User:MolagBallet/Cut Content Separation 7

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21337012, 0, 302, 3438170, "Dearest Dalii,\n\nWhile work in the mine is hard and barely worth the pay, I have good news! The foreman bribed a shepherd, and we now have kwama on site. There are plenty of eggs, so at least you know I'll be eating right.\n\nI hope to see you soon," 21337012, 0, 303, 3438417, "… began exploring this Ayleid ruin … massive bookcases line the walls in some areas. Unfortunately, the tomes crumble when we've attempted to remove them … saddens me to think of the knowledge lost to time.\n\n… told Nael not to touch it, and now … strange sounds from the tombs … sounds like something is clawing nearby … see what we can collect before we leave … time … the dead have risen, and I can't find the exit." 21337012, 0, 304, 3438853, "Let this be a lesson to greedy double-crossers. If you're going to steal a share of the loot, make sure you don't get caught.\n\n—Arbhu-ra" 21337012, 0, 305, 3438992, "Bardus,\n\nYour father still hasn't forgiven you for destroying his prized beehives when you decided to use them as practice targets for your sword thrusts. If I remember correctly, the incident required you to spend three days in the healer's tent. And still you didn't learn a thing.\n\nYour mother, likewise, hasn't forgotten the episode with the serving maid and the love potion. The poor lass still has to shave her back every full moon.\n\nSo, martial and magical training are out of the question. Your parents have now charged me to educate you in the virtues of tradecraft. They hope that with this basic knowledge (and a large honorarium) they can apprentice you to a master crafter. I have written this primer to reinforce today's lesson and to provide you with something you can review at your leisure.\n\nAll tradecrafts follow the same fundamental principles. Whether you intend to bake a pie, forge a sword, or craft an enchantment, the methodology is the same. \n\nIngredients\n\nIn any tradecraft, you combine two or more ingredients to create a single superior product. This is not like the time you tried to smash two pony guar together to make a larger pack guar. You must combine the correct ingredients and use the correct tools: hammer and anvil, mortar and pestle, or cauldron and fire, depending on the craft. Only then can you succeed. \n\nMost crafted items require at least two ingredients. For example, a sword needs smelted iron for the blade and tanned leather for the hilt. Potions require dried flowers and pure water. Enchantments need gems and setting materials. \n\nYou must gather the raw ingredients from the wilderness or, knowing your approach to everything you do, find them in an unattended crate.\n \nNext, the raw ingredients must be refined. Smelt the ore into ingots, spin the raw cotton into cloth, and cut and polish the gems. Then, at your workbench, you can create something your father might actually be proud of.\n \nAdditives\n\nWith basic ingredients you can craft basic items. You can create improved items by increasing the quantity and quality of ingredients. As you discovered last year, a ten-pound sledge is more effective in smashing your mother's urns than a one-pound hammer—though, as you learned, the ten-pound sledge is also more difficult to control. \n\nTo solve this problem, tradecrafters infuse their ingredients with additives. Resins and oils make woods more supple and strong. A dash of imp stool makes a health potion more effective. (Wipe that smirk from your face. You know I was talking about the mushroom, you horrid young man.)\n\nAdditives also interact with each other to imbue a crafted item with magical properties. It requires three different additives for a magical effect to take hold. Which combinations of additives produce what effects we shall save for another lesson.\n\n(Note to Self: Edit this before delivering it to the young master.)" 21337012, 0, 306, 3441897, "<Most of the ink on this pompous document has smeared.>\n\n\"… does hearby grant the property Voljar Meadery, including all buildings and contents therein, to Haraldar and his brothers, with posession to be taken immediately by 4th Seed …\"\n\n<The end of this document has been torn off.>" 21337012, 0, 307, 3442185, "Sahun and Hjaron visited the shrine today. They asked for Kyne's blessing before sailing off to join King Jorunn's war. My sons have grown into proud, strong, honorable men. This will be Hjaron's first battle, but he will be aboard his brother's war vessel. Kyne will protect them both.\n\nThe war between our king and his brother comes closer to home each day. Many of the Keepers have started to hear that their children, wives, and husbands are dying in battles. I urge them to remain strong. Kyne will watch over their loved ones in Sovngarde. I know it's hard, but we must not lose faith. We all knew the risks.\n\n* * *\nMy sons are both gone. I received word that Sahun's vessel sank in a surprise attack. Killed by Orcs, of all things! Why would Kyne allow this to happen? Why take both of my sons? They were all the family I had left. And killed by Orcs? What a disgrace! Why would Kyne allow this? Why would she do this to us?\n\n* * *\nKyne is a lie. She does nothing. Our prayers fall on deaf ears. We have found another to embrace us, one who feels our pain and knows the hardships of war. I would never have given myself to a Daedric Prince before, but desperate times call for desperate measures. \n\nShe knows the pain we feel. We are no longer the Keepers. We embrace a new power. We will take Kyne's children as she has taken ours! May the false goddess weep tears of blood!" 21337012, 0, 308, 3443568, "Your job is support. Ahknara and her team will approach from the east. \n\n— General Serien" 21337012, 0, 309, 3443660, "Assign some of your men to cover the infiltration team. Ankhara is the best, but she still needs support.\n\n— General Serien" 21337012, 0, 310, 3443786, "Ahknara will send up a flare once she's in place. At that point, assault the fort. You should encounter minimal resistance.\n\n— General Sarien" 21337012, 0, 311, 3443930, "Ghosts Walk Among Them\n\nThe departed spirits of the Dunmeri, and perhaps those of all races, persist after death. The knowledge and power of departed ancestors benefit the bloodlines of Dunmeri Houses. The bond that forms between living family members and their immortal ancestors is partly blood, partly ritual, partly volitional. Anyone brought into a house through marriage is bound through ritual and oath into the clan, gaining communication and benefits from the clan's ancestors; however, his access to the ancestors is less than that of his offspring, and he still retains some access to the ancestors of his own bloodline.\n\nThe Family Shrine\n\nEach residence has a family shrine. In poorer homes, it may be no more than a hearth or alcove where family relics are displayed and venerated. In wealthy homes, a room is set aside for the use of the ancestors. This shrine is called the Waiting Door, and represents the door to Oblivion.\n\nHere the family members pay their respects to their ancestors through sacrifice and prayer, through oaths sworn upon duties, and through reports on the affairs of the family. In return, the family may receive information, training, and blessings from the family's ancestors. The ancestors are thus the protectors of the home, and especially the precincts of the Waiting Door.\n\nThe Mortal Chill\n\nSpirits do not like to visit the mortal world, and they do so only out of duty and obligation. Spirits tell us that the otherworld is more pleasant, or at least more comfortable for spirits than our real world, which is cold, bitter, and full of pain and loss.\n\nMad Spirits\n\nSpirits that are forced to remain in our world against their will may become mad spirits, or ghosts. Some spirits are bound to this world because of some terrible circumstances of their death, or because of some powerful emotional bond to a person, place, or thing. These are called hauntings.\n\nSome spirits are captured and bound to enchanted items by wizards. If the binding is involuntary, the spirit usually goes mad. A willing spirit may or may not retain its sanity, depending on the strength of the spirit and the wisdom of the enchanter.\n\nSome spirits are bound against their wills to protect family shrines. This unpleasant fate is reserved for those who have not served the family faithfully in life. Dutiful and honorable ancestral spirits often aid in the capture and binding of wayward spirits.\n\nThese spirits usually go mad, and make terrifying guardians. They are ritually prevented from harming mortals of their clans, but that does not necessary discourage them from mischievous or peevish behavior. They are exceedingly dangerous for intruders. At the same time, if an intruder can penetrate the spirit's madness and play upon the spirit's resentment of his own clan, the angry spirits may be manipulated.\n\nOblivion\n\nThe existence of Oblivion is acknowledged by all Tamriel cultures, but there is little agreement on the nature of that otherworld, other than it is the place where the Daedra live, and that communication and travel are possible between this world and Oblivion through magic and ritual.\n\nThe Dunmer do not emphasize the distinction between this world and Oblivion as do the human cultures of Tamriel. They regard our world and the otherworld as a whole with many paths from one end to the other rather than two separate worlds of different natures with distinct borders. This philosophical viewpoint may account for the greater affinity of Elves for magic and its practices.\n\nForeign Views of Dunmeri Ancestor Worship and Spirit Magic\n\nThe Altmeri and Bosmeri cultures also venerate their ancestors, but only by respecting the orderly and blissful passage of these spirits from this world to the next. That is, Wood Elves and High Elves believe it is cruel and unnatural to encourage the spirits of the dead to linger in our world. Even more grotesque and repugnant is the display of the bodily remains of ancestors in ghost fences and ash pits. The presentation of fingerbones in a family shrine, for example, is sacrilegious to the Bosmer (who eat their dead) and barbaric to the Altmer (who inter the ashes of their dead).\n\nThe human cultures of Tamriel are ignorant and fearful of Dark Elves and their culture, considering them to be inhuman and evil, like Orcs and Argonians, but more sophisticated. The human populations of Tamriel associate Dunmeri ancestor worship and spirit magic with necromancy; in fact, this association of the Dark Elves with necromancy is at least partly responsible for the dark reputation of Dunmer throughout Tamriel. This is generally an ignorant misconception, for necromancy outside the acceptable clan rituals is a most abhorrent abomination in the eyes of the Dunmer.\n\nThe Dark Elves would never think of practicing sorcerous necromancy upon any Dark Elf or upon the remains of any Elf. However, Dark Elves consider the human and Orcish races to be little more than animals. There is no injunction against necromancy upon such remains, or on the remains of any animal, bird, or insect." 21337012, 0, 312, 3449001, "By Nili Omavel\n\nMy fellow scholars would have you believe the Elves of the Ashlands are unstoppable. They point to Red Mountain and other triumphant, if hard-fought, battles against the Dwemer as proof. But once long ago, our people were as fair as a mountainside in Skyrim. In that distant time, we were driven to the edge of defeat.\n\nIn the time before Red Mountain, we were known as the Chimer. We were just another race of mer eking out a living on the edge of the Inner Sea.\n\nThen came the Nedes. Though the Nords of today are allies, the Nedes were adversaries of the darkest nature. They sought only land, conquest, and spoils. We extended open hands of diplomacy, which they lopped off. Any Elf in the horde's path was fair game—man, woman, or child.\n\nThe greatest generals of the age were brothers. Balreth and Sadal led armies of willing warriors against the horde. At first, this was an attempt to drive them from the ash. As the war went on, their actions turned purely to defense and redirection. If a force of Chimer could spend their blood allowing a village to evacuate, then that was blood well spent.\n\nThe Nedes, after a few short years, controlled most of what we now call Stonefalls. The Chimer armies were cut off from the Inner Sea and reinforcements from Vvardenfell. The brothers retreated again and again until finally, they were left with a small elite force of sorcerers and troops. This force then took shelter in an ancient Daedric ruin.\n\nWhat happened at that ruin has been lost to time, but the massive statues that now mark the site endure as a mute testament. The death of the Chimer generals ended the war, but at what cost?\n\nAt this ruin, the so-called Brothers of Strife were born. My research shows that Chimer mages from Vvardenfell eventually bound the beasts, but not before the Brothers ended the lives of hundreds of men and mer. One of the darkest chapters in our people's history followed. The unstoppable beasts made the ash run red with blood, Chimer and Nede alike.\n\nWe can only speculate what brought the Brothers to Nirn. Perhaps a Daedric Prince summoned them to that ruin. Maybe it was Sheogorath having a laugh or a grim survival test from Boethiah. \n\nWhen the two beasts were finally bound into the twin spires of Stonefalls, they went to their rest with the blood of history staining their claws. We must hope and pray to the Three that their like will never be seen in the Ashlands again." 21337012, 0, 313, 3451447, "By Tel Verano \n\nLiving in the Ashlands, you get used to life being hard. Angry kwama, poisonous fungus, tribal raiders—everything wants to kill you. Don't let them.\n\nI've compiled some notes on the Great Houses of the Dark Elves. Use them or don't. It's your decision. Just don't come crawling to Tel Verano if you find yourself in a Dres slave caravan.\n\nHouse Indoril\n\nIf you're anywhere near the southern shore of the Inner Sea, House Indoril probably runs the show. The dogs of Almalexia control the most powerful house in Stonefalls and Deshaan. The Dres have money, and House Redoran has troops, but don't be fooled. The blue hats control the spiritual heart of the Ashlands.\n\nHave you seen their crest? It has wings, to let them fly far above us. That's how they see us: beneath them. Far beneath them. The military in Stonefalls is one of the most powerful in the region, and Indoril's war hero Tanval is right at the top.\n\nLoose Coins: Bribe Indoril troops before any others. They have the most clout. Don't try cracking temples. They're like fortresses. Anyone in Indoril robes has serious clout in Stonefalls and Deshaan. Look for easier targets.\n\nHouse Redoran\n\nDuty. Honor. Idiocy. Redoran has the common-folk thinking their house is the strong arm of the Pact. Whenever you seen a group of Pact military officers in the field, they want you to think the most impressive hats belong to their noble house.\n\nThe reality is somewhat different. Red hat troops do drive the Pact armies, but from the ground, not the top. Argonian scouts and Nord berserkers also command a lot of troops. The reason they try to slip this coin under the cup? Redoran nobles are still upset the Pact was formed in the first place. Their martial prowess looks a little thinner compared to Argonian stealth and Nord courage.\n\nTo quote from one of their proverbs: \"Life is hard. Judge, endure, and reflect. A careless life is not worth living.\" That's all well and good until different-looking folks come along. Then it's time to lie and strut for the commoners.\n\nLoose Coins: Redoran troops are humorless, but greedy. Offer one enough, and he'd sell you his own mother. Never insult a Redoran to his face. In fact, never insult a Redoran. They have a tendency to hear things in the training yard. If you're going to pick a pocket, a Redoran is a good target. Just make good your escape, or you'll be meeting with the Three sooner than you planned.\n\nHouse Hlaalu\n\nYou have to hand it to the Hlaalu. They actually walk the talk when it comes to Pact togetherness. It's not because they suddenly love our ancient enemies and slaves, though. No, Hlaalu's grandmaster is just smarter than most of the rest. An open hand makes it harder to notice the dagger behind your back. Am I right?\n\nWhile Indoril holds claim to the most powerful positions, Hlaalu has a snake's grip on Deshaan. Narsis is one of their greatest cities, and even in Mournhold, they have a lot of clout. Hlaalu public houses and plantations are everywhere south of Stonefalls. Learn their layouts well. A lot of the builders use the same plans over and over. When you learn the hiding places in one Hlaalu public house, you've learned them all. \n\nLoose Coins: Hlaalu troops are like kwama queens in Deshaan. Use that against them. Outside Deshaan, Hlaalu housemembers are likely to feel like they're standing in an ashstorm. No matter where you see them, yellow hats make good marks. Take them for all they're worth.\n\nHouse Dres \n\nYou probably think you know the Dres, right? Heartless slavers with rigid class roles. Arrogant nobles who'd just as soon sell you as look at you.\n\nYou're pretty much right. \"Don't cross Dres\" is a good bit of coin you can roll around in your head. I can hear you now, though. \"Tel, they have more money than they know what to do with.\" You're right again. Your average Dres noble has enough jewelry on display to tempt even the most seasoned cutpurse. \n\nRestrain your nimble fingers, friend. Dres justice doesn't bother with Ordinators or local guardsmen. You cross the Dres, you disappear. You're dead or a slave on some noble's plantation. \n\nLoose Coins: The coins are all tied up in a slavemaster's purse. Don't cross the Dres.\n\nHouse Telvanni\n\nThere's only one good thing about this house of mages: they don't give a guar about the Pact. They only care about their sanctuary on the Telvanni coast. When the Pact formed, they got their robes in a twist and tossed out every other house trooper they could find. They're no friends of the lizards or the Nords. They wouldn't walk to the other side of the road to save another house's grandmaster. In short, they're the classic ivory tower wizards.\n\nEverything else about the brown hats is bad news. They move almost as many slaves as House Dres. To become a noble in House Telvanni, you need serious power. Look at a well-dressed brown hat the wrong way, and they'll melt your face off. They value fabulous magical treasures just as much as books you couldn't trade for a stale loaf of bread.\n\nLoose Coins: Rampaging Daedra couldn't make me assault a mage's tower, but if you're desperate to leave Nirn, I suggest buying armor enchanted against fire and frost. Then observe the tower as long as you can. If the mark has any magical defenses in place, he'll probably have to come outside to restore them. You might have better luck on the street, but examine your new loot carefully. Some treasures have their own defenses built in." 21337012, 0, 314, 3456913, "The Ebonheart Pact has forged an unlikely alliance between the far-flung nations of Morrowind, Skyrim, and Black Marsh, bringing together the Dark Elves, the Nords, and free Argonians for their mutual defense. Thanks to the size of its allied nations and the distances involved, the Pact remains relatively free of inner strife and discord. The Nords and Dark Elves have so much of their own territory to deal with that they have little time to spare for meddling in each other's affairs.\n\nThe Ebonheart Pact came about in 2E 572 in response to the Second Akaviri Invasion of northern Tamriel. The Nords, Dark Elves, and free Argonians joined forces to save the rest of Tamriel from slaughter and subjugation. Forged in war, the alliance brought a sudden new power to the continent. At first, few believed the Dark Elves would be able to maintain an alliance with their ancient blood enemies and former slaves, but after a troubled decade, the Pact remains strong and intact.\n\nA Great Moot governs the Pact. This council of equals from each of the member races is not only known for hot tempers and loud voices, but also for mutual respect and an amazing will to hold the Pact together against all odds. Only as equals can the allies hope to mollify the pride of the Nords and the Dark Elves while addressing the injuries suffered by the once-enslaved Argonians. \n\nServing as an integral, perhaps even critical, part of the alliance, the Dark Elves of Morrowind are aloof, proud, and profoundly strange. They work hard to conceal their disdain for their \"inferior\" allies, but the current crisis requires the strong arms of Nords and wily resourcefulness of Argonians to keep rival alliances at bay. Wizardly craft and a deep well of experience serve the Dark Elves well, providing the Pact with the vital ability to react and adapt — something neither the Aldmeri Dominion nor the Daggerfall Covenant can claim to do as well. The Pact fields superior warriors and sorcerers. And they possess an asset that no other race can match: three living gods — Almalexia, Vivec, and Sotha Sil — abide among them.\n\nThe Nords of Eastern Skyrim are fearless and aggressive, industrious and enterprising. They excel at war and prosper in trade, and they are without equal as explorers and trailblazers. Strong, stubborn, and hardy, they customarily solve problems through combat. Nords cheerfully rush into battle with a ferocity that frightens and appalls their enemies. They accept and even revel in their role as shock troops for the Ebonheart Pact. Nords are direct, not subtle: they champion simple solutions in the meetings of the Great Moot, though they are often outvoted by shrewd Argonians and sagacious Dark Elves. On the field of battle, however, they have no equals. Pact generals tend to be Nords, as are most of the soldiers in the field. The Nords don't mind. This means they also get first choice of the spoils of war.\n\nBy their decisive intervention against the Akaviri, the Argonians of Black Marsh won their freedom from Dark Elf enslavement, and the lessons they learned have made them a valuable member of the Pact. Reserved and alien, their expressionless faces and flat intonations make it difficult for other races to interpret their true motives. Nevertheless, the Argonians possess a cool intelligence. Slow to trust and hard to know, their natural agility makes them as comfortable employing magic as they are using stealth and steel. Years of defending their borders have made them experts in waging war against stronger, more traditionally organized armies. Equally at home on land or in water, they serve as scouts and skirmishers among the Pact forces. Other aspects of Argonian culture are nearly incomprehensible to outsiders, including their social hierarchy and collective decision making. Their representatives present strange proposals without explanation, but their allies have learned that there's always a reason for everything they do.\n\nToday, the young Jorunn the Skald-King serves as the acting High King of the Moot, but not all in the alliance support him. As the members of the Pact struggle to maintain and solidify their alliance, they must also deal with internal threats to each of their nations. Unsolved, these threats could destroy them before they ever face the Dominion or Covenant in open battle." 21337012, 0, 315, 3461260, "by Sil Rothril\n\nArgonians are scaled and of limited intelligence, and they are part of our everyday lives. In Morrowind and its surrounding regions, they're seen in every city and every town. They bring us our meals, they dress our children … but who are they, really?\n\nArgonians originate from the region known as the Black Marsh. A water-soaked and depressing land, it reeks of swamp gas and teems with insects. In their native land, the Argonians squat in fetid pools and worship primitive tribal gods. Their folk magics and simple tribal armies have never proven an adequate defense against men or mer of stout heart.\n\nThe swamp was first pacified by the Cyrodilic army in 1E 2811. Those cruel and capricious men only entered the region to end the rule of a human bandit king. After the gauntleted hand of civilization came to the Argonians, their home served primarily as a prison state. The unthinking brutes of Cyrodiil callously released their most violent and unhinged criminals into the marsh.\n\nAlmost six hundred years ago, Dark Elves entered the lives of this scaly servant race. As the Second Era dawned, we began working with the Argonians in earnest. Whole tribes were evacuated to the safety and dry climates of Vvardenfell, Stonefalls, and Deshaan. We offered them appropriate foodstuffs and taught them the ways of civilized culture. We fashioned garments to hide their more shameful features and sent them into the world, so they could learn and serve in new environs. In return for our generosity, we've asked so little of the Argonians! And yet, not all denizens of that fetid place feel true appreciation.\n\nIndeed, our time of close collaboration came to an end just a few years ago. A horrific disease known as the Knahaten Flu, brewed in the steamy depths of the marsh, spread across the region. Rumored to be the product of an Argonian tribal shaman, the plague struck all without reptilian ancestry, slaying uncounted numbers. Most tragically, other races began to fear the Argonians as spreaders of the plague. Our efforts to send Argonians on journeys of discovery were rebuffed at every turn.\n\nToday, of course, Argonians stand side-by-side with us in the Ebonheart Pact. Once they were merely our servants, but now, we have elevated this simple reptilian stock. They are strong, proud contributors to our military alliance and cared-for members of our households.\n\nThe Argonians among us enrich our lives." 21337012, 0, 316, 3463698, "My People, My Pride\n\nBy Hrothmund Wolf-Heart\n\nRespected reader. My name is Hrothmund Wolf-Heart, and I am a Nord. But, more importantly, I am a Nord born and raised in the land of Skyrim.\n\nI write this volume in the desperate hope that the rest of Tamriel can come to know my people as they deserve to be known, and understand this province for what it truly is—a place of uncontested beauty and culture.\n\nSome of what you know is undoubtedly true. Physically, we Nords are an impressive, often imposing sight—tall of stature, strong of bone, and thick of muscle. Our hair is often fair, and worn braided, as has been the custom for generations. Often we are swathed in the hides of beasts, for such creatures are abundant in Skyrim, and we would be foolish not to take advantage of such an available resource.\n\nHaving read this far, you may be shocked at the strength of my words, and the literacy of a northern \"savage.\" Aye, many Nords can both read and write. My father began my instruction in the way of letters when I was but a bairn, as did his father, and his father before him.\n\nBut the accomplishments of the children of Skyrim are multitude, and go beyond mere wordcraft. For we are artisans as well, and through the ages have learned to manipulate steel the way a sculptor would clay.\n\nIndeed, I have seen with mine own eyes, visitors from High Rock and Cyrodiil weep in disbelief as they beheld the blades wrought in the fires of the Skyforge, and honed to beautiful deadliness by the gods-touched hands of Clan Gray-Mane.\n\nBut how can this be true, you ask? How are such achievements possible from a people who have yet to emerge from the muck and snow? Again, provincial bias clouds the truth.\n\nThe cities of Skyrim are a testament to Nord ingenuity and craftsmanship. Chief among them are Solitude, seat of the High King and capital of the province; Windhelm, ancient and honored, a jewel in the snow; Markarth, carved into the living rock itself, in ages long since past; Riften, nestled in the golden shadows of the Fall Forest, whence comes delicious fish and mead; and Whiterun, built around the hall of Jorrvaskr, home of the most noble Companions and revered Skyforge.\n\nAnd now, respected reader, you have the full measure of it. We Nords are everything you imagined—and so much more.\n\nBut let not this work be your only gateway to the truth. Book passage on carriage or vessel, and make the journey north. See Skyrim with thine own eyes. See Skyrim as have the Nords, since the gods first shaped the world." 21337012, 0, 317, 3466234, "By Vilyn Girith\n\nTo my son, whose inability to remember even these simple facts embarrasses our family at every opportunity. This is to inform you of the words the great houses of Vvardenfell live and breathe by, and the saints they hold as their patrons, representative of their goals and motives. If you ever again confuse the Hlaalu and Dres merchant nobles with whom we trade, I will disown you three and ten times, and once again to make the deed final and eternal.\n\nHouse Redoran: \"A Redoran is a warrior whose duty is first to the Tribunal, second to House Redoran, and third to family and clan.\"\n\n- Saint Nerevar the Captain is the patron saint of House Redoran. \n\nHouse Indoril: \"Justice knows no sleep: Indoril shall order, the Temple shall judge.\"\n\n- Saint Olms the Just is the patron saint of House Indoril. \n\nHouse Hlaalu: \"To trade fairly and freely is to honor the Three.\"\n\n- Saint Veloth the Pilgrim is the patron saint of House Hlaalu. \n\nHouse Dres: \"To spread culture and truth to the benighted: this is our commitment and burden.\"\n\n- Saint Llothis the Pious is the patron saint of House Dres. \n\nHouse Telvanni: \"The forceful expression of will gives true honor to the Ancestors.\"\n\n- Saint Vorys the Immolant is the patron saint of House Telvanni. \n\nYou will likely not note the lack of an ascribed motto to the sixth house, the shadow house, house Dagoth. This is because that house is extinct, destroyed at the Battle of Red Mountain, after which the remaining Houses built the Temple to the Tribunal. If you ever mention this house in polite company, I will disown you. \n\nYou will note that twice, now, I have threatened to disown you. This is because my hands are not so black as Mephala's or Lord Vivec's. My heart is too weak to simply remove you from my family.\n\nKeep this text on you at all times, and let it shame you for every reference you make to it in your dealings with our nobility. Spare our lineage the greater shame of your own foolishness. May I never have cause to call you s'wit in public again."