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These are characters from holds that are not big enough to warrant their own pages. For other Skyrim characters, click here.


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People of Falkreath Hold

Falkreath Hold is the southernmost hold of Skyrim, and is noted for its verdant evergreen forests and relatively temperate climate. Moving through the Pale Pass to the south leads to Bruma in Cyrodiil, so the strategic value of this hold for both sides of the civil war is obvious; the Imperial Legion's ability to reinforce their hold on Skyrim is determined on holding the pass. Its capital shares the hold's name, and is home to the largest graveyard in Skyrim. Outside the capital the hold is very sparsely populated, but there are numerous small camps dotted around for lumberjacks, hunters and fishermen who make a good living from the hold's rich resources. Its banner is a stag with tangled antlers, on a lavender background. Its Jarl is the Imperial-aligned Siddgeir, who deposed his pro-Stormcloak uncle Dengeir for the position.

    Ghunzul 
https://static.tvtropes.org/pmwiki/pub/images/ghunzul_3026.png
"Looking for the blade? You aren't the first!"
Voiced by: Noah Nelson (English)note 

Orc leader of Cracked Tusk Keep and protector of the blade shards of Mehrunes' Razor.


  • Crazy-Prepared: Ghunzul doesn't simply use himself and his bandits to protect the shards. He keeps them locked in the dungeon, protected by several button-activated bars, numerous tripwire traps, and spikes that stab at anyone who opens the chest containing them.
  • Old Soldier: When was the last time you saw an Orc with white hair?
  • Retired Badass: The book The Keepers of the Razor suggests he once served in the Imperial Legion.
  • Secret-Keeper: He is the eighth descendant of the Inner Circle that shattered Mehrunes' Razor and divided the fragments across Skyrim.

    Runil 
https://static.tvtropes.org/pmwiki/pub/images/tes5-skyrim-journal-runil-003_5907.jpg
Voiced by: George Coe (English)note 

Altmer priest of Arkay, and overseer of the graveyard that puts Falkreath on the map.


  • The Atoner: He was a Dominion battlemage, and he's now a Priest of Arkay to atone.
  • Cool Old Guy: One of the nicest Altmer you will meet in Skyrim.
  • Cultural Rebel: He's very grateful for the friendship and respect the humans of Falkreath have shown him during his time there. Contrast this with his former masters in the Aldmeri Dominion, who would love nothing more than to see humanity wiped off the face of Nirn.
  • Dreaming of Things to Come: Runil has a dream portending the coming of Alduin, and of his own eventual path-crossing with the Dragonborn. His first scene in your presence has him giving last rites over a grave, just as his dream foretells.
  • Good Shepherd: As a priest of Arkay, the god of birth and death, he presides over funerals and comforts the family and friends of the deceased.
  • Heel–Faith Turn: He explains that he became a follower of Arkay and presumably defected from the Aldmeri Dominion after the Great War, feeling the weight of all the people he killed and hoping to be redeemed.
  • Retired Badass: A veteran of the Great War who's still quite skilled.
  • Shell-Shocked Veteran: Much like Madena, he's got some shell shock over all the lives he terminated during the Great War with his magefire. His journal indicates he was on the Aldmeri Dominion side, who weren't known for holding back in the magic department either.
  • Summon Magic: He is the common-level Conjuration trainer.

    Sinding 
https://static.tvtropes.org/pmwiki/pub/images/sinding_5943.jpg
"I can be a powerful ally to you. And I would promise to never return to civilized life. I know now that I can't live among people."
Voiced by: Thor Edgell (English)note 

A Nord imprisoned in Falkreath jail for murdering a child. He's actually a werewolf who got cursed by Hircine for stealing his Ring.


  • The Atoner: He admits that he probably deserves to die for what he's done, and if you choose to spare him, he promises to never return to society.
  • Blessed with Suck: Hircine's Ring was supposed to allow him to control his transformations, but thanks to Hircine cursing it as revenge for his theft, it ended up causing him to transform randomly and lose even more control over his transformations.
  • Did You Just Scam Cthulhu?: Attempted to get one over on the Daedric Prince Hircine by stealing Hircine's Ring. It didn't turn out well for him since Hircine cursed the ring to make his transformations completely uncontrollable.
  • Does This Remind You of Anything?: Sinding's description of his werewolf instincts taking over at the sight of little girl sounds a lot like a child predator recalling an assault. As repentant as he is, he almost sounds excited during the telling.
  • Sadistic Choice: Either kill him under Hircine's orders and get new armor or help him kill the other hunters and gain the uncursed Ring of Hircine. Or do both, to exploit a bug to get you both rewards.
  • Tragic Monster: He didn't want to murder the child, but owing to Hircine's curse he ended up doing so against his own will.
  • Walking Shirtless Scene: Since he's a werewolf he goes around shirtless all the time.

    Angi 
https://static.tvtropes.org/pmwiki/pub/images/tesv_angi_5815.png
Voiced by: Martina Lotun (English)note 

A Nord ranger who lives in a shack high upon a mountain ridge south of Falkreath. Born and raised in Helgen, she decided to live alone in the wilderness after her family was killed, having grown tired of the townspeople all feeling sorry for her.


  • Aloof Archer: An aloof hermit who lives in the wilderness, honing her archery skills on any foolish bandits that come close.
  • Don't You Dare Pity Me!: Part of the reason why she lives outside of society. Offer your sympathies after she tells you her story and she'll get angry.
    Angi: Don't be like them. Don't feel sorry for me.
  • Doomed Hometown: She was born and raised in Helgen.
  • Friendly Sniper: First impressions notwithstanding; she threatens to put an arrow in your head when you first meet her, but that's only because most of the people visiting her shack are either trying to rob her or kill her. If you act friendly towards her, she happily teaches you her formidable archery skills, gives you her personal bow when you pass all her tests, and thanks you for keeping her company.
  • The Hermit: Lives alone on a mountain ridge, but doesn't mind.
  • Kick the Dog: Can be on the receiving end of a major one from the Dragonborn; see "You Have Outlived Your Usefulness" below.
  • Master Archer: So skilled with a bow that she's one of the only three master archery trainers in Skyrim.
  • Only Friend: The Dragonborn can become this to her.
  • Roaring Rampage of Revenge: She made sure the two drunk Imperial soldiers that killed her family got what they had coming to them.
  • You Can't Go Home Again: Implied, even before Helgen was destroyed. The Imperial Legion probably wasn't too happy when she murdered those two soldiers, justified or not. Good thing she already wanted to leave town.
  • You Have Outlived Your Usefulness: After she has taught the Dragonborn everything she knows about archery and offered them her special bow as a parting gift, the player can tell her that she is of no more use to them and they are now going to kill her.

    Hert 
Voiced by: Corri English (English)note 

A Nord vampire who runs Half-Moon Mill. She provides lumber for Falkreath, and used to also provide for Helgen before Alduin destroyed it. She's actually rather friendly with the Dragonborn, and will provide them with lumber for their homesteads as well.


  • Affably Evil: She's extremely polite to the Dragonborn and pays them well if they chop firewood for her. If she likes the Dragonborn, she'll even let them have free lumber as long as they cut it themselves. That being said, she's still a vampire who feeds off of travelers.
  • Ambiguously Evil: Really, it's hard to determine how evil she is. Yes, she's a vampire... but she seems to just want to live on her own with her husband. Her dialogue implies that some of her victims have been Imperial soldiers that were patrolling and were "nosy", but the specifics aren't given. Did they stumble upon her bloody murder shed and see past victims? Did they realize she was a vampire and try to kill her for the simple reason of being a vampire, so she and her husband killed them in self-defense? Or did she murder them in cold blood after luring them in? Even the extent of her victims isn't known. Were they travelers, merchants, and other innocent people? Or does she prey upon bandits, necromancers, and other scum that won't be missed from society? She and her husband don't seem to care much for other vampires, going by the fact that if the Dragonborn is a blood-starved one they'll become hostile to you. But at the same time, their ability to walk in the sun without issue indicates that they have been feeding regularly — people, venison, trolls, cattle.
  • Cute Monster Girl: She's this in the vanilla game. Not so much with Dawnguard installed, though.
  • Cut Lex Luthor a Check: She actually makes an honest living selling lumber.
  • Karma Houdini: If you choose to destroy the Dark Brotherhood rather than join it, you can never get the quest directing you to kill her and her husband and they'll be free to keep killing innocent travelers. Since they're not marked essential, however, you can kill them independently of the quest, though the game will simply treat it as common murder in spite of their wickedness.
  • Schmuck Bait: Some of her random dialogue will have her offer to let you stay the night, although you have no way to accept this. Lucky for the Dragonborn, as the various fed-upon corpses in the basement reveals what happens to those who do.
  • Unholy Matrimony: She's married to Hern, another vampire and a Dark Brotherhood contract.

    Anise 
Voiced by: Alice Hirson (English)note 

An elderly woman who lives in a secluded shack north of Lake Ilinalta. She comes off as very friendly and lonely, but she's actually a powerful witch attempting to start a new coven.


  • Evil Old Folks: Again, she's a witch.
  • Faux Affably Evil: When you first meet her, she remarks on how nice it is to have a visitor. She even has the typical "friendly old lady" voice set.
  • He Knows Too Much: If you go snooping around in her basement, she'll attack you when you come back out.
  • Most Definitely Not a Villain: When you talk to her, she may say that she's just a poor old woman with nothing interesting.
  • One Degree of Separation: Her sister is Moira, the Hagraven to whom the Dragonborn gets drunkenly engaged to during "A Night to Remember".

    Nenya 
Voiced by: Colleen Delaney (English)note 

The Altmer steward of Falkreath Hold and right hand woman of Jarl Siddgeir.


  • Hypercompetent Sidekick: Of Siddgeir. He's too lazy to run the hold, so he has her run it, which she does well.
  • Nice Girl: She's nice and does her best to look after the people of Falkreath.
  • Older Than They Look: She served under Dengeir when he was young, and now Siddgeir, but she still looks very young. Justified, since she is a Altmer, who can live for hundreds of years.
  • Reasonable Authority Figure: She runs Falkreath Hold, due to Siddgeir being disinterested in actually running it and she truly does what's best for the people.
  • Right Hand Woman: Of Jarl Siddgeir, and Dengeir before him. She runs the day-to-day operations in the Hold.
  • Shout-Out: She shares her name with Galadriel's ring of power.
  • Statuesque Stunner: She's very cute for a Altmer and she towers over every other non-Altmer.

People of The Pale

The Pale is centrally north in the province, and has a predominantly winter forest landscape. The hold is very sparsely populated and the frozen ground is poorly suited to farming, but the southern edge is slightly more hospitable; the cold gives way to grassy plains where the wind chills to the bone and giants lay down their camps. Its capital is Dawnstar, a small town that serves as a port stop with its small dock and has mines that supply Skyrim with iron and quicksilver. Its banner is a four-pointed star. Its Jarl is the Stormcloak-aligned Skald, who has ruled the hold for thirty-five years and is regarded as an arrogant fool with an unpleasant personality.

    Arondil 
https://static.tvtropes.org/pmwiki/pub/images/arondil.png
Voiced by: Neil Dickson (English)note 

A necromancer obsessed with women that was exiled from Dawnstar because of his disturbing experiments, he now lives in the ruins of Yngvild. The bartender of the Ragged Flagon tasks the Dragonborn with finding and bringing back the journals describing his (very disturbing) experiments.


  • Amazon Brigade: A particularly horrifying example; his undead minions, be it draugr or ghosts, are all female, and it's heavily implied that he sleeps with them.
  • Evil Sorcerer: A very perverted necromancer who kills women and turns them into his undead slaves.
  • Karmic Death: A stealthy Dragonborn can sneak behind his throne and remove the soul gem that controls his guards or shoot it off the pedestal with an arrow, turning them against Arondil and killing him.
  • I Love the Dead: While it's never outright said out loud, his diaries heavily imply it, and there is also the fact you can find a ghost sleeping in his bed...
  • Power Perversion Potential: He's a necrophiliac who practices necromancy. The rest should fall into place from there.
  • Stalker with a Crush: A very creepy example towards Dawnstar's milkmaids. His journals mention that after being exiled from Dawnstar, he misses them and has wet dreams about them. Then one of them accidentally makes it to Yngvild later and is captured by his minions, leading him to kill her so he can Leave No Witnesses. Then he finds out he can reanimate her as a ghost, and starts actively sending his minions to abduct more of them from Dawnstar for him to kill and raise...

    Keeper Carcette 
https://static.tvtropes.org/pmwiki/pub/images/keeper_carcette_5731.png
"I am the Keeper of the Vigil here in Skyrim. We bring Stendarr's Mercy to the innocent and His Justice to the daedra."
Voiced by: Colleen Delaney (English)note 

Leader of the Vigilant of Stendarr, she leads the militantly anti-Daedra sect from the Hall of the Vigilant, south of Red Road Pass.


  • Everyone Has Standards: Despite leading an extreme, militant order of monster and Daedra-hunters, even Carcette felt that Isran took things a bit too far with his hatred of vampires.
  • Fantastic Racism: The sect is not very polite to Orcs, presumably because of their connection to Malacath.
  • Healing Hands: She's the Expert-level Restoration trainer, not that it means much with Dawnguard installed, as there's no realistic way to train Restoration up to its cap with her before the Hall of the Vigilant is destroyed. At least Colette Marence will still be around, and Dawnguard-aligned players get Florentius to compensate.
  • Killed Offscreen: Everyone in the Hall of the Vigilant, Carcette included, is slain by Volkihar vampires once Dawnguard is installed (if the player is level 10 or higher - lower level players and new characters can still visit the hall before it's destroyed).
  • Last Stand: If you go to Hall of the Vigilant after it's destroyed, there are several dead vampires and death hounds in the hall, meaning they didn't die easily.
  • Sudden Sequel Death Syndrome: Carcette wasn't too remarkable in the vanilla game, isn't attached to any quests, and there was no indication that the Hall of the Vigilants was under any threat. Then you install Dawnguard, and she becomes one of its first casualties.
  • Too Dumb to Live: Dawnguard reveals that not only did she not accept that the Volkihar vampires were out of the Vigilants' league, but when warned about it by the leader of the Dawnguard, Carcette ignored him.
  • Underestimating Badassery: She and her Vigilant fail to realize the threat represented by the Volkihar vampires, leading to their demise.

    Horik Half-Hand 
https://static.tvtropes.org/pmwiki/pub/images/horik_halfhand_3200.png
Voiced by: Paul Ganus (English)note 

Fellow veteran to Brina Merelis, who becomes her housecarl should she be anointed Jarl of the Pale.


  • Platonic Life-Partners: With his former commander, Brina Merelis.
  • Retired Badass: One who comes out of retirement. It takes guts to dust off the old Legion armor in a Stormcloak city when the Jarl wants him executed.
  • Undying Loyalty: To the Legion, and to Brina for shared service time in the Legion. His loyalty is so deep that he openly antagonizes the initial Stormcloak-allied Jarl by dusting off his old Legion armor and wearing it about town.

    Madena 
Voiced by: April Stewart (English)note 

Court mage for Dawnstar. A retired Legion battlemage, she's seen more than she cares for of war.


  • Court Mage: For Dawnstar.
  • Mr. Exposition: You can see her (futilely) trying to convince Silus Vesuius to close his museum, and if you ask her on this afterwards, she can give you a brief introduction to the Mythic Dawn.
  • Put on a Bus: Subverted. The player can listen to her asking the very Stormcloak-allied Jarl to basically do this, and grant her some time away from court, and he very crossly denies the request.
  • Shell-Shocked Veteran: After taking part in the defense of the Imperial City during the Great War, she's seared, frozen, and electrified far too many young elves for her peace of mind, and is thus pretty much a pacifist. Unfortunately, she's so high-strung from serving under Skald that if the Imperials take Dawnstar and Brina Merelis takes the throne, she tends to assume the worst when Brina asks something of her. The fact that Brina's housecarl Horik doesn't trust her can't be helping, either.

    Silus Vesuius 
https://static.tvtropes.org/pmwiki/pub/images/silus_vesuius_2981.png
"I realized that the Mythic Dawn's importance — our importance — to history cannot be denied. I'll see everyone in Tamriel remember that for a moment, we held the fate of the world in our hands, for good or ill."
Voiced by: Keith Silverstein (English)note 

A descendant of a family of Mythic Dawn members, he opens a museum dedicated to the Mythic Dawn and asks the Dovahkiin to find the pieces of Mehrunes' Razor for him.


  • Avenging the Villain: In a way, he seeks to revive interest in the Mythic Dawn cult through his museum and somewhat rehabilitate their image from delusional madmen to noble agents of change.
  • Black Shirt: Believes that the Mythic Dawn should be remembered for holding the fate of the Empire within their grasp.
  • Call-Back: His entire quest is one to Oblivion, being focused around the Mythic Dawn.
  • Face Death with Dignity: If you decline his offer of money in exchange for sparing his life and decide to just kill him, he elects to go down fighting and attacks you.
  • Genre Blind: Frighteningly oblivious to the fact that Evil Is Not a Toy. He seems to think that he's in a setting where simply collecting pieces of an infamous doomsday cult's weapon is both easy and not that dangerous, despite the fact that the being who gave said weapon still is around and would have followers still. Worse yet, he seemed to believe that Mehrunes Dagon would simply do as he asked with no sacrifice as if the Daedric Princes were little more than benevolent genies.
  • Nightmare Fetishist: He seems a little too enthusiastic about the Daedric cult of his ancestors.
  • Pet the Dog: If you let him live and he survives the Dremora attack, he'll sincerely thank you for it.
  • Sadistic Choice: You can either betray and kill Silus to get Mehrunes' Razor or spare his life and forfeit the chance to reforge the weapon, leaving you with only the disassembled fragments.
  • Socially Unacceptable Collection: He turns his house into a museum dedicated to the Mythic Dawn, the Apocalypse Cult that murdered Emperor Uriel Septim and caused the Oblivion Crisis 200 years prior.
  • Too Dumb to Live: He not only tries to find all the fragments of Mehrunes' Razor to complete his collection, but he actually decides to find one of the Dagon's shrines and ask him to repair it. You can call him out on the fact that messing with the Daedric Prince of Destruction's Artifact of Doom is a terrible idea, not that he'll listen. It may just prove to be his undoing.
  • You Have Outlived Your Usefulness: Mehrunes Dagon declares this, although it's up to the player whether to actually kill him or not.

People of Winterhold

Winterhold is the northeastern-most province, and primarily an Arctic wasteland of snowy coasts and snowier mountains. There is very little industry and only the hardiest of animals and people can survive here. Its capital is also called Winterhold, and in its prime it was an ancient rival to Solitude, but a cataclysm in the not-too-distant past has left it a faint shadow of its former self. Winterhold is however home to the College of Winterhold, a fortified mages' school which attracts students from far and wide. There are very few residents in the town who are not affliated with the College, and most of them are poor and spend most of their days drinking their sorrows away in the Frozen Hearth Inn. Its banner is a three-pronged crown, with braided strands comprising the lengths of the three prongs. Its Jarl is the Stormcloak-aligned Korir, a young man who bemoans the decline of his hold and has ambitions to restore it to past glory.

    Malur Seloth 
https://static.tvtropes.org/pmwiki/pub/images/malur_seloth.png
"I'm trying to do as little as possible. You're getting in the way of that."
Voiced by: Keith Szarabajka (English)note 

The Jarl's Steward (regardless of which side of the Civil War is controlling the town). Due to being a Dunmer, Korir assumes he has ties to the College of Winterhold, and as such recruited him. In truth, Malur is a slouch with no marketable skills, but goes along with it to benefit from the position.


  • Lazy Bum: Malur is perfectly content to just sit on his ass and do nothing all day, and bristles at the idea of actually doing any sort of work.
  • Meaningful Name: His surname is uncannily close to "Sloth", which is something he proudly is.
  • The Pirates Who Don't Do Anything: His answer if you ask him what he does as a Steward:
    Malur: Me? Nothing. And I hope to keep it that way.
  • Professional Butt-Kisser: After doing his Favor Quest, he will teach a level of Speech along with dropping this line:
    Malur: This should come in handy. Here. Let me show you a few tricks I've learned about buttering up royalty.
  • Sure, Let's Go with That: He is just a regular Dark Elf, with no particular experience or knowledge of magic; but because he is an elf, Korir assumed he must have ties with the College of Winterhold, and recruited him as a steward. Malur reacted with this trope so he could benefit from the position.

    Nelacar 
https://static.tvtropes.org/pmwiki/pub/images/nelacar_6736.png
"Dagur and I have an understanding. He gives me privacy, and I make sure my experiments don't blow up his inn."
Voiced by: Neil Dickson (English)note 

Expelled from the College of Winterhold, this Altmer mage lives at the Frozen Hearth Inn, staying within the city of Winterhold.


  • Affably Evil: The 'evil' part is a bit of a stretch, since Nelacar is personable, helpful, endearing, and very possibly the nicest Altmer in the game next to Viarmo. However, he's also probably a necromancer who has done some vile, vile things. Should the Dragonborn have completed the College questline, he respectfully addresses them as "Archmage". Of course, it's entirely possible he might simply be trying to get on their good side to be allowed back into the College.
  • Dark Is Not Evil: Seems to believe this, as he seems to believe that corrupting Azura's Star into the Black Star is preferable than turning it over to its "evil" Daedric master.
  • Everyone Has Standards:
    • He's probably done some vile things during his time, but he personally thinks his former teacher went far too far.
    • On the other side of the coin, he got himself kicked out of the College of Winterhold somehow, even though the College itself is more tolerant of necromancers than most.
  • Evil Smells Bad: Or more specifically, according to Dagur, like a beast that's "been turned inside-out and exploded."
  • Necromancer: Probably, given his involvement with Malyn Varen's experiments into immortality and his general comfort with the concept of black soul gems. Conversely, he did express being appalled at the lengths to which his former teacher was willing to go when studying Azura's Star.

    Septimus Signus 
https://static.tvtropes.org/pmwiki/pub/images/600px-sr-npc-septimus_signus_9624.jpg
"Dig, Dwemer, in the beyond. I'll know your lost unknown and rise to your depths."
Voiced by: Paul Eiding (English)note 

An ingenious but insane wizard living in a remote island in the Sea of Ghosts.


  • Affably Evil: He's nice enough for a madman, but he openly admits that he's done some very nasty things in service to Hermaeus Mora.
  • Bunny-Ears Lawyer: Septimus is clearly insane, but he's also the most knowledgeable Dwemer researcher we have ever encountered save for Sotha Sil and Vivec who had firsthand knowledge. His ramblings, while odd and seemingly nonsensical, are actually quite close to how the Dwemer perceived the world. Referring to their technology and designs as "musical" in nature and looking at the world in a purely cosmic manner where time and distance aren't as relevant as whether or not something exists at all.
  • Cloudcuckoolander: He's a bit eccentric due to having his brain scrambled by Elder Scrolls.
  • Deal with the Devil: He's dealt with Hermaeus Mora due to his thirst for knowledge.
  • Eerie Arctic Research Station: Septimus’s residence is an ice cave far North of Winterhold where he researches a Dwemer box.
  • Go Mad from the Isolation: Probably a contributing factor to his insanity, but the main cause of it is that...
  • Go Mad from the Revelation: He went insane when he looked upon an Elder Scroll. It's implied that four or more dimensions got crammed into his poor little three-dimensional brain, too.
  • The Hermit: He lives all by himself in a outpost north to Winterhold, which is already far from civilization as it is.
  • Junkie Prophet: Judging by the empty Skooma bottles at his outpost, it's likely.
  • Mind Screw: His book, Ruminations on the Elder Scrolls, shows up in Online, which takes place more than a thousand years before the events of Skyrim. The Moth Priest who found it in the library stacks noted that the postscript says it came from "4E 195", making him suspect it is a transcription error... but he's not 100% sure on that, considering what he deals with.
    • There's some theories that suggest that he didn't die to Mora but that he came to the same conclusions about the nature of the universe that Talos did because he read Mora's book. Unlike Talos, though, he wasn't ready for the truth and thus ceased to exist completely instead of gaining godlike powers. This is based on the idea that the daedric gods can't just kill people from beyond their own dimension, because otherwise they wouldn't need Champions and cultists to do the killings for them.
  • Mathematician's Answer: When asked where one can find an Elder Scroll, he says it is very close... in the sense of being in the same three-dimensional plane as them. Of course, this is actually one of the longer quests in the game, because you can't travel in four dimensions!
  • Rhymes on a Dime: He tends to speak like this.
  • Unwitting Pawn: Hermaeus Mora's. He thinks that Mora's helping him retrieve the Heart of Lorkhan. He's actually being used by Mora to unleash the Oghma Infinium on the world.
  • Third-Person Person: He sporadically refers to himself with his own name, likely due to his insanity.
  • Villain of Another Story: He admits to doing horrible things in the service of Hermaeus Mora such as murder and spreading plagues. He also came into contact with an Elder Scrolls at some point in the past which damaged his mind.
  • You Have Outlived Your Usefulness: Due to his insanity, Hermaeus Mora no longer considers him useful and he turns into a pile of ash upon finding the Oghma Infinium.

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