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  1. The Elder Scrolls: The Age of Myth
  2. Lore

G. Enchanting, Alchemy, Runestones, and Artifacts

Overview

Magical objects are common enough in the Late Merethic Era to support dedicated craftsmen, traders, temples, and scholars, but truly powerful relics remain rare. Enchanting, alchemy, runestones, soul magic, and artifact-making are practiced differently across Tamriel's cultures.

These traditions range from practical household tools to objects capable of influencing kingdoms.

Enchanting

Enchanting binds magical effects into physical objects.

Weapons may hold elemental power, armor can resist harm, jewelry may strengthen the wearer, and tools can be adapted for specialized work.

The quality of an enchantment depends on the skill of the enchanter, the materials used, and the magical energy available.

Different cultures favor different styles. Altmer value precision, Ayleids make extensive use of celestial crystals, Falmer favor sacred and protective craftsmanship, while Chimer often connect enchanted objects to ancestors or religious purpose.

Soul Magic

Some enchanting traditions use captured souls as sources of magical power.

This practice is controversial and understood differently across cultures.

The use of animal or lesser creature souls may be tolerated where manipulation of mortal souls is condemned.

Trapping intelligent mortal souls can carry severe legal, religious, or moral consequences.

The exact boundaries vary by society, and some practitioners reject soul-based enchantment entirely.

Alchemy

Alchemy transforms natural and supernatural materials into potions, medicines, poisons, oils, powders, and other compounds.

Ingredients can include plants, fungi, minerals, animal products, monster parts, salts, resins, magical substances, and rare materials gathered from unusual environments.

Successful alchemy requires knowledge of both ingredients and preparation.

A rare plant handled incorrectly may be worthless or poisonous.

Medicine and Poison

Alchemy overlaps heavily with ordinary medicine.

Healers use prepared compounds to treat pain, infection, injury, fever, exhaustion, and other ailments.

Poisoners use the same principles toward opposite ends.

Bosmer, Saxhleel, Khajiit, Chimer, Altmer, and other peoples maintain distinct regional traditions based on the ingredients available to them.

Knowledge of local flora and fauna can therefore be as valuable as formal magical education.

Runestones

Runestones are objects inscribed with magical symbols, words, or patterns that preserve or direct supernatural effects.

They may mark boundaries, protect tombs, seal doors, reinforce structures, store power, record sacred names, or trigger magical effects when disturbed.

Some are simple enough to be understood by trained practitioners.

Others belong to older traditions whose meanings have already become obscure.

A runestone's writing may function simultaneously as language and enchantment.

Cultural Traditions

Magical craftsmanship varies dramatically between peoples.

Ayleids use Welkynd and Varla Stones within larger magical systems. Dwemer incorporate enchantment into machinery and tonal engineering. Falmer combine sacred craft with crystal, light, frost, and restoration.

Chimer may preserve enchanted ancestral objects or Daedric relics, while Altmeri artisans approach enchanting through formal theory and highly controlled craftsmanship.

The object often reveals the philosophy of the culture that created it.

Artifacts

An artifact is usually distinguished from an ordinary enchanted item by unusual power, history, or supernatural origin.

Artifacts may be associated with gods, Daedric Princes, ancient heroes, lost civilizations, or powerful magical events.

Some are unique.

Others disappear and reappear across history, particularly those associated with Daedric powers.

Possession does not guarantee control. An artifact may carry conditions, curses, obligations, or the attention of the being connected to it.

Relics and Heirlooms

Not every culturally important magical object is extraordinarily powerful.

A clan sword, temple vessel, ancestral amulet, priestly staff, or ruler's crown may matter because of history rather than raw magical strength.

Such heirlooms can serve as symbols of legitimate authority or family continuity.

Stealing one may therefore create a political crisis even if its enchantment is relatively minor.

Trade in Magical Goods

Enchanted objects, rare ingredients, crystals, reagents, and magical tools are valuable trade goods.

Large cities may support specialist merchants, while remote settlements depend on traveling traders or local practitioners.

Powerful magical items are rarely sold like ordinary equipment.

Their ownership may be restricted by temples, noble families, governments, or magical institutions.

Magical Craft in the Age of Myth

During the Late Merethic Era, enchanting and alchemy are active crafts rather than lost secrets.

Ayleid crystal-workers, Dwemer engineers, Falmer artisans, Chimer mystics, Altmeri enchanters, and countless local specialists continue to create objects for practical, religious, and military use.

The ancient artifacts of later ages are still being forged, carried, inherited, hidden, and lost.