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Books of Skyrim

Page 49

by Bethesda Softworks


  Located in the eastern reaches of Skyrim, Eastmarch shares a common border with Morrowind. Jarl Ulfric Stormcloak rules from the ancient city of Windhelm, and he and his followers should be considered your most serious threat.

  Do not tread lightly in Eastmarch, for the Stormcloaks are at their strongest and most organized in these lands. As an Imperial soldier, you will find few friends here.

  HAAFINGAR

  Solitude, the seat of High King of Skyrim and the capital of Haafingar hold, has always welcomed the Empire with open arms. Much commerce flows along the rivers here, and you will find the folk of this hold to be among the most hospitable in Skyrim.

  As you venture forth in your campaigns, be sure to maintain a secure supply line back to Solitude. The Empire maintains ample provisions in Castle Dour, from which General Tullius commands all the legions stationed in Skyrim.

  HJAALMARCH

  This hold is divided evenly between wind-swept tundra dotted with farms and a huge, stinking salt marsh. There is little of interest here, save perhaps for the hold's capital, Morthal.

  Jarl Idgrod Ravencrone has been cooperative enough with the Empire in the past, but will ultimately look out for her own iterests if put in a difficult position.

  While the hold offers minimal strategic value to the Empire, it would make an ideal staging ground for a Stormcloak siege of Solitude, and so must be held against the enemy.

  THE PALE

  The Pale is a barren realm covered by vast fields of ice and snow. Its boundaries stretch from the center of Skyrim all the way to its northern coast. Here, at the capital city of Dawnstar, can be found one of the busiest ports in the province.

  With access to the coastal waterways of Skyrim, Dawnstar could prove vital in the war effort. Should the Stormcloaks choose to attack Solitude from the river, this port would make a tempting target due to its close proximity.

  THE REACH

  Dominating the western border of Skyrim, the Reach is made up almost entirely of steep, craggy mountains. Little grows in this forbidding realm, but the capital city of Markarth is a nigh-impregnable stone fortress that would make an excellent defensive position for either side in the war.

  Be aware that this dangerous region of Skyrim is home to the Forsworn, the rebellious natives of the Reach. They know the terrain, can strike without warning, and count the Empire as an enemy. If they attack, you must neither give nor expect any mercy.

  THE RIFT

  This hold occupies the southeast corner of Skyrim, and much like the Reach in the west, is dominated by tall mountain peaks. The climate in the Reach is milder than in the northern holds, and there is more vegetation to be found here. Farming thrives as a result.

  A word of warning about Riften, the hold's capital city. Our agents have reason to suspect that the Thieves' Guild makes it home here, though it is now much diminished from its strength of previous years.

  Nevertheless, mind that your men keep an eye on their coin purses should they have reason to spend any length of time in the city.

  WHITERUN

  This central hold is characterized by wide, grassy plains that are home to numerous farms. Many roads pass through Whiterun, joining the more distant holds together.

  The hold's capital city, also called Whiterun, sits high on a rocky promontory amid a large, flat swath of scrubland. Among the wealthiest cities of Skyrim, Whiterun has usually proven friendly to the Emperor's soldiers.

  WINTERHOLD

  This bleak, snow-blown hold in the northeast corner of Skyrim is utterly inhospitable. Perhaps the mages at the College of Winterhold chose to make their home there because they knew they would be left largely alone.

  As with Whiterun, the name Winterhold describes both the hold and its capital city, though the word "city" hardly applies. The hold capital is a meager village built near the mages' college.

  Few other noteworthy settlements exist in this frozen waste, and it is unlikely to play any significant part in the war.

  The Hope of the Redoran

  by Turiul Nirith

  One of the few magical arts the Psijics of Artaeum have kept to themselves, away from the common spells and schools of the Mages Guild, is the gift of divination. Despite this, or perhaps because of it, omens and prophesies abound in Tamriel, some of substance, others of pure folly, and still others so ambiguous as to be unverifiable. There are still other prophesies kept secret, from the prophesies of Dro'Jizad in Elsweyr and the Nerevarine in Morrowind, to the Elder Scrolls themselves.

  The Nord nobility have a tradition of having omens read for their children. In general, these readings are of the obscure variety. One of my acquaintances told me that her parents were told, for example, that their daughter would have her life rescued by a snake, and so gave her the name Serpentkin in a special ceremony. And this young lady, Eria Valkor Serpentkin, was indeed saved by a snake many years later, when an assassin creeping on her stepped on a danswyrm viper.

  Occasionally, omens seem to be almost purposefully misleading, as if Boethiah had crafted them as traps. I recall one particularly. Many, many years ago, a male child was born into House Redoran. It was a very difficult birth, and the mother was delirious and near death by the time it was over. She chanted just as her son came into the world and she passed from it.

  Fortune has smiled this day not frowned

  My child will be mighty in mind and in arm

  He shall bring hope to House Redoran

  Neither spell nor blade shall hurt the man

  Nor illness nor poison cause any harm

  His blood shall never drop on the ground

  The boy, named Andas, was indeed extraordinary. He never was ill and never suffered so much as a scratch all through his childhood. He was also quite intelligent and strong, which, combined with his invulnerability, caused many to call him, after his mother's omen, the Hope of the Redoran. Of course, any one who is called the Hope of the Redoran will eventually develop some taint of impertinence, and it wasn't long before he had enemies.

  His worst enemy was his cousin Athyn, who had borne much abuse at the hands of Andas. Primary among the grudges was that Athyn had been sent to Rihad to complete his education at Andas's insistence. When Athyn returned from Hammerfell, it was because of the death of his father, who had also been a councilor of the House. Athyn was old enough to take his seat in the Council, but Andas claimed the seat as well, saying that his cousin had been gone too long from Morrowind and didn't understand politics as he did. The majority of the House agreed with Andas, wanting to see the Hope of Redoran rise quickly.

  Athyn exercised his right to combat his cousin for the seat. No one thought he had any chance of winning, of course, but the battle was scheduled to commence the following morn. Andas whored and dined and drank with the councilors that night, confident that his place in the House was secured and the hopeful new dawn of House Redoran was rising. Athyn retired to his castle with his friends, Andas's enemies, and his servants he had brought from Hammerfell.

  Athyn and his friends were discussing the duel morosely when one of his old teachers, a warrior called Shardie, came into the hall. She had grown quite proud of her student over the years in Hammerfell, proud enough to accompany him across the Empire to his family's lands, and wanted to know why they had so little confidence in his odds in the battle. They explained to her Andas's uncommon blessings and the nature of his mother's omen.

  "If he can't be harmed by disease, poison, magicka, and his blood can never be spilled, what hope have I of ever besting him?" cried Athyn.

  "Have you remembered nothing I taught you?" replied Shardie. "Is there no weapon you can think of that will slay without blood? Are swords and spears and arrows the only items in your arsenal?"

  Athyn quickly realized the weapon Shardie was speaking of, but it seemed absurd. Not only absurd, but pathetic and primitive. Still, it was the only hope he had. All that night, Shardie trained him in the art and techniques, showing him the various swings and stanc
es her people had developed in Albion-Gora; counter-attacks, feints, and blocks imported from Yokuda; the classic one and two-handed grips for the most ancient weapon in history.

  The cousins faced one another the next morning, and never have two combatants looked so unevenly matched. Andas's entrance brought a great cheer, for not only was he much beloved as the Hope of the Redoran, but as his victory was a foregone conclusion, most wanted to be in good standing with him. His shining mail and blade drew admiration and awe. By contrast, Athyn drew a gasp of surprise and only a smattering of polite applause. He appeared costumed and armed like a barbarian.

  As Shardie had suggested, Athyn allowed Andas to attack first. The Hope of the Redoran was eager to finish the battle and take the power he deserved quickly. The blade pushed by Andas's mighty arm slashed across Athyn's chest, but shallowly, and before it could be counterswung, Athyn knocked it back with his own weapon. When Athyn attacked and wounded Andas, the Hope of the Redoran was so surprised by being hurt for the first time in his life, he dropped his sword.

  The less said about the end of the battle, the better. Suffice it to say that Athyn, wielding a simple club, battered Andas to death without spilling a drop of blood.

  Athyn took his father's seat as councilor, and it was then said that the hope in the omen referred to Athyn, not Andas. After all, had Andas not tried to take the councilor seat away from his cousin, Athyn, being not very ambitious, might have never tried to get it. It can certainly be argued that way, I suppose.

  The Horror Of Castle Xyr: A One Act Play

  by Baloth-Kul

  * Dramatis Personae *

  Clavides, Captain of the Imperial Guard. Cyrodilic.

  Anara, a Dunmer maid.

  Ullis, a Lieutenant of the Imperial Guard. Argonian.

  Zollassa, a young Argonian mage

  Late evening. The play opens in the interior Great Entrance Hall of a castle in Scath Anud, replete with fine furnishings and tapestries. Torches provide the only illumination. In the center of the foyer is a great iron door, the main entrance to the castle. The staircase up to the landing above is next to this door. On stage left is the door to the library, which is currently closed. On stage right is a huge suit of armor, twenty feet tall, nearly touching the ceiling of the room. Though no one can be seen, there is the sound of a woman singing coming from the library door.

  A loud thumping knock on the iron front door stops the woman's singing. The door to the library opens and ANARA, a common-looking maid, comes out and hurries to open the front door. CLAVIDES, a handsome man in Imperial garb stands there.

  ANARA: Good evening to you, serjo.

  CLAVIDES: Good evening. Is your master at home?

  ANARA: No, serjo, it's only me here. My master Sedura Kena Telvanni Hordalf Xyr is at his winter estate. Is there something I can do for you?

  CLAVIDES: Possibly. Would you mind if I came in?

  ANARA: Not at all, serjo. Please. May I offer you some flin?

  Clavides comes into the Hall and looks around.

  CLAVIDES: No thank you. What's your name?

  ANARA: Anara, serjo.

  CLAVIDES: Anara, when did your master leave Scath Anud?

  ANARA: More than a fortnight ago. That's why it's only me in the castle, serjo. All the other servants and slaves who tend to his lordship travel with him. Is there something wrong?

  CLAVIDES: Yes, there is. Do you know an ashlander by the name of Sul-Kharifa?

  ANARA: No, serjo. I don't know no one by that name.

  CLAVIDES: Then you aren't likely to now. He's dead. He was found a few hours ago dying of frostbite in the ashlands. He was hysterical, nearly incomprehensible, but among his last words were "castle" and "Xyr."

  ANARA: Dying of frostbite in summertide in the ashlands? B'vek, that's strange. I suppose it's possible that my master knew this man, but being an ashlander and my master being of the House of Telvanni, well, if you'll pardon me for being flippant, serjo, I don't think they coulda been friends.

  CLAVIDES: That is your master's library? Would you mind if I looked in?

  ANARA: Please, serjo, go wherever you want. We got nothing to hide. We're loyal Imperial subjects.

  CLAVIDES: As, I hear, are all Telvanni.

  (Note from the playwright: this line should be delivered without sarcasm. Trust the audience to laugh -- it never fails, regardless of the politics of the locals.)

  Clavides enters the library and looks over the books.

  CLAVIDES: The library needs dusting.

  ANARA: Yes, serjo. I was just doing that when you knocked at the door.

  CLAVIDES: I'm grateful for that. If you had finished, I wouldn't notice the space in the dust where a rather large book has recently been removed. Your master is a wizard, it seems.

  ANARA: No, serjo. I mean, he studies a lot, but he don't cast no spells, if that's what you mean by wizard. He's a kena, went to college and everything. You know, now that I think about it, I know what happened to that book. One of the other kenas from the college been round yesterday, and borrowed a couple of books. He's a friend of the master, so I thought it'd be all fine.

  CLAVIDES: This kena, was his name Warvim?

  ANARA: Coulda been. I don't remember.

  CLAVIDES: There is a suspected necromancer at the college named Kena Warvim we arrested last night. We don't know what he was doing at the college, but it was something illegal, that's for certain. Was that the kena who borrowed the book? A little fellow, a cripple with a withered leg?

  ANARA: No, serjo, it weren't the kena from yesterday. He was a big fella who could walk, so I noticed.

  CLAVIDES: I'm going to have a look around the rest of the house, if you don't mind.

  Clavides goes up the stairs, and delivers the following dialogue from the landing and the rooms above. Anara continues straightening up the downstairs, moving a high-backed bench in front of the armor to scrub the floor.

  ANARA: Can I ask, serjo, what you're looking for? Maybe I could help you.

  CLAVIDES: Are these all the rooms in the castle? No secret passages?

  ANARA (laughing): Oh, serjo, what would Sedura Kena Telvanni Hordalf Xyr want with secret passages?

  CLAVIDES (looking at the armor): Your master is a big man.

  ANARA (laughing): Oh, serjo, don't tease. That's giant armor, just for decoration. My master slew that giant ten years ago, and kind of keeps it for a souvenir.

  CLAVIDES: That's right, I remember hearing something about that when I first took my post here. It was someone named Xyr who killed the giant, but I didn't think the first name was Hordalf. Memory fades I'm afraid. What was the giant's name?

  ANARA: I'm afraid I don't remember, serjo.

  CLAVIDES: I do. It was Torfang. "I got out of Torfang's Shield."

  ANARA: I don't understand, serjo. Torfang's shield?

  Clavides runs down the stairs, and examines the armor.

  CLAVIDES: Sul-Kharifa said something about getting out of Torfang's shield. I thought he was just raving, out of his mind.

  ANARA: But he ain't got a shield, serjo.

  Clavides pushes the high-backed bench out of the way, revealing the large mounted shield at the base of the armor.

  CLAVIDES: Yes, he does. You covered it up with that bench.

  ANARA: I didn't do it on purpose, serjo! I was just cleaning! I see that armor ever day, serjo, and b'vek I swear I ain't never noticed the shield before!

  CLAVIDES: It's fine, Anara, I believe you.

  Clavides pushes on the shield and it pulls back to reveal a tunnel down.

  CLAVIDES: It appears that Sedura Kena Telvanni Hordalf Xyr does have a need for a secret passage. Could you get me a torch?

  ANARA: B'vek, I ain't never seen that before!

  Anara takes a torch from the wall, and hands it to Clavides. Clavides enters the tunnel.

  CLAVIDES: Wait here.

  Anara watches Clavides disappear down the tunnel. She appears agitated, and finally runs for the front door. Wh
en she opens it, ULLIS, an Argonian lieutenant in the Imperial guard is standing at the entrance. She screams.

  ULLIS: I'm sorry to frighten you.

  ANARA: Not now! Go away!

  ULLIS: I'm afraid the Captain wouldn't like that, miss.

  ANARA: You're ... with the Captain? Blessed mother.

  Clavides comes out of the tunnel, white-faced. It takes him a few moments to speak.

  ULLIS: Captain? What's down there?

  CLAVIDES (to Anara): Did you know your master's a necromancer? That your cellar is filled with bodies?

  Anara faints. Ullis carries her to the bench and lays her down.

  ULLIS: Let me see, serjo.

  CLAVIDES: You'll see soon enough. We're going to need every soldier from the post here to cart away all the corpses. Ullis, I've seen enough battles, but I've never seen anything like this. No two are alike. Khajiiti, sload, dunmer, cyrodiil, breton, nord, burned alive, poisoned, electrified, melted, torn apart, turned inside out, ripped to shreds and sewn back up together.

 

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