Orsinium, also called Nova Orsinium, is a fictional Orcish city province located within Tamriel, part of The Elder Scrolls universe created by Bethesda Softworks. It featured prominently in the The Elder Scrolls II: Daggerfall as the Orcish capital city. While technically being under the sovereignty of the Empire, Orsinium has in the past not been readily accepted by the other provinces of Tamriel. However, in 3E 399, Emperor Uriel Septim VII sought to improve relationships between the Empire and Orsinium through diplomacy, increased trade, and confederacy. Orsinium is located inside the Breton province of High Rock, in the west of Tamriel. And as such Orcs co-inhabit the region alongside Bretons.
History
Orsinium (Elvish: pariah town) was founded by Orc chieftain Torug gro-Igron. At first it was just a small collection of huts but as word spread to the other Orcs of Tamriel about this rising civilization high in the Wrothgariun Mountains it soon grew to house more permanent structures.
In its early stages, the other races of Tamriel deemed it a place ruled by savage law which raided its neighbours along the local river (the Bjoulsae River). It was thought by the Bretons to be little more than a desolate mountain region where Orcs scratched a meager living off rocks and secretly coveted the lands and the settled livelihood of their valley-bound neighbors. Orc historians however, claim this is simply Breton superstition and exaggeration. They claim Orsinium was always a peaceful land whose inhabitants made their way by simple agriculture and commerce.
The truth though, is hard to prove as all archaeological evidence was destroyed in the Siege of Orisinium in 1E 980.
With no province to call their own, the Orismer became little more than pests and monsters in the view of the average Tamrielic citizen. Many Orcs attempted to set-up new Orsiniums but with no luck. They were always destroyed before they could be properly established.
However in 3E 399, an Orc visionary named Gortwog gro-Nagorm acquired the site of the former civilization of Orsinium and began reconstructing a new city for the Orsimer of Tamriel. As it grew, many believed it would succumb to the same fate as its predecessor. Gortwog though, proved to be a superb politician and diplomat and managed to make negotiations with Orsinium's neighbours which saw Orsinium prosper.
Current affairs
Recently, Orsinium has asked the Imperial authorities to raise it to Provincial status, making it recognized as a fully-fledged Province of Tamriel. Its request is currently under review. Given the likelihood of a stable future with its previous rival High Rock, however, many believe Orsinium now has a very good chance of succeeding in its goal.
There is however, a religious conflict in Orsinium which shows signs of becoming a major problem. In accordance with tradition, the Orsimer have always worshipped the Daedra lord Malacath as their deity. Orsinium's current leader, Gortwog, however, has controversially claimed that Malacath is in fact a fake and has set up a priesthood dedicated to the worship of the ancient Orcish hero, Trinimac (this has caused controversy as Trinimac was said to have been devoured by Boethiah and afterwards became Malacath).
Gortwog's belief that Trinimac still lives and that Malacath is a mere demon is currently the official view taken by the majority of the leading priests in Orsinium. A handful of Orcs within Orsinium and the majority of Orcs outside of it view Gortwog's beliefs as heresy.
Many of Gortwog's supporters grow fearful that turning their back on Malacath may prove to be a terrible mistake.
History
Orsinium (Elvish: pariah town) was founded by Orc chieftain Torug gro-Igron. At first it was just a small collection of huts but as word spread to the other Orcs of Tamriel about this rising civilization high in the Wrothgariun Mountains it soon grew to house more permanent structures.
In its early stages, the other races of Tamriel deemed it a place ruled by savage law which raided its neighbours along the local river (the Bjoulsae River). It was thought by the Bretons to be little more than a desolate mountain region where Orcs scratched a meager living off rocks and secretly coveted the lands and the settled livelihood of their valley-bound neighbors. Orc historians however, claim this is simply Breton superstition and exaggeration. They claim Orsinium was always a peaceful land whose inhabitants made their way by simple agriculture and commerce.
The truth though, is hard to prove as all archaeological evidence was destroyed in the Siege of Orisinium in 1E 980.
With no province to call their own, the Orismer became little more than pests and monsters in the view of the average Tamrielic citizen. Many Orcs attempted to set-up new Orsiniums but with no luck. They were always destroyed before they could be properly established.
However in 3E 399, an Orc visionary named Gortwog gro-Nagorm acquired the site of the former civilization of Orsinium and began reconstructing a new city for the Orsimer of Tamriel. As it grew, many believed it would succumb to the same fate as its predecessor. Gortwog though, proved to be a superb politician and diplomat and managed to make negotiations with Orsinium's neighbours which saw Orsinium prosper.
Current affairs
Recently, Orsinium has asked the Imperial authorities to raise it to Provincial status, making it recognized as a fully-fledged Province of Tamriel. Its request is currently under review. Given the likelihood of a stable future with its previous rival High Rock, however, many believe Orsinium now has a very good chance of succeeding in its goal.
There is however, a religious conflict in Orsinium which shows signs of becoming a major problem. In accordance with tradition, the Orsimer have always worshipped the Daedra lord Malacath as their deity. Orsinium's current leader, Gortwog, however, has controversially claimed that Malacath is in fact a fake and has set up a priesthood dedicated to the worship of the ancient Orcish hero, Trinimac (this has caused controversy as Trinimac was said to have been devoured by Boethiah and afterwards became Malacath).
Gortwog's belief that Trinimac still lives and that Malacath is a mere demon is currently the official view taken by the majority of the leading priests in Orsinium. A handful of Orcs within Orsinium and the majority of Orcs outside of it view Gortwog's beliefs as heresy.
Many of Gortwog's supporters grow fearful that turning their back on Malacath may prove to be a terrible mistake.
Cuhlecain was a King and later Emperor (Born CE ?? - CE 854) in the fictional world of the Elder Scrolls video game series. Little is known of him but he was a petty king in the Colovian states. He used the military talent of the Great General Talos to command his army. After a year of consolidating power in Cyrodiil he finally recaptured the capital of the Second Empire, the Imperial City. Shortly after this, General Talos was sent out to prevent an attack from High Rock and Skyrim (both areas that hated the idea of another Empire). Talos fought the two allied armies at the Battle of Sancre Tor, when he met the Nordic forces Talos used his skills with the thu'um, a magical warcry highly respected among the Nords, to convert the Skyrim army to his side. The army of High Rock was soon defeated. Unfortunately for the new Empire, a nightblade assassinated Emperor Cuhlecain in CE 854, and left the Palace in ruins. The assassin also slit the throat of Talos, which caused him to never again be able to use his thu'um. Cuhlecain was later honored by the Septim Empire as Emperor Zero.
High Rock is a western region of the fictional Empire of Tamriel in the Elder Scrolls universe. It borders on Hammerfell to the south and Skyrim to the east. It is mainly populated by the Bretons. The Elder Scrolls II: Daggerfall, named after the city-state of Daggerfall, is partly set in this province. High Rock, along with the Summerset Isles, is the only province of tamriel, not to share a land-border with Cyrodiil.
Geography
High Rock encompasses Greater Bretony, the Dellese Islands, and, by tradition the Western Reach. Its geography is quite varied depending on which region of the province one visits. The forested peaks of the northern Wrothgarian Mountains is occupied mainly by herders, and small hamlets. The only truly cosmopolitan cities lie along the Iliac bay, the enclosed body of water across from which sits Hammerfell. Here a number of kingdoms have prospered due to trade around the bay and up the Bjoulsae River, such as Wayrest. Inland, the country-side rises into the windswept plateau of North Kambria. This area is known for its many small villages and towns, and for the many grim fortifications that dot the hills and crags around them. In the past these castles were homes to the many petty kings and lords that ruled the massive patchwork of small nations that used to make up High Rock. Many of these fortresses are now in ruins, as the Empire has been demolishing them since the time of Tiber Septim to prevent them from being used as bases for future rebellions.
History
Until relatively recently, High Rock resisted all attempts at true unification. Originally the land was a province of the Aldmeri, the elves who ruled all of Tamriel during the Merethic Era. When the Nord invaders of the First Era discovered High Rock, they found the human inhabitants so intermarried and intermingled with the elves who ruled the land that they could scarecly be told apart. The Nords took it upon themselves to liberate High Rock, believing these humans to be descendants of human slaves taken by the elves, but they never got very far. The elves were strong and crafty with magic, and many of the humans fought with the elves against the Nord invaders. Because of this the borders of the First Empire never extended far beyond the Bjoulsae River.
Ironically, it was the bloody crusade of the Alessian Order that finally doomed the elves. Although the elves defeated the Alessians at the Battle of Glenumbria Moors, the cost of that battle was so high that the Elves could no longer maintain their hold over the land. The emerging human nobility revolted and drove the Elves out, though North Kambria remained a stronghold of elven power long into the First Era. The new Breton nobles soon turned on each other, and began fighting over the spoils of victory. The various vicious battles between different towns and duchies are still a source of tension and anger between Bretons to this day. A famous expression in High Rock is, "Find a Hill, become a King," which is what many petty despots did during the First and Second Eras as well as the Interregnum. Breton history is filled with stories of petty battles and squabbles between various kings, dukes, lords and knights.
High Rock was eventually conquered and united by Tiber Septim during the beginning of the Third Era. This was mainly due to the chaos and infighting of the Breton nobility. In fact, many Bretons allied with Tiber Septim against their neighbors in order to see them defeated, only to find themselves forcefully united under the new Emperor's will. As a result, many in High Rock continue to chafe under the Emperor's rule, and have taken part in the numerous revolts and periods of unrest throughout the Third Era.
Culture
High Rock society can be divided into a noble elite, a poor middle class of merchants, and a destitute peasantry. The High Rock nobility is an almost impenetrable mass of titles, family lines and hereditary claims that leaves most outsiders bewildered at its complexity. Though the Bretons are divided into numerous antagonistic groups, their manner of speech, architecture, and even clothing seems fairly uniform to an outsider. In fact it is said that an outsider need only visit one or two High Rock towns before he or she has a taste for the entire country. Bretons have a great tradition as being strong magic users and this is especially true in the larger cities. In places like Daggerfall and Wayrest, the nobility can trace its lines through the Mages Guild, and children are tested early for magical affinity. Magic is practiced by independent mages and medicine men in the more remote regions of the Wrothgarian Mountains.
Geography
High Rock encompasses Greater Bretony, the Dellese Islands, and, by tradition the Western Reach. Its geography is quite varied depending on which region of the province one visits. The forested peaks of the northern Wrothgarian Mountains is occupied mainly by herders, and small hamlets. The only truly cosmopolitan cities lie along the Iliac bay, the enclosed body of water across from which sits Hammerfell. Here a number of kingdoms have prospered due to trade around the bay and up the Bjoulsae River, such as Wayrest. Inland, the country-side rises into the windswept plateau of North Kambria. This area is known for its many small villages and towns, and for the many grim fortifications that dot the hills and crags around them. In the past these castles were homes to the many petty kings and lords that ruled the massive patchwork of small nations that used to make up High Rock. Many of these fortresses are now in ruins, as the Empire has been demolishing them since the time of Tiber Septim to prevent them from being used as bases for future rebellions.
History
Until relatively recently, High Rock resisted all attempts at true unification. Originally the land was a province of the Aldmeri, the elves who ruled all of Tamriel during the Merethic Era. When the Nord invaders of the First Era discovered High Rock, they found the human inhabitants so intermarried and intermingled with the elves who ruled the land that they could scarecly be told apart. The Nords took it upon themselves to liberate High Rock, believing these humans to be descendants of human slaves taken by the elves, but they never got very far. The elves were strong and crafty with magic, and many of the humans fought with the elves against the Nord invaders. Because of this the borders of the First Empire never extended far beyond the Bjoulsae River.
Ironically, it was the bloody crusade of the Alessian Order that finally doomed the elves. Although the elves defeated the Alessians at the Battle of Glenumbria Moors, the cost of that battle was so high that the Elves could no longer maintain their hold over the land. The emerging human nobility revolted and drove the Elves out, though North Kambria remained a stronghold of elven power long into the First Era. The new Breton nobles soon turned on each other, and began fighting over the spoils of victory. The various vicious battles between different towns and duchies are still a source of tension and anger between Bretons to this day. A famous expression in High Rock is, "Find a Hill, become a King," which is what many petty despots did during the First and Second Eras as well as the Interregnum. Breton history is filled with stories of petty battles and squabbles between various kings, dukes, lords and knights.
High Rock was eventually conquered and united by Tiber Septim during the beginning of the Third Era. This was mainly due to the chaos and infighting of the Breton nobility. In fact, many Bretons allied with Tiber Septim against their neighbors in order to see them defeated, only to find themselves forcefully united under the new Emperor's will. As a result, many in High Rock continue to chafe under the Emperor's rule, and have taken part in the numerous revolts and periods of unrest throughout the Third Era.
Culture
High Rock society can be divided into a noble elite, a poor middle class of merchants, and a destitute peasantry. The High Rock nobility is an almost impenetrable mass of titles, family lines and hereditary claims that leaves most outsiders bewildered at its complexity. Though the Bretons are divided into numerous antagonistic groups, their manner of speech, architecture, and even clothing seems fairly uniform to an outsider. In fact it is said that an outsider need only visit one or two High Rock towns before he or she has a taste for the entire country. Bretons have a great tradition as being strong magic users and this is especially true in the larger cities. In places like Daggerfall and Wayrest, the nobility can trace its lines through the Mages Guild, and children are tested early for magical affinity. Magic is practiced by independent mages and medicine men in the more remote regions of the Wrothgarian Mountains.
This article lists the Artifacts of the Elder Scrolls, which are enchanted weapons or items that are seen in most of the Elder Scrolls series. A large number of said artifacts exist in the Elder Scrolls series, and most, if not all, of these have appeared in many games in the series. Some of these artifacts (such as the Amulet of Kings) have appeared in only one game, but have had a major role in said game's storyline.
Due to the large number of them, the Daedric Artifacts have been placed in a different article.
Amulet of Kings
The Amulet of Kings is an amulet of great power worn by the ruling emperor of Tamriel. It is a crucial plot element in Elder Scrolls IV: Oblivion.
The Amulet of Kings is, essentially, a gem of immense power. It was Reman I, who was the founder of the second Empire, who instituted the rites of becoming a Cyrodiilic Emperor, which included the ritual geas to the Amulet of Kings. With this ritual, every descendant in the Emperor bloodline is "soul-linked" to the amulet. In the unfortunate event of an Emperor's demise, the Elder Council is instantly made aware of what has come to pass and begins the preparations for crowning a new heir.
Barilzar's Mazed Band
Barilzar's Mazed Band is a cursed ring, which has the ability to transport the user to Sotha Sil's Clockwork City, and can also be used to travel between Vivec City and Mournhold. It is obtained by the Nerevarine from the undead Necromancer Lich Barilzar as part of a quest for the mad goddess Almalexia.
Daedric Crescent
Daedric Crescent is a crescent-shaped blade featured in The Elder Scrolls series of video games.
Invasion of Battlespire
Daedric Crescents were first invented by Daedra Prince Mehrunes Dagon when he launched an attack on Tamriel. Hordes of Daedra armed with fearful Crescents utterly devastated the Academy of Battlespire and if it wasn't for the intervention of a powerful Imperial battlemage, who defeated Dagon and thus, stopped the invasion, Tamriel would have definitely had hard times. The events surrounding the invasion by Mehrunes Dagon are described in the computer game The Elder Scrolls Legends: Battlespire.
Aftermath
After the invasion, the Emperor ordered all Crescents to be collected and destroyed, but one piece survived this purge. It was apparently stolen by a powerful Daedra named Magas Volar and hidden in one of Oblivion's many fragments. The only way into that fragment was by activating a peculiar amulet specifically designed for that purpose. In the computer game The Elder Scrolls III: Morrowind, this amulet is kept in possession of an ancient Telvanni wizard-lord Divayth Fyr and there is, hence, a possibility to enter the fragment, kill the Daedra Lord, and retrieve the last Crescent.
Characteristics
Despite its obvious fragility, a Daedric Crescent is a weapon feared for its brutal efficiency. Very light and maneuverable, the Crescent paralyzes the target on touch and deals severe damage to any armor it is wearing.
Kagrenac's Tools
Kagrenac's Tools are artifacts attainable in the computer and console game The Elder Scrolls III: Morrowind. There are three tools: Wraithguard, an enchanted Dwemer gauntlet, Keening, a dagger which appears to be made of a magical, white material, and Sunder, a powerful enchanted hammer.
Origin and Creation
According to in-game lore, near the time before the Battle of Red Mountain, Dwemer miners discovered a large, magical stone, and, using "diverse methods", Magecrafter Kagrenac determined that the ancient stone was the Heart of Lorkhan, the heart of a mischievous god. Realizing its divine powers, Kagrenac desired to create a god for "the exclusive benefit of the Dwemer", and also created 3 tools, called "Kagrenac's Tools", to tap and focus the powers of the Heart.
Use of the Tools
The first of Kagrenac's Tools is Wraithguard. Wraithguard was created to protect the wielder of the Tools from both the Tools and the tapped powers of the heart, which both could probably destroy the user (Note: It could be possible that there are 2 Wraithguards, one that can be obtained in a small quest, but it is questionable whether there are canonically 2 Wraithguards). The hammer Sunder (the stronger of the 2 weapon Tools) was created to strike the heart and "produce the exact volume and quality of power desired." After this is done the dagger Keening is then used to "flay and focus the power of the heart." Put in general terms, to, perhaps, use the power of the Heart, you must (while wearing Wraithguard) first strike it with Sunder, then strike the Heart with Keening to control the power that eminates from the Heart. With enough knowledge of the tools and how to use them, one can properly focus the emanating power of the Heart onto themselves, becoming a "living god" with periodic use of the Tools on the Heart, in reference to Dagoth Ur and the Tribunal; the Nerevarine uses the Tools to "overload" and destroy the Heart by first striking the Heart with Sunder, then striking it repeatedly with Keening, making Dagoth Ur mortal. In battle, the Tools are quite useful, due to their many enchantments and overall raw power.
Mysterium Xarxes
The Mysteriums Xarxes is a book that is said to be written by the Daedric prince, Hermaeus Mora (later is given to Mehrunes Dagon), and is featured in the Elder Scrolls IV: Oblivion. Martin Septim claims that the book is so powerful, even mere possession of it is dangerous. However, it was used by Mankar Camoran to create Camoran's Paradise. It also contains a method to teleport to Paradise without having to die as a Mythic Dawn follower. Martin spends a good amount of time in the main quest of Oblivion to decipher exactly how to get to Paradise.
Interestingly enough, the box for the PC version of Oblivion looks very similar to the Mysterium Xarxes.
Staff of Chaos
The Staff of Chaos is a legendary weapon in the Elder Scrolls universe. Jagar Tharn, an Imperial Battlemage and the main antagonist of The Elder Scrolls: Arena, obtained this powerful artifact by seducing Barenziah, the wife of the Staff's guardian, Symmacus. Using the Staff, Tharn trapped Emperor Uriel Septim VII in Oblivion, and disguised himself as the Emperor, ruling Tamriel for several years. In order to prevent anyone else from using the Staff, Tharn divided it into eight pieces and hid them throughout the empire. To avenge her husband's death by Jagar Tharn's doing, Barenziah charged an unnamed hero with finding all parts of the Staff and defeat the battlemage with it, thus, saving both Uriel Septim VII and his Empire.
Umbra Blade
The Umbra Sword was enchanted by the ancient witch Naenra Waerr, and its sole purpose was the entrapment of souls. Used in conjunction with a soul gem, the Sword allows the wielder the opportunity to imprison an enemy's soul in the gem. Naenra was executed for her evil creation, but not before she was able to hide the sword. The Umbra Sword is very choosy when it comes to owners and therefore remains hidden until a worthy one is found. When a worthy user picks up the sword, it possesses him or her, causing him or her to go battle-mad and take the name "Umbra". The blade appears in both the The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion installments. In Morrowind the blade is located near the outskirts of Suran, in the hands of an orc who wishes his life be brought to an end. Many interpret this as the Umbra blade wanting to transfer to the player. In Oblivion it resides within an elven ruin in the hands of a female wood elf. In the Daedric quest "Clavicus Vile", the player is charged with finding the sword in exchange for the Masque of Clavicus Vile.
Due to the large number of them, the Daedric Artifacts have been placed in a different article.
Amulet of Kings
The Amulet of Kings is an amulet of great power worn by the ruling emperor of Tamriel. It is a crucial plot element in Elder Scrolls IV: Oblivion.
The Amulet of Kings is, essentially, a gem of immense power. It was Reman I, who was the founder of the second Empire, who instituted the rites of becoming a Cyrodiilic Emperor, which included the ritual geas to the Amulet of Kings. With this ritual, every descendant in the Emperor bloodline is "soul-linked" to the amulet. In the unfortunate event of an Emperor's demise, the Elder Council is instantly made aware of what has come to pass and begins the preparations for crowning a new heir.
Barilzar's Mazed Band
Barilzar's Mazed Band is a cursed ring, which has the ability to transport the user to Sotha Sil's Clockwork City, and can also be used to travel between Vivec City and Mournhold. It is obtained by the Nerevarine from the undead Necromancer Lich Barilzar as part of a quest for the mad goddess Almalexia.
Daedric Crescent
Daedric Crescent is a crescent-shaped blade featured in The Elder Scrolls series of video games.
Invasion of Battlespire
Daedric Crescents were first invented by Daedra Prince Mehrunes Dagon when he launched an attack on Tamriel. Hordes of Daedra armed with fearful Crescents utterly devastated the Academy of Battlespire and if it wasn't for the intervention of a powerful Imperial battlemage, who defeated Dagon and thus, stopped the invasion, Tamriel would have definitely had hard times. The events surrounding the invasion by Mehrunes Dagon are described in the computer game The Elder Scrolls Legends: Battlespire.
Aftermath
After the invasion, the Emperor ordered all Crescents to be collected and destroyed, but one piece survived this purge. It was apparently stolen by a powerful Daedra named Magas Volar and hidden in one of Oblivion's many fragments. The only way into that fragment was by activating a peculiar amulet specifically designed for that purpose. In the computer game The Elder Scrolls III: Morrowind, this amulet is kept in possession of an ancient Telvanni wizard-lord Divayth Fyr and there is, hence, a possibility to enter the fragment, kill the Daedra Lord, and retrieve the last Crescent.
Characteristics
Despite its obvious fragility, a Daedric Crescent is a weapon feared for its brutal efficiency. Very light and maneuverable, the Crescent paralyzes the target on touch and deals severe damage to any armor it is wearing.
Kagrenac's Tools
Kagrenac's Tools are artifacts attainable in the computer and console game The Elder Scrolls III: Morrowind. There are three tools: Wraithguard, an enchanted Dwemer gauntlet, Keening, a dagger which appears to be made of a magical, white material, and Sunder, a powerful enchanted hammer.
Origin and Creation
According to in-game lore, near the time before the Battle of Red Mountain, Dwemer miners discovered a large, magical stone, and, using "diverse methods", Magecrafter Kagrenac determined that the ancient stone was the Heart of Lorkhan, the heart of a mischievous god. Realizing its divine powers, Kagrenac desired to create a god for "the exclusive benefit of the Dwemer", and also created 3 tools, called "Kagrenac's Tools", to tap and focus the powers of the Heart.
Use of the Tools
The first of Kagrenac's Tools is Wraithguard. Wraithguard was created to protect the wielder of the Tools from both the Tools and the tapped powers of the heart, which both could probably destroy the user (Note: It could be possible that there are 2 Wraithguards, one that can be obtained in a small quest, but it is questionable whether there are canonically 2 Wraithguards). The hammer Sunder (the stronger of the 2 weapon Tools) was created to strike the heart and "produce the exact volume and quality of power desired." After this is done the dagger Keening is then used to "flay and focus the power of the heart." Put in general terms, to, perhaps, use the power of the Heart, you must (while wearing Wraithguard) first strike it with Sunder, then strike the Heart with Keening to control the power that eminates from the Heart. With enough knowledge of the tools and how to use them, one can properly focus the emanating power of the Heart onto themselves, becoming a "living god" with periodic use of the Tools on the Heart, in reference to Dagoth Ur and the Tribunal; the Nerevarine uses the Tools to "overload" and destroy the Heart by first striking the Heart with Sunder, then striking it repeatedly with Keening, making Dagoth Ur mortal. In battle, the Tools are quite useful, due to their many enchantments and overall raw power.
Mysterium Xarxes
The Mysteriums Xarxes is a book that is said to be written by the Daedric prince, Hermaeus Mora (later is given to Mehrunes Dagon), and is featured in the Elder Scrolls IV: Oblivion. Martin Septim claims that the book is so powerful, even mere possession of it is dangerous. However, it was used by Mankar Camoran to create Camoran's Paradise. It also contains a method to teleport to Paradise without having to die as a Mythic Dawn follower. Martin spends a good amount of time in the main quest of Oblivion to decipher exactly how to get to Paradise.
Interestingly enough, the box for the PC version of Oblivion looks very similar to the Mysterium Xarxes.
Staff of Chaos
The Staff of Chaos is a legendary weapon in the Elder Scrolls universe. Jagar Tharn, an Imperial Battlemage and the main antagonist of The Elder Scrolls: Arena, obtained this powerful artifact by seducing Barenziah, the wife of the Staff's guardian, Symmacus. Using the Staff, Tharn trapped Emperor Uriel Septim VII in Oblivion, and disguised himself as the Emperor, ruling Tamriel for several years. In order to prevent anyone else from using the Staff, Tharn divided it into eight pieces and hid them throughout the empire. To avenge her husband's death by Jagar Tharn's doing, Barenziah charged an unnamed hero with finding all parts of the Staff and defeat the battlemage with it, thus, saving both Uriel Septim VII and his Empire.
Umbra Blade
The Umbra Sword was enchanted by the ancient witch Naenra Waerr, and its sole purpose was the entrapment of souls. Used in conjunction with a soul gem, the Sword allows the wielder the opportunity to imprison an enemy's soul in the gem. Naenra was executed for her evil creation, but not before she was able to hide the sword. The Umbra Sword is very choosy when it comes to owners and therefore remains hidden until a worthy one is found. When a worthy user picks up the sword, it possesses him or her, causing him or her to go battle-mad and take the name "Umbra". The blade appears in both the The Elder Scrolls III: Morrowind and The Elder Scrolls IV: Oblivion installments. In Morrowind the blade is located near the outskirts of Suran, in the hands of an orc who wishes his life be brought to an end. Many interpret this as the Umbra blade wanting to transfer to the player. In Oblivion it resides within an elven ruin in the hands of a female wood elf. In the Daedric quest "Clavicus Vile", the player is charged with finding the sword in exchange for the Masque of Clavicus Vile.