the cutting room mirror

Testing Content

This article has a talk page!
view on tcrf.net

This is a sub-page of The Elder Scrolls IV: Oblivion.

Test Worlds

These are (big) worldspaces used to test many things. They may contain some other test cells, or were used as a gallery for a developer to check on their assets. Essentially, they're bundled test cells that flow naturally into each other. There is a surprising amount of them.

MQ15TestWorld3#

This world consists of 44 wilderness cells, none named, and all of them are completely empty. Based on its name, it's likely that this world was made in order to test the landscape and/or layout of Paradise (the world you visit in the quest of the same name, internally known as "MQ15"). The 3 at the end may imply that this was the third iteration of a Paradise test cell, but the previous two worlds no longer exist.

TestAlanBears#

This world consists of 25 wilderness cells, again, none are named. As its name implies, some of the cells have bears in them, specifically West Weald Bears related to the quest Bear Season. 8 in total. There's also a marker present called "BearGo" that doesn't serve a purpose. This world is likely named after quest designer Alan Nanes, so it's possible that he had a hand in the creation of the quest. Also of note is that there is no ground present in the cell, so you and the bears will constantly bop up and down in water.

TestAyleid#

9 cells, all empty, one of which is known as "AyleidWorld". The world is just a barren island, probably used to test something Ayleid-related.

TestExRuin#

25 unnamed wilderness cells. There's one irrelevant marker present, as well as 4 pieces of exterior ruin architecture. The world just encompasses an island again, with these four pieces of architecture. There are two walls and two archways present.

TestFortRuinsExtWarehouse#

A large, flat world consisting of 40 cells, of which 20 are unnamed wilderness cells. The other cells have names that either identify their purpose, or show what was being built there. The first cell is called "Castle01TestRobertW", but is just some basic fort ruin architecture. There are two developers named "Robert W." part of Oblivion's team, but this instance likely refers to "Robert Wisnewski", as he's part of the Dungeon Art team.

The second cell, "Castle02FortCaractacus", shows that developers built the exterior for Fort Caractacus here before implementing it into the final game, as it's completely identical.

The same thing can be said of both "Castle03WizardsTower" and "Castle07FortGrief" which are the exteriors for Fathis Aren's Tower and Fort Grief, respectively.

The other cells are mostly just random test arrangements. "Castle04RandomDoorLarge", "Castle05RandomDoorLarge" and "Castle06RandomDoorLarge" just has some different doors fit in with the ruin pieces. "Castle08DoubleStairsDoorLarge" does the same thing, but now adds double stairs to the mix. There are also 9 cells just for "Caste Ruins". Another cell "RuneStones01" which consists of all kinds of runestones, placed in water. Another cell that's simply identified as "TestArrangements03" but is visually indifferentiable from the other ruins, same goes for all other cells. Some are empty while others contain more ruin architecture.

TestGragtown#

First thing that needs to be said is that it’s unclear as to what this world's name refers to. Its contents don't help a bit in that regard. The world contains a whopping 2618 cells, 8 of which are named. This world also aligns very well with what people usually see as a testing cell, filled with all kinds of weird stuff and oddities.

One of the named cells is "BrumaTests". The cell contains 7 Bruma-style houses in a circle. In the middle is a lit brazier, and nearby lies the testing weapon the "Mace of Doom". 3 of the houses will actually take you to other test cells. The big house will lead you to a cell known as "Bruma House Test". This is actually an early version of Baenlin's house, with the majority of the interior being the same in the final game. Even the minotaur head for the Dark Brotherhood quest is already present here, although it can't be activated. The second house is a middle-class house which will lead you to "TesterHouseBrumaMid". The door is owned by actual Bruma resident J'Ghasta but besides that, this is indeed just a test for Bruma house decoration, as it appears to be.

The last house seems to be the same thing. It's a middle class house, which takes you to a cell called "TesterHouseBrumaMid", but its contents might surprise unsuspecting visitors. Despite the name, this cell is actually very different from the last, and contains a dark room with some very basic Oblivion architecture with a sigil stone. Grabbing this sigil stone causes the game to fill up your inventory with them, although it's unclear why exactly this sigil stone does this.

As to why this cell houses Oblivion architecture, it's likely that a developer repurposed the cell at some point while testing the Bruma interiors, and never really cared about the consequences.

Next to BrumaTests is the cell "TestCloudRuler". It’s just a test version of Cloud Ruler Temple. The major difference being that all entrances are closed off by walls that don't really fit. The model for the temple here is called "testcloudrulertemp", yet this is the same model that was also used in the final game. So either they really liked the model they had made, or they ran out of time to create another model.

There’s also the cell "MiniMountain01", which is as advertised, a small mountain. It's possible that this was made for developers to test mountain decorating, as it contains some decorative rocks and snow.

Also present are the cells "TestJMregion" and "TestJMregion2" which are right next to each other. The "JM" here refers to the Jerall Mountains, and these cells have very mountainous, barren terrain. The former contains nothing, while the latter only has a Bruma house model that can't be entered. Very likely that these cells were made to test the creation of mountainous terrain.

In addition to the Bruma-themed test cells, there’s also "TestHackdirt", presumably named after the village of the same name that appears in the final game. Despite this, this cell doesn't contain anything related to it. It's barren and only features burn marks making a square form, and in the middle of this square is an instance of the test NPC Dewey Decimal.

The test cell "TestSkingradCaste" is just a bunch of Skingrad castle architecture thrown together, resulting in a mess of a construct. In front of this cell there's a wilderness cell that contains pieces of the Skingrad castle bridge, also set up in a way that it isn't supposed to, looking quite bad as a result.

Right next to this cell is also the final named cell, known as "thehill". It’s one of the only pleasing-looking places in the entire world, and is just a snowy hillside decorated with trees and rocks. At the foot of the hill are actually some houses, although these are technically part of the "TestSkingradCastle" cell and surrounding wilderness cell. There are four farmhouses and one Chorrol-style house present. The latter is actually a copy of Renoit's books. One of the farmhouses can actually be entered, and it leads to a test cell called "Grant's Farmhouse Interior Test". And despite this being a massive world, these cells basically contain everything of note.

TestHopeTrees#

25 cells, none of which are named. The cell is presumably named after Hope Adams of the World Art team. This world is just a gallery of a chunk of the tree models in the game, presumably the ones Hope made. With the Shivering Isles DLC, some of those trees are also present here, so this just seems to be a gallery novelty.

TestMatt#

88 cells, 13 of which are named. Although this time, that doesn’t really matter as this world is really cluttered. With its contents, we can assume that the world is named after lead artist Matthew Carofano.

Three cells just contain some random castle architecture such as gates, towers, and walls. "TestMattCastle" contains some more castle architecture, placed together to actually form something that doesn’t look terrible. Notable is that this castle just floats above water. Right next to the castle are a lot of floating doors, all of which are either from the Imperial city, generic cathedrals, or Chorrol. All shop and inn signs from Chorrol are present as well.

Opposite of this is the cell "TestMattCathedral" which contains the meshes for the Cathedrals of Akatosh and Stendarr. There’s also a wilderness cell nearby that contains a destroyed version of the Akatosh cathedral. Next to the cathedral cell is a cell called "TestMattCloister" which just contains cloister pieces.

To the left of the doors is a row of all Chorrol house meshes, known as "TestMattHouse". The rightmost house can be entered and leads to the cell internally known as "TestMattInterior". Exiting from that cell to this world places the player underwater because there is no ground to spawn on.

Opposite of this house is some flat ground featuring one more Chorrol house, the Chorrol statue and a small, bumpy cobblestone path. The house and the path are unsurprisingly located in a cell called "TestMattCobblestone".

Behind this cell we can find the cell "TestStatues", it's just filled with all the statues from Daedric shrines, Ayleid ruin statue pieces, and other statues found throughout the towns of Oblivion.

Next to the cathedral test cell is “TestWayshrine”, which unsurprisingly holds wayshrine pieces. Curved castle call pieces also appear near here and continue going out above a stretch of water in a straight line for a long while. A line of foliage, that's just as long as the one made from castle pieces, that goes straight out over the water also starts next to the wayshrines.

TestTree#

24 cells, one named, this being "Center". The world is just an island filled with all kinds of trees.

TestWorld#

The "town" of Hawkhaven.

65 cells of which 7 are named. Just like TestMatt and TestGragtown, this world is quite big, but it's more similar to the latter than the former, since it's less of a cluttered mess and more of an organized playground.

The most populated part of this world is a place seemingly known as "Hawkhaven", it also continues in a second cell called "Hawkhaven02". This small hamlet consists of 6 Chorrol houses and a chapel. (If you've been wondering why Chorrol houses keep popping up, that's because Chorrol was the first city finished.) It's sparsely decorated with walls and trees.

The house farthest away from everything else can’t be entered, and neither can the chapel. The house that’s opposite of the chapel can however be entered, and it leads to "The Testing Hall". The house right next to the chapel can also be entered, and it leads to the "Crime Warehouse". The house facing all the others can also be entered and it leads to the "Trespass Test Warehouse".

A couple of NPCs and objects are also dotted around the place. In front of the chapel is one instance of the test NPC Will Fight Always, Never Flee. In front of the house leading to the testing hall is an instance of the test NPC Denyiir. He stands to the right of the door, behind a stone wall on which some items are present. There's a Blades cuirass, one copy of the book "The Locked Room", and one copy of the book "Darkest Darkness". Then there's also an anvil. To the left of the door are three crates. The small one lying in front of the big one is "Ingredients Inside". The small one on top of the big one is "Potions inside", and the big one is "Test Crate", which contains a whole bunch of stuff, and also functions as Denyiir's merchant chest here.

A bit further up the road is an instance of the test NPC "Will flee when losing", and behind him on the ground lies a steel longsword. In front of the house that leads to the crime warehouse are two generic clutter barrels, as well as a test version of a guard. Should he arrest you and you opt to go to jail, you will be placed inside the crime warehouse. In front of the opposite house stands an instance of the test NPC Dewey Decimal. In front the last enterable house are multiple barrels and crates, but they just contain generic clutter and aren't noteworthy containers.

If you were to follow the "path" out of the "town", you may find yourself in the cell called "CaldwynsDomain". This cell encompasses only a small farmhouse, and is surrounded by big rocks and trees. A test NPC known as Caldwyn patrols here.

Another named cell is called "DeerPath", it's the path that leads out of town, but there are no deer to be found anywhere. Found randomly in this world is also a Necromancer Altar which you can normally encounter just four times in the main game, where it also plays a role during the Mages Guild questline. Here it's just present with some lighting effects placed on top of it. The second random thing is a duplicate of the statue normally only seen in Kvatch, although this is a different object called "TestStatue".

The only other named cells are very similar in function, name, and location. They are "RatGrove", "GoblinGrove", and "CreatureGrove". They're just farmhouses with rats, goblins, and all kinds of creatures placed outside of them. The rats outside of the rat grove are test variants, while the ram and sheep are normal. The same goes for the goblins outside of goblin grove, yet none of the other creatures are test variants. These include Xivilai, wraiths, zombies, boars, wolves, trolls, spriggan, scamps, Spider Daedra, Ogres, mudcrabs, minotaurs, rats, ghosts, land dreugh, dogs, Daedroth, Clannfear, bears, and atronachs.

Each farmhouse has a door that can be entered and links back to the "Creature Testing Hall".

ToddLand#

360 cells, with two being named. These being "ToddTestForest" and "ToddTestForestTavern". These two cell names basically sum up the entire world. Overall, it is just one big forest with trees, rocks, and shrubbery. It's mostly flat but has some hills randomly dotted around the map as well. While the name Toddland doesn't really specify any function, ToddTestForest might be a hint. This may have once been a test map to check how dense forests could be made without the game's performance hampering. In all these cells and only in these cells we can find instances of TestToddTree, TestToddTree02 and TestToddTree03. These are just duplicates of existing trees found throughout the game, but they are very numerous. With a combined number of 4707 of these test trees appearing in this world. Besides trees, the cell "TestToddForest" only holds a spawning marker for the player.

The more interesting stuff is placed in "TestToddForestTavern", and two neighboring wilderness cells. Inside of this giant forest world, one can find two Chorrol-style houses. In the middle of them is an archery target. Close to the rightmost house, you can encounter multiple test NPCs. Three versions of Alban Corinis, one with a sword and shield, one with just a hammer, and one with just a sword. Also present is an NPC called Dremora Test. There’s also a paint horse that's also a test creature internally known as "TestHorseSkeleton". Of the two houses, only the one to the right can be entered, and it leads to a test cell called "Todd's Test House".

To the right of the leftmost house we can find one instance of the "TestToddRat", which is actually the only instance of this test creature ever used. Its purpose is unknown, since it has 0 health and thus always spawns dead. Behind the same house is the only instance of "ToddTestTroll", which once again, seemingly exists without any real purpose. If we go through the space in between the two houses, we may also encounter a test NPC called "Lynda Carter".

TestTestLand2#

42 cells with one being named as "TestRender". The entire world consists of chapel meshes clipping into each other. Some of the world is underwater as the chapels are placed quite low. Based on the name, we can assume that this world was used to test how much the engine could render without struggling. The mesh itself is a static object called "Testtesthouseshapes" and is just a duplicate of the chapel of Stendarr mesh. There are over 400 instances of this object placed in this world.

Test Containers

All kinds of containers which were usually made to aid developers in the testing process. A majority of them can still be found in their respective test cells.

EmilTestChest#

Form ID: 00082DE1
Name: Chest O' Stuff

Placed in the unnamed cell internally known as "EmilTest", named after developer Emil Pagliarulo. The contents are Dark Brotherhood-themed and contains 20 poisoned apples, 1000 gold, a Black Hand hood, a Black Hand robe. An iron bow, 100 iron arrows, 500 lockpicks, a shrouded hood, and shrouded armor.

EmilLockpicks#

Form ID: 000981AC
Name: Lockpicks

This chest isn't placed anywhere. It contains 20 lockpicks.

TEMPQuestCureAllCrate#

Form ID: 0004ECDF
Name: Magic Crate (Delete Me)

This chest isn't placed anywhere, and someone clearly didn't delete it. It contains a long sword of voltage, and a spoon. It's unclear what exactly its purpose was.

TestArcherBarrel01#

Form ID: 0006E913
Name: Barrel

A barrel that’s placed in the test cell internally known as "TestTraps". It contains an iron bow and 10 iron arrows. It was placed in the cell to help the developers set off traps from a long range.

TESTcontainer#

Form ID: 0000945C
Name: Test Crate

A crate that’s placed in the test cell "Hawkhaven" inside of the "TestWorld". It functions as the merchant chest of test NPC Denyiir and contains a ton of stuff. It contains 97 different normal books, a bread loaf, all pieces of the iron armor set, a lockpick, 13 pieces of lower-class clutter, 6 different pairs of lower-class pants, 11 different lower-class shirts, 6 pairs of lower-class shoes, a retort, at least 3 skill books for every available skill, more than 200 different scrolls, a petty soul gem, a lesser soul gem, a test scroll, an upper-class pair of pants, two different upper-class shirts, 3 different pieces of upper-class clutter, a piece of venison, all unenchanted dwarven and silver weapons, two different test books, two pieces each of three different lower-class shirts, even more (30+) scrolls, 2 instances of another test book, and 20 gold. *sigh of relief*

TestErik#

Form ID: 000096CF
Name: Test Staff

A chest found in the test cell internally known as "TestEnchanted". Contains of hundreds of different staffs that can normally be encountered in the game. Also contains three different test staffs. They were probably put in this chest to test if all their enchantments worked. It’s unknown as to which Erik to attribute this chest to, as there’s an Erik Deitrick on the Programming team, as well as an Erik J. Caponi on the Additional Design team.

TestErikArmorAndClothes#

Form ID: 00014F63
Name: Armor and Clothes

A chest found in the test cell internally known as "TestErikMagic". Contains ten instances each of every piece of chainmail armor, light iron shields, every piece of Daedric, dwarven, ebony, fur, glass, iron, mithril, Orcish, steel, and Blades armors, as well as bronze necklaces, silver rings, green silk garments, green brocade doublets, green velvet shoes, necromancer’s hoods and necromancer’s robes. These items are probably placed in this cell to put enchantments on them.

TestErikGold#

Form ID: 00014F61
Name: Sweet, sweet, gold...

Located in the same cell as the previous chest, this one contains 25000 gold.

TestErikSoulGems#

Form ID: 00014F62
Name: Soul Gems

Once more located in "TestErikMagic", this chest contains 10 petty, lesser, common, greater and grand soul gems for enchanting purposes.

TestErikStaffs#

Form ID: 000096CF
Name: Staffs

Once located in the same cell, this chest contains 140 different staffs, although no test copies this time. They were likely put in the cell to test their enchantments.

TestErikWeapons#

Form ID: 00014F60
Name: Weapons

Again located in the same place, this chest contains ten instances of the Akaviri katana, Dai-katana, club, steel cutlass, retribution of hypocrisy, as well as every type of Daedric, dwarven, ebony, elven, glass, iron, silver, and steel weapon. They were also probably put here to be enchanted.

TestGlarthirGoldBasket#

Form ID: 00014F60
Name: Basket

Despite being marked as a test object, this basket only appears in the final game, and not in any test cells. One instance is placed in Glarthir's House in Skingrad, where it makes sense. Another instance is found in the Service Hall of Castle Bruma, where it seems someone accidentally put it in, instead of just a generic basket. The basket contains 800 gold and an inkwell, although its purpose isn't really clear.

TestIngredientCreature#

Form ID: 0009FDE3
Name: Creature Ingredients

This chest can be found in the "Alchemy Test Warehouse" cell. Unsurprisingly, it contains all kinds of ingredients dropped from creatures, which were meant to be used for testing alchemy. Specifically, it contains ten instances each of boar meat, clannfear claws, crab meat, Daedra heart, Daedra silk, Daedra venin, Daedroth teeth, Dreugh wax, ectoplasm, fire salts, frost salts, glow dust, imp gall, minotaur horn, mort flesh, ogre's teeth, rat meat, scales, scamp skin, troll fat, unicorn horn, vampire dust, venison, and void salts.

TestIngredients#

Form ID: 0003450A
Name: Ingredients Inside

Located in the same cell as the previous chest, this one contains single instances of a lot of ingredients, as well as skooma, ale, beer, and mead.

TestIngredientsFlora#

Form ID: 0009FDE1
Name: Flora Ingredients

Again, same cell as above, this one contains ten instances each of the ingredients found throughout nature, such as flowers and mushrooms.

TestIngredientsFoodstuff#

Form ID: 0009FDDF
Name: Foodstuff Ingredients

Same cell as above, this one contains ten instances each of the ingredients seen as food, such as corn, rice, and others.

TestIngredientsOblivion#

Form ID: 0009FDE5
Name: Oblivion Ingredients

Final one in the alchemy test cell, this chest contains ten instances of the ingredients found in Oblivion: harrada, bloodgrass, and spiddal sticks.

TestMattsPotionChest#

Form ID: 00016557
Name: Potions Chest

This chest isn't placed anywhere, but its name seemingly refers to Lead Artist Matthew Carofano. It contains 81 different potions, three of which are test potions.

TestMikeBrute#

Form ID: 000B072E
Name: Conanly Things

This chest is found in the test cell "Mike's Test Cell of Madness". Since it’s internally known as "TestMRyan", the Mike mentioned here is Michael E. Ryan of the Dungeon Art team. The name of the chest itself is a reference to Conan the Barbarian. It contains many leveled lists, all of them coming together to fill it up with a full set of heavy armor, including the shield, a claymore, a battleaxe, a longsword, and a waraxe.

TestMikeThief#

Form ID: 000B072F
Name: Thiefly Stuff

A chest by the same man, in the same cell. Like the previous chest, this one just exists to outfit the player in order to play around the test dungeon. This chest also contains leveled lists, resulting in a full set of light armor, including the shield, a longsword, a shortsword, a bow, and 150 arrows.

With the Shivering Isles DLC, another instance of this chest gets placed in the new "Test Cell of Endless Suffering", internally known as "XPTestMikeR". With the DLC, the contents are slightly altered, only having 10 arrows in the chest rather than 150.

TestPotions#

Form ID: 0001608E
Name: Potions inside

This chest is found in Hawkhaven. It contains 78 different potions.

TestQABooks#

Form ID: 00187B3E
Name: All Books

This crate can be found in the cell internally known as "TestEnchanted". This cell functions as the QA cell, QA standing for Quality Assurance. Every Bethesda game has such a cell where QA containers are placed containing every item of one specific type. Not only does this crate contain every book seen in the final game, but also unused books, and test variants.

TestQAClutter#

Form ID: 00187B42
Name: All Misc Items

Same as above, now containing all clutter items.

TestQAEnchanted#

Form ID: 000A576C
Name: Ammo and Weapons

Same as above, now containing weapons, ammo, and enchanted variants of these.

TestQAEnchArmor#

Form ID: 000A5774
Name: All Armor and Clothing

Same as above, now containing armor, clothes, and enchanted variants of these.

TestQAIngredients#

Form ID: 00187B40
Name: All Ingredients and Apparatus

Same as above, now containing alchemy ingredients and apparatus.

TestQAKeys#

Form ID: 00187B44
Name: All Keys

Same as above, now containing keys.

TestQAPotions#

Form ID: 00187B46
Name: All Potions

Same as above, now containing potions and drinks.

TestQASoulgems#

Form ID: 000A5776
Name: Soulgems and Sigil Stones

Same as above, now containing soul gems and sigil stones.

TESTRaceTestingChest#

Form ID: 00005070
Name: Chest

A chest that isn't placed anywhere. Its purpose also isn't clear, and its name doesn't help matters. It contains numerous leveled lists for heavy armor, light armor, a bow, a staff, a blade, a long blade, a one-handed weapon, a two-handed weapon, 5 restore magicka and health potions, 5 repair hammers, 30 lockpicks and 200 arrows.

TestSackChappy#

Form ID: 000054D0
Name: Sack

A sack that isn't placed anywhere. The "Chappy" in the internal name refers to Quest Designer Brian Chapin. The sack contains just some random clutter, but that’s not important either way, as the sack actually serves a different purpose. Attached to it is the "TestSackScript", which is tied to an NPC known as TestChappyCombatGuy. When you kill this guy in his test cell, then the sack will switch places with him and result in some hijinks. The sack itself goes unseen, but it disables the corpse, plays some magical impact effects, and then swaps itself out again for the Staff of Worms.

TestSackIst#

Form ID: 0002903D
Name: Test Sack

An unused test sack, without any contents, and an unknown purpose.

TestToddBarrel#

Form ID: 0002378E
Name: Todd's Barrel of Fun!

A testing barrel that's present in two cells tied to Todd Howard, "Test Faces Here" and "Todd's Test House". The barrel contains a full set of Blades armor, one instance of a test book, and 12 instances of the leveled list "TestToddItemList", which consists of a broom, calipers, a Blades helmet, and rough leather shoes.

TESTtoddcontainer#

Form ID: 00025254
Name: Test Crate

A crate present in the same two cells as the above-mentioned barrel. It contains a random assortment of items, consisting of a breadloaf, a full set of iron armor, a pot, a cup, multiple lower-class pants and shirts, and a petty soul gem.

TestUnique#

Form ID: 00014D1D
Name: Barrel

This barrel, present in the "Armor Warehouse" cell, contains all the unique items that can be purchased from merchants.

Test Quests

Some small quests put together to test a variety of things during the development.

lyndacarter#

Form ID: 000CD300
Name: for mtv promo

A "quest" tied to the Lynda Carter test NPC. Nothing remains of this quest, except for one unvoiced line of dialogue for Lynda. The NPC itself has a script that still refers to the quest, but doesn't do anything special.

MarkNDeleteMe#

Form ID: 0002B46D
Name: [Blank]

Apparently this "quest" was made to make Quest Designer Mark Nelson aware of a bug. It has one line of generic unvoiced dialogue that reads "This is a stopgap hello because none of the other Hellos have blank LinkFrom lists. Mark will fix this soon, I bet." Whoever made this, then forgot to delete the quest.

MarkTestCase#

Form ID: 00024619
Name: Dialogue Test

Seemingly a simple quest set up to test dialogue. It has a single unvoiced line which reads "Here's some money." that’s attached to the test NPC "testHEMale2". It adds one gold to the player's inventory, and sets a simple variable in the attached "RewardTest" script.

Mg09Test#

Form ID: 00022BDC
Name: Test

Presumably a test for the Mages Guild quest "Ulterior Motives". There's nothing left over from this test quest.

TestQA#

Form ID: 000281B1
Name: this is for QA testing

This "quest" only holds the testing dialogue used by Denyiir.

TestToddQuest#

Form ID: 00027FA7
Name: Todd's Test Adventure

This is the first (and last) quest that actually has quest stages. Stage 0 reads: "I must walk around and test everything. First I should go into the forest outside the toddtest room." And stage 100 reads: "I have completed all of Todd's testing. Everyone was very happy."

These stages aren't ever set and aren't connected to anything, however. Based on the first stage, it appears that the quest would start in "Todd's Test House" and have things to do in TestToddForest. However, none of this remains in the files, and the quest now only functions to test the disposition dialogue that's in possession of Alban Corinis, found in the aforementioned test cell. Three other NPCs also possess this dialogue, but they aren't placed in any cells and thus can't be met under normal circumstances.

TestVoiceBudget#

Form ID: 00020088
Name: Export this quest to see race/sex for each city

This "quest" only holds generic dialogue for citizens of every major city, as well as the four major joinable factions and the Nine Divines faction. Basically, this quest was created to check which places needed which voice types and how much this would roughly cost.

Test Spells

  • Fleece of Fire (Fire Shield 50pts) - The Editor ID is TestFlamingSheep01, so probably the result of some developer playing around with Sheep and fire magic. Form ID: 0005C0E4
  • Mark Test Shock Shield (Shock Shield 100pts) - Pretty self-explanatory. Form ID: 00040BA3
  • Test Vampire Ability (Vampirism 50pts) - Clearly used for testing Vampirism. Form ID: 000262C5
  • Wreath of Glory (Fire Damage 0pts) - The editor ID is TestFlamingSheep02. Again with the flaming sheep... At least one developer had some strange fascination with them, it seems. Perhaps they were also the ones responsible for Sheogorath's Daedric quest. Form ID: 0005C0E7

Test Items

A couple of items that were used to test many facets of the games. From fonts to enchantments.

Weapons#

TestEnchantLOTR#

Form ID: 000936B3
Name: Mace of Doom

An enchanted ebony mace apparently used to enchantments. For some reason, its internal name makes another reference to "The Lord of the Rings". It has a lot of oddities, such as being marked as a one handed bladed weapon (instead of blunt like most maces are). It has no icon set up, resulting in a broken or missing texture appearing where the icon would normally appear. Its stats are also notable, having 3000 health, and a 50000 enchantment value. Its enchantment is also unique, "TestGragLOTR". It's a pretty basic fire damage enchantment, dealing 17 points of damage for 5 seconds in 10 feet. The name of the enchantment also implies that the weapon was specifically made for the test world "TestGragTown", in which it can also be found. Another instance of the weapon can be found in the "TestQAEnchanted" container.

TestQASword#

Form ID: 000336EE
Name: Sword of Nab

A unique Akaviri Katana that retains all the stats from its normal counterpart. However, this one has the "TestQAEnchantment", doing a grand 30 points of damage for 60 seconds on touch. The sword can only be found in the "TestQAEnchanted" container.

TestQASword2#

Form ID: 000338A1
Name: Brother of Nab

Way more overpowered than the previous one, this is a steel longsword with a health of 500, a weight of 20 and a value of 1000. A normal steel longsword has these stats at 192, 24, and 45. It also has a unique enchantment, "TestQAEnchantment2". It does 30 points of frost damage for 30 seconds on touch. This sword can also only be found in the "TestQAEnchanted" container.

TestStaff#

Form ID: 00015F2D
Name: TestStaff

An unenchanted staff. It has a weight of 10, value of 10, and 100 health. It can be found in the test containers "TestErik" and "TestQAEnchanted", as well as in the cell "WarehouseWeapons". Its purpose is unclear.

TestStaff03#

Form ID: 0009D9DA
Name: TestStaff03

Practically the same as before, unenchanted staff with the same stats, although this one has a base damage of 14 while the previous one’s only had 10. It can be found in the same two test containers, as well as the Shivering Isles test cell "TonyTest". There is no "TestStaff02".

TestStaffApprentice01shock#

Form ID: 0001CED2
Name: Staff of Shock

What appears to just be a test for a generic shock staff. Although neither this type of name, nor "apprentice" are generally used to refer to these types of staffs. The staff can't even use its enchantment as it has 0 health, and only 1 enchantment point. It can be found in the two test containers mentioned previously.

TestStaffErik#

Form ID: 000912BD
Name: Staff

Yet another unenchanted staff. This is even set to 0 damage, 0 enchantment, and a measly 20 health. Purpose unknown, can be found in the same two test containers.

Keys#

BanditTestKey#

Form ID: 000092BA
Name: Bandit Key

Only present in the testing container "TestQAKeys". Its purpose is unknown and it opens nothing.

TestKey#

Form ID: 0000081D
Name: TestKey

Only present in the testing container "TestQAKeys". Its purpose is unknown and it opens nothing.

Books, Letters, Notes, etc.#

testdaedric#

Form ID: 000897A7
Name: daedric test

This book was used to test the Daedric font. The contents of this text are also really interesting, as they appear to be an early version of the "Mysterious Note" the player normally receives at the start of the Thieves Guild quest line. This book can be found in the test containers "TESTcontainer" and "TestQABooks". For some reason, its icon is cheese.

I can offer you greater rewards and less time in his Grace's dungeons. If you are interested, come to the Garden of Dareloth in the Imperial City's Waterfront district at midnight. Present this note and all shall be made clear.

The Gray Fox.

TESTElderScroll#

Form ID: 000CD31E
Name: Elder Scroll

An identical copy of the Elder Scroll normally encountered during the Thieves Guild questline. (In-game, an image would appear, rather than this text of course.) Only present in "TestQABooks".


testFonts#

Form ID: 000C810E
Name: Test Fonts

A test for the in-game fonts, with letters for the English, German, Spanish, French, and Italian alphabets. Only present in "TestQABooks".

~!@#$%^&*()_+ `1234567890-= []{}\|:;"'<>,.?/

ÀÈÌÒÙàèìòù ÁÉÍÓÚáéíóú  ÊÎÔÛâêîôû ÄËÏÖÜäëïö


English Alphabet
ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890 abcdefghijklmnopqrstuvwxyz


German Alphabet
abcdefghijklmnopqrstuvwxyzäöüß ABCDEFGHIJKLMNOPQRSTUVWXYZÄÖÜ


French Alphabet
a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z à â ç é ê è ë î ï ô ù û æ œ À Ç É Ê È Ë Î Ï Ô Ù Û Æ Œ


Spanish Alphabet
A a B b C c CH ch D d E e F f G g H h I i J j K k L l LL ll M m N n Ñ ñ O o P p Q q R r S s T t U u V v W w X x Y y Z z Á á É é Í í Ó ó Ú ú Ü ü


Italian Alphabet
A a B b C c D d E e F f G g H h I i J j K k L l M m N n O o P p Q q R r S s T t U u V v W w X x Y y Z z À à È è Ì ì É é Ò ò Ù ù


~!@#$%^&*()_+ `1234567890-= []{}\|:;"'<>,.?/

ÀÈÌÒÙàèìòù ÁÉÍÓÚáéíóú  ÊÎÔÛâêîôû ÄËÏÖÜäëïö


English Alphabet
ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890 abcdefghijklmnopqrstuvwxyz


German Alphabet
abcdefghijklmnopqrstuvwxyzäöüß ABCDEFGHIJKLMNOPQRSTUVWXYZÄÖÜ


French Alphabet
a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z à â ç é ê è ë î ï ô ù û æ œ À Ç É Ê È Ë Î Ï Ô Ù Û Æ Œ


Spanish Alphabet
A a B b C c CH ch D d E e F f G g H h I i J j K k L l LL ll M m N n Ñ ñ O o P p Q q R r S s T t U u V v W w X x Y y Z z Á á É é Í í Ó ó Ú ú Ü ü


Italian Alphabet
A a B b C c D d E e F f G g H h I i J j K k L l M m N n O o P p Q q R r S s T t U u V v W w X x Y y Z z À à È è Ì ì É é Ò ò Ù ù


~!@#$%^&*()_+ `1234567890-= []{}\|:;"'<>,.?/

ÀÈÌÒÙàèìòù ÁÉÍÓÚáéíóú  ÊÎÔÛâêîôû ÄËÏÖÜäëïö


English Alphabet
ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890 abcdefghijklmnopqrstuvwxyz


German Alphabet
abcdefghijklmnopqrstuvwxyzäöüß ABCDEFGHIJKLMNOPQRSTUVWXYZÄÖÜ


French Alphabet
a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z à â ç é ê è ë î ï ô ù û æ œ À Ç É Ê È Ë Î Ï Ô Ù Û Æ Œ


Spanish Alphabet
A a B b C c CH ch D d E e F f G g H h I i J j K k L l LL ll M m N n Ñ ñ O o P p Q q R r S s T t U u V v W w X x Y y Z z Á á É é Í í Ó ó Ú ú Ü ü


Italian Alphabet
A a B b C c D d E e F f G g H h I i J j K k L l M m N n O o P p Q q R r S s T t U u V v W w X x Y y Z z À à È è Ì ì É é Ò ò Ù ù


~!@#$%^&*()_+ `1234567890-= []{}\|:;"'<>,.?/

ÀÈÌÒÙàèìòù ÁÉÍÓÚáéíóú  ÊÎÔÛâêîôû ÄËÏÖÜäëïö


English Alphabet
ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890 abcdefghijklmnopqrstuvwxyz


German Alphabet
abcdefghijklmnopqrstuvwxyzäöüß ABCDEFGHIJKLMNOPQRSTUVWXYZÄÖÜ


French Alphabet
a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z à â ç é ê è ë î ï ô ù û æ œ À Ç É Ê È Ë Î Ï Ô Ù Û Æ Œ


Spanish Alphabet
A a B b C c CH ch D d E e F f G g H h I i J j K k L l LL ll M m N n Ñ ñ O o P p Q q R r S s T t U u V v W w X x Y y Z z Á á É é Í í Ó ó Ú ú Ü ü


Italian Alphabet
A a B b C c D d E e F f G g H h I i J j K k L l M m N n O o P p Q q R r S s T t U u V v W w X x Y y Z z À à È è Ì ì É é Ò ò Ù ù


~!@#$%^&*()_+ `1234567890-= []{}\|:;"'<>,.?/

ÀÈÌÒÙàèìòù ÁÉÍÓÚáéíóú  ÊÎÔÛâêîôû ÄËÏÖÜäëïö


English Alphabet
ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890 abcdefghijklmnopqrstuvwxyz


German Alphabet
abcdefghijklmnopqrstuvwxyzäöüß ABCDEFGHIJKLMNOPQRSTUVWXYZÄÖÜ


French Alphabet
a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z à â ç é ê è ë î ï ô ù û æ œ À Ç É Ê È Ë Î Ï Ô Ù Û Æ Œ


Spanish Alphabet
A a B b C c CH ch D d E e F f G g H h I i J j K k L l LL ll M m N n Ñ ñ O o P p Q q R r S s T t U u V v W w X x Y y Z z Á á É é Í í Ó ó Ú ú Ü ü


Italian Alphabet
A a B b C c D d E e F f G g H h I i J j K k L l M m N n O o P p Q q R r S s T t U u V v W w X x Y y Z z À à È è Ì ì É é Ò ò Ù ù



Testing Space:
Absorption de caractéristique
Absorption de caractéristique
Absorption de caractéristique
Absorption de caractéristique
Absorption de caractéristique

La Fortuna influisce su tutto ciò che fai, ma non regola alcuna abilitá.

testhandwriting#

Form ID: 000897A6
Name: handwriting test

This book was used to test the handwritten font. The contents of this text also appear to be an early version of the "Mysterious Note" the player normally receives at the start of the Thieves Guild quest line, but this time there is no signature. This book can be found in the test containers "TESTcontainer" and "TestQABooks". For some reason, its icon is cheese.

I can offer you greater rewards and less time in his Grace's dungeons. If you are interested, come to the Garden of Dareloth in the Imperial City's Waterfront district at midnight. Present this note and all shall be made clear.

TESTjoelBook#

Form ID: 000C5252
Name: TEST BOOK

Simply all letters in the English alphabet, in every font. One instance of this book is present in “TestQABooks”, while two copies can be found in the “TestBasement” cell.


font test ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz
font test ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz
font test ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz
font test ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz
font test ABCDEFGHIJKLMNOPQRSTUVWXYZ abcdefghijklmnopqrstuvwxyz

testqabook#

Form ID: 00088935
Name: à â ç é ê è ë î ï ô ù û æ

A general quality assurance book, helping the developers with the code of these. Two instances are present in "TestToddBarrel", one in "TestQABooks", and one in "TESTcontainer".


This is default with no tags at all. ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890 abcdefghijklmnopqrstuvwxyz


BR is a singe line break

P is a double line breaks


HR is a page break, ignored in scrolls
"in quotes"

Left Align

Center Align

Right Align


font face 1 - KingThings Regular
font face 2 - Kingthings Shadowed
font face 3 - Tahoma Bold Small
font face 4 - Daedric


font face 5 - Handwriting


ere should be a big fancy H letter at the start of this sentence.
There should be an image here.


German Alphabet
abcdefghijklmnopqrstuvwxyzäöüß ABCDEFGHIJKLMNOPQRSTUVWXYZÄÖÜ
French Alphabet
a b c d e f g h i j k l m n o p q r s t u v w x y z A B C D E F G H I J K L M N O P Q R S T U V W X Y Z à â ç é ê è ë î ï ô ù û æ œ À Ç É Ê È Ë Î Ï Ô Ù Û Æ Œ
Spanish Alphabet
A a B b C c CH ch D d E e F f G g H h I i J j K k L l LL ll M m N n Ñ ñ O o P p Q q R r S s T t U u V v W w X x Y y Z z Á á É é Í í Ó ó Ú ú Ü ü


Italian Alphabet
A a B b C c D d E e F f G g H h I i J j K k L l M m N n O o P p Q q R r S s T t U u V v W w X x Y y Z z À à È è Ì ì É é Ò ò Ù ù

TestQAScroll01#

Form ID: 00088936
Name: WWWWWWWWWWWWWWWWWWWW

Another helping hand, but now for scrolls. One instance is present in "TestQABooks", and one in "TESTcontainer".

This is default with no tags at all.
ABCDEFGHIJKLMNOPQRSTUVWXYZ1234567890 abcdefghijklmnopqrstuvwxyz


BR is a singe line break

P is a double line break


HR is a page break, ignored in scrolls
"in quotes"

Left Align

Center Align

Right Align

Size 1 font size - black Size 2 font size - black Size 3 font size - black Size 4 font size - black

TestToddFolio01#

Form ID: 0001DB36
Name: Test Book on Monkeys

This book is not about monkeys, its contents are a copy of the "Mythic Dawn Commentaries 2". One instance is present in "TestQABooks", one can be found in the test cell "TestGuy", another in the cell "TestFaces", and 522 (!) instances are placed in the air in "TestToddCrazy".

<FONT color=”753B21”

COMMENTARIES ON THE MYSTERIUM XARXES

BOOK TWO

by Mankar Camoran

ALTADOON

hosoever findeth this document, I call him brother.

nswers are liberations, where the slaves of Malbioge that came to know Numantia cast down their jailer king, Maztiak, which the Xarxes Mysterium calls the Arkayn. Maztiak, whose carcass was dragged through the streets by his own bone-walkers and whose flesh was opened on rocks thereon and those angels who loved him no longer did drink from his honeyed ichors screaming “Let all know free will and do as they will!”

our coming was foretold, my brother, by the Lord Dagon in his book of razors. You are to come as Idols drop away from you one by one. You are exalted in eyes that have not yet set on you; you, swain to well-travelled to shatterer of mantles. You, brother, are to sit with me in Paradise and be released of all unknowns. Indeed, I shall show you His book and its foul-and-many-feathered rubric so that you can put into symbols what you already know: the sphere of destruction is but the milk of the unenslaved. I fault not your stumbling, for they are expected and given grace by the Oils. I crave not your downfalls, though without them you might surpass me even in the coming Earth of all infinities. Lord Dagon wishes you no ills but the momentous. And as He wants, you must want, and so learn from the pages of God this: the Ritual of Want:

hisper to earth and earth, where the meddlers take no stones except to blood, as blood IS blood, and to the cracking of bone, as bone IS bone, and so to crack and answer and fall before the one and one, I call you Dragon as brother and king.

ides of dreugh: 7 and 7, draught of Oil, 1 and 1, circles drawn by wet Dibellites: three concentric and let their lower blood fall where it may, a birth watched by blackbirds: Hearthfire 1st. Incant the following when your hearing becomes blurred:

nraptured, he who finally goes unrecorded.

ecorded, the slaves that without knowing turn the Wheel.

nslaved, all the children of the Aurbis As It Is.”

TestToddLetter#

Form ID: 0001F13D
Name: Test Todd Letter

A test for the general letter format. One instance is present in "TestQABooks", one can be found in the test cell "Toddtest", another in the cell "TestFaces".

This should be a short letter.

- Love, Todd

TestToddScroll#

Form ID: 0001F13E
Name: Test Todd Scroll, Long

A test for the long scroll format. One instance is present in "TestQABooks", one can be found in the test cell "Toddtest", another in the cell "TestFaces". The contents are a copy of the book "Words and Philosophy".

Lady Benoch's Words and Philosophy

Lady Allena Benoch, former master of the Valenwood Fighter's Guild and head of the Emperor's personal guard in the Imperial City, has been leading a campaign to reacquaint the soldiers of Tamriel with the sword. I met with her on three different occasions for the purposes of this book. The first time was at her suite in the palace, on the balcony overlooking the gardens below.

I was early for the interview, which had taken me nearly six months to arrange, but she gently chided me for not being even earlier.

"I've had time to put up my defenses now," she said, her bright green eyes smiling.

Lady Benoch is a Bosmer, a Wood Elf, and like her ancestors, took to the bow in her early years. She excelled at the sport, and by the age of fourteen, she had joined the hunting party of her tribe as a Jaqspur, a long distance shooter. During the black year of 396, when the Parikh tribe began their rampage through southeastern Valenwood with the aid of powers from the Summurset Isle, Lady Benoch fought the futile battle to keep her tribe's land.

"I killed someone for the first time when I was sixteen," she says now. "I don't remember it very well -- he or she was just a blur on the horizon where I aimed my bow. It meant no more to me than shooting animals. I probably killed a hundred people like that during that summer and fall. I didn't really feel like a killer until that wintertide, when I learned what it was like to look into a man's eyes as you spilled his blood.

"It was a scout from the Parikh tribe who surprised me while I was on camp watch. We surprised each other, I suppose. I had my bow at my side, and I just panicked, trying to string an arrow when he was half a yard away from me. It was the only thing I knew to do. Of course, he struck first with his blade, and I just fell back in shock.

"You always remember the mistakes of your first victim. His mistake was assuming because he had drawn blood and I had fallen, that I was dead. I rushed at him the moment he turned from me towards the sleeping camp of my tribesmen. He was caught off guard, and I wrested his blade away from him.

"I don't know how many times I stabbed at him. By the time I stopped, when the next watch came to relieve me, my arms were black and blue with strain, there was not a solid piece of him left. I had literally cut him into pieces. You see, I had no concept of how to fight or how much it took to kill a man."

Lady Benoch, aware of this deficiency in her education, began teaching herself swordsmanship at once.

"You can't learn how to use a sword in Valenwood," she says. "Which isn't to say Bosmer can't use blades, but we're largely self-taught. As much as it hurt when my tribe found itself homeless, pushed to the north, it did have one good aspect: it afforded me the opportunity to meet Redguards."

Studying all manners of weapon wielding under the tutelage of Warday A'kor, Lady Benoch excelled. She became a freelance adventurer, traveling through the wilds of southern Hammerfell and northern Valenwood, protecting caravans and visiting dignitaries from the various dangers indigenous to the population.

Unfortunately, before we were able to pursue her story of her early years any further, Lady Benoch was called away on urgent summons from the Emperor. Such is often the case with the Imperial Guard, and in these troubled times, perhaps, more so than in the past. When I tried to contact her for another talk, her servants informed me than their mistress was in Skyrim. Another month passed, and when I visited her suite, I was told she was in High Rock.

To her credit, Lady Benoch actually sought me out for our second interview on Sun's Dusk of that year. I was in a tavern in the City called the Blood and Rooster, when I felt her hand on my shoulder. She sat down at the rude table and continued her tale as if it had never been interrupted.

She returned to the theme of her days as an adventurer, and told me about the first time she ever felt confident with a sword.

"I owned at that time an enchanted daikatana, quite a good one, of daedric metal. It wasn't an original Akaviri, not even of design. I didn't have that kind of money, but it served my primary purpose of delivering as much damage with as little effort on my part as possible. A'kor had taught me how to fence, but when faced with a life or death situation, I always fell back on the old overhand wallop.

"A pack of orcs had stolen some gold from a local chieftain in Meditea, and I went looking for them in one of the ubiquitous dungeons that dot the countryside in that region. There were the usual rats and giant spiders, and I was enough of a veteran by then to dispatch them with relative ease. The problem came when I found myself in a pitch black room, and all around me, I heard the grunts of orcs nearing in.

"I waved my sword around me, connecting with nothing, hearing their footsteps coming ever nearer. Somehow, I managed to hold back my fear and to remember the simple exercises Master A'kor had taught me. I listened, stepped sideways, swung, twisted, stepped forward, swung a circle, turned around, side-stepped, swung.

"My instinct was right. The orcs had gathered in a circle around me, and when I found a light, I saw that they were all dead.

"That's when I focused on my study of swordplay. I'm stupid enough to require a near death experience to see the practical purposes, you see."

Lady Benoch spent the remainder of the interview, responding in her typically blunt way to the veracity of various myths that surrounded her and her career. It was true that she became the master of the Valenwood Fighter's Guild after winning a duel with the former master, who was a stooge of the Imperial Battlemage, the traitor Jagar Tharn. It was not true that she was the one responsible for the Valenwood Guild's disintegration two years later ("Actually, the membership in the Valenwood chapter was healthy, but in Tamriel overall the mood was not conducive for the continued existence of a nonpartisan organization of freelance warriors.") It was true that she first came to the Emperor's attention when she defended Queen Akorithi of Sentinel from a Breton assassin. It was not true that the assassin was hired by someone in the high court of Daggerfall ("At least," she says wryly, "That has never been proven."). It was also true that she married her former servant Urken after he had been in her service for eleven years ("No one knows how to keep my weaponry honed like he does," she says. "It's a practical business. I either had to give him a raise or marry him.").

The only story I asked her that she would neither admit nor refute was the one about Calaxes, the Emperor's bastard. When I brought up the name, she shrugged, professing no knowledge of the affair. I pressed on with the details of the story. Calaxes, though not in line for succession, had been given the Archbishopric of The One: a powerful position in the Imperial City, and indeed over all Tamriel where that religion is honored. Whispering began immediately that Calaxes believed that the Gods were angered with the secular governments of Tamriel and the Emperor specifically. It was even said that Calaxes advocated full-scale rebellion to establish a theocracy over the Empire.

It is certainly true, I pressed on, that the Emperor's relationship with Calaxes had become very stormy, and that legislation had been passed to limit the Church's authority. That is, up until the moment when Calaxes disappeared, suddenly, without notice to his closest of friends. Many said that Lady Benoch and the Imperial Guard assassinated the Archbishop Calaxes in the sacristy of his church -- the date usually given was the 29th of Sun's Dusk 3E 498.

"Of course," responds Lady Benoch with one of her mysterious grins. "I don't need to tell you that the Imperial Guard's position is as protectors of the throne, not assassins."

"But surely, no one is more trusted that the Guard for such a sensitive operation," I say, carefully.

Lady Benoch acknowledges that, but merely says that such details of her duties must remain secret as a matter of Imperial security. Unfortunately, her ladyship had to leave early the next morning, as the Emperor had business down south -- of course, I couldn't be told more specifics. She promised to send me word when she returned so we could continue our interview.

As it turned out, I had business of my own in the Summurset Isle, compiling a book on the Psijic Order. It was therefore with surprise that I met her ladyship three months later in Firsthold. We managed to get away from our respective duties to complete our third and final interview, on a walk along the Diceto, the great river that passes through the royal parks of the city.

Steering away from questions of her recent duties and assignments, which I guessed rightly she was loath to answer, I returned to the subject of swordfighting.

"Frandar Hunding," she says. "Lists thirty-eight grips, seven hundred and fifty offensive and eighteen hundred defensive positions, and nearly nine thousand moves essential to sword mastery. The average hack-and-slasher knows one grip, which he uses primarily to keep from dropping his blade. He knows one offensive position, facing his target, and one defensive position, fleeing. Of the multitudinous rhythms and inflections of combat, he knows less than one.

"The ways of the warrior were never meant to be the easiest path. The archetype of the idiot fighter is as solidly ingrained as that of the brilliant wizard and the shrewd thief, but it was not always so. The figure of the philosopher swordsman, the blade-wielding artist are creatures of the past, together with the swordsinger of the Redguards, who was said to be able to create and wield a blade with but the power of his mind. The future of the intelligent blade-wielder looks bleak in comparison to the glories of the past."

Not wanting to end our interviews on a sour note, I pressed Lady Allena Benoch for advice for young blade-swingers just beginning their careers.

"When confronted with a wizard," she says, throwing petals of Kanthleaf into the Diceto. "Close the distance and hit 'im hard."