Sunday, 30 August 2020

SSE 14: Legacy of the Wolf, part 4 - The Hall of Sovngarde

Vilkas and Aela - now the most senior of the Circle, argued over Kodlak's final wishes in the confines of the Underforge. Vilkas insists that the old Harbinger was close to finding a cure to the werewolf curse, and wanted to continue the search. But Aela - who had always seen her werewolf form as a blessing - thinks otherwise. 

The argument grew hot, but it was finally settled by Eorlund. The old smith entered the cave with the completed Wuuthrad - Kodlak had apparently hid the remaining piece of the axe in his room! 

With the axe completed, the way into Ysgramor's tomb is open - Vilkas suggested that the Circle head to the burial grounds, where the truth about the werewolf blood can be judged by the spirits of first Companions themselves.

We braved the biting cold of Winterhold to reach the tomb of Ysgramor at the base of the cliffs facing the northern sea, near Winterhold. The difficult terrain and sheer respect to the August leader of the Nords (and perhaps the fear of the spirits that guard him still) had kept the tomb in good condition for millenia.

Within the mound, I returned the axe to Ysgramor's statue, unlocking the door that led the way into the depths. In these silent halls rested many of the original Companions - Ysgramor’s honour guards - and they would expect their successors to fight them for the right of entry. The fights with the many spirits that linger in the tomb takes a toll on all of us, but eventually Aela and myself reached the final hall. 

Kodlak’s spirit is here - he explained that his suspicions were right - that the werewolf taint had prevented the Companion spirits from entering Sovngarde. He is delighted to hear that I had dealt with the hargravens like he asked, and bade me place one of the heads on the pyre. I did as he asked, but the taint would not go without a fight. 

A wolf spirit welled from Kodlak's spectral form and we had to fight it off. As the spirit faded, Kodlak thanked me for freeing his spirit, and said that he would find a way to free the rest of the Companions from the taint. As he never had the chance to name a successor, Kodlak's last act is to name me the new Harbinger in the presence of the Circle.

His choice was less controversial than I thought, for Vilkas, Farkas, and even Aela accepted my leadership after these recent events. Before we leave the tomb, I decided to cleanse my own wolf-curse as well.

-

Friday, 28 August 2020

SSE 13: Legacy of the Wolf, part 3 - The Fury of the Companions

On the steps of Jorrvaskr lay the bodies of men and women that the Companions had just defeated. Closer inspection showed that these are all members of the Silver Hand - they had dared attack the Companions at their home ground in broad daylight.

Worse news was to follow, as the Companions found that the raiders had gotten to Kodlak. The Harbinger was dead before anyone could have gotten to his aid. To our chagrin, some of the White Hand had also escaped with the collected pieces of the Wuuthrad, undoing generations of effort of by the Companions. 

Vilkas drew me from the crowd and told me he was aware of Kodlak’s wish - to break the werewolf curse. The curse would have to wait for now - the Harbinger’s death must be avenged, and pieces of Wuuthrad returned. The Companions has caught a surviving raider and forced the location of the hiding place of his compatriots from him.

Remnants of the Silver Hand had rallied in a mountain retreat called Driftshade Refuge, far to north - near Dawnstar. Vilkas and myself are chosen to retrieve our pieces of Wuuthrad, and to avenge Kodlak.

On the trek north we encountered a queer man named Cicero, dressed like a jester. He was escorting his dead mother (in a coffin) when one of the wheels of the cart broke. The suspicious owner of the farm nearby had refused to offer the strange man help, and the diminutive Cicero seemed powerless to fix the wheel by himself. Pressed by our own errand, we decided to persuade Vantus Loreius to show some bit of neighbourliness and help the poor fellow before going on our way.

We also passed the Hall of the Vigilant on the way north. This is the base of the Vigilants of Stendarr - a group of militants dedicated to Stendarr the God of Righteousness Might and Merciful Forebearance. The group actively roots out Daedric influence. It goes to say that they have no real love for werewolves - the latter being associated with Daedric Prince Hircine after all - though they have no real means of detecting that taint on Vilkas or myself... But that will not be a problem here, since the entire building was burnt down (!). We investigated the ruin and found bodies of vampires and vigilants alike - obviously the vigilants had been attacked by the vampires and lost. This is a troubling bold move, even by the standards of the blood suckers.

The retreat called Driftshade Refuge looked like an unassuming hovel in the snowy mountains, but in fact hides a cunning underground complex where the Silver Hand had made a defensible base. The Companions' vengeance would not be denied, however, and we cleared out the order and recovered the pieces of Wuuthrad. Hopefully this will be the last we hear of them.

With Kodlak avenged, it is finally time for his final rites. The Harbinger's funeral at the Skyforge is attended by everyone in Whiterun - the Jarl, the priests, nobles, and the common folk alike. The retrieved fragments of Wuuthrad we gave to Eorlund Gray-Mane, smith of the Companions, to be re-mounted on the display in the great hall... except the smith remarked that the Silver Hand seem to have more pieces of the axe in their possession - so much so that we are now left with only one piece of the weapon when all the pieces were accounted for.

There was still much to be resolved after the funeral - chief of which the new leadership of the Companions...

-

Wednesday, 26 August 2020

SSE 12: Legacy of the Wolf, Part 2 - The Origins of the Wolf

Aela explained that our raid on the Silver Hand had revealed some new information - the group had apparently gotten their hands on another shard of Wuuthrad, and they are planning to lay another trap for the Companions. Since they're not ready yet, and did not know that their secret is revealed, this is the time to bring the fight to them (I'm seeing a trend here...) so that we can end this Silver Hand cell and retrieve the piece of Wuuthrad.

I agreed to undertake this task. The Silver Hand’s influence is wider than we’d imagine - and Skjor’s death drove home the fact that at least some of their number are competent enough to be a threat to the Companions. We can't have them obstructing the Companions at every turn. The group in possession of the piece of Wuuthrad is holed up in an old keep called Treva's Watch, in Riften. The journey is far - so I hopped on a caravan and travelled east.

Scouting Treva's Watch, I chanced upon a group sulking nearby - their leader introduced himself as Stalleo, the rightful owner of Treva's Watch. Stalleo explained that he and his followers were driven away by the force that now holds the keep, and that he had sent for mercenaries in an attempt to retake the keep, but none had shown up - until he saw me. I guess I'm just the one man army he needed - Stalleo showed me a back entrance to the keep so that I can have the element of surprise on my side. He and his men will wait for me to lift the main gate (away from most of the killing - conveniently).

As expected, the keep is well guarded and hostile; but I eventually found the commander and took the piece of Wuuthrad from his corpse. The keep now cleared of any occupiers, I handed it back to Stalleo before heading back to Whiterun.

Kodlak was waiting for me when I returned with the piece of Wuuthrad. The Harbinger summoned me to his quarters, where he revealed that he was aware of our run-ins with the Silver Hand. In his elder years, Kodlak had concluded that the werewolf blood is indeed a curse - an opinion he shares with others like Farkas and Vilkas. Betting into conflict with the Silver Hand is also an inevitable part of the curse. The Companions do not shun violence, but they should not seek it unnecessarily as well... 

Kodlak will not force the Circle to change, for we had all made the choice to partake the wolf’s blood ourselves, after all. Yet the Harbinger seeks a way to cleanse himself of the curse - for that is his choice to make, too. He had pored over the old records and concluded that this connection with Hircine was first made when one of the Harbingers sought the help of the hargravens in Glenmoril. It is a recent thing - no more than a few hundred years compared to the traditions of the Companions. Kodlak thinks that if the Companions were intended to have the power of the werewolves, they would have had it for longer. He also thinks that if the harpies are be slayed, there is a chance the curse can be reversed.

Curious of a cure myself, I decided to help Kodlak hunt the harpies and test his theory. He instructed that the witches must be beheaded to ensure that their power is truly broken. After the Silver Hand gauntlets, the hargravens barely put up a fight. 

But as I returned to Jorrvaskr with their heads in tow, I saw that a commotion outside the Companions’ hall... Something is clearly not right.

-

Monday, 24 August 2020

SSE 11: Legacy of the Wolf, Part 1 - The Circle of Blood

With the tasks of two Draedric princes in hand, I decided should report back to the Companions instead - it's along the way anyway, and I was tasked to clear out the bandits at Roadside Ruins anyway, so I should at least report back. The Companions seemed impressed that I'd completed my task (guys... really? A spriggan did most of the work...). 

Skjor thinks I'm ready to join the Circle - the body of senior leaders of the Companions. Skjor is obviously a poor judge of the situation. We met at night deep in the Underforge - a hidden cave under the Skyforge (obviously) - where I would be inducted. All of the Circle had partaken in the werewolf "blessing" and it seems to be a pre-requisite. 

To some of the Circle, it truly is a blessing to be able to fight for longer and harder - upon death, their souls will return to Hircine to continue the hunt eternal. For others, the wolf blood is a curse that denied them proper entry to Sovngarde, the rightful place for the spirits of brave Nords. I am not a Nord, so I guess I'm not missing out... regardless, this is the only way to gain rank in the Companions, so I made my peace and drank the wolf's blood... arooooo

...and awoke in the open hillside with Aela looking over me. It was still night. There was some relief in her tone - they had thought that they had lost me to the wolf, permanently. (Apparently this can happen sometimes, though the Circle sees fit to withhold this information in their recruitment... that can't be smart, can it?

The night is still young, and Skjor had led the three of us to Gallows Rock, a fortified complex to the east of Whiterun, where the Silver Hand had made their base. Our mission tonight - in true Hircine fashion - is to hunt the hunters and take the fight to the Silver Hand. Skjor had been impatient and had already ventured in. Aela and myself are to sweep up those he left behind.

Those he left behind are considerably formidable. The Silver Hand members keep in groups and don't wander alone. They're also alert and well armed. Whittling down their numbers by sniping is not an option. Thankfully Aela is with me, and we somehow made it through. We explored deeper into the base, a nagging sense of unease as we saw no sign of Skjor... we did find dozens of dead werewolves. Aela dismissed these as ‘lost ones’ - those that had received Hircine's blessing and became feral - easy to hunt down. I'm more skeptical... the Silver Hand is showing itself to be no mere zealous militia - they are methodical and well trained. 

We dealt with the commander of the base - an orc with a particularly large entourage of bodyguards. We also found Skjor, sadly, dead. Aela was incredulous at the discovery at first, but conceded that even mighty Skjor might be overwhelmed in a fight against so many. The veteran Companion had chosen to go on ahead, and so there is no guilt to be had at his passing. He had gone down like a true warrior - in combat.

Solemnly, the two of us bore Skjor's body back to Jorrvaskr. Along the way, Aela swore revenge, and told me of her plan...

-

SSE 10: Jarl Siddgeir's Due

I returned to Jarl Siddgeir's task to eliminate some bandits at Knifepoint Mine. The mine compound seemed abandoned and the bandits have fully taken over. A few watchouts hardly gave them enough warning of my presence.

The Jarl’s task done, I returned to Falkreath for my reward - the right to own a house in Falkreath, and for helping the townsfolk - the title of Thane.

Also, a dragon attacked town and didn't realise that the dragonborn is around.

On the outskirts of Town I found a shaggy dog that... spoke... to me. His name is Barbas, and his master is well known - Clavicus Vile, the Daedric Prince of bargains and lies! Barbas had apparently lost his master and needed my help to reach his shrine in Haemar’s Shame. I didn’t know the way, so Barbas led - through the ruined settlement of Helgen.

Vampires hold the caverns of Haemar’s Shame. Deep in the caves sat the shrine of Clavicus Vile. The vampires had approached the Daedric Prince for his boon to cure them of their vampiric curse. Clavicus Vile is happy to grant them their wish by having me get rid of them for him altogether. The Daedric Prince isn’t very happy to see his dog though, but he said he will take the dog back if I track down his axe - a storied axe called the Rueful Axe. Only problem is, the axe is in Rimerock Burrow, on the northern edge of Skyrim... that's far

I also picked up a bauble called Meridia's Beacon in a chest behind Vile's statue. Meridia is the Daedric Prince of Life and Infinite Energies. The beacon bade me clear those defiling Meridia's temple, which is in Cronvangr Cave far to the east. The Daedric Princes are just laying it on with the quests... so where do I go next?

-

Saturday, 22 August 2020

SSE 9: The Hunt of Sinding

Sinding has no qualms admitting that he is, in fact, werewolf. He had heard that the Ring of Hircine would allow him to look human even when transformed, and so tracked it down and stole it from the shrine of his Daedric Prince. Hircine was most displeased, so he cursed the ring such that Sinding can’t control his transformation at all once he wore it. Sinding would transform randomly into his werewolf form, and ring itself seemed stuck on his finger. The girl was to have witness his transformation.

He now asks me to help him appease Hircine so that the curse in the ring can be lifted and the ring returned. Sinding discovered that a white stag roaming the forests of Falkreath must be hunted down so that the curse may be broken - this sounds believable enough: Hircine is the prince of the hunt, and hunting a great prize had often featured in his quests. Hircine is also one of the more scrupulous Daedric Princes... gaining his favour might not be a bad idea, so I agreed to help.

I took over the ring and its curse - though thankfully the random transformation had not effected me before I found the stag and hunted it easily enough. Hircine’s projection appeared telling me that Sinding had escaped prison while I was out hunting, and that the fugitive had displeased his prince again by making himself a hunted prey. The Daedric Prince then ordered that I must end Sinding’s life to free myself of the ring’s curse and earn his favor...

The treacherous Sinding was holed up in Bloated Man’s Grotto. The entrance to this valley is only accessible via a hidden pass on the mountain range that splits the land between Whiterun and Falkreath. My revenge was swift and skinned Sinding's werewolf corpse as instructed. Hircine then removed the ring and its curse, and gifted me leather armor... I can't help but think that it was made from Sinding's skin, but thought better than to ask.

I also found Runil's journal in the grotto, which I returned to the elf priest of Arkay on my return to Falkreath.

-

Thursday, 20 August 2020

SSE 8: Falkreath

A while ago, I received a letter from the Siddgeir, Jarl of Falkreath. He requests I visit Falkreath as he has need of someone of my skill... 

Since there were a few other quests that needed attention to the south, I decided to pay the good Jarl a visit. Siddgeir is said to be a young Jarl recently come to his position. The hold itself is very old and is known for being involved in many conflicts, being at the southernmost part of Skyrim, bordering imperial Cyrodil.

The way south brings us the encampment called Roadside Ruins, where some bandits were preying on travellers - I sneaked into the ruins to find that the bandits had themselves been waylaid by a Spriggan - a malevolent wood spirit.

In Falkreath, the Jarl requests that I help him clear some bandits... apparently this Jarl was not beneath colluding with bandits for a cut of their profits. Since the bandits had ceased sending tribute, he’d decided to cut them loose and send me after them. Still, I’m here already - might as well stay to see the sights.

I met Siddgeir's uncle, Dengeir, in the local tavern. Dengeir is a supporter of the Stormcloaks. He claimed that he abdicated his position for his nephew unwillingly, saying that the Empire ousted him to place someone friendly to the imperial cause in his place. Currently Falkreath sides with the empire, with an imperial representative advising the Jarl. The old Jarl - now a Thane - had me searching to find evidence of imperial spies amongst the residents - I can't make up my mind whether he's serious or addled. 

Exploring around town also revealed a recent tragedy - a little girl was killed (torn into pieces) by one Sinding. A man shouldn’t be strong enough to do this. Sinding is under arrest in a cell in the barracks now. This bears investigation.

-

Tuesday, 18 August 2020

SSE 7: Saadia

I still remember the Redguards who were seeking a woman in Whiterun were refused entrance. Some background about this: the Redguard homeland of Hammerfell was ceded to the Thalmor since the White-Gold Concordat several years ago. The Redguards had been fighting a war of freedom against the elves ever since. They finally won independence from the elves with the Treaty of Stros M'kai - but the rebellion had left much of Hammerfell in a sorry state. Regardless of the cost, the Redguards found themselves indepedent for the first time in millenia, and the Nords seem to have refused these men entry base merely on that principle.

I had agreed to help the Redguards look around though. And since the only Redguard woman I know in Whiterun is Saadia the cook in the Bannered Mare inn, I started my queries there - Saadia immediately confronted me: she's the one they were after (what coincidence). Saadia claimed ignorance about why these men were after her (suspicious) - but now that they're so close on her tail, she's desperate to be rid of them. She pleaded with me to kill the leader of this mercenary band - a man named Kematu (how would she know his name?). 

Conveniently, one of the Redguard mercenaries had tried to sneak into Whiterun and was apprehended by the guards. Questioning the man in gaol might reveal the location of Kematu's base. I agreed to help Saadia - if only to find this Kematu and find out why they were after her in the first place...

The Redguard prisoner was most helpful, and so I make my way to the Swindler's Den where Kenatu is holed up. Along the way I found a partially-submerged hand holding up an orcish sword. Curious.

Kematu isn't as unreasonable as Saadia described - he's prepared to talk. He explained that Saadia is wanted for treason, for she had betrayed the city of Taneth to the Thalmor, and several great houses in Hammerfell had placed a hefty price on her capture.

I decided that I believe Kematu more than Saadia - Saadia must have done something grievous enough to cause this group to dedicate themselves to her capture (not her death). Had Kematu's aims been more nefarious, he would have no reason to talk to me but assume I was already bought by Saadia to fight. So I agreed to lay a trap for Saadia - I convinced her to leave Whiterun, and Kematu waited at the stables to place a petrification spell on her. 

With that done, I also helped Amren retrieve his family sword, which he tracked to a band of bandits in White River Watch, a hideout just outside the farmlands of Whiterun. The hideout was poorly defended (one being that the leader thought it a good idea to make his blind brother the Lookout) so I retrieved the sword with ease. One wonders why the Hajvaar Iron-Hand would bother setting up a den so close to the Hold. Perhaps it was the view.

-


Monday, 17 August 2020

SSE 6: The Companions

Being Thane comes with some privileges, such as making the guardsmen turn a blind eye to minor transgressions, and access to a bodyguard - a housecarl - of my own. Sadly I’m not rich enough to purchase property in Whiterun despite having gained permission to do so, so poor Lydia would have to stay with the Jarl... for now...

Next, I decided to seek my fortune with the Companions - that legendary band of heroes for hire in their great hall of Jorrvaskr that I’ve read about in the books. 

The band claims no leader, but members listen to the direction of the eldest - in this case, a grizzled bear of a man called Kodlak Whitemane. They stay neutral to politics (including the current Stormcloak rebellion) and seem to keep a relaxed attitude about the comings and goings of members. There is little expected from a Companion - it seemed - except to conduct oneself with bravery and honor. They took me on almost immediately and sent me on my first ‘mission’, which happened to be beating someone in the local tavern. 

Hardly hero's work - but Kodlak quickly gave me a new task on my return - the true admission test, it seems. I am to meet one of the Nord twins Farkas at Dustman's Cairn just west of Whiterun. Kodlak had received news from a contact that a piece of the Wuuthrad (Storm's Tears), the legendary axe of Ysgramor. Apparently, restoring the Wuuthrad was a multi-generation mission of the Companions - asking a rookie like me to retrieve it felt a bit... disrespectful... of the legendary axe, to be honest.

We arrived at Dustman's Cairn to find signs of recent occupation - firewood, materiel, and dead draugr all point to a relatively large party. We explored deeper into the ruin with caution.

True enough, we were ambushed just as I found myself trapped behind a caged door. These fighters claimed to be from the Silver Hand, and had waited for me and Farkas to be separated to strike. They had not expected Farkas to turn into a freaking werewolf (well, maybe they did, but certainly not me!), though, and proceeded to make mincemeat out of them.

Farkas recovered and freed me from the room before he confided that I was not supposed to see the transformation - that it is a secret thing, only known to the inner Circle of the Companions. But circumstances had forced his hand. Apparently all Circle members are werewolves, though Farkas implied that it might not be by choice... the Silver Hand is an order of warriors sworn to end the lycanthrope scourge, and had laid a good trap for the Companions. Still, now that we know they're here, Farkas has not plan to let anyone escape alife.

We encountered many more Silver Hand members as we progressed - the entire expedition looked like a trap, but Farkas insisted that Kodlak's information would not be wrong, and that a piece of the axe must be here. Perhaps the Silver Hand had merely caught wind of Wuuthrad, too, and knew that the Companions would come searching. 

At the end, in a wide a cavern, we found the piece of Wuuthrad, lying on a table just in front of another dragon wall. This time, the words meaning "Fire" seem to burn itself into my brain. We took the axe piece and was immediately set upon by all of sleeping draugr in the cavern. The battle was oddly silent despite their numbers, the quiet only punctured by the occasional shout from Farkas or myself, and the crunch of metal on bone.

We left Dustman's Cairn exhausted but otherwise none the worse. Back at Whiterun, Kodlak formally inducted me into the Companions. It was a solemn affair, but not elaborate - something fitting to the Companions, I guess. 

I confronted Kodlak about the werewolves. All know that the werewolf was a blessing (and a curse) by the Daedric Prince of the hunt, Hircine. Surely I had not joined a daedric cult? Kodlak was hesitant, but eventually admitted that the lycanthropy of the Circle members was a recent thing. He had not thought of it much in his youth, but he had often wondered in his greying years, if the blessing was not a scheme of Hircine to steal warrior souls rightfully bound for Shor and Sovngarde. I gathered that I would not get more from him until I gain his trust, and so left it as that.

With the loot from Dustman's Cairn (plenty of silver swords), I was was able to buy Breezehome, making it my home in Whiterun, and so sent Lydia there.

-



Saturday, 15 August 2020

SSE 5: Defending the Watchtower

Along the way to the gates of Whiterun, I encountered some Redguards looking for one of their own - a woman wanted for some crime the captain would not elaborate on. Still, the watchtower’s need is dire, so I will have to revisit this in the future...

At the watchtower, the Jarl's men were engaged in a fight for their lives with an actual dragon. It does not look like the same one that I met at Helgen - but it was dangerous nonetheless. What remained of the tower offered a shield as we pelted the beast with arrows. The monstrosity was eventually brought low, and as I approached its corpse - something happened.

According to the guardsmen that witnessed it, it looked as if I absorbed the dragon as I approached it, leaving behind nothing but bleached bones. Yet there were others next to the dragon - so why didn't they absorb this dragon?

"The Dragonborn." I hear them whisper. Some legendary kin born with the ability to absorb and use the power of the Thu'um - dragon magic. The Nords say that Tiber Septim - Talos - was a dragonborn himself. As proof of this heritage, I was able to “shout” this dragon magic, staggering everyone around me. The blood is rare but not exclusive to the emperor... so at least I need not worry about any implications of imperial heritage, I hope. Irileth the Jarl's housecarl seemed less impressed, but was quick to realise the implications of the discovery if what they say is true, and so swore the men to secrecy.

Back in Dragonsreach, Jarl Balgruuf confirmed what his men said about the legacy of the Dragonborn. He also said that the call that rang through the air when I returned was that of the Greybeards, summoning the Dragonborn to their holding atop High Hrothgar. Apparently, these Greybeards are reclusive mystics that guard the secret of the Thu'um and were deeply respected by the Jarls. A summons from these esteemed men is not to be ignored.

For my help, the Jarl pronounced me Thane of Whiterun, and bade quickly me seek the Greybeards.

-

Friday, 14 August 2020

SSE 4: Bleak Falls Barrow

Bleak Falls Barrow is a ruin sitting atop a mountain north of Riverwood. Despite being infested by bandits, I have two reasons to be there - to retrieve the stolen gold claw for Lucan of Riverwood, and to find the Dragonstone artefact which might give Farengar a clue behind the revival of the dragons of old. 

The exterior of the ruins is sparsely guarded and easily overcome with a few well placed stealth shots. Still, the entrance looked impressively built into the snowy peak that one can only imagine the size of the cave complex it protects.

Within, I find surprising little resistance - it turned out that the thieves did not go far in their own explorations, for they were foiled by a giant that made short work of most of their numbers already. The spider despite being extraordinarily large was alone and hence offered little challenge. In the spider's lair I found one lone survivor who was holding on to the golden claw. Avel the Swift attempted to bargain his freedom for the claw, but chose to flee with the claw the moment I cut him loose from the webbing. He would not outrun his treachery - and my arrows, for that matter.

I ventured on. The deeper part of the ruin required the gold claw and the combination inscribed on it to open - so the thieves were right on their hunch that the claw was related to the ruins, though I question the wisdom of placing the key and the combination on the same device.

The place is crawling with undead Daugr - old, well preserved Nords - so at least part of the ruin was once a mausoleum (I think). At the end sits an particularly strong Daugr who holds the Dragonstone. There's also an old wall inscribed with what Farengar called dragon script.

I followed a hidden tunnel behind the wall and exited the mountain to its south, a short distance from Riverwood due west. Along the way back to Lucan, I encountered the a lonely shed belonging to an old hermit lady called Anise. The crone was not who she looked to be, as I discovered a letter in her cellar that made clear that she is a Witch! Anise gave me no choice but to slay her out of self defence. The letter mentions someone named Helgi. I'll definitely have to keep an eye out for that.

I returned the claw to a thankful Lucan before heading back to report my findings to Farengar. At the mage's laboratory I saw him discussing his research with none other than Delphine, the owner of the Sleeping Giant Inn. So apparently being an innkeeper in Riverwood is just a front... Farengar confirmed that Delphine was his "source" about the Dragonstone. But before we could go further with the investigation of the artefact, news came of a sighting of a dragon just south of Whiterun. The Jarl's men were ordered to head to the watchtower there to confront the beast, and he insisted that I go with them, since I had the "most" experience surviving a dragon - yeah, I don't think that's how it works, Balgruuf...

-

SSE 3: Whiterun

Whiterun is just a short walk north from Riverwood. The wilderness afforded some hunt along the way. I came across some Imperials were escorting a Stormcloak prisoner - I decided to give them wide birth. There were some Khajiit caravaners outside the walls, too.


The hold of Whiterun sits on a hill surrounded by plains in all directions. The easy approach also meant plentiful farms in the outskirts as one makes one way upwards to the city walls. The Jarl's keep of Dragonsreach sits predictably at the top of the hill, dominating the skyline.


The Jarl was quite grateful of the warnings I bring, and bade his housecarl to send some men to Riverwood just as Gerdur had hoped. The man seemed aloof but at least showed care of the welfare of those that he is responsible for. Jarl Balgruuf apparently had other plans for me after hearing about the dragon, though: his court magician, Farengar, had discovered information of a "dragonstone" that's related to the burial mounds of dragons. If dragons are coming back to life, perhaps some clue can be found in their graves?

Farengar certainly thinks so - and he needed someone... expendible... to seek out the dragonstone, if it even exists. According to his mysterious "source", the stone happens to be in Bleak Falls Barrow. I accepted the mission since I'm heading that way to locate that stolen dragon claw for Lucan Valerius anyway. Could the two be related?

On the way down from the keep, we passed by Jorrvaskr - which indeed looked like an upturned ship of legend - and the impressive Skyforge with its stone bird that was mentioned in the books found Whiterun's founding.



-

Thursday, 13 August 2020

SSE 2: Riverwood

Riverwood is a self sufficient settlement, so I took the chance to stock up on much-needed supplies. The local merchant Lucan Valerius and his sister Camilla were arguing about some thieves that stole the shop's golden claw ornament. Camilla wanted to get it back from the thieves, whom she suspects were holed up in the ruins of Bleak Falls Barrow just north of Riverwood. Lucan was understandably aghast at the idea of putting his sister in peril, and offered to pay me to do the task instead... something sounds fishy here - why would some thieves break in just to steal a golden artefact and leave the money in the shop untouched?

Still, bringing my message to the Jarl should come first... and for that I need a new set of clothes. Walking around dressed like an Imperial felt too much like painting a target on my back for half the population in Skyrim. Thankfully, Alvor gave me permission to use his crafting shed.

Talking to the locals, it became apparent that Camilla was a local beauty of sorts, and both the bard Sven and the hunter Faendal were chasing her. The wood elf Faendal had the gall to ask me to send a letter to Camilla which he penned to implicate Sven, so I decided to tell Camilla of the plot, if only to teach the elf better than to trust his dastardly plans to a stranger.

The barkeep shared the Jarl's bounty for some bandit at the Halted Streams Camp, and mentioned that some boy in Windhelm is seeking the Dark Brotherhood. Hmmm. Why would a boy be looking for the elusive cabal of assassins?

Still, these are areas that are much farther and for later times. With Riverwood explored, I took my leave from Ralof and Gerdur, and set out early for Whiterun. 

-

SSE: Books



  • 2920 Rain's Hand, bk 4 - Account of the last year of the first era. This book gives a +1 Restoration training.
  • 2920 Midyear, bk 6 - Account of the last year of the first era. This book gives a +1 Heavy Amor training.
  • 2920 Sun's Height, bk 7 - Account of the last year of the first era. 
  • 2920 Hearth Fire, bk 9 - Account of the last year of the first era. This book gives a +1 Conjuration training.
  • 2920 Frostfall, bk 10 - Account of the last year of the first era. This book gives a +1 Conjuration training.
  • 2920 Sun's Dusk, bk 11 - Account of the last year of the first era.
  • 2920 Evening Star, bk 12 - Account of the last year of the first era.
  • A Brief History of the Empire, vol. 1 - The founding of the empire.
  • A Brief History of the Empire, vol. 2 - History of the conflicts of the imperial family in the War of the Red Diamond and the six emperors after that.
  • A Brief History of the Empire, vol. 3 - History of the rise of the reign of Uriel IV and the disastrous campaign of Uriel V, who would otherwise be known to be a great warrior emperor.
  • A Brief History of the Empire, vol. 4 - History of the empire from Uriel VI onwards.
  • A Children's Anuad - A kid's version of the origin story.
  • A Dance in Fire, ch 1 - An introduction to Scotti, and his orders to head for Valenwood.
  • A Dance in Fire, ch 3 - Scotti arrives in Valenwood.
  • A Dance in Fire, ch 4 - Scotti's times in Valenwood when he witnessed a Khajiit attack.
  • A Dance in Fire, ch 7 - Scotti's times in Valenwood.This book gives a +1 Speech training.
  • A Dream of Sovngarde - An account of a Nord's dream of what their heaven - Sovngarde - was supposed to be like.
  • A Game at Dinner -  An account of the poisoning by Prince Halseth. This book gives a +1 Alchemy training.
  • A Gentleman's Guide to Whiterun - A sleazy write-up on the women on Whiterun. Really, why would anyone bother with this - and why is it in Alvor's and Sigrid's house of all places?
  • A Guide to Better Thieving -  A guide to thieving skills. This book gives a +1 Pickpocket training.
  • A Hypothetical Treachery - A play script. This book gives a +1 Destruction training.
  • A Kiss, Sweet Mother - About the Dark Brotherhood.
  • A Minor Maze - An introduction to Labyrinthian a maze built by the mage Shalidor below Bromjunaar to test other mages.
  • A Tragedy in Black - Soul harvesting story during the Oblivion Crisis. This book gives a +1 Enchantment training.
  • Aedra and Daedra - An short guide to the two groups of deities.
  • Advances in Lockpicking - A study of recent trends in Lockpicking. This book gives a +1 Lockpicking training.
  • Alchemist's Journal - A journal left in a camp near Half-Moon Mill.
  • Alduin is Real - Nord barely legible rant about how Alduin and Akatosh are not the same, and that Alduin is real.
  • An Explorer's Guide to Skyrim - An account of places of interest in Skyrim. This book adds places to the map.
  • Ancestors and the Dunmer - A guide to some of the views and beliefs of the Dunmer.
  • Antecedents in Dwemer Law - Development of Dwemer laws from basic traditions.
  • Argonian Account, vol. 3 - Scotti's adventure in Argonia.
  • Atronach Forge Manual - Journal detailing the Atronach Forge in the Midden under the College of Winterhold.
  • Azura and the Box - The study of whether Daedra have true mastery of all things, where Azura was quizzed about what's in a trick box.
  • Before the Ages of Man - An introduction to the Merethic Era. This book gives a +1 to Illusion training
  • Beggar - Story of the Eslaf Erol, book 1. This book gives a +1 to Pickpocket training.
  • Beggar Prince - Story of the Wheedle, the Beggar Prince endowed by Namira.
  • Biography of Barenziah, vol. 1 - The beginnings of Barenziah.
  • Biography of Barenziah, vol. 2 - Barenziah's stay in Riften, and her setting off to Mournhold.
  • Biography of Barenziah, vol. 3 - Barenziah's reign in Mournhold and her marriage to General Symmachus. Barenziah discovering that Tharn had masqueraded as the Emperor, and her role in beating the mage.
  • Biography of the Wolf Queen - The life of Potema the Wolf Queen. This book gives a +1 Speech training.
  • Boethiah's Proving - An invitation to join Boethiah, Daedric Prince of Treachery and Deceit. This book starts a quest.
  • Cats of Skyrim - Someone's entry into about the sabre cats of Skyrim.
  • Chance's Folly - How Chance the thief was beguiled.
  • Charwich-Koniinge, bk. 2 - Letters between the two.
  • Cherim's Heart - An account of the master tapestry maker Cherim. This book gives a +1 Smithing training.
  • Children of the Sky - Nords consider themselves children of the sky.
  • Chimarvamidium - A story about how the Dwemer tricked the Chimer with their centurion. This book gives a +1 Heavy Armour training.
  • City of Stone - An introduction to Markath.
  • Complete Catalogue of Enchantments for Weaponry - List of enchantments for weapons. This book gives a +1 Enchanting training.
  • Darkest Darkness - The Daedra and the Dunmer.
  • Daughter of Niben - Story of Teo Bravillius Tasus and luck. This book gives a +1 Alteration training.
  • De Rerum Dirennis - An account of the Direnni family, famed mages and alchemists. This book gives a +1 Alchemy training.
  • Doors to Oblivion - Treatise on conjuring beings from Oblivion. This book gives a +1 Conjuration training.
  • Dwarves, vol. 1 - A study of the dwarves.
  • Dwemer Inquiries, vol. 1 - An introduction to the long lost race of the Dwemer, of dwarves.
  • Dwemer Inquiries, vol. 2 - An introduction to the long lost race of the Dwemer, of dwarves.
  • Dwemer Inquiries, vol. 3 - An introduction to the long lost race of the Dwemer, of dwarves.
  • Dunmer of Skyrim - An introduction to the Dunmer in Skyrim, especially of Windhelm.
  • Enchanter's Primer - An introduction to Enchanting. This book gives a +1 Enchanting training.
  • Fall from Glory - A curious account of the observed weakened influence of the thieves guild based in Riften. I should investigate further.
  • Feyfolken, bk. 2 - Thaurbad comes across the quill possessed by the daedric spirit Feyfolken.
  • Feyfolken, bk. 3 - The nature of Feyfolken revealed.
  • Forge, Hammer, and Anvil - A collection of notes about ores.
  • Frontier, Conquest - A study of the human-elf balance of power before and after the arrival of the Nords.
  • Galerion the Mystic - The early years of the mage Galerion.
  • Ghosts in the Storm - An account by an adventurer beset by ghouls in a storm. They sounded like draugr.
  • Gods and Worship - A brief account of gods and worships, and the theory that spirits might be gods.
  • Great Harbingers - A list of famous Harbingers - the traditional "leader" of the Companions.
  • Hamelyn's Journal - Journal found on Hamelyn, a lunatic that hides under Honningbrew Meadery.
  • Harvesting Frostbite Spider Venom - A guide.
  • Herbalist's Guide to Skyrim - A herbalist guide to the ingredients to found in Skyrim. This book gives a +1 Alchemy training.
  • Herbane's Bestiary - The Hagravens - Herbane describes the treacherous Hagravens.
  • Herbane's Bestiary - The Ice Wraiths - Herbane describes the hard-to-spot Ice Wraiths and how to deal with them.
  • Holdings of Jarl Gjalund - An old list of the holdings one Jarl Gjalund. Farengar informs me that the claw-mark script next to the names belong to the dragon language. 
  • Horker Attacks - Guide about staving off Horker attacks.
  • Ice and Chitin - An account about the benefits of non-metallic armour. This book gives a +1 Light Armour training.
  • Immortal Blood - Journal of a vampire.
  • Imperial Report on Saarthal - A brief report on the excavations in Saarthal.
  • Incident in Necrom - Of vampire hunting. This book gives a +1 Illusion training.
  • Killing - Before You're Killed - A short guide on melee combat. The title sounds most droll.
  • Kodlak's Journal - The old Companion records his feelings about the werewolf curse.
  • Kolb & the Dragon - A choose-your-own-adventure book.
  • Life of Uriel Septim VII - The life of the emperor, who was impersonated by Jagar Tharn. It says here that the Biography of Barenziah has only 3 volumes. It also references Daggerfall: A Modern History and the 4-volume Life and Times of the Nerevarine.
  • Liminal Bridges - A treatise on conjuration. This book gives a +1 Conjuration training.
  • Lost Legends of Skyrim - Some stories about things that happened in the unrecorded past of Skyrim, including the story of Gauldur, a king who was struck off from history by his usurpers. This book starts the quest "Forbidden Legend".
  • Lycanthropic Legends of Skyrim - About a hunt for the werefolk in Skyrim.
  • Lymdrenn Telvanni's Journal - Journal of Lymdrenn Telvanni, found on the Pride of Tel Vos.
  • Malyn Varen's Grimoire - The journal of Malyn Varen, who sought to turn the Star of Azura into a black soul stone to house his sentient soul.
  • Mannimarco King of Worms - A song about fighting Mannimarco, the first lich. This book gives a +1 Alchemy training.
  • Mixed Unit Tactics - A story about how the cats fought the vs wood elves.
  • Mysterious Akavir - About the far off continent. There are four kingdoms there - Kamal is led by demons, Tang-Mo is led by monkey-men, Tsaesci is led by serpent-folk, and Ka Po'Tun is led by tiger-folk (akin to the Khajiit?).
  • Mystery of Talara, pt. 1 - A story of a Breton who was mistaken for a princess.
  • Mystery of Talara, pt. 3 - A story of a Breton who was mistaken for a princess. This book gives a +1 Destruction training.
  • Mystery of Talara, pt. 4 - A story of a Breton who was mistaken for a princess. This book gives a +1 Illusion training.
  • Myths of Sheogorath - A collection of stories about the mad Daedric Prince Sheogorath.
  • Night of Tears - An account of the Night of Tears when the Snow Elves destroyed Saarthal. It is said that the Snow Elves attacked after the Nords discovered something dep in Saarthal.
  • Night Falls on Sentinel - A story about a bounty hunt. This book gives a +1 One-Handed training.
  • Nightingales - Fact of Fiction? - An account of sparse evidence behind the existence of the Nightingales thieves and their allegiance to Nocturnal.
  • Nords Arise! - Propaganda supporting Ulfric Stormcloak.
  • Nords of Skyrim - Self-praise about Nords by Nords. Odious!
  • On Artaeum - A bout about Artaeum, the island base of the Psijic Order.
  • Of Crossed Daggers - An account of how Hosgunn Crossed Daggers took control of Riften and how the holding was nearly destroyed for it.
  • Of Fjori and Holgeir - A had a similar tragic love story in High Rock, I think.
  • Olaf and the Dragon - A tale of how Olaf tamed a dragon, brought it to Dragonsreach where he built his hold over the beast. Olaf apparently out-"shouted" the dragon. 
  • On the Great Collapse - The arch mage of the college at Winterhold protests his school's innocence over the Great Collapse.
  • Orsinium and the Orcs - Story of how the Orcs gained their homeland. This book gives a +1 Heavy Armour training.
  • Palla, bk. 1 - An account of a mage's encounter with a statue of Palla. 
  • Pension of the Ancestor Month - An account of the monks that read the Elder Scrolls.
  • Physicalities of Werewolves - Records of findings in the experimentation on Werewolves.
  • Pirate King of Abecean - Song of about a pirate king.
  • Proper Lock Design - A guide to better locks, and hence their breaking as well. This book gives a +1 Lockpicking training
  • Purloined Shadows - The most important tool for a thief, is the distraction. This book gives a +1 Pickpocket training
  • Racial Phylogeny - Different races and their physical differences in recovery. This book gives a +1 Restoration training
  • Remanada - Legend of Reman's improbable birth.
  • Report: Disaster at Ionith - Uriel V's disastrous invasion of Alkavir.
  • Response to Bero's Speech -  A curt response to Bero's assertions about the nature of the schools of magic. This book gives a +1 Destruction training.
  • Rising Threat, vol. 1 - An account of the Oblivion Crisis in amongst the Altmer.
  • Rising Threat, vol. 2 - The Thalmor claim credit for ending the Crisis and exert their hold over the Summerset Isles.
  • Rising Threat, vol. 3 - A dissenting voice against the Thalmor during the times after the Oblivion crisis, where Ocato tries to guide the Elder Council to select a new emperor.
  • Rising Threat, vol. 4 - The Thalmor's growing influence after the death of Ocato. The author, disparaging that his warnings were unheeded by the empire, was soon assassinated by the Thalmor himself.
  • Rislav the Righteous - Story of Rislav, who stood against the Empire with his resplendent leather armour. This book gives a +1 Light Armour training.
  • Runil's Journal - Journal of Runil, the priest of Arkay in Falkreath.
  • Scourge of the Gray Quarter - A comparison between how the dark elf refugees were treated in Riften as opposed to Windhelm. Apparently the author is impressed with the former. I'll have to see it for myself.
  • Shadowmarks - Written by Delvin Mallory - the same one from the Thieves' Guild in Riften. A list of curious marks one comes across in places of interest all over Skyrim.
  • Sheezar and the Divines - A treatise about how the first Empress created the syncretic religion that both Nord and Cyrodiil can follow.
  • Short History of Morrowind - A short history of the province.
  • Song of Hrormir - A song about the exploits of Hrormir. This book gives a +1 Two-Handed Weapon training.
  • Song of the Alchemist - Ancient Tales of the Dwemer, pt 5- A song about an alchemy battle. Curious that the name of the name of the Dwemer god mentioned was censored. This book gives a +1 Alchemy training.
  • Song of the Askelde Men - A song translated from Nordic.
  • Song of the Pelinal, vol. 1 - A song translated from Nordic.
  • Song of the Pelinal, vol. 2 - A song translated from Nordic.
  • Song of the Pelinal, vol. 5 - A song translated from Nordic.
  • Song of the Pelinal, vol. 8 - A song translated from Nordic.
  • Songs of the Return, vol. 2 - The First Tale of the Darumzu - The first landing of the Nords in their "Return" to Skyrim, and the first deaths from the crossing.
  • Songs of the Return, vol. 7 - The Tale of the Jorrvaskr - Story of how the crew of Jorrvaskr found the fire bird statue and settled there.
  • Songs of the Return vol. 19 - The Second Tale of Ylgermet - An account of how Ysgramor, he who led the Nords to Skyrim, founded Windhelm overwatching the grave of one of his sons.
  • Songs of the Return vol. 24- The First Tale of the Krilot Lok - Adventures of the crew of the Krilot Lok, which ventured into the southern marshlands.
  • Songs of the Return, vol. 56 - The Final Tale of the Chrion - A telling of the death of Ysgramor, he who led the Nords to Skyrim.
  • Sovngarde: A Reexamination - Speculation regarding Sovngarde.
  • Spirit of Nirn - An explanation of Lorkhan and Nirn.
  • Sun's Height 2920 v7 - A story about assassins and the Morag Tong.
  • The Aetherium Wars - A preface about a war fought between four Dwemer cities for control of Aetherium, the magical material often associated with the Dwemer. This book gives the quest to Investigate the ruins of Arkngthamz.
  • The Alduin/Akatosh Dichotomy - Studies about how the Nords see Alduin and Akatosh as being different entities, unless how the religious orthodoxy preaches. Alduin was clearing considered the World Eater, not a deity of Time that Akatosh was revered as. Both are symbolised as dragons, though. Written at the end of the First Age. 
  • The Amulet of Kings - A short explanation of the Amulet of Kings - the symbol imperial rule dated from the times of Alessia. 
  • The Arcturian Heresy - Poorly written hodgepodge account of the rise of Tiber Septim and his relationship with his Battlemage Zurin Arctus in the conquest of the provinces. There are some oddities here, including how the book claimed that Tiber Septim hailed not from Atmora, but High Rock. 
  • The Armorer's Challenge - The empress's challenge to find the best armor for her troops. This book gives a +1 Smithing training.
  • The Battle of Red Mountain - An account of what happened at Red Mountain, from Vivec. This book gives a +1 Block training.
  • The Battle of Sancre Tor - Talos invasion of Cyrodil. This book gives a +1 Two-Handed training.
  • The Bear of Markath - a telling of Ulfric Stormcloak's harsh actions in putting down the rebellion at Markarth.
  • The Black Arrow, pt. 2 - An account of the actions of the Black Arrow. This book gives a +1 Archery training.
  • The Black Arts on Trial - A record of proceedings of debate regarding the Black Art of Necromancy. This book gives a +1 Illusion training.
  • The Book of Daedra - A guide to the daedric princes.
  • The Book of the Dragonborn - Something about how a saviour will come forth to save the world from dragons.
  • The Buying Game - a book about the virtues of bargaining. This book gives a +1 Sppech training.
  • The Cabin in the Woods, vol. 2 - Story about a cabin in the woods haunted by a woman spirit, as encountered by a soldier that took his rest there.
  • The Cake and the Diamond - So thieves were swindled of their diamond.
  • The City of Stone - A guide to Markarth and the various contemporary factions with influence there.
  • The Code of Malacath - Code of Malacath, the supposed creators of the Orcs.
  • The Death Blow of Abernanit - A song of the hero Rangidil of Morrowind. This book gives a +1 Block training.
  • The Falmer: A Study - An account of the origins of the Falmer and their dominance of the deep dark under Skyrim - and the threat they pose should they one day decide to wage war on the dwellers above ground. 
  • The Firmanent - A guide to the constellations.
  • The Firsthold Revolt - A telling of the subterfuge behind the Firsthold Revolt.
  • The Gold Ribbon of Merit - The soldier Templer returns to the archer Styngpool and shows him better. This book gives a +1 Archery training.
  • The Great War - An account of the proceedings of the Great War between the Empire and the Thalmor.
  • The Holds of Skyrim - A guide to the Holds of Skyrim.
  • The Hope of the Redoran - Story of how Redoran fell, despite being impervious to Poison, Bleed, Magick, nor Disease.
  • The Importance of Where - The most important thing in combat is where to hit, apparently. This book gives a +1 One-Handed training.
  • The Last King of the Ayleids - About the elves that once ruled much of Cyrodiil.
  • The Last Scabbard of Akrash - Akrash was a blade. Its last scabbard, of course, was into the body. This book gives a +1 One-Handed training.
  • The Legend of Red Eagle - Tale of Faolan of the Red Eagle, his rise and demise. This book gives a quest to find Red Eagle's Sword.
  • The Lunar Lorkhan - An explanation of the moons beings the physical bodies of Lorkhan. This book gives a +1 Alteration training.
  • The Lusty Argonian Maid, vol. 1 - Script to the play of the Lusty Argonian Maid.
  • The Lusty Argonian Maid, vol. 2 - Script to the play of the Lusty Argonian Maid.
  • The "Madmen" of the Reach - An account of the Foresworn and their labelling as Madmen.
  • The Madness of Pelagius - An account of the madness of the Emperor.
  • The Marksmanship Lesson - A story about paying attention to one's surrounding when aiming. This book gives a +1 Archery training.
  • The Mirror - Story of how Mindothrax met his twin. This book gives a +1 Block training.
  • The Monomyth - The beginning.
  • The Night Mother's Truth - Origins to the title and her ties to assassins and Mephala.
  • The Oblivion Crisis - An account of the Oblivion Crisis.
  • The Old Ways - A peak into the values of the Psijic Order.
  • The Ransom of Zarek, pt. 1 - Story of Zarek and how he escaped his captors.
  • The Real Barenziah, vol. 1 - Barenziah's early life.
  • The Real Barenziah, vol. 2 - Barenziah in Riften.
  • The Real Barenziah, vol. 3 - Barenziah and Tiber Septim.
  • The Real Barenziah, vol. 4 - Barenziah returns to Mournhold, and her dealings with the Nightingale, and marriage to Symmachus.
  • The Real Barenziah, vol. 5 - Barenziah's discovery of Tharn's lie, and the plan to stop him.
  • The Rear Guard - An account of the ownership of Cascabel Hall. This book gives a +1 Light Armor training.
  • The Red Kitchen Reader - About an eatery that the author wanted to revisit but can no longer locate. This book gives a +1 Sneak training.
  • The Refugees - Story about refugees who were separated and met again. This book gives a +1 Light Armor training.
  • The Ruins of Kemel-Ze - Adventure into Dwemer ruins.
  • The Song of Pelinal, vol. 1 - Collected works about Pelinal.
  • The Song of Pelinal, vol. 2 - Collected works about Pelinal.
  • The Song of Pelinal, vol. 4 - Collected works about Pelinal.
  • The Song of Pelinal, vol. 6 - On his Madness. Collected works about Pelinal.
  • The Talos Mistake - An apologist views on how the worship of Talos was a mistake.
  • The Windhelm Letters - A collection of letters from Windhelm.
  • The Wispmother - A study of the Wispmothers - a type of malicious spirit that stalks Skyrim.
  • The Wolf Queen, bk. 2 - The rise of Potema the Wolf Queen.
  • The Wolf Queen, bk. 3 - Potema confronts Antiochus.
  • The Wolf Queen, bk. 4 - Potema heads to the capital.
  • The Wolf Queen, bk. 5 - Potema prepares for revolt.
  • The Wolf Queen, bk. 6 - Potema the Wolf Queen confronts Empress Kintyra.
  • The Wolf Queen, bk. 7 - Potema the Wolf Queen and the crowning of Cephorus.
  • The Wolf Queen, bk. 8 - The end years of Potema, and the cursed necklace she planted on Pelagius that allegedly made him mad.
  • The Woodcutter's Wife, vol. 1 - A tale of the mistrustful wife of a woodcutter who killed a mage who was their guest. The mage cursed the woman to roam the woods with her axe forever before he died.
  • The Yellow Book of Riddles - Some riddles with answers.
  • There Be Dragons - A commentary on the last days of the dragons. 
  • Thief of Virtue - Tale of Ravius, a master thief in Hammerfell.
  • Third Era, An Abbreviated Timeline - An account of the third age, year by year.
  • Three Thieves - A story about betrayal. This book gives a +1 Sneaking training.
  • Trials of St. Alessia - Holy text on St. Alessia.
  • Troll Slaying - A useful guide to kill trolls. These beasts regenerate, and are best brought down with magical fire. 
  • Twin Secrets - An account of an enchanter. This book gives a +1 Enchanting training.
  • Ulfr's Book - A blank book for a blind man. Someone's idea of a joke.
  • Uncommon Taste - A cookbook.
  • Varieties of Daedra - A book that details differences in Daedra.
  • Vernaccus and Bourlor - Story of Vernaccus, a weak Daedra, and Bourlor, a born marksman. Vernaccus tried to kill Bourlor, only to flee from Mundus at the last second, causing Bourlor to miss. Vernaccus became worshiped for his escape, but Bourlor was forever known to have missed. The daedra go his comeuppance in the end though.
  • Wabbajack - A disturbing book about somehow trying to summon daedric forces but was visited by Sheogorath, the daedric prince of madness.
  • Walking the World, vol. 11 - Last book of the series. Talks about Solitude.
  • Warrior - Third part of the book about Suoibud Erol. This book gives a +1 Blocking training.
  • Watcher of Stones - An account of one who does not feel the touch of the Stones.
  • Whiterun Home Decorating Guide - I got this after I bought a home in Whiterun.
  • Withershins - An odd malady with an odd medicine. This book gives a +1 Restoration training.
  • Words and Philosophy - An interview with Lady Benoch, famed Bosmer warrior and her adopting two-handed sword as her preferred weapon. This book gives a +1 Two-Handed training.
  • Wraith's Wedding Dowry - Story about a thief named Wraith, that stole her dowry in the form of an armour from the Shrine of Malacath.
  • Yngvol and the Sea-Ghosts - Story of how Ysgramor struggled against the Sea-Ghosts to free the wreck of his son's (Yngol's) ship.