33663870,CWIMagicianClass,FULL,0,Mage
35792367,CWIMagicianClassSergius,FULL,0,Mage
35792366,CWIMagicianClassPhinis,FULL,0,Mage
35792365,CWIMagicianClassColette,FULL,0,Mage
35792364,CWIMagicianClassFaralda,FULL,0,Mage
35792363,CWIMagicianClassTolfdir,FULL,0,Mage
35792368,CWIMagicianClassDrevis,FULL,0,Mage
625576,ServicesWinterholdCollegeColette,FULL,53999,コレット・マレンス・サービス
35793857,CWIServicesWinterholdCollegeSergius,FULL,0,Sergius Services
34982929,CWITeleportEffect,DNAM,0,熟達した変性魔法と召喚魔法を組み合わせる事で、ウィンターホールド大学に転移する。一日一回限定。
34982929,CWITeleportEffect,FULL,0,Temporal Shift
35045170,CWISanctuaryTeleportSpellEffect,DNAM,0,
35045170,CWISanctuaryTeleportSpellEffect,FULL,0,Teleport to Sanctuary
35045172,CWIQuartersTeleportSpellEffect,DNAM,0,
35045172,CWIQuartersTeleportSpellEffect,FULL,0,Teleport to Quarters
35777497,CWIBridgeBewitch,DNAM,0,
35777497,CWIBridgeBewitch,FULL,0,Bewitchment
35777495,CWIBridgeDispelEffect,DNAM,0,
35777495,CWIBridgeDispelEffect,FULL,0,Disillusionment
35780570,CWITeleportEffectSolitude,DNAM,0,
35780570,CWITeleportEffectSolitude,FULL,0,Teleport
35780571,CWITeleportEffectDawnstar,DNAM,0,
35780571,CWITeleportEffectDawnstar,FULL,0,Teleport
35780572,CWITeleportEffectMorthal,DNAM,0,
35780572,CWITeleportEffectMorthal,FULL,0,Teleport
35780573,CWITeleportEffectFalkreath,DNAM,0,
35780573,CWITeleportEffectFalkreath,FULL,0,Teleport
35780574,CWITeleportEffectWhiterun,DNAM,0,
35780574,CWITeleportEffectWhiterun,FULL,0,Teleport
35780575,CWITeleportEffectRiften,DNAM,0,
35780575,CWITeleportEffectRiften,FULL,0,Teleport
35780576,CWITeleportEffectWindhelm,DNAM,0,
35780576,CWITeleportEffectWindhelm,FULL,0,Teleport
35780569,CWITeleportEffectMarkarth,DNAM,0,
35780569,CWITeleportEffectMarkarth,FULL,0,Teleport
35358163,CWIMaterialiseEffect,DNAM,0,
35358163,CWIMaterialiseEffect,FULL,0,Materialise
35107404,CWIOrbZapEffect,DNAM,0,
35107404,CWIOrbZapEffect,FULL,0,Zap!
989995,MGArchMageRobeEnchant,FULL,67553,マグナスのかせ
95074,MGArchMageRobeHoodedEnchant,FULL,67553,マグナスのかせ
35065910,CWIQuartersTeleportSpell,FULL,0,Teleport to Quarters
34982930,CWICollegeTeleport,FULL,0,Temporal Shift
35777496,CWIBridgeDispel,FULL,0,Disillusionment
35107405,CWIOrbZapSpell,FULL,0,Zap!
35777499,CWIBridgeBewitchment,FULL,0,Bewitchment
35065911,CWISanctuaryTeleportSpell,FULL,0,Teleport to Sanctuary
35358162,CWIMaterialiseSpell,FULL,0,Materialise
35755961,CWIOBAct7,FULL,9547,本
35755984,CWINoteTrigger,FULL,56122,メモ
35756002,CWIIngredTrigger,FULL,0,解剖模型
35757392,CWIPlaqueButterflyTrig,FULL,0,飾り額
35757393,CWIPlaqueCottonTrig,FULL,0,飾り額
35757394,CWIPlaqueCreepTrig,FULL,0,飾り額
35757395,CWIPlaqueDrevisTrig,FULL,0,飾り額
35757396,CWIPlaqueFaraldaTrig,FULL,0,飾り額
35757397,CWIPlaqueHagravenTrig,FULL,0,飾り額
35757398,CWIPlaqueHawkTrig,FULL,0,飾り額
35757399,CWIPlaqueHeartTrig,FULL,0,飾り額
35757400,CWIPlaqueSprigganTrig,FULL,0,飾り額
35757401,CWIPlaqueNightshadeTrig,FULL,0,飾り額
35757402,CWIPlaquePhinisTrig,FULL,0,飾り額
35757403,CWIPlaqueTongueTrig,FULL,0,飾り額
35757404,CWIPlaqueTapinellaTrig,FULL,0,飾り額
35757405,CWIPlaqueThistleTrig,FULL,0,飾り額
35757406,CWIPlaqueWraithTrig,FULL,0,飾り額
35757426,CWIToolsShelfTrigger,FULL,0,防腐処理素材
35757428,CWITeasetTrigger,FULL,0,ティーセット
35757430,CWILiliesTrigger,FULL,0,カーラ・リリー
35757435,CWIBonsaiTrigger,FULL,0,アカヴィリの盆栽
35757391,CWIPlaqueAbeceanTrig,FULL,0,飾り額
35767250,CWIDweCalActivator,FULL,0,ドゥーマー・カレンダー
35767255,CWIStarsTrigger,FULL,0,星図
35792329,CWICountenanceAlchShelfTrig,FULL,0,錬金素材
35790938,CWIJapanThing,FULL,0,アカヴィリの遺物
35790936,CWIWeepAngAct,FULL,0,マーラの悲哀
35790937,CWIHorseandbird,FULL,0,エイドラの夢想
35789543,CWIMapsActivator,FULL,0,マップ・コレクション
35792341,CWIBookSet1Act,FULL,0,書物
35792342,CWIBookSet2Act,FULL,0,書物
35792343,CWIBookSet3Act,FULL,0,書物
35792344,CWIBookSet4Act,FULL,0,書物
35777514,CWITeleportOrbMarkarth,FULL,0,転移オーブ：マルカルス
35777515,CWITeleportOrbSolitude,FULL,0,転移オーブ：ソリチュード
35777516,CWITeleportOrbDawnstar,FULL,0,転移オーブ：ドーンスター
35777517,CWITeleportOrbMorthal,FULL,0,転移オーブ：モーサル
35777518,CWITeleportOrbFalkreath,FULL,0,転移オーブ：ファルクリース
35777519,CWITeleportOrbWhiterun,FULL,0,転移オーブ：ホワイトラン
35777520,CWITeleportOrbRiften,FULL,0,転移オーブ：リフテン
35777521,CWITeleportOrbWindhelm,FULL,0,転移オーブ：ウィンドヘルム
35792345,CWIBookSet11SmallerAct,FULL,0,書物
35792346,CWIBookSetTowerAct,FULL,0,書物
35768613,CWISoulEssenceContainer,FULL,0,濃縮されたソウル・エッセンス
35254441,CWIMemorialStoneSavos,FULL,0,記念碑
35254442,CWIMemorialStoneMirabelle,FULL,0,記念碑
35065913,CWITeleportOrbAMQ,FULL,0,オーブ
35045164,CWITeleportOrbAMS,FULL,0,オーブ
35789541,CWIGlobeActivator,FULL,0,地球儀
35792325,CWIShelfScrollsAct,FULL,0,巻物棚
35755910,CWIBookShelfTrigger,FULL,53357,本棚
35755911,CWIArtefactsShelfTrigger,FULL,0,アーティファクト・コレクション
35755916,CWIApoShalActivator,FULL,0,シャリドールの聖像
35755932,CWIOBAct1,FULL,9547,本
35755933,CWIOBAct1Urag,FULL,0,蔵書目録
35755956,CWIOBAct2,FULL,9547,本
35755957,CWIOBAct3,FULL,9547,本
35755958,CWIOBAct4,FULL,9547,本
35755959,CWIOBAct5,FULL,9547,本
35755960,CWIOBAct6,FULL,9547,本
35799657,CWISundialActivator,FULL,0,日時計
35819938,CWIClawIron,FULL,0,鉄の爪：展示台
35819937,CWIClawCoral,FULL,0,コーラル・ドラゴンの爪：展示台
35819936,CWIClawGold,FULL,0,金の爪：展示台
35819935,CWIClawIvory,FULL,0,アイボリー・ドラゴンの爪：展示台
35819934,CWIClawSapphire,FULL,0,サファイア・ドラゴンの爪：展示台
35819933,CWIClawRuby,FULL,0,ルビー・ドラゴンの爪：展示台
35819932,CWIClawEmerald,FULL,0,エメラルドドラゴンの爪：展示台
35819931,CWIClawDiamond,FULL,0,ダイヤモンドの爪：展示台
35819930,CWIClawEbony,FULL,0,黒檀の爪：展示台
35819929,CWIClawGlass,FULL,0,碧水晶の爪：展示台
35819912,CWIBustVolsung,FULL,69137,ヴォルサングの胸像
35819911,CWIBustRahgot,FULL,69077,ラーゴットの胸像
35819909,CWIBustWooden,FULL,0,木の仮面の胸像
35819908,CWIBustVokun,FULL,69011,ヴォクンの胸像
35819907,CWIBustKrosis,FULL,68871,クロシスの胸像
35819906,CWIBustOtar,FULL,68933,オタールの胸像
35819905,CWIBustHevnoraak,FULL,68842,ヘブノラークの胸像
35819904,CWIBustKonahrik,FULL,68730,コナヒリクの胸像
35819903,CWIBustNahkriin,FULL,68914,ナークリーンの胸像
35819901,CWIBustMorokei,FULL,68752,モロケイの胸像
35822793,CWIESDragon,FULL,0,星霜の書(竜)：展示台
35822770,CWIParagonDisplayRightEye,FULL,0,ファルマーの右目：展示台
36103815,CWIBridgeRepairTrigger,FULL,0,焦点
36167426,CWISSS,FULL,0,Study Station
35783946,ClothesCWIMGRobesArchmageHood,FULL,0,アークメイジのフード
510254,ClothesMGBootsArchmage,FULL,0,アークメイジのブーツ
33572267,CWIArchmagesGloves,FULL,0,アークメイジの手袋
510258,ClothesMGRobesArchmage,FULL,63732,アークメイジのローブ
36095539,CWIArmourPlaceholderNoPapyrusErrors,FULL,0,CWI Armour Placeholder
1111408,ClothesMGRobesArchmage1Hooded,FULL,63732,アークメイジのローブ
35768351,CWIXUIbriefhistorywar,FULL,0,戦争の略歴
35768359,CWIXUIwarmagicii,FULL,0,魔法戦略　第二巻
35768356,CWIXUIimperialnavy,FULL,0,帝国海軍
35768354,CWIXUIdaedrahearts,FULL,0,デイドラの心臓の上で
36095538,CWIBookPlaceholderNoPapyrusErrors,FULL,0,CWI Book Placeholder
35768357,CWIXUImineralsofmorrowind,FULL,0,モロウィンドの鉱物
35768355,CWIXUIhighmagecouncil,FULL,0,魔術師会議の訴訟
36105212,CWINelothSergiusNoteMidyear,FULL,0,真央の月の封書
36105211,CWINelothSergiusNote,FULL,56122,メモ
36106594,CWINelothSergiusNoteSunsHeight,FULL,0,南中の月の封書
36106595,CWINelothSergiusNoteRainsHand,FULL,0,恵雨の月の封書
36106596,CWINelothSergiusNoteSecondSeed,FULL,0,栽培の月の封書
36106591,CWIRepresentingTime,FULL,0,Representing Time
36131472,CWIESPlaceholderNoPapyrusErrors,FULL,0,CWI Elder Scroll Placeholder
35768487,CWIXUIherhands,FULL,0,アルマレクシアの手
35768485,CWIXUIcrimesoftheimposter,FULL,0,ペテン師の罪
34982931,CWITeleportSpellTome,FULL,0,Spell Tome: Temporal Shift
35768350,CWIXUIAkavirinvasion,FULL,0,アカヴィリの侵攻
35768358,CWIXUitelvanniconstruction,FULL,0,テルヴァンニ家の建造物
35783569,CWIOrbsOfWinterhold,FULL,0,On the Orbs of Winterhold
35799875,CWIChest2,FULL,0,宝石箱
35128149,CWIKeyHolderContainer,FULL,0,鍵の棚
35819892,CWIDisplayContainerChest,FULL,0,Display Container
35768394,CWIPotionStoresBuffs,FULL,0,薬品の貯蔵庫
34629972,CWIAlchemyShelfPotsContainer,FULL,0,錬金素材の貯蔵庫
625571,MerchantWCollegeColetteChest,FULL,57699,宝箱
34127845,CWIPoisonStores,FULL,0,毒薬の貯蔵庫
34127794,CWISoulGemStandContainer,FULL,0,付呪素材
34086102,CWINobleChest,FULL,0,安全な宝箱
34650803,CWIDocumentChest,FULL,0,秘密の文書
35793854,CWISergiusMerchantChest,FULL,57699,宝箱
35801274,CWIWardrobe7,FULL,0,キャビネット
35768396,CWIPotionStoresStamina,FULL,0,スタミナ回復薬の貯蔵庫
35768395,CWIPotionStoresMagicka,FULL,0,マジカ回復薬の貯蔵庫
35799873,CWIWardrobe6,FULL,0,衣装ダンス
35799872,CWIWardrobe5,FULL,0,食器棚
35799870,CWIWardrobe3,FULL,0,食器棚
35768397,CWIPotionStoresHealth,FULL,0,体力回復薬の貯蔵庫
35764448,CWIDisplayCaseSquare,FULL,0,展示ケース
36095537,CWIMiscItemPlaceholderNoPapyrusErrors,FULL,0,CWI Misc Placeholder
35799880,CWIArchMagesBed,FULL,69738,ベッド
35233688,CWIAMThrone,FULL,74991,玉座
115096,DrevisNeloren,SHRT,65320,ドレビス
115096,DrevisNeloren,FULL,17912,ドレビス・ネロレン
115093,Jzargo,FULL,8362,ジェイ・ザルゴ
115095,Faralda,FULL,22568,ファラルダ
115091,UraggroShub,SHRT,65213,ウラッグ
115091,UraggroShub,FULL,12287,ウラッグ・グロ・シューブ
115098,ColetteMarence,SHRT,65517,コレット
115098,ColetteMarence,FULL,6824,コレット・マレンス
124887,Ancano,FULL,12052,アンカノ
115104,MirabelleErvine,SHRT,65246,ミラベル
115104,MirabelleErvine,FULL,5369,ミラベル・アーヴィン
115097,PhinisGestor,SHRT,65198,フィニス
115097,PhinisGestor,FULL,8962,フィニス・ゲストール
115262,SergiusTurrianus,SHRT,65224,サルジアス
115262,SergiusTurrianus,FULL,26053,サルジアス・トゥリアヌス
115092,Onmund,FULL,53180,オンマンド
115100,Enthir,FULL,59361,エンシル
115099,Nirya,FULL,6507,ニルヤ
115094,BrelynaMaryon,SHRT,65288,ブレリナ
115094,BrelynaMaryon,FULL,61425,ブレリナ・マリオン
115103,SavosAren,SHRT,65499,サボス
115103,SavosAren,FULL,24105,サボス・アレン
115102,Tolfdir,FULL,2049,トルフディル
115101,ArnielGane,SHRT,66103,アーニエル
115101,ArnielGane,FULL,5357,アーニエル・ゲイン
60,Tamriel,FULL,17190,スカイリム
92445,WindhelmWorld,FULL,60304,ウィンドヘルム
93108,RiftenWorld,FULL,66808,リフテン
93553,MarkarthWorld,FULL,49850,マルカルス
107119,WhiterunWorld,FULL,68563,ホワイトラン
229087,SolitudeWorld,FULL,69764,ソリチュード
794162,MGR30Stage20BranchTopic,FULL,57038,混乱は収めた
794165,MGR30TolfdirBranchTopic,FULL,30957,知っておいた方がいいことはあるか？
36073223,DialogueWinterholdCollegeTolfdirShould,FULL,0,経験を信頼するべきだと私は思う。あなたが大学を導くべきだ
36075983,DialogueWinterholdCollegeIAccept,FULL,0,いいでしょう。私はアークメイジとして大学を導いていこう
36075985,DialogueWinterholdCollegeIAccpetAM,FULL,0,大学から離れざるを得ない、別の責務が私にはある
36082893,DialogueWinterholdCollegeTolfdirChangeMindTopic,FULL,0,私は、これから誰が大学を導いてゆかなければならないか考えていた...
36082895,DialogueWinterholdCollegeIWillBe,FULL,0,アークメイジ就任の準備は出来ている
36082897,DialogueWinterholdCollegeHeWillBe,FULL,0,私は、あなたがアークメイジを継承しなければならないと思う
36082899,DialogueWinterholdCollegeHeWillBeFollow,FULL,0,大学から離れざるを得ない、別の責務が私にはある
36082901,DialogueWinterholdCollegeAmIReady,FULL,0,自分がアークメイジにふさわしいかどうか、私は迷っている
36082903,DialogueWinterholdCollegeConsidering,FULL,0,私の考えは決まった
157425,MGR01,FULL,9279,うっかり者のトルフディル
127576,MG08,NNAM,0,
127576,MG08,NNAM:2,8555,マグナスの杖を使ってウィンターホールド大学に入る
127576,MG08,NNAM:3,8546,元素の間に到達する
127576,MG08,NNAM:4,46819,アンカノを倒す
127576,MG08,NNAM:5,18924,トルフディルと話す
127576,MG08,NNAM:6,5711,クアラニルと話す
127576,MG08,FULL,17935,マグナスの目
127570,MG02,NNAM,8345,サールザルの外でトルフディルに会う
127570,MG02,NNAM:2,56325,トルフディルについていく
127570,MG02,NNAM:3,8332,アーニエル・ゲインを探す
127570,MG02,NNAM:4,8329,魔法の秘宝を探す(<Global=MG02ItemsFound> / <Global=MG02ItemsTotal>)
127570,MG02,NNAM:5,21727,サールザルのアミュレットを装備して罠から逃れる
127570,MG02,NNAM:6,56325,トルフディルについていく
127570,MG02,NNAM:7,8310,トルフディルに預言について伝える
127570,MG02,NNAM:8,56325,トルフディルについていく
127570,MG02,NNAM:9,8305,サールザル内の脅威を見つける
127570,MG02,NNAM:10,10647,アークメイジと話す
127570,MG02,FULL,8395,アンダー・サールザル
221583,DialogueWinterholdCollege,FULL,10274,ウィンターホールド大学の会話
646519,TGCrown,NNAM,13288,盗賊ギルドの正式メンバーになる
646519,TGCrown,NNAM:2,62471,珍しい石を盗賊ギルドのヴェックスのところに持っていく
646519,TGCrown,NNAM:3,13286,バレンジアの石を回収する(<Global=TGCrownGemsFound> / <Global=TGCrownGemsTotal>)
646519,TGCrown,NNAM:4,13492,ヴェックスと話す
646519,TGCrown,NNAM:5,13279,バレンジアの王冠を回収する
646519,TGCrown,NNAM:6,10025,ヴェックスのところに戻る
646519,TGCrown,FULL,14922,草の根分けても
857830,WinterholdCollegeArchMageQuartersLocation,FULL,15907,アークメイジ居住区
179435,WinterholdCollegeMiddenLocation,FULL,4480,ミッデン
487226,WinterholdCollegeLocation,FULL,58757,ウィンターホールド大学
36070439,CWIPlaqueCreep,FULL,28316,クリープ・クラスター
36070438,CWIPlaqueCotton,FULL,14355,ツンドラの綿
36070437,CWIPlaqueButterfly,FULL,0,チョウの羽
36070436,CWIPlaqueAbecean,FULL,71227,アビシアン・ロングフィン
35777509,CWITeleQuestionWhiterun,ITXT,1624,いいえ
35777509,CWITeleQuestionWhiterun,ITXT:2,1234,はい
35776071,CWIDispelBridgeDispelNo,FULL,0,A bewitched bridge...
35776067,CWIDispelBridgeIllusionQuestion,ITXT,0,Bewitch the bridge.
35776067,CWIDispelBridgeIllusionQuestion,ITXT:2,0,Leave the bridge.
35776067,CWIDispelBridgeIllusionQuestion,FULL,0,A bewitched bridge...
35776072,CWIDispelBridgeDispelYes,FULL,0,A bewitched bridge...
35777510,CWITeleQuestionRiften,ITXT,1624,いいえ
35777510,CWITeleQuestionRiften,ITXT:2,1234,はい
35777511,CWITeleQuestionWindhelm,ITXT,1624,いいえ
35777511,CWITeleQuestionWindhelm,ITXT:2,1234,はい
35777505,CWITeleQuestionSolitude,ITXT,1624,いいえ
35777505,CWITeleQuestionSolitude,ITXT:2,1234,はい
35776069,CWIDispelBridgeIllusionNo,FULL,0,A bewitched bridge...
35777506,CWITeleQuestionDawnstar,ITXT,1624,いいえ
35777506,CWITeleQuestionDawnstar,ITXT:2,1234,はい
35776068,CWIDispelBridgeIllusionYes,FULL,0,A bewitched bridge...
35777507,CWITeleQuestionMorthal,ITXT,1624,いいえ
35777507,CWITeleQuestionMorthal,ITXT:2,1234,はい
35777503,CWITeleQuestionMarkarth,ITXT,1624,いいえ
35777503,CWITeleQuestionMarkarth,ITXT:2,1234,はい
35776070,CWIDispelBridgeDispelQuestion,ITXT,0,Disillusion the bridge.
35776070,CWIDispelBridgeDispelQuestion,ITXT:2,0,Leave the bridge.
35776070,CWIDispelBridgeDispelQuestion,FULL,0,A bewitched bridge...
35777508,CWITeleQuestionFalkreath,ITXT,1624,いいえ
35777508,CWITeleQuestionFalkreath,ITXT:2,1234,はい
36107979,CWIFocalNotAM,FULL,0,A bewitched bridge...
36070451,CWIPlaqueWraith,FULL,12002,氷の生霊の歯
36070450,CWIPlaqueTongue,FULL,42563,リュウノシタ
36070449,CWIPlaqueThistle,FULL,8876,シッスル
36070448,CWIPlaqueTapinella,FULL,67966,モラ・タピネラ
36070447,CWIPlaqueSpriggan,FULL,67354,スプリガン
36167427,CWISSSMessage,FULL,0,Study Station
36070445,CWIPlaqueNightshade,FULL,25120,ベラドンナ
36070444,CWIPlaqueHeart,FULL,2047,心臓
36070443,CWIPlaqueHawk,FULL,70848,鷹
36070442,CWIPlaqueHagraven,FULL,0,ハグレイブン
830353,WinterholdCollegeHallofAttainment,FULL,59958,達成の間
830354,WinterholdCollegeArchMageQuarters,FULL,15907,アークメイジ居住区
179415,WinterholdCollegeMidden01,FULL,4480,ミッデン
79886,WinterholdCollegeHallofTheElements,FULL,4019,元素の間
79896,WinterholdJarlsLonghouse,FULL,23740,首長官邸
79887,WinterholdCollegeHallofCountenance,FULL,60095,平静の間
34629650,WinterholdCollegeSanctuary,FULL,0,大学聖域
79888,WinterholdCollegeArcanaeum,FULL,13555,アルケイナエウム
33663870,CWIMagicianClass,DESC,0,
35792367,CWIMagicianClassSergius,DESC,0,
35792366,CWIMagicianClassPhinis,DESC,0,
35792365,CWIMagicianClassColette,DESC,0,
35792364,CWIMagicianClassFaralda,DESC,0,
35792363,CWIMagicianClassTolfdir,DESC,0,
35792368,CWIMagicianClassDrevis,DESC,0,
35065910,CWIQuartersTeleportSpell,DESC,0,
34982930,CWICollegeTeleport,DESC,0,
35777496,CWIBridgeDispel,DESC,0,
35107405,CWIOrbZapSpell,DESC,0,
35777499,CWIBridgeBewitchment,DESC,0,
35782145,CWIHoldTeleSolitude,DESC,0,
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510258,ClothesMGRobesArchmage,DESC,69144,あらゆる呪文のマジカ消費が <15>%減少する。マジカの回復が <100>%早くなる。
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1111408,ClothesMGRobesArchmage1Hooded,DESC,75205,あらゆる呪文のマジカ消費が <15>%減少する。マジカが <50> 上昇し、マジカの回復は <100>%早くなる。
35768351,CWIXUIbriefhistorywar,CNAM,0,
35768351,CWIXUIbriefhistorywar,DESC,0,"[pagebreak]
<p align=""center"">


A Brief History of War in Tamriel

By Urag Gro-Shub - Curator of the Arcanaeum, College of Winterhold
</p>



[pagebreak]
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<img src='img://Textures/Interface/Books/Illuminated_Letters/L_letter.png'>ust, vengeance, honor, and fear have all been cornerstones for many of the wars that have ravaged Dawn's Beauty, our precious continent,over the years. Even though the wars have left abrasions on the skin of the land and deep cuts in the hearts of the beings involved, it is important to remember the causes and effects of the wars so as to provide future generations with the knowledge they will need to either start them or prevent them.

The Arnesian War proved to be a painful one for the Dunmer Imperial family in Morrowind. Because slavery is legal in Morrowind, unaligned slavers working with brigands and agents of the Dunmer Great House Dres have scoured the fetid and murky lands of Black Marsh for decades in search of Argonian slaves. Needless to say, the disposition of the slaves towards their masters is often less than cordial, and rebellions are common, although they rarely grow into anything more than the occasional skirmish. Small revolts are bound to turn into a large ones, and this one was no exception. The Empire was unable to intervene, as its true leadership was hidden away and was under the control of a faceless coward who deemed himself to be the most worthy of ruling Tamriel. Dunmer armies marched south as the raiding bands of freed Argonian slaves, with a few Khajiit among them, targeted the remote manor houses of wealthy Dres landowners. With every Dres killed, the ranks of the rebellious slaves grew until they were a capable and dangerous fighting force. Argonians ready for war emerged from the mist and marched north to aid their free brethren and battle the Dunmer. While the Argonians proved themselves early in the war, it didn't take long for the tides to turn. They reached the walls of Narsis and Tear, but were unable to breach them. Holding the cities under siege, the bulk of the Argonian force continued north where they met a large Dunmer army commanded by Symmachus. He was slain and Barenziah fled to Wayrest, only returning to Morrowind in more recent years. Llethan, a Hlaalu noble, took the throne and continued the war. Pushing the Argonians back into their swamps, Dres soldiers followed hard on their heels, annexing Argonian land. The Dunmer were unwilling to break off the fighting, but as anyone who has visited Argonia knows, the swamps themselves are impenetrable. Through guerilla warfare, the Argonians have successfully continued to struggle against the Dunmer for the return of their lands.

For over two-thousand years, the Maormer of Pyandonea have ravaged the coastlines of Summerset Isle, and occasionally those of Valenwood, causing misery and destruction. The Altmer soon learned that the most effective way to prevent the Maormer from causing harm to their island home was to stop them from reaching the beaches. Ancient visual texts in the Crystal Tower tell of a wealthy Altmer nobleman, Orgnum, who rebelled against the Altmer powers-that-be and was banished, along with his followers. However, not until 3E 110, when he launched an attack against Summerset, was it revealed that Orgnum still lived. Hoping for allies to assist her attack on the Septim line during the War of the Red Diamond (which is chronicled later), Queen Potema of Solitude, the so called ""Wolf Queen,"" met with Orgnum and his retinue for their assistance in the war. Having no issues with attacking Summerset, all parties agreed on a plan and prepared for a massive invasion. The Psijic Order, however, was not pleased with the actions of Potema. Even though the Order was separated from their former associates of Summerset, they decided on a course of action. The result makes it difficult to call the War of the Isle an actual war, as it was over in a single battle that wasn't even really a battle. A freak storm blew up around the Maormer fleet, allegedly concocted by the magick of the Psijic Order, and annihilated them. The attack on Summerset Isle didn't continue, and little further information from Pyandonea has reached the ears of scholars or the general populous for almost 330 years.

The Siege of Orsinium, starting in 1E 950, is actually more of a war than the previously mentioned War of the Isle, even though its name doesn't reflect its severity. Displeased with the presence of the Orsimer, cities in High Rock and Hammerfell went to war against their neighbors. Marching north for King Joile of Daggerfall and over the Bjoulsae for Sentinel, along with soldiers from the Ansei Order of Diagna, the Nords struggled against the strong walls and arms of the Orcs for thirty years. Very little information still exists as to what happened during all those years, but given the war-torn history of the Iliac Bay, it is likely that the battles were nearly incessant. Eventually the walls of Orsinium fell and the city was razed, leaving very few survivors. Thus, the Orsimer won themselves respect among the 'civilized' people of Tamriel. Orcish soldiers proved that they were not simply bloodthirsty warriors who couldn't resist a charge, but steadfast and staunch defenders who were able to resist a siege by some of the most skilled and experienced warriors in all of Tamriel. The Orsimer proved the strength and hardiness of their warriors and their armorsmithing as well as their ability to contend with the other races of Tamriel. Because the city was pounded to dust by the tenacious and finally victorious armies, accounts the war are few and far between, which further bears witness to the prowess of the Orcs in battle. It is known that Gaiden Shinji, first Arena Blademaster and elite Diagnete, was killed during the fighting. Although it was the southern Iliac forces of Daggerfall and Sentinel that breached the walls and destroyed Orsinium, it was the Orsimer who won the battle in the hearts of the people of Tamriel, earning themselves acceptance and honor and their place on the continent.

The conquering Emperor Uriel Septim V started his campaign against the Akaviri almost 30 years before the invasion began by militarizing and conquering important targets. The most important of these was Esroniet, a small island kingdom off the east coast of Morrowind. Once Esroniet was secure, the warlike Emperor continued his quest for glory by enlarging the harbor and preparing the island for its new position as the staging area for his forces. Taking four legions with him--around 22,000 fighting men--he landed on the shores of Akavir. It is known that Uriel took a settlement from the Tsaesci, and it is believed that only a minute amount of actual skirmishing took place. The settlement was rechristened Septima and the Emperor pushed onward, taking a larger settlement in much the same way and renaming it as well. Ionith essentially became the capital of Imperial Akavir. Other than minor raids on the road between Septima and Ionith, there was little contact with the Akaviri. Once more cavalry arrived and the road was fortified, the attacks slowed. There was an isolated incident in which the Akaviri attempted to assassinate the Emperor, but it was thwarted by the Imperial soldiers of the Tenth Legion. Harsh weather continued to wreak havoc upon the fleet, and no supplies arrived during the winter of 288-289. At this point, the forces that held the invading army up were beginning to weaken. The road between the two cities was largely retaken by the Akaviri, making transportation almost impossible. Once the weather began to clear, it reached the ears of the Emperor that an army of Tsaesci was marshalling on the other side of the mountains north of Ionith. The Emperor marched his forces to the site and destroyed the Akaviri army, although the Imperial forces were harried and suffered heavy casualties on the retreat to Ionith. Ionith fell under siege and was taken shortly after, with Imperial forces falling back to Septima. Septima subsequently fell as well, and the remaining Imperial forces were able to escape back to Tamriel with almost no interference.</p>"
35768359,CWIXUIwarmagicii,CNAM,0,
35768359,CWIXUIwarmagicii,DESC,0,"[pagebreak]
<p align=""center"">

THE ART OF WAR MAGIC, v. II


by
Zurin Arctus

with Commentary By Other Learned Masters</p>
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Master Arctus said:
1. Flexibility is a key to victory. If you cannot make sudden changes, your best laid plans may fail entirely. Be confident that the enemy conversely plans against you, as you plan against him. Their plans will conflict with your plans, and plans that cannot be changed are plans that will not bear fruit.

Thulidden dir'Tharkun: An example here is a very simple one. Say that a group of thieves decides to break into a manor. They plan that one of them will go inside, while the two others will stay and watch from the outside. If the one on the inside awaits an arranged signal to come out with the loot when it is clear, what will he do if no signal ever comes?

Marandro Sul: What if the Battlemage came prepared to fight only Dunmer with frost magic? While it may prove highly effective amongst the intended targets, what happens if a Nord joins the fight?

2. A snake without a head may still bite by growing another. However, be cautious against this new head for while it may be weaker, its venom may be all the more toxic.

Marandro Sul: Master Arctus speaks of the removal of an army�s leader. Even with the leader separated from his forces, a new leader may prove to be stronger and more effective. Even with this stronger venom, the new leader is likely to be less effective, as the lack of the original leader may bring dissention and fear amongst the common soldiers.

3. You do not need to destroy your enemies. Simply break their will to fight.

Estirdar the Scholar: There is no need to break the body of an enemy who can be forced to yield. Certain creatures will never yield, but other Battlemages will. If you spare their life they may spare yours one day. They will have something to teach you, and you have something to teach them about mercy.

4. Knowledge is vital. Know your enemy and your battlefield. The greatest Battlemages also know themselves. They know their strengths and their weaknesses, and this allows them to properly adapt to their opponent. A Battlemage that does not know their own capabilities is no more dangerous than a thorn bush; they can cause pain but will not cause any significant damage.

Audeiu Quaspus: During the invasion of Akavir, Cocius Roscius, one of Uriel V's generals exemplified knowing his enemies. He had his primary Battlemage, Raxleon Facici create telepathic links in between several of his minor Battlemages, and the ground commanders near the front lines. These minor mages were then cloaked in invisibility and levitated well above the battle, allowing them to provide constant information to those on the ground. Cocius Roscius won a major victory that day.

5. Do not focus on any one thing, as it may cost you. While this is similar to flexibility, it is imperitive that one spell or tactic should not be overused. If all that a mage uses is frost spells, what will he do when an opponent erects a frost shield? The answer is simple, he will have to cast a different spell if he has any hopes to win the battle. This makes him vulnerable, as he has to switch elements and will not be able to prepare a counterspell, or a defensive move.

Audeiu Quaspus: Cocius Roscius' own winning tactic was his downfall. After a few minor victories the Akaviri had discovered the tactic and found a way to counter it. The Akavir mages prepared widespread dispel spells, and fired them into the air. Severing the links, and without their invisibility cloaks or levitation, some mages dropped to the ground and were killed. Others were able to restore their levitation spells, but were quickly shot down by Akaviri archers and mages. Akavir won its first major victory of the war that day, killing some 1500 of General Roscius' forces."
35768356,CWIXUIimperialnavy,CNAM,0,
35768356,CWIXUIimperialnavy,DESC,0,"[pagebreak]
<p align=""center"">


The Imperial Navy

By Urag Gro-Shub - Curator of the Arcanaeum, College of Winterhold
</p>



[pagebreak]
<p align=""left"">
<img src='img://Textures/Interface/Books/Illuminated_Letters/T_letter.png'>he Imperial Navy is a vital, but often neglected subject among the citizenry of the Empire. While the sailors and soldiers who serve honorably aboard seaworthy vessels are often some of the bravest men and women to be found in all of Tamriel, the lack of deep water channels within many areas gives rise to the opinion that an Imperial Navy cannot possibly be worth the expenditure it requires. As an aside, some also point to a general lack of trade among the various other provinces as a reason against maintaining a Navy -- with few trade ships to escort, it is contended, a Navy serves no purpose.

While such concerns may have varying degrees of validity, they do not take into account many other, greater concerns. Individuals do not typically look far outside their own borders, but the sight of the Emperor must reach farther. Indeed, Imperial authority does not, at the time of writing, encompass one province. And so it is that one cannot consider merely the coast of High Rock or Elsweyr, but the whole, unbroken coastline of Tamriel. One can be assured that the shores of Tamriel stretch long into the horizon, to a distance that boggles the common mind. What the common mind does not often consider is that this vast span is often totally undefended from outside threats, making the Imperial Navy a key part of any advance warning of same, and the first line of defense. In addition to giving proof against foreign dangers, the Navy also plays an essential part in maintaining Imperial Law on the high seas.

In that cause, ships are often anchored along routes known to be used by smugglers and other criminals who seek to evade justice by fleeing to the water. For example, the north of Morrowind is heavily patrolled, effectively blocking a once-popular route around Skyrim once used to take stolen ebony and Dwemer artifacts to other Provinces. Such ignorant scavengers must now employ the more naturally shallow and treacherous Inner Sea between the isle of Vvardenfell and the mainland. In response, The Navy began to use smaller, lighter ships with flatter hulls in this area to chase down the smugglers and combat general lawlessness. As a second example, ships also patrol the waters south of Black Marsh, in a noble attempt to stop slavers. This effort, however, seems to have produced mixed results; the more smugglers that are slain or brought to justice, the more difficult it becomes to obtain slaves. By increasing the probability that slaves will be more difficult to obtain, the Navy has sadly increased the value of slaves on the black market, and so the lure of gold has drawn more to the trade. The Navy is also very active on the western coast of Tamriel, given the large number of familiar sea routes and the number of provinces that share a connection to the Eltheric Ocean.

The crew of an Imperial Naval vessel varies greatly. Each large ship generally has a complement of archers, a priest or a wizard (more often then not a spellsword mercenary), several officers and number of general sailors. The general sailors are often standard Imperial soldiers with either sailing skill, or who have expressed an interest in a post not bound by land. These 'soldiers of the sea' help to balance out the generally ranged capability of the remainder crew. Some ships have a mounted ballista, but these are usually found only on heavy ships and generally on the western coast of Tamriel. These can be used for a variety of purposes, the simplest of which being the piercing of an opponent's sail or the breeching of an opponent's hull. If there is but a small distance between combatant ships, they can be used, with the addition of rope, to board the other vessel.

In battle, the Imperial navy is incredibly effective. The tactics employed by the Navy offer many advantages. Unorganized groups can rarely counter them and therefore casualties among the Navy are few, and a battle usually yields the winner a new ship (although the condition of it can vary greatly). In common naval battles, archers generally rake the deck of the enemy with arrows, and once the ship is close enough to board, light infantry moves and engages the remaining enemy crew in melee combat. The spellcaster on board often can change the face of the worst battles. Casters skilled in the school of Alteration can bend the wind so that enemy arrows find themselves impeded, or for a fast escape should it be needed, or, more often, to prevent the retreat of the enemy. Some of the spellcasters deployed on board Navy ships are skilled in the school of Destruction, and therefore don't often leave much left to capture. A Cult priest skilled in the school of Restoration can also be helpful, as casualties (though usually minor) are often inflicted on the ship in the course of battle.

The idea behind capturing rather than destroying an enemy ship is often an economic one; once a ship is captured, its cargo can be returned to its original owners (generally with a nominal fee) and the ship can be sold, or used by the Imperial Navy. Even partially damaged ships can be cannibalized to repair other Imperial vessels. This provides the navy a constant supply of new ships and shipbuilding materials for a fraction of the cost a shipbuilder might charge, making the Navy very cheap and effective for the Empire."
35768354,CWIXUIdaedrahearts,CNAM,0,
35768354,CWIXUIdaedrahearts,DESC,0,"[pagebreak]
<p align=""center"">


On Daedra Hearts
By Phinis Gestor
</p>



[pagebreak]
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Throughout my tenure at the College of Winterhold, I have performed many summoning and binding rituals, and have come to realize a strange truth about the Daedra: their hearts are identical. Many vivisections on a great variety of Daedra have led me to this conclusion, and unfortunately I am at a loss for what it means, beside a few poorly explained and theses I am not able to elaborate on. Whether the dangerous and elusive Auroran of Meridia is summoned or a small and harmless scamp is culled from the Deadlands, the surgical results are all the same. Oddly enough, Daedra of vast size and intellectual difference have the exact same size of heart, with the intelligent if ignorant Dremora sharing a heart with a massive and irrational Daedroth. However, this isn�t true with all Daedra, for elemental Atronachs possess no such heart. As a result of the subsequent danger to myself and my peers, I have been unable to study Monarchs, but from what I have heard from the archmages and warlocks that have dealt with such beasts is that they are simply more powerful versions of their Atronach cousins. Given some of the tales, it is fortuitous that these creatures remain in Oblivion and are only rarely seen on the mortal plane.

I: Alignment
The simplest solution as to why some Daedra appear to have identical hearts is whether or not they are aligned to a Daedra Prince, hence the elementals are not bound by creation to one Prince. The hearts could act as a sort of beacon for the Daedric Prince to allow them to always know where their minions are and provide the ability to whisper to them, but this theory has a major flaw. Those who have wandered the expanses of Oblivion know that the realms of no two Princes are alike, so why then would the overlords brand their unique creations with an invariable symbol?

II: The Cosmic Joke
It is possible that after the creation by the Aedra, and as legend goes, the Heart of Lorkhan being tossed out upon the world, that the Daedra Princes bound together and gave their subordinates a heart in a mocking gesture towards mortality and Aedric creation. Physically representative of what Lorkhan's Heart allegedly looks like, these the Daedra hearts would stand simply as a symbol showing the immortality and great power that exists in the Daedric realms.

III: The Sigil
Should the heart of a Daedra act in a similar way as a sigil stone, the Daedra Prince who rules a particular realm could save itself a great deal of needlessly expended energy anchoring creatia in place. While the heart itself wouldn�t be anywhere near as powerful as a true sigil stone that has been inscribed with a sigil from a Daedric Prince, it would still assist in preventing the drifting of creatia. This avenue offers a solid explanation as to why the elementals have no heart, as they would not have been granted one by a greater Daedric Prince in order to hold their realm together but fails to answer why the hearts are identical given the varying dispositions of the Princes. Further information can be found in the texts of Camilonwe of Alinor."
36095538,CWIBookPlaceholderNoPapyrusErrors,CNAM,0,
36095538,CWIBookPlaceholderNoPapyrusErrors,DESC,0,I am holding a place - put me back!
35768357,CWIXUImineralsofmorrowind,CNAM,0,
35768357,CWIXUImineralsofmorrowind,DESC,0,"[pagebreak]
<p align=""center"">


Mineral Resource Potentials of Morrowind

A study by Brelyna Maryon, Colege of Winterhold







[pagebreak]
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<img src='img://Textures/Interface/Books/Illuminated_Letters/T_letter.png'>he mineral resources that lie within the province of Morrowind are vast, likely due to the geologic activity lent to the area by the volcanic Red Mountain. Indeed, the lands of the Dark Elves can be counted among the most productive in all the Empire in terms of mineral deposits. There do not appear to be especially dense concentrations of particular minerals in any given locale; rather, different minerals, all of impressive value, are spread around the Province. Some of the more rare and valuable minerals contained within Morrowind are raw ebony, raw glass, adamantium and gold. Morrowind is not limited to these alone, as there are also modest amounts of precious and semi-precious gemstones such as emerald, rubies, diamonds, opals and amethyst. Recent assessment parties assigned to the frozen island of Solstheim have also indicated that further opportunities may exist there.

Adamantium is one of the most precious and rarest minerals within the Province. The primary use of adamantium is in the production of weapons and armor, although it can also be wrought into fine art for the extremely wealthy. The metal is very durable, but it is also quite weighty. In the hands of all but the strongest soldiers adamantium weapons can become unwieldy, and the exhaustion that comes of swinging such weapons or wearing such armor makes it impractical for prolonged use. The price of the raw material also prevents its use in a scale that would be needed for war. The simple lack of adamantium, coupled with its weight and rarity do not usually make it a good investment for the fighting warrior. While adamantium can be found all around the province in small quantities, it is not known to be found on Vvardenfell. Due to its scarcity, it is not economically advantageous to establish any adamantium mines in Morrowind. Adventurers have been known to brave the depths of Old Mournhold in search of adamantium deposits known to lie beneath the sacred city.

Ebony is valuable and useful, and relatively abundant in the Province. As with adamantium, ebony has the drawback of being ridiculously heavy, although in the right hands, it serves exceptionally well as protective armor, as well as lethal weapons of high quality and durability. Many ebony weapons are in existence, most notably in the service of Ordinators, but the armor is a good deal rarer and harder to come by. Some fortunate (and rich) nobles or adventurers own pieces of ebony armor, but the person with a full suit is a rare individual. Raw Ebony itself is heavy, and even a small load will encumber the mightiest, making transportation of large amounts of the mineral completely impractical except by ship. Currently, the ebony industry in Morrowind is modest, and we should look to expand it due the obvious potential for profit. Although ebony is known to exist throughout the province, it is often found very deep underground, making the initial stages of mining uncommonly expensive. Currently, there are a few large operations extracting ebony, such as the mine near Caldera, several on the mainland, and a number of smaller mines within the Red Mountain region and the Ashlands. Currently, a good deal of prospecting is in progress in an attempt to expand the ebony trade in Morrowind. The most recent example of our efforts being the proposed mine on the isle of Solstheim, provided ore tests produce sufficient yield, and the frozen grounds do not impede progress drastically.

Gold is both malleable, and ductile, and well as highly valuable. Most of the Empire's gold comes from the West, and little is found in Morrowind, with none at all on Vvardenfell. This makes gold a very highly prized item, and although it is encumbering, it makes for an excellent form of currency. Should there be a shortage of money, gold can always be traded. Other then funding, the practical uses of gold are few, due to its weight and malleability, it can be forged to form armor, but this armor is both expensive, and not terribly strong. Due to lack of gold in Morrowind, it wouldn�t be effective to begin mining operations, not when it can be mined on the Western side of Tamriel for much less.

Glass is one of the most unique materials in the Province. It is light, and yet still reasonably durable, making remarkably sturdy light amours and weapons. Glass is also relatively rare and quite costly, so few complete suits of armor are known of. Popular among the Armigers, one could also expect that several of the Great Houses might possess numerous pieces. Glass weapons are also of high quality, with razor edges and slight heft. Another valuable property of glass is the enchanting potential it contains. Glass weapons are prized among enchanters, who can make excellent fire, frost and poison blades with them, to name but just a few. The weakness of glass weapons lie in their durability, being nowhere near as reliable as adamantium, ebony, or a small host of lesser materials. To add to the already costly price of glass, very few smiths are trained and skilled in the creation of glass items. House Telvanni has interests in the expansion of glass mining, probably to add to their profits from enchanting and selling, along with raw glass's unique alchemical properties. At the moment, plans for expansion of the glass industry by the East Empire Company have not yet been discussed, and although House Telvanni is planning on taking the matter into their own hands, restrictions and pressure from the Empire are expected.

Iron is another mineral that is located in the Province of Morrowind that is not to be ignored. While it doesn�t exist copiously, and isn�t nearly as valuable as the others, it can be said that iron is a far more effective metal then some of the others. As a raw mineral, the value is small, but once extracted it can be forged into many tools and weapons. As a bonus, when iron is mixed with carbon, a much stronger alloy appears, steel. Steel is one of the most widely used metals in all of the Empire, due to its strength, and its malleability. At the moment, there is little need to expand the potential of the East Empire Company�s abilities to acquire iron in the Province of Morrowind. The yield simply wouldn�t be high enough, and it isn�t valuable enough to warrant the inherent expenses for working in such a volatile land."
35768355,CWIXUIhighmagecouncil,CNAM,0,
35768355,CWIXUIhighmagecouncil,DESC,0,"<i>- The following is an excerpt from the minutes of the High Council of Summerset, Cloudrest, 3E 341 -</i>
[pagebreak]
<p align=""left"">
Preface: Due to increasing danger from Oblivion, the High Mages of Summerset have convened to discuss the possibility of stemming Daedric hordes if or when the Barrier falls, among other topics.

Inganare of Rosefield: Why can we not permanently defeat a Daedroth? To face an enemy that can simply return from the Void endlessly is impossible, as our numbers are finite. Are there any thoughts on how it may be possible to stem the tide by permanently killing Daedra, or by slowing down the time that it takes for them to return?

Umbacalm of Alinor: You cannot fight ideas with arrows. However, you may fight ideas with ideas.

Inganare of Rosefield: Are you suggesting using judicious summoning to allow the Daedra to fight one another? Even that will not last forever.

Umbacalm of Alinor: Aedra and Daedra are mythic archetypes. Their lives are mythic cycles, unlike humans who suffer mortality, the ""consequence of variable fate"". Lorkhan was defeated because that's what Lorkhan does. And what Lorkhan does, Lorkhan is. This would hold true for any other et'ada.

Siltal of White Guard: Can Oblivion be destroyed, or at the very least pushed further from Nirn to ensure our safety?

Lorundil of Shimmerene: You cannot destroy what is not there. Oblivion is nothing. It�s all a vast emptiness.

Umbacalm of Alinor: Lorundil is correct. Oblivion is Void, and the void is nothing. Destroying Oblivion would be no different than an attempt to destroy a Daedric Prince. Asides from assuring yourself of failure and your own annihilation, you cannot fight ideas with arrows.

Telindil of Cloudrest: Walk like them until they walk like you. Those here that served amongst the Sunbirds have experience with what I speak of.

Eraamion: Daedra really don't like banishment. Imagine being stuck in a place where you're completely deprived of all sensory input. You don't even see black. That's what happens to a Daedroth's soul when it suffers banishment. Depending on whether or not their patron Prince has some means to pull them back quickly or not, they could spend a very long time in such a state. It's like a living death to them.

In any case, once you inflict banishment on them, they're defeated. They won't be bothering whomever defeated them for a while.

In any case, lesser Daedra can be soul-trapped and they won't be returning any time soon as long as the gem remains in one piece. I'm not sure there are any soul gems big enough to contain a Daedric Prince, though.

This is our answer. If we are able to trap enough souls, the Daedra should be unable to reinforce any armies within a reasonable amount of time.

Kardryar of Skywatch: All Daedroth are defeatable to a certain degree. It is unclear what occurred when the Animus returned to the void, and whether they lost their memories and perhaps even their very identity. The Animus being the soul is indestructible, unlike a mortals, and we know it is tortured somewhat and feels pain when it journeys, and is actually in the void, but is it actually defeated?

Sinyail of Firsthold: Daedra can't be destroyed by conventional means, but their essence can be destroyed by transformation, how Trinimac got shamed by his defeat and verbal thrashing by Boethiah, then suddenly wasn't Auri-El's champion, and became an outcast.

Volanare of Sunhold: The closest possible thing to actually killing a Daedra that you'll find is to destroy all of Mundus and revert the Aurbis back to the state of Sithis that it was in before the creation of Mundus. In this state, all the beings will be constantly destroyed and recreated anew, about as close to death as it gets. However, since it entails destroying the world, its not much of an achievable goal and its just as easy to say that they can't be killed; for all intents and purposes outside destroying the universe, they can't be done away with.

Telindil of Cloudrest: I believe that Eraamion has an answer that can help us for a time. Trapping the souls of the Daedra will decelerate their capability to raise armies, although a champion will still be needed to deal with the Princes if or when they arrive.

Inganare of Rosefield: Perhaps Summerset can, but I worry about the rest of Tamriel. The Mages Guild has nearly abandoned mysticism and the fewer skilled mystics that exist, the smaller the capacity to capture Daedric souls in any magnitude."
36105212,CWINelothSergiusNoteMidyear,CNAM,0,
36105212,CWINelothSergiusNoteMidyear,DESC,0,"<font face='$HandwrittenFont'><font size='18'>
N, 

I have consulted the Arcanaeum regarding the heart stones but no such thing has been previously described or even referred to in the enchanting literature. A favourite theory amongst scholars of harmonic resonance is that the sheer scale of the eruption at Red Mountain released energy of sufficeent potency to penetrate the aetherial ranges, which would be simultaneously repelled by fields of similar energy and attracted by fields of lower energy. The first such low-energy field these would come into contact with would be the very rock of the mountain itself and the stone would have become imbued with these energies. 

-- S
</font>
"
36105211,CWINelothSergiusNote,CNAM,0,
36105211,CWINelothSergiusNote,DESC,0,"<font face='$HandwrittenFont'><font size='18'>
S, 

I've had to pull more than a few stings to get this to Skyrim given recent events. I hope it gets to you in one piece. If not, I'm sure you can work it out after a rumage in that arcanaeum of yours.

-- N
</font>
"
36106594,CWINelothSergiusNoteSunsHeight,CNAM,0,
36106594,CWINelothSergiusNoteSunsHeight,DESC,0,"<font face='$HandwrittenFont'><font size='18'>
S, 

The resonance theory is a unique contribution to the topic - the Ysmir Collective continues to prove its worth. However, several attempts to recapitulate this have only resulted in molten stone and an injured apprentice. It would seem that the unique environment of a volcanic eruption is required to channel the energies specifically into media so resistant to enchantment. Naturally, this represents the end of the experimental avenue of research into the formation of the stones. 

I've had some insights into your twinning problem. You can't rule out the possibility that the teleportation epicenter is elsewhere. There will come a point when the orb is so far from the target that only a colossal gem would be able to power it - gems with better uses elsewhere - but the appetite of such a  a device would be so voracious it would likely rip the very soul from passers by and become inherently unstable. This could be detected as a transient pause or even reversal of the decreasing soul-gem magnitude as you move towards twin or dais but bypass the epicenter. If the orbs are twinned, then the magnitude of soul required will decrease as you approach the twin or dais. Much as I hate to admit it, I agree with A in not sending anyone through the orbs until this is established. Twins or targets could be underground or underwater at this point. H has extensive experience in ritual sacrifice and has compiled a comprehensive list of relative soul-magnitudes for various creatures, useful for pin-pointing the minimum magnitude of soul required as the orbs move.

-- N
</font>
"
36106595,CWINelothSergiusNoteRainsHand,CNAM,0,
36106595,CWINelothSergiusNoteRainsHand,DESC,0,"<font face='$HandwrittenFont'><font size='18'>
N, 

It is unclear whether these orbs are twinned or part of a one-way system with subjects returning by conventional means. But this is a false dichotomy: there is a third posibility. 

Doubled one way systems with each pseudo-twinned orb located on the target dais of the other. Such a system would appear, for all intents and purposes, to be a two-way twinned system but would be far easier to construct and manage. I have sent a copy of my report on the orbs along with this letter for further information.

I would also be particularly interested in acquiring a working model or at least the schematics of such a table. Soul gems do not lend themselves easily to staves, as harmonic rather than equal-and-opposite resonance is required such that the staff responds to the user's skill. 

--S
</font>
"
36106596,CWINelothSergiusNoteSecondSeed,CNAM,0,
36106596,CWINelothSergiusNoteSecondSeed,DESC,0,"<font face='$HandwrittenFont'><font size='18'>
S, 

The table should reach the College by Mid Year at the latest. Enthir has already been compensated for his help with logisitcs.

The design is fairly prototypical but analogous to traditional soul-powered enchanting tables. The main difference is that soul reversal does not apply when souls are not used, and so impressing an enchantent does not require establishment of reciprocal resonances between gem and target, but harmonic ones instead.

As you noted in your report, twinning systems are notorioously temperamental. The only reason it was achieved in the Arcane University was because, according to Ralston's constant of universal inversion, as the proximity of the twins approaches zero in the mundus-Aetherius axis (i.e. when twins are directly above one another), the magicka required to move between them approaches zero. The would allow the twins to be powered by background aetherial fluctuations, which would have been abundant in such an environment as the University.

The exact power of the stones continues to evade my laboratory. Perhaps a similar phenomenon has been described somewhere in the Arcanaeum?

-- N
</font>"
36106591,CWIRepresentingTime,CNAM,0,
36106591,CWIRepresentingTime,DESC,0,"[pagebreak]
<p align=""center"">


Representing Time - insights into the disappearance of the Dwemer

A review by Arch-Mage Savos Aren, College of Winterhold, 4E 198





</p>



[pagebreak]
<p align=""left"">
The disappearance of the Dwemer represents one of the greatest mysteries in Tamriel's history and is widely believed to have coincided with the first recorded eruption of Red Mountain in 1E 668. This event is known to alchemists around Tamriel as ""Sun's Death"" because of the devastating effect of atmospheric ash on terrestrial flora, visible as a sharp decline in Vvardenfell's biodiversity. In one case, however, the eruption merely prompted a shift in metabolism to remove dependence on sunlight. 

The nirnroot herb is extremely slow growing, with its only source of sustenance appearing to be stray magical energies, but the number of stem-rings is a stable function of its age. The distance of the specimen from Vvardenfell is inversely proportional to its age, supporting the notion that the species originated on the island. The oldest plants have long since been harvested and geographical boundaries would have hampered the spread of some nirnroot populations. Thus only specimens from the surrounding province of Morrowind have a linear relationship between age and distance from Vvardenfell. Plotting nirnroot age against distance from Vvardenfell before extrapolating the curve to the abscissa reveals that the species must have originated some time between 1E 650 and 1E 730, roughly concordant with the date of the eruption found in the historical literature. 

Whilst this confirms that Red Mountain erupted around the closing of the seventh century of the first era, it is not accurate enough to reveal the exact date of the eruption or the disappearance of the Dwemer. On the 22nd Last Seed, 4E 198, a Dwemer artefact was purchased by the College from plunderers of the ruins of Alftand, one day's ride due south-west of Winterhold. Upon initial inspection it was clear that the relic was a calendar designed to predict various astrological events, with clear homologs of the modern zodiac. Unfortunately, careless excavation practices had damaged the dials corresponding to the year, making it impossible to tell when the calendar had ceased to function directly. However, the day, month  and astrological dials remained intact. Compensating for differences between the Dwemer and Imperial calendars, it became clear that the calendar ceased to function on the 12th day of Second Seed under the sign of The Shadow. This day , month and star-sign only coincide once every 542 years. Working backwards from the last coincidence of these it is possible to reach 1E 668, the same year as the first recorded eruption of Red Mountain. The suggestion of this artefact is therefore that the disappearance of the Dwemer occurred on the 12th of Second Seed, 1E 668.

The Dwemer calendar, as well as the clockwork it inspired, is available for viewing, study and discussion upon request at the College of Winterhold, Skyrim.
"
36131472,CWIESPlaceholderNoPapyrusErrors,CNAM,0,
36131472,CWIESPlaceholderNoPapyrusErrors,DESC,0,I am holding a place - put me back!
35768487,CWIXUIherhands,CNAM,0,
35768487,CWIXUIherhands,DESC,0,"[pagebreak]
<p align=""center"">


The Hands of Almalexia
A study by J'zargo, College of Winterhold</p>



[pagebreak]
<p align=""left"">
<img src='img://Textures/Interface/Books/Illuminated_Letters/T_letter.png'>he Hands of Almalexia are undoubtedly one of the most powerful elite groups in all of Tamriel. Their numbers are few, but few are the number that can endure the grueling and intense training required to join their ranks. While these masterful holy warriors are, like all other Ordinators, at the disposal of the entire Tribunal, they are only found in direct service to the Mother; the Master and the Mystery have other agents to secure their interests.

The Hands are culled from the most able and virtuous soldiers of Morrowind, although most are Indoril nobles who have already long proven strength of both arms and faith as Ordinators. A candidate must have great experience with a variety of different weapons and fighting styles, as well as a profound understanding of a number of schools of magicka. An ebony scimitar is the traditional weapon of Her Hands, but each Hand continually hones their skills with a multitude of armaments, as to better serve the Mother. These keepers of the peace are garbed in a suit of Her Hands armor, given by Almalexia herself to bless the wearer with a number of strengths and resistances.

The battle prowess of each individual Hand is nearly unmatched. Save for a few ancient warlocks and the Tribunal itself, the Hands of Almalexia is among the deadliest groups alive, generally unmatched in fighting and priestly prowess. While they generally perform as the personal guards of Almalexia, they are also known to carry out the goddess' will and act as enforcers.

Some years ago, six High Ordinators began to secretly question Tribunal doctrine and express heresies akin to those of the Dissident Priests. They were betrayed while attempting to enlarge their number among the lower Ordinators. Mournhold was rocked by scandal and the goddess saw that these blasphemers had to be reckoned with in public. Officially, they were to be banished from the city, they were free to go if they could pass unmolested through the west gate. The heretics, suspecting that they would have to fight their way through its small garrison, approached the west gate fully armed. After walking through streets lined by watching crowds they found the guards had been replaced by a single Hand. They charged, hoping to overwhelm through sheer numbers, and despite their own skill were swiftly cut down one after the other. The Hand, having exercised Almalexia's power, returned to the temple. The west gate was closed. The Hands continue to exercise the goddess' will, serving honorably as our guardians and keeping us safe from harm and heresy."
35768485,CWIXUIcrimesoftheimposter,CNAM,0,
35768485,CWIXUIcrimesoftheimposter,DESC,0,"[pagebreak]
<p align=""center"">


The Crimes of the Imposter: An essay on the events of the Imperial Simulacrum

By Onmund, College of Winterhold



</p>



[pagebreak]
<p align=""left"">
The Lake Rumare Massacre:

Upon the third Sundas of Sun's Height, the traitorous battlemage masquerading as the imperial sovereign Uriel Septim VII ordered the merciless deaths of children of the Direnni West following a minor disagreement. The Duke of Jehenna disagreed angrily with the tyrannous battlemage over Imperial involvement in the War of Bend'r'mahk. In a fury, he ordered his aids onto his ship, the Inwolde Louis, and set sail for home with his compatriots. With only an order and no provocation, the Imperial soldiers of the IV Legion were ordered to fire on the Breton ship. Arrows raked the deck, leaving many wounded or dead. Only once the deck was covered in corpses and blood did the volleys of arrows stop. Without a pilot and caught by a gentle wind, the ship began to drift, but it had scarcely turned twenty and five degrees before a great fireball was cast from the shore by an unknown mage. Hissing low across the surface of the pristine lake and leaving a trail of steam in its wake, the fireball exploded into the Inwolde Louis just above the waterline. The ship sunk almost immediately, taking the Duke and all of his retainers with it. It is safe to assume that the traitor was the one to destroy the ship, for the IV Legion is was primarily a home force at the time, and had only a very small number of mages enlisted in its ranks. Justice was done when the Eternal Champion, who shall be known by no other name, severed the head of Jagar Tharn. To remember the crimes that were committed here, the True Emperor Uriel Septim VII erected a monument on the shores of Lake Rumare to the south of the Talos Bridge. Although today much of our water is dark and murky possibly due to the strange occurrences in Morrowind, on a clear day the wreck can be seen by those who wish to remember the awful crimes that the traitor inflicted upon the Starry Heart.

The Intellectual Pogram:

In that chaos that reigned while Jagar Tharn wore the Dragon Crown, few people noticed when nearly eight great mages and over two hundred intellectuals simply vanished. Since wizards and scholars live by their own agendas and are prone to vanish without warning, few, if any, eyebrows were raised. The truth was not discovered until a mass grave of well dressed and well equipped mages and scholars was discovered by a wandering Bosmeri ranger outside of Falenesti's northern apex near the Cyrodiil border. Piecing together scattered evidence, investigators believed that each of the scholars and mages were invited to the grove for various reasons, where they were systematically slain. The most concerning of the bodies was that of a badly charred corpse of a Graycloak of Artaeum, indicating that it is likely that Tharn was there himself to dispatch of these innocent men and women. Most of the mages showed signs of a struggle, but the scholars appear to largely have been slaughtered with only meager attempts to resist. What is interesting to note is that the truly greatest mages of Tamriel were not invited, as Celarus, Fyr and Traven have all proclaimed that they never received an invitation. The murder points to a cold and bitter mind who was too concerned with holding his stolen power that his corrupt soul caused the death of those that defend our realm. A memorial stands in northern Valenwood for those that were slain with the names of all 276 victims."
34982931,CWITeleportSpellTome,CNAM,0,
34982931,CWITeleportSpellTome,DESC,0,"<font face'$HandwrittenFont'><font size='40'><p align='center'>
Temporal Shift - A Spell created by Savos Aren"
35768350,CWIXUIAkavirinvasion,CNAM,0,
35768350,CWIXUIAkavirinvasion,DESC,0,"[pagebreak]
<p align=""center"">


An Inspection into the Cost of the Akaviri Invasion

By Urag Gro-Shub - Curator of the Arcanaeum, College of Winterhold





</p>



[pagebreak]
<p align=""left"">
Emperor Uriel V's invasion of Akavir was, as we know now, a complete debacle. The massive costs of the fleets, men and supplies provided nothing more than a few scraps of information on the continent, with little of these gains even returning to Tamriel, and even fewer being made public. The intention of this report is to examine how greatly the Empire failed financially in its attempt to gain a foothold on another continent.

Part I: Manpower

Six legions were selected to travel to Akavir, although only four were able to be transported at once. Because of the lack of effective transport, cavalry was limited and the legions were essentially footmen and archers, with a small complement of Imperial Battlemages. Four legions landed on Akaviri soil in 3E 288. Landing on the shore, the V, VII, X and XIV Legions made headway inland. In raw manpower, these four legions alone equaled slightly over 21,600 fighting men, with 10,800 reinforcements enroute from the IX and XVII Legions. This was a total of 32,400 fighting men, plus the associated sailors, colonists, commanders and workers that are essential on a large campaign. The total number of personnel that came along is unknown, but is rumored to be 38,650, including the reinforcements. Military service pay would be paid to the soldiers in small amounts only while on the campaign, and would be paid would be given upon their return to Tamriel, or permanent settlement and discharge on Akavir. Because of this, the funds actually paid to the failed expeditionary force are negligible, and the actual funds paid out are around 750,000 Septims.

Part II: Food

Since standard military rations are cheap, a safe supposition would allow for the estimate of 3 Septims per day, per soldier of food. Eventually, food would be found in Akavir, but until this time food had to be supplied by the Empire. It also took the soldiers time to rally at Esroniet, and that time must be factored in. While scouts began to search the coastlines of Akavir in 3E 285, the soldiers began to marshall at Esroniet. The garrisons that were either at Esroniet or en route to Esroniet took 8 months to arrive before the voyage began. Once the voyage started, it took six weeks to reach the shores of Akavir, and the soldiers had brought one month's worth of rations for after they had arrived. This however, doesn't work out nicely. Only the initial four legions ever landed on the shores of Akavir, but they still needed to be fed at Esroniet. Also, supply ships continued to travel to and from Akavir, costing the Empire an estimated 7,250,000 Septims, for foodstuffs and supplies alone. All told, this equals 42 weeks, or 294 days. At 3 Septims per day of food, for 32400 men, is 28,576,800 Septims, not including the later additions.

Part III: Colonists

Only a few colonists were brought along, but those that agreed to come were given an Imperial grant. Each colonist that agreed to set up a new life in Akavir was given 80 Septims. Approximately 700 colonists came along, costing the Empire 56,000 Septims. An additional 2000 came later, but the strenuous finance of the Empire due to the invasion was beginning to show, and each family was only given 235 Septims, with an average of 5 people per family. These new colonists cost the Empire 94,000 Septims, although this doesn't include passage.

Part IV: Arms and Armor

The cost for the arms and armor for the fighting men is extremely high, and almost prohibitive. All armor costs are 10% higher than what was purely equipped on the troops, because extras had to be brought along. Also, repair items were needed, at an estimate cost of 32,000 Septims. For a foot soldier, the cost of armor is 520 Septims. The entire cost of armor for the foot soldiers comes out to a grand sum of 12,355,200. The costs of swords alone reached a sum near 2,970,000. For an archer, the cost of their arms, armor and arrows are 710 Septims. There were 3 footmen for every 1 archer. The archers cost 7,668,000. Very few cavalry were every deployed, but it should be noted that at least 100 were brought along. All of the horses were fine Cyrodiilic Bay Horses, each at a cost of 1000 Septims and equipped with a 500 Septim coat of barding. This brings the meager cavalry expense to 150,000. Over a year later, 300 armored mounts and 100 non-armored mounts arrived in Akavir, costing the Empire 550,000 Septims.

Part V: Transports

Upon the creation of the Far East Fleet for the invasion, the Imperial Navy had never been stronger. Approximately 290 ships were relegated to bringing soldiers and equipment to Akavir. Some of these were private transports on contract to the empire, making them somewhat more expensive, although some were newly built, and some were refitted and some were simple reassigned. The average cost for a contracted ship was 18,500 Septims. The average cost for a new ship was 47 500 Septims, and the average cost to bring a formerly mothballed ship to seaworthy standards was 7300 Septims. Of the ships sent, 45 were new, 80 were contracted, 30 were refurbished and 115 were reassigned. 20 used, aging vessels were also purchased for an average cost of 24,000.

Cost to train:

Armorer: 11
Athletics: 40
Blade: 50
Block: 45
Blunt: 50
Heavy Armour: 55
Hand to Hand: 16
Marksman: 30

Subtotal = 9,622,800

Initial Cost

Manpower = 950,000
Food = 28,576,800
Colonists = 56,000
Cavalry = 150,000
Archers = 7,668,000
Armor = 12,355,200
Weapons = 2,970,000
Transports = 4,316,500

Subtotal: 57,042,500

Additional Cost

Food and Supplies = 7,250,000
Colonists = 94,000
Cavalry = 550,000
Armor Upkeep = 32,000
Transport Upkeep = 75,000

Subtotal: 8,001,000

Total Cost = 74,666,300

Conclusion:

Uriel V's invasion into Akavir certainly didn't fail from the lack of finances devoted to the project, although the remainder of the Empire certainly did. Had the invasion succeeded, the colonists certainly would have been worth the cost, as they soon would have been able to provide the foodstuffs necessary to maintaining an army, and in later years provide enough for export to Tamriel. The massive cost of the failed Akaviri campaign should be an important note for any future leaders that wish to embark on an invasion of a foreign continent, for the costs are simple prohibitive compared to the meager gains."
35768358,CWIXUitelvanniconstruction,CNAM,0,
35768358,CWIXUitelvanniconstruction,DESC,0,"[pagebreak]
<p align=""center"">


Basic Guide to Telvanni Construction

By Colette Marence, College of Winterhold




</p>



[pagebreak]
<p align=""left"">
When one is given the opportunity to visit Morrowind Province, one will undoubtedly notice the strange construction, the glaring differences in architecture from more familiar Imperial-style buildings. Foremost in unusual design are the almost wholly alien structures favored by members of the Great House Telvanni. While that House is considered among the more xenophobic and members are generally unwilling to part with hard-learned knowledge, we have been able to piece together a great deal of information from various sources about the fantastic dwellings of the Telvanni.

Even the casual observer will note that Telvanni buildings are not, in fact, traditional buildings at all. Rather, they are totally organic structures grown into useful shapes to accommodate city life. Thick large vines curling about above merchant stalls and winding in curious paths overhead are common sights in any Telvanni town. Many hold the belief that Telvanni towers are plants, although that is technically incorrect; in reality, the structures are fungal in nature. The more curious will note the distinct mushroom shapes of the upper reaches of towers central in any Telvanni city.

Although one will encounter any number of dwellings in a Telvanni town, it might come as a surprise that all pod-houses in a town are part of the same organism (although some structures in some towns are separate, so technically it is not one fungus, but a small colony). Instead of being several smaller fungi scattered about the countryside, all are merely outgrowths of the incredible towers that rise from the heart of the village. Therefore, when one inquires as to how such a city is built, how the towers are grown is the question one is truly asking.

All Telvanni towers need magic and care to be properly grown, and require a great deal of expertise across multiple fields. It is necessary for one to be familiar with construction, primarily to select and prepare a site. Architecture, to understand what kind of shapes are appropriate for men and mer to live in, what growth patterns offer the greatest structural stability, and other such concerns. Magic, to be able to grow the fungus in the first place, and to guide its expansion later on. Mycology, again primarily for site selection -- it is vital to know under what conditions the fungus can survive, and to what extent it can be manipulated through magical means. Morrowind's generally inhospitable environs seem to offer the Telvanni fungus ideal conditions in which to thrive. Indeed, Many Telvanni towns are found along coastlines, where harsh rocky shores meet the salt water of the seas.

Telvanni cities can be grown from a single spore, and when one considers the grand scale of the resultant towers in which Telvanni counselors and elders reside, one begins to understand the sheer mastery of Telvanni sorcery. However, a single spore on its own is not enough for one to grow such a spectacular city. Spores require a magical catalyst in order to spur their remarkable growth. While it may be entirely possible for an especially powerful wizard to act as such a catalyst, it is virtually unheard of. Instead, one must procure at least two grand soul gems, and fill them with appropriately strong souls for this endeavor. Needless to say, this aspect of construction is much more dangerous than a more familiar gathering of wood and stone. The monsters who's souls are used -- usually some sort of daedra -- are among the most powerful one will encounter in all of Tamriel. Less adventurous individuals could purchase the necessary gems pre-filled from enchanters or adventurers, although the price for these are, quite reasonably, astronomical. Of course, the person seeking to grow a Telvanni tower is almost always an accomplished magician, and so much more capable of obtaining such items than a commoner.

Within their own ranks, the Telvanni only offer to aid construction for members of a certain rank in the House, and require those seeking advancement into the upper echelons to have their own tower. While the Telvanni typically scorn outside interference -- even that of the other Great Houses -- it is considered good practice to begin growing a tower only after obtaining a construction contract from the proper Imperial authority. In addition to supplying a pair of soul gems, the prospective owner must also make a sizable financial contribution; the work on a tower is highly specialized, and requires a moderate number of laborers. On top of those standard necessities, at times key figures involved in tower construction will make their own demands. These unforeseen obstacles can range from simple male boredom (easily solved with the addition of women) to suggestions of enhancing security. In any event, the one thing that an ambitious wizard does not have to provide himself is the actual spore -- presumably, with all the requirements that go along with the whole affair, there is quite an oversupply of unused spores.

The spore is carefully seeded (an unusual expression, to be sure) along with the soul gems, and supervised over a period of time. Within a matter of days, a small number of mushrooms will have risen up from the site. At this point, one well versed in Telvanni construction will visit the burgeoning fungus, and, through some unknown means, allow the mushroom access to the power held within the gems it has grown around. It is believed that the Telvanni must wait until the fungus has enveloped the gems because only then that they can ensure the gems' power is being siphoned off by the fungus and is not consumed by some other avenue, or wasted. Further, it is also speculated that the Telvanni control the growth rate of the fungus by determining the degree of energy flow from the gems, explaining why new cities can sprout rapidly, while older ones remain more static. At any rate, it is at this point that the simplistic, familiar mushroom shape begins to change into the more exotic design seen in Telvanni cities. Even with the passive flow of power from the gem, it takes many craftsmen and architects to coax the fungus into creating the tiny buds that they will eventually later mold into large pods, which can then be hollowed out for Telvanni to use as housing.

As the tower grows and one can finally step inside it, one will undoubtedly find their attention drawn to the man-sized, purplish crystals which are often found in the lower, older areas of the tower. These may seem mysterious for a moment, but after considering the building materials, are altogether expected. The crystals are the remnants of the soul gems, their forms twisted and changed through Telvanni magic and their symbiosis with the fungus.

Those familiar with the lesser fungi of Tamriel might wonder how sturdy such a structure can be. A glance at a Telvanni town is show enough that the great mushrooms do not rely on accumbency to support themselves. Similar in effects to the less destructive mating of Telvanni and other, 'foreign' architectures is the town of Ranyon Ruhn on the mainland. Here a Telvanni tower has been grown, and all around the Velothi-styled town there are clear signs of this, but no damage has been done to the original buildings. A true marvel of Telvanni construction and fungal growth is their capital city of Port Telvannis. The tower at Port Telvannis, Tel Thenim, is one of the largest ever grown, and, appropriately, towers above the vertical city below. While the city's roots are firmly anchored in the soil most of the structures that the Telvanni dwell in are high above the ground, carved out of the massive shoots of the great tower. This gives the city an otherworldly appearance, given that its streets are many feet up into the air.

There are a number of advantages to the Telvanni's choice of living arrangement. A growing organism can be quite resistant to harm, and the magical nature of the arrangement means that it requires very little in the way of maintenance. The Telvanni do not have to concern themselves with damaged roofs or rotting timbers, or many of the other myriad problems associated with western houses. Many foreigners do not know this, but the fungus also has a limited capacity to remove salt from water, rendering it potable for mer and men. Many Telvanni towns are found along coastlines to take advantage of this ability. Though it isn't a tested theory, the abundance of moisture in Telvanni-controlled areas, in addition to the fungus's propensity for absorbing water, suggest that these structures would not face much danger from fire.

Some may find believe that living inside of a fungus that was grown with the soul of a creature unusual, but it actually quite effective. Inside, the air is often moist and faintly warm, but there is little indication that the structure around you is actually a living organism. The interior architecture is substantially different that of the other Great Houses, as there are often shafts that require levitation to reach to higher levels. This serves a dual purpose: taking less interior room in the tower, and preventing a good portion of the people of Tamriel from getting in, as the Telvanni -- particularly those on the mainland -- are not fond of outsiders. The tops of the towers are often flat, and this provides the resident a good view of all of those around, as well as a fairly secure summoning area.

Morrowind is well suited for the magicka based Telvanni buildings. The Telvanni Isles, Azura's Coast and the Boethian Mountain regions are excellent for maintaining Telvanni structures. House Telvanni also has holdings on Vvardenfell. Although towers have yet to be constructed within the harsh, ashy, Molag Amur region, it is believed that they will need more maintenance. Telvanni buildings are strong, well-built structures, and serve the Great House Telvanni and the people of Morrowind well."
35783569,CWIOrbsOfWinterhold,CNAM,0,
35783569,CWIOrbsOfWinterhold,DESC,0,"[pagebreak]
<p align=""center"">


On the Orbs of Winterhold
A report by Sergius Turrianus, 4E201.
</p>



[pagebreak]
<p align=""left"">

Introduction: 

Three years ago at the time of writing, eight teleportation orbs were unearthed from the Midden beneath the College of Winterhold during excavation of Dunmer ruins. Tests using rats tied to soul gems confrmed that the orbs were still active, even after decades (if not centuries) of neglect. Rats had initially been used due to their abundance in the Midden  but these were later switched to Rabbits to limit the spread of disease at the destinations, at the insistence of the Master of Restoration Colette Marence.

The Nature of the Orbs:

As far as can be told without destroying the orbs, each targets a different hold of Skyrim. Only certain soul gems work with certain orbs with the magnitude of the soul proportionate to the distance of the destination from Winterhold. As with all teleportation devices, the orbs are either one-way (materialising targets at an enchanted dais) or twinned (with the target materialising at the other twin).  It seems unlikely that these orbs are twinned as we have yet to observe anyone materialise here in the College therefore it is most likely that the teleportation is strictly one-way and the mages of old returned by other means. However, twinning cannot be ruled out due to the unlikelihood of anyone approaching an orb whilst  holding a soul of the correct magnitude, because the twins may have merely been destroyed and because of the enchantments protecting the College from such a penetration. The curator of the Arcanaeum, Urag gro-Shub, infers an age of roughly two and a half centuries from the metalwork. The orbs thus date from a time when  Winterhold was a seat of not only magical but political, military and financial power in Skyrim. The establishment of either a target dais or a twin orb within each hold, therefore,  would not have been difficult to negociate.

Present considerations:

The discovery of these orbs comes at a time of both great political tension and also great magical resentment in Skyrim; not only in the wake of the Oblivion crisis at the closing of the third era but also the Great War of 4E171-175 and, specifically in Winterhold, The Great Collapse of  4E122.

Whilst neither members of the College or the Longhouse now travel in mainstream political circles, it would be prudent to quicly isolate any target orb or conceal any dais so as not to be seen as developing methods of penetrating hold cities. I would therefore appeal to the Archmage to allow either a willing participant or member of the college to use the orbs (under my supervision) with the intent of either returning orbs to the College or concealing the dais.

If political machinations are not considered part of the College's milieu then I would remind the Arch-Mage that isolation of the targets is not only in the interest of hold security but also College security: should there exist twin orbs and the  protective enchantments be penetrated during a time of vulnerability (for example, during lightning-storms), the barriers may become overloaded and dissipate permamently, with colossal expenditures of time, energy and resources required to restore them.

Final Words:

These orbs are the masterpieces of enchanting masters of old. The knowledge required to create such devices was likely lost in the Great Collapse or has died out with time. Indeed, the last report of a functional  twinned teleportation system was released by the Arcane University at the Imperial City in 3E422, and only after many unsucessful trials during which some participants were only partially teleported. The opportunity to study functional versions of such feats of magic, therefore, cannot be cast aside.


To prevent misuse in the mean time, the orbs have been moved to the Hall of Countenance for protection and charmed to prevent junior members of the college as well as non-college members from interfering with them."
157425,MGR01,CNAM,21931,；プレイヤーはクエストを引き受けた
127576,MG08,CNAM,8559,マグナスの杖を手に入れた。ついにウィンターホールド大学を襲撃し、アンカノを打ち倒す時がきた。
127576,MG08,CNAM:2,67496,アンカノは倒したが、まだマグナスの目から強大な力があふれ出している。次にどうすべきか、トルフディルと相談しなければならない。
127576,MG08,CNAM:3,68503,アンカノは倒され、サイジック僧兵は世界にこのようなものへの準備ができていないとして、大学からマグナスの目を持ち去った。騒動が片づくと、大学の新しいアークメイジに任命された。
127570,MG02,CNAM,19519,魔法のより実用的な用法を調査するため、トルフディルは我々をサールザルの遺跡の調査に伴った。
127570,MG02,CNAM:2,8386,トルフディルは見習いたちに、大学が発掘を続けている現場、サールザルに来るよう伝えて来た。
127570,MG02,CNAM:3,8383,大学のサールザル発掘で、遺跡を調べているアーニエル・ゲインを手伝うよう頼まれた。
127570,MG02,CNAM:4,42919,サールザルで発掘しているアーニエル・ゲインの仕事を手伝うよう頼まれた。遺跡の周辺に散らばっている、付呪されたアイテムを集める。
127570,MG02,CNAM:5,11733,発掘の手伝いで付呪されたアイテムを収集していた時、何か仕掛けを発動させてしまったらしい。それにより、まだ調査が行われていない遺跡が姿を現した。トルフディルはその奥に私を伴いたがっている。
127570,MG02,CNAM:6,8376,サールザルの発掘現場を調査中、何か仕掛けを発動させてしまったらしい。何か仕掛けを発動させてしまったらしい。それにより、まだ調査が行われていない遺跡が姿を現した。トルフディルはその奥に私を伴いたがっている。
127570,MG02,CNAM:7,45623,トルフディルに続いてサールザルの未調査箇所を奥へと進んだ。サイジック会から、この調査によって何かが動き出したことを示唆された。トルフディルに警告しなければならない。
127570,MG02,CNAM:8,8354,サールザルの未調査箇所で、サイジック会からサールザルには何か危険なものが潜んでいると伝えられた。それでもトルフディルは先に進みたがり、続くように頼んできた。
127570,MG02,CNAM:9,47827,サールザルを探索中、遺跡の新しい区画を発見した。サイジック会から中は危険だと警告されたが、トルフディルと一緒に奥を探索すると、奇妙なオーブを発見した。トルフディルから、この発見をアークメイジに知らせるよう頼まれた。
127570,MG02,CNAM:10,67068,サールザルの奥で興味深いものが見つかったことを、アークメイジに報告した。
646519,TGCrown,CNAM,4624,リフテンの盗賊ギルドのひとり、ヴェックスに珍しい石を見せるよう提案された。しかし、彼女に助けてもらうには、ギルドの完全な一員にならねばならない。
646519,TGCrown,CNAM:2,13297,魔法がかかっていそうな珍しい石を見つけた。鑑定のため、盗賊ギルドのヴェックスに見せるべきだろう。
646519,TGCrown,CNAM:3,37438,"珍しい石は24個ある "" バレンジアの石 "" の1つであることがわかった。ヴェックスによると、全てが揃わなければ、1つ1つにはそれほどの価値はないらしい。"
646519,TGCrown,CNAM:4,65848,バレンジアの王冠は盗賊ギルドにとって実は鑑となるものだとヴェックスが教えてくれた。王冠をトルバルド洞窟から取り戻して、ヴェックスがバレンジアの石を取り付けられれば、元の完全な力を取り戻せる。
646519,TGCrown,CNAM:5,13290,バレンジアの王冠をヴェックスのもとに持ち帰った。ヴェックスは王冠を本来の状態に戻し、王冠は今や盗賊ギルドの「パラゴン」となっている。
36070440,CWIPlaqueDrevis,DESC,0,飾り額には、いくつかの動作の調整および広範囲に複雑な幻惑魔法を展開するのに必要な呪文についての解説がある。
36070439,CWIPlaqueCreep,DESC,0,クリープ・クラスターは持ち運び重量を上昇させるが、同時に魔法耐性を下げてしまう。
36070438,CWIPlaqueCotton,DESC,0,ツンドラの綿は一時的に魔法耐性を上昇させると同時に、マジカを増量させる。
36070437,CWIPlaqueButterfly,DESC,0,チョウの羽はマジカ回復力が減退するが、青いチョウの羽は召喚魔法で消費されるマジカを軽減する。
36070436,CWIPlaqueAbecean,DESC,0,冷気および毒の耐性ダウンをもたらす。
36070459,CWINotAMYet,DESC,0,オーブはあなたをふさわしくないと判断している...
36070457,CWIRankTele,DESC,0,これを使用する前に、あなたはより高いランクに達しなければならない。
36070456,CWICalendar,DESC,0,様々な星の運行について予測している、古代のドゥーマー・カレンダー。
36070427,CWIGenericIngredients,DESC,0,棚は異国の遺物と原料でいっぱいになっており、実験の備えができている。
36070426,CWIGenericBooks,DESC,0,これらのアイテムは研究の為に使われている。触らない方が良い。
36070425,CWIBonsai,DESC,0,小型化された木。長年にわたる苦心と手入れの成果だ。
36070428,CWIGlobe,DESC,0,銘にはこう刻まれている。「第三紀434年、ウィザード・ボシエルにより帝国で収集された天文データに基づき提案されたムンダスのモデル」
36070455,CWITeaset,DESC,0,黒檀に銀線で透かし細工を施された、伝統的なダンマーのティーセット。
36070454,CWISundialMsg,DESC,0,日時計はダイヤルが破損しており、修理と再調整が必要だ。
36070424,CWIArt,DESC,0,名も無き匠による、複雑極まりない工芸品の一部。
36070429,CWILilies,DESC,0,ヴァレンウッドのシルヴェナール地方に自生する珍しい蘭。
36070430,CWIMaps,DESC,0,第二紀後期より、遥か前の日付が存在する地図のコレクション。
36070458,CWIGemTele,DESC,0,転移を行うのに必要な魂石を持っていない。
35777509,CWITeleQuestionWhiterun,DESC,0,ホワイトランに転移する為に、魂石(小)を使用しますか？
35776071,CWIDispelBridgeDispelNo,DESC,0,転移ブリッジには幻惑魔法がかかったままです。
35776067,CWIDispelBridgeIllusionQuestion,DESC,0,焦点に集中しているマジカを使用し、部外者を排除するための幻惑魔法を転移ブリッジにかける事ができます。転移ブリッジに幻惑魔法をかけますか？
36070431,CWIGraveMirabelle,DESC,0,マスターウィザード、ミラベル・アーヴィンを偲んで：第四紀201年
35776072,CWIDispelBridgeDispelYes,DESC,0,転移ブリッジの幻惑魔法は解除されました。
36070435,CWIPagoda,DESC,0,この彫刻のどっしりした造形を見ていると、気持ちが穏やかになっていくのを感じる。
36070434,CWIOpenBookUrag,DESC,0,収集、あるいは持ち出された本を記録した、アルケイナエウムの蔵書目録。
35777510,CWITeleQuestionRiften,DESC,0,リフテンに転移する為に、魂石(小)を使用しますか？
36070432,CWINotes,DESC,0,メモには最近の実験観察が書かれているが、ほとんどはとりとめのない内容だ。
36070433,CWIOpenBook,DESC,0,本には、魔法技術の様々な応用が記載されている。
35777511,CWITeleQuestionWindhelm,DESC,0,ウィンドヘルムに転移する為に、魂石(小)を使用しますか？
35777505,CWITeleQuestionSolitude,DESC,0,ソリチュードに転移する為に、魂石(大)を使用しますか？
35776069,CWIDispelBridgeIllusionNo,DESC,0,転移ブリッジには幻惑魔法がかかっていません。
35777506,CWITeleQuestionDawnstar,DESC,0,ドーンスターに転移する為に、魂石(中)を使用しますか？
35814209,CWIItemLacking,DESC,0,展示台に飾るアイテムを持っていない。
35776068,CWIDispelBridgeIllusionYes,DESC,0,転移ブリッジには幻惑魔法がかかっています。
35777512,CWINoTele,DESC,0,大学内に残ります。
35777507,CWITeleQuestionMorthal,DESC,0,モーサルに転移する為に、魂石(中)を使用しますか？
35777513,CWIYesTele,DESC,0,転移オーブに魂石を近づけます...
36070453,CWIStars,DESC,0,星図は、主要な正座の相対的な位置を示している。
35777503,CWITeleQuestionMarkarth,DESC,0,マルカルスに転移する為に、魂石(大)を使用しますか？
35776070,CWIDispelBridgeDispelQuestion,DESC,0,"転移ブリッジは部外者に対して危険性を示し、利用を思いとどまらせる為に幻惑魔法がかかっています。
転移ブリッジの幻惑魔法を解除しますか？"
36070452,CWIGraveSavos,DESC,0,アークメイジ、サボス・アレンを偲んで：第四紀201年
35777508,CWITeleQuestionFalkreath,DESC,0,ファルクリースに転移する為に、魂石(中)を使用しますか？
36107979,CWIFocalNotAM,DESC,0,制御を試みると、単にマジカは手の周りを流れるだけだ。
36070451,CWIPlaqueWraith,DESC,0,氷の生霊の歯は単独で使用すると冷気耐性を下げるだけだが、別の素材と組み合わせる事で一時的な透明化が可能となる。
36070450,CWIPlaqueTongue,DESC,0,リュウノシタは火耐性を向上させ、幻惑魔法の消費マジカを軽減できる。
36070449,CWIPlaqueThistle,DESC,0,冷気と毒の耐性を向上させる。
36070448,CWIPlaqueTapinella,DESC,0,モラ・タピネラは、マジカとスタミナを回復させる。
36070447,CWIPlaqueSpriggan,DESC,0,解剖してみた限り、スプリガンは人型生物であるが内臓器官を備えていない。これまでにいかなる捕食行動も観察されなかった。養分が何であるかも不明である。研究はすすまない...
36167427,CWISSSMessage,DESC,0,サールザルから発掘された興味深い遺物が、より精密な研究の為に置かれている。
36070446,CWIPlaquePhinis,DESC,0,飾り額には、より恒久的な召喚を実装する為のサインおよび詠唱が提示されている。
36070445,CWIPlaqueNightshade,DESC,0,ベラドンナから作られる薬は危険な毒となる傾向がある。その強力な効能を制限し、適正な調合を行った場合、破壊魔法の消費マジカを軽減できる。
36070444,CWIPlaqueHeart,DESC,0,デイドラの心臓はスタミナ減退を回復させるが、同じく「心臓」の名を持つブライア・ハートは全身の麻痺を誘発させる。
36070443,CWIPlaqueHawk,DESC,0,鷹のくちばしは雷撃耐性を向上させ、羽は疾病退散の特性を示す。ただし、上質の粉末状にしなければならない。
36070442,CWIPlaqueHagraven,DESC,0,ハグレイヴンの爪は魔法耐性を向上させ、羽は召喚魔法のマジカ軽減に効果がある。
36070441,CWIPlaqueFaralda,DESC,0,飾り額には、応用的な破壊魔法の実行にあたり、自分と太陽との位置関係の重要性についての説明が書かれている。
910393,N/A,NAM1,31004,素晴らしい。首長もきっとお喜びになるだろう
910393,N/A,NAM1:2,31003,大学へ問題を解決するために提供した、大金に見合うほどな
794195,N/A,NAM1,3258,実は…　アークメイジ。知っておいた方がいいことがある
36081502,N/A,NAM1,0,そのように思われる
910385,N/A,NAM1,21239,アークメイジ自身が多額の報酬を受け取ることになるだろう。よくやった
1080893,N/A,NAM1,71323,よくやってくれた！　大学に安全が戻った。働きに感謝する
1080893,N/A,NAM1:2,71505,君ならやれると思っていた。サイジックの言う通りだ。私が思うに、他にアークメイジにふさわしい者はいない
36073224,N/A,NAM1,0,ああ、君がそう言うのであれば...
36075984,N/A,NAM1,0,さあ、これは君のものだ。アークメイジの部屋を自由に扱える。君が私を必要とするならば、助言の為にここにいるよ
36075986,N/A,NAM1,0,了解した
36075986,N/A,NAM1:2,0,ああ、全く君は私を困らせるものだ！
36075986,N/A,NAM1:3,0,考えが変わったら、教えてくれ
36082894,N/A,NAM1,49858,そうか？
36082896,N/A,NAM1,63670,素晴らしい！
36082896,N/A,NAM1:2,0,さあ、これは君のものだ。アークメイジの部屋を自由に扱える。君が私を必要とするならば、助言の為にここにいるよ
36082898,N/A,NAM1,0,ああ、君がそう言うのであれば...
36082900,N/A,NAM1,0,了解した
36082900,N/A,NAM1:2,0,ああ、全く君は私を困らせるものだ！
36082902,N/A,NAM1,0,君の奥ゆかしさは賞賛する。だが全ての事実を無視してでさえ、決定を下さなければならない時もある。自分の考えに正直になってくれ
36082904,N/A,NAM1,0,いずれにしても、これは君だけの問題ではないのだ
