TES4tHEDR ?D@ CNAMbg2408SNAMIntegration: The Stranded Light Requires: Race Balancing Project EV-D 10.5 Less Annoying Magic Experience 1.68 Shivering Isles No one is reading these descriptions anyway, so no more infos here. Pff. Version 0.895MAST Oblivion.esmDATAMASTbgBalancingEVCore.espDATAMASTbgMagicEV.espDATAGRUPGLOBMGLOB(ƊEDIDbgOQ1CountNumberFNAMsFLTVGLOB&EDIDbgMQ1InnnumberFNAMsFLTVGLOB * EDID bgShowCMFNAMsFLTVGRUP4FACTMFACT|EDIDbgQRevendriFactionFULLRevendriFactionXNAM^ XNAMdADATACNAM?RNAMMNAMPoorFNAMPoorFACT:hEDIDbgDaedricIntegrationFULLStranded LightXNAM:hXNAMSDATACNAM?RNAMMNAM AspirantFNAM AspirantINAM(Menus\icons\quest\bgIntegTSLFaction.ddsRNAMMNAMCourierFNAMCourierINAM)Menus\icons\quest\bgIntegTSLFaction2.ddsRNAMMNAM DiplomatFNAM DiplomatINAM)Menus\icons\quest\bgIntegTSLFaction3.ddsRNAMMNAMCountFNAM CountessINAM)Menus\icons\quest\bgIntegTSLFaction4.ddsRNAMMNAMDukeFNAMDuchessINAM)Menus\icons\quest\bgIntegTSLFaction4.ddsRNAMMNAMPrinceFNAM PrincessINAM)Menus\icons\quest\bgIntegTSLFaction4.ddsRNAMMNAMKingFNAMQueenINAM)Menus\icons\quest\bgIntegTSLFaction4.ddsFACTeEDID bgNoGuardsFULLGuards won't interfereDATACNAMRNAMMNAMFighterFNAMFighterFACT[SEDIDbgElsweyrAgentFULLDesert WalkersXNAMwXNAM"XNAM1$XNAMtXNAM_XNAMS XNAMXNAM#DATACNAM?RNAMMNAMAgentFNAMAgentINAM,Menus\icons\quest\bgIntegElsweyrFaction.ddsRNAMMNAM OperativeFNAM OperativeINAM,Menus\icons\quest\bgIntegElsweyrFaction.ddsFACTEDID bgRenFactionFULLRenrijra KrinXNAMpXNAMw2XNAMpNXNAM\Y2XNAMXNAMSXNAM XNAM#DATACNAM?RNAMMNAMSmileFNAMSmileINAM-Menus\icons\quest\bgIntegRenrijraFaction.ddsRNAMMNAM LaughterFNAM LaughterINAM-Menus\icons\quest\bgIntegRenrijraFaction.ddsRNAMMNAM JoybringerFNAM JoybringerINAM-Menus\icons\quest\bgIntegRenrijraFaction.ddsFACTAEEDIDbgVoidFactionXNAM:h2XNAMEdDATACNAM?FACTaEDIDbgZTestBrumaFactionXNAMXNAM^dDATACNAM?RNAMMNAMAFNAMBFACTd`EDIDbgRQ2AttackfactionFULLRQ 2 Attack FactionDATACNAM?RNAMMNAMDUMYFNAMDUMYFACTm#EDIDbgRenWarFactionFULLRenFactionWarXNAMDATACNAM?RNAMMNAM HerculesFNAMXenaFACTs{EDIDbgZAQ6HouseFactionFULLAQ 6 House FactionXNAM{dDATACNAM?RNAMMNAMHubbyFNAMWiffyFACTOEDIDbgDebtFactionFULLDebt CollectorDATACNAM?RNAMMNAM SearcherFNAM SearcherINAM5Menus\icons\quest\bgIntegDaedraDebtFactionCopper.ddsRNAMMNAMFinderFNAMFinderINAM5Menus\icons\quest\bgIntegDaedraDebtFactionSilver.ddsRNAMMNAMAquirerFNAMAquirerINAM3Menus\icons\quest\bgIntegDaedraDebtFactionGold.ddsRNAMMNAM CollectorFNAM CollectorINAM(Menus\icons\quest\DaedraDebtFaction.ddsFACTEDIDbgMirCorrupFactionFULLMir Corrup CitizenXNAM:hXNAMDATACNAM?RNAMMNAMCitizenFNAMCitizenFACTpmCEDIDbgZMCLightningBoltFactionFULLLightning Bolt FactionDATACNAM?RNAMMNAMOwnerFNAMOwnerFACTtSEDIDbgZMCSunkenTreasuresFactionFULLSunken Treasures FactionDATACNAM?RNAMMNAMOwnerFNAMOwnerFACTtq[EDIDbgZMCBoilingCauldronFactionFULLBoiling Cauldron FactionDATACNAM?RNAMMNAMOwnerFNAMOwnerFACTfr[EDIDbgZMCRedNavelFactionFULLRed Navel FactionDATACNAM?RNAMMNAMOwnerFNAMOwnerFACTqEDIDbgMirCorrupGuardsFULLMir Corrup GuardsXNAM?XNAM XNAM_XNAMwXNAMXNAM:hdXNAMdXNAMqdDATACNAM?RNAMMNAM DefenderFNAM DefenderFACTpqEDIDbgZMCChimneyDreamsFactionFULLChimney Dreams FactionDATACNAM?RNAMMNAMOwnerFNAMOwnerFACTf~@ EDIDbgZMCHappyWogFactionFULLHappy Wog FactionDATACNAM?RNAMMNAMOwnerFNAMOwnerFACTh@ EDIDbgZMCVeilFactionFULLBeyond the Veil FactionDATACNAM?RNAMMNAMOwnerFNAMOwnerGRUPj RACEMRACEB EDID OhmesshavedFULL Ohmes-rathUDESCfA manlike breed of the feline Khajiit, Ohmes-rath are more suited to melee combat than the more common Suthay and Suthay-rath. They're gifted with a bonus to armor, a resistance to frost, a heavy resistance to shock, immunity to paralysis, and a strong constitution, but bear an extreme weakness to poison. (unusual variant for quest purpose, do not play!)SPLO:SPLO:SPLOZSPLOyXNAM XNAMC XNAMXNAMXNAMXNAM# XNAM#XNAM?XNAMXNAMGyXNAMHyXNAMy DATA$    q?Hz?l?k?VNAMyyDNAMCNAMPNAM@UNAM@@ATTR(2-((2(#-(-#2NAM0INDXMODL"Characters\Imperial\HeadHuman.nifMODBICON"Characters\Imperial\HeadHuman.ddsINDXMODL#characters\khajiit\earskhajiit.nifMODBICON characters\tabaxi\eartabaxi.ddsINDXMODL#characters\khajiit\earskhajiit.nifMODBICON characters\tabaxi\eartabaxi.ddsINDXMODL#Characters\Imperial\MouthHuman.nifMODBICON#Characters\Imperial\MouthHuman.ddsINDXMODL(Characters\Imperial\TeethLowerHuman.nifMODBICON(Characters\Imperial\TeethLowerHuman.ddsINDXMODL(Characters\Imperial\TeethUpperHuman.nifMODBICON(Characters\Imperial\TeethUpperHuman.ddsINDXMODL$Characters\Imperial\TongueHuman.nifMODBICON$Characters\Imperial\TongueHuman.ddsINDXMODL$characters\tabaxi\ainmhiEyeLeft.nifMODBINDXMODL%characters\tabaxi\ainmhiEyeRight.nifMODBNAM1MNAMINDXICON+Characters\Imperial\Male\UpperBodyMale.ddsINDXICON%Characters\Imperial\Male\legmale.ddsINDXICON&Characters\Imperial\Male\handmale.ddsINDXICON&Characters\Imperial\Male\footmale.ddsINDXFNAMINDXICON/Characters\Imperial\Female\upperbodyfemale.ddsINDXICON)Characters\Imperial\Female\legfemale.ddsINDXICON*Characters\Imperial\Female\handfemale.ddsINDXICON*Characters\Imperial\Female\footfemale.ddsINDXHNAM BBBBBB}L!ostu P ax        c*e*f*h*j*k*n*o*t*u*w*x*7>>>> >H HHHH1H2H8H9HJHKHCRMRNRVRXR_R`R6\7\?\@\H\J\Q\R\\\b\e\h\k\n\p\q\z\{\\\\\\     SSSSyy y-y.y/y0y1y2y3y4y5y6y7y8y9y:y;yy?y@yAyByCyDyEyENAMlyyyyyyyyy y y y y yyyyyyyyyyyyyyFGGSH3>8ݐ >/?\N>n|?x>Om?*??HAS> |B?*?pS >2'i|I>*?UA/Jq>a֛# >8>,?@C?X ?k?X?4?OվFGGAx7:@];:8[pD >Qe=>J\-] *jgV#>#t%!?V?>=<<=9gzA=Zla;z=B=xrB>ܡh=>J?B?-=L>`3>n x'SNAMGRUPSCPTMSCPTj LEDIDbgZOQOhmesDialogueScriptSCHRSCDASCTXoScn bgZOQOhmesDialogueScript ;; Note: This is a purely cosmetical dummy script to store dialogue choices, so they don't appear over and over again. ;; ;; God I hate hate HATE HATE! Oblivion's dialogue system. ;; short paintingdialogue ;; 1 = read, 2 agreed short potiondialogue ;; 1 = informed short Indarysdialogue ;; 1 = done short Regulusdialogue ;; 1 = done short Mariusdialogue ;; 1 = done short HalLiurzdialogue ;; 1 = done short SavlianDialogue ;; 1 = done short MillonaDialogue ;; 1 = done short ArrianaDialogue ;; 1 = done short NarinaDialogue ;; 1 = done short RegulusKhajiitRant ;; 1 = done short Severknown ;; 1 = known short Seversolution ;; 1 = ordered away, 2 = invited to Skingrad, 3 = invited to Chorrol short Severdialog ;; need to be at least 3 to get her protonym short ClanMotherknown ;; 1 = yes short SeverDialogOnlyOnceA short SeverDialogOnlyOnceB short SeverDialogOnlyOnceC ;; just to prevent variable bloating short countdoneAndel short countdoneRegulus short countdoneMarius short countdoneHalLiurz short countdoneSavlian short countdoneMillona short countdoneArriana short countdoneNarina ;; just there so the Suthay Act won't come up again and again. short OQ10Measures ;; triggers new dialog after the OQ09 quest is finished short OQ10Heart ;; only one heart by Arriashe!SLSDSCVRpaintingdialogueSLSDSCVRpotiondialogueSLSDSCVRIndarysdialogueSLSDSCVRRegulusdialogueSLSDSCVRMariusdialogueSLSDSCVRHalLiurzdialogueSLSDSCVRSavlianDialogueSLSDSCVRMillonaDialogueSLSDSCVRArrianaDialogueSLSDSCVRNarinaDialogueSLSDSCVRRegulusKhajiitRantSLSDSCVR SeverknownSLSDSCVRSeversolutionSLSD SCVR SeverdialogSLSDSCVRClanMotherknownSLSD SCVRSeverDialogOnlyOnceASLSD SCVRSeverDialogOnlyOnceBSLSD SCVRSeverDialogOnlyOnceCSLSDSCVRcountdoneAndelSLSDSCVRcountdoneRegulusSLSDSCVRcountdoneMariusSLSDSCVRcountdoneHalLiurzSLSDSCVRcountdoneSavlianSLSDSCVRcountdoneMillonaSLSDSCVRcountdoneArrianaSLSDSCVRcountdoneNarinaSLSDSCVR OQ10MeasuresSLSDSCVR OQ10HeartSCPTSEDIDbgOQ2MnemoliDustScriptSCHR%SCDA% r9 rnSCTXPscn bgOQ2MnemoliDustScript Begin OnAdd player SetStage bgOQ2Painting 25 EndSCROSCROESCPT#=hEDIDbgZAQAurealDialogueScriptSCHRLSCDASCTXIScn bgZAQAurealDialogueScript ;; Note: This is a purely cosmetical dummy script to store dialogue choices, so they don't appear over and over again. ;; ;; God I hate hate HATE HATE! Oblivion's dialogue system. ;; short BeforeStart ;; 1 = informed short Fanaclear ;; 1 = cleared short BeforeStartFana ;; 1 = informed short BeginFame ;; how your reputation was as you've joined the Stranded Light short BeginInfamy ;; how your reputation was as you've joined the Stranded Light short SummonedDialog ;; 1 = done short FlenSum ;; 1 = done short FlenPlace ;; 1 = done short FlenFam ;; 1 = done short FlenSuccess short FlenFail ;; keeping track of successful and unsuccessful attempts at persuading Flen short GGsuccess ; keeping track of persuasing Ramus short GGInst ; keeping track of # of Guild Guides short RecoveryStart ; preventing redundancy short interviewstart ; triggers the interview greeting ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Interview Quest Trackers - first races, then summaries ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; short intAltmer short intArgonian short intBosmer short intBreton short intDunmer short intImperial short intKhajiit short intNord short intOrc short intRedguard short intRegularLow short intRegularHigh ; 2 for low, 5 for high ; short intRegularGood short intRegularEvil ; specify standing of the interviewed people, e.g. Raminus Polus versus LaChance ; ; this will play a part in a later quest. Evil, am I not? ; ; 3 = mostly good, 2 = neutral, 1 = evil ; short intRegularResult short intAureal short intAyleid short intMazken short intMaormer short intOhmesR short intOhmesT short intSeducer short intXivilai short intSpecialLow short IntSpecialHigh ; 1 for low, 2 for high ; ; currently excluding Ohmes, Seducer and Maormer, due to them being not yet fully included ; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Interview Quest Trackers over ;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; short Imprisonment2 ;; starts Imprisonment II quest short Underwatersearch ; if someone just don't find it... ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ;; Teshekru Dialogs. Used to "form" relationship; short Teshnice short Teshinterested short Teshadmire short Teshneutral short Teshcondescending short Teshrude short Teshthreat short Teshpro short Teshcon short Teshsum ; summarizes behaviour. short Teshnumber ;; number of dialogs. Important for Tesserayiel. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; short SirelleDenied ;; 1 = denied help, Sirelle won't talk with the player, then. short Survivorknown ;; increased by one for each info you get about a survivor not being in game. ;; Oraggel, Deshri, Wrenek, Suhliv, Paoles, Vrendre ;; Tiridar => knows Wrenek and Vrendre, gives Oraggel and Deshri ;; Ahtize => knows Deshri and Paoles, gives Wrenek and Suhliv ;; Errallius => knows Orragel and Suhliv, gives Paoles and Vrendre short Survivorright ;; a memory quest, wheee! This tracks correct answers to Sirille. Correct is: ;; twins -> alive ;; Ssenskri -> dead ;; Marralte -> alive ;; Orragel -> dead ;; Deshri -> alive, followed pirates ;; Paoles -> dead ;; Wrenek -> dead ;; Suhliv -> alive ;; Vrendre -> dead ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; short AQ6Start ; 1 = start quest short bgXQ3DoppleFinish ; keeps tracks of subgoals. XQ3 has three simultaneous subgoals, which can be fulfilled in any order short bgXQ3Karatold ; 2 is finished, just so that you tell her everything ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; short SQ2Warning ; 1 = Turumerin is currently in warning mode. Sleeping in the double bed will cause the SQ2 quest, in memoria of the Lana experience. ; She warns the player before that, though. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; short SanctumStart ; 1 = quest is about to begin. Requirement: Rank of Diplomat in the Stranded Light, Breaking the Monopoly II and Suthay Decree have to be finished. short AQ8Path1Success short AQ8Path1Fail short AQ8Path1Closed short AQ8Path2Success short AQ8Path2Fail short AQ8Path2Closed short AQ8Path3Success short AQ8Path3Fail short AQ8Path3Closed ; each path consist of four two-way skill checks. You need to pass 3. If you fail 3 times, the path is closed. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; short AQ6OrderTaintDialog ; enables OrderTaintDialog. Is set once to 1, then in dialog set to two. ;; ; In Slice 6 it's used to start the Endgame by being set to three.;; ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; short AQ9StarStart ; enables Star of High Hope greeting / dialog. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; short SiNoInvest ; request of kyoma. He should figure out how to set it. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; short Teshkissed ; set to one if you let her kiss you after +15 disposition; SLSDSCVR BeforeStartSLSD(SCVR FanaclearSLSD*SCVRBeforeStartFanaSLSDSCVR BeginFameSLSDSCVR BeginInfamySLSDSCVRSummonedDialogSLSDSCVRFlenSumSLSDSCVR FlenPlaceSLSDSCVRFlenFamSLSDSCVR FlenSuccessSLSD SCVR FlenFailSLSD SCVR GGsuccessSLSD SCVRGGInstSLSD%SCVRRecoveryStartSLSD SCVRinterviewstartSLSD SCVR intAltmerSLSDSCVR intArgonianSLSDSCVR intBosmerSLSDSCVR intBretonSLSDSCVR intDunmerSLSDSCVR intImperialSLSDSCVR intKhajiitSLSDSCVRintNordSLSDSCVRintOrcSLSDSCVR intRedguardSLSDSCVRintRegularLowSLSDSCVRintRegularHighSLSDSCVRintRegularGoodSLSDSCVRintRegularEvilSLSD'SCVRintRegularResultSLSDSCVR intAurealSLSDSCVR intAyleidSLSDSCVR intMazkenSLSDSCVR intMaormerSLSDSCVR intOhmesRSLSD SCVR intOhmesTSLSD!SCVR intSeducerSLSD"SCVR intXivilaiSLSD#SCVRintSpecialLowSLSD$SCVRIntSpecialHighSLSD)SCVRImprisonment2SLSD+SCVRUnderwatersearchSLSD,SCVR TeshniceSLSD2SCVRTeshinterestedSLSD-SCVR TeshadmireSLSD.SCVR TeshneutralSLSD/SCVRTeshcondescendingSLSD0SCVR TeshrudeSLSD1SCVR TeshthreatSLSD3SCVRTeshproSLSD4SCVRTeshconSLSD5SCVRTeshsumSLSD6SCVR TeshnumberSLSD7SCVRSirelleDeniedSLSD8SCVRSurvivorknownSLSD9SCVRSurvivorrightSLSD:SCVR AQ6StartSLSD<SCVRbgXQ3DoppleFinishSLSD=SCVRbgXQ3KaratoldSLSD>SCVR SQ2WarningSLSD?SCVR SanctumStartSLSD@SCVRAQ8Path1SuccessSLSDASCVR AQ8Path1FailSLSDFSCVRAQ8Path1ClosedSLSDBSCVRAQ8Path2SuccessSLSDCSCVR AQ8Path2FailSLSDGSCVRAQ8Path2ClosedSLSDDSCVRAQ8Path3SuccessSLSDESCVR AQ8Path3FailSLSDHSCVRAQ8Path3ClosedSLSDISCVRAQ6OrderTaintDialogSLSDJSCVR AQ9StarStartSLSDKSCVR SiNoInvestSLSDLSCVR TeshkissedSCPToEDIDbgZOQ2PotionOfMuzgobScriptSCHRSCDA rSCTXLscn bgZOQ2PotionOfMuzgobScript Begin OnAdd bgMameria ;do something; EndSCRO?SCPT;oEDIDbgZOQ2PotionOfMuzgobScript2SCHR>SCDA>0 f X f Z ==SCTXzscn bgZOQ2PotionOfMuzgobScript2 ref me Begin ScriptEffectStart Set me to getself if me == player kill endif EndSLSDSCVRmeSCRVSCROSCPT}EDIDbgOQ2NorbertScriptSCHRSCDA f X f X rX. 1 == f Z == rX 1 == rX 0 ==R rn rn9 rnA   SCTXScn bgOQ2NorbertScript ref me ref theother Begin OnActivate set me to getself set theother to getactionref if me.getdead == 1 return else if theother == player if theother.issneaking == 1 if me.GetArmorRatingUpperBody == 0 player.removeitem bgPotionOfMuzgob 1 setessential bgZOQ2NorberttheGraywolf 0 bgZOQ2NorbertN.kill setstage bgOQ2Painting 65 else activate endif else activate endif else activate endif endif EndSLSDSCVRmeSLSDSCVR theotherSCROSCRO,oSCRVSCRVSCROoSCRO*oSCROESCPT}EDIDbgMQ1KenerielScriptSCHR SCDA  f X |r s s 1 +  s 5 < n s 5 >= s 9 < &&n rn s 10 >= 9 rnF3 rXr 0 ==rrSCTXscn bgMQ1KenerielScript Short Severed ref me Begin OnLoad Set me to getself End Begin OnMagicEffectHit DSPL Set Severed to Severed + 1 if Severed < 5 playgroup stagger 1 elseif severed >= 5 && severed < 9 me.pushactoraway me -5 elseif Severed >= 10 kill Endif End Begin OnDeath SetStage bgMQ1Sever 70 End Begin OnStartCombat if me.isspelltarget bgOQ1ArmorWeapon == 0 me.cast bgOQ1ArmorWeapon me endif EndSLSDSCVRSeveredSLSDSCVRmeSCRVSCROpSCROSCROSCPTrEDIDbgZOQ1DaggerMagicScriptSCHRSCDA f X($ rXEr 1 == rXEr || rX/r 1 ==R rn rn9 rnSCTXscn bgZOQ1DaggerMagicScript ref me Begin ScriptEffectStart set me to getself if me.getisrace Ohmes == 1 || me.getisrace Ohmesshaved if player.getitemcount bgEmptyVial == 1 player.removeitem bgEmptyVial 1 player.additem bgOhmesBlood 1 setstage bgOQ3Blood 20 endif endif EndSLSDIsIDendriS SCVRmeSCROSCRVSCROySCROSCROSCROSCROSCPTEDIDbgZOQ1DaggerEquipScriptSCHRSCDASCTX_scn bgZOQ1DaggerEquipScript ;short point ;short button ;Begin OnEquip Player ;if player.getisrace Ohmes ;set point to 1 ;endif ;End ;Begin Gamemode ;if point == 1 ;MessageBox "Would you like to use your own blood?" "Yes" "No" ;set point to 2 ;endif ; ;if point == 2 ; ;set button to getbuttonpressed ;if button == 0 ; ;if player.getitemcount bgEmptyVial == 1 ;player.removeitem bgEmptyVial 1 ;player.additem bgOhmesBlood 1 ;player.pushactoraway player -5 ;setstage bgOQ3Blood 10 ;endif ; ;set point to 0 ; ;elseif button 1 ;set point to 0 ; ;endif ; ;endif ;End SCPTEDIDbgZOQ1BookScriptSCHRSCDA 2r  s 1 != rs 1s 1 8r  s 1 != rs 1s 1 SCTXscn bgZOQ1BookScript short doonce Begin OnEquip Player if doonce != 1 set bgZOQOhmesDialogue.Clanmotherknown to 1 set doonce to 1 endif End Begin OnActivate Player if doonce != 1 set bgZOQOhmesDialogue.Clanmotherknown to 1 set doonce to 1 endif Activate EndSLSDSCVRdoonceSCROSCRO#SCPTEEDIDbgYBottleScript2SCHR?SCDA?1  s 1 !=rs 1SCTXscn bgYBottleScript2 short doonce Begin GameMode if doonce != 1 player.EquipItem bgOQ3GiveBloodPotion set doonce to 1 endif EndSLSD4zSCVRdoonceSCROSCROSCPT EDIDbgMQ1TeleportSpellSCHRSCDA1 f X#rz@k rs 1 ==r rs 2 ==r rs 3 ==rSCTXscn bgMQ1TeleportSpell ref me Begin ScriptEffectStart set me to getself me.pms bgHealingBaconShader 2 me.removescriptpackage bgMQ1CastMagicPackage End Begin ScriptEffectFinish if bgZOQOhmesDialogue.Seversolution == 1 me.moveto KeneriDanceSI elseif bgZOQOhmesDialogue.Seversolution == 2 me.moveto bgSkingradMark elseif bgZOQOhmesDialogue.Seversolution == 3 me.moveto bgChorrolMark endif EndSLSDSCVRmeSCRVSCROTSCRO#SCROKSCROXSCROUSCPTEDIDbgZHQVariableStorageScriptSCHRSCDASCTXBscn bgZHQVariableStorageScript short Tyrrugreeting ;; 1 = doneSLSDSCVRTyrrugreetingSCPTEDIDbgHQ1SerevriescriptSCHRSCDASCTXscn bgHQ1Serevriescript ;short DoOnce ;Begin OnLoad ; ;if DoOnce != 1 ;if Getstage bgHQ1Expedition == 5 ;setstage bgHQ1Expedition 10 ;set DoOnce to 1 ;endif ;endif ;EndSCPTrEDIDbgHQ1NoteScriptSCHRiSCDAi Vr X:r 20 ==9 rn X:r 10 ==9 rnSCTXscn bgHQ1NoteScript Begin OnAdd Player If GetStage bgHQ1Expedition == 20 SetStage bgHQ1Expedition 25 elseif GetStage bgHQ1Expedition == 10 SetStage bgHQ1Expedition 30 endif EndSCROSCROSCPT= EDIDbgHQ1AlchemyFoodSpellScriptSCHR~SCDA~p f X f Z !=f XM 0.2 * f 0 >= f 1 < && rn  f 1 >= f 2 < && rn  f 2 >= f 3 < && rn  f 3 >= f 4 < && rn  f 4 >= f 5 < && rn  f 5 >= f 6 < && rn  f 6 >= f 7 < && r n  f 7 >= f 8 < && r n  f 8 >= f 9 < && r n  f 9 >= f 10 < && r n  f 10 >= f 11 < && r n  rn  f 11 >= f 12 < && rn  f 12 >= f 13 < && rn  f 13 >= f 14 < && rn  f 14 >= f 15 < && rn  f 15 >= f 16 < && rn  f 16 >= f 17 < && rn rn f 17 >= f 18 < && rn  f 18 >= f 19 < && rn  rn  f 19 >= rn SCTX+scn bgHQ1AlchemyFoodSpellScript float chance ref me Begin ScriptEffectStart set me to getself if me != player return else set chance to getrandompercent * 0.2 endif if chance >= 0 && chance < 1 player.additem Venison 10 endif if chance >= 1 && chance < 2 player.additem Tomato 10 endif if chance >= 2 && chance < 3 player.additem Strawberry 10 endif if chance >= 3 && chance < 4 player.additem Radish 10 endif if chance >= 4 && chance < 5 player.additem Pumpkin 10 endif if chance >= 5 && chance < 6 player.additem Potato 10 endif if chance >= 6 && chance < 7 player.additem Pear 10 endif if chance >= 7 && chance < 8 player.additem Orange 10 endif if chance >= 8 && chance < 9 player.additem Onion 10 endif if chance >= 9 && chance < 10 player.additem Mutton 10 endif if chance >= 10 && chance < 11 player.additem Lettuce 10 player.additem Apple 10 endif if chance >= 11 && chance < 12 player.additem Leek 10 endif if chance >= 12 && chance < 13 player.additem Ham 10 endif if chance >= 13 && chance < 14 player.additem Grapes 10 endif if chance >= 14 && chance < 15 player.additem CrabMeat 10 endif if chance >= 15 && chance < 16 player.additem Corn 10 endif if chance >= 16 && chance < 17 player.additem CheeseWheel 5 player.additem CheeseWedge 5 endif if chance >= 17 && chance < 18 player.additem Beef 10 endif if chance >= 18 && chance < 19 player.additem Carrot 10 player.additem Breadloaf 10 endif if chance >= 19 player.additem BoarMeat 10 endif End SLSDSCVRchanceSLSDSCVRmeSCROSCRVSCRO"SCRO6SCRO6SCRO6SCRO6SCRO6SCRO6SCROXSCRO6SCRO6SCRO6SCRO]6SCRO6SCRO|6SCRO{6SCROl6SCROk6SCROi6SCROh6SCRO_6SCROf6SCRO=SCROe6SCPT+EDIDbgZAQTeleportSpellScriptSCHRRSCDAR) f X#rz@rSCTXScn bgZAQTeleportSpellScript Ref me Begin ScriptEffectStart Set me to Getself me.pms bgHealingBaconShader 3 end Begin ScriptEffectFinish me.moveto bgAQ1Merendin EndSLSDSCVRmeSCRVSCROTSCROSCPT_a@EDIDbgOQ5TeleportSpellScriptSCHRSCDA) f X#rz@V X; rnPr X; rnKr`SCTX*scn bgOQ5TeleportSpellScript ref me Begin ScriptEffectStart set me to getself me.pms bgHealingBaconShader 3 End Begin ScriptEffectFinish if GetStageDone bgOQ5GoNorth 80 me.moveto bgBrumaMark elseif GetStageDone bgOQ5GoNorth 75 me.moveto bgMageBruma endif EnablePlayerControls EndSLSDSCVRmeSCRVSCROTSCRO2SCROSSCRO2SCPTwEDIDbgXQ1PushEffectSCHRpSCDApb f X Xr 5000 >&r  Xan rndSCTXscn bgXQ1PushEffect ref me Begin ScriptEffectStart set me to getself if GetDistance bgXQ1UlaszaRef > 5000 PlaySound SPLMysticismFail Return endif if IsActor bgXQ1UlaszaRef.pushactoraway me 100 endif EndSLSD SCVRmeSCRO%wSCRVSCROkSCPT&wEDIDbgXQ1UlaszaScriptSCHR SCDA) X:r 90 <r Qr f Xrr  s 1 !=9 rns 1h f X X:r 100 <rrrrf rX r  f X X:r 100 < rX! 1 ==f rXn rnK s s 1 + s 20 >=r r  f X X:r 100 >= rX! 1 ==f rXn rnK s s 1 + s 20 >=r C X:r 100 <9 rnZ9 r nZSCTXscn bgXQ1UlaszaScript ref me ref other short counter short counter2 short doonce Begin OnLoad If GetStage bgXQ1Ordered < 90 setweather SEThunderstorm endif End Begin OnPackageStart bgXQ1UlaszaAmbush set me to getself me.cast bgXQ1InvisibleApproach me if DoOnce != 1 setstage bgXQ1Ordered 20 set DoOnce to 1 endif end Begin OnStartCombat set me to getself if getstage bgXQ1Ordered < 100 me.cast bgXQ1ArmorWeapon me else me.cast bgXQ1ArmorWeapon2 me endif set other to me.getcombattarget end Begin OnMagicEffectHit TURN set me to getself if getstage bgXQ1Ordered < 100 if me.isincombat == 1 set other to me.getcombattarget other.pushactoraway me 75 set counter to counter + 1 endif if counter >= 20 me.kill other endif endif End Begin OnMagicEffectHit LGHT set me to getself if getstage bgXQ1Ordered >= 100 if me.isincombat == 1 set other to me.getcombattarget other.pushactoraway me 75 set counter2 to counter2 + 1 endif if counter2 >= 20 me.kill other endif endif End Begin OnDeath if getstage bgXQ1Ordered < 100 SetStage bgXQ1Ordered 90 else SetStage bgOQ6MissingLetter 90 endif EndSLSDSCVRmeSLSDG0SCVRotherSLSDGSCVRcounterSLSDG0SCVR counter2SLSDGSCVRdoonceSCRVSCRVSCRO(wSCRO]OSCRO$wSCRO'wSCROwSCROaSCROSCROSCROZSCPT#EDID#bgiOblivionMagickaFountain01SCRIPTSCHR-` SCDA`  rXGr 1 == s r ss rX X:r 100 >=s 5s 0 X; r nds  5s  0 X:r 100 >=s  5s  0 X:r 100 >=s  5s  0 X; rnKs  10s  0 X; rnds 10s 0 X; rnds 10s 0 X; rns 10s 0 X; rnds 15s 0 s s + s 5 + >XrXr s s + s 10 + > X:r 100 >=Xr s s + s + s 20 + >!Xr>: s s + s + s + s + s 30 + > X; r n- && r s  1+' s s + s + s + s + s 35 + > r s) 1 X:r 70 >= X:r 100 >= X:r 100 >=!Xr X:r 100 ==!Xr X:r 75 ==!9 r ndXr X:r 100 >=XrXr  r!s 1 == r!s 21- s s + s + s + s + s + s 40 + > X; r"ndXr#1- s s + s + s + s + s + s 50 + > X; r$nd r s: 1 X:r 100 ==!Xr% X; r&nd 1 ==! X:r 70 >= X:r 100 >= rXIr 2 >= r s? 1 X; rn 1 == X8r 0 == r sI 1 < r sI 1C? s s + s + s + s + s + s + s + s + s 75 + > X; r'nd 1 == r sJ 1JF s s + s + s + s + s + s + s + s + s + s 100 + > r sI 2 == r sI 3 X; r(nr) Xir 1 == f 0 <= s 0 == &&f 60s 1s 1 nY<2The fountain needs time to replenish its energies.  s 1 == rXP 5 <=s 1$ rXP 6 >= rXP 10 <= &&s 2%! rXP 11 >= rXP 15 <= &&s 3 rXP 16 >=s 4  s 1 == f 60 >= &&  s 1 ==r*r  s 2 ==r+r  s 3 ==r,r  s 4 ==r-rs 0 s 1 == f 0 <= &&s 0 n  f 0 >f f X  -SCTXscn bgiOblivionMagickaFountain01SCRIPT float timer short triggered short stage short SpellRank short bonus1 short bonus2 short bonus3 short bonus4 short startf short currentf short starti short currenti short bonus5 short bonus6 short bonus7 short bonus8 short bonus9 Begin OnLoad if player.getinfaction bgDaedricIntegration == 1 ;Message "Starting up!" ;Message "BeginFame is %.0f" bgZAQAurealDialogue.BeginFame set startf to bgZAQAurealDialogue.BeginFame set currentf to player.getpcfame ;Message "test 1" if getstage bgMQ1AdvertisementQuest >= 100 set bonus1 to 5 else set bonus1 to 0 endif ;Message "test 2" if getstagedone bgAQ4Recovery 100 set bonus2 to 5 else set bonus2 to 0 endif if getstage bgAQ5Spellmaking >= 100 set bonus3 to 5 else set bonus3 to 0 endif if getstage bgOQ8Enchanting >= 100 set bonus4 to 5 else set bonus4 to 0 endif if getstagedone bgXQ5Imprisonment 75 set bonus5 to 10 else set bonus5 to 0 endif if getstagedone bgXQ3Dopple 100 set bonus6 to 10 else set bonus6 to 0 endif if getstagedone bgOQ11Smile 100 set bonus7 to 10 else set bonus7 to 0 endif if getstagedone bgAQ6Cure 180 set bonus8 to 10 else set bonus8 to 0 endif if getstagedone bgAQ9Star 100 set bonus9 to 15 else set bonus9 to 0 endif ;Message "currentf is %.0f, while startf is %.0f and bonus1 is %.0f" currentf, startf, bonus1 if currentf + bonus1 > startf + 5 AddTopic bgXQ2MSeverStart AddTopic bgZAQ2BeingSummoned endif if currentf + bonus1 > startf + 10 if getstage bgAQ2Summoner >= 100 AddTopic bgZAQ4Recovery1 endif endif if currentf + bonus1 + bonus2 > startf + 20 bgKanaaneRef.enable AddTopic bgZAQ1CharKanaane endif if currentf + bonus1 + bonus2 + bonus3 + bonus4 > startf + 30 && getstagedone bgMQ1AdvertisementQuest 45 set bgZAQAurealDialogue.interviewstart to 1 endif if currentf + bonus1 + bonus2 + bonus3 + bonus4 > startf + 35 set bgZAQAurealDialogue.Imprisonment2 to 1 endif if getstage bgOQ1ShavedDecree >= 70 if getstage bgZMG1SubLeyawiin >= 100 if getstage bgXQ1Ordered >= 100 bgDoLeaBedRef.enable AddTopic bgZAQ1CharDoLea endif endif endif if getstage bgSQ1Damsel == 100 bgDSTeshekruBed.enable AddTopic bgZAQ1CharTeshekru endif if getstage bgAQ5Spellmaking == 75 bgSEAhtizeBedRef.enable setstage bgAQ5Spellmaking 100 AddTopic bgZAQ5Spellmaking3 endif if getstage bgAQ5Spellmaking >= 100 AddTopic bgZOQ8EnchantStart1 AddTopic bgZAQ1CharAhtize endif if bgZOQOhmesDialogue.OQ10Measures == 1 set bgZOQOhmesDialogue.OQ10Measures to 2 endif if currentf + bonus1 + bonus2 + bonus3 + bonus4 + bonus5 > startf + 40 if GetStageDone bgOQ6MissingLetter 100 AddTopic bgZAQ6MaD endif endif if currentf + bonus1 + bonus2 + bonus3 + bonus4 + bonus5 > startf + 50 if GetStageDone bgRQ1TaxCollectorQuest 100 set bgZAQAurealDialogue.AQ6Start to 1 endif endif if getstage bgOQ11Smile == 100 bgDarQueBed.enable AddTopic bgZAQ1CharDarQue endif if getstagedone bgAQ7Paintings 100 == 1 bgAQ7TogglePainting.enable endif if getstage bgOQ1ShavedDecree >= 70 if getstage bgOQ8Enchanting >= 100 if player.getfactionrank bgDaedricIntegration >= 2 set bgZAQAurealDialogue.SanctumStart to 1 endif endif endif if getstagedone bgAQ6Cure 150 == 1 if getquestrunning bgAQ6Cure == 0 if bgZAQAurealDialogue.AQ6OrderTaintDialog < 1 set bgZAQAurealDialogue.AQ6OrderTaintDialog to 1 endif endif endif if currentf + bonus1 + bonus2 + bonus3 + bonus4 + bonus5 + bonus6 + bonus7 + bonus8 > startf + 75 if getstagedone bgAQ8Mycelium 100 == 1 set bgZAQAurealDialogue.AQ9StarStart to 1 endif endif if currentf + bonus1 + bonus2 + bonus3 + bonus4 + bonus5 + bonus6 + bonus7 + bonus8 + bonus9 > startf + 100 if bgZAQAurealDialogue.AQ6OrderTaintDialog == 2 set bgZAQAurealDialogue.AQ6OrderTaintDialog to 3 endif endif endif if getstagedone bgRQ4Poison 5 player.addspell bgRQ3FakeMover endif End begin onActivate if isActionRef player == 1 if timer <= 0 && triggered == 0 set timer to 60 set triggered to 1 set stage to 1 playgroup Forward 1 else Message "The fountain needs time to replenish its energies." endif endif end begin gameMode if triggered == 1 ;This section will choose the trap spell based on the PC's level (hopefully) if player.GetLevel <= 5 set SpellRank to 1 elseif ( player.GetLevel >= 6 ) && ( player.GetLevel <= 10 ) set SpellRank to 2 elseif ( player.GetLevel >= 11 ) && ( player.GetLevel <= 15 ) set SpellRank to 3 elseif ( player.GetLevel >= 16 ) set SpellRank to 4 endif if stage == 1 && timer >= 60 ;Debug message ;message "Rank %.0f Fireball", SpellRank, 10 if SpellRank == 1 cast TRAPBloodFountainMagicka01 player elseif SpellRank == 2 cast TRAPBloodFountainMagicka02 player elseif SpellRank == 3 cast TRAPBloodFountainMagicka03 player elseif SpellRank == 4 cast TRAPBloodFountainMagicka04 player endif set stage to 0 endif endif if triggered == 1 && timer <=0 set triggered to 0 playgroup SpecialIdle 1 endif if timer > 0 set timer to timer - getSecondsPassed endif end SLSDSCVRtimerSLSDSCVR triggeredSLSDSCVRstageSLSDSCVR SpellRankSLSDSCVRbonus1SLSD SCVRbonus2SLSD SCVRbonus3SLSD SCVRbonus4SLSDSCVRstartfSLSDSCVR currentfSLSDSCVRstartiSLSD SCVR currentiSLSD SCVRbonus5SLSDSCVRbonus6SLSDSCVRbonus7SLSDSCVRbonus8SLSDSCVRbonus9SCRO2SCROSSCRO|SCROYSCROSCROSCROSCRO:hSCRO>hSCROSCROSCROSCROSCROSCRO/SCRO uSCRO!|SCROm SCROSCROSCROSCROSCRO<SCROSCROSCRO(wSCROZSCRO|SCRO|SCRO՟SCROSCROSCRO#SCROZSCROSCROSCROSCROSCROoSCROSCRO8 SCRO SCROLSCROLSCROLSCPT|EDIDibgHQ1LetterScriptSCHR[SCDA[ Hr  s 1 !=XrXrXrXrs 1SCTXscn ibgHQ1LetterScript Short DoOnce Begin OnEquip Player if DoOnce != 1 AddTopic bgHQ1ZRiddle1 AddTopic bgHQ1ZRiddle2 AddTopic bgHQ1ZRiddle3 AddTopic bgHQ1ZRiddle4 set DoOnce to 1 endif EndSLSDSCVRDoOnceSCROSCROtSCROuSCROvSCROwSCPTH#EDIDbgZMG1AmuletScriptSCHRESCDAE 2r  s 1 !=9 rnFs 1SCTXscn bgZMG1AmuletScript short DoOnce Begin OnAdd Player if DoOnce != 1 setstage bgZMG1SubAnvil 70 set DoOnce to 1 endif EndSLSDSCVRDoOnceSCROSCROSCPTES8EDIDbgZMG1RingScriptSCHRESCDAE 2r  s 1 !=9 rn_s 1SCTXscn bgZMG1RingScript short DoOnce Begin OnAdd Player if DoOnce != 1 setstage bgZMG1SubBravil 95 set DoOnce to 1 endif EndSLSDSCVRDoOnceSCROSCROSCPTaEDIDbgOQ6DeadGuyScriptSCHRuSCDAue  s 1 !=!#rz@D z@9 rns 1SCTXscn bgOQ6DeadGuyScript short DoOnce Begin OnActivate if DoOnce != 1 kill bgXQ1UlaszaRef.enable bgXQ1UlaszaRef.pms bgHealingBaconShader 5 TriggerHitShader 5 setstage bgOQ6MissingLetter 15 set DoOnce to 1 endif End SLSDSCVRDoOnceSCRO%wSCROTSCROZSCPT!}vEDIDibgRipEnchantmentScript1RewardSCHRSCDA f X rXb 1 == rXr 1 == f XM 0.5 *f rX f f > rXr 1 ==#rz@r&r#rz@&rSCTXscn ibgRipEnchantmentScript1Reward float plonk float bgresist ref me Begin ScriptEffectStart Set me to getself if me.isessential == 1 return elseif me.getequipped ibgJ3XClaymoreReward == 1 return else set plonk to getrandompercent * 0.5 set bgresist to me.getav health if plonk > bgresist if player.getequipped ibgJ3XClaymoreReward == 1 me.pms bgEnchWeakness 2 me.kill player playsound DRSFleshsackOpen else me.pms bgEnchWeakness 2 me.kill playsound DRSFleshsackOpen endif endif endif End SLSDSCVRplonkSLSDKSCVR bgresistSLSDSCVRmeSCRVSCRO{vSCROSCRO(qSCROSCPT}V}EDIDibgPaleMoonScriptSCHRcSCDAcE X:r 5 >= X:r 15 <rSCTXscn ibgPaleMoonScript Begin OnActivate ;; do nothing ;; End Begin OnLoad If Getstage bgOQ6MissingLetter >= 5 If GetStage bgOQ6MissingLetter < 15 setweather SEThunderstorm endif endif EndSCROZSCRO]OSCPTEDIDbgRQ1BodyGuardScriptSCHRSCDA r  s 1 ==   s 1 !=XPThe Bodyguard is dead, with his blood he had written 'west gold' onto the stone.9 rn2s 1 rnSCTXRscn bgRQ1BodyGuardScript short DoOnce Begin OnActivate Player if DoOnce == 1 activate endif if DoOnce != 1 MessageBox "The Bodyguard is dead, with his blood he had written 'west gold' onto the stone." SetStage bgRQ1TaxCollectorQuest 50 set DoOnce to 1 setessential bgRQ1OrcBodyGuard 0 bgRQ1OrcBodyRef.kill endif EndSLSDAHSCVRDoOnceSCROSCROSCROSCROSCPTEDIDbgRQ1TaxCollectorScriptSCHRSCDA r  s 1 ==   s 1 !=E=The tax collector is dead, and no sign of the money anywhere.9 rn<s 1 rnSCTXAscn bgRQ1TaxCollectorScript short DoOnce Begin OnActivate Player if DoOnce == 1 activate endif if DoOnce != 1 MessageBox "The tax collector is dead, and no sign of the money anywhere." SetStage bgRQ1TaxCollectorQuest 60 set DoOnce to 1 setessential bgRQ1TaxCollector 0 bgRQ1TaxColRef.kill endif EndSLSD ' SCVRDoOnceSCROSCROSCROSCROSCPTqEDIDbgRQ1KanaFakeScriptSCHRSCDA 3r rXr 0 ==rr |r s s 1 +  s 5 < n s 5 >= s 9 < &&n rn s 10 >= 9 rnKSCTXscn bgRQ1KanaFakeScript Short Severed Begin OnStartCombat player if bgRQ1KanaFakeRef.isspelltarget bgRQ1KanaSurprise == 0 bgRQ1KanaFakeRef.cast bgRQ1KanaSurprise bgRQ1KanaFakeRef endif End Begin OnMagicEffectHit SHDG Set Severed to Severed + 1 if Severed < 5 playgroup stagger 1 elseif severed >= 5 && severed < 9 bgRQ1KanaFakeRef.pushactoraway bgRQ1KanaFakeRef -5 elseif Severed >= 10 kill Endif End Begin OnDeath setstage bgRQ1TaxCollectorQuest 75 EndSLSDacteskeletoSCVRSeveredSCROSCROSCROSCROSCROSCPT=EDIDbgAQ4TomeBookScriptSCHRSCDA r X; rnP 0 ==9 rnn7rWheee, I'm free! f Xrr rzlEach page is made of black mirrors, words are fleeting things written with green inks, casting blue shadows.OK r6r9 rn#n|Well, hello there! Nice to meet you! Ever walked through a park while chasing a violet sprinkled elephant? Well, me neither!SCTXscn bgAQ4TomeBookScript ref me Begin OnDrop Player if getstagedone bgAQ4Recovery 80 == 0 setstage bgAQ4Recovery 200 endif enablefasttravel 1 stopquest bgAQ4Trick Messagebox "Wheee, I'm free!" set me to getself me.cast SEShamblesBomb2 player End Begin OnActivate return End Begin OnEquip player Messagebox "Each page is made of black mirrors, words are fleeting things written with green inks, casting blue shadows." "OK" End Begin OnAdd Player startquest bgAQ4Trick setstage bgAQ4Recovery 35 enablefasttravel 0 MessageBox "Well, hello there! Nice to meet you! Ever walked through a park while chasing a violet sprinkled elephant? Well, me neither!" EndSLSDSCVRmeSCRVSCROSCROSCROSCRO()SCPT{EDIDbgAQ4TrickScriptSCHR:SCDA:3 s 1 == f f 1 + f XM  f 0 =={Hi! Have you spoken your prayers to Lord Dagon today? No? Maybe Peryite? You never known when a prayer might come in handy!OK  f 1 ==cUUgh, it's dark in here! And it smells! Have you ever thought about cleaning your bag?OK  f 2 ==Speaking about backpacks. You don't have one. Yet you carry around quite a lot of junk (not me, of course). Well, considering that you've got no place to store that stuff, let's just say Sanguine would be proud of you!OK  f 3 ==Let's go and kill a dragon! Yes, right now! Just slap me in it's face until it runs away screaming into his doom, DOOM! Wheee! Huzzah!OK  f 4 ==4&A squared plus B squared is C squared.OK  f 5 ==N@Have you missed me? Well, obviously not, because I'm still here!OK  f 6 ==Ever been in a Dark Seducer stronghold? When no monsters are storming around, I can tell you, those Mazken turn into beasts! Meow!OK  f 7 ==~pWe wish you a merry Greymarch, we wish you a Merry Greymarch, we wish you a merry Greymarch and a happy new era!OK  f 8 ==Have you heard of the author Lafseltoh? Whenever someone pointed out a typo, he became a nutcase screaming murder and that everyone is after him. Lcuykli he ddni't witre me, or I wulod be fllu of topys!OK  f 9 ==I have heard a rumor that Altmer have golden skin because they're bathing in apple juice each day. Do you think there's any truth to that?OK f 10 ==tfGive someone scharing softies a firemine and he'll jump on it until he's flying to the skies and back!OK f 11 ==}Monkey gods do exist. If you don't sacrifice a finger each year, trolls will come out of your closet and and eat your chairs!OK f 12 ==zI heard a rumor that there's a long Argonian tradition of polishing spears. Why does noone polishing books? That's unfair!OK f 13 ==dVIt's as true today as when I started adventuring: When in doubt set something on fire!OK f 14 ==If you like to buy ghostly barons, you have to put them last on your shopping list. Absolutely last! Or they'll feel offended. No reason for that, just do it. You've been warned!OK f 15 ==i[How many Bretons does it take to light a fire? Only one. Just make sure he's already dried.OK f 16 ==~I don't know with what weapons the fourth era will be destroyed, but the fifth will have spaceships and a lot of Vivec-loving!OK f 17 ==Cencoring books is a crime! I mean, look at the Real Barenziah. Taking parts out just for saying that Khajiit have barbs at [this passage has been removed by authority of Lord Jyggalag]. HEY!!!OK f 18 ==Ayleids are everywhere! They've already reconquered Cyrodiil! How? Well, they can turn into animals. And guess why there are so many Mud Crabs around, and not a single bird?OK f 19 ==_QWhen have you last taken a bath? Must have been ages ago! Jump into a water now! OK f 20 ==%The truth is out there.OK f 21 ==According to legend Dunmer went from Aldmer-yellow to ashgray. But in the last years they've changed from black to brown to gray to blue. Wait a few years and they turn green!OK f 22 ==H:I get the feeling there's something you'd like to tell me.OK f 23 ==2$Whatever you want, the answer is no!OK f 24 ==Nova Orsinium is just a distraction. From Gnisis on Orcs will conquer the Empire. All hail General Darius! Better said his wife, Ragash gra-Shuzgub.OK f 25 ==]OFor every complex problem there's an easy solution, and this solution is wrong.OK f 26 ==RDClannfears are no suitable pets for children below the age of seven.OK f 27 ==On Solstheim Nords are running around naked. Here on the other hand? Not so much. What does this tell you? The colder it is, the less clothing Nords need. So if you go to Skyrim, go at new year's eve!OK f 28 ==Do not trust blind guardians. They'll have lutes and drums to make your ears start bleeding. But fear not! I'll save you, I'm immune. I don't have ears! Don't you wish you didn't have ears, too?OK f 29 ==rdThe pen is mightyer than the sword. At least if it is a really big pen, and a wee tiny little sword.OK f 30 ==oaRedguards are the human children of the forgotten cute mystic necified chocolate elves of Yokuda!OK f 31 ==vhI heard a rumor that the Nerevarine left Vvardenfell to found a Cliffracer breeding station near Bravil.OK f 32 ==Mehrunes Dagon doesn't try to invade Tamriel. He's searching after the one ring, buried deep inside Sage Glen Hollow, guarded by the creature named Mullog. He just can't sneak right into it, that's all.OK f 33 == The famous Nerevarine was actually the fourth. The first three tries of Azura were stopped by the Tribunal's most powerful weapon: They were eaten by Fargoth as they slept. That's why Azura send before the fourth a tornado to crash Seyda Neen's inn first.OK f 34 ==!I'm the green pill!OK f 35 ==Being a book isn't easy. All those people grabbing your pages before even washing their hands before. Disgusting. And you're no better, too.OK f 36 ==ykThere are no different subraces of Khajiit. They're just masters of Illusion. Think about the consequences.OK f 37 ==QCYou should really check that abscess on your back. Looks dangerous!OK f 38 ==There are only 10 types of people in the world. Those that understand binary, and those that don't. Be glad that I'm not written in binary, although this world is.OK f 39 ==B4Let's fly, fly high into the sky, you fly so hiiigh!OKn rnd f 40 ==Imperials aren't a race. You are what you're believe you are. Back in the days noone was loyal to the Empire, today some are. So if an Orc begins to identify with the Empire, he stops being green and becomes pink!OK f 41 ==bTDon't look behind you. A black shadow follows. Don't run, it'll catch you otherwise!OK f 42 ==Unreality's lost.OK f 43 ==There are two prisons on the Shivering Isles. The usual ones for normal crimes. And Pinnacle Rock. For too charming men. Death by Snu Snu!OK f 44 ==N@I've got a business idea! Let's open a Baliwog Pony riding farm!OK f 45 ==H:Uhm, have you seen my page #41? It's gone, gone I tell ya!OK f 46 ==The so called Ohmes-raht are a major export product of Daggerfall. It has some less strict laws and moral codes concerning marriages between Khajiit and humans.OK f 47 ==9+What does this spell do? Hm. Let's test it!OKn rn f 48 ==eWTea is nothing to drink. It's just eat spelled backwards. I'm so smart, es em ai ar de!OK f 49 ==dVOhmes are the product of Valenwood's painting bee. It's stings never lose their color.OK f 50 ==vhSea Elves are no separate mer tribe. They're the result of a lonely High Elf and a lonely slaughterfish.OK f 51 ==cUXivilai used to be Dark Elves, tournament swimmers of the Dunmer Democratic Republic!OK f 52 ==}oOrdering a mushroom menu on the Isles and you can get enough to build a house! That's how the Telvanni started.OK f 53 ==Bored!OK f 54 ==The heavier the stuff is you're wearing, the higher is your sneak penalty. As Saint Elan found out, take everything off and you're invisible!OKr f 55 ==/!My back is itching. Care to help?OK f 56 ==4&I'm in your pocket, eating your coins!OKR rn f 57 ==C5Despite popular belief my cover is not made of sugar.OK f 58 ==&Hello? Is anybody there?OK f 59 ==XJI saw a mortal the other day. Nasty critters. I avoid them whenever I can!OK f 60 ==<.You must be really enjoying this, aren't you?!OK f 61 ==I've heard a rumor that Crassius Curio is still searching for actors for his most popular play, the Lusty Argonian maid. That's the chance for you!OK f 62 ==A couple of centuries ago that crazy Nord bard dropped a drop of her blood on me. Noone ever bothered to wash it up. Isn't that sad?OKY  Y  r f 63 ==. Feel the power of the Atronachs!OKr f 64 ==vhHow many Xivilais does it take to light a candle? None. Xivilais do not light candles, they eat candles.OK f 65 ==vNext time an archer turns you into a pincushion, please put me out of the way first. I hate having my cover scratched.OK f 66 ==+What did you expect? A sword?OK f 67 ==+In memory of the Daily Vivec.OK f 68 ==#Resistance is futile!OK f 69 ==Do you know how Daedra Seducer came to their name? Do you want to know? Well, it all started with one of them working for Clavicus Vile, and... hey, are you still listening?!OK f 70 ==C5I fear you're hearing a voice in your head. My voice!OK f 71 ==C5If you see a moon falling onto your home, call Vivec.OK f 72 ==D6I want a mug of mead now! What do you mean I'm a book?OK f 73 ==Breathe in, breathe out, breathe in, breathe out, breathe in, breathe out, breathe in, breathe out, breathe in, breathe out, breathe in, breathe out, breathe in, breathe out, breathe in, breathe out.OK f 74 ==tfNow one foot in front of the other. Yes, you can do it. I believe in you. Believe in yourself. Chacka!OK f 75 ==seYou seem to be pretty lonely. There's a Daedroth I know that might be... hey, are you even listening?OK f 76 ==?1Do you like sweets? Then take care of your teeth!OK f 77 ==The singular of Daedra is Daedroth. The plural of Daedroth is Daedroths. But the plural of the singular Daedroth is Daedra, of course.OK f 78 ==#Tam tam tatatata tam!OK f 79 ==xjLet me guess, you don't really care what I'm telling you. Then, well, how about I don't tell you anything?OK f 80 ==E7I hope you do remember eating your vegetables each day!OK f 81 ==. I don't want to do this anymore.OK f 82 ==>0If I talk alone in the woods, do I make a sound?OK f 83 ==Ever cooked for a Xivilai? Well, a little hint: Do only fry everything shortly. Just only so long that the meal is still trying to escape!OK f 84 ==$Hi there! How are you?OK f 85 ==[MIf you understand this, you're not as stupid as those not understanding this!OK f 86 ==3%My back hurts. Please turn me around.OK f 87 ==cUI've heard that every second fur in front of fireplaces in Cyrodiil are from Khajiit.OK f 88 ==G9How do Bosmer prepare before a battle? Starve themselves.OK f 89 ==. Hello? Are you listening? Great!OK f 90 ==4&Ugh, always this magic. What a bother!OKH f 91 ==<.Khajiit - the best housecats for every family!OK f 92 =='Seen any elves? Ha ha ha!OK f 93 =="Sheogorath is a lie.OK f 94 ==$The skooma cat is you.OK f 95 == I'm packing my bag and I'll take with me a tree. I'm packing my bag and I'll take with me a tree and a lake. I'm packing my bag and I'll take with me a tree, a lake and a mountain. I'm packing my bag and I'll take with me a tree, a lake, a hill - grmpf! OK f 96 =='That's enough. I'm tired.OK f 97 ==Oh what by Oblivion do you expect? Me coming out and telling you the secrets of this world? The secret is everything comes down toOK f 98 == Me was here.OK f 99 ==*Twentyfourzeroeight, dammit!OKs rXs s 0.75 * f XMf f 25 -f f 2.0 / f XMf f 0.75 *f f s +f f f - f f  s 1 !=s 1 n  s 1 == f f 1 + f XM  f 10 <|nYou must really like standing around here, doing nothing, while the world moves around. Or stops. Or whatever.OK f 10 >= f 20 < &&ugHave you thought about getting a squire? Someone has to help you organize your belongings. What a mess!OK f 20 >= f 30 < &&Well, I once stayed for centuries deep in the oceans. What can I say? Even there happened more than here with you. Boring! Boring! Booooring!OK f 30 >= f 40 < &&XJ.sterces edih ot doog ro vitavonni taht si sdrawkcab gnitirw kniht t'nod IOK f 40 >= f 50 < &&@2Behead them! I need some new ash trays! Schniepel!OK f 50 >= f 60 < &&vOnce upon a time... hey, are you reading? Why are you looking at that other book? Are you *trying* to make me jealous?OK f 60 >= f 70 < &&What's the difference between a Cathay-raht and a Bosmer? One will gnaw on your bones, the other one makes a good fireplace fur.OK f 70 >= f 80 < &&. A second one makes a lot to fix.OK f 80 >= f 90 < &&G9Someone actually threatened me to call me Vaklam fo Emot!OK f 90 >=*snore*OKs rXs s 0.5 * f XMf f 25 -f f 2.0 / f XMf f 0.5 *f f s +f f f - f fSCTX?scn bgAQ4TrickScript float fQuestDelayTime float comment float commentm float nexttimenegative float nexttime short myresist short DoOnce Begin GameMode if DoOnce == 1 set comment to comment + 1 set comment to getrandompercent if comment == 0 MessageBox "Hi! Have you spoken your prayers to Lord Dagon today? No? Maybe Peryite? You never known when a prayer might come in handy!" "OK" elseif comment == 1 MessageBox "Ugh, it's dark in here! And it smells! Have you ever thought about cleaning your bag?" "OK" elseif comment == 2 MessageBox "Speaking about backpacks. You don't have one. Yet you carry around quite a lot of junk (not me, of course). Well, considering that you've got no place to store that stuff, let's just say Sanguine would be proud of you!" "OK" elseif comment == 3 MessageBox "Let's go and kill a dragon! Yes, right now! Just slap me in it's face until it runs away screaming into his doom, DOOM! Wheee! Huzzah!" "OK" elseif comment == 4 MessageBox "A squared plus B squared is C squared." "OK" elseif comment == 5 MessageBox "Have you missed me? Well, obviously not, because I'm still here!" "OK" elseif comment == 6 MessageBox "Ever been in a Dark Seducer stronghold? When no monsters are storming around, I can tell you, those Mazken turn into beasts! Meow!" "OK" elseif comment == 7 MessageBox "We wish you a merry Greymarch, we wish you a Merry Greymarch, we wish you a merry Greymarch and a happy new era!" "OK" elseif comment == 8 MessageBox "Have you heard of the author Lafseltoh? Whenever someone pointed out a typo, he became a nutcase screaming murder and that everyone is after him. Lcuykli he ddni't witre me, or I wulod be fllu of topys!" "OK" elseif comment == 9 MessageBox "I have heard a rumor that Altmer have golden skin because they're bathing in apple juice each day. Do you think there's any truth to that?" "OK" elseif comment == 10 MessageBox "Give someone scharing softies a firemine and he'll jump on it until he's flying to the skies and back!" "OK" elseif comment == 11 MessageBox "Monkey gods do exist. If you don't sacrifice a finger each year, trolls will come out of your closet and and eat your chairs!" "OK" elseif comment == 12 MessageBox "I heard a rumor that there's a long Argonian tradition of polishing spears. Why does noone polishing books? That's unfair!" "OK" elseif comment == 13 MessageBox "It's as true today as when I started adventuring: When in doubt set something on fire!" "OK" elseif comment == 14 MessageBox "If you like to buy ghostly barons, you have to put them last on your shopping list. Absolutely last! Or they'll feel offended. No reason for that, just do it. You've been warned!" "OK" elseif comment == 15 MessageBox "How many Bretons does it take to light a fire? Only one. Just make sure he's already dried." "OK" elseif comment == 16 MessageBox "I don't know with what weapons the fourth era will be destroyed, but the fifth will have spaceships and a lot of Vivec-loving!" "OK" elseif comment == 17 MessageBox "Cencoring books is a crime! I mean, look at the Real Barenziah. Taking parts out just for saying that Khajiit have barbs at [this passage has been removed by authority of Lord Jyggalag]. HEY!!!" "OK" elseif comment == 18 MessageBox "Ayleids are everywhere! They've already reconquered Cyrodiil! How? Well, they can turn into animals. And guess why there are so many Mud Crabs around, and not a single bird?" "OK" elseif comment == 19 MessageBox "When have you last taken a bath? Must have been ages ago! Jump into a water now! " "OK" elseif comment == 20 MessageBox "The truth is out there." "OK" elseif comment == 21 MessageBox "According to legend Dunmer went from Aldmer-yellow to ashgray. But in the last years they've changed from black to brown to gray to blue. Wait a few years and they turn green!" "OK" elseif comment == 22 MessageBox "I get the feeling there's something you'd like to tell me." "OK" elseif comment == 23 MessageBox "Whatever you want, the answer is no!" "OK" elseif comment == 24 MessageBox "Nova Orsinium is just a distraction. From Gnisis on Orcs will conquer the Empire. All hail General Darius! Better said his wife, Ragash gra-Shuzgub." "OK" elseif comment == 25 MessageBox "For every complex problem there's an easy solution, and this solution is wrong." "OK" elseif comment == 26 MessageBox "Clannfears are no suitable pets for children below the age of seven." "OK" elseif comment == 27 MessageBox "On Solstheim Nords are running around naked. Here on the other hand? Not so much. What does this tell you? The colder it is, the less clothing Nords need. So if you go to Skyrim, go at new year's eve!" "OK" elseif comment == 28 MessageBox "Do not trust blind guardians. They'll have lutes and drums to make your ears start bleeding. But fear not! I'll save you, I'm immune. I don't have ears! Don't you wish you didn't have ears, too?" "OK" elseif comment == 29 MessageBox "The pen is mightyer than the sword. At least if it is a really big pen, and a wee tiny little sword." "OK" elseif comment == 30 MessageBox "Redguards are the human children of the forgotten cute mystic necified chocolate elves of Yokuda!" "OK" elseif comment == 31 MessageBox "I heard a rumor that the Nerevarine left Vvardenfell to found a Cliffracer breeding station near Bravil." "OK" elseif comment == 32 MessageBox "Mehrunes Dagon doesn't try to invade Tamriel. He's searching after the one ring, buried deep inside Sage Glen Hollow, guarded by the creature named Mullog. He just can't sneak right into it, that's all." "OK" elseif comment == 33 MessageBox "The famous Nerevarine was actually the fourth. The first three tries of Azura were stopped by the Tribunal's most powerful weapon: They were eaten by Fargoth as they slept. That's why Azura send before the fourth a tornado to crash Seyda Neen's inn first." "OK" elseif comment == 34 MessageBox "I'm the green pill!" "OK" elseif comment == 35 MessageBox "Being a book isn't easy. All those people grabbing your pages before even washing their hands before. Disgusting. And you're no better, too." "OK" elseif comment == 36 MessageBox "There are no different subraces of Khajiit. They're just masters of Illusion. Think about the consequences." "OK" elseif comment == 37 MessageBox "You should really check that abscess on your back. Looks dangerous!" "OK" elseif comment == 38 MessageBox "There are only 10 types of people in the world. Those that understand binary, and those that don't. Be glad that I'm not written in binary, although this world is." "OK" elseif comment == 39 MessageBox "Let's fly, fly high into the sky, you fly so hiiigh!" "OK" player.pushactoraway player 100 elseif comment == 40 MessageBox "Imperials aren't a race. You are what you're believe you are. Back in the days noone was loyal to the Empire, today some are. So if an Orc begins to identify with the Empire, he stops being green and becomes pink!" "OK" elseif comment == 41 MessageBox "Don't look behind you. A black shadow follows. Don't run, it'll catch you otherwise!" "OK" elseif comment == 42 MessageBox "Unreality's lost." "OK" elseif comment == 43 MessageBox "There are two prisons on the Shivering Isles. The usual ones for normal crimes. And Pinnacle Rock. For too charming men. Death by Snu Snu!" "OK" elseif comment == 44 MessageBox "I've got a business idea! Let's open a Baliwog Pony riding farm!" "OK" elseif comment == 45 MessageBox "Uhm, have you seen my page #41? It's gone, gone I tell ya!" "OK" elseif comment == 46 MessageBox "The so called Ohmes-raht are a major export product of Daggerfall. It has some less strict laws and moral codes concerning marriages between Khajiit and humans." "OK" elseif comment == 47 MessageBox "What does this spell do? Hm. Let's test it!" "OK" player.pushactoraway player -5 elseif comment == 48 MessageBox "Tea is nothing to drink. It's just eat spelled backwards. I'm so smart, es em ai ar de!" "OK" elseif comment == 49 MessageBox "Ohmes are the product of Valenwood's painting bee. It's stings never lose their color." "OK" elseif comment == 50 MessageBox "Sea Elves are no separate mer tribe. They're the result of a lonely High Elf and a lonely slaughterfish." "OK" elseif comment == 51 MessageBox "Xivilai used to be Dark Elves, tournament swimmers of the Dunmer Democratic Republic!" "OK" elseif comment == 52 MessageBox "Ordering a mushroom menu on the Isles and you can get enough to build a house! That's how the Telvanni started." "OK" elseif comment == 53 MessageBox "Bored!" "OK" elseif comment == 54 MessageBox "The heavier the stuff is you're wearing, the higher is your sneak penalty. As Saint Elan found out, take everything off and you're invisible!" "OK" player.addspell DisRatBrainRot elseif comment == 55 MessageBox "My back is itching. Care to help?" "OK" elseif comment == 56 MessageBox "I'm in your pocket, eating your coins!" "OK" player.removeitem gold001 1 elseif comment == 57 MessageBox "Despite popular belief my cover is not made of sugar." "OK" elseif comment == 58 MessageBox "Hello? Is anybody there?" "OK" elseif comment == 59 MessageBox "I saw a mortal the other day. Nasty critters. I avoid them whenever I can!" "OK" elseif comment == 60 MessageBox "You must be really enjoying this, aren't you?!" "OK" elseif comment == 61 MessageBox "I've heard a rumor that Crassius Curio is still searching for actors for his most popular play, the Lusty Argonian maid. That's the chance for you!" "OK" elseif comment == 62 MessageBox "A couple of centuries ago that crazy Nord bard dropped a drop of her blood on me. Noone ever bothered to wash it up. Isn't that sad?" "OK" Message " " Message " " player.addspell VampDisease elseif comment == 63 MessageBox "Feel the power of the Atronachs!" "OK" player.addspell DisZombieDread elseif comment == 64 MessageBox "How many Xivilais does it take to light a candle? None. Xivilais do not light candles, they eat candles." "OK" elseif comment == 65 MessageBox "Next time an archer turns you into a pincushion, please put me out of the way first. I hate having my cover scratched." "OK" elseif comment == 66 MessageBox "What did you expect? A sword?" "OK" elseif comment == 67 MessageBox "In memory of the Daily Vivec." "OK" elseif comment == 68 MessageBox "Resistance is futile!" "OK" elseif comment == 69 MessageBox "Do you know how Daedra Seducer came to their name? Do you want to know? Well, it all started with one of them working for Clavicus Vile, and... hey, are you still listening?!" "OK" elseif comment == 70 MessageBox "I fear you're hearing a voice in your head. My voice!" "OK" elseif comment == 71 MessageBox "If you see a moon falling onto your home, call Vivec." "OK" elseif comment == 72 MessageBox "I want a mug of mead now! What do you mean I'm a book?" "OK" elseif comment == 73 MessageBox "Breathe in, breathe out, breathe in, breathe out, breathe in, breathe out, breathe in, breathe out, breathe in, breathe out, breathe in, breathe out, breathe in, breathe out, breathe in, breathe out." "OK" elseif comment == 74 MessageBox "Now one foot in front of the other. Yes, you can do it. I believe in you. Believe in yourself. Chacka!" "OK" elseif comment == 75 MessageBox "You seem to be pretty lonely. There's a Daedroth I know that might be... hey, are you even listening?" "OK" elseif comment == 76 MessageBox "Do you like sweets? Then take care of your teeth!" "OK" elseif comment == 77 MessageBox "The singular of Daedra is Daedroth. The plural of Daedroth is Daedroths. But the plural of the singular Daedroth is Daedra, of course." "OK" elseif comment == 78 MessageBox "Tam tam tatatata tam!" "OK" elseif comment == 79 MessageBox "Let me guess, you don't really care what I'm telling you. Then, well, how about I don't tell you anything?" "OK" elseif comment == 80 MessageBox "I hope you do remember eating your vegetables each day!" "OK" elseif comment == 81 MessageBox "I don't want to do this anymore." "OK" elseif comment == 82 MessageBox "If I talk alone in the woods, do I make a sound?" "OK" elseif comment == 83 MessageBox "Ever cooked for a Xivilai? Well, a little hint: Do only fry everything shortly. Just only so long that the meal is still trying to escape!" "OK" elseif comment == 84 MessageBox "Hi there! How are you?" "OK" elseif comment == 85 MessageBox "If you understand this, you're not as stupid as those not understanding this!" "OK" elseif comment == 86 MessageBox "My back hurts. Please turn me around." "OK" elseif comment == 87 MessageBox "I've heard that every second fur in front of fireplaces in Cyrodiil are from Khajiit." "OK" elseif comment == 88 MessageBox "How do Bosmer prepare before a battle? Starve themselves." "OK" elseif comment == 89 MessageBox "Hello? Are you listening? Great!" "OK" elseif comment == 90 MessageBox "Ugh, always this magic. What a bother!" "OK" player.dispelallspells elseif comment == 91 MessageBox "Khajiit - the best housecats for every family!" "OK" elseif comment == 92 MessageBox "Seen any elves? Ha ha ha!" "OK" elseif comment == 93 MessageBox "Sheogorath is a lie." "OK" elseif comment == 94 MessageBox "The skooma cat is you." "OK" elseif comment == 95 MessageBox "I'm packing my bag and I'll take with me a tree. I'm packing my bag and I'll take with me a tree and a lake. I'm packing my bag and I'll take with me a tree, a lake and a mountain. I'm packing my bag and I'll take with me a tree, a lake, a hill - grmpf! " "OK" elseif comment == 96 MessageBox "That's enough. I'm tired." "OK" elseif comment == 97 MessageBox "Oh what by Oblivion do you expect? Me coming out and telling you the secrets of this world? The secret is everything comes down to" "OK" elseif comment == 98 MessageBox "Me was here." "OK" elseif comment == 99 MessageBox "Twentyfourzeroeight, dammit!" "OK" endif endif set myresist to player.getav willpower set myresist to myresist * 0.75 set nexttimenegative to getrandompercent set nexttimenegative to nexttimenegative - 25 set nexttimenegative to nexttimenegative / 2.0 set nexttime to getrandompercent set nexttime to nexttime * 0.75 set nexttime to nexttime + myresist set nexttime to nexttime - nexttimenegative set fQuestDelayTime to nexttime if DoOnce != 1 set DoOnce to 1 endif End Begin MenuMode 1 if DoOnce == 1 set commentm to commentm + 1 set commentm to getrandompercent if commentm < 10 MessageBox "You must really like standing around here, doing nothing, while the world moves around. Or stops. Or whatever." "OK" elseif commentm >= 10 && commentm < 20 MessageBox "Have you thought about getting a squire? Someone has to help you organize your belongings. What a mess!" "OK" elseif commentm >= 20 && commentm < 30 MessageBox "Well, I once stayed for centuries deep in the oceans. What can I say? Even there happened more than here with you. Boring! Boring! Booooring!" "OK" elseif commentm >= 30 && commentm < 40 MessageBox ".sterces edih ot doog ro vitavonni taht si sdrawkcab gnitirw kniht t'nod I" "OK" elseif commentm >= 40 && commentm < 50 MessageBox "Behead them! I need some new ash trays! Schniepel!" "OK" elseif commentm >= 50 && commentm < 60 MessageBox "Once upon a time... hey, are you reading? Why are you looking at that other book? Are you *trying* to make me jealous?" "OK" elseif commentm >= 60 && commentm < 70 MessageBox "What's the difference between a Cathay-raht and a Bosmer? One will gnaw on your bones, the other one makes a good fireplace fur." "OK" elseif commentm >= 70 && commentm < 80 MessageBox "A second one makes a lot to fix." "OK" elseif commentm >= 80 && commentm < 90 MessageBox "Someone actually threatened me to call me Vaklam fo Emot!" "OK" elseif commentm >= 90 MessageBox "*snore*" "OK" endif endif set myresist to player.getav willpower set myresist to myresist * 0.5 set nexttimenegative to getrandompercent set nexttimenegative to nexttimenegative - 25 set nexttimenegative to nexttimenegative / 2.0 set nexttime to getrandompercent set nexttime to nexttime * 0.5 set nexttime to nexttime + myresist set nexttime to nexttime - nexttimenegative set fQuestDelayTime to nexttime EndSLSDSCVRfQuestDelayTimeSLSD&L SCVRcommentSLSDD&LSCVR commentmSLSD(LSCVRnexttimenegativeSLSDSCVR nexttimeSLSDSCVR myresistSLSDSCVRDoOnceSCROSCROrSCROSCRO=SCRO3 SCPT#EDIDbgOQZArriashaScriptSCHR\SCDA\L f X X; rn# 1 ==R rn SCTXscn bgOQZArriashaScript ref me Begin OnActivate set me to getself if GetstageDone bgAQ4Recovery 35 == 1 me.removeitem bgAQ4Tome 1 endif Activate EndSLSD Low (0001CSCVRmeSCRVSCROSCROSCPTg|EDIDibgRipEnchantmentScript2RewardSCHRSCDA f X rXb 1 == rXr 1 ==f XM 2.5 *f rX  f f >#rz?n rn&rSCTXscn ibgRipEnchantmentScript2Reward float plonk float bgresist ref me Begin ScriptEffectStart Set me to getself if me.isessential == 1 return elseif me.getequipped ibgJ3XBattleHammerReward == 1 return else set plonk to getrandompercent * 2.5 set bgresist to me.getav fatigue endif if plonk > bgresist me.pms bgEnchWeakness 1 me.pushactoraway me 0 playsound DRSFleshsackOpen endif endif EndSLSDSCVRplonkSLSDSCVR bgresistSLSDSCVRmeSCRVSCRO|SCRO(qSCROSCPTG}EDIDibgSQ1SoulGemScriptSCHRESCDAE 2r  s 1 !=9 rn2s 1SCTXscn ibgSQ1SoulGemScript short DoOnce Begin OnAdd Player if DoOnce != 1 setstage bgSQ1Damsel 50 set DoOnce to 1 endif EndSLSDXBa(+SCVRDoOnceSCROSCRO|SCPTEDIDibgFanaNecroScriptSCHR"SCDA"  rs( 1SCTXTscn ibgFanaNecroScript Begin OnDeath set bgZAQAurealDialogue.Fanaclear to 1 EndSCRO>hSCPTEDIDbgOQ8DeadGuyScriptSCHRSCDA r  s 1 !=9 rn  rns 1  s 1 ==YwThere's nothing more worth of interest on his corpse. Zombies have gnawed on his armor, the weapon rusted in his blood.SCTXKscn bgOQ8DeadGuyScript short DoOnce Begin OnActivate Player if DoOnce != 1 kill setstage bgOQ8Enchanting 10 player.additem bgOQ8Note 1 set DoOnce to 1 endif If DoOnce == 1 Message "There's nothing more worth of interest on his corpse. Zombies have gnawed on his armor, the weapon rusted in his blood." endif End SLSDSCVRDoOnceSCROSCROSCROSCPTEDIDbgOQ8CrystallBallScriptSCHR SCDA r f X rXCrrrn rn X:r 30 ==9 rn#40 rXEr rXEr || rXEr ||r rn rnSCTXscn bgOQ8CrystallBallScript ;; shocking surprise! ;; ref me Begin OnDrop Player set me to getself if player.getincell bgMerendin me.cast StandardShockDamageTarget3Journeyman bgZMG1JobealaRef bgZMG1JobealaRef.pushactoraway bgZMG1JobealaRef 5 if getstage bgOQ8Enchanting == 30 setstage bgOQ8Enchanting 35 endif endif if player.getisrace Khajiit || player.getisrace Ohmes || player.getisrace OhmesTT me.cast StandardShockDamageTarget5Master player player.pushactoraway player 5 endif EndSLSDSCVRmeSCRVSCROSCROSCRO'SCRO SCROSCRO#SCROySCROSCRO SCPTc$EDIDbgXQ5TeleportScriptSCHR SCDA rX r rXCr rX 0 == X:r 25 ==s 1  s 1 !=Y8.You don't meet the requirements of this spell!  s 1 =="rr r!!N  s 1 ==r rr rrSCTX scn bgXQ5TeleportScript short IsAllowed Begin ScriptEffectStart if player.getinsamecell NarinaCarvainRef if player.getincell BrumaCastleGreatHall if player.isactordetected == 0 if getstage bgXQ5Imprisonment == 25 set IsAllowed to 1 endif endif endif endif if IsAllowed != 1 Message "You don't meet the requirements of this spell!" endif if IsAllowed == 1 bgFiru.disable bgFiru.addspell bgXQ1UlaszasBoon2 bgFiru.addspell bgXQ5FiruSword bgFiru.moveto BrumaCastleHeraldMarker bgFiru.enable bgXQAssassinRef.enable endif End Begin ScriptEffectFinish if IsAllowed == 1 BrumaCastleHeraldMarker.cast bgXQ5GuardGoneSpell NarinaCarvainRef bgFiru.StopCombatAlarmOnActor bgFiru.cast bgXQ5FiruSword bgFiru bgXQAssassinRef.startcombat bgFiru endif EndSLSDSCVR IsAllowedSCRO vSCRO#SCRO SCROSCROvbSCRO_SCROSCROaSCRO%SCROSCPT_&EDIDbgXQ5AssassinScriptSCHRSCDA Kr9 rn2Brrun| ,r9 rn1BrrSCTX^scn bgXQ5AssassinScript Begin OnDeath bgFiru setstage bgXQ5Imprisonment 50 bgFiru.dispel bgXQ5FiruSword bgFiru.removespell bgXQ5FiruSword bgFiru.stopcombatalarmonactor bgFiru.SetCrimeGold 0 bgFiru.PayFineThief End Begin OnDeath Player setstage bgXQ5Imprisonment 49 bgFiru.dispel bgXQ5FiruSword bgFiru.removespell bgXQ5FiruSword EndSCRO vSCROSCRO%SCROSCPTEDIDbgXQ5GuardbeGoneSCHR!SCDA! f X f Z ==s 1  s 1 != rX} 1 ==r rXHr 1 ==rl  s 1 != rX} 1 ==r rXHr 1 ==rSCTXscn bgXQ5GuardbeGone ref me short dont Begin ScriptEffectStart Set me to getself if me == player set dont to 1 endif if dont != 1 if me.isguard == 1 me.moveto bgNorthCloudruler endif if me.getisid Burd == 1 me.moveto bgNorthCloudruler endif endif End Begin ScriptEffectFinish if dont != 1 if me.isguard == 1 me.moveto bgNorthCloudruler endif if me.getisid Burd == 1 me.moveto bgNorthCloudruler endif endif EndSLSDSCVRmeSLSDSCVRdontSCRVSCROSCROSCRO^SCPTEDIDbgYBottleScript3SCHRHSCDAH:  s 1 !=s 1XrrSCTXscn bgYBottleScript3 short DoOnce Begin GameMode if DoOnce != 1 set DoOnce to 1 AddTopic bgZDS19VoidsKiss player.equipitem bgZMG1KissPot endif End ;Begin OnAdd ;if DoOnce != 1 ;player.equipitem bgZMG1KissPot ;set DoOnce to 1 ;endif ;EndSLSD**SCVRDoOnceSCROSCROSCROSCPTeEDIDbgRQ2PowderScriptSCHR%SCDA% r9 rn2SCTXIscn bgRQ2PowderScript Begin OnAdd Player setstage bgRQ2Powder 50 EndSCROSCRO@"SCPT=()EDIDbgRQ2CaptainScriptSCHR9SCDA9 &rrrn rn2SCTXscn bgRQ2CaptainScript ref me Begin OnStartCombat Player me.cast bgRQ2CaptainSurprise me me.pushactoraway player 50 EndSLSDSCVRmeSCRVSCROSCRO')SCPTy6EDIDbgOQ9RiddleScriptSCHRDSCDAD 1rXrXrXrXrXrSCTXscn bgOQ9RiddleScript Begin OnEquip player AddTopic bgOQ9RiddleAyleid AddTopic bgOQ9RiddleDawn AddTopic bgOQ9RiddleTongue AddTopic bgOQ9RiddleTree AddTopic bgOQ9RiddlePartmer EndSCROSCRO6SCRO6SCRO6SCRO6SCRO7SCPTDEDIDbgOQ9PowderScriptSCHR%SCDA% r9 rn2SCTXLscn bgOQ9PowderScript Begin OnAdd Player setstage bgOQ9Moonlight 50 EndSCROSCRO6SCPTl`EDIDbgOQ10CureScriptSCHRFSCDAF 3r X; rn 0 ==9 rnSCTXscn bgOQ10CureScript Begin OnAdd Player if GetStageDone bgOQ10Depoisoning 25 == 0 setstage bgOQ10Depoisoning 25 endif EndSCROSCROKSCPTuEDIDbgOQ10KeyScriptSCHRFSCDAF 3r X; rnK 0 ==9 rnKSCTXscn bgOQ10KeyScript Begin OnAdd Player if GetStageDone bgOQ10Depoisoning 75 == 0 setstage bgOQ10Depoisoning 75 endif EndSCROSCROKSCPTuEDIDbgOQ10StashScriptSCHRvSCDAv cr rX; rnZ 0 == rX; rn7 1 ==  rX/r 1 ==- ) rX/r 1 == rX/r 1 == || rX 0 ==Inside the barrel there's enough Skooma to turn the Niben into a river of drugs. Carefully you pour the content of the experimental potion into it. A short 'bloop' is the result.OKR rn9 rnZ rX 1 ==Y?5You can't risk to open it, because you're being seen!-) rX/r 0 == rX/r 0 == &&YA7You're not able to open the barrel without breaking it. rX/r 0 ==Y5+You don't have the special potion with you. rX; rn7 0 ==Y* There barrel's lit doesn't move. rX; rnZ 1 ==Y0&You've already manipulated the Skooma.SCTXscn bgOQ10StashScript Begin OnActivate Player if player.getstagedone bgOQ10Depoisoning 90 == 0 if player.getstagedone bgOQ10Depoisoning 55 == 1 if player.getitemcount bgOQ10Potion == 1 if player.getitemcount bgOQ10KarizzyKey == 1 || player.getitemcount bgOQ10KarizzyKeyFake == 1 if player.isactordetected == 0 MessageBox "Inside the barrel there's enough Skooma to turn the Niben into a river of drugs. Carefully you pour the content of the experimental potion into it. A short 'bloop' is the result." "OK" player.removeitem bgOQ10Potion 1 setstage bgOQ10Depoisoning 90 elseif player.isactordetected == 1 Message "You can't risk to open it, because you're being seen!" elseif player.getitemcount bgOQ10KarizzyKey == 0 && player.getitemcount bgOQ10KarizzyKeyFake == 0 Message "You're not able to open the barrel without breaking it." elseif player.getitemcount bgOQ10Potion == 0 Message "You don't have the special potion with you." endif endif endif elseif player.getstagedone bgOQ10Depoisoning 55 == 0 Message "There barrel's lit doesn't move." endif elseif player.getstagedone bgOQ10Depoisoning 90 == 1 Message "You've already manipulated the Skooma." endif EndSCROSCROKSCROuSCRORSCROuSCPT&uEDIDbgOQ11KarizzyScriptSCHRSCDA 9 rn r X. 1 ==  X; rn 1 ==  X; rn 0 == rX 1 ==3r Xk 0 != SCTXpscn bgOQ11KarizzyScript Begin OnDeath setstage bgOQ11Smile 25 End Begin OnActivate Player if getdead == 1 activate endif if getstagedone bgOQ10Depoisoning 5 == 1 activate endif if getstagedone bgOQ10Depoisoning 5 == 0 if player.issneaking == 1 say PickpocketNoCrime return elseif GetKnockedState != 0 return else activate endif Endif EndSCRO uSCROSCROKSCROSCPT'uEDIDbgOQ11ShivayaScriptSCHR"SCDA" 9 rn2SCTXFscn bgOQ11ShivayaScript Begin OnDeath setstage bgOQ11Smile 50 EndSCRO uSCPT"EDIDbgRQ3SpiceScriptSCHRSCDASCTX>scn bgRQ3SpiceScript Short People ;; 10 = enough, 14 = allSLSD0SCVRPeopleSCPTEDIDbgRQ4SoJScriptSCHRSCDASCTX3scn bgRQ4SoJScript Begin OnActivate Return EndSCPTEDIDbgRQ4DoLeaScriptSCHR"SCDA" 9 rn2SCTXCscn bgRQ4DoLeaScript Begin OnDeath setstage bgRQ4Poison 50 EndSCROSCPT EDIDbgRQ4PoisonScriptSCHRFSCDAF 3r X; rn7 0 ==9 rn7SCTXuscn bgRQ4PoisonScript Begin OnAdd Player if getstagedone bgRQ4Poison 55 == 0 SetStage bgRQ4Poison 55 endif EndSCROSCROSCPTEDIDbgRQ4ElsCrateScriptSCHRSCDA f X rX/r 1 >=R rn9 rnK_WAfter pouring the poison onto the supplies you spot this crate's destination: Merendin!SCTX6scn bgRQ4ElsCrateScript ref target Begin OnActivate set target to getactionref if target.getitemcount bgRQ4PoisonBottle >= 1 target.removeitem bgRQ4PoisonBottle 1 setstage bgRQ4Poison 75 Messagebox "After pouring the poison onto the supplies you spot this crate's destination: Merendin!" endif EndSLSDSCVRtargetSCRVSCRO}SCROSCPTEDIDbgDS3TanaarkScriptSCHR0SCDA0" f XnSCTXWscn bgDS3TanaarkScript ref me Begin OnLoad set me to getself me.setghost 1 EndSLSD>!SCVRmeSCRVSCPT'EDIDbgSQ3SoulScriptSCHR%SCDA% r9 rn SCTXFscn bgSQ3SoulScript Begin OnAdd Player setstage bgSQ3Debts 12 EndSCROSCROSCPTr,EDIDbgSQ3DebtScriptSCHRSCDASCTXzscn bgSQ3DebtScript short newstage ;; used for tracking variables ;; ;; usually it's necessary to gain a level between each stage, unless the player's level hit 45 ;; ;; only about 10 or so stages will be included. These are all kill and collect quests ;; ;; each variables come in two - once the level one stage ended, then next the one where you can start ;; Short Level1Fin Short Level2Start Short Level2Fin Short Level3Start Short Level3Fin Short Level4Start Short Level4Fin Short Level5Start Short Level5Fin Short Level6Start Short Level6Fin Short Level7Start Short Level7Fin Short Level8Start Short Level8Fin Short Level9Start Short Level9Fin Short Level10Start ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; short bgZMG2CheydinhalAllowed ; governs the use of that diamond ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;SLSDSCVR newstageSLSDSCVR Level1FinSLSDSCVR Level2StartSLSDSCVR Level2FinSLSDSCVR Level3StartSLSDSCVR Level3FinSLSDSCVR Level4StartSLSDSCVR Level4FinSLSDSCVR Level5StartSLSD SCVR Level5FinSLSD SCVR Level6StartSLSD SCVR Level6FinSLSD SCVR Level7StartSLSD SCVR Level7FinSLSDSCVR Level8StartSLSDSCVR Level8FinSLSDSCVR Level9StartSLSDSCVR Level9FinSLSDSCVR Level10StartSLSDSCVRbgZMG2CheydinhalAllowedSCPT /EDIDbgAQ6TrapScriptSCHRFSCDAF 3r X; rn 0 ==9 rnSCTXsscn bgAQ6TrapScript Begin OnEquip Player If getstagedone bgXQ3Dopple 7 == 0 setstage bgXQ3Dopple 7 endif EndSCROSCRO/SCPTCNDEDIDbgXQ3ChandraFakeScriptSCHRSCDA f X 9 rn2 Hr f Xn rnr#rz.@3 rXr 0 ==rrSCTXscn bgXQ3ChandraFakeScript ref me ref target Begin OnLoad set me to getself End Begin OnDeath setstage bgXQ3Dopple 50 End Begin OnMagicEffectHit LGHT set target to getcombattarget target.pushactoraway me 5 me.AddSpell bgXQ3ChandraWeakened me.pms bgEnchLight 15 End Begin OnStartCombat if me.isspelltarget bgXQ3FakeChandraPower == 0 me.cast bgXQ3FakeChandraPower me endif EndSLSDSCVRmeSLSDSCVRtargetSCRVSCRVSCRO/SCROSCROQDSCROSCRO/SCPTODEDIDbgXQ3ChandraWeaknessScriptSCHRgSCDAg f X<f f X  + f 15 >=rSCTXscn bgXQ3ChandraWeaknessScript float timer ref me Begin ScriptEffectStart set me to getself End Begin ScriptEffectUpdate set timer to timer + getsecondspassed if timer >= 15 me.removespell bgXQ3ChandraWeakened endif EndSLSDSCVRtimerSLSDSCVRmeSCRVSCROQDSCPTiDEDIDbgXQ3VrjekkaScriptSCHRSCDA" f XnR X; rn7 X; rn2  s9 rn<rrSCTX^scn bgXQ3VrjekkaScript ref me Begin OnLoad set me to getself me.setghost 1 End Begin OnActivate If getstagedone bgXQ3Dopple 55 me.kill elseif getstagedone bgXQ3Dopple 50 activate else return endif end Begin OnDeath bgXQ3Door1.unlock Setstage bgXQ3Dopple 60 End Begin OnHit me.cast StandardInvisibility3Journeyman me EndSLSD~SCVRmeSCRVSCROL+ SCRO/SCRO SCPTmEDIDbgHQ1TrigZoneScriptSCHRgSCDAg Tr X; rn 1 == X; rn 0 ==9 rn SCTXscn bgHQ1TrigZoneScript ;sets queststage accordingly. Old one was a total mess; begin onTrigger player if getstagedone bgHQ1Expedition 5 == 1 if getstagedone bgHQ1Expedition 10 == 0 setstage bgHQ1Expedition 10 endif endif End SCROSCROSCPTYEDIDibgAQ6FireArrowScriptSCHRSCDA r f X rXrrr rXrrrr A9 rn} X; rnx 1 ==9 rnSCTXscn ibgAQ6FireArrowScript ref me Begin OnPackageStart bgAQ6LlanNormal21to24Train set me to getself if me.getequipped SEGrummiteArrow1 me.unequipitem SEGrummiteArrow1 me.equipitem SEGrummiteArrow2 elseif me.getequipped SEGrummiteArrow2 me.unequipitem SEGrummiteArrow2 me.equipitem SEGrummiteArrow1 else me.equipitem SEGrummiteArrow1 endif End ;; used to get Llando to shoot arrows. Begin OnDeath setstage bgAQ6Cure 125 if getstagedone bgAQ6Cure 120 == 1 setstage bgAQ6Cure 130 endif EndSLSDSCVRmeSCRVSCROSCROSCRO9SCRO!|SCPTfEDIDbgZAQDemoBoxScriptSCHRHSCDAH8 f X f Z ==9 rn SCTXscn bgZAQDemoBoxScript ref target Begin OnTrigger set target to getactionref if target == bgTessarayel setstage bgZAQDemoQuest 10 endif EndSLSDSCVRtargetSCRVSCRO= f 80 < &&r f 80 >= f 85 < &&r f 85 >= f 90 < &&r f 90 >= f 95 < &&r f 95 >=rSCTXscn ibgMerendinFlameScript float chance Begin OnLoad set chance to getrandompercent if chance < 75 return elseif chance >= 75 && chance < 80 setweather SEClear elseif chance >= 80 && chance < 85 setweather SEManiaFog elseif chance >= 85 && chance < 90 setweather SERain elseif chance >= 90 && chance < 95 setweather SEOvercast elseif chance >= 95 setweather SECloudy endif End SLSDSCVRchanceSCROSCROvSCRO\OSCRO({SCROYOSCPTEDIDbgOQ12GobletScriptSCHR^SCDA^ f X f X X:r 75 >=   s 1 ==  X:r 75 <  s 1 !=s 1rr xr X:r 10 <9 rn  X:r 75 ==9 rnPGoblet of Fire (filled)s 0SCTXZscn bgOQ12GobletScript short DoOnce ref me ref you Begin OnActivate set me to getself set you to getactionref if getstage bgOQ12MountShroom >= 75 activate endif if DoOnce == 1 activate endif if getstage bgOQ12MountShroom < 75 if DoOnce != 1 set DoOnce to 1 me.cast bgOQ12GobletFireBoom you endif endif End Begin OnAdd Player if getstage bgOQ12MountShroom < 10 setstage bgOQ12MountShroom 10 endif if getstage bgOQ12MountShroom == 75 setstage bgOQ12MountShroom 80 setactorfullname "Goblet of Fire (filled)" endif End Begin OnDrop set DoOnce to 0 End SLSDSCVRDoOnceSLSDSCVRmeSLSDSCVRyouSCRVSCRVSCROSCROSCROSCPTUEDIDbgOQ12MsamScriptSCHR_SCDA_ O X8r 1 == X; rnd 0 ==9 rniSCTXscn bgOQ12MsamScript Begin OnDeath if getquestrunning bgOQ12MountShroom == 1 if getstagedone bgOQ12MountShroom 100 == 0 setstage bgOQ12MountShroom 105 endif endif EndSCROSCPTEDIDbgOQ12TriggerZoneScriptSCHRuSCDAue f X rXHr 1 ==9 rnKGoblet of Flames (filled)SCTXscn bgOQ12TriggerZoneScript ref you Begin OnTrigger set you to getactionref if you.getisid bgOQ12Goblet == 1 setstage bgOQ12MountShroom 75 you.setactorfullname "Goblet of Flames (filled)" endif EndSLSDLSCVRyouSCRVSCROSCROSCPT&EDIDbgOQ12RewardPotionScriptSCHR.SCDA.  f XrSCTXxscn bgOQ12RewardPotionScript ref me Begin ScriptEffectStart set me to getself me.addspell bgOQ12RewardSpell EndSLSD>nset bSCVRmeSCRVSCROSCPT9EDIDbgAQ6HintBedRoomScriptSCHRSCDA r X8r 1 == X; rn 1 ==  s 1 !=XrY%Topic added: Second Bedrooms 1SCTXscn bgAQ6HintBedRoomScript short DoOnce Begin OnTrigger Player if GetQuestRunning bgAQ6Cure == 1 If GetStageDone bgAQ6Cure 20 == 1 if DoOnce != 1 AddTopic bgAQ6HintBedRoom Message "Topic added: Second Bedroom" set DoOnce to 1 endif endif endif EndSLSDP>gh >= 7SCVRDoOnceSCROSCRO!|SCROSCPTAEDIDbgAQ6HintBloodWellScriptSCHRSCDA r X8r 1 == X; rn 1 ==  s 1 !=XrY&Topic added: Blood Fountain?s 1SCTX scn bgAQ6HintBloodWellScript short DoOnce Begin OnTrigger Player if GetQuestRunning bgAQ6Cure == 1 If GetStageDone bgAQ6Cure 20 == 1 if DoOnce != 1 AddTopic bgAQ6HintBloodWell Message "Topic added: Blood Fountain?" set DoOnce to 1 endif endif endif EndSLSD(>SCVRDoOnceSCROSCRO!|SCROSCPTKEDIDbgAQ6HintBonesCellarScriptSCHRSCDA r X8r 1 == X; rn 1 ==  s 1 !=XrY(Topic added: Bones in a shelf?s 1SCTXscn bgAQ6HintBonesCellarScript short DoOnce Begin OnTrigger Player if GetQuestRunning bgAQ6Cure == 1 If GetStageDone bgAQ6Cure 20 == 1 if DoOnce != 1 AddTopic bgAQ6HintBonesCellar Message "Topic added: Bones in a shelf?" set DoOnce to 1 endif endif endif EndSLSD>SCVRDoOnceSCROSCRO!|SCROSCPTNEDIDbgAQ6HintBonesUpperScriptSCHRSCDA r X8r 1 == X; rn 1 ==  s 1 !=XrY+!Topic added: Room full of bones?!s 1SCTXscn bgAQ6HintBonesUpperScript short DoOnce Begin OnTrigger Player if GetQuestRunning bgAQ6Cure == 1 If GetStageDone bgAQ6Cure 20 == 1 if DoOnce != 1 AddTopic bgAQ6HintBonesUpper Message "Topic added: Room full of bones?!" set DoOnce to 1 endif endif endif EndSLSD6HinlarScriSCVRDoOnceSCROSCRO!|SCROSCPTOEDIDbgAQ6HintFireBonesScriptSCHRSCDA r X8r 1 == X; rn 1 ==  s 1 !=XrY-#Topic added: Small bones in a fire?s 1SCTXscn bgAQ6HintFireBonesScript short DoOnce Begin OnTrigger Player if GetQuestRunning bgAQ6Cure == 1 If GetStageDone bgAQ6Cure 20 == 1 if DoOnce != 1 AddTopic bgAQ6HintFireBones Message "Topic added: Small bones in a fire?" set DoOnce to 1 endif endif endif EndSLSDSCVRDoOnceSCROSCRO!|SCROSCPTVEDIDbgAQ6HintHeartsCellarScriptSCHRSCDA r X8r 1 == X; rn 1 ==  s 1 !=XrY,"Topic added: Hearts on nightstand?s 1SCTXscn bgAQ6HintHeartsCellarScript short DoOnce Begin OnTrigger Player if GetQuestRunning bgAQ6Cure == 1 If GetStageDone bgAQ6Cure 20 == 1 if DoOnce != 1 AddTopic bgAQ6HintHeartsCellar Message "Topic added: Hearts on nightstand?" set DoOnce to 1 endif endif endif EndSLSDSCVRDoOnceSCROSCRO!|SCROSCPTAEDIDbgAQ6HintLockedDoorScriptSCHRSCDA r X8r 1 == X; rn 1 ==  s 1 !=XrY$Topic added: Locked doors?s 1SCTX scn bgAQ6HintLockedDoorScript short DoOnce Begin OnTrigger Player if GetQuestRunning bgAQ6Cure == 1 If GetStageDone bgAQ6Cure 20 == 1 if DoOnce != 1 AddTopic bgAQ6HintLockedDoors Message "Topic added: Locked doors?" set DoOnce to 1 endif endif endif EndSLSDSCVRDoOnceSCROSCRO!|SCROSCPT6EDIDbgAQ6HintPaintingScriptSCHRSCDA r X8r 1 == X; rn 1 ==  s 1 !=XrY"Topic added: A painting?s 1SCTXscn bgAQ6HintPaintingScript short DoOnce Begin OnTrigger Player if GetQuestRunning bgAQ6Cure == 1 If GetStageDone bgAQ6Cure 20 == 1 if DoOnce != 1 AddTopic bgAQ6HintPainting Message "Topic added: A painting?" set DoOnce to 1 endif endif endif EndSLSDSCVRDoOnceSCROSCRO!|SCROSCPT0EDIDbgAQ6HintTargetScriptSCHRSCDA r X8r 1 == X; rn 1 ==  s 1 !=XrY"Topic added: Hay Target?s 1SCTXscn bgAQ6HintTargetScript short DoOnce Begin OnTrigger Player if GetQuestRunning bgAQ6Cure == 1 If GetStageDone bgAQ6Cure 20 == 1 if DoOnce != 1 AddTopic bgAQ6HintTarget Message "Topic added: Hay Target?" set DoOnce to 1 endif endif endif EndSLSD>OPSCVRDoOnceSCROSCRO!|SCROSCPT< EDIDbgAQ6CureQuestScriptSCHR#SCDASCTXwscn bgAQ6CureQuestScript ;; This script tracks variables used in dialog conditions. ;; Logic of this quest: First find clues. Then confront Llen and Lesh. ;; With each confrontation the player has the option to mutter three opinions. ;; The more he gets right, the more likely it is to solve the quest. ;; After this the player needs to combine the hints. He's got five tries, and need to get three right. short ConclusionTrue short ConclusionFalse short BedRoomknown short BedRoomTrue short BedRoomFalse short BloodWellknown short BloodWellTrue short BloodWellFalse short BonesCellarknown short BonesCellarTrue short BonesCellarFalse short BonesUpperknown short BonesUpperTrue short BonesUpperFalse short Firebonesknown short FirebonesTrue short FirebonesFalse short HeartsCellarknown short HeartsCellarTrue short HeartsCellarFalse short LockedDoorsknown short LockedDoorsTrue short LockedDoorsFalse short Paintingknown short PaintingTrue short PaintingFalse short Targetknown short TargetTrue short TargetFalse short HintCount short CombiCount short CombiRight short CombiWrongSLSDLSCVRConclusionTrueSLSDLSCVRConclusionFalseSLSDLSCVR BedRoomknownSLSDLSCVR BedRoomTrueSLSDLSCVR BedRoomFalseSLSDLSCVRBloodWellknownSLSDLSCVRBloodWellTrueSLSDLSCVRBloodWellFalseSLSD LSCVRBonesCellarknownSLSD LSCVRBonesCellarTrueSLSD SCVRBonesCellarFalseSLSD SCVRBonesUpperknownSLSD SCVRBonesUpperTrueSLSDSCVRBonesUpperFalseSLSDSCVRFirebonesknownSLSDSCVRFirebonesTrueSLSDSCVRFirebonesFalseSLSDSCVRHeartsCellarknownSLSDLSCVRHeartsCellarTrueSLSDXLSCVRHeartsCellarFalseSLSDSCVRLockedDoorsknownSLSDLSCVRLockedDoorsTrueSLSDSCVRLockedDoorsFalseSLSDSCVRPaintingknownSLSDSCVR PaintingTrueSLSDSCVRPaintingFalseSLSDSCVR TargetknownSLSDSCVR TargetTrueSLSDSCVR TargetFalseSLSD L SCVR HintCountSLSD!L SCVR CombiCountSLSD"L SCVR CombiRightSLSD#SCVR CombiWrongSCPTEDIDbgAQ6ZBladeScriptSCHRSCDASCTX6scn bgAQ6ZBladeScript Begin OnActivate return EndSCPT EDIDbgAQ6ZombieScriptSCHRISCDAI9 X; rnK 1 == 9 rnPSCTXyscn bgAQ6ZombieScript Begin OnActivate if getstagedone bgAQ6Cure 75 == 1 Activate SetStage bgAQ6Cure 80 endif EndSCRO!|SCPT?EDIDbgAQ6LeshScriptSCHRQSCDAQ A9 rnx X; rn} 1 ==9 rnSCTXscn bgAQ6LeshScript Begin OnDeath setstage bgAQ6Cure 120 if getstagedone bgAQ6Cure 125 == 1 setstage bgAQ6Cure 130 endif EndSCRO!|SCPT@EDIDbgAQ6LlenScriptSCHRQSCDAQ A9 rn} X; rnx 1 ==9 rnSCTXscn bgAQ6LlenScript Begin OnDeath setstage bgAQ6Cure 125 if getstagedone bgAQ6Cure 120 == 1 setstage bgAQ6Cure 130 endif EndSCRO!|SCPT8EDIDbgDS3SecondTargetScriptSCHRhSCDAh Ur rX/r 1 ==R rn rn9 rnSCTXscn bgDS3SecondTargetScript Begin OnMagicEffectHit STRP if player.getitemcount bgDS3SoulGem2ndEmpty == 1 player.removeitem bgDS3SoulGem2ndEmpty 1 player.additem bgDS3SoulGem2ndFilled 1 setstage bgSQ3Debts 22 endif EndSCROSCROSCRO6SCRO7SCROSCPTLEDIDbgSQ3Target3ScriptSCHR"SCDA" 9 rn SCTXDscn bgSQ3Target3Script Begin OnDeath setstage bgSQ3Debts 32 EndSCROSCPTMEDIDbgSQ3ThirdCombatSpellScriptSCHRBSCDAB4 f X f Xn rndSCTXscn bgSQ3ThirdCombatSpellScript ref me ref you Begin ScriptEffectStart Set me to getself Set you to getcombattarget me.pushactoraway you 100 EndSLSDSCVRmeSLSDSCVRyouSCRVSCRVSCPTo0EDID#ibgRipEnchantmentScript2TrueRewardSCHRSCDA f X rXb 1 == rXr 1 ==f XM 4 *f rX  f f >#rz?n rn&rSCTXscn ibgRipEnchantmentScript2TrueReward float plonk float bgresist ref me Begin ScriptEffectStart Set me to getself if me.isessential == 1 return elseif me.getequipped ibgJ3XBattleHammerRewardTrue == 1 return else set plonk to getrandompercent * 4 set bgresist to me.getav fatigue endif if plonk > bgresist me.pms bgEnchWeakness 1 me.pushactoraway me 0 playsound DRSFleshsackOpen endif endif EndSLSDSCVRplonkSLSDSCVR bgresistSLSDSCVRmeSCRVSCRO/SCRO(qSCROSCPT30EDID#ibgRipEnchantmentScript1TrueRewardSCHR SCDA  f X rXb 1 == rXr 1 == f XM 0.75 *f rX f f > rXr 1 ==#rz@r&r#rz@&rSCTXscn ibgRipEnchantmentScript1TrueReward float plonk float bgresist ref me Begin ScriptEffectStart Set me to getself if me.isessential == 1 return elseif me.getequipped ibgJ3XClaymoreRewardTrue == 1 return else set plonk to getrandompercent * 0.75 set bgresist to me.getav health if plonk > bgresist if player.getequipped ibgJ3XClaymoreRewardTrue == 1 me.pms bgEnchWeakness 2 me.kill player playsound DRSFleshsackOpen else me.pms bgEnchWeakness 2 me.kill playsound DRSFleshsackOpen endif endif endif End SLSDSCVRplonkSLSD[T>' SCVR bgresistSLSDSCVRmeSCRVSCRO/SCROSCRO(qSCROSCPT 0EDIDbgSQ3Target4Twin1BoxScriptSCHR SCDA f X f X X; rn( 0 ==YJ@A coldness gushs out, making it unable for you to pick the lock. rX 0 == %r($ rX 1 == rX/r 1 == && %r($ rX 1 == rX/r 0 == && rX/r 0 !=YukThe Skeleton Key freezes in your hand. As if it has a will on it's own, it doesn't dare touching the chest.  rX 50 SCVRyouSLSDx>SCVRmeSLSDx>SCVRDoOnceSCRVSCRVSCROSCRO~SCRO0SCROSCRO SCRO0SCROSCPT0EDIDibgSQ3Target4WarningBoxScriptSCHRSCDA r  s 1 ==Y`VAn intense coldness is emitted from the little jewelry box. The air freezes around it.s 1SCTXscn ibgSQ3Target4WarningBoxScript Short DoOnce Begin OnTrigger Player if DoOnce == 1 return else Message "An intense coldness is emitted from the little jewelry box. The air freezes around it." set DoOnce to 1 endif EndSLSDE ibt4Twin1SCVRDoOnceSCROSCPT0EDIDibgSQ3Target4GemScriptSCHRSCDA ~r  s 0 == X; rn* 1 ==9 rn+ X; rn* 0 ==9 rn*s 1SCTXscn ibgSQ3Target4GemScript short DoOnce Begin OnAdd Player if DoOnce == 0 if GetStageDone bgSQ3Debts 42 == 1 setstage bgSQ3Debts 43 elseif GetStageDone bgSQ3Debts 42 == 0 setstage bgSQ3Debts 42 endif set DoOnce to 1 endif EndSLSDSCVRDoOnceSCROSCROSCPT1EDIDibgSQ3Target5ScriptSCHR"SCDA" 9 rn5SCTXEscn ibgSQ3Target5Script Begin OnDeath setstage bgSQ3Debts 53 EndSCROSCPTSEDIDbgSQ2BedScriptSCHRSCDA r  s 1 < rs> 1 s s 1 + X; rn 0 == YBetter not again.SCTXscn bgSQ2BedScript ;; Background: Sleeping in Turu's bed will cause her to have fun with the player. First she'll only give a warning, ;; then a Lana-Experience a la Blood and Mud will follow. short count Begin OnActivate Player if count < 1 set bgZAQAurealDialogue.SQ2Warning to 1 endif set count to count + 1 if getstagedone bgSQ2Yana 5 == 0 activate else Message "Better not again." endif EndSLSDSCVRcountSCROSCRO>hSCRO6SCPTLEDIDbgXQ2TeleportScriptSCHRSSCDASE f X rXCr 1 ==rSCTXscn bgXQ2TeleportScript ref me Begin ScriptEffectStart set me to getself if me.getincell bgMerendin == 1 me.moveto bgVoidPlaneMarker else "This teleportation spell does only work in Merendin!" endif EndSLSDSCVRmeSCRVSCRO'SCROJSCPTL9EDIDbgSQ2TriggererScriptSCHRSCDAv X 1 == X r rs 2 >= X; rn 0 ==s 1P  s 1 == X; rn 0 ==6rrSCTXscn bgSQ2TriggererScript short getout ;float outtimer Begin MenuMode if IsPCSleeping == 1 if getinsamecell player if bgVoidBed.count >= 2 if getstagedone bgSQ2Yana 5 == 0 set getout to 1 endif endif endif endif End Begin GameMode if GetOut == 1 if getstagedone bgSQ2Yana 5 == 0 ;set outtimer to outtimer + getsecondspassed ;if outtimer >= 1.5 ;setstage bgSQ2Yana 5 ;endif startquest bgSQ2Yana player.addspell bgSQ2FakeMover endif endif End SLSDSCVRgetoutSCROSCROESCRO6SCRO5 SCPTT<EDIDbgSQ2JunkScriptSCHRjSCDAjZ X; rn 1 == X; rn2 0 ==9 rn2 SCTXscn bgSQ2JunkScript Begin OnActivate if getstagedone bgSQ2Yana 5 == 1 if getstagedone bgSQ2Yana 50 == 0 setstage bgSQ2Yana 50 endif endif Activate EndSCRO6SCPT8EDID bgAQ7PScriptibgDraftMazkenDramaSCHRSCDA sr X8r 1 == X; rn 1 ==Xr  s 1 !=&rs 1SCTXscn bgAQ7PScriptibgDraftMazkenDrama short DoOnce Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecDraftZerrDrama if DoOnce != 1 PlaySound UIMessageFade set DoOnce to 1 endif endif endif EndSLSDSCVRDoOnceSCROSCROSCROSCROSCPTEDIDbgAQ7PScriptibgDraftTeshDraftSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXpscn bgAQ7PScriptibgDraftTeshDraft Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecDraftTesh if bgAQ7Paintings.knowTeshDraft != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowTeshDraft to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPT4EDIDbgAQ7PScriptibgDraftXivSoWhatSCHRSCDA sr X8r 1 == X; rn 1 ==Xr  s 1 !=&rs 1SCTXscn bgAQ7PScriptibgDraftXivSoWhat short DoOnce Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecDraftXivSoWhat if DoOnce != 1 PlaySound UIMessageFade set DoOnce to 1 endif endif endif EndSLSDSCVRDoOnceSCROSCROSCROSCROSCPTEDIDbgAQ7PScriptibgDoleandraSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTX~scn bgAQ7PScriptibgDoleandra short DoOnce Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecDraftDoleandra if bgAQ7Paintings.knowDoleandra != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowDoleandra to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSLSDSCVRDoOnceSCROSCROSCROSCROSCPTEDIDbgAQ7PScriptibgLongKenerielSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXuscn bgAQ7PScriptibgLongKeneriel Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecKenerielLong if bgAQ7Paintings.knowKenerielLie != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowKenerielLie to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTlEDIDbgAQ7PScriptibgLongLipsSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTX]scn bgAQ7PScriptibgLongLips Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecLips if bgAQ7Paintings.knowFangs != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowFangs to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTvEDIDbgAQ7PScriptibgKaraLongSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXgscn bgAQ7PScriptibgKaraLong Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecKaraLong if bgAQ7Paintings.knowKaraSexy != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowKaraSexy to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTEDIDbgAQ7PScriptibgDaedricFaceSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXsscn bgAQ7PScriptibgDaedricFace Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecDaedricFace if bgAQ7Paintings.knowDaedricFace != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowDaedricFace to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTEDIDbgAQ7PScriptibgTessEmbarassedSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXscn bgAQ7PScriptibgTessEmbarassed Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecTessEmbarassed if bgAQ7Paintings.knowTessEmbarassed != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowTessEmbarassed to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTEDIDbgAQ7PScriptibgMonaXivilisaSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXoscn bgAQ7PScriptibgMonaXivilisa Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecLesh if bgAQ7Paintings.knowMonaXivilisa != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowMonaXivilisa to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTEDIDbgAQ7PScriptibgBloodyMarySCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXrscn bgAQ7PScriptibgBloodyMary Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecBloodySeducer if bgAQ7Paintings.knowBloodyMary != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowBloodyMary to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPT{EDIDbgAQ7PScriptibgTessFightSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs  1rs rs 1 +SCTXkscn bgAQ7PScriptibgTessFight Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecTessFight if bgAQ7Paintings.knowTessFight != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowTessFight to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTqEDIDbgAQ7PScriptibgKanaaneSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs  1rs rs 1 +SCTXcscn bgAQ7PScriptibgKanaane Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecKanaane if bgAQ7Paintings.knowKanaane != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowKanaane to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTvEDIDbgAQ7PScriptibgTessLaceSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs  1rs rs 1 +SCTXgscn bgAQ7PScriptibgTessLace Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecTessLace if bgAQ7Paintings.knowTessLace != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowTessLace to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTEDIDbgAQ7PScriptibgZerreshjuDramaSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXzscn bgAQ7PScriptibgZerreshjuDrama Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecZerrDrama if bgAQ7Paintings.knowZerreshjuDrama != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowZerreshjuDrama to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTqEDIDbgAQ7PScriptibgVeleryaSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXcscn bgAQ7PScriptibgVelerya Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecVelerya if bgAQ7Paintings.knowVelerya != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowVelerya to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTqEDIDbgAQ7PScriptibgVrjekkaSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXcscn bgAQ7PScriptibgVrjekka Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecVrjekka if bgAQ7Paintings.knowVrjekka != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowVrjekka to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTvEDIDbgAQ7PScriptibgTeshWalkSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXgscn bgAQ7PScriptibgTeshWalk Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecTeshWalk if bgAQ7Paintings.knowTeshWalk != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowTeshWalk to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPT|EDIDbgAQ7PScriptibgXivWarriorSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXkscn bgAQ7PScriptibgXivWarrior Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecXivilaiWarrior if bgAQ7Paintings.knowUlasza != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowUlasza to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTqEDIDbgAQ7PScriptibgMameriaSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXcscn bgAQ7PScriptibgMameria Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecMameria if bgAQ7Paintings.knowMameria != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowMameria to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTvEDIDbgAQ7PScriptibgMerendinSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXgscn bgAQ7PScriptibgMerendin Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecMerendin if bgAQ7Paintings.knowMerendin != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowMerendin to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTxEDIDbgAQ7PScriptibgSanguyineSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXhscn bgAQ7PScriptibgSanguyine Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecSanguine if bgAQ7Paintings.knowSanguine != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowSanguine to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPT{EDIDbgAQ7PScriptibgTessArmorSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs  1rs rs 1 +SCTXkscn bgAQ7PScriptibgTessArmor Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecTessArmor if bgAQ7Paintings.knowTessArmor != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowTessArmor to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPT{EDIDbgAQ7PScriptibgVeleryaICSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXkscn bgAQ7PScriptibgVeleryaIC Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecVeleryaIC if bgAQ7Paintings.knowICSeducer != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowICSeducer to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTEDIDbgAQ7PScriptibgKenerielStandSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTX{scn bgAQ7PScriptibgKenerielStand Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecKenerielStand if bgAQ7Paintings.knowKenerielStand != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowKenerielStand to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTEDIDbgAQ7PScriptibgJobealaDreamSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs  1rs rs 1 +SCTX}scn bgAQ7PScriptibgJobealaDream Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecJobealaDream if bgAQ7Paintings.knowJobealaDreaming != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowJobealaDreaming to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPTEDIDbgAQ7PScriptibgTeshTapestrySCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXwscn bgAQ7PScriptibgTeshTapestry Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecTeshTapestry if bgAQ7Paintings.knowTeshTapestry != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowTeshTapestry to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPT{EDIDbgAQ7PScriptibgShiveringSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXkscn bgAQ7PScriptibgShivering Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecShivering if bgAQ7Paintings.knowShivering != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowShivering to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPT EDIDbgAQ7QuestScriptSCHR"SCDASCTXscn bgAQ7QuestScript ;; used to keep track of known paintings. Dialogs are only added to those who are near the image, not the SL!;; ;; small quest without info: Find all and get a bonus! ;; short PictureKnown ; increased with each knowledge gain. Maximum 26; short knowKenerielLie short knowKenerielStand short knowFangs short knowSanguine short knowBloodyMary short knowDaedricFace short knowTessEmbarassed short knowTessFight short knowTessLace short knowTessArmor short knowJobealaDreaming short knowKanaane short knowZerreshjuRobe short knowZerreshjuDrama short knowKaraSexy short knowTeshWalk short knowTeshDraft short knowTeshTapestry short knowVelerya short knowVrjekka short knowUlasza short knowMameria short knowMonaXivilisa short knowMerendin short knowShivering short knowICSeducer ;new batch!; short knowDoLeandra short knowTeshPinup short knowAhtize short knowKaraBra short knowDwemer ;;;;;;;;;;;;;;;;;;;;:: ;; Binaries ;; ;; 1 = known ;; ;;;;;;;;;;;;;;;;;;;;::SLSDSCVR PictureKnownSLSDSCVRknowKenerielLieSLSDSCVRknowKenerielStandSLSDSCVR knowFangsSLSDSCVR knowSanguineSLSDSCVRknowBloodyMarySLSDSCVRknowDaedricFaceSLSDSCVRknowTessEmbarassedSLSD SCVRknowTessFightSLSD SCVR knowTessLaceSLSD SCVRknowTessArmorSLSD SCVRknowJobealaDreamingSLSD SCVR knowKanaaneSLSDSCVRknowZerreshjuRobeSLSDSCVRknowZerreshjuDramaSLSDSCVR knowKaraSexySLSDSCVR knowTeshWalkSLSDSCVRknowTeshDraftSLSDSCVRknowTeshTapestrySLSDSCVR knowVeleryaSLSDSCVR knowVrjekkaSLSDSCVR knowUlaszaSLSDSCVR knowMameriaSLSDSCVRknowMonaXivilisaSLSDSCVR knowMerendinSLSDSCVRknowShiveringSLSDSCVRknowICSeducerSLSDSCVRknowDoLeandraSLSDSCVRknowTeshPinupSLSDSCVR knowAhtizeSLSD SCVR knowKaraBraSLSD!Sq0SCVR knowDwemerSCPTEDIDbgAQ7PScriptibgZerreshjuRobeSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXtscn bgAQ7PScriptibgZerreshjuRobe Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecZerrRobe if bgAQ7Paintings.knowZerreshjuRobe != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowZerreshjuRobe to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSCROSCROSCROSCROSCPT/EDIDbgSQ2DizzyViewScriptSCHRSCDA X:r 10 =  f 95 >D z@f 0 rXr 0 ==rSCTX}scn bgSQ2DizzyViewScript float chance float timer Begin ScriptEffectUpdate if getstage bgSQ2Yana < 10 TriggerHitShader 5 else set timer to timer + getsecondspassed set chance to getrandompercent if timer >= 5 if chance > 95 TriggerHitShader 3 set timer to 0 endif endif endif if player.isspelltarget bgSQ2Harmed == 0 player.addspell bgSQ2Harmed endif EndSLSDSCVRchanceSLSDSCVRtimerSCROSCRO6SCRORSCPT?EDIDbgSQ2RewardRoseScriptSCHR SCDA W f X f XMf f 15 +f rX3rf f X  + f f >=#rz@H rX f <P3r3rSCTXscn bgSQ2RewardRoseScript float timer float chance ref me float myhealth Begin ScriptEffectStart set me to getself set chance to getrandompercent set chance to chance + 15 set myhealth to me.getbaseav health me.say idle End Begin ScriptEffectUpdate set timer to timer + getsecondspassed if timer >= chance me.pms bgHitDispel 3 me.dispelallspells if me.getav health < myhealth me.resethealth endif me.say idle endif End Begin ScriptEffectFinish me.say idle EndSLSDSCVRtimerSLSDSCVRchanceSLSDSCVRmeSLSDSCVR myhealthSCRVSCROSCROSCPTPEDIDbgSQ2ChestStaffScriptsSCHRDSCDAD 1r X; rnA 1 ==s SCTXzscn bgSQ2ChestStaffScripts Begin OnActivate Player if getstagedone bgSQ2Yana 65 == 1 unlock endif activate EndSCROSCRO6SCPTQEDIDbgSQ2StaffLowerScriptSCHR%SCDA% r9 rnFSCTXOscn bgSQ2StaffLowerScript Begin OnAdd Player setstage bgSQ2Yana 70 EndSCROSCRO6SCPTREDIDbgSQ2StaffUpperScriptSCHR%SCDA% r9 rnKSCTXOscn bgSQ2StaffUpperScript Begin OnAdd Player setstage bgSQ2Yana 75 EndSCROSCRO6SCPT 4 EDIDbgSQ2FakeMoveTestSCHRSCDAy X8r 1 == X; rn 1 ==r X; rn 0 ==9 rnSCTX*scn bgSQ2FakeMoveTest ;; necessary, because all other attempts cause a freeze ;; Begin ScriptEffectUpdate If GetQuestRunning bgSQ2Yana == 1 if GetStageDone bgSQ2Yana 5 == 1 player.removespell bgSQ2FakeMover elseif GetStageDone bgSQ2Yana 5 == 0 setstage bgSQ2Yana 5 endif Endif EndSCROSCRO6SCRO5 SCPT6 EDIDbgRQ3KickedOutAbilityScriptSCHRSCDA  X; rn Xf 0 ==f f X  +  f 2 >= XCr 0 ==r XCr 1 ==rSCTXescn bgRQ3KickedOutAbilityScript float timer Begin ScriptEffectUpdate if getstagedone bgRQ4Poison 5 if IsPlayerMovingIntoNewSpace == 0 set timer to timer + getsecondspassed endif if timer >= 2 if getincell bgMerendin == 0 removespell bgRQ3FakeMover elseif getincell bgMerendin == 1 player.moveto bgMerendinMarker endif endif endif EndSLSDSCVRtimerSCROSCROSCRO'SCRO8 SCROr$SCPT.L EDIDbgSQ2AlternatePotionScriptSCHRESCDAE79 rnZD z$@#rz@SCTXscn bgSQ2AlternatePotionScript Begin ScriptEffectStart setstage bgSQ2Yana 90 TriggerHitShader 10 player.pms bgHitDispel 5 EndSCROSCRO6SCROSCPT] EDIDbgSQ2AhtizeCureScriptSCHRSCDA rX/r 1 >=R rn X; rnZ 0 ==9 rnW9 rnZ rnSCTXscn bgSQ2AhtizeCureScript Begin ScriptEffectStart if player.getitemcount Gem1PearlFlawless >= 1 player.removeitem Gem1PearlFlawless 1 if getstagedone bgSQ2Yana 90 == 0 SetStage bgSQ2Yana 87 SetStage bgSQ2Yana 90 endif else player.additem bgSQ2AhtizeCure 1 endif EndSCROSCROSCRO6SCRO_ SCPThEDIDbgAQ8SpellMakingAltarScriptSCHRSCDA rSCTXPscn bgAQ8SpellMakingAltarScript Begin OnActivate Player ShowSpellMaking EndSCROSCPThEDIDbgAQ8EnchantingAltarScriptSCHRSCDA rSCTXOscn bgAQ8EnchantingAltarScript Begin OnActivate Player ShowEnchantment EndSCROSCPT6oEDIDbgAQ8TeleportScriptSCHR SCDA X; rn_ 1 == Xm 1 ==% ! Xir 1 == rXG 0 == &&ln!""""X rXr 1 == r s  1r  Xm 0 ==% ! Xir 1 == rXG 0 == &&ln"!!!! rXr 1 == r s  1r Y,"The skin vibrates under your hand.SCTXscn bgAQ8TeleportScript Begin OnActivate if GetStageDone bgAQ8Mycelium 95 == 1 if GetPlayerinSEWorld == 1 if IsActionRef player == 1 && ( Player.IsRidingHorse == 0 ) Player.SCAOnActor setPlayerInSEWorld 0 SEJailMarkerParentTamriel.Enable ; turns ON jail markers in Tamriel, turns OFF jail markers in SE SEJailMarkerCrucible.Disable SEJailMarkerBliss.Disable SEPrisonMarkerAichan.Disable SEPrisonMarkerCorpserot.Disable ReleaseWeatherOverride If Player.GetEquipped TGGrayFoxCowl == 1 Set SECrime.LeftSECowlOn to 1 EndIf player.moveto bgMerendinX endif endif if GetPlayerinSEWorld == 0 if IsActionRef player == 1 && ( Player.IsRidingHorse == 0 ) Player.SCAOnActor setPlayerInSEWorld 1 SEJailMarkerParentTamriel.Disable ; turns OFF jail markers in Tamriel and turns ON jail markers in SE SEJailMarkerCrucible.Enable SEJailMarkerBliss.Enable SEPrisonMarkerAichan.Enable SEPrisonMarkerCorpserot.Enable If Player.GetEquipped TGGrayFoxCowl == 1 Set SECrime.EnteredSECowlOn to 1 EndIf player.moveto bgNewSheothTeleportRef endif endif else Message "The skin vibrates under your hand." endif EndSCROSCROSCROYSCROYSCROxSCROeSCROoSCRO.SCROdWSCRO"SCROoSCPTqF~EDIDbgAQ8PlantBoxBrumaScriptSCHRZSCDAZ Gr rX/r 1 ==R rn9 rn2SCTXscn bgAQ8PlantBoxBrumaScript Begin OnTrigger Player if player.getitemcount bgAQ8SeedBruma == 1 player.removeitem bgAQ8SeedBruma 1 player.setstage bgAQ8Mycelium 50 endif EndSCROSCRO7~SCROoSCPTG~EDIDbgAQ8PlantBoxNewSheothScriptSCHRZSCDAZ Gr rX/r 1 ==R rn9 rnPSCTXscn bgAQ8PlantBoxNewSheothScript Begin OnTrigger Player if player.getitemcount bgAQ8SeedNewSheoth == 1 player.removeitem bgAQ8SeedNewSheoth 1 player.setstage bgAQ8Mycelium 80 endif EndSCROSCRO8~SCROoSCPTEDID ibgIntegrationUpdateQuestScriptSCHRSCDA 5 s 1 < rX# 0 ==s 1" rX# 0 ==s 1" rX# 0 ==s 1" rX# 0 ==s 1" rX# 0 ==s 1" rX# 0 ==s 1" rX# 0 ==s 1" rX# 0 ==s  1" r X# 0 ==s  1 " r X# 0 ==s  1 " r X# 0 ==s  1 " r X# 0 ==s  1 " r X# 0 ==s 1 "s 1 * s 2 ==  s 1 ==!  s 1 ==!  s 1 ==!  s 1 ==!  s 1 ==!  s 1 ==!  s 1 ==!  s 1 ==!  s 1 == !  s 1 == !  s 1 == !  s 1 == !  s 1 == !YC9Integration: The Stranded Light was successfully updated!s 07r # s 1 == X; rnd 1 == rXIr 1 < rn X; rnK 1 == X; rnd 1 == rXIr 1 < rn X; rnd 1 == rXIr 1 < rn X; rnd 1 == rXIr 1 < rn X; rnd 1 == X; rnK 1 == rXIr 2 < rn X; rn 1 == rXIr 2 < rns 2SCTXscn ibgIntegrationUpdateQuestScript short flipperstage short isdisKana short isdisBea short isdisAhti short isdisLea short isdisTesh short isdisQue short isdisQuu short isdisNary short isdisFron short isdisGev short isdisYara short isdisElli short isdisGarra ;; Background: Updates Integration. On the one hand disable / enable actors to update linked resources. ;; ;; On the other hand updating faction ranks.;; Begin Gamemode if flipperstage < 1 ; used to disable ; if bgKanaaneRef.getdisabled == 0 set isdisKana to 1 bgKanaaneRef.disable endif if bgZMG1JobealaRef.getdisabled == 0 set isdisBea to 1 bgZMG1JobealaRef.disable endif if bgSEAhtizeBedRef.getdisabled == 0 set isdisAhti to 1 bgSEAhtizeBedRef.disable endif if bgDoLeaBedRef.getdisabled == 0 set isdisLea to 1 bgDoLeaBedRef.disable endif if bgDSTeshekruBed.getdisabled == 0 set isdisTesh to 1 bgDSTeshekruBed.disable endif if bgDarQueBed.getdisabled == 0 set isdisQue to 1 bgDarQueBed.disable endif if bgZMG1QuurunaeRef.getdisabled == 0 set isdisQuu to 1 bgZMG1QuurunaeRef.disable endif if bgZMG1NareylaRef.getdisabled == 0 set isdisNary to 1 bgZMG1NareylaRef.disable endif if bgZMG1FrondreRef.getdisabled == 0 set isdisFron to 1 bgZMG1FrondreRef.disable endif if bgZMG1GeverRef.getdisabled == 0 set isdisGev to 1 bgZMG1GeverRef.disable endif if bgZMG1YaranilRef.getdisabled == 0 set isdisYara to 1 bgZMG1YaranilRef.disable endif if bgZMG1EllirijanRef.getdisabled == 0 set isdisElli to 1 bgZMG1EllirijanRef.disable endif if bgZMG1GarradugRef.getdisabled == 0 set isdisGarra to 1 bgZMG1GarradugRef.disable endif set flipperstage to 1 endif if flipperstage == 2 ; used to enable ; if isdisKana == 1 bgKanaaneRef.enable endif if isdisBea == 1 bgZMG1JobealaRef.enable endif if isdisAhti == 1 bgSEAhtizeBedRef.enable endif if isdisLea == 1 bgDoLeaBedRef.enable endif if isdisTesh == 1 bgDSTeshekruBed.enable endif if isdisQue == 1 bgDarQueBed.enable endif if isdisQuu == 1 bgZMG1QuurunaeRef.enable endif if isdisNary == 1 bgZMG1NareylaRef.enable endif if isdisFron == 1 bgZMG1FrondreRef.enable endif if isdisGev == 1 bgZMG1GeverRef.enable endif if isdisYara == 1 bgZMG1YaranilRef.enable endif if isdisElli == 1 bgZMG1EllirijanRef.enable endif if isdisGarra == 1 bgZMG1GarradugRef.enable endif Message "Integration: The Stranded Light was successfully updated!" set flipperstage to 0 stopquest IntegrationUpdate endif if flipperstage == 1 ; used to set faction rank ; ; Rank: Courier ; if getstagedone bgAQ3GuildGuide 100 == 1 if player.getfactionrank bgDaedricIntegration < 1 player.setfactionrank bgDaedricIntegration 1 endif endif if getstagedone bgAQ2Summoner 75 == 1 if getstagedone bgAQ2Summoner 100 == 1 if player.getfactionrank bgDaedricIntegration < 1 player.setfactionrank bgDaedricIntegration 1 endif endif endif if getstagedone bgAQ4Recovery 100 == 1 if player.getfactionrank bgDaedricIntegration < 1 player.setfactionrank bgDaedricIntegration 1 endif endif if getstagedone bgMQ1AdvertisementQuest 100 == 1 if player.getfactionrank bgDaedricIntegration < 1 player.setfactionrank bgDaedricIntegration 1 endif endif ; Rank: Diplomat ; if getstagedone bgXQ5Imprisonment 100 == 1 if getstagedone bgXQ5Imprisonment 75 == 1 if player.getfactionrank bgDaedricIntegration < 2 player.setfactionrank bgDaedricIntegration 2 endif endif endif if getstagedone bgAQ6Cure 175 == 1 if player.getfactionrank bgDaedricIntegration < 2 player.setfactionrank bgDaedricIntegration 2 endif endif set flipperstage to 2 endif EndSLSDcKSCVR flipperstageSLSDdKSCVR isdisKanaSLSDͤ`KSCVR isdisBeaSLSDSCVR isdisAhtiSLSD͸dKSCVR isdisLeaSLSDͤ`KSCVR isdisTeshSLSD`KSCVR isdisQueSLSDXeKSCVR isdisQuuSLSD ͤ`KSCVR isdisNarySLSD SCVR isdisFronSLSD SCVR isdisGevSLSD SCVR isdisYaraSLSD `KSCVR isdisElliSLSD`KSCVR isdisGarraSCRO2SCROSCROYSCROSSCRO|SCROSCROSCROSCROSCROSCROSCROSCRO SCROSCROSCROJSCRO:hSCROSCROSCROSCROSCRO!|SCPTXEDIDbgAQ6PostScriptScriptSCHRSCDA XrSCTXMscn bgAQ6PostScriptScript Begin OnEquip AddTopic bgZXQ2PreDialogBook EndSCROVSCPT `,EDIDibgMirCorrupGateScriptSCHRL SCDALF  s 1 ==  s 1 ==s 0s 1 nr  s 1 ==s 0s 0 nr X( 0 ==s 0 s 1 == X( 0 ==  s 0 ==f f X  + f 10 >=s 1s 1f 0  s 0 == f  X f  Xs 1 Xir 1 ==  s 0 ==Y(This gate is opened elsewhere.  s 0 ==  s 0 ==s 1s 1s 1SCTX scn ibgMirCorrupGateScript ; based on MS08FGGateScript ; included stuff to make the gate close again. And to play sounds ; activated by linked child ; activates optionally linked parent after 2 sec delay short activated short open short next short busy short wantopen short wantclosed float timer float closetimer ref mySelf ref myParent begin gameMode if busy == 1 if wantopen == 1 set wantopen to 0 set open to 1 playgroup forward 1 playsound3d DRSHeavyOpen01 elseif wantclosed == 1 set wantclosed to 0 set open to 0 playgroup backward 1 playsound3d DRSHeavyClose01 endif if isanimplaying == 0 set busy to 0 endif endif if open == 1 if isanimplaying == 0 if busy == 0 set closetimer to closetimer + getsecondspassed if closetimer >= 10 set busy to 1 set wantclosed to 1 set closetimer to 0 endif endif endif endif end begin onActivate if activated == 0 set mySelf to getSelf set myParent to getParentRef set activated to 1 endif if isActionRef player == 1 if open == 0 message "This gate is opened elsewhere." endif elseif busy == 0 if open == 0 set wantopen to 1 else set wantclosed to 1 endif set busy to 1 endif end SLSD̀KSCVR activatedSLSDKSCVRopenSLSDSCVRnextSLSDSCVRbusySLSDSCVR wantopenSLSDSCVR wantclosedSLSDSCVRtimerSLSDSCVR closetimerSLSD SCVRmySelfSLSD "~SCVR myParentSCRV SCRV SCRO#SCRO$SCROSCPT_[iEDIDbgZMCVeleryaScriptSCHRRSCDARD f X rXr 0 == rnSCTXscn bgZMCVeleryaScript ref me Begin OnLoad set me to getself if me.getequipped bgrSeduNoWing == 0 me.equipitem bgrSeduNoWing 1 endif EndSLSDleClrtShopkSCVRmeSCRVSCROSCPTEDID"ibgZAQ7PScriptibgArriashePaintingSCHRISCDAI 6r  s 1 !=Xr&rs 1SCTXscn ibgZAQ7PScriptibgArriashePainting short DoOnce Begin OnTrigger Player if doOnce != 1 AddTopic bgZAQ7PSpecArriashePainting PlaySound UIMessageFade set doOnce to 1 endif EndSLSDSCVRDoOnceSCROSCROSCROSCPTz[EDID bgZMG2ChorrolNareylaDiaryScriptSCHRSCDA r  s 1 == -) rXr 1 == rXr 1 == &&s 1 rrs 1 3r X; rn2 0 ==9 rn2SCTXscn bgZMG2ChorrolNareylaDiaryScript short DoOnce ;; player has to have Spell Reflect and Damage Fatigue active. Otherwise BOOM! Once. ;; Begin OnActivate Player if DoOnce == 1 activate Return elseif player.hasmagiceffect DGFA == 1 && player.hasmagiceffect RFLC == 1 set DoOnce to 1 activate Return else Cast bgZMG2ChorrolNareylaProt player Set doOnce to 1 endif End Begin OnAdd Player if getstagedone bgZMG2ChorrolNareyla 50 == 0 setstage bgZMG2ChorrolNareyla 50 endif EndSLSD,5SCVRDoOnceSCROSCROdSCROSCRO\SCRO]SCPT? EDIDbgZMG2BravilTargetScriptSCHRSSCDAS'Qn) z{Gz?#r 9 rn2SCTXscn bgZMG2BravilTargetScript ;short doOnce short rand ;begin GameMode begin OnLoad ;if (doOnce == 0) SetIgnoreFriendlyHits 1 ;set doOnce to 1 saa 0.01 pms ghosteffect ;endif end Begin OnDeath setstage bgZMG2BravilGever 50 EndSLSDSCVRrandSCRO# SCRO9 SCPTq EDIDbgZMG2CheydinhalDiamondScriptSCHR^SCDA^ *r rs 1 ==% rn  rs 0 == X; rn 0 ==LDThe Daedra Seducer sitting nearby merely smirks and shakes his head.9 rn X; rn 1 ==:2Still the diamond doesn't wander into your pocket. r9 rn2SCTXNscn bgZMG2CheydinhalDiamondScript Begin OnActivate Player if bgSQ3Debts.bgZMG2CheydinhalAllowed == 1 player.placeatme Dremora6ValkynazMelee1 1 activate endif if bgSQ3Debts.bgZMG2CheydinhalAllowed == 0 if getstagedone bgZMG2CheydinhalFrondre 25 == 0 Messagebox "The Daedra Seducer sitting nearby merely smirks and shakes his head." setstage bgZMG2CheydinhalFrondre 25 Return elseif getstagedone bgZMG2CheydinhalFrondre 25 == 1 Messagebox "Still the diamond doesn't wander into your pocket." endif endif End Begin OnAdd Player setstage bgZMG2CheydinhalFrondre 50 EndSCROSCROSCROSCROr SCPT[$ EDIDbgZMG2ICQuestScriptSCHRSCDASCTXscn bgZMG2ICQuestScript short stay short leave short undecided ;; used to track what you say to Tyrru short result ; calculated by stay - leave. Can be greater, lower or equal to zero. If greater he stays, if lower he goes away, if zero he keeps pondering. SLSDSCVRstaySLSDSCVRleaveSLSDSCVR undecidedSLSD0SCVRresultSCPTt EDIDbgZMG2LeyawiinLetterScriptSCHRSCDASCTXhscn bgZMG2LeyawiinLetterScript ;Begin OnAdd bgZMC2LeyawiinStumpRef ;setstage bgZMG2Leyawiin 50 ;EndSCPTt EDIDbgZMG2LeyawiinRiddleScriptSCHRASCDAA1XrXrXrXrXrSCTXscn bgZMG2LeyawiinRiddleScript Begin OnEquip AddTopic bgZMG2LeyawiinRiddle1 AddTopic bgZMG2LeyawiinRiddle2 AddTopic bgZMG2LeyawiinRiddle3 AddTopic bgZMG2LeyawiinRiddle4 AddTopic bgZMG2LeyawiinRiddle5 EndSCROt SCROt SCROt SCROt SCRO t SCPT#t EDID"bgZMG2LeyawiinContainerNoTakeBackSCHRSCDA f X f X  rX/r 1 < rX/r 0 >R rn rn9 rn2#rz@rndSCTXjscn bgZMG2LeyawiinContainerNoTakeBack ref me ref you Begin OnActivate set me to getself set you to getactionref if me.getitemcount bgZMG2Letter < 1 if you.getitemcount bgZMG2Letter > 0 you.removeitem bgZMG2Letter 1 me.additem bgZMG2Letter 1 setstage bgZMG2Leyawiin 50 me.pms bgHealingBaconShader 5 me.lock 100 else return endif endif EndSLSDSCVRmeSLSD~e ,SCVRyouSCRVSCRVSCROt SCROm SCROTSCPT{ EDIDbgZMG2SkingradQuestScriptSCHRSCDASCTX~scn bgZMG2SkingradQuestScript short choice ; 1 = Dion, 2 = Danus Artellian, 3 = Fadus Calidius short hint ; 0 = no hint, 1 = good hint, 2 = bad hint, 3 = neutral hint. short dateday ; used so that you need to ask Quurunae at another day ; short isReady ; used to determinate if enough time has passed ; short curday ; used because the other stuff didn't work;SLSDSCVRchoiceSLSDSCVRhintSLSDSCVRdatedaySLSDSCVRisReadySLSDK SCVRcurdaySCPTޏ EDID bgZCQMirCorrupDialogQuestScriptSCHR SCDASCTX,scn bgZCQMirCorrupDialogQuestScript ; used to store vars concerning Mir Corrup Dialog ; short MStart ; 0 = Mystery of Mir Corrup not started. 1 = started ; short MClues ; keeping tracks of clue numbers ; short amberdel short madnessdel short amberrem short madnessrem short LBDelay short LBCurDay short LBReady ;; keeps track of how many amber and madness parts have been delivered to Untyr; ;; LBDelay is delay after quest finish; ;;;;;;;;;;;;;;;;;; short VrjekkaWaited ; set to 1 after first dialog short VrjekkaClothed ; if she's ordered to wear something. 0 = no, 1 = yes. short VrjekkaRange ; 0 = Tower, 1 = Upper Tower, 2 = Lower Tower, 3 = Unrestricted ;;;;;;;;;;;;;;;;;; short GirovvePaintRefuse ;used to give the player another chance to start the painting quest.SLSDSCVRMStartSLSDSCVRMCluesSLSDSCVR amberdelSLSDSCVR madnessdelSLSDSCVR amberremSLSDSCVR madnessremSLSDSCVRLBDelaySLSDSCVR LBCurDaySLSD SCVRLBReadySLSD 2LSCVRVrjekkaWaitedSLSD SCVRVrjekkaClothedSLSD 2L SCVR VrjekkaRangeSLSD 4LSCVRGirovvePaintRefuseSCPT- EDIDbgCQ1LoveletterScriptSCHR%SCDA% r9 rn2SCTXUscn bgCQ1LoveletterScript Begin OnAdd Player setstage bgCQ1Loveletter 50 EndSCROSCRO SCPT EDIDbgRKCaveTeleportScriptSCHRSCDA rX! 1 ==Y3)You cannot cast this spell during combat! Xm 1 ==Y:0You can't use this spell in the Shivering Isles!kD/Do you want to teleport to Pahmar-Claw Hollows?YesNo s X  s 0 ==Y,"Teleport to Pahmar-Claw Hollows... s 1 ~r  s 1 == s 1 ~SCTXScn bgRKCaveTeleportScript short Button Begin ScriptEffectStart if ( player.IsInCombat == 1 ) message "You cannot cast this spell during combat!" elseif ( GetPlayerinSEWorld == 1 ) message "You can't use this spell in the Shivering Isles!" else pcb MessageBox "Do you want to teleport to Pahmar-Claw Hollows?" "Yes" "No" endif end begin ScriptEffectFinish Set button to GetButtonPressed if ( button == 0 ) Message "Teleport to Pahmar-Claw Hollows..." set button to -1 Player.MoveTo bgRKCaveTeleportTargetRef elseif ( button == 1 ) set button to -1 return endif EndSLSD>SCVRButtonSCROSCRO SCPT EDIDbgRQ5QuestScriptSCHRSCDASCTX(scn bgRQ5QuestScript float RKPayFinesSLSDIsIDristophSCVR RKPayFinesSCPT6 EDIDbgCQ2EnchantmentScriptSCHRSCDA f X rXEr 0 == rXEr 1 == f Z == rXHr 1 == rn X; rnK 0 == rX/r 5 >=9 rnKSCTXscn bgCQ2EnchantmentScript ref me Begin ScriptEffectStart set me to getself if me.getisrace Seducer == 0 return endif if me.getisrace Seducer == 1 if me == player return elseif me.getisid bgZMCVelerya == 1 return else player.additem bgCQ2Blood 1 endif endif if getstagedone bgCQ2Red 75 == 0 if player.getitemcount bgCQ2Blood >= 5 setstage bgCQ2Red 75 endif endif EndSLSDer\' SCVRmeSCROSCRVSCROSCROSCRO SCRO SCPT EDIDbgSQ5FlowersScriptSCHRSCDAv X; rn2 0 == Y=3Velerya wants the flowers to remain where they are. qr rXCr 1 ==9 rn2Y6,This is not the right place for the flowers.SCTXiscn bgSQ5FlowersScript Begin OnActivate if getstagedone bgSQ5Requiem2 50 == 0 activate else Message "Velerya wants the flowers to remain where they are." return endif End Begin OnDrop Player if player.getincell ICTempleDistrictTempleOfTheOne == 1 setstage bgSQ5Requiem2 50 else Message "This is not the right place for the flowers." endif EndSCROm SCROSCROSSCPTW4 EDIDbgCQ3DoorScriptSCHR\SCDA\L X:r 10 == &r#rz@SCTXscn bgCQ3DoorScript Begin OnActivate if getstage bgCQ3Palla == 10 activate else playsound SPLConjurationFail pms bgDetectDetection3 5 return endif EndSCRO4 SCROfSCROSCPT 5 EDIDbgCQ3PallaCreatureScriptSCHR0SCDA0'#rT z@s 0 9 rn2 s s 1 +  s 0 == s 25 >=s 0s 1P#rz@n rn2  s 1 == s 50 >=s 0s 2P#rz@n rn2  s 2 == s 75 >=s 0s 3P#rz@n rn2  s 3 == s 100 >=s 0s 4P#rz@n rn2  s 4 == s 125 >=s 0s 5P#rz@n rn2  s 5 == s 150 >=s 0s 6P#rz@n rn2  s 6 == s 200 >=s 0P#rz@n rn2SCTXScriptName bgCQ3PallaCreatureScript short healcounter short healtime begin OnLoad PlayMagicShaderVisuals creatureEffectZombieDread sar 5 set healtime to 0 end Begin OnDeath setstage bgCQ3Palla 50 End Begin OnHit set healcounter to healcounter + 1 if healtime == 0 if healcounter >= 25 set healcounter to 0 set healtime to 1 resethealth pms bgHealingBaconShader 5 pushactoraway player 50 endif endif if healtime == 1 if healcounter >= 50 set healcounter to 0 set healtime to 2 resethealth pms bgHealingBaconShader 5 pushactoraway player 50 endif endif if healtime == 2 if healcounter >= 75 set healcounter to 0 set healtime to 3 resethealth pms bgHealingBaconShader 5 pushactoraway player 50 endif endif if healtime == 3 if healcounter >= 100 set healcounter to 0 set healtime to 4 resethealth pms bgHealingBaconShader 5 pushactoraway player 50 endif endif if healtime == 4 if healcounter >= 125 set healcounter to 0 set healtime to 5 resethealth pms bgHealingBaconShader 5 pushactoraway player 50 endif endif if healtime == 5 if healcounter >= 150 set healcounter to 0 set healtime to 6 resethealth pms bgHealingBaconShader 5 pushactoraway player 50 endif endif if healtime == 6 if healcounter >= 200 set healcounter to 0 resethealth pms bgHealingBaconShader 5 pushactoraway player 50 endif endif EndSLSDSCVR healcounterSLSDSCVR healtimeSCROZ SCRO4 SCROTSCROSCPT5 EDIDbgCQ3PallaQuestScriptSCHRSCDASCTXkscn bgCQ3PallaQuestScript short right ;; Maya asks four questions. All have to be answered correctly ;;SLSD>vds~SCVRrightSCPTbt EDIDbgCQ5DistanceScriptSCHRuSCDAug rX, 0 ==  s 1 == rX/r 0 ==   s 1 ==f rXr f f >YColder f f DistOld Message "Colder" elseif DistNew < DistOld Message "Warmer" endif set flip to 0 endif if flip == 0 set flip to 1 set DistOld to player.getdistance CQ5MissingTeddyRef endif endif endif if DoOnce != 1 set fQuestDelayTime to 5 set DoOnce to 1 set flip to 1 set DistOld to player.getdistance CQ5MissingTeddyRef endif endif End SLSDSCVRDistOldSLSDSCVRDistNewSLSDSCVRfQuestDelayTimeSLSDSCVRDoOnceSLSDSCVRflipSCROSCROt SCROt SCPTt EDIDbgCQ5BearTeddyScriptSCHRFSCDAF 3r X; rn2 0 ==9 rn2SCTXxscn bgCQ5BearTeddyScript Begin OnAdd Player if getstagedone bgCQ5Bear 50 == 0 setstage bgCQ5Bear 50 endif EndSCROSCROt SCPT  EDIDibgSQ4AshesScriptSCHRFSCDAF 3r X; rn 0 ==9 rnSCTXuscn ibgSQ4AshesScript Begin OnAdd Player if getstagedone bgSQ4Debts 6 == 0 setstage bgSQ4Debts 6 endif EndSCROSCROm SCPTg EDIDibgSQ4DebtCollectorScriptSCHRSCDA# f Xrr 9 rn or f X s s 1 + rXe 1 == n s 25 >=  rPSCTXscn ibgSQ4DebtCollectorScript ref me short mykillcounter Begin OnStartCombat Set me to getself me.cast ibgSQ4SCBoon me End Begin OnDeath setstage bgSQ4Debts 16 End Begin OnMagicEffectHit TURN set me to getself set mykillcounter to mykillcounter + 1 if me.isweaponout == 1 me.playgroup stagger 1 endif if mykillcounter >= 25 me.kill endif End Begin OnMagicEffectHit DSPL me.resethealth EndSLSDSCVRmeSLSDSCVRmykillcounterSCRVSCRO SCROm SCROSCROpSCPT EDIDbgSQ4PoisonScriptSCHR SCDA r rX 1 ==9 rn  rX 0 ==n rn#rz$@rrrrr r  En9 rnSCTX-scn bgSQ4PoisonScript Begin OnAdd OlavatheFairRef if player.isactordetected == 1 setstage bgSQ4Debts 26 elseif player.isactordetected == 0 OlavatheFairRef.pushactoraway OlavatheFairRef -5 OlavatheFairRef.pms bgDetectEvil 10 OlavatheFairRef.addspell Vampirism25 OlavatheFairRef.addspell VampDisease OlavatheFairRef.addspell Vampirism25Att OlavatheFairRef.addspell Vampirism25Skills OlavatheFairRef.addspell VampireEmbraceofShadows OlavatheFairRef.addspell VampireSeduction OlavatheFairRef.setav Vampirism 25 setstage bgSQ4Debts 27 endif EndSCRO$SCROSCROm SCROO$SCRO:SCRO=SCROSCROSCRO۾SCROپSCPT( EDIDbgSQ4TessStashScriptSCHRSCDA X; rn# 0 ==#rz$@&r   X; rn$ 0 == X; rn 0 == rn9 rn%9 rn$&r9 rn&9 rn$ SCTXscn bgSQ4TessStashScript Begin OnActivate If getstagedone bgSQ4Debts 35 == 0 pms bgDetectFoe 10 playsound SPLDestructionFail return else if getstagedone bgSQ4Debts 36 == 0 if getstagedone bgAQ9Star 6 == 0 player.additem gold001 250000 setstage bgSQ4Debts 37 setstage bgSQ4Debts 36 else playsound SPLAlterationFail setstage bgSQ4Debts 38 setstage bgSQ4Debts 36 endif endif activate endif EndSCROSCROm SCROb)SCROgSCROm SCROSCROeSCPT[ EDIDbgAQ7PScriptibgKaraBraSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs  1rs rs 1 +SCTXqscn bgAQ7PScriptibgKaraBra short DoOnce Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecKaraBra if bgAQ7Paintings.knowKaraBra != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowKaraBra to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSLSD7PSp0306E82SCVRDoOnceSCROSCROSCROV SCROSCPT\ EDIDbgAQ7PScriptibgAhtizeSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXmscn bgAQ7PScriptibgAhtize short DoOnce Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecAhtize if bgAQ7Paintings.knowAhtize != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowAhtize to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSLSD(@qSCVRDoOnceSCROSCROSCROY SCROSCPT] EDIDbgAQ7PScriptibgDwemerSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs! 1 !=&r rs! 1rs rs 1 +SCTXmscn bgAQ7PScriptibgDwemer short DoOnce Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecDwemer if bgAQ7Paintings.knowDwemer != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowDwemer to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSLSD2qSCVRDoOnceSCROSCROSCROX SCROSCPT^ EDIDbgAQ7PScriptibgTeshPinUpSCHRSCDA r X8r 1 == X; rn 1 ==Xr rs 1 !=&r rs 1rs rs 1 +SCTXyscn bgAQ7PScriptibgTeshPinUp short DoOnce Begin OnTrigger Player if GetQuestRunning bgAQ7Paintings == 1 If GetStageDone bgAQ7Paintings 5 == 1 AddTopic bgAQ7PSpecTeshPinUp if bgAQ7Paintings.knowTeshPinUp != 1 PlaySound UIMessageFade set bgAQ7Paintings.knowTeshPinUp to 1 set bgAQ7Paintings.PictureKnown to bgAQ7Paintings.PictureKnown + 1 endif endif endif EndSLSD>SCVRDoOnceSCROSCROSCROW SCROSCPTq EDIDbgOQ3AbilityScriptSCHRYSCDAYK f Xf f X  + f 10 >=rSCTXscn bgOQ3AbilityScript float timer ref me Begin ScriptEffectUpdate set me to getself set timer to timer + getsecondspassed if timer >= 10 me.removespell bgOQ3Ability endif EndSLSDSCVRtimerSLSDSCVRmeSCRVSCROr SCPT EDIDbgXQ2KillerScriptFireSCHRSCDA  f 0 == f XM  f 0 >f f X  + f f > f X f Xrrf 0f 0SCTXascn bgXQ2KillerScriptFire float timer ref me ref you float chance Begin GameMode if chance == 0 set chance to getrandompercent endif if chance > 0 set timer to timer + getsecondspassed if timer > chance set me to getself set you to getparentref you.cast bgXQ2KillerSpellFire me set chance to 0 set timer to 0 endif endif EndSLSDSCVRtimerSLSDSCVRmeSLSDSCVRyouSLSDSCVRchanceSCRVSCRVSCRO SCPT! EDIDbgXQ2KillerScriptFrostSCHRSCDA  f 0 == f XM  f 0 >f f X  + f f > f X f Xrrf 0f 0SCTXcscn bgXQ2KillerScriptFrost float timer ref me ref you float chance Begin GameMode if chance == 0 set chance to getrandompercent endif if chance > 0 set timer to timer + getsecondspassed if timer > chance set me to getself set you to getparentref you.cast bgXQ2KillerSpellFrost me set chance to 0 set timer to 0 endif endif EndSLSDSCVRtimerSLSDSCVRmeSLSDSCVRyouSLSDSCVRchanceSCRVSCRVSCRO SCPT! EDIDbgXQ2KillerScriptShockSCHRSCDA  f 0 == f XM  f 0 >f f X  + f f > f X f Xrrf 0f 0SCTXcscn bgXQ2KillerScriptShock float timer ref me ref you float chance Begin GameMode if chance == 0 set chance to getrandompercent endif if chance > 0 set timer to timer + getsecondspassed if timer > chance set me to getself set you to getparentref you.cast bgXQ2KillerSpellShock me set chance to 0 set timer to 0 endif endif EndSLSDSCVRtimerSLSDSCVRmeSLSDSCVRyouSLSDSCVRchanceSCRVSCRVSCRO SCPT EDIDbgXQ2KillerScriptPushSCHRSCDA  f 0 == f XM  f 0 >f f X  + f f > f X f Xrrf 0f 0SCTXascn bgXQ2KillerScriptPush float timer ref me ref you float chance Begin GameMode if chance == 0 set chance to getrandompercent endif if chance > 0 set timer to timer + getsecondspassed if timer > chance set me to getself set you to getparentref you.cast bgXQ2KillerSpellPush me set chance to 0 set timer to 0 endif endif EndSLSDSCVRtimerSLSDSCVRmeSLSDSCVRyouSLSDSCVRchanceSCRVSCRVSCRO SCPT EDIDbgXQ2KillerSpellPushScriptSCHR3SCDA3% f Xn rndSCTXtscn bgXQ2KillerSpellPushScript ref me Begin ScriptEffectStart set me to getself me.pushactoraway me 100 EndSLSDSCVRmeSCRVSCPT$ EDIDbgXQ2SigilStoneRandomSCRIPTSCHR(SCDA(?  s 0 == n9 rnZs 1 s 1 == f X f X X( 0 == rnns 1#r  rns 0ns 0s 0SCTXscn bgXQ2SigilStoneRandomSCRIPT short onfire ref myParent ref mySelf short gotSigil begin onActivate ; if isActionRef player == 0 if onfire == 0 playgroup unequip 0 setstage bgXQ2Void 90 set onfire to 1 endif ; endif end begin gameMode if onfire == 1 set myParent to getParentRef set mySelf to getSelf if isAnimPlaying == 0 player.additem LL2SigilStones100 1 modpcfame 1 set gotSigil to 1 player.pms effectFireShield myParent.activate mySelf 1 set onfire to 0 setdestroyed 1 endif endif end begin onReset set onFire to 0 set gotSigil to 0 end SLSDSCVRonfireSLSDSCVR myParentSLSDSCVRmySelfSLSDSCVR gotSigilSCROSCRVSCRVSCROm SCROSCRO]SCPT , EDIDbgXQ2UlaszaOScriptSCHRSCDA f Xrr  rX/r 0 == rnrR rn rns 1f 5f 1#r)  s 1 ==  rX6r 0 ==   s 1 ==f f X  -f f 0.02 -)f  f 1 <9 r n_r  r  s s 1 + s 50 ==r rrrrrr#rz$@&rY.$Ulasza has been completely weakened!SCTXescn bgXQ2UlaszaOScript ref me short imdead float myalpha float fadetimer short disjunctiontimer Begin OnLoad set me to getself End Begin OnStartCombat me.cast bgXQ2UlaszaPower me End Begin OnDeath if me.getitemcount ibgJ3XClaymoreRewardTrue == 0 player.additem ibgJ3XClaymoreRewardTrue 1 endif removeallitems player player.removeitem bgXQ2UlaszaGem 1 player.additem bgXQ2UlaszaGem2 1 set imdead to 1 set fadetimer to 5 set myalpha to 1 pms bgHealingBaconShader End Begin OnActivate if imdead == 1 return else activate endif End Begin GameMode if player.getinworldspace bgVoidWorld == 0 return else if imdead == 1 set fadetimer to fadetimer - getsecondspassed set myalpha to myalpha -0.02 saa myalpha if fadetimer < 1 setstage bgXQ2Void 95 player.moveto bgMerendinX endif endif endif End Begin OnHitWith bgXQ2Dagger set disjunctiontimer to disjunctiontimer + 1 if disjunctiontimer == 50 bgXQ2UlaszaRef.removespell bgXQ2UlaszaBoon1 bgXQ2UlaszaRef.removespell bgXQ2UlaszaBoon2 bgXQ2UlaszaRef.removespell bgXQ2UlaszaBoon3 bgXQ2UlaszaRef.removespell bgXQ2UlaszaBoon4 bgXQ2UlaszaRef.removespell bgXQ2UlaszaBoon5 bgXQ2UlaszaRef.removespell bgXQ2UlaszaBoon6 bgXQ2UlaszaRef.removespell bgXQ2UlaszaBoon7 me.pms bgHitBurden 10 playsound SPLMysticismFail Message "Ulasza has been completely weakened!" endif EndSLSDSCVRmeSLSDSCVRimdeadSLSDSCVRmyalphaSLSDSCVR fadetimerSLSDSCVRdisjunctiontimerSCRVSCROSCRO* SCRO SCRO/SCRO SCRO- SCROTSCROSCROm SCRO"SCRO SCRO. SCRO/ SCRO1 SCRO3 SCRO5 SCRO7 SCRO9 SCROuSCROkSCPT\- EDIDbgXQ2Meet1ScriptSCHRSCDA f X< X; rn 1 ==#r5 X; rn 0 == SCTX2scn bgXQ2Meet1Script ref me Begin OnLoad set me to getself End Begin GameMode if getstagedone bgXQ2Void 10 == 1 me.pms effectStone me.kill endif End Begin OnActivate if getstagedone bgXQ2Void 10 == 0 activate else return endif End ;Begin OnDeath ; not used for meeting 1 ; EndSLSDSCVRmeSCRVSCROm SCROSCPT/ EDIDbgXQ2Meet2ScriptSCHRSCDA f X2 X; rn 1 ==r5 X; rn 0 ==   rnSCTX3scn bgXQ2Meet2Script ref me Begin OnLoad set me to getself End Begin GameMode if getstagedone bgXQ2Void 15 == 1 me.addspell bgXQ2Suicide endif End Begin OnActivate if getstagedone bgXQ2Void 15 == 0 activate else return endif End Begin OnDeath player.additem bgXQ2Key1Meet2 1 EndSLSDSCVRmeSCRVSCROSCROm SCRO, SCRO! SCPT0 EDIDbgXQ2Meet3ScriptSCHRSCDA f X2 X; rn 1 ==r5 X; rn 0 ==   rnSCTX3scn bgXQ2Meet3Script ref me Begin OnLoad set me to getself End Begin GameMode if getstagedone bgXQ2Void 20 == 1 me.addspell bgXQ2Suicide endif End Begin OnActivate if getstagedone bgXQ2Void 20 == 0 activate else return endif End Begin OnDeath player.additem bgXQ2Key2Meet3 1 EndSLSDSCVRmeSCRVSCROSCROm SCRO, SCRO# SCPT1 EDIDbgXQ2Meet4ScriptSCHRSCDA f X2 X; rn 1 ==r5 X; rn 0 ==   rnSCTX3scn bgXQ2Meet4Script ref me Begin OnLoad set me to getself End Begin GameMode if getstagedone bgXQ2Void 25 == 1 me.addspell bgXQ2Suicide endif End Begin OnActivate if getstagedone bgXQ2Void 25 == 0 activate else return endif End Begin OnDeath player.additem bgXQ2Key3Meet4 1 EndSLSDSCVRmeSCRVSCROSCROm SCRO, SCRO$ SCPT2 EDIDbgXQ2Meet5ScriptSCHRSCDA f X2 X; rn 1 ==r5 X; rn 0 ==   rnSCTX3scn bgXQ2Meet5Script ref me Begin OnLoad set me to getself End Begin GameMode if getstagedone bgXQ2Void 30 == 1 me.addspell bgXQ2Suicide endif End Begin OnActivate if getstagedone bgXQ2Void 30 == 0 activate else return endif End Begin OnDeath player.additem bgXQ2Key4Meet5 1 EndSLSDSCVRmeSCRVSCROSCROm SCRO, SCRO% SCPT3 EDIDbgXQ2Meet6ScriptSCHRSCDA f X2 X; rn# 1 ==r5 X; rn# 0 ==   rnSCTX3scn bgXQ2Meet6Script ref me Begin OnLoad set me to getself End Begin GameMode if getstagedone bgXQ2Void 35 == 1 me.addspell bgXQ2Suicide endif End Begin OnActivate if getstagedone bgXQ2Void 35 == 0 activate else return endif End Begin OnDeath player.additem bgXQ2Key5Meet6 1 EndSLSDSCVRmeSCRVSCROSCROm SCRO, SCRO& SCPT4 EDIDbgXQ2Meet7ScriptSCHRSCDA f X2 X; rn( 1 ==r5 X; rn( 0 ==   rnSCTX3scn bgXQ2Meet7Script ref me Begin OnLoad set me to getself End Begin GameMode if getstagedone bgXQ2Void 40 == 1 me.addspell bgXQ2Suicide endif End Begin OnActivate if getstagedone bgXQ2Void 40 == 0 activate else return endif End Begin OnDeath player.additem bgXQ2Key6Meet7 1 EndSLSDSCVRmeSCRVSCROSCROm SCRO, SCRO' SCPT5 EDIDbgXQ2VoidsQuestScriptSCHRSCDASCTX+scn bgXQ2VoidsQuestScript short apnumberSLSDSCVR apnumberSCPT:EEDIDbgZZZZZZZPaintingtextSCHRrSCDAr _rs rXs s rX +s s rX + s 149 >  s 1 !=Xrs 1YWhatever the author tries to say, you just don't get it. Either you need to be really smart or really dumb to understand him - but you're obviously not dumb enough, because you can read.SCTXscn bgZZZZZZZPaintingtext Short DoOnce short education Begin OnEquip player set education to player.getbaseav intelligence set education to education + player.getav speechcraft set education to education + player.getav mercantile if education > 149 If DoOnce != 1 AddTopic bgZOQ2Yes set DoOnce to 1 endif else Message "Whatever the author tries to say, you just don't get it. Either you need to be really smart or really dumb to understand him - but you're obviously not dumb enough, because you can read." endif EndSLSDSCVRDoOnceSLSDSCVR educationSCROSCROESCPT7 EDIDbgAQ9WelkyndScriptSCHRSCDA_ X; rn 1 ==  f X f Xrr 3r X; rn2 0 ==9 rn2SCTX>scn bgAQ9WelkyndScript ref me ref you Begin OnActivate if getstagedone bgAQ9SubResources 5 == 1 activate else set me to getself set you to getactionref me.cast bgXQ2KillerSpellShock you endif End Begin OnAdd Player if getstagedone bgAQ9SubResources 50 == 0 setstage bgAQ9SubResources 50 endif EndSLSDSCVRmeSLSDSCVRyouSCRVSCRVSCRO5 SCRO SCROSCPTO EDIDbgAQ9StarQuestScriptSCHRSCDASCTXscn bgAQ9StarQuestScript short peoplerecruited ; keeps tracks of how many people were recruited. MG, FG, BC, CD, ST, LB, RN (SL), DW (EA); ; so this value must reach 8 ; ; for the record the quest stages: MG 10, FG 15, DW 20, RN 25, ST 30, BC 35, CD 40, LB 45; short taskdone ; keeps tracks of finished subtasks. They are place, people, resources.; short growstage1day short growstage2day ; used to keep track when the city is finished. Will be set to the correct day immediately ; ; growstage1 takes 5 days, growstage2 nine days ; ; will ALWAYS require speaking with Shenara, so the player is not at Mir Corrup when it's enabled! ; short triviaright ; must be 6 ;SLSDSCVRpeoplerecruitedSLSDSCVR taskdoneSLSDSCVRgrowstage1daySLSDSCVRgrowstage2daySLSDSCVR triviarightSCPT+ EDIDbgAQ9Trick1ScriptSCHRSCDAx  s 1 != f 180s 1 s G s rs <9 rnA7rSCTX6scn bgAQ9Trick1Script float fQuestDelayTime short DoOnce short curday Begin GameMode if DoOnce != 1 set fQuestDelayTime to 180 set DoOnce to 1 endif set Curday to gamedayspassed if Curday < bgAQ9Star.growstage1day return else SetStage bgAQ9Star 65 stopquest bgAQ9TrickStage1 endif EndSLSDSCVRfQuestDelayTimeSLSDSCVRDoOnceSLSDSCVRcurdaySCRO9SCROm SCRO+ SCPT+ EDIDbgAQ9Trick2ScriptSCHRSCDAx  s 1 != f 180s 1 s G s rs <9 rnc7rSCTX6scn bgAQ9Trick2Script float fQuestDelayTime short DoOnce short curday Begin GameMode if DoOnce != 1 set fQuestDelayTime to 180 set DoOnce to 1 endif set Curday to gamedayspassed if Curday < bgAQ9Star.growstage2day return else SetStage bgAQ9Star 99 stopquest bgAQ9TrickStage2 endif EndSLSDSCVRfQuestDelayTimeSLSDSCVRDoOnceSLSDSCVRcurdaySCRO9SCROm SCRO+ SCPT EDIDibgSLCSQ2AddTopicScriptSCHR SCDA   rXrSCTXRscn ibgSLCSQ2AddTopicScript Begin OnEquip Player AddTopic bgZDSTeshBatSpi EndSCROSCRO SCPT3 EDIDibgOQ2PaintingScriptSCHR SCDA   rXrSCTXPscn ibgOQ2PaintingScript Begin OnEquip Player AddTopic bgOQ2PersuadeNtG EndSCROSCRO2SCPT: EDIDbgCQ1BoxScriptSCHRESCDAE5 X8r 1 == &rSCTXscn bgCQ1BoxScript Begin OnActivate if getquestrunning bgCQ1Loveletter == 1 activate else PlaySound SPLAlterationFail endif EndSCRO SCROeSCPT: EDIDbgMQ5BoxScriptSCHRESCDAE5 X8r 1 == &rSCTXscn bgMQ5BoxScript Begin OnActivate if getquestrunning bgMQ5Manor == 1 activate else PlaySound SPLAlterationFail endif EndSCRO: SCROeSCPT: EDIDbgMQ5XivScriptSCHR"SCDA" 9 rnKSCTX@scn bgMQ5XivScript Begin OnDeath setstage bgMQ5Manor 75 EndSCRO: SCPT: EDIDbgMQ5KeyScriptSCHR<SCDA< )r X8r9 rn SCTXkscn bgMQ5KeyScript Begin OnAdd Player if getquestrunning bgMQ5Manor setstage bgMQ5Manor 10 endif EndSCROSCRO: SCPT$: EDIDibgSLZerreshjuScriptSCHRBSCDAB  rXr rXr SCTXscn ibgSLZerreshjuScript Begin OnEquip Player AddTopic bgZMQ5Start1 End Begin OnActivate Player AddTopic bgZMQ5Start1 activate EndSCROSCRO: SCPTA EDIDibgStrandedLightTeleportSCHRSCDAf rX! 1 ==Y3)You cannot cast this spell during combat! rXGr 0 ==Y:0The spell fizzles, disappears, leaves your mind.n rnrkWhere do you want to go?MerendinNorthern OutpostEastern OutpostTower New Sheoth The FringeBlissCancelq s X  s 0 ==  X; r n2 1 == s 1 ~ln!""""X rXr 1 == r s  1r Y-#This location is not yet available!  s 1 ==  X; r nd 1 == s 1 ~ln!""""X rXr 1 == r s  1rY-#This location is not yet available!  s 2 ==  X; rnK 1 == s 1 ~ln!""""X rXr 1 == r s  1rY-#This location is not yet available!  s 3 ==  X; rnd 1 == s 1 ~ln!""""X rXr 1 == r s  1rY-#This location is not yet available!  s 4 ==  X; r nd 1 == s 1 ~ln"!!!! rXr 1 == r s  1rY-#This location is not yet available!  s 5 ==  X; rnd 1 == s 1 ~ln"!!!! rXr 1 == r s  1rY-#This location is not yet available!  s 6 ==  X; rnd 1 == s 1 ~ln"!!!! rXr 1 == r s  1rY-#This location is not yet available!  s 7 ==SCTXScriptName ibgStrandedLightTeleport ; allows you to teleport to all SL locations short button Begin ScriptEffectStart if ( player.IsInCombat == 1 ) message "You cannot cast this spell during combat!" elseif player.getinfaction bgDaedricIntegration == 0 Message "The spell fizzles, disappears, leaves your mind." player.pushactoraway player 500 player.removespell ibgStrandedLightTeleportSpell ; elseif bgTeleportDisallowed == 1 ; message "Teleportation is currently not possible!" else pcb MessageBox "Where do you want to go?" "Merendin" "Northern Outpost" "Eastern Outpost" "Tower" "New Sheoth" "The Fringe" "Bliss" "Cancel" endif end begin ScriptEffectFinish Set button to GetButtonPressed if ( button == 0 ) ;Merendin; If GetStageDone bgAQ1Estate 50 == 1 set button to -1 setPlayerInSEWorld 0 SEJailMarkerParentTamriel.Enable ; turns ON jail markers in Tamriel, turns OFF jail markers in SE SEJailMarkerCrucible.Disable SEJailMarkerBliss.Disable SEPrisonMarkerAichan.Disable SEPrisonMarkerCorpserot.Disable ReleaseWeatherOverride If Player.GetEquipped TGGrayFoxCowl == 1 Set SECrime.LeftSECowlOn to 1 EndIf Player.MoveTo bgMerendinX else Message "This location is not yet available!" endif elseif ( button == 1 ) ;Bruma Outpost; If GetStageDone bgAQ8Mycelium 100 == 1 set button to -1 setPlayerInSEWorld 0 SEJailMarkerParentTamriel.Enable ; turns ON jail markers in Tamriel, turns OFF jail markers in SE SEJailMarkerCrucible.Disable SEJailMarkerBliss.Disable SEPrisonMarkerAichan.Disable SEPrisonMarkerCorpserot.Disable ReleaseWeatherOverride If Player.GetEquipped TGGrayFoxCowl == 1 Set SECrime.LeftSECowlOn to 1 EndIf Player.MoveTo bgAQ8BrumaTeleport else Message "This location is not yet available!" endif elseif ( button == 2 ) ;Mir Corrup Outpost; If GetStageDone bgAQ9Star 75 == 1 set button to -1 setPlayerInSEWorld 0 SEJailMarkerParentTamriel.Enable ; turns ON jail markers in Tamriel, turns OFF jail markers in SE SEJailMarkerCrucible.Disable SEJailMarkerBliss.Disable SEPrisonMarkerAichan.Disable SEPrisonMarkerCorpserot.Disable ReleaseWeatherOverride If Player.GetEquipped TGGrayFoxCowl == 1 Set SECrime.LeftSECowlOn to 1 EndIf Player.MoveTo bgZMCSLReadRef else Message "This location is not yet available!" endif elseif ( button == 3 ) ;Mir Corrup Tower; If GetStageDone bgAQ9Star 100 == 1 set button to -1 setPlayerInSEWorld 0 SEJailMarkerParentTamriel.Enable ; turns ON jail markers in Tamriel, turns OFF jail markers in SE SEJailMarkerCrucible.Disable SEJailMarkerBliss.Disable SEPrisonMarkerAichan.Disable SEPrisonMarkerCorpserot.Disable ReleaseWeatherOverride If Player.GetEquipped TGGrayFoxCowl == 1 Set SECrime.LeftSECowlOn to 1 EndIf Player.MoveTo bgZMCTowerUpperDanceRef else Message "This location is not yet available!" endif elseif ( button == 4 ) ;New Sheoth Outpost; If GetStageDone bgAQ8Mycelium 100 == 1 set button to -1 setPlayerInSEWorld 1 SEJailMarkerParentTamriel.Disable ; turns OFF jail markers in Tamriel and turns ON jail markers in SE SEJailMarkerCrucible.Enable SEJailMarkerBliss.Enable SEPrisonMarkerAichan.Enable SEPrisonMarkerCorpserot.Enable If Player.GetEquipped TGGrayFoxCowl == 1 Set SECrime.EnteredSECowlOn to 1 EndIf Player.MoveTo bgNewSheothTeleportRef else Message "This location is not yet available!" endif elseif ( button == 5 ) ;Watcher's Eye Manor; If GetStageDone bgMQ5Manor 100 == 1 set button to -1 setPlayerInSEWorld 1 SEJailMarkerParentTamriel.Disable ; turns OFF jail markers in Tamriel and turns ON jail markers in SE SEJailMarkerCrucible.Enable SEJailMarkerBliss.Enable SEPrisonMarkerAichan.Enable SEPrisonMarkerCorpserot.Enable If Player.GetEquipped TGGrayFoxCowl == 1 Set SECrime.EnteredSECowlOn to 1 EndIf Player.MoveTo bgXZTanDanceRef else Message "This location is not yet available!" endif elseif ( button == 6 ) ;Nareyla's Cellar; If GetStageDone bgZMG2ChorrolNareyla 100 == 1 set button to -1 setPlayerInSEWorld 1 SEJailMarkerParentTamriel.Disable ; turns OFF jail markers in Tamriel and turns ON jail markers in SE SEJailMarkerCrucible.Enable SEJailMarkerBliss.Enable SEPrisonMarkerAichan.Enable SEPrisonMarkerCorpserot.Enable If Player.GetEquipped TGGrayFoxCowl == 1 Set SECrime.EnteredSECowlOn to 1 EndIf Player.MoveTo bgNareylaCellarTeleportRef else Message "This location is not yet available!" endif elseif ( button == 7 ) return endif end SLSDSCVRbuttonSCROSCROSCROYSCROYSCROxSCROeSCRO:hSCROA SCROBSCRO.SCROdWSCRO"SCROoSCRO\~SCROm SCROSCROSCROoSCRO: SCRO; SCRO]SCROA SCPT EDIDibgReliquaryRemoteScriptSCHRSCDA Cr rXGr 1 ==&r r! X Z !=SCTXscn ibgReliquaryRemoteScript Begin OnActivate Player if player.getinfaction bgRenFaction == 1 playsound SPLDestructionFail Return else bgMerendinChestRef.activate player endif End Begin OnActivate If GetActionRef != player return endif End SCROaSCROSCROSCROgGRUPENCHMENCHnEDIDbgXQ1CollarEnchENITEFIDREDGEFITREDG;EFIDRFLCEFITRFLC5EFIDRSPAEFITRSPABEFIDRSNWEFITRSNWAENCH0EDIDibgRipEnch1TrueRewardENIT EFIDSEFFEFITSEFFSCIT0PVFULLDaedric ChainbladeENCH0EDIDibgRipEnch2TrueRewardENITEFIDSEFFEFITSEFFSCIT0PVFULLGear WarhammerENCH{ EDIDbgZMG2SkingradBipolEnchENITEFIDFIDGEFITFIDGEFIDFRDGEFITFRDGEFIDDSPLEFITDSPL2EFIDSTRPEFITSTRPEFIDWKMAEFITWKMA @ENCH-EDIDbgSQ3Reward1EnchENIT. EFIDSHLDEFITSHLD+EFIDCHMLEFITCHML.EFIDFOSKEFITFOSKENCH(EDIDbgEQ1LostRobeEnchENITEFIDWABREFITWABR7EFIDFOSPEFITFOSP EFIDRSFREFITRSFR>EFIDFRSHEFITFRSH>EFIDREFAEFITREFA ENCH3wEDIDbgXQ1KaraKiltEnchENITne>EFIDRSFIEFITRSFI2=EFIDFOSPEFITFOSPd EFIDSHLDEFITSHLD+EFIDDGFAEFITDGFA EFIDWKFREFITWKFR>ENCHT EDIDbgXQ2DaggerEnchENITEFIDDSPLEFITDSPLENCHX`8EDIDbgZMG1SGSScrollEnchENITEFIDZ010EFITZ010xENCHa?EDIDbgAQ3FancyRewardEnchENITEFIDFOSPEFITFOSPd EFIDRFLCEFITRFLC5EFIDSABSEFITSABS4EFIDSHLDEFITSHLD+ENCH EDIDbgCQ2DaggerEnchENITtEFIDSEFFEFITSEFFSCIT ABHEPVFULLDraw Seducer BloodEFIDABHEEFITABHEENCH EDIDbgSQ5RewardEnchENITEFIDFISHEFITFISH=EFIDFOSPEFITFOSPd EFIDREFAEFITREFA EFIDFRSHEFITFRSH>EFIDLISHEFITLISHDENCH|vEDIDibgRipEnch1RewardENITEFIDSEFFEFITSEFFSCIT}vPVFULLDaedric Chainblade ReplicaENCH# EDIDbgSQ5RewardEnch2ENIT]?EFIDFOSPEFITFOSPd EFIDREDGEFITREDG ;EFIDRFLCEFITRFLC5EFIDRESPEFITRESP ENCH,uEDIDbgOQ11RewardEnchENIT. 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EFIDREDGEFITREDG ;EFIDRFLCEFITRFLC 5EFIDFOSPEFITFOSPd GRUPOSPELMSPELw B EDIDibgJxilarTrainSpellFULLJ'xilar's Training SpellSPITEFIDFRSHEFITFRSH2>SPELdaEDIDbgOQ6DownAbilityFULL Dead GuySPITE-EFIDDRFAEFITDRFA SPELaEDIDbgXQ1UlaszasBoon2FULLUlasza's Boon 2SPITK 5EFIDRSPAEFITRSPAdBEFIDRSNWEFITRSNWdAEFIDLISHEFITLISH2DEFIDREFAEFITREFA EFIDRESPEFITRESP EFIDREHEEFITREHEEFIDFOSPEFITFOSP EFIDREDGEFITREDG;EFIDFOHEEFITFOHEEFIDRSPOEFITRSPO2CEFIDRSMAEFITRSMA@SPELEDIDbgRQ1KanaSurpriseFULLKanaane's SurpriseSPITKne>EFIDBA07EFITBA07XEFIDBW05EFITBW05XEFIDFOATEFITFOAT2XEFIDFOSKEFITFOSK2XEFIDFOSKEFITFOSK2XSPELmEDIDbgOQ7RewardSpellFULLElsweyr CompanionSPITd ne>EFIDZ012EFITZ012xSPELEDID bgXQ5SpellFULLKara's Summon FiruSPITKEFIDSEFFEFITSEFFSCIT$BW09PVFULL Summon FiruSPEL%EDIDbgXQ5FiruSwordFULL Firu's SwordSPITKne>EFIDBWSWEFITBWSWxEFIDREDGEFITREDGdx;SPELEDID bgZMG1KissFULLSeducer's KissSPITKEFIDDGATEFITDGATEFIDDGATEFITDGATEFIDDGATEFITDGATEFIDDGATEFITDGATEFIDDGATEFITDGATEFIDDGATEFITDGATEFIDDGATEFITDGATEFIDDGATEFITDGATEFIDDGFAEFITDGFA EFIDDGSPEFITDGSP EFIDDGHEEFITDGHEdSPEL/ EDIDbgZMG1DiseaseFULLSeducer's KissSPITKEFIDWKMAEFITWKMA@EFIDSTMAEFITSTMA9EFIDSLNCEFITSLNC1EFIDDRATEFITDRATEFIDDRATEFITDRATEFIDDGFAEFITDGFA SPEL EDIDbgRKTeleportPowerFULLPahmar-Claw TeleportSPITEFIDSEFFEFITSEFFSCIT DSPLPVFULLPahmar-Claw Hollows TeleportSPELEDIDbgXQ5GuardGoneSpellFULLGuards be Gone!SPIT ?EFIDSEFFEFITSEFFSCITDSPLPVFULLGuards be gone!SPEL')EDIDbgRQ2CaptainSurpriseFULLCaptain's SurpriseSPITKEFIDBW05EFITBW05,EFIDSHLDEFITSHLD,+EFIDRSMAEFITRSMA,@EFIDREHEEFITREHE,SPEL2REDIDbgRQ1KarizzyBoonFULLKarizzy's BoonSPITK ?EFIDRSMAEFITRSMA@EFIDRSNWEFITRSNWAEFIDSHLDEFITSHLD+EFIDREHEEFITREHEEFIDREDGEFITREDG;EFIDFOSPEFITFOSPd SPELfREDIDbgOQ10DiseaseFULLSeducer's CutSPITK. EFIDDGFAEFITDGFA SPEL2uEDIDbgRQ1ShivajaBoonFULLShivaja's BoonSPITKEFIDRSMAEFITRSMA2@EFIDRSNWEFITRSNWKAEFIDREHEEFITREHEEFIDREDGEFITREDG;EFIDRESPEFITRESP EFIDFOSPEFITFOSP, SPELU7EDID bgRQ3Buff3LEFULLLeader's BuffSPITKEFIDRSMAEFITRSMA@EFIDSHLDEFITSHLD+EFIDREDGEFITREDG ;EFIDRFLCEFITRFLC 5EFIDREHEEFITREHEEFIDREFAEFITREFA EFIDRESPEFITRESP SPELY8EDID bgRQ3Buff2BMFULLBattlemage's BuffSPITKEFIDRSMAEFITRSMA@EFIDSHLDEFITSHLD+EFIDREDGEFITREDG;EFIDRFLCEFITRFLC5EFIDREHEEFITREHEEFIDREFAEFITREFA EFIDRESPEFITRESP SPEL-5 EDID ibgAbPallaFULLPalla AbilitiesSPITgo.EFIDWKFIEFITWKFId=EFIDREHEEFITREHEEFIDRSNWEFITRSNWKAEFIDSHLDEFITSHLD+EFIDRSMAEFITRSMA@EFIDREDGEFITREDG ;SPELW:EDID bgRQ3Buff1ASFULLAssassin's BuffSPITKEFIDRSMAEFITRSMA @EFIDSHLDEFITSHLD +EFIDREDGEFITREDG;EFIDRFLCEFITRFLC5EFIDREHEEFITREHEEFIDREFAEFITREFA EFIDRESPEFITRESP SPEL EDIDbgRQ4DoLeaBoonFULLDo'leandra's BoonSPITJEFIDRSMAEFITRSMA@EFIDSHLDEFITSHLD+EFIDREDGEFITREDG;EFIDRFLCEFITRFLC5EFIDWKPOEFITWKPO^CSPEL/EDIDbgXQ3FakeChandraBoonFULLChandra's BoonSPITKEFIDRSNWEFITRSNWdAEFIDREHEEFITREHEEFIDRSPAEFITRSPAdBEFIDRSPOEFITRSPOdCSPEL/EDIDbgXQ3FakeChandraPowerFULLChandra's PowerSPITKEFIDBW02EFITBW02XEFIDBA07EFITBA07XSPEL5QDEDIDbgXQ3ChandraWeakenedFULL Light ImpactSPITKEFIDWKMAEFITWKMA2@EFIDWKNWEFITWKNW2AEFIDDGHEEFITDGHEEFIDDGFAEFITDGFA EFIDSEFFEFITSEFFSCITODPVFULL Light ImpactSPEL] EDID ibgSQ4SCBoonFULLDebt Collector's BoonSPIT EFIDRSMAEFITRSMA2,@EFIDSHLDEFITSHLD2,+EFIDREHEEFITREHE,EFIDBW05EFITBW05,EFIDZ009EFITZ009,EFIDZ010EFITZ010,EFIDZ001EFITZ001,SPELpEDIDbgOQ12GobletFireBoomFULLGoblet of FlamesSPITeKh!EFIDFIDGEFITFIDGZdSPELEDIDbgOQ12RewardSpellFULLFlame Atronach FormSPIT EFIDFISHEFITFISH=EFIDSEFFEFITSEFFxSCIT)FISHPVFULLFlame Atronach FormSPELNEDIDbgSQ3Target3HealFULLJorick's HealingSPIThEFIDREHEEFITREHE2EFIDSEFFEFITSEFFSCITMRSSHPVFULLJorick's HealSPELOEDIDbgSQ3Target3DispelFULLJorick's DispelSPIT` EFIDDSPLEFITDSPL}EFIDSEFFEFITSEFFSCITMPVFULLJorick's BoonSPELQEDIDbgSQ3Target3SummonFULLJorick's FollowerSPIT{EFIDZ009EFITZ009-EFIDSEFFEFITSEFFSCITMPVFULLJorick's BoonSPELSEDIDbgSQ3Target3WeaponFULLJorick's WeaponSPIThEFIDBWSWEFITBWSW<EFIDSEFFEFITSEFFSCITMPVFULLJorick's BoonSPELUEDIDbgSQ3Target3ShieldFULLJorick's ShieldSPITgEFIDSHLDEFITSHLDK+EFIDCUPOEFITCUPOEFIDSEFFEFITSEFFSCITMPVFULLJorick's BoonSPEL90EDIDibgSQ3Target4TrapFULLTwin Protection TrapSPITQ EFIDFRDGEFITFRDGd-EFIDPARAEFITPARAd0EFIDFRDGEFITFRDGKdEFIDSLNCEFITSLNCd-1EFIDDGFAEFITDGFA2d EFIDDGFAEFITDGFAd- SPELMEDIDibgXQ2TeleportSpellFULLKara's Hunt SpellSPITEFIDSEFFEFITSEFFSCITLPVFULLTeleport To UlaszaEFIDRFLCEFITRFLC5SPELREDID bgSQ2HarmedFULLTurumerin's Life DrainSPIT JˇEFIDDGFAEFITDGFA EFIDWKDIEFITWKDId?EFIDWKMAEFITWKMA@EFIDWKNWEFITWKNWAEFIDDRATEFITDRAT EFIDDRATEFITDRAT EFIDDRATEFITDRAT EFIDDRATEFITDRAT EFIDDRATEFITDRAT EFIDDRATEFITDRAT EFIDDRATEFITDRAT EFIDDRATEFITDRAT EFIDDRSKEFITDRSK EFIDDRSKEFITDRSK EFIDDRSKEFITDRSK EFIDDRSKEFITDRSK EFIDDRSKEFITDRSK EFIDDRSKEFITDRSK EFIDDRSKEFITDRSK EFIDDRSKEFITDRSK EFIDDRSKEFITDRSK EFIDDRSKEFITDRSK EFIDDRSKEFITDRSK EFIDDRSKEFITDRSK EFIDDRSKEFITDRSK EFIDDRSKEFITDRSK EFIDDRSKEFITDRSK EFIDDRSKEFITDRSK EFIDDGSPEFITDGSP SPELr EDID bgOQ3AbilityFULL Blood DonorSPITKEFIDSEFFEFITSEFFSCITq PVFULL Blood DonorEFIDDGFAEFITDGFA2 EFIDDGHEEFITDGHEEFIDDGATEFITDGATEFIDDGATEFITDGATEFIDDGATEFITDGATEFIDDGATEFITDGATEFIDDGATEFITDGATEFIDDGATEFITDGATEFIDDGATEFITDGATEFIDDGATEFITDGATSPELLEDID bgSQ2HarmedAFULLTurumerin's Life DrainSPITKEFIDSEFFEFITSEFFSCIT/PVFULLTurumerin's Life DrainSPEL EDIDbgXQ2KillerSpellFireFULL Void FireSPITPEFIDFIDGEFITFIDGEFIDWKFIEFITWKFI2x=EFIDWKMAEFITWKMA2<@SPEL5 EDIDbgSQ2FakeMoverFULLTurumerin's Loving TouchSPITJEFIDSEFFEFITSEFFSCIT4 PVFULLTurumerin's Loving TouchSPEL EDIDbgXQ2KillerSpellFrostFULL Void FrostSPIT PEFIDFRDGEFITFRDGKEFIDWKFREFITWKFR2x>EFIDWKMAEFITWKMA2<@SPEL8 EDIDbgRQ3FakeMoverFULLMerendin ProtectionSPITJEFIDSEFFEFITSEFFSCIT6 PVFULLMerendin ProtectionSPEL EDIDbgXQ2KillerSpellShockFULL Void ShockSPITb PEFIDSHDGEFITSHDG# EFIDWKSHEFITWKSH2xDEFIDWKMAEFITWKMA2<@SPEL9 EDID bgSQ2KillMeFULLTurumerin's Last KissSPITKEFIDDGFAEFITDGFAd EFIDDGHEEFITDGHE2SPEL EDIDbgXQ2KillerSpellPushFULL Void PushSPITPEFIDWKMAEFITWKMA2<@EFIDSEFFEFITSEFFSCIT DSPLPVFULL Void PushEFIDDSPLEFITDSPLEFIDDGFAEFITDGFAK SPELEDIDbgOQ1ArmorWeaponFULLKeneriel's SurpriseSPIT EFIDBA08EFITBA08XEFIDBW02EFITBW02XSPEL^EDIDbgMQ1KenerielAbilityFULLDark SeductionSPITKEFIDREHEEFITREHEEFIDRESPEFITRESP EFIDREFAEFITREFA EFIDRSNWEFITRSNW2AEFIDRSMAEFITRSMA2@EFIDREDGEFITREDG;EFIDSHLDEFITSHLD+SPEL EDIDbgMQ1TeleportFULL TeleportSPITEFIDSEFFEFITSEFFSCIT DSPLPVFULL TeleportSPEL. 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The whole book seems to be screaming, witherin in your hand. If there is a written equivalent to daedric armor, you're holding it in your hands. Which threatens to break your arms and your back.
List of Mythic Dawn Agents

Astav Wirich

Cingor

Eldamil

Else God-Hater

Eugal Belette

Hans Black-Nail

Harrow

Isolde

Jearl

Mankar Camoran

Marguerite Diel

Ranaline

Raven Camoran

Ruma Camoran

Saveri Faram

Styrbjorn

Tanasa Arano

Tolisi Girith

Ulen AthramDATA CBOOKoEDIDbgOQ1BookClanMotherFULLWords of Clan Mother AhnissiMODLClutter\Books\Octavo02.NIFMODB>@AICONClutter\IconBook9.ddsSCRIDESC

Words of Clan Mother Ahnissi to her Favored Daughter
by Anonymous

Ahnissi tells you. You are no longer a mewing kitten and you have learned to keep secrets from Ahnissi, and so Ahnissi tells you.

In the beginning there were two littermates, Ahnurr and Fadomai. After many phases, Fadomai said to Ahnurr, "Let us wed and make children to share our happiness."

And they gave birth to Alkosh, the First Cat. And Ahnurr said, "Alkosh, we give you Time, for what is as fast or as slow as a cat?"

And they gave birth to Khenarthi, the Winds. "Khenarthi, to you we give the sky, for what can fly higher than the wind?"

And they gave birth to Magrus, the Cat's Eye. "Magrus, to you we give the sun, for what is brighter than the eye of a cat?"

And they gave birth to Mara, the Mother Cat. "Mara, you are love, for what is more loving than a mother?"

And they gave birth to S'rendarr, the Runt. "S'rendarr, we give you mercy, for how does a runt survive, except by mercy?"

And many phases passed and Ahnurr and Fadomai were happy.

And Ahnurr said, "We should have more children to share our happiness." And Fadomai agreed. And she gave birth to Hermorah. And she gave birth to Hircine. And she gave birth to Merrunz and Mafala and Sangiin and Sheggorath and many others.

And Fadomai said:

"Hermorah, you are the Tides, for who can say whether the moons predict the tides or the tides predict the moons?"

"Hircine, you are the Hungry Cat, for what hunts better than a cat with an empty belly?"

"Merrunz, you are the Ja'Khajiit, for what is more destructive than an young cat?"

"Mafala, you are the Clan Mother, for what is more secretive than the ways of the Clan Mothers?"

"Sangiin, you are the Blood Cat, for who can control the urges of the blood?"

"Sheggorath, you are the Skooma Cat, for what is crazier than a cat on skooma?"

And Ahnurr said, "Two litters is enough, for too many children will steal our happiness."

But Khenarthi went to Fadomai and said, "Fadomai-mother, Khenarthi grows lonely so high above the world where not even my brother Alkosh can fly." Fadomai took pity on her and tricked Ahnurr to make her pregnant again.

And Fadomai gave birth to the Moons and their Motions. And she gave birth to Nirni, the majestic sands and lush forests. And she gave birth to Azurah, the dusk and the dawn.

And from the beginning, Nirni and Azurah fought for their mother's favor.

Ahnurr caught Fadomai while she was still birthing, and he was angry. Ahnurr struck Fadomai and she fled to birth the last of her litter far away in the Great Darkness. Fadomai's children heard what had happened, and they all came to be with her and protect her from Ahnurr's anger.

And Fadomai gave birth to Lorkhaj, the last of her litter, in the Great Darkness. And the Heart of Lorkhaj was filled with the Great Darkness. And when he was born, the Great Darkness knew its name and it was Namiira.

And Fadomai knew her time was near. Fadomai said:

"Ja-Kha'jay, to you Fadomai gives the Lattice, for what is steadier than the phases of the moons? Your eternal motions will protect us from Ahnurr's anger." And the moons left to take their place in the heavens. And Ahnurr growled and shook the Great Darkness, but he could not cross the Lattice.

And Fadomai said:

"Nirni, to you Fadomai leaves her greatest gift. You will give birth as Fadomai gave birth today." When Nirni saw that Azurah had nothing, Nirni left smiling.

And all Fadomai's children left except Azurah. And Fadomai said, "To you, my favored daughter, Fadomai leaves her greatest gift. To you Fadomai leaves her secrets." And Fadomai told her favored daughter three things.

And Fadomai said, "When Nirni is filled with her children, take one of them and change them. Make the fastest, cleverest, most beautiful people, and call them Khajiit."

And Fadomai said, "The Khajiit must be the best climbers, for if Masser and Secunda fail, they must climb Khenarthi's breath to set the moons back in their courses."

And Fadomai said, "The Khajiit must be the best deceivers, for they must always hide their nature from the children of Ahnurr."

And Fadomai said, "The Khajiit must be the best survivors, for Nirni will be jealous, and she will make the sands harsh and the forests unforgiving, and the Khajiit will always be hungry and at war with Nirni."

And with these words, Fadomai died.

After many phases, Nirni came to Lorkhaj and said, "Lorkhaj, Fadomai told me to give birth to many children, but there is no place for them."

And Lorkhaj said, "Lorkhaj makes a place for children and Lorkhaj puts you there so you can give birth." But the Heart of Lorkhaj was filled with the Great Darkness, and Lorkhaj tricked his siblings so that they were forced into this new place with Nirni. And many of Fadomai's children escaped and became the stars. And many of Fadomai's children died. And the others stayed and punished Lorkhaj.

The children of Fadomai tore out the Heart of Lorkhaj and hid it deep within Nirni. And they said, "We curse you, noisy Lorkhaj, to walk Nirni for many phases."

But Nirni soon forgave Lorkhaj for Nirni could make children. And she filled herself with children, but cried because her favorite children, the forest people, did not know their shape.

And Azurah came to her and said, "Poor Nirni, stop your tears. Azurah makes for you a gift of a new people." And Nirni stopped weeping, and Azurah spoke the First Secret to the Moons and they parted and let Azurah pass. And Azurah took the forest people who were torn between man and beast, and she placed them in the best desserts and forests on Nirni. And Azurah in her wisdom made them of many shapes, one for every purpose. And Azurah named them Khajiit and told them her Second Secret and taught them the value of secrets. And Azurah left and spoke the Third Secret to the Lunar Lattice and bound the Khajiit to the Lattice, as is proper for Nirni's secret defenders. Then Azurah spoke the Third Secret again, and the Moons shone down on the marshes and their light became sugar.

But Y'ffer heard the First Secret and snuck in behind Azurah. And Y'ffer could not appreciate secrets, and he told Nirni of Azurah's trick. And Nirni made the deserts hot and the sands biting. And Nirni made the forests wet and filled with poisons. And Nirni thanked Y'ffer and let him change the forest people also. And Y'ffer did not have Azurah's subtle wisdom, so Y'ffer made the forest people Elves always and never beasts or trees. And Y'ffer named them Bosmer. And from that moment they were no longer in the same litter as the Khajiit.

And because Y'ffer had no appreciation for secrets, he shouted the First Secret across all the heavens with his last breath so that all of Fadomai's children could cross the Lattice. But Azurah, in her wisdom, closed the ears of Ahnurr and Lorkhaj so they alone did not hear the word.DATA ?BOOKKEDID bgOQ4RBTextFULLThe Real Barenziah - ExcerptMODLClutter\Books\Scroll01.NIFMODB[You try to read the scroll, but quickly discover that it is written in some kind of ancient Ta'agra. You can't make out a word, let alone decypher any letter.]
DATA BOOKfEDID bgHQ1RiddleFULLTyrru's TranslationMODLClutter\Books\Scroll01.NIFMODBICONClutter\IconScroll1.ddsSCRI|DESCA stream of life, a city lost long ago at it's end. Three bars to the fall, more following but leading astray.

Behind the silver veil, closer to heaven, resting at sky's mirror.

Three steps, waiting between the second and the third. A dark one, one of the darkest, and a darkening one. A friend is the first, a substitution the second, a danger the third. Do not meet the two of him.


SerDATA BOOKEDIDbgHQ1TranslocScrollFULLTranslocationMODLClutter\Books\Scroll06.NIFMODB AICONClutter\IconScroll1.ddsENAMDESCDATA BOOKK EDIDbgMQ2AdvertisementFULLNew Guild: Stranded LightMODLClutter\Books\Broadsheet01.NIFMODBAICONClutter\IconBroadsheet.ddsDESC

SPECIAL EDITION!
A NEW GUILD IN CYRODIIL!

any people need help from time to time - and there are many organisations in Cyrodiil offering help. Do you need a cave cleared of trolls? You've got the Fighters Guild. An item recharged? The Mages Guild. An ill relative cured? The... what?

hen was the last time you saw an Imperial Cult healer travelling to an reclusive village? After the death of Uriel Septim Cyrodiil became a darker place. Bandits and Marauders are roaming the landscape, Dagon's minions went visiting Mundus, monsters breed in abundance.

nd who will now help people in need of help, not in need of a sword or a spell? Travelling the world became dangerous, and only seasoned adventures and veterans can travel the world safely.

hat's the place the new guild, named itself the "Stranded Light", likes to take. So if there's anything needing to be done, just pay Merendin a visit or drop a note, and it will be done!

es, the "Stranded Light" is open to everyone, from wherever he or she may be. Merendin is a recently cleaned Ayleid ruin in southeastern Cyrodiil, Black Marsh Border. Just follow the Panther River, and at it's spring turn south.


amous members:
- The hero of Kvatch, who singlehandedly liberated Kvatch and rescued innumerable survivors.
- Tesserayiel: Once a commander of a small task force defending the Longing Coast and the Isle of Flame.
- Zerreshju: A well-known diplomat, served once as ambassador for Pinnacle Rock in New Sheoth.

DATA BOOK 5EDIDbgAQ5BookTreatiseFULLTreatise on DaedraMODLClutter\Books\Octavo02.NIFMODB>@AICONClutter\IconBook9.ddsDESC|
A Treatise on Daedra of the Lesser Variety
by Mortazo

reface: When one mentions the word "Daedra" many thoughts come to mind. Some may think of the lords of Oblivion, the Daedric Princes. Others may call to mind their lesser Daedric minions or possibly the very realms of Oblivion itself. Many accomplished scholars often assert that all three are in fact the aspects of the same beings. It is commonly believed that the realms of simply extensions of their respective prince and that the prince's lesser Daedric minions are aspect of said prince. This idea, though strongly rooted in many modern scholarly circles, is in this authors opinion incorrect. Budding from on offending and vague phrase in the Cyrodillic creation myth:
So the Daedra Lords created the Daedric Realms, and all the ranks of Lesser Daedra, great and small

Why so many so called learned scholars would close their minds because one of the many slanted creation myths state this as a fact is beyond comprehension. What can be said is that there is more proof supporting a contrary theory. The following will outline support on why it is more feasible to conclude that lesser Daedra are not aspects of particular Daedric princes at, but in fact Et'Ada just as independent as each prince is in relation to one another, save that these lesser Daedra are much weaker then their respective prince and are thus forced to serve them for protection.

ontention One: Consider implied evidence. According to the tradition Yokudan creation myth still transcribed by the Redguards to this day:
He continued to place stars to map out the void for others, but after so many cycles there were almost too many spirits to help out.
This is just one of the many myths that discusses the immense population of Et'Ada in the pre-Mundane Aurbis. There is no way to measure exactly how many Aedra there once were, but what we can be sure is that the majority of them aligned with Anu. Even if we were to assume there were one-hundred Aedra that participated in the creation of Mundus, that is one-hundred Anu-aligned Et'Ada. If one is to believe that the only Daedra Et'Ada (and thus Padomayic Et'Ada) were the 16 Daedric princes minus Malcath, Sheogorath and Meridia (who were born later) plus Lorkhan (who also aligned with Padomay) then that is only fourteen Padomayics in the pre-Mundane Aurbis! Such an uneven number could not be right, and is certainly not conducive to supporting the fact that the Aurbis was once crowded. Thus there must have been more Padomayic spirits in existence in pre-Mundane times. However, who is to say they do not still exist? Who is to say they are not in fact the immortal lesser Daedra we know today?

ontention Two: Scant dialogue with lesser Daedra and observation within Daedric planes supports the "separate Et'Ada" theory. After the disaster at Battlespire, some documents belonging to the so called "hero of Battlespire" were recovered. One such document was a message written by a more tempered and less hostile Daedra of the Dremora breed. According to said Dremora:
We serve by choice. We serve the strong, so that their strength might shield us. Clans serve by long-practice, but practice may change. Dremora have long served Dagon but not always so.
It is obvious what these words suggest. They suggest, as this author stated before, a system in which these Daedra (completely separate from their prince) chose only to serve their prince due to the protection such a powerful entity grants. Once more, observation of reports on the Battlespire incident record Dark Seducers among Dagons troops. However, decades later when mortals were granted access to the realm of Sheogorath, the Shivering Isles, many of the mortals that were not maddened and managed to return to Mundus report that the Seducers now serve Sheogorath. Clearly these Seducers present a change in allegiance. Whats more, the Shivering Isles were also seen to be populated by Hunger (or so claim these so-called witnesses). As anyone well-versed in Daedric studies would know, the Hunger are often associated with the Daedroth Boethiah. Either Boethiah and Sheogorath had entered into some hidden alliance or the Hunger entered this realm on their own accord. And of course, one cannot forget the Atronachs, who have long been regarded as "masterless Daedra". Clearly all these separate instances prove that the lesser Daedra have minds and identities separate from their masters.

ontention Three: Observe the "moons" which "orbit" the Daedric planets. Many of the many more detailed Elvish and Mannish planetary charts depict the Daedric planets being surrounded by small bodies. Not much unlike Mundus' own two moons, these small bodies seem to participate in an orbit around the Daedric planet realms. If the dictum that all planets are of infinite space, and size only denotes power, then these "moons" would appear to be beings like the princes, only of lesser power. Observing these planets, one may notice that they correspond with the Princes' lesser Daedric minion races. Indeed, interviews with some captured Dremora from the Battlespire incident have even confirmed this. This beings said, the presence of such bodies highlights the separation between the Lesser Daedra and their masters, proving that they are indeed separate entities.

onclusion:The opponents of this case, those that believe the "aspect" theory of Lesser Daedric origin may claim many things. They may claim there were once more than 16 Daedric princes, they may argue that the rogue Daedra are simply the "shattered pieces" of long defeated Princes and may even claim the presence of the Lesser Daedric moons support this. However, as much as both sides of this debate claim they can understand the true nature of thing alien to this realm, there is no way to totally comprehend such foreign concepts. One may wish to reflect on the following quotes gathered during an interview of two denizens of the Shivering Isles so that one may to extrapolate their own personal truth for themselves:
How typical. You mortals love to take a pebble of information and construct entire realms of conjecture upon it. Your lore of those disparate beings that you lump together as "daedra" is based on nothing -- lies and half-truths told by traitors, rebels, miscontents and weaklings who have had the misfortune to become involved with mortals. Or with Mehrunes Dagon. Do not speak his name to me again. The Master of Scum. The pawn of every Prince of true power, the dupe of every schemer in the Nineteen Voids. Do you think you know anything of the politics, factions, feuds, vendettas, wars of Oblivion? Do you think Oblivion such a simple place, that the tale of the loyalties of a great people such as the Mazken could be encompassed in a brief tale?

The limited imaginations of Mundus inhabitants are very amusing. There are as many types of servants as stars in the sky. Daedra, as you call them, are but one of the more useful. The Knights of Order are yet another. My Lord Jyggalag is partial to their lack of creativity and independence.

-Respectfully submitted by
Architect Mortazo
of the Academy for Daedric StudiesDATA ?BOOKa8EDIDbgZMG1SGSScrollFULLSummon Golden SaintMODLClutter\Books\Scroll04.NIFMODBAICONClutter\IconScroll1.ddsENAM`8DESCDATA BOOK֭EDIDbgOQ7MOFULLDar'Jones Message (original)MODLClutter\Books\Scroll01.NIFMODBICONClutter\IconScroll1.ddsDESC?[Dar'jones notes are written in some kind of ancient Ta'agra.]DATA BOOK׭EDIDbgOQ7MFFULLDar'Jones Message (fake)MODLClutter\Books\Scroll01.NIFMODBICONClutter\IconScroll1.ddsDESCd[Dar'jones notes are written in some kind of ancient Ta'agra. Do'leandras small "adjustments" too.]DATA BOOKpmEDIDbgMQ3SuggestionListFULLInterview SuggestionsMODLClutter\Books\Scroll01.NIFMODBPlease keep in mind that this list is not complete. Just look for important members of each race. Shouldn't be hard to spot. These are only suggestions!

Argonian: Teekeeus, On-Staya Sundew, Hal-Liurz.

Altmer: Ohtesse, Palonyria, Carahil

Bosmer: Alawen, Athragar, Methredel

Breton: Adrienne Berene, Hannibal Traven, Jauffre.

Dunmer: Bralsa Andaren, Andel Indarys, Modryn Oreyn.

Imperial: Brother Martin, Naspia Cosma, Raminus Polus.

Khajiit: S'krivva, Tsavi, Ri'Bassa

Nord: Agata, Burd, Olava the Fair

Orsimer: Mazoga, Orag gra-Bargol, Rugdumph gro-Shurgak

Redguard: Oleta, Baurus, Tamika


Zerr DATA BOOK~ZEDID bgMQ2InnListFULLSubscriber ListMODLClutter\Books\Scroll01.NIFMODBList of Inns:
All-Saints Inn
Brina Cross Inn
Bloated Float Inn
Border Watch Inn
Cheydinhal Bridge Inn
Count's Arms
Drunken Dragon Inn
Faregyl Inn
Five Claws Lodge
Gottshaw Inn
Grey Mare
Imperial Bridge Inn
Inn of Ill Omen
Jerall View Inn
King and Queen Tavern
Lonely Suitor Lodge
Luther Broad's Boarding House
Merchants Inn
Moslin's Inn
Newlands Lodge
Oak and Crosier
Olav's Tap and Tack
Roxey inn
Silverhome on the Water
Tiber Septim Hotel
Three Sisters Inn
Two Sisters Lodge
Wawnet Inn
West Weald Inn



Dear courier,

do not forget to HAND OVER! the editions! Letting it rot before an Inn's door damages both the Inn and us, so do what you're paid to do!! DATA BOOKYEDID bgOQ8NoteFULLNiryastare OrderMODLClutter\Books\Scroll01.NIFMODBNew assignment: Get the Focus Crystal as soon as possible. The Mages Guild must not recover it! It's in Niryastare somewhere. Take your men and search throughout the entire ruin.

ShivayaDATA BOOKEDID bgAQ1DeedFULL Land DeedMODLClutter\Books\Scroll01.NIFMODBWrit of Investigation

The bearer of this writ works in coordination with Elsweyr, the Imperial Legion and the Elder Council to infiltrate a Renrijra Krin group active in Blackwood.


Do'leandraDATA BOOK,6EDID bgOQ9RiddleFULLMoonlight RiddleMODLClutter\Books\Scroll01.NIFMODBThe following riddlewas secured from a Renrija Krin outlaw a few days ago. I'm quite new in Cyrodiil and don't have any idea what place is described here. Don't forget to take with you the key I gave you!

Moonlight's riddle:

A sea of tan grass, endless to sun's resting place. To dawn a stronghold destroyed by a clash between Partmer and He-Who-Knew the tongue. In the shade of the early morning hills in wedding dresses. Far south the great tree lies caged, like snow in a circle of water.
Build by the Concealed-Gone-Wild long ago, at it's entrance the price awaits.

Do'leandraDATA BOOK9!EDIDbgRQ3PeopleListFULLDelivery ListMODLClutter\Books\Scroll01.NIFMODBBravil:
Vincent Galien
Ardaline
Dro'shanji
Bogrum Gro-Galash
Gilgondorin
Nilawen
Ungarion

Leyawiin:
On-Staya Sundew
S'kasha
Ahdarji
Elsynia
Shuravi
Witseidutsei
Otumeel

Remember: You only need to deliver our spice to ten of them. This should be enough.
ShivayaDATA BOOKEDIDbgSQ3BookStaticFULLTreatise on DaedraMODLClutter\Books\Octavo02.NIFMODB>@AICONClutter\IconBook9.ddsDESCc
A Treatise on Daedra of the Lesser Variety
by Mortazo

reface: When one mentions the word "Daedra" many thoughts come to mind. Some may think of the lords of Oblivion, the Daedric Princes. Others may call to mind their lesser Daedric minions or possibly the very realms of Oblivion itself. Many accomplished scholars often assert that all three are in fact the aspects of the same beings. It is commonly believed that the realms of simply extensions of their respective prince at that the princes lesser Daedric minions are aspect of said prince. This idea, though strongly rooted in many modern scholarly circles, is in this authors opinion incorrect. Budding from on offending and vague phrase in the Cyrodillic creation myth:
So the Daedra Lords created the Daedric Realms, and all the ranks of Lesser Daedra, great and small

Why so many so called learned scholars would close their minds because one of the many slanted creation myths state this as a fact is beyond comprehension. What can be said is that there is more proof supporting a contrary theory. The following will outline support on why it is more feasible to conclude that lesser Daedra are not aspects of particular Daedric princes at, but in fact EtAda just as independent as each prince is in relation to one another, save that these lesser Daedra are much weaker then their respective prince and are thus forced to serve them for protection.

ontention One: Consider implied evidence. According to the tradition Yokudan creation myth still transcribed by the Redguards to this day:
He continued to place stars to map out the void for others, but after so many cycles there were almost too many spirits to help out.
This is just one of the many myths that discusses the immense population of Et'Ada in the pre-Mudane Aurbis. There is no way to measure exactly how many Aedra there once were, but what we can be sure is that the majority of them aligned with Anu. Even if we were to assume there were one-hundred Aedra that participated in the creation of Mundus, that is one-hundred Anu-aligned EtAda. If one is to believe that the only Daedra Etada (and thus Padomayic Etada) were the 16 Daedric princes minus Malcath, Sheogorath and Meridia (who were born later) plus Lorkhan (who also aligned with Padomay) then that is only fourteen Padomayics in the pre-Mudane Aurbis! Such an uneven number could not be right, and is certainly not conducive to supporting the fact that the Aurbis was once crowded. Thus there must have been more Padomayic spirits in existence in pre-Mudane times. However, who is to say they do not still exist? Who is to say they are not in fact the immortal lesser Daedra we know today?

ontention Two: Scant dialogue with lesser Daedra and observation within Daedric planes supports the separate EtAda theory. After the disaster at Battlespire, some documents belonging to the so called hero of Battlespire were recovered. One such document was a message written by a more tempered and less hostile Daedra of the Dremora breed. According to said Dremora:
We serve by choice. We serve the strong, so that their strength might shield us. Clans serve by long-practice, but practice may change. Dremora have long served Dagon but not always so.
It is obvious what these words suggest. They suggest, as this author stated before, a system in which these Daedra (completely separate from their prince) chose only to serve their prince due to the protection such a powerful entity grants. Once more, observation of reports on the Battlespire incident record Dark Seducers among Dagons troops. However, decades later when mortals were granted access to the realm of Sheogorath, the Shivering Isles, many of the mortals that were not maddened and managed to return to Mundus report that the Seducers now serve Seogorath. Clearly these Seducers present a change in allegiance. Whats more, the Shivering Isles were also seen to be populated by Hunger (or so claim these so-called witnesses). As anyone well-versed in Daedric studies would know, the Hunger are often associated with the Daedroth Boethiah. Either Boethiah and Sheogorath had entered into some hidden alliance or the Hunger entered this realm on their own accord. And of course, one cannot forget the Atronachs, who have long been regarded as masterless Daedra. Clearly all these separate instances prove that the lesser Daedra have minds and identities separate from their masters.

ontention Three: Observe the moons which orbit the Daedric planets. Many of the many more detailed Elvish and Mannish planetary charts depict the Daedric planets being surrounded by small bodies. Not much unlike Munduss own two moons, these small bodies seem to participate in an orbit around the Daedric planet realms. If the dictum that all planets are of infinite space, and size only denotes power, then these moons would appear to be beings like the princes, only of lesser power. Observing these planets, one may notice that they correspond with the Princes lesser Daedric minion races. Indeed, interviews with some captured Dremora from the Battlespire incident have even confirmed this. This beings said, the presence of such bodies hilights the separation between the Lesser Daedra and their masters, proving that they are indeed separate entities.

onclusion:The opponents of this case, those that believe the aspect theory of Lesser Daedric origin may claim many things. They may claim there were once more then 16 Daedric princes, they may argue that the rouge Daedra are simply the shattered pieces of long defeated Princes and may even claim the presence of the Lesser Daedric moons support this. However, as much as both sides of this debate claim they can understand the true nature of thing alien to this realm, there is no way to totally comprehend such foreign concepts. One may wish to reflect on the following quotes gathered during an interview of two denizens of the Shivering Isles so that one may to extrapolate their own personal truth for themselves:
How typical. You mortals love to take a pebble of information and construct entire realms of conjecture upon it. Your lore of those disparate beings that you lump together as "daedra" is based on nothing -- lies and half-truths told by traitors, rebels, miscontents and weaklings who have had the misfortune to become involved with mortals. Or with Mehrunes Dagon. Do not speak his name to me again. The Master of Scum. The pawn of every Prince of true power, the dupe of every schemer in the Nineteen Voids. Do you think you know anything of the politics, factions, feuds, vendettas, wars of Oblivion? Do you think Oblivion such a simple place, that the tale of the loyalties of a great people such as the Mazken could be encompassed in a brief tale?

The limited imaginations of Mundus inhabitants are very amusing. There are as many types of servants as stars in the sky. Daedra, as you call them, are but one of the more useful. The Knights of Order are yet another. My Lord Jyggalag is partial to their lack of creativity and independence.

-Respectfully submitted by
Architect Mortazo
of the Academy for Daedric Studies DATA ?BOOK$/EDID bgAQ6TrapFULLTrapMODLClutter\Books\Octavo04.NIFMODB>@AICONClutter\IconBook6.ddsSCRI/DESC

Trap
by Anonymous



I saw the gold, and I took it. A different man might not have, I know that, and from time to time, I think back on the hour when I saw the gold and took it. You see, I was hungry. Isn't it ironic.

I don't remember much else about that night but the gold and the hunger. I don't remember the name of the tavern, or even the village, but I believe it was somewhere in southern Vvardenfell. I can't really be certain. For some time, I sat dumbly in my chair, my mind occupied with nothing but the pain in my stomach. If you've never been truly hungry from days of no food, you can't know what it's like. You can't concentrate on anything. It wasn't until a figure to my left got up from the table to get a drink and left a stack of gold marks behind that I snapped to awareness.

From this moment on, my memory is crystalline.

My eyes to the gold. My eyes to the stranger's back, walking calmly toward the barmaid. My hand to the gold. The gold in my pocket. I'm up from the table, and out the door. For just a moment, I look back. The stranger has turned to look my way. He wears a hood, but I can feel his eyes meet mine. I swear, I can scent a smile.

Out into the street, and behind some barrels I crouched down, waiting for my pursuer. One benefit of a lifetime running from guards, I know how to disappear. For nearly an hour, I waited there, suffering even more from hunger. You see, I was awake now and I had the means to buy myself a feast. This knowledge tortured me. When I finally got to my feet, I very nearly fainted. I had only enough energy to walk to the other edge of the village to a run-down tavern before collapsing at a table. I think I must have fallen unconscious for a moment before I heard the barmaid's voice.

"Can I get you something to eat, sera?"

I gorged myself on roasts and pies and huge frothing mugs of greef. As the fog of near fatal starvation began to lift, I looked up from my plate to see a gold-masked stranger looking at me, his vizard glowing by the blinding light of the moon through the window. He wore black leather armor and was a different physique and size from the man I had burgled, but I could tell he knew. I paid for my meal quickly and left.

I skirted the edge of the village, through a tiled central courtyard surrounded by the squalid peasant's cottages. There was not a light shining from any window or door. No one was on the streets. I could find no place to hide, so I took the road out of town, heading for the wilderness. Hunger had pushed me on in the days before, but now I felt what I imagined to be the whip of guilt. Or perhaps, even then, it was fear.

I fell twice, rushing down the dark path, unused to the slopes and pebbled texture. The sounds of animal life, which I had numbed to, were suddenly very loud in my ears. And there was something else out there in the night, something chasing me.

On the side of the road, there was a low wall, and I scrambled over it and hid. I knew enough about concealment to pick a spot where the bulwark sunk slightly so even if someone saw the outline of my figure, he would assume it to be part of the wall. It wasn't long before I heard the sound of running footsteps from more than one person pass me by and then stop. There was a moment of whispered conversation, and one of the people ran back on the path toward the village. Then, silence.

After a few more minutes, I peered out from behind the wall. A female figure in a dun gown, wimple, and veil stood in the road. On the other end of the road, blocking the way back to town, was a knight, coated in dark mail. I could see neither of their faces. For a moment, I froze, unsure whether either or both had seen me.

"Run," said the woman in a dead voice.

The hill behind me was too steep, so I leapt over the wall and across the road in two bounds. Into the night forest I ran, the maddening jingle of the accursed gold in my pocket. I knew I was making so much noise my pursuers could not help but hear me, but now I cared more for putting distance between us than in stealth. Clouds of ash filtered through the moonlight, but I still knew it was too bright to hide. I ran and ran until I felt all my blood pumping in my head and heart, begging me to stop.

I was at the edge of the wood, on the other side of a shallow stream from a vast, crumbling house encircled by a rail fence. Behind me, running footfall in the broken, dusty earth. To the south, downstream, a distinct sodden splashing of someone moving nearer.

There was no choice. I half jumped and half fell into the mud and dragged myself up the bank on the other side. I rolled under the fence and ran through the open field toward the house. Jerking my head around, I saw seven shadowy figures by the fence posts. The cloaked man I had robbed. The man in the gold mask. The veiled woman. The dark knight. Three others too who had pursued me, but I had never seen. And I thought I was the stealthy one.

The moon was entirely hidden in a swarm of ash. Only the stars offered their meager illumination as I reached the open door of the ruin. I slammed and bolted the door behind me, but I knew there could be no protection for very long. As I looked about the ravaged interior of broken furniture, I searched for someone to hide. A corner, a niche where if I stayed very still, no one would see me.

A splintered table lying against the wall looked perfect for my purposes. I crawled under it, and jumped when something moved and I heard a frightened old man's voice.

"Who's there?"

"It's all right," I whispered. "I'm not one of them."

His puckered, gnarled hand reached out from the shadow and gripped my arm. Instantly, I felt sleep fall upon me, resist it as I might. The old man's horrible face, the face of the hungry dead, emerged as the moon came out and shone through the broken window. His talon still gripping me, I fell back, smelling his death surround me.

The table was thrown back. There stood the seven hunters and a dozen more. No, hunters they weren't. They were harriers who had chased me out of every hiding place, expertly pushing me to the lair of the real predator. He was weak with age, the old man was, not as good at the chase as once he was. A blunt, killing machine.

"Please," I said. It was all I could muster.

Having enjoyed the sport I offered, he granted me mercy, of sorts. I was not bled dry. I was not cursed by being made one of them, the Berne. I was kept with others, most of us mad with fear, to be aged and tasted at the vampires' whim. We are called cattle.

I lost all hope months ago of ever leaving the dank cellar where they keep us. Even if this note finds its way to the outside world, I cannot give enough information about my whereabouts to be rescued, even if some champion were able to defeat the bloodsuckers. I only write this to keep my own sanity, and to warn others.

There is something worse than being hungry.

Being food.

DATA ?BOOKb̗EDIDibgInterviewsChandraFULLNew faces in the Mages GuildMODL&Clutter\Books\magic\LAMElistsheet.nifMODBADESC

NEW FACES IN THE MAGES GUILD


CHANDRA THE BLOODTHIRSTY


We had the chance to have a very interesting interview with Chandra, in Chorrol. She kindly received us all at the local pub, and we happily spent a good part of the night talking about her, where she came from, how she joined the Guild, what she liked to do in Chorrol... She's a magnificent woman, absolutely full of energy and life, with a very busy day-to-day schedule.

She hasn't linked very close bonds with her coworkers in Chorrol's Mages Guild hall yet. She protested that she liked them and respected them, but we suspect that Chandra isn't the kind of woman to respect their strict schedules or to spend hours talking about the pros and cons of necromancy and other academic (let's say it: boring) subjects. But we're sure they will all come to succumb to her charm like we did ! She already has several friends in Chorrol, on the other hand. The Countess herself informed us officially that she appreciates her, and intends to invite her for a breakfast occasionnally.

She could talk to us about several interesting spells she intends to teach to whoever asks her. And pays for it - she definitely needs some income to sustain her evening sessions and her thirst for life, after all.

Social Scry: Know everything you want to know about a person: his sense of responsibility, it's mood, wealthiness and other social attributes...

Oblivion Intervention: A Storm Atronach, a Spider Daedra and a Clannfear will obey the call from a master of Conjuration and serve him for a moderate duration. The huge power required by this spell will stunt his magicka ressources for a short time, though.

Destruction Novae Spells: Amongst her personal favorites, they have a rather short duration but inflict brutal elemental damages across a large area centered on the spellcaster. The master-level 'Superior Shock Nova' spell, for example, can potentially ravage anything but the strongest creatures in a whole room.

Spiderling's Blessing: Journeymen daedric conjurers can summon a small daedric Spider to help them with its paralyzing powers, and at the same time its vital energy procures himself a constant health regeneration.

Amok: Do you want to observe chaos in the whole neighbourhood? Nobody could resist the bloodthirst that this spell will create, not even the most timid and peacefull beings. And they certainly won't be able to miss each other. Sit back and enjoy the show...

Teleport Home: The spell allows even an apprentice mage to instantly get back to one of the houses he owns in any of the main cities in Cyrodiil.

Mark and Recall: Every journeyman mystics should learn that famous spell, which was long known in some foreign provinces, but for some reason ignored by most mages in Cyrodiil. It allows them to place up to four marks anywhere in Cyrodiil, and to teleport back there later. You may activate a tracker to spot the various marks you already created on your personnal map.

She wished to give us a word of warning about the very handy Teleportation spells: they have to be used with wisdom. "Don't use them to get out of places that you're not supposed to be able to leave, or you might mess up some quest scripts", she said. We have no idea what that's supposed to mean, but then, we're no mystics.

Vakuum Succion: An annoying archer believes he's smart, shooting at you from some unreachable spot, out of your reach? Suck him down right to you! He'll probably stop laughing, face to face.

Dream Leash: enslaves every sentient beings in the vicinity for a moderate period of time. Not a spell to leave into anyone's hands - but we can trust the Mages Guild to teach it only to responsible members.

Vampiric Novae: Master-level Area-of-effect spell, brutally absorbing the life-force of creatures around the caster, but paralizing himself for an instant.

Aetherial protection: This defensive spell lasts for more than a minute, shielding efficiently the Mage while providing him resistance to magic aswell and constant health regeneration.

DATA =BOOKl͗EDIDibgInterviewsElendilFULLNew faces in the Mages GuildMODL&Clutter\Books\magic\LAMElistsheet.nifMODBADESC

NEW FACES IN THE MAGES GUILD


ELENDIL OF WHITE HAVEN


Elendil Sunlight came right from White Haven, and happens to be quite a cold and mysterious Altmer when you first meet him. Be assured though: he warms up when he's amongst friends, even if he's still not the kind of Mer to tap your back and laugh at vulgar jokes. Quite an educated man, he looks rather young but surprised us with his wisdom and experience.

Elendil didn't seem to be willing to tell us much about his homeland and his youth. He appears to have left White Haven a long time ago, but went back there until a few years ago: he still has bonds, maybe family or a love story, but we couldn't get much from him as our questions seemed to embarass him. He has family in Morrowind, though, and was more than happy to tell us about his sister and her store, and to teach us some interesting stories about the exotic countries of Dunmers. Most of the spells he brought to the Mages Guild in Cyrodiil come from White Haven, but others are right from Morrowind, and these are some pretty interesting ones !

When we came in Leyawiin to interview this calm and private man, we were first directed to look for him in the Guild's laboratory. He wasn't there, but we saw in that room a few clues leading us to believe he was a specialist of some kind of Conjuration... Admittedly, we were even a bit scared that he could bring Necromancy in Cyrodiil again from his various travels. But when we finally met him and asked him directly, we were quickly reassured. His clothes only would have sufficed to convince us: he looks quite the opposite of a practicer of the Dark Arts? Actually, Conjuration isn't even one of his prioritary focuses amongst all the schools of Magic: Elendil is apparently a lot more interested in the Arts of Destruction, and could teach anybody else how sophisticated and complex these can be.

Here are a few of the spells he accepted to tell us about.

Arcane chest: Grants access to a magical storage through the diffractions of a diamond. The mage is also able to get everything back from the arcane chest by sacrifying a pearl instead of a flawless diamond.

Void explosion: Ideal to dispatch enemies when outnumbered in close-combat. Send them all flying in the air - and shock them a good punch to try and get them learn the lesson. Or finish them while they're trying to stand up again.

Heaven's Fury: For a short duration enemies near the spellcaster will be devastated by frost out of nowhere.

Novae Spells: A rather short duration, but inflict brutal elemental damages across a large area centered on the spellcaster. The master-level 'Superior Shock Nova' spell, for example, can potentially ravage anything but the strongest creatures in a whole room.

Summon Bear: The secrets of nature summoning reveal some powerful creatures that can hear the call of the mage: the bear is amongst the most powerful of these.

Failing Clothing: A rather surprising spell brought into our warmer countries for apprentices in the art of Destruction, it does limited damage to its target but moreover cripples its armor. Even leather and fur armor can't stand against the true cold, and daedric isn't much more usefull: enemies would be better protected wearing real clothes sometimes...

Food for Thought: Transmutes 200 gold into food. You can't tell exactly what kind of food you'll end up with, but at least there should be plenty enough to satisfy your stomach for that day.

Translocation Madness wave: For the duration of the spell, the affected people or creatures in its are of effect will start switching places all over, unable to control their own movements.

Ice Age: The master of the elemental powers of Destruction magic can freeze his ennemies at a distance. The victim of this frost spell may very well die in one or two seconds; but if it doesn't, he'll have a hard time standing up again and gathering his forces, completelly drained by the cold.

Fortune Intervention: That spell allows the Master conjurer to call a Hunger, a Gnarl, and... something else, to his help. Who knows what other creature will hear his call? Anyway, it can't really go wrong at this stage... all these summons will stick to his side for quite a long time. As a counterpart for such a powerful summon, the spellcaster will see his magicka regeneration stunted for a short period.

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NEW FACES IN THE MAGES GUILD


GUGLASH GRA-MUZGOB


Our first visit to the new Orc in the Mages Guild has been rather confusing: our reporters looked for her helplessly in the Mages Guild in Anvil, her co-workers advicing us to look for her up to the third floor where she often meditates, but we ended up finding her in the Fighte's Guild hall, where she was just getting up from a nap. At least that way, she was easy to spot amongst others, with her robes and hood...

The enthusiastic and energetic Orc woman then invited us to the finest local tavern, and we could have a long and very refreshing talk. Well she ate terrifying amounts of food at the same time, but that didn't prevent her to answer our questions a single minute, so that was fine. Excepted for our portraitist, who is still a bit sticky and can't see any beef anymore, but that's besides the point.

It appears the reasons bringing Guglash gra-Muzgob in Anvil are quite complex and interesting. The reputation of the local Mages Guild, and in particular Carahil's personality, are a good part in her decision. We understood there was some family affairs behind this, too, as she seemed to be more than happy to live the farthest as she can from a sister, or half-sister, of hers... But that seemed to be quite a touchy subject.

She enthusiastically accepted to demonstrate us some of the spells she now teaches as a member of the Guild. She's very proud of her Destruction knowledge, but when she started getting a bit more "physical", we insisted to learn more about other schools of Magic. It quickly appeared that Conjuration was another of her strong points... But we soon discovered that this was another very difficult subject to talk about. The interview ended quite abruptly when one of us said the word "necromancy"...

Summon Skeleton Archer: That spell allows journeyman Necromancers (or guild members willing to know more about the arts they intend to fight) to call a strong skeleton by their side, equipped, as the spell's name suggests, with a bow. As long as it can keep at range from its enemies, this is a very helpful guardian - and a reliable one, as it'll keep its form for almost three minutes.

Body and Mind: This spell calls a ghost at one side of its caster, and a zombie at the other, both following his orders for a minute and a half. This difficult summoning wears off the energy of the caster more than most others, and he suffers stunted Magicka for a short moment.

Brzzz: Who said Mages didn't have humour? Lately, this spell has been widely used by apprentices and even novices in the Arcane University. It doesn't hurt that bad, but it still burns a little and electrocutes when you're pinched. Most people wouldn't find it amusing, though, so don't use it that easily yourself...

Small Ball of Doom: A weakened, but already powerful, version of a spell reserved to masters, this one is accessible to journeymen in the school of Destruction. Any creature near to the spellcaster will be afflicted by weakness to fire for some time, and burned alive by magical flames for three painfull seconds.

Ageing: The touch of a journeyman in Destruction can be dangerous in multiple ways - this spell cripples his ennemy's weapon, and at the same time his very ability to use any weapon efficiently, should he have a spare one.

Time Warp: A useful trick for apprentices - eight hours will pass in thirty seconds.

Valium: Don't use that medication on yourself - keep it for your most depressing enemies. They'll feel very, very tired, and will suffer elemental damages in their whole unbalanced metabolism.

Summon Spectral Warrior: Only the most powerful conjurers are able to call such powerful undead spirits by their side. That being has few weaknesses and should crush most living things in less than a minute - and it'll stay longer than that by your side, anyway.

Wizard's Rust: A powerful destructive combination that most professional battlemages should learn to use well. That spell burns its target and everything next to it in its blast radius; this magical fire attacks the structure of weapons it's victims wear, and renders them all even more vulnerable for the following magical attacks.

Gust of Wind: A telekinetic short-ranged but powerful spell for journeymen in the school of Mysticism. It's victim is immediately send flying through the air, weightless. It also means that the helpless creature shouldn't get hurt when it'll land, and will usually be able to get up again not far from the spellcaster; but the point is to get some fresh air, and that spell accomplishes this goal very efficiently.

BBQ: Quite a cryptic name for a rather straightforward spell - only experts in Destruction seem to understand its mysterious meaning. Anyway, it puts on fire the entire area where it's fireball blasts, and creates an inferno that lasts several seconds before the flames weaken.

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NEW FACES IN THE MAGES GUILD

FELISA LLENDU


There's a new Dunmer in Cheydinhal. And that's a strong and beautiful woman who won't leave anyone indifferent. We first met her at the local chapel: to tell the truth to our readers she scared the hell out of us when she suddenly came out of the shadows behind the pillars right behind us. She apologized for the surprise with a broad smile, and explained us that she likes to pray and meditate in this quiet place, but usually prefers to do it with discretion. The battles between different cultures is always rather harsh in Cheydinhal, and she'd prefer not to get involved in the middle of these pointless fights between races, religions and traditions...

She already had her fair share about racism and fanatism, it seems. She left Morrowind a long time ago, but she still has some rather bad memories about the ways of Great House Telvanni. Anyway, she doesn't want to live through such mediocre internal fights again. She joined the Imperial Cult after the Temple collapsed and migrated into Cyrodiil. When she settled in Cheydinhal, she initially joined the Fighter's Guild. But as she suggested, the racistic debates entered even the guild's Hall: she assured us that she had no grudge with most of her guildmates, but only felt rather unhealthy some reflexions about beastfolks that tend to arise lately. Anyway, even if she's not the typical Dunmer sorcerer, she still had the skills and culture of a Mage: luckily, no law forbids anyone to join both the Fighters Guild and the Mages Guild. And she happens to be as charming in a robe than she's impressive in a battle armor...

She was a very experienced witchblade already, and was happy to bring some of her esoteric knowledges to the other Mages in Cheydinhal. She knows all kinds of spells, but for this interview she particularly wanted to share with us the strange arts of summonning daedric equipment. How to force such powerful souls from outer planes into seemingly inert objects is still beyond the understanding of simple reporters like us, but a quite impressive art it is.

Weather Illusion: Spells to make it rain, snow, to get the sun to shine or to gather clouds in the sky... be it progressively, or without delay. Journeyman spells can affect Shivering Isles specific weathers. Use the 'release weather' command to let the weather get back to it's natural pattern.

Espace: Need some free space? Want your enemy to give you a break, to leave you a pause before you can take care of him? That spell allows the experts in the school of Alteration to crush the touched creature under an impossible weight, and make the spellcaster simply disappear at once.

Bound Chainblade: Let's put it simply and clearly - that huge weapon is a pure slaughtering device.

Bound Complete Light Armor: Some battlemages like it heavy, others like it light; most of them like to have the choice when they summon daedric equipment, anyway. This spell protects the expert in the arts of Conjuration with a full set of light daedric armor, including a shield and a helmet, for a full minute. To fuel such a massive summonning, the spellcaster's energy has to be siphoned more heavily than for the usual spell: his magicka regeneration will be hindered for a large part of the spell's duration. But if he summoned such an equipment, he usually intended to get into the melee anyway...

Greater Fortify Endurance: That kind of spells used to be rather useless, as the journeyman needed to cast it again and again. Now it's still quite moderate in power, but it lasts six minutes: now that's fortification!

Summon Xivilai: All Conjurers know how much it's better to have a Xivilai on your side than on the opposite's. And with that spell, the powerfull daedric being will obey you for two full minutes!

Bound Torch: Handy spell for novices, when they're short on candles and need to study late in the University.

Summon Golden Saint Armor: A new spell, which can be used in Spellmaking Altars. Only usable by Mages potentially able to step into the Shivering Isles

Atronach Army: Summons a Storm Atronach, a Fire Atronach and a Frost Atronach for a minute and a half. The caster has stunted magicka for a short time as a backlash-effect.

Teleport Home: The spell allows the mage to instantly get back to one of the houses he owns in any of the main cities in Cyrodiils. Handy, and accessible to every young apprentices !

Defense Failure: A typical spell for Battlemages, this one is accessible even to apprentices in the school of Destruction. It's touch crushes the enemy's armor and hinders his ability to protect himself efficiently with whatever remains of his cuirass, giving some time to the spellcaster to benefit his weakness with his weapons. Caution though if you rely on light armors for your own defense: for the same moderate period, the spell inflicts yourself a secondary backlash weakening your own efficiency with this kind of equipment.

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NEW FACES IN THE MAGES GUILD


J'SHIVRIZZA


This interview has been one of the most... interesting I ever did as a reporter for the Black Horse Courier. One of the most difficult, too, and I should inform our readers that our team is still unsure of our notes and memories.

We had arranged to meet the well-known Khajiit woman in Skingrad, on one of the bridges in the center of the town. When we got there, we only found a note from her: from what we could tell, she apologized not to be there because she saw a mice, or a Bosmer, that part is still unclear. The message proposed to meet us at another place later, but as we couldn't decypher the description of that place, we decided to wait for her at the local Guildhall.

We didn't wait as long as we expected - but long enough to speak with a few of her teammates. To our surprise, they didn't seem to find her cryptic or asocial at all: they often speak together about the weather, politics or the various local rumors, and she behaves quite normally... why couldn't she spare us the mumbo-jumbo, then!? Admittedly, we were all completely lost; but as an afterthought, maybe there was some hidden sense in her riddles, she intended to teach us some cryptic degree of understanding...

For what we could understand, she travelled a lot until she decided to establish in Skingrad. She's been through all Cyrodiil and beyond - and lost various things on her way. As she told us that, I couldn't help but think "her mind"; but she managed to hear my thought somehow, and very seriously protested. "No, I've found it again!", said she, and all of a sudden two J'Shivrizza appeared right in front of us to demonstrate that she had her mind with her...

The number of spells and techniques, from all Schools of Magic, that J'Shivrizza is able to teach other Mages is the most impressive we've seen in the Mages Guild to this date. She proposed to show us a few of them - and we actually had to stop her after some time because we were about to go crazy with all these odd things happening together...

Mark Corpses: Sometimes it's difficult to find fallen enemies, because their remains are hidden in high grass, under stairs, or somewhere other. Not with this spell anymore!

Leap other: Where's up? Where's down? Gravity doesn't apply to your enemy... Until he starts falling back to the ground, that is.

Wabbajack: A master in Alteration is able to transmute a creature into... something else. He can't really tell what'll come out of this crazy process, though...

Create Oblivion Gate: The Elder Council wouldn't be too happy to know about that one. You cast a spell, and before you an Oblivion gate opens. A very real one, with Daedra coming out of it and roaming inside it, with lava, spiky towers, a Sigillum Sanctum and all - only difference is that you can close the gate by simply hitting it with a Dispel spell. NOTE: You can't enter a gate opened in a city. You can't open gates outside of Tamriel or Shivering Isles. There's only one summonable gate: if you cast the spell again, any previously opened gate will disappear.

Wabba Summon: Allows the Expert to conjure something. Yeah, "something". Just shout through the planes, you'll see what will answer your call. Maybe a mudcrab, maybe a Xivilai...

Runt Bomb: Summons a daedric Runt which runs towards the target before exploding. You'd better not be too close to it when it blows up...

Call Nightmare: This spell should very seriously... destabilize every intelligent beings in the area.

Ecstasy of Gold: Sometimes, merchants just don't want to get to deal with you. Thanks to that spell, they'll never be able to resist the urge for affairs anymore.

Life and Death: An expert conjurer may summon two mighty creatures at a time from the unsane realms of Sheogorath with this spell: a frightening Shamble on one side, and an insectoid and well-alive Elytra on the other. Both will serve him for a moderate period of time, but for a much shorter duration, the spellcaster's magicka regeneration will be siphonned to fuel the spell's power.

Teddy Bear: Summons a cute and pacific creature which will wander around, making every person or creatures around particularly self-confident. Friends or foes, no one will be tempted to flee, should there be a fight.

Voice of Dread: Journeymen illusionnists knew that spell before, but didn't really bother using it. Now, its effects still don't last for very long, but it affects every creature or people near the spellcaster, and very few of them would be resilient enough to resist the pure terror it unleashes !

Divine Intervention: Teleports to a Chapel. Only 'teleport' spell castable even during combat.

Concurrent Current: A convenient combination of force spells - send your target flying away if she's annoyingly close to you, or force her to come closer if she was trying to stay at a distance.

Random Enemy Translocation: Places nearby enemies and allies to somewhere... else nearby.

Spirit Exodus: The Mage's very soul takes shape to fight on his side for a time. Oh, and do not try to loot it, dammit.

We received from Leyawin a word of warning about the very handy Teleportation spells: they have to be used with wisdom, informed us Agata, wishing us to include a public advice here. "Don't use them to get out of places that you're not supposed to be able to leave, or you might mess up some quest scripts", she said: "there's no such thing as a bug in Mysticism, but the use of simple common sense is required". We have no idea what that's supposed to mean, but then, we're no mystics.

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Meticulously Expanded Aetherial Laws

List absolutely not exhaustive of the new spells brought into Cyrodiil by several new mages, to be found in various Guild Halls of our cities across the country.


ALTERATION

Food for Thought
transmutes 200 gold into food. You can't tell exactly what kind of food you'll end up with, but at least there should be plenty enough to satisfy your stomach for that day.

Arcane Chest
grants access to a magical storage through the diffractions of a diamond. The mage is also able to get everything back from the arcane chest by sacrifying a pearl instead of a flawless diamond.

Create & Imbue Arrows
requires ingredients to be consumed by the spell (Arrowroots, Clannfear claws and Spiddal Sticks). Creates up to 50 arrows; the mage may transmute alchemical salts as well during the spellcasting to get magically imbued arrows, depending of what kind of salts he carries with him. They're very powerful if used right... but can be dangerous if used wrong!

Aetherial Repair Hammer
with this smithing device created out of thin air, the Mage doesn't need to carry heavy, mundane repair hammers anymore. It's not really economic, though: 2500 gold pieces are consumed by the spell. The use of this magical hammer doesn't give him any experience in the normal practice of Armorer.

Recharge Magical Items
fully reloads the mage's magical items, consuming 5000 gold pieces in the process. Aborts if the mage wears a functional Varla Stone with him already.

Create Daedric Ingredients
the intricate transmutation processes involved through this spell consume 1250 gold pieces, creating several random daedric ingredients (Clannfear claws, Daedra hearts, Void salts, Daedra teeth, Spiddal sticks...)

Arcane Theft
steals everything from your unsuspecting target. Don't get caught doing this, though: it's magical, but it's still a theft!

Mark corpses
sometimes it's difficult to find fallen enemies, because their remains are hidden in high grass, under stairs, or somewhere other. Not with this spell anymore!

Dispose Corpse
a scavenger's dream: take everything that dead enemy possessed into your own backpack, and get rid of his annoying dead body.

Remove Corpse
erase from this reality that dead body lying there, and everything he used to carry with him. Some rumors have been heard that immortal beings would reappear into some cosy place in the Imperial City... but then, of course, immortals don't exist. Excepted for the Nines, that is.

Atronach Forms
these spells don't allow to shapeshift into an Atronach, but the mage will gain some innate abilities of them - like shooting fire for free and burning, being immune to fire and poison... but at the same time his normal skills are unusable.

Icarian Leap
propulse yourself high into the sky... And as a bonus, don't get hurt when you fall back to the ground. Unless you end up in the sun before.

Leap other
where's up? Where's down? Gravity doesn't apply to your enemy... Until he starts falling back to the ground, that is.

Self Leap
you're stuck somewhere? Need to take some altitude, just for a second? Kick yourself into the air!

Phasing
the expert mage designates his target, and the victim of the spell starts phasing between dimensions for a good minute: it is *here* for a couple of seconds, then gone, then back again... (If you happen to use that spell on some important character, you'd better not leave the place while he's still phasing: you might have problems finding him again afterwards)

Aetherial Protection
this defensive spell lasts for more than a minute, shielding efficiently the Mage while providing him resistance to magic aswell and constant health regeneration.

Frost Idiocy
the victim touched by the frost salts transmutated through this spell will feel an intense cold. He won't be physically damaged by the frost, but hypothermia will ravage his mind, and he might go into an insane behaviour...

Nailed Down
a very powerful spell, counterbalanced by its short duration so that it's usable even by a simple journeyman in the school of Alteration. For a few seconds, the enemy you touched won't be able to move or to say anything, giving you the edge you needed.

Slowfall
thanks to this spell, the expert in Alteration may jump from the top of the White Gold Tower: he'll never die, not even get wounded, and land calmly like a leaf.

Elemental Shield
quite a simple spell to help apprentices learning the subtilities of all three forms of Elemental shielding and their interactions. Not very powerful separately, but it lasts for a full minute.

Greater Protect Other
an expert in that school can protect his allies efficiently. This spell turns the skin of its target into a magical alloy for a long period: he's protected against physical damages, and against magical attacks to a lesser extent; he constantly regenerates his vitality during the whole duration.

Wabbajack
a master in Alteration is able to transmute a creature into... something else. He can't really tell what'll come out of this crazy process, though...

Aegis
the ultimate protection for masters of Alteration: it mitigates efficiently any physical damages for several minutes without weakness.

Escape
need some free time? Want your enemy to give you a break, to leave you a pause before you can take care of him? That spell allows the experts in the school of Alteration to crush the touched creature under an impossible weight, and make the Spellcaster simply disappear at once.




CONJURATION

Atronach Army
summons a Storm Atronach, a Fire Atronach and a Frost Atronach for a minute and a half. The caster has stunted magicka for a short time as a backlash-effect.

Bound Chainblade
that huge weapon is a pure slaughtering device.

Split Personality
a spell which could be from Sheogorath himself! Creates a couple of daedric pseudoclones of the master conjurer (that have vastly different sizes), which are only armed with silver weapons and that attack everything in sight.

Summon Bear
the secrets of nature summoning reveal some powerful creatures that can hear the call of the mage - the bear is amongst the most powerful of these.

Create Oblivion Gate
the Elder Council wouldn't be too happy to know about that one. You cast a spell, and before you an Oblivion gate opens. A very real one, with Daedra coming out of it and roaming inside it, with lava, spiky towers, a Sigillum Sanctum and all: Only difference is that you can close the gate by simply hitting it with a Dispel spell. NOTE: You can't enter a gate opened in a city. You can't open gates outside of Tamriel or Shivering Isles. There's only one summonable gate: if you cast the spell again, any previously opened gate will disappear.

Call Unicorn
a master conjurer may call an aetherial unicorn at his side, to ride it wherever he wants. The spell doesn't have a duration: the mythical creature will disappear as soon as you unsaddle, or if it is hit in combat.

Bound Torch
handy spell for novices, when they're short on candles and need to study late in the University.

Bound Arena Robe
a tricky spell for apprentices willing to compete in the Arena in a more convenient suit: you can't renew it while in the Arena, so you have to talk to Oryn, get up into the Arena, hear the announcer, win and get back out before the spell wears off. That gives you five minutes, should be plenty of time.

Wabba Summon
allows the expert to conjure something. Yeah, "something". Just shout through the planes, you'll see what will answer your call. Maybe a mud crab, maybe a Xivilai...

Summon Light Armor Pieces
with these various new spells, mages won't have to protect themselves with heavy armor only anymore.

Wolf Heart
this spell allows apprentices in Conjuration to summon a wolf to serve them, and at the same time gives them temporarily a bit of the resistance and strength of that beast.

Sustained Priest Dagger
a journeyman may use this elegant weapon for as long as he needs it - or at least, as long as he has the stamina to maintain the spell active.

Druidic Deception
amongst other spells forming the "path of nature", this one allows experts in Conjuration to call to their side a boar and a diminutive (but still angry) minotaur for a moderately long period. The spell is rather powerful, though, and will stunt the mage's magicka regeneration for a several seconds.

Summon Golden Saint Armor
a new spell, which can be used in Spellmaking Altars. Only usable by mages potentially able to step into the Shivering Isles.

Summon Dark Seducer Armor
a new spell, which can be used in Spellmaking Altars. Only usable by mages potentially able to step into the Shivering Isles.

Bound Complete Light Armor
some battlemages like it heavy, others like it light; most of them like to have the choice when they summon daedric equipment, anyway. This spell protects the expert in the arts of Conjuration with a full set of light daedric armor, including a shield and a helmet, for a full minute. To fuel such a massive summoning, the spellcaster's energy has to be siphoned more heavily than for the usual spell: his magicka regeneration will be hindered for a large part of the spell's duration. But if he summoned such an equipment, he usually intended to get into the melee anyway...

Spiderling's Blessing
journeymen daedric conjurers can summon a small daedric spider to help them with its paralyzing powers, and at the same time its vital energy procures himself a constant health regeneration.

Summon Xivilai
all conjurers know how much it's better to have a Xivilai on your side than on the opposite's. And with that spell, the powerful daedric being will obey you for two full minutes!

Oblivion Intervention
a Storm Atronach, a Spider Daedra and a Clannfear will obey the call from a master of Conjuration and serve him for a moderate duration. The huge power required by this spell will stunt his magicka resources for a short time, though.

Summon Skeleton Archer
that spell allows journeymen necromancers (or guild members willing to know more about the arts they intend to fight) to call a strong skeleton by their side, equipped, as the spell's name suggests, with a bow. As long as it can keep at range from its enemies, this is a very helpful guardian - and a reliable one, as it'll keep its form for almost three minutes.

Body and Mind
this spell calls a ghost at one side of its caster, and a zombie at the other, both following his orders for a minute and a half. This difficult summonning wears off the energy of the caster more than most others, and he suffers stunted Magicka for a short moment.

Graveyard Torch
Hannibal Traven didn't authorize the use of this spell: use at your own risks! The expert necromancer will be silenced for some time if he dares; and he'd better not try it out under the sun light... but he'll get help from a Skeleton Lord, a Skeleton Archer and a Headless Zombie to fight for him together.

Reanimate Corpse
the targetted dead body stands up and helps the master in the school of necrom- errr, Conjuration, for two minutes, before returning to the dust.

Summon Spectral Warrior
only the most powerful conjurers are able to call such powerful undead spirits by their side. That being has few weaknesses and should crush most living things in les than a minute - and it'll stay longer than that by your side, anyway.

Fortune Intervention
that spell allows the master conjurer to call a Hunger, a Gnarl, and... something else, to his help. Who knows what other daedric creature will hear his call? Anyway, it can't really go wrong at this stage... All these summons will stick to his side for quite a long time. As a counterpart for such a powerful summon, the spellcaster will see his magicka regeneration stunted for a short period.

Life and Death
an expert conjurer may summon two mighty creatures at a time from the insane realms of Sheogorath with this spell: a frightening Shamble on one side, and an insectod and well-alive Elytra on the other. Both will serve him for a moderate period of time, but for a much shorter duration, the spellcaster's magicka regeneration will be siphonned to fuel the spell's power.




DESTRUCTION

Runt bomb
summons a daedric Runt which runs towards the target before exploding. You'd better not be too close to it when it blows up...

Chain lightning
calls a powerful lightning from the sky, that jumps over to any nearby target (except the mage himself). The thunder will hurt, though.

Sleeping powder
brutally exhausts every creature in the vicinity of the targetted spot.

BBQ
quite a cryptic name for a rather straightforward spell - only experts in Destruction seem to understand its mysterious meaning. Anyway, it puts on fire the entire area where its fireball blasts, and creates an inferno that lasts several seconds before the flames weaken.

Sudden Death
this spell is powerful enough to kill in one single hit most creatures. But be very carefull with it, as it has violent backlashes on its caster, though: even if he can resist it, the mage will be badly weakened for some time...

Frost mine
creates a mine at the designated spot. Every creature near it when it's triggered will suffer it's very cold explosion.

Destruction Novae Spells
a rather short duration, but inflict brutal elemental damages across a large area centered on the spellcaster. The master-level 'Superior Shock Nova' spell, for example, can potentially ravage anything but the strongest creatures in a whole room.

Heaven's Fury
for a short duration enemies near the spellcaster will be devastated by frost out of nowhere.

Meteor Shower
a couple of seconds after casting this spell fire will fall down from the sky and smite every life nearby - including the Mage if he didn't flee!

Failing Clothing
a rather surprising spell brought into our warmer countries for apprentices in the art of Destruction, it does limited damage to its target but moreover cripples its armor. Even leather and fur armor can't stand against the true cold, and daedric isn't much more usefull: enemies would be better protected wearing real clothes sometimes...

Tornado
each and every creatures surrounding the caster, or even in the same room, will sustain some powerful and complex elemental damaging blast.

Lightning Ghost
a wave of electrical energy blasts around the area, and the caster disappears for a short moment, leaving behind in his place only a ghost.

Defense Failure
a typical spell for battlemages, this one is accessible even to apprentices in the school of Destruction. It's touch crushes the enemy's armor and hinders his ability to protect himself efficiently with whatever remains of his cuirass, giving some time to the spellcaster to benefit his weakness with his weapons. Caution though if you rely on light armors for your own defense: for the same moderate period, the spell inflicts yourself a secondary backlash weakening your own efficiency with this kind of equipment.

Another Soul To Burn
cast that spell, and quietly watch your enemies die all around you. They won't be able to flee the flames, they'll probably not be even able to move. And when they're finally done, all their souls are belong to the master in the school of Destruction. Beware though: the spellcaster himself will suffer from similar side-effects during that same time, although with less intensity.

Ice Age
the master of the elemental powers of Destruction magic can freeze his enemies at a distance. The victim of this frost spell may very well die in one or two seconds; but if it doesn't, he'll have a hard time standing up again and gathering his forces, completelly drained by the cold.

Small Ball of Doom
a weakened, but already powerful, version of a spell reserved to masters, this one is accessible to journeymen in the school of Destruction. Any creature near to the spellcaster will be afflicted by weakness to fire for some time, and burned alive by magical flames for three painfull seconds.

Brzzz
who said Mages didn't have humour? Lately, this spell has been widely used by apprentices and even novices in the Arcane University. It doesn't hurt that bad, but it still burns a little and electrocutes when you're pinched. Most people wouldn't find it amusing, though, so don't use it that easily yourself...

Hurricane
a powerful blast of cold centered on the master spellcaster, frozing his enemies and rendering them more and more vulnerable to magic. They might survive to a first strike, but if the Hurricane unleashs again, and again... It'll get cold in Oblivion.

Ice shoes
every creature in the area will be hit by a powerful blast of cold: for the next few seconds, they'll barely be able to move, only to endure the ice. Only experts can unleash such a power.

Slow Down
a very convenient spell for experts in Destruction: every creatures around its target will be seriously slowed down for quite some time. Enough to pin them all down with more offensive spells.

Wizard's Rust
a powerful destructive combination that most professionnal battlemages should learn to use well. That spell burns its target and everything next to it in its blast radius; this magical fire attacks the structure of weapons its victims wear, and renders them all even more vulnerable for the following magical attacks.

Ageing
the touch of a journeyman in Destruction can be dangerous in multiple ways: this spell cripples his enemy's weapon, and at the same time his very ability to use any weapon efficiently, should he have a spare one.

Entropy Forge
quite a simple spell, but an efficient one. Its touch damages the body of the enemy, and his weapons at the same time...




ILLUSION

Call Nightmare
this spell should very seriously... destabilize every intelligent beings in the area.

Dream Leash
enslaves every sentient beings in the vicinity for a short period of time. Not a spell to leave into anyone's hands - but we can trust the Mages Guild to teach it only to responsible members.

Ecstasy of Gold
sometimes, merchants just don't want to get to deal with you. Thanks to that spell, they'll never be able to resist the urge for affairs anymore.

Amok
do you want to observe chaos in the whole neighborhood? Nobody could resist the bloodthirst that this spell will create, not even the most timid and peaceful beings. And they certainly won't be able to miss each other. Sit back and enjoy the show...

Silent Music
Everybody, men and women, mer and man, in vicinity of the spellcaster instantly stop what they're doing and focus on the fascinating music whispered right into their minds, begin even to take off armor and begin to dance. The expert illusionist may quietly walk away while they're listening it... although there are situations in which the silent music may be too quiet to be heard..

Teddy Bear
summons a cute and pacific creature which will wander around, making every person or creatures around particularly self-confident. Friends or foes, no one will be tempted to flee, should there be a fight.

Sustained Light
cast the spell, and let it be. Keep quiet and focused, though, because if you get yourself overly tired it may just leave you suddenly in the darkness.

Legendary Pacification
nobody could probably resist this word of magic. The affected creature, whatever it is, unless it possesses some unlikely immunity, will instantly stay calm and patient - more than long enough for the master illusionist to disappear, figure out another solution or take a little nap.

Mirili's Journeyman Command
that Domination Creature spell is able to submerge the will of most living creatures for half a minute. Like other 'Command' spells, it's about twice as powerful than spells learned in the Mage's Guild some time ago...

Voice of Dread
journeymen illusionists knew that spell before, but didn't really bother using it. Now, its effects still don't last for very long, but it affects every creature or people near the spellcaster, and very few of them would be resilient enough to resist the pure terror it unleashes !

Starlight
it's not because you're a novice in Illusion that you have to cast such a spell again and again only to get barely enough light to see your feet! Now Starlight is more efficient, and lasts for two minutes.




MYSTICISM

Weather Illusion
spells to make it rain, snow, to get the sun to shine or to gather clouds in the sky... be it progressively, or without delay. Journeyman spells can affect Shivering Isles specific weathers. Use the 'release weather' words to let the weather get back to it's natural pattern.

Detect Attitude
you're unsure if these people down the road are hostile bandits, or just innocent travellers? This spell is what you need, before you start shooting... or not. Friends and foes will appear with different colors to your enhanced vision.

Detect Danger
gives hints when enemies are around, that are much more powerful than the caster. Higher versions of that spell may scry through a whole ruin to warn you of any serious threat and locate it.

Antimagic Wave
for when you really need to neutralize all these spellcasting enemies that are annoying you and get rid of all their spells, right now, even when they're trying to silence you.

Divine Intervention
teleports to a chapel. Only 'Teleport' spell castable even during combat.

Enchant Item
allows expert mystics to prepare some enchanted equipment even when they're far away from the Arcane University.

Create Spell
the most powerful Mages can reformulate their own spells easily and create new spells on-the-fly, without the support of any altar or devices from the Arcane University.

Vakuum Succion
an annoying archer believes he's smart, shooting at you from some unreachable spot, out of your reach? Suck him down right to you! He'll probably stop laughing, face to face.

Void Explosion
ideal to dispatch enemies when outnumbered in close-combat. Send them all flying in the air - and shock them a good punch to try and get them learn the lesson. Or finish them while they're trying to stand up again.

Concurrent Current
a convenient combination of force spells - send your target flying away if she's annoyingly close to you, or force her to come closer if she was trying to stay at a distance.

Teleport home
the spell allows the mage to instantly get back to one of the houses he owns in any of the main towns in Cyrodiils. Handy, and accessible to every young apprentices!

Mages Guild Teleport
thanks to this spell, experts in Mysticism can now safely travel between every Mages Guild hall in Cyrodiil in the blink of an eye. They land quietly right in front of the doors of their favorite places.

Mark and Recall
every journeyman mystics should learn that famous spell, which was long known in some foreign provinces, but for some reason ignored by most mages in Cyrodiil. It allows them to place up to four marks anywhere in Cyrodiil, and to teleport back there later. You may activate a tracker to spot the various marks you already created on your personnal map.

Translocation
allows the Mage to instantly teleport near the targetted spot. There must be a creature, object or person there to focus on, but that target won't be affected in any way.

Landmark Teleport
that's a totally new concept brought into Cyrodiil by some foreign mages! With this, a master in Mysticism can instantly teleport from about anywhere, to almost any noticeable point in the world, just by staring at your map.

Sense Detection
see who's seeing you, know who knows that you're nearby! Ideal for experts in that school that like to keep a low profile...

Gust of Wind
a telekinetic short-ranged but powerful spell for journeymen in the school of Mysticism. It's victim is immediately sent flying through the air, weightless. It also means that the helpless creature shouldn't get hurt when it'll land, and will usually be able to get up again not far from the spellcaster; but the point is to get some fresh air, and that spell accomplishes this goal very efficiently.

Time Warp
a usefull trick for apprentices: eight hours will pass in thirty seconds.

Social Scry
know everything you want to know about a person: his sense of responsability, it's mood, wealthiness and other social attributes...

Combat Scry
expert in the school of Mysticism are now able to detect the level, hitpoints, magical resistances and other similar informations about their enemies before deciding how to engage in a fight.

Twinkle
this obedient creature emits a very convenient light. Activate him with your weapon drawn, and he'll stay cautiously where it is; with your weapon sheated, and he'll stick close to you, confident. He's quite resilient, should he be engaged into a fight, but he can't do anything but shine to defend himself, though. Touch him while sneaking, and he'll only produce a dim light; while standing, and he'll switch between normal and bright light to try and adapt to your needs.

True Resurrection
a friend of yours just died in a fight before your eyes? You feel sorry for that innocent woman who's been killed right under Skingrad's city walls during a daedric invasion? Or you want to help that poor girl who just drown in Cheydinhal's river?

Translocation Madness wave
for the duration of the spell, the affected people or creatures in its are of effect will start switching places all over, unable to control their own movements.

Random Teleport
allows the journeyman Mystic to learn the mysteries of teleportation - and its risks. The spell teleports him to a random location... or backfires.




RESTORATION

Field of Tiredness
a master in the school of Restoration can unleash this spell on his surrounding area, absorbing stamina of creatures and characters for 3 seconds in a large perimeter.

Vampiric Novae
master-level Area-of-effect spell, brutally absorbing the life-force of creatures around the caster, but paralizing himself for an instant.

Benevolent Ancestor
summons a spirit blessed with various healing abilities that cures and protects the mage, if the mage is badly injured or just by simply talking to him.

Greater Fortify Endurance
that kind of spells used to be rather useless, as the journeyman needed to cast it again and again. Now it's still quite moderate in power, but it lasts six minutes: now that's fortification!

Spirit Exodus
the Mages's very soul takes shape to fight on his side for a time. Oh, and do not try to loot it, dammit.

Healing Cloud
for two minutes, this blue, magical cloud will slowly heal people and creatures in its area. They'll recover mana, stamina and health.

Sustained Resist Weapons
as long as you don't fall down in exhaustion, this spell will protect you quite well against most physical attacks. It'll drain your stamina quite badly, though...

Surprise
a very nasty trick useful to all journeymen in the school of Restoration: if you can put your hand on your enemy with this, he should be speechless and nailed on the spot. The effects won't last long, but he will probably have a hard time gathering his ideas back, after such a bad experience.

Sanctuary
a Journeyman in the school of Restoration can give himself some relief, even in the heat of the battle. This spell heals you slowly, and protects you during that process to help you stay alive until it reaches its full effect.

Recreation
expert healers can use this spell to maintain themselves in good shape for long times. During more than two minutes, the spellcaster's stamina and health regenerate slowly, but constantly.

Priest Force
this spell not only calls a magical dagger in your fist to help you fighting: it provides you with the strength and the knowledge to use it well.

Vampiric Nova
for two short, but extremely painful seconds, every of the mage's opponnents in the surroundings will see their very life force drained out of themselves. The master healer will probably feel sick with such a sudden flood of life, but it will only last an instant: then he'll feel better than ever!

Valium
don't use that medication on yourself: keep it for your most depressing enemies. They'll feel very, very tired, and will suffer elemental damages in their whole unbalanced metabolism.

Cursing Absorb
that spell isn't new in itself, but like most other known spells, it's been seriously enhanced. All caracteristics will be transferred in large amounts from every creature in the vicinity to the Mage, for a very long minute.

Freedom
everybody is scared at the idea of fighting an enemy that can paralyse others. Not the experts in Restoration: thanks to this spell, they're all set to fight freely.



DATA @BOOK%:EDID bgZQRantFULLRantMODLClutter\Books\Octavo04.NIFMODB>@AICONClutter\IconBook6.ddsDESC/%

An Angry Rant

Publisher's note: This text was recovered from the remnants of a burned down sanitarium. I do not know who wrote it, one of the inhabitants, or one of the healers or guards. The text was left unchanged therefore. While many readers will likely ask the question "does this piece of work speak of wisdom or madness?", there's no definite answer.
Truth

There are no absolutes. No, not even in math. Well, math meeting the real world, that is. 50 + 50 = 100? Try mixing 50 ml of water with 50 ml of alcohol. You'll end up with about 98 ml. But that's beside the point. It's about opinions, understanding, and worst of all - knowledge.

It's easy to believe that there's a right, and there's a wrong. Unfortunately the world isn't as easy. Often it's more a tendency towards one of the other. Just a thought? No. The problem is that there are often no thoughts involved, only assumptions.

We're fixed in our own view of the world. Always evaluating what we see and experience to our terms of subjectivity. And then we expand them, externalize our views into all other people. It can't work.
Knowledge

Yet there is hope. Not all is lost. That which can bring light into the darkness is knowledge. And self reflection. You won't gain knowledge if you don't observe yourself. You need to know when you're in danger of externalize your views into the minds of other, which may not be correct.

Could I write a book about the great achievements of Cyrodiil's navy? None would try to stop me, I guess. Except myself. I lack the necessary knowledge. I would only assume things. I'd have a tinted view. And there is danger in this.

Logic does not trump knowledge. Intelligence is necessary to gain knowledge, to understand the underlying mechanisms of our world. Nevertheless logic brings you only to a certain point, and this point is the limit of your knowledge. If you don't know what you're talking about, logic may lead you astray. 50 + 50 is not always 100.
Danger

And that's where the biggest issue arise. Some are missing knowledge. Other are missing logic. A few are missing both. Yet they do not refuse to stay silent. They spread their poison, which they advertise as wisdom and insight. They disintegrate the very foundations of our society.

An example, perhaps? Imagine our cultural heritage. All myths, religious pamphletes, stories, romances, war reports, trivials and essays about world shattering events. There are some that want them all gone, destroy them, and prevent any chance to build upon another heritage.

You don't know what I'm talking about? There are three opinions running rampart, gaining more and more popularity. Simply because less people with knowledge or unbiased logic have the courage to stand up against them. I know I'm going to be vilified by what I'm going to do, but it has to be done. I will call them by name!









Parlorists

They think all pieces of works belongs to it's creator, and it's creator alone. We're not talking about monetary aspects here, no. Furthermore they don't see any work as important or part of a cultural treasure.

Imagine if the writer of "2920: Last Year Of The First Empire" would have decided that he doesn't like other authors, therefore rather remove his book from public? What a loss it would have been. A culture can only develop if there's a chance for development, which means that which is there shall not be removed. How would it be to reinvent the wheel time and again, each year, each month, maybe each week? You can't build onto something if the foundation is destroyed time and again.
Isolationists

Ever tried to read "N'Gasta! Kvata! Kvakis!"? Did you understand a single word? No? I've guessed so. It's written in the Sload's tongue, which few on Tamriel except necromancers and Telvanni lords can decipher. To build up a cultural heritage there are some basic rules, which are not basic by force, but by knowledge and logic. Break them, and it's to the detriment of all.

Isolationists do just this. Even when done with good intentions they come over as evil pranks, or worse. Once a wizard try to demonstrate destruction magic by having it's book shoot rays of fire onto nearby objects, destroying whole libraries in the process.

Resulting to uncommon languages has a similar result. If all books are written in a different tongue, with different letters, who'll still be able to read only a few of them? None.
I repeat the above, which was written in daedric letter to prove my point: Resulting to uncommon languages has a similar result. If all books are written in a different tongue, with different letters, who'll still be able to read them? None.

There are some rules, dictated by logic and knowledge everyone has to adhere to. Otherwise you'd create situations in which, of a full library, a visitor could only read a single book.

We can't stop them. It's their right to do so. Unfortunately. What we can, and should, do though is to call it out by it's name: Poison! Do not let it spread further. Support those actually helping you and all of our civilization by keeping in tune with basic rules of compatibility. Because that's what it comes down to: If you want to have your own little library to read, your mind and knowledge needs to be compatible towards them. Otherwise you end up with lost junk, like daedric writings or sload ramblings.
Overlords

With time, through experience and and logic we gain knowledge, may even become experts. Nevertheless we are still limited. I may be able to write, but I can't create a ship that wouldn't sink like a stone. Well, I haven't tried, but even if it doesn't sink, it'd be a far inferior ship.

Some writers do not understand this simple truth. They may be experts in mineralogy, and write great books about stones. Yet they refuse to keep it at that, expand their books with ramblings about meteorology, politics and biology. Some politicians do not write only a book about the current political situation, or essays on wars, but also about the mating habits of kagoutis and how to best serve a cold sujamma.

In the end, what they offer your library, or the people coming after us, is a work of wildly disparate qualities. Some really good, the aspects they actually know about. Some not so good. And some downright horrible. You can't really recommend anyone a book like this, because your friend will get the full package, unable to take only the good.

An artistic overlord is like a feudal overlord: He let's you swallow the few good with the lot of bad. Therefore he drags down not only his own work, by tainting it's great aspects with the terrible ones, but also your library. Your place is limited, and would you rather have one big book filling a whole shelve with lot of bilge in it? Or a collection of good books instead?
Choice

In the end the choice is yours. Know that you can either support those trying to expand our culture and horizon, or those trying to disintegrate it. Be careful, and choose wisely. And, if you're in a position to act, act wisely. We need to carry on, otherwise we fall back into the Merethic Age.

Although one could argue that this is exactly what some do want.DATA ?BOOK EDIDbgAQ5BookTreatiseNoSellFULLTreatise on DaedraMODLClutter\Books\Octavo02.NIFMODB>@AICONClutter\IconBook9.ddsDESC|
A Treatise on Daedra of the Lesser Variety
by Mortazo

reface: When one mentions the word "Daedra" many thoughts come to mind. Some may think of the lords of Oblivion, the Daedric Princes. Others may call to mind their lesser Daedric minions or possibly the very realms of Oblivion itself. Many accomplished scholars often assert that all three are in fact the aspects of the same beings. It is commonly believed that the realms of simply extensions of their respective prince and that the prince's lesser Daedric minions are aspect of said prince. This idea, though strongly rooted in many modern scholarly circles, is in this authors opinion incorrect. Budding from on offending and vague phrase in the Cyrodillic creation myth:
So the Daedra Lords created the Daedric Realms, and all the ranks of Lesser Daedra, great and small

Why so many so called learned scholars would close their minds because one of the many slanted creation myths state this as a fact is beyond comprehension. What can be said is that there is more proof supporting a contrary theory. The following will outline support on why it is more feasible to conclude that lesser Daedra are not aspects of particular Daedric princes at, but in fact Et'Ada just as independent as each prince is in relation to one another, save that these lesser Daedra are much weaker then their respective prince and are thus forced to serve them for protection.

ontention One: Consider implied evidence. According to the tradition Yokudan creation myth still transcribed by the Redguards to this day:
He continued to place stars to map out the void for others, but after so many cycles there were almost too many spirits to help out.
This is just one of the many myths that discusses the immense population of Et'Ada in the pre-Mundane Aurbis. There is no way to measure exactly how many Aedra there once were, but what we can be sure is that the majority of them aligned with Anu. Even if we were to assume there were one-hundred Aedra that participated in the creation of Mundus, that is one-hundred Anu-aligned Et'Ada. If one is to believe that the only Daedra Et'Ada (and thus Padomayic Et'Ada) were the 16 Daedric princes minus Malcath, Sheogorath and Meridia (who were born later) plus Lorkhan (who also aligned with Padomay) then that is only fourteen Padomayics in the pre-Mundane Aurbis! Such an uneven number could not be right, and is certainly not conducive to supporting the fact that the Aurbis was once crowded. Thus there must have been more Padomayic spirits in existence in pre-Mundane times. However, who is to say they do not still exist? Who is to say they are not in fact the immortal lesser Daedra we know today?

ontention Two: Scant dialogue with lesser Daedra and observation within Daedric planes supports the "separate Et'Ada" theory. After the disaster at Battlespire, some documents belonging to the so called "hero of Battlespire" were recovered. One such document was a message written by a more tempered and less hostile Daedra of the Dremora breed. According to said Dremora:
We serve by choice. We serve the strong, so that their strength might shield us. Clans serve by long-practice, but practice may change. Dremora have long served Dagon but not always so.
It is obvious what these words suggest. They suggest, as this author stated before, a system in which these Daedra (completely separate from their prince) chose only to serve their prince due to the protection such a powerful entity grants. Once more, observation of reports on the Battlespire incident record Dark Seducers among Dagons troops. However, decades later when mortals were granted access to the realm of Sheogorath, the Shivering Isles, many of the mortals that were not maddened and managed to return to Mundus report that the Seducers now serve Sheogorath. Clearly these Seducers present a change in allegiance. Whats more, the Shivering Isles were also seen to be populated by Hunger (or so claim these so-called witnesses). As anyone well-versed in Daedric studies would know, the Hunger are often associated with the Daedroth Boethiah. Either Boethiah and Sheogorath had entered into some hidden alliance or the Hunger entered this realm on their own accord. And of course, one cannot forget the Atronachs, who have long been regarded as "masterless Daedra". Clearly all these separate instances prove that the lesser Daedra have minds and identities separate from their masters.

ontention Three: Observe the "moons" which "orbit" the Daedric planets. Many of the many more detailed Elvish and Mannish planetary charts depict the Daedric planets being surrounded by small bodies. Not much unlike Mundus' own two moons, these small bodies seem to participate in an orbit around the Daedric planet realms. If the dictum that all planets are of infinite space, and size only denotes power, then these "moons" would appear to be beings like the princes, only of lesser power. Observing these planets, one may notice that they correspond with the Princes' lesser Daedric minion races. Indeed, interviews with some captured Dremora from the Battlespire incident have even confirmed this. This beings said, the presence of such bodies highlights the separation between the Lesser Daedra and their masters, proving that they are indeed separate entities.

onclusion:The opponents of this case, those that believe the "aspect" theory of Lesser Daedric origin may claim many things. They may claim there were once more than 16 Daedric princes, they may argue that the rogue Daedra are simply the "shattered pieces" of long defeated Princes and may even claim the presence of the Lesser Daedric moons support this. However, as much as both sides of this debate claim they can understand the true nature of thing alien to this realm, there is no way to totally comprehend such foreign concepts. One may wish to reflect on the following quotes gathered during an interview of two denizens of the Shivering Isles so that one may to extrapolate their own personal truth for themselves:
How typical. You mortals love to take a pebble of information and construct entire realms of conjecture upon it. Your lore of those disparate beings that you lump together as "daedra" is based on nothing -- lies and half-truths told by traitors, rebels, miscontents and weaklings who have had the misfortune to become involved with mortals. Or with Mehrunes Dagon. Do not speak his name to me again. The Master of Scum. The pawn of every Prince of true power, the dupe of every schemer in the Nineteen Voids. Do you think you know anything of the politics, factions, feuds, vendettas, wars of Oblivion? Do you think Oblivion such a simple place, that the tale of the loyalties of a great people such as the Mazken could be encompassed in a brief tale?

The limited imaginations of Mundus inhabitants are very amusing. There are as many types of servants as stars in the sky. Daedra, as you call them, are but one of the more useful. The Knights of Order are yet another. My Lord Jyggalag is partial to their lack of creativity and independence.

-Respectfully submitted by
Architect Mortazo
of the Academy for Daedric StudiesDATA ?BOOK_ EDIDbgSQ2AhtizeCureFULLAhtize's Pearl SpellMODLClutter\Books\Scroll06.NIFMODB AICONClutter\IconScroll2.ddsENAM^ ANAM DESCDATA =BOOKGEDID bgRQ2WarningFULLLetter from TesserayielMODLClutter\Books\Broadsheet01.NIFMODBAICONClutter\IconBroadsheet.ddsDESC

WARNING

Please forgive me for choosing to send you a letter through magic. You're walking on a very dangerous path. I hope you've already spoken with Do'leandra about your current actions. If not, please do so.

Do not, I repeat, do not bring the evil poison you just recovered to the Renrijra Krin. It will be to the detrimental of all Tamriel. We have to live with the choices we made, and I fear the consequences of a wrong action may be way too harsh.

Tesserayiel
DATA BOOKI IEDIDibgSLTesserayielFULLStranded Light: TesserayielMODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsDESC

Stranded Light Courier
Preface: The Stranded Light, as a new guild in Cyrodiil, is not well known. Who are the people behind the guild? Names like Traven, Vilena Donton, or even the Gray Fox, are familiar to everyone. Raminus Polus or Modryn Oreyn, also names most simply know.
Those folks behind the Stranded Light? Not so much. Therefore they've been given the chance to be introduced to the public!

Tesserayiel

Usually one of the first persons you can meet when visiting Merendin is no one else than Tesserayiel, who has founded the Stranded Light and is currently in charge of operations. I took the chance and asked her a few questions.

Question: How did you get the idea of founding a new guild?
Answer: I took a walk near the Imperial City as I saw fires in the palace, guards rushing headlessly from one place to the other. Shortly thereafter the news of Uriel Septim's death spread. I realized that a darkness awaited Cyrodiil, all of Tamriel even. And what do you do when darkness lingers? You lit a candle, enflame a fire to bring light into the darkness.

Question: Despite your - sorry - martial appearance you do not fight Mehrunes Dagon. Why?
Answer: I once did, and learned something; it is not my part. Some fights have to be carried out by others. Instead I do what also needs to be done. The intention of the Stranded Light is to help, not build up another army. Nevertheless I must point out that there are certain threats we take care of. If you ever meet Karashivuel, ask her about them.

Question: There are rumors about Daedra worshippers in the Stranded Light. Any true to that?
Answer: As far as I'm aware none of us is worshipping any Daedra. No need for that, really. As you, without a doubt, notice the Stranded Light is open for everyone with a good heart. In this crisis people tend to see Daedra as monsters. And it's true, those serving Mehrunes Dagon are monster. Not all Daedra are like this. Daedra have a tendency to be more extreme than mortals, but this doesn't mean they're all like Dagon's servants. Think about Krazzt serving the Tribunal Temple in Morrowind. Or of Karashivuel. Without a doubt she is no mortal, but she's rescued more peasants and travellers from cutthroats and marauders than most Fighters Guild members. Which are more obsessed with fighting rats, or so I've heard. Should we judge her evil just because she wasn't born on Tamriel? I don't think so.

Question: I'd like to thank you for your time! A last question, do you have anything to say to our readers?
Answer: It's the heart that count. The Stranded Light is here to help.

DATA BOOK"JEDIDibgSLKarashivuelFULLStranded Light: KarashivuelMODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsDESCq

Stranded Light Courier
Preface: The Stranded Light, as a new guild in Cyrodiil, is not well known. Who are the people behind the guild? Names like Traven, Vilena Donton, or even the Gray Fox, are familiar to everyone. Raminus Polus or Modryn Oreyn, also names most simply know.
Those folks behind the Stranded Light? Not so much. Therefore they've been given the chance to be introduced to the public!

Karashivuel

Certainly one of the more exotic sightings possible in Tamriel, Karashivuel is clearly of daedric origins. Nevertheless, despite being a bit grumpy, I was reassured that she's quite harmless. After some consideration I've won against my fears and asked her a few questions.

Question: You are a Daedra, right? Our readers surely want to know what you're doing here!
Answer: For the record I'm a daedroth. Daedra is plural. One alone can never be a "daedra". That's the difference between "man" and "men". You can be a "man", but you alone can't be a "men". A linguistic detail often overlooked.

Question: This was not really what my question was about. Don't you want to explain your presence here?
Answer: Explain your presence here. You were born somewhere on Tamriel, correct? So that's your reason to be here. As for myself, I've got stranded in Mundus. While some people would expect a daedroth to run rampage and cause mayhem, really, it got no future. This can only get you banished. And unlike those idiots serving Lord Dagon I've got no place to return to from the Void. As far as I am concerned Mundus is my new home. You don't destroy your own house, unless you're ax crazy.

Question: Isn't your presence a burden for a new guild? Even if what you tell is true, in our current crisis people are likely to react with fear.
Answer: So what? What's the point? People in Morrowind were resentful, if not full of hate, for outsiders. Guess who got rid of Dagoth Ur? Exactly. I'm no threat to anyone. Except the occassional bandit passing by. Gotta defend my garden.

Question: Tesserayiel mentioned some threats you're dealing with. What's their nature?
Answer: Metaphysical. There are changes in daedric realms that affect Mundus, too. Mehrunes Dagon is not the only problem around. There are simulacraes. Jyggalag is rising. Their influence on Mundus is small, and I'll make sure that it doesn't grow.

Question: Could you elaborate those threats?
Answer: No, I can't. Go to the Imperial Library if you're interested in metaphysical knowledge. I've got better things to do than retell what others have already written.

Question: Err. Alright. Any last words for our audience?
Answer: If you come to Merendin and like to talk with me, bring a few strawberries along.

DATA BOOKKEDIDibgSLZerreshjuFULLStranded Light: ZerreshjuMODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsSCRI: DESCb

Stranded Light Courier
Preface: The Stranded Light, as a new guild in Cyrodiil, is not well known. Who are the people behind the guild? Names like Traven, Vilena Donton, or even the Gray Fox, are familiar to everyone. Raminus Polus or Modryn Oreyn, also names most simply know.
Those folks behind the Stranded Light? Not so much. Therefore they've been given the chance to be introduced to the public!

Zerreshju

One of the four "founding members" of the Stranded Light, Zerreshju, is often overlooked. She's neither as popular as Tesserayiel or the Hero of Kvatch, nor as exotic as Karashivuel. A shame. That's why I took the chance to speak with her, let her talk a bit about herself and her work.

Question: Where were you before you've moved to Merendin? I've heard from those that already visited Merendin that they think you came from Morrowind. Is this true?
Answer: Not really, but my history is quite of complicated. I've visited Morrowind a few times, but I wasn't born there. Directly before I came to Merendin I served as an ambassador in a country far away. Unfortunately a ship I was travelling with sank, and, well. I was rescued from sea, but landed on Tamriel then. For a long time I didn't know what to do, until I met Tesserayiel.

Question: Well, that explains your exotic armor you mostly wear. What do you do in the guild?
Answer: Micro managing, so to speak. I'll coordinate tasks, organize supply lines, help with public relations, read letters, these kind of things. If you write to the Stranded Light, without specifying someone, it's usually me who reads your letter. If you're asking for help, it's often me who sees who we can help you. Additionally I help Kanaane with her painting endeavours.

Question: What's your daily bread, so to speak? What's most often requested from the Stranded Light?
Answer: Healing. While ciziten living in, as the name suggest, cities, can usually go to the nearest chapel when ill, people in the country don't have this luxury. And the Imperial Cult hides in their chapels and city walls. We're the ones bringing cures for diseases, poisons, or simply healing for broken bones and sanious wounds. Of course we don't have to send the Hero of Kvatch to cure a flu, but we've got a few freelancing healers taking care of the ill and poor. Another difference between us and the Imperial Cult: We don't have fixed prices. If someone needs help, we'll make sure help is given and available.

Question: Then how do you keep the show running? Doesn't thing bring you closer to ruin each day?
Answer: We're not working to get rich. Currently everything pays for itself. That's all we need. An advantage of living in a once forsaken Ayleid ruin is that you don't have to pay rental fees.

Question: Thanks for your time! Any last words for our readers?
Answer: Merendin is a sight to behold. After all these millennias rotting in a swamp it nevertheless became a beautiful place with a fantastic potential. Come to a visit if you like!

DATA BOOK>LEDID ibgSLKanaaneFULLStranded Light: KanaaneMODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsDESC

Stranded Light Courier
Preface: The Stranded Light, as a new guild in Cyrodiil, is not well known. Who are the people behind the guild? Names like Traven, Vilena Donton, or even the Gray Fox, are familiar to everyone. Raminus Polus or Modryn Oreyn, also names most simply know.
Those folks behind the Stranded Light? Not so much. Therefore they've been given the chance to be introduced to the public!

Kanaane

Kanaane is an enigma to behold. She's responsible for most of the new paintings appearing lately. Nevertheless she's no mere artist, creating a Guild Guide in Cyrodiil was her idea to help people travelling great distances. Even more she's offering her service as a merchant in Merendin, bringing with her some most unique goods.

Question: A question all our readers want to have answered: Where do you get those most unique clothes from?
Answer: That's a trade secret. Even more so. Let's just say the idea for a Guild Guide came as a new shipment arrived. I use some adapted kind of summoning magic to get them to Merendin. They're not of Cyrodilic origin, that's for sure.

Question: Did you came to the Stranded Light as a trader, or what was your reason to join this new guild?
Answer: Beside all other intentions and purposes the Stranded Light is a place for those who got lost. Tesserayiel, Karashivuel, Zerreshju, they all lost their former home, and searched for a new purpose. As did I. I used to work in Morrowind, near Tel Aryion. Unfortunately as the Heart of Lorkhan was freed, an earthquake caused my place to collapse. Afterwards I was adrift for a long time, until I heard Tesserayiel. That I've got a knack for painting and trading is just my way to give back to the Stranded Light for offering me shelter.

Question: Did you know that your paintings caused quite a controversy?
Answer: I had expected no less. They are made to catch the eye, not fade into the background. And what better way there is than to show the beauty of our members? It's not like we've painted nude Ohmes-raht like a certain other famous painter did. Which, don't get me wrong, isn't intended as an attack. I love his pictures, even his most discussed one.

Question: Although please tell me, was the picture of Karashivuel, undoubtly some daedra, really necessary?
Answer: Ha! Be glad that she's not wearing her kin's normal clothing. Which is far more revealing than anything I could paint and distribute. Additionally this picture should show you something: Even if she's not from this plane of existance, she's a person, too. If she is cut, won't she bleed?

Question: Thanks for your time! Any last words for our readers?
Answer: I'm always on the lookout for more motives to paint! And in my selection there surely is just the right clothing for you. Just pay me a visit!

DATA BOOK MEDIDibgSLTeshekruFULLStranded Light: TeshekruMODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsDESCT

Stranded Light Courier
Preface: The Stranded Light, as a new guild in Cyrodiil, is not well known. Who are the people behind the guild? Names like Traven, Vilena Donton, or even the Gray Fox, are familiar to everyone. Raminus Polus or Modryn Oreyn, also names most simply know.
Those folks behind the Stranded Light? Not so much. Therefore they've been given the chance to be introduced to the public!

Teshekru

Lately when visiting Merendin you can meet one of the most unique inn keepers on Tamriel. Simply because she surely is not from Tamriel. Or Nirn. Like Karashivuel she's one of the Daedra in the Stranded Light: Teshekru, a red skinned winged humanoid, identified by scholars from High Rock as "Daedra Seducer". Time to let her say something about the rumors surround her person!

Question: As a daedra, how did you end up in Cyrodiil?
Answer: What mortals usually don't know about the Battlespire incident is that Mehrunes Dagon did not only occupy the Imperial Battlemage's testing grounds, but also a lot of realms standing between his lands and Mundus. My home was part of the land that was invaded by him, and I was cast out. As Mehrunes Dagon was defeated, and Shade Perilous were back under my sister's control, the realm was already lost to me. I stranded in Mundus. Then got trapped, spend a few eternities in a soul cage, then was finally freed by the Stranded Light.

Question: And now you're helping them making Merendin an even more desireable place to visit. Was it your idea to become a barkeep?
Answer: Helping them is the wrong way to put it. It's the best alternative there was. And, let's be honest, Merendin needed a place to eat and drink for visitors. Not my idea, though. Karashivuel thought it would be fitting, but while her idea certainly has it's advantages, her reasons I can't agree with.

Question: And why's that?
Answer: She tries to draw a connection between me and Sanguine, which isn't the case. Nevertheless that's something which has bugged me for a long time now: While I've got and never had anything to do with Sanguine, I guess he gets a bad reputation by some of his servants. They overblow their desires and make him look more like Mephala than he really is. Sanguine's sphere is debauchery, hedonistic revelry and passion; not outright death and sex like the Webspinner Mephala often uses.

Question: Err, to be honest that's not really what I wanted to know. Nevertheless I'd like to thank you for your time! Any last words?
Answer: Do not judge a book by it's cover.

DATA BOOK NEDID ibgSLJobealaFULLStranded Light: Jo'bealaMODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsDESC

Stranded Light Courier
Preface: The Stranded Light, as a new guild in Cyrodiil, is not well known. Who are the people behind the guild? Names like Traven, Vilena Donton, or even the Gray Fox, are familiar to everyone. Raminus Polus or Modryn Oreyn, also names most simply know.
Those folks behind the Stranded Light? Not so much. Therefore they've been given the chance to be introduced to the public!

Jo'beala

A shock for those still living with the Suthay Decree in mind, the local Guild Guide in Merendin is none else than Jo'beala, an aspiring young Mages Guild member from Sentinel - and an Ohmes-raht.

Question: What do you think about the Suthay Decree?
Answer: This one doesn't like to think too much about politics. Too long I couldn't visit my parents in Elsweyr, just because I hadn't had the means for paying a ship, and wasn't allowed to travel through Cyrodiil by paw.

Question: Why did you became a Guild Guide for the Stranded Light?
Answer: They said there was a great chance in Cyrodiil. And I have the feeling they didn't really like me. Always complaining about hairs everywhere. Not this one's fault! Then, as the Council of Mages asked for a recommendation, my name suddenly stood on the list. I don't understand.

Question: How is your work in Merendin?
Answer: Frightening! It's always dark, only illuminated by candles and flames. There are daedra running around everywhere. This Karashivuel alone, looks like she's going to eat you while you're sleeping. I miss Sentinel.

Question: That's sad to hear! Anything you'd like to say to our audience?
Answer: I like to thank everyone who's working against the Suthay Decree.

DATA BOOKf OEDID ibgSLAhtizeFULLStranded Light: AhtizeMODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsDESC

Stranded Light Courier
Preface: The Stranded Light, as a new guild in Cyrodiil, is not well known. Who are the people behind the guild? Names like Traven, Vilena Donton, or even the Gray Fox, are familiar to everyone. Raminus Polus or Modryn Oreyn, also names most simply know.
Those folks behind the Stranded Light? Not so much. Therefore they've been given the chance to be introduced to the public!

Ahtize

It was like a thunder on a clear sky. Suddenly, after helping the Mages Guild building up a Guild Guide, the Stranded Light recruited Ahtize - a strange woman offering services which used to be restricted to higher ranking members of the Mages Guild. I took the chance to speak with her, her who broke the monopoly.

Question: Didn't you run into any troubles offering spellmaking for nonguild members? Especially outside of the Mages Guild?
Answer: As you surely can imagine the Mages Guild isn't happy, but there's nothing they can do about it. There's the Morrowind precedence. Six years ago House Telvanni was allowed to offer the same services like the Mages Guild did. Additionally, and that's important, it was the Mages Guild who broke the rules. I am merely correcting them.

Question: What do you mean? Which rules did the Mages Guild break?
Answer: The Mages Guild has to offer free education and services to all people. That's what Galerion had in mind, and that's why there were some laws in their favor passed. Traven did not care about them. He closed the Arcane University after bringing some common services together there, by that disconnecting the people of Cyrodiil from some basic services. A few years ago you could create enchantments and new spells in every guild hall, but not anymore. Traven broke the rules. Well, if the Mages Guild doesn't want the normal folk as customers anymore, the Stranded Light will serve them instead.

Question: One question I unfortunately cannot leave out, because our readers all long to know: What are you?
Answer: I am a Maormer of Pyandonea. We're also known as Tropical Elves and Sea Elves. And no, despite what some Altmer claim I'm not here to invade Tamriel. I'm just a survivor of a shipwreck, who's happy to have a roof over her head.

Question: Thanks for your time! Any last words to share?
Answer: "Last words"? You do realize what you just asked? No, I don't have any. I'm feeling quite healthy.

DATA BOOK hEDIDbgSQZ19VoidsHandbillFULL HandbillMODLClutter\Books\Scroll08.NIFMODB*SiAICONClutter\IconNote.ddsDESC
The 19 Voids

Don't know where to go? Or looking for the time of your life? Come to the Nineteen Voids, the premium pleasure pocket in the realms!

Northeast of New Sheoth, on an island in the Enjaen Sea. A small cozy home, where we're all waiting just for you!


Legal notice: A visit to the Nineteen Voids can result in an untimely death. Visit at your own risk.DATA BOOK{aSEDIDibgSpellListBookNoTakeFULL M.E.A.L.MODL"Clutter\Books\magic\LAMEbook2.nifMODB]AICON magic\bgSpellLists_BookIcon.ddsDESCz
Meticulously Expanded Aetherial Laws

List absolutely not exhaustive of the new spells brought into Cyrodiil by several new mages, to be found in various Guild Halls of our cities across the country.


ALTERATION

Food for Thought
transmutes 200 gold into food. You can't tell exactly what kind of food you'll end up with, but at least there should be plenty enough to satisfy your stomach for that day.

Arcane Chest
grants access to a magical storage through the diffractions of a diamond. The mage is also able to get everything back from the arcane chest by sacrifying a pearl instead of a flawless diamond.

Create & Imbue Arrows
requires ingredients to be consumed by the spell (Arrowroots, Clannfear claws and Spiddal Sticks). Creates up to 50 arrows; the mage may transmute alchemical salts as well during the spellcasting to get magically imbued arrows, depending of what kind of salts he carries with him. They're very powerful if used right... but can be dangerous if used wrong!

Aetherial Repair Hammer
with this smithing device created out of thin air, the Mage doesn't need to carry heavy, mundane repair hammers anymore. It's not really economic, though: 2500 gold pieces are consumed by the spell. The use of this magical hammer doesn't give him any experience in the normal practice of Armorer.

Recharge Magical Items
fully reloads the mage's magical items, consuming 5000 gold pieces in the process. Aborts if the mage wears a functional Varla Stone with him already.

Create Daedric Ingredients
the intricate transmutation processes involved through this spell consume 1250 gold pieces, creating several random daedric ingredients (Clannfear claws, Daedra hearts, Void salts, Daedra teeth, Spiddal sticks...)

Arcane Theft
steals everything from your unsuspecting target. Don't get caught doing this, though: it's magical, but it's still a theft!

Mark corpses
sometimes it's difficult to find fallen enemies, because their remains are hidden in high grass, under stairs, or somewhere other. Not with this spell anymore!

Dispose Corpse
a scavenger's dream: take everything that dead enemy possessed into your own backpack, and get rid of his annoying dead body.

Remove Corpse
erase from this reality that dead body lying there, and everything he used to carry with him. Some rumors have been heard that immortal beings would reappear into some cosy place in the Imperial City... but then, of course, immortals don't exist. Excepted for the Nines, that is.

Atronach Forms
these spells don't allow to shapeshift into an Atronach, but the mage will gain some innate abilities of them - like shooting fire for free and burning, being immune to fire and poison... but at the same time his normal skills are unusable.

Icarian Leap
propulse yourself high into the sky... And as a bonus, don't get hurt when you fall back to the ground. Unless you end up in the sun before.

Leap other
where's up? Where's down? Gravity doesn't apply to your enemy... Until he starts falling back to the ground, that is.

Self Leap
you're stuck somewhere? Need to take some altitude, just for a second? Kick yourself into the air!

Phasing
the expert mage designates his target, and the victim of the spell starts phasing between dimensions for a good minute: it is *here* for a couple of seconds, then gone, then back again... (If you happen to use that spell on some important character, you'd better not leave the place while he's still phasing: you might have problems finding him again afterwards)

Aetherial Protection
this defensive spell lasts for more than a minute, shielding efficiently the Mage while providing him resistance to magic aswell and constant health regeneration.

Frost Idiocy
the victim touched by the frost salts transmutated through this spell will feel an intense cold. He won't be physically damaged by the frost, but hypothermia will ravage his mind, and he might go into an insane behaviour...

Nailed Down
a very powerful spell, counterbalanced by its short duration so that it's usable even by a simple journeyman in the school of Alteration. For a few seconds, the enemy you touched won't be able to move or to say anything, giving you the edge you needed.

Slowfall
thanks to this spell, the expert in Alteration may jump from the top of the White Gold Tower: he'll never die, not even get wounded, and land calmly like a leaf.

Elemental Shield
quite a simple spell to help apprentices learning the subtilities of all three forms of Elemental shielding and their interactions. Not very powerful separately, but it lasts for a full minute.

Greater Protect Other
an expert in that school can protect his allies efficiently. This spell turns the skin of its target into a magical alloy for a long period: he's protected against physical damages, and against magical attacks to a lesser extent; he constantly regenerates his vitality during the whole duration.

Wabbajack
a master in Alteration is able to transmute a creature into... something else. He can't really tell what'll come out of this crazy process, though...

Aegis
the ultimate protection for masters of Alteration: it mitigates efficiently any physical damages for several minutes without weakness.

Escape
need some free time? Want your enemy to give you a break, to leave you a pause before you can take care of him? That spell allows the experts in the school of Alteration to crush the touched creature under an impossible weight, and make the Spellcaster simply disappear at once.




CONJURATION

Atronach Army
summons a Storm Atronach, a Fire Atronach and a Frost Atronach for a minute and a half. The caster has stunted magicka for a short time as a backlash-effect.

Bound Chainblade
that huge weapon is a pure slaughtering device.

Split Personality
a spell which could be from Sheogorath himself! Creates a couple of daedric pseudoclones of the master conjurer (that have vastly different sizes), which are only armed with silver weapons and that attack everything in sight.

Summon Bear
the secrets of nature summoning reveal some powerful creatures that can hear the call of the mage - the bear is amongst the most powerful of these.

Create Oblivion Gate
the Elder Council wouldn't be too happy to know about that one. You cast a spell, and before you an Oblivion gate opens. A very real one, with Daedra coming out of it and roaming inside it, with lava, spiky towers, a Sigillum Sanctum and all: Only difference is that you can close the gate by simply hitting it with a Dispel spell. NOTE: You can't enter a gate opened in a city. You can't open gates outside of Tamriel or Shivering Isles. There's only one summonable gate: if you cast the spell again, any previously opened gate will disappear.

Call Unicorn
a master conjurer may call an aetherial unicorn at his side, to ride it wherever he wants. The spell doesn't have a duration: the mythical creature will disappear as soon as you unsaddle, or if it is hit in combat.

Bound Torch
handy spell for novices, when they're short on candles and need to study late in the University.

Bound Arena Robe
a tricky spell for apprentices willing to compete in the Arena in a more convenient suit: you can't renew it while in the Arena, so you have to talk to Oryn, get up into the Arena, hear the announcer, win and get back out before the spell wears off. That gives you five minutes, should be plenty of time.

Wabba Summon
allows the expert to conjure something. Yeah, "something". Just shout through the planes, you'll see what will answer your call. Maybe a mud crab, maybe a Xivilai...

Summon Light Armor Pieces
with these various new spells, mages won't have to protect themselves with heavy armor only anymore.

Wolf Heart
this spell allows apprentices in Conjuration to summon a wolf to serve them, and at the same time gives them temporarily a bit of the resistance and strength of that beast.

Sustained Priest Dagger
a journeyman may use this elegant weapon for as long as he needs it - or at least, as long as he has the stamina to maintain the spell active.

Druidic Deception
amongst other spells forming the "path of nature", this one allows experts in Conjuration to call to their side a boar and a diminutive (but still angry) minotaur for a moderately long period. The spell is rather powerful, though, and will stunt the mage's magicka regeneration for a several seconds.

Summon Golden Saint Armor
a new spell, which can be used in Spellmaking Altars. Only usable by mages potentially able to step into the Shivering Isles.

Summon Dark Seducer Armor
a new spell, which can be used in Spellmaking Altars. Only usable by mages potentially able to step into the Shivering Isles.

Bound Complete Light Armor
some battlemages like it heavy, others like it light; most of them like to have the choice when they summon daedric equipment, anyway. This spell protects the expert in the arts of Conjuration with a full set of light daedric armor, including a shield and a helmet, for a full minute. To fuel such a massive summoning, the spellcaster's energy has to be siphoned more heavily than for the usual spell: his magicka regeneration will be hindered for a large part of the spell's duration. But if he summoned such an equipment, he usually intended to get into the melee anyway...

Spiderling's Blessing
journeymen daedric conjurers can summon a small daedric spider to help them with its paralyzing powers, and at the same time its vital energy procures himself a constant health regeneration.

Summon Xivilai
all conjurers know how much it's better to have a Xivilai on your side than on the opposite's. And with that spell, the powerful daedric being will obey you for two full minutes!

Oblivion Intervention
a Storm Atronach, a Spider Daedra and a Clannfear will obey the call from a master of Conjuration and serve him for a moderate duration. The huge power required by this spell will stunt his magicka resources for a short time, though.

Summon Skeleton Archer
that spell allows journeymen necromancers (or guild members willing to know more about the arts they intend to fight) to call a strong skeleton by their side, equipped, as the spell's name suggests, with a bow. As long as it can keep at range from its enemies, this is a very helpful guardian - and a reliable one, as it'll keep its form for almost three minutes.

Body and Mind
this spell calls a ghost at one side of its caster, and a zombie at the other, both following his orders for a minute and a half. This difficult summonning wears off the energy of the caster more than most others, and he suffers stunted Magicka for a short moment.

Graveyard Torch
Hannibal Traven didn't authorize the use of this spell: use at your own risks! The expert necromancer will be silenced for some time if he dares; and he'd better not try it out under the sun light... but he'll get help from a Skeleton Lord, a Skeleton Archer and a Headless Zombie to fight for him together.

Reanimate Corpse
the targetted dead body stands up and helps the master in the school of necrom- errr, Conjuration, for two minutes, before returning to the dust.

Summon Spectral Warrior
only the most powerful conjurers are able to call such powerful undead spirits by their side. That being has few weaknesses and should crush most living things in les than a minute - and it'll stay longer than that by your side, anyway.

Fortune Intervention
that spell allows the master conjurer to call a Hunger, a Gnarl, and... something else, to his help. Who knows what other daedric creature will hear his call? Anyway, it can't really go wrong at this stage... All these summons will stick to his side for quite a long time. As a counterpart for such a powerful summon, the spellcaster will see his magicka regeneration stunted for a short period.

Life and Death
an expert conjurer may summon two mighty creatures at a time from the insane realms of Sheogorath with this spell: a frightening Shamble on one side, and an insectod and well-alive Elytra on the other. Both will serve him for a moderate period of time, but for a much shorter duration, the spellcaster's magicka regeneration will be siphonned to fuel the spell's power.




DESTRUCTION

Runt bomb
summons a daedric Runt which runs towards the target before exploding. You'd better not be too close to it when it blows up...

Chain lightning
calls a powerful lightning from the sky, that jumps over to any nearby target (except the mage himself). The thunder will hurt, though.

Sleeping powder
brutally exhausts every creature in the vicinity of the targetted spot.

BBQ
quite a cryptic name for a rather straightforward spell - only experts in Destruction seem to understand its mysterious meaning. Anyway, it puts on fire the entire area where its fireball blasts, and creates an inferno that lasts several seconds before the flames weaken.

Sudden Death
this spell is powerful enough to kill in one single hit most creatures. But be very carefull with it, as it has violent backlashes on its caster, though: even if he can resist it, the mage will be badly weakened for some time...

Frost mine
creates a mine at the designated spot. Every creature near it when it's triggered will suffer it's very cold explosion.

Destruction Novae Spells
a rather short duration, but inflict brutal elemental damages across a large area centered on the spellcaster. The master-level 'Superior Shock Nova' spell, for example, can potentially ravage anything but the strongest creatures in a whole room.

Heaven's Fury
for a short duration enemies near the spellcaster will be devastated by frost out of nowhere.

Meteor Shower
a couple of seconds after casting this spell fire will fall down from the sky and smite every life nearby - including the Mage if he didn't flee!

Failing Clothing
a rather surprising spell brought into our warmer countries for apprentices in the art of Destruction, it does limited damage to its target but moreover cripples its armor. Even leather and fur armor can't stand against the true cold, and daedric isn't much more usefull: enemies would be better protected wearing real clothes sometimes...

Tornado
each and every creatures surrounding the caster, or even in the same room, will sustain some powerful and complex elemental damaging blast.

Lightning Ghost
a wave of electrical energy blasts around the area, and the caster disappears for a short moment, leaving behind in his place only a ghost.

Defense Failure
a typical spell for battlemages, this one is accessible even to apprentices in the school of Destruction. It's touch crushes the enemy's armor and hinders his ability to protect himself efficiently with whatever remains of his cuirass, giving some time to the spellcaster to benefit his weakness with his weapons. Caution though if you rely on light armors for your own defense: for the same moderate period, the spell inflicts yourself a secondary backlash weakening your own efficiency with this kind of equipment.

Another Soul To Burn
cast that spell, and quietly watch your enemies die all around you. They won't be able to flee the flames, they'll probably not be even able to move. And when they're finally done, all their souls are belong to the master in the school of Destruction. Beware though: the spellcaster himself will suffer from similar side-effects during that same time, although with less intensity.

Ice Age
the master of the elemental powers of Destruction magic can freeze his enemies at a distance. The victim of this frost spell may very well die in one or two seconds; but if it doesn't, he'll have a hard time standing up again and gathering his forces, completelly drained by the cold.

Small Ball of Doom
a weakened, but already powerful, version of a spell reserved to masters, this one is accessible to journeymen in the school of Destruction. Any creature near to the spellcaster will be afflicted by weakness to fire for some time, and burned alive by magical flames for three painfull seconds.

Brzzz
who said Mages didn't have humour? Lately, this spell has been widely used by apprentices and even novices in the Arcane University. It doesn't hurt that bad, but it still burns a little and electrocutes when you're pinched. Most people wouldn't find it amusing, though, so don't use it that easily yourself...

Hurricane
a powerful blast of cold centered on the master spellcaster, frozing his enemies and rendering them more and more vulnerable to magic. They might survive to a first strike, but if the Hurricane unleashs again, and again... It'll get cold in Oblivion.

Ice shoes
every creature in the area will be hit by a powerful blast of cold: for the next few seconds, they'll barely be able to move, only to endure the ice. Only experts can unleash such a power.

Slow Down
a very convenient spell for experts in Destruction: every creatures around its target will be seriously slowed down for quite some time. Enough to pin them all down with more offensive spells.

Wizard's Rust
a powerful destructive combination that most professionnal battlemages should learn to use well. That spell burns its target and everything next to it in its blast radius; this magical fire attacks the structure of weapons its victims wear, and renders them all even more vulnerable for the following magical attacks.

Ageing
the touch of a journeyman in Destruction can be dangerous in multiple ways: this spell cripples his enemy's weapon, and at the same time his very ability to use any weapon efficiently, should he have a spare one.

Entropy Forge
quite a simple spell, but an efficient one. Its touch damages the body of the enemy, and his weapons at the same time...




ILLUSION

Call Nightmare
this spell should very seriously... destabilize every intelligent beings in the area.

Dream Leash
enslaves every sentient beings in the vicinity for a short period of time. Not a spell to leave into anyone's hands - but we can trust the Mages Guild to teach it only to responsible members.

Ecstasy of Gold
sometimes, merchants just don't want to get to deal with you. Thanks to that spell, they'll never be able to resist the urge for affairs anymore.

Amok
do you want to observe chaos in the whole neighborhood? Nobody could resist the bloodthirst that this spell will create, not even the most timid and peaceful beings. And they certainly won't be able to miss each other. Sit back and enjoy the show...

Silent Music
Everybody, men and women, mer and man, in vicinity of the spellcaster instantly stop what they're doing and focus on the fascinating music whispered right into their minds, begin even to take off armor and begin to dance. The expert illusionist may quietly walk away while they're listening it... although there are situations in which the silent music may be too quiet to be heard..

Teddy Bear
summons a cute and pacific creature which will wander around, making every person or creatures around particularly self-confident. Friends or foes, no one will be tempted to flee, should there be a fight.

Sustained Light
cast the spell, and let it be. Keep quiet and focused, though, because if you get yourself overly tired it may just leave you suddenly in the darkness.

Legendary Pacification
nobody could probably resist this word of magic. The affected creature, whatever it is, unless it possesses some unlikely immunity, will instantly stay calm and patient - more than long enough for the master illusionist to disappear, figure out another solution or take a little nap.

Mirili's Journeyman Command
that Domination Creature spell is able to submerge the will of most living creatures for half a minute. Like other 'Command' spells, it's about twice as powerful than spells learned in the Mage's Guild some time ago...

Voice of Dread
journeymen illusionists knew that spell before, but didn't really bother using it. Now, its effects still don't last for very long, but it affects every creature or people near the spellcaster, and very few of them would be resilient enough to resist the pure terror it unleashes !

Starlight
it's not because you're a novice in Illusion that you have to cast such a spell again and again only to get barely enough light to see your feet! Now Starlight is more efficient, and lasts for two minutes.




MYSTICISM

Weather Illusion
spells to make it rain, snow, to get the sun to shine or to gather clouds in the sky... be it progressively, or without delay. Journeyman spells can affect Shivering Isles specific weathers. Use the 'release weather' words to let the weather get back to it's natural pattern.

Detect Attitude
you're unsure if these people down the road are hostile bandits, or just innocent travellers? This spell is what you need, before you start shooting... or not. Friends and foes will appear with different colors to your enhanced vision.

Detect Danger
gives hints when enemies are around, that are much more powerful than the caster. Higher versions of that spell may scry through a whole ruin to warn you of any serious threat and locate it.

Antimagic Wave
for when you really need to neutralize all these spellcasting enemies that are annoying you and get rid of all their spells, right now, even when they're trying to silence you.

Divine Intervention
teleports to a chapel. Only 'Teleport' spell castable even during combat.

Enchant Item
allows expert mystics to prepare some enchanted equipment even when they're far away from the Arcane University.

Create Spell
the most powerful Mages can reformulate their own spells easily and create new spells on-the-fly, without the support of any altar or devices from the Arcane University.

Vakuum Succion
an annoying archer believes he's smart, shooting at you from some unreachable spot, out of your reach? Suck him down right to you! He'll probably stop laughing, face to face.

Void Explosion
ideal to dispatch enemies when outnumbered in close-combat. Send them all flying in the air - and shock them a good punch to try and get them learn the lesson. Or finish them while they're trying to stand up again.

Concurrent Current
a convenient combination of force spells - send your target flying away if she's annoyingly close to you, or force her to come closer if she was trying to stay at a distance.

Teleport home
the spell allows the mage to instantly get back to one of the houses he owns in any of the main towns in Cyrodiils. Handy, and accessible to every young apprentices!

Mages Guild Teleport
thanks to this spell, experts in Mysticism can now safely travel between every Mages Guild hall in Cyrodiil in the blink of an eye. They land quietly right in front of the doors of their favorite places.

Mark and Recall
every journeyman mystics should learn that famous spell, which was long known in some foreign provinces, but for some reason ignored by most mages in Cyrodiil. It allows them to place up to four marks anywhere in Cyrodiil, and to teleport back there later. You may activate a tracker to spot the various marks you already created on your personnal map.

Translocation
allows the Mage to instantly teleport near the targetted spot. There must be a creature, object or person there to focus on, but that target won't be affected in any way.

Landmark Teleport
that's a totally new concept brought into Cyrodiil by some foreign mages! With this, a master in Mysticism can instantly teleport from about anywhere, to almost any noticeable point in the world, just by staring at your map.

Sense Detection
see who's seeing you, know who knows that you're nearby! Ideal for experts in that school that like to keep a low profile...

Gust of Wind
a telekinetic short-ranged but powerful spell for journeymen in the school of Mysticism. It's victim is immediately sent flying through the air, weightless. It also means that the helpless creature shouldn't get hurt when it'll land, and will usually be able to get up again not far from the spellcaster; but the point is to get some fresh air, and that spell accomplishes this goal very efficiently.

Time Warp
a usefull trick for apprentices: eight hours will pass in thirty seconds.

Social Scry
know everything you want to know about a person: his sense of responsability, it's mood, wealthiness and other social attributes...

Combat Scry
expert in the school of Mysticism are now able to detect the level, hitpoints, magical resistances and other similar informations about their enemies before deciding how to engage in a fight.

Twinkle
this obedient creature emits a very convenient light. Activate him with your weapon drawn, and he'll stay cautiously where it is; with your weapon sheated, and he'll stick close to you, confident. He's quite resilient, should he be engaged into a fight, but he can't do anything but shine to defend himself, though. Touch him while sneaking, and he'll only produce a dim light; while standing, and he'll switch between normal and bright light to try and adapt to your needs.

True Resurrection
a friend of yours just died in a fight before your eyes? You feel sorry for that innocent woman who's been killed right under Skingrad's city walls during a daedric invasion? Or you want to help that poor girl who just drown in Cheydinhal's river?

Translocation Madness wave
for the duration of the spell, the affected people or creatures in its are of effect will start switching places all over, unable to control their own movements.

Random Teleport
allows the journeyman Mystic to learn the mysteries of teleportation - and its risks. The spell teleports him to a random location... or backfires.




RESTORATION

Field of Tiredness
a master in the school of Restoration can unleash this spell on his surrounding area, absorbing stamina of creatures and characters for 3 seconds in a large perimeter.

Vampiric Novae
master-level Area-of-effect spell, brutally absorbing the life-force of creatures around the caster, but paralizing himself for an instant.

Benevolent Ancestor
summons a spirit blessed with various healing abilities that cures and protects the mage, if the mage is badly injured or just by simply talking to him.

Greater Fortify Endurance
that kind of spells used to be rather useless, as the journeyman needed to cast it again and again. Now it's still quite moderate in power, but it lasts six minutes: now that's fortification!

Spirit Exodus
the Mages's very soul takes shape to fight on his side for a time. Oh, and do not try to loot it, dammit.

Healing Cloud
for two minutes, this blue, magical cloud will slowly heal people and creatures in its area. They'll recover mana, stamina and health.

Sustained Resist Weapons
as long as you don't fall down in exhaustion, this spell will protect you quite well against most physical attacks. It'll drain your stamina quite badly, though...

Surprise
a very nasty trick useful to all journeymen in the school of Restoration: if you can put your hand on your enemy with this, he should be speechless and nailed on the spot. The effects won't last long, but he will probably have a hard time gathering his ideas back, after such a bad experience.

Sanctuary
a Journeyman in the school of Restoration can give himself some relief, even in the heat of the battle. This spell heals you slowly, and protects you during that process to help you stay alive until it reaches its full effect.

Recreation
expert healers can use this spell to maintain themselves in good shape for long times. During more than two minutes, the spellcaster's stamina and health regenerate slowly, but constantly.

Priest Force
this spell not only calls a magical dagger in your fist to help you fighting: it provides you with the strength and the knowledge to use it well.

Vampiric Nova
for two short, but extremely painful seconds, every of the mage's opponnents in the surroundings will see their very life force drained out of themselves. The master healer will probably feel sick with such a sudden flood of life, but it will only last an instant: then he'll feel better than ever!

Valium
don't use that medication on yourself: keep it for your most depressing enemies. They'll feel very, very tired, and will suffer elemental damages in their whole unbalanced metabolism.

Cursing Absorb
that spell isn't new in itself, but like most other known spells, it's been seriously enhanced. All caracteristics will be transferred in large amounts from every creature in the vicinity to the Mage, for a very long minute.

Freedom
everybody is scared at the idea of fighting an enemy that can paralyse others. Not the experts in Restoration: thanks to this spell, they're all set to fight freely.



DATA @BOOKPEDIDbgAQ8MapBrumaFULLMap: Bruma LocationMODLClutter\Books\Scroll08.NIFMODB*SiAICONClutter\IconNote.ddsDESCr

Location: Bruma Outpost

I hope this helps!
Good luck,
Kanaane

DATA BOOK QEDIDbgAQ8MapNewSheothFULLMap: New Sheoth LocationMODLClutter\Books\Scroll08.NIFMODB*SiAICONClutter\IconNote.ddsDESCv
Location: New Sheoth Outpost

I hope this helps!
Good luck,
Kanaane

DATA BOOK3EDIDbgAQ8MapValusFULLMap: Valus Mountain PeaksMODLClutter\Books\Scroll08.NIFMODB*SiAICONClutter\IconNote.ddsDESC
Valus Mountain Peaks

I took the liberty to mark the location on your map. Be warned though that it's a quite large area and rugged environment. And I'm not even sure that anyone is up there. It's only the best guess I have.

F.L.DATA BOOK EDIDibgAQ8MushroomsFULLStrange Giant MushroomMODLClutter\Books\Broadsheet01.NIFMODBAICONClutter\IconBroadsheet.ddsDESC4

SPECIAL EDITION!
STRANGE MUSHROOM APPEARED NEAR BRUMA!

Without warning a giant mushroom has appeared on the Orange Road. Travellers reported a big boleta, that didn't stop growing. Legion patrols were unsure, only watched while the mushroom grew in size. Meanwhile two black clad Dunmer women appeared.

And one of them claimed to be the landowner. An unnamed witness claimed that he heard her murmuring "better than an Oth gate". As the Black Horse Courier arrived at the site of the strange vegetable occurence, the Dunmer refused to explain what an "Oht gate" is. She looked quite shocked.

The dunmer revealed herself to be "Zerreshju", a respresantive of a new guild in Cyrodiil. The guild, the so-called "Stranded Light", is mostly known for the creation of a Guild Guide, in cooperation with the Mages Guild. As a spokesman of the Mages Guild reassured us, the Council of Mages has no knowledge about what's happening near Bruma.

Yet Zerreshju took the time to answer our questions. According to her they're building - no, growing - an outpost for their guild there. Currently their only seat is an Ayleid ruin deep in Blackwood, a good bit away from civilization. The mushroom keeps growing, it's already bigger than any shack at the Imperial City Waterfront.

Fortunately, despite it's quite strange appearance, building made out of mushrooms are not unknown. Entire cities are made out of them, in the eastern parts of Vvardenfell. Nevertheless who would have thought to see one of these constructs in Cyrodiil? Zerreshju only said that we "shouldn't fear" it, because the mushrooms are controlled by magic. Without magic they "keep as tiny as a Bosmer".

Nevertheless we have to ask ourselves: Do we really want to take the risk to someday wake up with a giant mushroom sprouting out in our garden? According to the Office of Imperial Commerce there's no legal action possible against growing mushrooms on your own ground, therefore we have to live with the giant mushroom soon towering over the orange road. What purpose it serves though remains yet to be seen.DATA BOOK! ЧEDIDibgAQ2GuildGuideFULLGuild Guide Instituted!MODLClutter\Books\Broadsheet01.NIFMODBAICONClutter\IconBroadsheet.ddsDESC


SPECIAL EDITION!
THE GUILD GUIDE COMES TO CYRODIIL!

In Morrowind you don't need to travel by foot. Or by horse, if you find one in the land of the Dunmer. Several unique travel methods exist. The most famous are the Silt Striders, giant insects with a kerf in their back, a place to sit down and steer their movements. Another possibility is to charter a ship, especially popular on the island of Vvardenfell. Unfortunately the geography of Cyrodiil prevents such an endeavour.

Another way to travel in Cyrodiil though is by using Guild Guides. Specialized spellcasters working at Mages Guilds, providing a service of instant teleportation for a modest fee to other cities with a guild. Until a few days ago, Cyrodiil lacked a similar service.

Then a lot of new, some quite unique faces appeared in our cities. In a torrent of events a lot of conflicting reports reached our ears. A Golden Saint, a specimen of Daedra known for the terror they spread in Vvardenfell in recent years, appeared in Chorrol. Or was it Bravil? And in Skingrad even a Xivilai was seen around the Mages Guild.

After the dust settled it became clear what has happened: Together with a new minor guild, calling itself "Stranded Light" the Mages Guild created - or currently creates - a Guild Guide in Cyrodiil. Why they're using daedric servants is not yet known. A spokesman for the Council of Mages refused to give any comment.

Who didn't stay silent though is the Stranded Light. One of their members, calling herself 'Kanaane', wrote a letter explaining that the Guild Guide was put in place to make travelling between cities a lot easier and less risky, especially in this troubled times. She also likes to point out that the headquarter of their guild, a run down Ayleid ruin named Merendin, can also be reached by the freshly created Guild Guide.

You have to ask yourself though why you would want to visit a place half submerged in a swamp, every city and even every town being countless miles away. A question Kanaane didn't addressed in her letter. So while we certainly have to evaluate what good or bad the Guild Guide will bring to Cyrodiil, we can certainly assume that it's used as an advertisement for their group. We'll have to wait and see if the Guild Guide will be anything more, if it will achieve the same popularity as the Morrowind service - or if it will drown in a swamp of meaninglessness like Merendin.DATA BOOKEDIDbgSQ2RewardBookFULL LoveletterMODLClutter\Books\Scroll08.NIFMODB*SiAICONClutter\IconNote.ddsDESC9

Honey, dear, remember our night!

It's been ages since someone was able to last through a few hours together with me. Therefore I'd like to give you this small token, a picture of me, so that you can refresh your memory with what once was yours.

In the days and nights to come I yearn for the moment when you return to me, so that we may finish what we've started! Still I've got the taste of your lips on my tongue, and there's a memory left on my skin as you lay wiggling under me. How I long for another night with you, to live through the passion of our union again.
With love,
TurumerinDATA BOOK lEDIDibgSLDoleandraFULLStranded Light: Do'leandraMODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsDESCF

Stranded Light Courier
Preface: The Stranded Light, as a new guild in Cyrodiil, is not well known. Who are the people behind the guild? Names like Traven, Vilena Donton, or even the Gray Fox, are familiar to everyone. Raminus Polus or Modryn Oreyn, also names most simply know.
Those folks behind the Stranded Light? Not so much. Therefore they've been given the chance to be introduced to the public!

Do'leandra

Some time after the Suthay Decree was lifted another face appeared in Merendin. An Ohmes-raht, not widely known in Cyrodiil, but famous in Elsweyr. She once was described as "arm of the law" - or foolish concepts, as more traditional Khajiit speaking only Ta'agra put it. I was glad to meet her in Merendin, and used the opportunity to ask her some questions.

Question: Why did you come to Cyrodiil?
Answer: There are two main reasons. On the one hand the future of the Empire will be decided here, and it's good to have a closer look at what's going on. The death of Uriel Septim VII. was a shock for all of Elsweyr, and Daedra spilling into our worlds another. It's good to be nearby, to know what's happening here.

Question: Yet you went into a guild which is known to be a shelter for some Daedra?
Answer: Yes, seeing Karashivuel for the first time was quite a shock, I confess. Yet they're trying to direct their energy into beneficial goals, which is something to be admired. And, if we choose to listen, we can learn more about Daedra from them. A valuable knowledge, especially in times like these.

Question: What's your other reason to be in Cyrodiil?
Answer: The Renrija Krin. These so-called "freedom fighters" are nothing else than a bunch of criminal thugs, destabilizing an already shaken Cyrodiil even more. They have to be stopped.

Question: Thank you for your time! Do you want to say something else to our audience?
Answer: Be careful about who you're going to support. It may end up like shooting yourself an arrow in your paw if you choose the Renrija Krin.

DATA BOOK7UEDIDbgAQ6PostScriptFULLKara's ScriptMODLClutter\Books\Scroll08.NIFMODB*SiAICONClutter\IconNote.ddsSCRIXDESC
Kara's Script

Alright. Where should I begin? Better relax, this will take a while.

And do not dare to interrupt me! It's hard enough to say everything I want to explain, without forgetting most aspects.

Which likely will happen anyway. Better getting started, eh?

A simple truth often overlooked is that Daedra are not bound to a form. I may now be a Xivilai, but that doesn't mean that I wasn't a Dremora millennia ago. Well, I wasn't, but that's beside the point.

I could have been. In fact since the clash of Anu and Padomay, and later since the dawn of time a lot of them have. Just look at the hound of Clavicus Vile! He was a Scamp in Morrowind.

Lesser Daedra have always searched for a place of protection, to not being subjected to the void. Lesser Daedra, spirits yet without form, followed those Princes with which they had something in common.

In some cases even the Princes themself changed. Did you know that Mehrunes Dagon was once a Leaper demon, not prince of destruction? Anyway. Another prince back then was Jyggalag.

At the creation of Mundus Jyggalag was cast down, and the Sithis shaped whole appeared. Those Daedra following Jyggalag had to find other places to escape from the void.

Many Daedra who once were servants of Jyggalag changed, as they had changed their allegiance. Even their appearance changed with them.

What now is a Scamp, or an Ogrim, or a Winged Twilight, or a Dremora, or a Vermai, or a Xivilai, may once have been a servant of Order. All save the Knights of Order had deserted Jyggalag.

Why? He couldn't grant protection and a place away from the void anymore. The Knights of Order? They're beings without their own animus, merely extensions of Jyggalag. So they alone remained loyal.

Not all myths are wrong. Unlike some scholars concludes, there are several kinds of daedric beings. Those like us, for which it was right. And others like the Knights, which are described in the Monomyth.

Those independent lesser Daedra who served Jyggalag now found other places to be. Still they once were under Jyggalag's influence, and that's something rooted deep within them.

When the Greymarch approaches they feel it. For some it may be nothing more than a passing shiver, the enkindling of a memory all to soon falling into obliviousness again.

Others though, those that were either greatly blessed by Jyggalag, or back then closely aligned to His sphere, begin to change again. Change allegiance. Becoming servants of Order again.

Really. It's the same old game at every Greymarch. Begins to get on my nerves. Just look at some you've met! Leshruzay?

For her it's just a passing cold, which wouldn't have even become noticeable if she hadn't eaten from a servant of Jyggalag. She's not closely aligned to Order, she very likely won't fall.

Ulasza on the other hand? Oh dear, let's say Lord Dagon has messed it up big time. The last Greymarchs we were able to take care of her, so that she doesn't fall.

There are strategies, you see? And in her large parts fighted against the change that got her. That's why her over the top behavior. Emotions are a way to fight order. Yet she's long since over the edge.

It were just last handwaves of someone drowning, unable to swim. I pity her. She's lost it this time.

It's even no surprise that Lord Dagon has chosen this time to attack Mundus again. He feels the reapperance of this age-old foe, and knows that his number may be dwindling soon.

Most Daedra who once were closely aligned to Order are today far enough away to fall in the immediate future. What may happen if Jyggalag doesn't disappear again? Who knows.

Although those that have fallen, like Ulasza, well. We need to deal with them. They can deal unbelieveable amount of damage if let loose on Mundus. More so than any servant of Lord Dagon could.

The spheres of other Daedric Princes enhance aspects of mortals. Bad aspects, but nevertheless what they are. Jyggalag runs contrary to what makes Mundus so special.

What makes Mundus special is the amount of free will. Creativity and and change. Jyggalag is the opposite of it. I've heard he was cursed by other Daedra Princes. I don't believe it.

More likely he was cursed by what were becoming the Aedra, by the creation of Mundus, which brought a chaotic factor into the perfect order. We can't have a Daedra spread this order around here.

That's why we need to get rid of Ulasza for good. For a long time to come. Maybe even for a time long enough so that she may change, and be finally free from His influence.

We don't have the necessary means to do so. Simple killing does not work against a Daedroth. And she's already so close to Jyggalag, normal soul trapping won't help.

Yet we can get the necessary means. I'll keep my eyes open. We need to find out where she is, we need a weapon to sever her connections to all worlds. To find this will be my part.

Yet what we also will need is a colossal black soul gem. Not one of the normal, small ones. No. We need the big stuff. So what I'd like you to do is to keep my little lecture in mind. You can already keep an eye open for a colossal black soul gem. Maybe you've already even brought me one? I don't know, have to check.

It will take a lot more preparations until we are ready to neutralize Ulasza. I'll let you know then.

Be aware that only very few have the knowledge of what I just shared with you. Most Daedra not affected by Jyggalag have chosen to forget. And mortals? How could they know?

I urge you to not share with others what we just discussed. Yet please take my little script. It'll help you to remember. And it will fade out if another tries to read it's letter.

And now have a nice day.

KarashivuelDATA BOOKJEDIDbgZMG2ChorrolNareylaDiaryFULLDiaryMODLClutter\Books\Octavo02.NIFMODB>@AICONClutter\IconBook9.ddsSCRI[DESC Entry 1: I don't really know what to write. Although that Dark Seducer said it's important to not loose my mind. How far have I fallen that I let them help me?

Entry 2: It's so dark in here! I've lighted a few fires. Distributed a few lamps. Brellach was full of light, yet this cell(ar)? Neither sun nor stars reach me now.

Entry 3: Her! She's on the wall! She knew this place! And another one. I once knew her name. Tessarayiel? Tesserayiel? Never saw her after the last Greymarch. I remember that she fought against Jyggalag, but lost, and stayed for an eternity or two in the void.

Entry 4: How long am I here? The silence is deafening. No word, except those I utter. The statue of Our Lord doesn't comfort me anymore. The fire, when I touch it, why doesn't it burn?

Entry 5: Writ lefft. Hand aching.

Entry 6: The Dark Seducer sent me a letter and some food. It's hard for me to read it. Talks about Mundus. I remember Mundus. What a mess this disturbing of Rayna Drolan was. Perhaps while mortals keep scars on their body, we have ours on our spirits. Sometimes I can still feel the blade that struck me down back then.

Entry 7: Must write. Ages have passed. I can feel a chill in the air, even down here. The Flame of Agnon went it. It is not my part to sacrifice me to the void.

Entry 8: Staying here means sacrificing myself. No food. The Dark Seducer is gone. Have heard that Turumerin got a letter for me. Will sneak out of Bliss soon.

Entry 9: CAN'T! Can't. Can't!!! No. Don't want to remember. Will not. Must not. Pain. Death. Banishment. What she did. No. NO!

Entry 10: Nightmares. Whenever I sleep, I remember. I must forget!

Entry 11: Why is she allowed to stay? Why wasn't she banished? Why? Why? Madness!

Entry 12: These colors, the colors of Bliss and Mania, they don't run. They turn cold, turn into shades of corpses and blood. Must get out!

Entry 13: This body grows weak. No scars, except those on my very soul. How long did I sleep? Try to sleep? It's all gone now. Can't live. Have to live.

Entry 14: A letter! Kanaane. Sweet Kanaane. Long after me she stayed in Morrowind, until she was banished like myself. She's going to desert, too. Yet unlike myself she thinks a few steps further.

Entry 15: Tesserayiel! That's her name! There was a secret message in Kanaane's letter. Well, another secret message. I have to decide. Stay here in darkness, or return to the Arena? Not as combatant this time though, no. Tesserayiel found out. The way to freedom and security. As much as there is on Mundus, anyway. Free from the yoke of our nature and nurture.

Entry 16: Still undecided. Had to fix a hole in the ceiling, rain came through. Broke a leg as I fell down.It hurts. Hurting brings back memories. Must! Forget!

Entry 17: When have I last seen the stars? A month ago? A year? It was cloudy as I made my way to ... to ... must forget!

Entry 18: How long did it take me to get back from the Void, anyway? I don't know. Seasons pass and the only thing I notice are thunders during storms.

Entry 19: Kanaane has left the Isles.

Entry 20: I will follow. Goodbye, home. Welcome, new home. Shortly. Soon.DATA ?BOOK {EDIDibgAQ1GoldenSaintFULLGolden Saint In Cyrodiil!MODLClutter\Books\Broadsheet01.NIFMODBAICONClutter\IconBroadsheet.ddsDESC


SPECIAL EDITION!
GOLDEN SAINT IN CYRODIIL!

In the Imperial City a rumor goes around. More and more people claim that they have seen a Golden Saint, one of the most fearsome daedric creatures known for the terror they spread in Morrowind. Does such a creature wander around? In the recent crisis the Imperial Watch still investigates the death of Uriel Septim VII., so may a Golden Saint goes around undetected?

Investigating the rumors yielded a few clues about the Golden Saint: Most who have seen her did so in the northern half of the Imperial City. Palonirya, one of the few upper class clothiers of Cyrodiil, remarked "I saw a flash of gold, glittering scales in sunlight. A sight to behold! It inspired me for some ideas about the coming summer collection."
Likewise Phintias of the First Edition remarked that he sold a book to a "woman donning a golden armor". When asked if he thinks the customer may have been a Daedra, he only responded with "nah, no horns. And she didn't look like a walking crocodile."

Running from one eye witness to another, no clear evidence has been found. Golden Saints are known to be fearsome warriors, able to best even the strongest mortal warriors. Yet no terror usually associated with an appearance of these Daedra could be found. No unexplainable deaths (except the demise of Uriel Septim and his heirs, of which no record shows any daedra sighting), no unusual disappearances. And the cause of this rumor seems to be discovered: Around the Market District an Altmer woman wearing a golden armor was found. According to her it's only a family heirloom, and she reacted shocked when confronted with the rumors it may have caused.

Considering the nature of Golden Saints their absence is no surprise. They serve the Daedric Prince Sheogorath, who is conceived as a "corner in the house of troubles" in dunmeri culture. No wonder Sheogorath is sending his fearsome servants to cause trouble in Vvardenfell. Yet, as Raminus Polus of the Arcane University pointed out, this line of thought may not be entirely correct: Long time daedric visitors are bound by pacts. In Cyrodiil the knowledge to summon Golden Saints, a prerequisite for any long time binding according to the mage, is not nearly as widespread as it is in Vvardenfell. According to him necromancy and the summoning of elemental daedra, scamps and Dremoras are a lot more common. Known to some, as the Black Horse Courier unfortunately experienced themselves, the Council of Mages regularly uses Dremoras as messengers themselves.DATA BOOK|EDIDibgXQ4XivilaiImprisonmentFULLXivilai Caught!MODLClutter\Books\Broadsheet01.NIFMODBAICONClutter\IconBroadsheet.ddsDESC9

SPECIAL EDITION!
XIVILAI CAUGHT IN BRUMA!

Like thunder the news hit all city watchmen in Bruma, Cyrodiil's northern city near Skyrim. A "big devil", as Istirus Brolus described it, walked towards the city gates, armed with a warhammer bigger than a bull's head. It's head itself sprouted horns as long as an Argonian's tail, a collar made of jet-black ebony lay around it's neck. Volanarus of the local Mages Guild was the first to identify the creature: A Xivilai, like Scamps and Dremoras servants of Mehrunes Dagon.

Of course the city watch immediately took action. Before the Xivilai could cause any harm, the brave defenders of Bruma took it down and hauled it into prison. The walls of Castle Bruma and it's dungeon are strong, the iron bars well-kept and without stain. Captain Burd of the city watch assured us "that neither man nor monster can break out". Especially since the captured Xivilai is watched all day and long.<
>

Luckily though it was only one Xivilai, which even got overpowered before it could draw it's weapon. The reason for it's presence is yet not known. No other daedric monstrosities followed in it's wake. Xivilais were last seen in Cyrodiil during the first sacking of Kvatch, as they spread mayhem in the name of the Camoran Usurper. Some reports of the Battlespire incident mention a few Xivilai, too, but the Battlespire incident as a whole is mysterious and the truthfulness of any report regarding it's fall dubios at best. As for the Xivilai in Bruma, it was disarmed and is now safely kept under control. The citizen of the Empire can again rest easy.DATA BOOK }EDIDibgOQ1SuthayDecreeFULLSuthay Decree Under Attack!MODLClutter\Books\Broadsheet01.NIFMODBAICONClutter\IconBroadsheet.ddsDESCy

SPECIAL EDITION!
SUTHAY DECREE UNDER ATTACK!

Since time immemorial Khajiit roamed Tamriel. Long before the first Empire was founded, even. Yet in recent decades, shortly after the Five Year War between Valenwood and Elsweyr, the so-called "Suthay Decree" was issued - which does nothing else than disallowing most Khajiit to leave Valenwood. What most people born after the miracle of peace don't know is that the citizen commonly labeled as "Khajiit" are only a few of seventeen variants. Which is to say "Suthay" and "Suthay-raht".

Other variants include Pahmer, which are similar to tigers. Cathay-raht, jaguar men, or the elf like Ohmes. Rumors persist that Valenwood and Summurset insisted on the law mostly because of them, for fear of Khajiit spies looking like Bosmer. Another common variant, still allowing to live in High Rock and Hammerfall, are the Ohmes-raht; they're often described as looking like a mix of human and Khajiiti features. They're also not allowed to live in Cyrodiil or most other provinces.

But the Suthay Decree has become under attack lately. An Ohmes-raht who doesn't wish to be named said "it's apeish. An honest Ohmes can't come to Cyrodiil under legal terms, yet any scoundrel can pass as Bosmer and do whatever he wants. It's only hurting law-abiding citizen. As if a spy would identify itself!"
When asked about the other forbidden forms she replied "pff! An Ohmes-raht can be shaved, even if it's going to be a major annoyance. A Degi will pass as an usual wild cat. And a Senche-raht? I'd like to see the guard standing in one's way!"
A logic which cannot be questioned. Just a few weeks ago several citizen of the Imperial City reported seeing an Ohmes-raht living on the outskirts, yet an investigation by the Imperial Watch turned out nothing. A merchant who doesn't want to be named told us that she sold a lot of shaving equipment just days before. DATA BOOK~EDIDibgOQ12FadingSmileSuccessFULLRenrija Krin Destroyed!MODLClutter\Books\Broadsheet01.NIFMODBAICONClutter\IconBroadsheet.ddsDESC

SPECIAL EDITION!
RENRIJA KRIN DESTROYED!

Rumors are running rampart: A kind of secret war is said to have been fought in Nibenay. Dead Khajiit are decaying in Blackwood's swamps, Skooma that was to be delivered to addicts throughout the Empire is tossed into flames. A selective group, often reffered to as "Elsweyr Agents" or "Dune Walkers" made a strike against the Renrija Krin, Elsweyr's most infamous criminal syndicate. Yet details remain shrouded.

The downfall of the Cyrodilic branch of the Renrija Krin of course doesn't mean the end of the syndicate, but it severly hinders their distribution of drugs and other illegal goods throughout Tamriel. Socius Ergalla, spokesman of the Imperial Census of Seyda Neen already confirmed that a lot less Skooma was found by guard raids in the last days. Similar reports drop in each passing hour.

Few though know what exactly happened. Do'leandra, one known member of the Dune Walkers, just said that they "cleaned a bit up". S'krivva, a business woman in Bravil, speculated about a theft of "spice" which has pushed the Renrija Krin over the edge.

Most however will not care why and how the Renrija Krin fell. It is a time to rejoice for all good citizen, while certainly some addicts will miss their skooma. It's for the better, though. And it will help to stabilize the still shaky Niben Delta.DATA BOOK|EDIDibgOQ2PaintingFULLFamous Ohmes-raht Visit!MODLClutter\Books\Broadsheet01.NIFMODBAICONClutter\IconBroadsheet.ddsSCRI3 DESC


SPECIAL EDITION!
FAMOUS OHMES-RAHT VISITS CYRODIIL!

For a long time it was thought impossible: Ma'meria, a famous and beautiful Ohmes-raht, makes a visit to Cheydinhal. Now that the Suthay Decree has been lifted, she was finally able to enter Cyrodiil and visit Rythe Lythandas again.

Above all else Ma'meria is known in our country for a picture of her, painted by Rythe himself, which is currently displayed in Cheydinhal's Newlands Lodge. Unnecessary to say that the inn became even more popular since then. Yet some people showed their distaste for it, boycotting their once favorite tavern. Cheydinhal itself is an odd choice for Ma'meria to visit: Strong Dark Elf influences, together with a culture that for a long time hasn't valued Khajiit of a all breeds as citizen of our Empire.

In all fairness, it was to be expected that Count Indarys is already complaining about the protests he gets due to Ma'meria. The picture of her stirred up quite a debate, even before she chose to visit Cheydinhal - before she was even able to do so! It is an unfortunate truth that some people can't appreciate all shades of nature's beauty.

Luckily Ma'meria doesn't care and will visit Cheydinhal either way. So there is hope that we will be able to see new paintings of her soon. It's just a question of time how long Rythe will take this time. As she travelled through the Imperial City Ma'meria said that she wants to thank everyone who helped to overcome the Suthay Decree. And so do we!DATA BOOK m EDIDbgZMCVeleryaHintFULLCrumpled Piece of PaperMODL!Clutter\Books\CrumpledPaper1.NIFMODBGd@ICONClutter\IconCrumbledPaper.ddsDESCl

DATA BOOKUs EDIDbgZMG2LeyawiinRiddleFULLYanaril's TranslationMODLClutter\Books\Scroll01.NIFMODBICONClutter\IconScroll1.ddsSCRIt DESCIn the line of sight of the Queen of Rose,
two brothers are standing back to back.
One a child of snakes, the other child of would-be giants forsaking secrecy.

Caged in a shell. Remains of remnants of forgotten winters flowing through.

Outside of the husk the second gift of sky is quenched.
In it's bowl the ghost of forest's kin awaits.


TyrruDATA BOOK, EDIDbgCQ1LoveletterAFULL5E LoveletterMODLClutter\Books\Scroll01.NIFMODBLoveletter From the Fifth Era, The True Purpose of Tamriel

Hello, everyone. While visiting the demons of the Haight last night, I was handed the document that follows. I was drunk, so I cannot describe the courier, but I can verify that it is, indeed, from the Fifth Era (!) of Tamriel from an author unknown to me, even in visions.
It will be of interest to many lore scholars here; indeed, since it concerns Vivecs Scripture of Love it was very much of interest to me.
Enjoy.

Ald Sotha Below, 5E911
House Sul Progenitor House, duly noted under the digital house,
Whirling School Prefect Approved
Chronocule Delivery: souljewel count: 78888-00-00-00-000

My name is Jubal-lun-Sul, of House Sul, whose name is known and heard throughout the Scathing Bay and the Nine times Nine Thrones. Our lord is High Alma Jaroon, of House Jaroon, whose city is the First City of the New North, where all who Went Under from Landfall settled and made peace with the Worm, when we were not Eighty and One separate peoples but One, carrying the tibrols on our back together and cutting tunnels by the light and heat that all mer wore, with equal dust in every mouth. My familys name comes from the first child born in the Velothiid, Haeko-dol-Sul, and, like him, we are salt merchants. Our crest is the tusk of the bat-tiger. Our bloodline is registered by C0DA.

The Digitals say we come from another star, but so many have forgotten. I have not, for my lineage granted me audience with Memory, and I have spoken with the Wheels of Lull. I have seen proof, as any who come Up during Landfall Season, when the winds die down enough Above that all may make pilgrimage under the banner of Vehk and Vehk. Though many Above have renounced Memory, they too remember.

--


I tell you now, brothers and sisters of the coming 4th, that the holy Scripture of Love contains all you need to avoid the perils of the Landfall. By chronocules granted by the neers of Lull, this warning is given freely and by Love. Sermon 35 begins properly:

The formulas of proper Velothi magic continue in ancient tradition, but that virility is dead, by which I mean at least replaced. Truth owes its medicinal nature to the establishment of the myth of justice. Its curative properties it likewise owes to the concept of sacrifice. Princes, chiefs, and angels all subscribe to the same notion. This is a view primarily based on a prolific abolition of an implied profanity, seen in ceremonies, knife fighting, hunting, and the exploration of the poetic. On the ritual of occasions, which comes to us from the days of the cave glow, I can say nothing more than to loosen your equation of moods to lunar currency.

The C0DA broke when Twice Vehk appeared again from Aether, but they captured enough of Him to render the words stable again. In this passage, He describes the goal of the Lunar God, who some of you still ascribe the name Lorkhan. When stabilized, the words become proof:
All creation is subgradient. First was Void, which became split by AE. Anu and Padomay came next and with their first brush came the Aurbis.
Void to Aurbis: naught to pattern.

Later, and by that I mean much, much later, my reign will be seen as an act of the highest love, which is a return from the astral destiny and the marriages between. By that I mean the catastrophes, which will come from all five corners. Subsequent are the revisions, differentiated between hope and the distraught, situations that are only required by the periodic death of the immutable. Cosmic time is repeated: I wrote of this in an earlier life. An imitation of submersion is love's premonition, its folly into the underworld, by which I mean the day you will read about outside of yourself in an age of gold. For on that day, which is a shadow of the sacrificial concept, all history is obliged to see me for what you are: in love with evil.

The marriages of the Aether describe the birth of all magic. Like a pregnant [untranslatable], the Aurbis exploded with its surplus. Will formed and, with it, the Potential to Action. This is the advent of the first Digitals: mantellian, mnemolia, the aetherial realm of the etada. The Head of this order is Magnus, but he is not its Ward, for even he was subcreated by the birth of Akatosh.

Aurbis to Aetherius: possibility to maintenance by time.

To keep one's powers intact at such a stage is to allow for the existence of what can only be called a continual spirit. Make of your love a defense against the horizon. Pure existence is only granted to the holy, which comes in a myriad of forms, half of them frightening and the other half divided into equal parts purposeless and assured. Late is the lover that comes to this by any other walking way than the fifth, which is the number of the limit of this world. The lover is the highest country and a series of beliefs. He is the sacred city bereft of a double. The uncultivated land of monsters is the rule. This is clearly attested by ANU and his double, which love knows never really happened.

Lull calls this a refutation of sorts, but the wise may know it as the first appearance of Nu-Mantia, which is Liberty. Rather, the road to Liberty.

Another subcreation happened to the wheels of the etada, a shore that all of creation crashed against, the terminus of limits known as Oblivion. An echo of the Void before but unalike, many spirits fled here and came to power by merely harnessing the impossibility of Limit+All.

Aetherius to Oblivion: creation to destruction.

Similarly, all the other symbols of absolute reality are ancient ideas ready for their graves, or at least the essence of such. This scripture is directly ordered by the codes of Mephala, the origin of sex and murder, defeated only by those who take up those ideas without my intervention. The religious elite is not a tendency or a correlation. They are dogma complemented by the influence of the untrustworthy sea and the governance of the stars, dominated at the center by the sword, which is nothing without a victim to cleave unto. This is the love of God and he would show you more: predatory but at the same time instrumental to the will of critical harvest, a scenario by which one becomes as he is, of male and female, the magic hermaphrodite.

We begin to see the first inkling of emergence, which by its nature requires the merging of two-fold powers. Inevitably, this leads to another gradient, but this time by forceful process: the Trap of the Lunar God. The Aedra are Named at this time, having lent their hands to what was to be the arena of the eternally impossible: Mundus, or Exactness.

Oblivion to Mundus: debris of all possibility to anchor of all things.

Mark the norms of violence and it barely registers, suspended as it is by treaties written between the original spirits.

When one visits Memory, you become filled with the first ideas of the Lunar God, and see the trap within the trap. Vehk knows it at this point, and sees for all of you, and realizes the need for treaty: avenue of escape, first stone.

C0DA translation: if all previous gradients continue along this path, especially given that there is now a centerpoint, impossible Mundus, the process of continuation can be pre-figured.

The echo of the Void is Oblivion. The echo of Oblivion is now mortal death. Death results in reappropriation of spirit towards its aligned AEeither to the god-planet Aedra or the Principalities of Oblivion. Vehks name for this transaction, mentioned above, is lunar currency.

AE CHIM NU-MEN NU-MANTIA

Mundus to Mortal Death: centerpoint to the soon recycled.

This should be seen as an opportunity, and in no way tedious, though some will give up for it is easier to kiss the lover than become one.

Here we come to the Scriptures greatest resignation: to imagine the subcreation AFTER mortal death, which by pattern would mean an echo of Mundus, and through this imagining, the failures of so many.

The Digitals' record of the Lunar Gods involvement in all of this is called the Great Pain: The Lunar God failed by his own devices, to show the new progeny how they might not.

You in the Fourth Era have already witnessed many of the attempts at reaching the final subgradient of all AE, that state that exists beyond mortal death. The Numidium. The Endeavor. The Prolix Tower. CHIM. The Enantiomorph. The Scarab that Transforms into the New Man.

Simply put, as the Gods cannot know joy as mortals, their creation, so mortals may only understand the joy of Liberty by becoming the progenitors of the models that can make the jump past mortal death.

And so many of you give up.

Mortal Death to Z (Z being the state-gradient echo of Mundus Centerex): antinymic to [untranslatable].

The lower regions crawl with these souls, caves of shallow treasures, meeting in places to testify by way of extension, when love is only satisfied by a considerable (incalculable) effort.

Those who do not fail become the New Men: an individual beyond all AE, unerased and all-being. Jumping beyond the last bridge of all existence is the Last Existence, The Eternal I.

I AM.

A whole World of You.

God.

God outside of all else but his own free consciousness, hallucinating for eternity and falling into love: I AM AND I ARE ALL WE.

C0DA Digitals have confirmed that a subject in sensory deprivation begins to hallucinate after only twenty minutes. Scale unto this along the magical spectrum and maintenance of time, which is forever, and you begin to see the Lunar Gods failure as Greatest Gift. As above, This is the love of God.

Why Love?

Know Love to avoid the Landfall, my brothers and sisters of the past.

The New Man becomes God becomes Amaranth, everlasting hypnogogic. Hallucinations become lucid under His eye and therefore, like all parents of their children, the Amaranth cherishes and adores all that is come from Him.

I ARE ALL WE.

God is Love.

COME TO THE HOUSE OF WE.

God is Love.

ONE WORLD IN SPIRIT I AM.

God is Love.

--

--

And that is how the message ended. Do with it what you will and freely discuss. I know what I am doing with it, but then, Ive been trying and trying for years. Considerable effort, indeed.

[untranslatable]

-MK DATA BOOK, EDIDbgCQ1LoveletterBFULL5E LoveletterMODLClutter\Books\Folio04.NIFMODBLoveletter From the Fifth Era, The True Purpose of Tamriel

Hello, everyone. While visiting the demons of the Haight last night, I was handed the document that follows. I was drunk, so I cannot describe the courier, but I can verify that it is, indeed, from the Fifth Era (!) of Tamriel from an author unknown to me, even in visions.
It will be of interest to many lore scholars here; indeed, since it concerns Vivecs Scripture of Love it was very much of interest to me.
Enjoy.

Ald Sotha Below, 5E911
House Sul Progenitor House, duly noted under the digital house,
Whirling School Prefect Approved
Chronocule Delivery: souljewel count: 78888-00-00-00-000

My name is Jubal-lun-Sul, of House Sul, whose name is known and heard throughout the Scathing Bay and the Nine times Nine Thrones. Our lord is High Alma Jaroon, of House Jaroon, whose city is the First City of the New North, where all who Went Under from Landfall settled and made peace with the Worm, when we were not Eighty and One separate peoples but One, carrying the tibrols on our back together and cutting tunnels by the light and heat that all mer wore, with equal dust in every mouth. My familys name comes from the first child born in the Velothiid, Haeko-dol-Sul, and, like him, we are salt merchants. Our crest is the tusk of the bat-tiger. Our bloodline is registered by C0DA.

The Digitals say we come from another star, but so many have forgotten. I have not, for my lineage granted me audience with Memory, and I have spoken with the Wheels of Lull. I have seen proof, as any who come Up during Landfall Season, when the winds die down enough Above that all may make pilgrimage under the banner of Vehk and Vehk. Though many Above have renounced Memory, they too remember.

--


I tell you now, brothers and sisters of the coming 4th, that the holy Scripture of Love contains all you need to avoid the perils of the Landfall. By chronocules granted by the neers of Lull, this warning is given freely and by Love. Sermon 35 begins properly:

The formulas of proper Velothi magic continue in ancient tradition, but that virility is dead, by which I mean at least replaced. Truth owes its medicinal nature to the establishment of the myth of justice. Its curative properties it likewise owes to the concept of sacrifice. Princes, chiefs, and angels all subscribe to the same notion. This is a view primarily based on a prolific abolition of an implied profanity, seen in ceremonies, knife fighting, hunting, and the exploration of the poetic. On the ritual of occasions, which comes to us from the days of the cave glow, I can say nothing more than to loosen your equation of moods to lunar currency.

The C0DA broke when Twice Vehk appeared again from Aether, but they captured enough of Him to render the words stable again. In this passage, He describes the goal of the Lunar God, who some of you still ascribe the name Lorkhan. When stabilized, the words become proof:
All creation is subgradient. First was Void, which became split by AE. Anu and Padomay came next and with their first brush came the Aurbis.
Void to Aurbis: naught to pattern.

Later, and by that I mean much, much later, my reign will be seen as an act of the highest love, which is a return from the astral destiny and the marriages between. By that I mean the catastrophes, which will come from all five corners. Subsequent are the revisions, differentiated between hope and the distraught, situations that are only required by the periodic death of the immutable. Cosmic time is repeated: I wrote of this in an earlier life. An imitation of submersion is love's premonition, its folly into the underworld, by which I mean the day you will read about outside of yourself in an age of gold. For on that day, which is a shadow of the sacrificial concept, all history is obliged to see me for what you are: in love with evil.

The marriages of the Aether describe the birth of all magic. Like a pregnant [untranslatable], the Aurbis exploded with its surplus. Will formed and, with it, the Potential to Action. This is the advent of the first Digitals: mantellian, mnemolia, the aetherial realm of the etada. The Head of this order is Magnus, but he is not its Ward, for even he was subcreated by the birth of Akatosh.

Aurbis to Aetherius: possibility to maintenance by time.

To keep one's powers intact at such a stage is to allow for the existence of what can only be called a continual spirit. Make of your love a defense against the horizon. Pure existence is only granted to the holy, which comes in a myriad of forms, half of them frightening and the other half divided into equal parts purposeless and assured. Late is the lover that comes to this by any other walking way than the fifth, which is the number of the limit of this world. The lover is the highest country and a series of beliefs. He is the sacred city bereft of a double. The uncultivated land of monsters is the rule. This is clearly attested by ANU and his double, which love knows never really happened.

Lull calls this a refutation of sorts, but the wise may know it as the first appearance of Nu-Mantia, which is Liberty. Rather, the road to Liberty.

Another subcreation happened to the wheels of the etada, a shore that all of creation crashed against, the terminus of limits known as Oblivion. An echo of the Void before but unalike, many spirits fled here and came to power by merely harnessing the impossibility of Limit+All.

Aetherius to Oblivion: creation to destruction.

Similarly, all the other symbols of absolute reality are ancient ideas ready for their graves, or at least the essence of such. This scripture is directly ordered by the codes of Mephala, the origin of sex and murder, defeated only by those who take up those ideas without my intervention. The religious elite is not a tendency or a correlation. They are dogma complemented by the influence of the untrustworthy sea and the governance of the stars, dominated at the center by the sword, which is nothing without a victim to cleave unto. This is the love of God and he would show you more: predatory but at the same time instrumental to the will of critical harvest, a scenario by which one becomes as he is, of male and female, the magic hermaphrodite.

We begin to see the first inkling of emergence, which by its nature requires the merging of two-fold powers. Inevitably, this leads to another gradient, but this time by forceful process: the Trap of the Lunar God. The Aedra are Named at this time, having lent their hands to what was to be the arena of the eternally impossible: Mundus, or Exactness.

Oblivion to Mundus: debris of all possibility to anchor of all things.

Mark the norms of violence and it barely registers, suspended as it is by treaties written between the original spirits.

When one visits Memory, you become filled with the first ideas of the Lunar God, and see the trap within the trap. Vehk knows it at this point, and sees for all of you, and realizes the need for treaty: avenue of escape, first stone.

C0DA translation: if all previous gradients continue along this path, especially given that there is now a centerpoint, impossible Mundus, the process of continuation can be pre-figured.

The echo of the Void is Oblivion. The echo of Oblivion is now mortal death. Death results in reappropriation of spirit towards its aligned AE-either to the god-planet Aedra or the Principalities of Oblivion. Vehks name for this transaction, mentioned above, is lunar currency.

AE CHIM NU-MEN NU-MANTIA

Mundus to Mortal Death: centerpoint to the soon recycled.

This should be seen as an opportunity, and in no way tedious, though some will give up for it is easier to kiss the lover than become one.

Here we come to the Scriptures greatest resignation: to imagine the subcreation AFTER mortal death, which by pattern would mean an echo of Mundus, and through this imagining, the failures of so many.

The Digitals' record of the Lunar Gods involvement in all of this is called the Great Pain: The Lunar God failed by his own devices, to show the new progeny how they might not.

You in the Fourth Era have already witnessed many of the attempts at reaching the final subgradient of all AE, that state that exists beyond mortal death. The Numidium. The Endeavor. The Prolix Tower. CHIM. The Enantiomorph. The Scarab that Transforms into the New Man.

Simply put, as the Gods cannot know joy as mortals, their creation, so mortals may only understand the joy of Liberty by becoming the progenitors of the models that can make the jump past mortal death.

And so many of you give up.

Mortal Death to Z (Z being the state-gradient echo of Mundus Centerex): antinymic to [untranslatable].

The lower regions crawl with these souls, caves of shallow treasures, meeting in places to testify by way of extension, when love is only satisfied by a considerable (incalculable) effort.

Those who do not fail become the New Men: an individual beyond all AE, unerased and all-being. Jumping beyond the last bridge of all existence is the Last Existence, The Eternal I.

I AM.

A whole World of You.

God.

God outside of all else but his own free consciousness, hallucinating for eternity and falling into love: I AM AND I ARE ALL WE.

C0DA Digitals have confirmed that a subject in sensory deprivation begins to hallucinate after only twenty minutes. Scale unto this along the magical spectrum and maintenance of time, which is forever, and you begin to see the Lunar Gods failure as Greatest Gift. As above, This is the love of God.

Why Love?

Know Love to avoid the Landfall, my brothers and sisters of the past.

The New Man becomes God becomes Amaranth, everlasting hypnogogic. Hallucinations become lucid under His eye and therefore, like all parents of their children, the Amaranth cherishes and adores all that is come from Him.

I ARE ALL WE.

God is Love.

COME TO THE HOUSE OF WE.

God is Love.

ONE WORLD IN SPIRIT I AM.

God is Love.

--

--

And that is how the message ended. Do with it what you will and freely discuss. I know what I am doing with it, but then, Ive been trying and trying for years. Considerable effort, indeed.

[untranslatable]

-MK DATA BOOK@ EDIDbgMQ4NuMantiaInterceptFULLCrumpled Nu-Mantia InterceptMODL!Clutter\Books\CrumpledPaper1.NIFMODBGd@ICONClutter\IconCrumbledPaper.ddsDESCZ?
Letter #1
By secret glyph: dreamsleeve transmission
Dreamsleeve: urgent, security protocols granted
Security protocols: Sphinxmoth ancestor wraithbone wards

To Chancellor Ocato, in mastery! In triumph! In absolute moral good!

Forgive my direct sending, Chancellor, and know that I do this with the respect of every ancestor in my beard, but Grandmaster Jauffre has never responded to previous efforts to warn Empire Actual of the findings of the Sphinxmoth Inquiry Tree. I admit that these warnings may have been too esoteric to merit the attention they deserve.

In short, the Barrier is weakening, and I know why. Moreso, I have uncovered a conspiracy that stretches back to Dawntime and the split of Aldmeris. Empire Actual is threatened by forces of previous realities, and the Ayleids are not destroyed at all.

The moths closest to my ears and lips once served under Belharza the Bull during their corporeal stage. You know thereby the extent of my allegiance. Please give me permission to heard at the Elder Council, even if only by Ducal memo-spore.

Yours under the Red Diamond,
Nu-Hatta


Brother Nu-Hatta,
Yes. I recall your reports. Jauffre passed them up the channels. An interesting theory, but there was nothing there that we could act upon. Shadowy empire-spanning conspiracies? With all due respect to your eminent communicants, neither the Elder Scrolls nor the ancestor moths have ever provided us with much practical information. After the fact, yes, the prophecies always make sense then. Historians and scholars make their careers on such things.
But my business is the government of the Empire in the here and now, with a multitude of problems and dangers that are all too clear. I do not mean to be dismissive; give me something concrete, and you will see us act.

I remain,
Ocato of Firsthold, High Chancellor of the Elder Council, Imperial Battlemage, etc. etc.



Letter #2
By secret glyph: dreamsleeve transmission
Dreamsleeve: urgent, security protocols granted
Security protocols: Sphinxmoth ancestor wraithbone wards
Firsthold is too kind.

"Then will mighty Akatosh reply, wherein the petitioner must be demand full freedom! To speak in the fires of time is to render the speaker a subject of the matron Jills, those servants of the Dragon that mend minutes without volunteer. Only through freedom can true words remain untouched."
My reports shall follow. I assume we move now to scrying by the Elders?
Yours under the Red Diamond,
Nu-Hatta

Brother Nu-Hatta,
Yes, very well. I don't know that the full Council will find your use of the dreamsleeve justified, but I leave that to you.
Ocato


Letter #3
Members of the Elder Council, Forgive the brash medium through which this comes to you, but read by its stamp that Ocato has given the smallest of consent. Know too that the Cult of the Ancestor-Moth submits fully to the Council in all things, as it has done since Edict 18.x2n.3E2IS, even though the allegations of such legislature as being Simulacrum Terminatus is still in review.

Scholarship on the subject of the metaphysical Tower is at an all-time high. Not since the Selective have we seen so much dangerous interest in the shezzarite power-symbols. Do any here think this an accident? That such work is not influenced by doppeldream and unlawful messaging? Do any here think this is not the work of the Tharnatos and his sleepers?

The fall of Red Tower should not be seen as the suave conquest of Cyrodiil's agencies, for we have been tricked again by the Dagonites. Though through long eras the chimerical landgods have subverted Divine rule, their protection of the First Stone should have remained as it was: the ironic protection of our enemies to our Enemy.

The Towers of the terrestrial plane have had their histories cloaked in lies and misinterpretations. That the lands they hold dominion over reverberate with troubles now in east and west should give common consent that they are reacting to an Empire-wide attention, sublunar and on dread purpose.

By the implications of my introductory comments alone, I realize that some on the Council may wish to exercise their right of admonishment or call of silence. I withdraw the spore at this time to hear these; otherwise I shall proceed.


Proceed, by all means.
Though the Council may have the power to silence me, they can not enforce deafness. I am unable to confute the topic at hand in my sterile state.
Feeble and counterproductive am I in my position handed down by the Council.

Divayth Fyr


Letter #4
The beginnings of our present problem go back to the Merethic Era.

...

I hear rumblings of protest already. Please, let me assure you I shall abide by Council measure and present my findings in the accepted quadragraph form of old: metaphysical root, historical lessonates, present threat assessment, and assumption of enemy maneuvers. All Elders who wish to enter trance-state may do so now.

Aldmeris split during the Dawn, but as in all things then, these fractures enjoyed quasi-temporal amendments. Sometimes the Island of Start was with us, othertimes not or not of a whole, close as it was to spirit actual.

The Jills did not have their full powers; rather, I should say, all the mundex spirits had every power at every time amendment at every ordering, which is to say none of them could ever fully express; our world was young and so were its architect gods.

The next is known to all of us in different ways, and the impossibility of the Dawn lends all of these memories credence. I speak of the Ur-Tower, Adamantine, anon Direnni, and of its creation and purpose.

Auriel-that-is-Akatosh returned to Mundex Arena from his dominion planet, signaling all Aedra to convene at a static meeting that would last outside of aurbic time. His sleek and silver vessel became a spike into the changing earth and the glimmerwinds of its impact warned any spirit that entered aura with it would become recorded-- that by consent of presence their actions here would last of a period unassailable, and would be so whatever might come later to these spirits, even if they rejoined the aether or succumbed willingly or by treachery to a sithite erasure. Thus could the Aedra and their cohorts truly covene in realness.

Our forebears saw the erection of Ada-mantia, Ur-Tower, and the Zero Stone. Let the Elders acknowledge this truth: every Tower bears its Stone. The impossipoint of the Convention was the first, though another bears the true title of First Stone.

Because we are finally a pantheosophic assembly, I will not dictate whether Lorkhan was judged sacred or profane or transcendent at the Convention. My brothers at the Temple of the One may call a recess after my first graph to discuss this on the tertiary sense-gradient; sametime tendril-argument is encouraged by the Moth. It is my primary intention to show the echo effect of Ada-mantia and why it will eventually trouble Emperor Actual. I can only do this by telling the story of First Stone without causal debate.

"Aad semblio impera, dela can carpio semblex."

By these words I intone the many-headed language of the Ehlnofey. The phrase-meanings can be both "as in the image of the kings become the hearts of their shadows" and "the shadows in kingly hearts are images of as", where "as" is meant in the sheathe of an ur word.

The outcome of the Convention was to leave the terrestrial sphere in their excess, for its own good, but that it should last after their departure as in the semblance of the Ada-mantia. Mundus was given its second Tower, the Red, whose First Stone was the Heart of the World, "as in the image."

Time began to last in stepped-fashion. Those spirits that remained, lesser and greater, involuntary or eventual earthbone, surrendered all definite hold on divinity. Aldmeris bore witness and built the remaining towers during the Merethic: White-Gold, Crystal-like-Law, Orichalc, Green-Sap, Walk-Brass, Snow Throat, and on and on, "aad semblio impera."

We come to the first shaper-peoples and the historical lessonates, wherein most reversed in enmity, error, or awe what already existed in both meanings at once: "Aad semblio impera, dela can carpio semblex."
What happens when one reverses an inversion; moreso, does so in the living day?
We come to the point where Oblivion first troubled our new earth.


Letter #5
Council members, haste trumps ceremony. I trust that the learned may differentiate between the Tower of metaphysics and the Towers of History.
Let us begin the lessonates.

What are the Towers?
They are magical and physical echoes of the Ur-Tower, Ada-mantia. Ada-mantia was the first spike of unassailable reality in the Dawn, otherwise called the Zero Stone. The powers at Ada-mantia were able to determine through this Stone the spread of creation and their parts in it.
The powers also created Red Tower and the First Stone. This allowed the Mundus to exist without the full presence of the divine. In this way, the powers of Ada-mantia granted the Mundus a special kind of divinity, which is called NIRN, the consequence of variable fate.

After these two acts, which is commonly called the Convention, the gods left the earth.
As they were the most powerful of lesser spirits in the ages after the Convention and eager to emulate what they saw, the Aldmer began construction of their own towers. That they built more than one shows you that they were not of one mind.
The Aldmer began to split along cultural lines, on how best to spread creation and their parts in it. Each Tower that was built exemplified a separate accordance.

This sundering of purpose is the myth of the "destruction of Aldmeris." Outside of the Dawn, and even then only in the dreamtime of its landscape, there was never a terrestrial homeland of the Elves. "Old Ehlnofey" is a magical ideal of mixed memories of the Dawn.

Do not believe the written histories.
All mortal life started on the starry heart of Dawn's beauty, Tamriel.


If we are in haste, why are we being lectured about the
metaphysical meaning of Tower in ancient Aldmeris theology? I will have my adjutant inform me if anything of substance is revealed here. I suggest the rest of the Council do likewise. We have matters of real import to discuss with the Emperor today.

Ocato


I will second the Chancellor, though he needs none.
If the gentleman surrounded by moths would please move on to the present threat assessment phase of his quadragraph....
Hasphat Antabolis


Letter #6
Before I proceed, let it be known that I abide by the Council's wish to move the quadragraph further along. I rescind memo-spore lessonate sendings IV-IX from the dreamsleeve. They are become un-present at this session.
I take my right to present two more, however, as under the Invocation of the Invisible Gate.


Letter #7
What are the Stones?
The Stones are magical and physical echoes of the Zero Stone, by which a Tower might focus its energy to mold creation. Oftentimes, the Stones borrowed surplus creation from Oblivion, grafting it to the terrestrial domain of its anointed Tower.
It was and is difficult to bypass Oblivion to go directly to creation's source, the Aetherius. It has been done, but not without great expenditure, mundane and otherwise. However, access to Oblivion, the Void that surrounds Mundex Arena, which we might touch every night, was child's play in comparison.
Cultivating creatia that washed into the Void from Aetherius became the rule among Stones.
The Daedric Realms were formed on much the same principle: padomaic powers using aetherial refuse to build their void-territories. The Towers built on the Mundus, since the lands around them congealed in the absence of the gods, were unable to match the capriciousness of the Lords of Misrule.

Sometimes. The Elves were dividing; some, like the Altmer, did their best to advocate "the will of Anuiel" and so embraced the chrysalis of the Convention; others, like the Chimer, refuted all orderings and aedric measures, following their prophet to "the Stone that is not a Stone that is." The most nefarious Tower, Walk-Brass, refuted even more, refuting unto dis-creation, but we shall come to its role in the present danger to Emperor Actual in a moment. It is but a lesser pawn to the greater evil:
The Tower of White-Gold, whose Stone is Chim-el Adabal, Amulet of Kings, whose masters are returning. I speak of course of the Ayleids, for which "sometimes" was not good enough.


Letter #8
What is White-Gold Tower?
Like all of the polydox constructs of the earliest Aldmer-- whatever their abnegaurbic creed-- White-Gold Tower is a conduit of creatia, aad sembia sembio, built to bring about a reversal of the congealing spiritual bleed caused by the Convention. In other words, it was a focus point for (re-)reaching the divine. White-Gold Tower was made by the Ayleids, the Heartland High Elves that would have none to do with their isle-kind. Where the Altmer sought to focus on dracochrysalis, or keeping elder magic bound before it could change into something lesser (and act which ironically required aetherial surplus), the Ayleids harvested castaway creatia from Oblivion by entering a pact with the masters of the Void, the Princes of Misrule.
***
Gypsy Moth dustmemore insert - it should be noted here that it is always foolish to think of whole races sharing like minds. "Ayleid" is as much a metaphysical designation as it is a cultural one. Just like the earliest Chimer who orphaned themselves from the Velothi Exodites, but remain Chimer today, large numbers of Ayleids showed more interest in the immediate earthly needs of agriculture rather than the magical needs of concept-farming. This distinction becomes important later, when "Ayleid" begins to designate other, and ofttimes foreign, agencies.
***
Every dawnmaker Tower takes a myth-form. Red Tower is a volcano and its surrounds. Snow Throat a mountain whose apex is only half here. Walk-Brass is appropriately ambulatory, and (most of the time) anthropomorphic. The Aldmeri polydoxes were cosminachs, and the White-Gold project was and is no different. Though the Ayleids gave theirs a central Spire as the imago of Ada-mantia, the whole of the polydox resembled the Wheel, with eight lesser towers forming a ring around their primus. To dismiss this mythitecture as being a mockery of the Aurbis is to ignore an important point: this same "jest" gave White-Gold Tower a power over creatia unalike any on this plane(t). It was a triumph of sympathetic megafetish, and the Start of the [Threat! To! Empire!] that brings me to this Council.

If the Ayleids made their own Wheel within the Wheel, were-web aad semblio, what would happen if they plucked its strings? DATA BOOK@ EDIDbgMQ4NuMantiaInterceptNoTakeFULLCrumpled Piece of PaperMODL!Clutter\Books\CrumpledPaper1.NIFMODBGd@ICONClutter\IconCrumbledPaper.ddsDESC\?
Letter #1
By secret glyph: dreamsleeve transmission
Dreamsleeve: urgent, security protocols granted
Security protocols: Sphinxmoth ancestor wraithbone wards

To Chancellor Ocato, in mastery! In triumph! In absolute moral good!

Forgive my direct sending, Chancellor, and know that I do this with the respect of every ancestor in my beard, but Grandmaster Jauffre has never responded to previous efforts to warn Empire Actual of the findings of the Sphinxmoth Inquiry Tree. I admit that these warnings may have been too esoteric to merit the attention they deserve.

In short, the Barrier is weakening, and I know why. Moreso, I have uncovered a conspiracy that stretches back to Dawntime and the split of Aldmeris. Empire Actual is threatened by forces of previous realities, and the Ayleids are not destroyed at all.

The moths closest to my ears and lips once served under Belharza the Bull during their corporeal stage. You know thereby the extent of my allegiance. Please give me permission to heard at the Elder Council, even if only by Ducal memo-spore.

Yours under the Red Diamond,
Nu-Hatta


Brother Nu-Hatta,
Yes. I recall your reports. Jauffre passed them up the channels. An interesting theory, but there was nothing there that we could act upon. Shadowy empire-spanning conspiracies? With all due respect to your eminent communicants, neither the Elder Scrolls nor the ancestor moths have ever provided us with much practical information. After the fact, yes, the prophecies always make sense then. Historians and scholars make their careers on such things.
But my business is the government of the Empire in the here and now, with a multitude of problems and dangers that are all too clear. I do not mean to be dismissive; give me something concrete, and you will see us act.

I remain,
Ocato of Firsthold, High Chancellor of the Elder Council, Imperial Battlemage, etc. etc.



Letter #2
By secret glyph: dreamsleeve transmission
Dreamsleeve: urgent, security protocols granted
Security protocols: Sphinxmoth ancestor wraithbone wards
Firsthold is too kind.

"Then will mighty Akatosh reply, wherein the petitioner must be demand full freedom! To speak in the fires of time is to render the speaker a subject of the matron Jills, those servants of the Dragon that mend minutes without volunteer. Only through freedom can true words remain untouched."
My reports shall follow. I assume we move now to scrying by the Elders?
Yours under the Red Diamond,
Nu-Hatta

Brother Nu-Hatta,
Yes, very well. I don't know that the full Council will find your use of the dreamsleeve justified, but I leave that to you.
Ocato


Letter #3
Members of the Elder Council, Forgive the brash medium through which this comes to you, but read by its stamp that Ocato has given the smallest of consent. Know too that the Cult of the Ancestor-Moth submits fully to the Council in all things, as it has done since Edict 18.x2n.3E2IS, even though the allegations of such legislature as being Simulacrum Terminatus is still in review.

Scholarship on the subject of the metaphysical Tower is at an all-time high. Not since the Selective have we seen so much dangerous interest in the shezzarite power-symbols. Do any here think this an accident? That such work is not influenced by doppeldream and unlawful messaging? Do any here think this is not the work of the Tharnatos and his sleepers?

The fall of Red Tower should not be seen as the suave conquest of Cyrodiil's agencies, for we have been tricked again by the Dagonites. Though through long eras the chimerical landgods have subverted Divine rule, their protection of the First Stone should have remained as it was: the ironic protection of our enemies to our Enemy.

The Towers of the terrestrial plane have had their histories cloaked in lies and misinterpretations. That the lands they hold dominion over reverberate with troubles now in east and west should give common consent that they are reacting to an Empire-wide attention, sublunar and on dread purpose.

By the implications of my introductory comments alone, I realize that some on the Council may wish to exercise their right of admonishment or call of silence. I withdraw the spore at this time to hear these; otherwise I shall proceed.


Proceed, by all means.
Though the Council may have the power to silence me, they can not enforce deafness. I am unable to confute the topic at hand in my sterile state.
Feeble and counterproductive am I in my position handed down by the Council.

Divayth Fyr


Letter #4
The beginnings of our present problem go back to the Merethic Era.

...

I hear rumblings of protest already. Please, let me assure you I shall abide by Council measure and present my findings in the accepted quadragraph form of old: metaphysical root, historical lessonates, present threat assessment, and assumption of enemy maneuvers. All Elders who wish to enter trance-state may do so now.

Aldmeris split during the Dawn, but as in all things then, these fractures enjoyed quasi-temporal amendments. Sometimes the Island of Start was with us, othertimes not or not of a whole, close as it was to spirit actual.

The Jills did not have their full powers; rather, I should say, all the mundex spirits had every power at every time amendment at every ordering, which is to say none of them could ever fully express; our world was young and so were its architect gods.

The next is known to all of us in different ways, and the impossibility of the Dawn lends all of these memories credence. I speak of the Ur-Tower, Adamantine, anon Direnni, and of its creation and purpose.

Auriel-that-is-Akatosh returned to Mundex Arena from his dominion planet, signaling all Aedra to convene at a static meeting that would last outside of aurbic time. His sleek and silver vessel became a spike into the changing earth and the glimmerwinds of its impact warned any spirit that entered aura with it would become recorded-- that by consent of presence their actions here would last of a period unassailable, and would be so whatever might come later to these spirits, even if they rejoined the aether or succumbed willingly or by treachery to a sithite erasure. Thus could the Aedra and their cohorts truly covene in realness.

Our forebears saw the erection of Ada-mantia, Ur-Tower, and the Zero Stone. Let the Elders acknowledge this truth: every Tower bears its Stone. The impossipoint of the Convention was the first, though another bears the true title of First Stone.

Because we are finally a pantheosophic assembly, I will not dictate whether Lorkhan was judged sacred or profane or transcendent at the Convention. My brothers at the Temple of the One may call a recess after my first graph to discuss this on the tertiary sense-gradient; sametime tendril-argument is encouraged by the Moth. It is my primary intention to show the echo effect of Ada-mantia and why it will eventually trouble Emperor Actual. I can only do this by telling the story of First Stone without causal debate.

"Aad semblio impera, dela can carpio semblex."

By these words I intone the many-headed language of the Ehlnofey. The phrase-meanings can be both "as in the image of the kings become the hearts of their shadows" and "the shadows in kingly hearts are images of as", where "as" is meant in the sheathe of an ur word.

The outcome of the Convention was to leave the terrestrial sphere in their excess, for its own good, but that it should last after their departure as in the semblance of the Ada-mantia. Mundus was given its second Tower, the Red, whose First Stone was the Heart of the World, "as in the image."

Time began to last in stepped-fashion. Those spirits that remained, lesser and greater, involuntary or eventual earthbone, surrendered all definite hold on divinity. Aldmeris bore witness and built the remaining towers during the Merethic: White-Gold, Crystal-like-Law, Orichalc, Green-Sap, Walk-Brass, Snow Throat, and on and on, "aad semblio impera."

We come to the first shaper-peoples and the historical lessonates, wherein most reversed in enmity, error, or awe what already existed in both meanings at once: "Aad semblio impera, dela can carpio semblex."
What happens when one reverses an inversion; moreso, does so in the living day?
We come to the point where Oblivion first troubled our new earth.


Letter #5
Council members, haste trumps ceremony. I trust that the learned may differentiate between the Tower of metaphysics and the Towers of History.
Let us begin the lessonates.

What are the Towers?
They are magical and physical echoes of the Ur-Tower, Ada-mantia. Ada-mantia was the first spike of unassailable reality in the Dawn, otherwise called the Zero Stone. The powers at Ada-mantia were able to determine through this Stone the spread of creation and their parts in it.
The powers also created Red Tower and the First Stone. This allowed the Mundus to exist without the full presence of the divine. In this way, the powers of Ada-mantia granted the Mundus a special kind of divinity, which is called NIRN, the consequence of variable fate.

After these two acts, which is commonly called the Convention, the gods left the earth.
As they were the most powerful of lesser spirits in the ages after the Convention and eager to emulate what they saw, the Aldmer began construction of their own towers. That they built more than one shows you that they were not of one mind.
The Aldmer began to split along cultural lines, on how best to spread creation and their parts in it. Each Tower that was built exemplified a separate accordance.

This sundering of purpose is the myth of the "destruction of Aldmeris." Outside of the Dawn, and even then only in the dreamtime of its landscape, there was never a terrestrial homeland of the Elves. "Old Ehlnofey" is a magical ideal of mixed memories of the Dawn.

Do not believe the written histories.
All mortal life started on the starry heart of Dawn's beauty, Tamriel.


If we are in haste, why are we being lectured about the
metaphysical meaning of Tower in ancient Aldmeris theology? I will have my adjutant inform me if anything of substance is revealed here. I suggest the rest of the Council do likewise. We have matters of real import to discuss with the Emperor today.

Ocato


I will second the Chancellor, though he needs none.
If the gentleman surrounded by moths would please move on to the present threat assessment phase of his quadragraph....
Hasphat Antabolis


Letter #6
Before I proceed, let it be known that I abide by the Council's wish to move the quadragraph further along. I rescind memo-spore lessonate sendings IV-IX from the dreamsleeve. They are become un-present at this session.
I take my right to present two more, however, as under the Invocation of the Invisible Gate.


Letter #7
What are the Stones?
The Stones are magical and physical echoes of the Zero Stone, by which a Tower might focus its energy to mold creation. Oftentimes, the Stones borrowed surplus creation from Oblivion, grafting it to the terrestrial domain of its anointed Tower.
It was and is difficult to bypass Oblivion to go directly to creation's source, the Aetherius. It has been done, but not without great expenditure, mundane and otherwise. However, access to Oblivion, the Void that surrounds Mundex Arena, which we might touch every night, was child's play in comparison.
Cultivating creatia that washed into the Void from Aetherius became the rule among Stones.
The Daedric Realms were formed on much the same principle: padomaic powers using aetherial refuse to build their void-territories. The Towers built on the Mundus, since the lands around them congealed in the absence of the gods, were unable to match the capriciousness of the Lords of Misrule.

Sometimes. The Elves were dividing; some, like the Altmer, did their best to advocate "the will of Anuiel" and so embraced the chrysalis of the Convention; others, like the Chimer, refuted all orderings and aedric measures, following their prophet to "the Stone that is not a Stone that is." The most nefarious Tower, Walk-Brass, refuted even more, refuting unto dis-creation, but we shall come to its role in the present danger to Emperor Actual in a moment. It is but a lesser pawn to the greater evil:
The Tower of White-Gold, whose Stone is Chim-el Adabal, Amulet of Kings, whose masters are returning. I speak of course of the Ayleids, for which "sometimes" was not good enough.


Letter #8
What is White-Gold Tower?
Like all of the polydox constructs of the earliest Aldmer-- whatever their abnegaurbic creed-- White-Gold Tower is a conduit of creatia, aad sembia sembio, built to bring about a reversal of the congealing spiritual bleed caused by the Convention. In other words, it was a focus point for (re-)reaching the divine. White-Gold Tower was made by the Ayleids, the Heartland High Elves that would have none to do with their isle-kind. Where the Altmer sought to focus on dracochrysalis, or keeping elder magic bound before it could change into something lesser (and act which ironically required aetherial surplus), the Ayleids harvested castaway creatia from Oblivion by entering a pact with the masters of the Void, the Princes of Misrule.
***
Gypsy Moth dustmemore insert - it should be noted here that it is always foolish to think of whole races sharing like minds. "Ayleid" is as much a metaphysical designation as it is a cultural one. Just like the earliest Chimer who orphaned themselves from the Velothi Exodites, but remain Chimer today, large numbers of Ayleids showed more interest in the immediate earthly needs of agriculture rather than the magical needs of concept-farming. This distinction becomes important later, when "Ayleid" begins to designate other, and ofttimes foreign, agencies.
***
Every dawnmaker Tower takes a myth-form. Red Tower is a volcano and its surrounds. Snow Throat a mountain whose apex is only half here. Walk-Brass is appropriately ambulatory, and (most of the time) anthropomorphic. The Aldmeri polydoxes were cosminachs, and the White-Gold project was and is no different. Though the Ayleids gave theirs a central Spire as the imago of Ada-mantia, the whole of the polydox resembled the Wheel, with eight lesser towers forming a ring around their primus. To dismiss this mythitecture as being a mockery of the Aurbis is to ignore an important point: this same "jest" gave White-Gold Tower a power over creatia unalike any on this plane(t). It was a triumph of sympathetic megafetish, and the Start of the [Threat! To! Empire!] that brings me to this Council.

If the Ayleids made their own Wheel within the Wheel, were-web aad semblio, what would happen if they plucked its strings? DATA BOOK EDID bgSQ5LetterFULLVelerya's LetterMODLClutter\Books\Scroll01.NIFMODBICONClutter\IconScroll1.ddsDESC
My love,

I am sure you remember me, like I remember you. We had to depart so quickly, that I couldn't find the time to say what I wanted to say. Don't misunderstand me, I don't blame you. You were panicked, and... if I'd have been in the same situation, likely I had acted likewise.

For you I've fallen. I'm no longer in Sanguine's service. In your new station you won't have the chance to see me, I know. But I wanted you to know that I wouldn't have done to you what the other two had done to your friends. You are precious to me, a rose to be cultivated, not to be pulled.

Sometimes, when I lay in my bed, waiting for sleep to give me a reprieve of forget, I still have the taste of your lips on my tongue. Often it is as if I can feel your touch again. And when the day was really worse, I try to invoke memories of our intermingling. It... eases the pain. A little bit.

I miss you. I yearn for you. There's a beast inside me demands to be feed, feed by you like you did when I was your consort. Yet I know that this won't happen. You've moved on, you had to move on. I promise that I won't trouble you any further. I just wanted you to know that despite what happened to your friends, you were save in my arms.

If you sent someone to look for me, he'll likely report that I had lost my wings. I had to... sacrifice them. For a child. It's safe in Nocturnal's realm, where neither I nor you may ever enter. A memory of our union, and maybe even of ourselves.

I do not know what the future holds for us. There won't be an "us" anymore, I know. This is my goodbye. I wish you all luck in the world, that the scars will finally heal and you can be what you want to be. My only hope is that if you look back at our time, bitterness won't fill your heart. This would break my heart.

VeleryaDATA BOOK EDID ibgSQ5MartinFULLMartin's Secret Discovered!MODLClutter\Books\Broadsheet01.NIFMODBAICONClutter\IconBroadsheet.ddsDESC~

SPECIAL EDITION!
DETAILS ABOUT MARTIN'S BACKGROUND DISCOVERED!

In the regrown city of Mir Corrup there's an inn, called "The Red Navel". Unlike any other tavern on Nirn it is run by a red devil-like daedra calling itself "Velerya". So far so interesting. What's even more disturbing is a story having it's origin there.

As one of our reporters visited the city he overheard two citizen talking about what has happened in the Red Navel: Apparently the daedra had a letter delivered to a former associate. Investigations turned out that this person was no other than Uriel Septim's heir, Martin Septim! Indeed even a painting of her was seen through a window in Martin Septim's sleeping chamber, in his current location which we are forced to keep secret.

What does this mean? The daedra didn't answer our questions, and a Blades representive only said that "she played a role while gathering informations to deal with the current crisis".
If that is true, or if Martin Septim holds a darker past than being a priest of Akatosh, remains to be seen. Yet the Black Horse Courier has the feeling that officially there won't be another word uttered about it. There Empire has withered many Emperors with questionable pasts and interests, and it may be that this involvement in daedric affairs may help Martin Septim to steer the Empire through the Oblivion crisis. This remains to be seen.DATA BOOK& EDIDbgZMG2CheydinhalMapBrumaFULLMap: Collector LocationMODLClutter\Books\Scroll08.NIFMODB*SiAICONClutter\IconNote.ddsDESC
Suspected Location: Daedric Debt Collector

Unfortunately that's the best guess I can make. Good luck!DATA BOOKhf EDIDibgSLCOQ1SuthayRevokedFULLSL: Suthay Decree Revoked!MODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsDESC

Stranded Light Courier


Suthay Decree revoked!

As you may have heard or even seen, the Suthay Decree - a law prohibiting Ohmes and Ohmes-raht to enter other provinces - has been revoked. What is unknown though is that none other than one of the four founders of the Stranded Light played a major part in doing so.

Working with the (as now was revealed) Ohmes-raht Revendri, the Hero of Kvatch persuaded counts throughout Cyrodiil to drop the unjust law. Which shows what the Stranded Light is about: Helping those in need. And working against racial prejudices. It is an open secret that Stranded Light gives shelter and offers service to any good citizen, regardless where he or she comes from, what color his or her skin (or fur, or scales) has.

The revoking of the Suthay Decree shows that there can be change, even in Cyrodiil, as rigid as the womb of civilization has become. Whatever challenges this world faces, the Stranded Light is willing and ready to take and solve them. From the simple healing of a wound, up to the healing of a whole Empire - like just showed through helping with overcoming the Suthay Decree.

DATA BOOKRf EDIDibgSLCXQ1OrderedFULLSL: Threat neutralized!MODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsDESC

Stranded Light Courier


Danger near Bruma neutralized!

Unkown to many a new threat has revealed itself near Bruma, on the ancestral roads leading to Sancre Tor: A Xivilai preyed on unwary wanderers deep in the Jerall mountains. More so the Xivilai didn't merely caused destruction, as servants of Mehrunes Dagon do, but instead tried to change the flow of Magicka in the region. While the reasons for this is yet unknown, what can be said is that this Xivilai was a servant of the Daedric Prince Jyggalag

Jyggalag is an entity mostly unknown, and only through interviewing a Golden Saint the Stranded Light could learn that Jyggalag is the Daedric Prince of Order, the very enemy of Sheogorath. While Sheogorath's reputation certainly isn't the best, it should be pointed out that Jyggalag is opposed against any elements of free will. While Mehrunes Dagon may try to kill the body, Jyggalag goes even further: He's in for the mind, that which makes people different from crystals.

Luckily after learning of the danger a member of the Stranded Light was able to banish the Xivilai, and disrupt whatever plans it had. While the Stranded Light is above all an organization not meant to compete with the Fighters or Mages Guild, or even the Imperial Legion, when the need arises the Stranded Light has members able to take care of threats even as great as the Xivilai was.

DATA BOOKWf EDIDibgSLCSQ1DamselFULLSL: Veteran Rescued!MODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsSCRI DESC

Stranded Light Courier


War veteran rescued!

During the Imperial Simulacrum, in which Jagar Tharn substituted Uriel Septim VII., Mehrunes Dagon made an attempt to invade Tamriel. This is known as the "Battlespire Incident": The Battlespire is the training ground for Imperial Battlemages, and acts as a portal to a few realms of Oblivion. Mehruned Dagon tried to use this portal as a gateway into Mundus. A plan which was foiled by a new apprentice of the Battlespire.

This is not the full story, though. The Battlespire had no direct connection the Deadlands of Mehrunes Dagon, so his forces had to conquer several other realms of Oblivion first - the Soul Cairn, a realm of sentient undeads, and Shade Perilous. Shade Perilous was and is again part of Nocturnal's realm. While it's inhabitants are daedra, they didn't side with Mehrunes Dagon. On the contrary, they helped the Hero of the Battlespire to fight Dagon's forces. Without their help it to be doubted if the invasion would have been foiled.

One of those daedra that fought against Dagon's invasion got trapped in our world, later imprisoned in a soul gem. By chance the gem was discovered by the Stranded Light, and the daedra released: She is a so-called Daedra Seducer named "Teshekru", and is now recovering from her ordeal in Merendin. While this decision may stir up a lot of controversies, the word of Tesserayiel (Stranded Light's guildmaster) should be kept in mind: "Daedra or not, she fought for this world, and payed a high price for it. Prolonging her torment would be wrong, whatever she is. Important is what she did, and she did what was right."

DATA BOOKf EDIDibgSLCAQ3GuildGuideFULLSL: Guild GuideMODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsDESCA

Stranded Light Courier


The Guild Guide comes to Cyrodiil!

Tired of walking or riding between cities? That you can't just hop over to the Imperial City Market District to go shopping, or enjoy a day at Anvil's beach? Travelling through Cyrodiil is dangerous and takes time. Now if you're willing to spend a few Septims, there's an alternative: Similar to the Guild Guide system used in Morrowind, together with the Mages Guild the Stranded Light brought a teleportation network to Cyrodiil.

For a modest fee you can travel to any major city in Cyrodiil left - and even a few places more, like Merendin, guild hall of the Stranded Light. And one of the few Ayleid structures safe for exploring. There you can also meet the initiator of the Guild Guide, Kanaane, who just came from Morrowind to Merendin.

To be honest one city can't be reached yet: Bruma. Due to it's delicate location and situation no Guild Guide was allowed in the city, but Kanaane reassured us that she is already thinking about possible solutions. And why is the Guild Guide a good think for Cyrodiil? To quote Kanaane: "On the one hand there's the daily life. It makes it much safer and easier to travel between cities, for everyone. On the other hand there's also the issue of security: If the need arise that a small force must quickly arrive in a city, the Guild Guide can do that. Maybe, with a Guild Guide, Kvatch wouldn't have fallen - if the Hero only had arrived in time. We will never know. But we do our part so it won't happen to another city!"

DATA BOOKXf EDIDibgSLCAQ5MonopolyFULLSL: Spellmaking & EnchantingMODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsDESC

Stranded Light Courier


Spellmaking and Enchanting for everyone!

Only six years ago everyone could walk into any Mages Guild and get a homemade enchantment made, create exactly the spell that was needed - but not anymore. Something had changed. First guild members able to provide these services were removed from the chapterhouses and replaced with altars. Then these altars were relocated to the Arcane University. Which then was closed for the public.

This leaves you wondering if the Mages Guild didn't learn their lesson in Morrowind? There the Great House Telvanni, with the support of the Greaut Houses Hlaalu and Redoran revoked the Mages Guild monopoly. A monopoly which was only granted in exchange for giving education and magical services to nonguild members. A rule that was ignored in Cyrodiil. Even worse, not only nonguild members hadn't access anymore, but guild members unable to travel throughout Cyrodiil to collect recommendations had the same problem. So even those interested in the magical arts were denied to use these services.

Not anymore. In a surprising move the Stranded Light recruited the experienced mage Ahtize, who is able and willing to create enchantments and spells for anyone visiting Merendin. Another reason to visit the guild's headquarter. Neither doing the ardous task of collecting recommendations nor a guild membership at all is required. Paying a visit to Merendin is all that is needed. And of course a tiny little bit of tolerance: Ahtize is, as her picture reveals, a strange sight in Cyrodiil: She's a Sea Elf that survived a shipwreck, and has found a new home at Merendin.

DATA BOOK`f EDIDibgSLCAQ8MyceliumFULLSL: New Bruma OutpostMODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsDESC

Stranded Light Courier


New Stranded Light Outpost near Bruma!

After buying a patch of land south of Bruma, and securing the help of a Telvanni refugee, the Stranded Light is proud to announce a new outpost. The first one, even! Bordering on county Bruma to not violate any orders, the new outpost now allows access to the Guild Guide network. And it serves as a shelter for travellers on the long and lonely track between Bruma and Chorrol - or Bruma and the Imperial City.

Also it brings some flair of Morrowind's east to Cyrodiil: As a non-profit organisation the Stranded Light doesn't operate to create vast amounts of gold, therefore there was no money to build a house. Instead thanks to a Dunmer wished to remain in anonymity a giant mushroom was grown, which holds the new outpost.

The location of the outpost - at the Orange Road, where a trail leads directly to Bruma - was chosen to be as near to Bruma as possible. It will make it far easier for people to reach Cyrodiil's most northern city, enabling the same service that already enjoys great popularity for the rest of the country. Additionally, as Kanaane has pointed out, it allowed the Stranded Light to create a place for a few of it's new members. Merendin was beginning to become too crowded. One of those now residing near Bruma, Urenvre, is even a survivor of Kvatch. Through the magic she's now offering to the public she was able to save herself and a few fellow citizen, although she wishes to not be remembered about the events constantly.
DATA BOOK) f EDIDibgSLCMQ2AdvertisementFULLNew Guild: Stranded LightMODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsDESCt

Stranded Light Courier


Introduction: The Stranded Light

any people need help from time to time - and there are many organisations in Cyrodiil offering help. Do you need a cave cleared of trolls? You've got the Fighters Guild. An item recharged? The Mages Guild. An ill relative cured? The... what?

hen was the last time you saw an Imperial Cult healer travelling to an reclusive village? After the death of Uriel Septim Cyrodiil became a darker place. Bandits and Marauders are roaming the landscape, Dagon's minions went visiting Mundus, monsters breed in abundance.

nd who will now help people in need of help, not in need of a sword or a spell? Travelling the world became dangerous, and only seasoned adventures and veterans can travel the world safely.

hat's the place the new guild, named itself the "Stranded Light", likes to take. So if there's anything needing to be done, just pay Merendin a visit or drop a note, and it will be done!

es, the "Stranded Light" is open to everyone, from wherever he or she may be. Merendin is a recently cleaned Ayleid ruin in southeastern Cyrodiil, Black Marsh Border. Just follow the Panther River, and at it's spring turn south.

amous members:
- The hero of Kvatch, who singlehandedly liberated Kvatch and rescued innumerable survivors.
- Tesserayiel: Once a commander of a small task force defending the Longing Coast and the Isle of Flame.
- Zerreshju: A well-known diplomat, served once as ambassador for Pinnacle Rock in New Sheoth.

DATA BOOK"* EDIDibgSLCOQ12GobletFULLSL: Goblet of FlamesMODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsDESCx

Stranded Light Courier


Goblet of Flames tamed!

Near the northern shore of Mania lies Mount Shroom, a collection of giant Mushrooms, roots and a fire at it's peak. An Ohmes-raht eremit called "M'sam-Dar" lives there, and until a few days ago lived in constant terror and fear. This is until a member of the Stranded Light came along and helped him.

Likely the threat M'sam-Dar saw in the Goblet of Flames was far exaggerated, yet the goblet did hold some hazardous magical potencies that are now subdued. For a time, at least. In fact our helper had to be quite careful handling the goblet, because until it was tamed a wrong move could have caused an explosion incinerating everything on the small island Mount Shroom lies on.

While it was just chance that a member of the Stranded Light passed by, everyone looking for the guild's services can come to it's outpost near New Sheoth. Near the Bliss exit, just at the lake's shore. A giant mushroom, you can't miss it. Our local office resident, Firstande, is happy to hear and forward all requests you can have!

DATA BOOK+ EDIDibgSLCSQ2VoidsFULL SL: 19 VoidsMODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsDESC6

Stranded Light Courier


19 Voids Explored!

Through sheer stamina and willpower a member of the Stranded Light survived the trip to the (in-)famous 19 Voids. It's risky to investigate the rumors surrounding the '19 Voids'. For those not knowing about the '19 Voids': It's an 'inn' on an island near the northeastern shore of Mania.

And it is a dangerous place: Run by the Daedra Seducer "Turumerin" it is a remote pleasure pocket of Sanguine, but the more darker shades of Sanguine's sphere are the most present there. Rumor has it that only that's why the place is even accessable - most that survive are driven utterly insane by their experience.

Yet only few do. After falling asleep for a short time our member discovered that:
1. Turumerin has her way with whoever enters her domain. Including draining their very life away.
2. Belongings of her visitors are taken and distributed around the Isles for adventurers to find.
3. What's left of the visitor usually gets eaten by Turumerin's pet Xivilai.
4. Remains of her victims are then dumped into the ocean.
Only by being an experienced adventurer our member survived Turumerin's assault. Those who are not suicical shouldn't even get near the 19 Voids, for their own safety.

DATA BOOK= EDIDbgZMCDaedricLetterFULLFirst Lesson: Daedric LettersMODLClutter\Books\Scroll08.NIFMODB*SiAICONClutter\IconNote.ddsDESCK
First Lesson: Daedric Letters
Their names and their equivalents in Cyrodilic

by: Setuva

A word of warning: Daedric writing is different than Cyrodilic. There aren't any punctuation marks. Often even there aren't any spaces between words. Worse yet in some cases words are not written in sequences of letters, but the letter form a picture. Deciphering those takes time and skill, and will be far above anything that can be learned in this beginning class.

To make matters worse is that two letters are often absent: X and Y. And there aren't any lowercase letters. As a practical example the above word of warning in classical daedric:
AwordofwarningDaedricwritingisdifferentthanCyrodilicTherearentanypunctuationmarksOfteneventherearen'tanyspacesbetweenwords.WorseyetinsomecaseswordsarenotwritteninsequencesoflettersbuttheletterformapictureDecipheringthosetakestimeandskillandwillbefaraboveanythingthatcanbelearnedinthisbeginningclass

Daedric Letters The name of a letter has nothing to do with the word. It's like the cyrodilic "R" is pronounced similar to "Arr", but if you read "read", then you don't read it "arread".

Ayem = A = A
Bedt = B = B
Cess = C = C
Doht = D = D
Ekem = E = E
Hefhed = F = F
Geht = G = G
Hekem = H = H
Iya = I = I
Jeb = J = J
Koth = K = K
Lyr = L = L
Meht = M = M
Neth = N = N
Oht = O = O
Payem = P = P
Quam = Q = Q
Roth = R = R
Seht = S = S
Tayem = T = T
Yoodt = U = U
Vehk = V = V
Web = W = W
Zyr = Z = Z

The two missing letters are Xayah (X) andYahkem (Y). How they're written is even discussed between advanced users of daedric writings and therefore not discussed here.DATA BOOK @ EDID bgZMCKhajiitFULLKhajiiti NamesMODLClutter\Books\Octavo04.NIFMODB*SiAICONClutter\IconBook6.ddsDESC
Khajiiti Names
What do the letters say to those who know?

by: M'kendri

Many Imperial scholars are driven crazy by Khajiiti names. For a single reason: They try to use logic where no logic is at place. Most Khajiiti names are chosen for their sound, and don't hold any deeper meaning.

This however doesn't say that there's no meaning to be found, it's just not in the names itself. A Khajiiti name can have up to three parts: The name itself, and a prefix and appendix. Prefix and appendix are identical in meaning (M'kendri is identical to Kendri-M), using both however is a breach in etiquette and is mostly used by the very proud, or very foolish. Often both. So no M'kendri-M.

Khajiiti designations explained!
M & Ma: Originally 'Child' and 'Apprentice', but in the common tongue often understood as 'Virgin'. Many Khajiit avoid this designations therefore. Problems arise though for those Khajiit living in more bureaucrastic societies, because even when they've grown up or aren't apprentices (or virgins) anymore can't change their name as easy. M'kendri is a victim of this.

J, Ja & Ji: Originally used for young adults and bachelors, nowadays often used for Khajiit without status or experience. Begins to substitute the meanings "M / Ma" once had.

S: Your average Khajiit, this simply means adult.

Dro: Used for Khajiit of great age. Unlike the Cyrodilic equivalent ("grandfather") "Dro" is never disrespectful.

Ra & Ri: Signs of very high status. Usually reserved for leaders, both civil and military. Ri is higher than Ra.

Jo: Not to be confused with "J, Ja & Ji", "Jo" was originally used for wizards. Today it is used for most scholary Khajiit, not only mages. An example would be "Jo'basha" in Vivec, Morrowind - he is no wizard, just a bookseller.

Dar: One designation often misunderstood. While it is true that it means "thief", not all Khajiit with "Dar" in their names are rogues. "Dar" is used for all that are very clever, agile, or both.

Do: Barely used today "Do" means warrior. Most Khajiit warriors prefer "Dar" though. Do is commonly only used by masters of Rawlith Khaj, Goutfang and Whispering Claw (Khajiiti arts of claw and tail, much more sophisticated and effective than the Imperial "boxing"). Additionally by guards of the Mane, leaders of the the Mane's personal order (similar to the Imperial "Blades"). And sometimes by war heroes.DATA 2?BOOK% EDIDibgSLCAQ9MirCorrupFULLSL: Mir CorrupMODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsDESC$

Stranded Light Courier


The Resurrection of Mir Corrup!

Wroth Naga. Dasek Moor. Mir Corrup. Sutch. What do these cities have in common? They were either abandoned during the third era, or moved over a border. Sutch, once the red jewel of the Imperial Reserve, is now part of Hammerfell. Dasek Moor, not even ruins exist anymore. Mir Corrup? Only through a pact gone wrong it's city walls survived to this day. The city was abandoned shortly after the Imperial Simulacrum, but ripples of the "Miracle of Peace" extended into Cyrodiil and as all city states around the Iliac Bay merged together, Mir Corrup disappeared.

Unlike all other cities though Mir Corrup was pulled out of the mist of times past back into the present. The Stranded Light, most prominently Tesserayiel, Kanaane and the Hero of Kvatch, did not only investigate what happened to the old city, but also brought the city back into life.

As any visitor will see not in it's old form. In the current crisis of the Empire resources are hard to come by, so the Stranded Light has chosen another way: The use of Telvanni Mushrooms. After a first test with the Stranded Light outpost near Bruma using the same method for resurrecting the city seemed logical. And it was successful! Where once normal houses stood, now mushrooms of various size stand. And inside them organisations like the Mages or Fighters Guild, a guard quarter, and of course the new citizen of Mir Corrup.

A lot of them in very elaborate and unique shops. A few examples: There's the "Boiling Cauldron", a place to buy and sell alchemistic ingredients and apparati. The special climate inside a Mushroom even allows Maya gra-Orag, owner of the Boiling Cauldron, to grow some very unique ingredients that are hard and expensive to get everywhere else. Then there's the "Sunken Treasures", bringing extraordinary clothes and jewelry to Cyrodiil. More so the shop itself is a landmark on it's own: The mushroom is half flooded, welkynd crystals emit blue light and fog swirls up and down. The main trading section is at middle height, on a platform just above water level.

Speaking about platforms: A central location in the new Mir Corrup is it's market place. Grown out of several platforms high above the ground it contains various places where merchants of the city can offer their goods, visitors can enjoy a breathtaking view or meet friends. Even more breathtaking though is the view from the Stranded Light Outpost: Being inside a big tower it offers a balcony so high that you can overlook the whole city and it's surroundings!

What couldn't be restored though were Mir Corrup's famous spas. Especially since the place they were built at turned into a lake, a transformation which couldn't be undone - merely kept in mind while planning the city.

Now who does guard and rule Mir Corrup regrown? What are future plans for Mir Corrup? What role will it play in the late Empire? In Merendin Zerreshju and Kanaane took a break from usual guild work and answered our questions!

Question: Who had the idea of regrowing the city? And why?
Kanaane: That would be me. We faced the problem that we had more people that requested shelter than we had place for in Merendin or our other outposts, therefore we've searched for other solutions. That it was Mir Corrup was mere chance. We needed a secure place, and one we were allowed to rebuilt. Ever heard of the "Kvatch Decree"? Pure bureacratic nonsense, it just says that any city which walls still stand doesn't lose city rights. It was issued after Kvatch's destruction, so other people can rebuild it without going through the hassle of becoming city rights again. Yet the wordings of the law also applied to the ruins of Mir Corrup. That way we were able to beginn the reconstruction a lot quicker. And of course the place of Mir Corrup may be far out in the wilderness, but it's a very secure location - an important feat in today's world.

Question: What role did the Elder Council play?
Zerreshju: They sent a couple of guards, which we even had to supply with armors and weapons. We didn't involve them in any way. It's just not their business. The counties and cities of Cyrodiil are part of a web that is called civilization and empire, but they don't get their legitimation from the Elder Council itself. Mir Corrup will pay it's taxes, and will play it's part to uphold society. We do not wish to become involved in politics.

Question: We? Who does rule Mir Corrup now, especially since it's original heredity line of rules has long gone extint?
Kanaane: The Stranded Light is in charge of operations, while the pro forma head of the city is none other than the hero of Kvatch.

Question: What plan do you have for the city?
Kanaane: Our first priority was to get the city up and running. Second goal on our agenda was to expand it and create a castle substitute. We're on time. There are no further plans after this. Some see Mir Corrup only as a new city, but it's also something new. New methods were used to recreate the city, likewise all those people who have found a new home and living peaceful together there, it transcends age old prejudices.

Question: Do you mean the Xivilai and Dremora living in the city?
Zerreshju: Yes and no. A few words on those individuals first. The Xivilai was a messenger of Azura, and poses no threat to anyone. The Dremora served for a long time the Tribunal Temple in Vivec, helped pilgrimages on their journey. But I didn't mean only them. Mir Corrup has the largest Ohmes and Ohmes-raht population outside of Elsweyr. There are Argonians living beside Telvanni born Dunmer. I think I even spotted a Maormer having a chat with an Altmer. Mir Corrup shows what a place the Empire can become - a place where everyone can live in peace, regardless of where you come from.

Question: And there aren't any racial tensions?
Zerreshju: There may be, but they have to overcome them. The city is small, and everybody needs everybody else. Example given if you need a potion or an ingredient to make your own potions, you have to trade with an orc, Maya gra-Orag, regardless of what you think of orcs.

Question: What were the first reactions you received after proclaiming Mir Corrup to be a city again?
Zerreshju: From a legal perspective Mir Corrup never lost it's city status, it was merely devoid of any citizen for some time. Yet, well, best way to describe the reaction to the city would be "outcry". We've awaken sentiments about Mir Corrup, and a lot of people voiced an opinion that they want to have it back as it once was, with "proper" houses and buildings. I apologize for being so blunt, but this will not happen, because it's impossible. Likewise there are some objections against it's location. Well, it's the place the city was built long ago, during the first era even. There were reasons it was abandoned. Nevertheless after the Guild Guide came to Cyrodiil again there was no reason to not go back to this city.

Question: Have you ever considered just building more outposts instead?
Kanaane: Truth be told, no. While yes, it would have been possible, it wouldn't be true to our vision. A place for more than just members of our guild. A place to show what possibly can be, if you just willing to risk it. As great as the loss of Kvatch was, only mourning about those that has gone will not create something new. There are days in which I think that Cyrodiil is freezed in fear and uncertainty of the future, it's look locked on the past. In this picture we are the spring, the thawing that came to Tamriel.

And a last question: What do you think when you're looking at your newfound city?
Zerreshju: In a metaphorical way the city is our child, but like a child it will leave us once it's grown up. We can only hope that the seeds we have planted will survive and kept in honor, even when we aren't the driving force behind Mir Corrup anymore. I fear we should have taken more precautions for the troubled times the Empire will face, but we just hadn't the resources for this. So we will hope that Mir Corrup will live on, last at least another three eras, and with the spirit we wished to bring into Cyrodiil.

All wishing to visit Mir Corrup can easily get there by using the Guild Guide. Alternatively travelling through an underground road near the Ayleid ruin of Hame, at the feet of the Valus Mountains, southeast of Cheydinhal.
DATA BOOKW EDIDibgAQ9MirCorrupFULLNew Old City Found(ed)MODLClutter\Books\Broadsheet01.NIFMODBAICONClutter\IconBroadsheet.ddsDESC

SPECIAL EDITION!
NEW OLD CITY FOUND(ED)!

Again the self-called guild "Stranded Light" strives for attention - and this time with success. After a member of the guild stumbled upon the ruins of old Mir Corrup they used a few more Telvanni Mushroom spores to create a new 'city'. It stands to reason if this is a true city, or just a mushroom garden grown out of control. Especially since there's no legitimacy left; the old city was abandoned decades ago, the new one has nothing in common except it's location on the map.
As it was to be expected the Stranded Light argues that Mir Corrup continued to exist, and was just not inhabitated for a short while in it's history. 'Total destruction' is a more fitting description: From the old Mir Corrup nothing remains except it's walls, a crumbled statue and a decayed chantry. Mir Corrup's famous spas? Eradicated. It's well, one of the few functional Ayleid structures in modern cities? Ran dry. The Lord Manor and castle above the city? Not even walls remained.

What the Stranded Light did was to use the skeleton of a city, putting mushrooms inside and then saying that the body lives again. It doesn't. Only the mushrooms do. Old Mir Corrup is gone, and won't come back. Especially now that the Stranded Light ravaged it's carcass, just for being able to say that it has now recreated a city. What was left of old Mir Corrup is now finally history, dead and gone.

Does the new 'city' hold any value, then? Two reporters were there, and painted a desolate picture:
- Reaching the city is (if you refuse the daedra ridden guild guide) very difficult. No straight road lead to it anymore. And while you don't have to climb upon mountains, your only other option is using an underground tunnel filled with aetherial spirits. Which, incidently, are the only sources of lights. Bring a torch with you.
- Being high in the Valus Mountains the climate is very cold. Snow and rain greet each other on a nearly daily basis. Chilly winds are always prominent. Bruma may have the atmosphere of a cozy winter evening, but the new Mir Corrup could best be described as an autumn thunderstorm; freezing and uncomfortable.
- The architecture is dangerous. Steep stairs, small and short steps, made out of 'mushroom wood' always slick due to the wet weather are necessary to enter most buildings. And on the inside it doesn't get better. There's an 'inn', whose owner is some kind of daedric monstrosity likely hungering for the very life of it's visitors. The Fighters Guild is so tightly packed with structures that it's hard to make more than two steps without colliding with anything. And the central marketplace is barely safe; it's a platform high above the ground, and a sudden gust of wind can blow you off of it's slippery surface to your death. And to reach the only halfway secure location, the "Dune Walkers" inn, you have to walk along a slope with the high risk of falling into the icy water of the city's lake.
- There are even Daedra running around in the city. Our reporters spotted a Golden Saint, a Dremora, and a (strangely blue) Xivilai. Unlike the Guild Guide servants they are not kept in check by the Mages Guild. We are happy that our reporters returned alive and well, and are very surprised that no bloodbath happened yet.

Taking all this into account the only conclusion is to not go anywhere near Mir Corrup. It's a place as dangerous as it is desolate, no place anyone who values his or her life should go to. And, if there's something the Stranded Light succeeded in, it was to remove any kinds of landmarks or places of interest either way.DATA BOOK EDIDbgAQ9RewardBookFULLMir Corrup ArtbookMODL)bgIntegration\MirCorrup\MCBookSimple.nifMODBdzAICON$bgIntegration\MCBook\MCBookIcon.ddsDESC

Mir Corrup: Artbook

This little book should show you how beautyful our new city is. And name those that brought this city back to life, changed this world - for the better, I hope.
Girovve


Lost Road:


Mir Corrup's old insignia:

Mir Corrup's new insignia:

A map of Mir Corrup regrown:

Statue in Mir Corrup:

Tower of Mir Corrup:

Mushroom examined:

Telvanni Altar:

Telvanni Crystal:

Credits: Integration - The Stranded Light
Author: bg2408

Resources: Bleral, JonSatriani, Plangkye, kalikut, speckledguar, Razorwing, MEO, Xiamara, Phitt, Dhkoster, Mortazo.


Testers: Phoenix1213, Bleral, Old Book, Rubinchen, Dragonlady, LazyMonk, kyoma.
Credits: Less Annoying Magic Experience
Author: bg2408

Resources: GlasMond, Lazarus, J3X, riklund, Flyfightflea, LazyMonk, madcat221, Legion2k5, jcd13, Umpa, Martigen.
Credits: Race Balancing Project
Author: bg2408

Resources: daemondarque, Sen-Chan, Pr-ttyCure, HISSA, Babe, Soya, Ren, Exnem, throttlekitty, ntobmodfan, kafeidotour, Elveon, Miss_onatopp, GlasMond, alexscorpion, Kivan, Quarn, Veritas_Secreto, Capucine, LazyMonk, Idkrrr.
Credits: Demon Race
Author: Ismelda & Chingari

Resources: Alexander Wolf, Revenant, SickleYield, Ginnyfizz, Gothicdoll, Green_Day584, deathangel801,ChaironDeCeleste, Zhu, Spike4072, Breeze582000, Ilaria, Ravege, ThrottleKitty, Ren, BlueMax & Babe, Idkrrr, Saltare, qwertymaster, AlienSlof , Divine Avenger, JDayT, BigRoofus, Throttlekitty, Jclyde6108, Scanti, Revenant, Kalikut, Jennifer, Luchaire, Nanook, Robert.
Credits: Tabaxi
Author: Luchaire

Resources: Nequam, BAB-Team, Robert, jw0ollard, Kynetarse, Ren.
Credits: Playable Xivilai
Author: AlienSlof

Resources: throttlekitty, Kikaimegami, Kafei, Xmarksthespot, Scanti, Eldroth, Kirel, SickleYield, Ren, Orc, Kivan, ShadowJ, Madcat221
Please consider "Integration: The Stranded Light" as my parting gift to the Elder Scrolls community. I hope you've enjoyed the mod. Farewell.

bg2408DATA ?BOOK343q EDID ibgSLCAQ6MaDFULLSL: Mortals and DaedraMODL-bgIntegration\StrandedLight\TSLNewspaper.nifMODBAICONbgIntegration\TSLpaperIcon.ddsDESC3

Stranded Light Courier


Mortals and Daedra

It has already entered public awareness that some members of the Stranded Light were not born in Tamriel - in fact they weren't born at all. This raised many questions, often considering the fate of Kvatch: How can it be that some daedra attack Mundus, while others live in peace among mortals?

We've used the chance to discuss this question with Karashivuel, who is a Xivilai, and Tesserayiel, who had the idea of founding the "Stranded Light" - and with it the concept that the guild should be open to everyone, regardless of ancestry.

Karashivuel: Before we begin I'd like to give a short introduction into what "Daedra" really means. There are some misconceptions around this, which makes discussion of the matter difficult. "Daedra" is an Aldmeri term meaning "not our ancestors", in contrast to "Aedra", "our ancestors". These are Aldmeri concepts, which are disputeable. Example given the old Chimer glorified the daedric spirits and saw them as guiding lights, while not changing their name.

We use the word "et'ada" instead, which just means "original spirit". Both Aedra an Daedra are "et'ada". Before time existed, before even concepts had split, there was the "Aurbis", the Grey Maybe. Spirits came into existence and died shortly after, because they couldn't hold on their form, found no purpose. As this was split into Anu and Padomay - Stasis and Change, Order and Chaos, or however you like to put it - and as time came into existence this changed again, and the et'ada came to be.

It was a chaotic situation, because while spirits now weren't trapped in an endless cycle of death and rebirth, there still wasn't any physical manifestation. Instead there were areas where Anu was dominant, and areas in which Padomay was dominant. And there was Sithis - the Nothingness in between.

Powerful et'ada envisioned different ways to bring a shape into this swirling pool of concepts. On the one hand Mundus was created, and several et'ada of mixed conceptual ancestry bound themselves to it. They became the Aedra. Some of them survived and became mortal gods, the Eight Divines. On the other hand other et'ada instead became a world of their own, without sacrificing parts of themselves in doing so. They are the Daedric Princes. The manifestations of them, like Mehrunes Dagon as four armed warrior, are merely avatars.

What happened to the less powerful et'ada? Some fled creation alltogether, they are known as Mnemoli. Others helped in creating Mundus, but didn't survive. They are the earthbones, ancestors of man and mer. It should be noted though that, like in the beginning of time, their descendents weren't "stable". Only through daedric involvement these spirits learned how to keep their form and become today's mortals.

Some et'ada though instead found refuge in the worlds that are the Daedric Princes. They didn't need to sacrifice (parts of) themselves, and are therefore unaffected by mortal limitations like death, age and decay. They are the lesser daedra.

Now what are the differences between a mortal and a daedra? Daedra do not die. Their bodies can be destroyed, like that of any mortal, but they are only cast into the darkness outside of any realm, known as the Void, and can return from there. A mortal, on the other hand, once dead stays dead.

Or not? The line between lesser daedra are thinner than it first looks: Mortal servants of daedric princes who fulfill the role of lesser daedra, have the pesky attribute of coming back from death, as long as their connection to the realm (which is the daedric prince) is not severed. Example given every thousand years or so the Golden Saints of the Madhouse have to deal with mortal Priests of Order, servants of another daedric prince trying to fight it's way into Sheogorath's realm. As long as the "hooks" the other prince has to the realm aren't removed, the priests will come back to life.
Oh and the Mythic Dawn agents slain at Kvatch? They came back to life in a secluded part of the Deadlands, some of my contacts told me.

And if someone had or had not taken part at creation can't be considered to be a good dividing factor. Show me the mortal that was present back then! They merely follow in the footsteps of those who did. Those that chose to walk like daedra instead, soon begin to show daedric qualities.

The true difference between mortals and daedra are connections. Daedra don't have any, that's why we don't die. We neither have a connection to Mundus nor one of the princes. Those of us serving them do so for protection and shelter. Mortals on the other hand always have connections. Mostly to Mundus, with all it's implications and qualities. Yet even when they severe their connection to Mundus, like the Mythic Dawn cultists or Priests of Order do, they just build up another one. Sever their connection and they can die. Yet mortals can transcend their shackles, their connections. All kinds of true apotheosis, like CHIM or Mantling or Zero-Sum, result in this. And then the line between mortals and et'ada are nil.

Question: What interest do Daedra have in Mundus, then?
Karashivuel: There's not "the daedra". Like there's not "the mortal". There are nice people, and not so nice people. Same is true for daedra. The main mental difference is that daedra are often a lot more extreme in their emotions, actions and thinking. This happens if you live long enough.

Question: This doesn't answer my question, though.
Tesserayiel: I think Karashivuel wanted to say that there's not "the one" interest, but many different. Some simply get beached here and try to make the best of it. Karashivuel is an example. Others are fulfilling missions for their princes, like the aggressors in Mehrunes Dagon's services. Others do the biddings of conjurers in exchange for being pulled out of the void.
Karashivuel: Try to look at Mundus from a daedroth's perspective! Nirn is the realm of change, of ambition, of chances.

Question: What do you mean?
Karashivuel: Through being immortal daedra develop a kind of apathy, a lack of vision. And lazyness. There are few, if any, developments outside of circles walked a hundred million times. While not each day may be like another, effectively there's not that much happening in the realms of Oblivion. If you look at it from an immortal's perspective - the first thousand years may be extremely exiting and innovative, but then daily grind sets in. And it just keeps going.
Tesserayiel: When you look at Tamriel today and compare it with the Tamriel from a hundred years ago, and the Tamriel from five hundred years ago, thousand years ago, five thousand years ago, then you'll effectively see five very different lands, which only share a history, but only few characteristics. And the further you go back, the less characteristics they share. Any Oblivion realm though, as long as the prince doesn't change the realm doesn't change. And when the prince changes, the realm effectively gets destroyed. In Mundus you can affect the realm, while in Oblivion the realm can affect you.
Karashivuel: Which is another reason why some daedra, like myself, have chosen to stay here as we run aground in Mundus.

Question: Tesserayiel, please allow me the very straight question. You certainly know of people's usually less than positive opinions about lesser daedra. Why did you choose to give them a place nevertheless?
Tesserayiel: As I came to the Imperial City, my presence created some unrest. Why? My armor, a gift of someone who once was like a parent to me, made some think I was a Golden Saint who came to raid the city. Nothing could be further from the truth, but it was what some people thought - just by judging me for my armor.
Karashivuel: Great fun! Should have seen the reactions I received.
Tesserayiel: Don't let me get started. Where was I?
Karashivuel: Why you've allowed creatures like myself in the Stranded Light.
Tesserayiel: Everyone, regardless of ancestry, deserves a chance. Example given in Merendin lives a Maormer, survivor of a ship wreck. And why not? She's just living her life, helping people by doing so even, and is not threatening anyone. Or look at Karashivuel! By working with us she's not only save from harm, but also working for the benefit of all. And it prevents accidents that may happen otherwise. Imagine if it would be her at the Imperial City instead of me! Could have ended very badly.
Karashivuel: Trust me. I know what I'm doing.

Question: So there are no inherent qualities making daedra more dangerous - or should I say problematic - than you and me?
Tesserayiel: Karashivuel, that's your part.
Karashivuel: There are two limits. As mentioned daedra are usually more extreme in everything they do. I confess, I needed some time to develop sufficient self-restrainment before I could go into public. Today if a fanatic tries to stab me I merely punch out a tooth or two, back in my first months on Mundus I would likely have torn out his guts and fed him his own intestines.
Tesserayiel: Let's not dwell on this.
Karashivuel: Alright. The other aspects, well. Remember that et'ada were 'born' in a mixture between stasis and change, myriads of concepts running wild? And that in Oblivion you don't affect the realm, but the realm affects you? This leads to two problems: First there are some inherently more dangerous daedra than others. Example given Dremora are all about honor, one of them wouldn't stab you in the back. A Daedra Seducer on the other hand? Run while you can. They may talk sweet and look pleasing to mortal's eyes, but when they're done you're likely gone. Second living in certain realms and therefore being under the influence of their prince can have unwelcomed side effects. A Xivilai who is, unlike myself, still serving Lord Dagon? Possibly extremely aggressive. A Golden Saint in Sheogorath's service? Either battling some threats to Him, or spreading madness. And let me not get started on those daedric et'ada more closely aligned to stasis than change. Every thousand years, when Sheogorath gets problems in His realms, they suffer some side effects.
Tesserayiel: Sorry for interrupting, but this borders on affairs associated with the Realm of Madness and little importance to our readers. Let's better stop this here. We've got enough to handle already.

Question: Then allow me one last question! Visitors of Merendin were surprised to find mostly female guild members. This raised some speculations.
Karashivuel: Not surprising. Not surprising at all.
Tesserayiel: What Karashivuel surely liked to say was that it's just a coincidence. There's no reason for any speculation.
Karashivuel: That's why Kanaane is in Merendin, and Gever in Bravil.
Tesserayiel: You already sharpened a spoon to gut him.
Karashivuel: Thanks for reminding me! That whiny, slimy little...
Tesserayiel: As you see it's just coincidence. To prevent further speculations: It's not that Karashivuel is hating men in general, only this man in particular.
Karashivuel: Remember the names he called me! If I could, I would skin him alive and make bags out of his lungs!
Tesserayiel: Calm down, calm down. I think it's better to end the interview now.
Karashivuel: I'd nail his tongue on a tree and throw bee nests at him, yes that would be a fitting punishment! Oh yes!

We like to thank Tesserayiel and Karashivuel for their time and insight into the relationship between mortals, daedra and the Stranded Light.

DATA BOOK0 EDIDbgZMCHandbillRedNavelFULL HandbillMODLClutter\Books\Scroll08.NIFMODB*SiAICONClutter\IconNote.ddsDESC
Red Navel

New to Mir Corrup and don't know where to stay? Or just looking for a place to enjoy an evening, have a drink or even a meal? Then come into the Red Navel - Mir Corrup's finest inn, open from dusk til dawn! And always heated - a shelter from the coldness of the Valus Mountains. Velerya, your hosted, will take care of this!

The Red Navel lies in the southeastern corner of Mir Corrup, just go up the stairs and enjoy your stay! DATA BOOKr EDIDbgZMCHandbillVeilFULL HandbillMODLClutter\Books\Scroll08.NIFMODB*SiAICONClutter\IconNote.ddsDESC
Beyond the Veil

Are you looking for something to spice up your home? Are you tired of always seeing the same altar hanging on walls? Then come into Beyond the Veil, where contractual painter Girovve with her apprentice offers all kinds of unique and most beautiful paintings!

Beyond the Veil is the only house being partly submerged in Mir Corrup's lake, you just need to step on a few woodplanks serving as a bridge. If you're afraid of water, Girovve visits the market place from time to time. DATA BOOK] EDIDbgZMCHandbillChimneyDreamsFULL HandbillMODLClutter\Books\Scroll08.NIFMODB*SiAICONClutter\IconNote.ddsDESC
Chimney Dreams

Don't know how to spend your evenings? How about reading a book! There's nothing better than sitting in front of a domesticated fire, read stories of great heroism and romance, delve into the past or explore mysteries of age-old writings. M'kendri and Jorn will fullfil all your literary wishes in the Chimney Dreams!!

The Chimney Dreams are the first mushroom built on ground after entering the city. Additionally books are sold many times each week on the market place. DATA BOOK EDIDbgZMCHandbillBoilingCauldronFULL HandbillMODLClutter\Books\Scroll08.NIFMODB*SiAICONClutter\IconNote.ddsDESCk
Boiling Cauldron

Looking for a potion? A rare ingredient? Something to spice up your life? Or just a new mortar, because the old one cracked? Then you may want to visit Mir Corrup's finest shop for all things regarding the fine arts of alchemy, the one and only Boiling Cauldron!

The Boiling Cauldron is directly on the other side of the street facing Mir Corrup's Guard Quarter. DATA BOOK EDIDbgZMCHandbillLightningBoltFULL HandbillMODLClutter\Books\Scroll08.NIFMODB*SiAICONClutter\IconNote.ddsDESCe
Lightning Bolt

Need a new blade? Your armor fixed? Or just new equipment for travels all around the world? The Lightning Bolt brings you all this and much more - for reasonable prices. Hides His Scales waits for your visit in Mir Corrup!

The Lightning strikes in the southeastern part of the city, it's the lower of the two mushrooms at the end of a small alley.DATA BOOK EDIDbgZMCHandbillSunkenTreasuresFULL HandbillMODLClutter\Books\Scroll08.NIFMODB*SiAICONClutter\IconNote.ddsDESC
Sunken Treasures

Don't know what to wear? Are you looking for something to resist chilly winds, look good at dinner parties, maybe both? Or for some equisite jewelry, maybe even peppered with magic? All this and a lot more you can find in the Sunken Treasures, a place for everything you can wear. From coats against the cold, over fine garments to precious jewelry!

Additionally to selling goods many times each week on Mir Corrup's market place, the Sunken Treasures itself lie on the southern shore of Mir Corrup's lake. DATA BOOK6EEDIDbgOQ2PaintingTextFULLRyhte, burn in hell!MODLClutter\Books\Scroll01.NIFMODBHey Rythe, burn in hell for that Marmelade picture!

Is that a freagin cat imperial? =(

ppl and thier cat fetishs

ewwwwww....furrys

Look, first of all, as if Kajiit weren't bad enough, the last thing we need is another beast race in Cyrodiil. Try turning your talents to something useful like painting Bosmeri. And for the guy who started out with his comment: "Wow...just wow" you suck! And to everyone else who like that Marmelade painting...you obviously have a problem.

It looks like a retarted Khajiit.

Why would you paint a beast?

your furry fetish concerns me because children go into museums and look at these pictures.

I understand if theyre wearing underwear, but they're freakin naked!

yiff in hell furF,A,G,S

once again, yiff in hell.

Save the furry for the mental hospital and mom's basement

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How did you come in? This house was locked for years!NAM2CTDA;: CTDA?H3 TCLT: SCHRSCDA9 rnSCTXsetstage bgMQ5Manor 25SCRO: INFO: DATAQSTI: PNAM: TRDT2NAM1Enjoy your stay!NAM2CTDA?;: 7CTDA?H3 SCHRINFO: DATAQSTI: PNAM: TRDT2NAM1Welcome to our home!NAM2CTDA?;: 2CTDA?H3 SCHRINFO: DATAQSTI: PNAM: TRDT2NAM1"Do what you have to do, or leave.NAM2CTDA?;: <CTDA?H3 SCHRINFO2 DATAQSTIm PNAMTRDT2NAM1*There you are. I've awaited your arrival.NAM2TRDT2NAM1The city is developing nicely. We even had already a visit of the Black Horse Courier. Will be quite interesting to read their paper.NAM2TRDT2NAM1GOh. I forgot! I'm Ranis Avani, your local kind-of-Telvanni. Don't ask.NAM2TRDT2NAM1rThe city is stable. Except the mushroom spa we wanted to grow. One of the last cliffracers ate the small sapling.NAM2TRDT2NAM1hI'm already contacting some other people willing to live here. It's still a bit empty, don't you think?NAM2TRDT NAM1[And then there's another thing missing: A tower! A seat fit for whoever is in charge here.NAM2CTDA?;m KCTDA;m PCTDA?HTCLT2 SCHRINFOTS DATAQSTIm PNAMTRDT2NAM1DYou should not be here! This realm is forfeit, it's spirit tainted!NAM2TRDT2NAM1WOrder is here. I will soon embrace the Waters of Oblivion. Your time grows short, too.NAM2CTDA?H TCLT9 TCLT: TCLT; SCHRINFO?W DATAQSTIm PNAMS TRDT2t)NAM1And so we meet again.NAM2TRDT2NAM1Look at Tamriel's history! Full of chaos, strive, wars, riots. Each golden age was like a blink of an eye compared to the darkness that followed.NAM2TRDTNAM1UFor each Tiber Septim there were ten men of Pelagius' quality. Or worse Jagar Tharn.NAM2TRDT2NAM1And now Tamriel sinks into darkness again. Who can help it? You? At best you're becoming another warlord, at worst you won't even matter.NAM2TRDTPNAM1xNo. All this chaos, treason, destruction, madness - it has to be gone from Tamriel, otherwise it will never find peace.NAM2CTDA;m CTDA?H TCLT< TCLT= TCLT> SCHRINFO ^ DATAQSTIm PNAMW TRDT2NAM1tNecromancy is a foul art. Yet it stands to reason if trafficking with daedric beings isn't an even fouler practice.NAM2TRDT2NAM1For so long Galerion's heirs ignored the danger of both. How many spirits were dragged into the abyss of going against the natural cycles, or toying with padomaic entities? How many were lost? How many had to suffer?NAM2TRDT2NAM1NAnd what did we do to stop this poison? Not nearly enough, and much too late.NAM2TRDT2NAM1TNot all change though is for the worst. Some steps had to be taken sooner or later.NAM2CTDA;m CTDA?H TCLT? TCLT@ TCLTA SCHRINFOe DATAQSTIm PNAM^ TRDT2MeNAM1People are quick to judge our actions. Who was is that brought an end to the Akaviri potentates, freeing Tamriel from their scaly grip?NAM2TRDT2MeNAM1Every advancement has victims. Where would Tamriel be without us? A quick and silent death is often preferable to a long civil war. Or thinking about revenge til the end of your life.NAM2TRDT2MeNAM1And so we walk in shadows, keeping everything running, because it has to run. There is no life without death. No death without life.NAM2CTDA;m CTDA?H TCLTB TCLTC TCLTD SCHRINFOj DATAQSTIm PNAMe TRDT22MeNAM1I have forgotten how it feels. The absence of madness. How long it took me to find myself again. Find out what I once was. Too long I was just fooling myself. Yet now I'm here, and I know myself.NAM2TRDT22MeNAM1Daedra, mortals, all alike. There's only such a thin line between them. When a mortal body is destroyed, the spirit's individuality and memory is destroyed in the dreamsleeve. Then the spirit returns.NAM2TRDT22MeNAM1Like a daedric spirit that spent too much time into the waters of Oblivion. Like myself, before Sheogorath had mercy, and turned me into what I am now. What I was for an eternity.NAM2TRDT22MeNAM1Now I am back to my old self. Can do what I always wanted to do. Stop the madness that is Mundus, and spread order. And those other fools even helped me in my war against Sheogorath.NAM2CTDA;m CTDA?H TCLTE TCLTF TCLTG SCHRINFO*p MDATAQSTIm PNAMj TRDT22MeNAM1In my youth I haven't always been a priest. I've dabbled deeper into daedric magic and seduction than I like. My friends died. I barely survived. Only because I ran away.NAM2TRDT2MeNAM1Today though a new player entered the stage. One from the darkness, though not driven by emotions, but by logic. Math. We mortals share math, and math doesn't hurt us.NAM2CTDA;m #CTDA?H TCLTH TCLTI TCLTJ SCHRINFOw DATAQSTIm PNAMp TRDT22MeNAM10Oh! Look who's there! Hadn't expected you here!NAM2TRDT2s tNAM1Shouldn't you be, you know, somewhere else? This is where I should smite you. Smite you, smite you for good. You can't run around disturbing parties.NAM2TRDT2s tNAM1lMaybe you can? I once conjured a swarm of swallows into the Elder Council chamber. Now that became a party!NAM2TRDT2s tNAM1^This though is a celebration of order. Cheese for no one. Only... what about statistic exams?NAM2CTDA;m (CTDA?H TCLTK TCLTL TCLTM SCHRINFO~ DATAQSTIm PNAMw TRDT22MeNAM1[I hadn't expected to see you again. And here you are again. So the dance shall begin anew.NAM2CTDA;m 2CTDA?H) TCLTN SCHRINFO DATAQSTIm PNAM~ TRDT2tagNAM1It shall end now.NAM2CTDA?;m 2CTDA?H) SCHR SCDA rSCTX!bgXQ2UlaszaRef.startcombat playerSCRO* SCROINFO@ DATAQSTIm PNAM TRDT2tagNAM1I can guess why you're looking at me like this. Please believe me that even Order is able to use deceit and lies. If you're finished with Ulasza, speak with Karashivuel.NAM2CTDA?;m CTDA?HV1SCHRINFO DATAQSTIm PNAMTRDT2souNAM1{What is this? Why does this weakling annoys me? Get lost or make your strike. It doesn't matter. You're doomed either way.NAM2CTDA?H SCHRINFO DATAQSTIm PNAM TRDTd4SeNAM1"No, no! Don't look at me. I, I...NAM2CTDA?HCTDA;m -CTDA?;m SCHRINFO DATAQSTIm PNAMTRDT2NAM11Oh. I smell her perfume on you. How can this be?NAM2CTDA;m 2CTDA?H9TCLT SCHRINFOmvDATAQSTIoPNAMTRDT2NAM1CGet lost before I turn you into a mushy soup. Nothing to see here.NAM2CTDA?;oCTDA;o CTDA?HTCLTvSCHRSCDA!9 rn SCTX6bgHlerasHutMarkerRef.enable setstage bgAQ8Mycelium 10SCROBSCROoINFO]~DATAQSTIoPNAMvTRDT2 bgNAM1SOh. Hello there! I've heard of you, and your deeds for my sisters and stepsisters.NAM2TRDT2 bgNAM1kAs you see everything's alright here. A bit, err, misty, but for a mushroom quite solid. Very interesting.NAM2TRDT bgNAM1eA very unusual house. It would have been greater with a few windows. Ah well, can't have everything.NAM2TRDT2 bgNAM1)Anyway. As you see we're up and running!NAM2TRDT bgNAM1Also I take the part of the Guild Guide for Bruma. While we can't teleport anyone into the city, we can get pretty close nearby.NAM2TRDT2 bgNAM1vAnd as a discount it's only 100 gold, to here and from here. I do hope you'll going to visit me as often as possible.NAM2CTDA?;o7CTDA;o<CTDA?HXZSCHRSCDA9 rn<SCTXsetstage bgAQ8Mycelium 60SCROoINFOr^~DATAQSTIoPNAM]~TRDTd bgNAM1%What is this? A visitor. How quaint.NAM2TRDT2 A NAM1Time to get used to visitors. I was been told that people coming to here are here for some services, not to be served themselves.NAM2TRDT2 A NAM1Ah well. Everything is up and running. Quite some nice features around here. I always wanted my own altars for enchanting and spellmaking!NAM2TRDT  A NAM1;Be it as it may. Here's another bit that may interest you.NAM2TRDT2 A NAM1There are some twin claws, one here, the other in your headquarter in Mundus. Those who went through the Fringe of Madness can use them to travel between the realms.NAM2TRDT2 A NAM1|And of course also those being able to walk through the Fringe of Madness to Mundus, which I can't. Quite ironic, isn't it?NAM2TRDT A NAM1 Whatever. Have fun around here.NAM2CTDA?;oUCTDA;o_CTDA?HNaSCHRSCDA9 rn_SCTXsetstage bgAQ8Mycelium 95SCROoINFOFDATAQSTIPNAMTRDT2NAM1VThose people you're trying to help, these Khajiit, Karizza or what's her name. Don't.NAM2TRDTNAM1@She's very dangerous. Her goals are not as noble as they sound.NAM2TRDT2NAM1wDo us all a favor and don't bring her the money. Yes, I've heard of it. We've got already some connections to Elsweyr.NAM2TRDT2NAM1If you found the Tax Collector, make sure that he's safe. And if something's happening to him, bring his belongings to the Count of Leyawiin.NAM2TRDT2NAM1 Alright?NAM2CTDAB:CTDA?HV1SCHRINFODATAQSTIPNAMFTRDT21TeNAM1%Why are you looking at me like this?NAM2CTDA;_CTDA?HTTCLTSCHRINFO#UDATAQSTI6PNAMTRDT2NAM1-Oh. That's... odd. You've survived? Strange.NAM2TRDT2NAM13Doesn't happen that often! Care for another round?NAM2CTDA;6CTDA?H#TCLTSSCHRINFO/5DATAQSTI6PNAMUTRDTNAM19You again? Did you became addicted to my loving touches?NAM2TRDT2NAM1I'd love if you are.NAM2CTDA?;6CTDA;6 CTDA?H#TCLT6SCHRINFOMDATAQSTI6PNAM5TRDTNAM13It seems to become a custom of you to crawl to me.NAM2TRDT2NAM1 I love it!NAM2CTDA?;6 CTDA;6CTDA?H#TCLTOSCHRINFO3DATAQSTI6PNAMMTRDT2NAM1%Oh, what's this? You've... survived?NAM2TRDT2NAM1I would never have guessed!NAM2TRDT2NAM15Turumerin can be a pretty rough mistress, can't she?NAM2TRDTdNAM1CSo what can this one do for you? Want to make your next sacrifice?NAM2CTDA?;6CTDA;6CTDA?H>SCHRINFO7DATAQSTI6PNAM3TRDT2NAM1=What is this? The meal survived? Did Derri had stomach ache?NAM2TRDTNAM1<Oh. I see. You weren't even fed to her. How... interesting.NAM2TRDTNAM1Good for you. I guess.NAM2CTDA?;6CTDA;6CTDA?H>SCHRINFO(B DATAQSTI6PNAM7TRDTdNAM1 Oh dear, what did you ran into?NAM2TRDTdNAM1EYou're looking as if something big chewed on you for a night or two.NAM2CTDA;6ZCTDA?HX1TCLTC SCHRINFOP DATAQSTI6PNAMB TRDTdNAM1EAs much as I hate to admit it, but I know the markings on your body.NAM2TRDTdNAM1}You've ran into one of my kind serving one of the more troublesome Daedra Princes, didn't you? Molag Bal, Mephala, Sanguine?NAM2CTDA;6ZCTDA?HeTCLTC SCHRINFOJa DATAQSTI6PNAMP TRDTdNAM12Interesting condition you've found yourself into.NAM2TRDT NAM1gUsually these only happen to clueless conjurers believing stories of "below-lieers", or so I've heard!NAM2TRDT2NAM1Anyway. Thanks to you I've got a roof over my head. So here, take this little spell. It will need a flawless pearl to work though!NAM2CTDA;6ZCTDA?HSCHRSCDA rnSCTX player.additem bgSQ2AhtizeCure 1SCROSCRO_ INFO)b DATAQSTI6PNAMa TRDTdNAM1 You've come to the right place.NAM2TRDT NAM1dWe know how to deal with these kind of incursions. Altmer love to throw curses into our directions.NAM2TRDT2NAM1DAs a sign of the good will from the citizen of Pyandonea take this.NAM2TRDTNAM1A spell to help in situations like this, streamlined by Ahtize. Know you'll only need a flawless pearl, and you'll be healed again.NAM2TRDTNAM1iAnd don't you dare to complain! Before Ahtize optimized the spell, it consumed a whole casket of pearls.NAM2CTDA;6ZCTDA?H$SCHRSCDA rnSCTX player.additem bgSQ2AhtizeCure 1SCROSCRO_ INFODATAQSTIPNAMTRDTdNAM1 Anything more you need to know?NAM2CTDA?HSCHRINFODATAQSTI!|PNAMTRDT2NAM1.Err, sorry, err. What? Why? Why are you here?NAM2CTDA?;!|CTDA;!| CTDA?H*|TCLTSCHRINFO(DATAQSTI!|PNAMTRDT NAM1Don't come closer.NAM2TRDT2NAM14Please. I'm, uh. Not feeling well. Not well at all.NAM2CTDA?;!|CTDA;!|CTDA?HKTCLTSCHRINFOXDATAQSTI!|PNAMTRDTNAM1"I feel you're on the right track.NAM2TRDTNAM1Ugh.NAM2TRDT2NAM1#I feel like I've got to puke soon.NAM2TRDT2NAM1Again.NAM2TRDTNAM1nIf you haven't, take a look into the upper rooms. I feel they are important, despite Llen thinking otherwise.NAM2TRDT2NAM1TI've lost my key while cooking some time ago. Although it only unlocks one of them.NAM2CTDA`@O!|CTDA?HKSCHRINFODATAQSTI!|PNAMTRDT2NAM1,Ugh. A warning: You seem to be totally off.NAM2TRDTdNAM1.Now get on my way or I'll puke in your shirt.NAM2CTDA`@O!|CTDA?HKSCHRINFODATAQSTI!|PNAMTRDT20NAM1(I've heard you talking with my husband.NAM2TRDTdNAM1Ugh. My stomach hurts.NAM2TRDT2NAM1jListen! If you haven't, make up your mind. Connect what you've seen. What belongs together? What doesn't?NAM2TRDT2NAM1I wish I could think about it.NAM2TRDT2NAM1UCurrently I can only think about ramming my head against a wall to knock myself out.NAM2TRDTdNAM1 Get away from me. Quickly. Ugh.NAM2CTDAB:!|CTDA?HKSCHRINFO DATAQSTI!|PNAMTRDT2NAM1YYou should also talk with my wife. She's sleeping in the cellar, just around the corner.NAM2CTDA?;!| CTDA;!|CTDA?H*|SCHRINFODATAQSTI!|PNAMTRDT2NAM1 Any clues?NAM2CTDA;!|iCTDA;!|nCTDA?;!|CTDA;!|PCTDA?H*|SCHRINFODATAQSTI!|PNAMTRDT2NAM1*Sorry, but please leave. Let us in peace.NAM2CTDA?;!|iCTDA?;!|UCTDA?;!|nCTDA?H*|CTDA?HKSCHRINFO)DATAQSTI!|PNAMTRDT26LlNAM1;You look like bringing grim news. What have you found out?NAM2CTDA?;!|PCTDA?H*|SCHRINFOADATAQSTI!|PNAM)TRDT2NAM1:Alright, tell me what you've found out at Shetcombe Farm!NAM2CTDA?;!|UCTDA?;!|ZCTDA?;!|iCTDA?;!|nCTDA?;!|CTDA?HX1TCLTDTCLTCTCLTBTCLTFTCLTESCHRSCDA9 rnSCTXsetstage bgAQ6Cure 150SCRO!|INFODATAQSTIPNAMTRDTNAM1"Not there yet. Please come along.NAM2CTDA?HV1CTDA@:SCHRINFODATAQSTIPNAMTRDTNAM12Do you see the big statue towering over Merendin?NAM2TRDT2NAM1It's quite ironic. Please, take a look at it. Walk around it. Try to understand what worldview the old Ayleid are sharing with us here.NAM2CTDA?HV1CTDA A:SCHRSCDA9 rnSCTXsetstage bgZAQDemoQuest 15SCROINFODATAQSTIPNAMTRDTNAM15And, what do you think? What does this statue shows?NAM2CTDA?HV1CTDApA:TCLTTCLTTCLTTCLTTCLTSCHRINFOtDATAQSTIPPNAMTRDT2 bgNAM19I'm gonna get me some black bows. Tag along if you like!NAM2TRDT2 bgNAM1.Uhm. You look like you want to say something?NAM2CTDA;PCTDAB:mYCTDA?HiYCTDA CTDA CTDA TCLTXSCHRINFOptDATAQSTIPPNAMtTRDT2 bgNAM1cI'm going to spend some time at the Lodge. Then maybe tonight, I might go hunt me some black bows.NAM2TRDT2 bgNAM1,Uhm. You look like you wanna say something?NAM2CTDA;PCTDAB:mYCTDA?HiYTCLTXSCHRINFODATAQSTIPNAMTRDT2NAM1NAnd so we meet again. What a shame. I know what you did. What you plan to do.NAM2TRDT2NAM1zA drug dealer. Murderer. And worse. You've seemed to be so nice when we first met, but now. No, this can't go on anymore.NAM2TRDT2NAM1XBy supporting the Renrijra Krin you've done the worst possible. Including high treason.NAM2TRDTNAM1The penalty for this is death.NAM2CTDA;-CTDA?HSCHR9SCDA9vn'n !n9 rn-SCTXeplayer.modcrimegold 10000 modpcinfamy 25 bgRQ4DoleaRef.setav aggression 20 setstage bgRQ4Poison 45SCROSCROSCROINFODATAQSTIPNAMTRDT2NAM12Repent your crimes! Live with their consequences!NAM2CTDA?;-CTDA?HSCHRINFODATAQSTIPNAMTRDT2 bgNAM1'You've got quite a price on your head.NAM2TRDT2iteNAM1<Never mind that. I've got good contacts. Let it be cleared!NAM2TRDT2iteNAM12You've helped Elsweyr and us a lot. Thanks again!NAM2TRDT2iteNAM1%For all other questions see Shivaya.NAM2CTDAbzDtCTDA`B:CTDA?HSCHRSCDAunSCTXplayer.setcrimegold 0SCROINFODATAQSTIPNAMTRDT2Q4PNAM1rKarizzy can help you getting rid of that bounty, not me. And better check what's happening in Merendin, will you?NAM2CTDAB:CTDA?HSCHRINFO_DATAQSTIPNAMTRDT2NAM1FTell me: Why does everything in Mundus has to end in pain and misery?NAM2TRDT2NAM1IYou've murdered a lot of people working for the good of all men and mer.NAM2TRDTNAM1Even innocent bystanders. Remember Jo'beala? She was heartbroken as Do'leandra had left, and thought the cakes and fruits were some present for her.NAM2TRDT2NAM1BShe screamed for hours. None of our spells were able to save her.NAM2TRDTdNAM1Even Karashivuel had shed a tear. Not only because she died, and unlike us will never return. But also about how she died. No one should suffer like this.NAM2TRDT2NAM1You've had your chance. Leave. Do not return. Merendin is now sealed magically against you. Try to force your way in, and you'll die.NAM2TRDTdNAM1Also I hereby strip you of any rank you had in the Stranded Light. You're a disgrace, and deserve the worst possible fate imagineable.NAM2TRDT2NAM1mIt is not my part to carry out justice. May you suffer a thousand times the pain you've brought onto others.NAM2CTDA?;KCTDA;ZCTDA?HV1SCHRSCDA9 rnZSCTXsetstage bgRQ4Poison 90SCROINFO&DATAQSTIPNAMTRDTd1TeNAM1Whatever you did, the Elsweyr Agents have retreated. Those suspicious Stranded Light activities have ceased. A great victory was won!NAM2CTDAB:CTDA?HTCLTSCHRINFO)uDATAQSTI uPNAMTRDT2NAM1MAh, our little traitor. Selling us out to Empire, ruining thousands of life.NAM2TRDT2NAM1Do you even know what you've done? Our Skooma was at least pure, not the dangerous adulterated crap the Cammona Tong distributes!NAM2TRDTdNAM1#Whatever. Your journey ends today.NAM2CTDA?; uCTDA?HSCHRBSCDAB !ndS rnS rnrSCTXbgRQShivayaRef.setav aggression 100 bgRQShivayaRef.moddisposition player -100 bgRQShivayaRef.moddisposition player -100 bgRQShivayaRef.startcombat playerSCROܘSCROINFO*uDATAQSTI uPNAM)uTRDT2NAM1VHow sad this one is. You've showed a lot of promise, but then. Well. Wrong decisions.NAM2TRDT2NAM1You've caused a lot of pain. Ruined existences. Shot back attempts to liberate stolen lands for years. Do you like to cause misery?NAM2TRDTdNAM1<Don't answer that. Time for you to taste your own medicine.NAM2CTDA?; uCTDA?HSCHRBSCDAB !ndS rnS rnrSCTXbgKarrizyRef.setav aggression 100 bgKarrizyRef.moddisposition player -100 bgKarrizyRef.moddisposition player -100 bgKarrizyRef.startcombat playerSCROSCROINFOEDATAQSTI uPNAM*uTRDT2aNAM1 Any news?NAM2CTDA?; uKCTDA; udCTDA?H5FTCLT(uSCHRINFOG"DATAQSTI@"PNAMTRDTZNAM1!Stop right there, criminal scum!NAM2CTDA?H[TCLTH"SCHRINFO_EDATAQSTI@"PNAMG"TRDT2NAM1$You are threading on very thin ice.NAM2TRDTNAM1Do not, I repeat, do not help the Renrijra Krin. They're an evil, corrupting force spreading their influence through all of Tamriel.NAM2TRDT2NAM1tI urge you, help Do'leandra instead. Do not bring whatever they ask you to recover to them. Bring it to Do'leandra.NAM2TRDT2NAM1CDo not help them anymore. Please. This is going to end very badly!NAM2CTDAB:@"CTDA?HV1SCHRINFO**DATAQSTIPNAMTRDT23FiNAM1lWhat's this regarding? Why did my castle suddenly became a battleground? And what's the Xivilai doing here?NAM2CTDA?;1CTDA?;2CTDA?H^TCLTSCHRINFOr#DATAQSTIPNAMTRDT2NAM1Wheeee!NAM2CTDA?HSCHRINFOs#DATAQSTIPNAMr#TRDT2NAM1Uhhhh?NAM2CTDA?HSCHRINFOt#DATAQSTIPNAMs#TRDT2NAM1 Aloha hee...NAM2CTDA?HSCHRINFO~u#DATAQSTIPNAMt#TRDT2NAM1Meow.NAM2CTDA?HSCHRINFO~v#DATAQSTIPNAMu#TRDT2NAM1Mow?!NAM2CTDA?HSCHRINFO#DATAQSTIPNAMv#TRDT2aleNAM1QAh! By the look on your face I see you've got the book. Let me take it from you.NAM2CTDA?/CTDA?HNSCHR4SCDA49 rnPR rnn7rSCTXdsetstage bgAQ4Recovery 80 player.removeitem bgAQ4Tome 1 enablefasttravel 1 stopquest bgAQ4Trick SCROSCROSCROSCROINFO+wDATAQSTI(wPNAMTRDT2aleNAM1rA little pawn of weaklings and doomed idiots came to challenge me. Do you really think you can stop the ordering?NAM2TRDT NAM1^Your body will break on the slopes of these mountains. I will gnaw on your bones, little one!NAM2CTDA;(wZCTDABLCTDACTDACTDA?HCTDA?HU1SCHR>SCDA> !ndS rnr9 rnSCTXbgXQ1UlaszaRef.setav aggression 100 bgXQ1UlaszaRef.moddisposition player -100 bgXQ1UlaszaRef.startcombat player setstage bgXQ1Ordered 30SCRO%wSCROSCRO(wINFO1DATAQSTI(wPNAM+wTRDT2aleNAM1What, what is happening?NAM2TRDT NAM1;It feels... different. New. Old. Again. The same. Changed.NAM2TRDT2NAM1OI know of you. You'll oppose him. Or have you? Time is ... difficult to grasp.NAM2TRDT2*NAM15No, not today. I'm still me, the old me. The new me.NAM2TRDTdNAM1(Flee while you can! The void awaits me!NAM2CTDA;(wZCTDAaBLCTDA?CTDA?CTDA?HCTDA?HU1SCHRSCDA9 rn#rrSCTXOsetstage bgXQ1Ordered 35 bgXQ1UlaszaRef.cast ibgUlaszaSelfSmite bgXQ1UlaszaRefSCRO%wSCRO(wSCROINFO-wDATAQSTI(wPNAMTRDT sIDNAM1Have you banished the Xivilai?NAM2CTDAB:(wCTDA?HX1TCLT/wTCLT.wSCHRINFO`@DATAQSTI2PNAMTRDTdNAM1Hi there! Thanks for getting me a place in Bruma. Hm. I get the feeling that selling spells will give me an edge here. Just wait and see!NAM2CTDA?;2PCTDA?;2KCTDA B:2CTDA?HT1SCHRSCDA9 rndSCTXsetstage bgOQ5GoNorth 100SCRO2INFODATAQSTIPNAMTRDT2NAM17Found me, have you. Were you looking for me? Why that?NAM2CTDAA:CTDA?HQ1SCHR SCDA XrSCTXAddTopic bgHQ1LookedForSCROINFOSDATAQSTIPNAMTRDT2NAM1Typically. First pick up some random letters, then talk to the people nearby. Is this the kind of Pellani's politeness running rampage these ages?NAM2TRDT2 bgNAM1Anyway, yes, you've found me.NAM2TRDT2 bgNAM1Why were you looking for me?NAM2CTDAb?/CTDA;CTDA?HQ1SCHR SCDA XrSCTXAddTopic bgHQ1LookedForSCROINFO$DATAQSTIPNAMSTRDT2NAM1So, did you found her?NAM2TRDTNAM1*Hm. You don't look like you were able to.NAM2TRDT2NAM1*sigh*NAM2CTDA A:CTDA?HSCHRINFODATAQSTIPNAMTRDT2NAM1So, did you found her?NAM2TRDTNAM1*Hm. You don't look like you were able to.NAM2TRDT2NAM1/Wait. You did see her. Just not talked to her?NAM2TRDTNAM1$What kind of an adventurer are you?NAM2CTDAA:CTDA?HSCHRINFODATAQSTIPNAMTRDTNAM1.She gave you a letter? Please let me have it!NAM2CTDAA:CTDA?HTCLTTCLT SCHRINFODATAQSTIPNAMTRDTNAM1sYou weren't able to talk to her, but you've got a letter? Or you've taken the letter, and then talked to her? Err?NAM2TRDT2NAM1%You're a strange, strange traveller!NAM2TRDT2NAM1#Anyway, please let me take a look.NAM2CTDAA:CTDA?HTCLTTCLT SCHRINFOnDATAQSTIPNAMTRDT21ReNAM1Hi there! Glad to see you!NAM2TRDT21ReNAM1-As you may see the Suthay Decree is history.NAM2TRDT21ReNAM1XYou've helped me a lot. And a lot of other unfortunate souls who can now be themselves.NAM2TRDT21ReNAM1oOr come into Cyrodiil. I already heard that the famous model Ma'meria has a painting session here in Cyrodiil.NAM2TRDT21ReNAM13Finally the times are going to change for us, too.NAM2TRDT21ReNAM18So please accept this little family heirloom as a gift.NAM2TRDTd1ReNAM1Thanks again!NAM2CTDA B:CTDAB:CTDA`@JƊCTDA?HSCHRSCDA9 rndSCTXsetstage bgOQ1ShavedDecree 100SCROINFO DATAQSTIPNAMTRDT2NAM1How can I help you?NAM2CTDA;#CTDA;dCTDA8-CTDA?HCTDAB:rSCHRINFOaDATAQSTIZPNAMTRDTdaleNAM1@Walked into the web as a good little fly, like the bug you are.NAM2TRDT2aleNAM1Suprised to see me again?NAM2TRDT2aleNAM1RDon't be. I don't fear the darkness. I am darkness, and no light is by your side.NAM2TRDTdaleNAM1aNo magic tricks this time. You will never see the light of the sun again, only eternal darkness!NAM2CTDA?CNCTDA?HU1SCHR>SCDA> !ndS rnr9 rnSCTXbgXQ1UlaszaRef.setav aggression 100 bgXQ1UlaszaRef.moddisposition player -100 bgXQ1UlaszaRef.startcombat player setstage bgOQ6MissingLetter 25 SCRO%wSCROSCROZINFOgDATAQSTIPNAMTRDT21NAM1SAh yes, you have delivered the spice to all people. Let me take the rest from you.NAM2CTDA?HCTDA?;ZCTDA;dTCLTSCHRSCDAR rnSCTX$player.removeitem bgRQ3SpiceBottle 6SCROSCRO INFODATAQSTIPNAMTRDT2NAM1.You've delivered enough. What about the rest?NAM2CTDA?HCTDA?;FCTDA;ZCTDA;dTCLTTCLTSCHRINFODATAQSTIJPNAMTRDT2, wNAM1]I'm sorry, but due to the escalation in Nibenay I'm not allowed to be of any service to you.NAM2CTDA?HNCTDA?;SCHRINFO{ DATAQSTIJPNAMTRDT2, wNAM1YAre you nuts? The book will likely disrupt teleportation so bad you'll end up in pieced!NAM2CTDA?HNCTDAb?/SCHRINFOEaDATAQSTIJPNAM{ TRDT2, wNAM1NNo teleportation for you. Shouldn't have played with the furlicking bastards.NAM2CTDA?HPCTDA?;SCHRINFO{ DATAQSTIJPNAMEaTRDT2, wNAM1<Drop the book. Somewhere in the Topal Bay. Then we'll talk.NAM2CTDAb?/CTDA?HPSCHRINFOFaDATAQSTIJPNAM{ TRDT2, wNAM1bYa've forsaken honor and reason. I'm not allowed to be of any service to ya. Nor would I want to.NAM2CTDA?HSCTDA?;SCHRINFO{ DATAQSTIJPNAMFaTRDT2, wNAM1<Not with this book. Ya've lost your mind while carrying it?NAM2CTDAb?/CTDA?HSSCHRINFOGaDATAQSTIJPNAM{ TRDT2, wNAM1No. Move along. Sheesh.NAM2CTDA?HOCTDA?;SCHRINFO{ DATAQSTIJPNAMGaTRDT2, wNAM1Get rid of the book first!NAM2CTDAb?/CTDA?HOSCHRINFOHaDATAQSTIJPNAM{ TRDT2, wNAM1]I'm sorry, but due to the escalation in Nibenay I'm not allowed to be of any service to you.NAM2CTDA?H}CTDA?;SCHRINFO{ DATAQSTIJPNAMHaTRDT2, wNAM1!You've got the cursed book. Eek!NAM2CTDAb?/CTDA?H}SCHRINFOIaDATAQSTIJPNAM{ TRDT2, wNAM1=You've got blood on your hands. No more Guild Guide for you.NAM2CTDA?HMCTDA?;SCHRINFO{ DATAQSTIJPNAMIaTRDT2, wNAM1You should really deliver the book first. Teleporting you know will likely result in a lot of blood sprinkled all over the cities.NAM2CTDAb?/CTDA?HMSCHRINFOJaDATAQSTIJPNAM{ TRDT2, wNAM1`I'm not interested in the Nibenay squarrels, but I have to follow the rules, even if you don't.NAM2CTDA?HLCTDA?;SCHRINFO{ DATAQSTIJPNAMJaTRDT2, wNAM1+Not with the book. Get it delivered first.NAM2CTDAb?/CTDA?HLSCHRINFOKaDATAQSTIJPNAM{ TRDT2, wNAM1&Get lost before I hack you to pieces.NAM2CTDA?;CTDA?HDpSCHRINFO{ DATAQSTIJPNAMKaTRDT2, wNAM1)Are you nuts? Get rid of the book first!NAM2CTDAb?/CTDA?HDpSCHRINFO{ DATAQSTIJPNAM{ TRDT2, wNAM1&Get lost before I hack you to pieces.NAM2CTDA?HCTDA?;SCHRINFO{ DATAQSTIJPNAM{ TRDT, wNAM1<Not as long as you're carrying that cursed piece of a book.NAM2CTDAb?/CTDA?HSCHRINFOtPDDATAQSTI/PNAMTRDT2NAM1$Hello there! Nice to see you again.NAM2TRDT NAM1$Like what I've done with the place?NAM2CTDA;/(CTDA?H/TCLTSDSCHRSCDA9 rn(rndSCTX,setstage bgXQ3Dopple 40 bgXQ3Door1.lock 100SCROL+ SCRO/INFOglDDATAQSTI/PNAMPDTRDT23ChNAM1You've killed her.NAM2TRDT23ChNAM1The great vampire is dead.NAM2TRDT23VrNAM1I impersonated her. Alas! As I met her, she proved to be too powerful for me. My body was obliterated in a split second. My soul trapped.NAM2TRDTK3VrNAM1~Only remnants of my anima remain. Rests of my magicka are draining into Oblivion, while my spirit is trapped in the soul gem.NAM2TRDT23VrNAM1I remember working for Tanaark, sitting high in the mountains, in a foggy slope east of Cloud Ruler. Somewhere. It's lost to me.NAM2TRDT3VrNAM1fHe may know how to free me. If he's willing to give me a chance. Molag Bal has forsaken me. I'm lost.NAM2TRDT3VrNAM1I will try to open the door for you. Just speak to me again. I need a moment to gather the last magicka that has not bled into the void.NAM2CTDA?;/2CTDA;/7CTDA?HfDSCHRSCDA9 rn7SCTXsetstage bgXQ3Dopple 55SCRO/INFO&vDATAQSTIvPNAMTRDT23FiNAM1OOh. Another one taking a look at the imprisoned Xivilai. Great. Just... great.NAM2CTDA;KCTDA?H5oSCHR SCDA XrSCTXAddTopic bgXQ4ImpXivSCROvINFOH DATAQSTIvPNAM&vTRDT3FiNAM1)I'm free? I can't believe it. Thank you!NAM2CTDA?;KCTDA?H5oSCHRINFO:wDATAQSTIvPNAMH TRDT3FiNAM1WThere's something that need to be done. A disturbance in the north need to be cleared.NAM2CTDA?G:hCTDA?HX1SCHR SCDA XrSCTXAddTopic bgXQ2XiNSCRO8wINFO<PDATAQSTIvPNAM:wTRDT22KaNAM1Welcome to the 19 Voids!NAM2CTDAO>h>CTDA?H#SCHRSCDAXrXrXrSCTXHAddTopic bgZDS19Voids AddTopic bgZDS19VoidsBed AddTopic bgZDS19VoidsMeSCROQSCROSSCROUINFOSDATAQSTIvPNAMPTRDT22KaNAM11Oh honey, do you know how ... tempting you were?NAM2TRDT2KaNAM1XIt took me a lot of willpower to not jump under the blanket with you and have some fun.NAM2TRDT22KaNAM1>Tell you what: Sheogorath, Haskill and their rules be damned!NAM2TRDT22KaNAM1fIf you're sleeping the next time before me, I will give into my needs. And we will have a lot of fun.NAM2TRDTK2KaNAM1.Now if you excuse me, I need to... cool down.NAM2CTDA?O>h>CTDA?H#SCHRSCDA rs> 0SCTX'set bgZAQAurealDialogue.SQ2Warning to 0SCRO>hINFOEDATAQSTIvPNAMSTRDT2NAM1AThere's another Xivilai in the north waiting for your attention.NAM2CTDA?;(wdCTDA; v_CTDA?G:hCTDA?HX1SCHR SCDA XrSCTXAddTopic bgZXQ5Imp1SCROINFODATAQSTIvPNAMTRDT2NAM1MFiru has been kept in suspense long enough. Time to deal with her situation.NAM2CTDA?;(wdCTDAb?I:hCTDA?;2dCTDA?; v_CTDA?O>h)CTDA?HX1SCHR SCDA XrSCTXAddTopic bgZXQ5Imp2SCROINFObDATAQSTIvPNAMTRDT2HNAM1-You were the one that freed me, are you not?NAM2CTDA?HeTCLTcSCHR SCDA XrSCTXAddTopic bgZDSTeshSLSCRODINFO.DATAQSTIvPNAMbTRDT2NAM10You had a few nice words for Teshekru, I heard.NAM2TRDT2NAM1+This halls have quite an echo, don't they?NAM2TRDT2NAM1wDon't let her feel too comfortable. Last time I had dealings with Daedra Seducer feeling comfortable things got messy.NAM2CTDA`?O>h5CTDA?HX1SCHR SCDA XrSCTXAddTopic bgZZXmeDSSCRO INFO{/DATAQSTIvPNAM.TRDTKNAM12Even more charming to the Seductress, aren't you?NAM2TRDT2NAM1UA word of warning: Get too close to her and I'll likely have to mop up your remains.NAM2CTDA`@O>h5CTDA?HX1TCLT0SCHR SCDA XrSCTXAddTopic bgZZXmeDSSCRO INFO2DATAQSTIvPNAM/TRDT2NAM1xI like how you talk to that Teshekru. Always nice to see when others are able to see through their deceptive behaviour.NAM2TRDT2NAM1$Makes an honest Xivilai feel proud.NAM2CTDAO>h5CTDA?HX1SCHR SCDA XrSCTXAddTopic bgZZXmeDSSCRO INFO3DATAQSTIvPNAM2TRDT2NAM1\Ha! I love how you treat Teshekru. Finally someone else realizing what's in store with her.NAM2TRDT2NAM1And that she's not to be trusted. On the contrary. All this sweet talking, playing the harmless and mistreated Damsel. What a joke.NAM2CTDAO>h5CTDA?HX1TCLT4SCHR SCDA XrSCTXAddTopic bgZZXmeDSSCRO INFODATAQSTIvPNAM3TRDT2KaNAM1jOh dear. I know it sounds funny when I call someone horny, considering what horns I got have, but really.NAM2TRDT2KaNAM1aWhy on Mundus do you make this dance around that Daedra Seducer? Are you so prone to her charms?NAM2TRDT22KaNAM1nHadn't you have other women, like, ever? Anytime? Or why, arg! You're playing with a fire likely to burn you.NAM2TRDT2KaNAM1tI don't like to get sentimental but I don't want to imagine you as a crispy snack. And that's where you're heading.NAM2CTDA?CTDA`@@O>h5CTDA?HX1SCHR SCDA XrSCTXAddTopic bgZZXmeDSSCRO INFO.DATAQSTIvPNAMTRDT2KaNAM1jOh dear. I know it sounds funny when I call someone horny, considering what horns I got have, but really.NAM2TRDT2KaNAM1aWhy on Mundus do you make this dance around that Daedra Seducer? Are you so prone to her charms?NAM2TRDT22KaNAM1I mean, you're a woman yourself. I'd expected a behaviour like yours from a hormone driven teenager. Or why, arg! You're playing with a fire likely to burn you.NAM2TRDT2KaNAM1tI don't like to get sentimental but I don't want to imagine you as a crispy snack. And that's where you're heading.NAM2CTDA?CTDA`@@O>h5CTDA?HX1SCHR SCDA XrSCTXAddTopic bgZZXmeDSSCRO INFO>DATAQSTIvPNAMTRDT2NAM1You know what I'd like to do?NAM2TRDT2NAM1 Hug you.NAM2TRDTNAM1`But then likely Tesserayiel or Zerreshju would look funny at me. And we don't want that, do we?NAM2TRDTNAM1iI'm very glad that you're not falling for Teshekru's charms. Woman or not. Maybe there's hope after all?NAM2CTDA?CTDA@O>h5CTDA?HX1SCHR SCDA XrSCTXAddTopic bgZZXmeDSSCRO INFODATAQSTIvPNAMTRDT2NAM1You know what I'd like to do?NAM2TRDT2NAM1 Hug you.NAM2TRDTNAM1`But then likely Tesserayiel or Zerreshju would look funny at me. And we don't want that, do we?NAM2TRDTNAM1I'm very glad that you're not falling for Teshekru's charms. In this Aureal and Mazken are right, sometimes men have a harder time resisting someone. Maybe there's hope after all?NAM2CTDACTDA@O>h5CTDA?HX1SCHR SCDA XrSCTXAddTopic bgZZXmeDSSCRO INFODATAQSTIvPNAMTRDTNAM1 Welcome to Fog Slope, stranger.NAM2CTDA?H#SCHRSCDAXrXrSCTX/AddTopic bgZDS3Stranger AddTopic bgZDS3FogPeakSCRO SCRO INFOXDATAQSTIvPNAMTRDT2KaNAM1&Welcome to our little farm, stranger.NAM2CTDA8!|CTDA?HKSCHR SCDA XrSCTXAddTopic bgZAQ6FarmSCROINFOl~DATAQSTIvPNAMXTRDT2NAM19Welcome to the New Sheoth outpost of the Stranded Light!NAM2CTDA?;o_CTDA?HNaSCHRINFOSDATAQSTIvPNAMl~TRDT2NAM1You've done some great work in Chorrol, dealing with Chandra, the other Chandra, and all this fluff. If you aren't already, I hereby name you Diplomat of the Stranded Light.NAM2TRDTNAM1Wear the title proudly.NAM2CTDA@I:hCTDA?;/dCTDA?HX1SCHR0SCDA0 rXIr 2 < rnSCTXfif player.getfactionrank bgDaedricIntegration < 2 player.setfactionrank bgDaedricIntegration 2 endifSCROSCRO:hINFOSDATAQSTIvPNAMTRDTNAM1$Time to talk about Taints of Order.NAM2CTDA?O>hICTDA?HX1SCHR SCDA XrSCTXAddTopic bgZXQ2PreDialogSCRORINFO;jDATAQSTIvPNAMSTRDT2KaNAM1)I don't want any more silver longswords!NAM2CTDA?H]iSCHRINFODo you want to buy a silver longsword? I've got lots of them!NAM2CTDA?H]iSCHRINFO=jDATAQSTIvPNAMjDATAQSTIvPNAM=jTRDT2KaNAM1-Don't dare to give me any silver longswords!NAM2CTDA?H]iSCHRINFO?jDATAQSTIvPNAM>jTRDT2KaNAM1Nice to see you!NAM2CTDA?H\iSCHRINFO@jDATAQSTIvPNAM?jTRDT2KaNAM1Another day in Mir Corrup!NAM2CTDA?H\iSCHRINFOAjDATAQSTIvPNAM@jTRDT2KaNAM1How do you do?NAM2CTDA?H\iSCHRINFOBjDATAQSTIvPNAMAjTRDT2KaNAM1+Welcome to the regrown city of Mir Corrup!NAM2CTDA?H\iSCHRINFO { DATAQSTIvPNAMBjTRDT2NAM1mThere you are. You've been quite around, seen this mundane world, a couple of cities. That's nice, isn't it?NAM2CTDAb@I:hCTDA?HDpTCLT { SCHRINFON DATAQSTIvPNAM{ TRDT2NAM1There you are. I've got the means when it comes to taking care of Ulasza. What about you? What about a Colossal Black Soul Gem?NAM2CTDA@@O>hICTDA?HX1SCHR SCDA XrSCTXAddTopic bgZXQ2PreSoulGemSCRO INFO DATAQSTIvPNAM TRDT20NAM1/You've helped Velerya. That was, I don't know.NAM2TRDTNAM1I don't envy her. I also don't pity her. Banding with unpersons like Turumerin and Vrjekka, that just asks for trouble. I'm surprised that she wasn't already banished.NAM2TRDT2NAM1Imagine: You and two friends of yours are Sanguine worshippers, and you like to throw a party. Lo and behold! Through summoning you even get three beautiful servants of Sanguine as guest of honors.NAM2TRDT2NAM1Then at the end of the affairs one of your friend is reduced to a lifeless husk. The other got raped, killed, his soul stolen and delivered into eternal torment at the hands of Molag Bal.NAM2TRDT2NAM1DWould you trust the third visitor? Or would you flee for your live?NAM2TRDTNAM1Don't answer. Velerya may have had genuine feelings for her lover, but it's no surprise that he turned away from her. She may have fallen for him, but he's just horrified.NAM2CTDA?;m dCTDA?;m dCTDA?HeTCLT TCLT TCLT TCLT SCHRINFO DATAQSTIvPNAM TRDT2NAM1You've found the ruins of old Mir Corrup? Interesting. I remember the place. I was there, centuries ago, as the city still stood.NAM2TRDT2NAM1|It was a magnificient place! Nocturnal had sent me there, to help a few of her worshippers delve deeper into her mysteries.NAM2TRDTNAM1 I remember the spa, where I taught them some new meditation techniques. The cellar, in which we gathered to share and discuss their discoveries.NAM2TRDT2NAM1Best thing though was that I could move freely. Well, I had to wear a long cloak to hide my tail and wings, and a hood to hide my horns, but by doing so I could wander along the gardens and trees, bask in Magnus' Magicka.NAM2TRDTNAM1All good things came to an end, though. I was caught in a small avalache in the hills surrounding the city. My body broke, and I found myself back in the waters of Oblivion. Don't know what became of the mortals.NAM2CTDA?;m CTDA?HeTCLT TCLT TCLT TCLT SCHRINFO* DATAQSTIvPNAM TRDT2NAM1"Oh. You're carrying one of those.NAM2TRDTNAM1tI still don't know why Kanaane wrote these "Stranded Light Couriers" about me, even asked me those silly questions.NAM2TRDTNAM1Do you have any idea?NAM2CTDAc?/f CTDAb?/MCTDA?HeTCLT TCLT TCLT SCHRINFOC5 DATAQSTIvPNAM* TRDT2NAM1You actually advanced in rank in Tesserayiel's guild. "Diplomat", how quaint. I'm not sure if I should congratulate you or not.NAM2TRDTNAM1Well, even if it doesn't mean anything, at least you can advance in rank. Not like myself, because what I do is ... just unimportant.NAM2TRDT2NAM1CWell, at least the "Stranded Light" is without consequence anyway.NAM2CTDAb@I:hCTDA?HeTCLT2 TCLT3 TCLT4 SCHRINFO DATAQSTIvPNAM5 TRDT2NAM1cOh, I overheard your talking with Karashivuel. This place does have quite a hall, don't you think?NAM2TRDT2NAM1You've met Vrjekka, if only as a fading apparition. Know that she's one of the worst of our kind. Be happy that she was already taken care of. It's for the better of this world.NAM2CTDA?;/dCTDA?HeTCLT TCLT TCLT SCHRINFOf DATAQSTIvPNAM TRDT2NAM1=You have an interesting choice of clothing, that's for sure.NAM2TRDT2NAM1*Though I have to admit I like what I see.NAM2CTDA)CTDACTDA?HeTCLT TCLT TCLT TCLT SCHRINFO DATAQSTIvPNAM TRDTdNAM1What? Oh. Erm. *Yawn*NAM2TRDT2NAM1wWoke me up, did you? Why? Did something important happen? Or did you want to crawl with me under my imaginary blanket?NAM2CTDA(ACTDA@@CTDA?C'CTDA?HeCTDA`@O>h5TCLT TCLT TCLT SCHRINFO DATAQSTIvPNAM TRDT2F4NAM1 I'm very glad to see you again.NAM2TRDTNAM1You have been very nice to me, and for that I am thankful. Just to let you know, you're important for me. And not only because you've rescued me.NAM2CTDA?HeCTDA`@O>h5TCLT TCLT TCLT TCLT TCLT SCHRINFO DATAQSTIvPNAM TRDT2F4NAM1There you are. I have missed you. I'm a moth, and you're the light I'm flying around in circles. Always trying to get closer, yet forbidden to touch.NAM2TRDTNAM1Thank you. Thank you for giving me comfort in this dark place. I always await your return, to hear your words again. Or simply seeing you walking by.NAM2TRDT2NAM1PYou've become very important for me, and, well, I just wanted you to know this.NAM2CTDA?HeCTDA` AO>h5TCLT TCLT TCLT TCLT TCLT SCHRINFO DATAQSTIvPNAM TRDT2F4NAM17Oh. Erm. I'm not sure how to put this. Where to start?NAM2TRDTNAM1Being trapped in this ruin, well, it's a lot better than in a soul gem, but I expected a time of lonelyness and despair. Yet you came. And whenever we spoke, it gave me solace. Hope. Glimpses of happyness.NAM2TRDTKNAM1VI feel for you. And I, well, how to put it? I, I have a request. A question. Oh dear.NAM2TRDTdNAM1May, may I kiss you?NAM2CTDA?HeCTDA`pAO>h5TCLT TCLT TCLT SCHRINFO DATAQSTIvPNAM TRDT2NAM1You were able to free a Xivilai, even enlist her into Bruma's services. You've creating quite a record of freeing daedra, don't you think?NAM2TRDTNAM1lThough I must admit it gives me hope. Maybe someday you'll be able to fetch me a place in a true city, too?NAM2CTDA?;KCTDA?HeTCLT  TCLT TCLT TCLT SCHRINFO, DATAQSTIvPNAM TRDT2NAM1I hope I don't trouble you too much, but there's something on my mind. A question I asked myself a lot lately. And it has something to do with you. My saviour. My friend.NAM2TRDTNAM1I know that you've got a house in Cyrodiil. Now please forget for a second that I wouldn't be able to live in most mortal cities, would you let me move in with you? Become your roomie?NAM2TRDTPNAM1 Just asking.NAM2CTDAbPAO>h5CTDAb?8CTDA?HeTCLTf, TCLTg, TCLTh, TCLTi, SCHRINFO, DATAQSTIvPNAM, TRDTdNAM1You've got it with you. The vilest of all vile creations. The void itself in sheep's clothing. The treacherous tool, the one prison to gather and imprison souls like cattle. Azura's Star.NAM2TRDT2NAM1 Why? Why?!NAM2CTDAb?/CTDA?HeTCLTn, TCLTo, TCLTp, TCLTq, SCHRINFO(, DATAQSTIvPNAM, TRDT2NAM1)I've heard that you've helped Nocturnal.NAM2TRDTNAM1I'm being honest, hope you don't mind. I haven't forgiven her for closing her realm to me. For letting me stranding in Mundus.NAM2TRDTNAM1Yet, from all Daedric Princes I ever knew, she's the most fair. The least destructive one. Yes, Azura, Boethia and Mephala may be worshipped by the Tribunal Temple, even considered "good Daedra", but they aren't.NAM2TRDT2NAM1They are very destructive in nature. Azura is vain, always after attention. She'll damn her most faithful servants just to get a bit more of it. She'll curse entire races for the doings of few.NAM2TRDT2NAM1Boethia and Mephala, both obsessed with death and blood, in one way or another. One by warfare and competition, the other by sex and treason. Despictable beings.NAM2TRDT2NAM1Nocturnal though, she wouldn't do such things. She's about exploring the darkness beyond your eyes, in your soul. She nudges you to think, see and learn.NAM2TRDTKNAM1You did good by helping her.NAM2CTDA?;FdCTDA?HeTCLTj, TCLTk, TCLTl, TCLTm, SCHRINFO, DATAQSTIvPNAM, TRDT2NAM1What? Oh. Oh, I'm sorry. I hadn't expected you. I'm so sorry about what has happened to you. And I'm just glad that you're still talking with me, despite what Turumerin did to you.NAM2TRDT2NAM1"Never I would do the same to you!NAM2CTDAb@O>h5CTDA?;6dCTDA?HeTCLTv, TCLTw, TCLTx, SCHRINFO3 DATAQSTIvPNAM, TRDT2NAM15You're carrying quite a lot of gold around with you.NAM2TRDTdNAM1Why? Do you plan to build a statue made out of gold? Or are you trying to buy a whole city? It seems odd to me carrying around these masses of gold.NAM2CTDAb$tH0CTDA?HeTCLT3 TCLT3 TCLT3 TCLT3 SCHRINFOH DATAQSTIvPNAM3 TRDT2NAM1,You've let Teshekru kiss you? Are you nuts?NAM2TRDT2NAM1PMaybe you'll be nuts for her, a nice little snack. Easily forgotten afterwards.NAM2TRDT2NAM17Oh dear. You're lost. You just didn't realized it yet.NAM2CTDA?O>hLCTDA?HX1SCHRINFO?hDATAQSTI>hPNAMTRDT2NAM1fDestiny is not in motion yet. Find the lost heir first. Mortals won't understand our presence before.NAM2CTDAB:&CTDAO>h(CTDA?O>hCTDA?HV1SCHRSCDA rs 1SCTX(set bgZAQAurealDialogue.BeforeStart to 1SCRO>hINFOL@hDATAQSTI>hPNAM?hTRDT2NAM1zAs I've said, first bring the Oblivion invasion into full motion. It has to be. Destiny cannot be stopped, only modified.NAM2CTDAB:&CTDA?O>hCTDAO>h(CTDA?HV1SCHRINFOAhDATAQSTI>hPNAM@hTRDT2NAM12Destiny has approached. Time to forge a new fate.NAM2CTDA;KCTDA?O>h*CTDAB:&CTDA?HV1SCHRSCDAXrXrXrSCTXGAddTopic bgZAQ1Forge AddTopic bgZAMQ1Advertisement AddTopic zbgRumorsSCROCSCROSCRO1INFODATAQSTI>hPNAMAhTRDT2NAM1XAh well, these things happen, don't you think? Couldn't compete with Kanaane, it seems.NAM2TRDT2NAM1wQuite a shame, really. I had hoped to have a lot more fun. Hm. But it seems someone else stepped up to take his place.NAM2TRDTdNAM17Ah, you can't imagine how long I've waited to do this!NAM2CTDA?H~SCHRQSCDAQ KanaaneS rn !ndr9 rnFSCTXbgRQ1KanaFakeRef.setactorfullname Kanaane bgRQ1KanaFakeRef.moddisposition player -100 bgRQ1KanaFakeRef.setav aggression 100 bgRQ1KanaFakeRef.startcombat player setstage bgRQ1TaxCollectorQuest 70SCROSCROSCROINFO,GDATAQSTI>hPNAMTRDT2NAM1Nice to see you again!NAM2TRDT2NAM1+A lot happened, and, err, how do I put it?NAM2TRDTNAM1We've got a contract! Of sorts. Not what we expected when we set up shop here, though. I fear that's something you need to do.NAM2TRDT2NAM1It's about interviews.NAM2CTDAb?I:hCTDA?O>h CTDA?HW1SCHR SCDA XrSCTXAddTopic bgZMQInterview1SCROHINFODATAQSTI>hPNAMGTRDT21TeNAM1iNow with the Guild Guide in place, I've thought about another attaction to get more people coming to us.NAM2TRDT21TeNAM1Karashivuel still frightens a lot of visitors, although she's quite harmless. Well, harmless for a Xivilai, that is. Err. What I thought about is what do the people of Cyrodiil miss?NAM2TRDT1TeNAM1A lot of things, obviously. Most importantly though means to create their own enchantments, to create their own spells. Traven has restricted them to the Arcane University, and *not* to the public areas.NAM2TRDT21TeNAM1Which means if we're able to secure someone able to create enchantments and new spells for Merendin, people have yet another reason to visit us!NAM2CTDA?;JdCTDA?C'CTDA?HTTCLTSCHRINFODATAQSTI>hPNAMTRDT2NAM1WYou've met the Xivilai in Fanacasecul. I guess you can imagine what this world awaits.NAM2TRDTNAM1QMore Daedra. An invasion. Not only by them, but by all forces of Mehrunes Dagon.NAM2TRDTNAM1rThose of us stranded here, not being part of this madness, will have to forge a new fate. Destiny has approached.NAM2CTDAO>h*CTDA`?O>h(CTDA?HV1SCHR SCDA  rs* 1XrXrSCTXaset bgZAQAurealDialogue.BeforeStartFana to 1 AddTopic bgZAQ1Forge AddTopic bgZAMQ1AdvertisementSCRO>hSCROCSCROINFOA/DATAQSTI>hPNAMTRDT2NAM1~We've got a new, err, contract. Of sorts. I don't handle it, though. Due to the likely nature of this Karashivuel handles it.NAM2TRDTNAM1You may have met Chandra in Chorrol already. Well, if not, well. Let's just say she's the one that asks us to do something. Which will likely be quite bloody. Again, see Karashivuel.NAM2CTDAb?I:hCTDA?O>h:CTDA?HTSCHR SCDA XrSCTXAddTopic bgZXQ3ChandraSCRO/INFOLDATAQSTI>hPNAM/TRDT2NAM1OI'm sorry, but Turumerin has forbidden us any ... pleasures together with you.NAM2CTDA?H>SCHRINFOLDATAQSTI>hPNAMLTRDT2NAM1DDo not tempt me. Turumerin made clear that you're her... plaything.NAM2CTDA?H>SCHRINFOoDATAQSTI>hPNAMLTRDT1TeNAM1Last night I've dreamed. We have a Guild Guide in place, offer spellmaking and enchanting to all mortals for whom the Arcane University was closed.NAM2TRDT1TeNAM1eWe're flooding Tamriel with paintings picturing us, conquering our places in their hearts and minds.NAM2TRDT21TeNAM1Yet our reach is limited. Communicating with Bruma is tedious, people have to go travel to Chorrol, Cheydinhal or the Imperial City to get to us.NAM2TRDT1TeNAM1Additionally we don't have any working foothold in the Isles. For us they're as closed as Azura's Moonshadow, after she got to swallow Vivec's Muatra at Hogithum Hall.NAM2TRDT1TeNAM1Lastly we've got some new applicants. Already more than we could support in Merendin. It's not the biggest Ayleid ruin, as you surely have noticed.NAM2TRDT21TeNAM1cAnd then I remembered something. An idea I had some time ago. An information that slipped my mind.NAM2TRDTd1TeNAM1Mycelium Sanctum!NAM2CTDA?O>h?CTDA?C'CTDA?HTSCHR SCDA XrSCTXAddTopic bgZAQ8SanctumSCROoINFODATAQSTI>hPNAMoTRDT2NAM1Nice to see you again!NAM2CTDA?mCTDA?HՊSCHRINFO_DATAQSTI>hPNAMTRDT2NAM1*Hello there! Congratulation to your rank!NAM2TRDT2NAM1/You don't happen to plan a trip to New Sheoth?NAM2CTDAb@I:hCTDA?HMTCLT`SCHRINFOy DATAQSTI>hPNAM_TRDT2NAM1.You've advanced in rank! Very... interesting!NAM2TRDTNAM1YSo you seem to support our efforts to live somewhat more peacefully in this realm. Good.NAM2TRDTNAM13There's a small matter with which you may help us.NAM2CTDAb@I:hCTDA?HNTCLTv SCHRINFOL DATAQSTI>hPNAMy TRDT2NAM14Hm. Seems like you've risen in Her Majesty's court.NAM2TRDTNAM16I'd say "congratulations", but I was told not to lie.NAM2TRDTNAM1uAnyway, while you grace me with your presence. Would you be willing to finish a small task I was unable to complete?NAM2CTDAb@I:hCTDA?HOTCLTM SCHRINFO9 DATAQSTI>hPNAML TRDT2G1GNAM1rI had another dream. One of great consequences. A dream that - when it will come true - will change this country.NAM2TRDTG1GNAM1@For the better, of course. Let us become the star of high hope.NAM2CTDA;m CTDA?O>hJCTDA?GSCTDA?C'CTDA?HTTCLTh$ SCHR SCDA 6rSCTXstartquest bgAQ9StarSCROm INFODATAQSTIPNAMTRDT aleNAM1Don't even ask, please.NAM2TRDTaleNAM1No, I can't tell you where you get these face paintings. They're markings of our tribe. And as you see, I'm not there anymore.NAM2CTDA ?OCTDA`+CTDA?HSCHRSCDA rs 1XrSCTX@set bgZHQHiddenDialogue.Tyrrugreeting to 1 AddTopic bgZHQ1WhereSCROSCROINFODATAQSTIPNAMTRDT2CIsNAM1IGreetings! I've never seen another of our tribe here in Cyrodiil before!NAM2TRDT CIsNAM1gOf course this could have something to do with the fact that I barely leave Cyrod. How did you escape?NAM2CTDA ?OCTDA?`+CTDA?HSCHRSCDA rs 1XrSCTXBset bgZHQHiddenDialogue.Tyrrugreeting to 1 AddTopic bgZHQ1EscapedSCROSCROINFODATAQSTIPNAMTRDT2CIsNAM10(You try to speak, but water fills your lungs.)NAM2CTDACTDA?CTDA?HSCHRINFOYDATAQSTIPNAMTRDTG1ENAM1BOh. Another one swimming by. How quaint. Next ship south is mine.NAM2CTDA?CTDA?CTDA?HSCHRSCDAXrXrSCTX1AddTopic bgZMG1AnvilWhat AddTopic bgZMG1AnvilWhoSCROzSCROyINFODATAQSTIPNAMTRDT2G1ENAM1 Hi there!NAM2TRDTG1ENAM1 Do you feel a little lost, too?NAM2CTDAO>h7CTDA?H SCHR SCDA XrSCTXAddTopic bgZEQ1LostSCROINFO+DATAQSTIPNAMTRDTG1ENAM1EI fear you're lost, too. We've got nothing else to talk about. Shoo!NAM2CTDA?O>h7CTDA?;ZCTDA?H SCHR SCDA XrSCTXAddTopic bgZEQ1LostSCROINFODATAQSTIPNAMTRDT2KaNAM1&Welcome to our little farm, stranger.NAM2CTDA8!|CTDA?H*|SCHR SCDA XrSCTXAddTopic bgZAQ6FarmSCROINFOvDATAQSTIPNAMTRDT2NAM1CGet lost before I turn you into a mushy soup. Nothing to see here.NAM2CTDA;oCTDA?HSCHRSCDA!SCTXbgHlerasHutMarkerRef.enableSCROBINFO+Z DATAQSTIPNAMvTRDT2NAM1HYou've advanced in rank in your little daedric circus? Congratulations!NAM2TRDTNAM1 Time for a feast! Care to help?NAM2CTDAb@I:hCTDA?HPTCLT[ SCHRINFO+Q$ DATAQSTIPNAMZ TRDT2NAM1Hi there! Glad to meet ya!NAM2TRDT2NAM1/Would ya like to help me helpin' someone else?NAM2CTDA?;dCTDAb@I:hCTDA?HSTCLTR$ SCHRINFOt DATAQSTIPNAMQ$ TRDT2G1GNAM1yGlad that you're passing by. You're travelling through the country, don't you? Could you take a letter from me with you?NAM2TRDTG1GNAM1nI'd go myself, but while working as Guild Guide I can't take a week long holiday. And it's kind of important.NAM2CTDA?;dCTDAb@I:hCTDA?HLTCLTt SCHRINFODATAQSTI#PNAMNAME TRDT2NAM1"May I have a moment of your time?NAM2CTDA?HSCHRSCDA6rXrSCTX<Startquest bgOQ1ShavedDecree AddTopic bgOQ1SomehowStrange SCROSCRO$INFO DATAQSTI#PNAMNAME TRDTdNAM1,Thank you so much, I finally can be myself!NAM2CTDA?HSCHRINFOEDATAQSTI#PNAM TRDTKNAM1xHey you! Have you read this? This, this, arg! Who's surprised that no one is painting me anymore? Arg! Just... read it!NAM2CTDA?O#CTDA?HCTDA?HS1SCHRSCDA rnXrSCTX5player.additem bgOQ2PaintingText 1 AddTopic bgZOQ2NoSCROSCROESCROEINFOEDATAQSTI#PNAMETRDT2NAM1-Have you read it? And did you understand it?NAM2CTDA?O#CTDA?HS1SCHRINFOEDATAQSTI#PNAMETRDTdNAM16Aloha hee. Stay calm, stay calm. That cold will pass.NAM2CTDA?HCTDA@:ECTDA?HS1SCHRINFO}DATAQSTI#PNAMETRDTdaleNAM1 What, what have you done? Eeek!NAM2CTDA?H-oSCHRSCDA9 rnKSCTX4setstage bgOQ2Painting 75 bgZOQ2NorbertO.forceflee SCRO.oSCROEINFO }DATAQSTI#PNAM}TRDTdNAM1Thanks again for your help!NAM2CTDA?HCTDAB:ECTDA?HS1SCHRINFO }DATAQSTI#PNAM }TRDTNAM1$Thanks again for your help. Coward.NAM2CTDA?HCTDA4B:ECTDA?HS1SCHRINFO2DATAQSTI#PNAM }TRDT2NAM1BHi there! I'd like to go up north, find a place to live in Bruma.NAM2TRDT2NAM1GThe snow, the mountains, the fresh air! We don't have that in Elsweyr.NAM2TRDT2NAM1BUnfortunately I don't have the money for a house. Please help me!NAM2CTDA?HT1SCHR SCDA Xr6r9 rnSCTXLAddTopic bgOQ5ToNorthTopic StartQuest bgOQ5GoNorth SetStage bgOQ5GoNorth 5SCRO2SCRO2INFOc@DATAQSTI#PNAM2TRDT2NAM1"Thanks for getting me into Bruma!NAM2CTDA?;2dCTDA?HT1SCHRINFOe@DATAQSTI#PNAMc@TRDT2NAM1 Still waiting here, la la la...NAM2CTDA ?;2dCTDA?HT1SCHRINFODATAQSTI#PNAMe@TRDT2NAM1,Uh, hello? What's there? What does it want?NAM2CTDA?H}SCHRINFOZDATAQSTI#PNAMTRDTNAM1Hi there! Before I forget! For your service to Elsweyr and all of Tamriel I name you one of our agents. Thanks for your help again!NAM2CTDAGSCTDA?;6dCTDA?;@"PCTDA?;@"ZCTDA?H5FSCHRSCDA rnSCTX&player.setfactionrank bgElsweyrAgent 0SCROSCROSINFOADATAQSTI#PNAMZTRDTNAM1|Oh. It's you! I've heard of you. You were the one responsible for bringing down the Suthay Decree. Great work, many thanks!NAM2TRDTNAM1*I'm Do'leandra, nice to finally meet you.NAM2CTDA?H5FSCHRINFODATAQSTI#PNAMTRDTNAM1Greetings, fellow agent.NAM2CTDA?GSCTDA?H5FSCHRINFODATAQSTI#PNAMTRDTG1JNAM1What can this one do for you?NAM2CTDA?HSCHR SCDA XrSCTXAddTopic bgZRQ1DoforyouSCROINFODATAQSTI#PNAMTRDTNAM17How are you? Enjoying the views of Blackwood, are you?NAM2CTDA?HSCHR SCDA XrSCTXAddTopic bgZOQ7ScoutSCROINFO0DATAQSTI#PNAMTRDTdNAM1Get lost. Quickly.NAM2CTDA?;@"GCTDA?H5FSCHRINFO:9"DATAQSTI#PNAM0TRDT2NAM1Where is it gone to?NAM2CTDA?;dCTDA?;dCTDA?;QCTDA?;PCTDA?HSCHR SCDA XrSCTXAddTopic bgZRQ2GoneTo1SCRO:"INFO6DATAQSTI#PNAM9"TRDT2NAM1Leave this one be.NAM2CTDA?;@"LCTDA?HSCHRINFO:DDATAQSTI#PNAM6TRDT2NAM1You've helped us a lot against the Renrija Krin already. I hesitate to say, but again there's an issue you may be able to help us with.NAM2TRDT2NAM1Some things shouldn't be shared with the Imperial Watch. They're, well, not all of them, but, err. Open for gifts. Especially unguarded to be found in the wilderness. Gifts of the land, so to speak.NAM2TRDT2NAM1We Khajiit may have the same problem, but with the gift currently out there, we know it's poison. Brought by the Renrija Krin to be spread like disease into the land.NAM2TRDTNAM1Alas! None of us can figure out where it lies. We've searched through the whole of Nibeney without success. The riddle does not hold any meaning for us.NAM2CTDA?;dCTDA?;dCTDA?;dCTDA?;PCTDA?;KCTDA?H5FSCHR SCDA XrSCTXAddTopic bgZOQ9RiddleSCRODINFODATAQSTI#PNAMDTRDT2NAM1*Hi there! Willing to spice up some lifes?NAM2CTDA?;@"dCTDA?;dCTDA?HSCHR SCDA XrSCTXAddTopic bgZRQ3SpiceSCROINFODATAQSTI#PNAMTRDTd bgNAM1JWait, wait, wait! Don't get any closer! Don't touch the Goblet of Flames!NAM2CTDA@:CTDA?HTCLTSCHRINFODATAQSTI#PNAMTRDT2Q12NAM1GThanks to you we're all going to die. Hope you're happy with yourself.NAM2CTDA?;sCTDA?HSCHRINFODATAQSTI#PNAMTRDT2NAM1Wheee, we're not going to die!NAM2CTDA?;_CTDA?HSCHRINFODATAQSTI#PNAMTRDT2NAM1You no known?NAM2CTDA?HSCHRINFODATAQSTI#PNAMTRDT2NAM13Scalons outside. Invisible scratch scratch ripped?NAM2CTDA?HSCHRINFODATAQSTI#PNAMTRDT2NAM1)Who this one is why talking to Arriasha?NAM2CTDA?HSCHRINFODATAQSTI#PNAMTRDT2NAM1Wizard needs food badly!NAM2CTDA?HSCHRINFODATA"QSTI#PNAMTRDT2NAM1No cows in New Sheoth!NAM2CTDA?HSCHRINFOKaDATAQSTI#PNAMTRDTNAM14Welcome to the Bruma outpost of the Stranded Light!NAM2CTDA?HWZSCHRINFOK DATAQSTI#PNAMKaTRDT2 bgNAM18Good that you've run along. I've got some news for you.NAM2TRDTNAM1~You're not the only helper of our cause who has drawn a bit too much attention onto itself. I've got some good news, though. NAM2TRDT bgNAM1iWhile you've chased after the Elsweyr Agents, others were able to get Pahmar-Claw Hollows running again.NAM2TRDT2 bgNAM1It's an old outpost of us. Unfortunately it was compromised by our friends from Elsweyr. Not anymore, though. We've stabilized it's walls, caved in a new tunnel, and, well, it's running again.NAM2TRDT bgNAM1A few of our associates stay there, who really have to keep their heads down. And for you we've reserved a special corner. Consider it our reward to you. Your own little base of operation.NAM2TRDT2 bgNAM1/With a pawful of help from us available there.NAM2TRDT bgNAM1Anyway. It's on the yellow road northeast of Leyawiin, north and quite near the Ayleid ruin of Arpentia. You can't miss it, really. Just keep your eyes open.NAM2CTDA?;dCTDA; CTDA?HSCHRSCDA6r9 rnSCTX.startquest bgRQ5Spoils setstage bgRQ5Spoils 5SCRO INFO> DATAQSTI#PNAM TRDTNAM1Hi there! How are you?NAM2CTDAGSCTDA;@"GCTDA?H5FSCHRINFO DATAQSTI#PNAM> TRDT2NAM1My ears are up.NAM2CTDA?HS1SCHRINFOW DATAQSTI PNAMTRDT2NAM1Hello there! I'm Airbird. Consider me your connection to the outside world. Forget the so called "guild guide". We've got our own teleportation network. Just say a word!NAM2CTDA?H SCHR SCDA XrSCTXAddTopic bgRQ5TeleportSCRO INFO DATAQSTI PNAM TRDT2NAM1Greetings. I'm Waterbird. I can fix up whatever you've broke. And I have some tricks in my sleeve the Mages Guild would surely not want to see outside their halls.NAM2TRDT2NAM1@So if you like something enchanted or a spell made, come to me.NAM2CTDA?H SCHRSCDAXrXrSCTX3AddTopic bgRQ5Spellmaking AddTopic bgRQ5EnchantingSCRO SCRO INFO DATAQSTI PNAM TRDTNAM1fHello there. I'm Firebird. If you need something moved, or problems with guards removed, let me know.NAM2CTDA?H SCHR SCDA XrSCTXAddTopic bgRQ5ClearBountySCRO INFO DATAQSTI PNAM TRDTNAM1Airbird is here.NAM2CTDA?H SCHRINFO DATAQSTIݏ PNAMTRDT2NAM1lHi there! I'm M'kendri, me and my hubby run the Chinmey Dreams, best place in Mir Corrup to shop for books!NAM2TRDTNAM1EExcept that I'm missing a book, but... I hope this will change soon.NAM2CTDA?HSCHR SCDA XrSCTXAddTopic bgZCQ1MissLovSCRO INFO DATAQSTIݏ PNAM TRDT2aleNAM1`Glad to meet you! I'm Girovve, owner of "Beyond the Veil". If you need a painting, let me know.NAM2CTDA?H2 SCHR SCDA XrSCTXAddTopic bgZCQ2PaintingSCRO INFO DATAQSTIݏ PNAM TRDTNAM10Halt! You approach the lost city of Mir Corrup.NAM2CTDAOݏ CTDA?HSCHR;SCDA;Xr rs 1XrXrXrXrSCTXAddTopic bgZMQ4MirCorrup set bgZCQMCDialog.MStart to 1 AddTopic bgZCGMirCorrup AddTopic bgZCGBackground AddTopic bgZCGMyTrade AddTopic bgZCGDirectionsSCRO SCROݏ SCRO SCRO SCRO SCRO  INFO DATAQSTIݏ PNAM TRDTNAM1We watch and wait.NAM2CTDA?Oݏ CTDA?HSCHRINFO DATAQSTIݏ PNAM TRDTNAM1"You're approaching the lost city.NAM2CTDAOݏ CTDA?HSCHRINFO DATAQSTIݏ PNAM TRDTNAM1We watch and wait.NAM2CTDA?Oݏ CTDA?HSCHRINFO DATAQSTIݏ PNAM TRDT2NAM1Oh. Err. *yawn*NAM2TRDTNAM1AHello. Welcome to the -*yawn*- Red Navel. What can I do for you?NAM2TRDT2NAM1LPlease forgive me my sleepyness, but you've pulled me out of a sweet dream.NAM2CTDA;PCTDA@ ACTDAACTDA?HSCHR SCDA XrSCTXAddTopic bgZSQ5SweetDreamsSCRO INFO DATAQSTIݏ PNAM TRDTde MNAM17Wha, what? How late it is? Except - *yawn* - too late?NAM2TRDT2e MNAM1HI, I'm sorry. Shouldn't be so sleepy. Just... nightmares. Nothing else.NAM2TRDTe MNAM1"What can I do for - *yawn* - you?NAM2CTDA?;PCTDA@ ACTDAACTDA?HSCHR SCDA XrSCTXAddTopic bgZSQ5NightmareSCRO INFO5 DATAQSTIݏ PNAM TRDT2NAM1Glad that you've come!NAM2TRDT2NAM1vAs you see we've expanded the place a bit. Unfortunately we ran into a small problem. A problem you may help us with.NAM2CTDA?;m dCTDA?CZCTDA?HSCHR SCDA XrSCTX];; later this will only be possible once the tower has been built!;; AddTopic bgZCQ3Problem1SCRO5 INFOO96 DATAQSTIݏ PNAM5 TRDT2ZMCNAM1I've been thinking lately.NAM2TRDTZMCNAM1NHave you seen the armor our city guards wear? And a few other of our citizen?NAM2TRDTZMCNAM1_I think, given the right materials, I can forge them too. Yet I only found very small samples.NAM2TRDTZMCNAM13Too small to forge anything worthwile out of them.NAM2CTDA?;m dCTDA?C:CTDA?HSCHR SCDA XrSCTXAddTopic bgZCQ4Material1SCRO46 INFO_ DATAQSTIݏ PNAM96 TRDT2gZMNAM1Praise the Nine!NAM2CTDA?H9 SCHRINFO_ DATAQSTIݏ PNAM_ TRDTgZMNAM1Gods give me strength!NAM2CTDA?H9 SCHRINFO_ DATAQSTIݏ PNAM_ TRDTgZMNAM1Heed the ten commands!NAM2CTDA?H9 SCHRINFO_ DATAQSTIݏ PNAM_ TRDTgZMNAM1Repent!NAM2CTDA?H9 SCHRINFO_ DATA"QSTIݏ PNAM_ TRDTgZMNAM1Look behind the lies!NAM2CTDA?H9 SCHRINFO_ DATAQSTIݏ PNAM_ TRDT2NAM12May you walk on warm sands. Or through cold snow.NAM2CTDA?HSCHRINFO_ DATAQSTIݏ PNAM_ TRDT2NAM1The visitor approaches.NAM2CTDA?HSCHRINFO_ DATAQSTIݏ PNAM_ TRDTNAM1$Each book is a universe for itself!NAM2CTDA?HSCHRINFO_ DATAQSTIݏ PNAM_ TRDTNAM10Seeing you is like a golden dawn above the sea.NAM2CTDA?HSCHRINFO_ DATA"QSTIݏ PNAM_ TRDT2NAM1All ears are up.NAM2CTDA?HSCHRINFOt DATAQSTIݏ PNAM_ TRDT2NAM1 Oh! I'm so glad that I see you!NAM2TRDT2NAM1[While you digged through Maya's cellar someone stole my teddy. Or I lost it. I don't know!NAM2TRDTdNAM1!M'ariana's wants her teddy back!NAM2CTDA,CTDA;t CTDA?;4 dCTDA?HWSCHR SCDA XrSCTXAddTopic bgZCQ5Teddy1SCROt INFO~{ DATAQSTIݏ PNAMt TRDT2NAM1Huhu!NAM2CTDA?HWSCHRINFO{ DATAQSTIݏ PNAM{ TRDTNAM1 Say hello!NAM2CTDA?HWSCHRINFO{ DATAQSTIݏ PNAM{ TRDTNAM1BShe just stood there, holding her tail - what does she whispered?NAM2CTDA?HWSCHRINFO{ DATAQSTIݏ PNAM{ TRDT|NAM1Ariana's listening to you.NAM2CTDA?HWSCHRINFO{ DATA"QSTIݏ PNAM{ TRDTNAM1 Aloha hee.NAM2CTDA?HWSCHRINFO{ DATAQSTIݏ PNAM{ TRDT2NAM1A visitor. How quaint.NAM2CTDA?HSCHRINFO{ DATAQSTIݏ PNAM{ TRDTNAM1I feel honored.NAM2CTDA?HSCHRINFO{ DATAQSTIݏ PNAM{ TRDTNAM1What's on your mind?NAM2CTDA?HSCHRINFO{ DATAQSTIݏ PNAM{ TRDT2NAM1#I'm blue, badabi badabu dalalala..NAM2CTDA?HSCHRINFO{ DATA"QSTIݏ PNAM{ TRDTNAM1 Hi there!NAM2CTDA?HSCHRINFON DATAQSTIݏ PNAM{ TRDT2aleNAM18Uh, huh? Oh. I'm sorry. I don't get many visitors here.NAM2CTDA?HSCHRINFON DATAQSTIݏ PNAMN TRDTaleNAM1e... tomorrow will take us away, no one will ever know our names, but the bard's song will remain ...NAM2CTDA?HSCHRINFON DATAQSTIݏ PNAMN TRDTaleNAM10... when time stands still at the iron hill ...NAM2CTDA?HSCHRINFON DATAQSTIݏ PNAMN TRDTaleNAM1?... can you believe in a night like this, a time like this ...NAM2CTDA?HSCHRINFON DATA"QSTIݏ PNAMN TRDTaleNAM1I... I know it well, every word I tell, seems to make no sense at all ...NAM2CTDA?HSCHRINFOU DATAQSTIݏ PNAMN TRDT2կNAM1WUhm. Err. I don't know how to put this, so I'd just like to say thanks for freeing me!NAM2TRDTկNAM1>I'm going to live in this tower, then. With you, if you like.NAM2TRDTdկNAM1Err. Don't get me wrong please! I know that you likely know of my past, and I'm not going to continue my old life. I had enough of being banished and soul trapped. For this century, at least.NAM2TRDT2կNAM1DSo, uhm, I won't be naughty. Or won't do anything stupid. Promised!NAM2CTDA ?Oݏ  CTDA?H$SCHR7SCDA7 rs  1 rs  1XrXrXrSCTXset bgZCQMCDialog.VrjekkaWaited to 1 set bgZCQMCDialog.VrjekkaClothed to 1 AddTopic bgZVrjekkaClothOff AddTopic bgZVrjekkaClothOn AddTopic bgZVrjekkaGoToSCROݏ SCROU SCRO~U SCROU INFODATAQSTIPNAMTRDT2lBeNAM1@Oh dear, he really got me, didn't he? Damned Mythic Dawn agent!NAM2TRDT2lBeNAM1{Thanks for freeing me! Here, you may or may not want to know this. I'm getting back to Elsweyr. Crazy town, crazy country!NAM2TRDT27CMNAM15Oh well, I'm just getting out of here. Thanks again!NAM2CTDA?HѭCTDAB:SCHRSCDA9 rnFSCTXsetstage bgOQ7Scouts 70SCROINFODATAQSTIPNAMTRDT27CMNAM1"Have to run now, no time to talk!NAM2CTDA?HѭCTDA`B:SCHRINFO:HDATAQSTIPNAMTRDTdNAM1I couldn't miss your discussions with Do'leandra. Know that the forces you're dealing with are evil. Better do as she told you, when in doubt better report to her.NAM2CTDA;dCTDA?HTSCHRDIALM MEDIDHELLOQSTI QSTIQSTI#QSTInFQSTI,QSTI0QSTIQSTI'QSTI{QSTI&QSTI%QSTI$QSTI QSTI/QSTI.QSTI*QSTI)QSTI(QSTI+QSTI-QSTIQSTI}QSTI"QSTI\@QSTI QSTIuQSTId5QSTIkQSTI2QSTIQSTI8cQSTI5QSTI}QSTI3QSTI5QSTIK5QSTI!QSTIa9QSTIBQSTIQSTI9QSTI3cQSTIcQSTI(_QSTI<QSTI$QSTI9QSTISQSTISQSTINQSTINQSTIOVQSTImHQSTIUQSTI`QSTI&QSTI]QSTI_9QSTI`9QSTI2cQSTI:QSTI;QSTI<QSTI4cQSTI5cQSTI6cQSTI7cQSTIQSTI+QSTI6QSTIQSTIQSTIQSTITQSTIBQSTIBQSTIWQSTIWQSTIWQSTIWQSTIVQSTIVQSTIVQSTIQSTIQSTIWQSTIWQSTIWQSTIQSTIWQSTISQSTIWQSTI_QSTIdQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTI2QSTI2QSTIRQSTI5QSTIC6QSTIB6QSTI QSTI<8QSTIAVQSTI5QSTI5QSTI QSTI5QSTIQSTIQSTIgQSTIQSTIfoQSTI9VQSTIQSTIeQSTI7QSTIQSTIUQSTIQSTIQSTI.QSTI=QSTIQQSTIhZ QSTIZQSTI6QSTIQSTI9xQSTIQSTIQSTI$QSTIxQSTIQSTIZ.QSTIQSTIgQSTI\QSTIQSTI$QSTIBQSTI>QSTIvQSTIwQSTI5xQSTI&QSTI>QSTIPQSTIocQSTI8xQSTI7xQSTI3QSTIQSTI`QSTImYQSTIlYQSTI QSTI۸QSTIFQSTInQSTI2zQSTI1zQSTIkQSTI_QSTI_QSTI_QSTI_QSTI_QSTI_QSTI_QSTI_QSTI$QSTI.{QSTI.E QSTIGQSTIQSTIQSTI QSTInQSTIQSTIDLQSTIQSTIBQSTIQSTI+QSTIRQSTI 4QSTI62QSTIQSTIQSTIϐQSTIQQSTI;DQSTI QSTI!QSTI[QSTIݗ QSTIeQSTIQSTI]QSTIaDQSTIQSTI#QSTIQSTIQSTIQSTIR QSTIQSTI QSTI QSTI+QSTI+QSTI+QSTI+QSTI+QSTI+QSTI+QSTI+QSTIQSTIQSTIRQSTImFULLHELLODATAGRUPMINFODATAQSTI#PNAMTRDTFDisNAM1,Hi there! Can I have a moment of your time?NAM2CTDA?HSCHR SCDA XrSCTXAddTopic bgOQ1SomehowStrangeSCRO$INFODATAQSTI#PNAMTRDTdDisNAM1Finally I can be myself!NAM2CTDA?HSCHRINFOEDATAQSTI#PNAMTRDT2NAM1"That's driving me insane, insane!NAM2CTDA?HS1SCHRINFOMaDATAQSTI#PNAMETRDT2NAM1 Aloha hee!NAM2CTDA?HWZSCHRDIALMMEDIDGOODBYEQSTI4QSTIr QSTIoQSTIBQSTIQSTI>hQSTIvQSTI#QSTInFQSTIݏ QSTI,QSTI0QSTIQSTI{QSTI QSTI/QSTI.QSTI*QSTI)QSTI(QSTI'QSTI&QSTI%QSTI$QSTI+QSTI-QSTIQSTI}QSTI"QSTI\@QSTI QSTIuQSTId5QSTI2QSTIQSTI8cQSTI5QSTI5QSTIK5QSTI!QSTIa9QSTIQSTI9QSTI3cQSTIcQSTI(_QSTI<QSTINQSTINQSTIOVQSTI`QSTI_9QSTI`9QSTI]QSTImHQSTIUQSTI2cQSTI:QSTI;QSTI<QSTI4cQSTI5cQSTI6cQSTI7cQSTI$QSTIQSTI+QSTI6QSTIQSTIQSTIQSTITQSTIBQSTIBQSTIWQSTIWQSTIWQSTIWQSTIVQSTIVQSTIVQSTIQSTIQSTIWQSTIWQSTIWQSTIQSTIWQSTISQSTIWQSTI_QSTISQSTIdQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTIFQSTIQSTI5QSTIC6QSTIB6QSTIAVQSTI<8QSTI QSTI3QSTI9VQSTI5QSTI5QSTI QSTI}QSTI5QSTIQSTIQSTIgQSTIQSTIfoQSTIQSTIeQSTI7QSTIQSTIUQSTIQSTIQSTI.QSTI=QSTIQQSTIZQSTI6QSTIQSTI9xQSTIQSTI$QSTI\QSTI.{QSTIxQSTIZ.QSTIQSTIgQSTI\QSTIQSTI$QSTIvQSTIwQSTI5xQSTI&QSTI>QSTIocQSTI8xQSTI7xQSTI3QSTIQSTIQSTI`QSTImYQSTIlYQSTI QSTIQSTIPQSTI>QSTI۸QSTIFQSTInQSTI2zQSTI1zQSTIkQSTI_QSTI_QSTI_QSTI_QSTI_QSTI_QSTI_QSTI_QSTI.E QSTIQSTIQSTI QSTInQSTIQSTIDLQSTIQSTIQSTI+QSTI62QSTIQSTIQSTI;DQSTI!QSTIݗ QSTIeQSTIQSTI]QSTIQSTIQSTIQSTIQSTIR QSTIQSTIFULLGOODBYEDATAGRUPzMINFO& DATAQSTIr PNAMTRDT2MG2NAM1Before I forget! I made a map of the location where I think the debt collector is. It's a nasty wrinkled area, so keep your eyes open!NAM2CTDA?;r CTDA;r CTDA?HNSCHRSCDA rnSCTX)player.additem bgZMG2CheydinhalMapBruma 1SCROSCRO& INFOvDATAQSTIoPNAMTRDT2NAM1YBefore I forget, here's a few coins we have saved. They should help covering your costs.NAM2CTDA?HCTDA?;oCTDA?;oCTDA?;oCTDA?;o CTDA;oCTDA?C'CTDA?HTSCHRSCDA rn NSCTXplayer.additem gold001 20000SCROSCROINFODATAQSTIBPNAMTRDT2@NAM1\Don't forget, Merendin is still locked! We need some time to remove those barricades first.NAM2CTDA?;BCTDA?;BCTDA?H wSCHRINFO MDATAQSTI>hPNAMTRDTNAM1"Under sun and sky, we stand duty.NAM2CTDA?HSCHRINFO MDATAQSTI>hPNAM TRDTNAM1&Under moons and stars, we stand duty.NAM2CTDA?HSCHRINFOvCDATAQSTIvPNAMTRDT2NAM1Until we meet again.NAM2CTDA?HeSCHRfSCDAf!rs3 rs2 rs, + rs- +!rs4 rs/ rs0 + rs1 +rs5 rs3 rs4 -SCTXmset bgZAQAurealDialogue.Teshpro to bgZAQAurealDialogue.Teshinterested + bgZAQAurealDialogue.Teshnice + bgZAQAurealDialogue.Teshadmire set bgZAQAurealDialogue.Teshcon to bgZAQAurealDialogue.Teshcondescending + bgZAQAurealDialogue.Teshrude + bgZAQAurealDialogue.Teshthreat set bgZAQAurealDialogue.Teshsum to bgZAQAurealDialogue.Teshpro - bgZAQAurealDialogue.TeshconSCRO>hINFODATAQSTIvPNAMCTRDTaleNAM1%Whatever you want, the answer is no.NAM2CTDA?H#SCHRINFODATAQSTI#PNAMTRDT2alkNAM1&May you find all sugar that you seek!NAM2CTDA?HCTDA?HTCLFTCLFSCHRINFOEDATAQSTI#PNAMTRDT2NAM1 La la la.NAM2CTDA?HS1SCHRINFOLaDATAQSTI#PNAMETRDT2NAM1 See you!NAM2CTDA?HWZSCHRINFO{ DATAQSTIݏ PNAMTRDT2|NAM1 Tuerelue!NAM2CTDA?HWSCHRINFO{ DATAQSTIݏ PNAM{ TRDT2NAM1'I'm seeing you. Because I'm not blind.NAM2CTDA?HWSCHRINFO{ DATAQSTIݏ PNAM{ TRDTNAM1-I'm so glad we can wear shoes and boots now!NAM2CTDA?HWSCHRINFO{ DATA"QSTIݏ PNAM{ TRDT2NAM1See you around town.NAM2CTDA?HWSCHRINFO{ DATAQSTIݏ PNAM{ TRDT2NAM1This is all doomed.NAM2CTDA?H9 SCHRINFO~{ DATAQSTIݏ PNAM{ TRDT2NAM1Pray.NAM2CTDA?H9 SCHRINFO{ DATAQSTIݏ PNAM{ TRDT|NAM1The End draws nearer.NAM2CTDA?H9 SCHRINFO{ DATA"QSTIݏ PNAM{ TRDT2NAM1Know yourself.NAM2CTDA?H9 SCHRINFO{ DATAQSTIݏ PNAM{ TRDT2NAM1May stars shine on your path.NAM2CTDA?HSCHRINFO{ DATAQSTIݏ PNAM{ TRDTNAM1Moonlight may be your guide.NAM2CTDA?HSCHRINFO{ DATAQSTIݏ PNAM{ TRDTNAM1Twilight is the hour.NAM2CTDA?HSCHRINFO{ DATA"QSTIݏ PNAM{ TRDT2NAM1I'm on my way.NAM2CTDA?HSCHRINFO{ DATAQSTIݏ PNAM{ TRDT2NAM1$Knowledge is the path to salvation.NAM2CTDA?H\iSCHRINFO{ DATAQSTIݏ PNAM{ TRDTNAM1Have a good day.NAM2CTDA?H\iSCHRINFO{ DATAQSTIݏ PNAM{ TRDTNAM1Through ashes and fire.NAM2CTDA?H\iSCHRINFO|{ DATA"QSTIݏ PNAM{ TRDT2NAM1Go.NAM2CTDA?H\iSCHRINFO{ DATAQSTIݏ PNAM{ TRDT2NAM1&If you ever need a book, let me know!NAM2CTDA?HSCHRINFO{ DATAQSTIݏ PNAM{ TRDTNAM1 Still here?NAM2CTDA?HSCHRINFO{ DATAQSTIݏ PNAM{ TRDTNAM19One paw in front of the other. That's how walking works.NAM2CTDA?HSCHRINFO{ DATA"QSTIݏ PNAM{ TRDT2NAM1Have a snowy day.NAM2CTDA?HSCHRINFON DATAQSTIݏ PNAM{ TRDTaleNAM1A... they all knew what it meant, yet they couldn't change it ...NAM2CTDA?HSCHRINFON DATAQSTIݏ PNAMN TRDTaleNAM1L... slow down and I sail on the river, slow down and I walk to the hill ...NAM2CTDA?HSCHRINFON DATAQSTIݏ PNAMN TRDT aleNAM12... fly in, fly out, they leave it all behind ...NAM2CTDA?HSCHRINFON DATAQSTIݏ PNAMN TRDT(aleNAM1Q... now mind your steps, we are uninvited guests, they may find and catch us ...NAM2CTDA?HSCHRINFON DATA"QSTIݏ PNAMN TRDTaleNAM1M... and the story ends, insanity said coldly, still waiting for a chance ...NAM2CTDA?HSCHRDIAL2MEDID INFOGENERALQSTIkQSTIvQSTIQSTI"QSTI\@QSTI QSTId5QSTIkQSTI2QSTIQSTIK5QSTI5QSTI!QSTI$QSTIQSTIBQSTIQSTI6QSTI`9QSTIQSTI9QSTI<QSTIE#QSTIRQSTI QSTIeQSTIQSTI=QSTIQQSTI QSTI`QSTIlYQSTIvQSTI$QSTInQSTI>QSTIPQSTIFQSTI>QSTIQSTI9xQSTIQSTI8xQSTIZQSTI7xQSTI۸QSTI5xQSTIwQSTI&QSTIocQSTIQSTI~QSTIxQSTIBQSTI$QSTI.{QSTIGQSTIQSTI"QSTIDLQSTIQSTI!QSTIQSTIaDQSTIR QSTI% QSTIiQSTI?QSTIQSTIQSTIW9QSTIdQSTI#QSTIQSTIQSTIQSTIQSTIFULLRumorsDATAGRUPMINFOvDATAQSTIvPNAMTRDTdNAM1DHave you heard? They've captured a Xivilai in Bruma! Unbelieveable!NAM2CTDA`B:&CTDA?HCTDA?H^CTDA A: vCTDA?H^CTDA?H^CTDA?H^SCHR SCDA Xr^SCTXAddTopic bgXQ4ImpXiv evpSCROvDIALMEDIDAttackQSTIQSTInFQSTI"QSTI\@QSTI QSTI8cQSTI!QSTI7cQSTI]QSTINQSTI4cQSTI3cQSTI2cQSTIWQSTIWQSTIWQSTIbQSTI5cQSTI6cQSTI<8QSTIAVQSTI}QSTIB6QSTIK5QSTI5QSTIQSTIxQSTI\QSTI֎QSTIQSTI$QSTI5xQSTIRQSTI QSTIQSTIR QSTIQSTIQSTIPgFULLAttackDATADIALMEDIDHitQSTInFQSTI"QSTI\@QSTI QSTI8cQSTI|QSTIFQSTIFQSTI<8QSTIAVQSTI}QSTI5QSTIQSTIQSTIQQSTIQSTIQSTIR QSTIQSTIFULLHitDATADIALMEDID PowerAttackQSTI"QSTI8cQSTI5cQSTI}QSTI5QSTI QSTIQSTIR QSTIQSTIFULL PowerAttackDATADIAL_MEDIDNoticedQSTInFQSTI'QSTI"QSTIxQSTIQSTIFULLNoticedDATADIALmMEDIDSeenQSTInFQSTI'QSTI"QSTI<8QSTIQSTIxQSTIQSTIFULLSeenDATADIAL]MEDIDUnseenQSTInFQSTI'QSTI"QSTIxQSTIQSTIFULLUnseenDATADIALmMEDIDLostQSTInFQSTI'QSTI"QSTI<8QSTIQSTIxQSTIQSTIFULLLostDATADIAL5MEDIDServiceRefusalQSTIݏ QSTI7QSTI;QSTI5QSTIhQSTIQSTIQSTI9QSTI,QSTI-QSTI*QSTI:QSTI8QSTI+QSTI6QSTI.QSTI/QSTI2QSTI7QSTI4QSTI3QSTI0QSTI1QSTIQSTIQSTIFULLServiceRefusalDATAGRUPMINFOG DATAQSTIݏ PNAMTRDTdNAM1|I am sorry, but I'm missing a crucial piece of my collection! Without it I can't trade. No. It's just too important to get.NAM2CTDA; dCTDA?HSCHR SCDA XrSCTXAddTopic bgZCQ1MissLovSCRO INFO5 DATAQSTIݏ PNAM TRDTNAM1oI have neither time for this, nor do I have anything interesting to offer. You're wasting your time. And mine.NAM2CTDA;4 dCTDA?HSCHRINFOt DATAQSTIݏ PNAM5 TRDT bgNAM1*Uhm, I don't know what you're suggesting.NAM2CTDA;t dCTDA?HWSCHRINFODATAQSTI7PNAMTRDT2NAM1JIf you want my help, you'll need to join up. Fighters Guild members only.NAM2CTDA?G"CTDAG"CTDAH9CTDAH9SCHRINFO5DATAQSTI7PNAMTRDT2NAM1CMy services are only for Fighters Guild members. Nothing personal.NAM2!REC Nord M, Nord F, Orc M, Orc FCTDA?G"CTDAG"CTDAH9CTDAH9SCHRDIAL;MEDIDIdleQSTI"QSTIQSTIFULLIdleDATADIALV MEDID BrumaTopicQSTI#QSTIQSTI"QSTIQSTIFULLBrumaDATAGRUPT MINFODATAQSTI#PNAMTRDT2NAM1<A great city! I don't feel the cold. Do you? Well, I don't.NAM2TRDTKNAM1And snow's great, too! Just imagine sand that doesn't stick in your fur. That was a mess in Elsweyr. But here it simply disappears. I'm sooo happy!NAM2CTDA?;2dCTDA?HT1SCHRINFODATAQSTI#PNAMTRDT2NAM1A bit too frosty for my taste. All Ohmes and humans have to wear fur or a lot of cloth around there to not freeze to death. Now where's the fun in that?NAM2CTDA?HWZSCHRINFOjhDATAQSTIPNAMTRDTNAM1mToo far north. Once Falmer territory. That is before they were eradicated by the Ysgamor and his successors.NAM2TRDT2NAM1DAt least as far as I know. I never was that far into the snowlands.NAM2CTDA`BLCTDA?HSCHRDIAL[MEDIDImperialCityTopicQSTIQSTI"QSTIiQSTIFULLImperial CityDATAGRUPMINFOhDATAQSTIPNAMTRDT2NAM1 Yeah, a boring place, isn't it?NAM2TRDTNAM1tTrust me, I'd like to love going out and smashing something. Or getting drunk in the next tavern. Or just have fun.NAM2TRDT2NAM1eBut you'll never get somewhere in life if you always follow your instincts. We are better than that.NAM2TRDTNAM1Mostly, that is.NAM2CTDA?HSSCHRINFOhDATAQSTIPNAMhTRDTdG1GNAM1>Oh old Cyrod, seeing you like this brings tears into my eyes.NAM2CTDA`HBLCTDA?HSCHRINFO DATAQSTIPNAMhTRDTNAM1There are worse places. Ever been in certain places in Elsweyr? Even the downtrodden waterfront has some style left, didn't sank as far. I'm glad that I moved here. It's a new beginning for me.NAM2TRDTNAM1A new beginning in a less than nice location, but still. Better than my old home, that's for sure. And there are no sandstorms around here. You can't believe how happy I am about this!NAM2TRDT2NAM1Ironic that here I am able to swim, to get sand out of my fur that don't come. In Elsweyr though, well. I'm glad I'm here now.NAM2CTDA?HSCHRINFO DATAQSTIPNAM TRDT2NAM1That's the name of this city.NAM2TRDT2NAM1/Can't say anything, I'm quite new around here!NAM2CTDA?HSCHRDIALVcMEDIDCheydinhalTopicQSTIQSTI"QSTI?QSTIFULL CheydinhalDATAGRUPcMINFOhDATAQSTIPNAMTRDT2NAM1"I'm not sure what I had expected.NAM2TRDT2NAM17It's different compared to the Isles, that's for sure.NAM2TRDT2NAM18No less crazy, though. Only crazy in a more subtle way.NAM2TRDT2NAM1wSomeday someone will snap. And the sad part is that it will happen even without Lord Sheogorath's or our intervention.NAM2CTDA?HNSCHRINFO5hDATAQSTIPNAMhTRDTG1FNAM1An . . . acceptable development I guess. I mean the new rulers. Cyrodiil will benefit from having rulers with a longer perception than the few years men have.NAM2CTDA`BLCTDA?HSCHRINFOD DATAQSTIPNAMhTRDT2NAM1It's a strange city, isn't it?NAM2TRDT2NAM1dA lot of Dark Elves and Orcs, but the houses are very pretty. And the river, that's just beautiful!NAM2TRDT NAM1'Not as beautiful as myself, of course.NAM2TRDTNAM1But it's good for my fur's taint, and the air around here is sweet. In Elsweyr there's always sand in the air, or it's damp, like here before a thunderstorm. So yes, I like Cheydinhal!NAM2CTDA?HS1SCHRDIALXMEDID BravilTopicQSTIQSTI>hQSTI"QSTIQSTIFULLBravilDATAGRUPMINFO:hDATAQSTIPNAMTRDT2NAM1That is what this once famous land has become. Around it you can still see past glories, but Bravil itself? I can't understand why anyone would want to live in it.NAM2CTDA`BLCTDA?HSCHRINFO|hDATAQSTI>hPNAMTRDTdG1NNAM1&This mortal settlement is a disgrace.NAM2TRDTKettNAM1rIt stinks fouler than a Grummite nest, is slimier than the skin of a drowned Scalon. The people around here? Ugh.NAM2TRDT ettNAM1&And let's not talk about the weather!NAM2CTDA?HOSCHRDIALI^dMEDIDKSharraProphecyQSTI#QSTIFFULLK'Sharra ProphecyDATAGRUP ^dMINFODATAQSTI#PNAMTRDT2on NAM1-Oh, you don't believe this nonsense, do you?NAM2TRDT2on NAM1This one certainly don't.NAM2CTDA?HSCHRDIALMEDID ChorrolTopicQSTIQSTI>hQSTI"QSTI$QSTIBQSTI$QSTIFQSTI>QSTIxQSTI#QSTIQSTIFULLChorrolDATAGRUP MINFOhDATAQSTIPNAMTRDTG1GNAM1OOnce a gateway to northern land, but men let nature reclaim streets and paths.NAM2TRDTG1GNAM1XNow it's just a reclusive town, on which time flies by. I wonder how long it will last.NAM2TRDT2G1GNAM1Remember Sutch?NAM2TRDTG1GNAM1I do!NAM2TRDT2NAM1 Mir Corrup?NAM2TRDTNAM1Gone from all maps. I sooner see Merendin coming back to glory than ever see or hear something about these once human settlements again.NAM2TRDTNAM1Time will tell.NAM2CTDA`BLCTDA?HSCHR SCDA XrSCTXAddTopic bgZMG1MerendinSCROhINFO Mr DATAQSTIPNAMhTRDT2on NAM1-It's a challenge. A nice one, I have to add.NAM2TRDTon NAM1No one here is blessed by Lord Sheogorath already. There is a crazy or two, but they're under the influences of other Princes. If only the rest wouldn't be so closedminded.NAM2TRDT2on NAM1jWhat they don't know is that this is another way down the Golden Road. We'll see how many will follow it.NAM2CTDA?;PCTDA?HՊSCHRINFOhDATAQSTI>hPNAMTRDT2AdvNAM1^A refreshing change! Although I do wonder why so many people mistake me for some kind of Mer.NAM2TRDTAdvNAM1;I mean do they even look into my eyes, or just on my skin.NAM2TRDTMNAM1Or to somewhere else?NAM2TRDT2MNAM1 Be it as it may, I like Mundus!NAM2CTDA?HMSCHRDIALzhMEDIDSkingradTopicQSTIQSTIvQSTI"QSTIOVQSTI`9QSTI% QSTIQSTIFULL SkingradDATAGRUPhMINFOhDATAQSTIPNAMTRDTG1QNAM1SGood solid stonework. One of the few cities the humans got right, if I may say so.NAM2CTDA`4BLCTDA?HSCHRINFOLr DATAQSTIPNAMhTRDTon NAM1ZA very interesting city and hunting ground. And the weather is much nicer than in Bravil.NAM2TRDTon NAM1zThough I am bewildered. You wouldn't believe how many mortals blessed by Lord Sheogorath are already living in this city.NAM2CTDA?;UCTDA?HՊSCHRINFO1hDATAQSTIvPNAMTRDT2KaNAM1=I remember the good old times when roaming through the city.NAM2TRDT22KaNAM1yYou know, pillaging villages, burning down houses, slaughtering armies, taking whatever crosses your path, and all that.NAM2TRDT22KaNAM1The time has changed, though. I fear I'm not even allowed to knock someone on his head and drag him into a dark corner for a bit fun.NAM2TRDT22KaNAM1Mortals are boring.NAM2CTDA?HDpSCHRDIALp1MEDIDLeyawiinTopicQSTIQSTI"QSTIFQSTIlYQSTIW9QSTIQSTIFULL LeyawiinDATAGRUP11MINFOhDATAQSTIPNAMTRDT25ʇNAM1<A nice little town, I suppose. Just a little thing irks me.NAM2TRDT25ʇNAM1Wasn't there supposed to be a connection between the sea and the Niben? This whole town is blocking it currently. This won't end well, I tell you!NAM2TRDT25ʇNAM1^Well, not my business if the flood comes. I can walk on water. If the pelanni can, we'll see.NAM2CTDA?HLSCHRINFO hDATAQSTIPNAMhTRDTG1YNAM1tI've never been there. Although I heard rumors. Hm. Maybe one day I have to go visit the far edges of this country.NAM2CTDA`pBLCTDA?HSCHRDIALLMEDID AnvilTopicQSTIQSTI"QSTIdQSTIFULLAnvilDATAGRUPMINFOhDATAQSTIPNAMTRDTNAM1-I don't feel comfortable in these dead city.NAM2TRDTNAM1LIn my home everything was organic, a breathing home, and a breathing guild.NAM2TRDT2NAM1YThese humans, Ra Gada and Cyrodilic alike, love cold stone more than it's good for them.NAM2TRDTNAM1[No wonder so many of them turn to necromancy, daedra worshipping and other foul practices.NAM2CTDA?HPSCHRINFOahDATAQSTIPNAMhTRDT2G1ENAM1sAn amalgation of all men. How do they call themselves today? Ra Gada, Genocides, Highmongrels and Emperormongrels?NAM2TRDTG1ENAM1I don't keep up with their names. In our old history they're still named Nede, Kothri, Al-gemha, Keptu and so many others. Who cares anymore?NAM2TRDTG1ENAM1And Anvil? The most beautiful city build by men's hands, nevertheless a pale comparison to old glories of the past. Judge yourself.NAM2CTDA`BLCTDA?HSCHRDIALMMEDIDSENewSheothTOPICQSTIQSTI!QSTIR FULL New SheothDATAGRUPMINFO}Nr DATAQSTIPNAMTRDT bgNAM1fI haven't thought about seeing New Sheoth again so soon, but then you came along and ordered me back.NAM2TRDT( bgNAM1\I'm not mad about it. It's my home. In a way. My home away from places that aren't my home.NAM2TRDT bgNAM1New Sheoth has changed a bit, as does everything involving mortals. New faces all around. Must have been centuries since I was last here. Iit's lovely to see the sky sparkled with stars again.NAM2CTDA?;KCTDA?;LCTDA?HՊSCHRDIALK MEDIDInvestQSTI!QSTIFULLInvest 500 gold in this shopDATAGRUPz MINFO.DATAQSTI!PNAMTRDTd 1.NAM1I would gladly let you invest in my shop! The extra coin will allow me to purchase more goods from adventurers such as yourself.NAM2REC - F RedguardCTDA ?O>hKCTDAbBCTDAbC0CTDA1CTDA?D <CTDA?D <CTDA?DbACTDA?DjCTDA?Di>CTDA?Dj>CTDA?D#CTDA?DcACTDA?Dt>SCHR;SCDA;R rnS rn 0n7 nnSCTXbPlayer.RemoveItem Gold001 500 ModDisposition Player 10 SetInvestmentGold 500 ModPCMiscStat 16 1SCROSCROINFO DATAQSTIPNAMTRDTd 1.NAM1I would gladly let you invest in my shop! The extra coin will allow me to purchase more goods from adventurers such as yourself.NAM2REC - F RedguardCTDAbBCTDAb