Post by Armored Soul on Jun 14, 2012 14:49:50 GMT -7
SKYRIM: THE DRAGONBORN COMES
Skyrim is a vast region set in the northern part of old Tamriel. It is the home of the Nords, large and hardy men and women who have a strong resistance to frost, both natural and magical. It is bordered by Morrowind to the east, Cyrodiil to the south, Hammerfell to the southwest, and High Rock to the west; the island of Solstheim lies to the northeast of Skyrim.
Skyrim, also known as the Old Kingdom or the Fatherland, is the home of the Nords.
During the Merethic Era, Nords called the land Mereth, in recognition of the vast number of Mer that lived there. It was the first region of Tamriel to be settled by humans, who migrated there from the land of Atmora in the far north, across the Sea of Ghosts. The date of this migration is unknown, although it was before the full flourishing of Elvish civilization. According to legend, Ysgramor landed first at Hsaarik Head, at the extreme northern tip of Skyrim's Broken Cape. It is said that he and his companions were fleeing the civil war in Atmora, which at that time had a sizable population. They named the land Mereth, after the many elves that roamed the virgin forests of Tamriel.
For a long while, relations between the Snow Elves and men were relatively peaceful. However, the Snow Elves saw that the Nords, with their considerably shorter life expectancy, fast rates of physical maturation and expedient (by Elvish standards) reproductive cycle, would eventually overtake them if left unchecked. At the time, men were viewed by Snow Elves as being primitive and animal-like, and it was seen as no great moral remission to stop the spread of a potentially disastrous invasive species, who would destabilize the Tamrielic ecosystem. Thus, Elvish pogroms razed the city of Saarthal on what became known as the Night of Tears. Only Ysgramor and his two sons escaped back to Atmora, and, seeing the tenuous peace which had developed between the various factions, recognized the opportunity to turn their plight into a uniting force for the human race. Within a few years, Ysgramor returned to Skyrim with an army known as the "Five Hundred Companions", composed of the heroes of the Atmoran Civil War who, without much resistance, drove the Snow Elves out and were knighted in the foundations for the First Empire.
Snow Elves persisted within the borders of Skyrim until the reign of the Thirteenth of the Ysgramor Dynasty, King Harald, at the beginning of the First Era. King Harald was the first to relinquish all holdings in Atmora (until that time, the Nords of Atmora and Skyrim had been considered the same group), proclaiming that the people of Skyrim were an independent people. All humans on Tamriel are descended from these Nords, although some bloodlines run thin.
Vrage the Gifted started the expansion that would eventually lead to the First Empire of Men. Within fifty years of his reign, the Nords ruled all of Skyrim as well as parts of High Rock, Cyrodiil, and the Dunmer lands of Morrowind. The acquisition of Morrowind was particularly bloody, still remembered in Morrowind today (the purpose of the formation of the Chimer-Dwemer kingdom of Resdayn was to expel the Nords).
The system which chose the successors to the Empire eventually proved to be its undoing. For a great while the Moot, a gathering of the lords of the many different Holds, chose the successor to the Empire. This lasted well until the death of King Borgas.
Skyrim features many different terrain types, including tundra plains, forests, highlands and mountainous regions. It is the most rugged region on the continent; not only containing five of the highest peaks in Tamriel, but also very snowy and cold. Only in the western reaches are there some measure of flat land, where most of the population resides. The rest of Skyrim is vertical; mountains, cliffs, and deep valleys. A variety of crops are raised in Skyrim, from wheat to the hardy snowberry. Of note is that the particular climate of Skyrim makes it the only region in Tamriel, outside of the most northern reaches of High Rock and Morrowind, suitable for the brewing of the infamous alcoholic beverage Nordic Mead, also known simply as "Rotgut". This is because that, in addition to the local availability of certain ingredients, several times during the distillation process, the substance must be subjected to extreme cold temperatures, so that it may freeze and refreeze. The drink is noted for the distinct "cold" taste, similar to extraordinarily strong mint, which persists as a feeling of ice in the stomach, as well as for the very deleterious nature of its content. Nordic Ale is illegal throughout the Empire, but this does not stop many proprietors from stocking smuggled bottles for those brave enough to try a mug.
Skyrim is a wealthy and powerful province; the hold of Solitude has always been one of the richest and most influential regions. Recently, Solitude has grown ever more powerful, controlling much of the northern coastline following King Thian's alliance by marriage with Macalla, the Queen of Dawnstar. It has sought to expand its influence further by annexing several former Imperial fiefs, such as the island of Roscrea, ruled directly by the Emperor since Uriel V conquered it in the 271st year. There are also influences from Morrowind because refugees from Morrowind escape there, bringing new ideas, cultures, and stimulating the economy. In some cities, a citizen becomes a part of the economy by either logging or blacksmithing. In the fourth era, Skyrim was politically unified until the outbreak of civil war, which pitted the Eastern Holds against the Western Holds. Though this, coupled with the Great Collapse, has caused some damage to Skyrim's economy, the city of Riften has become a industrial powerhouse, producing mead and fish. This has led to some political corruption, however, but on the whole, Skyrim is one of the more powerful and wealthy nations on Tamriel.
Scattered across the rugged landscape of Skyrim are five cities, as well as minor villages and settlements. The presence of more numerous and smaller cities gives the land a more natural, rural feel than the somewhat urbanized Cyrodiil.
HOLDS AND CITIES OF SKYRIM
DAWNSTAR of THE PALE
Dawnstar is the capital city of The Pale and serves as a garrison town on the northern coast of Skyrim. It's currently governed by Jarl Skald the Elder.
It is located in the northernmost part of the hold of Skyrim known as The Pale. It was after the destruction of a fortress in Dawnstar during 2E 283 that Potentate Versidue-Shaie declared martial law, leading to one of the most brutal and bloody periods in the history of Tamriel. This also led to the creation of the Fighters Guild, Mages Guild, and Thieves Guild during the Guilds Act.
The city was rebuilt at least before the end of the Third Era, however, as it is noted in the Pocket Guide to the Empire, Third Edition: Skyrim that Macella was the Queen of Dawnstar, and had married King Thian of Solitude.
FALKREATH of FALKREATH HOLD
Falkreath is the only major city within Falkreath Hold and thus, is home to its Jarl. The town lies in the southwest of the province of Skyrim, near the borders of Hammerfell and Cyrodiil. At one period in history, Falkreath was part of Cyrodiil. Later, the town became a settlement in Skyrim. The Jarl of Falkreath is Jarl Siddgeir.
The city lies in a valley near the centre of the Falkreath Hold, in the low-lying forest area some distance west of Helgen. It is one of the smaller major cities, with no real walls surrounding it and no large buildings. The town more represents a small farming village rather than a major city. The Hammerfell border can be accessed by road a short walk west of the city.
The graveyard of Falkreath contains many famous Nords who requested to be buried in Falkreath, next to the other honoured dead of past battles. Since they were constantly living alongside the dead, the people of Falkreath gave many of their shops and other buildings names related to death. As its residents will tell you, Falkreath was the place of many battles in the past, being the main reason for the large graveyard.
MARKARTH of THE REACH
Markarth is located in the far west of Skyrim, in a canyon in the mountainous western part of The Reach, west of the Karth River. As a result the city is surrounded by soaring mountains, giving the city a good natural defense, even from the skies.
Being a long distance from any other major city and with both main roads cutting through mountains, valleys and rugged terrain, traveling to and from Markarth is one of the most treacherous trips for travelers.
The city comprises two parts; Markarth, which houses all houses and shops, and Understone Keep, which contains the house of the Jarl, the Hall of the Dead, the Dwemer Museum, the Nchuand-Zel Excavation Site and the blacksmith. Most of the city's residents tend to be quite unfriendly to outsiders.
Markarth was the former city of Nchuand-Zel, belonging to the ancient Dwemer, also known as the Dwarves, who resided in Morrowind, Skyrim, and Hammerfell during the First Era, and whose origin was located in the west-central region of Skyrim, the homeland of the warlike and barbaric Nordic tribes. Following the disappearance of the Dwemer from the face of Nirn after they attempted to control the power of the Numidium, Markarth was abandoned until the rise of the Septim Empire, the third of the Cyrodiilic Empires which arose under the leadership of Tiber Septim and his successor, Pelagius Septim. Emperor Tiber Septim established the Imperial College of the Voice in Markarth, which, subsequently, attracted the Nords to establish it as one of the nine cities of Skyrim.
Unlike the Dwemer cities and strongholds located in Morrowind and Hammerfell, the city of Markarth was not constructed out of metal, but instead was built out of stone, likely due to the abundance of stone found in the mountains of Skyrim. Another theory that could explain why Markarth was constructed out of stone is that the Nordic occupiers of Markarth had constructed their own city over the ruins of the metallic Dwemer city of the same name, which may thus be underground.
The Forsworn Uprising
In 4E 174, Markarth and the Reach was subjected to what is known today as the "Forsworn Uprising". While the Empire was beset by the Aldmeri Dominion in The Great War, the native people of the Reach, called the Reachmen, took this opportunity to seize control of the city. This was only possible as the Imperial Legionnaires stationed in Markarth were recalled to fight, leaving the city very vulnerable.
Jarl Igmund's father was Jarl at the time, but could not quell the uprising and was killed in the struggle. The rebellion was successful and the Reachmen ruled over Markarth and The Reach as an independent kingdom from Skyrim from 4E 174 - 4E 176. During this time, the Kindgom was relatively peaceful and the Reachmen ruled their lands fairly and were making overtures to be recognized by the Empire as a legitimate kingdom.
The Markarth Incident
In 4E 176, The Great War ended with the Empire signing the White-Gold Concordat. During this time, Igmund took it upon himself to seek help from Ulfric Stormcloak in ousting the Reachmen invaders. He promised Ulfric that if he re-took the Reach, then Igmund as Jarl would allow free worship of Talos - an act that was recently outlawed at the end of the war. Ulfric agreed and marched his militia to the gates of Markarth and ruthlessly retook the city.
Reports vary, but it is said that every official who worked for the Reachmen was killed, even after they had surrendered. Native women were tortured to give up names of Reachmen fighters who had fled the city. Anyone who lived in the city, Reachmen and Nord alike, were executed if they had not fought with Ulfric and his men when they breached the gates. Ulfric supposedly even ordered the deaths of shopkeepers, farmers, the elderly, and any child old enough to lift a sword that had failed in the call to fight with him. The surviving Reachmen fled to the hills of the Reach and became known as the Forsworn.
The Bear of Markarth
In Markarth, Jarl Igmund kept his promise to Ulfric and allowed free worship of Talos. When the Imperial Legion arrived to restore the rule of law, Ulfric refused them entry into the city until they also agreed free worship of Talos would be allowed. With chaos running through the streets of Markarth and the reports of deaths rising every day, the Empire had no choice but to grant Ulfric and his men their worship, thus jeopardizing the peace agreement with the Aldmeri Dominion.
Eventually, The Empire rescinded upon the agreement due to pressure from the Aldmeri Dominion and Ulfric and his militia were expelled from the city. This betrayal left Ulfric bitter towards the Empire and is considered to be the initial conception of the Stormcloak rebellion.
MORTHAL of HJAALMARCH
Morthal, said to be named after the great Nord hero Morihaus, lies deep in the marsh, a foreboding area of Hjaalmarch which is isolated from other villages. Despite this, the town has an Imperial Legate stationed within, and the ruling Jarl Idgrod Ravencrone appears to support the Empire.
On one edge of the town, a burned-down house stands untended in the snow. The residents are still talking of the scandal surrounding the house fire which left a mother and her daughter dead. Hroggar, the husband and father, almost immediately moved on to another woman and is now living in her house leaving the other residents suspicious of his family's death.
Villagers will sometimes speak of seeing strange lights and shadows in the marsh at night, and show concern about the mill, which appears to be the town's only source of trade.
There is no general goods store in the town, but there is a magic and alchemy shop.
RIFTEN of THE RIFT
The entire city is bisected by a large canal that used to serve as access for small cargo boats but has lately fallen into disrepair and decay thanks to the lack of trade during the Civil War. Despite this, Riften remains a bustling center of commerce; the Black-Briar Meadery has almost a monopoly on the sale and distribution of a Nord’s favorite pastime: drinking.
The city is located in the beautiful Autumnal Forest region of Skyrim, and that beauty has encroached upon the city, in the form of wondrous foliage and generally pleasant weather. But most of the structures in Riften are wooden, and the city has a sort of old, run-down feel, which often takes visitors by surprise. Not that this bothers the people who live there, who see Riften for what it truly is—a bustling, energetic city with a strong economy fueled by hard-working fishermen and mead makers. Despite the fact that the current Jarl in office is Laila Law-Giver, the residents understand that the city is, for all intents and purposes, actually owned and operated by Maven Black-Briar, and in order to survive and thrive, everyone needs to adhere to her rules.
Dryside
The eastern edge of the city (which isn’t built over the waters of Lake Honrich) is called Dryside. The bulk of the town is located on Dryside and is split by Riften’s canal. Most of the more affluent homes are located on the eastern side of the canal, while most of Riften’s shops and the marketplace are located on the western side. The southern portion of the city is dominated by Mistveil Keep and the jail.
Plankside
The western edge of the city, known as Plankside, is actually built on the waters of Lake Honrich and serves as the city’s center of mead production and distribution (which is, in fact, integral to Riften’s economy) and its fishing industry (Riften’s secondary economy). The buildings here have been built on wooden docks, and the district is very old and ramshackle. There are three main docks projecting from Plankside, one owned completely by Black-Briar Meadery and the other two used for general commerce and fishing boats.
Riften also is home to the notorious Thieves' Guild. Their headquarters can be found in the sprawling sewer network called the Ratway beneath the city.
SOLITUDE of HAAFINGAR
Solitude, capital city of both Haafingar and Skyrim, is the jewel of Imperial Skyrim. Ruled by Jarl Elisif the Fair, widow of the late High King Torygg, it is home to the headquarters of both the Legion and the Thalmor.
Part of the reason for this is the eminently defensible nature of Solitude itself. Set upon a great stone arch that towers above the mouth of the Karth River, and surrounded by the soaring peaks of the Haafingar Mountains, Solitude is both a reinforced and breathtaking stronghold.
Solitude is located on the eastern coast of the peninsula in Haafingar, in the far north-west of Skyrim. The city is built on a cape on the mouth of the Karth River and has a port on the river itself. Given the city’s name, it may be ironic that over 80 percent of the Hold’s population lives within Solitude’s walls, but this is testament to the city’s political importance, formidable defenses, and diverse population.
Home of the famous Bards College and one of Skyrim's chief ports. Watercrafts from up and down the coast can be found at her crowded quays, loading timber and salted cod for the markets of Wayrest, Anvil, and Senchal. Founded during Skyrim's long Alessian flirtation, the Bards College continues to flaunt a heretical streak, and its students are famous carousers, fittingly enough given their chosen trade. Students yearly invade the marketplace for a week of revelry, the climax of which is the famous burning of "King Olaf" in effigy, possibly a now-forgotten contender in the War of Succession. Graduates have no trouble finding employment in noble households across Tamriel, including the restored Imperial Court in Cyrodiil, but many still choose to follow in the wandering footsteps of illustrious alumni such as Callisos and Morachellis.
WHITERUN of WHITERUN HOLD
Whiterun is the capital city of Whiterun Hold, in the province of Skyrim. Whiterun is seen as the most “pure” Nordic city in Skyrim. In Whiterun, Nords live as they have for centuries: their lives are simple, harsh, and rooted in ancient traditions. Even the city’s fortifications—wooden and stone palisade walls and the sheer defensive advantage offered by its position on a large bluff that raises the city above the surrounding tundra—are archaic by contemporary standards. So while Windhelm may serve as the Stormcloaks’ center of operations in the Civil War, it is the culture of Whiterun that best exemplifies what it means to be a “True Nord.”
Whiterun is located on the eastern end of its Hold, in the Tundra plains that fills the center of Skyrim. It was founded by Jeek of the River, who was the captain of the Jorrvaskr. Upon discovery of the Skyforge, he and his men constructed the great mead hall of Jorrvaskr, which at the time was the sole structure on the mountain. Now, Whiterun is a large city, albeit one that retains the feel of a smaller Nord village. The central location and easy access make it one of the most successful cities in trade.
When approaching Whiterun, the towering fortress of Dragonsreach dominates the view. Its history can be traced back to the First Era, when King Olaf One-Eye subdued the great dragon Numinex in a legendary duel of Thu’ums atop Mount Anthor, and brought him back to the fledgling town as a captive. It was then that the magnificent keep was rebuilt and renamed to serve as a cage for Numinex, whose head still adorns the Great Hall.
Whiterun was once considered Skyrim's equivalent of the Imperial City, but in recent times has suffered from many problems. The Civil War, excessively harsh winters, harassment by Horme bandits, and the attacks of Frost Trolls have diminished the once-proud city.
It's a strategic city for both the Imperial Legion and the Stormcloaks because of its central location, however Jarl Balgruuf the Greater remains neutral in the conflict.
The city is home to two important dynastic families, the Gray-Manes and the Battle-Borns. Once on good terms with one another, they are currently bitter enemies, as a result of their differing views on the civil war conflict, as well as the economic disparity between both clans, since the Battle-Borns are wealthy and the Gray-Manes are modest. Upon entering the city, the Dragonborn is able to choose a side, either Battle-Born or Gray-Mane, although this is not necessary to interact with the city's shops and temple.
Whiterun is home to The Companions, a faction similar to the Fighter's Guild of Cyrodiil. Their headquarters are in Jorrvaskr, a legendary mead hall that was built next to the Skyforge, an ancient forge that is said to be older than both men and Elves. The city of Whiterun itself was built around Jorrvaskr, which used to attract warriors from all across Tamriel. Due to The Companions' reputation for being over-glorified sellswords, Jorrvaskr is no longer held in such esteem as it once was.
WINTERHOLD of WINTERHOLD
Winterhold is a former major city which is located in northern Skyrim. Once a great capital rivaling Solitude in power and importance, Winterhold is now little more than a shell of its former self.
Legend has it that during the First Era, Archmage Shalidor built the city of Winterhold with a whispered spell.
The Great Collapse
Eighty years ago, a seemingly never-ending series of storms lashed out at the northern coast of Skyrim, eventually causing most of the city to erode alarmingly fast and be washed away into the Sea of Ghosts, an event now known as The Great Collapse.
Strangely, the College of Winterhold was unaffected, remaining firm on a now freestanding spire of rock. Many inhabitants of Winterhold, both mages and magic-fearing Nords, were forced to abandon the city, and those who remained still eye the College with suspicion. One theory of the Great Collapse is that it was a result of the eruption of Red Mountain in Vvardenfell that wasn't felt until years after. Since that time, the population of Winterhold has continued to dwindle. Other than the College, only a handful of buildings still stand. What remains of the town’s economy is based around serving the needs of the College. As such, Winterhold has become something of a haven for mages in Skyrim, a safe refuge from distrustful Nords.
Since The Great Collapse, the city (or what's left of it) has fallen on hard times economically. Before the catastrophic event the city flourished culturally due to refugees from Morrowind who, far from burdening the eastern city, brought with them new ideas, enriching the city's culture and stimulating its old mercantile spirit. In the past few decades, many of the other Jarls of Skyrim began to disregard the opinions of the Jarl of Winterhold.
WINDHELM of EASTMARCH
Windhelm is sits on the northern bank of the White River in Eastmarch and is an imposing sight, with its massive ice-covered stone walls. It also has a port, accessible via the city itself. Windhelm is located near the northern border of the hold, near Winterhold and The Pale. It is also close to the border with Morrowind, which can be found by road a relatively short walk up the mountains east of the city.
The city is very cold, being in the icy north of Skyrim, however travelers heading toward The Rift or Whiterun will see the landscape turn green and lush almost immediately south of the city limits. Travelers to the city are greeted by the majestic frozen bridge leading to the main gate, but it is the old Palace of Ysgramor (now known as the Palace of the Kings), towering over all other structures in the city, that truly takes the breath away. The palace is considered to be one of the only original First Empire buildings remaining.
The city slopes slightly northward and has different levels of elevation, with the Palace located at the city’s highest point, making it even more visible and striking. The streets are packed with snow, giving the city something of a claustrophobic feel; the sky is always white or overcast, and fierce blizzards batter the city with alarming regularity. It is within these snow-strewn streets and icy alleys that Windhelm’s inhabitants live, usually with an overriding sense of tension.
During The Return in the late Merethic Era, Ysgramor's son Yngol was separated from the rest of the fleet in a terrible storm. Ysgramor eventually found the shipwreck of Yngol's longboat, the Harakk, and discovered that his son and his crew had been slain by the Sea-Ghosts.
Ysgramor, in grief, decided to build a great city where the nearby river met the sea. It was built as a monument of the mankind. The city was built in Atmoran fashion and was made by elven captives.
Ysgramor commanded for a great bridge to be constructed. Forever striding the river so no elf might sneak through to avenge his devious cousins. As the bridge was built long, so too was the palace built high, spires reaching the sky to show dominion even over the very winds that had brought forth such grief.
Once Ysgramor and his men had settled in this new land, the reign of the Ysgramor Dynasty began, and Windhelm served as the capital city of the First Empire.
It is said that huge tomb was prepared for Ysgramor in the deep hallows beneath the city. However, Ysgramor chose to be buried at sea, facing his homeland, Atmora. Ysgramor's burial place is known as Ysgramor's Tomb.
During the third century of the First Era, Windhelm was sacked during the War of Succession, and again in the sixth century, by the Akaviri army of Ada'Soom Dir-Kamal.
During the Second Era, under the rule of Jarl Elgryr the Unminded, Windhelm was in an impoverished state. Basic necessities were scare and the citizens lived in abject poverty. This eventually prompted the citizens to rebel against the Jarl and storm the palace, however it is unknown if the uprising was sucessful.
During the Oblivion Crisis in the Third Era, Windhelm was the only sizable city in the otherwise determinedly rural Hold of Eastmarch, and served as a base for Imperial troops guarding the Dunmeth Pass into Morrowind.
Each year on the 13th of Sun's Dawn, The Feast of the Dead festival is held in Windhelm to honor Ysgramor and his Five Hundred Companions.
After the eruption of Red Mountain, many Dunmer fled to Windhelm. Because of heightened suspicion generated by the ongoing Civil War, the strongly nationalist Nords of Windhelm sequestered the Dunmer from the other citizens in what came to be known as the "Gray Quarter," in reference to the Dunmer skin color. Argonians are also segregated from the Nord population and are forced to live at the Argonian Assemblage at the city docks.
When Ulfric Stormcloak became Jarl, he separated the Dunmer and Argonian immigrants from the native Nord population, and founded the militia that would become the Stormcloaks.
It is suggested, through dialogue with Viola Giordano, that the Dunmer are taxed more heavily than the Nords, and that these taxes can be raised at the Jarl's whim.
RACES
ARGONIANS
Little is known, and less is understood, about the reptilian denizens of Black Marsh. Years of defending their borders have made the Argonians experts in guerilla warfare, and their natural abilities make them equally at home in water and on land. They are well suited for the treacherous swamps of their homeland, and have developed natural immunity to the diseases that have doomed many would-be explores into the region.
BRETON
Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come from the home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest of Bretons can boast a resistance to spells.
DARK ELF
In the Empire, “Dark Elves” is the common usage, but in their Morrowind homeland, they call themselves the “Dunmer”. The dark-skinned, red-eyed Dunmer combine powerful intellect with strong and agile physiques, producing superior warriors and sorcerers. On the battlefield, Dark Elves are noted for their skilled and balanced integration of swordsmen, marksmen, and war wizards.
HIGH ELF
The High Elves, of Altmer, are the proud, tall, golden-skinned peoples of Summerset Isle. The common tongue of the Empire, Tamrielic, is based on their speech and writing, and most of the Empire’s arts, crafts, and sciences are derived from High Elven traditions. High Elves are the driving force behind the rising Aldmeri Dominion, and their agents, the Thalmor, are bitterly resented by the Nords of Skyrim.
IMPERIAL
Natives of the civilized, cosmopolitan province of Cyrodiil, Imperials are well-educated and well-spoken. Though physically less imposing than the other races, Imperials have proven to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have allowed them to rule an empire spanning the continent for centuries.
KHAJIIT
Khajiit hale from the province of Elswery, can vary in appearance from nearly Elven to the cathay-raht “jaguar men” to the grat Senche-Tiger. The most common breed, the suthray-raht, is intelligent, quick, and agile. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and deft hands.
NORD
The Natives of Skyrim are a tall and fair-haired people, aggressive and fearless in war, industrious and enterprising in trade and exploration. Strong, willful, and hardy, Nords are famous for their resistance to cold, even magical frost. Violence is an accepted and time-honored part of Nordic culture; Nords face battle with an ecstatic ferocity that shocks and appalls their enemies.
ORC
These sophisticated barbarians of the Wrothgarian and Dragontail Mountains are noted for their unshakeable 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, but they have slowly won acceptance in the Empire. Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire.
REDGUARD
The most naturally talented warriors in the 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, skirmishers, or free-ranging heroes and adventurers than as rank-and-file soldiers. Redguards are uniquely versatile combatants, capable of switching between bow, sword, spell, or shield at will and adapting their tactics to the battle at hand.
WOOD ELF
The clanfolk of the Western Valenwood forests. In the Empire, they are called “Wood Elves,” but call themselves the Bosmer, or the ‘Tree-Sap’ people. Wood Elves are nimble and quick in body and wit. Their curious natures are natural agility make them good scouts, agents, and thieves, and there are no finer archers in all of Tamriel.
GODS AND GODDESSES
AKATOSH
The Dragon God of Time and the chief god of the pantheon
ARKAY
God of Life and Death
DIBELLA
Goddesss of Beauty
JULIANOS
God of Wisdom and Logic
KYNARETH
Goddesss of Air
MARA
Mother Goddess and Goddess of Love
STENDARR
God of Mercy
TALOS/TIBER SEPTIM
God of War and Governance
ZENITHAR
God of Work and Commerce
DEADRAS
AZURA[/b]
Azura is the Daedric Princess of Dusk and Dawn, the magic between Day and Night. Her sister is Nocturnal. She is known to be one of the more merciful and benevolent Lords, though her wrath is swift and painful when it is brought about. She oversees the Daedric Realm of Moonshadow, a beautiful world of blurred colors, streaming together, cities of silver, and air like perfume. The ones who visit this realm are mostly of either the Dunmer of Morrowind or the Khajiit of Elsweyr, as both revere Azura, though in different respects. Azura can be Summoned on the 21st of First Seed, or during the times of dawn or dusk at her shrine in Cyrodiil.
Azura, unlike most of her Daedric peers, is consistently described as a "good" Daedra. While Azura's actions frequently benefit her worshipers, or at least appear to be driven by just motives; applying the concept of "good" to a Daedric Prince is just as inappropriate as applying the term "evil". Attributing Azura's actions to an inherent sense of goodness could potentially be dangerous, especially as she has been shown to enact strict revenge when angered.
The Khajiit also worship Azura, spelled Azurah in Khajiit mythology. According to their legends, Azurah was one of the many children of Fadomai (Padomay), and the only of her children who did not abandon her as she neared death. Fadomai gave Azurah three secrets as reward for her loyalty, telling her to choose one of the children of Nirni, the mortal races, and change them and name them Khajiit. The Khajiit were given the three gifts: to be the most beautiful, clever, and fastest creatures in the world; to be the best climbers in the world; and to be the best deceivers in the world.
Azurah waited as Nirni gave birth, and as Lorkhaj created a place for them to live. Nirni saw many of her children die and many fled to the stars, and of the rest, Nirni was most sad for the forest people (presumably, the Bosmer), whom she felt had not found their place. Azurah came forth and changed some of the Bosmer into the various forms of the Khajiit, and bound their birth and growth to the moons, Masser and Secunda.
According to the Khajiit book, "Words of Clan Mother Ahnissi to her Favored Daughter", Azura had a hand in the creation of the Khajiit race, as she had been given the three secrets of creation.
BOETHIAH
Boethiah is the Daedric prince who rules over deceit, conspiracy, secret plots of murder, assassination, treason, and unlawful overthrow of authority. Boethiah is depicted as a great caped warrior, often in a stoic pose. She is also known as the Anticipation of Almalexia. Boethiah loves competition and battle, and this nature is manifested in her quest in Oblivion, transporting the player to her realm of Oblivion for a tournament to decide who is truly worthy of Goldbrand, an enchanted katana with a gold-colored blade.
Heralded by the Prophet Veloth, Boethiah is the original god-ancestor of the Dunmer. Through her illuminations, the eventual 'Chimer', or Changed Folk, renounced all ties to the Aldmer and founded a new nation based on Daedric principles. All manner of Dark Elven cultural 'advances' are attributed to Boethiah, from philosophy to magic to 'responsible' architecture. Ancient Velothi allegories are uniformly heroic successes of Boethiah over enemies of every type, foundation stories of Chimeri struggle.
Like all Daedra, Boethiah does not have a gender in the traditional, mortal sense. In traditional depictions of the Daedric Lord, she appears as a strong, caped warrior wielding a giant golden Katana. However, she is depicted occasionally as a man. Her followers claim she is the most overtly acting of all Daedric Princes. She appears to enjoy battle and conflict, and her cults often stage huge tournaments to the death to win her favor.
Even among scholars, who reject the common notion that Daedra are all "demons", Boethiah is one of the Daedric Princes consistently viewed as "evil" in the traditional sense (but see below for the Dunmeri view). She uses her mortal followers for sport, caring more about spilling their blood than anything else. Like Molag Bal or Mehrunes Dagon, Boethiah takes actual delight in the death and destruction she is causing mortals, and actively strives to torment mortals.
CLAVICUS VILE
Clavicus Vile is one of the seventeen most powerful Daedra known as Daedric Princes. He is best known for granting wishes, often in ways that turn out poorly for the recipient. He is the Daedric Prince of Power, Conjuration, Wishes and Bargains.
Clavicus Vile's sphere is of wishes and eldritch deals. His dealing with Mundus (the mortal realm) are usually with individuals who wish to have something and, by summoning him, Clavicus Vile gives it to them. However, he is known to take back his deals at inopportune times (for the summoner, not Vile). Why he does this is unknown, though it is more than likely for amusement, as most of the Daedric Princes find mortal behavior humorous (much to the chagrin of mortals).
HERMAES MARA
Hermaeus Mora is the Daedric Prince of knowledge and memory, his sphere is the scrying of the tides of Fate, of the past and future as read in the stars and heavens. He is not known for being evil or good, but he seems to be the keeper of both helpful and destructive knowledge. 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. He seems to only ever appear to Mortals as a void of darkness, or a mass of tentacles.
Hermaeus Mora is associated with the ancient tome of knowledge, Oghma Infinium . Written by Xarxes, the scribe of Auri-El, the knowledge inside was granted from none other than Hermaeus Mora. The knowledge was then in turn passed over to Mehrunes Dagon, and was used to write the Mysterium Xarxes.
HIRCINE
Hircine, whose spirit is the hunt, the sports of Daedra, the greatest game, the chase and sacrifice of mortals; known by the names The Huntsman of The Princes, and The Father of Manbeasts. The summoning date of Hircine is the 5th of Mid Year.
MALACATH
Malacath is seen almost as a heretic among the other Daedric Princes. His fabled weapon, Scourge, is cursed and will cast any Daedra that touches it to Oblivion. He seems to enjoy watching mortals fight amongst themselves. Malacath's sphere is the patronage of the spurned and ostracized, the sworn oath, and the bloody curse. The summoning date of Malacath is 8th of Frost Fall. Malacath can also be summoned in his shrine, if the summoner offered Troll Fat.
MEHRUNES DAGON
Mehrunes Dagon is one of the seventeen Daedric Princes of Oblivion. His spheres are destruction, change, revolution, energy, and ambition. Mehrunes Dagon is the foe of all mortal races, and has attempted to conquer the physical world many times. The common reasoning behind his many plots is his belief that Tamriel is in fact a plane of Oblivion which is rightly his. He constantly invaded Tamriel from the First Era onward.
The most famous of Dagon's invasions of Morrowind is certainly the attack on the capital city of Mournhold at the end of the First Era. Dagon was defeated by the living gods Almalexia and Sotha Sil, but not before he destroyed the entire city and devoured its populace. Mehrunes Dagon was also behind the destruction of Ald Sotha, where he destroyed House Sotha. During the Imperial Simulacrum, in the years 3E 389-3E 399, Lord Dagon conspired with the Uriel Septim VII's power hungry Battlemage Jagar Tharn to imprison the Emperor in Dagon's plane of Oblivion while Tharn assumed the Emperors likeness and ruled in his place. Further, Dagon assisted Tharn by attacking the Imperial Battle College in the Battlespire. This attempt at taking over Tamriel was stopped by a mere mortal. Brooding over his many defeats, Dagon eventually came up with his next attempt to conquer Tamriel. This attempt was to become known as the Oblivion Crisis. He had his Mythic Dawn cultists assassinate the Emperor and all of his heirs, but one was unknown, so he survived. The heir, the Blades, and the Hero of Kvatch Or Hero of Cyrodil continually defeated him until the assault on the Imperial City, where Dagon was defeated and banished back to Oblivion by Akatosh himself. He has a height of 200 feet and a weight of 180 tons.
MEPHALA
Mephala, whose sphere is obscured to mortals; known by the names Webspinner, Spinner, and Spider; whose only consistent theme seems to be interference in the affairs of mortals for her amusement. Some scholars have identified the Night Mother as an incarnation of Mephala. Her realm is known to be completely inaccessible to mortals and her minions are known as the Spider Daedra.
In Morrowind, she was the ancestor that taught the Chimer the skills they would need to evade their enemies or to kill them with secret murder. Enemies were numerous in those days since the Chimer were a small faction. She, along with Boethiah, organized the clan systems that eventually became the basis for the Great Houses. She founded the Morag Tong. She is also called the Anticipation of Vivec.
MERIDIA
The Daedric Prince of Life and Lady of Infinite Energies, Meridia is one of the Princes whose obscurity prevents most mortals from understanding much about her at all. The summoning date of Meridia is 13th of Morning Star. Meridia can also be summoned in her shrine, if the summoner offered something from the corpse of an undead creature at the statue.
She almost always comes in the form of a beautiful woman. Like a siren, calling mortals in to do her bidding, Meridia has always had a passionate hatred for all things undead. She takes great joy in rewarding mortals who purge the realms of the wretched walking corpses, along with any Necromancers who have tampered with Meridia's life-giving energies. It is stated that Meridia is one of the few Daedric Princes to be benevolent and not wholly evil, if at all.
Back in the First Era, during the Alessia's rebellion, the Ayleids made a pact with Meridia and her minions the Aurorans, to help the Ayleids against the human rebellion. The Ayleids champion Umaril the Unfeathered bound his life force in the realm of Meridia, this made him have Daedra-like immortality. When he is slain in the mundus, his spirit will float in the Water of Oblivion and eventually returns to Meridia's realm.
Meridia's holdings in Oblivion are collectively known as "The Colored Rooms". Another Prince whose origins may not entirely be outside of the aetherial, Meridia has at several times been linked to Magnus the Sun. The most famous account of this association is the Tract of Merid-nunda, which overtly casts Meridia in the role of a wayward solar daughter, cast from the heavens for consorting with illicit spectra. Somewhere in 3E 433, Meridia was summoned by the Champion of Cyrodiil. Meridia wanted the champion to clean certain cave from Necromancers and their undead. She rewarded the champion with her Ring of Khajiit. The same artifact was given by Meridia to the hero of Daggerfall.
MOLAG BAL
Molag Bal is the Daedric Prince of domination and enslavement of mortals. His only desire is to harvest the souls of mortals and to bring mortals souls within his sway by spreading seeds of strife and discord in the mortal realms. He holds much importance in Morrowind, where he is seen as the archenemy of Boethiah, the Daedric Princess of Plots.
Molag Bal resembles a large, bipedal crossbreed of a monkey and snake, and usually comes in a form adorned with horns, claws, and a long tail. His scaly appearance is matched by his demeanor, seeing as how this serpentine Daedric Prince is the master of corruption, the King of Rape, and his entire realm of Coldharbour in Oblivion consists of nothing but death and destruction.
Like all of the Daedric Princes, Molag Bal has no specific gender. Most often, however, he appears to his followers as male. Sigillah Parate mentions in her spiritual commentary that she belonged to a cult known as the "Witches of Molag Bal", where Molag Bal often appeared to its members in the guise of a mortal female.
NAMIRA
Namira is known as the Spirit Daedra, ruler of sundry dark and shadowy spirits. Associated with spiders, insects, slugs, and other repulsive creatures which inspire mortals with an instinctive revulsion and known as the mistress of decay and the devourer of the dead (cannibalism).
The summoning date of Namira is 9th of Second Seed. Namira can also be summoned in her shrine by someone repulsive, she does not like attractive people. There is a tale about a person who had dealt with the Prince sometime in the First Era. His name is Wheedle, somehow he was the 13th child of a king in Valenwood. As such Wheedle was in no position to take the throne or even inherit much property or wealth. So when he met Namira, he begged her to be her apprentice (obviously for power) until finally Namira gave up. She gave him three "blessings"; disease, pity and disregard. He became a beggar, a terrible beggar. However, with those "blessings", his name became legendary among the beggars and with the disregard power, Wheedle discovered that the power gave great access to the secrets of the realms. People unknowingly said important things where Wheedle could hear them. Wheedle grew to know the comings and goings of every citizen in the city. To this day, it is said that if you really want to know something, go ask the beggars. They have eyes and ears throughout the cities. They know all the little secrets of the daily lives of its citizens. The complete tale is recorded in the book "Beggar Prince."
When summoned by the Champion of Cyrodiil, Namira spoke to the champion about the Forgotten, a group of fanatical worshippers that lives in the darkness of Anga. Some priests of Arkay were planning to bring light to Anga and "save" the Forgotten Ones. The champion was asked by Namira to use the spell that Namira has given to him on the priests, and let the Forgotten Ones finish them off. No need to tell that eventually those priests of Arkay met their unfortunate end in Anga. Namira rewarded her ring. The Ring of Namira has a strange enchantment; while the ring is being worn, stamina is increased and the wearer can feast on the dead.
NOCTURNAL
Nocturnal is the Daedric Princess whose sphere is the night and darkness. She is also known as the Night Mistress and "Lady Luck". The Cyrodiil Thieves Guild venerates Nocturnal by ending talks with the saying "Shadow hide you." The summoning date of Nocturnal is 3rd of Hearthfire.
Nocturnal and Azura have been referred to as sisters, though whether in the literal or the metaphorical sense is unknown.
Physical descriptions of Nocturnal are difficult to come by, as she is usually described as being hidden by darkness and shadow. Depictions of the Daedric Princess usually take the form of a nondescript human woman, draped in a hooded cloak that hides most of her features and body. She is depicted with both arms outstretched, and a pair of Nightingales (or similar bird) perched on each wrist.
Nocturnal claims to be an aspect of the void of Oblivion itself, and takes such titles as Mother of Night or Night Mistress. Her very nature is such that humans cannot understand her, as she is the embodiment of the unfathomable and enigmatic. Worshipers of Nocturnal consist primarily of those who operate in darkness and night, such as thieves and spies. However, that Nocturnal's deception is not usually meant to be harmful or violent in the manner of Boethiah. Rather, the unknowable nature of Nocturnal is the core of her being, and serves no real ulterior purposes beyond being mysterious. Thus, while thieves may consider Nocturnal their patron, assassins will typically lean towards a more violent deity, such as Molag Bal or Mephala.
Of Nocturnal, Karliah of the Thieves Guild says she is, "like a scolding mother who pushes her child to do better," meaning she is not fully considered evil, unlike other Daedric Princes.
PERYITE
Peryite is one of the group of seventeen strongest Daedra known as Daedric Princes. Among mortals, he is considered the Lord of Pestilence; among the daedra, he is charged with ordering the lower planes of Oblivion. Despite his dragon-like appearance, he is considered one of the weakest of the Daedric Princes.
In terms of direct interaction, Peryite is one of the least known of the Daedric Princes, not being recorded by name in the history of any known Tamrielic culture. When he does appear to mortals, he usually takes the form of a large dragon or wyrm. Even among those mages with the skill and knowledge to travel to the planes of Oblivion, Peryite's Pits are impossible to enter. This may explain why, when his followers on Cyrodiil attempted to contact him, their souls appeared to be stuck on Dagon's Oblivion plane, the Deadlands. Not knowing what the Pits look like, it is impossible to tell where the souls were actually trapped.
Indirectly, Peryite, has influenced the lives of nearly every mortal inhabitant of Nirn throughout history. He is the Lord of Pestilence, and the cause of many plagues and pandemic diseases, and low order; though few mortals are aware of this. He is typically listed along with Princes such as Mehrunes Dagon and Vaermina as one of the few truly evil Daedric Lords, in the mortal man and mer sense of the word.
Peryite has a shrine in Skyrim, north-east of Markarth.
SANGUINE
Sanguine is the Daedric Prince of debauchery. He also has domain over the darker natures of man, such as lust, sin, sloth, gluttony, and greed. He is the patron deity of sinners and is often seen with a bottle of wine or beer in his hand. Sanguine enjoys playing pranks on others, one such example being a spell given to the player that removes the clothing of everyone within the spell's radius. Although a jokester, Sanguine prefers to drag mortals down to sinful lifestyles by means of temptation and humiliation.
Sanguine was once asked by Mephala for twenty-seven tokens she could give to her devoted followers. The Dark Brotherhood stole these tokens from the Morag Tong. According to Morag Tong member, Mephala eventually arranged for them to return to the guild. The Nerevarine systematically killed the members of the Dark Brotherhood one-by-one and retrieved the tokens from them.
SHEOGORATH
Sheogorath is the Daedric Prince of Madness. His realm in Oblivion is known as the Madhouse, though it has also been called the Asylums by the Imperial Census of Daedra Lords, and called the Shivering Isles by most. It is split into two parts. Mania, the fantastic, colorful side, and Dementia, the horrific and dark swampy side.
Sheogorath is one of the many prominent Daedric Princes in the culture of the Khajiit people. In the Khajiit myth of creation, Sheogorath is called "Sheggorath." By the Khajiit, he is known as the Skooma Cat.
VAERMINA
Vaermina, is one of the seventeen most powerful Daedra known as Daedric Princes. Her primary sphere of influence is generally considered to be nightmares, psychological terror, torment, dreams, bringing evil omens, stealing memories.
Vaermina's physical appearance is usually that of a female mage, complete with a flowing robe with deep arms, and a magic staff. She lords over the Oblivion plane of Quagmire, which is described as a constantly shifting nightmare realm. She is one of the Daedric Princes that is consistently depicted as evil or demonic, with a strong preference for psychological torture. At the same time, Daedra worshipers will often pray to her just before bedtime, likely in hopes of warding off any potential meetings during their rest.
Vaermina is often said to be strongly connected with Magnus, the source of magic on Tamriel. Many scholars believe that, through their dreams, even otherwise magically untalented mortals can slip into Quagmire, and behold Vaermina's presence. Upon speaking to her, Vaermina will explain that mortals visit her constantly in their nightmares, speak to her in their sleep, and often wake in a cold sweat upon leaving her presence. Most mortals are unaware of this meeting, however, as they cannot remember anything that occurred during their dreams. After a true, remembered encounter with the Daedric Lord, her followers often claim that nothing on Nirn holds any fear for them, as nothing can possibly be as frightening as being in Vaermina's presence.