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Lore:Briar Rock Ruins

Briar Rock Ruins is a large set of nordic ruins situated deep in the mountain valley of the Reach. It was originally an Ancient Nordic watchtower that contained a crypt of draugr, but it has since been a safe refuge for the local clans of Reachmen that need it.  The ruins have been commonly occupied by the Thornroot Clan, who are staunch protectors of their land and will stand against any foreign threat.  Briar Rock is divided into two areas, the main ruin is known as Hag Rock Redoubt, whereas the innermost tower and summit is called Dead Crone Rock. 
 

History
The Ancient Nords built their fortress at an unspecified time many years ago. Members of the   remember that ruins have always existed here since forever.  By the time the Nords were out of the Reach, the local Reachfolk took solace with the abandoned compound and used it as a shelter in times of trouble. The Thornroot, a clan of Reach warrior-folk have been known to settle around Briar Rock since at least  . 

In  , the   descended onto the Reach to search for an ancient artifact of great power. While most of the Reach stayed in   at the behest of Ard  , the Thornroot Clan took refuge in Briar Rock Ruins and out of desperation to combat the   army, they allied with a   coven to create more   warriors. The Hillhunter Clan led by Chieftain   traveled to Briar Rock to seek refuge with the Thornroot, but they were instead imprisoned and made unwilling subjects of the briarheart ritual. The Thornroot hagravens sought to create an army of briarheart berserkers rather than provide protection for all clans.  The chieftain's daughter,   enlisted the help of a   to liberate her clan and father, as well as burn the briarheart tree in Dead Crone Rock. The traveler fought their way through Briar Rock and not defeated the hagraven matron,  , but burned down the tree and freed the Hillhunter Clan. They later moved on to parlay with the  . 

During the   in  , the rebel-faction of Reachfolk, the   had taken control of the ruins. They were led by the hagraven witch,  , who fled to Dead Crone Rock after the   in  . Not only was she considered a major threat by the Jarl of  , but she was the eighth descendant of  , who was given the important task of guarding the pommel of  .  Drascua was tracked down by   of  , who sought to reassemble the razor to honor his forefathers, the  .  At that same time, the hagraven leader of Dead Crone Rock was in possession of a  , which were in circulation all over Skyrim until they were recovered by the   and reassembled into the Crown. 

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See Also
For game-specific information on Briar Rock Ruins, see the ESO article.
For game-specific information on each ruin in Skyrim, see the Dead Crone Rock and Hag Rock Redoubt articles.

References
Blades:Shrubs and Flags

Shrubs and Flags are a small, common decoration only available to be purchased from the workshop.
Lore:Scary Tales of the Deep Folk, Book 2

This next tale comes from  , a Reach scout I met in the  . He relayed a moving tale of music, youth, and tragedy. Read on, dear patrons, and decide if you dare believe this young scout's tale!

  
The Music Beneath the Mountain

Most   shun the ruins left by the long-vanished   (a scary tale for the ages!), but not all. Two young Reach scouts, Markor and Esana, once determined to explore where none in their clan dared tread. They chose to brave the Dwarven ruins beneath the mountain and make a name for themselves. So together, they delved the depths of Dwarven cities, facing automatons and worse to prove their courage.

It was while exploring deep inside one such ruin—the Reachfolk called it  , though its Dwarven name remains unknown—that Esana first heard the music beneath the mountain. Try as Markor might, he heard nothing, yet Esana, he insisted, heard the music as loud as a storm. She said it was everywhere.

Esana tried often to describe the music to Markor: As the song of a   bird singing in dark places, and the symphony of cogs and rock, and the hymn of steam and fire. Yet though she followed the sound beneath the mountain and Markor followed her, neither ever discovered the source of the mysterious music.

Over time, Markor told me, Esana became obsessed with the music, humming it after she and Markor returned to camp and even, he said, in her sleep. Her humming was all but tuneless yet strangely compelling, and to this day Markor cannot wipe the sound of Esana's tuneless humming from his mind.

Esana insisted on traveling into Darkhollow every day, forsaking her duties as a clan scout. Soon the clan's witchmother forbade all travel to Darkhollow for both Markor and Esana. The next day, risking the wrath of the witchmother and exile from the clan, Esana left for Darkhollow one last time.

Though the witchmother forbade Markor from following Esana, he defied her, certain his childhood friend would not return until she had found her quarry. He feared Esana would lose herself while searching for the music beneath the mountain, music only she could hear. He feared she would go so deep she would never emerge. Markor found Esana's pack outside the ruin and went as far inside as he could.

Markor's search ended in tragedy. In the end, all he found of Esana, his childhood friend, was a smile scrawled on an animal skin left in the deepest part of the Darkhollow. A sorrowful Markor understood the meaning of the drawing perfectly, and it broke his heart.

"I found it," that scrawled drawing said. It was the last message Esana left behind for her best friend.

Esana was never seen again.
Lore:Scary Tales of the Druadach, Book 3

I have   final tale to share with you now, dear readers. It involves witches and magic. And it takes place, as all such tales, in the shadows of the  !

  
The Sister Who Turned Her Skin Red

This tale comes from one of the few   who would speak to your humble teller of tales without attempting to poke her with an axe. It is, in this fair scribe's opinion, the most chilling tale of all. The old woman spoke of two sisters, one fair and one dark, who were among the greatest of the Reach witches until their lust for power, in the old woman's words, devoured their good sense.

The fairer and elder of the Reach-witches,  , was chosen by virtue of age and her powerful mastery of air   to command her clan. Yet Tancia soon faced a challenger she had never expected—her sister  , younger by a year, and as powerful with water magic as Tancia was with air!

None in the clan could challenge either sister in combat, yet neither could anyone in the clan bear to see one sister slay the other. Tancia and Ulecia were the pride of the clan, the most powerful witches in generations, and no clan member wanted to lose such treasures. Yet no matter how the clan members pleaded with the sisters, Tancia and Ulecia could not agree on who would lead their clan. Eventually, the clan settled on the only way to decide the stalemate. A contest of miraculous magical tasks!

And so Tancia and Ulecia set themselves to a variety of feats of magical strength, each surpassing the other. It is said Tancia summoned a whirlwind powerful enough to move a cart, only to be dismayed when her sister summoned a river of water powerful enough to uproot a tree. No sooner had Ulecia made the clan's water as sweet as honeyed   than Tancia made the clan's hunters as light as air, letting them walk into the sky and back down as easily as if climbing or descending a set of stairs.

In the end, the old Reach woman reported, it was Tancia who escalated the contest beyond reason. Desperate to best her younger sister, Tancia consorted with a  , offering to serve for seventy years in exchange for the power to command her clan. Yet like all Daedric bargains, the Prince offered more than Tancia requested. When she returned to her clan's camp on the day before the new chief was to be nominated, Tancia's fair skin was gone, replaced by skin as red as blood and eyes that glowed like tiny fires. And then, in front of the entire clan, Tancia boiled the air, roasting her sister alive.

Horrified and betrayed, the clan broke apart, yet the old Reach woman says the sister with the red skin and eyes of fire still wanders the wilds where the clan once roamed, screaming out challenges to anyone who can end her lonely existence—a solitary, mirthless, endless life without clan or family.

Yet the power the sister with the red skin possesses has become absolute, and none can defeat her. She remains a prisoner of her Daedric bargain, cursed with power no one can match and an immortal existence no one can end. Of the two sisters, the old Reach woman told me, Ulecia was the lucky one. She got to die free.
Blades:Dark Seducer Items

Dark Seducer items are Daedric variants that are themed after Dark Seducers. They are only available to be purchased from the Sigil Shop.
       
The following Dark Seducer armors do not share the typical Daedric Mail effects. They are also described to match with Dragonscale, but this is untrue. 
    
Divine
The following divine items are visually identical, but are instead considered to be Dragon.
Blades:Blades Items

Blades Items are an item material evocative of the order of the Blades. While described as on par with Dragonplate, they are their own set, and thus will not mix with Dragonplate for the Matching Set perk. They are all Special Items that are obtained from completing various Arena tiers. They can be obtained once every season.
Lore:Hollow Moon

Hollow Moon may refer to:

The Dark Moon
Hollow Moon (faction), the faction
Lore:Saint Felms the Bold

Saint Felms the Bold is the Dunmeri patron saint of butchers and fishmongers. A fierce warrior, he slew many   invaders and drove them from  . He could neither read nor write, instead being blessed by receiving inspiration directly from the lips of the Tribunal.  

When close to death, Sotha Sil placed Felms's soul into a modified black soul gem which was then brought to the Asylum Sanctorium and installed in a giant factotum body to make him immortal.  Unfortunately, the process eventually drove him to madness, which manifested as agitation, a single-minded focus on fighting and conquests, and mood swings including outbursts of disdain, frustration, and anger. 

Worship
Offerings made to Saint Felms grant one Felm's Glory, giving greater skill in restoring magic.  The Ordinators recite a prayer to Saint Felms as they drape the blue prayer stole, or retheles, over their shoulders. 

The   is a holy relic greatly prized by the  .  

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

References
Lore:Saint Rilms the Barefooted

Saint Rilms the Barefooted is the Dunmeri patron saint of Pilgrims and Beggars. Saint Rilms gave away her shoes, then dressed and appeared as a beggar to better acquaint herself with the poor.  Her   are now a prized relic of the Tribunal Temple.  

Offerings made to Saint Rilms grant Rilm's Grace, for the endurance of hardships.  Ordinator initiates recite a prayer to St. Rilms as they don their sabatons and greaves.  Rilms is often associated with restoration magic, with her lending her name to restoration spells such as Rilm's Gift and Rilm's Cure. 

The popular Blue Book of Riddles was written by scholars of Saint Rilms.

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References
Lore:Bright Moons

Bright Moons may refer to:

Jode, the greater of Nirn's two moons, also known as Masser
Jone, the lesser of Nirn's two moons, also known as Secunda
Online:Spectral Archer (Dwemer)

Spectral Archers are Dwemer specters found inside Arkngthunch-Sturdumz, a ruin in the West Gash. They are armed with bows.
 

Related Quests

Skills and Abilities
;Mechanical Possession: The spectre channels a blue beam into a nearby inactive centurion, transporting their soul into it to awaken a Haunted Centurion, but killing the caster's ghost in the process.
;Quick Shot: A basic ranged attack that does minor physical damage.
;Arrow Spray: The enemy shoots a spray of arrows in the direction it is facing as indicated by a red cone. This attack does moderate physical damage as well as snares all enemies hit. This attack can be interrupted to set the enemy off balance or simply avoided. Blocking also prevents the snare and reduces the damage.
;Volley: The enemy fires continuously at an area as indicated by a red circle. This attack does moderate physical damage over time. This attack can be interrupted to set the enemy off balance or simply avoided.
Online:Paarbahlot

Paarbahlot is a Dragon that has allied himself with Laatvulon. He will be present when Joorahmaar is discussing the promise of power with Laatvulon, and will fly off with Joorahmaar when you disrupt the aeonstone ritual.
 
Related Quests
 
Notes
He shares the same model as Bahlokdaan.
His name means "Ambition-Wrath-Great" in Dragon Language.
Online:Crafting Motif 96: Arkthzand Armory Belts

No other people have yet matched the alloys and techniques the Dwarves employed to fashion their weapons and armor. Alas, many of the Dwarven secrets of metal-working vanished from Tamriel centuries ago. Likewise, some artifacts of Arkthzand providence also feature magical crystals—perhaps the aetherium mentioned in various mythic histories—whose purpose and powers are understood by no other peoples. Yet with a careful study of the pieces intrepid adventurers have recovered from the depths of the Dwarven ruins sleeping beneath the Reach, we can draw valuable insights into the designs favored in the legendary stronghold of Arkthzand.

BELTS

In the Arkthzand style, a belt protected much of the lower torso and lower back. The buckle plate is quite large and supports an articulated flange providing additional protection.
Online:Crafting Motif 96: Arkthzand Armory Boots

No other people have yet matched the alloys and techniques the Dwarves employed to fashion their weapons and armor. Alas, many of the Dwarven secrets of metal-working vanished from Tamriel centuries ago. Likewise, some artifacts of Arkthzand providence also feature magical crystals—perhaps the aetherium mentioned in various mythic histories—whose purpose and powers are understood by no other peoples. Yet with a careful study of the pieces intrepid adventurers have recovered from the depths of the Dwarven ruins sleeping beneath the Reach, we can draw valuable insights into the designs favored in the legendary stronghold of Arkthzand.

BOOTS

It seems evident that the Dwarves of Arkthzand valued protection over mobility. These armored boots completely encircle the lower leg and armor the top of the foot, too. An angular poleyn forged with a simple geometric design guards the knee.
Online:Crafting Motif 96: Arkthzand Armory Bows

No other people have yet matched the alloys and techniques the Dwarves employed to fashion their weapons and armor. Alas, many of the Dwarven secrets of metal-working vanished from Tamriel centuries ago. Likewise, some artifacts of Arkthzand providence also feature magical crystals—perhaps the aetherium mentioned in various mythic histories—whose purpose and powers are understood by no other peoples. Yet with a careful study of the pieces intrepid adventurers have recovered from the depths of the Dwarven ruins sleeping beneath the Reach, we can draw valuable insights into the designs favored in the legendary stronghold of Arkthzand.

BOWS

It is difficult to call these weapons bows; they are better described as machines in the shape of bows. The artisans of Arkthzand made the limbs of the bow from inflexible metal, but hidden springs of great strength provide the flexing power needed to drive their metal-shafted arrows with tremendous force.
Online:Crafting Motif 96: Arkthzand Armory Chests

No other people have yet matched the alloys and techniques the Dwarves employed to fashion their weapons and armor. Alas, many of the Dwarven secrets of metal-working vanished from Tamriel centuries ago. Likewise, some artifacts of Arkthzand providence also feature magical crystals—perhaps the aetherium mentioned in various mythic histories—whose purpose and powers are understood by no other peoples. Yet with a careful study of the pieces intrepid adventurers have recovered from the depths of the Dwarven ruins sleeping beneath the Reach, we can draw valuable insights into the designs favored in the legendary stronghold of Arkthzand.

CHEST

A cunningly articulated breastplate of Dwarven alloy, the Arkthzand chest piece is almost impenetrable. Sockets in the pectoral plates hold small orbs of luminous arcane crystal—the legendary aetherium mined in the realms of Blackreach. The aetherium crystals most likely empowered the armor in some way, but the secret is lost to time.
Online:Crafting Motif 96: Arkthzand Armory Daggers

No other people have yet matched the alloys and techniques the Dwarves employed to fashion their weapons and armor. Alas, many of the Dwarven secrets of metal-working vanished from Tamriel centuries ago. Likewise, some artifacts of Arkthzand providence also feature magical crystals—perhaps the aetherium mentioned in various mythic histories—whose purpose and powers are understood by no other peoples. Yet with a careful study of the pieces intrepid adventurers have recovered from the depths of the Dwarven ruins sleeping beneath the Reach, we can draw valuable insights into the designs favored in the legendary stronghold of Arkthzand.

DAGGERS

Dwarves generally seemed to favor axes and maces to blades, but when they fashioned daggers and swords they did so with great skill. The blade itself is made from an alloy that bears a superficial resemblance to brass, yet it is harder and more durable than steel. To this day, no one knows what it is made from.
Online:Crafting Motif 96: Arkthzand Armory Gloves

No other people have yet matched the alloys and techniques the Dwarves employed to fashion their weapons and armor. Alas, many of the Dwarven secrets of metal-working vanished from Tamriel centuries ago. Likewise, some artifacts of Arkthzand providence also feature magical crystals—perhaps the aetherium mentioned in various mythic histories—whose purpose and powers are understood by no other peoples. Yet with a careful study of the pieces intrepid adventurers have recovered from the depths of the Dwarven ruins sleeping beneath the Reach, we can draw valuable insights into the designs favored in the legendary stronghold of Arkthzand.

GLOVES

Compared to most other elements of Dwarven armor, gloves seem surprisingly light in construction. The fingers are left unprotected except for small rivets over the knuckles—most likely so the wearer's ability to work on fine mechanisms would be unimpaired. A small socket in each vambrace holds an orb of aetherium crystal.
Online:Crafting Motif 96: Arkthzand Armory Helmets

No other people have yet matched the alloys and techniques the Dwarves employed to fashion their weapons and armor. Alas, many of the Dwarven secrets of metal-working vanished from Tamriel centuries ago. Likewise, some artifacts of Arkthzand providence also feature magical crystals—perhaps the aetherium mentioned in various mythic histories—whose purpose and powers are understood by no other peoples. Yet with a careful study of the pieces intrepid adventurers have recovered from the depths of the Dwarven ruins sleeping beneath the Reach, we can draw valuable insights into the designs favored in the legendary stronghold of Arkthzand.

HELMETS

Most Dwarven helms cover the face, and the Arkthzand Armory pieces are no exception. The helm's visor is fashion in the shape of a scowling warrior's visage. A prominent crest inscribed with geometric symbols crowns the top of the head.
Online:Akaviri Potentate Style

The Akaviri Potentate Style is a signature outfit style inspired by the   of  . Pieces are available as   and   from the Potentate Crown Crates. Body pieces can also be bought directly from the Crown Store for   Gems each while the Potentate season is active. This style also has three different variants of helmet, which cost   Gems each.

 

Armor

Gallery
Armor
 

Renders
Online:Void Crystal

thumb|right|Reflecting a beam
Void Crystals are crystals found in the containment chamber within the Library of Arkthzand.
 

Related Quests
Online:Library of Arkthzand

It served as a place for scholarly pursuit when the Dwarves were around.

The Arkthzand Great Lift is located outside the library's wall, to the north. Philosopher's Cradle is located southwest of the library, and Ghostlight Grotto is to the east. 
 

Related Quests

 
 

Layout
Library of Arkthzand
Access to the library's grounds is somewhat restricted; the library is sat atop a cliff which is inaccessible from some vantages. One way to reach it is to head southeast of Bthar-Zel and point your cursor at the green portal thing on the cliff, known as a Void Anomaly. When you use the prompt to interact with it, you'll be teleported up. Teleport up the next ledge and climb across the ridge, heading west. There's a broken bridge with a skyshard and a Dwarven Centurion on it. Ghostlight Grotto lies to the west (south of the skyshard), and another Void Anomaly is across the bridge. A chest can spawn on the library's side of the bridge. A Chaurus Reaper loiters to the left of the ballista in front of the complex wall's eastern entrance.

The complex's courtyard is inhabited by hostile constructs and shadow creatures, which are at war with each other. The observatory is the central building, but its front entrance is locked until the end of the related quest. A chest is located behind the observatory. The southern side of this building contains an entrance blocked by rubble. An entrance to the Library of Arkthzand is located south of this blocked door. There is a water skin next to the door, and a chest down the walkway south from the library's southern entrance.
 

Arkthzand Research Wing
thumb|left|Arkthzand Research Wing
Accessible from the northern half of the courtyard via Void Portals, the Research Wing grants you access to interior portion of the library during The Study of Souls. Architons patrol the halls.

A chest can spawn within an alcove above the entrance in the first room (on the eastern side of the room). Another chest can spawn between a bookshelf and a wall, up the stairs in the southwestern corner of the room.
 

Containment Chamber
thumb|left|Containment Chamber
The Containment Chamber contains a mechanism controlled by Void Crystals to quarantine a dangerous subject. Pentarch Cievernes attempted to meddle with the device, only to be trapped within. The door on the east side of the room leads further into the ruin. 
 

Halls of Arkthzand
thumb|left|Halls of Arkthzand
The Gray Host has taken up residence in the halls beyond the Containment Chamber. 
 

Arkthzand Orrery
thumb|left|Arkthzand Orrerythumb|right|Interior
The Halls of Arkthzand eventually lead to the observatory's Observation Deck.
 

text-bottom|32pxWayshrine
 
Arkthzand Wayshrine is located east of the ruin, in front of Bthar-Zel.
 
 
Maps
 
 

Gallery
Online:Anomaly

The Anomaly is a green rift found in the center of the mechanism in the Library of Arkthzand's containment chamber. Pentarch Cievernes is trapped in it.
 

Related Quests