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Races

Altmer -or- High Elves


+2 Dex +1 Int
Age. Although elves reach physical maturity at about
the same age as humans, the elven understanding of
adulthood goes beyond physical growth to encompass
worldly experience. An elf typically claims adulthood
and an adult name around the age o f 100 and can live
to be 750 years old.
Dv60
Proficiency in the Perception skill.
Ehlonfey Ancestry. You have advantage on saving throws
against being charmed, and magic cant put you to sleep.
Trance. Elves dont need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4
hours a day. (The Common word for such meditation
is trance.) While meditating, you can dream after a
fashion; such dreams are actually mental exercises that
have become reflexive through years o f practice. After
resting in this way, you gain the same benefit that a
human does from 8 hours o f sleep.
Languages. You can speak, read, and write Common
and Elvish. Elvish is fluid, with subtle intonations and
intricate grammar. Elven literature is rich and varied,
and their songs and poems are famous among other
races. Many bards learn their language so they can add
Elvish ballads to their repertoires.
Elf Weapon Training. You have proficiency with
the longsword, shortsword, shortbow, and longbow.
Cantrip. You know one cantrip of your choice from
the wizard spell list. Intelligence is your spellcasting
ability for it.
Extra Language. You can speak, read, and write one
extra language o f your choice.

Physiology
The Altmer are among the tallest of the humanoid races; taller than most humans and even the other
mer races. Their skin maintains a very pale golden 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.

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 southwest coast
of Tamriel, which shares a border with Valenwood. According to their histories, their Aldmeri
ancestors arrived on Summerset Isle due to mysterious reasons from the continent of 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 Altmeri 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 which 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 Cyrodilic Empire.
The Altmer also have a very precise culture. From their customs to their buildings, or their
appearance to their table manners. If one is to dine at an Altmeri dinner table, they must remember a
very precise set of rules:
Refill the glass of the diner to your left when it is low. Never refill your own glass.
Never rest utensils on the edge of any vessel.
Do not eat more than the most prestigious attendee at any function.
Always allow the head of your table to lead the discussion.
Never watch another while they chew.
Using the wrong utensil is considered barbaric. If you do not know which to use, watch
other guests and follow their example.

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 Ayleids 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 (whom the Altmer view as an apologist
of Man) 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 Nirn, and Phynaster,
the patron god of the Summerset Isle, 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 Aedra into carrying out his plan for creation. As the
elves believe themselves to be direct descendants from Auri-El, 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.

Gods
Auri-El
Auri-El is the Elven variant of Akatosh, the chief god of the Nine Divines. Auri-El is the soul of
Anui-El, who in turn is the soul of Anu, the Everything. He is often seen as chief of the Aldmeri
Pantheon, by his followers.
Most Altmer and Bosmer claim direct descendance from Auri-El. In his only known moment of
weakness, he agreed to take his part in the creation of the mortal plane. That act forever sundered
the Elves from the spirit's world of eternity. To make up for it, Auri-El led the original Aldmer
against the armies of Lorkhan in the Mythic Era. Together Auri-El, Trinimac, and the Aldmer
vanquished Lorkhan and established the first kingdoms of the Aldmer, Aldmeris and Old Ehlnofey.
He then ascended to Heaven in full observance of his followers so that they might learn the steps
needed to escape the mortal plane.
Lorkhan

Magnus
Magnus, also known as the god of magic, is an et'Ada, one of the Original Spirits.

Creation of Mundus
During the Dawn Era, he, along with several other et'Ada, were convinced by Lorkhan to create the
mortal plane, Mundus. Magnus was said to have been the architect of Mundus, as he created the
schematics and diagrams needed to construct it.
As Mundus was forming, it became evident that many of the et'Ada would be required to sacrifice
much of their power in order for the mortal plane to be created. He realized his mistake and decided
to terminate the project. The et'Ada convened at the Adamantine Tower at an event known as the
Convention and decided to punish Lorkhan for his trickery.
Soon after, Magnus fled to Aetherius in the last of Mundus' birth-pains. In his departure, he tore a
hole through Oblivion, which became Nirn's sun, itself known as Magnus. Soon after many other
et'Ada followed him; they became known as the Magna Ge and left smaller holes in the sky, which
became the stars. One of the many theories explaining the origins of magic is that magicka is what
remains of Magnus on the world.

Legacy
In the eras that followed, many Altmer and Bosmer worshipped him as a god, and he became a part
of their respective pantheons. The Ayleids, masters of the arcane arts, worshipped him as the god of
Sight, Light, and Insight and were known to dedicate temples in his name. The Khajiit worship him
as Magrus.
Cyrodiilic legends say he can inhabit the bodies of powerful mages, and lend them his power. He is
also associated with Zurin Arctus, the Underking and is sometimes represented by an astrolabe, a
telescope, or, more commonly, a staff.
Artifacts
He supposedly created and used the Staff of Magnus, one of the older artifacts of Tamriel. Legend
tells that it's the only artifact capable of containing his immense power. In time, the Staff will
abandon the mage who wields it before he becomes too powerful and upsets the mystical balance it
is sworn to protect.
Another artifact attributed to him is the Eye of Magnus, an ancient relic of immense power that was
found buried under the Nordic city of Saarthal in the Merethic Era.
In Cyrodiil there is a magical stone of unknown origin, located southeast of Bravil. It is known as
the Magnus Stone by the populace and is said to grant a powerful blessing that bolsters the magical
abilities of certain individuals.
Trinimac
Trinimac was an ancient Aedroth (Et'Ada or "Original Spirit"), Aldmeri deity, and the alleged
precursor to the Daedric Prince Malacath. He is described as the strongest of the Aedra, the
champion of the High Elven pantheon, and in some places more popular than Auri-El. Trinimac is
referred to as the champion of Auri-El himself.
The official view taken by the majority of the leading priests in Orsinium, put forth by king
Gortwog gro-Nagorm, is that Trinimac still lives and Malacath is a separate entity, an impostor. A
handful of Orcs within Orsinium and the majority of the Orsimer diaspora view Gortwog's beliefs
as heresy. Malacath is referred to as the reanimated dung of Trinimac.

History

Dawn Era
During the climax of the great war between Auri-El and Lorkhan, Trinimac who was Auriel's
greatest knight, knocked down Lorkhan in front of his army and tore out his heart, intending to
destroy it. As the Trickster God was finished, the Men dragged Lorkhan's body away from the
battlefield and swore blood vengeance on the heirs of Auriel for all time.
However, when Trinimac and Auriel tried to destroy the Heart of Lorkhan, it laughed at them. It
said, 'This Heart is the heart of the world, for one was made to satisfy the other.' So Auriel fastened
the thing to an arrow and let it fly long into the sea, where no aspect of the new world may ever find
it.
Merethic Era
During the exodus of the Chimer in the Mythic Era, Trinimac who was one of the most powerful
Aldmeri deities at the time, tried to stop the movement. The Daedric Prince Boethiah, mastermind
of the movement, confronted Trinimac, and transformed him into the Daedric Prince Malacath. As
a result, Trinimac's followers were changed as well into what are now known as the Orsimer (Orcs),
some of which worship Malacath as their god.
Syrabane
Syrabane was an Aldmeri god-ancestor of magic. He aided Bendu Olo in the Fall of the Sload.
Through the use of his magical ring he saved many from the Thrassian Plague. For this, the Psijic
Order built a statue of him on the Isle of Artaeum.
Syrabane is also called the Apprentices' God because he is a favorite of the younger members of the
Mages Guild. He is the Warlock's God. The Artifact, Warlock's Ring, was used by Syrabane.
He is amongst the four ancestors of the Aldmeri who became gods, with the others being Auri-El,
Trinimac, and Phynaster.
Y'ffre
Y'ffre (known as Jephre in the Aldmeri pantheon and as Y'ffer in the Khajiiti pantheon) is the most
important God of the Bosmeri pantheon. While Auri-El, the Time Dragon, might be the king of the
gods, the Bosmer worship Y'ffre as the spirit of the now.
The Bosmer think that after the creation of the mortal plane everything was in chaos. The first
mortals turned into plants and animals and back again. Then Y'ffre turned himself into the first of
the Ehlnofey, the Earth Bones. After the laws of nature were established, mortals had some safety in
the world because they could understand it. Y'ffre is called the Storyteller because of the lessons he
taught the Bosmer. Some Bosmer still have the knowledge of the chaos times, which they can use to
great effect, such as the Wild Hunt. In the Aldmeri Pantheon he is the God of the Forest.
During the early Merethic Era, Y'ffre actually "walked with [the Elves]," greatly influencing their
cultural development. He allegedly was the one who taught birds to sing and gave springs their
"tinkling ethereal tune." In addition to his appreciation of the natural world,which he bestowed
upon the BosmerY'ffre is worshipped as the God of Song as well as that of the forest, especially
by most Wood Elven Rangers. According to legend, he sees all within distance of any body of
water, regardless of size.
Mara
Mara, a goddess of the Nine Divines, is considered the mother-goddess and goddess of love. Some
consider her as a universal goddess. Her origins started in mythic times as a fertility goddess. In
Skyrim, Mara is a handmaiden of Kyne. In the Empire, she is Mother-Goddess. She is sometimes
associated with Nir of the "Anuad," the female principle of the cosmos that gave birth to creation.
Depending on the religion, she is either married to Akatosh, or Lorkhan, or the concubine of both.
She appears in nearly every culture's pantheon in Tamriel. In Morrowind, Mara appears in the form
of Ama Nin.
Mara's main Chapel is located in Bravil. In Skyrim, Mara has a temple dedicated to her in Riften.
Marriages are carried out in her name at this temple. The Amulet of Mara increases the Healing
aptitude for the wearer. It is also used as a symbol that the wearer is looking for a spouse.
Xarxes
Xarxes is the god of secret knowledge and ancestry. He began as a scribe to Auri-El, and keeps
track of all Aldmeri accomplishments whether they be large or small, since the beginning of time.
Xarxes created his wife, Oghma, from his favorite moments in history. He is the author of the
Oghma Infinium.
The Daedric Prince Hermaeus Mora revealed the secrets of the Oghma Infinium to Xarxes.
Hermaeus Mora collaborated with Xarxes on the creation of the omnipotent lexicon as well as
supposedly converting him from his service to Auri-El to the darker inscriptions of the Demon of
Knowledge.
Similar to the Nordic exclamation "Shor's Bones!", an Altmeri exclamation is "Xarxes Backside!"
and generally used to express anger or shock.
Altmer names
High elf names usually consist of 5-8 characters without any spaces, dashes or symbols. Also, the
Altmer do not have surnames, but they will very rarely have a clan name. Note that these rules are
not mandatory or strict, but rather a base for creating an Altmer's name.

Common
Common consonants Common fixes Common suffixes Generated examples
prefixes
an/ar- L -ca/co- -il/el/iel Calyaamo
car/cal- D -oo/aa- -mo/o Kivamiel
er/ear- Y -quar/qor- -we/wy/wen/e/en/an Naeqorwe
f- N -ion/on -or/ore/ar/are Odycano
I- M -cano Sicrodion
K- Q -in/yn/yon Rucovimo
l- T -ir Maldolir
m- C -th (female)
n- V -a (female)
o- R -ie (female)
r/ru-
s-
t-
v-
Argonian -or- Saxhleel
+2 Wis +1 Int
Resistance to Disease
Proficiency in Sneak and Thieves Tools
Water Breathing and Swim speed equal to land speed (30)
Water dependance (Must immerse in water for 10 minutes a day or dry out, giving disadvantage on
ability checks, including skill rolls due to tightening of skin and mad itching distraction.
Languages: Jel and Common.

Argonians are an oviparous race of reptilian people native to the large and marshy province
known as Black Marsh, a region of Tamriel. They can be found in smaller numbers throughout the
continent. Argonians are one of the few races completely unrelated to men and mer, being
descended directly from the Hist. Enigmatic and intelligent, the Argonians are experts of guerrilla
tactics, and their natural abilities suit their swampy homeland. They have developed immunities to
diseases that have plagued many would-be explorers in the region, and they are capable of easily
exploring underwater locations due to their ability to breathe water. Argonians make proficient
thieves, due to their superb lockpicking and sneaking skills. They are also very capable warriors and
archers due to their constant use of guerrilla warfare against Warring Tribes or Dunmer slavers.
There are rumors of Argonians that have contracted a unique form of lycanthropy, and rather than
becoming werewolves upon transformation, become creatures known as Werecrocodiles. They lurk
in isolated swamps and spread the disease.

Physiology
Argonians start out in life as eggs; when a clutch of Argonian eggs is laid, they are placed near Hist
trees in areas known as hatching pools. When the eggs hatch, they form a connection to the Hist. If,
for whatever reason, this connection to the Hist is not present or is severed, the unborn within the
eggs die. This was used to terrible effect during the Three Banners War, when an Altmer alchemist
named Ruuvitar nearly succeeded in wiping out an entire generation of unborn Argonians using a
relic called the Mnemic Egg but was thwarted by the Vestige, though not before most of the
Shadowfen eggs were destroyed.
After being born, Argonian hatchlings drink the sap of the Hist and continue doing this through
their infancy. According to them, the sap of the hist tree, when drank, gives a hatchling its soul.
When that Argonian dies, his soul travels back to its Hist tree and is stored until another hatchling
drinks that Hist. Thus, the Hist is giving it a soul, and so the cycle repeats. It is unknown if a
hatchling would really have a soul of its own without receiving one from the Hist.
Because of the birthing rituals in Black Marsh and the hatchlings' dependency on the Hist, it is
considered rare for a hatchling to be born out of the province and away from the connection of the
trees: but it is possible.
How Argonians go through maturity is rather debated and poorly understood; sometimes it is stated
that when an Argonian grows through infancy the Hist sap that it licks from the tree determines its
gender and appearance.
Argonians have gills on their necks and are covered in scales. This gives Argonians the ability to
breathe underwater, which has proven to be an advantage in combat with other races, especially in
the swamps of Black Marsh. Argonians are trained in guerilla warfare and drown their enemies by
dragging them to the water and holding them under. Soldiers walking alongside rivers, travelling on
ships in the ocean or barges along the rivers have been attacked by Argonians that ambushed them
from the water where they lay in wait. They then either kill them or they are forced to flee back into
the water and vanish into the depths. Either way it is an effective strategy as they cannot be
followed into the deeper oceans and rivers.
During their war with the Reman Empire, some Argonians built headquarters and camps on the
bottom of lakes and rivers to guarantee safety. Even if they could be reached, the Argonian gills,
fins, propelling tails, sharp teeth, claws, and underwater sight mean that fighting one in the water
would be nothing short of suicide.
Argonians have very sharp reptilian teeth lining their mouths, which, if they are unarmed, can be
used as an effective weapon. When swimming they use their tails to propel themselves as they glide
through the water. An Argonian's tail is also used for balance which gives them an extra advantage
in certain situations. This is one of the many reasons Argonians are effective as thieves and
assassins.
Argonians have a wide variety of cranial features such as fins, feathers, ridges, spines, spikes, or
horns. Female Argonians have been known to pierce their cranial features.
The Naga were a breed of Argonian who resembled puff adders with legs and arms and whose
height ranged from seven to eight feet tall. They had black scales, black eyes, and large mouths full
of fangs. They generally lived in the inner swamps of Black Marsh and had very little contact with
the Imperials and other races that were not native to Black Marsh.
When an Argonian dies, their soul travels into the Hist trees, thus they pass on their memories to
each new generation. However, it was shown that the memories can be lost in the "river's current",
the passage of time, but if the knowledge is vital it will be recovered by the Hist. This is shown
when the Hissmir Hist shows the inhabitants how to use Hist Amber to power the city's defenses
against a Dominion attack. However, it is unknown what happens if an Argonian dies not in
proximity to a Hist, if they still travel to the closest Hist, or if they simply cease to be, their
memories lost forever.

History

Merethic Era
Little is known of the ancient history of the Argonians during this Era, following the events of the
Dawn Era, though this was thought to be the time when the Hist supposedly created the race.
Largely removed from Tamriel's history during the Merethic Era, Argonian society was supposedly
at its height during this time period; having an advanced civilization that built the great Xanmeer
pyramids of Black Marsh. Mysteriously, sometime near the First Era, the Xanmeer society was
wiped out from unknown causes. Possible blame for this may rest with the Ayleids' incursion into
the region, or the catastrophic events of the Aldmeris war, which sank a large region of the Hists'
domain into the sea and made Black Marsh as we know it today, but no one really knows.

First Era
Little is known about what occurred in Argonia or Argonians in general during much of the First
Era, as the few Argonians that left the province were very rare and they themselves didn't talk about
their history and preferred to integrate themselves into the larger Tamrielic cultures. The region and,
by extension Argonians themselves, stayed independent of the Tamrielic Empire until the twenty-
ninth century of the First Era.
It is known that there was a very successful enterprise of bandits and thieves that had long been
exploiting the swampland of southeastern Tamriel, which was lead by the most infamous of the
brigadiers, "Red" Bramman. The coastline along the east of Topal Bay had become notorious for
acts of piracy because of these Bandits and thieves, and in 1E 1033, the Empress Hestra demanded
the head of Bramman.
After many an unsuccessful battle in the Bay, the Imperial Navy discovered the pirate-king's means
of escaping capture: a narrow, winding river which emptied into the Bay near Soulrest, its mouth
was screened by dense thickets of mangroves. The Imperial Fleet followed the course deeper into
the heart of Black Marsh than any non-Argonian had ever been before. They eventually caught
Bramman in his bandit kingdom not far from what is now called Blackrose, and took his head for
the Empress.
The Argonians were defeated by the Reman Empire in 1E 2811 at the Battle of Argonia. Following
this defeat, the Argonians retreated to Helstrom, where the Imperials would not follow them. Slave
traders exploited the Argonians, and "entire tribes of Argonians were dragged in chains" to the
Dunmer land. Warlord dynasties were formed by former Imperial officers, who "earned a reputation
for tyranny even in those dark times".
The land that had once been a haven for Tamriel's criminals became its greatest prison state. Anyone
considered too dangerous to hold in "civilized" dungeons in other Provinces was sent to Black
Marsh.

Second Era
Even less is known about Argonian history in the Second Era. The only known recorded event
occurred in 2E 560, when the Argonians responded against their tyrannical oppressors with the
Knahaten Flu. Whether the terrible Khahaten Flu arose from natural causes, or was created by an
Argonian shaman in retaliation for his people's oppression is still a matter of debate, but its result is
clear. The plague began in Stormhold in 2E 560, and quickly spread to every corner of Black
Marsh, killing all those not of reptilian stock. For over forty years, it held the Province in its grip,
destroying entire cultures, (notably, the Kothringi), and driving outsiders from the land.
Even when the land became habitable again, fear of the disease kept most outsiders away. House
Dres of Morrowind continued to send slavers into the north, but few others saw any reason to
trouble themselves with the land. Even Tiber Septim, it was said, thought twice before conquering
Black Marsh for his new Empire. The borders of the province fell easily to his forces, but he wisely
decided to avoid strategically unimportant inner swamps, and thus met with little resistance.

Third Era
By the Third Era most of Argonia had been assimilated into the empire with the exception of
Helstrom. Helstrom is in the center of "Murkwood", an area of marsh in the center of Argonia
where it is almost impossible for non-Argonians to travel, so is the center of non-Imperial Black
Marsh. This is also where the Arnesian War uprising, (which took place during the Imperial
Simulacrum), saw the Argonians extract revenge for the slavery that they suffered from House Dres.
In approximately 3E 200, during the reign of Katariah, there was a massacre at the village of
Armanias due to a lack of sufficient armor.
In the 398th year, Decumus Scotti was a senior clerk at Lord Vanech's Building Commission. He
was tasked with improving trade in the region of Black Marsh.
It is believed that the Hist were able to prophesy the coming of the Oblivion crisis and were able to
call the "people" back to Black Marsh. Furthermore, they were able to coordinate the defense of
Black Marsh and defeated the forces of Mehrunes Dagon.
During the Oblivion Crisis, a faction known as the An-Xileel (an Argonian political faction
comprised of several powerful clans, including the Scale-Song) rallied the Argonians against the
Daedra after the Battle of Kvatch. When the Oblivion Gates opened in Black Marsh, the Daedra
didn't so much flood into Argonia as the Argonians did into Oblivion. The natives fought and
defeated the Daedra on their own turf, doing so with such success that the Dremora lieutenants
actually closed their Gates themselves to prevent being overrun, an occurrence unheard of in the
other provinces. Thus, the An-Xileel held Black Marsh until Martin Septim ended the Oblivion
Crisis and closed the Gates forever. They also made Black Marsh the first province to secede from
the Empire after the Crisis ended.

Fourth Era
After the Oblivion Crisis, Argonia seceded from the Empire, making Black Marsh into an
independent province. In the aftermath of the Red Year (4E 6), the Argonians invaded Morrowind,
in an event called the Accession War. The war was used by the Argonians both to exact revenge on
the Dunmer for their past enslavement of Argonians, and to conquer territories lost in the Arnesian
War. The Argonians were repelled; however they were able to conquer most of southern
Morrowind. They appear to be neutral to the troubles between the Empire and the Third Aldmeri
Dominion.

Culture
Very little is known about the Argonian culture as of the Fourth Era by outsiders. The difficult
terrain within the Black Marsh, coupled with the apparent isolationist policies of the Argonians,
renders this largely a mystery. It is known that great emphasis is placed upon the Hist, the strange
trees that are abundant in the Marsh. Even what little is known about the Hist is the subject of much
rumor and speculation. It is believed that the Argonians are somehow co-dependent upon the trees,
and that the Hist forms some sort of hive-mind.
Marital customs among the Argonians is one of the few widely-known aspects of Argonian life. In
Black Marsh, it is customary to present a lover with an Argonian Wedding Band, which is crafted
by the courting member. Each ring is unique and has personal meaning to the creator and the
recipient. The actual ceremony of marriage is very long and complex, and involves unique rituals,
spoken in the native language of the Argonians.
However the part of their culture which is fully known to any outsider of Black Marsh, is the
Argonian's expertise in Guerrilla Warfare. Centuries of cruel Dunmer slavery has caused the
Argonians to rebel many times. Though Argonia as a whole throughout most of its history could
never enter a full war with the Dark Elves. Instead they have mastered the way of ambushes and hit
and run tactics to achieve their political aims.
Like the Khajiit, the Argonian lifestyle is tribal. However, the Royal Court of Argonia and the
Shadowscales are the Argonian government. In the past, the Argonians had a large and powerful
enough civilization to build large, intricate pyramid structures called xanmeers. Yet because of the
enslavement of most of their peoples by the Dunmer, they came to building small villages with mud
huts. The xanmeers are left as uninhabited ruins scattered throughout Black Marsh.
The Argonians are a very insular people. This is due to the nature of their homeland, but also
because Men and Mer typically view them as little more than beasts. Their long history of being
captured as slaves has made Argonians very distrustful of strangers, but when an Argonian has
made a friend, they will fight to the death to defend that friend.
The Argonians have no true allies among the other races of Tamriel. Most relations are neutral, with
Argonians not really caring about the affairs of other races or nations. The only clear relations they
have are negative, falling on the Dunmer and the Khajiit. The long history of being forced into
slavery by the Dunmer, and lives spent in harsh treatment on their plantations in Morrowind have
left most Argonians with a deep cultural hatred of the Dark Elves - a hatred which later led them to
attack and occupy the weakened Morrowind during the Fourth Era.
An uneducated person would expect that the Argonians and the Khajiit would be the closest of
allies, given their unique status as Beastfolk and their similar histories of being used as slaves.
However, the Argonians despise the cat-men of Elsweyr, just as the Khajiit, in turn, hate the
Argonians. The roots of this animosity can be traced to the Khajiit belief that an Argonian shaman
was responsible for creating the Knahaten Flu which plagued the species and it's infrastructure.
Each race sees the other as vastly inferior to themselves, and if it were not for the Imperial ruled
Niben Bay separating the two provinces, it is likely that they would have gone to war long ago.

Religion
Not much specific information is known about the Argonian religion to outsiders. However some
knowledge about these unique beliefs are known to non-Argonians. The most important thing to
understand about their religion is the close bond between the odd Hist tree and the Argonians. The
Hist is a unique type of tree that grows all around Black Marsh and is looked highly upon by the
inhabitants. This tree, according to the Argonians, is intelligent and fully conscious. It produces a
special sap that gives Argonians visions and enlightenment to their souls. In fact, Argonian
hatchlings drink the sap of the Hist at birth and infancy. According to them, the sap of the hist tree,
when drank, gives a hatchling its soul. When that Argonian dies, his soul travels back to its Hist tree
and is stored until another hatchling drinks that Hist. Thus, the Hist is giving it a soul, and so the
cycle repeats. The Hist tree can telepathically talk to the Argonian that has drank the sap.
It also should be noted that the Hist and Argonians acknowledge Sithis as their master. Along with
worship of the Hist, the Argonians believe that Sithis is the original, the creator, and the father. The
Hist, in their eyes, is much like the Night Mother is to the Dark Brotherhood. To show respect and
full loyalty to Sithis, since they worship the Hist as their god, every Argonian born under the sign of
The Shadow is given to the Dark Brotherhood at birth and trained under the art of stealth and
assassination. Therefore, one day, that Argonian can earn the rank of Shadowscale who serve
Argonia as spies and assassins.
Bosmer -or Wood Elves
Bosmer (Aldmeris, "green/forest/tree sap mer"), or Wood Elves, hail from the province of
Valenwood (South-West part of Tamriel). Rejecting the formalities of the civilized world, the
Bosmer discarded lavish living for a life in the wilderness, among nature, the trees, and animals. In
fact, their major cities are actually located in giant walking trees that roam the forest province of
Valenwood. They decorate their bodies to resemble their forest surroundings. Because of this, many
view them as barbarians. Despite their infamy, they are known to be extremely agile and quick.
Their nimbleness serves them best in any art involving thievery. Many are well respected archers,
due to their inherent mastery of the bow.
The Wood Elves are the various barbarian Elven clanfolk of the Western Valenwood forests.
Collectively, they are known as the "Wood Elves", but Bosmer or Tree Sap People are synonymous
terms for this group of people. Tree Sap suggests the wild vitality and youthful energy of the Wood
Elves, in contrast with their more dour cousins, the Altmer and Dunmer. In the Aldmeri Language
"bos" means "forest" and "mer" means "people," so "Bosmer" translates to "Forest People."

Physiology
The Bosmer are one of the smallest races in Tamriel and are born with skin colors ranging from
light brown to pale tan to light green. Biologically, 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. After the Ayleids fled mainland Cyrodiil, they joined the
Bosmer in seclusion, eventually being totally assimilated by the Bosmer. This probably significantly
affected biology of modern day Bosmer.

History
The Bosmer 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, they 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.

Beginnings
Writings describe the Bosmer's settling on the shores of Valenwood in a different way than most
historical records describe. It says that the Bosmer (or Aldmer/Altmer) of the time wanted to be free
of the main-stream way of life on Alinor (or the Summerset Isles) and instead wanted to live a life
of simplicity in the forest and, because of this, left their home of their own accord. However, other
texts describe the Aldmer/Altmer landing on the shores of the province in ancient times and leaving
some of their own people behind so that they would have ties to the Tamrielic mainland when in a
time of need (this would explain the supposed pact of old that they made which gave the Thalmor
the right to annex Valenwood at the beginning of the Aldmeri Dominion's revival).
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. They were then forced to undo this in 1E 369, when one of the Great
Hunts killed 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 devastating 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; the
previous capital is unknown.

Second Era

After the fall of the Second Empire in 2E 430, the Camorans tried to unify themselves once more
under one banner. However, they had culturally drifted too far apart. They then began to war with
one another, with the Khajiit to the east, and the Colovians to the north. As they were not unified,
they offered no resistance to the encroachments made by the Maormer of Pyandonea.

Human settlements
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 2E 864).

Military
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 too prone to desertion to be of significant
use. As a rule, Bosmers are 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, alongside the provinces of Hammerfell, Summerset Isle,
Elsweyr, Black Marsh, and Skyrim and although it is not explicitly mentioned which side they
fought on, it is likely that they went to the aid of Emperor 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. 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

Camoran Usurper
Also known as Haymon Camoran, Hart-King, and Camoran Hart-King, the Camoran Usurper began
his deadly attacks on Valenwood in 3E 249. Two years later, in 3E 251, the Camoran Usurper had
conquered all of Valenwood, and began his fateful march northwards before eventually being
defeated at the Battle of Firewaves by Baron Othrok of Dwynnen in 3E 267.

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.

Other changes
At the close of the Third Era (as of 3E 432), 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.

Fourth Era
Seeking to recreate the previous incarnations of the Aldmeri Dominion, the Thalmor expanded their
power into the provinces of Valenwood, Elsweyr, and briefly into Cyrodiil and Hammerfell.
Following the consolidation of Valenwood and the Summerset Isles into the Third Aldmeri
Dominion, the Dominion began a policy of expanding Aldmeri influence and power across Tamriel,
at the expense of the Mede Empire of Cyrodiil. The Aldmeri Dominion first expanded into Elsweyr,
adding the Khajiiti kingdoms of Anequina and Pelletine as its client states. However, this expansion
caught the attention of the Mede Empire, which began a rivalry between the Dominion and the
Empire that would ultimately lead up to the Great War, a devastating conflict fought between the
Dominion and Empire. Following its peace treaty with the Empire after the Great War, the Third
Aldmeri Dominion experienced increased prestige and power that the Mer had not possessed since
the Second Aldmeri Dominion, which had been defeated by Tiber Septim in the final years of the
Second Era. Confident of its ability to dictate the Mede Empire, the Dominion further expanded its
influence into the other provinces of Tamriel, including the homeland of the Nords, Skyrim. It also
reestablished diplomatic relations with the Mede Empire, even though they were still engaged in a
cold war. During this time, the Thalmor seem to view the Wood Elves as racially inferior, as it is
mentioned that they carried out regular purges.
Religion
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 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 enacted at the end of each era as a ritualistic practice within Valenwood.

Gods
Auri-El
See Altmer.
Y'ffre
See Altmer.
Arkay
Arkay or Ark'ay, colloquially known as the God of the Cycle of Birth and Death, was a major
divinity of the Nine Divines, the official religion of the Cyrodilic Empires, and represented the
qualities of birth and death. Arkay was not only a member of the Nine Divines, but was a popular
divinity across Tamriel and could be found in many diverse pantheons. Arkay was often more
important in those cultures where his father, Akatosh, was either less related to time or where his
time aspects were difficult to comprehend by the layman. He was the god of burials and funeral
rites, and was sometimes associated with the seasons. Some sources state that Arkay's life began as
a mortal, who joined the ranks of the gods.
Worship
His priests were staunch opponents of Necromancy and all forms of the undead. Sometimes called
The Mortals' God, Arkay was the great spirit who brought every man and woman, Nede, Mer,
Khajiit, and Argonian into the world, and when he deemed the time right he ended their circle of life
and death. Arkay was fertility and blight, joy and sorrow. Arkay stood for blessed neutrality and his
chapels did not offer blessings to pilgrims as giving either favor or curse would be to upset the
eternal balance.
Genealogy, apotheosis, and godhood
Arkay is the son of Akatosh. Since Mara may have been the wife of Akatosh, it is believed she may
be his mother. However, it is unclear whether Mara was, in fact, the wife of Akatosh, the wife of
Lorkhan, or a concubine of both. One scholar wrote that Arkay was a mortal man whose apotheosis
was granted by Mara. This source suggests that Arkay was a demi-godborn of Akatosh and a
mortal woman. Another source suggests that Arkay was one of the original spirits that crystallized
after time began, meaning he was always a deity. It was said that Arkay did not exist before the
world of Nirn was created by the Nine Divines under Lorkhan's supervision. Therefore, he was
sometimes called the Mortals' God.
Relation to other deities
Although Alduin and Paarthurnax are not always labeled as deities in the Nordic pantheon, Akatosh
is credited as being the creator or metaphorical "father" of all dragons. Because of this, Alduin
stylizes himself as the "First Born of Akatosh" This does not necessarily mean Arkay, Alduin, or
any of the other dragons are siblings.
Z'en
Z'en is the Kothri, Bosmeri, and Breton god of toil and "payment in kind" (also associated with
protection in the Kothri Pantheon). The Imperial god Zenithar is associated with Z'en, despite the
former being a god of merchants and middle nobility.
Worship
The worship of Z'en seems to have originated in both Argonian and Akaviri mythologies, and was
"perhaps introduced into Valenwood by Kothringi sailors". Ostensibly an agriculture deity, Z'en
"sometimes proves to be an entity of a much higher cosmic order", which is shown in Kothri belief,
where he is supposed to have been a chief deity. In Kothri culture, he was revered and prayed to for
protection. During the Knahaten Flu in the Second Era, Shaman Chirah prayed to Z'en for a cure;
and when that failed, appealed to Clavicus Vile, originating the undeath of Stillrise Village. His
worship is said to have died out shortly after the Knahaten Flu. Z'en is also the patron deity of the
Resolution of Z'en, where he is recognized as the God of Commerce and Patron of Merchants and
Mercenaries.
Xarxes
See Altmer.
Baan Dar
In most of the districts of Valenwood, Baan Dar is a less important god than the others of the
Bosmeri Pantheon. He is a trickster spirit of thieves and beggars. In Elsweyr he is one of the more
important gods, and is considered one of the Pariah. As a Pariah, Baan Dar becomes the cleverness
and desperate genius of the long suffering Khajiiti, whose last minute plans always upset the evil
plans of their Elven or Nedic enemies.
He is known as the Bandit God there. The First Scroll of Baan Dar writes "The Legend... Thief,
Warlock, ShadowMaster, Ruthless Assassin, Undying Avenger, Dark God, Robber Baron,
MasterMind of Nefarious Plots. All these things and more are the Legendary Baan Dar, he who is
called The Bandit God."
Mara
See Altmer.
Stendarr
Stendarr is the God of Righteous Might and Merciful Forbearance. He is the inspiration of
magistrates and rulers, the patron of the Imperial Legions and the comfort of the law-abiding
citizen. Stendarr has evolved from his Nordic origins into a deity of compassion or sometimes,
righteous rule. He is said to have accompanied Tiber Septim in his later years. In early Altmeri
legends, Stendarr is the apologist of Men.
Lorkhan
Stendarr is the God of Righteous Might and Merciful Forbearance.[1] He is the inspiration of
magistrates and rulers, the patron of the Imperial Legions and the comfort of the law-abiding
citizen. Stendarr has evolved from his Nordic origins into a deity of compassion or sometimes,
righteous rule. He is said to have accompanied Tiber Septim in his later years. In early Altmeri
legends, Stendarr is the apologist of Men.

Creation
It is said that Lorkhan was begat by Sithis to go and destroy the universe, after the Aedra who
had enslaved everything Sithis had created. It is unknown whether this is true, although the Dark
Brotherhood tend to advocate this hypothesis.

History

Lorkhan is one of only two Aedra (the other being Akatosh) to appear in every known mythology
on Nirn. However, opinions of him vary dramatically from race to race. Generally speaking,
Lorkhan is considered an enemy of the mer, and a patron and hero to men. The Cyrodilic culture
calls him Shezarr, The Missing God, reflecting the fact that he alone of the Aedra has truly died and
vanished.
In mer mythology, Lorkhan is called The Trickster, and the mer do not look kindly on him. They
blame Lorkhan for tricking the other Aedra into giving up their divinity. This includes those who
would become the Ehlnofey and thus the Altmer, who now blame Lorkhan directly for their
mortality. The Dunmer have a (very slightly) less venomous view of Lorkhan. Since they believe
that their mortality is a test of their strength, and that they are ultimately destined to shed their
mortality, Lorkhan is simply one of the obstacles the Dunmer have to overcome.
Men, however, do not believe themselves to be descended from the Aedra. They believe themselves
to be created from nothing by Lorkhan, and thus owe their entire existence to him. In their opinion,
Lorkhan is the hero of mankind, and they object to his mistreatment by other races.

Lorkhan's Heart
Even more so than the Amulet of Kings, the most influential legacy of Lorkhan's existence was his
Heart. Altmer legend details the anger the remaining Aedra had towards Lorkhan once Nirn had
been created. As punishment, Trinimac tore out his heart, intending to destroy it. However, the
Aedra were present on Nirn, and Nirn itself was the remnants of Lorkhan's body. Thus, his Heart
was literally the Heart of the World, and could not be destroyed. Instead, Auri-El flung the heart
down to Nirn, intending to bury it forever.
The Heart did not remain hidden, however. During the First Era, while excavating caverns under
Red Mountain in Morrowind, the Dwemer located Lorkhan's Heart. At the time, the Dwemer were
pursuing the goal of attaining divinity through the combined effort of magic and science, and their
High Priest Kagrenac believed that Lorkhan's Heart was the key.
Kagrenac proceeded to build a huge mechanical being, a golem named Numidium, which he
intended to power with Lorkhan's Heart. Before he could do so, however, the Chimer attacked the
Dwemer, a battle which resulted in the disappearance of the Dwemer and the conversion of the
Chimer into the Dunmer. However, Numidium survived its creator's disappearance, and would play
a key role in many future events.
The first real use of Numidium came during the late Second Era, when it was loaned by Vivec to
Tiber Septim to aid in conquering Tamriel. At this point, however, Vivec and the Tribunal were
keeping close control over the Heart of Lorkhan, so another power source was used for the golem
(specifically, the soul of Imperial Battlemage Zurin Arctus). The golem would reappear late in the
Third Era, hundreds of years later, as Arctus reappears and tries to use the golem to exact revenge.
The final encounter with the Heart of Lorkhan came during the Dagoth Ur crisis. It was here that
the true power of the Heart was revealed, essentially validating many of Kagrenac's claims. After
the defeat of the Dwemer, the Tribunal had used the Heart to achieve near-divine status. Contact
with the Heart granted them immortality, at least as long as they maintained frequent contact. It also
granted them legendary powers; Vivec flooded all of Morrowind, supposedly granting the entire
Dunmer race water breathing ability first, to fend off an invasion.
Indoril Nerevar was the Chimer general responsible for the attack and ultimate defeat of the
Dwemer at Red Mountain. When the battle had concluded Nerevar ordered Dagoth Ur to remain
behind and guard the Heart, as he and the Tribunal (then mortal Chimer) found a plan on what to do
with the artifact. When they returned they found that Dagoth had become insane from tapping into
the Heart's power. A battle broke out between Nerevar and the Tribunal against Dagoth Ur. Dagoth
eventually lost the duel which ended with Nerevar being mortally wounded. This is where reports
differ. One legend states that after finding the Tribunal and making them swear not to use the tools
of Kagrenac on the Heart, they murdered Nerevar. Another report simply says that Nerevar died
after making them swear to Azura, after which they used the tools, against their oath, and became
the living gods of Morrowind (the act that caused Azura to turn the Chimer race into the Dunmer).
It was only hundreds of years later that the Nerevarine, Nerevar reborn, was able to destroy the
Heart, after the second rise of Dagoth Ur. This caused the Tribunal to lose their immortality as well,
simply making them incredibly powerful mortals. After losing her immortality though, Almalexia
killed Sotha Sil and was, herself, killed by the Nerevarine. That event led to Vivec being the only
member of the Tribunal alive during the Third Era and ended the influence that the Heart had on
men and mer.

Story of Lorkhan and the Daedra


Lorkhan did make Tamriel, but Lorkhan was lost for an unknown reason. Tamriel is not a realm for
the mortals nor common folk, but is actually another realm of Oblivion. It is an Oblivion-realm that
once belonged to Mehrunes Dagon, the Daedric Prince of Destruction, Change, Energy, and
Ambition. Lorkhan, having loved his created world so much, was unwilling to let the Prince of
Destruction claim it. Mehrunes Dagon was not actually invading Tamriel during the Oblivion Crisis,
but rather is coming to reclaim his long-lost world.
Herma-Mora
Hermaeus Mora , also known as Hoermius, Hormaius, or Herma Mora, is the Daedric Prince of
knowledge and memory; his sphere is the scrying of the tides of Fate, of the past and future as read
in the stars and heavens. He is not known for being good or evil, but he seems to be the keeper of
both helpful and destructive knowledge.
Sometime before the First Era, the dragon Priest Miraak gave his allegiance to Hermaeus Mora
in exchange for knowledge that would give him great power. With his new found power, Miraak
turned against his dragon masters, but was confronted by Vahlok the Jailor, another dragon priest.
The battle lasted for days and, despite exactly what happened being unknown, Hermaeus Mora is
assumed to have intervened, pulling his champion into the realm of Apocrypha to save him. Miraak
remained as Mora's champion, albeit using his powers to his own ends. Then sometime during the
Fourth Era, the Dragonborn traveled to Apocrypha through the use of a Black Book, an artifact
created by Mora to lure mortals into his realm. Mora then spoke to the Dragonborn and offered
them the same power that he gave Miraak, as long as they defeated him. He also promised to
teach the Dragonborn the second and third words to the shout Bend Will. The second word was
given freely, however, the third word was granted in exchange for the Skaal's wisdom and the life
of their shaman, Storn Crag-Strider. After Mora taught the Dragonborn the third and final Word of
Power, they traveled back to Apocrypha and battled with Miraak at the realm's summit. As Miraak
was nearly defeated, he attempted to escape death by entering the waters of Apocrypha, but was
promptly impaled by Mora's tentacles. Miraak then died of his wound, and his soul was absorbed by
the Dragonborn. Mora then gives the Last Dragonborn Miraak's status.

Background
Also called the Demon of Knowledge, he is vaguely related to the cult origins of the Morag Tong if
only by association with his sibling, Mephala. He usually chooses to appear to mortals as a void of
darkness, or as a grotesque mass of tentacles.

Plane of Oblivion

As recorded in The Doors of Oblivion, Hermaeus Mora maintains a realm in Oblivion called
Apocrypha, where all forbidden knowledge can be found. It is an endless library, with shelves
stretching on in every direction, stacks on top of stacks. Every book has a black cover with no title.
Masses of ghosts move through the stacks, rifling through books, ever searching for the knowledge
they sought whilst living.
It can be accessed via Black Books, which can give the reader special abilities. The halls are filled
with Seekers who read books and guard the realm. Some areas have Lurkers who also guard the
realm and occasionally appear outside it, unlike the Seekers.
The realm has a dark green aura with large amounts of mist and fog, and filled with seas of acid-like
water.

Artifacts

Oghma Infinium
Hermaeus Mora is associated with the ancient tome of knowledge, the Oghma Infinium. Written by
Xarxes, the scribe of Auri-El, the knowledge inside was granted from none other than Hermaeus
Mora. The knowledge was then, in turn, passed over to Mehrunes Dagon, and was used to write the
Mysterium Xarxes. Reading the book will give the reader great power in their chosen path.
The Eternal Champion, back in the time of Jagar Tharn, was able to retrieve the Oghma Infinium in
the deep frozen wastes of Skyrim; at that time Hermaeus Mora did not interfere. Then, the Hero of
Daggerfall is recorded as the wielder of the tome, sometime in the late Third Era. Most recently,
the Dragon born uncovered it's location in skyrim.

Black Books
Black Books are tomes of esoteric knowledge that are artifacts of Hermaeus Mora, along with the
Oghma Infinium. The Black Books are not just regular books; when read, they transport the reader
to the Apocrypha. When read inside Apocrypha, they transport the reader back to Mundus. The
books contain hidden knowledge that, when read, grants the reader great powers and abilities.
Jone
Jone is the Aldmeri god of the little moon. She is also known as Secunda and Stendarr's Sorrow. In
Khajiit religion, Jone is one of the aspects of the Lunar Lattice, or Ja-Kha'jay.
Jode
Jode, also known as Mara's Tear, is the Aldmeri god of Masser. In the Khajiit religion, Jode is one
of the aspects of the Lunar Lattice, or ja-Kha'jay.
Ius
Ius, God of Animals, also known as Ius the Agitated and Ius the Extremely Agitated, is a deity
worshiped in Valenwood, Hammerfell and Elsweyr.

Appearance
He is represented throughout Valenwood and parts of Hammerfell and Elsweyr as a misshapen
humanoid carrying a rod, which is said to have its origin in the tale of The Ox and the Evil Farmer.
He is also depicted with a set of scales.

Myths

The Ox and the Evil Farmer


The tale behind the rod he carries has its origin states that one day an evil farmer decided to kill all
of his animals and have a big party. As The story unfolds, animal after animal is killed and prepared
for a big meal. Lastly the farmer comes to the ox and prepares to slit its throat. The ox, not wishing
to be anybody's dinner, prayed very vocally (in the form of a moo) to Ius. Then, Ius appeared
carrying a rather large set of balance weights and, without explanation, ate the farmer and vanished.
Ever since that day, Ius has always been portrayed as carrying a large set of scales with him. Local
Ius worshipers are said to neither know nor care about the scales' reason.
Second Myth

Of validity unknown, this myth states that, before the age of Pelagius Septim III, there lived a
wombat who was the pet of Lady Greelina (daughter of the Lord Prufrock of Rockcreek). Greelina
and her wombat loved one another, but it was a time of great sorrow in Rockcreek. A pestilence had
come through the town, destroying all their cash crops (which consisted of raspberries and "odd
weeds"). The plague had come, inflicting nearly every cobbler with chronic "hiccoughs"; finally a
witch had cursed the townspeople so the only words any could utter were "Hmmm. Precisely." All
the businesses, stores, and guilds fled from the town.
Lady Greelina saw her father despairing the loss the town was suffering, so she brought her wombat
in and told him, "Father, my wombat can save us all, for it is sacred to the god Ius, God of Animals.
The only reason I didn't tell you earlier is because I am an early adolescent going through that
period when I don't like to communicate. But please, ask a wish of my wombat, and Ius will fulfill
it, for my wombat loves me." The king thought this was fairly flakey, but had nothing to lose, so he
uttered a modest wish to the wombat: "All I want is for one business to come to Rockcreek that will
never leave no matter the calamity."
Due to years of abuse in the hands of the king (who used to lick it and try to make it stick to walls),
the wombat had Ius create an equipment store in front of the palace gate that would never go away.
The royal family ended up going mad and eating one another (and ironically, the wombat was one
of the first to go). It is said that, to this day, an equipment store still blocks the palace gate in
Rockcreek.

Creation myth
A Khajiit story gives us a possible explanation of how the Bosmer were created or came to be: The
Words of Clan Mother Ahnissi. 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.
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 Green Pact


The Bosmer allegedly made the Pact with Y'ffre, the Forest Deity. The Bosmer were 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 form, it 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 3 days of
killing them. Their families are allowed to help eat the kill. 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.

Breton
Bretons (originally termed Manmer by the Aldmer) are the human descendants who hail from the
province of High Rock. According to the Third Pocket Guide to the Empire, they are descended
from the Nedic and Aldmeri, while other sources claimed they were the mix of Atmoran and
Aldmeri blood. The Altmer thought of making a new race with their own 'elder' or 'superior' blood,
by mating with other races. The Bretons are sometimes called 'Manmeri' because of this.
+2 Cha, +1 in two other attributes of your choice.
Age. Bretons mature at the same rate other humans
do and reach adulthood around the age of 20. They
live much longer than most humans, however, often
exceeding 180 years.
Size. Bretons are about the same size as other humans,
ranging from 5 to 6 feet tall. Your size is Medium.
Speed. Your base walking speed is 30 feet.
DV60
Ehlonfey Ancestry. You have advantage on saving throws
against being charmed, and magic cant put you to sleep.
Skill Versatility. You gain proficiency in two skills
o f your choice.
Languages. You can speak, read, and write Common,
Elvish, and one extra language of your choice.

Physiology
Bretons are the descendants of either an Aldmeri-Nedic or Aldmeri-Atmoran hybrid race of the 1st
Era and are consequently termed as 'the mongrel race of Tamriel'. Their elven blood is heavily
diluted, due to their ancestors intermingling with the Nordic population in Skyrim and High Rock.
Bretons are sometimes called "Manmeri" as a result of the interbreeding, literally translating to
'man-elf'. Although their Aldmeri ancestry is shadowed by their appearance, they still inherit the
magical affinity of their elven blood. Their physical features resemble their Nedic ancestors,
including their pale skin tone and the obvious physical resemblance to Imperials/Nords, but some
still inherit the frail, sharp appearance of the elves, along with the arrogance, and some do have
slight points in their ears.

History, culture, and talents


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. Descendants of the Druids of Galen, their
origins can be traced to the 1st 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 of medium height,
with fair or medium hair. They are highly intelligent, willful, and have an outgoing personality. It is
said that Bretons are weaned on magic, for it seems to infuse 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.

Personality
Passionate, eccentric, poetic, flamboyant, intelligent, willful, and excellent cooks, the Bretons feel
an inborn, instinctive bond with the mercurial forces of magic and the supernatural world. 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 attacks they
encounter.

Religion
The main religion in High Rock is the worship of the Eight Divines, along with three Elven deities,
Magnus, Y'ffre, and Phynaster, and Sheor, who is unique to the Bretons, although most scholars
agree that he is an offshoot of the Nordic deity Shor.

Deities
Akatosh

Magnus
See Altmer.
Y'ffre
See Altmer.
Dibella

Arkay

Zenithar

Mara
See Altmer.
Stendarr

Kynareth

Julianos

Sheor

Phynaster
Dunmer
+2 Int, +1 Str
Age. Although elves reach physical maturity at about
the same age as humans, the elven understanding of
adulthood goes beyond physical growth to encompass
worldly experience. An elf typically claims adulthood
and an adult name around the age o f 100 and can live
to be 750 years old.
Dv60
Proficiency in the Deception skill.
Ehlonfey Ancestry. You have advantage on saving throws
against being charmed, and magic cant put you to sleep.
Trance. Elves dont need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4
hours a day. (The Common word for such meditation
is trance.) While meditating, you can dream after a
fashion; such dreams are actually mental exercises that
have become reflexive through years o f practice. After
resting in this way, you gain the same benefit that a
human does from 8 hours o f sleep.
Languages. You can speak, read, and write Common, Daedric
and Elvish. Elvish is fluid, with subtle intonations and
intricate grammar. Elven literature is rich and varied,
and their songs and poems are famous among other
races. Many bards learn their language so they can add
Elvish ballads to their repertoires.
Resistance to Fire.
Ancestral flame. Dunmer may wreath themselves in flame for one minute. This fire deals 1d10 fire
damage to any creature who grapples or is grappled by you. The damage is added as a bonus to
damage dealt by unarmed attacks from you. The flames generated by you do not burn you or your
equipment, but does damage allies and the environment as well as enemies. This ability can only be
used once before a short or long rest.
Imperial
6 creation points
1 for +1 to attribute max 1 per attribute
2 for a feat, up to three times
1 for a skill or save proficiency, up to 6 times

Khajiit

Nords

Orsimer -or- Orcs


+2 Str, +1 Con
Age. Thanks to the corruption of their Elven blood by Malacath, Orcs mature a little faster than
humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than
75 years, although scholars believe this to be more of a cultural barrier than a physiological one, as
Orcs measure their worth in usefulness to others. It is theorised that an Orc could live well into their
third century, or even longer if they did not die in battle.
Size. Orcs are somewhat larger and bulkier than
humans, and they range from 5 to well over 6 feet tall.
Your size is Medium.
Speed. Your base walking speed is 30 feet.
DV60
You gain proficiency in the use of Artisans Tools.
Relentless Endurance. When you are reduced to
0 hit points but not killed outright, you can drop to 1 hit
point instead. You cant use this feature again until you
finish a long rest.
Savage Attacks. When you score a critical hit with
a melee weapon attack, you can roll one of the weapons
damage dice one additional time and add it to the extra
damage o f the critical hit.
Languages. You can speak, read, and
write Common and Daedric.
Redguards -or- Ra Gada (Warrior Wave)
+2 Dex +1 Con
Resistance against poison and disease
Advantage on Con Saves
Languages. Yokud and Common
Redguards are a race of humans who hail from the lost continent of Yokuda and now reside
primarily in the province of Hammerfell. Their name is derived from the corruption of the native
Yokudan term "Ra Gada", which (translated loosely) means,"warrior wave". Due to their swift and
decisive conquest of Hammerfell, the Redguards are renowned as arguably the most fierce, versatile
and naturally gifted warriors in all of Tamriel. Their ferocity and versatility is also manifested in
their personality, which lends itself to why they are most effective as scouts and in small units as
opposed to being deployed as rank and file soldiers.

Physiology
The Redguard's innate agility and prolific level of endurance allows them to excel in any activity
that demands sustained effort, most notably combat. They are likewise blessed with a very hardy
constitution that allows them to resist poison and disease.
The Redguards skin tone can range from light brown to nearly black and their hair texture ranges
from thick and wavy to tightly curled and wiry. Redguards are also largely average in height, well
muscled and sturdy, much like the Nords and the Orcs.

History

First Era
Reguards are former inhabitants of the continent to the west, Yokuda. Around 1E 792, much of
Yokuda sank into the ocean after a group ofAnsei called the Hiradirge sought revenge on the land
after their defeat in battle. The surviving Yokudans sailed to the east and settled in Volenfell (the
Dwemer name for the region), what would later be known as Hammerfell. Most of these refugees
would stay on the island of Herne (Lore), but a group of warrior Yokudans known as the Ra Gada
traveled to the mainland in 1E 808 and swept across the country to claim as much land as they
could, slaughtering or enslaving the local beastfolk and Nedic tribes. Eventually, Yokudan
royalty known as Na-Totambu left the island of Herne and made their place in Hammerfell after the
Ra Gada drove off the Orsimer. The name "Redguard" originates from "Ra Gada."
At first, this newcomer race did not open up to the rest of Tamrielic culture. They kept their
Yokudan language intact and refused to trade with neighboring societies. Only when the Redguards
and the Bretons found a common enemy in the Orcs of Orsinium did they begin open trade with
High Rock. In 1E 950, the Siege of Orsinium began with an outcome of Redguard and Breton
victory. Their language was eventually replaced because of the need to easily communicate with
trading partners and create treaties, but the language was still spoken by some.

Second Era
Over time, Redguard society split into two factions, the Crowns, who followed the royal Na-
Totambu and strived to hold onto traditional Yokudan culture, and the Forebears, descendants of
the Ra Gada who wished to fully assimilate into Tamriel for the purposes of commerce and politics.
A civil war soon broke out and in 2E 864, the Redguard kingThassad II was killed. His son, A'Tor,
would go on to lead the Crowns' effort, but ultimately the Forebears, backed by theImperial Empire,
won. Hammerfell was absorbed by the Septim Empire, although some concessions were made after
a successful revolt in Stros M'kai. Redguard society remained split for a vast amount of time, with
the northern parts of Hammerfell keeping with Yokudan traditions, dress, and personality, and the
southern parts tending to be more open to the rest of Tamrielic culture.

Third Era
In 3E 249, a pretender to the Camoran throne, called the Camoran Usurper, freed Valenwood of
Septim Empire control. After gaining control over Valenwood, the Camoran Usurper marched
northward seizing control of any land he could conquer. In 3E 253, the Redguard cities Rihad
and Taneth sent a call for help to Elinhir to the north that went unanswered because of the tension
that still existed between the Crowns and the Forebears. Later, because of this, Forebear cities
would not aid Crown cities that were overrun by Nords during the War of the Bend'r-mahk around
the time of 3E 397. The reign of the Camoran Usurper ended in 3E 267 after his defeat.
Redguards of eastern Hammerfell held a grudge against the Nords of Skyrim and continued to try to
regain land lost during the War of the Bend'r-mahk throughout the end of the Third Era, but to no
avail.
The War of Betony, a land dispute over the island of Betony between the Bretons of Daggerfall
and the Reguards of Sentinel, saw the death of the King of Sentinel, Camaron in 3E 403. The
aftermath of the war left tension between the Redguards and Bretons of the Iliac Bay area.
In 3E 417, The Warp in the West occured.

Fourth Era
In 4E 171, the Great War broke out when Emperor Titus Mede II refused to cede large tracts of
land including southern Hammerfell to the Aldmeri Dominion. Ultimately, the Thalmor won and
the Empire gave over the rights to occupy parts of Tamriel to the Aldmeri Dominion as part of the
White-Gold Concordat in 4E 175. The Redguards of Hammerfell, however, refused to accept this
and fought on against the Thalmor. After years of bloodshed, they were successful in their repulsion
of the Dominion's invasion, and in 4E 180, the Second Treaty of Stros M'kai was written to
officially decree that Thalmor forces were to be withdrawn from Hammerfell. This is what finally
reunited the Crowns and the Forebears into one Redguard society. Many Redguards remained bitter
toward the Empire for what they considered a betrayal, and claimed that their victory was proof that
the Concordat was a mistake and the Empire would have eventually won if it had kept fighting.

Culture
Redguard architecture as it is seen in The Elder Scrolls Online
The Redguard (ne Yokudan) culture is martial by nature. Every man, woman and child is schooled
in the art of war and combat from a very young age. This would explain why they have never truly
been defeated by any invading force since their arrival in Tamriel. From Tiber Septim to the
Aldmeri Dominion, none have been able to completely assimilate the Redguards, much less defeat
them outright. Despite the schism in their culture that produced the Crown and Forebear factions,
the Redguards of Hammerfell have proven time and again that they are more than capable of putting
their differences aside for the sake of their lives and culture.
According to Trayvond the Redguard, in Hammerfell, they "Don't much like spellcasters, because
Wizards steal souls and tamper with minds. If you use magic, you're weak or wicked." They
particularly hate Conjuration, relating it toNecromancy and Mysticism because it tampers with
the mind. However, he does mention that he and other Redguards are fond of Destruction spells
which suits their culture well.

Yokudan Deities
Reymon Ebonarm
Reymon Ebonarm is the Yokudan God of War, also known as the Black Knight. He is the enemy of
all Daedric Princes, except for Sheogorath.
Ebonarm rides a golden stallion named War Master. He is tall and muscular, and is always seen
wearing his ebony armor. His reddish blonde hair flows out from under his ebony helmet, and his
steel blue eyes can be seen through the helmet as well. He has a long, flowing, golden beard. In his
left arm, he carries a tall ebony tower shield, emblazoned with a red rose. His right arm is fused to
his ebony sword, as a result of wounds from battles past.
Satakal
Satakal is the Yokudan god of everything. He is a fusion of the concepts of Anu and Padomay. In
essence, Satakal is much like the Nordic god Alduin, who destroys one world to begin the next. In
Yokudan mythology, Satakal had done this many times over, a cycle which prompted the birth of
spirits that could survive the transition. These spirits ultimately became the Yokudan pantheon.
Satakal is a popular god of the Alik'r nomads.
The Maormer king Orgnum, is a deathless wizard who is also said to be the Serpent God of the
Satakal.
The Hunger of Satakal apparently was a major problem for the Yokudan deities. Ruptga was the
first to circumvent this problem, and taught the others to do likewise, however, soon, he needed to
make a new god, called Sep, who apparently was driven mad by the Hunger of Satakal.
Ruptga
Ruptga, also known as Tall Papa, is the chief god of the Yokudan pantheon. Ruptga was the first
god to figure out how to survive the Hunger of Satakal. Following his lead, the other gods learned
the Walkabout, or a process by which they can persist for more than one lifetime. Tall Papa set the
stars in the sky to show lesser spirits how to do this too. When there were too many spirits to keep
track of, Ruptga created a helper out of the dead skin of past worlds. This helper is Sep, who later
created the world of mortals.
Tu'whacca
Tu'whacca is the Yokudan god of souls. Tu'whacca, before the creation of the world, was the god of
nothingness. When Tall Papa undertook the creation of the Walkabout, Tu'whacca found a purpose;
he became the caretaker of the Far Shores, and continues to help Redguards find their way into the
afterlife. His cult is sometimes associated with Arkay in the more cosmopolitan regions of
Hammerfell.
Zeht
Zeht is the god of agriculture. He renounced his father after the world was created, which is why
Tall Papa makes it so hard to grow food.
Morwha
Morwha is a Yokudan fertility goddess. She is a fundamental deity in the Yokudan pantheon, and
the favorite of Tall Papa's wives. Morwha is always portrayed as four-armed, so that she can "grab
more husbands." The Imperial god of Arkay is associated with Morwha in terms of being able to
heal worshippers.
Tava
Tava is the Yokudan spirit of the air. She is most famous for leading the Yokudans to the isle of
Herne after the destruction of their homeland. She has since become assimilated into the mythology
of Kynareth. She is still very popular in Hammerfell among sailors, and her shrines can be found in
most port cities.
Malooc
Malooc is an enemy god of the Ra Gada who led the goblins against the Redguards during the
First Era. He fled east when the army of HoonDing overtook his goblin hordes.
Diagna
Diagna is a Yokudan, who had a cult of Redguards later devoted to him. He originated in Yokuda
during the Twenty Seven Snake Folk Slaughter. Diagna was an avatar of the HoonDing, another
Redguard deity, that achieved permanence. He was instrumental in the defeat of the Lefthanded
Elves, as he brought orichalc weapons to the Yokudans to win the fight.
In Tamriel, he had a number of followers, who called themselves the Order of Diagna. This order
was responsible for defeating the Orcs during the Siege of Orsinium, and then fading into obscurity,
with him now being little more than a local power spirit of the Dragontail Mountains.
Sep
Yokudan version of Lorkhan, Sep is born when Tall Papa creates someone to help him regulate the
spirit trade. Sep, though, is driven crazy by the hunger of Satakal, and he convinces some of the
gods to help him make an easier alternative to the Walkabout. This, of course, is the world as we
know it, and the spirits who followed Sep become trapped here, to live out their lives as mortals.
Sep is punished by Tall Papa for his transgressions, but his hunger lives on as a void in the stars, a
'non-space' that tries to upset mortal entry into the Far Shores.
Hoonding
HoonDing (The Make Way God): Yokudan spirit of 'perseverance over infidels'. The HoonDing has
historically materialized whenever the Redguards need to 'make way' for their people. In Tamrielic
history this has only happened three times -- twice in the first era during the Ra Gada Invasion and
once during the Tiber War. In this last incarnation, the HoonDing was said to have been either a
sword or a crown, or both.
Leki
Leki is the goddess of aberrant swordsmanship and daughter of Tall Papa. The Na-Totambu of
Yokuda warred to a standstill during the mythic era to decide who would lead the charge against the
Lefthanded Elves. Their swordmasters, though, were so skilled in the Best Known Cuts as to be
matched evenly. Leki introduced the Ephemeral Feint; afterwards, a victor emerged and the war
with the Aldmer began.
Onsi
Onsi is a warrior god of the Yokudan Ra Gada. Onsi taught Mankind how to pull their knives into
swords.
Dwemer

Sload

Falmer (Snow Elves)

Maormer (Sea Elves)

Imga

Goblin

Riekling

Lilmothiit

Tang Mo

Tsaesci
Plot
th
11 in line for throne as Emperor of the Empire of Talos (main seat in Skyrim, Capital of
Windhelm), cousin to Empress Nephthys Stormcloak.

Parents died as heroes in skirmish with Empire and he is the last of his branch of the line in
Hammerfell.

Sent to secure alliance with Skyrim. Must travel through Alikr desert, through a band of grassland,
up a winding mountain path to a recently uncovered Dwemer Highway, through a mountain range
to Markarth, then over plains, to Whiterun, then more plains, rocky forested hills, around a snowy
mountain to Windhelm.

Some time to do own thing.

Summoned back to Windhelm. Sent as part of messenger team via ship to New Vivec (Moon in the
water where Vivec used to be), over ashen wastes and fertile fungus jungle to Morrowind capital
Mournhold to request a gathering of forces for assault on High Rock.

Sent on diplomatic mission to Argonia to request a temporary ceasefire from Argonian king via
Fungus forest, fertile volcanic lands, Narsis, more volcanic land, lush jungle, Stormhold, more
jungle, swamp jungle, swamp, Helstrom, Swamp, and finally led down secret route inside massive
Hist tree at edge of massive lake, to Argonian kings underwater city. King goes one better and offers
to join empire and declares the blood feud with morrowind over.

Travel back to Mournhold, wait a bit for forces to muster, ready just as Argonian warhost arrives,
back to skyrim in fleet of Morrowind light ships with Velehk Sain and his dremora pirate crew in
attendance, having been granted as an ally by Molag Bal to the Neravarine and wanting to help
Harald Storm blade as an ally.

Meet with mustered fleet in Solitude.

Wait a few days for message to Hammerfell, then launch attack on High Rock, Starting with
Jehanna (simultaneously, Hammerfell will attack Daggerfall), followed by Northpoint (and
Camlorn) and then mop up internally. Wayrest calls summerset isles for help, assuming only
Hammerfell is involved as the northern attacks were too sudden and unexpected. Stros M'Kai is
taken and Redguard fall back to Helgathe to defend. Taneth is taken and then abandoned and
Redguard forces move to Gilane. Rihad taken, Fleet moves to Helgathe, Aldmeri fleet sneaks
around to north and retakes Daggerfall. This is a ploy and only a small fraction of their army, but
does have a powerful mage there.

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