Books of Skyrim

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by Bethesda Softworks


  Collecting the venom of the frostbite spider is not a complicated task, but there is some risk involved. I've written this brief guide in the hope that you'll be able to avoid making some of the mistakes that I've made.

  Frostbite spiders most often make their lairs in caves. These creatures do not shun the icy climes of the north, for as their name implies, they are largely immune to the cold.

  When food is especially scarce, a spider will venture out to hunt prey in the wilderness. Usually, however, the eight-legged devils prefer to ambush those unfortunate creatures who venture into their caverns seeking shelter.

  The easiest way to locate a nest of frostbite spiders is to search for their large webs. Just take care not to get caught in one, for these webs are strong enough to trap a full-grown man. Once any part of you touches the sticky threads, it's nearly impossible to get free without help.

  Also, keep a watchful eye toward the ceiling. The frostbite spider is as stealthy as it is swift, and can drop down onto your head and have its fangs in your back before you can scream.

  As long as you find the frostbite spider before it finds you, collecting the venom should be a simple matter. Because they rely on their webs to immobilize their prey, the creatures are not that difficult to kill in open combat. If you're inclined toward the arcane arts, don't bother with ice spells. Fire magic will serve you far better.

  With that, I will say farewell and good hunting. Remember, any loot that you find in the spider's web is yours to keep.

  The larger the hole, the larger the spider.

  Heavy Armor Forging

  by Sven Two-Hammers

  Heavy armor must be designed to take a lot of punishment. It will receive direct blows from all sorts of weapons while protecting the wearer. Leather strips are used to make the straps and bindings in all armor.

  Iron and steel are easy to work. Just heat them up and pound them into shape. The heat of the forge is not that critical. Avoid filing off any of the metal. Always try to conserve the metal and work it back into shape.

  Iron armor requires a large number of iron ingots. A smith might need a couple of dozen to complete a full set of iron armor. Steel armor primarily uses steel ingots, but some iron is used as well.

  Dwarven armor is made from dwarven metal. The secret of this material was lost when the dwarves disappeared millennia ago. Now it can only be found as scrap in the ruins of their abandoned cities and fortresses.

  Orcish armor requires large amounts of Orichalcum, melded with a bit of iron. Heat should be used sparingly, let it become brittle. The Orcs are masters of this technique, but it can be learned by any smith with patience and skill.

  Steel plate mail is made by adding steel to molten Corundum. The alloy is stronger than either metal by itself. Corundum is a finicky material requiring the heat from the forge to be steady and not vary much.

  Ebony can only be worked when heated. It will develop small cracks that eventually shatter the material if hammered cold. Unlike most other armors, Ebony will not alloy with iron. It must be used pure.

  I can only tell you tales of how to make Daedric armor. I have never seen it myself, nor do I know anyone that has. The stories say that it should always be worked on at night... ideally under a new or full moon, and never during an eclipse. A red harvest moon is best. Ebony is the principle material, but at the right moment a daedra heart must be thrown into the fire.

  Herbalist's Guide to Skyrim

  Agneta Falia

  Those avoiding this northern province due to claims of barbarism or concerns over climate are doing themselves a disservice; in fact, Skyrim has a wealth of materials that every Alchemist would do well to avail himself of. I have traveled extensively throughout this land, and here are but a few of my findings.

  Bleeding Crown

  The caps of these mushrooms do indeed appear smeared with blood, though it is often hard to see in the dark, damp places in which they grow. Not uncommonly found in Skyrim, their abundance is countered by the difficulty in acquiring them. As any experienced herbalist knows, the darkest of caves often conceal far more than mere mushrooms.

  Nonetheless, these potent fungi, when combined with certain powdered antlers, produce a mixture rendering one quite susceptible to poison. Their usefulness is also quite apparent when mixed with Lavender, creating a substance highly resistant to magic.

  Deathbell

  Folklore abounds about this flower found in the swamps of Hjaalmarch. Some stories claim it grows where unfortunate deaths have taken place, others insist it grows first and then lures unsuspecting people and animals to their doom. I have found no direct evidence to support these stories; indeed I found the flowers difficult to locate at all. While it is most well-known for its use in poisons, it would be remiss to overlook that the blooms of the Deathbell are very effective in mixtures for boosting one Alchemy skill.

  Dragonfly

  A surprising number of insects survive in Skyrim's climate, many thriving in the lower, southern areas of the province. Dragonflies can be found in a great many places, and while catching them can be a daunting prospect, the reward is well worth the effort. It was beyond the scope of my research to determine whether the orange and blue dragonflies are fully different breeds or merely simple color variations, but through experimentation I found that the orange dragonfly, when combined with the very hardy barnacles found along the coast, transfer some of their flighty nature, giving the herbalist some very nimble fingers.

  Hagraven Claw

  The claws of a hagraven are best obtained in shops; it is inadvisable to suggest one collects them oneself. These creatures have traded in their humanity for access to powerful magics, and the transformations they undergo infuse their entire beings with some element of that power. Ingesting the powdered claws makes one more resistant to magic, but an especially curious property of the claws is revealed when mixed with snowberries (often found in Skyrim's higher elevations). I found myself capable of comprehending enchantments I had believed mystifying after ingesting the mixture, and have passed this knowledge on to several court wizards who were grateful for the knowledge.

  Jazbay

  There was a time when it would be considered treason to pick one of these grapes without express permission from the Emperor himself. It is my understanding that although growers in Skyrim were successful in improving the fruit's survivability, it came at the cost of flavor. No longer is it quite the prize it once was. And yet, growing amidst the volcanic tundra of Eastmarch, it is still immensely useful for concocting potions. Mages value it highly as it can be combined with simple garlic to enhance the regeneration of magicka. While no longer against the law, picking these grapes in large amounts is best kept to oneself.

  Luna Moth Wing

  As with the dragonflies, I was taken aback by the number of butterflies, moths, and other insects that manage to thrive in Skyrim. The Luna moth is especially beautiful; its thin, almost ephemeral wings seem too delicate to hoist anything into the air, giving them an almost magical appearance. Indeed, that sense extends to the properties they exhibit when crushed and distilled (an action I admit was difficult to perform at first, no matter my resolve to discover all that Skyrim has to offer. These creatures are simply that beautiful!) While they can be used for creating poisons that damage magicka, I feel that would be a waste of their potential. Do not be alarmed if, when the wings are broken down almost completely, they appear to almost disappear under your mortar. That very quality makes the wings quite effective in potions of invisibility!

  Tundra Cotton

  Not all Nords are savages wrapped in animal skins, howling at the moon. There are a wide variety of fabrics worn throughout the land, thanks in no small part to the stubborn Tundra Cotton plant. It soaks up what rain it can in the plains west of Whiterun, and blooms frequently. While it does not exhibit any of the more striking alchemical properties, it is a staple in potions for not only fortifying magicka, but for resisting spells as well. I wonder if that qual
ity is what allows it to have adapted so well to this climate.

  Nightshade

  The name and shape of this plant are known to all; long understood to be one of the more potent components in many poisons, the average Nord keeps his distance from the bright purple flowers nestled among dark leaves. It is exceedingly effective as a pure poison, but can also be combined with other compounds to stiffen joints as well. It is thus favored amongst those who wish to disable their opponents in battle, and can be found coating the blades of many of the more unsavory characters in Skyrim.

  Herbane's Bestiary

  The Ice Wraiths

  17 Last Seed

  When winters chill descended upon me as I traveled further north through the frozen plains and mountains, I settled in at the inn at Dawnstar for a moment of respite and a warm meal. Another traveler there told me to be cautious, that there are creatures who settle into the powder white of the snow with nary a clue to the careless, until it is too late. He went on and on, with wild gestures and fantastic tales of entire merchant expeditions being killed by the beasts. His stories frightened the other inn patrons, but I will not be turned by a coward's tale, I will see these for my own eyes, for those icy caves and snow capped peaks of the north are exactly the type of places that call to an adventurer like me. It did not take me long to find what I sought.

  These Ice Wraiths are lucid, serpentine creatures of magic, as if conjured from the frozen tundra and glaciers of Skyrim itself. At one with an environment that makes them nearly invisible, these ethereal apparitions are the death of many Nords, if not by their sudden, unholy strike that casts their entire body through their target, then by the malady of Witbane, a curse of infection that dulls the intellect and makes the target even more the victim.

  As deadly as they are, Ice Wraiths are simple minded in their determination, and combat is a straight forward affair and brute force and a sharp blade are enough to fell these savage creatures. Only the heartiest of men would hope to survive just one of these beasts, but I have slain two with general ease.

  It's good that I've found I can make decent coin selling the Ice Wraith's teeth, as they are a prized ingredient in alchemical potions. That will continue to afford me the opportunity to search these lands for a challenge worthy of story, for I have yet to see what would make me tremble.

  Dwarven Automatons

  9 Hearthfire

  The Dwarves have been extinct for many an age, and perhaps for the best. To see men and women the size of large children, all with beards, would be a most disturbing sight. Still, whatever wrath the Dwarves brought from the gods that consumed an entire civilization surely must have been an awe-inspiring thing to witness.

  The remnants of their civilization lie buried in the hearts of mountains, and scholars and thieves the world over descend on the skeletal remains of dwarven cities like vultures, to scrape clean the bones of the past, old knowledge waiting to be exhumed and treasures to be discovered. But many men lay murdered in those halls of the damned, because those dwarven ruins do not release their treasures without a fight.

  My kin would tell the stories long ago, when I was just a child, about how adept the Dwarves were at building machines. They would say that before our time, dwarves harnessed the power of the earth, and wielded fire and hammers to reshape steel and bronze with a mechanical brilliance that breathed life into these now ancient constructs of metal and magic. In the dark halls and chambers amid the ceasless droning of grinding gears and venting steam, they lie in wait to confound or destroy would-be plunderers of the dwarven sanctums, as the grim watchmen of the last vestiges of culture from a dead race.

  I descended into the humid darkness of Mzulft. The slow hiss of steam, creaking of metal and the rattle of old gears powering an empty city would unnerve most men. I could hear things in the darkness, skittering across the floor just out of sight and as I stepped over the bodies of plunderers or scholars who had not made it far, I knew it was not rats wandering these halls.

  Small mechanical spiders set upon me with rapid movements, and machines sprouted from the walls and uncurled from spheres into contraptions that rolled on top of gears for legs and crossbows for arms. I could not help but marvel at these single purpose machines built for the murder of men. My sword and my shield are my strength and I am undeterred by such things because I had heard of greater things that roam these depths, and indeed something else in these chambers stirred, and it echoed with massive weight. As it lumbered closer, its feet struck the ground as if walking on massive pistons and as it loomed out of darkness, I could see it clear for the first time, axe for one hand, hammer for the other, as tall as five men, made of dull bronze with a face molded in the image of its masters. A Steam Centurion. The stories were true, these were the guardians of the greatest dwarven treasures.

  We fought, and the dwarves must truly be extinct because our battle was surely booming enough to wake the dead. It came at me with hammer and axe, inhuman strength and great fortitude, and a purpose of nothing but murder. I dodged as it crushed the stone around me with futile strikes and I thrust and slashed at it with my blade and took every opening afforded as we shook the halls with violence. I refuse to be undone by a machine.

  Where the average man would be long dead, I stood over the husk of this dead automaton, its steam escaping like a final gasp. I could have taken the dwarven artifacts and metal but left them there for others, for I would not hex my journey with the possessions of dead men and maybe that is where countless others go wrong.

  I will continue to my journey across the lands, And perhaps one day Herebane will meet a worthy challenge, for I have yet to see what would make me tremble.

  Hagravens

  5 Sun's Dawn

  I have heard a tale most bizarre- a beautiful young woman cast out of town by the thrown stones of accusers for giving in to the dark arts. They say she fled into the Reach and never reappeared, and justly so because they say the devilry of her magic had grown stronger with each new day. Shortly after, a witch of half woman and half bird had been sighted deep in the mountains, and as the sightings increased the young women began to disappear.

  This tale has brought me to the Reach, where this witch they call a Hagraven makes it home. With sword and shield at the ready, for I must see this creature and I must slay it.

  24 Sun's Dawn

  The stomach of an average man would turn at the cruelty set before me- I first saw the thatch and bone, the human skulls, the dead goat heads mounted on pikes, filthy animal pelts, loose entrails, and feathers matted in blood. I had heard that Forsworn revere and protect these Hagravens, and all around were their small, crude trinkets and alters to these witches on which sat dull, empty soul gems. What vile creature would live where all things are dead?

  Deeper into the lair, I heard it first- an unsteady shuffling, followed by a heaving, unforgettable stench. I thrust the torch in front of me and waited for my eyes to adjust to the tunnel of darkness ahead of me. I saw the silhouette of what I thought to be a frail woman on an awkward gait, but the light of the torch revealed something else. This Hagraven was horrifying, almost human but more an abomination of woman and creature fused together, nothing more than a husk of humanity surrendered in exchange for possession of the powers of dark magic. This magic corrupted her greatly, and her dull, glass eyes stared with hate from the visage of an old crone sat atop the body of a contorted, misshapen human body adorned with black feathers. It bristled as it let out a piercing scream, and as a vivid red light began to form in the palm of its talons, it was all I could do to raise my shield in defense of magic most foul. I fought through devilry that seemed to snatch life from me, and the thought that this thing was once a woman seemed to play on my nerves.

  Most men would have crumbled, but I do not bend. The Hagraven is a most repulsive creature, and deserving of its fate and its claws that are my trophy will tell the story of Herebanes triumph. I have naught but to continue my travels and my conquests, for I have yet to see wh
at would make me tremble.

  The Holds of Skyrim: A Field Officer's Guide

  For Use by Officers of the Imperial Legion

  Welcome, loyal officer of the Empire. You have been given this guide to help you, and those men under your command, better understand the geography of Skyrim. Since you will be serving in Skyrim for a lengthy period of time, this information should prove invaluable.

  Skyrim is organized into nine holds. A hold is a large area of land roughly equivalent to a county in Cyrodiil. Each hold is governed by a Jarl who maintains his court in the hold's capital city.

  Four of these holds are fairly small and sparsely populated. As a result, the capitals are little more than towns. The five major cities of Skyrim act as capitals for the larger holds.

  Following is a detailed review of each hold.

  EASTMARCH

 

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