Caius looks at his house guests. "I actually have two points of business for you, so first things first." He tosses a coinpurse to each of you in turn. "You're all new here. And you look it. There's 200 drakes in each of those. Get something to keep yourself alive. And start working on a cover identity. Now," he pauses, and comes in to stand next to the shelf.
"For your other task, I'll need you to gather some information for me. Go see Hasphat Antabolis at the Fighters' Guild here in town, and Sharn gra-Muzgob at the Mages' Guild. Ask them what they know about the Nerevarine secret cult and the Sixth House secret cult. They'll probably want a favor in exchange. But do it. Though make sure you're prepared before you go on any errands for them. Questions?"
"Famous Daedric weapons? Tell me more!"
Deal with my new friend Ra'Virr, and try to get a good price on all this fun stuff we've stolen from the smugglers. Inquire about (and negotiate, obviously) the price on the Daedric weapons as well.
You return to the docks, and with Baadargo's and Fargoth's help have your two barrels of loot back at Ra'virr's in about half an hour. He welcomes you back and you resume your dealing.
The Khajiit takes you over to a rack and presents what look like steel weapons, spears and various akaviri-style curved blades. You notice a faint blue sheen on them. "Of course, Ra'virr would not try to tell you these are
actually Daedric weapons. But they are next best thing. When you wish it, they will be as sharp as fine Daedric and as light as a netch air sac. The magic lasts a short time, but long enough to punch through the toughest armor. Ra'Virr buys them direct from the Telvanni." [3] As you inspect the individual weapons, Ra'virr explains further. "These are quality magical weapons, but Ra'virr offers a very reasonable price. 300 for any of these Demon weapons. Ra'virr also deals in a stronger grade of this enchantment, but for things as fine as Fiend weapons, he can afford no lower than 9000."
Next, Ra'virr appraises your goods as you negotiate with him. [3] Unsurprisingly, the cheap potions and random clothes aren't worth a whole lot altogether. He says he can offer only 81 gold for that whole barrel. [5] He's rather impressed with the haul of legion gear. "Very nice. Easily 700 septims."
At the end of looking through your offerings, Ra'virr turns to you. "However, Ra'virr does not have the drakes on hand to purchase all of this at once. He could buy one of your barrels now, and after his next shipment pay for the more valuable one. This will be no problem if Ra'virr's friend will be in town for a few days." He casts his gaze to the back of the shop. "Of course, if you are in a hurry, perhaps you would like something of Ra'virr's in exchange to make up the difference?"
Bobs' eyes drifted slightly apart. What had happened last night, exactly?
"A misunderstanding!" he finally declared cheerfully. "I was attempting to offer some locals a drink, and the bottle shards ended up lacerating my hand and getting raw liquor in my blood. I hear that's a bad thing?
It all worked out, though, because I was on my way here to join the guild anyway! You have some very friendly elves in this place."
"...yes. Well, that is consistent with the wounds you had at least. I suppose I can offer you a chance to make a better first impression. So. You wish to join? Very well. Read the charter and sign your agreement."
I. Purpose
The Guild of Mages provides benefits to scholars of magic and established laws regarding the proper use of magic. The Guild is dedicated to the collection, preservation, and distribution of magical knowledge with an emphasis on ensuring that all citizens of Tamriel benefit from this knowledge.
II. Authority
The Guild of Mages was established on Summerset Isle in the year 230 of the Second Era by Vanus Galerion and Rilis XII. It was later confirmed by the "Guilds Act" of Potentate Versidue-Shaie.
III. Rules and Procedures
Crimes against fellow members of the Guild are treated with the harshest discipline. Whether a member may regain their status in the Guild is determined by the Arch-Mage.
IV. Membership Requirements
The Guild of Mages only accepts candidates of keen intelligence and dominant will. Candidates must exhibit skill in the great schools of magic: Destruction, Alteration, Illusion, and Mysticism. Candidates must also display practical knowledge of enchantments and alchemical processes.
V. Applications for Membership Candidates must present themselves to the Steward of the Guild Hall for examination and approval.
Whoops, I thought I changed that.
"Excuse me ma'm, is there a problem with Mr.Tarhiel?"
[5] Ahnassi hurriedly sets down the bosmer wizard. "No, no... Ahnassi was just seeing if he was..." She looks you up and down. "Ahnassi does not think she has seen you around here before."