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by Bethesda Softworks

'I did not come here to hire the Brotherhood,' I said respectfully.

  'Then why are you here?' the Night Mother asked, her eyes never leaving mine.

  I told her I wanted to know about her. I did not expect an answer to that, but she told me.

  'I do not mind the stories you writers dream up about me,' she chuckled. 'Some of them are very amusing, and some of them are good for business. I like the sexy dark woman lounging on the divan in Carlovac Townway's fiction particularly. The truth is that my history would not make a very dramatic tale. I was a thief, long, long ago, back when the Thieves Guild was only beginning. It's such a bother to sneak around a house when performing a burglary, and many of us found it most efficacious to strangle the occupant of the house. Just for convenience. I suggested to the Guild that a segment of our order be dedicated to the arts and sciences of murder.

  'It did not seem like such a controversial idea to me,' the Night Mother shrugged. 'We had specialists in catburglary, pick-pocketing, lock-picking, fencing, all the other essential parts of the job. But the Guild thought that encouraging murder would be bad for business. Too much, too much, they argued.

  'They might have been right,' the old woman continued. 'But I discovered there is a profit to be made, just the same, from sudden death. Not only can one rob the deceased, but, if your victim has enemies, which rich people often do, you can be paid for it even more. I began to murder people differently when I discovered that. After I strangled them, I would put two stones in their eyes, one black and one white.'

  'Why?' I asked.

  'It was a sort of calling card of mine. You're a writer - don't you want your name on your books? I couldn't use my name, but I wanted potential clients to know me and my work. I don't do it anymore, no need to, but at the time, it was my signature. Word spread, and I soon had quite a successful business.'

  'And that became the Morag Tong?' I asked.

  'Oh, dear me, no,' the Night Mother smiled. 'The Morag Tong was around long before my time. I know I'm old, but I'm not that old. I merely hired on some of their assassins when they began to fall apart after the murder of the last Potentate. They did not want to be members of the Tong anymore, and since I was the only other murder syndicate of any note, they just joined on.'

  I phrased my next question carefully. 'Will you kill me now that you've told me all this?'

  She nodded sadly, letting out a little grandmotherly sigh. 'You are such a nice, polite young man, I hate to end our acquaintanceship. I don't suppose you would agree to a concession or two in exchange for your life, would you?'

  To my everlasting shame, I did agree. I said I would say nothing about our meeting, which, as the reader can see, was a promise I eventually, years later, chose not to keep. Why have I endangered my life thus?

  Because of the promises I did keep.

  I helped the Night Mother and the Dark Brotherhood in acts too despicable, too bloody for me to set to paper. My hand quivers as I think about the people I betrayed, beginning with that night. I tried to write my poetry, but ink seemed to turn to blood. Finally, I fled, changing my name, going to a land where no one would know me.

  And I wrote this. The true history of the Night Mother, from the interview she gave me on the night we met. It will be the last thing I ever write, this I know. And every word is true.

  Pray for me.

  Editor's Note: Though originally published anonymously, the identity of the author has never been in serious doubt. Any layman familiar with the work of the poet Enric Milnes will recognize Sacred Witness's familiar cadence and style in such books of his as 'The Alik'r.' Shortly after publication, Milnes was murdered, and his killer was never found. He had been strangled, and two stones, a black one and a white one, crushed into his eyesockets. Very brutally.

  Scourge of the Gray Quarter

  by Frilgeth Horse-Breaker

  The tragedies befalling Morrowind do bring forth pity from even the stoutest Nordic heart. The dark elves deserve our condolences, but thus far they do not show themselves deserving of the simplest acts of charity. There are very different approaches to how to deal with the imminent problem of Morrowind, and I offer two options as seen in practice in Skyrim. One should serve as an exemplar, the other a cautionary tale.

  Consider Riften, which shares a border with the ruined province. A number of the dark elves have made their homes there, but they are expected to earn their livelihoods as is any other citizen of the great city. They ply trades as merchants, work in the temple, and serve in the keep. Honest labor, to be admired from a race that was so recently in such dire straits as to even warrant this discussion. Today the city still has its share of problems, but they are not traceable to any influx of outsiders in their presence. In short, the dark elves have properly assimilated themselves into the Skyrim way of life, to be expected from any newcomer to these lands.

  For an alternative approach, we only have to look at the once-proud city of Windhelm to see what can happen when our arms are cast too wide open in welcome. To think that the city of Ysgramor, whose very name was made in driving out the elves from our sacred home, would open itself as a welcome destination for any refugee from the smoking sulphur, is a disgrace to the very idea of being a Nord.

  And what has become of this? Predictably, the lazy, discontented rabble has descended into squalor in an area now delicately referred to as "the Gray Quarter" of the city. They were not expected to contribute and so have not. That they attempt to make over a proud Nord city into a little pocket of Morrowind is insulting enough, but the amount of unrest they have provoked even within the proper city walls should give any other Jarl reason to fear.

  The Nords I talk to in the city speak of constant strife and crime coming from the Gray Quarter, with no respite in sight. The city guard barely patrol there, leaving the dark elves to mete out whatever passes for justice in their native customs. The respectable families of the city, the Cruel-Seas and Shatter-Shields, speak with an almost parental affection of the Argonians in their employ, but the dark elves have made no effort to ingratiate or assimilate themselves to the proper city-dwellers.

  There is cause for optimism, though, as Jarl Ulfric is not nearly so tolerant of these substandard beings as his fathers were. Indeed, the soft hand of Hoag can be seen in the cities Argonian population as well; the fish-men, at least, have learned how to best contribute to their new home. They have proven themselves as models, toiling at the docks with utmost efficiency and bright smiles. It would do the dark elves well to pay heed to their scaly cousins. I would expect in due course that they will find themselves either contributing more directly or once again wandering the land in search of roof and warmth.

  Shadowmarks

  by Delvin Mallory

  Need to know your way around, eh? Don't want to stumble into a necromancer's house or fall into another trap set up by the city guard? Then you need to read this book from cover to cover. Learning to identify the shadowmark can mean the difference between making a fortune and ending up with a blade in your gut.

  The clever little marks are carved all over Skyrim... mostly on the doorframes or fronts of buildings, but you can find them pretty much anywhere a thief's been. It's the way we talk to each other without talking. Keeps the newer thieves from becoming dead thieves and all that nonsense. There aren't that many of the bloody things, so I don't want to hear any excuses about not having the time to learn them.

  Anyway, enough of my gabbing. Time to put your wizard's cap on and do a little research.

  Glossary

  of Shadowmarks

  "The Guild"

  This is the symbol for the Guild. This means the place is as safe as the Flagon's cistern. If you see this shadowmark, someone from the Guild is nearby for certain.

  "Safe"

  We usually leave this shadowmark when we've scouted and found a safe way around something, a hallway without traps or maybe a house that's already cleared out. If you see one of these, head the way it's pointing and you'll be fine.<
br />
  "Danger"

  If you see this shadowmark, head the other way or take your life in your own hands. It means there's something ahead or beyond that door that wants to turn you inside-out.

  "Escape Route"

  Now, on the rare occasion (it better be a rare occasion if you want to work in the Guild) that you find yourself in jail, look for this little beauty. You see this shadowmark and escape is just a few steps away.

  "Protected"

  We put these shadowmarks on places we don't want you to go. As in stay out of there or there's going to be a boot up the backside. These people are under the Guild's protection and should never be robbed or assaulted.

  "Fence"

  This should quickly become your favorite shadowmark. The person near this mark will buy your... hard-earned stolen goods for a fair price.

  "Thieves' Cache"

  Who says we only take and never give back? If you find this shadowmark near a chest or maybe a hollowed log, you're in for a surprise... a gift from the Guild for the thief in the field. Whoever said membership didn't have its privileges?

  "Loot"

  There's something near this shadowmark worth stealing. Saves you from breaking into a place only to find the people don't even have two septim to rub together.

  "Empty"

  The opposite of the Loot Shadowmark. Pass on this place, there's nothing inside.

  Shezarr and the Divines

  by Faustillus Junius

  Subcurator of Ancient Theology and Paleonumerology

  Imperial Library

  The position Shezarr enjoys in Cyrodilic worship if often misconstrued. He, and a thousand other deities, have sizeable cults in the Imperial City. Shezarr is especially venerated in the Colovian West, though he is called Shor there, as the West Kings are resolutely, and religiously, Nordic.

  The haziness of Shezarr's relationship to the Divines (he is often called their 'Missing Sibling') begins with St. Alessia, the so-called 'Slave Queen of Cyrodiil, the founder figure of the original Cyrodilic Empire. In the earliest Cyro-Nordic stories of the Heartland, Shezarr fought against the Ayleids (the 'Heartland Highelves') on mankind's behalf. Then, for some unknown reason, he vanishes from the stage (presumably to help other humans elsewhere), and, without his leadership, the Ayleids conquer the humans and enslave them.

  This slavery lasts for generations. The isolated humans eventually begin to venerate the pantheon of their masters, or at least assimilate so much of High Elven religious practices into their native traditions that the two become indistinguishable.

  In 1E242, under the leadership of Alessia, her demigod lover, Morihaus-Breath-of-Kyne, and the infamous Pelinal Whitestrake, the Cyrodilic humans revolt. When Skyrim lends its armies to the Slave-Queen of the South, the revolution succeeds. The Ayleid Hegemonies are quickly overthrown. Shortly thereafter, White Gold Tower is captured by Alessia's forces, and she promptly declares herself the first Empress of Cyrodiil. Part of the package meant that she had to become the High Priestess of Akatosh, as well.

  Akatosh was an Aldmeri god, and Alessia's subjects were as-yet unwilling to renounce their worship of the Elven pantheon. She found herself in a very sensitive political situation. She needed to keep the Nords as her allies, but they were (at that time) fiercely opposed to any adoration of Elven deities. On the other hand, she could not force her subjects to revert back to the Nordic pantheon, for fear of another revolution. Therefore, concessions were made and Empress Alessia instituted a new religion: the Eight Divines, an elegant, well-researched synthesis of both pantheons, Nordic and Aldmeri.

  Shezarr, as a result, had to change. He could no longer be the bloodthirsty anti-Aldmer warlord of old. He could not disappear altogether either, or the Nords would have withdrawn their support of her rule. In the end, he had become "the spirit behind all human undertaking." Even though this was merely a thinly-disguised, watered-down version of Shor, it was good enough for the Nords.

  As for why Tiber Septim has not attempted to 'revitalize' Shezarr during his wars against the Aldmeri Dominion, we can only speculate that, at this time, memories of the Alessian Order's follies (the Dragon Break, the War of Righteousness, the defeat at Gelnumbria Moors) would only damage his campaign for the Imperial Crown.

  A Short History of Morrowind

  by Jeanette Sitte

  [from the Introduction]

  Led by the legendary prophet Veloth, the ancestors of the Dunmer, exiles from Altmer cultures in present-day Summerset Isle, came to the region of Morrowind. In earliest times the Dunmer were harassed or dominated by Nord sea raiders. When the scattered Dunmer tribes consolidated into the predecessors of the modern Great House clans, they threw out the Nord oppressors and successfully resisted further incursions.

  The ancient ancestor worship of the tribes was in time superseded by the monolithic Tribunal Temple theocracy, and the Dunmer grew into a great nation called Resdayn. Resdayn was the last of the provinces to submit to Tiber Septim; like Black Marsh, it was never successfully invaded, and was peacefully incorporated by treaty into the Empire as the Province of Morrowind.

  Almost four centuries after the coming of the Imperial Legions, Morrowind is still occupied by Imperial legions, with a figurehead Imperial King, though the Empire has reserved most functions of the traditional local government to the Ruling Councils of the Five Great Houses....

  [on Vvardenfell District]

  In 3E 414, Vvardenfell Territory, previously a Temple preserve under Imperial protection, was reorganized as an Imperial Provincial District. Vvardenfell had been maintained as a preserve administrated by the Temple since the Treaty of the Armistice, and except for a few Great House settlements sanctioned by the Temple, Vvardenfell was previously uninhabited and undeveloped. But when the centuries-old Temple ban on trade and settlement of Vvardenfell was revoked by King of Morrowind, a flood of Imperial colonists and Great House Dunmer came to Vvardenfell, expanding old settlements and building new ones.

  The new District was divided into Redoran, Hlaalu, Telvanni, and Temple Districts, each separately administered by local House Councils or Temple Priesthoods, and all under the advice and consent of Duke Dren and the District Council in Ebonheart. Local law became a mixture of House Law and Imperial Law in House Districts, jointly enforced by House guards and Legion guards, with Temple law and Imperial law enforced in the Temple district by Ordinators. The Temple was still recognized as the majority religion, but worship of the Nine Divines was protected by the legions and encouraged by Imperial cult missions.

  The Temple District included the city of Vivec, the fortress of Ghostgate, and all sacred and profane sites (including those Blighted areas inside the Ghostfence) and all unsettled and wilderness areas on Vvardenfell. In practice, this district included all parts of Vvardenfell not claimed for Redoran, Hlaalu, or Telvanni Districts. The Temple stubbornly fought all development in their district, and were largely successful.

  House Hlaalu in combination with Imperial colonists embarked on a vigorous campaign of settlement and development. In the decades after reorganization, Balmora and the Ascadian Isles regions have grown steadily. Caldera and Pelagiad are completely new settlements, and all legion forts were expanded to accommodate larger garrisons.

  House Telvanni, normally conservative and isolationist, has been surprisingly aggressive in expanding beyond their traditional tower villages. Disregarding the protests of the other Houses, the Temple, the Duke, and the District council, Telvanni pioneers have been encroaching on the wild lands reserved to the Temple. The Telvanni council officially disavows responsibility for these rogue Telvanni settlements, but it is an open secret that they are encouraged and supported by ambitious Telvanni mage-lords.

  Under pressure from the Temple, conservative House Redoran has steadfastly resisted expansion in their district. As a result, House Redoran and the Temple are in danger of being politically and economically marginalized by the more aggressive and expansionist Hlaalu and Telvanni interests
.

  The Imperial administration faces many challenges in the Vvardenfell district, but the most serious are the Great House rivalries, animosity from the Ashlander nomads, internal conflicts within the Temple itself, and the Red Mountain blight. Struggles between Great House, Temple, and Imperial interests to control Vvardenfell's resource could at any time erupt into full-scale war. Ashlanders raid settlements, plunder caravans, and kill foreigners on their wild lands. The Temple has unsuccessfully attempted to silence criticism and calls for reform within its ranks.

  But most serious are the plagues and diseased hosts produced by the blight storms sweeping out from Red Mountain. Vvardenfell and all Morrowind have long been menaced by the legendary evils of Dagoth Ur and his ash vampire kin dwelling beneath Red Mountain. For centuries the Temple has contained this threat within the Ghostfence. But recently the Temple's resources and will have faltered, and the threat from Red Mountain has grown in scale and intensity. If the Ghostfence should fail, and hosts of blighted monsters were to spill out across Vvardenfell's towns and villages, the Empire might have no choice but to evacuate Vvardenfell district and abandon it to disease and corruption.

 

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