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Vanquisher's description
The Vanquisher is a 24-years old person born to a lower-middle class family in Anvil. Their early life is shrouded in mystery. The Vanquisher can be of any gender and any race. The chosen race of the Vanquisher plays a large role in the overall plot and unlocks unique content and topics, but also locks certain interactions. The Vanquisher has some combat skills they've acquired in the past, and can additionally train to be adept in magic or arcanoengineering. -
Celer launches towards its destination
Starting from Drakelowe Penitentiary, a train called Celer launched its journey towards Bravil, carrying a hundred prisoners in its quarters. The prisoners were handcuffed and seated on wooden benches. The Celer was guarded by a dozen Imperial prison guards, led by Paesius Valarus. The Celer was to deliver the prisoners to a large prison complex in Bravil, where they would be forced to work in a prison factory. -
The Vanquisher begins
The tale of the Vanquisher began in the very beginning of the year of 5E 338. Chosen by Lord Meridia to free her from bondage and liberate the Colored Rooms, the Vanquisher's task was nothing to envy. Through their travels, the Vanquisher met close friends, savage enemies and a few amusing assholes. Through their actions, the Vanquisher wrote themselves into Tamrielic lore as one of the most important figures of history, alongside the Hero of Kvatch and the Last Dragonborn. -
Formatting of the Vanquisher's Tale
The Vanquisher's adventures take place during the year of 5E 338. As the Vanquisher has free will to do things in their own pace, the dates in this timeline are inconsequential and don't reflect real dates. The Vanquisher's adventure could end in just a month. It could also take the entire year. Some events in this timeline are hypothetical, as the Vanquisher has the right to choose their own adventure. Only the main plot is covered in this timeline, minor plots and sidequests are not covered. -
The Vanquisher wakes up
The Vanquisher, jailed for unknown crimes, awakens inside Celer. They were woken by Azukil gro-Burzgk, an Orcish prisoner jailed for vandalism. After a few seconds of quiet, they are greeted by Paesius Valarus, a clerk for the Drakelowe Penitentiary, who asks for their name, their gender and their race. The Vanquisher now gains a chance to choose their physical appearance. The Vanquisher can choose between 10 different races, all with unique bonuses and perks. -
Race: Orsimer
Orsimer are the green-skinned Pariah Elves of Tamriel. Tall, muscular and aggressive in nature, the Orsimer strike fear into the hearts of their enemies. When in a state of mind called "berserk", Orsimer can momentarily forget all physical pain and charge at their foes. Orsimer are excellent defensive warriors and, thanks to their durable physique, can wield heavy weaponry to combat. Orsimer also excel in engineering. An Orcish Vanquisher gains bonuses to their Endurance and Strength attributes. -
Race: Argonians
Argonians are humanoid reptiles from the swamps of Argonia. Highly intelligent and dexterous, Argonians can master all fields of combat: arcane, physical and covert. Argonians can breathe underwater and are immune to poisons, giving them a considerable edge in stealthy combat. Due to their radically differing biology and idiosyncratic beliefs, Argonians often face discrimination from other races. An Argonian Vanquisher gains bonuses to their Agility and Intelligence attributes. -
Race: Nords
Nords are fair-skinned humans native to the cold province of Skyrim. The Nords are naturally resistant to extreme conditions. Although severely lacking in arcane capabilities, Nords excel in warfare, particularly in modern combat. Their durable physique allows them to wield flamethrowers and miniguns to their battles. Nords are known to be trustworthy, loyal and levelheaded. A Nordic Vanquisher gains bonuses to their Endurance and Strength attributes. -
Race: Redguards
Redguards are dark-skinned humans native to the arid province of Hammerfell. Redguards are considered to be the best warriors in Tamriel and excel in all fields of modern warfare. Their thrill-seeking nature makes them ideal offensive warriors, with an emphasis on hit-and-run attacks. The Redguards are nimble, quick-witted and confident, valuing honor and fearlessness above all. A Redguard Vanquisher gains bonuses to their Strength and Speed attributes. -
Race: Imperials
Imperials are olive-skinned humans native to the highly urbanized region of Cyrodiil. Imperials are considered to be the natural leaders of Tamriel, as they have historically ruled over all or most of the other races of Tamriel. Elegant, well-educated and ambitious, Imperials are highly talented and can master a wide field of abilities, from offensive combat to the arcane arts. An Imperial Vanquisher gains bonuses to their Strength and Personality attributes. -
Race: Dunmer
Dunmer are grey-skinned Elves originating from the volcanic province of Morrowind. Sinister and reclusive, the Dunmer are an aggressively xenophobic race with peculiar customs and beliefs. The Dunmer are intelligent, strong and resourceful and can be equally fearsome as wizards, warriors or rogues. The Dunmer are especially gifted in Destruction magic, making them formidable opponents on the battlefield. A Dunmeri Vanquisher gains bonuses to their Willpower and Agility attributes. -
Race: Altmer
Altmer are yellow-skinned Elves from the lush archipelago of Summerset Isles. The Altmer are tall, slender and with prominent pointy ears. Dignified, highly cultured and intellectually superior, the Altmer have unmatched arcane capabilities and are considered to be the best mages on Tamriel. In addition to their arcane aptitude, the Altmer are also brilliant scholars and eloquent speakers. An Altmeri Vanquisher gains bonuses to their Intelligence and Willpower attributes. -
Race: Bosmer
Bosmer are the forest Elves of the tropical province of Valenwood. As the daintiest race in Tamriel, Bosmer make up for their lack of physical and magical strength through their mastery of marksmanship. Switching their ancient bows for modern sniper rifles, Bosmer are the best sharpshooters of all the races in Tamriel and excel in special reconnaissance and stealth-based warfare. A Bosmeri Vanquisher gains bonuses to their Agility and Speed attributes. -
Race: Bretons
Bretons are light-skinned humans native to the temperate province of High Rock. All Bretons have a degree of Altmeri blood, due to historic interbreeding between the human and Elvish populations of High Rock. Bretons are peaceful, well-spoken and intelligent, with high capacity for abstract thought and creative pursuits. They have strong magical capabilities and are commonly found as mages. A Bretonic Vanquisher gains bonuses to their Intelligence and Personality attributes. -
Race: Khajiit
Khajiit are the feline inhabitants of the tropical province of Elsweyr. As they are inherently agile and shrewd, the Khajiit are the masters of stealth-based warfare. In combat, they use daggers, pistols and poisons, in addition to their sharp claws, to take down their enemies. The Khajiit are a downtrodden race, despised for their real or perceived natural affinity towards trickery and deceit. A Khajiiti Vanquisher gains bonuses to their Agility and Speed attributes. -
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The Vanquisher taken for questioning
A Dunmeri prison guard named Tadaso Gimvo orders the Vanquisher to follow them to a less-crowded area of Celer. In exchange for additional food rations, Gimvo asks the Vanquisher to snitch on their fellow passengers. The Vanquisher has the option to engage in sarcastic banter, snitch on Azukil or stay silent. In any case, Gimvo isn't satisfied by the Vanquisher's answers and leads them to return to their seat. After the Vanquisher sits down, they hear a high-pitched deafening screech. -
Celer's journey cut short
Before the Vanquisher has time to react, an explosion rattles the Celer. The windows are lit up by orange flames and loud grinding noises overtake all senses. The train shakes violently and derails into the forests of Upper Nibenay. The Vanquisher sees a large metal spike cut the train in half, slicing Gimvo into pieces. The last conscious moment the Vanquisher registers is the sight of people being violently jerked backwards. The Celer ends its journey inside a ditch. -
The Vanquisher regains consciousness
As the Vanquisher regains their consciousness, they see nothing but burning trees and corpses. Azukil, the lovable Orcish vandal, helps the Vanquisher on their feet. Paesius Valarus is held by a bunch of prisoners, who are speaking of killing him. The Vanquisher has the option of saving his life, saying nothing or joining the fun. In any case, Valarus draws out a gun and threatens the prisoners with death. The violent proceedings are cut short by the sounds of footsteps. -
Dragon League appears
Dragon League agents, wearing gas masks and assault rifles, surround the survivors of Celer and order them to identify themselves. One by one, all prisoners state their names. The Vanquisher can state their name, remain silent or state that their name is "fuck you". In any case, the League orders the survivors of Celer to follow them. Walking through the dark forest, Paesius keeps asking the League of their intentions. Their answer is cryptic: "you will be upgraded". -
Destination reached
Walking through the dark forests of Upper Nibenay, the Vanquisher is afforded a moment to study the Dragon League's soldiers in detail: they are intimidating, dressed in black and utterly humorless. After a short hike, the League agents state that their destination has been reached: the Darnell Chapel. It's an abandoned chapel of Kynareth. There seems to be activity inside the Chapel, and dark blue light periodically flashes from its windows. -
Darnell Chapel's real purpose revealed
Inside the Darnell Chapel, the Vanquisher feels anxious. It's filled with Dragon League agents, chanting monks, crying civilians and reanimated dead. It hits the Vanquisher that the Darnell Chapel has been turned into an Upgrader and that it exists to secretly turn Cyrodiilians into Cold Ones. In front of the Vanquisher is an orb of energy, which channels Numidium's powers to absorb souls, corrupt them and reinsert them. The Vanquisher sees their fellow prisoners turned into Cold Ones. -
The Vanquisher dies
As the Vanquisher steps in front of the orb, their soul is sucked from their body. The Vanquisher loses consciousness as their soul is separated from their body, killing them in the process. After a minute of overwhelming darkness and deafening silence, the Vanquisher wakes up in a dark room. In front of them is an orb of light. This orb whispers for the Vanquisher to not be afraid. The Vanquisher, terrified, observes the orb. It begins to slowly creep towards the Vanquisher. -
Lord Meridia appears
A figure of a woman appears from behind the orb. This figure speaks with a booming echo as it introduces itself as Lord Meridia, the Lady of Infinite Energies. "Don't be afraid, my Vanquisher," are Meridia's words as she turns into a dark mist. This mist enters the Vanquisher's body through their skin. The Vanquisher feels powerful, strong and deeply loved. After the process is complete, the Vanquisher is left alone, surrounded by silence and darkness. This lasts for a minute. -
The Vanquisher is brought back to life
The Vanquisher wakes up on Nirn. Their soul, removed from their lifeless body, is floating near the ceiling of Darnell Chapel. All the Dragon League agents are observing the Vanquisher's new soul with fright. A few seconds later, the soul-absorbing blue orb in the center of the Chapel explodes, casting fire in all directions. The Vanquisher's soul enters their lifeless body, laying on the ground. The Vanquisher wakes up with a loud gasp as they are being dragged away by Azukil. -
The Vanquisher saves the day
The Darnell Chapel burns and collapses, burying its dark secrets under a layer of soot and rubble. Vanquisher's fellow prisoners all scatter into the woods, laughing with joy. Paesius Valarus and Azukil both ask the Vanquisher to accompany them: Paesius wants them to speak with College of Whispers about their mystic powers and Azukil wants the Vanquisher to meet with his brother, a soldier of the Imperial Legion. The Vanquisher can choose to agree or disagree with either request. -
The Vanquisher chooses their new path
The Vanquisher now stands in the wilderness of Upper Nibenay. The Vanquisher can choose to follow either Azukil's path or Paesius's path, as both of them lead to the same destination. Or, the Vanquisher can choose to follow neither and go where their heart desires. After all, Cyrodiil is still a free land. Or, the Vanquisher can renounce their destiny and become a potato farmer in Nibenay. In our timeline, however, the Vanquisher chooses to follow Paesius's path. -
Driving to Bravil
The Vanquisher follows Paesius Valarus to an isolated phone booth along a highway. Valarus asks a co-worker to come and pick the duo up. As they wait, the Vanquisher can inquire about the state of affairs of Cyrodiil. The Vanquisher gains a chance to hear a brief summary of Cataclysm, the Dragon League and Tamriel's history. As their conversation ends, Valarus's co-worker arrives in an Antipeter-brand sedan. The duo enter the car and ride towards Bravil. -
The Lucky Old City
Bravil, the sixth-largest city in Cyrodiil, is a settlement grappled with poverty and crime. A few decades ago, Bravil almost broke out from its poverty under the mayoralty of Lars Publicius. Now, however, the city has once again turned into a squalid industrial nightmare, dominated by faceless factories, grim mass housing complexes and crappy highways. Crime rates in Bravil are the highest in Cyrodiil as numerous skooma cartels from Elsweyr have entered its turfs. -
Paesius Valarus's apartment
Paesius Valarus and the Vanquisher are dropped off in front of an apartment complex. Valarus, in a hurry to return to work, allows the Vanquisher to use his apartment for a few days to rest. Valarus also tells the Vanquisher to go to the Hesperian Gymnasium and meet with Marchan Botrel, a friend of his and a member of the College of Whispers. After Valarus drives off, the Vanquisher enters the complex and locates Valarus's apartment. Unsurprisingly, it's a rather crappy bachelor pad. -
Quests in the Hesperian District
Within the Hesperian District, the Vanquisher can accomplish three things:
1) The Vanquisher can shop for groceries and chat with an overly talkative Dunmeri shopkeeper about an strange artifact.
2) The Vanquisher can return to Valarus's apartment and chat with a neighbor, who is having problems with her plumbing systems.
3) The Vanquisher can go to the Hesperian Gymnasium and meet with Marchan Botrel. -
The Kwama Miner
Shopping at a grocery store, the Vanquisher spots a dark cube being sold as a "Daedric artifact". The shopkeeper, a Dunmer named Venddris, suggests to the Vanquisher that the cube is something called the Kwama Miner, an artifact of Lord Malacath. A Vanquisher with high Intelligence can inform Venddris that Malacath's artifact is actually called Volendrung. An adventurous Vanquisher can buy the Kwama Miner for thirty septims, only to discover that it's an inert cube made out of synthoplasm. -
The Plumber's Delight
After the Vanquisher returns to Valarus's apartment, they are greeted by Carlone, their new neighbor. Carlone asks the Vanquisher to come and fix her sink. A normal Vanquisher can refuse the offer. A quirky Vanquisher with high Engineering skill can agree to her request and fix her sink. Carlone spends the entire time extolling the virtues of the Dragon League and Lord Marius, who will remove the "lesser races" from Tamriel. A Vanquisher of "lesser race" can practice sarcasm with Carlone. -
The Vanquisher meets with Marchan Botrel
The Vanquisher travels to the Hesperian Gymnasium and asks for Marchan Botrel. They are directed towards Cabinet 5B. The Vanquisher makes their through crowds of teenage wizards and enters Botrel's cabinet. They identify themselves as a friend of Valanus's, which piques Botrel's interest. The Vanquisher tells Marchan of the Darnell Chapel and of speaking with Lord Meridia. Botrel, aware of the horrors of the Cataclysm, is sympathetic to the Vanquisher's plight. -
The Vanquisher given a hint
After Botrel finishes his collection of the Vanquisher's vital information, he suggests that the Vanquisher should contact the Order of Meridia, as they've got the time to deal with Meridia-related business. He gives the Vanquisher a hint to search the Bravil Service Tunnel for the Order. The Vanquisher can choose to express their amusement over the Temple's badly-chosen location. Botrel's response is a quiet chuckle, as he tells the Vanquisher to "enjoy the great atmosphere down there". -
Botrel gives the Vanquisher a diagnosis
Marchan Botrel suggests that the Vanquisher witnessed a hallucination, triggered by intense stress. The Vanquisher can either accept his conclusion with slight resignation or accuse him of insensitivity. In any case, Botrel asks the Vanquisher for a tissue sample and uses an arcane device to measure the Vanquisher's magical profile, as according to him: "Daedric Lords are known to occasionally harass mortals. I'll run a test on your vitals, in case you caught a case of the dreaded Daedric flu." -
Entering the Service Tunnel
The Vanquisher, told to search for the Order of Meridia in the sewers below Bravil, finds an open manhole. As the Vanquisher descends into the filthy Bravil Service Tunnel, they question their life choices. Nevertheless, the Vanquisher starts to trek through the sewer tunnels. They have to fight off rats, mudcrabs and slaughterfish, who've made the sewers into their home. As the Vanquisher reaches deeper into the tunnels, they begin to spot signs of civilization. -
Life inside the Bravil Service Tunnels
The Vanquisher walks into a tiny settlement, hidden deep inside the Bravil Service Tunnels. Populated by vagrants and skooma addicts, the settlement is not a welcoming place. The Vanquisher asks a few locals if they're aware of the Temple's location. Every single one of them answers negatively to the question. After spending a few minutes in the settlement, the Vanquisher is greeted by an old homeless Khajiit sitting on a carpet, who asks them of their intentions. -
The Vanquisher gains entrance to the Temple of Meridia
The Vanquisher responds that they're looking for the Order of Meridia. The Khajiit tells the Vanquisher that he has no knowledge of the Order. A charismatic Vanquisher can convince the man of their good intentions. A ruthless Vanquisher can threaten the Khajiit with violence. In any case, he is persuaded. He stands up and removes the rug he is sitting on, revealing a hidden hole. The Vanquisher descends this hole by using a ladder and reaches a new area of the Service Tunnel. -
The Temple of Meridia
After their above-ground presence was eradicated by the Dragon League, the Order of Meridia had hidden their headquarters within the Bravil Service Sewers. The Temple of Meridia is a grandiose structure carved inside the sewer walls, hosting a population of a few hundred devoted members of the Order. The Temple is located deep below the Bravil Service Tunnels and is guarded by armed troops. After the Vanquisher mentions Marchan Botrel, they're allowed to enter the Temple. -
Inside the Temple of Meridia
An Argonian member of the Order greets the Vanquisher. He asks the Vanquisher of their intentions. The Vanquisher answers that they have personally witnessed Lord Meridia and that they require answers to a few questions. The Argonian, who introduces himself as Priest Heir-Shei Ankhwal, is intrigued of the Vanquisher's close encounter with Lord Meridia and instructs them to visit the Head Priestess of the Order. The Vanquisher follows Heir-Shei to the private quarters of the Head Priestess. -
Meeting with Revolia Oranidus
Entering the quarters of the High Priestess, the Vanquisher finds themselves in a room covered with gems, colored glass panes and suspended strands of pure magic. An Imperial woman greets the Vanquisher and identifies herself as Revolia Oranidus, the leader of the Order. She asks the Vanquisher to enter the room. As the Vanquisher walks towards her, the strands of magic begin to float around and coalesce around the Vanquisher, producing a beautiful multicolored light show. -
The Vanquisher gains knowledge
The Vanquisher speaks of the Darnell Chapel and their meeting with Lord Meridia. Revolia smiles as she notifies the Vanquisher that her prayers have been answered. The Order of Meridia is understaffed, threatened by the Dragon League and close to disintegrating. Revolia has spent most of her time praying for Meridia to send divine help. The Vanquisher can either profess their wish to help the Order in defeating the Cataclysm, or suggest that they don't care much for the Order's well-being. -
The second Merid-Nunda tablet
Revolia smiles and tells the Vanquisher not to be afraid. She shows the Vanquisher a golden tablet, bearing inscriptions in a foreign language. Revolia calls it the second tablet of the four Merid-Nunda tablets, and asks the Vanquisher to read it. The Vanquisher can either ask for guidance or sarcastically point out that they're illiterate. Revolia takes a hold of Vanquisher's hand and guides it along the tablet. The words start to shift, making the tablet intelligible to the Vanquisher. -
The first part of the Transformer Prophecy
"PRAYERS have been offered up through love of life: Mortals, honour Meridia in the battle of battles.
You, who wish to use the Transformer, hear words which I, Meridia's faithful servant, utter.
A cry was raised which reached the Gods, a cry to punish The Trickster for his deceit.
Auri-El and Trinimac shred the Trickster's mortal coil and flung it across the Starry Heart.
A Drop, a Drop the Transformer harnesses: a Drop had reached us Wild Elves, who accepted it gladly." -
The second part of the Transformer Prophecy
"The Transformer, when it had come to existence, gave the Fuel to the two world-halves Barrel asunder.
Like barren wolves, moreover, Men swelled the waters of Starry Heart: the singen Drop was imprisoned.
Lead us from Evil To Good
From Unreal To Real
From Death To Life
Life Life Life Life Life." -
The Merid-Nunda Prophecy
Tjurhane Fyrre, an esteemed Ayleid scholar of the Second Era, wrote the Merid-Nunda Prophecy, which was dictated to him by the Daedric Lord personally. The Merid-Nunda Prophecy served as a fail-safe, in case Lord Meridia's realm was ever under threat from some sort of an enemy. As Meridia's one of the lesser Daedra, this prophecy was deemed to be of little value and its four tablets were scattered around Cyrodiil after Fyrre's death. It was written on four golden tablets, in an Ayleid script. -
The Transformer
The second tablet of the Merid-Nunda Prophecy suggested that in order to end the Cataclysm, an artifact called the Transformer was required. The Order of Meridia had deciphered the vague second tablet and understood the the "Drop" referred to Chim-el Adabal, an Ayleid artifact. The Chim-el Adabal used to be the central red diamond in the now-destroyed Amulet of Kings. The Prophecy suggests that the Chim-el Adabal is the Transformer, needed in order to defeat the Dragon League. -
The Joining of the Order of Meridia
Revolia asks the Vanquisher to join the Order of Meridia and help them to reconstruct the Chim-el Adabal. The Vanquisher can choose to either join the Order or refuse the request. If the Vanquisher refuses to help the Order, Revolia is upset and asks them to return if they reconsider. After refusing her offer, the Vanquisher is given free reign to explore Cyrodiil, complete minor quests and train their skills. However, the main storyline won't advance until the Vanquisher joins the Order. -
Profile: Revolia Oranidus
Revolia Oranidus is the Head Priestess of the Order of Meridia. In her youth, Revolia studied to become a priestess of the Nine Divines. After the Cataclysm began, she defected from her seminary to join the Order. Revolia became the Head Priestess shortly after the former Head Priest was murdered by the League. Although the Order has lost a lot of its former members and splendor, Revolia's principled leadership has kept the Order alive. -
Personality & Appearance: Revolia Oranidus
Revolia is 27 years old by 5E 338. She's a young Imperial woman with flowing ginger hair, brown eyes and prominent freckles. Revolia is a pleasant, friendly Imperial with a flowery way of speaking. Thanks to her worship of Lord Meridia, Revolia has gained strong Restoration magic powers and can teach the Vanquisher various anti-undead spells. Her devotion to Meridia's cause is strong and unquestionable. Revolia's welcoming to Vanquishers of all races. -
The Vanquisher joins the Order of Meridia
If the Vanquisher chooses to join the Order immediately, Revolia is ecstatic and promises to aid them in any way possible. If the Vanquisher takes some time to join the Order, Revolia is still quite pleased, but believes the Vanquisher to be a slightly shady character. In any case, the Vanquisher progresses in the main storyline. The Temple of Meridia becomes the Vanquisher's new home and side quests can be completed for the Order's members. -
Plans set in motion
The Order of Meridia used to have a large temple in Anvil, where they did most of their recruiting work. After a Dragon League suicide bomber destroyed the Temple, it was abandoned and turned into a cheap motel. In a meeting between Revolia Oranidus, Heir-Shei Ankhwal and the Vanquisher, it's decided that the Vanquisher will go to Anvil and help the Anvil branch of the Order to restore the Temple to a working condition. The Vanquisher will be accompanied by Priest Heir-Shei Ankhwal. -
Travelling to Anvil
The Vanquisher and Heir-Shei Ankhwal take a train to Anvil. During the ride, the Vanquisher is given a chance to inquire about many topics concerning Lord Meridia, the Colored Rooms, the Order of Meridia and the Argonian Departure. Heir-Shei answers all of Vanquisher's questions with grace, but has little tolerance for sarcasm. A few minutes after the Vanquisher departs from Bravil, they fall asleep. Four hours later, they wake up in the Tasicci train station. The duo have reached Anvil. -
Profile: Heir-Shei Ankhwal
Heir-Shei Ankhwal is a loyal priest of Meridia and a member of the Order of Meridia's internal security force. Heir-Shei is one of the few Argonians who refused to commit suicide and join the Argonians in the Hist, as he's a worshiper of the Daedra and shuns Hist worship. Formerly a free-for-hire mercenary, he joined the Order shortly after it was created, as a defender and a protector. Due to his occupation, Heir-Shei is closely acquainted with the Dragon League and their tactics. -
Personality & Appearance: Heir-Shei Ankhwal
Heir-Shei Ankhwal is 35 years old by 5E 338. He's a purple-scaled Argonian with prominent cranial ridges, two white horns, a long scaly tail and orange-colored eyes. Heir-Shei is a reserved man, who values reliability over bravado. He has dedicated his life to destroy the Dragon League and takes his mission very seriously. An Argonian Vanquisher has the option to inquire further about the Departure and gains Heir-Shei's sincere friendship in the process. -
The Pearl of the Gold Coast
Anvil is the second-largest city in Cyrodiil, and one of the largest cities on Tamriel. Anvil is defined by its vast entertainment industry, its Redguard and Altmeri minorities, its warm climate and its extravagant architecture. Anvil also happens to be the Vanquisher's birthplace, although in conversations Vanquisher reveals that they remember little of their childhood. The Vanquisher and Heir-Shei Ankhwal travel to the coastal Benirus District, where the abandoned Temple of Meridia lay. -
The Temple of Meridia located
The Vanquisher and Heir-Shei Ankhwal locate the Temple of Meridia. Its entrance was turned into a motel, while its main building was boarded up and abandoned. The entrance, now called the Lazy Squirrel Motel, was owned by former members of the Order and served as their headquarters in Anvil. The Vanquisher gains a permanent free room in the Lazy Squirrel Motel and can now complete quests for the Order of Meridia in Anvil. -
Quests in Anvil
While the Temple is being rebuilt in Anvil and the Chim-el Adabal is being reconstructed in Bravil, the Vanquisher can do the following quests for the Order of Meridia:
1) The Vanquisher can enter a mine shaft and attempt to rescue a kidnapped Order priest from the Dragon League.
2) The Vanquisher can secure a shipment of two tons of soul gems for the Order of Meridia.
3) The Vanquisher can venture into the lower reaches of the Temple and clear out a crypt. -
The Mine of Horrors
A priest of the Order, Quentin Gallenus, had fallen to the Dragon League and was being tortured to reveal the location of the Temple of Meridia in Bravil. He was held inside an ancient mine shaft, located below the streets of Anvil. The Vanquisher steeled their nerves as they entered the mineshaft. The shaft was guarded by dozens of League soldiers. The Vanquisher dispatched them quietly and made it to the end of the shaft, only to discover Gallenus's corpse. The quest was a failure. -
Visiting Philick & Sons headquarters
The Vanquisher and Heir-Shei enter the main office of Philick & Sons in Anvil. They are greeted by Zenor Philick, the Procurement Officer of the company. The Vanquisher can either persuade Zenor to come clean about the delay of the shipment or intimidate Zenor into confessing. Either way, Zenor tells the duo that all shipments are delayed until further notice, as the company's main warehouse was taken hostage by a group of criminals. The duo agree to clear out the warehouse. -
Souls for Sale begins
Revolia contacted a soulgem mining company in Anvil called Philick & Sons for a shipment of two tons of lesser soul gems, needed for the reconstruction of Chim-el Adabal. Although money was exchanged, Philick & Sons never delivered the soul gems. Heir-Shei Ankhwal and the Vanquisher are tasked by Revolia to visit the company's offices in Benirus District and investigate the reason behind the shipment's delay. -
Souls for Sale ends
After clearing the warehouse of all criminal elements, the duo return to Zenor. He agrees to resume the shipping of soul gems with no further delay. A paranoid Vanquisher can force Zenor to sign the shipping manifest in their presence. A persuasive Vanquisher can coerce Zenor into monetarily reimbursing the Vanquisher for the "emotional trauma" they acquired after slaying the criminals. In any case, the shipping goes through and the construction of Chim-el Adabal can continue. -
Clearing out the warehouse
Heir-Shei and the Vanquisher enter the company's warehouse, located a few miles from the headquarters. It's controlled by a group of Dunmeri criminals, called the Camonna Tong Faction. Negotiations with the group fail, and the Vanquisher and Heir-Shei are forced to take them out via force. Rather cleverly, the criminals have set up soulgem-based traps around the warehouse. However, they prove no match for the Vanquisher and Heir-Shei, who successfully clear the warehouse. -
Too Spooky For Me ends
In the middle of the crypt is an opened coffin. It's being guarded by a vicious green-tinted wraith, who calls himself Pinarus. The Vanquisher is forced to fight the wraith. Accompanied by blood-curdling screams, the wraith uses telekinesis to throw sharp nails and loose stones at the Vanquisher. In the middle of the fight, the Vanquisher comes to the realization that the cause for the wraith's anger is his disturbed coffin. The Vanquisher closes the coffin's lid and the wraith disappears. -
Too Spooky For Me begins
The efforts to restore the Temple of Meridia in Anvil are hampered by occasional attacks from ghosts, who seem to originate from the Temple's basement. The Vanquisher is instructed to clear the basement of evildoers. Equipped with silver bullets, the Vanquisher enters the basement and comes face-to-face with multiple ghosts. Venturing deeper into the basement, the Vanquisher enters a disturbed underground crypt, the reason behind the above-ground attacks. -
The Temple of Meridia is finalized
As the Vanquisher completed their quests, Heir-Shei and his team of engineers worked hard to restore the Temple of Meridia to its former splendor. Eventually, the Temple was restored and again became a center of recruitment for the Order. The Temple was heavily guarded by the Order's security forces and held regular services, praising Lord Meridia and her anti-undead activities. After the Temple was completed, Revolia sent word to Heir-Shei that the Vanquisher was needed back in Bravil. -
Revolia's plans revealed
The Vanquisher and Heir-Shei use Recall to transport themselves into the Temple of Meridia in the Bravil Service Sewers. They meet with Revolia, who has interesting news to share: the Thalmor Talons are interested in working together with the Order to reconstruct the Chim-el Adabal. Although Heir-Shei expresses his displeasure in working with the Thalmor, Revolia makes it clear that the Order lacks the aptitude necessary to reconstruct the Chim-el Adabal by themselves. -
The Thalmor-Order Pact
The Empire and its numerous factions consider the Order of Meridia to be a shady cult and have refused the Order's requests to assist them in the reconstruction of Chim-el Adabal. The Thalmor, driven from their homeland by the Cataclysm, are desperate enough to consider helping the Order. The Thalmor-Order Pact, an informal verbal agreement made between Revolia and the Thalmor, sees the Vanquisher and Heir-Shei deliver the unfinished Chim-el Adabal stone into the Thalmor Embassy in Skingrad. -
A meeting is set up in Anvil
Using Recall to deliver themselves back into the Temple of Meridia in Anvil, Heir-Shei and Vanquisher wait for the Thalmor Talons to show up. The Vanquisher has the option to inquire about the Thalmor Talons, the Thalmor ideology and the state of the Dominion. They learn of the Omnioccidit, the totalitarian Dominion regime and the Thalmor Talons's dark history of political suppression. As they wait, a distant siren is heard in the background. -
Invasion of Cyrodiil begins
The Cyrodiilic Perimeter was breached near the city of Brenaford. Millions of Cold Ones entered Cyrodiil and began marching towards Anvil. The Imperial Legion launched operations to curtail their advances, but no conventional weapons were effective enough to take out millions of enemies at once. As the Vanquisher spent their days running errands for the Order of Meridia and had little time to spend on watching the news, they were unaware of the invasion. -
Meeting with Psyria Aelaire
Psyria Aelaire, a member of the Thalmor Talons, arrives unaccompanied to the meeting. From the very beginning, she takes a ruthless interest in the Chim-el Adabal. She asks if the Chim-el Adabal can be utilized as a weapon to end the Cataclysm. Heir-Shei confirms that the Chim-el Adabal plays an important role in the Merid-Nunda Prophecy. As Heir-Shei shows her the unfinished and inert Chim-el Adabal, Psyria's face lights up with glee. -
Running through the streets of Anvil
The trio exit the Temple and make their way through the barricades. Chaos rules the streets as the Imperial Legion tries to desperately hold off the Cold Ones from attacking civilians. Psyria, Heir-Shei and the Vanquisher use their combat skills to take out numerous Cold Ones in their way. As the trio reaches Psyria's car, Psyria orders the Vanquisher to enter the car. As they do so, Psyria shoots Heir-Shei in the head, murdering him in cold blood, and gets in the car. -
Invasion of Anvil begins
The meeting is interrupted after a priest notifies Heir-Shei that the city's under attack. As the Vanquisher peers through a window, they see fighting on the streets. Heir-Shei attempts to use Recall to bring himself, the Vanquisher and the Chim-el Adabal to safety. However, he's interrupted by Psyria, who uses a blocking spell to end the Recall process. At gunpoint, Psyria orders the two to follow her into the streets. Heir-Shei and the Vanquisher are left with no options and follow Psyria. -
Escape from Anvil
Psyria steps on the gas and drives through the chaos of warfare. Before the Vanquisher can respond to the murder of Heir-Shei, Psyria's car is wrapped in a magical shield. The car, equipped with a Recall arcanoemitter, transports itself away from Anvil. After the magical shield evaporates, the Vanquisher observes that the car is now driving on a rainy country road. A road sign states that Skingrad is ten miles away. -
The discussion of Heir-Shei's death
An enraged Vanquisher accuses Psyria of murdering Heir-Shei. Her response is flippant: she only had two seats in her car. The Vanquisher is disgusted by Psyria's explanation and calls them a psychopath. A smug Psyria tells the Vanquisher that they have a lot to learn if they wish to work alongside the Thalmor. The Vanquisher can choose to tell Psyria that they find the Thalmor to be evil. Psyria's response is to recite a list of Imperial crimes against the Altmer. -
A change of plans
As Psyria holds the unfinished Chim-el Adabal in her hands, she reveals to the Vanquisher that it was never the intention of the Thalmor to help the Order of Meridia, a "cute little make-believe cult for cute little people". Instead, the Thalmor offer the Vanquisher a chance to help them to carry out sensitive missions, as the exploits of the Vanquisher have impressed the Thalmor Talons. The Vanquisher asks if they have a choice to refuse. Psyria's response is a quiet chuckle. -
Profile: Psyria Aelaire
Psyria Aelaire is a high-ranking member of the Thalmor Talons. She was born in the metropolis of Alinor to a working-class family. Psyria lived in a crime-infested neighborhood, where she had to develop self-defense skills. Psyria ran with violent Alinori youth gangs. As she was confident and ruthless, Psyria rose to become the leader of six united gangs in Alinor. This arouse the suspicion of the Thalmor, who gave her an option to betray her allies and join the Talons as a secret agent. -
The Vanquisher accepts Psyria's "offer"
The Vanquisher demands to be let out of the car. Psyria, who is not used to dissent, admits to the Vanquisher that if it was up to her, the Vanquisher would already be lying in a ditch somewhere. However, in exchange for giving the Thalmor the Chim-el Adabal, Revolia demanded the Vanquisher to be kept within the Embassy as a neutral observer. After hearing this, the Vanquisher abandons their resistance and reluctantly agrees to be driven to the Embassy in Skingrad. -
Personality & Appearance: Psyria Aelaire
Psyria is 43 years old by 5E 338. Psyria is an Altmer with long blonde hair, yellow-colored narrow eyes and arched eyebrows. She's an expert of Destruction magic and wears a dark robe equipped with arcanoemitters, allowing her to perform supernatural feats during combat. Psyria adheres to Thalmor ideology and treats non-Altmer Vanquishers with a degree of rudeness. Her disposition is noticeably sunnier towards an Altmeri Vanquisher. -
The Fortress of Cyrodiil
The third-largest city in Cyrodiil, Skingrad is the capital of the Colovian region and has been traditionally considered the second capital of the Empire. A majestic city of castles, awe-inspiring churches and mansions, Skingrad represents the Colovian values of dignity, pride and lawfulness. Skingrad has the lowest crime rate in Cyrodiil and is an orderly, well-kept city. The Thalmor Embassy, which houses the Dominion government-in-exile, is located a few miles away from Skingrad. -
The Thalmor Embassy
The Embassy, located a few miles away from Skingrad proper, is a large mansion housing the highest tiers of the government of the Aldmeri Dominion. The building itself seems benign enough, but rumors suggest that the Thalmor are using the Embassy to continue suppressing their political enemies. As a result, the Embassy's existence in Skingrad is controversial and the city council has voted three times to demolish it, vetoed every time by the Elder Council. -
Vanquisher enters their new home
Psyria shows the Vanquisher their new private quarters within the Embassy building. She orders the Vanquisher to stay within the confines of the Embassy and forbids them from carrying weapons. Psyria gives the Vanquisher some time to rest and recuperate from their adventures. The Vanquisher also gains an opportunity to inquire about the Thalmor, the state of the Dominion and their role within the Talons. Psyria, a refugee from the Isles, speaks rather candidly about the fall of her homeland. -
Meeting with Veryan Rûdhon
The Vanquisher is given a chance to meet with Omniseer Veryan Rûdhon, the leader of the Aldmeri Dominion. As he is 238 years old, Veryan is frail, grouchy and fairly forgetful of small details. As he was born in the year of 5E 100, Veryan offers the Vanquisher an unique opportunity to learn of the history of Aldmeri Dominion. Veryan can also be persuaded to speak of Durion Thorontur, the Omnioccidit and other Altmeri war crimes, all of which he strongly condemns. -
Life within the Embassy
A non-Altmeri Vanquisher is treated with open hostility by the residents of the Embassy. The Vanquisher can either choose to ignore their hostility by acting politely, or verbally confront the Thalmor members within the Embassy. If the Vanquisher chooses the hard way to deal with their hostility, they will soon discover that their private quarters are bugged with listening devices and guarded by a group of heavily armed "bodyguards". -
Reconstruction of the Chim-el Adabal
The Chim-el Adabal is being reconstructed inside a hidden laboratory, located below the Embassy. It's staffed by ex-Chimer researchers and can only be accessed by those with special clearance. The reconstruction effort is being directed by two ex-Chimer wizards: Arcanist Oroth Vaemor and Junior Arcanist Saramae Envalur. As for now, the Vanquisher is denied entrance to the laboratory, as they are considered a potential security risk due to their non-Thalmor background. -
Profile: Norros Camorun
Norros Camorun is a member of the Thalmor Talons. A native of Southern Valenwood, Norros was born in the city of Greenheart. As Norros was an ardent supporter of Thalmor rule, he made himself available for their use. He was recruited as an informant by the Thalmor Talons. Norros infiltrated the Green Brotherhood ecoterrorist group and joined their local cell. When the time came to betray their trust, Norros did it with no remorse. After the dust had settled, he joined the Talons. -
The Vanquisher receives assignments
After the Vanquisher has recovered from their travels, they are given assignments by Psyria to make themselves useful for the Thalmor:
1) The Vanquisher can accompany Agent Norros Camorun and help prevent a possible alchemical attack in Skingrad.
2) The Vanquisher can accompany Psyria and infiltrate an Imperial Conservative Party meeting in order to assassinate a League-sympathizing Elder Councillor.
3) The Vanquisher can assist Saramae Envalur in her search for the Sanguine's Rose. -
Personality & Appearance: Norros Camorun
Norros is 27 years old by 5E 338. He is a short tan-skinned Bosmer with slicked-back brown hair, green hooded eyes and an unshaven face. Norros is a sinister and a rather antisocial man, with little patience for the Vanquisher and their quirks. Even if the Vanquisher is a Bosmer, Norros treats them with contempt. However antisocial as he might be, Norros is a well-trained killer and an excellent sharpshooter, with the highest body count in the Embassy. -
An Explosive Situation
In Skingrad's Rosethorn District, thousands of Altmeri refugees have established an Altmeria: a gated community for Altmer inhabitants only. Directly opposite from the Altmeria are numerous apartments. One of these apartments is controlled by the Dragon League and contains stockpiles of bosarium gas, to be used to kill the Altmeria's residents. The Vanquisher, accompanied by Norros Camorun, has to clear out the apartment and neutralize the gas stockpiles in order to prevent a potential disaster. -
An Explosive Situation finished
As soon as Norros and the Vanquisher enter the apartment, they come under heavy assault. Norros, who prefers to sneak, is a reliable fighting companion. As the duo reaches the final floor, desperate League soldiers flood the apartment with bosarium gas. Norros and the Vanquisher salvage gas masks from dead League soldiers and clear out the apartment. Norros notifies Imperial law enforcement of the gas stockpiles and leaves with the Vanquisher before they arrive. -
Uninvited Guests begins
Regillus Lex is a staunchly conservative member of the Elder Council and a suspected sympathizer of the Dragon League, who is too well connected and rich for the Empire to take down. The Thalmor, however, are willing to give it a try. Psyria and the Vanquisher arrive to a fundraiser held by the Imperial Conservative Party, called the "Cataclysm Aid". As Psyria was unable to provide clearance for the Vanquisher, they are forced to sneak in through an open window. -
Regillus Lex spotted
The fundraiser itself is rather boring and consists of chatting, eating and heartfelt speeches. However, things take an interesting turn after Regillus Lex gives a speech praising Lord Marius for his "intense love of the Imperial race". As Lex ends his speech, Psyria and Vanquisher follow him throughout the party. Lex grows suspicious after constantly running into them. As Lex confronts the duo, the Vanquisher and Psyria pretend to be blind. -
Uninvited Guests ends
Regillus Lex confronts Psyria and accuses her of being an Elvish parasite. As Lex's racist tirade continues, Psyria's fury rises. The Vanquisher, thinking on their feet, tear off their pants and run around the fundraiser, yelling obscenities. Psyria uses this distraction to grapple Lex and wrestles him into an empty room. As the Vanquisher is thrown out from the fundraiser, they see Lex plummet from a balcony above. Psyria stands on the balcony, proud over her handiwork. -
Profile: Saramae Envalur
Junior Arcanist Saramae Envalur is a member of the ex-Chimer reconstruction team. A native of the Isle of Auridon, she was born in the city of Firsthold. Even as a child, Saramae exhibited magnificent arcane aptitude. Her well-off parents sent her to the Auridonic Gymnasium, a private school for magically-blessed kids. Saramae studied the field of Alteration in depth. Through her studies, she came in contact with the Thalmor Chimer and joined them shortly after graduating. -
Personality & Appearance: Saramae Envalur
Saramae is 25 years old by 5E 338. She's a willowy Altmer with short dark hair and almond-shaped eyes. Saramae is aloof, soulful and deeply introverted. She's reclusive and rarely interacts with other residents of the Thalmor Embassy. As a highly educated wizard, Saramae is capable of very sophisticated arcane experiments, including time reversal and interdimensional travel. She's one of the few members of the Embassy to disregard Thalmor ideology and is friendly with Vanquishers of all races. -
The Blood Rave begins
In order to hasten the reconstruction of Chim-el Adabal, Junior Arcanist Saramae Envalur requires a Daedric artifact. Psyria orders the Vanquisher to accompany Saramae to Castle Skingrad, where worshipers of Lord Sanguine can be found. As he is one of the more cordial of the Daedric Lords, Saramae believes that he can be persuaded to hand over his artifact, the Sanguine's Rose. Saramae and the Vanquisher embark from the Embassy and sneak into the abandoned Castle Skingrad. -
Meeting with Lord Sanguine
Lord Sanguine, the Daedric Prince of Debauchery, is furious over the death of his minion Choqnu. The Vanquisher can choose to calm Sanguine down by convincing him that Castle Skingrad is a dreary place for a lich to reside in. After Saramae asks Sanguine for his artifact, his eyes light up. He is willing to part with the Sanguine's Rose, but wants Saramae and the Vanquisher to party with him first. As they have no other choice, Saramae and the Vanquisher enter Sanguine's Realm. -
Exploring the Castle Skingrad
Castle Skingrad was abandoned in the 5E 200's and declared an Imperial heritage site. As a result, it was taken over by undead creatures allied with Lord Sanguine. Thankfully, Saramae is a powerful wizard and manages to protect both herself and the Vanquisher. Eventually, the duo reach the basement of the Castle and meet a lich called Choqnu, the self-proclaimed master of Skingrad. After Choqnu is defeated, the duo are greeted by Lord Sanguine himself. -
The Blood Rave
Inside the Sanguine's Realm, an orgy is taking place. Hundreds of demons are dancing, drinking skooma and performing coitus as blood rains down from the skies. Sanguine forces Saramae and the Vanquisher to drink skooma and join the party. As the demonic party progresses, the dancers begin to lose their limbs. Saramae tries to transport the Vanquisher away from the party, but is too high to remember the correct spell. The party continues until everyone's dead except the Vanquisher and Saramae. -
Lord Sanguine's power trip
As the party dies down, Sanguine demands the Vanquisher's attention. He performs coitus with one of his demons and asks the Vanquisher to dirty talk him. The Vanquisher can choose to be sarcastic, be abusive or be unwilling to go along with Sanguine's wishes. In any case, Sanguine keeps intense eye contact with the Vanquisher, weirding them out. Eventually, Sanguine's ritual comes to an end and he returns Saramae and the Vanquisher back into Castle Skingrad. -
The Blood Rave ends
Back in Castle Skingrad's basement, Sanguine gives the Vanquisher his artifact, the Sanguine's Rose. He applauds the Vanquisher's courage and gives them an open invitation to join him again. As Saramae's delirious and keeps dropping in and out of consciousness, the Vanquisher has to cut the interaction short and leaves from Castle Skingrad with the Sanguine's Rose. Back in the Thalmor Embassy, Saramae and the Vanquisher promise to never talk about the Blood Rave to anyone. -
The Red Diamond begins
After the Vanquisher gains the Sanguine's Rose, they're instructed to speak with Oroth Vaemor, the leader of the Chim-el Adabal's reconstruction effort. To finalize Chim-el Adabal's construction, Oroth needs "The Chim-el Adabal", a book written by famed necromancer Mannimarco. While 90% of the book consists of random ramblings, the other 10% contains detailed illustrations of the Chim-el Adabal's internal structure. The Talons know of an Ayleid ruin near Skingrad said to contain the rare book. -
Profile: Oroth Vaemor
Arcanist Oroth Vaemor is an ex-Chimer wizard and the leader of the Chim-el Adabal's reconstruction project. Oroth was born in the city of Lilandril. While studying in the Praxographical Academy of Lilandril, he acquired impressive knowledge on various arcane subjects. In order to impress his teachers, he opened a portal to the realm of Clavicus Vile and successfully communicated with the Daedric Lord. This feat made him famous and allowed him to enter the ranks of the Thalmor Chimer. -
Personality & Appearance: Oroth Vaemor
Oroth is 38 years old by 5E 338. He is a lanky Altmer with high cheekbones, yellow-colored eyes and brown hair. Extroverted and flamboyant, Oroth is a popular resident of the Thalmor Embassy. He is rather chatty and has a tendency to share many aspects of his private life with willing listeners. On a more darker note, Oroth is an intense Altmeri supremacist and lets a non-Altmeri Vanquisher know that he considers them to be racially inferior and a mere tool for his desires. -
The Hunt for Metaphysics begins
The Vanquisher, Norros Camorun and Psyria Aelaire arrive near the Ayleid ruin of Viirs Fafren, a few miles away from the Embassy. Thalmor Talons had captured Penitus Oculatus internal communications, which suggested that the "The Chim-el Adabal" book is hidden inside the ruin. Viirs Fafren was designated an Imperial heritage site a few years ago and was protected from scavengers. As a result, Viirs Fafren is overrun with all kinds of monsters and the trio is forced to fight their way inside. -
Fighting inside Viirs Fafren
The ruin is controlled by a Goblin tribe called Dust Eaters, who've built a small industrial civilization inside Viirs Fafren. Goblins, who've began to use guns instead of maces, prove to be formidable opponents. Norros uses stealth, Psyria uses Destruction magic and the Vanquisher is free to use their own tactics to dispatch them. The trio fights their way into Viirs Fafren's lowest reaches, where a minigun-wielding Goblin Shaman refuses to surrender and puts up fierce resistance. -
Entering Cell 012
After the Goblin Shaman is killed, the trio discover a clandestine Dragon League laboratory called Cell 012. Psyria suspects that the book might've been taken to the Cell by the Dragon League. Walking through Cell 012, the trio notices torture chambers, gas stockpiles and scenes of depraved medical experimentation. Norros, Psyria and the Vanquisher banter with each other as they traverse Cell 012. In some areas, automatic defense systems remain in operation and need to be taken care of. -
Inside Cell 012
In the main area of Cell 012, the trio find rooms full of computers. In one particular area, there are numerous test tubes, where the League had tried to perform experiments on their own members. The League had attempted to fuse arrays of soul gems into their bodies in an attempt to produce humans with arcane superpowers. Apparently, the experiments were a failure, and these test tubes were left abandoned. The trio enter an office area and start to search for the book. -
The Search for "The Chim-el Adabal"
Psyria, Norros and the Vanquisher rummage through an office area in order to locate the book. After Norros searches a desk, he comes across the "The Chim-el Adabal". As the book itself is incredibly rare, it's immediately taken away from his hands and inserted inside a protective sleeve by Psyria. Norros is insulted by this and expresses his belief that Psyria doesn't trust him enough to handle the book. A brief argument starts and the Vanquisher can pick their side. -
The Dragon League appears
The argument is cut short by the sounds of footsteps. Dragon League soldiers enter the room and demand the trio to hand over the book. The trio refuse their request and dispatch them in a firefight. An agent of the Dragon League makes a proclamation over the dormant intercom system, asking the Vanquisher to stop working with the Thalmor and consider joining the League. The Vanquisher, although surprised that the League is aware of them, loudly refuses the offer. -
A noble death
Fighting door-to-door, the trio struggles against the League's superior firepower. Norros leads the trio into an elevator he had previously found, which could take them out of Cell 012. As the elevator descends, the trio take up defensive positions inside a warehouse and fight off the League. Moments before the elevator arrives, Norros is shot in the head by a League sniper. Psyria and the Vanquisher, although distraught, run into the elevator and escape with the book. -
Escape from Cell 012
Psyria and the Vanquisher slowly ascend upwards in the elevator. Psyria is overwhelmed by Norros's death. The Vanquisher can either console her emphatically, ignore her in silence or suggest that they felt glad over Norros's death. If the Vanquisher chooses the third option, Psyria is angered and notifies the Vanquisher that they can expect no further help from the Thalmor Talons. In this timeline, however, the Vanquisher chooses a less-aggressive option and keeps the Talons support. -
The Red Diamond ends
Psyria and the Vanquisher speedily return to the Embassy, along with the "The Chim-el Adabal". The Vanquisher is finally allowed to enter the laboratory inside the Embassy's basement and can observe the nearly reconstructed Chim-el Adabal up close. Psyria delivers the book to Oroth, who enthusiastically starts to read it. The Vanquisher has an option to openly ponder over the significance of the League knowing them by name. However, their pondering is cut short by Saramae's frantic arrival. -
Thalmor Talons banned within Cyrodiil
The assassination of Regillus Lex was investigated by Penitus Oculatus, who accused the Talons of carrying it out. As a response, the Elder Council voted to authorize the Foreign Agents Act, banning all non-Imperial secret services from operating within Cyrodiil. This ban was directed towards the Thalmor Talons, who were declared "potential terrorists" by the Act. As a consequence, the Imperial law enforcement were given legal rights to enter the Thalmor Embassy and arrest all Talon agents. -
Oroth escapes from the basement
After Saramae arrived in the basement, she frantically informs Psyria that the Imperials are coming to arrest them. Oroth, who had only recently gained necessary knowledge to finalize the reconstruction effort, takes the news especially hard. Psyria orders him to escape with the semi-finalized Chim-el Adabal and guard it from the League with his life. Oroth grabs the stone, uses Recall and disappears. Psyria, Saramae and the Vanquisher chat as they wait for the Imperials to arrive. -
Thalmor Talons under arrest
Imperial law enforcement enters the Embassy and merrily begin arresting all Thalmor Party members on sight. They are accompanied by two Penitus Oculatus agents, a Khajiiti female and a Nordic male. These two agents lead a group of police officers into the basement, where Psyria, Saramae and the Vanquisher are waiting. The trio is subdued and their weapons are confiscated. Psyria greets the Oculatus agents with smug familiarity, calling them by their first names: Do'zha and Vikmar. -
Taken to custody
The Penitus Oculatus agents remove the trio from the basement. Psyria is separated from Saramae and the Vanquisher and is driven away by the Khajiiti agent. The Vanquisher and Saramae are forced into a police van by the Nordic agent and are handcuffed to their seats. The Vanquisher has the option to protest their innocence, but their words are unheeded. The Oculatus agent, called Vikmar Karlssen, demands the Vanquisher to remain silent and save their breath for the interrogation. -
Driving to nowhere
The Vanquisher and Saramae are driven to an unknown destination by a mysterious Oculatus agent for sinister reasons. Saramae and the Vanquisher use this time to discuss Oroth's evacuation, Norros's death, Psyria's disappearance and their possible future in an Imperial prison. Agent Karlssen, annoyed by their conversation, turns up the radio and listens to to aggressive Nordic Petra music. As the weather outside turns snowy, the Vanquisher realizes that Karlssen's taking them to the North. -
The Silver City
Bruma is the seventh-largest city in Cyrodiil and home to a large Nordic population. Due to its location deep in the Jerall Mountains, Bruma's constantly covered with a blanket of snow and ice. Bruma is an old-fashioned city, dominated by country estates, steel factories and Nine Divines churches. Its population has traditionally been politically active and the Syndicalist Party has ruled over the city for the past sixty years straight. -
Personality & Appearance: Vikmar Karlssen
Vikmar Karlssen is 35 years old by 5E 338. He is a muscular ex-military Nord with short brown hair, a scruffy beard and light blue eyes. Vikmar usually dresses in a leather jacket and carries a shotgun. Vikmar is hot-tempered, cynical and has a caustic way of speaking. He dislikes non-human Vanquishers. He also harbors mistrust against Bretonic Vanquishers. If the Vanquisher is a Nord/Redguard/Imperial, Vikmar's noticeably friendlier. -
Profile: Vikmar Karlssen
Vikmar Karlssen is an agent of the Penitus Oculatus. A native son of Skyrim, Vikmar was born in the city of Morthal to a family of soldiers. He joined the Imperial Legion and steadily rose in ranks to become a member of the Imperial Arcanii special forces. As an Arcanii infiltrator, his main task was to clear out Forsworn bases in Skyrim. While clearing out a Forsworn encampment called Subroza, Vikmar was gravely wounded and he was forced to resign from the Arcanii and join the Oculatus. -
Arrival in the Honmund Cell
Agent Karlssen parks the van inside a garage. The Vanquisher and Saramae are forced to exit the van and follow him. Karlssen removes a slab of plywood on the garage's floor to reveal a spiral staircase. After descending down the staircase, the Vanquisher and Saramae are separated. The Vanquisher is escorted by Karlssen to an interrogation room. When they inquire about their fate, Karlssen practices dark humor by suggesting that there's an electric chair waiting for the Vanquisher. -
Interrogation of the Vanquisher
The Vanquisher is handcuffed to a seat inside the interrogation room. Karlssen sits across them, accompanied by a senior Oculatus agent named Valentin Marocentor. Karlssen asks the Vanquisher to reveal the location of the Chim-el Adabal stone. The Vanquisher can choose to answer truthfully or to feign ignorance. In either case, Marocentor suggests that the Vanquisher is purposefully hiding the stone's location and has to be imprisoned for their anti-Empire activities. -
The interrogation ends
In order to officially join the Empire's effort to defeat the Dragon League, the Vanquisher has to gain clearance from the Elder Council. Although skeptical, Agent Marocentor is willing to contact the Council and give it a try. In the meantime, he tasks Agent Karlssen to give the Vanquisher limited freedom to aid Penitus Oculatus activities in Bruma. Agent Karlssen removes the Vanquisher's handcuffs and shakes their hand, welcoming them to the Honmund Cell. -
The interrogation continues
Agent Karlssen asks the Vanquisher of their past. The Vanquisher tells Karlssen of the Celer's derailing, their meeting with Lord Meridia and their dashing escape from the Darnell Chapel. Karlssen inquires about Lord Meridia, and the Vanquisher mentions the Order of Meridia and the Merid-Nunda Prophecy. Karlssen is surprised to hear that the Vanquisher is aware of the prophecy and suggests to Marocentor that they should be given a chance to aid the Empire's war against the Dragon League. -
The Vanquisher given limited freedom
The Vanquisher can now use the Honmund Cell as their new home. It's staffed by a skeleton crew of about six Oculatus agents and a small group of engineers and caretakers. The Vanquisher gains access to sleeping quarters and can use a requisitions officer to purchase weapons and armor. Saramae Envalur, who was interrogated by a separate Oculatus agent, was released after her knowledge of the Chim-el Adabal proved useful to the Empire and joins the Honmund Cell as an engineer. -
Assignments in Bruma
After the Vanquisher is given some time to rest and get to know their new colleagues, Agent Karlssen gives them a list of assignments:
1) The Vanquisher can assist Agent Karlssen in hunting down a dangerous Orcish serial killer in the Helvius District of Bruma.
2) The Vanquisher can accompany Saramae and delve deep inside a library to locate "Divine Metaphysics", a book needed by the Synod.
3) The Vanquisher can assist Agent Fedayan Arinhari in contacting the Dark Brotherhood. -
The Helvius Creeper begins
The Helvius District is grappled with fear as an Orcish serial killer has committed a series of murders within the district. The Helvius Creeper exclusively targets young male Redguards. Investigations by Imperial law enforcement have turned up zero clues. The Helvius Creeper is armed with a pistol and has a body count of eight victims, all killed in a similar manner: a single shot to the back of the head. Agent Karlssen and the Vanquisher arrive in the Helvius District to investigate. -
Investigation in the Helvius District
Agent Karlssen and the Vanquisher visit the family members of the victims. Three visits turn up no clues. Their fourth visit, made to an Redguard refugee named Fuwr, proves to be fruitful: Fuwr points towards his neighbor, an antisocial Orc called Demrog Maroz. Karlssen and the Vanquisher knock on his door with no reply. The Vanquisher can choose to either break in his door or to find a way around. In any case, the duo enter the apartment and discover it to be full of anti-Redguard literature. -
The plot thickens
Agent Karlssen calls the local police prefecture and obtains Demrog Maroz's employment history. Demrog works in a soup factory called Bruma Yum-Yums. Karlssen and the Vanquisher pay a visit to the factory. Its owner, a Nord called Lars Engmenrsen, testifies to Demrog's hatred of Redguards, stemming from childhood abuse he suffered while living in a Hammerfellian orphanage. Lars gives the duo the address of Demrog's girlfriend, Mazga Morbuk. Karlssen and the Vanquisher pay Morbuk a visit. -
The Helvius Creeper ends
Agent Karlssen and the Vanquisher enter Morbuk's house in the Helvius District. The house appears to be empty. As Karlssen and the Vanquisher investigate Morbuk's home, the Vanquisher wanders down to the basement. Sitting in the basement is Demrog Maroz, the Helvius Creeper. Demrog ominously observes the Vanquisher while smoking a cigar. As Demrog suddenly reaches for his pistol, the Vanquisher takes cover. Rather than fight, Demrog commits suicide, putting his spree to an end. -
The Divine Metaphysics begins
Agent Karlssen tasks the Vanquisher and Saramae Envalur to gain entrance to the Novaroma Library and find a way to sneak out a book called "Divine Metaphysics", an ancient book written by a Dwemeri scientist named Kagrenac. The book allowed the Dragon League to reconstruct the Numidium, and the Penitus Oculatus believe that the book could be used to find some sort of a flaw inherent to Numidium. Saramae and the Vanquisher arrive to the Novaroma Library, located in the upscale Lirrian District. -
Entering the Novaroma Library
Thanks to Saramae's encyclopedic knowledge of magicka, she convinces the front desk clerk that she's a member of the College of Whispers on a mission to restore the library's books to mint condition. Saramae and the Vanquisher gain entrance to Novaroma Library's massive archives and search for the Divine Metaphysics. A polite Vanquisher can choose to aid Saramae in finding the book. A wacky Vanquisher can draw genitals on ancient spell books, infuriating Saramae. -
Unwelcome visitors
Saramae eventually finds the Divine Metaphysics, falsely categorized under "historic fiction". As the duo tries to exit the Novaroma Library, they discover that the archive's entrance door has been locked. Dozens of Cold Ones, led by a Dragon League agent, flood the archive in an attempt to stop the duo from delivering the book. The Vanquisher and Saramae use their combat skills to take out the Cold Ones and defend the book from ruination. -
The Divine Metaphysics ends
After successfully fighting off the Cold Ones, the duo kill the Dragon League agent in a dangerous duel. From his corpse, the Vanquisher retrieves a key and unlocks the archive's entrance door. The front desk clerk, after peering into the archive, attempts to detain them and charge them for damages done to the books. A virtuous Vanquisher can persuade the clerk to reconsider their position. A less virtuous Vanquisher can threaten the clerk with violence, earning Saramae's enduring disapproval. -
Personality & Appearance: Fedayan Arinhari
Fedayan is 29 years old by 5E 338. He is a thin heavily-bearded Dunmer with a narrow oval face, red-colored eyes and black hair. Unlike most Dunmer, Fedayan is a flamboyant, boisterous man with a penchant for roguish behavior. A cunning social manipulator, Fedayan's specialty within the Oculatus is espionage, assassination and infiltration. Fedayan gets along with Vanquishers of all races and is noticeably flirty with female Vanquishers. -
Profile: Fedayan Arinhari
Fedayan Arinhari is a Dunmeri agent of the Penitus Oculatus. Fedayan is a native of Morrowind's fertile Deshaan Plain. His parents were killed by Argonian partisans during the Fifth Arnesian War. He grew up in an overcrowded orphanage in Narsis. Fedayan mastered the art of thievery and began selling his skills to the highest bidder. After he successfully carried out a series of political assassinations and bank heists, the Penitus Oculatus contacted him with an offer he couldn't refuse. -
Holy Sithis begins
Penitus Oculatus intelligence suggests that a Dark Brotherhood cell has sprung up within Bruma. Oculatus lack crucial information on the cell's size, affiliation and continuity with the Dark Brotherhood of the old days. Karlssen sends the Vanquisher and Agent Fedayan Arinhari to investigate the Dark Brotherhood and to gauge their intentions. The duo begins their investigations in the Cockbite Bar, a watering hole in the Arnora District where the Brotherhood is rumored to recruit from. -
The Cockbite Bar
Inside the Cockbite Bar, Agent Arinhari and the Vanquisher blend in with the crowd. Both get drunk and discuss their lives in candid detail. As the Vanquisher laments their lack of a love life, Arinhari notices three shady characters enter the bar. Fedayan orders drinks for the suspects and watches them imbibe. The three hooded figures all collectively freeze. Arinhari, who had spiked their drinks with a paralyze poison, joins them and demands information on the Dark Brotherhood. -
The Black Sacrament
The three hooded figures give Arinhari a small note and leave the bar. Arinhari and the Vanquisher read the note, which speaks of a ritual called the Black Sacrament. The duo travels to Arinhari's bachelor pad and perform the ritual, meant to invoke the Night Mother. In a moment of trickery, Arinhari invokes the Dark Brotherhood to kill the Vanquisher. Before the Vanquisher can accuse Arinhari of betrayal, he gives the Vanquisher a weapon and orders them to be ready for anything. -
An assassination foiled
The Vanquisher, used as bait, walks around Bruma and interacts with people. Arinhari closely shadows their movements from the rooftops. As the Vanquisher obliviously visits a sweet shop in order to purchase some sweetrolls, Arinhari spots a camouflaged sniper on a rooftop. He tackles the sniper and beats him into submission. Joined by the Vanquisher, Arinhari interviews the assassin. He reveals the location of the Brotherhood. -
The Dark Brotherhood discovered
Apparently, the Dark Brotherhood kept their headquarters hidden below the Cockbite Bar. Arinhari and the Vanquisher walk back into the bar. Amidst the protests of the bartender, they rummage around the bar in an attempt to discover the Dark Brotherhood. The Vanquisher removes a doormat to discover a hidden hole. Arinhari and the Vanquisher use a ladder to descend into the hole. They walk around a pitch-black basement, surrounded by occasional footsteps and sounds of whispers. -
Meeting with Kur Urveso
Arinhari and the Vanquisher's progress is halted after dozens of Dark Brotherhood assassins surround the duo. Their leader, Kur Urveso, appears to speak with them. He is a Reachmen from Western Reach, who re-founded the Brotherhood in Bruma after coming across the Five Tenets book. Kur Urveso asks of the duo's intentions. The Vanquisher can either persuade Urveso to start assassinating Dragon League members or shun their assistance and accuse them of being criminals. -
Holy Sithis ends
If the Vanquisher persuades Kur Urveso to declare a war against the Dragon League, they are given a chance to join the Brotherhood, starting a separate questline. In addition, the Dark Brotherhood occasionally sends assassins to help the Vanquisher in times of trouble. If the Vanquisher chooses to shun the Brotherhood's assistance, they are told to depart from the Bruma Sanctuary. Occasionally, during later stages of the main story, the Vanquisher is attacked by Dark Brotherhood assassins. -
The Vanquisher gains clemency from the Elder Council
Agent Valentin Marocentor sent word from the Imperial City that the Elder Council had agreed to expunge the Vanquisher's record and gave them clearance to officially work with the Penitus Oculatus. In dire need of trustworthy helpers, the Elder Council sent a private letter to the Vanquisher, commending them for their good work in securing a safer Cyrodiil. -
Invasion of Bruma begins
As the Vanquisher returns to the Honmund Cell, they see it in a state of evacuation. They learn that a general warning has been given to all inhabitants of Bruma to evacuate the city, as the armies of the Cataclysm have penetrated the Cyrodiilic Perimeter in multiple areas near the Jerall Mountains. Saramae Envalur and Agent Fedayan Arinhari are both taken by Agent Karlssen to the Imperial City, where they are supposed to join Project Leyawiin. As for the Vanquisher, other plans await them. -
Oroth Vaemor resurfaces
Before his departure, Karlssen gives the Vanquisher an important briefing. Arcanist Oroth Vaemor has been spotted in Bravil. As he still held onto the Chim-el Adabal, an artifact of utmost value in the fulfillment of the Merid-Nunda Prophecy, he was considered to be a valuable target. Agent Do'zha Khaspar of the Penitus Oculatus had stalked him and discovered that he was being shielded by the Order of Meridia, whose help he had seeked out. The Vanquisher is tasked to assist in his capture. -
Profile: Do'zha Khaspar
Do'zha Khaspar is an agent of the Penitus Oculatus. A native of Elsweyr, she was born in the city of Rimmen to a family of police officers. Encouraged by her family to become a master of self-defense, she earned fame as a bounty hunter in Anequina. She worked for the Daughters of Elsweyr to hunt down dangerous criminals and harass skooma cartels. Eventually, she was contacted by the Penitus Oculatus and joined their ranks. Do'zha is friendly with Vanquishers of all races. -
Personality & Appearance: Do'zha Khaspar
Do'zha is 26 years old by 5E 338. She's a Cathay-breed orange-colored Khajiit with a furry round face, yellowish-green eyes, upright-pointed ears and a long tail. She's lively, impulsive and always on the move. Do'zha speaks fluent Ta'agra and uses this ancient Khajiiti language to curse and make offensive comments. She's highly trained in martial arts and quick on her feet, making Do'zha a highly effective killing machine. -
The Clearance begins
The Vanquisher arrives in Bravil and meets up with Agent Do'zha in the Varonian District. Do'zha had already heard of the Vanquisher's good work in Bruma and greets them warmly. The Vanquisher enters her car as the duo drive towards the Bravil Service Tunnel. The Vanquisher's confused, as they believed that the location of the Temple of Meridia was a closely-guarded secret. With smug confidence, Do'zha answers that the Penitus Oculatus know of everything that goes on in Cyrodiil. -
Entering the Bravil Service Tunnel
The duo ditch their car near a manhole. Do'zha enters the manhole and suggests the Vanquisher to do the same. The Vanquisher can choose to make a humorous comment on her willingness to enter the filth-encrusted sewers. Eventually, the two enter the Bravil Service Tunnel and walk through its labyrinthine tunnels. They have to fight off rats, mudcrabs and occasional bands of criminals as they make their way towards the Temple of Meridia. -
The Temple is reached
As Do'zha and the Vanquisher advance towards the Temple of Meridia, they feel gradually increasing heat. Their worst fears come true when they reach the Temple: it's been set ablaze. Do'zha and the Vanquisher spot Dragon League soldiers around the Temple and open fire. Sporadic gunfire sounds from the Temple, suggesting that some priests might've survived. As Do'zha is afraid of the League killing Oroth and stealing the Chim-el Adabal, the duo run into the Temple in order to save him. -
A disturbing sight
The Vanquisher and Do'zha fight off dozens of heavily armed Dragon League soldiers and Cold Ones. The Vanquisher and Do'zha are outnumbered and have to take cover behind a destroyed statue of Lord Meridia. As they fight the League, the Vanquisher spots Oroth Vaemor. He is accompanied by two Dragon League soldiers, who are escorting High Priestess Revolia. Before the Vanquisher can act, Oroth shoots Revolia in the stomach. -
Intense fighting in the Temple
The Vanquisher, enraged, stands up and yells obscenities at Oroth. Terrified over seeing the Vanquisher, Oroth flees from the entrance area. Do'zha jumps over the broken statue and runs after him, leaving the Vanquisher to take on the League soldiers by themselves. The combination of open flames, smoke and Destruction magic causes poor visibility inside the Temple. Eventually, the Vanquisher crushes their opponents and runs after Do'zha and Oroth. -
Oroth Vaemor pinned down
Oroth fled into Revolia's private quarters, where he was pinned down by Do'zha. Injured and losing blood, Oroth states that he gave Chim-el Adabal to the Dragon League, as he wished to be on the "right side of history". Oroth curses the duo for attempting to stop the Cataclysm and reveals that Lord Marius is aware of the Vanquisher and their attempts to fulfill the Merid-Nunda Prophecy. The Vanquisher can attempt to reason with Oroth, but he is delirious and utterly self-assured. -
Oroth evades capture
The Vanquisher's argument with Oroth is interrupted by Revolia's calls for help. Oroth uses this distraction to cast a Recall spell and flees from the Temple. Do'zha and the Vanquisher make their way towards Revolia, who seems to be alive, although critically injured. Revolia lights up after seeing the Vanquisher and states that she's glad to see that the Empire has accepted them as one of their own. -
The death of Revolia Oranidus
As Revolia dies, she holds the Vanquisher's hands in her grip. Her last words are "don't be afraid". The pain the Vanquisher feels over the death of their earliest ally is vivid. Thanks to the betrayal of Oroth Vaemor, the Dragon League has succeeded in eradicating the Order of Meridia and gained the Chim-el Adabal. After Revolia passes away, Do'zha suggests that it's time to move, as the Temple is falling apart. The Vanquisher leaves the Temple with a heavy heart. -
The First Act ends
As the Vanquisher leaves from the destroyed Temple, the first act of the Vanquisher's three-act tale comes to an end. From their humble roots as an escaped convict, the Vanquisher has risen to become a trustworthy fighter, in service of the people of Tamriel. During the Second Act, the Vanquisher will begin working directly to end the Cataclysm and will meet numerous new characters in very high places. The Vanquisher will become Lord Marius's enemy number one, with dire consequences. -
Consequences of the Cataclysm
As the tale progresses, the Vanquisher notices that the border areas of Cyrodiil are progressively sealed off by the Cyrodiilic Perimeter. So far, County Anvil and County Bruma have fallen to the Dragon League and are inaccessible to the Vanquisher. As the story progresses, more and more of Cyrodiilic cities and areas fall to the Dragon League, making them inaccessible for the Vanquisher to visit. -
Interactions ahoy!
Every conversation gives the Vanquisher options to respond in a different way. Usually, there's a "virtuous" choice, a "sarcastic" choice, a "forceful" choice and a "neutral" choice. The choices the Vanquisher makes have consequences on their future interactions and can lock/unlock special content. -
Weapons of Tamriel
The Vanquisher can use a wide arsenal of modern, pre-modern and arcane weapons. A Vanquisher with a preference for modern combat can use assault rifles, machine guns, sniper rifles and pistols. A magically-inclined Vanquisher can utilize Destruction, Illusion, Alteration, Conjuration and Restoration schools of magic. A pre-modern Vanquisher can use enchanted swords, crossbows and daggers. A Vanquisher with Engineering skills can use arcanoemitters to augment their weapons with arcane powers. -
Reputation scales
The choices the Vanquisher makes have an effect on their reputation. There are four reputation scales: "smartass", "chivalrous", "maverick" and "well-balanced". The choices the Vanquisher makes during their adventures change these scales. These scales have a direct effect on dialogue, for instance: if the Vanquisher grows their "smartass" scale, they unlock new sarcastic answers. If the Vanquisher grows their "chivalrous" scale, they unlock new emphatic answers. -
Choices, romances and friendships
A male Vanquisher can romance Saramae Envalur. A female Vanquisher can romance Fedayan Arinhari. Only Altmeri male Vanquishers can romance Psyria Aelaire. Only human female Vanquishers can romance Vikmar Karlssen. Khajiiti Vanquishers of both genders can romance Do'zha. As the story progresses, the Vanquisher will meet more potential partners. The Vanquisher's race determines their relationships with some characters and locks out certain relationship paths, most notably with Psyria and Karlssen. -
Expansion: The Wild Hunt
A wizard from Synod used an Elder Scroll to time travel into Fourth Era Valenwood. This absent-minded wizard accidentally killed a very important person: a Thalmor agent, who put an end to the Lynpar Conflict of 4E 300 by triggering the Wild Hunt. The Vanquisher has to rectify the wizard's mistake by traveling back in time to replicate all of the agent's actions. "The Wild Hunt" expansion allows the Vanquisher to travel to pre-industrial Valenwood and experience Tamriel in an entirely new way. -
Expansion: Western Reach
"Western Reach" expansion allows the Vanquisher to travel to the Kingdom of Western Reach as an envoy of the Penitus Oculatus. The Western Reach is a dangerous region, full of radioactive tornadoes, aggressive wild beasts, nirnquakes, destroyed cities and vicious Reachmen terrorists. "The Western Reach" expansion gives the Vanquisher free reign to explore a vast new hazardous open world, interact with new factions and deal with the Alessian Order, a disturbing order of zealots. -