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Lore:The Prophet Arden-Sul

When one approaches the walls of  , the eyes are unavoidably drawn to a magnificent sight: a mystical flame rises from a simple tower that juts from a circular building. To some, the flame is a beacon of strength and guidance, to others, a mockery of their beliefs. It is the epicenter of a most interesting conflict; two sides of the same coin vying for the favor of their God. It is an unremarkable building with a most remarkable past. It is the  .

Although the Sacellum itself predates Arden-Sul's life, both the   and the   contest the history of the Sacellum heavily. The Manics believe that on that very spot before New Sheoth existed, Arden-Sul was first afflicted with the Grand Enlightenment and became blinded. The Demented postulate that the Sacellum was the location where Arden-Sul endured the Hundred Day Torture. However, it was not these purported events of Arden-Sul's life that aligned the Sacellum with the prophet's name... it was his death.

Here again, the Manics and the Demented are divided. The Manics story of Arden-Sul's death begins with a night of superlative revelry in the Sacellum. The event was replete with a seemingly inexhaustible supply of   and spirits. Arden-Sul and his 213 followers engaged in a veritable orgy of merrymaking and overindulgence, a night fraught with a profusion of singing, dancing, and fornicating. As the celebration reached a crescendo and the event reached its whirlwind apex, one by one, Arden-Sul's followers began to drop to the ground--their lifeblood draining from their bodies until the ground was soaked a crimson red. The excesses of their hedonism had taken its toll and had caused their very hearts to explode. Although details are uncertain, it was said Arden-Sul was the last to die with the look of pure bliss upon his face.

The Demented have a radically different story of the events leading to Arden-Sul's demise. Fearing that one of his followers would one day turn traitor and bury a blade in his back, Arden-Sul sought a method to see deep into a man's soul and reveal his true feelings. After an exhaustive search, he uncovered the secrets of visceromancy, the science of divination through the observation of the entrails of others. Armed with this knowledge, he summoned his flock to the Sacellum. After imbibing the wine Arden-Sul gave them, his followers suddenly felt themselves paralyzed... aware of their surroundings but unable to move. Then, one by one, Arden-Sul cut out the still-beating hearts of his followers and read their lifeblood. After removing all 213 hearts, he still hadn't located the traitor. Furious, he reached into his chest and tore out his own heart. Before the light faded from his eyes, Arden-Sul was reported to have realized the ironic truth; he was the traitor, destined to kill himself.

Whether or not one chooses to take either of these stories seriously is of little import. The truth remains that the Sacellum is a significant location of a highly regarded prophet's death. To this day, the building is still shared among the Manics and the Demented, and depending on Lord  's whim, the favored side becomes its ruling body.
Lore:The Shivering Apothecary

Many, many things.

Wet things and dry things. Things from plants, things from animals, things from stone and sky and tree and man and mer.

So many beautiful things for potions. All of them there for the taking, waiting to be plucked and put to use. "Grind me! Take my essence and turn me into something new, something wonderful!" they cry out to me.

I have given my life to finding so many of the wondrous things of Tamriel, and now the things that lie beyond. The realm of the  , dangerous and beckoning, has so many new things to offer that I have trembled with excitement over it. I stop to take note of what I have found, so that I may not forget it in the coming days when I spend my time searching, mixing, and discovering.

The Apprentice will find that   from the   and   from  s merge to make a deadly poison that strikes at one's very heart, damaging the health of those who ingest it. Many a blade did I sink into wet flesh and dry bone to learn this, but what I have found pleases me.

Flame stalks and the very essence of  s can be mixed by even a Novice to counter that damage, as one can drink a potion made from these two to feel healthy again. The Expert may find that rather than risk himself against those walking monstrosities, the   can be used instead.

For  ka (and without Magicka where would I stand now?) the   can be mixed with   by a Novice or   by a Journeyman. No explorer in the Shivering Isles should venture forth without looking for these.

The tongue of a   -- by itself a marvel of anatomy -- can be eaten to cure poisons or matched with Withering Moon to cure disease. (I cannot help but wonder what disease would be so dire as to risk one's life against a Hunger....)

I have been most pleased to find that to the Expert Alchemist,  , and  s can be mixed to paralyze one's enemies. This has proven most useful in extracting ingredients from the Isles' less cordial residents.
Shivering:Traelius

thumb|right|The home of Traelius
Traelius is a Breton who lives in the Subterrane area of Dire Warren. He spends all of his days sat on his wooden stool, perhaps longing for his lost wife, Alyssa.

Traelius wears a tan robe and a pair of doeskin shoes. He carries a leveled blunt weapon. Besides these items and his journal, he carries leveled gold, gems, soul gems, potions and jewelry. Traelius has a Heretic birthsign which gives him a Fortify Magicka ability, a potent Dispel ability, and can cast major spells from the Alteration, Conjuration, and Restoration schools of magic, as well as major and minor spells from the Destruction school.

Traelius has hidden himself well; in order to reach him, go to the easternmost section of the Subterrane where there is a waterfall and a pool of water with several Red Kelp plants growing in it. Walk along the top left edge above the pool and jump on the various outcroppings, heading to the waterfall in the center. Having an Acrobatics skill of 50 or above is recommended. After moving through the small opening in the waterfall, take the first left over a few rocks, then the next right, and you will find the hermit and his camp.

His journal tells the tale of his struggles with his love, Alyssa. Looking to get away from the "Inferiors" in the city, Traelius sought seclusion in Dire Warren. His wife became distraught over their new residence, and Traelius discovered that she no longer wanted to live there. Though saddened, he made no effort to stop her from leaving. He has since decided to remain in the Warren, despite being forlorn over his lover's absence. Alyssa never actually made it out of the Warren alive; her body, along with her journal and bow, Ly'ssane, is at the southernmost end of the stream that flows from the waterfall. The journal says that despite calling out to Traelius for three straight days after fracturing her leg near the waterfall, she received no response, and crawled as far as she could downstream.

Notes
Lore:Traelius' Journal

4th Mid Year, Morndas

  has been very nervous these past few days, even thinking about packing up and moving out of here. I will hear nothing of it. She does not understand the importance of this place to me. The city is too busy and too noisy for me to think clearly. Only here can I practice my studies in peace and not have to deal with the Inferiors back in the city. Nothing soothes the soul like the gentle sound of rushing water. She will grow to love this place.

19th Mid Year, Tirdas

Alyssa is beginning to spend more and more time at her daily baths. I have not pressed the matter, for I know she is true to me. Maybe I will follow her tomorrow. No. I cannot. I cannot afford to lose her trust. I have worked too hard to get her here.

22nd Mid Year, Fredas

Spent two hours waiting for my Alyssa to return from her daily bath near the waterfall. She apparently fell asleep. I did not inquire any further, but I did notice scratches and bruises on her forearms and legs. She probably tripped and fell, but was too embarrassed to tell me about it.

26th Mid Year, Morndas

The past few days Alyssa has brought up the subject of leaving this place. Has she already forgotten why we came here in the first place? Has she already forgotten the daily mental torture of conversing with the Inferiors in the city? This constant bickering between us is starting to wear on me and I fear I will not be able to take much more of it.

27th Mid Year, Middas

Alyssa spent nearly four hours today at the waterfall. She said she fell asleep again. I will not be made a fool. I demanded she tell me where she had been. She burst into tears and confessed she no longer wished to stay here with me. That night I did not sleep and the day's events played over and over in my head. In the morning, I made the decision to let Alyssa leave. Let her be free. Let her live life the way she wants. She thanked me, parted with one final kiss, and then took off toward the waterfall. That was the last I saw of my dear Alyssa.

29th Mid Year, Fredas

I have done what I know is right, but my heart will not accept it. Only time will heal my heartache, and now it seems I have all the time in the world... alone. I have done the right thing. I had no right to keep her here against her will. The only thing that keeps me sane is knowing she is happy once again and free to do what she wants. I swear I still hear her voice now and then coming from the waterfall, but I know they are only echoes of memory. I must stay strong. I will stay here until my dying days and maybe, just maybe, she will return to me.
Shivering:Alyssa's Journal

Second Seed, Tirdas

Traelius surprised me when he brought me to this place. It is quite beautiful here. This will be a much-needed vacation from the city.

I have found the cool water from the stream nearby to be quite refreshing. The spot above the waterfall is a great area to clear my thoughts; I shall bathe there frequently.



7th Mid Year, Turdas

His continual reference of this place as our 'home' is beginning to annoy me. How do I tell him that it is not my wish to spend the rest of my days here?



11th Mid Year, Morndas

Traelius informed me that he plans on making this dwelling our permanent home. I will try and convince him otherwise; I do not see us living here for the rest of our lives!



15th Mid Year, Fredas

This place is beginning to feel like a cage. I need to get out. I am in much need of fresh air, of sunlight, of life. I am going to try and find some way out of here so I might be able to grab a bit of freedom from time to time.



20th Mid Year, Middas

I have been spending more time at my daily baths scouting the area below, trying to find safe passage. I do not think he suspects anything, so I will continue my search.



22nd Mid Year, Fredas

I climbed down the cliff face today and into the cavern below to scout out a safe passage. I was careless in my steps and alerted a nearby creature. I quickly retreated up the walls and bruised my arms and legs in the process. I do not think Traelius has noticed the bruises, as he has not mentioned anything about them as of yet. I need to be more careful.



24th Mid Year, Sundas

I think I have found a way around the creatures! Yes, I am certain. Before I try to escape I will attempt to convince him to leave this place once and for all.



27th Mid Year, Middas

My confession of last night to Traelius worked -- he is letting me return to the city! In some ways I am sad. Sad that I will not see him for a while, for I know he loves me and I, he. I just cannot stay here for the rest of my days. I leave as soon as I am finished packing.



Turdas

Traelius! Why do you not come for me?

I am hurt.

I am scared.

I scream your name, I beg of you to come for me, but I do not see you.

Why do you leave me here, alone and injured?

I am at your mercy.



Loredas

After three days of yelling for help near the waterfall with no response from Traelius, I have given up hope. With my fractured leg, I cannot possibly go on. I can neither go forward nor return. I can only suffer.



Morndas? Tirdas?

I managed to drag myself down the stream a bit, but cannot go on. It is not so bad. I have now what I have been craving for a long time -- freedom, although not as I had planned. Nonetheless, I am free. It is not so bad. The cool water from the stream is quite refreshing after all.
Shivering:Fellmoor

There are four residents and three houses when first discovered, as well as quite a bit of Water Root Pods, the sole crop of the settlement.  Quite serious about the Root Pod farming, each for their own reasons, the two Khajiit seem to play slave to the Altmer Cindanwe. She persistently follows them and orders them around to ensure they are working.  How long this will last, only time can tell, as this is the subject of the quest that starts here.

 
Related Quests


Notes
Water Root Pod Pits have Restore Health as their first alchemical effect, so a master of alchemy can make a good number of Restore Health potions from one trip.

People
 

Maps
Shivering:Highcross

thumb|right|One of Mirili's pens, filled with captured creatures

It lies roughly at the northernmost section of The Jester's Spine Mountains and consists of three houses owned by the town's occupants, who seem to be quite a leisurely bunch.  The Imperial, Bruscus Dannus, concerns himself with nothing other than cleaning the road that runs through the settlement.  The most eccentric Highcross resident is the Argonian Runs-in-Circles, whose very name gives enough explanation to her erratic and often comical behavior.  The Dunmer, Mirili Ulven, is quite serious however, with her preoccupation of researching the plant life, wildlife, and cosmic patterns of the Shivering Isles.

As part of the related quest, you will be tasked with luring various creatures back to Highcross so that Mirili can capture and study them. There are two walled pens prepared for this purpose, allowing you to add up to four new permanent residents to Highcross: Mirili's Baliwog, Mirili's Elytra, Mirili's Gnarl, and Mirili's Scalon.
 
Related Quests


People
 

Map
Shivering:Hale

It lies at the end of the right fork of the unnamed path that comes off Overlook Road, leading to The Isle of Flame.  The three houses for the four residents are perched on a hill with a spectacular view regardless of the time of day.  The residents are as artistic in their words as they are in the activities they undertake.  The Argonian, Tall-Trees-Falling, is a poet of pessimism and strives only to keep the town clean with her sweeping while she awaits her fate.  Halion, an Altmer who is also a poet, keeps mostly to himself but will attempt to turn any conversation into a rhyming verse.  Zoe Malene is a Breton painter who has just recently found a mutual love with Pyke, a Redguard, who now lives with her.  Pyke recently came through the same gateway in Niben Bay that the player has, but while exploring the Isles for adventure, soon found serenity and love in Hale.  A former Knight of the Thorn from Cheydinhal, Pyke was attacked by Grummites when first exploring the Isles and unfortunately lost the medallion symbolizing his membership.  Recovering the sentimental object for him in the middle of a Grummite root cave encampment is the subject of the quest that begins here.  

 
Related Quests


People
 

Maps
Shivering:Luminary Kaz

Luminary Kaz is a Nord living in the sanctuary of The Howling Halls. He is the second-in-command of the Apostles of Light.

Luminary Kaz can be found in the northernmost room of the Antechamber, guarding vengeful apostle leader Ciirta around the clock, without ever eating nor sleeping. As soon as he senses the traitorous apostles rushing into the Antechamber, he will position himself in a defensive position next to the door. Once you or the apostles attack Ciirta, Kaz will be removed from the Apostle faction and will then proceed to attack you. 

He wears the unenchanted and unique Luminary Robes and carries a copy of the key which unlocks the door of the Antechamber. He also carries a leveled scroll and combat potion (both 75% chance), up to three restore health potions (19-38% chance per potion, changes with level) and up to ten gold coins. In combat, he relies on an apostle dagger as well as on a leveled set of standard heretic spells, the heretic birthsign and the heretic lesser power.

 
Related Quests
Shivering:Heretic

thumb|right|A Heretic
Heretics are those opposed to Sheogorath and wish to see him dethroned. Therefore, they are enemies of the law and must live in rural areas. Heretics make camp on the Mania side of the Isles, and like everything else in the Isles, they have an opposite of equal status to them: the Zealots of Dementia.

Heretics usually rely on Conjuration spells, similar to the Zealots of Dementia. They also use Destruction spells and some Restoration. They tend to use Blunt weapons rather than Blades.

There are eight different varieties of Heretic: Heretic Crusader, Heretic Witch, Heretic Lackey, Heretic Novitiate, Heretic Soldier, Heretic Warpriest, Heretic Watchman and Transformed Heretic.

It is possible for the player to disguise themself as a Heretic if wearing both their robes and hoods in order to deceive other Heretics. This works only at a distance, and if the player gets too close they will see through the disguise and attack.

Spells
All Heretics have a special Heretic Birthsign that provides them with the following permanent bonus:
Fortify Magicka 50 pts

They also have a Firm Beliefs lesser power:
Dispel 300 pts on self
The Heretic AI is scripted to dispel any mind-affecting effect affecting them. Because this behavior is scripted, they will dispel even disabling effects like Calm and Demoralize that technically should actually prevent them from taking any action. The only solution is to use spells that exceed the magnitude that can be dispelled by the Dispel power they utilize.

In addition, all Heretics have a set of leveled Heretic Spells, including:
1 Major Alteration spell
1 Major Destruction spell
1 Minor Destruction spell
1 Major Restoration spell
1 Summon Hunger spell

"Boss" Heretics have an identical spell set to regular Heretics with the exception of a higher-level Summon Hunger spell.

Heretic Classes

 

Notes
There are semi-rare instances when a Heretic won't be hostile towards you, such as after having completed the Knights of the Nine questline they may only remark "''You're the Divine Crusader!" and let that be the end of it. 

The Arch-Mages Robe is identical to the robes worn by the Heretics, but does not provide the same camouflage effect.

;See Also
Heretical Thoughts''
Zealot
Heretic Faction Details

Gallery
Shivering:Puddlejump Camp

The camp lies east of the unnamed path connecting Overlook Road and the Low Road, northeast of the Hill of Suicides. It is made up of three platforms, but only two are standing. The third is slightly east of the others, partially submerged in a lake and surrounded by overgrowing fungus trees, while the two standing platforms are connected by decking.

The first platform is a guarded by a leveled Zealot or Flesh Atronach and contains a minor loot chest, a table with three beer bottles and an open barrel with four Fungus Stalk samples. The second is similarly guarded and contains two bedrolls and a minor loot chest. The third platform (partially submerged) contains two minor loot chests underwater in the southeast corner.

There is also an Obelisk of Order just slightly to the west of the campsite.
 
Occupants

2 leveled Zealots (50% chance each of a Flesh Atronach after level 9)

Contents

2 bedrolls
4 chests (minor)
4 Fungus Stalk samples
3 beer bottles 

Flora

1 Mushroom Tree Sapling plant
2 Letifer Orca Planta plants
3 Water Root Pod plants
1 Blister Pod plant
Shivering:House of Mania

The wing consists of three different areas: the House of Mania proper, the Duke's Quarters and the Halcyon Conservatory.

 

House of Mania
thumb|right|The private quarters
The main chamber of the House is a is an oval-shaped room with an extremely high ceiling and grand architecture designed to exemplify the Duke's power. The whole room is covered with tapestries and carpets in the color scheme of Mania and Golden Saints guard the entrances. Duke Thadon holds court in the eastern end of the chamber, where his majestic throne and dining table can be found. Doors from here lead to the Palace of Sheogorath, the Palace grounds, the Halcyon Conservatory. 

The corridor departing from the northern side of the chamber leads to a secondary entrance to the Conservatory and the private quarters of the House's servants. Next to the double bed where Wide-Eye and Gundlar sleep is a table with a copy of Myths of Sheogorath, a bottle of Fellmoor spore wine and three lockpicks. Scattered around the room are various samples of food, wine, and clothing; as well as two petty soul gems next to the Sheogorath bust. The two sacks next to the bed and the two cupboards in the western area do not respawn, and the latter two also contain a small chance of an oddity. The chest in the southwestern corner contains a good deal of leveled loot.

 

Duke's Quarters
thumb|left|The bedroom
The Duke's Quarters can only be accessed from the House by transiting through the Halcyon Conservatory. The door is locked but can be opened by the House of Mania key; entering is considered to be trespassing, unless you have completed Ritual of Mania. Inside you will have to deal with two patrolling Golden Saints by either killing them or sneaking past them. After going down the stairs you have three options: head left and straight to the kitchen through a corridor filled with busts and storage, left and then right to the bedroom or straight ahead to the alchemy room. 

The alchemy room mainly consists of a large counter laden with peculiar plants and ingredients from the Isles along with a novice alembic, an apprentice mortar & pestle, a journeyman calcinator and a petty and a lesser soul gem. The kitchen is well stocked with plenty of food containers, two massive kegs and a large selection of drinks. Three greenmote urns ensure Thadon's favorite treat is always at hand. Gundlar prepares Thadon's meal here every day at 7pm. 

The bedroom consists of a double bed, a painting area with canvasses and paint brushes and a drinking table with three bottles of Fellmoor spore wine. Two more bottles can be found on a bed side table, along with a portion of greenmote. On a counter nearby are a ruby and a sapphire. The chest next to the bed and the chest and urn next to the drinking table all contain good leveled loot. All containers in the room do not respawn. In the bust-laden corridor is a library area where you can find the Acrobatics skill book The Black Arrow, v 1 and the Sneak skill book Sacred Witness.
 

People


Related Quests