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Manual of Spellcraft

An Introductory Text

[The book contains an inordinate number of scrawlings along the margins; the few that are immediately readable suggest they are notes for someone who needs frequent reminders on the basics of spell casting.]

The Beginning Spellcaster 
The most powerful mages in Tamriel were once beginners. They all had similar early experiences: exposure to magic kindled an interest and/or unlocked some latent ability, followed by years of hard work. These intrepid souls honed their skills, learned new spells, and vigorously trained their minds and bodies to become the formidable figures they were known as during their later lives.

The Mages Guild of Tamriel has long been the first stop on a long road to knowledge and power for many individuals. Providing magical services to the general public, the Guild offers a wide variety of spells for purchase, and is recommended as a first stop for any aspiring spellcaster. Independent dealers may be found, though their selection of spells is often not as comprehensive as that of the Mages Guild.

Many spells are beyond the capabilities of beginning mages; the ability to render one's self invisible, for example, is an advanced power and is beyond the novice spellcaster. Through practice, a mage may become more skilled in a given school of Magic and find himself proficient enough to begin exploring its more powerful aspects. The   mage should not be daunted by his inability to wield certain powers, but should instead use this as a point of focus and a drive for bettering himself. Rather than becoming discouraged, the student should look forward to higher levels of skill, such as the advanced techniques of absorbing spells, summoning lesser (and eventually greater) Daedra and undead -- for research purposes only -- and protection against specific types of spells, such as Fire, Frost, and Shock spells.

Mages wishing to specialize in a particular school of magic are encouraged to learn as many spells of possible within that school, and to practice them frequently. All mages, whether specializing or nurturing a general interest, are encouraged to apply for membership within the Mages Guild. Beyond services available to the general public, the accomplished Guild member has access to many exclusive services such as Advanced Spellcraft and Enchanting. These services have been deemed potentially dangerous to the public at large, and have been restricted to higher-ranked Guild members in good standing by the Council of Mages.

Citizens interested in the further use of magic should consult their local Mages Guild Archmagister.
Manual of the Red Sword

[...]

Let us now turn to the nature of the sword and the tongue. The sword is a sharp tool, whose edge wears out when it is used correctly, eventually requiring the attention of oils and whetstones. The tongue has no edge, but it is honed in proper usage, that being according to the precepts of the Imperial art of Speech, and even the most rigorous student will never find it in need of sharpening. The sword is a tool of last resort, whose proper application will bring about an end to further implementation of requisite skill. The tongue lies at the root of beginnings, and, whenever used correctly, it will open up ever widening avenues of application.

A man who wields   iron sword can be a protector or an oppressor. When he is a protector, his back is to the world, as he dwells on walls and in the jungle, and his work is arduous - in his art he loses that which he shields. If he is an oppressor, he may pick the fruits of his work, but must ever hew deeper to slake his thirst, and live with one eye open, for he has made an enemy of that which he desires. A man who wields the red sword that is the tongue can both covet and protect the bounty of the world, and be sure that his every action will benefit both himself and his charge, never fear that which he holds dear, and never go without it. That is the path of the Speaker, and that is the path of the Councilman.

[...]
Maps of the Sacred Lands

[This book contains maps and information about the Sacred Lands and its settlements.]
Maps of the Sundered Scar

[This book contains maps and information about the Sundered Scar and its settlements.]
Online:Vicca Sestius

Vicca Sestius is an Imperial member of Cyrodilic Collections. She is the sister of Dinia Sestius and is one of the explorers that went missing. After being rescued she can be found in the courtyard of Cyrodilic Collections Headquarters in Lilmoth.
 

Related Quests


Dialogue
She can be found eating some stew.
:''"Did my sister tell you she's quitting? Pft. She's always quitting something. First she's excited, then obsessed, and then she hits one little bump and she's over it. I really should stop following her around.  Oh well. At least there's food."''
Online:Alouis Metivier

Alouis Metivier is a Breton member of Cyrodilic Collections and is one of the explorers that went missing. After being rescued he can be found in the courtyard of Cyrodilic Collections Headquarters in Lilmoth. 
 

Related Quests


Dialogue
:''"Goblins. Giants. Nagas. I've been captured by all three, and I have to say, I'm getting a bit tired of it. Maybe exploration just isn't for me.  Glad you were there to pull our cheese rolls out of the fire."''
Online:Captain Hostia

Captain Hostia is an Imperial member of the Blackguards and leader of the Blackguard Camp in southern Murkmire. After you and your allies attack the camp and rescue the prisoners, the captain is captured by Jaxsik-Orrn, who claims Captain Hostia lead several raids which kidnapped many people from her tribe. She can be questioned about the abductions but her ultimate fate is left up to you.

She has a daughter, Julitta, who you might meet in game depending on your choices during the quest Missing in Murkmire.
 

Related Quests


Dialogue
Missing in Murkmire
After speaking with Xukas and Jaxsik, Captain Hostia can be questioned.
:''"These Argonians are crazy! Please, you can't let them kill me. I surrendered! I had nothing to do with the abduction of that lizard's people! I swear it!"
:Start talking. What did the Blackguards want with these captives?
:"How in Oblivion should I know? Orders came down to watch the captives. I didn't ask why. Maybe I should have, but I've got a daughter at home. If I don't follow orders, she doesn't eat.  I had nothing to do with the abductions! I'm telling the truth!"
:You're going to have to be more persuasive. Is there anything else you can tell me?
:"Mara's mercy, you'd let that Naga murder a prisoner? Just let me think!  All right, there was an interrogator who grilled a few of the captives. Something about a Remnant? Yes, the Remnant of Argon. He was asking everyone about it—even the Nagas."
:The Remnant of Argon?
:"Yeah—some Argonian relic maybe? I really have no idea what the Remnant is! Word is there's someone with a heavy purse willing to pay out a fortune for any information, but that's all I know!  Please, don't make my daughter an orphan!"
:I have to think about this.

If you allow Jaxsik to kill her, the following happens:
: 
:Captain Hostia: "Wait, please don't. No—no!"
: 

If you decide to let her go, Xukas frees the Imperial:
:Jaxsik-Orrn: "Brave, ojel … but foolish."
:Captain Hostia: "Thank you! I'm finished with the Blackguards! You have my word!"''
: 

Notes
If you chose to let her go during Missing in Murkmire, she can be encountered again in the Singing Grotto. You can also find evidence of her true identity and depths of her cruelty towards Argonians.
Maps of Eastern Aanthirin

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Upon leaving the confines of the Sundered Scar, you will find your only road leads through the hamlet of Dondril. Containing only a well and mediocre services for travelers, you should travel first north to Old Ebonheart, seat of Imperial power in Morrowind. Here you can find services from the Imperial guilds and merchants that no other cities in the province can count among their own. From here you can travel by ship or by land, though having to pass through Dondril yet again in the latter case.

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To the south of Dondril lie the hamlet of Felms Ithul and the town of Vhul in perpertual spring. Little greater than its northern cousin, you may find rest and supplies in Vhul on your way south. The local merchant guild bears commendation and caution, as they are far cleverer tradesmen than a traveler is expecting to find in these lands.

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The road from Vhul stretches east to Almalexia in a bend, a safe route at the worst of times. Should you march south instead of east, through the mushroom forests you will come upon the Indoril stronghold of Roa Dyr, home to the Ilvi family and unwelcoming to travelers. 
Further to the south, and your next stop if you traveled from Old Ebonheart by ship, is Almas Thirr, a holy city of the Dunmer. Here you will find temple services and merchant trade, as well as travel opportunities to the east, west, and south.
Maps of Western Aanthirin

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Upon crossing the Thirr and arriving on the western shore, by leaving Almas Thirr and its safety behind you will find your way north or south through the hamlet of Indal-ruhn.

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Just north of Almas Thirr, a long stretch of land begins where the Thirr riverside is dotted with Hlaalu settlements. Both plantations and independant farmers dwell here. A weary traveler might find provisions here for coin, but be aware of the ruins that dot the landscape and camp near the river if you can not find hovel among the farmers.

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While ostensibly friendly, you might want to skip visiting the slave markets of the Mundrethi Plantation to the far north of the road. Oran and Othras Plantation are considerably more friendly to travelers and for a good coin and fast tongue, you might find supplies here. On the way to the Othras plantation, you might want to turn west to visit the town of Menaan. Otherwise, the road continues north to Andothren and the Ascadian Bluffs.
Maps of the Ascadian Bluffs

[This book contains maps and information about the Ascadian Bluffs and its settlements.]
Maps of Roth-Roryn

[This book contains maps and information about Roth-Roryn and its settlements.]
Maps of Shipal-Shin

[This book contains maps and information about Shipal-Shin and its settlements.]
Masterwork of the Inducer

Much of the text from Eldhaal the Inducer's account is unreadable and cannot be salvaged, like so many Ayleid records. I have translated the intact excerpts to the best of my ability, but have had to infer the meaning of some unclear terms.

In truth, I am relieved that no more can be read. The original, with its grotesque and unnerving diagrams, will be sent back for preservation. I pray I will be permitted to leave this place soon.

"... pliability of its material, so vital and so obedient to my tools. It was a subject yearning for ascent to the ultimate purpose of its form. A vision of the shape and the (method?) took me immediately and I stilled the form; I stopped its sight and speech and stood it in the working-space. I ordered the servants to stay and bear witness to a Perfect Example and began the dedication rituals."

"And to it I sang and hummed and whispered; the cage of its heart gave assent and unfurled with no splintering, no cracking—the life's rhythm persisting. I ordered fine silver chains. Into each link I inscribed the hundred words for bliss, and I wrapped the cage and trunk all round to best display the organ at work."

"Such joy! It must have been that Blood-Made-Pleasure watched the work, guided my movements. A new (inspiration?) came upon me, and fervidly I grasped the sight-orbs between the implements..."

"I blessed it with wings of Welkynd, gently grafted and obtained at great expense. I extended its blood-paths, a delicate web within shining light. Eight stars for its crown, eight rubies at its feet, splayed forearms reaching for Aetherius. It became real when I gave it the name: Messenger Beast Redeemed."
The Middle Dawn

1E1200-2208: The Dragon Break. Scholar-priests of the Alessian Order tamper with the Dragon God of Time.

A fanatical sect of the Alessian Order, the Maruhkati Selective, becomes frustrated by ancient Aldmeri traditions still present within the theological system of the Eight Divines. Specifically, they hated any admission that Akatosh, the Supreme Spirit, was indisputably also Auriel, the Elven High God.

Newly invented rituals were utilized to disprove this theory, to no avail. Finally, the secret masters of the Maruhkati Selective channeled the Aurbis itself to mythically remove those aspects of the Dragon God they disapproved of. A staff or tower appeared before them. The secret masters danced on it until it writhed and trembled and spoke its protonymic.

The tower split into eight pieces and Time broke. The non-linearity of the Dawn Era had returned.

Tamriel slept through the disaster, which 'lasted one thousand and eight years', until the pieces of the tower came to rest on the mortal plane.

Every culture on Tamriel remembers the Dragon Break in some fashion; to most it is a spiritual anguish that they cannot account for. Several texts survive this timeless period, all (unsurprisingly) conflicting with each other regarding events, people, and regions: wars are mentioned in some that never happen in another, the sun changes color depending on the witness, and the gods either walk among the mortals or they don't. Even the 'one thousand and eight years,' a number (some say arbitrarily) chosen by the Elder Council, is an unreliable measure.

Whether or not the secret masters of the Maruhkati Selective were successful is unknown, and any records of their survival were destroyed by the War of Righteousness that ended the Alessian Order a hundred years later.
Online:Utazaw

Utazaw is a Naga Argonian who can be found in Dead-Water Village, making insulting comments about the ojels that visit the village, along with her friend Kaska.
 

Dialogue
As she is approached, she can be overheard speaking with Kaska.
:Utazaw: "Do you smell something unpleasant, Kaska?"
:Kaska: "Wamasu poo smells better and I speak true. Will it leave our village soon?"

When she spoken she does not pretend to like you.
:''"I recoil in mock disgust. Ojel filth has no place in Dead-Water. Go take a swim in a pool of quicksand, why don't you?"
:What's an ojel and why are you so hostile?
:"You are an ojel—not of the tribe, an outsider. And your presence angers me. Outsiders wear strange garb and behave like swamp-crazed crocodiles. You are an abomination before the Hist!"
:[Intimidate] Unless you want to become a fine pair of boots, I'd be a little more friendly if I were you.
:"Ha! You raise the spine of warning like a raw hatchling, but that's better than most outsiders.  I still don't like you, though."''
Online:Kaska

Kaska is a Naga Argonian who can be found in Dead-Water Village, making insulting comments about the ojels that visit the village, along with her friend Utazaw. She otherwise cannot be spoken to.
 

Dialogue
As she is approached, she can be overheard speaking with Utazaw.
:Utazaw: "Do you smell something unpleasant, Kaska?"
:Kaska: "Wamasu poo smells better and I speak true. Will it leave our village soon?"
Morrowind Historia: Andothren

Some of you, my faithful readers, may know of Stonefall as a stop on trade routes along the Inner Sea, but while the city has only recently come to the Empire's attention as a viable trade center, it has a rich history.

Most native residents of the Stonefall are eager to talk at great length of the city's past, when it was known as Bal Foyen. The temple, once the center of activity for the city, is located on a great fountain, and subsequent waterfall, said by the local religion to be a holy site. Indeed, the temple has long been a pilgrimage site for worshipers of the false Dark Elven deity Almalexia.

These pilgrims would often arrive on the main road from what is now Ebonheart, and comprised most of Bal Foyen's visitors. Trade primarily consisted of the exchange of water from the temple for crops from farms outlying the city. The temple would then distribute the food among city residents. This arrangement still continues today, but is overshadowed by the much larger amounts of trade (managed with the aid of the Dark Elven House Hlaalu) flowing from the Imperial Docks.

The Dark Elves take great pride in the two histories of the city: Stonefall and Bal Foyen. What most residents don't know is that the site in fact has three histories. Bal Foyen was not the first city at its location, nor is Stonefall the largest. Imperial excavators have uncovered a sprawling Dwemer complex to the west of the city. Of course, most Dunmer are aware of the ruins, and many have found scraps of metal in the ground, but none know of the sheer size of the ancient ruins. In fact, even our Imperial explorers have only seemed to scratch the surface of these great ruins. Speculation continues as to whether the Dwemer site was for commercial, military, or spiritual purposes.

Travellers interested in these ruins are advised not to venture within, however, as many of the Dwemer security machines are still active, and many tunnels are extremely unstable. Access is greatly restricted until excavation teams can secure the lower levels; even one as illustrious and well-mannered as myself was only permitted to view the highest level, which was sadly devoid of items of interest.
Online:Patch/4.2.9

The Elder Scrolls Online v4.2.9 is a small incremental patch that fixes a couple issues with Guild Traders in Murkmire, a bug that could result in the loss of a housing furnishing, and the ability to use Flaming Oil through some Cyrodiil floor grates. The size of this patch is approximately 70MB.

Murkmire Fixes & Improvements
Art & Animation
General
Guild Traders found throughout Murkmire will no longer wander around, and will now be stationary.

UI
General
Guild Traders reserved in Lilmoth will now properly display ownership in your guild interface.

Base Game Fixes & Improvements
Alliance War & PVP
General
You can now consistently use Flaming Oil through floor grates on Imperial Bridge Houses.

Housing
General
Fixed a rare issue where, if you were over the furnishing limit for a home, retrieving a furnishing and then undoing that retrieval could result in the loss of that furnishing.
Online:Patch/2.6.10

Just to confirm, there are no patch notes for today's maintenance. There will be a very small patch to download for PC, and the patch number will increment. The only change is that Crown Crates will be enabled on all platforms.
Mystic Path of the Emperor

A word of power for the willing Man, he whose open palm has the strength of a fist. Be you without flaws.

Be you as the Emperors of old, they to whom all others submit, who carry majesty in word and deed, 
be you as Alessia, who, from obscure birth below the earth, did rise to the most resplendent position, learn from her that man overcomes, 
be you as Reman, who devoured and destroyed his enemies, and crushed them, learn from his the supremacy of the will, 
be you as Tiber, who knew above all else the ways of conquest, and took the whole of the world for himself, learn from him the art of law.

 

A word of silence for they who came before, roadbuilders, praise for the fathers of the sons of man. Be you without regret.

Be you as the waymakers, they who walked so all may follow, who were humble in power, and victim of deceit, 
be you as Hestra, who unified and divided, and anointed each of our crossroads with blood, 
be you as Sidri-Ashak, the caretaker, who planted stones as seeds of law in the far places, 
be you as Cuhlecain, who foresaw and made clear the path, and knew his hour well in advance.

 

A word of plenty for the ground on which we walk, holy Cyrod, mother of man. Be you without unrest.

Be you as Cyrod, resplendent, whose spine is made of high stone, whose belly is wet with hidden jungle, 
be you as the mighty Highlands, arid tops touched by snow, whose walls repel the invader, 
be you as the broad river Niben, lifebringer, whose slow coils carry ships to the hearth or smash them asunder, 
be you as the forbidden jungle, crouched in silent hostility, hissing, that which longs for blood, 
Be you as the Emperor in his tower, inviolate and under Divine mandate, master of all he perceives.
Online:Patch/2.7.10

Today's PC incremental patch for v2.7.10 contains some fixes and updates to the ESO Privacy Policy; all hyperlinks will now direct you to the proper pages, and we've added a section for third party marketing. In addition, all humanoid enemies will now utilize the correct combat idle animations that reflect their weapon type.

This patch largely contains a number of fixes for unreleased and future content that is not yet available, including things for future in-game holidays and events, so don't worry! You'll see it one day. We are still working on fixes for a number of reported issues including those with the Grouping Tool, issues surrounding Bolt Escape, and more. The size of today's patch is approximately 1GB in size.
Nedes of the Deathlands

Is it possible then that everything they taught us as children was wrong? That buried beneath rock and sand, hidden from view by the monuments of conquering Yokudans, is more than just the detritus of a barbaric and underdeveloped people?

This is the claim Sali'ma at-Muhay makes in his latest work of scholarship on the Nedes and their presence in Hammerfell, and he presents some compelling new evidence to support this claim. In studying the mage towers in Elinhir closely, he has concluded that these towers are not of the right age to be of Yokudan fabrication, nor do they use the same stone-crafting techniques employed by the Ayleids. In some regards, they resemble Dwemer handiwork, but only in a crude way. From this, at-Muhay concludes that these towers were not a lost form of high Yokudan architecture transplanted from the Yokudan homeland, but are in fact, the remnants of a Nedic civilization.

If at-Muhay's conclusions are right, then the Nedes were much more organized and advanced than historians have previously thought. Elinhir's towers could only have been crafted by an advanced culture adept at stonework.

These towers have been occupied since the Blackcaster mages established their academy in Elinhir - so why is at-Muhay the first to propose this startling theory?

This author posits that historians are not without their blind spots, and that the Nedes are certainly among the biggest. The reasons for this are many:

In the first, the Nedic people had a history of falling prey to conquering armies. The Dwemer, the Ayleids, and the Yokudans all proclaimed themselves masters of the Eastern Hammerfell Nedes at some point. It was in the interests of these conquering peoples to justify their conquests by proclaiming the Nedes a backward people worthy only of enslavement.

In the second, the Nedes as a distinctive people disappear from the historical record shortly after Ra Gada, and by then the records that exist are few and scattered. By the time the first Yokudans set foot on the shores of Hammerfell, the Nedic culture was already fading, and the people were scattered and broken. Most of the Nedes had long since migrated and intermingled with the other races of Tamriel, virtually fading from existence.

It's vital that we take this new theory about the Nedes seriously. I suspect that the remote region of Craglorn will bear much fruit for future researchers interested in exploring the extent of Nedic civilization, as it has undergone the least change in the time since the last Nedes disappeared.