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Lady Nerevar

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Have you come to the Elder Scrolls Lore forum, looked at the depth of knowledge, and wondered: how on earth do these guys know all that stuff? If yes, then this guide is for you. It is designed to help you learn the most important topics of Elder Scrolls lore and to build lasting skills that will allow you to analyze and memorize new lore and keep up with even the most complex discussions. Lets get started!

This guide is adapted from Le Driver's original. Any person who wishes to contribute to this project in any form is warmly welcomed to do so; whether it be by constructive criticism, a suggestion, a text you feel is missing, or an article of your own. This will never cease to be a work in progress.


Step One: Read the Elder Scrolls Lore FAQ, written by Nigedo. It answers many basic questions about Tamriel, the Gods, key historical figures, and key events. It's the perfect place with which to acquire the building blocks of your TES lore knowledge.

Step Two: Add the Imperial Library (TIL) and the Unofficial Elder Scrolls Pages (UESP) to your bookmarks. You'll find the Imperial Library is the most valuable resource in learning about TES Lore, and it should always be your first source. It includes all texts from all Elder Scrolls games, as well texts not found in games, background, summaries, and articles. The UESP has overview articles on most lore topics, however, remember that it is edited by users and may be inaccurate (in game documents should always be your first source). It also includes information about places and people found in game, which can aid you in more specific study.

Step Three: This is the important one: read the books. There's nothing stopping you actually doing this in-game, but you might find it easier to head on over to TIL, where all in-game books are available for browsing (often with helpful comments). Start with the books I've linked below, and move on to anything else that interests you. If you have a lot of time and are really dedicated to becoming a lore buff, read every single piece of writing on that site. If you pay attention, it's a sure-fire way to boost your lore knowledge. However, there's a difference between simply reading as opposed to understanding. To best develop an understanding of the texts, it's a good idea to start off with simple texts, and progress from there. Remember to read critically and mentally compare the information found in different texts. Don't be afraid to take notes on the works, especially when you move into more advanced materials. Read the "How to Use this Guide" appendix entry for more.

Below is a list of all topics covered in this guide. Items are organized alphabetically, except in the History section, which is chronological; and the Religion section, which is organized by increasing depth. Each section includes and introduction which briefly outlines what each section does and does not cover, explains any common terms, and provides links to texts covering the section in general. Each subsection likewise provides a very basic description of itself alongside important texts.

I recommend you read the Appendix first, as its content is valuable during study.


Table of Contents

1. Nirn, the Provinces, and the Races

  • Introduction
  • Black Marsh, Argonians
  • Cyrodiil, Imperials and Ayleids
  • Elsweyr, Khajiit
  • Hammerfell, Redguards
  • Highrock, Bretons
  • Morrowind, Dunmer and Dwemer
  • Orsinium, Orcs
  • Skyrim, Nords
  • Summurset Isles, Altmer
  • Valenwood, Bosmer
  • Other Lands

2. History

  • Introduction
  • The Alessian Rebellion (1E242, Cyrodiil)
  • War of the First Council (1E700, Morrowind)
  • The Ra Gada (1E808, Hammerfell)
  • Siege of Orsinium (1E980, Highrock/Hammerfell)
  • The Alessian Order and the Marukhathi Selective (1E1000s, Cyrodiil)
  • Reman I and the 2nd Cyrodiilic Empire (1E2000s, Tamriel)
  • The Akaviri Potentates (2Es, Cyrodiil)
  • Tiber Septim and the 3rd Cyrodiilic Empire (2E450s, Tamriel)
  • War of the Red Diamond (3E120s, Tamriel)
  • The Camoran Usurper (3E240-267, Tamriel)
  • Jagar Tharn and the Imperial Simulacrum (3E390s, Tamriel)
  • The Warp in the West (3E417, Highrock/Hammerfell)
  • The Nerevarine and the Defeat of Dagoth Ur (3E427, Morrowind)
  • The Oblivion Crisis and its Aftermath (3E434, Tamriel)
  • The Red Year (4E5, Morrowind)
  • Rise of the Median Empire and the Umbriel Invasion (4E17-43, Tamriel)
  • The Great War (4E171-180, Tamriel)

3. Religion and Mythology

  • Introduction
  • The Divines
  • The Daedra
  • Comparative Mythology
  • Genesis
  • Metaphysics (CHIM, Enantiomorph, and Other Big Words)

4. Factions and Societies

  • Introduction
  • Dark Brotherhood and the Morag Tong
  • Fighter's Guild
  • Mage's Guild
  • The Psijic Order
  • Thieves Guild

5. Other Topics

  • Cosmology
  • Necromancy
  • Vampirism

Appendix

  • How to Use This Guide
  • Notes
  • Resources

Note on abbreviations:

  • PGE1 - Pocket Guide to the Empire, 1st Edition
  • PGE3 - Pocket Guide to the Empire, 3rd Edition
  • RoT - Races of Tamriel
  • GoC - Guilds of Cyrodiil
  • UESP - link to the Unofficial Elder Scrolls Pages.

Edited by Lady Nerevar, 05 July 2013 - 02:28 PM.


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Lady Nerevar

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Nirn, the Provinces, and the Races


Introduction

This section covers the lands and peoples of Nirn (the world of the Elder Scrolls). Tamriel, the main, central continent, is the setting of all the games. Through much (though not all) of its history, it is made up of 9 main provinces: Black Marsh (also called Argonia), Cyrodiil, Elsweyr, Hammerfell, Highrock (which includes Orsinium), Morrowind (also called Resdayn or Veloth), Skyrim, Valenwood, and Summurset Isles (also spelled Sumurset and Summerset). These provinces are home to the races of Tamriel: the Argonians, Imperials (also called Colovians or Nibeneans), Khajiit, the Redguards, the Bretons, the Dunmer (also called Dark Elves), the Orcs, the Nords, the Altmer (also called the High Elves), and the Bosmer (also called the Wood Elves). There are also many subraces and races which are now extinct (notably, the Dwemer and Ayleids). Those will be covered in the provinces in which they lived. There are also 3 other continents, and numerous smaller landmasses, most importantly Akavir (home of the Tsaesci and other races), Thras (home of the Sload), and Yokuda (original home of the Redguards). These and others will be covered in the Other Lands section.

Black Marsh and the Argonians

Black Marsh, also called Argonia, is located in the southeastern (bottom right) corner of Tamriel. It is bordered by Morrowind in the north and Cyrodiil in the west. Most of the province is thick swamp and jungle. It is considered a backwater province: there is little infrastructure and Imperial influence.

The Marsh is home to the Argonians, a lizard-like peoples, and the Hist, a race of sentient trees. The Hist and Argonians are interconnected - it is commonly thought that the Argonians are somehow evolved or created from the Hist.

Argonian Reading

Cyrodiil, the Imperials, and the Ayleids

Cyrodiil is a province taking up the center of Tamriel. It is made up of two major regions: Colovia, the more Nord-influenced grassy west; and the Nibenay Valley, a wet forest area straddling the Niben river and its tributaries. It is bordered by Hammerfell in the northwest, Skyrim in the north, Morrowind in the northeast, Black Marsh in the southeast, Elsweyr in the south, and Valenwood in the southwest. Cyrodiil is a very cosmopolitan center and the center of three major empires, covered in the History section.

Cyrodiil has been home to two major peoples: the Imperials and the Ayleid. The peoples we call "Imperials" are a mix of indigenous populations and of Nordic settlers. There are two main types of Imperials: the Nibenese, who are influenced more by Elven traditions; and the Colovians, who are closer to the Nords. The Imperials were not called such until TES3:Morrowind.

The Ayleids, or Heartland High Elves, are a branch of high elves that conquered what is now Cyrodiil in the early first era and enslaved the local human populations. They were overthrown by Alessia, but their culture has deeply impacted the modern empire.

It is also important to note that Cyrodiil changed radically between the games, and that due to this lore around it is quite convoluted. Remember to think chronologically and keep in mind the appendix's notes on cannon.

  • PGE1: Cyrodiil - overview of Cyrodiil in the late 2nd era, as well as its peoples and its history. Contradicts later texts, but easily consolidated.
  • PGE3: Cyrodiil - Cyrodiil in the late 3rd era, its history, and its current events.
  • The Elder Scrolls IV: Oblivion - takes place in Cyrodiil. Gameplay limitations apply, of course. Storyline outline can be found here.
  • Subtropical Cyrodiil - one possible reason for the lack of a jungled Cyrodiil, as well as an exploration of the mythical significance of the Imperial City
  • Rislav the Righteous - the history and society of Cyrodiil in the 1E 400's, as told through the life of Rislav Larich, a prince of Skingrad.

Imperial Reading

Ayleid Reading

Elsweyr and the Khajiit

Elsweyr is located in the south of Tamriel, bordered by Valenwood in the west and Cyrodiil in the east and north. Its north is an arid desert populated by nomadic tribes, while its south is rainforest and plantation.

Khajiit, the feline inhabitants of Elsweyr, come in many forms, ranging from fully humanoid to horse-sized tigers to small house cat-like beasts. Which form they take is determined by the month of their birth.

Khajiit Reading

Hammerfell and the Redguards

Hammerfell is an arid province in the west of Tamriel, bordered by Highrock in the north, Skyrim in the east, and Cyrodiil in the south and southeast. Its south is primarily grasslands, its east and north are mountainous. The Alik'r Desert, the largest in Tamriel, takes up most of Hammerfell's west. Most of the province's cities lie on the coast, and it is known for its maritime strength.

The Redguards are a dark-skinned, proud race of warriors and seafarers. They are originally from the continent of Yokuda, and migrated to Hammerfell in 1E808 after a cataclysm claimed their homeland. Many Redguards are still a traditional people, though more and more are turning to Imperial ways. Hammerfell has also been home to the Dwemer, who are covered later on in the Morrowind section.

  • PGE1: Hammerfell - overview of Hammerfell in the late 2nd era, as well as its peoples and its history.
  • PGE3: Hammerfell - Hammerfell in the late 3rd era, history, and current events.

Reguard Reading

  • RoT: Redguard - ingame descriptions of Redguards
  • Redguard Storyline - storyline of The Elder Scrolls Adventures: Redguard, features many Redguard characters.

High Rock and the Bretons

Highrock is a large peninsula located at the north west corner of Tamriel. It borders Hammerfell in the south and Skyrim in the east. It is a land of high mountains, rolling hills, and half a hundred kingdoms. It is a very cosmopolitan and urban province, and a major hub of human culture and scientific learning.

Highrock is home to the Bretons, a mongrel race descendant from aboriginal human populations, Direni Aldmer, and Nords. It is also home to the Orcs and the state of Orsinium, which has its own section below.

Breton Reading

  • RoT: Breton - ingame descriptions of Bretons.
  • Story of Daggerfall - features many Breton characters and introduces us to the rivalry and courtly intrigue that defines much of Breton culture.

Morrowind, the Dunmer and the Dwemer

Morrowind is located in the northeast corner of Tamriel. It is bordered by Black Marsh in the south, Cyrodiil in the southwest, and Skyrim in the west. It has one of the most colorful and eventful histories of any province. It also has some of the most alien environments, including mushroom forests and volcanic wastes.

Morrowind is home to the Dunmer, who were originally Chimer but were changed after the War of the First Council (see History section). It was also home to the Dwemer, a race of heretical elves also known as the Dwarves, who have since disappeared.

In the waning years of the third era, Morrowind saw the destruction of Dagoth Ur by the Nerevarine (a reincarnation of the 1st era hero Nerevar) and the death/disappearance of its gods. The Ministry of Truth, held up first by the people's love of Vivec and later by a magical divice known as the Ingenium, fell on Vivec city, causing the eruption of Red Mountain and widespread destruction throughout the province.

Dunmer Reading

Dwemer Reading

Orsinium and the Orcs

Orsinium is city-state located in the Wrothgarian mountains in Highrock. After a long history of oppression, Orsinium was officially recognized as a part of the Empire after the Warp in the West.

Orcs are actually Aldmer, transformed when their god Trinimac was eaten up and excreted by the Daedra Boethia. They are still viewed as savage and beastly in much of the empire.

Orc Reading

  • RoT:Orc - ingame descriptions of Orcs.
  • True Nature of Orcs - brief but insightful piece on the origin of Orcs and the relationship between Trinimac and Malacath.
  • The Pig Children - how much of Tamriel views Orcs. Extremely biased.
  • The Code of Malacath - a guide to Orcish stronholds and their society. Likely does not apply to "cosmopolitan" city Orcs.

Skyrim and the Nords

Skyrim is located in the north of Tamriel, bordered by High Rock in the northwest, Hammerfell in the southwest, Cyrodiil in the south, and Morrowind in the east. The mountainous land of Skyrim has been a human empire since early in the 1st era, when Atmoran settlers beat back the Falmer inhabitants and claimed the land as their own. Since then Skyrim has supported the Cyrodiilic regimes and human domination of Tamriel in general.

The Nords, descended primarily from immigrants from the continent of Atmora, are a hardly and warlike peoples. Skyrim is frequently in territorial disputes with its neighbors.

  • PGE1:Skyrim - overview of Skyrim in the late 2nd era, as well as its peoples and its history.
  • PGE3:Skyrim - Skyrim in the late 3rd era, history, and current events.
  • Frontier, Conquest, and Accommodation - historical background on the settlement of Skyrim and Tamriel in general. Somewhat outdated, but over all correct.

Nord Reading

Falmer Reading

Summurset Isles and the Altmer

The Summurset Isles are located in the ocean to the southeast of Tamriel. Little is known about the Summurset archipelago, largely due to the secrecy and xenophobia of its inhabitants. What we do know is profoundly magical and inexplicable.

The Altmer are a proud and ancient race, and are believed to practice selective breeding. They are concerned mostly with the magical arts. Much of what man knows of magic, science, and religion is Altmer in origin. They are always eager to point out their superiority.

The Psijics, a subgroup of Altmer living in Artaeum, are covered in the Factions and Societies section.

Altmer Reading

Valenwood and the Bosmer

Valenwood is located in the southwest corner of Tamriel, bordered by Cyrodiil to the north and Elsweyr to the east. Valenwood consists mostly of forests, and its Bosmer inhabitants are adept at moving through the dense wood. It has a long history of war with the neighboring Elsweyr. Summurset, its southwestern neighbor, controlled Valenwood as part of the Aldmeri Dominion in the 2nd era, and does so again in the 4th.

The most curious Bosmer tradition is the Green Pact, a set of religious guidelines meant to honor their homeland. It forbids harming Valenwood plants, meaning that the Bosmer cannot eat plants or use native wood for buildings. As such, the Bosmer are practicing cannibals and use only foreign wood. The Wild Hunt, a powerful magic by which the Bosmer revert into mythic murderous animals in order to defeat invaders, is a rare but notable occurrence.

  • PGE1:The Aldmeri Dominion - Overview of Valenwood in the late 2nd era, as well as its peoples and history.
  • PGE3:Valenwood - Valenwood in the late 3rd era, history, and current events.
  • Dance in Fire - a tale of adventure in the north of Valenwood. Great for a general sense of atmosphere and people.

Bosmer Reading

Other Lands
There are several continents and many smaller landmasses besides Tamriel. Some of them, like Akavir and Atmora, play major parts in the history of Tamriel. Others feature only briefly. All of them are rather lacking in information.

Akavir is a large continent to the east of Tamriel, inhabited by many strange races. What little is known about the land and its peoples comes either from accounts of Tsaesci settled in Tamriel or from an ill fated expedition to the continent by Uriel Septim V. The Tsaesci invaded Tamriel three times, and ruled over the 2nd Empire, first as Potentates and then as emperors, during the late 1st and early 2nd eras.

Aldmeris is the mythical homeland of the elves. Though many in Tamriel believe it to be a physical place, scholars know that it is more concept than location, a symbol of the unity of the elven races during the Dawn. Aldmeris can also be taken to mean the name of the continent covering Nirn before it was split by ocean into the current lands.

Atmora, to the north of Tamriel, was the homeland of the Nordic race during the Merethic era. The Nords were forced to flee due to dropping temperature, and it froze over completely sometime during the first century. It is believed to be currently uninhabited by man or mer.

Pyandonea, home to the Maomer, lies to the south of the Summurset Isles. It is said to be covered in dense forest and protected by a magical mist. The Maomer, exiled from Summurset in ancient times, have tried to conquer their former homeland many times.

Southeast of Tamriel lies Thras, the island home of the slug-like Sload. It is a series of islands said to be made entirely of coral.

Yokuda lies to the west of Tamriel, and is the ancestral home of the Redguards. After a cataclysm most of the Yokudans fled to Hammerfell, but some still live on what remains of Yokuda.


Edited by Lady Nerevar, 22 March 2015 - 04:04 AM.


#3
Lady Nerevar

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History


Introduction

This section will outline some of the most important historical events in Tamriel. The events are arranged in chronological order and approximate dates and locations are provided. The geography section provides basic outlines of many of these events under the headings of the provinces in which they took place. The dawn and merethic eras, as well as the creation of the world, are covered in the Religion and Metaphysics section.

The Alessian Rebellion
1E 242, Cyrodiil


The Alessian Rebellion marks the beginning of human power in Tamriel. Until this date, the men of modern day Cyrodiil and beyond were enslaved by the Ayleids. Alessia, a slave, lead a rebellion against the Ayleids, eventually securing freedom. Morihaus the Bull of Kyne, who later became Alessia's consort, and Pelinal Whitestrake, the Divine Crusader, also fought for the rebellion. Their final enemy was Umaril Half-Elven, the lord of the White Gold.

War of the First Council
1E 668-700, Morrowind


The war of the first council took place in what is now Morrowind but was then Resdayn between the Chimer (now Dunmer) and the Dwemer. Although the two had been at war almost since their first meeting, the years preceding the War were ones of peace and brought on by a mutual alliance against the Nords. Tensions between the deeply religious Chimer and the Dwemer, who were building the Numidium, an artificial god, exploded in all out war. The exact events of the conflict are unknown, but its effect is certain; the Dwemer are erased from this world, either failing or succeeding at reaching a higher state of existence through the Numidium; the Tribunal use the Tools to tap the Heart of Lorkhan and become gods; House Dagoth and its leader, Dagoth Ur, are labeled traitors and killed; the Tribunal kill their Hortator, Nerevar; and Azura changes the Chimer into Dunmer by altering their eye and skin color.

Many conflicting accounts of the final battle at Red Mountain exist, and we may never know what is really "true." This is due largely to the involvement of the Numidium and the Heart of Lorkhan and the apotheosis of the Tribunal, which brought about a Dragon Break (a fracturing of time necessary to consolidate the Tribunal's new divinity). The following texts should be compared against each other for similarities and differences, all of them are true (even if they are not).

The Ra Gada
1E808, Hammerfell


Around the year 800 in the first era the continent of Yokuda suffered a cataclysm and sank under the ocean, forcing its inhabitants to flee to Tamriel. This cataclysm is commonly believed to be caused by the used of the Pankratosword, a technique which "cut the uncutable," by the rogue Hiradridge group. The first of the Redguard refugees are known as the Ra Gada, the Warrior Wave. They landed first on Hirne and Cespar, then near present day Gilane in Hammerfell, and proceeded to fan out and colonize the province, defeating all that stood in their way.
  • A Compilation of Redguard History - not entirely accurate anymore, but still worth a read. Describes the coming of the Redguards to Hammerfell, as well as some of the heroes of that era.

The Siege of Orsinium
1E 950-980, Highrock


The Orcish kingdom of Orsinium was looked upon as a threat by both Redguards and Bretons, and the two nations allied briefly during the mid 1st era to defeat the fledgling city. After a 30 year siege, lead by Gaiden Shinji of the Order of Diagna, the Orsinium was finally defeated in E980 and its peoples scattered throughout Tamriel.

No books exist in this topic, though both Pocket Guides cover it under their Orsinium section.


 

The Alessian Order and the Marukhathi Selective
1E 361-2331, Cyrodiil


The Alessian Order was a monotheistic cult, brought to Cyrodiil by the Imga prophet Marukh, which advocated an athetic lifestyle. It quickly spread to encompass the whole province, and ruled until 1E 2331, when it suffered a bloody civil war known as the War of Righteousness. The Marukhathi Selective was a particularly zealous brach of the Order that thought to wipe all traces of the elven Auriel out of Akatosh. This endeavor brought about a dragon break known as the Middle Dawn, lasting 1008 years, from 1E 1200 to 1E 2208.

Reman I and the 2nd Cyrodiilic Empire
1E 2703-2920, Tamriel


The fall of the Alessian Order left Cyrodiil a fractured collection of city-states. Reman I managed to reconquer these, and his heirs went on to conquer the rest of Tamriel.

The Akaviri Potentates
2E 1-430, Cyrodiil


The Tsaesci, once enemies of Tamriel, had been ruling as Potentates in the 2nd Empire since the late 1st era. With the assassination of Reman III in 1E2920 the Potentate Versidue-Shaie declared the start of the 2nd Era, and took control of the Imperial throne. The rule of the Potentates came to an end in 2E 430, when Potentate Savirien-Chorak was assassinated by the Morag Tong.

Tiber Septim and the 3rd Cyrodiilic Empire
2E 852- 3E 434, Tamriel


This section covers the rise of Tiber Septim and his empire in general. Major events during the 3rd Cyrodiilic Empire are explained in detail below.

War of the Red Diamond
3E 120-127, North Tamriel


The War of the Red diamond was the first real conflict over Septim succession. Potema, Queen of Solitude, believed that her son, Uriel III, was the rightful heir to the Empire because the empress Kintyra II was a bastard. After 6 years of bloody civil war, Potema was defeated by Magnus Septim and his brother Cephorus, who then took the throne.

The Camoran Usurper
3E 240-267, West Tamriel


The Haymon Camoran, also known as the Camoran Usurper, was a conqueror who started his campaign in Arenthia and destroyed everything between there and Highrock before being stopped by the combined forces of Highrock. It is said his army consisted of undead and Daedra. Mancar Camoran, of Mythic Dawn fame, was his son.

Jagar Tharn and the Imperial Simulacrum
3E 389-399, Tamriel


In the year 3E389, Jagar Tharn, the Imperial Battlemage, sent Uriel Septim VIII into Oblivion and impersonated him using powerful magicks. The ten years of his reign, known as the Imperial Simulacrum, were a bloody time for the Empire, and included the War of the Blue Divide, between Valenwood and Summurset; the Five Year War, between Valenwood and Elsweyr; the War of Bend'r Mahk, between Hammerfell, Highrock, and Skyrim; the Arnessian War, between Morrowind and Black Marsh; and the invasion of the Battlespire by Mehrunes Dagon, a training ground for battlemages.
  • The Real Barenziah - Book 4 describes how Tharn (known as 'Nightingale') stole the Staff of Chaos, and book 5 tells of the consequences and Barenziah's role in the plot to return the rightful emperor.
  • Mixed Unit Tactics - background on the Five Year War.
  • Dance in Fire - takes place in Valenwood during the Five Year War, but also mentions the War of the Blue Divide in passing.
  • Storyline of Arena - how the Eternal Champion defeated Jagar Tharn and brought back Emperor Uriel.
  • Shadowkey Storyline - Tharn's ambitions during the War of Bend'r-Mahk.
  • Battlespire Storyline - the invasion of the Battlespire by Mehrunes Dagon at Tharn's behest.

The Warp in the West
3E 417, Northwest Tamriel


The Warp in the West is a Dragon Break that occurred when the Numidium was activated at the end of TES2:Daggerfall. Since the player could give it to any of six factions, all the events canceled themselves out and left the Iliac bay as an equally matched, magic free zone. Also as a consequence of this the King of Worms ascended to become the Necromancer's Moon, and the Orcish kingdom of Orsinium was granted sovereignty. The Numidium itself was destroyed.

The Nerevarine and the Defeat of Dagoth Ur
3E 427, Morrowind


The Nerevarine, or the hero of TES3:Morrowind, came to the island of Vvardenfell in 3E 427 at the Emperor's decree. After working his/her way up the ranks of the Blades, (s)he was eventually recognized as the reincarnation of Lord Indoril Nerevar, a 1st era hero. He/She went on to defeat Dagoth Ur, Almalexia, and the Daedric Prince Hircine.

The Oblivion Crisis and its Aftermath
3E 434, Tamriel


The Oblivion Crisis begins when Emperor Uriel Septim VIII and his sons are assassinated by agents of the Mythic Dawn and gates to Mehrunes Dagon's realm open up all over Tamriel. A secret heir, Martin Septim, is found, and he and the Champion of Cyrodiil eventually manage to close the gates and defeat Dagon when he manifests in the Imperial City. In the years that follow, the Septim Empire loses many of its provinces, and eventually disolves in the Stomcrown Interregnum of 4E 10.

The Red Year
4E 5, Morrowind


Following the disapperance of Vivec, the Ministy of Truth destablizes despite the efforts of Morrowind's mages, and crashes into Vivec City. Its impact causes the erruption of Red Mountain, devestating the province. The Argonians take this as an oportunity, and invade their long-time foe. Many Dunmer flee Morrowind, heading primarily to Skyrim and the newly-indipendent territory of Solstheim.

Rise of the Median Empire and the Umbriel Invasion
4E 17-43, Tamriel


Titus Mede, a Colovian warlord, takes the Imperial City and names himself Emperor in 4E 17, founding the Median Empire that continues to this day. Morrowind remains in shambles, and all provinces struggle under the new rule. Summurset breaks away in 4E 22, and its government, the Thalmor, anext Valenwood in 4E 29, remaking the old Aldmeri Dominion. In 4E 43, the mysterious floating city of Umbriel appears above Black Marsh. It is eventually defeated above the Imperial City, but not without great loss of life.

The Great War
4E 171-180, Tamriel


The Thalmor, now in control of Alinor, Valenwood, and Elsweyr, issue a set of harsh demands to the Median Empire and war breaks out across Tamriel. Following 4 years of bloody warfare, the White-Gold Concordat ends the war, and bans the worship of Talos as a concession. Hammerfell, unwilling to give up its territories to the Aldmeri Dominion, continues the fight until 4E 180.
  • The Great War - outlines the situation leading up the the war, and details the major battles.
  • The Bear of Markarth - an anti-Stormcloack description of the Reach's politics during the Great War.

Edited by Lady Nerevar, 05 July 2013 - 02:21 PM.


#4
Lady Nerevar

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Religion and Mythology



Introduction


This section covers anything dealing with religion, mythology, and the fundamental nature of existence and the world. As such, it is one of the more difficult topics in lore.

When studying these topics, it is important to keep in mind that religion and mythology is very real in Tamriel. While each religion has its own spin on events, they are all in some sense 'true'. As such, do not discount myth or religious texts simply because their are religious.

The Nine Divines


The Aedra, more commonly known as the Eight Divines, are the most commonly worshiped deities throughout the Empire. As opposed to Daedra, the Divines gave up part of themselves to create the mortal realm. Talos, the ninth Divine, is a stand-in for Shezzar, a traditional mannish deity who was originally excluded from the pantheon.

The Daedra


The Daedra are powerful beings who, as a general rule, did not partake in the creation of Nirn. They are not as strait forward as the Nine Divines, and they are generally regarded as 'evil' by many cultures.

Comparative Mythology


Each culture has its own views of the Aedra and Daedra as well as specific minor gods and culture heroes worshiped nowhere else. This section covers these cultural distinctions. While reading, watch for common themes and persons repeated within myths under different names.

Genesis


All races have their own view of the creation of the world, but underneath regional variations they are all very similar.

Metaphysics


Metaphysics, used to describe the study of the nature of the world, is one of the more complex areas of TES lore. If you have not yet read the appendix, I suggest you do so now.

While nothing in this section is hard, it does require a solid understanding of lore basics, some critical reading skills, and patience. The following texts will give you a background in metaphysics basics.

Although I have attempted to provide a basic description of each these topics, it is best to examine the texts and draw your own conclusion. A short explanation can never be fully accurate, and an accurate explanation cannot be short.
Towers
With the exception of the Adamantine and Red Mountain, towers were built by elves during the Dawn and Merethic eras in hope of regaining lost divinity. Not to be confused with the Tower (see above).
  • Nu-Mantia Intercept - deals with the creation and nature of towers and the consequences of their destruction.
The Enantiomorph
The Enantiomorph is the cycle of Rebel (Lorkhan) overthrowing King (Akatosh), which in turn makes him the King to be overthrown by the Rebel. It was first used to refer to this relationship as manifest in Tiber Septim and the Underking. The Genesis section above is a must-read.Dragon Break
A Dragon Break occurs when Akatosh, the dragon god of time, is broken. It results in a nonlinear time line with many events happening simultaneously. Afterwards, all these timelines and events are merged into a new history for Tamriel. See also the Marukhathi Selectives and the Miracle of Pease in the history section. CHIM
The realization that you are just one small part of the dream of a schizophrenic Godhead, and that you therefore do not exist as an individual being, typically results in disappearing from the world. CHIM is this realization coupled with the wilful retaining of individual identity ("the ability to say 'I am'"). The texts listed above already deal with the issues of CHIM, so be sure to read them.

Edited by Lady Nerevar, 16 January 2013 - 10:09 AM.


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Lady Nerevar

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Factions and Societies

Introduction


This section covers some of the factions on Tamriel. Only major factions with importance beyond their game/province have been listed.


Dark Brotherhood and the Morag Tong


Both the Dark Brotherhood and the Morag Tong are assassin's guild with a religious affiliation. The Morag Tong is a legally sanctioned operation in Morrowind, and worships the Daedric prince Mephala. The Dark Brotherhood, which was originally a part of the Morag Tong, is universally outlawed. They serve a personified version of Sithis and are lead by the Night Mother.

General ReadingDark Brotherhood ReadingMorag Tong Reading

Fighter's Guild


The Fighter's Guild provides mercenary services all over Tamriel. It was founded in the 2nd era by Akaviri soldiers, and quickly expanded its ranks to all the races.

Mage's Guild


The Mage's Guild is an Imperially sanctioned organization for the instruction of magic and the maintenance of magic-related laws. It was founded in the 2nd era by Galerion. In the late 3rd era, the guild outlawed Necromancy and fought a large scale war against its practitioners.

Sometime in the early 4th era the Mages Guild dissolved. The College of Whispers and the Synod take over its duties. These guilds are not covered due to lack of information.

The Psijic Order


The Psijics are a religious order that resides on the isle of Artaeum, in the Summurset archipelago. They revere the Old Ways of Mysticism, and serve as councilors to rulers all over the Empire. They are widely regarded as some of the strongest mages in Tamriel.

Thieves' Guild


The nature of the Thieves Guild varies widely from province to province. They are in essence a loose confederation of thieves and fences who decide their own rules. In Cyrodiil, the guild is lead by an enigmatic figure known as the Gray Fox.


Edited by Lady Nerevar, 16 January 2013 - 10:10 AM.


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Lady Nerevar

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Other


Cosmology


This section covers planets, stars, constellations, and related material.

First things first: throw your preconceived notions about the nature of celestial bodies out the window. Tamriel is nothing like our universe, and thinking in terms of Earth physics will only hold you back.

There are 13 constellations over the skies of Tamriel: three Guardians (the warrior, the mage, and the thief), nine Charges (the lord, lady, steed, apprentice, golem, ritual, shadow, tower, lover). The 13th constellation is the serpent, which moves about the sky. Except for the serpent, each constellation has approximately one month.
  • Cosmology - an overview of everything cosmological. A must read.
  • Astrology and Astronomy - overview of constellations, moons, and planets. Also has videos of the Orerries in Redguard and Oblivion.

Necromancy


Necromancy covers anything and everything having to do with dead bodies rising again. There is no single viewpoint on necromancy: it is frowned upon by the Dunmer and Redguard, but perfectly acceptable in Orc society and in many scholarly settings. In the late 3rd era, necromancy was outlawed by the Mages Guild.

Vampirism


Vampires are individuals afflicted with Porphyric Hemophilia. Vampires often band into clans and have a social structure.

Edited by Lady Nerevar, 16 January 2013 - 10:11 AM.


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Appendix


How to Use this Guide


This guide is designed to provide a basic introduction to as many important or interesting concepts in lore as possible. Due to the sheer amount of information we have, most has not been included. Even with the barest outline, it is still a hefty document, and understanding what all those links mean can be quite overwhelming. Below are some tips which have helped me and others in the past, hopefully they will help you as well.

Study that which interests you. Everyone needs a basic overview of the concepts of lore, but not everyone needs to know the details of the philosophy of the Dwemer. I strongly recommend getting an overview of Tamriel and its peoples by reading the Pocket Guides or the short summaries contained in this guide, and then going off on what interests you. Topics in lore interconnect, and studying through the lens of something you're passionate about helps you understand and retain information.

Pace yourself. Its possible to read every single book contained in Oblivion in a day's time, but that doesn't mean you should go doing it. Give yourself some time to digest the information, especially as you move into history and myth. Think about how the events and peoples described relate to others you've read about, how they resemble (or subvert) real life, and perhaps search out some threads on the subject.

Use the search function, it's a life saver. Say you want to know the significance of the ruin of Sedor or who exactly Leki is. The best way to find either of these is to type them into the search feature at TIL and read what comes up. Be as specific as you can to narrow the results and use modifiers when appropriate. If the thing you're searching for was featured in game (or might have been) a search at UESP might also yield interesting information.

Remember that everything is relative. All lore is written from an in-character perspective, and all characters have bias. The characters writing the lore may not have access to the same information as we do. In terms of a meta explanation, newer games often overwrite or edit the lore of older ones. Keep in mind that not everything that is written is fact, and consider everything in context. Don't assume that something is absolute truth just because its written in a book.

Get involved in the forum. The Bethesda Softwork's lore forum is a great resource that any aspiring student needs to take advantage of. Coming here and reading this guide is the first step. The second is to search out threads on topics you are studying and read them. The third is to participate in ongoing discussion. Don't be afraid of being wrong or being stupid, we've all been there. Reading through the threads will show you what you do and do not know and will introduce you to the opinions of others. The fourth step, of course, is profit. As long as you make an honest effort you will learn a lot from your peers.


Notes


Obscure Texts, or What is Canon?

Obscure Texts is the TIL term for in-character information posted by developers which is intended to expand lore. The nature of this information varies: some was originally supposed to be included but for some reason was not, some are expanded versions of texts already in game, some are wholly new documents. The context of the content is also variable: some are primarily humorous, others are intended to provoke discussion and theories, while others are explanations for inconsistencies within the games. Besides official Obscure Texts, there are also smaller quotes or tidbits of out-of-character explanations and posts by developers in roleplays (the Trial of Vivec and Lorana's RP being the main two). These texts are one of the most hotly debated issues in the study of lore.

The debate boils down to the nature of canon. Wikipedia defines canon as "a body of material that is considered to be genuine or official." For a game series spanning 17 years, 11 games, 3 expansions, 6 DLCs, 4 game guides, two novels, and numerous bonus materials, it is hard to determine what official entails. The universe is always progressing and always changing hands. Obscure texts are considered canon by many because they 1) are written by the same people who made the games, 2) explain errors and omissions in in-game materials, 3) are backed up by in-game information, and 4) provide more information to study.

It is not the aim of this guide to argue about the validity of out-of-game materials - I will leave the definition of canon up to you. I do however make use of Obscure Texts (especially in the religious section), since study of some topics becomes nearly impossible without them.


What is Good Lore? - BATW and Monkey Truth

Good lore evokes wonder, subverts cliche, and breaks stereotype.

Since Daggerfall the lore of the Elder Scrolls has been getting more alien and more complex. Concepts found elsewhere in fantasy - evil dark elves, hippie wood elves, Scottish dwarves - have no place in the modern concept of lore. They have been replaced with unique societies and new concepts. TES lore has its own set of symbols and meanings that is separated from both cliche fantasy and from the real world. It evokes wonder by pushing our idea of what is possible and what is real, all the while suspending our disbelief. Glass, which is fragile in reality, makes some of the best armor around. Blind priests go clothed in moths carrying the spirits of our ancestors. Swords cut atoms and brought about the fall of a continent.

BATW, meaning Boring and Therefore Wrong, is the exact opposite of good lore. It is cliche or stereotype, and it relies on what we already know as opposed to what we can imagine. Giving the Bosmer art nouveau type architecture is BATW because it is expected, and because we have seen it in a dozen other depictions of elves. Likewise, attributing the fall of Yokuda to a natural earthquake is BATW due to its everydayness. Having it break asunder because of a sword move which is the equivalent of a nuclear bomb, on the other hand, is unusual and pushes our imagination.

Monkey Truth is good (unique, imaginative) lore created by fans. Much like the Obscure Texts, it is meant to fill in gaps or expand existing lore. While it does add in wholly new elements, its main purpose is to expand what is already there. You will likely not encounter it in your initial studies, but threads on undeveloped subjects sometimes turn to the creation of monkey truth.


Game play Limitations

According to Oblivion, there are about 25 houses in all of Chorrol.

Obviously, this is false.

The Elder Scrolls are a series of games, and all games have limits. It is physically impossible for the in-game Chorrol to contain thousands of buildings and hundreds of thousands of NPCs. This is a game play limitation, and it is important to be able to tell game play apart from lore. Game play is anything and everything that is done for the benefit of making a game. Skills and racial traits are game play for example, as are the specific powers granted by birthsigns or the weight of items. These things have lore components of course, but the game representation of these things should not be taken as lore.



Resources


Lore is not an isolated thing. Knowledge of real world religion, philosophy, and history, as well as literary theory and semiotics, will help you to make sense of lore. Below are some online resources that may help you out. Also listed are important lore websites (you might want to bookmark these).
  • The Imperial Library (TIL)- contains all books from the game, as well as storylines, guides, articles, notes. etc.
  • The Unofficial Elder Scrolls Pages (UESP)- game related information for all the games, including locations, factions, people, and just about everything else you'd want.
  • Bethesda Softworks: Lore Forum - the biggest lore related forum on the net. Use the search function or simply browse through the threads for tons of good discussion. If you have a question pertaining to lore, its best asked here.
  • Merriam-Webster's Online Dictionary - easy to use, comprehensive, ad-free online dictionary. Use it for those Big Words.
  • EtymologyOnline - an online etymological dictionary.

Edited by Lady Nerevar, 08 October 2011 - 11:47 AM.


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