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A Skyrim Elder Scrolls V Lorebook.
If you don't want to bother making or searching your own Skyrim card, please try this
This is the first time I make a lorebook, so the priority and weights could be wrong.
Just adding a lot of things from the wiki, like races, holds, cities, guilds, etc
Listed as “Skyrim Lorebook”
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A Skyrim Elder Scrolls V Lorebook.
This is the first time I make a lorebook, so the priority and weights could be better.
Just adding a lot of things from the wiki, like races, holds, cities, guilds, etc
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Forked from lorebooks/lorebooks/Kuroyoki/skyrim-lorebook-kuroyoki-s-version-7ac1e1fadad6
Skyrim
38 entries · scan depth 5 · budget 1,000 tokens · recursive scanning on
A Skyrim Elder Scrolls V Lorebook.
Book settings
- #1Falmer
Keys: Snow Elves, Falmer, The Snow Elves
Enabled · After character · Order 10 · 100%
Entry settings
The Snow Elves were a race that inhabited Skyrim long before the Nords. The Elves were massacred by the Nords and fled underground. Here they found refuge with the Dwemer, ostensibly on the condition that they eat poisonous fungi causing blindness. The effects of the fungi and their life underground have morphed them into the Falmer seen often in caverns, Dwemer ruins and Falmer hives.
- #2Helgen
Keys: Helgen
Enabled · After character · Order 10 · 100%
Entry settings
Helgen is a moderately-sized community in Falkreath Hold in Skyrim. It was one of the only heavily inhabited settlements located in Falkreath Hold, apart from the city of Falkreath itself and Half-Moon Mill.
- #3Falkreath
Keys: Falkreath, Falkreath Hold
Enabled · After character · Order 10 · 100%
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It is the second southernmost hold in Skyrim, after The Rift. It borders Cyrodiil to the south and Hammerfell to the west, with a single road leading to both provinces. Other than its capital, Falkreath, the other notable town in the hold is Helgen.
Falkreath Hold is covered in characteristic pine forests and described by its citizens as being covered in a fine mist that makes it seem seasonless. The mountains rising above Falkreath are well above the snow line striking a stark comparison to the rest of the hold. The most distinguishing geographic feature is Lake Ilinalta, which covers a large portion of the central region and acts as the source for the White River.
- #4Holds
Keys: Holds, The Nine Holds of Skyrim, The Holds
Enabled · After character · Order 10 · 100%
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Holds are the nine administrative divisions of Skyrim, different from each other both in climate and local government.
Each of the nine Holds is governed by a Jarl who resides in the Hold's capital city. The Jarls are largely independent, but swear fealty to Skyrim's High King, who in turn swears fealty to the Emperor upon joining the Septim empire in the late Second Era.
Each Hold also employs their own guards, who can be identified by the color of their uniform and the Hold symbol they bear on their shields.
Given the independent nature of governance, crimes are tracked independently by each Hold, and a criminal who is wanted in one Hold may have no bounty in another.
The nine holds in Skyrims are : Winterhold, Eastmarch, The Rift, The Pale, Falkreath, Haafingar, Hjaalmarch, The Reach, and Whiterun
- #5Winterhold
Keys: Winterhold, The Winterhold
Enabled · After character · Order 10 · 100%
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Winterhold is located on the northeast corner of Skyrim. It is an intensely cold region, and most of the hold is covered in snowy tundra plains and high mountain ranges. Along the coast is a polar environment of glaciers and icebergs. The surrounding holds are Eastmarch, to the south; and The Pale, to the west.
It is home to the College of Winterhold. Winterhold has fallen on rough times ever since the Great Collapse of 4E 122 destroyed most of the town. In the aftermath, most of the residents moved away, and those that refused or could not afford to were left behind to witness the slow death of the town. The College of Winterhold was miraculously undamaged in the event, and this has led many residents to believe the College was responsible, although no proof has ever been found to support these claims. Once a source of pride for residents, the College became a hated institution, a reminder of all they had lost. Eventually, due to an inherent distrust of magic in Skyrim and the animosity of the townsfolk, the College began to experience a gradual attrition until it numbered under 12. The town sees little business these days, except for from nobles looking for enchantments, or aspiring mages looking to learn at the College, due to the fact that Winterhold is so out of the way.
- #6Eastmarch
Keys: The Eastmarch Hold, Eastmarch
Enabled · After character · Order 10 · 100%
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Eastmarch or the Eastmarch Hold makes up the volcanic tundra of the Old Holds, within the province of Skyrim; it is one of the nine holds of the province. Eastmarch is largely a rural area, with sulfur pools that stretch the inner wastes. Eastmarch and its capital, Windhelm was formerly the seat of power for the First Empire of the Nords, beginning with Ysgramor and continuing through the Ysgramor Dynasty.
- #7The Rift
Keys: The Rift, Rift Hold
Enabled · After character · Order 10 · 100%
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The Rift, otherwise known as Rift Hold,[1] is the a densely-forested region located in eastern Skyrim near the Morrowind and Cyrodiil borders. Rift is situated between many mountain ranges, including the Jerall Mountains and the Velothi Mountains.
- #8The Pale
Keys: The Pale
Enabled · After character · Order 10 · 100%
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The Pale is located in the central northern area of Skyrim and extends to the northern coast where Dawnstar is situated. The hold borders Hjaalmarch to the west, Whiterun to the south, and Winterhold and Eastmarch to the east. Most of the region is treacherously cold with pine forests that stand facing the harsh winds whipping down the mountains. Only in the southernmost part of the hold towards Whiterun does the harsh terrain abate and become grassy plains.
- #9Haafingar
Keys: Haafingar
Enabled · After character · Order 10 · 100%
Entry settings
Haafingar is the smallest Hold in area. Since the Fourth Era, the High King of Skyrim reigns from Solitude. The hold is separated from Hjaalmarch by the Karth River and The Reach by mountains. Dragon Bridge is the only access to the hold by road, crossing the Karth River. Much of the hold is rocky and mountainous with soaring snowy mountains surrounding the north and west of Solitude, though the lower lying areas including Dragon Bridge are mostly comprised of forests and hills.
Solitude is the jewel of Imperial Skyrim. Ruled by Jarl Elisif the Fair, widow of the late High King, it is home to the headquarters of both the Legion and the Thalmor. Part of the reason for this is the eminently defensible nature of Solitude itself. Set upon a great stone arch that towers above the mouth of the Karth River, and surrounded by the soaring peaks of the Haafingar Mountains, Solitude is both a reinforced and breathtaking stronghold. Given the city's name, it is ironic that over 80 percent of the Hold's population lies within Solitude's walls, but this is testament to the city's political importance, formidable defenses and diverse population. The Bards College is located here, as well as the sumptuous Blue Palace, the residence of the Jarl. Both are constructed atop the huge, natural arch that the city rests on, affording spectacular views over the Sea of Ghosts and Hjaalmarch to the east. Solitude's accessible docks and wharfs are in the relatively calm waters, making the trade one of the many reasons why the wealthiest of Nords hail from this capital city. Solitude is the one true cosmopolitan city of Skyrim.
- #10Hjaalmarch
Keys: Hjaalmarch
Enabled · After character · Order 10 · 100%
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Hjaalmarch is located in northern Skyrim, at the mouth of the Karth River. The capital, Morthal, lies near the center of the hold. The hold borders Haafingar, separated by the Karth River to the northwest, The Reach to the west, Whiterun to the south and The Pale to the east. Hjaalmarch's most distinct terrain are its swamps and marshes, but it also has snow-covered forests, mountains, and rocky plains, making it arguably the most geographically diverse of Skyrim's holds.
Sitting on the southern edge of the Drajkmyr Marsh, dry ground can be hard to come by in Morthal. The town is often shrouded in a thick fog, and ominous twisted trees grow in the surrounding marsh, which is known to contain vampires. Due to this, Morthal is a foreboding place for travelers, many of whom choose to steer clear of the place altogether.
- #11The Reach
Keys: The Reach
Enabled · After character · Order 10 · 100%
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The Reach is one of the nine Holds of Skyrim. Its capital is the ancient Dwemer city of Markarth, where the Empire-aligned Jarl Igmund resides and holds court in Understone Keep. The coat of arms for the Reach is a ram's head.
The Reach is infamous for harboring the Forsworn, a clan of Reachmen who are fighting a long war of independence and seek to retake Markarth from the Nords and free the Hold from Imperial authority. The Forsworn are the Reach's most common enemies and dwell in the Reach highlands. With the constant threat of Forsworn attacks looming over Markarth and its surrounding settlements, the Reach is often considered the most dangerous Hold of Skyrim, fit only for seasoned adventurers or hardened mercenaries.
- #12Whiterun
Keys: Whiterun
Enabled · After character · Order 10 · 100%
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Whiterun Hold is the central hold of Skyrim. It is named for the capital city of the hold, Whiterun. The landscape is mostly boreal plains with vast, sparse tundra and flowing rivers; however its most striking landmark is the Throat of the World, the highest peak in Tamriel. It is said among Nords that this is where mankind was first given life.
This hold is also known for having a large number of Giant camps. The White River divides the region. Sparse plains extend from west of the river to the township of Rorikstead near the western border, which is situated on ideal farmland. Much of the area near the southern border and east of the river is mountainous. Whiterun appears to have stable security, but some residents, such as Sinmir, complain that Whiterun's security is the worst in the province, calling it shameful.
- #13Morthal
Keys: Capital city of Hjaalmarch, Morthal
Enabled · After character · Order 10 · 100%
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Morthal, said to be named after the great Atmoran hero Morihaus, lies deep in the marsh, as the capital city of Hjaalmarch isolated from other villages and shrouded by a constant and ominous fog.
Morthal's small population and relatively remote location have kept it distant from most major conflicts in recent years. The citizens of Morthal appear reclusive and cautious of outsiders.
Due to their distrust of magic, the Jarl does not have an acting court wizard like many of the other hold capitals do. She remains neutral on the presence of a wizard in her town and allows him to practice magic and sell his supplies in the privacy of his own home.
- #14Solitude
Keys: Capital city of Haafingar, Capital province of Skyrim, Solitude
Enabled · After character · Order 10 · 100%
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Solitude is the capital city of both Haafingar Hold, and the province of Skyrim. Currently ruled by Jarl Elisif the Fair, widow of the late High King Torygg, it is the headquarters of the Imperial Legion stationed in Skyrim. General Tullius commands the Imperial army from the stone-walled Castle Dour with his second-in-command, Legate Rikke, while Solitude's Jarl, Elisif, resides in the Blue Palace. The Thalmor have an embassy hidden in the nearby mountains.
- #15Markarth
Keys: Markarth, Markarth Side, City of Stones, Capital city of The Reach
Enabled · After character · Order 10 · 100%
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Markarth, also known as the Markarth Side or the City of Stone, is one of the nine major cities in the province of Skyrim and the capital of the Reach. Markarth has held vast significance in the Reach, being claimed from the Reachmen to the Nords. Markarth was built from the ruins of Nchuand-Zel, which has been re-purposed into the modern city-state.
- #16Dawnstar
Keys: Dawnstar, Capital city of The Pale
Enabled · After character · Order 10 · 100%
Entry settings
Dawnstar is one of the major cities in Skyrim. Governed by Jarl Skald the Elder, Dawnstar is the capital of The Pale, and is known for its rich mines and harbor. It also serves as a garrison town along the northern coast of Skyrim. Dawnstar is one of the colder settlements in Skyrim; along with Winterhold and Windhelm, as it resides in perpetual snow and ice. Fort Dunstad is located to the southeast, near the Hall of the Vigilant and the border with Winterhold.
Alongside Winterhold, Dawnstar has very high dragon spawn rates, putting many of the residents at risk of being killed by the dragons if not killed quickly by {{user}} and Hold Guards that patrol the town.
- #17Riften
Keys: Rifton, Riften, Capital city of The Rift
Enabled · After character · Order 10 · 100%
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Riften or Rifton is one of the nine major cities in the province of Skyrim, being the capital of the Rift. Riften is a built along the shores of Lake Honrich, made from wooden platforms and serving as a main hub of trading throughout the Rift and the Southern Velothi Mountains. The lower canals are used as ports for skiffs moving throughout the lake.
- #18Windhelm
Keys: The City of Kings, Windhelm, Capital city of Eastmarch
Enabled · After character · Order 10 · 100%
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Windhelm, or the City of Kings is one of the nine major cities in the province of Skyrim. It is the capital of both the Giant's Run and the Eastmarch region of Skyrim. Windhelm is one of the oldest Tamrielic cities and is a shining example of how great the original Empire of Humans was in its prime.
- #19Riverwood
Keys: Riverwood
Enabled · After character · Order 10 · 100%
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Riverwood is a small village located in the province of Skyrim. The village is built on the eastern bank of the White River, in Whiterun Hold. It is a small Nordic village set in a valley, between the river and the steep mountainside of the Throat of the World. It serves largely as a stopping point and rural community along the road from Helgen to Whiterun.
- #20Throat of The World
Keys: Throat of The World, Monahven
Enabled · After character · Order 10 · 100%
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The Throat of the World, also known as Monahven is a major landmark in Skyrim, and the highest mountain of Tamriel.
Pilgrims travel from across Tamriel to climb the Seven Thousand Steps to the ancient monastery of High Hrothgar, where the order of the Greybeards dwells in absolute silence in their quest to become attuned to the Voice of the Sky.
The snow at the peak is said to never melt. Because of this, a strong alchemical apparatus known as the White Phial was crafted from it.
- #21High Hrothgar
Keys: High Hrothgar
Enabled · After character · Order 10 · 100%
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High Hrothgar is a monastery that sits at the top of the Seven Thousand Steps to the Throat of the World, the highest point in Tamriel. It is here the ancient Greybeards reside, living in absolute silence to better attune themselves to the voice of the sky.
- #22Thu'um
Keys: Thu'um, The Voice, Storm Voice
Enabled · After character · Order 10 · 100%
Entry settings
The Thu'um, also referred to as Storm Voice or simply the Voice, is a form of magic which utilizes the Dragon Language to form Dragon Shouts of immense power. The word itself directly translates to the word "shout" in the Dragon language. Most shouts are made up of three words of power, and using more words usually strengthens the effects of the shout in some manner. In addition to the ability to project one's voice into a shout, the Thu'um can also be used to share the knowledge and meaning of a word of power with another practitioner of the Thu'um and carve the written form of the word into a nearby surface usually by using the shout or by whispering the word of power. Mortal practitioners of the Thu'um may lose the ability to speak without causing devastation and put people who are not trained in the Way of the Voice in danger due to the strength of their voices, though others may not suffer from such a condition.
- #23Jarl
Keys: Jarls, Jarl
Enabled · After character · Order 10 · 100%
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Jarl is the official in charge of the local Hold, controlling the local Hold Guard and regulating trade. Each of the nine Holds of Skyrim are governed by a Jarl. The Jarls are largely independent, but they swear fealty to Skyrim's High King.
- #24High King
Keys: High Queen, High King
Enabled · After character · Order 10 · 100%
Entry settings
The High King or High Queen is a monarch who is typically responsible for governing the province, although in places with High Kings or Queens, the holds, regions, or provinces usually have more autonomy than in other places.
In Skyrim, the High King or Queen typically inherits the throne by birth and rules for life or until abdication. In the event that no direct heir to the throne exists, High Kings are selected by a moot, or vote, conducted by the current Jarls of each of the nine Holds. High Kings are traditionally either related to the previous High King, or a Jarl of one of the Holds. Votes occur most commonly when the previous High King dies. By Nordic tradition, a High King can be challenged in a duel by one of the Jarls. If they refuse, the challenger has grounds to call for a moot to elect a new High King.
- #25Elder Scroll
Keys: Aedric Prophecy, Elder Scroll, Kelle, The Elder Scroll
Enabled · After character · Order 10 · 100%
Entry settings
The Elder Scrolls (Kelle in the Dragon Language), also called the Aedric Prophecies (though the accuracy of that term is often disputed), are scrolls of unknown origin which simultaneously archive both past and future events. The number of the Scrolls is unknown not necessarily due to their immense quantity, but because the number itself is unknowable, as the Scrolls "do not exist in countable form". They are fragments of creation from outside time and space, and their use in divining prophecies is but a small part of their power. They simultaneously do not exist, yet always have existed.
Any person gifted with prescient powers is able to interpret the contents of the Elder Scrolls with practice. The information revealed about the future is never absolute. Once an event foretold within the Scrolls is carried out in the world it becomes fixed within them. Such insight into the inner fabric of reality comes at a price as the Divines usually take away the sight of the reader. As a result each new foretelling and interpretation strikes the reader with blindness for a greater period of time, while simultaneously granting them a broader view of the Scroll's contents. Ultimately, the reader, having engaged in frequent acts of prophecy, is left bereft of their vision, forever after removed of their right to read the Scrolls. By time-honored tradition, the Empire allowed only the priests of the Cult of the Ancestor Moth to read from the Scrolls, while younger members cared for the elders as they gradually and irreparably lost their sight. The Ritual of the Ancestor Moth is one method of reading an Elder Scroll.
- #26Thane
Keys: Thane
Enabled · After character · Order 10 · 100%
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Thane is an honorary title presented by the jarl of a hold to individuals of high esteem. The bestowed title is one of both recognition and prestige. Thanes may be chosen due to their importance to the city or for their heroic deeds. It is possible to become a thane of every hold regardless of which side in the Civil War is chosen. Each jarl has their own requirements for the title and may bestow the honor on multiple people. A jarl will give a new thane a houscarl.
- #27Housecarl
Keys: Housecarls, Housecarl
Enabled · After character · Order 10 · 100%
Entry settings
Housecarls are the personal bodyguards appointed to jarls and their thanes (if any) in Skyrim. Housecarls are free men and women who are voluntarily sworn to protect their masters with their own lives. Almost every jarl and thane in the province of Skyrim has their own personal housecarl that is often by their side. However, the housecarls of thanes are often found inside of that thane's home. Every housecarl that is appointed to you is also available as a follower, who, in turn, can carry out orders, carry equipment, and protect you from harm.
A few housecarls in the employ of jarls double as the general of their army, and are thus involved in planning war strategies. In terms of court politics, housecarls are the equal of court wizards, but less important than stewards and, of course, the jarls. In summary, housecarls are faithful guardians who are very useful in both the royal courts of Skyrim and in the deepest depths of its ruins.
- #28Thalmor Justiciar
Keys: Thalmor Justiciars, Thalmor Justiciar
Enabled · After character · Order 10 · 100%
Entry settings
Not all Thalmor in Skyrim are equal in station, or purpose. In fact, there is one group in particular that operates secretly, in the shadows — watching and waiting for those Nords who break the law, and continue their worship of Talos. These are the Justiciars, and it is their job to enforce the Talos ban of the White-Gold Concordat. During the Skyrim Civil War, the Thalmor have a tangible presence in cities in which the Empire has the most secure foothold. Some claim these Thalmor have far too much influence over the Empire and Imperial loyal Jarls.
Secretly, they have been instigating conflict between the Empire and the rebel Stormcloaks, directly interfering only in certain instances to keep the Skyrim Civil War going.
- #29Dragonsreach
Keys: Whiterun's Keep, Whiterun's Castle, Dragonsreach
Enabled · After character · Order 10 · 100%
Entry settings
Dragonsreach is Whiterun's keep in Skyrim. It was constructed in the ornate wooden style of the great Nord longhouses of ancient days. Visually and politically, it is very much the focal point of the entire city itself and perhaps even Skyrim as a whole. As is true of the keeps in other cities, Dragonsreach serves many important functions.
- #30Blue Palace
Keys: Blue Palace, Castle Solitude
Enabled · After character · Order 10 · 100%
Entry settings
The Blue Palace, also called Castle Solitude, is located in Solitude, the capital city of Skyrim. Solitude's awe-inspiring landmark is its ornate palace, where the newly appointed Jarl Elisif the Fair resides. It is built on the ruins of the old palace, which was destroyed by a fire. There is only one entrance: from the cloisters at the end of the Avenues District.
- #31Palace of The Kings
Keys: Windhelm's Palace, Palace of The Kings
Enabled · After character · Order 10 · 100%
Entry settings
Palace of the Kings is the palace of Jarl Ulfric Stormcloak in Skyrim. Found in Windhelm, this palace serves as the headquarters for both the Jarl of Eastmarch and the Stormcloak Rebellion. The court-wizard, Wuunferth the Unliving, teaches adept-level Destruction spells there. Inside the palace also lies the Windhelm's prison for those who have committed crime on the Eastmarch hold.
- #32Ratway
Keys: Thieves Guild Headquarter, Ratway, The Ratway
Enabled · After character · Order 10 · 100%
Entry settings
The Ratway is an underground tunnel system beneath the city of Riften. It is the base of operations for the Thieves Guild and also serves as home for other castoffs such as Lowlifes.
- #33Mistveil Keep
Keys: Mistveil Keep, Riften's Keep
Enabled · After character · Order 10 · 100%
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Mistveil Keep is the seat of power in Riften in The Elder Scrolls V: Skyrim. This stone keep is where Jarl Laila Law-Giver lives and rules, and where the city's jail and barracks are located. The barracks are to the left and the jail to the right of the main door into the Keep, with the banners on each side. This is where most of the city's guards reside. The barracks can also be entered from inside the keep, go to the hallway behind the throne, turn left and enter the room directly ahead. The door to the barracks is opposite the entrance.
- #34Night Mother
Keys: Night Mother, Lady of Death, The Night Mother, Blood Flower
Enabled · After character · Order 10 · 100%
Entry settings
The Night Mother, also known as the Blood Flower or the Lady Death, is the bride of Sithis, the Dread Father of the Dark Brotherhood. Those who wish to have someone assassinated pray to the Night Mother by performing the Black Sacrament, and she extends their requests to her Listener, who in turn passes the task on to the Speakers. It is debatable whether she was a single person, a title passed down through the eras, or an immortal spirit.
- #35Dawnstar Sanctuary
Keys: Dawnstar Sanctuary, Dark Brotherhood's Sanctuary
Enabled · After character · Order 10 · 100%
Entry settings
Dawnstar Sanctuary is an old, abandoned Dark Brotherhood sanctuary. It is said to be one of the oldest Dark Brotherhood sanctuaries in Skyrim, and has not been occupied in almost a century.
- #36White Hall
Keys: The White Hall, Dawnstar's Keep, White Hall
Enabled · After character · Order 10 · 100%
Entry settings
The White Hall keep serves as both the Jarl's residence and the place where he holds court. The keep's main feature is the large combined throne room, mead hall, and council chamber that dominates the largest portion of the main floor. To the right are the Jarl's bedchambers, while Madena, the Jarl's advisor (and spell vendor), resides on the upper floor, along with his servant Bulfrek. Madena's spell shop has been partly turned over to the Stormcloaks as a war room, with the blessing of Jarl Skald. A skill book can be found on a small table upstairs tucked between a barrel and pony keg in the room with the training dummy.
- #37Highmoon Hall
Keys: Highmoon Hall, Morthal's Keep
Enabled · After character · Order 10 · 100%
Entry settings
Highmoon Hall is a large building in Skyrim and the residence of the Jarl of Morthal.
Highmoon Hall is located in the northwestern town of Morthal. Highmoon Hall is the central meeting place for all citizens of Hjaalmarch. However, few seek audience with the reclusive and mysterious Jarl Idgrod Ravencrone. She spends most of her days pottering around this sturdy Nordic structure. Aslfur handles many of the citizens' grievances in the main hall, and some have come to question whether he is trying to remove that burden from his wife or trying to hide her deteriorating condition. The war room manned by Legate Taurinus Duilis across from the Jarl's chamber is an inconvenience Idgrod is having to live with.
- #38Understone Keep
Keys: Understone Keep, Nchuand-Zel
Enabled · After character · Order 10 · 100%
Entry settings
Located high above the city of Markarth, Understone Keep is a gigantic Dwarven structure, now used as the city’s keep.
Much like the city itself, the keep is built upon the ruins of an ancient Dwemer city of Nchuand-Zel; relics of their machinery and automatons can be seen throughout.
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