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Notes on Razak


Razak was beyond brilliant. If the historians back in Cyrodiil are to be believed, Razak was on the verge of his greatest creation before his death: a truly autonomous construct, able to operate without a control rod and outside the bounds of Dwemer cities. If we could harness, find, and replicate this device, the Imperial war machine would be unstoppable.

That is, if we could get in his damned vault. It's locked shut, and resists every effort to open it, conventional or magical. The door has three keyholes, each with an alchemical symbol—or something like it—above it. I've ordered my men to search for the keys, but they're soldiers, not archaeologists. We've found nothing.

Still, we're close! One door stands between us and an army that never sleeps. Never stops.

Mzulft Researcher's Journal


3rd Sun's Dawn, 2E 129

Assuming I'm interpreting these scrolls correctly, this orb, when magically charged, retains images within its cloudy depths. The scrolls depict it containing information on two specific topics: the use of Dwemer soul gems and maps of Dwemer installations.

Obviously, the mage-scholars will want the information about soul gems, but the maps are more interesting to me. As-yet-unearthed Dwemer ruins may contain much more valuable knowledge, although the mages would balk at passing on practical information that can be used right now. There's a lecture on the relative value of a bird-in-the-hand in my immediate future.

Imprinting an orb appears simple. I just need to hold one near one of these Dwemer memory devices (the ones with the crystals) and the energy will rush into it, along with the associated information. But I'd need to find an orb to copy the information to. That's more of an issue. All I've found are glass shards, and the few intact orbs I've found have been smashed in altercations with the constructs. They seem to want to destroy the orbs rather than let me have one.

Wait a moment. Something's happening. Why are the vault doors closing?

4th Sun's Dawn, 2E 129

I'm estimating on the time. It's probably the next day by now. The vault doors have closed behind me, and are quite thoroughly locked. I'll have to come up with a different way to escape. I did find an intact orb in the sacks here, but I'm going to wait to use it until I'm sure I can get out of here.

What is Volendrung?


Volendrung is one of the most notorious mythological artifacts in history. It has cultural ties to the Dwemer as well as the Daedra, though scholars fail to agree on just about every detail that has ever been written about it—including whether or not different accounts are referencing the same object.

Academics recognize one such artifact, called Volendrung, as a Dwemer relic forged by Clan Rourken. It was carried into battle as a family symbol as much as it was the chieftain's weapon, and was made famous when the Rourkens refused to join the First Council of Chimer and Dwemer. The other Dwemer forsook them for the slight, and the Rourkens refused to stay with their people if it meant an alliance with the Chimer—their sworn enemies.

So the Rourken chieftain hurled Volendrung into the sky, declaring that their people would find a home wherever it landed. Volendrung thus served as a guiding light for Clan Rourken in exile as the Hammer roared, beastlike, across the sky. It shone like a second sun during the day, mirrored the moons at night, and led the Rourken to the other side of the continent. There, they supposedly founded the fabled city of Volenfell—which has yet to be discovered in the modern era, if it ever truly existed.

But how did the unidentified Rourken chieftain manage such a tremendous throw? Dwemer armies were known for their engines of war, and their mechanical infantry. If the Dwemer had the capability to project a weapon cross-continent by hand, why did they never utilize such long-range assaults in warfare? Even a modern Arch-Mage would have difficulty concocting a spell to launch an object over such a distance. Unless Volendrung was actually a flying engine, powered by lost Dwemer mechanics, the whole story reeks of a Bosmer tale.

Some skeptics, including this one, believe the Dwemer Volendrung's flight is simply poetic imagery representing the wandering exile of Clan Rourken.

A second hammer called Volendrung, this time a Daedric artifact belonging to the Daedric Prince Malacath, exists in records nearly as old as the Dwemer version. Malacath's relic echoes the Dwemer name, and for this reason, many assume that it is the same legendary weapon. But why would the God of Curses associate himself with an object forged by enemies? To make a mockery of Dwemer work? To take something the Dwemer treasured and use it as an instrument against them? A rather subversive and indirect action—unbecoming of Malacath's historically straightforward mentality.

Angarin's "The Daedric Armory" speculates on the Hammer's magical features: the text cites several Mages Guild papers, claiming the Hammer empowers its wielder, and drains the strength of struck foes—very much in line with a Malacathan design. There is little doubt that the relic described could be tied to the God of Curses. What is in doubt is whether it was named by mortals or by Malacath himself—and whether the Rourken Clan wielded the same Hammer in centuries past.

What is Volendrung? Tamriel may never know.

Katria's Journal


17th of Sun's Height
Damn that scheming elf! Damn him! He steals my notes, my discovery, and publishes it under his name! Twenty years of my life spent digging through those ruins, and what do I get? A dedication? 'Friend and Colleague' my arse. He's just mocking me!

Well, I'll have the last laugh. Taron may have my theory, but he doesn't have any proof, not yet. If I can find the Forge first, I can show the world this is my discovery. Mine, not his!

4th of Last Seed
I've got a lead. One of the moldy old books in Mzund mentioned the Forge. Ruined through and through, but I was able to copy down a few scraps, including a map of the first-era Dwemer kingdoms. Need to cross-reference it with modern borders when I get back.


Here's the result:

1 - Arkngthamz
This one, 'Arkngthamz', was on the inscription, too. Apparently the main Aetherium research center. Seems like the place to start.

2 - 
Mentioned as a 'Bthar-zel' ('allied city'?). Not Bthardamz, though. Looks like a smaller site, north or northwest of there, on the river.

3 - 
The primary source of Aetherium. Extracted from some deeper mine?

4 - 
A storage site for raw Aetherium, just outside a major city. Apparently, it had to be kept outside because the Aetherium was 'harmonically volatile'.

5 -
No name, no identifying information, but page after page of ruined diagrams. Couldn't make out much, but it looks like - an astrolabe, a gear, some sort of crest in four pieces? Could this be the location of the Forge? Something important, at least.


22nd of Last Seed
Arkngthamz. My map may be rough, but it was enough to get me here. There may be something to this after all.

23rd of Last Seed
Reached the Treasury. There's a Tonal Lock here, still active. Judging from the corpses, it's safe to say the traps are still active, too.

Couldn't find any clues, so I'll make a sketch and work through this carefully. Five Resonators. Five tones. Just have to hit them in the right order. Let's see...

The Aetherium Wars

Taron Dreth

The Aetherium Wars
by Taron Dreth

Dedicated to Katria,
my Friend and Colleague


The end, when it came, was swift. In the span of three short years, the great dwarven cities of Skyrim, from Markarth to the Velothi Mountains, fell before the armies of the High King. Cities that had held fast against the Nords for over a hundred years crumbled abruptly and without warning.

For centuries, scholars have marveled at the sudden collapse of the Dwemer city-states. Even the Nords seem to have been taken by surprise, though their chroniclers were quick to ascribe their success to King Gellir's inspired tactics and the blessings of Shor.

My research suggests a much different cause, however. In the decades preceding their fall, the dwarven cities of Skyrim had been decimated by internal disputes and infighting over a most surprising cause: Aetherium.

Modern scholars know Aetherium as a rare, luminescent blue crystal found in some Dwemer ruins. Most consider it little more than a curiosity, as it has proven all but impossible to work with: while it has a strong magical aura, it is alchemically inert, and no known process can enchant, smelt, mold, bind, or break it.

To the dwarves, of course, such problems were merely a challenge. In the years following King Harald's reign, the Dwemer discovered a considerable source of Aetherium in their deepest delvings. An alliance of four cities, led by Arkngthamz, the great research center in the southern Reach, was formed to oversee its extraction, processing, and study, and a new 'Aetherium Forge' constructed to smelt it under precisely controlled conditions.

If the inscriptions I discovered are to be believed, the results were nothing short of spectacular: the items produced by the Forge were artifacts of immense power, imbued from the moment of their creation with powerful enchantments. The dwarven alliance shattered almost immediately, as the four city-states and their rivals attempted to claim the Forge.

We can only speculate that none were successful. Decades of conflict merely weakened them all, allowing for King Gellir's subsequent conquests. And though the Dwemer reclaimed most of their lands a century later, there is no evidence that they ever resumed their research on Aetherium. Perhaps the costs had just been too great.

But nothing like the Aetherium Forge described in the inscriptions has ever been found within the borders of Skyrim. It may have been destroyed long ago, by the Nord invaders or the Dwemer themselves. Or perhaps it, like the secrets of Aetherium itself, still remains to be discovered.

Hanging Gardens of Wasten Coridale


Hanging Gardens
of Wasten Coridale

This book was apparently written in Dwemer and translated to Aldmeris. Only fragments of the Aldmeris is readable, but it may be enough for a scholar of Aldmeris to translate fragments of other Dwemer books. Altmer-Estrial led with foot-flames for the town-center where lay dead the quadrangular gardens...

...asked the foundations and chains and vessels their naming places...

...why they did not use solid sound to teach escape from the Earth Bones nor nourished them with frozen flames...

....the word I shall have once written of, this "art" our lesser cousins speak of when their admirable ignorance...

...but neither words nor experience cleanses the essence of the strange and terrible ways of defying our ancestors' transient rules.

The translation ends with a comment in Dwemer in a different hand, which you may be translated as follows:

"Put down your ardent cutting-globes, Nbthld. Your Aldmeris has the correct words, but they cannot be properly misinterpreted."


Research Notes


If only Umani would have left one of these Dwarven machine creatures intact for me to study. The fact that they almost killed those Khajiit brothers in the middle of the night doesn't mean we couldn't have found a way to disable one. We dragged some stuff in front of the pipes they came out of to stop them from coming back.

They are simply fascinating! It is just as Calcelmo described in Dwarves, v2. Their appearance does, in fact, resemble that of an arachnid. I had thought that to be an embellishment given by his source. The inclusion of the soul gem into the design of the apparatus is quite remarkable. It could explain the focus for the lightning that he describes.

Oddly enough it doesn't appear to be the main power source for the apparatus. Perhaps some sort of harmonic resonance with the energies contained in the soul gem to bring heat to a small boiler? Too early to say conclusively. That does raise the question of where they get the liquid for the boiler however.

Huh, that was strange. I thought I just saw something moving beyond the barred door. It looked vaguely humanoid. I wonder if it could be an undiscovered automaton? I'm going to move my bedroll down here to see if I can catch another glimpse of it. This is all so exciting!

Ruins of Kemel-Ze

Rolard Nordssen

With the acclamations of the Fellows of the Imperial Society still ringing in my ears, I decided to return to Morrowind immediately. It was not without some regret that I bade farewell to the fleshpots of the Imperial City, but I knew that the wonders I had brought back from Raled-Makai had only scratched the surface of the Dwemer ruins in Morrowind. Even more spectacular treasures were out there, I felt, just waiting to be found, and I was eager to be off. I also had before me the salutary example of poor Bannerman, who was still dining out on his single expedition to Black Marsh twenty years ago. That would never be me, I vowed.

With my letter from the Empress in hand, this time I would have the full cooperation of the Imperial authorities. No more need to worry about attacks from superstitious locals. But where should I look next? The ruins at Kemel-Ze were the obvious choice. Unlike Raled-Makai, getting to the ruins would not be a problem. Also known as the "Cliff City", Kemel-Ze lies on the mainland side of the Vvardenfel Rift, sprawling down the sheer coastal cliff. Travelers from the east coast of Vvardenfel often visit the site by boat, and it can also be reached overland from the nearby villages without undue hardship.

Once my expedition had assembled in Seyda Neen, with the usual tedious complications involved in operating in this half-civilized land, we set out for the village of Marog near the ruins, where we hoped to hire a party of diggers. My interpreter, Tuen Panai, an unusually jolly fellow for a Dark Elf who I had hired in Seyda Neen at the recommendation of the local garrison commander, assured me that the local villagers would be very familiar with Kemel-Ze, having looted the site for generations. Incidentally, Ten Penny (as we soon came to call him, to his constant amusement) proved invaluable and I would recommend him without hesitation to any of my colleagues who were planning similar expeditions to the wilds of Morrowind.

At Marog, we ran into our first trouble. The hetman of the village, a reserved, elegant old fellow, seemed willing to cooperate, but the local priest (a representative of the absurd religion they have here, worshiping something called the Tribunal who they claim actually live in palaces in Morrowind) was fervently against us excavating the ruins. He looked likely to sway the villagers to his side with his talk of "religious taboos", but I waved the Empress's letter under his nose and mentioned something about my friend the garrison commander at Seyda Neen and he quieted right down. No doubt this was just a standard negotiating tactic arranged among the villagers to increase their pay. In any event, once the priest had stalked off muttering to himself, no doubt calling down curses upon the heads of the foreign devils, we soon had a line of villagers eager to sign on to the expedition.

While my assistant was working out the mundane details of contracts, supplies, etc., Master Arum and I rode on to the ruins. By land, they can only be reached using narrow paths that wind down the face of the cliff from above, where any misstep threatens to send one tumbling into the sea foaming about the jagged rocks below. The city's original entrance to the surface must have been in the part of the city to the northeast - the part that fell into the sea long ago when the eruption of Red Mountain created this mind-bogglingly vast crater. After successfully navigating the treacherous path, we found ourselves in a large chamber, open to the sky on one side, disappearing into the darkness on the other. As we stepped forward, our boots crunched on piles of broken metal, as common in Dwarven ruins as potsherds in other ancient sites. This was obviously where the looters brought their finds from deeper levels, stripping off the valuable outer casings of the Dwarven mechanisms and leaving their innards here - easier than lugging the intact mechanisms back up to the top of the cliff. I laughed to myself, thinking of the many warriors unwittingly walking around Tamriel with pieces of Dwarven mechanisms on their backs. For that, of course, is what most "Dwarven armor" really is - just the armored shells of ancient mechanical men. I sobered when I thought of how exceedingly valuable an intact mechanism would be. This place was obviously full of Dwarven devices, judging from the litter covering the floor of this vast chamber - or had been, I reminded myself. Looters had been working over this site for centuries. Just the casing alone would be worth a small fortune, sold as armor. Most Dwarven armor is made of mismatched pieces from various devices, hence its reputation for being bulky and unwieldy. But a matched set from an intact mechanism is worth more than its weight in gold, for the pieces all fit together smoothly and the wearer hardly notices the bulk. Of course, I had no intention of destroying my finds for armor, no matter how valuable. I would bring it back to the Society for scientific study. I imagined the astonished cries of my colleagues as I unveiled it at my next lecture, and smiled again.

I picked up a discarded gear from the piles at my feet. It still gleamed brightly, as if new-made, the Dwarven alloys resisting the corrosion of time. I wondered what secrets remained hidden in the maze of chambers that lay before me, defying the efforts of looters, waiting to gleam again in the light they had not seen in long eons. Waiting for me. It remained only to find them! With an impatient gesture to Master Arum to follow, I strode forward into the gloom.

Master Arum, Ten Penny and I spent several days exploring the ruins while my assistants set up camp at the top of the cliff and hauled supplies and equipment from the village. I was looking for a promising area to begin excavation -- a blocked passage or corridor untouched by looters that might lead to completely untouched areas of the ruins.

We found two such areas early on, but soon discovered that the many winding passages bypassed the blockage and gave access to the rooms behind. Nevertheless, even these outer areas, for the most part stripped clean of artifacts by generations of looters, were full of interest to the professional archaeologist. Behind a massive bronze door, burst from its hinges by some ancient turmoil of the earth, we discovered a large chamber filled with exquisite wall-carvings, which impressed even the jaded Ten Penny, who claimed to have explored every Dwarven ruin in Morrowind. They seemed to depict an ancient ritual of some kind, with a long line of classically-bearded Dwarven elders processing down the side walls, all seemingly bowing to the giant form of a god carved into the front wall of the chamber, which was caught in the act of stepping forth from the crater of a mountain in a cloud of smoke or steam. According to Master Arum, there are no known depictions of Dwarven religious rituals, so this was an exciting find indeed. I set a team to work prying the carved panels from the wall, but they were unable to even crack the surface. On closer examination the chamber appeared to be faced with a metallic substance with the texture and feel of stone, impervious to any of our tools. I considered having Master Arum try his blasting magic on the walls, but decided that the risk of destroying the carvings was too great. Much as I would have preferred to bring them back to the Imperial City, I had to settle for taking rubbings of the carvings. If my colleagues in the Society showed enough interest, I was sure a specialist could be found, perhaps a master alchemist, who could find a way to safely remove the panels.

I found another curious room at the top of a long winding stair, barely passable due to the fall of rubble from the roof. At the top of the stair was a domed chamber with a large ruined mechanism at its center. Painted constellations were still visible in some places on the surface of the dome. Master Arum and I agreed that this must have been some kind of observatory, and the mechanism was therefore the remains of a Dwarven telescope. To remove it from ruins down the narrow stairway would require its complete disassembly (which fact no doubt had preserved it from the attention of looters), so I decided to leave it in place for the time being. The existence of this observatory suggested, however, that this room had once been above the surface. Closer examination of the structure revealed that this was indeed a building, not an excavated chamber. The only other doorways from the room were completely blocked, and careful measurements from the top of the cliff to the entry room and then to the observatory revealed that we were still more than 250 feet below the present ground level. A sobering reminder of the forgotten fury of Red Mountain.

This discovery led us to focus our attentions downward. Since we now knew approximately where the ancient surface lay, we could rule out many of the higher blocked passages. One wide passage, impressively flanked with carven pillars, particularly drew my interest. It ended in a massive rockfall, but we could see where looters had begun and then abandoned a tunnel through this debris. With my team of diggers and Master Arum's magery to assist, I believed we could succeed where our predecessors had failed. I therefore set my team of Dark Elves to work on clearing the passage, relieved finally to be beginning the real exploration of Kemel-Ze. Soon, I hoped, my boots would be stirring up dust that had lain undisturbed since the dawn of time.

With this exciting prospect before me, I may have driven my diggers a bit too hard. Ten Penny reported that they were beginning to grumble about the long days, and that some were talking of quitting. Knowing from experience that nothing puts heart back into these Dark Elves like a taste of the lash, I had the ringleaders whipped and the rest confined to the ruins until they had finished clearing the passageway. Thank Stendarr for my foresight in requisitioning a few legionnaires from Seyda Neen! They were sullen at first, but with the promise of an extra day's wages when they broke through, they soon set to work with a will. While these measures may sound harsh to my readers back in the comforts of civilization, let me assure you that there is no other way to get these people to stick to a task.

The blockage was much worse than I had first thought, and in the end it took almost two weeks to clear the passage. The diggers were as excited as I was when their picks finally broke through the far end into emptiness, and we shared a round of the local liquor together (a foul concoction, in truth) to show that all was forgiven. I could hardly restrain my eagerness as they enlarged the hole to allow entry into the chamber beyond. Would the passage lead to entire new levels of the ancient city, filled with artifacts left by the vanished Dwarves? Or would it be only a dead end, some side passage leading nowhere? My excitement grew as I slid through the hole and crouched for a moment in the darkness beyond. From the echoing sounds of the stones rattling beneath my feet, I was in a large room. Perhaps very large. I stood up carefully, and unhooded my lantern. As the light flooded the chamber, I looked around in astonishment. Here were wonders beyond even my wildest dreams!

As the light from my lamp filled the chamber beyond the rock fall, I looked around in astonishment. Everywhere was the warm glitter of Dwarven alloys. I had found an untouched section of the ancient city! My heart pounding with excitement, I looked around me. The room was vast, the roof soaring up into darkness beyond the reach of my lamp, the far end lost in shadows with only a tantalizing glimmer hinting at treasures not yet revealed. Along each wall stood rows of mechanical men, intact except for one oddity: their heads had been ritually removed and placed on the floor at their feet. This could mean only one thing -- I had discovered the tomb of a great Dwarven noble, maybe even a king! Burials of this type had been discovered before, most famously by Ransom's expedition to Hammerfell, but no completely intact tomb had ever been found. Until now.

But if this was truly a royal burial, where was the tomb? I stepped forward gingerly, the rows of headless bodies standing silently as they had for eons, their disembodied eyes seeming to watch me as I passed. I had heard wild tales of the Curse of the Dwarves, but had always laughed it off as superstition. But now, breathing the same air as the mysterious builders of this city, which had lain undisturbed since the cataclysm that spelled their doom, I felt a twinge of fear. There was some power here, I felt, something malevolent that resented my presence. I stopped for a moment and listened. All was silent.

Except... it seemed I heard a faint hiss, regular as breathing. I fought down a sudden surge of panic. I was unarmed, not thinking of danger in my haste to explore past the blocked passage. Sweat dripped down my face as I scanned the gloom for any movement. The room was warm, I suddenly noticed, much warmer than the rest of the labyrinth thus far. My excitement returned. Could I have found a section of the city still connected to a functioning steam grid? Pipes ran along the walls, as in all sections of the city. I walked over and placed my hand on one. It was hot, almost too hot to touch! Now I saw that in places where the ancient piping had corroded, small jets of steam were escaping -- the sound I had heard. I laughed at my own credulity.

I now advanced quickly to the far end of the room, giving a cheerful salute to the ranks of mechanical soldiers who had appeared so menacing only moments before. I smiled with triumph as the light swept back the darkness of centuries to reveal the giant effigy of a Dwarven king standing on a raised dais, his metal hand clutching his rod of office. This was the prize indeed! I circled the dais slowly, admiring the craftsmanship of the ancient Dwarves. The golden king stood twenty feet tall under a freestanding domed cupola, his long upswept beard jutting forward proudly as his glittering metal eyes seemed to follow me. But my superstitious mood had passed, and I gazed benevolently on the old Dwarven king. My king, as I had already begun to think of him. I stepped onto the dais to get a better look at the sculpted armor. Suddenly the eyes of the figure opened and it raised a mailed fist to strike!

I leaped to one side as the golden arm came crashing down, striking sparks from the steps where I had stood a moment before. With a hiss of steam and the whir of gears, the giant figure stepped ponderously out from under its canopy and strode towards me with frightening speed, its eyes tracking me as I scrambled backwards. I dodged behind a pillar as the fist whistled down again. I had dropped my lantern in the confusion, and now I crept into the darkness outside the pool of light, hoping to slip between the headless mechanisms and thus escape back to the safety of the passageway. Where had the monster gone? You would think that a twenty-foot golden kind would be hard to miss, but he was nowhere to be seen. The guttering lamp only illuminated a small part of the room. He could be hiding anywhere in the gloom. I crawled faster. Without warning, the dim ranks of Dwarven soldiers in front of me went flying as the monstrous guardian loomed before me. He had cut off my escape! As I dodged backwards, blow after blow whistled down as the implacable machine followed me relentlessly, driving me into the far corner of the room. At last there was nowhere left for me to go. My back was to the wall. I glared up at my foe, determined to die on my feet. The huge fists lifted for one final blow.

The room blazed with sudden light. Bolts of purple energy crackled across the metal carapace of the Dwarven monster, and it halted, half-turning to meet this new threat. Master Arum had come! I was about to raise a cheer when the giant figure turned back to me, unharmed by the lightning bolt hurled by Master Arum, determined to destroy this first intruder. I shouted out "Steam! Steam!" as the giant raised his fist to crush me into the floor. There was a hiss and a gust of bitter cold and I looked up. The monster was now covered with a shell of ice, frozen in the very moment of dispatching me. Master Arum had understood. I leaned against the wall with relief.

The ice cracked above me. The giant golden king stood before me, the shell of ice falling away, his head swiveling towards me in triumph. Was there no stopping this Dwarven monstrosity?! But then the light faded from his eyes, and his arms dropped to his sides. The magical frost had worked, cooling its steam-driven energy.

As Master Arum and the diggers crowded around me, congratulating me on my narrow escape, my thoughts drifted. I imagined my return to the Imperial City, and I knew that this would be my greatest triumph yet. How could I possibly top this find? Perhaps it was time to move on. Recovering the fabled Eye of Argonia... now that would be a coup! I smiled to myself, reveling in the glory of the moment but already planning my next adventure.

Stromm's Diary


I've decided to remain behind with one of our guards and further document the living area we've stumbled across. I write this to the best of my ability, but due to the sudden disappearance of the Dwemer it is almost impossible to say for certain what anything is.

The Tree
By the Nine I cannot determine the purpose of this tree. It appears to be from the area around Whiterun, but why and how it got here is beyond me. I think it may be a gift from the surface world, but based on the lavish surroundings it could also be a display of power. I'll check the living areas nearby for any additional clues.

Living Areas
Upon further investigation of the area, it looks like this structure houses two clans or families. I can think of no other reason for this particular layout. Perhaps this group oversaw this particular portion of the city? I'll have to compare notes from the other areas as we uncover more of the city - hopefully some of those will contain more in depth clues. It appears a smaller wing collapsed on itself and maybe when the expedition returns we can dig out an entrance.

Falmer have begun to creep back into this area of the ruins. It's a good thing I am not alone here.

We've managed to block off some of the areas we suspect the Falmer were coming in through, but they're still getting to us somehow. Together we are able to hold them back, but how long until Staubin and the rest return?

Chronicles of Nchuleft


This is a chronicle of events of historical significance to the Dwemer Freehold Colony of Nchuleft. The text was probably recorded by an Altmer, for it is written in Aldmeris.

23. The Death of Lord Ihlendam

It happened in Second Planting (P.D. 1220) that Lord Ihlendam, on a journey in the Western Uplands, came to Nchuleft; and Protector Anchard and General Rkungthunch met him there, and Dalen-Zanchu also came to the meeting. They talked together long by themselves; but this only was known of their business, that they were to be friends of each other. They parted, and each went home to his own colony.

Bluthanch and her sons came to hear of this meeting, and saw in this secret meeting a treasonable plot against the Councils; and they often talked of this among themselves. When spring came, the Councils proclaimed, as usual, a Council Meet, in the halls of Bamz-Amschend. The people accordingly assembled, handfasted with ale and song, drinking bravely, and much and many things were talked over at the drink-table, and, among other things, were comparisons between different dwemer, and at last among the Councilors themselves.

One said that Lord Ihlendam excelled his fellow Councilors by far, and in every way. At this Councilor Bluthanch was very angry, and said that she was in no way less than Lord Ihlendam, and that she was eager to prove it. Instantly both parties were so inflamed that they challenged each other to battle, and ran to their arms. But some citizens who were less drunk, and more understanding, came between them, and quieted them; and each went back to his colony, but nobody expected that they would ever meet in peace again together.

But then, in the fall, Lord Ihlendam received a message from Councilor Bluthanch, inviting him to a parlay at Hendor-Stardumz. And all Ihlendam's kin and citizens strongly urged him not to come, fearing treachery, but Lord Ihlendam would not listen to counsel, not even to carrying with him his honor guard. And sadly, it came to pass that, while traveling to Hendor-Stardumz, in Chinzinch Pass, a host of foul creatures set upon Lord Ihlendam and killed him, and all of his party. And many citizens said thereafter that Bluthanch and her sons had conjured these beasts and set them upon Lord Ihlendam, but nothing was proven. Lord Ihlendam lies buried at a place called Leftunch.