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by Bethesda Softworks


  It was here that I finally understood the dragon cult's notion of resurrection. The second eternal life was only promised to those who ascended to the priesthood, but the lesser functionaries contributed their life force to sustaining them for eternity. I don't know what sort of eternal wellspring they draw from, but it's clear that each draugr carries only the barest whisper of life in it, and rekindles it nightly while resting in its niche. I now believe that the grotesque forms that we see in the barrows were, in fact, buried fully as men and women, and only over the thousands of years that have passed withered into the wretched things we know. If we had visited a barrow directly after its construction, we might not have even known any of its inhabitants were dead!

  These discoveries and extrapolations excite me, and my mind aches to return to the barrows. I have only paused here at the College to transcribe these notes and gather further supplies for a more extended stay. My new hope is to learn some rudimentary way of speaking to them, for imagining what they could tell us of the early mists of time is staggering.

  The Amulet of Kings

  by Wenengrus Monhona

  In the first years of the First Era, a powerful race of Elves called the Ayleids, or the Heartland High Elves, ruled central Tamriel with an iron hand. The high and haughty Ayleids relied on their patrons, the treacherous Daedra Lords, to provide armies of daedra and dead spirits; with these fearless magical armies, the Ayleids preyed without mercy upon the young races of men, slaughtering or enslaving them at their whim.

  On behalf of the suffering human races, St. Alessia, the first in the line of Cyrodiils, sought the aid of Akatosh, the Dragon God of Time, and ruler of the noble Aedra. Akatosh, looking with pity upon the plight of men, drew precious blood from his own heart, and blessed St. Alessia with this blood of Dragons, and made a Covenant that so long as Alessia's generations were true to the dragon blood, Akatosh would endeavor to seal tight the Gates of Oblivion, and to deny the armies of daedra and undead to their enemies, the Daedra-loving Ayleids.

  In token of this Covenant, Akatosh gave to Alessia and her descendants the Amulet of Kings and the Eternal Dragonfires of the Imperial City. Thus does Alessia become the first gem in the Cyrodilic Amulet of Kings. The gem is the Red Diamond in the middle of the Amulet. This is the Symbol of the Empire and later taken as the symbol of the Septim line. It is surrounded by eight other gems, one for each of the divines.

  So long as the Empire shall maintain its worship of Akatosh and his kin, and so long as Alessia's heirs shall bear the Amulet of Kings, Akatosh and his divine kin maintain a strong barrier between Tamriel and Oblivion, so that mortal man need never again fear the devastating summoned hosts of the Daedra Lords.

  But if the Empire should slacken in its dedication to the Nine Divines, or if the blood of Alessia's heirs should fail, then shall the barriers between Tamriel and the Daedric realms fall, and Daedra-worshippers might summon lesser Daedra and undead spirits to trouble the races of men.

  Ancestors and the Dunmer

  Ghosts Walk Among Them

  The departed spirits of the Dunmeri, and perhaps those of all races, persist after death. The knowledge and power of departed ancestors benefits the bloodlines of Dunmeri Houses. The bond between the living family members and immortal ancestors is partly blood, partly ritual, partly volitional. A member brought into the House through marriage binds himself through ritual and oath into the clan, and gains communication and benefits from the clan's ancestors; however, his access to the ancestors is less than his offspring, and he retains some access to the ancestors of his own bloodline.

  The Family Shrine

  Each residence has a family shrine. In poorer homes, it may be no more than a hearth or alcove where family relics are displayed and venerated. In wealthy homes, a room is set aside for the use of the ancestors. This shrine is called the Waiting Door, and represents the door to Oblivion.

  Here the family members pay their respects to their ancestors through sacrifice and prayer, through oaths sworn upon duties, and through reports on the affairs of the family. In return, the family may receive information, training, and blessings from the family's ancestors. The ancestors are thus the protectors of the home, and especially the precincts of the Waiting Door.

  The Ghost Fence

  It is a family's most solemn duty to make sure their ancestor's remains are interred properly in a City of the Dead such as Necrom. Here the spirits draw comfort from one another against the chill of the mortal world. However, as a sign of great honor and sacrifice, an ancestor may grant that part of his remains be retained to serve as part of a ghost fence protecting the clan's shrine and family precincts. Such an arrangement is often part of the family member's will, that a knucklebone shall be saved out of his remains and incorporated with solemn magic and ceremony into a clan ghost fence. In more exceptional cases, an entire skeleton or even a preserved corpse may be bound into a ghost fence.

  These remains become a beacon and focus for ancestral spirits, and for the spirit of the remains in particular. The more remains used to make a ghost fence, the more powerful the fence is. And the most powerful mortals in life have the most powerful remains.

  The Great Ghost Fence created by the Tribunal to hold back the Blight incorporates the bones of many heroes of the Temple and of the Houses Indoril and Redoran who dedicated their spirits to the Temple and Clan as their surrogate families. The Ghost Fence also contains bones taken from the Catacombs of Necrom and the many battlefields of Morrowind.

  The Mortal Chill

  Spirits do not like to visit the mortal world, and they do so only out of duty and obligation. Spirits tell us that the otherworld is more pleasant, or at least more comfortable for spirits than our real world, which is cold, bitter, and full of pain and loss.

  Mad Spirits

  Spirits that are forced to remain in our world against their will may become mad spirits, or ghosts.

  Some spirits are bound to this world because of some terrible circumstances of their death, or because of some powerful emotional bond to a person, place, or thing. These are called hauntings.

  Some spirits are captured and bound to enchanted items by wizards. If the binding is involuntary, the spirit usually goes mad. A willing spirit may or may not retain its sanity, depending on the strength of the spirit and the wisdom of the enchanter.

  Some spirits are bound against their wills to protect family shrines. This unpleasant fate is reserved for those who have not served the family faithfully in life. Dutiful and honorable ancestral spirits often aid in the capture and binding of wayward spirits.

  These spirits usually go mad, and make terrifying guardians. They are ritually prevented from harming mortals of their clans, but that does not necessary discourage them from mischievous or peevish behavior. They are exceedingly dangerous for intruders. At the same time, if an intruder can penetrate the spirit's madness and play upon the spirit's resentment of his own clan, the angry spirits may be manipulated.

  Oblivion

  The existence of Oblivion is acknowledged by all Tamriel cultures, but there is little agreement on the nature of that otherworld, other than it is the place where the Aedra and Daedra live, and that communication and travel are possible between this world and Oblivion through magic and ritual.

  The Dunmer do not emphasize the distinction between this world and Oblivion as do the human cultures of Tamriel. They regard our world and the otherworld as a whole with many paths from one end to the other rather than two separate worlds of different natures with distinct borders. This philosophical viewpoint may account for the greater affinity of elves for magic and its practices.

  Foreign Views of Dunmeri Ancestor Worship and Spirit Magic

  The Altmeri and Bosmeri cultures also venerate their ancestors, but only by respecting the orderly and blissful passage of these spirits from this world to the next. That is, wood elves and high elves believe it is cruel and unnatural to encourage the spirits of the dead to linger in our world. Even
more grotesque and repugnant is the display of the bodily remains of ancestors in ghost fences and ash pits. The presentation of fingerbones in a family shrine, for example, is sacrilegious to the Bosmer (who eat their dead) and barbaric to the Altmer (who inter their dead).

  The human cultures of Tamriel are ignorant and fearful of dark elves and their culture, considering them to be inhuman and evil, like orcs and argonians, but more sophisticated. The human populations of Tamriel associate Dunmeri ancestor worship and spirit magic with necromancy; in fact, this association of the dark elves with necromancy is at least partly responsible for the dark reputation of Dunmer throughout Tamriel. This is generally an ignorant misconception, for necromancy outside the acceptable clan rituals is a most abhorrent abomination in the eyes of the Dunmer.

  The dark elves would never think of practicing sorcerous necromancy upon any dark elf or upon the remains of any elf. However, dark elves consider the human and orcish races to be little more than animals. There is no injunction against necromancy upon such remains, or on the remains of any animal, bird, or insect.

  Imperial Policy officially recognizes the practices of Dunmeri ancestor veneration and spirit magic as a religion, and protects their freedom to pursue such practices so long as they do not threaten the security of the Empire. Privately, most Imperial officials and traders believe dark elf ancestor worship and displays of remains are barbaric or even necromantic.

  Telvanni "Necromancy"

  The Telvanni are adept masters of necromancy. They do not, however, practice necromancy upon the remains of dark elves. Sane Telvanni regard such practices with loathing and righteous anger. They do practice necromancy upon the remains of animals and upon the remains of humans, orcs, and argonians -- who are technically no more than animals in Morrowind.

  Publisher's Note

  This book was written by an unknown scholar as a guide for foreign visitors to Morrowind shortly after the Armistice was signed. Many of these practices have since fallen into disfavor. The most obvious changes are those regarding the practice of Necromancy and the Great Ghostfence. Dunmer today regard Necromancy upon any of the accepted races as an abomination. The Ghostfence has forced many changes in the practice of ancestor worship. With the vast majority of ancestors' remains going to strengthen the Great Ghostfence around the mountain of Dagoth Ur, there are very few clan ghost fences in Morrowind. The Temple discourages such practices among the Houses as selfish. The upkeep of family tombs and private Waiting Doors has also fallen into disfavor, as very few remains have been buried in these tombs and shrines since the Armistice. In recent years most Dunmer venerate a small portion of their ancestor's remains kept at a local temple.

  The Apprentice's Assistant

  Advice from Valenwood's most prestigious spellcaster

  No doubt you have heard tales of my adventures. Stories carried from province to province, all of Tamriel in awe of my feats of magical prowess. More than once, I am sure, you have thought "if only I had Aramril's ability. Then I too could seek fame and fortune in magic duels!"

  It is true, of course. Great fame and limitless fortune await those who are successful. But to be successful, one needs to learn from the best. That is why you have purchased this book, so that I may teach you. I am, of course, the best.

  Here, then, is my advice. Follow it, and you too can make a name for yourself throughout Tamriel.

  1. To know your opponent is to know his weakness.

  Infinitely more versatile than a simple blade of steel, a good mage has a wide array of spells at her disposal. More than that, she knows when to best use them. She knows that frost spells can stop a charging beast, or keep a savage brute from swinging his sword. She knows that shock spells can drain her opponent's magicka. She knows that illusion spells can set a group of enemies against each other (should she find herself in a less than fair fight, an all-too-common reality when her opponents know they cannot win in single combat) and that there are spells that can save her in a moment when all seems lost.

  2. To know yourself is to know your limits.

  Even the best mage has a finite reserve of magicka; none born yet have been graced with Magnus' infinite reserves of power. And so a good mage does not over-extend herself. She makes sure she always has enough magicka to keep herself safe. Failing that, she makes sure she has a sizable supply of potions at the ready. Failing that, she makes sure she always has an escape route. Not that the Great Aramril has ever fled a fight, but of course you do not necessarily share her superb natural ability. That is why you must practice.

  3. Wards can kill (you)

  There is no question that wards are an essential tool of any aspiring mage. They can block incoming spells, negating your opponent's attack and wasting his magicka. A good mage knows, however, to not rely too heavily on her ward. Keeping a ward readied for too long will leave a caster drained of magicka, unable to retaliate, and at worst unable to maintain the ward and therefore completely defenseless.

  4. Two hands are not always better than one

  Any advanced spellcaster has learned to cast spells with both hands, dealing more damage. There are certainly times when this is to your advantage, such as when an opponent is already weakened, or when it is likely to draw a bigger reaction from the crowd that has no doubt gathered to watch you. It is not always the best strategy, however. Concentration spells, for example, can often be used on the ground when an opponent is especially nimble. In that instance, using both hands independently can cover more ground at the same time. A mage throwing fireballs with both hands cannot immediately raise a ward to defend herself, or heal while she continues to attack.

  5. Always rise to a challenge, especially when you know you can win

  Remember that your first priority is, of course, to stay alive. Following closely behind, though, is your need to please the crowd. You are, after all, depending on their generosity to fund your adventures. Here, then, more than magic comes into play. If you can gain a sense of your opponent's ability before the duel begins, you can enter into the event with confidence. Knowing that you outclass your opponent is of great importance, as it means you can confidently give the crowd a better show. Likewise, knowing ahead of time that you could very well lose a duel, you are afforded an opportunity to suddenly find yourself engaged elsewhere, and be unable to attend the event. (By no means do I suggest that I have ever done such a thing; I simply find that my great fame occasionally means I am unable to respond to every single request for a duel)

  Keep these few things in mind, keep your wits about you, and you too can make a name for yourself by putting on great displays of magical prowess. Take care, though - for if you become successful enough, you may find yourself facing a challenge from me!

  Arcana Restored: A Handbook

  by Wapna Neustra

  Praceptor Emeritus

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

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

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

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

  The Arcturian Heresy

  by The Underking

  Ysmir Kingmaker

  With his god destroyed, Wulfharth finds it hard to keep his form. He staggers out of Red Mountain to the battlefield beyond. The world has shaken and all of Morrowind is made of fire. A strong gale picks up, and blows his ashes back to Skyrim.

 

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