-at-Osh to humanadic purity". Essentially, their animosity towards all things elven was so great that they could not tolerate the notion of Aldmeri influence on their beloved Akatosh. When their rituals could not disprove this influence, the fanatical scholar-priests decided to exorcise the Aldmeri traits instead. The sect's secret masters channeled the {{Lore Link|Aurbis}} itself to mythically remove these aspects from the Dragon God.{{ref|name=Gahgdar|[[ON:Gahgdar|Gahgdar]]'s dialogue in [[ESO:ESO|ESO]]}} A staff or tower (or one represented within the other) appeared before them. The secret masters danced upon it until it writhed and trembled and spoke its protonymic (its real, original name: "Tam! RUGH!"{{ref|group=UOL|{{TIL|Michael Kirkbride's posts|kirkbride}}, The Imperial Library}}). The tower split into eight pieces and Time broke, becoming nonlinear. After one thousand and eight years ({{Year|1E 1200}}-2208, the estimation recognized by the {{Lore Link|Elder Council}}), the pieces of the tower came to rest in Mundus, and the Middle Dawn ended.{{ref|name=TILWWYDB|group=UOL|[[General:Where Were You When the Dragon Broke?|Where Were You When the Dragon Broke?]]}} Every culture on Tamriel remembers the Middle Dawn in some fashion, mostly as a time of unaccountable spiritual anguish. Several texts survive this timeless period, all (unsurprisingly) conflicting with each other regarding events, people, and regions. Some say certain wars happened, some say the gods walked, and some assign a certain color to the sun. But almost always, sources seemed to contradict each other. Whether or not the secret masters of the Marukhati Selective were successful is unknown, and any records of their survival were destroyed by the War of Righteousness that ended the Alessian Order a hundred years later.{{ref|name=TILWWYDB|group=UOL}} The only thing all cultures consistently agree upon is that, one by one, eight stars fell from the sky.{{ref|name=WWYDB}} [[File:ON-creature-Wraith 02.jpg|Wraith wearing Alessian robes|right|thumb]] ===The Lingering Order=== Much like their prophet, the Alessian Order seemed to refuse to die. They apparently survived for almost two thousand years (though, as noted above, some scholars raise issues with the timeline).{{ref|name=TDBRE}}{{ref|name=TLST|{{Cite Book|The Legendary Sancre Tor}}}} They are said to have spent much of the First Era fighting the Direnni for control of High Rock.{{ref|name=PGE3All|{{Cite Book|PGE|3|All the Eras of Man}}}} The Bretons eventually joined the Alessian Empire during the reign of Empress Hestra in {{Year|1E 1029}}, but they seceded almost a thousand years later due to the "excesses" of the Order. An attempt to bring them back into the Empire in {{Year|1E 2305}} ended poorly for the Alessians.{{ref|name=BSOHR|{{Cite Book|Bangkorai, Shield of High Rock}}}} The Alessian Order would never again be what it once was. When the War of Righteousness broke out in 1E 2321, the Order which had almost ruled the world finally undid itself in a ten-year span.{{ref|name=PGE1C}} During this war, their great monastic complex at {{Lore Link|Lake Canulus}} was razed.{{Ref|name=COTF}}{{ref|name=TSOP7|{{Cite Book|The Song of Pelinal, v 7}}}} The {{Lore Link|Marukh|prophet}}'s inkwell was still around in {{Year|2E 582}} and was seen as a sacred item.{{ref|{{Item Link|Sacred Inkwell of Marukh the Seer|id=64299|level=1|quality=4}}}} ==Notes== * The exact length of the Seventy Seven Inflexible Doctrines is not known, but some sections are considered quite banal.{{ref|name=F2|{{Cite Book|Feyfolken II}}}} * {{Lore Link|Mannimarco}}, the King of Worms, alleged that it was the High King of {{Lore Link|Alinor (city)}} who was responsible for the Dragon Break "in the first place".{{ref|name=WWYDB}} However, Mannimarco immediately also credits the Selectives for the Middle Dawn, so it is unclear what role he claims for the King. ==See Also== * {{Book Link|The Battle of Glenumbria Moors}} * {{Book Link|Cleansing of the Fane}} * {{Book Link|The Dragon Break Re-Examined}} * {{Book Link|The Exclusionary Mandates}} * {{Book Link|The Illusion of Death}} * {{Book Link|The Last King of the Ayleids}} * {{Book Link|The Legendary Sancre Tor}} * {{Book Link|On the Detachment of the Sheath}} * {{Book Link|Pocket Guide to the Empire, 1st Edition/Cyrodiil}} * {{Book Link|Proper-Life: Three Chants}} * {{Book Link|Rislav The Righteous}} * {{Book Link|Vindication for the Dragon Break}} * {{Book Link|Where Were You ... Dragon Broke}} ==References== <references/> {{UOL}} <references group=UOL/> {{Imperial Gods}}</noinclude>
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2021-08-05T03:44:51Z
TheVampKnight
The was a hugely influential religious sect in the which preached strict monotheism. The Order arose in the coastal jungle of what is now , where a prophet named , who had spoken to the "Enlightened One" Saint , began to question the validity of elven rule. These sentiments led to increasingly abstract and unknowable depictions of a one true God, though they tolerated the worship of polytheistic pantheons as well. The divine aspects worshipped by the various humans and i became many of the saints and spirits of the evolving Alessian canon. In some places, they replaced the existing belief system with something more mutable, as in eastern , where the traditional Nordic version of the was purportedly replaced by a "baroque" veneration of ancestor spirits and god-animals. They first gained footing in the lower classes of the , and in , the inexplicably charismatic Order became the far-reaching and powerful theocracy of the , enforcing their doctrines throughout it, and their influence on has been immense ever since. At its peak, the influence of the arch-prelate of the Order was nearly equal to that of the Emperor himself. Eventually, however, the Order collapsed as a result of the in . The Order was very austere and severe, and life under their rule is remembered for its cruelty and lack of entertainment. of Cyrodiil remember their rule as a dark age. A sect of the Order, the Marukhati Selective, is said to have caused a spanning one thousand and eight years by attempting to exorcise elements of elven Auri-El from Imperial Akatosh. It's worth noting that one school of thought dismisses the whole idea of the "Middle Dawn" as scholarly error, and asserts that the Alessian Order only lasted about one hundred and fifty years. However, this is thrown into doubt by the fact that a book expounding this hypothesis is itself found displaced in time, an observation consistent with the Middle Dawn hypothesis. The Alessian Doctrines The Alessian Order followed the Alessian Doctrines. The "Seventy Seven Inflexible Doctrines" began as legal codes written by Marukh following his "Century of Penance" in the , whereupon he claimed to hear the words of the shade of Alessia during a tortured delirium, and he wrote them down in his own blood. He eventually came to the epiphany that death is an illusion, and through devotion to "Proper-Life and Ehlnofic Annulment", the " n Cycle" can be conquered. His code famously stated that "all are guilty until they have proven themselves innocent", which is still a guiding principle of the legal system in Tamriel. The Doctrines forbade "trafficke with daimons", without actually defining "daimon". His preachings evolved into religious codes which became the guiding principles of the Alessian Reformation of Marukh, which led to the proliferation of the modern Tamrielic pantheon of the Eight Divines. Above all, the Doctrines were notorious for being firmly opposed to the elves, particularly the . Though the Alessian Empire was founded in following the fall of the , Ayleids continued to reside in modern-day Cyrodiil, often as vassals of the Empire. Continuing resentment towards them was one reason why the anti-elven Order proved to be so popular. They began sacking Ayleid settlements in the early 1E 300s, and in 1E 361, their Doctrines took on the force of law throughout the Empire. The Order was responsible for the sacking of , an important Ayleid temple, in . In accordance with their scriptures, the Order tirelessly ferreted out and destroyed elven writings within their domain. They placed severe restrictions on the work of artists, and recognized no difference between religious and political matters, teaching that to resist the Emperor is to resist the Divines. The Rise and Fall of the Order :"No one will stand in the way of the Alessians! Kill, and keep killing, in the Name of the One!" — The Alessians earned many enemies. Their rise to power in Cyrodiil soured relations with the in , who had initially established cordial relations with the Empire. The , not to be confused with the Alessian Empire, was at various times receptive and resistant to the Order. The s in particular were resistant to Alessia's compromise due to its incorporation of elven beliefs with their own. Unlike the other descendants of the s, the Nords had not adopted elven beliefs, as they had not known elven rule (at least, not since the , when the elves were driven from ). Nevertheless, High King of Skyrim became a significant ally of the Order, but he was killed by the for the "iniquities" of his Alessian faith (he was on his way to Cyrodiil at the time to advocate for a joint war against the elves). Many of the Ayleids the Order had driven out of Cyrodiil were absorbed by the Bosmer in Valenwood and the clan of elves in , so the strengthening of these groups over the ensuing years could be attributed to a bolstering of their ranks by Ayleid refugees (though the subject remains little studied by scholars). The Order became a victim of its own success. The priesthood, spread as it was throughout the regions of Tamriel, developed schisms over time. Though the movement had started in Colovia, heavy Nordic influence, as well as concerns about the hostile in nearby , created a buffer in western Cyrodiil against the influence of the Alessian priesthood which had emerged to the east. Resistance to the Alessian Doctrines in western Cyrodiil eventually led to the formation of an autonomous government for them, the Colovian Estates, which set the stage for the downfall of the Order. The Alessians were no strangers to suppressing rebellions, but when western , led by , successfully broke away from the Empire in , it spelled the beginning of the end. The Direnni pressed their advantage in High Rock, banning the Doctrines, and the Alessians ultimately couldn't recover from several military defeats, notably the . Neither the Direnni nor the Alessians won High Rock; it was eventually the s who rose up to claim their own land. 's first act as High King of Skyrim in was to ban the Doctrines. The Dance of the Selectives :"[L]et the be prepared for the ritual that will cleanse the protean substrate of the Aldmeri Taint. All Selectives are to initiate chants of Proper-Life and maintain them until a state of monothought is achieved. Then each shall Dance, duration-forward then volteface, till the Roll of Time winds withershins." — , Arch-Prelate of the Maruhkati Selective The Marukhati Selective (also spelled Maruhkati) was an elite sect within the Alessian Order. Their beliefs are summarized in . Due to their intense devotion to singularity, they considered all their beliefs equally important and crucial. They believed that the linear nature of time demonstrated that Akatosh is (or at least, should be) of a unitary essence. They asserted that is "Singularly Misplaced and therefore Doubly Venerated", that "Proper-Life" as enunciated by Marukh is fostered by "monothought", and it serves to expunge the "Aldmeri Taint". They believed it was necessary to act in the mortal realm to achieve their divine goal to expunge this taint, and that "Akatosh is Time is Proper-Life is Taint-Death". In , Fervidius Tharn (who became Arch-Prelate of the Selectives in ) summarized the Mandates by stating that the goal of the Selectives was "to reverse the error of Sanctus Primus and restore Ak-at-Osh to humanadic purity". Essentially, their animosity towards all things elven was so great that they could not tolerate the notion of Aldmeri influence on their beloved Akatosh. When their rituals could not disprove this influence, the fanatical scholar-priests decided to exorcise the Aldmeri traits instead. The sect's secret masters channeled the itself to mythically remove these aspects from the Dragon God. A staff or tower (or one represented within the other) appeared before them. The secret masters danced upon it until it writhed and trembled and spoke its protonymic (its real, original name: "Tam! RUGH!" ). The tower split into eight pieces and Time broke, becoming nonlinear. After one thousand and eight years ( -2208, the estimation recognized by the ), the pieces of the tower came to rest in Mundus, and the Middle Dawn ended. Every culture on Tamriel remembers the Middle Dawn in some fashion, mostly as a time of unaccountable spiritual anguish. Several texts survive this timeless period, all (unsurprisingly) conflicting with each other regarding events, people, and regions. Some say certain wars happened, some say the gods walked, and some assign a certain color to the sun. But almost always, sources seemed to contradict each other. Whether or not the secret masters of the Marukhati Selective were successful is unknown, and any records of their survival were destroyed by the War of Righteousness that ended the Alessian Order a hundred years later. The only thing all cultures consistently agree upon is that, one by one, eight stars fell from the sky. Wraith wearing Alessian robes|right|thumb The Lingering Order Much like their prophet, the Alessian Order seemed to refuse to die. They apparently survived for almost two thousand years (though, as noted above, some scholars raise issues with the timeline). They are said to have spent much of the First Era fighting the Direnni for control of High Rock. The Bretons eventually joined the Alessian Empire during the reign of Empress Hestra in , but they seceded almost a thousand years later due to the "excesses" of the Order. An attempt to bring them back into the Empire in ended poorly for the Alessians. The Alessian Order would never again be what it once was. When the War of Righteousness broke out in 1E 2321, the Order which had almost ruled the world finally undid itself in a ten-year span. During this war, their great monastic complex at was razed. The 's inkwell was still around in and was seen as a sacred item. Notes The exact length of the Seventy Seven Inflexible Doctrines is not known, but some sections are considered quite banal. , the King of Worms, alleged that it was the High King of who was responsible for the Dragon Break "in the first place". However, Mannimarco immediately also credits the Selectives for the Middle Dawn, so it is unclear what role he claims for the King. See Also References
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https://en.uesp.net/wiki/Lore:Ashlanders
Lore:Ashlanders
<noinclude>{{Lore Factions Trail}}{{Old Lore Transclusion}} [[File:MW-concept-08.jpg|thumb|right|[[Morrowind:Concept Art|Concept art]] of an Ashlander for ''[[Morrowind:Morrowind|Morrowind]]'']]</noinclude> The [[Lore:Ashlanders|Ashlanders]] are [[Lore:Dunmer|Dunmeri]] nomads that traditionally hail from [[Lore:Morrowind|Morrowind]]'s wilderness.{{ref|name=GTV|{{Cite Book|Guide to Vvardenfell}}}} In the [[Lore:Merethic Era|Merethic Era]], Ashlanders and other Dunmer were very much alike and on equal footing, but since the days of the [[Lore:First Council|First Council]] and rise of the [[Lore:Great Houses|Great Houses]], they have steadily been forced into the poorest and most hostile lands.{{ref|name=GTV}}{{ref|name=NFH|{{Cite Book|Notes from Huleeya|ns_base=Morrowind}}}}{{ref|name=MW|Events of [[Morrowind:Morrowind|Morrowind]].}} They travel along with their herds, camping wherever is suitable.{{ref|name=GTV}} Additional resources gained by hunting the local wildlife are used to manufacture huts, armors, clothing and general household items. Ashlander culture is the remains of the ancestor-worshipping tribal culture which the House Dunmer left behind.{{ref|name=AshCult|[[MW:Generic Dialogue A#Ashlander Culture|Generic dialogue]] regarding the topic of ''Ashlander Culture'' in ''[[MW:Morrowind|Morrowind]]''}} <noinclude> Unlike the settled Dunmer of the Great Houses, they did not acknowledge the power of the [[Lore:Tribunal|Tribunal]]; rather, they believed the Tribunal betrayed Lord [[Lore:Nerevar|Nerevar]] at the [[Lore:Battle of Red Mountain|Battle of Red Mountain]], and that they were kept alive by magical means not unlike [[Lore:Necromancy|Necromancy]].{{ref|name=NFH}}{{ref|name=NFTA|{{Cite Book|Note from the Archcanon|ns_base=Morrowind}}}} The Tribunal's disappearance and the disastrous [[Lore:Red Year|Red Year]] of {{Year|4E 5}} eventually led other Dunmer to abandon widespread Tribunal worship and to appreciate the Ashlanders for preserving their heritage.{{ref|name=TR|{{Cite Book|The Reclamations}}}}{{ref|name=HORR1|{{Cite Book|History of Raven Rock, Vol. I}}}} The '''Velothi''' (named such after the prophet [[Lore:Veloth|Veloth]]) are Ashlanders who have abandoned nomadic life and settled among the city Dunmer. The Velothi are despised by the Ashlanders, who view them as weak and soft. Meanwhile, the Dunmer look down upon the Velothi as an insignificant underclass.{{ref|name=AshCult}} ==Culture== [[File:MW-npc-Sinnammu Mirpal.jpg|An Ashlander Wise Woman|thumb|right]] Ashlanders in general are very proud, and they do not like to admit to things that shame them, especially the men; it is suspected that these tendencies may have contributed to their reputation among other Dunmer for being untrustworthy liars.{{ref|name=MW}} Their internal culture is very polite, but according to late [[Lore:Third Era|Third Era]] accounts, before their vindication in the eyes of the civilized Dunmer, the Ashlanders were very xenophobic, shunning all outlanders, and were known to be aggressive towards foreigners in their lands (even though one of their own forgotten prophecies claimed the Nerevarine would be a foreigner).{{ref|name=ASHOM|{{Cite Book|A Short History of Morrowind}}}}{{ref|name=NCN|{{Cite Book|Nerevarine cult notes|ns_base=Morrowind}}}}{{ref|name=ZN|{{Cite Book|Zainsubani's Notes}}}} However, if an outlander performs a good deed for an Ashlander clan, they may be named Clanfriend, and thus be adopted into the tribe.{{ref|name=MW}}{{ref|name=NCN}}{{ref|name=TLP}} Ashlanders think it shameful to attack unarmed persons, but they will kill without hesitation an armed person who offends them or their clan laws.{{ref|name=ZN}}{{ref|name=AHF|[[MW:Generic Dialogue A#Ashlanders Hate Foreigners|Generic dialogue]] regarding the topic of ''Ashlanders Hate Foreigners'' in ''[[MW:Morrowind|Morrowind]]''}} Those who do not know their customs risk offending them just by speaking.{{ref|name=MW}} Challenges for sport can be declined without shame, but not challenges for honor.{{ref|name=AshChall|[[MW:Generic Dialogue A#Ashlander Challenges|Generic dialogue]] regarding the topic of ''Ashlander Challenges'' in ''[[MW:Morrowind|Morrowind]]''}} Honor challenges come from perceived offenses or arise from customary formal challenges of status or ritual. Ashlanders may challenge a stranger who enters a yurt without invitation; customs differ with different tribes, but polite visitors who leave when requested may be forgiven.{{ref|name=ZN}}{{ref|name=AshCour|[[MW:Generic Dialogue A#Ashlander Courtesy|Generic dialogue]] regarding the topic of ''Ashlander Courtesy'' in ''[[MW:Morrowind|Morrowind]]''}} Gift-giving is particularly important in their culture. Among Ashlanders, a gift is a token of courtesy among strangers, and affection among friends. A thoughtful gift signals the giver is cautious, considerate, and aware of the receiver's wants and needs.{{ref|name=AshGift|[[MW:Generic Dialogue A#Ashlander Gifts|Generic dialogue]] regarding the topic of ''Ashlander Gifts'' in ''[[MW:Morrowind|Morrowind]]''}} The Ashlanders are a nomadic people, and they live in huts which can be dismantled and moved. Their portable huts are comprised of hides stretched on a chitin frame. These huts can can be dismantled quickly and packed atop a guar to move to new grazing or hunting grounds. The khan's tent is a larger, more elaborate version of a family tent.{{ref|[[MW:Generic Dialogue A#Ashlander Nomadic Camps|Generic dialogue]] regarding the topic of ''Ashlander Nomadic Camps'' in ''[[MW:Morrowind|Morrowind]]''}} They have no need for material wealth. Big buildings, heavy furniture and fancy clothes are things the House Dunmer have which the Ashlanders consider useless trash.{{ref|[[MW:Generic Dialogue T#trade goods wanted|Generic dialogue]] regarding the topic of ''trade goods wanted'' in ''[[MW:Morrowind|Morrowind]]''}} ==Tribes== [[File:MW-place-Ahemmusa Camp.jpg|thumb|right|An Ashlander Camp]] The Ashlanders of Vvardenfell are divided into four clans: the [[Lore:Ahemmusa|Ahemmusa]] tribe of the [[Lore:Azura's Coast|Azura's Coast]] region, the [[Lore:Erabenimsun|Erabenimsun]] tribe of the [[Lore:Molag Amur|Molag Amur]] region, the [[Lore:Urshilaku|Urshilaku]] tribe of the [[Lore:Ashlands|Ashlands]] and [[Lore:West Gash|West Gash]] regions (strong believers in the [[Lore:Nerevarine Cult|Nerevarine Cult]]),{{ref|name=ZN}} and the [[Lore:Zainab|Zainab]] tribe of the [[Lore:Grazelands|Grazelands]] region.{{ref|name=GTV}} They are often at odds with each other.{{ref|name=MW}} There are also tribes living on the mainland, such as the [[Lore:Kagesh|Kagesh]] and [[Lore:Ulath|Ulath]] of [[Lore:Stonefalls|Stonefalls]], the [[Lore:Vereansu|Vereansu]] of [[Lore:Deshaan|Deshaan]], and the [[Lore:Mabrigash|Mabrigash]] of the {{Future Link|Vale of the Ghost Snake}}.{{ref|name=ON|Events of [[Online:Online|ESO]].}} ===Clan Leadership=== Each clan is traditionally led by an Ashkhan, whereas the spiritual leadership lies with the Wise Woman. The secrets of the Wise Women are passed from one generation onto the other.{{ref|name=TFFS|{{Cite Book|The Five Far Stars}}}} Several prophecies, in the form of verses such as the Stranger, have survived throughout the years.{{ref|name=NCN}}{{ref|name=TLP|{{Cite Book|The Lost Prophecy}}}} Many others are believed to have been distorted or lost, but, as rumor will have it, the [[Lore:Dissident Priests|Dissident Priests]] may have recorded them and thus preserved them for posterity.{{ref|name=TLP}}{{ref|name=MM|[[Morrowind:Mehra Milo|Mehra Milo]]'s dialogue in ''[[Morrowind:Morrowind|Morrowind]]''}} The Wise Women of the Ashlander clans interpret dreams as prophecies, another major difference with the [[Lore:Tribunal Temple|Tribunal Temple]].{{ref|name=ZN}}{{ref|name=MM}} ==Exiles== If an Ashlander commits a crime against another member of a clan, they will be cast out of the clan. These outcasts have small camps in isolated areas; they often either become laborers in the mines or resort to banditry. ==Religion== All Ashlanders in a tribe, young and small, are born into the Ancestor cult of their clan. They worship their deceased family members and the three Good Daedra, [[Lore: Azura|Azura]], [[Lore: Mephala|Mephala]] and [[Lore:Boethiah|Boethiah]], whom they see as divine ancestors.{{ref|{{Cite Book|The Anticipations}}}}{{ref|{{Cite Book|The Changed Ones}}}} Ashlanders also venerate the Four Corners of the [[Lore:House of Troubles|House of Troubles]].{{ref|[[Online:Numani-Rasi#Relics of Yasammidan|Numani Rasi]]'s dialogue during [[Online:Relics of Yasammidan|Relics of Yasammidan]] in [[Online:ESO|ESO]]}} They attempt to appease the Four Corners through worship. The Nerevarine Cult is a different cult with the Ashlander tradition. It's a small cult, and only among the Urshilaku do its followers have any influence. They revere [[Lore:Nerevar|Nerevar]], the great Ashkhan and Hortator, for he was the Champion of Azura, and he was instrumental in defeating House Dagoth and the Dwemer.{{ref|name=ZN}} ==Fourth Era== Following the disastrous Red Year, widespread worship of the Tribunal ended. In its place the former [[Lore:Dissident Priests|Dissident Priests]] took full control of the Temple and sought to reinstate worship of the "Anticipations" ([[Lore:Azura|Azura]], [[Lore:Mephala|Mephala]], and [[Lore:Boethiah|Boethiah]]) as the "[[Lore:New Temple|New Temple]]". Fittingly, the daedra were dubbed the "Reclamations", as if they were reclaiming their status from the Tribunal. The rise of this [[Lore:New Temple|New Temple]] almost completely vindicated the previously persecuted Ashlanders, who had persevered in worshipping in the three daedra for millennia. Among the Dunmer, the Ashlanders are lauded for having the "true vision" to keep true to the old ways. It is now quite common for many Dunmer to make the arduous pilgrimages into the ash wastes to seek the counsel of the Wise Women, who have done much to dispel Tribunal worship. They directly connect the eruption of the Red Mountain and the Argonian invasion to the anger of the three Daedra.{{ref|name=TR}}{{ref|name=DBOthreloth|[[Skyrim:Elder Othreloth|Elder Othreloth]]'s dialogue in ''[[Skyrim:Dragonborn|Dragonborn]]''}} ==Gallery== <gallery> File:ON-concept-Ashlander clothing.png|Concept art for an Ashlander (ESO) File:BK-misc-Ashlander Warrior.jpeg|Ashlander warrior File:SR-npc-Elder Othreloth.jpg|An Ashlander turned New Temple priest (Skyrim) File:ON-concept-Ashlander (early).jpg|Very early Ashlander Concept art (ESO) File:ON-concept-Ashlander Armor.jpg|Ashlander armor (ESO) </gallery> ==Notes== *There is a tribe of Velothi called the '''Cantemiric Velothi''' that lived in {{Lore Link|Black Marsh}}. They generally lived in eastern regions near present-day {{Lore Link|Archon}} and {{Lore Link|Thorn}} but they went extinct like their brethren, the Barsaebic {{Lore Link|Ayleids}}.{{Ref|name=PGE3E|{{Cite Book|Pocket Guide to the Empire, 3rd Edition/Argonia}}}} ==See Also== * For game-specific information, see the [[Morrowind:Ashlanders|Morrowind]] and [[Online:Ashlanders|ESO]] articles. ===Books=== * {{Book Link|The Anticipations}} * {{Book Link|Ashland Hymns}} * {{Book Link|The Battle of Red Mountain}} * {{Book Link|Before the Ages of Man}} * {{Book Link|The Changed Ones}} * {{Book Link|Damyn Andrano, Innkeep}} * {{Book Link|The Five Far Stars}} * {{Book Link|The Importance of Where}} * {{Book Link|The Lost Prophecy}} * {{Book Link|Nerevar at Red Mountain}} * {{Book Link|Nerevar Moon-and-Star}} * {{Book Link|Progress of Truth}} * {{Book Link|The Reclamations}} * {{Book Link|Words of the Wind}} * {{Book Link|Legend of the Ghost Snake}} ==References== <references/></noinclude>
2,516,561
2021-11-24T18:56:07Z
Moony77Wolfy
The Ashlanders are Dunmeri nomads that traditionally hail from Morrowind's wilderness. In the Merethic Era, Ashlanders and other Dunmer were very much alike and on equal footing, but since the days of the First Council and rise of the Great Houses, they have steadily been forced into the poorest and most hostile lands. They travel along with their herds, camping wherever is suitable. Additional resources gained by hunting the local wildlife are used to manufacture huts, armors, clothing and general household items. Ashlander culture is the remains of the ancestor-worshipping tribal culture which the House Dunmer left behind. Unlike the settled Dunmer of the Great Houses, they did not acknowledge the power of the Tribunal; rather, they believed the Tribunal betrayed Lord Nerevar at the Battle of Red Mountain, and that they were kept alive by magical means not unlike Necromancy. The Tribunal's disappearance and the disastrous Red Year of eventually led other Dunmer to abandon widespread Tribunal worship and to appreciate the Ashlanders for preserving their heritage. The Velothi (named such after the prophet Veloth) are Ashlanders who have abandoned nomadic life and settled among the city Dunmer. The Velothi are despised by the Ashlanders, who view them as weak and soft. Meanwhile, the Dunmer look down upon the Velothi as an insignificant underclass. Culture An Ashlander Wise Woman|thumb|right Ashlanders in general are very proud, and they do not like to admit to things that shame them, especially the men; it is suspected that these tendencies may have contributed to their reputation among other Dunmer for being untrustworthy liars. Their internal culture is very polite, but according to late Third Era accounts, before their vindication in the eyes of the civilized Dunmer, the Ashlanders were very xenophobic, shunning all outlanders, and were known to be aggressive towards foreigners in their lands (even though one of their own forgotten prophecies claimed the Nerevarine would be a foreigner). However, if an outlander performs a good deed for an Ashlander clan, they may be named Clanfriend, and thus be adopted into the tribe. Ashlanders think it shameful to attack unarmed persons, but they will kill without hesitation an armed person who offends them or their clan laws. Those who do not know their customs risk offending them just by speaking. Challenges for sport can be declined without shame, but not challenges for honor. Honor challenges come from perceived offenses or arise from customary formal challenges of status or ritual. Ashlanders may challenge a stranger who enters a yurt without invitation; customs differ with different tribes, but polite visitors who leave when requested may be forgiven. Gift-giving is particularly important in their culture. Among Ashlanders, a gift is a token of courtesy among strangers, and affection among friends. A thoughtful gift signals the giver is cautious, considerate, and aware of the receiver's wants and needs. The Ashlanders are a nomadic people, and they live in huts which can be dismantled and moved. Their portable huts are comprised of hides stretched on a chitin frame. These huts can can be dismantled quickly and packed atop a guar to move to new grazing or hunting grounds. The khan's tent is a larger, more elaborate version of a family tent. They have no need for material wealth. Big buildings, heavy furniture and fancy clothes are things the House Dunmer have which the Ashlanders consider useless trash. Tribes thumb|right|An Ashlander Camp The Ashlanders of Vvardenfell are divided into four clans: the Ahemmusa tribe of the Azura's Coast region, the Erabenimsun tribe of the Molag Amur region, the Urshilaku tribe of the Ashlands and West Gash regions (strong believers in the Nerevarine Cult), and the Zainab tribe of the Grazelands region. They are often at odds with each other. There are also tribes living on the mainland, such as the Kagesh and Ulath of Stonefalls, the Vereansu of Deshaan, and the Mabrigash of the . Clan Leadership Each clan is traditionally led by an Ashkhan, whereas the spiritual leadership lies with the Wise Woman. The secrets of the Wise Women are passed from one generation onto the other. Several prophecies, in the form of verses such as the Stranger, have survived throughout the years. Many others are believed to have been distorted or lost, but, as rumor will have it, the Dissident Priests may have recorded them and thus preserved them for posterity. The Wise Women of the Ashlander clans interpret dreams as prophecies, another major difference with the Tribunal Temple. Exiles If an Ashlander commits a crime against another member of a clan, they will be cast out of the clan. These outcasts have small camps in isolated areas; they often either become laborers in the mines or resort to banditry. Religion All Ashlanders in a tribe, young and small, are born into the Ancestor cult of their clan. They worship their deceased family members and the three Good Daedra, Azura, Mephala and Boethiah, whom they see as divine ancestors. Ashlanders also venerate the Four Corners of the House of Troubles. They attempt to appease the Four Corners through worship. The Nerevarine Cult is a different cult with the Ashlander tradition. It's a small cult, and only among the Urshilaku do its followers have any influence. They revere Nerevar, the great Ashkhan and Hortator, for he was the Champion of Azura, and he was instrumental in defeating House Dagoth and the Dwemer. Fourth Era Following the disastrous Red Year, widespread worship of the Tribunal ended. In its place the former Dissident Priests took full control of the Temple and sought to reinstate worship of the "Anticipations" (Azura, Mephala, and Boethiah) as the "New Temple". Fittingly, the daedra were dubbed the "Reclamations", as if they were reclaiming their status from the Tribunal. The rise of this New Temple almost completely vindicated the previously persecuted Ashlanders, who had persevered in worshipping in the three daedra for millennia. Among the Dunmer, the Ashlanders are lauded for having the "true vision" to keep true to the old ways. It is now quite common for many Dunmer to make the arduous pilgrimages into the ash wastes to seek the counsel of the Wise Women, who have done much to dispel Tribunal worship. They directly connect the eruption of the Red Mountain and the Argonian invasion to the anger of the three Daedra. Gallery Notes There is a tribe of Velothi called the Cantemiric Velothi that lived in . They generally lived in eastern regions near present-day and but they went extinct like their brethren, the Barsaebic . See Also For game-specific information, see the Morrowind and ESO articles. Books References
130
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https://en.uesp.net/wiki/Lore:Urshilaku_Tribe
Lore:Urshilaku Tribe
<noinclude>{{Lore Factions Trail}} [[File:ON-banner-Urshilaku Banner transparent.png|thumb|right|150px|The Urshilaku Tribe banner]] :''"But more than its many hunters, warriors, and herders, Urshilaku is famed for its lore-keepers. It is the only tribe that currently has multiple Farseers, and the Wise-Woman of Urshilaku is widely renowned. Urshilaku has been key in ushering in a temporary age of peace among the Ashlander tribes, for all are listening when the oracles speak of an age of coming strife that the tribes must prepare for."'' — {{Lore Link|Ulran Releth}}, ''"{{Lore Link|Ashlander Tribes and Customs}}"''</noinclude> The {{Lore Link|Urshilaku Tribe}} is one of the four distinct tribes of the {{Lore Link|Ashlander}}s of {{Lore Link|Vvardenfell}}, in the province of {{Lore Link|Morrowind}}. The Urshilaku are known as lore-keepers and mystics, they are highly-respected, and are in fact, the second-most populated tribe in the region. They commonly live along the northern coast, in the '''Urshilaku Camp''' where the {{Lore Link|West Gash}} meets the {{Lore Link|Ashlands}}. The Urshilaku Tribe are staunch believers in that the {{Lore Link|Nerevarine}} would return to unite the people.{{Ref|name=Customs|{{Cite Book|Ashlander Tribes and Customs}}}} A sub-sect of the Urshilaku, known as the {{Lore Link|Nerevarine Cult}} are the ones that enforce this belief and worshipped {{Lore Link|Indoril Nerevar}}.{{Ref|{{Cite Book|Nerevarine cult notes|ns_base=MW}}}} The Urshilaku Tribe are known to keep {{Lore Link|Guar}} bones, because it is believed that the soul of the guar lingers in the bones and that they can continue to guide them, even after death. The '''Urshilaku Burial Caverns''' are found just east of {{Lore Link|Bthungthumz}}.{{Ref|name=Quest|The description of [[Online:Morrowind Quest Items|Guar Bones]] in [[Online:Morrowind|ESO: Morrowind]]}}<noinclude> {{NewLeft}} ==History== The Urshilaku Tribe was founded by {{Lore Link|Lammak Urshilaku}} many years ago as one of the First Ashkhans. Lammak and the other First Ashkhans led their tribes together to defeat the menace known as {{Lore Link|Skar}}.{{Ref|name=ONDrelyth|[[Online:Drelyth Hleran|Drelyth Hleran]]'s dialogue in [[Online:Morrowind|ESO: Morrowind]]}} With the help of {{Lore Link|Dranoth Hleran}} and his spear, the {{Lore Link|Calderas}}. The beast was vanquished and the Velothi of {{Lore Link|House Hleran}} were revered as heroes. However, after the death of the First Ashkhans, their successors exiled the Hleran and took over the carcass of Skar, which became the holy grounds known as {{Lore Link|Ald'ruhn}}.{{Ref|name=ONDranoth|[[Online:Dranoth Hleran|Dranoth Hleran]]'s dialogue in [[Online:Morrowind|ESO: Morrowind]]}} Lammak's cairn was established in {{Lore Link|Ald'ruhn}}, behind a leg of Skar. In order to gain his blessing, one must offer guar bones.{{Ref|name=Quest}} During the {{Lore Link|Interregnum}} around {{Year|2E 582}}, the Urshilaku Tribe had established their camp on the edge of the West Gash, amidst the crags of the northern coast. The tribe would occasionally gather at the encampment of {{Lore Link|Ald'ruhn}}. At this time, the Ashkhan of the Tribe was {{Lore Link|Conoon Chodala}}, who led the Urshilaku at the {{Lore Link|Second Akaviri Invasion}} in {{Year|2E 572}}. Conoon Chodala was named the Ashkhan at an early age and would lead raids against ancient stronghold across {{Lore Link|Red Mountain}}, because of this, Chodala had gained respect from the other tribes.{{Ref|name=Conoon|[[Morrowind:Conoon Chodala|Conoon Chodala]]'s dialogue in [[Morrowind:Morrowind|Morrowind]]}} But things would change when Conoon Chodala would declare himself the Nerevarine. Chodala would enlist the help of the {{Lore Link|Red Exiles}}, a group of outcast Ashlanders. His sister, the Urshilaku ambassador, {{Lore Link|Seryn}} would attempt to convince her brother to not follow the prophecy. When Chodala acquired the staff, {{Lore Link|Sunna'rah}}, the Urshilaku Ashkhan would step forward and attempt to claim the title of Nerevarine, by force.{{Ref|[[Online:Divine Inquiries|Divine Inquiries]] quest in [[Online:Morrowind|ESO: Morrowind]]}}{{Ref|{{Cite Book|Chodala's Writings|ns_base=ON}}}} After a meeting in Ald'ruhn, where the Wise Woman had denied his claim. The Ashkhan had laid an assault onto the council hall but was subsequently slain at the ruins of {{Lore Link|Kaushtarari}}.{{Ref|[[Online:Divine Delusions|Divine Delusions]] quest in [[Online:Morrowind|ESO: Morrowind]]}} During {{Lore Link|the Blight}} outbreak in {{Year|3E 427}}, the Urshilaku Tribe had established their camp closer into the Ashlands, north of their burial caverns, across the water from the Velothi tower, {{Lore Link|Ald Redaynia}}. At this time, the Ashkhan and spiritual guardian of the Nerevarine Cult was {{Lore Link|Sul-Matuul}}, a proud warrior. It was at this time, the true {{Lore Link|Nerevarine}} would appear and first speak with the Ashlanders, through the Urshilaku and Sul-Matuul. Unsure about the Outlander's purpose in their camp, Sul-Matuul had sent them to the Urshilaku Burial Caverns, to retrieve his father's bow, and to prove their worth. Once the Nerevarine had returned with the bow, they were named Clanfriend. The Nerevarine spoke with the Wise Woman, {{Lore Link|Nibani Maesa}}, who told the Outlander to find the lost prophecies and bring it to her. From then on, the Outlander would work with the Urshilaku to learn more about the Nerevarine Prophecies.{{Ref|[[Morrowind:Meet Sul-Matuul|Meet Sul-Matuul]] quest in [[Morrowind:Morrowind|Morrowind]]}} Sometime later, the Nerevarine returned to Nibani Maesa with the lost prophecies, convincing her that they may be the Nerevarine. The Outlander would begin to speak with Sul-Matuul, to begin the third trial. Sul-Matuul sends the Outlander into the stronghold of {{Lore Link|Kogoruhn}}, to prove they are ready for the third trial. Once they finished, the Ashkhan had sent them to the {{Lore Link|Cavern of the Incarnate}}, to acquire {{Lore Link|Moon-and-Star}}, the ring of Indoril Nerevar. The third trial had been completed, and the Outlander had begun the steps to officially become the Nerevarine, by being recognized by the {{Lore Link|Great Houses}} and the Ashlander Tribes of Vvardenfell.{{Ref|[[Morrowind:The Path of the Incarnate|The Path of the Incarnate]] quest in [[Morrowind:Morrowind|Morrowind]]}} Not long after obtaining Moon-and-Star, Sul-Matuul had recognized the Outlander as the Nerevarine, awarding them the {{Lore Link|Teeth of the Urshilaku}}.{{Ref|[[Morrowind:Urshilaku Nerevarine|Urshilaku Nerevarine]] quest in [[Morrowind:Morrowind|Morrowind]]}} ==Known Ashkhans== *{{Lore Link|Lammak Urshilaku}} *{{Lore Link|Conoon Chodala}} *{{Lore Link|Sul-Matuul}} ==Gallery== <gallery> File:MW-banner-Urshilaku Tribal Flag.png|The Urshilaku Flag circa 3E 427 File:MW-item-Teeth of the Urshilaku.jpg|The Teeth of the Urshilaku File:ON-place-Urshilaku Camp.jpg|Urshilaku Camp circa 2E 582 File:MW-place-Urshilaku Camp.jpg|Urshilaku Camp circa 3E 427 File:ON-npc-Chodala.jpg|Conoon Chodala File:MW-npc-Sul-Matuul.jpg|Sul-Matuul File:MW-misc-Mummy.jpg|An Urshilaku [[Lore:Mummy|mummy]] </gallery> ==See Also== *For game-specific information on the tribe, see the [[Morrowind:Urshilaku Tribe|Morrowind]] and [[Online:Urshilaku Tribe|ESO]] articles. *For game-specific information on the camp, see the [[Morrowind:Urshilaku Camp|Morrowind]] and [[Online:Urshilaku Camp|ESO]] articles. ==References== <references/> </noinclude>
2,441,087
2021-07-15T10:16:50Z
Legoless
The is one of the four distinct tribes of the s of , in the province of . The Urshilaku are known as lore-keepers and mystics, they are highly-respected, and are in fact, the second-most populated tribe in the region. They commonly live along the northern coast, in the Urshilaku Camp where the meets the . The Urshilaku Tribe are staunch believers in that the would return to unite the people. A sub-sect of the Urshilaku, known as the are the ones that enforce this belief and worshipped . The Urshilaku Tribe are known to keep bones, because it is believed that the soul of the guar lingers in the bones and that they can continue to guide them, even after death. The Urshilaku Burial Caverns are found just east of . History The Urshilaku Tribe was founded by many years ago as one of the First Ashkhans. Lammak and the other First Ashkhans led their tribes together to defeat the menace known as . With the help of and his spear, the . The beast was vanquished and the Velothi of were revered as heroes. However, after the death of the First Ashkhans, their successors exiled the Hleran and took over the carcass of Skar, which became the holy grounds known as . Lammak's cairn was established in , behind a leg of Skar. In order to gain his blessing, one must offer guar bones. During the around , the Urshilaku Tribe had established their camp on the edge of the West Gash, amidst the crags of the northern coast. The tribe would occasionally gather at the encampment of . At this time, the Ashkhan of the Tribe was , who led the Urshilaku at the in . Conoon Chodala was named the Ashkhan at an early age and would lead raids against ancient stronghold across , because of this, Chodala had gained respect from the other tribes. But things would change when Conoon Chodala would declare himself the Nerevarine. Chodala would enlist the help of the , a group of outcast Ashlanders. His sister, the Urshilaku ambassador, would attempt to convince her brother to not follow the prophecy. When Chodala acquired the staff, , the Urshilaku Ashkhan would step forward and attempt to claim the title of Nerevarine, by force. After a meeting in Ald'ruhn, where the Wise Woman had denied his claim. The Ashkhan had laid an assault onto the council hall but was subsequently slain at the ruins of . During outbreak in , the Urshilaku Tribe had established their camp closer into the Ashlands, north of their burial caverns, across the water from the Velothi tower, . At this time, the Ashkhan and spiritual guardian of the Nerevarine Cult was , a proud warrior. It was at this time, the true would appear and first speak with the Ashlanders, through the Urshilaku and Sul-Matuul. Unsure about the Outlander's purpose in their camp, Sul-Matuul had sent them to the Urshilaku Burial Caverns, to retrieve his father's bow, and to prove their worth. Once the Nerevarine had returned with the bow, they were named Clanfriend. The Nerevarine spoke with the Wise Woman, , who told the Outlander to find the lost prophecies and bring it to her. From then on, the Outlander would work with the Urshilaku to learn more about the Nerevarine Prophecies. Sometime later, the Nerevarine returned to Nibani Maesa with the lost prophecies, convincing her that they may be the Nerevarine. The Outlander would begin to speak with Sul-Matuul, to begin the third trial. Sul-Matuul sends the Outlander into the stronghold of , to prove they are ready for the third trial. Once they finished, the Ashkhan had sent them to the , to acquire , the ring of Indoril Nerevar. The third trial had been completed, and the Outlander had begun the steps to officially become the Nerevarine, by being recognized by the and the Ashlander Tribes of Vvardenfell. Not long after obtaining Moon-and-Star, Sul-Matuul had recognized the Outlander as the Nerevarine, awarding them the . Known Ashkhans Gallery See Also For game-specific information on the tribe, see the Morrowind and ESO articles. For game-specific information on the camp, see the Morrowind and ESO articles. References
130
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https://en.uesp.net/wiki/Lore:Zainab_Tribe
Lore:Zainab Tribe
<noinclude>{{Lore Factions Trail}} [[File:ON-banner-Zainab Tribe.png|thumb|right|150px|The Zainab Tribe banner]] :''"Like the Ahemmusa, they are surprisingly peaceable and friendly even to outlanders, although they are somewhat greedy and arrogant as well. Zainab is, in a way, the oddest of the tribes in that they follow the old ways, but they are extremely interested in the change that has overtaken Vvardenfell. They freely trade with the Great Houses, and some have even sought to forge more firm business deals with Houses like Hlaalu. All in all, one gets the impression that Zainab is the most willing to adapt, even if they will not entirely leave their Ashlander lifestyle behind."'' — {{Lore Link|Ulran Releth}}, ''"{{Lore Link|Ashlander Tribes and Customs}}"'' </noinclude> The {{Lore Link|Zainab Tribe}} is one of the four distinct tribes of the {{Lore Link|Ashlander}}s of {{Lore Link|Vvardenfell}}, in the province of {{Lore Link|Morrowind}}. The Zainab is the most populated tribe in all of Vvardenfell, and are surprisingly more open to Outlanders and House {{Lore Link|Dunmer}}, though they can be greedy and arrogant in their business. They are merchants by heart and collect a wide variety of goods to trade amongst each other and their neighbors. The Zainab is a mix of open to change and retaining Ashlander customs. They commonly live in the '''Zainab Camp''', in the hills of the {{Lore Link|Grazelands}}, on the outskirts of the {{Lore Link|Telvanni}} town of {{Lore Link|Vos}}, and near the ruins of {{Lore Link|Nchuleft}}. Here they reap the wealth across the lands for trade and harvesting.{{Ref|name=Customs|{{Cite Book|Ashlander Tribes and Customs}}}} The Zainab Tribe are known to collect the royal wax of a {{Lore Link|Kwama Queen}}, specifically when it sometimes hardens into a jewel-like pit. It is used in various crafts and religious ceremonies.{{Ref|name=Quest|The description of [[Online:Morrowind Quest Items|Jeweled Cuttle]] in [[Online:Morrowind|ESO: Morrowind]]}}<noinclude> ==History== The Zainab Tribe was founded by {{Lore Link|Akami Zainab}} many years ago as one of the First Ashkhans. Akami's cairn was established near {{Lore Link|Ald'ruhn}}, along the riverside of the {{Lore Link|Foyada Drura}}. In order to gain his blessing, one must offer a jeweled cuttle.{{Ref|name=Quest}} During the {{Lore Link|Interregnum}} around {{Year|2E 582}}, the Zainab Camp was established in the hills of the Grazelands, hidden from the road, south of both Nchuleft and Vos. The tribe would occasionally gather at the encampment of Ald'ruhn. The blessing of Akami Zainab, along with the other First Ashkhans, was what allowed House Dunmer to mingle with the Ashlanders, which would subsequently lead to the founding of the city of Ald'ruhn.{{Ref|[[Online:Ancestral Ties|Ancestral Ties]] quest in [[Online:Morrowind|ESO: Morrowind]]}} During {{Lore Link|the Blight}} outbreak in {{Year|3E 427}}, the Zainab Camp was found in the same location it has been for many years. The Ashkhan of the Zainab was {{Lore Link|Kaushad}}, who maintained strong connections with the House Dunmer but cared less of policy within his own camp. At this time, the {{Lore Link|Nerevarine}} had appeared on Vvardenfell, working with the {{Lore Link|Urshilaku Tribe}} in fulfilling the Nerevarine Prophecy. In order to gain the Ashkhan's trust, the Nerevarine was sent to kill a lurking {{Lore Link|Vampire}} at the {{Lore Link|Nerano Ancestral Tomb}}. But even then, Kaushad was not satisfied. His next request was for a bride, a high-born Telvanni lady. The Wise-Woman, {{Lore Link|Sonummu Zabamat}} had sent the Nerevarine to the town of {{Lore Link|Tel Aruhn}}, where they would buy a slave and pose them as a noble. The slave, {{Lore Link|Falura Llervu}} was bought, and posed as a noblewoman of {{Lore Link|Velothis Haven}}. With everything set, the Ashkhan had recognized the warrior as the Nerevarine.{{Ref|name=Nerevarine|[[Morrowind:Zainab Nerevarine|Zainab Nerevarine]] quest in [[Morrowind:Morrowind|Morrowind]]}} ==Known Ashkhans== *{{Lore Link|Akami Zainab}} *{{Lore Link|Kaushad}} ==Gallery== <gallery> MW-banner-Zainab Tribal Flag.png|The Zainab Flag ca. 3E 427 MW-item-Thong of Zainab.jpg|The ''Thong'' of Zainab ON-place-Zainab Camp.jpg|Zainab Camp ca. 2E 582 MW-place-Zainab Camp.jpg|Zainab Camp ca. 3E 427 </gallery> ==See Also== *For more information on the tribe, see the [[Morrowind:Zainab Tribe|Morrowind]] and [[Online:Zainab Tribe|ESO]] articles. *For more information on the camp, see the [[Morrowind:Zainab Camp|Morrowind]] and [[Online:Zainab Camp|ESO]] articles. ==References== <references/> </noinclude>
2,357,331
2021-03-10T18:14:32Z
Noviier
The is one of the four distinct tribes of the s of , in the province of . The Zainab is the most populated tribe in all of Vvardenfell, and are surprisingly more open to Outlanders and House , though they can be greedy and arrogant in their business. They are merchants by heart and collect a wide variety of goods to trade amongst each other and their neighbors. The Zainab is a mix of open to change and retaining Ashlander customs. They commonly live in the Zainab Camp, in the hills of the , on the outskirts of the town of , and near the ruins of . Here they reap the wealth across the lands for trade and harvesting. The Zainab Tribe are known to collect the royal wax of a , specifically when it sometimes hardens into a jewel-like pit. It is used in various crafts and religious ceremonies. History The Zainab Tribe was founded by many years ago as one of the First Ashkhans. Akami's cairn was established near , along the riverside of the . In order to gain his blessing, one must offer a jeweled cuttle. During the around , the Zainab Camp was established in the hills of the Grazelands, hidden from the road, south of both Nchuleft and Vos. The tribe would occasionally gather at the encampment of Ald'ruhn. The blessing of Akami Zainab, along with the other First Ashkhans, was what allowed House Dunmer to mingle with the Ashlanders, which would subsequently lead to the founding of the city of Ald'ruhn. During outbreak in , the Zainab Camp was found in the same location it has been for many years. The Ashkhan of the Zainab was , who maintained strong connections with the House Dunmer but cared less of policy within his own camp. At this time, the had appeared on Vvardenfell, working with the in fulfilling the Nerevarine Prophecy. In order to gain the Ashkhan's trust, the Nerevarine was sent to kill a lurking at the . But even then, Kaushad was not satisfied. His next request was for a bride, a high-born Telvanni lady. The Wise-Woman, had sent the Nerevarine to the town of , where they would buy a slave and pose them as a noble. The slave, was bought, and posed as a noblewoman of . With everything set, the Ashkhan had recognized the warrior as the Nerevarine. Known Ashkhans Gallery See Also For more information on the tribe, see the Morrowind and ESO articles. For more information on the camp, see the Morrowind and ESO articles. References
130
1,000
https://en.uesp.net/wiki/Lore:Blades
Lore:Blades
<noinclude>{{Lore Factions Trail}}[[File:BL-icon-Blades.png|left|thumb|200px|Emblem of the Blades|class=backdrop]][[File:OB-place-Cloud Ruler Temple.jpg|thumb|right|Cloud Ruler Temple, the ancient stronghold of the Blades]]{{TOCright|limit=2}} :''"The Blades are sworn to the service of the Emperor, as the mortal representative of the Dragon Blood of the divine Talos."'' — [[Lore:Jauffre|Jauffre]], Grandmaster of the Blades </noinclude>The [[Lore:Blades|Blades]], also known as the '''Imperial Intelligence Service''',{{ref|[[Morrowind:Public notice|Public notice]] in Morrowind}} the '''Arms of the Throne'''{{ref|group=UOL|name=ROAFS|{{Cite Book|Return of a Fellow Scholar|ns_base=General}}}} and as the '''Order of Blades''',{{ref|{{Cite Book|Note from the Archcanon}}}} were members of an elite [[Lore:Imperial|Imperial]] order dedicated to the protection and service of the [[Lore:Dragonborn|Dragonborn]] [[Lore:Tamrielic Emperors|emperors]] of [[Lore:Tamriel|Tamriel]]. Descended from the [[Lore:Akaviri|Akaviri]] '''Dragonguard''', who became the personal bodyguard of Emperor [[Lore:Reman I|Reman I]], the Blades have since diversified into many areas of Imperial espionage, military, and diplomacy.{{ref|name=TRAFOTB|{{Cite Book|The Rise and Fall of the Blades}}}} Indeed, while a select few were appointed by the emperor to serve openly as diplomats or bodyguards, the majority of Blades agents acted covertly as couriers and spies.{{ref|name=MWSavant|[[Morrowind:Savant|Savant]] dialogue in [[Morrowind:Morrowind|Morrowind]]}}{{ref|name=OBJauffre|[[Oblivion:Jauffre|Jauffre]]'s dialogue in [[Oblivion:Oblivion|Oblivion]]}} Serving as the emperor's eyes and ears, a vast network of Blades have influenced many critical events across Tamriel, such as reassembling the golem [[Lore:Numidium|Numidium]] and defeating [[Lore:Dagoth Ur|Dagoth Ur]].{{ref|name=Morrowind|Events of [[Morrowind:Morrowind|Morrowind]]}} The Blades were disbanded following the [[Lore:Great War|Great War]] and largely killed off by the [[Lore:Thalmor|Thalmor]],{{ref|name=TRAFOTB}} but were reformed once again to assume their ancient role as dragon hunters during the return of [[Lore:Alduin|Alduin]].{{ref|[[Skyrim:Alduin's Wall|Alduin's Wall]] quest in Skyrim}}<noinclude> {{NewLeft}} ==History== ===Reman's Dragonguard=== [[File:ON-banner-Dragonguard (small).png|100px|left]] The history of the Blades stretches back many centuries, to the Akaviri Dragonguard. They relentlessly hunted [[Lore:Dragons|dragons]] in Akavir, and in {{Year|1E 2703}} they invaded Tamriel to continue this crusade.{{ref|name=TBOTD|{{Cite Book|The Book of the Dragonborn}}}} They marched through [[Lore:Morrowind|Morrowind]] and [[Lore:Skyrim|Skyrim]] with little resistance until being met by the united forces of [[Lore:Cyrodiil|Cyrodiil]] under Reman I at the [[Lore:Pale Pass|Pale Pass]], in the [[Lore:Jerall Mountains|Jerall Mountains]]. As soon as they heard Reman's voice at Pale Pass, they knelt before him and proclaimed him Dragonborn, claiming he was what they had come to seek.{{ref|name=TRAFOTB}}{{ref|name=LOTD|{{Cite Book|Legacy of the Dragonguard}}}} These new additions to his army did much to enable Reman's conquest and unification of most of Tamriel to found the [[Lore:Second Empire|Second Empire]].{{ref|name=TBOTD}} However, the Dragonguard had not forgotten their original mission, and they continued hunting dragons, particularly in Skyrim, with great success.{{ref|name=AOTD|{{Cite Book|Annals of the Dragonguard}}}} In Cyrodiil, [[Lore:Cloud Ruler Temple|Cloud Ruler Temple]] was built by the Dragonguard at the start of the Second Empire, serving the Dragonguard and Blades as a headquarters, fortress, and sanctuary.{{ref|name=Baurus|[[Oblivion:Baurus|Baurus]]' dialogue in [[Oblivion:Oblivion|Oblivion]]}} [[File:ON-tapestry-The Dragonguard.jpg|right|thumb|Ja'darri and the Dragonguard confronting the Black Beast]][[File:ON-tapestry-The Dragonguard 04.jpg|thumb|right|Laatvulon being sealed by the Dragonguard]] In Skyrim, [[Lore:Sky Haven Temple|Sky Haven Temple]] acted as an outpost for the Dragonguard and as a shrine to Reman. However by the late First Era, the Winterhold Rebellion took place in protest to forced conscriptions that were being imposed on the local populace by Emperor Kastav. The Dragonguard stationed at the temple disobeyed Emperor Kastav's orders to suppress the rebellion, on the grounds that it violated their Oath of Allegiance. In their stead, Kastav sent an Akaviri commander named Kalien, who sacked the city in {{Year|1E 2805}}. The sacking resulted in the local Nords laying siege to the temple, as they did not distinguish between Akaviri. The siege was eventually lifted shortly after the accession of Reman II as Emperor in {{Year|1E 2806}}. The new emperor later visited the temple as part of his first visit to Skyrim in {{Year|1E 2806}}, to which the Dragonguard provided the honor guard. In {{Year|1E 2812}} Emperor Reman II permitted the construction of Alduin's Wall within Sky Haven Temple. Considered to be a wonder of the ancient world, its purpose was to record the accumulated dragonlore and prophecy that the Dragonguard possessed at the time. Its main focus was a pictorial representation of the Prophecy of the Dragonborn. The prophecy foretold of five key historical events that would preface Alduin's return after his expulsion during the Dragon War. Given that Alduin's return was inevitable, the Dragonguard believed that the wall was their gift to the generations that were to follow. Craftsmen from temples across the Empire were called upon to work on the wall, whilst Grandmaster Jaiv-Yora of the Dragonguard oversaw the construction of the wall, and after six years it was completed. Emperor Reman II returned to the temple in {{Year|1E 2818}} to officially dedicate the wall. The Blood Seal outside the temple was consecrated in the presence of all Akaviri Dragonguard in Skyrim. This allowed the temple to be sealed, only ever to be opened by a Dragonborn to unlock its knowledge and power. The entrance into the temple, opened by the blood seal, was a giant stone effigy of Reman I. During Vashu-Pir's time as grandmaster between {{Year|1E 2734}} - {{Year|1E 2758|2758}},{{ref|name=GVP}} the Dragonguard worked to subdue {{Lore Link|Laatvulon}}, the Black Beast within [[Lore:Elsweyr|Elsweyr]]. [[Lore:Ja'darri|Ja'darri]] was a prominent member of the Dragonguard working in Elsweyr where she formed an unlikely alliance with the red Dragon [[Lore:Nahfahlaar|Nahfahlaar]], who grew to respect her enough to give her a Dragon name and grant her a boon in the form of his horn, which was later named after her. Having been tasked by [[Lore:Alkosh|Alkosh]] to use the [[Lore:Mask of Alkosh|Mask of Alkosh]] to extinguish Laatvulon, Ja’darri petitioned Nahfahlaar to imbue the mask with his power to defeat his ancient foe Laatvulon. In an act he would later regret, he refused, leaving the Dragonguard to fight Laatvulon with limited power. They would ultimately succeed in imprisoning Laatvulon beneath {{Lore Link|Doomstone Keep}}, though Ja'darri died in the process.{{Ref|name=ONTheDragonguard|Events of [[ON:The Dragonguard|The Dragonguard]] quest in [[ON:Dragonhold|ESO: Dragonhold]]}} It is said Grandmaster Vashu-Pir was the one who defeated Laatvulon,{{ref|{{Item Link|Grandmaster Vashu-Pir Effigy|questid=7065}} quest item description in [[Online:ESO|ESO]]}} and bards still sing about this glorious battle between Reman I's Dragonguard and a "great Black Beast" at Doomstone Keep.{{ref|[[Online:Doomstone Keep|Doomstone Keep]]'s loading screen text in [[Online:Online|ESO:]] [[Online:Dragonhold|Dragonhold]]}} Dragons were nearly driven to extinction in the next two centuries, and the Dragonguard operated chapters across Tamriel under the direct command of the Dragonborn emperors.{{ref|name=TRAFOTB}} {{NewLine}} ===Post-Reman Dragonguard=== [[File:LG-cardart-Enraged Dragonknight.jpg|thumb|left|A Dragonknight]] [[File:LG-cardart-Dragonguard Outcast.png|right|thumb|The Drake of Blades]] Unfortunately, as the Dragonguard had not yet evolved into the espionage specialists that were the Blades, they failed to prevent Emperor [[Lore:Reman III|Reman III]]'s assassination by the [[Lore:Morag Tong|Morag Tong]] in {{Year|1E 2920}}. The Dragonguard was officially disbanded after this ignominious event, with many members becoming mercenaries and later forming the [[Lore:Fighters Guild|Fighters Guild]]. Others went on to ensure the martial and mystical arts of old Akavir would survive into the [[Lore:Second Era|Second Era]], and became known as [[Lore:Dragonknights|Dragonknights]].{{ref|name=LOTD}} Unofficially, some were retained by the [[Lore:Akaviri Potentate|Akaviri Potentates]], now as a covert force rather than an honor guard.{{ref|name=LOTD}} Others continued hunting the wary surviving dragons in Skyrim until at least {{Year|2E 373}}.{{ref|name=AOD|{{Cite Book|Atlas of Dragons}}}} Some members of the disbanded Dragonguard went on to search for the Horn of Ja'darri, searching Scour Temple, Storm Talon Temple, Dark Water Temple. Eventually, they went on to attempt to kill Vahlokzin, the Dragon who was in possession of the horn, but failed.{{ref|{{Cite Book|Searching for the Horn of Ja'darri}}}} Following the assassination of [[Lore:Savirien-Chorak|Savirien-Chorak]], the Dragonguard counted their enemies among those who conspired to cut down Reman and the Potentate. Many Dragonguard met their end by a knife in the dark, forcing the rest to go into hiding.{{Ref|name=ESOChevalierRenald|Dialogue with [[ON:Chevalier Renald|Chevalier Renald]]}} During the long [[Lore:Interregnum|Interregnum]], in the absence of any true emperor to protect, the Dragonguard protected the Ruby Throne in the [[Lore:Imperial City|Imperial City]] from the petty warlords who ran rampant in Cyrodiil.{{ref|name=R|{{Cite Book|Remanada}}}} They were driven underground by Empress Regent [[Lore:Clivia Tharn|Clivia Tharn]] during the [[Lore:Planemeld|Planemeld]] after captain [[Lore:Sai Sahan|Sai Sahan]] disappeared, but continued to operate in the province under pseudonyms.{{Ref|name=ESODoB|[[ON:Drake of Blades|Drake of Blades]]' dialogue in [[ON:Imperial City (DLC)|ESO: Imperial City]]}} [[File:ON-npc-Cordius Pontifio 02.jpg|thumb|right|A member of Clivia Tharn's Elite Guard]] Some would-be emperors formed their own personal 'Dragonguard' to add legitimacy to their rule, although these were only imitations of the Akaviri, not a continuation.{{ref|name=COTFC7|{{Cite Book|Chronicles of the Five Companions 7}}}}{{Ref|name=ESOKasura|Dialogue with [[ON:Kasura|Kasura]]}} Clivia Tharn had her own imitation Dragonguard. Members of the real Dragonguard who went underground took on pseudonyms with the title 'Drake of', and worked to safeguard artifacts and information until a real Dragonborn Emperor took the Ruby Throne. The real Dragonguard also sought out and protected potential Dragonborn individuals, including the future [[Lore:Tiber Septim|Tiber Septim]], in a bid to place one on the throne.{{ref|name=R}}{{ref|name=TBOTD}} [[Lore:Chevalier Renald|Chevalier Renald]] is a known member of the real Dragonguard who helped Tiber Septim rise to power. The Drake of Blades was an agent of the Dragonguard who played a large role in protecting the {{Future Link|Sublime Brazier}} and thwarting [[Lore:Molag Bal|Molag Bal]]'s invasion of the Imperial City circa {{Year|2E 582}}. She did this by scouting the Imperial City and gathering information from the Three Alliances, and then worked with the Vestige to stop Molag Bal's plot to snuff out the Dragonfires forever. The Drake and the Vestige blew up a mining operation in the Memorial District, saved Father Egnatius, and stole a book about the Sublime Brazier from the Daedra, among other events. The Drake of Blades, Father Egnatius, Captain Caudex, and the Vestige prevented {{Lore Link|General Malivus}} from successfully destroying the Sublime Brazier. The Drake of Blades then performed a ritual with Father Egnatius to transform her into the guardian of the Sublime Brazier until another Dragonborn took the throne. The Drake was blessed with power and immortality by Akatosh himself. The Drake of Shields was told by the Drake of Blades to ensure that the Sublime Brazier's existence was known only by the Dragonguard.{{Ref|name=ESOIC|[[ON:Imperial City#Quests|Main Quest]] of [[ON:Imperial City (DLC)|ESO: Imperial City]]}}{{ref|name=ESODoB}} Circa 2E 582, a [[Lore:Xivkyn|Xivkyn]] servant of Molag Bal named {{Lore Link|Molag Kena}} disguised herself as Empress Regent Clivia Tharn and attempted to ascend the [[Lore:White-Gold Tower|White-Gold Tower]] in order to recover an [[Lore:Elder Scroll|Elder Scroll]] needed to begin the [[Lore:Planemeld Obverse|Planemeld Obverse]], a process by which [[Lore:Coldharbour|Coldharbour]] would be pulled into Tamriel. While disguised, Molag Kena requisitioned a group of Clivia's imitation Dragonguard warriors to "retake" White-Gold Tower. These three individuals were powerful Dragonknights known as the Elite Guard. With the assistance of a group of [[Lore:Undaunted|Undaunted]] and the [[Lore:Cult of the Ancestor Moth|Moth Priestess]] {{Lore Link|Terran Arminus}}, Molag Kena succeeded in recovering the Elder Scroll. She then commanded her Elite Guard to slay the rest of the group, although they were no match for the Undaunted.{{ref|[[ON:Planemeld Obverse|Planemeld Obverse]] quest in [[ESO:ESO|ESO]]}} The hidden Akaviri shrine of Dov-Vahl in [[Lore:The Scar|the Scar]] served as one of the last sanctuaries for the disgraced and disbanded Dragonguard after the assassinations of the Potentates as a place to keep their ancient traditions alive.{{Ref|name=DVLoadingScreen|[[ON:Dov-Vahl Shrine|Dov-Vahl Shrine]] [[ON:Loading Screens|loading screen]]}} When the Dragons were released from the [[Lore:Halls of Colossus|Halls of Colossus]] circa 2E 582, they manipulated [[Lore:Euraxia Tharn|Euraxia Tharn]] to ally with them. As part of their agreement, Euraxia Tharn put out an order for her soldiers to assassinate Dragonguard Orland, the last known member of the order in Elsweyr.{{Ref|name=ESOElsweyr}} ===Sai Sahan's Dragonguard=== [[File:ON-prerelease-Dragonguard.jpg|right|thumb|Sai Sahan and members of the Dragonguard]][[File:ON-creature-Nahfahlaar 02.jpg|left|thumb|Nahfalaar, an ally of the Dragonguard]] With dragons returning during the Interregnum, Sai Sahan sought to reform the Dragonguard with their original purpose: hunting dragons. Hearing rumors of a powerful weapon known as the Horn of Ja'darri, Sai Sahan and the Vestige journeyed to abandoned Dragonguard strongholds, finding grappling bows, books, arms, and armor of the Dragonguard in the process. They soon discovered the Horn was stolen by Vahlokzin and taken to his lair in Pellitine; thus they traveled there to kill him, claiming the Horn.{{Ref|name=DragonholdPrologue|[[ON:The Dragonguard's Legacy|The Dragonguard's Legacy]] and [[ON:The Horn of Ja'darri|The Horn of Ja'darri]] quests in ESO}} Sahan soon relocated from the Valley of Blades to [[Lore:Senchal|Senchal]] after hearing reports of dragon sightings and cult activity in the area.{{Ref|name=ONTDL|[[ON:The Dragon's Lair|The Dragon's Lair]] quest in ESO}} Once in Senchal, Sai Sahan and the Vestige sought help from General Renmus, leader of the 13th Legion and the Shields of Senchal. Renmus told Sahan that he could not spare soldiers nor ships due to the number of refugees moving into Senchal. Eventually, Sahan and the Vestige managed to procure a ship called the Perfect Ponce that belonged to a pair of [[Lore:Khajiit|Khajiit]] pirates named Za'ji and Caska. These pirates joined Sahan and the Vestige and traveled to [[Lore:Tideholm|Tideholm]], where a red dragon had been spotted. Whilst exploring the island they discovered that the ruins on Tidehold were once a Dragonguard sanctuary. Sahan and the Vestige encountered a red dragon, and Sahan blew the horn—but to no avail. The red Dragon explained that it was his own horn and would not have any effect on him, revealing himself to be [[Lore:Nahfahlaar|Nahfahlaar]]. Sahan and Nahfahlaar formed an alliance against the dragon Laatvulon, perceiving the destruction of Tamriel to be a threat to them both.{{ref|name=ONTDL}} [[File:ON-npc-Za'ji 02.jpg|Za'ji, a [[Lore:Dagi-raht|Dagi-raht]] member of the Dragonguard|thumb|right]][[File:ON-npc-Caska 03.jpg|Caska, a [[Lore:Senche-raht|Senche-raht]] member of the Dragonguard|thumb|left]] Once the group had gone back to Senchal, Sai explained that they needed to reform the Dragonguard and recruit new members to face Laatvulon and his New Moon Cult. The first recruits for this new Dragonguard were the crew of the Perfect Ponce{{ref|[[Online: Reformation|Reformation]] quest in ESO}}, and after this more and more members were recruited. These new recruits came from many backgrounds, such as [[Lore:Maormer|Maormer]], Khajiit of all furstocks, Imperials, Bretons, Orcs, Altmer, and Dunmer. One Dunmer member, Darns Gilvio, had been forced to join by his family as his ancestor had fought alongside [[Lore:Hakon One-Eye|Hakon One-Eye]].{{ref|[[Online:Darns Gilvio|Darns Gilvio]]'s dialogue in ESO}} Nahfahlaar informed the Dragonguard of another Dragon named Yahgrondu that would be willing to help them fight against Laatvulon, but he wasn't sure where his associate was located. Za'ji mentioned that the priests of Khenarthi's Breath Temple may be able to assist in finding Yahgrondu. Clan Mother Tadali of the temple offered her assistance, but first required the Vestige to recover one of her sacred temple bells, which had been stolen years prior. After the bell was retrieved from [[Lore:Moonlit Cove|Moonlit Cove]] it was cleansed at the temple and Tadali performed a divination ritual. She told the Dragonguard that Yahgrondu was located somewhere with an abundance of limestone, inside a coastal cave.{{ref|[[Online:Clan Mother Tadali|Clan Mother Tadali]]'s dialogue in ESO}} When she was done, Nahfahlaar arrived and informed the Dragonguard members of a limestone quarry south of the temple, which had been overrun by the {{Lore Link|Order of the New Moon}}. By the time the Dragonguard arrived at the limestone mine, Laatvulon was already in the depths of the mine, attempting to convince Yahgrondu to join him. Yahgrondu refused, which provoked Laatvulon to attack him. By the time the Dragonguard members had reached Yahgrondu he was already dead. Laatvulon then commanded his dragon priest Ra'khajin to raise Yahgrondu from the dead. Ra'khajin was able to raise Yahgrondu with the power of the [[Lore:Aeonstone|aeonstone]] present throughout the mine, but the Vestige managed to kill the risen Dragon.{{ref|[[Online: Uneasy Alliances|Uneasy Alliances]] quest in ESO}} After the Vestige informed Sai Sahan of the New Moon Cult's involvement in helping Laatvulon, Sahan asked the Vestige to infiltrate the Cult in order to learn where their base of operations was located, how large a force they commanded, and what they planned to do next. General Renmus gave information on the Cult, stating that they were known to be recruiting in Senchal. The Vestige then proceeded to investigate the cult's recruitment process alongside Caska, with the two having to fight in an underground arena to prove their strength to join the Cult. The Vestige was then offered a place in the Order of the New Moon, and was given a pendant which was to be shown to the guard in front of the cult's fortress in the [[Lore:Tenmar Forest|Tenmar Forest]]. Once at the fortress, the Vestige underwent trials to prove themselves further. Upon completing the trials, the Vestige gained access to a ceremony that the Cult was about to perform. This ceremony was a ritualistic sacrifice of the new recruits, whose life energy was transferred to the aeonstones in order to help Laatvulon. Caska and the Vestige destroyed some of these aeonstones to order to stop the ceremony. They then escaped the fortress and informed the Dragonguard of how the Order of the New Moon were empowering the Dragons they served, and that an attack on [[Lore:Pridehome|Pridehome]] was imminent.{{ref|[[Online: Order of the New Moon|Order of the New Moon]] quest in ESO}}{{ref|[[Online:Trial Master Zayri|Trial Master Zayri]]'s dialogue in ESO}} [[File:ON-prerelease-Laatvulon.jpg|right|thumb|Sai Sahan leading Dragonguard members against Laatvulon]] The Dragonguard made haste to Pridehome, which they found in ruin. Pridehome's clanmother was gravely wounded, and informed Sahan's Dragonguard of the Mask of Alkosh's existence before passing. Laatvulon's Dragon priest, Ra'khajin, was a member of the Pride of Alkosh before he was seduced by Laatvulon's promise of power. Ra'khajin sought to find the Mask of Alkosh, keeping it out of the hands of those who would oppose his master. With the help of Clan Mother Tadali, the Vestige entered the Halls of the Highmane, where the mask was being held. The Vestige had to pass the trials left in the halls to test those who would seek to become the mask's bearers. They did so, defeated Ra'khajin in the depths of the temple and claimed the mask. Laatvulon was enraged by the Vestige's meddling and attempted to destroy them, but was stopped by Nahfahlaar. Engaged in battle, the Dragons flew off.{{ref|Events of [[Online:The Pride of Alkosh (quest)|The Pride of Alkosh]] in ESO: Dragonhold}} The Dragonguard followed the pair to Doomstone Keep, where Nahfahlaar crashed after being wounded by his enemy. The Sai Sahan and the Vestige entered the keep to search for their ally, and learned about Nahfahlaar's past with Ja'darri in the process. They found Nahfahlaar, who offered to imbue the Mask of Alkosh for the Vestige, who he had come to respect. The pair entered a dream-like state and performed the ritual to imbue the mask. The Vestige wore the empowered Mask of Alkosh as the Dragonguard proceeded further into the keep in search of Laatvulon. Laatvulon was slain in Doomstone Keep by the Dragonguard with Nahfahlaar's aid.{{ref|name=ONTheDragonguard}} After Laatvulon's death, Sai Sahan was contacted by [[Lore:Abnur Tharn|Abnur Tharn]], a member of the [[Lore:Five Companions|Five Companions]] who dealt with a Dragon problem of his own in the past months. Laatvulon was not the Order of the New Moon's true master; that role fell to Kaalgrontiid, a green Dragon who sought to use the aeonstone to gain immense power and become a god. Abnur Tharn and the Vestige entered the New Moon cult's fortress and gained access to Dragonhold, the island where Kaalgrontiid based his operations. The pair learned more about Kaalgrontiid's intentions while there, and managed to destroy the force field surrounding the island. Meanwhile, Sai Sahan rallied the Dragonguard to prepare to face Kaalgrontiid in battle.{{ref|Events of [[Online:The Dark Aeon|The Dark Aeon]] in ESO: Dragonhold}} Tharn remained on the island while the Vestige returned to the Dragonguard's base of operations. The Vestige, Nahfahlaar, Queen Khamira of [[Lore:Anequina|Anequina]], Sai Sahan, and the Dragonguard then invaded Dragonhold in a bid to slay Kaalgrontiid once and for all. They succeeded, but the empowered aeonstone at Kaalgrontiid's seat of power was volatile. Abnur Tharn and Nahfahlaar remained on the island to contain the explosion, and only Nahfahlaar returned to the Dragonguard Sanctum on Tideholm.{{ref|Events of [[Online:New Moon Rising|New Moon Rising]] in ESO: Dragonhold}} Nahfahlaar left Elsweyr soon after, and Sai Sahan continued to lead the Dragonguard against any Dragons who sought to lay siege to Elsweyr.{{ref|Events of [[Online:The Pride of Elsweyr|The Pride of Elsweyr]]}} {{NewLine}} ===The Blades=== [[File:TheBlades.gif|right]] With the ascendance of a new Dragonborn emperor, Tiber Septim, the ancient order emerged from its seclusion and resumed its role serving the [[Lore:Third Empire|new empire]].{{ref|name=OBBlades|Shared [[Oblivion:Blades|Blades]] dialogue in [[Oblivion:Oblivion|Oblivion]]}} It was under the [[Lore:Septim Dynasty|Septim Dynasty]] that the organization became known as 'the Blades', as they rose to a greater prominence than the Dragonguard ever had, developing into a continent-spanning intelligence service that worked under the personal direction of the emperor.{{ref|name=TRAFOTB}} This network was necessary to accomplish the vital tasks with which the Blades were entrusted, including the recovery of and joining together of the pieces of [[Lore:Numidium|Numidium]] ever since it was shattered by the Underking, which took centuries to accomplish and resulted in the [[Lore:Warp in the West|Warp in the West]].{{Ref|name=TDC|[[Books:The Daggerfall Chronicles/Narrative#Enter the PC|The Daggerfall Chronicles - Narrative]]}} Emperor [[Lore:Uriel Septim VII|Uriel Septim VII]] in particular made heavy use of the Blades, dispatching agents to investigate King [[Lore:Lysandus|Lysandus]]'s death and the [[Lore:Nerevarine|Nerevarine]] prophecies.{{ref|name=Morrowind}}{{ref|name=Daggerfall|Events of [[Daggerfall:Daggerfall|Daggerfall]]}} ====Under Tiber Septim==== The Blades were known to have deconstructed Numidium after the annexation of Morrowind, and then transported it to the [[Lore:Halls of Colossus|Halls of Colossus]] in Elsweyr, which was used as a testing ground for Numidium before Tiber Septim used it to demolish the Second Aldmeri Dominion.{{Ref|group=UOL|name=SMIWDOT|''{{TIL|Skeleton Man's Interview with Denizens of Tamriel|skeleton}}'' at {{TIL}}}} Tiber Septim was fatally wounded at a battle at Sancre Tor, where he died and ascended to become one of the Nine Divines. The Blades built a shrine in the catacombs of Sancre Tor, on the spot where he had received the blessing of Akatosh. It then served as a place of pilgrimage for the Blades for many years.{{ref|name=Jauffre|[[Oblivion:Jauffre|Jauffre]]'s dialogue in Oblivion}} The old fortress of Sancre Tor was later corrupted by the [[Lore:Underking|Underking]], prompting it to be sealed shut by the Grandmaster of the Blades in {{Year|3E 36}}. The four mightiest Blades of the time, Alain, Valdemar, Rielus, and Casnar, never returned from the ruins and were cursed to undeath.{{ref|[[Oblivion: Sancre Tor|Sancre Tor]] door inscription in Oblivion}} ====Warp in the West==== [[File:DF-npc-Lady Brisienna (face).png|right|thumb|Lady Brisienna]] :''Main Article: [[Lore:Warp in the West|Warp in the West]]'' Uriel Septim sent a Blades agent to the [[Lore:Iliac Bay|Iliac Bay]] region after the death of King Lysandus in order to investigate the death and why Lysandus' ghost was restless. This [[Lore:Agent|agent]] was tasked with investigating Lysandus and why his ghost stalked the streets of Daggerfall and also another minor task of finding and destroying a letter to Queen Mynisera. Before speaking with Mynisera, the Agent received a letter from a Daggerfall noble, [[Lore:Brisienna|Lady Brisienna]]. The letter told the Agent to see Brisienna in a village tavern. Once face-to-face with her, Brisienna admitted that she was actually a high-ranking member of the Blades and that her position had been compromised and that she was leaving the Kingdom of Daggerfall. Before leaving she informed the Agent about the major powers of the Bay; [[Lore:Sentinel (kingdom)|Sentinel]], [[Lore:Wayrest (kingdom)|Wayrest]], and [[Lore:Daggerfall (kingdom)|Daggerfall]] and how they would be good places to start the investigation.{{ref|[[Daggerfall:Instructions from the Empire|Instructions from the Empire]] quest in Daggerfall}} At some point during the investigation, a follower of the Underking gave the Agent a letter wishing to meet them. When the Agent met up with them, the follower explained that [[Lore:Mannimarco|Mannimarco]] and his Worm Cult had stolen an item from the Underking, cursed it, and then gave it to the Blades. The Underking wished for no harm to fall on the Blades and so asked the Agent to enter [[Lore:Castle Llugwych|Castle Llugwych]] near [[Lore:Ykalon|Ykalon]], the headquarters of the Blades in the Iliac Bay region, and remove the cursed item.{{ref|[[Daggerfall:The Ancient Watcher|The Ancient Watcher]] quest in Daggerfall}} During the events of the Warp in the West, a number of Blades agents in the Iliac Bay were caught up in the events of it. One Hammerfell agent known as 'Briarbird' was on assignment in the [[Lore:Alik'r Desert|Alik'r Desert]], a few miles south of Bergama on the 9th of Frostfall, where he was smashed by a sandstone that had come out of nowhere, once he reached Bergama, he found it had been invaded by Sentinel, he also discovered his walk from sunrise to sundown had not one day, but two, with it somehow being the 11th day of the month, not the 10th. He had lost a day somewhere, and so apparently had everyone else except the soldiers of Sentinel, who somehow were aware of the correct date. Briarbird concluded that they had received advance warning, and so were better prepared to deal with the strange confusion of time and dates associated with the Warp.{{ref|name=WIW|{{Cite Book|The Warp in the West}}}} A High Rock agent known as 'Graylady' was undercover as a witch in the {{Lore Link|Skeffington Coven}} in [[Lore:Phrygias|Phrygias]]. In order to give her report, she had volunteered for an expedition to gather supplies, which would have allowed her the freedom to reach her contact in {{Lore Link|Camlorn}}. She was traveling north-east along the foothills of the {{Lore Link|Wrothgarian Mountains}}, on the 9th of Frostfall, when she felt a great heat behind her, but once she turned around her eyes were burned out of her sockets. she moved north, finally reaching a temple in the wilderness where her wounds were healed, she then later made a report of these events to Ulvius Tero, a Blades archivist.{{ref|name=WIW}} {{NewRight}} ====Nerevarine Prophecies==== [[File:LG-cardart-Caius' Machinations.png|thumb|right|Caius giving information to a Blades agent]] :''Main Article: [[Lore:Nerevarine Prophecy|Nerevarine Prophecy]]'' In {{Year|3E 427}}, Uriel Septim sent a prisoner he believed would fulfill the Nerevarine Prophecies to [[Lore:Vvardenfell|Vvardenfell]]. The Blades Spymaster on Vvardenfell, Caius Cosades, was thus tasked with ensuring that the prisoner met the prophecies.{{ref|[[Morrowind: Report to Caius Cosades|Report to Caius Cosades]] quest in Morrowind}} After the prisoner was initiated into the Blades by Cosades, he was given many tasks to the end of acquisition of information on the [[Lore:Sixth House|Sixth House]] and the Nerevarine Prophecies, ranging from bribing informants with artifacts such as a Dwemer Puzzle Box{{ref|[[Morrowind: Antabolis Informant|Antabolis Informant]] quest in Morrowind}} and the skull of Llevule Adrano{{ref|[[Morrowind: Gra-Muzgob Informant|Gra-Muzgob Informant]] quest in Morrowind}}, to making inquiries with the [[Lore:Ashlander|Ashlanders]] of Vvardenfell.{{ref|[[Morrowind: Zainsubani Informant|Zainsubani Informant]] quest in Morrowind}} Cosades then sent the prisoner to clear out a Sixth House base, a task which saw the Nerevarine infected by [[Lore:Corprus|Corprus]] disease.{{ref|[[Morrowind: Sixth House Base|Sixth House Base]] quest in Morrowind}} The Nerevarine was therefore sent by Cosades to [[Lore:Divayth Fyr|Divayth Fyr]] to be cured.{{ref|[[Morrowind:Corprus Cure|Corprus Cure]] quest in Morrowind}} As the Nerevarine undertook this task, Cosades was recalled to the Imperial City for political reasons. Cosades promoted the Nerevarine upon his return to Operative, making him the highest-ranking member of the Blades in Vvardenfell.{{ref|[[Morrowind: Mehra Milo and the Lost Prophecies|Mehra Milo and the Lost Prophecies]] quest in Morrowind}} Therefore the Blades of Vvardenfell thereafter worked in service of the Nerevarine to the end of fulfilling the Nerevarine Prophecies, the successful completion of which resulted in the death of [[Lore:Dagoth Ur|Dagoth Ur]], the end of the Blight and successfully concluded the Blades mission in Vvardenfell. Blades agents in Vvardenfell were also monitoring and preventing the smuggling of moon sugar, skooma, raw ebony, and Dwemer artifacts along the coast.{{ref|[[Morrowind:Sjorvar Horse-Mouth|Sjorvar Horse-Mouth]]'s dialogue in Morrowind}} ====The Oblivion Crisis==== :''Main Article: [[Lore:Oblivion Crisis|Oblivion Crisis]]'' [[File:LG-cardart-The Crisis Begins.png|thumb|left|Emperor Uriel Septim assassinated]] In {{Year|3E 433}}, three members of the Blades, Glenroy, Baurus, and Captain Renault were tasked with getting Emperor Uriel Septim VII to safety following assassination attempts on his sons. As part of an escape attempt, they took Uriel through the [[Lore:Imperial Prison|Imperial Prison]] where a [[Lore:Champion of Cyrodiil|prisoner]] was in the cell with the hidden escape route. The Blades told the prisoner to stand back at first, however, Uriel stated that it was the same prisoner that he had prophecized in his dreams and so allowed the prisoner to follow them, although the Blades were suspicious of the prisoner at first and told them to stay at a distance from the Emperor.{{ref|name=Tutorial|[[Oblivion: Tutorial|Tutorial]] quest in Oblivion}}{{ref|name=Uriel|[[Oblivion:Emperor Uriel Septim|Uriel Septim VII]]'s dialogue in Oblivion}} Whilst traversing the secret escape route, the Blades, Uriel, and the prisoner were ambushed by assassins of the [[Lore:Mythic Dawn|Mythic Dawn]] which resulted in the death of Captain Renault. The assassins were successfully fought off but the Blades demanded that the prisoner stay put, they proceeded onwards and locked the door behind them so the prisoner could not follow. The prisoner, however, utilized a side entrance through some caves and met back up with the Blades and Uriel, Glenroy suspected the prisoner of working with the assassins and ordered Baurus to kill them, Uriel stayed their hands as he trusted the prisoner due to his divine visions and told his guards to stand down.{{ref|[[Oblivion:Glenroy|Glenroy]]'s dialogue in Oblivion}} The group would continue through the secret passageway, killing assassins along the way, until they came to a dead end. Here, both Glenroy and the Emperor would die at the hands of the assassins, only leaving Baurus and the prisoner.{{ref|name=Tutorial}} [[File:LG-cardart-Emperor's Attendant.png|thumb|right|Baurus standing over a dead Mythic Dawn assassin]] Before Uriel's death, he handed the [[Lore:Amulet of Kings|Amulet of Kings]] to the prisoner and ordered them to find Grandmaster Jauffre. Baurus provided the prisoner with directions and trusted them to deliver the Amulet, since the Emperor had trusted them.{{ref|name=Uriel}}{{ref|name=Baurus}} When Grandmaster Jauffre was given the Amulet of Kings he tasked the prisoner with finding the Emperor's illegitimate last son, [[Lore:Martin Septim|Martin Septim]].{{ref|[[Oblivion: Deliver the Amulet|Deliver the Amulet]] quest in Oblivion}} Martin was a priest at the Chapel of Akatosh in [[Lore:Kvatch|Kvatch]], which had been overrun by Daedra. Martin, however, refused to leave the ruined city until the [[Lore:Magical Transportation|Oblivion Gate]] outside of the city had been dealt with. After successfully dealing with the Daedric threat, Martin agreed to follow the Hero to Weynon Priory.{{ref|[[Oblivion:Breaking the Siege of Kvatch|Breaking the Siege of Kvatch]] quest in Oblivion}} The Priory, however, was under attack by the Mythic Dawn, who had come to steal the Amulet of Kings. After Jauffre and the now Hero of Kvatch had taken care of the assassins, the Amulet was discovered to have been stolen. Due to this attack, it was decided that Martin would not be safe at Weynon Priory, and was instead taken to Cloud Ruler Temple.{{ref|name=WP|[[Oblivion:Weynon Priory (quest)|Weynon Priory]] quest in Oblivion}} [[File:LG-cardart-Oblivion Invasion.png|thumb|left|Blades member fighting against a Dremora]] When Martin arrived at Cloud Ruler Temple, the Blades there swore their allegiance to him as he was [[Lore:Dragonborn|Dragonborn]] and vowed to protect him, the Hero of Kvatch was also initiated into the Blades by Jauffre.{{ref|name=WP}} In the [[Lore:Imperial City|Imperial City]], Baurus had discovered that the Mythic Dawn were behind the assassination of the Emperor and that he was in danger himself. The Hero of Kvatch foiled an assassination attempt on the Blades agent, with the assassin carrying a copy of the first book of the Mythic Dawn Commentaries. Tar-Meena of the [[Lore:Mages Guild|Mages Guild]] then assisted the Blades in investigating the mysterious book, with the Hero and Baurus managing to uncover information regarding the recruiting process of the Mythic Dawn. The Blades used this information to infiltrate a recruitment process by the Mythic Dawn to obtain the Fourth Volume of the Commentaries.{{ref|[[Oblivion:The Path of Dawn|The Path of Dawn]] quest in Oblivion}} By having all four commentaries, the Blades and the Hero of Kvatch were able to discover the main hideout of the Mythic Dawn, which were a set of caverns near Lake Arrius. This hideout was infiltrated by the Hero of Kvatch in order to obtain the Amulet of Kings, while the Hero of Kvatch failed to recover the Amulet, they did obtain the Mysterium Xarxes.{{ref|[[Oblivion:Dagon Shrine|Dagon Shrine]] quest in Oblivion}} The Mysterium Xarxes was given to Martin, who began to study it in hopes of discovering a means of creating a portal to Mankar Camoran's [[Lore:Paradise|Paradise]]. Meanwhile, Jauffre had learned of Mythic Dawn spies in Bruma and so the Hero of Kvatch was sent to deal with them. The Hero found the two spies of the Mythic Dawn that were operating out of Bruma and dispatched of them. The Hero also found a set of orders from Ruma Camoran that gave the Blades the knowledge that the Mythic Dawn knew that Martin Septim was at Cloud Ruler Temple and that the Mythic Dawn intended to open a Great Gate outside Bruma in order to destroy Bruma and then Cloud Ruler Temple.{{ref|{{Cite Book|Jearl's Orders}}}}{{ref|[[Oblivion: Spies|Spies]] quest in Oblivion}} With this new information, Martin Septim sent off the Hero to obtain a set of items to open a portal to Paradise, with the items being a daedric artifact, the blood of a Divine, a great welkynd stone, and a great sigil stone. To obtain the blood of a Divine, the Hero visited [[Lore:Sancre Tor|Sancre Tor]] in order to recover the Armor of Tiber Septim, unsealing the ruins with the approval of the Blades. After freeing the four ancient Blades from undeath, their spirits aided the Champion in entering the Reman crypt and recovering the armor. To obtain the great sigil stone, however, a Great Gate was required to be opened outside of Bruma. As such, aid was gathered from around Cyrodiil's cities in order to defend the city, with the Blades fighting alongside the new soldiers. The Hero of Kvatch entered the Great Gate and obtained its Sigil Stone, providing Martin with the final required ingredient.{{ref|[[Oblivion:Defense of Bruma|Defense of Bruma]] quest in Oblivion}}{{ref|[[Oblivion:Great Gate|Great Gate]] quest in Oblivion}} With all four ingredients, Martin created a portal to Paradise. Here, the Hero of Kvatch fought their way through Daedra until they arrived at Mankar Camoran himself. The Hero of Kvatch was successful in killing Mankar and his children and retrieved the Amulet of Kings.{{ref|[[Oblivion:Paradise|Paradise]] quest in Oblivion}} Back in Tamriel, Martin was provided with the Amulet, and an attempt at relighting the Dragonfires in order to turn the tides was planned. However, before Martin could be crowned Emperor and reach the [[Lore:Temple of the One|Temple of the One]], [[Lore:Mehrunes Dagon|Mehrunes Dagon]] himself had entered Tamriel, Martin decided to smash the Amulet, turning into an avatar of [[Lore:Akatosh|Akatosh]] himself and thus defeated Dagon in combat. After this, the Blades awaited the return of a new Dragonborn to serve.{{ref|[[Oblivion:Light the Dragonfires|Light the Dragonfires]] quest in Oblivion}} {{NewLine}} ===Post-Septim Blades=== [[File:LG-cardart-Tyr.png|thumb|right|The Blades agent Tyr]] With the Septim Dynasty sundered, the Blades withdrew to their temples to await the coming of a worthy Dragonborn.{{ref|name=TRAFOTB}} Eventually, [[Lore:Titus Mede|Titus Mede]] became the first Emperor of a new dynasty, but he was no Dragonborn and so the Blades did not truly serve him. Rather, the Blades foresaw the threat to the Empire posed by the [[Lore:Thalmor|Thalmor]] of the [[Lore:Aldmeri Dominion|Aldmeri Dominion]]. In 4E 22, the Thalmor overthrew the Altmeri monarchy and seized control of the Summerset Isles, renaming them Alinor. Valenwood fell to Thalmor's control in 4E 29, beginning the third Aldmeri Dominion, and Elsweyr—as the ancient kingdoms of Anequina and Pellitine—in 4E 115. The Blades thus worked covertly to combat their counterparts in the Aldmeri Dominion, whose focus was breaking up the Empire to ensure Elven Supremacy on Tamriel. Some examples of these actions against the Thalmor were the [[Lore:Falinesti|Falinesti]] Incident and the breach of the Blue River Prison.{{ref|name=TDE|{{Cite Book|Thalmor Dossier: Esbern}}}} Without support, however, these efforts could not last forever, and in {{Year|4E 171}} on the 30th of Frostfall, an Aldmeri ambassador delivered to [[Lore:Titus Mede II|Titus Mede II]] the severed head of every Blades agent in [[Lore:Summerset Isles|Summerset]] and [[Lore:Valenwood|Valenwood]], sparking the [[Lore:Great War|Great War]].{{ref|name=TGW|{{Cite Book|The Great War (book)}}}} During the war, Cloud Ruler Temple was besieged and its centuries-old archives mostly destroyed.{{ref|name=TDE}} The sole survivor, a blade named Acilius Bolar, fled to [[Lore:Skyrim|Skyrim]], where he fought a last stand against his Thalmor pursuers.{{ref|name=Bolar|[[Skyrim:Bolar's Writ|Bolar's Writ]]}} The Moth Priest [[Lore:Kellen|Kellen]] told of another Blade, the knight brother Tyr, who assisted the [[Lore:Forgotten Hero|Forgotten Hero]] during the Great War. Tyr and the Hero escaped the Dremora Reive, learning of a "Culling" planned by the Thalmor general [[Lore:Naarifin|Naarifin]]. Tyr and the Hero sought out Laaneth, a sorceress friend of Tyr's well versed in Daedric matters. They were stopped by Thalmor soldiers hunting for Tyr; these Thalmor were dispatched and the duo continued their journey.{{ref|[[Legends: Fugitives|Fugitives]] quest in Legends}} Eventually they reached Laaneth's house, but discovered that Boethiah cultists associated with Naarifin had already kidnapped her. Tyr and the Hero attempted to steal a ship to reach her, but the Argonian smuggler Swims-at-Night was still aboard. Though Tyr and the Hero initially fought Swims-at-Night for the ship, the arrival of Dominion guards led the smuggler to join with Tyr and the Hero to flee the Dominion.{{ref|[[Legends:Swims-at-Night (quest)|Swims-at-Night]] quest in Legends}} Braving dangers such as Spriggans, pirates, and goblins, the group eventually rescued Laaneth from captivity. She had learned that the cult was secretly led by Lord Naarifin. Having captured the Imperial City, he intended to sacrifice all of its inhabitants to bring about the prophecy of the Culling. [[File:LG-quest-Interlude 11.jpg|thumb|left|Tyr being held at knifepoint by Reive with Naarifin]] Seeking to warn the Emperor, the group met up with Legate Cassia to reach him. The emperor was horrified to hear of Lord Naarifin's plan; but, because the Dominion was able to predict the Empire's every move, knew an attack on the Imperial City was futile. The Forgotten Hero volunteered to infiltrate the city to discover the source of this ability. The group decided to pose as gladiators to enter the City. Thus the Hero, Tyr, and Cassia fought in the Arena, proceeding to sneak into the White-Gold Tower via tunnels after the conclusion of their match. The three reached Lord Naarifin's study and discovered that the [[Lore:Orb of Vaermina|Orb of Vaermina]], which Naarifin was using to track the Legion's every move. However, Reive managed to sneak up on Tyr and it is unknown whether Tyr survived. Due to Tyr's assistance, the Hero was able to destroy the Orb of Vaermina and thus the [[Lore:Battle of the Red Ring|Battle of the Red Ring]] was an Imperial victory and prevented the Culling. When the war finally ended with the [[Lore:White-Gold Concordat|White-Gold Concordat]] in {{Year|4E 175}}, the Blades were formally disbanded and worship of Talos outlawed. This gave the Thalmor free rein to hunt down Blades agents wherever they were found. Their role as Imperial bodyguards and spies was taken over by the new-founded [[Lore:Penitus Oculatus|Penitus Oculatus]], who were too constrained by Imperial policy and diplomacy to take the kind of offensive action against the Thalmor the Blades had taken before the Great War.{{ref|name=TRAFOTB}} {{NewLine}} ===Blades Holdouts=== [[File:BL-npc-Henrik Seven-Swords.jpg|Henrik Seven-Swords|thumb|right]] After the disbanding of the Blades, there were plenty of Blades that went into hiding and managed to evade the Thalmor hunting them. Two such Blades were [[Lore:Hero#The Warrior|The Warrior]] and {{Lore Link|Henrik|Henrik Seven-Swords}}. The Warrior managed to evade the Thalmor and return to their hometown of Rivercrest circa {{Year|4E 180}}, only to find it ablaze and reduced to rubble. The destruction of the town's Elder Statue caused an undead Ayleid Sorcerer-King named {{Lore Link|Celemaril Light-Bringer}} to be released from his ancient bindings in the Ayleid ruins beneath town, and the Warrior set out to rebuild the town and save all of Tamriel from the reawakened Ayleid [[Lore:Lich|Lich]]. During the investigation of what had caused the fire in the first place, members of the Thalmor lead by {{Lore Link|Aranande|Justiciar Aranande}} arrived in town, where they stated they were investigating for Blades agents. Henrik and the Warrior worked to hide their identities by leading the Thalmor on suicide missions and giving them false leads, with creatures such as bears and undead Ayleids killing Thalmor soldiers as they fell for these tricks.{{ref|[[Blades:The Troll Trap|The Troll Trap]] quest in Blades}}{{ref|[[Blades:The Haunted Grove|The Haunted Grove]] quest in Blades}} The Thalmor were also tipped off on the location of a temple of Talos and intended to kill the worshippers there, however, the Warrior discovered the location of the Talos worshippers and warned them before the Thalmor could get to them.{{ref|[[Blades:The Freedom to Believe|The Freedom to Believe]] quest in Blades}} After this, the Warrior also managed to kill a Thalmor messenger before they could rely information on who the hidden Blades were.{{ref|[[Blades: The Messenger|The Messenger]] quest in Blades}} Eventually the Thalmor discovered the identity of Henrik and had him killed, but the Warrior avenged him by killing Justiciar Aranande.{{ref|[[Blades: A Friend in Need|A Friend in Need]] quest in Blades}} {{Lore Link|Azzin}}, another Blades member, met up with the Warrior in Rivercrest and had a duel in the local arena. Azzin noticed the similarity of the Warrior's fighting style to his own and revealed himself to also be a Blade. He explained that he had decided to return to the roots of the Blades, taking after the Dragonguard by hunting down any remaining dragons. He had a vivid dream that he was in Akavir, fighting a dragon, with the dragon killing him and then flying off to the camp where the real dragon was asleep, and laid down. When he awoke, Azzin felt an irresistible pull to the north. This dream proved true and he encountered the Dragon in a cave in Hammerfell. Azzin then attacked the dragon, but it flew off to the Bloodfall kingdom, where he had managed to track it.{{ref|[[Blades:Azzin|Azzin]]'s dialogue in Blades}} The Warrior and Azzin then worked together in tracking the dragon down.{{ref|[[Blades:The Hunt, part 1|The Hunt, part 1]] quest in Blades}} {{NewLine}} ===Resurgence=== When dragons began reappearing in Skyrim in {{Year|4E 201}}, a few surviving Blades took action, working with the [[Lore:Hero|Last Dragonborn]] to bring the order back from extinction. One of these Blades was [[Lore:Delphine|Delphine]] who during the Great War, had evaded three attempts on her life by the Thalmor, in one case killing an entire assassination team. Delphine went into hiding thereafter, avoiding contact with other fugitive Blades for her own security, proving to be extremely alert to Thalmor surveillance. She retired as the innkeeper of the Sleeping Giant Inn in the quaint town of [[Lore:Riverwood|Riverwood]], evading the Thalmor for decades.{{ref|name=TDD|{{Cite Book|Thalmor Dossier: Delphine}}}} When the dragon [[Lore:Alduin|Alduin]] returned, Delphine worked with {{Lore Link|Farengar Secret-Fire}} to uncover the {{Lore Link|Dragonstone}} from {{Lore Link|Bleak Falls Barrow}} and use it to locate the dragon burial mounds across Skyrim. When the Last Dragonborn retrieved it, Delphine acquired it from Farengar and created a map of the burial mounds. Upon hearing of the Dragonborn, Delphine stole the {{Lore Link|Horn of Jurgen Windcaller}} to lure them to Riverwood and see who they truly were, revealing the operation she had in the basement of her inn. Delphine and the Dragonborn traveled to [[Lore:Kynesgrove|Kynesgrove]] in an attempt to prevent Alduin from resurrecting another dragon, {{Lore Link|Sahloknir}}. The Dragonborn slew Sahloknir and absorbed their soul, proving to Delphine that they were truly Dragonborn. Delphine then tasked the Dragonborn with infiltrating the Thalmor Embassy, as she was convinced the Thalmor were related to the return of the Dragons, however, it would turn out the Thalmor knew nothing about the return of the Dragons but that they were searching for Esbern, a Blades loremaster who was an expert in the dragonlore of the Blades.{{ref|name=TDE}}{{ref|[[Skyrim: Diplomatic Immunity|Diplomatic Immunity]] quest in Skyrim}} [[File:SR-npc-Delphine 29.jpg|right|thumb|Delphine training a new recruit]] While the Dragonborn was searching for Esbern in [[Lore:Riften|Riften]] the Thalmor dispatched units in order to find and capture Esbern, as well as kill the Dragonborn. When the Dragonborn found Esbern he was initially paranoid due to the threat of the Thalmor, however, the Dragonborn eventually convinced Esbern that they were the Dragonborn of prophecy, and Esbern followed them to Delphine. As the two left the sewers of Riften, they were attacked by Thalmor agents but the two managed to dispatch them.{{ref|[[Skyrim: A Cornered Rat|A Cornered Rat]] quest in Skyrim}} Once Esbern and Delphine and the Last Dragonborn met up, Esbern shared his knowledge regarding [[Lore:Sky Haven Temple|Sky Haven Temple]] and Alduin's Wall, with him hoping that Alduin's Wall would provide the Dragonborn with the required knowledge to defeat Alduin. At the Wall, it would be discovered that a shout was needed to defeat Alduin. Due to the Blades not knowing which Shout was needed, the Last Dragonborn went to the [[Lore:Greybeards|Greybeards]] to learn it.{{ref|[[Skyrim: Alduin's Wall|Alduin's Wall]] quest in Skyrim}} The Dragonborn learned that the Greybeards didn't know the shout either and that they had to find an Elder Scroll in order to learn the shout that was used.{{ref|[[Skyrim: The Throat of the World|The Throat of the World]] quest in Skyrim}}{{ref|[[Skyrim: Elder Knowledge|Elder Knowledge]] quest in Skyrim}} With the knowledge of this shout, the Dragonborn defeated Alduin atop the [[Lore:Throat of the World|Throat of the World]], but Alduin fled to [[Lore:Sovngarde|Sovngarde]] after being defeated to regain his strength.{{ref|[[Skyrim: Alduin's Bane|Alduin's Bane]] quest in Skyrim}} After this, Esbern proposed the usage of Dragonsreach in order to capture a Dragon to bring the Dragonborn to Sovngarde. Jarl Balgruuf of Whiterun agreed to this after a temporary truce was put in place between the Imperial Legion and the Stormcloaks. The plan to trap a dragon in Dragonsreach was a success{{ref|[[Skyrim: The Fallen|The Fallen]] quest in Skyrim}} and the Last Dragonborn managed to reach Sovngarde where they defeated Alduin.{{ref|[[Skyrim: Sovngarde (quest)|Sovngarde]] quest in Skyrim}} After the defeat of Alduin, the Blades set to work on rebuilding the Order in Skyrim, with Delphine recruiting new members from across Skyrim with them reoccupying Sky Haven Temple, reforming the order of the Blades to their original purpose as dragonslayers. However, some dragons still remained, and so the Blades continue the ancient Dragonguard's task. {{NewLine}} ==Culture== [[File:BL-misc-Legendary Chest Art.jpg|thumb|left|An ornate chest with Blades imagery]] [[File:OB-misc-Blades Swords Hanging.jpg|right|Swords hanging in Cloud Ruler Temple|thumb]] The arms, armor, architecture, and customs of the Blades reflect their Akaviri heritage, most famously their distinctive Akaviri katanas and ceremonial armor.{{ref|name=TRAFOTB}} The swords of each Blades member are treated with respect and honor, with members of the Blades in Cyrodiil having their swords hung in Cloud Ruler Temple if they were slain.{{ref|name=TRAFOTB}} The Blades are also closely linked with the [[Lore:Order of Talos|Order of Talos]], with many members of the Order also being members of the Blades. Chapterhouses of the Order, like Weynon Priory, provide safehouses for travelling Blades as well as their more public religious functions. Blades who are too old for active service often join the Order as lay brothers.{{ref|[[Oblivion:Brother Piner|Brother Piner]]'s dialogue in Oblivion}} [[Lore:Magnus|Magnus]] was rumored to have had dealings with the Blades, going as far to entrust them with a map to his [[Lore:Staff of Magnus|staff]].{{ref|name=LMIL|[https://www.imperial-library.info/content/staff-magnus Staff of Magnus] on The Imperial Library}} Some Blades members are known to have a scar above or on their right eye to denote their alignment with the Blades.{{ref|[[Arena: Factions|Combat message]] in Arena}} {{NewLeft}} ==Organization and Equipment== [[File:ON-activity-Dragonguard Grappling Bow 02.jpg|right|thumb|A Dragonguard grappling bow]][[File:ON-quest-The Final Order 06.jpg|left|thumb|A Dragonhorn]] While a few elite warriors and diplomats served openly in royal courts, the majority of Blades agents were distributed across Tamriel to conduct their covert business.{{ref|name=MWSavant}} The only people who knew all the activities of the organization were the Grandmaster, the supreme leader of the Blades, and the Chronicler, who was tasked with knowing, but never revealing, to ensure the Blades' knowledge would never be lost.{{ref|name=TRAFOTB}} Each regional temple was led by a Master, and staffed with Archivists who maintained the lore of the order, with works in the archives stretching back to the days of the Dragonguard.{{ref|name=AOTD}}{{ref|name=TDE}} Field agents were supervised by Spymasters assigned to each province of the Empire, and lived incognito among the citizens to perform their work.{{ref|name=Morrowind}} Blades are known to carry badges which can be used to identify the wearer as a Blade.{{ref|[[General:Exile Blades Survival Test|Exile Blades Survival Test]]}} The Watchers were Blades agents specializing in undercover operations who gathered intelligence by observing,{{Ref|name=Watchers|[[Blades:Items|Watcher]]'s [[Blades:Watcher's Helm|Helm]] and [[Blades:Watcher's Blade|Blade]] descriptions}} wearing their own distinctive armor when called to combat and rumored to be present in all the major capitals of Tamriel.{{ref|group=UOL|[[Blades:Cut Content|Cut content]] in [[Blades:Blades|Blades]]}} Agents were of every race and they were of various backgrounds such as merchants, thieves, craftsman, mages, and warriors. The order operates a number of secret strongholds across Tamriel{{ref|name=TRAFOTB}} which serve as headquarters and sanctuaries,{{ref|name=OBJauffre}} the most well-known being [[Lore:Cloud Ruler Temple|Cloud Ruler Temple]] in [[Lore:Cyrodiil|Cyrodiil]]. Other known strongholds include [[Lore:Castle Llugwych|Castle Llugwych]]{{ref|name=Daggerfall}} and [[Lore:Storm Talon Temple|Storm Talon Temple]] in [[Lore:High Rock|High Rock]], [[Lore:Sky Haven Temple|Sky Haven Temple]] and {{Lore Link|Dark Water Temple}} in [[Lore:Skyrim|Skyrim]],{{ref|[[Online:Dark Water Temple|Dark Water Temple]] in ESO}} [[Lore:Wind Scour Temple|Wind Scour Temple]] in [[Lore:Hammerfell|Hammerfell]],{{ref|name=TRAFOTB}} as well as [[Lore:Tideholm|Tideholm]] and {{Future Link|Dov-Vahl Shrine|Dov-Vahl Hall}} in [[Lore:Elsweyr|Elsweyr]].{{Ref|name=ESOElsweyr|[[ON:Northern Elsweyr#Quests|Main Questline]] of [[ON:Elsweyr|ESO: Elsweyr]]}} The Dragonguard and Blades' equipment reflected their elite status with them having equipment such as grappling hooks for traversing high up places, ballista for attacking dragons and [[Lore:Dragonhorn|Dragonhorns]] for grounding dragons.{{ref|name=ONAbnurTharn|[[ON:Abnur Tharn|Abnur Tharn]]'s dialogue in [[ON:Elsweyr|ESO: Elsweyr]]}} The Order also made good use of the Dragons they killed, with them making armor and arms out of their bones and scales.{{ref|[[Legends: Blades Lookout|Blades Lookout]] card art in Legends}} Alchemical ingredients such as dragon blood, bile, rheum, and scales were also used to create potions that aided in killing dragons.{{ref|[[Online:Dahfnar|Dahfnar]]'s dialogue in ESO}}{{ref|{{Cite Book|The Good Bits}}}}{{ref|[[Skyrim: Dragon Research|Dragon Research]] quest in Skyrim}} ==Notable Members== [[File:DF-npc-The Great Knight (face).png|The Great Knight|right|thumb]] Throughout the group's long history, various grandmasters have served as captains of the Dragonguard and Blades: *'''Dragonguard''' **Grandmaster Ghelin-Brol (1E 2703 - 2734){{ref|name=GGB|{{Cite Book|Grandmaster Ghelin-Brol (1E 2703 - 2734)|ns_base=Online}}}} **Grandmaster Vashu-Pir (1E 2734 - 2758){{ref|name=GVP|{{Cite Book|Grandmaster Vashu-Pir (1E 2734 - 2758)|ns_base=Online}}}} **Grandmaster Jaiv-Yora (1E 2808 - 2835){{ref|name=GJV|{{Cite Book|Grandmaster Jaiv-Yora (1E 2808 - 2835)|ns_base=Online}}}} **Grandmaster Ettiene Volusus (1E 2879 - 2902){{ref|name=GEV|{{Cite Book|Grandmaster Ettiene Volusus (1E 2879 - 2902)|ns_base=Online}}}} *'''Second Era Incarnations''' **[[Lore:Chevalier Renald|Vershu]] (circa {{Year|2E 324}}) {{ref|name=R}} **Master Araidh (circa {{Year|2E 373}}) {{ref|name=AOD}} **[[Lore:Sai Sahan|Sai Sahan]] (circa {{Year|2E 582}}) *'''Blades''' **The Great Knight (ca. {{Year|3E 405}}){{Ref|name=DFKnight|[[Daggerfall:The Great Knight|The Great Knight]] NPC in [[Daggerfall:Daggerfall|Daggerfall]]}} **[[Lore:Jauffre|Jauffre]] (circa {{Year|3E 433}}) **[[Lore:Delphine|Delphine]] (circa {{Year|4E 201}}) Other notable members also include: *[[Lore:Agent|The Agent]] *Azzin *Baurus *[[Lore:Caius Cosades|Caius Cosades]] *[[Lore:Champion of Cyrodiil|The Champion of Cyrodiil]] *Esbern *Henrik Seven-Swords *[[Lore:Brisienna|Lady Brisienna Magnessen]] *[[Lore:Last Dragonborn|The Last Dragonborn]] *[[Lore:Naigon Strale|Naigon Strale]] *[[Lore:Nerevarine|The Nerevarine]] *Porcia *[[Lore:The Warrior (person)|The Warrior]] ==Gallery== <gallery> File:ON-npc-Chevalier Renald.jpg|[[Lore:Chevalier Renald|Chevalier Renald]], snake-captain of the original Dragonguard (ESO) File:ON-npc-Grundwulf.jpg|[[Lore:Grundwulf|Grundwulf]], a member of the original Dragonguard (ESO) File:ON-npc-The Drake of Shields.jpg|A member of the Dragonguard during the Interregnum (ESO) File:MW-npc-Nine-Toes.jpg|An undercover Blades agent (Morrowind) File:OB-npc-Jauffre-Blades Armor.jpg|Grandmaster Jauffre (Oblivion) ON-load-Wind Scour Temple.jpg|Dragonguard stronghold (ESO) File:OB-npc-Ghost of Rielus.jpg|The ghost of an ancient Blade (Oblivion) File:LG-cardart-Blades Lookout.png|Blades Lookout (Legends) File:SR-quest-Alduin's Wall.jpg|Alduin's Wall, a pictorial repository of ancient Akaviri dragonlore (Skyrim) LG-cardart-Blades Guardian.png|Blades Guardian (Legends) File:LG-cardart-Blades Defender.png|Blades Defender (Legends) File:LG-cardart-Defense of Bruma.png|Blades in the Imperial City circa {{Year|3E 433}} (Legends) File:ON-concept-Dragonguard Style.jpg|Dragonguard arms and armor (ESO concept art) File:ON-concept-Dragonguard.jpg|Sai Sahan and Dragonguard equipment (ESO concept art) </gallery> ==Notes== * ''The Blades'' was originally the name of a gladiatorial team in [[Lore:Dune|Dune]] which was to be featured in ''[[Arena:Arena|The Elder Scrolls: Arena]]''. However, the gladiatorial concept was scrapped in development, and the name repurposed.{{ref|group=UOL|{{TIL|Go Blades!|goblades}} at The Imperial Library}} * [[Lore:Divayth Fyr|Divayth Fyr]] was quite acquainted with the Blades, with them guarding him to the Morrowind border after he had met with Uriel Septim VII.{{ref|group=UOL|name=ROAFS}} He also received a letter from a Master Blades member that had spoken to {{Lore Link|Baurus}}, explaining the situation after Uriel had been killed by the Mythic Dawn, and requested that Fyr come to Cyrodiil to assist however he could, however the [[Lore:Elder Council|Elder Council]] overruled this requesting that Fyr stay in Morrowind to help prevent any unrest that might occur.{{ref|group=UOL|{{Cite Book|The Dragon's Chilled Blood|ns_base=General}}}} ==See Also== * For game-specific information, see the ''[[Arena:Factions#The Blades|Arena]]'', ''[[Daggerfall:The Blades|Daggerfall]]'', ''[[Morrowind:Blades|Morrowind]]'', ''[[Oblivion:Blades|Oblivion]]'', ''[[Skyrim:Blades|Skyrim]]'', [[Online:Dragonguard|ESO Dragonguard]] and [[Online:Elite Guard|ESO Elite Guard]], and ''[[Blades:Factions|Blades]]'' articles. ===Books=== *{{Book Link|Annals of the Dragonguard}} *{{Book Link|Remanada}} *{{Book Link|The Rise and Fall of the Blades}} *{{Book Link|The Warp in the West}} *{{Book Link|Crafting Motif 76: Dragonguard Style}} ==References== <references /> {{UOL}} <references group=UOL/>{{Imperial Organizations}}</noinclude>
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Imperialbattlespire
The Blades, also known as the Imperial Intelligence Service, the Arms of the Throne and as the Order of Blades, were members of an elite Imperial order dedicated to the protection and service of the Dragonborn emperors of Tamriel. Descended from the Akaviri Dragonguard, who became the personal bodyguard of Emperor Reman I, the Blades have since diversified into many areas of Imperial espionage, military, and diplomacy. Indeed, while a select few were appointed by the emperor to serve openly as diplomats or bodyguards, the majority of Blades agents acted covertly as couriers and spies. Serving as the emperor's eyes and ears, a vast network of Blades have influenced many critical events across Tamriel, such as reassembling the golem Numidium and defeating Dagoth Ur. The Blades were disbanded following the Great War and largely killed off by the Thalmor, but were reformed once again to assume their ancient role as dragon hunters during the return of Alduin. History Reman's Dragonguard 100px|left The history of the Blades stretches back many centuries, to the Akaviri Dragonguard. They relentlessly hunted dragons in Akavir, and in they invaded Tamriel to continue this crusade. They marched through Morrowind and Skyrim with little resistance until being met by the united forces of Cyrodiil under Reman I at the Pale Pass, in the Jerall Mountains. As soon as they heard Reman's voice at Pale Pass, they knelt before him and proclaimed him Dragonborn, claiming he was what they had come to seek. These new additions to his army did much to enable Reman's conquest and unification of most of Tamriel to found the Second Empire. However, the Dragonguard had not forgotten their original mission, and they continued hunting dragons, particularly in Skyrim, with great success. In Cyrodiil, Cloud Ruler Temple was built by the Dragonguard at the start of the Second Empire, serving the Dragonguard and Blades as a headquarters, fortress, and sanctuary. right|thumb|Ja'darri and the Dragonguard confronting the Black Beastthumb|right|Laatvulon being sealed by the Dragonguard In Skyrim, Sky Haven Temple acted as an outpost for the Dragonguard and as a shrine to Reman. However by the late First Era, the Winterhold Rebellion took place in protest to forced conscriptions that were being imposed on the local populace by Emperor Kastav. The Dragonguard stationed at the temple disobeyed Emperor Kastav's orders to suppress the rebellion, on the grounds that it violated their Oath of Allegiance. In their stead, Kastav sent an Akaviri commander named Kalien, who sacked the city in . The sacking resulted in the local Nords laying siege to the temple, as they did not distinguish between Akaviri. The siege was eventually lifted shortly after the accession of Reman II as Emperor in . The new emperor later visited the temple as part of his first visit to Skyrim in , to which the Dragonguard provided the honor guard. In Emperor Reman II permitted the construction of Alduin's Wall within Sky Haven Temple. Considered to be a wonder of the ancient world, its purpose was to record the accumulated dragonlore and prophecy that the Dragonguard possessed at the time. Its main focus was a pictorial representation of the Prophecy of the Dragonborn. The prophecy foretold of five key historical events that would preface Alduin's return after his expulsion during the Dragon War. Given that Alduin's return was inevitable, the Dragonguard believed that the wall was their gift to the generations that were to follow. Craftsmen from temples across the Empire were called upon to work on the wall, whilst Grandmaster Jaiv-Yora of the Dragonguard oversaw the construction of the wall, and after six years it was completed. Emperor Reman II returned to the temple in to officially dedicate the wall. The Blood Seal outside the temple was consecrated in the presence of all Akaviri Dragonguard in Skyrim. This allowed the temple to be sealed, only ever to be opened by a Dragonborn to unlock its knowledge and power. The entrance into the temple, opened by the blood seal, was a giant stone effigy of Reman I. During Vashu-Pir's time as grandmaster between - , the Dragonguard worked to subdue , the Black Beast within Elsweyr. Ja'darri was a prominent member of the Dragonguard working in Elsweyr where she formed an unlikely alliance with the red Dragon Nahfahlaar, who grew to respect her enough to give her a Dragon name and grant her a boon in the form of his horn, which was later named after her. Having been tasked by Alkosh to use the Mask of Alkosh to extinguish Laatvulon, Ja’darri petitioned Nahfahlaar to imbue the mask with his power to defeat his ancient foe Laatvulon. In an act he would later regret, he refused, leaving the Dragonguard to fight Laatvulon with limited power. They would ultimately succeed in imprisoning Laatvulon beneath , though Ja'darri died in the process. It is said Grandmaster Vashu-Pir was the one who defeated Laatvulon, and bards still sing about this glorious battle between Reman I's Dragonguard and a "great Black Beast" at Doomstone Keep. Dragons were nearly driven to extinction in the next two centuries, and the Dragonguard operated chapters across Tamriel under the direct command of the Dragonborn emperors. Post-Reman Dragonguard thumb|left|A Dragonknight right|thumb|The Drake of Blades Unfortunately, as the Dragonguard had not yet evolved into the espionage specialists that were the Blades, they failed to prevent Emperor Reman III's assassination by the Morag Tong in . The Dragonguard was officially disbanded after this ignominious event, with many members becoming mercenaries and later forming the Fighters Guild. Others went on to ensure the martial and mystical arts of old Akavir would survive into the Second Era, and became known as Dragonknights. Unofficially, some were retained by the Akaviri Potentates, now as a covert force rather than an honor guard. Others continued hunting the wary surviving dragons in Skyrim until at least . Some members of the disbanded Dragonguard went on to search for the Horn of Ja'darri, searching Scour Temple, Storm Talon Temple, Dark Water Temple. Eventually, they went on to attempt to kill Vahlokzin, the Dragon who was in possession of the horn, but failed. Following the assassination of Savirien-Chorak, the Dragonguard counted their enemies among those who conspired to cut down Reman and the Potentate. Many Dragonguard met their end by a knife in the dark, forcing the rest to go into hiding. During the long Interregnum, in the absence of any true emperor to protect, the Dragonguard protected the Ruby Throne in the Imperial City from the petty warlords who ran rampant in Cyrodiil. They were driven underground by Empress Regent Clivia Tharn during the Planemeld after captain Sai Sahan disappeared, but continued to operate in the province under pseudonyms. thumb|right|A member of Clivia Tharn's Elite Guard Some would-be emperors formed their own personal 'Dragonguard' to add legitimacy to their rule, although these were only imitations of the Akaviri, not a continuation. Clivia Tharn had her own imitation Dragonguard. Members of the real Dragonguard who went underground took on pseudonyms with the title 'Drake of', and worked to safeguard artifacts and information until a real Dragonborn Emperor took the Ruby Throne. The real Dragonguard also sought out and protected potential Dragonborn individuals, including the future Tiber Septim, in a bid to place one on the throne. Chevalier Renald is a known member of the real Dragonguard who helped Tiber Septim rise to power. The Drake of Blades was an agent of the Dragonguard who played a large role in protecting the and thwarting Molag Bal's invasion of the Imperial City circa . She did this by scouting the Imperial City and gathering information from the Three Alliances, and then worked with the Vestige to stop Molag Bal's plot to snuff out the Dragonfires forever. The Drake and the Vestige blew up a mining operation in the Memorial District, saved Father Egnatius, and stole a book about the Sublime Brazier from the Daedra, among other events. The Drake of Blades, Father Egnatius, Captain Caudex, and the Vestige prevented from successfully destroying the Sublime Brazier. The Drake of Blades then performed a ritual with Father Egnatius to transform her into the guardian of the Sublime Brazier until another Dragonborn took the throne. The Drake was blessed with power and immortality by Akatosh himself. The Drake of Shields was told by the Drake of Blades to ensure that the Sublime Brazier's existence was known only by the Dragonguard. Circa 2E 582, a Xivkyn servant of Molag Bal named disguised herself as Empress Regent Clivia Tharn and attempted to ascend the White-Gold Tower in order to recover an Elder Scroll needed to begin the Planemeld Obverse, a process by which Coldharbour would be pulled into Tamriel. While disguised, Molag Kena requisitioned a group of Clivia's imitation Dragonguard warriors to "retake" White-Gold Tower. These three individuals were powerful Dragonknights known as the Elite Guard. With the assistance of a group of Undaunted and the Moth Priestess , Molag Kena succeeded in recovering the Elder Scroll. She then commanded her Elite Guard to slay the rest of the group, although they were no match for the Undaunted. The hidden Akaviri shrine of Dov-Vahl in the Scar served as one of the last sanctuaries for the disgraced and disbanded Dragonguard after the assassinations of the Potentates as a place to keep their ancient traditions alive. When the Dragons were released from the Halls of Colossus circa 2E 582, they manipulated Euraxia Tharn to ally with them. As part of their agreement, Euraxia Tharn put out an order for her soldiers to assassinate Dragonguard Orland, the last known member of the order in Elsweyr. Sai Sahan's Dragonguard right|thumb|Sai Sahan and members of the Dragonguardleft|thumb|Nahfalaar, an ally of the Dragonguard With dragons returning during the Interregnum, Sai Sahan sought to reform the Dragonguard with their original purpose: hunting dragons. Hearing rumors of a powerful weapon known as the Horn of Ja'darri, Sai Sahan and the Vestige journeyed to abandoned Dragonguard strongholds, finding grappling bows, books, arms, and armor of the Dragonguard in the process. They soon discovered the Horn was stolen by Vahlokzin and taken to his lair in Pellitine; thus they traveled there to kill him, claiming the Horn. Sahan soon relocated from the Valley of Blades to Senchal after hearing reports of dragon sightings and cult activity in the area. Once in Senchal, Sai Sahan and the Vestige sought help from General Renmus, leader of the 13th Legion and the Shields of Senchal. Renmus told Sahan that he could not spare soldiers nor ships due to the number of refugees moving into Senchal. Eventually, Sahan and the Vestige managed to procure a ship called the Perfect Ponce that belonged to a pair of Khajiit pirates named Za'ji and Caska. These pirates joined Sahan and the Vestige and traveled to Tideholm, where a red dragon had been spotted. Whilst exploring the island they discovered that the ruins on Tidehold were once a Dragonguard sanctuary. Sahan and the Vestige encountered a red dragon, and Sahan blew the horn—but to no avail. The red Dragon explained that it was his own horn and would not have any effect on him, revealing himself to be Nahfahlaar. Sahan and Nahfahlaar formed an alliance against the dragon Laatvulon, perceiving the destruction of Tamriel to be a threat to them both. Za'ji, a Lore:Dagi-raht|Dagi-raht member of the Dragonguard|thumb|rightCaska, a Lore:Senche-raht|Senche-raht member of the Dragonguard|thumb|left Once the group had gone back to Senchal, Sai explained that they needed to reform the Dragonguard and recruit new members to face Laatvulon and his New Moon Cult. The first recruits for this new Dragonguard were the crew of the Perfect Ponce , and after this more and more members were recruited. These new recruits came from many backgrounds, such as Maormer, Khajiit of all furstocks, Imperials, Bretons, Orcs, Altmer, and Dunmer. One Dunmer member, Darns Gilvio, had been forced to join by his family as his ancestor had fought alongside Hakon One-Eye. Nahfahlaar informed the Dragonguard of another Dragon named Yahgrondu that would be willing to help them fight against Laatvulon, but he wasn't sure where his associate was located. Za'ji mentioned that the priests of Khenarthi's Breath Temple may be able to assist in finding Yahgrondu. Clan Mother Tadali of the temple offered her assistance, but first required the Vestige to recover one of her sacred temple bells, which had been stolen years prior. After the bell was retrieved from Moonlit Cove it was cleansed at the temple and Tadali performed a divination ritual. She told the Dragonguard that Yahgrondu was located somewhere with an abundance of limestone, inside a coastal cave. When she was done, Nahfahlaar arrived and informed the Dragonguard members of a limestone quarry south of the temple, which had been overrun by the . By the time the Dragonguard arrived at the limestone mine, Laatvulon was already in the depths of the mine, attempting to convince Yahgrondu to join him. Yahgrondu refused, which provoked Laatvulon to attack him. By the time the Dragonguard members had reached Yahgrondu he was already dead. Laatvulon then commanded his dragon priest Ra'khajin to raise Yahgrondu from the dead. Ra'khajin was able to raise Yahgrondu with the power of the aeonstone present throughout the mine, but the Vestige managed to kill the risen Dragon. After the Vestige informed Sai Sahan of the New Moon Cult's involvement in helping Laatvulon, Sahan asked the Vestige to infiltrate the Cult in order to learn where their base of operations was located, how large a force they commanded, and what they planned to do next. General Renmus gave information on the Cult, stating that they were known to be recruiting in Senchal. The Vestige then proceeded to investigate the cult's recruitment process alongside Caska, with the two having to fight in an underground arena to prove their strength to join the Cult. The Vestige was then offered a place in the Order of the New Moon, and was given a pendant which was to be shown to the guard in front of the cult's fortress in the Tenmar Forest. Once at the fortress, the Vestige underwent trials to prove themselves further. Upon completing the trials, the Vestige gained access to a ceremony that the Cult was about to perform. This ceremony was a ritualistic sacrifice of the new recruits, whose life energy was transferred to the aeonstones in order to help Laatvulon. Caska and the Vestige destroyed some of these aeonstones to order to stop the ceremony. They then escaped the fortress and informed the Dragonguard of how the Order of the New Moon were empowering the Dragons they served, and that an attack on Pridehome was imminent. right|thumb|Sai Sahan leading Dragonguard members against Laatvulon The Dragonguard made haste to Pridehome, which they found in ruin. Pridehome's clanmother was gravely wounded, and informed Sahan's Dragonguard of the Mask of Alkosh's existence before passing. Laatvulon's Dragon priest, Ra'khajin, was a member of the Pride of Alkosh before he was seduced by Laatvulon's promise of power. Ra'khajin sought to find the Mask of Alkosh, keeping it out of the hands of those who would oppose his master. With the help of Clan Mother Tadali, the Vestige entered the Halls of the Highmane, where the mask was being held. The Vestige had to pass the trials left in the halls to test those who would seek to become the mask's bearers. They did so, defeated Ra'khajin in the depths of the temple and claimed the mask. Laatvulon was enraged by the Vestige's meddling and attempted to destroy them, but was stopped by Nahfahlaar. Engaged in battle, the Dragons flew off. The Dragonguard followed the pair to Doomstone Keep, where Nahfahlaar crashed after being wounded by his enemy. The Sai Sahan and the Vestige entered the keep to search for their ally, and learned about Nahfahlaar's past with Ja'darri in the process. They found Nahfahlaar, who offered to imbue the Mask of Alkosh for the Vestige, who he had come to respect. The pair entered a dream-like state and performed the ritual to imbue the mask. The Vestige wore the empowered Mask of Alkosh as the Dragonguard proceeded further into the keep in search of Laatvulon. Laatvulon was slain in Doomstone Keep by the Dragonguard with Nahfahlaar's aid. After Laatvulon's death, Sai Sahan was contacted by Abnur Tharn, a member of the Five Companions who dealt with a Dragon problem of his own in the past months. Laatvulon was not the Order of the New Moon's true master; that role fell to Kaalgrontiid, a green Dragon who sought to use the aeonstone to gain immense power and become a god. Abnur Tharn and the Vestige entered the New Moon cult's fortress and gained access to Dragonhold, the island where Kaalgrontiid based his operations. The pair learned more about Kaalgrontiid's intentions while there, and managed to destroy the force field surrounding the island. Meanwhile, Sai Sahan rallied the Dragonguard to prepare to face Kaalgrontiid in battle. Tharn remained on the island while the Vestige returned to the Dragonguard's base of operations. The Vestige, Nahfahlaar, Queen Khamira of Anequina, Sai Sahan, and the Dragonguard then invaded Dragonhold in a bid to slay Kaalgrontiid once and for all. They succeeded, but the empowered aeonstone at Kaalgrontiid's seat of power was volatile. Abnur Tharn and Nahfahlaar remained on the island to contain the explosion, and only Nahfahlaar returned to the Dragonguard Sanctum on Tideholm. Nahfahlaar left Elsweyr soon after, and Sai Sahan continued to lead the Dragonguard against any Dragons who sought to lay siege to Elsweyr. The Blades right With the ascendance of a new Dragonborn emperor, Tiber Septim, the ancient order emerged from its seclusion and resumed its role serving the new empire. It was under the Septim Dynasty that the organization became known as 'the Blades', as they rose to a greater prominence than the Dragonguard ever had, developing into a continent-spanning intelligence service that worked under the personal direction of the emperor. This network was necessary to accomplish the vital tasks with which the Blades were entrusted, including the recovery of and joining together of the pieces of Numidium ever since it was shattered by the Underking, which took centuries to accomplish and resulted in the Warp in the West. Emperor Uriel Septim VII in particular made heavy use of the Blades, dispatching agents to investigate King Lysandus's death and the Nerevarine prophecies. Under Tiber Septim The Blades were known to have deconstructed Numidium after the annexation of Morrowind, and then transported it to the Halls of Colossus in Elsweyr, which was used as a testing ground for Numidium before Tiber Septim used it to demolish the Second Aldmeri Dominion. Tiber Septim was fatally wounded at a battle at Sancre Tor, where he died and ascended to become one of the Nine Divines. The Blades built a shrine in the catacombs of Sancre Tor, on the spot where he had received the blessing of Akatosh. It then served as a place of pilgrimage for the Blades for many years. The old fortress of Sancre Tor was later corrupted by the Underking, prompting it to be sealed shut by the Grandmaster of the Blades in . The four mightiest Blades of the time, Alain, Valdemar, Rielus, and Casnar, never returned from the ruins and were cursed to undeath. Warp in the West right|thumb|Lady Brisienna :Main Article: Warp in the West Uriel Septim sent a Blades agent to the Iliac Bay region after the death of King Lysandus in order to investigate the death and why Lysandus' ghost was restless. This agent was tasked with investigating Lysandus and why his ghost stalked the streets of Daggerfall and also another minor task of finding and destroying a letter to Queen Mynisera. Before speaking with Mynisera, the Agent received a letter from a Daggerfall noble, Lady Brisienna. The letter told the Agent to see Brisienna in a village tavern. Once face-to-face with her, Brisienna admitted that she was actually a high-ranking member of the Blades and that her position had been compromised and that she was leaving the Kingdom of Daggerfall. Before leaving she informed the Agent about the major powers of the Bay; Sentinel, Wayrest, and Daggerfall and how they would be good places to start the investigation. At some point during the investigation, a follower of the Underking gave the Agent a letter wishing to meet them. When the Agent met up with them, the follower explained that Mannimarco and his Worm Cult had stolen an item from the Underking, cursed it, and then gave it to the Blades. The Underking wished for no harm to fall on the Blades and so asked the Agent to enter Castle Llugwych near Ykalon, the headquarters of the Blades in the Iliac Bay region, and remove the cursed item. During the events of the Warp in the West, a number of Blades agents in the Iliac Bay were caught up in the events of it. One Hammerfell agent known as 'Briarbird' was on assignment in the Alik'r Desert, a few miles south of Bergama on the 9th of Frostfall, where he was smashed by a sandstone that had come out of nowhere, once he reached Bergama, he found it had been invaded by Sentinel, he also discovered his walk from sunrise to sundown had not one day, but two, with it somehow being the 11th day of the month, not the 10th. He had lost a day somewhere, and so apparently had everyone else except the soldiers of Sentinel, who somehow were aware of the correct date. Briarbird concluded that they had received advance warning, and so were better prepared to deal with the strange confusion of time and dates associated with the Warp. A High Rock agent known as 'Graylady' was undercover as a witch in the in Phrygias. In order to give her report, she had volunteered for an expedition to gather supplies, which would have allowed her the freedom to reach her contact in . She was traveling north-east along the foothills of the , on the 9th of Frostfall, when she felt a great heat behind her, but once she turned around her eyes were burned out of her sockets. she moved north, finally reaching a temple in the wilderness where her wounds were healed, she then later made a report of these events to Ulvius Tero, a Blades archivist. Nerevarine Prophecies thumb|right|Caius giving information to a Blades agent :Main Article: Nerevarine Prophecy In , Uriel Septim sent a prisoner he believed would fulfill the Nerevarine Prophecies to Vvardenfell. The Blades Spymaster on Vvardenfell, Caius Cosades, was thus tasked with ensuring that the prisoner met the prophecies. After the prisoner was initiated into the Blades by Cosades, he was given many tasks to the end of acquisition of information on the Sixth House and the Nerevarine Prophecies, ranging from bribing informants with artifacts such as a Dwemer Puzzle Box and the skull of Llevule Adrano , to making inquiries with the Ashlanders of Vvardenfell. Cosades then sent the prisoner to clear out a Sixth House base, a task which saw the Nerevarine infected by Corprus disease. The Nerevarine was therefore sent by Cosades to Divayth Fyr to be cured. As the Nerevarine undertook this task, Cosades was recalled to the Imperial City for political reasons. Cosades promoted the Nerevarine upon his return to Operative, making him the highest-ranking member of the Blades in Vvardenfell. Therefore the Blades of Vvardenfell thereafter worked in service of the Nerevarine to the end of fulfilling the Nerevarine Prophecies, the successful completion of which resulted in the death of Dagoth Ur, the end of the Blight and successfully concluded the Blades mission in Vvardenfell. Blades agents in Vvardenfell were also monitoring and preventing the smuggling of moon sugar, skooma, raw ebony, and Dwemer artifacts along the coast. The Oblivion Crisis :Main Article: Oblivion Crisis thumb|left|Emperor Uriel Septim assassinated In , three members of the Blades, Glenroy, Baurus, and Captain Renault were tasked with getting Emperor Uriel Septim VII to safety following assassination attempts on his sons. As part of an escape attempt, they took Uriel through the Imperial Prison where a prisoner was in the cell with the hidden escape route. The Blades told the prisoner to stand back at first, however, Uriel stated that it was the same prisoner that he had prophecized in his dreams and so allowed the prisoner to follow them, although the Blades were suspicious of the prisoner at first and told them to stay at a distance from the Emperor. Whilst traversing the secret escape route, the Blades, Uriel, and the prisoner were ambushed by assassins of the Mythic Dawn which resulted in the death of Captain Renault. The assassins were successfully fought off but the Blades demanded that the prisoner stay put, they proceeded onwards and locked the door behind them so the prisoner could not follow. The prisoner, however, utilized a side entrance through some caves and met back up with the Blades and Uriel, Glenroy suspected the prisoner of working with the assassins and ordered Baurus to kill them, Uriel stayed their hands as he trusted the prisoner due to his divine visions and told his guards to stand down. The group would continue through the secret passageway, killing assassins along the way, until they came to a dead end. Here, both Glenroy and the Emperor would die at the hands of the assassins, only leaving Baurus and the prisoner. thumb|right|Baurus standing over a dead Mythic Dawn assassin Before Uriel's death, he handed the Amulet of Kings to the prisoner and ordered them to find Grandmaster Jauffre. Baurus provided the prisoner with directions and trusted them to deliver the Amulet, since the Emperor had trusted them. When Grandmaster Jauffre was given the Amulet of Kings he tasked the prisoner with finding the Emperor's illegitimate last son, Martin Septim. Martin was a priest at the Chapel of Akatosh in Kvatch, which had been overrun by Daedra. Martin, however, refused to leave the ruined city until the Oblivion Gate outside of the city had been dealt with. After successfully dealing with the Daedric threat, Martin agreed to follow the Hero to Weynon Priory. The Priory, however, was under attack by the Mythic Dawn, who had come to steal the Amulet of Kings. After Jauffre and the now Hero of Kvatch had taken care of the assassins, the Amulet was discovered to have been stolen. Due to this attack, it was decided that Martin would not be safe at Weynon Priory, and was instead taken to Cloud Ruler Temple. thumb|left|Blades member fighting against a Dremora When Martin arrived at Cloud Ruler Temple, the Blades there swore their allegiance to him as he was Dragonborn and vowed to protect him, the Hero of Kvatch was also initiated into the Blades by Jauffre. In the Imperial City, Baurus had discovered that the Mythic Dawn were behind the assassination of the Emperor and that he was in danger himself. The Hero of Kvatch foiled an assassination attempt on the Blades agent, with the assassin carrying a copy of the first book of the Mythic Dawn Commentaries. Tar-Meena of the Mages Guild then assisted the Blades in investigating the mysterious book, with the Hero and Baurus managing to uncover information regarding the recruiting process of the Mythic Dawn. The Blades used this information to infiltrate a recruitment process by the Mythic Dawn to obtain the Fourth Volume of the Commentaries. By having all four commentaries, the Blades and the Hero of Kvatch were able to discover the main hideout of the Mythic Dawn, which were a set of caverns near Lake Arrius. This hideout was infiltrated by the Hero of Kvatch in order to obtain the Amulet of Kings, while the Hero of Kvatch failed to recover the Amulet, they did obtain the Mysterium Xarxes. The Mysterium Xarxes was given to Martin, who began to study it in hopes of discovering a means of creating a portal to Mankar Camoran's Paradise. Meanwhile, Jauffre had learned of Mythic Dawn spies in Bruma and so the Hero of Kvatch was sent to deal with them. The Hero found the two spies of the Mythic Dawn that were operating out of Bruma and dispatched of them. The Hero also found a set of orders from Ruma Camoran that gave the Blades the knowledge that the Mythic Dawn knew that Martin Septim was at Cloud Ruler Temple and that the Mythic Dawn intended to open a Great Gate outside Bruma in order to destroy Bruma and then Cloud Ruler Temple. With this new information, Martin Septim sent off the Hero to obtain a set of items to open a portal to Paradise, with the items being a daedric artifact, the blood of a Divine, a great welkynd stone, and a great sigil stone. To obtain the blood of a Divine, the Hero visited Sancre Tor in order to recover the Armor of Tiber Septim, unsealing the ruins with the approval of the Blades. After freeing the four ancient Blades from undeath, their spirits aided the Champion in entering the Reman crypt and recovering the armor. To obtain the great sigil stone, however, a Great Gate was required to be opened outside of Bruma. As such, aid was gathered from around Cyrodiil's cities in order to defend the city, with the Blades fighting alongside the new soldiers. The Hero of Kvatch entered the Great Gate and obtained its Sigil Stone, providing Martin with the final required ingredient. With all four ingredients, Martin created a portal to Paradise. Here, the Hero of Kvatch fought their way through Daedra until they arrived at Mankar Camoran himself. The Hero of Kvatch was successful in killing Mankar and his children and retrieved the Amulet of Kings. Back in Tamriel, Martin was provided with the Amulet, and an attempt at relighting the Dragonfires in order to turn the tides was planned. However, before Martin could be crowned Emperor and reach the Temple of the One, Mehrunes Dagon himself had entered Tamriel, Martin decided to smash the Amulet, turning into an avatar of Akatosh himself and thus defeated Dagon in combat. After this, the Blades awaited the return of a new Dragonborn to serve. Post-Septim Blades thumb|right|The Blades agent Tyr With the Septim Dynasty sundered, the Blades withdrew to their temples to await the coming of a worthy Dragonborn. Eventually, Titus Mede became the first Emperor of a new dynasty, but he was no Dragonborn and so the Blades did not truly serve him. Rather, the Blades foresaw the threat to the Empire posed by the Thalmor of the Aldmeri Dominion. In 4E 22, the Thalmor overthrew the Altmeri monarchy and seized control of the Summerset Isles, renaming them Alinor. Valenwood fell to Thalmor's control in 4E 29, beginning the third Aldmeri Dominion, and Elsweyr—as the ancient kingdoms of Anequina and Pellitine—in 4E 115. The Blades thus worked covertly to combat their counterparts in the Aldmeri Dominion, whose focus was breaking up the Empire to ensure Elven Supremacy on Tamriel. Some examples of these actions against the Thalmor were the Falinesti Incident and the breach of the Blue River Prison. Without support, however, these efforts could not last forever, and in on the 30th of Frostfall, an Aldmeri ambassador delivered to Titus Mede II the severed head of every Blades agent in Summerset and Valenwood, sparking the Great War. During the war, Cloud Ruler Temple was besieged and its centuries-old archives mostly destroyed. The sole survivor, a blade named Acilius Bolar, fled to Skyrim, where he fought a last stand against his Thalmor pursuers. The Moth Priest Kellen told of another Blade, the knight brother Tyr, who assisted the Forgotten Hero during the Great War. Tyr and the Hero escaped the Dremora Reive, learning of a "Culling" planned by the Thalmor general Naarifin. Tyr and the Hero sought out Laaneth, a sorceress friend of Tyr's well versed in Daedric matters. They were stopped by Thalmor soldiers hunting for Tyr; these Thalmor were dispatched and the duo continued their journey. Eventually they reached Laaneth's house, but discovered that Boethiah cultists associated with Naarifin had already kidnapped her. Tyr and the Hero attempted to steal a ship to reach her, but the Argonian smuggler Swims-at-Night was still aboard. Though Tyr and the Hero initially fought Swims-at-Night for the ship, the arrival of Dominion guards led the smuggler to join with Tyr and the Hero to flee the Dominion. Braving dangers such as Spriggans, pirates, and goblins, the group eventually rescued Laaneth from captivity. She had learned that the cult was secretly led by Lord Naarifin. Having captured the Imperial City, he intended to sacrifice all of its inhabitants to bring about the prophecy of the Culling. thumb|left|Tyr being held at knifepoint by Reive with Naarifin Seeking to warn the Emperor, the group met up with Legate Cassia to reach him. The emperor was horrified to hear of Lord Naarifin's plan; but, because the Dominion was able to predict the Empire's every move, knew an attack on the Imperial City was futile. The Forgotten Hero volunteered to infiltrate the city to discover the source of this ability. The group decided to pose as gladiators to enter the City. Thus the Hero, Tyr, and Cassia fought in the Arena, proceeding to sneak into the White-Gold Tower via tunnels after the conclusion of their match. The three reached Lord Naarifin's study and discovered that the Orb of Vaermina, which Naarifin was using to track the Legion's every move. However, Reive managed to sneak up on Tyr and it is unknown whether Tyr survived. Due to Tyr's assistance, the Hero was able to destroy the Orb of Vaermina and thus the Battle of the Red Ring was an Imperial victory and prevented the Culling. When the war finally ended with the White-Gold Concordat in , the Blades were formally disbanded and worship of Talos outlawed. This gave the Thalmor free rein to hunt down Blades agents wherever they were found. Their role as Imperial bodyguards and spies was taken over by the new-founded Penitus Oculatus, who were too constrained by Imperial policy and diplomacy to take the kind of offensive action against the Thalmor the Blades had taken before the Great War. Blades Holdouts Henrik Seven-Swords|thumb|right After the disbanding of the Blades, there were plenty of Blades that went into hiding and managed to evade the Thalmor hunting them. Two such Blades were The Warrior and . The Warrior managed to evade the Thalmor and return to their hometown of Rivercrest circa , only to find it ablaze and reduced to rubble. The destruction of the town's Elder Statue caused an undead Ayleid Sorcerer-King named to be released from his ancient bindings in the Ayleid ruins beneath town, and the Warrior set out to rebuild the town and save all of Tamriel from the reawakened Ayleid Lich. During the investigation of what had caused the fire in the first place, members of the Thalmor lead by arrived in town, where they stated they were investigating for Blades agents. Henrik and the Warrior worked to hide their identities by leading the Thalmor on suicide missions and giving them false leads, with creatures such as bears and undead Ayleids killing Thalmor soldiers as they fell for these tricks. The Thalmor were also tipped off on the location of a temple of Talos and intended to kill the worshippers there, however, the Warrior discovered the location of the Talos worshippers and warned them before the Thalmor could get to them. After this, the Warrior also managed to kill a Thalmor messenger before they could rely information on who the hidden Blades were. Eventually the Thalmor discovered the identity of Henrik and had him killed, but the Warrior avenged him by killing Justiciar Aranande. , another Blades member, met up with the Warrior in Rivercrest and had a duel in the local arena. Azzin noticed the similarity of the Warrior's fighting style to his own and revealed himself to also be a Blade. He explained that he had decided to return to the roots of the Blades, taking after the Dragonguard by hunting down any remaining dragons. He had a vivid dream that he was in Akavir, fighting a dragon, with the dragon killing him and then flying off to the camp where the real dragon was asleep, and laid down. When he awoke, Azzin felt an irresistible pull to the north. This dream proved true and he encountered the Dragon in a cave in Hammerfell. Azzin then attacked the dragon, but it flew off to the Bloodfall kingdom, where he had managed to track it. The Warrior and Azzin then worked together in tracking the dragon down. Resurgence When dragons began reappearing in Skyrim in , a few surviving Blades took action, working with the Last Dragonborn to bring the order back from extinction. One of these Blades was Delphine who during the Great War, had evaded three attempts on her life by the Thalmor, in one case killing an entire assassination team. Delphine went into hiding thereafter, avoiding contact with other fugitive Blades for her own security, proving to be extremely alert to Thalmor surveillance. She retired as the innkeeper of the Sleeping Giant Inn in the quaint town of Riverwood, evading the Thalmor for decades. When the dragon Alduin returned, Delphine worked with to uncover the from and use it to locate the dragon burial mounds across Skyrim. When the Last Dragonborn retrieved it, Delphine acquired it from Farengar and created a map of the burial mounds. Upon hearing of the Dragonborn, Delphine stole the to lure them to Riverwood and see who they truly were, revealing the operation she had in the basement of her inn. Delphine and the Dragonborn traveled to Kynesgrove in an attempt to prevent Alduin from resurrecting another dragon, . The Dragonborn slew Sahloknir and absorbed their soul, proving to Delphine that they were truly Dragonborn. Delphine then tasked the Dragonborn with infiltrating the Thalmor Embassy, as she was convinced the Thalmor were related to the return of the Dragons, however, it would turn out the Thalmor knew nothing about the return of the Dragons but that they were searching for Esbern, a Blades loremaster who was an expert in the dragonlore of the Blades. right|thumb|Delphine training a new recruit While the Dragonborn was searching for Esbern in Riften the Thalmor dispatched units in order to find and capture Esbern, as well as kill the Dragonborn. When the Dragonborn found Esbern he was initially paranoid due to the threat of the Thalmor, however, the Dragonborn eventually convinced Esbern that they were the Dragonborn of prophecy, and Esbern followed them to Delphine. As the two left the sewers of Riften, they were attacked by Thalmor agents but the two managed to dispatch them. Once Esbern and Delphine and the Last Dragonborn met up, Esbern shared his knowledge regarding Sky Haven Temple and Alduin's Wall, with him hoping that Alduin's Wall would provide the Dragonborn with the required knowledge to defeat Alduin. At the Wall, it would be discovered that a shout was needed to defeat Alduin. Due to the Blades not knowing which Shout was needed, the Last Dragonborn went to the Greybeards to learn it. The Dragonborn learned that the Greybeards didn't know the shout either and that they had to find an Elder Scroll in order to learn the shout that was used. With the knowledge of this shout, the Dragonborn defeated Alduin atop the Throat of the World, but Alduin fled to Sovngarde after being defeated to regain his strength. After this, Esbern proposed the usage of Dragonsreach in order to capture a Dragon to bring the Dragonborn to Sovngarde. Jarl Balgruuf of Whiterun agreed to this after a temporary truce was put in place between the Imperial Legion and the Stormcloaks. The plan to trap a dragon in Dragonsreach was a success and the Last Dragonborn managed to reach Sovngarde where they defeated Alduin. After the defeat of Alduin, the Blades set to work on rebuilding the Order in Skyrim, with Delphine recruiting new members from across Skyrim with them reoccupying Sky Haven Temple, reforming the order of the Blades to their original purpose as dragonslayers. However, some dragons still remained, and so the Blades continue the ancient Dragonguard's task. Culture thumb|left|An ornate chest with Blades imagery right|Swords hanging in Cloud Ruler Temple|thumb The arms, armor, architecture, and customs of the Blades reflect their Akaviri heritage, most famously their distinctive Akaviri katanas and ceremonial armor. The swords of each Blades member are treated with respect and honor, with members of the Blades in Cyrodiil having their swords hung in Cloud Ruler Temple if they were slain. The Blades are also closely linked with the Order of Talos, with many members of the Order also being members of the Blades. Chapterhouses of the Order, like Weynon Priory, provide safehouses for travelling Blades as well as their more public religious functions. Blades who are too old for active service often join the Order as lay brothers. Magnus was rumored to have had dealings with the Blades, going as far to entrust them with a map to his staff. Some Blades members are known to have a scar above or on their right eye to denote their alignment with the Blades. Organization and Equipment right|thumb|A Dragonguard grappling bowleft|thumb|A Dragonhorn While a few elite warriors and diplomats served openly in royal courts, the majority of Blades agents were distributed across Tamriel to conduct their covert business. The only people who knew all the activities of the organization were the Grandmaster, the supreme leader of the Blades, and the Chronicler, who was tasked with knowing, but never revealing, to ensure the Blades' knowledge would never be lost. Each regional temple was led by a Master, and staffed with Archivists who maintained the lore of the order, with works in the archives stretching back to the days of the Dragonguard. Field agents were supervised by Spymasters assigned to each province of the Empire, and lived incognito among the citizens to perform their work. Blades are known to carry badges which can be used to identify the wearer as a Blade. The Watchers were Blades agents specializing in undercover operations who gathered intelligence by observing, wearing their own distinctive armor when called to combat and rumored to be present in all the major capitals of Tamriel. Agents were of every race and they were of various backgrounds such as merchants, thieves, craftsman, mages, and warriors. The order operates a number of secret strongholds across Tamriel which serve as headquarters and sanctuaries, the most well-known being Cloud Ruler Temple in Cyrodiil. Other known strongholds include Castle Llugwych and Storm Talon Temple in High Rock, Sky Haven Temple and in Skyrim, Wind Scour Temple in Hammerfell, as well as Tideholm and in Elsweyr. The Dragonguard and Blades' equipment reflected their elite status with them having equipment such as grappling hooks for traversing high up places, ballista for attacking dragons and Dragonhorns for grounding dragons. The Order also made good use of the Dragons they killed, with them making armor and arms out of their bones and scales. Alchemical ingredients such as dragon blood, bile, rheum, and scales were also used to create potions that aided in killing dragons. Notable Members The Great Knight|right|thumb Throughout the group's long history, various grandmasters have served as captains of the Dragonguard and Blades: Dragonguard Grandmaster Ghelin-Brol (1E 2703 - 2734) Grandmaster Vashu-Pir (1E 2734 - 2758) Grandmaster Jaiv-Yora (1E 2808 - 2835) Grandmaster Ettiene Volusus (1E 2879 - 2902) Second Era Incarnations Vershu (circa ) Master Araidh (circa ) Sai Sahan (circa ) Blades The Great Knight (ca. ) Jauffre (circa ) Delphine (circa ) Other notable members also include: The Agent Azzin Baurus Caius Cosades The Champion of Cyrodiil Esbern Henrik Seven-Swords Lady Brisienna Magnessen The Last Dragonborn Naigon Strale The Nerevarine Porcia The Warrior Gallery Notes The Blades was originally the name of a gladiatorial team in Dune which was to be featured in The Elder Scrolls: Arena. However, the gladiatorial concept was scrapped in development, and the name repurposed. Divayth Fyr was quite acquainted with the Blades, with them guarding him to the Morrowind border after he had met with Uriel Septim VII. He also received a letter from a Master Blades member that had spoken to , explaining the situation after Uriel had been killed by the Mythic Dawn, and requested that Fyr come to Cyrodiil to assist however he could, however the Elder Council overruled this requesting that Fyr stay in Morrowind to help prevent any unrest that might occur. See Also For game-specific information, see the Arena, Daggerfall, Morrowind, Oblivion, Skyrim, ESO Dragonguard and ESO Elite Guard, and Blades articles. Books References
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https://en.uesp.net/wiki/Lore:Camonna_Tong
Lore:Camonna Tong
<noinclude>{{Lore Factions Trail}}__NOTOC__ {| style="float:right" |- | |} </noinclude> :''You probably heard of the Camonna Tong. It's the name whispered in dark alleys as blood pools on the cobblestones, the signature on the ransom note left on a neighbor's bed. A shadow, a curse, a boil upon the arse of our society.'' — ''[[Lore:The Lure of the Camonna Tong|The Lure of the Camonna Tong]]'' The [[Lore:Camonna Tong|Camonna Tong]] was a large [[Lore:Dunmer|Dunmer]] criminal syndicate hailing from the land of [[Lore:Morrowind|Morrowind]]. The Tong was characterized by their fierce opposition to any foreign incursions into Morrowind.{{ref|name=TLOTCT|{{Cite Book|The Lure of the Camonna Tong}}}} Many of the syndicate's schemes were designed to get rid of outlanders or put them into fearful and subordinate positions, with most Tong members believing they should be tolerated only as slaves. However, on a handful of occasions, the business potential of working with foreigners has outweighed their strong distaste for those of other races.{{ref|name=MWevents|Events of ''[[Morrowind:Morrowind|Morrowind]]''}}{{ref|name=Walker Camp|[[Oblivion:Camonna Tong Thug|Camonna Tong Thug]]'s presence and role within [[Oblivion:Walker Camp|Walker Camp]] in ''[[Oblivion:Oblivion|Oblivion]]''}} The Tong engaged in a wide variety of criminal activity, including using slaves as drug mules,{{ref|name=MWRabinna|[[MW:Rabinna|Rabinna]]'s dialogue during [[MW:Rabinna's Inner Beauty|Rabinna's Inner Beauty]] in ''[[Morrowind:Morrowind|Morrowind]]''}} and kidnapping and torturing outlanders who they perceived as a "threat" to Dunmeri businessowners.{{ref|name=TLOTCT}}<noinclude> ==Before the Empire== [[File:ON-npc-Avrusa Duleri.jpg|thumb|right|Avrusa Duleri, a member of the Camonna Tong in the Second Era]] :''"The Camonna Tong are slavers, murderers, extortionists, everything a vile crime syndicate can be. They don't like Outlanders, especially ones who cut into their profits." – Vorar Vendu The Camonna Tong has existed in some form since at least the mid-[[Lore:Second Era|Second Era]] and has been described as "old and powerful."{{ref|name=ONTong|The Camonna Tong's presence at [[ON:Khartag Point|Khartag Point]] in ''[[Online:Online|The Elder Scrolls Online]]''}}{{ref|name=MW dialogueTG|[[Morrowind:Generic Dialogue T#Thieves Guild|Generic Dialogue]] regarding the Thieves Guild in ''[[Morrowind:Morrowind|Morrowind]]''}} In {{Year|2E 582}} the Dunmer of Morrowind (with the exception of the [[Lore:House Telvanni|Telvanni]]) were members of the [[Lore:Ebonheart Pact|Ebonheart Pact]]. They maintained open borders with the [[Lore:Nord|Nords]] of [[Lore:Skyrim|Eastern Skyrim]] and [[Lore:Argonians|Argonians]] of northern [[Lore:Black Marsh|Black Marsh]]. The Camonna Tong was active at this time, and sought a foothold on the [[Lore:West Gash|West Gash region]] of [[Lore:Vvardenfell|Vvardenfell]].{{ref|name=Traylan|[[Online:Traylan Omoril|Traylan Omoril]]'s dialogue during [[Online:Unsettled Syndicate|Unsettled Syndicate]]}} During this time, the syndicate was known to promise stability, a steady stream of income, structure, glory, and the possibility of climbing the ranks. These promises were enough to convince many Dunmer down on their luck to enlist. Illegal activities included robbery, break-ins, extortion, kidnapping, beatings, murder, and slave trafficking.{{ref|name=TLOTCT}}{{ref|name=Vendu|[[Online:Vorar Vendu|Vorar Vendu]]'s dialogue during [[Online:Unsettled Syndicate|Unsettled Syndicate]]}} In addition to their illicit activities, the Camonna Tong "talked big" about driving away the outlanders and taking Vvardenfell "back for the Dark Elves."{{ref|name=TLOTCT}} Among slaves, the Camonna Tong was even more feared than House Telvanni.{{ref|name=MDL|{{Cite Book|My Dearest Love|ns_base=Online}}}} Additionally, at least one Second Era Dunmer referred to the Camonna Tong as a "crime family", though which family, and how exactly this affected the syndicate's structure and operations is unknown.{{ref|name=Falura|[[Online:Falura Uveleth|Falura Uveleth]]'s dialogue in [[Online:Morrowind|ESO:Morrowind]]}} That year, the Tong came into conflict with the [[Lore:Orc|Orcish]] 'Ropefish' abolitionist gang and the [[Lore:Tribunal Temple|Tribunal Temple]].{{ref|name=KhartagQuest1|Events of [[ON:A Smuggler's Last Stand|A Smuggler's Last Stand]] in ESO}}{{ref|name=KhartagQuest2|Events of [[ON:Unsettled Syndicate|Unsettled Syndicate]] in ESO}} Ex-[[Lore:Daggerfall Covenant|Daggerfall Covenant]] member and Ropefish founder [[Lore:Khartag|Khartag]] was presented an ultimatum by Avus of the Camonna Tong, demanding the syndicate be included in the slave smuggling efforts.{{ref|name=AOTO|{{Cite Book|A One-Time Offer|ns_base=Online}}}} The terms included increasing the price for slaves to escape, chaining slaves en route, and compacting them into small ferries.{{ref|name=KhartagQuest1}} This rubbed Khartag the wrong way, and he reportedly told the Camonna Tong to "tusk off."{{ref|name=Nakhul|[[Online:Nakhul|Nakhul]]'s dialogue during [[Online:A Smuggler's Last Stand|A Smuggler's Last Stand]]}} Insulted, the Camonna Tong sent a force led by Avrusa Duleri to storm the Ropefish operation in [[Lore:Khartag Point|Khartag Point]] and kill Khartag. Though Duleri slew the Orc personally with a poisoned blade, the Ropefish gang survived,{{ref|name=HeartOfATelvanni|Events of [[ON:The Heart of a Telvanni|The Heart of a Telvanni]] in ESO}} and she was killed shortly thereafter.{{ref|name=KhartagQuest1}} Some of the slaves managed to escape, but many fell prey to the [[Lore:Dreugh|Dreugh]] living in the caverns.{{ref|name=KhartagQuest1}} Not long afterwards, the [[Lore:Ordinator|Ordinators]] of [[Lore:Vivec City|Vivec City]] had the caverns investigated for slave smuggling. The Temple intended on preventing the Camonna Tong from gaining a foothold in the region, but needed confirmation before being able to act. With a tip from a former member and assistance from contracted mercenaries, the Temple acquired the proof they needed to act.{{ref|name=KhartagQuest2}} The Camonna Tong was known to give out wooden tokens as a form of currency, issued by the syndicate to its most observant snitches. They were said to be valuable to the right people.{{ref|name=ViceChip|[[Online:Contraband C#Camonna Tong Vice Chits|Camonna Tong Vice Chits]] item description in [[Online:Online|ESO]]}} ==The Dark Side of House Hlaalu== :''"You want peace? Like the peace of the grave we've had since the Tribunal betrayed us and signed the Armistice? Dagoth Ur has made me a better offer. The Sixth House will rise again and crush the Empire and those smug hypocrites in the Tribunal." – Orvas Dren [[File:LG-cardart-Orvas' Bargain.jpg|thumb|left|Orvas Dren, Kingpin of the Camonna Tong]] By the late [[Lore:Third Era|Third Era]], the Camonna Tong had become closely entwined with the affairs of [[Lore:House Hlaalu|Great House Hlaalu]].{{ref|name=DVD|[[MW:Duke Vedam Dren|Duke Vedam Dren]]'s dialogue regarding the '''Camonna Tong''' during [[MW:Dealing with Orvas Dren|Dealing with Orvas Dren]] in ''[[MW:Morrowind|Morrowind]]''}} They had grown more powerful and ruthless than ever since the Imperial occupation, and wielded great influence in the higher ranks of House Hlaalu. The Camonna Tong became entwined in direct competition with the Imperial [[Lore:Thieves Guild|Thieves Guild]] for control of illegal trade, and swore to exterminate the upstart outlander newcomers.{{ref|name=MW dialogueCT|[[Morrowind:Generic Dialogue C#Camonna Tong|Generic Dialogue]] regarding the Camonna Tong in ''[[Morrowind:Morrowind|Morrowind]]''}} In {{Year|3E 427}} they had come under the leadership of Kingpin Orvas Dren, brother of [[Lore:Vedam Dren|Vedam Dren]], the Grandmaster of House Hlaalu and Duke of Vvardenfell District. True to their ancient beliefs, the syndicate continued to oppose outlander influence such as the [[Lore:Third Empire|Third Empire]]. Members claimed the Tong was "just a society of businessmen" who were "tired of seeing Morrowind run by outsiders who understand nothing about Morrowind."{{ref|name=MW dialogueCT}} They had bases in the Hlaalu-ruled settlements of [[Lore:Balmora|Balmora]], [[Lore:Gnaar Mok|Gnaar Mok]], [[Lore:Hla Oad|Hla Oad]], the Vivec City Hlaalu Canton, and plantations in the [[Lore:Ascadian Isles|Ascadian Isles]] region. The Tong maintained an additional hideout in Telvanni-ruled [[Lore:Sadrith Mora|Sadrith Mora]].{{ref|name=MWHideouts|Camonna Tong cells in [[Morrowind:Morrowind|Morrowind]]}} Furthermore, the Camonna Tong allied with Sjoring Hard-Hart, the [[Lore:Fighters Guild|Fighters Guild]] Master in Vvardenfell, and his lieutenants Lorbumol gro-Aglakh and Eydis Fire-Eye. The alliance used the Fighters Guild as an extension of the Camonna Tong's influence, hunting down and eliminating the struggling Imperial Thieves Guild to prevent them gaining a foothold in Vvardenfell.{{ref|name=FG|Events of the [[Morrowind:Fighters Guild|Fighters Guild]] questline in [[Morrowind:Morrowind|Morrowind]]}} Hard-Heart and his lieutenant's corruption was eventually discovered, and the Fighters Guild Master was slain - though it is unknown if this was the work of the Thieves Guild or an internal cleansing by the Fighters Guild.{{ref|name=Hard-Heart|[[Morrowind:Kill Hard-Heart (Fighters Guild)|Fighters Guild]] and [[Morrowind:Kill Hard-Heart (Thieves Guild)|Thieves Guild]] quests both having the same objective in [[Morrowind:Morrowind|Morrowind]]}} It is similarly unknown if Hard-Heart's lieutenants were likewise eliminated.{{ref|name=FG}} However, some rumors claimed Hard-Heart succeeded in eliminating the heads of the Vvardenfell Thieves Guild for the Camonna Tong before he was slain.{{ref|name=Hard-HeartQuests|Events of [[Morrowind:Remove the Heads of the Thieves Guild|Remove the Heads of the Thieves Guild]] and [[Morrowind:Kill the Master Thief|Kill the Master Thief]] in [[Morrowind:Morrowind|Morrowind]]}} Additionally, the Tong was viewed negatively by [[Lore:House Redoran|House Redoran]] and the Tribunal Temple during this time.{{ref|name=TongFriendsFoes|[[Morrowind:Camonna Tong|Camonna Tong Faction]] Friends and Foes in [[Morrowind:Morrowind|Morrowind]]}} Through Orvas Dren, the Camonna Tong controlled Hlaalu Councilors Velanda Omani and Nevena Ules.{{ref|name=DrenDialogue|[[Morrowind:Orvas Dren|Orvas Dren]]'s dialogue in [[Morrowind:Morrowind|Morrowind]]}} Though on the outside House Hlaalu seemed the most Imperial minded of the Great Houses, major decisions could not be made unless the Camonna Tong explicitly agreed.{{ref|name=DrenInterference|[[Morrowind:Orvas Dren|Orvas Dren]]'s role in [[Morrowind:Hlaalu Hortator|Hlaalu Hortator]] and [[Morrowind:Dealing with Orvas Dren|Dealing with Orvas Dren]]}} The syndicate went so far as to make secret deals with [[Lore:House Dagoth|House Dagoth]], as their Kingpin had considerable sympathy towards the Sixth House's ideologies.{{ref|name=DrenDialogue}} During the fulfillment of the Nerevarine prophecies, the Tong conducted a crackdown on the escaped slaves, even hiring bounty hunters to track down any who would help them.{{ref|name=MWevents}} After losing over half the Tong's shipments in rapid succession, Orvas toyed with the idea of having his brother assassinated, so that he might consolidate his power and succeed Vedam as Duke of Vvardenfell and Grandmaster of House Hlaalu.{{ref|name=DrenNote|{{Cite Book|Dren's Note|ns_base=Morrowind}}}} When the [[Lore:Nerevarine|Nerevarine]] needed the backing of House Hlaalu as Hortator, history does not record whether Dren was bribed, persuaded or intimidated into giving him the Camonna Tong's backing, or simply killed in order to break the Camonna hold on House Hlaalu.{{ref|name=DrenInterference}} However, Dren's two chief enforcers, the brothers Ranes and Navil Ienith, were certainly both killed, with both the Thieves Guild and [[Lore:Morag Tong|Morag Tong]] claiming credit for the assassination.{{ref|name=IenithBrothers|[[Morrowind:The Brothers Ienith|Thieves Guild]] and [[Morrowind:Writ for Navil and Ranes Ienith|Morag Tong]] quests both having the same objective in ''[[Morrowind:Morrowind|Morrowind]]''}} Whatever the outcome, the Camonna Tong remained active for at least six more years, as syndicate thugs were spotted in [[Lore:Cyrodiil|Cyrodiil]] collaborating with the Orum gang of [[Lore:Cheydinhal|Cheydinhal]] to participate in the Skooma trade in {{Year|3E 433}}.{{ref|name=Walker Camp}} It is unknown if the Camonna Tong survived the combined calamities of the [[Lore:Oblivion Crisis|Oblivion Crisis]], [[Lore:Red Year|Red Year]], and [[Lore:Accession War|Argonian Invasion]]. House Hlaalu losing its power after the Empire's withdrawal from Morrowind and subsequent loss of Great House status{{ref|name=DBArano|[[Skyrim:Adril Arano|Adril Arano's]] dialogue in [[Skyrim:Dragonborn|Dragonborn]]}} would have been doubtlessly crippling events for whatever remained of the ancient crime syndicate. ==Gallery== <gallery> File:MW-place-Dren Plantation.jpg|The Dren plantation served as the de facto Camonna Tong headquarters in {{Year|3E 427}} ([[Morrowind:Morrowind|Morrowind]]) File:MW-npc-Orvas Dren.jpg|Orvas Dren as he appeared in [[Morrowind:Morrowind|Morrowind]] File:MW-interior-Balmora, Council Club.jpg|Members of the Camonna Tong in Balmora ([[Morrowind:Morrowind|Morrowind]]) File:OB-npc-Camonna Tong Thug 2.jpg|A Camonna Tong thug in Cyrodiil ([[Oblivion:Oblivion|Oblivion]]) File:ON-npc-Camonna Tong Coercer.jpg|A member of the Camonna Tong in the Second Era ([[Online:Online|ESO]]) File:ON-npc-Vorar Vendu.jpg|Ex-Camonna Tong member Vorar Vendu in [[Online:Online|ESO]] File:LG-cardart-Dren Bodyguard.png|Camonna Tong bodyguard Galos Farethi ([[Legends:Legends|Legends]]) File:LG-cardart-Camonna Tong Heavy 02.jpg|Lorbumol gro-Aglakh, a corrupt member of the Fighters Guild working for the Tong ([[Legends:Legends|Legends]]) </gallery> ==See Also== *For game-specific information, see the [[Morrowind:Camonna Tong|Morrowind]] and [[ON:Camonna Tong|ESO]] articles. ===Books=== * {{Book Link|The Lure of the Camonna Tong}} ==References== <references/> </noinclude>
2,517,460
2021-11-26T14:21:21Z
Zebendal
:''You probably heard of the Camonna Tong. It's the name whispered in dark alleys as blood pools on the cobblestones, the signature on the ransom note left on a neighbor's bed. A shadow, a curse, a boil upon the arse of our society. — The Lure of the Camonna Tong'' The Camonna Tong was a large Dunmer criminal syndicate hailing from the land of Morrowind. The Tong was characterized by their fierce opposition to any foreign incursions into Morrowind. Many of the syndicate's schemes were designed to get rid of outlanders or put them into fearful and subordinate positions, with most Tong members believing they should be tolerated only as slaves. However, on a handful of occasions, the business potential of working with foreigners has outweighed their strong distaste for those of other races. The Tong engaged in a wide variety of criminal activity, including using slaves as drug mules, and kidnapping and torturing outlanders who they perceived as a "threat" to Dunmeri businessowners. Before the Empire thumb|right|Avrusa Duleri, a member of the Camonna Tong in the Second Era :''"The Camonna Tong are slavers, murderers, extortionists, everything a vile crime syndicate can be. They don't like Outlanders, especially ones who cut into their profits." – Vorar Vendu The Camonna Tong has existed in some form since at least the mid-Second Era and has been described as "old and powerful." In the Dunmer of Morrowind (with the exception of the Telvanni) were members of the Ebonheart Pact. They maintained open borders with the Nords of Eastern Skyrim and Argonians of northern Black Marsh. The Camonna Tong was active at this time, and sought a foothold on the West Gash region of Vvardenfell. During this time, the syndicate was known to promise stability, a steady stream of income, structure, glory, and the possibility of climbing the ranks. These promises were enough to convince many Dunmer down on their luck to enlist. Illegal activities included robbery, break-ins, extortion, kidnapping, beatings, murder, and slave trafficking. In addition to their illicit activities, the Camonna Tong "talked big" about driving away the outlanders and taking Vvardenfell "back for the Dark Elves." Among slaves, the Camonna Tong was even more feared than House Telvanni. Additionally, at least one Second Era Dunmer referred to the Camonna Tong as a "crime family", though which family, and how exactly this affected the syndicate's structure and operations is unknown. That year, the Tong came into conflict with the Orcish 'Ropefish' abolitionist gang and the Tribunal Temple. Ex-Daggerfall Covenant member and Ropefish founder Khartag was presented an ultimatum by Avus of the Camonna Tong, demanding the syndicate be included in the slave smuggling efforts. The terms included increasing the price for slaves to escape, chaining slaves en route, and compacting them into small ferries. This rubbed Khartag the wrong way, and he reportedly told the Camonna Tong to "tusk off." Insulted, the Camonna Tong sent a force led by Avrusa Duleri to storm the Ropefish operation in Khartag Point and kill Khartag. Though Duleri slew the Orc personally with a poisoned blade, the Ropefish gang survived, and she was killed shortly thereafter. Some of the slaves managed to escape, but many fell prey to the Dreugh living in the caverns. Not long afterwards, the Ordinators of Vivec City had the caverns investigated for slave smuggling. The Temple intended on preventing the Camonna Tong from gaining a foothold in the region, but needed confirmation before being able to act. With a tip from a former member and assistance from contracted mercenaries, the Temple acquired the proof they needed to act. The Camonna Tong was known to give out wooden tokens as a form of currency, issued by the syndicate to its most observant snitches. They were said to be valuable to the right people. The Dark Side of House Hlaalu :''"You want peace? Like the peace of the grave we've had since the Tribunal betrayed us and signed the Armistice? Dagoth Ur has made me a better offer. The Sixth House will rise again and crush the Empire and those smug hypocrites in the Tribunal." – Orvas Dren thumb|left|Orvas Dren, Kingpin of the Camonna Tong By the late Third Era, the Camonna Tong had become closely entwined with the affairs of Great House Hlaalu. They had grown more powerful and ruthless than ever since the Imperial occupation, and wielded great influence in the higher ranks of House Hlaalu. The Camonna Tong became entwined in direct competition with the Imperial Thieves Guild for control of illegal trade, and swore to exterminate the upstart outlander newcomers. In they had come under the leadership of Kingpin Orvas Dren, brother of Vedam Dren, the Grandmaster of House Hlaalu and Duke of Vvardenfell District. True to their ancient beliefs, the syndicate continued to oppose outlander influence such as the Third Empire. Members claimed the Tong was "just a society of businessmen" who were "tired of seeing Morrowind run by outsiders who understand nothing about Morrowind." They had bases in the Hlaalu-ruled settlements of Balmora, Gnaar Mok, Hla Oad, the Vivec City Hlaalu Canton, and plantations in the Ascadian Isles region. The Tong maintained an additional hideout in Telvanni-ruled Sadrith Mora. Furthermore, the Camonna Tong allied with Sjoring Hard-Hart, the Fighters Guild Master in Vvardenfell, and his lieutenants Lorbumol gro-Aglakh and Eydis Fire-Eye. The alliance used the Fighters Guild as an extension of the Camonna Tong's influence, hunting down and eliminating the struggling Imperial Thieves Guild to prevent them gaining a foothold in Vvardenfell. Hard-Heart and his lieutenant's corruption was eventually discovered, and the Fighters Guild Master was slain - though it is unknown if this was the work of the Thieves Guild or an internal cleansing by the Fighters Guild. It is similarly unknown if Hard-Heart's lieutenants were likewise eliminated. However, some rumors claimed Hard-Heart succeeded in eliminating the heads of the Vvardenfell Thieves Guild for the Camonna Tong before he was slain. Additionally, the Tong was viewed negatively by House Redoran and the Tribunal Temple during this time. Through Orvas Dren, the Camonna Tong controlled Hlaalu Councilors Velanda Omani and Nevena Ules. Though on the outside House Hlaalu seemed the most Imperial minded of the Great Houses, major decisions could not be made unless the Camonna Tong explicitly agreed. The syndicate went so far as to make secret deals with House Dagoth, as their Kingpin had considerable sympathy towards the Sixth House's ideologies. During the fulfillment of the Nerevarine prophecies, the Tong conducted a crackdown on the escaped slaves, even hiring bounty hunters to track down any who would help them. After losing over half the Tong's shipments in rapid succession, Orvas toyed with the idea of having his brother assassinated, so that he might consolidate his power and succeed Vedam as Duke of Vvardenfell and Grandmaster of House Hlaalu. When the Nerevarine needed the backing of House Hlaalu as Hortator, history does not record whether Dren was bribed, persuaded or intimidated into giving him the Camonna Tong's backing, or simply killed in order to break the Camonna hold on House Hlaalu. However, Dren's two chief enforcers, the brothers Ranes and Navil Ienith, were certainly both killed, with both the Thieves Guild and Morag Tong claiming credit for the assassination. Whatever the outcome, the Camonna Tong remained active for at least six more years, as syndicate thugs were spotted in Cyrodiil collaborating with the Orum gang of Cheydinhal to participate in the Skooma trade in . It is unknown if the Camonna Tong survived the combined calamities of the Oblivion Crisis, Red Year, and Argonian Invasion. House Hlaalu losing its power after the Empire's withdrawal from Morrowind and subsequent loss of Great House status would have been doubtlessly crippling events for whatever remained of the ancient crime syndicate. Gallery See Also For game-specific information, see the Morrowind and ESO articles. Books References
130
1,004
https://en.uesp.net/wiki/Lore:Order_of_the_Candle
Lore:Order of the Candle
<noinclude>{{Lore Factions Trail}}</noinclude> <!--All information on this page has been drawn from the Daggerfall faction page; sources are required-->The [[Lore:Order of the Candle|Order of the Candle]], which replaced [[Lore:Knights of the Moon|Knights of the Moon]] as the official protectors and warriors of the Kingdom of [[Lore:Sentinel (kingdom)|Sentinel]], was a knightly order founded early in the Fifth Century of the {{Lore Link|Third Era}}. The Order was charged with protecting the royal family and kingdom of Sentinel.{{ref|name=DFOrderDia|Dialogue from members of the [[DF:Order of the Candle|Order of the Candle]] in [[DF:Daggerfall|Daggerfall]]}} The Order was treated with high respect in Sentinel, and only skilled men and women with high loyalty to the royal family of Sentinel were able to join the Order. It was initially led by {{Lore Link|Lord Vhosek}} and {{Lore Link|Lord K'avar}}.{{ref|name=DFOrderDia}}<noinclude> {{Stub|Faction}}</noinclude>
2,146,691
2020-05-04T20:44:40Z
MolagBallet
The Order of the Candle, which replaced Knights of the Moon as the official protectors and warriors of the Kingdom of Sentinel, was a knightly order founded early in the Fifth Century of the . The Order was charged with protecting the royal family and kingdom of Sentinel. The Order was treated with high respect in Sentinel, and only skilled men and women with high loyalty to the royal family of Sentinel were able to join the Order. It was initially led by and .
130
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https://en.uesp.net/wiki/Lore:Census_and_Excise
Lore:Census and Excise
<noinclude>[[File:MW-npc-Socucius Ergalla.jpg|right|thumb|Socucius Ergalla, chief agent of the Seyda Neen Census and Excise Office]]{{Lore Factions Trail}}</noinclude> The [[Lore:Census and Excise|Census and Excise]] is an establishment operated by the Empire in an attempt to manage census counting for tax/excise purposes. Imperial taxes are based on the headcounts of citizens; with the Census and Excise being responsible for headcounts, tax assessment, and collection. Census and Excise officers also administer many Imperial licenses, e.g. importation, mercenary company incorporation.{{ref|[[MW:Generic Dialogue I#Imperial Office of Census and Excise|Imperial Office of Census and Excise]] topic in Morrowind}}<noinclude> The Census and Excise have a coastguard that has a fleet of cutters. They are typically found in ports across [[Lore:Tamriel|Tamriel]], such as [[Lore:Seyda Neen|Seyda Neen]] in [[Lore:Vvardenfell|Vvardenfell]]. The Census coastguard cutters docked in Seyda Neen control smuggling and piracy on the [[Lore:Inner Sea|Inner Sea]], whilst the Imperial Census and Excise Commission agents of the Coastguard station process visitors.{{ref|{{Cite Book|Guide to Vvardenfell}}}} One known office is in the town of Slough Point in [[Lore:Blackwood|Blackwood]], with it being described as one of the largest buildings in the town.{{ref|{{Cite Book|The Argonian Account}}}} The killing of an Emperor's tax collector is punishable by death.{{ref|[[MW:Socucius Ergalla|Socucius Ergalla's]] dialogue in Morrowind}} ==Census and Excise Ranks== *Grand Inspector *Inspector *Excise Officer *Agent *Operative *Taxtaker *Taxman *Clerk *Apprentice *Novice ==See Also== *For game-specific information, see the [[Morrowind:Census and Excise|Morrowind]] article. ==References== <references/>{{Imperial Organizations}} </noinclude>
2,344,059
2021-02-14T12:22:21Z
Imperialbattlespire
The Census and Excise is an establishment operated by the Empire in an attempt to manage census counting for tax/excise purposes. Imperial taxes are based on the headcounts of citizens; with the Census and Excise being responsible for headcounts, tax assessment, and collection. Census and Excise officers also administer many Imperial licenses, e.g. importation, mercenary company incorporation. The Census and Excise have a coastguard that has a fleet of cutters. They are typically found in ports across Tamriel, such as Seyda Neen in Vvardenfell. The Census coastguard cutters docked in Seyda Neen control smuggling and piracy on the Inner Sea, whilst the Imperial Census and Excise Commission agents of the Coastguard station process visitors. One known office is in the town of Slough Point in Blackwood, with it being described as one of the largest buildings in the town. The killing of an Emperor's tax collector is punishable by death. Census and Excise Ranks Grand Inspector Inspector Excise Officer Agent Operative Taxtaker Taxman Clerk Apprentice Novice See Also For game-specific information, see the Morrowind article. References
130
1,006
https://en.uesp.net/wiki/Lore:Circle_Knights
Lore:Circle Knights
#REDIRECT [[Lore:Order of Arkay]] [[Category:Lore-Factions]] [[Category:Lore-All Terms]] [[Category:Redirects from Alternate Names]]
2,095,725
2020-02-02T20:33:27Z
Kiz
#REDIRECT
130
1,007
https://en.uesp.net/wiki/Lore:Knights_of_the_Circle
Lore:Knights of the Circle
#REDIRECT [[Lore:Order of Arkay#Knights of the Circle]] [[Category:Redirects to Broader Subjects]] [[Category:Lore-Factions]] [[Category:Lore-All Terms]]
2,092,817
2020-01-26T18:11:14Z
Vincentius1
#REDIRECT
130
1,008
https://en.uesp.net/wiki/Lore:Aundae_Clan
Lore:Aundae Clan
<noinclude>{{Lore Factions Trail}} [[File:LG-cardart-Aundae Clan Sorcerer.png|thumb|right|Dhaunayne Aundae, matriarch of the Aundae Clan]]</noinclude> The {{Lore Link|Aundae Clan}} is one of the three major [[Lore:Vampire|vampire]] bloodlines found in {{Lore Link|Vvardenfell}}. The clan consists only of [[Lore:Altmer|Altmer]] vampires. The Mages of Aundae are blessed with dark powers of the mind; their path through the darkness relies on their mastery of magic. They were led by {{Future Link|Dhaunayne Aundae}} from their headquarters in [[Lore:Ashmelech|Ashmelech]]. The clan also had a presence in the many ancestral tombs around the island. There are hints that the Clan has some affiliation with [[Lore:House Dres|House Dres]], though House Dres denies it vehemently and no proof either way exists.{{Ref|{{Cite Book|A Game at Dinner}}}}<noinclude> Around the time of the {{Lore Link|Second Era}}, the Aundae Clan was attempting to aggressively reclaim locations said to be important to their vampire heritage, which included the Daedric ruin of {{Lore Link|Bal Ur}} which is dedicated to {{Lore Link|Molag Bal}}. One of their attacks in Bal Ur led to the massacre of an entire squadron of {{Lore Link|Buoyant Armigers}} and the capture of a champion of the Dunmeri organization, {{Lore Link|Galur Rithari}} who was later used as a feast before being turned into a vampire who would serve the clan. Another Molag Bal Daedric ruin that they had interest was {{Lore Link|Ashalmawia}}, which was controlled by the [[Lore:Order of the Black Worm|Worm Cult]] at the time.{{ref|name=OJOGR|{{Cite Book|Ongoing Journal of Galur Rithari}}}} In {{Year|3E 427}}, many members of the clan were killed by [[Lore:Berne Clan|Berne Clan]] and [[Lore:Quarra Clan|Quarra Clan]].{{Ref|[[Morrowind:The Quarra Amulet|The Quarra Amulet]] quest in [[Morrowind:Morrowind|TES3 Morrowind]].}}{{Ref|[[Morrowind:The Vampire Merta|The Vampire Merta]] quest in [[Morrowind:Morrowind|TES3 Morrowind]].}} {{Lore Link|Garan Marethi}}, member of the {{Lore Link|Volkihar Clan}} for many centuries circa {{Year|4E 201}}, claims to have links to the Aundae clan from Morrowind, though no one has ever confirmed them.{{Ref|name=TESVSPOGG|{{Cite Book|The Elder Scrolls V: Skyrim: Prima Official Game Guide|ns_base=Books}} — Advisor: Garan Marethi}} {{NewLeft}} ==See Also== *For game-specific information, see the [[Morrowind:Aundae Clan|Morrowind]] article. ==References== <references/> </noinclude>
2,424,206
2021-06-11T16:26:49Z
WriterS
The is one of the three major vampire bloodlines found in . The clan consists only of Altmer vampires. The Mages of Aundae are blessed with dark powers of the mind; their path through the darkness relies on their mastery of magic. They were led by from their headquarters in Ashmelech. The clan also had a presence in the many ancestral tombs around the island. There are hints that the Clan has some affiliation with House Dres, though House Dres denies it vehemently and no proof either way exists. Around the time of the , the Aundae Clan was attempting to aggressively reclaim locations said to be important to their vampire heritage, which included the Daedric ruin of which is dedicated to . One of their attacks in Bal Ur led to the massacre of an entire squadron of and the capture of a champion of the Dunmeri organization, who was later used as a feast before being turned into a vampire who would serve the clan. Another Molag Bal Daedric ruin that they had interest was , which was controlled by the Worm Cult at the time. In , many members of the clan were killed by Berne Clan and Quarra Clan. , member of the for many centuries circa , claims to have links to the Aundae clan from Morrowind, though no one has ever confirmed them. See Also For game-specific information, see the Morrowind article. References
130
1,009
https://en.uesp.net/wiki/Lore:Berne_Clan
Lore:Berne Clan
<noinclude>{{Lore Factions Trail}}__NOTOC__ [[File:LG-cardart-Berne Clan Nightstalker 02.jpg|thumb|right|Raxle Berne, patriarch of the Berne Clan]]</noinclude> The {{Lore Link|Berne Clan}} is one of the three major {{Lore Link|vampire}} bloodlines found in {{Lore Link|Vvardenfell}}. Those of the bloodline are very agile and sneaky, gifted with unnatural skill in unarmed combat.{{ref|name=MWBerne|[[Morrowind:Berne Clan|Berne Clan]] members' dialogue in [[Morrowind:Morrowind|Morrowind]]}} They are said to be swift and agile, preferring stealth and ambush, fist poisoning with a bite before later returning to feed when the prey has been weakened.{{ref|name=VOV|{{Cite Book|Vampires of Vvardenfell}}}} In {{Year|2E 582}}, the Berne Clan was present in the ruins of Galom Daeus and Dushariran.{{ref|name=Online|Events of [[Online:Morrowind|ESO: Morrowind]]}} They were led in {{Year|3E 427}} by {{Lore Link|Raxle Berne}} from the {{Lore Link|Dwemer}} ruin of {{Lore Link|Galom Daeus}} and also had a presence in many of the ancestral tombs around the island.{{ref|name=Morrowind|Events of [[Morrowind:Morrowind|Morrowind]]}}<noinclude> By the time of the {{Lore Link|Second Era}} members of the Clan were said to be aggressive, devouring the life-blood of everyone they found in their path, although during the time of the {{Lore Link|Three Banners War}}, some of them like Jastia Berne and Dexion Berne had intellectual pursuits and were attempting to gain access to a Dwemer component by using Dwemer control rods taken from [[Lore:Dwemer Animunculi|Dwemer Animunculi]], this ultimately ended up in their deaths as one of the Dwarven spiders they attacked blew up, killing them both, which happened after others had wandered off as they activated them and some others had already attacked them unsuccessfully.{{ref|Events of [[Online:Divine Intervention|Divine Intervention]] in [[Online:Morrowind|ESO]]}}{{Ref|name=VN|{{Cite Book|Volrina's Notes|ns_base=Online}}}} Concurrently, they were also present in the Daedric ruin of Dushariran and prevented the scouts of the {{Lore Link|Urshilaku Tribe}} from retrieving the relics located in the shrine, which caused the Tribe to ask for the help of [[Lore:The Vestige|the Vestige]] to slay as many vampires as possible and retrieve the relics in the process, although many of the Berne laired underground and could not be reached. The hero had success in their mission, killing the Berne to retrieve the relics, with an Urshilaku claiming that their taint present in the relics would be removed soon.{{ref|Events of [[Online:Relics of Dushariran|Relics of Dushariran]] in [[Online:Morrowind|ESO]]}} Centuries later by the year 3E 427, Raxle Berne was slain by a vampire hunter from the {{Lore Link|Tribunal Temple}},{{ref|name=MWSlay|[[Morrowind:Slay Raxle Berne|Slay Raxle Berne]] quest in Morrowind}} and the {{Lore Link|Quarra Clan}} and {{Lore Link|Aundae Clan}} killed many of the remaining clan members.{{ref|name=MWQuarra|[[Morrowind:The Quarra Amulet|The Quarra Amulet]] quest in Morrowind}}{{ref|name=MWTVH|[[Morrowind:The Vampire Hunter|The Vampire Hunter]] quest in Morrowind}} The Berne themselves also attacked other vampires during this time, such as a movement done by them which targeted the Quarra and resulted in them stealing a powerful potion with the blood of Quarra elders and could have made Raxle Berne stronger if given to him prior to his death.{{ref|name=MWTBOTQ|[[Morrowind:The Blood of the Quarra|The Blood of the Quarra]] quest in Morrowind}} Another one of the Berne' plans resulted in the death of many members of the Quarra and the Aundae in Vvardenfell.{{ref|name=MWVampire|[[Morrowind:The Vampire Merta|The Vampire Merta]] quest in Morrowind}} The cattle of the Berne Clan are kept in cellars close to others, with most of them being mad with fear thanks to the situation that they find themselves in, as they are tasted at the whim of the vampires as the cattle ages to provide them sustenance. Some are said to be captured after the Berne enjoy the sport of chasing down a potential prey, with the action being seen as a mercy of sorts.{{ref|name=Trap|{{Cite Book|Trap}}}} == Gallery == <gallery> MW-npc-Raxle Berne.jpg|Raxle Berne, Leader of the Clan circa 3E 427 (Morrowind) MW-npc-Germia.jpg|A Berne Agent (Morrowind) ON-npc-Berne Immortal.jpg|A Berne Warrior (ESO) ON-npc-Berne Clan Mystic.jpg|A Berne Mystic (ESO) ON-npc-Berne Stalker.jpg|A Berne Stalker (ESO) </gallery> ==Notes== *With the exception of their cattle, their ranks are made almost exclusively of [[Lore:Imperial|Imperials]]. ==See Also== *For game-specific information, see the [[Morrowind:Berne Clan|Morrowind]] and [[Online:Berne Clan|ESO]] articles. ==References== <references/></noinclude>
2,517,456
2021-11-26T14:19:49Z
Zebendal
The is one of the three major bloodlines found in . Those of the bloodline are very agile and sneaky, gifted with unnatural skill in unarmed combat. They are said to be swift and agile, preferring stealth and ambush, fist poisoning with a bite before later returning to feed when the prey has been weakened. In , the Berne Clan was present in the ruins of Galom Daeus and Dushariran. They were led in by from the ruin of and also had a presence in many of the ancestral tombs around the island. By the time of the members of the Clan were said to be aggressive, devouring the life-blood of everyone they found in their path, although during the time of the , some of them like Jastia Berne and Dexion Berne had intellectual pursuits and were attempting to gain access to a Dwemer component by using Dwemer control rods taken from Dwemer Animunculi, this ultimately ended up in their deaths as one of the Dwarven spiders they attacked blew up, killing them both, which happened after others had wandered off as they activated them and some others had already attacked them unsuccessfully. Concurrently, they were also present in the Daedric ruin of Dushariran and prevented the scouts of the from retrieving the relics located in the shrine, which caused the Tribe to ask for the help of the Vestige to slay as many vampires as possible and retrieve the relics in the process, although many of the Berne laired underground and could not be reached. The hero had success in their mission, killing the Berne to retrieve the relics, with an Urshilaku claiming that their taint present in the relics would be removed soon. Centuries later by the year 3E 427, Raxle Berne was slain by a vampire hunter from the , and the and killed many of the remaining clan members. The Berne themselves also attacked other vampires during this time, such as a movement done by them which targeted the Quarra and resulted in them stealing a powerful potion with the blood of Quarra elders and could have made Raxle Berne stronger if given to him prior to his death. Another one of the Berne' plans resulted in the death of many members of the Quarra and the Aundae in Vvardenfell. The cattle of the Berne Clan are kept in cellars close to others, with most of them being mad with fear thanks to the situation that they find themselves in, as they are tasted at the whim of the vampires as the cattle ages to provide them sustenance. Some are said to be captured after the Berne enjoy the sport of chasing down a potential prey, with the action being seen as a mercy of sorts. Gallery Notes With the exception of their cattle, their ranks are made almost exclusively of Imperials. See Also For game-specific information, see the Morrowind and ESO articles. References
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https://en.uesp.net/wiki/Lore:Quarra_Clan
Lore:Quarra Clan
<noinclude>{{Lore Factions Trail}} [[File:LG-cardart-Quarra Clan Bloodkin 02.jpg|right|thumb|Volrina Quarra, matriarch of the Quarra Clan]]</noinclude> The {{Lore Link|Quarra Clan}} is one of the three major [[Lore:Vampire|vampire]] bloodlines found in [[Lore:Vvardenfell|Vvardenfell]] and the [[Lore:Telvanni Peninsula|Telvanni Peninsula]].<noinclude> It was founded by the {{Lore Link|Imperial}} {{Lore Link|Volrina Quarra}} sometime in the mid-{{Lore Link|Second Era}}, after she went on a mission to destroy the {{Lore Link|Berne Clan}} for killing her brother.{{ref|name=ESOMW|Events of [[Online:Morrowind|ESO: Morrowind]]}} The Warriors of the Quarra fear nothing, and with good reason. Of all the Vvardenfell clans, they are the strongest physically. They are not subtle, and would rather slaughter an entire village than choose a few on which to feed. The Quarra were known to prey on outsiders who came by the cemetery near [[Lore:Necrom|Necrom]] at night, until they were eradicated by mercenaries hired by the [[Lore:Tribunal Temple|Temple]].{{Ref|name=InN|{{Cite Book|Incident in Necrom}}}} By the end of the [[Lore:Third Era|Third Era]], Clan Quarra was still led by Volrina Quarra and from the [[Lore:Dwemer|Dwemer]] ruin of Druscashti. They also had a presence in the many ancestral tombs around the island. Some sources claim that Volrina Quarra was slain in {{Year|3E 427}}, as a vial of her blood was wanted by both Mistress Dratha of [[Lore:House Telvanni|House Telvanni]]{{Ref|[[Morrowind:Blood for Mistress Dratha|Blood for Mistress Dratha]] quest in [[Morrowind:Morrowind|TES3 Morrowind]].}} and the [[Lore:Berne Clan|Berne Clan]];{{Ref|[[Morrowind:The Blood of the Quarra|The Blood of the Quarra]] quest in [[Morrowind:Morrowind|TES3 Morrowind]].}} and that the [[Lore:Aundae Clan|Aundae Clan]] then killed many of the remaining members of the clan.{{Ref|[[Morrowind:The Vampire Hunter|The Vampire Hunter]] quest in [[Morrowind:Morrowind|TES3 Morrowind]].}}{{Ref|[[Morrowind:The Vampire Merta|The Vampire Merta]] quest in [[Morrowind:Morrowind|TES3 Morrowind]].}} ==See Also== *For game-specific information, see the [[Morrowind:Quarra Clan|Morrowind]] article. ==References== <references/></noinclude>
2,517,491
2021-11-26T14:47:37Z
Zebendal
The is one of the three major vampire bloodlines found in Vvardenfell and the Telvanni Peninsula. It was founded by the sometime in the mid- , after she went on a mission to destroy the for killing her brother. The Warriors of the Quarra fear nothing, and with good reason. Of all the Vvardenfell clans, they are the strongest physically. They are not subtle, and would rather slaughter an entire village than choose a few on which to feed. The Quarra were known to prey on outsiders who came by the cemetery near Necrom at night, until they were eradicated by mercenaries hired by the Temple. By the end of the Third Era, Clan Quarra was still led by Volrina Quarra and from the Dwemer ruin of Druscashti. They also had a presence in the many ancestral tombs around the island. Some sources claim that Volrina Quarra was slain in , as a vial of her blood was wanted by both Mistress Dratha of House Telvanni and the Berne Clan; and that the Aundae Clan then killed many of the remaining members of the clan. See Also For game-specific information, see the Morrowind article. References
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https://en.uesp.net/wiki/Lore:Cult_of_Emperor_Zero
Lore:Cult of Emperor Zero
<noinclude>{{Lore Factions Trail}}</noinclude> The {{Lore Link|Cult of Emperor Zero}} is a cult dedicated to the worship of {{Lore Link|Cuhlecain}}, the Emperor Zero. The cult was founded by {{Lore Link|Tiber Septim}} in the {{Lore Link|Second Era}} and by 2E 864 the cult had become one of the most famous in {{Lore Link|Nibenay}}. Cuhlecain was worshipped for his wisdom, notably when he appointed Talos (who later became known as Tiber Septim) as a general. He was also venerated for his bravery, as shown by his actions during the battle for the {{Lore Link|Imperial City}}. The aspect of the Emperor Zero was shaped in the palace gardens of the {{Lore Link|White-Gold Tower|Imperial Palace}} so to provide advice to Tiber Septim, similarly to the aspects of other former emperors.{{ref|name=PGE1|{{Cite Book|PGE|1|Cyrodiil}}}}<noinclude> In {{Year|3E 433}}, there was a ruined tower located south of {{Lore Link|Bravil}} known as the {{Lore Link|Temple of the Emperor Zero}}. Its only occupant was the Court Wizard of Castle Bravil, {{Lore Link|Fathis Aren}}.{{Ref|name=OOGG|{{Cite Book|The Elder Scrolls IV: Oblivion Official Game Guide|ns_base=Books}}}} == References == <references/> {{stub|Faction}} {{Imperial Gods}}</noinclude>
2,221,675
2020-09-27T23:26:23Z
Legoless
The is a cult dedicated to the worship of , the Emperor Zero. The cult was founded by in the and by 2E 864 the cult had become one of the most famous in . Cuhlecain was worshipped for his wisdom, notably when he appointed Talos (who later became known as Tiber Septim) as a general. He was also venerated for his bravery, as shown by his actions during the battle for the . The aspect of the Emperor Zero was shaped in the palace gardens of the so to provide advice to Tiber Septim, similarly to the aspects of other former emperors. In , there was a ruined tower located south of known as the . Its only occupant was the Court Wizard of Castle Bravil, . References
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https://en.uesp.net/wiki/Lore:Dark_Brotherhood
Lore:Dark Brotherhood
<noinclude>{{Lore Factions Trail}} [[File:OB-banner-Dark Brotherhood.jpg|thumb|right]]</noinclude> The [[Lore:Dark Brotherhood|Dark Brotherhood]] is a guild of {{Future Link|assassin}}s shrouded in shadow and mystery which has been active all over [[Lore:Tamriel|Tamriel]]. While their business is certainly not legal, their existence has typically been tolerated or ignored.{{ref|name=TBOD|{{Cite Book|The Brothers of Darkness}}}} Whenever an individual with legal authority takes an interest in their dealings, the Brotherhood relies upon a combination of bribery, blackmail, coercion, and murder to keep their activities hidden. They have been bitter rivals of the [[Lore:Morag Tong|Morag Tong]] since the [[Lore:Second Era|Second Era]]. The Brotherhood is also known for their worship of the Dread Father [[Lore:Sithis|Sithis]] (personified chaos, also known as the Void).{{ref|name=FAD|{{Cite Book|Fire and Darkness}}}}{{ref|name=AKSM|{{Cite Book|A Kiss, Sweet Mother}}}} Dark Sisters are accepted into the Brotherhood as equals of Dark Brothers (though members of either gender are often referred to as Brothers).{{ref|name=TBOD}}<noinclude> ==Organization== [[File:SR-place-Dawnstar Sanctuary Fivetenets.jpg|thumb|left|Ancient tablet of the [[Lore:The Five Tenets|Five Tenets]]]] [[File:SR-quest-The Dark Brotherhood Forever.jpg|thumb|left|The Night Mother, as seen in [[Skyrim:Skyrim|''Skyrim'']]]] Like any organization, the Dark Brotherhood has some rules that all members must abide by, though the demand to adhere to them can vary with the leadership.{{ref|name=SRLoading|[[Skyrim:Loading Screens|''Skyrim'' loading screens]]}}{{ref|name=Skyrim|Events of ''[[Skyrim:Skyrim|Skyrim]]''}} These interrelated rules are the Five Tenets: members must never dishonor the Night Mother, betray the Dark Brotherhood, disobey or refuse to carry out an order from a superior, steal the possessions of a Dark Brother or Dark Sister, or kill a Dark Brother or Dark Sister.{{ref|name=TFT|{{Cite Book|The Five Tenets}}}} Breaking one of these tenets invokes the Wrath of Sithis, which, it is rumored, is not just a turn of phrase.{{ref|name=TFT}}{{ref|name=Oblivion|Events of ''[[Oblivion:Oblivion|Oblivion]]''}} In extreme circumstances, the purposeful extermination of an entire sanctuary can be ordered. This ancient rite, known as [[Lore:Purification|Purification]], is carried out by the {{Future Link|Black Hand}} in order to cleanse the Brotherhood of mistrust and treachery, with the souls of those killed offered to Sithis as a symbol of fealty, while hopefully eliminating traitors in the process.{{ref|name=Lucien|[[OB:Lucien Lachance|Lucien Lachance]]'s dialogue in ''Oblivion''}} In contrast to the Morag Tong's veneration of the Daedric Prince [[Lore:Mephala|Mephala]], the Brotherhood worship the Void – [[Lore:Sithis|Sithis]].{{ref|name=TNMT|{{Cite Book|The Night Mother's Truth}}}} However, they see their murders as more of a business, viewing their duty through the lens of economics rather than religion and honor.{{ref|name=TBOD}}{{ref|name=TNMT}} They are thus frequently viewed as being more pragmatic than the Morag Tong.{{ref|name=TOC|{{Cite Book|The Oblivion Crisis}}}} These differences have caused bitter enmity between the two organizations. The Dark Brotherhood has always been led by the [[Lore:Night Mother|Night Mother]].{{ref|name=TBOD}} Some stories suggest that the Night Mother is the ghost of the first, who became the wife of Sithis and murdered their five children in his honor.{{ref|name=TNMT}} Others say that the title is merely an honorific given to the current leader.{{ref|name=SW|{{Cite Book|Sacred Witness}}}} Some even consider her to be none other than Mephala,{{ref|name=FAD}} who is commonly thought to be the "Patroness of the Dark Brotherhood".{{ref|name=Daggerfall|Events of ''[[Daggerfall:Daggerfall|Daggerfall]]''}} Regardless, the most well-known and infamous method of acquiring the services of the Brotherhood is by performing the Black Sacrament, a profane ritual that purportedly allows those who perform it to be heard directly by the Night Mother.{{ref|name=AKSM}} The ritual involves stabbing some actual body parts (including a heart, skull, bones and flesh) within a circle of candles using a dagger rubbed with the petals of a Nightshade plant while whispering the plea, "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear".{{ref|name=AKSM}}{{ref|name=JOCA|{{Cite Book|Journal of Claudius Arcadia|ns_base=Oblivion}}}}{{ref|name=NMR|{{Cite Book|Night Mother Rituals!|ns_base=Oblivion}}}} Next in the command hierarchy is the shadowy Black Hand, which is composed of a Listener and four Speakers.{{ref|name=Oblivion}} The Listener, of course, listens to the Night Mother, and relays her orders to the Speakers, who then dispatch a Brother to make specific arrangements and carry out the murder.{{ref|name=Oblivion}}{{ref|name=AKSM}} Their identities are kept well-hidden, even within the organization.{{ref|name=Oblivion}} For much of the Brotherhood's history, they have had a special relationship with [[Lore:Argonian|Argonian]]s, who form a unique sect within the Brotherhood known as the [[Lore:Shadowscales|Shadowscales]].{{ref|name=OBTeinaava|[[Oblivion:Teinaava|Teinaava]]'s dialogue in ''[[Oblivion:Oblivion|Oblivion]]''}} The Brotherhood usually recruits by directly contacting murderers who show promise,{{ref|name=SRLoading}} but in the Argonian homeland of [[Lore:Black Marsh|Black Marsh]], those born under the sign of [[Lore:The Shadow|The Shadow]] are taken at birth and presented to the Dark Brotherhood. A Shadowscale hatchling is then trained in the arts of stealth and assassination, and lives a life in service to the mighty kingdom of Argonia. Any Shadowscale who lives to come of age is accepted into the Dark Brotherhood as a full member. If a Shadowscale deserts the Dark Brotherhood, the penalty is death.{{ref|name=OBTeinaava}} During the [[Lore:Fourth Era|Fourth Era]], however, the tradition apparently died out.{{ref|name=Skyrim}} ==History== [[File:SR-book-Mysterious note.jpg|thumb|right|Brotherhood recruitment letter]] ===Origins=== [[File:LG-cardart-Assassin's Ritual.png|thumb|right|The Assassins's Ritual, as seen in ''[[Legends:Legends|Legends]]'']] The Brotherhood's origins are connected with the [[Lore:Morag Tong|Morag Tong]], though how is a topic still debated by scholars.{{ref|name=TNMT}} But it is widely believed that in the year {{Year|1E 2920}}, the Morag Tong assassinated Emperor [[Lore:Reman III|Reman III]],{{ref|name=FAD}} likely at the behest of [[Lore:Versidue-Shaie|Versidue-Shaie]], his successor.{{ref|name=2920v12|{{Cite Book|2920, Evening Star (v12)}}}} In {{Year|2E 324}}, they evidently assassinated Versidue-Shaie himself, setting off a frenzy among the nobles across Tamriel. The Morag Tong was soon outlawed across the continent.{{ref|name=TBOD}} * One popular theory holds that the Brotherhood split away for religious reasons. It posits that during the backlash, the Morag Tong appealed to the [[Lore:Tribunal|Tribunal]], the highest power in [[Lore:Morrowind|Morrowind]] at that time, to ensure their existence.{{ref|name=FAD}} [[Lore:Mephala|Mephala]], whom the Tong worshipped as their patron goddess, was seen by the [[Lore:Dunmer|Dunmer]] as the Anticipation of the Tribune [[Lore:Vivec|Vivec]].{{ref|name=FAD}}{{ref|name=TA|{{Cite Book|The Anticipations}}}} The idea is that in exchange for tolerance of their continued existence, the Tong ceased their worship of Mephala in exchange for the worship of Vivec. This is where the break would have occurred - the Morag Tong agreed and worshipped Vivec, also agreeing to limit their activities to the First Era level of traditional inter-House rivalry, whereas the Dark Brotherhood apparently objected to both.{{ref|name=FAD}} A similar but distinct theory is that, following Versidue-Shaie's assassination and the subsequent persecution of the Morag Tong, Sithis spoke to a former member and demanded the formation of a new guild of assassins, a guild which would worship him, not Mephala, aim to "marry business with death" and better satisfy the [[Lore:Void|Void]]'s hunger for souls.{{ref|name=TNMT}} * Another story, taken from a purported interview between author {{Future Link|Enric Milnes}} and the Night Mother, says the Dark Brotherhood was an offshoot of the [[Lore:Thieves Guild|Thieves Guild]], not the Morag Tong. Milnes was assassinated shortly after he had it published. This account asserts that, some time in the Second Era, a few members of the Thieves Guild found it efficacious to strangle the occupant of the house when performing a burglary.{{ref|name=SW}} The woman, who would later become the Night Mother, thought they should formally recognize and allow murder, but the leadership of the Thieves Guild at the time disagreed (and still do{{ref|name=FOTGF|{{Cite Book|Followers of the Gray Fox}}}}), thinking it would be bad for their core business. Undeterred, she founded the murder syndicate which would become the Dark Brotherhood.{{ref|name=SW}} The connection to the Morag Tong only emerged after the assassination of Potentate [[Lore:Savirien-Chorak|Savirien-Chorak]] in {{Year|2E 431}}, when several Tong assassins quit that struggling organization and joined the upstart syndicate.{{ref|name=SW}}{{ref|name=PGE3All|{{Cite Book|PGE|3|All the Eras of Man}}}} Who murdered the last Potentate has never been clearly established, though some accredit the Brotherhood with the "accounting" of the [[Lore:Akavir|Akavir]]i.{{ref|name=TBOD}} {{NewLeft}} In addition to all this conjecture, a rough date for the formation of the Dark Brotherhood has been advanced. In {{Year|2E 358}}, a note addressed to "Brother" was found beneath the floorboards of an abandoned house in the [[Lore:Nord|Nord]]ic village of {{Future Link|Jallenheim}} which depicted a war going on between two shadowy organizations. Scholars speculate that this note is a rare piece of evidence about the war between the Morag Tong and the Brotherhood.{{ref|name=FAD}} This would make this note the first recorded evidence about the existence of the Dark Brotherhood. About fifty years later, in {{Year|2E 412}}, the Blood Queen [[Lore:Arlimahera|Arlimahera]] of [[Lore:Hegathe|Hegathe]] wrote a short piece in her journals, mentioning that her family had enlisted the services of the Dark Brotherhood since her grandfather's time. Together with the note found in Jallenheim, this puts the formation of the Dark Brotherhood around 2E 358 or 360 at the latest.{{ref|name=TBOD}} ===The Wrath of Sithis=== [[File:LG-cardart-Black Hand Messenger.png|thumb|right|Black Hand Messenger, as seen in ''[[Legends:Legends|Legends]]'']] In the centuries after the fall of the [[Lore:Second Empire|Second Empire]], the Dark Brotherhood showed just how powerful they really had become. During the [[Lore:Interregnum|Interregnum]], they prospered in the [[Lore:Gold Coast|Gold Coast]], killing many notable nobles including the self-declared "provincial governor" of [[Lore:Anvil|Anvil]], Fortunata Ap-Dugal and Primate Artorius of the [[Lore:Order of the Hour|Order of the Hour]].{{ref|name=ESO|[[Online:Dark Brotherhood|Events]] of [[Online:Online|ESO]]}} In {{Year|3E 41}}, [[Lore:Tiber Septim|Tiber Septim]]'s heir, [[Lore:Pelagius Septim I|Pelagius I]], was murdered by the Dark Brotherhood while praying in the [[Lore:Temple of the One|Temple of the One]].{{ref|name=BHOTE|{{Cite Book|Brief History of the Empire}}}} Circa {{Year|3E 325}}, the Dark Brotherhood was decimated by a vicious internal power struggle. Some suspect that the conflict involved [[Lore:Mehrunes' Razor|Mehrunes' Razor]], an artifact long sought by the Brotherhood because of its ability to kill any target in a single strike. Shortly after this time the Brotherhood had a strong presence in the [[Lore:Iliac Bay|Iliac Bay]] region, having a guildhall in almost every town and city by {{Year|3E 405}}. The organization's headquarters at this time was the Nightside Asylum. Before the [[Lore:Warp in the West|Warp in the West]] in {{Year|3E 417}}, an official of one of the cities in the Iliac Bay was close to discovering the Nightside Asylum's secret location. An assassin was sent to dispatch the official, and it was rumored that this assassin was sent by the Dark Brotherhood. In fact, the assassin was actually an [[Lore:Hero|adventurer]] who summoned Mephala and was given this task by the Daedric Prince in return for the [[Lore:Ebony Blade|Ebony Blade]].{{ref|name=DFMephala|[[Daggerfall:Mephala's Quest|Mephala's Quest]] in ''Daggerfall''}} In {{Year|3E 421}} a Dark Brotherhood member named Greywyn Blenwyth began his own crusade against the Dark Brotherhood. Believing to have been ordered by Sithis to remove all non-vampires from the Brotherhood, Greywyn founded an organization known as the [[Lore:Crimson Scars|Crimson Scars]]. His attempt failed when a member of the Crimson Scars betrayed him to the Black Hand, who swiftly retaliated and murdered the Crimson Scars.{{ref|name=GJ|{{Cite Book|Greywyn's Journal}}}} The final fate of Greywyn and his supposed sanctuary remains unknown. ===Foothold in Vvardenfell=== Despite having a large contingent in mainland Morrowind, Dark Brotherhood activity on the island of [[Lore:Vvardenfell|Vvardenfell]] was virtually unknown.{{ref|name=TRMatius|[[TR:Apelles Matius|Apelles Matius]]'s [[TR:Apelles Matius#Dialogue|dialogue]] in ''[[TR:Tribunal|Tribunal]]''}} In {{Year|3E 427}}, the Brotherhood attempted to gain a foothold on the island, and allied themselves with the Dagonites, cultists of [[Lore:Mehrunes Dagon|Mehrunes Dagon]] who provided shelter for them. Both the Brotherhood and the Dagonites were repelled fiercely by the Tong; the Night Mother, Severa Magia, had taken up insufficiently-secret residence on the island, and was assassinated,{{ref|name=MWESM|[[MW:Execute Severa Magia|Execute Severa Magia]] quest in ''[[MW:Morrowind|Morrowind]]''}} as were many of the other Brotherhood members in the province. From their corpses, the Morag Tong recovered the [[Lore:Threads of the Webspinner|Threads of the Webspinner]] that the Brotherhood had stolen from them.{{ref|name=MWTWS|[[MW:Threads of the Webspinner|Threads of the Webspinner]] quest in ''[[Morrowind:Morrowind|Morrowind]]''}} In the same year, [[Lore:Hlaalu Helseth|King Hlaalu Helseth]] of Morrowind hired the Brotherhood to assassinate the [[Lore:Nerevarine|Nerevarine]], who he feared might challenge his rule. In response, the Nerevarine tracked down the assassins to their sanctuary in the Manor District of [[Lore:Mournhold|Old Mournhold]], and killed their local leader, the fairly high-ranking [[Tribunal:Dandras Vules|Dandras Vules]].{{ref|name=TRDB|[[TR:Dark Brotherhood Attacks|Dark Brotherhood Attacks]] and [[TR:Hunt the Dark Brotherhood|Hunt the Dark Brotherhood]] quests in ''[[TR:Tribunal|Tribunal]]''}} Helseth later explained to the Nerevarine that the attacks were due to misinformation.{{ref|name=TRHelseth|[[TR:King Hlaalu Helseth|King Hlaalu Helseth]]'s [[TR:King Hlaalu Helseth#Dialogue|dialogue]] in ''[[TR:Tribunal|Tribunal]]''}} The Dark Brotherhood also made an attempt on [[Lore:Barenziah|Queen Barenziah]]'s life, but the assassins were killed by the Nerevarine. There is some evidence to suggest that the assassination attempt was a ruse and that the real target was the Nerevarine once again.{{ref|name=TRAAA|[[TR:An Assassination Attempt|An Assassination Attempt]] quest in ''[[Tribunal:Tribunal|Tribunal]]''}} ===The Purification=== [[File:OB-npc-Lucien Lachance 3.jpg|thumb|right|A Speaker for the Black Hand, as seen in ''[[Oblivion:Oblivion|Oblivion]]'']] In {{Year|3E 433}} the Dark Brotherhood in [[Lore:Cyrodiil|Cyrodiil]] was betrayed from within. Mathieu Bellamont, a trusted Speaker, was secretly attempting to destroy the Brotherhood as an act of revenge for the assassination of his mother.{{ref|name=TD|{{Cite Book|Traitor's Diary}}}} A new member of the Brotherhood quickly rose in rank and became a Silencer of the Black Hand, purifying the [[Lore:Cheydinhal|Cheydinhal]] sanctuary and being deceived by the traitor into assassinating most fellow members of the Black Hand.{{ref|name=TD}}{{ref|name=Oblivion}} The remaining Speakers, including Bellamont and the newcomer, went to the Night Mother's crypt beneath the Lucky Old Lady statue in [[Lore:Bravil|Bravil]] to seek her guidance. There, Bellamont revealed himself, killing two of the four Speakers before being slain by the newcomer. The Night Mother made the newcomer her Listener.{{ref|name=Oblivion}} The Brotherhood began recovering, but the loss of half its Black Hand and the purification of the Cheydinhal sanctuary left the Cyrodiil branch crippled at the end of the [[Lore:Third Era|Third Era]]. {{NewLeft}} ===Brotherhood Falls=== The next two hundred years did not treat the Brotherhood well. A combination of external and internal factors not only prevented the Brotherhood from truly recovering, but crippled them further. The [[Lore:Great War|Great War]] strained the organization along with most of Tamriel, and the riots in Bravil, [[Lore:Bruma|Bruma]], and [[Lore:Cheydinhal|Cheydinhal]] became significant problems. Several Sanctuaries and bases of the Brotherhood across Tamriel were destroyed or evacuated. The Great War in particular proved costly, as the organization became secondary targets for both major political parties, and their presence in provinces like [[Lore:Hammerfell|Hammerfell]] was eliminated.{{ref|name=CJ|{{Cite Book|Cicero's Journal}}}} This made it almost impossible for the Brotherhood to organize contracts in these regions, and further weakened the organization's reputation, power, and influence across the continent.{{ref|name=SRLoading}}{{ref|name=CJ}} The Shadowscale training facility at [[Lore:Archon|Archon]] in Black Marsh was abandoned, and with no influx of new recruits, the Shadowscale tradition itself began to die out.{{ref|name=CJ}} [[File:LG-quest-Uther's Story 07.jpg|thumb|right|Uther Nere, the man responsible for the fall of the Dark Brotherhood (Legends)]] The Black Hand became divided on the direction of the Brotherhood, with some pushing for expansion while others wanted consolidation. In {{Year|4E 186}}, the Bruma Sanctuary in Cyrodiil was lost with almost no survivors, which served to further disorganize and demoralize the Brotherhood. One by one, other Sanctuaries in other countries and provinces fell. By the end of {{Year|4E 187}}, only four known active sanctuaries remained in all of Tamriel: the Brotherhood's headquarters in the Cheydinhal Sanctuary in Cyrodiil, the [[Lore:Wayrest|Wayrest]] Sanctuary in [[Lore:High Rock|High Rock]], the [[Lore:Corinthe|Corinthe]] Sanctuary in [[Lore:Elsweyr|Elsweyr]], and the [[Lore:Falkreath|Falkreath]] Sanctuary in the Pine Forest of [[Lore:Skyrim|Skyrim]].{{ref|name=CJ}} In {{Year|4E 188}}, the Dark Brotherhood would be infiltrated by the spy known as the [[Lore:Forgotten Hero|Forgotten Hero]]; who was hired by [[Lore:Alisanne Dupre|Alisanne Dupre]]'s father, Uther Nere, to infiltrate the Dark Brotherhood. He plotted the ultimate destruction of the Dark Brotherhood by killing the Listener, who he claimed slew his wife.{{ref|name=US|Events of [[Legends:Uther's Story|Legends:Uther's Story]] in [[Legends:Legends|Legends]]}} After the Forgotten Hero successfully infiltrated the Dark Brotherhood, one of the first tasks assigned to the hero was to assassinate King Barynia of Wayrest. At the time Wayrest was attacked by corsairs, who King Barynia was secretly working with as part of his efforts to destroy his own enemies within Wayrest, and the sanctuary there would be raided and destroyed as a result.{{ref|name=CJ}}{{ref|name=CWTRD|King Barynia's dialogue during [[Legends:Castle Wayrest, Throne Room|Castle Wayrest, Throne Room]] in [[Legends:Legends|Legends]]}} Its unknown if the Forgotten Hero went through with killing the king or if they spared the kings life.{{ref|name=CWTR|Events of [[Legends:Castle Wayrest, Throne Room|Castle Wayrest, Throne Room]] in [[Legends:Legends|Legends]]}} The surviving Black Hand leadership would later shut down the Corinthe Sanctuary and moved its members to reinforce the crucial Cyrodiil faction. According to [[Lore:Cicero|Cicero]]'s journal the political and social chaos that was engulfing Cyrodiil and the [[Lore:Third Empire|Empire]] allowed a massive gang war in Bravil to rage unhindered, leading to the death of a few members of the Brotherhood, including the Listener, as well the destruction of the Night Mother's crypt.{{ref|name=CJ}} The destruction of the Night Mother's Crypt wasn't caused by a gang war as claimed by Cicero. After Uther was successful in gathering all the information he needed from the Forgotten Hero, he gathered an army of mercenaries, and he personally led his army to assault the Night Mother's crypt.{{ref|name=SHoTW|Events of [[Legends:Silverhome on the Water, Uther's Suite|Silverhome on the Water, Uther's Suite]] in [[Legends:Legends|Legends]]}} Uther's ultimate goal was to destroy both the Night Mother and kill his daughter and end the Dark Brotherhood once and for all. Its unknown if the Forgotten Hero chose to side with the Dark Brotherhood in the end or stayed loyal to Uther. Either way, Alisanne Dupre died defending the Night Mother's corpse, while also dying at the hands of her own father.{{ref|name=NMC|Events of [[Legends:Night Mother's Crypt|Night Mother's Crypt]] and [[Legends:Night Mother's Crypt Part 2|Night Mother's Crypt Part 2]] in [[Legends:Legends|Legends]]}} During the battle, an assassin named Garnag was able to retrieve the Night Mother's corpse before it could be destroyed and ultimately foiling Uther's plot to destroy the Night Mother.{{ref|name=CJ}} [[File:SR-interior-Dark Brotherhood Sanctuary 04.jpg|thumb|right|The Falkreath Sanctuary, as seen in [[Skyrim:Skyrim|''Skyrim'']]]] With the Listener dead and no new Listener chosen by the Night Mother, the Dark Brotherhood was forced to rely on word-of-mouth to gather new contracts. In order to preserve the Night Mother's quickly deteriorating corpse, the surviving Black Hand re-instituted the ancient position of Keeper, charged with keeping the Night Mother's corpse intact so that her spirit could remain in Tamriel and speak to the Listener. However, the Night Mother still did not speak, demoralizing the surviving membership in Cheydinhal further, and the Black Sacraments went unheard. Eventually Rasha, the leader of the Cheydinhal Sanctuary and only remaining member of the Black Hand, proclaimed that he was the Listener. However, when he failed to confirm the words that the Night Mother taught to all Listeners and confirmed by all Keepers, he was killed.{{ref|name=CJ}} Soon, the only known remaining member in Cyrodiil was Cicero, the Keeper, who went mad from a combination of isolation, demoralization, and desperation.{{ref|name=CJ}} By {{Year|4E 200}}, only the Falkreath Sanctuary of Skyrim remained active, so Cicero took the Night Mother there.{{ref|name=SRLoading}}{{ref|name=CJ}} The Falkreath Sanctuary was destroyed around this time, and most if not all of its members killed.{{ref|name=Skyrim}} It's unknown whether Cicero reached the Sanctuary before its destruction. Some reports out of Skyrim claim the Brotherhood was wiped out. Conflicting reports assert that the Brotherhood not only survived, but succeeded in assassinating the reigning Emperor, [[Lore:Titus Mede II|Titus Mede II]].{{ref|name=SRWith|[[Skyrim:With Friends Like These...|Player choice-dependent events]] of ''[[Skyrim:Skyrim|Skyrim]]''}} ==Gallery== <gallery> File:DF-npc-Dark Slayer.png|A Dark Slayer, as seen in ''[[Daggerfall:Daggerfall|Daggerfall]]'' File:LG-cardart-Brotherhood Slayer.png|A Brotherhood Slayer, as seen in ''[[Legends:Legends|Legends]]'' File:TR-quest-Dark_Brotherhood_Attacks.jpg|A Dark Brotherhood assassin, as seen in ''[[Morrowind:Morrowind|Morrowind]]'' File:SR-npc-Dark Brotherhood Assassin.jpg|A Dark Brotherhood assassin, as seen in ''[[Skyrim:Skyrim|Skyrim]]'' File:LG-cardart-Brotherhood Assassin 02.jpg|A Brotherhood assassin, as seen in ''[[Legends:Legends|Legends]]'' File:ON-npc-Elam Drals.jpg|A Dark Brotherhood assassin, as seen in [[ON:Online|ESO]] File:OB-npc-Telaendril.jpg|A Brotherhood archer, as seen in ''[[Oblivion:Oblivion|Oblivion]]'' File:OB-npc-Murderer Archer.jpg|A typical Dark Brotherhood member, as seen in ''[[Oblivion:Oblivion|Oblivion]]'' File:SR-npc-Dark Brotherhood Initiate 02.jpg|A female initiate, as seen in ''[[Skyrim:Skyrim|Skyrim]]'' File:ON-concept-Dark Brotherhood Armor.jpg|Dark Brotherhood equipment, as seen in [[ON:Online|ESO]] File:ON-concept-Dark Brotherhood Assets.jpg|Dark Brotherhood stained glass, books and altar concept, as seen in [[ON:Online|ESO]] File:LG-back-Dark Brotherhood.png|A Dark Brotherhood themed card back as seen in ''[[Legends:Legends|Legends]]'' File:OB-place-Sanctuary Door.jpg|Entrance to a Sanctuary, as seen in ''[[Oblivion:Oblivion|Oblivion]]'' File:OB-interior-Dark Brotherhood Sanctuary.jpg|A Dark Brotherhood Sanctuary, as seen in ''[[Oblivion:Oblivion|Oblivion]]'' File:SR-place-Dark Brotherhood Sanctuary.jpg|Entrance to a Sanctuary, as seen in ''[[Skyrim:Skyrim|Skyrim]]'' File:LG-cardart-Brotherhood Sanctuary.jpg|A Brotherhood Sanctuary, as seen in ''[[Legends:Legends|Legends]]'' File:LG-cardart-The Night Mother.png|Night Mother, as seen in ''[[Legends:Legends|Legends]]'' File:ON-quest-A Ghost from the Past 04.jpg|A statue of Sithis, as seen in [[Online:Online|ESO]] </gallery> ==See Also== * For game-specific information, see the Brotherhood's articles for ''[[Daggerfall:Dark Brotherhood|Daggerfall]]'', ''[[Tribunal:Dark Brotherhood|Tribunal]]'', ''[[Oblivion:Dark Brotherhood|Oblivion]]'', ''[[Skyrim:Dark Brotherhood|Skyrim]]'', or [[Online:Dark Brotherhood|ESO]]. *[[Lore:Purification|'''Purification''']] — An ancient rite of the Dark Brotherhood ===Books=== * {{Book Link|The Brothers of Darkness}} * {{Book Link|Cicero's Journal}} * {{Book Link|Fire and Darkness}} * {{Book Link|The Five Tenets}} * {{Book Link|A Kiss, Sweet Mother}} * {{Book Link|Night Mother Rituals!|ns_base=Oblivion}} * {{Book Link|The Night Mother's Truth}} * {{Book Link|Sacred Witness}} ==References== <references/> </noinclude>
2,497,912
2021-09-29T02:43:59Z
TheVampKnight
The Dark Brotherhood is a guild of s shrouded in shadow and mystery which has been active all over Tamriel. While their business is certainly not legal, their existence has typically been tolerated or ignored. Whenever an individual with legal authority takes an interest in their dealings, the Brotherhood relies upon a combination of bribery, blackmail, coercion, and murder to keep their activities hidden. They have been bitter rivals of the Morag Tong since the Second Era. The Brotherhood is also known for their worship of the Dread Father Sithis (personified chaos, also known as the Void). Dark Sisters are accepted into the Brotherhood as equals of Dark Brothers (though members of either gender are often referred to as Brothers). Organization thumb|left|Ancient tablet of the Lore:The Five Tenets|Five Tenets thumb|left|The Night Mother, as seen in Skyrim:Skyrim|Skyrim Like any organization, the Dark Brotherhood has some rules that all members must abide by, though the demand to adhere to them can vary with the leadership. These interrelated rules are the Five Tenets: members must never dishonor the Night Mother, betray the Dark Brotherhood, disobey or refuse to carry out an order from a superior, steal the possessions of a Dark Brother or Dark Sister, or kill a Dark Brother or Dark Sister. Breaking one of these tenets invokes the Wrath of Sithis, which, it is rumored, is not just a turn of phrase. In extreme circumstances, the purposeful extermination of an entire sanctuary can be ordered. This ancient rite, known as Purification, is carried out by the in order to cleanse the Brotherhood of mistrust and treachery, with the souls of those killed offered to Sithis as a symbol of fealty, while hopefully eliminating traitors in the process. In contrast to the Morag Tong's veneration of the Daedric Prince Mephala, the Brotherhood worship the Void – Sithis. However, they see their murders as more of a business, viewing their duty through the lens of economics rather than religion and honor. They are thus frequently viewed as being more pragmatic than the Morag Tong. These differences have caused bitter enmity between the two organizations. The Dark Brotherhood has always been led by the Night Mother. Some stories suggest that the Night Mother is the ghost of the first, who became the wife of Sithis and murdered their five children in his honor. Others say that the title is merely an honorific given to the current leader. Some even consider her to be none other than Mephala, who is commonly thought to be the "Patroness of the Dark Brotherhood". Regardless, the most well-known and infamous method of acquiring the services of the Brotherhood is by performing the Black Sacrament, a profane ritual that purportedly allows those who perform it to be heard directly by the Night Mother. The ritual involves stabbing some actual body parts (including a heart, skull, bones and flesh) within a circle of candles using a dagger rubbed with the petals of a Nightshade plant while whispering the plea, "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear". Next in the command hierarchy is the shadowy Black Hand, which is composed of a Listener and four Speakers. The Listener, of course, listens to the Night Mother, and relays her orders to the Speakers, who then dispatch a Brother to make specific arrangements and carry out the murder. Their identities are kept well-hidden, even within the organization. For much of the Brotherhood's history, they have had a special relationship with Argonians, who form a unique sect within the Brotherhood known as the Shadowscales. The Brotherhood usually recruits by directly contacting murderers who show promise, but in the Argonian homeland of Black Marsh, those born under the sign of The Shadow are taken at birth and presented to the Dark Brotherhood. A Shadowscale hatchling is then trained in the arts of stealth and assassination, and lives a life in service to the mighty kingdom of Argonia. Any Shadowscale who lives to come of age is accepted into the Dark Brotherhood as a full member. If a Shadowscale deserts the Dark Brotherhood, the penalty is death. During the Fourth Era, however, the tradition apparently died out. History thumb|right|Brotherhood recruitment letter Origins thumb|right|The Assassins's Ritual, as seen in Legends:Legends|Legends The Brotherhood's origins are connected with the Morag Tong, though how is a topic still debated by scholars. But it is widely believed that in the year , the Morag Tong assassinated Emperor Reman III, likely at the behest of Versidue-Shaie, his successor. In , they evidently assassinated Versidue-Shaie himself, setting off a frenzy among the nobles across Tamriel. The Morag Tong was soon outlawed across the continent. One popular theory holds that the Brotherhood split away for religious reasons. It posits that during the backlash, the Morag Tong appealed to the Tribunal, the highest power in Morrowind at that time, to ensure their existence. Mephala, whom the Tong worshipped as their patron goddess, was seen by the Dunmer as the Anticipation of the Tribune Vivec. The idea is that in exchange for tolerance of their continued existence, the Tong ceased their worship of Mephala in exchange for the worship of Vivec. This is where the break would have occurred - the Morag Tong agreed and worshipped Vivec, also agreeing to limit their activities to the First Era level of traditional inter-House rivalry, whereas the Dark Brotherhood apparently objected to both. A similar but distinct theory is that, following Versidue-Shaie's assassination and the subsequent persecution of the Morag Tong, Sithis spoke to a former member and demanded the formation of a new guild of assassins, a guild which would worship him, not Mephala, aim to "marry business with death" and better satisfy the Void's hunger for souls. Another story, taken from a purported interview between author and the Night Mother, says the Dark Brotherhood was an offshoot of the Thieves Guild, not the Morag Tong. Milnes was assassinated shortly after he had it published. This account asserts that, some time in the Second Era, a few members of the Thieves Guild found it efficacious to strangle the occupant of the house when performing a burglary. The woman, who would later become the Night Mother, thought they should formally recognize and allow murder, but the leadership of the Thieves Guild at the time disagreed (and still do ), thinking it would be bad for their core business. Undeterred, she founded the murder syndicate which would become the Dark Brotherhood. The connection to the Morag Tong only emerged after the assassination of Potentate Savirien-Chorak in , when several Tong assassins quit that struggling organization and joined the upstart syndicate. Who murdered the last Potentate has never been clearly established, though some accredit the Brotherhood with the "accounting" of the Akaviri. In addition to all this conjecture, a rough date for the formation of the Dark Brotherhood has been advanced. In , a note addressed to "Brother" was found beneath the floorboards of an abandoned house in the Nordic village of which depicted a war going on between two shadowy organizations. Scholars speculate that this note is a rare piece of evidence about the war between the Morag Tong and the Brotherhood. This would make this note the first recorded evidence about the existence of the Dark Brotherhood. About fifty years later, in , the Blood Queen Arlimahera of Hegathe wrote a short piece in her journals, mentioning that her family had enlisted the services of the Dark Brotherhood since her grandfather's time. Together with the note found in Jallenheim, this puts the formation of the Dark Brotherhood around 2E 358 or 360 at the latest. The Wrath of Sithis thumb|right|Black Hand Messenger, as seen in Legends:Legends|Legends In the centuries after the fall of the Second Empire, the Dark Brotherhood showed just how powerful they really had become. During the Interregnum, they prospered in the Gold Coast, killing many notable nobles including the self-declared "provincial governor" of Anvil, Fortunata Ap-Dugal and Primate Artorius of the Order of the Hour. In , Tiber Septim's heir, Pelagius I, was murdered by the Dark Brotherhood while praying in the Temple of the One. Circa , the Dark Brotherhood was decimated by a vicious internal power struggle. Some suspect that the conflict involved Mehrunes' Razor, an artifact long sought by the Brotherhood because of its ability to kill any target in a single strike. Shortly after this time the Brotherhood had a strong presence in the Iliac Bay region, having a guildhall in almost every town and city by . The organization's headquarters at this time was the Nightside Asylum. Before the Warp in the West in , an official of one of the cities in the Iliac Bay was close to discovering the Nightside Asylum's secret location. An assassin was sent to dispatch the official, and it was rumored that this assassin was sent by the Dark Brotherhood. In fact, the assassin was actually an adventurer who summoned Mephala and was given this task by the Daedric Prince in return for the Ebony Blade. In a Dark Brotherhood member named Greywyn Blenwyth began his own crusade against the Dark Brotherhood. Believing to have been ordered by Sithis to remove all non-vampires from the Brotherhood, Greywyn founded an organization known as the Crimson Scars. His attempt failed when a member of the Crimson Scars betrayed him to the Black Hand, who swiftly retaliated and murdered the Crimson Scars. The final fate of Greywyn and his supposed sanctuary remains unknown. Foothold in Vvardenfell Despite having a large contingent in mainland Morrowind, Dark Brotherhood activity on the island of Vvardenfell was virtually unknown. In , the Brotherhood attempted to gain a foothold on the island, and allied themselves with the Dagonites, cultists of Mehrunes Dagon who provided shelter for them. Both the Brotherhood and the Dagonites were repelled fiercely by the Tong; the Night Mother, Severa Magia, had taken up insufficiently-secret residence on the island, and was assassinated, as were many of the other Brotherhood members in the province. From their corpses, the Morag Tong recovered the Threads of the Webspinner that the Brotherhood had stolen from them. In the same year, King Hlaalu Helseth of Morrowind hired the Brotherhood to assassinate the Nerevarine, who he feared might challenge his rule. In response, the Nerevarine tracked down the assassins to their sanctuary in the Manor District of Old Mournhold, and killed their local leader, the fairly high-ranking Dandras Vules. Helseth later explained to the Nerevarine that the attacks were due to misinformation. The Dark Brotherhood also made an attempt on Queen Barenziah's life, but the assassins were killed by the Nerevarine. There is some evidence to suggest that the assassination attempt was a ruse and that the real target was the Nerevarine once again. The Purification thumb|right|A Speaker for the Black Hand, as seen in Oblivion:Oblivion|Oblivion In the Dark Brotherhood in Cyrodiil was betrayed from within. Mathieu Bellamont, a trusted Speaker, was secretly attempting to destroy the Brotherhood as an act of revenge for the assassination of his mother. A new member of the Brotherhood quickly rose in rank and became a Silencer of the Black Hand, purifying the Cheydinhal sanctuary and being deceived by the traitor into assassinating most fellow members of the Black Hand. The remaining Speakers, including Bellamont and the newcomer, went to the Night Mother's crypt beneath the Lucky Old Lady statue in Bravil to seek her guidance. There, Bellamont revealed himself, killing two of the four Speakers before being slain by the newcomer. The Night Mother made the newcomer her Listener. The Brotherhood began recovering, but the loss of half its Black Hand and the purification of the Cheydinhal sanctuary left the Cyrodiil branch crippled at the end of the Third Era. Brotherhood Falls The next two hundred years did not treat the Brotherhood well. A combination of external and internal factors not only prevented the Brotherhood from truly recovering, but crippled them further. The Great War strained the organization along with most of Tamriel, and the riots in Bravil, Bruma, and Cheydinhal became significant problems. Several Sanctuaries and bases of the Brotherhood across Tamriel were destroyed or evacuated. The Great War in particular proved costly, as the organization became secondary targets for both major political parties, and their presence in provinces like Hammerfell was eliminated. This made it almost impossible for the Brotherhood to organize contracts in these regions, and further weakened the organization's reputation, power, and influence across the continent. The Shadowscale training facility at Archon in Black Marsh was abandoned, and with no influx of new recruits, the Shadowscale tradition itself began to die out. thumb|right|Uther Nere, the man responsible for the fall of the Dark Brotherhood (Legends) The Black Hand became divided on the direction of the Brotherhood, with some pushing for expansion while others wanted consolidation. In , the Bruma Sanctuary in Cyrodiil was lost with almost no survivors, which served to further disorganize and demoralize the Brotherhood. One by one, other Sanctuaries in other countries and provinces fell. By the end of , only four known active sanctuaries remained in all of Tamriel: the Brotherhood's headquarters in the Cheydinhal Sanctuary in Cyrodiil, the Wayrest Sanctuary in High Rock, the Corinthe Sanctuary in Elsweyr, and the Falkreath Sanctuary in the Pine Forest of Skyrim. In , the Dark Brotherhood would be infiltrated by the spy known as the Forgotten Hero; who was hired by Alisanne Dupre's father, Uther Nere, to infiltrate the Dark Brotherhood. He plotted the ultimate destruction of the Dark Brotherhood by killing the Listener, who he claimed slew his wife. After the Forgotten Hero successfully infiltrated the Dark Brotherhood, one of the first tasks assigned to the hero was to assassinate King Barynia of Wayrest. At the time Wayrest was attacked by corsairs, who King Barynia was secretly working with as part of his efforts to destroy his own enemies within Wayrest, and the sanctuary there would be raided and destroyed as a result. Its unknown if the Forgotten Hero went through with killing the king or if they spared the kings life. The surviving Black Hand leadership would later shut down the Corinthe Sanctuary and moved its members to reinforce the crucial Cyrodiil faction. According to Cicero's journal the political and social chaos that was engulfing Cyrodiil and the Empire allowed a massive gang war in Bravil to rage unhindered, leading to the death of a few members of the Brotherhood, including the Listener, as well the destruction of the Night Mother's crypt. The destruction of the Night Mother's Crypt wasn't caused by a gang war as claimed by Cicero. After Uther was successful in gathering all the information he needed from the Forgotten Hero, he gathered an army of mercenaries, and he personally led his army to assault the Night Mother's crypt. Uther's ultimate goal was to destroy both the Night Mother and kill his daughter and end the Dark Brotherhood once and for all. Its unknown if the Forgotten Hero chose to side with the Dark Brotherhood in the end or stayed loyal to Uther. Either way, Alisanne Dupre died defending the Night Mother's corpse, while also dying at the hands of her own father. During the battle, an assassin named Garnag was able to retrieve the Night Mother's corpse before it could be destroyed and ultimately foiling Uther's plot to destroy the Night Mother. thumb|right|The Falkreath Sanctuary, as seen in Skyrim:Skyrim|Skyrim With the Listener dead and no new Listener chosen by the Night Mother, the Dark Brotherhood was forced to rely on word-of-mouth to gather new contracts. In order to preserve the Night Mother's quickly deteriorating corpse, the surviving Black Hand re-instituted the ancient position of Keeper, charged with keeping the Night Mother's corpse intact so that her spirit could remain in Tamriel and speak to the Listener. However, the Night Mother still did not speak, demoralizing the surviving membership in Cheydinhal further, and the Black Sacraments went unheard. Eventually Rasha, the leader of the Cheydinhal Sanctuary and only remaining member of the Black Hand, proclaimed that he was the Listener. However, when he failed to confirm the words that the Night Mother taught to all Listeners and confirmed by all Keepers, he was killed. Soon, the only known remaining member in Cyrodiil was Cicero, the Keeper, who went mad from a combination of isolation, demoralization, and desperation. By , only the Falkreath Sanctuary of Skyrim remained active, so Cicero took the Night Mother there. The Falkreath Sanctuary was destroyed around this time, and most if not all of its members killed. It's unknown whether Cicero reached the Sanctuary before its destruction. Some reports out of Skyrim claim the Brotherhood was wiped out. Conflicting reports assert that the Brotherhood not only survived, but succeeded in assassinating the reigning Emperor, Titus Mede II. Gallery See Also For game-specific information, see the Brotherhood's articles for Daggerfall, Tribunal, Oblivion, Skyrim, or ESO. Purification — An ancient rite of the Dark Brotherhood Books References
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Lore:Order of Diagna
<noinclude>{{Lore Factions Trail}}</noinclude> The {{Lore Link|Order of Diagna}} was a [[Lore:Yokuda|Yokudan]]{{ref|name=PGE1:WR|{{Cite Book|PGE|1|The Wild Region}}}} order of [[Lore:Ansei|Ansei]]{{ref|name=PGE3:O|{{Cite Book|PGE|3|Orsinium}}}} that would go on to become one of the many knightly orders in the [[Lore:Hammerfell|Hammerfell]] area.{{ref|name=PGE1HF|{{Cite Book|PGE|1|Hammerfell}}}} It is devoted to the {{Lore Link|Redguard}} deity {{Lore Link|Diagna}}, "Orichalc God of the Sideways Blade".{{Ref|name=VOF|{{Cite Book|Varieties_of_Faith...}}}} Initiates wishing to join the Order must play the part of the {{Lore Link|Orc}}s in their annual recreation of the Siege of Orsinium.{{ref|name=PGE1HF}} The order was mentioned as being extinct by the Third Era.{{ref|name=AHoD|{{Cite Book|A History of Daggerfall}}}} The Order was chiefly involved in the invasion of {{Lore Link|Orsinium}}, which lasted for thirty years.{{ref|name=TPC|{{Cite Book|The Pig Children}}}}{{Ref|name=PS1|{{Cite Book|Poison Song I}}}} Fighters from the Order of Diagna kept totems of Diagna for luck during the siege.{{ref|name=TSBS|[[ON:Wrothgar Antiquities#Armless Stone Effigy|Armless Stone Effigy Antiquities Codex]] from [[ON:Greymoor|ESO]]}} The leader of the order, {{Lore Link|Gaiden Shinji}}, was killed during the siege.{{ref|name=TPC}} His aide was Windwalker Tamahl, a member of the Order.{{Ref|name=WT|{{Cite Book|Windwalker Tamahl|ns_base=ON}}}} Armiger Rhina was an Armiger in the Order of Diagna who died in the final days of the Siege of Orsinium. Born in the siege camp there, she spent her entire twenty-six years fighting the Orcs, where her sacrifice was said to have brought the Redguards victory.{{Ref|name=RaG|[[ON:Ramati at-Gar|Ramati at-Gar]]'s dialogue in ESO}}<noinclude> ==References== <references /></noinclude>
2,446,816
2021-07-23T18:27:46Z
Lax
The was a Yokudan order of Ansei that would go on to become one of the many knightly orders in the Hammerfell area. It is devoted to the deity , "Orichalc God of the Sideways Blade". Initiates wishing to join the Order must play the part of the s in their annual recreation of the Siege of Orsinium. The order was mentioned as being extinct by the Third Era. The Order was chiefly involved in the invasion of , which lasted for thirty years. Fighters from the Order of Diagna kept totems of Diagna for luck during the siege. The leader of the order, , was killed during the siege. His aide was Windwalker Tamahl, a member of the Order. Armiger Rhina was an Armiger in the Order of Diagna who died in the final days of the Siege of Orsinium. Born in the siege camp there, she spent her entire twenty-six years fighting the Orcs, where her sacrifice was said to have brought the Redguards victory. References
130
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https://en.uesp.net/wiki/Lore:Dragon_Knights
Lore:Dragon Knights
#REDIRECT [[Lore:Factions D#Dragon Knights]] [[Category:Lore-Factions]] [[Category:Lore-All Terms]]
1,315,276
2014-04-07T18:09:41Z
Jimeee
#REDIRECT
130
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https://en.uesp.net/wiki/Lore:Knights_of_the_Dragon
Lore:Knights of the Dragon
<noinclude>{{Lore Factions Trail}}{{about|the knightly order|the general class of warriors|Dragon Knights}}__NOTOC__ [[File:ON-place-Daggerfall.jpg|thumb|left|Daggerfall (ESO)]] {{Quote Box|''"I vow to serve the Dragon. I lay down my life, my gold, and my sacred honor for my King. His word is my order, my sword is his arm. Our lives are one."''|Oath of the Knightly Order, ''"{{Cite Book|Knights of the Dragon (book)}}''"}}</noinclude> The [[Lore:Knights of the Dragon|Knights of the Dragon]] (also called the '''Knights of Daggerfall'''){{Ref|name=ToaM3|{{Cite Book|Triumphs of a Monarch, Ch. 3}}}} is the knightly order of the [[Lore:Daggerfall (kingdom)|Kingdom of Daggerfall]], in the province of [[Lore:High Rock|High Rock]]. The Knights serve the purpose of protecting the royal family of [[Lore:Daggerfall|Daggerfall]], as well as their domain. The highest rank in the Knights of the Dragon is the Paladin. Like many other knightly orders in the [[Lore:Iliac Bay|Iliac Bay]], there is a set of skills required to elevate one's rank in the faction. Among these include the {{Lore Link|Long Blade}}, the [[Lore:Dragonish|Dragonish]] language, {{Lore Link|Archery}} and {{Lore Link|Medical}} knowledge.{{Ref|name=DFRanks|[[Daggerfall:Knightly Orders#Knightly Orders Overview|Knightly Order]] overview in [[Daggerfall:Daggerfall|Daggerfall]]}}<noinclude> {{NewLeft}} ==History== The Knights of the Dragon can date their origins to sometime around {{Year|1E 500}}, when the early {{Lore Link|Breton}}s liberated themselves from the {{Lore Link|Direnni Hegemony}}, and established what later became known as the province of High Rock. Other petty kingdoms and duchies created their own knightly order, and the Knights of the Dragon became Daggerfall's militia. This continued all the way into modern times.{{Ref|name=PGE1E|{{Cite Book|Pocket Guide to the Empire, 1st Edition/High Rock}}}}{{Ref|name=TKOoHR|{{Cite Book|The Knightly Orders of High Rock}}}} The Knights of the Dragon, under the command of Lord {{Lore Link|Trystan}}, was present in the thirty-year long {{Lore Link|Siege of Orsinium}}. King {{Lore Link|Joile}} of Daggerfall had launched an invasion against the Kingdom of the {{Lore Link|Orc}}s, the First {{Lore Link|Orsinium}}. Lord Trystan was friends with {{Lore Link|Gaiden Shinji}}, champion of the {{Lore Link|Redguard}}s. The Knights of the Dragon held vast respect for the {{Lore Link|Order of Diagna}}.{{Ref|name=ESOTrystan|[[Online:Lord Trystan|Lord Trystan]]'s dialogue in [[Online:Orsinium (DLC)|ESO: Orsinium]]}} When General {{Lore Link|Mercedene}} had interrupted a duel between Gaiden Shinji, and {{Lore Link|Baloth Bloodtusk}}, Commander {{Lore Link|Reliana}} confronted Mercedene and defeat her in battle, avenging the duel.{{Ref|name=ESOAshes|[[Online:The Ashes of Our Fathers|The Ashes of Our Fathers]] quest in [[Online:Orsinium (DLC)|ESO: Orsinium]]}} The Siege of Orsinium ended in {{Year|1E 980}}.{{Ref|name=WJotB|{{Cite Book|Wayrest, Jewel of the Bay}}}} Several years later, in {{Year|2E 542}}, {{Lore Link|Durcorach the Black Drake}} invaded the province of High Rock, and make his way towards Daggerfall following a failed siege against {{Lore Link|Wayrest}}. King {{Lore Link|Bergamot (person)}} led his forces, consisting of the Knights of the Dragon, to face the {{Lore Link|Reachmen}}. When Earl {{Lore Link|Emeric}} had arrived with reinforcements, Durcorach was slain. The Kingdom of Daggerfall was brought into the first {{Lore Link|Daggerfall Covenant}}.{{Ref|name=ToaM3}} When the {{Lore Link|Three Banners War}} began in {{Year|2E 582}}, the Knights of the Dragon became a separate militia from the Covenant, per the request of King {{Lore Link|Casimir Deleyn}}.{{Ref|[[Online:Chamberlain Croix|Chamberlain Croix]]'s dialogue in [[Online:Online|ESO]]}} But the Knights of the Dragon later took part in the defense for {{Lore Link|Glenumbra}} against the {{Lore Link|Bloodthorn Cult}}.{{Ref|name=ESOLabyrinth|[[Online:The Labyrinth|The Labyrinth]] quest in [[Online:Online|ESO]]}} Many years later in {{Year|3E 402}}, the Knights of the Dragon were under the command of Lord {{Lore Link|Bridwell}}. Lord Bridwell was intensely devoted to the royal family, and the King of Daggerfall, {{Lore Link|Lysandus}}. Lord Bridwell served as the Captain of Daggerfall's army during the {{Lore Link|War of Betony}}, paving the way for victory at the Battle of the Bluffs, and the Siege of Craghold.{{Ref|name=NWOB|{{Cite Book|The War of Betony (Newgate)}}}} Lord Bridwell returned as a war hero. By {{Year|3E 405}}, Lord Bridwell continued to control the Knights, and serve as a member of the Court of Daggerfall. {{Lore Link|Mobar}} was the second-in-command of the Knights of the Dragon.{{Ref|name=DFKnights|[[Daggerfall:Knights of the Dragon|Knights of the Dragon]] faction in [[Daggerfall:Daggerfall|Daggerfall]]}} However, Mobar had been questioning the royal family and has considered creating a conflict and revolting.{{Ref|name=TDC|{{Cite Book|The Daggerfall Chronicles|ns_base=Books}}}} ==Gallery== <gallery> ON-npc-Knight of the Dragon.jpg|A Knight of the Dragon DF-npc-Lord Bridwell (face).png|Lord Bridwell DF-map-Daggerfall.png|Map of the Kingdom of Daggerfall DF-place-Knightly Order.png|A Knightly Order Garrison </gallery> ==See Also== * For game-specific information, see the ''[[Daggerfall:Knights of the Dragon|Daggerfall]]'' and [[Online:Knights of the Dragon|ESO]] articles. ===Books=== *{{Book Link|The Knightly Orders of High Rock}} *{{Book Link|Knights of the Dragon (book)}} ==References== <References/> </noinclude>
2,435,184
2021-07-05T14:24:43Z
LudwigC
The Knights of the Dragon (also called the Knights of Daggerfall) is the knightly order of the Kingdom of Daggerfall, in the province of High Rock. The Knights serve the purpose of protecting the royal family of Daggerfall, as well as their domain. The highest rank in the Knights of the Dragon is the Paladin. Like many other knightly orders in the Iliac Bay, there is a set of skills required to elevate one's rank in the faction. Among these include the , the Dragonish language, and knowledge. History The Knights of the Dragon can date their origins to sometime around , when the early s liberated themselves from the , and established what later became known as the province of High Rock. Other petty kingdoms and duchies created their own knightly order, and the Knights of the Dragon became Daggerfall's militia. This continued all the way into modern times. The Knights of the Dragon, under the command of Lord , was present in the thirty-year long . King of Daggerfall had launched an invasion against the Kingdom of the s, the First . Lord Trystan was friends with , champion of the s. The Knights of the Dragon held vast respect for the . When General had interrupted a duel between Gaiden Shinji, and , Commander confronted Mercedene and defeat her in battle, avenging the duel. The Siege of Orsinium ended in . Several years later, in , invaded the province of High Rock, and make his way towards Daggerfall following a failed siege against . King led his forces, consisting of the Knights of the Dragon, to face the . When Earl had arrived with reinforcements, Durcorach was slain. The Kingdom of Daggerfall was brought into the first . When the began in , the Knights of the Dragon became a separate militia from the Covenant, per the request of King . But the Knights of the Dragon later took part in the defense for against the . Many years later in , the Knights of the Dragon were under the command of Lord . Lord Bridwell was intensely devoted to the royal family, and the King of Daggerfall, . Lord Bridwell served as the Captain of Daggerfall's army during the , paving the way for victory at the Battle of the Bluffs, and the Siege of Craghold. Lord Bridwell returned as a war hero. By , Lord Bridwell continued to control the Knights, and serve as a member of the Court of Daggerfall. was the second-in-command of the Knights of the Dragon. However, Mobar had been questioning the royal family and has considered creating a conflict and revolting. Gallery See Also For game-specific information, see the Daggerfall and ESO articles. Books References
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https://en.uesp.net/wiki/Lore:Fighters_Guild
Lore:Fighters Guild
<noinclude>{{cleanup|Missing a lot of info, Daggerfall quests, ESO details}}{{Lore Factions Trail}}[[File:OB-banner-Fighter's Guild.png|200px|right]]</noinclude> The [[Lore:Fighters Guild|Fighters Guild]], present across most of [[Lore:Tamriel|Tamriel]], provides a common and, more importantly, public place of training, study, and employment for those of a martial persuasion. The guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries, protect commerce, capture or drive away beasts, and similar security duties.{{ref|name=FGC|{{Cite Book|Fighters Guild Charter}}}} Guild halls can take on a contract from any citizen, provided it does not conflict with the laws or customs of the region.{{ref|name=OBLoading|[[Oblivion:Loading Screens|Loading screen]] in [[Oblivion:Oblivion|Oblivion]]}} The Guild gained greater prominence at the beginning of the [[Lore:Third Era|Third Era]] under [[Lore:Uriel Septim|Uriel I]].{{ref|name=BHOTE1|{{Cite Book|Brief History of the Empire, Part 1}}}} Guild Stewards are entrusted with receiving and dispensing contracts to Guild members, hearing complaints about the servicing of said contracts, promotions, and determining the eligibility for re-admittance into the Guild of former members who had stolen from or assaulted other members.{{ref|name=FGC}}{{FMI}}<noinclude> __TOC__ ==History== The Fighters Guild was conceived in {{Year|2E 320}} by [[Lore:Versidue-Shaie|Versidue-Shaie]] at the suggestion of [[Lore:Dinieras-Ves|Dinieras-Ves, "The Iron"]] to provide for public order without having to resort to standing armies.{{ref|name=HOTFG|{{Cite Book|History of the Fighters Guild}}}} At first, it was called [[Lore:The Syffim|The Syffim]] ('soldiers' in [[Lore:Ehlnofex Languages|Tsaesci]]). Although it began as an [[Lore:Akavir|Akaviri]]-only organization, it eventually opened its doors to all races.{{ref|name=HOTFG}} During the time of the [[Lore:Planemeld|Planemeld]], the Fighters Guild was contracted to destroy {{Future Link|Dark Anchors}} sent to Tamriel by [[Lore:Molag Bal|Molag Bal]]. The guild master at the time had ties to the daedric prince [[Lore:Meridia|Meridia]], and is reflected with the highest ranking members, who were given the power to summon [[Lore:Dawnbreaker|Dawnbreaker]] in the midst of battle to aid them in fulfilling this contract.{{ref|name=ESO|[[ON:Fighters Guild|Fighters Guild]] skill line in [[Online:Online|ESO]]}} In the [[Lore:Third Era|Third Era]], in Morrowind, after the previous guild master left his position, the new guild master along with many in the upper ranks were enticed into supporting the [[Lore:Camonna Tong|Camonna Tong]]. During the corruption, the Guild providing some of the only concrete evidence of the [[Lore:Thieves Guild|Thieves Guild]], as well as it being masterminded by a man called [[Lore:Gentleman Jim Stacey|Gentleman Jim Stacey]]. Reports vary, but some claim that after the Morrowind's Thieves Guild came into conflict with the Camonna Tong, the Camonna Tong used the Fighters Guild to take down the Thieves Guild.{{ref|name=MOM|{{Cite Book|Myth or Menace?}}}} others state that the former guild master slayed the corrupts members, and others believed that the Thieves Guild helped in killing the corrupt members.{{ref|name=Morrowind|Events of [[MW:Morrowind|Morrowind]]}} The Fighters Guild is highly organized in [[Lore:Cyrodiil|Cyrodiil]] and is run by a ruling family, the Dontons. They have had numerous rivals over the years, including the dubious [[Lore:Blackwood Company|Blackwood Company]],{{ref|name=GTL|{{Cite Book|Guide to Leyawiin}}}} and outmaneuvering them has kept the Guild performing at its best. ==Council of Province Generals== The Council of Province Generals is a council of the Fighters Guild's highest ranks. Each general represents a province of the Empire, managing the guild's business there on behalf of the guildmaster.{{ref|[[Online:Merric at-Aswala|Merric at-Aswala]]'s dialogue during [[Online:Proving the Deed|Proving the Deed]] in [[Online:Online|ESO]]}} During the [[Lore:Interregnum|Interregnum]], the number of delegates was lessened. Only five former provinces were represented in the Council: Cyrodiil, Elsweyr, High Rock, Skyrim, and Valenwood.{{ref|name=COPG|[[Online:Council of Province Generals|Councilors]] [[Online:Ra'zaym Iron-Ear|Ra'zaym Iron-Ear]], [[Online:Svalkmar the Crude|Svalkmar the Crude]], [[Online:Borogilmith|Borogilmith]], [[Online:Countess Hakruba|Countess Hakruba]] and [[Online:General Flaminius Auctor|General Flaminius Auctor]]'s dialogue in [[Online:Online|ESO]]}} ==Hall of Guildmasters== <gallery> File:ON-npc-Jofnir Iceblade.jpg|The ghost of Guildmaster [[ON:Jofnir Iceblade|Jofnir Iceblade]], [[Lore:Second Era#2E_582|2E 582]] File:ON-npc-Guildmaster Sees-All-Colors.jpg|Guildmaster [[ON:Guildmaster Sees-All-Colors|Sees-All-Colors]], 2E 582 File:ON-npc-Merric at-Aswala.jpg|Guildmaster [[ON:Merric at-Aswala|Merric at-Aswala]], 2E 582 File:MW-npc-Percius Mercius.jpg|Guildmaster [[MW:Percius Mercius|Percius Mercius]], [[Lore:Third_Era#3E_427|3E 427]] File:MW-npc-Sjoring Hard-Heart.jpg|Guildmaster [[MW:Sjoring Hard-Heart|Sjoring Hard-Heart]], 3E 427 File:OB-npc-Vilena Donton.jpg|Guildmaster [[Ob:Vilena Donton|Vilena Donton]], [[Lore:Third_Era#3E_433|3E 433]] </gallery> ==Gallery== <gallery> File:ON-banner-Fighters_Guild.png|Fighters Guild crest, 2E 582 File:FightersGuildTitle.gif|Fighters Guild crest, 3E 433 File:LG-cardart-Fighters Guild Hall.png|A Fighters Guild hall File:DF-place-Fighter Trainers.jpg|A guildhall in Myrkwasa File:LG-cardart-Fighters Guild Steward.png|Fighters Guild Steward File:OB-icon-Fighters_Guild-Master.png|Guild Master symbol File:LG-cardart-Fighters Guild Recruit.png|Fighters Guild Recruit File:BK-misc-Fighters Guild.jpeg|Fighters guild armor based on Akaviri sketches </gallery> ==See Also== *For game-specific information on the Fighters Guild, see the [[Daggerfall:Fighters Guild|Daggerfall]], [[Morrowind:Fighters Guild|Morrowind]], [[Oblivion:Fighters Guild|Oblivion]], and [[Online:Fighters Guild|ESO]] articles. ==References== <references/> {{Imperial Organizations}} </noinclude>
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2022-01-31T11:59:02Z
Marcus Vorenus
The Fighters Guild, present across most of Tamriel, provides a common and, more importantly, public place of training, study, and employment for those of a martial persuasion. The guild is a professional organization chartered by the Emperor to regulate the hiring and training of mercenaries, protect commerce, capture or drive away beasts, and similar security duties. Guild halls can take on a contract from any citizen, provided it does not conflict with the laws or customs of the region. The Guild gained greater prominence at the beginning of the Third Era under Uriel I. Guild Stewards are entrusted with receiving and dispensing contracts to Guild members, hearing complaints about the servicing of said contracts, promotions, and determining the eligibility for re-admittance into the Guild of former members who had stolen from or assaulted other members. History The Fighters Guild was conceived in by Versidue-Shaie at the suggestion of Dinieras-Ves, "The Iron" to provide for public order without having to resort to standing armies. At first, it was called The Syffim ('soldiers' in Tsaesci). Although it began as an Akaviri-only organization, it eventually opened its doors to all races. During the time of the Planemeld, the Fighters Guild was contracted to destroy sent to Tamriel by Molag Bal. The guild master at the time had ties to the daedric prince Meridia, and is reflected with the highest ranking members, who were given the power to summon Dawnbreaker in the midst of battle to aid them in fulfilling this contract. In the Third Era, in Morrowind, after the previous guild master left his position, the new guild master along with many in the upper ranks were enticed into supporting the Camonna Tong. During the corruption, the Guild providing some of the only concrete evidence of the Thieves Guild, as well as it being masterminded by a man called Gentleman Jim Stacey. Reports vary, but some claim that after the Morrowind's Thieves Guild came into conflict with the Camonna Tong, the Camonna Tong used the Fighters Guild to take down the Thieves Guild. others state that the former guild master slayed the corrupts members, and others believed that the Thieves Guild helped in killing the corrupt members. The Fighters Guild is highly organized in Cyrodiil and is run by a ruling family, the Dontons. They have had numerous rivals over the years, including the dubious Blackwood Company, and outmaneuvering them has kept the Guild performing at its best. Council of Province Generals The Council of Province Generals is a council of the Fighters Guild's highest ranks. Each general represents a province of the Empire, managing the guild's business there on behalf of the guildmaster. During the Interregnum, the number of delegates was lessened. Only five former provinces were represented in the Council: Cyrodiil, Elsweyr, High Rock, Skyrim, and Valenwood. Hall of Guildmasters Gallery See Also For game-specific information on the Fighters Guild, see the Daggerfall, Morrowind, Oblivion, and ESO articles. References