Thursday, February 4, 2016

Weapons

(White Oak blade and arrows)
The blacksmiths of Cyrodiil have been busy creating new ways to dispatch enemies. Here are some of the more popular designs, as well as obscure relics you may come across.



Blades
In addition to the staple styles of daggers, shortswords, longswords, two-handed blades and katanas. There are a variety of sabres. Adventurers now enjoy katanas crafted out of the finest ebony, elven-made claymores and sabres can be found.
(Elven cutlery)

Necromancers, with a flair for the dramatic have specially made scythes crafted out of various material.

Longarms
Halberds, poleaxes give an adventurer some reach.

(Elven pole-arms)
Valenwood Arms
Rangers from Valenwood, and even some of the ancient Ayleids, specialize in elegant and beautiful blades and bows made from White Oak, Elmwood, Sunwood, and Cloudwood.

Unique Weapons
(My sword is the one that says Bad Ass Motherfucker)
Soul Wail - A blade of daedric origin with potent enchantments, said to be in the hands of a dread necromancer.

Winter's Maiden - A two-handed silver mace carried by one of the leaders of the Skyrim Bandit Clans. Unenchanted, but powerful nonetheless.

Fang - A two-handed blade wielded by the dread leader of the corrupted rangers of Jeffre.

Light of Dawn - A two-handed katana that thirsts for the blood of vampires.

Royal Whisper - An beautiful White-Oak one-handed blade of one of the lieutenants of the corrupted rangers of Jeffre.

Meteoric Weapons

(The enchantments are as brutal as the weapons)

The ancient Ayleids were masters of magic and enchantment, and bold adventurers have found some of their incredible weapons and staves imbued with powerful magicks in the ruins that dot Cyrodiil. And though many of the old cities have inhabitants in the form of bandits or the restless dead, there are still treasures to be found. Though they may be guarded by more than mere monsters.
(Umbacano is said to have an extensive collection)

Those who are brave enough, have been known to bring back these artifacts, and they can be seen in the Fighters Guildhalls in all of the great cities. These weapons are also prized by collectors of Ayleid antiquities.
(Enchanted bows, enchanted arrows, dead enemies)

The Ayleids were as proficient at weaponcraft as they were at magecraft, and have created a weapon suitable to any fighting style. Swords, daggers, maces, long-arms, axes, bows and vicious arrows.

It is even said that the tips some of the deadly arrows, or Pilins as they are called in Aleidoon, have been set with the fell "dark welkynd stone." But these items are so rare as to be thought mythical.

The weapons are heavy, but worth their weight in gold against some of the deadly creatures that still inhabit the glowing halls of the Heartland High Elves.

Those with a keen eye will find some of these items in corners and crannies that many cannot access. Speed, magic, and the ability to acrobatically leap to difficult places will be helpful for any collector.

Monday, January 25, 2016

The Voice of Nature

(My kneecaps are protected)
Deep in the bowels of Charcoal Cave is wild and cruel mistress of all of the Amazons. Known only as the Voice of Nature, she is motivating force behind their wild callings and terrible urges for death and beauty.

She is clad in armor fit for a queen, and at her throat beats the Heart of Fury. It is said she shoots arrows made of lightning and she has the sharp features of a bird.

She is surrounded by her elite daughters - Raging Priestesses and Wise Mothers will summon Storm Atronachs to tear foes apart.

Should you managed to fell this wild lioness, it is a deed worth of song and sorrow - for there is truly none other like her on all of Tamriel.

Sunday, January 24, 2016

Carla du Vrey

(She looks like such a nice dabbler in Necromancy)

Hannibal Traven's edict regarding necromancy may have chilled weaker mages into compliance but has never been much of a concern for the likes of Carla du Vrey.

She has made her home and laboratory in the grim halls of Dark Fissure. She surrounds herself with Masters of the Putrid Hand and keeps company with Spectral Reavers. Wielding a glass scythe, and clad in darkness made manifest, she is not an opponent to be taken lightly.

Friday, January 22, 2016

The Putrid Hand

(The tapestries really pull the room together)
 Necromancy is an ancient and dangerous art. Those who practice it are far more widespread than the mages guild could ever conceive. Those without a discerning eye would say there are only necromancers, but there are some that a step above the rabble.

The Putrid Hand are practitioners of necromancy that carry the practice to a new level. Their robes are spun from midnight cloth. Except for those of higher rank, who wear robes as pale as the worm moon.

This cult possesses great power, and there are great and terrible members who know many secrets hidden in the folds of dead flesh and the knobs of  brittle bone. There is great and terrible power - and rumors that the powerful members of the Putrid Hand have powerful relics.

Here are some of their known locations:

Dark Fissure

Saturday, January 9, 2016

Argonian Smugglers

(This one wishes his friends would wear clothes)
In several damp and flooded caves the Argonian Smugglers have entrenched themselves in highly defensible positions that keep them safe from prying eyes and more importantly from the Dunmer Slavers who have established operations nearby.

You can find the Argonians in several caves, including Blood Clot Cave, Gloom Way Cave,  and Red Gill Cave. There are high-ranking members in each cave, but only the leader with trade with you, and then only if you help free the Argonian Prisoners from the pen at Seran Camp and see them safely to a nearby cave. If not enough survive you're out of luck when it comes to trading with the Smugglers.

Conversely, if you feel like helping the slavers, you can attack the Argonians in their dens and make a good name for yourself with the Slavers.

The leader of the Argonian Smugglers is Eidkee Vshiir, and you can tell he's a leader because he's actually wearing clothes.

Initially the Smugglers will be neutral to you, they may be less friendly if you are a Dunmer, but will not be overtly hostile unless you attack. If you kill any of their key leaders they will attack you on sight (unless you kill key Slavers to make it up to them).

Thursday, January 7, 2016

Dunmer Slavers

(Nice little setup you have here)
The Dunmer Slavers have a large operation set up in the Blackwood under the veritable nose of Cheydenhal and the Imperial Legion, both of which are tied up with assassination of the Emperor and the Oblivion Crisis.

You can become aware of there presence by seeing notices posted in Cheydenhal or Bravil. If you happen across either Marsh Punk, Seran or Nayon Camps will also be a clue.

(We are not slaves to fashion, anyway)
Seran is the largest of the camps, with many guards, for good reason. This is where the Argonian prisoners are being held under lock and key. If you move to help them, the camp becomes hostile towards you.

The only real opposition they have met with thus far would be the Argonians themselves. The Slaver's Log located in Marsh Punk Camp details the operation of all three camps, as well as the attacks from the local Argonians.

Marsh Punk Camp is not far away, and is where the leader of the expedition resides, Chief Derahed Faylu - she is not to be trifled with.


Slavers and Smugglers

(Aw, that's cute, you want to do good.)

Though slavery has been abolished by the Empire for some time, that doesn't stop unscrupulous folk from making a profit. And just because the Legion is tied up with the Oblivion Crisis, doesn't mean you can't make a difference - for good or for ill.

Adventurers can be made aware of this drama by notices in Cheydenhal and Bravil, or by happening upon either Seran, Marsh Punk or Nayon Camps.

Neither faction will be overtly hostile, unless the adventurer starts a fight. You can gain the trust of the Argonian smugglers by helping their cause. You can also endear yourself to the slavers by attacking their Argonian enemies in Blood Clot and Red Gill caves. If you do that you are bad and you should feel bad.

If you opt to help the smugglers, you can then purchase items from their leader in Blood Clot Cave. He sells all manner of illicit goods that are not available to purchase anywhere else in Cyrodiil. He will also buy stolen goods, you know, because he's a smuggler.

Katy's note: This is probably the easiest of all the quests that I've delved into thus far. It's relatively easy to free the slaves, and though the Slavers put up a good fight, it's the only objective I've been able to find. I "completed" the quest before I even found everyone.

Monday, January 4, 2016

Sylvan Rangers



(I don't talk much)

Scattered around the Gold Coast are camps with strangely-clad Bosmer who seem intent on the going's on of recently uncovered Ayleid ruins. They are one of many factions in the sprawling quest Shadows in the Struggle for Power.

These are Sylvan Rangers from the deep green forests of Valenwood who have come to do battle with their corrupted kin who have stolen the Heart of the Forest and also seek to reassemble the Dread Armor.

The Rangers will raid ruins that are filled with Corrupted Rangers, and though you can't join them explicitly, you can tag along and help them mop up (or watch them get killed, whatever floats your boat).
(This is just one of several camps)

Saturday, January 2, 2016

Arctic Wolves Letter

Just north of the ruins of Rielle and West of Cloud Ruler Temple is a small unmarked bandit camo. If you sneak in, or best the bandits there, you will find a letter which prompts the following update:

In a Skyrim bandit camp near Cloud Ruler Temple I found a note written by a bandit, probably from a clan represented by three wolves' heads. In it, the bandit laments the actions of Vyka, a woman who apparently is manipulating Marlek, the leader of the Ice Dragon clan. The message notes that his camp lies somewhere northwest from the Hermaeus Mora's[sic] shrine. It is probable that Vyka's camp lies on the eastern region of the mountains, north of Dragon Claw Rock and the Silver Road.
(Rielle is due south of the camp, Cloud Ruler can be seen due east)


[This note is signed with a rough drawing of three wolves' heads -- it appears to be the insignia of a Skyrim Nord clan]

Wicked witch! I swear she's got Marlek under a spell!

Two moons ago, clearnight. Twas bright enough to dispel the darkest omens of Vaermina. No game in sight. The're wolves howling with reason. And still, she convinced him to hunt, leaving the camp toward the south toward Dragonclaw Rock and down the Silver Road. The're goes, like a starving mut [sic] following a trail of breadcrumbs. No matter that the pretty soldiers of the Legion patrol these lands. Can't mess with them woodsmen. Bruma guards, Ha! Could not brave the night without a matron leading them by the hand. Not those rangers, no. And, ther'e[sic] goes. I swear, for the white wolf, Marlek's plans be damned! Vyka keeps meddling, she'll wake in a bed of red snow!

Till he returns from the western camp, she'll bore and sleep like a bear. Most she'll do is send another errand boy to deliver her venom words to him. Wait west, north-west, of Hermaeus Mora's Shrine. You can't miss him, carrying her next load of horse shit. What else after Hothlar's cape? Your own skins! Read her deceiving words and understand! Marlek's tent is full of those. She is playing us for fools.

What say you? Are the brothers of the Ice Dragon men enough to take on their own leader's toy? Needn't die fast. Can have some fun with her before tossing the carcass to the wolves. Or prefer to chit-chat with their neighbors in Hermaeus' shrine? T'way Marlek follows that whore, maybe he's consorting with ol' Herma too! Betrayal of our Nord's blood once over is too many!

Friday, January 1, 2016

Vyka Herlst

(Ready for an ass-kicking?)


You encounter Vyka Herlst in the mountains near Dragon Claw Rock. If you are able to defeat her, you will receive the following update.

I have defeated Vyka Herlst, a dangerous Skyrim Nord Bandit -- maybe the leader of a Skyrim Bandit Clan. She was remarkably attractive, considering her way of life. Her eyes were full of pride and intelligence. Somehow I think that her demise will cause further trouble for me -- she was not the kind of woman to lack groveling men willing to sell themselves to her wishes in the hopes of winning her favor. My guess is that her impressive cape is Marlek's gift, just as I read on the bandit's note I found near Cloud Ruler. 

She wields "The Winter Maiden," an unenchanted, two-handed silver mauler or the Axe of Hazards, an enchanted dwemer battleaxe that causes a 35-percent weakness to shock, frost, fire and poison. She is equipped with mithril armor, but the prize is The Dragon's Skin, a cloak that compliments the elusive Dragon Armor and weaponry that is scattered throughout Cyrodiil. The cloak gives the wearer a 15-percent shield spell constantly.

Skyrim Bandit Clans

(Baby, it's cold outside)

In the cold northern reaches of Cyrodiil, the citizens of Bruma have become aware of a new threat that lurks in the deadly white. Wearing the pale white pelts of the vicious animals that dwell there, the Skyrim Bandit Clans have been attacking citizens and soldiers alike.

Unskilled adventurers would do well to travel with caution in the cold north, or be ready to face these hardy folk.



There are notices around Bruma warning of the presence of these violent peoples. Should you find one your journal will be updated.

And though to outsiders it would seem these ruffians fly under one banner, a little delving will show that there is dissension in the ranks. A letter found in the Arctic Wolves camp, near Cloud Ruler Temple indicates that some feel that another bandit is manipulating the leader. Where there is dissension,  a clever warrior can find profit.

Bandits, Marauders and Raiders. Oh, my!

In these troubled times, the roads are filled with all manner of thugs looking to shuffle you off the mortal coil and take your gold. But they aren't all created equal.

(What? You don't have any gold? Me either.)


Bandits
Harrying travelers on the roads, bandits are hardly more than ruffians with a blade or club. They make their living by picking gold from the corpses of merchants and ill-equipped adventurers. The infest Cyrodiil like fleas on a dog. For a well-heeled adventurer they will pose little risk, unless you get mobbed.

As for gear, they carry worn-out armor and weapons. Occasionally some have gotten their hands on some finer outfitting, but that's more of an exception than the rule.

Marauders
Ex-mercenaries or soldiers for hire that realized they could make more coin taking it from people than hiring on with the army or in the fighter's guild. Their heavy armor makes them a challenge for novice adventurers. Though it looks formidable, their armor and weapons of old and in poor repair.

Raiders
Well-trained, well-equipped warriors are a force to be reckoned with. Anyone who comes across one would do well to run unless they have the grit to go toe-to-toe with these grim warriors.

There are rumors that they are actually an organized fighting force under the command of a powerful leader.