"I am the last Ayleid king. In our ancient language, my name means Ruler in Dark Times. I can imagine no darker time than the end of the Ayleid people."
―Laloriaran Dynar[src]

King Laloriaran Dynar (Ayleidoon: Ruler in Dark Times), remembered in history as The Last King of the Ayleids,[1] was an Ayleid who lived during the First and Second Eras. He ruled over the city of Nenalata when it was a vassal-state of the Alessian Empire, and later went on to found Bisnensel and win the Battle of Glenumbra Moors.[2] He was deposed after a conflict with the Primeval Seekers, a Hermaeus Mora cult. He and his family fled to Balfiera, where he begged refuge of the Direnni.[3] He was captured by Molag Bal shortly after Meridia pushed Delodiil into Coldharbour.[4]

He was the last known surviving member of his race, which he explains is possible due to Meridia's blessings and Coldharbour's time-warping nature. He can initially be found in the Lightless Oubliette, a tower which he was imprisoned in by Molag Bal. After being freed, Dynar takes command of the Fighters Guild, and plays a key role in the Main questline. Dynar dies in the Chapel of Light of wounds received near the end of The Final Assault.

Background[edit | edit source]

Struggles of the Late Ayleid Period[edit | edit source]

Laloriaran Dynar was born in the Ayleid city state of Nenalata, located in the bays of the Niben, at the mouth of the Silverfish River. His father was personally humiliated by Alessia herself after the Rebellion's success. By the time Dynar donned the Crown of Nenalata, the city had gone through rough and dark times, having been forced to abandon slavery, to worship the Divines and to become a vassal state to the First Empire to survive. There was a sense of impending doom surrounding Nenalata.

Alessian Order, Ayleid Disorder[edit | edit source]

The Alessian Order, a monotheistic cult centered on the teachings of the Imga Marukh and the worship of Akatosh forcefully took over the First Empire in 1E 332, imposing a cruel theocracy. Although Dynar swore loyalty to the new Emperor, the Alessians' hatred of Elves, especially the Ayleids, led to terrible amounts of death and destruction. By 1E 371, Nenalata was the only surviving Ayleid city state.

Tears for Lost Nenalata[edit | edit source]

In 1E 372, the Emperor sent an ultimatum to Dynar, presumably ordering him to leave Cyrodill or be killed. This caused a split in the city's population, dividing themselves between those who wanted to stay in the City, known by Dynar as the Intransigents, and those who wanted to stay by his side. Dynar and his followers left the Imperial Province on a dangerous trek, beset by the hateful Alessians and bands of Goblins. By 1E 374, Nenalata was razed by the Order's armies, and all of the Intransigents were massacred.

Refugees on the Bjoulsae[edit | edit source]

Dynar and the surviving Nenalatans found refuge under the wings of the Direnni Hegemony of High Rock. After displacing the Orcs that lived on the Bjoulsae River's bays, the Nenalatans founded a new city, made in the image of their old home: Bisnensel-By-The-Lake. Once they had a new home, Dynar and his alliance with the Direnni ensured a friendly relationship with the native Bretons and Orcs. Dynar was worried and horrified by the Reforms and the crimes against Merkind committed by the Order in Cyrodiil.

Menace of the Primeval Seekers[edit | edit source]

Alas, Dynar's happiness was not to last. In 1E 453, the Primeval Seekers, a cult dedicated to the worship of Hermaeus Mora, Daedric Prince of Knowledge slowly and certainly took over Bisnensel, culminating in a coup led by their leader, Uluscant. Dynar and his family were forced to flee to the Isle of Balfiera in 1E 460.

Sanctuary Among the Direnni[edit | edit source]

In Balfiera, Dynar became a close friend of Prince Aiden Direnni and his cousins, Ryain and Raven. Somewhere between 1E 461 and 1E 477, the Kingdom of Skyrim declared war on the Hegemony. During a vital battle in 1E 477, Dynar found his true calling and proved his worth as a master tactician and strategist, inflicting a humilliating defeat to the Nord forces, led by Hoag Merkiller.

Approach of the Alessian Horde[edit | edit source]

In 1E 478, due to a combination of the Thrassian Plague and the defeat of Emperor Gorieus' forces at the hands of Rislav Larich The Righteous, and the secession of Western Cyrodill, the Order was severely weakened. Inspired by Rislav, Aiden's forces wiped out most of the Alessianists in High Rock, and stopped the Order's attempts to bring the Bretons to their side. This actions incensed Gorieus in such a way he invaded High Rock, and his hordes laid waste to the city of Craglorn in 1E 479, which was an Ayleid city at the time.

The Mustering of High Rock[edit | edit source]

in 1E 480, Dynar sent an envoy to the Vassal Kings of the Bretons, asking for their aid against the Alessians. The Kings accepted, with one condition: Men would be equals with Mer in the Hegemony. Aiden Direnni reluctantly accepted, and signed the Rights Charter. In a single year, much of the province's farmers were conscripted into the army. By 1E 481, the Order's hordes, led by Faolchu the Changeling reached the Glenumbra region, committing horrible atrocities against both Man and Mer.

The Battle of Glenumbra Moors[edit | edit source]

In 1E 482, the largest battle of High Rock's history occurred. With the help of Dynar's tactics, and their alliance with the armies of High Rock and Skyrim, the Direnni forces lured Faolchu's legion into a trap, and a group of hidden knights killed him. And the fathers of modern Conjuration, Corvus and Calani Direnni summoned terrible creatures upon the Alessian armies, slaughtering them. The demoralized Order forces were routed from High Rock, and their defeat marked the beginning of the downfall of the First Empire, and the rebirth of the Kingdom of Skyrim, by the hands of Ysmir Wulfharth, Hoag's successor.

Return to Nenalata[edit | edit source]

Aiden's armies pursued the fleeing Alessians all the way to Craglorn, where the survivors were completely wiped out. Two years later, in 1E 484, Once the threat of the Alessian Order was finally over, Dynar was lured back to Cyrodill by Molag Bal. On his way back to Nenalata, and while he made a stop at the city of Delodiil, where both Men and Mer lived in peace, Molag sprung his trap.

Delodiil was besieged by the minions of Molag Bal, who poured out of portals from Coldharbour. While everyone outside the gates were slain, those inside managed to hold the city. It soon became clear that the forces of Molag Bal were too great, and that the city would eventually fall. However, Meridia saw an opportunity to both save Delodiil and fight back. Using the portals Molag Bal had opened, she transported the entire city, with all its inhabitants, into Coldharbour. Unfortunately, due to the enchantments protecting Coldharbour, the inhabitants of the city were scattered all across the realm. Dynar was quickly captured, and was imprisoned inside Coldharbour's equivalent to White-Gold Tower, the Lightless Oubliette, where he remained for millennia.[5]

Interactions[edit | edit source]

A Step Back in Time[edit | edit source]

In Glenumbra, the spirit of Alana Relin has led the Vestige to a crypt that will provide a doorway to the past. After using Time Travel to see visions back into the Battle of Glenumbra Moors in order to learn how Faolchu was originally killed, Dynar must be spoken to.

The Hollow City[edit | edit source]

When The Groundskeeper is walking you through the history of the Hollow City, a brief vision of Laloriaran Dynar is seen.

Shadow's Embrace/Unusual Circumstance[edit | edit source]

After being guided to the entrance of the Lightless Oubliette by either Faraniel or Tzik'nith, a projection of Dynar can be seen. He will greet you, saying, "The promised one has finally arrived. The Light of Meridia is yours to claim. With it, you can finally set me free."

After obtaining the crystal from the tree, he will say, "Excellent! Bring the crystal with you. You will need it to free me from my bonds." After speaking to him, the quest will be completed, and the quest to free him begins.

Light from the Darkness[edit | edit source]

Once the Light of Meridia is obtained, Dynar will task you with retrieving the Lifeshadow, Mindshadow, and Flameshadow crystals from certain parts of the oubliette. After the crystals are placed in their displays, he asks you to enter the Lightless Cell.

After entering the cell, Dynar will give you the following instructions:

"You have done well to make it this far, but there is still more to do to set me free.
My body is imprisoned within a pillar of darkness, generated by ebon shards to each side.
Place a Light of Meridia in both sconces. Each will create a beam of light that will strike a nearby crystal.
By rotating the crystals, you can change a beam's direction. You may need to rotate a crystal multiple times to connect the beams and form a path of light to the ebon shards.
Adjust the crystals until the beams of light destroy the ebon shards. Then the pillar of darkness will collapse and I shall be free."

Once he is freed, he will open a portal and head back to the Hollow City.

The Army of Meridia[edit | edit source]

The Groundskeeper tasks you with rescuing Dynar from the Lightless Oubliette. She recommends bringing him to the Hollow City before Vanus Galerion.

After Dynar has been brought back to the city, he will take command of the Fighters Guild. Once he enters the guildhall, the following conversation will begin:

Laloriaran Dynar: "Attend me, soldiers! We have a war to win and time grows short."
Valorone: "What in Auriel's name is this? Who are you?"
Darien Gautier: "So that's the last Ayleid king, huh? I thought he'd be more... dusty. Isn't that what happens when Elves get really, really old?"
Valorone: "Shut it, you fop."
Laloriaran Dynar: "Who's in charge of this group? Step forward and address me."
Valorone and Darien: <Look around room in confusion>
Laloriaran Dynar: "Then allow me to rectify that. I shall lead you. We shall recover your comrades and complete your mission. If that does not work for you, your services are no longer needed."
Valorone: "I don't know who you think you are, but you aren't Fighters Guild. You have no authority over us!"
Laloriaran Dynar: "Do you challenge me, then? Do you want me to kill you to prove my combat prowess to your companions?"
Darien Guatier: "I wouldn't necessarily mind seeing that. He is king of annoying."
Valorone: "How do you expect us to lay down our lives for someone we never met? Trust is earned on the battlefield!"
Laloriaran Dynar: "If you want to survive, if you want to win this, you must trust me. Allow me to explain why you need my leadership. We shall work this out. I understand your reservations. But with my leadership, the Fighters Guild will help us win this war."

After speaking to him, he will remark that he was instilling the soldiers with confidence, and that to trust someone they never met would be foolish. He advises you to continue to gather troops.

Once Vanus Galerion and a certain number of allies are rescued, the Groundskeeper asks you to meet with them and Dynar within the Chapel of Dibella. With your permission, Dynar will begin the Council of War, discussing the further steps to take to stop the Planar Vortex:

Laloriaran Dynar: "Attention, please! I have called you all here because the moment of destiny fast approaches.
The Great Shackle has been destroyed, but not before a planar vortex was established. We must destroy this vortex before it sucks the very essences of Nirn into Coldharbour.
The Fighters Guild shall deal with the Chasm's defenders, but blades have little power against magic."
Vanus Galerion: "And that's where my mages come in.
My scouts report that some kind of magical fixtures block access to the path across the Chasm. Mages there already work on a way to overcome these fixtures, and we are prepared to lend our strength when the main forces arrive."
Sergeant Kamu: "A sound plan. Plays to our unique strengths. But this one wonders, what if the mages can't overcome Molag Bal's magic?"
Vanus Galerion: "What a ridiculous question! Of course my mages can overcome this magic!"
Cadwell: "Ah, magic! The solution to all life's problems. I love magic! It's so... magical."
Laloriaran Dynar: "I have absolute confidence in Vanus and his mages."
Gabrielle Benele: "Thank you, your lordship. But to be honest with you, I'm not feeling as confident as Vanus about this."
Laloriaran Dynar: "We shall fight with all our strength. There is no other option. Lives will be lost, but hopefully a world will be saved.
Know that the Chasm is only the first stage of this battle. The planar vortex abides within the very heart of Molag Bal's lair."
Darien Gautier: "Oh, this just gets better and better!"
Gabrielle Benele: "Darien! Mind your tongue!"
Laloriaran Dynar: "Darien only seeks to lighten a tense situation. Still, we have to try. To do nothing is to doom Tamriel to certain destruction."
Darien Gautier: "Well, when you put it that way, there are a lot of lovely ladies that need to be saved..."
Vanus Galerion "Yes, well, be that as it may, we launch our assault on the Chasm immediately. The King needs to talk to the champion and I must discuss some final details with the mages. The rest of you have your own preparations to see to, I'm sure."

Dynar will than request you lead the assault, and reward you with an amulet called "Ayleid's Hope."

Crossing the Chasm[edit | edit source]

Laloriaran Dynar tasks you with rendezvousing with Cadwell and assaulting the Chasm.

The Citadel Must Fall[edit | edit source]

After going across the bridge of The Reaver Citadel, Dynar will say, "Ah, the champion has arrived! Just on time, as always." He will task you with finding an alternate route into the Citadel, and will answer questions you may have.

He will later be found in the Fighters Guildhall once the barrier is broken, and tasks you with assisting the Mages Guild opening a portal to their guild hall, by finding the four portal stones. Later on, he will be in front of the

The Final Assault[edit | edit source]

Dynar can be asked to come along with you through the portal, though he will not accept as he must oversee the forces. Once you have chosen your partner (Cadwell, Skordo the Knife, or Darien Gautier) he will give the following briefing:

Laloriaran Dynar: "Our forces are gathered and the time has come to strike fast and strike hard. Time is not on our side, so we must make every moment count.
Troops are already inside, fighting and holding ground, causing a distraction so that you can deal with Molag Bal's ability to call reinforcements."

Cadwell is chosen: "For the initial assault, Cadwell will assist you. Don't be fooled by his bizarre antics, for his heart is full of courage and honor.
Skordo is chosen: Skordo the Knife, pride of the Fighters Guild, will aid you in your initial assault. Let his strength sweep away your foes and keep you safe."

Darien is chosen: [?]
"Close the reinforcement portal. That is your first priority. Gabrielle and her forces will join you then for the push to the Labyrinth.
Once the Labyrinth is opened, you must make your way through Molag Bal's personal sanctum and find the portal to the planar vortex.

That is your ultimate objective. If we are to end the Planemeld, we must disrupt the planar vortex and cease its destructive storm.
Take your brave companion and venture forth! Close the reinforcement portal so that our forces can wage war on the Daedric Prince. Then open the Labyrinth and lead us to the planar vortex. Our destiny is in your hands!"

Conversations[edit | edit source]

Show: A Step Back in Time

"A Breton fighting for the Direnni? Somewhat surprising though not unheard of considering the current circumstances. Wait a moment. That armor... I've heard stories about you. They say you fight as if Auri-El himself blessed you."

Show: The Shadow's Embrace or An Unusual Circumstance

"I have waited for centuries. And waited... and waited. Do you know how boring that can be? But now you are here. Just as Meridia foretold."

Meridia knew I was coming? "The Radiant One knows many things. She knew that one day the city she plunged into Coldharbour would serve her purpose. At first, she thought I would fulfill the prophecy. But I failed, and now I need your help."

Where are you projecting this image from?
"Have no fear. I am as alive as you are. Molag Bal has preserved me so that I can endure his endless tortures. His cruelty knows no bounds. I can't slip free of this lightless oubliette, but I have managed to send my projection to meet you."
How do I set you free? "I knew you were the one I was waiting for! Molag Bal locked me away for a reason. He fears me. Once you set me free, we can make him regret the day he made us his enemies."
Show: Light from the Darkness

"You made it this far, just as I had predicted. I am glad to see that my calculations were not in error. Now, if you are ready, we have a prison to break out of."

How did you wind up here? "I was captured shortly after Meridia pushed her city into this dread realm. This prison relies on darkness. Early on, I almost broke free. Now Molag Bal shapes the darkness itself to bind me, suppressing my attempts to escape."

So what should I do? "Molag Bal has trapped me within a pillar of darkness infused with his own vile energy and powered by the Light of Meridia. That, however, will be his undoing! The Light of Meridia can also banish this darkness, but you have to bring it to me."
I'm on my way. "To reach me, you must first unlock the prison door. Molag Bal uses crystallized darkness to hold me and suppress my power. Move the crystals from their locations to the prison door and the way shall be opened for you."
Who are you, exactly? "I am the last Ayleid king. In our ancient language, my name means Ruler in Dark Times. I can imagine no darker time than the end of the Ayleid people."
How have you survived this long? "I am a servant of Meridia. Her master tactitian and strategist. Between my master's blessings and the time-distorting nature of this dread realm, I am alive. Consider that your good fortune, for you will never defeat Molag Bal without my help."
I'll bring the Light of Meridia to you. "To reach me, you must first unlock this prison door. Molag Bal uses crystallized darkness to hold me and suppress my power. Move the crystals from their locations to the prison door and the way shall be opened for you."

"Ah, freedom at long last! My calculations suggested that you had a slightly better chance to fail than to succeed. I suspect, though, that you often beat the odds. Thank you."

Are you hurt? "No. A little weary, perhaps, but not injured. My mind remains sharp, however. I suggest we make our escape from this place. It is the only tactically sound option at our disposal."

Let's get out of here. "Agreed. Allow me to create a portal to Meridia's city. We can speak there."

"Let us not dawdle in this vile place. Find me in the Hollow City and speak to me there."

"I have barely set foot within these hallowed walls and I already feel a thousand times better! And now that you are here, we can determine our next move against the vile Molag Bal."

Do you have a plan? "I must take stock of our assets and resources. Determine just how much might we can bring to bear. Only then can I develop a strategy that shall allow us to win this war. But forgive me. I wanted to convey that you performed admirably at the tower."

Show: The Army of Meridia

"It is good to be back in this ancient city. I need to assess our strength and weaknesses, determine how best to make our assault against Molag Bal. If we strike before we build up sufficient force, however, I feel we shall lose this war."

What do you suggest? "The soldiers. The ones who call themselves the Fighters Guild. They seem strong and capable, at least at first glance. I shall speak to their leader at once."

I'm not sure who's in charge of this force. "No leader? That is an unacceptable situation. I shall take command of this Fighter Guild force. It is the only logical solution. Talk to those within the building. After I consult with the Groundskeeper, I shall join you inside."

"We have made excellent progress thus far, but there is still much to do. Continue your efforts to fill this city and strengthen our army. We shall require every ally we can muster if we are to successfully challenge the Lord of Schemes."

"I do not expect this group to blindly trust me. That would be foolish. I plan to instill them with confidence so that when the others arrive they will follow me without question."

What's your plan? "For now? I shall speak with each soldier here. Tell them what I think we should do and how we should do it. Perhaps listen to their opinions. To rush into battle with no allegiance is to command a unit that is already defeated."

And what should we do, exactly? "Continue to amass our force until we have enough troops. Then we meet in council and plan our attack. The Chasm to the north protects Molag Bal's inner sanctum. We must cross it and confront the Prince if we hope to save Nirn."

"Welcome, friend. We need to discuss the preparations for the coming assault, but I wanted to wait until you arrived. Do you have any questions before we begin?"

Do we really need to attack Molag Bal? "We need to end the Planemeld before Nirn is destroyed. To do that, we must deal with the planar vortex. To reach the vortex, we need to cross the Chasm and get through whatever defenses the Dark Lord throws at us. I fear battle is inevitable."

All right, let's start the council. "Well said, friend! Please, hold your questions until everyone who wants to has had an opportunity to speak. After that, we can debate the details as you see fit."

"It is settled. We shall cross the Chasm and make our way to the planar vortex at the heart of Molag Bal's realm. Now that you know the plan, I have a special request to make of you."

I'm listening. "This mission needs a leader. I want you to lead the assault across the Chasm. We have asked so much of you and you have already accomplished the impossible, but you are one of a very small few that I would trust with this task."

Show: Crossing the Chasm

"I knew we could count on you. You have never disappointed me. But there is so much left to do if we are going to win this war. Still, with you leading the charge, we have an excellent chance to end the Planemeld and save our world."

Explain the plan to me again, Your Highness. "With the combined forces of the Fighters Guild and the Mages Guild, we must take the battle to Molag Bal and reach the portal to the planar vortex. It all starts at the Chasm. Scouts are already in place, gathering information ahead of your arrival."

Tell me more about the Chasm. "It is a narrow, well-defended span of rock swarming with Daedra and dominated by a gatehouse that blocks the way into Molag Bal's personal domain. Cadwell knows this region. He's a strange fellow, but I trust him. He's waiting for you at the Chasm."
I'll find Cadwell and we'll cross the Chasm. "It is vitally important that we take the Chasm. If we fail, we'll never be able to cross into Molag Bal's inner sanctum and reach the portal to the planar vortex. Cadwell will aid you. He sees the world in a different way, but he's a good man."
Show: The Citadel Must Fall

"We have come so far, but we have leagues to go before this business is concluded. We must push forward! We must find a way through the walls of the fortified city that looms ahead of us."

I'm ready to help, Your Highness. "A Dremora army guards the walls of the citadel. But there are those among us who recognize this city, we knew it well before it was pulled from Nirn. We can use the guild halls inside to launch a surprise attack, provided someone prepares the way."

What do you need me to do? "Find a way inside and locate the Fighters Guild. Wards protect the hall, making it impossible for anyone to get in or out of the building. We know a secret tunnel that leads into the hall, but we'll be trapped inside until the wards are deactivated."
I'll find a way to deactivate the wards. "Time is not on our side, but I will indulge you. Ask your questions."
How do I deactivate the wards protecting the Fighters Guild hall?
"The wards are part of the defenses from an earlier era. They could be activated to protect guild halls in times of trouble. Once set, the only way in or out of the hall was through the secret passageways. You need to find the ward key."
The ward key? "The ward key is decorated with arcane runes that can unbind the defenses and deactivate the wards. It should be near the guild hall. Find the key and deactivate the wards. Then the fighters can emerge from the hall and surprise the Dremora."
Do you have any ideas on how I can get inside the walls? "Even the strongest armor has chinks that can be taken advantage of. Look for a place to climb or a break to crawl through. The female Dremora offered to help us, but Galerion sent her away. If you run into her, see what she has to say."
I think I met her before. "Then you should certainly seek her out. We could use whatever help is offered, no matter its source. Just be on your guard. A Dremora would never offer help without some sort of string attached."
Please explain the plan to me again. "Our ultimate goal, the portal to the planar vortex, lies deep within Molag Bal's inner sanctum. We need to defeat the forces at the citadel before we can make our final push for the portal. To accomplish this, we have planned a two-pronged attack."
A two-pronged attack? "It starts with a sneak attack launched from the Fighters Guild hall―after you find the key and deactivate the wards. Then the mages will attack from their guild hall, but I'll explain that part of the plan when you meet us at the Fighters Guild."
How do you know about these guild halls? "Members of our expedition recognize the city from when it was still a part of Nirn. They are familiar with the guild halls and how we can use them to our advantage. It's ironic. One of Molag Bal's captured cities is about to be turned against him."

"I knew you'd be able to deactivate the wards. The Fighters Guild troops have already begun our two-pronged attack."

What do we need to do to launch phase two? "The fighters will draw the attention of the Dremora while you go to the upper city. For the mages to utilize their guild hall's portal, you need to get it working. Find the four portal stones and activate them. Then the mages can join the fray."

Why do the mages need a portal? "As Galerion pointed out, the old guild hall portals are designed to move people and material quickly. More efficient and less draining than personal teleport spells. And, of course, they can arrive en masse. Just what we need to surround the enemy."
I'll get the portal working. "Hurry, now. Get to the upper city and activate the Mages Guild portal. Without the help of the mages, this entire endeavor could come crashing down around us."

"I have seen more than my fair share of years. Many more. But in all that time, I've never contemplated something as foolhardy as this. We're about to face a Daedric Prince for the fate of our world, and I couldn't be more proud of all of you."

Show: The Final Assault

"Once you select the companions that will aid you in the initial offensive, let me know. As soon as you're ready, we'll begin our assault."

Clearly, you're the best choice to accompany me on this mission. "If only things were that simple. You have your task to perform, and I have mine. While you close the reinforcement portal, I must oversee the rest of our forces. You've made it this far. I have no reason to believe you won't succeed."

Then I guess I'll get going. "You've already done more than I'd expect from anyone here except for perhaps myself. Return to me after you have made your selection."

"Have you selected a companion to accompany you? If you need more time to speak with your friends, please take it. This might be the last chance you get. When you're ready, I'll give you final instructions and we can begin our final assault."

I'm ready. "Very well. Come with me and I'll explain the exact details of your mission."

"Close that reinforcement portal so that we can send the rest of our forces inside. I know you will make me proud!"

Gallery[edit | edit source]

See also[edit | edit source]

Appearances[edit | edit source]

References[edit | edit source]

King of Nenalata
Dynar's Father 1E 263 - 1E 372 Position abolished
Ruler of Bisnensel
Laloriaran Dynar 1E 375 - 1E 460 High Priest Uluscant
Champion of Meridia
Unknown 1E ??? - 1E 484 Vestige
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