Archaeological themes in Skyrim: 3

OK, yesterday we talked about the archaeological storyline in Skyrim that takes you to Saarthal, which is (nerd hat on) an abandoned Nord city from the Merethic period. As we saw, the plot is your basic dungeon malarkey, but there are a few sly comments in there that make it particularly interesting.

We now turn to the next (or maybe the first, since you can do the quests in Skyrim more or less in whatever order you like, or not do some of them at all, or whatever) archaeological storyline. This one is set in the west of Skyrim, in the Reach. The capital city of the Reach is Markarth, a town very unlike other Nord cities.



Nice, eh? That fancy architecture with the bronze domes tells us that Markarth is not actually built by the Nords. In fact, it occupies a city built by the Dwemer, or Dwarves, and abandoned long ago when that race just sort of … mysteriously disappeared. There are areas of it that still haven’t been explored, and one of these is the vast complex underneath the city, Nchuand-Zel.

You find the Nchuand-Zel excavation by talking to the court wizard, a guy called Calcelmo. Talking to the court wizard is something you do when you arrive in any new town in Skyrim, in my case because I’ve been murdering wizards with my hammer and taking their clothes, and the court wizard is a good way to turn those clothes into profit.

Calcelmo is an interesting example of the way scholars get characterised in Skyrim: as we saw in the last one, they’re often portrayed as sort of absent-minded, but Calcelmo adds a streak of callousness. I’ll explain later. In any event, he grumbles at you if you ask to see the excavation, but in the end he lets you go in if you agree to kill a big spider that’s lurking in there. Once you’ve done that, you find a dead member of the previous expedition and Calcelmo tasks you with going in to find what became of them. Predictably, they are all dead, and you find their various journals and stuff, fight the usual bunch of monsters (with extra cleverness, because there are actually two lots of enemies, who can be induced to fight each other) and come back. When you come back, Calcelmo pays you with the money he was going to pay the guys who died.




Like all Dwemer cities, Nchuand-Zel looks absolutely gorgeous, and it’s a huge amount of fun prowling around it picking off the foul-looking baddies, the Falmer (a former slave race to the Dwemer who didn’t disappear when their masters did. The common -mer element in Dwemer and Falmer, incidentally, is the same as the “mer” in “Merethic,” above).

The dead members of the expedition are where the archaeological content really gets interesting. Each of them kept a journal, and their notes are more than the prosaic series of clues you might expect. The four members of the expedition (apart from some soldiers who were guarding them) were Erj, Krag, Stromm and Staubin.

  • Staubin’s notes include a sort of general introduction to the expedition and are useful to locate the others. He expresses regret at the deaths of his students and talks about how “I have to bring this place back to life.” Clearly Staubin’s is a restoration-not-conservation guy.
  • Krag is the guy I think I would be if I were excavating the ruins of an ancient city. He writes: “It’s only been a day and I already miss my desk and chair. I thought it would be a little more fun to explore, but so far it’s just been fighting spiders and getting to view an occasional rubble pile. Hopefully we get to the main room soon so we can set up a camp and I can start cataloguing some of the items I’ve been able to find.”
  • Erj is the scoundrel of the bunch: he appears to have been scheming to skim off some of the artefacts found by the expedition and sell them to “a private collector” known to Krag.
  • Stromm is the one whose writing contains the most actual archaeology: he describes what he believes to be the function of the rooms he died defending, a set of what appear to be living quarters. In the centre of the area is a tree, which is bizarrely out of place in the stone and metal environment of Nchuand-Zel. Stromm speculates about what it might be, but can’t say for certain. I don’t think the tree is ever explained, but it resembles the Gildergreen, a tree which grows in the city of Whiterun and which is considered sacred to the goddess Kynareth.

Again, we see how the archaeological storyline is both just an excuse for a more-or-less standard dungeon run and something a little more. We have diverse motives and attitudes among the archaeologists, and some recognition of the idea of an illicit artefact trade. Indeed, there is a museum of Dwemer artefacts in Markarth, but the player is more likely to be interested in Dwemer antiquities because some of them can be melted down to manufacture weapons and armour, or indeed resold, which puts the player character more in sympathy with Erj!

Next: heritage in Skyrim, or what this all might mean.

Archaeological themes in Skyrim: 3

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