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  Bourlor meanwhile, now found flawed, was never again called to rescue a village. He was so heartbroken over his failure to strike his target that he became a hermit, and never restrung his bow again. Some months later, he died, unmourned and unremembered.

  "Is this really the tale you thought would cheer me?" asked Hallgerd incredulously.

  "I've heard the King of Worms told more inspirational stories."

  "Wait," smiled Xiomara. "I'm not finished yet."

  For a year's time, Vernaccus was content to watch his legend grow and his fledging worship spread from his home in Oblivion. He was, in addition to being cowardly and inclined toward murderous rages, also a very lazy creature. His worshippers told tales of their Master avoiding the bolts of a thousand archers, of moving through oceans without getting wet, and other feats of avoidance that he would rather not have to demonstrate in person. The real story of his ignominious retreat from Bourlor was thankfully forgotten.

  The bad news, when it came, was delivered to him with some relish by Horavatha. He had delighted in her jealousy at his growing reputation, so it was with a cruel smile she told him, "Your shrines are being assaulted."

  "Who dares?" he roared.

  "Everyone who passes them in the wilderness feels the need to throw a stone," Horavatha purred. "You can hardly blame them. After all, they represent He Who Cannot Be Touched. How could anyone be expected to resist such a target?"

  Vernaccus peered through the veil into the world of Mundus and saw that it was true. One of his shrines in Colovian West country was surrounded by a large platoon of mercenary soldiers, who delighted in pelting it with rocks. His worshippers huddled inside, praying for a miracle.

  In an instant, he appeared before the mercenaries and his rage was terrifying to behold. They fled into the woods before he even had a chance to murder one of them. His worshippers threw open the wooden door to the shrine and dropped to their knees in joy and fear. His anger melted. Then a stone struck him.

  Then another. He turned to face his assailants, but the air was suddenly filled with rocks.

  Vernaccus could not see them, but he heard mercenaries in the woods laugh, "It's not even trying to move out of the way!"

  "It's impossible not to hit him!" guffawed another.

  With a roar of humiliation, the daedra bounded into the shrine, chased by the onslaught. One of the stones knocked the door closed behind him, striking him in the back. His face broke, anger and embarrassment disappearing, replaced by pain. He turned, shaking, to his worshippers who huddled in the shadows of the shrine, their faith shattered.

  "Where did you get the wood to build this shrine?" Vernaccus groaned.

  "Mostly from a copse of trees near the village of Evensacon," his high-priest shrugged.

  Vernaccus nodded. He dropped forward, revealing the deep wound in his back. A rusted arrowhead buried in a whorl in the wood of the door had jolted loose in the assault and impaled him. The daedra vanished in a whirlwind of dust.

  The shrines were abandoned shortly thereafter, though Vernaccus did have a brief resurgence as the Patron Spirit of Limitations and Impotence before fading from memory altogether. The legend of Bourlor himself never became very well known either, but there are still some who tell the tale, like myself. And we have the advantage of knowing what the Great Archer himself didn't know on his deathbed -- his final arrow found its target after all.

  Wabbajack

  Little boys shouldn't summon up the forces of eternal darkness unless they have an adult supervising, I know, I know. But on that sunny night on the 5th of First Seed, I didn't want an adult. I wanted Hermaeus Mora, the daedra of knowledge, learning, gums, and varnishes. You see, I was told by a beautiful, large breasted man who lived under the library in my home town that the 5th of First Seed was Hermaeus Mora's night. And if I wanted the Oghma Infinium, the book of knowledge, I had to summon him. When you're the new king of Solitude, every bit of knowledge helps.

  Normally, you need a witches coven, or a mages guild, or at least matching pillow case and sheets to invoke a prince of Oblivion. The Man Under the Library showed me how to do it myself. He told me to wait until the storm was at its height before shaving the cat. I've forgotten the rest of the ceremony. It doesn't matter.

  Someone appeared who I thought was Hermaeus Mora. The only thing that made me somewhat suspicious was Hermaeus Mora, from what I read, was a big blobby multi-eyed clawed monstrosity, and this guy looked like a waistcoated banker. Also, he kept calling himself Sheogorath, not Hermaeus Mora. Still, I was so happy to have successfully summoned Hermaeus Mora, these inconsistencies did not bother me. He had me do some things that didn't make any sense to me (beyond the mortal scope, breadth, and ken, I suppose), and then his servant happily gave me something he called the Wabbajack. Wabbajack. Wabbajack.

  Wabbajack.

  Wabbajack. Wabbajack. Wabbajack. Wabbajack. Wabbajack. Wabbajack.

  Maybe the Wabbajack is the Book of Knowledge. Maybe I'm smarter because I know cats can be bats can be rats can be hats can be gnats can be thats can be thises. And that doors can be boars can be snores can be floors can be roars can be spores can be yours can be mine. I must be smart, for the interconnective system is very clear to me. Then why, or wherefore do people keep calling me mad?

  Wabbajack. Wabbajack. Wabbajack.

  Walking the World

  Volume XI: Solitude

  by Spatior Munius

  Welcome, friend. In our latest volume, we cover Solitude. Spatior could not be more pleased to be at the very seat of Imperial power in Skyrim. In the course of our tour, you'll see that Solitude's riches extend from her people to the history and architecture that make up the city itself.

  As ever, we begin our journey outside the city walls, this time at the bottom of the hill that ascends all the way to Solitude's massive gates.

  Solitude's Surroundings

  Before scaling the hill to the city, you should be sure to take in the sights. Wander the track that leads down to the docks, and you can stop to enjoy one of the best views of the Great Arch.

  Originally serving as both a landmark and windbreak for Solitude's port, the easily-defended Great Arch also provided an ideal building site for the ancient Nords.

  The city gradually grew to extend across the entire length of the arch. This growth culminated in the building of the Blue Palace, home of the High Kings and Queens of Skyrim. We will visit the palace later.

  The Gates of Solitude

  Entrance to Solitude is guarded by two gates and three towers. The first of these towers, situated at the crossroads, is Sky Tower. It's mostly a lookout, although in times of war, barricades are erected across the nearby road to act as a first line of defense.

  The second tower and first, smaller gate are collectively known as the Squall Gate. Here, attacking armies meet their first real resistance. Last and certainly most impressive is the Storm Gate.

  While Castle Dour, found just within the city's main gate, has always been a massive walled structure, Solitude's outer walls and gates were not added until shortly after the coronation of High King Erling.

  Looking up and to the left of the main gate, you can see a small hint of Erling's preference for a more rounded style of architecture that we will see later in the Castle Dour extension, as well as the interior arch and the windmill.

  Now we pass through the gates and enter the main shopping district of Solitude.

  The Well District

  Stepping inside Solitude's gates, you get your first view of the city itself. Rising tall and proud before you, banners waving from its crown, is the Emperor's Tower. Home to the Kings of Haafingar before the consolidation of Skyrim and the creation of the Blue Palace, the Emperor's Tower is now used exclusively as guest quarters for Emperors who come to visit the city.

  To your left and right are Solitude's inn and shops. Here can be found some of the finest imported goods in Skyrim. After all, Solitude is a wealthy city with ready access to the major shippi
ng lanes of Tamriel.

  Continuing ahead, you'll come to the ramp that takes you up to Castle Dour. From here, you can truly feel the weight of this stone bastion's looming presence. The left-most tower, topped by the pointed roof of Erling's extension, was once the castle barracks and jail. Today, the tower is the center of military power here in Solitude.

  Looking right past the looming Emperor's tower, you can glimpse Solitude's natural bridge arcing gracefully over to the windmill. Built during High King Erling's day, the bridge was said to be used used to discretely allow Captain Jytte, the famous privateer, to enter Castle Dour. Some historians claim that she and the High King were simply attempting to keep their business dealings quiet. Others believe the Jytte and Erling were involved on a more personal level.

  At the end of the bridge is the windmill. The tower and the windmill serve as one of Solitude's most recognizable man-made landmarks. The Windmill's power was once used to open the gates to what is now the East Empire Company Warehouse, but today that task falls to the strong backs of the dock workers.

  In the shadow of the windmill you'll find the outdoor market and the well. Here, you can buy a number of local delicacies including the famous spiced wine made exclusively in Solitude.

  From here we'll travel up the ramp and into Castle Dour Courtyard.

  Castle Dour

  As you enter the courtyard of Castle Dour, you are confronted with the banner of Solitude hanging over the door to what is now Castle Dour proper.

  At the far end of the courtyard stands the impressive Temple of the Divines. The founders of Solitude were deeply devout and Solitude is the only place in Skyrim where all of the divines are worshiped in a single temple. All three of the buildings here are well worth taking a look inside, but only the Temple and Castle Dour's military wing are open.

  If you do venture inside the temple, take special note of the alcoves at the front. You can see the empty alcove that once held the shrine of Talos before Talos worship was outlawed.

  From the courtyard, travel out the exit between Castle Dour and the Temple and you'll get your first sight of the Blue Palace. Along the way, be sure to stop outside the Bards College, a large building on your left marked by the Flame of Callisos burning beside the steps.

  Named for a famous bard, it is said that as long as the flame burns, the college will stand.

  The Bards College

  Looking up from the Bards College steps, you can see that the college stands taller than the Blue Palace itself. The bards who train here can be heard throughout Skyrim, singing songs that capture the history of the ages. If you get a chance you should be sure to catch the Burning of King Olaf, an ancient festival where "King Olaf" is burned in effigy.

  Continue up the road from the college and you'll reach the courtyard of the Blue Palace, our final destination.

  The Blue Palace

  The Blue Palace is home to the Jarls of Solitude, who for centuries have also served as the High Kings and High Queens of Skyrim. The northeast wing, on your left as you enter, holds the living quarters of the Jarl and her court on the top level and various servants below.

  The southwest wing, known as the Pelagius Wing, has fallen into a state of disrepair. Named for the famous High King, Pelagius the Mad, the wing is rumored to be haunted by the king's ghost. The wing has been locked and left alone since shortly after Pelagius's death.

  You should be sure to venture inside the Blue Palace. The grand atrium and court chambers are a sight not to be missed.

  Other Points of Interest

  Spatior has shown you Solitude in all its grandeur, but there are a few places more to see. The walls of the city are easily accessible and well worth climbing for the remarkable view. The Solitude Docks are also worth a visit, as they are the largest in Skyrim.

  That's all for Walking the World Volume XI. Spatior does not know his next destination yet, but you can be sure that where he does go he will leave you a record of the best things to see.

  Spatior Munius, World Traveler

  War of the First Council

  by Agrippa Fundilius

  This account by the Imperial scholar Agrippa Fundilius is based on various Imperial and Dunmer sources, and written for Western readers.

  The War of the First Council was a First Age religious conflict between the secular Dunmer Houses Dwemer and Dagoth and the orthodox Dunmer Houses Indoril, Redoran, Dres, Hlaalu, and Telvanni. The First Council was the first pan-Dunmer governing body, which collapsed over disputes about sorceries and enchantments practiced by the Dwemer and declared profane by the other Houses.

  The Secular Houses, less numerous, but politically and magically more advanced, and aided by Nord and Orc clans drawn by promise of land and booty, initially campaigned with great success in the north of Morrowind, and occupied much of the land now comprising Redoran, Vvardenfell, and Telvanni District. The Orthodox Houses, widely dispersed and poorly organized, suffered defeat after defeat until Nerevar was made general of all House troops and levies.

  Nerevar secured the aid of nomad barbarian tribesmen, and contrived to force a major battle at the Secular stronghold of Red Mountain on Vvardenfell. The Secular forces were outmaneuvered and defeated with the help of Ashlander scouts, and the survivors forced to take refuge in the Dwemer stronghold at Red Mountain.

  After a brief siege, treason permitted Nerevar and his troops to enter the stronghold, where the Secular leaders were slain, and Nerevar mortally wounded. General slaughter followed, and Houses Dwemer and Dagoth were exterminated. Nerevar died shortly thereafter of his wounds.

  Three of Nerevar's associates among the Orthodox Houses, Vivec, Almalexia, and Sotha Sil, succeeded to control of the re-created First Council, re-named the Grand Council of Morrowind, and went on to be come the god-kings and immortal rulers of Morrowind known as the Tribunal, or Almsivi.

  The Warrior's Charge

  An old poem of the Redguards

  The star sung far-flung tales

  Wreathed in the silver of Yokuda fair,

  Of a Warrior who, arrayed in hue sails

  His charges through the serpent's snare

  And the Lord of runes, so bored so soon,

  Leaves the ship for an evening's dare,

  Perchance to wake, the coiled snake,

  To take its shirt of scales to wear

  And the Lady East, who e'ery beast,

  Asleep or a'prowl can rouse a scare,

  Screams as her eye, alight in the sky

  A worm no goodly sight can bear

  And the mailed Steed, ajoins the deed

  Not to be undone from his worthy share,

  Rides the night, towards scale bright,

  Leaving the seasoned Warrior's care

  Then the serpent rose, and made stead to close,

  The targets lay plain and there,

  But the Warrior's blade the Snake unmade,

  And the charges wander no more, they swear

  Watcher of Stones

  by Gelyph Sig

  Thane of Bjorin

  Long have I waited at the Guardians. I must know: are the stories true? Surely you've heard them. Tales of the stones granting powers to Heroes of old, those special few being able to choose any stone to rewrite his fate. Of course you've heard them, that's why you touch the stones as you pass by. You've heard they bring luck, or a sign from the gods. But you think little of the action. It has no true meaning for you. I see it in your eyes as you pass. You do not believe. But I have always believed. Always felt that I was one of the few whose fate was not sealed at birth by the stars overhead. One of the few who could use these stones, draw on the power of the gods to change my life, change my future. I have always felt it.

  I have done much in my years. Fought battles, defended villages, quested and adventured throughout Skyrim. I have bested the Companions of Whiterun in combat, and performed deeds worthy of everlasting praise in song from the Bards College. No task was too small or great if it could bring me honor, glo
ry, proof that I was worthy of the stones' power.

  And yet, nothing.

  I have found many of these accursed stones in my travels, and none have responded to my touch. With each new feat I would return to the Guardians, wondering if the gods finally deemed me worthy. But now those days are gone. I am an old man, with no fight left in me. And so here I sit, watching the faces of those who pass by on their daily errands, their mundane travels from one city or town to another. Most of you do not even give the stones a passing glance. You have never heard their call, you will never feel drawn to them. Some days, I envy you that.

  Long will I wait at the Guardians, for I must know. Are the stories true?

  The Waters of Oblivion

  A hundred and twenty numbered ages in the void that fated folk had grown deep-schooled in evil. Then the Bright Gods resolved to punish those faithless spirits, and shatter the unruly caitiffs, those huge, unholy scathers, loathsome to the Light. They repented exceedingly that they had gazed upon Oblivion, and seen there the first of dark kin, and welcomed them as brothers and sisters.

 

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