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by Bethesda Softworks


  Charwich's first letter stated that he had found information that Neithwyr had a mysterious patron named Baliasir, a fact he had learned at a cemetery with a gravestone of Neithwyr's sister Peryra and a lycanthropic caretaker. Koniinge replied back that he could find nothing about Baliasir, but believed that Neithwyr had returned to High Rock with Peryra after getting the Star. Charwich's last letter was a written on his deathbed, having sustained mortal wounds from his battle with Baliasir, who it seemed had been a mighty daedra lord.

  Koniinge grieved for his friend, and traveled the span of the Empire to Wayrest, to pay his call of condolences on Lady Moorling, the woman at whose house Charwich had been staying. After making some inquiries, Koniinge learned that her ladyship had left the city, quite suddenly. She had been entertaining a guest named Charwich, and it was understood that he had died, though no one ever saw the body. Certainly no healers had been sent to her house on the 13th of Last Seed of last year. And no one in Wayrest, just like no one in Tel Aruhn, had ever heard of Baliasir.

  Poor Koniinge was suddenly unsure of everything. He retraced his late partner's path through Boriane and Grimtry Gardens, but found that the Neithwyr family crypt was elsewhere, in a small town in the barony of Dwynnen. There was indeed a lycanthropic caretaker, fortunately in human form at the time. When questioned (using the technique of strangulation, release, strangulation, release), he told Koniinge the story that he had told Charwich many months before.

  Hadwaf and Peryra Neithwyr had returned to Dwynnen, intent on settling old business. As the Star requires potent spirits for power, they thought they would begin small by capturing the spirit of the werewolf they knew of in the family graveyard. Sadly, for them, their grasp exceeded their reach. When the poor caretaker resumed his human form one morning, he found himself lying next to the shredded, bloody bodies of the Neithwyr siblings. Distressed and fearful, he brought the corpses and all their possessions down into the crypt. They were still there when Charwich came, and so too was Azura's Star.

  Koniinge now saw things clearly. The letters he had received from Charwich were lies, intended to keep him away. Undoubtedly with the assistance of Lady Moorling, his new partner, he had concocted stories, including one of his own demise, to trick Koniinge into abandoning the quest for the Star. It was clearly a sad statement on the nature of friendship, and one that needed immediate correction.

  It took the better part of six months for Koniinge to find his old partner. Charwich and Lady Moorling had used the power of the Star to make themselves very wealthy and powerful. They assumed a number of different identities in their travels through High Rock and Skyrim, and then down to Valenwood and the Summurset Isle. Along the way, of course, the Star itself disappeared, as great daedric artifacts always do. The couple still had much wealth, but their love sadly fell on troubled times. When they reached Alinor, they parted ways.

  One must assume that during their months together, Charwich must have told Lady Moorling about Koniinge. It's pleasant to think of the loving couple laughing over the stories they were telling him about the mythical and dangerous Baliasir. Charwich must not have given his former beloved a very accurate physical description, however, because when Lady Moorling (then under the identity of the Countess Zyliana) met Koniinge, she had no idea who he was. It came as quite a surprise to her when he began strangling her and requesting information about her former paramour.

  Before she died, she told Koniinge what Charwich's new name and title was, and where he was looking for a new palace. She even told him about me. Given all the twists and bends the last months' chase took him on, it was not difficult to find which palace Charwich was looking to buy, and what time his appointment was to view it. Then he had merely to arrive early, dispose of me, and wait.

  There our story must sadly end. I look forward to seeing you soon.

  Yours,

  Syrix Goinithi,

  Former Estate Banker

  P.S.: Charwich -- Turn around now, or don't. Your choice. Your friend, Koniinge.

  Chaurus Pie: A Recipe

  If I have to hear one more time about that famous gourmet who wrote that recipe book, I'll hack off my own ears with a blunt axe.

  Sure, he can cook up some dishes fit for them stodgy Imperials and them poncy Bretons, but real Nords want real Nord food, and my chaurus pie is just that.

  I guess I been complaining a lot about it, cause Susanna was yelling at me. Nils, she says, if your chaurus pie is so good, you should write down the recipe.

  Well, I ain't good with my letters and I got no talent for writing, but I thought why not give it a go? So this here's my first ever recipe that I wrote down and I hope you like it.

  First thing you'll need is some chaurus meat and that ain't easy to come by. Chauruses mostly live in caves, and as like as not they share them caves with other nasty things.

  If you go hunting for chaurus meat to make some dinner with, make sure you don't end up as dinner yourself. Haha.

  Anyway, like I was saying, get yourself some good armor and a nice big sword, and if you've got some stout men who won't run off at the first sign of trouble - in other words, not like one of them poncy Bretons - then go looking in caves and you'll find a chaurus sooner or later.

  They look like big bugs the size of really big dogs, and mind you watch out for that acid they spit. That'll ruin your armor pretty quick.

  Now once you got some chaurus meat, you got to put it on a spit. Make sure you get that white, thick meat from the midsection. Don't use that yellow meat from the head or legs, because that's got poisonous acid in it and if you eat it, you'll probably die.

  So you cook up your chaurus on the spit. And you want to baste it with sauce. To make that, grind up some tomatoes into pulp and then mix that with water, peppers, honey and salt. And then you have to boil it all together.

  I wouldn't use too many peppers, but you want a few spoons of salt. How much honey you use is up to you. Depends on how sweet you want it.

  When the chaurus is done and you've basted it enough, then you want to bake it in a pie with some potatoes, carrots and apples. And put the rest of that sauce you made in there, too.

  If you want turnips, sometimes those are good. Depends on what you're in the mood for.

  Then you cook that for awhile. Look for the top to be light brown, that's when you know it's done.

  And that's it. Easy as pie. Haha.

  Children of the Sky

  Nords consider themselves to be the children of the sky. They call Skyrim the Throat of the World, because it is where the sky exhaled on the land and formed them. They see themselves as eternal outsiders and invaders, and even when they conquer and rule another people; they feel no kinship with them.

  The breath and the voice are the vital essence of a Nord. When they defeat great enemies they take their tongues as trophies. These are woven into ropes and can hold speech like an enchantment. The power of a Nord can be articulated into a shout, like the kiai of an Akaviri swordsman. The strongest of their warriors are called "Tongues." When the Nords attack a city, they take no siege engines or cavalry; the Tongues form in a wedge in front of the gatehouse, and draw in breath. When the leader lets it out in a kiai, the doors are blown in, and the axemen rush into the city. Shouts can be used to sharpen blades or to strike enemies. A common effect is the shout that knocks an enemy back, or the power of command. A strong Nord can instill bravery in men with his battle-cry, or stop a charging warrior with a roar. The greatest of the Nords can call to specific people over hundreds of miles, and can move by casting a shout, appearing where it lands.

  The most powerful Nords cannot speak without causing destruction. They must go gagged, and communicate through a sign language and through scribing runes.

  The further north you go into Skyrim, the more powerful and elemental the people become, and the less they require dwellings and shelters. Wind is fundamental to Skyrim and the Nords; those that live in the far wastes always carry a wind with them.
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br />   A Children's Anuad: The Anuad Paraphrased

  The first ones were brothers: Anu and Padomay. They came into the Void, and Time began.

  As Anu and Padomay wandered the Void, the interplay of Light and Darkness created Nir. Both Anu and Padomay were amazed and delighted with her appearance, but she loved Anu, and Padomay retreated from them in bitterness.

  Nir became pregnant, but before she gave birth, Padomay returned, professing his love for Nir. She told him that she loved only Anu, and Padomay beat her in rage. Anu returned, fought Padomay, and cast him outside Time. Nir gave birth to Creation, but died from her injuries soon after. Anu, grieving, hid himself in the sun and slept.

  Meanwhile, life sprang up on the twelve worlds of creation and flourished. After many ages, Padomay was able to return to Time. He saw Creation and hated it. He swung his sword, shattering the twelve worlds in their alignment. Anu awoke, and fought Padomay again. The long and furious battle ended with Anu the victor. He cast aside the body of his brother, who he believed was dead, and attempted to save Creation by forming the remnants of the 12 worlds into one -- Nirn, the world of Tamriel. As he was doing so, Padomay struck him through the chest with one last blow. Anu grappled with his brother and pulled them both outside of Time forever.

  The blood of Padomay became the Daedra. The blood of Anu became the stars. The mingled blood of both became the Aedra (hence their capacity for good and evil, and their greater affinity for earthly affairs than the Daedra, who have no connection to Creation).

  On the world of Nirn, all was chaos. The only survivors of the twelve worlds of Creation were the Ehlnofey and the Hist. The Ehlnofey are the ancestors of Mer and Men. The Hist are the trees of Argonia. Nirn originally was all land, with interspersed seas, but no oceans.

  A large fragment of the Ehlnofey world landed on Nirn relatively intact, and the Ehlnofey living there were the ancestors of the Mer. These Ehlnofey fortified their borders from the chaos outside, hid their pocket of calm, and attempted to live on as before. Other Ehlnofey arrived on Nirn scattered amid the confused jumble of the shattered worlds, wandering and finding each other over the years. Eventually, the wandering Ehlnofey found the hidden land of Old Ehlnofey, and were amazed and joyful to find their kin living amid the splendor of ages past. The wandering Ehlnofey expected to be welcomed into the peaceful realm, but the Old Ehlnofey looked on them as degenerates, fallen from their former glory. For whatever reason, war broke out, and raged across the whole of Nirn. The Old Ehlnofey retained their ancient power and knowledge, but the Wanderers were more numerous, and toughened by their long struggle to survive on Nirn. This war reshaped the face of Nirn, sinking much of the land beneath new oceans, and leaving the lands as we know them (Tamriel, Akavir, Atmora, and Yokuda). The Old Ehlnofey realm, although ruined, became Tamriel. The remnants of the Wanderers were left divided on the other 3 continents.

  Over many years, the Ehlnofey of Tamriel became:

  - the Mer (elves),

  - the Dwemer (the Deep Ones, sometimes called dwarves),

  - the Chimer (the Changed Ones, who later became the Dunmer),

  - the Dunmer (the Dark or Cursed Ones, the dark elves),

  - the Bosmer (the Green or Forest Ones, the wood elves), and

  - the Altmer (The Elder or High Ones, the high elves).

  On the other continents, the Wandering Ehlnofey became the Men -- the Nords of Atmora, the Redguards of Yokuda, and the Tsaesci of Akavir.

  The Hist were bystanders in the Ehlnofey war, but most of their realm was destroyed as the war passed over it. A small corner of it survived to become Black Marsh in Tamriel, but most of their realm was sunk beneath the sea.

  Eventually, Men returned to Tamriel. The Nords were the first, colonizing the northern coast of Tamriel before recorded history, led by the legendary Ysgramor. The thirteenth of his line, King Harald, was the first to appear in written history. And so the Mythic Era ended.

  The Chronicles of the Holy Brothers of Marukh

  Volume IV

  Or, The Cleansing of the Fane

  Editor's Note: This is the only surviving fragment of the chronicle of this First Era sect of the Alessian Order. It seems to have been kept at their great monastic complex at Lake Canulus, which was razed during the War of Righteousness (1E 2321) and its archives destroyed or dispersed.

  Note also that Alessian scribes of this time customarily dated events from the Apotheosis of Alessia (1E 266).

  Here is recorded the events of the Year 127 of the Blessed Alessia.

  In this year was the day darkened over all lands, and the sun was all as it were Masser but three days old, and the stars about him at midday. This was on the fifth of First Seed. All who saw it were dismayed, and said that a great event should come hereafter. So it did, for that same year issued forth a great concourse of devils from the ancient Elvish temple Malada, such had not been seen since the days of King Belharza. These devils greatly afflicted the land such that no man could plow, or reap, or seed, and the people appealed to the brothers of Marukh for succour. And then Abbot Cosmas gathered all the brothers and led them to Malada, also known as the High Fane in the Elvish tongue, and came against it with holy fire, and the foul demons were destroyed, and many devilish relics and books found therein were burned. And the land had peace for many years.

  Chronicles of Nchuleft

  This is a chronicle of events of historical significance to the Dwemer Freehold Colony of Nchuleft. The text was probably recorded by an Altmer, for it is written in Aldmeris.

  23. The Death of Lord Ihlendam

  It happened in Second Planting (P.D. 1220) that Lord Ihlendam, on a journey in the Western Uplands, came to Nchuleft; and Protector Anchard and General Rkungthunch met him there, and Dalen-Zanchu also came to the meeting. They talked together long by themselves; but this only was known of their business, that they were to be friends of each other. They parted, and each went home to his own colony.

  Bluthanch and her sons came to hear of this meeting, and saw in this secret meeting a treasonable plot against the Councils; and they often talked of this among themselves. When spring came, the Councils proclaimed, as usual, a Council Meet, in the halls of Bamz-Amschend. The people accordingly assembled, handfasted with ale and song, drinking bravely, and much and many things were talked over at the drink-table, and, among other things, were comparisons between different dwemer, and at last among the Councilors themselves.

  One said that Lord Ihlendam excelled his fellow Councilors by far, and in every way. At this Councilor Bluthanch was very angry, and said that she was in no way less than Lord Ihlendam, and that she was eager to prove it. Instantly both parties were so inflamed that they challenged each other to battle, and ran to their arms. But some citizens who were less drunk, and more understanding, came between them, and quieted them; and each went back to his colony, but nobody expected that they would ever meet in peace again together.

  But then, in the fall, Lord Ihlendam received a message from Councilor Bluthanch, inviting him to a parlay at Hendor-Stardumz. And all Ihlendam's kin and citizens strongly urged him not to come, fearing treachery, but Lord Ihlendam would not listen to counsel, not even to carrying with him his honor guard. And sadly, it came to pass that, while traveling to Hendor-Stardumz, in Chinzinch Pass, a host of foul creatures set upon Lord Ihlendam and killed him, and all of his party. And many citizens said thereafter that Bluthanch and her sons had conjured these beasts and set them upon Lord Ihlendam, but nothing was proven. Lord Ihlendam lies buried at a place called Leftunch.

  The City of Stone: A Sellsword's Guide to Markarth

  by Amanda Alleia

  Mercenary

  If you're cutting your coins across Skyrim, you'll want to point your blade towards Markarth, the capital city of the Reach. There's no end of trouble in the City of Stone, and that means plenty of ways for you to earn your supper. Your sellsword instincts should point you towards the wealthiest patrons with the fattest purses to work for, but yo
u need to mind yourself during your resting hours.

  Markarth isn't like your Whiterun, where mercenary companies like the Companions make a sellsword an honored professional. No, Markarth has its own rules, rules the natives aren't going to just tell you. Lucky for you, old Ms. Alleia is here to shine the torchlight over your thick skulls.

  First thing you'll notice in the City of Stone is... the stone. They say dwarves cut out the city from the mountain, and maybe they did by the look of it. But what it really means is that the whole place is vertical, and the streets are really cliffs. Long story short, be careful when you've got a bellyful of mead.

  When you enter the city proper, you'll immediately hit the market. The merchants usually sell food and jewelry on the streets. Meat is the preferred ration, the craggy rocks in the area make for poor farming land, and silver is what's used to make most all the rings and necklaces you might by, thanks to the large silver mine in the city (we'll get to that in a bit).

 

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