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Elder Scrolls Online - Faction Introductions

Librarian Comment: 

These three texts were originally posted in on They were meant to introduce us to the three factions of the game from an in-world perspective. 

The trumpets of war have sounded, calling warriors of all walks to the field of battle. The Empire has all but crumbled and from the ashes of that once golden age have emerged three great alliances. Three mighty generals have marshalled about them the fiercest armies our lands have yet seen, and now they descend upon Cyrodiil, vying for control over the Imperial City and the Throne of Tamriel.

I have no hatred for the races of Man, but they are young. Like all children, they are driven by emotion. They lack the wisdom that comes with age.  I would sooner place an Altmer infant on the Ruby Throne than surrender Tamriel to their capricious whims.
The Altmer, the Bosmer and the Khajiit share the common traits of intelligence, patience and reason.  We do not seek riches or plunder. Domination is not our goal, nor is the acclamation of power for its own sake. 
Today we make our stand. Today we take back the Ruby Throne, which is ours by ancient right and the blessings of the Divines.
Stand with us.

Ayrenn Arana Aldmeri

Queen Ayrenn

Queen Ayrenn is intelligent and honorable, with a genuine humility rarely seen among her people but she is also a decisive leader with a stubborn streak. She is young for a High Elf—a mere 28 years old—but she spent much of the first part of her life roaming the lands and seas of Tamriel, seeking adventure and the kind of education schools cannot impart.  She returned to Summerset following the death of her father to accept her position as heir to the Altmer throne.

Aldmeri Dominion

When word reached the High Elves of Summerset that the Imperial City had fallen under the control of the human supporters of Molag Bal, the Aldmeri Dominion was formed.  The High Elves reached out to the neighboring races of Wood Elves and Khajiit with a plea that their combined forces might prevent the younger races of Tamriel from bringing disaster to the world, as they had so many times in the past.
The High Elves were the original settlers of Tamriel and created the common tongue used throughout the continent today.  They are also naturally proficient with magic.
The Wood Elves inhabit the thick, near-impenetrable forests of Valenwood. They are supreme hunters, guides, and masters in sneaking and thievery.  They are also the most gifted archers in all of Tamriel.
The Khajiit, a proud feline race, are fearsome warriors, proficient with bladed weapons.  They stand proudly at the forefront of every battle.
The power and determination of the Aldmeri Dominion should not be underestimated.

As a skald among the Companions, I learned to recite the Songs of Return. But now, as Sage of Fallowstone Hall, I must do more than memorize. It falls to me to record the deeds and glories of the Companions, preserve our names, and call on Ysgramor’s wisdom to guide those new to our ranks.

It surprised me to discover a few areas where our tomes of knowledge were scant or outdated, and I will do my best to fill in gaps as my first honorable task. I wish to begin by expanding An Accounting of Enemies, a reference to threats commonly faced by Companions compiled by Sage Tirora, my predecessor.

We’ve recently taken on more contracts involving werewolves than I’ve ever seen, and our recorded knowledge of them is sparse. I’ve spoken to Nords from Windhelm to Ivarstead, and everyone agrees that cults of Hircine (and thus werewolves, who are his children) are on the rise across Skyrim. I’ve even heard reports that some madmen have been actively seeking out the curse of lycanthropy!

I do not think I should need to remind anyone, especially any Nord, of the evil of the Daedric Princes—even of one who claims the joy of hunting as his realm. There may be some draw to the wild power of werewolves, but you’d better remember that you’ll never see the halls of Sovngarde when Hircine claims your soul. Lycanthropes spend eternity in Hircine’s Hunting Grounds, slaves to his unending thirst for blood and the chase, instead of drinking mead and brawling with the heroes of legend.

Ysgramor taught us to know our enemy through blood on our hands, and to scrawl our runes of conquest on the corpses in our wake. Our warriors have faced many werewolves, and while I don’t have any corpses handy at the moment (and because they would pollute the rather pleasant library we have), I will preserve their knowledge here:

Thonarcal Ice-Fist recalls his revulsion: “I saw one of them turn right before my eyes, and my blood ran cold. He got the jump on me, so stunned was I at the grotesque display. Be wary if your target is not already in its fearsome beast-form.”

Irmgarde the Bootbarren knows a secret of the beast: “Always keep a poisoned blade or arrow-tips handy when you hunt them. Even poisons that aren’t all that strong seem to ravage the monsters.”

Hallveig God-Hater has read the tale of their hides: “It seems to me that their pelts say something about them. The ones with darker fur use fast strikes and ragged claws to tear into you. Every now and then I’ve glimpsed a white one. They’re usually surrounded by a pack, howling and driving them into a frenzy in combat.”

Agdis Bearblood prays to the Divines: “Don’t get bitten or cut up by them. If you do, you’d better get yourself to a priest right away. The disease can be cured, but don’t risk letting it get into your blood.”

Call to Arms

Our supplies dwindle. Our trade routes are shut down. Our people suffer. 
Why?  Because a pretender sits upon the Ruby Throne. 
Let us take up arms!  Let the fields of Cyrodiil run red with the blood of our fallen enemies!
But let us spare the lives of a few, so that they may return to their homelands to tell their fellows the fate they met at the hands of the Daggerfall Covenant.
One land! One Emperor!
Who among you will stand with me?

High King Emeric

High King Emeric is a Breton merchant lord whose shrewd policies and masterful diplomacy earned him the trust of the Kings of High Rock, an alliance by marriage with the Redguards, and ultimately, a war treaty with the Orcs. He rules from Wayrest in High Rock.

Daggerfall Covenant

The Daggerfall Covenant is formed by the three races of northwest Tamriel , united by High King Emeric to fulfill a common goal and take back the Ruby Throne.
The Bretons have the gifts of magic and diplomacy. The Orcs are stalwart soldiers and talented armorers who manufacture the finest weapons and armor in all of Tamriel. The Redguards are supremely athletic, and raised to be outstanding warriors from the moment they’re born.
The Daggerfall Covenant’s varied talents make it a force to be reckoned with.

Blood for the Pact

Before Ysgramor led the Nord people south, our ancestors flourished in the frozen continent of Atmora, and to this day our people prefer the bitter climes of northern Tamriel.
The Dark Elves abide in Morrowind, a harsh land of ashfall and perpetual earthquakes.
The Argonians endure the treacherous and impenetrable depths of Black Marsh.
The alliance between our races was born in dark times, when Nord, Dunmer and free Argonians fought as one to repel the invasion of the Akaviri slavemasters.
Our greatest strength is the adversity we have overcome.
Our resolve is glacial, our might is forged in fire, and our courage, cultivated by the beasts of the jungle.
We are Ebonheart. We are as one. And by this, our victory is assured.

Jorunn the Skald-King

Jorunn, of Eastern Skyrim, is acting High King of the Great Moot, but he does not rule absolutely. His decisions must be ratified by all three races in a unique form of governance called The Great Moot. He is down-to-earth, humorous, and has an iron will to succeed.

Ebonheart Pact

The Ebonheart Pact is the most unlikely of the three alliances. The Nords and Dark Elves have a long history of conflict, and the Argonians were enslaved by the Dark Elves for thousands of years.
It was the Akaviri invasion that forged a bond between them. Now they are determined to control their own destiny by defeating the Empire, while preserving their own fiercely independent homelands.
The Nords are the brash, boisterous front line of the Pact; fierce warriors and expert weapon masters. The Dark Elves have a natural affinity for magic. The Argonians are the best guerilla warriors in Tamriel.
The combined strength of these unlikely allies makes the Ebonheart Pact a fighting force of extraordinary power.