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Skyrim:Champion's Cudgel

The Champion's Cudgel is a warhammer wielded by General Falx Carius who can be found in Fort Frostmoth. The head of the warhammer is made of steel, with the Imperial Legion symbol engraved on it. One of the ends of the head is blunt and cleated for smashing; while the other end is curved and pointed, like a pickaxe.  The shaft of the warhammer is made of wood, with some red cloth secured with leather strips wrapped around it below the head for a better grip on the hammer. Its damage is equal to that of a glass warhammer, but it weighs less. For each element, its enchantment has a 50% chance to deal 25 points of shock damage, frost damage and/or fire damage.
Skyrim:All-Maker Stones

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The All-Maker Stones are magical stones found in the wilderness of Solstheim that, according to Storn Crag-Strider, maintain the Oneness throughout the land. 

All of the Stones are initially tainted by an evil power of the dragon priest Miraak, which causes the inhabitants of Solstheim to become entranced when they pray at them. After cleansing the Stones, you may activate them for special abilities and powers. Powers must be regained from the Stones after use.

 

 
 
 

Related Quests




Dialogue
The entranced people working around the stones may repeat the following words mechanically:
:"Here in his shrine."  ("Here in his temple.")
:"That they have forgotten."
:"Here do we toil."
:"That we might remember."
:"By the night we reclaim."  ("Here we reclaim.")
:"What by day was stolen."  ("What faithless minds have stolen.")
:"Far from ourselves."
:"He grows ever near to us."
:"Our eyes once were blinded."
:"Now through him do we see."
:"Our hands once were idle."
:"Now through them does he speak."
:"And when the world shall listen."
:"And when the world shall see."
:"And when the world remembers."
:"That world will cease to be."

Notes
During the quest The Fate of the Skaal, the Wind Stone is cleansed of Miraak's influence by using the shout Bend Will. In Cleansing the Stones, the Bend Will shout continues to be used as four of the other Stones are returned to normal. The final Stone is freed once the main questline is completed.
When sleeping on Solstheim, if you haven't completed Cleansing the Stones and you're either outdoors or in a dwelling, you may wake up at one of the All-Maker Stones which is still tainted. Cleansing each stone causes it to become unavailable, preventing you from waking up at any stone for that sleep. The first time you sleep in an appropriate location, this is guaranteed to happen, provided that the randomly selected stone has not already been cleansed. Thereafter, the chance that you will wake up at a stone when you sleep drops to 33%.
If you command a follower to use one of the stones then they will sit and worship it, like others at the stone. It is possible for this to become permanent, so try not to do this frequently.
The powers granted by these stones work underwater.
The All-Maker stones were previously seen as the Sacred Stones in Bloodmoon.
The book Aevar Stone-Singer is about the Stones.
It is possible to cleanse the stones except the Tree Stone before the Cleansing the Stones quest starts.
Skyrim:Letter from Ralis Sedarys

I hope this message finds you quickly,
Skyrim:The Journal of Ralis Sedarys - Volume 19

Moving on to Solstheim next, chasing after vague rumors of this Kolbjorn Barrow. My patron seems confident we can find the Relics of   out here. I'm a bit skeptical, but so long as he pays well, I'll dig wherever the old coot likes.

Initial prospects look poor, to say the least. I was sure I had my map wrong at first, until it became clear that the place had just been lost to the ash. I'll dig out as much as I can, maybe see if I can recruit some of the local residents to help me out. I haven't seen anyone since I got out of Raven Rock, but I keep hearing conversations and whispers around me, so I just need to track them down.
Skyrim:The Journal of Ralis Sedarys - Volume 20

This excavation is going to be one of the harder ones, I can tell. Hired some diggers out of Raven Rock. They all said they were experienced miners, but I guess they're not used to running into trouble as they dig. In a place like this, you never know what was buried long ago, and have to be ready for whatever you come across.

In any case, there were some unfortunate losses when the sleeping dead weren't quite sleeping and weren't quite dead. Operation is stalled unless my friendly partner is able to find enough coin for us to hire some replacements. Maybe it's time to take up a collection from the constant spectators who gather to mock me.
Skyrim:The Journal of Ralis Sedarys - Volume 21

My invisible "friends" have kept it up, drawing closer. It took me a while to realize they were hiding themselves, but I figure it's out of shame. It takes a certain type of cowardice to spend all your time questioning a man's worth and value. You'd think they'd have the decency to at least let me sleep, but they persist even there.

As for the dig, we continue to stall out with the opposition from within the barrow. I had hoped the hardy people of this island would be able to deal with shuffling bones, but I appear to have overestimated them. I won't make that mistake again.
Skyrim:The Journal of Ralis Sedarys - Volume 22

If it weren't for the comfort brought by my invisible friend, I would have fled this place long ago. I wish I had realized earlier that it was not a group, but a master who contains multitudes. He's guided me into a true understanding of the barrow, and I greatly desire to meet with him.

My insight into this place is now so intuitive, so fundamental, that I almost feel as if I built it myself. I explained to the workers how to use the tile set, but they seemed too afraid or uncoordinated to properly step on each tile quickly enough. No problems, nothing that the master cannot solve.

We will be able to converse properly soon enough.
Skyrim:The Journal of Ralis Sedarys - Volume 23

Lord Ahzidal demands more blood, and I give it willingly. The hired men have somewhat pitiful souls, so it sometimes takes several of them to achieve the desired effects.

I won't be writing any more. There is no need. The time has come to awaken the master, and bring him to the fate he deserves.
Skyrim:Spider Experiment Notes

I've only tried a few combinations, but things look promising. Here's what I've discovered so far:  
Ruby + Albino Pod = Jumping Flame Spider  
Ruby + Damaged Pod = Exploding Flame Spider  
Ruby + Salt Pile + Damaged Pod =  
Ruby + Salt Pile + Albino Pod = Flame Cloaked Spider
Skyrim:A Letter to Selina I

My dearest Selina,


It's been a difficult day. General Carius ordered us to help the laborers shore up the walls since they're starting to show their age. It was back-breaking work, but without the extra support, those walls wouldn't stand up to a siege. Some of the men are grumbling about the task, but I don't agree with them. The general knows what's best for Fort Frostmoth and I would follow him to Oblivion and back if he asked. There's a supply ship due on Solstheim in a few weeks and I hope to send you all these daily letters I've been writing. I hope you enjoy reading them as much as I enjoy writing them. I miss you Selina, and I can't wait to see you when my time on Solstheim is through.


Yours always,


Maximian Axius
Skyrim:A Letter to Selina II

My dearest Selina,


Euphemius was killed this morning by one of those awful Rieklings. We were escorting a supply wagon from Fort Frostmoth to Raven Rock when a war party of those bastards ambushed us from the cliffs. We fought them off, but poor Euphemius was impaled by one of their spears. The healers at the fort couldn't do anything for him, and I watched him slip away as I held his hand. I don't know how much longer I can stand being here. My loyalty to the Empire, and the strong words General Carius delivers to us at each morning muster are the only things keeping me going. The supply ship should arrive tomorrow, and I promise to give the quartermaster my letters so they can finally be sent home. Give my love to the children.


Yours always,


Maximian Axius
Skyrim:A Letter to Selina III

My dearest Selina,


The supply ship due in Solstheim hasn't arrived yet and no one knows what's happened to it. I'll keep writing these letters in hopes that they can be delivered to you one day. It's awful being isolated on Solstheim like this, but General Carius keeps telling us we need to maintain Fort Frostmoth for the good of the Empire. I believe what he's saying only because he's never led us down the wrong path in the past, but I'm wondering if anyone on the Imperial Council even gives a damn about this pile of rock. Four soldiers have died in the last two years at Fort Frostmoth. It almost seems as though the Empire takes us all for granted and expects us to sit out here and get chipped away at like the rock inside the mines. My posting here can't end soon enough.


Yours always,


Maximian Axius
Skyrim:A Letter to Selina IV

My dearest Selina,


This is my last letter. I don't know if you'll ever get any of them, but I'll keep them on me in case I'm ever found. Something happened here, Selina. It was horrible. Something's happened at the Red Mountain but I can't describe it. It's as if hundreds of Oblivion gates opened at once at its summit and it's spitting fire and death in all directions. Fort Frostmoth has been completely destroyed. The walls crumbled like loose dirt and the land is on fire. Everything around me smells of ash and of death. I don't know where anyone is. I've been trapped in one of these lower sections of the fort and I don't expect to be rescued anytime soon. I miss you, Selina. I want to hold you and the children in my arms and tell you that everything is going to be fine, but I don't think that will ever happen. Give my love to Siricus and Atia for me. Tell them their father died bravely defending the Empire, so they can hold their heads high when they speak of me one day. And you my love, when you close your eyes at night, think of me so my spirit can finally come home.


Yours always and forever,


Maximian Axius
Skyrim:Bloodstained Letter

bjorn


do not come to this place


i have not much self left


the earth will take us both


- h
Skyrim:Letter (Dragonborn)

Hrodulf, light and strength,


I feel your words are not your own, and I worry dearly for your health.


I beg of you: please depart that blasted isle and return to Solitude at once! My nights have been almost impossible to bear without you; to lose you would be the death of me.


My love, if you do not return soon, I will come for you.


- Bjornolfr
Skyrim:Ash Rune

Ash Rune is an expert level alteration spell that creates a rune which will explode when enemies come near, immobilizing them in ash for 30 seconds.  They will be unable to attack or be attacked in any way until the spell wears off.  You can't cast it just anywhere.  When you press the cast button, the cross-hair will let you know if you are pointing at a valid surface within range.  If it is red, then you can't cast the spell there.  
 
Effects
Ash Rune, 50 pts for 1 sec
Immobilizes enemy in hardened ash for 30 seconds

Perks
Rune Master increases range to 100 feet.
Stability increases the duration of the paralysis effect to 45 seconds.

Notes
You can set off ash runes (your own or others) using any Alteration projectile spell from a distance.
Some enemies are immune to this spell, notably all dragons, Ash Spawn, and anything else that is immune to regular paralysis. Note that though they may not be immobilized in ash, they will still set off the rune if they touch it.
Paralysis Runes were originally developed as part of the Game Jam and were later added as a distinct rune type by the Arcane Accessories Creation.
Skyrim:Ash Shell

Ash Shell is an adept level Alteration spell that causes a target to be encased in hardened ash for 30 seconds. They will be unable to attack or be attacked in any way until the spell wears off.

 
Effects
Ash Shell, for 30 secs

 
Perks
Stability, raises duration to 45 secs

 
Notes
This spell functions much like a cheaper Paralyze spell, except that unlike with regular paralysis, you cannot damage enemies while they're down. It's most useful for reducing the number of enemies you have to fight at once.
Some enemies are immune to this spell, notably all dragons, Ash Spawn, and anything else that is immune to regular paralysis.
If a damaging rune (Fire Frost or Lighting) is cast under the downed target and it kills them when the shell wears off, they might encounter a glitch where they will appear to be floating slightly in the air and sprinting while they are in fact dead and still lootable. 
Due to the spell preventing all sources of incoming damage during its duration, it may also be used to prevent followers from dying.
Skyrim:Conjure Ash Guardian

Conjure Ash Guardian is an expert level conjuration spell that summons an ash guardian to aid you in combat. A heart stone is required to ensure that the resultant ash guardian does not attack you.

 
Effects
Conjure Ash Guardian, summons indefinitely.

 

 
Notes
The spell is implemented as a Rune instead of a summon, meaning it differs from the other spells in several points:
An Ash Guardian does not count towards the number of units you have summoned, and does not replace or is replaced by any other summon.
It is not affected by the Twin Souls perk, a second Guardian will always unsummon the first.
A conjured Ash Guardian's soul can be captured, making it possible to farm greater-sized souls.
The spell doesn't count as being cast on self and thus works even with active Spell Absorption.
The Guardian does not follow you, but instead stays at the location marked by the rune.
The stats of the Ash Guardian summoned are:


The Ash Guardian spell can be quite useful for training skills. When conjured, it becomes a free standing creature; without a heart stone, it is in essence an on-demand enemy.

Bugs
Skyrim:Conjure Ash Spawn

Conjure Ash Spawn is an adept level Conjuration spell that summons an ash spawn to aid you in combat.  

 
Effects
Conjure Ash Spawn, for 60 secs

 
 
Notes
Not affected by the Twin Souls Perk.
The stats of the Ash Spawn summoned are:
Skyrim:Conjure Seeker

Conjure Seeker is an adept level Conjuration spell that summons one of Hermaeus Mora's Seekers to aid you in combat.  

 
Effects
Conjure Seeker, for 60 secs

 
 
Notes
This spell is not affected by the Twin Souls perk.
The stats of a summoned Seeker are:
Skyrim:Frenzy Rune

Frenzy Rune is an adept level illusion spell that creates a rune which will explode when enemies come near, causing them to attack whoever is nearest for 30 seconds.  You can't cast it just anywhere.  When you press the cast button, the cross-hair will let you know if you are pointing at a valid surface within range.  If it is red, then you can't cast the spell there.  
 
Effects
Frenzy Rune, 20 pts for 30 secs

Perks
Rune Master increases range to 100 feet.
Master of the Mind allows the spell to work on undead, daedra, and automatons.  
Rage allows the spell to work on higher level opponents
Animage works on higher level animals. 
Kindred Mage works on higher level people. 

Notes
You can set off frenzy runes (your own or others) using any Illusion projectile spell from a distance.
Some enemies are immune to this spell, notably all dragons, undead, daedra, summoned or reanimated enemies of any kind, and anything else that is immune to regular Frenzy effects. Note that though they may not be frenzied, they will still set off the rune if they touch it.
Like most Frenzy spells, it is not particularly useful against single enemies, as the closest target is still you. It's best to cast this in a group of enemies to make them fight each other.
Skyrim:Poison Rune

Poison Rune is an adept level Restoration spell that creates a rune which will explode when enemies come near, causing them to take 3 damage per second for 30 seconds. When you press the cast button, the cross-hair will let you know if you are pointing at a valid surface within range.  If it is red, then you can't cast the spell there.  
 
Effects
Poison Rune, 3 pts for 30 seconds (total of 90 damage)

Perks
Rune Master increases range to 100 feet.

Notes
You can set off poison runes (your own or others) using any Restoration projectile spell from a distance.
Some enemies are immune to this spell, notably all dragons, undead, Daedra, automata, and summoned or reanimated enemies of any kind. Note that though they may not be poisoned, they will still set off the rune if they touch it.
The poison effects stack if the target is hit by a second poison rune before the effects of the first rune wears off.
Skyrim:Whirlwind Cloak

Whirlwind Cloak is an adept level destruction spell that surrounds the caster in powerful swirling winds, which can fling hostile targets away if they get within melee range.  Enemies may take damage if they are flung hard enough.

 
Effects
Whirlwind Cloak, 10 pts for 60 secs

 
Notes
You can only have one Cloak spell of any kind active at a time.  Casting a second will cancel the first.
The spell will continue to the end of its duration even if you sheathe your weapons.  It even operates under water, making it an effective means of dealing with Slaughterfish, since you can't use other attacks or spells while swimming.
Some enemies are immune to this spell, notably anything that is also immune to Paralysis.
This spell is best suited for large numbers of small, light-weight enemies, such as Rieklings.
If this spell is cast while summoned creatures are active, it will cancel them out. This also applies to reanimated allies.
There are some exceptions to this, including Bonemen, Mistmen, Familiars, and Atronachs.
Skyrim:Letter to Imperial City

This is the third letter I am attempting to send to the   in Cyrodiil for guidance in the matter surrounding the threat to  .


A sizable   force has established a stronghold on the southwestern portion of Solstheim. I've given them ample opportunity to surrender, but all attempts to communicate with them have met with conflict.


I will continue to do whatever's necessary to ensure the safety of Fort Frostmoth and rid   of these invaders until I receive orders stating otherwise.


General Falx Carius
Skyrim:Declaration of War

Raven Rock Stronghold,

My calls for the unconditional surrender of your forces and an immediate cessation of all hostilities   been ignored numerous times. I therefore have no choice but to assume your purpose on Solstheim is hostile, and to treat Raven Rock Stronghold as an enemy of the Empire. I warn you, any attempt to breach Fort Frostmoth will be met with an equal level of aggression. I will do everything in my power to wipe you and your forces off the face of Tamriel. There will be no further communications between us.


General Falx Carius
Skyrim:The Ulen Matter

Dear Councilor Saldin,


In a   of days I believe we'll be ready. Our forces hidden within Ashfallow Citadel have been training night and day, ready to strike when we give the signal. With Captain Veleth distracted by the ash spawn attacks, the timing seems perfect. I've waited nearly a decade to exact my revenge upon Lleril Morvayn for the death of my ancestor and I long for the moment my blade will be drawn across his throat. The next letter you'll   from me will include his head in a sack. Display it proudly in the halls of House Hlaalu, brother.


Vendil Ulen
Skyrim:Gratian's Letter

Gratian,


I would appreciate if you could help us with a situation we've encountered in Raven Rock. It seems that the miners there have stumbled across some sort of ruins under the surface near shaft three, and we need your expertise to take a look. I could send someone else if you're busy, but I figured you'd want to go since I seem to recall that you're originally from Solstheim. Let us know if you make any progress.


Rendellus Thandarian 
East Empire Company
Skyrim:Lusty Argonian Maid Folio

To the Arano Family,


When I showed up on your doorstep in Morrowind that day, I expected to be thrown back into the street and cast aside like some sort of vermin. Instead, you offered me into the warmth and safety of your home. For that, I will be eternally grateful. Please, accept this rare Folio Edition of my work as   of appreciation for your kindness.


Crassius Curio


Act IV, Scene III, continued


Lifts-Her-Tail

Certainly not, kind sir! I am here but to clean your chambers.


Crantius Colto

Is that all you have come here for, little one? My chambers?


Lifts-Her-Tail

I have no idea what it is you imply, master. I am but a poor Argonian maid.


Crantius Colto

So you are, my dumpling. And a good one at that. Such strong legs and shapely tail.


Lifts-Her-Tail

You embarrass me, sir!


Crantius Colto

Fear not. You are safe here with me.


Lifts-Her-Tail

I must finish my cleaning, sir. The mistress will have my head if I do not!


Crantius Colto

Cleaning, eh? I have something for you. Here, polish my spear.


Lifts-Her-Tail

But it is huge! It could take me all night!


Crantius Colto

Plenty of time, my sweet. Plenty of time.


END OF ACT IV, SCENE III


ACT VII, SCENE II, CONTINUED


Lifts-Her-Tail

My goodness, that's quite a loaf! But how ever shall it fit my oven?


Crantius Colto

This loaf isn't ready for baking, my sweet. It has yet to rise.


Lifts-Her-Tail

If only we could hurry that along. How would I accomplish such a task?


Crantius Colto

Oh, my foolish little Argonian maid, you must use your hands.


Lifts-Her-Tail

You wish me to knead the loaf? Here?


Crantius Colto

Of course.


Lifts-Her-Tail

But what if the mistress catches me? Your loaf was meant to satisfy her appetite.


Crantius Colto

Don't fret, my delicate flower. I'll satisfy the mistress's cravings later.


Lifts-Her-Tail

Very well, but I'm afraid my oven isn't hot enough. It could take hours!


Crantius Colto

Plenty of time, my sweet. Plenty of time.


END OF ACT VII, SCENE II
Skyrim:Second Letter from EEC

Fethis,


I felt I was rather clear in my last letter that the East Empire Company doesn't wish to engage in any sort of financial buyout of your business on Solstheim. We appreciate your enthusiasm, but the time just isn't right.


Vittoria Vici
Skyrim:Third Letter from EEC

Fethis,


We've received yet another letter from you requesting a buyout. At this time, I'm going to have to insist you cease any communication with the East Empire Company. There will be no further letters from me on this matter.


Vittoria Vici
Skyrim:House Redoran's Reply

,


While I appreciate the urgency of the situation on Solstheim, I'm afraid that I can't approve the request for supplies and funds at this time. This is nothing personal, Lleril. Your island is one of seventy-four outlying settlements of Morrowind at this time. House Redoran must rank these outposts in terms of economic and strategic importance. We have limited coin in our coffers to send to these settlements, so we have to decide which ones take precedence. Unfortunately, Solstheim is very low on the list. I'm doing everything I can for you. All I ask is that you hang on a little longer.


Dralis Rorlen
Skyrim:Scribbles of a Madman

Black slimy fingers. Black slimy words. Black slimy book.
Skyrim:Writ of Execution: (player)

Honorable Writ of Execution:
Skyrim:Mogrul's Orders

Find   and get my money. I don't care how you do it, or what you do with
Skyrim:Ahzidal (creature)

Ahzidal''' is a dragon priest entombed within Kolbjorn Barrow in Solstheim. He carries an eponymous mask.

He specializes in fire-based magic, able to cast: Greater Ward, Ebonyflesh, Revenant, Raise Zombie, Flame Cloak, and Fire Stream, a unique spell similar to the Fire Breath shout. His heavy armor set includes Ahzidal's Armor of Retribution, Ahzidal's Boots of Waterwalking, Ahzidal's Gauntlets of Warding, Ahzidal's Helm of Vision, and his mask.

For more information, see the lore page.

 
Related Quests
 
Notes
Ahzidal means "the Embittered Destroyer" (or literally "Bitter Destroyer") in the Dragon language.
Skyrim:Skull (Dragonborn)

This Skull is located inside Kolbjorn Barrow, found on a weight sensitive plate in the second main room. It differs from standard skulls in that it is engraved and worth 50 gold instead of the normal 5 gold.