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sloadN'Gasta! Kvata! Kvakis!an obscure text in the language of the Sload, purportedly written by the Second Era Western necromancer, N'Gasta. N'Gasta! Kvata! Kvakis! ahkstas so novajxletero (oix jhemile) so Ranetauw. Ricevas gxin pagintaj membrauw kaj aliaj individuauw, kiujn iamaniere tusxas so raneta aktivado. En gxi aperas informauw unuavice pri so lokauw so cxiumonataj kunvenauw, sed nature ankoix pri aliaj aktuasoj aktivecauw so societo. Ne malofte enahkstas krome plej diversaspekta materialo eduka oix distra. So interreta Kvako (retletera kaj verjheauw) ahkstas unufsonke alternativaj kanasouw por distribui so enhavon so papera Kva! Kvak!. Sed alifsonke so enhavauw so diversaj verjheauw antoixvible ne povas kaj ecx ne vus cxiam ahksti centprocente so sama. En malvaste cirkusonta paperfolio ekzemple ebsos publikigi ilustrajxauwn, kiuj pro kopirajtaj kiasouw ne ahkstas uzebsoj en so interreto. Alifsonke so masoltaj kostauw reta distribuo forigas so spacajn limigauwn kaj permahksas pli ampleksan enhavon, por ne paroli pri gxishora aktualeco. Tiuj cirkonstancauw rahkspeguligxos en so aspekto so Kvakoa, kiu ja cetere servos ankoix kiel gxeneraso retejo so ranetauw.</p>
ThrasThe Coral Kingdom has been a powerful antagonistic force against the Summerset Isle since before recorded time. As mentioned in an earlier section, the Sload may have at one time even called Summerset part of Thras. For millennia, the hulking, slug-like creatures, notorious for the necromantic mastery terrorized the Altmer, conjuring sea monsters along the coasts and laying siege to Skywatch. For naughty High Elf children, a mother's warning that the Sload will get them is enough to give nightmares for days. Yet, for all the horror and devastation that has come out of Thras, we know relatively little about the land itself. The first maps we have from cartographers who sailed to Thras and returned to tell the tale show a group of sixteen islands, in a semicircle like a partially a submerged coral atoll. Over the centuries other maps have been charted by spies and the number and size of islands has varied, suggesting that the amphibious Sload have a volatile kingdom which fluctuates in land mass, either by the tides or some other, less natural means. The largest of the islands (called Agonio on the most recent maps) seems the most stable, though later maps show it considerably larger than earlier ones. The true and permanent aspect of Thras, however, is not something mapmakers would know, merely by looking at the land above the surface. Many an Altmer has been captured by the Sload, and a few have escaped to tell of the brackish lagoon in the center of the island chain. There the buoyant creatures may move about with relative quickness and grace through an intricate network of coral formations and ancient shipwrecks. The Blessed Isle: Alinor and The Summersets
Not a single isle at all but an archipelago of two major islands and a dozen smaller ones, the land called Summerset is the birthplace of civilization and magic as we know it in Tamriel. On its idyllic sea-kissed shores live the Altmer, the High Elves. HistoryThe Aldmer, the progenitor races of all elves, arrived in Tamriel from their original home in Aldmeris or Old Ehlnofey in ancient times. We don’t know what precipitated this exodus or even the location of Aldmeris if it still exists today. Most scholars believe that the Aldmer settled Summerset first, and then spread out across the rest of Tamriel, but there is some evidence to support the theory that Summerset was only one of several initial settlements of the earliest Aldmer. In any case, Summerset became one of the earliest centers of Aldmer civilizations, which developed over thousands of years into the Altmer of historical times.
The treasury of the Crystal Tower and the private collections in Summerset offer suggestions of other creatures the early Aldmer may have met in their new home, portrayed in sculpture and tapestry. Some of the beasts are surely (and hopefully) the work of the artist’s imagination, but others appear with such regularity, it can only be that they once existed, as bizarre as they seem. Though no one alive has ever seen them, they have names out of legend: Gheatus, a man or a group of men who are formed by the earth itself; the Welwa, strange, holy beasts of horns and savage teeth, depicted as ravagers and saviors of the land; the Ilyadi, giants taller than trees, with eyes that cover their head. These extinct monsters, and others like them, had to be defeated by the Aldmer in the days of yore. Early Aldmer society was agricultural and politically egalitarian. A system of ancestor worship had been exported whole from Aldmeris, and it brought with it a communal spirit that served the early settlers of Summerset well. When the Aldmer came together as a people to create the Crystal Tower, it was not a monument to any king or god, but rather to the spirit of the elven people, living and dead. Within the glittering walls of the Tower are housed the graves of the early Aldmeri settlers, preserved forever as a lasting symbol of the power of the people for that brief moment in history, fully unified. Gradually, as the society grew, social stratification increased. A hierarchy of classes began to form, which is still largely enforced in Summerset to this day. At the top are the Wise, teachers and priests, followed by the Artists, Princes, Warriors, Landowners, Merchants, and Workers. Below Workers were the beasts, such as the enslaved goblins, who the Aldmer used to perform the jobs beneath the dignity of the very least of them. The religion of the people also changed because of this change in society: no longer did the Aldmer worship their own ancestors, but the ancestors of their "betters." Auriel, Trinimac, Syrabane, and Phynaster are among the many ancestor spirits who became Gods. A group of elders rebelled against this trend, calling themselves the Psijics, the keepers of the Old Ways of Aldmeris. With their mystical powers, they were able to settle in Arteaum, away from what they considered the corruption of their society. They continued to return to the land to act as advisors, but never again would they call Summerset home. It was about this time that many Aldmer left Summerset to settle the mainland of Tamriel. There was probably no single reason for this second exodus of the Aldmer, but some evidence, such as the famed Ramoran Tapestries - the very ones that show some of the creatures mentioned above - show how untouched and beautiful the mainland was considered to be by the Aldmer. Expeditions, such as those taken by Topal the Pilot and others, had painted an image in their minds of a great land where even workers, at the lowest end of the Summerset hierarchy could live as kings. The Prophet Veloth was among those who led a group of discontented Aldmer away from Summerset to a new promised land. According to the traditions of Summerset, the Aldmer who went to be free on the mainland became all the disparate elven folk of history: Chimer, Bosmer, Ayleid. The ones who stayed behind became the Altmer. Even the earliest records of Summerset, however, shed no light on the origins of the Dwemer, who already occupied the northeast of Tamriel when Veloth and his people arrived there. The history of the Summerset Isle in the First Era and most of the Second is very much removed from the rest of mainland Tamriel. The rise and fall of Empires, the battles between man and mer, none of these touched the Altmer as a society. Internal conflicts between Skywatch and Firsthold, and between Alinor and Lillandril, often sparked into full war, but far deadlier were the repeated attempts at invasion from the alien lands of Thras and Pyandonea. The Sloads of Thras, as we have mentioned earlier, may have been original inhabitants of Summerset, and so their repeated attempts to take the islands could be regarded sympathetically, if not for their methods. Physically unable to fight due to their massive girth, the Sload used necromantic magic and infernal machines to attack the Altmer. Though they never succeeded in reclaiming Summerset, if that was even their goal, they visited horrors upon the land which are still remembered today: the Sack of Skywatch in 1E 1301 and the War of the Uvichil from 1E 2911 to 1E 2917 are surely among the most terrible events in Tamriel’s history.
The formation of the Aldmeri Dominion in the Second Era is discussed in the section on Summerset’s ally, Valenwood. For Summerset, the kings of Colovia were no threat, but the Dominion allowed them to eliminate the Maormer outposts that had been established along the western coast of the mainland. Thus, the Dominion thrived until the coming of Tiber Septim. The conquest and assimilation of Summerset into the Empire is remembered by many a living Altmer with horror only partially diminished by time. Certainly, the pride of the people has never recovered. During the War of the Isle in 3E 110, the Maormer of Pyandonea were very nearly successful in conquering their ancient enemy, and the Altmer had to call upon the aid of the Psijics and the Empire to help defend themselves. Even as recently as twenty years ago, during the Imperial Simulacrum, when the Altmer invaded Valenwood, their former allies in the Dominion, Summerset was only successful in capturing a small sliver of the coastline that used to be theirs. It is hardly surprising that to many in Summerset, particularly the young, it is time to reinvent what it is to be a High Elf.
Current EventsIn the last few years, Summerset Isle has been at peace with its neighbors. To all outward appearances, it has returned to its normal state of unchanging tranquility. In fact, the Altmer are perhaps the most bitterly divided society in the Empire. The war in the province today is a cultural one, which has its origins with the surrender to Tiber Septim four centuries ago which shook Altmer society to its foundation. While in Skyrim and Morrowind more blood has been shed in recent years, this struggle between the old and the new may have even more radical end results. The very future of the oldest province in the Empire of Tamriel is at stake. For thousands of years, the Altmer have implicitly believed in their superiority to all other races and cultures in Tamriel. For much of this time, they may have been right. But after the incorporation of Summerset into the Empire, doubts began to creep in. With the insularity of the Summerset decisively broken, many Altmer, particularly the young (which among the High Elves is a fairly loose term), began to take a more critical view of the rigid hierarchy of Altmer society and its strict cultural xenophobia. While there had always been discontent on the fringes of Altmer society, which was traditionally resolved by exile of the malcontents, for the first time a significant element of Altmer began to agitate for social change. This nascent revolution in the Summerset Isle has taken many forms. Most constructive, surely, is the acceptance of new cultures and races onto its shores, some occupying positions that would have been forbidden just a century ago. The Queen of Firsthold, for example, is the Dunmer Morgiah, daughter of Barenziah and sister of the King of Morrowind, Helseth. Her children, Goranthir and Rinnala, though half-Altmer, are fully Dunmer in appearance, and stand to inherit the throne. A darker side of this movement, however, is exhibited by a shadowy group who call themselves the Beautiful. Originally a salon for artists with the reasonable philosophy that Summerset must let go of its past in order to move forward, the Beautiful became a revolutionary gang dedicated to the destruction of the greatest monuments of Altmer civilizations. The Crystal Tower was naturally an early target, and fortunately attempts against it have failed, but many other great, ancient sculptures and emblems of the past have been vandalized. Lately, the Beautiful have turned their attention to living symbols of the Isle, the royalty of Summerset. The particularly gruesome murder of the daughter of the King of Shimmerene has horrified and outraged the public. Finally, some of Summerset’s youth are rebelling against the present, ironically, by embracing the past. The Imperial Geographical Society is not allowed to visit Artaeum to survey and document it, but there is little doubt that the Psijic Order is increasingly popular among the young, and is willing to exploit this. Over the past thousand years, only seventeen new initiates were brought into the order. In the past two years, however, another thirty have joined. Thirty new members of an Order may not be enough to be a surprising trend in most circles, but to the tradition-bound graycloaks of Artaeum, it raises many questions. What the Psijics’ aim in this recent recruitment, however, is anyone’s guess at this time.
The Wild Regions
ArgoniaThese vast swamplands were once part of the Second Empire, which, in 1E2837, had seized a large portion of it to create the Imperial Province of Black Marsh. Many humans still refer to the region by that name, but the Elves call it Argonia, after some ancient battlefield where many of their ancestors fell1. Thus, the native inhabitants of the swamplands, a collection of beastly tribes of "lizard-men," have become, in common parlance, the Argonians. Argonians are rarely seen outside of their homeland, except for a relatively intelligent strain called the hist. Individuals of this strain are repulsive, but peaceful enough to be tolerated among the human kingdoms, and can be found as far from Black Marsh as western Hammerfell. The rest of the Argonians are primitive, reclusive, and practice heathen rituals of nature worship that necessitates a proximity to a certain type of spore-tree, which grows only in the interior of their native swamplands. Black Marsh never regained its Provincial status after the dissolution of the Second Empire, though some parts of it are still considered Imperial territories. In CE560, the Knahaten Flu spread through greater Argonia, claiming the lives of the Kothringi tribesmen, the only humans to have persisted in the area for long. The hist proved immune to the effects of this plague, leading to wild rumors that they had, in fact, created it through a manipulation of their cherished spore-trees. PyandoneaFar to the south of the Summerset Isles is the island kingdom of Pyandonea, home to the Maormer, a rare breed of tropical elf. It is covered mostly in dense rain forest, and is a playground for the southern water spirits. The Maormer almost never travel to Tamriel or visit their cousins at Summerset, for they were exiled from the latter kingdom in ancient times. They are known to possess a strange, chameleon-like skin, an involuntary process that is similar to the forest-coupling skills of the Bosmer. They also practice a powerful form of snake magic. With this, they have tamed the sea serpents of their island for use as steeds and warbeasts. The Maormer ruler is King Orgnum, a deathless wizard who is said to be the Serpent God of the Satakal (see Hammerfell). ThrasThe coral kingdoms of Thras, a set of islands southwest of the Chain in the Abecean Sea, are home to a godless tribe of beastmen called the Sload. These amphibious slugmen, perhaps the most hated race in all of Tamriel, were long thought to be extinct. After the Sload released the Thrassian Plague in 1E2200, which claimed more than half of the continent's population, the largest allied naval force in Tamrielic history sailed to Thras, slaughtered all the Sload they could find, and, with great unknown magicks, sunk their coral kingdoms into the sea. Sadly, it has been reported that Thras has risen again, and that its masters, the Sload, have recently been seen in various areas of Tamriel. Citizens are encouraged to avoid these beasts, and contact the nearest Imperial authorities when they learn of one's existence. Much is remembered about the slugmen, and has been collected for you in the nearby sidebar. Be vigilant. Collected from the Notes of Bendu Olo, West King of Anvil and Baron-Admiral of the All Flags Navy, and Dealer of Swift Justice to the Foul Spot of Thras. Life Cycle:
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OrsiniumLiterally, 'Orsinium' means Orc-Town in the early Aldmeris. The goblin-ken (orcs, ogres, gremlins, and other beastfolk) that live in Orsinium favor the Elvish name for their settlement, for it suggests, at least to human ears, a glorious and beautiful fortress-city instead of the squalid and filth-ridden village-and-keep that it is. It was founded during the Camoran Dynasy, when hundreds of beastmen were set free by the rulers of the Summerset Isles and allowed to settle lands north of Valenwood. These Orcish tribes chose an uninhabited mountain region near Old H'roldan in High Rock, for their people were (and most still are) dependent on a rare shaggy giant centipede herdbeast that can live only at high altitudes on alpine and sub-alpine forage. Orsinium did possess considerable strength during the First Era, when Orcish refugees fleeing the Ra Gada invasion of Hammerfell joined the beastman army already gathering there. This army was determined to take control of the Bjoulsae River and force the kingdom of Wayrest to pay Orsinium regularly for its use. Other powers of the area rose to confront the Orcs, principally the Yokudan Order of Diagna and the chieftan-kings of early Daggerfall. The Siege of Orsinium lasted thirty years and ended in its ruin. Orsinium briefly became an Imperial territory under the Akaviri Potentate, though this ended with the death of Savirien-Chorak in CE431. The Orcs have recently petitioned the New Emperor to grant them a similar status, but Tiber Septim is famous for his hatred of their kind, and has yet to bestow the beastfolk good answer. Annotations by YR: 1. "Does anyone on the Thalmor know what the humans are talking about?"
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