The Elder Scrolls
Poll: What is your favorite Elder Scrolls game?
Ended May 15, 2014
Poll: What was your first Elder Scrolls game?
Ended May 15, 2014
Poll: Which of the main Elder Scrolls games have you played?
Ended May 15, 2014
Ended May 15, 2014
Ended May 15, 2014
Ended May 15, 2014
This thread is dedicated to all the Elder Scrolls games (excluding Skyrim and mobile games) that have ever been released. I saw that Skyrim has it's own thread so I decided what better than to make one dedicated to I-IV! (With inspiration from GravCat )
The Elder Scrolls: Arena
What is The Elder Scrolls: Arena?
The Elder Scrolls: Arena is the first game in The Elder Scrolls series. Made in 1994 Arena started, as the name might suggest, as a medieval-style gladiator game. You had a team of fighters and went around the world fighting other teams in each city's arena until you became grand champion in the Imperial City. The developers of the game, Bethesda Softworks, started to add RPG elements and sidequests to do when not fighting in a city's arena, in development these RPG elements would overpower the original idea of the Arenas and would eventually cause Bethesda to make it into an RPG.
If it isn't about Arenas, why is the name Arena?
By the time the game was almost finished Bethesda had already released the paperwork for it to be called "Arena" there was no way to change it, however, one man named Christopher Weaver (Who was the founder of Bethesda) came up with the name "The Elder Scrolls" as we know it today. Bethesda decided to make Arena make some sort of sense, and decided that Tamriel was called "The Arena" because of the bloody conflicts that took place on the continent.
What is The Elder Scrolls: Arena about?
Arena is about the evil Imperial Battlemage, Jagar Tharn who betrayed Uriel Septim VII (Yes, the emperor in Oblivion) and imprisoned him into another realm (This realm was discovered to be a plane of Oblivion in the game, Oblivion).
Jagar Tharn took the throne, using a powerful spell to disguise himself as the emperor, wanting to rule all of Tamriel.
Jagar killed his assistant, Ria Silmane in the process because she would not be corrupted by Jagar Tharn's evil. The character, The Eternal Champion, was visited by Ria's spirit through a dream telling him/her all that has happened. She told the player of the Staff of Chaos, which Jagar used to imprison Uriel. Jagar broke the staff into eight pieces all along the continent, in each of the main provinces (Besides the Imperial Province, now known as Cyrodiil). The player collected each of the staff pieces and faced Jagar in the Imperial palace, the player used the Jewel of Fire to kill Jagar and free Uriel Septim.
This sounds pretty interesting, where can I get it?
You can download The Elder Scrolls: Arena from the official Elder Scrolls site here. You must also download DOSbox to run the game, here. If you need further instructions on how to install and play the game, visit the UESP (Unofficial Elder Scrolls Pages) here.
Alternatively, you could just use this program to be able to play Arena without using DOSbox: Here.
Screenshots and Videos
Boxart:
Trailer:
Jagar Tharn:
Ria Silmane:
Map of Tamriel:
Sources
UESP
Wikipedia
(Myself )
The Elder Scrolls II: Daggerfall
What is The Elder Scrolls II: Daggerfall?
The Elder Scrolls II: Daggerfall was the sequel to The Elder Scrolls: Arena, released in 1996, this RPG took what was great from Arena and expanded on it, including more intricate quests, tribes of vampires, and Lycanthropy of two species (Werewolf & Wereboar). This game focused on the province of both on Hammerfell (Homeland to the Redguards) and High Rock (Home of the Bretons and Orcs at the time).
What is The Elder Scrolls II: Daggerfall about?
The player is sent to Daggerfall City on the request of Uriel Septim VII (Yes, the guy from both Arena and Oblivion). Uriel wants the player to free the ghost of King Lysandus from Mundus. Second, the player must discover what happened to a letter from the emperor to a Blades spy in the court of Daggerfall. The letter reveals that Lysandus's mother, Nulfaga, knows the location of the Mantella, the key to resurrecting the first Numidium, a powerful iron golem. The emperor wants his spy to force Nulfaga into revealing the location of the Mantella so that the Blades can finish the reconstruction of the Numidium. Eventually, after quite a bit of things go down the letter fell into the hands of an orc by the name of Gortworg. Not knowing what the Mantella is, Gortworg consults Mannimarco, the King of Worms (Yes, that guy from the Mage's Guild questline in Oblivion). During this time the Underking (Supposedly Zurin Arctus), who originally destroyed the first Numidium because of its misuse by Tiber Septim, is recuperating deep within a tomb of High Rock after expending so much energy destroying it the first time. In order for the player to give the Mantella to anyone, the player must kill King Lysandus' murderer and put his ghost to rest. After accomplishing this, the player must steal the totem of Tiber Septim from King Gothryd of Daggerfall, and free the Mantella from its prison in Aetherius.
The game has six different endings, all of which are canon besides one. The people at Bethesda were frustrated on which ending was canon so they made the event called "The Warp in the West."
This sounds pretty interesting, where can I get it?
You can download Daggerfall at the official Elder Scrolls site, here. You will also need DOSbox, which can be downloaded, here. If you need further help visit the UESP (Unofficial Elder Scrolls Pages) on how to install it, here.
Alternatively, you can download the full game without any of the DOS nonsense, here.
Screenshots and Videos
Boxart:
Trailer:
Nulfaga:
Wereboar:
Sources
Wikipedia
UESP
(Myself once again )
The Elder Scrolls III: Morrowind
What is The Elder Scrolls III: Morrowind?
The Elder Scrolls III: Morrowind, as the name might suggest, is located on the country known as Morrowind (Or at least on the island of Vvardenfell). Morrowind is an Elder Scrolls game that really revolutionized the series from a large, randomly generated world, to a small and hand placed island. The game was the first in which third person was added, and a large focus was on quests, people, politics, and religions.
What is The Elder Scrolls III: Morrowind about?
Morrowind is about the story of the character, named the Nerevarine for being the incarnate of Indoril Nerevar (A VERY important figure in Elder Scrolls history). The player is sent from the Imperial City's prison to Morrowind from orders from Uriel Septim VII (Once again, the same guy in Arena, Daggerfall, and Oblivion). Throughout the main quest the player goes from doing simple missions for the Blades to figuring out he/she are part of the prophecy where they must be named Hortator by the three great houses, Telvanni, Hlaalu, and Redoran. They must also be named Nerevar by five tribes. After this happens people recognize the player as Nerevarine. The player then meets Vivec, who is a self made God. The Nerevarine goes to Red Mountain and fights the immortal enemy of the Temple, Dagoth Ur. The player then uses the tools of Lord Kagrenac to destroy the Heart of Lorkhan, freeing the people of Morrowind from the evil lord Dagoth, and the horrible Blight.
(Please note that this is a brief summary, so not all points will be covered.)
This sounds pretty interesting, where can I get it?
The Elder Scrolls III: Morrowind is not available for free I'm afraid. If you really wish to play it I recommend buying it from eBay or some other online site, as you are unlikely to find it at a store. Alternatively, you can also buy the GOTY (Game of the Year) edition off Steam. It includes Morrowind, Bloodmoon, and Tribunal (The latter two are expansions). Link to Steam.
Screenshots and Videos
Boxart:
Trailer:
Dagoth Ur:
Vivec:
Ordinator:
Sources
Wikipedia
UESP
(Big chunk from myself)
The Elder Scrolls IV: Oblivion
What is The Elder Scrolls IV: Oblivion?
The Elder Scrolls IV: Oblivion is where The Elder Scrolls series started to form to the kind of game it is today, where Bethesda started to expand their horizons to get new players into the game. It added quite a bit to the lore, and not to mention the stellar graphics for the time it was released. It is set on the province of Cyrodiil, and also in the Planes of Oblivion.
What is the Elder Scrolls IV: Oblivion about?
Emperor Uriel Septim VII (Yes, the guy from Arena, Daggerfall, and Morrowind) is murdered right in front of your eyes at the beginning of the game, before he is killed, he gives you the Amulet of Kings, a very powerful artifact for the Septim bloodline. Mankar Camoran, the main antagonist, gets the Amulet of Kings and opens portals to the plane known as Oblivion. The player when doing the main quest has to find Uriel's heir, Martin Septim. After finding Martin the duo resides in Cloud Ruler Temple with the Blades, though a series of events, including closing some of the portals, Martin opens up a portal to Mankar's "Paradise" where the player fights his way through to Camoran. The player kills Mankar and takes back the Amulet. Martin and the player travel to the Temple of the One where Mehrunes Dagon is already out of Oblivion. Martin shatters the amulet and transforms into an avatar of Akatosh, where he and Dagon fight, the avatar is successful and turns into stone, Martin is never seen again.
(Please note that this is a brief summary, so not all points will be covered.)
This sounds pretty interesting, where can I get it?
Like Morrowind, Oblivion has not yet been released for free, you may be able to find it at stores, as in my experience some copies are still out there on the shelves. Alternatively you could go buy it on an online site such as eBay. Alternatively, you can also, like Morrowind, buy it from Steam. It comes in two different packages, one is the GOTY, which includes Knights of the Nine and the Shivering Isles. Or you can get the Deluxe edition which includes the two stated above plus all of the small add-ons. The GOTY costs $20 while the Deluxe edition costs $25. Link to Steam.
Screenshots and Videos
Boxart:
Trailer:
Uriel Septim VII:
Mankar Camoran:
Avatar of Akatosh:
Sources
Wikipedia
UESP
(Myself, once again)
An Elder Scrolls Legend: Battlespire
What is An Elder Scrolls Legend: Battlespire about?
In Battlespire (named so after the training facility for battlemages), the player takes the role of an apprentice who, on the day of his final test, discovers that an army of Daedra led by Mehrunes Dagon has invaded and killed nearly everyone. On top of that, his partner is being held captive by Mehrunes Dagon himself. Over the course of seven levels, the player must travel through various realms of Oblivion to reach Mehrunes Dagon, defeat him and escape back to Tamriel. (Note, this was copied from Wikipedia, as I know little about the story, and that I do know would not be helpful.)
This sounds pretty interesting, can I get it?
The game is not available for sale (in stores) or for download (legally), however, you can buy the game from a few sites, such as eBay or Amazon.
Screenshots and videos
Boxart:
Trailer (As far as I understand it):
Mehrunes Dagon:
The Battlespire:
Sources
UESP
Wikipedia
(A small part from me)
The Elder Scrolls Adventures: Redguard
What is The Elder Scrolls Adventures: Redguard about?
Redguard is the first (and probably only) game in the spin-off series called The Elder Scrolls Adventures. Unlike the main sequence of Elder Scrolls role-playing games, Redguard is designed as an action-adventure game. The player character is Cyrus, a Redguard mercenary, who returns to his native Stros-M'Kai in search of his missing sister, Iszara. (Note this was copied from the UESP as I have never played the game before.)
This sounds pretty interesting, can I get it?
The game is not available for sale (in stores) or for download (legally), however, you can buy the game from a few sites, such as eBay or Amazon.
Screenshots and videos
Boxart:
Trailer:
Wanted Poster for Cyrus:
N'Gasta (Note, this character is a Sload):
Clavicus Vile:
Sources
UESP
(Myself, although I haven't played it, I know some of what it is.)
This section is compiled of information about the Lore of The Elder Scrolls. Discuss and ask questions about anything about the realm Mundus.
Aetherius, Mundus, Nirn, and Oblivion
Aetherius
The realm of Aetherius, the Immortal Plane, is the root of every magic and arcane art, and is said to be where magicka originates. It is a common belief that the soul of a dead person, assuming they are not earthbound for some reason, goes to Aetherius, to continue on as a spirit. (The Nords call this "Sovngarde.") This belief is not technically correct, since souls do not stay in Aetherius but enter the so-called Dreamsleeve to be recycled, and this construct is associated with Aetherius. Aetherius is thought by many to be the home of the Aedric spirits, but they may in fact be earthbound and trapped on Nirn. The Magne Ge, or "Star Orphans", who fled creation before Convention, reside here instead. The Mantellan Crux is a self-contained part of Aetherius, which was once the prison of the Mantella.
Mundus
Mundus is the plane or realm of existence that encompasses Nirn, its moons, and attendant Aedric planets. For all intents and purposes Mundus refers to these heavenly bodies alone, as they themselves float in Oblivion. The Mundus is a collaborative construct created by many divine beings. It was first conceptualized by Lorkhan, who then convinced other et'Ada (except the Padomay-aligned et'Ada, i.e., the Daedra) to assist him in its construction. Of these et'Ada, Magnus became the Architect, who 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, or Aedra. Some Aedra gave themselves completely to their creation, and became the Earthbones that form the substance and life of the final planet: Nirn (a.k.a. The Arena). 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 (the realm of Daedra that surrounds Mundus and covers it from Aetherius). This rip is viewed as the sun, and is responsible for much of Mundus' magical energy. Others soon followed after Magnus; these et'Ada left smaller holes, which became the stars. Some et'Ada did not manage to escape or chose to stay on Nirn as spirits. These et'Ada changed into the Earthbones (Ehlnofey) or simply wasted away into nothingness.
Because of Lorkhan's trickery of the other et'Ada, the Aedra met at Direnni Tower (a.k.a. the Adamantine Tower or the Ur-Tower) to discuss the punishment of Lorkhan. Trinimac then ripped the Trickster's heart from his chest and fired it 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 (according to The Lunar Lorkhan : "a reasonable amount of his selfishness"), while his rotting corpse remained floating above the new planet as the two moons.
Nirn
Nirn is the planet on which the Elder Scrolls is set. It floats in the void of Oblivion and is, for all intents and purposes, the majority of the realm known as Mundus. Sources often use the terms Nirn and Mundus synonymously, despite the technical differences in the two terms. Nirn was created during the Dawn Era by the Aedra and Anu-aligned spirits, based on Lorkhan's inspiration and Magnus' designs.
Oblivion
The Planes of Oblivion are the dimensional planes which are home to all the daedra.
Each prince's plane may have a more specific name, for example: Apocrypha for Hermaeus Mora's, Coldharbour for Molag Bal's, Moonshadow for Azura's, Quagmire for Vaermina's. Each plane is supposedly very different in appearance, depending upon the nature of the prince who rules it. They can range from beautiful to desolate; some may not even resemble worlds as we think of them, containing nothing but dust and smoke, or changing constantly.
Oblivion is often associated with tales of Hellspawn and most forms of Destruction (especially fire), and is likely known as Hell, or the home to demons. This image is only accurate for the planes of daedric princes known for destruction, such as Mehrunes Dagon and Molag Bal, as the Daedra are not actually demons, only sentient beings who do the bidding (often destructive) of their respective masters.
Tamriel
Tamriel is the continent upon which all of the Elder Scrolls games are set.
The provinces include:
Black Marsh, also called Argonia, is located in the southeastern (bottom right) corner of Tamriel. It is bordered by Morrowind in the north and Cyrodiil in the west. Most of the province is thick swamp and jungle. It is considered a backwater province: there is little infrastructure and Imperial influence.
The Marsh is home to the Argonians, a lizard-like peoples, and the Hist, a race of sentient trees. The Hist and Argonians are interconnected - it is commonly thought that the Argonians are somehow evolved or created from the Hist.
Cyrodiil
Cyrodiil is a province taking up the center of Tamriel. It is made up of two major regions: Colovia, the more Nord-influenced grassy west; and the Nibenay Valley, a wet forest area straddling the Niben river and its tributaries. It is bordered by Hammerfell in the northwest, Skyrim in the north, Morrowind in the northeast, Black Marsh in the southeast, Elsweyr in the south, and Valenwood in the southwest. Cyrodiil is a very cosmopolitan center and the center of three major empires, covered in the History section.
Cyrodiil has been home to two major peoples: the Imperials and the Ayleid. The peoples we call "Imperials" are a mix of indigenous populations and of Nordic settlers. There are two main types of Imperials: the Nibenese, who are influenced more by Elven traditions; and the Colovians, who are closer to the Nords. The Imperials were not called such until TES3:Morrowind.
The Ayleids, or Heartland High Elves, are a branch of high elves that conquered what is now Cyrodiil in the early first era and enslaved the local human populations. They were overthrown by Alessia, but their culture has deeply impacted the modern empire.
It is also important to note that Cyrodiil changed radically between the games, and that due to this lore around it is quite convoluted.
Elsweyr
Elsweyr is a province of the Cyrodilic empire that lies on the southern coast of Tamriel. It is bordered by Valenwood on the west and Cyrodiil on the north.
Elsweyr is home to the feline Khajiit. The Khajiiti government is a confederacy held together by the Mane, which are the rarest of the various Khajiit breeds. An important part of Khajiiti culture is the Moon Sugar that is harvested in Elsweyr. Moon Sugar is said to be created by mana falling from the Ja'Kha-jay into the Bay of Topal on the southeastern coast. The waters are then drawn into the sugar plantations of the jungles of Tenmar, which cover much of the southern area of the province.
Hammerfell
Hammerfell 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 predominately an urban and maritime province, with most of its population confined to the great port and trade cities. The interior is sparsely populated with small poor farms and beastherds. The Redguards love to travel, adventure, and the high seas have dispersed them as sailors, mercenaries, and adventurers in ports of call throughout the Empire.
High Rock
High Rock is a province in northwest section of Tamriel. The coastal region is temperate and covered in loose forests; inland, it becomes more rocky and mountainous. Most of the province is inhabited by the Bretons, who have divided the province into multiple Breton city states and minor kingdoms. The southern tip of central High Rock also contains Orsinium, the City-State of the Orcs. High Rock encompasses the many lands and clans of Greater Betony, the Deselle Isles, the Bjoulsae River tribes, and, by tradition, the Western Reach. 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.
Morrowind
Morrowind is the province in the northeast corner of Tamriel. It is dominated by the large island of Vvardenfell, but also includes territory on the continental mainland. The Sea of Ghosts lies northeast of Morrowind. Modern Morrowind is home to the Dunmer (Dark Elves).
Morrowind is home to the Dunmer, who were originally Chimer but were changed after the War of the First Council. It was also home to the Dwemer, a race of heretical elves also known as the Dwarves, who have since disappeared.
In recent years, Morrowind has seen the dist ruction of Dagoth Ur by the Nerevarine (a reincarnation of the 1st era hero Nerevar), the death/disappearance of its gods, and finally the catastrophic destruction of the province itself.
Skyrim
Skyrim is located in the north of Tamriel, bordered by High Rock in the northwest, Hammerfell in the southwest, Cyrodiil in the south, and Morrowind in the east. The mountainous land of Skyrim has been a human empire since early in the 1st era, when Atmoran settlers beat back the Falmer inhabitants and claimed the land as their own. Since then Skyrim has supported the Cyrodiilic regimes and human domination of Tamriel in general.
The Nords, descended primarily from immigrants from the continent of Atmora, are a hardly and warlike peoples. Skyrim is frequently in territorial disputes with its neighbors.
Summerset Isle
Summerset Isle (sometimes spelled Sumurset Isle or Sumerset Isle) is a large island to the southwest of Tamriel's mainland. The Summerset Isles encompass a second, smaller island. In addition, it once contained the island system of Pyandonea, who seceded after a war with the King of Summerset. Summerset Isle is inhabited by the Altmer (called High Elves by Imperials), of whom magic is said to flow through their very veins. While the Sload are believed to be the first inhabitants of the Isles, it is believed to be the first province occupied by the Aldmer.
Valenwood
Valenwood is a densely forested, sub-tropical province of the Cyrodilic empire that makes up the southwest coastal plain of Tamriel. Valenwood borders Elsweyr to the east and Cyrodiil to the north, partially divided from the latter by the Strid River, and is just across the sea from Summerset Isle. Its landscape consists of rolling hills and light blue rivers, predominantly covered in rainforest and woodland.
Orsinium
Orsinium is city-state located in the Wrothgarian mountains in Highrock. After a long history of oppression, Orsinium was officially recognized as a part of the Empire after the Warp in the West.
Other Lands
Other lands are known to exist, though they have never been seen in games. They include:
As requested, more information on the very interesting continent of Akavir:
Akavir
Akavir, (meaning "Dragon Land" in the native Akaviri) is a continent lying some 4,200 miles to the east of Tamriel. It is the homeland of four seemingly unrelated races collectively referred to as the "Akaviri", which is composed of the Snow Demons of Kamal, the serpent-men of Tsaesci, the Monkey People of Tang Mo, and the Tiger Dragons of Ka'Po'Tun. Little else is known about the continent or the people of Akavir, as few Tamrielians have ever dared to cross the vast ocean which separated it from Tamriel. It was believed that humans lived in Akavir at one time, but were eventually "eaten" by the Tsaesci, who have themselves launched several attacks upon Tamriel in past ages. The latest contact with Akavir was with the Nerevarine, who launched a trip to Akavir after defeating Dagoth Ur.
Though Akavir may sound too bestial to take notice of at first glance, it was an important figure and influence on Tamriel's history. Akavir has influenced Tamriel for countless centuries, both in times of peace and war, as the two continents have always had a tumultous relationship.
The first specific encounter and written history of the two occurred toward the end of the first era. Tamriel was invaded by the Tsaesci, but the invasion was halted by Reman I and his armies. The Akaviri forces were destroyed and those who remained living were offered amnesty to fight for the empire. The Akaviri who took amnesty later played important roles in Tamriel's growing society.
Some time during the Third Era Empire, Uriel V took throne of the Empire. He led a series of invasions leading up to an assault upon Akavir. The invasion on Akavir failed and Uriel V died in the Battle at Ionith. Tsaesci was the main target of the invasion, and at first the invasion seemed to go well, with two cities falling without resistance to the Imperial Legions in the expeditionary force. However, several natural factors and possible magicka by the Tsaesci Empire led to the severe weakening of the force, allowing the Tsaesci to besiege the expeditionary force. Possible magicka attacks were weather control and inference with Battlemage magicka communication. Although many men were saved by the navy, at least one whole legion was lost (4 were taken), and many of the ocean going ships that transported the invasion were damaged and/or destroyed. The book "Report: Disaster at Ionith" contains the report of a full post-defeat investigation into the failure.
Races of Akavir
Tang Mo
Tang Mo is home to a race of monkey-folk (not to be confused with the monkey-folk known as the Imga) who are being oppressed on a constant basis by the three other major nations of Akavir. The other nations of Akavir have all tried to invade Tang Mo at one point in time and the monkey-folk hold a special hatred of the snake people of Tsaesci. However, the monkey-folk have since allied with the tiger people of Ka Po Tun.
Kamal
Kamal is inhabited by demons that thaw out once a year and attack Tang Mo, but the brave monkey-folk always manage to drive them back. A demon warlord, Ada'Soom Dir-Kamal, once attempted to conquer Morrowind, but was destroyed at Red Mountain by Almalexia and the Underking. It was during this invasion that Vivec is said to have flooded the island of Vvardenfell, and taught the entire Dunmer race to breathe water. This is the only known encounter with an Akaviri nation besides the Tsaesci.
Ka'Po'Tun
Formerly Po Tun, Tiger Empire, Ka Po Tun is the homeland of the tiger people. After the serpent-men ate all the men of Akavir, they also attempted to eat all the dragons. The red dragons were eaten but the black dragons fled to what was then known as Po Tun. A great war on Akavir followed, leaving all remaining dragons dead and both serpent and tiger peoples weak. The tiger people have since attempted to become dragons. Their leader, Tosh Raka, has already accomplished this and is the largest dragon in the world, he is orange and black colored. His plans for the immediate future include killing the "vampire-snakes" and invading Tamriel.
Humans of Akavir
Humans in Akavir died out long ago, hunted to extinction by the other inhabitants of the land. Information on this can be found in the in-game book "Mysterious Akavir" and in the Oblivion location of Pale Pass during the quest "Lifting the Veil"
Tsaesci
Tsaesci is the name of one of the regions on the continent of Akavir, the one most familiar to inhabitants of Tamriel. It appears to be the largest and most powerful of the Akaviri kingdoms, and is the one most geographically close to Tamriel. The name is also used by the inhabitants of the region to refer to themselves.
For thousands of years, the Tsaesci lived, and presumably thrived, on Akavir, without disturbing or being disturbed by Tamriel. Late in the First Era, around 2703, the Tsaesci invaded Tamriel, at a time when the Cyrodiilic empire was still fairly small. This invasion is usually credited with forcing the Colovian Empire to officially join the Cyrodiilic Empire, under then-Emperor King Reman I. The invaders managed to fight their way through northern Tamriel, into the Jerall Mountains near modern-day Bruma. Reman eventually defeated the Tsaesci, trapping them at Pale Pass and cutting off their supply lines until they died or fled back to Akavir.
After their defeat, the Empire granted amnesty to many of the remaining Tsaesci men, including taking them on in key political and military roles. The Tsaesci presumably bred into the Imperial families, as Tsaesci surnames are now considered a thing of pride among Imperial nobility. There are rumored to be small clans of "true" Akaviri still on Tamriel, though the details are sketchy. The military prowess of the Tsaesci was one of the key reasons the Empire was able to expand as successfully as it did.
The continent of Akavir, in general, is the least understood of all of Nirn's continents. Only three times in recorded history have inhabitants from the two continents mingled, all three being military invasions, two of which involved the Tsaesci. Thus, the Tsaesci are the only race on Akavir that the majority of Tamriel has even heard of. What little we do know about Akavir's other races comes from accounts related by the Tsaesci Potentates near the end of the First Era.
Snake Folk
Early depictions of the Tsaesci almost invariably describe them as having the upper body of a man but the lower body of a snake. The most direct evidence of these "snake folk" comes from Mysterious Akavir, which claims that the vampire snakes of Tsaesci ate all of the humans that once lived on Akavir. The reputability of this book is frequently questioned, however, as few of its other claims have been independently verified. A much more reliable source is the series of 2920 books that describe the events that ushered in the Second Era. One of the key elements of this series is the plot by the Tsaesci Potentate, a close advisor to Emperor Reman III, to have the king and his heirs assassinated, and assume the throne in his place. Though the books are written in a narrative, as opposed to a historical style. They are extensive, detailed, and the author is considered to be quite credible. These books explicitly describe the Tsaesci Potentate, and his son, in serpentine terms (as "eels", moving by "slithering", etc.) An obscure text known as And We Ate It To Become It, purporting to be the Tsaesci's version of the creation myth, is strongly steeped in snake-like and reptile-like symbolism and phraseology. This last text was authored by one of the most credible living authors of Tamrielic Lore, Michael Kirkbride.
History
A short overview of notable historical events in Tamriel
The Alessian Rebellion
1E 242, Cyrodiil
The Alessian Rebellion marks the beginning of human power in Tamriel. Until this date, the men of modern day Cyrodiil and beyond were enslaved by the Ayleids. Alessia, a slave, lead a rebellion against the Ayleids, eventually securing freedom. Morihaus the Bull of Kyne, who later became Alessia's consort, and Pelinal Whitestrake, the Divine Crusader, also fought for the rebellion. Their final enemy was Umaril Half-Elven, the lord of the White Gold.
War of the First Council
1E 668-700, Morrowind
The war of the first council took place in what is now Morrowind but was then Resdayn between the Chimer (now Dunmer) and the Dwemer. Although the two had been at war almost since their first meeting, the years preceding the War were ones of peace and brought on by a mutual alliance against the Nords. Tensions between the deeply religious Chimer and the Dwemer, who were building the Numidium, an artificial god, exploded in all out war. The exact events of the conflict are unknown, but its effect is certain; the Dwemer are erased from this world, either failing or succeeding at reaching a higher state of existence through the Numidium; the Tribunal use the Tools to tap the Heart of Lorkhan and become gods; House Dagoth and its leader, Dagoth Ur, are labeled traitors and killed; the Tribunal kill their Hortator, Nerevar; and Azura changes the Chimer into Dunmer by altering their eye and skin color.
Many conflicting accounts of the final battle at Red Mountain exist, and we may never know what is really "true." This is due largely to the involvement of the Numidium and the Heart of Lorkhan and the apotheosis of the Tribunal, which brought about a Dragon Break (a fracturing of time necessary to consolidate the Tribunal's new divinity). The following texts should be compared against each other for similarities and differences, all of them are true (even if they are not).
The Ra Gada
1E808, Hammerfell
Around the year 800 in the first era the continent of Yokuda suffered a cataclysm and sank under the ocean, forcing its inhabitants to flee to Tamriel. This cataclysm is commonly believed to be caused by the used of the Pankratosword, a technique which "cut the uncutable," by the rogue Hiradridge group. The first of the Redguard refugees are known as the Ra Gada, the Warrior Wave. They landed first on Hirne and Cespar, then near present day Gilane in Hammerfell, and proceeded to fan out and colonize the province, defeating all that stood in their way.
The Siege of Orsinium
1E 950-980, Highrock
The Orcish kingdom of Orsinium was looked upon as a threat by both Redguards and Bretons, and the two nations allied briefly during the mid 1st era to defeat the fledgling city. After a 30 year siege, lead by Gaiden Shinji of the Order of Diagna, the Orsinium was finally defeated in E980 and its peoples scattered throughout Tamriel.
The Alessian Order and the Marukhathi Selective
1E 361-2331, Cyrodiil
The Alessian Order was a monotheistic cult, brought to Cyrodiil by the Imga prophet Marukh, which advocated an athetic lifestyle. It quickly spread to encompass the whole province, and ruled until 1E 2331, when it suffered a bloody civil war known as the War of Righteousness. The Marukhathi Selective was a particularly zealous brach of the Order that thought to wipe all traces of the elven Auriel out of Akatosh. This endeavor brought about a dragon break known as the Middle Dawn, lasting 1008 years, from 1E 1200 to 1E 2208.
Reman I and the 2nd Cyrodiilic Empire
1E 2703-2920, Tamriel
The fall of the Alessian Order left Cyrodiil a fractured collection of city-states. Reman I managed to reconquer these, and his heirs went on to conquer the rest of Tamriel.
The Akaviri Potentates
2E 1-430, Cyrodiil
The Tsaesci, once enemies of Tamriel, had been ruling as Potentates in the 2nd Empire since the late 1st era. With the assassination of Reman III in 1E2920 the Potentate Versidue-Shaie declared the start of the 2nd Era, and took control of the Imperial throne. The rule of the Potentates came to an end in 2E 430, when Potentate Savirien-Chorak was assassinated by the Morag Tong.
Tiber Septim and the 3rd Cyrodiilic Empire
2E 852- 3E 434, Tamriel
This section covers the rise of Tiber Septim and his empire in general. Major events during the 3rd Cyrodiilic Empire are explained in detail below.
War of the Red Diamond
3E 120-127, North Tamriel
The War of the Red diamond was the first real conflict over Septim succession. Potema, Queen of Solitude, believed that her son, Uriel III, was the rightful heir to the Empire because the empress Kintyra II was a *******. After 6 years of bloody civil war, Potema was defeated by Magnus Septim and his brother Cephorus, who then took the throne.
The Camoran Usurper
3E 240-267, West Tamriel
The Haymon Camoran, also known as the Camoran Usurper, was a conqueror who started his campaign in Arenthia and destroyed everything between there and Highrock before being stopped by the combined forces of Highrock. It is said his army consisted of undead and Daedra. Mancar Camoran, of Mythic Dawn fame, was his son.
Jagar Tharn and the Imperial Simulacrum
3E 389-399, Tamriel
In the year 3E389, Jagar Tharn, the Imperial Battlemage, sent Uriel Septim VIII into Oblivion and impersonated him using powerful magicks. The ten years of his reign, known as the Imperial Simulacrum, were a bloody time for the Empire, and included the War of the Blue Divide, between Valenwood and Summurset; the Five Year War, between Valenwood and Elsweyr; the War of Bend'r Mahk, between Hammerfell, Highrock, and Skyrim; the Arnessian War, between Morrowind and Black Marsh; and the invasion of the Battlespire by Mehrunes Dagon, a training ground for battlemages.
The Warp in the West
3E 417, Northwest Tamriel
The Warp in the West is a Dragon Break that occurred when the Numidium was activated at the end of TES2:Daggerfall. Since the player could give it to any of six factions, all the events canceled themselves out and left the Iliac bay as an equally matched, magic free zone. Also as a consequence of this the King of Worms ascended to become the Necromancer's Moon, and the Orcish kingdom of Orsinium was granted sovereignty. The Numidium itself was destroyed.
The Nerevarine and the Defeat of Dagoth Ur
3E 427, Morrowind
The Nerevarine, or the hero of TES3:Morrowind, came to the island of Vvardenfell in 3E 427 at the Emperor's decree. After working his/her way up the ranks of the Blades, (s)he was eventually recognized as the reincarnation of Lord Indoril Nerevar, a 1st era hero. He/She went on to defeat Dagoth Ur, Almalexia, and the Daedric Prince Hiricne.
The Oblivion Crisis
3E 434, Tamriel
The Oblivion Crisis begins when Emperor Uriel Septim VIII and his sons are assassinated by agents of the Mythic Dawn and gates to Mehrunes Dagon's realm open up all over Tamriel. A secret heir, Martin Septim, is found, and he and the Champion of Cyrodiil eventually manage to close the gates and defeat Dagon when he manifests in the Imperial City.
Religion and Mythology
This section covers anything dealing with religion, mythology, and the fundamental nature of existence and the world.
The Creation of 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, or Aedra. Some Aedra gave themselves completely to their creation, and became the Earthbones that form the substance and life of the final planet: Nirn (a.k.a. The Arena). 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 (the realm of Daedra that surrounds Mundus and covers it from Aetherius). This rip is viewed as the sun, and is responsible for much of Mundus' magical energy. Others soon followed after Magnus; these et'Ada left smaller holes, which became the stars. Some et'Ada did not manage to escape or chose to stay on Nirn as spirits. These et'Ada changed into the Earthbones (Ehlnofey) or simply wasted away into nothingness.
Because of Lorkhan's trickery of the other et'Ada, the Aedra met at Direnni Tower (a.k.a. the Adamantine Tower or the Ur-Tower) to discuss the punishment of Lorkhan. Trinimac then ripped the Trickster's heart from his chest and fired it 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 (according to The Lunar Lorkhan : "a reasonable amount of his selfishness"), while his rotting corpse remained floating above the new planet as the two moons.
Nine Divines
The Aedra, more commonly known as the Eight Divines, are the most commonly worshiped deities throughout the Empire. As opposed to Daedra, the Divines gave up part of themselves to create the mortal realm.
The original pantheon of Cyrodilic Empire, consisting of Akatosh, Arkay, Dibella, Julianos, Kynareth, Mara, Stendarr, and Zenithar. Talos, the ninth Divine, is a stand-in for Shezzar, a traditional mannish deity who was originally excluded from the pantheon.
The Aedra
Akatosh (Auri-El to the Aldmer) is the chief deity of the Nine Divines (the prescribed religious cults of Cyrodiil and its provinces), and one of two deities found in every Tamrielic religion (the other is Lorkhan), save only the Dunmeri Tribunal of self-made gods. 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 of being easier and the various pantheons of the world emerged. The Aedra is the ultimate God of the Cyrodiilic Empire, where he embodies the qualities of endurance, invincibility, and everlasting legitimacy while promoting the virtues of duty, service, and obedience. Akatosh is the father of all dragons. He 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". He is thought to have played a benevolent role in the Warp in the West.
ost traces of Akatosh disappeared from ancient Chimer legends during their so-called 'exodus', primarily due to that god's association and esteem with the Altmeri. However, several aspects of Akatosh which seem important to the mortal races, namely immortality, historicity, and genealogy, have conveniently resurfaced in Almalexia, the most popular of Morrowind's divine Tribunal; as a mother-figure, she also embodies the idea of being a progenitor (albeit a female rather than male one). So one could say that, at least, the qualities of Akatosh are not entirely neglected among the Dunmer, even if his name is.
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. When that barrier was threatened during the Oblivion Crisis, Martin Septim was able to summon Akatosh's spirit and transform himself into the avatar of Akatosh, which appeared in the shape of a giant dragon made of fire. This avatar dragon defeated Mehrunes Dagon, reestablishing the mystical barrier between Tamriel and the Daedric Realms. The avatar transformed into a statue, now located inside the ruined Temple of the One.
Alduin is the first born of Akatosh, elder brother of Paarthurnax, and self-proclaimed aspect of Akatosh. Alduin's sobriquet, "the "World-Eater", comes from myths that depict him as the horrible, ravaging firestorm that destroyed the last world to begin this one. Nords therefore see the God of Time as both creator and harbinger of the apocalypse. He is not the chief of the Nordic pantheon (in fact, that pantheon has no chief; see Shor) but its wellspring, albeit a grim and frightening one.
Arkay (also known as Ark'ay) is a member of the Nine Divines pantheon, and is also a popular god in other cultures. Arkay is often more important in those cultures where his father, Akatosh, is either less related to time or where his time aspects are difficult to comprehend by the layman. He is the god of burials and funeral rites, and is sometimes associated with the seasons. His priests are staunch opponents of necromancy and all forms of the undead. It is presumed that Arkay did not exist before the world was created by the gods under Lorkhan's supervision/urging/trickery. Therefore, he is sometimes called the Mortals' God.
There are two contradictory legends about Arkay's origin. The book Ark'ay the God of Birth and Death has it that Arkay was once a regular shopkeeper with a passion for knowledge. He found a book written in a strange language and spent years upon years attempting to decipher it, slowly ignoring everything, and everyone else around him. Eventually Arkay realized the book explained life and death itself, but by this time was at death's door with an incurable plague. Praying to Mara as a last resort, Arkay asked for more time to interpret the book. Mara gave him a choice: die now or become a god for eternity, charged with keeping the balance of death and life in the universe. The alternative is contained in The Monomyth, which suggests that Arkay was one of the very first spirits to "crystallize" after the start of time.
Comparing Arkay to Tu'whacca, Yokudan God of Souls, shows this story is allegorical, framing the sequence of events by which an anonymous Aedra found new purpose in the constructs of the mortal plane and took up the mantle of life and death. Arkay created the Sword of the Crusader for Pelinal Whitestrake, to help him defeat Umaril the Unfeathered.
Dibella, Goddess of Beauty Popular goddess of the Eight Divines (and Nine Divines). In Cyrodiil, she has nearly a dozen different cults; some are devoted to women, some to artists and aesthetics, and others to erotic instruction. She also attracts individuals who live and/or espouse an epicurean lifestyle. Dibella created the Brush of Truepaint in answer to a disabled artist's prayers and, more importantly, the Helm of the Crusader for Pelinal Whitestrake to help him defeat Umaril the Unfeathered.
Julianos, God of Wisdom and Logic Often associated with Jhunal, the Nordic father of language and mathematics, Julianos is the Cyrodiilic god of literature, law, history, and contradiction. Monastic orders founded by Tiber Septim and dedicated to Julianos are the keepers of the Elder Scrolls. Julianos' symbol is a Triangle. Julianos created the Shield of the Crusader for Pelinal Whitestrake, to help him defeat Umaril the Unfeathered.
Kynareth, Goddess of Air Kynareth is the goddess of the heavens, the winds, the elements, and the unseen spirits of the air. She is a member of the Eight Divines/Nine Divines and Matron 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 Lorkhan'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, Goddess of Love, patron of the bountiful earth, and source of mortal compassion and understanding. Nearly revered as a universal goddess, her origins are in mythic times as a fertility goddess. In Skyrim, Mara is a handmaiden of Kyne. In the Empire, she is Mother-Goddess, worshipped at the Benevolences of Mara. She is sometimes associated with Nir of the 'Anuad', the female principle of the cosmos that gave birth to creation. Depending on the religion, she is either married to Akatosh or Lorkhan, or the concubine of both.
Stendarr, God of Mercy Stendarr has evolved from his Nordic origins into a deity of compassion or, sometimes, righteous rule by might and merciful forbearance. Stendarr is the inspiration of magistrates and rulers, and the patron of the Imperial Legion. He is said to have accompanied Tiber Septim in his later years. In early Altmeri legends, Stendarr is the apologist of Men.
Zenithar, God of Work and Commerce, Trader God Zenithar is understandably associated with Z'en. In the Empire, however, he is a far more cultivated god of merchants and middle nobility, Patron of Work and Commerce, the deity of wealth, labor, commerce and communication. His worshippers say, despite his mysterious origins, Zenithar is the god 'that will always win'. His priests are said to have shown that the way to peace and prosperity is through earnest work and honest profit, not through war and bloodshed. He is also said to have associations with Kynareth, as Zenithar's workers take and profit from Nature of Kynareth. It is also said he is most in touch with the mortal world.
Talos Heir to the Seat of Sundered Kings, Talos is the most important hero-god of Mankind. He conquered all of Tamriel and ushered in the Third Era (and the Third Empire). Also called Ysmir, 'Dragon of the North'. One of the Nine Divines, the major gods of Tamriel. Less prominent sects, such as the Talos Cult have been inspired by his apotheosis. In the Fourth Era, worship of Talos was banned as a result of the White-Gold Concordat.
Daedra
The Daedra are powerful beings who, as a general rule, did not partake in the creation of Nirn. They are not as strait forward as the Nine Divines, and they are generally regarded as 'evil' by many cultures.
Daedric Princes (sometimes referred to as "Daedra Lords") are the most powerful of the Daedra, and thus most commonly worshipped as gods.Each has a particular sphere which it is said to govern. Although Daedric Princes may assume a typically masculine or a typically feminine form, they have no inherent gender. They are usually referred to as Princes regardless of what gender they appear most frequently as.
In all, there are 16 [excluding Jyggalag,the Deadric Lord of Order and the "original" form of Sheogorath, and to make a long story short Jyggalag is so to say sharing the soul of Sheogorath] powerful Princes known to mortals: Azura, Boethiah, Clavicus Vile, Hermaeus Mora, Hircine, Malacath, Mehrunes Dagon, Mephala, Meridia, Molag Bal, Namira, Nocturnal, Peryite, Sanguine, Sheogorath, and Vaermina
A Daedroth's physical form can be ruined, but they cannot be truly killed; the soul or Animus of a slain Daedroth returns to the void of Oblivion until it manages to re-coalesce into a physical form again. Slaying a daedra is called "banishment" instead of "death" to reflect this. Daedra are the undisputed masters of craftsmanship, creating seemingly indestructible armors and the mightiest of weapons through dark rituals. Daedric weaponry is forged from the highest quality of raw ebony. The objects get their power from a Daedric soul, forged into the ebony.
Daedric Princes
Daedric Princes (sometimes referred to as "Daedra Lords") are the most powerful of the Daedra, and thus most commonly worshipped as gods. Each has a particular sphere which it is said to govern. Although Daedric Princes may assume a typically masculine or a typically feminine form, they have no inherent gender. They are usually referred to as Princes regardless of what gender they appear most frequently as. In all, there are 16 [excluding Jyggalag,the Deadric Lord of Order and the "original" form of Sheogorath, and to make a long story short Jyggalag is so to say sharing the soul of Sheogorath] powerful Princes known to mortals: Azura, Boethiah, Clavicus Vile, Hermaeus Mora, Hircine, Malacath, Mehrunes Dagon, Mephala, Meridia, Molag Bal, Namira, Nocturnal, Peryite, Sanguine, Sheogorath, and Vaermina.Technically, Malacath and Meridia are not "true" Daedra. These are beings transformed into Daedra by various unpleasant circumstances. Mehrunes Dagon may or may not be a "true" Daedroth, depending on how much of Nordic mythology one accepts as fact. Each Daedric Prince is said to have his own plane of Oblivion, thus suggesting 16 planes of Oblivion. However, other planes such as the Soul Cairn and the Chimera of Desolation are known to exist, and Daedric Princes are not necessarily limited to one plane.
Azura is the Daedric Prince whose sphere is dusk and dawn, the magic in-between realms of twilight. She is also known as the Queen of Dawn and Dusk, Mother of the Rose, Queen of the Night Sky, and 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, as evidenced in books such as Invocation of Azura. However, although she is never overtly deceitful, the way Azura always gets what she desires in the end, and how titanic events always follow her interventions, can be portrayed as disturbing.
Azura is one of the few Daedric Princes who constantly maintains a female image, and is perceived accordingly. She is the god-ancestor that taught the Chimer how to be different from the Altmer, though some of her more conventional teachings are sometimes attributed to Boethiah. In the stories, Azura is often more a communal cosmic force for the race as a whole than an ancestor or a god. She is considered an enemy of Ebonarm and Nocturnal. She is aligned with Molag Bal and may be summoned on Hogithum, a festival on 21 First Seed. In Elsweyr, Azura is perceived as nearly a wholly separate entity, known locally as Azurah. She is credited with making the Khajiit out of the "forest people" living in Elsweyr, indicating Bosmers, but some sources say the Khajiit were made out of "Altmeri stock".
Moonshadow is Azura's plane of Oblivion, where she lives in a rose palace. It is reportedly blindingly beautiful and colorful, with flowers, waterfalls, trees, and a city of silver. The Winged Twilights are her servants.
Boethiah is the Daedric Prince who rules over deceit, conspiracy, secret plots of murder, assassination, treason, and unlawful overthrow of authority. He is also known as the Anticipation of Almalexia and the Prince of Plots. Boethiah loves competition and battle, and is depicted as a great caped warrior, often in a stoic pose. Though typically depicted as male, Boethiah is occasionally referred to as female, though such distinctions are irrelevant among the Daedric princes.
Heralded by the Prophet Veloth, Boethiah is the original god-ancestor of the Dark Elves. Through his illuminations, the eventual Chimer, or Changed Folk, renounced all ties to the Aldmer and founded a new nation based on Daedric principles. This worship of Boethiah supposedly came about when he corrupted the Elven God Trinimac (some stories say he ate Trinimac) and took on his form, tricking Veloth and his followers into worshipping him. 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.
Given his sphere of influence, it is possible Boethiah assisted Jagar Tharn in his temporary procurement of the Imperial throne. But despite the dark undertones of his sphere and influence on Tamriel, Boethiah is considered to be one the "good" Daedra. Boethiah is considered to be allied with the Temple of Stendarr and his enemy is Ebonarm. He can be summoned on Gauntlet (Sun's Dusk 2nd). Boethia's prized servants are a race known as the Hunger, foul creatures that are eternally bone thin. Oddly, the Hunger are also found in Sheogorath's Realm.
Attribution’s Share is the Plane of Boethiah. Previously known as Snake Mount, this realm is characterized by twisted towers and immense maze gardens. The realm is ruled by laws of labyrinthine policy and betrayals are a matter of course. Boethiah frequently holds the Tournament of Ten Bloods here, which was once joined by the Champion of Cyrodiil.
Clavicus Vile is the Daedric prince whose sphere is the granting of power and wishes through ritual invocations and pact. Clavicus has a companion named Barbas. While capable of selective shapeshifting, the form it assumes most of the time is that of a dog. Clavicus 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.
Not all of Clavicus' machinations are necessarily insidious; he often rewards followers who, at his direction, eliminate threats to the general public. However, he is certainly self-serving. When Cyrus the Redguard came to him seeking his sister Iszara's soul, Clavicus kindly gave him an opportunity to have it- the two gambled, Clavicus wagering the soul of Iszara, and Cyrus wagering his own.
Umbriel, the floating island, is said to be a piece of Oblivion from Clavicus' realm, torn away by Vuhon and his new ingenium.
Clavicus Vile's Realm Clavicus Vile's unnamed realm takes the form of a seemingly tranquil countryside, but "a close look revealed withered, twisted foliage and odd melted-looking places", and what appear to be clouds are unnatural streaks of color upon the sky itself. The wind here is said to carry the stench of decay, and strange yellow-skinned daedra wander throughout the realm. In Redguard, Cyrus visits Clavicus Vile's realm.
Hermaeus 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. His name is also spelled Hoermius Mora, Hormaius Mora, or Herma-Mora. Also called the Demon of Knowledge, he is vaguely related to the cult origins of the Morag Tong if only by association with his sibling, Mephala. Unlike most Princes, Hermaeus Mora does not take on a humanoid form at all, living instead as a grotesque green mass of tentacles and claws.
Herma-Mora was an ancient Atmoran demon who, at one time, nearly seduced the Nords into becoming Aldmer. In Nedic Myth he is known as the "Woodland Man" who catches villagers lost in the woods; the secondary set of his name, Mora, is one word for "wood", "woodland" or "tree(s)" in Elvish. Most Ysgramor myths are about escaping the wiles of old Herma-Mora.
Hermaeus Mora's Apocrypha Apocrypha is Hermaeus Mora's realm. It is 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.
Hircine is the Daedric prince whose sphere is the Hunt, the Sport of Daedra, the Great Game, the Chase, and is known as the Huntsman and the Father of Manbeasts. 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 doesn't 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. Hircine's enemy is Ebonarm and his summoning day is 5th of Mid Year.
Hircine's Hunting Grounds The Hunting Grounds are the realms of Hircine, being seemingly endless puzzling rooms and mazes inhabited by vicious creatures such as bears, wolves, werecreatures, and Daedra. Many of the creatures that inhabit the plane are much larger than those that inhabit the mortal realm. Geographically the plane is made up mostly of dense woodland and vast grasslands and plains. Mortals entering these realms are typically hunted down by the inhabitants. The souls of lycanthropes who die are claimed by Hircine and spend eternity in his Hunting Grounds. By day, werebears and nords stalk the land, hunting for inhabitants. By night, Hircine announces himself with a pack of werewolves.
Jyggalag is the Daedric Prince of Order, but until the Third Era not much was known about him in Tamriel beyond his name. Jyggalag commands his own Daedra, the Knights of Order, which are spawned from obelisks summoned by his followers, the Priests of Order.
In times before recorded history, Jyggalag had grown in power, and the other Daedric Princes had grown fearful and jealous of him. They cursed him to live as Sheogorath, the incarnation of the thing he hated most: madness. He was, however, allowed to return to his true form at the end of every era in order to retake the Shivering Isles from his mad alter-ego in an event known as the Greymarch. However, once this was done, Jyggalag transformed back into Sheogorath, starting the cycle again. At the end of the Third Era, at the dawn of the Greymarch, a lone Champion of Sheogorath was given the chance to defeat Jyggalag, halting the Greymarch before it could conquer Sheogorath's Realm. This released Jyggalag from his curse, allowing him to remain in his true form. The Champion was then permitted to assume Sheogorath's station in the Shivering Isles. It is unknown yet if Jyggalag will ever return to the Shivering Isles in an attempt to retake them, or what will happen now that the Lord of Madness has been replaced. Although the Champion of Cyrodiil appears to have remained as Sheogorath after 200 years, Jyggalag's fate remains unknown.
Malacath 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 Elvish), or Orcs. Some disagree, claiming that Trinimac still exists and Malacath is a separate entity. Malacath is not recognized as a Daedric Prince by his peers, which fits his sphere perfectly. The Dunmer say he is also Malak (or Malauch), the god-king of the Orcs and one of the Four Corners of the House of Troubles that tests the Dunmer for physical weakness. Other names include "Mauloch" and the "God of Curses". 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".
Malacath's Ashpit The Ashpit is Malacath's realm, and is known as the hardest of the realms to reach, save the ones which are completely inaccessible to mortals. It is described as consisting only of dust, palaces of smoke, and vaporous creatures: "anguish, betrayal, and broken promises like ash filled the bitter air." Levitation and magical breathing are necessary to survive. Even this place is not devoid of beauty, though- within the realm is "a garden of slender trees, and wound about the trunks were vines festooned with lilylike flowers. A multitude of spheres moved, deep in the colorless sky, as distant and pale as moons". This garden seems to have some emotional significance to Malacath, who describes it as a “shadow of a garden, this echo of something that once was.”
Mehrunes Dagon is the Daedric Prince of Destruction, Change, Revolution, Energy, and Ambition. He is associated with natural dangers like fire, earthquakes, and floods. He 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.
Dagon was the driving force behind the Oblivion Crisis. He plotted to destroy the Septim bloodline and open gates to Oblivion throughout Cyrodiil to launch an invasion. His motivation for this invasion is unclear; the Mythic Dawn claimed Nirn was Dagon's plane to begin with, but a more plausible explanation is that the ambitious Dagon was not content with Oblivion, where, unlike the mortal world, nothing he killed would truly die. The Mythic Dawn, diehard Dagon worshippers, worked to bring about the coming of Dagon by assassinating the Emperor and his three known heirs. The cult focused on the eternal dawn on which Dagon would come to cleanse the world of all non-followers. In order to recover the Amulet of Kings and foil Dagon's plans, the Champion of Cyrodiil had to recover the Mysterium Xarxes, a book written by Dagon himself, so that Martin Septim could open a portal to the Paradise of Mankar Camoran, where the amulet was being kept. Dagon himself made a short but dramatic appearance as a gigantic four-armed humanoid armed with an axe and talons at the climax of the Crisis.
It is told that Tamriel was ruled by Mehrunes Dagon in the mythic age until Akatosh banished him and his followers to the realm of oblivion.
The Deadlands are Mehrunes Dagon's realm. It is a dimension that is covered by an ocean of lava, scattered with islands. Several structures exist on said islands, such as towers, walls, elevated pathways, and gates, many of which are in disrepair and non-functional. The interiors of the buildings resemble infernal slaughterhouses, with much evidence of human bloodshed. Tourists beware: the denizens of the deadlands will attack any mortal on sight. Fire towers that dot the landscape shoot fire at any mortal who approaches. Many things are on fire, the air is smoky, and corpses hang from poles, overhead arches, and rocks, while heads can be seen impaled on sticks. Harrada, Spiddal Plants, and Bloodgrass grow abundantly in the charred soil.
It is from this realm that Tamriel is invaded during The Elder Scrolls IV: Oblivion.
Mephala is a Daedric Prince whose sphere is obscured to mortals, also known by the names Webspinner, Spinner, Spider, and the Anticipation of Vivec. Unlike many other Daedric Princes, who almost always appear as the same gender (e.g. Azura is always female, Sheogorath is always male), Mephala appears as either male or female depending on whom the Daedric Prince wishes to ensnare. 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. Some scholars also argue that when the Morag Tong was banished from the rest of Tamriel, they were allowed to continue to operate in Morrowind when they replaced their worship of Mephala with that of Vivec. As a reaction to this, the Dark Brotherhood was formed, being led by the mysterious Night Mother, who some insist is just another form of Mephala. Mephala's realm is know as the Web, a complex of crystaline tunnels floating in a sea of darkness and death.
Mephala's Web Inaccessible to mortals, most believe the realm of Mephala is intricate and woven together like a web, as that seems to be what she rules over as a Lord.
Meridia is an obscure Daedric Prince, and very little is known about her by mortals. She is associated with the energies of living things, and has a special hatred for the undead. She uses Spriggans often throughout Oblivon and Skyrim as her guardians. The Tract of Merid-nunda paints her as a "wayward solar daughter" who was "cast from the heavens for consorting with illicit spectra".
Meridia's Colored Rooms The Colored Rooms are a collection of realms belonging to Meridia, inhabited by the Auroran daedra.
Molag Bal is the Daedric Prince whose sphere is the domination and enslavement of mortals. He is known as the King of Rape. 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, who in turn slaughtered a group of nomads. 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 Ebonarm and Mephala. His summoning day is Chil'a. In Aldmeris, his name means Fire Stone.
Molag Bal's Coldharbour Coldharbour, the immense realm of Molag Bal, is also one of the most inhospitable realms, consisting only of charnel houses and vast slave pens. Any mortal found here is captured and placed in one or the other. It resembles Nirn except colder, darker and more beaten and violent; according to some a premonition of the future of Nirn itself.
Namira is the Daedric Prince whose sphere is the ancient darkness. She is known as the Spirit Daedra, 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's followers keep to themselves and prefer living peacefully in dark and squalid conditions, and will react violently at any attempts to "save" them from their abysmal, minimalistic lifestyles. As detailed in the book the Beggar Prince, Namira also appears to be associated with Cyrodiil's beggars, controlling the beggaring gifts of disease, pity and disregard.
Namira's Scuttling Void The Scuttling Void is the realm of Namira.
Nocturnal, who is also known as the Night Mistress, the Mistress of Shadows, The Unknowable, Empress of Murk, Daughter of Twilight, The Mistress of Mystery and The Saint of Suspicion is the "Daedric Princess" whose sphere is the night and darkness.
Nocturnal's Evergloam Nocturnal possesses several realms throughout Oblivion. One of these used to be accessible through the Battlespire, and was called the Shade Perilous. The realm was invaded by the forces of Mehrunes Dagon during the invasion of the Battlespire, but since the Battlespire's destruction this realm has been isolated. The Shade Perilous is now ruled by Frost Daedra and Fire Daedra, as a gift from Dagon. A portal to Nocturnal's domain exists within the Twilight Sepulcher, an ancient building located in Skyrim.
Peryite, also known as the Taskmaster, is the Daedric Prince whose sphere is the ordering of the lowest orders of Oblivion. Some accounts also claim his sphere is pestilence. Peryite's statue depicts a four legged dragon, and is ostensibly concerned with ensuring all things are accounted for, neat, tidy and in their right order. This is most obvious at the end of his quest in Oblivion, he ends off by wishing the protagonist order in his/her life with his reward item, after freeing the spirits of his followers from their imprisonment in Oblivion. According to the description made of him in Skyrim, he is generally considered one of the weakest daedric princes in existence.
Peryite's Pits are the lowest reaches of Oblivion, resembling a fiery and gloomy hell (much like Mehrunes Dagon's) in which Daedra roam.
Sanguine is a Daedric Prince whose sphere is hedonistic revelry, debauchery, and passionate indulgences of darker natures. Fittingly, he often appears on the seals and signs of brothels and *****-houses. Sanguine is depicted as a portly man with a demon-like head with horns, always with a bottle in his hand or a ***** under his thumb.
Sanguine's Realms Sanguine is supposedly in control of one hundred thousand realms, used mainly as pleasure pockets.
Sheogorath is one of the few Daedric Princes whose creation may be linked to the change or destruction of an Aedra (some of the others include Malacath and Meridia). Aldmeri creation stories attribute his creation to the removal of Lorkhan's "divine spark". By one of these myths, he is described as the "Sithis-shaped hole" of the world.
Sheogorath is (or was), in fact, Jyggalag, the Daedric Prince of Order. The story goes that Jyggalag had, in times beyond memory, grown in power so much that the other Daedric princes grew jealous and fearful. They cursed Jyggalag to live as Sheogorath, the incarnation of the thing he hated most. At the end of every Era, Jyggalag was allowed to take on his true form once again, and reconquer his lands, an event known as the Greymarch. After that, however, he would be transformed back into Sheogorath, and Sheogorath would spread madness upon his lands once more. The Champion of Cyrodiil reportedly ended the cycle by defeating Jyggalag during the Greymarch at the end of the Third Era. This released Jyggalag from his curse, allowing him to remain in his true form instead of transforming back into Sheogorath.
After defeating Jyggalag, the Champion of Cyrodiil became the new Sheogorath. The Champion of Cyrodiil appears to remain at his post 200 years later, having also taken on Sheogorath's personality, voice and likeness.
Sheogorath's Madhouse (The Shivering Isles) Madhouse, or commonly called The Shivering Isles, is Sheogorath's realm. It is divided into halves: the north is called Mania, and reflects the lighthearted side of its ruler's madness. It has expansive grasslands and huge mushroom trees. The southern half, Dementia, represents the dark and violent side of Sheogorath, and is gloomy and claustrophobic. There are mortals living here as well as daedra. The capital city of the isles, New Sheoth, lies on the Eastern side of the isles, which is also divided into two sections, Bliss and Crucible. Bliss is on the Mania side, Crucible is on the Dementia side. Sheogorath's palace lies adjacent.
This realm is the setting for the TES IV expansion of the same name. At the end of the Shivering Isles Main quest, it is revealed that the Shivering Isles was originally the plane of Jyggalag, who was doomed to reclaim it at the end of every era from madness, only to lose it again. It is unknown whether or not he will claim another plane in the future.
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 known as "Vaernima the Gifter" and "Weaver of the Panoply". She is seen as one of the "demonic" Daedra, and some have also claimed her sphere ties somehow to torture
Vaermina's Quagmire is a realm of nightmares and torture, every few minutes changing with a lightning flash from one horrifying vision to another.
Anu and Padomay
Anu is the quintessential form of Stasis, gods with an Anuic bias included most Aedra and other gods classically associated with the creation of the world.
Padomay (sometimes called Sithis) is the quintessential form of change. Padomay is the primordial force of chaos and change, and dwells in the Void. Modern gods with a Padomaic bias include most Daedric princes, who are the Blood of Padomay and are the force of change, and Lorkhan, who caused the creation of Mundus.
Anu and Padomay are the two primal forces.
Races
Man
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 factious 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. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as, say, Nords or Redguards. Their Elvish ancestry is usually only detectable upon a closer inspection of their eyebrows, ears, or high cheekbones, though many individual Bretons appear to be more Nordic or Imperial than anything else. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.
Imperial
Known as Cyrodiils, Cyrodiilics or Cyro-Nordics before the time of Talos, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in Tamrielic history.
Nord
The Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are enthusiastic warriors, and many become renowned soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations across the sea from Atmora. They captain and crew the merchant fleets of many regions, and may be found all along the coasts of Tamriel.
Redguard
The most naturally talented warriors in Tamriel, the dark-skinned, wiry-haired Redguards 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. In addition to their cultural affinities for many weapon and armor styles, Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Redguards do not share the same blood as the other human races, and they have no connection with the ancestral human homeland of Atmora.
Mer
Altmer
To Imperials, the haughty, tall, golden-skinned peoples of Summerset Isle are called High Elves. The Ayleids referred to them as Salache, but they call themselves Altmer, or the "Cultured People". In the Empire, "High" is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the "lesser races" generally resent them. Altmer confidently consider themselves, with some justice, to be the most civilized culture of Tamriel; the common tongue of Tamriel is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions. However, the Altmer's smug self-assurance of superiority can be hard to bear. The Altmer are the most strongly gifted in the arcane arts of all the races, and they are very resistant to diseases. However, they are also somewhat vulnerable to fire, frost, and shock. They are among the longest living and intelligent races of Tamriel, and they often become powerful magic users, having centuries in which to practice their art. Some Altmers' incredibly strong minds make them naturally immune to all kinds of paralysis.
Bosmer
The Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap People is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land, its wild beauty and wild creatures. They are relatively nimble and quick in body and wit compared to their more "civilized" Elven cousins, making them well-suited for a variety of professions, including scouts, thieves, traders and scholars. The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumored to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. As part of their Green Pact, they are religiously carnivorous and cannibalistic, but do not harm vegetation of Valenwood (though they are not averse to using wooden or plant-derived products created by others).
Dunmer
The Dunmer, also known as Dark Elves, or Moriche in the Ayleid Language, are the ash-skinned, red-eyed, Elven peoples of the Eastern Empire. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.
Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Young female Dark Elves are well known for their promiscuity. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind before its devastation were known to be less friendly than those who grew up in the Imperial tradition
Orc
Orcs, also called Orsimer or "Pariah Folk" in ancient times, are sophisticated barbarian beastlike peoples of the Wrothgarian Mountains, Dragontail Mountains, and Orsinium (literally translated as "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. In the past, Orcs have been widely feared and hated by the other nations and races of Tamriel, and were often considered to be goblin-ken. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Most Imperial citizens regard the Orc society as rough and cruel, but there is much to admire in their fierce tribal loyalties and generous equality of rank and respect among the sexes. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium.
Beast
Argonian
Argonians (or Saxhleel in Jel, their native tongue, a word that seems to mean "People of the Root") are the reptilian denizens of Black Marsh. Little is known and less is understood about them. Years of defending their borders have made the Argonians experts in guerrilla warfare, and their natural abilities make them equally at home in water and on land. They have developed natural immunities to the diseases and poisons that have doomed many would-be explorers and conquerors of the region. Their seemingly expressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, and their natural agility makes them adept at either. They are, in general, a reserved people, slow to trust and hard to know, yet they are fiercely loyal, and will fight to the death for those they have named as friends.
While Argonians appear reptilian in nature at first glance, they also exhibit qualities of fish and amphibians: they are able to breathe underwater through small gills behind their ears, and swim using the same method as that of a tadpole or eel by moving their tail side-to-side to propel through the water. Argonians possess the most alien personalities in all of Tamriel from a human or meric perspective and it is often assumed that Argonians possess neither personality nor emotions. Of course this is not true; Argonians simply do not facially express their emotions as much as man and mer do, though anger easily detectable from their bared teeth and narrowed eyes. Argonians' genders are sometimes referred to as life-phases, implying they may be able to change gender. However, little is known about this phenomenon, and Argonian hatchlings may be of either gender. Argonian appearance ranges from reptilian to almost human; this is decided by the amount of Hist sap they ingest as hatchlings, which ceremonially takes place on their Naming Day. Ancient cave paintings depict figures which appear to be more tree-like than Argonian.
Khajiit
The Khajiit are a race of feline humanoids hailing from the province of Elsweyr, well-known for their keen intelligence and agility. While these traits make them superb thieves and acrobats, Khajiit are also fearsome warriors, although seldom gifted with the skill to harness magical forces. This is not to say that Khajiit do not possess the ability, merely that strenuous training must be undertaken to make wielding magic a serious option, either in passive or aggressive actions.
Physiologically, Khajiit differ greatly from both the varied races of man and mer, not only in their skeletal structure (possessing a tail and digitigrade stance, i.e. toe walking) and dermal makeup (the "fur" that covers their bodies) but in their digestion and metabolism as well. The Khajiit, along with the Argonians and the Imga, make up the so called 'beast races' of the Empire, due to their therianthropic qualities. It is currently unclear whether a successful union between Khajiit and other races may occur, for no well-documented cases exist despite rumors. The divergent appearance and mannerisms of the Khajiit often lead bigoted members of other races to look down on them.
Other Races
Ayleids, also known as the Ancient Ones, Wild Elves, or Heartland High Elves, were the first race to establish an empire in Tamriel. They were the original founders of the Imperial City, although it was a fortress called White Gold Tower in those days. They spoke a language now referred to as "Ayleidoon", a derivative of Aldmeris which was once the language of the human Cyrodils as well. Much like the lost Dwemer (whose ruins can be found in Hammerfell, Skyrim, and Morrowind), many Ayleid ruins can be found in Cyrodiil. These underground cities can prove deadly for adventurers, hiding such dangers as traps, monsters, undead, and criminals that hide out in the ruins. Many would-be treasure hunters have died trying to plunder their vast riches. Their cities were amazing feats of architecture, ranging from small settlements to gigantic, labyrinth-like metropolises; they also seem to have had a firm grasp of the magical arts, as many of their ruins contain stones filled with magicka essences harvested from the sky. They were usually devout worshippers of Daedra, and even attempted to gain their power, blessings, and even military aid.
The Ayleids were the descendants of the Aldmeri that emigrated to Cyrodiil (from Summerset Isle). At one point they controlled the entirety of what is now the Imperial Province of Cyrodiil, and enslaved the indigenous Cyrodiilic and Nordic populations; during the Slave Rebellion of 1E 242 the nearby human kingdom of Skyrim lent help to their enslaved relatives in the Ayleid Empire, which played a part in the Ayleids being overthrown by the Slave Queen Alessia and her supporters, and the subsequent shift in power from Mer to Men on Tamriel. It also appears that Alessia's rebellion coincided with a civil war within the Ayleid Empire which led to many rebel Ayleid lords joining forces with Alessia, and aiding her in her rebellion. Though the Ayleids would continue to have a presence in Cyrodiil for several hundred years more, they were never again a major military or political power. This event signalled the beginning of the Late Ayleid Period. Their greatest fortress, White Gold Tower, was turned into the Imperial Palace by Alessia and her descendants, and it remains so to this day. In 1E 393 the Alessian Order sacked the ancient Ayleid temple of Malada in their attempts to eradicate all Elven presence in Cyrodiil.
Ayleid culture lingered in the city-states that survived as client kingdoms of Alessian Cyrodiil, but the Elven population was finally driven into exile (largely to Valenwood) by the intolerance of the Alessian Order. The last remaining kingdom of the Ayleids, Nenalata, was last heard of in 1E 482 at the Battle of Glenumbria Moors; whether the King's people made it through the next few centuries is unknown, but this was a significant event: the Late Ayleid Period was ended, and the Ayleids would never again be seen as a military or political power.
It is possible that some tribes of Ayleids may continue to live deep within the forests of Cyrodiil even today. Yet the most recent reported sightings are more than 1000 years old. These Ayleids, or Wild Elves, are at best a rarity and may not have actually survived into the Third Era. The Ayleid Sage Tjurhane Fyrre talked and wrote extensively of the state of the Ayleid culture in the late First Era and early Second Era. According to Fyrre, the Ayleids of this time lived in a tribal society, with each "tribe" being substantially different from the next.
As for their appearance, popular lore suggests they are "not as dark as a Dunmer, but not as pale as the Altmer", perhaps an olive complexion.
Dwemer
The Dwemer were a fabled lost race of Mer hailing from Dwemereth, the region that is now Morrowind. Their ruins and artifacts are scattered across Tamriel, specifically within Hammerfell (mainly in the mountains of Stros M'Kai), High Rock, Skyrim and Morrowind. Meric races use the term "Dwemer," which translates to "deep," "deep-counseled," or "secretive" people. They are alternatively known as Dwarves, a term used by Imperials and possibly created by the giants, the Ehlnofey of the Velothi Mountains. They formed free-thinking, yet reclusive dwarven clans devoted to the secrets of science, engineering, and the arcane.
History
Living in elaborate underground cities in deep tunnels under Velothi Mountains and Red Mountain of Dwemereth, the Dwemer clashed with newly-arrived Chimer in 1E 222 over land and religion. While the Dwemer were secular-minded people, preferring reason to faith, the Chimer were staunch Daedra-worshippers, and considered the Dwemer's lack of belief an affront to their gods. Since the Nordic invasion and conquering of present-day Morrowind by King Vrage around 1E 240, the Nords had ruled the region. However, at the turn of the second century of suppression, Dumac Dwarfking and Indoril Nerevar forged an alliance against the common foe. The alliance ultimately succeeded in repelling the invaders in 1E 416, leading to the First Council of newly-named Resdayn.
The militaristic Rourken clan, holding to the traditional dogmatism of their race, vehemently opposed the accord with the Chimer and chose self-exile. In 1E 420, the Rourken chieftain threw the Volendrung Hammer across Tamriel and promised to lead his clan wherever the hammer fell, an image which has been depicted in a number of ruins in Hammerfell. The Rourken named the land "Volenfell," which later was somewhat mis-translated to "Hammerfell." The ruins in Hammerfell were inhabited by Dwemer for centuries, but unfortunately give no clues regarding their abrupt disappearance from the face of Tamriel in 1E 700.
The Dwemer inexplicably disappeared during the Battle of Red Mountain, during the War of the First Council. The Tonal Architect Lord Kagrenac constructed Kagrenac's Tools to harness the powers of the Heart of Lorkhan. His aims remain unclear, but it is believed he sought to heighten his race to Anumidum. The disappearance of a whole race in an instant sparked many theories, but is generally thought to have followed this attempt to use the tools on the heart to make a superweapon, or to make their race immortal, and simply coincided with the war. It appears that the Dwemer were inconclusive as to their opinion of using of the Heart. Some opposed its use, warning that massive side effects were likely, while the majority of the Tonal Architects, including their chief, Kagrenac, and Bthuand Mzahnch (who wrote The Egg of Time which downplayed the risks of tampering with the Heart of Lorkhan) remained unconvinced.
Even Yagrum Bagarn, "the last living Dwarf" (whose existence is owed to the fact that he was in the “Outer Realms” when the event occurred), has no explanation as to what actually transpired. It appears all members of the Dwemer race were simply removed from the world, possibly to an unknown location in the outer realms. When the previously untouched Dwemer ruins of Bamz-Amschend in Mournhold, Morrowind were rediscovered, numerous piles of ashes present next to weapons and armor, on chairs, and in beds were found. This suggests their physical presences were suddenly reduced to ash in some way. In 4E 201, Arniel Gane, a researcher at the College of Winterhold in Skyrim, attempted to recreate the circumstances of the Dwemer's disappearance after obtaining Keening, one of Kagrenac's Tools, but vanished suddenly in the process, possibly supporting the theory that the use of the tools and the Heart of Lorkhan was the cause of the disappearance.
A theory also exists that their sudden extinction was caused by their reversal of the usual processes involved in the Earth Bones, the laws of nature. Rather than creating profane by commanding the sacred, such as in Conjuration magicks or Daedra worship, they sought to create Anumidium, their own sacred, from the "deaths of the profane."
Vivec, the warrior-poet god of the Dunmer, similarly believes that the disappearance of the Dwemer is in some way owed to their "divine sin"—attempting to create a god for their own purposes from the remains of the god Lorkhan. Whether their use of Kagrenac's Tools in this process or simply their intentions resulted in their extinction remains unclear in this theory.
According to Chimarvamidium, the Dwemer possessed an ability that was known as "The Calling," which seems to have been similar to telepathy. It allowed the Dwemer to communicate with each other over great distances. It has been suggested that, in the last moments before they disappeared, Lord Kagrenac used The Calling to summon all of the Dwemer people and rally them to carry out his plans to transcend the Mortal Plane. Whether this was related to their demise or not is uncertain.
Technology
The Dwemer appear to have been a highly technologically advanced and particularly dogmatic race. Their mastery of steam and geothermal power through tapping into the natural lava sources under Morrowind allowed them to create airships, sentient machines, mechanical observatories, and lighting systems that continued to work for centuries without any maintenance. Whether this was purely a feat of engineering or whether magicks were involved remains unclear. Most of their settlements are still inhabited by Animunculi, enchanted mechanical guardians, commonly known as "Centurions." They appear somehow linked to their place of origin, and will lose power if removed from the vicinity of this area. This may explain why many Animunculi remain active even after so long, and supports the theory that they are strongly influenced by magicks. Additionally, it appears that some Animunculi are capable of interpreting the actions of people around them - in a sense, 'percieving' their intent - and responding accordingly.
The Dwemer were somewhat comforted by their ability to empower lifeless fabrics into active beings, denying the organic power of the gods while at the same time transcending the mortal systems of life. This culture, often seen as sheer arrogance by the other peoples of Tamriel, allowed their technological capabilities to accelerate well ahead of any other race. Machine parts and mechanisms are also found within their hallways, many of which are still running. In addition, the Dwemer also appear to have dabbled extensively and somewhat successfully in some of the more divine (or arcane) arts and sought to harness the supernatural powers of the Divines within their mechanical technology, even keeping an Elder Scroll within the massive underground complex of Blackreach in Skyrim. In fact, there exists within Tamriel a school of thought which holds that it was precisely this knowledge, and the arrogance that accompanied it, that ultimately led to the demise of the Dwemer race.
Architecture
Dwemer strongholds, sometimes referred to as colonies, often contain ancient steam-powered contraptions, many of which are still running. Numerous pipes can be found in and around Dwemer ruins, and many devices and constructs appear to emit steam from their inner workings. There may be "boilers" or similar components housed inside the Dwemer Centurions. It has been speculated that the constructs are powered by some kind of checkpoint in each ruin, or possibly by the combined signal of every ruin's mechanics, but this is not certain. Dwemer Constructs taken from Vvardenfell, where many Dwemer ruins are present, appear to "shut down" when a certain distance between them and Red Mountain is reached. However, it does seem that many objects that may be found in ruins were once covered in mesh or cloth, which has decayed over the years. This would explain why the "home comforts" of the Dwemer may seem very Spartan to a visitor. There are also few large halls in most ruins. This could be due to the fact that most, if not all Dwemer ruins are underground, where large interior spaces are difficult to fashion at best. Many Dwemer colonies were named after their rulers. The largest concentration of strongholds is in Vvardenfell (which translates as "City of the Strong Shield" in Dwemeris).
Contrary to many legends, archaeological evidence of known Dwemer ruins leads one to believe that the Dwarves were about the same size as the typical human or elf, evidenced by the fact that all existing Dwarven armor is average sized (although some of the books within the game have stated that "dwarven armor" is either the outer shells of machines they built, or mismatched pieces from various devices). This is likely to be because many of the Dwemer resided near the Giants of the Velothi Mountains, who had never encountered any races of Men or Mer before and, in perspective, saw them as being much smaller, and thus deemed them to be "Dwarves." Imperial excavation of Dwemer ruins and machinery supports the Dlyxexic theory that the translation of Dwemer as Deep Elves might also be read as Smart Elves. Indeed, perhaps the brilliant students of the Ehlnofey mentioned in The Anuad are the Dwarves themselves. Many Redguards in Hammerfell have shown a particular interest in the Dwemer ruins there for unknown reasons. Theories persist that Yokuda, the original homeland of the Redguards, was an ancestral Dwemer city.
Appearance
As previously mentioned, the Dwemer were no shorter than any other elven race, despite being classically described as such. Their physical appearance is hard to judge, as the last living Dwemer lives bloated and deformed by Corprus, and the only other visual examples come from sculptures and Dwarven Spectres found in their ruined dwellings. It can be deduced, however, that long beards were popular amongst the lost elves, and they preferred heavy metal armors and robes. Their remaining features could be described similarly to that of the other elven races, as no specific information exists.
Religion & Philosophy
It is unknown whether the Dwemer worshipped any gods. However, it is known that they despised and scorned the Daedra, mocking their "foolish" rituals. In The Battle of Red Mountain, it is mentioned that "[they] preferred instead their gods of Reason and Logic." These may be metaphorical or literal terms; Vivec, the author, capitalized them in his writings which could be interpreted as an emphasized admonishment of their idolatry by means of substituting spiritual worship with absolute faith in the those ideas. It could also be meant to suggest some sort of deified representation of those ideas or aspects of Dwemer thought. Since the Heart of Lorhkan offered some form of shared spiritual link amongst the Dwemer attuned to it - this could also refer to the collective reason and logic of the Dwemer people given voice through the powers of tonal architecture and the heart of a dead god.
In Song of the Alchemists it is said that even the author, Marobar Sul, refuses to name any Dwemer gods. Moreover, the Dwemer religion, if it can even be called that, is said to be one of the most complex and difficult puzzles of Dwemer culture.
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Thank you for reading, discuss and ask questions. Anything you want me to add? Any suggestions? Remember this is a very basic lore guide over The Elder Scrolls.
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How did the Aedra and Daedra come to be?
First, understand this concept: the entire ES universe is set inside the mind of a being we call the Godhead. Inside this mind there are two forces: Anu and Padomay. Anu represents stasis, and Padomay represents change. Important to note that they are no deities and aren't conscious beings, just forces.
Then of the Godhead's mind the Aedra and Daedra were born. There was no distinction between an Aedra and a Daedric Prince before the creation of Nirn, except if they were more aligned with stasis or change.
- Note that the Godhead isn't a human or any of the sort.
How was Mundus created?
Lorkhan, an Aedra, tricked other aedra into using their powered to create a mortal plane. The schematics were made by Magnus and the world was made with the power of Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos and Lorkhan himself.
However, Magnus (maybe he realized Lorkhan's scheme) went back to the Aetherius, creating a hole which became the sun (thus magic was created); his disciples followed creating the stars.
Going against the Daedra's advice, those eight Aedra (and Lorkhan) gave up their powers. To punish Lorkhan's "treachery", Trinimac tore his heart out and threw it at Nirn; it became the Red Mountain later on. That doesn't mean he died though.
Are the Aedra always good? Are the Daedra always bad?
That's a wrong concept a lot of people believe. They're interesting in terms of morality. Think of them the same way you think of players of the game. We're not evil, we just have a lot of power and get bored sometimes.
For example: Akatosh has an evil side, which is his "son" Alduin, that destroys the old kalpas so there can be a new one. Boethia has a good side, which is the protection of the Chimer (later the Dunmer).
What is a kalpa?
A long period of time. That's it really.
Is Sovngarde like heaven?
No. It's similar only if one looks at the point of some people going there after death, but it's still different from heaven. It's just Lorkhan's plane. Yes, his followers go there after death, but the same could be said for any plane of Oblivion.
Who is Sithis?
This is a complicated matter. Short version: the Dark Brotherhood shouldn't be believed. Long version:
Sithis is another name for Padomay, the force of change. However the real Sithis has nothing in common with the DB's one:
1- First, it's not a deity or conscious being, as I said above;
2- It's not a void, it's a force;
3- It's not "evil" or "death", merely change instead of stasis. It would be wrong to call a murder "the work of Sithis".
So who created this Sithis fake?
The so-called Night Mother. There is a legal assassin's guild on Morrowind, the Morag Tong. The "Night Mother" was a member of said guild who made up her own image of Sithis just so she could have a Brotherhood that worshipped and was led by her.
Who is Talos?
Talos is the fusion of three beings: King Wulfhart, Hjalti Early-Beard (also know as Tiber Septim) and Zurin Arctus.
To understand that, you must first get what is a Shezzarine: it's an aspect of Lorkhan (Shezzar being Lorkhan in the Imperial name). Those three were all Shezzarines, so Talos is an aspect of Lorkhan. It could be said Talos is Lorkhan; but not in the literal sense as Lorkhan still exists as himself.
What does Ysmir mean?
Someone that can withstand the voice of the Greybeards. Note that while two Shezzarines have been Ysmir, being one doesn't automatically mean you're the other.
IMPORTANT: What is CHIM?
This is a topic that should be seem with caution. To that, I present two explanations:
1- A very detailed guide courtesy of Prince-of-Plots from reddit.
2- If you don't quite understand it yet, think of this: close your eyes. You are the Godhead. Imagine an orc in a florist. That orc looks at Vivec's Lessons, Tower and Wheel. He acknowledges that he's just a part of the Godhead and still can retain his individuality, thus acquiring unlimited power. That orc has now achieved CHIM.
- Note that, despite what some people think, achieving CHIM isn't "realizing you're in a video game". It's entirely an in-universe action.
What happened to the dwarves?
The dwemer found the Heart of Lorkhan deep in the Red Mountain. In order to achieve immortality, they made a gigantic golem called the Numidium (you'll understand it later). Their best tonal architect, Kagrenac, forged three tools (Sunder, Wraithguard and Keening) specifically to tap into the Heart's power.
When they did that, the whole race became the Numidium's "skin", disappearing technically. Immortality had been achieved at the cost of individuality.
The chimer found the Heart; Lord Indoril Nerevar, his general Vivec, his wife Almalexia, the Magus Sotha Sil and Lord Voryn Dagoth were going to decide what to do with it. Dagoth said the three tools had to be destroyed, so he was trusted to guard them while the four discussed.
Decision was that the Tools would be preserved but never used. However, Voryn has secretly experimented in the Heart absorbing part of it's divine essence, calling himself Dagoth Ur after that. He was though to have been killed, and Nerevar was mortally wounded*.
Years later, the three members of the Tribunal returned and took the divine essence for themselves; eras later, the events of TES III happened.
* Some say that he actually died while fighting Dumac the king of the Dwemer, it's unknown if that's true and it works either way. Others say that the Tribunal murdered him, but Dagoth Ur confirms that's wrong.
What was the Warp in the West we keep hearing about?
As part of you reading this know, Daggerfall had multiple endings, varying based on who got the Anumidium at the end. At that moment, a Dragon Break happened, and was named the Warp in the West.
A Dragon Break is is a re-alignment of time and space in response to an event which makes the normal continuity of reality impossible.. The "Dragon" refers to Akatosh, the Dragon God of Time. A Dragon Break not only precedes significant changes in Tamriel, but challenges mortal comprehension.
So, this break made it so all endings would be possible. For better understanding, I'll write down what would happen after this scenario:
- Daggerfall, Orsinium, Sentinel and Wayrest all get the Numidium; as a result none of them gain control over the Illiac Bay. Orsinium is strengthened regardless, however, and the orcish leader Gortwog manages to get equality for all Orsimer in the Empire.
- In some endings, the lord of necromancers Mannimarco achiever divinity and in some he doesn't. To fix that, the Jills (servants of Akatosh) removed his godhood while fixing time. He still attained immense power, however, and so was able to mantain the Necromancer's Moon above Nirn.
- The Underking embraced his heart and got the death he wanted.
Wait, so what happened to the Numidium?
After the Jills fixed time, the Numidium was cast at some point later in the time-line. Nobody is sure when he is, although he seems to appear and disappear at Alinor and siege it at some points.
IMPORTANT: Why did Mehrunes Dagon attack Tamriel, causing the Oblivion Crisis?
Dagon was once the leaper king, a very kind daedra that liked to happily jump. Dagon plotted with the Greedy Man over several kalpas in an attempt to kill Alduin so he wouldn't eat them again at the end of each. Together, they distracted Alduin at the kalpa-turning in order to hide parts of Mundus away from him. At the start of the next kalpa, they would add these stolen pieces of the world, hoping to eventually make the world too big for Alduin to eat. Alduin eventually learned of their plan, and cursed Dagon so that he could no longer jump.
Dagon was tasked with destroying all in the world which was stolen from previous kalpas. Only after all fragments were destroyed could Dagon regain his "jumping kind of happiness" again. Thus when he had the opportunity he tried to seize Tamriel.
Clearing up some things related to the Nerevarine:
Some people get confused when talking about this person; thing is, the Nerevarine isn't actually Nerevar reincarnated. There really isn't one until he/she is. The cave of the Moon-and-Star has all the failed questers but the point isn't that a single person is going to be the Nerevarine but that anyone can become the Nerevarine.
In other words, he/she is a person who fits a handful of criteria and didn't die trying to fulfill the rest. It's a matter of work and will, not just prophecy.
Do all player characters know CHIM, since they can save/load/etc?
No. Don't take the whole Godhead thing into meta perspective - again, it's an in-universe action.
How are black soul gems made?
There are two ways to make this peculiar type of soul gem. One is the method used before the existence of the Necromancer's Moon. which is mostly unknown to us. All we know is that it takes powerful magic and considerable effort. Since the oldest example of black soul gems are in the ruin of Blackreach, I presume the Dwemer were the creators of this method.
The second way is the one created by Mannimarco, the King of Worms, after the Warp in the West. His Necromancer's Moon stands above Tamriel, and when one presents grand soul gems to it at certain nights, they are turned into black ones.
The only ES games I've played are Morrowind, Oblivion, and Skyrim. I tried downloading Daggerfall when it went free, but you need an older OS to play it. Plus, I couldn't figure out the thing that allows you to play it on Windows 7.
EDIT: Here it is, this is where I downloaded Daggerfall without having to launch DOSbox everything
Link
Woah, thanks Gheart!
Whoa.
Thanks. I havent been able to run Daggerfall because Dosbox is a *****, <3
I think I'll see if I can get Arena to work with DOSBox, you've piqued my curiosity.
that boxart is terrible though
to each their own i guess. I love Daggerfall it is my favorite out of the series because its a RPG its not based on action and kill cams with a joke of a story and no depth at all. Needing to actually look for things vs a magic compass is also a bonus.
The boxart was one of the reasons stores were cautious to put the game on their shelves, because it seems too racy.
*themoreyouknow.jpg*
Just a suggestion.
And also, GravCat, I will probably do that, thanks for the idea.
EDIT: Just got the Daggerfall section done, Morrowind section done, Oblivion is now done, and I can rest. :tongue.gif:
Anyway, the first ES game that I played was Oblivion. The night I got it, I pulled an all-nighter. I played about 300 hours of it, and loved every moment of it.
I also prefer the Oblivion soundtrack over Skyrim's soundtrack.
Also, I have a funny story. On my 5th or so character in Oblivion, I made an Argonian and I named him "Frog." I realized that Frogs were amphibians when I was level 25, and level 25 was harder to get to than in Skyrim, so it was about 75 hours in. I am currently doing a playthrough as an Argonian named Frog in Skyrim.
My first character, however, was a Khajiit named "Harold." My cat's name is Harold.
One thing I hate now, however, is the 'castles.' In Oblivion, my favorite past-time was sneaking into the city's castles and stealing all the valuables. It was so much fun, but now the places where the Jarls live are more like houses.
I'm a big fan. Big big big.
I started with Oblivion (I wanted to try Morrowind before Oblivion had come out, but I was too young to procure the game on my own), then worked back to Morrowind, I dabbled in Daggerfall, and I have of course also played Skyrim. Oh, and I dabbled in Arena at the same time as dabbling in Daggerfall, but I couldn't play both at once, so I played Daggerfall.
I don't think I can truly say that I completed any of those games, but I can say that I think I'm finished with Oblivion.
Morrowind and Skyrim are my favorite pair of games. I think I like Daggerfall more than Oblivion, but I haven't played it enough to be sure. I have no opinion of Arena yet.
Also, I've been a UESP contributor for over three years.
In Morrowind, when you level up in a certain skill, it makes you more accurate with those weapons, as opposed to the newer games where as long as the crosshairs are on target, you will hit.
I actually really liked that the player, being an untrained civilian, can't just rush into battle with a bunch of bandits and win in their very first exposure to combat. You'll find that being able to pay for training an unlimited number of times (there's no cap: if you have the gold, they'll train you) is a good balancer.
I usually pick out a home and live as a city-dweller (with occasional non-combat excursions for the gold) until I'm proficient enough for real adventuring.