Board Thread:Skyrim/@comment-12349789-20160827012021/@comment-25179645-20170315010344

When you use the Oghma Infinium to raise warrior skills, it raises archery. When you return Rjorn's Drum to Giraud at the Bard's College, he raises your warrior skills by 1 including archery. Having the Thief stone govern archery was obviously a programming oversight, one that Bethesda has failed to change for more than 5 years. On the plus side, you can train archery up to level 50 for free with an NPC in the very first village most people visit starting a new game.

Also orcs(an obvious warrior pick) get +5 to enchanting at the start of the game along with smithing(the only races to get a head start in 2 crafting skills) despite no orc strongholds having an arcane enchanter(they all seem to have smithing stations and an alchemy lab, though). Totally unrelated is that argonians are the only race with no head start in any crafting skill.

In past elder scrolls games, alchemy was a mage skill. In the first 2 games you couldn't even make your own potions or use ones you found effectively right away. If you wanted to know what a looted potion did, you paid someone at the mage's guild to identify its properties. If you wanted to buy potions, you went to the mages guild. I think they could make custom potions for you, but either way these services were expensive. In Skyrim, the number of alchemy labs at the College of Winterhold not only equals the number of arcane enchanters, I believe it exceeds them. The Arch mage quarters has both, the hall of countenance has one of each in purpose built rooms on the upper level, and at least one other faculty member has an alchemy lab in their little cubicle. The point I guess I'm trying to make is that you can view border skills how you want, but Bethesda seems to have set precedent in Skyrim to view these border skills as leaning one way or the other either in a more concrete way or in an implied way.