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Altmer

Altmer
The Altmer, or High Elves, are a race of elves that inhabit parts of Tamriel. They are one of the ten default playable races, primarily known for their enhanced magical abilities. As a race, the Altmer strive to maintain the appearance of their ancestor race, the Aldmer, primarily through highly selective traditions surrounding marriage and reproduction. They are among the tallest of the humanoid races, taller than most humans and even most other meri races. Their skin maintains a very pale gold hue, not quite the pale white of the northern human races such as Nords or Imperials, but far lighter than the Bosmer. They are slender, with prominently pointed ears and almond-shaped eyes. On average, Altmer are of smaller build than humans, and thus generally not as strong. Their tall stature also makes them less agile than their Bosmeri cousins. However, Altmer are among the most intelligent and magically-inclined races on Nirn, surpassing even the Bretons in magical aptitude. This strong tie to Magnus, the god of magic, has the unfortunate side effect of opening Altmer up to magical attacks more than most other races. To their benefit, however, their years of selective breeding have also provided them with a strong resistance to diseases, nearly matching that of the Argonians.

Religion
The Altmeri religion forms the basis for most of the other religious practices on the continent, primarily due to its widespread acceptance prior to the advent of human civilization. It is generally assumed that the Altmer pantheon derives directly from the original gods of the Aldmer, and was nearly identical to that of the Ayleid that ruled central Tamriel before the Alessian revolt. The Altmer pantheon consists of nine of the Aedra that originally cooperated to form Nirn, the mortal plane. They primarily worship those Aedra which removed themselves from the creation process in time to save their divinity, with a few notable exceptions. As with nearly all Tamrielic religions, they revere Akatosh, whom they call Auri-El, as their chief deity, at least in principle. However, Akatosh, along with the Altmer deities Stendarr and Mara, were part of the creation process until its end, and so were severely weakened from their original form. In practice, the Altmer followed the teachings of Trinimac, the champion deity of the elves, who was still able to physically walk the face of Tamriel during the Mythic Era. Other key divines in their pantheon include Magnus, the source of magic on Tamriel, and Phynaster, the patron god of Summerset Isles, whom the Altmer claim taught them to live much longer lives (by taking shorter strides). Although they do not revere him as a god, in fact quite the opposite, the Altmer do acknowledge the divinity of Lorkhan, the patron god of man. Much of the early Altmer history involves conflicts between Trinimac and his elves, and Lorkhan and his humans. The Altmer cast Lorkhan as a treacherous, shifty character who tricked the other Aedra into carrying out his plan for creation. As the elves believe themselves to be direct

Altmer

descendants from Akatosh, they blame Lorkhan for the loss of their divinity. (This is the key difference between human and mer theology: humans consider themselves creations of the gods, not descendants of the gods.) Unfortunately for the Altmer, Trinimac disappeared near the end of the Mythic Era; according to legend, he was eaten by the Daedric Prince Boethiah and reformed into Malacath. The start of the First Era marked the beginning of a sharp decline in Altmer cultural and religious dominance across Tamriel; in modern times, Altmer outside of Summerset are as likely to worship the Nine Divines as their own traditional gods.

Culture
The Altmer are one of the oldest races on Tamriel, one of the earliest descendants of the original mer race of Aldmer, and from there, through the Ehlnofey to the divine et'Ada themselves. As a race, they are extremely proud of their Aldmeri heritage, and make a concerted effort to maintain their genetic lineage. Their name translates from the Aldmeri language as High Ones or Cultured Ones, a name which is often interpreted to mean "tall", or more often, "snobbish". For their part, the Altmer argue that they are the first true culture on Tamriel, and still the most civilized race, an argument that even human scholars find difficult to refute. The Altmer primarily live in the province of Summerset Isle, a large island off the southeast coast of Tamriel, which shares a border with Valenwood. According to their histories, their Aldmeri ancestors arrived on Summerset Isle after fleeing the catastrophic sinking of their original home continent, Aldmeris. From here, splinter groups of Aldmer spread throughout Tamriel, but the Altmer remained on the Isles, acting as the nominal head of the empire of meri nations on Tamriel. For most of the Mythic Era, the other races of elves on Tamriel acknowledged the Altmeri king as their own ruler, a practice which persisted until the founding of the Camoran Dynasty in Valenwood marked the start of the First Era, and the beginning of the decline of Altmer-dominated Tamriel. Their influence is still felt across the continent, however, as their culture forms the basis for the religion, language, and even architecture of the Cyrodiilic Empire.

Notable Altmers
As they are the longest lived, and eldest, of the mortal races, many key historical and modern political figures are High Elves. These are some of the more notable or well-known Altmer in Tamriel:

Vanus Galerion: Founder of the Mage's Guild. Mannimarco: The King of Worms, infamous necromancer, and long time enemy of Galerion and his Mage's Guild. Caranya: Senior member of the Council of Mages Umbacano: Renowned art and artifact collector; one of the wealthiest citizens of Cyrodiil. Ryan Direnni, Aiden Direnni: Leaders of the Direnni Clan that ruled High Rock during the First Era; main antagonists of Alessia's empire. Mankar Camoran: The mage-priest of the Daedric Prince of Destruction, Mehrunes Dagon, and lives in a wonderous palace in his personlly crafted realm of Paradise. Ruma and Raven Camoran, the son and daughter of Mankar Camoran Chancellor Ocato: The head of the Elder Council.

Argonian

Argonian
This reptilian race, well-suited for the treacherous swamps of their homeland, has developed natural immunities to disease and poisons. They can breathe in water and are good at picking locks.
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 guerrilla 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 immunities to the diseases and poisons that have doomed many would-be explorers into 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. It is thought that Argonians descended from the intelligent Hist trees of Black Marsh. The band of mercenaries named "The Blackwood Company", is made up of mainly Argonian and Khajiit warriors commissioned by the Emperor. Most of the Argonians are immigrants from Black Marsh, and all are highly skilled in the art of combat. The Blackwood Company serves as a sort of competitor of the Fighters Guild, and are a point in the last few Fighters Guild quests. The guild hall in Leyawiin, where they have their hist tree, imported from Black Marsh. Hist is what all soldiers of the Company drink before doing a contract. Argonians are the only race not to get effects from drinking hist. Argonians, like Khajiit, were oppressed and enslaved by rich families and primary industries in the Morrowind province of Tamriel, the last of the provinces to have legalized slavery. Though slavery is now illegal in Morrowind, House Dres still practices it. Racism is also strong against Argonians, as with all of the beastraces.

Biology
Argonians have gills on their necks and are covered in scales. Sharp teeth line their mouths. If an Argonian becomes a vampire, it appears to age tenfold and its eyes are light red and nearly blank, though their pupils are still visible. Argonians' tails help when they swim, as they glide underwater like a fish (this does not however equate into an actual speed bonus in-game when swimming as an Argonian, Speed attribute still determines that).

Bosmer

Bosmer
Bosmers, or Wood Elves, hail from the province of Valenwood. They are a people of the forests, matching their features to all that is found growing in the green woods of their homeland. They are known to be extremely agile and quick. Their nimbleness serves them best in any art involving thievery. They are also the finest archers in Tamriel. The Bosmer are cousins of the Dunmer, or Dark Elves, and the Altmer, or High Elves. The Wood Elves lineage is less noble than that of the Altmer, but they have adapted well to Tamriel. The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests. In the Empire, they are collectively referred to as Wood Elves, but Bosmer or Tree Sap People is what they call themselves. Tree Sap suggests the wild vitality and youthful energy of the Wood Elves, in contrast with their more dour cousins, the Altmer and Dunmer. Bosmer reject the stiff, formal tradtion of Aldmeri high culture, preferring a romantic, simple existence in harmony with the land, its wild beauty and wild creatures. These country cousins of the High Elves and Dark Elves are nimble and quick in body and wit, and because of their curious natures and natural agility, Wood Elves are especially suitable as scouts, agents, and thieves. Their ability to command a simple creature is well known.

The Green Pact

The Bosmer allegedly made the Pact with Y'ffre, the Forest Deity. The Bosmer are religiously carnivorous and cannibalistic as a result of the Green Pact, a central portion of the Bosmer faith. The Green Pact is never explicitly shown, but in its simplest sets these rules down: Bosmer may only consume meat-based products and are forbidden to harm any plant for their own betterment. As a result of these stipulations, Bosmer are dependent on either stone or imported timber for construction purposes. The Green Pact has also heavily impacted Bosmeri cuisine, combat, and weaponry. They have developed methods of fermenting meat and milk to develop powerful alcoholic beverages and weapons such as bows are often made of treated and shaped bones. Most notable about Bosmeri combat is their stipulation that a combatant must consume an enemy's corpse within a short time after killing them. This has led to changes in approaches to combat, such as fasting and planning family feasts following a battle. They also cannot smoke anything of a vegetable nature. Bone pipes are common, however, and are filled with caterpillars or tree grubs.

Creation Within Lore

One story comes to mind when the Bosmeri creation does: The Words of Clan Mother Ahnissi. It is said that when Fadonai, shortly before her death, told Azura her secrets. It goes as follows, in scripture from The Words Of Mother Ahnissi: 'Y'ffre heard the First Secret and snuck in behind Azura. And Y'ffre could not appreciate secrets, and he told Nirni of Azura's trick. So Nirni made the deserts hot and the sands biting. And Nirni made the forests wet and filled with poisons. And Nirni thanked Y'ffre and let him change the forest people also. And Y'ffre did not have Azura's subtle wisdom, so Y'ffre made the forest people Elves always and never beasts. And Y'ffre named them Bosmer. And from that moment they were no longer in the same litter as the Khajiit.

Bosmer

And because Y'ffre had no appreciation for secrets, he shouted the First Secret across all the heavens with his last breath so that all of Fadomai's children could cross the Lattice. But Azura, in her wisdom, closed the ears of angry Ahnurr and noisy Lorkhaj so they alone did not hear the word.' The Bosmer's province of Valenwood was claimed as a wasteland province of the Second Empire, and its geography is partially described in several Imperial surveys. The Bosmer live in many different towns, however, due to the Green Pact, have built none of them themselves. The Wood Elves permitted a few roads to be built by the Second Empire, but neglect their maintenance, as the Bosmer do not need roads to move easily through the thickest forest; these roads would be now overgrown were it not for the High Elves of the Thalmor, who have repaired and widened them for rapid passage of their arms to and from the coast.

History

First Era

The First Era was founded after King Eplear, a Bosmer, and founder of the Camoran Dynasty, began his rule. Soon after this founding, the Bosmeri began to change, to suit the environments of the forest in which they lived. In return for the patronage of Y'ffre, the Forest God (either one of the old ancestor spirits or an aspect of the true pantheon), they swore never to kill, injure, or eat any of the vegetation of the new home, which became known as the Green Pact. The Bosmeri unity should be considered an important military feat in itself, as Eplear managed to unify the disparate groups into a unified group. In 1E 340, the Camoran Dynasty formed a trade pact with the human slave rebels of the Alessian Order. This they then were forced to undo in 1E 369, with one of the Great Hunts killing king Borgas of Skyrim, who was planning on declaring war on the Bosmer. Valenwood was able to maintain its independence for the majority of the First Era. It was only in 1E 2714, after unrelenting warfare from the Cyrodiils and Colovia combined, coupled with the devasting effects of the Thrassian Plague, that finally brought the Camoran Dynasty into the Reman Empire. Reman then ensured that Valenwood would not be a threat to the Second Empire by raising the cities of Falinesti, Silvenar, Haven, Archen, Eldenroot, and Woodhearth from local trading posts to full-fledged powers in their own right. Falinesti is today considered the capital of the Bosmer, and it is not currently known what it was prior to this. After the fall of the Second Empire in 2E 430, the Camorans tried to unify themselves once more under the one banner, however, they had drifted too far apart culturally. They then began to war with one another, the Khajiit to the east, and the Colovians to the north. As they were disunified, they offered no resistance to the encroachments made by the Maomer of Pyandonea. The majority of human outposts built during the time of the Second Empire have been abandoned during the Interregnum, and have been reclaimed instead by "beastfolk" such as Centaurs, Orcs, and Imga - that share the forests with the Bosmer tribes. Humans, in general, have learned not to intrude in the forests of Valenwood. While they once depended entirely on the annual Stridmeet caravans of the Colovian West, the Wood Elves now rely entirely on the sea power of the Aldmeri Dominion for whatever they require from the outside world (As of 864, Second Era) For a brief period of time, the Colovian armies used Bosmer Archers, such as in the War of Rihad in 2E 862, however they were highly undisciplined and prone to desertion to be of significant use. They are quite adept at sneaking, and one of their most famous poems, the Meh Ayledion literally means The One Thousand Benefits of Hiding. They are recorded as having been involved in the War of the Red Diamond, alongst with the provinces of Hammerfell, Summerset Isle, Elseweyr, Black Marsh, and Skyrim and although it is not

Second Era

Human Settlements

Bosmer

explicitely mentioned which side they fought on, it is likely that they went to the aid of Emporer Cephorus Septim I. However, the war itself left Valenwood unscathed.

Aldmeri Dominion

Valenwood also became part of the Aldmeri Dominion, a coalition of the Altmer and Bosmer that was considered to be the most stable empire in Tamriel, and they ruled until the armies of Tiber Septim wiped them out.

Third Era

After conquering Valenwood, Tiber Septim wisely decided to let the Bosmeri retain some symbols of its independence, so as to limit dissension. Thus, they allowed the creation of local chiefs and the Camoran Kings to remain Also known as Haymon Camoran, Camoran Kaltos, Hart-King, and Camoran Hart-King, the Camoran Usurper began his deadly attacks on Valenwood in Timeline#3E 249. Two years later, in 3E 251, the Camoran Usurper had conquered all of Valenwood,[4] and began his fateful march northwards before eventually getting defeated at the Battle of Firewaves by Baron Othrok of Dwynnen in 3E 267.

Camoran Usurper

Five Year War

The Five Year War, lasting, as it did, from 3E 395 until its conclusion in 3E 399, was a serious conflict between Elsweyr and Valenwood. More details are available on the main article of this War. The War of the Blue Divide was a war between the Altmer of Summerset Isles and those of the Bosmer of Valenwood. More details are available on the main page.

War of the Blue Divide

Other Changes At the close of the Third Era (as at 3E 432, anyway), significant changes were occurring in Valenwood. The Wild Hunt had been sighted again for the first time in "over 500 years". The "Walking City" of Falinesti has taken root for the first time in recorded history, and there is a new Bosmer prophet, the Precursor, preaching that the old Forest God Y'ffre is returning with new gifts for his favored people. Whether these are isolated events, or signs of some great change coming to Valenwood, remains to be seen.

Bosmer

The main religion in the forests of Valenwood is that of the Forest Gods and Ancestor Worship. According to legend, the Bosmer witnessed the death of Yffre, the first of the Ehlnofey to die. In his passing, his spiritual energies formed an Earthbone, a natural law, to limit certain aspects of the world. Yffre's Earthbone placed a limit on the ability of a being to change its form and nature, as previously they could change them at will. However, the Bosmer, having witnessed the formation of the Earthbone, learned how to manipulate it to avoid its restrictions. The most notable of their uses of this ability is the Wild Hunt, a ritual known only to the shaman of Valenwood. This is act is reserved to protect Valenwood from invading forces, the ritual permanently transforms all participants into mindless, blood-thirsty monsters, who will then consume all of their enemies and then themselves. The Bosmer have noted that all monsters in the world were born from previous Wild Hunts. And is also inacted at the end of each era as a ritualistic practice within Valenwood.
Gods

Religion

Auri-El Y'ffre Arkay Z'en Xarxes Baan Dar Mara

Stendarr Lorkhan Herma-Mora Jone Jode

Breton

Breton
Bretons are the human descendants whom hail from the province of High Rock. According to the Third Pocket Guide to the Empire, they have descended from the people of Nede and Aldmer. The Aldmer thought of making a superior race with their own "Elder", or "Superior", blood, by mating with other races. The Bretons are sometimes called "Manmeri" because of this. They are pure spell weavers and are advanced in all the Arcane arts. While lacking in physical skill, they make up for it in their ability to resist and cast spells that overwhelm most people. They are united in culture and language, but are divided politically. Their origins can be traced to the First Era of Tamriel's history, when the Aldmer intermingled extensively with the Nedic people. This mostly happened during the period in the first Era when Mer held Men as slaves, which lead to masters impregnating their female captives. Bretons are tall, dark haired, people. They are highly intelligent, willful, and have an outgoing personality. It is said that Bretons are weaned on magic, for it seems to suffuse their very being. Intermingling with Elven blood has given Bretons an affinity for magic, though hardiness is also part of their heritage. Breton culture operates under the Feudal system, and their society is agrarian and hierarchical. Passionate, eccentric, poetic, flamboyant, intelligent, and willful, the Bretons feel an inborn, instinctive bond with the mercurial forces of magic and the supernatural. Many great sorcerers have come out of their home province of High Rock, and in addition to their quick and perceptive grasp of spellcraft, enchantment, and alchemy, even the humblest and least prominent Breton can boast a high resistance to destructive and dominating magical energies within their universe. The main religion in High Rock is the worship of the Nine Divines, however some Bretons still worship the gods of their Elven ancestors.

Gods

Akatosh Magnus Y'ffre Dibella Arkay Zenithar Mara Stendarr Kynareth Julianos Sheor Phynaster

Dunmer

Dunmer
The Dunmer, more commonly referred to as Dark Elves, are the dark skinned elven natives of the province of Morrowind. They have red, glowing eyes and their skin tones vary from green to grey, and even light blue. They are known to be extremely strong, intelligent, and very quick, but are said to be ill favoured by fate. Their combination of powerful knowledge learned from centuries past and strong, agile physique make them superior warriors and sorcerers of great and powerful magic. On the battlefield, Dunmer are known for their skill with a balanced use of the sword, the bow and destruction magic. Offensive Spells seem to prove worthy alongside a spellcasting Dunmer on the Field. In character, they are grim, aloof, and reserved, keeping to themselves as much as possible. They are just as distrusting and disdainful of other races as they are to other Dark Elves. The Dunmer and their national character embrace these various connotations with enthusiastic behaviors. In the Empire, 'Dark Elf' is the common used term used by any humanic race, but in their homeland; Morrowind, and among their Aldmeri brethren, they are known as Dunmer. In Morrowind the main religion is the worship of the Tribunal Temple but a large number of Dunmer also worship Daedric deities. They see Malacath and Boethia as primary Daedric deities, and their lack of proper social behaviors links them to their dark worshipping of the gods. The commoners ban their behaviors with harshful distrust. The lack of proper etiquette among these darkskinned elves make them far inferior in the eyes of an Imperial. Originally the Dunmer were Chimer, however, they were changed by Azura after the Tribunal Temple's betrayal of Indoril Nerevar.

Dunmeri Ancestry
The Dunmer were once the Chimer (Changed Folk, or Changed Ones), who were a people of the Altmeri who had abandoned the ways, customs and laws of the Summerset Isles, and embarked on a great exodus to Morrowind. They followed the prophet Veloth, who spoke to them on behalf of Boethiah, the Daedric Prince of Plots. These teachings spawned a new culture on Tamriel and a new people, even though the Chimer were physically indistinguishable from Altmer. At the time of exodus and until their change, the exiles were known as the Velothi. The term can be used in a general sense for the Dunmer as well, though it carries a specific meaning referring to ex-Ashlanders who abandoned their nomadic societies.

Dunmer

At the time of the Velothi's mass exodus, Morrowind was known as Dwemereth, after the enigmatic Dwemer who already inhabited the region. The exiles settled there and flourished, developing what is now known as Velothi High Culture, based on worship of the three Good Daedra and respect for the House of Troubles and the new customs. The ruins of Velothi Towers that now dot Morrowind are attributed to this period and are only common to tell-tale stories made up of legendary proportion. Sometime around the rise of the First Empire of the Nords in Skyrim, the Velothi civilization broke down into a relatively primitive collection of clans and tribal warfare. Because of the slave revolt, many Stronghold went into opposition to hide and protect Vvardenfell's borders from the Early Nord Skirmish squads. The socalled Dunmer Strongholds of Morrowind were most likely built at this time, for defense against Nordic raiders and other Chimer too, who did not seek exile with the rest at the time of exodus. Such disunity allowed Skyrim to conquer Morrowind. The Nords ruled Morrowind, now called Resdayn, under the reign of semi-corrupt Nord Tyrants for many years, until fighting of their own (the War of Succession) allowed the Chimer and Dwemer to form an alliance against the vulnerable and rebellious weak-minded Nords, and oust the occupiers.

Azura's Curse and the Chimer's Transformation


This was the era of the First Council, when the modern Great House system was in productionious form but already developing, with Indoril Nerevar Moon-and-Star and his three advisers (the Tribunal; Almvimsi) at the fore. His included Almalexia, Vivec the warrior-poet, and Sotha Sil. As every student of eastern history knows, the union did not last long. After a supposed summoning of Azura at Red Mountain, where the Dwemer and Chimer fought the last of the opposing forces, Azura laid her curse upon the already-exiled Chimer. The supposed murder of Indoril Neravar Moon-and-Star by the summoning ritual made by the Tribunal, Azura appeared, with Indoril dead, and her words hissed: ' May the eyes of the Changed Ones be turned as red as this volcanic ash, and may there skin be as blackened as their hearts. The accursed drawn, blood from the master spilled, and a curse shown in the race of these folk, forever-more'. This led to the hiding of Vivec in the Ministry Of Truth and the recession of the cultures of the now accursed Chimer. Azura withdrew from the mountain, and there upon the now-Dunmer lay with ashen souls, and would reflect change in the Eras to come. Gods

Dunmer names
Almalexia Vivec Sotha Sil Boethiah Mephala Azura Lorkhan Nerevar Molag Bal Malacath Sheogorath Mehrunes Dagon

Male

Ralas Hlaalu Baltis Llervu Sarel Velandas Galvon Redoran Endar Telvanni Neven Hlaram Arvas Drevan Taras Verano Rilen Indoran Valen Dreth Redras Sethran Rythe Soline Taven Rostalth

Female

Llathala Alor Dravona Ralas Tilse Areleth Melisi Daren Varona Nelas Voldsea Giryon Brevasu Heran Monesa Salen Davilia Arvel Aranea Drethan

Imperial
Natives of the civilized cosmopolitan province of Cyrodiil, they have proved to be shrewd diplomats and traders. They are skilled with heavy armor and in the social skills and tend to favor the warrior classes.
Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperials are well-educated and well-spoken. Imperials are also known for the discipline and training of their citizen armies. With this they were able to fight off the Redguard and control most of Tamriel. 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 to have erected the monument to peace and prosperity that comprises the Glorious Empire. Imperials have a grudge on the Khajiit. The Imperials control most ports in Tamriel and are similar in appearance to Bretons despite their darker skin color.

The Imperials forcibly took control of Tamriel under the leadership of Tiber Septim, all provinces of Tamriel were brought under Imperial rule by force except for Morrowind, they were brought in by treaty, so they are allowed most of their privileges they had before hand.

Khajit

Khajiit
Khajiit are one of the humanoid races which inhabit the continent of Tamriel, primarily their home province of Elsweyr. They are one of the ten default playable races, and are known for their natural agility and stealth.

Racial variations
The Khajiiti race is made up of several subtypes with very distinct appearances. All Khajiit are feline in appearance, placing them among the group known as "beast races" by the human and mer inhabitants of Tamriel. The exact appearance of a particular Khajiit is determined primarily by the phases of the moon at the time he or she was born. According to recent studies in Elsweyr, it appears that the phases of the moon Massar determine the primary form, ranging from humanoid to resembling a domesticated cat; the phases of the moon Secunda determine the relative size. Some scholars have claimed as many as twenty different subtypes, but only about a dozen have been identified and named to date. Outside of Elsweyr, only one or two subtypes of Khajiit are typically seen in a given area. The Ohmes-raht make up most of the Khajiit in the human regions, such as Cyrodiil and High Rock. They strongly resemble humans, with light fur and a noticeable tail. A smaller subtype, the Ohmes, appear almost identical to Bosmer, and those living outside of Elsweyr often tattoo their faces to distinguish themselves from the mer. The Suthay-raht, and their smaller cousins the Suthay, are more feline like, but still clearly humanoid and bipedal. They have more variety in their fur and facial features, and make up most of the Khajiit found in Morrowind. Visitors, or more likely intruders, to Elsweyr often encounter the Cathay and Cathay-raht, which are often described as "jaguar men". These are still bipedal, but very feline in appearance, and much stronger and faster than humans or mer. The popular series A Dance in the Fire depicts multiple encounters with these Khajiit, which appear to make up much of the Khajiiti army and defense forces. They are described as having "pointed ears, wide yellow eyes, mottled pied fur and a tail like a whip", and have at least basic powers of speech. There is a fourth bipedal form, the Tojay and Tojay-raht, but little is know of them, as they tend to live deep in the southern marshes and forests. Of the quadrupedal forms of Khajiit, the most well known is the Senche, which resemble tigers approximately as tall as a man, and Senche-raht, which are nearly twice as large. Although they are not known to speak, they are said to be as intelligent as any other Khajiit, and are used frequently as battle mounts by the Cathay. The Alfiq and Alfiq-raht are the closest in resemblance to domesticated cats, but still intelligent enough to understand human speech. The other known forms of Khajiit, the Pahmar/Pahmar-raht and Dagi/Dagi-raht, have rarely been seen, and little is known about them save that they are quadrapedal, and likely somewhere between a house cat and tiger in appeance.

Khajit

Religion
The Khajiiti religion, while quite different from that of the men or mer, is still clearly derived from the old Aldmeri pantheon. The Khajiit creation myth includes references to powerful ancestor cats with strikingly familiar names. Their legends start with the original litter mates, Ahnurr and Fadomai (Anu and Padomai). These two gave birth to all of the great spiritual children, including Alkosh the first cat (Akatosh), Khenarthi (Kynareth), Magrus (Magnus), Mara, and S'rendarr (Stendarr). A second litter of children soon followed, including Merrunz (Mehrunes Dagon), Mafala (Mephala), and Sangiin (Sanguine), among others. Ahnurr did not want further children, but Fadomai was presuaded by her elder children to birth one more litter, this final group containing Azurah, Nirni, and the moons. At this, Ahnurr became angry at Fadomai, who fled to the void, and birthed one last child, Lorkhaj. Fadomai knew she was dying, her life having been drained by her birth, but she gave to Nirni a gift, that she would birth children of her own.

Nirni went to Lorkhaj, asking him to form a dwelling place for her children. This he did, but he tricked his siblings, forming the mortal plane and trapping many of them there with him. Most of Fadomai's first litter were trapped, while her second litter saw the danger and fled. Into this dwelling, Nirni birthed many children, the various human and mer races of Tamriel. However, one of Fadomai's children, Azurah, had also been given a gift by their mother. She was given permission to take one of Nirni's children, and reshape them to her own liking, so long as she made them the fastest, cleverest, and most beautiful of all creatures. Azurah chose a group of forest dwellers among Nirni's children, and from them, she formed the Khajiit. Nirni was furious at this, and ask her sibling Y'ffer to punish the Khajiit. He did this by turning their grasslands into a dry desert, and their forests into poisonous marshes. The Khajiit, however, were protected by Azurah, who taught them the secret of the moons (the Lunar Lattice in Khajiiti terms), and how to change their shapes to survive. Those forest dwellers who stayed true to their mother, Nirni, were turned into the Bosmer, and given the lush forests of Valenwood as their home.

There is some speculation as to how accurate this creation myth truly is. What is known is that Khajiit were present on Tamriel when the Ayleid first explored the region, presumably long before there was any established Bosmer kingdom. What is not known is how long those Khajiit were in the area, nor how many other meri expeditions landed on Tamriel prior to the Aldmeri immigration (evidence suggests at least one other mass immigration of elves to Tamriel, resulting in the Dwemer of Morrowind). Some Imperial scholars believe the Khajiit evolved naturally from non-sentient cats, much like they believe the Argonians evolved from non-sentient lizards. Topal described the Khajiit as two and four legged cats with only primitive behaviors, and no clear signs of intelligence. However, Ayleid legend tells of bartering ownership of the forests of Cyrodiil from the Khajiit in exchange for the secrets of literacy, and Pelinal Whitestrake, early in the First Era, claims to have fought and killed thousands of clearly organized, sentient Khajiit warriors, believing them to be Aldmeri.

Khajit

Culture
The Khajiit, along with the Argonians, inhabited Tamriel long before the elves arrived. Toval the Pilot, founder of the Ayleid empire, described an intelligent, if primitive, race of cat-people inhabiting the forests around Lake Rumare when he arrived there with his expedition. Eventually, the elves and humans drove the beast races into the southern extremes of Tamriel, into the forests and marhses that humans considered uninhabitable. For hundreds of years, the Khajiit existed as dozens, even hundreds, of warring nomadic tribes, a condition which lasted into 2E 309 when the province was finally united under two powerful, formerly warring factions. Soon after, the Cyrodiilic Empire began making diplomatic overtures with Elsweyr, leading up to Tiber Septim's unification of the entire continent.

Imperial influence has chiefly been felt in the southern regions of Elsweyr, where relatively large, semipermanent cities have sprung up along trade routes. These cities are known to move around frequently, but within a small region in the jungles near the river basins. The primary source of income in Elsweyr is their export of moon sugar, which is used to make the highly addictive drug skooma. In fact, a sizable portion of the Khajiiti southern population are "sugar tooths", slang term for a skooma addict, although they seem to be more able to function under the influence than other races. The fertile grounds near the souther rivers are also well suited for other crops, particularly saltrice, which makes up the bulk of the legal trade. The northern regions, still mostly dry grassland, have not progressed far from their tribal origins, and rarely consider themselves united in any meaningful way.

The government of the Khajiit consists primarily of the Clan Mothers of each clan of tribes. These wield power mostly due to their control of moon sugar harvests, but also maintain a hereditary position of power. The nominal head of the Khajiiti religion is a unique form of Khajiit known as The Mane. Khajiit legend claims that it is only possible for one mane to live at a time, and his birth is triggered by the birth of a newborn Khajiit when the two moons have fully aligned in the sky. The Mane is apparently bipedal, and clearly has the power of speech, but does not fall into any of the defined Khajiiti subtypes: he is simply unique. While he is, in theory, a neutral, unbiased religious leader, the Mane is the true power in Elsweyr, and was ultimately responsible for the success of the attempted unification of the province in the last Second Era. Khajiit, like Argonians, are still considered little more than beast-men by many human and meri cultures. They were oppressed and enslaved by rich families and primary industries in Morrowind, until very recently when King Helseth finally outlawed slavery. They also have a strong racial dislike for Argonians (one which is shared in return), which causes tension in the southern Cyrodiilic cities of Lleyawin and Bravil, where Elsweyr and Black Marsh are both fairly close, and which have strong populations of both races. Many Khajiit disdain weapons in favor of their natural claws. They make excellent thieves due to their natural agility and unmatched acrobatics ability. Many Khajiit are also warriors, although this is mainly true of the Cathay, and rarely among those found across Tamriel. In addition to their native quickness, Khajiit have developed a natural proficiency in stealth, and have the added benefit of native night vision. These skills, combined with the general tendency of humans and mer to look down on Khajiit and "beasts", leads many Khajiit outside of their home province to become bandits or professional thieves.

Nord

Nord
The Nords are a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and even magical frost. They are enthusiastic warriors, and act as 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. They thrive in the cold, reminiscent of their native Atmora, and are known as a militant people by their neighbours. 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 Tamriel's coasts.

History

Merethic Era Nords, as their name implies, come from the north. As a people, they originated in the northern-most place in the known world, a continent only known as Atmora. What little is known comes from old Elvish records which are known to refer to the continent as Altmora, meaning Elder Wood. It is likely Atmora is a human corruption of this word. Even in ancient times, Atmora must have been extremely cold, at least as much so as modern day Skyrim, because the men who lived there are very well suited to live in cold climates. It is said that during the time of the migration, a protracted and bloody civil war had gripped Atmora, and, as the story goes, a man named Ysgramor rallied those people from all sides who desired to live in peace, and set sail to the south, eventually arriving in Skyrim; the extreme northern tip of the continent of Tamriel, at a place known as Hsaarik Head. They named the new land Mereth in tribute to the Aldmeri elves who populated the continent (having settled most of Tamriel millennia earlier). Contrary to most stories, which erroneously credit Ysgramor with the first human settlement of Tamriel, he and his colonists were simply the latest of a long line of emigrants from Atmora. Indeed, the central continent was already populated by Atmorans and indigenous humans throughout. As it goes, elves and men lived in relative peace and prosperity for a great deal of time. Racial tensions between the two species gradually rose however and it wasn't long before conflict erupted. The Elves saw that the vital young race would soon surpass their stagnant culture if left unchecked, and fell upon the unsuspecting Nords in the infamous Night of Tears; Saarthal was burned, and only Ysgramor and two of his sons escaped to Atmora. It wasn't long before Ysgramor returned to Skyrim to exact his vengeance, bringing with him his famous Five Hundred Companions. Upon their return to Tamriel, they expediently slaughtered the Elves living there and began the process by which the elven population of Skyrim would be completely eliminated.

Nord

First Era In 1E240 King Vrage the Gifted began the process of expansion what is now known as the Skyrim Conquests. These conquest culminated in the First Empire of the Nords. Within a span of fifty years, Skyrim ruled all of northern Tamriel, including most of present-day High Rock and the whole of Morrowind. Some ambitious Nord leaders considered attacking northern Cyrodiil, however the Jerall Mountains proved to be too big a barrier, and northern Cyrodiil too poor a prize. In the centuries that followed, Skyrim expanded and contracted as battles were won and lost.

In 1E 369 king Borgas, the last of the Ysgramor line, was killed on the Wild Hunt starting the War of Succession in the region of Daggerfall and was the beginning of the decline of the Nordic Empire. When the ruling council or Moot was unable to choose the capable Jarl Hanse of Winterhold as the new king of Skyrim, the ensuing civil war tore the Empire apart. The war ended in 1 E420 with the Pact of Chieftains and the Empire lost all of its holdings in High Rock and Morrowind, and Skyrim was divided into several independent kingdoms. It wasn't until the second era and the Second Empire of Man under the Reman dynasty that one man effectively ruled the whole of Skyrim.

Second Era Skyrim was absorbed comparatively peacefully in the empire of Tiber Septim, the Battle of Sancre Tor and other clashes notwithstanding. Many Nords found employment in the Imperial Legion, as Tiber generally nurtured relations with the north.

Third Era In the centuries after the Empire's founding Skyrim was drawn in several major conflicts. One of these was the War of the Red Diamond. Skyrim sided with Queen Potema against the Empire. The civil war tore the Empire apart and it would take seventeen long years before Potema was finally defeated. As a result of this war there is a strong underground movement called the Horme that believes Potema and her deposed son of Uriel III to be the last of Tiber Septim's true blood and under that principle lead raids against Imperial interests in the province. Currently the kingdoms of Skyrim have started several wars to expand their territory, increasing the territory that is considered Skyrim, and allowing the Nordic counts to swallow up many miles of eastern High Rock and Hammerfell.

Nord

Society and Religion


The spiritual relationship between the Nords and breath, which is associated with the Sky Goddess Kyne, is also important. As Children of the Sky puts it:

Nords consider themselves to be the children of the sky. They call Skyrim the Throat of the World, because it is where the sky exhaled on the land and formed them. They see themselves as eternal outsiders and invaders, and even when they conquer and rule another people; they feel no kinship with them. The breath and the voice are the vital essence of a Nord. When they defeat great enemies they take their tongues as trophies. These are woven into ropes and can hold speech like an enchantment. The power of a Nord can be articulated into a shout, like the kiai of an Akaviri swordsman. The strongest of their warriors are called "Tongues." When the Nords attack a city, they take no siege engines or cavalry; the Tongues form in a wedge in front of the gatehouse, and draw in breath. When the leader lets it out in a kiai, the doors are blown in, and the axemen rush into the city. Shouts can be used to sharpen blades or to strike enemies. A common effect is the shout that knocks an enemy back, or the power of command. A strong Nord can instill bravery in men with his battle-cry, or stop a charging warrior with a roar. The greatest of the Nords can call to specific people over hundreds of miles, and can move by casting a shout, appearing where it lands.
The art of Thu-um as a weapon is now lost and forbidden. Apart from the students of the discredited School of Thu'um in the Imperial City, Tiber Septim was reputedly the last man to wield this power. However, the ancient Greybeards still sit atop the many steps leading to the peak of High Hrothgar, where the Nordic race was born. Like all Tamrielic races (Dunmer excluded), the religion of Skyrim is focused on the Aedra and their old ally, Lorkhan. The Nordic Akatosh is Alduin, a terrible, ravenous dragon who presides over the cycle of existence and devours the universe at intervals. His coming is feared by all pious Nords, and he is the object of (through Nordic eyes) perverse worship by the Altmer, who venerated Auri-El. In more recent days, it has been shown that the traditional Alduin can co-exist with the less adversarial Cyrodiilic interpretation of Akatosh the Time Dragon. Kyne is notably more assertive and warlike than the nature-loving Kynareth. Although Mara is present in her role as a mother goddess, it was Kyne who is the mother of the Nords. She is also credited with sending her son Morihaus (and perhaps Pelinal) to the aid of the Cyro-Nordic slaves in their uprising. The chief of the pantheon of Skyrim is Lorkhan, and he merits the most mention. The Nords know Shor as the king of the gods, a champion of men in their struggles against the elves. He was treacherously slain by elven devils, yet continues to bestow favor on his people by aiding them with immortal champions such as Ysmir, another member of the Nordic pantheon. Today, Ysmir is the name by which Nords recognize the divinity of Talos. Also of note is that fact that certain Daedra, such as Hermaeus Mora, can be found in the Nordic pantheon. The isolated tribe known as the Skaal follow a different form of faith to their mainland brethren. Instead of regular religious worship they venerate nature. They believe that certain parts of nature, such as the winds, the trees and the sun, were given to them by the All-Maker. In this regard, wolves and bears are especially sacred to the small tribe. All aspects of nature must constantly be in harmony, for this is what gives the Skaal their shamanic powers. This magic was given to them by the All-Maker, a benevolent, unknowable creator deity. Further research into their oral traditions has led to the conclusion that the All-Maker is their version of Alduin. The Skaal also tell tales of the Adversary, the enemy of mankind, and his lieutenant, the Greedy Man. As other tales show, the Greedy Man is none other than another incarnation of Lorkhan in a Nordic pantheon, yet cast in this case as a demon. In view of this, the Adversary is none other than the Padomay/Sithis of the north, which gives birth to Lorkhan in elven tales. Indeed, in this regard the faith of the Skaal is nearly the reverse of the pantheon of Skyrim. Although not worshiping them, the Skaal are also aware of the existence of the Daedric Princes.

Orsimer

Orsimer
The people of the Wrothgarian and Dragontail Mountains, Orcish armorers are prized for their craftsmanship. Orc troops in heavy armor are among the finest in the Empire, and are fearsome when using their berserker rage.
The Orsimer, commonly known as Orcs are the sophisticated barbarian peoples of the Wrothgarian Mountains, and Dragontail Mountains. Though they are common in the walking city of Bosmer kings, Falinesti, and in other great cities throughout Tamreil. They are in-fact elves or mer, hence the name Orsimer, it means 'Corrupt Elves'. They 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, in particular for their distinguished service in the Imperial Legion. Orcish armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire and fearsome when using their Berserker Rage. Most Imperial citizens regard 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. In the middle of the Merethic Era, the Orsimer and their leader Trinimac tried to halt the movement of Prophet Velothi and the Dark Elves. The Daedric Prince Boethiah ate Trinimac, corrupting his body and spirit and he emerged as Daedric Prince Malacath. All of the Orsimer people were also changed into what they are now known as, the Orcs.

Most Orsimer appear with light to dark green skin, but a few have brown skin. Fans of the Warcraft universe will note the similarities of the Orsimer to the Orcs in Warcraft, the Warcraft Orcs had brown skin, were corrupted by drinking the blood of demons and their skin turned green, the Orsimer were eaten by demons (Daedra), were corrupted when they emerged and became the the Orcs.

Redguard

Redguard
Redguards hail from the province of Hammerfell. They are a stocky, powerful race that are known to be extremely quick and hardy. Legend has it that Redguards are innately more proficient at weapons than any other race. They are excellent in all arts concerning blade and shield, and only darkelves have superior combat skills. They have descended from a long line of warriors and mystic seers. 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 blessed with hardy constitutions and quickness of foot. The main religion of Hammerfell is a type of religion mixed between ancestor worship and a nine divines type religion. According to Trayvond the Redguard, in Hammerfell, they "dont much like spellcasters, because Wizards steal souls and tamper with minds. If you use magic, you're weak or wicked." Gods

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