oblivion who sells soul trap

Stand-alone game, stand-alone game portal, PC game download, introduction cheats, game information, pictures, PSP.

Table of Contents

The Arcane Art of Soul Capture
Masters of the Craft: Key Vendors Across Cyrodiil
The Enchanter's Dilemma: Uses and Ethical Implications
A Lasting Legacy: Soul Trap in the World of Tamriel

The province of Cyrodiil, a land of rolling hills and ancient ruins, holds secrets far older than its Empire. Among the most coveted and morally complex is the arcane art of soul capture. The spell known as Soul Trap is not merely a tool; it is a fundamental mechanic of power, a transaction with cosmic consequences, and a subject of deep study for mages and adventurers alike. To practice this art, one must first find its components and its teachers. This journey inevitably leads to the merchants and masters who trade in such forbidden knowledge, those who sell Soul Trap and enable the binding of essence to object.

The pursuit of Soul Trap begins with its most basic form: the spell tome. These enchanted books, containing the knowledge to cast the spell for a limited time, are the adventurer's introduction to soul manipulation. General goods merchants in major cities, such as the Mystic Emporium in the Imperial City's Market District, often stock such basic mystical texts. Their availability speaks to the unsettling normalization of the practice within certain circles of Cyrodiil. For a more permanent solution, the sought-after scroll or the enchanted weapon bearing the Soul Trap effect must be found. These are rarer, often appearing in the inventories of specialized traders like the exotic goods merchants found in the ports of Anvil or the shadowy corners of the Imperial City. These vendors operate on the fringe, dealing in artifacts that blur the line between powerful tool and profane object.

True mastery, however, lies not in a disposable scroll but in the permanent knowledge to cast the spell at will. This requires instruction from the highest echelons of magical society. The Mages Guild, despite its veneer of scholarly pursuit, serves as the primary clearinghouse for advanced magical knowledge, including Soul Trap. Guild halls in Chorrol or Cheydinhal house skilled spell merchants who, for the right price, will impart this knowledge to members in good standing. Their sale of the spell is clinical, divorced from its implications, treated as just another formula in a vast library. Beyond the Guild, individual experts dabble in this trade. The wizard Falcar in Skingrad, though embroiled in dark affairs, is known to possess and potentially trade such secrets. These vendors are not simple shopkeepers; they are gatekeepers to a power that tethers the mortal soul to the laws of magicka.

The transaction for Soul Trap is never complete without its essential counterpart: the empty soul gem. This symbiotic relationship defines the practice. Vendors who sell the spell frequently also sell the means to use it. Court wizards serving Cyrodiil's nobility, like Phintias in the service of Countess Alessia Caro, often have a stock of petty and common soul gems alongside their spell tomes. The alchemist Marz in Bravil, though her primary trade is in potions, understands the interconnected needs of her clientele. The infamous black market trader, the Gray Fox, through his intermediaries, might offer the most potent gems for those who operate outside the law. Thus, the network of soul commerce is woven tightly, ensuring that one who learns the trap also has access to the cage.

Acquiring the ability is merely the first step; its application defines the character. Soul Trap is the engine of a specific school of magic: Enchanting. A trapped soul, filtered through a filled gem, becomes raw creative and destructive power. It fuels the enchantments on weapons and armor that define late-stage adventuring in Cyrodiil. A sword that burns with fire or a ring that deflects spells is almost invariably powered by a captured essence. This creates a ruthless pragmatism. The ethical consideration of trapping a creature's soul—condemning it to an afterlife of servitude or oblivion—is often weighed against the tangible benefit of a powerful enchantment. The game mechanics themselves encourage this, presenting soul capture not as a moral failing but as a practical skill for progression. The vendors, by selling the tool, implicitly endorse this utilitarian view.

This practice exists within a broader and darker cosmological context. Souls are quantifiable commodities in The Elder Scrolls universe, with the type of soul—Petty, Lesser, Common, Greater, Grand—determining its power. The Daedric Princes, particularly Molag Bal and Hermaeus Mora, have a vested interest in the capture and trafficking of souls. While the common vendor is not a direct agent of these entities, the entire system mirrors the Daedric economy of soul barter. Using a Black Soul Gem, a forbidden item rarely sold openly but sought in shadows, to trap a human soul is to engage in an act that is illegal and considered profoundly evil by most societies, bringing the practitioner perilously close to the realms of necromancy and Daedric worship. The vendors of standard Soul Trap spells operate at the edge of this abyss.

The legacy of Soul Trap, facilitated by those who sell it, is integral to the identity of *Oblivion* and the wider lore. It transforms gameplay from simple combat into a cycle of hunting, capturing, and crafting. It forces a role-playing decision: will the character engage in this morally gray system for power, or seek alternatives? The vendors are the silent facilitators of this choice. Their presence normalizes the extraordinary, making the binding of a soul as mundane as purchasing a healing potion. Yet, this very normalization is the point. In Cyrodiil, a land still scarred by Daedric invasion, the line between necessary power and corrupting magic is thin. The merchant selling a Soul Trap tome is not just a shopkeeper; they are a microcosm of the Empire's complicated relationship with magic—embracing its benefits while forever skirting the oblivion that gives the game its name. The transaction is complete not when gold changes hands, but when the adventurer first casts the spell, becoming an active participant in the eternal and ambiguous commerce of souls.

5 killed, 4 injured as vehicle hits power lines in India's Hyderabad
Who is Maria -- the many lives of a woman in science
Johannesburg G20 summit to build Global South consensus on global governance
Members of National Guard stand guard at Union Station in Washington, D.C.
Trump, Putin hold face-to-face talks in U.S. Alaska

【contact us】

Version update

V2.62.994

Load more