dunmer
The Black Arrow
Part I
by
Gorgic Guine
I was young when the Duchess of Woda hired me as an assistant footman at her summer palace. My experience with the ways of the titled aristocracy was very limited before that day. There were wealthy merchants, traders, diplomats, and officials who had large operations in Eldenroot, and ostentatious palaces for entertaining, but my relatives were all far from those social circles.
There was no family business for me to enter when I reached adulthood, but my cousin heard that an estate far from the city required servants. It was so remotely located that there were unlikely to be many applicants for the positions. I walked for five days into the jungles of Valenwood before I met a group of riders going my direction. They were three Bosmer men, one Bosmer woman, two Breton women, and a Dunmer man, adventurers from the look of them.
"Are you also going to Moliva?" asked Prolyssa, one of the Breton women, after we had made our introductions.
"I don't know what that is," I replied. "I'm seeking a domestic position with the Duchess of Woda."
"We'll take you to her gate," said the Dunmer Missun Akin, pulling me up to his horse. "But you would be wise not to tell Her Grace that students from Moliva escorted you. Not unless you don't really want the position in her service."
Akin explained himself as we rode on. Moliva was the closest village to the Duchess's estate, where a great and renowned archer had retired after a long life of military service. His name was Hiomaste, and though he was retired, he had begun to accept students who wished to learn the art of the bow. In time, when word spread of the great teacher, more and more students arrived to learn from the Master. The Breton women had come down all the way from the Western Reach of High Rock. Akin himself had journeyed across the continent from his home near the great volcano in Morrowind. He showed me the ebony arrows he had brought from his homeland. I had never seen anything so black.
"From what we've heard," said Kopale, one of the Bosmer men. "The Duchess is an Imperial whose family has been here even before the Empire was formed, so you might think that she was accustomed to the common people of Valenwood. Nothing could be further from the truth. She despises the village, and the school most of all."
"I suppose she wants to control all the traffic in her jungle," laughed Prolyssa.
I accepted the information with gratitude, and found myself dreading more and more my first meeting with the intolerant Duchess. My first sight of the palace through the trees did nothing to assuage my fears.
It was nothing like any building I had ever seen in Valenwood. A vast edifice of stone and iron, with a jagged row of battlements like the jaws of a great beast. Most of the trees near the palace had been hewn away long ago: I could only imagine the scandal that must have caused, and what fear the Bosmer peasants must have had of the Duchy of Woda to have allowed it. In their stead was a wide gray-green moat circling in a ring around the palace, so it seemed to be on a perfect if artificial island. I had seen such sights in tapestries from High Rock and the Imperial Province, but never in my homeland.
"There'll be a guard at the gate, so we'll leave you here," said Akin, stopping his horse in the road. "It'd be best for you if you weren't damned by association with us."
I thanked my companions, and wished them good luck with their schooling. They rode on and I followed on foot. In a few minutes' time, I was at the front gate, which I noticed was linked to tall and ornate railings to keep the compound secure. When the gate-keeper understood that I was there to inquire about a domestic position, he allowed me past and signaled to another guard across the open lawn to extend the drawbridge and allow me to cross the moat.
There was one last security measure: the front door. An iron monstrosity with the Woda Coat of Arms across the top, reinforced by more strips of iron, and a single golden keyhole. The man standing guard unlocked the door and gave me passage into the huge gloomy gray stone palace.
Her Grace greeted me in her drawing room. She was thin and wrinkled like a reptile, cloaked in a simple red gown. It was obviously that she never smiled. Our interview consisted of a single question.
"Do you know anything about being a junior footman in the employment of an Imperial noblewoman?" Her voice was like ancient leather.
"No, Your Grace."
"Good. No servant ever understands what needs to be done, and I particularly dislike those who think they do. You're engaged."
Life at the palace was joyless, but the position of junior footman was very undemanding. I had nothing to do on most days except to stay out of the Duchess's sight. At such times, I usually walked two miles down the road to Moliva. In some ways, there was nothing special or unusual about the village - there are thousands of identical places in Valenwood. But on the hillside nearby was Master Hiomaste's archery academy, and I would often take my luncheon and watch the practice.
Prolyssa and Akin would sometimes meet me afterwards. With Akin, the subjects of conversation very seldom strayed far from archery. Though I was very fond of him, I found Prolyssa a more enchanting companion, not only because she was pretty for a Breton, but also because she seemed to have interests outside the realm of marksmanship.
"There's a circus in High Rock I saw when I was a little girl called the Quill Circus," she said during one of our walks through the woods. "They've been around for as long as anyone can remember. You have to see them if you ever can. They have plays, and sideshows, and the most amazing acrobats and archers you've ever seen. That's my dream, to join them some day when I'm good enough."
"How will you know when you're a good enough archer?" I asked.
She didn't answer, and when I turned, I realized that she had disappeared. I looked around, bewildered, until I heard laughter from the tree above me. She was perched on a branch, grinning.
"I may not join as an archer, maybe I'll join as an acrobat," she said. "Or maybe as both. I figured that Valenwood would be the place to go to see what I could learn. You've got all those great teachers to imitate in the trees here. Those ape men."
She coiled up, bracing her left leg before springing forward on her right. In a second, she had leapt across to a neighboring branch. I found it difficult to keep talking to her.
"The Imga, you mean?" I stammered. "Aren't you nervous up at that height?"
"It's a cliche, I know," she said, jumping to an even higher branch, "But the secret is not to ever look down."
"Would you mind coming down?"
"I probably should anyhow," she said. She was a good thirty feet up now, balancing herself, arms outstretched, on a very narrow branch. She gestured toward the gate just barely visible on the other side of the road. "This tree is actually as close as I want to get to your Duchess's palace."
I held back a gasp as she dove off the branch, somersaulting until she landed on the ground, knees slightly bent. That was the trick, she explained. Anticipating the blow before it happened. I expressed to her my confidence that she would be a great attraction at the Quill Circus. Of course, I know now that never was to be.
On that day, as I recall, I had to return early. It was one of the rare occasions when I had work, of a sort, to do. Whenever the Duchess had guests, I was to be at the palace. That is not to say that I had any particular duties, except to be seen standing at attention in the dining room. The stewards and maids worked hard to bring in the food and clear the plates afterwards, but the footmen were purely decorative, a formality.
But at least I was an audience for the drama to come.
The Black Arrow
Part II
By
Gorgic Guine
On the last dinner in my employ at the palace, the Duchess, quite surprisingly, had invited the mayor of Moliva and Master Hiomaste himself among her other guests. The servants' gossip was manic. The mayor had been there before, albeit very irregularly, but Hiomaste's presence was unthinkable. What could she mean by such a conciliatory gesture?
The dinner itself progressed along with perfect if slightly cool civility among all parties. Hiomaste and the Duchess were both very quiet. The Mayor tried to engage the group in a discussion of the Emperor Pelagius IV's new son and heir Uriel, but it failed to spark much interest. Lady Villea, elderly but much more vivacious than her sister the Duchess, led most of the talk about crime and scandal in Eldenroot.
"I have been encouraging her to move out to the country, away from all that unpleasantness for years now," the Duchess said, meeting the eyes of the Mayor. "We've been discussing more recently the possibility of her building a palace on Moliva Hill, but there's so little space there as you know. Fortunately, we've come to a discovery. There is a wide field just a few days west, on the edge of the river, ideally suited."
"It sounds perfect," the Mayor smiled and turned to Lady Villea: "When will your ladyship begin building?"
"The very day you move your village to the site," replied the Duchess of Woda.
The Mayor turned to her to see if she was joking. She obviously was not.
"Think of how much more commerce you could bring to your village if you were close to the river," said Lady Villea jovially. "And Master Hiomaste's students could have easier access to his fine school. Everyone would benefit. I know it would put my sister's heart to ease if there was less trespassing and poaching on her lands."
"There is no poaching or trespassing on your lands now, Your Grace," frowned Hiomaste. "You do not own the jungle, nor will you. The villagers may be persuaded to leave, that I don't know. But my school will stay where it is."
The dinner party never really recovered happily. Hiomaste and the Mayor excused themselves, and my services, such as they were, were not needed in the drawing room where the group went to have their drinks. There was no laughter to be heard through the walls that evening.
The next day, even though there was a dinner planned for the evening, I left on my usual walk to Moliva. Before I had even reached the drawbridge, the guard held me back: "Where are you going, Gorgic? Not to the village, are you?"
"Why not?"
He pointed to the plume of smoke in the distance: "A fire broke out very early this morning, and it's still going. Apparently, it started at Master Hiomaste's school. It looks like the work of some traveling brigands."
"Blessed Stendarr!" I cried. "Are the students alive?"
"No one knows, but it'd be a miracle if any survived. It was late and most everyone was sleeping. I know they've already found the Master's body, or what was left of it. And they also found that girl, your friend, Prolyssa."
I spent the day in a state of shock. It seemed inconceivable what my instinct told me: that the two noble old ladies, Lady Villea and the Duchess of Woda, had arranged for a village and school that irritated them to be reduced to ashes. At dinner, they mentioned the fire in Moliva only very briefly, as if it were not news at all. But I did see the Duchess smile for the first time ever. It was a smile I will never forget until the day I die.
The next morning, I had resolved to go to the village and see if I could be of any assistance to the survivors. I was passing through the servants' hall to the grand foyer when I heard the sound of a group of people ahead. The guards and most of the servants were there, pointing at the portrait of the Duchess that hung in the center of the hall.
There was a single black bolt of ebony piercing the painting, right at the Duchess's heart.
I recognized it at once. It was one of Missun Akin's arrows I had seen in his quiver, forged, he said, in the bowels of Dagoth-Ur itself. My first reaction was relief: the Dunmer who had been kind enough to give me a ride to the palace had survived the fire. My second reaction was echoed by all present in the hall. How had the vandal gotten past the guards, the gate, the moat, and the massive iron door?
The Duchess, arriving shortly after I, was clearly furious, though she was too well bred to show it but by raising her web-thin eyebrows. She wasted no time in assigning all her servants to new duties to keep the palace grounds guarded at all times. We were given regular shifts and precise, narrow patrols.
The next morning, despite all precautions, there was another black arrow piercing the Duchess's portrait.
So it continued for a week's time. The Duchess saw to it that at least one person was always present in the foyer, but somehow the arrow always found its way to her painting whenever the guard's eyes were momentarily averted.
A complex series of signals were devised, so each patrol could report back any sounds or disturbances they encountered during their vigil. At first, the Duchess arranged them so her castellan would receive record of any disturbances during the day, and the chief of the guard during the night. But when she found that she could not sleep, she made certain that the information came to her directly.
The atmosphere in the palace had shifted from gloomy to nightmarish. A snake would slither across the moat, and suddenly Her Grace would be tearing through the east wing to investigate. A strong gust of wind ruffling the leaves on one of the few trees in the lawn was a similar emergency. An unfortunate lone traveler on the road in front of the palace, a completely innocent man at it turned out, brought such a violent reaction that he must have thought that he had stumbled on a war. In a way, he had.
And every morning, there was a new arrow in the front hall, mocking her.
I was given the terrible assignment of guarding the portrait for a few hours in the early morning. Not wanting to be the one to discover the arrow, I seated myself in a chair opposite, never letting my eyes move away for even a second. I don't know if you've had the experience of watching one object relentlessly, but it has a strange effect. All other senses vanish. That was why I was particularly startled when the Duchess rushed into the room, blurring the gulf for me between her portrait and herself.
"There's something moving behind the tree across the road from the gate!" she roared, pushing me aside, and fumbling with her key in the gold lock.
She was shaking with madness and excitement, and the key did not seem to want to go in. I reached out to help her, but the Duchess was already kneeling, her eye to the keyhole, to be certain that the key went through.
It was precisely in that second that the arrow arrived, but this one never made it as far as the portrait.
I actually met Missun Akin years later, while I was in Morrowind to entertain some nobles. He was impressed that I had risen from being a humble domestic servant to being a bard of some renown. He himself had returned to the ashlands, and, like his old master Hiomaste, was retired to the simple life of teaching and hunting.
I told him that I had heard that Lady Villea had decided not to leave the city, and that the village of Modiva had been rebuilt. He was happy to hear that, but I could not find a way to ask him what I really wanted to know. I felt like a fool just wondering if what I thought were true, that he had been behind Prolyssa's tree across the road from the gate every morning that summer, firing an arrow through the gate, across the lawn, across the moat, through a keyhole, and into a portrait of the Duchess of Woda until he struck the Duchess herself. It was clearly an impossibility. I chose not to ask.
As we left one another that day, and he was waving good-bye, he said, "I am pleased to see you doing so well, my friend. I am happy you moved that chair."
Ghosts Walk Among Them
The departed spirits of the Dunmeri, and perhaps those of all races, persist after death. The knowledge and power of departed ancestors benefits the bloodlines of Dunmeri Houses. The bond between the living family members and immortal ancestors is partly blood, partly ritual, partly volitional. A member brought into the House through marriage binds himself through ritual and oath into the clan, and gains communication and benefits from the clan's ancestors; however, his access to the ancestors is less than his offspring, and he retains some access to the ancestors of his own bloodline.
The Family Shrine
Each residence has a family shrine. In poorer homes, it may be no more than a hearth or alcove where family relics are displayed and venerated. In wealthy homes, a room is set aside for the use of the ancestors. This shrine is called the Waiting Door, and represents the door to Oblivion.
Here the family members pay their respects to their ancestors through sacrifice and prayer, through oaths sworn upon duties, and through reports on the affairs of the family. In return, the family may receive information, training, and blessings from the family's ancestors. The ancestors are thus the protectors of the home, and especially the precincts of the Waiting Door.
The Ghost Fence
It is a family's most solemn duty to make sure their ancestor's remains are interred properly in a City of the Dead such as Necrom. Here the spirits draw comfort from one another against the chill of the mortal world. However, as a sign of great honor and sacrifice, an ancestor may grant that part of his remains be retained to serve as part of a ghost fence protecting the clan's shrine and family precincts. Such an arrangement is often part of the family member's will, that a knucklebone shall be saved out of his remains and incorporated with solemn magic and ceremony into a clan ghost fence. In more exceptional cases, an entire skeleton or even a preserved corpse may be bound into a ghost fence.
These remains become a beacon and focus for ancestral spirits, and for the spirit of the remains in particular. The more remains used to make a ghost fence, the more powerful the fence is. And the most powerful mortals in life have the most powerful remains.
The Great Ghost Fence created by the Tribunal to hold back the Blight incorporates the bones of many heroes of the Temple and of the Houses Indoril and Redoran who dedicated their spirits to the Temple and Clan as their surrogate families. The Ghost Fence also contains bones taken from the Catacombs of Necrom and the many battlefields of Morrowind.
The Mortal Chill
Spirits do not like to visit the mortal world, and they do so only out of duty and obligation. Spirits tell us that the otherworld is more pleasant, or at least more comfortable for spirits than our real world, which is cold, bitter, and full of pain and loss.
Mad Spirits
Spirits that are forced to remain in our world against their will may become mad spirits, or ghosts.
Some spirits are bound to this world because of some terrible circumstances of their death, or because of some powerful emotional bond to a person, place, or thing. These are called hauntings.
Some spirits are captured and bound to enchanted items by wizards. If the binding is involuntary, the spirit usually goes mad. A willing spirit may or may not retain its sanity, depending on the strength of the spirit and the wisdom of the enchanter.
Some spirits are bound against their wills to protect family shrines. This unpleasant fate is reserved for those who have not served the family faithfully in life. Dutiful and honorable ancestral spirits often aid in the capture and binding of wayward spirits.
These spirits usually go mad, and make terrifying guardians. They are ritually prevented from harming mortals of their clans, but that does not necessary discourage them from mischievous or peevish behavior.
On Paladins and the Dunmer (06/01/00)
Stendarr is worshipped throughout the Empire -- including Morrowind -- in the missionary cults of the Eight Divines. All aspects of the Eight Divines have their paladins, and Stendarr is a likely patron for a Frankish-style crusader. Dark Elves have an insular, xenophobic culture, and their dour, judgemental, standoffishness makes them unpopular and poorly understood outside Morrowind. The Dark Elves did not have a war with High Elves; they split off from the High Elves in an ancient religious schism, and the relationship is scornful but not bellicose.
Vvardenfell vs. Morrowind - quite different than what appeared in the final game (06/07/00)
The Dunmer [ie, the Dark Elves] of Vvardenfell are not physically different from mainland Dunmer.
There are far more Ashlanders [the nomadic Velothi Dunmer culture] on Vvardenfell than is common on the mainland; all but the south coast of Vvardenfell is rugged wasteland favoring the Ashlander lifestyle and economy. Dunmer Great House culture [the dominant culture of Morrowind and the mainland] is primarily confined to the more hospitable southwest coast of the island.
Vvardenfell is also atypically cosmopolitan by contrast with mainland Morrowind. Vvardenfell was only opened to general colonization after the Imperial conquest 400 years ago, having been for centuries for the most part a Temple preserve, with the exception of the sacred city of Vivec, and three small Great House settlements at Ald'ruhn, Balmora, and Sadrith Mora. Much of the development of the island in the past 400 years has been under Imperial pressure, and many newer Vvardenfell settlements [e.g., Caldera, Ebonheart, Seyda Neen] have as many Nord, Breton, Redguard, Altmer [High Elf], Bosmer [Wood Elf], and Imperial faces as they have Dunmer faces.
The king of Morrowind - minor differences with the final game (06/09/00)
Arena Description
Dark Elves hail from the province of Morrowind. They are tall, dark-skinned people with red, glowing eyes. They are known to be extremely strong and intelligent, and very quick. Dark Elves seem innately attuned to weaving magic with weapons. Dark Elves receive their (level/4) as a bonus to hit and damage with any melee or ranged weapon. They are adept in any art involving the blade and shield combined with the arcane arts.
Daggerfall Description
The dusky, fire-eyed Dark Elves of Morrowind are strong, intelligent, and quick-footed people. They are legendary sorcerers and warriors, with the prowess with sword and bow rivaling that of the Redguards and Wood Elves.
Battlespire Description
The dusky, fire-eyed Dark Elves of Morrowind are a strong, intelligent, and quick-footed people. They are legendary sorcerers and warriors, with a prowess with sword and bow rivalling that of the Redguards and Wood Elves.
Morrowind Description
Dark Elves are the dark-skinned Elven peoples of the Eastern Empire. "Dark" is variously understood to mean "dark-skinned," "gloomy," and "ill-favored by fate." The Dunmer and their national character embrace these various connotations with enthusiasm. In the Empire, "Dark Elves" is the common usage, but in their Morrowind homeland, and among their Aldmeri brethren, 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, aloof, and reserved, distrusting and disdainful of other races.
Shadowkey Description
Tall,dark-skinned with glowing red eyes, Dark Elves aren't common outside of their native province, Morrowind. Their Shadowed Path advantage increases their stealth and gives a small benefit to attacking.
Oblivion Description
Also known as "Dunmer" in their homeland of Morrowind, the Dark Elves are noted for their skilled and balanced integration of the sword, the bow and destructive magic. They are resistant to fire and can summon an ancestor ghost for aid.
Dunmer/Dark Elf Gods
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. |
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 span) so that he/she could flood Morrowind and kill the Akaviri invaders, ca. 2E572. |
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. |
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. Boethiah is also known as the Anticipation of Almalexia. |
Mephala
(Androgyne) |
Mephala is the Spinner, 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. |
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, Azura is nearly a wholly separate entity, yet she is still tied into the origins of Khajiiti out of Altmeri stock. |
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. |
Nerevar
(Godkiller) |
The Chimeri king of Resdayn, the Golden Age of old Veloth. Slain during the Lorkhan War, 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. |
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. |
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. |
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. |
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. |
- By B at 07/02/2010 - 21:59
- dunmer
Author:
Imperial Geographical Society

Located in the north-east of Tamriel, much of the landscape is as twisted and mountainous as its neighbor Skyrim, but it is a hot, desolate land, even far from Vvardenfell and its famous volcano, Red Mountain. Previously named Resdayn, Veloth, Dwemereth, and Dunmereth, it was home to the mysterious, lost Elven tribe called the Dwemer, and their cousins, the Chimer of Summerset who became the Dark Elves of today. For the last two Eras, it has been called Morrowind.
History
The earliest civilization of which there are records is that of the Dwemer. Sometimes called "Dwarves" by the ignorant, the Dwemer were the remnants of the early Aldmer who had settled the coasts, and developed a highly sophisticated and technological culture.
The rule of the Dwemer in Morrowind was contested by another group of Mer, the Chimer. The Chimer were, like the Dwemer, descendents of the Aldmer, and had followed their prophet Veloth across Tamriel from the west. Soon, they abandoned nomadic life and divided themselves into what were known as the Great Houses, tight-knit political clans that survive in Morrowind to this day.
Disputes over territory marked the early interactions between the two groups of Mer. These battles were fueled by the conflicting religious beliefs of the two cultures. While the Dwemer were an agnostic people, preferring reason to faith, the Chimer were staunch Deadra-worshippers, and considered the Dwemer's lack of belief an affront to their gods.
It was not until Nordic invasions of the First Era that the two groups of Mer were able to achieve peace. An alliance led by Nerevar of the Chimer and Dumac of the Dwemer was successful in routing the Nords from the land, and creating the First Council.
Ultimately, though, the cultural differences between the two groups were too great to allow for a lasting peace. The War of the First Council culminated at the Dwemer fortress of Red Mountain, although accounts of the final hours of the war varied.
It is known that Nerevar was slain during or shortly after the battle, although by whom remains a point of much contention. Dumac and all of his Dwemeri brethren were killed, but the exact manner of their extinction is still debated. Nor did the Chimer leave the battle of Red Mountain unchanged: their skins were turned to grey and their eyes fire-red. They would henceforth be known as the Dunmer of Morrowind.
Perhaps the most important consequences of the battle were the changes effected in Nerevar's closest advisors. His trusted Tribunal - Almalexia, Sotha Sil, and Vivec - were found to have attained great, even god-like, power. His general, Dagoth Ur, originally thought killed at Red Mountain, was later found to have attained similar degree of power. These four former mortal individuals were to become seen as symbols, champions, gods, and villains, sometimes revered and sometimes despised. The four, until recent years, exercised great influence over the development of the nation of Morrowind.
While most of the local governance of the province continued through the Great Houses, the Tribunal ruled the land indirectly through their Temple, and inspired the Dunmer with their status as Living Gods. The Daedra worship that the Chimer espoused was considered nothing more than a prelude to the new spiritual awakening of the land. Their powers were tested as they joined with the Reman Dynasty to defend the land from the Akaviri.
Though victorious, Morrowind's relationship with the Cyrodilic Empire did not remain cordial, and after steadily growing mistrust, The Four Score War erupted in the 2840th year of the First Era. The Tribunal, and Vivec in particular, demonstrated enormous power and leadership in battle after battle, yet neither side advanced for almost eighty years. In the end, it was the diplomatic skills of the Three that ended the war. Whatever the extent of the Tribunal's power, and how much fancy has been woven into their legend, there can be no doubt of their diplomatic prowess. While other provinces flailed in the chaos of the Second Era, the Tribunal kept the disparate Houses of Morrowind in check, and repelled yet another invasion from Akavir.
The Tribunal's diplomatic skills were put to the test yet again at the end of the Second Era, when they were faced with the external threat of Tiber Septim's rising Empire, as well as the internal threat posed when Dagoth Ur, after long slumbering, arose to take back his fortress of Red Mountain. Septim, not eager to fight three Living Gods and also worried about Dagoth Ur's return, agreed to a treaty, as described in the history section of this book. The treaty gave Morrowind autonomy and gave the Septim Empire the means to conquer the rest of Tamriel: an equitable solution for both parties involved.
A further concession was given to Septim's demand for a central authority in Morrowind: a ruler who could be his hand in the domain. Barenziah, daughter of the ruling family of Mournhold, was the first to be given the title of Queen of Morrowind. The title was largely ceremonial, but the young Queen and her consort, Tiber Septim's general Symmachus, proved to be extremely popular with the Dunmer people.
The Arnesian War was one of the many during the troubled time of the Imperial Simulacrum of Jagar Tharn. What started as a simple slave revolt in the House Dres lands of the south built on itself until the swampy plains erupted with blood and fire, pitting Morrowind against Black Marsh. During the chaos, Symmachus was slain, and 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.
The uneasy truce between Temple, King, and House was beginning to crumble. Dagoth Ur was ascending, the Tribunal was collapsing, and then, according to current popular rumor, a miracle occurred. Indoril Nerevar was reborn, and returned to Morrowind to set things to right.
Current Events
Whether the mysterious figure who arrived in Morrowind was truly Nerevar reborn cannot be known, but the repercussions of that arrival on the shores of Vvardenfell may not yet be fully realized. Dagoth Ur and two members of the Tribunal, Almalexia and Sotha Sil, were destroyed in the Nerevarine's fury. Vivec too may have been killed, but his fate is currently undetermined. The Nerevarine likewise has vanished.
During this time, another legendary figure, Queen Barenziah, also returned to Morrowind. The sudden death of King Llethan, and the subsequent coronation of Barenziah's son Helseth, was the source of much discussion, but as one Nord diplomat famously put it, "The new king is manipulative, ruthless, and calculating. He is exactly what Morrowind needs."
The young king has been somewhat of an enigma, both to outside observers and to his own subjects. One of Helseth's first edicts as King seemed particularly designed to dismantle the traditional power structures of the Dunmer. In accordance with the longstanding wishes of the Empire, he outlawed slavery throughout Morrowind. The reaction to this was bloody, as could be predicted, though the alliances formed were far from expected. As Helseth himself put it in a speech to his people, "If there is to be a revolution, it is best done by a King."
Actions such as this have led many to label King Helseth as the latest in the lineage of Imperial figureheads, though some of his other actions would cast doubt on this pronouncement. Helseth's reformation of the Grand Council, which includes the heads of all the Great Houses, was seen by some as a return to more traditional Dunmer ways.
The Great Houses themselves, long stagnant, are adjusting to the new powers in the land. Some, like Dres and Hlaalu, appear to be on the rise, embracing the new traditions while welcoming the return of the old. Others, like Indoril and Redoran, seem to be waning, unable to change with the times.
The Ancestors are among us. They are never farther away than the Waiting Door.
The Ancestors are not departed. The dead are not under the earth. Their spirits are in the restless wind, in the fire's voice, in the foot-smoothed step. Pay heed to these things, and you will know your absent kin.
Pay reverence through gift and prayer. Acquaint the Ancestors with your affairs, with your comings and goings, with your blessings and trials.
From the Waiting Door comes your protection. Heed the spirits, who are the guardians of your hearth, teachers of wisdom, counselors of fortune, seers of fate.
Each bone is a door through the wall of the world. Each bone is the road, with Wisdom and Power the travelers. Each bone is the ghost fence that guards us from evil.
Honor the Ancestors upon your hearths, within your halls, in the community of your temples, in the solitude of your tombs.
Guard your Ancestors from beasts, from thieves, from profane priest and sorcerers. Let no creature steal your spirits, for the plundered hearth is diminished, and the plundered tomb is shamed.
Live in One World with your spirits. Honor the spirits within and without you. Do not grieve for the dead. Take shelter in their arms, and pay heed to their words.
...not into the world, nor out of it, but between worlds they linger, held to the hearth and tomb by blood and loyalty. And if they come unbidden, from love of kin or faith to duty, it is not unholy. It is but the answering of the ancestors, the awakening of those who never sleep, the summoning to service of those bound through Hearth and House to the protection of the clan.
But if sorcerers bring them forth, then such a summons is blasphemy, an abomination before the Tribes and Temple, and a sin so great that ages of burning cannot cleanse the fault. Abide not the sorcerer among you, for he comes to steal the bones of your fathers and dust of your tombs. He seeks to bind by power what is yours by right, to drag forth the warm spirits from their world between and bind them to their service like slaves and beasts.
Who can know the shame of the dead, the ceaseless weeping of the necromancer's thrall? Cruel enough is the ancestor's service given in love to Hearth and Kin. But ghost or guardian, bonewalker or bonelord, summoned by profane ritual and bound by force to the corpse miner's will, how may such a spirit ever find rest? How may it ever find its way back to its blood and clan?
Only a righteous Dunmer, bound by blood to hearth and kin, bound by oath and service to the Temple, can call upon the spirits of the Dunmer dead. Those foreign sorcerers of other races that invade our shores, shall they be permitted to rob our tombs, to bind our kin-spirits into sorcerous slavery, to steal the lives of our dead as well as our land of the living? No, I say, no, and no, three times more. Such necromancers must die, and their profane magicks must die with them.
And shall we tolerate the hidden hosts of the undead, the arrogant princes of necromancers, the ancient vampire demons who creep from their lairs in the West, seeking refuge in profane Daedric shrines, abandoned Dunmer strongholds, and corrupted subterranean labyrinths of the detested Dwemer race? For ages the Great Houses and the Temple have kept our land clean of the vampire's taint, but now these undead lords and their vile cattle have returned. These vampires must die, and their corrupt cattle with them, and their blood taint must be forever erased by fire and stake.
Author:
Imperial Geographical Society

Once a part of the First Empire of the Nords, Morrowind is now the land of the Dark Elves, whose origins are shrouded in mystery like the ash storms that regularly blanket their homeland. Savage and proud, the Dark Elves shun all contact with the outside world, even with their brethren from Valenwood and the Summerset Isles. The traveler, upon crossing Shadowgate Pass, may be forgiven for believing that he has left Tamriel and entered a different world. The sky is darkened regularly by furious ash storms belched forth from the mighty Vvardenfell volcano. The familiar flora and fauna of Tamriel is exchanged for bizarre and twisted forms that can survive the regular ashfall. Cloaked and masked Dark Elves tend herds of giant insects. A courier clatters by on the back of a 20-foot-tall, crab like creature. Everywhere, cowering slaves - Argonian, khajiit, human - scurry to carry out the barked commands of their Dark Elven masters.
The grey-skinned red-eyed Dark Elves seem admirably suited to their weird, ash-blighted region. They are known as the Dunmer in the Elven tongue, and now populate the great stretch of northeastern Tamriel between the Velothi Mountains and the sea, and between the southern edge of the Deshaan plain and the northern coast. But from whence these unusual people came, what were their race and lineage, or where their original home, ere they spread themselves over Morrowind and the Deshaan, are questions easier asked than answered. The Dark Elves must have split from the original trunk of the Elven race many long eons ago, for although unquestionably kin to the other Elves of Tamriel, the Dark Elves differ in many ways, not least in their striking appearance. His ash-grey skin and glowing red eyes makes a Dark Elf instantly recognizable, although few have seen one, as they rarely leave their homeland. Like all elves, they tend to be tall and gaunt, but the Dark Elves take the Elvish haughtiness to an extreme, viewing humans as no better than beasts, fit only to serve as slaves on the plantations of Tear.
They consider themselves superior even to other Elves, who in their estimation are effete and decadent specimens of the pure Elven race1. The earliest human records bearing on the subject (which must remain our best source until the archives of the High Elves are opened to Imperial scholars) are the sagas and chronicles of the Nords. The Nords gave to the region the name of Dunmereth from being the land of the Dunmer; but in earlier ages it was called by themselves Resdayn; and Imperial Librarian Elba Laskee traces the foundation of the Dark Elven nation back to above 3,500 years from the present time. Morrowind was not given its modern name until after the first eruption of Vvardenfell (see Places of Note - Vvardenfell).
When first we hear of the Dark Elves, they were divided into numerous petty clans, half of whom were at war with the other half at any given moment. The Nord Sagas speak of Dark Elven warriors pledging themselves to any Nord chieftain who went to war with their clan enemies, a circumstance which undoubtedly facilitated their Conquest by the Nords. The Dark Elves appear in the written record in 1E416, during the War of Succession which destroyed the First Empire of the Nords: "And seeing that the Nords were divided, and weak, the Dunmer took counsel among themselves, and gathered together in their secret places, and plotted against the kinsmen of Borgas, and suddenly arose, and fell upon the Nords, and drove them from the land of Dunmereth with great slaughter." Thus ended the First Empire of men, at the hands of the Dark Elves. It is not for another two centuries that we first hear of the Tribunal, who perhaps arose to prominence in the ruin wrought by the first eruption of Vvardenfell, which laid waste at least half of Morrowind, and led to a permanent shift of population south towards the Deshaan, the broad southern plain which gradually slopes down into the dismal swamps of Black Marsh. Be that as it may, under the Tribunal cult the Dark Elven clans were finally welded into one nation, although clan rivalry remains bitter up to the present day, and the clans cooperate with one another only with reluctance.
Five clans, known as the Great Houses - Indoril, Redoran, Telvani, Dres, and Hlaalu - now entirely control the politics and trade of Morrowind, although in earlier times there appear to have been six. Each major clan is allied with numerous subclans, the alignment of which is more or less permanent, although it is not unheard of for a subclan to switch allegiances. In former times, the clans carried out their feuding with open warfare. This was forbidden under the Tribunal, but the clans still engage in bloody infighting through the unique institution of the Morag Tong, the sanctioned guild of assassins. Clans routinely hire the Morag Tong to eliminate their enemies, and the assassins of the Morag Tong may kill their assigned "marks" with impunity, as long as they conform to the obscure (but strict) rules of their guild. Such an arrangement strikes the citizen of the Empire as an outlandish barbarism, but, as with much in benighted Morrowind, seems well-suited to the savage temperament of the Dark Elves.
Clan Indoril claims kinship with all three of the legendary Tribunes, which doubtless accounts for Indoril's preeminence among the five clans. Indoril's capital is Almalexia, also the capital of Morrowind itself, and the Tribunal priesthood (which is one and the same as the bureaucracy of civil government) is dominated by the Indoril and their subclans. Clan Redoran guards the western flank of Morrowind, and are known as the best warriors among the Dark Elves. Clan Telvani is the most xenophobic of a xenophobic race, shunning all contact with outsiders, preferring to tend their herds of giant insects amid the rocky hills and islands of the extreme northeast. Telvani bug-musk is a highly prized perfume among the Dark Elves, and their riding-insects command the highest prices in the markets of Almalexia and Narsis. Clan Dres rules the southern sweep of Morrowind, where the fertile Deshaan plain merges with the swamps of Black Marsh. The Dres are the great slave-traders and plantation owners of Morrowind. Thousands of wretched captives, mainly Argonians but including not a few khajiits and even Imperial citizens, pass through the infamous slave-pens of Tear, the Dres capital, from whence most find an early death on the plantations which surround that ill-omened city. Clan Hlaalu is the smallest and weakest of the five clans, clinging to Great House status in their ancient capital of Narsis. Traditional enemies of the Indoril, who have controlled the levers of government for 3,000 years, the continued resilience of the Hlaalu must inspire a certain respect. Merchants and traders in a land that despises outsiders, the Hlaalu nevertheless maintain a limited commerce with the Empire, trading stout Imperial broadcloth and Cyrodilic brandy for the elegant trinkets produced by the admittedly skilled craftsmer of Morrowind.
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The Tribunal2
The strange heathen religion of the Dark Elves deserves special note. They worship three gods known as "the Tribunal", and believe these gods walk the earth and rule Morrowind directly. To an outsider, the priesthood of the Tribunal seems to be the true power in Morrowind - these Tribunes, if they ever existed, have not been seen in centuries. Each Tribune, who go by the barbaric names of Almalexia, Sotha Sil, and Vivek, has an eponymous city dedicated to its worship, and a palace/temple within each city where the god supposedly resides. The priests of the Tribunal cult are all-powerful in Morrowind; strange processions of fantastically garbed priests roam the land, selecting new candidates to serve the Tribunal, who are seized without resistance and never seen again.
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Dark Elven warriors favor a wonderfully light armor made from the carapace of insects, covered over with a finely-woven cloak of spider silk, wrapped several times around the torso. A turban protects the head and face from the ubiquitous ash, with goggles of transparent resin; loose trousers and high boots completes the dress. While this makes for an outlandish appearance, the traveler will understand the utility of these garments the first time he is caught out of doors in one of the frequent ash storms without such protection. When indoors, Dark Elves shed these outer coverings, and luxuriate in a variety of richly-colored fabrics; sashes decorated with clan symbols are common, while cumbersome ceremonial costumes made from various parts of giant insects are the glory of those of the highest rank.
Places of Note:
Almalexia
The largest and oldest city in Morrowind, named for its patron goddess. Almalexia is truly an ancient city, possibly predating the Dark Elves. It is reputed to be built over the ruins of a vast Dwarven city, although the current inhabitants vigorously deny this. Here the intrepid traveler would find the center of the Tribunal cult, in the sprawling palace/temple of Mournhold, a city within the city. This is also the seat of government of the Dark Elves, where the priests of the Tribunal rule in the name of their legendary deities.
Sotha Sil
Many tales are told of this clockwork city of brass, hidden in the steaming swamps of southern Morrowind, the lair of the most mysterious member of the Tribunal. No reliable reports exist of its location, however, or if this city even exists outside of story and song.
Necrom
"The City of the Dead", Necrom perpetuates a religious tradition that predates the Tribunal cult. From across Morrowind, Dark Elves of every clan bring their dead in solemn processions that can last for months. From the mainland, Necrom, with its lofty walls and white towers, appears to be an immense necropolis, an impression that is strengthened by the constant traffic of corpses across the causeway into the city, a traffic which never ceases, day or night. In fact, the city teems with life: a vast and complex heirarchy of priests and attendants whose sole duty is to prepare the dead for the afterlife and deposit their bodies with the appropriate ritual into the catacombs which honeycomb the rock beneath the city.
Vvardenfell3
The vast Volcano of Tamriel, this giant mountain dominates the north of Morrowind. It is a small continent all to itself, riven from the rest of Morrowind by the remains of a colossal crater. On a clear day (an exceedingly rare event), the peak can be seen from Almalexia, 250 miles to the south. At the time of the Nord Conquest, a Dwarven kingdom flourished in the north of Morrowind, the region now covered by the Vvardenfell volcano. Indeed, this vanished realm gave its name to the mighty volcano that obliterated it - Vvardenfell is a Dwarven word meaning "City of the Strong Shield". It is not known whether the Dwarves of Vvardenfell were destroyed by the first eruption of the volcano, or whether they had already met the mysterious fate of their brethren across Tamriel (see Marobar Sul's Ancient Tales of the Dwemer for a full discussion of the disappearance of the Dwarves). Certainly, the Kingdom of Vvardenfell remained strong at the time of the Nord Conquest. The doughty Dwarves, secure in their underground fastnesses and united into one polity, were a far more formidable foe than the divided and feuding Dark Elven clans, and remained independent when the rest of Morrowind fell to the Nords. The volcano first erupted in 1E 668; this date, at least, is well attested in the written record. The eruption is still recalled in the tales of numerous peoples - to the Nords it was "The Year of Winter in Summer", to the khajiit, "Sun's Death". Legend attributes its birth to the fall of a god to earth; whatever the cause, Vvardenfell has slumbered uneasily for thousands of years, regularly blanketing the surrounding region with ash. Providentially, the tall mountain range between Morrowind and the rest of Tamriel has served to protect us from the exhalations of Vvardenfell, restricting its ash storms to the land of the Dark Elves, who seem made for life in its shadow.
Annotations by YR:
1. "For once I agree with this scribe. The tone of my visit was set at the frontier, when I was questioned by three swaggering chap'thil ~ called me "ill-bred" to my face as if I knew no Dunmeri, and had not even the courtesy to call me by my full name. I held my tongue, under the circumstances ~ I am not as young as I once was, Uncle. ~ But I relish the come-uppance at the hands of the despised humans. Despite everything, I cannot help but to think that a season under human rule would temper Dunmeri arrogance to a most salutary degree ~"
2. "Uncle, what is the last confirmed record of the Tribunal? My tutor always answered my questions about their fate only with "All divine endure". Could Septim be the outsider prophesied by Lorkhan's cult? All signs point to the Tribunal's continued power, although dormant ~"
3. "Septim is unaccountably in Dwemer artifacts - why? Useful military assets, true, but there is no evidence the Dwemer had much knowledge of magic-resistance ~ Dwemer war machines in our possession provide little more protection from standard transformation and field effects than our best metallurgy ~ What do we have in the archives on the Dwemer of Resdayn? Mechanists may have advanced far with Dunmer help in the years before Vvardenfell ~"
[from the Introduction]
Led by the legendary prophet Veloth, the ancestors of the Dunmer, exiles from Altmer cultures in present-day Summerset Isle, came to the region of Morrowind. In earliest times the Dunmer were harassed or dominated by Nord sea raiders. When the scattered Dunmer tribes consolidated into the predecessors of the modern Great House clans, they threw out the Nord oppressors and successfully resisted further incursions.
The ancient ancestor worship of the tribes was in time superseded by the monolithic Tribunal Temple theocracy, and the Dunmer grew into a great nation called Resdayn. Resdayn was the last of the provinces to submit to Tiber Septim; like Black Marsh, it was never successfully invaded, and was peacefully incorporated by treaty into the Empire as the Province of Morrowind.
Almost four centuries after the coming of the Imperial Legions, Morrowind is still occupied by Imperial legions, with a figurehead Imperial King, though the Empire has reserved most functions of the traditional local government to the Ruling Councils of the Five Great Houses....
[on Vvardenfell District]
In 3E 414, Vvardenfell Territory, previously a Temple preserve under Imperial protection, was reorganized as an Imperial Provincial District. Vvardenfell had been maintained as a preserve administrated by the Temple since the Treaty of the Armistice, and except for a few Great House settlements sanctioned by the Temple, Vvardenfell was previously uninhabited and undeveloped. But when the centuries-old Temple ban on trade and settlement of Vvardenfell was revoked by King of Morrowind, a flood of Imperial colonists and Great House Dunmer came to Vvardenfell, expanding old settlements and building new ones.
The new District was divided into Redoran, Hlaalu, Telvanni, and Temple Districts, each separately administered by local House Councils or Temple Priesthoods, and all under the advice and consent of Duke Dren and the District Council in Ebonheart. Local law became a mixture of House Law and Imperial Law in House Districts, jointly enforced by House guards and Legion guards, with Temple law and Imperial law enforced in the Temple district by Ordinators. The Temple was still recognized as the majority religion, but worship of the Nine Divines was protected by the legions and encouraged by Imperial cult missions.
The Temple District included the city of Vivec, the fortress of Ghostgate, and all sacred and profane sites (including those Blighted areas inside the Ghostfence) and all unsettled and wilderness areas on Vvardenfell. In practice, this district included all parts of Vvardenfell not claimed for Redoran, Hlaalu, or Telvanni Districts. The Temple stubbornly fought all development in their district, and were largely successful.
House Hlaalu in combination with Imperial colonists embarked on a vigorous campaign of settlement and development. In the decades after reorganization, Balmora and the Ascadian Isles regions have grown steadily. Caldera and Pelagiad are completely new settlements, and all legion forts were expanded to accommodate larger garrisons.
House Telvanni, normally conservative and isolationist, has been surprisingly aggressive in expanding beyond their traditional tower villages. Disregarding the protests of the other Houses, the Temple, the Duke, and the District council, Telvanni pioneers have been encroaching on the wild lands reserved to the Temple. The Telvanni council officially disavows responsibility for these rogue Telvanni settlements, but it is an open secret that they are encouraged and supported by ambitious Telvanni mage-lords.
Under pressure from the Temple, conservative House Redoran has steadfastly resisted expansion in their district. As a result, House Redoran and the Temple are in danger of being politically and economically marginalized by the more aggressive and expansionist Hlaalu and Telvanni interests.
The Imperial administration faces many challenges in the Vvardenfell district, but the most serious are the Great House rivalries, animosity from the Ashlander nomads, internal conflicts within the Temple itself, and the Red Mountain blight. Struggles between Great House, Temple, and Imperial interests to control Vvardenfell's resource could at any time erupt into full-scale war. Ashlanders raid settlements, plunder caravans, and kill foreigners on their wild lands. The Temple has unsuccessfully attempted to silence criticism and calls for reform within its ranks.
But most serious are the plagues and diseased hosts produced by the blight storms sweeping out from Red Mountain. Vvardenfell and all Morrowind have long been menaced by the legendary evils of Dagoth Ur and his ash vampire kin dwelling beneath Red Mountain. For centuries the Temple has contained this threat within the Ghostfence. But recently the Temple's resources and will have faltered, and the threat from Red Mountain has grown in scale and intensity. If the Ghostfence should fail, and hosts of blighted monsters were to spill out across Vvardenfell's towns and villages, the Empire might have no choice but to evacuate Vvardenfell district and abandon it to disease and corruption.
Author:
Brother Mikhael Karkuxor of the Imperial College
This 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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