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Lore:Fildgor

, formerly known as Fildgor Strong-Prince, was a   prince born to Queen   of Eastern  .  He was the twin brother of   the Skald-Prince, and Princess   was their elder sister.  

Biography
Origins of the Stormfist Brigade
Some time before the Second Akaviri Invasion of  , Fildgor made a pilgrimage from Eastmarch to the west to see the land and people, befriending members of the Stormfist clan in the tundra of   along the way.  When he was to perform his coming-of-age trials, the clan members joined him and formed the Stormfist Brigade, with Fildgor as their de facto leader, despite not being a clan member by birth. The Brigade became renowned for its legendary adventures, slaying monsters and bandits and looting treasures.  Eorim, a woman from the Stormfist clan, became his lover and joined the Brigade. Despite initial protests from fellow clan members that she was still young, Fildgor accepted her as an equal, thereby increasing the Brigade to thirteen fighters.  

Second Akaviri Invasion
During the Second Akaviri Invasion (2E 572), Fildgor led the Stormfist Brigade as they fought their way to   and joined forces with Mabjaarn and Nurnhilde's army. Mabjaarn and Nurnhilde were slain during the battle, leaving the throne to the twin-brothers Fildgor and Jorunn. Fildgor claimed the throne first, though Jorunn challenged his claim as he did not believe that Fildgor would be a good king. To stave off a war of succession, the two fought in single combat and Fildgor lost, resulting in his exile by Jorunn.  

Exile
He was rumored to have fled to   territory.  Other sources describe how he led the Stormfist Brigade back to the tundras of Whiterun Hold.  Finally, Eorim wrote that Fildgor '[built] an army out of thin air and [rallied] the Orcs of the far reaches', and then returned to hide in the caves of Eastmarch some time before or in 2E 582 to prepare for another attempt to take the throne of Eastern Skyrim from his brother Jorunn. 

Attempted Usurpation
 
To reclaim the throne from Jorunn, he and his supporters rallied an army of  s. He took on the name Fildgor Orcthane.  In  , he returned to Skyrim and attempted to overthrow his brother. Fildgor entered Sovngarde through Skuldafn to steal Nurnhilde's essence and convince the   to accept him. 

See Also
For game-specific information, see the ESO article.

References
Lore:Heroes of the Sanctuary

You've no doubt heard the story of the Heroes of the Sanctuary. Of the three   who braved stormy seas, monsters from the deep, and the hostilities of a wild and uncivilized race to found a safe port for  's ships along the coast of  .

The tale is timeless.   was their leader, true-hearted, who envisioned adventure limitless across the sea and would not be deterred when others told him his vision was foolishness.   slew the serpent of the underdepths who guarded that craggy coast, diving deep below the sea to cut out its heart. You will have heard of how she held her breath for a full rising and setting of the sun, even until her companions thought her dead, only to emerge in the wake of the great serpent's demise.

Nor will any one ever forget the name of  , who fashioned a marvelous new sailing vessel specifically for the task, a vessel that cut swiftly across the sea, and did not slow even when the winds died. They say the great craftsman made a deal with the  , or some long forgotten  , to bind the winds and see the ship safely to those foreign shores.

And lastly, we tell of how our three heroes reached that hostile shore and found the people there were warlike and feasted on the flesh of their enemies. How their crew clamored to fight the savages and drive them away, a conquered people, but the Heroes of the Sanctuary did not listen to the council of rash and foolish Elves.

Instead they met with the leaders of the  , and studied their customs. They learned of the  , which forbids damage to the forest, and of the Meat Mandate, which commands these Elves to eat those they defeat in battle, and most importantly of all, they learned of the  .

It was customary that the Wood Elves would steal from each other, and on return of the stolen item, demand a boon commensurate to the item's worth.

It happened that the Heroes of the Sanctuary had brought a staff of great value with them. So they made a deal with the Wood Elves. If the Wood Elves could steal the staff from them, they would leave and never return. However, if they could steal an item from each of the Wood Elf treethanes, then they would be allowed to found a settlement on the shores of Valenwood.

The deal was struck, and the Heroes swiftly and cleverly set about stealing from the treethanes. From one they stole a prized bow. Another they tricked into handing over a valued necklace in exchange for "all of the most valuable thing in the world that they could hold in their hands." The most valuable thing in the world, as any one knows, is air&mdash;for without it we could not live.

At the end of the appointed time, all of the treethanes' items had been stolen, but the Wood Elves had not managed to steal the staff. And that is how   came to be, thanks to the bravery, cleverness, and vision of Eldamar, Hirume, and Meluuran.
Lore:Exiled from Exile, Volume 7

The   Lord of   defeated, I made my way north, passing through   to say one last goodbye to the   and   before leaving their  . The very first night in southern  , I made camp in a great fungal forest.

With fresh  -meat on my fire, I noticed something in the rocks and stones near my camp. Several large boulders stood distant, propped up by unknown hands what had to be many decades, if not centuries, before. The largest and nearest was the reason I write this.

As a child, Father took me to the   to pay   taxes and endure the stares of the Proscribed. On the way there, we were caught in a great sandstorm and found shelter in a cave.

"Daughter," Father spake. "Seek water in the cave, as I taught you."

With a "Yes, Father," I entered the cave. There was no water, but I did find something grand in a large open cavern deep under the stables.

In the center were great stones with strange,   carved on them. I felt like I could hear them calling to me. I reached out and touched the stone. It was then that a hand covered my mouth, muffling my scream and cutting off my breath until I passed out.

I woke up hours later to my Father's face, his eyes drained of their usual joy.

"Daughter, we must leave this place. More will come." Father never told me what befell my attackers. From the stains on his clothes, I would guess that it was a grim fate.

"But Father, what of these stones? These symbols?"

"This is a place of blasphemy, beset by demon-worshipers. See here. This word is in the dark speech of the  . It says ' .'"

So imagine my surprise, O reader, when I looked upon the Morrowind stone in the light of the campfire, my belly full of nix-meat, and saw words written in the same dark speech. The same words I had looked upon as a child, and on the same sort of stones.

"Coldharbour calls.   obeys."

"Coldharbour calls. Nirn obeys."
Lore:Elders of Bramblebreach

The   tell of spirits 
to whom this land belongs 
and who belong to this land 
if they belong to anything.


They are our ancestors 
and our governors 
our conscience when conscience fails; 
wisdom for foolish  .


We may pretend to live apart from them 
but it is only a child's tale, made of childish dreams.
Lore:Lakewatch Tower

Long ago,   dreamt of a moonbeam, silver and pale blue. It took the form of a lady, who came to lie beside him.

As the dawn's light entered his room, she became a  , and fled.

Months later, he dreamt she returned to him, first as a she-wolf carrying pups. She placed them carefully beside him, and took the form of the lady.

"They are yours," she said tenderly, "to care for and love."

Afraid, he slew them. She then cursed him to never know love or kindness, only fear and hatred.

And when he awoke, surrounded by the limp bodies of his wolf-children, he wept for what might have been.
Lore:The Fall of Carac Dena

Many years ago, when I was a young  , I came across a book in the ancient   that described a magnificent fortress deep within  . Ever since discovering this book, I have been captivated by the idea of this place.

Unfortunately, the book was lost to me under mysterious circumstances before I was able to commit my translation to writing. But I have transcribed from memory what I can recall of that mesmerizing description.

"The great fortress of   stood for centuries, held by a hundred   who had bled into the stone at its creation. The fortress rested high above the coast of Valenwood, a great stone monument and a bulwark against all enemies.

"Because of its greatness, it became a wayrest for travelers, a vault for great treasures, and a vast library. It was even said that one could hear singing when one approached the fortress.

"… when the great horde* laid siege to the gates, the fortress of Carac Dena stood firm for a hundred years, until the great force beneath threatened to overwhelm the gates. That is when the commander gathered the hundred original soldiers and convened a meeting. The fateful decision was made. One by one the soldiers bled on the stones and brought the great fortress crashing to the ground, destroying the enemy host beneath it."

  The text is unclear as to the nature of this horde, and the word used is unfamiliar to me, but resembles the word for "army."

I have dedicated my life to finding the location of this great fortress. I am now certain that it must have been swallowed by the land after it fell. And indeed, I believe I have at last narrowed down the location. It only remains for me to gather a fitting group of   guides and venture to the spot ….
Lore:Legend of Thane Icehammer

Long ago in ages past,   of   walked the land. He was a jovial and boisterous  , loved by the people and trusted for his wisdom and good cheer. As with most legends that start like this, the good times didn't last.

For Thane Icehammer, the change began when he returned from an extended hunting trip to the   basin. He was no longer cheerful and loud, but had inexplicitly become dour and short-tempered. And as the months went by, his mood only became more foul and his temper more dark.

"What has caused such change in my husband?" Matron Icehammer demanded, and she turned to the Keepers of   for advice and assistance.

The Keepers sent a young acolyte to investigate the situation. She spent a day and a night with Thane Icehammer, observing his actions, asking him questions, and trying to ascertain what had happened to make the Thane become so bitter and angry.

Finally, after many long hours together, the acolyte noticed a dark stain spreading from Thane Icehammer's side and across his tunic. She ripped away his shirt. A festering wound that would not heal was carved into his side, the glowing tip of a spear jutting from it. "He said his name was  ," the Thane wailed. "He said I should never have hunted the  , but how was I supposed to know what they were?"

Then, his anger overcoming him, Thane Icehammer struck out and killed  's acolyte. Devastated by her husband's actions, Matron Icehammer ordered the   to subdue the Thane. He fled, however, and they chased him to the ancient burial vault beneath the nearby mountains. The Watch, prepared to enter the vault after him, were called back by the Matron. "No," she said sadly, "I won't risk more lives to save a monster. Seal the vault."

And with that, Thane Icehammer was entombed&mdash;wounded by a  , but still alive.

They say Thane Icehammer still stalks the chambers of the vault, fueled by an unending rage and the   of  .
Lore:Mal Sorra's Curse

A high-ranking member of a   house, the Dark Elf known as   was cruel and bloodthirsty. She had a penchant for battle, for testing her skills against stronger opponents. In addition, she practiced dark  s and was a necromancer of the highest order. Unfortunately, the   she belonged to had no love of dark magic and even less   for  . But Mal Sorra didn't care. In fact, her blatant disregard of customs and mores thrilled her and made her blood run hot.

As Mal Sorra's need for greater thrills and constant danger drove her to new heights of cruelty and depravity, the necromancer took greater and greater chances. She flaunted her power, even in the face of House officials and   dignitaries, daring them to scold her or punish her or attempt to stifle her primeval urges. The first to take her unspoken challenge was her own father, the leader of her House and a powerful mage in his own right. Mal Sorra relished the contest, eager to see if she could hold her own against the man who raised her. In the end, Mal Sorra didn't just survive the challenge, she killed her father in a duel of  .

Not content to simply beat her father, Mal Sorra slew him with a barrage of   and then raised him as a  . She commanded the undead creature to follow her and obey her every command. The rest of her house was horrified by this terrible desecration and demanded that Mal Sorra be punished for her blatant use of dark magic. This made Mal Sorra laugh, for she loved showing off her power and displaying her disregard for the current leadership.

As Mal Sorra became more difficult and dangerous, her mother decided that enough was enough. She mourned for her child, but refused to allow her evil to continue unchecked. Mal Sorra was surprised when her mother and a cadre of mages entered her private chambers. She was amused by the audacity of the action, but she felt no fear or anxiety. When her mother began casting a ritual, however, Mal Sorra felt the first pangs of danger. And, as always, it exhilarated her. But then the other mages joined in, and for the first time she could remember, Mal Sorra was afraid.

Her mother drew on dark magic to punish her daughter. She couldn't abide ending her daughter's existence, but she knew she had to end the threat that Mal Sorra posed to the Houses. The dark magic engulfed Mal Sorra, binding her. Trapped within her own dark magic, Mal Sorra was sealed alive inside the very place she spent so much of her time&mdash;within the family tomb. Then the mages combined their magic to open a portal. It swallowed the tomb.

"I curse you, daughter," her mother proclaimed with tears in her eyes. "I banish you and your evil to  . May the Tribunal show you the mercy you denied your victims." And with that, Mal Sorra was never seen on   again.
Online:Tradesman's Square

It contains the city's smithy, clothier and enchanter, with the bank and cathedral nearby.
 
Merchants and Stalls
 
thumb|right|Metalworks of Daggerfall
   
  A simple safebox can be present near the stall.  
  An advanced safebox can be found in the forge.
Online:Daggerfall Marketplace

Related Quests


Merchants and Stalls
 
Pierette Cottret A copy of the Basic Provisioning Guide sits on her stall.  
  An intermediate safebox sits on the counter.  
   
  An intermediate safebox lies on the stall's counter.
Online:Bank of Daggerfall

The bank is found in the southern half of the city in Tradesma's Square. A brochure can be found posted up inside. A master safebox can be found inside next to a desk. The bank's single Covenant Guard can be seen at the bottom of the stairway.
 
Related Quests



Residents
Angier Stower
Online:Bazgara's Horses

A simple safebox can be found on the stall across from the stables.
 

Residents
Bazgara  
Unrahg

Notes
Alleged luck-bringing horseshoes bearing the stable's seal are in circulation.
Lore:Singed Page

Broggo the Small hated the cold. He hated the heat. He wasn't even fond of days that were warm and sunny. He was a strange little  , but that was what made Broggo the Small a hero.

One day, late in winter, when the snow was falling hard and fast,
Online:Daggerfall Cathedral

A copy of The Lion Guard Wants You! is on the altar behind Pitof. An intermediate safebox can be found on the stage to the right of Pitof, by the brazier. There are no guards inside the building, so you can steal and murder without fear of repercussions.
thumb|right|Pitof at the altar in Daggerfall Cathedral
 

Services
 

Residents and Visitors
Online:Daggerfall Millworks

A general goods merchant can be found just outside.

 
Residents and Merchants
 
Daggerfall Millworks — A carpentry store run by Kothon Bear-Master.
Kothon Bear-Master  
Jenna DuBois
Ramis Carlier
 
Ramina al-Morwha  
Fiesque Justal
 
Daria Thenephan
Online:Fighters Guild (Daggerfall)

Even though it is a two-story building, it is not very large and consists of only one zone. Upstairs there is a desk, a cabinet, a dresser, two bookshelves and some barrels, sacks and crates. The hall steward and the armsman can be found on the ground floor. There is a skill book on alchemy, Alchemy: Discovering Traits in the room on the left. Millenith is outside, waiting to help you with your crafting certification. A notice lies on some crates near the entrance. There are a few safeboxes in the guild hall. One has an advanced lock and is on the lower floor where Lucas frequents, and another has an intermediate lock and is located upstairs.
 
This branch serves as a good starting point for anyone interested in joining the Guild.
 
Related Quests
 
 
 
 
 
 

Residents
Basile Fenandre  
Guildmaster Sees-All-Colors *
Lucas  
Millenith


  This person can be found here only until The Dangerous Past quest.
Online:Mages Guild (Daggerfall)

It is a two-story building with a considerable library. Bookshelves occupy practically all the walls on the ground floor as well as upstairs. There is an advanced safebox on the counter in front of the magus. A copy of The Reality of Spirits can be found on a pew upstairs.
 

Related Quests
 
 
 
 
 
 
 
 
 

Residents

  This person can be found here only until the Simply Misplaced quest. 
± Only appears here during related quest. 
° Appears here once Season of Harvest is completed.
Online:Happy, Healthy Horses

Residents
Blandine
Online:The Rosy Lion

It is a three-story Breton-style building. The Rosy Lion player house is found on the ground floor.

The ground floor is occupied by the tavern. In the southern corner the Undaunted hold a meeting. Several Lion Guards can be encountered in the tavern. The second floor has four bedrooms and a large guest room with a fireplace and several bookshelves. The third floor is a storage area. An intermediate safebox lies behind the counter.

Beware the Glenumbra Banks, Donolon Bakes, and Back Home in Orsinium can be read in the inn. A lorebook lies on the dresser in the south room on the second floor. 	
 
Related Quests





Vendors and Patrons
Abzag the Monster
Aldimonwe
Axel Plourde
Ferou Rouillac
Gregoire Lafont  
Grenna gra-Kush
Grobert Dantaine  
Husniya
Jesper Moret
Lady Blade
Loic Dutheil
Magnifico Jalid
Michelle Eugenie
Mighty Mordra
Miquel Eugenie
Phelain Bertault  
Stephen Leveque *
Urvie Peyron
Xavier  
Yncan
Yngwie Zurric
Yvon Serielle

  Leaves the inn after the related quest.

Gallery
Online:Cheesemonger's Hollow (Long Lost Lore)

thumb|right|The entrance area to the Hollow

The Hollow consists of an interior Daedric ruin functioning as a reception area and an exterior valley filled with Dark Seducer and Golden Saint enemies. As part of the quest, you will face additional scamp and Seducer enemies in the entrance area, as well as a final boss fight against a clannfear named Gutsripper.
 
Related Quests
 

Notes
The valley area was originally filled with scamps and Dremora rather than Saints and Seducers.
At the end of the dungeon, the platforms on the sides contain blue daedric letters that say "Praise Azura".
Sheogorath sends you to another area of Cheesemonger's Hollow during the quest Chaos Magic.

Maps
thumb|left|A map of Cheesemonger's Hollow
Lore:Mastery of Devotion

In the season of life in which I marched beneath the  , before the power of the gods did I kneel. I dedicated myself wholly unto to the spirit of the   to forge my  , which I would wield for all my future days.

With  's blessing, the   must do the same to achieve Mastery of Devotion.
Lore:Mastery of Discipline

In the season of life in which I passed through the  , more than 90 duels did I face to prove myself invincible. I learned the 38 grips, the 750 offensive and 1800 defensive stances, and the 9000 strikes that I would practice for all my future days.

With  's blessing, the   must do the same to achieve Mastery of Discipline.
Lore:Mastery of Wisdom

In the season of life in which I was exposed to the  , into deep contemplation did I withdraw to ponder the nature of truth. I sharpened my mind as my blade and defined the principles I would honor for all my future days.

With  's blessing, the   must do the same to achieve Mastery of Wisdom.
Lore:Mastery of Sacrifice

In the season of life in which I shivered from the  , so did I find myself   to cast aside the notions of my destiny that I had deemed true. I left the   to which I did not return for all my future days.

Under  's ever-changing influence, the   must do the same to achieve Mastery of Sacrifice.
Online:Mourning Springs Burial Rites

Wash with care, dry with respect.

Mend with love, patch with attention.

Wrap with caution, tie with deference.

Turn to the center, let the soul rest.
Lore:Oathbreakers' Rest

Being divided into two parts, the   who accepted the   were blessed by   and dwelt in the forests&mdash;but those who rejected the Pact were cursed. Their   were stripped of life and tossed into the great tar-pits of  , where they sank into eternal slumber.

The spirits of Ouze are restless, however, and the   may return one day. They may return to seek vengeance on their brethren, but our eternal hope is that they will eventually accept the Green Pact, returning to Y'frre's favor and the arms of their people.
Lore:Khajiiti Arms and Armor

For a race living in the oppressively hot climate of  , it is impractical in most cases for them to wear heavy   and  , and the Cat-Folk's naturally lithe frame and dexterity favors more lightweight protection. The  i abhor restraint and encumbrance, and their craftsfolk are diligent about providing armor to augment their prowling form. At its  ,   is often mistaken for well-appointed (but flamboyant) clothing. Quilted or padded cloth adorns the midriff and vital areas. This is augmented with vivid patterns of color and accented with a loose shawl, ribbons, or trinkets&mdash;an outfit that would result in mocking insults if worn by a race less decadent and hedonistic.

For battles where the Khajiit expects punishment, they favor cloth and    ,  , and a  ; this allows for supremely agile movement without sacrificing speed (or fashion). 

For this race of acrobats, even the   Khajiiti armor is loose-fitting but actually has lacquered metal plates laced together with leather, under which is an embroidered tunic, completed with a   of fluted   and durable linen. It is only under the most harrowing of conditions that the Khajiit will don full battle armor. 

As for  , curved  , sabers and knives, or punch   serve as an elongation of their own slashing, clawed hands. Occasionally these claw shapes extend to ritual tridents and the savage points on their longbow arrows or javelins.