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bretonDouglas Goodall's Postson the difficulty of keeping lore consistent between games (04/08/01):
On Dwemer trivia (pre-Morrowind) (04/19/01): "I never told you or have been told myself that House Dagoth was not *linked* to Dwarves. It's just that House Dagoth *was not* Dwarves. See the difference?" Breton
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The Sons and Daughter of the Direnni West: High Rock
High Rock, the westernmost province on the mainland of Tamriel, is a land of temperate climates and soft rolling hills, split in half by the towering Wrothgarian Mountains. The quaint charm of its hamlets and austere grandeur of its cities speak of a gentle life, something that was only a distant dream for most of the long, peculiar history of the Bretons. HistoryWith its fertile soils and generally clement weather, it is little wonder that the region that is now known as High Rock has attracted many cultures throughout history. The Gods were the first of these. The Adamantine Tower, in a little island in the middle of the Iliac Bay, is widely considered to be the oldest structure in Tamriel. If the ancient tales are to be believed, it was crafted in the Dawn Era by the Gods themselves to have a place for meeting and deciding what would be the fate of Nirn. Perhaps this is merely a myth, but it is true that when the earliest Aldmer came to the region, the Tower was already standing.
It took many centuries for the Bretons to become the dominant force in High Rock. For most of the First Era, the elves kept their hold on the land, with the Nords founding fortified towns along the coasts to support their pillaging parties, such as Daggerfall, which as a kingdom would have a profound influence on High Rock in years to come. Of all the families of Aldmer who colonized High Rock, none did it so successfully as the Clan Direnni. So dominant were they that by the middle of the First Era, the whole of High Rock was commonly called "The Direnni Hegemony." As an economic and military power, they were formidable enough to pose a continued threat to the battle-hardened Nords and the nascent Alessian Empire of Cyrodiil. Taking advantage of the internal strife in Skyrim, the Hegemony began taking land north and south of High Rock, claiming portions of Skyrim and Hammerfell. At the peak of their power, they controlled nearly a quarter of Tamriel. But they had overextended their reach, and slowly, year by year, they lost all that they had gained, falling back to their fortress in Balfiera, the Adamantine Tower, now called the Direnni Tower. The Bretons were operating beneath the eyes of history, and their rise in High Rock was through commerce and the foundation of small villages in well-chosen positions, such as the sleepy fishing hamlet of Wayrest on the coast between the Bjoulsae River and the Iliac Bay. Daggerfall, Camlorn, Reich Gradkeep, and many other Nordic cities became Breton not by any act of war, but simply by being assimilated by them. By the end of the First Era, High Rock was the land of the Bretons, and would be so ever after. But High Rock was never a single cohesive Breton nation. The power vacuum left by the decline of the Dirennis fractured High Rock into a hundred fiefdoms of small, walled city-states. This has often left the Bretons at the mercy of the larger powers of Tamriel, but has also made High Rock surprisingly resilient during the times of chaos following the fall of the great empires. Scarcely had the rule of the Dirennis passed into history before two new powers arrived in the region. The Redguards of Yokuda began their conquest of Hammerfell in the 808th year of the First Era, largely displacing beast folk in their attacks, but also supplanting Breton settlements along the southern Iliac Bay. The two cultures warred over dominance in the Bay, until they were faced with a common enemy in the Orcish kingdom of Orsinium. The rise and fall and rebirth of Orsinium is detailed in a larger section, but suffice it to say for now that the discovery of the "monstrous" kingdom of the creatures, as they were regarded, was a very unpleasant surprise to both the Redguards and Bretons. An alliance between Daggerfall and the new kingdom of Sentinel led to the long war known as the Siege of Orsinium. The humans eventually prevailed: Orsinium was destroyed and the Orcs dispersed far and wide across Tamriel.
The unity was lost when the threat was removed, and for the next one hundred and fifty years, internal and external conflicts continued. In the east, the Nords reclaimed some of their old kingdoms in the War of the Bend'r-Mahk. In the west, the War of Betony, though ostensibly between Daggerfall and Sentinel, spilled into Daggerfall's neighboring kingdoms. In the center, Orsinium reappeared as the home of the Orcs, threatening once again the fortunes of Wayrest. In the year 417, however, the province redefined itself in a most mysterious way. They call the even the Miracle of Peace. On the 10th of Frostfall, a strange force exploded over the Iliac Bay, displacing armies and decimating whole territories. Though its nature is still unknown, most Bretons believe it was the ancient Gods who had once made High Rock their home scouring the land, making it whole once again. Though it was a painful process for most - the Miracle is sometimes spoken of as the Warp in the West - the result of it is a province that is more unified than it has ever been in modern history. Where once there were a hundred small squabbling kingdoms, today, just two decades after the Miracle, there are five. Current EventsBattle-weary, the kingdoms of High Rock have eschewed violence recently in favor of diplomatic solutions. This is not to say that there have been no tensions over the new borders between Daggerfall and Wayrest, or between Camlorn and Northpoint and Evermore, but they are localized skirmishes, and have yet to explode into war, as they might have done in the past. The royal family of Daggerfall has recently celebrated the marriage of their son Camaron to Lady Kelmena, the daughter of Duke Senhyn of Camlorn, suggesting a possible unified kingdom along the western coast of Tamriel. King Gothryd and Queen Aubk-i's own marriage twenty years before had cemented relations and formed the basis of the peace between Daggerfall and Sentinel, which continues to this day. Northpoint and Evermore were not directly affected by the Miracle of Peace, but took advantage of it, swallowing up their small neighbors in the chaos of its aftermath. Far enough west to avoid the predations of Skyrim in the Bend'r-Mahk, and far enough north not to be targeted by Daggerfall and Wayrest, they have been quiet of late, watching their neighbors distrustfully. The Queen of Wayrest, Elysana, is considered by many to be the most feared ruler in the West. It is hardly surprising, considering that in order to achieve the throne, she had to outmaneuver and defeat her stepbrother, Helseth, a man now renowned in the East for his cunning, as well as his mother, Barenziah. With her consort, Elysana continues to control and dominate politics in High Rock, and her recent alliance with Wayrest's old enemies, the Orcs of Orsinium, has many observers wondering what her next move will be.
High Rock
High Rock encompasses Greater Bretony, the Dellese Isles, the Bjoulsae River tribes, and, by tradition, the Western Reach. Its various peoples are called Bretons for the sake of convenience only, as the endless multitude of city-states, principalities, baronies, duchies, and kingdoms that make up High Rock has, until recently, resisted all attempts at centralization into a single culture or government. The Nords of the First Empire never conquered the whole of High Rock; the Cyrodiils ruled it, but failed to stamp out its virulent sectarianism, which sprang up again with renewed fury during the Interregnum. It is only now, under the guidance of the Third Empire, that High Rock is finally tasting the fruits of peace and unity, although a few Bretons still chafe under Tiber Septim's firm hand. Aside from Imperial rule, Bretons are connected only in their language, geographic location, and the ancient rift that separated them from their Nordic progenitors, the Night of Tears. Khosey, in his 'Tamrilean Tractates,' transcribes a firsthand account of the "discovery" of the Bretons by a Nordic hunting party. The Bretons, in ten generations of Elven intermingling and slavery, had become scarcely recognizable as humans. Indeed, the hunting party attacked them thinking they were some new strain of Aldmeri, halting their slaughter only when one of the oldest began to wail for his life, a shrieking plea that was spoken in broken Nordic. When word of this reached Windhelm, the Nords reasoned that the "Manmeri" beyond the Reach were, in fact, descended from human slaves taken during the Elven destruction of Saarthal. King Vrage made the first priority of his Empire the liberation of his long-tormented kinsmen in High Rock. His initial onslaught took him as far as the Bjoulsae, but beyond that the First Empire never established a lasting presence; the crafty Elves were too strong in their magic, and many of the Bretons aided the Elves against their would-be liberators. Ironically enough, it took the tyranny of the Alessian Order to finally free High Rock from Elven dominion. Although the Alessians were crushed at the Battle of Glenumbria Moors, this costly victory so weakened Aldmeri power that the Elves could no longer challenge the emerging nobility of Greater Bretony, who seized power throughout most of High Rock within two decades of the Alessian defeat. This rebellion was not a coordinated effort, however, and while most of High Rock was freed from Elven tyranny by 1E500, parts of the province remained under Elven rule for much longer. The Western Reach, paradoxically, was one of the last bastions of the Aldmeri in High Rock, the legacy of which is still apparent today (see below). Bretons have fought on both sides of most of the great conflicts of Tamrielic history, including Glenumbria Moors; the memories of these victories and defeats continues to taint relations between the many factions of this divided people. The burghers of Anticlere, for instance, still noisily commemorate the Battle of Duncreigh Bridge, the "famous victory" of their Duke over the neighboring hamlet of Sensford in 1E 1427 (a battle which apparently achieved nothing, as each village continues to boast its own ruling family of antique lineage), by marching each year down Sensford's main street, a progress that results in numerous injuries on both sides even when it does not provoke a brief war between the "knightly orders" of the two villages. Today, the social structure of the Bretons has divided itself into a poor middle class and destitute peasantry, a magical elite separate from their squalor, and an often incoherent jumble of nobility and ruling families above them all. It is beyond the small ambition of this pamphlet to address the latter in any better terms, for even the natives have difficulty distinguishing their leaders from one another. Indeed, it is an old joke among the Bretons: "find a new hill, become a king," and many have taken it to heart. Youths of all professions and trades in High Rock spend their free time in knightly pursuits, real and imagined, performing good deeds and the like for all and sundry, in oft-vain efforts to achieve, one day, a noble status. This "quest-obsession," more than anything, has served as High Rock's sense of national identity, a peculiar form of altruism and mutual reliance that binds its people together. The geography of High Rock is as varied as its people. The forested peaks of the Wrothgarian Mountains, occupied only by herders and the occasional dismal hamlet, divide the Western Reach from more heavily settled west of High Rock. The only true cities lie along the Iliac Bay, where several small kingdoms prospered from the trade that flowed through the Bay to the Bjoulsae River. Inland, the land rises to the windswept plateau of North Kambria, with many small towns tucked into the folds and valleys that wind their way down to the northern coast. This bucolic landscape is marred by the grim fortifications that perch atop every hill and crag, a reminder of the constant warfare that has been the scourge of the province. In the past, each petty lord, secure in his castle, enriched himself with tribute from all who traversed his domain, a circumstance clearly incompatible with the free flow of commerce. Now Tiber Septim has begun a program of demolition of these myriad fortresses, a wise policy that should facilitate prosperity while removing a potential refuge for subversives. Although the Bretons are divided into numerous mutually antagonistic factions, to the outsider a singular uniformity in dress, architecture, and customs prevails throughout the land. Bretons are not an imaginative people, a legacy of the Elves, perhaps, and traditional ways are not lightly abandoned. Their villages are pleasant collections of half-timbered structures of one or two stories, with the rustic inn, a shop or two, and perhaps a lordly manor completing the picture. The traveler need not visit more than a handful of Breton communities before satisfying himself that he has captured the flavor of the whole. The people, too, despite their cherished particularism, are remarkably similar in name, accent, and dress throughout the province. It may be that this unacknowledged homogeneity bodes well for the future harmony of High Rock. Most Bretons share an affinity for magic wrought, no doubt, by their lamentable intermingling with the Elves. This talent manifests itself in High Rock's pocket cultures in various ways. In the richer, more urban centers of the Iliac Bay, it has been systematically organized along the hierarchical lines of the Mages Guild. Children are tested for their magical potential at an early age, and those who pass enter apprenticeship programs funded by the Guild itself, or through independent sponsorship. In more remote regions, such as Glenpoint and the Wrothgarian Mountains, witches and medicine men, barely distinguishable from Orcish shamans, hold sway over the superstitious peasants with feats of untutored, but often impressive, magical ability. Places of Note: Daggerfall One of the oldest and largest cities of High Rock, Daggerfall has long considered itself the capital of High Rock, by virtue of its antiquity, prominence, and prosperity. All three of these qualifications may seem fanciful to the outsider, in comparison to Cyrodiil, Windhelm, or even Sentinel across the Iliac Bay. But Daggerfall was one of the largest kingdoms in High Rock before its accession to the Empire, and retains the right to maintain its royal court according to Cyrodilic tradition. Although few buildings of any age survive, Bretons being unsentimental about their history, Daggerfall is of considerable antiquity, founded originally by the Nords as a coastal foothold during the heyday of the First Empire. The city's fortunes have waxed and waned over the years; during the Alessian period it was of considerable importance, but it suffered greatly in the Thrassian Plague and is only now beginning to recover. The rise of Wayrest has lessened Daggerfall's importance as a trading port, although it should benefit from the opening of trade with the interior of the province. Wayrest Wayrest has always seen itself as the rival of Daggerfall, but continues to suffer from an inferiority complex that is evident in the ostentatious display of its ruling house. Daggerfall was already a well-established kingdom when Wayrest was merely a collection of rude huts at the mouth of the Bjoulsae River. But Wayrest prospered mightily after the Fall of Orsinium when the commerce from the whole of Tamriel began to flow past its gates, and today it boasts the largest and richest population in High Rock. The merchants of Wayrest have welcomed the arrival of the Empire, particularly the Navy's Northwest Fleet, which has made suppression of the notorious pirates of the Iliac Bay its top priority. Isle of Balfiera This island in the Iliac Bay has been used for centuries as a neutral meeting place for diplomatic negotiations and treaty signings by the kingdoms of High Rock. It is also famous for the enigmatic structure known as Direnni Tower, a circular tower soaring hundreds of feet into the sky. The traditional ruler of the island is known as the Castellan of Balfiera, perhaps reflecting his original role as commander of Direnni (or Balfiera) Tower, which was used as a fortress, prison, and palace by the infamous Direnni Hegemony. Even more curiously, the hereditary Castellans are High Elves, the only known Elven ruling family remaining in human lands. The Castellans continue to reside in the Tower, although its true provenance and purpose remains a mystery. A recent archaelogical study, using the latest techniques of divination and sorcery, has pushed the Tower's construction date back to around ME2500, making it by far the oldest known structure in Tamriel. Although it has been much modified and added on to over the years, its core is a smooth cylinder of shining metal; the Tower is believed to extend at least as far beneath the surface as is now visible above, although its deepest bowels have never been systematically explored. The Western Reach The Western Reach is actually the easternmost section of the Breton lands; its name derives from its location on Skyrim's western border. During the First Empire, it was incorporated as one of the Holds of Skyrim, and many Nords settled in its rolling hills and pleasant valleys. But they paid a terrible price during the Dissolution of Skyrim's Empire; the Aldmeri retook the Western Reach with a vengeance, slaughtering the Nord colonists to a man; precious little Nord blood flows in the veins of today's Reachmen. As a hedge against future incursions from Skyrim, the Aldmeri fashioned the Western Reach into an impregnable bastion. Thus, the Western Reach remained under Elven rule the longest of any part of High Rock, and the legacy of this dark sojourn can still be seen today. The Reachmen are a mongrel breed, even for Bretons. Descended originally from one of the earliest Atmoran tribes to settle Tamriel, their lineage now partakes of nearly every race imaginable. The uprising that finally "freed" the Western Reach ended in the extermination of the Aldmeri overlords, but Elven blood still flows strong in the Reachmen, and they share the secretive, haughty demeanor of that race. In later years, they traded and exchanged customs with the Orcish villages that shared their mountains, and eventually learned much of the beastfolk's magic. Reach-magic is still widely studied, although it is banned by the Mages Guild (who fear it as dangerous and wild hedge-wizardry), and the Reachmen are often referred to as the "Witchmen of High Rock." Banditry and lawlessness continue to plague the region, and it remains under the direct rule of Provisional Governor Titus Alorius1. Travelers are advised to avoid this region until the present disturbances are quelled-- a state of affairs, however, that is likely soon to be rectified. The benefits of membership in the Empire are so patent, and the resistance of the rebellious Reachmen so futile, that it is to be expected that the Western Reach will soon join the rest of High Rock in the new era of peace and prosperity wrought by the tireless efforts of Tiber Septim and his loyal companions. We can only hope that this comes to pass without further useless effusion of blood. Annotations by YR: 1. "Colovian officers have traditionally been appointed as provincial governors to the human regions of the Empire, as these often need the most forthright of the Emperor's men ~"
Varieties of Faith in the EmpireThis is my best attempt at a listing of the pantheons and associated divine spirits of Tamriel's dominant cultures. This list is by no means complete (the Imperial City of Cyrodiil alone boasts a vast host of saints and holy spirits). It only includes the most important spirits revered by native members of the culture. Other et'Ada, especially Daedra, are often familiar known to many cultures, though specific names are included here only when they possess a particular cultural significance. The omission of any reference to the worships of the Argonians of Black Marsh is a result of my complete inadequacy in reconciling the obscure and contradictory accounts available to me on that subject. THE EIGHT PANTHEONS CYRODIIL: Akatosh, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, Shezarr, Tiber Septim, Morihaus, Reman SKYRIM: Alduin, Dibella, Orkey, Tsun, Mara, Stuhn, Kyne, Jhunal, Shor, Ysmir, Herma-Mora, Maloch ALTMER: Auri-El, Trinimac, Magnus, Syrabane, Y'ffre, Xarxes, Mara, Stendarr, Lorkhan, Phynaster BOSMER: Auri-El, Y'ffre, Arkay, Z'en, Xarxes, Baan Dar, Mara, Stendarr, Lorkhan, Herma-Mora, Jone, Jode DUNMER: Almalexia, Vivec, Sotha Sil, Boethiah, Mephala, Azura, Lorkhan, Nerevar, Molag Bal, Malacath, Sheogorath, Mehrunes Dagon YOKUDA: Satakal, Ruptga, Tu'whacca, Zeht, Morwha, Tava, Malooc, Diagna, Sep, HoonDing, Leki, Onsi, BRETONY: Akatosh, Magnus, Y'ffre, Dibella, Arkay, Zenithar, Mara, Stendarr, Kynareth, Julianos, Sheor, Phynaster ELSWEYR: Alkosh, Khenarthi, Riddle'Thar, ja-Kha'jay, Mara, S'rendarr, Lorkhaj, Rajhin, Baan Dar, Azurah, Sheggorath NOTES ON THE DIVINE SPIRITS OF THE PANTHEONS Akatosh (Dragon God of Time): Akatosh is the chief deity of the Nine Divines (the major religious cult of Cyrodiil and its provinces), and one of two deities found in every Tamrielic religion (the other is Lorkhan). 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 Cyrodilic Empire, where he embodies the qualities of endurance, invincibility, and everlasting legitimacy. Alduin (World Eater): Alduin is the Nordic variation of Akatosh, and only superficially resembles his counterpart in the Nine Divines. For example, Alduin's sobriquet, 'the world eater', comes from myths that depict him as the horrible, ravaging firestorm that destroyed the last world to begin this one. Nords therefore see the god of time as both creator and harbinger of the apocalypse. He is not the chief of the Nordic pantheon (in fact, that pantheon has no chief; see Shor, below) but its wellspring, albeit a grim and frightening one. Alkosh (Dragon King of Cats): Pre-ri'Datta Dynasty Anaquinine deity. A variation on the Altmeri Auri-El, and thus an Akatosh-as-culture-hero for the earliest Khajiiti. His worship was co-opted during the establishment of the Riddle-T'har, and he still enjoys immense popularity in Elsweyr's wasteland regions. He is depicted as a fearsome dragon, a creature the Khajiit say 'is just a real big cat'. He repelled an early Aldmeri pogrom of Pelinal Whitestrake during mythic times. Almalexia (Mother Morrowind): 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, most 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. Arkay (God of the Cycle of Life and Death): Member of the Nine Divines pantheon, and popular elsewhere as well. 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 said 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. Auri-El (King of the Aldmer): The Elven Akatosh is Auri-El. Auri-El is the soul of Anui-El, who, in turn, is the soul of Anu the Everything. He is the chief of most Aldmeri pantheons. Most Altmeri and Bosmeri claim direct descent from Auri-El. In his only known moment of weakness, he agreed to take his part in the creation of the mortal plane, that act which forever sundered the Elves from the spirit worlds of eternity. To make up for it, Auri-El led the original Aldmer against the armies of Lorkhan in mythic times, vanquishing that tyrant and establishing the first kingdoms of the Altmer, Altmora and Old Ehlnofey. He then ascended to heaven in full observance of his followers so that they might learn the steps needed to escape the mortal plane. Azura (Goddess of Dusk and Dawn): Azura was the god-ancestor that taught the Chimer the mysteries needed to be different than 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. Also known as the Anticipation of Sotha Sil. In Elsweyr, Azurah is nearly a wholly separate entity, yet she is still tied into the origins of Khajiiti out of Altmeri stock. Baan Dar (The Bandit God): In most regions, Baan Dar is a marginal diety, a trickster spirit of thieves and beggars. In Elsweyr he is more important, and is regarded as the Pariah. In this aspect, Baan Dar becomes the cleverness or desperate genius of the long-suffering Khajiit, whose last minute plans always upset the machinations of their (Elven or Human) enemies. Boethiah (Prince of Plots): 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. Also known as the Anticipation of Almalexia. Diagna (Orichalc God of the Sideways Blade): Hoary thuggish cult of the Redguards. Originated in Yokuda during the Twenty Seven Snake Folk Slaughter. Diagna was an avatar of the HoonDing (the Yokudan God of Make Way, see below) that achieved permanence. He was instrumental to the defeat of the Lefthanded Elves, as he brought orichalc weapons to the Yokudan people to win the fight. In Tamriel, he led a very tight knit group of followers against the Orcs of Orsinium during the height of their ancient power, but then faded into obscurity. He is now little more than a local power spirit of the Dragontail mountains. Dibella (Goddess of Beauty): Popular god of the 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. Herma-Mora (The Woodland Man): Ancient Atmoran demon who, at one time, nearly seduced the Nords into becoming Aldmer. Most Ysgramor myths are about escaping the wiles of old Herma-Mora. Also called the Demon of Knowledge, he is vaguely related to the cult origins of the Morag Tong ('Foresters Guild'), if only by association with his brother/sister, Mephala. HoonDing (The Make Way God): Yokudan spirit of 'perseverance over infidels'. The HoonDing has historically materialized whenever the Redguards need to 'make way' for their people. In Tamrielic history this has only happened three times -- twice in the first era during the Ra Gada invasion and once during the Tiber War. In this last incarnation, the HoonDing was said to have been either a sword or a crown, or both. Jhunal (Rune God): The Nordic god of hermetic orders. After falling out of favor with the rest of that pantheon, he became Julianos of the Nine Divines. He is absent in modern Skyrim mythology. Jode (Big Moon God): Aldmeri god of the Big Moon. Also called Masser or Mara's Tear. In Khajiti religion, Jode is only one aspect of the Lunar Lattice, or ja-Kha'jay. Jone (Little Moon God): Aldmeri god of the Little Moon. Also called Secunda or Stendarr's Sorrow. In Khajiti religion, Jone is only one aspect of the Lunar Lattice, or ja-Kha'jay. Julianos (God of Wisdom and Logic): Often associated with Jhunal, the Nordic father of language and mathematics, Julianos is the Cyrodilic god of literature, law, history, and contradiction. Monastic orders founded by Tiber Septim and dedicated to Julianos are the keepers of the Elder Scrolls. Kyne (Kiss At the End): Nordic Goddess of the Storm. Widow of Shor and favored god of warriors. She is often called the Mother of Men. Her daughters taught the first Nords the use of the thu'um, or Storm Voice. Kynareth (Goddess of Air): Kynareth is a member of the Nine Divines, the strongest of the Sky spirits. 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. She is also associated with rain, a phenomenon said not to occur before the removal of Lorkhan's divine spark. Leki (Saint of the Spirit Sword): Goddess daughter of Tall Papa, Leki is the goddess of aberrant swordsmanship. The Na-Totambu of Yokuda warred to a standstill during the mythic era to decide who would lead the charge against the Lefthanded Elves. Their swordmasters, though, were so skilled in the Best Known Cuts as to be matched evenly. Leki introduced the Ephemeral Feint. Afterwards, a victor emerged and the war with the Aldmer began. Lorkhan (The Missing God): This Creator-Trickster-Tester deity is in every Tamrielic mythic tradition. His most popular name is the Aldmeri 'Lorkhan', or Doom Drum. He convinced or contrived the Original Spirits to bring about the creation of the mortal plane, upsetting the status quo -- much like his father Padomay had introduced instability into the universe in the Beginning Place. After the world is materialized, Lorkhan is separated from his divine center, sometimes involuntarily, and wanders the creation of the et'Ada. He and his metaphysical placement in the 'scheme of things' is interpreted a variety of ways. In Morrowind, for example, he is a being related to the Psijiic Endeavor, a process by which mortals are charged with transcending the gods that created them. To the High Elves, he is the most unholy of all higher powers, as he forever broke their connection to the spirit plane. In the legends, he is almost always an enemy of the Aldmer and, therefore, a hero of early Mankind. Lorkhaj (Moon Beast): Pre-ri'Datta Dynasty Anaquinine deity, easily identified with the Missing God, Lorkhan. Magnus (Magus): The god of sorcery, Magnus withdrew from the creation of the world at the last second, though it cost him dearly. What is left of him on the world is felt and controlled by mortals as magic. One story says that, while the idea was thought up by Lorkhan, it was Magnus who created the schematics and diagrams needed to construct the mortal plane. He is sometimes represented by an astrolabe, a telescope, or, more commonly, a staff. Cyrodilic legends say he can inhabit the bodies of powerful magicians and lend them his power. Associated with Zurin Arctus, the Underking. Malacath (God of Curses): Malacath is the reanimated dung that was Trinimac. A somewhat weak but vengeful Daedra, the Dark Elves say he is also Malak, the god-king of the orcs. He always tests the Dunmer for physical weakness. Malooc (Horde King): An enemy god of the Ra Gada. Led the goblins against the Redguards during the first era. Fled east when the army of the HoonDing overtook his goblin hordes. Mauloch (Malacath): An Orcish god, Mauloch troubled the heirs of King Harald for a long time. Fled east after his defeat at the Battle of Dragon Wall, ca. 1E660. His rage was said to fill the sky with his sulphurous hatred, later called the "Year of Winter in Summer". Mara (Goddess of Love): Nearly universal goddess. Origins started in mythic times as a fertility goddess. In Skyrim, Mara is a handmaiden of Kyne. In the Empire, she is Mother-Goddess. She is sometimes associated with Nir of the 'Anuad', the female principle of the cosmos that gave birth to creation. Depending on the religion, she is either married to Akatosh or Lorkhan, or the concubine of both. Mehrunes Dagon (God of Destruction): Popular Daedric power. He is associated with natural dangers like fire, earthquakes, and floods. In some cultures, though, Dagon is merely a god of bloodshed and betrayal. He is an especially important deity in Morrowind, where he represents its near-inhospitable terrain. Mephala (Androgyne): Mephala is the Webspinner, or the Spider God. In Morrowind, he/she was the ancestor that taught the Chimer the skills they would need to evade their enemies or to kill them with secret murder. Enemies were numerous in those days since the Chimer were a small faction. He/she, along with Boethiah, organized the clan systems that eventually became the basis for the Great Houses. He/she founded the Morag Tong. Also called the Anticipation of Vivec. Molag Bal (God of Schemes, King of Rape): Daedric power of much importance in Morrowind. There, he is always the archenemy of Boethiah, the Prince of Plots. He is the main source of the obstacles to the Dunmer (and preceding Chimer) people. In the legends, Molag Bal always tries to upset the bloodlines of Houses or otherwise ruin Dunmeri 'purity'. A race of supermonsters, said to live in Molag Amur, are the result of his seduction of Vivec during the previous era. Morihaus (First Breath of Man): Ancient cultural hero god of the Cyro-Nordics. Legend portrays him as the Taker of the Citadel, an act of mythic times that established Human control over the Valley Heartland. He is often associated with the Nordic powers of thu'um, and therefore with Kynareth. Morwha (Teat God): Yokudan fertility goddess. Fundamental deity in the Yokudan pantheon, and the favorite of Tall Papa's wives. Still worshipped in various areas of Hammerfell, including Stros M'kai. Morwha is always portrayed as four-armed, so that she can 'grab more husbands'. Nerevar (Godkiller): The Chimeri king of Resdayn, the Golden Age of old Veloth. Slain during the Battle of Red Mountain, Nerevar was the Herald of the Triune Way, and is the foremost of the saints of Dunmeri faith. He is said to have killed Dumac, the Last Dwarven King, and feasted on his heart. Onsi (Boneshaver): Notable warrior god of the Yokudan Ra Gada, Onsi taught Mankind how to pull their knives into swords. Orkey (Old Knocker): A loan-god of the Nords, who seem to have taken up his worship during Aldmeri rule of Atmora. Nords believe they once lived as long as Elves until Orkey appeared; through heathen trickery, he fooled them into a bargain that 'bound them to the count of winters'. At one time, legends say, Nords only had a lifespan of six years due to Orkey's foul magic. Shor showed up, though, and, through unknown means, removed the curse, throwing most of it onto the nearby Orcs. Phynaster: Hero-god of the Summerset Isles, who taught the Altmer how to naturally live another hundred years by using a shorter walking stride. Rajhin (Footpad): Thief god of the Khajiiti, who grew up in the Black Kiergo section of Senchal. The most famous burglar in Elsweyr's history, Rajhin is said to have stolen a tattoo from the neck of Empress Kintyra as she slept. Reman (The Cyrodiil): Culture god-hero of the Second Empire, Reman was the greatest hero of the Akaviri Trouble. Indeed, he convinced the invaders to help him build his own empire, and conquered all of Tamriel except for Morrowind. He instituted the rites of becoming Emperor, which included the ritual geas to the Amulet of Kings, a soulgem of immense power. His Dynasty was ended by the Dunmeri Morag Tong at the end of the first era. Also called the Worldly God. Riddle'Thar (Two-Moons Dance): The cosmic order deity of the Khajiiti, the Riddle'Thar was revealed to Elsweyr by the prophet Rid-Thar-ri'Datta, the Mane. The Riddle'Thar is more a set of guidelines by which to live than a single entity, but some of his avatars like to appear as humble messengers of the gods. Also known as the Sugar God. Ruptga (Tall Papa): Chief deity of the Yokudan pantheon. Ruptga, more commonly 'Tall Papa', was the first god to figure out how to survive the Hunger of Satakal. Following his lead, the other gods learned the 'Walkabout', or a process by which they can persist beyond one lifetime. Tall Papa set the stars in the sky to show lesser spirits how to do this, too. When there were too many spirits to keep track of, though, Ruptga created a helper out the dead skin of past worlds. This helper is Sep (see below), who later creates the world of mortals. Satakal (The Worldskin): Yokudan god of everything. A fusion of the concepts of Anu and Padomay. Basically, Satakal is much like the Nordic Alduin, who destroys one world to begin the next. In Yokudan mythology, Satakal had done (and still does) this many times over, a cycle which prompted the birth of spirits that could survive the transition. These spirits ultimately become the Yokudan pantheon. Popular god of the Alik'r nomads. Sheogorath (The Mad God): The fearful obeisance of Sheogorath is widespread, and is found in most Tamrielic quarters. Contemporary sources indicate that his roots are in Aldmeri creation stories; therein, he is 'born' when Lorkhan's divine spark is removed. One crucial myth calls him the 'Sithis-shaped hole' of the world. Sheor (Bad Man): In Bretony, the Bad Man is the source of all strife. He seems to have started as the god of crop failure, but most modern theologians agree that he is a demonized version of the Nordic Shor, born during the dark years after the fall of Saarthal. Sep (The Snake): Yokudan version of Lorkhan. Sep is born when Tall Papa creates someone to help him regulate the spirit trade. Sep, though, is driven crazy by the hunger of Satakal, and he convinces some of the gods to help him make an easier alternative to the Walkabout. This, of course, is the world as we know it, and the spirits who followed Sep become trapped here, to live out their lives as mortals. Sep is punished by Tall Papa for his transgressions, but his hunger lives on as a void in the stars, a 'non-space' that tries to upset mortal entry into the Far Shores. Shezarr (God of Man): Cyrodilic version of Lorkhan, whose importance suffers when Akatosh comes to the fore of Imperial (really, Alessian) religion. Shezarr was the spirit behind all human undertaking, especially against Aldmeri aggression. He is sometimes associated with the founding of the first Cyrodilic battlemages. In the present age of racial tolerance, Shezarr is all but forgotten. Shor (God of the Underworld): Nordic version of Lorkhan, who takes sides with Men after the creation of the world. Foreign gods (i.e., Elven ones) conspire against him and bring about his defeat, dooming him to the underworld. Atmoran myths depict him as a bloodthirsty warrior king who leads the Nords to victory over their Aldmeri oppressors time and again. Before his doom, Shor was the chief of the gods. Sometimes also called Children's God (see Orkey, above). Sotha Sil (Mystery of Morrowind): God of the Dunmer, Sotha Sil is the least known of the divine Tribunal. He is said to be reshaping the world from his hidden, clockwork city. Stendarr (God of Mercy): God of the Nine Divines, Stendarr has evolved from his Nordic origins into a deity of compassion or, sometimes, righteous rule. He is said to have accompanied Tiber Septim in his later years. In early Altmeri legends, Stendarr is the apologist of Men. Stuhn (God of Ransom): Nordic precursor to Stendarr, brother of Tsun. Shield-thane of Shor, Stuhn was a warrior god that fought against the Aldmeri pantheon. He showed Men how to take, and the benefits of taking, prisoners of war. Syrabane (Warlock's God): An Aldmeri god-ancestor of magic, Syrabane aided Bendu Olo in the Fall of the Sload. Through judicious use of his magical ring, Syrabane saved many from the scourge of the Thrassian Plague. He is also called the Apprentices' God, for he is a favorite of the younger members of the Mages Guild. Tava (Bird God): Yokudan spirit of the air. Tava is most famous for leading the Yokudans to the isle of Herne after the destruction of their homeland. She has since become assimilated into the mythology of Kynareth. She is still very popular in Hammerfell among sailors, and her shrines can be found in most port cities. Tiber Septim (Talos, the Dragonborn): Heir to the Seat of Sundered Kings, Tiber Septim 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'. Trinimac: Strong god of the early Aldmer, in some places more popular than Auri-El. He was a warrior spirit of the original Elven tribes that led armies against the Men. Boethiah is said to have assumed his shape (in some stories, he even eats Trinimac) so that he could convince a throng of Aldmer to listen to him, which led to their eventual Chimeri conversion. He vanishes from the mythic stage after this, to return as the dread Malacath (Altmeri propaganda portrays this as the dangers of Dunmeri influence). Tsun: Extinct Nordic god of trials against adversity. Died defending Shor from foreign gods. Tu'whacca (Tricky God): Yokudan god of souls. Tu'whacca, before the creation of the world, was the god of Nobody Really Cares. When Tall Papa undertook the creation of the Walkabout, Tu'whacca found a purpose; he became the caretaker of the Far Shores, and continues to help Redguards find their way into the afterlife. His cult is sometimes associated with Arkay in the more cosmopolitan regions of Hammerfell. Vivec (Master of Morrowind): Warrior-poet god of the Dunmer. Vivec is the invisible keeper of the holy land, ever vigilant against the dark gods of the Volcano. He/she has saved the Dunmeri people from certain death on numerous occasions, most notably when he/she taught them how to breathe water for a day so that he/she could flood Morrowind and kill the Akaviri invaders, ca. 2E572. Xarxes: Xarxes is the god of ancestry and secret knowledge. He began as a scribe to Auri-El, and has kept track of all Aldmeri accomplishments, large and small, since the beginning of time. He created his wife, Oghma, from his favorite moments in history. Y'ffre (God of the Forest): Most important deity of the Bosmeri pantheon. While Auri-El Time Dragon might be the king of the gods, the Bosmer revere Y'ffre as the spirit of 'the now'. According to the Wood Elves, after the creation of the mortal plane everything was in chaos. The first mortals were turning into plants and animals and back again. Then Y'ffre transformed himself into the first of the Ehlnofey, or 'Earth Bones'. After these laws of nature were established, mortals had a semblance of safety in the new world, because they could finally understand it. Y'ffre is sometimes called the Storyteller, for the lessons he taught the first Bosmer. Some Bosmer still possess the knowledge of the chaos times, which they can use to great effect (the Wild Hunt). Ysmir (Dragon of the North): The Nordic aspect of Talos. He withstood the power of the Greybeards' voices long enough to hear their prophecy. Later, many Nords could not look on him without seeing a dragon. Z'en (God of Toil): Bosmeri god of payment in kind. Studies indicate origins in both Argonian and Akaviri mythologies, perhaps introduced into Valenwood by Kothringi sailors. Ostensibly an agriculture deity, Z'en sometimes proves to be an entity of a much higher cosmic order. His worship died out shortly after the Knhaten Flu. Zeht (God of Farms): Yokudan god of agriculture. Renounced his father after the world was created, which is why Tall Papa makes it so hard to grow food. Zenithar (God of Work and Commerce, Trader God): Member of the 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. His worshippers say, despite his mysterious origins, Zenithar is the god 'that will always win'. |
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