Which mages guild specializes in mysticism
Even if it is true in Jeanne's case, it is unfortunately common that men assume out of hand that women do not deserve their positions, and that women generally need to be overqualified to be seen as on par with their male colleagues. In light of this real-world sexism, it is a bit unfortunate that this quest was set up in this way. If Jeanne was instead a male Jean, or if Jeanne's pranksters were also female, there would be less resemblance and reinforcement of this real world problem.
The Skingrad branch of the Mages Guild specializes in Destruction magic. Their head, Adrienne Berene, is a busy lady who would much rather not talk to you at all. Upon asking for a recommendation, she will task you with looking for Erthor, a guild member - she had lent some notes to him, and now wants them back. Asking around will reveal that Erthor is known in the Guild Hall - and in Skingrad - as a troublemaker. Apparently if you need to blame someone for a spell gone wrong, it's Erthor.
If the townsfolk so much as smell something funny or hear a loud noise, they assume it is one of Erthor's spells gone wrong. He apparently had a mishap involving a scamp a year ago, and others talk about him causing an explosion and bad smells.
Were the two related? Because of this scamp mishap, whatever it was, Adrienne banned him from practicing magic in the Guild Hall, and sent him to continue his studies in the nearby Bleak Flats Cave.
He checks in at the guild a few times a week, but is otherwise out in the cave, alone, doing his work on his research. He's done the best he can to make the cave homey - he brought in a chest, a table, books, a bedroll, and even hung a Mages' Guild banner. Now that he's been away for a while, people in town and in the Guild Hall remark that things have been quieter around, without him - and they sound relieved about it.
Despite his exile, Erthor has nothing but good things to say about the Mages Guild. In one bit of inaccessible dialogue, he even says he wouldn't have any friends if it weren't for the Mages Guild. You mean the guild members that exiled you to a cave? The ones who mostly sound grateful that you haven't been around so much lately? The ones that only care that you are missing because you borrowed some notes they need back? Nice friends. Out of the other Guild members, only Druja seems to care in the slightest about Erthor being missing, and it does not seem so much as she cares about Erthor personally, as she is just downright disgusted in how Adrienne has been treating him.
Meanwhile, seven deranged zombies have wandered into Bleak Flats Cave, and Erthor is too scared to move a muscle while they are creeping about. He hasn't been eating or sleeping, let alone going back to the Mages Guild, for days.
He is understandably very jumpy and jittery when you finally rescue him, and he asks you to please escort him to Skingrad. He repeats any time you so much as glance in his direction, that he can't wait to be back in Skingrad where it is safe. He must be so scarred from this experience. And when Erthor does get back to Skingrad, all he gets is a scolding from Adrienne, who admonishes him to be more careful Erthor reluctantly resumes his usual routine of living out in the cave where he had been trapped by zombies.
This grants you a recommendation, but what a situation. Poor Erthor has no real friends, is the butt of every joke, needs to live alone in a cave to complete his magic research work, he's probably been scarred for life, his superior blames him for the mishap that befell him in the cave she exiled him to, and after all this, he's still stuck living alone in the same awful cave. Poor guy. His life is hell. She has been part of the Guild for a long time, as learned during the questline centered around the haunted Benirus Manor: she fought the necromancer Lorgren Benirus about 90 years before, as an already accomplished mage.
She is proud of the history of her chapter, and proud of Traven for his recent reforms - as an enemy of necromancy, she's nothing but glad that Traven has outlawed it in the Guild, and she approves of his choice to make admission into the Arcane University recommendation-based. The task Carahil assigns you, as she herself points out, is a serious one - she wants you to see for yourself what sorts of jobs are assigned to mages.
Recently, there have been several cases of merchants found dead on the Gold Road; as the wounds found on the victims were magical in nature, Carahil thinks it must have been the work of a rogue mage, which is why the Mages Guild is stepping in. The other lead they have is that all the victims spent the night at Brina Cross Inn.
Because you're new to the Guild and less likely to be recognized as a member, Carahil wants you to pose as a merchant and spend the night there, acting as bait for the murderer, so that undercover battlemages can catch the culprit. At Brina Cross Inn, you meet with your contact, a battlemage named Arielle Jurard, who gives you instructions in theatrical hushed whispers; couldn't we have been told the plan in advance? In the meanwhile, you can talk around, and, if you want, you can loudly proclaim to everyone that you are only a wandering merchant, yep yep, totally defenseless.
The innkeeper in particular has some wonderfully suspicious dialogue:. When you leave in the morning, Arielle and another battlemage, Roliand Hanus, will follow you at a safe distance as you act as the bait. Sure enough, on the road you'll be assaulted by a mage named Caminalda. She was in the inn when you first arrived, scoping new victims - Christophe was only a red herring. The two battlemages will come to your aid to slay Caminalda. Upon receiving your recommendation, however, you will learn that Carahil's great trust and pride in the Mages Guild is tainted by some bitterness:.
Even though she is respected in town as a powerful and trustworthy mage, it seems like her recognition hasn't extended to the Arcane University.
Now that she's inherited the Anvil chapter from Traven, she's left to lead her group with little glory and little thanks in a town far from the Imperial City, where she can be forgotten by the more influential sorcerers of the University. The specialization of the Cheydinhal chapter of the Mages Guild is Alteration, although this is only true in name.
The reality is that the mages of Cheydinhal are a strange group - none of them are particularly skilled in Alteration, and they don't have any clear specialization.
This chapter is led by a high elf named Falcar, who is brusque and hostile towards anyone - you included. Apparently, behind the scenes, the other Council members have decided without Traven that something must be done about their impending doom.
Traven says some goody-two-shoes lines about how no good can come from using the weapons of the enemy blah blah. Hey, it's better than hiding in your cushy bedroom doing nothing. Irlav Jarol took the Bloodworm Helm to a fort to study it with some other mages, with the hope of finding a way to stop Mannimarco.
Since the Helm boosts Conjuration, it looks like Irlav used it to summon a bunch of daedra, who fought the necromancers who were coming in, but also knocked the statue of Nocturnal over, which fell on his head and killed him.
Meanwhile, another Council member, Caranya, has stolen the Necromancer's Amulet. So, we reach Caranya in the very depths of this creepy prison fort, and she thinks that we're defecting to her side. What side? The necromancers' side. Oh shit. Now everyone in the fort will take off their mage disguises and reveal the necromancer robes within! You'll have to fight your way through everyone. Caranya herself is actually the smaller threat.
Earlier, he told us Caranya insisted on taking the Necromancer's Amulet. She speaks in evil villain monologues! No wonder she's confused when we meet her: she stole the Necromancer's Amulet and declared her intention to use its powers. She thought that was a pretty clear defection to the necromancer side, and Traven all there like, who could have possibly seen this coming! Traven tells us that he's been informed, by Hassildor and other people he won't name, that a special Black Soul Gem has been created by the necromancers, and that if Mannimarco gets his hands on it, it's game over.
Traven sends us as reinforcements for a group of battlemages who are trying to intercept this artifact. When we arrive there, we learn that Traven initially sent four battlemages. Against every necromancer ever, for what he himself defined as the most important mission ever.
By when we arrive, one of the original four has died, so with us as the new reinforcement, we're back to a team of four again. When the leader of the group meets us, she almost screams when she learns that we are the only reinforcement that Traven sent.
She recovers to express her gratitude for our help, but jeez. Traven himself can't be bothered to leave his bedroom, as his own guild is becoming zombified around him, and he apparently can't be bothered to send more than one lone butt. There are battlemages constantly roaming the University, and they are there as we speak, but Traven is once again pretending that everything is fine, and so hasn't told them to help.
This should be the point where mages should be coming over from the rest of the province to help, classes are cancelled, every able-bodied mage to the ready.
Instead, he essentially sends these poor fuckers plus us to die, while saying that he wouldn't have sent us if he didn't think we were up to the task. Fuck him and his pep talk! He actually doesn't trust anyone, and is pitting us against ridiculous odds while even framing it so that, if we die, we weren't doing our best and betrayed his trust, and if we succeed, well, that's just obvious, he knew we could do it.
He's just as amazed to see the pitiful resistance force as we are to be part of it. Yeah, Falcar is an asshole, but he's absolutely right on this point. We manage to defeat him revenge! We're not quite sure what Traven was talking about here, but we don't get to ask him for any clarification, because he suddenly sets himself on fire and dies. We're just there like, blinking, and are left with the Colossal Black Soul Gem which is now filled by his petty black soul.
This conversation happened in private, and he didn't tell us what was about to happen; how are we going to explain that we didn't murder him and steal his soul as one of the necromancers ourselves? He apparently left a note for Raminus, which we never get to read ourselves, and that luckily managed to convince him that we didn't murder him for his position and then write a fake suicide note for him.
Once again, just like what happened with the informant, even if things happen to go perfectly according to Traven's contrived plan, they go bad, and there are a myriad of ways it could have gone really, really bad - for us. Then he goes and does necromancy on himself to stop the necromancers. And leaves us with all the burden of having to do everything, and then succeed him in his role as leader of the five people left in the Mages Guild who aren't necromancers or zombies.
Also, smart idea! Mannimarco was looking for powerful mages to kill and then control in his zombie army, so he was about to go murder Traven, but his plans are foiled, because Traven just Wow, you sure showed him! You can't fire me, I quit!
And what makes Traven think that Mannimarco doesn't have some horrific necromantic ace up his necromantic sleeve to resurrect his now-conveniently dead body?
Mannimarco's goal was to collect Traven's soul to study it and do whatever, and now his soul is already conveniently packaged in the Colossal Black Soul Gem, which was made for that purpose, and which we are just delivering to his manni-cave with a little bow on top. Apparently, us having a filled Colossal Black Soul Gem will somehow protect us from Mannimarco's power of enthrallment, or so said Traven. This will give us the element of surprise we need to strike.
But is either part of this true? When we do fight Mannimarco, the most we see to corroborate this thesis is that, at one point, Mannimarco casts a green spell on us which appears to do nothing. But was that the enthrallment spell? Did it fail because of the soul gem, or because of anything else? There's nothing proving it in a clear way. There's nothing suggesting that this isn't just a normal battle against some guy, and there is nothing suggesting that we couldn't have just fought him ourselves normally.
We've done pretty well so far, without Colossal Black Soul Gems in our inventory. Why couldn't Traven trust us to be able to defeat Mannimarco? We've defeated every single necromancer on our path, after all. Whatever the situation, this needed to be conveyed much more clearly. At this point, we're not even sure what Traven was planning. We tried looking up more lore details online, but everyone else seems to be just as confused.
The majority consensus is that Traven was written to die only so that the Mages Guild quest could end with the player being promoted to Arch-Mage. While that's probably true, it's bad writing, and also it wasn't necessary to kill Traven off to achieve this state. He could have retired.
He could have abdicated, realizing that he's not fit for the role. After all, Traven was completely ineffectual as an Arch-Mage, disbelieving in the grim reality and letting bad things happen under his watch just because he didn't want to accept the truth, and whenever he did try to do something, it was a complete disaster.
Frankly, we're more surprised that a mob of dissatisfied mages didn't come pounding on Traven's bedroom door and demanding a new Arch-Mage. Maybe that's why he locks his door and doesn't come out. In a sense, Traven's end is fitting for him, though. It's a stupid self-inflicted death for a stupid guy who never took any responsibility for creating or cleaning up his own messes, and his final act is to shirk all responsibilities for his duties, dropping them on someone else without asking, and abandoning his Guild to whatever end.
And how is he able to just name us Arch-Mage? It's an elected position! When the dust settles, the only remaining Council member is Raminus, so Traven effectively took his vote away, and Raminus somehow is still all smiles and goes with it. So Traven's final act was to be against democracy until the end.
We never wanted to become Arch-Mage. We never wanted all these meaningless promotions or anything of the sort. And yet, because Traven said so in his suicide note, and everyone who could have voted for someone else is dead, gone, or Raminus, here we are. We inherit Traven's bedroom. It is a very fancy bedroom, to be fair - maybe we understand why he never left it. His bedroom contains a spellmaking altar and an enchanting altar, both together in the same room, so you don't have to wander around the University trying to remember which room has which altar in it.
The unique perk of this room is Traven's special box, which multiplies alchemy supplies that you put in them. It won't work on anything that you'd particularly want to multiply, like Nirnroot or Painted Troll Fat, but you can multiply all the Frost Salts you want! You just have to return to the box periodically, because the multiplying Scamp Skin you put in there starts to smell and a janitor will clean the stinking mess out once a week.
When we go around the Arcane University and visit the different Guild halls around Cyrodiil, some people may greet you as Arch-Mage.
But not always. While probably still true, there's a better way to refer to us now. And all the nameless Professors continue to rudely dismiss us for daring to speak with them when they are oh so busy - they haven't realized that we are now responsible for their tenure decision. Except not. We actually don't seem to have any power whatsoever, except to multiply stinky scamp skins. We can't undo Traven's asinine reforms, we can't fire Teekeeus, we can't promote Deetsan, we can't do anything.
We can't even step down and say that we're too busy closing Oblivion gates to be in charge of an entire Guild, and maybe Carahil should be the new Arch-Mage. Though, it says something about Traven that our doing absolutely nothing makes us a better Arch-Mage than him. Let's recap what kind of Arch-Mage Traven was. He had been elected two years prior to the events of Oblivion , and immediately, in just two years, he enacted a reform of the Guild hall structure in Cyrodiil, restricted access to the previously-free Arcane University, and, of course, banned necromancy.
One of the first things Traven did as Arch-Mage, as a footnote to his bigger reforms, is that he restructured the way the Guild halls work in Cyrodill. Before, every Guild hall was functionally the same. Then, Traven mandated that each Guild hall in each town needs to specialize in a different branch of magic.
So, the Skingrad Guild hall specializes in Destruction magic, the Leyawiin Guild hall specializes in Mysticism, and so on. As a video game, it kinda makes sense that each place has a specialization. It's a trope for different game locations to have different themes so that each theme can be explored and that each place has its own personality.
However, in universe, it really sucks. We're not sure how the specializations were doled out, but we guess it went something like this: the guild leader in Skingrad is an expert in Destruction magic, so their whole guild got the specialty of Destruction magic.
Meanwhile, the guild leader in Leyawiin has psychic visions, so their Guild hall got to specialize in Mysticism. They are the strongest unenchanted arrows in the game. Find and bring back an elven bow for Alawen in order to train.
If the Hero has closed 3 Oblivion Gates she will train them. Mysticism is a magic arts skill that manipulates magic and forces in the world. Detailed history for Oblivion, EU-Blackrock: rankings, mythic plus progress, boss kill history, player rotation Acquisition Cheydinhal Mages Guild is on the west side of town, next to the Fighters Guild Hall.. Cheydinhal's Mages Guild specializes in Alteration magic.
Here you will find everything you need to know about the game and was afraid to ask anywhere else. Mysticism is the primary attribute of Dervishes. Cualquier duda que tengas contactanos : Oblivion. A Mages Staff. There are several reasons why you would want to join the Thieves Guild. Which means a lot of running away from imperial guards.
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