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second eraGalerion the MysticGalerion The Mystic
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During the early bloody years of the Second Era, Vanus Galerion was born under the name Trechtus, a serf on the estate of a minor nobleman, Lord Gyrnasse of Sollicich-on-Ker. Trechtus' father and mother were common laborers, but his father had secretly, against the law of Lord Gyrnasse, taught himself and then Trechtus to read. Lord Gyrnasse had been advised that literate serfs were an abomination of nature and dangerous to themselves and their lords, and had closed all bookstalls within Sollicich-on-Ker. All booksellers, poets, and teachers were forbidden, except within Gyrnasse's keep. Nevertheless, a small scale smuggling operation kept a number of books and scrolls in circulation right under Gyrnasse's shadow. When Trechtus was eight, the smugglers were found and imprisoned. Some said that Trechtus's mother, an ignorant and religious woman fearful of her husband, was the betrayer of the smugglers, but there were other rumors as well. The trial of the smugglers was nonexistant, and the punishment swift. The body of Trechtus' father was kept hanging for weeks during the hottest summer Sollicich-on-Ker had seen in centuries. Three months later, Trechtus ran away from Lord Gyrnasse's estate. He made it as far as Alinor, half-way across Summerset Isle. A band of troubadours found him nearly dead, curled up in a ditch by the side of the road. They nursed him to health and employed him as an errand boy in return for food and shelter. One of the troubadours, a soothsayer named Heliand, began testing Trechtus' mind and found the boy, though shy, to be preternaturally intelligent and sophisticated given his circumstances. Heliand recognized in the boy a commonality, for Heliand had been trained on the Isle of Artaeum as a mystic. When the troupe was performing in the village of Potansa on the far eastern end of Summurset, Heliand took Trechtus, then a boy of eleven, to the Isle of Artaeum. The Magister of the Isle, Iachesis, recognized potential in Trechtus and took him on as pupil, giving him the name of Vanus Galarion. Vanus trained his mind on the Isle of Artaeum, as well as his body. Thus was the first Archmagister of the Mages Guild trained. From the Psijics of the Isle of Artaeum, he received his training. From his childhood of want and injustice, he received his philosophy of sharing knowledge.
The Windhelm LettersThe following transcribed letters were recovered from a strongbox found after a fire consumed a house in Solitude in the early part of the 3rd Era. Nobody by the addressed name lived at the home, and it is unknown how long the family had owned the strongbox. The letters are believed to have been written during the reign of Jarl Elgryr the Unminded, who ruled Windhelm in the Second Era and about whom few other records are extant. My dearest Thessalonius, I hope this letter reaches you, and finds you well. It is getting more difficult to find paper within the city, but I still save the scraps sent by the city's tax agents. I hope you don't mind a household reckoning on the reverse of this. Windhelm remains as cold as ever, but nothing compared to the heart of her king. Smoke and revelry rise from the palace daily, while we have little wood or coal to keep the chill off. I fear for the little ones, but they're so brave, having never known any other kind of life. We all speak of you daily, and hope that we may come to see you soon. Yours,
Dear Thessalonius, Your last message arrived safely, but the promised gold mentioned within did not. When I mentioned this to the courier, she shrugged and turned to the door with no other word. While hearing from you brings joy to us all, I would caution you to not trust that particular woman again. The minds of the city grow numb with cold and silence. We starve, and the unminded one makes no appearance, no speech, nothing to succor his people. His wizard has been seen walking the streets of the city at odd hours, visiting homes. I saw him paint some horrid symbol on one door -- it dripped like blood before vanishing like sand in the wind. The next dawn, nobody who lived there still drew breath. I am a friend to one of the scullery maids who was sent to clean out the house. She described the most horrible things to me and the children, but I will spare you the details. The worst of it is, that was a house that supported the king. If that's what happens to his friends, what will be the fate of the rest of us? But don't let this shift your mind from its important tasks. We all know you work to free us, and pray for your success and swift return. Love,
This next letter was scribbled onto a piece of cloth with what appears to be charcoal. Thess., I hope you didn't actually ... [illegible] ... efforts are important, but our sufferings must remain ... [illegible] ... retaliation can be swift and terrible. If you no longer care for me, at least think of your ... [illegible] .... Love always, R
Dear Thessalonius, Weeks go by and we have no word from Solitude. I tell the children that you're simply very busy, but it's getting harder to make excuses for you. If you can no longer send money (and I understand, smuggling anything of value into the city has become a fool's errand), at least send word that you still live and work for the freedom of Windhelm. As regards your issue that I mentioned previously, worry not. With food shortages being what they are, I have removed it from my concerns. Always yours,
My dearest Thessalonius, It was good to hear from you at last. Please forgive the rantings of a starving mind. We have at last depleted the basement stores of food, even with the strictest rationing. I see the little ones' faces growing thin and my heart weeps for them. They are, in some ways, brave. I think they're looking after me moreso than I them. Please come home. I strongly desire to look upon your face. -- R
Papa, Ma said to write you, so we love and miss you. Ma is tired a lot, but has lots of visitors, so we are being good and helpping. Love,
Thessalonius, I don't have much time. The city has finally broken. The gates of the palace will not keep us out. The storming begins soon. I have gathered those who still have a spirit to live, and we are taking our own fortunes to hand. I hope to see you on the other side of this. Pray for us as we once prayed for you. Your Reylia
Death Blow of AbernanitThe Death Blow of Abernanit With Explains by the sage
Broken battlements and wrecked walls When thrice-blessed Rangidil (3) first saw Abernanit, The alarum was sounded calling the holy warriors to battle The maniacal horde were skilled at arms, for certes, In a violent push, the tower base was pierced, They awaited a victory cry from the first to scale the tower Like a raven of death on its aerie was Dagoth Thras As hour passed hour, Rangidil came to understand But he still poured down blows as he yelled, My foe, dark lord Dagoth Thras, before you slay me,
Geocrates Varnus explains:
Second Era
The Seat of Sundered Kings: Cyrodiil
Like the diamond in the center of the Amulet of Kings, Cyrodiil is the heart of the Septim Empire and Tamriel. Still largely forested and almost landlocked, the beauty of the land has been sung of since time immemorial. Three Empires have wielded their power from the strategic center of the continent, so it is little wonder that Cyrodiil is widely known simply as The Imperial Province. HistoryThe early Aldmeri settlers to Tamriel established strongholds on the islands of Summerset and along the coasts, but did not venture far inland. Only oral histories and the fragmented ballad of Topal the Pilot offer glimpses of the ancient beast races that inhabited the land, but they are shadowy, mist-drawn portraits of time before reckoning. It is not until the coming of the Ayleid that Cyrodilic history truly begins.
The slave rebellion of Alessia in the 242nd year of the First Era is a seminal event in the history of Cyrodiil, and all of Tamriel. While humans and Elves had been battling in Skyrim for some time and the Slave Queen's revolt could not be called the first victory of men over mer, it represents a turning point in the continental power structure. The heart of Tamriel was going to belong to these former slaves, present day Cyrodilics or Imperials, forever more. With the aid of the Nords of Skyrim, the Cyrodilics consolidated their power, forming a loose alliance between the two sometimes disparate regions: the rich Nibenay Valley and the remote, rough Colovian Highlands. While the Alessian Empire continued to push westward towards the Direnni lands in High Rock, the greatest change was a cultural and religious one. The prophet Maruhk's teachings both brought identity to Cyrodiil, codifying the pantheon most civilized Tamriellians worship to this day, and brought conflict due to the more severe strictures he espoused. The next great transformation of the land came from distinctly external forces. The foiled Akaviri invasion of 2703 brought about a new dynasty, and a new spirit of cooperation among independent nations, dedicated to fighting the common threat. Under the Emperor Reman I, Cyrodiil became truly cosmopolitan, incorporating aspects of High Rock, Colovia, Nibenay and the sophisticated if strange culture of the defeated Akaviri into a common whole. The Cyrodilic Empire, also called the Second Empire, began again the process of expansion, founding a strong single nation, if not actually succeeding in conquering the entire continent. The assassination of Reman III and his son and heir Juilek at the end of the Four Score War with Morrowind marked the end of an era, if not the end of the Second Empire. Under the Akaviri Potentates, the system of governing continued to evolve throughout the Second Era, progresses that abruptly ended with the assassination of the last Potentate in the year 2E 430.
The rise of Tiber Septim has been amply documented in the history, and in a hundred books besides. In Cyrodiil, his influence could not be overemphasized. He gave the land back its traditional power and more, and became the symbol of it. He founded the dynasty that reigns to this very day. Cyrodiil, of course, helped Tiber Septim as much as he helped it. It gave legitimacy and a sense of history to his legend, which grew even ahead of his conquests. The Imperial City and Cyrodiil rose again in splendor, occasionally tarnished by the weakness of some of Septim's descendants, the war of the Red Diamond and the Imperial Simulacrum, but never again did it loose its luster. Current EventsThe Imperial Province has continued to be the stable heart of the Empire, offering a model to its satellites of a government that settles disputes by diplomacy, not by force of arms. The recent marriage of Lady Alessia, daughter of the Countess of Chorrol to Count Marius Caro of Leyawiin typifies this, a perfect blend of love and sound political judgement. Nevertheless, there have been a few frightening moments in Cyrodiil in the recent years. A suspected outbreak of the Knahaten Plague, a threat for the first time in hundreds of years, sparked panic along the southern border with Black Marsh. It was revealed to be a hoax, perhaps created by Argonians fighting back against Imperial excursions led by the Blackwood Company, and the fear was dissipated. Family strife in Kvatch claimed the lives of both sons of Count Haderus Goldwine, vying for the inheritance. While peace has been restored, the Count, at the time of this writing is still in mourning and has not designated a new heir. In the Imperial Court, there is thankfully no such tragedy. While the Emperor chose not to remarry following the Empress death more than fifty years ago, she left to him three healthy boys who have spent their adult years learning the arts of politics from their masterful liege and father. Crown Prince Geldall has already taken many of Uriel's responsibilities, and has impressed one and all with his acumen. As the heart of the Empire is solid, all of Tamriel is strong.
All the Eras of Man, A Comprehensive History of Our HistoryWhat follows is only a brief overview of what has preceded this time, for those who lack even a basic knowledge of the prehistory and history of Tamriel. Those who find their appetites whetted will be no doubt avail themselves of the many fine works of history in the libraries and bookshops of the Empire The Elder Wilds
That said, one persistent story that is accepted by many cultures is that as the world congealed into reality, the Gods made a great tower to discuss how best to proceed with the making of Mundus. The physical, temporal, spiritual, and magical elements of Nirn were set at this Convention, and the tower itself remained behind even as some of the Gods disappeared into Aetherius. Today it is the Adamantine Tower on the little island of Balfiera between High Rock and Hammerfell in the Iliac Bay. That such a humanoid structure remains the sole footprint of the Aedra speaks perhaps of the essentially mortal nature of our world. It is generally understood that neither proto-elves, or Aldmer, nor the proto-men, or Nedics, lived in Tamriel during the earliest years of creation. The Hist trees of Black Marsh, most say, were the original life forms on our continent, followed by the progenitors of the modern Khajiit, the modern Argonian, the modern Sload, the modern Dreugh, and other "beast folk," some now gone our land, some so shy or rare that their presence is seldom detected. In what historian called the Merethic (or Mythic) Era, the years before formal historical reckoning, the Aldmer came to Tamriel from the legendary mysterious land called Old Ehlnofey or Aldmeris. They settled in Summerset Isle, and then began to spread out eastward. The Nedic people meanwhile came from the frozen land of Atmora to the north to what is today Skyrim. Where elves and men met, inevitably, there was hostility. The Aldmer changed over time culturally according to their new environments, being at first temperamentally and then physically very distinct "races" separate from one another. The ones who stayed in Summerset became known as the Altmer; in Valenwood, Bosmer; in Morrowind, Chimer and Dwemer; in Cyrodiil, Ayleid; and in High Rock, a mix between Nedic and Aldmer birthed the Bretons. The Orsimer or Orcs were also created at this time; Altmer warped by the destruction of their leader Trinimac, who it is said became the Daedra Prince Malacath. This disparate chorus may have been crafted consciously by the Daedra or by the shifts of the earthbones, but the reason why is not necessary for this history. Change they did.
The First EraWe begin counting time forward at the founding of the Camoran Dynasty in Valenwood. It is perhaps an arbitrary starting date, but Dynasty (discussed in the section on Valenwood below) and King Eplear himself were visionaries of the civilizations to come. In the center of Tamriel, the Ayleids were creating an empire of their own with Cyrodilic slaves; while to the north, the Nords began to unite into a common whole that was to be called Skyrim. The Nordic influence on their southern cousins was equally dramatic, inspiring the Cyrodiils to revolt against their Ayleid masters, under the banner of Alessia, former slave turned queen. The Alessian Empire of Cyrodiil was born in 1E 243. The expansionist Nord also harried the kingdoms of the Dwemer and Chimer in Resdayn, which is today called Morrowind. Eventually, in response, the embattled clans formed their own alliance with the Dwemer king Dumac and the Chimer king Nerevar ruling jointly in 1E 416. In a few hundred years, however, the alliance between Dwemer and Chimer disintegrated into bloody battle, the War of the First Council. The aftermath of the war is legendary: the Dwemer were vanquished into extinction, and the Chimer were transformed into the red-eyed dark-skinned Dunmer. Together with the Nords, the Alessians turned their eyes west towards the fertile land of High Rock, ruled by the hated elves. For much of the First Era, the west was disputed land, until the Bretons rose as the empires, too extended, fell back. The Ra Gada, or "Warrior Wave," from Yokuda arrived in Volenfell to the west in 1E 808, conquering the land and renaming it Hammerfell. Once settled, the Ra Gada, or Redguards, joined with the Breton kingdoms in destroying an empire in its infancy, the Orcish homeland of Orsinium. As the various Tamrielic cultures battled one another, there were threats beyond its shores. The Thrassian Plague from the Sloads washed over the land, decimating the population from coast to coast. The Tsaesci of Akavir preferred a more straightforward attack, invading Tamriel in 1E 2703, only to be defeated by the Cyrodilic emperor Reman I. The death of the Emperor Reman III in 1E 2920 left the Cyrodilic Empire with no heirs. The reigns of power were ably taken up by Reman's Akaviri chancellor, whose ancestors had entered the Imperial service after their defeat by Reman I. Thus began the line of Akaviri Potentates at the opening of the Second Era, who continued to rule the Cyrodilic Empire until its demise more that four centuries later.
The Second EraThe Cyrodilic Empire continued to be a force of great power for the first four hundred and thirty years under the rule of the Akaviri Potentates. Though alien to our culture, they established some of the great traditions of our land, granting charters to organizations such as Mages and Fighters Guilds. Another sign of peace and prosperity occurred in the year 2E 309, when Elsweyr was created by the unison of two Khajiit tribelands, Anequina and Pellitine. When the last Potentate, Savirien-Chorak, was assassinated in 2E 430, leaving no heirs, the great Empire was finally destroyed. Black Marsh forcibly split from the lands of men, as the Knahaten Plague made the land uninhabitable by all but the Argonians themselves. Akavir once again invaded Tamriel, barely rebuffed after attacking Morrowind in 2E 572. From one end of the continent to the other, war and rebellion struck at the heart of every great tradition of the land. The first sign of reunification occurred in the west. The Altmer of Summerset, long concerned with their own wars with other island kingdoms, allied with Valenwood to form the Aldmeri Dominion for their common good. Still greater, however, was the force that rose from the ancient seat of emperors, Cyrodiil. A great general, Talos, liegeless after his lord's assassination, began his career as the greatest conqueror in the history of the land. Better known by his Cyrodilic name, Tiber Septim and his armies conquered all of Tamriel, creating the Empire that bears name even today, and ushering in the Third Era.
The Third Era
Within a few generations, however, the family had begun to develop rivalries and jealousies which exploded into a civil war in the year 3E 120. The War of the Red Diamond ended with the death of Uriel III and his mother Queen Potema of Solitude, but its reverberations may still be felt today. The unity of Empire was never again to be assumed. The Emperors who followed, such as the Sheogorath-kissed Pelagius III, yielded to the authority of the Elder Council to keep some semblance of order in the land. It was only too evident what occurred when the Empire was without a strong leader. In the most horrible example, the people of Valenwood, the Colovian West, and Hammerfell suffered under the depredations of the Camoran Usurper, who ravaged their land with unded and Daedric hordes for nearly twenty years before his defeat in 3E 267. Beginning with the Empress Morihatha, however, the rulers of Tamriel have been extraordinarily strong and capable. This has not meant that the last one hundred and twenty years have been the most peaceful in Tamriel's history, utterly devoid of bloodshed, merely that the wars and troubles of our recent past are a pale imitation of what has occurred before. The most famous trouble of recent years came early in the reign of our current emperor, Uriel Septim VII. By wile and sorcery, his trusted battlemage Jagar Tharn imprisoned and impersonated his liege. The ten years that Tharn reigned, the so-called Imperial Simulacrum, was a time when old troubles resurfaced, forgotten grudges rekindled, and wars flared throughout the land. In the east, Morrowind attacked Black Marsh in the Arnesian War; in the north, Skyrim battled High Rock and Hammerfell in the War of Bend'r-Mahk; in the south, Elsweyr took arms against Valenwood in the Five Year War; in the west, Valenwood also lost land to its old ally Summerset in the War of the Blue Divide. Yet all these troubles, and the even more recent bizarre circumstances in the Iliac Bat and Morrowind, paint only a picture with blood. In the year 3E 432, the year of this Guide's publication, the Empire stands strong and united. In the chapters that follow, a more detailed portrait of the history and current events of each Province is presented.
History of the Fighters Guild, First EditionIn the 283rd year of the 2nd Era, Potentate Versidue-Shaie was faced with a disintegrating empire. The vassal kingdoms throughout Tamriel had reached a new height of rebellion, openly challenging his rule. They refused his taxes and led sorties against the Imperial garrisons throughout the land. At the destruction of his fortress in Dawnstar, he gathered the Imperial Council in what would be called the Council of Bardmont, after the town south of Dawnstar where they met. There the Potentate declared catholic and universal martial law. The princes of Tamriel would dissolve their armies or face his wrath. The next thirty-seven years were perhaps the bloodiest in the violent history of Tamriel. In order to crush the last of the royal armies, Versidae-Shaie had to sacrifice many of his best legions, as well as spend nearly every last piece of gold in the Imperial treasury. But he accomplished the unthinkable. For the first time in history, there was but one army in the land, and it was his own. The problems that immediately surfaced were almost as staggering as the triumph itself. The Potentate had impoverished the land by his war, for the vanquished kingdoms had also spent the last of their gold in defense. Farmers and merchants alike had their livelihood ruined. Before the princes of Tamriel would not pay his taxes - now, they could not. The only persons who benefited from the war were criminals, who preyed upon the ruins of the lawless land, without fear of arrest now that all the local guards and militia were gone. It was a crisis the Akavir had seen coming long before he destroyed the last of his subjects' armies, but for which he had no solution. He could not allow his vassals their own armies again, but the land was deeper into the stew of anarchy that it had ever been before. His army sought to fight the rise of crime, but a central authority was no threat against the local underworld. In the dawn of the year 320, a kinsman of Versidae-Shaie, Dinieras-Ves "the Iron", presented himself with a host of companions before the Potentate. It was he who suggested an order of mercantile warriors-for-hire, who could be hired by nobility in lieu of a standing army. The employment would be temporary, and a percentage of the fee would go to the Potentate's government, thus putting salve on two of Versidae-Shaie's greatest pains. Though it was then called The Syffim, after the Tsaesci word for 'soldiers,' the organization that was to be known as the Fighters Guild had been born. Dinieras-Ves "the Iron" initially believed that the entirety of the order should be composed of Akaviri. This belief of his is not disputed by any historian, though his motivation is often debated. The traditional, simple explanation is that he knew his countrymen well, trusted them, and felt that their tradition of fighting for profit would be of use. Others believe, with reason, that he and the Potentate sought to use the order to effectively complete the conquest of Tamriel begun over five hundred years earlier. When Akavir attacked Tamriel in the 2703rd year of the 1st era, they had been beaten back by the Reman Dynasty. Now they had a Potentate on the throne, and with Dinieras-Ves's machinations, the local armies would also be Akaviri. What they had failed to do by combat, they would have successfully accomplished by patience. A traditional strategem, many scholars suggest, of the immortal snake men, the Tsaesci of Akavir, who always had time on their side. The point, however, is largely academic. Though the Syffim did establish themselves in some kingdoms neighboring Cyrodiil, it became quickly apparent that local warriors were needed. Part of the problem was simply that there were not enough Akaviri for the work that needed to be done. Another part was that the snake men did not understand the geography and politics of the regions they were assigned. It was evident that some non-Akaviri were needed in the Syffim, and by the mid point of the year, three Nords, a warrior-sorceress, a rogue, and a knight were admitted into the order. The knight, whose name has been lost in the sands of time, was also a great armorer, and probably did more to strengthen the organization than anyone but Dinieras-Ves himself. As has often been stated, the Akaviri, particularly the Tsaesci, understood weaponry better than armor. Even if they could not wear it themselves, the knight was able to explain to the other Syffim what the weaknesses were in their opponent's armor, explaining to them how many joints there were in a pauldon and a grieve, and the differences between Aketons and Armkachens, Gorgets and Gliedshrims, Palettes and Pasguards, Tabards and Tassettes. With this knowledge, they made long strides in defeating the brigands, doing far better than their meager numbers would suggest. It is a joke among historians that if Akavir had a Nord armorer in their employ in the first era, they would have won the invasion. The success of these first three outsiders to the Syffim opened the door for more local members. Before the year was through, Dinieras-Ves had spread his business throughout the Empire. Young men and women, for a variety of reasons - because of desperate poverty, for love of action and adventure, in order to aid their crime-stricken neighbors - joined his new order en masse. They received training, and were immediately put to work helping the aristocracy's problems, assuming the roles of guards and soldiers within their locality. The early success of the Syffim in combating crime and defeating local monsters so inspired Potentate Versidae-Shaie that he entertained representatives from other organizations interested in Imperial sanction. Though formed much earlier, the Mages Guild had always been viewed with suspicion by the government. In the 321st year of the 2nd Era, the Potentate gave his approval to the Guilds Act, officially sanctioning the Mages, together with the Guilds of Tinkers, Cobblers, Prostitutes, Scribes, Architects, Brewers, Vintners, Weavers, Ratcatchers, Furriers, Cooks, Astrologers, Healers, Tailors, Minstrals, Barristers, and the Syffim. In the charter, they were no longer called the Syffim, however: bowing to the name it had become known as by the people, they were to be called the Fighters Guild. All the Guilds, and those that followed by later sanctions throughout the second and third eras, would be protected and encouraged by the Empire of Cyrodiil, recognizing their value to the people of Tamriel. All would be required to pay to expand their influence throughout the land. The Empire was strengthened by their presence, and the Imperial coffers were filled once again. Shortly after Versidae-Shaie's death, only three years after the Guild Act, his heir Savirien-Chovak, allowed the reforming of local armies. The Fighters Guild was no longer the principal arm of the local aristocracy, but their worth had already been established. Though there were certainly strong individuals who sought their own fortunes in the past, many historians have suggested that Dinieras-Ves was the ancestor in spirit of the modern phenomenon of the Adventurer, those men and women who dedicate their lives to questing for fame and fortune. Thus, all owe a debt of gratitude to the Fighters Guild -- not only its members, and the people who have been helped by its neutral policy of offering strong arms for a fee within the boundaries of the law. Without them, there would be no guilds of any kind, and it may be argued, no model for even the independent Adventurer.
Origin of the Mages GuildThe idea of a collection of Mages, Sorcerers, and assorted Mystics pooling their resources and talents for the purpose of research and public charity was a revolutionary concept in the early years of the Second Era. The only organization then closest in aim and structure to what we know today as the Mages Guild was the Psijic Order of the Isle of Artaeum. At the time, magic was something to be learned by individuals, or at most within intimate covens. Mages were, if not actually hermits, usually quite solitary. The Psijic Order served the rulers of Summurset Isle as counsellors, and chose its members through a complex, ritualized method not understood by outsiders. Its purposes and goals likewise went unpublished, and detractors attributed the worst evils as the source of the Order's power. Actually, the religion of the old Order could be described as ancestor worship, an increasingly unfashionable philosophy in the Second Era. When Vanus Galerion, a Psijic of Artaeum and student of the famed Iachesis, began collecting magic-users from around Summurset Isle, he attracted the animosity of all. He was operating out of the urban center of Firsthold, and there was a common (and not entirely unfounded) attitude that magical experiments should be conducted only in unpopulated areas. Even more shocking, Galerion proposed to make magical items, potions, and even spells available to any member of the general public who could afford to pay. No longer was magic to be limited either to the aristocracy or intelligentsia. Galerion was brought before Iachesis and the King of Firsthold, Rilis XII, and made to state the intentions of the fraternity he was forming. The fact that Galerion's speech to Rilis and Iachesis was not recorded for posterity is doubtless a tragedy, though it does afford opportunity for historians to amuse one another with speculation about the lies and persuasions Galerion might have used to found the ubiquitous organization. The charter, at any rate, was approved. Almost immediately after the Guild was formed, the question of security had to be addressed. The Isle of Artaeum did not require force of arms to shield it from invaders -- when the Psijic Order does not wish someone to land on the Isle, it and all its inhabitants simply become insubstantial. The new Mages Guild, by contrast, had to hire guards. Galerion soon discovered what the Tamrielan nobility has known for thousands of years: Money alone does not buy loyalty. The knightly Order of the Lamp was formed the following year. Like a tree from an acorn, the Mages Guild grew branches all over Summurset Isle and gradually the mainland of Tamriel. There are numerous records of superstitious or sensibly fearful rulers forbidding the Guild in their domains, but their heirs or heirs' heirs eventually recognized the wisdom of allowing the Guild free rein. The Mages Guild has become a powerful force in Tamriel, a dangerous foe if a somewhat disinterested ally. There have been only a few rare incidents of the Mages Guild actually becoming involved in local political struggles. On these occasions, the Guild's participation has been the ultimate decider in the conflict. As begun by Vanus Galerion, the Mages Guild as an institution is presided over by a supreme council of six Archmagisters. Each Guildhall is run by a Guildmagister, assisted by a twofold counsel, the Master of Incunabula and the Master at Arms. The Master of Incunabula presides over an additional counsel of two mages, the Master of Academia and the Master of the Scrye. The Master at Arms also has a counsel of two, the Master of Initiates and the Palatinus, the leader of the local chapter of the Order of the Lamp. One need not be a member of the Mages Guild to know that this carefully contrived hierarchy is often nothing more than a chimera. As Vanus Galerion himself said bitterly, leaving Tamriel to travel to other lands, “The Guild has become nothing more than an intricate morass of political infighting.”
Galerion The MysticDuring the early bloody years of the Second Era, Vanus Galerion was born under the name Trechtus, a serf on the estate of a minor nobleman, Lord Gyrnasse of Sollicich-on-Ker. Trechtus' father and mother were common laborers, but his father had secretly, against the law of Lord Gyrnasse, taught himself and then Trechtus to read. Lord Gyrnasse had been advised that literate serfs were an abomination of nature and dangerous to themselves and their lords, and had closed all bookstalls within Sollicich-on-Ker. All booksellers, poets, and teachers were forbidden, except within Gyrnasse's keep. Nevertheless, a small scale smuggling operation kept a number of books and scrolls in circulation right under Gyrnasse's shadow. When Trechtus was eight, the smugglers were found and imprisoned. Some said that Trechtus's mother, an ignorant and religious woman fearful of her husband, was the betrayer of the smugglers, but there were other rumors as well. The trial of the smugglers was nonexistant, and the punishment swift. The body of Trechtus' father was kept hanging for weeks during the hottest summer Sollicich-on-Ker had seen in centuries. Three months later, Trechtus ran away from Lord Gyrnasse's estate. He made it as far as Alinor, half-way across Sumurset Isle. A band of troubadours found him nearly dead, curled up in a ditch by the side of the road, nursed him to health, and employed him as an errand boy in return for food and shelter. One of the troubadours, a soothsayer named Heliand began testing Trechtus' mind and found the boy, though shy, to be preternaturally intelligent and sophisticated given his circumstances. Heliand recognized in the boy a commonality, for Heliand had been trained on the Isle of Artaeum as a mystic. When the troupe was performing in the village of Potansa on the far eastern end of Sumurset, Heliand took Trechtus, then a boy of eleven, to the Isle of Artaeum. The Magister of the Isle, Iachesis, recognized potential in Trechtus and took him on as pupil, giving him the name of Vanus Galarion. Vanus trained his mind on the Isle of Artium, as well as his body. Thus was the first Archmagister of the Mages Guild trained. From the Psijics of the Isle of Artaeum, he received his training. From his childhood of want and injustice, he received his philosophy of sharing knowledge.
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