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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
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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

5

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

6

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

7

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

8

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

9

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

10

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

11

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

12

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

13

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

14

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

15

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

16

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

17

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

18

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

20

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

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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

47

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.

Chapter 3: Gods of Tamriel

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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

49

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.

Chapter 3: Gods of Tamriel

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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

52

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.

Chapter 3: Gods of Tamriel

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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.

Chapter 3: Gods of Tamriel

55

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.

Chapter 3: Gods of Tamriel

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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.

Chapter 3: Gods of Tamriel

57

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.

Chapter 3: Gods of Tamriel

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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.

Chapter 3: Gods of Tamriel

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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

62

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.

Chapter 4: World of Tamriel

63

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

64

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).


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