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by Bethesda Softworks


  by Sigillah Parate

  For three hundred years I have been a priestess of Azura, the Daedric Princess of Moonshadow, Mother of the Rose, and Queen of the Night Sky. Every Hogithum, which we celebrate on the 21st of First Seed, we summon her for guidance, as well as to offer things of worth and beauty to Her Majesty. She is a cruel but wise mistress. We do not invoke her on any Hogithum troubled by thunderstorms, for those nights belong to the Mad One, Sheogorath, even if they do coincide with the occasion. Azura at such times understands our caution.

  Azura's invocation is a very personal one. I have been priestess to three other Daedric Princes, but Azura values the quality of her worshippers, and the truth behind our adoration of her. When I was a Dark Elven maid of sixteen, I joined my grandmother's coven, worshippers of Molag Bal, the Schemer Princess. Blackmail, extortion, and bribery are as much the weapons of the Witches of Molag Bal as is dark magic. The Invocation of Molag Bal is held on the 20th of Evening Star, except during stormy weather. This ceremony is seldom missed, but Molag Bal often appears to her cultists in mortal guise on other dates. When my grandmother died in an attempt to poison the heir of Firewatch, I re-examined my faith in the cult.

  My brother was a wizard of the cult of Boethiah-and from what he told me, the Dark Warrior was closer to my spirit than the treacherous Molag Bal. Boethiah is a Warrior Princess who acts more overtly than any other Daedroth. After years of skulking and scheming, it felt good to perform acts for a mistress which had direct, immediate consequences. Besides, I liked it that Boethiah was a Daedra of the Dark Elves. Our cult would summon her on the day we called the Gauntlet, the 2nd of Sun's Dusk. Bloody competitions would be held in her honor, and the duels and battles would continue until nine cultists were killed at the hands of other cultists. Boethiah cared little for her cultists-she only cared for our blood. I do think I saw her smile when I accidentally slew my brother in a sparring session. My horror, I think, greatly pleased her.

  I left the cult soon after that. Boethiah was too impersonal for me, too cold. I wanted a mistress of greater depth. For the next eighteen years of my life, I worshipped no one. Instead I read and researched. It was in an old and profane tome that I came upon the name of Nocturnal-Nocturnal the Night Mistress, Nocturnal the Unfathomable. As the book prescribed, I called to her on her holy day, the 3rd of Hearth Fire. At last I had found the personal mistress I had so long desired. I strove to understand her labyrinthine philosophy, the source of her mysterious pain. Everything about her was dark and shrouded, even the way she spoke and the acts she required of me. It took years for me to understand the simple fact that I could never understand Nocturnal. Her mystery was as essential to her as savagery was to Boethiah or treachery was to Molag Bal. To understand Nocturnal is to negate her, to pull back the curtains cloaking her realm of darkness. As much as I loved her, I recognized the futility of unraveling her enigmas. I turned instead to her sister, Azura.

  Azura is the only Daedra Princess I have ever worshipped who seems to care about her followers. Molag Bal wanted my mind, Boethiah wanted my arms, and Nocturnal perhaps my curiosity. Azura wants all of that, and our love above all. Not our abject slavering, but our honest and genuine caring in all its forms. It is important to her that our emotions be engaged in her worship. And our love must also be directed inward. If we love her and hate ourselves, she feels our pain. I will, for all time, have no other mistress.

  Journal of Gallus Desidenius

  Mercer Frey continues to elude my every step. I think he's aware I'm following him, and appears to be taking no unnecessary chances. I'm bringing all of my skills to the forefront in order to deceive him. It still pains me that the deception is necessary. When I became a Nightingale, using my newfound talents against my own was the furthest thought from my mind.

  There was a close call today. I was settling down for a night's rest in the cistern when Mercer Frey entered unexpectedly. He was creeping along the wall, but I spotted him immediately. He edged closer to the vault door, making his way carefully around the perimeter of the room, but suddenly stopped and turned towards my hiding place. I froze instantly, even holding my breath for a moment, but my position was already compromised. He abruptly turned and walked back towards the Flagon.

  What was he doing?

  At last, I have a piece of evidence that might explain Mercer Frey's actions. Instead of trying to follow him or break into his manor, I used every loose-tongued source at my disposal to scour the Ratway looking for answers. It took several weeks, but Maul was able to provide an interesting bit of information. Mercer had been spending inordinately large sums of coin on all manner of things unrelated to the Guild. How he was able to afford this was a mystery to me. The vault was impregnable, so what was the source of his coin?

  It's been confirmed by my sources. Mercer's been living an unduly lavish lifestyle replete with spending vast amounts of gold on personal pleasures. I have more than my share of evidence to confront him now. He must be stealing from the Guild, but without proof, all I have is baseless accusation. Mercer came from wealthy stock, but the amount of coin he's been spending is immense.

  I've been giving it some serious thought. There's only a single way that Mercer could have access to vast amounts of coin. I hesitate to even believe it's possible. How could he possibly desecrate the Twilight Sepulcher? This goes far beyond mere greed and transcends common theft. His actions could represent the failure of the Nightingales, something that hasn't occurred in hundreds of years. Why? Why would he readily throw away everything he believes in? All I need is proof.

  Mercer Frey has requested I meet him at Snow Veil Sanctum today. He sent a note by courier so I can only assume he's already there. All my senses tell me it's a trap, but I have no choice. His message indicated the meeting was of the utmost urgency and involved Guild business, so I'm obligated to go. I can't risk bringing anyone else with me, but I'm almost certain Karliah will disobey and follow.

  Keepers of the Razor

  Current Descendants of the Inner Circle

  Jorgen of Morthal, 8th generation of Clan Axe-Bearer to bear the Hilt of Mehrunes' Razor. Son of Halnir, son of Hroi, son of Koli, son of Malte, son of Lygrleid, son of Neddrir, son of Lenne.

  Ghunzul, leader of the Cracked Tusk Bandits, and 8th to bear the blade shards of Mehrunes' Razor. Son of Shelakh, son of Mog, son of Grul, son of Durgob, son of Uzgakh, son of Ramolg, son of Othmash.

  Drascua, leader of the Forsworn of Dead Crone Rock, and 8th to bear the pommel of Mehrunes' Razor. Daughter of Cairine, daughter of Edana, daughter of Malvina, daughter of Muriel, daughter of Riane, daughter of Cayleigh, daughter of Sorcha.

  HISTORICAL BACKGROND

  Of all the groups that pledged to eradicate the Mythic Dawn from Tamriel, none were as inadvertently successful as the Keepers of the Razor. Originally a militia group founded to destroy the remnants of the Mythic Dawn, the group was renamed the after discovering the legendary artifact of Mehrunes Dagon that became their namesake. How they found the Razor is a secret that I have been unable to uncover, but it is clear that they were not part of Frathen Drothan's failed expedition to Varsa Baalim, and in fact the group does not first appear in Imperial records until fifty years later.

  The Razor was divided among the three highest ranking members of the order's inner circle, to be passed down from oldest child to oldest child "until the twin moons themselves disappeared from the skies." Although this pledge seems to have been loosely interpreted, as the moons did vanish from the heavens during The Void Nights of 4E98-4E100, yet the Razor's pieces were still being bequeathed through the generations during and after this time.

  Tracing the lineages of the inner circle proved especially difficult thanks to the group's unusual membership. While the leader of the Keepers of the Razor was a Nord and thankfully was easily researched through the clan's family histories, the other two members were an Orc and a native daughter of the Reach, whose culture's paucity of respect for literacy made tracking them down
less straightforward. Fortunately, Othmash gro-Gularz and his sons are well-recorded for their service in the Imperial Legion. Yet the daughters of Sorcha proved nearly impossible to find until I uncovered Markarth's meticulously thorough tax records, which recorded each birth of Sorcha's kin in order to administer certain petty fees. Sorscha's current descendent, Drascua, fled to Dead Crone Rock after the Markarth Incident, and is considered by the Jarl to be a major threat to the safety of the hold.

  Killing - Before You're Killed

  by Eduardo Corvus

  I've seen many a man rush headlong into battle only to have their life cut short in an instant. I've been a trainer of the warrior arts for many spans - cut from the cloth of a great lineage of knights, Blades and even a distant sellsword or two.

  It's with this knowledge that I'll try to pen a brief treatise on the subtle art of war. Not mage fire, not archery or criminal throat-slitting. But war. Man on man with nothing but a fine bit of steel between them.

  The first thing you'll need to learn is how to block. The best way not to get killed is not to let the other man hit you. Use a shield, use it well. Now, you'll get tired from this. You may even get a little hurt. But a blocked blow is much better than a landed one. Over time you'll get better, eventually shrugging off even the mightiest of hits.

  But beware - your foes, if they're not base cur bandits, will know how to counter you. They'll hit you with everything they've got in, order to open you up, and keep on hitting. So watch for these powerful attacks. While it's still better to absorb the impact with a quarter inch of steel, it's best to try to just step out of the way.

  Remember, against spells your blocking is useless until you're trained. So get up on mages quickly and let them eat steel. Deserves them right for using a witch weapon.

  You can also block without a shield as well - just cross that blow with your sword, though this isn't nearly as effective. And if you decide you're fancy and want to wield two blades, you can't block at all, so don't even try. Without both hands on the hilt you just won't have the strength to counter blows.

  But, with a weapon in each hand you are much more likely to take your opponent down quickly. The best defense, some say.

  To wield the blade there are some fundamentals. Quick strikes are always good, but can be repelled, so watch for your opponent's own defensive postures. Wait for an opening, or create one with your own heavy attacks. Hammers hit hardest but are slow. Same with maces and all blunt weaponry. Axes are a nice middle ground, while swords are the quickest but won't stagger your opponent as efficiently with the hard hits.

  Keep an eye not to get too exhausted - always try to save a little of your strength to counter blows, or even run! Keep moving during a fight. Never let yourself get cornered or surrounded. Pick your threats - weak spellcasters that can hurt you quick are the first things I fell.

  The shield is not only a defensive tool. Put your shoulder into it and bash your opponent. This sends them flying and opens them up for quick counter assaults. Even better, put extra weight into it and power bash your opponent. If they're small this will put them on their knees.

  Bigger opponents cannot be staggered by heavy attacks. Only the power bash will really knock them around and create openings for you to exploit.

  So again - block, counter, bash! Hit them when they're down! They'll show no mercy, so why should you? Battle is about the offense, about catching your foe early and never relenting. Keep moving, keep swinging. If you consider yourself overly powerful, pick up a two-handed weapon and see your foes fall before you like wheat stalks. They're slow and unwieldy, but they shatter bones and cleave flesh better than anything.

  The graves are filled with many a mediocre swordsman. If you don't have the stomach for war, try a monk's work. But if you do travel the path of the warrior, learn the basics and keep your head firmly planted on your shoulders - or someone's bound to lob it off.

  A Kiss, Sweet Mother

  So you wish to summon the Dark Brotherhood? You wish to see someone dead? Pray, child. Pray, and let the Night Mother hear your plea.

  You must perform that most profane of rituals - the Black Sacrament.

  Create an effigy of the intended victim, assembled from actual body parts, including a heart, skull, bones and flesh. Encircle that effigy with candles.

  The ritual itself must then commence. Proceed to stab the effigy repeatedly with a dagger rubbed with the petals of a Nightshade plant, while whispering this plea:

  "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear."

  Then wait, child, for the Dread Father Sithis rewards the patient. You will be visited by a representative of the Dark Brotherhood. So begins a contract bound in blood.

  The Knights of the Nine

  By Karoline of Solitude

  Few people now remember the Knights of the Nine, but in their time, they were famous throughout Cyrodiil -- indeed, throughout the Empire. For a brief period in the early days of the Septim Empire, their adventures were the talk of the land. But their renown, as with so much else, was swallowed up by the War of the Red Diamond, and today even the location of their priory house has been lost to history.

  The Knights were founded by Sir Amiel Lannus in 3E 111, following his heroic turn in the War of the Isle, with the high purpose of recovering the legendary Crusader's Relics, the weapons and armor of Pelinal Whitestrake which have been lost for thousands of years. They were born out of the sense of optimism and ambition that characterised the first century of the Third Era. Tamriel was united and at peace for the first time in many centuries. Nothing was impossible.

  The fame of the knights was established early on when Sir Amiel led them against the Wyrm of Elynglenn to recover the Cuirass of the Crusader, which had not been seen since the First Era. Soon, the greatest knights of the day were lining up to join the new order, and the Priory of the Nine in the West Weald of Cyrodiil became a magnet for the great and the good. The Knights were the toast of the Empire. When Berich Vlindrel joined the order, the scion of one of the great noble families of Colovia, it was clear that the Knights of the Nine had become the Empire's most prestigous knightly order. In relatively short order, the Knights reclaimed three more Relics, and their fame soared to new heights with each one. No one doubted that they would eventually succeed in their quest to recover all eight Relics.

  Sadly, this early promise of the Knights did not survive the ravages of the War of the Red Diamond, which tore apart the Empire beginning in 3E 121. At first, it seems that Sir Amiel was able to keep his knights out of the war. But the very success of the Knights undermined this, as many of the Knights came from important families from across the Empire which were lining up on either side of the bloody civil war. Sir Berich was apparently the first to leave the Order to join the war on the side of Cephorus, carrying the Sword and Greaves of the Crusader into battle with him. Many other knights seem to have left the Order shortly after this, some joining the war on one side or the other.

  The end of the order was as ignomonious as its beginning was glorious. Following the victory of Cephorus in 3E 127, Berich Vlindrel became an important figure on the winning side. It seems likely that he was behind the Imperial decree which officially dissolved the Knights of the Nine in 3E 131, although in truth this was little more than a formality -- despite Sir Amiel's best efforts, the order had never recovered from the bitterness of the civil war.

  What happened to the various Relics originally recovered by the Knights of the Nine? The Sword and the Greaves went with Sir Berich, but where he bestowed them is unknown. The Gauntlets famously lie immovable on the floor of the Chapel of Stendarr in Chorrol, where Sir Casimir left them after his disgraceful murder of a beggar in 3E 139. The location of the Cuirass is a mystery, lost to history along with the eventual fate of Sir Amiel, who was last reported still living alone in the empty Priory of the Nine by a passing traveller in 3E 150. And so the Knights of the Nine faded away in
to history.

  Kolb & the Dragon: An Adventure for Nord Boys

  1

  Kolb was a brave Nord warrior. One day his Chief asked Kolb to slay an evil dragon that threatened their village. "Go through the mountain pass, Kolb", his Chief said. "You will find the Dragon on the other side."

  Turn to page (2)

  2

  Kolb took his favorite axe and shield and walked to the pass, where he found a cold cave, a windy cave, and a narrow trail.

  Enter the cold cave (17)

  Enter the windy cave (8)

  Walk up the trail (12)

  3

  Kolb stepped onto a rocky hill. He could see the dragon sleeping below, and a tavern off a road nearby.

  Climb down (16)

  Visit tavern (14)

  4

  Following the stench, Kolb found a filthy orc! The orc snarled and charged Kolb with his spiked club.

 

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