Tuesday, 17 January 2017

Mhorrigan and the 9 theives

They made their way to the mound as darkness fell.  Within the horseshoe of stones they could see the hag hunched over her fire, the hot flames licking the prize they sought.  It towered over the old woman, nine pieces of iron linked together.  On one end a hunk of red raw meat, in the center a hunk of dressed meat, and on the far end a wedge of butter.  It might have been the cooking fire of any poor herdsman or farmer, and not a Goddess.  But the thieves knew that food from this cooking fire was unending.  No matter how much a man ate more appeared, and to eat from it was to gain the wisdom of the Morrigu, the raven mother, lady of battles.
   The boldest of the thieves crept closer, not noticing the old crone tilt her wrinkled head as if listening to the wind.  Closer now he saw the woman’s eyes were glazed over, blind.  Her hands curled and knobby with age.  Taking such a magickal treasure should be a simple task.  But as the man reached out, hand ready to claim his prize the woman spun towards him and stood.  The woman who looked at him now was not the hobbled old hag, she stood talk and imposing, her dark raven hair billowing in a wind in an unearthly wind,  her limbs young and strong, her face terrible and unimaginably beautiful all at once.  He coward, unable to move in the presence of such a being.  “If you had only asked Me for my treasure I would have freely given it, but instead you approached me as an outlaw in the night.” she said.  Her voice was as sweet as the notes of a harp, as harsh as the cry of ravens upon the battlefield.  

   Slowly the Morrigu raised the spit form the fire, with the end still hot from the fire she prodded the foolish thief in the side.  The pain of his burning flesh startled him into action, leaping to his feet he fled down the mound, his companions following behind.  The woman smiled to herself, calling after the thieves she said. “Let your brand be a reminder of Me, and that my wisdom cannot be stolen, only earned!”   



Symbols of the Morrigan

   Symbols are important, they speak to us on a primal level.  They embody the essence, character, and mysteries of a deity.  In our worship, whether it be designing a ritual or creating an altar, we use them to further our connection to deity and to draw upon their power.

   Many of the Morrigan’s symbols we already know.  Crows, ravens, cattle and horses being the most well known.  As a Goddess connected with death ,skulls (animal or otherwise) are also a popular symbol connected to Her, as well as the cauldron (such as the one Badb stirs) representing transformation and rebirth.  I would add the torc to that list, as I often use it in rituals dedicated to the Morrigan as a Goddess of sovereignty.

  But one symbols in particular that is connected to the Great Queen in her myths is often overlooked, the Morrigan’s cooking spit.  At first this seems like an odd symbol to connect with the Morrigan, but it appears several times in her mythology.  This magickal cooking spit was said to hold three types of food on it, a piece of raw meat, a piece of dresses meat and butter.  In Gods and Fighting Men Lady Gregory recounts a story in which nine outlaws beseech the Morrigan for the spit (or steal it from her).  The spit could be broken down into nine pieces and each man carried a section of it during the day, while at night they gathered together to reassemble it.

“As to the Morrigu, the Great Queen, the Crow of Battle, where she lived after the coming of the Gael is not known, but before that time it was in Teamhair she lived. And she had a great cooking-spit there, that held three sorts of food on it at the one time: a piece of raw meat, and a piece of dressed meat, and a piece of butter. And the raw was dressed, and the dressed was not burned, and the butter did not melt, and the three together on the spit.

Nine men that were outlaws went to her one time and asked for a spit to be made for themselves. And they brought it away with them, and it had nine ribs in it, and every one of the outlaws would carry a rib in his hand wherever he would go, till they would all meet together at the close of day. And if they wanted the spit to be high, it could be raised to a man’s height, and at another time it would not be more than the height of a fist over the fire, without breaking and without lessening.”  (Gregory, Gods and Fighting Men)     

  The spit appears again in her interaction with the hero Cúchulain.  Before Cúchulain’s final battle the Morrigan appears to him along a roadside as a hag cooking dog flesh on a cooking spit.  There are several versions of this encounter and how she tricked him into eating the flesh of his namesake, the dog.  In one she attacks the hero with the spit, perhaps to goad him into taking action.     

   The Triads of Ireland (number 120) makes mention of the three appliances of a blacksmith, which are "Three things constitute a blacksmith, Nethin's spit, the cooking-hearth of the Morrigan, the Dagda's anvil."  In County Tipperary we find a fulachtas mound called by the same name, Fulacht na Mór Ríoghna or “The Cooking Pit of the Mórrígan”.  Fulachtas (FULL-ahk FEE-add) or burnt mounds are found throughout Ireland, England, and even Scotland.  They are low horseshoe shaped mounds with a depression in the center, accompanied by heat shattered stones and charcoal enriched soil.  It is uncertain exactly what purpose they served but it is generally believed that they were used as outdoor cooking areas. 

   Who exactly these outlaws are is debatable.  Rouge warriors? Thieves?  And why does she give such a magickal item to them?  Why does she use the spit to attack Cúchulain?  Some have suggested that the spit and its unending supply of food represent the Morrigan’s function as a fertility goddess.  Dagda who is also connected to fertility and abundance possesses a similar spit.  But the fact that Morrigan uses this magickal tool as a weapon should also not be overlooked.  She uses it to prod Cúchulain into action, into accepting his destiny and the path he has chosen for himself.  The Great Queens lessons are often hard, and it does seem a fitting tool for her.  She is using a proverbial cattle prod to get us off our spiritual butts.  And in truth sometimes we need this.  All too often we are afraid to take those crucial steps forward in our spiritual development, or to move forward in our lives.

   The items on the cooking pit are intriguing.  The raw meat, the dressed meat and butter may symbolize abundance, as they are constantly replenished.  Another interpretation could be that they represent the stages of transformation, the raw meat being a state of raw beginning, the dressed meat the process of learning, and the butter transformation or attainment of knowledge.       That the spit brakes down into nine pieces is also no surprise, as the number nine is connected to the Morrigan several times, again hinting at a connection to transformation.   Eating or drinking from magickal items, or eating the flesh of magickal animals is often a vehicle of attaining wisdom in Celtic myths.  Drinking from holy wells, eating the Salmon of Wisdom, were all ways to attain such wisdom.  In other stories gods or spirits shape shift into animals and are swallowed (usually as flies), their spirits entering an unsuspecting woman in this manner and the god then reincarnated as the child of the mortal.  Etain is reborn in this manner, she is transformed into a beautiful fly which is swallowed by a mortal queen who soon becomes pregnant with the Goddess’s mortal incantation.  Morrigan’s spit and the food on it may have had a similar function, granting wisdom, or another of the Morrigan’s attributes, to those who ate from it. 

Mhorrigans cave



It's a small, muddy hole in the ground, with a hawthorn tree growing over it, in a field at the end of a narrow lane in the middle of Rathcroghan, County Roscommon, in the western province of Connacht, Ireland.
It's called Uaimh na gCat, Oweynagat, The Morrigan's Cave, Cave of the Cats, the Síd ar Cruachan, Rathcroghan Cave, the Entrance to the Otherworld, and, by Medieval Christian Monks - the Gates of Hell.

The challenging entrance is a later addition, a Souterrain put in place some time in the Medieval era, complete with a lintel just inside the entrance with an Ogham Stone, inscribed with the words 'Fraoch, Son of Medb'. The built area forms a tight passage way.

Some way down, it opens into a much larger cavern, in both breadth and height. 

Soventry

Sovereignty. It’s a word that can mean many different things.  There is the sovereignty of a nation.  There is the concept of sovereignty with Celtic mythology, bestowed by the goddess of the land and at times stripped away when a leader rules unjustly.  In a modern sense sovereignty can be claiming your own skin, ruling your life justly, recognizing your own self-worth and rising up to take control of your life like the King or Queen you truly are. 

   My own sovereignty has come to mind often over the past years.  Not allowing others to take my sovereignty was part of a vow I made to the Morrigan  when  she took me as her son .  There were other vows made that night, when we faced Macha’s sword in ritual.  And those have weighed upon my mind as well, but it is both the idea of what sovereignty is and if I have claimed it, that my mind keeps circling back too.  Because really it’s a process.  It’s something I have claimed in different ways at different times and in different parts of my life.  And looking back I realize it’s something that is continually claimed, not simply claimed once.  Sovereignty is something we continually become worthy of.  And it requires taking action.

   That is perhaps the hardest part.  Taking action.  We resist change in our lives.  Sometimes being unhappy is safer than taking a chance.  Unhappiness can become something familiar, and if we do break the negative cycles in our lives, if we go out on that limb, there are no guarantees anymore.  We question ourselves, we think ‘Maybe this is a good as if gets?’.  And so out of fear we resist change, we let others take our sovereignty from us, we let them rule our lives instead.  Because it easier. But it also means we never make room for good things to come into our lives, the things we are truly worthy of.   

   When I first encountered the Morrigan I was 1 day old.  She gave me the strength to fight for life.  It wasn’t easy.f.   I went kicking and screaming, while the Queen tapped her foot and waited for me to realize nothing was going to change until I stood up and MADE things change.  I had to accept what was going on was wrong, and if I didn’t leave it was never going to end.  I had to be the one to end it.  And I did. I did myfirst  soul gatherer  at 3

  And afterwards I struggled. I was  short. and people always feared me when they found out what  I was.  later on  things still were tough   I could barely pay my rent, I worked two jobs and went to school full time.  But I was happy, really happy, for the first time in my life.  I had claimed a little piece of sovereignty, back again.  But there was still an emptiness inside me.  It would take a long time for that to go away, for me to put those broken pieces back together.  And at times I find pieces I thought I fixed, that need to be addresses again.  Because as I said, sovereignty is a process.  To be worthy of putting that crown on our heads, or that torc around our neck requires that we really dig down and look within, really look at ourselves, and accept ourselves, both the good and the bad.  And that takes time. 

  After a while I began to heal, that broken darkness began to ebb.  I brought new and better things into my life.  But I faltered in that sovereignty many times.  At times I let the wrong people into my life, I let other people walk all over me.  I gave too much of myself, not really owning that my time and energy had worth.  I let old cycles repeat without knowing it at first.  And again the Queen challenged me.  There were times She forced me to face my demons, and at other times She became silent.  I could feel Her waiting, restless, somewhere just at the edges of my perception, tapping her foot, probably raising a fierce looking eyebrow at me, waiting for me to cut the things out of my life that no longer served me before I reached a breaking point. In my mind I could hear Her say “You are the son of a Queen, act like it.”  Because it’s easier to embrace change when we hit rock bottom, when there is no other option, and we can’t hide behind our excuses or the things we put in our lives to distract us from owning our actions and ourselves.  The trick is to learn to be brave and stand up for ourselves, to know we are worthy of good things in life, without having to be backed into a corner to finally face these things.  And I’ve found I’m good at making excuses.  “I’ll take care of x after I finally do y”  or “When I do x, I’ll be strong enough to finally face y”.  Sometimes you just have to feel your way through the dark, you have to stand on the edge of the cliff and jump, not knowing if you are going to fly or fall.  Because if you don’t, nothing will change in life.    

  Claiming sovereignty has been a slow process.  It’s taken years.  I’ve hit plenty of speed bumps.  I’ve had to jump off of a few metaphorical cliffs and take chances.  And I’ve learned along the way its ok to be broken, sometimes you have to fall apart to rebuild yourself and your life anew. 

  one Samhain  a friend had suggested that as part of our ritual we should remember not just the ancestors but who we have been.  You aren’t the same person you were ten years ago, or even a year ago.  We change, we evolve, we are constantly in a state of becoming.  And so we did just that.  We honored the ancestors, but then we spent a moment honoring, remembering and perhaps mourning the people we had been.  The parts of ourselves that were gone, and recognized that we had changed.  It’s something I plan on incorporating into my private yule ritual at some point in the future.  I will mourn and remember the person I was, and recognize that I am someone new.  Someone who strives to be worthy of that torc around my neck.  Because although at times I’ll wear, my raven skull necklace  it’s always the torc that I prefer to wear as a symbol of my faith, as a symbol of my devotion to the Morrigan.  The Morrigan is many things, but She is always the Great Queen.  She doesn’t apologize for who She is, but revels in it, and so should we.

Wednesday, 11 January 2017

Children of the forest


well today I am going to talk about some of  my Favorite Characters A song of  ice and  fire .  The  children of the forest.

In the Dawn Age of Westeros, before the coming of man and the
raising of castles and cities, there were only the Children of the Forest.





The Children of the Forest are a mysterious non-human race that were reportedly the original inhabitants of the continent of Westeros. They were already living in Westeros when the First Men migrated to the continent, 12,000 years before Robert's Rebellion.[1]
According to legend they were last seen during the Andal Invasion 6,000 years before the War of the Five Kings. In the present day, most believe that they are simply the stuff of myth and never existed at all. Even the few that do believe they once existed, such asMaester Luwin or Ned Stark, believe that they have long since gone extinct. In actual fact, some of the Children endured for a timeBeyond the Wall as one group of Children came to serve the Three-eyed Raven. This group was eventually killed during an assaulton the cave of the three-eyed raven, rendering the Children seemingly extinct.

BIOLOGY



The Children of the Forest were said to be humanoid, but when grown to adulthood they were no taller than human children. Their facial features are very rounded and soft, like a very small child. They also have disproportionately large and expressive eyes (like human babies), which are set wider in their face than would be normal for a human child of the same height.
They generally preferred to live in the depths of the forests in hidden villages, in crannogs of the swamps, or in caves. Thus they came to be known as "the Children of the Forest".
They also seem to be extremely long-lived. Given Leaf participated in the creation theNight King some eight to ten thousand years ago, their lifespans are clearly measured in millennia.


CULTURE

The Children of the Forest worshipped nature gods, the countless and nameless spirits of every tree, every rock, and every stream. Their religion devoted to the Old Gods of the Foresthad no complex temples, but according to legend it was the Children that carved faces into the sacred Weirwood trees.  These carved heart trees were the closest thing to a shrine in their religion.
The Children of the Forest weren't very technologically advanced, though they were very woodcrafty and had a great knowledge of the plants and animals of the forest. They hunted using bows made of weirwood and used blades made of Dragonglass.
The wise men of the Children of the Forest were known as "Greenseers", who are said to have had impressive powerful magic at their disposal.


The children may have lived in clans.[4] They did not use metal, weave cloth, or build cities. The children lived off the land, using stone implements, wearing bark leg-bindings and shirts of woven leaves, dwelling in caves, crannogs, and hidden tree villages. Males and females both hunted side by side[5] as wood dancers.[6] The children had no books, no ink, no parchment and no written language.[3] They were a people with a deep connection to the land.[5] The children wielded obsidian weapons and weirwood bows in battle, but also used powerful magic.[4]

Legends say the children of the forest were gifted with supernatural powers. These included having power over the beasts of the wood, the ability to wear an animal's skin, the skill to create music so beautiful as to bring tears to the eyes of any who heard it, the greensight ability (although maesters believe that the greensight was not magic, simply another kind of knowledge) and the ability to speak to the dead.[7] It was the children who carved faces on weirwoods to keep watch over the woods.[8] The children of the forest believed that the weirwood trees were gods, and when they died they became a part of them.[3] Septon Barth believed that the children could communicate from afar with ravens.[4]

It is unknown if there is a connection between the children of the forest and the Ifequevron, or "woods walkers", of northern Essos; Vaes Leisi is a ruined settlement of carved trees and haunted grottoes in the Kingdom of the Ifequevron.[9][10]



History



Background
The First Men called us 'the Children', but we were born long before them.Leaf
The Children lived in the deep woods
for untold ages.
Legend holds that the Children of the Forest ruled Westeros for thousands of years before the arrival of the first humans on the continent twelve millennia ago. They inhabited the vast primeval forests which spanned most of Westeros before humans came and began cutting them down. According to legend, the Giants also inhabited Westeros at this time, and clashed periodically with the Children. Whatever history, wars, romances, or triumphs the Children may have had in the untold centuries that they inhabited Westeros, their stories have been forgotten.
Twelve thousand years ago, the First Menfrom the eastern continent of Essos migrated to Westeros by crossing a land bridge known as the Arm of Dorne. The First Men began cutting down the Children's forests, including the sacred weirwood trees, leading them into conflict with the Children. The two races fought a desperate series of wars for dominance for the next two thousand years, during which the Children of the Forest destroyed the Arm of Dorne and flooded the Neck through the sorcery of their greenseers.
After two thousand years of violence, the Children of the Forest and the First Men fought one another to a standstill. The two races agreed to peaceful coexistence and signed the Pact on the Isle of Faces in Gods Eye lake, granting the open lands to humanity and the forests to the Children.
The Pact lasted for another two thousand years before the enigmatic White Walkers invaded from the uttermost north, bringing death and destruction to both races. The Children of the Forest allied with the First Men to drive back the White Walkers in theWar for the Dawn eight thousand years ago. After the defeat of the White Walkers, the Children, much-reduced in number, are said to have helped Bran the Builder raise the Wallwith their powerful magic to prevent the White Walkers' return.
The Children of the Forest never had a large population to begin with, and they took heavy losses in the struggle against the White Walkers, from which they never truly recovered. Over the following centuries they gradually declined throughout Westeros, until they had all but disappeared by the time theAndals invaded Westeros six thousand years ago.
The few that remained were hunted or driven off by the Andals during their conquest of the continent, believing their magic to be an abomination to their Faith of the Seven. The Andals cut down the sacred heart trees in the south (except on the Isle of Faces), but the First Men of the North withstood their advance, and continued their worship of the Old Gods centered around the remaining heart trees there. The handful of Children that survived the slaughter were said to have fled to the far north, Beyond the Wall, where the Andals would never follow them. By the time that Aegon I Targaryen conquered and united the Seven Kingdoms of Westeros three hundred years ago, there had been no contact with the Children of the Forest for thousands of years.[2]
According to the knowledge of the maesters, the Children are either extinct, or never existed in the first place and are a purely mythical race. This is disputed by the people of the North, who hold that they inherited their worship of the Old Gods from the Children of the Forest, who were real and have long since departed the realms of men.[3]
Secretly, a handful of the Children actually did survive in the lands Beyond the Wall, unseen even by the wildlings, hiding in vast underground caverns.[4]

Dawn Age


Child of the forest, in its natural habitat.

It is unknown where the children of the forest came from, nor for how long they were in their land before humans arrived. For thousands of years during the Dawn Age the children and the giants shared the landmass that later became known as Westeros.[4] The two races are believed to have sometimes fought, since Maester Kennet found a giant's barrow near Long Lake with obsidian arrowheads in the ribs.[4] The children lived throughout Westeros, from the Summer Sea to the Land of Always Winter.[4] They called Dorne the "Empty Land",[11] however, and maesters doubt that the children lived on the Iron Islands.[12]

First Men

Eventually between eight thousand and twelve thousand years ago,[6] the children came in contact with the First Men, the first outsiders. Legends of the Reach claim they were led by Garth Greenhand.[13] Crossing the Arm of Dorne, the land-bridge connecting Westeros and Essos, these invaders built permanent settlements and brought with them bronze weapons, great leathern shields, the first horses, and their own gods.[5]

The children initially welcomed the newcomers, but they disliked the First Men's harvesting of trees from forests, such as the rainwood.[14] Fearing that the children used heart trees for spying, the First Men burned and cut down the great weirwoods as they came, leading to war between the two races.[4]

For thousands of years the two races fought a desperate war for dominance.[14] The legendary Brandon of the Bloody Blade slew numerous children at Red Lake.[13] In a futile attempt to end the invasion, the children used the hammer of the waters to shatter the Arm of Dorne, creating the Broken Arm and the Stepstones.[15] The histories say that some of the First Men, the crannogmen, grew close to the children of the forest in the days when the greenseers at the Children's Tower of Moat Cailin[16][17] tried to bring the hammer of the waters down upon the Neck.[18]

Eventually the First Men and the children fought to a standstill. The two races agreed to peaceful coexistence and signed the Pact on the Isle of Faces, granting the open lands to humanity and the forests to the children, who had been greatly diminished. The children taught worship of the old gods to the First Men.[14]

Age of Heroes


A greenseer singing the song of earth.

The Age of Heroes followed the Pact between the children and the First Men, four thousand years of relative peace between the races.[5] Eventually the enigmatic Others invaded from the uttermost north, bringing death and destruction to children and First Men, during an extended period of winter known as the Long Night. The children joined with the First Men, led by the last hero, to fight against the Others in the Battle for the Dawn. Eventually the Others were driven back into the Lands of Always Winter.[2] Bran the Builder, the legendary founder of House Stark, is said to have enlisted the magical aid of the children during the construction of the Wall.[4][19]

The children began their slow withdrawal from the lands of men, retreating deeper into their forests and beyond the Wall. It was recorded by the Night's Watch that the children of the forest gave the black brothers a hundred obsidian daggers every year during the Age of Heroes.[20] The free folk believe that Gendel and Gorne once mediated between rival children and giants.[4]

Children and their greenseers supported the Warg King at Sea Dragon Point, but they were defeated by the Starks of Winterfell, the Kings of Winter.[21] The Winged Knight in the Vale is said to have wed one of the children, but she died during childbirth.[22] Some legends claim that children helped Durran build the seventh castle of Storm's End.[23] Some maesters of the Citadel, such as Jellicoe, lived among the children.[24]

Andals


Children slain and weirwoods burned by Andals.

The children again warred with humans when the Andals began migrating from Andalos across the narrow sea to Westeros. Zealous in the Faith of the Seven and armed with steel, having learned of ironworking from the Rhoynar,[25] the Andals resumed the cutting down and burning of weirwoods.[26]

Children are said to have sent wolves against Andals at the White Wood.[26] The Storm King Durran XXI Durrandon formed the Weirwood Alliance with the remaining children in the stormlands against the new invaders.[27] Having seen the Andals overwhelm other kingdoms, Gwayne IV Gardener, King of the Reach, sent men to seek aid from the children, although it is unknown if any were found.[28]

A hill, now known to the Westerosi as High Heart, was sacred to the children of the forest. There the Andal king Erreg the Kinslayer cut down the children's grove of thirty-one weirwoods. High Heart is said to be haunted by the ghosts of the children who died there, where the children's magic is said to still linger.[29] True History states that the children had already abandoned the riverlands before the arrival of the Andals, however.[26]

Because of the Andals' invasion and conquest of the First Men, the old gods were largely supplanted south of the Neck by the Faith of the Seven. Moat Cailin held back the Andals from the north,[30] however, so some children fled north.[5] During the reign of Dorren Stark, King in the North, the ranger Redwyn traded with children during a journey to Lorn Point and the Frozen Shore.[31]

Relations between the children and humans grew distant over the years, until they ceased altogether. Maesters largely believe the children have been gone for hundreds[2] or thousands[32] of years, but the free folk believe they still live beyond the Wall.[5] Some scholars have suggested that children may have survived at the Isle of Faces or in the bogs of the Neck.[30] Some also theorize that the crannogmen of the Neck intermarried with the children.[33]

Jenny of Oldstones always claimed that her woods witch friend was one of the children.[34] Lord Eddard Stark taught his offspring in their youth about the Age of Heroes and the children of the forest.[35]
Season 2
Maester Luwin tells Bran Stark that many people think that magical creatures like the Children of the Forest never existed at all. Luwin tells Bran that he thinks they may have once existed in ancient times, but that they have long since gone extinct: "The dragonsare gone, the Giants are dead, and the Children of the Forest forgotten."[5]


Season 4
Leaf, one of the Children of the Forest, emerges from the cave of the Three-eyed raven to save Bran Stark and his companions from a group of wights. She leads Bran and his companions deeper into the cave as other Children peer at them from around corners, until they reach the Three-eyed raven.[6]
Season 5
After managing to kill one of the White Walkers with a dagger made of Dragonglass,Samwell Tarly reads through many of the old manuscripts at Castle Black trying to find out what makes it so special. He explains toStannis Baratheon that the only thing he's found is some mention that the Children of the Forest used to hunt with dragonglass weapons.[7]
Season 6
Bran Stark continues his training with the three-eyed raven in his cave, where the remaining Children of the Forest also gather.Meera Reed is upset that she can't help Bran and doesn't have much to do but wait, butLeaf warns her that Bran won't stay at the cave forever and in time he will need her toDuring one of his visions, Bran is shown the darkest secret of the Children: they long ago created the White Walkers from capturedFirst Men. When he awakens, he demands an explanation from Leaf, who tries to explain that they had no choice, as they were at war with humans. Later, Bran's attempts to quicken his vision quests draw the attention of the Night King, who shortly thereafter storms the cave. The Children of the Forest present put up a fight at the cave's entrance and within the cave itself, but most of them are cut down in the ensuing battle. Leaf survives to cover Bran and Meera's escape, but makes the ultimate sacrifice by allowing the wights to envelop and cut her down while she detonates an explosive weapon, destroying the last known holdout of the Children.[10] Nonetheless, additional pockets of them may survive in the wildest and most secret places of Westeros.

In the books
In the A Song of Ice and Fire novels, legend holds that the Children of the Forest ruled Westeros for thousands of years before the arrival of the First Men from the eastern continent of Essos, some twelve millennia ago.
Within the first novel, A Game of Thrones, it is speculated by songsters in the North that the Children might survive north of the Wall, though simply because no one is entirely sure what exists in the uncharted forests beyond it. Nonetheless, the Children have not been sighted in thousands of years, either by the Night's Watch guarding the Wall or even the wildlings that live immediately north of it.
According to myth, the Children were diminutive in stature and few in number compared to humans, but formidable in battle. Their greenseers wielded powerful magics and their wood dancers were skilled warriors. It is hinted that the enigmatic green priests of the Isle of Faces in the midst of Gods Eye know some of the secrets of the Children and their ways, and others (especially in the North) may know something of their ways.
Bran Stark discovers the handful of surviving Children of the Forest hiding in a secret, vast underground cave network beyond the Wall, guided by their member known as "Leaf". She later explains to Bran that there were simply never that many of her race in the first place, even before the First Men arrived. She believes that the gods made them this way as a counter-balance to their very long lives (which can last for centuries), so they would not exhaust the resources of their lands like deer overpopulating a woods with no wolves in it until they starve to death. They only sparsely inhabited Westeros, and they took severe losses against the White Walkers from which they never really recovered. When the Andals came they killed the few Children they encountered, and the survivors secretly fled beyond the Wall, where none would follow.
The novels have never described the Children of the Forest casting fireballs the way that Leaf seems to in the Season 4 finale, but Season 6 confirms that the Children actually throw volatile projectiles rather that cast fireballs. In the book version of the scene, Leaf lights the wights on fire using a torch, by darting around and between them with amazing speed and agility.
The World of Ice and Fire sourcebook (2014) revealed that the largest holdouts of the Children of the Forest at the time of the Andal Invasion tended to be, of course, the major remaining woodlands of Westeros south of the Wall, which are concentrated in The Stormlands (the Rainwood in the south and what would later be known as the Kingswood to the north). It was only in the Stormlands that the Children still had a population large enough to amount to any significant fighting force. They actually joined forces with the old First Men kings of House Durrandon to try to fight off the Andal invaders, a union known as the Weirwood Alliance. It was a slowly losing battle over several generations, however, and over time they could not replace their losses through gradual attrition, and dwindled away. Elsewhere, the Children also put up a determined resistance at a point in the central Riverlands some distance east of Riverrun known as High Heart - a large hill considered sacred by the Children, which was crowned with a ring of weirwood heart trees. Eventually they were defeated and the weirwoods cut down. The book also hints that the Children, or cousins of them, were once present in Essos, as the most ancient tales from the cultures of the grasslands there tell of "woods walkers" who sound suspiciously like the Children. A forest near the coast of the Shivering Sea is still referred to as "the Kingdom of the Ifequevron" by the Dothraki. Like their Westerosi counterparts, the woods walkers found their numbers reduced first by the rise of the Sarnori, and then by the sudden colonization of the Ibbenese; although the Dothraki fear that the Ifequevron might still be around, the maesters and the Ibbenese think them gone forever.
Physical appearance and comparison to elves
Although they occupy the position usually filled by Elves in other high fantasy media, George R.R. Martin has repeatedly insisted that the Children of the Forest are not simply his version of Elves, because "Elves have been done to death". While the Children are repeatedly described as "dark and beautiful" this is not in the same manner of Tolkien's Elves: the Children are described as being smaller than humans with nut-brown skin, large ears, and glowing gold eyes, slitted like a cat's. Their skin has spotted patterns, like a deer's fur. They also have 4 digit hands (3 fingers and a thumb) that end in small claws instead of primate fingernails. The Children did not weave cloth for garments, but wore shorts of woven leaves, and leg-bindings made of tree bark. They interwove vines and flowers into their hair. Their females hunted alongside their males. When Bran sees them, he thinks that at a distance they seem no older than himself or his sisters, though up close they carry an air of being far older.
Artistic depictions of the Children of the Forest in the "Complete Guide to Westeros" Season 1 Blu-ray featurettes depict them as nothing like stereotypical Elves, who usually inhabit graceful castles and are highly "civilized". Instead, the Children are depicted as being an aboriginal people adorned with totems and tattoos.
When the Children of the Forest finally appeared in the Season 4 finale of the TV series, they were played by child actors. They apparently don't have claws instead of fingernails - and appear with five fingers instead of four, contradicting both the books and artwork from the Blu-ray featurettes. Similar to how the giants in the novels are inhuman and more like depictions of a Bigfoot or Yeti, depicting the Children of the Forest as they are described in the novels would probably have required making them very expensive CGI motion-capture creations, so the TV series opted to use actors in prosthetics. However, they did attempt to push their design as non-human as possible on a TV budget, so while it isn't full motion-capture, actors playing Children do have a grid of black dots on their faces to digitally map their performance, and in the final version their facial features are pushed around to make them appear more non-human (i. e. rounding their features, making their eyes bigger, and then setting their eyes inhumanly far apart).


THE CHILDREN OF THE FOREST AND THE WHITE WALKERS



So the Children of the Forest created the White Walkers—from men—to fight men for them. We did not see that coming.

Before we get to the implications of that monster revelation though, why exactly did the children need protection in the first place? For those answers we need to go back to a time when there were no men in Westeros, during a time known as the Dawn Age.

“No one’s innocent really in this world, and there is just something really beautifully right about the idea that the great nemesis of mankind were created to protect the Children of the Forest from mankind.” – Showrunner David Benioff

The First Men came from Essos 12,000 years ago across a land bridge into what we now know as Dorne (the exact time is at best an estimate, seeing as how there are no records from then), but before their arrival it was the domain of the Children of the Forest and the giants, a world without cities or rulers where unicorns roamed the land. We don’t know where they came from or for how long they lived free of mankind (one child says “a thousand thousand” man years), but we know they worshiped unnamed gods of the earth, carved faces into sacred weirwood trees to honor them (and to see through), and used magic to fight (though they also used obsidian bows and daggers).

The children have always been both small in physical stature (the giants call them “little squirrel people,” or “woh dak nag gram” for those of you that speak the True Tongue) as well as population. Bran is told in A Dance with Dragons, “The gods gave us long lives but not great numbers, lest we overrun the world as deer will overrun a wood where there are no wolves to hunt them.” What they lack in size though they make up in wisdom of the earth, superior power of the senses, and beautiful singing voices.

When the First Men came they did not come peacefully, battling with the children for two thousand years. The men rode horses, wielding bronze swords with shields of leather; they formed towns and built holdfasts, chopping down the sacred weirwoods. Their superior numbers and advanced technology made it so they naturally had the upper hand.

…Though not enough of an edge to defeat them. The children used their magic to break the land mass that led the First Men into Dorne, to prevent any more from crossing over. They even tried to flood The Neck to prevent them from moving further north (they failed there—though they did create the bogs and swamps the crannogmen call home to this day).

Finally—following two thousand years of fighting and bloodshed—the children and the First Men signed The Pact on the Isle of Faces, a peace treaty that ended the war and the Dawn Age. The First Men would come to adopt the nameless gods of the children (now known as the old gods), and the two races had peace for four thousand years.

This time period is known as the Age of Heroes, when the great castles of Westeros were built, legendary figures like Bran the Builder and Lann the Clever are said to have lived, and many notable families and kingdoms were formed.

It is also when The Long Night occurred, roughly 8,000 years ago (at which we already took a deeper look). The last hero, with help from the children, defeated the White Walkers (known as the Others in the books) at the Battle of the Dawn, pushing them back into the cold lands of the far north.

Something obviously doesn’t add up here, time-wise.

If the Children of the Forest created the White Walkers to help them fight against the First Men, why did the Long Night take place two thousand years after the two sides made peace? Did the children and their small population become fearful of being completely overrun by mankind, forming the White Walkers as an army that could defeat men for them, without the children having to technically break the treaty? They likely imagined they’d be able to control their new weapon, so once mankind was eliminated by a stronger, icier version of themselves, the children could feasibly do away with them and return to their lands with impunity.

…Or, could it be that the White Walkers simply took that long to get their army together? While they can raise a giant army of the undead to fight with them (those zombie soldiers are called wights), actual White Walkers—the ones that can only be defeated by obsidian glass and Valyrian steel—are few and far between. It’s possible it took the first White Walkers thousands of years to form their army of White Walkers, during which time the children and First Men had made peace.

It’s also possible some children never accepted or trusted the peace, and did it on their own. Or that the peace was only so the children could buy time, after which they would resume their war.

Which is all to say: It’s not clear yet how the timeline fits together, but it is obvious that while the children did create a new creature with a surmountable vulnerability, they lost control over it at their own peril. (Sometimes Frankenstein loses control over his monster.) So when The Long Night came, the children were facing an even greater danger—an even stronger type of man—so they had no choice but to fight back against them with the First Men. Following the defeat of the White Walkers during The Long Night, the Children of the Forest promised the Night’s Watch 100 obsidian daggers annually. Which means they clearly knew their creatures were only defeated, not eliminated.

However, it’s also possible that the Children created the White Walkers not to defeat the First Men, but to have a weapon ready for the next men that came for them. For while they had made peace with the first invaders, the world was full of many more men, and the Children may have feared that next invasion. An invasion that did come, and pushed the Children from their home for good—the Andals

Who are the Andals, then?

The Andals, with their superior steel weapons, came to Westeros from across the Narrow Sea roughly 6,000 years ago, first landing in the Vale with the Seven-Pointed Star of their religion (the new gods). This next group of conquerors ultimately finished the Children off (as far as everyone knew), even though the First Men fought the Andals, too. (The First Men only managed to hold on to the North themselves, though most of the other six kingdoms are filled with families with the blood of both the Andals and the First Men.)

Note: Some maesters think the Andal invasion was 2-4 thousand years ago, not six. Exact dates aside, at the very least the Andal invasion marked the beginning of recorded history in Westeros.

The Children retreated far north of the wall—no longer considered a part of Westeros—eventually becoming nothing more than a legend to the men and women who lived there. So they weren’t wrong in believing that mankind was their enemy. The First Men waged war on them for two thousand years, and the Andals simply finished the takeover.


Their hands had only three fingers and a thumb, with sharp black claws instead of nails.

The children are smaller than humans and have nut-brown skin, dappled like a deer's with paler spots. They have large ears that can hear things that no man could hear.[3]

They usually have large gold and green eyes slitted like those of a cat,[1] allowing them to see in dark passages.[3] Children with mossy green or blood red eyes have the gift of greensight and are known as greenseers.[3]

Their hands have only three fingers and a thumb, with sharp black claws instead of nails.[3] The children are slight, quick, and graceful.

Recent Events

A Game of Thrones

At Winterfell, Maester Luwin tells Bran Stark of the war of the First Men and the children of the forest and the Pact.[5]

A Clash of Kings

In the library of Castle Black Samwell Tarly reads an account of Redwyn's journey beyond the Wall, during which the ranger met children of the forest, and a book about the tongue of the children.[31]

Luwin and Bran speak of greensight.[8]

A Storm of Swords

Tom of Sevenstreams tells Arya Stark how High Heart is shunned by smallfolk, who believe it haunted by children slain by Erreg the Kinslayer. Arya wonders if the ghost of High Heart is one of the children, but tom explains she is just a dwarf woman.[29]

A Dance with Dragons


Bran Stark with the children of the forest by Conor Campbell ©

Coldhands leads Bran, Hodor, and Meera and Jojen Reed north of the Wall to the cave of the three-eyed crow, whom Coldhands calls the last greenseer.[36] They are attacked by wights at the entrance, a cleft in the hillside, but they survive with the assistance of one of the children, a being who appears to be a girl child and can speak the Common Tongue.[1]

Bran and his companions discover a dwindling remnant of children live in the warded cavern. The caves are home to more than three score living singers and the bones of thousands dead, and extend far below the hollow hill. Bran and Meera give names to the children, since they cannot speak the True Tongue. Bran hears them sing sad songs in the True Tongue which he cannot understand, but their voices are as pure as the winter air. Leaf, who saved the humans from the wights, explains that the children have not explored all of the caves, even though they have lived there for a thousand thousand man-years. [3]

Bran finds greenseers enthroned in nests of weirwood roots. The boy learns from Lord Brynden, the last greenseer, and the child Snowylocks supplies weirwood paste.[3]

Known children of the forest

Ash
Black Knife
Coals
Leaf
Scales
Snowylocks

Quotes

Bran, the children of the forest have been dead and gone for thousands of years. All that is left of them are the faces in the trees.[32]


– Luwin, to Bran Stark





They were a people of the Dawn Age, the very first, before kings and kingdoms. In those days, there were no castles or holdfasts, no cities, not so much as a market town to be found between here and the sea of Dorne. There were no men at all. Only the children of the forest dwelt in the lands we now call the Seven Kingdoms.[37]


– Luwin, to Bran Stark





North of the Wall, things are different. That's where the children went, and the giants, and the other old races.[38]


- Osha, to Bran Stark





The children are gone from this world, and their wisdom with them.[8]


– Luwin, to Bran Stark





We remember the First Men in the Neck, and the children of the forest who were their friends ... but so much is forgotten, and so much we never knew.[39]


- Jojen Reed, to Bran Stark





The children of the forest are all dead. The First Men killed half of them with bronze blades, and the Andals finished the job with iron.[40]


- Jeor Mormont, to Samwell Tarly


Though the men of the Seven Kingdoms might call them the children of the forest, Leaf and her people were far from childlike. Little wise men of the forest would have been closer.[3]


- Bran Stark's thoughts





Bran: Where are the rest of you?
Leaf: Gone down into the earth … Into the stones, into the trees. Before the First Men came all this land that you call Westeros was home to us, yet even in those days we were few. The gods gave us long lives but not great numbers, lest we overrun the world as deer will overrun a wood where there are no wolves to hunt them. That was in the dawn of days, when our sun was rising. Now it sinks, and this is our long dwindling. The giants are almost gone as well, they who were our bane and our brothers. The great lions of the western hills have been slain, the unicorns are all but gone, the mammoths down to a few hundred. The direwolves will outlast us all, but their time will come as well. In the world that men have made, there is no room for them, or us.[3]






Men would not be sad. Men would be wroth. Men would hate and swear a bloody vengeance. The singers sings sad songs, where men would fight and kill.[3]


- Bran Stark's thoughts

References and Notes

1. ↑ 1.0 1.1 1.2 A Dance with Dragons, Chapter 13, Bran II.
2. ↑ 2.0 2.1 2.2 The World of Ice and Fire, Ancient History: The Long Night.
3. ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08  3.09 3.10 A Dance with Dragons, Chapter 34, Bran III.
4. ↑ 4.0 4.1 4.2 4.3 4.4 4.5 4.6 4.7 4.8 The World of Ice and Fire, Ancient History: The Dawn Age.
5. ↑ 5.0 5.1 5.2 5.3 5.4 5.5 5.6 A Game of Thrones, Chapter 66, Bran VII.
6. ↑ 6.0 6.1 The World of Ice and Fire, Ancient History: The Coming of the First Men.
7. ↑ A Clash of Kings, Chapter 13, Jon II.
8. ↑ 8.0 8.1 8.2 A Clash of Kings, Chapter 28, Bran IV.
9. ↑ George R. R. Martin's A World of Ice and Fire.
10. ↑ The World of Ice and Fire, Beyond the  Free Cities: Ib.
11. ↑ The World of Ice and Fire, Dorne.
12. ↑ The World of Ice and Fire, The Iron Islands.
13. ↑ 13.0 13.1 The World of Ice and Fire, The Reach: Garth Greenhand.
14. ↑ 14.0 14.1 14.2 The World of Ice and Fire, The Stormlands: The Coming of the First Men.
15. ↑ The World of Ice and Fire, Dorne: The  Breaking.
16. ↑ A Game of Thrones, Chapter 55, Catelyn VIII.
17. ↑ A Dance with Dragons, Chapter 20, Reek II.
18. ↑ A Clash of Kings, Chapter 50, Theon IV, p 733.
19. ↑ The World of Ice and Fire, The Wall and Beyond: The Night's Watch.
20. ↑ A Feast for Crows, Chapter 5, Samwell I.
21. ↑ The World of Ice and Fire, The North: The Kings of Winter.
22. ↑ The World of Ice and Fire, The Vale: House Arryn.
23. ↑ A Clash of Kings, Chapter 31, Catelyn III.
24. ↑ The World of Ice and Fire, The Reach:  Oldtown.
25. ↑ A Dance with Dragons, Chapter 5, Tyrion II.
26. ↑ 26.0 26.1 26.2 The World of Ice and Fire, The Riverlands.
27. ↑ The World of Ice and Fire, The Stormlands: Andals in the Stormlands.
28. ↑ The World of Ice and Fire, The Reach:  Andals in the Reach.
29. ↑ 29.0 29.1 A Storm of Swords, Chapter 22, Arya IV.
30. ↑ 30.0 30.1 The World of Ice and Fire, Ancient History: The Arrival of the Andals.
31. ↑ 31.0 31.1 A Clash of Kings, Chapter 6, Jon I.
32. ↑ 32.0 32.1 A Game of Thrones, Chapter 24, Bran IV.
33. ↑ The World of Ice and Fire, The North: The Crannogmen of the Neck.
34. ↑ A Dance with Dragons, Chapter 23, Daenerys IV.
35. ↑ A Game of Thrones, Chapter 1, Bran I.
36. ↑ A Dance with Dragons, Chapter 4, Bran I.
37. ↑ A Game of Thrones, Chapter 66, Bran VII, p 737.
38. ↑ A Game of Thrones, Chapter 66, Bran VII, p 736.
39. ↑ A Storm of Swords, Chapter 9, Bran I.
40. ↑ A Storm of Swords, Chapter 33, Samwell II, p 373.

Thursday, 5 January 2017

Nightingales what we know

Welcome and walk with the shadows. Today I am going to talk about everything  that we know of the Nightingale. Other then Game of  Thrones, this is my Favorite Topic.




The Nightingales


An insider's account of the Nightingales



  

As a Nightingale, I feel compelled to place quill to parchment and record my thoughts regarding my knowledge of our order. If one day the Nightingales should vanish from Tamriel, then let this tome serve as a reminder of what we once were and to dispel any rumor or hearsay about our purposes and our motivations.

Our trinity serves the Lady Nocturnal, the Empress of Murk and the Daughter of Twilight. We believe her to be our patron, if not the patron of all thieves worldwide. We serve her without prayer, without charity and without celebration. Our bond with Nocturnal is in the form of a business transaction we strike known as the Oath. Her terms are simple and binding. As Nightingales we are required to guard the Twilight Sepulcher, the Temple of Nocturnal, against those perceived as a threat. In return, we are allowed to use our abilities as Nightingales to further our own means and the means of the Thieves Guild.

Upon our death, we are bound to the Twilight Sepulcher as guardian spirits until such time as Nocturnal feels our contract has been fulfilled. Our ultimate fate lies within the Evergloam, Nocturnal's realm. There, our spirits become one with shadow itself and we become the cloak which envelops all of our fellow thieves in their endeavors. This is the true origin of the phrase "walk with the shadows" uttered within the Thieves Guild.

The Twilight Sepulcher is more than a temple, it contains a conduit from our world to the Evergloam, a swirling pool of liquid midnight we call the Ebonmere. This is the heart of the Sepulcher, and the source of Nocturnal's influence throughout the world. The Ebonmere can only be sealed by removing a unique key from its lock. This key, which occasionally finds its way beyond the walls of the Sepulcher, is widely known as the Skeleton Key of Nocturnal.

The Skeleton Key is an often misunderstood artifact. Those that seek to possess it tend to use only a fraction of its potential. Most mistake it for a unique and unbreakable lockpick. While this is true, the wonder of this device can only be appreciated once the owner is willing to expand his mind and abstract what defines "unlocking." This action refers to more than simple doors and portals. In the proper hands, the Skeleton Key has the capability to unlock hidden potential and untapped abilities. The extent of this power has yet to be discovered, which is a frightening thought if it ever fell into the wrong hands.

As a member of the trinity of Nightingales, it is incumbent upon us to recover the Skeleton Key if it strays from the Twilight Sepulcher. Why Nocturnal allows the Key to be stolen in the first place is a mystery. Some say she revels in the chaos this artifact causes, others feel she simply does not care, that the petty squabbles of men and mer are beyond her attention. Whatever the case may be, it is our duty to ensure it remains safely within the confines of the Sepulcher.

To say that the Nightingales are a holy order would be doing us a disservice. In our hearts, we are thieves. We enjoy the hunt and delight in the spoils. We might swear our loyalty to Nocturnal and hold some influence within the Thieves Guild, but the greatest allegiance a Nightingale holds is to himself.



As a Nightingale, I feel compelled to place quill to parchment and record my thoughts regarding my knowledge of our order. If one day the Nightingales should vanish from Tamriel, then let this tome serve as a reminder of what we once were and to dispel any rumor or hearsay about our purposes and our motivations.

I will attempt to relate the scant bit of knowledge I have of our history to the best of my ability. It is my hope that in the future, someone else may happen upon this writing and amend it in order to expand the record of our existence.

Our history begins with a well-known tale. The tome "The Real Barenziah IX" mentions that a bard named "Nightingale" tricked Queen Barenziah into revealing the location of an artifact called the Staff of Chaos which he later claimed for his own. The story goes on to reveal that "Nightingale" was a powerful Imperial Battlemage named Jagar Tharn in disguise and that he used the Staff to imprison Emperor Uriel Septim VIII [sic]. His ultimate goal was to assume the form of the banished emperor and sit upon the throne in his stead.

In actuality, the individual identified as "the bard Nightingale" was not Jagar Tharn at all. This master of disguise was a Nightingale thief named Drayven Indoril. Jagar Tharn hired Drayven, one of the greatest master thieves in Skyrim, to seduce Barenziah and coerce her into revealing the location of the Staff of Chaos. After the Staff was given to Jagar Tharn, he attempted to eradicate Drayven, but his Nightingale abilities aided his escape. Jagar Tharn searched for Drayven but eventually had to abandon the pursuit in order to enact his plans involving the emperor.

It is interesting to note that history refers to Jagar Tharn as "Nightingale" well after the point Drayven would have vanished from the story. The distortion of actual events is very typical of Barenziah's manipulation. With the pressure of blame falling squarely on her shoulders for Uriel Septim VII's imprisonment, she twisted the truth and created the notion that the "bard" named Nightingale was Jagar Tharn himself. She felt the tale of being enthralled by the master sorcerer held more of a forgiving if not romantic notion than simply being seduced by a master rogue. Some also further speculate that eliminating Drayven from history was her attempt at protecting the reputation of Jagar Tharn, whom she was rumored to have been quite fond of.

Drayven had escaped into Morrowind after Jagar Tharn's pursuit and rejoined the Indoril family who held an estate quite close to the border of Skyrim which allowed him to perform his Nightingale duties at the Sepulcher if the need arose. He remained there for many years until the Indoril family began to lose its power and a war between the houses erupted. Not wanting any part of it, and feeling that Jagar Tharn was no longer a threat, Drayven left his homeland behind and settled in The Rift under the guise of a miner.

Co-currently with Drayven's history, born out of Dravyen's seduction of Barenziah, the Dunmer Queen eventually bore a child. This child, whom Barenziah abandoned with a midwife in an attempt to keep her Nightingale story valid, eventually grew into adulthood and struck out on her own to find her father. Calling herself Dralsi, she overturned every stone in Skyrim looking for any traces of Drayven. After an unknown number of years passed, she finally located him in a small mining community called Shor's Stone. He was quite elderly now... no longer the spry rogue that had seduced Barenziah, but nevertheless he was still Dralsi's father and he treated her as such. In the remaining years of Drayven's life, he imparted the ways of the Nightingale to Dralsi until he finally succumbed to his age.

Dralsi willingly struck the Oath of the Nightingales and performed her duties well in the service of Nocturnal. She eventually took a husband and together they had a child whom they named Karliah. Like Dralsi's father did for her, Dralsi taught Karliah the art of thievery and how to survive in Skyrim living as a rogue. She intended to pass the Nightingale mantle on to Karliah, but had to wait until the time was right to reveal it. When she was old enough, Karliah struck out on her own wanting to ply her trade in a larger city. She eventually found her way to Riften and joined the Thieves Guild under my own leadership at the time.

As Karliah slowly climbed the ranks in the Guild, I watched her progress and saw much of her mother in her methods. After several years passed, I received word that Dralsi had been killed defending the Twilight Sepulcher from a band of mercenaries and so it became time for the mantle to be passed. I traveled to Nightingale Hall with Mercer Frey and together, we inducted Karliah into the Nightingales.

I will relate my own history in my next volume and perhaps, as I uncover more information, the history of Mercer Frey as well


The Nightingale Trinity, usually called simply the Nightingales, are a trio of highly skilled thieves dedicated to the service of Nocturnal. Members are typically chosen from the higher echelons of the Thieves Guild. Although there is no formal association between the two factions and most guild members are unaware of this arrangement, the Trinity is usually very influential on how the guild operates (Nightingales even claim to be the source of the guild's phrase "walk with the shadows").
Members of the order take the Oath: the Skeleton Key must remain at the Twilight Sepulcher, the Temple of Nocturnal, which must be protected from all threats, even in death, until Nocturnal accepts the spirit of a Nightingale into the Evergloam, her plane of Oblivion. In return, Nightingales use the abilities granted to them for whatever they see fit to do in life. Contrary to popularized misconceptions, the Oath is considered a business transaction rather than a religious matter. While most members certainly take the Oath very seriously, they are not worshipping Nocturnal as a deity, but respecting her as the patron of thieves. After their death they continue to serve Nocturnal as Nightingale Sentinels.
The Nightingales make their home in Nightingale Hall. The well-being of the Thieves Guild relies heavily on Nocturnal's content or displeasure with the current Nightingales according to Karliah. Even though this is the case, the Nightingales are a faction sworn to secrecy and their existence has purposely been made to seem like a legend by current and past members of the Nightingales. Although very few Guild members know of the Nightingales, many believe in the unquantifiable 'Luck' the Guild possesses.
Prior to playing the Thieves Guild questline the Nightingale trinity consisted of Gallus (a former Guild Master), Mercer Frey the current Guild Master, and a mysterious woman by the name of Karliah. Once engaged in the Main questline the Player, as well as Brynjolf, takes an Oath to serve Nocturnal and use the new advantage against Mercer Frey. Upon returning The Skeleton Key to the Sepulcher the Player is given a chance to choose one of three Agent abilities granted to those who serve Nocturnal.
  • Agent of Subterfuge: The Half-Moon represents this power, Nightingale Subterfuge, which allows the player to utilize shadow to cloud the judgment of others. It may be used once a day for 30 seconds in order to make people and creatures on the spell's area of effect attack anyone nearby.
  • Agent of Stealth: The Crescent Moon represents this power, the Shadowcloak of Nocturnal. Once a day for 120 seconds, entering Sneak Mode grants the player Invisibility. Just as with invisibility potions or the Invisibility spell, the effect is canceled when the player attacks, casts a spell, or activates anything in the environment (opening doors, operating switches, picking up items, talking, pickpocketing); however, the Shadowcloak invisibility can be renewed repeatedly during the 120 second duration simply by sneaking again.






Journal of Gallus Desidenius
Journal entries noting Mercer Frey's betrayal of the Guild.

Mercer Frey continues to elude my every step. I think he's aware I'm following him, and appears to be taking no unnecessary chances. I'm bringing all of my skills to the forefront in order to deceive him. It still pains me that the deception is necessary. When I became a Nightingale, using my newfound talents against my own was the furthest thought from my mind.
There was a close call today. I was settling down for a night's rest in the cistern when Mercer Frey entered unexpectedly. He was creeping along the wall, but I spotted him immediately. He edged closer to the vault door, making his way carefully around the perimeter of the room, but suddenly stopped and turned towards my hiding place. I froze instantly, even holding my breath for a moment, but my position was already compromised. He abruptly turned and walked back towards the Flagon. What was he doing?
At last, I have a piece of evidence that might explain Mercer Frey's actions. Instead of trying to follow him or break into his manor, I used every loose-tongued source at my disposal to scour the Ratway looking for answers. It took several weeks, but Maul was able to provide an interesting bit of information. Mercer had been spending inordinately large sums of coin on all manner of things unrelated to the Guild. How he was able to afford this was a mystery to me. The vault was impregnable, so what was the source of his coin?
It's been confirmed by my sources. Mercer's been living an unduly lavish lifestyle replete with spending vast amounts of gold on personal pleasures. I have more than my share of evidence to confront him now. He must be stealing from the Guild, but without proof, all I have is baseless accusation. Mercer came from wealthy stock, but the amount of coin he's been spending is immense.
I've been giving it some serious thought. There's only a single way that Mercer could have access to vast amounts of coin. I hesitate to even believe it's possible. How could he possibly desecrate the Twilight Sepulcher? This goes far beyond mere greed and transcends common theft. His actions could represent the failure of the Nightingales, something that hasn't occurred in hundreds of years. Why? Why would he readily throw away everything he believes in? All I need is proof.
Mercer Frey has requested I meet him at Snow Veil Sanctum today. He sent a note by courier so I can only assume he's already there. All my senses tell me it's a trap, but I have no choice. His message indicated the meeting was of the utmost urgency and involved Guild business, so I'm obligated to go. I can't risk bringing anyone else with me, but I'm almost certain Karliah will disobey and follow.






The Nightingales:
Fact or Fiction?
Dissertation discussing whether a mysterious group of thieves actually exists

Mention the "Nightingale" to any thief worth his salt and he'll laugh in your face. He'll tell you that the supposed avengers of the Daedric Lord Nocturnal are nothing but fictional characters who live nowhere else but within tales designed to scare young footpads into doing what they're told. But are they fictional or simply misunderstood?
While it's true that most scholars would scoff at the notion of a holy sect appearing within the normally unethical and unorganized rabble that is the Thieves Guild, evidence suggests that such a group existed at one time within the borders of Skyrim. One hundred and twenty years before the publication of this tome, a corpse was discovered wearing a strange suit of armor that was described as "forged midnight." The tattered armor bore a crest of some sort, the symbol of a bird embracing a circle of undetailed [sic] blackness. The remains and the armor was taken to the College of Winterhold for study, but mysteriously vanished only a day after it arrived.
The crest from this armor was circulated around Skyrim for years but identification proved almost impossible. Then the most unlikely of sources, a prisoner incarcerated within the mines of Markarth, claimed that it was the mark of a group of thieves who called themselves the Nightingales. When pressed for more information, the prisoner claimed that the Nightingales were warriors of Nocturnal and performed her bidding without question. He claimed his source was someone he knew within the Thieves Guild of Skyrim, but he refused to identify them by name, so his story was quickly dismissed.
The second piece of evidence pointing to the existence of the Nightingales exists to this day just outside of Riften. Discovered at the terminus of a short pathway off of the main road stands a stone of unidentified blackened material. Carved into its face is the same avian symbol previously found on the dark suit of armor. To those that subscribed to the existence of the Nightingales, this was thought to be some sort of a meeting place. To others, this symbol was once again dismissed as a hoax or simply a diversion created by the Thieves Guild.
The final, and most controversial sample of evidence is a passage found scrawled on the inside of a cell wall in Whiterun. The cell had previously been occupied by a Dunmer named Lorthus was incarcerated for murder and was set for execution. After the deed was performed, and Lorthus's cell was examined, the following was found etched into one of the stone blocks:
"Take my hand Lady Nocturnal, for it's my will to serve you. As a Nightingale, I'm born anew. Let my past echo our triumph."
This is the first and only time that a solid connection between Nocturnal and the Nightingale has been made. The unusual nature of the passage, the religious connotations towards Nocturnal made by a career criminal, kept discussions lively for years regarding the possibility of this group actually existing. Sadly, since not a single piece of evidence beyond this has surfaced to date, this exciting discovery faded into obscurity and the debate subsided.
With these scant samples of evidence, conclusions are difficult to formulate. All we're left with are more questions than answers. Can religion and thievery coexist? Does the Daedric Lord Nocturnal have active agents roaming Skyrim with a no-doubt nefarious purpose? Does the Thieves Guild have extensive knowledge of the Nightingales, but remain sworn to secrecy? Perhaps one day the answers to these questions will be revealed, but at present it falls to you, the reader, to decide whether the Nightingales are fact or merely fiction.


Nocturnal, who is also known as the Night Mistress[1][2][3] among other titles[nb 1], is a Daedric Prince, or rather "Daedric Princess",[4] whose sphere is the night and darkness.[1][2] She is frequently depicted accompanied by jet-black ravens, which are said to have the power of speech.[5]
Nocturnal possesses several realms throughout Oblivion. One such realm, Shade Perilous, was once accessible through the Battlespire,[6] but has since been isolated due to the Battlespire's destruction.[7] The Twilight Sepulcher is the temple dedicated to Nocturnal which houses the Ebonmere, a conduit to the Evergloam, which is guarded by the Nightingales.[8]

The Gray Cowl of Nocturnal[edit]

The Gray Cowl of Nocturnal is a daedric artifact that once belonged to Nocturnal. It takes the form of a dark leather cowl, which obscures the face of the wearer. Nocturnal is revered as a god by thieves across Tamriel. Her reputation as the Mistress of Shadows has sometimes led thieves to attempt to steal an item from her to prove their greatness. As Nocturnal is usually depicted wearing a cloak and a cowl, it is around these two items that legends have arisen. The story of the theft of Nocturnal's cloak is probably fiction, as is at least one story of the theft of the cowl, but the cowl is known to have left her possession. It appears to have been stolen by a thief named Emer Dareloth, the first guildmaster of the Thieves Guild, although a curse bestowed upon the cowl by Nocturnal meant that the name of cowl's owner is lost to mortal memory. "Whosoever wears it shall be lost in the shadows. His true nature shall be unknown to all who meet him. His identity shall be struck from all records and histories. Memory will hide in the shadows, refusing to record the name of the owner to any who meet him. He shall be known by the cowl and only by the cowl." This curse was broken when history was rewritten through the use of an Elder Scroll.
The cowl is inscribed with the phrase "Shadow hide [y]ou" written in the Daedric Alphabet, though as is common in the daedric alphabet, the letter Yahkem (Y) is omitted from the inscription. The phrase is also used as a code between thieves, either as a form of praise to Nocturnal or a literal expression of hope. The Nightingales of Nocturnal believe the true meaning of the phrase is a reference to their fate after death, when their souls journey to the Evergloam and become one with the shadow, the cloak that covers their fellow thieves. The Office of the Unseeing Eye, a section of the Cult of the Ancestor Moth, expressed a desire to find the cowl in order to see if the curse does exist, and research further on how to remove it.
After having been stolen by Emer Dareloth, the cursed cowl was handed down from one guildmaster to the next in the Cyrodiil branch of the Thieves Guild. This forced the guildmasters to work under the persona of the Gray Fox. Thought to be a myth by most members of the public, the identity of the Gray Fox came about over the course of three hundred years, as the guildmasters lost their individual identities and became known only as the bearer of the Cowl. Legends propagated around the mysterious master thief, who was thought to possess immortality and supernatural thieving abilities. He was viewed as a hero by the beggars and the lower classes of Cyrodiil, but he was hated by the nobility and the Imperial Watch. The curse was broken in 3E 433, when Count Corvus Umbranox, the contemporary Gray Fox, organised the theft of an Elder Scroll from the Imperial Library in the Imperial Palace. Umbranox used the Scroll to rewrite history and remove Nocturnal's curse. Without the curse, the past guildmasters were able to work openly, and the Thieves Guild became more prosperous. Umbranox regained his identity and his title as Count of Anvil, and the Cowl was passed on to a new guildmaster. Even without the curse, the Cowl still had the ability to cloak the true identity of the wearer, and it was still identified with the infamous Gray Fox. By 4E 201, the Gray Fox remains a revered character among thieves.

The Skeleton Key[edit]

The Skeleton Key (also called the Skeleton's Key) is a Daedric artifact created by the Daedric Prince Nocturnal. In appearance it doesn't always take the form of a key, and sometimes manifests as a lockpick instead. In its key form, it can be used to unlock any lock. As a lockpick, it is nigh unbreakable and can get past even the toughest locks. The two limitations placed on the Key by wizards who sought to protect their storehouses were that the Key could only be used once a day and it would never be the property of one thief for too long, eventually disappearing. The artifact functions as a tool for "unlocking" all things, including portals, hidden potential, and other unknown possibilities. Its ultimate function, however, is to unlock and hold open the Ebonmere, a portal to Nocturnal's realm, Evergloam, located in the Twilight Sepulcher of Skyrim. The Nightingales are tasked with guarding the Sepulcher and retrieving the Key should it be stolen. Unfortunately, the Prince is said to allow the Skeleton Key to be stolen or lost periodically, whether by purpose or apathy.
The first supposed wielder of the Key was the thief Arrovan. After disappearing, the Key always chose inaccessible places to hide, and for the benefit of historians Arrovan made a list of the various resting places. The Skeleton Key was uncovered during the Imperial Simulacrum by the Eternal Champion in either Valenwood or Summerset Isles (reports vary) while following rumors of the Key having appeared in one of the known dungeons. In the events leading up to the Warp in the West, an unknown agent of the Blades was tasked by Nocturnal to kill a mage in his stronghold. The agent was then gifted the Key by a worshipper of the Prince. The Key later came into the possession of Gentleman Jim Stacey, leader of the Thieves Guild in Vvardenfell. The Key was passed on to the Nerevarine in 3E 427, although how Stacey came to lose it is unclear: some say it was in return for killing Sjoring Hard-Heart, the Master of the Vivec City Fighters Guild, while others say the Nerevarine took it by force.
Circa 3E 433, an artifact known as the Eye of Nocturnal was stolen from Nocturnal's shrine in Cyrodiil's Blackwood region. Nocturnal tasked the Champion of Cyrodiil with recovering it. The thieves, an Argonian couple in Leyawiin, hid it in a flooded cave in Topal Bay. The Champion returned it to Nocturnal and was rewarded with the Skeleton Key.
Some time before 4E 201, the Key was stolen from the Twilight Sepulcher by Mercer Frey, a corrupt Nightingale. Its long-term loss resulted in a decline of the Skyrim branch of the Thieves Guild due to bad luck without Nocturnal's influence. The guild's influence declined until their only presence was in the Ratways beneath Riften. Mercer used the Key to bring himself luck, but he was eventually confronted by the Nightingales beneath the Great Statue of Irkngthand. Mercer was killed, and the Last Dragonborn brought the Key back to the Sepulcher, reopening the Ebonmere.

The Bow of Shadows[edit]

The Bow of Shadows is a Daedric artifact that, according to legend, was forged by the Daedric Prince Nocturnal. The legendary ranger, Raerlas Ghile, was granted the Bow for a secret mission that failed. The Bow was lost, though Raerlas is said to have used it to take scores of his foes down with him. The Bow is said to grant the user invisibility and increased speed. Many sightings have been reported; it is said that the Second Era Dunmer assassin Dram once wielded it. Dram likely used the Bow during the Battle of Hunding Bay, when he shot Prince A'tor with the poisoned arrow that eventually killed him. Dram also made use of the bow during the rebellion of Stros M'Kai, led by the Restless League, most notably in battle against Cyrus the Redguard.
Near the end of the Third Era, the Bow came into the possession of a necromancer named Goris the Maggot King. In 3E 427, the Nerevarine killed Goris and his accomplice Luven in the Venim Ancestral Tomb, a tomb in the Grazelands of Vvardenfell which Goris used as a lair. The Nerevarine then retrieved the Bow. Later that year, the Bow was sold to Torasa Aram and put on display in her Museum of Artifacts in Mournhold.






The Skeleton Key is a Daedric artifact acquired after killing Mercer Frey. The Skeleton Key is an unbreakable lockpick, making it rather useful to enterprising thieves.
The Skeleton Key also has a secondary, less known function as being used to keep Ebonmere, a well from which luck flows into the world, open. You are tasked with returning the key to Ebonmere in the Twilight Sepulcher to restore luck to the Thieves Guild. Until then, you may retain the key indefinitely for your own use.
Despite being a Daedric artifact, the Skeleton Key does not count towards the Oblivion Walker achievement, because it is not acquired through a Daedric quest.






The Twilight Sepulcher is the location of the Pilgrim's Path and main entrance to Nocturnal's Ebonmere portal, resting place for the Skeleton Key. It contains two zones: Twilight Sepulcher and Twilight Sepulcher Inner Sanctum.
It is found to the west of Falkreath, due south of Knifepoint Ridge.






The Evergloam is a realm of Oblivion, created and ruled over by Nocturnal, the Daedric Prince of Shadow. It is a realm of perpetual twilight, and the "cradle of shadow". The Evergloam has several pocket realms, including the Shade Perilous and the Crow's Wood.
The Ebonmere is a portal linked to the Evergloam, which acts as Nocturnal's conduit on Tamriel. It is located in the Twilight Sepulcher, an ancient temple in Skyrim. The Ebonmere is held open by the Skeleton Key, although the artifact has often been stolen from the Sepulcher by mortals. The Nightingales are a secretive subgroup of the Thieves Guild, who pledge their souls to Nocturnal and guard both the Ebonmere and the Skeleton Key. When a Nightingale dies, it is believed that their soul becomes one with the shadows. As long as the Ebonmere remains open, the souls of dead Nightingales can "walk with the shadows" and bring luck to thieves. As Agents of Nocturnal, Nightingales are permitted to "drink" from the Ebonmere and obtain powerful abilities.[1]



The Shade Perilous
The Shade Perilous is a pocket realm of the Evergloam coveted by many Daedric clans for the harvestable darkling mana present. It was taken by the armies of Mehrunes Dagon during his invasion of the Battlespire during the Imperial Simulacrum. Dagon's protégés, Faydra Shardai and Xivilai Moath, became overzealous and, instead of simply obtaining passage by negotiation, took the Shade Perilous by force. The clanless Seducers who inhabited the realm betrayed the Nocturnal Lieutenant Jaciel Morgen and the lesser Nocturnal Deyanira Katrece, claiming the area for Dagon. The Shade Perilous was left to the Fire Atronachs and Frost Atronachs, although the two enemy clans fought over ownership. An apprentice battlemage from the Battlespire, following the retreating Daedric armies, helped to partially liberate the Shade Perilous, although it is unknown whether or not the Nocturnals regained control of the area. It is likely that Imago Storm relinquished Clan Dagon's hold on the realm after assuming control following Dagon's banishment.[2]


The Crow's Wood is an uncanny pocket realm of the Evergloam. It was made to resemble a nightmarish forest, although it is a poor imitation compared to Tamriel. It is inhabited by the feudal Blackfeather Court, sentient crows who view themselves as the realm's rulers. Other inhabitants include giant bats, ghosts, wolves, spiders, wisps, wispmothers, bears, and soul wraiths. The realm was once ruled by a powerful soul wraith called Ghyslain, although he was banished under unknown circumstances. A hagraven known as the Crow Mother then came to rule the realm as the head of the Blackfeather Court.
Sometime in the Second Era, a Dunmer member of the Mages Guild named Rulantaril Oran discovered the Crow's Wood in his search for powerful forgotten spells. He created an enchanted chest to open a portal to the realm, and hid it in a small cave near the city of Davon's Watch in Morrowind.[3] He attempted to gain favor with the Crow Mother by confessing his love for her. However, his trickery failed, and the hagraven imprisoned him in her tower. His son, Telbaril, entered the realm in search of his father in 2E 582. Groups of adventurers, enticed by the chest, began to enter the Crow's Wood as well. Telbaril asked for help in searching for his father, but it is unknown if Rulantaril or the Crow Mother survived the ensuing hunt. Ghyslain was also summoned back to the realm, but he was destroyed by the adventurers.[4]