ADVENTURER'S GUIDE
Explore Tamriel during the Interregnum in this campaign sourcebook
for the world's greatest roleplaying game
Foreword
This is a small conversion project to introduce The Elder Scrolls as a campaign setting for Dungeons & Dragons 5th Edition. There are other projects like it, and they may even be better. What sets this project apart is that it is expressly limited in scope. It provides you just enough resources to get started, and does not change any of the mechanics of the world's greatest roleplaying game.
Specifically, this resource has been written with the following goals in mind:
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It must be compatible. Nothing in this conversion should make it incompatible with the Systems Reference Document.
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It must be balanced. The races and archetypes depicted should not be stronger or weaker than what one would find in an official D&D resource.
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It must not duplicate. The Player's Handbook already covers all the rules, so they will not be repeated here.
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It must be compatible with the lore. My point of reference is the Three Banners War, a point in time during which we know most about the state of the world across Tamriel. However, with some creativity, you could use this campaign setting for later eras as well.
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It must not contain any fanon. Or as little of it as possible. It wouldn't be possible to write this conversion without making some assumptions, but generally everything should be grounded in existing lore.
Please remember that this is a homebrew. I tried to make it slick-looking and whole, but you are free to tinker with it as you like. That is, after all, the joy of homebrewing. If you disagree with some choices I made or spot some grave error, please e-mail me at carmen@carmenbianca.eu or find the Markdown source for this resource online at https://gitlab.com/carmenbianca/tes5e.
Copyright and Credits
This work includes a lot of works that were not authored by me. They are used without any commercial interests or intent. This work is unofficial. Redistribution of original parts of this work is allowed under the Attribution-ShareAlike 2.5 License, though given the nature of this work, you probably do not have the right to commercially distribute this work.
Redistribution of non-original parts of this work is (or is not) allowed under their respective terms as detailed below.
In other words: Be sensible. We both know that this is an unofficial homebrew that is exclusively reserved for private use and probably has no legal rights to use the D&D and TES properties anyway.
Dungeons & Dragons
Copyright © Wizards of the Coast LLC, Dungeons & Dragons, D&D, Player's Handbook, Dungeon Master's Guide, and all other Wizards of the Coast product names and their respective logos are trademarks of Wizards of the Coast.
D&D Lead Designers: Mike Mearls, Jeremy Crawford
Design Team: Christopher Perkins, James Wyatt, Rodney Thompson, Robert J. Schwalb, Peter Lee, Steve Townshend, Bruce R. Cordell
The Elder Scrolls
Copyright © Bethesda Softworks LLC, a ZeniMax Media company. The Elder Scrolls, Bethesda Softworks, ZeniMax and their respective logos are registered trademarks of ZeniMax Media Inc. All Rights Reserved.
Unofficial Elder Scrolls Tabletop Roleplaying Game
This conversion is an unofficial fan made project. This work is not for profit and its commercial distribution to anyone under any circumstances is strictly prohibited.
Lead Designer/Writer: Michael Bonar
The Unofficial Elder Scrolls Pages
Licensed freely under the Attribution-ShareAlike 2.5 License.
Chapter 1: What Is The Elder Scrolls?
The Elder Scrolls is a series of video games made by Bethesda and ZeniMax. The world of The Elder Scrolls is well-known for its attention to detail and realism, replete with an interconnected structure of various societies, cultures, and religions, each backed by a thorough historical basis, revealed through in-game literature and deep, multi-tiered conversations.
The Elder Scrolls series is named after the Elder Scrolls, also known as the Aedric Prophecies, scrolls of unknown origin and number which simultaneously archive both past and future events. The number of the Scrolls is unknown not because of their immense quantity, but because the number itself is unknowable, as the Scrolls "do not exist in countable form". They are fragments of creation from outside time itself, and their use in divining prophecies is but a small part of their power. They simultaneously do not exist, yet always have existed.
The Elder Scrolls embraces the ambiguity of the unreliable narrator. Many things are lost to history, or shrouded in myths and folklore. Some parts of history are only covered by biased accounts, and other parts are covered by vastly different contradicting accounts. Which is true? Can they both simultaneously be true? Is it at all sensible to think in terms of truths? These are the questions that The Elder Scrolls poses.
What is certain, however, is that Nirn is a world filled with adventure and exciting stories. Many tales have been experienced and shared, but there are many more waiting to be told.
Quick Overview
This campaign setting takes place during a time in history known as the Interregnum on Tamriel. The Interregnum is a chaotic time during which the central authority of the Cyrodilic Empire has evaporated, giving way to centuries of bickering between alliances, small kingdoms, and petty states.
The Three Banners War is the most prominent war during the Interregnum, during which the continent of Tamriel was split in three, with all three powers vying for control of the Ruby Throne.
This chapter covers the core themes of the Three Banners War and the ways that they can affect the stories or characters you create in Tamriel. Here's a quick overview.
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Rich History. Every ruin and artifact in Tamriel has a rich, interesting, and potentially contradictory story behind it, even if it is not obvious at first.
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Low Epic. Sometimes, saving a village is more interesting than saving the world.
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Magic Is Mystical. While playing a game, you may be tempted to view magic as a set of rigid rules. Magic in Tamriel cannot always be bound by logic or rules, and may surprise you.
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The Planemeld. Dark Anchors have appeared all over Tamriel as the Daedric Prince Molag Bal attempts to drag Nirn out of Mundus and into his own realm of Coldharbour.
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The Great War. Tamriel has just entered a large-scale war between the Daggerfall Covenant, Aldmeri Dominion, and Ebonheart Pact that wages across the continent.
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If It Exists In D&D, There Mightn't Be A Place For It In Tamriel... But with some creativity, you can give it a place.
Rich History
The second chapter of this book details a mere fraction of the history of Tamriel. There are tiny nooks and crannies everywhere you look. Why this matters, Former Loremaster Lawrence Schick describes it better than anyone.
"Tamriel is an unusual fantasy world setting in that it was created over time by many different contributors rather than by one single vision. At some point, the folks at Bethesda Game Studios realized that, for an interactive world, that patchwork background was actually a virtue rather than a liability, something that should be recognized and incorporated into Tamriel's design. So the brain trust decided that all of the Elder Scrolls world's history, mythology, and culture—its lore, in short—would be delivered, not from on high, but always from the viewpoints of characters who inhabited the world they were describing. And these descriptions might vary, or even contradict each other, leaving it up to the players to decide what was and wasn't true.
"Tamriel is a world where all history, past and future, is described in the ever-shifting texts of the mysterious Elder Scrolls, which tell always of what might be rather than of what is. [...] What could be better for characters in a role-playing game than an expansive world of many different cultures, each with its own history and myths, so you can be whoever you want to be? That sounds great—but what should your character believe is really true? Since all the stories of this world come from characters in the setting itself, and you can listen to them and read their books, you can decide that for yourself. And whatever that is, it's as right as any other character's beliefs, player or non-player, because your character lives in the same world they do.
"And what your character does, and says, and believes, becomes part of that world. For you, and whoever else shares the experience, what happened is now part of the lore. The non-player characters are all there, ready to share their stories with you, but it's you who makes those stories live, because your character has agency and meaningful choices where the NPCs do not. Moreover, what your character does persists for you, and the stories you've told and the experiences you've shared with your friends live on in your own memories. You just added to the history of Tamriel.
"So be the person in Tamriel whom you want to be, coming from the culture you want to role-play, with the belief system that best expresses your character's personality and background. Whoever you want to be, there's a place for you here. The lore is yours."
Low Epic
Tamriel is an epic world. A world-ending threat, the Planemeld, is taking place and threatens to absorb all of Nirn into Coldharbour, subjugating all mortals to the God of Schemes. This danger is pressing, but near a graveyard, you find a skull on the ground that asks you to find his bones and reassemble him. In return, he will help you deal with the cultists that wander the site.
Sometimes, small and mundane stories where the stakes are low are equally as enjoyable as epic, world-threatening stories. The Elder Scrolls invites you to sample both, and see which you like best. If you do not much care about the Planemeld, then perhaps the prophesied Soulless One will take care of it, and you can focus on smaller heroics. But if you really want to save the world, then there are enough threats that loom over all of Tamriel.
Magic Is Mystical
A celestial rock or moonlet known as Baar Dau hovers above Vivec City. It was prevented from crashing into the city by the Living God Vivec. Vivec allowed it to remain looming above the city so that if its people ever ceased to love him, the rock would fall and destroy them.
But the spell levitate only lasts 10 minutes and can only support a target that weighs up to 500 pounds. Does this mean that Vivec knows a special spell called greater levitate? What about the Dark Anchors that appear all over Tamriel: does Molag Ball know a spell called conjure dark anchor? But perhaps these are gods, and different rules apply for mortals. The Bosmer Greenspeakers use rituals of speech or song to grow entire villages in just a few days. Is there a spell shape building from tree?
Not all spells and magical effects can be expressed in terms of rules in a book. Sometimes, magic is just mystical and does strange and unexpected things. Allow Tamriel's magic to surprise you.
The Great War
The Daggerfall Covenant in the north-west, the Aldmeri Dominion in the south, and the Ebonheart Pact in the north-east. War ravages the continent, and is a fact of life in the province of Cyrodiil. Though the Empire of Cyrodiil exists under the rule of Empress Clivia Tharn, she fell under the thrall of the necromancer Mannimarco, making the Empire a de facto vassal of Molag Bal, the God of Schemes.
There is no part of Tamriel that is untouched by this Great War. It is most obvious in the border regions, where armies march and skirmishes take place, but also the faraway regions, whose trade has diminished and whose men and women are conscripted to fight in Cyrodiil. Some regions are not involved in the war, most notably southern Hammerfell, the Gold Coast, and Western Skyrim. But in those places, too, there are those who see opportunity in the war that rages beyond their borders.
It is 2E 582. The drums of war sounded two years ago, and are only growing louder. As a player character in Tamriel, you possess remarkable skills. How has the war affected you? Did you fight, and for which faction? Did war ravage your home, or did your loved ones leave to fight in Cyrodiil? If you didn't take part in the war, why didn't you fight and what did you do instead?
The Planemeld
Around the start of the campaign, enormous inter-planar hooks known as Dark Anchors are starting to appear all over Tamriel. They attempt to pull Nirn into Coldharbour. Molag Bal, the God of Schemes and Daedric Prince of domination and enslavement of mortals, is responsible for this Daedric invasion.
Much like the war that rages across Tamriel, the Planemeld is impossible to ignore. And with the provinces divided, few are left to oppose the invading Daedra. The Fighters Guild and the Mages Guild are the most prominent organizations that want to lead an invasion of mortals into Coldharbour.
If It Exists In D&D, There Mightn't Be A Place For It In Tamriel
The Elder Scrolls is a closed universe with its own developed lore. The elves on Tamriel are very different from the elves that you'll find in the Player's Handbook. Other races, like the halflings, simply do not exist. The multiverse, too, is a very different place, along with the divine beings that inhabit it.
When creating a character for a campaign set in Tamriel, it might be a good idea to draw from the setting of The Elder Scrolls first, and find a race and class that matches your character concept second. For instance, a Wyrd witch could very well be a druid.
The other way around works just the same. If you wish to play a tiefling from the Player's Handbook, you could reasonably use the tiefling traits to create a Dremora character. With your DM's blessing, you might need to tweak a few features here or there.
Failing that, you could work to incorporate your idea into the world. Perhaps your tiefling is a type of Daedra that has never been seen before. Or maybe your dragonborn hails from the uncharted dragon land of Akavir. With a little creativity, you can find a justification for almost anything.
But just because you can, does not mean you should. I invite you to use your creativity to expand the world of Nirn, but I also invite you to enjoy it for what it is.
Classes
Classes are a core mechanic of any Dungeons & Dragons game. Unfortunately, the classes of the Player's Handbook do not always map cleanly onto The Elder Scrolls, and vice versa. Here are some thoughts and ideas.
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Barbarian. There are many tribal cultures in Tamriel that could easily spawn barbaric fighters.
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Bard. While music is not widely known to have magical effects, Bosmer spinners have magical powers through their songs and stories.
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Cleric. There are many pantheons on Tamriel, including Aedra, Daedra, and Living Gods alike.
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Druid. The Wyrd witches, Bosmer Greenspeakers, and Wardens all make excellent druids.
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Fighter. All races on Tamriel that can wield a sword, wield a sword.
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Monk. The Khajiit have many Temples of the Two-Moons Dance, where they train warriors mentally as well as physically.
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Paladin. Many devotees of Stendarr become holy warriors that can smite and heal. Stendarr has four precepts that resemble a paladin oath. Other deities may also have holy warriors, but they may not have oaths.
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Ranger. There is no clear parallel to the ranger in The Elder Scrolls, but there is no reason why an archer or fighter could not be proficient in nature magic.
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Rogue. There are many thieves, bandits and shady types roaming the lands of Tamriel.
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Sorcerer. The only parallel to sorcerers in The Elder Scrolls is the Dragonborn, a mortal blessed with the blood and soul of a dragon by Akatosh. There are no known Dragonborn during the Interregnum. This class is best thematically reworked into a mage, incorporated into the world as a new concept, or ignored.
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Warlock. There are many Daedric Princes who may bestow their blessings upon mortal followers.
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Wizard. The Mages Guild trains many highly skilled wizards. Some schools of magic are different in Tamriel, however Destruction maps well onto evocation. Alteration maps well onto transmutation. Mysticism could possibly map onto divination and enchantment. Restoration has no matching school in the Player's Handbook.
Of course, feel free to come up with your own rationales. These are mere suggestions to help you incorporate your character into Tamriel.
Races
This campaign setting comes with ten playable races from all over Tamriel. While I hope that you enjoy their implementations, you may choose to replace their mechanics with some of the more widely tested races of the Player's Handbook and other official sourcebooks.
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Altmer. The high elf from the Player's Handbook is a good substitute, although Altmer do not have darkvision or fey ancestry, and sleep like normal people.
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Argonian. The lizardfolk from Volo's Guide to Monsters is an excellent substitute.
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Bosmer. The wood elf from the Player's Handbook is a good substitute, although Bosmer do not have darkvision or fey ancestry, and sleep like normal people.
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Breton. The human or half-elf from the Player's Handbook are excellent substitutes, although Bretons do not have darkvision or fey ancestry. You may also choose to use the variant human with the Magic Initiate feat.
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Dunmer. The drow from the Player's Handbook is a good substitute, although Dunmer do not have darkvision, sunlight sensitivity, or fey ancestry, and sleep like normal people.
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Imperial. The human from the Player's Handbook is an excellent substitute.
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Khajiit. The tabaxi from Volo's Guide to Monsters is an excellent substitute.
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Nord. The human from the Player's Handbook is an excellent substitute.
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Orc. The half-orc from the Player's Handbook is an excellent substitute, although Orcs do not have darkvision.
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Redguard. The human from the Player's Handbook is an excellent substitute.
There are also other races on Tamriel that are not covered by this campaign setting. If you wish to play them, perhaps consider some of the following substitutes.
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Ayleid. The Altmer is an excellent substitute.
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Chimer. The Dunmer is an excellent substitute.
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Dremora. The tiefling from the Player's Handbook is an excellent substitute.
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Falmer. The Altmer is a good substitute. Replace some of the spells from Syrabane's Boon with ice-themed spells.
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Goblin. The goblin from Volo's Guide to Monsters is an excellent substitute.
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Imga. The bugbear from Volo's Guide to Monsters is a good substitute.
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Ka Po' Tun. The Khajiit is an excellent substitute.
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Kothringi. The human from the Player's Handbook is an excellent substitute.
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Maormer. The triton from Volo's Guide to Monsters or the sea elf from Mordenkainen's Tome of Foes are excellent substitutes, although Maormer do not have darkvision or fey ancestry, and sleep like normal people.
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Minotaur. The minotaur from Guildmaster's Guide to Ravnica is an excellent substitute.
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Tang Mo. The tabaxi from Volo's Guide to Monsters is a good substitute.
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Tsaesci. The yuan-ti pureblood from Volo's Guide to Monsters is an excellent substitute.
These are, as mentioned before, mere suggestions to help you on your way. Feel free to be inspired by them, but do not feel constrained by them.
Chapter 2: History
Nirn
Nirn (which means "Gray Maybe" in Ehlnofex) is the planet on which your adventure is most likely to take place. It floats in the void of Oblivion and is, for all intents and purposes, the majority of the realm known as Mundus, or the Mortal Plane. Nirn was created during the Dawn Era by the Aedra and Anu-aligned spirits, based on Lorkhan's inspiration and Magnus' designs.
Tamriel is the main continent of Nirn, and is its mythic and symbolic center. Tamriel is split into 9 provinces: Black Marsh, Cyrodiil, Elsweyr, Hammerfell, High Rock, Morrowind, Skyrim, Summerset Isles, and Valenwood.
Other continents on Nirn are mentioned in various texts, but have not generally been shown on maps or described in detail.
Akavir is a continent east of Tamriel, including four regions: Kamal, Tsaesci, Tang Mo, and Ka Po' Tun, home to the Kamal, Tsaesci, Tang Mo, and Ka Po' Tun races, respectively.
Atmora is a continent north of Tamriel, former homeland of the ancestors of modern Nords.
Yokuda was a continent west of Tamriel and the original homeland of the Redguards, but has since sunk into the sea.
Pyandonea is a continent south of Tamriel. It is home to the elusive Maormer, or Sea Elves.
Nirn has two moons, Masser and Secunda, known as Jode and Jone to the Khajiit. The other astral bodies in the sky above Nirn are believed to actually be the spheres of the Aedra and Daedra, as seen from the mortal plane.
Mundus
The races of men and mer disagree about how Mundus came to be, but they generally concede that Mundus is a collaborative construct created by many divine beings. It was first conceptualized by Lorkhan, or Shezarr, the Missing God, who convinced the other et'Ada—primal divine beings who would become the Aedra—to assist him in its construction. Of these et'Ada, Magnus became the Architect and drew up the plans for Mundus.
Some of the et'Ada gave parts of themselves entirely to the creation of Mundus. These became the eight planets of Mundus (not including Nirn); they are also identified as the Eight Divines. Soon after the planets had formed, Magnus became disgusted at what Mundus was, and so left for Aetherius, his passage ripping a hole in Oblivion. This tear is viewed as the sun, and is responsible for much of Mundus' magical energy. Others known as the Magna Ge soon followed after Magnus; these et'Ada left smaller holes, which became the stars. The light of Aetherius shines into Mundus through the sun and stars as magicka. One exception is the snake constellation, the Serpent, which wanders about the sky. It is made up of "unstars".
A number of the et'Ada chose to stay with their creation so that it would not die, and became the Earth Bones that established the laws of nature and formed the substance and life of the final planet: Nirn. The et'Ada who did not manage to escape or chose to stay on Nirn as spirits simply wasted away into nothingness.
The elves and humans disagree about the nature of the Missing God. The elves believe that Lorkhan tricked the et'Ada into sacrificing themselves for the creation of Mundus, an inferior mortal realm. The humans believe that the elven Aedra were unjustly angry with Shezarr. Whatever the case, because of this anger, the Aedra met at Direnni Tower (also known as the Adamantine Tower or the Ur-Tower) to discuss the punishment of Lorkhan. Trinimac then ripped Lorkhan's heart from his chest, which Auri-El fired into the sea with his bow. Its impact rent the earth and created a mighty volcano, now known as Red Mountain. The creation of the landmass that is modern Vvardenfell can be traced to this event. Because Lorkhan's Heart remained on Tamriel, it impregnated Nirn with his spirit and "a reasonable amount of his selfishness", while his corpse remained floating above the new planet as the two moons, Masser and Secunda.
Oblivion
Oblivion is a realm within the Aurbis, the universe encompassing all the Planes of Existence, and is mainly inhabited by the Daedra—et'Ada who did not contribute to the creation of the Mundus, and who are often thought to be evil.
Oblivion, unlike Mundus, is not a single realm. Instead, there are at least sixteen major Planes of Oblivion, each ruled over by one of the Daedric Princes, and over 37,000 other documented planes, including chaos realms and pocket realities, although there exists far more than that. Most realms are maintained by greater Daedra, although some are ruled by mortals who have ascended to immortality.
Each plane is different in appearance, depending upon the nature of its ruler. They can range from beautiful to desolate; some are even too strange for mortal comprehension.
Aetherius
Aetherius, the Immortal Plane, is thought to be the origin of all magic and arcane arts. It is a common belief that the soul of a dead person, assuming they are not Nirn-bound for some reason, goes to Aetherius, to continue on as a spirit.
Tale of Two Moons
As the sky falls white on Elsweyr
When the frost forms on the lake
When the fires blaze in brightness
When old bones begin to ache
Then cats cast off their budis
And fur keeps out the cold
And small moon chases big moon
And tells him secrets old
But then blue skies o'er Elsweyr
When rivers stream with light
When fires die in ashes
When youth again takes flight
Then cats rewrap their budis
And comb out rich, thick manes
And big moon chases small moon
And frees her from her chains
Aetherius, much like Oblivion, consists of a multitude of realms which serve different purposes, except they are all "of everlasting imperfection". For Nords, their chosen place in Aetherius is Sovngarde, the Hall of Valor. The Redguards have a different place in Aetherius, called the Far Shores, as do the Khajiit, a realm known as the Sands Behind the Stars. The Imperials simply call it Heaven. These locations are not necessarily exclusive to those particular races, but may depend on an individual's beliefs, choices during their lifetime and the manner of their death, including the possibility of servitude to the Daedra in Oblivion.
Aetherius is thought by many to be the home of the Aedric spirits, though very little is actually known as travel to Aetherius is extremely rare. The Magna Ge, or "Star Orphans", who fled Mundus and created the stars, reside here.
From time to time, fragments of Aetherius fall from the heavens. The people know these fragments as "shooting stars", and from time to time, such Aetherial fragments are found on Nirn. Skyshards are one such type of fragment, said to carry the essence of Nirn. They can be seen splitting into shards as they fall to Nirn during specific lunar alignments. When three shards meet, they re-form into a silvery prism by some unknown process and confer the power unlocked by the merger to any being that comes nearby.
Your Character May Not Know These Things
This chapter covers a lot of information that the average inhabitant of Tamriel does not know or care about. It is presented here to help you understand the bigger picture and to inspire you, but do not feel obligated to remember all of it, for the Divines know that most Tamrielics do not.
Tamriel
Tamriel is one of the continents on Nirn, and is its mythic and symbolic center. In Aldmeris, Tamriel translates as "Dawn's Beauty". Tamriel is a great melting pot of cultures and races; it is home to at least a dozen races, with dozens more having died out or changed.
There are nine distinct provinces, each home to one of the more populous races of Tamriel.
Cyrodiil, the Imperial Province, is a province in the south-central region of Tamriel, and the home of the race of men known as Imperials.
Black Marsh is a dense swampland region of southeastern Tamriel, home to the reptilian humanoid race of Argonians and a race of sentient trees known as the Hist.
Elsweyr is a region that lies on the southern coast of Tamriel, and is home to the feline Khajiit. It is divided into two major climates: savannahs, badlands and dry plains in the north, and fertile lands of jungle and rainforests in the south.
Hammerfell is a province in the west of Tamriel dominated by the wasteland of the Alik'r desert. It is inhabited by the human race of Redguards, who fled to Tamriel after their home, Yokuda, was destroyed.
High Rock is a province in the northwest section of Tamriel. Most of the province is inhabited by the human Bretons, who have divided the province into multiple Breton city states and minor kingdoms. The northern tip of central High Rock also contains Orsinium, the city-state of the Orcs.
Morrowind is a province in the northeast corner of Tamriel, and the home of the Dunmer, or Dark Elves. It is dominated by the large island of Vvardenfell and its centerpiece, the ash-spewing Red Mountain.
Skyrim is the northernmost province of Tamriel. It is a cold and mountainous region inhabited primarily by Nords, a tall race of men.
The Summerset Isles is a province in southwest Tamriel consisting of fourteen islands of varying size. It is inhabited by the Altmer, High Elves who arrived after their home of Aldmeris was lost.
Valenwood is a densely forested, sub-tropical region that encompasses the southwestern coastal plain of Tamriel. It is the home of the Bosmer, or Wood Elves.
Early History
Much of Tamriel's history is known and documented, but large swathes are still unknown, particularly the periods known as the Dawn Era and the Merethic Era. Tamriel's very beginning can be traced to the Ehlnofey, a group of et'Ada who decided not to abandon Mundus, and instead worked to keep it viable. They remained in the mortal realm and populated it, becoming the progenitors of the modern races. Many followed the example of Y'ffre and sacrificed themselves to form the rules of nature, the Earth Bones.
During the War of the Ehlnofey, the wandering Ehlnofey fought the Ehlnofey who remained settled in their former home. During this war the original singular landmass of Nirn was broken apart into at least four major landmasses—Tamriel, Akavir, Atmora, and Yokuda. The wandering Ehlnofey were ancestors to all men, while the settled Ehlnofey were co-ancestors with the Aldmer to all mer, or elves. It was at the end of the Dawn Era that the Aldmer of Aldmeris began to diverge along cultural and biological lines, starting the process that would lead to the modern mer races: Altmer, Ayleids, Bosmer, Chimer, Dunmer, Dwemer, Falmer, and others.
In the middle of the Merethic Era an unknown threat caused the Aldmer to leave Aldmeris and head towards Tamriel. They colonized many islands along its coast before settling on Summerset Isle. Later they started moving inland, settling many areas in southwest and central Tamriel. Wherever the Aldmer settled they displaced the primitive beastfolk. During this time the Ayleids, Wild Elves who evolved from Aldmer, established an empire in Cyrodiil and built the White-Gold Tower and eight lesser towers around it. Through powerful machinations and the position as the "spoke" of the wheel within the lesser towers, the White-Gold Tower became a very powerful tool—it is said that the tower is what stops Mundus falling back into Oblivion.
In the late Merethic Era men began to appear on Tamriel, when the men of Atmora came in force to occupy and settle whole-scale on Tamriel. These Atmorans were the ancestors of the Nords. While many of the original races of men died out, many of them interbred enough to became one race known as the Imperials. The conquering of northern Tamriel was sparked by the decline of Atmora and its eventual loss to a catastrophic change of climate from one that supported life to one of "permanent winter" where no life could survive for long.
At the end of the era, the dragons under Alduin had claimed dominion over all Mundus, and presided over man in Atmora and then Tamriel. The Nords worshiped them as gods and built many temples dedicated to them. Dragon Priests, servants of their dragon overlords, became increasingly tyrannical, eventually causing men to rebel. Thousands of men died until a few dragons joined their fight, when the tide turned in their favor. Alduin was banished and the Dragon Priests were overthrown. The remaining dragons were scattered, their population decimated.
The First Era
King Eplear Camoran united the wild ancestral Bosmer and created for Valenwood its first effective political identity, something that is called one of the "greatest military feats in Tamriel's history". This feat was so great, that it ushered in the First Era. Eplear is also remembered as a benevolent, welcoming king who invited refugees from the troubled Ayleid Empire and elsewhere to live in Valenwood with the Bosmer. Over the next centuries, the other races would stake out their provinces as well.
In the third century of the First Era the Alessian Slave Rebellion saw the humans of Cyrodiil overthrow their slavers, the Ayleids, marking the point at which humans began to dominate Tamrielic history. Saint Alessia made a covenant with Akatosh to create the Dragonfires and the Amulet of Kings. The covenant stated that so long as the Dragonfires remained lit and one of Alessia's heirs wore the amulet, the realms of Oblivion would be cut off from Nirn. Alessia founded the First Cyrodilic Empire, and as its first Empress, she established a new religion, a fusion of the Nordic and Aldmeri pantheons known as the Eight Divines.
In the eighth century, the Battle of Red Mountain took place between the Chimer (led by General Nerevar) and the Dwemer. The whole truth of what happened cannot be determined due to conflicting accounts. Regardless, by the time the dust settled, much of that dust was all that remained of the Dwemer. Though Nerevar died, his people claimed victory. Nerevar's lieutenants Vivec, Almalexia, and Sotha Sil rose to power among the Chimer. Within a few years, they would become Living Gods, leading the Chimer to transform into the Dunmer. They manipulated preexisting ancestral and Daedra worship into the Tribunal Temple dedicated to their worship, and concealed the truth of how they gained their divinity.
A century later, a warrior wave of Yokudans escaping the continent's destruction, the Ra Gada, drove the beastfolk and Nedic peoples from Volenfell. Over time, the name "Ra Gada" became corrupted into "Redguard", and the race claimed Hammerfell as their homeland.
In the twenty-fourth century, after a long period of relative stability, the War of Righteousness broke out in Cyrodiil, following years of internal strife within the Alessian Order. After decades of conflict, the First Empire dissolved.
In the twenty-eighth century, the First Akaviri Invasion occurred. Tsaesci of Akavir landed in Tamriel, cutting a swathe of destruction through Skyrim and Cyrodiil, spurring Reman Cyrodiil to rally the Colovian West and Nibenean East. Cyrodiil was again united for the first time in centuries. The unified army defeated the Akaviri, and the Second Empire was established.
The Second Empire entered a period of quick expansion in which it subjugated the surrounding human provinces. The never-before-conquered province of Valenwood later fell to the Second Empire. A century later, the swamplands of Argonia were conquered and redubbed Black Marsh. The last war of conquest began an attempt to bring Morrowind, the only province outside Imperial control, into the Empire. Progress was slow, and the three Living Gods of Morrowind's Tribunal proved to be extremely capable leaders. After a century of warfare, both sides were approaching exhaustion and agreed to a truce to bring an end to the war.
The Akaviri Potentate
Under the Reman Dynasty, the emperor's chief advisor was called the Potentate. Reman Ⅰ had decisively defeated an Akaviri invasion, but other events forced him to offer the defeated army amnesty in return for their service in his own army. This led to Akaviri influence in other spheres of life, and over time the position of Potentate was usually filled by one of the snake people.
In the late First Era, the Potentate Versidue-Shaie plotted to overthrow the empire. He first contrived the assassination of Crown Prince Juilek, and then the of the emperor himself. With the death of the emperor, Versidue-Shaie declared that he was taking over the leadership of the empire, but is retaining his title of Potentate. In the same speech, he declared the end of the First Era, and the start of the Second Era. Thus began also the period of the Akaviri Potentate.
In order to suppress armies remaining loyal to the Remans, as well as the armies belonging to individual kingdoms seeking greater autonomy, Versidue-Shaie was forced to engage in a relentless series of campaigns that, by the year 2E 283, finally resulted in victory for his forces. The cost of the campaigns was immense, resulting in the impoverishment of both the empire and its constituent kingdoms. In an effort to maintain order without the expense of a standing army, Versidue-Shaie agreed to a proposal from his kinsman Dinieras-Ves that established what was to become known as the Fighters Guild.
In 2E 324, Versidue-Shaie was assassinated by the nascent Morag Tong, a guild of assassins headquartered in Morrowind celebrating murder in the name of Mephala. Versidue-Shaie was succeeded by his son, Savirien-Chorak. In turn, he too was assassinated along with all his heirs on one night in Sun's Dawn 2E 430, bringing a final end to the Second Empire and signaling the start of the Interregnum.
The Interregnum
The collapse of the central authority of the Second Empire led to centuries of bickering between racial alliances, small kingdoms, and petty states. During this time, the Empire of Cyrodiil existed by name only, and was confined to the region of Cyrodiil alone.
The Interregnum was marked by a general decline in living standards across Tamriel. A note in one tale from the era goes so far as to call the prevailing attitude on of "anti-intellectualism". Another source talks of the "dark and cumulative losses" of the period, and a third describes the period as "days and nights of blood and venom". A further sign of intellectual decline was the transformation of the Dwemer in popular culture from a mysterious and unfathomable race to a mere vehicle for light comedies and romances. Additionally, roads and cities fell into ruin and were not repaired until centuries later. Even the famed Amulet of Kings was lost.
Some regions and organizations found the period full of opportunities. The services of the Dark Brotherhood, a guild of assassins shrouded in shadow and mystery, were much in demand, and the society filled its coffers with gold. High Rock, an area with a history of factionalism was more able to deal with the collapse of central power and fared much better than the rest of Tamriel, lapsing back into its usual structure of kingdoms and city states without difficulty.
After losing its status as an Imperial territory, Orsinium was sacked and destroyed by Breton and Redguard forces. The Orcs were scattered across the North in a great exodus. Yashnag and his people, exiled from High Rock, fled east to reclaim lands in Skyrim they felt were theirs by ancient right. By this point in time, Skyrim had split into a Western and Eastern Kingdom following the assassination of High King Logrolf in 2E 431. The King of Western Skyrim, Svartr, was ineffective in holding back the Orcs and the Reachmen that plagued the Western Kingdom during his rule. The chiefdom was a bane upon Western Falkreath for more than thirty years, until it was burned out by Hakkvild Yashnag-Slayer in 2E 467.
In Valenwood, things were not faring any better. When many Bosmer migrants from Cyrodiil settled in New Joy near the traditional town of Cormount, adherents of the Green Pact—a strict religious code followed by many Bosmer—were shocked by the Cyrodilic customs of their wayward cousins. Meanwhile, the migrants flaunted the "backwoods" nature of the natives, seeking easy pleasures in the trade that flowed through Cormount. Tensions between Cormount and New Joy grew to a boiling point. It is unknown who cast the first torch, but one dark night in 2E 420, the settlement of New Joy was burned to the ground, and those who fled were slain. Later in 2E 489, the Blacksap Movement was founded in Cormount, hoping to formalize the Bosmeri approach to the Green Pact, thereby preventing the very misunderstandings that led to the tragic events of New Joy.
Moreover, the walking city of Falinesti disappeared in the fifth century. The walking Elden Tree normally migrates between four sites in Valenwood, one for each season. But one time when it departed from one of its seasonal sites, it simply never arrived at the next site. Falinesti has not been seen or heard from since. Before the city disappeared, the Battle of Falinesti took place between the Bosmer and Khajiit. The battle was short and vicious. All Khajiit were butchered, and some were even roasted alive before the Bosmer troops ate them.
Founding of the First Daggerfall Covenant
In the sixth century of the Second Era, the Reachmen, a tribal group of Daedra-worshiping Bretons inhabiting The Reach between High Rock and Skyrim, ascended to power. Durcorach the Black Drake spread his wings in The Reach and mustered his tribesmen to war. He seized control of the Empire of Cyrodiil and reigned as the first of the Longhouse Emperors. In 2E 541, the Black Drake led the Reachmen in a bloody invasion of High Rock, ravaging the countryside and pillaging many cities. Evermore fell to this horde within three days. Hallin's Stand held out slightly longer, and then the Reachmen came bearing down upon the merchant city of Wayrest.
But Wayrest, unlike the sacked cities, had built new walls and battlements, for the town had grown so that it had burst the bounds of the old walls. For fifty-seven days and nights, the Bretons of Stormhaven manned the walls and repulsed the assaults of the Reachmen. Lacking siege engines and ships, the Reachmen were neither able to breach the walls nor blockade the harbor, and thus a stalemate was reached.
When patience ran out, the Black Drake left enough troops in the revetments around the walls to keep the Bretons bottled up inside, and marched off west into Glenumbra. The newly-independent city-state of Camlorn was taken by surprise and fell, and then Durcorach turned his eyes south, toward Daggerfall.
All Bretons know how the Black Drake's warriors were caught completely by surprise. As the Reachman forces massed before the gates of Daggerfall, Heavy Dragoons transported by merchant ships from Wayrest charged into their rear. The defenders of Daggerfall sallied forth for a devastating pincer attack and scattered the broken army like autumn leaves before a gale. The Black Drake himself was struck down by Earl Emeric Cumberland of Wayrest.
One fortnight later, the kings of Daggerfall, Wayrest, Camlorn, Evermore, and Shornhelm swore the First Daggerfall Covenant, a solemn oath to defend each other's kingdoms and stand as one against all foreign foes.
The Knahaten Flu
Whether the terrible Knahaten Flu arose from natural causes, or was created by an Argonian shaman in retaliation for his people's oppression, is still a matter of debate. But its result was clear. The plague began in Stormhold in 2E 560, and quickly spread to every corner of Black Marsh, killing all those not of reptilian stock. For over forty years, it held the Province in its grip, decimating entire cultures and driving outsiders from the land. Though the Flu originated in Black Marsh, Argonians themselves were immune to the Flu.
Early symptoms of the Flu include "general malaise, loss of appetite, and fatigue", followed shortly by aching muscles, sharp pain in the shoulders, chills, and watering eyes. Late-stage symptoms include wracking cough, high fever, and blood flowing out of the nose, eyes and eventually the mouth. The most prominent sign of the disease was a red, granular rash, which did not itch but spread all over the body. Death usually occurred within three painful days of infection, but some victims were able to survive for up to a week.
While the worst of the symptoms could be alleviated by sorghum-tea and chicken broth, the search for a cure was impeded by many questionable alleged treatments. For instance, a Redguard named Perizada supposedly saved an entire village with a potion made by boiling clannfear claws in salt water, but she later succumbed to the plague herself.
How the disease spread is not definitively known. One source claims it was airborne, while another claims that it was spread through physical contact with the victim's particular rash. The latter theory is supported by reports that infected people who covered their rashes with clothing and bandages were less contagious. Though they were immune to the Knahaten Flu themselves, Argonians were often suspected to be carriers of the disease, perhaps due to the common belief that they had created it.
Regardless of the Flu's source, the situation in Black Marsh became increasingly favorable to the Argonians after the disease struck. After the dissolution of the Second Empire, Cyrodiil lost its grip over most of the province. Once the Flu struck, the Empire lost any hope of controlling Black Marsh.
At its height, the Knahaten Flu engulfed most of Tamriel. It spread from Black Marsh, where it started, to southern Morrowind and across the Topal Bay to Elsweyr, and from there to Valenwood and even High Rock.
The Flu managed to destroy cities, religions, and even entire cultures. It claimed one of Valenwood's most legendary heroes, Oreyn Bearclaw, who performed many good deeds in Valenwood before succumbing to the disease. Also in Valenwood, the Flu nearly wiped out worshipers of Z'en, leading to the Bosmer abandoning his worship entirely soon afterward.
The entirety of Elsweyr suffered greatly from the Flu, though the city of Senchal suffered the most. A strain of the disease crossed the channel in 2E 560 and infected most of the populace. Soon there was damage to the city itself, as paranoia raged rampant, and entire sections of the city were burned to slow down the Flu, never to be rebuilt again.
Then, past all expectation, help arrived from an unforeseen direction: over the western waves came the Altmer of Summerset, bringing physicians, healers, desperately needed supplies. And one more thing: hope. Hope that Elsweyr would survive.
At first, many Khajiit were suspicious. Never before had the haughty High Elves helped the Khajiiti—why now? But their canonreeves passed among the Khajiit, as if unafraid of the flu, and explained: the Altmer did it not from friendship, but from policy. The Khajiit needed their help now, and they would need the Khajiit's help later. Invaders were coming to southwest Tamriel, they said, and the Altmer could not repulse them without Khajiiti claws at their side.
Founding of the Greater Daggerfall Covenant
The dreaded Knahaten Flu had reached High Rock and swept through Wayrest. The high and mighty were not exempt, as it consumed the entire Gardner royal household. Succession fell to Emeric, who ascended to the throne, beginning the Cumberland Dynasty. There was reportedly a "Halo of Gold" around the sun on the day of his coronation.
King Ranser of Shornhelm offered the hand of his daughter, Princess Rayelle, to King Emeric both early and often. For a time, it seemed that the two would marry, and Rayelle would become queen. But on a visit to Sentinel, King Emeric's eyes first beheld the Princess Maraya, daughter of King Fahara'jad. From that moment, Emeric swore that Wayrest would have no queen but Maraya. There was another unexpected benefit: As her dowry, Maraya brought a trade agreement between Wayrest and Sentinel.
King Ranser, was wroth that Emeric not accepted the hand of his daughter, and he withdrew his ambassador from the court of Wayrest. Although Ranser was invited to the wedding in the spring of 2E 566 like the other kings of the Covenant, he stayed, seething, in Shornhelm.
For over a year, Ranser had been quietly mustering his troops and emptying his treasury to hire mercenaries. In Last Seed of 2E 566, he led his army out of Shornhelm in a lightning strike to the south. The Shornhelm advance guard reached the gates of Wayrest while its local militias were still filing through them. This was a moment when history trembled upon a cusp: if the attacking Oldgate Lancers scattered the militias and took the gate, Wayrest could have fallen to her attackers within the hour.
King Emeric, who was present at the gate, had his bannermen sound the charge. He led the gate guards and his household troops out against the Oldgate Lancers. His enemies, who suddenly found themselves opposed by armored veterans rather than panicky irregulars, were further confounded by the sudden onset of a thunderstorm. Lashed by hail, their horses terrified by lightning, the vaunted Oldgate Lancers hesitated, then broke and ran, pell-mell, from the gate.
By the time Ranser's main forces arrived on the scene, the Wayrest troops were all within the walls. The gates were shut up tight, but the King of Shornhelm was undeterred. The city of Wayrest found itself once more under siege, and Ranser, with more craft and foresight than the Reachman Durcorach, had come with siege engines in his train. Ranser had hoped for a swift victory. Instead, he was forced into a protracted siege.
The long siege dragged on into spring, when the Daggerfall Covenant finally paid dividends, drawing Camlorn, Evermore, and Daggerfall into the fray. Some counseled letting Wayrest fall, but trade with the richest city in the region was too important to allow that. Attacked from the city and the surrounding countryside, Ranser's army stood firm; his mercenaries were well-paid and prepared for bloodshed. But the crimson sails and battalions of elite Redguard warriors from across the bay turned the tide. Ranser's forces were routed, and Shornhelm was already ablaze when Ranser returned. This was the work of Orcs under the rule of Kurog gro-Bagrakh.
Caught between the Breton hammer and the Orcish anvil, Ranser's troops were utterly annihilated in the Battle of Markwasten Moor. Ranser hadn't counted on Emeric's canniness; the King of Wayrest had sent emissaries into the Wrothgar Mountains with a pledge to return Orsinium to the Orcs if they attacked their hated enemy in Shornhelm. Rivenspire was despoiled, and some Orcs remembered how the Bretons of Shornhelm had led the assault that toppled Orsinium some 135 years before. These debts were paid to Shornhelm in full.
This new arrangement of alliances formed the Second, or Greater, Daggerfall Covenant. High King Emeric embraced the Redguards of Sentinel and the Orcs of Orsinium who came to Wayrest's aid in its hour of direst need. The free peoples of northwest Tamriel vowed to stand together against all threats, be they from within or without.
Founding of the Ebonheart Pact
In 2E 572, a fleet originating from the Akaviri nation of Kamal, under the command of Ada'Soom Dir-Kamal, invaded northern Tamriel during the Interregnum of the Second Era. For reasons unknown, the fleet, although originating from the east, bypassed the eastern shores of Vvardenfell and Solstheim, instead landing near Windhelm, in the north of Skyrim.
Windhelm was taken by surprise and utterly sacked, resulting in the death of Queen Mabjaarn Flame-Hair and her heir, Princess Nurnhilde, who both fell leading their troops. Only Prince Jorunn survived, having escaped the sacking of the city.
When Jorunn reappeared, he called himself King Jorunn, and was accompanied by a mighty warrior whom he claimed was Wulfharth the Ash-King, sent back from Sovngarde to help the Nords defeat the Akaviri. With this so-called Wulfharth at his side, Jorunn rallied the Eastern Nords and fortified Riften, expecting an imminent assault.
However, when Dir-Kamal moved his army south from Windhelm, he bypassed Riften and marched into western Morrowind. They were opposed by Dark Elf forces, who staged a fighting retreat through the Ashlands under the command of Almalexia and her leading general, Tanval of House Indoril. Dir-Kamal pursued the Dunmeri army into eastern Stonefalls, where the Elves halted their retreat by occupying prepared defenses.
The Akaviri advance slowed and stopped near Ebonheart—and suddenly, the Nord army under Jorunn and Wulfharth appeared in their rear. Despite the age-old enmity between Nord and Elf, there was collusion between Jorunn and Almalexia, and the envelopment of the Akaviri at Stonefalls was according to plan.
The Akaviri, however, were not easily defeated. With their backs to the Inner Sea on a beach that would later be named Vivec's Antlers, they fought a desperate defense, attempting to hold out until their ships could come from the White River estuary to take them from the shore. Despite repeated attempts, the combined Dunmer-Nord army failed to break their lines. The fighting was fierce, but the Nord army was overextended, and victory seemed uncertain.
The Akaviri fleet was actually visible on the northern horizon when another incredible event occurred: at the last moment, the Nords and Dark Elves were reinforced by two legions of Argonians who had marched to the battle from the south. With the infusion of the reptilian Shellbacks, the Tamrielics finally broke the Akaviri line—and with nowhere to escape to, the stalemate turned into a slaughter. Opposed by three unlikely allies, the Akaviri were driven into the sea, where they drowned by the thousands.
The Argonian reinforcements were led by Heita-Meen, who had been a slave to the Dunmer in her young life. After being beaten unconscious for seating the guests at a banquet out of order, she planned an escape with her fellow slaves. They fled into the Thornmarsh, and stumbled into a troop of treacherous Argonians from the Archein tribe, who were employed by the Dres. It was while she was held captive in the Archein village that Heita-Meen received a vision from the Hist, showing her blood and horror—the Akaviri invasion, Nords and Dunmer falling like dead leaves.
Three Hearts As One
We tilled Skyrim's ground despite frozen toil
We tended the kwama beneath Morrowind soil
We hunted the wamasu in Black Marsh's glades
We Three Hearts had no need for blades
Then they came from the seas, folded steel in their hands
They burned down our homes and ravaged our lands
Akaviri brought nothing but bloodshed and lies
Our families were slain before our eyes
With Three separate people they shared a cruel joke
A choice between death or the yoke
But then our Three people knew what must be done
To end the oppression, all Three became One
Forged by war the Ebonheart rose
And drove the Akaviri back to the sea
When the enemies begged for the mercy they lacked
Three voices as one shouted "Blood for the Pact"
Forged by war our story be told
No shackles can hold us
Whether moonstone or gold
The Archeins escorted them back to Thorn, which was nearly empty of Dunmer following Almalexia's call to arms to defend Morrowind against the Second Akaviri Invasion. Seeing this, Heita-Meen strangled her slaver with his own whip, and swiftly challenged the centurion of the Archein guards for her position by right-of-combat. After killing the centurion and gaining command of the Archeins, Heita-Meen marched on Stormhold, intending to do the same there. Instead, the troop encountered Walks-in-Ash, who was able to convince Stormhold's Shellbacks to join without bloodshed. The army then marched on Stonefalls in Morrowind to fight the Akaviri, where they tipped the balance in favor of Tamriel.
This allegiance forged in battle was ratified with treaties signed in Ebonheart, now known as the Ebonheart Pact. The treaties were mere formalities compared to the ties made on the battlefield. The Pact was forged in the fires of adversity, a shield to protect Tamriel from all invaders.
The Pact resulted in the manumission of Argonians enslaved by the Dunmer as thanks for their crucial intervention. The Pact struggled to reconcile the desires of three such distinct factions, but was able to stay strong due to the need for mutual defense and the camaraderie of brothers-in-arms.
Varen's Rebellion
In 2E 566, the Ruby Throne was held by Leovic, the grandson of Durcorach the Black Drake. He married Clivia Tharn of Nibenay, daughter of Elder Council High Chancellor and Imperial Battlemage Abnur Tharn, and his reign was initially only marked by his peculiar behaviors, which the Cyrodilic nobility blamed on his Reachman upbringing.
The Colovian Duke Varen Aquilarios of Chorrol erstwhile supported the reign of Emperor Leovic, urging his fellow Colovians to be loyal to their Emperor, despite his eccentricities. But when, in 2E 576, Leovic declared worship of the Daedric Princes legal and protected throughout the Empire of Cyrodiil, Varen took up his righteous sword and marshaled the military forces of the Colovian Estates to depose him.
After an initial defeat at the hands of the Emperor's troops at Fort Ash, Varen took command of the Legion of Chorrol and sent Leovic reeling back into the Heartland. Word spread that Cyrodiil had a savior, and that Reman's true heir had come at last. Under the dragon banner, Varen marched eastward.
The war that followed was bitter and terrible, replete with stunning victories, desperate gambits, and reversals on both sides. The might of the Imperial Legions, bolstered by Reachman auxiliaries and Daedric magic, were almost impossible to overcome.
But Varen had the might of right on his side. In 2E 577, Varen led his army of rebels to the palace gates. Varen drove his sword into Leovic's black-blooded heart and watched him die, choking on his own life blood, at the foot of the Ruby Throne, and immediately declared himself to be Emperor. To consolidate his rule, he married Leovic's widow and daughter of his ally Abnur, Clivia Tharn.
But to truly consolidate his rule as the legitimate Emperor of Cyrodiil, Varen needed to rekindle the Dragonfires using the Amulet of Kings. For that, there were two problems. First, only a Dragonborn, an heir of Alessia blessed with the blood and soul of a dragon, can light the Dragonfires. And second, the Amulet of Kings was lost.
The Five Companions
Shortly after declaring himself Emperor, Varen put together a group of adventurers called the Five Companions to rediscover the lost Amulet of Kings. Varen desired to use the Amulet of Kings to rekindle the Dragonfires in a ritual aimed at persuading Akatosh to alter his heritage and make him a Dragonborn, and thus a legitimately ordained ruler of the Empire.
The companions included Varen himself, the Nord warrior Lyris Titanborn, the Redguard swordmaster Sai Sahan, Grand Chancellor Abnur Tharn, and the Altmer necromancer Mannimarco.
Lyris was the personal bodyguard to Varen, and presumed to descend from giants. Sai Sahan was the captain to Varen's Dragonguard, and once upon a time attempted to revive the old Yokudan art of sword-singing, but failed. Abnur Tharn was the Imperial overlord of Nibenay, and an ally to Varen during his war when he provided Varen with secret intelligence about the Imperial City that would aid him in deposing Leovic.
Mannimarco, lastly, served as chief advisor to the court of Emperor Varen Aquilarios. It was at Mannimarco's urging that the Five Companions were formed to go on an epic quest to locate the Amulet of Kings. Varen was joined by his companions, and together they scoured the face of Tamriel, following countless leads, until finally they managed to find it.
The Soulburst
The necromancer Mannimarco had convinced Emperor Varen Aquilarios that, despite not being Dragonborn, as all true emperors must be, if they slightly modified the coronation ritual, they would be able to both relight the Dragonfires and convince Akatosh to gift Varen with the blood of a dragon.
So in 2E 578, having successfully located the amulet and returned to the Imperial City, Varen and the Companions initiated the ritual with the Amulet. It was then that Mannimarco revealed his treachery. Mannimarco corrupted the Amulet of Kings, and, by performing the ritual, Varen broke the divine covenant of Akatosh and Alessia which protected Nirn from the forces of Oblivion. The Elder Scrolls, mystical scrolls that simultaneously archive both past and future events, named this event the Soulburst.
As the veil shattered, a wave of magical energy that disrupted the connection between the souls of the denizens of Nirn and their mortal hosts radiated outwards from the Imperial City. Mystical aftershocks propagated all across the planet, as mages died or went met. Red Mountain trembled in Morrowind, earthquakes shook Skyrim and heavy storms devastated the coastlines of Elsweyr and Valenwood. The constellation of the Serpent grew so large that it dominated the night sky and seemed to threaten every star sign at once. Nirn became vulnerable to the forces of Oblivion, as Daedra began appearing in greater numbers than ever before.
Emperor Aquilarios was lost in the explosion. Lyris was captured by Mannimarco to be sacrificed, Abnur simply fled from the city altogether, and Sai Sahan fled with the amulet to an unknown location. Clivia Tharn became the new Empress Regent, and fell under the thrall of Mannimarco.
Founding of the Aldmeri Dominion
Earlier in the sixth century, King Hidellith and his wife Kinlady Tuinden conceived a child. Princess Ayrenn was born on the 5th of Second Seed in 2E 555. All Summerset, Auridon, and Artaeum celebrated her birth for fifty-five days.
It was foretold that Princess Ayrenn would reflect the restless and turbulent times in which she was born, and so it came to pass. Nimble and quick-witted, she was quick to master the lessons of her tutors, and from an early age often adopted unorthodox approaches to schoolwork. In fact, she sometimes became so engrossed in her independent studies that her whereabouts were unknown for days at a time. She would often return from these field trips with unusual knowledge and display remarkable new skills.
One day in 2E 573 the entire royal family of Alinor gathered at the Crystal Tower to celebrate Ayrenn's matriculation to the Sapiarchs' Labyrinth, where she was to study Altmeri Regal Praxis and Ceremoniarchy for the requisite 3,555 days. But Ayrenn didn't arrive—somewhere between the Palace and Tower the princess had disappeared, and she was nowhere to be found. The Sapiarchs, however, reported that the night of her disappearance was filled with signs and portents: the constellation of the Lady seeming to ride the constellation of the Steed, the Great Orrery spun backward, and a young eaglet was found atop the statue of Topal the Explorer.
While a long search was begun, in truth, Ayrenn had claimed her own destiny. She had stolen away to the Isle of Balfiera to live with the Direnni at the Adamant Tower. She hunted the frost trolls of Skyrim, delved into the depths of a Dwarven ruin, and crewed with a pirate captain of Cyrodiil. She once flew upon an enormous kite on the winds of the Alik'r Desert, and danced with nereids in the Illessan Hills.
In due course Prince Naemon, Ayrenn's younger brother, was named heir to the throne of Alinor, and in 2E 575 he matriculated into the Labyrinth. Naemon, like his father, was a natural ceremoniarch, who seemed to have a genuine relish for the rites and duties ordained by tradition for the heir.
When King Hidellith ascended to Aetherius in 2E 580, Prince Naemon immediately began preparing to speak the eighty-eight day Coronation Liturgy that would elevate him to the throne in his father's place.
Then, on a day unheralded, the unforeseen occurred. Word came from Port Velyn on the continent that Princess Ayrenn was on her way to Auridon by Swan Ship. In wonder and haste, the Court of Alinor took itself to Firsthold to greet her, arriving just in time to welcome her unexpected return. Princess Ayrenn announced that she was prepared, as the eldest heir, to assume the Throne of Alinor—and the High Justiciar affirmed that such was, indeed, her right. She was crowned Queen Ayrenn that same year.
Shortly after her coronation, Queen Ayrenn the Unforeseen proclaimed the Aldmeri Dominion. Having traveled Tamriel extensively, Ayrenn was aware of the dire threats menacing the world and saw it as the proper duty of the Elves to put things right. The Khajiit of Elsweyr joined the Dominion to repay the debt they owed the Altmer, with most of Elsweyr still in the grip of the Knahaten Flu. The Bosmer of Valenwood now too required aid with troubles facing the province, and joined the Dominion expecting Aldmeri troops to defend Valenwood from foreign invaders and to quell an uprising.
For in Valenwood, tensions were once again boiling in Cormount. The Blacksap Movement that attempted to formalize the Bosmeri approach to the Green Pact became the Blacksap Rebellion when Gelthior, cousin of King Camoran Aeradan, started a bid for the throne. Gelthior's chief claim was that King Camoran allowed the Vinedusk Rangers, his elite soldiers and spies, to break the Green Pact in order to better protect him.
Moreover, the Cabal who were running the Imperial City took advantage of the unrest in Valenwood by sending in Colovian troops to grab up some of the Wood Elves’ northern territory, successfully conquering Arenthia.
Aldmeri troops led by Altmer General Endare, the "Jade Butcher", were shipped over and crushed the Blacksap Rebellion in what is known as the Massacre of Cormount, reminiscent of the Razing of New Joy. This opened the Dominion's path north, to Arenthia, to Cyrodiil, to the White-Gold Tower, and to the Ruby Throne. Thus began the Three Banners War.
The Planemeld
The fighting in the Imperial province was only fresh when, in 2E 582, the three armies witnessed portals called Dark Anchors appearing across the sky around them, hooking into the ground and slowly ripping parts of Nirn away to float loosely in Oblivion. The greatest of these Dark Anchors opened above the skies of the Imperial City, intent on pulling the White-Gold Tower itself into Oblivion.
The Dark Anchors that were appearing all over Tamriel were the doing of Molag Bal, the God of Schemes and Daedric Prince of domination and enslavement of mortals. One can only guess the motivations of a Daedric Prince, but what much is clear is that he wants to pull all of Nirn into his realm of Coldharbour, which was made possible due to the Soulburst orchestrated by his servant, Mannimarco.
The Present
The year is 2E 582. The drums of war sounded two years ago, and are only growing louder.
The three factions are reluctant to send troops to deal with the threat of Molag Bal. If they turn their armies away from the Ruby Throne, then one of the other factions is sure to take it. Thus it falls to the heroes of Tamriel to save Nirn from Molag Bal. Word has it that a hitherto unknown prophet claims that the Elder Scrolls speak of a Soulless One who will lead the charge against the God of Schemes.
Molag Bal is not the only threat in Tamriel. There is disarray across the lands. A new plague is spreading across Deshaan that turns victims into violent husks, dark nature magic practitioners in Glenumbra are threatening the great Wyrd Tree, and there is murmuring of a pretender to Ayrenn's throne.
The Historian Who Wrote This Chapter Has Been Fired
We regret to inform you that this chapter contains many falsehoods, lies, fabrications, and anti-Imperial biases. The allegation that Empress Regent Clivia Tharn is anything but a woman who strives for the well-being of her loyal Imperial subjects in these trying times can only be described as a concoction of hogwash.
This chapter is being published in spite of its fictitious myths to make a mockery of the song and dance that the foreign invaders, enemies of Cyrodiil, would have you believe.
That is to say, do not take anything in this chapter as absolute. It must be commended for its creativity, but cannot be relied on as a source of truth.
Chapter 3: Life in Tamriel
This chapter covers a lot of the day-to-day conventions in Tamriel that the history chapter skimmed over. It also covers the varieties of faith of the peoples of Tamriel, and additional character options such as backgrounds and class archetypes.
Languages in Tamriel
There are many different languages in Tamriel. The almost universal language among them is Common, better known as Tamrielic or Cyrodilic, a descendant of languages of both man and mer.
The languages in the Dead Languages table are either dead or might as well be, and some of them are incredibly difficult to decipher.
Standard Languages
Language | Typical Speakers | Script |
---|---|---|
Altmeris | Altmer | Aldmeri |
Bosmeris | Bosmer | Aldmeri |
Common | Men and mer | Common |
Dunmeris | Dunmer | Daedric |
Jel | Argonians | Jel |
Orcish | Orcs | Orcish |
Ta'agra | Khajiit | Ta'agra |
Exotic Languages
Language | Typical Speakers | Script |
---|---|---|
Akaviri | Akaviri | Akaviri |
Daedric | Daedra | Daedric |
Falmeris | Falmer | Aldmeri |
Goblin | Goblins | — |
Hist | Hist | — |
Pyandonean | Maormer | Aldmeri |
Sload | Sload | Sload |
Tsaesci | Tsaesci | Akaviri |
Nordic | Nords | Common |
Yoku | Yokudans | Yokudan |
Dead Languages
Language | Typical Speakers | Script |
---|---|---|
Ald Chimeris | Chimer | Daedric |
Aldmeris | Aldmer | Aldmeri |
Ayleidoon | Ayleids | Aldmeri |
Draconic | Dragons | Draconic |
Dwemeris | Dwemer | Aldmeri |
Ehlnofex | Et'Ada | — |
Calendar
The Tamrielic calendar runs a total of 365 days and is composed of twelve distinct months (sometimes called "Seasons"), each approximately thirty days in length. Each month has an associated constellation.
The seven days of the Tamrielic week are Sundas, Morndas, Tirdas, Middas, Turdas, Fredas, and Loredas. The days are a standard 24 hours in length.
Calendar of Tamriel
Month | Days | Holidays |
---|---|---|
Morning Star | 31 | New Life Festival (1st) |
Sun's Dawn | 28 | Heart's Day (16th)Mourning of Gil-Var-Delle (19th) |
First Seed | 31 | First Planting (7th) |
Rain's Hand | 30 | Day of Shame (20th)Jester's Day (28th) |
Second Seed | 31 | Second Planting (7th) |
Midyear | 30 | Midyear Celebration (16th) |
Sun's Height | 31 | Merchants Festival (10th)Sun's Rest (20th) |
Last Seed | 31 | Harvest's End (27th) |
Heartfire | 30 | Tales and Tallows (3rd)Children's Day (19th) |
Frostfall | 31 | Witches Festival (13th) |
Sun's Dusk | 30 | Moon Festival (8th) |
Evening Star | 31 | Old Life Festival (31st) |
Constellations and Birthsigns
There are thirteen named constellations in the sky. There are three Guardian signs; the Warrior, the Mage, and the Thief, each of which protects three charges. Each of these twelve signs corresponds to one of the twelve months in the Tamrielic year. The thirteenth sign, the Serpent, has no guardian or month and moves around the sky, usually threatening the other signs.
A birthsign is the constellation under which a person is born. Many people in Tamriel believe that each birthsign bestows bestows unique magical powers to those born under it.
The Constellations
d12 | Constellation | Month |
---|---|---|
1 | The Ritual | Morning Star |
2 | The Lover | Sun's Dawn |
3 | The Lord | First Seed |
4 | The Mage | Rain's Hand |
5 | The Shadow | Second Seed |
6 | The Steed | Mid Year |
7 | The Apprentice | Sun's Height |
8 | The Warrior | Last Seed |
9 | The Lady | Heartfire |
10 | The Tower | Frostfall |
11 | The Atronach | Sun's Dusk |
12 | The Thief | Evening Star |
— | The Serpent | — |
If you want to randomly choose what birthsign you were born under, you can use the table to the side to determine the month of your birth. Roll a d12 to determine what month you were born in, and then a second d12. If your second roll matches your first roll, the Serpent intervenes and becomes your birthsign.
The Ritual
The Ritual is one of the Mage's Charges and its Season is Morning Star. Those born under this sign have a variety of abilities depending on the aspects of the moons and the Divines.
You acquire a ritual. Choose one of the following classes: bard, cleric, druid, sorcerer, warlock, or wizard. You must choose a 1st-level spell from that class's spell list, and the spell must have the ritual tag. The class you choose also determines your spellcasting ability for the spell: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. You can cast this spell as a ritual. When you cast the spell in this way, you can't do so again until you finish a long rest.
Optional Boons
As a DM, you can optionally allow your players to receive a boon from their birthsign as listed in these sections. Please be mindful that the boons may not and cannot be balanced.
The Lover
The Lover is one of the Thief's Charges and her season is Sun's Dawn. Those born under the sign of the Lover are graceful and passionate.
You are a magical kisser. As an action, you can kiss a willing humanoid creature. The kiss has the same effect as the charm person spell. The DC is equal to 13. When you kiss a creature in this way, you can't do so again until you finish a long rest.
The Lord
The Lord's Season is First Seed and he oversees all of Tamriel during the planting. Those born under the sign of the Lord are stronger and healthier than those born under other signs.
Your hit point maximum increases by 1, and it increases by 1 every time you gain an uneven level (e.g., 3, 5, etc.).
The Mage
The Mage is a Guardian Constellation whose Season is Rain's Hand when magicka was first used by men. His Charges are the Apprentice, the Golem, and the Ritual. Those born under the Mage have more magicka and talent for all kinds of spellcasting, but are often arrogant and absent-minded.
At the end of a long rest, choose a 1st-level spell from your known or prepared spells. You can cast this spell once at its lowest level without expending a spell slot.
The Shadow
The Shadow's Season is Second Seed. The Shadow grants those born under the sign the ability to hide in shadows.
You have advantage on all Dexterity (Stealth) checks made while in dim light or darkness.
The Steed
The Steed is one of the Warrior's Charges, and its Season is Mid Year. Those born under the sign of the Steed are impatient and always hurrying from one place to another.
You have an additional 5 feet of movement speed.
The Apprentice
The Apprentice's Season is Sun's Height. Those born under the sign of the apprentice have a special affinity for magick of all kinds, but are more vulnerable to magick as well.
Whenever you cast a spell that deals damage, you add 1 extra point of damage. Whenever you receive damage from a spell, you take 1 extra point of damage.
The Warrior
The Warrior is the first Guardian Constellation and he protects his charges during their Seasons. The Warrior's own season is Last Seed when his Strength is needed for the harvest. His Charges are the Lady, the Steed, and the Lord. Those born under the sign of the Warrior are skilled with weapons of all kinds, but prone to short tempers.
You are proficient with simple weapons. In addition, when you miss with a weapon attack, you can immediately retry in a short fit of rage. You can make the weapon attack again with disadvantage. When you do so, you can't do so again until you finish a short or long rest.
The Lady
The Lady is one of the Warrior's Charges and her Season is Heartfire. Those born under the sign of the Lady are kind and tolerant.
When you make a Charisma ability check without disadvantage, but the check fails, you can you can attempt to do so again with disadvantage, and you must take the new result. Once you use this feature, you can't do so again until you finish a short or long rest.
The Tower
The Tower is one of the Thief's Charges and its Season is Frostfall. Those born under the sign of the Tower have a knack for finding gold and can open locks of all kinds.
You have advantage on all checks made to open locks.
The Atronach
The Atronach (often called the Golem) is one of the Mage's Charges. Its season is Sun's Dusk. Those born under this sign are natural sorcerers with deep reserves of magicka, but they cannot generate magicka of their own.
TODO: More magic, spell absorption, no magicka recovery? Kinda impossible.
The Thief
The Thief is the last Guardian Constellation, and its Season is the darkest month of Evening Star. Its Charges are the Lover, the Shadow, and the Tower. Those born under the sign of the Thief are not typically thieves, though they take risks more often and only rarely come to harm. They will run out of luck eventually, however, and rarely live as long as those born under other signs.
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
The Serpent
The Serpent wanders about in the sky and has no Season, though its motions are predictable to a degree. No characteristics are common to all who are born under the sign of the Serpent. Those born under this sign are the most blessed and the most cursed.
You can cast lesser restoration and ray of sickness at 1st level with this feature. Lesser restoration can only be cast on yourself. Once you cast either spell with this feature, you can no longer use this feature to cast another spell until you finish a long rest. Charisma is your spellcasting ability for these spells.
Varieties of Faith
There are many ways in which the peoples of Tamriel revere their divine spirits. This list is by no means complete. It only includes the most important spirits revered by native members of the culture. Some et'Ada, especially Daedra, are common between cultures, but known by different names, and sometimes have different cultural significance.
The Eight Divines
The Eight Divines are the pantheon introduced by Alessia at the start of the First Era. It was a carefully designed compromise between the Aldmeri deities that the humans of Cyrodiil were accustomed to worshiping, and the deities of Alessia's Nordic allies. The Eight Divines are commonly worshiped by the human races. Shezarr, though not officially part of the Divines, is often called the Missing Sibling.
Akatosh
Dragon God of Time
Akatosh is the chief deity of the Eight Divines. He is present in most Tamrielic religions. His avatar is a dragon, and he is often called the Dragon God of Time. He is generally considered to be the first of the Gods to form in the Beginning Place. After his establishment, other spirits found the process to be easier and the various pantheons of the world emerged. The Aedric spirit is the ultimate God of the Cyrodilic Empire, where he embodies the qualities of endurance, invincibility, and everlasting legitimacy while promoting the virtues of duty, service, and obedience. Akatosh is thought to be the father of all dragons, and their leader Alduin was titled "First-Born of Akatosh". Akatosh is the patron of the Akatosh Chantry, the religious order devoted to the worship and glorification of him, who refer to him as the "Great Dragon".
Akatosh was involved in the forging of the Covenant with the new Empire of humanity, and his blood was mystically joined with Alessia and her heirs. The Amulet of Kings was the primary token of this patronage, and it allowed the new Empire of Cyrodiil to benefit from the stabilizing influence of White Gold Tower, maintaining the barrier between Mundus and the Planes of Oblivion. That barrier was torn by the Planemeld, and the location of the Amulet of Kings is unknown.
Arkay
Lord of the Wheel of Life
Arkay is the god of burials and funeral rites, and is generally associated with cyclical occasions, such as the seasons, and life and death. His priests are staunch opponents of necromancy and all forms of the undead, and are empowered to bestow Arkay's blessings which prevent the forceful misuse of a mortal soul. Thus, any body properly buried by a priest observing the proper rituals is protected by Arkay's Law from being raised as undead. Therefore, necromancers view Arkay as their ultimate enemy, and make covert efforts to undermine his worship throughout Tamriel. Because of this association with, and protection of, mortality, he is sometimes called the Mortals' God.
Dibella
The Passion Dancer, Our Blessed Lady, Queen of Heaven
Dibella is the Goddess of Beauty, Love, and Affection. She is the embodiment of beauty and teaches mortals to seek truth through beauty and worship. Those who follow the teachings of Dibella, and propagate beauty and promote harmony, are granted charm and grace. The Goddess teaches that mortals should give themselves to love, and commands them to open their hearts to "the noble secrets of art and love. Treasure the gifts of friendship. Seek joy and inspiration in the mysteries of love". Dibella holds no limit on the number of lovers one may have, but demands focus on the quality of the essence of love, not the quantity. She teaches that, "No matter the seed, if the shoot is nurtured with love, will not the flower be beautiful?", and blesses the love of those which is pure and untainted.
Dibella and her worshipers are argued to have what can be considered a personal relationship, in contrast to the formal and impersonal relationship held by the worshipers of other Divines. Some cults of Dibella focus on women, artists or aesthetics, while others concentrate on erotic instruction.
Julianos
God of Wisdom and Logic
Julianos, governs the realms of literature, law, history, and contradiction. He is usually associated with magic, and thus is often revered by wizards. He is particularly venerated among many Imperials and Bretons. As a Divine, he represents the virtue of learning, scholarship, and justice. He is said to "incant the Damned Equation".
Kynareth
Goddess of the Winds and Elements
Kynareth is the Patron of sailors and travelers. Kynareth is often invoked for auspicious stars at birth and for good fortune in daily life. In some legends, she is the first to agree to Shezarr's divine plan to create the mortal plane, and provides the space in the void for its creation. Furthermore, she is associated with rain, a phenomenon that is said not to have occurred before the removal of Lorkhan's divine spark.
Mara
Mother Mara, Mother Mild, Divine Mother
As Goddess of Love, Mara is the bearer of love, and shines the light of love on all mortals. Mara gave life to mortals so that they may love. The gift of love was bestowed upon mortals by the Divine so to honor Mara, and allow them to understand the true nature of the Divines. Mara teaches that love provides nourishment and life to all mortals. The Divine commands mortals to "live soberly and peacefully. Honor your parents, and preserve the peace and security of home and family". Mara's Benevolence is eternal and those who offer their love to the Divine will never be forsaken. The Warmth of Mara shapes the destiny of mortals and can be felt across Tamriel. Priests of Mara teach that the Divine is omnipresent, and her love and affection can be found in the heart of all mortals, thus linking them to Mara. The holy truth declares that love creates life and therefore those who love create more life.
The Eight Divines
Deity | Alignment | Domains | Symbol |
---|---|---|---|
Akatosh, Dragon God of Time | LG | Arcana, Knowledge | Hourglass |
Arkay, God of the Wheel of Life | NG | Grave, Life | Wheel |
Dibella, Goddess of Beauty, Love and Affection | CG | Life, Light | Red rose |
Julianos, God of Wisdom and Logic | LN | Knowledge, Order | Triangle |
Kynareth, Goddess of the Winds and Elements | N | Tempest | Bird |
Mara, Goddess of Love, Fertility, and Compassion | NG | Life, Nature | A knotted ring |
Shezarr, Missing God of Man | CG | Life | — |
Stendarr, God of Mercy | NG | Life, Light | A pouring chalice |
Zenithar, God of Work and Commerce | LN | Knowledge, War | Anvil |
Mara is also the patron of marriage, and the act of union is carried out at her shrines and temples. The Divine teaches that the spark of union between two mortals comes from within and is not based on appearance. The oaths and vows of marriage create life from love and are respected in the name of Mara. The act of union is confirmed upon taking the Pledge of Mara and Mara does not place any restrictions on marriage, thus all may marry, irrespective of gender and race, and unite their souls in the holy union. Mara makes her will known to her priests through visions and commands them to aid those whose love needs guidance. The priesthood of Mara strive to unite all mortals and are intolerant of those who are intolerant of others.
Shezarr
The Missing Sibling, God of Men
Shezarr is a Cyrodilic version of Lorkhan whose importance suffered when Akatosh came to the fore of Nibenay religion. Shezarr was the spirit behind all human undertaking, especially against Aldmeri aggression. He is admittedly a thinly-disguised version of Shor, and even in the Colovian West of Cyrodiil, they recognize Shezarr by the name of Shor.
"Shezarr's Song" is a creation myth of Cyrodiil. It says that Shezarr brought the idea to the other gods of becoming mothers and fathers, being responsible, and making great sacrifices, with no guarantee of success. It involved cutting off parts of themselves to create a world, sacrificing power and control. It was a new and strange idea, but Shezarr spoke beautifully to them, and moved them beyond mystery and tears. Thus the Aedra gave free birth to the world. It took a great toll: they were no longer young, and strong, and powerful, as they had been from the beginning. The Daedra mocked Shezarr and the other Aedra, and decided to make their own worlds within themselves where they wouldn't have to sacrifice control, though they came to envy the Aedra's creation, and often sought to steal from Shezarr and the others. Some Aedra were disappointed, bitter, and angry with Shezarr, and with all creation, for they felt Shezarr had lied and tricked them. These Aldmeri gods, led by Auri-El, decided to seek vengeance on Shezarr for reducing them to their "disgusting" selves. But the gods of men and beastfolk, led by Akatosh, were pleased with creation despite their great sacrifices.
Stendarr
The Steadfast
Stendarr is the God of Mercy, Charity, Well-Earned Luck, and Justice. He is also acclaimed as the God of Compassion, and Righteous Rule by Might and Merciful Forbearance.
Stendarr, through his priests, resolutes, and templars, makes his will known to the mortals of Tamriel, and commands them to "be kind and generous to the people of Tamriel. Protect the weak, heal the sick, and give to the needy". Stendarr offers mercy to all mortals and he welcomes heretics, the afflicted, the hopeless, and the forgotten. The Divine cherishes and protects all mortals regardless of whether they acknowledge him or not, and he does not distinguish between worshipers and heretics. The priests of Stendarr act as a conduit, and he provides guidance and assistance to mortals through them. He also offers help in the form of healing as Stendarr can mend any wound, stay any disease, and soothe any broken soul.
The mercy of Stendarr does not extend to the enemies of mortals, who are referred to as Abominations, and the Divine considers them abhorrent and unnatural, and deserving of extermination without mercy
Zenithar
The Trader God, The God That Will Always Win
Zenithar, the God of Work and Commerce, the Provider of our Ease, is considered a cultivated god of merchants and middle nobility, being the deity of wealth, labor, commerce and communication. He has strong ties to Cyrodiil and High Rock. The introduction of the worship of Zenithar was largely tolerated in Hammerfell due to his similarities to a Yokudan agricultural deity. His priests teach that the path to peace and prosperity is through earnest work and honest profit, not through war, bloodshed, or theft. Zenithar is seen as a warrior god, but one who is restrained and reserved in times of peace.
The Aldmeri Pantheon
Deity | Alignment | Domains | Symbol |
---|---|---|---|
Arkay, God of the Cycle of Life and Death | NG | Grave, Life | Wheel |
Auri-El, King of the Aldmer | LG | Arcana, Knowledge | Eagle |
Lorkhan, God of Men, Enemy of Mer | CE | Trickery | Scarab |
Magnus, the Architect, God of Magic | N | Arcana, Light | An astrolabe, a telescope, or a staff |
Mara, Goddess of Love, Fertility, and Compassion | NG | Life, Nature | A knotted ring |
Stendarr, God of Mercy, Apologist of Men | CG | Life | A pouring chalice |
Syrabane, God-Ancestor of Magic | NG | Arcana | Warlock's Ring |
Trinimac, Champion of Auri-El | LG | War | Sword |
Xarxes, God of Ancestry and Secret Knowledge | LN | Knowledge | Quill |
Y'ffre, God of Song and Forest | CG | Nature, Knowledge | Harp |
Z'en, God of Toil, Agriculture, and Payment in Kind | LN | Knowledge, War | Anvil |
The Aldmeri Pantheon
The ancient Aldmer believed they are the relatively feeble descendants of the Aedra ("Aedra" roughly translates to "ancestors"), who populated the Mundus so that it might last despite Lorkhan's deception. As their hierarchical society developed, the lower classes stopped worshiping their own "lesser" Aedra in favor of those claimed by their social "betters". Thus the Altmeri pantheon slowly formed around the most popular and well-known of the Aedra, contained within this section. Aedra worship is most common among the Altmer, Ayleids, Bosmer, and Falmer.
Auri-El
King of the Aldmer
In his only known moment of weakness, Auri-El agreed to take his part in the creation of the mortal plane, that act which forever sundered the elves from the spirit worlds of eternity. Auri-El and the other gods of the Aldmer were disgusted by their enfeebled selves and what they had created, and insisted that everything was permanently spoiled, and all they would be able to do would be to teach the elves to suffer with dignity.
To make up for his error, Auri-El led the original Aldmer against the armies of Lorkhan in mythic times, vanquishing him and establishing the first kingdoms of the Aldmer, Altmora and Old Ehlnofey. Though Altmora was retaken by men and Old Ehlnofey was sundered, Auri-El's greatest knight, Trinimac, succeeded in defeating Lorkhan, and Auri-El hid his Heart by attaching it to an arrow and sending it far into the sea. Later, Auri-El ascended to heaven in full observance of his followers so that they might learn the steps needed to escape the mortal plane.
Magnus
The Architect
Magnus, also known as the god of magic, was a prominent et'Ada. During the Dawn Era, Lorkhan persuaded Magnus and several other et'Ada to help create the mortal plane, Mundus. Magnus was the architect of Mundus, as he created the schematics and diagrams needed to construct it.
As Mundus began to form, it became evident that many of the et'Ada would be required to sacrifice much of their power in order to form the mortal plane. As their aspects began to die off, many of the et'Ada vanished completely. Magnus decided to terminate the project. He fled to Aetherius in the last of Mundus' birth-pains, and his departure tore a hole which became Nirn's sun, itself known as Magnus.
Lorkhan
Doom Drum, the Missing God, God of Men, Enemy of Mer
To the Altmer, Lorkhan (who they view as more a limit than a nature) is the most unholy of all higher powers, as they believe he forever broke their connection to the spirit plane. That their stories say Trinimac defeated Lorkhan and tore out his Heart is little consolation, and they still believe sadness is the best response to the Sundering.
Their wish is to return to the spirit realm, but Lorkhan is the demon that hinders their way; to them Nirn is a prison, an illusion to escape. Others, while accepting that Nirn is a cruel place full of mental anguish, think that Lorkhan created the world as the testing ground for transcendence; to them the spirit realm was already a prison, and true escape is now finally possible.
Syrabane
Warlock's God
An Aldmeri god-ancestor of magic, Syrabane aided Bendu Olo in the Fall of the Sload. Through judicious use of his magical ring, Syrabane saved many from the scourge of the Thrassian Plague. It is said that the ring remains under the command of Archmage Syrabane. He is also called the Apprentices' God, for he was a favorite of the younger members of the Mages Guild. A grand statue of him is said to stand on a coastal cliff of Artaeum, which he allegedly posed for in-person. He eventually became revered as a god as Altmeri society developed
Trinimac
The Warrior, the Paragon, Champion of Auri-El
Trinimac was a prominent god of the early Aldmer. In some places, he was even more popular than Auri-El. He was a warrior spirit of the original elven tribes that led armies against mankind, and was known as the strongest of all the et'Ada who wandered Nirn. He is often depicted holding his sword Penitent, also known as Vosh Rakh, the "Blade of Courage". Boethiah is said to have eaten Trinimac and assumed his shape so the Daedric Prince could convince a throng of Aldmer to listen to him, which led to the creation of the Orcs and Chimer.
Trinimac became particularly well-known for spreading what is today the Altmeri understanding of the events surrounding Lorkhan. He preached that Lorkhan's idea for the mortal realm had been a trick all along and fomented war against Lorkhan and his followers, men. He believed that "tears were the best response to the Sundering", and encouraged hatred of Lorkhan.
Xarxes
The Ageless One
Xarxes, the God of Ancestry and Secret Knowledge, began as a scribe to Auri-El and has kept track of all Aldmeri accomplishments, large and small, since the beginning of time. He created his wife, Oghma, from his favorite moments in history. He is worshiped by Altmer and Bosmer. Hermaeus Mora claimed that the knowledge he gave to Xarxes was recorded in the Oghma Infinium. The scholar-priests of the divine scribe, secretive though they are, are said to preserve an ancient tongue long forgotten to any but their order.
Y'ffre
The Singer, the Storyteller, Spirit of the Now
Y'ffre is the God of Song and Forest, and the most important deity of the Bosmeri pantheon, also worshiped by the Altmer, Bretons, and Falmer under the name Jephre. While Auri-El might be the king of the gods, Y'ffre is revered as the spirit of "the now". According to the elves, after the creation of the mortal plane everything was in chaos. The first mortals were turning into plants and animals and back again. Then Y'ffre transformed himself into the first of the Ehlnofey, or "Earth Bones". After these laws of nature were established, mortals had a semblance of safety in the new world, because they could finally understand it.
Out of the primordial Ooze, Y'ffre first brought forth the Green, consisting of all plant life, from mosses to the mighty graht-oaks, teaching the birds to sing and the waves to lap against the beach. Next to materialize were Y'ffre's people, the Bosmer. He instituted the Green Pact between the Bosmer and the Green, which forbade any harm to the plant life of Valenwood. In exchange, the elves could request the forest shape itself to their needs, providing food and shelter, and also were able to tap into certain atavistic forces of nature, reflecting their chaotic origins.
Y'ffre is strongly associated with songs and stories, as a mythical expression of his role in shaping the story of nature. His acts of creation are described as "tales", and he is said to have given the first name to every living creature, solidifying their place in the world. Y'ffre sang to Aetherius, weaving songs so beautiful that stars were compelled to dance and sway, continuing to wink and blink afterward in memory of that song.
Z'en
God of Toil, Agriculture, and Payment in Kind
Although Z'en is the god of agriculture, he is rumoured to have a larger realm of influence than just crops and cattle. Some adherents also understand payment in kind to mean vengeance for wrongs of the past. In the Altmeri folklore he is called Xen, and is an aspect of the Aurbis like the other Aedra. Z'en is often compared to the Imperial god of commerce Zenithar, with Zenithar considered the more refined of the two.
His shrines once spanned the whole of the Valenwood before the Knahaten Flu decimated his faithful.
The Khajiiti Pantheon
The Khajiiti pantheon encompasses a myriad of gods, both temporal and otherwise, a fraction of which are detailed below. Of the dark spirits, or dro-m'Athra, who are represented by the inverse phases of the moons and are associated with the gods Lorkhaj and Namiira, the Khajiit rarely speak.
The Khajiiti creation myth differs a lot from others. It starts with two litter-mates, Ahnurr and Fadomai, who gave birth to the first cat, Alkosh, then Khenarthi, Magrus, Mara, and S'rendarr. After this litter came a second litter, and for Ahnurr, two litters was enough. But when Khenarthi was lonely in the skies, Fadomai tricked Ahnurr to make her pregnant again, and Fadomai gave birth to the moons Jode and Jone, Nirni, and Azurah, the dusk and dawn.
Ahnurr caught Fadomai while she was birthing and was angry, so Fadomai left to birth the last of her litter far away in the Great Darkness. So Lorkhaj became the last of her litter.
When Fadomai knew her time was near, she gave the Lattice to the two moons, so that their motions might shield her children from Ahnurr's anger. Fadomai then turned to Nirni and said: "Nirni, to you Fadomai leaves her greatest gift. You will give birth to many people as Fadomai gave birth today." When Nirni saw that Azurah had nothing, Nirni left smiling.
All Fadomai's children left except Azurah. And Fadomai said, "To you, my favored daughter, Fadomai leaves her greatest gift. To you Fadomai leaves her secrets." And Fadomai told her favored daughter three things.
After many phases, Nirni came to Lorkhaj. She could birth many children, but had no place to keep them. Then Lorkhaj offered to fashion Nirni a place. But the Heart of Lorkhaj was filled with the Great Darkness, and Lorkhaj tricked his siblings so that they were forced into this new place with Nirni. Many of Fadomai's children escaped and became the stars, and many of Fadomai's children died to make Nirni's path stable. The survivors stayed and punished Lorkhaj.
But Nirni soon forgave Lorkhaj for Nirni could make children. And she filled herself with children, but cried because her favorite children, the forest people, did not know their shape. Azurah then used her secrets to fashion Nirni a new people, the Khajiit.
The Khajiiti Pantheon
Deity | Alignment | Domains | Symbol |
---|---|---|---|
Alkosh, Dragon King of Cats | LG | Arcana, Knowledge | Dragon |
Azurah, Keeper of the Three Secrets | CG | Light, Trickery | Star |
Baan Dar, the Bandit God | CN | Trickery | Hooded cat |
Jode and Jone, the Lunar Lattice | CN | Trickery | Two moons |
Khenarthi, Goddess of the Winds | N | Nature, Tempest | Great hawk |
Lorkhaj, the Moon Beast | CN | Trickery | Scarab |
Mara, Mother Cat of Love | NG | Life, Nature | A knotted ring |
Magrus, Cat's Eye, Sun God | N | Arcana, Light | Sun |
Rajhin, God of Thieves | CN | Trickery | Khajiiti footprints |
Riddle'Thar, the Two-Moons Dance | N | Knowledge, War | Dancing Khajiit |
S'rendarr, God of Mercy | NG | Life | The runt of the litter |
Alkosh
Dragon King of Cats, God of Time, the First Cat
A cultural hero, and one of the earliest gods among the Khajiit culture, his worship was co-opted during the establishment of the Riddle'thar, although worship of Alkosh as a deity continues to flourish among Elsweyr's desert-blasted regions. Most commonly depicted as a fearsome dragon with feline features, the Khajiit typically describe Alkosh as "a real big cat". Popular myth among the Khajiiti holds that he repelled an early Aldmeri pogrom of Pelinal Whitestrake.
Azurah
The Dusk and the Dawn
Azurah was given three secrets by her mother. She was then told to take one of Nirni's children and change them, making them the fastest, cleverest, and most beautiful of creatures, naming them the Khajiit; second, that they must be fashioned as the best climbers, to climb upon the winds of Khenarthi's breath and set Masser and Secunda aright, lest they fail; lastly, that the Khajiit must be the best deceivers, able to hide their true nature from others.
When Nirni cried because her children did not know their shape, Azurah came to her and said, "Poor Nirni, stop your tears. Azurah makes for you a gift of a new people." Nirni stopped weeping, and Azurah spoke the First Secret to the Moons and they parted and let Azurah pass. Azurah took some forest people who were torn between man and beast, and she placed them in the best deserts and forests on Nirni. Azurah in her wisdom made them of many shapes, one for every purpose. Azurah named them Khajiit and told them her Second Secret and taught them the value of secrets. Azurah bound the new Khajiit to the Lunar Lattice, as is proper for Nirni's secret defenders. Then Azurah spoke the Third Secret, and the Moons shone down on the marshes and their light became sugar.
But Y'ffer heard the First Secret and snuck in behind Azurah. Y'ffer could not appreciate secrets, and he told Nirni of Azurah's trick. So Nirni made the deserts hot and the sands biting, the forests wet and filled with poisons. Nirni thanked Y'ffer and let him change the forest people also. Y'ffer did not have Azurah's subtle wisdom, so Y'ffer made the forest people Elves always and never beasts, and he named them Bosmer. From that moment they were no longer in the same litter as the Khajiit.
Baan Dar
The Bandit God, the Pariah
In most regions, Baan Dar is a marginal deity, a trickster spirit of thieves and beggars. In Elsweyr he is more important, and is regarded as the Pariah. In this aspect, Baan Dar becomes the cleverness or desperate genius of the long-suffering Khajiit, whose last-minute plans always upset the machinations of their (Elven or Human) enemies. He has also lent his name to the Baandari Pedlars, the traveling Khajiiti merchant tribe. The Bosmer of Valenwood also worship their own aspect of Baan Dar, who is popular primarily due to his association with skill in archery.
Jode and Jone
The Lunar Lattice, Big Moon and Little Moon
Together, the moons represent duality, fate, and luck. In Khajiiti religion, Jone and Jode are aspects of the Lunar Lattice, or ja-Kha'jay. Jone and Jode are revered in a unique manner by each sub-species of Khajiit, as regards their aspect at the time of the Khajiit's birth.
Khenarthi
Goddess of the Winds, Gatherer of Waters
Khenarthi is the strongest of the Sky spirits. Her breath sustains her kin, Jode and Jone, on their path through the sky. In some legends, she is the first to agree to Lorkhaj's plan to invent the mortal plane, and provides the space for its creation in the void. She is also associated with rain, a phenomenon said not to occur before the removal of Lorkhaj's divine spark. When "true cats" die, Khenarthi flies their souls to the Sands Behind the Stars.
Rajhin
The Footpad, the Thief, the Purring Liar
In life, Rajhin was the most infamous burglar in Elsweyr's history, said to have stolen a tattoo from the neck of the Empress Kintyra as she slept. He is accredited with using the Ring of Khajiiti in his thievery, making the ring famous. After his death, Rajhin was inculcated among the Khajiit gods, to serve as an example to them of cleverness and adroit ability. His blessing is most often asked for before undertaking activities of a less-than-lawful nature.
The Tribunal Temple
Deity | Alignment | Domains | Symbol |
---|---|---|---|
Almalexia, the Warden | NG | Life | The stars |
Sotha Sil, the Magus | LG | Knowledge | Clockwork gears |
Vivec, the Poet | CG | Trickery | Spear |
Riddle'Thar
The Two Moons Dance, the Sugar God
The cosmic order deity of the Khajiit, the Riddle'Thar was revealed to Elsweyr by the prophet Rid-Thar-ri'Datta, the Mane. The Riddle'Thar is more a set of guidelines by which to live than a single entity, but some of his avatars like to appear as humble messengers of the gods.
The Tribunal Temple
The Tribunal, also called Almsivi, is the triune of Almalexia, Sotha Sil, and Vivec worshipped by the Dunmer, with the exception of Ashlanders. The three Gods rule over Morrowind as its leaders. How they achieved godhood is not certain, but the Tribunal Temple holds that the Tribunal "achieved divine substance through superhuman discipline and virtue and supernatural wisdom and insight. Like loving ancestors, they guard and counsel their followers".
As soon as the Tribunal achieved divinity, Azura appeared and cursed them. The Daedric Prince issued the prophecy that Nerevar would return to punish them for breaking their oaths. When Sotha Sil waved off her omens, the Dunmer were created, and Azura gave a final prophecy: that the Dunmer would share the Tribunal's fate until the end of time.
Though confused at first, the Dunmer did come to accept the Tribunal as their new gods. Theological concerns gave rise to the idea of the "Anticipations", the "Good Daedra" the Chimer had worshipped before the Tribunal's apotheosis. So while the Tribunal had once been mortal, and non-existent before that, their Anticipations were said to have guided the Chimer in their stead. The three Living Gods were anticipated by Boethiah, Azura, and Mephala respectively.
Almalexia
The Warden, the Lover, Mother Morrowind, Healing Mother, Lady of Mercy, Ayem
Little is known of Almalexia before she became Nerevar's wife. Temple myth holds that on Mount Assarnibibi, Molag Bal oversaw the ninety-nine lovers of Boethiah who gave birth to her. She hailed from one of the Great Houses of Morrowind. Vivec's prose suggests she was already a ruler when she met Nerevar, who was working as a guard for a merchant caravan at the time. Though Nerevar was a generation older than her, they eventually got married. The Dwemer king Dumac, who had become Nerevar's close friend, presented them with twin blades of the highest Dwemeri craftsmanship. Almalexia's was known as Hopesfire. Sources conflict on how her husband met his demise. Most attribute it to wounds he received during the Battle of Red Mountain. The Ashlanders, who reject Tribunal worship, believe that Almalexia and her fellow Tribunes murdered her husband so he would not interfere with their plan to take divine power.
Almalexia has wielded her divine power for the protection and benefit of the Dunmer for thousands of years. Sotha Sil largely remains aloof and mysterious, but Almalexia and Vivec both take very active roles in leading their people throughout the First and Second Era. Her acts of amazing power and kindness are countless. Her blessing is said to do extraordinary things, like protect a person infected with Corprus from suffering the disease's effects. Saint Felms the Bold is said to have been inspired by the voice of Almalexia in his head. The Hands of Almalexia are her personal guard, and are often called the greatest warriors in all of Tamriel. Like Vivec, she has written extensively, though she focuses on children's fables and similar works meant to nurture the morality of her people rather than Vivec's more cerebral, spiritual guidance.
Sotha Sil
The Magus, the Magician, the Sorcerer, the Tinkerer, Father of Mysteries, Clockwork God, Light of Knowledge, Inspiration of Craft and Sorcery, Architect of Time, Seht
Sotha Sil was born in the town Ald Sotha, in what is now known as the island of Vvardenfell, in the Ascadian Isles region. Ald Sotha was the seat of House Sotha, a minor house of the settled Chimer in the early First Era. The town was destroyed by Mehrunes Dagon early in the First Era; Sotha Sil was the sole survivor, having been saved by Vivec.
It was Sotha Sil who told Azura who was rebuking him that her time as a god was over, and that the Tribunal as the new gods would be wise and caring of the needs of their people. Sotha Sil was one of the few who can resist Azura's curse but chose to remain with his Dunmeri appearance. He would aid in the transition of his people into the Dunmer, getting them to accept that it was not a curse but a blessing, and that they were new Mer, civilized and able to speak directly to their patrons, the Tribunal.
The Clockwork City is believed to have been constructed some time after the rise of the Tribunal. Sotha Sil created the Clockwork City for various reasons, all of which were to serve a noble goal. He saw the Aedra's creation of Nirn as flawed and in order to perfect it, he built the Clockwork City to ensure the redemption of Tamriel, unify competing forces, and destroy the Daedra. During the genesis of the city, Sotha Sil's vision of a self-contained world made of brass and machinery was very ambitious and he developed highly advanced methods to see it through. He created the Celestiodrome, which surrounds the entire realm in the form of a glass globe which is perceived by the realm's inhabitants as its sky. The Celestiodrome is capable of mimicking both a day and night cycle, and the rotating girders installed on it allows for proper topography to be formed within the Realm.In an effort to make the Clockwork City habitable, Sotha Sil sought to achieve the proper humidity needed for a breathable atmosphere for his realm. He created the Halls of Regulation, which maintained the city's water cycle, breathable air, humidity, temperature, wind currents, as well as creating drinkable water.
Towards the end of the First Era, around 1E 2920, Sotha Sil spent some time on the Isle of Artaeum, where he taught some of the new mages of the Psijic Order. While there, Sotha Sil also further studied the Dwemer's creations, as well as further refined his clockwork creations. He left some of his creations behind when he departed back into the Clockwork City.
After Molag Bal destroyed the village of Gil-Var-Delle, Sotha Sil journeyed into Coldharbour via the Dreaming Cavern and made a pact with eight of the more prominent Daedric Princes: Azura, Boethiah, Hermaeus Mora, Hircine, Malacath, Mehrunes Dagon, Molag Bal, and Sheogorath, known as the Coldharbour Compact. Little is known about the Compact but it is theorized that it prevents the Princes from directly manifesting on Nirn. It is also speculated that, in order to secure the agreement of the Princes, Sotha Sil either made a credible threat to them or presented a significant offer in exchange.
Vivec
The Poet, Warrior-Poet, Guardian God-King of the Holy Land of Vvardenfell, Vehk
Vivec has always represented the spirit and duality of the Dunmer people, which is reflected in his half-Dunmer, half-Chimer appearance. For hundreds if not thousands of years, he has mostly resided at the pinnacle of his Palace in Vivec, his capital, which is visited by hundreds of pilgrims and tourists daily.
Much of Vivec's early life is muddled by suppositions, metaphor, and time, but it can be assumed he grew up in Morrowind during the First Era. Eventually, he would become the junior councilor to Lord Indoril Nerevar, the Hortator, under whom all of the Great Houses and Ashlander Tribes were united.
Vivec is one of the more active members of the Tribunal, prolific both in poetry and in the writing of his own versions of history and philosophy. As well as playing a role as a political leader (to this end he created the Buoyant Armigers, a personal military order who exemplify his best traits), he is considered a final authority on many esoteric and metaphysical concepts, such as the means of attaining divinity—the Walking Ways.
Contrary to his Anticipation Mephala, the Dunmer in general do not envision Lord Vivec as a creature of murder, sex, and secrets. Rather, they conceive of Lord Vivec as benevolent king, guardian warrior, poet-artist. But unconsciously, they accept the notion of darker, hidden currents beneath Vivec's benevolent aspects. Nevertheless, the teachings of the Temple and the teachings of Vivec himself can be summarized as follows: "Your fourfold duties are to: Faith, Family, Masters, and all that is good. Perform holy quests and bring luster to the Temple. Never transgress against your brothers or sisters, and never dishonor your house or your ancestors. Serve and protect the poor and weak, and honor your elders and clan".
The Yokudan Pantheon
Deity | Alignment | Domains | Symbol |
---|---|---|---|
Diagna, God of the Sideways Blade | CN | War | Orichalc blade |
HoonDing, Spirit of Perseverance over Infidels | LG | War | TODO |
Leki, Goddess of Aberrant Swordsmanship | LN | War | TODO |
Morwha, Goddess of Fertility | NG | Life | Four-armed woman |
Onsi, God of War | N | War | TODO |
Ruptga, Tall Papa | LG | Knowledge, Life | TODO |
Satakal, God of Everything | N | All | Snake eating itself |
Sep, the Second Serpent | CE | Trickery | TODO |
Tava, Spirit of the Air | N | Tempest | TODO |
Tu'whacca, God of Souls | N | Grave | TODO |
Zeht, God of Farms | CN | Nature | TODO |
The Nordic Pantheon
Deity | Alignment | Domains | Symbol |
---|---|---|---|
Alduin, the World-Eater | CE | Tempest | Dragon |
Jhunal, God of Knowledge and Hermetic Orders | LN | Knowledge, Order | TODO |
Kyne, Goddess of the Storm | N | Tempest, War | Bird |
Mara, Mother-Goddess of Love, Fertility, and Compassion | NG | Life, Nature | A knotted ring |
Orkey, God of Mortality | CE | Trickery | TODO |
Shor, Dead God of the Underworld | CG | Grave | TODO |
Stuhn, God of Ransom | NG | Life, War | TODO |
Tsun, Dead God of Trials Against Adversity | NG | War | TODO |
Daedra
Daedra are divine beings that did not take part in the creation of the Mundus, and thus retain the full breadth of their power. They have a very real impact on the mortal realm; in one way or another, Daedric influence touches everyone on Tamriel.
The word "Daedra" is of Aldmeri origin, and roughly means "not our ancestors", as opposed to Aedra—"ancestors".
Daedra are often referred to as demons, but this is misleading. All Daedra have a penchant for extremes and are therefore capable of tremendous acts of devastation, but their different spheres make them apply their power in different ways, and their infinite diversity makes speaking about them generally difficult. Thus, it is often impossible to accurately label them as "good" or "evil"; the one thing that can be stated with certainty is the Daedra are beyond mortal comprehension (as mortals seem to be beyond Daedric comprehension).
Daedra come in many forms. Undoubtedly there are true Daedra, such as the Daedra Princes and highly intelligent Dremora. There are many lesser beings known to be in league with these greater powers.
A Daedra's physical form can be ruined, but it cannot be truly killed; the soul (more specifically known as the animus or vestige) of a slain Daedra returns to the void of Oblivion until it manages to coalesce into a physical form again. A slain Daedra is often said to have been "banished" or "purged" instead of "killed" to reflect this. It is not known what happens to a Daedra killed in Aetherius, though it has been suggested that this may be the one way to permanently kill a Daedra.
Daedric Princes
Daedric Princes are the most powerful of the Daedra, and are commonly worshiped as gods. Each has a particular sphere, which it is said to govern. Daedric Princes may assume a typically masculine or a typically feminine form, sometimes both. They are usually referred to as Princes regardless of what gender they appear most frequently as.
Each Daedric Prince, with the exception of Jyggalag, is said to have their own plane of Oblivion, over which they have control. The limits on their planes, powers, and influence are not readily understood, as there are over 37,000 other planes over which they exert little or no control.
The Daedric Princes seem to view men and mer as little more than minor amusements, occasionally applauding the actions of mortals when they exceed their expectations. They do not know the mortal sense of "good" and "evil", and usually have extremist tendencies, which is why men and mer fear them greatly. However, several princes do seem to take genuine pleasure in tremendous acts of devastation.
Although the beings are considered evil by most, they are widely worshiped in the realms of Tamriel. Elaborate shrines are created to honor the Daedra as gods. They often take a keen interest in their worshipers, and it is speculated that this is either because of the obvious ego-gratification of being somebody's god, or because the Daedra like to keep an eye on potential future subjects. Mainstream religious authorities discourage Daedra worship, and often mount witch-hunting expeditions to drive out Daedra worshipers from the local area.
For the most part, dealing with the Daedra, one gets the distinct impression of being mused over as a person peering under an upturned rock may momentarily wonder at the lives of the bugs living ignorantly there.
Azura
Queen of Dawn and Dusk, Mother of the Rose, Queen of the Night Sky
Azura of the Crimson Gate (also known as Azurah) is a Daedric Prince whose sphere is dawn and dusk—the magic in-between realms of twilight—as well as vanity and egotism. She is also the Anticipation of Sotha Sil. Azura is one of the few Daedra who maintains the appearance of being "good" by mortal standards, and presumably feels more concern for the well-being of her mortal subjects than other Daedric Princes. She is one of the few Daedric Princes who constantly maintains a female image, and is perceived accordingly.
Boethiah
Prince of Plots, the Dark Warrior, Deceiver of Nations, Queen of Shadows, Goddess of Destruction
Boethiah (also spelled Boethia) is the Daedric Prince who rules over deceit, conspiracy, secret plots of murder, assassination, treason, and unlawful overthrow of authority. Boethiah loves competition and battle, and is depicted as a great caped warrior, often in a stoic pose. While typically depicted as male, Boethiah is occasionally referred to as female.
Championed by the Prophet Veloth, Boethiah is considered by the Dark Elves to be their original god-ancestor. Through his illuminations, the eventual Chimer, or Changed Folk, renounced all ties to the Aldmer and founded a new nation based on Daedric principles. Veloth and his movement were staunchly opposed by the followers of Trinimac, a powerful ancestor spirit of the Aldmer. In response, Boethiah took on Trinimac's form (supposedly by eating him) and proceeded to deride and humiliate him before his followers before corrupting and transforming him into Malacath and his followers into the Orsimer.
All manner of Dark Elven cultural advances are attributed to Boethiah, from philosophy to magic to "responsible" architecture. Ancient Velothi allegories are foundation stories of Chimeri struggle where Boethiah uniformly succeeds against enemies of every type. The Tribunal Temple teaches that he is the Anticipation of Almalexia.
Clavicus Vile
Prince of Bargains
Clavicus Vile is the Daedric Prince whose sphere is the granting of power and wishes through ritual invocations and pacts. Vile has a companion named Barbas. While capable of selective shapeshifting, the form it assumes most of the time is that of a dog. Vile himself is depicted as a small jovial fellow with horns protruding from his forehead. He is aptly described as a Daedra who likes souls for the sake of having them.
Hermaeus Mora
The Golden Eye, Gardener of Men, Prince of Fate, Lord of Secrets, the Abyssal Cephaliarch, the Woodland Man, the Old Antecedent, the Scryer, the Inevitable Knower, Demon of Knowledge
Hermaeus Mora (or Herma-Mora) is the Daedric Prince whose sphere is the scrying of the tides of Fate, of the past and future as read in the stars and heavens, and in whose dominion are the treasures of knowledge and memory. He describes himself as "The riddle unsolvable. The door unopenable. The book unreadable. The question unanswerable." He is vaguely related to the cult origins of the Morag Tong if only by association with his sibling, Mephala. Apocrypha is Hermaeus Mora's plane of Oblivion, an endless library where all forbidden knowledge can be found. The books all have black covers with no titles, and the library is haunted by ghosts forever searching for knowledge. Unlike most Princes, Hermaeus Mora does not take on a humanoid form at all, manifesting instead as grotesque assemblages of eyes, tentacles, and claws, or a featureless purple vortex known as the Wretched Abyss. His servants include Seekers and Lurkers.
Hircine
The Huntsman, Father of Manbeasts
Hircine is a Daedric Prince whose sphere is the Hunt, the Sport of Daedra, the Great Game, the Chase. Hircine created the various therianthropic diseases which transform mortals into beasts and is therefore the guardian of were-creatures. They reflect his sphere admirably, hunting at night and being hunted by day. Hircine's existence appears to have been discovered later than other Daedric Princes, as he does not appear in the most ancient records and summonings of him were rare or non-existent. Hircine is a sportsman who enjoys giving his prey a chance for victory, however small. He is typically portrayed with a great spear and either the head or skull of a deer.
Jyggalag
Prince of Order
Jyggalag is the Daedric Prince of Order. His sphere represents logical order and deduction, and has taken account of every detail of the world and of every action that has ever taken place on Mundus or Oblivion, long before they actually happened. Jyggalag commands his own Daedra, the Knights of Order, which are spawned from obelisks summoned by his followers, the Priests of Order.
Malacath
God of Curses, Old Knocker, Orc-Father
Malacath (also known as Mauloch or Orkey) is the Daedric Prince whose sphere is the patronage of the spurned and ostracized, the keeper of the Sworn Oath, and the Bloody Curse. Malacath was created when Boethiah ate the Altmeri ancestor spirit, Trinimac, although Malacath himself says that this tale is far too "literal minded". Trinimac's devout Elven followers became the Orsimer ("Pariah Folk" in Aldmeri), or Orcs. Some disagree, claiming that Trinimac still exists and Malacath is a separate entity. Malacath is not recognized as a Daedric Lord by his peers, which fits his sphere perfectly.
The Dunmer say he is also Malak, the god-king of the Orcs and one of the Four Corners of the House of Troubles that tests the Dunmer for physical weakness. Malacath spurns physical weakness, hence the above-average strength of the creatures associated with him. The hideous and stupid Ogrim are the servants of this "bad Daedra".
Mehrunes Dagon
The Exalted and Most Puissant Lord, Gerent of Dagon, Mehrunes, Black Daedra Lord, the Razor, the Thieftaker, Mehrunes Godsbody, the Red Arms That Went Up
Mehrunes Dagon is the Daedric Prince of Destruction, Change, Revolution, Energy, and Ambition. He is associated with natural dangers like fire, earthquakes, and floods. Dagon is an especially important deity in Morrowind, where he represents its near-inhospitable terrain as one of the Four Corners of the House of Troubles. In most cultures, though, Dagon is merely a god of bloodshed and betrayal.
Mephala
Webspinner, Spinner, Spider, Teacher of the Secret Arts, Queen of the Eight Shadows of Murder
Mephala is a Daedric Prince whose sphere is obscured to mortals. To the Dunmer, she is the Anticipation of Vivec. Unlike many other Daedric Princes, who almost always appear as the same gender, Mephala appears as either male or female depending on whom the Daedric Prince wishes to ensnare (though she's typically female). Mephala's only consistent theme seems to be interference in the affairs of mortals for amusement. Mephala's sphere seems to indicate a careful plan carried out through executions, each life a portion of a massive web. It is little wonder that Hermaeus Mora, the "Demon of Knowledge", is considered Mephala's sibling.
Mephala sees the affairs of mortals as a weave; pull but one thread and the whole thing unravels. The Dunmer associate Mephala with more simple concepts—lies, sex, and murder. Mephala directly helped to found the infamous cult/society of the Morag Tong, and they claim to murder for the Daedra's glory.
Meridia
Lady of Infinite Energies, The Glister Witch
Meridia is an obscure Daedric Prince, associated with the energies of living things. Meridia has a great and everlasting hatred for the undead and will greatly reward any who eliminate them from the world. Meridia is one of the few Daedric Princes who is usually not considered to be wholly evil. However, in the Iliac Bay area, she is known as the Daedra Lady of Greed and as an avid collector of human specimens.
Meridia (originally known as Merid-Nunda) was believed to have been a Magna-Ge, a family of divine beings that fled to Aetherius soon after the creation of Mundus. For supposedly consorting with illicit spectra, she was cast out of Aetherius and took the mantle of a Daedric Prince. She created her realm of Oblivion, known as the Colored Rooms, by bending and shaping the rays of light from Magnus, the sun. Mankar Camoran (incorrectly) attributed Coldharbour to her, which is the realm of Molag Bal, one of her enemies. Her realm is inhabited by the Aurorans. Some Daedra Seducers are also in her service.
Some say that Meridia is staging a war against Molag Bal to prevent the Planemeld.
Molag Bal
God of Schemes, King of Rape, Harvester of Souls, Lord of Brutality, Prince of Rage
Molag Bal (Fire Stone, or Stone-Fire, in the Aldmeri language) is the Daedric Prince whose sphere is the domination and enslavement of mortals. His main desire is to harvest the souls of mortals and to bring them within his sway by spreading seeds of strife and discord in the mortal realms. One legend claims that Molag Bal created the first vampire when he raped a Nedic virgin named Lamae Beolfag, who in turn slaughtered a group of nomads. He also made pacts with other mortals and turned them into vampires. He is a Daedric power of much importance in Morrowind, where he is always the archenemy of Boethiah, the Prince of Plots. Other enemies are Meridia and Mephala, and he is known to be allied with Azura.
Molag Bal's realm of Oblivion is Coldharbour. As befits his sphere, Coldharbour is a desolate, apocalyptic image of Nirn, which is achieved by both mocking imitation and outright theft of parts of the mortal realm. It is inhabited by Daedra and the eternally-tormented souls of mortals called Soul Shriven. Descriptions of the plane vary widely, but all accounts agree that Coldharbour is a dismal, cold, and largely lifeless realm.
Through the Planemeld, Molag Bal intends to pull all of Nirn into his realm.
Namira
Lady of Decay, Spirit Daedra, the Great Darkness
Namira (or Namiira) is the Daedric Prince whose sphere is the ancient darkness. She is the ruler of sundry dark and shadowy spirits, and is often associated with spiders, insects, slugs, and other repulsive creatures which inspire mortals with an instinctive revulsion. Namira also appears to be associated with beggars and the beggaring gifts of disease, pity, and disregard.
Nocturnal
The Night Mistress, Mistress of Shadows, the Unfathomable, Empress of Murk, Daughter of Twilight, Mistress of Mystery, Lady Luck, Ur-dra, Saint of Suspicion
Nocturnal is a Daedric Prince, or "Daedric Princess", whose sphere is the night and darkness. She is frequently depicted accompanied by jet-black ravens, which are said to have the power of speech.
The Evergloam is a realm of Oblivion, created and ruled over by Nocturnal, the Daedric Prince of Shadow. It is a realm of perpetual twilight, and the "cradle of shadow". The Evergloam consists of a primary plane and several pocket realms, including the Shade Perilous and the Crow's Wood. These realms are thought to be constantly shifting, and perceived differently by different mortals.
Peryite
The Taskmaster
Peryite is one of the Daedric Princes that dwell within the realm of Oblivion. Although he is typically depicted as a green four-legged dragon and often takes on the form of one, Peryite is considered one of the weakest of the Princes. His sphere of influence includes tasks, natural order (to not be confused with the perfect order of Jyggalag), and pestilence.
The Daedric Princes
Deity | Alignment | Domains | Symbol |
---|---|---|---|
Azura, Princess of Dawn and Dusk | CG | Light | Star |
Boethiah, Prince of Plots | CE | Trickery | Snake coiling a fist |
Clavicus Vile, Prince of Bargains | LE | Trickery | Horned head |
Hermaeus Mora, Prince of Fate | LE | Knowledge | An eye |
Hircine, Prince of the Hunt | N | Nature, War | Wolf |
Jyggalag, Prince of Order | N | Knowledge, Order | TODO |
Malacath, Prince of the Spurned | CN | War | Axe |
Mehrunes Dagon, Prince of Destruction and Change | CE | Tempest, War | A rising sun |
Mephala, Princess of Murder, Sex, and Secrets | CE | Death, Trickery | Spider |
Meridia, Princess of Infinite Energies | NG | Life, Light | A cross emitting rays of light |
Molag Bal, Prince of Rage | CE | War | Horned demon with a swirling tongue |
Namira, Princess of the Ancient Darkness | CE | Trickery | Winged shadowy figure |
Nocturnal, Princess of Night and Darkness | NE | Trickery | Jet-black raven |
Peryite, Prince of Tasks and Natural Order | LE | Nature, Order | Green four-legged dragon |
Sanguine, Prince of Hedonistic Revelry and Debauchery | CE | Trickery | Red rose |
Sheogorath, Prince of Madness | CN | Trickery | Staff of Sheogorath |
Vaermina, Princess of Dreams and Nightmares | CE | Trickery | Snake coiling a mask |
Sanguine
Prince of Indulgence, the Reveler
Sanguine is a Daedric Prince whose sphere is hedonistic revelry, debauchery, and passionate indulgences of darker natures. Sanguine is depicted as a portly man with a dremora-like head with horns, always with a bottle in his hand or a whore under his thumb. He is thought to control thousands of realms.
The Myriad Realms of Revelry are a congeries of one hundred thousand pocket and sub-realms of Oblivion, created and ruled over by Sanguine. The realms are used mainly as pleasure pockets, refashioned to meet the needs and desires of its visitants. As such, Sanguine himself has very little control over them.
Sheogorath
The Mad Star, the Mad Lord, the Mad One, the Mad God, the Skooma Cat, Lord of Never-There
Sheogorath is the Daedric Prince of Madness, Fourth Corner of the House of Troubles, and Sovereign of the Shivering Isles. His motives are said to be unknowable. His realm, best known as the Shivering Isles, has also been called the Madhouse. It's believed that those who go there lose their sanity forever. Of course, only the Mad God himself may decide who has the privilege to enter. The Golden Saints, or Aureals, and Dark Seducers, or Mazken, are his servants. The Mad God typically manifests on Nirn as a seemingly harmless, well-dressed man often carrying a cane, a guise so prevalent it has actually been coined "Gentleman With a Cane". "Fearful obeisance" of Sheogorath is widespread in Tamriel, and he plays an important part in Dunmeri religious practice.
Vaermina
The Gifter, Weaver of the Panoply
Vaermina (also spelled Vaernima) is a Daedric Prince whose sphere is the realm of dreams and nightmares, and from whose realm evil omens issue forth. She is seen as one of the "demonic" Daedra, and some have also claimed her sphere ties somehow to torture. Vaermina's plane of Oblivion is Quagmire, which is described as a nightmare realm, where every few minutes reality shifts and becomes ever more horrifying. "A dark castle one moment, a den of ravening beasts the next, a moonlit swamp, a coffin where he was buried alive."
Backgrounds
Soulless One
TODO
Class Archetypes
Wizard stuff
TODO
Chapter 4: Daggerfall Covenant
It is fortunate for our peoples—indeed, for all the peoples of Tamriel—that the true flame of the Empire of Man still burns in the Daggerfall Covenant. These are terrible times, but our destiny lies before us as straight and true as the Reman roads: we must march on Cyrodiil, overthrow the false empress and all her brood, and restore the Empire of Tamriel. Then once more peace and justice will rule the provinces, rather than blood and fire.
—High King Emeric
The Daggerfall Covenant is a military alliance between the High Rock kingdoms of Daggerfall, Evermore, Shornhelm, and Wayrest, the northern Hammerfell kingdom of Sentinel and the city of Hallin's Stand, and Orsinium in the mountainous region of Wrothgar. The Covenant sees itself as the successor to the Reman Dynasty and aims to restore the Second Empire with the legitimacy to rule all of Tamriel. The colors of its banners are blue and white, and its sigil is a lion. The Covenant is led by High King Emeric, a Breton merchant lord of superb diplomatic skill. The Redguards are represented by King Fahara'jad, and the Orcs are led by King Kurog gro-Bagrakh.
The Daggerfall Covenant was ratified by the defensive pact of the same name in the city of Daggerfall, following Ranser's war against Wayrest. The resulting document was the child of King Emeric's vision, made manifest in dozens of compromises and carefully negotiated provisions. Freedom of trade was guaranteed throughout the region, and over the objections of the nobles of Rivenspire and the Crown Redguards of Alik'r, the Orcs were accepted as full members of the alliance. At the signing, all the city states of northwest Tamriel swore fealty to the Covenant's Royal Council, presided over by High King Emeric. As the architect of the alliance, he claimed supreme leadership.
At its best, the Covenant is a noble alliance of honorable and chivalrous peoples, representing all the best aspects of the First and Second Empires. And from this solid foundation, perhaps a third, even mightier Empire shall arise, providing all the peoples of Tamriel the benefits of mutual respect, vigorous trade, and reverence for the Divines.
Call To Arms
Our supplies dwindle. Our trade routes are shut down. Our people suffer.
Why? Because a pretender sits upon the Ruby Throne.
Let us take up arms! Let the fields of Cyrodiil run red with the blood of our fallen enemies!
But let us spare the lives of a few, so that they may return to their homelands to tell their fellows the fate they met at the hands of the Daggerfall Covenant.
One land! One Emperor!
Who among you will stand with me?
Emeric, High King
High Rock
High Rock is a province in the northwest section of Tamriel. Most of the province is inhabited by the Bretons, who have divided the province into multiple Breton city states and minor kingdoms. The northern tip of eastern High Rock also contains Orsinium, the City-State of the Orcs. The rugged highland strongholds and isolated valley settlements have encouraged the fierce independence of the various local Breton clans, resisting integration into a formal province or Imperial identity. Nonetheless, their language, bardic traditions, and heroic legends are a unifying legacy.
High Rock consists of five main regions: Glenumbra, Stormhaven, Rivenspire, northern Bangkorai, and Wrothgar. In addition, the islands of Balfiera and Betnikh are also a part of High Rock.
Most of the cities in High Rock are built in the Breton style, with houses built primarily from stone, strong walls and high towers with the spires. Orcish architecture can be found in Wrothgar. Additionally, a number of Ayleid and Dwemer ruins can be found in High Rock.
Glenumbra, Stormhaven and northern Bangkorai have a relatively mild climate and are covered in temperate forests, whereas the dry region of Rivenspire contains mainly crooked trees and faded grass.
The Bretons' largely agrarian and hierarchical society is feudal in nature. Most Breton cities are sprawling trade hubs, and most of the people are either middle-class peasants or destitute beggars. The jockeying for power among the various monarchs and powers of the Iliac Bay region is a deeply ingrained, even cherished, part of Breton culture.
History
It can be rightly said that history begins in High Rock. Convention occurred here, at Adamantine Tower, the oldest structure in existence. The tower was there when Aldmer settled the region and inspired almost every race of mer to create a mimicry of it. Like other provinces, it is believed High Rock was originally inhabited by beasts, but the Aldmer were the first to develop civilization. The Nedes who later settled the region were mostly absorbed by the Aldmer, but eventually a biracial man-mer society arose, and the ancestors of the modern Bretons were born. With the arrival of the Nords (and yet another bloodline), the fall of the Direnni Aldmer of the region was assured. The humans would eventually become the predominant power in High Rock.
The most concrete history of High Rock begins with its most well known colonized family; the Aldmer Direnni Clan. Described as "an economic and military power, they were formidable enough to pose a threat to the battle-hardened Nords and the nascent Alessian Empire of Cyrodiil. Taking advantage of the internal strife in Skyrim, the Hegemony began taking land north and south of High Rock, claiming portions of Skyrim and present day Hammerfell. At the peak of their power, they controlled nearly a quarter of Tamriel. But they had overextended their reach, and slowly, year by year, they lost all that they had gained, falling back to their fortress in Balfiera, The Adamantine Tower, now called the Direnni Tower."
It is believed the Bretons came to power in High Rock not by violence, but by trading and slowly overcoming the Nordic population. The province of High Rock was controlled by the Bretons by the end of the First Era. The Direnni made an impact on the Breton population, as they left the province split apart into numerous city-states. They would not be given peace, however, as the Redguard conquest in 1E 808 caused conflict in settlements along the Iliac Bay. They would have to unite, however, against the Orcs of Orsinium. This battle is known as the Siege of Orsinium, and ends with the destruction of Orsinium.
Battle of Glenumbria Moors
Song on the famous 1E 482 battle between the Alessian Empire and the Direnni
Who took up their arms that winter dawn,
Who to Glenumbria came
To raise their hand,
'Gainst tyrants stand
And to die in freedom's name?
Who stood on the field upon that hour,
Who answered Direnni's call?
Men Breton-born all came that morn
To defend the land for all.
Rise, rise to freedom rise,
Arise ye Breton sons and daughters!
Ride, ride to freedom ride,
Truth and glory to the brave!
And when the battle it was joined
Alessians three to one,
The sky lit bright
With magic's light
And with magic it was won.
For all they stood on blessed ground
Whence all her power came
The rocks would yield
What might they wield
All in Direnni's name.
So children of this Breton land
Ye best remember well
All those who for High Rock stood
Brian, Ancois, Rielle;
Men of the north,
All who stood forth
Till all oppressors fell.
Balfiera
The Isle of Balfiera is an island region within the northern portion of Iliac Bay. It is known as the last site of the Direnni Clan, whereas the rest of High Rock is freed from the Dirennis. However, the isle is most renowned as the site of the Direnni Tower, or Adamantine Tower, the oldest known structure in Tamriel. Legends say it was constructed on the "little island" by the gods themselves so they could hold their own negotiations.
Daggerfall
Daggerfall is the largest city in Glenumbra, located at the southwestern end of the peninsula. The kingdom of the same name is ruled over by King Casimir. The order Knights of the Dragon have the official duty of protecting the city and royal family of Daggerfall.
The people of Daggerfall are said to be obsessed with their own past. The culture of the land reflects its history: they believe in a strong military presence and enjoy covert activities, but are traders first and foremost. Perhaps because of these influences, Daggerfall hosts a robust black market, including skooma smuggling, which supplies destinations as far away as Morrowind, and an ambitious Thieves Guild. A sophisticated banking industry is also well-established.
Wayrest
One feels that one is in a modern city when one visits Wayrest, but there is a magic in the air that could only come from centuries of civilization
—Sathryr Longleat
Wayrest has always been seen as a rival to Daggerfall, which was already well established when it first was founded as a sleepy fishing village at the mouth of the Bjoulsae River. Wayrest prospered greatly after the Fall of Orsinium in 1E 980 when the commerce of all of Tamriel began to pass through its gates. Today the city can boast the largest and richest population in High Rock.
Although Wayrest became a kingdom under the command of one family, the merchants continued to wield incredible power. Many economists have alleged that Wayrest's eternal wealth, despite all her hardships, comes from this rare relationship between the merchants and the crown. The Gardner Dynasty fell, followed by the Cumberland Dynasty. The merchants and king respect one another, and this relationship strengthens both.
One need only walk down the great boulevard of Wayrest to see physical proof of this unique alliance. Going north to south, Wayrest Boulevard suddenly divides, one half going west and the other going east. Both halves end in identical squares: one at Castle Wayrest, the original palace of Aphren Gardner, and the other at Cumberland Square, where the oldest and wealthiest marketplace in Wayrest. The message here is clear: the king and the merchants are joined and equal.
Evermore
Evermore is a city on the banks of the Bjoulsae River in eastern High Rock, located near the border with Hammerfell. The city was founded in 1E 983, after the fall of Orsinium opened the Bjoulsae for trade and transport. Its impressive palace was assembled from slabs of granite quarried from nearby Markarth. Local traditions include the worship of Saint Pelin, a hero of the First Era who once served as a clergyman at Bangkorai Garrison.
Historically, the Bretons of Evermore ruled over the region of Bangkorai. They faced constant harassment from the Reachmen of the mountains, who claimed the city as their birthright. Southern Bangkorai included the Fallen Wastes region of Hammerfell, and Evermore's rulership of it was often contested by the Redguards of Sentinel.
In 2E 542, the city was sacked by a horde of Reachmen led by Durcorach the Black Drake after only a three day siege. It was retaken by Duke Blaise Guimard, who was later elected to the throne.
Shornhelm
Shornhelm is known as the Crown City of the North, because the settlement is the seat of power of Rivenspire, ruled by their royal Kingship. The Council of the North is also found in Shornhelm, governing the region in lieu of an absent monarch. Baron Wylon Montclair, Baron Alard Dorell, and Countess Eselde Tamrith currently sit on that council.
Shornhelm is built on the foothills of the Kurallian Mountains. The land surrounding Shornhelm is ridged, with steep hills and hidden vales in the region known as the Eyebright Feld. But the land also has various old ruins, even the Old Shornhelm Ruins in the southeast, near the trading town of Hoarfrost Downs. The outskirts contain farmlands. Down the road is the fortified stronghold of Oldgate, which connects Rivenspire to the region of Stormhaven. To the west lies the rest of the Eyebright Feld, and the territory of House Ravenwatch, an ancient, distant family who reside in the town of Crestshade.
Northpoint
Mirroring Southpoint in faraway Valenwood, Northpoint is a city found at the northernmost point of High Rock. Northpoint is an important harbor-town on the Sea of Ghosts, that bridges the gap between the city-states of Daggerfall and Solitude. The city-state is known as the ancestral home of House Dorell, one of the political families of Rivenspire. The Dorell are known for their maritime and mercantile expertise. The city of Northpoint is ruled by Lord Ellic Dorell, son of Baron Alard Dorell, the patriarch of House Dorell.
Northpoint is found in the smaller region of Boralis, which serves as the northern coast of Rivenspire. Northpoint is built atop of the hill, Dore Elard, which overlooks the Sea of Ghost. Despite being a notable port, Northpoint city does not have a harbor, instead, the city harbor is found down the road on Northsalt Village. What makes Northpoint unique is that shore. The shore has deep waters that can accommodate large ships. There is a myth in Northpoint that a creature known as the Ithguleoir that haunts the seas around the city.
Underneath Dore Elard is a large cove, commonly used by pirates. The southern outskirts of Northpoint contain farmlands owned by House Dorell. Along the coast are various ruins, Ayleid ruins and Shipwrecks alike. The mysterious caves of Breagha-Fin can be found, looking onward towards the city, on the base of the mountains.
Breton
Bretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language, even though they are divided politically, for High Rock is a fractious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power. Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs.
Coupled Lineage
Bretons are sometimes referred to as the mongrel race of Tamriel, being neither elven, nor truly human. Sometimes, although usually only in a derogative manner, the Bretons are called Manmer, literally "man-elf", due to their history of cross-breeding.
Their physical appearance is similar to their Nedic ancestors, giving them pale skin tones comparable to their Nord and Imperial cousins, along with the same range of hair color. Similar to the High Elves, they maintain a slender form. This elven bloodline ensures that they are never quite as muscular as the other human races. A keen observer can also notice subtle elven lineaments, especially from their eyebrows, slightly pointed ears, and high cheekbones. Some Bretons even seem to adopt their elven arrogance, but paired with their human emotions, it usually comes off more graceful.
Keen Thinkers
Bretons are said to enjoy intellectual pursuits; they often have an affinity for anything related to logic and ordered complexity. Their love of knowledge and affinity for commerce drives them into a host of careers, including trading, the military, sailing, medicine, textiles, manufacturing, writing, theology, philosophy, banking, all kinds of artistry, and other scholarly pursuits. Espionage has also proven to be one of their strong suits; Breton double agents, assassins, and spies have turned the tide of wars throughout recorded history.
Two Pantheons
Bretons are not disposed to excessive religion, but most accepted the Aldmeri pantheon of gods while under elven rule, then made the transition to the Divines. The most notable spirits traditionally worshipped by Bretons are Akatosh, Magnus, Jephre, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, and Phynaster.
Born For Adventure
Though they have several paths to prosperity, becoming a nobleman by performing quests and services to curry favor with various rulers is considered the best way, which has created a cultural "quest obsession" among young Bretons. The desire to find some great opportunity for fortune and glory has made Bretons venture all over northern Tamriel, even to such remote locations as Thirsk on the island of Solstheim, where one adventurous Breton once earned the position of chieftain.
Excellent Ambassadors
Many Bretons learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens.
Breton Names
Bretons have both given names and family names.
Males Names: Andre, Barnard, Blaise, Brandon, Clinton, Colin, Davide, Delacourt, Emmanual, Francois, Gregory, Hannibal, Jean, Louis, Marc, Mathieu, Philip, Roland, Samuel, Timothy, Vincent
Female Names: Adeline, Alexia, Aren, Belle, Carena, Ciara, Dessire, Elain, Freyda, Gabrielle, Grace, Hester, Lexi, Maelle, Michelle, Nessa, Olivia, Pyn, Rianne, Saly, Sara, Taern, Veronica, Ysabeth, Zeli
Family Names: Ashton, Beaufort, Celata, Dufont, Edette, Franc, Galien, LaRouche, Merchad, Panoit, Ronise, Serene, Talbot, Varin, Zurric
Breton Traits
Your Breton character has certain characteristics in common with other Bretons.
Ability Score Increase. Your Intelligence score increases by 2, and two other ability scores of your choice increase by 1.
Age. Your elven lineage allows you to live slightly longer than your human counterparts. Your average lifespan is 150 years.
Alignment. Bretons tend towards neutral good. Their feudal governments lend them a mix of freedoms and laws, depending on their station in life.
Size. Due to their elven ancestry, Bretons are typically more slight of build than the average human. They range from 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Spell Attunement. When you take damage from a spell or magical effect, you can use your reaction to capture some of the incoming energy, lessening its effect on you. You have resistance to the damage type of the spell until the start of your next turn. After you use this trait, you can't use it again until you finish a short or long rest.
Skill Versatility. You gain proficiency in one skill of your choice.
Tool Proficiency. You gain proficiency with one type of artisan's tools of your choice.
Languages. You can speak, read, and write Common and one extra language of your choice.
Hammerfell
Hammerfell, once known as Hegathe, the Deathland, and Volenfell, is a province in the west of Tamriel, bordering Skyrim, Cyrodiil, and High Rock. This province is dominated by the wasteland of the Alik'r desert. It is inhabited by the human race of Redguards, who fled to Tamriel after their home, Yokuda, was destroyed.
Hammerfell is a barren and rocky place, the vast Alik'r desert taking up most of it, with fertile grassland only on the coasts. As such, the major population centers are on the coastline, while the majority of the country is inhabited only by shifting sands and nomadic tribes, sparsely populated with small poor farms and beastherds. The Redguards' love of travel, adventure, and the high seas have dispersed them as sailors, mercenaries, and adventurers in ports of call throughout the continent.
The buildings of the Redguards are notable for being heavily ornamented, with engravings and golden domes. However, some of the cities in Hammerfell are built in different styles: for example, Dragonstar consists of Nordic buildings, whereas the Colovian style can be seen in Elinhir.
Since Hammerfell was home to many civilizations in the past, many different types of ruins can be found throughout the province, among them Ayleid, Dwemer and Yokudan ruins. In Craglorn, there are also Nedic and Nordic ruins.
History
Hammerfell was originally called Hegathe by the Aldmer and the Deathland by the early Nedic people, both terms roughly meaning the same thing. In the early First Era, the Dwemer Rourken Clan settled the region, opposing the creation of the joint Dwemer-Chimer state. It is said that the leader of the clan threw his mighty hammer, Volendrung, across the continent, and followed it west to their new home. The region eventually became known as Volenfell, or "City of the Hammer", after the Dwemer capital built near the location of modern-day Gilane. The Dwemer of Volenfell vanished in 1E 700 along with the rest of the Dwemer race, and their empty cities were looted by Akaviri and Nordic pirates before being reclaimed by nature.
Over a century passed before civilization would return to Volenfell. Fleeing the sinking of their homeland Yokuda around 1E 792, the Yokudans sailed eastward in a fleet called the Ra Gada. The majority of the refugees landed at the isle of Herne, while the remainder sailed on to Tamriel, a vanguard of invading warriors who would pave the way for the rest of their people. The Ra Gada warriors, who came to be called the Redguards, began their conquest in 1E 808 and won the entire area of what would become Hammerfell in only a few major battles against native Orc and Breton populations. The Yokudan government, the Na-Totambu, was transplanted whole, and within the next century Volenfell became known as Hammerfell, a rough translation of the Dwemeris term.
Assimilation into the rest of Tamriel began relatively quickly, as the Yokudans, while displacing the Nedic men, adopted many of their customs and traditions. Over time, Redguard society divided into two groups, depending on their allegiance to the old Yokudan ways or the new ways of Tamriel. When Hammerfell was conquered by the Second Empire, these groups became formal "parties" that aided Cyrodiil's administration of the province. The Crowns, followers of the traditions of the Na-Totambu, retained their rights of noble council under Imperial rule. The Forebears, descended from the first Ra Gada settlers of Tamriel, were finally granted rights of ownership within their tribal districts. This "republic", however, lasted only so long as the Empire was strong enough to support it. During the Interregnum, the Crowns quickly reestablished a hereditary monarchy and reasserted their dominance over the Forebears. Adding insult to injury, the new High King of Hammerfell, Fahara'jad, moved his throne from Old Hegathe to the more prosperous Forebear city of Sentinel.
Upon allying himself with the Daggerfall Covenant, Fahara'jad proclaimed himself High King of all Hammerfell. The southern city-states, such as Hegathe, consider the claim outrageous, but no one openly challenges it. Still, Crowns often call Fahara'jad a usurper, among other aspersions. It is rumored that a traitorous adviser named Suturah slew several of Fahara'jad's other advisers as part of an attempt on the king's life, which ultimately failed.
Crowns and Forebears
The social strata of the Redguard has long been fractured. When Hammerfell became a province of the Second Empire and demarcated in the Imperial custom, Redguard society was formally divided into two main socio-political groups: the Crowns and the Forebears.
The Crowns are descended from the High King and the Na-Totambu who ruled in Yokuda; they hold Yokudan tradition in high reverence and greatly dislike foreigners. The Crowns stick mostly to the ancient Yokudan pantheon. Many of the Crowns are nomadic tribesman who mainly travel around the Alik'r, and though they adhere to traditional Yokudan beliefs, they have also developed a deep, spiritual attachment to their adopted land. They venerate deities and spirits of all kinds, from pixies (or faeries) to Satakal the Worldskin.
The Forebears are descended from the Ra Gada warrior class which conquered the province, and in so doing were exposed to many Nedic (and later Breton and Imperial) traditions and ideas, while the ancestors of the Crowns were not. The Forebears seek modernity; they are more cosmopolitan than their Crown counterparts and more welcoming of foreigners and different ways of life. They have adopted modified Imperial and Breton styles for their dress, architecture, and names, and many have even reorganized their traditional gods and spirits to fit into the Imperial pantheon of the Divines. However, it is often unclear if they have the same understanding of these deities that others possess, as they often use a name of one of the Divines when referring to a Yokudan deity.
Forebears are generally predominant in coastal cities and other major trade centers in the north, while most Crowns live in more secluded regions in the south, notably the deserts and other inhospitable areas.
The divide between these two factions is so pronounced, that it is considered a great shame for a Crown to marry a Forebear.
Sentinel
Sentinel is a great city of the Redguards, and the capital of the kingdom of Sentinel. It is located in the northwestern hills of Hammerfell, overlooking the Iliac Bay. Its population is relatively low due to the inhospitable nature of the surrounding Alik'r Desert. However, some fertile fields can be found along the coast near the city. The main street of the city of Sentinel is a great market between the docks and front gates. The city is an exotic retreat for the nobility of Daggerfall and Wayrest, who delight in the cooking, craftsmanship, and plays which can be found there. Many great and famous people throughout history have called Sentinel their home.
On the Immortality of Dust
Above the sea Sentinel Shines,
Her domes agleam in the Iliac dawn.
Her people throng the bazaars, and find
Their way between man's walls of stone.
But even in the towered town,
Sandals tread tracks in Alik'r sand.
Stros M'Kai
Stros M'Kai is an important tropical island off the southern coast of Hammerfell near the Cape of the Blue Divide. It is renowned for the completely steam-powered Dwemer ruins of Bthzark and the observatory of similar design containing a telescope and orrery.
Much of Stros M'Kai's area is taken up by the city of Port Hunding, which is popular among many seafarers. Its most famous landmarks include a statue of Frandar Hunding in the harbor and a great palace to house the city's ruler. The small settlement of Saintsport is found at the southern tip of the island. There are very few other settlements, apart from the nomadic Yokudan campsites.
Hew's Bane
Hew's Bane, originally known as Khefrem's Boot, is a peninsula in southern Khefrem on the south coast of Hammerfell. The region is named after Prince Hubalajad, or "Prince Hew", who attempted to bring civilization to this corner of Hammerfell in the early days of the Ra Gada. He discovered a barren peninsula hostile to most life; scorching heat and seasonal flooding led to brackish water and ground which was unsuitable for crops. Despite his best efforts, Prince Hew was foiled at every turn, and nearly all his endeavors resulted in failure.
The extreme climate of Hew's Bane leads to a landscape of scorched rocks and sand dunes alternating with bubbling streams and lush desert foliage. The peninsula is home to exotic species such as the kotu gava and haj mota, as well as more mundane creatures like lions, lamia, and assassin beetles.
It was during Prince Hew's rule that the city of Abah's Landing was founded. Located beside a natural protected harbor on the east side of the peninsula, what started as a simple soldier's camp and shantytown soon grew into a sprawling walled city which dominates the region. Hubalajad himself constructed a lavish palace within the city, from which his descendants would rule for several generations. The prince also raised the imposing No Shira Citadel to the south of the city, although the fortification was quickly undermined by seasonal flooding and had to be abandoned. The impressive Princes Gate established northern passage to other Ra Gada holdings. Hubalajad's uncle, Magnifico Bahraha, was magically sealed within the royal tomb along with his followers when he was discovered to be a necromancer, something completely repugnant to devout Yokudans. The crypt became known as Bahraha's Gloom, although the nature of its inhabitants was kept secret from the locals. The prince himself was buried in a shuttered tomb beneath a great rock formation in the southern deserts.
At the end of the First Era, the peninsula began to go by the name of "Hew's Bane" rather than Khefrem's Boot. Popular myth had transformed Prince Hew into a comic figure, replacing his tenacity with a perceived thick-headedness. In time the city of Abah's Landing came to be ruled by self-styled "merchant lords", powerful families and conglomerates who profited immensely from the rampant piracy and banditry in the region. The Thazahrr Cartel is one such organization. The hinterlands of Hew's Bane were populated almost exclusively by pirate crews and Maormer slavers. The local outlaws in Abah's Landing formed a highly structured criminal organization called the Thieves Guild, which profited from playing the merchant lords against each other. The free city of Abah's Landing thus developed a deep rivalry with the opulent kingdom of Taneth to the north, whose traders usually bore the brunt of this thievery.
Elinhir
Elinhir, also known as the City of Mages, is a town in eastern Hammerfell, close to the border with both Skyrim and Cyrodiil. It is located in the Craglorn region, close to the Skyrim town of Falkreath.
Elinhir is the oldest surviving city in Craglorn. It was originally a Nede settlement, as evidenced by the city's tall Apex Towers. According to some legends, it was built at the impact site of a great skystone that fell from the sky. The Apex Stone of the Mage, a powerful remnant of the Nedic religion, is located beneath the city. The city was overseen by Governor Pomptinus from 1E 2820 to 1E 2852 as part of the Second Empire, during which time the city sewerworks were constructed. Before the beginning of the Second Era, Elinhir was similar to the rest of Craglorn in that it was settled mainly by those unfit for life inside the Empire, and it was constantly preyed upon by bandits and Iron Orcs.
Early in the Second Era, a group of rogue mages led by Felix "Blackcaster" Augustus arrived at the city after departing from the Mages Guild and attempted to occupy the ruins of the Apex Tower. The mayor refused them, and in retaliation the mages seemingly made a deal with the Iron Orcs so that they would besiege the city. In a show of might, the mages drove the Orcs away, and subsequently signed the Apex Accord with the town's leadership. Under this agreement, the mages would protect the town for as long as the people of Elinhir provided support for the operation of their mages' academy.
From these rogue mages grew the Blackcaster Mages Guild, who eventually came to rule over the city. Elinhir still served as a haven for outcasts, but was "civilized" under the strict rule of the mages. Despite being labeled as renegades by the Mages Guild, Elinhir prospered under the mages as their academy grew.
Redguard
Redguards are the most naturally talented warriors in Tamriel. The dark-skinned, wiry-haired people of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers.
Yokudan Grace
Redguards are known for their tall, gaunt frames and finely toned physiques. They possess above average human strength and agility, and show a remarkable capacity for surviving in hot, dry climates. They generally possess dark skin, ranging from light brown in hue, to nearly black, and often with a significant red tint. They possess very curly, wiry hair, and their degree of body hair varies. Tattoos and body piercings are common. Many Redguard men show an affinity for beards. "A man is only as great as the beard that wears him" is an old Redguard proverb.
Redguards have a great diversity in styles for their clothing, though it always tends to be light, long, and flowing to best tolerate the heat and hazards of the desert. They first developed this style of dress in Yokuda, which was known to have arid deserts similar to the Alik'r desert of their adopted homeland. The flowing curves of Redguard dress is mimicked in the designs of their armor and weaponry. Imperial propaganda from the late Second Era speaks of some Redguards opting to go nude in public, particularly in Rihad. Denizens of the Alik'r tend to favor lightweight leather armors to better cope with heat, and often wear face coverings to keep sand from their mouths.
Martial Society
Redguards (formerly "Yokudans") hail from the western continent of Yokuda, which sank into the sea in ancient times. The cause of Yokuda's sinking is attributed either to natural factors (earthquakes, tsunamis, or volcanic eruptions) or to the revenge of a defeated band of Ansei called the Hiradirge. Upon the sinking of their homeland around 1E 792, the Yokudan fleet set sail to the east, eventually arriving in what would later be called Hammerfell. The bulk of the refugees remained on the island of Herne while the Ra Gada, the Warrior Wave, continued on to mainland Hammerfell.
When they arrived, the Ra Gada attacked all settlements of Nede and Mer along with the native beasts, and conscripted those they did not slay as laborers or servants for the "warrior-sailors" of the Ra Gada. After only a few brutal months, the Ra Gada had established a strong presence along the western shores of Hammerfell, disrupting and replacing the Imperial and Nordic raiders who had preyed upon the area for centuries. From the footholds along the coast, they continued to launch assault after assault, eventually succeeding in driving off the Orcs and making way for the High King and the Yokudan royalty, known as the Na-Totambu, to safely arrive in Hammerfell.
Their Yokudan heritage left them with advanced seafaring, agricultural, military and even astronomical knowledge that allowed them to thrive in a place where others merely hoped to survive. Redguard society is extremely martial, and nearly everyone is expected to have a grasp of basic weaponry and combat, although only the rulers are generally expected to have detailed knowledge of strategy, formations and tactics. Only the strongest, fastest and smartest Redguards are accepted into the demanding military (which consists mainly of various knightly orders; Redguards don't traditionally have a standing army), and they are expected to prove themselves worthy by facing death. Even their entertainment, like snake charming, bears some risk to it.
The practice of magic has generally been frowned upon dating back to at least the Second Era, and outsiders are not tolerated in many parts of Hammerfell. Many believe that no "true" Redguard would stoop to using magic, considering it a weakness. Certain schools that teach the Way of the Sword forbid students to use magic and enchanted weapons.
The Honored Dead
When a Redguard dies, priests typically perform a consecration ritual in the name of Tu'whacca at their funeral. The body is then interred in a painted sarcophagus within a subterranean tomb, along with the deceased's favorite weapons, servants, and pets. It's not unusual to find that their crypts and tombs can be even larger and more elaborate than their homes for the living. This is all symptomatic of a Redguard respect for departed relatives, a respect so fervent it is similar to the ancestral worship of some other cultures
Though the Redguards abhor necromancy, their religion has also led them to abhor any sort of interaction with the undead. Tradition bound them not to fight the honored dead, making them particularly vulnerable to necromancers and undead creatures.
Such was the importance of this ideal, that the culture of the Alik'r evolved around it. However in later years many realized that exceptions must be made. One example is the Ash'abah, a tribe of Redguards who have made it their duty to purify mausoleums and destroy the undead wherever they may be found. As a result, they have been shunned from Redguard society, and are exiled to live as nomads in the wastes. Their existence is nevertheless tolerated due to the necessity of their role.
Redguard Names
Redguards have only their given name. In addition to their given name, sometimes Redguards will also have a surname, of sorts, deriving from a person or place that they are related to.
The prefixes for these derivation names are as follows:
-
at- = "Direct descendant of"
-
af- = "Related to"
-
al- = "Comes from"
This means that Abadai at-Aira is the child of Aira. Halam af-Jahi is the cousin, nephew, uncle, or grandson of Jahi. Maja al-Bergama hails from Bergama.
Male Names: Amir, Azzada, Baurus, Cyrus, Daron, Ennis, Falion, Garry, Hillod, Ian, Jawana, Kayd, Lesley, Nazir, Neville, Pyke, Roderick, Shamar, Talib, Wayn
Female Names: Anora, Braith, Caminda, Dahlia, Eriana, Gwen, Hussonia, Iman, Jamie, Kerah, Kiara, Lette, Minerva, Niyya, Oleta, Rona, Shelley, Tavia, Umana, Zaria
Redguard Traits
Your Redguard character has certain characteristics in common with other Redguards.
Ability Score Increase. Your Dexterity, Strength, and Constitution scores increase by 1.
Age. Redguards reach adulthood in their late teens and live less than a century.
Alignment. Redguards mostly follow the good alignments. Many of the people of Hammerfell strictly follow their laws, while nearly an equal amount disregard them entirely.
Size. Redguards are known for their tall, gaunt frames and finely toned physiques. They range from 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Adrenaline Rush. In the heat of combat, adrenaline rushes through your veins. When you roll a 19 or 20 with a melee weapon attack, you can use your reaction to make another melee weapon attack.
Redguard Resilience. You have advantage on saving throws against being poisoned or diseased, and you are resistant to poison damage.
Athletic Build. You have proficiency in the Athletics skill.
Redguard Sword Training. You have proficiency with the longsword, rapier, scimitar, and shortsword.
Languages. You can speak, read, and write Common.
Wrothgar
Wrothgar is a mountainous region in northeastern High Rock, often referred to as the Wrothgarian Mountains. Wrothgar is best known for being home to the Orcish capital of Orsinium. The landscape is dotted by mines and both Dwemer and Ayleid ruins. There are few settlements other than Orsinium in the barren mountains. The Orcs of Wrothgar are led by King Kurog gro-Bagrakh, in so much as Orcs recognize a central authority.
Orsinium
Orsinium (which literally translates to "Orc-Town" in Aldmeris) is the city of the Orsimer. It has been sacked and rebuilt a couple of times over the centuries, as the Orcs are often at odds with their Breton and Redguard neighbors.
After the transformation of the Orsimer deity known as Trinimac into the Daedric Prince Malacath, the Orcs, who transformed as well, fled to the northern wastes, near Saarthal. After hundreds of orcs, ogres, goblins, gremlins and other beastfolk were set free by the Altmer during the Camoran Dynasty, they chose to settle in an uninhabited mountain region close to Old Hroldan in High Rock. In the tenth century of the First Era, chieftain Torug gro-Igron brought the Orcish people together and founded a village in the western Wrothgarian Mountains. Thanks to the cooperation of several Orcish clans, the village quickly grew into a great stone city. The first Orsinium drew the Orcs by its magnificence and Torug's vision of a united Orc nation. It continued to grow and prosper in the First Era, also absorbing the Orc refugees who were fleeing Hammerfell due to the Ra Gada invasion.
After a while, the Orsinium army grew determined to capture the Bjoulsae River and force the kingdom of Wayrest to provide compensation for its services. Naturally, this did not settle well with their neighboring kingdoms, especially the Kingdom of Daggerfall. In 1E 948, King Joile of Daggerfall sent a letter to Gaiden Shinji of the Order of Diagna, which proposed a joint attack on Orsinium. Agreeing to provide aid, an alliance was formed between the Order of Diagna and the armies of Daggerfall and Sentinel. The armies amassed and began a campaign for the destruction of Orsinium.
During the 30-year campaign, which became widely known as the "Siege of Orsinium", the Breton armies of Daggerfall, the Redguard soldiers of Sentinel, and the Yokudan Order of Diagna invaded the Orc homeland. The Orcs gave much resistance and proved themselves to be fearsome and brutal warriors, just as they did in the past. However, King Joile of Daggerfall already planned to betray the Redguards and invade Hammerfell after having destroyed Orsinium. He and his Reachman general, Mercedene of the Winterborn, tricked the Orcish hero Baloth Bloodtusk and his Savage Sons, who initially did not take part in the war, to join King Golkarr of Orsinium. Afterwards, he manipulated the leader of the Order of Diagna, Gaiden Shinji, into having a duel with Bloodtusk over Orsinium's fate. During the duel, Mercedene ordered Joile's archers to kill both combatants, effectively removing the most powerful warriors of both Orsinium and the Order of Diagna for Joile. In 1E 973, with Orsinium's defeat still years away, King Joile launched his invasion of Hammerfell, but he was defeated and killed at the Bangkorai Pass by the Ansei warrior Makela Leki.
The Siege of Orsinium finally ended in 1E 980 when the allied forces breached the city's defenses, overran it, and razed it to the ground. Despite this loss, it did not mark the end of either the Orcs or the dream of Orsinium. The city was rebuilt in the same location and razed again at least two more times over the following centuries.
Orsinium was accepted as a territory of the Second Empire during the reign of the Akaviri Potentate Savirien-Chorak. During that brief period, Frostbreak Fortress was built to help defend it. After the assassination of Savirien-Chorak in 2E 430, Orsinium lost its status and protection as an Imperial territory, resulting in another sacking of the city in 2E 431, an assault which was spearheaded by the Bretons of Shornhelm.
Not content to simply destroy Orsinium this time, the Bretons also apparently seized control of the land and scattered the Orcs across northern Tamriel. Some Orcs chose to retreat to their strongholds in northern Wrothgar, while others set out to reassert ancient territorial claims in Skyrim. Chief Yashnag gro-Yazgu in particular succeeded in carving out a chiefdom in western Falkreath that persisted until 2E 467, when Yashnag and his champions were slain by Hakkvild Yashnag-Slayer, the Jarl of Falkreath, in a ritual of single-combat.
When King Ranser of Shornhelm attacked Wayrest in 2E 566, King Emeric of Wayrest sent emissaries into Wrothgar and promised to return Orsinium to the Orcs in exchange for helping him defeat Ranser. The clan of Kurog gro-Bagrakh answered his call and helped annihilate Ranser's forces at Markwasten Moor. These events culminated in the formation of the second Daggerfall Covenant, and Orsinium, now ruled by King Kurog, became a part of it. Fully aware of the long history of animosity the Bretons and Redguards had harbored against the Orcs, however, Kurog ensured that the terms of the alliance forbade any army from High Rock or Hammerfell from entering Wrothgar under any circumstances.
Kurog chose to rebuild the city in another location: in the mountains of eastern Wrothgar, near the border with Skyrim. The abandoned ruins of the first Orsinium site became known as Old Orsinium.
King Kurog's rule has not been without difficulty. A clan of Reachmen named the Winterborn keep trying to retake territory in Wrothgar. Moreover, Kurog publicly insists that his people worship Trinimac rather than the Daedric Prince Malacath, which fails to convince many other Covenant citizens and makes him unpopular with his people. Others might say that the crisis between the cults of Trinimac and Malacath is a political trick used to discredit his rivals.
Dra'bul
Not in Wrothgar, but in Valenwood, Dra'bul is a Wood Orc camp in central Malabal Tor, west of Vulkwasten. It is inhabited by the Drublog clan, one of several clans in Valenwood. For many years, the Wood Orcs lived peacefully near the Bosmer, but recently they have become aggressive and started attacking cities and towns. Some attribute this to the fact that the Dominion has neglected to offer the Wood Orcs a place in their alliance, a great insult to the warrior race, depriving them of the glory that would come with fighting in such legendary battles as this Alliance War provides.
Some Bosmer look upon the Wood Orcs with disdain, perhaps due to them cutting trees and using wood for so many of their needs. A long time ago, Ayleids arrived at the Wood Orc town of Abamath and killed its inhabitants. To this day "Abamath" is used as a rallying cry by some clans, tracing their ancestry to those who fled the slaughter, and striving to cleanse their ancestors' shame by proving their ferocity.
Orc
Orcs, also called Orsimer or "Pariah Folk" in ancient times, are sophisticated, brutish elves of the Wrothgarian Mountains, Dragontail Mountains, Valenwood, and Orsinium. They are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs are widely feared and hated by the other nations and races of Tamriel.
Daedric and Merethic Origins
Orcs were born during the latter days of the Dawn Era. History has mislabeled them beastfolk, related to the goblin races, but the Orcs are actually the children of Trinimac, strongest of the Aldmeri ancestor spirits. When Trinimac was eaten by the Daedric Prince Boethiah, and transformed in that foul god's insides, the Orcs were transformed as well. They now follow Mauloch, better known as Malacath, the remains of Trinimac.
Code of Mauloch
Traditional Orcish society is centered around stronghold settlements, each one striving for complete independence in all matters. Orc society is based on polygamy. A stronghold's tribe is controlled by a chieftain, who is the literal alpha male: no other males are permitted to take wives or father children. The chieftain is replaced by whichever one of his sons grows strong enough to challenge and kill him. The strength of a tribe (and the favor granted to it by Mauloch) depends heavily on the personal strength of the chieftain
The law of the Orcs is based on the Code of Mauloch. The Code is more often tacit than explicit, but includes respect for forging and blacksmithing; the traditional roles of a clan's chief and his wives; the tradition of selecting a new chief through challenge and combat; the custom that one who commits a crime must pay a "Blood Price" to the victim; the requirement that insults to honor must be avenged; and the recognition that to die in combat pleases Mauloch.
Orc women are expected to contribute to the strength of the stronghold just as men, as warriors, hunters, herbalists. Traditionally, the Orcish art of smithing is done by the women, and a chieftain's second wife is called the forgewife for this reason. A wise woman handles a tribe's spiritual matters and healing needs. However, Orcish society is still very patriarchal. All stronghold women are either the wives or daughters of chieftains, with the exception of the wise women, who are the mothers of chieftains. Daughters of the chieftain are usually traded to other strongholds to marry other chieftains.
Strength and Steel
Orcs are famed for their skill in smithing, particularly with the metal called Orichalcum, which they use to forge armor and weapons. The resulting armaments are heavy and require great endurance to wield, but offer peerless strength and durability. They also work with ebony, and have unique skill in tooling leather for exceptional flexibility and toughness.
Pariah People
Many Orcs seek to escape traditional life in the strongholds. Orc women may want to escape being "just another wife" to the chieftain. They leave to join the Imperial Legion, see the world or otherwise seek their fortune; some eventually return to the strongholds, but many do not. Orcs who do not live in strongholds are derisively called "city Orcs" by those that do, and are considered soft outsiders just like non-Orcs.
Orc Names
An orc has a given name and a family name. Orc family names are always prefixed depending on gender. "Gro-" for males and "Gra-" for females. A child will take the father's name if male, or the mother's name if female.
Male Names: Agronak, Bazur, Bogrum, Dubok, Dul, Gaturn, Ghorub, Gogron, Grommok, Hanz, Krognak, Kurz, Lumdum, Luronk, Magra, Magub, Maknok, Orok, Rugdumph, Shagol, Ulmug, Urbul, Ushnar
Female Names: Batul, Borba, Bumph, Homraz, Mazoga, Mog, Mor, Oghash, Orag, Rogbut, Rogmesh, Snak, Ugak, Umar, Umog
Orc Traits
Your Orc character has certain traits deriving from your Orc ancestry.
Ability Score Increase. Your Strength score increases by 2.
Age. Orcs could live up to 100 years old, but many Orcs seek to die a good death before they become weak and a burden to their clan. They rarely live longer than 50 years.
Alignment. In Orc society, only the strongest thrive. This makes them evil in the strictest sense.
Size. Orcs are broad and hardy. They are usually around 6 feet tall and weigh around 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Menacing. You gain proficiency in the Intimidation skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Orcish Combat Training. You have proficiency with simple weapons. In addition, you have proficiency with light armor.
Languages. You can speak, read, and write Common and Orcish.
Subraces. There are three varieties of Orcs on Tamriel; City Orcs, Stronghold Orcs and Wood Orcs. Choose one of these subraces.
City Orc
Not all Orcs choose to live in the strongholds. Those that choose to live in the cities live a much more cosmopolitan life, but they are derided by other Orcs for doing so.
Ability Score Increase. Your Wisdom score increases by 1.
Versatile. Living in the city has given you the opportunity to develop your own talents. You have proficiency with one skill of your choice, and with one type of artisan's tools of your choice.
Stronghold Orc
Traditional Orc society is centered around living in stronghold settlements. These independent villages follow the Code of Mauloch, and the strength of each tribe depends on their strongest warrior.
Ability Score Increase. Your Constitution score increases by 1.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
Wood Orc
Though Wood Orcs prize strength and honor and above all else, their interpretation of what those things mean separates them from their northern, Orsinium cousins. For instance, having strength to a Wood Orc means having agility and mobility as much as it does muscular power and endurance.
Ability Score Increase. Your Dexterity score increases by 1.
Fleet of Foot. Your base walking speed is 35 feet.
Agile. You have proficiency in the Acrobatics skill.
Chapter 5: Aldmeri Dominion
Only the Aldmeri—the High Elves and their noble allies, the Wood Elves and Cat-Men—have the wisdom and restraint to peaceably rule the disparate peoples of Tamriel. Though we are reluctant to take up this burden, events have shown that we must. Recent events prove that the Dragon Break was not a unique event. Men always follow the destructive path of their defender and apologist, the Missing God whom we shall not name. This ends here. Once again, Elves shall rule Tamriel from White-Gold Tower... this time, forever. The world has gone wrong, and we must put it right. March proudly beneath the eagle banner of the Aldmeri Dominion!
—Aicantar of Shimmerene
The Aldmeri Dominion is one of the factions participating in the Three Banners War. The crest of the Aldmeri Dominion is an eagle, and its colors are yellow and silver. It consists of the Altmer of Summerset Isles, the Bosmer of Valenwood, and the Khajiit of Elsweyr. The alliance is a nascent empire that rules its holdings with an iron fist. Led by Queen Ayrenn with Elden Root as its capital, the Dominion seeks to reestablish Elven dominance over Tamriel in order to protect it from the carelessness of the younger races. The province of Valenwood, led by King Camoran Aeradan, joined the alliance to help fight off the Colovian troops that were capturing territory in northern Valenwood, while Elsweyr, led by Mane Akkhuz-ri, still remains in the grip of the Knahaten Flu.
The Aldmeri Dominion was ratified by the Elden Accord in Elden Root by Queen Ayrenn, King Camoran Aeradan, and Lord Gharesh-ri, Speaker for the Mane. Its executive arm is the Thalmor, a bureaucracy that managed the Dominion's day-to-day affairs and liaises between the various local leaders and factions. It incorporates representatives from all three races in the Dominion's territory, in ratios appropriate to their administrative abilities. The Thalmor Inner Council serves as Ayrenn's personal advisors, and includes such notables as King Camoran and Lord Gharesh-ri, as well as a number of other nobles.
Your Queen Commands
I have no hatred for the races of Man, but they are young. Like all children, they are driven by emotion. They lack the wisdom that comes with age. I would sooner place an Altmer infant on the Ruby Throne than surrender Tamriel to their capricious whims.
The Altmer, the Bosmer and the Khajiit share the common traits of intelligence, patience and reason. We do not seek riches or plunder. Domination is not our goal, nor is the acclamation of power for its own sake.
Today we make our stand. Today we take back the Ruby Throne, which is ours by ancient right and the blessings of the Divine.
Stand with us,
Ayrenn Arana Aldmeri
Summerset Isles
The Summerset Isles is a province in southwest Tamriel consisting of fourteen islands of varying size. The three largest and most significant islands are Summerset Isle to the west, Auridon to the east, and Artaeum to the south, the latter of which is apt to disappear for sizable lengths of time without warning. The inhabitants of the province are the Altmer, though goblins were there when the elves first arrived. It is believed that the first inhabitants were the Sload before they were driven away by the Aldmer.
The landscape of the Summerset Isles are similar, with warm climate, colorful forests, idyllic meadows, and craggy mountains. Vast deciduous forests of laurel, maple, and larch trees grant the land a lush yet unkempt appearance. The islands also contain towering escarpments, emerald woodland, and pale off-white sand dunes. While the High Elves sought to control and tame the wilds, such efforts only extended as far as their nearest surroundings, with much of the land remaining a wild, untouched forest that shrouds ruins from another era. While the unspoiled wilderness is considered beautiful to those who reside here, it is not without danger. Wild boars and bears hunt in the wilderness, along with gemlike arachnids and other unmentionable entities left to forage for centuries by Altmeri mages
History
Altmeri tradition holds that their ancestors, the revered Ancients, first made landfall at the Summerset Isles on the northernmost shore of Auridon in the middle of the Early Merethic Era.
The Aldmer who disembarked encountered a number of fearsome native creatures, whom they battled and slew, taming the land and using magic to sculpt and tend it to their liking. Firsthold, the "First among Holds", was the first city they built, not far from the original landing site. Afterwards, the Aldmer spread throughout Auridon in earnest, eventually inhabiting the rest of the Summerset Isles and colonizing mainland Tamriel. They built numerous cities and wonders such as the vaunted Crystal Tower. Over time, the Aldmer of Summerset became the Altmer, and the society of the Isles became divided into different social classes. At the top were the Wise, who served as teachers and priests, followed by the Artists, Princes, Warriors, Landowners, Merchants, and Workers. At the bottom were the tamed beasts, such as the goblins who were native to Summerset, which were enslaved. Once the city of Alinor was established, it became the capital of the Isles and seat of the Altmeri monarchy.
Although the precise circumstances are unclear, the Summerset Isles became incorporated into the Second Empire, which at its zenith controlled all of Tamriel with the exception of Morrowind, in the late First Era. This concession was apparently arranged to the Altmer's advantage: all outsiders aside from traders and Imperial ambassadors were prohibited from traveling to the Isles, and these privileged few could only conduct their business within the capital of Alinor. Eric of Guis, the personal emissary of Emperor Reman II to the Altmer, noted in his journals that while the Altmer reliably paid their tithes to the Empire, they did so purely to minimize contact with non-Altmer rather than out of a desire to avoid war with the Empire.
To this day, the Summerset Isles remain closed to visitors, with Auridon as its sole exception. The Khajiit and Bosmer allies are now free to roam Auridon as equals to the native population. However, long-held prejudices coupled with aggressive recruitment practices against the lower classes have resulted in a popular resistance movement, the Veiled Heritance, taking up arms on Auridon.
The Veiled Heritance
The Veiled Heritance is a covert group of Altmeri nationalists formed in response to the rise of Queen Ayrenn and the Aldmeri Dominion. Vehemently against the young queen and her Bosmer and Khajiit allies, they seek to depose her and appoint their own regent, the Veiled Queen.
The Heritance consists mainly of disenfranchised veterans and youths. Many more traditional Altmer despise the Dominion due to their feelings of racial superiority and dislike Ayrenn due to her unorthodox wanderings as a youth. As such, the Heritance enjoys widespread support. The group's main presence is on Auridon.
Artaeum
The Isle of Artaeum is the third largest island of the Summerset archipelago, located off the southwest coast of Summerset Isle. Artaeum is the home of the Psijic Order, the oldest monastic group of Tamriel, which is devoted to the study and practice of Mysticism, which they call the "Old Ways" or "Elder Way". The island has a tendency to vanish from Nirn, being placed in a pocket realm for centuries at a time. Like it is wont to, it disappeared 350 years ago around the time the Mages Guild was founded.
The Isle of Artaeum has idyllic orchards and clear pastures, still and silent lagoons, misty woodlands, and the unique Psijic architecture that seems to be as natural as its surroundings. The Ceporah Tower is a relic from a civilization that predates the High Elves by several hundred years. It is the location of the Dreaming Cavern, which Sotha Sil once used as some sort of portal into the realms of Oblivion, but which has since been sealed off by the Psijics.
Firsthold
Firsthold has been an integral part of the realm of the Summerset Isles since its foundation. It is one of the two High Kinlordships of the island of Auridon, ruling over the northern part of the region. Since the Middle Merethic Era, Firsthold has been ruled by House Rilis. House Rilis is regarded as one of the most prestigious and well-connected among Altmer noble families, and even working under their service is well-considered in the highest circles of the Summerset Isles. The current ruler is High Kinlord Rilis ⅩⅢ, succeeding the cruel Rilis ⅩⅡ, who committed horrible acts in the depths of his palace.
Firsthold is the centre of shipbuilding industry in the Summerset Isles. The iconic Altmeri Swan Ships are built in the wharves of Firsthold. These heavy ships impulsed by extensive sails, have formed the bulk of the prestigious Summerset and Dominion Armadas since, at least, the Second Era. However, they are not only used as warships, and most of the passenger travel and trade from and to the mainland is done with Swan Ships.
Firsthold's constant flow of trade both by sea and land has also been proven profitable to outlander merchants, mostly Khajiit, who import goods from the mainland. However, the strongest ties of trade are with Valenwood and the rest of the mainland.
Skywatch
Skywatch has been an integral part of the realm of the Summerset Isles since its foundation. It is one of the two High Kinlordships of the island of Auridon, ruling over the southern part of the region. Since the Late Merethic Era, Skywatch has been ruled by House Errinorne, whose members are also scions of royal Aldmeri blood. Errinorne High Kinlords and Kinladies have always hosted a large and vibrant court in their palace and city, where murder and conspiracy between members of the middle and lower nobility have been always common. High Kinlord's servants, from chefs to musicians and handmaidens, are mostly Bosmer and Khajiit, who work in very poor and harsh conditions.
Skywatch docks are visited by all kind of people from across Tamriel, however, sailors are discouraged to leave their ships and the very docks and make deals with the local Altmer could be difficult. But its port is third in importance in Auridon after those of Vulkhel Guard and Firsthold. Most of maritime transport of passengers is done with Valenwood. Skywatch docks mostly import goods from the mainland to Auridon hinterland. The Darkvale Costers are a prominent group of Altmer merchants who operate from Skywatch, importing and exporting goods by sea, mostly alcoholic beverages, as far as Morrowind. The Greenvine Traders are a competing group of Bosmer, based in Skywatch, who engage in importation from Valenwood, mostly of alchemical components and food. They are thought to be dishonest with their clients, being more similar to a criminal cartel. Although they are not the only who trade with Valenwood: other traders also import hand-hewn Bosmer crafts.
Wood Elf immigrants to Auridon during the First and Second Eras introduced the locals of Skywatch to Mud Ball Merriment, a New Life festival. It consists in throwing mud balls at everyone. But each year, there is a specific target, mostly nobles, that the Bosmer agree most needs to be humbled. Mud on the face reminds the participants that life is not always so self-important. With the New Life comes a bit of fun to Skywatch, for those who are not too proud to take part.
Alinor
Alinor is the traditional capital of the Summerset Isles, being the home of Summerset's monarchy. Alinor is known for its impossibly high skyscraping towers and its hypnotic swirling ramparts. Following Ayrenn's ascension to the throne, the city-state of Alinor was inducted into the Aldmeri Dominion. However, with the capital of the alliance being the city of Elden Root, Queen Ayrenn was forced to leave Alinor, and so in her place was her cousin, Alwinarwe, the Proxy Queen of Alinor.
Alinor is a heavily walled-off city, built atop a stone foundation considering the geography around Alinor. The streets are somewhat narrow, towered over by tall buildings and filled with tall bright street lights. Southern Alinor has a river running along the streets from the mountains, and into the sea.
Cloudrest
Cloudrest is one of the High Kinlordships of the Summerset Isles, and is colloquially known as the "Aerie of the Altmer", because it overlooks the great plains of Summerset from the highest mountain in southwest Tamriel. It is the home of the Welkynar, who are a knightly order dedicated to protecting the Summerset Isle, and known for their Gryphon mounts.
The Aerie at the top of Cloudrest is the base of operations for the Welkynar. It is ostensibly a seat of power, but it works primarily as a fortress, with ballistae and catapults along the wall. Cloudrest has a particularly odd style of architecture, a mixture of Strangler vine-esque buildings, atop of old ruins
The Crystal Tower
The Crystal Tower is an ancient, mystical structure located near the northern tip of Summerset Isle, northwest of Cloudrest. It was built by the early Aldmer as a monument to their ancestors, and is considered sacred to the Altmer. Before the construction of the Arcane University in Cyrodiil, it was the pinnacle of magical learning in Tamriel. The top of the Crystal Tower is reserved for interring the dead. The southernmost tips of the Dragon's Teeth Mountains of mainland Tamriel can be seen from the top parapet of the tower. The interior of the tower is white and radiated light. It contains a Great Library and a treasury with many ancient tapestries and other relics. The Crystal Tower is famed for its animal pens, which hold many different creatures from all across Tamriel.
Shimmerene
Shimmerene is known as the "City of Lights", for it is a beacon of light amidst the seas that divide the main island and the region of Auridon. As a mercantile port, the city's ports are constantly flowing with transport between the isles, and most overseas trade comes into Summerset from here.
Sunhold
Sunhold is a leading force in the province's sea-based endeavors, from being the heart of export in Summerset, to a nigh impenetrable fortress that withstands the neverending onslaught of the Maormer. The naval armada in Sunhold is considered the best in the Isles.
Sunhold's origins date back many years when High Elven society branched into tribes, and when the Gryphons dominated the skies. On a fateful hunt, an Altmer tribesman, Ulorome had discovered a Gryphon egg in an abandoned nest. Assuming it would never hatch, Ulorome returned to his tribe, preparing to cook it for a feast. As he set it on a fire, his entire tribe was overwhelmed and sang songs of hearth and family, as they felt blessed with this egg. But the singing and warmth had hatched the egg, and a baby Gryphon, with wings as red as a Phoenix, emerged out of the egg. Ulorome, thanking the gods for the baby, named the creature Cel-himwe, who would become the first mountable Gryphon in Summerset. Because of the combined forces of Ulorome and Cel-himwe, Ancient Sunhold expanded, and Ulorome's lineage would go on to rule the settlement. Cel-himwe received a reputation, being known as the Red Wind to the Maormer, as well as being the progenitor of the famous Sunhold line of Gryphons. Sunhold would go on to become a major settlement in the province.
Altmer
Altmer are proud and graceful people who consider themselves to be the highest echelon of society. Their cities celebrate an enlightened culture filled with a love for art, magic, music, and beauty. They are known as High Elves to the human races, which Altmer consider an adage to their culture, while humans understand it to mean proud or snobbish.
Slender and Graceful
With their elegant stature and beauty, High Elves typically have healthy gaunt features. They are the tallest of all the races, usually well over 6 feet tall and sometimes above 7 feet. They are more slender than humans, weighing between 140 and 180 pounds. Males and females are about the same height, and males are only marginally heavier than females.
Altmer have physical colorations that are homogeneous in nature. Their golden skin ranges from pale yellow tones to bronze, while their hair and eyes comes in similar shades. Their hair color ranges from nearly white to blonde, to golden brown, while their almond-shaped eyes are like pools of liquid gold. They favor elegant clothing and jewelry, usually in fabrics and materials that complement their natural appearance.
A Timeless Perspective
Altmer, much like the other elves, can live for exceptional lengths of time, usually of spans two to three times as long as humans. There are even elves who are well over 4,000 year old, extending their lifespans by mastering powerful restorative magic.
Most Altmer use their long lives to master skills over long periods of time to achieve a transcendent perfection that humans would never be able to fathom. For Altmer, art is the attempt to manifest perfection. It should come as no surprise that Altmer consider themselves to be the most civilized culture of Tamriel; the common tongue of the continent is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions.
Divine Descendants
Altmer are thought to be the most direct, unaltered descendants of the original Aldmer elves, who were themselves the direct descendants of the Aedra (Aldmeris for "ancestors"). As their hierarchical society developed, the lower classes of Aldmer stopped worshiping their own "lesser" Aedra in favor of those claimed by their social "betters". Thus the Altmeri pantheon slowly formed around the most popular and well-known of the Aedra, which included Auri-El, Trinimac, Syrabane, Phynaster, Magnus, and Y'ffre.
Lorkhan is the most unholy of the higher powers to the Altmer, as he forever broke their connection to the spirit plane. He is said to have convinced or contrived the Aedra to bring about the creation of the mortal plane, upsetting the status quo. As the impetus for creating the Mundus, Lorkhan is at the center of the great ideological schism between the elven and human perspectives on the event, which is known as the Sundering to elves, and thus opinions of him vary dramatically in Tamriel.
Exploration and Adventure
Altmer that take up a life of adventure usually do so for the sake of discovery and exploration. Always curious and passionate for a deeper understanding of their interests, Altmer will commonly seek out careers that allow them to travel and study at their own pace. Altmer also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so.
Altmer Names
The Altmer have only a single given name. They choose names that have the same elegance and nobility they see fit for their kind.
Male Names: Aesmer, Arondil, Calanor, Cinnar, Cornor, Dandos, Eanor, Earran, Elikar, Erymil, Falion, Heldil, Iramo, Lermion, Miratar, Naarwe, Naemon, Ocando, Pircalmo, Quaranon, Rolancano, Sanyon, Tholbor, Valtir, Yancol
Female Names: Alwaen, Areldur, Astorne, Cariel, Curwe, Earrona, Elanwe, Erille, Falen, Fistalle, Gathewen, Hildara, Inare, Karinnarre, Kirstar, Lamoline, Linwin, Malanie, Minique, Naire, Quen, Ruma, Sorcalin, Telandil, Valla, Vilva
Altmer Traits
Your Altmer character has a variety of natural abilities, the result of thousands of years of elven refinement.
Ability Score Increase. Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Age. Altmer live two to three times as long as humans, with a 200-year-old Altmer being old and a 300-year-old altmer being very, very old.
Alignment. Altmer hold themselves and others to incredibly high standards. They are orderly and devoted to the traditions of their ancestors. This makes most Altmer lawful.
Size. Altmer range from under 6 to over 7 feet tall and have slender builds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Syrabane's Boon. You can cast detect magic with this trait. Starting at 3rd level, you can cast enhance ability with it, and starting at 5th level, you can also cast dispel magic with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells.
Studious Nature. You gain proficiency in your choice of one of the following skills: Arcana, History, Nature or Religion.
Languages. You can speak, read, and write Common, Altmeris, and one extra language of your choice.
Valenwood
Valenwood is a densely forested, sub-tropical region that encompasses the southwestern coastal plain of Tamriel. An Imperial diplomat once describe Valenwood as "a sea of endless green, a maze of foliage with half-hidden cities growing like blooms from a flower, the home of the Bosmer, Tamriel's garden". One unusual feature of Valenwood is its gigantic, migratory trees, many so large that the Bosmer have built entire cities in their branches. Falinesti is one such tree, a mile-high specimen that served as the capital of Valenwood and the seat of its kings until it disappeared on one of its migrations some hundred years ago.
Bosmeri cities are usually located on the branches and in the trunks of the graht-oaks, with some individual tree-houses on the forest floor. The Green Pact does not allow the Bosmer to shape the trees in the traditional way, so instead Bosmeri Pod-Singers magically persuade Valenwood trees to grow into houses.
However, Valenwood does not consist only of the Bosmeri tree-cities. Some of the cities are built in other architectural styles: for example Haven and Marbruk are primarily Altmeri, Southpoint is Colovian, and Arenthia is a mixture of Colovian and Khajiiti styles. Valenwood is also dotted with numerous Ayleid ruins, built by Ayleid refugees from Cyrodiil.
Valenwood's sub-tropical climate supports a great wealth of flora, which often grows to enormous proportions. The Green Pact forbids the Bosmer to harm the plants, so they grow uncontrollably, resulting in wild, dense jungles and forests. The lush environment is home to many creatures, for example monkeys, antelopes, giant wasps, thunderbugs, spriggans, crocodiles, tick-like hoarvors, timber mammoths, and senche-tigers.
History
According to Aldmeri legend, untouched Valenwood was home to a salmagundi of creatures and strange civilizations. Centaurs, hippogriffs, satyrs, minotaurs, giants, basilisks, fairy folk, hydra, and intelligent apes all flourished there before the first Aldmeri stepped onto its shores. Like all Elves, the Aldmer had to adapt to their environment, and they became the present day Bosmer. The Bosmer instead believe that the Green of Valenwood was shaped by Y'ffre during the Chaos Times, and that Y'ffre then shaped the Bosmer out of shapeshifters. For Y'ffre's gifts, the Bosmer promised not to harm the forest in a pact known as the Green Pact.
The first king of Valenwood who started the Camoran Dynasty, was King Eplear. He succeeded in uniting the wild Bosmer. He also welcomed other races, especially the Ayleids, who fled from Alessia's slave rebellion. In 1E 340, he also welcomed the Empire, agreeing to a trade treaty with the now Ayleid-free men. However, the prophet Marukh's controversial teachings would bring tension between the Camoran Dynasty and the Empire. As a war was brewing, Valenwood killed Skyrim's king, Borgas, in a Wild Hunt, putting the Nords in turmoil for fifty years. The reign of Empress Herta only intensified the conflict between Valenwood and Cyrodiil, as she improved Cyrodilic relations with the Colovian West.
In 1E 2714, weakened by warfare and a plague from the Sload of Thras, Valenwood fell to Cyrodiil. The Empire then gave independence to each city of Valenwood, so they would not unite against Cyrodiil. The Bosmer were loyal to Cyrodiil, until the last Akaviri Potentate died in 2E 430. The Camoran Dynasty tried to reestablish power, but failed, due to the cultural differences of each city.
Without any main power, the Bosmer warred those around them, such as the Khajiit of Elsweyr, the Colovians of Cyrodiil, and in some cases, each other. Stability and peace finally returned once Valenwood was united under King Camoran Aeradan and joined with Summerset Isles and Elsweyr to form the Aldmeri Dominion.
The Wild Hunt
It is known that in desperate times the Bosmer can gather in a Temple of Y'ffre and call upon the Wild Hunt, a ritual that allows those present to return to the Chaos Times, turning them into a sea of horrific shapeshifting monstrosities which pour violently over their enemies until none remain. Then, the shapeshifted turn on each other in what is described as a "cannibalistic orgy", which could be an attempt to cleanse themselves, abominations, from the face of Tamriel. This has, however, not always worked, and it is said that all monsters in the world may have come from previous Wild Hunts.
Bosmer are not proud of the Wild Hunt and will not discuss it with outsiders. It is a point of regret and solemnity, one of very few in their culture.
The Green Pact
The Green Pact, also known as the Treaty of Frond and Leaf, is a strict code upheld by many of the Bosmer of Valenwood. It is said to have guided their existence since the beginning of the "great story". Its rules are clear. Do not harm the forests of Valenwood. Do not eat anything made from plant life. Eat only meat. When enemies are conquered, their meat must be eaten, not left to rot. Do not kill wastefully. Do not take on the shape of beasts.
According to the Bosmer, after the creation of the mortal plane everything was in chaos. The first mortals were turning into plants and animals and back again. Then Y'ffre transformed himself into the first of the Ehlnofey, or "Earth Bones", which established the laws of nature and put an end to the Chaos Times. It is said that his first creation was the Green, all manner of plant life, from the smallest flower to the largest graht-oak. Second were his favored people, the Bosmer. His third creation was the Green Pact, between the bosmer and the Green, to ensure the survival of both.
It is said that any Bosmer that violates the Green Pact is be condemned to return to the formlessness of the Chaos Times. Their names would be scrubbed from the story Y'ffre is telling and replaced with silence. This may be a tale used to frighten children into eating their dinner, however.
The tenets of the Pact have led to many tensions with allies and others who have disrespected their beliefs. More than once, the Bosmer have gone to war to protect the Green. While many "civilized" Bosmer don't adhere as closely to the Green Pact as their tribal brethren, they nevertheless often seem to be staunch advocates for respecting its tenets. Green Pact Bosmer are fanatical in their devotion to the Pact.
The Spinners, Bosmeri priests and historians who record the story of their people, are charged with enforcing the Green Pact, and are said to hold the real power in Valenwood. Spinners believe that Y'ffre sings through them as they tell their stories.
Other Inhabitants of Valenwood
The Bosmer share Valenwood with the Imga, intelligent apes, and Wood Orcs, along with the many beasts of the forest, including Centaurs. They have a long history of welcoming those who seek refuge within Valenwood. They accepted slaves fleeing the Ayleids, and then Ayleids fleeing the slaves, without showing favorites. Around the time of the Alliance War, they also freely welcomed Argonian refugees who had left their homeland in protest over the formation of the Ebonheart Pact.
The Silvenar
The Silvenar is the Voice of the People for the Bosmer. While often viewed by outsiders as a title for the Bosmer's political representative for foreign affairs, the Silvenar is more than a mere politician. Each person who bears the title is thought of as merely the Silvenar's aspect. The Silvenar represents the Bosmer people legally, physically, and emotionally. He reflects the state of the Bosmer people in his way of thinking, his health, and even his gender. He is inseparably tied to the Bosmeri people, and they to him, making him supernaturally empathic and aware of their concerns. As the Voice of the People, the Silvenar has many rights which grant him great authority in Valenwood. For one, only the Silvenar can grant foreign building and trade contracts, meaning any foreign power which wishes to build in Valenwood or do business with the Bosmer must deal with the Silvenar first.
No Silvenar can be without a Green Lady. The Silvenar has a mystical connection with the Green Lady, like with all Bosmer, only much deeper. While the Silvenar represents the civilized nature of the current Bosmer, the Green Lady has the raw physicality and passion of their primal past. If the Silvenar dies, his Green Lady's bestial nature is irrevocably unleashed, and her fury turned on all those involved until she joins him in death. Upon the death of the Silvenar, the new Silvenar officially takes on the title at a wedding. This wedding, which is known as the Handfasting, is an important occasion for the Bosmer which only occurs once in a generation. It is responsible for both anointing and marrying the Silvenar and the Green Lady.
No wedding can take place without Rotmeth, and the Handfasting is no exception. Rotmeth is made from fermented meat seasoned with thunderbug organs, takes years to brew, and is considered a precious ritual beverage that symbolizes "the muscle of the boar, the power of the forest, the strength of the Bosmer people".
Silvenar
Silvenar is a giant graht-oak city in central Valenwood. The holiest city of the Bosmer was founded by the first of the Silvenar and his followers. It is home to the Silvenar and his Green Lady, and they are assisted by a number of Spinners, commonly three, one for each time: The past, the present (also known as "the now"), and the future.
In springtime, the Bosmer pilgrim to the Den of the Eldest, an ancient strangler. There, they offer thanks to Y'ffre for the blooming of yet another spring, and they read the history of their home in the branches of the Eldest. Then, a great festival is thrown by the Green Pact Bosmer, in celebration of the Springtime and the Eldest. Then, Elves celebrate long into the night, drinking and regaling each other with stories of past festivals, honoring the first pilgrim who tended to the Eldest: the first Silvenar and the first Green Lady.
Silvenar, like other graht-oak big cities as Elden Root, have a few dwellings on the forest floor, but many homes are both concealed and cradled within the canopy of graht-oak trees. Bosmer favor a life among the branches and have woven them together to form limbed pathways, and trails of thick, living vines anchor dozens of platforms that carry goods and people among the graht-oak without contravening the Green-Pact. Bone, resin, and sinew are employed in Bosmeri bridge design.
Elden Root
Elden Root is a city surrounding the ancient giant graht-oak tree known as the Elden Tree, which is said to have seeded all of Valenwood. It is the capital of the Aldmeri Dominion.
Elden Root is found in the center of Grahtwood, within the region of Green Hall. A river from the northeast flow down into the Elden Root basin, and forms in a lake that takes up the eastern outskirts of the city. All around the city are Ayleid ruins, reminiscent of the Ayleid migration that came into Valenwood. These ruins are largely inaccessible, save for the inner caverns of Elden Hollow, where the ruins are found in the shadow of the city, in the southwest.
Traditional dwellings on the forest floor give way to woven, naturalistic abodes in the graht-oak's branches, connected by mobile platforms that ferry about people and supplies under manual power. It is also common that drunks fall down from the branches of the Elden Tree.
At the highest branch of Elden Root lies the Throne Room, the city's seat of power. Members of the Camoran Clan rule from Elden Root through the Throne. Descending downward leads into the Great Trunk Artisans Court, where various craftsmen made their business. Branches that diverge from here lead into local guilds such as the Fighters Guild and Mages Guild. Downward into the ground level are many merchants and caravans, as well as the local shrine of the Spinners. The land outside of the ground floor is occupied by tree-pods and foreign architecture, such as the Altmer Embassy.
Beneath Elden Root, in the ruins of Elden Hollow, is an ancient orrery. According to legend, if any person stepped into the center of this orrery when it was activated, it would reveal their inner self. However, the secrets of activating the orrery have been lost to time.
Southpoint
At the very southern point of Valenwood lies the coastal city of Southpoint. The city was founded in 1E 2729 by the Colovian governor Zantonius, born in Kvatch. It became the main port and Imperial colony in the Kingdom of Grahtwood, then an administrative division of the Second Empire in Valenwood The Rites of Xarxes Memory, an Altmer-imported celebration, is held annually in its cathedral.
Woodhearth
Woodhearth is a coastal city in southwestern Valenwood. The city was constructed by the Second Empire in the late First Era to act as an Imperial outpost with the aim of facilitating trade with the native Bosmer. Imperial-style buildings, port, sewers and walls in the settlement were constructed back in that time.
The Bosmer had mixed reactions to Imperial presence. After several violent attacks against the settlement, a peace was eventually struck with the Green Pact Bosmer tribes and a Bosmer settlement was created adjacent to it. Natural Bosmeri architecture began to replace the Imperial original buildings, which were gradually replaced or fell into disrepair, though the city in general thrived. As the Bosmer secured their place within the Empire, control was gradually ceded back to autonomous Bosmeri rule and a treethane began to rule over the cosmopolitan population, having a reputation for determined leadership and fair judgment.
The Thalmor established its Valenwood headquarters in Woodhearth to oversee the region. Many settlers came from the Summerset Isles, replacing many of the old Imperial-style buildings with Altmer-style ones, resulting in a beautiful mixture of Imperial, Bosmeri and Altmeri architecture.. Woodhearth so became one of the principal mainland ports in Greenshade.
Woodhearth is considered one of the safer places in Valenwood for foreigners, despite skooma smuggling beyond the city's streets and the infamous Bosmer thieves. Beside drugs dealing, contraband of other products are also common through its extensive and partially abandoned Imperial sewers.
Marbruk
Marbruk is an Altmeri city located deep in the forest of Valenwood, on the border of Greenshade and Grahtwood. Marbruk was constructed after the incorporation of Valenwood by the Aldmeri Dominion in 2E 580 to defend Greenshade from the Ebonheart Pact. Hoping to accommodate their Altmer allies, the Bosmer ignored the felling of trees involved in its construction. The Altmer, in turn, attempted to respect the Green Pact by importing the wood and stone required from outside of Valenwood, and faced little opposition from the local tribes.
The city featured modern Altmeri architecture built atop the original Ayleid ruins, which hosted the criminals and smugglers. Besides of its military role in defending Greenshade from invaders, Marbruk was built as an example and a symbol of what the Dominion should be and how united it was, regardless of race and origin. However, many accused the Altmer of intending to "civilize" with their presence the "wild" Valenwood and its inhabitants, even banning Bosmer ancient traditions and customs like smoking dried insects, walking without shoes, or the Rite of Theft. All of this under an important presence of Thalmor agents in the city, who enforced these new laws.
The new city was also home to a secure vault, below its Mages Guild's Hall, where the Dominion stored some of its most priceless treasures: a small greenhouse with four rare plants, including Crimson Nirnroot; a Relic Room which held Ayleid relics, including the Crown of Nenalata, recovered from a Bosmer thief who was apparently practicing the Rite of Theft, and traded it back to the Dominion for a song, confounding the Altmer; and the Staff of Magnus, then into the possession of the Dominion.
Ironically, during the construction of Marbruk in the Second Era, it was reportedly the relatively "civilized" Bosmer living in cites like Woodhearth who voiced the greatest opposition to the destruction of Valenwood foliage. The Green Pact Bosmer, meanwhile, showed more fascination than anything else.
Arenthia
Arenthia is a city on the border with Cyrodiil and Elsweyr. Is the resulting amalgamation of various cultures that reside, and have spread influence throughout the march. It is an important trade city that is nestled on the fork of both the Crescent River and the Strid River. It was named after the first King of the Wood Elves.
Arenthia was recently recaptured by the Aldmeri Dominion from Colovian invaders.
Greenheart
Greenheart is a city in southern Valenwood. The city is a walled settlement, built upon magic-made cliffs and giant trees, which supports Altmer-style buildings. Crowning Greenheart, sits the Tower where the Throne of the Wilderking is, made from both marble and living magic-shaped trees.
The city's history and the one of the mysterious Wilderking are intertwined. The first Wilderking was an Altmer mage sent by his overlords to Valenwood to build a great city during the early First Era. He chose the place where Greenheart currently stands to fulfill his purpose, before he even became the Wilderking. There, the Altmer builders met to help the mage, but after a violent struggle between the forest and the colonists, who were trying to build Greenheart, all ended up dead except for the mage, who forgot about his previous memories.
The forest had agreed to obey the mage if he became the Wilderking. From the dead builders, he raised the first of the Hollow, who would become the guardians of the Wilderking and, therefore, of Greenheart. The initiative was forgotten by the Wilderking's former overlords, but the new god-king shaped the ground and the trees to build his capital city. He grew a big graht-oak in the middle of the settlement, which served him as the seat of his throne. In time, the Bosmer from southeastern Greenshade began to recognize the Wilderking as their only and supreme ruler: making Greenheart the capital of a region that would come to be known as the Wilderking Court.
When Valenwood joined the Aldmeri Dominion, Greenheart, along with the rest of the Wilderking Court, refused to be incorporated. The treethanes and the common people said that they did not recognize the Camoran king of Elden Root as their ruler, but the elusive Wilderking, who resides in Greenheart. As such, the Wilderking Court remains relatively independent.
Bosmer
Bosmer, or Tree-Sap people, are the Wood Elven clan-folk from the forests of Valenwood. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land and its wild beauty and creatures
Modest and Nimble
Bosmer are one of the smallest races on Tamriel. This small frame grants the Bosmer a natural proclivity for moving nimbly and stealthily. As with the other elves, they live two to three times as long as humans. Combined with their increased fertility and long lives, Bosmer are known to have large families, and are one of the most populous races of Tamriel.
Bosmer have skin tones in copper and bronze, and sometimes have traces of light green. Their hair tends toward browns and blacks, but occasionally reds and coppers. Their eyes are golden, brown, and sometimes solid black with no visible white.
Some Bosmer have been known to file their teeth to sharp points. It is also common among the Bosmer to wear decorative antlers on their foreheads. Although rarely, individuals with real, magically-grown antlers can also be encountered.
Resourceful
The Bosmer have adapted to life in the Green in many ingenious ways. For instance, they use bone, animal, and insect products widely; imported wood is used when necessary. Rather than drinking conventional liquor made from grain or fruit, the Bosmer consume jagga (fermented pig's milk) and rotmeth. Though they refrain from smoking plants, many enjoy smoking bugs from bone pipes. Writing on a leaf or a flat stone is common in Valenwood, and often preferable in a place where quality parchment is rare and even paper is uncommon.
Due to the proscriptions of the Green Pact, forges are rare in Valenwood, and metal weapons have never been widespread among the Bosmer. They typically utilize bone clubs, or else axes and spears with blades of stone or obsidian. Their composite horn bows are arguably the finest in Tamriel. By the age of fourteen, Bosmer youth are typically proficient enough with the bow to accompany hunting parties.
Finding light without resorting to the danger of fire is an issue on the perpetually shadowy forest floor, but as the moons rise, additional light is provided by luminous lichen, molds, and fungal growths at the base of the oaks. Higher up, nocturnal flowers feed from the graht-oaks, attracting torchbugs, whose hives light the branch platforms.
Strange Customs
The Bosmer have many customs that are unique to Valenwood. The Rite of Theft is a cherished Bosmeri custom, though one which outsiders have trouble appreciating. The Bosmer steal from each other, and upon return of the stolen item, they demand a boon commensurate to the item's worth. Outsiders who understand the Rite of Theft may use it to their own advantage. Three Altmer, the so-called "Heroes of the Sanctuary", once used the Rite of Theft to secure a safe port of Summerset ships.
Another custom is the practice of the Mourning War, common in the tribes outside of the cities. When a tribe member is slain, he or she is symbolically replaced via a hostage-taking raid on a neighboring tribe. If the deceased was an especially powerful or prestigious member of the tribe, multiple captives may be taken to replace them. The captive or captives undergo a period of physical torture, supposedly to test their worthiness, and then are joyously welcomed into the clan. Traditionally, the victim was given the deceased tribe member's position, possessions, and family, though this practice may be rarely honored in modern ages.
Skilled Adventurers
As some of the greatest hunters and scouts in all of Tamriel, many Bosmer leave their villages to seek out greater challenges. They are born warriors, excelling at martial combat, and they have a natural connection with beasts and plants.
Those that have ignored the Pact and turned their back on Y'ffre are expelled from their tribe. An exiled Bosmer usually has no other option than to seek out adventure elsewhere.
Bosmer Names
Most Bosmer have only their given name, but it is not unheard of to have a family name, which is typically descriptive of their skills or ancestry.
Male Names: Aengvir, Athragar, Baenlin, Brenor, Calthindor, Deros, Drinlin, Elseer, Faenir, Fangaril, Filalmoth, Firras, Gelin, Hadran, Inluin, Lenor, Malgoth, Niden, Ording, Rollin, Saldir, Thranor, Urunil
Female Names: Aerin, Althel, Belwen, Candel, Distel, Elphinia, Erwin, Evelie, Fangil, Ganwen, Glaras, Herdor, Indanas, Laen, Miniel, Nara, Pishna, Ralion, Sednel, Thralin, Uunril, Zifri
Family Names: Arrow-Catcher, Blood-Letter, Daintyfoot, Flameheart, Greenwood, Longshot, Many-Legs, The Bold, Tree-Killer, Woodwalker
Bosmer Traits
Your Bosmer character has a variety of natural abilities in common with other Bosmer.
Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.
Age. Bosmer live two to three times as long as humans; with a 200-year-old Bosmer being old and a 300-year-old Bosmer being very, very old.
Alignment. Most Bosmer are good, preferring to avoid violence if they can. Many Bosmer religiously follow the tenets of the Green Pact, but they are not otherwise known to be expressly lawful.
Size. Bosmer are often a head smaller than humans. They are rarely over 5 and a half feet tall. Your size is Medium.
Speed. Your base walking speed is 35 feet.
Y'ffre's Favor. While you abide by the Green Pact, you gain Y'ffre's patronage and protection. You can cast animal friendship with this trait. Once you cast the spell, you can't cast it again with this trait until you finish a short or long rest. Wisdom is your spellcasting ability for this spell. In addition, you can communicate with plants in a limited manner. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
Bosmer Resilience. You have advantage on saving throws against being poisoned or diseased, and you are resistant to poison damage.
Natural Archer. You have proficiency with the shortbow and longbow.
Quick and Nimble. You have proficiency in the Acrobatics skill.
Languages. You can speak, read and write Common and Bosmeris.
Elsweyr
Elsweyr is a province that lies on the southern coast of Tamriel, and is home to the feline Khajiit. It is divided into two major climates along the lines of the regions Anequina and Pellitine. Anequina encompasses the northern half of Elsweyr. The region is dominated by harsh badlands and dry plains, which gave rise to a hardened warrior culture among the local Khajiit that view their neighbors to the south as decadent and depraved. Pellitine encompasses the southern half of Elsweyr. The region is considerably more fertile than the arid north, and is replete with jungles, rainforests, and river basins. The Khajiit of Pellitine are consequently wealthier than their neighbors to the north, whom they derided as uncouth barbarians. The seat of the Mane, Torval, is located here.
History
The Khajiiti creation myth explains the hot deserts of northern Elsweyr and the wet and poisonous Tenmar Forest in the south to be made by Nirni as revenge for being tricked by Azurah.
By the beginning of the First Era, sixteen realms in the region of today's Elsweyr existed. These were not comparable to the kingdoms of men and mer, as those Khajiiti realms were not fighting each other for power or land. Instead they were existing in harmony and complementary. Each such kingdom was specialized on providing goods or services and shared it with their neighbours.
Ne Quin-al, also known as Anequina in Cyrodilic, for example provided their excellent trained fighters of the Two-Moons Dance to Torval in exchange for fish and other goods from the sea. Influence and power shifted constantly, and the dominance of the regions cycled through the kingdoms depending on the phases of Masser and Secunda. For example, Ne Quin-al was in power at full moons, while Torval was when both moons were half, or Senchal when they were both new.
The political balance in the sixteen Khajiiti kingdoms proved stable enough for thousands of years. Neither the Alessian Empire nor the Bosmer of Valenwood dared to extend their borders too far into the lands of the Khajiit, but caused increasing animosity between the Khajiiti realms. Until, After two millennia, the political landscape of the Khajiiti territory changed drastically with the emerging Thrassian Plague of 1E 2260. It expanded along the trading routes deep into the realm of the Khajiit and caused a mass mortality. The balance between the sixteen kingdoms was finally destroyed.
The remains of the original sixteen realms were two realms with opposing cultures: The northern Ne Quin-al with it's many warrior clans, and the wealthy southern Pa'alatiin, also known as Pellitine in Cyrodilic. Both kingdoms fought for centuries, but none of both could ever gain the upper hand of Elsweyr.
With the rise of the Reman Dynasty in 1E 2703, the new found Second Empire begun to expand. Also the two kingdoms of Anequina and Pellitine could not resist the Empire's power and were conquered. And although the two kingdoms were in the same Empire, they could not stop fighting one another.
The ongoing strife between Anequina and Pellitine was finally resolved by the Khajiit themselves. Keirgo of Anequina and Eshita of Pellitine married in 2E 309 and combined the two conflicting kingdoms, aware of the political impact, into one: The Elsweyr Confederacy. The reason for the name is a matter of debate; either a reference to the old Khajiiti proverb "A perfect society is always found elsewhere", or to the Sands Behind the Stars, in Ta'agra called Llesw'er.
The formation of the new kingdom did not bring the expected peace. The cleft between tribal culture of the north and nobility of the south was still present, and gave rise to rebels, leading to the capture of the southern capital by northern Khajiit.
As the rebellion kept going on, Mane Rid-Thar-ri'Datta—the spiritual leader of the Khajiit—revealed the Riddle'Thar Epiphany in the Temple of Two-Moons Dance of Rawl'kha in 2E 311. Rid-Thar-ri'Datta was since then known as the First Mane. The Mane, usually nonpartisan, used Riddle'Thar to proclaim a new system of dividing the powers in Elsweyr. Bound to the dance of the two moons—their different phases—the power in a region shifted between the nobility of the cities and the chieftains of the deserts. The Mane itself was overseeing this shift of powers, and as this system was implemented it finally brought peace to Elsweyr some time around 2E 324—lasting under many more Manes.
Two hundred years after the rebellion—that followed the formation of the Elsweyr Confederacy—the Knahaten Flu ravaged the land of the Khajiit just as unprepared as the Thrassian Plague before. The flu appeared in Elsweyr the first time on Sweet Street in the Black Keirgo slums of Senchal. First dismissed as a toxin in the goods by the city's elders, it spread over to Dagi's Pride, Squint-Eye, and the docks of Alabaster. The expansion of the flu accelerated, soon to be in Torval, Orcrest, Dune, Corinthe, and everywhere between.
As the Khajiit were focused on fighting their own extinction, Colovian armies, in the time of the Longhouse Emperors, invaded the northern part of Elsweyr and annexed it. Their invasion went as far as Riverhold and Orcrest, until they were fought back there in 2E 562.
Lord Gharesh-ri, Speaker for the Mane, organized the remnants of the Mane's Legion to maintain order and use newfound knowledge of an alleviating tea. However, all this did not prevent further spreading of the flu and many more dead. When hope was almost lost, unexpected help came from the Altmer of Summerset Isles, bringing direly needed physicians, healers, and supplies. This aid gradually defeated the Knahaten Flu and saving the Khajiit. In return, the Khajiit joined the Aldmeri Dominion in 2E 580.
The Mane
The Mane is a unique breed of Khajiit, which acts as the leader of the Elsweyr Confederation. Elsweyr's current mane is Mane Akkhuz-ri. Khajiit tradition holds that only one Mane can be alive at one time and, more specifically, believe that there is actually only one Mane who is reborn again and again in different bodies. There has been no recorded incident of more than one Mane contending for power, although whether due to the truth in the Khajiit belief or whether the ruling Mane takes care of any potential rivals is unknown. Manes can only be born under a rare alignment of the moons Masser and Secunda when, according to legend, a third moon actually appears.
In older days the Khajiit would shave off their manes in deference to the Mane, braiding them into locks which the Mane would incorporate into its own mane. The Mane is so weighted down by the hair that movement is difficult without aid and they often travel the countryside by means of a palanquin. As the population grew, however, this became impractical, although the Khajiit still remove their manes and the current Mane still wears the hair of its tribe and Warrior Guard which includes several hundred in number.
Though the Mane is the spiritual leader of all of Elsweyr, the Khajiit are led in their beliefs by mysterious figures known as "Clan Mothers", whose duty it is to disseminate the cultural myths among their kind, and who maintain autonomy from the Mane and the disparate tribal leaders. It is widely held that the Clan Mothers are greatest force among the Khajiit. It is they, ultimately, who control both the harvest and refining of Moon Sugar, and thus they who are seen as the most influential.
Moon Sugar
The moon sugar of Elsweyr is the holiest of substances to the Khajiit. They speak of sugar as others speak of the soul or the life force. The Khajiit understand it to be "crystallized moonlight", caught in the water of the Topal Sea and brought to the sugarcane groves of the Tenmar by the force of the twin tides.
Moon sugar has a variety of uses; it is alternately a seasoning and a magical ingredient, a source of communion with the holy moons and a dangerous and addictive drug. It has analgesic and soporific effects; it makes users "happy and stupid". In humans, its consumption causes a euphoric state followed by complete exhaustion. Khajiit are relatively resistant to these effects because they consume it in some form every day, but over-consumption can cause the euphoric state and even addiction.
Moon sugar is commonly refined into a more potent and addictive form known as skooma. Skooma is a hallucinatory narcotic that is extremely addictive. Its victims are left in constant, alternating states of delusional euphoria and lethargy.
Torval
Torval is a city found in the southern forest region of Pellitine. It is known as the home of the Mane. The Mane and their tribe live in exotic palaces, which are surrounded by symmetrical sugarcane gardens where the Mane would meditate. The Mane's Warrior Guard patrols the sacred grounds, preventing anyone from entering and disturbing the Mane.
Like other areas in Elsweyr, Torval contains a Temple of Two-Moons Dance, with this one, in particular, being known for producing great fighters and excellent training in all of Tamriel.
Senchal
Senchal is known for being an infamous, yet influential, port city in southern Tamriel. It is filled to the brim with crowded bazaars and open-aired markets. The highly-populated harbor contains all sorts of pirates and smugglers that operate across the southern sea, and the Topal Bay. It is possible to buy anything in Senchal, including a fresh corpse. Supposedly, the Sload of Thras would buy corpses from Senchal's black market and ship it on their airships
The most well-known district of Senchal is Black Keirgo, the slums of Senchal. It is considered squalid and dangerous, with a large Moon Sugar influence. There are illegal sugar dens located throughout the streets, consisting of all sorts of people, even nobility.
On the 16th of Sun's Dawn, commonly known as Heart's Day, King Dro'Zel was visited by a bard from the town of Gil-Var-Delle, who recounted the ancient tale of Polydor and Eloisa. The tale had left Dro'Zel in dismay and anguish, so much so that he summoned Molag Bal to destroy the town, leaving a haunting husk of the former settlement.
Sometime later by the 6th of Sun's Dusk, King Dro'Zel was named one of the new Advisors to Emperor Reman Cyrodiil III. After the Emperor was assassinated, Versidue-Shaie proclaimed the arrival of the Second Era and his new position. The only person clapping was King Dro'Zel.
Senchal is possibly the city that was affected the most by the Knahaten Flu. Entire neighborhoods were razed amidst the chaos to cure the flu in Senchal. These ruins were never rebuilt.
Corinthe
Corinthe is a city located on the northern edge of the region of Pellitine, known for carpenters and woodworking. The main gate in Corinthe is known for its stature, being called the Great Gate of Corinthe. Corinthe once contained a place known as the Grand Archive, which held text of ancient Elsweyr in the Merethic Era. The land surrounding Corinthe is open savannahs, populated by the Desert Lynx, which are totem animals of the pastoral Khajiit tribes. They are used in managing moving herds. Corinthe is the home of the First Corinthe Hussars, horsemen that utilize the Pellitine Mustang that live in the area.
Outside of the city outskirts is the ruins known as the Temple of Agamanus. The Temple was dedicated to Agamanus, the Sphinx of Gazia. At one point, the temple had fallen into disrepair and obscurity, along with Agamanus' history.
Dune
Dune is a prominent merchant town with a bustling crowd of caravans and herders, as well as, an artistic one, with painted pavilions and statues with intricate carvings of gold, red, and black. Dune is located near the borders of Valenwood in the west, and Cyrodiil in the northeast. To the northeast, near the exact border to Cyrodiil lies Fort Sphinxmoth. Which was established to control the feuds between both the Khajiit and the Wood Elves, though it would waver between control, either by the Empire of Cyrodiil, or one of the warring tribes.
Dune is a large metropolis built on the hills that lead into the rest of Anequina. Dune is heavily-fortified, but not without its artistic attributes. The high walls and battlements of Dune are ornate, with crescent moons adorned across the walls. But despite this, Dune's walls are made out of wood, with some buildings falling into disrepair. But regardless, Dune continues to stand.
The doors in Dune are decorative. The streets and thoroughfare have painted pavilions and decorative statues. They are also very clean for what it is, dung-free but with constant traffic from herders. Dune is also known for teahouses, such as the Sweet Plethora teahouse. Dune is also the home of the Moon Sugar Press.
Like the rest of Elsweyr, there is a Temple of Two-Moons Dance in Dune. Dune is split into three districts. A temple district with chantries dedicated to Jone, Jode, and Lorkhaj. A merchant district in the north for local guilds, as well as, various artisans. And a residential district found in between the previously mentioned districts and the Temple of Two-Moons Dance. There are thoroughfares that run through the borders of these districts.
Rimmen
Rimmen is seen as the epitome of Elsweyri hospitality. It is an oasis in the harshlands of Northern Elsweyr, as tropical plants and trees grow on artificial canals that flow from the great Anequinian aqueducts across the Kingdom of Rimmen. It is built atop of a hill that descends into the High Savannah, which is the upper tier of Northern Elsweyr, anchored by Riverhold to the west. Just to the south is a large ravine where the Scar desert begins.
Outside of the city's walls are water fields on the steppes for Moon Sugarcanes and several small farmhouses. Further south towards the S'rendarr's Cradle Adeptorium is the expansive Rimmen Necropolis, which despite the name, it is not a part of the city. It was supposedly created from a superstition that has fallen out of favor.
The aqueducts empty in the town square, into relaxing pools of water where several people pass the time to relax and meditate. The Artisans District is found in the northwest of Rimmen. In the center is various craft stations covered by a large Khajiiti pergola. On the path to the Rimmen Palace is the Baandari Bazaar, an expansive marketplace found along the canal. Continuing north is the northern district, where the Tonenaka Shrine is found. When the Akaviri of the then-defunct Second Empire entered Anequina, they brought their culture with them, and it changed Rimmen forever. They built the Tonenaka in the traditional Akaviri style. It is described to hold ten-thousand statues crafted from sculptors across southern Tamriel. Along with the shrine, there is the Hall of the Lunar Champion, initially built for the Khajiiti Mythic-Hero, Khunzar-ri. Castle Rimmen overlooks the entire city, and it is where the King and Queen of Anequina live.
In 2E 576, the city of Rimmen was ruled by King Hemakar and Queen Numara. As Emperor Varen Aquilarios was occupied in Cyrodiil, Euraxia Tharn was sent on Imperial business to Rimmen, where the King welcomed her kindly. This proved to be the King's greatest mistake. Using her militia of Nibenese mercenaries, Euraxia Tharn conquered Northern Elsweyr and executed the royal family. She was known as a tyrant across Anequina, from Rimmen to Riverhold. As time went on, Queen Euraxia imposed heavy and costly taxes such as the fur tax, built siege weapons meant to destroy Rimmen should the people rebel, and even work with a cult of necromancers led by Zumog Phoom. Euraxia's forces spanned across Northern Elsweyr, eventually taking Riverhold in the western hills.
Because of the ongoing Three Banners War, the Aldmeri Dominion were pre-occupied in Cyrodiil, and so the Khajiit are on their own in the war against the foreign occupier. Lord Gharesh-ri has promised to commit forces to liberate the city.
Khajiit
Hailing from the tropical province of Elsweyr, Khajiit are feline humanoids, known for their grace and intellect. Nomadic and inquisitive, the Khajiit rarely stay in one place for long.
Children of the Moon
Khajiit come in many breeds, or furstocks. The Alfiq are a diminutive form of Khajiit resembling typical house cats, and the Senche are tiger-like Khajiit that lend themselves towards being used as steeds. Ohmes are visually similar to mer, especially Bosmer. Cathay, Dagi, and Suthay have a humanoid build with fur, tails, claws and cat-like heads. Every furstock also has its Raht variant, which is typically of greater stature. All furstocks are intelligent, and there are rumored to be sixteen or more.
The morphology of Khajiit is determined at their date of birth, intrinsically tied to the phases of Jone and Jode, the Lunar Lattice. After birth, Khajiit look very similar, and smaller than human newborns. Within weeks after, their individual morphology becomes more clear, and their growth is faster than that of humans.
Khajiit anatomy differs greatly from both men and elves, not only because of their fur, tail, and sometimes toe-walking stance, but also their digestive system and metabolism. They have a sweet tooth and use a sweet spice called moon sugar in almost every dish.
The typical bipedal Khajiit dresses in an ample shawl of brightly-colored cloth, known as a budi, for defense against the harsh rays of the sun. This shirt is tightly fastened in braids down the right side, in order to prevent any part of the torso fur from being seen, as the exposure of such in public is deemed both offensive and unsightly. In battle, those who walk upright traditionally don medium-weight armor, exquisitely fashioned from loose-fitting leather overlaid with lacquered and highly-burnished metal plates. While leather caps are generally preferred, those with the means to procure such will often don helms of fluted silver. Furthermore, most Khajiit bedeck themselves with jewelry, trinkets, and occasionally even herbs such as Nightshade. Their tattoos often have deep cultural and religious significance, as they signify their race, tribe, and the gods of their worship.
Dual Society
The Khajiit are divided by two disparate ways of life: the civilized jungles and river basins of southern Elsweyr, which have ancient mercantile traditions, a stable agrarian aristocracy based on the exportation of saltrice and moon sugar, and a thriving artistic culture, which contrasts greatly with the nomadic tribe or pride-centric Khajiit of the dry northern wastes and grasslands, where aggressive and territorial raiders occasionally unite under a single chieftain.
Guardians and Charlatans
Khajiit, who are commonly targeted for racial discrimination, have had to deal with being kidnapped and sold into slavery. This harsh reality has made them take self-defense very seriously. The majority of Khajiit use their claws as weapons, and many have formed groups that utilize their natural gifts in various forms of martial arts.
Other Khajiit welcome the black market with open paws, taking to a life of piracy, smuggling moon sugar, and the more potent skooma, to the many different lands. Khajiit's natural abilities make them superb thieves and acrobats, as well as fearsome warriors.
Khajiit Names
Each Khajiit has a single name in their language, Ta'agra, but it is also common for a Khajiit to go by their Tamrielic name, usually given to them by men or mer. These common names are typically descriptive of the their personality or quirks.
Male Names: Akrah, Azbishan, Balag, Dazur, Eilun, Fa'alar, Ghadar, Hilan, Jahirr, Khasar, Lansur, Maniz, Malirzzaka, Nakkhu, Oblan, Pinar, Rakhad, Razur, Sabra, Tabil, Urjen, Vashpar, Yan, Zaban, Zino
Female Names: Abizah, Azum, Bakkhara, Bindu, Darali, Elamusa, Fedura, Hani, Inama, Kala, Kiasha, Manabi, Mura, Nayya, Pinirai, Samati, Sebazi, Shuzura, Tahara, Tohiba, Urbani, Vaifa, Yana, Zara, Zurka
Tamrielic Names: Ashenfur, Black-Paw, Clevereyes, Dawnwalker, Dusty-Claw, Elf-Biter, Firebreath, Four-Toes, Iron-Ear, Kink Tail, Silvertongue, Soft-Fur, Sugar-Claws, Tender-Paws, Wet-Whiskers
An important aspect of Khajiit names are honorifics, more commonly among males than females. They reflect their status in life or society, and can change accordingly. Thus, it is considered improper and insulting to apply a wrong honorific. Commonly a Khajiit takes up just one honorific at a time, as using two either shows great ignorance or great pride. They also sometimes are given in terms of endearment, banter or deceit. Rarely, even non-Khajiit take up Khajiit honorifics.
Honorifics are usually a prefix before or suffix after a Khajiit's name, usually separated by an apostrophe, uncommonly a hyphen, or rarely without separation.
Khajiit Honorifics
d10 | Male | Female | Short Form | Meaning |
---|---|---|---|---|
1 | Dar | Daro | — | Most ancient title; nimble fingered, lithe of tongue, inquisitive, acquisitive, clever |
2 | Do | Do | — | Rarely taken by females; master of Khajiit martial arts, renowned warrior, guard of the Mane |
3 | Dro | Dra | — | Wise and witted, elder, patriarch or matriarch, grandparent |
4 | Ja | — | J | Young adult, bachelor, inexperienced |
5 | Jo | Ko | — | Learned, wizard, physician, scholar |
6 | — | La | — | Unmarried, graceful maiden |
7 | Ma | Ma | M | Child, virgin, apprentice |
8 | Ra | Ra | R | Rarely taken by females; leader of soldiers, trade, or governance |
9 | Ri | Ri | — | Rarely taken by females; rarely awarded title for great leaders; chieftain, king, speaker, Mane |
10 | — | — | S | Adult |
Khajiit Traits
Your Khajiit heritage manifests in a variety of traits you share with other Khajiit.
Ability Score Increase. Your Dexterity score increases by 2.
Age. The lifespan of Khajiit is about one hundred years.
Alignment. Most Khajiit are chaotic, considering laws more akin to suggestions.
Speed. Your base walking speed is 35 feet.
Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Keen Senses. You have proficiency in the Perception skill.
Cat's Claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Languages. You can speak, read, and write Common and Ta'agra.
Subraces. There are many distinct furstocks of Khajiit. Choose one from the following subraces.
Khajiiti Speech
Khajiit typically do not use the first person "I" when referring to themselves. Some khajiit believe that to do so would be incredibly rude and self-important. Instead, many Khajiit refer to themselves as "this one", "he/she/they", "Khajiit", or simply their name. Similarly, Khajiit may refrain from using the second person "you", but this does not happen as often.
Khajiit speak with a raspy voice, but never without an elegant rhythm. Their speech has been described as mysterious, which may be a kinder way to say that the listener is never sure whether the Khajiit is lying or not.
Alfiq
The Alfiq are a diminutive form of magically gifted Khajiit resembling typical housecats. Their resemblance to common housecats has led many to treat them as such, whether by downplaying their intelligence, or even cooing or attempting to cuddle them. While it is rumored that Alfiq are mute, they are in fact capable of speech, a misconception which may derive from scholarly reduction of Alfiq to the status of housecats, or from a disinclination of Alfiq to talk in the presence of outsiders. Due to the disrespect that Alfiq get as a result of their form, they rarely travel outside Elsweyr. All these factors resulted in Alfiq resenting being labeled as housecats, which they consider patronizing and irritating. The various misconceptions, however, do allow Alfiq to pose as housecats in order to serve as information gatherers. Alfiq wear clothing, but as they are unable to naturally put it on themselves, they have others do it for them, or use magic to clothe themselves.
Ability Score Increase. Your Intelligence score increases by 1, and your Strength score is reduced by 2.
Size. You resemble a typical housecat. Your size is Tiny.
Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
Cathay
Cathay are similar in appearance to Suthay, but they possess greater stature and strength, and are often nicknamed "jaguar-men". Unlike Suthay, they have plantigrade legs.
Ability Score Increase. Your Strength score increases by 1.
Size. Cathay are slightly taller than humans, often taller than 5 and a half feet. Your size is Medium.
Jaguar's Strength. You have proficiency in the Athletics skill.
Dagi
Dagi have facial features that are comparable to that of lynxes, and are short in stature, making them among the smallest of the furstocks. Due to their light weight, they have been reported as being able to dwell in higher branches of trees that cannot hold a Bosmer. Due to their inclination to climb trees, they are compared to monkeys. Many Dagi are skilled spellcasters.
Ability Score Increase. Your Intelligence score increases by 1.
Size. Dagi are slight of stature, rarely taller than 4 feet. Your size is Small.
Tree Climber. You can climb trees that few others can. You have a climbing speed of 35 feet and have advantage on all climbing-related checks. In addition, you have proficiency in the Acrobatics skill.
Pahmar
Little is known of the Pahmar, except that they are comparable to tigers.
Ability Score Increase. Your Strength score increases by 1.
Size. Senche are slightly shorter than humans at 5 or 6 feet. Your size is Medium.
Tiger's Claws. Instead of 1d4, your damage die for Cat's Claws is 1d8.
Ohmes
Ohmes are described as man-like, or man-faced, and visually like Bosmer, though sometimes shorter. To avoid being mistaken as such, many Ohmes tattoo or paint their faces to resemble a feline aspect. They are said to be the most common kind of Khajiit to be encountered outside of Elsweyr, usually as adventurers or diplomats
Ability Score Increase. Your Charisma score increases by 1.
Size. Ohmes are similar in stature to Bosmer, rarely taller than 5 and a half feet. Your size is Medium.
Ambassador. Your man-like physique makes you a natural ambassador to the other races. You have proficiency your choice of one of the following skills: Deception or Persuasion. In addition, you can speak, read, and write one extra languages of your choice.
No Claws. Unlike other Khajiit, you do not have the Cat's Claws trait.
Senche
Senche are very often confused with the lesser sentient Senche-Tigers due to Khajiit using the name Senche as collective term for all of their tiger-sized catlike cousins. The Senche furstock is similar to Pahmar-raht in size. They are very large, standing about as tall as an Altmer. Some say their weight is comparable to that of twenty Altmer, which may be a bit of exaggeration. They have yellow eyes and tawny fur, ribboned with stripes the color of dried blood. Other Khajiit may use them as steeds if they are permitted to. Although they can function as mounts and beasts of burden and war, they dislike being lowered to a beastly status. They like to be seen as equals and thus dislike their riders to be labeled as owners and handlers.
Ability Score Increase. Your Strength score increases by 1.
Size. Senche stand about as tall as an Altmer at 6 or 7 feet. Your size is Medium.
Feline Build. You count as one size larger when determining your carrying capacity and the weight you can push or drag. In addition, a Medium or smaller creature can ride you as a mount if you allow it. In such a situation, you continue to act independently.
Suthay
Suthay are similar in height and build to the race of man, but they are completely covered in fur of different colors and patterns and have a tail. Claws are present on hands and feet, and their heads appear very cat-like. Their legs are digitigrade. Suthay are known to be for their bold spirit and for being agile and sneaky. This makes them good adventurers and traders.
Ability Score Increase. Your Wisdom score increases by 1.
Size. Suthay are slightly shorter than humans, ranging from 5 feet to 6 feet tall. Your size is Medium.
Natural Thief. You have proficiency with thieves' tools. In addition, you have proficiency in the Sleight of Hand skill.
Tojay
Little is known of the Tojay, except that they live in the southern marshes and jungle regions of Elsweyr, as well as the Tenmar Forest. They are thought to be similar to Dagi, but more lithe.
Ability Score Increase. Your Constitution score increases by 1.
Size. Tojay are slight of stature, rarely taller than 4 feet. Your size is Small.
Marsh Inhabitant. You have proficiency in the Survival skill.
Chapter 6: Ebonheart Pact
Time and again throughout history, armies of men have marched in from the rim of Tamriel to conquer its center, enjoying a brief moment of power before sliding into inevitable discord and decay. It's time to break this destructive cycle once and for all. We need to defeat the armies of the Covenant and the Dominion, depose their leaders, and bring their chastened successors into a new Tamriel Pact, where wiser heads shall prevail.
—Alla Lalleth
The Ebonheart Pact is a military alliance between the Dunmer of the Great Houses Dres, Hlaalu, Indoril, and Redoran of Morrowind, the Nords of the Kingdom of Eastern Skyrim, and the Argonians of the tribes of Shadowfen and Thornmarsh in Black Marsh. The sigil of the Pact is a dragon, and its colors are red and black. They aim to wipe away the rash rule of the Empire and end once and for all mortals' entanglements with higher power from beyond Nirn. The Pact is led by Jorunn the Skald-King, who heads the Great Moot.
The Ebonheart Pact was ratified by the pact of the same name in the city of Ebonheart, adjacent to Vivec's Antlers where an unlikely alliance of Nords, Dunmer, and Argonians warded off an Akaviri invasion. A Great Moot governs the Pact. This council of equals from each of the member races is not only known for hot tempers and loud voices, but also for mutual respect and an amazing will to hold the Pact together against all odds.
When the Tribunal became aware of the dark happenings in Cyrodiil, they called upon their allies to mount a righteous war against the corrupt and disintegrating Empire, and prevent the other alliances from establishing another bloody-handed tyranny in Cyrodiil.
Blood for the Pact!
Before Ysgramor led the Nord people south, our ancestors flourished in the frozen continent of Atmora, and to this day our people prefer the bitter climes of northern Tamriel.
The Dark Elves abide in Morrowind, a harsh land of ashfall and perpetual earthquakes.
The Argonians endure the treacherous and impenetrable depths of Black Marsh.
The alliance between our races was born in dark times, when Nord, Dunmer and free Argonians fought as one to repel the invasion of the Akaviri slavemasters.
Our greatest strength is the adversity we have overcome.
Our resolve is glacial, our might is forged in fire, and our courage, cultivated by the beasts of the jungle.
We are Ebonheart. We are as one. And by this, our victory is assured.
Jorunn
Skyrim
Skyrim, the northernmost province of Tamriel, is a cold and mountainous region also known as the Old Kingdom, or Mereth. Though currently inhabited primarily by Nords, the Elves whom they replaced had resided there since time immemorial.
The sovereign, the High King of Skyrim, is chosen by the Moot, a convention of jarls. A jarl is a regional ruler chosen through heredity and, rarely, through right of arms. The High King typically rules until death, though acts of dishonor, particularly the appearance of cowardice, can lead to the recall and reconsideration of the Moot. Since the Pact of Chieftains was signed in 1E 420, the Moot does not give serious consideration to anyone but the High King's direct heir unless one is not available. However, since the start of the Interregnum, Skyrim has been split into a western and eastern half. Western Skyrim is ruled by the descendants of Jarl Svartr, while Eastern Skyrim is ruled by High King Jorunn.
Nord architects are masters of creating structures that last for generations. Many ancient Nordic ruins built into the mountains dating back to the Merethic and First Eras remain standing throughout Skyrim. They are towering, foreboding structures of black granite. Some were settlements and temples from when the Nords lived under the rule of the Dragon Cult and after; others are burial tombs for the honored dead. Most modern buildings in Skyrim are built partly underground to conserve heat, and are made with stones, with wood used only for support, and roofs of straw. The Nords are known as masters of lumber construction, and these houses are essential to keep in heat in the freezing climate.
The Nords long ago divided the province into nine geopolitical regions known as holds, each of which has a ruling jarl. Each hold is a large area of land roughly equivalent to a county in Cyrodiil, each individually governed by a jarl who maintains court in the hold's capital city. There are nine of them in total: Haafingar, Hjaalmarch, The Pale, Winterhold, Eastmarch, The Rift, Whiterun, Falkreath, and The Reach.
History
Skyrim's history is mostly that of the Nords. The Nords believe the sky, Kyne, breathed life into them at the summit of the Throat of the World, which is considered the tallest mountain in Tamriel by some. Most historians tend to portray Ysgramor as the first Nordic settler of Skyrim, ushering in concurrent waves of immigration from Atmora. Some other historians argue that the early Nedic peoples settled in Skyrim after arriving from Atmora well before the arrival of Ysgramor.
In ancient times, Skyrim was ruled by the malevolent Dragon Cult. This early society revolved around the worship of dragons through intermediaries known as dragon priests, who ruled as gods above men. Sometime in the late Merethic Era, the mythical Dragon War saw the overthrow of the Dragon Cult when Alduin, Akatosh's firstborn, was defeated atop the Throat of the World. The veneration of animals gods was eventually replaced by the Eight Divines.
The Aldmer and Snow Elves occupied Skyrim until the late Merethic Era, when a wave of Nordic immigration from Atmora, led by Ysgramor, finally established Nordic supremacy in modern-day Skyrim. These early settlers called the land "Mereth", after the Elves that roamed the untamed wilderness.
The arrival of Ysgramor and the proto-Nords sparked a long, antagonistic chain of conquests that ultimately expelled the Elves from Skyrim. The instigating spark of conflict was the infamous Night of Tears, where the Elves attacked the human settlement of Saarthal. According to Imperial scholars, the Elves realized that this newer race could outpace their relatively stagnant own. Others posit that the human inhabitants had discovered a powerful artifact, the Eye of Magnus, that the Elves desired. Nonetheless, Ysgramor escaped the carnage, returning to Skyrim with his now legendary band of Five Hundred Companions, slaughtering the Elves and establishing man as the foremost race in Skyrim. Ysgramor's clan expanded their territory, and it continued to expand and contract by winning and losing territories in Morrowind and High Rock during the First Era. Elven rule of Skyrim is thought to have ended under the reign of King Harald in the second or third century of the First Era, though pockets of Snow Elves hid away in the wilderness.
In 1E 241, King Vrage the Gifted, Harald's son, began the aggressive expansion now known as the Skyrim Conquests, which would culminate in the First Empire of the Nords. Within a span of fifty years, the descendants of Ysgramor ruled all of northern Tamriel, including most of present-day High Rock and the whole of Morrowind. Some Nord leaders wanted to turn south to Cyrodiil, but the Jerall Mountains proved to be too big a barrier, and northern Cyrodiil too poor a prize.
Over the next few centuries, Skyrim expanded and contracted as battles were won and lost. The Conquests, and the Empire, came to an end in 1E 369 with the death of King Borgas, the last of the Ysgramor line, during the Wild Hunt of the Bosmer of Valenwood. When the ruling council or Moot was unable to choose Jarl Hanse of Winterhold as the new High King, the ensuing civil war tore the Empire apart. The war concluded in 1E 420 with the Pact of Chieftains, but the Empire lost its holdings in High Rock and Morrowind, and Skyrim was divided into independent kingdoms.
In the years after 1E 420, the Dwemer of Clan Kragen migrated into Skyrim from Morrowind, following in the footsteps of Clan Rourken's exodus. Clan Kragen founded the city of Arkngthamz, which flourished despite constant attacks from the Nords. The success of Arkngthamz encouraged other Dwemer clans to settle in Skyrim, and these joined with Clan Kragen to form a loose alliance of four city-states that were considered unassailable. Clan Kragen's presence eventually extended further west into the Dragon's Teeth Mountains, where they carved out an even larger bastion called Arkngthamz-Phng. The prosperity of Skyrim's Dwemer city-states was relatively short-lived, as the discovery of rich deposits of Aetherium and the creation of the Aetherium Forge immediately shattered the alliance and launched decades of internal conflict. With the Dwemer distracted and weakened, the Nords under High King Gellir finally conquered the squabbling city-states in only three years, though the Dwemer would return a century later and reclaim their former holdings. When the entire Dwemer race disappeared around 1E 700, they left behind the Falmer, Snow Elves who they had allowed to take refuge with them and then twisted into rebellious slave monsters. They remained under the ground, occasionally making forays to the surface and creating legends among the Nords of their presence and malevolent intent.
Stagger and Sway
A love song
O my sweet love, she waits for me,
Through storm and shine, cross land or sea.
I run to her and together we,
Sway as we kiss
Sway as we kiss
Her graceful shape I heave on high
And in one hand I hold her nigh
Her waiting lips are never dry
Sway as we kiss
Sway as we kiss
Come the morn she goes
The taste of her remains
And in my mind, I see us sway
Sway as we kiss
Sway as we kiss
Late in the First Era, an invasion from Akavir cut through Skyrim. Even though Nords don't "meet invasions with pitchers of mead", they were unable to stop the mighty Akaviri Dragonguard, and it took the united armies of Cyrodiil to stop their advance at the Battle of Pale Pass. The Nords were understandably impressed, and for the first time, the whole of Skyrim pledged allegiance to one man: Reman Cyrodiil, one of the first Dragonborn recorded in history and the founder of the Second Empire of Man.
After the assassination of High King Logrolf in 2E 431, a dispute over the succession resulted in Skyrim's division into two independent kingdoms. It began when Jarl Svartr of Solitude challenged the legitimacy of Logrolf's heir, Freydis, and a Moot was convened. Although Freydis was accepted by the Crown of Verity, a magical artifact crafted to test the worthiness of potential rulers of Skyrim, and named High Queen in Windhelm, a partial Moot held in Solitude declared Svartr to be High King. From then on, Skyrim was divided into two kingdoms. In the east, Freydis and her successors ruled over the Rift, Eastmarch, the Pale, and Winterhold, while in the west, Svartr and his successors ruled over Falkreath, Whiterun Hold, Hjaalmarch, and Haafingar. Today, Eastern Skyrim fights in the Three Banners War as a member of the Ebonheart Pact, while Western Skyrim remains neutral.
The Old Ways
Ysgramor and the Atmorans brought with them the worship of animal gods: the hawk, wolf, snake, moth, owl, whale, bear, fox, and most importantly the dragon. Over time, as Nord beliefs evolved, the traditional Nordic Pantheon of Divines emerged as personifications of natural forces and ideas. Many scholars believe that the Nordic Pantheon is the same as the orthodox pantheon, merely with different names (there are certainly many parallels), and many Nords who have adopted the Divines evidently have this understanding.
The isolated Nordic tribe in Solstheim, the Skaal, carry on a tradition very similar to the old tradition of animal worship. The Skaal venerate all of nature, believing that certain parts of their environment, such as the winds, the trees and the sun, were given to them by the All-Maker, a benevolent, unknowable creator deity. Wolves and bears are especially sacred to the small tribe. All aspects of nature must constantly be in harmony, for this is what gives the Skaal their shamanic powers.
The Throat of the World
The Throat of the World is the highest peak in the province of Skyrim. Some consider it the highest mountain of all Tamriel, but most historians agree that Red Mountain is higher.
Seven thousand steps lead up the mountain to its summit, where the settlement of High Hrothgar is located, and where the Greybeards live their lives of absolute silence. The legends of the Nords state that mankind was formed on the mountain when the sky breathed onto the land. Their Songs of the Return therefore describe Ysgramor's voyage to Tamriel from Atmora as a return rather than an exodus. Many pilgrims travel to the mountain and climb the seven thousand steps to its peak.
During the Dragon War, the great dragon Alduin was lured to the top of the mountain by a group of Nords. After seeing that they could not defeat him, the Nords sent him forward in time using an Elder Scroll. The event created a hole in time itself atop the mountain, called the Time-Wound, or "Tid-Ahraan".
Windhelm
Windhelm is a city in northeastern Skyrim, close to the border with Morrowind, and is the only substantial city in the Hold of Eastmarch. It is not only the oldest city in Skyrim, but is the oldest continuously inhabited human settlement in Tamriel. Windhelm was once the capital of the First Empire of the Nords and the old palace of the Ysgramor dynasty, the Palace of the Kings, still stands in the center of the city. Like most Nord cities, Windhelm has a Hall of the Dead where bodies are interred, overseen by a Priest of Arkay who ensures that corpses are properly consecrated and cared for.
In 2E 572, it was sacked by the Akaviri army of Ada'Soom Dir-Kamal, and the then-ruler of the city, Mabjaarn Flame-Hair was slain in battle along with her daughter Nurnhilde. The Palace of the Kings was one of the few of the city's original structures that survived these events, but it was badly damaged. The palace court was temporarily displaced as High King Jorunn elected to repair the rest of city first, before completing the palace.
Solitude
Solitude is a major port city on the northern coast of the province of Skyrim. It is famous for being the northernmost town in Tamriel. After the downfall of the Second Empire and the assassination of King Logrolf, Jarl Svartr of Solitude challenged the legitimacy of Logrolf's heir, Freydis, leading to the division of Skyrim into two kingdoms. Solitude then became the capital of Western Skyrim. It is one of the wealthiest cities in Skyrim, serving as the foremost merchant town along its north coast.
Falkreath
Falkreath is a major city near the southern border of Skyrim. It is known for its vast graveyard and melancholy atmosphere. Some of the greatest warriors and noble jarls in all of Skyrim are buried in Falkreath's graveyard. The pine forest that surrounds Falkreath is vast, covering a large part of Falkreath Hold. In the city's general vicinity are ancient Nordic ruins and abandoned towers that have been used by the local bandits as redoubts.
Sometime before 2E 437, the Orcs under the command of Yashnag gro-Yazgu had taken control of Western Falkreath Hold, posing a threat not only to the city-state of Falkreath, but the sovereignty of the whole Western Skyrim. The Jarl of Falkreath was slain by Yashnag, leaving the hold to his son, Hakkvild. Yashnag's orcs continued to be a serious threat for Jarl Hakkvild, forcing the young jarl to take to arms and challenge the Orc chieftain in an ancient ritual. In the end, Yashnag was slain by Jarl Hakkvild, who took the name "Yashnag-Slayer" after his victory. With their leader dead, the Orcs fled back into Wrothgar, and Hakkvild reclaimed all of Falkreath. Years later, Kurog gro-Bagrakh's Orcs attempted to reclaim the land that used to belong to Yashnag, but this time the Nords were able to defend themselves and repel the invaders.
Riften
Riften is a city built on the shores of Lake Honrich, nestled within the Fall Forest. It lies close to Skyrim's borders with Cyrodiil and Morrowind, and enjoys robust trade with the latter via the nearby pass through the Velothi Mountains. Riften is also the home of the Thieves Guild in Skyrim, and has become infamous as a town where the aspiring rogue or thief can rise among the criminal underworld.
Whiterun
Whiterun is a city in central Skyrim. It is divided into three districts: the Plains District, used as a marketplace where all the merchants, stalls and inns are located; the Wind District, used as a residential area; and the Cloud District, where the palace of Dragonsreach is located. The Gildergreen tree, grown from a sapling from the legendary Eldergleam, is an ancient tree located in the city, worshipped by followers of Kynareth.
The mountain on which the city was built was discovered by members of the Five Hundred Companions of Ysgramor, who discovered the Skyforge, an abandoned forge with the ability to smelt superior Skyforge Steel. The local elves feared the Skyforge as a relic of the gods. Following Ysgamor's death, Harbinger Jeek of the River built the mead hall of Jorrvaskr beside the Skyforge, founding the settlement. This group became the Companions, a famous band of mercenaries.
Markarth
Markarth is a city in western Skyrim, and the capital of The Reach. It is noted for its Dwemer architecture and the extensive ruins of a Dwemer city, Nchuand-Zel, beneath Understone Keep.
Control of Markarth and the Reach has changed many times. Markarth was inhabited by the Dwemer until their disappearance in 1E 700. The natives of the Reach, a people of mixed Breton descent, assumed control of the city and the surrounding lands. After the collapse of the Second Empire, Markarth, along with the whole Reach, was ruled by the Reachmen under the Despot of Markarth. The Reachmen conspired with Mannimarco and the Tharns to further Molag Bal's Planemeld, and Nchuand-Zel was occupied by Daedra. Vanus Galerion stormed this complex some time before 2E 581 while hunting Mannimarco.
Nord
The Nords are the children of the sky, a race of tall and fair-haired humans who are hardened by the harsh environment and climate of Skyrim. They are fierce, strong and enthusiastic warriors, and many become renowned warriors, soldiers and mercenaries all over Tamriel.
Strong-willed and Strong-armed
Nords are the tallest of the human races and have fair skin and fair colored hair. They are known for their powerful physique and modest intellect. Most Nords wear animal skins or cotton clothing.
Nords are fierce competitors and strongly believe in fighting for status and for sport. Favoring brute strength over wit, the nords are suspicious of mages and don't believe in using social status or wealth to garner favor. It is very common for nords to have scars and bruises, or be seen walking out of a tavern with a bloody nose and a flagon of ale.
Music and Mead
There are two things most Nords love: music and mead. Nords tend to be superstitious, and their folklore reflects this. Nordic names, often chosen based on omens, are given in a special ceremony when the child is young. Nords are generally tolerant of outsiders to Skyrim, though often do not make them feel welcome. In particular, Nords often still hold a bitter resentment towards elves. Any unexplained misfortune is often blamed on the Falmer, or Snow Elves.
The Hall of Valor
The Nords are considered to be a devout people with grim religious beliefs. Among other things, they have long believed that Alduin, the World-Eater, would eventually return and bring about the end of the world. As dark as their belief systems are viewed to be, all Nordic traditions extend one bright, shining hope for Nords: Sovngarde, the Hall of Valor, where Nords who have proven their mettle in battle or died valiantly are welcome to experience euphoric bliss and camaraderie, free from time and boredom.
Some stories claim the place was built by, and still inhabited by, the elusive Shor. It is little surprise that cowardice is the worst trait a Nord can exhibit, for "a Nord is judged not by the manner in which he lived, but the manner in which he died".
Born for Battle
Fierce warriors, and enthusiastic soldiers, Nords can be found throughout Tamriel offering their talents as mercenaries and sellswords. Proving oneself in battle is a way for any nord to increase their status. Raised from birth, they are always searching for new ways to increase their martial skills.
Nords are also talented sailors. They are known to have dominated warring nations with their natural talent at sea, and have been vanguards of nautical trade.
Nord Names
Every Nord has a given name, but only some Nords have clan names. Sometimes, a Nord will be given a title, which can be used before or after their given name. A title is usually a description of a great feat or a personality trait. Such as Heinrich the Ugly or Lyra Wolf-Child.
Male Names: Arnbjorn, Balbus, Carsten, Daglin, Erik, Fjol, Gunder, Hans, Iver, Jayred, Keld, Larthjar, Manheim, Nels, Olav, Regner, Sten, Torbal, Ulfgar, Valdemar, Wilmuth, Yngvar
Female Names: Aeta, Bergritte, Dagny, Elda, Fryssa, Greidil, Hilde, Igna, Jala, Katria, Lillith, Margret, Nura, Olga, Ruki, Svenja, Temba, Una, Vori, Ysolda
Clan Names: Blackthorn, Ebonhand, Firebeard, Hairy-Breeks, Ironhand, Long-Tooth, Ravencrone, Stonearm, Twice-Killed, War-Bear, Windcaller
Nord Traits
Your Nord character has certain characteristics in common with other Nords.
Ability Score Increase. Your Constitution score increases by 2, and your Strength score increases by 1.
Age. Nords reach adulthood in their late teens and live less than a century.
Alignment. Most nords are hardworking and good-hearted. They take comfort in their traditions and are distrusting of outsiders. They tend toward the good alignments.
Size. Nords are the largest of men, ranging from 6 to 7 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Cold Weather Expert. You are accustomed to living in a cold and harsh climate. You are proficient in the Survival skill. In addition, you have resistance to cold damage.
Nordic Resilience. You have advantage on all Constitution saving throws against non-magical effects. You do not have advantage on saving throws made to maintain concentration on a spell.
Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
Languages. You can speak, read, and write Common.
Morrowind
TODO
Dunmer
Dunmer, or dark elves, are the Daedric-worshiping elves from the alien province of Morrowind. "Dark" is a term used not only for their darkened skin tone, but also from their ill-fated history and general cultural philosophies.
Skin of Twilight, Eyes of Sunlight
The ashen skinned elves are typically the same size and shape as the human races, which makes them shorter than their Altmer cousins, but taller than the Bosmer. Their skin tone ranges from green, to varying shades of gray, to light blue, and their red glowing eyes make their appearance exceptionally unique. More often than not, their hair is jet black, but it can range in color from white, to gray, shades of dark brown, and on rare occasions, dark red.
Dunmer are exceptionally well-rounded warriors. Notable for their powerful intellect, agile physique, and natural strength, Dunmer are exceptional militants, mercenaries, and warriors. Their natural martial gifts and resilient heritage makes them strong survivors.
A Curse As A Reminder
Before the dark elves were known as they are today, they were called the Chimer, or People of the North. They were a dissident tribe of Aldmer who followed their prophet Veloth and worshiped the three 'good' daedra. They traveled to Morrowind, where they warred with the Dwemer and Orcs.
After the Battle of Red Mountain, the Living Gods of the Tribunal—Almalexia, Sotha Sil, and Vivec—betrayed their oath to Azura, which forever cursed the Chimer with skin as black as ash, and eyes red with fire. They were from then on known as the Dunmer.
The Dunmer have always had a grim outlook, which may either be due to their unfortunate past, or perhaps a cause for it. They are generally disdainful, and distrusting of other races and those born outside of Morrowind, which they refer to as outlanders. Nationalistic and proud, the Dunmer are also ruthless and cruel, but they are also exceptionally loyal and have strong family values maintained by ancestral worship. They are not quick to trust anyone who claims to be a friend, but once a Dunmer gives someone their loyalty, the Dunmer is a firm friend or ally for life.
Another dark side of Dunmer history is their extensive use of slavery. Mostly Argonian and Khajiit slaves were used, but so were men and mer in rare cases. Their vengeful nature and long history of ill repute prevents them from gaining significant influence with the other nations.
Ashlanders
Unlike their settled brethren, the Ashlanders are nomadic, and live in migrating encampments of large tents throughout Vvardenfell. Native tribes rule without laws or government and live strictly by codes, rituals, and ancient traditions usually dictated by a wise woman or seer and implemented by a clan leader. They worship their ancestors and the Daedra, unlike the settled Dunmer who worship the Living Gods of the Tribunal.
The Great Houses
Morrowind is ruled by five Great Houses: House Hlaalu, House Redoran, House Telvanni, House Indoril, and House Dres. The Great Houses traditions derive from ancient Dunmer clan and tribes, but now function as political parties. Dunmer Great House membership is largely a matter of birth and marriage, but outlanders may also become retainers of a Great House, or may be adopted into a Great House.
House Hlaalu governs western-central Morrowind from its ancient capital of Narsis and is largely concerned with business and diplomacy, seeking to strengthen ties with at times unconventional allies such as the Empire. Although profit is often a primary objective, traditional Hlaalu practice recognizes the value of a good reputation over money.
House Redoran governs northwestern Morrowind from the city of Blacklight, close to the border with Skyrim. The main focus of House Redoran is maintaining the traditions of the settled Dunmer and, more specifically, the way of the warrior.
House Telvanni governs eastern Morrowind. The house comprises mainly highly egocentric and ambitious mages, and is known to many as the house of the master wizard. Here, it is common to rise through the ranks by eliminating or otherwise 'indisposing' other members. The Telvanni, in general, do not interact with other Houses or Guilds.
House Indoril governs the heartland of Morrowind from the historic capital city of Almalexia. The Indoril are orthodox and conservative supporters of the Tribunal Temple and Temple authority, and have always held prominent positions within the Temple hierarchy. Throughout history, the fates of House Indoril and the Temple have been closely linked.
House Dres governs south-eastern Morrowind from the city of Tear. The Dres have a mainly rural but still very wealthy agrarian agricultural society, maintaining vast saltrice plantations on the plains and marshes surrounding Tear. The Dres are also the Dunmer that ship slaves to the other Great Houses, keeping thousands of captives, mostly Argonians, in their infamous slave-pens of Tear and the surrounding plantations.
Dunmer Names
Dunmer typically have given names and family names. Those that are the traditional inhabitants of Vvardenfell, known as Ashlanders, also have unique tribe names.
Male Names: Alanil, Aren, Balyn, Boler, Dathus, Evo, Fevris, Gaelion, Hort, Liero, Meryn, Nels, Orval, Ranor, Sarayn, Tavryn, Tendris, Traven, Uthrel, Varon, Vedam
Female Names: Almsi, Amili, Arara, Badala, Balynu, Bronosa, Dalyne, Diren, Ethal, Faras, Gadela, Gelaa, Hlava, Indrasi, Madrana, Nela, Orea, Rila, Sia, Teranya, Urila, Valdrana, Wren
Family Names: Andrano, Arvel, Belas, Dralas, Darethi, Drethen, Falen, Galen, Helvi, Hlaalo, Indaren, Marvel, Moren, Nelas, Omoril, Ralas, Romori, Rothandus, Sarandas, Selaren, Telas, Uveran, Varyon, Veleth
Ashlander Names: Addarari, Asserbassalit, Assunudadnud, Daririnaddunumm, Esatliballit, Gilu, Hairshashishi, Kil, Mirshamammu, Nerendus, Rapli, Serimilk, Timmiririan, Yassabisun, Zabamat
Dunmer Traits
Your Dunmer character has a variety of natural abilities in common with other Dunmer.
Ability Score Increase. Your Dexterity, Strength, and Intelligence scores increase by 1.
Age. Dunmer live two to three times as long as humans; with a 200-year-old Dunmer being old and a 300-year-old Dunmer being very, very old.
Alignment. Dunmer tend to be neutral with a propensity for chaos. They have rejected many of the traditions that were set before them, while adopting their new customs of their own.
Size. Dunmer have average builds similar to humans, and their height is between 5 and 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Fire Resistance. You have resistance to fire damage.
Fire of Red Mountain. You know the green-flame blade cantrip. In addition, when you use the Attack action, you can substitute one attack with this cantrip. You must finish a short or long rest in order to cast the cantrip in this way again. Intelligence is your spellcasting ability for this cantrip.
Ancestor Guardian. Your ancestors protect you from harm. You can cast protection from evil and good targeting yourself with this trait. Starting at 3rd level, you can cast hellish rebuke with it as a 2nd-level spell, and starting at 5th level, you can also cast spirit guardians with it as a 3rd-level spell. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Intelligence is your spellcasting ability for these spells.
Dunmer Combat Training. You have proficiency with the longsword, shortsword, shortbow and longbow.
Languages. You can speak, read and write Common and Dunmeris.
Black Marsh
TODO
Argonian
Argonians, also known as People of the Root, or Saxhleel in their native tongue of Jel, are the reptilian natives of the swampland known as the Black Marsh. The other races of Tamriel sometimes refer to them as "lizards" or the "Lizard Folk", which can be considered derogative. Argonians possess the most alien personalities in all of Tamriel, perceived by other races as to have no personality nor emotions.
Outside of Argonia, little is known of their homeland or native culture, and their alien physiology and customs are not well understood by scholars. They have been perhaps the most misunderstood of all the intelligent races.
Despite their alien outlook, some Argonians make an effort to understand and, in their own manner, befriend people of other races. Such Argonians make faithful and skilled allies.
Alien Ancestry
The Argonian's reptilian nature comes through not only in their appearance, but also in how they think and act. The other races mistake them to be cold and calculating, but that is mostly because their physiology lacks the ability to express emotions in a noticeable way to non-Argonians.
Although their physical appearance is reptilian, they are much more amphibious in reality. They have small gills behind their ears, instinctively swim in a the same style as an eel, and are capable of growing feathers. Their females have mammalian breasts, although they lay eggs.
The Hist
The Argonians owe their strange lifestyles to their connection to the Hist, a species of giant spore trees growing in the innermost swamps of Black Marsh. Argonians are known to have deep connections with the Hist, licking the leaking sap of their trunks in religious rites. Some claim the trees are, in fact, a sentient race, more ancient than all the races of man and mer.
Most Argonians are born with a connection to the hist, able to feel their presence in their minds at all time, but the further they travel from Black Marsh the weaker the connection gets. It is said that Argonians that are connected to the Hist have unique souls that set them apart from men and mer.
Argonians born without this connection, usually those born outside of Black Marsh, and are viewed by others of their kind as disadvantaged because they can't understand the most simple of Argonian gestures. Until these Argonians hear the Hist, they are considered to have an incomplete understanding of the world.
Argonian Speech
Argonian can master Common, but their mindset results in a speech pattern distinct from other humanoids.
Argonians rarely use inflection in their speech, which can make their meaning difficult to interpret.
Argonians use active verbs to describe the world. An Argonian in cold weather might say "This wind brings cold" rather than "I feel cold". Argonians tend to define things in terms of actions, rather than effects.
Cautious and Loyal
Because they are hard to understand, humans and elves treat Argonians as cold-blooded in nature. Although this is physically true, Argonians create deep and long lasting bonds with their own people and allies. Part of this misunderstanding is in part attributed to their emotionless demeanor, which makes them nearly impossible to get to know. They are also notoriously slow to trust outsiders.
At their core, Argonians are fiercely loyal allies, making the difficulty of learning their ways and getting to know their tribes well worth the effort. Allied Argonians will fight to the death to protect anyone they deem to be family or friend.
A remarkable trait of the Argonians is their ability as a culture to forgive and forget quickly. The many tribes of the Black Marsh believe that hating each other is to hate themselves, as they are all People of the Root. They believe that it is better to forget and move on, not dwelling on the past or the future, and simply focus on the present.
Distrustful and Isolationist
History has not always been kind to the Argonian people. The ancient Chimer of Morrowind first utilized the Lizard Folk as slaves centuries before their Dunmer ancestors would do the same. Imperial forces have made several attempts to break through the thick swamps and jungles of the Black Marsh and had set up bases around the coastlines, essentially annexing their culture from the rest of Tamriel.
Argonian Names
Argonians take their names either from Jel, their native tongue, or from the common human language. They use simple descriptive names, usually based on an individual's notable deeds, actions, or appearance. For example, an Argonian traveler may be called Nhakik, which translates as "wander", or an Argonian who is a notable swimmer may be called Swims-with-Haste, in Common. Both their Jel names and their common names are frequently hyphenated, but not always.
Male Jel Names: Ah-Ra, Asheeus, Bar-Neeus, Chanka, Deeh, Geel, Jee-Tah, Motuu, Nexith, Oosh, Pad-Ei, Resari, Skeehei, Tanaka, Teeka, Uta-Ra, Vara-Zeen, Wanum-Neeus, Xal-Geh, Yelus
Female Jel Names: Am-Eepa, Asska, Beek-Ja, Churasu, Dakee, Deel, Ei-Ei, Geeh, Heek-Sa, Jukka, Kal-Mei, Leetu, Meerana, Nam-Ja, Pekai-Vilax, Reesa, Sisar, Tulut, Wih-Jat, Xula
Tamrielic Names: Black-Scale, Cuts-with-Words, Deepswimmer, Dusty-Claws, Eyes-like-Night, Follows-the-Sun, Juggles-Scorpions, Keen-Eyes, Purple Plumes, Sings-to-Lions, Walks-in-Ash
Argonian Traits
Argonians share certain racial traits as a result of their reptilian descent.
Ability Score Increase. Your Constitution score increases by 2, and your Dexterity score increases by 1.
Age. Argonians are hatched from eggs, and typically live less than a century.
Alignment. Most argonians are neutral good. They often see themselves as protectors and guardians.
Size. Argonians are between 5 and 6 feet tall, but their frills and feathers often make them appear larger. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.
Amphibious. You can breathe air and water.
Argonian Resistance. You have advantage on saving throws against being diseased. You are immune to poison.
Protective Scales. You have tough, scaly skin. When you aren't wearing armor, your AC is 11 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.
Bite. Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Languages. You can speak, read, and write Common and Jel. Jel originates from the Hist, and involves a lot of non-verbal body cues that convey meaning and mood. Uniquely in Tamriel, Jel has no verbal tenses.
Chapter 7: The Planemeld
Lyris: Think of the most miserable, depressing place you've ever been in your life. That's paradise compared to Coldharbour.
The Dark Anchors were all metaphysically moored to a colossal construction in Coldharbour called the Great Shackle. Once an area was sundered from Tamriel, the pieces would reform as a pocket realm of Coldharbour before joining the Planar Vortex, an inter-planar realm where Nirn and Coldharbour converged.
Knowing that the artifact that caused the Soulburst could be used to undo it, Mannimarco imprisoned Sai Sahan within the Halls of Torment, a prison stronghold in Coldharbour.
Races
Imperial
Imperials are the well-educated and civilized men of the cosmopolitan province of Cyrodiil. Although not as physically impressive as some of the other races, the Imperials have a confident authority about them that they have been able to use to their advantage with the surrounding nations.
Diplomats and Soldiers
Known for their impressive citizen armies, the Imperials are exceptionally disciplined and treat the law with the utmost respect. As shrewd diplomats and remarkable negotiators, the Imperials have had great success subduing other nations, bringing peace and prosperity to many societies. When their authority is questioned, their martial prowess and extraordinary organization of their military usually makes quick work of any dissenters.
Cosmopolitan Culture
The defining feature of Imperial culture is its cosmopolitanism. Although some individuals may be the most arrogant bigots in Tamriel, culturally the Imperials are very conciliatory and congenial, making them skilled diplomats and traders. It's easy to understand given their geography and cultural schisms: Cyrodiil borders almost every other province, and the historical separation yet underlying unity and interaction of the Cyrodilic regions made the Imperials well practiced at building bridges and maintaining order.
Imperial Names
Imperials have both given names and family names.
Male Name: Aventus, Baro, Caius, Decentius, Ennodius, Floretius, Gaius, Helvius, Iniel, Janus, Kastav, Luther, Mallus, Nermus, Octavius, Pelagius, Rallus, Sergio, Titus, Valgus, Xander, Zedrick
Female Names: Alexia, Astria, Britta, Cania, Dynari, Ettiene, Faustina, Gemma, Herminia, Isobel, Julitta, Lyra, Mariana, Nebia, Peregrina, Rona, Selena, Tertia, Una, Viera, Vitrroia, Ysabel
Family Names: Aerius, Amatius, Berne, Caro, Deltian, Felannus, Gratius, Herennius, Jannus, Loran, Mallius, Nuccius, Rian, Silver, Tunifus, Urgelian, Valga, Wavrick
Imperial Traits
Ability Score Increase. Your ability scores each increase by 1.
Age. Imperials reach adulthood in their late teens and live less than a century.
Alignment. The militant Imperials are often lawful good, but sometimes lean towards neutral, given their stringent laws and institutions.
Size. Imperials range from 5 to 6 feet tall, and vary in build. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Diplomat. You have proficiency in the Persuasion skill and one skill of your choice.
Languages. You can speak, read, and write Common.