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Tamriel
Player’s Guide
D&D 4th Edition
Morrowind Campaign setting
Created by Ciruela
Thanks for http://www.uesp.net/wiki/Morrowind:Morrowind
August 17, 2009
2
Contents
1. Race...................................................................................................................................... 4
Nord .......................................................................................................................................... 5
Orc ............................................................................................................................................. 8
Redguard ................................................................................................................................. 11
Imperial ................................................................................................................................... 14
Wood Elf .................................................................................................................................. 17
Dark Elf .................................................................................................................................... 20
Argonia .................................................................................................................................... 23
Khajiit ...................................................................................................................................... 26
Breton...................................................................................................................................... 29
High Elf .................................................................................................................................... 32
2. Birthsign ............................................................................................................................. 35
The Warrior ............................................................................................................................. 36
The Atronach ........................................................................................................................... 36
The Lady .................................................................................................................................. 37
The Serpent ............................................................................................................................. 37
The Thief ................................................................................................................................. 38
The Lover ................................................................................................................................. 38
The Steed ................................................................................................................................ 39
The Tower ................................................................................................................................ 39
The Lord .................................................................................................................................. 40
The Apprentice ........................................................................................................................ 40
The Ritual ................................................................................................................................ 41
The Shadow ............................................................................................................................. 42
The Mage ................................................................................................................................ 42
3. Gods ................................................................................................................................... 43
The Nine Divines ..................................................................................................................... 44
Akatosh ............................................................................................................................ 44
Dibella ............................................................................................................................. 45
Ark’ay ............................................................................................................................... 46
Zenithar ........................................................................................................................... 47
Mara ................................................................................................................................ 48
Stendarr ........................................................................................................................... 48
Kynareth .......................................................................................................................... 49
Julianos ............................................................................................................................ 50
Talos ................................................................................................................................ 51
3
The Daedric Prince .................................................................................................................. 52
Boethiah .......................................................................................................................... 53
Azura ............................................................................................................................... 54
Mephala .......................................................................................................................... 55
Malacath ......................................................................................................................... 56
Mehrunes Dagon ............................................................................................................. 57
Molag Bal ........................................................................................................................ 58
Sheogorath ...................................................................................................................... 59
4. World ................................................................................................................................. 60
Geograph ................................................................................................................................. 61
Cyrodiil ............................................................................................................................ 62
Hammerfell ..................................................................................................................... 64
High Rock ......................................................................................................................... 64
Skyrim .............................................................................................................................. 65
Summerset Isle ................................................................................................................ 65
Valenwood....................................................................................................................... 65
Elsweyr ............................................................................................................................ 66
Black Marsh ..................................................................................................................... 66
Morrowind ...................................................................................................................... 67
History ..................................................................................................................................... 68
Dawn Era ......................................................................................................................... 68
Merethic Era .................................................................................................................... 69
Firth Era ........................................................................................................................... 71
Second Era ....................................................................................................................... 77
Third Era .......................................................................................................................... 79
Factions ................................................................................................................................... 87
Imperial Guilds ................................................................................................................ 87
Tamriel Player’s Guide
Chapter 1:
Race of Tamriel
Numerous races flourish across Nirn. Some are rare; others live
in remote areas or dwell on different planes of existence, whilst others
are believed to be purely mythical.
Tamriel is the home of several races, each with their own abilities, skills,
and powers. Each of them has a home province, where they originate
from as well.
Chapter 1: Race of Tamriel
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Nord In-Game Description
The citizens of Skyrim are aggressive and
fearless in war, industrious and enterprising in
trade and exploration. Strong, stubborn, and
hardy, Nords are famous for their resistance to
cold, even magical frost. Violence is an accepted
and comfortable aspect of Nord culture; Nords
of all classes are skilled with a variety of weapon
and armor styles, and they cheerfully face battle
with an ecstatic ferocity that shocks and appalls their enemies.
Ideal Character
Obviously, Nords are primarily combat-based, so their skills are anything but
synergistic with each other. That doesn't mean they can't be unique, though. Nords
seem to be tough characters, willing to suffer some scars in each engagement. More
accurately, Nords focus on magical resistance while using combat in their main
lifestyle. This essentially makes them a combat equivalent to Bretons. Rather than
having a bonus to magical skills, you're given a variety of options for how to work
your character. This also means it can be easier to focus your character's
development than as a Breton.
Chapter 1: Race of Tamriel
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RACIAL TRAITS
Average Height: 5'8"–6'4"
Average Weight: 180–260 lb.
Ability Scores: +2 Strength, +2 Dexterity
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common
Skill Bonuses: +2 Athletics, +2 Intimidate
Man Subtype: Your ancestors were man.
Northern Dweller: you gain +5 racial bonus to endurance check when you suffer from
cold weather. You gain ice walk feature.
Frenzy: you gain a +2 racial bonus to saving throws against charm and fear effects.
Nordic Weapon Proficiency: You gain proficiency with the handaxe, the battleaxe,
the throwing hammer and warhammer.
Nordic Armor Proficiency: You gain proficiency with hide.
Nord Resistance: You have resist cold 5 + one-half your level and resist Lightning 1 +
one-half your level.
Thunder Fist: You can use Thunder Fist as a daily power.
Thunder Fist Nord Racial Power
You call upon your chilling fist to frozen your foe.
Daily Cold
Standard Action Melee Touch
Target: One creature
Attack: +2 Strength vs. Fort (+4 at 11th level, +6 at 21st level)
Hit: 1d6 + Strength modifier damage and 2d4 cold damage. Increase to
2d6 + Strength modifier damage and 4d4 cold damage at 11th
level. Increase to 3d6 + Strength modifier damage and 6d4 cold
damage at 21st level.
Effect: The target is slowed until the end of your next turn.
Chapter 1: Race of Tamriel
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Racial Feat
Heroic Tie
Nordic Weapon Training [Nord]
Prerequisite: Nord
Benefit: While holding an axe or hammer in each hand, you gain a +1 bonus to attack
rolls with both weapon.
Woad [Nord]
Prerequisites: Nord
Benefit: You can use Woad as a daily power.
Woad Racial Feat Power
Your call upon your ancestor's protection through your woad tattoo.
Daily
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +1 bonus to all defenses until the end of the
encounter.
Paragon Tie
Improved Blizzard Resistance [Nord]
Prerequisite: Nord
Benefit: The cold resist gained from Nord Resistance improves by 5.
The lightning resist gained from Nord Resistance improves by 2.
Epic Tie
Supreme Blizzard Resistance [Nord]
Prerequisite: Nord, Improved Blizzard Resistance
Benefit: You are now immune to cold damage.
The lightning resist gained from Improved Nord Resistance improves by 2.
Chapter 1: Race of Tamriel
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Orc (Orsimer) In-Game Description
These sophisticated barbarian beast peoples of
the Wrothgarian and Dragontail Mountains are
noted for their unshakeable courage in war and
their unflinching endurance of hardships. Orc
warriors in heavy armor are among the finest
front-line troops in the Empire. Most Imperial
citizens regard Orc society as rough and cruel,
but there is much to admire in their fierce tribal
loyalties and generous equality of rank and
respect among the sexes.
Ideal Character
Like the Nords, Orcs are defensive combat characters, although they focus more on
physical defense than magic. 50 endurance + a good Block bonus means you may
actually go out looking for scars. You're not totally helpless against magic, with about
50 willpower to start and 25% magicka resistance, but chances are you won't be
devoting much of your time to increasing your willpower throughout the game.
Pairing this high resistance they have as well as the natural Armorer bonus means
you probably won't worry too much about long hikes, but you will need to improve
your strength to compensate for the weight of your hammers. Berserk will turn you
into a titan in case you find you started to feel immortal and got yourself in deep
trouble. Your personality means you probably won't be well-liked, so look forward to
lots of straight-up hits from the Fighters Guild and Imperial Legion. It will be difficult
to get along with anyone without plenty of training.
Orcs are the only race that give a bonus to Armorer and Block, so you can count on
those being favorite skills for you. With axes being the only favored weapon skill,
that's naturally a good place to start, but +5 isn't much of an incentive if you prefer
another one-handed weapon style. The choice between Heavy and Medium Armor is
even more equal, so go with whatever suits you more. Acrobatics will help you
develop your strength, but it's up to you how much further you wish to develop your
character. Armorer, Block, Axe, Heavy/Medium Armor, and perhaps Acrobatics are
all that the Orcs really ask for, so you still have half your skills to assign as you would
like to play.
Chapter 1: Race of Tamriel
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RACIAL TRAITS
Average Height: 6'0"–6'5"
Average Weight: 200–300 lb.
Ability Scores: +2 Constitution, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Giant
Skill Bonuses: +2 Endurance, +2 Intimidate
Mer Subtype: Your ancestors were mer.
Strong Will: you gain a +2 racial bonus to Will Defense.
Orcish Armor Proficiency: You gain proficiency with hide, chainmail, scale, plate.
Orcish Shield Proficiency: You gain proficiency with heavy shield.
Orcish Resistance: You have resistance against arcane and divine power equal to
one-half your level
Berserk: You can use Berserk as a daily power.
Berserk Orc Racial Power
You frenzy mind improve your odds of harming your foe but make you in danger.
Daily
Minor Action Personal
Effect: You gain 20 temporary HP, +2 bonus to attack and speed but grant
combat advantage. If you are hit by others, you are knocked prone.
All the effects last until the end of the Encounter, you can end this
effect as free action.
Chapter 1: Race of Tamriel
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Racial Feat
Heroic Feat
Arcane Defense [Orc]
Prerequisite: Orc
Benefit: You gain +1 bonus to all defenses against arcane and divine power.
Hold Line [Orc]
Prerequisite: Orc
Benefit: When an effect forces you to move—through a pull, a push, or a Slide—you
can move 1 square less than the effect specifies. This means an effect that
normally pulls, pushes, or slides a target 1 square does not force you to
move unless you want to.
Paragon Feat
Orcish Armor Training [Orc]
Prerequisite: Orc
Benefit: You gain a +1 bonus to AC when wearing armor.
Epic Feat
Orcish Armor Specialization [Orc]
Prerequisite: Orc, Orcish Armor Training
Benefit: You gain a +1 bonus to AC and Fort when wearing armor.
Chapter 1: Race of Tamriel
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Redguard In-Game Description
The most naturally talented warriors in Tamriel,
the dark-skinned, wiry-haired Redguards of
Hammerfell seem born to battle, though their
pride and fierce independence of spirit makes
them more suitable as scouts or skirmishers, or
as free-ranging heroes and adventurers, than as
rank-and-file soldiers. In addition to their
cultural affinities for many weapon and armor
styles, Redguards are also physically blessed with hardy constitutions and quickness
of foot.
Ideal Character
Redguards are certainly the most aggressive combat race you'll find in Morrowind.
With 50 strength for males and +15 to Long Blade, you're in a position to do some
serious damage right away. If you feel like abandoning defense altogether, you can
use two-handed swords for maximum pain every time. As typically occurs with
combat characters, part of it is practically designed for you. But there's still much
room left to the individual. Ironically, the main focus of Redguards (big, powerful
slashes of the sword) may end up just becoming a means to whatever else you want
your character to be doing. Redguards are a great choice for someone who wants to
just dive right into Morrowind and hack away.
Redguards have a power called Adrenaline Rush, which temporarily boosts Health
and other attributes. It can give you the upper hand in combat, but it should be used
with caution. The 25-Health-point boost lasts only for the duration of the Adrenaline
Rush. After one minute is up, 25 Health points are subtracted from the players'
current Health. If the player's Health is at or below 25 points, he/she will die when
Adrenaline Rush wears off. For this reason, it is always a good idea to carry a few
Restore Health Potions with you if you are playing as a Redguard.
Chapter 1: Race of Tamriel
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RACIAL TRAITS
Average Height: 5'7"–6'2"
Average Weight: 160–240 lb.
Ability Scores: +2 Strength, +2 Constitution
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Goblin
Skill Bonuses: +2 Athletics, +2 Endurance
Man Subtype: Your ancestors were man.
Strong Body: you gain a +1 racial bonus to Fort Defense. In addition you gain a +1
extra racial bonus to Endurance against common disease effects, +3
racial bonus to saving throws against common disease effects.
Negro Weapon Proficiency: You gain proficiency with the longsword and scimitar.
Negro Armor Proficiency: You gain proficiency with chainmail and scale.
Poison Resistance: You gain resist poison 3 + one-half your level
Adrenaline Rush: You can use Adrenaline Rush as a daily power.
Adrenaline Rush Redguard Racial Power
You call upon all your potential to improve your ability.
Daily
Standard Action Personal
Effect: You gain 25 temporary HP, +2 bonus to Strength, Dexterity,
Constitution and speed until the end of the encounter.
Chapter 1: Race of Tamriel
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Racial Feat
Heroic Tie
Negro Weapon Training [Redguard]
Prerequisite: Redguard
Benefit: You gain proficiency with all heavyblades and a +1 feat bonus to damage
rolls with all heavyblades.
Marching With Armor [Redguard]
Prerequisites: Redguard
Benefit: While you are in chainmail or scale, your speed is not reduced by your
armor.
Paragon Tie
Purify Body [Redguard]
Prerequisite: Redguard
Benefit: The Poison resist gained from Poison Resistance improves by 2.
The extra racial bonus to Endurance against common disease effects gained
from Strong Body increase to +3. The racial bonus to saving throws gained
from Strong Body increase to +5.
Epic Tie
Diamond Body [Redguard]
Prerequisite: Redguard, Purify Body
Benefit: The Bonus to Fort gained from Strong Body improves by 1.
The Poison resist gained from Purify Body improves by 3.
The extra racial bonus to Endurance against common disease effects gained
from Purify Body increase to +5. The racial bonus to saving throws gained
from Purify Body increase to +7.
Chapter 1: Race of Tamriel
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Imperial (Cyrodiil) In-Game Description
The well-educated and well-spoken native of
Cyrodiil are known for the discipline and training
of their citizen armies. Though physically less
imposing than the other races, Imperials are
shrewd diplomats and traders, and these traits,
along with their remarkable skill and training as
light infantry, have enabled them to subdue all
the other nations and races, and to have erected
the monument to peace and prosperity that comprises the Glorious Empire.
Ideal Character
Ironically, this civilized race works very well for stealth-themed characters. Imperials
have "Agent" written all over them - Talking and influencing others rather than using
brute force. Obviously, if getting along with the other characters in the game is a big
priority for you, this race will perform admirably - Imperials have a high Personality
Attribute; if your class favours Personality and you use The Lady as your birthsign,
you'll have a massive 85 personality at level 1. A useful Speechcraft +10 along with a
good Charm ability means persuasion should rarely become a problem. You'll get
great prices from merchants too, and you'll even find that characters from hostile or
unfriendly factions will often like you.
Persuasion and personality aside, they're a little underwhelming in combat at the
start. With average strength and +10 to long blade, they aren't bad, but the low
Agility is problematic in the early game. The ideal Imperial character who wants to
fight in melee would raise Agility as quickly as possible, and so would want to make
good use of at least one of the following Skills: Block, Light Armor, or Marksman. It's
not all bad however - the Star of the West ability is pretty nifty for Hand-to-Hand
since it can do much of the work for you by severely draining the target's Fatigue. It's
just a daily ability, which won't do you much good against multiple targets, but
useful to at least take down one foe.
Chapter 1: Race of Tamriel
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RACIAL TRAITS
Average Height: 5'6"–6'2"
Average Weight: 135–220 lb.
Ability Scores: +2 Charisma, +2 to another one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Skill Bonuses: +2 Diplomacy, +2 Bluff
Man Subtype: Your ancestors were man.
Bonus Treasure: When you create your character card, you gain extra wealth equals
to the magic items' value which item level equals to your level. Each
time you reach a new level, you gain extra wealth equals to the
amount of the value difference between a magic items which item
level equals to your level and a magic items which item level equal
to your level minus by one.
Imperial Weapon Proficiency: You gain proficiency with the longsword.
Bonus Feat: You gain a bonus feat at 1st level. You must meet the feat's prerequisites.
Voice of the Emperor: You can use Voice of the Emperor as a daily power.
Voice of the Emperor Imperial Racial Power
You are so charming that everyone like talk with you and your foes will show mercy
to you.
Daily Charm
In Non-combat Encounter
Standard Action Personal
Effect: You automatic win one Diplomacy or Bluff check.
in Combat Encounter
Immediate Interrupt Personal
Trigger: You are attacked by an adjacent enemy’s melee attack
Target: The enemy triggered this power
Attack: +2 Charisma vs. Will (+4 at 11th level, +6 at 21st level)
Hit: The target must choose another target to attack, or he can
choose to do other action and its power which triggered this
power is not wasted. Until the end of the encounter when
this target attacks at you, he will suffer -1 penalty to attack
rolls.
Chapter 1: Race of Tamriel
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Racial Feat
Heroic Tie
Imperial Bonus At-will Power [Imperial]
Prerequisite: Imperial
Benefit: You know one extra level 1 at-will power from your class.
Star of the West [Imperial]
Prerequisites: Imperial
Benefit: You can use Star of the West as a daily power.
Star of the West Racial Feat Power
Your touch can steal stamina from your foe.
Daily Charm
Minor Action Melee Touch
Target: One creature
Attack: +2 Charisma vs. Fort (+4 at 11th level, +6 at 21st level)
Hit: The target is slowed (save end). If the target is already slowed, he
is immobilized (save end) instead. And you are no longer slowed
and immobilized.
Paragon Tie
Imperial Defense Bonuses [Imperial]
Prerequisite: Imperial
Benefit: +1 bonus to Fortitude, Reflex, and Will defenses.
Epic Tie
Supreme Charisma [Imperial]
Prerequisite: Imperial, Star of the West
Benefit: Voice of the Emperor and Star of the West has an greater efficiency that
these two powers are automatic hit now, and if you use Voice of the
Emperor in skill challenge, you can win extra one Diplomacy or Bluff check.
Chapter 1: Race of Tamriel
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WoodElf (Bosmer)
In-Game Description
The Wood Elves are the various barbarian Elven
clanfolk of the Western Valenwood forests. These
country cousins of the High Elves and Dark Elves
are nimble and quick in body and wit, and because
of their curious natures and natural agility, Wood
Elves are especially suitable as scouts, agents, and
thieves. But most of all, the Wood Elves are known
for their skills with bows; there are no finer archers
in all of Tamriel.
Ideal Character
Bosmer make good stealthy archer characters. They will do well in any faction where
those abilities are prized - the Morag Tong, Great House Hlaalu, the Thieves Guild.
With a big boost to Marksman, a good bonus in Sneak, and 50 speed to start, you
have a good natural ability for sniping and skulking. Usually racial skill bonuses aren't
significant but the +15 to Marksman is hard to ignore, especially since there's not
much else to be a decision-swinging bonus, and it can make a positive difference,
especially if your character has Marksman as a Minor Skill. The Bosmer's disease
resistance is always helpful, except of course if you intend on becoming a Vampire.
The Beast Tongue ability has only limited use, though it could be useful in the early
stages of the game if you get mobbed by Kagouti or Blighted Nix-Hounds.
A downside to being a Bosmer with low strength is that you may have trouble
keeping a large supply of ammunition in your inventory, and that might mean more
trips to the store. This will be mitigated in large part if you aren't weighed down by
Heavy/Medium Armor and large weapons like battleaxes - though on the other hand,
if you DO use weapons like battleaxes then you'll quickly build your Strength up
anyway.
Chapter 1: Race of Tamriel
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RACIAL TRAITS
Average Height: 5'4"–6'0"
Average Weight: 130–170 lb.
Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 7 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Perception
Mer Subtype: Your ancestors were mer.
Forest Dweller: You gain +5 racial bonus to Athletic check when you climb. You gain
forest walk feature.
Uncanny Luck: +1 racial bonus to all defenses.
Elven Weapon Proficiency: You gain proficiency with the shortbow and the longbow.
Elven Armor Proficiency: You gain proficiency with leather.
Elven Training: You are trained in Stealth.
Disease Resistance: you gain a +3 racial bonus to Endurance and saving throws
against common disease effects.
Beast Tongue: You can use Beast Tongue as a daily power.
Beast Tongue Wood Elf Racial Power
Your tune confuses the savage beast.
Daily Charm
Minor Action Close Burst 5
Target: One beast in burst
Attack: +4 Charisma vs. Will (+6 at 11th level, +8 at 21st level)
Hit: The target is dominated until the end of your next turn.
Miss: The target is dazed until the end of your next turn.
Chapter 1: Race of Tamriel
19
Racial Feat
Heroic Tie
Elven Weapon Training [Wood Elf]
Prerequisite: Wood Elf
Benefit: You gain proficiency with all bows and a +1 feat bonus to damage rolls with
all bows.
Group Awareness [Wood Elf]
Prerequisites: Wood Elf
Benefit: You grant non-bosmer allies within 5 squares of you a +1 racial bonus to
Perception checks. You and all allies within 5 squares of you gain +1 feat
bonus to initiative.
Paragon Tie
Greater Resistance [Wood Elf]
Prerequisite: Wood Elf
Benefit: The racial bonus to Endurance and saving throws against common disease
effects gained from Disease Resistance increase to +7.
Epic Tie
Elven Weapon Specialization [Wood Elf]
Prerequisite: Wood Elf, Elven Weapon Training
Benefit: When you hold bow you gain +1 feat bonus to attack rolls with this weapon.
And the bonus to damage gained from Elven Weapon Training improves to
+3.
Chapter 1: Race of Tamriel
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Dark Elf (Dummer) In-Game Description
In the Empire, "Dark Elves" is the common usage,
but in their Morrowind homeland, they call
themselves the "Dunmer". The dark-skinned,
red-eyed Dark Elves combine powerful intellect
with strong and agile physiques, producing
superior warriors and sorcerers. On the
battlefield, Dark Elves are noted for their skilled and balanced integration of
swordsmen, marksmen, and war wizards. In character, they are grim, distrusting,
and disdainful of other races.
Ideal Character
Here we have a race that's not really devoted to anything—Dunmer are a solid,
flexible race and have no real weaknesses. Dunmer have skill bonuses in several
areas but none are especially significant—except perhaps for Destruction and Short
Blades, which can give a nice boost if those were chosen as non-specialized Minor
Skills, making a starting character better-rounded.
The Dunmer 75% Resistance to Fire means you can shrug off all but the most
devastating of fire spells (remember that NPC Dunmer have this resistance too!), and
means you can easily reach complete immunity from fire with one or two enchanted
items or potions. Their 'Ancestral Guardian' Power is a great protective bonus,
providing a 50pt Sanctuary effect for 60 seconds that is great help in keep you
protected from any attack that isn't a spell. That's useful for any Dunmer character,
from mages to archers to heavy warriors.
Given their lack of specialization, it is hard to determine what an ideal Dunmer
character would be. Perhaps an 'ideal' character would make use of all their racial
skill bonuses; if so, then one would have a 'Scout' type character: a fast,
lightly-armoured fighter capable with blades and bows, using Mysticism's various
utility spells for healing, detection and escape, and using it alongside Destruction to
further hinder enemies with Absorb/Damage/Drain Attribute spells. One could use
Destruction to hurt foes directly of course, but with blades and Marksman it
wouldn't be necessary. A better synergy would be to cripple opponents so that they
can be finished off more easily with conventional weapons.
Chapter 1: Race of Tamriel
21
RACIAL TRAITS
Average Height: 5'4"–6'0"
Average Weight: 130–170 lb.
Ability Scores: +2 Strength, +2 Intelligence
Size: Medium
Speed: 7 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 History, +2 Streetwise
Mer Subtype: Your ancestors were mer.
Slippery Mind: You gain a +1 racial bonus to your Ref and Will defense.
Dummer Education: You gain training in Arcane and one additional skill.
Dummer Weapon Proficiency: You gain proficiency with the short sword.
Fire Resistance: You have resist Fire 3 + one-half your level
Ancestor Guardian: You can use Ancestor Guardian as a daily power.
Ancestor Guardian Dark Elf Racial Power
You call upon your ancestor to protect you.
Daily Arcane
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain Total Concealment until end of your next turn.
Aftereffects: you are in Concealment until end of your next
turn.
Chapter 1: Race of Tamriel
22
Racial Feat
Heroic Tie
Dummer Weapon Training [Dark Elf]
Prerequisite: Dark Elf
Benefit: While holding a short sword, you gain a +1 bonus to damage with this
weapon and any other arcane implements.
Spellsword [Dark Elf]
Prerequisites: Dark Elf
Benefit: You can use short sword as arcane implements.
Paragon Tie
Improved Fire Resistance [Dark Elf]
Prerequisite: Dark Elf
Benefit: The Fire resist gained from Fire Resistance improves by 5.
Epic Tie
Channel Spell [Dark Elf]
Prerequisite: Dark Elf, Spellsword
Benefit: Once per day when you hit with short sword in melee, you can use one
arcane encounter attack power as a free action to the same target.
If that power has multi-target, it only effects on the target hit by your
sword. This action will provoke opportunity attack if possible.
Chapter 1: Race of Tamriel
23
Argonia In-Game Description
At home in water and on land, the Argonians of
Black Marsh are well-suited to the treacherous
swamps of their homeland, with natural
immunities protecting them from disease and
poison. The female life-phase is highly intelligent,
and gifted in the magical arts. The more
aggressive male phase has the traits of the hunter:
stealth, speed, and agility. Argonians are reserved
with strangers, yet fiercely loyal to those they
accept as friends.
Ideal Character
With skills in combat, magic and stealth, they are well rounded characters. The lack
of the ability to wear full armor as a beast race prevents Argonians from being
overwhelming warriors, knights or crusaders. This, combined with the lack of
magicka-increasing abilities, would make them just about the worst battlemages,
were not the Khajiit even less innately talented with magic. Argonians can however
make the finest nightblades and excel as scouts and witchhunters, with males being
more adept at thievery and females being more adept casters. Going all-out mage,
sorcerer or pilgrim with females will work too, but necessitates a birthsign that
increases magicka, and males can make decent thieves, rogues and assassins.
Chapter 1: Race of Tamriel
24
RACIAL TRAITS
Average Height: 6'2"–6'8"
Average Weight: 220–320 lb.
Ability Scores: +2 Dexterity, +2 Intellgence
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Draconic
Skill Bonuses: +2 Athletics, +2 Arcane
Beast Subtype: Your ancestors were beast.
Slippery Skin: you gain +5 racial bonus to acrobatic check when you are try to escape
from grab or restraints. And you gain +1 racial bonus to AC.
Argonian Weapon Proficiency: You gain proficiency with the longspear.
Reptile Creature: you are trained in Athletics and when you make Athletics Check
to swim, you gain +5 racial bonus.
Swarm Dweller: you gain a +3 racial bonus to Endurance and saving throws against
common disease effects.
You have resist poison 5 + one-half your level.
You gain reptile keyword. You gain swamp walk feature.
Water Breathing: You can use Water Breathing as an encounter power.
Water Breathing Argonia Racial Power
The cool water fills your lungs, yet you find yourself able to breathe and speak as well
as you can on land.
Encounter
Minor Action Personal
Effects: You can breathe water as easily as they breathe air. Furthermore,
they can speak normally underwater. Water Breathing doesn’t
change your ability to breathe air. It doesn’t confer a greater
swim speed or the ability to fight underwater unhindered. It
does protect any gear you and the participants carry, such as
books and scrolls, from water damage. The effects last until the
end of the encounter.
Chapter 1: Race of Tamriel
25
Racial Feat
Heroic Tie
Argonia Weapon Training [Argonia]
Prerequisite: Argonia
Benefit: You gain proficiency with all spears and a +2 feat bonus to damage rolls with
all spears.
Poisonous Spear [Argonia]
Prerequisites: Argonia
Benefit: When you hit foes with a spear, you can choose to deal extra 1 poison
damage and the power you use will have poison keyword.
At 11th level, this extra damage increases to 2.
At 21st level, this extra damage increases to 3.
Paragon Tie
Poisonous Body [Argonia]
Prerequisite: Argonia
Benefit: The Poison resist gained from Swarm Dweller improves by 5.
The racial bonus to Endurance and saving throws against common disease
effects gained from Swarm Dweller increase to +5.
Epic Tie
Vapor Lizard [Argonia]
Prerequisite: Argonia, Poisonous Body
Benefit: You are now immune to poison damage.
The racial bonus to Endurance and saving throws against common disease
effects gained from Poisonous Body increase to +7.
Chapter 1: Race of Tamriel
26
Khajiit In-Game Description
The Khajiit of Elsweyr can vary in appearance from
nearly Elven to the cathay-raht "jaguar men" to the
great Senche-Tiger. The most common breed found
in Morrowind, the suthay-raht, is intelligent, quick,
and agile. Khajiit of all breeds have a weakness for
sweets, especially the drug known as skooma. Many
Khajiit disdain weapons in favor of their natural claws.
They make excellent thieves due to their natural agility and unmatched acrobatics
ability.
Ideal Character
The best way to summarize the Khajiit is that it gets to go where it wants and take
what it wants. The major increase in Acrobatics should make it significantly easier to
navigate through elevated terrain, not to mention take a fall. The other bonuses they
get are all minor but work together almost seamlessly. It should go without saying
that this is the race of a thief, and it's really just a playing style preference as to
whether you'll go with blades or paws for combat.
In fact, the only noticeable weakness is what it shares with Argonians. The restriction
of limited headgear and outright lack of shoes takes away a lot of things you can use.
Chapter 1: Race of Tamriel
27
RACIAL TRAITS
Average Height: 5'7"–6'0"
Average Weight: 130–180 lb.
Ability Scores: +2 Dexterity, +2 Charsima
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Goblin
Skill Bonuses: +2 Acrobatics, +2 Stealth
Beast Subtype: Your ancestors were beast.
Celerity: you gain +2 racial bonus to Ref defence.
Desert Dweller: you gain +5 racial bonus to endurance check when you suffer from
thirst and hot weather. You gain earth walk feature.
Cat Tongue: you are trained in bluff.
Cat Claw: your unarmed attack’s damage is 1d6.
Catlike Creature: you are trained in Athletics and when you make Athletics Check
to jump, you gain +5 racial bonus.
Khajiit Weapon Proficiency: You gain proficiency with the dagger and shortsword.
Nimble Reaction: You gain a +2 racial bonus to AC against opportunity attacks.
Eye of Night: You can use Eye of Night as an encounter power.
Eye of Night Khajiit Racial Power
Your amazing eyes can see through the darkness.
Encounter
Minor Action Personal
Effect: You gain darkvision until end of the encounter.
Chapter 1: Race of Tamriel
28
Racial Feat
Heroic Tie
Khajiit Weapon Training [Khajiit]
Prerequisite: Khajiit
Benefit: You gain proficiency with all lightblades and a +2 feat bonus to damage rolls
with all lightblades.
Eye of Fear [Khajiit]
Prerequisites: Khajiit
Benefit: You can use Eye of Fear as a daily power.
Eye of Fear Racial Feat Power
Your eyes shine strange light to terrify your foes.
Daily Fear
Minor Action Close Blast 5
Target: One creature in blast
Attack: +2 Charisma vs. Will (+4 at 11th level, +6 at 21st level)
Hit: Until the end of your next turn the target can't move nearer to
you. Until the end of the encounter when this target attacks at
you, he will suffer -1 penalty to attack rolls.
Paragon Tie
Looking Bird [Khajiit]
Prerequisite: Khajiit
Benefit: when you use bluff check to create a diversion to hide, it is only a minor
action and can be used without limitation of usage per day.
Epic Tie
Devil Eyes [Khajiit]
Prerequisite: Khajiit, Eye of Fear
Benefit: you gain darkvision and Eye of Fear will automatic hit.
Chapter 1: Race of Tamriel
29
Breton In-Game Description
Passionate and eccentric, poetic and flamboyant,
intelligent and willful, the Bretons feel an inborn,
instinctive bond with the mercurial forces of
magic and the supernatural. Many great sorcerers
have come out of their home province of High
Rock, and in addition to their quick and
perceptive grasp of spellcraft, enchantment, and
alchemy, even the humblest of Bretons can boast
a high resistance to destructive and dominating
magical energies.
Ideal Character
Bretons are good magical characters, more interested in using magic for their own personal use
than hurting others. Their bonuses are entirely in the school of magic, so it makes sense that
you'd get some extra magicka to work with. You might also consider backing your Breton up with
a magicka enhancing sign for a further Magicka boost, particularly if you plan of focussing mostly
or entirely on magic for dealing with enemies. Another nice bonus is the magic resistance. Quite
the opposite from the almost-berserker mindset the Altmer have toward magic, a 50% magic
resistance can make many negative effects seem much more manageable. It is worth knowing
that there are relatively few enemies using genuinely dangerous Magicka spells, Vampires being
a notable exception, so an innate Resist Magicka Ability is not as exciting as it may initially seem
as it does not protect at all against all those powerful elemental spells. However, it is a significant
boost towards getting a 100% Resistance to Magicka which can be helpful in a variety of ways,
from wearing the Boots of Blinding Speed without penalty right up to shrugging off annoying
Bonewalker attacks.
Unfortunately, the Bretons have no offensive skill bonuses to speak of. It should be borne in
mind however that racial Skill bonuses are usually only slight, being a matter of 5 or 10 points,
and they make no significant difference in the long run. So even though, for example, a Breton
may not have a Destruction bonus, it would not take long to make up that difference even
through natural skill-raising. Possibly in the early stages of the game you may want to support
your magic with some non-magical method of damage, perhaps using your magic to enhance
yourself or hinder your enemy rather than damaging them directly. Using Conjuration to have
your summoned creatures fight for you is another way to get around the non-offensive magic.
Chapter 1: Race of Tamriel
30
RACIAL TRAITS
Average Height: 5'0"–5'6"
Average Weight: 150–240 lb.
Ability Scores: +2 Intelligence, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, Draconic
Skill Bonuses: +2 Heal, +2 Religion
Man Subtype: Your ancestors were man.
Apprentice of Inquisition: you are trained in Insight
Extra Magic: Once per day as free action, you can regain one used arcane or divine
encounter power.
Magic Resistance: You have resistance against arcane and divine power equal to 1 +
one-half your level.
Dragon Skin: You can use Dragon Skin as a daily power.
Dragon Skin Breton Racial Power
The Dragon skin imbues you with strongest mind power.
Daily Divine
Immediate Interrupt Personal
Trigger: You are hit by an attack
Effect: You gain a +2 bonus to Fort and Will defense until the end of
the encounter.
Chapter 1: Race of Tamriel
31
Racial Feat
Heroic Tie
Healer Training [Breton]
Prerequisite: Breton
Benefit: you can use First Aid as minor action.
Breton Magic Defense [Breton]
Prerequisites: Breton
Benefit: you gain +1 bonus to all defenses against arcane and divine power.
Paragon Tie
Improved Magic Resistance [Breton]
Prerequisite: Breton
Benefit: The resistance gained from Magic Resistance improves by 2.
Epic Tie
Supreme Magic Resistance [Breton]
Prerequisite: Breton, Improved Magic Resistance
Benefit: The resistance gained from Improved Magic Resistance improves by 2.
Chapter 1: Race of Tamriel
32
High Elf (Altmer) In-Game Description
The High Elves consider themselves the most civilized culture of
Tamriel; the common tongue of the Empire, Tamrielic, is based on
Altmer speech and writing, and most of the Empire's arts, crafts,
and sciences derive from High Elven traditions. Deft, intelligent, and strong-willed, High Elves are
often gifted in the arcane arts, and High Elves boast that their sublime physical natures make
them far more resistant to disease than the "lesser races."
Ideal Character
While the Breton is marginally better for protective magic, Altmer are also advantageous for
magic. You receive much more magicka than the Breton (the only other race with a magicka
bonus). This may be the foremost reason to play the Altmer, because with that much magicka
one does not worry as much about the more expensive spells. Particularly greedy players can
also choose a birthsign with a Fortify Maximum Magicka Ability so they would almost never
encounter a magicka shortage, but they would have to endure the extensive resting needed to
re-gain it - though Alchemy provides a means of restoring it more quickly with potions, and
Altmer have a bonus to their starting skill value. Altmer are also the only race with an Enchant
bonus, which ironically does not use magicka. Consider this if you plan to play an enchanter, as
Enchant is a difficult skill to raise and even a small starting bonus is helpful.
The dilemma one faces with the Altmer is the many weaknesses they have. Experienced players
should be able to navigate around this kind of issue, but early in the game you will be afflicted
with a severe handicap against any characters who will use magic. For this reason, you may want
to design your character to keep their distance in battle. Females have a certain advantage there,
with the increased speed. Using this method, you could attempt playing a magical sniper, having
high speed to retreat (or at least significant feather/burden effects) while using Destruction
spells to attack your opponent. Of course, Morrowind is open enough to allow you plenty of
options, so anything you can implement to keep yourself safe from magic will be ideal: Reflect,
Spell Absorption, Paralyze, Calm, Demoralize Speed Fortification/Damage/Drain, Silence, or
Sound. These can be particularly viable options for Altmer spellcasters as they have enough
magicka to cast both these 'protective' spells for their own safety as well as using ranged spells
from the Schools of Destruction and Mysticism against their enemies.
In a sense, the Altmer are the embodiment of the Apprentice birthsign, in that they gain larger
magicka reserves but pay for it with increased susceptibility (and of course this is doubled again
for an Altmer that is born under the Apprentice).
Chapter 1: Race of Tamriel
33
RACIAL TRAITS
Average Height: 6'0"–6'4"
Average Weight: 150–220 lb.
Ability Scores: +2 Intelligence, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Common, Elven
Skill Bonuses: +2 Arcane, +2 History
Mer Subtype: Your ancestors were mer.
Arcane Training: you are trained in Arcane.
Arcane Education: At 1st level, you choose a level 1 at-will power from a arcane
class different from yours. You can use that power as an at-will
power.
Extra Magic: Once per day as free action, you can regain one used arcane or divine
encounter power.
Disease Resistance: you gain a +3 racial bonus to Endurance and saving throws
against common disease effects.
Magic Elemental Weakness: Vulnerable 5 to Fire (10 at 11th level, 15 at 21st level)
Vulnerable 2 to Cold (4 at 11th level, 6 at 21st level)
Vulnerable 2 to Lightning (4 at 11th level, 6 at 21st level)
Vulnerable 2 to arcane and divine power
(4 at 11th level, 6 at 21st level)
And You suffer -1 penalty to all defenses against
arcane and divine power.
Chapter 1: Race of Tamriel
34
Racial Feat
Heroic Tie
Magic Training [High Elf]
Prerequisite: High Elf
Benefit: you can use arcane skill to sense the presence of magic as standard action.
You can use arcane skill to identify conjuration or zone as free action.
You can use arcane skill to identify ritual and identify magical effect as minor
action.
Improved Extra Magic [High Elf]
Prerequisites: High Elf
Benefit: you can use Extra Magic twice per day.
Paragon Tie
Improved Disease Resistance [High Elf]
Prerequisite: High Elf
Benefit: The racial bonus to Endurance and saving throws against common disease
effects gained from Disease Resistance increase to +7.
Epic Tie
Supreme Extra Magic [High Elf]
Prerequisite: High Elf, Improved Extra Magic
Benefit: Once per day you can use Improved Extra Magic to regain one used arcane
or divine daily power. This use will be included in two use limitation of Extra
Magic grant by Improved Extra Magic.
Tamriel Player’s Guide
Chapter 2:
Birthsign of Tamriel
The Stars of Tamriel are divided into thirteen constellations.
Three of them are the major constellations, known as the
Guardians. These are the Warrior, the Mage, and the Thief. Each
of the Guardians protects its three Charges from the thirteenth
constellation, the Serpent.
When the sun rises near one of the constellations, it is that
constellation's season. Each constellation has a Season of
approximately one month. The Serpent has no season, for it
moves about in the heavens, usually threatening one of the other
constellations.
Birthsign is one of thirteen constellations under which a person is
born. Each sign bestows a different magical 'blessing' or 'curse'.
Chapter 2: Birthsign of Tamriel
36
The Warrior The Warrior is the first
Guardian Constellation and he
protects his charges during
their Seasons. The Warrior's
own season is Last Seed when
his Strength is needed for the
harvest. His Charges are the
Lady, the Steed, and the Lord.
Those born under the sign of
the Warrior are skilled with weapons of all kinds, but prone to short tempers.
Warwyrd: Once per day as free action you gain +1 bonus to attack rolls while you are
using weapon to attack until end of the encounter. This will improved as
constant effect at 11th level.
The Atronach The Atronach (often called the
Golem) is one of the Mage's
Charges. Its season is Sun's
Dusk. Those born under this
sign are natural sorcerers with
deep reserves of magicka, but
they cannot generate magicka
of their own.
Wombburn: when you take short rest, you can not renew your arcane or divine
encounter power.
Once per day, if you are hit by a critical hit of arcane or divine power, as
immediate interrupt you can turn this attack as a normal hit. You will
take no effect from this attack at 11th level. You will also regain one
used arcane or divine encounter power at 21st level.
You can regain one used arcane or divine encounter power as free
action, the times of usage per day equals to half of the amount of
your arcane or divine encounter power. The times you can use will
increase to the amount of your arcane or divine encounter power at
11th level. Once per day you can use this to regain one used arcane or
divine daily power at 21st level.
Chapter 2: Birthsign of Tamriel
37
The Lady The Lady is one of the
Warrior's Charges and her
Season is Heartfire. Those
born under the sign of the
Lady are kind and tolerant.
Lady's Favor: Once per day as free action your Charisma +1 until end of the
encounter. This will improved as constant effect at 21st level.
Lady's Grace: Once per day as free action your Constitution +1 until end of the
encounter. This will improved as constant effect at 21st level.
The Serpent The Serpent wanders about in
the sky and has no Season,
though its motions are
predictable to a degree. No
characteristics are common to
all who are born under the
sign of the Serpent. Those
born under this sign are the
most blessed and the most
cursed.
Star Curse: You can use Star Curse as a daily power.
Star Curse Birthsign Power
Your poisonous teeth bite your foes to suffer.
Daily Poison
Standard Action Melee Touch
Target: One creature
Attack: +4 Constitution vs. Fort (+6 at 11th level,+8 at 21st level)
Hit: 2d4 + Constitution modifier poison damage and 3+one-half your
level ongoing poison damage (save end). Increase to 4d4 +
Constitution modifier poison damage and 6+one-half your level
ongoing poison damage (save end) at 11th level. Increase to 6d4 +
Constitution modifier poison damage and 9+one-half your level
ongoing poison damage (save end) at 21st level.
Chapter 2: Birthsign of Tamriel
38
The Thief The Thief is the last Guardian
Constellation, and her Season
is the darkest month of
Evening Star. Her Charges are
the Lover, the Shadow, and
the Tower. Those born under
the sign of the Thief are not
typically thieves, though they
take risks more often and only rarely come to harm. They will run out of luck
eventually, however, and rarely live as long as those born under other signs.
Akaviri Danger-sense: Once per day as free action you are in Concealment until end
of the encounter. This will improved as constant effect at 21st
level.
The Lover The Lover is one of the Thief's
Charges and her season is
Sun's Dawn. Those born
under the sign of the Lover
are graceful and passionate.
Mooncalf: Once per day as free action your Dexterity +1 until end of the encounter.
This will improved as constant effect at 21st level.
Lover's Kiss: You can use Lover's Kiss as a daily power.
Lover's Kiss Birthsign Power
Your kiss is so sweet that your target is in a daze.
Daily Charm
Minor Action Melee Touch
Target: One creature
Attack: +4 Charisma vs. Will (+6 at 11th level)
Hit: The target is dazed until the end of your next turn. After Effect: the
target is slowed until the end of your next turn. At 21st level this will
change as the target is stunned until the end of your next turn. After
Effect: the target is dazed until the end of your next turn.
Chapter 2: Birthsign of Tamriel
39
The Steed The Steed is one of the
Warrior's Charges, and her
Season is Mid Year. Those
born under the sign of the
Steed are impatient and
always hurrying from one
place to another.
Charioteer: Once per day as free action your Speed +1 until end of the encounter.
This will improved as constant effect at 11th level.
The Tower The Tower is one of the Thief's
Charges and its Season is
Frostfall. Those born under
the sign of the Tower have a
knack for finding gold and can
open locks of all kinds.
Beggar's Nose: You can use Beggar's Nose as a daily power.
Tower Key: You can use Tower Key as a daily power.
Beggar's Nose Birthsign Power
Your sensitive nose unveils the enemy's position.
Daily
Standard Action Personal
Effect: You know each enemy's position which within 5 squares of you.
Sustain Standard: you can sustain the effect.
This will change as Sustain Move at 11th level.
This will change as Sustain Minor at 21st level.
Tower Key Birthsign Power
You always have a key to a door.
Daily
Standard Action Personal
Effect: You automatic win a Thievery check when you try to open lock.
Chapter 2: Birthsign of Tamriel
40
The Lord The Lord's Season is First Seed
and he oversees all of Tamriel
during the planting. Those
born under the sign of the
Lord are stronger and
healthier than those born
under other signs.
Trollkin: Your resist fire reduced by 10. If this reduce your resist fire below 0, the
negative point change to vulnerable to fire. This reduction will increase to 20
at 11th level, 30 at 21st level.
Blood of the North: You can use Blood of the North as a daily power.
Blood of the North Birthsign Power
Your body will regenerate faster than other kin of your kind.
Daily Healing
Minor Action Personal
Effects: You gain regeneration 3 + your Constitution modifier until end
of the encounter. Increase to regeneration 6 + your
Constitution modifier at 11th level. Increase to regeneration 9 +
your Constitution modifier at 21st level.
The Apprentice The Apprentice's Season is
Sun's Height. Those born
under the sign of the
apprentice have a special
affinity for magick of all kinds,
but are more vulnerable to
magick as well.
Elfborn: Gain extra vulnerable 2 to arcane and divine power. This will increase to 4 at
11th level, 6 at 21st level. And you suffer extra -1 penalty to all defenses
against arcane and divine power.
Once per day as free action, you can regain one used arcane or divine
encounter power. Increase to twice per day at 11th level. Once per day you
can use Elfborn to regain one used arcane or divine daily power at 21st level.
This use will be included in two use limitation of Elfborn.
Chapter 2: Birthsign of Tamriel
41
The Ritual The Ritual is one of the
Mage's Charges and its
Season is Morning Star. Those
born under this sign have a
variety of abilities depending
on the aspects of the moons
and the Divines.
Mara's Gift: You can use Mara's Gift as a daily power.
Blessed Word: You can use Blessed Word as a daily power.
Blessed Touch: You can use Blessed Touch as a daily power.
Mara's Gift Birthsign Power
Your wounds will be healed by the gift of Mara.
Daily Healing
Standard Action Personal
Effects: You regain HP as if spend a healing surge.
Blessed Word Birthsign Power
Holy light beam banish the undead foe.
Daily Radiant
Minor Action Close Burst 5 (8 at 11th level, 10 at 21st level)
Target: one undead creature in burst
Attack: +2 Wisdom vs. Will (+4 at 11th level,+6 at 21st level)
Hit: 1d6 + Wisdom modifier radiant damage, and the target move
away from you to a number of squares equal to 1 + your Charisma
modifier, and the target cannot move nearer to you until the end
of your next turn. Increase to 2d6 + Wisdom modifier damage at
11th level, 3d6 + Wisdom modifier at 21st level.
Blessed Touch Birthsign Power
Your hand shines holy light to banish the undead foe.
Daily Radiant
Minor Action Melee Touch
Target: one undead creature
Attack: +2 Wisdom vs. Will (+4 at 11th level,+6 at 21st level)
Hit: 1d8 + Wisdom modifier radiant damage, and the target move
away from you to a number of squares equal to 3 + your Charisma
modifier, and the target cannot move nearer to you until the end
of your next turn. Increase to 2d8 + Wisdom modifier damage at
11th level, 3d8 + Wisdom modifier at 21st level.
Chapter 2: Birthsign of Tamriel
42
The Shadow The Shadow's Season is
Second Seed. The Shadow
grants those born under her
sign the ability to hide in
shadows.
Moonshadow: You can use Moonshadow as a daily power.
Moonshadow Birthsign Power
Your body has merged into shadow.
Daily illusion
Standard Action Personal
Effect: You are invisible until the end of your next turn. If you attack, you
become visible. Sustain Standard: you can sustain the effect.
This will change as Sustain Move at 11th level.
This will change as Sustain Minor at 21st level.
The Mage The Mage is a Guardian
Constellation whose Season is
Rain's Hand when magicka
was first used by men. His
Charges are the Apprentice,
the Golem, and the Ritual.
Those born under the Mage
have more magicka and talent
for all kinds of spellcasting,
but are often arrogant and
absent-minded.
Fay: Once per day when your arcane or divine encounter power missed all the
targets, You can regain this power as immediate reaction . This will improved as
once per day as free action You can regain one used arcane or divine encounter
power at 11th level.
Tamriel Player’s Guide
Chapter 3:
Gods of Tamriel
The gods of Tamriel are as varied as the many cultures' traditions of
worship. Individual gods (used as a general term to indicate any entity
worshiped by one of Tamriel's cultures) are listed alphabetically on each
of the sub-articles listed above. This article provides some general
information about relationships between the different gods.
Chapter 3: Gods of Tamriel
44
The Nine Divines The nine great faiths and gods of Tamriel. They are Akatosh, Dibella, Arkay, Zenithar,
Mara, Stendarr, Kynareth, Julianos, and Talos. The Eight Divines preceeded the Nine
Divines, and includes the same gods except for Talos.
Akatosh, Dragon God of Time
Akatosh is the chief deity of the Nine Divines (the prescribed
religious cults of Cyrodiil and its provinces), and one of two deities
found in every Tamrielic religion (the other is Lorkhan), save only
the Dunmeri religion of the Tribunal of self-made gods. His avatar
is a dragon. He is generally considered to be the first of the Gods
to form in the Beginning Place; after his establishment, other
spirits found the process of being easier and the various
pantheons of the world emerged. He is the ultimate God of the
Cyrodiilic Empire, where he embodies the qualities of endurance,
invincibility, and everlasting legitimacy. He is the patron of The
Akatosh Chantry, the religious order devoted to the worship and
glorification of Akatosh.
Most traces of Akatosh disappeared from ancient Chimer legends
during their so-called 'exodus', primarily due to that god's association and esteem
with the Altmeri. However, several aspects of Akatosh which seem so important to
the mortal races, namely immortality, historicity, and genealogy, have conveniently
resurfaced in Almalexia, the most popular of Morrowind's divine Tribunal: who, as a
mother-figure, also embodies the idea of being a progenitor (albeit a female rather
than male one). So one could say that, at least, the qualities of Akatosh are not
entirely neglected among the Dunmer, even if his name is.
Akatosh was involved in the forging of the Covenant with the new Empire of
humanity, and his blood was mystically joined with Alessia and her heirs. The Amulet
of Kings was the primary token of this patronage, and it allowed the new Empire of
Cyrodiil to benefit from the stabilizing influence of White Gold Tower, maintaining
the barrier between Mundus and the Planes of Oblivion. When that barrier was
threatened during the Oblivion Crisis, Martin Septim was able to summon Akatosh's
spirit and transform himself into the avatar of Akatosh, which appeared in the shape
of a giant dragon made of fire. This avatar dragon defeated Mehrunes Dagon,
reestablishing order in Tamriel. The avatar transformed into a statue, now located
inside the ruined Temple of the One.
Chapter 3: Gods of Tamriel
45
Alignment: Unaligned
Domains: Fate, Creation, Destruction
Divinity Feat
Heroic Feat
Akatosh’s Equity [Divinity]
Prerequisites: Channel Divinity class feature, must worship Akatosh
Benefit: You can invoke the power of your deity to use Akatosh’s Equity.
Channel Divinity:
Akatosh’s Equity
Feat Power
Akatosh can help you to change the world but the world would change you as well.
Encounter Divine
No Action Personal
Trigger: You roll a natural 1
Effect: You treat it as a natural 20, but during the same encounter
your next roll of a natural 20 must treat as a natural 1.
Dibella, Goddess of Beauty Popular god of the Eight Divines (and Nine Divines). In Cyrodiil, she has
nearly a dozen different cults, some devoted to women, some to artists and
aesthetics, and others to erotic instruction.
Alignment: Good
Domains: Change, Moon, Trickery
Divinity Feat
Heroic Feat
Dibella’s Lure [Divinity]
Prerequisites: Channel Divinity class feature, must worship Dibella
Benefit: You can invoke the power of your deity to use Dibella’s
Lure.
Channel Divinity:
Dibella’s Lure
Feat Power
Dibella’s beauty is overwhelming; no one can escape from her.
Encounter Divine Charm
Minor Action Range 5
Target: One creature
Effect: The target must move toward you during his next turn. If he
cannot move, he is dazed until the end of your next turn.
Chapter 3: Gods of Tamriel
46
Ark'ay, God of the Cycle of Life and Death
Arkay (also known as Ark'ay) is a member of the Nine Divines
pantheon, and is also a popular god in other cultures. Arkay is
often more important in those cultures where his father, Akatosh,
is either less related to time or where his time aspects are difficult
to comprehend by the layman. He is the god of burials and
funeral rites, and is sometimes associated with the seasons. His
priests are staunch opponents of necromancy and all forms of the
undead. It is presumed that Arkay did not exist before the world
was created by the gods under Lorkhan's
supervision/urging/trickery. Therefore, he is sometimes called the
Mortals' God.
Legend has it that Arkay was once a regular shopkeeper with a
passion for knowledge, as documented in the book Ark'ay the
God of Birth and Death. He found a book written in a strange language and spent
years upon years attempting to decipher it, slowly ignoring everything, and everyone
else around him. Eventually Arkay realized the book explained life and death itself,
unfortunately, he was himself near death's door with an incurable plague. Praying to
Mara as a last resort, Arkay asked for more time to interpret the book. Mara gave
him a choice, die now or become a god for eternity, charged with keeping the
balance of death and life in the universe.
Comparing Arkay to Tu'whacca, Yokudan God of Souls shows this story is allegorical,
framing the sequence of events by which an anonymous Aedroth found new
purpose in the constructs of the mortal plane, and took up the mantle of life and
death.
In Daggerfall, the Order of Arkay has temples in Sentinel, Ilessan Hills, Shalgora, The
Dragontail Mountains, and the only temple in the Orsinium area.
Alignment: Unaligned
Domains: Life, Death, Justice
Divinity Feat
Heroic Feat
Arkay’s Circle [Divinity]
Prerequisites: Channel Divinity class feature, must worship Arkay
Benefit: You can invoke the power of your deity to use Arkay’s Circle.
Chapter 3: Gods of Tamriel
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Channel Divinity:
Arkay’s Circle
Feat Power
Arkay will balance death and life through the circle.
Encounter Divine Healing
Free Action Close burst 5
Trigger: An enemy in burst is killed
Effect: An unconscious ally within 5 squares can spend a healing surge.
Zenithar, god of Work and Commerce, Trader god Member of the Eight Divines/Nine Divines, Zenithar is understandably
associated with Z'en. In the Empire, however, he is a far more cultivated
god of merchants and middle nobility, Patron of Work and Commerce, the
deity of wealth, labor, commerce and communication. His worshippers say,
despite his mysterious origins, Zenithar is the god 'that will always win'. His
priests are said to have shown that the way to peace and prosperity is
through earnest work and honest profit, not through war and bloodshed.
He is also said to have associations with Kynareth, as Zenithar's workers
take and profit from Nature of Kynareth. It is also said he is most in touch
with the mortal world.
Alignment: Unaligned
Domains: Luck, Trickery, Skill
Divinity Feat
Heroic Feat
Zenithar’s Declaim [Divinity]
Prerequisites: Channel Divinity class feature, must worship Zenithar
Benefit: You can invoke the power of your deity to use Zenithar’s Declaim.
Channel Divinity:
Zenithar’s Declaim
Feat Power
Zenithar’s art of negotiation will give you or your companion a favorable turn.
Encounter Divine
No Action Close Burst 5
Trigger: You or your ally in burst roll a natural 1 on bluff or diplomacy
check
Effect: This check automatic wins.
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Mara, Goddess of Love
Mara, Goddess of Love, patron of the bountiful earth, and source
of mortal compassion and understanding. Nearly revered as a
universal goddess, her origins are in mythic times as a fertility
goddess. In Skyrim, Mara is a handmaiden of Kyne. In the Empire,
she is Mother-Goddess, worshiped at the Benevolence of Mara.
She is sometimes associated with Nir of the 'Anuad', the female
principle of the cosmos that gave birth to creation. Depending on
the religion, she is either married to Akatosh or Lorkhan, or the
concubine of both.
Alignment: Good
Domains: Love, Hope, Earth
Divinity Feat
Heroic Feat
Mara’s Kiss [Divinity]
Prerequisites: Channel Divinity class feature, must worship Mara
Benefit: You can invoke the power of your deity to use Mara’s Kiss.
Channel Divinity:
Mara’s Kiss
Feat Power
Mara’s kiss! So sweet, so harmonious! Just like the one of mothers!
Encounter Divine Healing
Minor Action Melee Touch
Target: One ally
Effect: The target regains the use of his second wind.
Stendarr, god of Mercy
God of the Eight Divines/Nine Divines, Stendarr has evolved from
his Nordic origins into a deity of compassion or, sometimes,
righteous rule by might and merciful forbearance. Stendarr is the
inspiration of magistrates and rulers, and the patron of the
Imperial Legion. He is said to have accompanied Tiber Septim in
his later years. In early Altmeri legends, Stendarr is the apologist
of Men.
Chapter 3: Gods of Tamriel
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Alignment: Lawful Good
Domains: War, Justice, Protection
Divinity Feat
Heroic Feat
Stendarr’s Righteous [Divinity]
Prerequisites: Channel Divinity class feature, must worship Stendarr
Benefit: You can invoke the power of your deity to use Stendarr’s Righteous.
Channel Divinity:
Stendarr’s Righteous
Feat Power
Stendarr’s voice encourages every disciple of righteous.
Encounter Divine
Minor Action Personal
Effect: You gain 5 temporary HP and +1 bonus to attack roll and
damage rolls of your next attack during the same encounter.
Kynareth, Goddess of Air
Kynareth, is the goddess of the heavens, the winds, the elements,
and the unseen spirits of the air. Kynareth is a member of the
Eight Divines/Nine Divines. Patron of sailors and travelers,
Kynareth is invoked for auspicious stars at birth and for good
fortune in daily life. In some legends, she is the first to agree to
Lorkhan's plan to invent the mortal plane, and provides the space
for its creation in the void. Further, she is associated with rain, a
phenomenon said not to have occured before the removal of
Lorkhan's divine spark.
She also issued the famed Lord's Mail, Armor of Morihaus, Gift of
Kynareth, which was recently acquired by the hero of Daggerfall.
Lord's Mail is known to regenerate the wearer's health, cure
poisons, and even grant resistance to magics.
She is known as Kyne to the Nords, the strongest of the Sky spirits and the widow of
Shor, the Nordic Lorkhan. The rain is said to Kyne's tears as she mourns the loss of
her beloved Shor, since rain did not appear until after his divine spark was forcibly
removed.
Alignment: Unaligned
Domains: Storm, Freedom, Change
Chapter 3: Gods of Tamriel
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Divinity Feat
Heroic Feat
Kynareth’s Freedom [Divinity]
Prerequisites: Channel Divinity class feature, must worship Kynareth
Benefit: You can invoke the power of your deity to use Kynareth’s Freedom.
Channel Divinity:
Kynareth’s Freedom
Feat Power
Kynareth cannot be caged, nor can be tied.
Encounter Divine
Minor Action Personal
Effect: You escape from one of creature’s grab, or cancel one
Immobilized condition.
Julianos, God of Wisdom and Logic
Often associated with Jhunal, the Nordic father of language and
mathematics, Julianos is the Cyrodiilic god of literature, law,
history, and contradiction. Monastic orders founded by Tiber
Septim and dedicated to Julianos are the keepers of the Elder
Scrolls.
Note: Julian Lefay was the original creator of the Elder Scrolls
universe and the games Arena and Daggerfall.
Alignment: Unaligned
Domains: Arcana, Knowledge, Civilization
Divinity Feat
Heroic Feat
Julianos’s Lore [Divinity]
Prerequisites: Channel Divinity class feature, must worship Julianos
Benefit: You can invoke the power of your deity to use Julianos’s Lore.
Channel Divinity:
Julianos’s Lore
Feat Power
Julianos give you a hint of lore about that kind of creature.
Encounter Divine
No Action Personal
Trigger: Your knowledge check’s result didn’t beat the highest DC
Effect: You gain +5 bonus to this check.
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Talos, Tiber Septim, the Dragonborn
Heir to the Seat of Sundered Kings, Talos is the most important hero-god of Mankind.
He conquered all of Tamriel and ushered in the Third Era (and the Third Empire).
Also called Ysmir, 'Dragon of the North'. One of the Nine Divines, the major gods of
Tamriel. Less prominent sects, such as the Talos Cult have been inspired by his
apotheosis.
Note, the name "Talos" is taken from Greek mythology, wherein Talos was a
giant bronze automaton given to Europa by Zeus. This is fitting, as the
Emperor used the divine golem Numidium to conquer the Aldmeri Dominion
Alignment: Unaligned
Domains: Strength, Protection, War
Divinity Feat
Heroic Feat
Talos’ Conquest [Divinity]
Prerequisites: Channel Divinity class feature, must worship Talos
Benefit: You can invoke the power of your deity to use Talos’ Conquest.
Channel Divinity:
Talos’ Conquest
Feat Power
Talos’ conquest cannot be stopped by anyone else.
Encounter Divine
Minor Action Melee Touch
Target: One Creature
Effect: You Push the target 1 square, and shift into the vacated space.
The Nine Divines
Deities Alignment Domains
Akatosh Unaligned Fate, Creation, Destruction
Dibella Good Change, Moon, Trickery
Ark'ay Unaligned Life, Death, Justice
Zenithar Unaligned Luck, Trickery, Skill
Mara Good Love, Hope, Earth
Stendarr Lawful Good War, Justice, Protection
Kynareth Unaligned Storm, Freedom, Change
Julianos Unaligned Arcana, Knowledge, Civilization
Talos Unaligned Strength, Protection, War
Chapter 3: Gods of Tamriel
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The Daedric Prince Daedric Princes (sometimes referred to as Daedra Lords) are the most powerful of
the Daedra, and thus most commonly worshiped as gods. Each has a particular
sphere, which it is said to govern. The various Daedric Princes and their spheres are
listed below. Although Daedric Princes may assume the form of a female, they have
no inherent gender, and are all referred to as Princes. In all, there are 16 known
Princes, including one which assumes the role of two. According to Mankar Camoran,
Lorkhan is also a Daedric Prince, although this has never been confirmed.
Daedric Princes find entertainment and humor in interfering with the affairs of
mortals, but do not know the mortal sense of "good" and "evil". Daedra usually have
extremist tendencies, which is why Men and Mer fear them greatly. However,
several princes do seem to take genuine pleasure in tremendous acts of devastation,
in particular Boethiah, Molag Bal, Vaermina, Mehrunes Dagon and Peryite.
Although the beings are considered evil by most, they are widely worshiped in the
realms of Tamriel. Elaborate shrines are created to honor the Daedra as gods.
Mainstream religious authorities discourage this, and often mount witch-hunting
expeditions to drive out Daedra worshipers from the local area. During these
encounters they are often surprised at the marginal sanity that comes of worshiping
the Daedric Princes.
The Daedric Princes seem to view men and Elves as little more than minor
amusements, occasionally applauding the actions of mortals when they exceed their
expectations. They often take a keen interest in their worshipers, and it is speculated
that this is either because of the obvious ego-gratification of being somebody's god,
or because the Daedra like to keep an eye on potential future subjects (assuming
people of demonic disposition enter Oblivion after death, that is; there are as many
afterlife theories as there are religions in the world). For the most part, however,
dealing with the Daedra, one gets the distinct impression of being mused over as
though a man peering under an upturned rock may momentarily wonder at the lives
of the bugs living ignorantly there.
The Daedric Princes see themselves as a superior form of life to all others and feel
generally no need for any alliance or truce with any of the mortal races of Tamriel;
however, there are Daedric Princes who can be summoned. There is a popular
notion that the summoned lords will then give the summoner a quest or task to
fulfill and that the quest, once completed, will be richly rewarded. Mostly these tasks
are merely for the entertainment of the Daedra. This, however, is not always so, and
Morian Zenas, author of On Oblivion, claims that he was able to successfully
summon and deal with numerous Daedra without ever being asked to complete a
Chapter 3: Gods of Tamriel
53
task or a quest. However, this is probably not true of most Daedra summons, and the
summoner would do well to consider the consequences of his actions in advance.
Boethiah
Boethiah (also spelled Boethia) is the Daedric prince who rules over deceit,
conspiracy, secret plots of murder, assassination, treason, and unlawful overthrow
of authority. He is also known as the Anticipation of Almalexia. Boethiah loves
competition and battle, and is depicted as a great caped warrior, often in a stoic
pose. Though typically depicted as male, Boethiah is occasionally referred to as
female, though of course such distinctions are somewhat irrelevant among the
Daedric princes.
Heralded by the Prophet Veloth, Boethiah is the original god-ancestor of the Dark
Elves. Through his illuminations, the eventual Chimer, or Changed Folk, renounced
all ties to the Aldmer and founded a new nation based on Daedric principles. All
manner of Dark Elven cultural 'advances' are attributed to Boethiah, from philosophy
to magic to 'responsible' architecture. Ancient Velothi allegories are uniformly heroic
successes of Boethiah over enemies of every type, foundation stories of Chimeri
struggle.
Alignment: Evil
Domains: Strife, War
Divinity Feat
Heroic Feat
Duel for Boethiah [Divinity]
Prerequisites: Channel Divinity class feature, must worship Boethiah
Benefit: You can invoke the power of your deity to use Duel for Boethiah.
Channel Divinity:
Duel for Boethiah
Feat Power
Boethiah likes to see others at strife. Do for him!
Encounter Divine
Minor Action Close Burst 5
Target: You and one creature in burst
Effect: During next turn each of you who attacks another can gain 5
temporary HP or will take 5 damage. At 11th level, the
temporary HP increases to 10 and the damage increases to 10.
At 21st level, the temporary HP increases to 15 and the
damage increases to 15.
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Azura
Azura is the Daedric prince whose sphere is dusk and dawn, the magic in-between
realms of twilight. She is also known as the Queen of Dawn and Dusk, Mother of the
Rose, Queen of the Night Sky, and the Anticipation of Sotha Sil. Azura is often
associated with the artifact, Azura's Star, a reusable soul gem. Azura is one of the
few Daedra who could be considered "good" by mortal standards, and is presumably
the only Daedra that shows any concern for the well-being of her mortal subjects, as
is evidenced in books such as Invocation of Azura.
Moonshadow is Azura's plane of Oblivion, where she lives in a rose palace.
According to The Doors of Oblivion, it is blindingly beautiful and colorful, with flowers,
waterfalls, trees, and a city of silver.
Azura was the god-ancestor that taught the Chimer the mysteries needed to be
different from the Altmer. Some of her more conventional teachings are sometimes
attributed to Boethiah. In the stories, Azura is often more a communal cosmic force
for the race as a whole than an ancestor or a god
Alignment: Good
Domains: Arcana, Darkness
Divinity Feat
Heroic Feat
Blind for Azura [Divinity]
Prerequisites: Channel Divinity class feature, must worship Azura
Benefit: You can invoke the power of your deity to use Blind for Azura.
Channel Divinity:
Blind for Azura
Feat Power
Azura will whisper you the secret of arcane power, if you are blind in darkness.
Encounter Divine
Free Action Person
Trigger: You are in darkness without darkvision
Effect: During this encounter, you can use once of an arcane class’s
level 1 at-will power.
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Mephala Mephala is a Daedric Prince whose sphere is obscured to mortals, also known by the
names Webspinner, Spinner, Spider, and the Anticipation of Vivec. Unlike many other
Daedric Princes, who always appear as the same gender (e.g. Azura is always female,
Sheogorath is always male), Mephala appears as either male or female depending on
whom the Daedric Prince wishes to ensnare. Mephala's only consistent theme seems
to be interference in the affairs of mortals for amusement. Mephala's sphere seems
to indicate a careful plan carried out through executions, each life a portion of a
massive web. Mephala sees the affairs of mortals as a weave; pull but one thread
and the whole thing unravels. To the Dunmer, she is associated with more simple
concepts- lies, sex, and murder. Mephala also helped directly to found the infamous
cult/society of the Morag Tong. Some scholars also argue that when the Morag Tong
was banished from the rest of Tamriel, they were allowed to continue to operate in
Morrowind when they replaced their worship of Mephala with that of Vivec. As a
reaction to this the Dark Brotherhood was formed, still worshiping and being led by
the mysterious Night Mother, better known to Tamriel as the Daedric god Mephala.
Alignment: Unaligned
Domains: Death, Poison
Divinity Feat
Heroic Feat
Sacrifice for Mephala [Divinity]
Prerequisites: Channel Divinity class feature, must worship Mephala
Benefit: You can invoke the power of your deity to use Sacrifice for Mephala.
Channel Divinity:
Sacrifice for Mephala
Feat Power
Mephala need a small portion of your blood to make poison. Do for it!
Encounter Divine
Minor Action Personal
Effect: You take 2 + one-half of your level damage. The next time
your attack hits during this encounter, you deal extra
ongoing poison damage (save end) which equals to the
damage you take and that power gains poison keyword. If
that attack hits multi-targets at one time, you choose one of
them to take this ongoing poison damage. The damages
you take increases to 4 + one-half of your level at 11th level,
to 6 + one-half of your level at 21st level.
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Malacath
Malacath is the Daedric prince whose sphere is the patronage of the spurned and
ostracized, the keeper of the Sworn Oath, and the Bloody Curse. Malacath was
created when Boethiah ate the Aedra Trinimac. The Orsimer ("Pariah Folk" in Elvish)
or Orcs were also created, as they were Trinimac's devout followers. Malacath is not
recognized as a Daedric Prince by his peers, which fits his sphere perfectly. The
Dunmer say he is also Malak (or Malauch), the god-king of the Orcs; he always tests
the Dunmer for physical weakness. Malacath spurns physical weakness, hence the
above-average strength of the creatures associated with him.
Malacath's plane of Oblivion is Ashpit. It is described as consisting only of dust,
palaces of smoke, and vaporous creatures: "anguish, betrayal, and broken promises
like ash filled the bitter air". Levitation and magical breathing are necessary to
survive.
Alignment: Evil
Domains: Torment, Strength
Divinity Feat
Heroic Feat
Isolation for Malacath [Divinity]
Prerequisites: Channel Divinity class feature, must worship Malacath
Benefit: You can invoke the power of your deity to use Isolation for Malacath.
Channel Divinity:
Isolation for Malacath
Feat Power
Malacath likes to see you are ostracized by your friend. Do for him!
Encounter Divine
Free Action Personal
Trigger: You deal damage to your ally
Effect: The next time your attack hits during this encounter, you
deal extra damage twice of the damage you dealt to your
ally. If that attack hits multi-targets at one time, you choose
one of them to take this extra damage.
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Mehrunes Dagon
Mehrunes Dagon is the Daedric Prince of Destruction, Change, Revolution, Energy,
and Ambition. He is associated with natural dangers like fire, earthquakes, and
floods. He is an especially important deity in Morrowind, where he represents its
near-inhospitable terrain. In some cultures, though, Dagon is merely a god of
bloodshed and betrayal. Dagon's plane of Oblivion is known as Deadlands. As the
name suggests, they are barren wastelands, consisting of blackened isles in a sea of
lava.
Alignment: Chaotic Evil
Domains: Change, Destruction
Divinity Feat
Heroic Feat
Destruction for Mehrunes Dagon [Divinity]
Prerequisites: Channel Divinity class feature, must worship Mehrunes Dagon
Benefit: You can invoke the power of your deity to use Destruction for Mehrunes
Dagon.
Channel Divinity:
Destruction for
Mehrunes Dagon
Feat Power
Mehrunes Dagon likes to destroy. Do for him!
Encounter Divine
Minor Action All encounter map
Target: All creature in encounter
Effect: All targets takes damage equals to 1 + one half of your level.
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Molag Bal
Molag Bal is the Daedric Prince whose sphere is the domination and enslavement of
mortals. He is known as the King of Rape. His main desire is to harvest the souls of
mortals and to bring mortals souls within his sway by spreading seeds of strife and
discord in the mortal realms. He is a Daedric power of much importance in
Morrowind, where he is always the archenemy of Boethiah, the Prince of Plots. In
Ayleid his name means Fire Stone.
Molag Bal's plane of Oblivion is Coldharbour. The book The Doors of Oblivion says
that his plane resembles a copy of Nirn, including the Imperial Palace, but all
desecrated and ruined. The ground is sludge, the sky is on fire, and the air is freezing.
Alignment: Evil
Domains: Tyranny, Strife
Divinity Feat
Heroic Feat
Discord for Molag Bal [Divinity]
Prerequisites: Channel Divinity class feature, must worship Molag Bal
Benefit: You can invoke the power of your deity to use Discord for Molag Bal.
Channel Divinity:
Discord for Molag Bal
Feat Power
Molag Bal likes to see disharmony. Do for him!
Encounter Divine
Free Action Personal
Trigger: You deal damage to your allies with an attack power and no
enemies are involved as those power’s targets
Effect: You choose one enemy within 5 squares of you to take
effect shows below:
If the triggered power is an at-will power, the enemy is
dazed until the end of your next turn.
If the triggered power is an encounter power, the enemy is
stunned until the end of your next turn.
If the triggered power is a daily power, the enemy is
dominated until the end of your next turn.
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Sheogorath Sheogorath is the Daedric Prince of Madness, whose motives are said to be
unknowable. His realm is known as the Shivering Isles, the Madhouse, or the
Asylums.
Alignment: Unaligned
Domains: Madness, Luck
Divinity Feat
Heroic Feat
Insanity for Sheogorath [Divinity]
Prerequisites: Channel Divinity class feature, must worship Sheogorath
Benefit: You can invoke the power of your deity to use Insanity for Sheogorath.
Channel Divinity:
Insanity for Sheogorath
Feat Power
Sheogorath likes to see crazy behavior. Do for him!
Encounter Divine
Minor Action All encounter map
Target: Alternate two creatures in encounter
Effect: At the start of next turn and each turn after, DM rolls dice
secretly to pick up two creature in encounter. During that
turn each time one of them take damages or effects, the
other one will take instead.
The Daedric Princes
Deities Alignment Domains
Boethiah Evil Strife, War
Azura Good Arcana, Darkness
Mephala Unaligned Death, Poison
Malacath Evil Torment, Strength
Mehrunes Dagon Chaotic Evil Change, Destruction
Molag Bal Evil Tyranny, Strife
Sheogorath Unaligned Madness, Luck
Tamriel Player’s Guide
Chapter 4:
World of Tamriel
Nirn is the planet on which the Elder Scrolls is set. It floats in the void
of Oblivion and is, for all intents and purposes, the majority of the realm
known as Mundus[1]. Sources often use the terms Nirn and Mundus
synonymously, despite the technical differences in the two terms. Nirn
was created during the Dawn Era by the Aedra and Anu-aligned spirits,
based on Lorkhan's inspiration[2] and Magnus' designs[3][4].
Chapter 4: World of Tamriel
61
Geograph
Tamriel Continent
The events of the Elder Scrolls unfold on the vast continent of Tamriel, located on
the planet of Nirn, which is often referred to as Mundus. Aldmeris for "Dawn's
Beauty" and Ehlnofex for "Starry Heart" - Tamriel is home to nine distinct provinces:
Black Marsh, Cyrodiil, Elsweyr, Hammerfell, High Rock, Morrowind, Skyrim,
Summerset Isle and Valenwood.
Chapter 4: World of Tamriel
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Cyrodiil
Cyrodiil is an Imperial province in
the central-south of Tamriel and
the home of a humanoid race
known as Imperials. Cyrodiil, the
center of their Empire and seat of
governance, is also known as the
Heartland and forms the setting
for the game The Elder Scrolls IV:
Oblivion. The capital of Cyrodiil,
The Imperial City, is located on an
island in the center of the province.
For more information, see the
complete Lore article on Cyrodiil.
Geography
Cyrodiil has a varied environment, and is divided into several regions:
The Nibenay Basin: This vast region dominates Cyrodiil, containing all the
area that drains into the River Niben. The area around the Imperial City and
the Upper Niben is often known as "the Heartlands". East of the river, the
region consists of mostly open fields while to the west and north it is more
wooded. The Imperial City covers the island in the center of Lake Rumare, the
source of the Niben, and the city of Bravil is located on the banks of Niben
Bay.
The Great Forest: An immense woodland area just west of the Imperial City.
Colovian Highlands: A hilly, forested region of western Cyrodiil with the town
of Chorrol as its main settlement.
The West Weald: The open countryside of southern Cyrodiil is well known for
its vineyards. The city of Skingrad is located here.
The Gold Coast: The western coastline of Cyrodiil is dotted by farms, the main
settlements of the region are the port city of Anvil, and the city of Kvatch
inland.
Jerall Mountains: A mountain range in northern Cyrodiil, on the Skyrim
border, with the town of Bruma.
Valus Mountains: A mountain range in eastern Cyrodiil on the Morrowind
border. The city of Cheydinhal is located at the foothills.
Blackwood: A swampland in southern Cyrodiil east of Leyawiin, along the
Black Marsh border.
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Notable Places
Anvil
A harbour city on the Gold Coast.
Bravil
A rundown, squalid town on the west bank of the Niben.
Bruma
A town in the northern Jeralls, Bruma boasts Nordic population and
character.
Cheydinhal
A town in eastern Cyrodiil whose population has been recently swelled by
Dunmer immigrants, due to its close proximity to unstable Morrowind.
Chorrol
A town located between the Great Forest and Colovian Highlands, in the
north western region of Cyrodiil.
Imperial City
The Imperial City is the capital of Cyrodiil and the whole of the Empire. It is
located on an island in central Lake Rumare.
Kvatch
A city on the Gold Coast between Anvil and Skingrad, built on a large plateau.
It is north of the River Strid in Colovia.
Leyawiin
A town at the southern reaches of Cyrodiil, straddling the Niben River where
it meets Topal Bay.
Sancre Tor
Now little more than a ruined fortress, the city and location of Sancre Tor has
been the site of important events since the First Era.
Skingrad
A large town located in the West Weald region, to the southwest of the
Imperial City, along the Gold Road.
Chapter 4: World of Tamriel
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Hammerfell
Hammerfell is a province in the west of Tamriel,
bordering Skyrim, Cyrodiil, and High Rock. This
province is dominated by the wasteland of the Alik'r
desert. It is inhabited by the human race of
Redguards, who fled to Tamriel after their home,
Yokuda, was destroyed.
Hammerfell is predominately an urban and maritime
province, with most of its population confined to the
great port and trade cities. The interior is sparsely
populated with small poor farms and beastherds. The
Redguards love to travel, adventure, and the high
seas has dispersed them as sailors, mercenaries, and adventurers in ports of call
throughout the Empire.
High Rock
High Rock is a province in northwest section of
Tamriel. The coastal region is temperate and covered
in loose forests; inland, it becomes more rocky and
mountainous. Most of the province is inhabited by
the Bretons, who have divided the province into
multiple Breton city states and minor kingdoms. The
southern tip of central High Rock also contains
Orsinium, the City-State of the Orcs. High Rock
encompasses the many lands and clans of Greater
Betony, the Deselle Isles, the Bjoulsae River tribes, and, by tradition, the Western
Reach. The rugged highland strongholds and isolated valley settlements have
encouraged the fierce independence of the various local Breton clans, resisting
integration into a formal province or Imperial identity. Nonetheless, their language,
bardic traditions, and heroic legends are a unifying legacy.
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Skyrim
Skyrim is the northernmost province of Tamriel, and
is a cold and mountainous region. Although it is one
of Tamriel's less hospitable provinces, it has been
home to both elven and human civilization since time
immemorial. It is currently inhabited by the human
race of Nords. The Aldmer and Falmer occupied
Skyrim until the late Merethic, when the final wave of
Nordic immigration, led by Ysgramor, finally drove
out the mer.
Summerset Isle
Summerset Isle (sometimes spelled Sumurset Isle or
Sumerset Isle) is a large island to the southwest of
Tamriel's mainland. The Summerset Isles encompass
a second, smaller island. In addition, it once
contained the island system of Pyandonea, who
seceded after a war with the King of Summerset.
Summerset Isle is inhabited by the Altmer (called
High Elves by Imperials), of whom magic is said to
flow through their very veins. While the Sload are
believed to be the first inhabitants of the Isles, it is
believed to be the first province occupied by the
Aldmer.
Valenwood
Valenwood is a densely forested, sub-tropical
province of the Cyrodilic empire that makes up the
southwest coastal plain of Tamriel. Valenwood
borders Elsweyr to the east and Cyrodiil to the north,
and is just across the sea from Summerset Isle. Its
landscape consists of rolling hills and light blue rivers,
predominantly covered in rainforest and woodland.
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Elsweyr
Elsweyr is a province of the Cyrodilic empire that lies
on the southern coast of Tamriel. It is bordered by
Valenwood on the West and Cyrodiil on the north.
Elsweyr is home to the feline Khajiits. The Khajiiti
government is a confederacy held together by the
Mane, which are the rarest of the various Khajiit
breeds. An important part of Khajiiti culture is the
Moon Sugar that is harvested in Elsweyr. Moon Sugar
is said to be created by mana falling from the
Ja'Kha-jay into the Bay of Topal on the southeastern
coast. The waters are then drawn into the sugar
plantations of the jungles of Tenmar, which cover
much of the southern area of the province.
Black Marsh
Black Marsh is a region that is largely covered in
dense swamps, and is located in the south-east
section of the continent of Tamriel. It is presented as
the homeland of the reptilian humanoid race of
Argonians, and a race of sentient trees known as the
Hist. An alternate name, Argonia, is also used by the
Mer races of the Elder Scrolls series, following the
name of an obscure ancient battlefield, and to avoid
the negative connotations of the term "Black
Marsh".[3] Argonians thrive in the foreboding swamps
of Black Marsh. Black Marsh is lush and threatening,
teeming with poisonous plants and violent predators.
The region possesses a tropical climate, lending its
plants the capacity to overturn all attempts to cultivate them. Foreign agricultural,
colonial, and commercial ventures beyond the slave-trade have met with abject
failure. The native Argonians organize themselves on the tribal level with success
and efficiency, and are only loosely integrated into the ruling Empire.
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Morrowind
Morrowind is the province in the northeast corner of
Tamriel. It is dominated by the large island of
Vvardenfell, but also includes territory on the
continental mainland. The Sea of Ghosts lies
northeast of Morrowind. Modern Morrowind is home
to the Dunmer (Dark Elves).
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History Contains timelines minutely chronicling the major events of Tamriel's vivid past.
Dawn Era — Merethic Era — First Era — Second Era — Third Era — Fourth Era
Dawn Era
NOTE The Dawn Era was a period during which time followed a nonlinear path, thus
making any timeline an artificial fabrication useful in putting the era in mortal terms.
The Dawn Era is considered by some sources to be part of the Mythic Era (along with
the Merethic Era), but since no fixed dates are known, there is no specific
nomenclature for years within the Dawn Era.
Time Begins
Akatosh appears in the void of formless Aurbis and imposes his regulation of existence
upon the universe. Many et'ada recognizable to modern mortals begin to coagulate.
Nirn is conceived
A Padomaic being named Lorkhan envisions the creation of a new kind of divinity: a
planet called Nirn. This realm will fulfill the urges of his sphere by serving as a construct
that will allow him to achieve ultimate liberty- Nu-Mantia.
Aedra and Daedra
Lorkhan convinces the modern Aedra and other Anu-aligned spirits to give of themselves
and aid in Creation. Magnus will serve as the new world's architect. A collection of
prominent Padomaic spirits reject his proposals and decide to create worlds using only
their own divinities. They are now known as Daedric Princes.
Creation
The Mundus is formed, the hub of the wheel that is Aurbis, and most of its creators die
or are crippled by their sacrifices. They exist as shadows of their former selves. The new
land is a chaotic place where time follows no clear path and creation is constant,
following a downward spiral that causes levels of existence to create lesser levels
beneath themselves. This results in the dissolution of many spirits and the creation of
mortals, whose memories from this time result in their creation myths.
Discord
Magnus and his followers, the Magna Ge, perceive the trap that is the Mundus and
abandon their creation. They flee, ripping holes in the sky in their desperate departure
to Aetherius. The sun and stars now allow magic The Twelve Worlds of Creation flourish.
Convention
Akatosh sees the trap as well, but does not flee. Instead he throws himself into Mundus.
His capsule lands in what will become the Isle of Balfiera in High Rock and becomes
known as Adamantine Tower, the world's oldest structure. His full presence causes all
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spirits and chaotic forms of creation to crystallize, and time becomes linear and ordered.
This is the end of the Dawn Era. He calls a council of the gods and the Aedra elect to
punish Lorkhan. Trinimac tears his heart from his breast and flings it far into the eastern
world, where it lands as a fiery meteor to form the Red Mountain and Vvardenfell- the
Star-Wounded East.
Mortals
The development of mortals now follows slow, comprehensible paths. The diverse
people of Tamriel become the Mer (Elves): The Dwemer (Deep Ones), the Chimer
(Changed Ones), the Bosmer (Green or Forest Ones), and the Altmer (Elder or High
Ones). The fracturing of the Aldmer along cultural and racial lines is the Sundering of
Aldmeris, and the continent no longer exists. The other Ehlnofey became the Hist, beasts,
and the humans of Nirn, who will eventually split into racial groups, including the Nedes,
Nords and Tamriellic Aboriginals, as well as the Redguards of Yokuda.
Merethic Era
NOTE: The Merethic Era is also considered, with the Dawn Era, to be part of the
Mythic Era.
NOTE: Few dates are known for events in the Merethic Era but the order of events is
known.
ME 2500 - Direnni Tower Constructed
The latest archaeological study, using divination and sorcery, of the Direnni
Tower on the Isle of Balfiera in High Rock has dated its construction at around
ME 2500, making it the oldest known structure in Tamriel. The earliest known
date in Aldmeri history.
ME ? - Return of Man
The men of Atmora return to Tamriel over a period of many centuries, the
last being Ysgramor and his followers.
ME >2500 - The end of the Merethic Era
The First King to appear in written history, King Harald, ends the Merethic
and Mythic Eras.
Timeline Provided by The Imperial Library
Circa ME 2500
Supposed date of construction of the Adamantine Tower on Balfiera Island in High Rock,
the oldest known structure of Tamriel. Earliest historical date in unpublished Elvish
chronicles.
Early Merethic Era
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Aboriginal beastpeoples (ancestors of the Khajiit, Argonian, and other beastfolk) live in
preliterate communities throughout Tamriel.
Middle Merethic Era
The Aldmer (Elves) leave the doomed and now-lost continent of Aldmeris (also known as
'Old Ehlnofey') and settle in Tamriel. First colonies are distributed widely along the
entire coast of Tamriel. Later inland settlements were founded primarily in fertile
lowlands in southwest and central Tamriel. The sophisticated, literate, technologically
advanced Aldmeri culture drove the primitive beastfolk into the jungles, marshes,
mountains, and wastelands. The Adamantine Tower is rediscovered and captured by the
Direnni, a prominent and powerful Aldmeri clan. Crystal Tower is built on Summerset
Isle and, later, White Gold Tower in Cyrodiil. One of these Aldmeri Explorers, Torval the
Pilot explores and charts Tamriel sea-lanes and River Niben, in the south of Tamriel. He
sails deep into the central Cyrodiil, and acquires the Eight Islands, the site of White Gold
Tower, from the beastfolk natives for the secret of literacy. Later, during the Middle
Merethic Era, Aldmeri explorers map the coasts of Vvardenfel, building the First Era High
Elven wizard towers at Ald Redaynia, Bal Fell, Tel Aruhn, and Tel Mora in Morrowind.
The Ayleids (Wild Elves) flourish in the jungles surrounding White Gold Tower (present
day Cyrodiil). Wild Elves, also known as the Heartland High Elves, preserved the Dawn
Era magicks and language of the Ehlnofey. Ostensibly a tribute-land to the High King of
Alinor, Cyrodiil was often so isolated from the Summerset Isles as to be its own
sovereign nation.
Late Middle Merethic Era
The Dwemer (Dwarves), a free-thinking, reclusive Elven clan devoted to the secrets of
science, engineering, and alchemy, established underground cities and communities in
the mountain range (later the Velothi Mountains) separating modern Skyrim and
Resdayn/Morrowind. The Late Middle Merethic Era is also the period of the High Velothi
Culture. The Chimer (ancestors of the modern Dunmer, or Dark Elves), dynamic,
ambitious, long-lived Elven clans devoted to fundamentalist ancestor worship, followed
the Prophet Veloth out of ancestral Elven homelands to settle in the lands now known as
Morrowind. Despising the secular culture and profane practices of the Dwemer, the
Chimer also coveted the lands and resources of the Dwemer, and for centuries provoked
them with minor raids and territorial disputes. Trinimac (strongest of the Altmeri
ancestor spirits) and his people (Orsimer or the Pariah Folk) try to halt Velothi dissident
movement. However, Daedric Prince Boethiah as one of the mastermind of the
movement, eats Trinimac. Trinimac's body and spirit are corrupted, and he emerges as
Daedric Prince Malacath. The rest of his people are changed as well. They are now
known as Orcs.
Late Merethic Era
Velothi high culture disappears on Vvardenfell Island. The earliest Dwemer Freehold
colonies date from this period. Degenerate Velothi devolves into tribal cultures, which,
in time, evolves into the modern Great Houses of Morrowind, or persists as the
barbarian Ashlander tribes. The only surviving traces of this tribal culture are scattered
Velothi towers and Ashlander nomads on Vvardenfell Island. The original First Era High
Elven wizard towers along the coasts of Tamriel are also abandoned about this time. The
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proto-Nords in the final migration from Atmora (also 'Altmora' or 'the Elder Wood' in
Aldmeris) settle in northern Tamriel. Nordic hero Ysgramor, leader of a great colonizing
fleet to Tamriel, develops a runic transcription of Nordic speech based on Elvish
principles, and is the first human historian. Ysgramor's fleet lands at Hsaarik Head at the
extreme northern tip of Skyrim's Broken Cape. The Nords build there the legendary city
of Saarthal. The Elves drive the Men away during the Night of Tears, but Ysgramor soon
returns with his Five Hundred Companions.
Merethic Era - Circa 1E 660
An immortal hero, warrior, sorceror, and king variously known as Pelinal Whitestrake,
Harrald Hairy Breeks, Ysmir, Wulfharth, Hans the Fox, etc., wanders Tamriel, gathering
armies, conquering lands, ruling, then abandoning his kingdoms to wander again.
First Era
First Century
1E 1 — The Camoran Dynasty is founded by King Eplear.
Camoran Dynasty of Valenwood is founded by King Eplear. The Wild Elves (Ayleids) of
White Gold Tower in the Cyrodiil heartland use this newly formed kingdom as the buffer
from the influence of Alinor (Summerset Isle) kingdom. Following this event the White
Gold Tower becomes an independent city-state.
Second Century
1E 143 — King Harald conquers Skyrim.
Third Century
1E 240 — Skyrim conquers Morrowind and High Rock.
1E 242 — Alessia rebels against Cyrodiil.
Alessia, also known as the Slave Queen, rebelled with her followers against the rule of
White Gold Tower. With the help of Skyrim forces, the 'Alessian Army' eventually
conquers the Cyrodiil heartland.
1E 243 — White Gold Tower falls.
The White Gold Tower finally falls, and the remaining Ayleids seek refuge in the
Valenwood's Camoran Dynasty. Some famous human heroes are Morihaus, who leads
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the attack of White Gold Tower, and Pelinal Whitestrake, who suggests the massacre of
the Ayleids.
From 1E 243 to 498, the new kingdom of humans, under the rule of Empress Alessia,
prospers and rule the nearest kingdoms of Colovia. They slowly build the strong national
identity as they slowly become the most populous culture of Tamriel. Later the Empress
Alessia creates the new religion of the Eight Divines, fusing the pantheons of the Nords
and Cyrodiilic tribes, who followed Altmeri deities. Also in this period the first Elder
Council is formed, and also the first Imperial College of Battlemages.
1E 246 — Daggerfall City is founded.
The north half of the Iliac Bay, in fact all of the current province of High Rock, was
conquered by invading Nords who brought a rough sort of civilization with them. One of
the first civilized acts the Nords performed was a census - the so-called Book of Life.
Listed on page 933 of the book is this entry: "North of the Highest bluffs, south of the
moors, west of the hills, and east of the sea is called DAGGERFALL. 110 men, 93 women,
13 children under 8 years of age, 58 cows, 7 bulls, 63 chickens, 11 cocks, 38 hogs live
here." The last census, in the year 3E 401, lists the population at over 110,000.
1E 266 — Empress Alessia becomes the first Saint.
Shezarr, the missing sibling god of the Eight Divines, arrives at the White Gold Tower in
the Imperial City and transforms the dying Alessia into the first of the Cyrodilic saints.
Thus Empress Alessia becomes the first gem in the Cyrodilic Amulet of Kings. This is the
beginning of the Covenant between the Imperials and Akatosh, which helps to protect
Nirn from Oblivion. The Elder Council elects Belharza the Man-Bull as the second
Emperor of Cyrodiil.
Fourth Century
1E 355 — The rise of Clan Direnni
Clan Direnni, the only known High Elven ruling family remaining in human lands, rise
through political maneuvering and questionable machinations.
1E 358 — The Cyrodiil Army attacks Direnni
The joined army of Cyrodiil, under Emperor Ami-El, and Skyrim Empire attacks the Clan
Direnni in the Western Reach of High Rock.
1E 361 — The Alessian Doctrines are enforced.
The Alessian Doctrines are enforced throughout Cyrodilic Heartland and northern
Tamriel. The Alessian Doctrines are the very strict religious teachings of the monkey
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prophet, Marukh. Marukh reportedly receives painful visions from ghost of the Slave
Queen Alessia, calling for a worldwide overthrow of Elven rule and a suppression of the
Elven elements of the Eight Divines. They enforce strict codes of behavior which
preclude most forms of entertainment .
1E 376 — The traditional Emperors are overthrown.
The traditional rule of emperors was overthrown, and although each successive emperor
remained the figurehead of the empire, his powers were very much reduced. The
Redguard people saw 300 years of almost continuous civil war between the provincial
lords, warrior monks and brigands, all fighting each other for land and power before the
appearance of the hero Hunding.
Fifth Century
1E 401 — The Chimer and Dwemer unite.
The Indoril Nerevar and Dumac Dwarfking unite the Chimer and Dwemer of Morrowind
against the occupying forces of Skyrim, finally pushing the Nords out in 1E 416.
1E 416 — The Nords are driven out of Morrowind.
Nords are driven out of Morrowind by the uniting of the Chimer and Dwemer. Resdayn
is founded as a result. Nerevar and Dumac unanimously are elected as Leaders of the
first Council of Resdayn. Resdayn flourishes under the leadership of Dumac and Nerevar.
Peace among the Chimer, and between the elves and the dwarves, brings an
unprecedented prosperity and flowering of both cultures.
1E 420 — The Skyrim War of Succession ends.
The Skyrim War of Succession ends with the Pact of Chieftans. The war resulted in
Skyrim losing control of the High Rock, Morrowind, and Cyrodiil regions, never to again
regain them.
1E 482 — The Battle of Glenumbria Moors
The battle between the Alessian Order and the Direnni Elves of High Rock, under the
command of Aiden Direnni. The order was soundly defeated by the Elves at the cost of
much of the Elven power in High Rock. The Elves were finally defeated by the Cyrodiil
Empire in 1E 498.
1E 498 — Elven power in High Rock is defeated.
The Elves of High Rock, after losing much power in the Battle of Glenumbria Moors
against the Alessian Order, finally were driven from High Rock almost 20 years later in 1E
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498. The province of Skyrim, under King Wulfharth (Ysmir), submits to a fiery
reinstatement of the traditional Nordic pantheon. Alessian temples are destroyed, and
remnants of its priesthood seek refuge in the Heartland.
Seventh Century
1E 668 — The War of the First Council; Vvardenfell erupts.
The first eruption of Morrowind's gigantic volcano, since known as Red Mountain. Ash
spewed into the sky hides the sun for a year.
Eighth Century
1E 700 — Battle of Red Mountain
This famous battle between the Chimeri (led by Nerevar) and the Dwemeri concludes
The War of the First Council. Both Nerevar and Dumac Dwarfking perish. These events
paved the way for the formation of "modern" Morrowind.
1E 700 — Dwarves Disappear.
The entire Dwarven nation across Tamriel mysteriously disappeared. Although many
theories to their disappearance have been put forward, there exists no solid evidence
where or why they left.
Ninth Century
1E 808 — Redguards arrive in Hammerfall.
A warrior wave of Yokudans, or "Ra Gada", drives the beastfolk and Nedic peoples from
Hammerfell. Over time, the name "Ra Gada" is transformed into "Redguard" and they
claim Hammerfell as their homeland. The beastfolk refugees escape from Hammerfell
and join the Orcs at Orsinium.
Tenth Century
1E 950 — Assault on Orsinium begins.
The annihilation of the Orcish capital Orsinium was begun by the joint effort of
Daggerfall, the new kingdom of Sentinel, and the now extinct Order of Diagna. It took
constant effort over 30 years to finally drive the Orcs out.
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1E 980 — The Orcish capital of Orsinium is defeated.
The annihilation of the orcish capital Orsinium by a joint effort of Daggerfall, the new
kingdom of Sentinel, and the now extinct Order of Diagna. The scattering of the Orcs
from southeastern High Rock made the river route to the Bay more accessible. The tiny
village of Wayrest grew like a flower that no longer feared the mow. Within time
Wayrest profits equaled Daggerfall's and eventually Wayrest was acknowledged the
master of Iliac Bay trade.
Eleventh Century
1E 1029 — Herta expands Cyrodiil.
Empress Herta of Cyrodiil strengthens the Colovian West and expand the border of
Cyrodiil Empire to High Rock. The relations with Skyrim improve a bit.
Twelfth Century
1E 1100 — The kingdom of Wayrest is created.
After the defeat of the Orcs at Orsinium in 1E 979 trade in Wayrest grew rapidly and the
region was granted the right to be called a Kingdom.
Thirteenth Century
1E 1200 - 2208 — The Dragon Break
Scholar-priests of the Alessian Order, the Marukhati Selective, attempt to tamper with
the identity of Akatosh, disrupting time itself.
Fifteenth Century
1E 1427 — Battle of Duncreigh Bridge
The battle between Anticlere and the neighbouring hamlet of Sensford. It is celebrated
each year by Anticlere by a march down Sensford's main street, usually resulting in many
injuries and sometimes brief wars by the towns knightly orders. The battle ultimately
achieved nothing as both sides continue to boast of their own antique lineage.
Twenty-Third Century
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1E 2200 — Thrassian Plague
A brutal plague which decimated more than half of Tamriel's population, especially near
the western coast nearest to Thras. The plague was released by the Sload of the coral
kingdom of Thras which were later destroyed by the All Flags Navy.
Twenty-Eighth Century
1E 2702 — Wayrest City moves to Gardners Estate.
The entire population of the city was forced to move into the walled estate of the
Gardners as protection against the pirates, Akaviri raiders, and Thrassian plague.
1E 2703 — Akaviri Invasion
The Akaviri invade Cyrodiil, spurring Reman to rally the Colovian West and Nibenean
East. Cyrodiil is united for the first time in centuries. The unified army defeats the Akaviri
at Pale Pass on the Cyrodiil-Skyrim border.
1E 2762 — Emperor Reman I dies.
Twenty-Ninth Century
1E 2812 — Reman II takes the throne
1E 2837 — The province of Black Marsh is created.
The Second Empire succeeds in seizing a large part of the swamplands of Argonia to
create the province of Black Marsh. Its provincial status was revoked after the
dissolution of the Second Empire.
1E 2851 — Reman II dies.
According to the inscription on his tomb in Sancre Tor, he died "in battle against the
Dark Elves"
1E 2877 — Reman III succeeds to the throne.
Thirtieth Century
1E 2920 — The last year of the First Era
Emperor Reman Cyrodiil III and his son and heir Juilek Cyrodiil are both assassinated by
the Morag Tong, following a breach of truce by sacking the fortress of Black Gate. Akaviri
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Potentate Versidue-Shaie takes over the throne, beginning the era known as the
Imperial Interregnum.
Mehrunes Dagon destroys Mournhold. Almalexia and Sotha Sil are too late to prevent its
destruction, but manage to banish Mehrunes Dagon back to Oblivion.
Second Era
Third Century
2E 230 — The first Mages Guild is formed
2E 283 — Akaviri Potentate Versidue-Shaie declares martial law.
During the 37 years of martial law, all other armies in Tamriel are crushed.
Fourth Century
2E 309 — The province of Elsweyr is founded.
The minor kingdoms Kiergo of Anequina and Eshita of Pellitine combined to create the
province of Elsweyr, sparking a great class war which almost resulted in outside
intervention.
2E 320 — Dinieras-Ves "the Iron" founded The Syffim, the forerunner of the Fighters Guild.
Since Potentate Versidue-Shaie had destroyed all armies but his own, the Syffim were
intended to act as a hired army to suppress brigandage in the provinces.
2E 324 — Potentate Versidue-Shaie was murdered.
The Potentate was murdered in his palace, in what is today the Elsweyr kingdom of
Senchal, by the Morag Tong.
2E 358 — Earliest known written record of the Dark Brotherhood
A note was found beneath the floorboards of an abandoned house in the Nordic village
of Jallenheim. Depicting a war between two shadowy organizations, scholars speculate
that this is a rare piece of evidence of the war between the Morag Tong and its hated
offshoot, the Dark Brotherhood. The Brotherhood was probably in existance before this
date, but its secrecy shrouds its true origins, though it was most likely formed by several
ex-members of the Morag Tong.
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Fifth Century
2E 431 — Potentate Savirien-Chorak dies.
Savirien-Chorak and all of his heirs were murdered by the Dark Brotherhood, ending the
years of the Akaviri Potentate and the Second Empire of Cyrodiil. Some historians date
this event in 2E 430.
2E 432 — Orsinium loses its territory status.
One year after the death of Emperor Potentate Savirien-Chorak, Orsinium loses the
status of an Imperial territory.
Sixth Century
2E 560 — The Knahaten Flu
A strain of the Knahaten Flu hits the southern provinces of Tamriel causing many deaths.
The Argonians were strangely immune to the flu which has led some to believe they
were responsible for it in some way. The flu continued until around 2E 601.
2E 572 — The Akaviri invaders of Morrowind were defeated.
The Akaviri invaders were killed when the island mysteriously became flooded. Despite
the extensive flooding, almost no Dunmer people were injured or killed. Rumor has it
that the god Vivec taught the Dunmeri to breathe water and flooded the island.
Ninth Century
2E 830 — The Aldmeri Dominion was formed.
The dominion was formed by the realms of Summerset Isles and Valenwood when the
heirs of the Camoran Dynasty began to fight over the Valenwood throne.
2E 854 — Emperor Cuhlecain was assassinated.
The Emperor was assassinated by a High Rock nightblade who also burned the Imperial
Palace to the ground and attempted to kill General Talos (Tiber Septim).
2E 862 — Thassad II was assassinated.
The High King of Hammerfell, Thassad II, is killed by his court treachery of Forebears, the
nobles of Hammerfell Empire. Crown Prince A'tor, son of Thassad II and heir to
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Hammerfell, led his forces in continual victory over the Forebears. But the Forebears
with the help of Tiber Septim's navy led by Lord Admiral Amiel Richton finally destroys
Prince A'tor at the harbor of Stros M'Kai.
2E 864 — The Redguard Rebellion on Stros M'Kai
The date of the Redguard rebellion on the island of Stros M'kai off the coast of
Hammerfell. The rebellion, led by Cyrus and his sister Iszara, destroyed the Imperial fleet
in the harbour of Stros M'Kai and defeated the Imperial Legion on the island, killing Lord
Admiral Amiel Richton in the process. With the strategic island in rebel hands, Emperor
Tiber Septim was forced to peace on terms more favourable to Hammerfell.
2E 882 — Dagoth Ur reawakens.
Dagoth Ur and his Ash Vampires awaken underneath the Red Mountain, where they
bind themselves to the Heart of Lorkhan. They ambush the Tribunes during their annual
ritual bathing in the Heart's power, and drive them off.
2E 896 — Tiber Septim conquers Tamriel.
Tiber Septim finishes conquering all the lands of Tamriel with the aid of the Dwarven
artifact Numidium and the battlemage Zurin Arctus, finally uniting them in peace. The
time of Tiber's reign was a just (even from serf to king) and glorious one, among the best
of Tamriel's history.
2E 897 — Beginning of the Third Era
The Third Era is pronounced by Tiber Septim after uniting all provinces in Tamriel.
Third Era
First Century
3E 1 — Beginning of Third Era
The Third Era is pronounced by Tiber Septim in 2E 897, after the unification of all
provinces in Tamriel.
3E 38 — Emperor Tiber Septim Dies, Emperor Pelagius Crowned
Tiber Septim, conqueror and ruler of all of Tamriel for 38 years, dies and is succeeded by
his eldest son, Pelagius.
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3E 41 — Emperor Pelagius Dies, Empress Kintyra Crowned
Emperor Pelagius is assassinated by the Dark Brotherhood. Having no children, the
crown passed to his cousin.
3E 48 — Empress Kintyra Dies, Emperor Uriel I Crowned
Empress Kintyra dies. Kintyra's son was crowned after her death, the first Emperor of
Tamriel to use the imperial name Uriel.
3E 64 — Emperor Uriel I Dies, Emperor Uriel II Crowned
Emperor Uriel I dies and the kingdom is taken over by his son, Emperor Uriel II, the Fifth
Emperor. Tragically, the rule of Uriel II was cursed with blights, plagues, and
insurrections. His tenderheartedness inherited from his father did not serve Tamriel well,
and little justice was done.
3E 82 — Emperor Uriel II Dies, Emperor Pelagius II Crowned
Emperor of Tamriel, son of Uriel I, dies after 18 years of ruling. The Emperor is
succeeded by his son, Pelagius II. Pelagius II inherited not only the throne, but the debt
from his father's poor financial and judicial management.
3E 99 — Emperor Pelagius II Dies, Emperor Antiochus Crowned
The Emperor of Tamriel, son of Uriel II, dies after 17 years of ruling Tamriel. His son,
Antiochus, now reigns over the kingdom. Antiochus was certainly one of the most
flamboyant of the usually austere Septim family. He had many mistresses and nearly as
many wives, and was renowned for his grandness of dress and good humor.
Unfortunately, his reign was rife with civil wars, surpassing even that of his grandfather,
Uriel II.
Second Century
3E 110 — War of the Isle
The province of Summerset is nearly lost under the leadership of Antiochus. The united
alliance of the kings of Summerset and Antiochus only managed to defeat King Orgnum
of the island-kingdom of Pyandonea due to a freak storm. Legend credits the Psijic Order
of the Isle of Artaeum with the magic behind the storm.
3E 112 — Emperor Antiochus Dies, Empress Kintyra II Crowned
Emperor Antiochus dies after a 13 year rule and his daughter, Kintyra II takes the throne.
The story of Kintyra II, is certainly one of the saddest tales in modern history. Her first
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cousin Uriel III, son of Queen Potema of Solitude, accused Kintyra of being a bastard,
alluding to the famous decadence of the Imperial City during her father's reign. When
this accusation failed to stop her coronation, Uriel bought the support of several
disgruntled kings of High Rock, Skyrim, and Morrowind, and, with Queen Potena's
assistance, coordinated three attacks on the Septim Empire. The first attack occurred in
the Iliac Bay that separates High Rock and Hammerfell. Kintyra's entourage was
destroyed and the Empress was taken captive.
3E 121 — Uriel III Proclaimed Emperor
Empress Kintyra II had been reportedly killed several years ago while in prison and the
battle between the empire and Uriel III with his alliance of unhappy kingdoms of High
Rock, Skyrim, Morrowind and Queen Potema. In the third major and final attack, the
Imperial City itself was taken over in only a fortnight. At this time, Uriel III proclaimed
himself Emperor of Tamriel. He improperly named himself Uriel Septim III even though
his true name was Uriel Mantiarco from his father.
3E 121 — War of the Red Diamond
This war was between the three surviving children of Pelagius II: Potema, Cephorus, and
Magnus, and their offspring. Potema, of course, supported her son Uriel III, and had the
support of all of Skyrim and northern Morrowind. With the efforts of Cephorus and
Magnus, High Rock turned. Hammerfell, Sumurset Isle, Valenwood, Elsweyr, and Black
Marsh were divided, but most kings supported Cephorus and Magnus.
3E 123, 23 Frostfall — Empress Kintyra II Dies in Her Cell
Although reported to have died in 3E 114, Empress Kintyra dies in her cell in 3E 123. The
23rd of Frostfall is now named the day of Broken Diamond after her memory.
3E 127 — Emperor Uriel III Dies, Emperor Cephorus I Crowned
Uriel III was captured at the Battle of Ichidag in Hammerfell. En route to his trial in the
Imperial City, a mob overtook his carriage and burned him alive within it. His captor and
uncle continued on to the Imperial City, and by common acclaim, was proclaimed
Cephorus I, Emperor of Tamriel. Cephorus' reign is marked by nothing but war. By all
accounts, he was a kind and intelligent man, but what Tamriel needed was a great
warrior, and that he was. It took an additional ten years of constant warfare for him to
defeat his sister Potema.
3E 137 — Potema, Queen of Solitude Dies
It took ten years of constant warfare for Emperor Cephorus to defeat his sister Potema
after becoming emperor of Tamriel. The so-called Wolf Queen of Solitude died in the
siege of her city-state.
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3E 140 — Emperor Cephorus I Dies, Emperor Magnus Crowned
Cephorus never had the time during the war years to marry, so it was his brother, the
fourth child of Pelagius II, who assumed the throne. The Emperor Magnus was elderly,
and the business of punishing the traitorous kings of the War of the Red Diamond
drained much of his health.
3E 145, 8th of Second Seed — Emperor Magnus Dies, Emperor Pelagius III Crowned
Legend accuses Magnus' son and heir Pelagius III of murder, but that seems very unlikely.
For no other reason, Pelagius was King of Solitude, following the death of Potema, and
seldom visited the Imperial City. Almost from the start, Pelagius III, sometimes called
Pelagius the Mad, his eccentric behavior was noted. He embarrassed dignitaries,
offended his vassal kings, and, on one occasion, marked the end of a grand ball by
attempting to hang himself.
3E 153, 2nd of Suns Dawn — Pelagius III Dies
After being taken from the throne due to his madness Pelagius III was sent to a series of
healers and asylums until his death at the age of thirty-four on a warm night in Suns
Dawn after a brief fever in his cell at the Temple of Kynareth in the Isle of Betony. The
2nd of Suns Dawn, which may or may not be the anniversary of his death (records are
not very clear) is celebrated at Mad Pelagius, the time when foolishness of all sorts is
encouraged.
3E 153 — Empress Katariah Takes Over Throne
Katariah, Duchess of Vvardenfell and long-suffering wife of Emperor Pelagius III was
finally awarded the regency of Tamriel as Empress Katariah I. Some consider the
ascendancy of this Dunmer woman as end of the Septim bloodline, others see the death
of Kintyra II as the true mark. Her defenders assert that though Katariah was not
descended from Tiber, the son she had with Pelagius, was, so the chain does continue.
Despite the racist assertions to the contrary, Katariah's forty-six year reign was one of
the most glorious in Tamriel's history. Uncomfortable in the Imperial City, Katariah
traveled extensively throughout the Empire, as no Emperor ever had since Tiber's day.
She repaired much of the damage that broken alliances and bungled diplomacy had
created. The people of Tamriel came to love their Empress far more than the nobility
did.
Third Century
3E 200 — Empress Katariah Dies, Emperor Cassynder Crowned
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Katariah's death in a minor skirmish in Black Marsh is a favorite source for
conspiracy-minded historians. The sage Montalius' discovery of a disenfranchised branch
of the Septim family's involvement with the skirmish was a revelation indeed. When
Cassynder assumed the throne at the death of his mother, he was already middle-aged.
Only half-elven, he aged like a Breton. In fact, he had left the rule of Wayrest to his
half-brother Uriel due to poor health. Nevertheless, as the only true blood relation of
Pelagius, and thus Tiber, he was pressed into accepting the throne.
3E 202 — Emperor Cassynder Dies, Emperor Uriel IV Crowned
To no one's surprise, the Emperor Cassynder's reign did not last long. In two years, he
was dead. Uriel Lariat, Cassynder's half-brother, the child of Katariah I and her Imperial
consort Lariat, left the kingdom of Wayrest to reign as Uriel IV. Legally, Uriel IV was a
Septim: Cassynder had adopted him into the family when he had become King of
Wayrest. Nevertheless, to the Council and the people of Tamriel, he was a bastard child
of Katariah. Uriel did not possess the dynamism of his mother, and his long forty-three
year reign was a hotbed of sedition. Uriel IV's reign was a difficult and long one. Despite
being a legally adopted member of the Septim family, and despite the Lariat family's
high position -- indeed, they were distant cousins of the Septims -- few of the Elder
Council could be persuaded to accept him fully as a blood relation of Tiber. The Council
had assumed much responsibility during Katariah I's long reign and Cassynder I's short
reign, and a strong-willed alien monarch like Uriel IV found it impossible to hold their
unswerving fealty. Time and time again, the Council and Emperor were at odds; and
time and time again, the Council won the battles. Since the days of Pelagius II, the Elder
Council had consisted of the wealthiest men and women in the Empire, and the power
they wielded was ultimate.
3E 247 — Emperor Uriel IV Dies
The Council's last victory over Uriel IV was posthumous. Andorak, Uriel IV's son, was
disinherited by vote of Council.
3E 248 — Emperor Cephorus II Crowned
Cephorus II was chosen as emperor by vote of Council, since he was a cousin more
closely related to the original Septim line than was Emperor Uriel IV 's son, Andorak.
Cephorus had been a Nordic king. For the first nine years of Cephorus II's reign, those
loyal to Andorak battled the Imperial forces. In an act that the sage Eraintine called Tiber
Septim's heart beating no more, the Council granted Andorak the High Rock kingdom of
Shornhelm to end the war. Andorak's descendants still rule that land.
3E 249 — Camoran Usurper Invades
Of course, Cephorus II had foes that demanded more of his attention than Andorak.
From out of a nightmare, in the words of Eraintine, a man who called himself the
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Camoran Usurper (rumored to be a lich) appeared. The Usurper led an army of Daedra
and undead warriors on a rampage through Valenwood, conquering kingdom after
kingdom. None could resist his onslaughts, and as month turned to bloody month, fewer
even tried. Cephorus II sent more and more mercenaries into Hammerfell to stop the
Usurper's northward march, but they were bribed, turned into undead, or slaughtered.
The result was a great regional victory and an increase in hostility toward the seemingly
ineffective Empire.
3E 267 — Camoran Usurper Defeated
The Baron Othrok and his less legendary allies, the rulers of Ykalon, Phrygia, and
Kambria, changed this unfavorable perception. News of the Usurper's barbaric
treatment of captives and abuse of conquered lands, mostly true, spread rapidly through
their territories. Within a few months, the greatest navy to date assembled along the
High Rock edge of the Iliac Bay. The tales of how the combined forces of High Rock
defeated the endless army of the Camoran Usurper is certainly worthy of a lengthy book
in itself and perhaps best left to public imagination. They were helped by good fortune,
the weather worked against the Usurper, which is reason in itself to attribute divine
intervention.
3E 268 — Emperor Uriel V Crowned
Uriel V changed the perception of a weak Empire away from internal strife and
embarked on a series of invasions, beginning almost from the moment he took the
throne.
3E 288 — Uriel V Invades Akavir
Uriel V embarked on his most ambitious enterprise, the invasion of the continent
kingdom of Akavir. This endeavor was ultimately a failure, for two years later Uriel V was
killed in Akavir at the Battle of Ionith and four legions were lost along with most of the
invasion fleet. Nevertheless, Uriel V holds a reputation second only to Tiber as the great
warrior emperor of Tamriel.
3E 290 — Emperor Uriel V Dies, Emperor Uriel VI Crowned
Uriel V is killed in Akavir on the battlefield of Ionith. His son, Uriel VI, was but five years
old. In fact, Uriel VI was born only shortly before his father left for Akavir. Uriel V's only
other progeny, by a different woman, were the twins Morihatha and Eloisa, who had
been born a month after Uriel V left. The consort Thonica as the boy's mother was given
a restricted Regency until Uriel VI reached his minority. The Council retained the real
power, as they had ever since the days of Katariah I. The Council so enjoyed its unlimited
and unrestricted freedom to make laws (and profits), Uriel VI was not given full license
to rule until 307, when he was 22 years old.
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Fourth Century
3E 307 — Emperor Uriel VI Takes Crown
It was not until Uriel VI was 22 years old that he was given full license to rule.
3E 320 — Emperor Uriel VI Dies, Empress Morihatha is Crowned
Uriel VI fell from his horse and could not be saved by the finest Imperial healers, his
beloved sister Morihatha took the throne, at 25 years of age. Many provinces outside
Cyrodiil rebel.
3E 339 — Empress Morihatha is Assassinated, Emperor Pelagius IV Crowned
Assassins kill Empress Morihatha who is succeeded by her nephew Emperor Pelagius IV.
3E 368 — Emperor Pelagius IV Dies, Uriel Septim VII Crowned
When Emperor Pelagius IV died, after an astonishing twenty-nine year reign, Tamriel
was closer to unity than it had been since the days of Uriel I. Uriel Septim VII then
succeeded him, and continued with the unification of Tamriel.
3E 389 — Emperor Uriel Septim VII Betrayed by Jagar Tharn
Emperor Uriel Septim VII is betrayed by the Imperial Battlemage Jagar Tharn and
imprisoned in a dimension of Tharn's creation.
3E 396 — The Arnesian War
After a slave revolt, Morrowind forces destroy the armies of Black Marsh. Symmachus
was slain, and Queen Barenziah, rightly fearing for her life, fled across the Empire to the
High Rock kingdom of Wayrest. The Queen abdicated her throne, leaving it to her uncle
Athyn Llethan, a House Hlaalu noble.
3E 399 — Jagar Tharn is Defeated; Orsinium founded
A mysterious champion defeated the Battlemage in the dungeons of the Imperial Palace
and frees Emperor Uriel Septim VII from his other dimensional cell.
Gortwog gro-Nagorm founded the nation of Orsinium and began fighting for it's
independence.
Fifth Century
3E 401 — Nulfaga Finds the Mantella
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Nulfaga of Daggerfall, High Rock, finds the exact location of the Mantella
3E 417 — The 'Miracle of Peace', also known as the 'The Warp in the West' occurs
A mysterious event taking place between the 9th to the 11th of Frostfall in which the
forty-four independent kingdoms, counties, baronies, and dukedoms surrounding the
Iliac Bay were condensed into four: Daggerfall, Sentinel, Wayrest, and Orsinium.
3E 427 — Blight Curse Begins
In 3E 427, the Morrowind government, already weakened in power over questions of
authority, was further threatened by the re-awakening of the ancient curse of the Blight
from the giant volcano Red Mountain, or "Dagoth-Ur".
Now
3E 427
The story begins.
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Factions A list containing descriptions of the various orders and guilds in existence within
Tamriel.
Imperial Guilds The Imperial Guilds are all establishments relating to Imperial traditions and politics.
Imperial Cult
"The missionary arm of the great faiths, the Imperial Cult brings divine inspiration
and consolation to the Empire's remote provinces. The cults combine the worship of
the Nine Divines: the Aedra Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr,
Kynareth, and Julianos, and the Talos Cult, veneration of the the divine god-hero
Tiber Septim, founder and patron of the Empire. Imperial Cult priests provide
worship and services for all these gods at the Imperial Cult shrines in settlements
throughout Tamriel." MW Prophecies
Imperial Legion
The Imperial Legion is the supreme military power of the
Cyrodilic Empire of Tamriel; no other organized army in the
world can match it in combat. The Legion works for the
Imperial government, with support from the Emperor who is
currently in power. In peace time, the Legionnaires serve as
Guards, and patrol the roads, although in war, they have also
been used as an invasion force.
The Legion is a strictly hierarchic organization. Each fort is
usually commanded by a Champion (smaller forts), or any
higher-ranking Knight (larger ones). The commander of a fort
is usually called 'captain' or 'General'. Only Knights may serve
as generals. A Knight of the Imperial Dragon is the
highest-ranking Legion officer in any District.
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Fighters Guild
The Fighters Guild, present across all of Tamriel, provides a
common, and more importantly, public place of training and
study for those of the warrior persuasion. The guild is a
professional organization chartered by the Emperor to regulate
the hiring and training of mercenaries. Training, goods, and
services are cheaper for members, and the Guild Stewards
know where to find work.
The Fighters Guild was founded in the 320th year of the 2nd Era by Versidue-Shaie at
the suggestion of Dinieras-Ves "the Iron" to provide for public order without having
to resort to standing armies. At first, it was called The Syffim ('soldiers' in Tsaesci).
Although it began as an Akaviri-only organization, it eventually opened its doors to
all races.
Thieves Guild
The Thieves Guild is an organization for the gathering and training of those stealthy
and shadowy in nature. Although criminal by its very definition, the local authorities
often tolerate the existence of the guild as its presence often greatly decreases, if
not eliminates, the more unstable or dangerous criminals.
Like any trade guild, the Thieves Guild is an organization of professionals, except that
in this case the professionals are thieves, robbers, pickpockets, smugglers, and other
enterprising operators. They don't have public guild halls, but in large towns they do
tend to gather at a single location, such as a cornerclub, inn, or tradehouse.
Mages Guild
The Mages Guild is a professional organization, located
throughout Tamriel, that is dedicated to the study and
application of magicka and alchemy. Its charter from the
Emperor specifes that the guild must provide magic services to
the general public. Anyone can purchase potions, potion
ingredients, magical items, and a selection of standard spells
from the guild. However, training, goods, and services are
cheaper for members, and the Guild Stewards may be able to provide members with
work. Furthermore, exclusive services such as spellmaking and enchanting, deemed
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potentially dangerous to the public at large, are only made available to
higher-ranked guild members in good standing.
The Mages Guild is led by an Arch-Mage, and guided by the Council of Mages, made
up of five archmagisters (including the Arch-Mage). The Arch-Mage and the Council
of Mages are headquartered at the guild's Arcane University in the Imperial City. The
Council decides important Guild policies, such as its policy on the use of Necromancy
and also administers recruitment, sale of spells in each local guild hall, and the
enforcement of Guild law. In addition, guild halls exist in most cities in Tamriel, each
of which is run by a local Guildmagister.
The Mages Guild was founded by Vanus Galerion in the early years of the Second Era
as a way of centralizing magic and thus moving away from the many separate groups
(like the Psijic Order of which Galerion was a member) that had dominated the study
of magic up until that time (see Origin of the Mages Guild for more information).