namespace
int64
0
179
page_id
int64
5
377k
url
stringlengths
27
202
title
stringlengths
2
177
content
stringlengths
1
486k
revision_id
int64
4.47k
2.57M
timestamp
stringlengths
20
20
contributor
stringlengths
2
167
βŒ€
content_cleaned
stringlengths
0
486k
130
1,018
https://en.uesp.net/wiki/Lore:Flame_Knights
Lore:Flame Knights
#REDIRECT [[Lore:Knights of the Flame]]
338,712
2008-07-30T14:03:33Z
RoBoT
#REDIRECT
130
1,019
https://en.uesp.net/wiki/Lore:Knights_of_the_Flame
Lore:Knights of the Flame
<noinclude>{{Lore Factions Trail}}[[File:ON-banner-Knights of the Flame.png|90px|right]]</noinclude> :''"Protectors and warriors for the town and royal family of Anticlere. They are sworn to guard the Flytes, though they are curious why they are not permitted to stop highwaymen outside the Anticlere limits, but to keep their activities to the palace and town of Anticlere. Several of the better-looking, dimmer knights are personal guards of Lady Flyte, and enjoy great privileges. Everyone is pretty loyal and dedicated, as grateful as they are to the Flytes for rescuing the town formerly known as Reich Gradkeep."<br>- [[Books:The Daggerfall Chronicles|The Daggerfall Chronicles]]'' The {{Lore Link|Knights of the Flame}} are the noble warriors of the Lorddom of {{Lore Link|Anticlere}}. Their allegiance is unswerving to {{Lore Link|Auberon Flyte|Lord Auberon}} and Lady Doryanna Flyte, who rescued them from the chaos following the {{Lore Link|War of Betony}} in {{Year|3E 403}}. Only those known for their loyalty to Anticlere and their blessed patrons are judged worthy to join the order. In return for their allegiance, the knights are treated as veritable gods in Anticlere where the guilds are mainly found.{{ref|name=Daggerfall|Events of [[Daggerfall:Daggerfall|Daggerfall]].}} Their garrisons can be found in many cities and towns in Anticlere, such as Charborne Wood and Chestermarket. Their origins can be traced back to {{Year|2E 542}}, when Sir {{Lore Link|Byric}} of the Flame set fire to the fields surrounding the {{Lore Link|Alcaire Castle}} in order to hold back invaders from {{Lore Link|the Reach}}. To honor his bold action and determination, the {{Lore Link|Alcaire}} Knights (as they were previously known) were renamed the Knights of the Flame.{{ref|name=SoSB|{{Cite Book|Statue of Sir Byric}}}}<noinclude> In {{Year|2E 582}}, the knights were led by Sir Hughes, with their main base being Firebrand Keep. Sir Hughes had gone mad due to being possessed by the Omen of Fear, a [[Lore:Watcher|Watcher]] in service of [[Lore:Vaermina|Vaermina]]. This caused him to order the Knights to attack the Redguard encampment at Alcaire Castle, an act which threatened the fabric of the [[Lore:Daggerfall Covenant|Daggerfall Covenant]]; however, not all the Knights agreed with him and a large number were exiled, such as Sir Edmund, forming a resistance faction. This resistance recruited fellow Knights still in Firebrand Keep and eventually mustered enough strength to attack the Keep and kill Sir Croix. This led to Sir Edmund assuming command of Firebrand Keep, and the Knights of the Flame didn't proceed with the attack on the Redguards.{{ref|[[Online:Sir Edmund|Sir Edmund]]'s dialogue in ESO}}{{ref|[[Online:Retaking Firebrand Keep|Retaking Firebrand Keep]] quest in ESO}} ==Gallery== <gallery> ON-costume-Knight of the Flame (Male).jpg|A male Knight of the Flame ON-costume-Knight of the Flame (Female).jpg|A female Knight of the Flame ON-place-Firebrand Keep.jpg|Firebrand Keep </gallery> ==See Also== * For game-specific information, see the [[Daggerfall:Knights of the Flame|Daggerfall]] and [[Online:Knights of the Flame|ESO]] articles. ==References== <references/> </noinclude>
2,198,445
2020-08-20T05:56:40Z
null
:"Protectors and warriors for the town and royal family of Anticlere. They are sworn to guard the Flytes, though they are curious why they are not permitted to stop highwaymen outside the Anticlere limits, but to keep their activities to the palace and town of Anticlere. Several of the better-looking, dimmer knights are personal guards of Lady Flyte, and enjoy great privileges. Everyone is pretty loyal and dedicated, as grateful as they are to the Flytes for rescuing the town formerly known as Reich Gradkeep." - The Daggerfall Chronicles The are the noble warriors of the Lorddom of . Their allegiance is unswerving to and Lady Doryanna Flyte, who rescued them from the chaos following the in . Only those known for their loyalty to Anticlere and their blessed patrons are judged worthy to join the order. In return for their allegiance, the knights are treated as veritable gods in Anticlere where the guilds are mainly found. Their garrisons can be found in many cities and towns in Anticlere, such as Charborne Wood and Chestermarket. Their origins can be traced back to , when Sir of the Flame set fire to the fields surrounding the in order to hold back invaders from . To honor his bold action and determination, the Knights (as they were previously known) were renamed the Knights of the Flame. In , the knights were led by Sir Hughes, with their main base being Firebrand Keep. Sir Hughes had gone mad due to being possessed by the Omen of Fear, a Watcher in service of Vaermina. This caused him to order the Knights to attack the Redguard encampment at Alcaire Castle, an act which threatened the fabric of the Daggerfall Covenant; however, not all the Knights agreed with him and a large number were exiled, such as Sir Edmund, forming a resistance faction. This resistance recruited fellow Knights still in Firebrand Keep and eventually mustered enough strength to attack the Keep and kill Sir Croix. This led to Sir Edmund assuming command of Firebrand Keep, and the Knights of the Flame didn't proceed with the attack on the Redguards. Gallery See Also For game-specific information, see the Daggerfall and ESO articles. References
130
1,022
https://en.uesp.net/wiki/Lore:Main_Page
Lore:Main Page
{{Protection|semi|full}}[[Category:Lore]]__NOTOC__[[File:LO-map-Tamriel (Anthology).jpg|thumb|right|400px|The most recent and authoritative map of Tamriel, from ''[[General:The Elder Scrolls Anthology|The Elder Scrolls Anthology]]'']] :''For guidelines on the Lore section, see [[UESPWiki:Lore]].'' The events of the [[General:Elder Scrolls|Elder Scrolls]] unfold on the vast continent of [[Lore:Tamriel|Tamriel]], located on the planet of [[Lore:Nirn|Nirn]] (one of the [[Lore:Planes of Existence|Planes of Existence]]) in the realm of [[Lore:Mundus|Mundus]]. [[Lore:Aldmeris|Aldmeris]] for "''Dawn's Beauty''" and [[Lore:Ehlnofex_Languages|Ehlnofex]] for "''Starry Heart''", Tamriel is home to nine distinct provinces: [[Lore:Black Marsh|Black Marsh]], [[Lore:Cyrodiil|Cyrodiil]], [[Lore:Elsweyr|Elsweyr]], [[Lore:Hammerfell|Hammerfell]], [[Lore:High Rock|High Rock]], [[Lore:Morrowind|Morrowind]], [[Lore:Skyrim|Skyrim]], [[Lore:Summerset Isle|Summerset Isle]], and [[Lore:Valenwood|Valenwood]]. ===[[Lore:Alchemy|Alchemy]]=== A list of alchemical ingredients. :{{Lore Alchemy}} ===[[Lore:Artifacts|Artifacts]]=== A list of all historical items of great power. :{{Lore Artifacts}} ===[[Lore:Bestiary|Bestiary (Fauna)]]=== An archive of known creatures and constructs making their home in Tamriel and Oblivion. :{{Lore Bestiary}} ===[[Lore:Cuisine|Cuisine]]=== The meals and foodstuffs of the people of Tamriel. :{{Lore Cuisine}} ===[[Lore:Death|Death]]=== Death beliefs and funereally practices of the people of Tamriel. :{{Template:Lore:Death}} ===[[Lore:Entertainment|Entertainment]]=== The things Tamriel's inhabitants do for fun ===[[Lore:Factions|Factions]]=== A list containing descriptions of the various orders and guilds in existence within Tamriel. :{{Lore Factions}} ===[[Lore:Flora|Flora]]=== Information about the plants that can be found growing in Tamriel, especially those that can be used for alchemy. :{{Lore Flora}} ===[[Lore:Gods|Gods]]=== Descriptions of all the deities, major and minor, presiding over the land. Pantheons for each race are also listed. :{{Lore Gods}} ===[[Lore:History|History]]=== A history of the world, containing timelines chronicling the major events of Tamriel's vivid past. :{{Lore History|align=left}} ===[[Lore:Library|Library]]=== A compilation of important writings in Tamriel. :{{Lore Books}} ===[[Lore:Linguistics|Linguistics]]=== A collection of known languages and alphabets in Tamriel. ===[[Lore:Magic|Magic]]=== Information about the different forms of magic in Tamriel. :{{Lore Magic}} ===[[Lore:Minerals|Minerals]]=== The metals and crystals used in Tamriel. :{{Lore Minerals}} ===[[Lore:Names|Names]]=== A list of forenames and surnames by frequency ===[[Lore:People|People]]=== A list&mdash;with brief biographical descriptions&mdash;of the famous and infamous characters of Tamriel. :{{Lore People}} ===[[Lore:Places|Places]]=== Information about the various regions, provinces, and cities of Tamriel. :{{Lore Places}} ===[[Lore:Races|Races]]=== Numerous races flourish across Nirn. Some are rare, others live in remote areas or dwell on different planes of existence, while others are believed to be purely mythical. ===Appendices=== Articles on prophecies, law, empires, wars, metaphysics, and other miscellaneous subjects may be found in the appendices. {{Appendices}}
2,525,468
2021-12-19T00:00:37Z
TheVampKnight
thumb|right|400px|The most recent and authoritative map of Tamriel, from General:The Elder Scrolls Anthology|The Elder Scrolls Anthology :For guidelines on the Lore section, see . The events of the Elder Scrolls unfold on the vast continent of Tamriel, located on the planet of Nirn (one of the Planes of Existence) in the realm of Mundus. Aldmeris for "''Dawn's Beauty" and Ehlnofex for "Starry Heart''", Tamriel is home to nine distinct provinces: Black Marsh, Cyrodiil, Elsweyr, Hammerfell, High Rock, Morrowind, Skyrim, Summerset Isle, and Valenwood. Alchemy A list of alchemical ingredients. : Artifacts A list of all historical items of great power. : Bestiary (Fauna) An archive of known creatures and constructs making their home in Tamriel and Oblivion. : Cuisine The meals and foodstuffs of the people of Tamriel. : Death Death beliefs and funereally practices of the people of Tamriel. : Entertainment The things Tamriel's inhabitants do for fun Factions A list containing descriptions of the various orders and guilds in existence within Tamriel. : Flora Information about the plants that can be found growing in Tamriel, especially those that can be used for alchemy. : Gods Descriptions of all the deities, major and minor, presiding over the land. Pantheons for each race are also listed. : History A history of the world, containing timelines chronicling the major events of Tamriel's vivid past. : Library A compilation of important writings in Tamriel. : Linguistics A collection of known languages and alphabets in Tamriel. Magic Information about the different forms of magic in Tamriel. : Minerals The metals and crystals used in Tamriel. : Names A list of forenames and surnames by frequency People A list&mdash;with brief biographical descriptions&mdash;of the famous and infamous characters of Tamriel. : Places Information about the various regions, provinces, and cities of Tamriel. : Races Numerous races flourish across Nirn. Some are rare, others live in remote areas or dwell on different planes of existence, while others are believed to be purely mythical. Appendices Articles on prophecies, law, empires, wars, metaphysics, and other miscellaneous subjects may be found in the appendices.
131
1,023
https://en.uesp.net/wiki/Lore_talk:Gods
Lore talk:Gods
{{Archive Table |Archive 1||Feb 2005 - Apr 2011 }} == Nordic Devil Dagoth Ur? == I don't think Dagoth Ur should be in the Nordic Pantheon. Firstly "The Five Songs of King Wulfharth" tells of the "Devil of Dagoth Ur" alongside the Dwarves. Secondly it tells about The Dwarves and the "Devils" of the east (meaning the daedra worshipping Chimer) Dagoth Ur didnt exist during this time, And the "Devil Of Dagoth Ur" simply means the Chimer Voryn Dagoth. I don't think this obscure mention of Wulfharth's encounter with Voryn Dagoth (before he even became a Living God) warrants any mention of him in the Nordic Pantheon. Otherwise Vehk the Devil and his other Tribunal "colleagues" should be mentioned as they too were adversaries to the Nords at this time. --[[User:Hlaalu66|The Lost Hlaalu Heir]] ([[User talk:Hlaalu66|talk]]) 12:09, 15 November 2019 (GMT) : Not to mention that 'Dagoth Ur' is also another name for 'Red Mountain'.--[[Special:Contributions/87.255.89.160|87.255.89.160]] 19:52, 9 October 2021 (UTC) == Seth == We might want to consider adding "Seth" as the object of a Tamrielic cult. Don't know anything about him or the group, except that the group was apparently involved in a Daggerfall quest or something, and the "Brotherhood of Seth" controlled at least one town in Black Marsh. [[User:Minor Edits|<span style="font-size:medium"><font color="Green">Minor Edits</font></span>]]<sup>[[User_talk:Minor Edits|<font color="Green">Threats</font>]]β€’[[Special:Contributions/Minor Edits|<font color="Green">Evidence</font>]]</sup> 18:26, 17 March 2012 (UTC) : The thing about Seth worshippers controlling Gideon comes from [http://www.imperial-library.info/content/go-blades here], if you're interested. --[[User:Legoless|Legoless]] 13:59, 18 March 2012 (UTC) ::Ah, so there is no in-game source that refers to Seth, it's just a weird OOG thing? [[User:Minor Edits|<span style="font-size:medium"><font color="Green">Minor Edits</font></span>]]<sup>[[User_talk:Minor Edits|<font color="Green">Threats</font>]]β€’[[Special:Contributions/Minor Edits|<font color="Green">Evidence</font>]]</sup> 14:02, 18 March 2012 (UTC) ::: The Brotherhood of Seth appears in Arena. I've never played much of the game, but you have to contact them during the [[Arena:Crypt of Hearts|main quest]]. Seth isn't the first god unique to Arena; I've seen "the Lady" used in dialogue. --[[User:Legoless|Legoless]] 15:14, 18 March 2012 (UTC) == Pantheon Redesign == Maybe it's just me, but the chart looks absolutely horrid. I can take it upon myself to redesign the whole mess, but I'm still learning the ins and outs of it all. It seems, (and please, correct any mistakes), that certain things can be said: ::Gods are mostly either Anuic or Padomaic. ::Heroes (i.e. Talos) were apotheosized by an existing deity or by service in the name of an existing deity. ::Many gods listed are just culturally relevant names of the same gods or "aspects" of other gods. (i.e. Kyne and Kynareth) ::And, at the very least, they can be listed effectively in a tree if an anchor god is chosen. Perhaps some of the senior editors here can shed some light if I'm missing some integral part of this.[[Special:Contributions/98.198.118.224|98.198.118.224]] 10:12, 26 March 2012 (UTC) :Long story short, there are enough cans of worms here to open a bait shop. The current chart is not particularly elegant, but I don't know of a better arrangement that could be agreed upon. :To address some of your concerns, the page already mentions Anu and Padomay and how many deities can be categorically attributed to one or the other. I don't think all deities easily fit into this dichotomy, however, so I doubt it would work well as a distinguishing factor for a chart. :Exactly how and why a mortal becomes a deity is something we don't really address much because we know very, very little about it. Speculation on it should be kept to a minimum in my opinion. In any given case, they may have gotten help, earned their divine status all on their own through unknown feats, stolen divine power, or even a weird combination of all three. There's also the chance with many of them (if not most) that they're not divine beings at all, even though some on Tamriel came to call them gods. It's also possible that we players have misinterpreted in-game sources which were exaggerating when they referred to an entity as a "god". :One of the things the current chart does well is distinguishing the pantheons, which is necessary because there's a lot of dispute, both in the game and outside of it, about how some deities may relate to each other. The chart's arrangement makes it clear that some deities are thought to be related without resorting to guesswork about ''how'' they are associated with each other. :As for an "anchor god" approach, I'm not precisely sure what you mean, but I would imagine that trying to choose an anchor could be problematic. It seems like it would involve subordinating one culture's beliefs to those of another culture, and we have no basis for making those kinds of judgments. :Anyways, if you think another design can better convey what is known without inappropriate speculation or stating as fact matters which are disputed or ambiguous, you should make a rough draft in a sandbox and then return here. If you can garner a consensus that your approach would be more helpful to the reader, I'm sure some of the more experienced editors will help spruce up and implement it. [[User:Minor Edits|<span style="font-size:medium"><font color="Green">Minor Edits</font></span>]]<sup>[[User_talk:Minor Edits|<font color="Green">Threats</font>]]β€’[[Special:Contributions/Minor Edits|<font color="Green">Evidence</font>]]</sup> 01:54, 28 March 2012 (UTC) ::Very good points. I'm working my way through each of the articles to see what could be done. Prioritizing the nomenclature is definitely an issue, but the more I read through it, the more it definitely seems like it's possible to do.[[Special:Contributions/98.198.118.224|98.198.118.224]] 02:46, 28 March 2012 (UTC) == Ebonarm == What about Ebonarm? He's a pretty big deal in the Iliac Bay region and is still mentioned in every major divinity's page as being one of their enemies. Yes, he's never mentioned again after Daggerfall, but considering that the Hammerfell Fighter's Guild was apparently constructed as a series of mosques in his honor, he's a major player in the Redguard pantheon who hates every daedra but Sheogorath and most of the Aedra. Why do we include obscure one-offs like Leki but not Ebonarm?[[User:Black jack king|Black jack king]] 13:20, 11 June 2012 (UTC) : We have an [[Lore:Reymon Ebonarm|article]] on Ebonarm. Add him to the table if you wish. β€”[[User:Legoless|Legoless]] 14:58, 11 June 2012 (UTC) == What about the Orsmer? == The Orcs have a pantheon and culture too and neglecting the Orcs is making this table of equivalent deities pretty absurd. It has Mauloch listed as a Nord Orc God equivalent of Malacath. While the real and TES worlds are filled with discrimination and racism, as a wiki, should not this site strive to provide a more egalitarian source of information that does not neglect the "Pig Children" ? {{uns2|10:11, 13 August 2012|24.25.238.216}} :It does state on the page that ''"Finally, Orsimer gods are not listed as they don't have a specific province, but instead a kingdom in the High Rock - Orsinium. Although Orsimer Gods are not listed, they predominantly worship Malacath and/or Trinimac."'' Also I believe Mauloch is Malacath? <B><font color="magenta">[[User:Kimi the Elf|β€” Kimi the Elf]]</font> <sup>(<font color="DeepSkyBlue">[[User talk:Kimi the Elf|talk]]</font> &#124; <font color="DeepSkyBlue">[[Special:Contributions/Kimi_the_Elf|contribs]]</font>)</sup></B> 10:27, 13 August 2012 (UTC) ::the Osrmer are still an individual people worthy of individual notation. Malacath is only listed as a Dunmer God or a Tamriel Cult. The major difference between a cult and a religion is the derision and discrimination between Us and Them, such as worshipers of the Dragon Cult even though Dragon worship was the predominant religion in it's time. ::is there substantiation that the Daedric Prince Malacath is the Mountain Fart, or is it pure speculation being presented as fact? Citation of resources and clarification is badly need on the wiki. the Lore entry on Malacath also lists his name as "Orkey" which would make him also that other mortal-turned-Divine, the Aedra Arkay. ::Look at this from a cultural anthropology standpoint. On or earth most cultures will have found or made deities of primal ideals but the Hawaiian goddess Pele is not the Greek Prometheus or the Hindu Agni. ::Malacath being Malak, Mauloch and Malooc as well as somehow still being (Orkey/Arkay) would also make him the only Daedra of the Hammerfall/Redgaurd pantheon- which is pretty unlikely. Names that sound alike are not enough to substantiate a claim. To say that a deity has been assimilated into a culture we really need a more than someone pointing and saying look, they're both smelly and ugly. ::The Orsmer worship Daedra, first and foremost Malacath but their pantheon is much as the Dunmer being Daedra or Daedra Plus. ::If the Dunmer have their own listing, so should the Orsmer. ::Orcs need to go on or Dunmer go off. {{uns2|07:48, 17 August 2012|98.150.201.235}} :::Orkey is not Arkay, just because they sound similar does not make them the same person. Malacath is named Orkey [[Lore:The True Nature of Orcs|here]] but i cannot find any reference to Arkay ever being called Orkey. Malacath is called Mauloch [[Lore:Pocket_Guide_to_the_Empire,_3rd_Edition/Orsinium|here]]. I cant think of any sources off hand that say the Orcs worship anyone other than Malacath, however it is well known that the dunmer worship many of the daedra so im not sure why you think the dunmer should not be on the page. <B><font color="magenta">[[User:Kimi the Elf|β€” Kimi the Elf]]</font> <sup>(<font color="DeepSkyBlue">[[User talk:Kimi the Elf|talk]]</font> &#124; <font color="DeepSkyBlue">[[Special:Contributions/Kimi_the_Elf|contribs]]</font>)</sup></B> 08:13, 17 August 2012 (UTC) ::::Looking at the article is does seem we list Orkey as the skyrim Arkay. however i cannot find any references to back this up. The only thing i could find that even mentioned them both was [[Lore:Varieties of Faith in the Empire|here]] but it does not say they are the same person. Unless i missed somthing I think it should be changed to Arkay. <B><font color="magenta">[[User:Kimi the Elf|β€” Kimi the Elf]]</font> <sup>(<font color="DeepSkyBlue">[[User talk:Kimi the Elf|talk]]</font> &#124; <font color="DeepSkyBlue">[[Special:Contributions/Kimi_the_Elf|contribs]]</font>)</sup></B> 08:30, 17 August 2012 (UTC) ::::: ''Varieties of Faith'' makes it pretty clear that Orkey is supposed to be some strange fusion of Malacath and Arkay. β€”[[User:Legoless|Legoless]] 10:49, 17 August 2012 (UTC) :::::: Sorry, but I don't see it saying anything like that. which part are you referring to? <B><font color="magenta">[[User:Kimi the Elf|β€” Kimi the Elf]]</font> <sup>(<font color="DeepSkyBlue">[[User talk:Kimi the Elf|talk]]</font> &#124; <font color="DeepSkyBlue">[[Special:Contributions/Kimi_the_Elf|contribs]]</font>)</sup></B> 10:55, 17 August 2012 (UTC) == Consistency in reference to assimilations/related gods == Just noticed that some, but not all, god entries list and link to the equivalent gods for the other races as listed in the pantheon table in the main Gods page. For example the T'sun entry lists the Altmeri, Bosmeri and Yokudan equivalents of T'sun, and suggests Zenithar as an equivalent too. This referencing is a bit patchy - some articles include all equivalents, some include one or two, and some make no reference to equivalents. I just was wondering if a clean-up could be initiated to keep these references neat and consistent across all deity entries. We could either: β€’ Ensure that <b>all</b> god equivalents are listed in <b>every</b> god article (which could look a bit long winded) β€’ Remove all reference to equivalents in <b>every</b> god article, meaning the Pantheon on the Overview page is the only and definitive source for matching equivalent gods across races (cleanest, but not as user-friendly for people browsing the Gods pages without starting at the Overview) β€’ Include a link to the equivalent <b>Imperial</b> god in the articles for every non-Imperial god, and then include a link to each equivalent non-Imperial god in the Imperial god articles. For example, articles like Zeht would link to Zenithar, but <b>not</b> to Z'en or any of the other equivalents. Zenithar would then briefly list a link to all associated gods (Zeht, Z'en, etc). I personally think this is the best compromise between efficient and user-friendly, as the Imperial deity will be the most familiar to players who want to know more about the religion of the game, and would be a good branching point for them to see the various incarnations of an individual god. Happy to take on the above if the community agrees, and happy to follow any of the above three options/discuss others. [[User:Threepwood87|Threepwood87]] ([[User talk:Threepwood87|talk]]) 13:05, 9 September 2012 (EDT) ==Table Change== I'd like to propose a change concerning the Orsimer. I think "This table contains all names of beings worshipped on the nine provinces of Tamriel." would suit better than "This table contains all names of beings worshipped by the nine major races in Tamriel." as the table seem more province based than race based. [[Special:Contributions/201.83.106.178|201.83.106.178]] 02:17, 10 November 2012 (GMT) :I moved this, as it is only indirectly related to the Orsimer. You raise a good point, but I would sooner change the column headings than I would that sentence. After all, Skyrim, for example, doesn't worship anything; it's a place. It's the Nords who do the worshiping. I'm fairly certain the separation by province is derived from the province-based pantheons presented in [[Lore:Varieties of Faith in the Empire|Varieties of Faith in the Empire]], but perhaps this is just one more inaccuracy from that book we should correct by putting the Race at the top of the column and the province, if applicable, underneath in parentheses. If we did that, the Orcs should probably have their own column. It won't have many entries on it, but it's certainly better than clumping them into the cults column, especially since Skyrim has given us more information on their belief system. [[User:Minor Edits|<span style="font-size:medium"><font color="Green">Minor Edits</font></span>]]<sup>[[User_talk:Minor Edits|<font color="Green">Threats</font>]]β€’[[Special:Contributions/Minor Edits|<font color="Green">Evidence</font>]]</sup> 02:34, 10 November 2012 (GMT) == not a true distinction == Sorry, Legoless, but the sentence "these are the gods who refused to help create Mundus" definitely tells about Daedric Princes (gods), not about all daedra. [[User:Phoenix Neko|Phoenix Neko]] ([[User talk:Phoenix Neko|talk]]) 17:25, 2 December 2012 (GMT) :No, all Daedra are the same type of being. Daedra means, "Not our ancestors", lesser Aedra became the the Earthbones and took part in creation, but are still Aedra, even if unnamed. So lesser Daedra who did not are their opposites, just as the Divines are to the Princes.--[[User:Br3admax|Br3admax]] ([[User talk:Br3admax|talk]]) 17:30, 2 December 2012 (GMT) :: All Daedra are et'Ada. Maybe "gods" isn't the best word to use. β€”[[User:Legoless|Legoless]] ([[User talk:Legoless|talk]]) 18:49, 2 December 2012 (GMT) :::I mean lesser daedra are not gods at all, so they should not be listed as gods. Solution could be listing Daedric Princes as gods and adding the line "For the lesser daedra who are not gods, see [[Lore:Daedra#Lesser_Daedra|this page]]". Sorry again for my English... [[User:Phoenix Neko|Phoenix Neko]] ([[User talk:Phoenix Neko|talk]]) 01:13, 3 December 2012 (GMT) ::::This is the Elder Scrolls. There are no real "gods", simply spirits whom amass a certain amount of worship and power, like in [[Lore:Gods and Worship|this]] source. If enough people worshiped random any random Daedra enough, it may gain power. To mortals, anyone of these spirits can become a god. And even Storm Atronachs have been worshiped before. If you want to go into theory of what a ES "god" is or not go to the [http://forums.uesp.net/ forums]; I'd be happy to discuss it with you there.--[[User:Br3admax|Br3admax]] ([[User talk:Br3admax|talk]]) 01:23, 3 December 2012 (GMT) :::: The story of [[Lore:Vernaccus and Bourlor|''Vernaccus and Bourlor'']] tells of how Vernaccus, a lesser daedra of no significance, rose to godhood simply due to mortal worship. β€”[[User:Legoless|Legoless]] ([[User talk:Legoless|talk]]) 01:46, 3 December 2012 (GMT) :::::I'd like too, but my limited capability to communicate in English could be a mess. I somethat agree. But if your theory that only worshipped/revered gods are real gods is right, it should be described in the main article (but as I know, forgotten gods do not appear to stop being gods). And the main article tells "Generally, there are several distinct groups into which the various gods fall", and lesser daedra don't appear to belong to any of such groups (especially to the group of "the original spirits" - they could be the piece of particular Daedric Prince, but it's not the same thing). I suggest to describe the difference more clearly or/and to describe another group of gods to which lesser daedra could belong to (if they grow to the power level of "normal" god). I'm so sorry again for my broken English...I agree, but if that story is not simply a tale (to speak strictly, this tale doesn't tell if Vernaccus rose to the godhood, it tells he was just worshipped, but still he never got the power comparatible to that of any another god), such occasion is still rare. It would be better if such cases would be properly described in the main article. [[User:Phoenix Neko|Phoenix Neko]] ([[User talk:Phoenix Neko|talk]]) 17:28, 4 December 2012 (GMT) ::::::Please just keep all of the posts in chronological order. Also you don't need to apologize. Read the [[Lore:The Monomyth|Monomyth]]. Daedric Lords became powerful, not because of their god-ness, but because they built up power from their worshipers, amassed more pieces of Oblivion into their bodies, and made their own worshipers. In the Elder Scrolls, you can not compare the word "god" to how it is used in our world. There are spirits, and nothing else.--[[User:Br3admax|Br3admax]] ([[User talk:Br3admax|talk]]) 18:07, 4 December 2012 (GMT) == Miraak? == Shouldn't Miraak be added to the table? He does have a cult following, after all... [[User:Minor Edits|<span style="font-size:medium"><font color="Green">Minor Edits</font></span>]]<sup>[[User_talk:Minor Edits|<font color="Green">Threats</font>]]β€’[[Special:Contributions/Minor Edits|<font color="Green">Evidence</font>]]</sup> 21:41, 5 April 2013 (GMT) :Fair point. What of the Dragon Cult - they worshiped dragons in general, or do you think Alduin covers that? --[[User:Jimeee|Jimeee]] ([[User talk:Jimeee|talk]]) 14:52, 11 April 2013 (GMT) ::I'd imagine so. [[User:Minor Edits|<span style="font-size:medium"><font color="Green">Minor Edits</font></span>]]<sup>[[User_talk:Minor Edits|<font color="Green">Threats</font>]]β€’[[Special:Contributions/Minor Edits|<font color="Green">Evidence</font>]]</sup> 17:56, 11 April 2013 (GMT) == Orkey is Arkay or Malacath? == [[Lore:Orkey]] says it's a name for Malacath, but it's put alongside Arkay on this page. We should probably bring the two pages into agreement one way or the other. [[User:Xolroc|Xolroc]] ([[User talk:Xolroc|talk]]) 01:15, 25 October 2013 (GMT) :The result of some muddled editing has been fixed on this page. An anon came along and attempted some edits but made a mess, resulting in two entries for Orkey. This was "rectified" by another user almost a year later who spotted two entries and removed one of them; unfortunately the wrong one. [[User:The Silencer|<font color="B8860B">Silence is Golden</font>]]<sup>[[User talk:The Silencer|<font color="800000">Break the Silence</font>]]</sup> 01:53, 25 October 2013 (GMT) ::Orkey is the name of Malacath in Nordic pantheon (see [[Lore:The True Nature of Orcs]]). There is no reason why he could be listed as Mauloch instead. [[User:A300|A300]] ([[User talk:A300|talk]]) 01:48, 19 November 2013 (GMT) ::: BOTH Mauloch and Orkey are names used by the Nords to refer to Malacath (for example, see, in addition to the above: [[Lore:Varieties_of_Faith...]]). Currently Orkey is for some reason listed as a separate entry with no analogues; this is clearly wrong, but the page is locked so I can't fix it myself. --[[User:Pokari|Pokari]] ([[User talk:Pokari|talk]]) 00:34, 29 April 2014 (GMT) ::::Done. β€” [[User:TheRealLurlock|TheRealLurlock]] ([[User talk:TheRealLurlock|talk]]) 02:16, 29 April 2014 (GMT) ::::Although, come to think of it, in your above link, I do see Orkey listed in the same position where Arkay is listed for other groups. Is it possible that Orkey is both Arkay AND Malacath? And in that case could we imply that Arkay is Malacath also? There would be only one other collision in the table if we were to combine the rows, but I'm not sure if it's justified in lore to do so. We need a lore expert... β€” [[User:TheRealLurlock|TheRealLurlock]] ([[User talk:TheRealLurlock|talk]]) 02:21, 29 April 2014 (GMT) == Blessings of the Eight quest (Online) == The [[ON:Blessings of the Eight|Blessings of the Eight]] quest has yet another list of the eight divines (shrines for them are in the Ayleid ruin called [[ON:Torinaan|Torinaan]]). I am not sure how they should be incorporated into this.{{uns|Swordmage}} :Very interesting. Its seems that this is some more solid proof that Ayleids worshipped some Divines (along with Magnus and Meridia). [http://www.uesp.net/wiki/Lore_talk:Ayleid#Ayleid_statue_depicting_Auri-El Minor Edits was working on this a while back] and we agreed that worship of the Divines was likely. Now we have a full pantheon, so I see no reason not to add this to the page. --[[User:Jimeee|Jimeee]] ([[User talk:Jimeee|talk]]) 10:27, 19 May 2014 (GMT) ::On a similar note can we move Xarxes to the same row as Arkay given the book [[Lore:Tu'whacca,_Arkay,_Xarxes|Tu'whacca, Arkay, Xarxes]] and move Orkey out of the Mauloch category as the connection between Arkay and Orkey is stronger (I'm not saying they are't the 'same' in god terms, merely that the table isn't dynamic enough to handle every connection between gods...) ::Also add Anu and/or Anui-El to the Altmer pantheon (preferably separately) as they certainly have a mythic role (in the [pre-]Dawn) where as the Dunmeri Saints don't) ::Finally apologies if this doesn't show up properly, I can't preview my edit properly :( [[User:Sardeth42|Sardeth42]] ([[User talk:Sardeth42|talk]]) 12:48, 14 June 2014 (GMT) :::The quest journal entries mention Auri-El, but the map image mentions a shrine to Anu. Which is it? [[User:Minor Edits|<span style="font-size:small"><font color="Green">Insignificant Revisions</font></span>]]<sup>[[User_talk:Minor Edits|Threats]]β€’[[Special:Contributions/Minor Edits|Evidence]]</sup> 14:47, 14 June 2014 (GMT) ::::I am just speculating, but Varities of Faith in the Empire states that Auri-El is the soul of Anuiel, who is himself the soul of Anu. Its possible the aylieds understood this and just used Anu = Aka/Anui-El. Quote from Variates of Faith below [[User:SajuukKhar|SajuukKhar]] ([[User talk:SajuukKhar|talk]])` ::::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. {{uns|SajuukKhar|16:47, 14 June 2014 (GMT)}} :::::Just for future reference: [[Online:Coils_of_the_Father|Coils of the Father]] clarifies that it was a shrine to Anu [[User:Sardeth42|Sardeth42]] ([[User talk:Sardeth42|talk]]) 10:35, 16 June 2014 (GMT) ==Concerning new info and small tid-bits...== The book [[Lore:Words_of_Clan_Mother_Ahnissi|Words of Clan Mother Ahnissi]] talks of Ja-Kha'jay and Nirni, I can understand the former being left out, but could we add Nirni, even if she doesn't have an article, it would still acknowledge her existence. The book [[Lore:Tu%27whacca,_Arkay,_Xarxes|Tu'whacca, Arkay, Xarxes]] also equates the titular gods... Is this not considered enough information to add their rows together? [[User:Sardeth42|Sardeth42]] ([[User talk:Sardeth42|talk]]) 12:48, 17 June 2014 (GMT) :I am going to have to say no to Nirni. She is just personification of the land, like Ja-Kha'jay is personification of the Lunar Lattice. To me, that is not enough to warrant inclusion. ~ [[User:Dominus Arbitrationis|<span style="color:crimson; font-size:140%; font-family:Script, serif">Ad intellige</span>]]&nbsp;[[User_talk:Dominus Arbitrationis|<sup style="font-size:70%; color: gold">(talk)</sup>]] 05:27, 14 July 2014 (GMT) == What about the All-Maker == We should add the All-Maker (And possibly the adversary) as a tamriel cult For their historical importance, and the fact that they are still revered by the Skall {{uns2|18:07, 28 July 2014|Deathborne}} :They aren't really a cult. They are a local religion. There is a difference in that cults tend to pop up and go away, while the All-Maker worship has been consistent all along. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 18:11, 28 July 2014 (GMT) ::As a religion then? It is reduced to a local religion but it is hinted that it was more spread out trough the ancestors of the Nords. ::Also, why is all the cults added to the Lore:Gods pages does not seems to pop and go away, if its the Lore:Gods page def. for a cult. {{unsigned|Deathborne|18:15, 28 July 2014 (GMT)}} == Page Merges == Due to most of the Gods either having relatively small articles, or no articles at all and are stuffed into a list with other Gods starting with the same letter, would it be appropriate to merge the pages of the Gods that are the same being but known under a different name (like Akatosh/Auriel/Auri-El, Kyn/Kynareth, Shor/Lorkhan, etc), but have all historical/mythical information split into different categories (not unlike the Orthodoxy/Hersey categories on the [[Lore:Tiber_Septim]] page) --[[User:Rezalon|Rezalon]] ([[User talk:Rezalon|talk]]) 10:53, 25 May 2015 (UTC) :There's a difference between the gods and Tiber; there only ever was one Tiber with the opinions being over his background, while the gods have different ideals (for lack of a better word) associated with them by the different cultures. We wouldn't merge Akatosh and Alduin, despite ingame allegations that they are the same thing. Think of the Greek and Roman gods, they could also be placed beside each other on a table (Zeus/Jupiter, Eros/Cupid, Hades/Pluto, Poseidon/Neptune) but you wouldn't expect to see their wikipedia entries merged. [[User:The Silencer|<font color="B8860B">Silence is Golden</font>]]<sup>[[User talk:The Silencer|<font color="800000">Break the Silence</font>]]</sup> 11:39, 25 May 2015 (UTC) ::Well put. There are a couple topics which are merged, but it's generally due to lack of information. For instance, Sheggorath redirects to Sheogorath. When and if we get more information on Sheggorath, it'll probably get its own page. After all, Khajiit maintain that their demons are wholly different than the Daedra of other cultures. Anyway, things like Akatosh and Auri-El; they're manifestations or aspects of the same thing, but that does not make them the same being. [[User:Minor Edits|<span style="font-size:small"><font color="Green">Insignificant Revisions</font></span>]]<sup>[[User_talk:Minor Edits|Threats]]β€’[[Special:Contributions/Minor Edits|Evidence]]</sup> 15:40, 25 May 2015 (UTC) ==Ius== "Ius, who is mostly an easter egg." Why is he an easter egg? [[User:Phoenix Neko|Phoenix Neko]] ([[User talk:Phoenix Neko|talk]]) 09:22, 13 May 2016 (UTC) : It's a reference to [[Arena:Rockpark|Rockpark]] in Arena. β€”[[User:Legoless|Legoless]] ([[User talk:Legoless|talk]]) 13:53, 13 May 2016 (UTC) :: Thanks. I'll add this as a reference in the article. [[User:Phoenix Neko|Phoenix Neko]] ([[User talk:Phoenix Neko|talk]]) 18:53, 13 May 2016 (UTC) ==Table== the table is confusing make it normal not weird pls {{uns|96.232.204.132|21:25, 8 June 2016 (UTC)}} == Orkey as counterpart to Arkay == In ESO we see Orkey as the counterpart to Arkay in the Nordic pantheon, quoting from a loading screen: "Windhelm, like most Nord cities, has a Hall of the Dead where bodies are interred, overseen by a Priest of Orkey who ensures that corpses are properly consecrated and cared for", and inside the Hall of the Dead there is a Priest of Orkey, serving the same function as Priests of Arkay in TESV, so I think it would be safe to edit Orkey out of the Malacath line, where he is side by side with Mauloch, and put him in the Akray line (I don't have an account and wished to see if you guys agreed with this edit). --[[Special:Contributions/189.101.99.221|189.101.99.221]] 23:05, 15 July 2016 (UTC) : Might want to keep him in both, since he seems to be a combination of the two. β€”[[User:Legoless|Legoless]] ([[User talk:Legoless|talk]]) 23:28, 15 July 2016 (UTC) == Magrus missing from table == He is mentioned in the book about Khajiit and their pantheon. Was this intentional? {{uns|EyeofKhajiit|12:12, 20 July 2016 (UTC)}} : Not for any discernible reason I can see. I've added him to the table. β€”[[User:Legoless|Legoless]] ([[User talk:Legoless|talk]]) 12:24, 20 July 2016 (UTC) == Malak == Malak is arabic for Angel; I wonder what the Bethesda were thinking at the time? {{uns|Vorcil|06:07, 17 October 2016}} : Just another corruption of "Malacath". β€”[[User:Legoless|Legoless]] ([[User talk:Legoless|talk]]) 08:55, 17 October 2016 (UTC) :: Obviously the devs couldn't possibly check out '''all''' languages for curious namesakes. [[User:Phoenix Neko|Phoenix Neko]] ([[User talk:Phoenix Neko|talk]]) 21:42, 24 November 2017 (UTC) == Masser and Secunda == I have never heard Khajiit refer to the moons by these names. I've only ever heard them call them Jone and Jode. I thought Masser and Secunda were the Imperial names for the moons. {{unsigned|Spaz|03:34, 1 July 2017 (UTC)}} == Akatosh in Nordic pantheon == Why is Akatosh included in the Nordic pantheon? More to that, why is he there as separate from Alduin? Regardless of their identities, the two are regarded as the same being under different names by everyone except an uneducated Nord. And nothing points to Akatosh as being part of the traditional Nordic pantheon. [[User:Andrefortes|Andrefortes]] ([[User talk:Andrefortes|talk]]) 16:33, 13 October 2018 (UTC) :I'm not sure where you've got your information, but Akatosh is recognised as a separate entity to Alduin by the people of Skyrim, it is those outside Skyrim that appear to have confused the names, though the Nords have never held them to have similar traits. [[Lore:The Alduin/Akatosh Dichotomy|The Alduin/Akatosh Dichotomy]] is the perfect example of this, the author clearly recognises that the Nords separate them, then contrary to the evidence simply assumes the Nords are idiots and states that the evidence has to be wrong because it doesn't fit the outcome he wanted. This perfectly explains why other sources like Varieties of Faith are incorrect, which you can see also says they barely resemble each other in Nord beliefs but still assumes that they must be the same. Even more evidence can be found in the game; Akatosh shrines are everywhere, and are one of the nine when all nine appear, but there are none for Alduin. [[User:The Silencer|<font color="B8860B">Silence is Golden</font>]]<sup>[[User talk:The Silencer|<font color="800000">Break the Silence</font>]]</sup> 18:08, 13 October 2018 (UTC) ::Nords definitely consider them to be separate. It's also worth separating them due to the Satakal/Alduin relationship. If we wanted to simplify this list based on them really being the same being, we could really cut it down to just one god. --[[User:Alpha Kenny Buddy|AKB]] <sup>[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]</sup> 07:11, 14 October 2018 (UTC) == Ruptga as Akotsh, Satakal as Alduin, and Orkey as Malacath == Why are they listen as equivlents. I mean the monomyth says that Ruptga is one of the spirits that formed after time began rather than the time God. ''The Dragon God and the Missing God The Dragon God is always related to Time, and is universally revered as the "First God." He is often called Akatosh, "whose perch from Eternity allowed the day." He is the central God of the Cyrodilic Empire. ''The Missing God is always related to the Mortal Plane, and is a key figure in the Human/Aldmeri schism. The "missing" refers to either his palpable absence from the pantheon (another mental distress that is interpreted a variety of ways), or the removal of his "divine spark" by the other immortals. He is often called Lorkhan, and his epitaphs are many, equally damnable and devout. '' ''Note that Tamriel and the Mortal Plane do not exist yet. The Gray Maybe is still the playground of the Original Spirits. Some are more bound to Anu's light, others to the unknowable void. Their constant flux and interplay increase their number, and their personalities take long to congeal. When Akatosh forms, Time begins, and it becomes easier for some spirits to realize themselves as beings with a past and a future. The strongest of the recognizable spirits crystallize: Mephala, Arkay, Y'ffre, Magnus, Rupgta [sic], etc., etc. Others remain as concepts, ideas, or emotions. One of the strongest of these, a barely formed urge that the others call Lorkhan, details a plan to create Mundus, the Mortal Plane. '' ''Humans, with the exception of the Redguards, see this act as a divine mercy, an enlightenment whereby lesser creatures can reach immortality. Aldmer, with the exception of the Dark Elves, see this act as a cruel deception, a trick that sundered their connection to the spirit plane.'' '' If anything Satakal seems to match the traditional role of the Dragon God as Satakal forming allowed other Spirits too. ''"Satak was First Serpent, the Snake who came Before, and all the worlds to come rested in the glimmer of its scales. But it was so big there was nothing but, and thus it was coiled around and around itself, and the worlds to come slid across each other but none had room to breathe or even be. And so the worlds called to something to save them, to let them out, but of course there was nothing outside the First Serpent, so aid had to come from inside it; this was Akel, the Hungry Stomach. Akel made itself known, and Satak could only think about what it was, and it was the best hunger, so it ate and ate. Soon there was enough room to live in the worlds and things began. These things were new and they often made mistakes, for there was hardly time to practice being things before. So most things ended quickly or were not good or gave up on themselves. Some things were about to start, but they were eaten up as Satak got to that part of its body. This was a violent time. ''"Pretty soon Akel caused Satak to bite its own heart and that was the end. The hunger, though, refused to stop, even in death, and so the First Serpent shed its skin to begin anew. As the old world died, Satakal began, and when things realized this pattern so did they realize what their part in it was. They began to take names, like Ruptga or Tuwhacca, and they strode about looking for their kin. As Satakal ate itself over and over, the strongest spirits learned to bypass the cycle by moving at strange angles. They called this process the Walkabout, a way of striding between the worldskins. Ruptga was so big that he was able to place the stars in the sky so that weaker spirits might find their way easier. This practice became so easy for the spirits that it became a place, called the Far Shores, a time of waiting until the next skin.'' '' Even if you want to make it easier for fans by drawing likely comparisions there are gods in the panthen that seem too fit the role better; which is what brings me to Orkey. Not only do the Nords have Mauloch as their version of Malacath but Orkey fills in the exact same roles as Arkay from what we see in eso. Priest of Orkey in eso fufil the same roles as priest of Arkay in skyrim. I feel like this entire page needs a serious rewrite. It's only really confusing people. [[User:Storm105|Storm105]] ([[User talk:Storm105|talk]]) 01:08, 8 September 2019 (UTC) == Tsaesci Gods == I would like to propose a new section on the table for Tsaesci/Akaviri gods. We know at least 4 deities from ESO: Ilni, Myn, Nyfa and Zisa. (See [[Online:Tale of the Elements|Tale of The Elements]]) In addition, the worship of Z'en is said to originate in Argonian and Akaviri mythology. (See [[Lore:Varieties of Faith...|Varieties of Faith...]] and [[Lore:Varieties of Faith in Tamriel|Varieties in Tamriel]]) [[User:TheynT|TheynT]] ([[User talk:TheynT|talk]]) 16:37, 21 January 2020 (UTC+1) :I agree, we definitely should have them on the table for Tsaesci. [[Special:Contributions/173.79.46.18|173.79.46.18]] 20:32, 18 June 2020 (UTC) == Satak as a Bosmer deity? == What is the basis for Satak being listed as the Bosmer variety of Anu? I am guessing it is a mistake, and was intended to be listed under Redguard, though I can't seem to fix it myself. {{uns|Stigwa|21:16, 6 October 2020 (UTC)}} : Fixed. β€”&#8288;[[User:Legoless|Legoless]] ([[User talk:Legoless|talk]]) 15:38, 6 May 2021 (UTC) == Something I want to do but its a bit more complicated for me to figure out is give Orcs their own section. == Orcs are not as Monotheistic as thought, In Orcish Culture it varies, where Malacath is considered to be a Pretender or a Demon while Trinimac is their true god. So they are not always considered to be the same being. Then there is the Iron Orcs who's deity happens to be Stone itself, then there is that thing involving a major Clan who worshiped Mephala. Now we don't need to list that one because of the one clan doing it thing. But the Primary ones are Trinimac, Malacath, Mauloch and Stone. Which makes up four deities. Or five if Mephala the Silver Spider is counted. Mauloch is also considered to be an Aedric Version of Malacath. Where as Malacath is a Daedric Prince. So there is at least three versions of their religion. We right now are listing variations that can easily be done with the Orcs. As they do in fact have variations, to their religion. It also looks bad not having them have their own list. Given what we know from Eso, and the lore that it has introduced. If someone is willing to figure out how to code in their own Pantheon Table that would be very good to have. They deserve one just as much as any other race.[[User:TheVampKnight|TheVampKnight]] ([[User talk:TheVampKnight|talk]]) 04:19, 28 February 2021 (UTC) :Which clan worshipped Mephala? [[User:The Rim of the Sky|The Rim of the Sky]] ([[User talk:The Rim of the Sky|talk]]) 22:08, 28 February 2021 (UTC) ::The Morkul Clan at one point in time, there is info on it here https://en.uesp.net/wiki/Online:Gharakul%27s_Journal [[User:TheVampKnight|TheVampKnight]] ([[User talk:TheVampKnight|talk]]) 03:16, 1 March 2021 (UTC) :::Iron Orcs don't have a deity named Stone, they revere sacred stones in upper Craglorn. That's two very different things. [[User:Jacksol|Jacksol]] ([[User talk:Jacksol|talk]]) 04:54, 1 March 2021 (UTC) ::::I don't think a single cult is enough to warrant us claiming Mephala is an "Orcish deity". -[[User:MolagBallet|MolagBallet]] ([[User talk:MolagBallet|talk]]) 05:37, 1 March 2021 (UTC) ::::: Agree with Jack and Molag. "Stone" isn't a god. Mauloch is practically the same entity as Trinimac/Malacath but he isn't considered a Daedra by his worshippers. Some Orcs just removed the Daedric aspect of their god, probably since Daedra worship is shunned.--[[User:Jimeee|Jimeee]] ([[User talk:Jimeee|talk]]) 09:32, 1 March 2021 (UTC) {{od}} Why not organize the table in terms of race/culture rather than region? IRL, religion and spirituality correlate way more with culture than region (meaning a place with politically-drawn borders), and this is reflected in how the wiki pages are set up imo. For example, the lore page for Khajiit has a Religion section, but the one for Elsweyr doesn't. Ayleids were from Cyrodiil, but there are Ayleid ruins in present-day Valenwood,High Rock, Black Marsh, etc. {{uns|192.252.212.51|03:59, 23 October 2021}}
2,508,839
2021-11-07T22:52:15Z
Dillonn241
Nordic Devil Dagoth Ur? I don't think Dagoth Ur should be in the Nordic Pantheon. Firstly "The Five Songs of King Wulfharth" tells of the "Devil of Dagoth Ur" alongside the Dwarves. Secondly it tells about The Dwarves and the "Devils" of the east (meaning the daedra worshipping Chimer) Dagoth Ur didnt exist during this time, And the "Devil Of Dagoth Ur" simply means the Chimer Voryn Dagoth. I don't think this obscure mention of Wulfharth's encounter with Voryn Dagoth (before he even became a Living God) warrants any mention of him in the Nordic Pantheon. Otherwise Vehk the Devil and his other Tribunal "colleagues" should be mentioned as they too were adversaries to the Nords at this time. --The Lost Hlaalu Heir (talk) 12:09, 15 November 2019 (GMT) : Not to mention that 'Dagoth Ur' is also another name for 'Red Mountain'.--87.255.89.160 19:52, 9 October 2021 (UTC) Seth We might want to consider adding "Seth" as the object of a Tamrielic cult. Don't know anything about him or the group, except that the group was apparently involved in a Daggerfall quest or something, and the "Brotherhood of Seth" controlled at least one town in Black Marsh. β€’ 18:26, 17 March 2012 (UTC) : The thing about Seth worshippers controlling Gideon comes from here, if you're interested. --Legoless 13:59, 18 March 2012 (UTC) ::Ah, so there is no in-game source that refers to Seth, it's just a weird OOG thing? β€’ 14:02, 18 March 2012 (UTC) ::: The Brotherhood of Seth appears in Arena. I've never played much of the game, but you have to contact them during the main quest. Seth isn't the first god unique to Arena; I've seen "the Lady" used in dialogue. --Legoless 15:14, 18 March 2012 (UTC) Pantheon Redesign Maybe it's just me, but the chart looks absolutely horrid. I can take it upon myself to redesign the whole mess, but I'm still learning the ins and outs of it all. It seems, (and please, correct any mistakes), that certain things can be said: ::Gods are mostly either Anuic or Padomaic. ::Heroes (i.e. Talos) were apotheosized by an existing deity or by service in the name of an existing deity. ::Many gods listed are just culturally relevant names of the same gods or "aspects" of other gods. (i.e. Kyne and Kynareth) ::And, at the very least, they can be listed effectively in a tree if an anchor god is chosen. Perhaps some of the senior editors here can shed some light if I'm missing some integral part of this.98.198.118.224 10:12, 26 March 2012 (UTC) :Long story short, there are enough cans of worms here to open a bait shop. The current chart is not particularly elegant, but I don't know of a better arrangement that could be agreed upon. :To address some of your concerns, the page already mentions Anu and Padomay and how many deities can be categorically attributed to one or the other. I don't think all deities easily fit into this dichotomy, however, so I doubt it would work well as a distinguishing factor for a chart. :Exactly how and why a mortal becomes a deity is something we don't really address much because we know very, very little about it. Speculation on it should be kept to a minimum in my opinion. In any given case, they may have gotten help, earned their divine status all on their own through unknown feats, stolen divine power, or even a weird combination of all three. There's also the chance with many of them (if not most) that they're not divine beings at all, even though some on Tamriel came to call them gods. It's also possible that we players have misinterpreted in-game sources which were exaggerating when they referred to an entity as a "god". :One of the things the current chart does well is distinguishing the pantheons, which is necessary because there's a lot of dispute, both in the game and outside of it, about how some deities may relate to each other. The chart's arrangement makes it clear that some deities are thought to be related without resorting to guesswork about how they are associated with each other. :As for an "anchor god" approach, I'm not precisely sure what you mean, but I would imagine that trying to choose an anchor could be problematic. It seems like it would involve subordinating one culture's beliefs to those of another culture, and we have no basis for making those kinds of judgments. :Anyways, if you think another design can better convey what is known without inappropriate speculation or stating as fact matters which are disputed or ambiguous, you should make a rough draft in a sandbox and then return here. If you can garner a consensus that your approach would be more helpful to the reader, I'm sure some of the more experienced editors will help spruce up and implement it. β€’ 01:54, 28 March 2012 (UTC) ::Very good points. I'm working my way through each of the articles to see what could be done. Prioritizing the nomenclature is definitely an issue, but the more I read through it, the more it definitely seems like it's possible to do.98.198.118.224 02:46, 28 March 2012 (UTC) Ebonarm What about Ebonarm? He's a pretty big deal in the Iliac Bay region and is still mentioned in every major divinity's page as being one of their enemies. Yes, he's never mentioned again after Daggerfall, but considering that the Hammerfell Fighter's Guild was apparently constructed as a series of mosques in his honor, he's a major player in the Redguard pantheon who hates every daedra but Sheogorath and most of the Aedra. Why do we include obscure one-offs like Leki but not Ebonarm?Black jack king 13:20, 11 June 2012 (UTC) : We have an article on Ebonarm. Add him to the table if you wish. β€”Legoless 14:58, 11 June 2012 (UTC) What about the Orsmer? The Orcs have a pantheon and culture too and neglecting the Orcs is making this table of equivalent deities pretty absurd. It has Mauloch listed as a Nord Orc God equivalent of Malacath. While the real and TES worlds are filled with discrimination and racism, as a wiki, should not this site strive to provide a more egalitarian source of information that does not neglect the "Pig Children" ? :It does state on the page that ''"Finally, Orsimer gods are not listed as they don't have a specific province, but instead a kingdom in the High Rock - Orsinium. Although Orsimer Gods are not listed, they predominantly worship Malacath and/or Trinimac."'' Also I believe Mauloch is Malacath? ( &#124; ) 10:27, 13 August 2012 (UTC) ::the Osrmer are still an individual people worthy of individual notation. Malacath is only listed as a Dunmer God or a Tamriel Cult. The major difference between a cult and a religion is the derision and discrimination between Us and Them, such as worshipers of the Dragon Cult even though Dragon worship was the predominant religion in it's time. ::is there substantiation that the Daedric Prince Malacath is the Mountain Fart, or is it pure speculation being presented as fact? Citation of resources and clarification is badly need on the wiki. the Lore entry on Malacath also lists his name as "Orkey" which would make him also that other mortal-turned-Divine, the Aedra Arkay. ::Look at this from a cultural anthropology standpoint. On or earth most cultures will have found or made deities of primal ideals but the Hawaiian goddess Pele is not the Greek Prometheus or the Hindu Agni. ::Malacath being Malak, Mauloch and Malooc as well as somehow still being (Orkey/Arkay) would also make him the only Daedra of the Hammerfall/Redgaurd pantheon- which is pretty unlikely. Names that sound alike are not enough to substantiate a claim. To say that a deity has been assimilated into a culture we really need a more than someone pointing and saying look, they're both smelly and ugly. ::The Orsmer worship Daedra, first and foremost Malacath but their pantheon is much as the Dunmer being Daedra or Daedra Plus. ::If the Dunmer have their own listing, so should the Orsmer. ::Orcs need to go on or Dunmer go off. :::Orkey is not Arkay, just because they sound similar does not make them the same person. Malacath is named Orkey here but i cannot find any reference to Arkay ever being called Orkey. Malacath is called Mauloch here. I cant think of any sources off hand that say the Orcs worship anyone other than Malacath, however it is well known that the dunmer worship many of the daedra so im not sure why you think the dunmer should not be on the page. ( &#124; ) 08:13, 17 August 2012 (UTC) ::::Looking at the article is does seem we list Orkey as the skyrim Arkay. however i cannot find any references to back this up. The only thing i could find that even mentioned them both was here but it does not say they are the same person. Unless i missed somthing I think it should be changed to Arkay. ( &#124; ) 08:30, 17 August 2012 (UTC) ::::: Varieties of Faith makes it pretty clear that Orkey is supposed to be some strange fusion of Malacath and Arkay. β€”Legoless 10:49, 17 August 2012 (UTC) :::::: Sorry, but I don't see it saying anything like that. which part are you referring to? ( &#124; ) 10:55, 17 August 2012 (UTC) Consistency in reference to assimilations/related gods Just noticed that some, but not all, god entries list and link to the equivalent gods for the other races as listed in the pantheon table in the main Gods page. For example the T'sun entry lists the Altmeri, Bosmeri and Yokudan equivalents of T'sun, and suggests Zenithar as an equivalent too. This referencing is a bit patchy - some articles include all equivalents, some include one or two, and some make no reference to equivalents. I just was wondering if a clean-up could be initiated to keep these references neat and consistent across all deity entries. We could either: β€’ Ensure that god equivalents are listed in god article (which could look a bit long winded) β€’ Remove all reference to equivalents in god article, meaning the Pantheon on the Overview page is the only and definitive source for matching equivalent gods across races (cleanest, but not as user-friendly for people browsing the Gods pages without starting at the Overview) β€’ Include a link to the equivalent god in the articles for every non-Imperial god, and then include a link to each equivalent non-Imperial god in the Imperial god articles. For example, articles like Zeht would link to Zenithar, but to Z'en or any of the other equivalents. Zenithar would then briefly list a link to all associated gods (Zeht, Z'en, etc). I personally think this is the best compromise between efficient and user-friendly, as the Imperial deity will be the most familiar to players who want to know more about the religion of the game, and would be a good branching point for them to see the various incarnations of an individual god. Happy to take on the above if the community agrees, and happy to follow any of the above three options/discuss others. Threepwood87 (talk) 13:05, 9 September 2012 (EDT) Table Change I'd like to propose a change concerning the Orsimer. I think "This table contains all names of beings worshipped on the nine provinces of Tamriel." would suit better than "This table contains all names of beings worshipped by the nine major races in Tamriel." as the table seem more province based than race based. 201.83.106.178 02:17, 10 November 2012 (GMT) :I moved this, as it is only indirectly related to the Orsimer. You raise a good point, but I would sooner change the column headings than I would that sentence. After all, Skyrim, for example, doesn't worship anything; it's a place. It's the Nords who do the worshiping. I'm fairly certain the separation by province is derived from the province-based pantheons presented in Varieties of Faith in the Empire, but perhaps this is just one more inaccuracy from that book we should correct by putting the Race at the top of the column and the province, if applicable, underneath in parentheses. If we did that, the Orcs should probably have their own column. It won't have many entries on it, but it's certainly better than clumping them into the cults column, especially since Skyrim has given us more information on their belief system. β€’ 02:34, 10 November 2012 (GMT) not a true distinction Sorry, Legoless, but the sentence "these are the gods who refused to help create Mundus" definitely tells about Daedric Princes (gods), not about all daedra. Phoenix Neko (talk) 17:25, 2 December 2012 (GMT) :No, all Daedra are the same type of being. Daedra means, "Not our ancestors", lesser Aedra became the the Earthbones and took part in creation, but are still Aedra, even if unnamed. So lesser Daedra who did not are their opposites, just as the Divines are to the Princes.--Br3admax (talk) 17:30, 2 December 2012 (GMT) :: All Daedra are et'Ada. Maybe "gods" isn't the best word to use. β€”Legoless (talk) 18:49, 2 December 2012 (GMT) :::I mean lesser daedra are not gods at all, so they should not be listed as gods. Solution could be listing Daedric Princes as gods and adding the line "For the lesser daedra who are not gods, see this page". Sorry again for my English... Phoenix Neko (talk) 01:13, 3 December 2012 (GMT) ::::This is the Elder Scrolls. There are no real "gods", simply spirits whom amass a certain amount of worship and power, like in this source. If enough people worshiped random any random Daedra enough, it may gain power. To mortals, anyone of these spirits can become a god. And even Storm Atronachs have been worshiped before. If you want to go into theory of what a ES "god" is or not go to the forums; I'd be happy to discuss it with you there.--Br3admax (talk) 01:23, 3 December 2012 (GMT) :::: The story of Vernaccus and Bourlor tells of how Vernaccus, a lesser daedra of no significance, rose to godhood simply due to mortal worship. β€”Legoless (talk) 01:46, 3 December 2012 (GMT) :::::I'd like too, but my limited capability to communicate in English could be a mess. I somethat agree. But if your theory that only worshipped/revered gods are real gods is right, it should be described in the main article (but as I know, forgotten gods do not appear to stop being gods). And the main article tells "Generally, there are several distinct groups into which the various gods fall", and lesser daedra don't appear to belong to any of such groups (especially to the group of "the original spirits" - they could be the piece of particular Daedric Prince, but it's not the same thing). I suggest to describe the difference more clearly or/and to describe another group of gods to which lesser daedra could belong to (if they grow to the power level of "normal" god). I'm so sorry again for my broken English...I agree, but if that story is not simply a tale (to speak strictly, this tale doesn't tell if Vernaccus rose to the godhood, it tells he was just worshipped, but still he never got the power comparatible to that of any another god), such occasion is still rare. It would be better if such cases would be properly described in the main article. Phoenix Neko (talk) 17:28, 4 December 2012 (GMT) ::::::Please just keep all of the posts in chronological order. Also you don't need to apologize. Read the Monomyth. Daedric Lords became powerful, not because of their god-ness, but because they built up power from their worshipers, amassed more pieces of Oblivion into their bodies, and made their own worshipers. In the Elder Scrolls, you can not compare the word "god" to how it is used in our world. There are spirits, and nothing else.--Br3admax (talk) 18:07, 4 December 2012 (GMT) Miraak? Shouldn't Miraak be added to the table? He does have a cult following, after all... β€’ 21:41, 5 April 2013 (GMT) :Fair point. What of the Dragon Cult - they worshiped dragons in general, or do you think Alduin covers that? --Jimeee (talk) 14:52, 11 April 2013 (GMT) ::I'd imagine so. β€’ 17:56, 11 April 2013 (GMT) Orkey is Arkay or Malacath? says it's a name for Malacath, but it's put alongside Arkay on this page. We should probably bring the two pages into agreement one way or the other. Xolroc (talk) 01:15, 25 October 2013 (GMT) :The result of some muddled editing has been fixed on this page. An anon came along and attempted some edits but made a mess, resulting in two entries for Orkey. This was "rectified" by another user almost a year later who spotted two entries and removed one of them; unfortunately the wrong one. 01:53, 25 October 2013 (GMT) ::Orkey is the name of Malacath in Nordic pantheon (see ). There is no reason why he could be listed as Mauloch instead. A300 (talk) 01:48, 19 November 2013 (GMT) ::: BOTH Mauloch and Orkey are names used by the Nords to refer to Malacath (for example, see, in addition to the above: ). Currently Orkey is for some reason listed as a separate entry with no analogues; this is clearly wrong, but the page is locked so I can't fix it myself. --Pokari (talk) 00:34, 29 April 2014 (GMT) ::::Done. β€” TheRealLurlock (talk) 02:16, 29 April 2014 (GMT) ::::Although, come to think of it, in your above link, I do see Orkey listed in the same position where Arkay is listed for other groups. Is it possible that Orkey is both Arkay AND Malacath? And in that case could we imply that Arkay is Malacath also? There would be only one other collision in the table if we were to combine the rows, but I'm not sure if it's justified in lore to do so. We need a lore expert... β€” TheRealLurlock (talk) 02:21, 29 April 2014 (GMT) Blessings of the Eight quest (Online) The Blessings of the Eight quest has yet another list of the eight divines (shrines for them are in the Ayleid ruin called Torinaan). I am not sure how they should be incorporated into this. :Very interesting. Its seems that this is some more solid proof that Ayleids worshipped some Divines (along with Magnus and Meridia). Minor Edits was working on this a while back and we agreed that worship of the Divines was likely. Now we have a full pantheon, so I see no reason not to add this to the page. --Jimeee (talk) 10:27, 19 May 2014 (GMT) ::On a similar note can we move Xarxes to the same row as Arkay given the book Tu'whacca, Arkay, Xarxes and move Orkey out of the Mauloch category as the connection between Arkay and Orkey is stronger (I'm not saying they are't the 'same' in god terms, merely that the table isn't dynamic enough to handle every connection between gods...) ::Also add Anu and/or Anui-El to the Altmer pantheon (preferably separately) as they certainly have a mythic role (in the [pre-]Dawn) where as the Dunmeri Saints don't) ::Finally apologies if this doesn't show up properly, I can't preview my edit properly :( Sardeth42 (talk) 12:48, 14 June 2014 (GMT) :::The quest journal entries mention Auri-El, but the map image mentions a shrine to Anu. Which is it? 14:47, 14 June 2014 (GMT) ::::I am just speculating, but Varities of Faith in the Empire states that Auri-El is the soul of Anuiel, who is himself the soul of Anu. Its possible the aylieds understood this and just used Anu = Aka/Anui-El. Quote from Variates of Faith below SajuukKhar (talk)` ::::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. :::::Just for future reference: Coils of the Father clarifies that it was a shrine to Anu Sardeth42 (talk) 10:35, 16 June 2014 (GMT) Concerning new info and small tid-bits... The book Words of Clan Mother Ahnissi talks of Ja-Kha'jay and Nirni, I can understand the former being left out, but could we add Nirni, even if she doesn't have an article, it would still acknowledge her existence. The book Tu'whacca, Arkay, Xarxes also equates the titular gods... Is this not considered enough information to add their rows together? Sardeth42 (talk) 12:48, 17 June 2014 (GMT) :I am going to have to say no to Nirni. She is just personification of the land, like Ja-Kha'jay is personification of the Lunar Lattice. To me, that is not enough to warrant inclusion. ~ 05:27, 14 July 2014 (GMT) What about the All-Maker We should add the All-Maker (And possibly the adversary) as a tamriel cult For their historical importance, and the fact that they are still revered by the Skall :They aren't really a cult. They are a local religion. There is a difference in that cults tend to pop up and go away, while the All-Maker worship has been consistent all along. Jeancey (talk) 18:11, 28 July 2014 (GMT) ::As a religion then? It is reduced to a local religion but it is hinted that it was more spread out trough the ancestors of the Nords. ::Also, why is all the cults added to the Lore:Gods pages does not seems to pop and go away, if its the Lore:Gods page def. for a cult. Page Merges Due to most of the Gods either having relatively small articles, or no articles at all and are stuffed into a list with other Gods starting with the same letter, would it be appropriate to merge the pages of the Gods that are the same being but known under a different name (like Akatosh/Auriel/Auri-El, Kyn/Kynareth, Shor/Lorkhan, etc), but have all historical/mythical information split into different categories (not unlike the Orthodoxy/Hersey categories on the page) --Rezalon (talk) 10:53, 25 May 2015 (UTC) :There's a difference between the gods and Tiber; there only ever was one Tiber with the opinions being over his background, while the gods have different ideals (for lack of a better word) associated with them by the different cultures. We wouldn't merge Akatosh and Alduin, despite ingame allegations that they are the same thing. Think of the Greek and Roman gods, they could also be placed beside each other on a table (Zeus/Jupiter, Eros/Cupid, Hades/Pluto, Poseidon/Neptune) but you wouldn't expect to see their wikipedia entries merged. 11:39, 25 May 2015 (UTC) ::Well put. There are a couple topics which are merged, but it's generally due to lack of information. For instance, Sheggorath redirects to Sheogorath. When and if we get more information on Sheggorath, it'll probably get its own page. After all, Khajiit maintain that their demons are wholly different than the Daedra of other cultures. Anyway, things like Akatosh and Auri-El; they're manifestations or aspects of the same thing, but that does not make them the same being. 15:40, 25 May 2015 (UTC) Ius "Ius, who is mostly an easter egg." Why is he an easter egg? Phoenix Neko (talk) 09:22, 13 May 2016 (UTC) : It's a reference to Rockpark in Arena. β€”Legoless (talk) 13:53, 13 May 2016 (UTC) :: Thanks. I'll add this as a reference in the article. Phoenix Neko (talk) 18:53, 13 May 2016 (UTC) Table the table is confusing make it normal not weird pls Orkey as counterpart to Arkay In ESO we see Orkey as the counterpart to Arkay in the Nordic pantheon, quoting from a loading screen: "Windhelm, like most Nord cities, has a Hall of the Dead where bodies are interred, overseen by a Priest of Orkey who ensures that corpses are properly consecrated and cared for", and inside the Hall of the Dead there is a Priest of Orkey, serving the same function as Priests of Arkay in TESV, so I think it would be safe to edit Orkey out of the Malacath line, where he is side by side with Mauloch, and put him in the Akray line (I don't have an account and wished to see if you guys agreed with this edit). --189.101.99.221 23:05, 15 July 2016 (UTC) : Might want to keep him in both, since he seems to be a combination of the two. β€”Legoless (talk) 23:28, 15 July 2016 (UTC) Magrus missing from table He is mentioned in the book about Khajiit and their pantheon. Was this intentional? : Not for any discernible reason I can see. I've added him to the table. β€”Legoless (talk) 12:24, 20 July 2016 (UTC) Malak Malak is arabic for Angel; I wonder what the Bethesda were thinking at the time? : Just another corruption of "Malacath". β€”Legoless (talk) 08:55, 17 October 2016 (UTC) :: Obviously the devs couldn't possibly check out all languages for curious namesakes. Phoenix Neko (talk) 21:42, 24 November 2017 (UTC) Masser and Secunda I have never heard Khajiit refer to the moons by these names. I've only ever heard them call them Jone and Jode. I thought Masser and Secunda were the Imperial names for the moons. Akatosh in Nordic pantheon Why is Akatosh included in the Nordic pantheon? More to that, why is he there as separate from Alduin? Regardless of their identities, the two are regarded as the same being under different names by everyone except an uneducated Nord. And nothing points to Akatosh as being part of the traditional Nordic pantheon. Andrefortes (talk) 16:33, 13 October 2018 (UTC) :I'm not sure where you've got your information, but Akatosh is recognised as a separate entity to Alduin by the people of Skyrim, it is those outside Skyrim that appear to have confused the names, though the Nords have never held them to have similar traits. The Alduin/Akatosh Dichotomy is the perfect example of this, the author clearly recognises that the Nords separate them, then contrary to the evidence simply assumes the Nords are idiots and states that the evidence has to be wrong because it doesn't fit the outcome he wanted. This perfectly explains why other sources like Varieties of Faith are incorrect, which you can see also says they barely resemble each other in Nord beliefs but still assumes that they must be the same. Even more evidence can be found in the game; Akatosh shrines are everywhere, and are one of the nine when all nine appear, but there are none for Alduin. 18:08, 13 October 2018 (UTC) ::Nords definitely consider them to be separate. It's also worth separating them due to the Satakal/Alduin relationship. If we wanted to simplify this list based on them really being the same being, we could really cut it down to just one god. --AKB 07:11, 14 October 2018 (UTC) Ruptga as Akotsh, Satakal as Alduin, and Orkey as Malacath Why are they listen as equivlents. I mean the monomyth says that Ruptga is one of the spirits that formed after time began rather than the time God. The Dragon God and the Missing God The Dragon God is always related to Time, and is universally revered as the "First God." He is often called Akatosh, "whose perch from Eternity allowed the day." He is the central God of the Cyrodilic Empire. The Missing God is always related to the Mortal Plane, and is a key figure in the Human/Aldmeri schism. The "missing" refers to either his palpable absence from the pantheon (another mental distress that is interpreted a variety of ways), or the removal of his "divine spark" by the other immortals. He is often called Lorkhan, and his epitaphs are many, equally damnable and devout. Note that Tamriel and the Mortal Plane do not exist yet. The Gray Maybe is still the playground of the Original Spirits. Some are more bound to Anu's light, others to the unknowable void. Their constant flux and interplay increase their number, and their personalities take long to congeal. When Akatosh forms, Time begins, and it becomes easier for some spirits to realize themselves as beings with a past and a future. The strongest of the recognizable spirits crystallize: Mephala, Arkay, Y'ffre, Magnus, Rupgta [sic], etc., etc. Others remain as concepts, ideas, or emotions. One of the strongest of these, a barely formed urge that the others call Lorkhan, details a plan to create Mundus, the Mortal Plane. Humans, with the exception of the Redguards, see this act as a divine mercy, an enlightenment whereby lesser creatures can reach immortality. Aldmer, with the exception of the Dark Elves, see this act as a cruel deception, a trick that sundered their connection to the spirit plane. If anything Satakal seems to match the traditional role of the Dragon God as Satakal forming allowed other Spirits too. "Satak was First Serpent, the Snake who came Before, and all the worlds to come rested in the glimmer of its scales. But it was so big there was nothing but, and thus it was coiled around and around itself, and the worlds to come slid across each other but none had room to breathe or even be. And so the worlds called to something to save them, to let them out, but of course there was nothing outside the First Serpent, so aid had to come from inside it; this was Akel, the Hungry Stomach. Akel made itself known, and Satak could only think about what it was, and it was the best hunger, so it ate and ate. Soon there was enough room to live in the worlds and things began. These things were new and they often made mistakes, for there was hardly time to practice being things before. So most things ended quickly or were not good or gave up on themselves. Some things were about to start, but they were eaten up as Satak got to that part of its body. This was a violent time. "Pretty soon Akel caused Satak to bite its own heart and that was the end. The hunger, though, refused to stop, even in death, and so the First Serpent shed its skin to begin anew. As the old world died, Satakal began, and when things realized this pattern so did they realize what their part in it was. They began to take names, like Ruptga or Tuwhacca, and they strode about looking for their kin. As Satakal ate itself over and over, the strongest spirits learned to bypass the cycle by moving at strange angles. They called this process the Walkabout, a way of striding between the worldskins. Ruptga was so big that he was able to place the stars in the sky so that weaker spirits might find their way easier. This practice became so easy for the spirits that it became a place, called the Far Shores, a time of waiting until the next skin. Even if you want to make it easier for fans by drawing likely comparisions there are gods in the panthen that seem too fit the role better; which is what brings me to Orkey. Not only do the Nords have Mauloch as their version of Malacath but Orkey fills in the exact same roles as Arkay from what we see in eso. Priest of Orkey in eso fufil the same roles as priest of Arkay in skyrim. I feel like this entire page needs a serious rewrite. It's only really confusing people. Storm105 (talk) 01:08, 8 September 2019 (UTC) Tsaesci Gods I would like to propose a new section on the table for Tsaesci/Akaviri gods. We know at least 4 deities from ESO: Ilni, Myn, Nyfa and Zisa. (See Tale of The Elements) In addition, the worship of Z'en is said to originate in Argonian and Akaviri mythology. (See Varieties of Faith... and Varieties in Tamriel) TheynT (talk) 16:37, 21 January 2020 (UTC+1) :I agree, we definitely should have them on the table for Tsaesci. 173.79.46.18 20:32, 18 June 2020 (UTC) Satak as a Bosmer deity? What is the basis for Satak being listed as the Bosmer variety of Anu? I am guessing it is a mistake, and was intended to be listed under Redguard, though I can't seem to fix it myself. : Fixed. β€”&#8288;Legoless (talk) 15:38, 6 May 2021 (UTC) Something I want to do but its a bit more complicated for me to figure out is give Orcs their own section. Orcs are not as Monotheistic as thought, In Orcish Culture it varies, where Malacath is considered to be a Pretender or a Demon while Trinimac is their true god. So they are not always considered to be the same being. Then there is the Iron Orcs who's deity happens to be Stone itself, then there is that thing involving a major Clan who worshiped Mephala. Now we don't need to list that one because of the one clan doing it thing. But the Primary ones are Trinimac, Malacath, Mauloch and Stone. Which makes up four deities. Or five if Mephala the Silver Spider is counted. Mauloch is also considered to be an Aedric Version of Malacath. Where as Malacath is a Daedric Prince. So there is at least three versions of their religion. We right now are listing variations that can easily be done with the Orcs. As they do in fact have variations, to their religion. It also looks bad not having them have their own list. Given what we know from Eso, and the lore that it has introduced. If someone is willing to figure out how to code in their own Pantheon Table that would be very good to have. They deserve one just as much as any other race.TheVampKnight (talk) 04:19, 28 February 2021 (UTC) :Which clan worshipped Mephala? The Rim of the Sky (talk) 22:08, 28 February 2021 (UTC) ::The Morkul Clan at one point in time, there is info on it here TheVampKnight (talk) 03:16, 1 March 2021 (UTC) :::Iron Orcs don't have a deity named Stone, they revere sacred stones in upper Craglorn. That's two very different things. Jacksol (talk) 04:54, 1 March 2021 (UTC) ::::I don't think a single cult is enough to warrant us claiming Mephala is an "Orcish deity". -MolagBallet (talk) 05:37, 1 March 2021 (UTC) ::::: Agree with Jack and Molag. "Stone" isn't a god. Mauloch is practically the same entity as Trinimac/Malacath but he isn't considered a Daedra by his worshippers. Some Orcs just removed the Daedric aspect of their god, probably since Daedra worship is shunned.--Jimeee (talk) 09:32, 1 March 2021 (UTC) Why not organize the table in terms of race/culture rather than region? IRL, religion and spirituality correlate way more with culture than region (meaning a place with politically-drawn borders), and this is reflected in how the wiki pages are set up imo. For example, the lore page for Khajiit has a Religion section, but the one for Elsweyr doesn't. Ayleids were from Cyrodiil, but there are Ayleid ruins in present-day Valenwood,High Rock, Black Marsh, etc.
5
1,024
https://en.uesp.net/wiki/UESPWiki_talk:Namespaces
UESPWiki talk:Namespaces
{{Archive Table|style=border-collapse:collapse;|cellstyle=border:0 none; padding:1px 2px; |Archive||February 2005 – July 2006 |!|Discussions| |Namespace Reorganization|| |!|Related Discussions| |:Category:Archive-Namespaces|Archived discussions about namespaces| |:Category:Archive-Tamriel|Archived discussions about the Tamriel namespace| }} == Really, really want to delete garbage talk posts... == Take a look [[Lore talk:Sithis#Spoiler lack of warning|here]]. Do we have the discretion to delete this kind of garbage? I generally hate putting more time into cleaning up a comment than the author put into making it, so I would really like to just erase the whole section. I could delete for the poor etiquette and/or for lack of relevance, but I don't know if either rationale would justify deleting the whole thing. It seems like a hazy area of the rules, so I thought I should ask. [[User:Minor Edits|<span style="font-size:medium"><font color="Green">Minor Edits</font></span>]]<sup>[[User_talk:Minor Edits|<font color="Green">Threats</font>]]β€’[[Special:Contributions/Minor Edits|<font color="Green">Evidence</font>]]</sup> 21:46, 29 March 2012 (UTC) : I’d deleted that one, due to the unhealthy language and the fact that he doesn’t ask a question but lets off some steam. Generally, it’s the forum-style posts that can go freely – and we have a lot of those these days. As for other types of posts, it’s up to your personal judgment. --[[User:Krusty|Krusty]] 21:56, 29 March 2012 (UTC) == Namespace guidelines == Alright so, as per Minor Edits' suggestion, and as I also think [[UESPWiki:Community_Portal/Archive_36#Dawnguard_vs_Dragonborn|cluttering the community portal with all this]] is unnecessary since we have somewhere to adress the topic, let's talk about guidelines here. Several users are not satisfied with the way DLCs are treated and namespaces are attributed and Bethesda officially treats all add-ons as equal, so we have to do something on our own. As several users mentionned, Tribunal, Bloodmoon, Shivering Isles and Dragonborn got their own namespace given the amount of stuff they add, and by providing an entirely new landmass where most if not all new quests take place. I think we can all agree that it makes for easier reading and documenting. The source of our problem seems to be Dawnguard. As I already said on the Community Portal, I don't think comparing it to Knights of the Nine is fair or objective. While the four Add-ons I previously mentioned all add a similar amount of items, creatures and quests, Dawnguard adds much, much more content that KotN; in fact, I can't find an Add-on of similar size. To put it in perspective, Kotn added 8 locations (none of them open world), two creatures, 18 items, 32 NPCs, one questline and no side-quest. Dawnguard adds 24 locations (3 of them open world), seven new creatures and 23 variants of pre-existing creatures, 110+ items (excluding notes, generic enchanted items and quest items), 60+ NPCs (excluding generic NPCs), one questline and 25 side quests (many of them repeatable). One of the objection that was raised when proposing that Dawnguard gets its own namespace was that it does not provide significant landmass. Indeed, the Forgotten Vale, Dayspring Canyon and Soul Cairn put together are nowhere as big as Solstheim and even then, few quests take place there. Additionally, even though most quests happen in new locations, many of those locations are in mainland Skyrim. The opposition is understandable, but I don't think we should limit ourselves to this. Yes, Dawnguard adds few locations compared to Dragonborn and, even put together, all those locations amount to only half of Solstheim. But half of Solstheim sounds pretty big to me. Now, let's say we overlook the landmass and locations. What about content? Again, and, rather obviously, if we compare it to Dragonborn it looks rather small. Half as many quests, items and a bit more than half as many NPCs. There are more new creatures in Dragonborn, but more variants in Dawnguard. Almost as many spells, dragon shouts and blessings, but no powers. Dawnguard adds the major revamp regarding vampires players and NPCs, lycanthropy and adds the vampire lord transformation, the latter two with respective skill trees. It also adds crossbows and the ability to craft arrows and bolts which is pretty helpful considering the rarity of bolts and high-grade arrows. Overall, while it isn't on the same scale as Dragonborn, Dawnguard is still a very big DLC that, in my opinion, deserves its own namespace. Now, if we did accept to provide said namespace, we would need to forget about the landmass addition and set a minimum for the amount of content added to distinguish them* from smaller Add-ons. However, how high those limits should be set, I can't really answer. An actual questline and some side-quests should be necessary in my opinion, and a certain number of items, NPCs, locations and possibly creatures. If we were to include Dawnguard, a slightly lower number would be a good choice, something like 10% less. <nowiki>*</nowiki> ''I say "them" because I'm thinking about future games and their respective add-ons. We might encounter the same "problem" in the future, that's what the guidelines are for after all.'' Now I must add that, first: I'm not in favor of all-out separating especially on list pages such as Followers, Spells, Items, etc... I think making a different section named "Dawnguard thing" or "Dragonborn thing" is enough in most cases, especially when there isn't that much added. Having an entirely different page for a dozen new things/people seems completely unnecessary. Second: while I'm in favor of a Dawnguard namespace and what I just mentioned, I won't make a scene/have a heart attack/[insert other horrible thing here] if it doesn't happen. I'm adressing the topic because it's obviously an issue for some people and I have my opinion on the subject, but I'm not all that into it so feel free to debunk anything I just said. Well, I think that's all for the moment. [[User:Elakyn|Elakyn]] ([[User talk:Elakyn|talk]]) 03:34, 31 March 2013 (GMT) :What about the point that if we were to split the namespaces, the majority of links on the Dawnguard pages, from locations to creatures to people, would point to pages in the Skyrim namespace. Take, for example, [[Skyrim:Icewater Jetty|Icewater Jetty]]. Of the 10 links on the actual page, 8 of them point to pure Skyrim pages, one points to a Dawnguard page, and one link points to a Skyrim topic with a Dawnguard section. If we were to move this to a new namespace, only one link would change. How is that helpful? These locations are so integrated with Skyrim locations that to move them would change few links, for the sole purpose of distinguishing it in a way that the mod header already does. Dragonborn pages are almost entirely linked to Dragonborn topics, and only one, [[Skyrim:Last Vigil|Last Vigil]] appears on the Skyrim Mainland. I don't think we should simply ignore the separate landmass issue. I think it is a significant point that has a real effect on the makeup of a page. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 04:24, 31 March 2013 (GMT) ::Huh, completely forgot about that. Icewater Jetty is a pretty extreme example though, most documented locations have a nearly equivalent ratio of Skyrim/respective namespace links. The difference will get smaller as Dragonborn locations get more detailed; for the moment, there is nearly no mention of ingredients and items found, most of which are from the vanilla game. The only difference will be that Dawnguard locations feature links toward nearby vanilla locations, while some Dragonborn locations feature links toward Bloodmoon and Lore. Regarding landmass, I don't think we should ignore it either, it was just for the sake of example. Dawnguard does add landmass, even though it's much smaller and clearly less exploited. [[User:Elakyn|Elakyn]] ([[User talk:Elakyn|talk]]) 05:11, 31 March 2013 (GMT) :::That's where the term "significant" comes in. Besides, the majority of the static plants and ingredients are Dragonborn specific. Many of the items, such as chitin, bonemold, and stalhrim armors are also Dragonborn specific. The majority of the books in the new areas also seem to be Dragonborn specific, though this may be the case for Dawnguard as well. The fact that some Dragonborn pages link to Bloodmoon or Lore pages is irrelevant, because they would not change no matter what namespace it was put in, whereas the links to Skyrim pages would change from being a link within a namespace to being a link to another namespace. Also, several of the Dawnguard locations, for instance [[Lore:Castle Volkihar|Castle Volkihar]], also have links to lore pages. That should not factor into this. What do we have to gain from splitting Dawnguard into a separate namespace? Since we have outlined the issues with it. Also, what, precisely, would be the guidelines for distinguishing a DLC that deserves a namespace, if we split dawnguard into its own? [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 05:34, 31 March 2013 (GMT) :::::{{Anchor||Jak's first comment}}Two things. One: Icewater Jetty is a ''Dawnguard'' location. It's had about half a year to be fleshed out, and as it stands, it only has ''one'' Dawnguard-specific link. Looking around at the rest of the Dawnguard articles, this isn't uncommon. One of the key reasons (if not ''the'' key reason) to have a separate namespace is for separation of content. Having a namespace with 90% of its links to another namespace completely defeats the purpose of it. Two: the main argument that AKB made (and I am making now in a more coherent form) is about the separation of content. Clearly, this goes hand-in-hand with namespaces - content that is highly separated wouldn't require a large number of links to other namespaces. This is exactly why I've been calling Dawnguard a very large KotN. It's content is ''not'' separated from the main game. It is very deeply integrated into the base game. Nearly all of its new creatures are additions to existing leveled lists. Dragonbone equipment is integrated. The new vampire and werewolf perk trees are integrated into the existing abilities. Fletching is really an addition to smithing. Just about all of the locations are in the Skyrim mainland, and quite a few existing locations are affected by this DLC. It adds 25 new sidequests, yes, but they primarily take you to existing dungeons, primarily fighting existing enemies. The new locations are big, but they have no purpose outside of a single story quest (except each faction's castle, of course). It's big, yes, but it is deeply integrated into Skyrim, and pulling it out into a separate namespace, almost exclusively linking to a namespace that doesn't link back, is a very bad idea, especially for the idea of consistency. Skyrim isn't a consistent game, where everything is the same size and shape. It's different, and has variation, which is exactly why we (and our readers) love to play the game. Giving each DLC a namesoace based on its size instead of its purpose is, in my mind, a very bad idea. β€’ <span style="font-family:DragonscriptRegular;">[[User:Jak Atackka|<span title="Jak Atackka" style="line-height:1.0; font-size:16px; color: #C10;">JA</span>]][[User talk:Jak Atackka|<sup><span title="Talk" style="color:black;">T</span></sup>]]</span> 01:45, 31 March 2013 (EDT) ::::::Alright, so for the guidelines we just turn official what is currently officious? Big, separate landmass with corresponding items, spells, creatures, quests and NPCs? (Okay, Bloodmoon and Tribunal don't seem to add spells but whatever) I don't really know how to turn this in a more respectable and guideline-worthy manner without making it sound like a trial, though. [[User:Elakyn|Elakyn]] ([[User talk:Elakyn|talk]]) 11:54, 31 March 2013 (GMT) {{od}}Well, for instance, the guidelines silencer outlined are that it has to follow three criteria: It has to add significant amounts of content, it has to add significant landmass, and the vast majority of that content has to appear on the new landmass rather than the landmass of the base game. Could you come up with some guidelines like that which would include dawnguard? [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 13:09, 31 March 2013 (GMT) :To chime in, I don't think "landmass" is a good general term. To what I've read, it seems a requirement would be that most content of the add-on is separated from the base game, pretty much. I don't know if landmass is in this case always applicable, maybe it is, but it may just be clearer to state the reason of it ~ [[User:Dwarfmp|Dwarfmp]] ([[User talk:Dwarfmp|talk]]) 13:18, 31 March 2013 (GMT) :: Well the issue with Dawnguard is that many of the links would still lead to the Skyrim namespace due to the proximity with other locations and, as Jak said, the fact that radiant quests often take place in pre-existing locations. So "the vast majority of that content has to appear on the new landmass rather than the landmass" is not applicable to Dawnguard; the majority, yes, but not the ''vast'' majority. :: And Dwarfmp, while I agree with you, I can't objectively say that much happens in the Soul Cairn or Forgotten Vale. Six quests, plus the Reaper and Voslaarum & Naaslaarum fights. The places are of significant size and important to the questline, but that's about it. [[User:Elakyn|Elakyn]] ([[User talk:Elakyn|talk]]) 15:33, 31 March 2013 (GMT) :::I'm saying if we're writing guidelines, we shouldn't say "landmass", but the reason behind it. It's like saying "do not cut off people's limbs" instead of "do not harm people" ~ [[User:Dwarfmp|Dwarfmp]] ([[User talk:Dwarfmp|talk]]) 16:20, 31 March 2013 (GMT) ::::I actually think that "landmass" is a good term because, as Elakyn pointed out, the majority of the quests in DG occur in new locations, but those locations are in Skyrim proper. So, only 6 quests and a few dragon fights actually occur in the new land added by Dawnguard. The rest occurs within Skyrim itself. That's the reasoning behind using the term "landmass". Is there another term to take its place that you think might be better? [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 17:18, 31 March 2013 (GMT) :::::Well simply stating something like "of which the vast majority of the content is clearly separated from the base game's content", perhaps landmass would always imply this, but I don't know. I can imagine it now: "Yes, but you see here, the guidelines say landmass and that's the case! So it should have a namespace of its own!" Perhaps in such case where a lot of NPCs and creatures are added to Skyrim (or a future game's base content), but does have significant landmass added elsewhere; something like that. We should be very specific, because what you guys have said is not that the landmass is actually important, but the data implemented as I said, that Dragonborn's additions are almost all separated from Skyrim's original data/location ~ [[User:Dwarfmp|Dwarfmp]] ([[User talk:Dwarfmp|talk]]) 17:43, 31 March 2013 (GMT) ::::::Would the word "significant" not stop that? The land mass has to be fairly large, so adding a new fort off the coast on a new, small island wouldn't be "significant", even though it is land mass. I'm confused on how we can be more specific? [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 17:46, 31 March 2013 (GMT) :::::::Significant is vague, what if the landmass is really large and there's a good deal of additions there, but yet more additions to the base game itself. It's better to make sure to cover up everything by being a little more clear. In any case, I'm only suggesting writing down the roots of it, if you think "significant landmass" covers any possible scenario, it should be fine. But me, I wouldn't be sure that it does ~ [[User:Dwarfmp|Dwarfmp]] ([[User talk:Dwarfmp|talk]]) 17:53, 31 March 2013 (GMT) ::::::::I'm just not entirely sure how to write down the roots of it. Do you mean like specific file sizes, or percentages? [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 17:55, 31 March 2013 (GMT) {{od}}No, you have to gather up the different arguments as to why Dragonborn has its namespace as opposed to Dawnguard, and then think about why they are good arguments. Landmass, why landmass? Because the new landmass contains most of the data added by the add-on, and is therefore separated from the original game. That's what I mean, analyze the arguments ~ [[User:Dwarfmp|Dwarfmp]] ([[User talk:Dwarfmp|talk]]) 18:02, 31 March 2013 (GMT) :But then, how would you change the wording to be more specific? Simply saying that the new things are separated from the main game is less specific than saying landmass, because then someone could say that the new areas added by Dawnguard are interiors, and thus separate from Skyrim locations. Landmass indicates that it is actually new land that isn't located in the main game itself. I can't think of a way for significant content to be added, and for it to not be in the main area of the game without them adding new landmass. I just don't think that it would ever come up. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 18:07, 31 March 2013 (GMT) ::This discussion (and the [[UESPWiki:Community_Portal/Archive_36#Dawnguard_vs_Dragonborn|discussion]] that sparked it) seems to put a lot of emphasis on comparing [[Skyrim:Dragonborn|Dragonborn]] to [[Skyrim:Dawnguard|Dawnguard]]. However, we're setting standards here for the site as a whole now. Each DLC needs to stand or fall on its own merit, and not be compared to the next or future one. As was pointed out in that CP discussion, and as [[User:Elakyn|Elakyn]] points out in the opening post here, we don't know what the next DLC for Skyrim will look like, and it could be a game-changer too, relegating even the mighty Dragonborn DLC to the insignificant. It seems that every new release from Bethesda is likely to see us reviewing any guidelines that we set here, as they are constantly shifting the goalposts on us. To me, this gives good enough reason to just keep all DLCs, as in, content that adds to a main game, whether significant or inconsequential, inside the namespace of the main game it is related to. Why do we even need to break DLCs out into separate namespaces anyway? As has been mentioned numerous times already, namespaces are there for the convenience of organization of the wiki. To me, the gamespace of the wiki would be perfectly organized if it just had namespaces for the main games, nothing more. We can then just use {{tlx|DG}} type templates for those items that are expressly identified as being from a particular DLC, and make more use of disabiguation pages. That honestly shouldn't be too hard to do with a bot, should it? You can't tell me it can't be done, because practically every other wiki in existence does it. Argument against this idea seems to be of the opinion that ''"those of use who don't yet have the DLC don't want to be faced with information about that DLC yet"''. Well, guess what, this is an encyclopedic wiki about the games. If you don't want spoilers, don't look here. It's that simple. That's basically what it says on the [[Main_Page|Main Page]]. <center>''"This site's purpose is to provide information; therefore, most of the content contains spoilers."''</center> ::I propose doing away with extra namespaces for additional content altogether, and just integrating all DLC information into the namespace of the main game it relates to. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 18:54, 31 March 2013 (GMT) :::Expansion namespaces are good for making sure that a game namespace doesn't get simply massive. I would not support doing away with expansion namespaces. How does everyone else feel? [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 18:57, 31 March 2013 (GMT) ::::What is wrong with gamespaces getting massive? As I pointed out, practically every other wiki only has one namespace anyway, the Main namespace. Large namespaces are not unwieldy just because they're large. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 18:59, 31 March 2013 (GMT) :::::Part of what makes this wiki unique is namespaces. Also, yes it might be "easy" for a bot to move them compared to doing it by hand, but accomplishing that is very difficult and would take massive amounts of time and wiki resources. The site would possibly be down or practically unusable for days if not longer. A conservative estimate would be that several thousand pages would need to be moved, possibly ten thousand pages, including talk pages and sub pages. Several hundred separate pages would also need to be updated, i.e. those that link to them. The majority of the major templates would also have to be changed, which would require the software to update them across the wiki, slowing things down even further. In all, every single page on the wiki would be affected in some way. It's not that we can't do it. We won't. Removing the expansion namespaces entirely is pretty much out of the question. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 19:12, 31 March 2013 (GMT) ::::::And here I was thinking that this was a ''discussion'' about revamping the guidelines for namespaces. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 19:25, 31 March 2013 (GMT) {{od}}{{ec}} I think removing namespaces, and by that I mean only avoiding any more expansion namespaces, is a bad idea alone. This isn't really about spoilers at all, it's about keeping the content structured and organized. If we can distinguish them, we should, because some base game pages alone are already too massive, like generic magic weapons or something like that. If you'd say "then create a separate page for the DLC additions", you'd practically be doing exactly the same as giving it a namespace. It makes going through the site's content a lot easier, because everything is neatly "recycled". By the way, if we CAN avoid/postpone spoilers and the like, we should, we must always do the best we can to avoid such things within the confines of the rules, but that's not really on-topic. The reason both Dawnguard and Dragonborn are the main subject of the matter is because, apparently, in the past it was clear what "deserved" a namespace and what not. Comparing these two should grant us some clear guidelines for the future ~ [[User:Dwarfmp|Dwarfmp]] ([[User talk:Dwarfmp|talk]]) 19:29, 31 March 2013 (GMT) :{{ec}}Daric: It is. But it just isn't feasible to remove four entire namespaces. Btw, I checked with RobinHood about the techincal aspects before I posted, since his bot would do most of the work. It just isn't a practical solution to the problem. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 19:31, 31 March 2013 (GMT) ::Others have said, both here and in the CP discussion, that they'd rather see Dragonborn integrated into the Skyrim namespace like Dawnguard was, than see Dawnguard separated out into its own namespace. By extension, removing all DLC namespaces and integrating everything into the namespaces of their main games is the best way to retain some semblance of consistency, while still having the wiki organized by namespaces. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 19:39, 31 March 2013 (GMT) :::Alright... by the end of this discussion we will come up with three options, No expansion namespaces, Guidelines that include Dawnguard and Dragonborn both, and guidelines that keep the namespaces as they are. Is that fair? We have the first and the last ones (though the wording needs to be confirmed for keeping the status quo). What would be the guidelines that would include dawnguard, but exclude DLC from former games? [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 19:44, 31 March 2013 (GMT) ::::Thanks Jeancey, that seems fair. I'll be away for the rest of the day, so if there is a vote, you know what my vote will be in favour of. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 19:46, 31 March 2013 (GMT) :::::Alright, so this is a suggestion for guidelines which include Dawnguard. Please feel free to tear it to pieces because I forgot about ''x'', ''y'' other things or made ''z'' inconsistencies which don't work. (My suggestion here is not in support of a DG namespace, nor in opposition to one; it's solely an unbiased suggestion.) To have a new namespace, an add-on must have: a significant amount of content, including a main questline and side quests; it has to add at least one new worldspace/open world area; a reasonable amount (~40%) of the main quest must take place within a new worldspace; and a significant amount of all quests (>80%) must be started from within a new worldspace. --[[User:Enodoc|Enodoc]] ([[User talk:Enodoc|talk]]) 21:17, 31 March 2013 (GMT) {{od}} Daric has brought up some valid concerns, primarily "what's so bad about integrating it into the base gamespace?" For me, it's for the readers' sake. Addons are exactly that - addons. They are not part of the base game. By writing about it equally, readers will assume that everything they read under ''Skyrim'' is about Skyrim, so they will be frustrated if they read about all this cool Stalhrim gear, only to discover "oh, you actually have to pay for this". Dwarfmp mentioned spoilers, and that is a good reason as well. A lot of people don't want to know about the DLC that they are about to get; I've discovered after doing so a few times that researching a game or addon in-depth kills a lot of the fun when you actually get it. I've read a couple of wikis for videogames in which they barely differentiate between what is and isn't DLC-only, and I've spent half an hour reading about this kickass weapon, where to find it, and what quests to do to get it, only to read a little footnote saying that it's DLC-only. Our {{tl|Mod Header}}s and our {{tl|DG}}s do a good job of identifying DLC-only stuff, but Mod Headers can be easily overlooked (or misplaced). By keeping our DLC material well separated, we help the readers immensely in finding DLC-only information without spoiling all of the content. Having said that, now the question becomes how best to separate the DLC, and that comes down to what is reasonable. Smaller DLC like Hearthfire can be kept in a handful of pages, plus giving it a namespace would just result in a namespace almost entirely composed of non-Hearthfire links, defeating the purpose of a namespace. Larger DLC like Dawnguard which primarily alter or rely on existing elements of the game also shouldn't get a namespace, mostly for technical reasons. Many hub pages, like [[Skyrim:Dragon]], would have to be duplicated almost in their entirety to give additions like [[Skyrim:Revered Dragon|Revered]] and [[Skyrim:Legendary Dragon|Legendary]] dragons the necessary context. Due to the way the pages are structured, a large transclusion would not be possible. Dawnguard also modifies a number of existing locations - will you have duplicate articles, and expect readers to just figure out that there's a Dawnguard article? For those thinking "Then just note the Dawnguard-only info on those pages", I say, then why bother have a separate namespace if you're just going to include the info in the main gamespace? Dwanguard doesn't have a namespace for the same reason [[ob:Knights of the Nine|Knights of the Nine]] doesn't, and it's not size. The info is just too closely integrated into the base game to be able to separate it. I think the following are suitable guidelines: :''Namespaces are for separating information and easing navigation. Some add-ons may have a significant amount of content which would further clutter up large hub pages and provide excessive spoilers, detracting from the readers' experience. Other add-ons are small and can be contained in a handful of articles, or primarily consist of modifications to the main game, and documenting it separately would be excessively difficult (especially if it changes game mechanics or modifies lists of creatures). In order for an add-on to receive its own namespace, it must be large, self-contained (meaning that the majority of new content does not take place in the main land), and its information must be easily separable from the main game's namespace. The add-on primarily taking place on a new landmass is highly recommended, but not strictly required.'' If Bethesda comes up with a new super-Dawnguard DLC that makes these guidelines inappropriate, then they can be changed, but for the current situation I think they are suitable. They would leave Dragonborn and Dawnguard the way they are, while providing guidelines that retroactively cover previous namespaces and allow us to quickly and easily decide whether or not a new DLC deserves its own namespace. β€’ <span style="font-family:DragonscriptRegular;">[[User:Jak Atackka|<span title="Jak Atackka" style="line-height:1.0; font-size:16px; color: #C10;">JA</span>]][[User talk:Jak Atackka|<sup><span title="Talk" style="color:black;">T</span></sup>]]</span> 21:26, 31 March 2013 (GMT) :Here's my [[User:Minor Edits/Sandbox7|half-assed attempt to draft guidelines]]. [[User:Minor Edits|<span style="font-size:medium"><font color="Green">Minor Edits</font></span>]]<sup>[[User_talk:Minor Edits|<font color="Green">Threats</font>]]β€’[[Special:Contributions/Minor Edits|<font color="Green">Evidence</font>]]</sup> 21:35, 31 March 2013 (GMT) ::With a bit of further thinking I'd like to modify my Dawnguard-inclusive suggestion, as a couple of the points are still slightly tenuous in relation to it. Modification as shown: <s>a reasonable amount (~40%) of the main quest must take place within a new worldspace</s>; <u>at least one main quest section must take place within each new worldspace, and a reasonable amount (~60%) of the main questline must take place within new locations (worldspaces or dungeons)</u>. --[[User:Enodoc|Enodoc]] ([[User talk:Enodoc|talk]]) 21:48, 31 March 2013 (GMT) :::I've tweaked that draft a bit; if anyone's aware of relevant conversations on namespaces that I did not link to, please let me know or add them yourself. I tried to take into account Dwarf's concerns about "landmass" (it's own used only once, and only in reference to the historical pattern). I think it's important not to tie anyone's hands in the future; we can't necessarily predict what future TES games will be like and what kind of model developers will follow with future DLC. So I think Enodoc's proposal above is a bit too strict. These guidelines aren't trying to end future discussion for one side or the other, but more or less act to make sure people who take part in future discussions will have someplace to look to educate themselves as needed so that they can reach decisions amicably and quickly. [[User:Minor Edits|<span style="font-size:medium"><font color="Green">Minor Edits</font></span>]]<sup>[[User_talk:Minor Edits|<font color="Green">Threats</font>]]β€’[[Special:Contributions/Minor Edits|<font color="Green">Evidence</font>]]</sup> 22:41, 31 March 2013 (GMT) ::::Hey ho, fair enough. Can anyone think of a way for it to be less strict such that it still counts for a DG namespace, but doesn't inadvertently also include namespacing something like KotN? All I'm trying to do here is come up with the ''criteria'' for that "option" (I think I'm right in saying there were three options suggested: 'status quo', with criteria as suggested by Silencer [and others]; 'one NS per game', where the criteria are obvious; or 'status quo + DG', which I'm trying to provide criteria for), then whichever of the three criteria options we choose can be worded eloquently by someone other than me into the guidelines (as drafted by Minor Edits and others). --[[User:Enodoc|Enodoc]] ([[User talk:Enodoc|talk]]) 23:26, 31 March 2013 (GMT) {{od}}If I'm understanding where we're at right now, merging the four existing DLC namespaces into the namespaces of their respective games is not feasible. So, we're left with the question of what to do moving forward, and the way I see it, there are four options. 1. We codify the status quo. I tried to aim my draft of a new section for the page at doing so, but I'd be thrilled if someone else wanted to take this particular ball and run with it. It could be more helpful/better written. 2. We depart from precedent and explicitly ban DLC namespaces. Instead, we rely only on various symbols and disclaimers to distinguish DLC from the vanilla content. 3. We expressly adopt more stringent guidelines than past practice. How to do that fairly, I don't know; I think getting any more strict will just get future arguments bogged down in semantics (although it's possible we could further elaborate or clarify some matters). 4. We call this off and leave the issue of creating DLC namespaces to the chaos. Obviously, I prefer #1. It has the benefit of consistency. I think it's better to leave a summary of precedent and past discussions for the future, to help edify any newer users on the issue when this inevitably crops up again. A more knowledgeable community increases the chance they'll make the wisest decision. And if we goof up somehow, change is always just a conversation away. As for #2 ... I fear change. I haven't seen anything which has convinced me that separate DLC namespaces are inappropriate or on balance unhelpful. I'm worried about the tying the hands of future editors with #3, but #2 is closer to chopping one off. No future DLC is entitled to a namespace, but it's easy to imagine future circumstances where essentially treating a DLC like a mini-sequel would make all the sense in the world. [[User:Minor Edits|<span style="font-size:medium"><font color="Green">Minor Edits</font></span>]]<sup>[[User_talk:Minor Edits|<font color="Green">Threats</font>]]β€’[[Special:Contributions/Minor Edits|<font color="Green">Evidence</font>]]</sup> 06:38, 1 April 2013 (GMT) :As much as I dislike the "let's separate ''everything''" method currently into place, I don't think banning DLC namespaces is a good idea, be it for readers or for the people documenting the pages, and that even if we don't integrate former Add-ons into their respective main game namespace. The lack of organization skills in virtually every other wikis is not a reason to follow their example because, as Jak pointed out, it's often confusing and not really well explained/written. Forgetting about all this is also not a solution either, since we're here to make some clear guidelines and avoid other "debates" in the future. :I think adopting strict (but not ridiculously so) guidelines is a good choice; it should cover up past Add-ons and still leave the possibility to encompass future ones that are not as big as TR, BM, SI or DB, but still bigger than DG. The problem would be making clear limits: let's imagine that, instead of spending so much time in mainland Skyrim, most of Dawnguard happened in the Forgotten Vale and Soul Cairn, say instead of 6 quests, 15 happened there and we got rid of a few mainland locations. Would it qualify? The difficulty is trying to imagine what will happen in the future; there may never be an Add-on as big as the former ones, but still bigger than any of the others, or without significant new landmass. If that happened, should we give it a namespace? Or would we end up putting all informations about it in the main one and do exactly what we're trying to avoid, that is, cluttering it and put tiny, easy to miss <nowiki>{{DLC}}</nowiki> everywhere? [[User:Elakyn|Elakyn]] ([[User talk:Elakyn|talk]]) 10:07, 1 April 2013 (GMT) ===Namespace guidelines - Edit Break 1=== Guys, I think we're making a mountain out of a molehill. Namespacing honestly isn't that hard, it just takes a case-by-case approach and a fair dose of common sense. Trying to find an exhaustive shopping list of details that qualify something for namespace status so we can avoid taking a few minutes to actually think about whether the specific plugin requires one seems silly. Similarly dragging out obscure criteria such as Bethesda or CS terminology is pointless - we have to think about how it translates on the wiki. As a side note to a comment on CP, in the CS SI is exactly the same as KOTN: it's a .esp. This is were "plugin" comes from (esp = elder scrolls plugin). In general I would avoid namespacing as much as possible, but if the plugin is extensive enough then it makes sense to. --[[User:SerCenKing|SerCenKing]] ([[User talk:SerCenKing|talk]]) 18:41, 1 April 2013 (GMT) :Although I've already made my position fairly clear on this, (and I still don't see that integrating all the existing DLC namespaces should be all that hard), I actually agree with SerCenKing. This should be taken on a case-by-case basis, without the need for a fixed, defined set of arbitrary guidelines which may not even be appropriate in light of the next additional content to be released from Bethesda. We can't make rules for a constantly changing gamefield. Instead we should have a simple voting system at the time of the release of new content, to decide whether the new content gets its own namespace. That decision then gets made and enacted, and can be reviewed again later, as per the [[UESPWiki:Consensus|consensus guidelines]] which state that ''"any issue can be reopened for discussion, even if a consensus was previously reached"''. To lower the likelihood of this becoming a constant revision of one particular DLC/add-on/plugin, we could establish guidelines for a "cooling down period" between votes, and a requirement to garner support for a review from a set number of editors, a critical mass, so to speak, before such a review is triggered. There could also be some requirement established that those proposing such a change should make themselves available to help enact the changes if they are agreed to (just as I am happy to help out where I can to move all existing DLC content into their parent gamespaces). <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 22:50, 1 April 2013 (GMT) ::Or in other words: to avoid having to establish firm policy here, let's start a discussion on new guidelines for our decision making process that will ensure we will be able to continue doing things the way we were doing things before. --[[User:Alpha Kenny Buddy|AKB]] <sup>[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]</sup> 23:02, 1 April 2013 (GMT) :::And how is the wiki being down for days help anything? How is that "not all that hard". Every single page on the wiki would be affected and the wiki would be practically inaccessible while the software tries to catch up. When ten thousand pages on wikipedia had to be updated, it was down for 30 minutes. We have more pages, and much, much less in terms of computing ability. You wouldn't be ABLE to help out, because the wiki would be inaccessible. It just isn't worth it. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 23:05, 1 April 2013 (GMT) ::::We are talking about personal preference here, Jeancey. Saying ''"it just isn't '''worth''' it"'' is meaningless in such a discussion, as to some people having DLCs in namespaces at all isn't '''worth''' it either. As the old Latin maxim goes, [[wikipedia:De_gustibus_non_est_disputandum|"De gustibus non est disputandum"]]. As you can tell, I'm not in favour of the ''status quo'' (another Latin term), but I really think SerCenKing is onto something here. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 23:21, 1 April 2013 (GMT) :::::At this point this is just being discussed to death. In fact, I find myself not caring at all about virtually anything that has been said here. I tend not to when I find a discussion has gone onto be less of a discussion on improving the wiki, and a discussion about the discussion itself. So I would kindly suggest everyone in this walk away from this discussion for a week or so. This is going nowhere, and each and every single post from this point out will only lead to a solution being farther away. So collect yourselves and ignore this topic for AT LEAST a week. --[[User:Alpha Kenny Buddy|AKB]] <sup>[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]</sup> 23:29, 1 April 2013 (GMT) {{od}} Was everyone waiting for me? Well, here's my [[User:The_Silencer/Namespaces|revamp]], of the entire page. Mostly everything is more detailed, but the guidelines are in there. Everyone is free to adjust the wording in the sandbox, but these are my suggestions, which are (I feel) basically what everyone has agreed to anyway. Remember these are my suggestions, so I may undo edits if I feel they stray too far from my thoughts on the matter. [[User:The Silencer|<font color="B8860B">Silence is Golden</font>]]<sup>[[User talk:The Silencer|<font color="800000">Break the Silence</font>]]</sup> 00:08, 15 April 2013 (GMT) :Silencer, if you decide to change my latest revision, you should still keep a link to consensus in its first appearance in that section. There is another link to consensus further down the page; don't know if you want to keep or lose that one. :'''Support''': If we're going to do this formally. [[User:Minor Edits|<span style="font-size:medium"><font color="Green">Minor Edits</font></span>]]<sup>[[User_talk:Minor Edits|<font color="Green">Threats</font>]]β€’[[Special:Contributions/Minor Edits|<font color="Green">Evidence</font>]]</sup> 01:14, 15 April 2013 (GMT) ::'''Support''': That works for me. --[[User:Alpha Kenny Buddy|AKB]] <sup>[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]</sup> 01:23, 15 April 2013 (GMT) ::'''Oppose''': The rest of the wording is great, but I take issue with this comment ''"These are some guidelines that a DLC should meet, but these guidelines can be overridden by consensus. DLC may fail to meet one or even all of the guidelines but may still be granted a namespace due to consensus, and DLC that meets all the guidelines will not be guaranteed a namespace."'' I'm sorry, but that just doesn't mean anything. When is a guideline not a guideline? Let's just be honest about this, and say that these are some factors that some people in the past have considered to be important when deciding whether a DLC deserves a namespace or not. To me they are still arbitrary, whether you codify them as a "guideline" or not. The simplest "guideline" is that each game gets its own namespace. Leave it at that. That's my opinion anyway, for what it's worth. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 03:52, 15 April 2013 (GMT) :::'''Comment''': Although it's apparently infeasible for us to merge the existing DLC namespaces at this time, there's a minority (I think; we'll see how the votes play out) that do not believe in creating any more DLC namespaces. No one is trying to ignore the potential merits of this argument, which I assume you favor. That's why this language is present, so in the future, when you say "We shouldn't even consider giving this DLC its own namespace", contributors at that time may actually listen instead of bowing to inertia and perpetuating the status quo. Virtually every "rule" in every policy can be overridden by a community consensus; it controls almost everything. Every policy is essentially a restatement of past practice or conclusions, not hard and fast rules dictating our current decisions. So this articulation of the non-binding nature of past DLC namespace creation criteria is only meant to help make sure you, or others feeling the same way you do, will get a fair hearing when this inevitably becomes an issue again. So you can argue against that language, I suppose, but I don't see how doing so will help your cause moving forward. [[User:Minor Edits|<span style="font-size:medium"><font color="Green">Minor Edits</font></span>]]<sup>[[User_talk:Minor Edits|<font color="Green">Threats</font>]]β€’[[Special:Contributions/Minor Edits|<font color="Green">Evidence</font>]]</sup> 05:38, 15 April 2013 (GMT) ::::'''Response to Comment''': "moving forward" is what I am talking about. Let's not hamstring future editors with inane guidelines about petty and arbitrary factors that may or may not determine if a DLC should be given its own namespace. Consensus changes. Deal with it. Don't try to hide behind "status quo", or [http://www.nzherald.co.nz/nz/news/article.cfm?c_id=1&objectid=10877687 do what the NZ government is trying to do at the moment], and rewrite the rulebook just because they were caught on the hop. I'm only relatively new to the world of the Elder Scrolls. Tell me, those who have been playing the games since Morrowind or before, if you knew back then what you know now about Bethesda's proclivity to change the goalposts on "additional content" (for want of a better term), would you have agreed back then to separate out the DLC namespaces? <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 08:18, 15 April 2013 (GMT) :::::'''Comment''': You don't seem to be entirely sure of what a guideline is. Let me quote the relevant text from [[UESPWiki:Policies and Guidelines]]: :::::"''In general, the policies have been written just in case future situations arise where they are needed. They provide a reference for editors on recommended courses of action. The policies have been written up ahead of time so that details can be worked out in a neutral atmosphere, instead of being determined after a problem has already arisen. The policies often take into account the collective experience of the many editors who have contributed to the site.'' :::::''In addition, some guidelines are primarily a summary of discussions that have cropped up about how to best accomplish certain tasks. In cases where the discussed questions are likely to be of long-term interest, the conclusions are written up into a guideline for future reference by all members of the community.''" :::::A policy describes what you should do in a situation, and a guideline exists to help you do it. Neither are set in stone. As such, the current version is perfectly reasonable as a guideline. In fact, it's just a restatement of the classic line from Wikpedia, [[wikipedia:Wikipedia:Ignore all rules|ignore all rules]]. Either way, these guidelines don't change anything, really. It's just more clearly stating the way we've been doing things so there is no more confusion on the issue. --[[User:Alpha Kenny Buddy|AKB]] <sup>[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]</sup> 19:49, 15 April 2013 (GMT) ::::::'''Reponse''': This is a circular argument, and I'll say no more on the subject for now, except to restate my original point: ''"Let's just be honest about this, and say that these are some factors that some people in the past have considered to be important when deciding whether a DLC deserves a namespace or not."'' <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 20:02, 15 April 2013 (GMT) {{od}}'''Comment''': Yes, that is a completely true statement. People do things they consider to be important. --[[User:Alpha Kenny Buddy|AKB]] <sup>[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]</sup> 20:10, 15 April 2013 (GMT) ::'''Support''': I agree that these should be guidelines, allowing for interpretation and consensus, rather that hard-and-fast rules, since trying to define where a bright-line rule should be drawn would provoke 10 times the conflict. ::One thing I would ask is to remove all mention of DLC "deserving" its own namespace. We are not granting favors or making a value judgement about which DLC is better or worth more than another. I think some of the strong opinions expressed about this topic have stemmed from this idea of a DLC being more "deserving' of its own namespace. It's just computer code. --[[User:Xyzzy|Xyzzy]] <sup><small>[[User talk:Xyzzy|Talk]]</small></sup> 04:32, 15 April 2013 (GMT) ::'''Support''': I'm okay with The Silencer's version. I hope this will cut short to most of the "debate", now that it's all official. -- [[User:Elakyn|Elakyn]] ([[User talk:Elakyn|talk]]) 16:01, 16 April 2013 (GMT) ::'''Oppose''': ''Significant'' is far too ambiguous, it will only end up causing more debate than it resolves. In my opinion, anything that Bethesda labels as a separate and unique DLC should qualify for its own namespace, the amount of data it involves be damned. Because, ultimately... this is a Wiki about their products, their content, their work. -[[User:Kharay|Kharay]] ([[User talk:Kharay|talk]]) 16:18, 16 April 2013 (GMT) :::We simply can't do that. That would mean adding 17 new namespaces, including ones for horse armor and for the Sounds of the Bitter Coast. Namespaces have absolutely nothing to do with what Bethesda calls something. They are unique to the wiki, and thus us, as wiki editors, decide how they are used. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 17:53, 16 April 2013 (GMT) ::::I did say ''should qualify'', I did not say it should actually get it. As others have pointed out, it should be a matter of consensus. Which still leaves the somewhat ambiguous nature of the proposed guidelines. To which I am still ''Opposed'', specifically because of the ambiguous nature. In fact, I see no reason to generalize the guidelines in such a manner. It is not like DLCs are automatically generated or something along those lines. The number is quite limited and the release of a new one is quite rare, particularly given the recent announcement that active development on Skyrim has stopped. Meaning that until the release of Elder Scrolls Online there will be no release of any kind within the Elder Scrolls-lore. Consequently, there is no real need to generalize any guidelines concerning new namespaces for game related content. It is simply a matter of deciding which content does and which content does not deserve its own namespace, by consensus. Without the literal need for guidelines on the matter. -[[User:Kharay|Kharay]] ([[User talk:Kharay|talk]]) 18:12, 16 April 2013 (GMT) :::::Ah, I understand what you meant. The problem is, we WERE doing that, and every few months this issue comes up, again and again and again. Therefore, we have decided to nip it in the bud and create guidelines that we can point to and say, this is why the namespaces are set up the way they are. That doesn't mean that these guidelines shouldn't and won't change upon the release of a new DLC. In fact, I think it is quite the opposite. I think that if a new major DLC is released for a game, it should be assessed against these guidelines. If it fits, perfect, new namespace. If not, then a discussion can happen as to whether it needs one, and, if it does, the guidelines can be amended at that time. The real reason I see for these guidelines is to stop the constant questions as to why they exist, and why certain DLC has them and others don't, and then to provide a starting point for deciding in the future whether specific DLC should have a namespace. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 18:18, 16 April 2013 (GMT) ::::::My point is this -- the discussion is derailing like this. Instead of deciding which content should get its own namespace, we are currently debating how to decide which content should get its own namespace. That seems superfluous to me. Particularly given the fact we will most likely not see any release of a major DLC or content for quite a while. Obviously, Elder Scrolls Online will be released later this year but an expansion to it will probably not happen before 2015 and to my knowledge there aren't even any plans for a TES6 yet. As such, I feel we should just cut a corner and simply take an inventory on what content could possibly deserve its own namespace, make a list and go from there. Referencing to that list in case the discussion flares up again. An example -- I keep tripping over the ambiguous nature of ''significant'', I can't imagine I'm the only one. As to why I object to the word ''significant'', well... that's something I'd much rather take to a different form of communication. To avoid adding yet another 20,000 words to the debate. Because I do so love using a lot of words. ;) -[[User:Kharay|Kharay]] ([[User talk:Kharay|talk]]) 18:25, 16 April 2013 (GMT) :::::::The reason for significant is so that a single small island (like Siege at Firemoth) is automatically cut out of having its own namespace. Everything on the wiki is subject to discussion, and the discussion, I believe, for future DLCs should focus around whether it is significant. As for TES6, they have been working on it for about 1.5 years now, ever since Skyrim was released. I would bet that they already have several ideas for DLC for it. True, we likely won't get it before 2016, but that doesn't mean they aren't making plans for it. What you forget, however, is that ESO is likely to have a much faster development time for new content than a single player game. ESO is pretty much finished at this point. Not all of the quests are in the game, but the majority of the work, which is the art and physical world creation (i.e. the topography of the world), is done at this point. I would guess that at least some people are already working on the art for ESOs first expansion. For WoW (one of the only significant recent MMO with major expansions), work on The Burning Crusade began pretty much as soon as the game was released, and work on Wrath of the Lich King began BEFORE the burning crusade was released. Game companies work on these things far, far in advance, though not with entire teams. Just because something isn't going to happen soon doesn't mean we should simply ignore the problem. If we do, all the progress we have made during this discussion (and we have made progress) will be for naught. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 18:33, 16 April 2013 (GMT) ::::::::Well, I played WoW (the essentially genre defining MMORPG title) for 6 years, so I do know a bit about the development cycle of MMORPGs and an MMORPG for which new content is released in very rapid succession will ultimately only end up shooting itself in the foot. I severely doubt we will see more than one expansion every 18 months of ESO's lifecycle. Anyhow, that's besides the point. ;) My point is this -- we can respond much more easily and much more quickly to each individual DLC/expansion as it is released than the development of that DLC/expansion took. Consensus on whether or not said content deserves its own namespace can essentially be reached within a week, assuming enough traffic on the Wiki of course. Not sure what the normal timeframe is for reaching consensus on a particular subject but ultimately it will never be longer than the development time of said content. I still maintain that having a debate on how to have the debate is superfluous but in this I will also abide by consensus. So, if consensus ultimately is that a guideline is needed, I will obviously accept it. Just don't ask me to like it with a passion. ;) -[[User:Kharay|Kharay]] ([[User talk:Kharay|talk]]) 19:15, 16 April 2013 (GMT) === Namespace guidelines - Edit Break 2 === {{od}} I agree with Kharay on this. Your solution is an "all inclusive" one, whereas mine is an "all excluded" one, but the argument itself is still pretty much the same. Do you think we could resolve your objections, Kharay, by replacing the part about guidelines for new DLC namespaces, with a statement of fact about how the namespaces were decided upon in the past, and leave it at that? This way, future DLC namespace discussions can continue to be free-flowing consensus discussions, but with a point of reference to a list of factors that have been considered to be important in the past. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 20:10, 16 April 2013 (GMT) :My solution remains what it always was -- to simply forego implementing guidelines on this and go about it on a case-by-case basis. Starting off with simply collecting a list of all relevant DLCs that could potentially qualify for a namespace and simply reach consensus for each of those whether or not it truly deserves one. I do appreciate the need for people to have some form of structure and order to this but at the end of the day what matters is that the job gets done. Debating endlessly on how to do the job will not get that job done and given the fact this debate apparently is older than me joining it, far older I think it has gone long enough. ;) -[[User:Kharay|Kharay]] ([[User talk:Kharay|talk]]) 20:27, 16 April 2013 (GMT) ::I don't want to see like I am dismissing you, but the consensus is definitely for guidelines. Also right now, the majority of people support the proposed guidelines. The discussion right now should be about the guidelines, and how to tweak them to make them acceptable for the majority of people. I think that clarifying that the guidelines are based off how we have created namespaces in the past is valid. I think that I could support that addition to the page. But I do think that completely dismissing the entire conversation doesn't help. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 20:30, 16 April 2013 (GMT) :::{{ec}} The problem with that position Kharay, as far as I can tell, is that there are people here who have already made those decisions in the past, and they cannot see any logical reason to re-make those decisions. Now they want to retro-actively codify their resoning for their decisions into a list of guidelines for any new DLCs. To my way of thinking, any codifying of reasoning that results in the haphazard, shambolic, and clearly controversial mess we have today, is a wasted effort. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 20:35, 16 April 2013 (GMT) ::::Jeancey: Sorry, your statement that ''"the consensus is definitely for guidelines"'' is blatantly untrue. According to the [http://www.merriam-webster.com/dictionary/consensus Merriam-Webster dictionary], consensus means a general agreement, or solidarity in sentiment and belief. I for one do not agree that "guidelines" for deciding on DLC namespaces are necessary. It is sufficient to say that this is how the mess we have today came about, but to extend that as a blanket over future DLCs would be a mistake, in my opinion. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 21:11, 16 April 2013 (GMT) :::::I concur with Daric, consensus in and of itself simply is that ... consensus. The word, its definition and its meaning existed long before the concept of a Wiki was ever conceived. My point being that we should also consider the possibility of reaching consensus on not blindly adopting guidelines for whatever people feel the need to have guidelines for. An endless list of guidelines will only serve to derail and disrupt the meaningful function of a Wiki and in fact of any collaboration. As I have implied before, it is imperative that we do not lose track of the issue at hand -- the job that needs doing. It is my understanding that ultimately this debate is about cleaning up/restructuring the namespaces as they are in use on this Wiki. I would suggest we get back to that matter as opposed to debating endlessly on how to do that in hypothetical scenarios possibly years down the line. -[[User:Kharay|Kharay]] ([[User talk:Kharay|talk]]) 21:18, 16 April 2013 (GMT) {{od}} I think Kharay may be on to something here. We have an opportunity here people, to straighten out the namespaces before the arrival of Elder Scrolls Online. Perhaps now is the time to go over each and every existing namespace and DLC, ignoring how they came to have (or not have) their own namespace in the past, and decide whether, in light of current conditions, they still really need to have their own namespace or not. This is the best time to do it, before ESO arrives. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 21:23, 16 April 2013 (GMT) :We're not doing that. The vast majority of users like it the way it is, and changing it for a minority of the communities personal preference is just a terrible idea. This is entirely off track at this point and we should get back to discussing the currently proposed change instead of a tangential suggestion that doesn't have a chance of being implemented. --[[User:Alpha Kenny Buddy|AKB]] <sup>[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]</sup> 21:32, 16 April 2013 (GMT) ::{{ec}} Putting off a "solution" when we are nearing a conclusion is utterly ridiculous, why in all that is logical should we ignore the problem until it crops up again and again and again. Suggesting each piece of DLC gets a namespace is ridiculous too, and I can only hope you were trying to make a point, not create some additional controversy. Consensus is the majority opinion, just because a small group opposes something does not make consensus unreachable. I believe I speak for all logically minded people when I reject your idea, Daric, of reviewing every piece of DLC again, that is nonsense. These guidelines are not binding, they are not so restrictive, and "consensus" can overrule them in any case. These guidelines do retrofit past decisions because they are based off past decisions. If we were able to call back every editor who voted on a decision for each DLC's namespace the overwhelming majority would agree with them, because, through the life of the wiki, these are the guidelines that have been the only thing consistent. Instead of trying to move this argument to a conclusion, you are fighting the tide of overwhelming opinion that wants DLC namespaces. Currently we are 5-2 on people who have expressed solid opinions on the matter in this discussion ''about the guidelines''. If you wish to argue the existence of namespaces altogether please start a new discussion, this one is supposed to be about the guidelines. [[User:The Silencer|<font color="B8860B">Silence is Golden</font>]]<sup>[[User talk:The Silencer|<font color="800000">Break the Silence</font>]]</sup> 21:34, 16 April 2013 (GMT) :::I would also like to point out. We HAD a discussion about whether to have namespaces at all, and you were the only one who thought we shouldn't have them. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 21:36, 16 April 2013 (GMT) ::::{{ec}}Sorry to disagree with you, AKB, but if the ''"vast majority of users like it the way it is"'', we wouldn't be having this discussion in the first place. And Silencer, this discussion is taking place on the [[UESPWiki:Namespaces]] page, not the [[UESPWiki:Policies and Guidelines]] page, so I can only assume that any discussion about namespaces here is relevant. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 21:41, 16 April 2013 (GMT) :::I do take mild offense at the implication my thought processes are illogical. Irrelevant to that though is the following -- I was under the impression there was an actual debate regarding possible restructuring of namespaces out of which the debate concerning guidelines for namespaces simply flowed naturally. If the case now is merely concerning just those, the guidelines then my proposed solution is simple -- don't do anything. I do have the impression as well most people seem to like the namespaces where they are now and from personal experience I agree, I have no issue whatsoever with the namespaces as they are. And regarding future namespaces, I find it highly illogical (right back at ya, bro) to feel the need to generalize some arbitrary guidelines when the number of new game content namespaces will never ever get to the point where said arbitrary guidelines are needed to keep things in line. In fact, I personally fully expect ESO to kill the Elder Scrolls franchise and do not ever expect a TES7 to see the light of day. But even if it did, realistically speaking, how many new namespaces are you people expecting over the course of time? If it is one new namespace, on average, a year... it would be at the high end of the possible estimates. -[[User:Kharay|Kharay]] ([[User talk:Kharay|talk]]) 21:43, 16 April 2013 (GMT) :::::Any, yes, but not two at once which accomplishes nothing. This one is about what guidelines we should have, end of story, I will remove anything about having them at all to a separate discussion from now on. [[User:The Silencer|<font color="B8860B">Silence is Golden</font>]]<sup>[[User talk:The Silencer|<font color="800000">Break the Silence</font>]]</sup> 21:44, 16 April 2013 (GMT) {{od}}Daric, please note that "vast majority of users" does not refer to everyone. It only takes a single person to voice an opinion. As of right now, this discussion is on the currently proposed guidelines for Namespaces. The time for voicing opposing suggestions has now passed for this discussion. If you want to express your pov still, please start a new discussion (even on this page) instead of derailing this current one. The most you could possibly do here is continue to argue your point here for a week, at which point consensus will almost surely favor the proposed changes; leading to them becoming the codified standards for determining what deserves to be a namespace or not. If you want your point of view to stand on its own, I'd suggest organizing your own proposal and voicing it when convenient for you. Also, I would like to remind all editors that personal attacks aren't tolerated, and will only lead to further issues in resolving this otherwise simple topic. We can discuss this topic civilly, or not at all. --[[User:Alpha Kenny Buddy|AKB]] <sup>[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]</sup> 22:13, 16 April 2013 (GMT) :{{ec}}@Daric. The page is about namespaces in general, but this specific topic on the talk page is about the guidelines. Hopefully that helps to explain what Silencer meant about creating a new discussion. Also, I feel that the side of guidelines is trying to figure out how we can change the guidelines to better address the issues, whereas the side against guidelines is holding firm, which I think is detrimental to a discussion. Consensus is about coming together to find something that works for the majority of people. When anyone in a discussion refuses to budge and doesn't offer any kind of compromise, then we start to have issues, and at some point you just have to ignore them. It really doesn't help the discussion, and must simply be dismissed in order for the discussion to continue. I'm not saying that anyone in this discussion is at that point, in fact, I don't think anyone is, but I feel we might be heading towards that. Thus, I would ask that the side that doesn't want guidelines (or these guidelines) find a way that the guidelines could work for them, because asking everyone to completely abandon their hard work on this matter is unfair. I'm not asking for you to simply set aside your objections, but try to find a way to modify the guidelines offer so that they address those issues. Specifically for Kharay, I believe your position is that we should have this discussion when a new DLC is released and not before. Keeping that in mind, imagine that right now a new DLC is released. What would qualify that DLC to get a separate namespace? What would cause it to not get a separate namespace? [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 22:17, 16 April 2013 (GMT) ::My intention was not to derail this conversation. The conversation had already taken a major turn with Kharay's contribution. It does, however, show that there are more people out there with similar views to my own about this issue. As to the suggestion that I start a whole new discussion about whether or not we need guidelines, or the suggestion that I should write my own draft of some guidelines, that is not going to happen. I won't intrude further on your conversation about refining the guidelines, but the thought of writing a draft guideline myself, when I don't agree that guidelines in this instance are necessary, is beyond absurd. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 22:25, 16 April 2013 (GMT) :::Sorry, I don't think I explained myself well enough. I didn't mean you should draft your own guidelines, but how to change these ones. For instance, you suggested that we specifically state that these guidelines are how namespaces have been created to follow in the past. I think that is a good suggestion and that we should include that in these guidelines. That's all I meant by that, suggestions to make these guidelines a little more flexible than they seem to you right now. I personally think that they are quite flexible, but if you disagree, and we can figure out how to portray them in a more flexible way, I think we should do that. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 22:29, 16 April 2013 (GMT) ::::Given the fact consensus on whether or not to have them (the guidelines) apparently already has been reached (shame I wasn't around for that debate, since I find it the far more interesting topic) it is kind of a moot point to continue that particular debate. At least, I am developing the clear impression there is consensus on that particular matter. To the point of your question -- It highly depends on the DLC in question. I can only provide examples at this point -- regarding Skyrim, I find that both Dawnguard and Dragonborn both warrant their own namespace, Hearthfire does not. As Hearthfire does not really add any relevant or exciting quest content. Even though Dawnguard does not add a new map or anything, it does add a very provocative and compelling story and it does add some very compelling locations and rewards. Regarding on when to have the actual debate on whether or not hypothetical DLC should have its own namespace -- there is a window of opportunity in between its announcement and its release. A window of opportunity which far exceeds the time required to reach consensus. I would imagine that window of opportunity to be more than enough to have that debate, reach consensus and do some preliminary work on preparing the Wiki for the release of said DLC. -[[User:Kharay|Kharay]] ([[User talk:Kharay|talk]]) 22:34, 16 April 2013 (GMT) :::::This is completely pointless now with the opposition even refusing the notion that they present their own ideas in any other method but a several thousand word discussion with most of it seemingly being about nothing. As the current point of those opposing seems to be standing on a notion that it's somehow inappropriate to even have a discussion or formalize unofficial guidelines and policies, and I really don't care if I'm off on this notion, as the only response I would get would be several thousand words of replies leading to absolutely no conclusion, I feel comfortable in saying this is literally about nothing at this point. Let's stop this line of thought now. Any further comments should be about the current discussion on Silencer's proposed changes, or an actual suggestion to do something different instead of extraordinarily unclear ideas. This entire discussion came about because it was unclear about why we chose what a namespace was, so I absolutely refuse to allow it to be engulfed by a suggestion that we go back to the so-hated "status quo" after all of this. --[[User:Alpha Kenny Buddy|AKB]] <sup>[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]</sup> 22:41, 16 April 2013 (GMT) {{od}}{{ec}}I am fairly sure that the debate will still happen every time a new DLC is released. I don't think this is intended to squash that debate. I think this is intended to cut out the first 2/3rd of the debate, which is usually centered around what the current practice is, and how that should be applied to the new DLC. Instead, when a new DLC is released, we can say, that's what we currently do. Does that work for this DLC? If not, does the DLC need a separate namespace anyway, and if so why? The issue with having the discussion starting at the announcement, is that we know next to nothing about a DLC when it is announced. It takes several weeks, if not longer, for enough information to be released for us to make a decision, and sometimes we only get enough information a week or two before it is released, which is a much shorter amount of time to have a debate in. Keep in mind, this debate has been going on for about a month, if that help you figure out how long these debates can take. Having the guidelines allows for a much shorter debate for each individual DLC when it is released. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 22:42, 16 April 2013 (GMT) :I am with you on this, Jeancey. All I am trying to say here, and I've mentioned it several times now, (and you're the only one who seems to have picked up on it, Jeancey) is that the factors that have been used previously to decide on whether or not a DLC gets a namespace are just that, factors that have been used in the past. We should list them as such in these "guidelines", but they should not have any weight or bearing other than that they have been used before. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 22:54, 16 April 2013 (GMT) ::And I think that is a valid addition, because that's all the guidelines are, those which we seem to have followed in the past. That should be used as a starting point for future DLC, and not just blindly followed from now on. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 23:00, 16 April 2013 (GMT) :::Dare I say it, if everyone is in agreement, Silencer, would you mind rewording the draft guidelines to reflect this? Currently your wording seems to take the opinion that "this is how it was done, so this is how it should be done". <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 23:12, 16 April 2013 (GMT) ::::It already does that. It's the language you were protesting. [[User:Minor Edits|<span style="font-size:medium"><font color="Green">Minor Edits</font></span>]]<sup>[[User_talk:Minor Edits|<font color="Green">Threats</font>]]β€’[[Special:Contributions/Minor Edits|<font color="Green">Evidence</font>]]</sup> 23:31, 16 April 2013 (GMT) :::::It doesn't, otherwise I wouldn't have asked. Please don't tell me what I am protesting about. I think I can work that out for myself. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 23:38, 16 April 2013 (GMT) ::::::Daric, if your concern is that we're not "picking up" on what you've said, rest assured that we are. The language as it stands does anything ''but'' say "this is how it was done, so this is how it should be done". The language you explicitly protested: "These are some guidelines that a DLC should meet, but these guidelines can be overridden by consensus. DLC may fail to meet one or even all of the guidelines but may still be granted a namespace due to consensus, and DLC that meets all the guidelines will not be guaranteed a namespace." This translates to "this is how we've done it in the past, but you're more than welcome to come to your own conclusion", which is the message you now are saying that you want the guidelines to convey. The guidelines already bend backwards to reinforce this. Whether we call them "factors" or "guidelines" is, as Silencer said earlier in IRC, semantics, entirely pointless semantics. So when you've worked out what exactly you're protesting, please let us know. [[User:Minor Edits|<span style="font-size:medium"><font color="Green">Minor Edits</font></span>]]<sup>[[User_talk:Minor Edits|<font color="Green">Threats</font>]]β€’[[Special:Contributions/Minor Edits|<font color="Green">Evidence</font>]]</sup> 23:52, 16 April 2013 (GMT) ===Namespace guidelines - Edit Break 3=== Although I had previously said I would not be writing my own guidelines, as I don't believe a guideline is needed for this, I have rewritten Silencer's draft, in my own [[User:Daric_Gaersmith/Sandbox/Or|sandbox]], to show exactly what I mean. And no, I do not believe it is ''"entirely pointless semantics"''. It is the crux of my argument, what I am protesting about, to use your terminology. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 00:08, 17 April 2013 (GMT) :Really? All of that was just semantics?!? Having read both versions word for word, that's all I can call this. I'm done with this conversation until the week is up. --[[User:Alpha Kenny Buddy|AKB]] <sup>[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]</sup> 00:27, 17 April 2013 (GMT) ::If people think it is just semantics, then they really don't understand that calling these factors a "guideline" somehow validates the status quo, and it is the problems resulting from the status quo (which culminated in the whole DB vs DG debacle) that brought about this whole discussion in the first place. I'll bow out of this conversation too for now. You have my opinion. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 00:31, 17 April 2013 (GMT) :::The only difference I see is that it is less succinct. [[User:Minor Edits|<span style="font-size:medium"><font color="Green">Minor Edits</font></span>]]<sup>[[User_talk:Minor Edits|<font color="Green">Threats</font>]]β€’[[Special:Contributions/Minor Edits|<font color="Green">Evidence</font>]]</sup> 01:07, 17 April 2013 (GMT) ::::My concern with Daric's revised version is that it reads like a history lesson rather than a guideline. If we're going to make a guideline, then it needs to read like a guideline, with concrete points that should be taken into consideration in any future discussions of what deserves a namespace. Truthfully, I find even Silencer's version is a little less "guideliney" than I'd like it to be, and I think that's a reflection on the amount of debate that's gone on, both here and on the CP. ::::I don't really see why this has been such a big deal. Most people seem to be happy with the current arrangement, at least more or less. There's been talk of creating a namespace for every DLC, and talk of creating namespaces for no DLCs at all. I see problems with both possibilities, but then again, there are problems with the existing setup as well. Take, for example, vampires. Vampires with Dawnguard and vampires without are two completely different things, particularly if you bring vampire lords into the discussion, and if I had a choice, I'd suggest that they should be two separate articles. But hey, I'm one person, and most people seem to favour integrating normal and DG vampires, so I just accept that and move on. I think the same thing needs to happen here: most people want guidelines to minimize this sort of debate when it comes to future namespaces. (I don't remember there being all that much debate in the past, either, so again, I'm not sure where this is all coming from this time around, but whatever. My memory's not the greatest, so maybe I'm just forgetting some really big discussions somewhere.) Those of you who don't want any guidelines at all are a very small minority, and I think you need to accept that and move on. ::::Where that leaves us is with Silencer's currently suggested guidelines. If we take it as a given that guidelines are going to happen, how are Silencer's guidelines? What can be done to improve them? That's what this discussion needs to be about, nothing else. ::::To that end, I'd like to suggest tightening up the language a bit. Trim the paragraph before the bullet points right down to say something along the lines of "Considerations for creating new gamespaces include the following: ''...(numbered points)...'' As with any guidelines, these can be overridden by community consensus." <span style="white-space:nowrap">&ndash; [[User:RobinHood70|<span style="color:royalblue; font-size:140%; font-family:Vladimir Script,serif">Robin Hood</span>]]&nbsp; [[User_talk:RobinHood70|<sup style="font-size:70%">(talk)</sup>]]</span> 01:36, 17 April 2013 (GMT) :::::I find it particularly odd that people are arguing ''against'' creating guidelines. If we didn't need guidelines, we wouldn't be having this discussion right now, would we? :::::I support Robin Hood's suggestion of tightening the language a bit. Also, the third bullet should be rephrased. Having the first two bullets describe what it should have and the third one what it shouldn't have is very counter-intuitive and odd. This is how I'd rephrase that bullet: ::::::'''Separation''': DLC that primarily adds content which is separate from the base game should generally be separated. If it instead adds data that is deeply integrated into the base game, it should not generally be separated. This is due to large amounts of overlapping data where one page will be redundant to the reader who has the DLC installed, thus confusing the reader and causing undue frustration. :::::It's a minor change, but since we're at it, we might as well. I entirely agree with Robin Hood's assessment of Daric's and The Silencer's guidelines as well. People are making a much bigger deal out of this than they should be. There has been a continuous communication breakdown in which people aren't acknowledging the others' arguments and restating their own over and over, and multiple times people have walked away from the discussion. People are talking past each other, not to each other. At this point, it's become argument for the sake of argument. Instead of fighting over this, we should be trying to be constructive. I'll echo Robin Hood and say that we should focus on improving The Silencer's guidelines so that they are satisfactory. I'm holding off on officially supporting it until various grammatical errors are fixed. β€’ <span style="font-family:DragonscriptRegular;">[[User:Jak Atackka|<span title="Jak Atackka" style="line-height:1.0; font-size:16px; color: #C10;">JA</span>]][[User talk:Jak Atackka|<sup><span title="Talk" style="color:black;">T</span></sup>]]</span> 06:59, 17 April 2013 (GMT) {{od}}I'm not against having guidelines. Far from it. I'm against codifying into a "guideline" the previous factors that were considered to be important for deciding whether or not a DLC should get its own namespace. I'm against it because it is self evident that those previous factors have lead us to the stand-off that we are in at the moment with the DG vs DB issue. Replicating the same errors of the past, and codifying them into a "guideline" is only going to result in the same mistakes being made in the future. You're asking us to submit improvements on Silencer's draft. I have submitted my proposed amendments. My proposed changes should adhere to what Jeancey had commented on above (and yes, I'm going to quote it here, because I think it is important to show that I have tried to follow the intent of this discussion). ''"And I think that is a valid addition, because that's all the guidelines are, '''those which we seem to have followed in the past'''. That should be used as a '''starting point''' for future DLC, and '''not just blindly followed''' from now on."'' (emphasis mine). <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 08:02, 17 April 2013 (GMT) :All of this for '''two words'''? This is utterly pathetic. I really regret getting involved in all this because it was clearly a waste of time. Daric, I've met many people who were stubborn and close-minded, to the point of being annoying, but you rank high among them. There is no "DG vs DB" here and the majority agrees that The Silencer's guideline are to be favored, if only modified a bit, and that's it. People have expressed their opinions and nearly everyone agrees that things should stay as they are; the fact that you refuse to listen other people's arguments doesn't mean you're right. This isn't about who will type the most, or who will be the loudest, this is about most people agreeing. '''Most''', not all. No one cares about this "issue" but you, and the site's purpose is not to please your every whim. When I started all this I suported your position, the others have brought convincing arguments, and I resigned; this is something you're obviouly incapable of, and I really see no point in discussing with you. Rant over. -- [[User:Elakyn|Elakyn]] ([[User talk:Elakyn|talk]]) 10:59, 17 April 2013 (GMT) ::Not to get drawn into the discussion again, as I see little point debating this endlessly as well when it is obvious ''everyone'' is being stubborn about their opinion but I do feel the need to point something out -- Several people by now have claimed Daric and I are being stubborn and supposedly refuse to see people's arguments. I would contend that acknowledging someone's arguments does not mean agreeing with said argument. There is a vital difference between the two. Do not lose track of this lest a really strange atmosphere does start to develop within this community. Just my 2 cents. -[[User:Kharay|Kharay]] ([[User talk:Kharay|talk]]) 11:10, 17 April 2013 (GMT) :::On the one hand, we have Jak complaining that ''"multiple times people have walked away from the discussion"'', and on the other we have people, including Elakyn's comment above, insinuating that I should just butt out of the conversation altogether. Personally, I prefer reasoned discussion, with thoughtful replies. I'm not trying to win any argument based on the number of words I can type. I hope that people read and understand what I'm saying, just as I read everything that others say to support their own views in this discussion. :::As to there being ''"no DG vs DB here"'', do I really need to point you back to your opening post, Elakyn, where you linked to the [[UESPWiki:Community_Portal/Archive_36#Dawnguard_vs_Dragonborn|Community Portal discussion]], which Dwarfmp began this whole debate from, citing issues with Dawnguard not having its own namespace, while Dragonborn does. Surely you can remember that, right? I know, this discussion has gone on for ages, and has many, many words in it, but let's not forget what it is all about. <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 11:25, 17 April 2013 (GMT) ::::Elakyn, that was not necessary. We're getting off-track here. Daric, I'll be honest, I fail to see why your version is better than The Silencer's. There's no need to state that "this is simply a behavior that we've followed in the past, and should be considered in the future but not followed blindly." That is the very definition of a guideline. I know I've stated this multiple times, but it's an important point. If you are writing a guideline, it's implicit that, well, it's a guideline. When you write a law, you don't have to say "This is a law that will be enforced by authorities, but it can be changed through the judicial system." It's implied that this is the case. Silencer's does the same thing, and that ought to be fixed. If you have a problem with this, then explain it, but there is no reason whatsoever to restate the definition of a guideline while writing a guideline. ::::Having reread the arguments, I now kind of see where Daric is coming from. We're for codifying the status quo, whereas Daric is saying that the status quo is wrong, otherwise we wouldn't be having the DG vs DB debate. In that debate, it was asked what exactly our "arbitrary" namespace system actually was, and if we were following any sort of rules or were just hand-choosing. The answer is, we had been hand-choosing in the past, but most of us had followed a few specific criteria for defining a namespace. There are also many more criteria, but it primarily boils down to these three. Because the DG vs DB debate is unlikely to end any time soon, so as a compromise, we should codify our current practice so that we have something on paper, and then depending on the results of the above discussion, we can revisit the guidelines and modify them as we see fit. The reason for doing it this way is because in order to challenge the guidelines as a whole, you are challenging how our DLC gets a namespace, and that is a potentially ''huge'' argument that doesn't belong here. Let's just fix up The Silencer's guidelines so that they properly document the status quo, ''then'' we can bring up the various debates to challenge them. It's important that we have something physical, especially after all that's gone into this discussion. β€’ <span style="font-family:DragonscriptRegular;">[[User:Jak Atackka|<span title="Jak Atackka" style="line-height:1.0; font-size:16px; color: #C10;">JA</span>]][[User talk:Jak Atackka|<sup><span title="Talk" style="color:black;">T</span></sup>]]</span> 16:47, 17 April 2013 (GMT) {{Warning|Any further personal attacks in this topic will not be tolerated. This conversation has seen gross violations of [[UESPWiki:Etiquette|etiquette]] and any more inappropriate behavior will result in more drastic measures to curb the breach of site policy. I also implore that other users who have gotten too caught up in this avoid contributing further at this time. --[[User:Alpha Kenny Buddy|AKB]] <sup>[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]</sup> 18:58, 17 April 2013 (GMT)}} {{Consensus|Support|message=Silencer's suggested version passes. --[[User:Alpha Kenny Buddy|AKB]] <sup>[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]</sup> 20:31, 23 April 2013 (GMT)}} Just found this after posting about it on another talk page. One thing that doesn't make sense to me are Artifacts pages, there's one for all the base games, Dragonborn, but not Dawnguard. So DB Artifacts are nowhere to be (easily) found, resulting in a proposition that there be a DB Artifacts page. Now if one were to be looking for Artifacts in the base game, then comes across Harkon's Sword, for instance, that would cause a lot of confusion when the article starts talking about an enemy, location and quest that doesn't exist in the main game. That is one if the many reasons that I believe DG should have its own namespace. [[Special:Contributions/121.215.68.23|121.215.68.23]] 19:26, 26 April 2013 (GMT) :Dawnguard artifacts are found on the Skyrim Artifacts page, and are clearly marked as being only found if you have Dawnguard. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 19:28, 26 April 2013 (GMT) ::Sometimes I don't understand what the UESP is doing to itself. Editors are getting too caught up in setting criteria for things like this in stone; "this can't have a namespace because blah". Perhaps a more fluid approach is required to this issue, who cares if we say DG can have its own namespace but KoTN can't? It's a community Wiki and obviously some here in the COMMUNITY think that DG should have its own namespace. I considered DG to be a bigger DLC than Dragonborn, perhaps that's just my personal experience with it, but I just found Dragonborn to be incredibly short compared to Dawnguard, regardless of "landmass" or "individuality" from the Skyrim main quest and land area. I know this is going to fall on deaf ears, as the massive discussion above aptly demonstrates, but I thought it necessary to get that out there to see what others think. [[Special:Contributions/121.215.68.23|121.215.68.23]] 19:42, 26 April 2013 (GMT) :::This has absolutely nothing to do with story, length of play or any of that. Dragonborn has more data than DG. The file is physically larger in size. Also, all that content (with two exceptions) are found on a separate landmass from skyrim, separate NOT in a geographical sense, but in a data-structure sense. The world is physically separate in the data, completely different map. DG has less data, and almost all of that content appears in the skyrim landmass. The new creatures in DB are in separate lists that do not effect the skyrim lists, whereas DG creatures are added to the skyrim leveled lists. DB *IS* separated from skyrim, while DG isn't. Thus, it gets a new namespace, and DG doesn't. [[User:Jeancey|Jeancey]] ([[User talk:Jeancey|talk]]) 19:56, 26 April 2013 (GMT) ::::I'm sorry, but I find it extraordinarily suspicious when an anonymous user tries to revive a small section of the UESP's opinion on a resolved discussion Especially when you weren't linked to said discussion on a somewhat hard to find page, and find it almost immediately after your first comment on a different talk page in a different namespace. Either way, this is the decision we came to. There is not anywhere near enough support to back up a change. --[[User:Alpha Kenny Buddy|AKB]] <sup>[[User_talk:Alpha_Kenny_Buddy|Talk]] [[Special:Contributions/Alpha Kenny Buddy|Cont]] [[Special:Emailuser/Alpha Kenny Buddy|Mail]]</sup> 20:05, 26 April 2013 (GMT) :::::Oh, more dissenters? And no doubt there will be more dissenters in the future as well, as more people come across this illogical decision that codifies a raft of illogical decisions from the past. Thank goodness for the [[UESPWiki:Consensus|consensus guidelines]] that allows for ''"...any issue [to] be reopened for discussion, even if a consensus was previously reached..."'' <font color="#703931">'''&mdash;'''</font> [[User:Daric_Gaersmith|<font color="#703931">'''Daric'''</font>]][[User_talk:Daric_Gaersmith|<font size="4" color="#723a32">&#x2710;</font>]] 23:39, 26 April 2013 (GMT) {{od}} This section is now closed as the changes were passed by consensus. Any further debate should take place in a separate section to provide a suitable break from this one. [[User:The Silencer|<font color="B8860B">Silence is Golden</font>]]<sup>[[User talk:The Silencer|<font color="800000">Break the Silence</font>]]</sup> 23:46, 26 April 2013 (GMT) == SR vs. Skyrim == Is there really any difference between using a namespace's abbreviation rather than the full name when linking (e.g. "Skyrim:Alduin|Alduin" vs. "SR:Alduin|Alduin")? I occasionally see an editor change links from the abbreviation to the full name (I've done it myself on occasion), and would like to know if it's just OCD. --[[User:Xyzzy|Xyzzy]] <sup><small>[[User talk:Xyzzy|Talk]]</small></sup> 14:25, 15 August 2013 (GMT) :Yes, it's just OCD. There's absolutely no difference whatsoever. Generally, there's no reason to make an edit ''just'' to change them, but if you're making other needed changes on the page it's fine to change those while you're there. β€” [[User:Alphabetface|<font color="DarkGreen">ABCface</font>]]<sup>[[User_talk:Alphabetface|<font color="DarkGreen">β—₯</font>]]</sup> 14:46, 15 August 2013 (GMT)
2,291,259
2020-12-31T22:32:27Z
Dcsg
Really, really want to delete garbage talk posts... Take a look here. Do we have the discretion to delete this kind of garbage? I generally hate putting more time into cleaning up a comment than the author put into making it, so I would really like to just erase the whole section. I could delete for the poor etiquette and/or for lack of relevance, but I don't know if either rationale would justify deleting the whole thing. It seems like a hazy area of the rules, so I thought I should ask. β€’ 21:46, 29 March 2012 (UTC) : I’d deleted that one, due to the unhealthy language and the fact that he doesn’t ask a question but lets off some steam. Generally, it’s the forum-style posts that can go freely – and we have a lot of those these days. As for other types of posts, it’s up to your personal judgment. --Krusty 21:56, 29 March 2012 (UTC) Namespace guidelines Alright so, as per Minor Edits' suggestion, and as I also think cluttering the community portal with all this is unnecessary since we have somewhere to adress the topic, let's talk about guidelines here. Several users are not satisfied with the way DLCs are treated and namespaces are attributed and Bethesda officially treats all add-ons as equal, so we have to do something on our own. As several users mentionned, Tribunal, Bloodmoon, Shivering Isles and Dragonborn got their own namespace given the amount of stuff they add, and by providing an entirely new landmass where most if not all new quests take place. I think we can all agree that it makes for easier reading and documenting. The source of our problem seems to be Dawnguard. As I already said on the Community Portal, I don't think comparing it to Knights of the Nine is fair or objective. While the four Add-ons I previously mentioned all add a similar amount of items, creatures and quests, Dawnguard adds much, much more content that KotN; in fact, I can't find an Add-on of similar size. To put it in perspective, Kotn added 8 locations (none of them open world), two creatures, 18 items, 32 NPCs, one questline and no side-quest. Dawnguard adds 24 locations (3 of them open world), seven new creatures and 23 variants of pre-existing creatures, 110+ items (excluding notes, generic enchanted items and quest items), 60+ NPCs (excluding generic NPCs), one questline and 25 side quests (many of them repeatable). One of the objection that was raised when proposing that Dawnguard gets its own namespace was that it does not provide significant landmass. Indeed, the Forgotten Vale, Dayspring Canyon and Soul Cairn put together are nowhere as big as Solstheim and even then, few quests take place there. Additionally, even though most quests happen in new locations, many of those locations are in mainland Skyrim. The opposition is understandable, but I don't think we should limit ourselves to this. Yes, Dawnguard adds few locations compared to Dragonborn and, even put together, all those locations amount to only half of Solstheim. But half of Solstheim sounds pretty big to me. Now, let's say we overlook the landmass and locations. What about content? Again, and, rather obviously, if we compare it to Dragonborn it looks rather small. Half as many quests, items and a bit more than half as many NPCs. There are more new creatures in Dragonborn, but more variants in Dawnguard. Almost as many spells, dragon shouts and blessings, but no powers. Dawnguard adds the major revamp regarding vampires players and NPCs, lycanthropy and adds the vampire lord transformation, the latter two with respective skill trees. It also adds crossbows and the ability to craft arrows and bolts which is pretty helpful considering the rarity of bolts and high-grade arrows. Overall, while it isn't on the same scale as Dragonborn, Dawnguard is still a very big DLC that, in my opinion, deserves its own namespace. Now, if we did accept to provide said namespace, we would need to forget about the landmass addition and set a minimum for the amount of content added to distinguish them* from smaller Add-ons. However, how high those limits should be set, I can't really answer. An actual questline and some side-quests should be necessary in my opinion, and a certain number of items, NPCs, locations and possibly creatures. If we were to include Dawnguard, a slightly lower number would be a good choice, something like 10% less. ''I say "them" because I'm thinking about future games and their respective add-ons. We might encounter the same "problem" in the future, that's what the guidelines are for after all.'' Now I must add that, first: I'm not in favor of all-out separating especially on list pages such as Followers, Spells, Items, etc... I think making a different section named "Dawnguard thing" or "Dragonborn thing" is enough in most cases, especially when there isn't that much added. Having an entirely different page for a dozen new things/people seems completely unnecessary. Second: while I'm in favor of a Dawnguard namespace and what I just mentioned, I won't make a scene/have a heart attack/[insert other horrible thing here] if it doesn't happen. I'm adressing the topic because it's obviously an issue for some people and I have my opinion on the subject, but I'm not all that into it so feel free to debunk anything I just said. Well, I think that's all for the moment. Elakyn (talk) 03:34, 31 March 2013 (GMT) :What about the point that if we were to split the namespaces, the majority of links on the Dawnguard pages, from locations to creatures to people, would point to pages in the Skyrim namespace. Take, for example, Icewater Jetty. Of the 10 links on the actual page, 8 of them point to pure Skyrim pages, one points to a Dawnguard page, and one link points to a Skyrim topic with a Dawnguard section. If we were to move this to a new namespace, only one link would change. How is that helpful? These locations are so integrated with Skyrim locations that to move them would change few links, for the sole purpose of distinguishing it in a way that the mod header already does. Dragonborn pages are almost entirely linked to Dragonborn topics, and only one, Last Vigil appears on the Skyrim Mainland. I don't think we should simply ignore the separate landmass issue. I think it is a significant point that has a real effect on the makeup of a page. Jeancey (talk) 04:24, 31 March 2013 (GMT) ::Huh, completely forgot about that. Icewater Jetty is a pretty extreme example though, most documented locations have a nearly equivalent ratio of Skyrim/respective namespace links. The difference will get smaller as Dragonborn locations get more detailed; for the moment, there is nearly no mention of ingredients and items found, most of which are from the vanilla game. The only difference will be that Dawnguard locations feature links toward nearby vanilla locations, while some Dragonborn locations feature links toward Bloodmoon and Lore. Regarding landmass, I don't think we should ignore it either, it was just for the sake of example. Dawnguard does add landmass, even though it's much smaller and clearly less exploited. Elakyn (talk) 05:11, 31 March 2013 (GMT) :::That's where the term "significant" comes in. Besides, the majority of the static plants and ingredients are Dragonborn specific. Many of the items, such as chitin, bonemold, and stalhrim armors are also Dragonborn specific. The majority of the books in the new areas also seem to be Dragonborn specific, though this may be the case for Dawnguard as well. The fact that some Dragonborn pages link to Bloodmoon or Lore pages is irrelevant, because they would not change no matter what namespace it was put in, whereas the links to Skyrim pages would change from being a link within a namespace to being a link to another namespace. Also, several of the Dawnguard locations, for instance Castle Volkihar, also have links to lore pages. That should not factor into this. What do we have to gain from splitting Dawnguard into a separate namespace? Since we have outlined the issues with it. Also, what, precisely, would be the guidelines for distinguishing a DLC that deserves a namespace, if we split dawnguard into its own? Jeancey (talk) 05:34, 31 March 2013 (GMT) ::::: Two things. One: Icewater Jetty is a Dawnguard location. It's had about half a year to be fleshed out, and as it stands, it only has one Dawnguard-specific link. Looking around at the rest of the Dawnguard articles, this isn't uncommon. One of the key reasons (if not the key reason) to have a separate namespace is for separation of content. Having a namespace with 90% of its links to another namespace completely defeats the purpose of it. Two: the main argument that AKB made (and I am making now in a more coherent form) is about the separation of content. Clearly, this goes hand-in-hand with namespaces - content that is highly separated wouldn't require a large number of links to other namespaces. This is exactly why I've been calling Dawnguard a very large KotN. It's content is not separated from the main game. It is very deeply integrated into the base game. Nearly all of its new creatures are additions to existing leveled lists. Dragonbone equipment is integrated. The new vampire and werewolf perk trees are integrated into the existing abilities. Fletching is really an addition to smithing. Just about all of the locations are in the Skyrim mainland, and quite a few existing locations are affected by this DLC. It adds 25 new sidequests, yes, but they primarily take you to existing dungeons, primarily fighting existing enemies. The new locations are big, but they have no purpose outside of a single story quest (except each faction's castle, of course). It's big, yes, but it is deeply integrated into Skyrim, and pulling it out into a separate namespace, almost exclusively linking to a namespace that doesn't link back, is a very bad idea, especially for the idea of consistency. Skyrim isn't a consistent game, where everything is the same size and shape. It's different, and has variation, which is exactly why we (and our readers) love to play the game. Giving each DLC a namesoace based on its size instead of its purpose is, in my mind, a very bad idea. β€’ 01:45, 31 March 2013 (EDT) ::::::Alright, so for the guidelines we just turn official what is currently officious? Big, separate landmass with corresponding items, spells, creatures, quests and NPCs? (Okay, Bloodmoon and Tribunal don't seem to add spells but whatever) I don't really know how to turn this in a more respectable and guideline-worthy manner without making it sound like a trial, though. Elakyn (talk) 11:54, 31 March 2013 (GMT) Well, for instance, the guidelines silencer outlined are that it has to follow three criteria: It has to add significant amounts of content, it has to add significant landmass, and the vast majority of that content has to appear on the new landmass rather than the landmass of the base game. Could you come up with some guidelines like that which would include dawnguard? Jeancey (talk) 13:09, 31 March 2013 (GMT) :To chime in, I don't think "landmass" is a good general term. To what I've read, it seems a requirement would be that most content of the add-on is separated from the base game, pretty much. I don't know if landmass is in this case always applicable, maybe it is, but it may just be clearer to state the reason of it ~ Dwarfmp (talk) 13:18, 31 March 2013 (GMT) :: Well the issue with Dawnguard is that many of the links would still lead to the Skyrim namespace due to the proximity with other locations and, as Jak said, the fact that radiant quests often take place in pre-existing locations. So "the vast majority of that content has to appear on the new landmass rather than the landmass" is not applicable to Dawnguard; the majority, yes, but not the vast majority. :: And Dwarfmp, while I agree with you, I can't objectively say that much happens in the Soul Cairn or Forgotten Vale. Six quests, plus the Reaper and Voslaarum & Naaslaarum fights. The places are of significant size and important to the questline, but that's about it. Elakyn (talk) 15:33, 31 March 2013 (GMT) :::I'm saying if we're writing guidelines, we shouldn't say "landmass", but the reason behind it. It's like saying "do not cut off people's limbs" instead of "do not harm people" ~ Dwarfmp (talk) 16:20, 31 March 2013 (GMT) ::::I actually think that "landmass" is a good term because, as Elakyn pointed out, the majority of the quests in DG occur in new locations, but those locations are in Skyrim proper. So, only 6 quests and a few dragon fights actually occur in the new land added by Dawnguard. The rest occurs within Skyrim itself. That's the reasoning behind using the term "landmass". Is there another term to take its place that you think might be better? Jeancey (talk) 17:18, 31 March 2013 (GMT) :::::Well simply stating something like "of which the vast majority of the content is clearly separated from the base game's content", perhaps landmass would always imply this, but I don't know. I can imagine it now: "Yes, but you see here, the guidelines say landmass and that's the case! So it should have a namespace of its own!" Perhaps in such case where a lot of NPCs and creatures are added to Skyrim (or a future game's base content), but does have significant landmass added elsewhere; something like that. We should be very specific, because what you guys have said is not that the landmass is actually important, but the data implemented as I said, that Dragonborn's additions are almost all separated from Skyrim's original data/location ~ Dwarfmp (talk) 17:43, 31 March 2013 (GMT) ::::::Would the word "significant" not stop that? The land mass has to be fairly large, so adding a new fort off the coast on a new, small island wouldn't be "significant", even though it is land mass. I'm confused on how we can be more specific? Jeancey (talk) 17:46, 31 March 2013 (GMT) :::::::Significant is vague, what if the landmass is really large and there's a good deal of additions there, but yet more additions to the base game itself. It's better to make sure to cover up everything by being a little more clear. In any case, I'm only suggesting writing down the roots of it, if you think "significant landmass" covers any possible scenario, it should be fine. But me, I wouldn't be sure that it does ~ Dwarfmp (talk) 17:53, 31 March 2013 (GMT) ::::::::I'm just not entirely sure how to write down the roots of it. Do you mean like specific file sizes, or percentages? Jeancey (talk) 17:55, 31 March 2013 (GMT) No, you have to gather up the different arguments as to why Dragonborn has its namespace as opposed to Dawnguard, and then think about why they are good arguments. Landmass, why landmass? Because the new landmass contains most of the data added by the add-on, and is therefore separated from the original game. That's what I mean, analyze the arguments ~ Dwarfmp (talk) 18:02, 31 March 2013 (GMT) :But then, how would you change the wording to be more specific? Simply saying that the new things are separated from the main game is less specific than saying landmass, because then someone could say that the new areas added by Dawnguard are interiors, and thus separate from Skyrim locations. Landmass indicates that it is actually new land that isn't located in the main game itself. I can't think of a way for significant content to be added, and for it to not be in the main area of the game without them adding new landmass. I just don't think that it would ever come up. Jeancey (talk) 18:07, 31 March 2013 (GMT) ::This discussion (and the discussion that sparked it) seems to put a lot of emphasis on comparing Dragonborn to Dawnguard. However, we're setting standards here for the site as a whole now. Each DLC needs to stand or fall on its own merit, and not be compared to the next or future one. As was pointed out in that CP discussion, and as Elakyn points out in the opening post here, we don't know what the next DLC for Skyrim will look like, and it could be a game-changer too, relegating even the mighty Dragonborn DLC to the insignificant. It seems that every new release from Bethesda is likely to see us reviewing any guidelines that we set here, as they are constantly shifting the goalposts on us. To me, this gives good enough reason to just keep all DLCs, as in, content that adds to a main game, whether significant or inconsequential, inside the namespace of the main game it is related to. Why do we even need to break DLCs out into separate namespaces anyway? As has been mentioned numerous times already, namespaces are there for the convenience of organization of the wiki. To me, the gamespace of the wiki would be perfectly organized if it just had namespaces for the main games, nothing more. We can then just use type templates for those items that are expressly identified as being from a particular DLC, and make more use of disabiguation pages. That honestly shouldn't be too hard to do with a bot, should it? You can't tell me it can't be done, because practically every other wiki in existence does it. Argument against this idea seems to be of the opinion that ''"those of use who don't yet have the DLC don't want to be faced with information about that DLC yet"''. Well, guess what, this is an encyclopedic wiki about the games. If you don't want spoilers, don't look here. It's that simple. That's basically what it says on the Main Page. ::I propose doing away with extra namespaces for additional content altogether, and just integrating all DLC information into the namespace of the main game it relates to. 18:54, 31 March 2013 (GMT) :::Expansion namespaces are good for making sure that a game namespace doesn't get simply massive. I would not support doing away with expansion namespaces. How does everyone else feel? Jeancey (talk) 18:57, 31 March 2013 (GMT) ::::What is wrong with gamespaces getting massive? As I pointed out, practically every other wiki only has one namespace anyway, the Main namespace. Large namespaces are not unwieldy just because they're large. 18:59, 31 March 2013 (GMT) :::::Part of what makes this wiki unique is namespaces. Also, yes it might be "easy" for a bot to move them compared to doing it by hand, but accomplishing that is very difficult and would take massive amounts of time and wiki resources. The site would possibly be down or practically unusable for days if not longer. A conservative estimate would be that several thousand pages would need to be moved, possibly ten thousand pages, including talk pages and sub pages. Several hundred separate pages would also need to be updated, i.e. those that link to them. The majority of the major templates would also have to be changed, which would require the software to update them across the wiki, slowing things down even further. In all, every single page on the wiki would be affected in some way. It's not that we can't do it. We won't. Removing the expansion namespaces entirely is pretty much out of the question. Jeancey (talk) 19:12, 31 March 2013 (GMT) ::::::And here I was thinking that this was a discussion about revamping the guidelines for namespaces. 19:25, 31 March 2013 (GMT) I think removing namespaces, and by that I mean only avoiding any more expansion namespaces, is a bad idea alone. This isn't really about spoilers at all, it's about keeping the content structured and organized. If we can distinguish them, we should, because some base game pages alone are already too massive, like generic magic weapons or something like that. If you'd say "then create a separate page for the DLC additions", you'd practically be doing exactly the same as giving it a namespace. It makes going through the site's content a lot easier, because everything is neatly "recycled". By the way, if we CAN avoid/postpone spoilers and the like, we should, we must always do the best we can to avoid such things within the confines of the rules, but that's not really on-topic. The reason both Dawnguard and Dragonborn are the main subject of the matter is because, apparently, in the past it was clear what "deserved" a namespace and what not. Comparing these two should grant us some clear guidelines for the future ~ Dwarfmp (talk) 19:29, 31 March 2013 (GMT) : Daric: It is. But it just isn't feasible to remove four entire namespaces. Btw, I checked with RobinHood about the techincal aspects before I posted, since his bot would do most of the work. It just isn't a practical solution to the problem. Jeancey (talk) 19:31, 31 March 2013 (GMT) ::Others have said, both here and in the CP discussion, that they'd rather see Dragonborn integrated into the Skyrim namespace like Dawnguard was, than see Dawnguard separated out into its own namespace. By extension, removing all DLC namespaces and integrating everything into the namespaces of their main games is the best way to retain some semblance of consistency, while still having the wiki organized by namespaces. 19:39, 31 March 2013 (GMT) :::Alright... by the end of this discussion we will come up with three options, No expansion namespaces, Guidelines that include Dawnguard and Dragonborn both, and guidelines that keep the namespaces as they are. Is that fair? We have the first and the last ones (though the wording needs to be confirmed for keeping the status quo). What would be the guidelines that would include dawnguard, but exclude DLC from former games? Jeancey (talk) 19:44, 31 March 2013 (GMT) ::::Thanks Jeancey, that seems fair. I'll be away for the rest of the day, so if there is a vote, you know what my vote will be in favour of. 19:46, 31 March 2013 (GMT) :::::Alright, so this is a suggestion for guidelines which include Dawnguard. Please feel free to tear it to pieces because I forgot about x, y other things or made z inconsistencies which don't work. (My suggestion here is not in support of a DG namespace, nor in opposition to one; it's solely an unbiased suggestion.) To have a new namespace, an add-on must have: a significant amount of content, including a main questline and side quests; it has to add at least one new worldspace/open world area; a reasonable amount (~40%) of the main quest must take place within a new worldspace; and a significant amount of all quests (>80%) must be started from within a new worldspace. --Enodoc (talk) 21:17, 31 March 2013 (GMT) Daric has brought up some valid concerns, primarily "what's so bad about integrating it into the base gamespace?" For me, it's for the readers' sake. Addons are exactly that - addons. They are not part of the base game. By writing about it equally, readers will assume that everything they read under Skyrim is about Skyrim, so they will be frustrated if they read about all this cool Stalhrim gear, only to discover "oh, you actually have to pay for this". Dwarfmp mentioned spoilers, and that is a good reason as well. A lot of people don't want to know about the DLC that they are about to get; I've discovered after doing so a few times that researching a game or addon in-depth kills a lot of the fun when you actually get it. I've read a couple of wikis for videogames in which they barely differentiate between what is and isn't DLC-only, and I've spent half an hour reading about this kickass weapon, where to find it, and what quests to do to get it, only to read a little footnote saying that it's DLC-only. Our s and our s do a good job of identifying DLC-only stuff, but Mod Headers can be easily overlooked (or misplaced). By keeping our DLC material well separated, we help the readers immensely in finding DLC-only information without spoiling all of the content. Having said that, now the question becomes how best to separate the DLC, and that comes down to what is reasonable. Smaller DLC like Hearthfire can be kept in a handful of pages, plus giving it a namespace would just result in a namespace almost entirely composed of non-Hearthfire links, defeating the purpose of a namespace. Larger DLC like Dawnguard which primarily alter or rely on existing elements of the game also shouldn't get a namespace, mostly for technical reasons. Many hub pages, like , would have to be duplicated almost in their entirety to give additions like Revered and Legendary dragons the necessary context. Due to the way the pages are structured, a large transclusion would not be possible. Dawnguard also modifies a number of existing locations - will you have duplicate articles, and expect readers to just figure out that there's a Dawnguard article? For those thinking "Then just note the Dawnguard-only info on those pages", I say, then why bother have a separate namespace if you're just going to include the info in the main gamespace? Dwanguard doesn't have a namespace for the same reason Knights of the Nine doesn't, and it's not size. The info is just too closely integrated into the base game to be able to separate it. I think the following are suitable guidelines: :''Namespaces are for separating information and easing navigation. Some add-ons may have a significant amount of content which would further clutter up large hub pages and provide excessive spoilers, detracting from the readers' experience. Other add-ons are small and can be contained in a handful of articles, or primarily consist of modifications to the main game, and documenting it separately would be excessively difficult (especially if it changes game mechanics or modifies lists of creatures). In order for an add-on to receive its own namespace, it must be large, self-contained (meaning that the majority of new content does not take place in the main land), and its information must be easily separable from the main game's namespace. The add-on primarily taking place on a new landmass is highly recommended, but not strictly required.'' If Bethesda comes up with a new super-Dawnguard DLC that makes these guidelines inappropriate, then they can be changed, but for the current situation I think they are suitable. They would leave Dragonborn and Dawnguard the way they are, while providing guidelines that retroactively cover previous namespaces and allow us to quickly and easily decide whether or not a new DLC deserves its own namespace. β€’ 21:26, 31 March 2013 (GMT) :Here's my half-assed attempt to draft guidelines. β€’ 21:35, 31 March 2013 (GMT) ::With a bit of further thinking I'd like to modify my Dawnguard-inclusive suggestion, as a couple of the points are still slightly tenuous in relation to it. Modification as shown: ; . --Enodoc (talk) 21:48, 31 March 2013 (GMT) :::I've tweaked that draft a bit; if anyone's aware of relevant conversations on namespaces that I did not link to, please let me know or add them yourself. I tried to take into account Dwarf's concerns about "landmass" (it's own used only once, and only in reference to the historical pattern). I think it's important not to tie anyone's hands in the future; we can't necessarily predict what future TES games will be like and what kind of model developers will follow with future DLC. So I think Enodoc's proposal above is a bit too strict. These guidelines aren't trying to end future discussion for one side or the other, but more or less act to make sure people who take part in future discussions will have someplace to look to educate themselves as needed so that they can reach decisions amicably and quickly. β€’ 22:41, 31 March 2013 (GMT) ::::Hey ho, fair enough. Can anyone think of a way for it to be less strict such that it still counts for a DG namespace, but doesn't inadvertently also include namespacing something like KotN? All I'm trying to do here is come up with the criteria for that "option" (I think I'm right in saying there were three options suggested: 'status quo', with criteria as suggested by Silencer [and others]; 'one NS per game', where the criteria are obvious; or 'status quo + DG', which I'm trying to provide criteria for), then whichever of the three criteria options we choose can be worded eloquently by someone other than me into the guidelines (as drafted by Minor Edits and others). --Enodoc (talk) 23:26, 31 March 2013 (GMT) If I'm understanding where we're at right now, merging the four existing DLC namespaces into the namespaces of their respective games is not feasible. So, we're left with the question of what to do moving forward, and the way I see it, there are four options. 1. We codify the status quo. I tried to aim my draft of a new section for the page at doing so, but I'd be thrilled if someone else wanted to take this particular ball and run with it. It could be more helpful/better written. 2. We depart from precedent and explicitly ban DLC namespaces. Instead, we rely only on various symbols and disclaimers to distinguish DLC from the vanilla content. 3. We expressly adopt more stringent guidelines than past practice. How to do that fairly, I don't know; I think getting any more strict will just get future arguments bogged down in semantics (although it's possible we could further elaborate or clarify some matters). 4. We call this off and leave the issue of creating DLC namespaces to the chaos. Obviously, I prefer #1. It has the benefit of consistency. I think it's better to leave a summary of precedent and past discussions for the future, to help edify any newer users on the issue when this inevitably crops up again. A more knowledgeable community increases the chance they'll make the wisest decision. And if we goof up somehow, change is always just a conversation away. As for #2 ... I fear change. I haven't seen anything which has convinced me that separate DLC namespaces are inappropriate or on balance unhelpful. I'm worried about the tying the hands of future editors with #3, but #2 is closer to chopping one off. No future DLC is entitled to a namespace, but it's easy to imagine future circumstances where essentially treating a DLC like a mini-sequel would make all the sense in the world. β€’ 06:38, 1 April 2013 (GMT) :As much as I dislike the "let's separate everything" method currently into place, I don't think banning DLC namespaces is a good idea, be it for readers or for the people documenting the pages, and that even if we don't integrate former Add-ons into their respective main game namespace. The lack of organization skills in virtually every other wikis is not a reason to follow their example because, as Jak pointed out, it's often confusing and not really well explained/written. Forgetting about all this is also not a solution either, since we're here to make some clear guidelines and avoid other "debates" in the future. :I think adopting strict (but not ridiculously so) guidelines is a good choice; it should cover up past Add-ons and still leave the possibility to encompass future ones that are not as big as TR, BM, SI or DB, but still bigger than DG. The problem would be making clear limits: let's imagine that, instead of spending so much time in mainland Skyrim, most of Dawnguard happened in the Forgotten Vale and Soul Cairn, say instead of 6 quests, 15 happened there and we got rid of a few mainland locations. Would it qualify? The difficulty is trying to imagine what will happen in the future; there may never be an Add-on as big as the former ones, but still bigger than any of the others, or without significant new landmass. If that happened, should we give it a namespace? Or would we end up putting all informations about it in the main one and do exactly what we're trying to avoid, that is, cluttering it and put tiny, easy to miss everywhere? Elakyn (talk) 10:07, 1 April 2013 (GMT) Namespace guidelines - Edit Break 1 Guys, I think we're making a mountain out of a molehill. Namespacing honestly isn't that hard, it just takes a case-by-case approach and a fair dose of common sense. Trying to find an exhaustive shopping list of details that qualify something for namespace status so we can avoid taking a few minutes to actually think about whether the specific plugin requires one seems silly. Similarly dragging out obscure criteria such as Bethesda or CS terminology is pointless - we have to think about how it translates on the wiki. As a side note to a comment on CP, in the CS SI is exactly the same as KOTN: it's a .esp. This is were "plugin" comes from (esp = elder scrolls plugin). In general I would avoid namespacing as much as possible, but if the plugin is extensive enough then it makes sense to. --SerCenKing (talk) 18:41, 1 April 2013 (GMT) :Although I've already made my position fairly clear on this, (and I still don't see that integrating all the existing DLC namespaces should be all that hard), I actually agree with SerCenKing. This should be taken on a case-by-case basis, without the need for a fixed, defined set of arbitrary guidelines which may not even be appropriate in light of the next additional content to be released from Bethesda. We can't make rules for a constantly changing gamefield. Instead we should have a simple voting system at the time of the release of new content, to decide whether the new content gets its own namespace. That decision then gets made and enacted, and can be reviewed again later, as per the consensus guidelines which state that "any issue can be reopened for discussion, even if a consensus was previously reached". To lower the likelihood of this becoming a constant revision of one particular DLC/add-on/plugin, we could establish guidelines for a "cooling down period" between votes, and a requirement to garner support for a review from a set number of editors, a critical mass, so to speak, before such a review is triggered. There could also be some requirement established that those proposing such a change should make themselves available to help enact the changes if they are agreed to (just as I am happy to help out where I can to move all existing DLC content into their parent gamespaces). 22:50, 1 April 2013 (GMT) ::Or in other words: to avoid having to establish firm policy here, let's start a discussion on new guidelines for our decision making process that will ensure we will be able to continue doing things the way we were doing things before. --AKB 23:02, 1 April 2013 (GMT) :::And how is the wiki being down for days help anything? How is that "not all that hard". Every single page on the wiki would be affected and the wiki would be practically inaccessible while the software tries to catch up. When ten thousand pages on wikipedia had to be updated, it was down for 30 minutes. We have more pages, and much, much less in terms of computing ability. You wouldn't be ABLE to help out, because the wiki would be inaccessible. It just isn't worth it. Jeancey (talk) 23:05, 1 April 2013 (GMT) ::::We are talking about personal preference here, Jeancey. Saying ''"it just isn't worth it"'' is meaningless in such a discussion, as to some people having DLCs in namespaces at all isn't worth it either. As the old Latin maxim goes, "De gustibus non est disputandum". As you can tell, I'm not in favour of the status quo (another Latin term), but I really think SerCenKing is onto something here. 23:21, 1 April 2013 (GMT) :::::At this point this is just being discussed to death. In fact, I find myself not caring at all about virtually anything that has been said here. I tend not to when I find a discussion has gone onto be less of a discussion on improving the wiki, and a discussion about the discussion itself. So I would kindly suggest everyone in this walk away from this discussion for a week or so. This is going nowhere, and each and every single post from this point out will only lead to a solution being farther away. So collect yourselves and ignore this topic for AT LEAST a week. --AKB 23:29, 1 April 2013 (GMT) Was everyone waiting for me? Well, here's my revamp, of the entire page. Mostly everything is more detailed, but the guidelines are in there. Everyone is free to adjust the wording in the sandbox, but these are my suggestions, which are (I feel) basically what everyone has agreed to anyway. Remember these are my suggestions, so I may undo edits if I feel they stray too far from my thoughts on the matter. 00:08, 15 April 2013 (GMT) :Silencer, if you decide to change my latest revision, you should still keep a link to consensus in its first appearance in that section. There is another link to consensus further down the page; don't know if you want to keep or lose that one. :Support: If we're going to do this formally. β€’ 01:14, 15 April 2013 (GMT) ::Support: That works for me. --AKB 01:23, 15 April 2013 (GMT) ::Oppose: The rest of the wording is great, but I take issue with this comment "These are some guidelines that a DLC should meet, but these guidelines can be overridden by consensus. DLC may fail to meet one or even all of the guidelines but may still be granted a namespace due to consensus, and DLC that meets all the guidelines will not be guaranteed a namespace." I'm sorry, but that just doesn't mean anything. When is a guideline not a guideline? Let's just be honest about this, and say that these are some factors that some people in the past have considered to be important when deciding whether a DLC deserves a namespace or not. To me they are still arbitrary, whether you codify them as a "guideline" or not. The simplest "guideline" is that each game gets its own namespace. Leave it at that. That's my opinion anyway, for what it's worth. 03:52, 15 April 2013 (GMT) :::Comment: Although it's apparently infeasible for us to merge the existing DLC namespaces at this time, there's a minority (I think; we'll see how the votes play out) that do not believe in creating any more DLC namespaces. No one is trying to ignore the potential merits of this argument, which I assume you favor. That's why this language is present, so in the future, when you say "We shouldn't even consider giving this DLC its own namespace", contributors at that time may actually listen instead of bowing to inertia and perpetuating the status quo. Virtually every "rule" in every policy can be overridden by a community consensus; it controls almost everything. Every policy is essentially a restatement of past practice or conclusions, not hard and fast rules dictating our current decisions. So this articulation of the non-binding nature of past DLC namespace creation criteria is only meant to help make sure you, or others feeling the same way you do, will get a fair hearing when this inevitably becomes an issue again. So you can argue against that language, I suppose, but I don't see how doing so will help your cause moving forward. β€’ 05:38, 15 April 2013 (GMT) ::::Response to Comment: "moving forward" is what I am talking about. Let's not hamstring future editors with inane guidelines about petty and arbitrary factors that may or may not determine if a DLC should be given its own namespace. Consensus changes. Deal with it. Don't try to hide behind "status quo", or do what the NZ government is trying to do at the moment, and rewrite the rulebook just because they were caught on the hop. I'm only relatively new to the world of the Elder Scrolls. Tell me, those who have been playing the games since Morrowind or before, if you knew back then what you know now about Bethesda's proclivity to change the goalposts on "additional content" (for want of a better term), would you have agreed back then to separate out the DLC namespaces? 08:18, 15 April 2013 (GMT) :::::Comment: You don't seem to be entirely sure of what a guideline is. Let me quote the relevant text from : :::::"In general, the policies have been written just in case future situations arise where they are needed. They provide a reference for editors on recommended courses of action. The policies have been written up ahead of time so that details can be worked out in a neutral atmosphere, instead of being determined after a problem has already arisen. The policies often take into account the collective experience of the many editors who have contributed to the site. :::::In addition, some guidelines are primarily a summary of discussions that have cropped up about how to best accomplish certain tasks. In cases where the discussed questions are likely to be of long-term interest, the conclusions are written up into a guideline for future reference by all members of the community." :::::A policy describes what you should do in a situation, and a guideline exists to help you do it. Neither are set in stone. As such, the current version is perfectly reasonable as a guideline. In fact, it's just a restatement of the classic line from Wikpedia, ignore all rules. Either way, these guidelines don't change anything, really. It's just more clearly stating the way we've been doing things so there is no more confusion on the issue. --AKB 19:49, 15 April 2013 (GMT) ::::::Reponse: This is a circular argument, and I'll say no more on the subject for now, except to restate my original point: ''"Let's just be honest about this, and say that these are some factors that some people in the past have considered to be important when deciding whether a DLC deserves a namespace or not." 20:02, 15 April 2013 (GMT) Comment: Yes, that is a completely true statement. People do things they consider to be important. --AKB 20:10, 15 April 2013 (GMT) ::Support''': I agree that these should be guidelines, allowing for interpretation and consensus, rather that hard-and-fast rules, since trying to define where a bright-line rule should be drawn would provoke 10 times the conflict. ::One thing I would ask is to remove all mention of DLC "deserving" its own namespace. We are not granting favors or making a value judgement about which DLC is better or worth more than another. I think some of the strong opinions expressed about this topic have stemmed from this idea of a DLC being more "deserving' of its own namespace. It's just computer code. --Xyzzy 04:32, 15 April 2013 (GMT) ::Support: I'm okay with The Silencer's version. I hope this will cut short to most of the "debate", now that it's all official. -- Elakyn (talk) 16:01, 16 April 2013 (GMT) ::Oppose: Significant is far too ambiguous, it will only end up causing more debate than it resolves. In my opinion, anything that Bethesda labels as a separate and unique DLC should qualify for its own namespace, the amount of data it involves be damned. Because, ultimately... this is a Wiki about their products, their content, their work. -Kharay (talk) 16:18, 16 April 2013 (GMT) :::We simply can't do that. That would mean adding 17 new namespaces, including ones for horse armor and for the Sounds of the Bitter Coast. Namespaces have absolutely nothing to do with what Bethesda calls something. They are unique to the wiki, and thus us, as wiki editors, decide how they are used. Jeancey (talk) 17:53, 16 April 2013 (GMT) ::::I did say should qualify, I did not say it should actually get it. As others have pointed out, it should be a matter of consensus. Which still leaves the somewhat ambiguous nature of the proposed guidelines. To which I am still Opposed, specifically because of the ambiguous nature. In fact, I see no reason to generalize the guidelines in such a manner. It is not like DLCs are automatically generated or something along those lines. The number is quite limited and the release of a new one is quite rare, particularly given the recent announcement that active development on Skyrim has stopped. Meaning that until the release of Elder Scrolls Online there will be no release of any kind within the Elder Scrolls-lore. Consequently, there is no real need to generalize any guidelines concerning new namespaces for game related content. It is simply a matter of deciding which content does and which content does not deserve its own namespace, by consensus. Without the literal need for guidelines on the matter. -Kharay (talk) 18:12, 16 April 2013 (GMT) :::::Ah, I understand what you meant. The problem is, we WERE doing that, and every few months this issue comes up, again and again and again. Therefore, we have decided to nip it in the bud and create guidelines that we can point to and say, this is why the namespaces are set up the way they are. That doesn't mean that these guidelines shouldn't and won't change upon the release of a new DLC. In fact, I think it is quite the opposite. I think that if a new major DLC is released for a game, it should be assessed against these guidelines. If it fits, perfect, new namespace. If not, then a discussion can happen as to whether it needs one, and, if it does, the guidelines can be amended at that time. The real reason I see for these guidelines is to stop the constant questions as to why they exist, and why certain DLC has them and others don't, and then to provide a starting point for deciding in the future whether specific DLC should have a namespace. Jeancey (talk) 18:18, 16 April 2013 (GMT) ::::::My point is this -- the discussion is derailing like this. Instead of deciding which content should get its own namespace, we are currently debating how to decide which content should get its own namespace. That seems superfluous to me. Particularly given the fact we will most likely not see any release of a major DLC or content for quite a while. Obviously, Elder Scrolls Online will be released later this year but an expansion to it will probably not happen before 2015 and to my knowledge there aren't even any plans for a TES6 yet. As such, I feel we should just cut a corner and simply take an inventory on what content could possibly deserve its own namespace, make a list and go from there. Referencing to that list in case the discussion flares up again. An example -- I keep tripping over the ambiguous nature of significant, I can't imagine I'm the only one. As to why I object to the word significant, well... that's something I'd much rather take to a different form of communication. To avoid adding yet another 20,000 words to the debate. Because I do so love using a lot of words. ;) -Kharay (talk) 18:25, 16 April 2013 (GMT) :::::::The reason for significant is so that a single small island (like Siege at Firemoth) is automatically cut out of having its own namespace. Everything on the wiki is subject to discussion, and the discussion, I believe, for future DLCs should focus around whether it is significant. As for TES6, they have been working on it for about 1.5 years now, ever since Skyrim was released. I would bet that they already have several ideas for DLC for it. True, we likely won't get it before 2016, but that doesn't mean they aren't making plans for it. What you forget, however, is that ESO is likely to have a much faster development time for new content than a single player game. ESO is pretty much finished at this point. Not all of the quests are in the game, but the majority of the work, which is the art and physical world creation (i.e. the topography of the world), is done at this point. I would guess that at least some people are already working on the art for ESOs first expansion. For WoW (one of the only significant recent MMO with major expansions), work on The Burning Crusade began pretty much as soon as the game was released, and work on Wrath of the Lich King began BEFORE the burning crusade was released. Game companies work on these things far, far in advance, though not with entire teams. Just because something isn't going to happen soon doesn't mean we should simply ignore the problem. If we do, all the progress we have made during this discussion (and we have made progress) will be for naught. Jeancey (talk) 18:33, 16 April 2013 (GMT) ::::::::Well, I played WoW (the essentially genre defining MMORPG title) for 6 years, so I do know a bit about the development cycle of MMORPGs and an MMORPG for which new content is released in very rapid succession will ultimately only end up shooting itself in the foot. I severely doubt we will see more than one expansion every 18 months of ESO's lifecycle. Anyhow, that's besides the point. ;) My point is this -- we can respond much more easily and much more quickly to each individual DLC/expansion as it is released than the development of that DLC/expansion took. Consensus on whether or not said content deserves its own namespace can essentially be reached within a week, assuming enough traffic on the Wiki of course. Not sure what the normal timeframe is for reaching consensus on a particular subject but ultimately it will never be longer than the development time of said content. I still maintain that having a debate on how to have the debate is superfluous but in this I will also abide by consensus. So, if consensus ultimately is that a guideline is needed, I will obviously accept it. Just don't ask me to like it with a passion. ;) -Kharay (talk) 19:15, 16 April 2013 (GMT) Namespace guidelines - Edit Break 2 I agree with Kharay on this. Your solution is an "all inclusive" one, whereas mine is an "all excluded" one, but the argument itself is still pretty much the same. Do you think we could resolve your objections, Kharay, by replacing the part about guidelines for new DLC namespaces, with a statement of fact about how the namespaces were decided upon in the past, and leave it at that? This way, future DLC namespace discussions can continue to be free-flowing consensus discussions, but with a point of reference to a list of factors that have been considered to be important in the past. 20:10, 16 April 2013 (GMT) :My solution remains what it always was -- to simply forego implementing guidelines on this and go about it on a case-by-case basis. Starting off with simply collecting a list of all relevant DLCs that could potentially qualify for a namespace and simply reach consensus for each of those whether or not it truly deserves one. I do appreciate the need for people to have some form of structure and order to this but at the end of the day what matters is that the job gets done. Debating endlessly on how to do the job will not get that job done and given the fact this debate apparently is older than me joining it, far older I think it has gone long enough. ;) -Kharay (talk) 20:27, 16 April 2013 (GMT) ::I don't want to see like I am dismissing you, but the consensus is definitely for guidelines. Also right now, the majority of people support the proposed guidelines. The discussion right now should be about the guidelines, and how to tweak them to make them acceptable for the majority of people. I think that clarifying that the guidelines are based off how we have created namespaces in the past is valid. I think that I could support that addition to the page. But I do think that completely dismissing the entire conversation doesn't help. Jeancey (talk) 20:30, 16 April 2013 (GMT) ::: The problem with that position Kharay, as far as I can tell, is that there are people here who have already made those decisions in the past, and they cannot see any logical reason to re-make those decisions. Now they want to retro-actively codify their resoning for their decisions into a list of guidelines for any new DLCs. To my way of thinking, any codifying of reasoning that results in the haphazard, shambolic, and clearly controversial mess we have today, is a wasted effort. 20:35, 16 April 2013 (GMT) ::::Jeancey: Sorry, your statement that "the consensus is definitely for guidelines" is blatantly untrue. According to the Merriam-Webster dictionary, consensus means a general agreement, or solidarity in sentiment and belief. I for one do not agree that "guidelines" for deciding on DLC namespaces are necessary. It is sufficient to say that this is how the mess we have today came about, but to extend that as a blanket over future DLCs would be a mistake, in my opinion. 21:11, 16 April 2013 (GMT) :::::I concur with Daric, consensus in and of itself simply is that ... consensus. The word, its definition and its meaning existed long before the concept of a Wiki was ever conceived. My point being that we should also consider the possibility of reaching consensus on not blindly adopting guidelines for whatever people feel the need to have guidelines for. An endless list of guidelines will only serve to derail and disrupt the meaningful function of a Wiki and in fact of any collaboration. As I have implied before, it is imperative that we do not lose track of the issue at hand -- the job that needs doing. It is my understanding that ultimately this debate is about cleaning up/restructuring the namespaces as they are in use on this Wiki. I would suggest we get back to that matter as opposed to debating endlessly on how to do that in hypothetical scenarios possibly years down the line. -Kharay (talk) 21:18, 16 April 2013 (GMT) I think Kharay may be on to something here. We have an opportunity here people, to straighten out the namespaces before the arrival of Elder Scrolls Online. Perhaps now is the time to go over each and every existing namespace and DLC, ignoring how they came to have (or not have) their own namespace in the past, and decide whether, in light of current conditions, they still really need to have their own namespace or not. This is the best time to do it, before ESO arrives. 21:23, 16 April 2013 (GMT) :We're not doing that. The vast majority of users like it the way it is, and changing it for a minority of the communities personal preference is just a terrible idea. This is entirely off track at this point and we should get back to discussing the currently proposed change instead of a tangential suggestion that doesn't have a chance of being implemented. --AKB 21:32, 16 April 2013 (GMT) :: Putting off a "solution" when we are nearing a conclusion is utterly ridiculous, why in all that is logical should we ignore the problem until it crops up again and again and again. Suggesting each piece of DLC gets a namespace is ridiculous too, and I can only hope you were trying to make a point, not create some additional controversy. Consensus is the majority opinion, just because a small group opposes something does not make consensus unreachable. I believe I speak for all logically minded people when I reject your idea, Daric, of reviewing every piece of DLC again, that is nonsense. These guidelines are not binding, they are not so restrictive, and "consensus" can overrule them in any case. These guidelines do retrofit past decisions because they are based off past decisions. If we were able to call back every editor who voted on a decision for each DLC's namespace the overwhelming majority would agree with them, because, through the life of the wiki, these are the guidelines that have been the only thing consistent. Instead of trying to move this argument to a conclusion, you are fighting the tide of overwhelming opinion that wants DLC namespaces. Currently we are 5-2 on people who have expressed solid opinions on the matter in this discussion about the guidelines. If you wish to argue the existence of namespaces altogether please start a new discussion, this one is supposed to be about the guidelines. 21:34, 16 April 2013 (GMT) :::I would also like to point out. We HAD a discussion about whether to have namespaces at all, and you were the only one who thought we shouldn't have them. Jeancey (talk) 21:36, 16 April 2013 (GMT) :::: Sorry to disagree with you, AKB, but if the "vast majority of users like it the way it is", we wouldn't be having this discussion in the first place. And Silencer, this discussion is taking place on the page, not the page, so I can only assume that any discussion about namespaces here is relevant. 21:41, 16 April 2013 (GMT) :::I do take mild offense at the implication my thought processes are illogical. Irrelevant to that though is the following -- I was under the impression there was an actual debate regarding possible restructuring of namespaces out of which the debate concerning guidelines for namespaces simply flowed naturally. If the case now is merely concerning just those, the guidelines then my proposed solution is simple -- don't do anything. I do have the impression as well most people seem to like the namespaces where they are now and from personal experience I agree, I have no issue whatsoever with the namespaces as they are. And regarding future namespaces, I find it highly illogical (right back at ya, bro) to feel the need to generalize some arbitrary guidelines when the number of new game content namespaces will never ever get to the point where said arbitrary guidelines are needed to keep things in line. In fact, I personally fully expect ESO to kill the Elder Scrolls franchise and do not ever expect a TES7 to see the light of day. But even if it did, realistically speaking, how many new namespaces are you people expecting over the course of time? If it is one new namespace, on average, a year... it would be at the high end of the possible estimates. -Kharay (talk) 21:43, 16 April 2013 (GMT) :::::Any, yes, but not two at once which accomplishes nothing. This one is about what guidelines we should have, end of story, I will remove anything about having them at all to a separate discussion from now on. 21:44, 16 April 2013 (GMT) Daric, please note that "vast majority of users" does not refer to everyone. It only takes a single person to voice an opinion. As of right now, this discussion is on the currently proposed guidelines for Namespaces. The time for voicing opposing suggestions has now passed for this discussion. If you want to express your pov still, please start a new discussion (even on this page) instead of derailing this current one. The most you could possibly do here is continue to argue your point here for a week, at which point consensus will almost surely favor the proposed changes; leading to them becoming the codified standards for determining what deserves to be a namespace or not. If you want your point of view to stand on its own, I'd suggest organizing your own proposal and voicing it when convenient for you. Also, I would like to remind all editors that personal attacks aren't tolerated, and will only lead to further issues in resolving this otherwise simple topic. We can discuss this topic civilly, or not at all. --AKB 22:13, 16 April 2013 (GMT) : @Daric. The page is about namespaces in general, but this specific topic on the talk page is about the guidelines. Hopefully that helps to explain what Silencer meant about creating a new discussion. Also, I feel that the side of guidelines is trying to figure out how we can change the guidelines to better address the issues, whereas the side against guidelines is holding firm, which I think is detrimental to a discussion. Consensus is about coming together to find something that works for the majority of people. When anyone in a discussion refuses to budge and doesn't offer any kind of compromise, then we start to have issues, and at some point you just have to ignore them. It really doesn't help the discussion, and must simply be dismissed in order for the discussion to continue. I'm not saying that anyone in this discussion is at that point, in fact, I don't think anyone is, but I feel we might be heading towards that. Thus, I would ask that the side that doesn't want guidelines (or these guidelines) find a way that the guidelines could work for them, because asking everyone to completely abandon their hard work on this matter is unfair. I'm not asking for you to simply set aside your objections, but try to find a way to modify the guidelines offer so that they address those issues. Specifically for Kharay, I believe your position is that we should have this discussion when a new DLC is released and not before. Keeping that in mind, imagine that right now a new DLC is released. What would qualify that DLC to get a separate namespace? What would cause it to not get a separate namespace? Jeancey (talk) 22:17, 16 April 2013 (GMT) ::My intention was not to derail this conversation. The conversation had already taken a major turn with Kharay's contribution. It does, however, show that there are more people out there with similar views to my own about this issue. As to the suggestion that I start a whole new discussion about whether or not we need guidelines, or the suggestion that I should write my own draft of some guidelines, that is not going to happen. I won't intrude further on your conversation about refining the guidelines, but the thought of writing a draft guideline myself, when I don't agree that guidelines in this instance are necessary, is beyond absurd. 22:25, 16 April 2013 (GMT) :::Sorry, I don't think I explained myself well enough. I didn't mean you should draft your own guidelines, but how to change these ones. For instance, you suggested that we specifically state that these guidelines are how namespaces have been created to follow in the past. I think that is a good suggestion and that we should include that in these guidelines. That's all I meant by that, suggestions to make these guidelines a little more flexible than they seem to you right now. I personally think that they are quite flexible, but if you disagree, and we can figure out how to portray them in a more flexible way, I think we should do that. Jeancey (talk) 22:29, 16 April 2013 (GMT) ::::Given the fact consensus on whether or not to have them (the guidelines) apparently already has been reached (shame I wasn't around for that debate, since I find it the far more interesting topic) it is kind of a moot point to continue that particular debate. At least, I am developing the clear impression there is consensus on that particular matter. To the point of your question -- It highly depends on the DLC in question. I can only provide examples at this point -- regarding Skyrim, I find that both Dawnguard and Dragonborn both warrant their own namespace, Hearthfire does not. As Hearthfire does not really add any relevant or exciting quest content. Even though Dawnguard does not add a new map or anything, it does add a very provocative and compelling story and it does add some very compelling locations and rewards. Regarding on when to have the actual debate on whether or not hypothetical DLC should have its own namespace -- there is a window of opportunity in between its announcement and its release. A window of opportunity which far exceeds the time required to reach consensus. I would imagine that window of opportunity to be more than enough to have that debate, reach consensus and do some preliminary work on preparing the Wiki for the release of said DLC. -Kharay (talk) 22:34, 16 April 2013 (GMT) :::::This is completely pointless now with the opposition even refusing the notion that they present their own ideas in any other method but a several thousand word discussion with most of it seemingly being about nothing. As the current point of those opposing seems to be standing on a notion that it's somehow inappropriate to even have a discussion or formalize unofficial guidelines and policies, and I really don't care if I'm off on this notion, as the only response I would get would be several thousand words of replies leading to absolutely no conclusion, I feel comfortable in saying this is literally about nothing at this point. Let's stop this line of thought now. Any further comments should be about the current discussion on Silencer's proposed changes, or an actual suggestion to do something different instead of extraordinarily unclear ideas. This entire discussion came about because it was unclear about why we chose what a namespace was, so I absolutely refuse to allow it to be engulfed by a suggestion that we go back to the so-hated "status quo" after all of this. --AKB 22:41, 16 April 2013 (GMT) I am fairly sure that the debate will still happen every time a new DLC is released. I don't think this is intended to squash that debate. I think this is intended to cut out the first 2/3rd of the debate, which is usually centered around what the current practice is, and how that should be applied to the new DLC. Instead, when a new DLC is released, we can say, that's what we currently do. Does that work for this DLC? If not, does the DLC need a separate namespace anyway, and if so why? The issue with having the discussion starting at the announcement, is that we know next to nothing about a DLC when it is announced. It takes several weeks, if not longer, for enough information to be released for us to make a decision, and sometimes we only get enough information a week or two before it is released, which is a much shorter amount of time to have a debate in. Keep in mind, this debate has been going on for about a month, if that help you figure out how long these debates can take. Having the guidelines allows for a much shorter debate for each individual DLC when it is released. Jeancey (talk) 22:42, 16 April 2013 (GMT) :I am with you on this, Jeancey. All I am trying to say here, and I've mentioned it several times now, (and you're the only one who seems to have picked up on it, Jeancey) is that the factors that have been used previously to decide on whether or not a DLC gets a namespace are just that, factors that have been used in the past. We should list them as such in these "guidelines", but they should not have any weight or bearing other than that they have been used before. 22:54, 16 April 2013 (GMT) ::And I think that is a valid addition, because that's all the guidelines are, those which we seem to have followed in the past. That should be used as a starting point for future DLC, and not just blindly followed from now on. Jeancey (talk) 23:00, 16 April 2013 (GMT) :::Dare I say it, if everyone is in agreement, Silencer, would you mind rewording the draft guidelines to reflect this? Currently your wording seems to take the opinion that "this is how it was done, so this is how it should be done". 23:12, 16 April 2013 (GMT) ::::It already does that. It's the language you were protesting. β€’ 23:31, 16 April 2013 (GMT) :::::It doesn't, otherwise I wouldn't have asked. Please don't tell me what I am protesting about. I think I can work that out for myself. 23:38, 16 April 2013 (GMT) ::::::Daric, if your concern is that we're not "picking up" on what you've said, rest assured that we are. The language as it stands does anything but say "this is how it was done, so this is how it should be done". The language you explicitly protested: "These are some guidelines that a DLC should meet, but these guidelines can be overridden by consensus. DLC may fail to meet one or even all of the guidelines but may still be granted a namespace due to consensus, and DLC that meets all the guidelines will not be guaranteed a namespace." This translates to "this is how we've done it in the past, but you're more than welcome to come to your own conclusion", which is the message you now are saying that you want the guidelines to convey. The guidelines already bend backwards to reinforce this. Whether we call them "factors" or "guidelines" is, as Silencer said earlier in IRC, semantics, entirely pointless semantics. So when you've worked out what exactly you're protesting, please let us know. β€’ 23:52, 16 April 2013 (GMT) Namespace guidelines - Edit Break 3 Although I had previously said I would not be writing my own guidelines, as I don't believe a guideline is needed for this, I have rewritten Silencer's draft, in my own sandbox, to show exactly what I mean. And no, I do not believe it is "entirely pointless semantics". It is the crux of my argument, what I am protesting about, to use your terminology. 00:08, 17 April 2013 (GMT) :Really? All of that was just semantics?!? Having read both versions word for word, that's all I can call this. I'm done with this conversation until the week is up. --AKB 00:27, 17 April 2013 (GMT) ::If people think it is just semantics, then they really don't understand that calling these factors a "guideline" somehow validates the status quo, and it is the problems resulting from the status quo (which culminated in the whole DB vs DG debacle) that brought about this whole discussion in the first place. I'll bow out of this conversation too for now. You have my opinion. 00:31, 17 April 2013 (GMT) :::The only difference I see is that it is less succinct. β€’ 01:07, 17 April 2013 (GMT) ::::My concern with Daric's revised version is that it reads like a history lesson rather than a guideline. If we're going to make a guideline, then it needs to read like a guideline, with concrete points that should be taken into consideration in any future discussions of what deserves a namespace. Truthfully, I find even Silencer's version is a little less "guideliney" than I'd like it to be, and I think that's a reflection on the amount of debate that's gone on, both here and on the CP. ::::I don't really see why this has been such a big deal. Most people seem to be happy with the current arrangement, at least more or less. There's been talk of creating a namespace for every DLC, and talk of creating namespaces for no DLCs at all. I see problems with both possibilities, but then again, there are problems with the existing setup as well. Take, for example, vampires. Vampires with Dawnguard and vampires without are two completely different things, particularly if you bring vampire lords into the discussion, and if I had a choice, I'd suggest that they should be two separate articles. But hey, I'm one person, and most people seem to favour integrating normal and DG vampires, so I just accept that and move on. I think the same thing needs to happen here: most people want guidelines to minimize this sort of debate when it comes to future namespaces. (I don't remember there being all that much debate in the past, either, so again, I'm not sure where this is all coming from this time around, but whatever. My memory's not the greatest, so maybe I'm just forgetting some really big discussions somewhere.) Those of you who don't want any guidelines at all are a very small minority, and I think you need to accept that and move on. ::::Where that leaves us is with Silencer's currently suggested guidelines. If we take it as a given that guidelines are going to happen, how are Silencer's guidelines? What can be done to improve them? That's what this discussion needs to be about, nothing else. ::::To that end, I'd like to suggest tightening up the language a bit. Trim the paragraph before the bullet points right down to say something along the lines of "Considerations for creating new gamespaces include the following: ...(numbered points)... As with any guidelines, these can be overridden by community consensus." &ndash; 01:36, 17 April 2013 (GMT) :::::I find it particularly odd that people are arguing against creating guidelines. If we didn't need guidelines, we wouldn't be having this discussion right now, would we? :::::I support Robin Hood's suggestion of tightening the language a bit. Also, the third bullet should be rephrased. Having the first two bullets describe what it should have and the third one what it shouldn't have is very counter-intuitive and odd. This is how I'd rephrase that bullet: ::::::Separation: DLC that primarily adds content which is separate from the base game should generally be separated. If it instead adds data that is deeply integrated into the base game, it should not generally be separated. This is due to large amounts of overlapping data where one page will be redundant to the reader who has the DLC installed, thus confusing the reader and causing undue frustration. :::::It's a minor change, but since we're at it, we might as well. I entirely agree with Robin Hood's assessment of Daric's and The Silencer's guidelines as well. People are making a much bigger deal out of this than they should be. There has been a continuous communication breakdown in which people aren't acknowledging the others' arguments and restating their own over and over, and multiple times people have walked away from the discussion. People are talking past each other, not to each other. At this point, it's become argument for the sake of argument. Instead of fighting over this, we should be trying to be constructive. I'll echo Robin Hood and say that we should focus on improving The Silencer's guidelines so that they are satisfactory. I'm holding off on officially supporting it until various grammatical errors are fixed. β€’ 06:59, 17 April 2013 (GMT) I'm not against having guidelines. Far from it. I'm against codifying into a "guideline" the previous factors that were considered to be important for deciding whether or not a DLC should get its own namespace. I'm against it because it is self evident that those previous factors have lead us to the stand-off that we are in at the moment with the DG vs DB issue. Replicating the same errors of the past, and codifying them into a "guideline" is only going to result in the same mistakes being made in the future. You're asking us to submit improvements on Silencer's draft. I have submitted my proposed amendments. My proposed changes should adhere to what Jeancey had commented on above (and yes, I'm going to quote it here, because I think it is important to show that I have tried to follow the intent of this discussion). ''"And I think that is a valid addition, because that's all the guidelines are, those which we seem to have followed in the past. That should be used as a starting point for future DLC, and not just blindly followed from now on." (emphasis mine). 08:02, 17 April 2013 (GMT) :All of this for two words'''? This is utterly pathetic. I really regret getting involved in all this because it was clearly a waste of time. Daric, I've met many people who were stubborn and close-minded, to the point of being annoying, but you rank high among them. There is no "DG vs DB" here and the majority agrees that The Silencer's guideline are to be favored, if only modified a bit, and that's it. People have expressed their opinions and nearly everyone agrees that things should stay as they are; the fact that you refuse to listen other people's arguments doesn't mean you're right. This isn't about who will type the most, or who will be the loudest, this is about most people agreeing. Most, not all. No one cares about this "issue" but you, and the site's purpose is not to please your every whim. When I started all this I suported your position, the others have brought convincing arguments, and I resigned; this is something you're obviouly incapable of, and I really see no point in discussing with you. Rant over. -- Elakyn (talk) 10:59, 17 April 2013 (GMT) ::Not to get drawn into the discussion again, as I see little point debating this endlessly as well when it is obvious everyone is being stubborn about their opinion but I do feel the need to point something out -- Several people by now have claimed Daric and I are being stubborn and supposedly refuse to see people's arguments. I would contend that acknowledging someone's arguments does not mean agreeing with said argument. There is a vital difference between the two. Do not lose track of this lest a really strange atmosphere does start to develop within this community. Just my 2 cents. -Kharay (talk) 11:10, 17 April 2013 (GMT) :::On the one hand, we have Jak complaining that "multiple times people have walked away from the discussion", and on the other we have people, including Elakyn's comment above, insinuating that I should just butt out of the conversation altogether. Personally, I prefer reasoned discussion, with thoughtful replies. I'm not trying to win any argument based on the number of words I can type. I hope that people read and understand what I'm saying, just as I read everything that others say to support their own views in this discussion. :::As to there being "no DG vs DB here", do I really need to point you back to your opening post, Elakyn, where you linked to the Community Portal discussion, which Dwarfmp began this whole debate from, citing issues with Dawnguard not having its own namespace, while Dragonborn does. Surely you can remember that, right? I know, this discussion has gone on for ages, and has many, many words in it, but let's not forget what it is all about. 11:25, 17 April 2013 (GMT) ::::Elakyn, that was not necessary. We're getting off-track here. Daric, I'll be honest, I fail to see why your version is better than The Silencer's. There's no need to state that "this is simply a behavior that we've followed in the past, and should be considered in the future but not followed blindly." That is the very definition of a guideline. I know I've stated this multiple times, but it's an important point. If you are writing a guideline, it's implicit that, well, it's a guideline. When you write a law, you don't have to say "This is a law that will be enforced by authorities, but it can be changed through the judicial system." It's implied that this is the case. Silencer's does the same thing, and that ought to be fixed. If you have a problem with this, then explain it, but there is no reason whatsoever to restate the definition of a guideline while writing a guideline. ::::Having reread the arguments, I now kind of see where Daric is coming from. We're for codifying the status quo, whereas Daric is saying that the status quo is wrong, otherwise we wouldn't be having the DG vs DB debate. In that debate, it was asked what exactly our "arbitrary" namespace system actually was, and if we were following any sort of rules or were just hand-choosing. The answer is, we had been hand-choosing in the past, but most of us had followed a few specific criteria for defining a namespace. There are also many more criteria, but it primarily boils down to these three. Because the DG vs DB debate is unlikely to end any time soon, so as a compromise, we should codify our current practice so that we have something on paper, and then depending on the results of the above discussion, we can revisit the guidelines and modify them as we see fit. The reason for doing it this way is because in order to challenge the guidelines as a whole, you are challenging how our DLC gets a namespace, and that is a potentially huge argument that doesn't belong here. Let's just fix up The Silencer's guidelines so that they properly document the status quo, then we can bring up the various debates to challenge them. It's important that we have something physical, especially after all that's gone into this discussion. β€’ 16:47, 17 April 2013 (GMT) Just found this after posting about it on another talk page. One thing that doesn't make sense to me are Artifacts pages, there's one for all the base games, Dragonborn, but not Dawnguard. So DB Artifacts are nowhere to be (easily) found, resulting in a proposition that there be a DB Artifacts page. Now if one were to be looking for Artifacts in the base game, then comes across Harkon's Sword, for instance, that would cause a lot of confusion when the article starts talking about an enemy, location and quest that doesn't exist in the main game. That is one if the many reasons that I believe DG should have its own namespace. 121.215.68.23 19:26, 26 April 2013 (GMT) :Dawnguard artifacts are found on the Skyrim Artifacts page, and are clearly marked as being only found if you have Dawnguard. Jeancey (talk) 19:28, 26 April 2013 (GMT) ::Sometimes I don't understand what the UESP is doing to itself. Editors are getting too caught up in setting criteria for things like this in stone; "this can't have a namespace because blah". Perhaps a more fluid approach is required to this issue, who cares if we say DG can have its own namespace but KoTN can't? It's a community Wiki and obviously some here in the COMMUNITY think that DG should have its own namespace. I considered DG to be a bigger DLC than Dragonborn, perhaps that's just my personal experience with it, but I just found Dragonborn to be incredibly short compared to Dawnguard, regardless of "landmass" or "individuality" from the Skyrim main quest and land area. I know this is going to fall on deaf ears, as the massive discussion above aptly demonstrates, but I thought it necessary to get that out there to see what others think. 121.215.68.23 19:42, 26 April 2013 (GMT) :::This has absolutely nothing to do with story, length of play or any of that. Dragonborn has more data than DG. The file is physically larger in size. Also, all that content (with two exceptions) are found on a separate landmass from skyrim, separate NOT in a geographical sense, but in a data-structure sense. The world is physically separate in the data, completely different map. DG has less data, and almost all of that content appears in the skyrim landmass. The new creatures in DB are in separate lists that do not effect the skyrim lists, whereas DG creatures are added to the skyrim leveled lists. DB *IS* separated from skyrim, while DG isn't. Thus, it gets a new namespace, and DG doesn't. Jeancey (talk) 19:56, 26 April 2013 (GMT) ::::I'm sorry, but I find it extraordinarily suspicious when an anonymous user tries to revive a small section of the UESP's opinion on a resolved discussion Especially when you weren't linked to said discussion on a somewhat hard to find page, and find it almost immediately after your first comment on a different talk page in a different namespace. Either way, this is the decision we came to. There is not anywhere near enough support to back up a change. --AKB 20:05, 26 April 2013 (GMT) :::::Oh, more dissenters? And no doubt there will be more dissenters in the future as well, as more people come across this illogical decision that codifies a raft of illogical decisions from the past. Thank goodness for the consensus guidelines that allows for "...any issue [to] be reopened for discussion, even if a consensus was previously reached..." 23:39, 26 April 2013 (GMT) This section is now closed as the changes were passed by consensus. Any further debate should take place in a separate section to provide a suitable break from this one. 23:46, 26 April 2013 (GMT) SR vs. Skyrim Is there really any difference between using a namespace's abbreviation rather than the full name when linking (e.g. "Skyrim:Alduin|Alduin" vs. "SR:Alduin|Alduin")? I occasionally see an editor change links from the abbreviation to the full name (I've done it myself on occasion), and would like to know if it's just OCD. --Xyzzy 14:25, 15 August 2013 (GMT) :Yes, it's just OCD. There's absolutely no difference whatsoever. Generally, there's no reason to make an edit just to change them, but if you're making other needed changes on the page it's fine to change those while you're there. β€” 14:46, 15 August 2013 (GMT)
2
1,025
https://en.uesp.net/wiki/User:Wrye
User:Wrye
<div style="float:right">{{User Admin}}<br clear=both>{{Userbox |border-c=#AAAACC |border-s=2 |id-s=12 |id-c=#CCCCFF |id-fc=#000 |id=[[File:User-Wrye-Monkey.jpg|45px]] |info-s=8 |info-c=#FFFEF4 |info-fc=#000 |info=This user is a Monkey. }}<br clear=both>{{Userbox |border-c=#AAAACC |border-s=2 |id-s=12 |id-c=#CCCCFF |id-fc=#000 |id=[[File:User-Wrye-Monkey.jpg|45px]] |info-s=8 |info-c=#FFFEF4 |info-fc=#000 |info=This monkey is '''[[User:Wrye/Bash for Fallout|''NOT'' working on Fallout 3]]'''. }}<br clear=both>{{Userbox |border-c=#AAAACC |border-s=2 |id-s=12 |id-c=#CCCCFF |id-fc=#000 |id=[[File:User-Wrye-Monkey.jpg|45px]] |info-s=8 |info-c=#FFFEF4 |info-fc=#000 |info=Wrye recommends:<br>[[User:Wrye/Fun_Oblivion_Videos|Wrye's Fun Oblivion Videos]]}}<br clear=both>{{Userbox |border-c=#AAAACC |border-s=2 |id-s=12 |id-c=#CCCCFF |id-fc=#000 |id=[[File:User-Wrye-Monkey.jpg|45px]] |info-s=8 |info-c=#FFFEF4 |info-fc=#000 |info=Wrye recommends:<br>[[User:Wrye/A's_List_of_Recommended_Mods|A's List of Recommended Mods]] }}</div>__TOC__<br clear=both> ==Wrye Musings has Moved!== My website, formerly at wrye.ufrealms.net '''has moved to [http://wryemusings.com wryemusings.com].''' Unforgotten Realms had long hosted Wrye Musings along with a number of other popular Elder Scrolls associated websites. However, the site went down (apparently due to hackers) in September and the long time host lacked the resources to bring it back. I'm sorry to see UFRealms go down, but I extend my thanks to Silmarillion for freely hosting me (and others) for so long! '''Note:''' As of this date the site has mostly been recovered, but I still need to update links in internal documents, and post some of the older Morrowind mods to standard download sites. --[[User:Wrye|Wrye]] 21:53, 7 December 2009 (UTC) '''Note''': Wrymusings.com is down as of late 2015. Archived versions of the legendary site are still available on [http://web.archive.org/web/20150914173430/http://wryemusings.com/ Wayback Machine]. ==Status: Retired/Inactive== I'll still be checking in occasionally, but I've been pretty much retired for the last six months. I'm very pleased to see that UESP is still doing very well -- in fact is one of the premier gaming wikis on the web! Having spent so much time working on the site in the past, it's really cool to see that it continues to have such a strong editing/managing community. Good job guys and gals! :) As for what I'm doing now: Playing a lot of World of Warcraft. Good thing I avoided playing it for so long or else I wouldn't have gotten nearly as much Wrye stuff done! :D '''Note:''' The rest of the page is a bit historical since it reflects my previous activity status. I'm forgoing modifying it since it's just so cool as is! ==About Me== In real life, I'm a monkey living in a major metropolitan zoo in the United States. Life as a zoo animal isn't so bad -- lots of free food, zoo-keepers constantly bringing in monkey females for me to mate with, and best of all -- those damn pythons are safely locked away behind a good foot or so of solid glass! Whenever I'm feeling a little low, I just run around the cage, screaming and making faces at them, and laugh at them because they have no hands to play computer games with. Idiots. When I'm not taunting the pythons, eating or mating with the monkey females that the zoo keepers bring around, I play computer games. Yes, I do play games other than Elder Scrolls games. Tomb Raider Legend is great, but I wish Lara was covered with hair and said "Ook!" more. But the way she climbs those walls, ropes, etc... Well it's pretty clear she's part monkey. Umm, yeah! Baby! Anyway, back to Elder Scrolls... ==As ElderScrollian== I'm not sure what I'm best known for. Right now, probably for allowing people to relevel NPCs so that they can use Oscuro's Oblivion Overhaul with older games. (Apparently 3/4 of the human male population plays OOO.) That and allowing users to import faces between savegames and/or mods. Apparently a lot of players want the faces of their previous PCs put on NPC companions in new games they play. Hmm... I'm going to leave that one alone. Anyway, that's all very nice, but not really not fair because there's a lot more to this monkey then a pretty face! What I ''should'' best be known for are '''Wrye Mash''' and '''Wrye Bash,''' two kitchen-sinkish utilities that do all sorts of wonderful things for Morrowind and Oblivion respectively. Bash is pretty useful if you're playing Oblivion, but Mash is ''crucial'' if you're playing Morrowind. Trust the monkey. It is. Other than that, I've released my own small (but vastly important, of course) mods and contributed and/or taken up the mantle on several other major mods. For personal Morrowind mods, there's '''Wrye World''' and '''Wrye Patches'''. The main team mod is '''Living Cities of Vvardenfell''' which is the classic scheduling mod for Morrowind, and to which this monkey has made modest contributions. (Okay, I'm lying. ''Huge'' contributions. ''Really'' big... Lights get ''dimmer'' at night! Amazing, huh? No, no applause, just send money.) For Oblivion, I'm mainly known for putting signs on Ayleid wells that say "Ayleid Well". But really, I should be better known for '''Rational Names''' which solves the crucial problem of letting you know that that handbill lying on the window ledge isn't just a "Handbill", but a "Handbill, Southern Stables". How humans live without such clarifications, I don't know. (Sometimes I suspect that humans climbed one step too far up the evolutionary ladder. But then I play Tomb Raider Legend, and after a while, I'm screaming "Swing! Yeah! Swing like a monkey, Lara!" I gotta admit -- those microchips are pretty nifty. And you know what they are? Sand! They're just $400 dollar specs of sand! I have to admit, no monkey could have invented something like that. Or foot thick glass. ''Good Job'' humans!) Anyway, if you want to know more about all that, check out my home page: [http://wryemusings.com/ Wrye Musings]. ==Odd Facts== I'm also famous for revealing that Britney Spears is in fact a 38 year old troll-ish man from Milwaukee. Strange but true. I know because "she" and Kevin were walking by my cage once, and "Britney" said to Kevin, "Oh, what a funny Monkey! And, by the way did you know that I'm DarkFlame?" At which point "she" pulled off her Britney mask. Pretty scary, I'm telling you. Oh, Kevin's response? "That's great honey, but you better put the mask back on before we get outside. You know... Paparazzi." Celebrities. They're just not primates. ==As UESPian== Oops, almost forgot... [[Special:Contributions/Wrye|I do stuff here]] too. I used to do a lot, now I do a little (see above). Mostly, I just use my godlike sysop powers to annoy the new guys, and make sure that no python, ever, ever, ever posts anything to this site. Hah, hah, hah! (Which actually is not that hard, given their lack of limbs. Did you know that pythons used to have arms and legs, but then gave them up as too much trouble? I mean sure, I give humans grief for climbing up just so they could talk to specks of sand, but going down the ladder just so that you can become nothing but an alimentary canal covered with scales??? Pinheads.) ==Don't Irc the Monkey== Someone asked why I don't use irc or IM. Here's the real reason (taken from my [[User_talk:Wrye/2007-01#Come_to_IRC.3F|talk page archive]])... : Sorry to interrupt here, but have you heard of this latest cool invention? It's some sort of real-time, always on, voice chat system, I think they're calling it the telephone or something like that? ;-) β€” [[User:Endareth|Endareth]]<sup>[[User talk:Endareth|Talk]]–[[Special:Contributions/Endareth|Edits]]</sup> 00:44, 5 December 2006 (EST) : You could use a java client.. :) --[[User:Aristeo|Aristeo]] | [[User_talk:Aristeo|Talk]] 02:12, 5 December 2006 (EST) ::The zoo keepers let us have phones for a little while, but then took them back after some monkey (*cough*, not me of course) ran up a huge bill calling the "All Lara, All the Time" 900 hotline. Actually, the only reason that we have even computers is because some of some research grant. We weren't sure what to do with them at first, so we started knocking out some goofy melodramas. The researchers got pretty excited about the one with dueling families, where two stupid kids end up whacking themselves at the end. We were knocking out quite a bit of stuff like that when Morrowind came out, and we switched to making mods. The researchers were kind of unhappy about that, but one of the other monkeys started working on a mod about this prince in Mournhold (his uncle kills his father, then the prince acts crazy, and in end just about everyone dies). Anyway that seemed to mollify the researcher. :shrug: BTW, did you know that "Oscuro" is actually the codename for a team of Monkeys in the Bronx Zoo? I mean you didn't really think that any single human could do that amount of work, did you? ::As for java, we'd love to use it, but the research team is funded by Microsoft and they won't let us install it on our computers. Horatio (the Monkey doing the Mournhold prince mod) suggested that we invite the Microfties to visit the pythons, but in the end, the rest of us nixed the idea. Afraid they might mate. ::So, email it is. ;) --[[User:Wrye|Wrye]] 19:07, 5 December 2006 (EST) ==Serious Monkey== Okay, putting on my "serious monkey" face... I'm "somewhat" retired these days, but am still active in several areas. I tend to focus mostly on management/integration issues. '''UESP'''<br> I'm a sysop here. But I'm too busy with other stuff to be very active these days. I mainly limit myself to significant management issues and Morrowind and Oblivion modding issues. '''Morrowind'''<br> I'm mainly known for [http://wryemusings.com/Wrye%20Mash.html Wrye Mash] my mod management utility. I also have several of my own mods which ([http://wryemusings.com/Wrye%20World.html Wrye World] add some nice stuff). I've also the current manager of two very well known mods: [http://wryemusings.com/LCV.html Living Cities of Vvardenfell], which brings scheduling (of a sorts) to Morrowind, and [http://wryemusings.com/NOM%202.13.html Necessities of Morrowind], which adds cooking, hunger and thirst. However, all of that is fairly stable and is only rarely updated. '''Oblivion'''<br> I'm currently most active in Oblivion, I'm well known for several items: * [http://wryemusings.com/Wrye%20Bash.html Wrye Bash]: A mod installer/manager plus a whole lot more. Bash is crucial for resolving many types of mod conflicts through the "Bashed Patch" feature. It also does: Save Profiles, PM Archiving, and (oddly) people tracking. * [http://wryemusings.com/Cobl.html Cobl (Common Oblivion)]: Cobl is both a shared library (for use by other mods) and a significant expansion mod in itself. Cobl it the product of a large team of people -- I'm the project instigator/manager/integrator. * [http://wryemusings.com/#OblivionMods Misc. Mods]: I also have a number of other Oblivion mods, many of which are well known (Wrye Shivering, Wrye Shivering Death, Wrye Leveling, Wrye Morph, etc.) Some of these offer some pretty cool features: Wrye Shivering Death allows the PC to survive death; Wrye Leveling gives you complete control over leveling process; Wrye Morph allows you to swap between multiple forms -- and even "doppelgang" NPCs and take their place. '''Fallout 3'''<br> In order to leave myself enough time to frolic with the Lara monkeys in the hot tub, I'm not even '''''buying''''' Fallout 3! However, I do [[User:Wrye/Bash_for_Fallout|have advice]] for anyone interested in converting Wrye Bash to support Fallout. '''Politics of Modding'''<br> I'm a propronent and supporter of "Integration" in mods. I.e. provide tools that make it easier for mods to work together and I encourage other modders to work in a way to make integration between mods easier. Many specific features of Mash and Bash, as well as the whole of Cobl exist to support integration. Also, my [http://wryemusings.com/Cathedral%20vs.%20Parlor.html Cathedral vs. Parlor] paper is a fairly well known argument for integration in modding. On the more acerbic side, several of the terms in my [[User:Wrye/Somewhat_Acerbic_Modders_Dictionary|Somewhat Acerbic Modders Dictionary]] address integration and its opponents. '''Mod/Tool Support'''<br> If you need support for my mods and/or tools, do '''not''' post here. Instead, go to the official forums, find the appropriate forum/topic and post there. For active tools/mods, there's is usually a RELZ (release) topic -- that's the best place to ask. But be '''''sure''''' to check the readme/manual first. (See [[#Warning|Warning]] below.) ==Warning== <div style="border: 1px solid #AAAAAA; width: 90%; margin: 0 auto 1em auto; padding: .2em;">Monkeys have large teeth and bite quite hard. Our otherwise very fine monkey "Wrye" has a low tolerance for humans who don't read manuals, or refuse to "use the brains they developed in their quest to talk to specs of sand." Just last week we had a very unfortunate incident in which a zookeeper consulted a "Monkeys For Dummies" book while in Wrye's presence. Fortunately, grafting technology has advanced much these days, and Wrye graciously returned the fingers after we briefly allowed him to use the phone and dial the "All Lara, All the Time" hotline. Please be careful. <div align=right>''The Zookeepers''</div></div>
1,514,338
2016-05-10T03:35:41Z
VoidsShadow
Wrye Musings has Moved! My website, formerly at wrye.ufrealms.net has moved to wryemusings.com. Unforgotten Realms had long hosted Wrye Musings along with a number of other popular Elder Scrolls associated websites. However, the site went down (apparently due to hackers) in September and the long time host lacked the resources to bring it back. I'm sorry to see UFRealms go down, but I extend my thanks to Silmarillion for freely hosting me (and others) for so long! Note: As of this date the site has mostly been recovered, but I still need to update links in internal documents, and post some of the older Morrowind mods to standard download sites. --Wrye 21:53, 7 December 2009 (UTC) Note: Wrymusings.com is down as of late 2015. Archived versions of the legendary site are still available on Wayback Machine. Status: Retired/Inactive I'll still be checking in occasionally, but I've been pretty much retired for the last six months. I'm very pleased to see that UESP is still doing very well -- in fact is one of the premier gaming wikis on the web! Having spent so much time working on the site in the past, it's really cool to see that it continues to have such a strong editing/managing community. Good job guys and gals! :) As for what I'm doing now: Playing a lot of World of Warcraft. Good thing I avoided playing it for so long or else I wouldn't have gotten nearly as much Wrye stuff done! :D Note: The rest of the page is a bit historical since it reflects my previous activity status. I'm forgoing modifying it since it's just so cool as is! About Me In real life, I'm a monkey living in a major metropolitan zoo in the United States. Life as a zoo animal isn't so bad -- lots of free food, zoo-keepers constantly bringing in monkey females for me to mate with, and best of all -- those damn pythons are safely locked away behind a good foot or so of solid glass! Whenever I'm feeling a little low, I just run around the cage, screaming and making faces at them, and laugh at them because they have no hands to play computer games with. Idiots. When I'm not taunting the pythons, eating or mating with the monkey females that the zoo keepers bring around, I play computer games. Yes, I do play games other than Elder Scrolls games. Tomb Raider Legend is great, but I wish Lara was covered with hair and said "Ook!" more. But the way she climbs those walls, ropes, etc... Well it's pretty clear she's part monkey. Umm, yeah! Baby! Anyway, back to Elder Scrolls... As ElderScrollian I'm not sure what I'm best known for. Right now, probably for allowing people to relevel NPCs so that they can use Oscuro's Oblivion Overhaul with older games. (Apparently 3/4 of the human male population plays OOO.) That and allowing users to import faces between savegames and/or mods. Apparently a lot of players want the faces of their previous PCs put on NPC companions in new games they play. Hmm... I'm going to leave that one alone. Anyway, that's all very nice, but not really not fair because there's a lot more to this monkey then a pretty face! What I should best be known for are Wrye Mash and Wrye Bash, two kitchen-sinkish utilities that do all sorts of wonderful things for Morrowind and Oblivion respectively. Bash is pretty useful if you're playing Oblivion, but Mash is crucial if you're playing Morrowind. Trust the monkey. It is. Other than that, I've released my own small (but vastly important, of course) mods and contributed and/or taken up the mantle on several other major mods. For personal Morrowind mods, there's Wrye World and Wrye Patches. The main team mod is Living Cities of Vvardenfell which is the classic scheduling mod for Morrowind, and to which this monkey has made modest contributions. (Okay, I'm lying. Huge contributions. Really big... Lights get dimmer at night! Amazing, huh? No, no applause, just send money.) For Oblivion, I'm mainly known for putting signs on Ayleid wells that say "Ayleid Well". But really, I should be better known for Rational Names which solves the crucial problem of letting you know that that handbill lying on the window ledge isn't just a "Handbill", but a "Handbill, Southern Stables". How humans live without such clarifications, I don't know. (Sometimes I suspect that humans climbed one step too far up the evolutionary ladder. But then I play Tomb Raider Legend, and after a while, I'm screaming "Swing! Yeah! Swing like a monkey, Lara!" I gotta admit -- those microchips are pretty nifty. And you know what they are? Sand! They're just $400 dollar specs of sand! I have to admit, no monkey could have invented something like that. Or foot thick glass. Good Job humans!) Anyway, if you want to know more about all that, check out my home page: Wrye Musings. Odd Facts I'm also famous for revealing that Britney Spears is in fact a 38 year old troll-ish man from Milwaukee. Strange but true. I know because "she" and Kevin were walking by my cage once, and "Britney" said to Kevin, "Oh, what a funny Monkey! And, by the way did you know that I'm DarkFlame?" At which point "she" pulled off her Britney mask. Pretty scary, I'm telling you. Oh, Kevin's response? "That's great honey, but you better put the mask back on before we get outside. You know... Paparazzi." Celebrities. They're just not primates. As UESPian Oops, almost forgot... I do stuff here too. I used to do a lot, now I do a little (see above). Mostly, I just use my godlike sysop powers to annoy the new guys, and make sure that no python, ever, ever, ever posts anything to this site. Hah, hah, hah! (Which actually is not that hard, given their lack of limbs. Did you know that pythons used to have arms and legs, but then gave them up as too much trouble? I mean sure, I give humans grief for climbing up just so they could talk to specks of sand, but going down the ladder just so that you can become nothing but an alimentary canal covered with scales??? Pinheads.) Don't Irc the Monkey Someone asked why I don't use irc or IM. Here's the real reason (taken from my talk page archive)... : Sorry to interrupt here, but have you heard of this latest cool invention? It's some sort of real-time, always on, voice chat system, I think they're calling it the telephone or something like that? ;-) β€” Endareth 00:44, 5 December 2006 (EST) : You could use a java client.. :) --Aristeo | Talk 02:12, 5 December 2006 (EST) ::The zoo keepers let us have phones for a little while, but then took them back after some monkey (*cough*, not me of course) ran up a huge bill calling the "All Lara, All the Time" 900 hotline. Actually, the only reason that we have even computers is because some of some research grant. We weren't sure what to do with them at first, so we started knocking out some goofy melodramas. The researchers got pretty excited about the one with dueling families, where two stupid kids end up whacking themselves at the end. We were knocking out quite a bit of stuff like that when Morrowind came out, and we switched to making mods. The researchers were kind of unhappy about that, but one of the other monkeys started working on a mod about this prince in Mournhold (his uncle kills his father, then the prince acts crazy, and in end just about everyone dies). Anyway that seemed to mollify the researcher. :shrug: BTW, did you know that "Oscuro" is actually the codename for a team of Monkeys in the Bronx Zoo? I mean you didn't really think that any single human could do that amount of work, did you? ::As for java, we'd love to use it, but the research team is funded by Microsoft and they won't let us install it on our computers. Horatio (the Monkey doing the Mournhold prince mod) suggested that we invite the Microfties to visit the pythons, but in the end, the rest of us nixed the idea. Afraid they might mate. ::So, email it is. ;) --Wrye 19:07, 5 December 2006 (EST) Serious Monkey Okay, putting on my "serious monkey" face... I'm "somewhat" retired these days, but am still active in several areas. I tend to focus mostly on management/integration issues. UESP I'm a sysop here. But I'm too busy with other stuff to be very active these days. I mainly limit myself to significant management issues and Morrowind and Oblivion modding issues. Morrowind I'm mainly known for Wrye Mash my mod management utility. I also have several of my own mods which (Wrye World add some nice stuff). I've also the current manager of two very well known mods: Living Cities of Vvardenfell, which brings scheduling (of a sorts) to Morrowind, and Necessities of Morrowind, which adds cooking, hunger and thirst. However, all of that is fairly stable and is only rarely updated. Oblivion I'm currently most active in Oblivion, I'm well known for several items: Wrye Bash: A mod installer/manager plus a whole lot more. Bash is crucial for resolving many types of mod conflicts through the "Bashed Patch" feature. It also does: Save Profiles, PM Archiving, and (oddly) people tracking. Cobl (Common Oblivion): Cobl is both a shared library (for use by other mods) and a significant expansion mod in itself. Cobl it the product of a large team of people -- I'm the project instigator/manager/integrator. Misc. Mods: I also have a number of other Oblivion mods, many of which are well known (Wrye Shivering, Wrye Shivering Death, Wrye Leveling, Wrye Morph, etc.) Some of these offer some pretty cool features: Wrye Shivering Death allows the PC to survive death; Wrye Leveling gives you complete control over leveling process; Wrye Morph allows you to swap between multiple forms -- and even "doppelgang" NPCs and take their place. Fallout 3 In order to leave myself enough time to frolic with the Lara monkeys in the hot tub, I'm not even ''buying Fallout 3! However, I do have advice for anyone interested in converting Wrye Bash to support Fallout. Politics of Modding''' I'm a propronent and supporter of "Integration" in mods. I.e. provide tools that make it easier for mods to work together and I encourage other modders to work in a way to make integration between mods easier. Many specific features of Mash and Bash, as well as the whole of Cobl exist to support integration. Also, my Cathedral vs. Parlor paper is a fairly well known argument for integration in modding. On the more acerbic side, several of the terms in my Somewhat Acerbic Modders Dictionary address integration and its opponents. Mod/Tool Support If you need support for my mods and/or tools, do not post here. Instead, go to the official forums, find the appropriate forum/topic and post there. For active tools/mods, there's is usually a RELZ (release) topic -- that's the best place to ask. But be ''sure'' to check the readme/manual first. (See Warning below.) Warning Monkeys have large teeth and bite quite hard. Our otherwise very fine monkey "Wrye" has a low tolerance for humans who don't read manuals, or refuse to "use the brains they developed in their quest to talk to specs of sand." Just last week we had a very unfortunate incident in which a zookeeper consulted a "Monkeys For Dummies" book while in Wrye's presence. Fortunately, grafting technology has advanced much these days, and Wrye graciously returned the fingers after we briefly allowed him to use the phone and dial the "All Lara, All the Time" hotline. Please be careful.
130
1,026
https://en.uesp.net/wiki/Lore:Hands_of_Almalexia
Lore:Hands of Almalexia
<noinclude>{{Lore Factions Trail}}</noinclude> The {{Lore Link|Hands of Almalexia}} (or simply '''Her Hands''') are private temple guards for the [[Lore:Tribunal|Tribunal]] goddess {{Lore Link|Almalexia}} of {{Lore Link|Morrowind}}, chosen from the most skilled warriors in the {{Lore Link|Tribunal Temple}}. Their bodies and souls are fortified by divine magic, and their armor and weapons bear fearsome divine enchantments.{{ref|name=TR|[[Tribunal:Hands of Almalexia|Hands of Almalexia]] in [[Tribunal:Tribunal|Tribunal]]}} Circa {{Year|2E 582}}, the Hands were numerous, and were charged with guarding {{Lore Link|Mournhold}} along with the {{Lore Link|Ordinators}} when it served as the capital of the {{Lore Link|Ebonheart Pact}}. The {{Lore Link|the Vestige|Vestige}} was named a Hand of Almalexia while ridding {{Lore Link|Deshaan}} of the {{Lore Link|Maulborn}} menace.{{ref|name=ALMAESO|[[ON:Almalexia|Almalexia]]'s dialogue during [[ON:The Seal of Three|The Seal of Three]] in [[Online:ESO|ESO]]}} By {{Year|3E 427}}, the Hands had been reduced to six individuals, and the {{Lore Link|High Ordinators}} had taken over guard duty of the city. They served as Almalexia's personal protectors as her divinity began to fail, and were led by her steward, {{Lore Link|Fedris Hler}}.{{ref|name=TR}} That year, the [[Lore:Nerevarine|Nerevarine]] killed Hand Salas Valor after he left Almalexia's service.{{ref|[[Tribunal:The Missing Hand|The Missing Hand]] quest in [[Tribunal:Tribunal|Tribunal]]}} After the rise of the {{Lore Link|New Temple}}, Almalexia was relegated to the position of [[Lore:Temple Saints|Temple Saint]].{{ref|{{Cite Book|The Reclamations}}}} Worship of the Tribunal as gods was treated as a heresy by the New Temple, and worshippers of the Goddess was therefore persecuted.{{ref|{{Cite book|Heretic Dossier: Blacksmith's Confessional}}}} However, the Hands of Almalexia continued to exist. The tradition was passed down over several generations, with each new Hand having their body imbued with Her divine power.{{ref|{{Cite book|Hand Indobar's Journal}}}} Circa {{Year|4E 201}}, the last remaining Hands served Matriarch Drevlan at a secret Tribunal temple on [[Lore:Solstheim|Solstheim]] known as Ashfall's Tear. Hand Kenro Hlan attacked the [[Lore:Last Dragonborn|Last Dragonborn]] within the ruins of {{Lore Link|Fahlbtharz}} and was killed, although it is unknown if the remaining two Hands survived.{{ref|name=GotT|[[Skyrim:Ghosts of the Tribunal (quest)|Ghosts of the Tribunal]] quest in ''[[Skyrim:Skyrim|Skyrim]]''}}<noinclude> ==Gallery== <gallery> File:ON-npc-Hand of Almalexia.jpg|A Hand of Almalexia (ESO) File:TR-npc-Salas Valor.jpg|A Hand of Almalexia (Tribunal) File:SR-npc-Hand Ethra Mavandas.jpg|A Hand of Almalexia (Skyrim Creation Club) </gallery> ==See Also== *For game-specific information, see the [[Tribunal:Hands of Almalexia|Tribunal]] and [[Online:Hand of Almalexia|ESO]] articles. ==References== <references/></noinclude>
2,511,214
2021-11-12T10:52:43Z
Legoless
The (or simply Her Hands) are private temple guards for the Tribunal goddess of , chosen from the most skilled warriors in the . Their bodies and souls are fortified by divine magic, and their armor and weapons bear fearsome divine enchantments. Circa , the Hands were numerous, and were charged with guarding along with the when it served as the capital of the . The was named a Hand of Almalexia while ridding of the menace. By , the Hands had been reduced to six individuals, and the had taken over guard duty of the city. They served as Almalexia's personal protectors as her divinity began to fail, and were led by her steward, . That year, the Nerevarine killed Hand Salas Valor after he left Almalexia's service. After the rise of the , Almalexia was relegated to the position of Temple Saint. Worship of the Tribunal as gods was treated as a heresy by the New Temple, and worshippers of the Goddess was therefore persecuted. However, the Hands of Almalexia continued to exist. The tradition was passed down over several generations, with each new Hand having their body imbued with Her divine power. Circa , the last remaining Hands served Matriarch Drevlan at a secret Tribunal temple on Solstheim known as Ashfall's Tear. Hand Kenro Hlan attacked the Last Dragonborn within the ruins of and was killed, although it is unknown if the remaining two Hands survived. Gallery See Also For game-specific information, see the Tribunal and ESO articles. References
130
1,027
https://en.uesp.net/wiki/Lore:Hawk_Knights
Lore:Hawk Knights
#REDIRECT [[Lore:Knights of the Hawk]] [[Category:Redirects from Alternate Names|{{PAGENAME}}]]
338,718
2008-07-30T14:03:53Z
RoBoT
#REDIRECT
130
1,028
https://en.uesp.net/wiki/Lore:Hawk_Order
Lore:Hawk Order
#REDIRECT [[Lore:Knights of the Hawk]] [[Category:Redirects from Alternate Names|{{PAGENAME}}]]
338,722
2008-07-30T14:04:05Z
RoBoT
#REDIRECT
130
1,029
https://en.uesp.net/wiki/Lore:Hour_Order
Lore:Hour Order
#REDIRECT [[Lore:Order of the Hour]] [[Category:Redirects from Alternate Names]] [[Category:Lore-All Terms]] [[Category:Lore-Factions]]
1,174,425
2013-04-17T20:22:29Z
Jeancey
#REDIRECT
130
1,030
https://en.uesp.net/wiki/Lore:Order_of_the_Hour
Lore:Order of the Hour
<noinclude>{{Lore Factions Trail}}__NOTOC__ [[File:ON-banner-Order of the Hour.jpg|thumb|right|The Order of the Hour]] [[File:LG-cardart-Knight of the Hour.png|thumb|left|Knight of the Hour (Legends)]] </noinclude> The [[Lore:Order of the Hour|Order of the Hour]] (also called the '''Hour Order''') is one of the oldest knightly orders in the [[Lore:Empire|Empire of Cyrodiil]], serving as the militant arm of the [[Lore:Akatosh Chantry|Akatosh Chantry]]. Their sole purpose is to enact the will of [[Lore:Akatosh|Akatosh]] the Great Dragon, as well as preserve the stability and permanence the God of Time represents.{{Ref|name=DFOotH|[[Daggerfall:Order of the Hour|Order of the Hour]] description in [[Daggerfall:Daggerfall|Daggerfall]]}} The Order has scattered and re-organized on several occasions throughout history, but their purpose had remained the same each time.{{Ref|name=OotH|{{Cite Book|Order of the Hour (book)}}}}<noinclude> {{NewLeft}} ==Further Information== The Order of the Hour has proved to have stationed themselves in the region of the {{Lore Link|Gold Coast}}, and spread across the provinces to carry out their sacred mission. Their first headquarter has now become known as {{Lore Link|Knightsgrave}}. It is located on the hills around the {{Lore Link|Brena River}}, west of {{Lore Link|Fort Sutch}}. The '''Enclave of the Hourglass''' is found more inland, directly south of {{Lore Link|Kvatch}} and the {{Lore Link|Gold Road}}. The knightly order's code of conduct was formed during its second iteration, formed by {{Lore Link|Cavor Merula}} and his followers, {{Lore Link|Amminus Entius}} and {{Lore Link|Justia Desticus}}. Desticus was the original First Sword of Merula's order, standing as his right-hand and forming the ''"Rigors of Akatosh,"'' which are eight traits that the knights must aspire to.{{Ref|name=SoJD|{{Cite Book|Statue of Justia Desticus}}}} All the while, Entius, the order's first quartermaster, created an infrastructure that provided the proper benefits for the knights in Kvatch such as proper equipment and training.{{Ref|name=SoAE|{{Cite Book|Statue of Amminus Entius}}}} The highest rank in the order is the Paladin, whose armor is made from {{Lore Link|ebony}}. Much like any other knightly order, the Order of the Hour focuses on several skills, which determine a knight's ranking in the order. Some of these include {{Lore Link|archery}}, proper etiquette, the long blade, and medical knowledge. They even focus on languages such as {{Lore Link|Dragonish}} and {{Lore Link|Giantish}}.{{Ref|name=DFKnights|[[Daggerfall:Knightly Orders#Knightly Orders Overview|Knightly Orders]] overview in [[Daggerfall:Daggerfall|Daggerfall]]}} The weapons and arms of the Order are designed to embody the virtues of the old Empire of Cyrodiil. Aspects of their armor are inspired by the {{Lore Link|Imperial Legion}} of the Second Empire, like their chest pieces and helmets. Their bows are made from the {{Lore Link|ash}} and {{Lore Link|yew}} trees, courtesy of the {{Lore Link|Colovian West}}.{{Ref|name=CM40OotH|{{Cite Book|Crafting Motif 40: Order Hour Style}}}} ==History== ===Ennon Decan's Iteration=== The Order of the Hour traces its origins to the early years of the {{Lore Link|Second Empire}}, when it was founded by {{Lore Link|Ennon Decan}}. It remained active throughout the {{Lore Link|First Era}} up until the dawn of the {{Lore Link|Second Era}} when it fell into obscurity. Decan built his headquarters on the hills of the Gold Coast, in an ancient cave where Akatosh worship was once prevalent, possibly from the {{Lore Link|Alessian Order}}.{{Ref|name=TBDJ2|{{Cite Book|The Black Dragon's Journal, Part 2}}}} The site was converted into a stronghold for the Order, a place to train and even pray on the words of Akatosh. When Decan passed away, the Order built statues honoring the fallen and expanded the fort even more. But eventually, this first phase of the Order had disbanded and fallen into obscurity at the coming of a new era. The fort was locked away and given to the Chantry for safekeeping.{{Ref|name=OotH}}{{Ref|name=KLoL|{{Cite Book|Knightsgrave: Legend or Legacy}}}} ===Cavor Merula's Iteration=== The second phase of the Order of the Hour was created in {{Year|2E 432}} by the warrior-priest, {{Lore Link|Cavor Merula}} in response to the fall of the Second Empire.{{intnote|Longhouse|[nb 1]}} Merula formed the order from Kvatch, out of fear for the safety of the Akatosh Chantry and its many historic and religious memorabilia. He gathered a group of warrior-priests to defend the cathedral, and thus the Order of the Hour was reborn. One of Cavor's first acts was to dedicate the old fort to the previous incarnation of the Order and to bless the dead that haunted the ruins. These ruins became {{Lore Link|Knightsgrave}} and Merula built the new headquarters, the Enclave of the Hourglass found south of Kvatch.{{Ref|name=KLoL}} Although, the Divine retribution that Merula feared never came to fruition, and the Order of the Hour expanded to an elite militia sworn to protect the Cathedral, more ceremonial than militaristic, only called at the direst situation.{{Ref|name=OotH}} There have been several stories regarding the Order of the Hour and their protection of Kvatch in the span of a little over a century. In {{Year|2E 437}}, the {{Lore Link|Order of the Black Worm}} infested the city of Kvatch, but they were swiftly dispatched by the warrior-priest, {{Lore Link|Rusio Olo}}, who killed eight cultists and the leader of the enclave single-handedly.{{Ref|name=SoRO|{{Cite Book|Statue of Rusio Olo}}}} In {{Year|2E 467}}, the {{Lore Link|Kvatch Bread Riots}} raged across the county-seat and the fearful common-folk were enraged by the Chantry, believing that they were doing nothing to fix the situation. An angry mob, with the intent to inflict damage on the chantry, formed at the steps of the cathedral, only to be encountered by the Order of the Hour. Sister {{Lore Link|Severa}} slaughtered half of the crowd before any damage appeared on the cathedral. The Primate prayed for the end of the red wheat blight, and by the end of the season, the blight died out. By {{Year|2E 480}}, the Primate of Akatosh created a writ that authorized the Order to form an army and protect the city in cases of religious emergencies. Once the situation was dealt with, the Order returned to their regular duties. One such occasion was a siege from an {{Lore Link|Orc}}ish horde led by {{Lore Link|Baz Swordbreaker}}.{{Ref|name=OotH}} ===Primate Artorius & the Dark Brotherhood=== [[File:ON-npc-Primate Artorius.jpg|thumb|right|Primate Artorius Ponticus (ESO)]] The Order of the Hour grew greatly in the Second Era when Duke {{Lore Link|Varen Aquilarios}} of {{Lore Link|Colovia}} built the eponymous {{Lore Link|Varen's Wall (place)}}, a stone wall that separated the Gold Coast from the rest of the {{Lore Link|Empire of Cyrodiil (Interregnum)}}. Because of this, the Gold Coast's government became more centralized to the region and the Akatosh Chantry sought to expand the Order of the Hour into a military force to be reckoned with. Primate {{Lore Link|Artorius Ponticus}} ordered the Hour Commander {{Lore Link|Marcus Scipio}} to bolster his ranks beyond the Kvatch city limits. It had got to the point where the Akatosh Chantry became part of a triad of political powers in the Gold Coast, along with the Court of Kvatch and the Court of {{Lore Link|Anvil}}.{{Ref|name=OotH}} But things changed when the {{Lore Link|Dark Brotherhood}} emerged in {{Year|2E 582}}, the Brotherhood waged an underground war with the Order of the Hour as they assassinated several key figures (i.e., Lord {{Lore Link|Quintus Jarol}}, Commander Marcus Scipio, and Grand Sermonizer {{Lore Link|Fithia at-Himah}}). All the while, the Order's First Sword, {{Lore Link|The Black Dragon}} hunted down members of the Brotherhood's chapter. Ultimately, everything came to an end when the remaining Dark Brotherhood members stormed the Cathedral of Akatosh and slew Primate Artorius.{{Ref|name=ESODB|[[Online:Dark Brotherhood#Story Quests|Dark Brotherhood]] main quest in [[Online:Dark Brotherhood|ESO: Dark Brotherhood]]}} ===Third & Fourth Era=== The Order of the Hour had been present as far as {{Year|3E 405}}, serving the Akatosh Chantry in their chapters in the {{Lore Link|Iliac Bay}}. At that time, a member of the Order had killed one of the {{Lore Link|Dragons}} from the Chantry's sacred grove, in a failed attempt to free them from their clutches. Forced to go into hiding, the Chantry sent one of their {{Lore Link|The Agent|own}} to assassinate the dragonslayer.{{Ref|name=DFAtD|[[Daggerfall:Avenge the Dragons|Avenge the Dragons]] faction quest in [[Daggerfall:Daggerfall|Daggerfall]]}} The order continued their service in the Iliac Bay, specifically the Kingdom of {{Lore Link|Wayrest (kingdom)}}. In {{Year|4E 188}}, the head of the Order was {{Lore Link|Markam Hawksmire}}, who was known for being corrupt.{{Ref|name=LGKTH|[[Legends:Kastus Thorn's House|Kastus Thorn's House]] match in [[Legends:The Fall of the Dark Brotherhood|The Fall of the Dark Brotherhood]]}} He was assassinated by an associate of the Dark Brotherhood.{{Ref|name=LGD|[[Legends:Docks|Docks]] match in [[Legends:The Fall of the Dark Brotherhood|The Fall of the Dark Brotherhood]]}} This event was followed by an invasion of Wayrest by corsairs of the Iliac Bay. ==Gallery== <gallery> ON-place-Knightsgrave.jpg|Knightsgrave (ESO) ON-interior-Knightsgrave 02.jpg|The Statue of Akatosh in Knightsgrave ON-place-Enclave of the Hourglass.jpg|Enclave of the Hourglass (ESO) ON-crown store-Order of the Hour.jpeg|Armor style LG-loc-Order of the Hour Barracks.png|Barracks (Legends) ON-concept-Order of the Hour Armors.jpg|Concept art </gallery> ==Notes== *{{LNote|Longhouse|^|The book ''{{Lore Link|Order of the Hour (book)}}'' claims that Merula's order started in response to the {{Lore Link|Longhouse Emperors}}. However, the Longhouse Emperors did not rise to power until at least a hundred years later in the sixth century. Its first monarch, {{Lore Link|Durcorach}} died in {{Year|2E 541}}.{{Ref|name=TOAM3|{{Cite Book|Triumphs of a Monarch, Ch. 3}}}}}} ==See Also== *For game-specific information, see the [[Daggerfall:Order of the Hour|Daggerfall]] and [[Online:Order of the Hour|ESO]] articles. ===Books=== *{{Book Link|Crafting Motif 40: Order Hour Style}} *{{Book Link|Knightsgrave: Legend or Legacy}} *{{Book Link|Order of the Hour (book)}} ==References== <references/> {{Imperial Gods}}</noinclude>
2,379,582
2021-04-02T20:26:37Z
Legoless
The Order of the Hour (also called the Hour Order) is one of the oldest knightly orders in the Empire of Cyrodiil, serving as the militant arm of the Akatosh Chantry. Their sole purpose is to enact the will of Akatosh the Great Dragon, as well as preserve the stability and permanence the God of Time represents. The Order has scattered and re-organized on several occasions throughout history, but their purpose had remained the same each time. Further Information The Order of the Hour has proved to have stationed themselves in the region of the , and spread across the provinces to carry out their sacred mission. Their first headquarter has now become known as . It is located on the hills around the , west of . The Enclave of the Hourglass is found more inland, directly south of and the . The knightly order's code of conduct was formed during its second iteration, formed by and his followers, and . Desticus was the original First Sword of Merula's order, standing as his right-hand and forming the "Rigors of Akatosh," which are eight traits that the knights must aspire to. All the while, Entius, the order's first quartermaster, created an infrastructure that provided the proper benefits for the knights in Kvatch such as proper equipment and training. The highest rank in the order is the Paladin, whose armor is made from . Much like any other knightly order, the Order of the Hour focuses on several skills, which determine a knight's ranking in the order. Some of these include , proper etiquette, the long blade, and medical knowledge. They even focus on languages such as and . The weapons and arms of the Order are designed to embody the virtues of the old Empire of Cyrodiil. Aspects of their armor are inspired by the of the Second Empire, like their chest pieces and helmets. Their bows are made from the and trees, courtesy of the . History Ennon Decan's Iteration The Order of the Hour traces its origins to the early years of the , when it was founded by . It remained active throughout the up until the dawn of the when it fell into obscurity. Decan built his headquarters on the hills of the Gold Coast, in an ancient cave where Akatosh worship was once prevalent, possibly from the . The site was converted into a stronghold for the Order, a place to train and even pray on the words of Akatosh. When Decan passed away, the Order built statues honoring the fallen and expanded the fort even more. But eventually, this first phase of the Order had disbanded and fallen into obscurity at the coming of a new era. The fort was locked away and given to the Chantry for safekeeping. Cavor Merula's Iteration The second phase of the Order of the Hour was created in by the warrior-priest, in response to the fall of the Second Empire. Merula formed the order from Kvatch, out of fear for the safety of the Akatosh Chantry and its many historic and religious memorabilia. He gathered a group of warrior-priests to defend the cathedral, and thus the Order of the Hour was reborn. One of Cavor's first acts was to dedicate the old fort to the previous incarnation of the Order and to bless the dead that haunted the ruins. These ruins became and Merula built the new headquarters, the Enclave of the Hourglass found south of Kvatch. Although, the Divine retribution that Merula feared never came to fruition, and the Order of the Hour expanded to an elite militia sworn to protect the Cathedral, more ceremonial than militaristic, only called at the direst situation. There have been several stories regarding the Order of the Hour and their protection of Kvatch in the span of a little over a century. In , the infested the city of Kvatch, but they were swiftly dispatched by the warrior-priest, , who killed eight cultists and the leader of the enclave single-handedly. In , the raged across the county-seat and the fearful common-folk were enraged by the Chantry, believing that they were doing nothing to fix the situation. An angry mob, with the intent to inflict damage on the chantry, formed at the steps of the cathedral, only to be encountered by the Order of the Hour. Sister slaughtered half of the crowd before any damage appeared on the cathedral. The Primate prayed for the end of the red wheat blight, and by the end of the season, the blight died out. By , the Primate of Akatosh created a writ that authorized the Order to form an army and protect the city in cases of religious emergencies. Once the situation was dealt with, the Order returned to their regular duties. One such occasion was a siege from an ish horde led by . Primate Artorius & the Dark Brotherhood thumb|right|Primate Artorius Ponticus (ESO) The Order of the Hour grew greatly in the Second Era when Duke of built the eponymous , a stone wall that separated the Gold Coast from the rest of the . Because of this, the Gold Coast's government became more centralized to the region and the Akatosh Chantry sought to expand the Order of the Hour into a military force to be reckoned with. Primate ordered the Hour Commander to bolster his ranks beyond the Kvatch city limits. It had got to the point where the Akatosh Chantry became part of a triad of political powers in the Gold Coast, along with the Court of Kvatch and the Court of . But things changed when the emerged in , the Brotherhood waged an underground war with the Order of the Hour as they assassinated several key figures (i.e., Lord , Commander Marcus Scipio, and Grand Sermonizer ). All the while, the Order's First Sword, hunted down members of the Brotherhood's chapter. Ultimately, everything came to an end when the remaining Dark Brotherhood members stormed the Cathedral of Akatosh and slew Primate Artorius. Third & Fourth Era The Order of the Hour had been present as far as , serving the Akatosh Chantry in their chapters in the . At that time, a member of the Order had killed one of the from the Chantry's sacred grove, in a failed attempt to free them from their clutches. Forced to go into hiding, the Chantry sent one of their to assassinate the dragonslayer. The order continued their service in the Iliac Bay, specifically the Kingdom of . In , the head of the Order was , who was known for being corrupt. He was assassinated by an associate of the Dark Brotherhood. This event was followed by an invasion of Wayrest by corsairs of the Iliac Bay. Gallery Notes See Also For game-specific information, see the Daggerfall and ESO articles. Books References
130
1,031
https://en.uesp.net/wiki/Lore:Order_of_the_Hawk
Lore:Order of the Hawk
#REDIRECT [[Lore:Knights of the Hawk]] [[Category:Redirects from Alternate Names|{{PAGENAME}}]]
338,726
2008-07-30T14:04:19Z
RoBoT
#REDIRECT
130
1,032
https://en.uesp.net/wiki/Lore:Knights_of_the_Hawk
Lore:Knights of the Hawk
<noinclude>{{Lore Factions Trail}} </noinclude>The {{Lore Link|Knights of the Hawk}} act as the noble warriors and protectors of the town and royal family of [[Lore:Santaki (county)|Santaki]]. Many have trained since childhood to join the knightly order, for the honor and prestige.<noinclude> {{Stub|Faction}}</noinclude>
2,221,304
2020-09-27T15:44:39Z
Legoless
The act as the noble warriors and protectors of the town and royal family of Santaki. Many have trained since childhood to join the knightly order, for the honor and prestige.
130
1,033
https://en.uesp.net/wiki/Lore:Host_of_the_Horn
Lore:Host of the Horn
<noinclude>{{Lore Factions Trail}}__NOTOC__ [[File:DF-map-Lainlyn.png|thumb|left|The Barony of Lainlyn]] [[File:ON-place-Tava's Blessing.jpg|thumb|right|Lainlyn]] </noinclude> The [[Lore:Host of the Horn|Host of the Horn]] is the official military force of [[Lore:Lainlyn (barony)|Lainlyn]], the country in the southern [[Lore:Iliac Bay|Iliac Bay]] and part of the province of [[Lore:Hammerfell|Hammerfell]]. They are the sworn protectors of the town and royal family of Lainlyn, and their duties range from espionage and tax collecting, to straight warfare in the name of their lord.{{Ref|name=DFHost|[[Daggerfall:Host of the Horn|Host of the Horn]] description text in [[Daggerfall:Daggerfall|Daggerfall]]}} By association with the monarchy of Lainlyn, the Host of the Horn are members of the [[Lore:Crowns|Crowns]].{{Ref|name=AUADC|[https://www.elderscrollsonline.com/en-us/news/post/331 Ask Us Anything: Daggerfall Covenant (Part 1) β€” The Elder Scrolls Online Website]}}<noinclude> {{NewLeft}} ==History== The Host of the Horn served under the ruthless Baron of Lainlyn, [[Lore:Shrike|Shrike]] in the late [[Lore:Third Era|Third Era]]. And much like their ruler, the knightly order bullied the common-folk by intimidating peasants for tax money. Amongst themselves, they would joke about the startup militia led by the Baron's brother, {{Lore Link|Kain}}, the {{Lore Link|Knights of the True Horn}}.{{Ref|name=TDC|{{Cite Book|The Daggerfall Chronicles|ns_base=BK}}}}{{rp|100}} Shrike's tyranny and the Host's oppression had eventually reach to a boiling point when Kain's knightly order staged a coup d'etat in Lainlyn. The baron's forces had overwhelmed the Knights of the True Horn, who were forced to scatter across the realms and were exiled from Lainlyn.{{Ref|name=LKW|{{Cite Book|Lord Kelvyn's Will}}}} It is unknown what happens to the Host of the Horn after these events, but the Barony of Lainlyn had fallen to the ever-expanding Kingdom of {{Lore Link|Sentinel (kingdom)}} in the midst of the {{Lore Link|Warp in the West}} in {{Year|3E 417}}. Lainlyn and much of the Hammerfell-Iliac region was annexed into the kingdom.{{Ref|name=TWITW|{{Cite Book|The Warp in the West}}}} ==Notes== *There is a similarly named faction called the {{Lore Link|Order of the Horn}}, and one of their members, {{Lore Link|Lentulus Inventius}}, wrote the book ''{{Lore Link|Lycanthropic Legends of Skyrim}}''.{{Ref|name=LLOS|{{Cite Book|Lycanthropic Legends of Skyrim}}}} Whether the order is related to the Host of the Horn is unknown. ==See Also== *For game-specific information, see the [[Daggerfall:Host of the Horn|Daggerfall]] article. ==References== <references/> </noinclude>
2,494,056
2021-09-22T15:33:02Z
Legoless
The Host of the Horn is the official military force of Lainlyn, the country in the southern Iliac Bay and part of the province of Hammerfell. They are the sworn protectors of the town and royal family of Lainlyn, and their duties range from espionage and tax collecting, to straight warfare in the name of their lord. By association with the monarchy of Lainlyn, the Host of the Horn are members of the Crowns. History The Host of the Horn served under the ruthless Baron of Lainlyn, Shrike in the late Third Era. And much like their ruler, the knightly order bullied the common-folk by intimidating peasants for tax money. Amongst themselves, they would joke about the startup militia led by the Baron's brother, , the . Shrike's tyranny and the Host's oppression had eventually reach to a boiling point when Kain's knightly order staged a coup d'etat in Lainlyn. The baron's forces had overwhelmed the Knights of the True Horn, who were forced to scatter across the realms and were exiled from Lainlyn. It is unknown what happens to the Host of the Horn after these events, but the Barony of Lainlyn had fallen to the ever-expanding Kingdom of in the midst of the in . Lainlyn and much of the Hammerfell-Iliac region was annexed into the kingdom. Notes There is a similarly named faction called the , and one of their members, , wrote the book . Whether the order is related to the Host of the Horn is unknown. See Also For game-specific information, see the Daggerfall article. References
130
1,034
https://en.uesp.net/wiki/Lore:House_Hlaalu
Lore:House Hlaalu
<noinclude>{{Lore Factions Trail}}{{Old Lore Transclusion}}__NOTOC__ {|style="float:right" |- |[[File:MW-banner-House Hlaalu.png|right]] |- |[[File:MW-map-Great House Influence.jpg|thumb|right|Areas of Vvardenfell controlled by House Hlaalu (yellow areas).]] |- |[[File:MW-place-Nerano Manor.jpg|thumb|right|Hlaalu houses and manors are often rectangular in style.]] |}</noinclude> :''As a result of its close relationship with the Imperial administration, House Hlaalu has emerged as politically and economically dominant among the Great Houses of Vvardenfell and Morrowind. Hlaalu welcomes Imperial culture and law, Imperial Legions and bureaucracy, and Imperial freedom of trade and religion. Hlaalu still honors the old Dunmer ways -- the ancestors, the Temple, and the noble houses -- but has readily adapted to the rapid pace of change and progress in the Imperial provinces.'' β€” ''[[Lore:Great Houses of Morrowind|Great Houses of Morrowind]]'' [[Lore:House Hlaalu|House Hlaalu]] (formerly '''Great House Hlaalu''') was one of the five traditional [[Lore:Great Houses|Great Houses]] of the settled [[Lore:Dunmer|Dunmer]].{{ref|name=YHH|{{Cite Book|Understanding House Hlaalu}}}} It governed the Hlaalu District of western-central [[Lore:Morrowind|Morrowind]] from its ancient capital of [[Lore:Narsis|Narsis]].{{ref|name=PGE1M|{{Cite Book|PGE|1|Morrowind}}}} During the [[Lore:Second Era|Second Era]], House Hlaalu's presence on the island of [[Lore:Vvardenfell|Vvardenfell]] was limited to the port town of [[Lore:Seyda Neen|Seyda Neen]];{{Ref|Events of [[Online:Morrowind|Elder Scrolls Online: Morrowind]]}} but by the late [[Lore:Third Era|Third Era]] the house had a council seat located in [[Lore:Balmora|Balmora]], with other Hlaalu-run towns at [[Lore:Suran|Suran]], [[Lore:Hla Oad|Hla Oad]] and [[Lore:Gnaar Mok|Gnaar Mok]]. House Hlaalu could be characterized as adaptable and opportunistic, and any morals they might have had came second to ''business''. It is said that much of the Hlaalu's success as a Great House in the late Third Era is attributed to the earnings of one, {{Lore Link|Hlaalu Pasoroth}}, the great-grandfather of [[Lore:Hlaalu Helseth|Hlaalu Helseth]].{{Ref|name=HT|{{Cite Book|Hallgerd's Tale}}}} Early in the [[Lore:Fourth Era|Fourth Era]], soon after the [[Lore:Empire|Empire]] released Morrowind, anti-Imperial sentiment and House Hlaalu's association with them among the Dunmer led to the stripping of its position as a Great House, and House Hlaalu was removed from the Grand Council of Morrowind.{{ref|name=DBArano|[[Skyrim:Adril Arano|Adril Arano]]'s dialogue in [[Skyrim:Dragonborn|Dragonborn]].}} Their position on the council was filled by [[Lore:House Sadras|House Sadras]].{{ref|name=DBMorvayn|[[Skyrim:Lleril Morvayn|Lleril Morvayn]]'s dialogue in [[Skyrim:Dragonborn|Dragonborn]].}} The House was largely concerned with business and diplomacy, seeking to strengthen ties with at times unconventional allies such as the Empire, and although profit was often a primary objective, traditional Hlaalu practice recognized the value of a good reputation over money.{{ref|name=GF|{{Cite Book|Grasping Fortune}}}} This was their great strength - they were fast talkers and intelligent traders - and their great liability; most Hlaalu were bribable, either with gold or with other favors, with their leaders as no exception. House Hlaalu retainers were also masters of thievery, sneaking, lock-picking, blackmailing and backstabbing, both literal and metaphorical. While some councilors were honest and fair, others were more under-handed and corrupt. However, House Hlaalu's most distinguishing characteristic was its willingness to live in harmony with the other races, setting it apart from the other, occasionally xenophobic, Dunmer Great Houses.{{ref|name=GHoM|{{Cite Book|Great Houses of Morrowind}}}}<noinclude> :''In the great wind of progress, tradition cannot stand. Grasp fortune by the forelocks. When you see your chances, seize them. When you see a chance to turn a profit, take it. But do not follow money blindly. There is value in reputation, more than many young Hlaalu realize. This value must be carefully balanced against the more tangible coins in any deal. Theft and murder are bad for business. You can steal from someone, but will he trade with you after that? You can't bargain with a dead man.'' β€” ''[[Lore:Grasping Fortune|Grasping Fortune]]'' Hlaalu public buildings β€” tradehouses and craft guilds, manors and council halls β€” were designed as simple multi-storied buildings roughly rectangular in plan, featuring arched entrance-ways and modest decorated exteriors. More modest one-story private dwellings followed the same plan, except with less decoration. Hlaalu plantation estates resembled Temple compounds, with walled precincts enclosing outbuildings for craftsmen and servants, dominated by a grand manor residence in place of a Temple shrine.{{ref|name=GHoM}} ===Friends of the Empire=== Although it considered itself to be one of the original Great Houses of the Dunmer,{{ref|name=YHH}} House Hlaalu was historically rather insignificant in the set ways of [[Lore:Tribunal|Tribunal]]-ruled, pre-Imperial Morrowind. Its holdings were centered around the ancient capital of Narsis in the southern-central region of Morrowind, on the fertile [[Lore:Deshaan|Deshaan]] plain.{{ref|name=PGE1M}} House Hlaalu's influence and wealth changed rather dramatically after the Treaty of the [[Lore:Armistice|Armistice]] was signed at the end of the [[Lore:Second Era|Second Era]]. During the [[Lore:Tiber Wars|Tiber Wars]], which led to the foundation of the [[Lore:Third Empire|Third Empire]], House Hlaalu was alone among the Dunmer Great Houses in proposing accommodation to the massing [[Lore:Imperial Legion|Imperial legions]] rather than resistance. After the Armistice was signed, the ruling Lord High Councilor of Morrowind, a member of [[Lore:House Indoril|House Indoril]] who refused to accept the treaty, was assassinated, and replaced by a Hlaalu noble.{{ref|name=OnMw|{{Cite Book|On Morrowind}}}} Furthermore, the role of the figurehead Sovereign of Morrowind was also filled by a Hlaalu; first Queen [[Lore:Barenziah|Barenziah]], and followed, after her abdication during the [[Lore:Imperial Simulacrum|Imperial Simulacrum]], by her uncle King [[Lore:Llethan|Athyn Llethan]]. After Llethan's death, the ambitious and ruthless Prince Hlaalu Helseth of Wayrest took the throne.{{ref|name=PGE3M|{{Cite Book|PGE|3|Morrowind}}}} When previously Temple-owned land on Vvardenfell was opened up for exploration and settlement in {{Year|3E 414}}, Hlaalu managed to grab the lion's share of the best lands in the fertile [[Lore:Ascadian Isles|Ascadian Isles]], and also got awarded the charter to the rich ebony mines in [[Lore:Caldera|Caldera]]. [[Lore:Vedam Dren|Vedam Dren]], another well-known Hlaalu noble, was the Duke of the Imperial District of Vvardenfell at the end of the [[Lore:Third Era|Third Era]]. House Hlaalu was, on the surface, the most in favor of the Empire of all Great Houses, with allies in all the Imperial trade guilds.{{ref|name=Morrowind|Events of [[MW:Morrowind|Morrowind]]}} These titles and close connections to the Empire and the [[Lore:East Empire Company|East Empire Company]] didn't stop members of House Hlaalu from being involved in the smuggling and slavery business. Several key figures within the House held close ties to local criminal organization the [[Lore:Camonna Tong|Camonna Tong]]; the Camonna Tong's kingpin Orvas Dren was the brother of Duke Vedam Dren, and Orvas directly controlled two Councilors. While Vedam disapproved of his brother's activities he was largely powerless or unmotivated to stop them. Of course, the majority of Hlaalu members were unaware of the connection between their House and the Camonna Tong, and indeed hated and feared the syndicate - for the majority believed they were doing quite well from their trade with the Empire.{{ref|name=Morrowind}} Externally, House Hlaalu was strongly opposed to slavery, a stance likely encouraged by its relation with the Empire. Despite this, because Morrowind was exempt from anti-slavery laws dating back to the Armistice with Tiber Septim, House Hlaalu used slaves on their plantations; the Camonna Tong also dealt in slaves via connections to [[Lore:House Dres|House Dres]]. The [[Lore:House Telvanni|Telvanni]], however, had a generally low opinion of House Hlaalu, preferring [[Lore:House Redoran|Redoran]]'s spirit and courage over Hlaalu's profit hunger and at times morally questionably dealings. However, despite Hlaalu's utilization of slavery, Ilmeni Dren, the daughter of Duke Vedam Dren, was not just an abolitionist, but a leader within the [[Lore:Twin Lamps|Twin Lamps]] movement. During the rise to power of the Grandmaster of the Vvardenfell House Hlaalu, the Cammona Tong were absorbed and eventually diminished by the new Grandmaster due to efforts aided by Duke Vedam Dren.{{ref|name=Morrowind}} Within the following four years, King Helseth formed an alliance with House Dres and renounced the slave trade entirely.{{ref|name=PGE3M}} Among the Great Houses, the Hlaalu were also the most friendly towards foreigners, outlanders and non-Dunmer in general. In fact, during the late Third Era, they were the only Great House to have non-Dunmer on their council: senior positions were occupied by two humans, the [[Lore:Imperial|Imperial]] Crassius Curio and the [[Lore:Nord|Nord]] Yngling Half-Troll.{{ref|name=YB|{{Cite Book|Yellow Book of 3E 426|ns_base=morrowind}}}} ===Crisis for the Hlaalu=== :''Their collaboration with the Empire may have given them unrivaled political and economic strength, but their hearts weren't with the Dunmer people.'' - Adril Arano{{ref|name=DBArano}} House Hlaalu seemed to be on the rise,{{ref|name=PGE3M}} however the advent of the [[Lore:Oblivion Crisis|Oblivion Crisis]] in {{Year|3E 433}} set events in motion that would see the downfall of the Great House. The Empire pulled a vast majority of the Legions out of Morrowind to deal with the gates opening in their homeland of [[Lore:Cyrodiil|Cyrodiil]]. The Dunmer had no standing army at the time, and were left defenseless as the armies of daedra swept across the province.{{ref|name=DBArano}} While House Telvanni were able to close some of the Oblivion Gates, and House Redoran succeeded in creating an army, House Hlaalu was left powerless without the backing of the Empire. The events of the [[Lore:Red Year|Red Year]], {{Year|4E 5}}, brought further destruction to Morrowind as all of the settlements on Vvardenfell were obliterated. Shortly after the eruption of [[Lore:Red Mountain|Red Mountain]], Morrowind came under siege from the Argonians of Black Marsh, again being saved by the army led by House Redoran. House Hlaalu, due to their close ties with the Imperial administration, became the scapegoat for all of the Dunmer people's suffering. As a result, Hlaalu was unceremoniously stripped of its Great House status and dismissed from the Morrowind Grand Council.{{ref|name=DBArano}} House Redoran became the eminent power in Morrowind, taking the position that Hlaalu had held throughout the Third Era. Hlaalu believe that Redoran were instrumental in the reorganization of the council, and have held a grudge ever since.{{ref|name=HRR|{{Cite Book|History of Raven Rock, Vol. III}}}} In {{Year|4E 95}}, the Redoran Guard uncovered a Hlaalu plot to assassinate the Redoran councilor of [[Lore:Raven Rock|Raven Rock]]. This town, and the island of [[Lore:Solstheim|Solstheim]], were given to the Dunmer by the High King of [[Lore:Skyrim|Skyrim]] in {{Year|4E 16}} as a refuge following the events of the Red Year.{{ref|name=DBLoad|[[Skyrim:Loading Screens#Solstheim|Loading Screen captions]] from [[Skyrim:Dragonborn|Dragonborn]]}} The coup was an attempt by Hlaalu to claim Solstheim from House Redoran, and to send a message to the Council that their new leaders were not as mighty as they purported to be. However, the conspirators were executed and the coup was quelled.{{ref|name=HRR}} ==Gallery== <gallery> File:MW-place-Odai River.jpg|Balmora, the district seat of House Hlaalu on Vvardenfell, as seen in ''[[Morrowind:Morrowind|Morrowind]]'' File:MW-place-Gnaar Mok.jpg|The Hlaalu village of Gnaar Mok, as seen in ''[[Morrowind:Morrowind|Morrowind]]'' File:MW-quest-Hlaalu Hortator.jpg|Leaders of House Hlaalu, Vvardenfell District, in {{Year|3E 426}}, as seen in ''[[Morrowind:Morrowind|Morrowind]]'' File:MW-npc-Hlaalu Guard.jpg|A Hlaalu Guard, as seen in ''[[Morrowind:Morrowind|Morrowind]]'' File:ON-npc-House Guard 02.jpg|A Hlaalu Guard, as seen in [[ON:Online|ESO]] File:LG-back-House Hlaalu.png|House Hlaalu themed card back as seen in ''[[Legends:Legends|Legends]]'' </gallery> ==See Also== *For more information, see the [[Morrowind:House Hlaalu|Morrowind]] and [[Online:House Hlaalu|ESO]] articles. ===Books=== * {{Book Link|Grasping Fortune}} * {{Book Link|House Hlaalu Philosophy of Trade}} * {{Book Link|Yellow Book of 3E 426}} ==References== <references/></noinclude>
2,392,619
2021-04-21T14:46:14Z
Legoless
:As a result of its close relationship with the Imperial administration, House Hlaalu has emerged as politically and economically dominant among the Great Houses of Vvardenfell and Morrowind. Hlaalu welcomes Imperial culture and law, Imperial Legions and bureaucracy, and Imperial freedom of trade and religion. Hlaalu still honors the old Dunmer ways -- the ancestors, the Temple, and the noble houses -- but has readily adapted to the rapid pace of change and progress in the Imperial provinces. β€” Great Houses of Morrowind House Hlaalu (formerly Great House Hlaalu) was one of the five traditional Great Houses of the settled Dunmer. It governed the Hlaalu District of western-central Morrowind from its ancient capital of Narsis. During the Second Era, House Hlaalu's presence on the island of Vvardenfell was limited to the port town of Seyda Neen; but by the late Third Era the house had a council seat located in Balmora, with other Hlaalu-run towns at Suran, Hla Oad and Gnaar Mok. House Hlaalu could be characterized as adaptable and opportunistic, and any morals they might have had came second to business. It is said that much of the Hlaalu's success as a Great House in the late Third Era is attributed to the earnings of one, , the great-grandfather of Hlaalu Helseth. Early in the Fourth Era, soon after the Empire released Morrowind, anti-Imperial sentiment and House Hlaalu's association with them among the Dunmer led to the stripping of its position as a Great House, and House Hlaalu was removed from the Grand Council of Morrowind. Their position on the council was filled by House Sadras. The House was largely concerned with business and diplomacy, seeking to strengthen ties with at times unconventional allies such as the Empire, and although profit was often a primary objective, traditional Hlaalu practice recognized the value of a good reputation over money. This was their great strength - they were fast talkers and intelligent traders - and their great liability; most Hlaalu were bribable, either with gold or with other favors, with their leaders as no exception. House Hlaalu retainers were also masters of thievery, sneaking, lock-picking, blackmailing and backstabbing, both literal and metaphorical. While some councilors were honest and fair, others were more under-handed and corrupt. However, House Hlaalu's most distinguishing characteristic was its willingness to live in harmony with the other races, setting it apart from the other, occasionally xenophobic, Dunmer Great Houses. :''In the great wind of progress, tradition cannot stand. Grasp fortune by the forelocks. When you see your chances, seize them. When you see a chance to turn a profit, take it. But do not follow money blindly. There is value in reputation, more than many young Hlaalu realize. This value must be carefully balanced against the more tangible coins in any deal. Theft and murder are bad for business. You can steal from someone, but will he trade with you after that? You can't bargain with a dead man. β€” Grasping Fortune'' Hlaalu public buildings β€” tradehouses and craft guilds, manors and council halls β€” were designed as simple multi-storied buildings roughly rectangular in plan, featuring arched entrance-ways and modest decorated exteriors. More modest one-story private dwellings followed the same plan, except with less decoration. Hlaalu plantation estates resembled Temple compounds, with walled precincts enclosing outbuildings for craftsmen and servants, dominated by a grand manor residence in place of a Temple shrine. Friends of the Empire Although it considered itself to be one of the original Great Houses of the Dunmer, House Hlaalu was historically rather insignificant in the set ways of Tribunal-ruled, pre-Imperial Morrowind. Its holdings were centered around the ancient capital of Narsis in the southern-central region of Morrowind, on the fertile Deshaan plain. House Hlaalu's influence and wealth changed rather dramatically after the Treaty of the Armistice was signed at the end of the Second Era. During the Tiber Wars, which led to the foundation of the Third Empire, House Hlaalu was alone among the Dunmer Great Houses in proposing accommodation to the massing Imperial legions rather than resistance. After the Armistice was signed, the ruling Lord High Councilor of Morrowind, a member of House Indoril who refused to accept the treaty, was assassinated, and replaced by a Hlaalu noble. Furthermore, the role of the figurehead Sovereign of Morrowind was also filled by a Hlaalu; first Queen Barenziah, and followed, after her abdication during the Imperial Simulacrum, by her uncle King Athyn Llethan. After Llethan's death, the ambitious and ruthless Prince Hlaalu Helseth of Wayrest took the throne. When previously Temple-owned land on Vvardenfell was opened up for exploration and settlement in , Hlaalu managed to grab the lion's share of the best lands in the fertile Ascadian Isles, and also got awarded the charter to the rich ebony mines in Caldera. Vedam Dren, another well-known Hlaalu noble, was the Duke of the Imperial District of Vvardenfell at the end of the Third Era. House Hlaalu was, on the surface, the most in favor of the Empire of all Great Houses, with allies in all the Imperial trade guilds. These titles and close connections to the Empire and the East Empire Company didn't stop members of House Hlaalu from being involved in the smuggling and slavery business. Several key figures within the House held close ties to local criminal organization the Camonna Tong; the Camonna Tong's kingpin Orvas Dren was the brother of Duke Vedam Dren, and Orvas directly controlled two Councilors. While Vedam disapproved of his brother's activities he was largely powerless or unmotivated to stop them. Of course, the majority of Hlaalu members were unaware of the connection between their House and the Camonna Tong, and indeed hated and feared the syndicate - for the majority believed they were doing quite well from their trade with the Empire. Externally, House Hlaalu was strongly opposed to slavery, a stance likely encouraged by its relation with the Empire. Despite this, because Morrowind was exempt from anti-slavery laws dating back to the Armistice with Tiber Septim, House Hlaalu used slaves on their plantations; the Camonna Tong also dealt in slaves via connections to House Dres. The Telvanni, however, had a generally low opinion of House Hlaalu, preferring Redoran's spirit and courage over Hlaalu's profit hunger and at times morally questionably dealings. However, despite Hlaalu's utilization of slavery, Ilmeni Dren, the daughter of Duke Vedam Dren, was not just an abolitionist, but a leader within the Twin Lamps movement. During the rise to power of the Grandmaster of the Vvardenfell House Hlaalu, the Cammona Tong were absorbed and eventually diminished by the new Grandmaster due to efforts aided by Duke Vedam Dren. Within the following four years, King Helseth formed an alliance with House Dres and renounced the slave trade entirely. Among the Great Houses, the Hlaalu were also the most friendly towards foreigners, outlanders and non-Dunmer in general. In fact, during the late Third Era, they were the only Great House to have non-Dunmer on their council: senior positions were occupied by two humans, the Imperial Crassius Curio and the Nord Yngling Half-Troll. Crisis for the Hlaalu :''Their collaboration with the Empire may have given them unrivaled political and economic strength, but their hearts weren't with the Dunmer people.'' - Adril Arano House Hlaalu seemed to be on the rise, however the advent of the Oblivion Crisis in set events in motion that would see the downfall of the Great House. The Empire pulled a vast majority of the Legions out of Morrowind to deal with the gates opening in their homeland of Cyrodiil. The Dunmer had no standing army at the time, and were left defenseless as the armies of daedra swept across the province. While House Telvanni were able to close some of the Oblivion Gates, and House Redoran succeeded in creating an army, House Hlaalu was left powerless without the backing of the Empire. The events of the Red Year, , brought further destruction to Morrowind as all of the settlements on Vvardenfell were obliterated. Shortly after the eruption of Red Mountain, Morrowind came under siege from the Argonians of Black Marsh, again being saved by the army led by House Redoran. House Hlaalu, due to their close ties with the Imperial administration, became the scapegoat for all of the Dunmer people's suffering. As a result, Hlaalu was unceremoniously stripped of its Great House status and dismissed from the Morrowind Grand Council. House Redoran became the eminent power in Morrowind, taking the position that Hlaalu had held throughout the Third Era. Hlaalu believe that Redoran were instrumental in the reorganization of the council, and have held a grudge ever since. In , the Redoran Guard uncovered a Hlaalu plot to assassinate the Redoran councilor of Raven Rock. This town, and the island of Solstheim, were given to the Dunmer by the High King of Skyrim in as a refuge following the events of the Red Year. The coup was an attempt by Hlaalu to claim Solstheim from House Redoran, and to send a message to the Council that their new leaders were not as mighty as they purported to be. However, the conspirators were executed and the coup was quelled. Gallery See Also For more information, see the Morrowind and ESO articles. Books References
130
1,035
https://en.uesp.net/wiki/Lore:House_of_Dibella
Lore:House of Dibella
<noinclude>__NOTOC__{{Lore Factions Trail}} [[File:OB-Window-Dibella.jpg|thumb|right|165px|Dibella]] [[File:DF-sign-House of Dibella.png|thumb|left|House of Dibella]] :''"At the House of Dibella, we seek truth through beauty and the worship of the embodiment of beauty, the Goddess Dibella. Dibella smiles on those who give generously to our House. She grants charm and grace to donors. In proportion to their generosity, of course. We are always interested in new initiates to the House of Dibella, though only those possessing skills in the promotion of harmony. To be honest, very few qualify."'' β€” A Follower of Dibella in [[Daggerfall:Daggerfall|Daggerfall]] {{NewLeft}}</noinclude> The [[Lore:House of Dibella|House of Dibella]] is the temple dedicated to [[Lore:Dibella|Dibella]] the Blessed Lady, Goddess of Beauty and Love. They are generally the place of worship for Dibella. The priests and priestesses within are epicureans and orgiasts who aspire for the beauty of the form and mind. The Order of the Lily is the House of Dibella's militant arm, and the [[Lore:Benevolence of Mara|Benevolence of Mara]] is considered their allies. The House of Dibella is considered enemies of the [[Lore:Akatosh Chantry|Akatosh Chantry]], the [[Lore:Order of Arkay|Order of Arkay]], and the cult of [[Lore:Sanguine|Sanguine]].{{Ref|name=DFHouse|The [[Daggerfall:House of Dibella|House of Dibella]] faction in [[Daggerfall:Daggerfall|Daggerfall]]}} In the [[Lore:Iliac Bay|Iliac Bay]], the House of Dibella has chapters in the following nations: [[Lore:Koegria|Koegria]], [[Lore:Menevia (county)|Menevia]], and [[Lore:Tigonus (fiefdom)|Tigonus]].<noinclude> {{NewLeft}} ==Further Information== The House of Dibella has existed for thousands of years, roughly as far back as {{Year|1E 221}}. One of their everlasting missions is to preserve great works of art. And their scouts are spread across Tamriel attempting to keep this tradition. To this day, the House of Dibella has developed a detailed network of archaeologists, couriers, and dealers who are paid well in this pursuit.{{Ref|name=DFDesired|[[Daggerfall:Desired Artwork|Desired Artwork]] quest in [[Daggerfall:Daggerfall|Daggerfall]]}} The leader of the House is the Patriarch/Matriarch.{{Ref|name=DFRanks|[[Daggerfall:House of Dibella#Ranks|Ranks]] in the House of Dibella in [[Daggerfall:Daggerfall|Daggerfall]]}} Though during the {{Lore Link|Oblivion Crisis}} in {{Year|3E 433}}, the Chapel of Dibella in {{Lore Link|Anvil}} was overlooked by the Primate, {{Lore Link|Dumania Jirich}}.{{Ref|name=OBJirich|[[Oblivion:Dumania Jirich|Dumania Jirich]] NPC in [[Oblivion:Oblivion|Oblivion]]}} Each chapter of the temple revolves around the Sibyl, the spiritual leader of the House of Dibella, who directly preach the will and prophecy of Dibella. The process where a new Sibyl is chosen is called the ''Exalted Protocol of the Dibellan Sybil''.{{Ref|name=SRHeart|[[Skyrim:The Heart of Dibella|The Heart of Dibella]] quest in [[Skyrim:Skyrim|Skyrim]]}} It is said that Dibella herself, calls to her chosen Sibyl to create a divine revelation,{{Ref|name=APAYQ|{{Cite Book|Artorius Ponticus Answers Your Questions}}}} so that the House of Dibella may retrieve them. The House of Dibella is known to keep three to four milk-white cats known as the {{Lore Link|Milady's Cloud Cat}} in their temples. They are considered sacred to Dibella, as they are seen as her representation in the animal kingdom.{{Ref|[[Lore:Elder Scrolls Online - Crown Store Showcase/Pets#Milady's White Cat|The Elder Scrolls Online – Crown Store Showcase (Pet)]]}} ==Known Sibyls== *{{Lore Link|Augustine Viliane}} β€” Lived in {{Lore Link|Wayrest}} during the {{Lore Link|Interregnum}}, in {{Year|2E 582}}.{{Ref|name=DMaR|{{Cite Book|Dibella's Mysteries and Revelations}}}} *Unnamed Sibyl β€” Lived in {{Lore Link|Gideon}} circa {{Year|2E 582}}, Sister Sibyl of Augustine Viliane{{Ref|name=AVAYQ|{{Cite Book|Augustine Viliane Answers Your Questions}}}} *{{Lore Link|Lady Siquine}} β€” Lived in {{Lore Link|Camlorn}} circa {{Year|2E 582}}{{Ref|name=AVAYQ}} *Unnamed Sibyl β€” Lived in {{Lore Link|Markarth}}, but died in {{Year|4E 201}}{{Ref|name=SRHeart}} *{{Lore Link|Fjotra}} β€” Lived in {{Lore Link|Karthwasten}} and was brought into the House of Dibella of Markarth in 4E 201.{{Ref|name=SRHeart}} ==Order of the Lily== The '''Order of the Lily''' (or the '''Lily Order''') is the militant arm of the House of Dibella, known to enforce the divine's will and protect the temple with their lives. They are said to be consumed with the propagation of beauty, giving them the willpower to protect themselves sufficiently.{{Ref|name=DFLily|[[Daggerfall:Order of the Lily|Order of the Lily]] faction in [[Daggerfall:Daggerfall|Daggerfall]]}} ==Gallery== <gallery> OB-place-Great Chapel of Dibella.jpg|The Great Chapel of Dibella in Anvil SR-interior-Temple of Dibella.jpg|The Temple of Dibella in Markarth ON-place-Great Chapel of Dibella Dancers.jpg|Dancers in the House of Dibella ON-npc-Sibyl Augustine Viliane.jpg|Sibyl Augustine Viliane ON-pet-Milady's Cloud Cat.jpg|The Milady's Cloud Cat </gallery> ==See Also== *For game-specific information on the House, see the [[Daggerfall:House of Dibella|Daggerfall]] article. *For game-specific information on the Knightly Order, see the [[Daggerfall:Order of the Lily|Daggerfall]] article. ==References== <references/> {{Imperial Gods}}</noinclude>
2,221,439
2020-09-27T19:58:16Z
Legoless
The House of Dibella is the temple dedicated to Dibella the Blessed Lady, Goddess of Beauty and Love. They are generally the place of worship for Dibella. The priests and priestesses within are epicureans and orgiasts who aspire for the beauty of the form and mind. The Order of the Lily is the House of Dibella's militant arm, and the Benevolence of Mara is considered their allies. The House of Dibella is considered enemies of the Akatosh Chantry, the Order of Arkay, and the cult of Sanguine. In the Iliac Bay, the House of Dibella has chapters in the following nations: Koegria, Menevia, and Tigonus. Further Information The House of Dibella has existed for thousands of years, roughly as far back as . One of their everlasting missions is to preserve great works of art. And their scouts are spread across Tamriel attempting to keep this tradition. To this day, the House of Dibella has developed a detailed network of archaeologists, couriers, and dealers who are paid well in this pursuit. The leader of the House is the Patriarch/Matriarch. Though during the in , the Chapel of Dibella in was overlooked by the Primate, . Each chapter of the temple revolves around the Sibyl, the spiritual leader of the House of Dibella, who directly preach the will and prophecy of Dibella. The process where a new Sibyl is chosen is called the Exalted Protocol of the Dibellan Sybil. It is said that Dibella herself, calls to her chosen Sibyl to create a divine revelation, so that the House of Dibella may retrieve them. The House of Dibella is known to keep three to four milk-white cats known as the in their temples. They are considered sacred to Dibella, as they are seen as her representation in the animal kingdom. Known Sibyls β€” Lived in during the , in . Unnamed Sibyl β€” Lived in circa , Sister Sibyl of Augustine Viliane β€” Lived in circa Unnamed Sibyl β€” Lived in , but died in β€” Lived in and was brought into the House of Dibella of Markarth in 4E 201. Order of the Lily The Order of the Lily (or the Lily Order) is the militant arm of the House of Dibella, known to enforce the divine's will and protect the temple with their lives. They are said to be consumed with the propagation of beauty, giving them the willpower to protect themselves sufficiently. Gallery See Also For game-specific information on the House, see the Daggerfall article. For game-specific information on the Knightly Order, see the Daggerfall article. References
130
1,036
https://en.uesp.net/wiki/Lore:House_Redoran
Lore:House Redoran
<noinclude>{{Lore Factions Trail}}__NOTOC__ {| style="float:right" |- |[[File:SR-banner-House Redoran.png|120px|right]] |} :''House Redoran prizes the virtues of duty, gravity, and piety. Duty is to one's own honor, and to one's family and clan. Gravity is the essential seriousness of life. Life is hard, and events must be judged, endured, and reflected upon with due care and earnestness. Piety is respect for the gods, and the virtues they represent. A light, careless life is not worth living.'' β€” ''[[Lore:Great Houses of Morrowind|Great Houses of Morrowind]]'' </noinclude>[[Lore:House Redoran|House Redoran]] is one of the five remaining [[Lore:Great Houses|Great Houses]] of the [[Lore:Dunmer|Dunmer]]. It governs the Redoran District of northwestern [[Lore:Morrowind|Morrowind]] from the city of [[Lore:Blacklight|Blacklight]], close to the border with [[Lore:Skyrim|Skyrim]]. In the District of [[Lore:Vvardenfell|Vvardenfell]], the House's council seat was located in [[Lore:Balmora|Balmora]]{{ref|name=ESOevents|Events of ''[[Online:Online|The Elder Scrolls Online]]''}} as of {{Year|2E 582}} and [[Lore:Ald'ruhn|Ald'ruhn]] as of {{Year|3E 427}}{{ref|name=MWevents|Events of ''[[Morrowind:Morrowind|Morrowind]]''}}. In the latter, all councilors lived in the hollowed shell of a colossal prehistoric Emperor Crab, in the district known as Ald'ruhn-under-Skar.{{ref|name=GAR|{{Cite Book|Guide to Ald'ruhn}}}} Other Redoran-dominated towns on the mainland included [[Lore:Cormaris View|Cormaris View]] and [[Lore:Silgrad Tower|Silgrad Tower]],{{ref|name=OM|{{Cite Book|On Morrowind}}}}{{ref|name=conceptmap|group=UOL|[[:File:MW-map-Morrowind Concept.jpg|Concept map of Morrowind, released during the Tenth Anniversary of TES]]}} as well as [[Lore:Khuul|Khuul]], [[Lore:Maar Gan|Maar Gan]] and [[Lore:Ald Velothi|Ald Velothi]] in Vvardenfell.{{ref|name=MWevents|Events of ''[[Morrowind:Morrowind|Morrowind]]''}} In the mid-[[Lore:Second Era|Second Era]], House Redoran also controlled the settlements of Balmora, [[Lore:Suran|Suran]], and [[Lore:Gnisis|Gnisis]]. The Redoran also maintained a garrison in {{Lore Link|Molag Mar}} and, in {{Year|2E 582}}, maintained a strong military presence in the nascent [[Lore:Vivec City|Vivec City]].{{ref|name=ESOevents}} In later years, prior to its destruction in {{Year|4E 5}}, House Redoran would instead hold an eponymous canton in Vivec City.{{ref|name=MWevents|Events of ''[[Morrowind:Morrowind|Morrowind]]''}} House Redoran holdings on the mainland included {{Lore Link|Tal'Deic Fortress}}, the village of {{Lore Link|Serkamora}},{{ref|name=ESOevents}} and the [[Lore:Darkshade Caverns|Darkshade Caverns]] kwama mines.{{ref|name=TIEGTTM|{{Cite book|The Improved Emperor's Guide to Tamriel/Morrowind}}}} Despite [[Lore:House Dres|House Dres]] rule, House Redoran Sentinels patrolled the streets of [[Lore:Old Ebonheart|Old Ebonheart]] during the [[Lore:Daggerfall Covenant|Daggerfall Covenant]]'s invasion of [[Lore:Stonefalls|Stonefalls]].{{ref|name=Redoran Sentinel|Appearance of [[Online:Redoran Sentinel|Redoran Sentinels]] patrolling the streets of [[ON:Ebonheart|Ebonheart]] in ESO}} The main focus of House Redoran is maintaining the traditions of the settled Dunmer and, more specifically, the way of the warrior. As a result, House Redoran has long served as Morrowind's de-facto military. Due to the House's emphasis on tradition and piety, the [[Lore:Tribunal Temple|Tribunal Temple]] was a natural ally, with the majority of [[Lore:Vivec|Vivec]]'s [[Lore:Buoyant Armigers|Buoyant Armigers]] hailing from the House.{{ref|name=BASV|{{Cite Book|Buoyant Armigers: Swords of Vivec}}}}{{ref|[[Morrowind:Generic Dialogue H#House Redoran|Generic Dialogue]] regarding House Redoran in ''[[Morrowind:Morrowind|Morrowind]]''}} House Redoran maintained strained relationships with the [[Lore:Ashlanders|ashlander tribes]] of Vvardenfell, the [[Lore:Morag Tong|Morag Tong]], [[Lore:House Hlaalu|House Hlaalu]]{{ref|name=HRA|{{Cite Book|House Redoran Advisory|ns_base=Online}}}}, and [[Lore:House Telvanni|House Telvanni]].{{ref|name=MWevents}}{{ref|name=BalmoraESO|Events of [[ON:Fleeing the Past|Fleeing the Past]], [[ON:Of Faith and Family|Of Faith and Family]], [[ON:A Purposeful Writ|A Purposeful Writ]] and [[ON:Family Reunion|Family Reunion]] in [[Online:ESO|ESO]]: ''[[Morrowind:Morrowind|Morrowind]]''}} They held respect for [[Lore:House Indoril|House Indoril]], and were willing to fight alongside House Dres.{{ref|name=OM}} During the [[Lore:Third Empire|Third Empire]]'s reign over Morrowind, the Redoran also held mutual respect for the [[Lore:Fighters Guild|Fighters Guild]] and [[Lore:Imperial Legion|Imperial Legion]]. They didn't hold other [[Lore:Empire|Imperial]] institutions (such as the [[Lore:Mages Guild|Mages Guild]], the [[Lore:Thieves Guild|Thieves Guild]], and the [[Lore:Imperial Cult|Imperial Cult]]) in such high esteem. Like the other Great Houses, House Redoran loathed the cultists of the [[Lore:House Dagoth|Sixth House]] and the [[Lore:Vampire|vampires]] of Vvardenfell, and disapproved of the [[Lore:Camonna Tong|Camonna Tong]]'s illegal activities.{{ref|name=RedoranFriendsFoes|[[Morrowind:House Redoran|House Redoran]]'s Friends and Foes in ''[[Morrowind:Morrowind|Morrowind]]''}}<noinclude> Saint [[Lore:Nerevar|Nerevar]] the Captain is the patron saint of House Redoran.{{ref|name=MDGH|{{Cite Book|Mottos of the Dunmeri Great Houses}}}} {{NewRight}} ==First Era== {{Quote Box|''From the original formation of House Redoran, our housekin have held the virtues of duty, gravity, and piety most dear. A frivolous, soft life is not worth living. We focus on maintaining the traditions of the civilized Dunmer and holding fast to the way of the warrior. Our military strength, for example, outclasses the other Great Houses by a wide margin. Our prowess puts us at least one step ahead of them all and in most cases many more.''|''[[Lore:Understanding House Redoran|Understanding House Redoran]]''}}[[File:MW-misc-House Redoran.png|120px|thumb|left|The Redoran Crest]] House Redoran was founded in ancient times on the 3rd of [[Lore:Last Seed|Last Seed]], a date still celebrated by members of the Great House.{{ref|name=ContCommNailClip|[[Online:Contraband C#Commemorative Nail Clipper|Commemorative Nail Clipper]] contraband item in [[Online:Online|ESO]]}} The House has existed since the time of the [[Lore:Chimer|Chimer]] and the [[Lore:First Council|First Council]].{{ref|name=PSII|{{Cite Book|Poison Song II}}}} By the 107th year of the Golden Peace, they were already considered the most militarily powerful of the Great Houses.{{ref|name=UHR|{{Cite Book|Understanding House Redoran}}}} Prior to the [[Lore:War of the First Council|War of the First Council]], thirty of the most influential and revered Chimer Clans worked together to build the fabled Library of Andule, a grand repository containing the genealogical records related to the earliest [[Lore:Veloth|Velothi]] settlers and other assorted knowledge about the earliest history of the Great Houses.{{ref|name=Bradyn|[[Online:Librarian Bradyn|Librarian Bradyn]]'s dialogue in [[Online:ESO|ESO]]: ''[[Morrowind:Morrowind|Morrowind]]''}} Five of the thirty Revered Families hailed from House Redoran; the [[Lore:Heran|Heran]], Redas, Sarano, Seran, and Venim Clans.{{ref|name=RedoranTombs|[[Online:Ancestral Tombs|Ancestral Tomb]] markers in [[Online:ESO|ESO]]: ''[[Morrowind:Morrowind|Morrowind]]''}} The locations of the tombs were presumed lost in the aftermath of the War of the First Council, along with the Library of Andule and the records contained within.{{ref|name=Bradyn}} The five tombs were rediscovered in {{Year|2E 582}}, alongside the other twenty-five families and the Library of Andule itself.{{ref|name=LibraryOfAnduleQuests|Events of [[Online:The Ancestral Tombs|The Ancestral Tombs]] and [[Online:The Lost Library|The Lost Library]] in [[Online:ESO|ESO]]: ''[[Morrowind:Morrowind|Morrowind]]''}} According to both Athyn Sarethi and Agrippa Fundilius, warriors of House Redoran fought and died at the [[Lore:Battle of Red Mountain|Battle of Red Mountain]] under the leadership of Hortator Indoril Nerevar during the War of the First Council.{{ref|name=TNC|{{Cite Book|The True Noble's Code}}}}{{ref|name=TWOTFC|{{Cite Book|The War of the First Council}}}} During the decades in the aftermath of the war, at least one Redoran - General Redoran-Vorilk - had a role in discussing the nascent Tribunal Temple's plans to reorganize the House lands of Morrowind.{{ref|name=PSVII|{{Cite Book|Poison Song VII}}}} In the centuries that followed, the Redoran watched the northwestern border of Morrowind along the [[Lore:Velothi Mountains|Velothi Mountains]] from their ancestral seat in Blacklight, defending against the Nordic raiders from Skyrim who'd pillaged the land since time immemorial. The constant warring with the Nords led to the warrior-House's hardened and militaristic leanings. The House adopted the color red as a designation.{{ref|name=GHOM}}{{ref|name=TGHaTU|{{Cite Book|The Great Houses and Their Uses}}}}{{ref|name=RedBook|{{Cite Book|Red Book of 3E 426}}}} Some say the House's crest is the appropriated [[Lore:Dwemer|Dwemer]] symbol for [[Lore:The Steed|the Steed]] constellation,{{ref|name=RGSteed|The Steed constellation as seen in [[Redguard:Observatory|Redguard's Dwemer Observatory]]}} while others insist it is a scarab - likely the [[Lore:shalk|shalk]], a fire-breathing and hardy scarab native to Morrowind's ashlands and lava flows.{{ref|name=CM52R|{{Cite Book|Crafting Motif 52: Redoran Style}}}} The scarab symbol is considered sacred by members of the Great House.{{ref|name=CM52R}} [[File:ON-place-Ald'ruhn.jpg|The ancient remains of Skar, slain by Dranoth Hleran. Hleran's bloodline would go on to become part of House Redoran, and the shell would become the city of Ald'ruhn|thumb|right]][[File:RG-constellation-Steed.jpg|thumb|left|The Dwemer symbol for the Steed constellation, noticeably identical to the Redoran crest.]] As House Redoran evolved, so too did the standards members were expected to adhere to. Eventually, a set of rules was created and recited to all members of the Great House. The rules stated that a Redoran cannot steal from their kin, strike their kin unprovoked, or break their word. Honoring one's superiors was expected, as was doing one's duty to the House and respecting the teachings of the Tribunal. Finally, a Redoran must always defend their House, their people, and their honor. If a Redoran failed in any of these things, they were cast out with an opportunity for redemption. If cast out again, the Redoran would lose any hope of regaining their honor or membership within the Great House.{{ref|name=RedoranRules|[[Morrowind:Neminda|Neminda]]'s dialogue in ''[[Morrowind:Morrowind|Morrowind]]''}} Dranoth Hleran, whose bloodline would one day be of House Redoran, is credited as the one who struck the killing blow on Skar, the ancient Emperor Crab around which Ald'ruhn was built.{{ref|name=BDH|{{Cite Book|Ballad of Dranoth Hleran}}}} In the First Era, an all-[[Lore:Breton|Breton]] gang of thieves from [[Lore:High Rock|High Rock]] infamous for their crimes in Morrowind came to be known as the Blacklight Raiders, after the Redoran capital city. Starting out as just a small band of adventurers, the Raiders eventually traveled all over Morrowind, looting and pillaging as they went. Attributed with stealing some of the Dunmer's most sacred relics, the Blacklight Raiders were buried in the city of [[Lore:Evermore|Evermore]]. Their graves were discovered in {{Year|2E 582}} by a Dunmeri woman named Llotha Nelvani, who hailed from a village outside of Blacklight. Nelvani succeeded in unlocking the Raiders' final puzzle, opening a lockbox said to contain their greatest treasure. To her dismay, it contained only a "silly old blade".{{ref|name=BlacklightRaiders|[[Online:Llotha Nelvani|Llotha Nelvani]]'s role and dialogue in [[Online:A Grave Matter|A Grave Matter]] in [[Online:ESO|ESO]]}} The crypts beneath Tal'Deic Fortress in the eastern [[Lore:Siltreen|Siltreen]] region of [[Lore:Deshaan|the Deshaan plains]] were originally excavated to serve as burial vaults for the noble Redoran family. They were abandoned after Grandmaster Llerlu inspected them and found the space "small, constricted, and insufficiently imposing for the honored dead of House Redoran."{{ref|name=TDC|Loading screen text for [[Online:Tal'Deic Fortress|Tal'Deic Fortress' crypts]] in ESO}} In {{Year|1E 2920}}, at the close of the [[Lore:First Era|First Era]] and the [[Lore:Four-Score War|Four-Score War]], the dubiously-real Dunmeri woman [[Lore:Turala|Turala]] was said to have been exiled from Morrowind by her Redoran family after she was impregnated by [[Lore:Brindisi Dorom|Brindisi Dorom]], the Duke of [[Lore:Mournhold|Mournhold]]. Allegedly, she would go on to summon [[Lore:Mehrunes Dagon|Mehrunes Dagon]] in a bid to kill Dorom and sack Mournhold.{{ref|name=2920LYFE|{{Cite Book|2920: The Last Year of the First Era}}}} {{NewRight}} ==Second Era== {{Quote Box|A Redoran's duty is first to the Tribunal Temple, second to the Great House Redoran, and third to one's family and clan. A Redoran noble must know the virtue of gravity. It is not the Redoran way to laugh at serious matters, for it shows disrespect. It is not the Redoran way to spread rumors, for they fester and breed {{sic|dissention|dissension}}.''|''[[Lore:The True Noble's Code|The True Noble's Code]]''}} At some point prior to {{Year|2E 582}}, House Redoran staked claim to the western half of Vvardenfell, including the [[Lore:Bitter Coast|Bitter Coast]], [[Lore:Ascadian Isles|Ascadian Isles]],{{ref|name=ESOSuran|[[ON:Suran|Suran]] being under Redoran control in [[Online:ESO|ESO]]: ''[[Morrowind:Morrowind|Morrowind]]''}} [[Lore:West Gash|West Gash]], and a portion of the inner [[Lore:Ashlands|Ashlands]].{{ref|name=Hleran|Events of [[ON:Ancestral Ties|Ancestral Ties]] in [[Online:ESO|ESO]]: ''[[Morrowind:Morrowind|Morrowind]]''}}{{ref|name=HRA}} The Redoran employed the House Hlaalu Construction Syndic to create the modern incarnations of Balmora and Suran for what was deemed a suspiciously low cost. Against the Redoran's wishes, the Hlaalu built the settlements in their own style, rather than the more organic Redoran style. Some Redoran worried that the Hlaalu intended to conquer the settlements through underhanded mercantile means, concerns that, in time, would prove valid.{{ref|name=HCS|{{Cite Book|Hlaalu Construction Syndic}}}} By the [[Lore:Third Era|Third Era]], both settlements flew the golden banner of House Hlaalu.{{ref|name=MWevents}} Sometime prior to {{Year|2E 582}}, the House also established the mining village of Gnisis in the northwest of Vvardenfell, and secured a presence in the settlement of Molag Mar. In Vivec City, the House secured a strong military presence after answering Vivec's call for warriors to protect the pilgrims who journeyed to the city.{{ref|group=UOL|name=LSReddit|1=[https://www.reddit.com/r/teslore/comments/6dljna/vivec_city_and_baar_dau_what_came_first/di9ry8h/?context=3 Reddit post by Lawrence Schick]}} By {{Year|2E 582}}, an entire garrison of the Redoran military under the command of General Vayne Redoran resided within the developing city.{{ref|name=CL|{{Cite Book|Commendation Letter|ns_base=Online}}}}{{ref|name=LtR|{{Cite Book|Letter to Rana|ns_base=Online}}}} Other Redoran holdings erected around this time included a garrison northeast of Balmora, and Arenim Manor{{ref|name=APWrit|[[ON:Arenim Manor|Arenim Manor]]'s purpose and owners during [[ON:A Purposeful Writ|A Purposeful Writ]] in [[Online:ESO|ESO]]: ''[[Morrowind:Morrowind|Morrowind]]''}} in the northern Bitter Coast.{{ref|name=ESOevents}} [[File:LG-cardart-Redoran Oathman.png|thumb|left|A Second Era Redoran]] After the coronation of [[Lore:Svartr|High King Svartr]] of Western Skyrim in {{Year|2E 431}}, a delegation from Lord Vivec presented the instrument 'Jarlsbane' to the High King. After being declared "grossly untunable and overly complicated" by the court musicians, it sat in [[Lore:Solitude|Solitude]]'s [[Lore:Blue Palace|Blue Palace]] as a curiosity for many years. It was rediscovered over a century later by Master Bard Endroni Selvilo of House Redoran shortly before {{Year|2E 582}}. Nevertheless, the instrument remained in the city, relocated to the [[Lore:Bards College|Bards College]].{{ref|name=J|{{Cite Book|Jarlsbane}}}} Some time after the outbreak of the [[Lore:Knahaten Flu|Knahaten Flu]] in {{Year|2E 560}}, House Redoran sent a military expedition to the [[Lore:Ruins of Mazzatun|Ruins of Mazzatun]] in the [[Lore:Black Marsh|Black Marsh]] region of [[Lore:Shadowfen|Shadowfen]], intending to wipe out the Xit-Xaht tribe, whom they suspected to be responsible for the disease.{{Ref|name=TfaIwRDEADV|{{Cite Book|Taken from an Interview with Retired Dark Elf Archaeologist, Drendisa Vedran}}}} During the mid-Second Era, House Redoran's leader was High Councilor Meriath.{{ref|name=ESOevents}} After the defeat of [[Lore:Ada'Soom Dir-Kamal|Ada'Soom Dir-Kamal]]'s [[Lore:Akaviri|Akaviri]] forces at [[Lore:Vivec's Antlers|Vivec's Antlers]] in {{Year|2E 572}}, House Redoran was among the four Great Houses that joined the newly-formed [[Lore:Ebonheart Pact|Ebonheart Pact]].{{ref|name=PP:C|{{Cite Book|Pact Pamphlet: Congratulations!}}}}{{ref|name=TGHaTU}} After the eruption of the [[Lore:Alliance War|War of the Three Banners]] in {{Year|2E 580}}, House Redoran's warriors would be among those that fought for control of [[Lore:Cyrodiil|Cyrodiil]] and the [[Lore:White-Gold Tower|White-Gold Tower]]. Rumors persisted that Redoran nobles were upset the Pact was formed in the first place, due to having to share command with Nordic and Argonian allies.{{ref|name=TGHaTU}} During this time, House Redoran also maintained a "Narcotics Oath Bureau" purportedly charged with the regulation of illegal substances, such as [[Lore:Skooma|Skooma]].{{ref|name=JFA|{{Cite Book|Journal of a Fallen Officer}}}} House Hlaalu, whom was officially considered an ally of House Redoran in {{Year|2E 582}},{{ref|name=HRA}} complained of Redoran bailiffs and constables treating Hlaalu House Guests poorly. The Hlaalu urged House Redoran to defer to them on matters of commerce and diplomacy, as the Hlaalu themselves deferred to House Redoran on matters of defense.{{ref|name=HLC|{{Cite Book|Hlaalu Letter of Complaint}}}} Redoran-Hlaalu relations were further shaken by Hlaalu practices that undermined Redoran trade routes and business ventures growing increasingly frequent, and their apparent desire to seize Balmora and Suran for themselves.{{ref|name=HRA}}{{ref|name=HCS}} In {{Year|2E 582}}, the Redoran-ruled village of Serkamora in Deshaan was infiltrated by the Maulborn Cult, who posed as healers aiding with the rampant [[Lore:Llodos Plague|Llodos Plague]]. In truth, the Maulborn had created the plague in a bid to undermine the [[Lore:Tribunal|Tribunal]]'s rule and turn their citizens against them. It is unknown whether Dethisam Berendas, Serkamora's local Redoran representative, survived the events.{{ref|name=SerkESO|Events of [[ON:Bad Medicine|Bad Medicine]] and [[ON:Quest For the Cure|Quest For the Cure]] in ESO}} In Tal'Deic Fortress, General Gavryn Redoran was killed by the Maulborn Cult and replaced with a [[Lore:Daedra|Daedric]] simulacrum. With the aid of the {{Lore Link|the Vestige|Vestige}}, the Redoran Captain Valec Doronil exposed the General's death and impersonation, and defeated the Maulborn in the crypts beneath the fortress.{{ref|name=Tal'DeicESO|Events of [[ON:Rules and Regulations|Rules and Regulations]] and [[ON:What Lies Beneath|What Lies Beneath]] in ESO}} [[File:ON-npc-High Councilor Meriath.jpg|thumb|right|Meriath, High Councilor of Great House Redoran circa {{Year|2E 582}}]][[File:ON-concept-House Banner.png|thumb|left|A simplified variant of the Redoran banner popular in the Second Era.]] Simultaneously, House Redoran faced issues with its holdings in the western half of Vvardenfell. With much of House Redoran's soldiers committed to the Ebonheart Pact abroad, the House's resources became dangerously limited when it came to dealing with daedric cultists, ashlanders, and other threats to Redoran prosperity. At the recommendation of Councilor Dolvara, Balmora's Captain Brivan Malrom enlisted the aid of the Khajiiti mercenaries known as Ferhara's Warclaws - ex-Aldmeri Dominion soldiers initially hired by House Hlaalu - to supplement the depleted Redoran military in contested territory. This was done despite protests from the House Council, who believed that Redoran soldiers were more than capable of protecting House interests.{{ref|name=Warclaws 1|{{Cite Book|Ferhara's Warclaws (note)|ns_base=Online}}}}{{ref|name=Warclaws 2|{{Cite Book|Report From Captain Brivan|ns_base=Online}}}} Tensions ran high with the nomadic ashlanders of Vvardenfell when Redoran land claims clashed with ashlander holdings.{{ref|name=HRO|{{Cite Book|House Redoran Orders|ns_base=Online}}}}{{ref|name=ATC|{{Cite Book|Ashlander Tribes and Customs}}}} In Balmora, Captain Ulran Releth, son of Councilor Eris Releth, was exiled from House Redoran after an incident orchestrated by his father went awry. Ulran was later killed during a raid on an ashlander encampment by Ferhara's Warclaws on orders from Captain Brivan Malrom.{{ref|name=HRO}} Soon afterwards, Redoran Councilor Dolvara was executed by the Morag Tong. In retaliation for her brother's exile and death, Veya Releth, Councilor Releth's daughter, attempted to assassinate the Redoran Council during a meeting. The wayward Councilor's daughter was stopped by the Morag Tong, but not before claiming the lives of her father and Captain Brivan.{{ref|name=BalmoraESO}} In Suran, the local head of security, Marshal Hlaren, was exposed by a vigilante known as the Scarlet Judge for corruption and slave peddling, and promptly executed. The Marshal had been using her station to order the arrests of visitors on minor offenses and then selling them as slaves.{{ref|name=Scarlet|[[ON:The Scarlet Judge|The Scarlet Judge]] in [[Online:ESO|ESO]]: ''[[Morrowind:Morrowind|Morrowind]]''}} In Gnisis, requests for aid from House Redoran went unanswered while the local kwama mine faced troubles with a Dwemer device and a slain kwama queen, with the troubles eventually resolved locally.{{ref|name=GnisisESO|Events of [[ON:A Melodic Mistake|A Melodic Mistake]] and [[ON:Hatching a Plan|Hatching a Plan]] in [[Online:ESO|ESO]]: ''[[Morrowind:Morrowind|Morrowind]]''}} In Ald'ruhn, Dranoth Hleran's descendant Drelyth rediscovered his family's history with Skar and recovered his ancestor's spear, Calderas - the very weapon used to kill Skar millennia before. Hleran's affiliation with House Redoran marked the first known time the Great House's influence extended to Ald'ruhn.{{ref|name=Hleran}} Flags bearing the symbol of House Redoran commemorating the many victories the House claims credit for achieving were in circulation during the sixth century of the Second Era.{{ref|name=ContHRVF|[[Online:Contraband H#House Redoran Victory Flag|House Redoran Victory Flag]] contraband item in [[Online:Online|ESO]]}} Elynea Omayn, daughter of a Redoran Councilor, was noted as an exemplary member of Vivec's Buoyant Armigers during the mid-Second Era by Archcanon Tarvus. Despite having had the opportunity to be a high-ranking officer in the Redoran military or a Redoran representative to another Ebonheart Pact nation, Omayn chose the life of an Armiger and became one of the god's favorite servants. It was said that the noble ideals and sense of adventure carried by the Buoyant Armigers matched closely with Redoran virtues, drawing many Redorans to Vivec's service.{{ref|name=BASV}} In {{Year|2E 864}}, the Imperial Geographical Society reported House Redoran as being "the best warriors among the Dark Elves", noting that the House guarded the western flank of Morrowind.{{ref|name=PGE1|{{Cite book|Pocket Guide to the Empire, 1st Edition/Morrowind}}}} In the late Second Era, [[Lore:Tiber Septim|Tiber Septim]]'s legions turned their eyes towards Morrowind. Following House Indoril's lead, House Redoran swore to resist the western invaders to the death, and provided its mercenary companies to the Dunmeri defense amassing in settlements such as Silgrad Tower and Cormaris View. However, House Redoran soon found itself manning the western borders of Morrowind alone, with House Indoril and House Dres preferring to retreat inwards to wage a guerrilla war, House Telvanni remaining neutral, and House Hlaalu advocating accommodation. When Vivec signed the [[Lore:Armistice|Armistice]], House Redoran breathed a sigh of relief, now permitted an honorable way to avoid waging war against the Third Empire's vast legions alone.{{ref|name=OM}} ==Third Era== :''A Redoran is a warrior whose duty is first to the Tribunal, second to House Redoran, and third to family and clan.'' β€” ''[[Lore:Mottos of the Dunmeri Great Houses|Mottos of the Dunmeri Great Houses]]'' [[File:LG-cardart-Bolvyn Venim.png|thumb|left|Archmaster Bolvyn Venim, circa {{Year|3E 427}}]][[File:MW-map-Great House Influence.jpg|thumb|right|Areas of Vvardenfell controlled by House Redoran in {{Year|3E 427}}(red areas).]] During the Third Era, House Redoran's traditionalist stances would see the House decline in strength, further harmed by the Imperial-mandated disbandment of the majority of their military. The Redoran suffered territorial and economic losses at the hands of House Hlaalu and Telvanni during the Third Empire's reign, particularly in Vvardenfell.{{ref|name=ASHM|{{Cite Book|A Short History of Morrowind}}}} After losing Balmora to Hlaalu rule, House Redoran claimed the former ashlander gathering site of Ald'ruhn as the site of their new district seat, and built a grand city around the shell of Skar at the foot of [[Lore:Red Mountain|Red Mountain]]. At some point before {{Year|3E 427}}, House Redoran erected the settlement of Maar Gan in the ashlands, and the villages of Khuul and Ald Velothi in the northwest coast of the West Gash.{{ref|name=MWevents}} As of the late Third Era, [[Lore:Bolvyn Venim|Bolvyn Venim]] ruled as Archmaster of the Great House. Bolvyn was somewhat unscrupulous for a Redoran. Few among the rest of the hierarchy actually liked him, but the Redoran respect for strong leadership (which few Redoran leaders had displayed in recent years at the time) and prowess in arms ensured that he nevertheless retained his position. He was influential in securing Redoran's share of the frontier lands when Vvardenfell was opened for settlement in {{Year|3E 414}}, and moved the council to Ald'ruhn as a result.{{ref|name=MWSarethi|[[Morrowind:Athyn Sarethi|Athyn Sarethi's]] dialogue in [[Morrowind:Morrowind|Morrowind]]}} In {{Year|3E 426}}, the Redoran council protested the continuing burdensome tariffs on the native beverages sujamma, greef, and shein. After a costly and bloody tax revolt in Balmora, the council warned that such disturbances might spread to Ald'ruhn if the heavy burden of Imperial taxes was not alleviated. Smuggling and organized crime also became increasingly aggressive and violent in the Redoran House Districts. The councilors blamed local corruption, weakened enforcement, and aggressive competition between the Thieves Guild and the Camonna Tong.{{ref|name=RedBook}} Conflicts often arose with the other Great Houses at this time as well. By {{Year|3E 427}} House Redoran struggled to compete with House Hlaalu's dominance of the ebony trade in Vvardenfell,{{ref|name=Hlaano|[[Morrowind:Meril Hlaano|Meril Hlaano]]'s dialogue in [[Morrowind:Morrowind|Morrowind]]}} with the most obvious conflict centered on the town of [[Lore:Caldera|Caldera]] that was founded by the Imperial Caldera Mining Company with the support of House Hlaalu. House Redoran actively worked to find evidence of corruption in Caldera in an effort to shut the mines down{{ref|name=CalderaMines|Events of [[Morrowind:Shut the Mines Down|Shut the Mines Down]] in [[Morrowind:Morrowind|Morrowind]]}} and to prevent the Hlaalu from building Rethan Manor on the Odai Plateau.{{ref|name=Rethan|Events of [[Morrowind:Slay Raynasa Rethan|Slay Raynasa Rethan]] in [[Morrowind:Morrowind|Morrowind]]}} There was also bickering with House Telvanni concerning the seizing of large tracts of land,{{ref|name=Hlaano}} founding of certain new settlements in the Ashlands such as Tel Uvirith,{{ref|name=Uvirith|Events of [[Morrowind:Slay Reynel Uvirith|Slay Reynel Uvirith]] in [[Morrowind:Morrowind|Morrowind]]}} and the occupation of old Velothi Towers, such as Shishi.{{ref|name=Shishi|Events of [[Morrowind:Shishi Report (quest)|Shishi Report]] in [[Morrowind:Morrowind|Morrowind]]}} Nartise Arobar, daughter of Redoran councilor Miner Arobar, was kidnapped and used as a political hostage by the Telvanni wizard, [[Lore:Neloth|Neloth]].{{ref|name=RedoranDamselInDistress|Events of [[Morrowind:Miner Arobar's Support|Miner Arobar's Support]] in [[Morrowind:Morrowind|Morrowind]]}} Delyna Mandas, daughter of Redoran noble Arethan Mandas, was held captive in [[Lore:Tel Fyr|Tel Fyr]], causing Arethan Mandas to go mad and begin demanding tribute from passing travelers much as any common bandit.{{ref|name=MadLordofMilk|Events of [[Morrowind:The Mad Lord of Milk|The Mad Lord of Milk]] in [[Morrowind:Morrowind|Morrowind]]}} Both Houses Hlaalu and Telvanni took issue with House Redoran's attempt to create the settlement of Indarys Manor upon the Bal Isra ridge.{{ref|name=Indarys|Events of [[Morrowind:Kill Banden Indarys (Hlaalu)|Kill Banden Indarys (Hlaalu)]] and [[Morrowind:Kill Banden Indarys (Telvanni)|Kill Banden Indarys (Telvanni)]] in [[Morrowind:Morrowind|Morrowind]]}} [[File:LO-misc-The Fall of Ald'ruhn.jpg|thumb|right|The Fall of Ald'ruhn during the Oblivion Crisis]][[File:MW-place-Redoran Canton.jpg|thumb|left|The Redoran canton of Vivec City]] House Redoran was further shamed by rumors that claimed that Archmaster Bolvyn Venim was having an extramarital affair with Fathasa Llethri, wife of fellow council member Garisa Llethri.{{ref|name=Hlaano}} Infighting further weakened House Redoran, with Councilman Athyn Sarethi narrowly surviving an assassination attempt by the Morag Tong.{{ref|name=GuardSarethi|Events of [[Morrowind:Guard Sarethi Manor|Guard Sarethi Manor]] in [[Morrowind:Morrowind|Morrowind]]}} In a ploy by the Archmaster, his son Varvur Sarethi was framed for murder and arrested, to be used as a political hostage.{{ref|name=SarethiSon|Events of [[Morrowind:Rescue Varvur Sarethi|Rescue Varvur Sarethi]] and [[Morrowind:Clear Varvur Sarethi's Name|Clear Varvur Sarethi's Name]] in [[Morrowind:Morrowind|Morrowind]]}} During the fulfillment of the Nerevarine prophecies in {{Year|3E 427}}, Archmaster Bolvyn Venim was killed in an honorable duel with the [[Lore:Nerevarine|Nerevarine]] after the latter gained the support of the other five Redoran Councilors. It is unknown whether the duel occurred over the matter of the title of Hortator or Archmaster. Regardless of whether or not the Nerevarine succeeded Venim as Archmaster, or whether the vanquished Venim was instead succeeded by another of the Great House, the Redoran subsequently offered the Nerevarine the title of Redoran Hortator. As a whole, House Redoran suffered from attacks at the hands of blighted creatures and [[Lore:corprus|corprus]] monsters, with the majority of its holdings closer to the [[Lore:Ghostfence|Ghostfence]] and Red Mountain than that of the other Houses. Some Redoran settlements, such as [[Lore:Maar Gan|Maar Gan]] relied on volunteer warriors to drive back the Sixth House.{{ref|[[Morrowind:Generic Dialogue M#Maar Gan|Generic Dialogue]] regarding Maar Gan in ''[[Morrowind:Morrowind|Morrowind]]''}} The most notable casualty of these attacks was Councilman Remas Morvayn, who perished after his home was invaded by corprus monsters and left his position on the council to his wife, [[Lore:Brara Morvayn|Brara Morvayn]].{{ref|name=MorvaynManor|Events of [[Morrowind:Mission to Morvayn Manor|Mission to Morvayn Manor]] in [[Morrowind:Morrowind|Morrowind]]}} The attacks ended along with [[Lore:The Blight|the Blight]] when the Nerevarine slew [[Lore:Dagoth Ur|Dagoth Ur]] and destroyed the [[Lore:Heart of Lorkhan|Heart of Lorkhan]] inside of Red Mountain.{{ref|name=MWevents}} By {{Year|3E 432}}, House Redoran was said to be waning due to its inability to change with the times.{{ref|name=PGE3|{{Cite book|Pocket Guide to the Empire, 3rd Edition/Morrowind}}}} After the coronation of King [[Lore:Hlaalu Helseth|Hlaalu Helseth]], rumors spread throughout [[Lore:Tamriel|Tamriel]] that the new King had abolished slavery. Houses Redoran and Indoril fought a brief civil war against Houses Hlaalu and Dres on the matter.{{fact}} At the same time, it was said that Nords, aided by Orc mercenaries, had besieged the Redoran of Morrowind. It is unknown to what extent these rumors were true or accurate, or what the outcome of these skirmishes were.{{ref|name=OBRumors|[[Oblivion:Radiant Conversations#Locations|Rumors]] in [[Oblivion:Oblivion|Oblivion]]}} During the [[Lore:Oblivion Crisis|Oblivion Crisis]] of {{Year|3E 433}}, the Empire pulled a vast majority of the Legions out of Morrowind to deal with the gates opening in their homeland of Cyrodiil. The Dunmer had no standing army at the time due to the Imperial demilitarization, and the armies of daedra destroyed the Redoran city of Ald'ruhn.{{ref|name=HoRRI|{{Cite book|History of Raven Rock, Vol. I}}}}{{ref|name=OBRumors}} The destruction of their ancestral city, coupled with their historic status as "the hereditary defenders of the Morrowind", led to House Redoran taking charge. The Redoran were slowly able to raise an army for the first time since the Armistice, and used it to spare Morrowind from Mehrunes Dagon's full wrath.{{ref|name=DBArano|[[Skyrim:Adril Arano|Adril Arano's]] dialogue in [[Skyrim:Dragonborn|Dragonborn]]}} ==Fourth Era== :''Duty, gravity, and piety: these are our watchwords. We are the wartime defenders of the House Dunmer of Morrowind.'' β€” ''[[Lore:Crafting Motif 52: Redoran Style|Crafting Motif 52: Redoran Style]]'' [[File:LG-cardart-Redoran Enforcer.png|thumb|left|A Fourth Era Redoran]][[File:SR-place-Raven Rock.jpg|thumb|right|The Redoran town of Raven Rock on Solstheim, circa {{Year|4E 201}}.]] After the Oblivion Crisis, the House started to rebuild the damage to Ald'ruhn and elsewhere. A group of House Redoran settlers led by Councilor Brara Morvayn immediately struck out for the island of [[Lore:Solstheim|Solstheim]]. After some quick negotiations with the [[Lore:East Empire Company|East Empire Company]], Morvayn's group was allowed to settle in the town of [[Lore:Raven Rock|Raven Rock]] where they quickly became a part of the mining colony's way of life. The Dunmer proved to be both hard-working and reliable when it came to working in the mines, impressing the East Empire Company and solidifying their relationship.{{ref|name=HoRRI}} Unfortunately, in {{Year|4E 5}} the [[Lore:Red Year|Red Year]] brought further destruction to Morrowind. The eruption of Red Mountain wiped all of the settlements on Vvardenfell off the map. The Redoran councilor living in Mournhold at the time coordinated the relief effort, issuing a directive to send soldiers, supplies and able-bodied mer to the settlements which were hit the hardest within a month of the initial disaster, such as Balmora.{{ref|name=TRY|{{Cite Book|The Red Year}}}} Shortly after the eruption of [[Lore:Red Mountain|Red Mountain]], Morrowind came under siege from the [[Lore:Argonian|Argonian]]s of Black Marsh. While the Argonians were able to decimate the south and east of mainland Morrowind, the army of House Redoran prevented them from progressing further into the north and west. According to some, the Redoran army even pushed the invaders out of the decimated southern and eastern regions, as well.{{ref|name=DBArano}} The political affairs surrounding the Oblivion Crisis and the Red Year culminated in a power vacuum, as House Hlaalu was unceremoniously dismissed from the Grand Council. Animosity between Hlaalu and Redoran increased, as House Redoran seized the opportunity and became the leading power in what remained of Morrowind,{{ref|name=DBMorvayn|[[Skyrim:Lleril Morvayn|Lleril Morvayn's]] dialogue in [[Skyrim:Dragonborn|Dragonborn]]}} taking the position that Hlaalu had held for centuries due to their close ties with the Empire, and House Indoril for millennia before them due to their ties to the Tribunal. The Hlaalu believe that Redoran were directly involved in the reorganization of the council, and have held a grudge against them ever since.{{ref|name=HORR3|{{Cite Book|History of Raven Rock, Vol. III}}}} Subsequently, Redoran relocated the capital of Morrowind to Blacklight, as Mournhold had been sacked by the Argonians.{{ref|name=DBArano}} With Blacklight as the capital of Morrowind and House Redoran's army hailed as the saviors of the Dunmer, the Redoran's rise was complete. In the aftermath of the Red Year, Solstheim saw the destruction of the only Imperial fort on the island. Councilor Brara Morvayn, with the permission of the East Empire trading company, brought in some of House Redoran's elite "Redoran Guard" to fill the void left behind by the deceased Imperial legionnaires. The guard proved to be an ideal replacement and have been guarding the town ever since.{{ref|name=HoRRI}} After a few years, the relentless ash storms from the ever-erupting Red Mountain transformed Solstheim's southern reaches into pure ash wastes reminiscent of those present on Vvardenfell itself. The storms would leave behind deep dunes of ash that made life exceedingly difficult in Raven Rock. In order to protect the town from these drifts, Brara Morvayn proposed that the East Empire Company construct a large wall of her own design to protect the east end of town. The company quickly agreed and provided the necessary funds. After almost a year, the construction was complete and the huge edifice was named "The Bulwark." The wall proved to be extremely effective.{{ref|name=HORR2|{{Cite Book|History of Raven Rock, Vol. II}}}} [[File:SR-npc-Lleril Morvayn.jpg|thumb|right|Councilor Lleril Morvayn of Raven Rock]] In {{Year|4E 16}}, the High King of Skyrim gave the island of [[Lore:Solstheim|Solstheim]] to Morrowind as a refuge, and it passed into the control of House Redoran fully (though the Telvanni established their own settlement, [[Lore:Tel Mithryn|Tel Mithryn]], on the southeast coast).{{ref|name=DBLoad|[[Skyrim:Loading Screens#Solstheim|Loading Screen captions]] from [[Skyrim:Dragonborn|Dragonborn]]}} This changing of the guard prompted the majority of the remaining Imperial population to depart the settlement.{{ref|name=HORR2}} Though a House Sathil settled in Solstheim around or before {{Year|4E 48}}, their relationship with the Redoran rulers of the island is unknown and no trace of the House remained by {{Year|4E 201}}.{{ref|name=LOS|{{Cite Book|Lord of Souls|ns_base=Books}}}} Raven Rock continued to prosper under the rule of Brara Morvayn until her passing in {{Year|4E 65}}. Her son [[Lore:Lleril Morvayn|Lleril]] promptly took on his mother's mantle as Councilor and ruler of Solstheim.{{ref|name=HORR2}} Lleril would find his rule challenged on two occasions. In {{Year|4E 95}}, an assassination attempt was carried out against the Councilor by agents of House Hlaalu led by Vilur Ulen, but was stopped by House Redoran guards. Decades later, a band of Argonian raiders would land on Solstheim in {{Year|4E 150}} with the intention of wreaking havoc. Fortunately, the raiders were swiftly defeated by the Redoran guard stationed in Raven Rock under the command of Councilor Morvayn.{{ref|name=HORR3}} An all-Dunmer gang of bandits from Morrowind would surface in a ruined fort outside of the Cyrodiilic settlement of Rivercrest in the year {{Year|4E 180.}} The gang's leader had come into possession of a Redoran Watchman's helm. On behalf of ex-member Brals Nelvani, a [[Lore:Hero|fugitive member]] of the [[Lore:Blades|Blades]] slew the bandits and recovered the helm.{{ref|name=RedoranHelm|Events of the quest [[Blades:Villains|Villains]] in [[Blades:Blades|Blades]]}} That same year, a Dunmeri woman named Dalsa Veleth fought as an arena gladiator near Rivercrest, claiming to be of House Redoran.{{ref|name=DalsaVeleth|[[Blades:Dalsa Veleth|Dalsa Veleth]]'s role and dialogue in [[Blades:Blades|Blades]].}} House Redoran continued to benefit from the mining of [[Lore:Ebony|Ebony]] in Raven Rock until {{Year|4E 181}}, when the mine at Raven Rock was closed.{{ref|name=HORR3}} The House's neglect of Solstheim increased, as without the mine, the island not only held little economic or strategic importance compared with the other seventy-three outlying settlements of Morrowind, but was a significant source of casualties for the {{Future Link|Redoran Guard}} (they lost twenty-six guards in a two-year span).{{ref|name=HRR|{{Cite Book|House Redoran's Reply|ns_base=Skyrim}}}} In {{Year|4E 201}}, the [[Lore:Last Dragonborn|Last Dragonborn]] traveled to Solstheim and assisted Councilor Morvayn in uncovering and foiling a second attempt on his life by House Hlaalu remnants and the Morag Tong. The Last Dragonborn similarly saved the citizens of Raven Rock from the nocturnal control of [[Lore:Miraak|Miraak]]. That same year, new ebony deposits were discovered and the mine reopened.{{ref|name=SRevents|Events of ''[[Skyrim:Skyrim|Skyrim]]''}} The resumed flow of ebony from Raven Rock prompted House Redoran to take a renewed interest in Raven Rock and Solstheim.{{ref|name=DBMorvayn}} House Redoran remains the dominant power in modern Morrowind. The Redoran Guard continue to serve as Morrowind's protective and peacekeeping force, and are found assigned as far away as Mournhold, though by {{Year|4E 201}} the local garrison was reassigned to other parts of Morrowind.{{ref|name=TMFN|{{Cite Book|To Milore from Nilara}}}} As "the mightiest" of the Great Houses, it sits at the head of the Grand Council "by virtue of our preeminence in battle, wisdom, and ancestral glory" and keeps the "rabble" of the other Great Houses "organized."{{Ref|name=DBMorvayn}} The Redoran rule from their capital of Blacklight, now the capital of all Morrowind. It is said that House Redoran has improved Blacklight substantially over the last thousand years, and it now rivals the splendor of Mournhold in its prime. In particular, the Rootspire where the modern Council of Great Houses meets is said to be "something to behold." {{Ref|name=DBCindiri|[[Skyrim:Cindiri Arano|Cindiri Arano]]'s dialogue from [[Skyrim:Dragonborn|Dragonborn]]}} ==Architecture== [[File:MW-place-Maar Gan.jpg|thumb|right|The settlement of Maar Gan, an example of typical Redoran architecture]] Redoran settlements are designed in the Dunmer village style, built of local materials, with organic curves and undecorated exteriors inspired by the landscape and by the shells of giant native insects the Redoran claim to have killed in the distant past. Redoran villages are typically centered on Temple compounds and their courtyards, with huts and tradehouses gathered around a central plaza, as in the West Gash village of Gnisis, which was, for a time, rented to the Imperial Legions in the Third Era prior to being destroyed during the Red Year.{{ref|name=GHOM|{{Cite Book|Great Houses of Morrowind}}}} {{NewRight}} ==Equipment== [[File:ON-concept-Redoran.jpg|thumb|right|Examples of Redoran arms and armor during the Second Era]] In the Second Era, House Redoran warriors donned armor inspired by the claws and chitin of gigantic arthropods. It was crafted from [[Lore:Kagouti|Kagouti]] (or premium [[Lore:Guar|guar]]) leather, and covered in layers of medium-sized overlapping chitin (or chitin-looking) plates. The armor of the time sported helmets ornamented with tall horns that resembled the mandibles of shalk beetles.{{ref|name=CM52R}} By the Third and [[Lore:Fourth Era|Fourth Eras]], this armor had been replaced by bonemold. In Third Era Vvardenfell, the Gah-Julan style was the preferred of House Redoran.{{ref|name=MWBonemold|[[Morrowind:Bonemold|Bonemold]] armor worn by Redoran guards in [[Morrowind:Morrowind|Morrowind]]}} The Redoran bonemold utilized by the Fourth Era Redoran Guard was considered impressive, and was crafted from actual bone that was reinforced with a resin-like material and then shaped to form the armored plating. Though it appeared brittle, the armor was said to be capable of stopping a blow from weapons superior to iron and steel.{{ref|name=DBVeleth|[[Skyrim:Captain Veleth|Captain Modyn Veleth's]] dialogue in [[Skyrim:Dragonborn|Dragonborn]]}} Redoran boots were made of the toughest available leather, with thick soles for protection against the land's rugged terrain. Gloves were designed to facilitate grasping and grappling, even in the heaviest armor sets. Redoran gauntlets eschewed rigid components over the hands and fingers, with gauntlet-plates typically pointed as an enhanced danger to enemies who got too close. Redoran weapons likewise emulated the organic chitin of Morrowind's native fauna. Swords and daggers were designed to be broad, straight, and double-edged, with a murderous flaring double prong at the tip. This double prong could inflict savage wounds on an unarmored opponent, and the Redoran blade-fighting style emphasized cutting over thrusting, ensuring the twin prongs were no liability against armor. The crossguards were narrow, given Redoran swordfighters were trained to parry with the blade's forte, a hand's-width above the grip. Blunt weapons such as axes and maces were forged from the most durable metal available, ideally carbon steel, but substitutes such as iron, steel, and even Dwarven metal were not unheard of. Both maces and axes were additionally accented with bronze. These weapons evoked the claws and mandibles of the mammoth Morrowind insects whose fierceness the Redoran strove to embody, axes featuring double-edged blades and maces featuring a heavy head that sprouted sharply edged flanges on all sides, curved like insect claws. The classic Redoran bow is a composite of native funguswood and springy leg-chitin, faced with chitin plates on the limbs as they radiate from the grip. The quiver is of light chitin plates accented with bronze; arrows have broad, barbed heads. Staves wielded by Redoran mages echo the shalk-mandible horns of Second Era Redoran helmets. To keep these twin prongs from getting entangled with enemy armor in close combat, they were designed to easily break away without damage, fitting back onto the staff's shaft when the battle was over.{{ref|name=CM52R}} Spears are also counted among House Redoran's favored weapons.{{ref|name=MWSkills|[[Morrowind:House Redoran|House Redoran]] favored skills in [[Morrowind:Morrowind|Morrowind]]}} {{NewRight}} ==Ranks== [[File:MW-quest-Redoran Hortator.jpg|thumb|right|The six councilors of House Redoran, Vvardenfell District, in {{Year|3E 426}}]] In {{Year|3E 427}}, House Redoran's internal ranks were almost identical in structure to those of House Hlaalu, with the exception of the leader's title.{{ref|name=HRRanks}} The naming convention for each rank seemed inspired by kin or family themes. It is unknown if the ranking structure has remained unchanged throughout the Great House's storied existence, but it should be noted that at least one position - the House's leader - has sported different naming.{{ref|name=MeriathRank}} Such can be observed in {{Year|2E 582}} and {{Year|3E 427}}, with High Councilor Meriath in the former year and Archmaster Bolvyn Venim in the latter. The House's Third Era ranks are as follows: *'''Archmaster'''{{ref|name=HRRanks}} '''(High Councilor)'''{{ref|name=MeriathRank|[[Online:High Councilor Meriath|High Councilor Meriath]]'s role and title in [[Online:Morrowind|The Elder Scrolls Online: Morrowind]]}} *'''Councilman'''{{ref|name=HRRanks}} *'''House Father'''{{ref|name=HRRanks}} *'''House Brother'''{{ref|name=HRRanks}} *'''House Cousin'''{{ref|name=HRRanks}} *'''Kinsman'''{{ref|name=HRRanks}} *'''Lawman'''{{ref|name=HRRanks}} *'''Oathman'''{{ref|name=HRRanks}} *'''Retainer'''{{ref|name=HRRanks}} *'''Hireling'''{{ref|name=HRRanks|[[Morrowind:House Redoran|House Redoran]]'s faction ranks in [[Morrowind:Morrowind|Morrowind]]}} {{NewRight}} ==Gallery== <gallery> File:MW-place-Ald'ruhn.jpg|Ald'ruhn, the district seat of House Redoran on Vvardenfell, as seen in [[Morrowind:Morrowind|Morrowind]] File:MW-place-Khuul.jpg|The Redoran village of Khuul, as seen in [[Morrowind:Morrowind|Morrowind]] File:MW-npc-Redoran Guard (male).jpg|A male Redoran Guard, as seen in [[Morrowind:Morrowind|Morrowind]] File:MW-npc-Redoran Guard (female).jpg|A female Redoran Guard, as seen in [[Morrowind:Morrowind|Morrowind]] File:MW-banner-House Redoran.png|A Redoran banner, as seen in [[Morrowind:Morrowind|Morrowind]] File:SR-place-Ienth Farm.jpg|A typical Redoran building, as seen in [[Skyrim:Dragonborn|Dragonborn]] File:SR-place-Temple.jpg|A House Redoran-styled Temple in 4E 201, as seen in [[Skyrim:Dragonborn|Dragonborn]] File:SR-npc-Redoran Guard.jpg|A Redoran Guard, as seen in [[Skyrim:Dragonborn|Dragonborn]] File:ON-place-Tal'Deic Fortress.jpg|The House Redoran fortress of Tal'Deic in eastern Deshaan as seen in [[ON:ESO|ESO]] File:ON-place-Redoran Kinhouse.jpg|A Kinhouse in Redoran-ruled Balmora circa 2E 582, as seen in [[ON:ESO|ESO]] File:ON-place-Slave Barracks.jpg|An abandoned Redoran outpost on [[Lore:Firemoth|Firemoth]], as seen in [[ON:ESO|ESO]] File:ON-npc-House Guard.jpg|A Redoran Guard in heavy armor, as seen in [[ON:ESO|ESO]] File:ON-npc-House Guard 04.JPG|A Redoran Guard in medium armor, as seen in [[ON:ESO|ESO]] File:ON-npc-Redoran Sentinel 04.jpg|A Redoran Sentinel, as seen in [[ON:ESO|ESO]] File:ON-npc-Redoran Ancestor Spirit.jpg|An ancestor spirit of House Redoran, as seen in [[ON:ESO|ESO]] File:ON-crown store-Redoran Motif.jpg|Redoran armor style circa {{Year|2E 582}} File:LG-back-House Redoran.png|House Redoran themed card back as seen in [[Legends:Legends|Legends]] File:LG-cardart-Balmora Captain.png|Captain Brivan Malrom of Balmora as seen in [[Legends:Legends|Legends]] File:LG-cardart-Redoran Forerunner.png|Redoran House Cousin and Agent Faral Retheran as seen in [[Legends:Legends|Legends]] File:LG-cardart-Inspiring Kinsman.png|Kinsman Theldyn Virith of House Redoran as seen in [[Legends:Legends|Legends]] File:LG-cardart-Knight of Gnisis.png|Councilman Hlaren Ramoran, Lord of Gnisis as seen in [[Legends:Legends|Legends]] File:LG-cardart-Skar Drillmaster.png|Redoran kinsman and drillmaster Neminda as seen in [[Legends:Legends|Legends]] File:LG-cardart-Khuul Lawkeeper.png|A Redoran Guard, as seen in [[Legends:Legends|Legends]] File:LG-cardart-Bal Isra Warrider.png|A warrider of House Redoran, as seen in [[Legends:Legends|Legends]] File:BL-item-Redoran Watchman's Helm.jpg|A traditional Redoran Watchman's Helm, as seen in [[Blades:Blades|Blades]] </gallery> ==Notes== * Several settlements appeared in a pre-release concept map of Morrowind under the control of House Redoran. These Redoran-ruled settlements included Aldrun, Blacklight, Cormaris View, [[Lore:Sadrith Mora|Sadrith Forest]], [[Lore:Reich Parkeep|Selethis]], Silgrad Tower, Stonewood, and [[Lore:Varanis|Veranis Hall]].{{ref|name=conceptmap|group=UOL}} ==See Also== * For more information, see the [[Morrowind:House Redoran|Morrowind]] and [[ON:House Redoran|ESO]] articles. ===Books=== * {{Book Link|Crafting Motif 52: Redoran Style}} * {{Book Link|The Great Houses and Their Uses}} * {{Book Link|Great Houses of Morrowind}} * {{Book Link|Guide to Ald'ruhn}} * {{Book Link|History of Raven Rock, Vol. I}} * {{Book Link|History of Raven Rock, Vol. II}} * {{Book Link|History of Raven Rock, Vol. III}} * {{Book Link|The Hope of the Redoran}} * {{Book Link|Mottos of the Dunmeri Great Houses}} * {{Book Link|Red Book of 3E 426}} * {{Book Link|Redoran Cooking Secrets}} * {{Book Link|Redoran Cooking Secrets (ESO)}} * {{Book Link|The True Noble's Code}} * {{Book Link|Understanding House Redoran}} ==References== <references/> {{UOL}} <references group=UOL/> </noinclude>
2,498,781
2021-10-01T17:49:47Z
Eraylan
House Redoran is one of the five remaining Great Houses of the Dunmer. It governs the Redoran District of northwestern Morrowind from the city of Blacklight, close to the border with Skyrim. In the District of Vvardenfell, the House's council seat was located in Balmora as of and Ald'ruhn as of . In the latter, all councilors lived in the hollowed shell of a colossal prehistoric Emperor Crab, in the district known as Ald'ruhn-under-Skar. Other Redoran-dominated towns on the mainland included Cormaris View and Silgrad Tower, as well as Khuul, Maar Gan and Ald Velothi in Vvardenfell. In the mid-Second Era, House Redoran also controlled the settlements of Balmora, Suran, and Gnisis. The Redoran also maintained a garrison in and, in , maintained a strong military presence in the nascent Vivec City. In later years, prior to its destruction in , House Redoran would instead hold an eponymous canton in Vivec City. House Redoran holdings on the mainland included , the village of , and the Darkshade Caverns kwama mines. Despite House Dres rule, House Redoran Sentinels patrolled the streets of Old Ebonheart during the Daggerfall Covenant's invasion of Stonefalls. The main focus of House Redoran is maintaining the traditions of the settled Dunmer and, more specifically, the way of the warrior. As a result, House Redoran has long served as Morrowind's de-facto military. Due to the House's emphasis on tradition and piety, the Tribunal Temple was a natural ally, with the majority of Vivec's Buoyant Armigers hailing from the House. House Redoran maintained strained relationships with the ashlander tribes of Vvardenfell, the Morag Tong, House Hlaalu , and House Telvanni. They held respect for House Indoril, and were willing to fight alongside House Dres. During the Third Empire's reign over Morrowind, the Redoran also held mutual respect for the Fighters Guild and Imperial Legion. They didn't hold other Imperial institutions (such as the Mages Guild, the Thieves Guild, and the Imperial Cult) in such high esteem. Like the other Great Houses, House Redoran loathed the cultists of the Sixth House and the vampires of Vvardenfell, and disapproved of the Camonna Tong's illegal activities. Saint Nerevar the Captain is the patron saint of House Redoran. First Era 120px|thumb|left|The Redoran Crest House Redoran was founded in ancient times on the 3rd of Last Seed, a date still celebrated by members of the Great House. The House has existed since the time of the Chimer and the First Council. By the 107th year of the Golden Peace, they were already considered the most militarily powerful of the Great Houses. Prior to the War of the First Council, thirty of the most influential and revered Chimer Clans worked together to build the fabled Library of Andule, a grand repository containing the genealogical records related to the earliest Velothi settlers and other assorted knowledge about the earliest history of the Great Houses. Five of the thirty Revered Families hailed from House Redoran; the Heran, Redas, Sarano, Seran, and Venim Clans. The locations of the tombs were presumed lost in the aftermath of the War of the First Council, along with the Library of Andule and the records contained within. The five tombs were rediscovered in , alongside the other twenty-five families and the Library of Andule itself. According to both Athyn Sarethi and Agrippa Fundilius, warriors of House Redoran fought and died at the Battle of Red Mountain under the leadership of Hortator Indoril Nerevar during the War of the First Council. During the decades in the aftermath of the war, at least one Redoran - General Redoran-Vorilk - had a role in discussing the nascent Tribunal Temple's plans to reorganize the House lands of Morrowind. In the centuries that followed, the Redoran watched the northwestern border of Morrowind along the Velothi Mountains from their ancestral seat in Blacklight, defending against the Nordic raiders from Skyrim who'd pillaged the land since time immemorial. The constant warring with the Nords led to the warrior-House's hardened and militaristic leanings. The House adopted the color red as a designation. Some say the House's crest is the appropriated Dwemer symbol for the Steed constellation, while others insist it is a scarab - likely the shalk, a fire-breathing and hardy scarab native to Morrowind's ashlands and lava flows. The scarab symbol is considered sacred by members of the Great House. The ancient remains of Skar, slain by Dranoth Hleran. Hleran's bloodline would go on to become part of House Redoran, and the shell would become the city of Ald'ruhn|thumb|rightthumb|left|The Dwemer symbol for the Steed constellation, noticeably identical to the Redoran crest. As House Redoran evolved, so too did the standards members were expected to adhere to. Eventually, a set of rules was created and recited to all members of the Great House. The rules stated that a Redoran cannot steal from their kin, strike their kin unprovoked, or break their word. Honoring one's superiors was expected, as was doing one's duty to the House and respecting the teachings of the Tribunal. Finally, a Redoran must always defend their House, their people, and their honor. If a Redoran failed in any of these things, they were cast out with an opportunity for redemption. If cast out again, the Redoran would lose any hope of regaining their honor or membership within the Great House. Dranoth Hleran, whose bloodline would one day be of House Redoran, is credited as the one who struck the killing blow on Skar, the ancient Emperor Crab around which Ald'ruhn was built. In the First Era, an all-Breton gang of thieves from High Rock infamous for their crimes in Morrowind came to be known as the Blacklight Raiders, after the Redoran capital city. Starting out as just a small band of adventurers, the Raiders eventually traveled all over Morrowind, looting and pillaging as they went. Attributed with stealing some of the Dunmer's most sacred relics, the Blacklight Raiders were buried in the city of Evermore. Their graves were discovered in by a Dunmeri woman named Llotha Nelvani, who hailed from a village outside of Blacklight. Nelvani succeeded in unlocking the Raiders' final puzzle, opening a lockbox said to contain their greatest treasure. To her dismay, it contained only a "silly old blade". The crypts beneath Tal'Deic Fortress in the eastern Siltreen region of the Deshaan plains were originally excavated to serve as burial vaults for the noble Redoran family. They were abandoned after Grandmaster Llerlu inspected them and found the space "small, constricted, and insufficiently imposing for the honored dead of House Redoran." In , at the close of the First Era and the Four-Score War, the dubiously-real Dunmeri woman Turala was said to have been exiled from Morrowind by her Redoran family after she was impregnated by Brindisi Dorom, the Duke of Mournhold. Allegedly, she would go on to summon Mehrunes Dagon in a bid to kill Dorom and sack Mournhold. Second Era At some point prior to , House Redoran staked claim to the western half of Vvardenfell, including the Bitter Coast, Ascadian Isles, West Gash, and a portion of the inner Ashlands. The Redoran employed the House Hlaalu Construction Syndic to create the modern incarnations of Balmora and Suran for what was deemed a suspiciously low cost. Against the Redoran's wishes, the Hlaalu built the settlements in their own style, rather than the more organic Redoran style. Some Redoran worried that the Hlaalu intended to conquer the settlements through underhanded mercantile means, concerns that, in time, would prove valid. By the Third Era, both settlements flew the golden banner of House Hlaalu. Sometime prior to , the House also established the mining village of Gnisis in the northwest of Vvardenfell, and secured a presence in the settlement of Molag Mar. In Vivec City, the House secured a strong military presence after answering Vivec's call for warriors to protect the pilgrims who journeyed to the city. By , an entire garrison of the Redoran military under the command of General Vayne Redoran resided within the developing city. Other Redoran holdings erected around this time included a garrison northeast of Balmora, and Arenim Manor in the northern Bitter Coast. thumb|left|A Second Era Redoran After the coronation of High King Svartr of Western Skyrim in , a delegation from Lord Vivec presented the instrument 'Jarlsbane' to the High King. After being declared "grossly untunable and overly complicated" by the court musicians, it sat in Solitude's Blue Palace as a curiosity for many years. It was rediscovered over a century later by Master Bard Endroni Selvilo of House Redoran shortly before . Nevertheless, the instrument remained in the city, relocated to the Bards College. Some time after the outbreak of the Knahaten Flu in , House Redoran sent a military expedition to the Ruins of Mazzatun in the Black Marsh region of Shadowfen, intending to wipe out the Xit-Xaht tribe, whom they suspected to be responsible for the disease. During the mid-Second Era, House Redoran's leader was High Councilor Meriath. After the defeat of Ada'Soom Dir-Kamal's Akaviri forces at Vivec's Antlers in , House Redoran was among the four Great Houses that joined the newly-formed Ebonheart Pact. After the eruption of the War of the Three Banners in , House Redoran's warriors would be among those that fought for control of Cyrodiil and the White-Gold Tower. Rumors persisted that Redoran nobles were upset the Pact was formed in the first place, due to having to share command with Nordic and Argonian allies. During this time, House Redoran also maintained a "Narcotics Oath Bureau" purportedly charged with the regulation of illegal substances, such as Skooma. House Hlaalu, whom was officially considered an ally of House Redoran in , complained of Redoran bailiffs and constables treating Hlaalu House Guests poorly. The Hlaalu urged House Redoran to defer to them on matters of commerce and diplomacy, as the Hlaalu themselves deferred to House Redoran on matters of defense. Redoran-Hlaalu relations were further shaken by Hlaalu practices that undermined Redoran trade routes and business ventures growing increasingly frequent, and their apparent desire to seize Balmora and Suran for themselves. In , the Redoran-ruled village of Serkamora in Deshaan was infiltrated by the Maulborn Cult, who posed as healers aiding with the rampant Llodos Plague. In truth, the Maulborn had created the plague in a bid to undermine the Tribunal's rule and turn their citizens against them. It is unknown whether Dethisam Berendas, Serkamora's local Redoran representative, survived the events. In Tal'Deic Fortress, General Gavryn Redoran was killed by the Maulborn Cult and replaced with a Daedric simulacrum. With the aid of the , the Redoran Captain Valec Doronil exposed the General's death and impersonation, and defeated the Maulborn in the crypts beneath the fortress. thumb|right|Meriath, High Councilor of Great House Redoran circa thumb|left|A simplified variant of the Redoran banner popular in the Second Era. Simultaneously, House Redoran faced issues with its holdings in the western half of Vvardenfell. With much of House Redoran's soldiers committed to the Ebonheart Pact abroad, the House's resources became dangerously limited when it came to dealing with daedric cultists, ashlanders, and other threats to Redoran prosperity. At the recommendation of Councilor Dolvara, Balmora's Captain Brivan Malrom enlisted the aid of the Khajiiti mercenaries known as Ferhara's Warclaws - ex-Aldmeri Dominion soldiers initially hired by House Hlaalu - to supplement the depleted Redoran military in contested territory. This was done despite protests from the House Council, who believed that Redoran soldiers were more than capable of protecting House interests. Tensions ran high with the nomadic ashlanders of Vvardenfell when Redoran land claims clashed with ashlander holdings. In Balmora, Captain Ulran Releth, son of Councilor Eris Releth, was exiled from House Redoran after an incident orchestrated by his father went awry. Ulran was later killed during a raid on an ashlander encampment by Ferhara's Warclaws on orders from Captain Brivan Malrom. Soon afterwards, Redoran Councilor Dolvara was executed by the Morag Tong. In retaliation for her brother's exile and death, Veya Releth, Councilor Releth's daughter, attempted to assassinate the Redoran Council during a meeting. The wayward Councilor's daughter was stopped by the Morag Tong, but not before claiming the lives of her father and Captain Brivan. In Suran, the local head of security, Marshal Hlaren, was exposed by a vigilante known as the Scarlet Judge for corruption and slave peddling, and promptly executed. The Marshal had been using her station to order the arrests of visitors on minor offenses and then selling them as slaves. In Gnisis, requests for aid from House Redoran went unanswered while the local kwama mine faced troubles with a Dwemer device and a slain kwama queen, with the troubles eventually resolved locally. In Ald'ruhn, Dranoth Hleran's descendant Drelyth rediscovered his family's history with Skar and recovered his ancestor's spear, Calderas - the very weapon used to kill Skar millennia before. Hleran's affiliation with House Redoran marked the first known time the Great House's influence extended to Ald'ruhn. Flags bearing the symbol of House Redoran commemorating the many victories the House claims credit for achieving were in circulation during the sixth century of the Second Era. Elynea Omayn, daughter of a Redoran Councilor, was noted as an exemplary member of Vivec's Buoyant Armigers during the mid-Second Era by Archcanon Tarvus. Despite having had the opportunity to be a high-ranking officer in the Redoran military or a Redoran representative to another Ebonheart Pact nation, Omayn chose the life of an Armiger and became one of the god's favorite servants. It was said that the noble ideals and sense of adventure carried by the Buoyant Armigers matched closely with Redoran virtues, drawing many Redorans to Vivec's service. In , the Imperial Geographical Society reported House Redoran as being "the best warriors among the Dark Elves", noting that the House guarded the western flank of Morrowind. In the late Second Era, Tiber Septim's legions turned their eyes towards Morrowind. Following House Indoril's lead, House Redoran swore to resist the western invaders to the death, and provided its mercenary companies to the Dunmeri defense amassing in settlements such as Silgrad Tower and Cormaris View. However, House Redoran soon found itself manning the western borders of Morrowind alone, with House Indoril and House Dres preferring to retreat inwards to wage a guerrilla war, House Telvanni remaining neutral, and House Hlaalu advocating accommodation. When Vivec signed the Armistice, House Redoran breathed a sigh of relief, now permitted an honorable way to avoid waging war against the Third Empire's vast legions alone. Third Era :A Redoran is a warrior whose duty is first to the Tribunal, second to House Redoran, and third to family and clan. β€” Mottos of the Dunmeri Great Houses thumb|left|Archmaster Bolvyn Venim, circa thumb|right|Areas of Vvardenfell controlled by House Redoran in (red areas). During the Third Era, House Redoran's traditionalist stances would see the House decline in strength, further harmed by the Imperial-mandated disbandment of the majority of their military. The Redoran suffered territorial and economic losses at the hands of House Hlaalu and Telvanni during the Third Empire's reign, particularly in Vvardenfell. After losing Balmora to Hlaalu rule, House Redoran claimed the former ashlander gathering site of Ald'ruhn as the site of their new district seat, and built a grand city around the shell of Skar at the foot of Red Mountain. At some point before , House Redoran erected the settlement of Maar Gan in the ashlands, and the villages of Khuul and Ald Velothi in the northwest coast of the West Gash. As of the late Third Era, Bolvyn Venim ruled as Archmaster of the Great House. Bolvyn was somewhat unscrupulous for a Redoran. Few among the rest of the hierarchy actually liked him, but the Redoran respect for strong leadership (which few Redoran leaders had displayed in recent years at the time) and prowess in arms ensured that he nevertheless retained his position. He was influential in securing Redoran's share of the frontier lands when Vvardenfell was opened for settlement in , and moved the council to Ald'ruhn as a result. In , the Redoran council protested the continuing burdensome tariffs on the native beverages sujamma, greef, and shein. After a costly and bloody tax revolt in Balmora, the council warned that such disturbances might spread to Ald'ruhn if the heavy burden of Imperial taxes was not alleviated. Smuggling and organized crime also became increasingly aggressive and violent in the Redoran House Districts. The councilors blamed local corruption, weakened enforcement, and aggressive competition between the Thieves Guild and the Camonna Tong. Conflicts often arose with the other Great Houses at this time as well. By House Redoran struggled to compete with House Hlaalu's dominance of the ebony trade in Vvardenfell, with the most obvious conflict centered on the town of Caldera that was founded by the Imperial Caldera Mining Company with the support of House Hlaalu. House Redoran actively worked to find evidence of corruption in Caldera in an effort to shut the mines down and to prevent the Hlaalu from building Rethan Manor on the Odai Plateau. There was also bickering with House Telvanni concerning the seizing of large tracts of land, founding of certain new settlements in the Ashlands such as Tel Uvirith, and the occupation of old Velothi Towers, such as Shishi. Nartise Arobar, daughter of Redoran councilor Miner Arobar, was kidnapped and used as a political hostage by the Telvanni wizard, Neloth. Delyna Mandas, daughter of Redoran noble Arethan Mandas, was held captive in Tel Fyr, causing Arethan Mandas to go mad and begin demanding tribute from passing travelers much as any common bandit. Both Houses Hlaalu and Telvanni took issue with House Redoran's attempt to create the settlement of Indarys Manor upon the Bal Isra ridge. thumb|right|The Fall of Ald'ruhn during the Oblivion Crisisthumb|left|The Redoran canton of Vivec City House Redoran was further shamed by rumors that claimed that Archmaster Bolvyn Venim was having an extramarital affair with Fathasa Llethri, wife of fellow council member Garisa Llethri. Infighting further weakened House Redoran, with Councilman Athyn Sarethi narrowly surviving an assassination attempt by the Morag Tong. In a ploy by the Archmaster, his son Varvur Sarethi was framed for murder and arrested, to be used as a political hostage. During the fulfillment of the Nerevarine prophecies in , Archmaster Bolvyn Venim was killed in an honorable duel with the Nerevarine after the latter gained the support of the other five Redoran Councilors. It is unknown whether the duel occurred over the matter of the title of Hortator or Archmaster. Regardless of whether or not the Nerevarine succeeded Venim as Archmaster, or whether the vanquished Venim was instead succeeded by another of the Great House, the Redoran subsequently offered the Nerevarine the title of Redoran Hortator. As a whole, House Redoran suffered from attacks at the hands of blighted creatures and corprus monsters, with the majority of its holdings closer to the Ghostfence and Red Mountain than that of the other Houses. Some Redoran settlements, such as Maar Gan relied on volunteer warriors to drive back the Sixth House. The most notable casualty of these attacks was Councilman Remas Morvayn, who perished after his home was invaded by corprus monsters and left his position on the council to his wife, Brara Morvayn. The attacks ended along with the Blight when the Nerevarine slew Dagoth Ur and destroyed the Heart of Lorkhan inside of Red Mountain. By , House Redoran was said to be waning due to its inability to change with the times. After the coronation of King Hlaalu Helseth, rumors spread throughout Tamriel that the new King had abolished slavery. Houses Redoran and Indoril fought a brief civil war against Houses Hlaalu and Dres on the matter. At the same time, it was said that Nords, aided by Orc mercenaries, had besieged the Redoran of Morrowind. It is unknown to what extent these rumors were true or accurate, or what the outcome of these skirmishes were. During the Oblivion Crisis of , the Empire pulled a vast majority of the Legions out of Morrowind to deal with the gates opening in their homeland of Cyrodiil. The Dunmer had no standing army at the time due to the Imperial demilitarization, and the armies of daedra destroyed the Redoran city of Ald'ruhn. The destruction of their ancestral city, coupled with their historic status as "the hereditary defenders of the Morrowind", led to House Redoran taking charge. The Redoran were slowly able to raise an army for the first time since the Armistice, and used it to spare Morrowind from Mehrunes Dagon's full wrath. Fourth Era :Duty, gravity, and piety: these are our watchwords. We are the wartime defenders of the House Dunmer of Morrowind. β€” Crafting Motif 52: Redoran Style thumb|left|A Fourth Era Redoranthumb|right|The Redoran town of Raven Rock on Solstheim, circa . After the Oblivion Crisis, the House started to rebuild the damage to Ald'ruhn and elsewhere. A group of House Redoran settlers led by Councilor Brara Morvayn immediately struck out for the island of Solstheim. After some quick negotiations with the East Empire Company, Morvayn's group was allowed to settle in the town of Raven Rock where they quickly became a part of the mining colony's way of life. The Dunmer proved to be both hard-working and reliable when it came to working in the mines, impressing the East Empire Company and solidifying their relationship. Unfortunately, in the Red Year brought further destruction to Morrowind. The eruption of Red Mountain wiped all of the settlements on Vvardenfell off the map. The Redoran councilor living in Mournhold at the time coordinated the relief effort, issuing a directive to send soldiers, supplies and able-bodied mer to the settlements which were hit the hardest within a month of the initial disaster, such as Balmora. Shortly after the eruption of Red Mountain, Morrowind came under siege from the Argonians of Black Marsh. While the Argonians were able to decimate the south and east of mainland Morrowind, the army of House Redoran prevented them from progressing further into the north and west. According to some, the Redoran army even pushed the invaders out of the decimated southern and eastern regions, as well. The political affairs surrounding the Oblivion Crisis and the Red Year culminated in a power vacuum, as House Hlaalu was unceremoniously dismissed from the Grand Council. Animosity between Hlaalu and Redoran increased, as House Redoran seized the opportunity and became the leading power in what remained of Morrowind, taking the position that Hlaalu had held for centuries due to their close ties with the Empire, and House Indoril for millennia before them due to their ties to the Tribunal. The Hlaalu believe that Redoran were directly involved in the reorganization of the council, and have held a grudge against them ever since. Subsequently, Redoran relocated the capital of Morrowind to Blacklight, as Mournhold had been sacked by the Argonians. With Blacklight as the capital of Morrowind and House Redoran's army hailed as the saviors of the Dunmer, the Redoran's rise was complete. In the aftermath of the Red Year, Solstheim saw the destruction of the only Imperial fort on the island. Councilor Brara Morvayn, with the permission of the East Empire trading company, brought in some of House Redoran's elite "Redoran Guard" to fill the void left behind by the deceased Imperial legionnaires. The guard proved to be an ideal replacement and have been guarding the town ever since. After a few years, the relentless ash storms from the ever-erupting Red Mountain transformed Solstheim's southern reaches into pure ash wastes reminiscent of those present on Vvardenfell itself. The storms would leave behind deep dunes of ash that made life exceedingly difficult in Raven Rock. In order to protect the town from these drifts, Brara Morvayn proposed that the East Empire Company construct a large wall of her own design to protect the east end of town. The company quickly agreed and provided the necessary funds. After almost a year, the construction was complete and the huge edifice was named "The Bulwark." The wall proved to be extremely effective. thumb|right|Councilor Lleril Morvayn of Raven Rock In , the High King of Skyrim gave the island of Solstheim to Morrowind as a refuge, and it passed into the control of House Redoran fully (though the Telvanni established their own settlement, Tel Mithryn, on the southeast coast). This changing of the guard prompted the majority of the remaining Imperial population to depart the settlement. Though a House Sathil settled in Solstheim around or before , their relationship with the Redoran rulers of the island is unknown and no trace of the House remained by . Raven Rock continued to prosper under the rule of Brara Morvayn until her passing in . Her son Lleril promptly took on his mother's mantle as Councilor and ruler of Solstheim. Lleril would find his rule challenged on two occasions. In , an assassination attempt was carried out against the Councilor by agents of House Hlaalu led by Vilur Ulen, but was stopped by House Redoran guards. Decades later, a band of Argonian raiders would land on Solstheim in with the intention of wreaking havoc. Fortunately, the raiders were swiftly defeated by the Redoran guard stationed in Raven Rock under the command of Councilor Morvayn. An all-Dunmer gang of bandits from Morrowind would surface in a ruined fort outside of the Cyrodiilic settlement of Rivercrest in the year The gang's leader had come into possession of a Redoran Watchman's helm. On behalf of ex-member Brals Nelvani, a fugitive member of the Blades slew the bandits and recovered the helm. That same year, a Dunmeri woman named Dalsa Veleth fought as an arena gladiator near Rivercrest, claiming to be of House Redoran. House Redoran continued to benefit from the mining of Ebony in Raven Rock until , when the mine at Raven Rock was closed. The House's neglect of Solstheim increased, as without the mine, the island not only held little economic or strategic importance compared with the other seventy-three outlying settlements of Morrowind, but was a significant source of casualties for the (they lost twenty-six guards in a two-year span). In , the Last Dragonborn traveled to Solstheim and assisted Councilor Morvayn in uncovering and foiling a second attempt on his life by House Hlaalu remnants and the Morag Tong. The Last Dragonborn similarly saved the citizens of Raven Rock from the nocturnal control of Miraak. That same year, new ebony deposits were discovered and the mine reopened. The resumed flow of ebony from Raven Rock prompted House Redoran to take a renewed interest in Raven Rock and Solstheim. House Redoran remains the dominant power in modern Morrowind. The Redoran Guard continue to serve as Morrowind's protective and peacekeeping force, and are found assigned as far away as Mournhold, though by the local garrison was reassigned to other parts of Morrowind. As "the mightiest" of the Great Houses, it sits at the head of the Grand Council "by virtue of our preeminence in battle, wisdom, and ancestral glory" and keeps the "rabble" of the other Great Houses "organized." The Redoran rule from their capital of Blacklight, now the capital of all Morrowind. It is said that House Redoran has improved Blacklight substantially over the last thousand years, and it now rivals the splendor of Mournhold in its prime. In particular, the Rootspire where the modern Council of Great Houses meets is said to be "something to behold." Architecture thumb|right|The settlement of Maar Gan, an example of typical Redoran architecture Redoran settlements are designed in the Dunmer village style, built of local materials, with organic curves and undecorated exteriors inspired by the landscape and by the shells of giant native insects the Redoran claim to have killed in the distant past. Redoran villages are typically centered on Temple compounds and their courtyards, with huts and tradehouses gathered around a central plaza, as in the West Gash village of Gnisis, which was, for a time, rented to the Imperial Legions in the Third Era prior to being destroyed during the Red Year. Equipment thumb|right|Examples of Redoran arms and armor during the Second Era In the Second Era, House Redoran warriors donned armor inspired by the claws and chitin of gigantic arthropods. It was crafted from Kagouti (or premium guar) leather, and covered in layers of medium-sized overlapping chitin (or chitin-looking) plates. The armor of the time sported helmets ornamented with tall horns that resembled the mandibles of shalk beetles. By the Third and Fourth Eras, this armor had been replaced by bonemold. In Third Era Vvardenfell, the Gah-Julan style was the preferred of House Redoran. The Redoran bonemold utilized by the Fourth Era Redoran Guard was considered impressive, and was crafted from actual bone that was reinforced with a resin-like material and then shaped to form the armored plating. Though it appeared brittle, the armor was said to be capable of stopping a blow from weapons superior to iron and steel. Redoran boots were made of the toughest available leather, with thick soles for protection against the land's rugged terrain. Gloves were designed to facilitate grasping and grappling, even in the heaviest armor sets. Redoran gauntlets eschewed rigid components over the hands and fingers, with gauntlet-plates typically pointed as an enhanced danger to enemies who got too close. Redoran weapons likewise emulated the organic chitin of Morrowind's native fauna. Swords and daggers were designed to be broad, straight, and double-edged, with a murderous flaring double prong at the tip. This double prong could inflict savage wounds on an unarmored opponent, and the Redoran blade-fighting style emphasized cutting over thrusting, ensuring the twin prongs were no liability against armor. The crossguards were narrow, given Redoran swordfighters were trained to parry with the blade's forte, a hand's-width above the grip. Blunt weapons such as axes and maces were forged from the most durable metal available, ideally carbon steel, but substitutes such as iron, steel, and even Dwarven metal were not unheard of. Both maces and axes were additionally accented with bronze. These weapons evoked the claws and mandibles of the mammoth Morrowind insects whose fierceness the Redoran strove to embody, axes featuring double-edged blades and maces featuring a heavy head that sprouted sharply edged flanges on all sides, curved like insect claws. The classic Redoran bow is a composite of native funguswood and springy leg-chitin, faced with chitin plates on the limbs as they radiate from the grip. The quiver is of light chitin plates accented with bronze; arrows have broad, barbed heads. Staves wielded by Redoran mages echo the shalk-mandible horns of Second Era Redoran helmets. To keep these twin prongs from getting entangled with enemy armor in close combat, they were designed to easily break away without damage, fitting back onto the staff's shaft when the battle was over. Spears are also counted among House Redoran's favored weapons. Ranks thumb|right|The six councilors of House Redoran, Vvardenfell District, in In , House Redoran's internal ranks were almost identical in structure to those of House Hlaalu, with the exception of the leader's title. The naming convention for each rank seemed inspired by kin or family themes. It is unknown if the ranking structure has remained unchanged throughout the Great House's storied existence, but it should be noted that at least one position - the House's leader - has sported different naming. Such can be observed in and , with High Councilor Meriath in the former year and Archmaster Bolvyn Venim in the latter. The House's Third Era ranks are as follows: Archmaster (High Councilor) Councilman House Father House Brother House Cousin Kinsman Lawman Oathman Retainer Hireling Gallery Notes Several settlements appeared in a pre-release concept map of Morrowind under the control of House Redoran. These Redoran-ruled settlements included Aldrun, Blacklight, Cormaris View, Sadrith Forest, Selethis, Silgrad Tower, Stonewood, and Veranis Hall. See Also For more information, see the Morrowind and ESO articles. Books References
130
1,037
https://en.uesp.net/wiki/Lore:House_Telvanni
Lore:House Telvanni
<noinclude>{{Lore Factions Trail}}{{Old Lore Transclusion}} {{TOCright|limit=3}} [[File:SR-banner-House Telvanni.png|100px|left]] :''"House Telvanni matches the disposition of my brother Sotha Sil -- iconoclastic, profane, unconventional."'' – [[Lore:Vivec (god)|Vivec]]{{Ref|Dialogue in [[Morrowind:Morrowind|Morrowind]] during the [[Morrowind:Hortator and Nerevarine|Hortator and Nerevarine]] quest, after receiving [[Morrowind:Wraithguard|Wraithguard]] from him and inquiring about "people of Morrowind".}} </noinclude>[[Lore:House Telvanni|House Telvanni]] is one of the [[Lore:Great Houses|Great Houses]] of [[Lore:Morrowind|Morrowind]]. It governed the Telvanni District of eastern Morrowind, and administered the eastern portion of the [[Lore:Vvardenfell|Vvardenfell]] District from its council seat in [[Lore:Sadrith Mora|Sadrith Mora]]. The house is comprised primarily of highly egocentric and ambitious mages, and is known to many as the house of the master wizard.{{ref|name=DBFathryon|[[Skyrim:Talvas Fathryon|Talvas Fathryon's]] dialogue in ''[[Skyrim:Dragonborn|Dragonborn]]''}} It was common for members of the House to rise through the ranks by eliminating or otherwise 'indisposing' other members.{{fact}} Most Telvanni lords want little more than to be left alone to their research and ambitions.{{fact}} The Telvanni lords had an isolationist outlook, and did not intend to be presided over by any other institutions, particularly the Imperial [[Lore:Mages Guild|Mages Guild]] of the [[Lore:Third Era|Third Era]].{{fact}} In general, the Telvanni did not interact with other Houses or Guilds, nor did they have many enemies save for Abolitionists and the [[Lore:Imperial|Imperial]] Mages Guild. However, the Telvanni themselves were universally disliked or disapproved of by all other factions found in Vvardenfell as late as {{Year|3E 427}}.{{ref|name=TelvanniFriendsFoes|[[Morrowind:House Telvanni|House Telvanni]]'s Friends and Foes in ''[[Morrowind:Morrowind|Morrowind]]''}} On the other hand, the Telvanni did not have the usual hatred of vampires that most other factions held. Their lords and Mouths were willing to speak to vampires; wizards did not fear vampires nearly as much as other folk did.{{ref|name=HTVamp|[[Morrowind:House Telvanni|House Telvanni]]'s reaction to vampires in ''[[Morrowind:Morrowind|Morrowind]]''}}<noinclude> Saint [[Lore:Vorys|Vorys]] the Immolant was the patron saint of House Telvanni as late as {{Year|2E 582}},{{ref|name=MDGH|{{Cite Book|Mottos of the Dunmeri Great Houses}}}} but fell out of reverence by {{Year|3E 427}}.{{Ref|name=Sept10AMA|group=UOL|[[General:ESO Writing Team AUA|ESO Writing Team r/elderscrollsonline Ask Us Anything]]}} ==History== ===First Era=== :''"The forceful expression of will gives true honor to the Ancestors."'' β€” ''[[Lore:Mottos of the Dunmeri Great Houses|Mottos of the Dunmeri Great Houses]]'' [[File:MW-misc-House Telvanni.png|120px|thumb|left|The Telvanni Crest]] House Telvanni was founded in ancient times, predating the [[Lore:The War of the First Council|War of the First Council]]. Prior to the War, thirty of the most influential and revered Chimer Clans worked together to build the fabled Library of Andule, a grand repository containing the genealogical records related to the earliest [[Lore:Veloth|Velothi]] settlers and other assorted knowledge about the earliest history of the Great Houses.{{ref|name=Bradyn|[[Online:Librarian Bradyn|Librarian Bradyn]]'s dialogue in [[Online:Morrowind|ESO]]}} Six of the thirty Revered Families hailed from House Telvanni; the Andas, Hlervu, Lleran, Releth, Sadryon, and Telvayn Clans.{{ref|name=TelvanniTombs|[[Online:Ancestral Tombs|Ancestral Tomb]] markers in [[Online:ESO|ESO]]: ''[[Morrowind:Morrowind|Morrowind]]''}} The locations of the tombs were presumed lost in the aftermath of the War of the First Council, along with the Library of Andule and the records contained within.{{ref|name=Bradyn}} The six tombs were rediscovered in {{Year|2E 582}}, alongside the other twenty-four families and the Library of Andule itself.{{ref|name=LibraryOfAnduleQuests|Events of [[Online:The Ancestral Tombs|The Ancestral Tombs]] and [[Online:The Lost Library|The Lost Library]] in ESO:Morrowind}} In ancient times, the Telvanni built [[Lore:Heimlyn Keep|Heimlyn Keep]], the site of a relic vault which the House was charged with protecting. The relic vault was used to seal away objects of mystical potency that were considered too dangerous to circulate in the world.{{Ref|name=ONLoadHeim|[[Online:Heimlyn Keep|Heimlyn Keep]] loading screen text in [[Online:Online|ESO]]}}{{ref|name=ESOBeron|[[Online:Beron Telvanni|Beron Telvanni]]'s dialogue in [[Online:Online|ESO]]}} House Telvanni was already an active [[Lore:Chimer|Chimer]] House by the time the War of the First Council broke out in earnest, and fought alongside [[Lore:House Indoril|House Indoril]], [[Lore:House Dres|Dres]], [[Lore:House Redoran|Redoran]] and [[Lore:House Hlaalu|Hlaalu]] against the secular [[Lore:House Dagoth|House Dagoth]] and the [[Lore:Dwemer|Dwemer]]. Early in the conflict, they and the other Great Houses were considered dispersed and poorly organized, suffering multiple defeats until Indoril [[Lore:Nerevar|Nerevar]] was made Hortator. Nerevar eventually gathered the Houses and [[Lore:Ashlander|Ashlander]] Clans to attack the fortress of [[Lore:Red Mountain|Red Mountain]] which led to a victory at the [[Lore:Battle of Red Mountain|Battle of Red Mountain]]. When the nascent [[Lore:Tribunal Temple|Tribunal Temple]] moved forward to re-create the [[Lore:First Council|First Council]], which they renamed as the Grand Council of Morrowind, House Telvanni was admitted as one of the ruling Great Houses.{{ref|name=WOTFC|{{Cite Book|War of the First Council}}}} The House would at some point adopt brown as its official identifying color.{{ref|name=GHoM|{{Cite Book|Great Houses of Morrowind}}}}{{ref|name=BB3E426|{{Cite Book|Brown Book of 3E 426}}}}{{ref|name=TGHTH|{{Cite Book|The Great Houses and Their Uses}}}} At some point, a Telvanni wizard created a series of portals to various realms. Later this wizard went missing and was presumed dead, but his portals were later relied on and exploited by [[Lore:Divayth Fyr|Divayth Fyr]], who would go on to become one of the most powerful members of the House, alongside an ally.{{ref|name=TDO2|{{Cite Book|The Doors of Oblivion, Part 2|ns_base=Online}}}} Fyr himself had trafficked with the [[Lore:Daedra|Daedra]] before by choice, although he only interacted with [[Lore:Azura|Azura]] and [[Lore:Mehrunes Dagon|Mehrunes Dagon]].{{ref|name=VODP1|{{Cite Book|Varieties of Daedra, Part 1|ns_base=Online}}}} ===Second Era=== In the [[Lore:Second Era|Second Era]], a member of House Telvanni created the [[Lore:Vvardvark|Vvardvark]] during an experiment. The creatures spread throughout the island of Vvardenfell, and were wiped out by the [[Lore:The Blight|Ash Blight]] centuries later.{{Ref|name=TVE|{{Cite Book|The Vvardvark Experiment}}}}{{ref|name=VFAF|{{Cite Book|Vvardenfell Flora and Fauna}}}}{{ref|name=VTAN|[[General:ESO: Morrowind - Vvardenfell Then and Now|Vvardenfell Then and Now]] on the official [[Online:Online|ESO]] website}} During the year {{Year|2E 572}}, Morrowind was invaded by the [[Lore:Kamal (race)|Kamal]] of [[Lore:Akavir|Akavir]] in what became known as the [[Lore:Second Akaviri Invasion|Second Akaviri Invasion]]. The invasion force completely bypassed the Telvanni Peninsula and Vvardenfell, both which had considerable holdings of House Telvanni, leaving the House unaffected by the conflict.{{ref|name=TSAI|{{Cite Book| The Second Akaviri Invasion}}}} After the conflict, the Redoran, Indoril, Dres, and Hlaalu signed an alliance with the [[Lore:Nord|Nords]] of [[Lore:Skyrim|Eastern Skyrim]] and the [[Lore:Argonian|Argonians]] of [[Lore:Black Marsh|northern Black Marsh]], creating the [[Lore:Ebonheart Pact|Ebonheart Pact]]. Much to the chagrin of the other houses, the Telvanni refused to join to alliance.{{Ref|name=AskAnythingEbonheart2|[http://elderscrollsonline.com/en/news/post/2012/11/26/ask-us-anything-ebonheart-pact-part-2 Ask Us Anything: Ebonhart Pact (Part 2)]}} Around the same time, they were also pushing the [[Lore:Ahemmusa Tribe|Ahemmusa Tribe]] of [[Lore:Ashlanders|Ashlanders]] out of their former grounds in the isle of Vvardenfell during a period of expansion.{{Ref|name=ATC|{{Cite Book|Ashlander Tribes and Customs}}}} [[File:LG-cardart-Telvanni Oathman.png|thumb|left|A Second Era Telvanni]] Ten years later in {{Year|2E 582}}, the Telvanni (now the main bastion of slavery in [[Lore:Tamriel|Tamriel]]) looked to provinces outside the Ebonheart Pact for slave labor. They employed slavers who sailed as far as High Rock and Hammerfell to acquire goods. Members of the House occasionally requested that their slavers acquire individuals of specific race, age, gender, build or personal background for a variety of reasons. A house member could be looking for healthy young men to perform physical labor, older men to serve as chaperones, or someone with specific knowledge to perform a specialized task, such as pigkeeping.{{Ref|name=TR|{{Cite Book|Telvanni Requirements|ns_base=Online}}}} On Vvardenfell, the [[Lore:Cammona Tong|Cammona Tong]] was employed to recapture escaped slaves. The Tong was even more feared among slaves than the Telvanni.{{Ref|name=MDL|{{Cite Book|My Dearest Love|ns_base=Online}}}} At this time, House Telvanni was ruled by Archmagister Nelos Otheri.{{ref|name=Online|Events of [[Online:Morrowind|ESO: Morrowind]]}} [[File:ON-npc-Nelos Otheri.jpg|thumb|right|Nelos Otheri, Archmagister of House Telvanni circa {{Year|2E 582}}]] Slavers employed by House Telvanni often used tactics such as extinguishing lighthouse beacons to bait incoming ships into wrecking, allowing the slavers to capture the disoriented survivors.{{ref|name=ESOTyree|[[Online:Tyree Marence|Tyree Marence]]'s dialogue during [[Online:Repair Koeglin Lighthouse|Repair Koeglin Lighthouse]] in [[Online:Online|ESO]]}} One such raid was conducted on Koeglin Village in the [[Lore:Illiac Bay|Illiac Bay]] in {{Year|2E 582}}.{{ref|Events of [[Online: Repair Koeglin Lighthouse|Repair Koeglin Lighthouse]] in [[Online:Online|ESO]]}}{{ref|Events of [[Online:Captive Crewmembers|Captive Crewmembers]] in [[Online:Online|ESO]]}} During the [[Lore:Three Banners War|Three Banners War]], [[Lore:Heimlyn Keep|Heimlyn Keep]] was attacked by a contingent of soldiers from the [[Lore:Daggerfall Covenant|Daggerfall Covenant]], who mistakenly believed Heimlyn Keep was a military training ground for mages.{{ref|name=ESOJurard|[[Online:Captain Jurard|Captain Jurard]]'s dialogue during [[Online:The Curse of Heimlyn Keep|The Curse of Heimlyn Keep]] in [[Online:Online|ESO]]}} Despite their refusal to join the Pact, House Telvanni still upheld their responsibilities in central Morrowind, which included tending to the relic vault.{{ref|name=ESOBeron}} A {{Lore Link|Soulless One|wanderer}} aided House Telvanni after the raid, eliminating the source of the plague.{{ref|Events of [[Online:The Curse of Heimlyn Keep|The Curse of Heimlyn Keep]] in [[Online:Online|ESO]]}} The vault was re-sealed and the people of Heimlyn Keep were saved from catastrophe.{{ref|Events of [[Online:What Was Done Must Be Undone|What Was Done Must Be Undone]] in [[Online:Online|ESO]]}} An agent of House Telvanni was sent to steal Covenant warship designs from the shipyard at [[Lore:Lainlyn|Tava's Blessing]] in the [[Lore:Alik'r Desert|Alik'r Desert]]. The agent was attacked by necromancers that had invaded the port, although she managed to get the designs.{{ref|name=ESOLlasi|[[Online:Llasi Omoren|Llasi Omoren]]'s dialogue during [[Online:Warship Designs|Warship Designs]] in [[Online:Online|ESO]]}} It is unknown if the agent was able to bring the documents back to Morrowind.{{ref|Events of [[Online:Warship Designs|Warship Designs]] in [[Online:Online|ESO]]}} Concurrently, Magister [[Lore:Therana|Therana]] hoped to study the finger bone of [[Lore:Felms|Saint Felms]]. A traveler extracted the relic from Zaintiraris, a Daedric ruin in Redoran territory, on behalf of an [[Lore:Argonian|Argonian]] slave named [[Lore:Sun-in-Shadow|Sun-in-Shadow]].{{ref|[[Online:Magister Therana|Magister Therana]]'s dialogue during [[Online:A Hireling of House Telvanni|A Hireling of House Telvanni]] in [[Online:ESO|ESO]]: [[Online:Morrowind|Morrowind]]}} The Magister agreed to endorse Sun-in-Shadow's bid for freedom in exchange for the relic.{{Ref|name=MAGW|{{Cite Book|Magister's Writ|ns_base=Online}}}}{{ref|name=AHOHT|Events of [[Online:A Hireling of House Telvanni|A Hireling of House Telvanni]] in [[Online:ESO|ESO]]: [[Online:Morrowind|Morrowind]]}} That same year, Mistress [[Lore:Dratha|Dratha]] was poisoned by a Telvanni wizard named Savarak who bargained with House Hlaalu to depose the Magister. House Hlaalu coveted Dratha's territory, and Savarak desired Dratha's position as Magister.{{ref|name=ONRV|Events of [[Online:Reclaiming Vos|Reclaiming Vos]] in [[Online:Morrowind|ESO]]}} They infected Dratha's mushroom tower with infectious spores in an attempt to kill her, but their plot was stopped by Dratha's Mouth with the assistance of a traveler. After her brush with death, Mistress Dratha sought to prolong her life. She had the traveler retrieve the seven Stones of Cold Fire so she could bargain with the Daedra to achieve immortality.{{Ref|name=MDJ|{{Cite Book| Mistress Dratha's Journal|ns_base=Online}}}}{{ref|name=ESOAAC|Events of [[ON:At Any Cost|At Any Cost]] in [[Online:Morrowind|ESO]]}}{{ref|name=ESODratha|[[Online:Mistress Dratha|Mistress Dratha]]'s dialogue in [[Online:Morrowind|ESO]]}}{{ref|name=MWDratha|[[Morrowind:Dratha|Dratha]]'s dialogue in ''[[Morrowind:Morrowind|Morrowind]]''}} Near the close of the Second Era, the land-hungry [[Lore:Third Empire|Third Empire]] turned its attention to the unconquered nation of Morrowind. When war seemed inevitable, House Telvanni remained neutral, rejecting the Redoran approach of holding the invaders at the borders, the Indoril and Dres approach of fighting a guerilla war within Morrowind itself, and the Hlaalu approach of accommodation. When [[Lore:Vivec|Vivec]] revealed his intent to willingly join the Empire with the [[Lore:Armistice|Treaty of the Armistice]], House Telvanni was the third Great House to accept the terms, following House Hlaalu and House Redoran.{{ref|name=OM|{{Cite Book|On Morrowind}}}} ===Third Era=== :''The wizard-lords of House Telvanni have traditionally isolated themselves, pursuing wisdom and mastery in solitude. But certain ambitious wizard-lords, their retainers, and clients have entered wholeheartedly into the competition to control and exploit Vvardenfell's land and resources, building towers and bases all along the eastern coast. According to Telvanni principles, the powerful define the standards of virtue''. β€” ''[[Lore:Great Houses of Morrowind|Great Houses of Morrowind]]'' During the [[Lore:Third Era|Third Era]], the city of Sadrith Mora was the district seat of the Telvanni on Vvardenfell, even though the Archmagister, Gothren, did not live there, but resided in nearby Tel Aruhn. Sadrith Mora was home to the Council Hall, in which each Telvanni lord was represented by a lieutenant with the title of "Mouth". In general, the actual lords themselves lived in their own towers and did not attend the Council. Even Master [[Lore:Neloth|Neloth]] of Tel Naga, who resided nearby in Sadrith Mora, did not attend the Council. Some great Telvanni opted out of the rat race for power within the Council entirely due to their isolationism. But, among those who actually cared about who the leader was, the ever-procrastinating Archmagister Gothren of Tel Aruhn, few ever voiced their opinions.{{ref|name=Morrowind}} [[File:LG-cardart-Tel Vos Magister.png|thumb|left|Master Aryon of Tel Vos]] In {{Year|3E 426}}, the House Telvanni Council formally ignored the repeated protests by Vedam Dren, Duke of Vvardenfell and Grandmaster of House Hlaalu, and other Great House representatives on the subject of the ambitions and enterprise of its individual members and Telvanni exploration and colonization of the wastes and wildernesses of Vvardenfell. The Telvanni Council refused to place restraint on both matters, citing "ancient law and custom." At the same time, the council renewed its objection to proposals placed before Duke Dren and the Grand Council concerning slavery and slave trading in Vvardenfell District. Their arguments cited the right to own and trade slaves being guaranteed by the terms of the Treaty of the Armistice, and would not entertain any discussion of abridgements of those rights.{{ref|name=BB3E426}} [[File:MW-map-Great House Influence.jpg|thumb|right|Areas of Vvardenfell controlled by House Telvanni in {{Year|3E 427}}(brown areas).]] By {{Year|3E 427}}, all of the Telvanni Councilors on Vvardenfell lived in great towers which required levitation to ascend, with one leader in each of their main towns: Sadrith Mora, [[Lore:Tel Aruhn|Tel Aruhn]], [[Lore:Tel Vos|Tel Vos]], [[Lore:Tel Mora|Tel Mora]], and [[Lore:Tel Branora|Tel Branora]]. None of the Telvanni towns were on the [[Lore:Silt Strider|Silt Strider]] routes; the only transport available to them was by boat, except for Sadrith Mora itself. Being the only Telvanni town with a significant Imperial presence, it could be reached by Guild Guide from another Mages Guild to the nearby Imperial-controlled [[Lore:Wolverine Hall|Wolverine Hall]].{{ref|name=Morrowind|Events of [[MW:Morrowind|Morrowind]]}} On the mainland, House Telvanni lands included the city of [[Lore:Firewatch|Firewatch]], east of Tel Mora, and the islands to the northeast of the mainland which extend out into the [[Lore:Padomaic Ocean|Padomaic Ocean]].<!-- [[Lore:Telvanni Isles|Telvanni Isles]] that {{Tense|extend|extended|MW=1}} east into the [[Lore:Padomaic Ocean|Padomaic Ocean]]. -->{{ref|name=AnniMap|[[:File:MW-map-Morrowind Concept.jpg|Concept map]] of Morrowind, released during the Tenth Anniversary of TES}} Little is known of the fates of the Telvanni lords of mainland Morrowind. However, of those on Vvardenfell, it is known that Archmagister Gothren of Tel Aruhn refused to recognize the [[Lore:Nerevarine|Nerevarine]] as Hortator for House Telvanni - choosing instead a fight to the death, which he lost.{{ref|name=MWTH|Events of [[Morrowind:Telvanni Hortator|Telvanni Hortator]] in ''[[MW:Morrowind|Morrowind]]''}} Master Aryon of Tel Vos, by contrast, was the Nerevarine's greatest supporter in House Telvanni: and the othersβ€”Neloth of Sadrith Mora, Therana of Tel Branora and Dratha of Tel Moraβ€”all were persuaded to back the Hortator.{{ref|name=MWTH|Events of [[Morrowind:Telvanni Hortator|Telvanni Hortator]] in ''[[MW:Morrowind|Morrowind]]''}} Before or after the fall of [[Lore:Dagoth Ur|Dagoth Ur]], Arch-Mage Trebonius Artorius of the Mages Guild demanded that the remaining Telvanni councilors be assassinated, as the price for his retirement and replacement by the Nerevarine as head of the Mages Guild. However, the Nerevarine appears not to have complied with the request, for at least oneβ€”Nelothβ€”is known to have survived, although shortly afterwards he left Morrowind and moved to Solstheim.{{ref|name=MWTC|Events of [[Morrowind: Kill the Telvanni Councilors| Kill the Telvanni Councilors]] in ''[[MW:Morrowind|Morrowind]]''}}{{ref|name=Dragonborn|Events of [[Skyrim:Dragonborn|Dragonborn]].}} The [[Lore:Morag Tong|Morag Tong]] had an outstanding writ on Therana's life, which the Nerevarine may have been the only one brave enough to attempt to carry outβ€”it being generally accepted that she would be little loss to the house, with her advanced age and senility.{{ref|name=MWMT|Events of [[Morrowind: Writ for Mistress Therana|Writ for Mistress Therana]] in ''[[MW:Morrowind|Morrowind]]''}} [[File:MW-place-Tel Uvirith.jpg|thumb|left|Tel Uvirith, constructed in the late Third Era in an attempt to expand into the Molag Amur region of Vvardenfell]] Throughout {{Year|3E 427}}, House Telvanni clashed with Houses Redoran and Hlaalu in the wilderness of Vvardenfell, as all three Great Houses attempted to secure land and resources on the frontier island. Conflicts arose over the occupation of old Velothi Towers, such as Shishi,{{ref|name=Shishi|Events of [[Morrowind:Shishi Report (quest)|Shishi Report]] and [[Morrowind:Shishi (quest)|Shishi]] in [[Morrowind:Morrowind|Morrowind]]}} and the founding of settlements such as Rethan Manor by House Hlaalu or Indarys Manor by House Redoran, with the Telvanni attempting to kill the owners of both settlements with disputed success.{{ref|name=KillRethanIndarys|Events of [[Morrowind:Kill Raynasa Rethan|Kill Raynasa Rethan]] and [[Morrowind:Kill Banden Indarys|Kill Banden Indarys]] in [[Morrowind:Morrowind|Morrowind]]}} At the same time, House Telvanni attempted to expand into the [[Lore:Molag Amur|Molag Amur]] region by constructing a stronghold called Tel Uvirith, something that both Houses Redoran and Hlaalu took exception to. Both Houses sent agents to kill the owner or the Tower, with unknown results.{{ref|name=Uvirith|Events of [[Morrowind:Slay Reynel Uvirith|Slay Reynel Uvirith]] and [[Morrowind:Kill Reynel Uvirith|Kill Reynel Uvirith]] in [[Morrowind:Morrowind|Morrowind]]}} The clashes in Shishi ended inconclusively, with the Redoran reporting the extermination of all Telvanni within, and the Telvanni claiming victory against the Redoran siege. The Telvanni hoped that the other House would not attack the location again, reasoning that Vvardenfell had enough land for all three Great Houses active on the island.{{ref|name=Shishi}} Further souring relations with House Redoran, Nartise Arobar, daughter of Redoran councilor Miner Arobar, was kidnapped and used as a political hostage by the Telvanni wizard, [[Lore:Neloth|Neloth]].{{ref|name=RedoranDamselInDistress|Events of [[Morrowind:Miner Arobar's Support|Miner Arobar's Support]] in [[Morrowind:Morrowind|Morrowind]]}} Delyna Mandas, daughter of Redoran noble Arethan Mandas, was held captive in Tel Fyr, causing Arethan Mandas to go mad and begin demanding tribute from passing travelers much as any common bandit.{{ref|name=MadLordofMilk|Events of [[Morrowind:The Mad Lord of Milk|The Mad Lord of Milk]] in [[Morrowind:Morrowind|Morrowind]]}} Despite the conflicts with Hlaalu and Redoran, House Telvanni still managed to make agreements with the Hlaalu and convince the councillors of House Redoran to end the monopoly of the Mages Guild, as one interpretation of the Armistice only allowed the Guild to offer spells and train non-members. With the support of three Redoran councillors, the Telvanni acquired enough support in the Grand Council to remove the monopoly.{{ref|name=MWMGM|Events of [[Morrowind:Mages Guild Monopoly|Mages Guild Monopoly]] in ''[[MW:Morrowind|Morrowind]]''}} House Telvanni was also able to defend its own lands several times, as they managed to heal the blighted kwama queen of the Mudun-Mul egg mine located near Tel Vos and defended one of their members against a Hlaalu attack in the Velothi tower of Odirniran.{{ref|name=MWOdirniran|Events of [[Morrowind:Odirniran|Odirniran]] in ''[[MW:Morrowind|Morrowind]]''}}{{ref|name=MWMudan|Events of [[Morrowind:Mudan-Mul Egg Mine|Mudan-Mul Egg Mine]] in ''[[MW:Morrowind|Morrowind]]''}} Rebellious conflicts also happened, with one slave rebellion near the Telvanni tower of Tel Branora being stopped, although the slaves might have escaped.{{ref|name=MWRebel|Events of [[Morrowind: Slave Rebellion|Slave Rebellion]] in ''[[MW:Morrowind|Morrowind]]''}} Aryon himself was scheming at the time to fill the vacancy created by Gothren's death (and was backed by Baladas Demnevanni of Gnisis, whom he had persuaded to join the Council), and planned to introduce many reforms to Telvanni ethics and practices: although he would not stand against the Nerevarine if the latter were interested in the jobβ€”however the Nerevarine left Morrowind not long afterwards and Baladas himself might have been killed by the hero.{{ref|name=MWBD|Events of [[Morrowind:Baladas Demnevanni (quest)|Baladas Demnevanni]] in ''[[MW:Morrowind|Morrowind]]''}}{{ref|name=MWWBD|Events of the [[Morrowind:Writ for Baladas Demnevanni|Writ for Baladas Demnevanni]] in ''[[MW:Morrowind|Morrowind]]''}} The subsequent documented existence of a Telvanni ship named ''The Pride of Tel Vos'' indicates that Tel Vos, Aryon's tower and townβ€”originally a comparatively small and unimportant settlementβ€”had risen to become a place to be proud of: and therefore that Aryon must have been held in considerable respect by the Telvanni, as Tel Vos was nothing without him.{{ref|name=SRPTV|Appearance of the [[Skyrim:Wreck of The Pride of Tel Vos|Wreck of The Pride of Tel Vos]] in ''[[SR:Skyrim|Skyrim]]''}} During the [[Lore:Oblivion Crisis|Oblivion Crisis]] in {{Year|3E 433}}, the Telvanni did their best to close the Oblivion Gates on Vvardenfell, but it was to no avail and the Daedra swarmed the land. The Dunmer would instead by saved by the recently revived army of Great House Redoran.{{ref|name=DBArano|[[Skyrim:Adril Arano|Adril Arano's]] dialogue in [[Skyrim:Dragonborn|Dragonborn]]}}{{ref|name=OBrumor|Rumor in Oblivion: ''"I have heard things are bad in [[Lore:Vvardenfell|Vvardenfell]]. The Telvanni do their best to close the gates, but it is to no avail."''}} During the same year, a Telvanni Arch-Mage [[Lore:Frathen Drothan|Frathen Drothan]] turned rogue and gathered a band of mercenaries called the Drothmeri army in an attempt to topple Imperial rule. He led an expedition to {{Future Link|Sundercliff Watch}} in the [[Lore:Valus Mountains|Valus Mountains]] of [[Lore:Cyrodiil|Cyrodiil]] to search for [[Lore:Mehrunes' Razor|Mehrunes' Razor]], but he was slain by the [[Lore:Hero|Champion of Cyrodiil]] before he could retrieve the artifact.{{ref|name=Oblivion|Events of [[OB:Oblivion|Oblivion]]}} ===Fourth Era=== [[File:SR-place-Tel Mithryn.jpg|thumb|right|Tel Mithryn on Solstheim in 4E 201.]] The Telvanni suffered greatly during the [[Lore:Red Year|Red Year]] in the early [[Lore:Fourth Era|Fourth Era]]. All of the settlements on Vvardenfell were obliterated, but the Telvanni survived and attempted to rebuild. Morrowind was then invaded by the Argonians of [[Lore:Black Marsh|Black Marsh]], and in an act of revenge for centuries of slavery, the Argonians focused on wiping out the weakened House Telvanni. Circa {{Year|4E 6}}, the last remaining stronghold of the House was sacked by the Argonian invasion force and Great House Telvanni fell. It is documented that some survivors attempted to flee aboard ''The Pride of Tel Vos'', a ship which was later found wrecked along the coast of Skyrim, east of [[Lore:Winterhold (city)|Winterhold]]. By this account, a single heir of the house survived: Brandyl Tenvanni, son of Lymdrenn Tenvanni, who was found as an infant by Argonians. He grew up in Black Marsh under the name Brand-Shei.{{ref|name=LTJ|{{Cite Book|Lymdrenn Tenvanni's Journal}}}} Brelyna Maryon is also a descendant of House Telvanni.{{ref|name=Brelyna|[[Skyrim:Brelyna Maryon|Brelyna Maryon]]'s dialogue in Skyrim}} As of the Fourth Era, the holdings of House Telvanni are all on Vvardenfell,{{ref|name=NelothDB|[[Skyrim:Neloth|Neloth]]'s dialogue in [[Skyrim:Dragonborn|Dragonborn]]}} although it is unknown what or where they are. Despite these setbacks, House Telvanni remains a ruling Great House of Morrowind.{{ref|name=DBMorvayn|[[Skyrim:Lleril Morvayn|Lleril Morvayn's]] dialogue in [[Skyrim:Dragonborn|Dragonborn]]}} In {{Year|4E 16}}, the High King of Skyrim ceded control of Solstheim to Morrowind. Ostensibly a sign of compassion for the suffering Dunmer people, the act served a pragmatic political purpose: Skyrim could not deny Dunmer refugees access to Solstheim without sparking an unwanted conflict with Morrowind, which had long maintained a theoretical claim to the island, nor could it stand by and allow the Dunmer to settle its territory without losing face.{{ref|name=DBLoad|[[Skyrim:Loading Screens#Solstheim|Loading Screen captions]] from [[Skyrim:Dragonborn|Dragonborn]]}}{{ref|name=LOS|{{Cite Book|Lord of Souls|ns_base=Books}}}} Though the island passed to the control of House Redoran and was ruled from Raven Rock by Councilor Brara Morvay and later her son, Lleril, Neloth had also traveled there to research the ash deposits from [[Lore:Red Mountain|Red Mountain]], bringing much of Morrowind's exotic flora and fungi to the now partially ash-damaged island. During his time there, he has been studying Heart Stones, fallout originating from the center of Red Mountain, and has learned how to use magic to weave living things from the ash.{{ref|name=Garyn|[[Skyrim:Garyn Ienth|Garyn Ienth]]'s dialogue in [[Skyrim:Dragonborn|Dragonborn]]}} By {{Year|4E 201}}, Neloth had finished growing the settlement of [[Lore:Tel Mithryn|Tel Mithryn]] on Solstheim. Though the people of Solstheim view him as possibly mad, he was still well respected by the other Telvanni wizards. He often took apprentices, though he used them in painful experiments more often than he actually taught them. Neloth planned on returning to Vvardenfell after finishing research on the [[Lore:Ash Spawn|Ash Spawn]], which started to appear on the island after the Red Year. Tel Mithryn remained cordial with the Redoran rulers of Solstheim, with the local Redoran city of Raven Rock and Tel Mithryn content to ignore each other.{{Ref|name=Skyrim|Events of [[Skyrim:Dragonborn|Dragonborn]]}} ==Society== The Telvanni are said to have adapted the Dwemer style of the Four Tests convention as an aesthetic element in their defenses and the approach to their towers. Those tests include the analyzation of patterns, a need to proceed systematically if no pattern is found by ordering actions to be done, requiring the observer to examine obstacles to see if a path around the difficulty is needed, and confronting the obstacle directly if no path is found.{{ref|name=GDA|{{Cite Book|Guylaine's Dwemer Architecture|ns_base=Online}}}} Those Telvanni towers were notable enough to be mentioned among other wonders in a recommendation of travel to Vvardenfell.{{Ref|name=GT|{{Cite Book|Good Travels!|ns_base=Online}}}} [[File:LG-cardart-Therana.png|thumb|left|Magister Therana, an example of a powerful Telvanni mage.]] At the time of the Ebonheart Pact, thieves and outlaws were said to think House Telvanni was useful as they did not care about it and only cared about their sanctuary on the Telvanni Coast. The formation of the Pact also meant that the troopers they had from other houses were fired. At the time, they were also described as being friend with neither the Argonians nor the [[Lore:Nord|Nords]], both races being members of the Pact.{{ref|name=TGHTH}} A hope of the Tribunal Temple in the [[Lore:Second Era|Second Era]], or at least one of their canons, was that House Telvanni would be wise, forbearing and that they would share their insights and enchantments, remembering that although they were not part of the Ebonheart Pact, they were still part of the Dunmer people. The sermon where this hope was published was in response to the growing concern over the trembling of [[Lore:Baar Dau|Baar Dau]], the appearance of unknown daedra in the land, and the rise of a [[Lore:Conoon Chodala|false incarnate]] of the Nerevarine.{{Ref|name=FTSRM|{{Cite Book|Faith in the Shadow of Red Mountain}}}} Telvanni did not shy away from dark powers, and one of their members even reported that he was able to sense the energies of the Icereach Coven and the [[Lore:Gray Host|Gray Host]] during a visit to [[Lore:Skyrim|Skyrim]] when those factions became more active there. This Telvanni Mouth also wrote that others had studied such kinds of powers but did not think that anyone had been so close to it as he was.{{Ref|name=JOTE|{{Cite Book|Journal of a Telvanni Emissary|ns_base=Online}}}} Their slaves were often used for experimentation and without any choice on the matter, with one Telvanni "invitation" to their slaves including the practices that they would have to go through, including a test involving corrosive spores to the skin and possible combustion of the lungs. Rewards included reduced lashings and extra portions of food for their meals.{{Ref|name=AID|{{Cite Book| An "Invitation" to Discovery|ns_base=Online}}}} Other poor treatment of slaves included exposing them to the sun for long hours and even preparing chestplates to dry the Argonians and others, but making sure they would not die even if they wished for it.{{Ref|name=COD|{{Cite Book|Chestplate of Desiccation|ns_base=Online}}}} House Telvanni was among the staunchest defenders of slavery, which they saw as an ancient [[Lore:Dunmer|Dunmer]] right.{{ref|name=BB3E426}} However, both Khajiit and Argonians, the two most common slave races, could join House Telvanni and advance to the same level of respect as other races. Many Telvanni towns, notably Sadrith Mora and Tel Aruhn, housed slave markets. Telvanni holdings were also worked by slaves, whereas the other Great Houses preferred to use generic workers. Unsurprisingly, Telvanni were strong enemies of abolitionists.{{ref|name=Morrowind}} Fear or worry of Telvanni slavery in the Second Era reached as far as Summerset, with their mages being known for buying people.{{ref|name=JJA|{{Cite Book|Journal of Justiciar Avanaire}}}} Telvanni art can be three-dimensional via the creation of magical paintings.{{ref|[[Online:Contraband T#Telvanni Wizard-Painting of Heimlyn Keep|Telvanni Wizard-Painting of Heimlyn Keep]] item description in [[Online:ESO|ESO]]}} Another curious item that they often use are the elegant pristine netch-hide handkerchiefs, which are used by the upper echelon of the House.{{ref|[[Online:Contraband P#Pristine Netch-Hide Handkerchiefs|Pristine Netch-Hide Handkerchiefs]] item description in [[Online:ESO|ESO]]}} Telvanni wizards prize red star shells, which are exceedingly rare. Slaves are trained to comb the shallows for them, and it is considered a marvel to be able to find three of these shells in a month. Red star shells are considerably valuable due to their rarity.{{ref|[[Online:Faras Givyn|Faras Givyn]]'s dialogue during [[Online:Bound by Love|Bound by Love]] in ''[[Online:ESO|ESO]]: [[Online:Morrowind|Morrowind]]''}} [[Lore:Nix-Hound|Nix-hounds]] can be trained to find these shells quite effectively.{{ref|name=ESOLlonas|[[Online:Llonas Givyn|Llonas Givyn]]'s dialogue in ''[[Online:ESO|ESO]]: [[Online:Morrowind|Morrowind]]''}}{{ref|Events of [[Online:Bound by Love|Bound by Love]] in ''[[Online:ESO|ESO]]: [[Online:Morrowind|Morrowind]]''}} {{NewLeft}} ==Equipment== [[File:ON-concept-Telvanni.jpg|thumb|right|Examples of Telvanni arms and armor during the Second Era]] The look of the weapons and armor of House Telvanni in the Second Era was meant to be distinctive and awe-inspiring. One of their sayings, β€œThe powerful define the standards of virtue”, was used to describe their style active in 2E 582.{{Ref|name=CMTS|{{Cite Book|Crafting Motif 50: Telvanni Style}}}} ===Armor=== For belts, their war-girdles were thick and strong, using flexing and overlapping plates to support the front and the rear, protecting abdomen and a small part of the back, being shaped like woody bodies of bracket fungi, displaying radiant patterns of spore gills. For the lower body, they wore kilts of mail inspired by the robes of their Wizard Lords. Their boots were flexible and thick due to the rugged terrain of their lands, with sabatons being used for heavier armor which used overlapping metal plates to protect the instep and had their forward end pointing upward and this pointing was meant to echo the style of the pauldrons and evoke the idea of their master wizards. Those upward-pointed pauldrons, specially on the heavier armors, helped to show the distinctive silhouette of a Telvanni armor, with their troopers being broad-shouldered. On the chest, their armor was layered with flexible leather and plates of chitin, ferrofungus or metal with shapes inspired by shelf fungi or toadstool caps, scored by spore gill lines with lacquer overpainting being optional. This was complimented by their gauntlets which displayed the same contrasting nature as the rest of the garments, being made out of [[Lore:Guar|guar]] hide for dexterity while the back of the hand was defended with plates with the same style of shelf fungus. Helmets were either hoods of mail with rigid faceplates for lighter armor or β€œmushroom-mask” full helms with toadstool silhouettes for heavier helms which caused their heavy troopers to inspire awe on observers. The rigid and light shields of the House were heart-shaped and also made out of plates of chitin or ferrofungus, with a brazen central boss displaying the House’s symbol. Edges of the shield were reinforced with steel for extra protection.{{Ref|name=CMTS|{{Cite Book|Crafting Motif 50: Telvanni Style}}}} ===Weapons=== House Telvanni archers and thralls used simple recurved bows made out of protective metal in mushroom-cap shapes with quivers decorated to match. Meanwhile, their daggers were long and curved with an end to made them distinctively Telvanni with swirling patterns on their metal between the hilt and the blade resembling a spell and the House symbol. Their axes resembled sharp-edged shelf or bracket fungi, being made of forge-hardened ferrofungus if metallic ore was unavailable and were no bigger than they needed to be as Telvanni warriors should use them with precision and finesse to instill awe with use and not appearance. Another option included mushroom-cap maces shaped like the fungal scepters of the Telvanni Councillors, although they were larger with a heavy end strong enough to crack skulls. Swords were long with curved edges, with the end being backed by a hook or barb useful for dismounting riders or toppling heavy knights, with traditional Telvanni swordplay favoring cut over thrust so the point was not often used. Similarly to their daggers, swirling spell patterns were also included to the hilt and the blade of the swords. Magical users could count on their staves which had the House symbol wrought in gilded silver and made sure that even when the mages were not using uniforms, they would still be recognized and there would be no need to guess their house. {{Ref|name=CMTS|{{Cite Book|Crafting Motif 50: Telvanni Style}}}} ==Ranks== *'''Archmagister''', is the head and leader of House Telvanni.{{ref|name=MWAryon|[[Morrowind:Aryon|Aryon]]'s dialogue in [[Morrowind:Morrowind|Morrowind]]}} *'''Magister''', is a title that announces that the wielder of it deserves the title of Archmagister more than the current one.{{ref|name=MWAryon|[[Morrowind:Aryon|Aryon]]'s dialogue in [[Morrowind:Morrowind|Morrowind]]}} *'''Master''', A member of the ruling Telvanni Council, traditionally those that reach the rank may never move further to Magister or Archmagister, although this rule was ignored in 3E 427. They and the Archmagister are also responsible for choosing a Hortator.{{ref|name=MWTH}}{{ref|name=MWAryon}}{{ref|name=MWEnar|[[Morrowind:Enar Releth|Enar Releth]]'s dialogue in [[Morrowind:Morrowind|Morrowind]]}} *'''Wizard'''{{ref|name=HTRanks|[[Morrowind:House Telvanni|House Telvanni]]'s faction ranks in [[Morrowind:Morrowind|Morrowind]]}} *'''Spellwright'''{{ref|name=HTRanks}} *'''Mouth''', is the rank of representative of the Masters and Magisters of the Telvanni Council who handle business outside the towers as the Masters usually prefer to be left alone although the wishes of Master and Mouth are not always the same.{{ref|name=ESOSun|[[Online:Sun-in-Shadow|Sun-in-Shadow]]'s dialogue in [[Online:Morrowind|ESO]]}} Despite representing the Council, they do not have the authority to select a Hortator.{{ref|name=MWEnar}} *'''Lawman'''{{ref|name=HTRanks}} *'''Oathman''', members of this rank and up are able to buy slaves as of 2E 582.{{ref|name=ESOSun}}{{ref|name=ESOEoki|[[Online:Eoki |Eoki]]'s dialogue in [[Online:Morrowind|ESO]]}} *'''Retainer''', is a low-ranking position, retainers are said to be able to make gold easier if compared to their lower ranking counterparts.{{ref|name=ESOSun}} *'''Hireling''', is the lowest rank of the House, they are constantly circled as any sign of weakness allows the Magisters to eliminate them. Hirelings are able to earn a wage and study in peace and refuse tasks if they so choose.{{ref|name=ESOSun}} To join House Telvanni and become a Hireling, one can either advance from slave to hireling by being sponsored by a high-ranking individual or, if they are free, by speaking with a Mouth to be accepted into the House.{{ref|name=AHOHT}}{{ref|name=Morrowind}} Members of other Great Houses cannot join House Telvanni.{{ref|[[Morrowind:Generic Dialogue C#Choosing a Great House|Generic Dialogue]] regarding Choosing a Great House in ''[[Morrowind:Morrowind|Morrowind]]''}} ==Gallery== <gallery> File:MW-place-Telvanni Council House.jpg|The Council Hall in Sadrith Mora, the district seat of House Telvanni on Vvardenfell, as seen in [[Morrowind:Morrowind|Morrowind]] File:MW-place-Tel Mora.jpg|The Telvanni town of Tel Mora, as seen in [[Morrowind:Morrowind|Morrowind]] File:MW-quest-Telvanni Hortator.jpg|The six councilors of House Telvanni, Vvardenfell District, in {{Year|3E 426}}, as seen in [[Morrowind:Morrowind|Morrowind]] File:MW-npc-Telvanni Sharpshooter.jpg|A Telvanni guard, as seen in [[Morrowind:Morrowind|Morrowind]] File:SR-npc-Neloth2.jpg|Master Neloth, as seen in [[Skyrim:Dragonborn|Dragonborn]] File:SR-place-Tel Mithryn Steward's House.jpg|A Telvanni home, as seen in [[Skyrim:Dragonborn|Dragonborn]] File:MW-banner-House Telvanni.png|A banner displaying the sigil of House Telvanni File:ON-npc-House Guard 03.jpg|A Telvanni guard, as seen in [[Online:Online|Online]] File:ON-crown store-Telvanni Style.jpg|Telvanni armor style circa 2E 582 (ESO) ON-crown store-Telvanni Tower.jpeg|Telvanni tower (ESO) File:LG-cardart-Therana's Lawman.png|A Telvanni guard, as seen in [[Legends:Legends|Legends]] File:LG-cardart-Telvanni Catspaw.png|A Catspaw of House Telvanni, as seen in [[Legends:Legends|Legends]] File:LG-cardart-Sun-in-Shadow.jpg|Sun-in-Shadow, who rose from a slave to a retainer of House Telvanni, as seen in [[Legends:Legends|Legends]] File:LG-cardart-Vvardvark.png|A Vvardvark, a creature created in a Telvanni experiment, as seen in [[Legends:Legends|Legends]] File:GEN-Team ta mw 08t.jpg|Telvanni architecture sketch </gallery> ==Notes== * A Telvanni city named '''Port Telvannis''' appeared in pre-release and datamined maps of Morrowind as a port city in the Telvanni District of eastern [[Lore:Morrowind|Morrowind]], located on the southern coast of the largest of the three islands in the northeast of the province.{{ref|group=UOL|[[:File:LO-map-Morrowind (TES3).jpg|Map of Morrowind from Morrowind's game files]]}}{{ref|group=UOL|[[:File:MW-map-Morrowind Concept.jpg|Concept map of Morrowind, released during the Tenth Anniversary of TES]]}} * One of the stories of [[Lore:Almalexia |Almalexia]] mentions a Telvanni who claimed that he was a master of all alchemy and potions and could cure all diseases, but he was rebuked by Lord Vivec himself who claimed that he was sick with foolishness and arrogance.{{ref|name=THOBA|{{Cite Book|The Homilies of Blessed Almalexia|ns_base=Online}}}} * The Telvanni have their own vessels for seafaring, during the Second Era, they used to travel to the Nordic city of [[Lore:Windhelm|Windhelm]].{{Ref|name=WTL|{{Cite Book|Watchtower Ledger|ns_base=Online}}}} * Telvanni wizards cultivate the largest and majestic mushrooms of Morrowind which are located in [[Lore:Zafirbel Bay|Zafirbel Bay]], these fungi take a thousand years to grow and have special ecology of their own.{{ref|name=TGHTH|{{Cite Book|The Great Houses and Their Uses}}}} * One Telvanni apprentice was rumored to have been able to transform a guar into a pure metallic statue, this theory was created as a way to explain the realism contained in a statue recovered in the Second Era.{{Ref|name=ONDustGuar|[[Online: Bal Foyen Antiquities# The Dutiful Guar|The Dutiful Guar]] antiquity codex entries in [[Online:Greymoor|ESO: Greymoor]]}} *The High Telvanni wizards call themselves the '''Parliament of Bugs'''.{{Ref|name=SKMIWDOT|group=UOL|{{Cite Book|Skeleton Man's Interview with Denizens of Tamriel|ns_base=Gen}}}} ==See Also== * For game-specific information, see the [[Morrowind:House Telvanni|Morrowind]] and [[Online:House Telvanni|ESO]] articles. ===Books=== * {{Book Link|The Affairs of Wizards}} * {{Book Link|Crafting Motif 50: Telvanni Style}} * {{Book Link|Brown Book of 3E 426}} * {{Book Link|The Great Houses and Their Uses}} * {{Book Link|Great Houses of Morrowind}} * {{Book Link|Guide to Sadrith Mora}} * {{Book Link|Mottos of the Dunmeri Great Houses}} * {{Book Link|Realizations of Acrobacy}} ==References== <references/> {{UOL}} <references group=UOL/></noinclude>
2,568,307
2022-02-05T22:12:07Z
Tyrvarion
House Telvanni is one of the Great Houses of Morrowind. It governed the Telvanni District of eastern Morrowind, and administered the eastern portion of the Vvardenfell District from its council seat in Sadrith Mora. The house is comprised primarily of highly egocentric and ambitious mages, and is known to many as the house of the master wizard. It was common for members of the House to rise through the ranks by eliminating or otherwise 'indisposing' other members. Most Telvanni lords want little more than to be left alone to their research and ambitions. The Telvanni lords had an isolationist outlook, and did not intend to be presided over by any other institutions, particularly the Imperial Mages Guild of the Third Era. In general, the Telvanni did not interact with other Houses or Guilds, nor did they have many enemies save for Abolitionists and the Imperial Mages Guild. However, the Telvanni themselves were universally disliked or disapproved of by all other factions found in Vvardenfell as late as . On the other hand, the Telvanni did not have the usual hatred of vampires that most other factions held. Their lords and Mouths were willing to speak to vampires; wizards did not fear vampires nearly as much as other folk did. Saint Vorys the Immolant was the patron saint of House Telvanni as late as , but fell out of reverence by . History First Era :"The forceful expression of will gives true honor to the Ancestors." β€” Mottos of the Dunmeri Great Houses 120px|thumb|left|The Telvanni Crest House Telvanni was founded in ancient times, predating the War of the First Council. Prior to the War, thirty of the most influential and revered Chimer Clans worked together to build the fabled Library of Andule, a grand repository containing the genealogical records related to the earliest Velothi settlers and other assorted knowledge about the earliest history of the Great Houses. Six of the thirty Revered Families hailed from House Telvanni; the Andas, Hlervu, Lleran, Releth, Sadryon, and Telvayn Clans. The locations of the tombs were presumed lost in the aftermath of the War of the First Council, along with the Library of Andule and the records contained within. The six tombs were rediscovered in , alongside the other twenty-four families and the Library of Andule itself. In ancient times, the Telvanni built Heimlyn Keep, the site of a relic vault which the House was charged with protecting. The relic vault was used to seal away objects of mystical potency that were considered too dangerous to circulate in the world. House Telvanni was already an active Chimer House by the time the War of the First Council broke out in earnest, and fought alongside House Indoril, Dres, Redoran and Hlaalu against the secular House Dagoth and the Dwemer. Early in the conflict, they and the other Great Houses were considered dispersed and poorly organized, suffering multiple defeats until Indoril Nerevar was made Hortator. Nerevar eventually gathered the Houses and Ashlander Clans to attack the fortress of Red Mountain which led to a victory at the Battle of Red Mountain. When the nascent Tribunal Temple moved forward to re-create the First Council, which they renamed as the Grand Council of Morrowind, House Telvanni was admitted as one of the ruling Great Houses. The House would at some point adopt brown as its official identifying color. At some point, a Telvanni wizard created a series of portals to various realms. Later this wizard went missing and was presumed dead, but his portals were later relied on and exploited by Divayth Fyr, who would go on to become one of the most powerful members of the House, alongside an ally. Fyr himself had trafficked with the Daedra before by choice, although he only interacted with Azura and Mehrunes Dagon. Second Era In the Second Era, a member of House Telvanni created the Vvardvark during an experiment. The creatures spread throughout the island of Vvardenfell, and were wiped out by the Ash Blight centuries later. During the year , Morrowind was invaded by the Kamal of Akavir in what became known as the Second Akaviri Invasion. The invasion force completely bypassed the Telvanni Peninsula and Vvardenfell, both which had considerable holdings of House Telvanni, leaving the House unaffected by the conflict. After the conflict, the Redoran, Indoril, Dres, and Hlaalu signed an alliance with the Nords of Eastern Skyrim and the Argonians of northern Black Marsh, creating the Ebonheart Pact. Much to the chagrin of the other houses, the Telvanni refused to join to alliance. Around the same time, they were also pushing the Ahemmusa Tribe of Ashlanders out of their former grounds in the isle of Vvardenfell during a period of expansion. thumb|left|A Second Era Telvanni Ten years later in , the Telvanni (now the main bastion of slavery in Tamriel) looked to provinces outside the Ebonheart Pact for slave labor. They employed slavers who sailed as far as High Rock and Hammerfell to acquire goods. Members of the House occasionally requested that their slavers acquire individuals of specific race, age, gender, build or personal background for a variety of reasons. A house member could be looking for healthy young men to perform physical labor, older men to serve as chaperones, or someone with specific knowledge to perform a specialized task, such as pigkeeping. On Vvardenfell, the Cammona Tong was employed to recapture escaped slaves. The Tong was even more feared among slaves than the Telvanni. At this time, House Telvanni was ruled by Archmagister Nelos Otheri. thumb|right|Nelos Otheri, Archmagister of House Telvanni circa Slavers employed by House Telvanni often used tactics such as extinguishing lighthouse beacons to bait incoming ships into wrecking, allowing the slavers to capture the disoriented survivors. One such raid was conducted on Koeglin Village in the Illiac Bay in . During the Three Banners War, Heimlyn Keep was attacked by a contingent of soldiers from the Daggerfall Covenant, who mistakenly believed Heimlyn Keep was a military training ground for mages. Despite their refusal to join the Pact, House Telvanni still upheld their responsibilities in central Morrowind, which included tending to the relic vault. A aided House Telvanni after the raid, eliminating the source of the plague. The vault was re-sealed and the people of Heimlyn Keep were saved from catastrophe. An agent of House Telvanni was sent to steal Covenant warship designs from the shipyard at Tava's Blessing in the Alik'r Desert. The agent was attacked by necromancers that had invaded the port, although she managed to get the designs. It is unknown if the agent was able to bring the documents back to Morrowind. Concurrently, Magister Therana hoped to study the finger bone of Saint Felms. A traveler extracted the relic from Zaintiraris, a Daedric ruin in Redoran territory, on behalf of an Argonian slave named Sun-in-Shadow. The Magister agreed to endorse Sun-in-Shadow's bid for freedom in exchange for the relic. That same year, Mistress Dratha was poisoned by a Telvanni wizard named Savarak who bargained with House Hlaalu to depose the Magister. House Hlaalu coveted Dratha's territory, and Savarak desired Dratha's position as Magister. They infected Dratha's mushroom tower with infectious spores in an attempt to kill her, but their plot was stopped by Dratha's Mouth with the assistance of a traveler. After her brush with death, Mistress Dratha sought to prolong her life. She had the traveler retrieve the seven Stones of Cold Fire so she could bargain with the Daedra to achieve immortality. Near the close of the Second Era, the land-hungry Third Empire turned its attention to the unconquered nation of Morrowind. When war seemed inevitable, House Telvanni remained neutral, rejecting the Redoran approach of holding the invaders at the borders, the Indoril and Dres approach of fighting a guerilla war within Morrowind itself, and the Hlaalu approach of accommodation. When Vivec revealed his intent to willingly join the Empire with the Treaty of the Armistice, House Telvanni was the third Great House to accept the terms, following House Hlaalu and House Redoran. Third Era :''The wizard-lords of House Telvanni have traditionally isolated themselves, pursuing wisdom and mastery in solitude. But certain ambitious wizard-lords, their retainers, and clients have entered wholeheartedly into the competition to control and exploit Vvardenfell's land and resources, building towers and bases all along the eastern coast. According to Telvanni principles, the powerful define the standards of virtue. β€” Great Houses of Morrowind During the Third Era, the city of Sadrith Mora was the district seat of the Telvanni on Vvardenfell, even though the Archmagister, Gothren, did not live there, but resided in nearby Tel Aruhn. Sadrith Mora was home to the Council Hall, in which each Telvanni lord was represented by a lieutenant with the title of "Mouth". In general, the actual lords themselves lived in their own towers and did not attend the Council. Even Master Neloth of Tel Naga, who resided nearby in Sadrith Mora, did not attend the Council. Some great Telvanni opted out of the rat race for power within the Council entirely due to their isolationism. But, among those who actually cared about who the leader was, the ever-procrastinating Archmagister Gothren of Tel Aruhn, few ever voiced their opinions. thumb|left|Master Aryon of Tel Vos In , the House Telvanni Council formally ignored the repeated protests by Vedam Dren, Duke of Vvardenfell and Grandmaster of House Hlaalu, and other Great House representatives on the subject of the ambitions and enterprise of its individual members and Telvanni exploration and colonization of the wastes and wildernesses of Vvardenfell. The Telvanni Council refused to place restraint on both matters, citing "ancient law and custom." At the same time, the council renewed its objection to proposals placed before Duke Dren and the Grand Council concerning slavery and slave trading in Vvardenfell District. Their arguments cited the right to own and trade slaves being guaranteed by the terms of the Treaty of the Armistice, and would not entertain any discussion of abridgements of those rights. thumb|right|Areas of Vvardenfell controlled by House Telvanni in (brown areas). By , all of the Telvanni Councilors on Vvardenfell lived in great towers which required levitation to ascend, with one leader in each of their main towns: Sadrith Mora, Tel Aruhn, Tel Vos, Tel Mora, and Tel Branora. None of the Telvanni towns were on the Silt Strider routes; the only transport available to them was by boat, except for Sadrith Mora itself. Being the only Telvanni town with a significant Imperial presence, it could be reached by Guild Guide from another Mages Guild to the nearby Imperial-controlled Wolverine Hall. On the mainland, House Telvanni lands included the city of Firewatch, east of Tel Mora, and the islands to the northeast of the mainland which extend out into the Padomaic Ocean. Little is known of the fates of the Telvanni lords of mainland Morrowind. However, of those on Vvardenfell, it is known that Archmagister Gothren of Tel Aruhn refused to recognize the Nerevarine as Hortator for House Telvanni - choosing instead a fight to the death, which he lost. Master Aryon of Tel Vos, by contrast, was the Nerevarine's greatest supporter in House Telvanni: and the othersβ€”Neloth of Sadrith Mora, Therana of Tel Branora and Dratha of Tel Moraβ€”all were persuaded to back the Hortator. Before or after the fall of Dagoth Ur, Arch-Mage Trebonius Artorius of the Mages Guild demanded that the remaining Telvanni councilors be assassinated, as the price for his retirement and replacement by the Nerevarine as head of the Mages Guild. However, the Nerevarine appears not to have complied with the request, for at least oneβ€”Nelothβ€”is known to have survived, although shortly afterwards he left Morrowind and moved to Solstheim. The Morag Tong had an outstanding writ on Therana's life, which the Nerevarine may have been the only one brave enough to attempt to carry outβ€”it being generally accepted that she would be little loss to the house, with her advanced age and senility. thumb|left|Tel Uvirith, constructed in the late Third Era in an attempt to expand into the Molag Amur region of Vvardenfell Throughout , House Telvanni clashed with Houses Redoran and Hlaalu in the wilderness of Vvardenfell, as all three Great Houses attempted to secure land and resources on the frontier island. Conflicts arose over the occupation of old Velothi Towers, such as Shishi, and the founding of settlements such as Rethan Manor by House Hlaalu or Indarys Manor by House Redoran, with the Telvanni attempting to kill the owners of both settlements with disputed success. At the same time, House Telvanni attempted to expand into the Molag Amur region by constructing a stronghold called Tel Uvirith, something that both Houses Redoran and Hlaalu took exception to. Both Houses sent agents to kill the owner or the Tower, with unknown results. The clashes in Shishi ended inconclusively, with the Redoran reporting the extermination of all Telvanni within, and the Telvanni claiming victory against the Redoran siege. The Telvanni hoped that the other House would not attack the location again, reasoning that Vvardenfell had enough land for all three Great Houses active on the island. Further souring relations with House Redoran, Nartise Arobar, daughter of Redoran councilor Miner Arobar, was kidnapped and used as a political hostage by the Telvanni wizard, Neloth. Delyna Mandas, daughter of Redoran noble Arethan Mandas, was held captive in Tel Fyr, causing Arethan Mandas to go mad and begin demanding tribute from passing travelers much as any common bandit. Despite the conflicts with Hlaalu and Redoran, House Telvanni still managed to make agreements with the Hlaalu and convince the councillors of House Redoran to end the monopoly of the Mages Guild, as one interpretation of the Armistice only allowed the Guild to offer spells and train non-members. With the support of three Redoran councillors, the Telvanni acquired enough support in the Grand Council to remove the monopoly. House Telvanni was also able to defend its own lands several times, as they managed to heal the blighted kwama queen of the Mudun-Mul egg mine located near Tel Vos and defended one of their members against a Hlaalu attack in the Velothi tower of Odirniran. Rebellious conflicts also happened, with one slave rebellion near the Telvanni tower of Tel Branora being stopped, although the slaves might have escaped. Aryon himself was scheming at the time to fill the vacancy created by Gothren's death (and was backed by Baladas Demnevanni of Gnisis, whom he had persuaded to join the Council), and planned to introduce many reforms to Telvanni ethics and practices: although he would not stand against the Nerevarine if the latter were interested in the jobβ€”however the Nerevarine left Morrowind not long afterwards and Baladas himself might have been killed by the hero. The subsequent documented existence of a Telvanni ship named The Pride of Tel Vos indicates that Tel Vos, Aryon's tower and townβ€”originally a comparatively small and unimportant settlementβ€”had risen to become a place to be proud of: and therefore that Aryon must have been held in considerable respect by the Telvanni, as Tel Vos was nothing without him. During the Oblivion Crisis in , the Telvanni did their best to close the Oblivion Gates on Vvardenfell, but it was to no avail and the Daedra swarmed the land. The Dunmer would instead by saved by the recently revived army of Great House Redoran. During the same year, a Telvanni Arch-Mage Frathen Drothan turned rogue and gathered a band of mercenaries called the Drothmeri army in an attempt to topple Imperial rule. He led an expedition to in the Valus Mountains of Cyrodiil to search for Mehrunes' Razor, but he was slain by the Champion of Cyrodiil before he could retrieve the artifact. Fourth Era thumb|right|Tel Mithryn on Solstheim in 4E 201. The Telvanni suffered greatly during the Red Year in the early Fourth Era. All of the settlements on Vvardenfell were obliterated, but the Telvanni survived and attempted to rebuild. Morrowind was then invaded by the Argonians of Black Marsh, and in an act of revenge for centuries of slavery, the Argonians focused on wiping out the weakened House Telvanni. Circa , the last remaining stronghold of the House was sacked by the Argonian invasion force and Great House Telvanni fell. It is documented that some survivors attempted to flee aboard The Pride of Tel Vos, a ship which was later found wrecked along the coast of Skyrim, east of Winterhold. By this account, a single heir of the house survived: Brandyl Tenvanni, son of Lymdrenn Tenvanni, who was found as an infant by Argonians. He grew up in Black Marsh under the name Brand-Shei. Brelyna Maryon is also a descendant of House Telvanni. As of the Fourth Era, the holdings of House Telvanni are all on Vvardenfell, although it is unknown what or where they are. Despite these setbacks, House Telvanni remains a ruling Great House of Morrowind. In , the High King of Skyrim ceded control of Solstheim to Morrowind. Ostensibly a sign of compassion for the suffering Dunmer people, the act served a pragmatic political purpose: Skyrim could not deny Dunmer refugees access to Solstheim without sparking an unwanted conflict with Morrowind, which had long maintained a theoretical claim to the island, nor could it stand by and allow the Dunmer to settle its territory without losing face. Though the island passed to the control of House Redoran and was ruled from Raven Rock by Councilor Brara Morvay and later her son, Lleril, Neloth had also traveled there to research the ash deposits from Red Mountain, bringing much of Morrowind's exotic flora and fungi to the now partially ash-damaged island. During his time there, he has been studying Heart Stones, fallout originating from the center of Red Mountain, and has learned how to use magic to weave living things from the ash. By , Neloth had finished growing the settlement of Tel Mithryn on Solstheim. Though the people of Solstheim view him as possibly mad, he was still well respected by the other Telvanni wizards. He often took apprentices, though he used them in painful experiments more often than he actually taught them. Neloth planned on returning to Vvardenfell after finishing research on the Ash Spawn, which started to appear on the island after the Red Year. Tel Mithryn remained cordial with the Redoran rulers of Solstheim, with the local Redoran city of Raven Rock and Tel Mithryn content to ignore each other. Society The Telvanni are said to have adapted the Dwemer style of the Four Tests convention as an aesthetic element in their defenses and the approach to their towers. Those tests include the analyzation of patterns, a need to proceed systematically if no pattern is found by ordering actions to be done, requiring the observer to examine obstacles to see if a path around the difficulty is needed, and confronting the obstacle directly if no path is found. Those Telvanni towers were notable enough to be mentioned among other wonders in a recommendation of travel to Vvardenfell. thumb|left|Magister Therana, an example of a powerful Telvanni mage. At the time of the Ebonheart Pact, thieves and outlaws were said to think House Telvanni was useful as they did not care about it and only cared about their sanctuary on the Telvanni Coast. The formation of the Pact also meant that the troopers they had from other houses were fired. At the time, they were also described as being friend with neither the Argonians nor the Nords, both races being members of the Pact. A hope of the Tribunal Temple in the Second Era, or at least one of their canons, was that House Telvanni would be wise, forbearing and that they would share their insights and enchantments, remembering that although they were not part of the Ebonheart Pact, they were still part of the Dunmer people. The sermon where this hope was published was in response to the growing concern over the trembling of Baar Dau, the appearance of unknown daedra in the land, and the rise of a false incarnate of the Nerevarine. Telvanni did not shy away from dark powers, and one of their members even reported that he was able to sense the energies of the Icereach Coven and the Gray Host during a visit to Skyrim when those factions became more active there. This Telvanni Mouth also wrote that others had studied such kinds of powers but did not think that anyone had been so close to it as he was. Their slaves were often used for experimentation and without any choice on the matter, with one Telvanni "invitation" to their slaves including the practices that they would have to go through, including a test involving corrosive spores to the skin and possible combustion of the lungs. Rewards included reduced lashings and extra portions of food for their meals. Other poor treatment of slaves included exposing them to the sun for long hours and even preparing chestplates to dry the Argonians and others, but making sure they would not die even if they wished for it. House Telvanni was among the staunchest defenders of slavery, which they saw as an ancient Dunmer right. However, both Khajiit and Argonians, the two most common slave races, could join House Telvanni and advance to the same level of respect as other races. Many Telvanni towns, notably Sadrith Mora and Tel Aruhn, housed slave markets. Telvanni holdings were also worked by slaves, whereas the other Great Houses preferred to use generic workers. Unsurprisingly, Telvanni were strong enemies of abolitionists. Fear or worry of Telvanni slavery in the Second Era reached as far as Summerset, with their mages being known for buying people. Telvanni art can be three-dimensional via the creation of magical paintings. Another curious item that they often use are the elegant pristine netch-hide handkerchiefs, which are used by the upper echelon of the House. Telvanni wizards prize red star shells, which are exceedingly rare. Slaves are trained to comb the shallows for them, and it is considered a marvel to be able to find three of these shells in a month. Red star shells are considerably valuable due to their rarity. Nix-hounds can be trained to find these shells quite effectively. Equipment thumb|right|Examples of Telvanni arms and armor during the Second Era The look of the weapons and armor of House Telvanni in the Second Era was meant to be distinctive and awe-inspiring. One of their sayings, β€œThe powerful define the standards of virtue”, was used to describe their style active in 2E 582. Armor For belts, their war-girdles were thick and strong, using flexing and overlapping plates to support the front and the rear, protecting abdomen and a small part of the back, being shaped like woody bodies of bracket fungi, displaying radiant patterns of spore gills. For the lower body, they wore kilts of mail inspired by the robes of their Wizard Lords. Their boots were flexible and thick due to the rugged terrain of their lands, with sabatons being used for heavier armor which used overlapping metal plates to protect the instep and had their forward end pointing upward and this pointing was meant to echo the style of the pauldrons and evoke the idea of their master wizards. Those upward-pointed pauldrons, specially on the heavier armors, helped to show the distinctive silhouette of a Telvanni armor, with their troopers being broad-shouldered. On the chest, their armor was layered with flexible leather and plates of chitin, ferrofungus or metal with shapes inspired by shelf fungi or toadstool caps, scored by spore gill lines with lacquer overpainting being optional. This was complimented by their gauntlets which displayed the same contrasting nature as the rest of the garments, being made out of guar hide for dexterity while the back of the hand was defended with plates with the same style of shelf fungus. Helmets were either hoods of mail with rigid faceplates for lighter armor or β€œmushroom-mask” full helms with toadstool silhouettes for heavier helms which caused their heavy troopers to inspire awe on observers. The rigid and light shields of the House were heart-shaped and also made out of plates of chitin or ferrofungus, with a brazen central boss displaying the House’s symbol. Edges of the shield were reinforced with steel for extra protection. Weapons House Telvanni archers and thralls used simple recurved bows made out of protective metal in mushroom-cap shapes with quivers decorated to match. Meanwhile, their daggers were long and curved with an end to made them distinctively Telvanni with swirling patterns on their metal between the hilt and the blade resembling a spell and the House symbol. Their axes resembled sharp-edged shelf or bracket fungi, being made of forge-hardened ferrofungus if metallic ore was unavailable and were no bigger than they needed to be as Telvanni warriors should use them with precision and finesse to instill awe with use and not appearance. Another option included mushroom-cap maces shaped like the fungal scepters of the Telvanni Councillors, although they were larger with a heavy end strong enough to crack skulls. Swords were long with curved edges, with the end being backed by a hook or barb useful for dismounting riders or toppling heavy knights, with traditional Telvanni swordplay favoring cut over thrust so the point was not often used. Similarly to their daggers, swirling spell patterns were also included to the hilt and the blade of the swords. Magical users could count on their staves which had the House symbol wrought in gilded silver and made sure that even when the mages were not using uniforms, they would still be recognized and there would be no need to guess their house. Ranks Archmagister, is the head and leader of House Telvanni. Magister, is a title that announces that the wielder of it deserves the title of Archmagister more than the current one. Master, A member of the ruling Telvanni Council, traditionally those that reach the rank may never move further to Magister or Archmagister, although this rule was ignored in 3E 427. They and the Archmagister are also responsible for choosing a Hortator. Wizard Spellwright Mouth, is the rank of representative of the Masters and Magisters of the Telvanni Council who handle business outside the towers as the Masters usually prefer to be left alone although the wishes of Master and Mouth are not always the same. Despite representing the Council, they do not have the authority to select a Hortator. Lawman Oathman, members of this rank and up are able to buy slaves as of 2E 582. Retainer, is a low-ranking position, retainers are said to be able to make gold easier if compared to their lower ranking counterparts. Hireling, is the lowest rank of the House, they are constantly circled as any sign of weakness allows the Magisters to eliminate them. Hirelings are able to earn a wage and study in peace and refuse tasks if they so choose. To join House Telvanni and become a Hireling, one can either advance from slave to hireling by being sponsored by a high-ranking individual or, if they are free, by speaking with a Mouth to be accepted into the House. Members of other Great Houses cannot join House Telvanni. Gallery Notes A Telvanni city named Port Telvannis appeared in pre-release and datamined maps of Morrowind as a port city in the Telvanni District of eastern Morrowind, located on the southern coast of the largest of the three islands in the northeast of the province. One of the stories of Almalexia mentions a Telvanni who claimed that he was a master of all alchemy and potions and could cure all diseases, but he was rebuked by Lord Vivec himself who claimed that he was sick with foolishness and arrogance. The Telvanni have their own vessels for seafaring, during the Second Era, they used to travel to the Nordic city of Windhelm. Telvanni wizards cultivate the largest and majestic mushrooms of Morrowind which are located in Zafirbel Bay, these fungi take a thousand years to grow and have special ecology of their own. One Telvanni apprentice was rumored to have been able to transform a guar into a pure metallic statue, this theory was created as a way to explain the realism contained in a statue recovered in the Second Era. The High Telvanni wizards call themselves the Parliament of Bugs. See Also For game-specific information, see the Morrowind and ESO articles. Books References
130
1,038
https://en.uesp.net/wiki/Lore:Imperial_Cult
Lore:Imperial Cult
<noinclude>{{Lore Factions Trail}}[[File:OB-place-Great Chapel of Talos.jpg|thumb|right|The Great Chapel of Talos in Bruma (Oblivion)]] :''"The missionary arm of the great faiths, the Imperial Cult brings divine inspiration and consolation to the [[Lore:Empire|Empire's]] remote provinces. The cults combine the worship of the [[Lore:Nine Divines|Nine Divines]]: the [[Lore:Aedra|Aedra]] [[Lore:Akatosh|Akatosh]], [[Lore:Dibella|Dibella]], [[Lore:Arkay|Arkay]], [[Lore:Zenithar|Zenithar]], [[Lore:Mara|Mara]], [[Lore:Stendarr|Stendarr]], [[Lore:Kynareth|Kynareth]], and [[Lore:Julianos|Julianos]], and the [[Lore:Talos Cult|Talos Cult]], veneration of the divine god-hero [[Lore:Tiber Septim|Tiber Septim]], founder and patron of the Empire. Imperial Cult priests provide worship and services for all these gods at the Imperial Cult shrines in settlements throughout Vvardenfell."'' β€”''[[Lore:For my Gods and Emperor|For my Gods and Emperor]]''</noinclude> The [[Lore:Imperial Cult|Imperial Cult]] is the main religion of the [[Lore:Empire|Empire]]. It can trace its origins back [[Lore:Alessia|Saint Alessia]]'s institution of worship of the [[Lore:Eight Divines|Eight Divines]] as a synthesis between the [[Lore:Aldmer|Aldmer]]i gods and the [[Lore:Nord#The_Nordic_Pantheon|Nordic pantheon]].{{ref|{{Cite book|Shezarr and the Divines}}}} Strictly speaking, the Imperial Cult is the missionary arm of the religion which is present in provinces such as [[Lore:Morrowind|Morrowind]];{{ref|name=FMGAE|{{Cite Book|For my Gods and Emperor}}}} as the majority religion in [[Lore:Cyrodiil|Cyrodiil]], it is more commonly known in that province simply as '''the Church'''{{ref|[[OB:Gaston Tussaud|Gaston Tussaud]]'s dialogue in ''[[Oblivion:Oblivion|Oblivion]]''}}{{ref|[[OB:The Stone of St. Alessia|The Stone of St. Alessia]] quest in ''[[Oblivion:Oblivion|Oblivion]]''}}{{ref|[[Oblivion:The Prophet|The Prophet]]'s dialogue in [[OB:Knights of the Nine|Knights of the Nine]]}} or '''the Chapel'''.{{ref|[[OB:Avrus Adas|Avrus Adas]]' dialogue in ''[[Oblivion:Oblivion|Oblivion]]''}} After the apotheosis of [[Lore:Tiber Septim|Tiber Septim]], [[Lore:Imperial|Imperial]]s began to spread belief in the [[Lore:Nine Divines|Nine Divines]], incorporating worship of the Empire's god-hero [[Lore:Talos|Talos]].{{ref|name=FMGAE}} However, the [[Lore:Third Empire|Third Empire]] was forced to sign the [[Lore:White-Gold Concordat|White-Gold Concordat]] in {{Year|4E 175}}, which outlawed Talos worship.{{ref|{{Cite book|The Great War (book)}}}}<noinclude> {{TOCright}} ==Hierarchy== There are different positions in the Cult; for example, lay healers gather ingredients for health and healing potions, and minister to the sick and hurt in poor and isolated communities. Almoners gather alms from fellow members, and people with good mercantile skills often fall into this line of work. Shrine sergeants help keep order at shrines and often act as couriers; in some cases they will be called upon to escort priests and fight for the faith against groups like witches.{{ref|[[Morrowind:Thelsa Dral the Witch|Thelsa Dral the Witch]] quest in ''[[MW:Morrowind|Morrowind]]''}} Advancement within the cult often favors those who are proficient with [[Lore:Restoration|Restoration]], [[Lore:Mysticism|Mysticism]], [[Lore:Conjuration|Conjuration]], and blunt weaponry so as to avoid bloodshed. Skills in [[Lore:enchanting|enchanting]] and speech are also valued by the cult.{{ref|name=FMGAE}} The usual ranks within the cult are, in ascending order of seniority: Layman, Novice, Initiate, Acolyte, Adept, Disciple, Oracle, Invoker, Theurgist, and Primate.{{ref|name=MW|[[MW:Imperial Cult|Imperial Cult]] in ''[[MW:Morrowind|Morrowind]]''}} Laypeople can also be granted honorary membership of the Church as a Pilgrim if they are called to carry out a holy pilgrimage.{{ref|[[OB:Pilgrimage|Pilgrimage]] quest in ''[[Oblivion:Oblivion|Oblivion]]''}} The Church also venerates [[Lore:Living Saints|Living Saints]], individuals who have received a calling to live by the commands of their chosen Divine as an example to others.{{ref|[[OB:Olava the Fair|Olava the Fair]]'s dialogue in ''[[Oblivion:Oblivion|Oblivion]]''}} Certain [[Lore:Imperial Saints|saints]] continue to be venerated long after death,{{ref|name=Ralvas|[[OB:Sir Ralvas|Sir Ralvas]]' dialogue in [[OB:Knights of the Nine|Knights of the Nine]]}}{{ref|[[OB:Carodus Oholin|Carodus Oholin]]'s dialogue in [[OB:Knights of the Nine|Knights of the Nine]]}}{{ref|name=GtC|{{Cite book|Guide to Chorrol}}}} and devotions are often made collectively to the {{Lore Link|Communion of Saints}}.{{ref|name=GTTIC|{{Cite Book|Guide to the Imperial City}}}} ==Organization== The cult is based out of Cyrodiil, and its ministries across the Empire are handled by the '''Council of the Nine''', consisting of the Primates of Cyrodiil's various Great Chapels.{{ref|name=Chana|[[OB:Chana Mona|Chana Mona]]'s dialogue in ''[[Oblivion:Oblivion|Oblivion]]''}} In Cyrodiil, the Church is divided into eight parishes, each dedicated to a divine. [[Lore:Bravil|Bravil]] Parish is devoted to Mara,{{ref|name=Chana}} [[Lore:Kvatch|Kvatch]] to Akatosh, [[Lore:Anvil|Anvil]] to Dibella, [[Lore:Chorrol|Chorrol]] to Stendarr, [[Lore:Cheydinhal|Cheydinhal]] to Arkay, [[Lore:Skingrad|Skingrad]] to Julianos, [[Lore:Bruma|Bruma]] to Talos, and [[Lore:Leyawiin|Leyawiin]] to Zenithar.{{ref|[[OB:Chapels|Chapels]] in ''[[Oblivion:Oblivion|Oblivion]]''}} Each of these cities possesses a Great Chapel devoted to the worship of their parish patron. Kynareth does not possess a Great Chapel, as the Church considers the Chapel of Kynareth to be the natural world; her center of worship is therefore a shrine located deep in the [[Lore:Great Forest|Great Forest]] west of the [[Lore:Imperial City|Imperial City]].{{ref|[[OB:Avita Vesnia|Avita Vesnia]]'s dialogue in ''[[Oblivion:Oblivion|Oblivion]]''}} During the Imperial colonization of [[Lore:Vvardenfell|Vvardenfell]] in the late [[Lore:Third Era|Third Era]], the Imperial Chapels in [[Lore:Castle Ebonheart|Ebonheart]] served as the headquarters of the cult in Vvardenfell District. The cult offered services at shrines in the [[Lore:Imperial Legion|Imperial Legion]] forts established throughout the region.{{ref|name=MW}} The cult at that time maintained relatively good relations with the other guilds of Morrowind, being allies with the Imperial Legion, [[Lore:Blades|Blades]], and [[Lore:Fighters Guild|Fighters Guild]] and on friendly terms with the [[Lore:Mages Guild|Mages Guild]], [[Lore:House Hlaalu|House Hlaalu]], and [[Lore:House Redoran|House Redoran]].{{ref|name=FMGAE}} There is an institute called '''Imperial Seminary''', which focuses on the study of religion and also prepares people for the role of clergy. A notable member of the seminary, {{Lore Link|Motusuo}} proved a theory on the nature of spirits on {{Lore Link|Nirn}} that can commit deeds of a mortal to elevate themselves to godlike status. He suggests that these spirits are the remnants of lost and nigh-forgotten deities, reverting to their most basic form.{{Ref|name=OOGAW|{{Cite Book|Overview of Gods and Worship}}}} The seminary archived an abridged version of "the Myth of {{Lore Link|Aurbis}}", a theory crafted by {{Lore Link|Artaeum}} apologists for Emperor {{Lore Link|Uriel Septim V}}. The summary was featured in "{{Lore Link|the Monomyth}}", a book containing other creation myths.{{Ref|name=TM|{{Cite Book|The Monomyth}}}} {{NewLine}} ==Gallery== <gallery> File:MW-interior-Imperial Shrine (Wolverine Hall).jpg|Imperial Cult shrine and priest (Morrowind) File:OB-place-The Temple of the One.jpg|The Temple of the One in the Imperial City (Oblivion) File:OB-place-Shrine of Kynareth.jpg|Shrine of Kynareth (Oblivion) File:SR-interior-Temple of the Divines.jpg|The Temple of the Divines in Solitude (Skyrim) File:ON-interior-Cathedral of Akatosh.jpg|The Cathedral of Akatosh in Kvatch (ESO) File:LG-cardart-Ebonheart Oracle.jpg|An Imperial Cult oracle (Legends) </gallery> ==See Also== *For game-specific information, see the [[Morrowind:Imperial Cult|Morrowind]] and [[OB:Nine Divines|Oblivion]] articles. {{Bullet Link|Imperial Saints|A list of saints venerated by the Church.}} ===Books=== * {{Book Link|For my Gods and Emperor}} ==References== <references/> {{Imperial Gods}}</noinclude>
2,558,379
2022-01-16T21:20:48Z
Vincentius1
The Imperial Cult is the main religion of the Empire. It can trace its origins back Saint Alessia's institution of worship of the Eight Divines as a synthesis between the Aldmeri gods and the Nordic pantheon. Strictly speaking, the Imperial Cult is the missionary arm of the religion which is present in provinces such as Morrowind; as the majority religion in Cyrodiil, it is more commonly known in that province simply as the Church or the Chapel. After the apotheosis of Tiber Septim, Imperials began to spread belief in the Nine Divines, incorporating worship of the Empire's god-hero Talos. However, the Third Empire was forced to sign the White-Gold Concordat in , which outlawed Talos worship. Hierarchy There are different positions in the Cult; for example, lay healers gather ingredients for health and healing potions, and minister to the sick and hurt in poor and isolated communities. Almoners gather alms from fellow members, and people with good mercantile skills often fall into this line of work. Shrine sergeants help keep order at shrines and often act as couriers; in some cases they will be called upon to escort priests and fight for the faith against groups like witches. Advancement within the cult often favors those who are proficient with Restoration, Mysticism, Conjuration, and blunt weaponry so as to avoid bloodshed. Skills in enchanting and speech are also valued by the cult. The usual ranks within the cult are, in ascending order of seniority: Layman, Novice, Initiate, Acolyte, Adept, Disciple, Oracle, Invoker, Theurgist, and Primate. Laypeople can also be granted honorary membership of the Church as a Pilgrim if they are called to carry out a holy pilgrimage. The Church also venerates Living Saints, individuals who have received a calling to live by the commands of their chosen Divine as an example to others. Certain saints continue to be venerated long after death, and devotions are often made collectively to the . Organization The cult is based out of Cyrodiil, and its ministries across the Empire are handled by the Council of the Nine, consisting of the Primates of Cyrodiil's various Great Chapels. In Cyrodiil, the Church is divided into eight parishes, each dedicated to a divine. Bravil Parish is devoted to Mara, Kvatch to Akatosh, Anvil to Dibella, Chorrol to Stendarr, Cheydinhal to Arkay, Skingrad to Julianos, Bruma to Talos, and Leyawiin to Zenithar. Each of these cities possesses a Great Chapel devoted to the worship of their parish patron. Kynareth does not possess a Great Chapel, as the Church considers the Chapel of Kynareth to be the natural world; her center of worship is therefore a shrine located deep in the Great Forest west of the Imperial City. During the Imperial colonization of Vvardenfell in the late Third Era, the Imperial Chapels in Ebonheart served as the headquarters of the cult in Vvardenfell District. The cult offered services at shrines in the Imperial Legion forts established throughout the region. The cult at that time maintained relatively good relations with the other guilds of Morrowind, being allies with the Imperial Legion, Blades, and Fighters Guild and on friendly terms with the Mages Guild, House Hlaalu, and House Redoran. There is an institute called Imperial Seminary, which focuses on the study of religion and also prepares people for the role of clergy. A notable member of the seminary, proved a theory on the nature of spirits on that can commit deeds of a mortal to elevate themselves to godlike status. He suggests that these spirits are the remnants of lost and nigh-forgotten deities, reverting to their most basic form. The seminary archived an abridged version of "the Myth of ", a theory crafted by apologists for Emperor . The summary was featured in " ", a book containing other creation myths. Gallery See Also For game-specific information, see the Morrowind and Oblivion articles. Books References
130
1,039
https://en.uesp.net/wiki/Lore:Imperial_Knights
Lore:Imperial Knights
#REDIRECT [[Lore:Imperial Legion]] [[Category:Lore-Factions]] [[Category:Lore-All Terms]] [[Category:Redirects to Broader Subjects]]
2,155,206
2020-05-25T14:42:03Z
Legoless
#REDIRECT
130
1,040
https://en.uesp.net/wiki/Lore:Imperial_Legion
Lore:Imperial Legion
<noinclude>{{TOCright|limit=3}} :''"Upon my honor I do swear undying loyalty to the Emperor… and unwavering obedience to the officers of his great Empire. May those above judge me, and those below take me, if I fail in my duty. Long live the Emperor! Long live the Empire!"'' β€”Imperial Legion oath {{Lore Factions Trail}}{{Featured article}}[[File:MW-banner-Imperial.png|100px|left]]</noinclude> The [[Lore:Imperial Legion|Imperial Legion]], also known as the '''Red Legion''',{{ref|name=Heimskr|[[Skyrim:Heimskr|Heimskr]]'s dialogue in [[Skyrim:Skyrim|Skyrim]].}} '''Imperial Army'''{{ref|name=TWQ|{{Cite Book|The Wolf Queen}}}} and the '''Ruby Ranks''',{{ref|name=PGE1C|{{Cite Book|PGE|1|Cyrodiil}}}} is the main fighting force of the [[Lore:Empire|Empire of Tamriel]]. It is often pluralized as the Imperial Legions. It operates under the auspices and authority of the Emperor himself. With its vast numbers, quality training, and rigid discipline, the Legion is considered one of the best armies ever assembled in history. The primary mission of the Imperial Legion is to preserve the peace and rule of law in the Empire.{{ref|name=OL|{{Cite Book|Ordo Legionis}}}} Those who protect the Emperor and the Imperial Province are sometimes called the '''Imperial Guard''' and the '''Imperial Watch'''.{{ref|name=ASS!|{{Cite Book|Assassination!|ns_base=Oblivion}}}}{{ref|name=GFMOM|{{Cite Book|Gray Fox, Man or Myth?|ns_base=Oblivion}}}} A Legion Centurion is typically in command of the Palace Guard of the [[Lore:White Gold Tower|White Gold Tower]].{{ref|name=PBI|{{Cite Book|Palace Break-In?|ns_base=Oblivion}}}} The Tribunal God [[Lore:Vivec|Vivec]] referred to the Legion as '''moths'''.{{ref|{{Cite Book|36 Lessons of Vivec, Sermon 19}}}} In peacetime, the Legion serves primarily as a garrison force β€” manning forts, patrolling roads, and providing guardsmen for towns, cities, counties, and nobles.{{ref|name=Oblivion|Events of [[Oblivion:Oblivion|Oblivion]]}}{{ref|name=Morrowind|Events of [[Morrowind:Morrowind|Morrowind]]}} They are empowered to arrest criminals and seize their property, among other things.{{ref|name=PN|{{Cite Book|Public Notice|ns_base=Oblivion}}}} In wartime, the Legion's responsibilities and powers are greatly increased. During conflicts, the Legion serves as an invading and occupying force, overwhelming opposition with numerical superiority and strict economy of force. The aquatic equivalent of the Imperial Legion is the [[Lore:Imperial Navy|Imperial Navy]], with the two often overlapping.<includeonly>{{FMI}}</includeonly><noinclude> {{NewLeft}} ==Overview== [[File:LG-cardart-Tullius' Conscription.png|An Imperial Legion|thumb|left]] [[File:OB-place-Imperial Legion Offices.jpg|Imperial Legion Offices in the Imperial City|thumb|right]] The Legion is divided into structured and disciplined military units; the primary, and largest, of which is the Legion, which is further divided into Cohorts.{{ref|name=AALL|{{Cite Book|An Ancient Love Letter|ns_base=Online}}}} Legions are numbered for identification, and each possesses a proud history and sub-culture.{{ref|name=RDAI|{{Cite Book|Report: Disaster at Ionith}}}} The [[Lore:Imperial Battlemages|Imperial Battlemages]] are a rich tradition of war mages trained in the support of the Legions. All facets of warfare are accounted for in Legionary operations, and the Legion employs large numbers of highly-specialized troops in conjunction with one another to achieve victory, among them archers, light and heavy cavalry, battlemages, and healers.{{ref|name=RDAI}}{{ref|name=RQOR|{{Cite Book|Report: Quality of Recruits|ns_base=Online}}}} Imperial Battlemages are often mixed with other legions, but also form cohorts under a Battlemage Palatine, who acts as the commander of the cohort.{{ref|[[Online:Costumes B#Battlemage Palatine Armor|Battlemage Palatine]] armor description in ESO}} Imperial organizations, such as the Imperial Society, requisition legionnaire support as needed for their endeavors.{{ref|name=TROK|{{Cite Book|Ruins of Kemel-Ze}}}} A special Legion platoon comprises the guard of any Duke in the province of Morrowind, the Duke of Vvardenfell, for instance. These soldiers are among the best the Legion has to offer; the most accomplished soldiers of the Duke's guard have the honor of serving as personal Palace guard to the King of Morrowind.{{ref|[[Morrowind:Duke Vedam Dren|Duke Vedam Dren]]'s guards in Morrowind}} The Legion was also known to have an expeditionary force, that was known to have put down tribal uprisings in [[Lore:Black Marsh|Black Marsh]].{{ref|''Peace in Black Marsh'' dialogue option in Morrowind}} The Legion's versatility is tied to its non-discriminatory recruitment. The Legion recruits individuals of all races and creeds into its ranks and benefits from the diversity of skills and backgrounds they bring (though Colovians form the majority). The Legion's strict standards for recruitment prioritise endurance, soldierly virtue, and trustworthiness, among other qualities. [[Lore:Kothringi|Kothringi]] were known to be a large part of the Imperial garrison of [[Lore:Gideon|Gideon]].{{ref|{{Cite Book|2920, Morning Star (v1)}}}} In the Second Era, Lyris Titanborn, a half-[[Lore:Giant|giant]], was a member of the Imperial Legion and despite experiencing discrimination from some soldiers she rose quickly through the ranks due to her strength and height, eventually serving Emperor Varen Aquilarios personally.{{ref|{{Cite Book|Meet the Character - Lyris Titanborn}}}} The Legion is also one of the few groups to treat the [[Lore:Orc|Orcs]] well{{ref|[[Skyrim:Moth gro-Bagol|Moth gro-Bagol]]'s dialogue in Skyrim}}{{ref|{{Cite Book|Centurion's Signet}}}}, with them forming a large number of soldiers in the Legion due to their natural strength and aptitude for smithing.{{ref|[[Oblivion:Orc|Orc]] racial description in Oblivion}} Disaffected [[Lore:Altmer|Altmer]] also joined the Legion to resist the [[Lore:Thalmor|Thalmor]] in the Fourth Era.{{ref|name=LF|[[Skyrim:Legate Fasendil|Legate Fasendil]]'s dialogue in Skyrim}} [[Lore:Dunmer|Dunmer]] such as General [[Lore:Symmachus|Symmachus]], who was one of Tiber Septim's closest subbordinates, also have played a major role in the Imperial Legion{{ref|{{Cite Book|Biography of Queen Barenziah}}}}, the assassin [[Lore:Dram|Dram]] is another example of a high ranking Dunmer in the Legion.{{Ref|name=RGArchive|[[General:Redguard.com Archive/Characters|Dram Character Biography - ''Redguard.com'']]}} [[Lore:Nord|Nords]] form a large part of the Legion too, with the Skyrim Legions being mostly made up of Nords, with the Nords benefiting from the Empire's protection and prosperous trade. In exchange, the people of Cyrodiil sleep peacefully, knowing their northern border is guarded by some of the fiercest warriors in Tamriel.{{ref|[[Skyrim:Balgruuf the Greater|Balgruuf the Greater]]'s dialogue in Skyrim}} The Legion has also counted [[Lore:Dragon|Dragons]], such as [[Lore:Dragonne PaprΓ©|Dragonne PaprΓ©]] and [[Lore:Nahfahlaar|Nahfahlaar]], within its ranks, the latter of these being employed to devastating effects in wars and the former being stationed in the [[Lore:Battlespire|Imperial Battlespire]].{{ref|{{Cite Book|There Be Dragons}}}} Service in the Legion is considered a model of Imperial citizenship, and as such requires a high standard of excellence. Influential Imperial military families would often send their children to be trained in legionary academies, such as the {{Lore Link|Topal Legionary Academy}}, where they would be trained to be elite soldiers.{{ref|{{Cite Book|Topal Legionary Academy}}}} Legionaries are typically expected to be at the peak of physical fitness in order to weather the rigors of melee combat and long marches in heavy equipment, demonstrate mastery of blades, polearms, and blunt weaponry, and have great skill in utilizing heavy armor as well as hand-shields.{{ref|name=OL}} Legions are known to have their own marching songs,{{ref|{{Item Link|Legionnaire Marching Song|id=145699|level=1|quality=3}}}} and also have skalds (war bards) that train in the [[Lore:Bards College|Bards College]].{{ref|[[Skyrim:Jorn|Jorn]]'s dialogue in Skyrim}} [[Lore:Stendarr|Stendarr]] is the Patron of the Imperial Legion.{{ref|name=MWImperial|Dialogue of the [[MW:Imperial Cult|Imperial Cult]] in [[MW:Morrowind|Morrowind]]}}{{Ref|name=TESVSPOGG|{{Cite Book|The Elder Scrolls V: Skyrim: Prima Official Game Guide|ns_base=Books}}}}{{Ref|group=UOL|name=ILS|[https://www.imperial-library.info/content/nine-divines-stendarr Stendarr]}} ==History== [[File:BL-icon-banner-Guild Banner 32.png|An Imperial Legion symbol (Blades)|frameless|right|100px]] ===The Alessian Legions=== The first incarnation of the Imperial Legion arose under the [[Lore:Alessian Empire|Alessian Empire]] in the [[Lore:First Era|First Era]], when it was known as the Alessian Legion.{{ref|name=PAPAHS|{{Cite Book|Picnic at Pelin (A Horror Story)}}}}{{ref|name=TRHOKE|{{Cite Book|The Royal House of King Eamond}}}} Legends speak of the legions led by [[Lore:Morihaus|Morihaus]] when the man-bull took the White Gold Tower.{{ref|name=CHOA|{{Cite Book|Cherim's Heart of Anequina}}}} The Legion sprang from the hardy rugged stock of [[Lore:Colovia|Colovia]] and the sophisticated battlemages of [[Lore:Nibenay Basin|Nibenay]]. United, the warriors of Cyrodiil were a force to be reckoned with. The Alessian army spent most of the third century of the First Era securing Alessian control over [[Lore:Cyrodiil|Cyrodiil]], slowly overcoming Ayleid holdouts despite their magical prowess and often ingenious tactics.{{ref|name=DOTN|{{Cite Book|Daughter of the Niben}}}} The Alessians fought many [[Lore:Wars|Wars]] throughout the First Era; many cultures have legends speaking of the seemingly unstoppable legions of Empress [[Lore:Hestra|Hestra]] circa {{Year|1E 1030}}.{{ref|name=TLORE|{{Cite Book|The Legend of Red Eagle}}}}{{ref|name=LL|{{Cite Book|Lost Legends}}}} Nevertheless, the Legion's fortunes have always waxed and waned along with the Empire. When the leadership of the [[Lore:Alessian Order|Alessian Order]] succumbed to internal squabbling, the [[Lore:War of Righteousness|War of Righteousness]] began,{{ref|name=PGE1C}} a decade-long civil war which no doubt pitted legionnaire against legionnaire. ===Reman Era Legion=== Once the province was reunited again under the god-hero [[Lore:Reman|Reman I]] circa {{Year|1E 2703}}, his legions spent the last two centuries of the First Era reestablishing an Empire of Man in Tamriel.{{ref|name=PGE3Other|{{Cite Book|PGE|3|Other Lands}}}}{{ref|name=2920L|{{Cite Book|2920, The Last Year of the First Era}}}} The Imperial Legion as it is known in modern times first appeared under the [[Lore:Second Empire|Second Empire]], thanks to the influence of the [[Lore:Akavir|Akavir]]i [[Lore:Dragonguard|Dragonguard]]. Their weaponry, methods, and rigid discipline turned the Imperial Legion into the unparalleled fighting force which was able to conquer every region of mainland Tamriel (save for Morrowind). By the end of the era, the [[Lore:Summerset Isle|Summerset Isle]] was the only modern-day province which had no Legion presence.{{ref|name=PGE1C}} A known member of a Reman era Legion was [[Lore:Luciana Pullo|Luciana Pullo]], a battlemage and lieutenant during the Akavari troubles and Valenwood annexation.{{ref|{{Cite Book|Meet the Character - Proctor Luciana}}}} In {{Year|1E 2707}}, construction of Fort Redmane began under General Nemenius Hestor (commander of the Tenth Legion). General Hestor's original plans called for a powerful keep to be called Fort Niben, but construction proceeded fitfully. In the early years of Emperor Reman's reign, Cyrodiil's resources were sorely strained by the need to subdue threats all across Tamriel and so Khajiit brigandage in [[Lore:Blackwood|Blackwood]] simply did not rise to the same level as other threats. Frustrated by the parsimony of his superiors, General Hestor schemed to bring the threat posed by Anequinan raiders to their attention. He settled upon a fierce but formerly obscure Khajiit clan-chief named Hunzur-ri, and built him up as the leader of a wild horde of "beast-men" slavering for human blood. The general went so far as to name Hunzur-ri "the Red Mane," and describe him as a fanatical religious leader who had declared a holy crusade to drive men out of the Trans-Niben region altogether. General Hestor's plan worked and exaggerating the threat of the Red Mane caused gold to flood in to build the keep Hestor demanded to secure the border. In the meantime, Hunzur-ri found himself harassed by his fellow hunt-barons for "provoking" the Imperials. Infuriated by the fabrications flowing from General Hestor's reports, Hunzur-ri gathered a small band of loyal followers and crossed the Niben to seek out his foeβ€”a dozen warriors in a single stealthy raid, not the rampaging horde he was said to command. Not an hour's march from the fort, Hunzur-ri and his warriors ambushed General Hestor. The general was killed by the very Khajiit he had vilified, but Hunzur-ri in turn was cut down by Hestor's soldiers. The Imperial Legion chose to describe Nemenius Hestor's death as a heroic last stand, in which the general bravely gave his own life to end the threat of "the Red Mane." A few years later, Fort Niben was renamed Fort Redmane in honor of the Legion's fierce adversary. Ironically, by the time the fort was completed, the troublesome raids that had impelled General Hestor to fortify the area in the first place had come to an end as the Khajiit kingdoms of Anequina and Pellitine were already under Imperial control.{{ref|{{Cite Book|A Legionary's History of Fort Redmane}}}} [[File:LG-cardart-Empire Oathman.png|Second Empire legionaries|right|thumb]] ====Blackwater War==== The [[Lore:Blackwater War|Blackwater War]] occurred between {{Year|1E 2811}} - {{Year|1E 2837}}. A military expansion ordered by {{Lore Link|Reman II}}, which seized the northern and eastern marches of Argonia, resulting in the formation of the {{Lore Link|Imperial}} Province of {{Lore Link|Black Marsh}}. While the Imperial forces won several decisive battles in the early stages, their progress quickly stagnated due to the brutal terrain, endless raids, disease, and mysterious disappearances. After several failed campaigns, each employing wildly differing tactics, the conflict declined into a protracted and complex guerrilla war with no clear victor in sight. Ultimately, tribal infighting on the part of the Argonians finally brought the war to a close. Rather than an official armistice, the war simply ended when the Argonians abruptly buried their weapons and went back to their day-to-day lives.{{ref|name=TBW|{{Cite Book|The Blackwater War}}}}{{ref|name=PGE3A|{{Cite Book|PGE|3|Argonia}}}} *'''Battle of Argonia''', 1E 2811. A one-sided affair with {{Lore Link|Argonian}}s suffering significant casualties. The survivors retreated to {{Lore Link|Helstrom}}, the impenetrable center of the Province. *'''Xi-tsei Massacre''', Last Seed 14, 1E 2820. The remnants of General {{Lore Link|Bucco}}'s fourth legion were annihilated by a massive Argonian war party at the foot of an ancient Argonian pyramid. *'''Great Burn''', Rain's Hand, 1E 2828. In an attempt to neutralize the inhospitable terrain, {{Lore Link|Elissia Mallicius}} ordered a unit of sappers to set fire to a peat bog outside of {{Lore Link|Stormhold}}. Unbeknownst to the Legion, the fire spread through a vast underground network and within months the entire province was ablaze. Hundreds of species of unique flora and fauna were rendered extinct and entire tribes of Argonians were lost. The Legion suffered significant casualties, this marked the end of their second campaign. ====Four-Score War==== {{Lore:Four-Score War}} *'''Battle of Bodrum''', 20th of First Seed, {{Year|1E 2920}}. Forces led by Vivec ambushed the Cyrodilic army and almost completely destroyed it. *'''Battle of Ald Marak''', 16th of Mid Year, {{Year|1E 2920}}. A heavily armored army led by Imperial Crown Prince [[Lore:Juilek|Juilek]] took the Dunmer by surprise due to faulty intelligence on their part. Commanding the mystics in the Legion to cast water-breathing spells, his army passed through Lake Coronati, with the majority of the Dunmer army commanded by Vivec being unable to respond to the attack in time. *'''Battle of Black Gate''', Sun's Height, {{Year|1E 2920}}. While a truce between the warring parties had been called, the Legion sacked the fortress of [[Lore:Black Gate|Black Gate]]. Under the [[Lore:Akaviri Potentate|Akaviri Potentate]]s at the beginning of the [[Lore:Second Era|Second Era]], the Imperial Legion achieved something unthinkable: they became the only fighting force in the Empire. In {{Year|2E 283}}, when faced with widespread rebellion, Potentate [[Lore:Versidue-Shaie|Versidue-Shaie]] declared martial law, demanding that all of his vassals dissolve their armies. After thirty-seven years and enormous sacrifice, the Imperial Legion had quelled all who did not obey, wiping out any organized resistance to them within the Empire. They were the only army in the land.{{ref|name=HOTFG|{{Cite Book|History of the Fighters Guild}}}} ===Puppets of Pretenders=== During the [[Lore:Interregnum|Interregnum]] of the Second Era, after the dissolution of the Second Empire, the Imperial Legion became the instrument of various warlords in Cyrodiil, notably the infamous [[Lore:Tharn|Tharn]] family. Many disparaged the Legion around Tamriel during this time, claiming that it no longer exemplified the superb qualities it had in the past.{{ref|{{Cite Book|Bangkorai, Shield of High Rock}}}} At the beginning of the [[Lore:Planemeld|Planemeld]], all Legions were recalled to the [[Lore:Imperial City|Imperial City]],{{ref|name=IRO|{{Cite Book|ns_base=ON|Imperial Recall Orders}}}}, but many couldn't make it to [[Lore:City Isle|City Isle]] and instead set up isolated camps throughout the [[Lore:Heartlands|Heartlands]] as the [[Lore:Alliance War|Alliance War]] raged around them.{{ref|name=ESO|Events of [[Online:Online|ESO]]}} Legionaries who were in the Imperial City when the Anchors began to drop were given the option to swear fealty to [[Lore:Molag Bal|Molag Bal]] by drinking the "{{Future Link|Blood of Coldharbour}}", a poison that would slowly turn the imbibers into [[Lore:Mind-Shriven|Mind-Shriven]].{{ref|[[ON:Captain Regilus|Captain Regilus]]' dialogue}} Many instead chose death, but those who turned traitor formed a new regiment called {{Future Link|Legion Zero}}.{{ref|{{Cite Book|The Drake of Blades Answers Your Questions}}}} Legion Zero cooperated with the [[Lore:Xivkyn|Xivkyn]] occupiers, and transformed the Elven Gardens District into a workshop for constructing siege equipment for the Daedric forces.{{ref|name=DFI|[[Online:Dousing the Fires of Industry|Dousing the Fires of Industry]] quest in ESO}} A group of loyalist legion soldiers led by Captain Anatolius Caudex, known as the Immortal Eight, created an improvised garrison in the middle of the Nobles District in the [[Lore:Imperial City|Imperial City]], where they fought against the forces of Molag Bal and against Legion Zero.{{ref|[[Online:The Imperial Standard|The Imperial Standard]] quest in ESO}} They also played a part in stopping Bal's plans to snuff out the [[Lore:Dragonfires|Dragonfires]].{{ref|[[Online:The Sublime Brazier|The Sublime Brazier]] quest in ESO}} Captain Caudex had previously defended Fort Warden from the three Alliances, being the last man to leave the fort, stating that the ''"Rebels must learn that the Empire is invincible. So we must be invincible."''{{ref|{{Cite Book|Meet the Character - Captain Caudex}}}} Elsewhere in Tamriel, Legion troops under the command of the Tharns became engaged in relatively minor campaigns to annex surrounding regions, with little long-term success. Circa {{Year|2E 582}}, [[Lore:Colovia|Colovia]]n troops under [[Lore:Javad Tharn|Javad Tharn]] entered [[Lore:Aldmeri Dominion|Aldmeri Dominion]] territory in a failed attempt to annex the [[Lore:Reaper's March|Reaper's March]] region south of Colovia.{{ref|name=ESO}} Under Magus-General [[Lore:Septima Tharn|Septima Tharn]], the [[Lore:Seventh Legion|Seventh Legion]] became engaged in operations across much of Tamriel, often with very little support.{{ref|[[Online:Imperial Infiltration|Imperial Infiltration]] quest in ESO}} An example of this was when the Seventh Legion entered [[Lore:Daggerfall Covenant|Daggerfall Covenant]] territory in a failed attempt to annex [[Lore:Bangkorai|Bangkorai]].{{ref|name=ESO}} The Legion's leadership was encouraged to act ruthlessly, and they often engaged in abductions, as well as summary executions of disloyal soldiers, disobedient prisoners, or recalcitrant conquered civilians.{{ref|{{Cite Book|Septima Tharn's Leadership Maxims}}}} A group of all-female legionaries known as the Diamond’s Daughters intended to take part in the [[Lore:Dragonstar Arena|Dragonstar Arena]] in order to bring Imperial law and order back to Craglorn.{{ref|[[Online:Cinia Vinipter|Cinia Vinipter]]'s dialogue in ESO}}{{ref|[[Online:Lucina Fortis|Lucina Fortis]]'s dialogue in ESO}} [[File:LG-cardart-Septim Guardsman.png|thumb|right|A Septim Empire legion guard]] In the region of [[Lore:Blackwood|Blackwood]] in Cyrodiil, hundreds of former Imperial legionaries stationed in Blackwood had received neither pay nor orders from Cyrodiil in months, with their units having been effectively disbanded. These legionaries were recruited by the Council of Legates in [[Lore:Leyawiin|Leyawiin]] to become part of the Ivory Brigade by offering to make good on their back pay and confirming their role as protectors of the province. These legionaries acted as the core of the Ivory Brigade, with native Blackwooders forming a militia around them, these Blackwooders provided knowledge of the terrain, people, and conditions of Blackwood, whilst the veteran legionaries taught the militia military discipline and Imperial fighting skills.{{ref|{{Cite Book|On the Ivory Brigade}}}} ===The Tiber Wars=== In {{Year|2E 852}}, the [[Lore:Tiber Wars|Tiber Wars]] began, and nothing would ever be the same. In the dead of winter, General [[Lore:Tiber Septim|Talos]] led a small army from Cyrodiil to take the mighty fortress of [[Lore:Sancre Tor|Sancre Tor]] from the allied [[Lore:Nord|Nord]]-[[Lore:Breton|Breton]] forces which had occupied it. The Cyrodilic army was small, poorly trained and outfitted, short on rations and unprepared for winter campaigning. And yet, the man who would become known as Tiber Septim led them to victory.{{ref|name=BOST|{{Cite Book|Battle of Sancre Tor}}}} The Battle of Sancre Tor was just the beginning of a renaissance for the Imperial Legion. Young men in [[Lore:Skyrim|Skyrim]] began to flock to Septim's armies.{{ref|name=PGE1Sky|{{Cite Book|PGE|1|Skyrim}}}} With his invincible General Talos, King [[Lore:Cuhlecain|Cuhlecain]] was able to unite the [[Lore:Colovian Estates|Colovian Estates]] in a year, and soon thereafter in {{Year|2E 854}} took the [[Lore:Imperial City|Imperial City]], taking the title of Emperor. He was soon killed, and Emperor Tiber Septim took his place. His ever-loyal soldiers solidified his hold on Cyrodiil and High Rock,{{ref|name=TAH|{{Cite Book|The Arcturian Heresy}}}} and then targeted [[Lore:Elsweyr|Elsweyr]].{{ref|name=RGAttrebus}} The Legion suffered its share of tribulations while forging the Empire of Tamriel. In the {{Future Link|Battle of Black Rocks}} in {{Year|2E 863}}, the Aldmeri Dominion almost destroyed the Third Legion{{ref|name=RGAttrebus}} and the initially smooth annexation of [[Lore:Hammerfell|Hammerfell]] the following year was disrupted by the [[Lore:Stros M'Kai Uprising|Stros M'Kai Uprising]].{{ref|name=TAH}} For a brief time during the {{Future Link|Moth Rebellion}}, Tiber Septim was driven out of the Imperial City and the Legion within the city was besieged.{{ref|name=RGAttrebus}} And Tiber's generals positively dreaded a campaign against the [[Lore:Dunmer|Dunmer]] of Morrowind (though they were spared from attempting to conquer the entire province thanks to the [[Lore:Armistice|Armistice]]).{{ref|name=OM|{{Cite Book|On Morrowind}}}} One by one, the provinces were brought into the fold. The [[Lore:Summerset Isle|Summerset Isle]] had never been successfully invaded by the Legion, though they were reportedly more than capable of repulsing elven incursions.{{ref|name=PGE1Ald|{{Cite Book|PGE|1|Aldmeri Dominion}}}} But finally, in {{Year|2E 896}}, Septim's use of the [[Lore:Numidium|Numidium]] brought the homeland of the [[Lore:Altmer|Altmer]] under his control, making him the first true Emperor of Tamriel.{{ref|name=TAH}} ===The Third Empire=== Under the Septim Empire, the Imperial Legion regained its reputation as a model military force.{{ref|name=MUT|{{Cite Book|Mixed Unit Tactics}}}} From Morrowind to the Summerset Isles, the Legion helped keep the peace. It had to manage a great deal of insurrection, the many major wars of the [[Lore:Third Era|Third Era]],{{ref|name=BHOTE|{{Cite Book|Brief History of the Empire}}}} and piracy,{{ref|name=CDJ|{{Cite Book|Cap'n Dugal's Journal}}}} not to mention the disastrous invasion of Akavir circa {{Year|3E 288}}.{{ref|name=RDAI}} They developed and maintained a system of garrisons throughout Tamriel, manning and supplying each in accordance with the threats they faced (though some questioned the significance of these threats given the exorbitant cost of maintaining this system).{{ref|name=TEP|{{Cite Book|The Eastern Provinces}}}} During this time, they were known for their close association with the [[Lore:Imperial Cult|Imperial Cult]], which frequently provided services in their forts.{{ref|name=FMGAE|{{Cite Book|For my Gods and Emperor}}}} The Legion maintained a strong presence in Morrowind throughout the Third Era, and it is believed that [[Lore:Dagoth Ur|Dagoth Ur]], before his defeat at the hands of the [[Lore:Nerevarine|Nerevarine]], was preparing for an extended campaign against them utilizing assassination and terror.{{ref|name=DUP|{{Cite Book|Dagoth Ur's Plans}}}} ===={{Year|3E 427}}==== [[File:MW-place-Moonmoth Legion Fort.jpg|thumb|right|A Legion fort in Morrowind]] The Imperial Legion had a great presence in [[Lore:Vvardenfell|Vvardenfell]] under the Septim Empire, with there being many forts dotted around the island; Fort Darius, Buckmoth Legion Fort, Moonmoth Legion Fort, and Fort Pelagiad were main strategic locations. [[Lore:Pelagiad|Pelagiad]] itself was founded by Legion veterans that had retired.{{ref|''Pelagiad'' dialogue option in Morrowind}} In [[Lore:Gnisis|Gnisis]], the Deathshead Legion helped secure the Gnisis [[Lore:Kwama|Kwama]] egg mine, as the queen had been blighted. Eventually, the legion cured the queen of the [[Lore:The Blight|Blight]], allowing work to continue in the local area.{{ref|[[Morrowind:Gnisis Eggmine (quest)|Gnisis Eggmine]] quest in Morrowind}} Certain members of the Deathshead Legion were involved in a conspiracy involving the [[Lore:Talos Cult|Talos Cult]], planning to assassinate [[Lore:Uriel Septim VII|Uriel Septim VII]] and replace him with a stronger ruler. This conspiracy was put down by General Darius.{{ref|[[Morrowind:Talos Cult Conspiracy|Talos Cult Conspiracy]] quest in Morrowind}} The Hawkmoth Legion was mostly involved in matters involving the [[Lore:Ordinator|Ordinators]] and [[Lore:Buoyant Armiger|Buoyant Armigers]] - the legion being accused of having no courtesy by the Armigers{{ref|[[Morrowind:Courtesy|Courtesy]] quest in Morrowind}}, and an Ordinator spreading lies about the legion.{{ref|[[Morrowind:Suryn Athones|Suryn Athones]]'s dialogue in Morrowind}} The legion resolved the strained relationship with the Armigers by beating one of their members in a contest of wit, poetry, and honor. The Ordinator that had been spreading lies was slain by the legion.{{ref|[[Morrowind:Suryn Athones' Slanders|Suryn Athones' Slanders]] quest in Morrowind}} The Ordinators also attempted to kill an Imperial Knight that had been accused of murder. This attempt on his life was stopped by the legion so that he could get a fair trial on the mainland instead.{{ref|[[Morrowind:Saprius Entius (quest)|Saprius Entius]] quest in Morrowind}} The Buckmoth Legion prevented illegal trading of [[Lore:Dwemer|Dwemer]] artifacts due to all Dwemer artifacts being considered as the Emperor's property.{{ref|[[Morrowind:Dwemer Artifacts at Drinar Varyon's Place|Dwemer Artifacts at Drinar Varyon's Place]] quest in Morrowind}} It also saved a knight of the Order of [[Lore:Castle Ebonheart|Ebonheart]] and assisted the Armigers in preventing a scandal involving an affair.{{ref|[[Morrowind:Maiden's Token|Maiden's Token]] quest in Morrowind}} The Moonmoth Legion assisted the [[Lore:Nerevarine|Nerevarine]] by giving them supplies due to the influence of the Grand Spymaster of the [[Lore:Blades|Blades]], Caius Cosades.{{ref|[[Morrowind:Meet Sul-Matuul|Meet Sul-Matuul]] quest in Morrowind}} Larrius Varro, a Legion Champion, was also present at Moonmoth. He tasked a legionnaire to kill a Nord who had been robbing travelers near [[Lore:Hla Oad|Hla Oad]].{{ref|[[Morrowind:Fjol the Outlaw|Fjol the Outlaw]] quest in Morrowind}} Varro also tasked the Nerevarine with killing five members of the [[Lore:Camonna Tong|Camonna Tong]] in [[Lore:Balmora|Balmora]], as the local magistrate was corrupt and was taking gold from the Camonna Tong to reduce criminals sentences and fines. After they were killed, Varro rewarded the Nerevarine with the [[Lore:Ring of Surroundings|Ring of Surroundings]] and informed the Emperor of their deeds.{{ref|[[Morrowind:Larrius Varro Tells a Little Story|Larrius Varro Tells a Little Story]] quest in Morrowind}} The Moonmoth Legion rescued a Breton priest who had been kidnapped by the [[Lore:Erabenimsun|Erabenimsun]] Ashlanders.{{ref|[[Morrowind:Rescue Jocien Ancois|Rescue Jocien Ancois]] quest in Morrowind}} They also rescued an Imperial citizen from raiders near [[Lore:Gnaar Mok|Gnaar Mok]]{{ref|[[Morrowind:Rescue Dandsa|Rescue Dandsa]] quest in Morrowind}}. Gnaar Mok also had a problem with a pair of breeding [[Lore:Netch|Netch]] that had become aggressive and were a threat to the village, which the Legion solved by killing them both. Furthermore, the Legion also dealt with a necromancer known as Sorkvild the Raven, in an effort to prove to the Dunmer that the Legion would root out necromancers no matter where they hide.{{ref|[[Morrowind:Sorkvild the Raven (quest)|Sorkvild the Raven]] quest in Morrowind}} ===={{Year|3E 433}}==== During the [[Lore:Oblivion Crisis|Oblivion Crisis]], the Legion mainly found itself engaged in a stalling action against the incredible onslaught of [[Lore:Mehrunes Dagon|Mehrunes Dagon]]. Leyawiin's Count in Cyrodiil complained that High Chancellor [[Lore:Ocato|Ocato]] was inordinately concerned with other provinces even as {{Future Link|Oblivion Gate}}s opened throughout the Imperial Province itself.{{ref|[[OB:Count Marius Caro|Count Marius Caro]]'s dialogue in Oblivion}} The denizens of Morrowind's Great House Redoran claimed that the Legions were recalled to Cyrodiil instead.{{ref|name=DBAdril|[[Skyrim:Adril Arano|Adril Arano]]'s dialogue in [[Skyrim:Dragonborn|Dragonborn]].}} Due to the Legion focusing on the other provinces, Martin Septim could not count on Legion support during the battle at the Great Gate at Bruma.{{Ref|name=BrumaAllies|[[Oblivion:Allies for Bruma|Allies for Bruma]] quest in Oblivion}} A company of Legion soldiers were traveling to the Imperial City during the Crisis in order to protect it from the Daedra, however, an Oblivion Gate opened in the middle of them, killing half of them. The Imperial Captain, Tertius Ione managed to save the rest and temporarily retreated, he then mustered together local farmers and hunters from the surrounding areas and from [[Lore:Pell's Gate|Pell's Gate]]. Ione returned with his remaining legionaries and freshly recruited auxiliary forces and slaughtered the Daedra, he then entered the Gate with about 52 men, whilst the other half guarded the gate. Due to Ione's sacrifice, a [[Lore:Bosmer|Bosmer]] named Fenton was successful in closing the Gate. The remaining Legion soldiers settled the area and named the settlement [[Lore:Ione|Ione]] in the Legion Captain's honor.{{ref|name=TIC|{{Cite Book|The Infernal City}}}} On the island of [[Lore:Solstheim|Solstheim]], a group of Nords attempted to destroy [[Lore:Fort Frostmoth|Fort Frostmoth]] and claim the island for themselves, the Legion held them off from the Fort and Raven Rock.{{ref|name=OBRadiantConvo|[[Oblivion:Radiant Conversations|Rumors]] in Oblivion}} ===After the Septims=== ====Reachmen of Bthardamz==== [[File:LG-quest-The Betrayal 02.jpg|left|thumb|Porcia Loran amid the burning Reachmen]] At an unknown point during the early 4th Era, an Imperial Spymaster known as Porcia Loran was in command of an Imperial Legion phalanx that were preparing to wipe out the [[Lore:Reachmen|Reachmen]] Doomfang clan at [[Lore:Bthardamz|Bthardamz]]. However, her former subordinate [[Lore:Talym Rend|Talym Rend]] was forced by [[Lore:Sheogorath|Sheogorath]] to ensure Porcia would lose her sanity.{{ref|[[Legends:Episode 4 Intro (Isle of Madness)|Isle of Madness Episode 4]] intro dialogue}} Talym intercepted a Reachman letter detailing plans to use [[Lore:Dwemer Animunculi|Dwemer Animunculi]] to deliver a deadly poison to the Legion's forces. Talym refused to show Porcia, instead planting false letter for her to discover. She was later captured by the Reachmen while seeking this false intelligence and was rescued by Talym. Porcia was led to believe that an antidote for the poison could be made using sacred flowers from a Grove of [[Lore:Mara|Mara]] by Talym's deceit. The priestesses of Mara refused to let Porcia have the flowers which drove her to personally assault the Grove and take them to save her men.{{ref|[[Legends:Grove of Mara|Grove of Mara]] dialogue in Isle of Madness}} The Legion's alchemists refined these flowers into a gas that was meant to negate the effects of the poison. They were to deploy the antidote after the Reachmen had released the poison so as to make the best use of their limited supply. However the gas actually caused large explosions when it reacted with the poison, resulting in the death of most of the Reachmen and the legionaries. The outcome of her mission, whilst technically a victory, led her to retire from the Legion due to the fear of uttering a command that could potentially hurt others.{{ref|[[Legends:The Betrayal (Isle of Madness)|The Betrayal]] dialogue in Isle of Madness}} {{NewLeft}} ====Umbriel Crisis==== Following the Oblivion Crisis, the Imperial Legion steadily grew weaker. During the [[Lore:Umbriel Crisis|Umbriel Crisis]], an undead army advanced on the Imperial City in an effort to take control of the White-Gold Tower, causing mass panic among its citizens. The Imperial Legion attempted to hold the line along the [[Lore:Red Ring Road|Red Ring Road]], but were ultimately driven back to the walls of the city. The Synod and the College of Whispers worked together with the Legion to bring down the floating city, but also failed. In the end, Umbriel was banished by a group of heroes, but by that time the Legion already suffered heavy losses.{{ref|name=TIC}}{{ref|name=LOF|{{Cite Book|Lord of Souls}}}} ====Night of Green Fire==== [[File:SR-npc-Legate Fasendil.jpg|Legate Fasendil, who was stationed in Sentinel in {{Year|4E 42}}|thumb|left]] In {{Year|4E 42}}, Altmer dissidents who had fled to [[Lore:Sentinel|Sentinel]] from the Thalmor in Summerset Isle were attacked by Thalmor operatives. Their efforts to fight back against the Thalmor were in vain, and by the time Imperial Legion soldiers arrived, the entire refugee district of the city had been destroyed. The Dominion, not content with killing dissidents at home, came to Hammerfell to finish the job. An Altmer Legate known as Fasendil was one of the soldiers stationed there.{{ref|name=LF}} ====The Great War==== [[File:LG-quest-The Siege of the Imperial City 03.jpg|right|thumb|Siege of the Imperial City]] The [[Lore:Thalmor|Thalmor]] rose to power again in the Summerset Isle, and the Legion could not stop them from reforming the Aldmeri Dominion. The Thalmor eventually delivered an ultimatum to [[Lore:Titus Mede II|Emperor Titus Mede II]] demanding a series of enormous concessions. When the Emperor refused, the [[Lore:Great War|Great War]] began.{{ref|name=TGW|{{Cite Book|The Great War (book)}}}} The Aldmeri Dominion initially invaded deep into the heart of Cyrodiil, capturing [[Lore:Leyawiin|Leyawiin]] and [[Lore:Cheydinhal|Cheydinhal]] rapidly before the Legion could mobilize an effective defense. More Dominion armies invaded into Hammerfell, bypassing western Cyrodiil entirely. When they realized the weakness of the Legion, however, the Aldmeri Dominion grew bolder and mobilized an offensive against Cyrodiil as a whole, intending to bring the entire Empire under their control. Quickly, [[Lore:Bruma|Bruma]] and the Imperial City were the only cities that remained under Legion control in Cyrodiil. Meanwhile, the legions in Hammerfell were pressed hard and forced to retreat, leaving the entire southern half of Hammerfell to fall to the Dominion. The Imperial City itself came under siege. Though relieved by several legions of hardened Nord legionaries, the Emperor ultimately gave the order to break the siege and abandon the city. An entire Legion sacrificed itself to defend the Emperor's rear.{{ref|name=TGW}} At this time, the Imperial Palace was sacked, plundered, and burned with the Aldmeri Dominion seeking an Imperial surrender. While the Emperor strung them along, he recalled all the legions defending Hammerfell and rearmed and refreshed the Skyrim and Cyrodilic legions. However, General Decianus allowed a great number of "invalids" to be discharged from the Legions before they marched east in an effort to drive the Altmeri back from [[Lore:Skaven|Skaven]]. These veterans formed the core of the army that eventually drove the Altmeri General [[Lore:Arannelya|Arannelya's]] forces back across the Alik'r late in 174, with the Dominion forces taking heavy losses on their retreat from harassing attacks by the Alik'r warriors.{{ref|name=TGW}} This successfully duped the Thalmor into believing the entire army was still fighting them there. Martius Silius was a commander in the Imperial Legion during the war, however he and his men got separated from their legion. They ended up deep in Aldmeri-controlled territory and decided to make as much trouble there as they could. During the winter they raided camps at night, and attacked caravans bringing supplies to the front. This went on for weeks, until they rejoined the Imperial forces just in time for the Battle of the [[Lore:Red Ring Road|Red Ring]]. They were just a dozen left at that point, but they fought valiantly and helped retake the Imperial City.{{ref|[[Blades:Arielle Themond|Arielle Themond]]'s dialogue in Blades}} During the Battle of the Red Ring the Emperor stormed south with his refreshed legions as the Hammerfell legions came in from the west. The Aldmeri Dominion, caught by surprise, was attacked by the Hammerfell legions from the west, while the Skyrim legions swept east and south and the Emperor, along with his personal Cyrodilic legions, assaulted the Imperial City, surrounding it on three sides and fending off Dominions piecemeal reinforcements and blocking their retreat from the Imperial City. They retook the Imperial City and all of Cyrodiil. In the end, the Legion was victorious, though exhausted, no Legion had more than half its forces fit for duty, and Two Legions of soldiers had been effectively annihilated, not including the loss of the Eighth Legion in the retreat from the Imperial City the previous year. But the Emperor believed that with this victory was the best time to negotiate peace with the Dominion and put an official end to the war, resulting in the [[Lore:White-Gold Concordat|White-Gold Concordat]] being signed, which essentially gave in to all the Thalmor's initial demands.{{ref|name=TGW}} Hammerfell, however, was unwilling to concede defeat and the loss of so much of their territory, and so, in order to preserve the peace with the Dominion, the Emperor officially renounced Hammerfell as part of the Empire.{{ref|name=TGW}}{{ref|name=TIC}} ====Skyrim's Civil War==== Unfortunately, the Legion's woes were not yet at an end. In Skyrim twenty-five years later, with the ascension of [[Lore:Ulfric Stormcloak|Ulfric Stormcloak]] to the Jarlship of [[Lore:Eastmarch|Eastmarch]] and the death of High King [[Lore:Torygg|Torygg]] at Ulfric's hands, [[Lore:Stormcloak Rebellion|civil war]] broke out. The Imperial Legion was forced to fight in Skyrim against many warriors who had previously been legionaries themselves, weakening the Legion even further.{{ref|name=Skyrim|Events of [[Skyrim:Skyrim|Skyrim]]}} {{NewLine}} ==Armor, Arms and Transport== [[File:LG-cardart-Imperial Siege Engine.png|Imperial siege engine|right|thumb|175px]][[File:LG-cardart-Imperial Armor.png|One of the many variants of legion armor|left|thumb|200px]] Legionaries are specially outfitted depending on a large number of factors, including climate, location, task, and expectations. They employed armors of chain, scale, plate mail, and gender-neutral skirts in the province of [[Lore:Morrowind|Morrowind]] in {{Year|3E 427}}, heavy steel plate overlying chain mail in the capital province of Cyrodiil during the [[Lore:Oblivion Crisis|Oblivion Crisis]], and lighter leather, chainmail, and steel plate armors in Skyrim during the [[Lore:Stormcloak Rebellion|Stormcloak Rebellion]]. Battlemages tend to wear hoods, healers wear light padded armor, guardsmen on loan to nobles wear the vestments of their town, city, county, or hold, and rangers and foresters tend to wear fur or leather apparel in addition to their Legionary armor. Dragonscale armor and shields are also used, with the craft coming from Akavir and being implemented since the Reman Empire.{{ref|name=PGE1C}} In addition, the uniform may vary depending on the culture of the local area or province. Legion foot soldiers mainly use Imperial swords, steel swords, and Imperial bows.{{ref|[[Skyrim:Imperial Soldier|Imperial Soldier]]'s weapons in Skyrim}} However, other weapons are often used as well, such as broadswords, shortswords, spears, pikes, claymores, axes, daggers, warhammers, maces, and staffs.{{ref|[[Morrowind:Base Weapons|Imperial weapons]] in Morrowind}}{{ref|[[Online:Imperial Style|Imperial style]] weapons in ESO}}{{ref|[[Skyrim:Champion's Cudgel|Champion's Cudgel]] in Dragonborn}} The Legion mass-produces crossbows that are used by its missile troopers alongside short and long bows.{{ref|[[Morrowind:Garothmuk gro-Muzgub|Garothmuk gro-Muzgub]]'s dialogue in Morrowind}} The Imperial Legion also employs siege machines such as catapults, battering rams, trebuchets, and ballistae.{{ref|[[Legends:Siege Catapult|Siege Catapult]] card art in Legends}}{{ref|[[Skyrim:Windhelm Military Camp|Imperial Camps]] in Skyrim}}{{ref|name=DFI}} The [[Lore:Daggerfall Covenant|Daggerfall Covenant]] based their armor designs on Reman Era Legion armor, with their chest pieces as an example.{{ref|{{Cite Book|Crafting Motif 26: Daggerfall Covenant Style}}}} The [[Lore:Order of the Hour|Order of the Hour]] also based their armor design on that of the Second Era legions.{{ref|{{Cite Book|Crafting Motif 40: Order Hour Style}}}} The Imperial Legion also utilizes different types of cavalry, with the main type being horses. Many breeds of horses are used by the Imperial Legion, such as the Bay horse.{{ref|[[Oblivion: Horses|Imperial Legion use of Bay horse]] in Oblivion}}. However, other animals have been mounted by Legion cavalrymen throughout history as well. The bear cavalry first came into use by 10th Legion in {{Year|2E 23}}.{{Ref|name=APBear|[[Online:Mounts/Bears#Akaviri Potentate Bear|Akaviri Potentate Bear]] mount description in [[ON:Online|ESO]]}} [[Lore:Camel|Camels]] have been ridden in Hammerfell, [[Lore:Guar|guar]] in Morrowind,{{ref|[[Online:Mounts A#Akaviri Potentate Guar|Akaviri Potentate Guar]] description in ESO}} sabre cats in Skyrim,{{ref|[[Online:Mounts A#Akaviri Potentate Sabre Cat|Akaviri Potentate Sabre Cat]] description in ESO}} and wolves in High Rock.{{ref|[[Online:Mounts A#Akaviri Potentate Wolf|Akaviri Potentate Wolf]] description in ESO}} When Empress Hestra led her Legions in harrying the Vampire King Styriche and his Gray Host into western Hammerfell, it's said she did so while riding a great flame atronach bear. {{NewLine}} ==Gallery== <gallery> LG-cardart-Siege Catapult.png|Legion catapults LG-cardart-Legion Shield.png|Varieties of arms and armor OB-Legion Rider.jpg|Imperial Legion Rider LG-quest-The Siege of the Imperial City 04.jpg|Imperial Legion Cavalry ON-crown store-Imperial War Horse.jpg|Imperial Warhorse ON-crown store-Akaviri Potentate Charger.jpg|Akaviri Potentate Charger ON-crown store-Akaviri Potentate Camel.jpg|Akaviri Potentate Camel ON-crown store-Akaviri Potentate Sabre Cat.jpg|Akaviri Potentate Sabre Cat ON-crown store-Akaviri Potentate Bear.jpg|Akaviri Potentate Bear ON-crown store-Akaviri Potentate Wolf.jpg|Akaviri Potentate Wolf </gallery> {{NewLine}} ==Known Legions== [[File:LG-cardart-Legion Zero Templar.png|Legion Zero Templar|thumb|right]] *Legion Zero β€” A traitorous Imperial Legion that had sworn fealty to [[Lore:Molag Bal|Molag Bal]] during his invasion of the Imperial City, becoming [[Lore:Mind-Shriven|Mind-Shriven]].{{ref|[[Online:Captain Regilus|Captain Regilus]]'s dialogue in ESO}} [[File:ON-crown store-Second Legion Arms Pack.jpg|right|thumb|Second Legion style weapons]][[File:LG-cardart-Healing Hands.png|Legion healer|150px|right|thumb]] *Second Legion β€” Led by General Nipia, the Second Legion accompanied Varen Aquilarios during the Colovian Revolt, and were headquartered in the vicinity of Bruma during peacetime. After Leovic was disposed of in {{Year|2E 577}}, the Second Legion pursued the Icereach Coven of [[Lore:Reachmen|Reachmen]], who had worked alongside Leovic, into [[Lore:Falkreath|Falkreath]] where many legionaries fled due to the effects of Mother Ciannait's magic. The Optio in charge of this particular regiment was prepared to continue the chase if the High Command of the Second Legion wished for it, but advised the Legate to allow legionaries to return to Cyrodiil. {{ref|name=MTCMC|[[Lore:Meet the Character - Mother Ciannait|Meet the Character - Mother Ciannait]]}} The Imperial War Mastiff is their mascot and symbol.{{ref|{{Cite Book|The Wolf and the Dragon}}}} *Third Legion β€” Also known as the '''Faithful Third'''. Helped to put down the Moth Rebellion in the Imperial City in {{Year|2E 857}} alongside [[Lore:Tiber Septim|Tiber Septim's]] honor guard. In {{Year|2E 863}} the forces of the [[Lore:Aldmeri Dominion|Aldmeri Dominion]] caught the Third Legion by surprise and almost destroyed it. The remnants of it made the core of the newly created Ruby Legion stationed in the [[Lore:Nibenay Valley|Nibenay Valley]]. The [[Lore:Tiber_Wars#Sack_of_Senchal|Sack of Senchal]] was carried out by the Third Legion. [[Lore:Attrebus (soldier)|Attrebus]] was a known member.{{ref|name=RGAttrebus|[[Redguard:Attrebus|Attrebus]]' [http://web.archive.org/web/20040705033821/http://redguard.bethsoft.com/characters/attrebus.html biography] on Redguard's old site}} *Fourth Legion β€” Led by General Augurius Bucco in {{Year|1E 2811}} and participated in the [[Lore:The Blackwater War|Blackwater War]]. The Fourth Legion was completely decimated on the 14th of Last Seed, {{Year|1E 2820}}. Reformed under General Regulus Sardecus circa {{Year|1E 2823}}, the Fourth Legion regained all territory that had been lost in [[Lore:Black Marsh|Black Marsh]].{{ref|{{Cite Book|The Blackwater War}}}} A deserter from this legion worked against the forces of Molag Bal during his invasion of the Imperial City, actively destroying the enemy's siege weapons.{{ref|name=QR|[[Online:Quintia Rullus|Quintia Rullus]]' appearance in [[Online:Dousing the Fires of Industry|ESO]]}} *Fifth Legion β€” Led by Captain Lampronius circa {{Year|2E 582}}, who trained recruits. The Fifth Legion was recreated in {{Year|3E 288}} and participated in the Invasion of Akavir as one of the initial landing legions. Fifth Legion Porter, an alcoholic beverage, is named after them.{{ref|name=RDAI}} *Sixth Legion β€” Little is known of the Sixth Legion, with only one known member, Antonia Gratas, who was stranded in [[Lore:Craglorn|Craglorn]] and so followed Legion protocol by selling any surplus equipment to secure passage back to her Legion.{{ref|[[Online:Antonia Gratas|Antonia Gratas]]'s dialogue in ESO}} *Seventh Legion β€” One of the Imperial Legions, they had taken control of Southern Bangkorai in {{Year|2E 582}}. They later participated in the Invasion of Akavir in {{Year|3E 288}} as one of the initial landing legions.{{ref|name=RDAI}} In the 4th Era the Seventh Legion, along with the Fifteenth Legion defended Orsinium.{{ref|name=LOF}} *Eighth Legion β€” Fought a desperate and doomed rearguard action on the walls of the Imperial City in {{Year|4E 174}}, while Titus II broke out of the city to the north with his main army.{{ref|name=TGW}} *Ninth Legion β€” Part of the first group of Imperial troops sent to Black Marsh, the legion was lost in Tsofeer Cavern in Murkmire.{{ref|name=LON|{{Cite Book|Legion Officer's Notebook}}}} The Ninth Legion was recreated sometime before {{Year|3E 288}} and participated in the Invasion of Akavir as reinforcements.{{ref|name=RDAI}} *Tenth Legion – Riders of the first Imperial bear cavalry in {{Year|2E 23}}, who would parade their bear mounts Leyawiin's streets each week.{{Ref|name=APBear}}{{Ref|name=APBearCub|[[Online:Pets A#Akaviri Potentate Bear Cub|Akaviri Potentate Bear Cub]] pet description in [[ON:Online|ESO]]}} Participated in the Invasion of Akavir in {{Year|3E 288}} as one of the initial landing legions. Only two members survived and told of how the Tenth Legion's final stand allowed remnants of the Fourteenth Legion to reach [[Lore:Septimia|Septimia]] and reported on the death of Uriel V.{{ref|name=RDAI}} The Tenth Legion was recreated sometime before the [[Lore:Great War|Great War]] with Legate Justianus Quintius as their commanding officer, they participated in both [[Lore:Hammerfell|Hammerfell]] and [[Lore:Cyrodiil|Cyrodiil]].{{ref|name=TGW}} *Twelfth Legion – The Twelfth Legion were involved in the defense of the Imperial City during the Umbriel Crisis and worked alongside the Imperial Cavalry. {{ref|{{Cite Book|Lord of Souls}} Page 339}} *Thirteenth Legion – Led by General Renmus, [[Lore:Varen Aquilarios|Emperor Aquilarios]] sent the Thirteenth Legion to [[Lore:Senchal|Senchal]] in {{Year|2E 578}} to help restore order after the [[Lore:Knahaten Flu|Knahaten Flu]] had ravaged the area. The legion defended the [[Lore:Khajiit|Khajiit]] as they rebuilt and formed a city council alongside the Khajiit. The legion came to be known as the '[[Lore:Shields of Senchal|Shields of Senchal]]'.{{ref|{{Cite Book|The Shields of Senchal}}}} *Fourteenth Legion – Participated in the Invasion of Akavir in {{Year|3E 288}} as one of the initial landing legions.{{ref|name=RDAI}} *Fifteenth Legion – A Legion involved with defending [[Lore:Orsinium|Orsinium]] during the [[Lore:Fourth Era|Fourth Era]].{{ref|name=LOF}} *Seventeenth legion – Participated in the Invasion of Akavir in {{Year|3E 288}} as a reinforcement legion.{{ref|name=RDAI}} *Eighteenth Legion – Captain Evernal was a known member of the Eighteenth Legion, with him having a badge displaying this fact.{{ref|name=TIC}} Evernal was later a part of a group of Imperial Regulators outside of the city of [[Lore:Rimmen|Rimmen]], where they searched visitors for contraband such as Moon Sugar. *Thirty Third Legion - Little is known about this legion other than they helped to banish Mehrunes Dagon at some point in Kvatch.{{ref|group=UOL|[[General:Imperial Census of Daedra Lords|Imperial Census of Daedra Lords]]}} *[[Lore:Imperial Guard|Imperial Guard]] – Referred to as a 'shadow legion', the Imperial Guard served as the personal protectors of the Emperor. [[Lore:Warhaft|General Warhaft]] was a known member. *[[Lore:Imperial Battlemages|Imperial Battlemages]] - Well-trained war mages serving in the Imperial Legion. *[[Lore:Cygnus Irregulars|Cygnus Irregulars]] – A division of the Imperial Legion that mostly consists of military engineers, scouts, and trainers. *Legion of Chorrol – The Legion based in Chorrol during {{Year|2E 576}}, participated in [[Lore:Varen's Rebellion|Varen's Rebellion]] and helped to overthrow [[Lore:Leovic|Emperor Leovic]].{{ref|{{Cite Book|Eulogy for Emperor Varen}}}} *Legion of the West Weald – An Imperial Legion from [[Lore:Colovia|Colovia]] led by General Lavinia circa {{Year|2E 582}}. The Legion had annexed [[Lore:Arenthia|Arenthia]] and had planned to take over the [[Lore:Northern Woods|Northern Woods]].{{ref|name=YFTT|{{Cite Book|Yours for the Taking!}}}} *Deathshead Legion – An Imperial Legion based in [[Lore:Gnisis|Gnisis]] in {{Year|3E 427}} led by General Darius. It consisted primarily of [[Lore:Orc|Orcs]].{{ref|[[Morrowind:Darius|Darius]]'s dialogue in Morrowind}} *Hawkmoth Legion – An Imperial Legion based in [[Lore:Castle Ebonheart|Castle Ebonheart]] in {{Year|3E 427}} led by Knight Protector Frald the White.{{ref|[[Morrowind:Hawkmoth Legion Garrison|Hawkmoth Legion]] in Morrowind}} *Moonmoth Legion - An Imperial Legion based in Fort Moonmoth in [[Lore:Balmora|Balmora]], led by Radd Hard-Heart. {{ref|[[Morrowind:Moonmoth Legion Fort|Moonmoth Legion]] in Morrowind}} *Diamond Marines – A division that participated in the [[Lore:The Blackwater War|Blackwater War]].{{ref|name=TBW}} *Longhouse Legion – A legion loyal to Longhouse Emperor [[Lore:Leovic|Leovic]] that fought against forces of [[Lore:Varen Aquilarios|Varen Aquilarios]] during Varen's Rebellion.{{ref|name=LLBF| [[Online:Contraband_L#Longhouse Legion Banner Fragment|Longhouse Legion Banner Fragment]] item description in [[ON:Online|ESO]]}} {{NewRight}} ==Imperial Legion Ranks== ===General Officers=== [[File:LG-cardart-Moonmoth Castellan.png|right|thumb|Moonmoth Legion Castellan]] *'''Grand Marshall'''{{ref|name=LTTGMOTIL|{{Cite Book|Letter to the Grand Marshall of the Imperial Legion|ns_base=Battlespire}}}}{{ref|{{Cite Book|The Blackwater War, Volume 1}}}} *'''Admiral/General''', commanders of Imperial Legions. It is noted that at least one of them attends each meeting with the [[Lore:Elder Council|Elder Council]], in order to forward any Elder Council decisions to the other generals and the Legionary’s Council, where all military matters are discussed.{{ref|{{Cite Book|Minutes of the Elder Council}}}} Generals may choose to defy the Emperor’s/Empress’ direct orders.{{ref|[[Online:General Velarius|General Velarius]]'s dialogue in ESO}}{{ref|[[Online:General Raetus|General Raetus]]'s dialogue}} Magical projections are used to quickly pass orders around if no battlemages are available to do so. **'''Aide–de–Camp''', acts as a secretary to an Imperial general, in charge of recruiting and spreading information and orders.{{ref|name=YFTT}} *'''Commander'''{{ref|[[Oblivion:Giovanni Civello|Giovanni Civello]] in Oblivion}}{{ref|[[Oblivion:Adamus Phillida|Adamus Phillida]] in Oblivion}} *'''Legate''', general officers often associated with politics. Legates were below the rank of general, and would often command legions.{{ref|[[Skyrim:Legate Rikke|Legate Rikke]] in Skyrim}}{{ref|{{Cite Book|Moth Sister Terran Arminus Answers Your Questions}}}} *'''Knight of the Imperial Dragon'''{{ref|name=MWR|[[Morrowind:Imperial Legion|Imperial Legion]] ranks in Morrowind}} ===Senior Officers=== *'''Tribune''', serve in each legion below the rank of legate.{{ref|[[Online:Costumes_B#Battlemage Tribune Armor|Battlemage Tribune armor]] description in ESO}}{{ref|{{Cite Book|Arx Corinium β€” First Seed Report}}}} *'''Prefect/Praefect''', serve in legions below the rank of tribune. [[Online:Prefect Calo|Prefect Calo]] led his own cohort known as the [[Lore:Cygnus Irregulars|Cygnus Irregulars]].{{ref|name=calo|[[Online:Prefect_Calo#Dialogue|Prefect Calo's dialogue]]}} [[Lore:Ephrem Benirus|Ephrem Benirus]] was a known governing prefect of [[Lore:Anvil|Anvil]].{{ref|{{Item Link|Letter of Fiscal Absolution|id=79640|level=1|quality=3}}}} ===Junior Officers=== [[File:ON-item-Centurion's Signet (museum).jpg|thumb|right|Signet of the first Orsimer Centurion]] *'''Centurion''', Centurions have their own field armor and dress armor.{{ref|[[Online:Costumes_C#Centurion_Field_Armor|Centurion outfits]] in ESO}} Centurions are also a part of the palace guard in the Imperial City.{{ref|[[Online:Costumes_I#Imperial_Guard_Centurion_Uniform|Imperial Guard Centurion Uniform]] in ESO}}{{ref|[[Online:Centurion Gavo|Centurion Gavo]] in ESO}}{{ref|[[Online:Centurion Solinthia|Centurion Solinthia]] in ESO}} *'''Optio'''{{ref|[[Morrowind:Optio Bologra|Optio Bologra]] in Morrowind}}{{ref|name=MTCMC}}, Optios report to Legates and the High Command of a legion. *'''Champion'''{{ref|name=MWR}} *'''Commandant'''{{ref|[[Online:Commandant Weston|Commandant Weston]] in ESO}} **'''Chapter Steward''', known to deal with recruitment *'''Captain''', Captains are known to write monthly reports to their higher ups such as centurions.{{ref|name=RQOR}} They are also sometimes known as a Captain of the Guard.{{ref|[[Online:Captain Ululmalit|Captain Ululmalit]] in ESO}}{{ref|[[Online:Captain Gemelle|Captain Gemelle]] in ESO}}{{ref|name=IRO}} *'''Agent'''{{ref|name=MWR}} *'''Lieutenant''', serve as masters–at–arms in the legion, keeping soldiers always ready for battle.{{ref|[[Online:Sylvian Herius|Sylvian Herius]]'s dialogue in ESO}} They reported to captains.{{ref|{{Cite Book|To Delay Means Death}}}} [[File:LG-cardart-Praetorian Commander.png|Praetorian Commander|right|thumb]] ===Non–Commissioned Officers=== *'''Sergeant''', command small units of legion soldiers, reported to captains.{{ref|{{Cite Book|Establish Watchposts}}}}{{ref|[[Online:Imperial Sergeant|Imperial Sergeant]] apperence in ESO}} ===Lower Ranks=== *'''Soldier/Legionary/Legionnaire''', the common foot soldier of the Imperial Legion, the most common rank by far. *'''Private'''{{ref|[[Skyrim:Captain Aldis|Captain Aldis]]'s dialogue in Skyrim}} *'''Trooper'''{{ref|name=MWR}} *'''Spearman'''{{ref|name=MWR}} *'''Recruit'''{{ref|name=MWR}} *'''Auxiliary''', non-citizen soldiers and provincials. They provided additional manpower when needed.{{ref|name=SR}} *'''Quaestor'''{{ref|name=SR|[[Skyrim:Imperial_Legion#Ranks|Imperial Legion Ranks]] in Skyrim}} *'''Legion Paymaster''', a member of the legion who pays severance to families of who have lost loved ones whilst in service of the Imperial Legion, this severance is paid monthly.{{ref|[[Online:Elianna Pevengius|Elianna Pevengius]] dialogue in ESO}} *'''Surgeon''', doctors who served in the Imperial Legion.{{ref|[[Online:Surgeon Andronicus|Surgeon Andronicus]] in ESO}}{{ref|{{Item Link|Silver-Plated Tweezers|id=62851|level=1|quality=3}}}} *'''Prison Guards''', Prison Guards can be ordered and pulled to serve as additional reinforcements for the Imperial Legions.{{ref|{{Cite Book|Evacuation Order}}}} ===Imperial Legion Knight Ranks=== *'''Knight of the Garland'''{{ref|name=MWR}} *'''Knight Protector'''{{ref|name=MWR}} *'''Knight Bachelor'''{{ref|name=MWR}} *'''Knight Errant'''{{ref|name=MWR}} ==Artifacts== There are a few artifacts that are commonly associated with the Legion: *Akatosh's Talon{{ref|name=CCCivilWarChampions}} *The [[Lore:Boots of the Apostle|Boots of the Apostle]], which belonged to Tiber Septim{{ref|[[Tribunal:Torasa Aram|Torasa Aram]]'s dialogue in Tribunal}} *[[Lore:Chrysamere|Chrysamere]]{{ref|name=LM}} *The Dragon's Oath{{ref|name=CCCivilWarChampions|[[Skyrim:Civil War Champions|Civil War Champions]] creation in Skyrim}} *The [[Lore:Lord's Mail|Lord's Mail]] which is considered sacred to the Legion and is accepted as Legion uniform{{ref|name=LM|[[Morrowind:Lord's Mail (quest)|Lord's Mail]] quest in Morrowind}}{{ref|{{Cite Book|Letter to General Tullius}}}} *The [[Lore:Ward of Akavir|Ward of Akavir]]{{ref|[[Morrowind:Siege at Firemoth (quest)|Siege at Firemoth]] quest in Morrowind}} ==Known Legion Forts== {{Incomplete}} {{columns|width=50em| *[[Lore:Lake Arrius|Arrius]] Keep β€” A keep in northeastern Cyrodiil, northeast of the Imperial City. Played a strategic role in the Alliance War. *Arx Corinium β€” An Imperial fort found in northwestern Black Marsh.{{ref|{{Cite Book|Arx Corinium β€” First Seed Report}}}} *Ashfallow Citadel β€” An Imperial fort in southeast Solstheim. *[[Lore:Bleaker's Way|Bleaker's Outpost]] *[[Lore:Blue Road|Blue Road Keep]] β€” A keep in central Cyrodiil, found on the [[Lore:Blue Road|Blue Road]]. *[[Lore:Borderwatch|Borderwatch]] β€” Formerly a Legion keep, taken over by the {{Lore Link|Ivory Brigade}} in the Second Era. No longer a fort by the end of the Third Era. *Carmala Outlook β€” A small fort between Chorrol and Skingrad in Cyrodiil. *[[Lore:Castle Bloodmayne|Castle Bloodmayne]] β€” A keep in southern Cyrodiil. Played a strategic role in the Alliance War, where it was occupied by the Aldmeri Dominion. *[[Lore:Castle Brindle|Castle Brindle]] β€” A keep in western Cyrodiil. Brindle acts as a protector for the nearby town of [[Lore:Vlastarus|Vlastarus]]. *Castle Dour β€” An ancient castle in the city of [[Lore:Solitude|Solitude]]. Castle Dour acted as the headquarters of the Imperial Legion in Skyrim in {{Year|4E 201}}. *Crooked Finger Redoubt – A small fort in Mist Morrow Vale in eastern Cyrodiil. *[[Lore:Drakelowe Keep|Drakelowe Keep]] β€” A keep in eastern Cyrodiil. Drakelowe acts as a protector for the nearby town of [[Lore:Cropsford|Cropsford]]. *Eagle's Strand β€” An Imperial fort located on the southern half of [[Lore:Khenarthi's Roost|Khenarthi's Roost]].{{ref|[[Online:Commander Karinith|Commander Karinith]]'s dialogue in ESO}} *Empire Tower β€” A tower located southwest of Fort Aleswell in central Cyrodiil. During the Three Banners War, the [[Lore:Goblin|Goblin]] Rock Bone Tribe camped here. *[[Lore:Fort Alessia|Fort Alessia]] *[[Lore:Fort Aleswell|Fort Aleswell]] β€” A keep in central Cyrodiil along the [[Lore:Red Ring Road|Red Ring Road]]. The town of [[Lore:Aleswell|Aleswell]] is southeast of the fort. *[[Lore:Fort Ash|Fort Ash]] β€” A keep in central Cyrodiil. *Fort Black Boot β€” A small fort between [[Lore:Bravil|Bravil]] and [[Lore:Skingrad|Skingrad]]. During the Oblivion Crisis, the fort was occupied by hostile conjurers. *[[Lore:Fort Blueblood|Fort Blueblood]] *[[Lore:Buckmoth Legion Fort|Fort Buckmoth]] β€” A fort south of [[Lore:Ald'ruhn|Ald'ruhn]], home to the Buckmoth Legion. *Fort Caractacus β€” A fort north of the Imperial City. *[[Lore:Fort Chalman|Fort Chalman]] *Fort Darius β€” A fort built into the hillside of [[Lore:Gnisis|Gnisis]], home of the Deathshead Legion *Fort Doublecross *[[Lore:Fort Dragonclaw|Fort Dragonclaw]] β€” A keep in northern Cyrodiil. During the Three Banners War, the Daggerfall Covenant controlled it. *[[Lore:Fort Dunstad|Fort Dunstad]] *{{Lore Link|Fort Faleria}} β€” A legendary fort built under the Alessian Empire. Tribune's Folly, an Imperial ruin east of [[Lore:Anvil|Anvil]] is suspected of being this fort.{{ref|{{Cite Book|The Lost Fort Faleria}}}} *[[Lore:Fort Farragut|Fort Farragut]] *Fort Fellhammer *[[Lore:Fort Firemoth|Fort Firemoth]] *[[Lore:Fort Frostmoth|Fort Frostmoth]] *[[Lore:Fort Grief|Fort Grief]] *Fort Kastav *[[Lore:Fort Neugrad|Fort Neugrad]] *{{Lore Link|Fort Redmane}} *[[Lore:Fort Sphinxmoth|Fort Sphinxmoth]] *[[Lore:Fort Sungard|Fort Sungard]] *{{Lore Link|Fort Swampmoth}} β€” A keep in [[Lore:Black Marsh|Black Marsh]].{{ref|name=OBRadiantConvo}} *[[Lore:Ilinalta's Deep|Ilinalta's Deep]] β€” A sunken Imperial fort found at [[Lore:Lake Ilinalta|Lake Ilinalta]]. *Rootwatch Tower β€” A watchtower found northeast of [[Lore:Woodhearth|Woodhearth]] in [[Lore:Valenwood|Valenwood]]. *Snowpoint Beacon β€” A watchtower found east of Fort Fellhammer in [[Lore:Winterhold (region)|Winterhold]] *Western Watchtower }} ===Gallery=== <gallery> ON-place-Imperial Outpost.jpg|An Imperial outpost ON-load-Borderwatch.png|Borderwatch ON-place-Fort Blueblood.jpg|Fort Blueblood SR-place-Fort Neugrad.jpg|Fort Neugrad ON-load-Fort Redmane.png|Interior of Fort Redmane File:MW-place-Gnisis Barracks.jpg|Deathshead Legion barracks, Gnisis File:SR-place-Castle Dour.jpg|Castle Dour, headquarters of the Legion in Skyrim circa {{Year|4E 201}} </gallery> ==Gallery== <gallery> File:RG-npc-Guard.jpg|Imperial Guard in Stros M'kai MW-item-Imperial Armor.jpg|Imperial Guards OB-npc-Giovanni Civello.jpg|Imperial Watch Captain File:SR-quest-Joining the Legion 02.jpg|General Tullius File:SR-npc-Fort Commander 02.jpg|Legion Fort Commander File:SR-npc-Legate Sevan Telendas.jpg|Dunmer Legate circa {{Year|4E 201}} ON-npc-Captain Ululmalit.jpg|Khajiit Captain circa {{Year|2E 582}} File:ON-npc-Captain Gemelle.jpg|Legion Captain circa {{Year|2E 582}} File:ON-npc-Prefect Calo 02.jpg|Prefect Calo File:LG-cardart-Empire Recruiter.png|Imperial Recruiter File:ON-crown store-Imperial Guard Centurion Uniform.jpg|Imperial Guard Centurions File:ON-crown store-Second Legion.jpg|Second Legion soldiers File:LG-cardart-Imperial Reinforcements.png|Imperial army marching from the Imperial City File:SR-quest-Battle for Windhelm.jpg|Legionaries preparing to capture Windhelm File:ON-pet-Imperial War Mastiff 02.jpeg|An Imperial War Mastiff, used commonly by the Second Legion File:MW-concept-14.jpg|Morrowind concept art File:CTA-model-Imperial Legion Faction Starter Set.jpg|(Call to Arms) </gallery> ==Notes== * The Imperial Legion was inspired by the Roman Legions who were the supreme military power in Europe during classical antiquity. * A 33rd cohort is mentioned in ESO, while Roman Legions were known to only have 10 in a single Legion. If there were 33 cohorts, the number of men would equal ~16,000 in a single Legion, instead of the standard ~5000 men in the Roman Empire.{{ref|name=AALL}} ==See Also== * For game-specific information, see the [[Morrowind:Imperial Legion|Morrowind]], [[Oblivion:Imperial Legion|Oblivion]], [[Skyrim:Imperial Legion|Skyrim]], and [[Online:Imperial Legion|ESO]] articles. ===Books=== * {{Book Link|A Legionary's History of Fort Redmane}} * {{TIL|1=Arms and Armor of the Imperial Champion, Hall Steward Longinus Attius|2=arms-and-armor-imperial-champion-hall-steward-longinus-attius}} * {{Book Link|Arx Corinium β€” First Seed Report}} * {{Book Link|Before the Gates of Gideon}} * {{Book Link|Call to the Faithful}} * {{Book Link|Centurion's Signet}} * {{Book Link|Ice and Chitin}} * {{Book Link|Manual of Armor}} * {{Book Link|Manual of Arms}} * {{Book Link|On Morrowind}} * {{Book Link|On the Ivory Brigade}} * {{Book Link|Ordo Legionis}} * {{Book Link|Report: Disaster at Ionith}} * {{Book Link|The Armorer's Challenge}} * {{Book Link|The Blackwater War}} * {{Book Link|The Eastern Provinces}} * {{Book Link|The Fall and Rise of Reman's Bluff}} * {{Book Link|The Great War (book)}} * {{Book Link|The Holds of Skyrim}} * {{Book Link|The Siege of Ald Marak}} * {{Book Link|Topal Legionary Academy: A Khajiit's Summary}} * {{Book Link|Words and Philosophy}} ===Articles=== *[[Lore:Tiber Septim|Tiber Septim]] β€” A lore article about the conqueror of Tamriel *[[Lore:Blades|Blades]] β€” A lore article about the elite Imperial order who often assisted the Legion *[[Lore:Warhaft|General Warhaft]] β€” A lore article about the general of the Imperial Guard under Emperor Uriel Septim VII *[[Lore:Penitus Oculatus|Penitus Oculatus]] β€” A lore article about the Emperor's spies that replaced the Blades after the Oblivion Crisis *[[Lore:Imperial Battlemages|Imperial Battlemages]] β€” A lore article about the battlemages of the legions *[[Lore:Imperial Cult|Imperial Cult]] β€” A lore article about the missionary arm of the Empire *[[Lore:Imperial Navy|Imperial Navy]] β€” A lore article about the aquatic fighting force of the Empire *[[Lore:East Empire Trading Company|East Empire Trading Company]] β€” A lore article about the EEC, who are protected by the Legion *[[Lore:Sirollus Saccus|Sirollus Saccus]] – A lore article about a master class blacksmith for the Imperial Legion who is among the longest-lived humans in history ==References== <references/> {{UOL}} <references group=UOL/>{{Imperial Organizations}} </noinclude>
2,526,434
2021-12-24T22:42:50Z
Imperialbattlespire
The Imperial Legion, also known as the Red Legion, Imperial Army and the Ruby Ranks, is the main fighting force of the Empire of Tamriel. It is often pluralized as the Imperial Legions. It operates under the auspices and authority of the Emperor himself. With its vast numbers, quality training, and rigid discipline, the Legion is considered one of the best armies ever assembled in history. The primary mission of the Imperial Legion is to preserve the peace and rule of law in the Empire. Those who protect the Emperor and the Imperial Province are sometimes called the Imperial Guard and the Imperial Watch. A Legion Centurion is typically in command of the Palace Guard of the White Gold Tower. The Tribunal God Vivec referred to the Legion as moths. In peacetime, the Legion serves primarily as a garrison force β€” manning forts, patrolling roads, and providing guardsmen for towns, cities, counties, and nobles. They are empowered to arrest criminals and seize their property, among other things. In wartime, the Legion's responsibilities and powers are greatly increased. During conflicts, the Legion serves as an invading and occupying force, overwhelming opposition with numerical superiority and strict economy of force. The aquatic equivalent of the Imperial Legion is the Imperial Navy, with the two often overlapping. Overview An Imperial Legion|thumb|left Imperial Legion Offices in the Imperial City|thumb|right The Legion is divided into structured and disciplined military units; the primary, and largest, of which is the Legion, which is further divided into Cohorts. Legions are numbered for identification, and each possesses a proud history and sub-culture. The Imperial Battlemages are a rich tradition of war mages trained in the support of the Legions. All facets of warfare are accounted for in Legionary operations, and the Legion employs large numbers of highly-specialized troops in conjunction with one another to achieve victory, among them archers, light and heavy cavalry, battlemages, and healers. Imperial Battlemages are often mixed with other legions, but also form cohorts under a Battlemage Palatine, who acts as the commander of the cohort. Imperial organizations, such as the Imperial Society, requisition legionnaire support as needed for their endeavors. A special Legion platoon comprises the guard of any Duke in the province of Morrowind, the Duke of Vvardenfell, for instance. These soldiers are among the best the Legion has to offer; the most accomplished soldiers of the Duke's guard have the honor of serving as personal Palace guard to the King of Morrowind. The Legion was also known to have an expeditionary force, that was known to have put down tribal uprisings in Black Marsh. The Legion's versatility is tied to its non-discriminatory recruitment. The Legion recruits individuals of all races and creeds into its ranks and benefits from the diversity of skills and backgrounds they bring (though Colovians form the majority). The Legion's strict standards for recruitment prioritise endurance, soldierly virtue, and trustworthiness, among other qualities. Kothringi were known to be a large part of the Imperial garrison of Gideon. In the Second Era, Lyris Titanborn, a half-giant, was a member of the Imperial Legion and despite experiencing discrimination from some soldiers she rose quickly through the ranks due to her strength and height, eventually serving Emperor Varen Aquilarios personally. The Legion is also one of the few groups to treat the Orcs well , with them forming a large number of soldiers in the Legion due to their natural strength and aptitude for smithing. Disaffected Altmer also joined the Legion to resist the Thalmor in the Fourth Era. Dunmer such as General Symmachus, who was one of Tiber Septim's closest subbordinates, also have played a major role in the Imperial Legion , the assassin Dram is another example of a high ranking Dunmer in the Legion. Nords form a large part of the Legion too, with the Skyrim Legions being mostly made up of Nords, with the Nords benefiting from the Empire's protection and prosperous trade. In exchange, the people of Cyrodiil sleep peacefully, knowing their northern border is guarded by some of the fiercest warriors in Tamriel. The Legion has also counted Dragons, such as Dragonne PaprΓ© and Nahfahlaar, within its ranks, the latter of these being employed to devastating effects in wars and the former being stationed in the Imperial Battlespire. Service in the Legion is considered a model of Imperial citizenship, and as such requires a high standard of excellence. Influential Imperial military families would often send their children to be trained in legionary academies, such as the , where they would be trained to be elite soldiers. Legionaries are typically expected to be at the peak of physical fitness in order to weather the rigors of melee combat and long marches in heavy equipment, demonstrate mastery of blades, polearms, and blunt weaponry, and have great skill in utilizing heavy armor as well as hand-shields. Legions are known to have their own marching songs, and also have skalds (war bards) that train in the Bards College. Stendarr is the Patron of the Imperial Legion. History An Imperial Legion symbol (Blades)|frameless|right|100px The Alessian Legions The first incarnation of the Imperial Legion arose under the Alessian Empire in the First Era, when it was known as the Alessian Legion. Legends speak of the legions led by Morihaus when the man-bull took the White Gold Tower. The Legion sprang from the hardy rugged stock of Colovia and the sophisticated battlemages of Nibenay. United, the warriors of Cyrodiil were a force to be reckoned with. The Alessian army spent most of the third century of the First Era securing Alessian control over Cyrodiil, slowly overcoming Ayleid holdouts despite their magical prowess and often ingenious tactics. The Alessians fought many Wars throughout the First Era; many cultures have legends speaking of the seemingly unstoppable legions of Empress Hestra circa . Nevertheless, the Legion's fortunes have always waxed and waned along with the Empire. When the leadership of the Alessian Order succumbed to internal squabbling, the War of Righteousness began, a decade-long civil war which no doubt pitted legionnaire against legionnaire. Reman Era Legion Once the province was reunited again under the god-hero Reman I circa , his legions spent the last two centuries of the First Era reestablishing an Empire of Man in Tamriel. The Imperial Legion as it is known in modern times first appeared under the Second Empire, thanks to the influence of the Akaviri Dragonguard. Their weaponry, methods, and rigid discipline turned the Imperial Legion into the unparalleled fighting force which was able to conquer every region of mainland Tamriel (save for Morrowind). By the end of the era, the Summerset Isle was the only modern-day province which had no Legion presence. A known member of a Reman era Legion was Luciana Pullo, a battlemage and lieutenant during the Akavari troubles and Valenwood annexation. In , construction of Fort Redmane began under General Nemenius Hestor (commander of the Tenth Legion). General Hestor's original plans called for a powerful keep to be called Fort Niben, but construction proceeded fitfully. In the early years of Emperor Reman's reign, Cyrodiil's resources were sorely strained by the need to subdue threats all across Tamriel and so Khajiit brigandage in Blackwood simply did not rise to the same level as other threats. Frustrated by the parsimony of his superiors, General Hestor schemed to bring the threat posed by Anequinan raiders to their attention. He settled upon a fierce but formerly obscure Khajiit clan-chief named Hunzur-ri, and built him up as the leader of a wild horde of "beast-men" slavering for human blood. The general went so far as to name Hunzur-ri "the Red Mane," and describe him as a fanatical religious leader who had declared a holy crusade to drive men out of the Trans-Niben region altogether. General Hestor's plan worked and exaggerating the threat of the Red Mane caused gold to flood in to build the keep Hestor demanded to secure the border. In the meantime, Hunzur-ri found himself harassed by his fellow hunt-barons for "provoking" the Imperials. Infuriated by the fabrications flowing from General Hestor's reports, Hunzur-ri gathered a small band of loyal followers and crossed the Niben to seek out his foeβ€”a dozen warriors in a single stealthy raid, not the rampaging horde he was said to command. Not an hour's march from the fort, Hunzur-ri and his warriors ambushed General Hestor. The general was killed by the very Khajiit he had vilified, but Hunzur-ri in turn was cut down by Hestor's soldiers. The Imperial Legion chose to describe Nemenius Hestor's death as a heroic last stand, in which the general bravely gave his own life to end the threat of "the Red Mane." A few years later, Fort Niben was renamed Fort Redmane in honor of the Legion's fierce adversary. Ironically, by the time the fort was completed, the troublesome raids that had impelled General Hestor to fortify the area in the first place had come to an end as the Khajiit kingdoms of Anequina and Pellitine were already under Imperial control. Second Empire legionaries|right|thumb Blackwater War The Blackwater War occurred between - . A military expansion ordered by , which seized the northern and eastern marches of Argonia, resulting in the formation of the Province of . While the Imperial forces won several decisive battles in the early stages, their progress quickly stagnated due to the brutal terrain, endless raids, disease, and mysterious disappearances. After several failed campaigns, each employing wildly differing tactics, the conflict declined into a protracted and complex guerrilla war with no clear victor in sight. Ultimately, tribal infighting on the part of the Argonians finally brought the war to a close. Rather than an official armistice, the war simply ended when the Argonians abruptly buried their weapons and went back to their day-to-day lives. Battle of Argonia, 1E 2811. A one-sided affair with s suffering significant casualties. The survivors retreated to , the impenetrable center of the Province. Xi-tsei Massacre, Last Seed 14, 1E 2820. The remnants of General 's fourth legion were annihilated by a massive Argonian war party at the foot of an ancient Argonian pyramid. Great Burn, Rain's Hand, 1E 2828. In an attempt to neutralize the inhospitable terrain, ordered a unit of sappers to set fire to a peat bog outside of . Unbeknownst to the Legion, the fire spread through a vast underground network and within months the entire province was ablaze. Hundreds of species of unique flora and fauna were rendered extinct and entire tribes of Argonians were lost. The Legion suffered significant casualties, this marked the end of their second campaign. Four-Score War Battle of Bodrum, 20th of First Seed, . Forces led by Vivec ambushed the Cyrodilic army and almost completely destroyed it. Battle of Ald Marak, 16th of Mid Year, . A heavily armored army led by Imperial Crown Prince Juilek took the Dunmer by surprise due to faulty intelligence on their part. Commanding the mystics in the Legion to cast water-breathing spells, his army passed through Lake Coronati, with the majority of the Dunmer army commanded by Vivec being unable to respond to the attack in time. Battle of Black Gate, Sun's Height, . While a truce between the warring parties had been called, the Legion sacked the fortress of Black Gate. Under the Akaviri Potentates at the beginning of the Second Era, the Imperial Legion achieved something unthinkable: they became the only fighting force in the Empire. In , when faced with widespread rebellion, Potentate Versidue-Shaie declared martial law, demanding that all of his vassals dissolve their armies. After thirty-seven years and enormous sacrifice, the Imperial Legion had quelled all who did not obey, wiping out any organized resistance to them within the Empire. They were the only army in the land. Puppets of Pretenders During the Interregnum of the Second Era, after the dissolution of the Second Empire, the Imperial Legion became the instrument of various warlords in Cyrodiil, notably the infamous Tharn family. Many disparaged the Legion around Tamriel during this time, claiming that it no longer exemplified the superb qualities it had in the past. At the beginning of the Planemeld, all Legions were recalled to the Imperial City, , but many couldn't make it to City Isle and instead set up isolated camps throughout the Heartlands as the Alliance War raged around them. Legionaries who were in the Imperial City when the Anchors began to drop were given the option to swear fealty to Molag Bal by drinking the " ", a poison that would slowly turn the imbibers into Mind-Shriven. Many instead chose death, but those who turned traitor formed a new regiment called . Legion Zero cooperated with the Xivkyn occupiers, and transformed the Elven Gardens District into a workshop for constructing siege equipment for the Daedric forces. A group of loyalist legion soldiers led by Captain Anatolius Caudex, known as the Immortal Eight, created an improvised garrison in the middle of the Nobles District in the Imperial City, where they fought against the forces of Molag Bal and against Legion Zero. They also played a part in stopping Bal's plans to snuff out the Dragonfires. Captain Caudex had previously defended Fort Warden from the three Alliances, being the last man to leave the fort, stating that the "Rebels must learn that the Empire is invincible. So we must be invincible." Elsewhere in Tamriel, Legion troops under the command of the Tharns became engaged in relatively minor campaigns to annex surrounding regions, with little long-term success. Circa , Colovian troops under Javad Tharn entered Aldmeri Dominion territory in a failed attempt to annex the Reaper's March region south of Colovia. Under Magus-General Septima Tharn, the Seventh Legion became engaged in operations across much of Tamriel, often with very little support. An example of this was when the Seventh Legion entered Daggerfall Covenant territory in a failed attempt to annex Bangkorai. The Legion's leadership was encouraged to act ruthlessly, and they often engaged in abductions, as well as summary executions of disloyal soldiers, disobedient prisoners, or recalcitrant conquered civilians. A group of all-female legionaries known as the Diamond’s Daughters intended to take part in the Dragonstar Arena in order to bring Imperial law and order back to Craglorn. thumb|right|A Septim Empire legion guard In the region of Blackwood in Cyrodiil, hundreds of former Imperial legionaries stationed in Blackwood had received neither pay nor orders from Cyrodiil in months, with their units having been effectively disbanded. These legionaries were recruited by the Council of Legates in Leyawiin to become part of the Ivory Brigade by offering to make good on their back pay and confirming their role as protectors of the province. These legionaries acted as the core of the Ivory Brigade, with native Blackwooders forming a militia around them, these Blackwooders provided knowledge of the terrain, people, and conditions of Blackwood, whilst the veteran legionaries taught the militia military discipline and Imperial fighting skills. The Tiber Wars In , the Tiber Wars began, and nothing would ever be the same. In the dead of winter, General Talos led a small army from Cyrodiil to take the mighty fortress of Sancre Tor from the allied Nord-Breton forces which had occupied it. The Cyrodilic army was small, poorly trained and outfitted, short on rations and unprepared for winter campaigning. And yet, the man who would become known as Tiber Septim led them to victory. The Battle of Sancre Tor was just the beginning of a renaissance for the Imperial Legion. Young men in Skyrim began to flock to Septim's armies. With his invincible General Talos, King Cuhlecain was able to unite the Colovian Estates in a year, and soon thereafter in took the Imperial City, taking the title of Emperor. He was soon killed, and Emperor Tiber Septim took his place. His ever-loyal soldiers solidified his hold on Cyrodiil and High Rock, and then targeted Elsweyr. The Legion suffered its share of tribulations while forging the Empire of Tamriel. In the in , the Aldmeri Dominion almost destroyed the Third Legion and the initially smooth annexation of Hammerfell the following year was disrupted by the Stros M'Kai Uprising. For a brief time during the , Tiber Septim was driven out of the Imperial City and the Legion within the city was besieged. And Tiber's generals positively dreaded a campaign against the Dunmer of Morrowind (though they were spared from attempting to conquer the entire province thanks to the Armistice). One by one, the provinces were brought into the fold. The Summerset Isle had never been successfully invaded by the Legion, though they were reportedly more than capable of repulsing elven incursions. But finally, in , Septim's use of the Numidium brought the homeland of the Altmer under his control, making him the first true Emperor of Tamriel. The Third Empire Under the Septim Empire, the Imperial Legion regained its reputation as a model military force. From Morrowind to the Summerset Isles, the Legion helped keep the peace. It had to manage a great deal of insurrection, the many major wars of the Third Era, and piracy, not to mention the disastrous invasion of Akavir circa . They developed and maintained a system of garrisons throughout Tamriel, manning and supplying each in accordance with the threats they faced (though some questioned the significance of these threats given the exorbitant cost of maintaining this system). During this time, they were known for their close association with the Imperial Cult, which frequently provided services in their forts. The Legion maintained a strong presence in Morrowind throughout the Third Era, and it is believed that Dagoth Ur, before his defeat at the hands of the Nerevarine, was preparing for an extended campaign against them utilizing assassination and terror. thumb|right|A Legion fort in Morrowind The Imperial Legion had a great presence in Vvardenfell under the Septim Empire, with there being many forts dotted around the island; Fort Darius, Buckmoth Legion Fort, Moonmoth Legion Fort, and Fort Pelagiad were main strategic locations. Pelagiad itself was founded by Legion veterans that had retired. In Gnisis, the Deathshead Legion helped secure the Gnisis Kwama egg mine, as the queen had been blighted. Eventually, the legion cured the queen of the Blight, allowing work to continue in the local area. Certain members of the Deathshead Legion were involved in a conspiracy involving the Talos Cult, planning to assassinate Uriel Septim VII and replace him with a stronger ruler. This conspiracy was put down by General Darius. The Hawkmoth Legion was mostly involved in matters involving the Ordinators and Buoyant Armigers - the legion being accused of having no courtesy by the Armigers , and an Ordinator spreading lies about the legion. The legion resolved the strained relationship with the Armigers by beating one of their members in a contest of wit, poetry, and honor. The Ordinator that had been spreading lies was slain by the legion. The Ordinators also attempted to kill an Imperial Knight that had been accused of murder. This attempt on his life was stopped by the legion so that he could get a fair trial on the mainland instead. The Buckmoth Legion prevented illegal trading of Dwemer artifacts due to all Dwemer artifacts being considered as the Emperor's property. It also saved a knight of the Order of Ebonheart and assisted the Armigers in preventing a scandal involving an affair. The Moonmoth Legion assisted the Nerevarine by giving them supplies due to the influence of the Grand Spymaster of the Blades, Caius Cosades. Larrius Varro, a Legion Champion, was also present at Moonmoth. He tasked a legionnaire to kill a Nord who had been robbing travelers near Hla Oad. Varro also tasked the Nerevarine with killing five members of the Camonna Tong in Balmora, as the local magistrate was corrupt and was taking gold from the Camonna Tong to reduce criminals sentences and fines. After they were killed, Varro rewarded the Nerevarine with the Ring of Surroundings and informed the Emperor of their deeds. The Moonmoth Legion rescued a Breton priest who had been kidnapped by the Erabenimsun Ashlanders. They also rescued an Imperial citizen from raiders near Gnaar Mok . Gnaar Mok also had a problem with a pair of breeding Netch that had become aggressive and were a threat to the village, which the Legion solved by killing them both. Furthermore, the Legion also dealt with a necromancer known as Sorkvild the Raven, in an effort to prove to the Dunmer that the Legion would root out necromancers no matter where they hide. During the Oblivion Crisis, the Legion mainly found itself engaged in a stalling action against the incredible onslaught of Mehrunes Dagon. Leyawiin's Count in Cyrodiil complained that High Chancellor Ocato was inordinately concerned with other provinces even as s opened throughout the Imperial Province itself. The denizens of Morrowind's Great House Redoran claimed that the Legions were recalled to Cyrodiil instead. Due to the Legion focusing on the other provinces, Martin Septim could not count on Legion support during the battle at the Great Gate at Bruma. A company of Legion soldiers were traveling to the Imperial City during the Crisis in order to protect it from the Daedra, however, an Oblivion Gate opened in the middle of them, killing half of them. The Imperial Captain, Tertius Ione managed to save the rest and temporarily retreated, he then mustered together local farmers and hunters from the surrounding areas and from Pell's Gate. Ione returned with his remaining legionaries and freshly recruited auxiliary forces and slaughtered the Daedra, he then entered the Gate with about 52 men, whilst the other half guarded the gate. Due to Ione's sacrifice, a Bosmer named Fenton was successful in closing the Gate. The remaining Legion soldiers settled the area and named the settlement Ione in the Legion Captain's honor. On the island of Solstheim, a group of Nords attempted to destroy Fort Frostmoth and claim the island for themselves, the Legion held them off from the Fort and Raven Rock. After the Septims Reachmen of Bthardamz left|thumb|Porcia Loran amid the burning Reachmen At an unknown point during the early 4th Era, an Imperial Spymaster known as Porcia Loran was in command of an Imperial Legion phalanx that were preparing to wipe out the Reachmen Doomfang clan at Bthardamz. However, her former subordinate Talym Rend was forced by Sheogorath to ensure Porcia would lose her sanity. Talym intercepted a Reachman letter detailing plans to use Dwemer Animunculi to deliver a deadly poison to the Legion's forces. Talym refused to show Porcia, instead planting false letter for her to discover. She was later captured by the Reachmen while seeking this false intelligence and was rescued by Talym. Porcia was led to believe that an antidote for the poison could be made using sacred flowers from a Grove of Mara by Talym's deceit. The priestesses of Mara refused to let Porcia have the flowers which drove her to personally assault the Grove and take them to save her men. The Legion's alchemists refined these flowers into a gas that was meant to negate the effects of the poison. They were to deploy the antidote after the Reachmen had released the poison so as to make the best use of their limited supply. However the gas actually caused large explosions when it reacted with the poison, resulting in the death of most of the Reachmen and the legionaries. The outcome of her mission, whilst technically a victory, led her to retire from the Legion due to the fear of uttering a command that could potentially hurt others. Umbriel Crisis Following the Oblivion Crisis, the Imperial Legion steadily grew weaker. During the Umbriel Crisis, an undead army advanced on the Imperial City in an effort to take control of the White-Gold Tower, causing mass panic among its citizens. The Imperial Legion attempted to hold the line along the Red Ring Road, but were ultimately driven back to the walls of the city. The Synod and the College of Whispers worked together with the Legion to bring down the floating city, but also failed. In the end, Umbriel was banished by a group of heroes, but by that time the Legion already suffered heavy losses. Night of Green Fire Legate Fasendil, who was stationed in Sentinel in |thumb|left In , Altmer dissidents who had fled to Sentinel from the Thalmor in Summerset Isle were attacked by Thalmor operatives. Their efforts to fight back against the Thalmor were in vain, and by the time Imperial Legion soldiers arrived, the entire refugee district of the city had been destroyed. The Dominion, not content with killing dissidents at home, came to Hammerfell to finish the job. An Altmer Legate known as Fasendil was one of the soldiers stationed there. The Great War right|thumb|Siege of the Imperial City The Thalmor rose to power again in the Summerset Isle, and the Legion could not stop them from reforming the Aldmeri Dominion. The Thalmor eventually delivered an ultimatum to Emperor Titus Mede II demanding a series of enormous concessions. When the Emperor refused, the Great War began. The Aldmeri Dominion initially invaded deep into the heart of Cyrodiil, capturing Leyawiin and Cheydinhal rapidly before the Legion could mobilize an effective defense. More Dominion armies invaded into Hammerfell, bypassing western Cyrodiil entirely. When they realized the weakness of the Legion, however, the Aldmeri Dominion grew bolder and mobilized an offensive against Cyrodiil as a whole, intending to bring the entire Empire under their control. Quickly, Bruma and the Imperial City were the only cities that remained under Legion control in Cyrodiil. Meanwhile, the legions in Hammerfell were pressed hard and forced to retreat, leaving the entire southern half of Hammerfell to fall to the Dominion. The Imperial City itself came under siege. Though relieved by several legions of hardened Nord legionaries, the Emperor ultimately gave the order to break the siege and abandon the city. An entire Legion sacrificed itself to defend the Emperor's rear. At this time, the Imperial Palace was sacked, plundered, and burned with the Aldmeri Dominion seeking an Imperial surrender. While the Emperor strung them along, he recalled all the legions defending Hammerfell and rearmed and refreshed the Skyrim and Cyrodilic legions. However, General Decianus allowed a great number of "invalids" to be discharged from the Legions before they marched east in an effort to drive the Altmeri back from Skaven. These veterans formed the core of the army that eventually drove the Altmeri General Arannelya's forces back across the Alik'r late in 174, with the Dominion forces taking heavy losses on their retreat from harassing attacks by the Alik'r warriors. This successfully duped the Thalmor into believing the entire army was still fighting them there. Martius Silius was a commander in the Imperial Legion during the war, however he and his men got separated from their legion. They ended up deep in Aldmeri-controlled territory and decided to make as much trouble there as they could. During the winter they raided camps at night, and attacked caravans bringing supplies to the front. This went on for weeks, until they rejoined the Imperial forces just in time for the Battle of the Red Ring. They were just a dozen left at that point, but they fought valiantly and helped retake the Imperial City. During the Battle of the Red Ring the Emperor stormed south with his refreshed legions as the Hammerfell legions came in from the west. The Aldmeri Dominion, caught by surprise, was attacked by the Hammerfell legions from the west, while the Skyrim legions swept east and south and the Emperor, along with his personal Cyrodilic legions, assaulted the Imperial City, surrounding it on three sides and fending off Dominions piecemeal reinforcements and blocking their retreat from the Imperial City. They retook the Imperial City and all of Cyrodiil. In the end, the Legion was victorious, though exhausted, no Legion had more than half its forces fit for duty, and Two Legions of soldiers had been effectively annihilated, not including the loss of the Eighth Legion in the retreat from the Imperial City the previous year. But the Emperor believed that with this victory was the best time to negotiate peace with the Dominion and put an official end to the war, resulting in the White-Gold Concordat being signed, which essentially gave in to all the Thalmor's initial demands. Hammerfell, however, was unwilling to concede defeat and the loss of so much of their territory, and so, in order to preserve the peace with the Dominion, the Emperor officially renounced Hammerfell as part of the Empire. Skyrim's Civil War Unfortunately, the Legion's woes were not yet at an end. In Skyrim twenty-five years later, with the ascension of Ulfric Stormcloak to the Jarlship of Eastmarch and the death of High King Torygg at Ulfric's hands, civil war broke out. The Imperial Legion was forced to fight in Skyrim against many warriors who had previously been legionaries themselves, weakening the Legion even further. Armor, Arms and Transport Imperial siege engine|right|thumb|175pxOne of the many variants of legion armor|left|thumb|200px Legionaries are specially outfitted depending on a large number of factors, including climate, location, task, and expectations. They employed armors of chain, scale, plate mail, and gender-neutral skirts in the province of Morrowind in , heavy steel plate overlying chain mail in the capital province of Cyrodiil during the Oblivion Crisis, and lighter leather, chainmail, and steel plate armors in Skyrim during the Stormcloak Rebellion. Battlemages tend to wear hoods, healers wear light padded armor, guardsmen on loan to nobles wear the vestments of their town, city, county, or hold, and rangers and foresters tend to wear fur or leather apparel in addition to their Legionary armor. Dragonscale armor and shields are also used, with the craft coming from Akavir and being implemented since the Reman Empire. In addition, the uniform may vary depending on the culture of the local area or province. Legion foot soldiers mainly use Imperial swords, steel swords, and Imperial bows. However, other weapons are often used as well, such as broadswords, shortswords, spears, pikes, claymores, axes, daggers, warhammers, maces, and staffs. The Legion mass-produces crossbows that are used by its missile troopers alongside short and long bows. The Imperial Legion also employs siege machines such as catapults, battering rams, trebuchets, and ballistae. The Daggerfall Covenant based their armor designs on Reman Era Legion armor, with their chest pieces as an example. The Order of the Hour also based their armor design on that of the Second Era legions. The Imperial Legion also utilizes different types of cavalry, with the main type being horses. Many breeds of horses are used by the Imperial Legion, such as the Bay horse. . However, other animals have been mounted by Legion cavalrymen throughout history as well. The bear cavalry first came into use by 10th Legion in . Camels have been ridden in Hammerfell, guar in Morrowind, sabre cats in Skyrim, and wolves in High Rock. When Empress Hestra led her Legions in harrying the Vampire King Styriche and his Gray Host into western Hammerfell, it's said she did so while riding a great flame atronach bear. Gallery Known Legions Legion Zero Templar|thumb|right Legion Zero β€” A traitorous Imperial Legion that had sworn fealty to Molag Bal during his invasion of the Imperial City, becoming Mind-Shriven. right|thumb|Second Legion style weaponsLegion healer|150px|right|thumb Second Legion β€” Led by General Nipia, the Second Legion accompanied Varen Aquilarios during the Colovian Revolt, and were headquartered in the vicinity of Bruma during peacetime. After Leovic was disposed of in , the Second Legion pursued the Icereach Coven of Reachmen, who had worked alongside Leovic, into Falkreath where many legionaries fled due to the effects of Mother Ciannait's magic. The Optio in charge of this particular regiment was prepared to continue the chase if the High Command of the Second Legion wished for it, but advised the Legate to allow legionaries to return to Cyrodiil. The Imperial War Mastiff is their mascot and symbol. Third Legion β€” Also known as the Faithful Third. Helped to put down the Moth Rebellion in the Imperial City in alongside Tiber Septim's honor guard. In the forces of the Aldmeri Dominion caught the Third Legion by surprise and almost destroyed it. The remnants of it made the core of the newly created Ruby Legion stationed in the Nibenay Valley. The Sack of Senchal was carried out by the Third Legion. Attrebus was a known member. Fourth Legion β€” Led by General Augurius Bucco in and participated in the Blackwater War. The Fourth Legion was completely decimated on the 14th of Last Seed, . Reformed under General Regulus Sardecus circa , the Fourth Legion regained all territory that had been lost in Black Marsh. A deserter from this legion worked against the forces of Molag Bal during his invasion of the Imperial City, actively destroying the enemy's siege weapons. Fifth Legion β€” Led by Captain Lampronius circa , who trained recruits. The Fifth Legion was recreated in and participated in the Invasion of Akavir as one of the initial landing legions. Fifth Legion Porter, an alcoholic beverage, is named after them. Sixth Legion β€” Little is known of the Sixth Legion, with only one known member, Antonia Gratas, who was stranded in Craglorn and so followed Legion protocol by selling any surplus equipment to secure passage back to her Legion. Seventh Legion β€” One of the Imperial Legions, they had taken control of Southern Bangkorai in . They later participated in the Invasion of Akavir in as one of the initial landing legions. In the 4th Era the Seventh Legion, along with the Fifteenth Legion defended Orsinium. Eighth Legion β€” Fought a desperate and doomed rearguard action on the walls of the Imperial City in , while Titus II broke out of the city to the north with his main army. Ninth Legion β€” Part of the first group of Imperial troops sent to Black Marsh, the legion was lost in Tsofeer Cavern in Murkmire. The Ninth Legion was recreated sometime before and participated in the Invasion of Akavir as reinforcements. Tenth Legion – Riders of the first Imperial bear cavalry in , who would parade their bear mounts Leyawiin's streets each week. Participated in the Invasion of Akavir in as one of the initial landing legions. Only two members survived and told of how the Tenth Legion's final stand allowed remnants of the Fourteenth Legion to reach Septimia and reported on the death of Uriel V. The Tenth Legion was recreated sometime before the Great War with Legate Justianus Quintius as their commanding officer, they participated in both Hammerfell and Cyrodiil. Twelfth Legion – The Twelfth Legion were involved in the defense of the Imperial City during the Umbriel Crisis and worked alongside the Imperial Cavalry. Thirteenth Legion – Led by General Renmus, Emperor Aquilarios sent the Thirteenth Legion to Senchal in to help restore order after the Knahaten Flu had ravaged the area. The legion defended the Khajiit as they rebuilt and formed a city council alongside the Khajiit. The legion came to be known as the 'Shields of Senchal'. Fourteenth Legion – Participated in the Invasion of Akavir in as one of the initial landing legions. Fifteenth Legion – A Legion involved with defending Orsinium during the Fourth Era. Seventeenth legion – Participated in the Invasion of Akavir in as a reinforcement legion. Eighteenth Legion – Captain Evernal was a known member of the Eighteenth Legion, with him having a badge displaying this fact. Evernal was later a part of a group of Imperial Regulators outside of the city of Rimmen, where they searched visitors for contraband such as Moon Sugar. Thirty Third Legion - Little is known about this legion other than they helped to banish Mehrunes Dagon at some point in Kvatch. Imperial Guard – Referred to as a 'shadow legion', the Imperial Guard served as the personal protectors of the Emperor. General Warhaft was a known member. Imperial Battlemages - Well-trained war mages serving in the Imperial Legion. Cygnus Irregulars – A division of the Imperial Legion that mostly consists of military engineers, scouts, and trainers. Legion of Chorrol – The Legion based in Chorrol during , participated in Varen's Rebellion and helped to overthrow Emperor Leovic. Legion of the West Weald – An Imperial Legion from Colovia led by General Lavinia circa . The Legion had annexed Arenthia and had planned to take over the Northern Woods. Deathshead Legion – An Imperial Legion based in Gnisis in led by General Darius. It consisted primarily of Orcs. Hawkmoth Legion – An Imperial Legion based in Castle Ebonheart in led by Knight Protector Frald the White. Moonmoth Legion - An Imperial Legion based in Fort Moonmoth in Balmora, led by Radd Hard-Heart. Diamond Marines – A division that participated in the Blackwater War. Longhouse Legion – A legion loyal to Longhouse Emperor Leovic that fought against forces of Varen Aquilarios during Varen's Rebellion. Imperial Legion Ranks General Officers right|thumb|Moonmoth Legion Castellan Grand Marshall Admiral/General, commanders of Imperial Legions. It is noted that at least one of them attends each meeting with the Elder Council, in order to forward any Elder Council decisions to the other generals and the Legionary’s Council, where all military matters are discussed. Generals may choose to defy the Emperor’s/Empress’ direct orders. Magical projections are used to quickly pass orders around if no battlemages are available to do so. Aide–de–Camp, acts as a secretary to an Imperial general, in charge of recruiting and spreading information and orders. Commander Legate, general officers often associated with politics. Legates were below the rank of general, and would often command legions. Knight of the Imperial Dragon Senior Officers Tribune, serve in each legion below the rank of legate. Prefect/Praefect, serve in legions below the rank of tribune. Prefect Calo led his own cohort known as the Cygnus Irregulars. Ephrem Benirus was a known governing prefect of Anvil. Junior Officers thumb|right|Signet of the first Orsimer Centurion Centurion, Centurions have their own field armor and dress armor. Centurions are also a part of the palace guard in the Imperial City. Optio , Optios report to Legates and the High Command of a legion. Champion Commandant Chapter Steward, known to deal with recruitment Captain, Captains are known to write monthly reports to their higher ups such as centurions. They are also sometimes known as a Captain of the Guard. Agent Lieutenant, serve as masters–at–arms in the legion, keeping soldiers always ready for battle. They reported to captains. Praetorian Commander|right|thumb Non–Commissioned Officers Sergeant, command small units of legion soldiers, reported to captains. Lower Ranks Soldier/Legionary/Legionnaire, the common foot soldier of the Imperial Legion, the most common rank by far. Private Trooper Spearman Recruit Auxiliary, non-citizen soldiers and provincials. They provided additional manpower when needed. Quaestor Legion Paymaster, a member of the legion who pays severance to families of who have lost loved ones whilst in service of the Imperial Legion, this severance is paid monthly. Surgeon, doctors who served in the Imperial Legion. Prison Guards, Prison Guards can be ordered and pulled to serve as additional reinforcements for the Imperial Legions. Imperial Legion Knight Ranks Knight of the Garland Knight Protector Knight Bachelor Knight Errant Artifacts There are a few artifacts that are commonly associated with the Legion: Akatosh's Talon The Boots of the Apostle, which belonged to Tiber Septim Chrysamere The Dragon's Oath The Lord's Mail which is considered sacred to the Legion and is accepted as Legion uniform The Ward of Akavir Known Legion Forts Gallery Gallery Notes The Imperial Legion was inspired by the Roman Legions who were the supreme military power in Europe during classical antiquity. A 33rd cohort is mentioned in ESO, while Roman Legions were known to only have 10 in a single Legion. If there were 33 cohorts, the number of men would equal ~16,000 in a single Legion, instead of the standard ~5000 men in the Roman Empire. See Also For game-specific information, see the Morrowind, Oblivion, Skyrim, and ESO articles. Books Articles Tiber Septim β€” A lore article about the conqueror of Tamriel Blades β€” A lore article about the elite Imperial order who often assisted the Legion General Warhaft β€” A lore article about the general of the Imperial Guard under Emperor Uriel Septim VII Penitus Oculatus β€” A lore article about the Emperor's spies that replaced the Blades after the Oblivion Crisis Imperial Battlemages β€” A lore article about the battlemages of the legions Imperial Cult β€” A lore article about the missionary arm of the Empire Imperial Navy β€” A lore article about the aquatic fighting force of the Empire East Empire Trading Company β€” A lore article about the EEC, who are protected by the Legion Sirollus Saccus – A lore article about a master class blacksmith for the Imperial Legion who is among the longest-lived humans in history References
130
1,041
https://en.uesp.net/wiki/Lore:Iron_Knights
Lore:Iron Knights
#REDIRECT [[Lore:Factions K#Knights of Iron]] [[Category:Redirects from Alternate Names]] [[Category:Lore-All Terms]] [[Category:Lore-Factions]]
2,039,168
2019-10-24T22:25:03Z
Jeancey
#REDIRECT
130
1,042
https://en.uesp.net/wiki/Lore:Knights_of_the_Iron
Lore:Knights of the Iron
#REDIRECT [[Lore:Factions K#Knights of Iron]] [[Category:Redirects from Alternate Names]] [[Category:Lore-All Terms]] [[Category:Lore-Factions]]
2,039,167
2019-10-24T22:25:01Z
Jeancey
#REDIRECT
130
1,043
https://en.uesp.net/wiki/Lore:Julianos_School
Lore:Julianos School
#REDIRECT [[Lore:School of Julianos]] [[Category:Redirects from Alternate Names|{{PAGENAME}}]]
341,045
2008-07-31T07:15:53Z
RoBoT
#REDIRECT
130
1,044
https://en.uesp.net/wiki/Lore:School_of_Julianos
Lore:School of Julianos
<noinclude>{{Lore Factions Trail}}__NOTOC__ [[File:OB-Window-Julianos.jpg|thumb|right|165px|Julianos]] [[File:DF-sign-School of Julianos.png|thumb|left|School of Julianos]] :''"The School of Julianos is no mere temple, dedicated to mindless obeisance to a distant and hazy God figure. Julianos is a god, to be sure, but foremost he is a symbol of learning, logic, philosophy, and wisdom. We espouse no moral philosophy other than the goodness of knowledge. Scholarship is a long and difficult journey, and Julianos does not tolerate those who wish to shorten it. While we advocate literacy and education for all Tamrielans, our policy for those who wish to join the School itself is very stringent. We have little time to waste training the slow and the lazy."'' β€” Excerpt of temple description in [[Daggerfall:Daggerfall|Daggerfall]] </noinclude> The [[Lore:School of Julianos|School of Julianos]] is the temple dedicated to [[Lore:Julianos|Julianos]], the God of Wisdom and Logic. These are generally the place of worship for him, as well as institutes of the highest regard. The school is known for its veneration of the scholarly pursuits and pushing its disciples to their limits. They have a rather strict recruitment policy and show a lack of sympathy to those that cannot keep up with their teachings, or cheat their way through the path.{{Ref|name=DFSchool|[[Daggerfall:School of Julianos|School of Julianos]] description in [[Daggerfall:Daggerfall|Daggerfall]]}} The cult of [[Lore:Clavicus Vile|Clavicus Vile]] are considered their allies while the [[Lore:Mages Guild|Mages Guild]] are seen as their enemies. In the [[Lore:Iliac Bay|Iliac Bay]], the School of Julianos has many chapters, some of which include [[Lore:Abibon-Gora|Abibon-Gora]] and [[Lore:Satakalaam (county)|Satakalaam]] in [[Lore:Hammerfell|Hammerfell]], and [[Lore:Daenia (duchy)|Daenia]] and [[Lore:Tulune|Tulune]] in [[Lore:High Rock|High Rock]].<noinclude> ==Further Information== The School of Julianos is well-known to take education very seriously, often using the quote from the great {{Lore Link|Psijic Order|Psijic}} sage, {{Lore Link|Cuilean Darnizhaan}}, ''"The power of ignorance can truly shatter {{Lore Link|mithril}} like {{Lore Link|glass (common)}}."''{{Ref|name=DFSchool}} Like other divine temples, the School of Julianos focuses on several skills that determine a member's ranking in the temple, among these include {{Lore Link|Alteration}}, the {{Lore Link|Imp|Impish}} language, and the {{Lore Link|Short Blade}}. The highest-ranking member of the school is the Patriarch or the Primate.{{Ref|name=OBPrimate|[[Oblivion:Valandrus Abor|Valandrus Abor]] NPC in [[Oblivion:Oblivion|Oblivion]]}} In {{Year|3E 405}}, the court healer of {{Lore Link|Lainlyn (barony)}}, {{Lore Link|Br'itsa}} was an associate with the School of Julianos.{{Ref|name=DFJulianos|[[Daggerfall:School of Julianos|School of Julianos]] faction in [[Daggerfall:Daggerfall|Daggerfall]]}} ==Knights Mentor== The '''Knights Mentor''' is the militant arm of the School of Julianos, with the purpose of protecting the temple's ever-growing library and share their knowledge with the rest of the temple. Only people with military prowess and undying loyalty to the God of Knowledge are allowed into the knightly order.{{Ref|name=DFMentor|[[Daggerfall:Knights Mentor|Knights Mentor]] description in [[Daggerfall:Daggerfall|Daggerfall]]}} ==Gallery== <gallery> File:DF-npc-Julianos Statue.png|A statue of Julianos at one of his temples File:OB-place-Skingrad Chapel of Julianos.jpg|The Great Chapel of Julianos in Skingrad </gallery> ==See Also== *For game-specific information about the School, see the [[Daggerfall:School of Julianos|Daggerfall]] article. *For game-specific information about the Knightly Order, see the [[Daggerfall:Knights Mentor|Daggerfall]] article. ==References== <references/> {{Imperial Gods}}</noinclude>
2,408,588
2021-05-16T06:46:39Z
Dcsg
The School of Julianos is the temple dedicated to Julianos, the God of Wisdom and Logic. These are generally the place of worship for him, as well as institutes of the highest regard. The school is known for its veneration of the scholarly pursuits and pushing its disciples to their limits. They have a rather strict recruitment policy and show a lack of sympathy to those that cannot keep up with their teachings, or cheat their way through the path. The cult of Clavicus Vile are considered their allies while the Mages Guild are seen as their enemies. In the Iliac Bay, the School of Julianos has many chapters, some of which include Abibon-Gora and Satakalaam in Hammerfell, and Daenia and Tulune in High Rock. Further Information The School of Julianos is well-known to take education very seriously, often using the quote from the great sage, , "The power of ignorance can truly shatter like ." Like other divine temples, the School of Julianos focuses on several skills that determine a member's ranking in the temple, among these include , the language, and the . The highest-ranking member of the school is the Patriarch or the Primate. In , the court healer of , was an associate with the School of Julianos. Knights Mentor The Knights Mentor is the militant arm of the School of Julianos, with the purpose of protecting the temple's ever-growing library and share their knowledge with the rest of the temple. Only people with military prowess and undying loyalty to the God of Knowledge are allowed into the knightly order. Gallery See Also For game-specific information about the School, see the Daggerfall article. For game-specific information about the Knightly Order, see the Daggerfall article. References
130
1,045
https://en.uesp.net/wiki/Lore:Knights_Mentor
Lore:Knights Mentor
#REDIRECT [[Lore:School of Julianos#Knights Mentor]] [[Category:Redirects to Broader Subjects]] [[Category:Lore-Factions]] [[Category:Lore-All Terms]]
2,056,132
2019-10-31T20:24:52Z
Vincentius1
#REDIRECT
130
1,046
https://en.uesp.net/wiki/Lore:Knights_of_the_Moon
Lore:Knights of the Moon
<noinclude>{{Lore Factions Trail}}</noinclude> The [[Lore:Knights of the Moon|Knights of the Moon]] were replaced by the [[Lore:Order of the Candle|Order of the Candle]] as the protectors of [[Lore:Sentinel (kingdom)|Sentinel]].<noinclude> {{Stub|Faction}}</noinclude>
2,221,306
2020-09-27T15:45:39Z
Legoless
The Knights of the Moon were replaced by the Order of the Candle as the protectors of Sentinel.
130
1,047
https://en.uesp.net/wiki/Lore:Knights_of_the_Owl
Lore:Knights of the Owl
<noinclude>{{Lore Factions Trail}}</noinclude> The [[Lore:Knights of the Owl|Knights of the Owl]] are responsible for protecting and fighting for the royal family of [[Lore:Glenpoint|Glenpoint]]. Only those of the most refined fighting skills and dedicated to the welfare of Glenpoint are considered for inclusion in the knightly order. The knights are the royal escorts of the Baron and treated with unparalleled respect in all of Glenpoint. <noinclude>{{Stub|Faction}}</noinclude>
1,144,888
2013-03-10T20:00:12Z
Jeancey
The Knights of the Owl are responsible for protecting and fighting for the royal family of Glenpoint. Only those of the most refined fighting skills and dedicated to the welfare of Glenpoint are considered for inclusion in the knightly order. The knights are the royal escorts of the Baron and treated with unparalleled respect in all of Glenpoint.
130
1,048
https://en.uesp.net/wiki/Lore:Knights_of_the_Rose
Lore:Knights of the Rose
<noinclude>{{Lore Factions Trail}}</noinclude> The {{Lore Link|Knights of the Rose}} (originally the '''Knights of the Silver Rose''', also known as the '''Knights of the White Rose'''){{ref|name=DFGuide|{{Cite Book|The Daggerfall Chronicles|ns_base=Books}}}} have the honor of being the guard and strong arm of his majesty, {{Lore Link|Eadwyre|King Eadwyre}} of {{Lore Link|Wayrest (kingdom)}}. The greatest knights in his court are members of the order and they have demonstrated their worth in internal and inter-provincial struggles throughout the {{Lore Link|Iliac Bay}} and [[Lore:Tamriel|Tamriel]]. They were led by [[Lore:Darkworth|Lord Darkworth]], a nobleman in Wayrest. In {{Year|3E 405}} the knights were quite divided, with some supporting any action of King Eadwyre, others furious about the possible prospect of a Dark Elf heir and many upset at the founding of [[Lore:Orsinium|Orsinium]] due to the displacement of the peasantry around the [[Lore:Wrothgar|Wrothgarian Mountains]].{{ref|name=DFGuide}} <noinclude> ==See Also== *{{GSI|Daggerfall:Knights of the Rose|Online:Knights of the Silver Rose}} ==References== </noinclude>
2,465,283
2021-09-04T22:13:23Z
The Rim of the Sky
The (originally the Knights of the Silver Rose, also known as the Knights of the White Rose) have the honor of being the guard and strong arm of his majesty, of . The greatest knights in his court are members of the order and they have demonstrated their worth in internal and inter-provincial struggles throughout the and Tamriel. They were led by Lord Darkworth, a nobleman in Wayrest. In the knights were quite divided, with some supporting any action of King Eadwyre, others furious about the possible prospect of a Dark Elf heir and many upset at the founding of Orsinium due to the displacement of the peasantry around the Wrothgarian Mountains.
130
1,049
https://en.uesp.net/wiki/Lore:Order_of_the_Scarab
Lore:Order of the Scarab
<noinclude>{{Lore Factions Trail}}[[File:LO-misc-Knight of the Scarab at Totambu.jpg|right|thumb|Knight of the Scarab]]</noinclude> The {{Lore Link|Order of the Scarab|Knights of the Scarab}} is a knightly order serving as the official guard for the royal family of [[Lore:Totambu|Totambu]] in Northern [[Lore:Hammerfell|Hammerfell]]. Only the most refined and loyal warriors of the region are considered for initiation.{{Ref|[[Daggerfall:Order of the Scarab|Order of the Scarab]] in ''[[Daggerfall:Daggerfall|Daggerfall]]''}} Typically initiates must travel to the [[Lore:Dwemer|Dwemer]] ruins of [[Lore:Bthzark|Bthzark]] on the island of [[Lore:Stros M'Kai|Stros M'Kai]] and "wrestle its mechanical men back into shape" before they can join the Knights of the Scarab.{{ref|name=PGE1Ham|{{Cite Book|PGE|1|Hammerfell}}}}<noinclude> As a squire, Sir Lathon was preparing to join the Knights of the Scarab in {{Year|3E 433}}, but received a holy calling and joined the [[Lore:Knights of the Nine|Knights of the Nine]] instead.{{ref|[[Oblivion:Lathon|Lathon]]'s dialogue in ''[[Oblivion:Oblivion|Oblivion]]''}} ==Gallery== <gallery> File:RG-quest-Investigate the Ruins 15.jpg|Scarab puzzle located in Bthzark, a training grounds of the order (Redguard) File:OB-npc-Lathon.jpg|Lathon, a squire from Totambu (Oblivion) </gallery> ==See Also== * For game-specific information, see the Daggerfall article on the [[Daggerfall:Order of the Scarab|Order of the Scarab]]. ==References== <references/> </noinclude>
2,404,282
2021-05-03T15:11:31Z
Legoless
The is a knightly order serving as the official guard for the royal family of Totambu in Northern Hammerfell. Only the most refined and loyal warriors of the region are considered for initiation. Typically initiates must travel to the Dwemer ruins of Bthzark on the island of Stros M'Kai and "wrestle its mechanical men back into shape" before they can join the Knights of the Scarab. As a squire, Sir Lathon was preparing to join the Knights of the Scarab in , but received a holy calling and joined the Knights of the Nine instead. Gallery See Also For game-specific information, see the Daggerfall article on the Order of the Scarab. References
130
1,050
https://en.uesp.net/wiki/Lore:Knights_of_Stendarr
Lore:Knights of Stendarr
#REDIRECT [[Lore:Temple of Stendarr]] [[Category:Redirects to Broader Subjects]] [[Category:Lore-All Terms]] [[Category:Lore-Factions]]
2,123,295
2020-03-19T00:35:59Z
Alfwyn
#REDIRECT
130
1,051
https://en.uesp.net/wiki/Lore:Knights_of_the_Wheel
Lore:Knights of the Wheel
<noinclude>{{Lore Factions Trail}}</noinclude> The [[Lore:Knights of the Wheel|Knights of the Wheel]] represent the royal family and the city of [[Lore:Abibon-Gora|Abibon-Gora]] in all military situations. <noinclude>{{Stub|Faction}}</noinclude>
1,144,889
2013-03-10T20:00:21Z
Jeancey
The Knights of the Wheel represent the royal family and the city of Abibon-Gora in all military situations.
130
1,052
https://en.uesp.net/wiki/Lore:Kynaran_Order
Lore:Kynaran Order
#REDIRECT [[Lore:Temple of Kynareth#Kynaran Order]] [[Category:Redirects to Broader Subjects]] [[Category:Lore-Factions]] [[Category:Lore-All Terms]]
2,238,210
2020-11-10T20:23:30Z
Vincentius1
#REDIRECT
130
1,053
https://en.uesp.net/wiki/Lore:Kynareth_Temple
Lore:Kynareth Temple
#REDIRECT [[Lore:Temple of Kynareth]] [[Category:Redirects from Alternate Names|{{PAGENAME}}]]
341,295
2008-07-31T07:56:01Z
RoBoT
#REDIRECT
130
1,054
https://en.uesp.net/wiki/Lore:Lamp_Order
Lore:Lamp Order
#REDIRECT [[Lore:Order of the Lamp]] [[Category:Redirects from Alternate Names|{{PAGENAME}}]]
339,383
2008-07-30T14:57:00Z
RoBoT
#REDIRECT
130
1,055
https://en.uesp.net/wiki/Lore:Lily_Order
Lore:Lily Order
#REDIRECT [[Lore:House of Dibella#Order of the Lily]] [[Category:Redirects from Alternate Names|{{PAGENAME}}]]
1,976,084
2019-06-26T00:06:47Z
Vincentius1
#REDIRECT
130
1,056
https://en.uesp.net/wiki/Lore:Mages_Guild
Lore:Mages Guild
<noinclude>{{Lore Factions Trail}} [[File:OB-banner-Mages Guild.png|right|200px]]</noinclude> The {{Lore Link|Mages Guild}}, also known as the '''Guild of Mages''', was a professional organization, once located throughout {{Lore Link|Tamriel}}, that was dedicated to the study and application of [[Lore:Magic|magicka]] and alchemy. The Mages Guild was led by an '''Arch-Mage''', and guided by the '''Council of Mages''', made up of six Archmagisters (one of them the Arch-Mage). By the Third Era, the Arch-Mage and the Council of Mages were headquartered at the guild's {{Lore Link|Arcane University}} in the {{Lore Link|Imperial City}}. The Council decided important Guild policies, such as its policy on the use of {{Lore Link|Necromancy}} and also administered recruitment, sale of spells in each local Guild Hall, and the enforcement of Guild law. The rules of the Guild varied from location to location, some differences more drastic than others. In addition, Guild Halls existed in most cities in Tamriel, each of which was run by a local Guild Magister (alternatively known as a Hall Magister). Below him were the Master of Incunabula (alternatively called the High Incunabulist){{ref|name=KRatMG|{{Cite Book|Kinlord Rilis and the Mages Guild}}}} and the Master at Arms. The Master of Incunabula had a counsel of two, the Master of Academia and the Master of the Scrye. The Master at Arms also had a counsel, the Master of Initiates and the Palatinus (the leader of the local chapter of the {{Lore Link|Order of the Lamp}}).{{ref|name=OMG|{{Cite Book|Origin of the Mages Guild}}}} Its {{Lore Link|Mages Guild Charter|charter}} from the Emperor specified that the guild must provide magic services to the public. Anyone could purchase potions, alchemical ingredients, magical items, and a selection of standard spells from the guild. However, training, goods, and services were cheaper for members, and the guild stewards were sometimes able to provide members with work. Furthermore, exclusive services such as spellmaking and enchanting, deemed potentially dangerous to the public at large, were only made available to higher-ranked guild members in good standing.{{Ref|name=MGC|{{Cite Book|Mages Guild Charter}}}}<noinclude> The guild also has rules about fraternization and lewd advances.{{ref|name=LC|[[Online:Khara-ko|Khara-ko]]'s dialogue in [[Online:Elder Scrolls Online|Elder Scrolls Online]]}} ==History== [[File:LG-cardart-Mages Guild Retreat.png|thumb|right|Mages Guild Retreat, as seen in ''[[Legends:Legends|Legends]]'']] ===Second Era=== The Mages Guild was founded by {{Lore Link|Vanus Galerion}} in the early years of the {{Lore Link|Second Era}} as a way of centralizing magic and thus moving away from the many separate groups (like the {{Lore Link|Psijic Order}} of which Galerion was a member) that had dominated the study of magic until that time. In fact, the Psijic Order had already been falling out of grace with society. Its policy of isolationism led to mistrust, and its religion (best described as a type of ancestor worship) was an increasingly unfashionable philosophy by the Second Era. With the formation of the Mages Guild, Galerion spread knowledge of the magical arts to the layman, selling magical items, potions, and scrolls to the general populace. As such, magic was no longer restricted to the aristocracy or intelligentsia.{{ref|name=OMG}} Galerion named the office of the high guildmaster the Arch-Mage in memory of [[Lore:Shalidor|Shalidor]], the first recorded mage to claim the title.{{ref|Loading screen text for [[Online:Glade of the Divines|Glade of the Divines]] in [[Online:Online|ESO]]}} The idea of Mages, Sorcerers, and assorted Mystics pooling their resources for the purpose of research and public charity was a revolutionary concept in the early Second Era. Galerion sought to prove the benefit of spellcasters working in close proximity, not for a mighty ritual, but for study, experimentation, and a sense of camaraderie. Thus, Galerion received the animosity of all. Operating out of {{Lore Link|Firsthold}}, Galerion was brought before his former mentor, {{Lore Link|Iachesis}}, the King of Firsthold, {{Lore Link|Rilis XII}}, and other notable nobles and members of the Psijic Order in the "Charter Conclave" of {{Year|2E 230}} to state the intentions of the fraternity he was forming.{{ref|name=MKOW|{{Cite Book|Mannimarco, King of Worms}}}}{{ref|name=KRatMG}} This meeting was the consequence of a fearful commonfolk, who had urged their king to settle the issue of "Galerion's Folly" (as it was known at the time). Kinlord Rilis instead saw in it a way to play both sides against each other. While Galerion's speech was not recorded for posterity (creating much scholarly interest into what lies and persuasions Galerion must have used), the charter was approved.{{ref|name=OMG}} Some posit that Rilis approved the charter merely to further his own ends, but can be considered a sort of co-founder to the Mages Guild, despite his later pacts with Daedra and sadistic tendencies. Before his cruelty became well-known, the common folk would believe that the Kinlord had made a deal with "dangerous mages", a misconception the Guild hastily sought to rectify.{{ref|name=KRatMG}} The {{Lore Link|Guild Act}} of {{Year|2E 231}} further confirmed the Mages Guild and sanctioned its presence within the {{Lore Link|Second Empire}}.{{ref|name=MGC}} Immediately following the formation of the Guild, the question of security had to be addressed. Initially hiring guards, Galerion realized what the Tamrielic nobility had known for centuries; that money alone did not buy loyalty. To this end, Galerion formed the knightly {{Lore Link|Order of the Lamp}}.{{ref|name=OMG}} In the following years, the Mages Guild grew across the {{Lore Link|Summerset Isle}} and gradually set foot in mainland Tamriel. Many superstitious and fearful rulers outlawed the Guild from their lands, but their descendants soon realized the benefits of allowing the Guild free reign in their territory. The Mages Guild had grown to be a powerful force within Tamriel, a dangerous foe if a somewhat disinterested ally. While the Mages Guild strove to maintain its neutrality in political conflicts, on rare occasions its participation has been the ultimate decider.{{ref|name=OMG}} While the Guild maintained a strict hierarchy, many knew it to be nothing but a chimera. To this end, its founder, Vanus Galerion, left the guild in disgust, stating that it had become "...nothing more than an intricate morass of political infighting."{{ref|name=OMG}} Despite this, Galerion still held the venerable title of Archmagister Emeritus, and influenced many of the Guild's affairs.{{Ref|name=GMoST|{{Cite Book|Guild Memo on Soul Trapping}}}} Eventually, the Mages Guild established its headquarters within the {{Lore Link|Arcane University}} in the Imperial City, signing a {{Lore Link|Mages Guild Charter|charter}} that further defined its rules and abilities. The Arcane University would eventually become the foremost magical research center in Tamriel, replacing the {{Lore Link|Crystal Tower}} of Summerset Isle. Following the {{Lore Link|Soulburst}} in {{Year|2E 578}}, the Mages Guild briefly had its charter revoked, and was replaced by the {{Lore Link|Fellowship of Anchorites}}.{{ref|{{Cite Book|Chancellor Abnur Tharn Answers Your Questions 2}}}} In {{Year|2E 582}}, the exiled Mages Guild re-established a central headquarters on the isle of {{Lore Link|Eyevea}}.{{ref|name=Online|Events of [[Online:Online|Online]].}} In the same year, the Mages Guild played a critical part during {{Lore Link|Molag Bal}}'s attempted [[Lore:Planemeld|invasion]] of Tamriel. After a conference between the opposing leaders of the {{Lore Link|Alliance War}}, it was decided that a small force of Mages and {{Lore Link|Fighters Guild}} members would venture into Coldharbour to defeat the Daedric plot. Successful, Tamriel was saved from destruction.{{ref|name=Online}} The guild would eventually reoccupy the Arcane University within the Imperial City. Sometime later, Vanus Galerion would confront the lich {{Lore Link|Mannimarco}}, his once childhood friend and orchestrator of the {{Lore Link|Planemeld}}, in a mountain pass with Mages Guild fighters and the Lamp Knights. By the end of the battle, Mannimarco was thought to be defeated, but Varus Galerion, the Guild's venerated founder, would eventually die.{{ref|name=MGC}} ===Third Era=== At least by the late Third Era, the Mage's Guild maintained close relations with the [[Lore:Imperial Battlemages|Imperial Battlemages]], who acted as guards for the Arcane University.{{Ref|{{Cite Book|Note from Raminus Polus|ns_base=OB}}}} In {{Year|3E 431}}, narrowly-elected Arch-Mage {{Lore Link|Hannibal Traven}} made numerous policy changes, tightening admission to the Arcane University and banning the practice of {{Lore Link|Necromancy}} from the Mages Guild. Consequently, a severe split emerged within the Guild. Half the Council of Mages resigned, and Magister {{Lore Link|Ulliceta gra-Kogg}} of {{Lore Link|Orsinium}} was forced to flee for her adherence to necromancy. Technically speaking, the original ban on necromancy enacted in the Second Era was still active. However, several Archmagisters had been content to ignore it, while some reputedly practiced it in secret.{{ref|{{Cite Book|The Black Arts On Trial}}}} As a result of Traven's enforcement of the ban, the only members on the Council were Caranya, Irlav Jarol and Council Steward Raminus Polus.{{ref|name=Oblivion|Events of [[Oblivion:Oblivion|Oblivion]].}} In {{Year|3E 433}}, {{Lore Link|Mannimarco}}, the King of Worms, returned to Tamriel, attracting recruits alienated by the Guild's ban on necromancy to join his {{Lore Link|Order of the Black Worm}}. Mannimarco's mages attacked the Guild, even managing to burn down the Bruma Guild Hall. Traven sought the help of the {{Lore Link|Hero|Champion of Cyrodiil}}, and ultimately sacrificed himself to save both the Guild and Tamriel, designating the Champion as his successor.{{ref|name=Oblivion}} ===Fourth Era=== After the {{Lore Link|Oblivion Crisis}}, the Mages Guild was dissolved due to strong anti-magic sentiment of having started the Oblivion Crisis.{{Ref|name=TIC|{{Cite Book|The Infernal City|ns_base=BK}}}} The two splinter organizations were known as the {{Lore Link|Synod}} and the {{Lore Link|College of Whispers}}. ==Teachings== [[File:LG-cardart-Mages_Guild_Recruit.png|thumb|right|Mages Guild Recruit, as seen in ''[[Legends:Legends|Legends]]'']] Many of the greatest mages graduated from the Mages Guild. This was partly due to the Guild's prominence in Tamriel and open-ended recruitment policy. The Mages Guild encouraged all mages of varying skill and interest to join, and promoted an active regimen of practicing ones chosen spells to gain mastery over their specific school of magic.{{ref|name=MoS|{{Cite Book|Manual of Spellcraft}}}} The Mages Guild taught its students to use magic in various ways, from Conjuration of {{Lore Link|Elemental Daedra}}, to {{Lore Link|Alchemy}}, to Dark Magic. After several centuries, this aggregation of magical research and knowledge became haphazard and disorganized, and a new model based off the [[Lore:Shad Astula|Shad Astula Academy]]'s curricula was proposed by {{Lore Link|Books_by_Author#Gabrielle Benele|Gabrielle Benele}} around the time of the {{Lore Link|Three Banners War}}.{{ref|name=PSOM|{{Cite Book|Proposal: Schools of Magic}}}} While the specific schools changed over the centuries, seven major schools of spell-casting and two other schools of arcane arts were taught extensively by the Mages Guild, providing students with a better structure to learn the concepts of wizardry in half the time of the old curricula.{{ref|name=PSOM}} <ul> <li>{{Lore Link|Alteration}} spells alter the physical and magical properties of the target, making objects heavier or lighter, granting elemental and physical shields, bestowing the ability to breath under and walk on water, and opening locks.</li> <li>{{Lore Link|Conjuration}} spells call upon otherworldly entities through telepathy, and certain skilled Conjuration mages can develop telepathic links with each other. Conjuration spells augment the caster by granting them [[Lore:Lesser Daedra|Daedric]] and Undead guardians, Daedric weapons and armor, and the ability to repel the undead.</li> <li>{{Lore Link|Destruction}} spells harm the target by damaging its health with either elemental or magical attacks, draining and damaging its attributes, skills, health, magic, and fatigue, making it weak to the elements, poisons and magic, and corroding its armor and weapons.</li> <li>{{Lore Link|Illusion}} spells affect light and a sentient target's mind. They can harm the target by commanding, demoralizing, paralyzing, silencing, and causing it to frenzy, or augmenting it by rallying, charming, calming it, granting it invisibility, night-vision, translucency and illuminating it.</li> <li>{{Lore Link|Mysticism}} is an obscure school, though its spells seem to manipulate magicka itself. With spells that bind the target's soul, this school is closely related to necromancy. Spells can augment the target by granting it the ability to detect life, reflect damage, absorb and reflect spells or harm it by dispelling its magical effects and trapping its soul. Spells can also move objects through space with telekinesis. The nature of the School of Mysticism is the subject of much scholarly debate.{{Ref|{{Cite Book|Mysticism (book)}}}}</li> <li>{{Lore Link|Restoration}} spells augment the target by restoring its health, attributes, stamina, and magicka, fortifying its health, attributes, skills, stamina, and magicka, granting it resistances to the elements, magic, disease, paralysis, poison, and un-enchanted weapons, curing it of disease, poison and paralysis or harm the target by absorbing its health, magicka, stamina, attributes and skills.</li> <li>{{Lore Link|Thaumaturgy}} does not change the appearance or structure of a force or object, but can manipulate laws temporarily. This allows thaumaturges to perform acts which can only be achieved through brute force in other schools of magic, such as levitation, etherealness, detection, pacification, water walking, teleportation, summoning and the manipulation of other magical forces.{{ref|name=BS|[[Battlespire:Magic and Spells|Battlespire Thaumaturgical Spells]]}}{{ref|[[Daggerfall:Thaumaturgy Spells|Daggerfall Thaumaturgical Spells]]}}</li> <li>{{Lore Link|Alchemy}} is the act of mixing, boiling and distilling various substances to obtain their chemo-magical properties and create potions and poisons.</li> <li>{{Lore Link|Enchanting}} is the act of endowing objects with magical properties through the use of a soul, almost always with the use of a soul gem. The effects of enchanted apparel may augment the wearer, and the effects of enchanted weapons may harm the target.</li> </ul> In the Second Era, Galerion banned the usage of {{Lore Link|necromancy}} within the Mages Guild, and found the concept of soul trapping equally detestable. Due to the readily available presence of {{Lore Link|soul gems}} in nearly every bazaar of Tamriel, Galerion grudgingly co-opted the practice in an effort to control its use. Since the art was not a part of the core curriculum of the Guild, being taught only to the most experienced and dependable wizards for specific uses, Galerion codified and systematized the various practices of soul-trapping magics into a grimoire of a few, certain spells to be taught to students. Souls were classified into two classes; the legal, "White" souls consisted of smaller essences from beasts or animals; the illegal, "Black" souls were derived from sentient mortals.{{ref|name=GMoST}} Furthermore, the Guild outlawed "beastfolk magic", a type of wild hedge-wizardry commonly practiced by the {{Lore Link|Reachmen}}.{{ref|name=EGTB|{{Cite Book|EGT|Bangkorai}}}} ==Gallery== <gallery> File:ON-banner-Mage's Guild.png|Mages Guild banner circa {{Year|2E 582}} LG-icon-questbanner-Mages Guild.png|Mages Guild banner File:RG-sign-Mage's Guild.png|Mages Guild Sign circa {{Year|2E 864}} ON-crown store-Mages Guild Formal Robes.jpg|Mages Guild formal robes ON-crown store-Mages Guild Research Robes.jpg|Mages Guild research robes ON-crown store-Mages Guild Leggings Uniform.jpg|Mages Guild leggings uniform ON-crown store-Mages Guild Sentry Cat.jpg|Mages Guild sentry cat DF-concept-Mages Guild.jpg|Mages Guild member File:DF-concept-Mages Guild Fire Mage.jpg|Mages Guild Wizard and Fire Mage </gallery> ==See Also== *For game-specific information, see the [[Arena:Services#Mage|Arena]], [[Daggerfall:Mages Guild|Daggerfall]], [[Morrowind:Mages Guild|Morrowind]], [[Shadowkey:Dragonstar West|Shadowkey]], [[Oblivion:Mages Guild|Oblivion]], and [[Online:Mages Guild|ESO]] articles. ==References== <references/> {{Lore Magic Footer}} {{Imperial Organizations}}</noinclude>
2,463,125
2021-08-31T01:22:06Z
Dcking20
The , also known as the Guild of Mages, was a professional organization, once located throughout , that was dedicated to the study and application of magicka and alchemy. The Mages Guild was led by an Arch-Mage, and guided by the Council of Mages, made up of six Archmagisters (one of them the Arch-Mage). By the Third Era, the Arch-Mage and the Council of Mages were headquartered at the guild's in the . The Council decided important Guild policies, such as its policy on the use of and also administered recruitment, sale of spells in each local Guild Hall, and the enforcement of Guild law. The rules of the Guild varied from location to location, some differences more drastic than others. In addition, Guild Halls existed in most cities in Tamriel, each of which was run by a local Guild Magister (alternatively known as a Hall Magister). Below him were the Master of Incunabula (alternatively called the High Incunabulist) and the Master at Arms. The Master of Incunabula had a counsel of two, the Master of Academia and the Master of the Scrye. The Master at Arms also had a counsel, the Master of Initiates and the Palatinus (the leader of the local chapter of the ). Its from the Emperor specified that the guild must provide magic services to the public. Anyone could purchase potions, alchemical ingredients, magical items, and a selection of standard spells from the guild. However, training, goods, and services were cheaper for members, and the guild stewards were sometimes able to provide members with work. Furthermore, exclusive services such as spellmaking and enchanting, deemed potentially dangerous to the public at large, were only made available to higher-ranked guild members in good standing. The guild also has rules about fraternization and lewd advances. History thumb|right|Mages Guild Retreat, as seen in Legends:Legends|Legends Second Era The Mages Guild was founded by in the early years of the as a way of centralizing magic and thus moving away from the many separate groups (like the of which Galerion was a member) that had dominated the study of magic until that time. In fact, the Psijic Order had already been falling out of grace with society. Its policy of isolationism led to mistrust, and its religion (best described as a type of ancestor worship) was an increasingly unfashionable philosophy by the Second Era. With the formation of the Mages Guild, Galerion spread knowledge of the magical arts to the layman, selling magical items, potions, and scrolls to the general populace. As such, magic was no longer restricted to the aristocracy or intelligentsia. Galerion named the office of the high guildmaster the Arch-Mage in memory of Shalidor, the first recorded mage to claim the title. The idea of Mages, Sorcerers, and assorted Mystics pooling their resources for the purpose of research and public charity was a revolutionary concept in the early Second Era. Galerion sought to prove the benefit of spellcasters working in close proximity, not for a mighty ritual, but for study, experimentation, and a sense of camaraderie. Thus, Galerion received the animosity of all. Operating out of , Galerion was brought before his former mentor, , the King of Firsthold, , and other notable nobles and members of the Psijic Order in the "Charter Conclave" of to state the intentions of the fraternity he was forming. This meeting was the consequence of a fearful commonfolk, who had urged their king to settle the issue of "Galerion's Folly" (as it was known at the time). Kinlord Rilis instead saw in it a way to play both sides against each other. While Galerion's speech was not recorded for posterity (creating much scholarly interest into what lies and persuasions Galerion must have used), the charter was approved. Some posit that Rilis approved the charter merely to further his own ends, but can be considered a sort of co-founder to the Mages Guild, despite his later pacts with Daedra and sadistic tendencies. Before his cruelty became well-known, the common folk would believe that the Kinlord had made a deal with "dangerous mages", a misconception the Guild hastily sought to rectify. The of further confirmed the Mages Guild and sanctioned its presence within the . Immediately following the formation of the Guild, the question of security had to be addressed. Initially hiring guards, Galerion realized what the Tamrielic nobility had known for centuries; that money alone did not buy loyalty. To this end, Galerion formed the knightly . In the following years, the Mages Guild grew across the and gradually set foot in mainland Tamriel. Many superstitious and fearful rulers outlawed the Guild from their lands, but their descendants soon realized the benefits of allowing the Guild free reign in their territory. The Mages Guild had grown to be a powerful force within Tamriel, a dangerous foe if a somewhat disinterested ally. While the Mages Guild strove to maintain its neutrality in political conflicts, on rare occasions its participation has been the ultimate decider. While the Guild maintained a strict hierarchy, many knew it to be nothing but a chimera. To this end, its founder, Vanus Galerion, left the guild in disgust, stating that it had become "...nothing more than an intricate morass of political infighting." Despite this, Galerion still held the venerable title of Archmagister Emeritus, and influenced many of the Guild's affairs. Eventually, the Mages Guild established its headquarters within the in the Imperial City, signing a that further defined its rules and abilities. The Arcane University would eventually become the foremost magical research center in Tamriel, replacing the of Summerset Isle. Following the in , the Mages Guild briefly had its charter revoked, and was replaced by the . In , the exiled Mages Guild re-established a central headquarters on the isle of . In the same year, the Mages Guild played a critical part during 's attempted invasion of Tamriel. After a conference between the opposing leaders of the , it was decided that a small force of Mages and members would venture into Coldharbour to defeat the Daedric plot. Successful, Tamriel was saved from destruction. The guild would eventually reoccupy the Arcane University within the Imperial City. Sometime later, Vanus Galerion would confront the lich , his once childhood friend and orchestrator of the , in a mountain pass with Mages Guild fighters and the Lamp Knights. By the end of the battle, Mannimarco was thought to be defeated, but Varus Galerion, the Guild's venerated founder, would eventually die. Third Era At least by the late Third Era, the Mage's Guild maintained close relations with the Imperial Battlemages, who acted as guards for the Arcane University. In , narrowly-elected Arch-Mage made numerous policy changes, tightening admission to the Arcane University and banning the practice of from the Mages Guild. Consequently, a severe split emerged within the Guild. Half the Council of Mages resigned, and Magister of was forced to flee for her adherence to necromancy. Technically speaking, the original ban on necromancy enacted in the Second Era was still active. However, several Archmagisters had been content to ignore it, while some reputedly practiced it in secret. As a result of Traven's enforcement of the ban, the only members on the Council were Caranya, Irlav Jarol and Council Steward Raminus Polus. In , , the King of Worms, returned to Tamriel, attracting recruits alienated by the Guild's ban on necromancy to join his . Mannimarco's mages attacked the Guild, even managing to burn down the Bruma Guild Hall. Traven sought the help of the , and ultimately sacrificed himself to save both the Guild and Tamriel, designating the Champion as his successor. Fourth Era After the , the Mages Guild was dissolved due to strong anti-magic sentiment of having started the Oblivion Crisis. The two splinter organizations were known as the and the . Teachings thumb|right|Mages Guild Recruit, as seen in Legends:Legends|Legends Many of the greatest mages graduated from the Mages Guild. This was partly due to the Guild's prominence in Tamriel and open-ended recruitment policy. The Mages Guild encouraged all mages of varying skill and interest to join, and promoted an active regimen of practicing ones chosen spells to gain mastery over their specific school of magic. The Mages Guild taught its students to use magic in various ways, from Conjuration of , to , to Dark Magic. After several centuries, this aggregation of magical research and knowledge became haphazard and disorganized, and a new model based off the Shad Astula Academy's curricula was proposed by around the time of the . While the specific schools changed over the centuries, seven major schools of spell-casting and two other schools of arcane arts were taught extensively by the Mages Guild, providing students with a better structure to learn the concepts of wizardry in half the time of the old curricula. In the Second Era, Galerion banned the usage of within the Mages Guild, and found the concept of soul trapping equally detestable. Due to the readily available presence of in nearly every bazaar of Tamriel, Galerion grudgingly co-opted the practice in an effort to control its use. Since the art was not a part of the core curriculum of the Guild, being taught only to the most experienced and dependable wizards for specific uses, Galerion codified and systematized the various practices of soul-trapping magics into a grimoire of a few, certain spells to be taught to students. Souls were classified into two classes; the legal, "White" souls consisted of smaller essences from beasts or animals; the illegal, "Black" souls were derived from sentient mortals. Furthermore, the Guild outlawed "beastfolk magic", a type of wild hedge-wizardry commonly practiced by the . Gallery See Also For game-specific information, see the Arena, Daggerfall, Morrowind, Shadowkey, Oblivion, and ESO articles. References
130
1,057
https://en.uesp.net/wiki/Lore:Mara_Temple
Lore:Mara Temple
#REDIRECT [[Lore:Mara]] [[Category:Redirects from Alternate Names|{{PAGENAME}}]]
701,354
2011-08-09T10:30:05Z
Rpeh
#REDIRECT
130
1,058
https://en.uesp.net/wiki/Lore:Maran_Knights
Lore:Maran Knights
#REDIRECT [[Lore:Benevolence of Mara#Maran Knights]] [[Category:Redirects to Broader Subjects]] [[Category:Lore-Factions]] [[Category:Lore-All Terms]]
1,987,326
2019-07-22T01:15:52Z
Vincentius1
#REDIRECT
130
1,059
https://en.uesp.net/wiki/Lore:Moon_Knights
Lore:Moon Knights
#REDIRECT [[Lore:Knights of the Moon]] [[Category:Redirects from Alternate Names|{{PAGENAME}}]]
338,732
2008-07-30T14:04:42Z
RoBoT
#REDIRECT
130
1,060
https://en.uesp.net/wiki/Lore:Morag_Tong
Lore:Morag Tong
<noinclude>{{Lore Factions Trail}}{{Old Lore Transclusion}}[[File:MW-misc-Morag Tong seal.png|250px|frameless|right]]</noinclude> The [[Lore:Morag Tong|Morag Tong]] is an ancient guild of assassins headquartered in [[Lore:Morrowind|Morrowind]], celebrating murder in the name of [[Lore:Mephala|Mephala]]. They have been active since at least the [[Lore:First Era|First Era]], and their targets have included multiple rulers of Tamriel, high-ranking Dunmer nobility, and countless others. The Morag Tong is unique in its sanctioned status under the Morrowind government to perform legal executions, bound under contracts called 'writs', although extralegal 'gray writs' are rumored to exist.<noinclude> ==History== ===Prominent Years=== The origins of the Morag Tong are shrouded in myth. The orthodoxy of the [[Lore:Tribunal|Tribunal]] hold that the Daedra [[Lore:Mephala|Mephala]] founded the guild to teach the early [[Lore:Chimer|Chimer]] how to defend themselves and destroy their adversaries.{{ref|name=TA|{{Cite Book|The Anticipations}}}} Others state it began as a cult which, while also following Mephala, ultimately revered the 'Dread Father' [[Lore:Sithis|Sithis]] above all.{{ref|name=FAD|{{Cite Book|Fire and Darkness}}}} However it began, the guild quickly rose to prominence in the environment of early Morrowind's bloody House conflicts, quickly establishing the writ system and a reputation as peerless killers. At the end of the First Era, the Tong received its highest-profile contract to date, on [[Lore:Reman III|Emperor Reman III]].{{ref|name=FAD}} Their success paved the way for the [[Lore:Akaviri Potentate|Akaviri Potentate]] to rule over Tamriel in the early parts of the [[Lore:Second Era|Second Era]], as the Tong slowly expanded its presence across Tamriel. It came full circle when, in {{Year|2E 324}}, [[Lore:Versidue-Shaie|Versidue-Shaie]] was assassinated by the Tong. By this point, however, the guild was over-confident and prideful, and 'MORAG TONG' was scrawled on the palace walls in the Potentate's own blood.{{ref|name=TBOD|{{Cite Book|The Brothers of Darkness}}}} [[File:MW-book-Moragtong.png|right|thumb|Morag Tong seal]] This high-profile assassination started a frenzy among the nobles of Tamriel who realized that they too were at risk from the Tong. ''"Every sovereign gave the cult's elimination his highest priority"'',{{ref|name=TBOD}} and it was viciously suppressed in every province of the Empire, only retaining the barest presence in its homeland of Morrowind. After this, the Morag Tong sunk out of public sight for almost a century. It is during this time that most agree the [[Lore:Dark Brotherhood|Dark Brotherhood]] arose as a splinter group, establishing itself mostly outside of Morrowind as a more business-oriented guild operating entirely beyond the law.{{ref|name=FAD}} ==Fall from Prominence== [[File:MW-concept-10.jpg|thumb|left|Morag Tong Assassin (Morrowind Concept Art)]] While the Dark Brotherhood rose to greater prominence elsewhere, the Morag Tong maintained a formidable presence in Morrowind. Accounts suggest they gave up the worship of Mephala in exchange for revering the god-king Vivec, though they maintained their worship of Sithis.{{ref|name=FAD}} Despite the common service to Sithis, they were mortal enemies of their old splinter group, the Dark Brotherhood, who revered the Night Mother. The Tong maintained its traditional original position of the First Era: that of an impartial middle-man in the conflicts between the [[Lore:Great Houses|Great Houses]] in the bloody business of Dunmeri politics. Some within the faction, however, felt that their services were undervalued as rich nobles with petty grievances used the Tong too freely, not respecting the ancient institution; however, they did not act outside of Morrowind, nor did they interfere in politics higher than that of inter-House rivalry. Nor did they apparently act on their own account, except against the Dark Brotherhood or worshippers of Mehrunes Dagon. Indeed, sometimes they were hired to track down and kill outlaws, as an alternative to the more traditional Fighters Guild bounty.{{ref|name=Morrowind|[[Morrowind:Morag_Tong#Quests|Events]] of Morrowind - writs for Bemis and Llarys}} ===The Seven Secretives and the Simulacrum Rubric=== The Dunmer [[Lore:Rythe Verano|Rythe Verano]] was one of the last of the Morag Tong members who were around before the Potentate assassinations that sent their guild into decline. He worked for centuries at restoring the reputation of the Morag Tong with the [[Lore:Great Houses|Great Houses]], getting them to once again accept the Tong as a legitimate organization.{{Ref|name=NJC|{{Cite Book|Naryu's Journal/Craglorn}}}} By {{Year|2E 582}}, the Tong had started to gain great footing and Verano had become the Grandmaster. He was not satisfied with these accomplishments, and would be one of the people who would plot a coup of the current Tong. The group created a list of goals, which if achieved, would transform the Tong into more than a mere league of assassins: it would make them powerful enough to allow them to replace the heads of state that were once able to force them to go into hiding. The plot was known as the Simulacrum Rubric, named after one of the items they sought to obtain, Sotha Sil's Simulacrum Rubric. It was orchestrated by Verano and seven other influential members of the Tong who called themselves the Seven Secretives. [[File:ON-trailer-Morrowind-Naryu attacks grandmaster.jpg|thumb|right|200px|The Grandmaster of the Morag Tong was assassinated for betraying the guild during the Second Era.]] The Morag Tong assassin [[Lore:Naryu Virian|Naryu Virian]] sought an audience with the [[Lore:Tribunal|Tribunal]] god [[Lore:Vivec|Vivec]], to be granted a Tribunal sanction for extrajudicial execution for her superior, Rythe Verano. She had discovered that Verano was involved with the Secretives' plot, and had ordered writs of execution for the remaining members of the group to throw her off his trail. Vivec granted her request and provided with her an ally, a warden by the name of Boldekh, who wanted to bring Verano to justice for his involvement in the death of his partner. They tracked him to [[Lore:Sadrith Mora|Sadrith Mora]], where they spotted a Telvanni mage teleporting him to the [[Lore:Clockwork City|Clockwork City]] through a portal which vanished along with Verano. They convinced the mage to give them passage to the Clockwork City, and once there, they tracked Verano into a mechanist's workshop where he obtained one of the items needed&mdash;Sotha Sil's Simulacrum Rubric. He spotted them, panicked, and summoned a portal back to Vvardenfell. Naryu and Boldekh followed him through it and emerged in [[Lore:Mudan Ruins|Mudan Ruins]]. Argonian guards were waiting for him there but fled when an army of [[Lore:Dwemer Animunculi|Dwemer Animunculi]] appeared out of the ruin. A Dwarven colossus appeared out of the ruin, blasting it apart and immolating Verano along with the satchel that held the Simulacrum Rubric. The combined efforts of Naryu and Boldekh destroyed the colossus. Naryu severed the grandmaster's head and took his skull as a trophy to take with her as she sought to carry out the writs of execution on the remaining traitors.{{Ref|name=NJVB|{{Cite Book|Naryu's Journal/Vvardenfell, Before}}}} The journey led Naryu all across Tamriel, where she would successfully carry out her executions. Various fates occurred to the contributions each target brought to the plot. The first required the hiring of a smuggler that was able to enter the Clockwork City to steal a second Clockwork artifact. Its importance led [[Lore:Clockwork Apostles|Clockwork Apostles]] to chase the smuggler back to [[Lore:Nirn|Nirn]] when it was taken from them. The Clockwork artifact was destroyed when the target got into a brawl with the smuggler.{{Ref|name=NJV|{{Cite Book|Naryu's Journal/Vvardenfell}}}} The second was an alchemical secret that was sought in [[Lore:Craglorn|Craglorn]]. It consisted of combining forbidden reagents with stolen [[Lore:Celestial|Celestial]] power. The result would be the creation of monsters said to be able to revert Tamriel back to the chaos of the [[Lore:Dawn Era|Dawn Era]]. The potion that held the alchemical secret was destroyed.{{Ref|name=NJC}} The third contribution was sought in the [[Lore:Imperial City|Imperial City]], where the target sought to learn secrets of daedric summoning in the daedra-occupied city. The various secrets of daedric summoning were lost with the death of the third target.{{Ref|name=NJIC|{{Cite Book|Naryu's Journal/Imperial City}}}} The fourth contribution brought Naryu to [[Lore:Wrothgar|Wrothgar]], where it was revealed that the contribution was eight scrolls for summoning pariah scamps, which when consumed, make mortals unnoticeable. The scrolls were recovered by her and were used to make convenient getaways.{{Ref|name=NJW|{{Cite Book|Naryu's Journal/Wrothgar}}}} The fifth contribution was the [[Lore:Helm of Oreyn Bearclaw|Helm of Oreyn Bearclaw]], located in [[Lore:Orsinium|Orsinium]], which grants the wearer divine dexterity and enhanced endurance. It was returned to Gadnuth Oreyn, a descendant of the original owner of the helmet.{{Ref|name=NJO|{{Cite Book|Naryu's Journal/Orsinium}}}} The sixth contribution brought Naryu to [[Lore:Hew's Bane|Hew's Bane]], where the contribution was revealed to be the Yokudan artifact known as the [[Lore:Aurbical Abacus|Aurbical Abacus]]. It could not only predict the weather but actually influence it on a continental scale. Naryu destroyed the Abacus after the sixth target was eliminated.{{Ref|name=NJHB|{{Cite Book|Naryu's Journal/Hew's Bane}}}} The seventh contribution was to negotiate the formation of an alliance with the rival assassins guild the Dark Brotherhood, via a hostile takeover if necessary, in order to spread the Tong's influence across the entire continent. The Brotherhood rejected the offer, and an alliance with the [[Lore:Order of the Hour|Order of the Hour]] was made instead. It was severed when Naryu completed her last writ of execution, destroying the dream of the Simulacrum Rubric, and bringing honor back to the Morag Tong with the deaths of the Seven Secretives.{{Ref|name=NJGC|{{Cite Book|Naryu's Journal/Gold Coast}}}} ===Post-Red Year=== After the [[Lore:Accession War|Argonian invasion]] and [[Lore:Red Year|devastation]] of [[Lore:Vvardenfell|Vvardenfell]], the Tong dispersed, though the remaining members hoped to reunite some day.{{ref|[[SR:Ravyn Imyan|Ravyn Imyan]]'s dialogue in ''[[SR:Skyrim|Skyrim]]''}} Even though the devastated factions within Vvardenfell were gone, the Morag Tong still had a presence on the mainland of Morrowind and even took contracts on [[Lore:Solstheim|Solstheim]]. They were hired by Vendil Ulen for use in his plot to assassinate Councilor [[Lore:Lleril Morvayn|Lleril Morvayn]], as an act of revenge for the execution Morvayn ordered on a member of the Ulen family years before.{{Ref|name=TUM|{{Cite Book|ns_base=SR|The Ulen Matter}}}} They also had run-ins with their rivals, the Dark Brotherhood, sanctioning writs of execution in an effort to terminate their members.{{Ref|name=WoE|{{Cite Book|ns_base=SR|Writ of Execution: (player)}}}} ==Organization== Ultimately, the Morag Tong pledges itself to the service of Mephala, Daedric Prince of lies, deception, and murder. In Morrowind, the guild is led by a Grandmaster, who traditionally serves for life until killed in the line of duty. Each guild hall is run by a Master, who has a high level of autonomy with regards to accepting writs and issuing assignments. Individual members, however, cannot accept writs without the approval of the Tong, or else they face punishment. The Morag Tong fills a vital role in Dunmeri politics by preventing all-out war between the Great Houses. Rather, they follow Mephala's advice to ''"kill them with secret murder"''{{ref|name=TA}} by employing Tong assassins in targeted strikes to accomplish political goals. To facilitate this, the Tong maintain a strict policy of impartiality, accepting any job provided it is proposed in the correct manner and with the proper payment. Because of its official sanction, the guild has the authority to print legal bills known as Honorable Writs of Execution, which excuse a Tong agent of all legal misgiving associated with any Tong related business. As such, Morag Tong executioners are expected to give themselves up immediately following an execution even if the death itself would have remained a mystery, in order to legally absolve themselves and avert any possible long-term ramifications. Tong executioners who fail to do so are considered suspect by their order and may be subject to major internal investigations, as the Tong does not harbor criminals.{{ref|name=HWE|{{Cite Book|Honorable Writs of Execution}}}} The most famous assassins who cannot continue their duty are sent to [[Lore:Vounoura|Vounoura]], an island which is not more than a month's voyage by boat from Tel Aruhn.{{ref|name=2920v12|{{Cite Book|2920, Evening Star (v12)}}}} {{NewLeft}} ==Gallery== <gallery> File:MW-interior-Morag Tong Guildhall (Vivec).jpg|Interior of the Morag Tong guildhall in Vivec (Morrowind) File:ON-trailer-morrowind-Rythe Verano.jpg|Rythe Verano, Grandmaster of the Tong, circa {{Year|2E 582}} (ESO) File:MW-npc-Eno Hlaalu.jpg|Eno Hlaalu, Grandmaster of the Tong circa {{Year|3E 427}} (Morrowind) File:OB-npc-Morag Tong Assassin.jpg|Morag Tong Assassin (Oblivion) File:SR-npc-Ravyn Imyan.jpg|Ravyn Imyan, a former member (Skyrim) File:SR-npc-Morag Tong Assassin.jpg|Morag Tong Assassin (Dragonborn) File:ON-npc-Naryu Virian 04.jpg|Naryu Virian, Mother of Blades of the Morag Tong (ESO) LG-cardart-Morag Tong Assassin.png|Morag Tong Assassin (Legends) ON-banner-Morag Tong.png|Morag Tong banner (ESO) File:MW-banner-Morag Tong.png|A Morag Tong tapestry displaying a stylized depiction of Mephala. </gallery> ==Notes== * ''Morag Tong'' literally translates to "Foresters Guild" in Dunmeris.{{ref|name=VOF|{{Cite Book|Varieties of Faith...}}}} ==See Also== *For game-specific information, see the [[Morrowind:Morag Tong|Morrowind]], [[Skyrim:Morag Tong|Dragonborn]] and [[Online:Morag Tong|ESO]] articles. ==References== <references/> </noinclude>
2,231,639
2020-10-23T19:51:58Z
Zebendal
The Morag Tong is an ancient guild of assassins headquartered in Morrowind, celebrating murder in the name of Mephala. They have been active since at least the First Era, and their targets have included multiple rulers of Tamriel, high-ranking Dunmer nobility, and countless others. The Morag Tong is unique in its sanctioned status under the Morrowind government to perform legal executions, bound under contracts called 'writs', although extralegal 'gray writs' are rumored to exist. History Prominent Years The origins of the Morag Tong are shrouded in myth. The orthodoxy of the Tribunal hold that the Daedra Mephala founded the guild to teach the early Chimer how to defend themselves and destroy their adversaries. Others state it began as a cult which, while also following Mephala, ultimately revered the 'Dread Father' Sithis above all. However it began, the guild quickly rose to prominence in the environment of early Morrowind's bloody House conflicts, quickly establishing the writ system and a reputation as peerless killers. At the end of the First Era, the Tong received its highest-profile contract to date, on Emperor Reman III. Their success paved the way for the Akaviri Potentate to rule over Tamriel in the early parts of the Second Era, as the Tong slowly expanded its presence across Tamriel. It came full circle when, in , Versidue-Shaie was assassinated by the Tong. By this point, however, the guild was over-confident and prideful, and 'MORAG TONG' was scrawled on the palace walls in the Potentate's own blood. right|thumb|Morag Tong seal This high-profile assassination started a frenzy among the nobles of Tamriel who realized that they too were at risk from the Tong. ''"Every sovereign gave the cult's elimination his highest priority"'', and it was viciously suppressed in every province of the Empire, only retaining the barest presence in its homeland of Morrowind. After this, the Morag Tong sunk out of public sight for almost a century. It is during this time that most agree the Dark Brotherhood arose as a splinter group, establishing itself mostly outside of Morrowind as a more business-oriented guild operating entirely beyond the law. Fall from Prominence thumb|left|Morag Tong Assassin (Morrowind Concept Art) While the Dark Brotherhood rose to greater prominence elsewhere, the Morag Tong maintained a formidable presence in Morrowind. Accounts suggest they gave up the worship of Mephala in exchange for revering the god-king Vivec, though they maintained their worship of Sithis. Despite the common service to Sithis, they were mortal enemies of their old splinter group, the Dark Brotherhood, who revered the Night Mother. The Tong maintained its traditional original position of the First Era: that of an impartial middle-man in the conflicts between the Great Houses in the bloody business of Dunmeri politics. Some within the faction, however, felt that their services were undervalued as rich nobles with petty grievances used the Tong too freely, not respecting the ancient institution; however, they did not act outside of Morrowind, nor did they interfere in politics higher than that of inter-House rivalry. Nor did they apparently act on their own account, except against the Dark Brotherhood or worshippers of Mehrunes Dagon. Indeed, sometimes they were hired to track down and kill outlaws, as an alternative to the more traditional Fighters Guild bounty. The Seven Secretives and the Simulacrum Rubric The Dunmer Rythe Verano was one of the last of the Morag Tong members who were around before the Potentate assassinations that sent their guild into decline. He worked for centuries at restoring the reputation of the Morag Tong with the Great Houses, getting them to once again accept the Tong as a legitimate organization. By , the Tong had started to gain great footing and Verano had become the Grandmaster. He was not satisfied with these accomplishments, and would be one of the people who would plot a coup of the current Tong. The group created a list of goals, which if achieved, would transform the Tong into more than a mere league of assassins: it would make them powerful enough to allow them to replace the heads of state that were once able to force them to go into hiding. The plot was known as the Simulacrum Rubric, named after one of the items they sought to obtain, Sotha Sil's Simulacrum Rubric. It was orchestrated by Verano and seven other influential members of the Tong who called themselves the Seven Secretives. thumb|right|200px|The Grandmaster of the Morag Tong was assassinated for betraying the guild during the Second Era. The Morag Tong assassin Naryu Virian sought an audience with the Tribunal god Vivec, to be granted a Tribunal sanction for extrajudicial execution for her superior, Rythe Verano. She had discovered that Verano was involved with the Secretives' plot, and had ordered writs of execution for the remaining members of the group to throw her off his trail. Vivec granted her request and provided with her an ally, a warden by the name of Boldekh, who wanted to bring Verano to justice for his involvement in the death of his partner. They tracked him to Sadrith Mora, where they spotted a Telvanni mage teleporting him to the Clockwork City through a portal which vanished along with Verano. They convinced the mage to give them passage to the Clockwork City, and once there, they tracked Verano into a mechanist's workshop where he obtained one of the items needed&mdash;Sotha Sil's Simulacrum Rubric. He spotted them, panicked, and summoned a portal back to Vvardenfell. Naryu and Boldekh followed him through it and emerged in Mudan Ruins. Argonian guards were waiting for him there but fled when an army of Dwemer Animunculi appeared out of the ruin. A Dwarven colossus appeared out of the ruin, blasting it apart and immolating Verano along with the satchel that held the Simulacrum Rubric. The combined efforts of Naryu and Boldekh destroyed the colossus. Naryu severed the grandmaster's head and took his skull as a trophy to take with her as she sought to carry out the writs of execution on the remaining traitors. The journey led Naryu all across Tamriel, where she would successfully carry out her executions. Various fates occurred to the contributions each target brought to the plot. The first required the hiring of a smuggler that was able to enter the Clockwork City to steal a second Clockwork artifact. Its importance led Clockwork Apostles to chase the smuggler back to Nirn when it was taken from them. The Clockwork artifact was destroyed when the target got into a brawl with the smuggler. The second was an alchemical secret that was sought in Craglorn. It consisted of combining forbidden reagents with stolen Celestial power. The result would be the creation of monsters said to be able to revert Tamriel back to the chaos of the Dawn Era. The potion that held the alchemical secret was destroyed. The third contribution was sought in the Imperial City, where the target sought to learn secrets of daedric summoning in the daedra-occupied city. The various secrets of daedric summoning were lost with the death of the third target. The fourth contribution brought Naryu to Wrothgar, where it was revealed that the contribution was eight scrolls for summoning pariah scamps, which when consumed, make mortals unnoticeable. The scrolls were recovered by her and were used to make convenient getaways. The fifth contribution was the Helm of Oreyn Bearclaw, located in Orsinium, which grants the wearer divine dexterity and enhanced endurance. It was returned to Gadnuth Oreyn, a descendant of the original owner of the helmet. The sixth contribution brought Naryu to Hew's Bane, where the contribution was revealed to be the Yokudan artifact known as the Aurbical Abacus. It could not only predict the weather but actually influence it on a continental scale. Naryu destroyed the Abacus after the sixth target was eliminated. The seventh contribution was to negotiate the formation of an alliance with the rival assassins guild the Dark Brotherhood, via a hostile takeover if necessary, in order to spread the Tong's influence across the entire continent. The Brotherhood rejected the offer, and an alliance with the Order of the Hour was made instead. It was severed when Naryu completed her last writ of execution, destroying the dream of the Simulacrum Rubric, and bringing honor back to the Morag Tong with the deaths of the Seven Secretives. Post-Red Year After the Argonian invasion and devastation of Vvardenfell, the Tong dispersed, though the remaining members hoped to reunite some day. Even though the devastated factions within Vvardenfell were gone, the Morag Tong still had a presence on the mainland of Morrowind and even took contracts on Solstheim. They were hired by Vendil Ulen for use in his plot to assassinate Councilor Lleril Morvayn, as an act of revenge for the execution Morvayn ordered on a member of the Ulen family years before. They also had run-ins with their rivals, the Dark Brotherhood, sanctioning writs of execution in an effort to terminate their members. Organization Ultimately, the Morag Tong pledges itself to the service of Mephala, Daedric Prince of lies, deception, and murder. In Morrowind, the guild is led by a Grandmaster, who traditionally serves for life until killed in the line of duty. Each guild hall is run by a Master, who has a high level of autonomy with regards to accepting writs and issuing assignments. Individual members, however, cannot accept writs without the approval of the Tong, or else they face punishment. The Morag Tong fills a vital role in Dunmeri politics by preventing all-out war between the Great Houses. Rather, they follow Mephala's advice to "kill them with secret murder" by employing Tong assassins in targeted strikes to accomplish political goals. To facilitate this, the Tong maintain a strict policy of impartiality, accepting any job provided it is proposed in the correct manner and with the proper payment. Because of its official sanction, the guild has the authority to print legal bills known as Honorable Writs of Execution, which excuse a Tong agent of all legal misgiving associated with any Tong related business. As such, Morag Tong executioners are expected to give themselves up immediately following an execution even if the death itself would have remained a mystery, in order to legally absolve themselves and avert any possible long-term ramifications. Tong executioners who fail to do so are considered suspect by their order and may be subject to major internal investigations, as the Tong does not harbor criminals. The most famous assassins who cannot continue their duty are sent to Vounoura, an island which is not more than a month's voyage by boat from Tel Aruhn. Gallery Notes Morag Tong literally translates to "Foresters Guild" in Dunmeris. See Also For game-specific information, see the Morrowind, Dragonborn and ESO articles. References
130
1,061
https://en.uesp.net/wiki/Lore:Order_of_the_Lamp
Lore:Order of the Lamp
<noinclude>{{Lore Factions Trail}}</noinclude> The [[Lore:Order of the Lamp|Order of the Lamp]], sometimes called the '''Lamp Knights''',{{Ref|name=MKOW|{{Cite Book|Mannimarco, King of Worms}}}} was an order of knights that acted as the protectors of the {{Lore Link|Mages Guild}}. It was formed a year after the Mages Guild itself was formed, as hired guards were not enough to protect the guild in dangerous territories.{{Ref|name=OotM|{{Cite Book|Origin of the Mages Guild}}}} Its members were organized under the Palatinus, who was commanded directly by the Archmagister. They were given appropriate rights to certain services of the Mages Guild. A knight's rank within the Order approximated the individual's rank within the Guild, in terms of rights and privileges. The Order only recruited those who had already demonstrated fighting skills and were in good standing with the Mages Guild.{{Ref|[[Daggerfall:Order of the Lamp|Guild description]] in [[Daggerfall:Daggerfall|''Daggerfall'']]}} A contingent of the order was led by {{Lore Link|Vanus Galerion}} to confront {{Lore Link|Mannimarco}} and they participated in the resulting battle.{{Ref|name=MKOW}} After he became Archmagister, {{Lore Link|Hannibal Traven}} commanded the Order of the Lamp to arrest Magister {{Lore Link|Ulliceta gra-Kogg}} of [[Lore:Orsinium|Orsinium]] for necromancy but she escaped.{{Ref|{{Cite Book|The Black Arts On Trial}}}} The current status of the Order in the aftermath of the collapse of the Mages Guild is unknown.<noinclude> ==See Also== *For game-specific information, see the [[Daggerfall:Order of the Lamp|Daggerfall]] article. ==References== <references/> {{Imperial Organizations}}</noinclude>
2,364,194
2021-03-17T23:57:02Z
Noviier
The Order of the Lamp, sometimes called the Lamp Knights, was an order of knights that acted as the protectors of the . It was formed a year after the Mages Guild itself was formed, as hired guards were not enough to protect the guild in dangerous territories. Its members were organized under the Palatinus, who was commanded directly by the Archmagister. They were given appropriate rights to certain services of the Mages Guild. A knight's rank within the Order approximated the individual's rank within the Guild, in terms of rights and privileges. The Order only recruited those who had already demonstrated fighting skills and were in good standing with the Mages Guild. A contingent of the order was led by to confront and they participated in the resulting battle. After he became Archmagister, commanded the Order of the Lamp to arrest Magister of Orsinium for necromancy but she escaped. The current status of the Order in the aftermath of the collapse of the Mages Guild is unknown. See Also For game-specific information, see the Daggerfall article. References
130
1,062
https://en.uesp.net/wiki/Lore:Order_of_the_Lily
Lore:Order of the Lily
#REDIRECT [[Lore:House of Dibella#Order of the Lily]] [[Category:Redirects to Broader Subjects]] [[Category:Lore-Factions]] [[Category:Lore-All Terms]]
1,976,083
2019-06-26T00:06:19Z
Vincentius1
#REDIRECT
130
1,063
https://en.uesp.net/wiki/Lore:Order_of_the_Raven
Lore:Order of the Raven
<noinclude>{{Lore Factions Trail}} [[File:DF-map-Dwynnen.png|thumb|right|Dwynnen (Daggerfall)]] </noinclude> The [[Lore:Order of the Raven|Order of the Raven]] (also called the '''Knights of the Raven'''){{Ref|name=TDC|{{Cite Book|The Daggerfall Chronicles|ns_base=Books}}}}{{rp|100}} is a knightly order found in the [[Lore:Dwynnen|Barony of Dwynnen]]. They are a legendary order that fought behind Baron [[Lore:Othrok|Othrok]] in his battle against the [[Lore:Camoran Usurper|Camoran Usurper]] and the [[Lore:Nightmare Host|Nightmare Host]] that plagued the region in {{Year|3E 267}}.{{Ref|name=TTET|{{Cite Book|The Third Era Timeline}}}} Ever since then, their purpose is to protect the royal family of Dwynnen and the region. They have a high standard for recruits, as they only accept the greatest warriors that can remain loyal to the Barony.{{Ref|name=DFDesc|[[Daggerfall:Order of the Raven|Order of the Raven]] description in [[Daggerfall:Daggerfall|Daggerfall]]}}<noinclude> {{NewRight}} ==History== The order's earliest iteration was founded in the {{Lore Link|Third Era}}, under the command of the warrior, Othrok. In {{Year|3E 253}}, Haymon Camoran had taken control of Dwynnen and inflicted the Nightmare Host onto the region, where the people were ruled by a {{Lore Link|lich}} and his dark army of monsters. The Baron came from the wilderness, blessed by the gods and granted an army of warriors and animals to destroy the undead until he retook {{Lore Link|Castle Wightmoor}} and become the first Baron of Dwynnen. The war advanced south until the barony had reached the {{Lore Link|Iliac Bay}} and ended with the {{Lore Link|Battle of Firewaves}} in 3E 267.{{Ref|name=TFotU|{{Cite Book|The Fall of the Usurper}}}} In the wake of the battle, Baron Othrok appointed his soldiers as the vanguard of Dwynnen, under the new name, the Order of the Raven.{{Ref|name=DFDesc}} ==See Also== *For game-specific information, see the [[Daggerfall:Order of the Raven|Daggerfall]] article. ==References== <references/> </noinclude>
2,125,171
2020-03-25T00:02:43Z
Vincentius1
The Order of the Raven (also called the Knights of the Raven) is a knightly order found in the Barony of Dwynnen. They are a legendary order that fought behind Baron Othrok in his battle against the Camoran Usurper and the Nightmare Host that plagued the region in . Ever since then, their purpose is to protect the royal family of Dwynnen and the region. They have a high standard for recruits, as they only accept the greatest warriors that can remain loyal to the Barony. History The order's earliest iteration was founded in the , under the command of the warrior, Othrok. In , Haymon Camoran had taken control of Dwynnen and inflicted the Nightmare Host onto the region, where the people were ruled by a and his dark army of monsters. The Baron came from the wilderness, blessed by the gods and granted an army of warriors and animals to destroy the undead until he retook and become the first Baron of Dwynnen. The war advanced south until the barony had reached the and ended with the in 3E 267. In the wake of the battle, Baron Othrok appointed his soldiers as the vanguard of Dwynnen, under the new name, the Order of the Raven. See Also For game-specific information, see the Daggerfall article. References
130
1,064
https://en.uesp.net/wiki/Lore:Owl_Knights
Lore:Owl Knights
#REDIRECT [[Lore:Knights of the Owl]] [[Category:Redirects from Alternate Names|{{PAGENAME}}]]
338,740
2008-07-30T14:05:10Z
RoBoT
#REDIRECT
130
1,065
https://en.uesp.net/wiki/Lore:Psijic_Order
Lore:Psijic Order
<noinclude>{{Lore Factions Trail}} [[File:ON-banner-Psijic Order.png|100px|right|Banner of the Order]] :"''There are layers to understanding all things,' said Sotha Sil. 'The common man looks at an object and fits it into a place in his way of thinking. Those skilled in the Old Ways, in the way of the Psijic, in [[Lore:Mysticism|Mysticism]], can see an object and identify it by its proper role. But one more layer is needed to be peeled back to achieve understanding. You must identify the object by its role and its truth and interpret that meaning''" β€” ''[[Lore:2920, The Last Year of the First Era|2920, The Last Year of the First Era]]'' :"''In [[Lore:Mundus|Mundus]], conflict and disparity are what bring change, and change is the most sacred of the Eleven Forces. Change is the force without focus or origin.''" β€” ''[[Lore:The_Monomyth|The Monomyth]]'', Oegnithr, Taheritae, Order of PSJJJJ </noinclude>The [[Lore:Psijic Order|Psijic Order]] or the '''Order of PSJJJJ''' is the oldest monastic group of [[Lore:Tamriel|Tamriel]], devoted to the study and practice of {{Lore Link|Mysticism}}, which they call the "Old Ways" or "Elder Way".{{Ref|name=FOA|{{Cite Book|Fragment: On Artaeum}}}} They make their home on the Isle of [[Lore:Artaeum|Artaeum]] in the [[Lore:Summerset Isle|Summerset]] archipelago.<noinclude> ==Practices and Beliefs== The Psijic Order chooses its members "by a complex, ritualized method not understood by the common people."{{Ref|name=OMG}} The majority of the order are [[Lore:Altmer|Altmer]], but they do recruit members of the other races with powerful magic talent.{{ref|name=ESOPO|[[Online:Ritemaster Iachesis|Ritemaster Iachesis]]'s dialogue in [[Online:Summerset (Chapter)|ESO: Summerset]]}} Even though the Psijics are extremely reclusive, members of the Order can usually be recognized by their distinctive clothing; though their exact garb has changed over their history. They once wore clothing which gave them the nickname "grey cloaks,"{{Ref|name=TWQ}} and in the Second Era they were seen with blue and gold clothing. {{ref|name=ESOSummerset|Events of [[Online:Summerset (Chapter)|ESO: Summerset]]}} Their most recent appearance in the Fourth Era saw that their garments are now of a pale yellow color{{Ref|name=Skyrim|Events of [[Skyrim:Skyrim|Skyrim]]}}. The Psijics are governed by a body known as the [[Lore:Council of Artaeum|Council of Artaeum]]. The Council is led by a single Psijic who can hold various titles, including Ritemaster,{{Ref|name=FOA}} or Loremaster.{{Ref|name=TOW}} As a member of the Psijic Order, it is important to remain "faithful" to the Old Ways. Members believe that the spiritual world is always watching our world, and a loyal grey cloak will perform the Rites of Moawita on the 2nd of Hearth Fire and the Vigyld on the 1st of Second Seed in order to empower the salutary spirits and debilitate the unclean spirits. These spirits are believed by the Order to be the ancestors of the living, and even the [[Lore:Daedra|Daedra]] and [[Lore:Aedra|Aedra]] are considered to be nothing other than exceptional spirits who attained great power in the afterlife.{{Ref|name=TOW|{{Cite Book|The Old Ways}}}} [[File:SR-npc-Quaranir.jpg|thumb|right|A Psijic monk, in the year {{Year|4E 201}}]] The Psijics have generally served as advisors to the rulers of Tamriel, rather than acting directly in political matters. This is regarded as a sacred duty called "seliffrnsae", meaning "grave and faithful counsel".{{Ref|name=TOW}} The kings of Summerset, particularly those of Moridunon, have often sought the Psijics' opinion, but the Order's influence over other rulers, especially the Emperors of Tamriel, tends to wax and wane.{{Ref|name=FOA}} The Psijics are discouraged from pledging themselves to the service of a lord, except after careful consideration, because their duty to the Old Ways and duty to their lord may come into conflict. It has even been suggested that Psijics should commit suicide if such a conflict arises, to avoid shaming the Order.{{Ref|name=TOW}} The Order generally regards those they advise as "lesser men", and associate rejection of a Psijic's counsel with tyranny and folly.{{Ref|name=TOW}}{{ref|name=TIC|{{Cite Book|The Infernal City}}}} Dispensing wisdom to leaders in such a fashion is the Order's most widely-known method of achieving their professed goal: to help the world through periods of change. They believe that no force is more sacred than change, and while it should be embraced, it must also be carefully guided to avoid "oegnithir", or "bad change".{{ref|name=TOW}}{{ref|name=TIC}}{{ref|name=ESOCelarus|[[Online:Loremaster Celarus|Loremaster Celarus]]' dialogue in [[Online:Summerset (Chapter)|ESO: Summerset]]}} The Psijics have also practiced {{Lore Link|pig}} breeding on the Isle of Artaeum. They originally bred the intelligent {{Lore Link|Psijic Domino Pig}}, which is so smart it can count to five and learn to recognize its name. It's a favorite animal companion of spellcasters, as it isn't spooked by magicβ€”in fact, it seems to enjoy arcane activity, sitting back and grunting happily as spell effects go off nearby.{{ref|name=Crown|[[Lore:Elder Scrolls Online - Crown Store Showcase|Elder Scrolls Online - Crown Store Showcase]]}} ==History== [[File:ON-npc-Ritemaster Iachesis.jpg|thumb|left|Ritemaster Iachesis]] ===Early years=== The Order was founded during the early settlement of the Summerset Isle by the [[Lore:Aldmer|Aldmer]] to divine [[Lore:Padomay|Padomay]]'s eternal and ever-changing mystery, treating him as just as ineffable an entity as [[Lore:Anu|Anu]], naming themselves after "Psijii", which was a derivation of his original name PSJJJJ.{{ref|name=SoC|group=UOL|{{TIL|''Source of Chaos'' β€” Tharnatos|source-chaos}}}} During this time, there was a movement to change the religion of Aldmeri society: instead of pure, ecumenical ancestor worship, the Aldmer of Summerset began worshipping only the ancestors claimed by the elite of the Aldmeri society, from which the traditional Aldmeri [[Lore:Gods|pantheon]] of {{Lore Link|Aedra}} emerged. A group of dissident Aldmer Elders rejected this change and left Summerset to settle on the nearby island of Artaeum.{{Ref|name=PGE3SI|{{Cite Book|PGE|3|Summerset Isle}}}} The Order is first mentioned in writing in the year {{Year|1E 20}} by the [[Lore:Breton|Breton]] sage Voernet, who traveled to Artaeum to meet with the Psijic Ritemaster, [[Lore:Iachesis|Iachesis]].{{Ref|name=FOA}} In these early days, Psijics were described as counselors to royalty and teachers of the "Elder Way", a philosophy of meditation and study related to the magic of [[Lore:Mysticism|Mysticism]]. They also kept the entrance to the [[Lore: Ceporah Tower|Dreaming Cave]], a portal to [[Lore:Oblivion|Oblivion]]. [[Lore:Sotha Sil|Sotha Sil]], who was an honorary member of the Psijics,{{ref|name=ESOOriandra|[[Online:Oriandra|Oriandra's]] dialogue in [[Online:Summerset (Chapter)|ESO: Summerset]]}} used this portal to speak with the [[Lore:Daedric Princes|Daedric Princes]] on several occasions.{{Ref|name=TDOO|{{Cite Book|The Doors of Oblivion}}}}{{Ref|name=2920v4|{{Cite Book|2920, Rain's Hand (v4)}}}}{{ref|name=ESO|Events of [[Online:Online|Elder Scrolls Online]]}} ===The Mages Guild and the disappearance of Artaeum=== [[File:ON-place-Artaeum.jpg|thumb|right|Artaeum, removed from the reality of Nirn]] Years later, the now-famous [[Lore:Vanus Galerion|Vanus Galerion]] came to Artaeum with an {{Lore Link|Altmer}} soothsayer.{{Ref|name=GM|{{Cite Book|Galerion the Mystic}}}} Here, Vanus met [[Lore:Mannimarco|Mannimarco]], a fellow student at the time. The two grew to be great friends, becoming masters of the Mystic Arts. But after long years, Galerion discovered that Mannimarco was using Mysticism to manipulate souls and the dead. Disgusted by this act, which was considered profane, Vanus confronted his long-time friend below the [[Lore:Ceporah Tower|Ceporah Tower]].{{Ref|name=MKW|{{Cite Book|Mannimarco, King of Worms}}}} Galerion begged Mannimarco to repent, but his pleas fell on deaf ears. Mannimarco, and the Psijics who agreed with his practices, left Artaeum, never to return.{{Ref|name=MKW}} Galerion himself went on to found the [[Lore:Mages Guild|Mages Guild]], an organization which spread the knowledge and practice of magic much farther than the Psijic Order had.{{Ref|name=OMG|{{Cite Book|Origin of the Mages Guild}}}} Around {{Year|2E 230}}, a triad of {{Lore Link|Daedric Princes}}β€”{{Lore Link|Clavicus Vile}}, {{Lore Link|Mephala}} and {{Lore Link|Nocturnal}}β€”made a deal with the {{Lore Link|Sea Sload}} K'Tora to acquire the Heart of Transparent Lawβ€”the Stone of the {{Lore Link|Crystal Tower}}. K'Tora used mind magic to make the Psijic leader {{Lore Link|Iachesis|Ritemaster Iachesis}}, steal the Heart. Trying to foil K'Tora's plan, Iachesis made a deal with Nocturnal to learn a spell with which to hide the Heart in a language that could only be used by mortals. Unbeknownst to all, Iachesis hid the Heart within himselfβ€”but soon forgot these events, due to K'Tora's magic.{{ref|name=ESOSummerset}} Shortly thereafter, the Psijicsβ€”along with the entire island of Artaeumβ€”disappeared, around the time of the founding of the Mages Guild, remaining hidden for a long time. This did not stop the three Princes from around {{Year|2E 582}} attempting to execute their plan to take control of the {{Lore Link|Crystal Tower}} on {{Lore Link|Summerset Isle}} using the Heart of Transparent Law, which Ritemaster Iachesis had hidden from them. After they tricked Iachesis into revealing the Heart's location within himself, they killed him; but Nocturnal betrayed Clavicus Vile and Mephala by taking the Heart for herself. With it she briefly took control of the Crystal Tower, hoping to use its properties to achieve omnipresence in the entire {{Lore Link|Aurbis}}. However, her plans were foiled by the {{Lore Link|the Vestige|Vestige}} and the Psijic Order, assisted by the two betrayed Princes and a champion of {{Lore Link|Meridia}}, and the Heart was returned to the Crystal Tower. [[Lore:Valsirenn|Ritemaster Valsirenn]] briefly became the leader of the Psijics, before a new one could be chosen.{{ref|name=ESOSummerset}} The Psijics and their island later reappeared after 500 years of seclusion.{{Ref|name="FOA"}} The Psijics had been ruled by [[Lore:Celarus|Loremaster Celarus]]β€”who had previously been involved in finding and restoring the {{Lore Link|Staff of Towers}} for the Psijics{{ref|name=ESOSummerset}}β€”for at least 290 years as of 3E 400{{Ref|name=FOA}}, but it is unclear if he held that position since the return of Artaeum. ===Changes and politics=== The Order's influence waxed and waned over the next several centuries. According to legend, in {{Year|3E 110}} the Psijic Order magically created a freak storm that led to the defeat of [[Lore:Orgnum|Orgnum]] by [[Lore:Antiochus|Emperor Antiochus]] and the King of Summerset. This is highly unusual, as the Psijics have rarely participated directly in wars or other political conflicts, and it has been suggested that [[Lore:Potema|Queen Potema]] manipulated the order into taking action for her own purposes.{{Ref|name=TWQ|{{Cite Book|The Wolf Queen, v4}}}} Emperor [[Lore:Uriel Septim V|Uriel V]] was much influenced by the Council in the early, most glorious parts of his reign, before his disastrous attack on [[Lore:Akavir|Akavir]]. However, the last four emperors of the [[Lore:Septim Dynasty|Septim Dynasty]], [[Lore:Uriel Septim VI|Uriel VI]], [[Lore:Morihatha|Morihatha]], [[Lore:Pelagius Septim IV|Pelagius IV]], and [[Lore:Uriel Septim VII|Uriel VII]], had been so suspicious of the Psijics that they barred ambassadors from the Isle of Artaeum within the Imperial City.{{Ref|name=FOA}} The Psijics still counseled royalty, but their influence in Imperial politics was greatly reduced. The activities of the Order during the [[Lore:Fourth Era|Fourth Era]] are still mysterious. Between the return of Artaeum in the [[Lore:Second Era|Second Era]] and 3E 430, only seventeen new initiates were brought into the Order. But from 3E 430 to 3E 432, the years immediately preceding the [[Lore:Oblivion Crisis|Oblivion Crisis]], another thirty had joined.{{Ref|name=PGE3SI}} It's not widely known how the Psijics responded to either the crisis itself, or to the subsequent takeover of nearby Summerset Isle by the [[Lore:Thalmor|Thalmor]]. However, the Thalmor considered them an enemy rogue organization.{{ref|name=Skyrim}} ===The second disappearance of Artaeum=== The Psijic Order and Artaeum vanished again around the turn of the second century of the fourth era.{{Ref|name=Skyrim}} The exact reason for the island's disappearance is still unknown, but it coincided with the [[Lore:Void Nights|Void Nights]] and the start of a new wave of expansion for the [[Lore:Aldmeri Dominion|Aldmeri Dominion]]. What ''is'' known is that at least some members of the Order are still observing events in Tamriel. When the [[Lore:Eye of Magnus|Eye of Magnus]] was discovered by members of the [[Lore:College of Winterhold|College of Winterhold]] in {{Year|4E 201}}, a few Psijics assisted a College member in wresting control of the artifact from a [[Lore:Thalmor|Thalmor]] agent, going so far as to arrive in person to retrieve the Eye.{{Ref|name=Skyrim}} ==Capabilities== [[File:ON-npc-Loremaster Celarus.jpg|thumb|left|Loremaster Celarus]] The Psijic Order is generally regarded as one of the most powerful organizations of mages in Tamriel. It has been suggested that the powers they gain from practicing the Old Ways come from manipulation of nature itself rather than from the action of [[Lore:Magic|magicka]].{{Ref|name=FOA}} However, since two of the most famous mages in history, Vanus Galerion and Mannimarco, were trained by the Order, and since the Order is often described as having expertise in the school of Mysticism,{{Ref|name=Myticism|{{Cite Book|Mysticism (book)}}}} it can be surmised that either the powers granted by the Old Ways are not truly distinct from magic as practiced by other mages, or else that the Psijics practice both as related disciplines. Some of the most impressive accomplishments of the Order relate to the sheer scale of the spells they cast. They can move the island of Artaeum at will{{Ref|name=FOA}} or render it insubstantial{{Ref|name=OMG}} in order to prevent foreign invasion, and it is believed that the occasional disappearance of the island for centuries at a time is the Psijics' way of withdrawing from the world during chaotic periods of history. The destruction of Orgnum's fleet suggests that the Psijics are powerful enough to control weather over a wide area. [[File:ON-npc-Valsirenn 02.jpg|thumb|right|Ritemaster Valsirenn]] However, the Psijics are also noted for their powers of perception and communication. [[Books:Greg Keyes Novels/Urvwen|Urvwen]], a Psijic priest who lived in the city of [[Lore:Lilmoth|Lilmoth]] in the early Fourth Era, sensed [[Lore:Umbriel|Umbriel]]'s presence when it was still out at sea.{{ref|name=TIC}} When the Order acted to secure the Eye of Magnus, a Psijic was able to use a form of clairvoyance to observe events at the College from a distance, and even seemed to have some limited insight into future events.{{Ref|name=Skyrim}} Psijics also have the ability to project images of themselves in order to converse with others, and to control those images so that only the intended audience can view them.{{Ref|name=Skyrim}} This power is so strongly associated with the Order that these images are commonly called "Psijic projections".{{ref|name=ESO}} At least some of these abilities may relate to the Psijics' power of telepathy, an ability also used by the [[Lore:Dwemer|Dwemer]] before the latter disappeared from Mundus.{{Ref|name=TDOO}} Some of the Psijics' powers are uniquely suited for infiltration and subtle action. They appear to be capable of temporarily freezing individuals around them in time, allowing them to hold private conversations even in a crowded room.{{Ref|name=Skyrim}} They have also demonstrated an uncommon proficiency with teleportation, and in groups can quickly teleport even fairly large objects.{{Ref|name=Skyrim}} Though less common in later eras, portals were also heavily used by members of the Mages Guild in the early Second Era, when the Guild had relatively recently split from the Order.{{Ref|name=ESO}} The Psijics have shown a special love for animals, and have created a breed of intelligent pig known as the Psijic Domino Pig.{{ref|name=ONPsijicDominoPig|[[Online:Pets P#Psijic_Domino_Pig|Psijic Domino Pig]] pet description in [[Online:Online|ESO]]}} They can also create Psjiic beasts, creatures conjured in the shape of their conjurer's desired creature form{{ref|name=ONSencheCubofScarletRegret|[[Online:Pets S#Senche_Cub_Of_Scarlet_Regret|Senche Cub Of Scarlet Regret]] pet description in [[Online:Online|ESO]]}}. They are distinguishable from common fauna by having arcane body imprints that the Order's monks use themselves.{{ref|name=ONPsijicBodyIMprint|[[Online:Body Markings#Body_Imprint_Of_The_Psijic_Order|Body Imprint of the Psijic Order]] Body Marking description in [[Online:Online|ESO]]}} Although the beasts most commonly have a blue runic psijic imprints imbued within them, some are conjured with red imprints that represent a monk's regrettable choices. {{ref|name=ONSencheCubofScarletRegret}} Some are conjured for use as pets, and others are conjured in a mature form to use as warmounts.{{ref|name=ONPsijicEscortCharger|[[Online:Mounts P#Psijic_Escort_Charger|Psijic Escort Charger]] mount description in [[Online:Online|ESO]]}} Creatures summoned by the Psijiics in an idealized form of a creature are referred to as Psijic Exemplars. What most notably physically distinguishes them from their non exemplar counterparts is that they are spirit like and transparent. {{ref|name=ONPsijicHorseExemplar|[[Online:Mounts P#Psijic_Horse_Exemplar|Psijic Horse Exemplar]] mount description in [[Online:Online|ESO]]}} The Psijic Order has at least 863 archives and libraries, not including the Ritemaster's personal collection, with most of these being in quasi-planes and hermetic mind-spheres.{{ref|[[Online:Loremaster Celarus|Loremaster Celarus]]'s dialogue in ESO}} <gallery> ON-npc-Fiirenanar.jpg|A Psijic monk practicing a scrying technique SR-npc-Nerien.jpg|A Psijic monk appears in a vision ON-pet-Psijic Domino Pig.jpg|A Psijic Domino Pig ON-creature-Psjiic_Beasts.jpg|Psjiic pony, bear, guar, wolf, and senche ON-mount-Psijic Horse Exemplar.jpg|Psijic Horse Exemplar </gallery> ==Known Leaders== *'''[[Lore:Iachesis|Ritemaster Iachesis]]''' β€” 1st known leader of the Order ({{Year|Merethic Era}}-{{Year|2E 582}}) *'''[[Lore:Valsirenn|Ritemaster Valsirenn]]''' β€” Interim Ritemaster chosen after the death of Iachesis in {{Year|2E 582}} *'''[[Lore:Celarus|Loremaster Celarus]]''' β€” Leader of Psijiic Order active as early as in {{Year|3E 100}} *'''Ritemaster Josajeh''' - In one of the alternate potential timelines created by the power of [[Lore:Staff of Towers|Staff of Towers]] Josajeh became the Ritemaster of the Order.{{ref|name=TFOC|Events of [[ON:The Towers' Fall|The Towers' Fall]] in [[Online:Summerset (Chapter)|ESO: Summmerset]]}} == No relationship to the [[Lore:Psijic Endeavor|Psijic Endeavor]] == This spiritual undertaking of Saint [[Lore:Veloth|Veloth]] and Lord [[Lore:Vivec|Vivec]] is apparently unrelated to the Order.{{ref|group=UOL|{{TIL|Concerning the Psijic Order and the Psijic Endeavor|psijic}}, The Imperial Library}} There are some common themes between the Order's beliefs and Velothi religion, such as ancestor worship and apotheosis. However, the [[Lore:Chimer|Chimer]] attributed the teachings of the Psijic Endeavor to [[Lore:Boethiah|Boethiah]] and [[Lore:Mephala|Mephala]], not the Psijic Order.{{Ref|name=TCO|{{Cite Book|The Changed Ones}}}} Furthermore, the Psijic Endeavor seems to refer to a specific method of attaining divinity, whereas the Psijic Order does not seem to believe that there really is a fundamental difference between ancestor spirits and gods in the first place. In any case, the Order has never stressed the attainment of divinity as an explicit goal. ==Gallery== <gallery> File:LG-back-Psijic.jpg|Psijic Order symbol (Legends) </gallery> ==Notes== * The name of the order is very rarely spelled as "Psijiic".{{Ref|name=VoFitE|{{Cite Book|Varieties of Faith...}}}}{{Ref|name=Monomyth|{{Cite Book|The Monomyth}}}}{{Ref|name=TS|{{Cite Book|Twin Secrets}}}} ==See Also== *For game-specific information, see the [[Skyrim:Psijic Order|Skyrim]] and [[ON:Psijic Order|ESO]] articles. ==References== <references/> {{UOL}} <references group=UOL/> {{Lore Magic Footer}}</noinclude>
2,562,807
2022-01-31T08:08:00Z
HoodBot
The Psijic Order or the Order of PSJJJJ''' is the oldest monastic group of Tamriel, devoted to the study and practice of , which they call the "Old Ways" or "Elder Way". They make their home on the Isle of Artaeum in the Summerset archipelago. Practices and Beliefs The Psijic Order chooses its members "by a complex, ritualized method not understood by the common people." The majority of the order are Altmer, but they do recruit members of the other races with powerful magic talent. Even though the Psijics are extremely reclusive, members of the Order can usually be recognized by their distinctive clothing; though their exact garb has changed over their history. They once wore clothing which gave them the nickname "grey cloaks," and in the Second Era they were seen with blue and gold clothing. Their most recent appearance in the Fourth Era saw that their garments are now of a pale yellow color . The Psijics are governed by a body known as the Council of Artaeum. The Council is led by a single Psijic who can hold various titles, including Ritemaster, or Loremaster. As a member of the Psijic Order, it is important to remain "faithful" to the Old Ways. Members believe that the spiritual world is always watching our world, and a loyal grey cloak will perform the Rites of Moawita on the 2nd of Hearth Fire and the Vigyld on the 1st of Second Seed in order to empower the salutary spirits and debilitate the unclean spirits. These spirits are believed by the Order to be the ancestors of the living, and even the Daedra and Aedra are considered to be nothing other than exceptional spirits who attained great power in the afterlife. thumb|right|A Psijic monk, in the year The Psijics have generally served as advisors to the rulers of Tamriel, rather than acting directly in political matters. This is regarded as a sacred duty called "seliffrnsae", meaning "grave and faithful counsel". The kings of Summerset, particularly those of Moridunon, have often sought the Psijics' opinion, but the Order's influence over other rulers, especially the Emperors of Tamriel, tends to wax and wane. The Psijics are discouraged from pledging themselves to the service of a lord, except after careful consideration, because their duty to the Old Ways and duty to their lord may come into conflict. It has even been suggested that Psijics should commit suicide if such a conflict arises, to avoid shaming the Order. The Order generally regards those they advise as "lesser men", and associate rejection of a Psijic's counsel with tyranny and folly. Dispensing wisdom to leaders in such a fashion is the Order's most widely-known method of achieving their professed goal: to help the world through periods of change. They believe that no force is more sacred than change, and while it should be embraced, it must also be carefully guided to avoid "oegnithir", or "bad change". The Psijics have also practiced breeding on the Isle of Artaeum. They originally bred the intelligent , which is so smart it can count to five and learn to recognize its name. It's a favorite animal companion of spellcasters, as it isn't spooked by magicβ€”in fact, it seems to enjoy arcane activity, sitting back and grunting happily as spell effects go off nearby. History thumb|left|Ritemaster Iachesis Early years The Order was founded during the early settlement of the Summerset Isle by the Aldmer to divine Padomay's eternal and ever-changing mystery, treating him as just as ineffable an entity as Anu, naming themselves after "Psijii", which was a derivation of his original name PSJJJJ. During this time, there was a movement to change the religion of Aldmeri society: instead of pure, ecumenical ancestor worship, the Aldmer of Summerset began worshipping only the ancestors claimed by the elite of the Aldmeri society, from which the traditional Aldmeri pantheon of emerged. A group of dissident Aldmer Elders rejected this change and left Summerset to settle on the nearby island of Artaeum. The Order is first mentioned in writing in the year by the Breton sage Voernet, who traveled to Artaeum to meet with the Psijic Ritemaster, Iachesis. In these early days, Psijics were described as counselors to royalty and teachers of the "Elder Way", a philosophy of meditation and study related to the magic of Mysticism. They also kept the entrance to the Dreaming Cave, a portal to Oblivion. Sotha Sil, who was an honorary member of the Psijics, used this portal to speak with the Daedric Princes on several occasions. The Mages Guild and the disappearance of Artaeum thumb|right|Artaeum, removed from the reality of Nirn Years later, the now-famous Vanus Galerion came to Artaeum with an soothsayer. Here, Vanus met Mannimarco, a fellow student at the time. The two grew to be great friends, becoming masters of the Mystic Arts. But after long years, Galerion discovered that Mannimarco was using Mysticism to manipulate souls and the dead. Disgusted by this act, which was considered profane, Vanus confronted his long-time friend below the Ceporah Tower. Galerion begged Mannimarco to repent, but his pleas fell on deaf ears. Mannimarco, and the Psijics who agreed with his practices, left Artaeum, never to return. Galerion himself went on to found the Mages Guild, an organization which spread the knowledge and practice of magic much farther than the Psijic Order had. Around , a triad of β€” , and β€”made a deal with the K'Tora to acquire the Heart of Transparent Lawβ€”the Stone of the . K'Tora used mind magic to make the Psijic leader , steal the Heart. Trying to foil K'Tora's plan, Iachesis made a deal with Nocturnal to learn a spell with which to hide the Heart in a language that could only be used by mortals. Unbeknownst to all, Iachesis hid the Heart within himselfβ€”but soon forgot these events, due to K'Tora's magic. Shortly thereafter, the Psijicsβ€”along with the entire island of Artaeumβ€”disappeared, around the time of the founding of the Mages Guild, remaining hidden for a long time. This did not stop the three Princes from around attempting to execute their plan to take control of the on using the Heart of Transparent Law, which Ritemaster Iachesis had hidden from them. After they tricked Iachesis into revealing the Heart's location within himself, they killed him; but Nocturnal betrayed Clavicus Vile and Mephala by taking the Heart for herself. With it she briefly took control of the Crystal Tower, hoping to use its properties to achieve omnipresence in the entire . However, her plans were foiled by the and the Psijic Order, assisted by the two betrayed Princes and a champion of , and the Heart was returned to the Crystal Tower. Ritemaster Valsirenn briefly became the leader of the Psijics, before a new one could be chosen. The Psijics and their island later reappeared after 500 years of seclusion. The Psijics had been ruled by Loremaster Celarusβ€”who had previously been involved in finding and restoring the for the Psijics β€”for at least 290 years as of 3E 400 , but it is unclear if he held that position since the return of Artaeum. Changes and politics The Order's influence waxed and waned over the next several centuries. According to legend, in the Psijic Order magically created a freak storm that led to the defeat of Orgnum by Emperor Antiochus and the King of Summerset. This is highly unusual, as the Psijics have rarely participated directly in wars or other political conflicts, and it has been suggested that Queen Potema manipulated the order into taking action for her own purposes. Emperor Uriel V was much influenced by the Council in the early, most glorious parts of his reign, before his disastrous attack on Akavir. However, the last four emperors of the Septim Dynasty, Uriel VI, Morihatha, Pelagius IV, and Uriel VII, had been so suspicious of the Psijics that they barred ambassadors from the Isle of Artaeum within the Imperial City. The Psijics still counseled royalty, but their influence in Imperial politics was greatly reduced. The activities of the Order during the Fourth Era are still mysterious. Between the return of Artaeum in the Second Era and 3E 430, only seventeen new initiates were brought into the Order. But from 3E 430 to 3E 432, the years immediately preceding the Oblivion Crisis, another thirty had joined. It's not widely known how the Psijics responded to either the crisis itself, or to the subsequent takeover of nearby Summerset Isle by the Thalmor. However, the Thalmor considered them an enemy rogue organization. The second disappearance of Artaeum The Psijic Order and Artaeum vanished again around the turn of the second century of the fourth era. The exact reason for the island's disappearance is still unknown, but it coincided with the Void Nights and the start of a new wave of expansion for the Aldmeri Dominion. What is known is that at least some members of the Order are still observing events in Tamriel. When the Eye of Magnus was discovered by members of the College of Winterhold in , a few Psijics assisted a College member in wresting control of the artifact from a Thalmor agent, going so far as to arrive in person to retrieve the Eye. Capabilities thumb|left|Loremaster Celarus The Psijic Order is generally regarded as one of the most powerful organizations of mages in Tamriel. It has been suggested that the powers they gain from practicing the Old Ways come from manipulation of nature itself rather than from the action of magicka. However, since two of the most famous mages in history, Vanus Galerion and Mannimarco, were trained by the Order, and since the Order is often described as having expertise in the school of Mysticism, it can be surmised that either the powers granted by the Old Ways are not truly distinct from magic as practiced by other mages, or else that the Psijics practice both as related disciplines. Some of the most impressive accomplishments of the Order relate to the sheer scale of the spells they cast. They can move the island of Artaeum at will or render it insubstantial in order to prevent foreign invasion, and it is believed that the occasional disappearance of the island for centuries at a time is the Psijics' way of withdrawing from the world during chaotic periods of history. The destruction of Orgnum's fleet suggests that the Psijics are powerful enough to control weather over a wide area. thumb|right|Ritemaster Valsirenn However, the Psijics are also noted for their powers of perception and communication. Urvwen, a Psijic priest who lived in the city of Lilmoth in the early Fourth Era, sensed Umbriel's presence when it was still out at sea. When the Order acted to secure the Eye of Magnus, a Psijic was able to use a form of clairvoyance to observe events at the College from a distance, and even seemed to have some limited insight into future events. Psijics also have the ability to project images of themselves in order to converse with others, and to control those images so that only the intended audience can view them. This power is so strongly associated with the Order that these images are commonly called "Psijic projections". At least some of these abilities may relate to the Psijics' power of telepathy, an ability also used by the Dwemer before the latter disappeared from Mundus. Some of the Psijics' powers are uniquely suited for infiltration and subtle action. They appear to be capable of temporarily freezing individuals around them in time, allowing them to hold private conversations even in a crowded room. They have also demonstrated an uncommon proficiency with teleportation, and in groups can quickly teleport even fairly large objects. Though less common in later eras, portals were also heavily used by members of the Mages Guild in the early Second Era, when the Guild had relatively recently split from the Order. The Psijics have shown a special love for animals, and have created a breed of intelligent pig known as the Psijic Domino Pig. They can also create Psjiic beasts, creatures conjured in the shape of their conjurer's desired creature form . They are distinguishable from common fauna by having arcane body imprints that the Order's monks use themselves. Although the beasts most commonly have a blue runic psijic imprints imbued within them, some are conjured with red imprints that represent a monk's regrettable choices. Some are conjured for use as pets, and others are conjured in a mature form to use as warmounts. Creatures summoned by the Psijiics in an idealized form of a creature are referred to as Psijic Exemplars. What most notably physically distinguishes them from their non exemplar counterparts is that they are spirit like and transparent. The Psijic Order has at least 863 archives and libraries, not including the Ritemaster's personal collection, with most of these being in quasi-planes and hermetic mind-spheres. Known Leaders Ritemaster Iachesis β€” 1st known leader of the Order ( - ) Ritemaster Valsirenn β€” Interim Ritemaster chosen after the death of Iachesis in Loremaster Celarus β€” Leader of Psijiic Order active as early as in Ritemaster Josajeh - In one of the alternate potential timelines created by the power of Staff of Towers Josajeh became the Ritemaster of the Order. No relationship to the Psijic Endeavor This spiritual undertaking of Saint Veloth and Lord Vivec is apparently unrelated to the Order. There are some common themes between the Order's beliefs and Velothi religion, such as ancestor worship and apotheosis. However, the Chimer attributed the teachings of the Psijic Endeavor to Boethiah and Mephala, not the Psijic Order. Furthermore, the Psijic Endeavor seems to refer to a specific method of attaining divinity, whereas the Psijic Order does not seem to believe that there really is a fundamental difference between ancestor spirits and gods in the first place. In any case, the Order has never stressed the attainment of divinity as an explicit goal. Gallery Notes The name of the order is very rarely spelled as "Psijiic". See Also For game-specific information, see the Skyrim and ESO articles. References
130
1,066
https://en.uesp.net/wiki/Lore:Ra_Gada
Lore:Ra Gada
<noinclude>{{Lore Factions Trail}}[[Category:Lore-All Terms]]{{Quote Box|''"Ra Gada. You all know that the elves are outside our walls. These infidels call us barbarians. They would drive us from this land, but what the elves do not know is that Ruptga himself guided us to these shores. He decreed that the Alik'r would be our home. Today the infidels will see the strength of the Shehai. Onsi will guide our blades. Today the sands will run red with elven blood!"''|''[[Lore:Xakhwan|King Xakhwan]]'s speech at the Ash'abah Pass''}}__NOTOC__</noinclude> The {{Lore Link|Ra Gada}} (sometimes spelled '''Ra' Gada'''{{Ref|name=SK|Events of [[Shadowkey:Shadowkey|Shadowkey]]}} or '''Ra'Gada'''{{Ref|name=OM|Events of [[OBMobile:Oblivion Mobile|Oblivion Mobile]]}}) was the name given to the Yokudan "Warrior Wave" that left the doomed continent of {{Lore Link|Yokuda}} and sailed towards {{Lore Link|Tamriel}}. This mass colonization occurred in four successive waves during the eighth and ninth centuries of the {{Lore Link|First Era}}, and spanned approximately twenty eight years.{{ref|name=CM28RG|{{Cite Book|Crafting Motif 28: Ra Gada Style}}}}{{ref|name=RTHATH|{{Cite Book|Redguards, Their History and Their Heroes}}}} The native {{Lore Link|Orc}}s, {{Lore Link|Nede}}s and {{Lore Link|Breton}}s fell to them quickly, as did the various creatures and beasts farther inland. Eventually, they claimed the entire province after only a few major battles and established a new home for the Yokudan people called {{Lore Link|Hammerfell}}.{{Ref|name=PGE3H|{{Cite Book|PGE|3|Hammerfell}}}} The term Ra Gada became corrupted to {{Lore Link|Redguard}}, and although it originally referred only to the warriors of the refugees, it gradually came to be used to refer to the whole race.{{Ref|name=PGE3H}}<noinclude> {{NewLine}} ==The Warrior Waves== :''"No pity or mercy shall be afforded the wretch who stands against the Warrior Wave"'' &mdash; ''[[Lore:Plea for Open Eyes|The Unveiled Azadiyeh]]'' [[File:RG-map-West Tamriel-1024x768.png|right|thumb|300px|A map showing the islands of [[Lore:Yokuda|Yokuda]], the ancient home of the Redguards]] ===Frandar Hunding=== The first recorded wave of migration took place around {{Year|1E 780}}, prior to the destruction of Yokuda. After winning a war against Emperor {{Lore Link|Hira}}, {{Lore Link|Frandar Hunding}} and his army of {{Lore Link|sword-singer}}s left their homeland and sailed to Hammerfell.{{ref|name=RTHATH}} Alongside him were renown warriors such as {{Lore Link|Ra Abah}}, {{Lore Link|Razul}} and his son {{Lore Link|Divad Hunding}}.{{ref|name=ONRAG|[[Online:Ramati at-Gar|Ramati at-Gar]]'s dialogue in [[Online:Online|ESO]]}}{{ref|name=ONSai|[[Online:Sai Sahan|Sai Sahan]]'s dialogue in [[Online:Online|ESO]]}} Hunding's flotilla of ships landed in Hammerfell and discovered vast numbers of giant {{Lore Link|goblin}} strongholds littering the sands. Frandar refused to co-exist with the {{Lore Link|Flint-Tooth Tribe|Flint-Tooth}} tribe on their new homeland, and rallied his army to slay the beasts. Frandar was killed in one of the early conflicts, but Divad pushed onward and conquered the {{Lore Link|Alik'r Desert}}.{{ref|name=ONTKF|[[Online:Throne Keeper Farvad|Throne Keeper Farvad]]'s dialogue in [[Online:Online|ESO]]}}{{ref|name=ONRAG}} ===The Tavans=== The next wave is believed to have occurred around the time of Yokuda's sinking in {{Year|1E 792}}.{{ref|name=PGE3OL|{{Cite Book|PGE|3|Other Lands}}}} This wave consisted of ships that departed from both the continent and its islands, including {{Lore Link|Yath}} and {{Lore Link|Akos Kasaz}}, the largest island of Yokuda and home to its capital. The bulk of the refugees, including the {{Lore Link|Na-Totambu}} ruling class, were put ashore on the island of {{Lore Link|Herne}} while the Ra Gada sailed on to mainland {{Lore Link|Tamriel}} in {{Year|1E 808}}.{{Ref|name=PGE1|{{Cite Book|PGE|1|Hammerfell}}}}{{Ref|name=PGE3OL}}{{Ref|{{Cite Book|Holidays of the Iliac Bay}}}} The fleet first landed at {{Lore Link|Hegathe}} on the southwest coast of Hammerfell. From Hegathe they spread along both southern and western coasts, while others continued north and east into Hammerfell itself.{{Ref|name=STJOA|{{Cite Book|Sentinel, the Jewel of Alik'r}}}} The fifty-six ships of the second wave went to the southeast.{{ref|[[Online:Contraband R#Ra Gada Lodestone Compass|Ra Gada Lodestone Compass]] item description in [[Online:ESO|ESO]]}} Also known as the "Tavan wave", the Tavans revered the Yokudan bird-god {{Lore Link|Tava}}, and believed she guided them to Herne. As such, Tavan arms and armor were replete with bird imagery.{{ref|name=CM28RG}}{{ref|name=VOF|{{Cite Book|Varieties of Faith...}}}}{{ref|name=ContPlat|[[Online:Contraband R|Ra Gada Style Platinum]] contraband item in [[Online:Online|ESO]]}} Their fleet of fifty-six ships traveled towards {{Lore Link|Hunding Bay}} and the southern coast of Hammerfell.{{ref|name=ContLode|[[Online:Contraband R|Ra Gada Lodestone Compass]] contraband item in [[Online:Online|ESO]]}} The island of {{Lore Link|Stros M'Kai}} was one of the first landfalls settled by the Yokudans.{{ref|name=ONloadStros|[[Online:Stros M'Kai|Stros M'Kai]] [[Online:Loading Screens|loading screen]] in [[Online:Online|ESO]]}} They discovered the peninsula of {{Lore Link|Hew's Bane|Khefrem's Boot}}. Led by Prince {{Lore Link|Hubalajad}}, he established the city of {{Lore Link|Abah's Landing}} and built a citadel named No Shira.{{ref|name=IDOPH|{{Cite Book|In Defense of Prince Hubalajad}}}} Some accounts speak of a Ra Gada sect known as the {{Lore Link|Glinting Talons}}. These warriors also revered Tava and were possibly related to the Tavans. They were known to engrave their blades with the wings of a hawk, and employed a fighting style so aggressive that it left their enemies standing stunned. They fought in a conflict known as the Battle of Six Hands, but much of the details are lost to history.{{ref|name=GT|{{Cite Book|Glinting Talons}}}} [[File:LO-map-Hammerfell (Oblivion Codex).jpg|right|thumb|300px|{{Lore Link|Hammerfell}}, the current home of the Redguards]] ===Grandee Yaghoub=== To the north went the third wave of warrior-sailors under the leadership of Grandee {{Lore Link|Yaghoub}}, in ships they had brought from Akos Kasaz. Yaghoub was the first of the Ra Gada to discover the {{Lore Link|Iliac Bay}} as he rounded {{Lore Link|Cape Shira}}. Yaghoub, following the constellation of {{Lore Link|the Steed}}, decided to make his home on the northern coast of Hammerfell and established the city of {{Lore Link|Sentinel}}. {{Ref|name=STJOA}}{{ref|name=LOTYC|{{Cite Book|Legend of the Yokudan Chargers}}}} Many of the Ra Gada kings were wealthy corsairs, and raided Breton coastal cities and merchant vessels along the southern Iliac Bay.{{ref|name=ONYokudan|[[Online:Yokudan King|Yokudan King]]'s dialogue in [[Online:Online|ESO]]}} However on one occasion, Peregrine {{Lore Link|Direnni}} drove an entire Ra Gada flotilla back to Sentinel by using her prodigious sorcery to manipulate the waves of the Iliac Bay.{{ref|name=O|{{Cite Book|Once}}}} Ra Gada colonists from the island of Yath clashed with an {{Lore Link|Altmer}}i clan known as the {{Lore Link|Corelanya Clan|Corelanya}}. They quickly established settlements along the coasts of Cape Shira, and built a grand palace in a valley known as the {{Lore Link|Ash'abah Pass}}. They also attacked the Altmeri inhabitants of {{Lore Link|Salas En}}, and established their own settlement within the ruins.{{Ref|name=TSEE|{{Cite Book|The Salas En Expedition}}}} The Yokudans pushed farther inland into {{Lore Link|Bangkorai}} and discovered the ruins of {{Lore Link|Nilata}}, which were also inhabited by {{Lore Link|Mer|Elves}}.{{ref|name=ONloadNilata|[[Online:Nilata Ruins|Nilata Ruins]] [[Online:Loading Screens|loading screen]] in [[Online:Online|ESO]]}} ===The Anka-Ra=== The fourth wave of Ra Gada was arguably the most ruthless. Led by the self proclaimed emperor {{Lore Link|Tarish-Zi}}, the {{Lore Link|Anka-Ra}} cut a bloody swath across Hammerfell and all the way into {{Lore Link|Craglorn}} in their search for a new home.{{ref|name=WOTRG|{{Cite Book|Warlords of the Ra Gada}}}}{{ref|name=ONloadHelra|[[Online:Hel Ra Citadel|Hel Ra Citadel]] [[Online:Loading Screens|loading screen]] in [[Online:Online|ESO]]}} In their wake, the Nedes as a distinctive people disappeared from the historical record shortly after their arrival, although some accounts claim Nedic culture was already fading prior to the Ra-Gada.{{ref|name=NOTDL|{{Cite Book|Nedes of the Deathlands}}}} Of note are a band of prominent {{Lore Link|Ansei}} known as [[Lore:This Text Property of Leki's Blade|The Four]]. According to legend, their prowess with the Shehai was unmatched and they single-handedly captured Nedic fortifications, breached walls, and cut down entire armies.{{ref|name=TTPOLB|{{Cite Book|This Text Property of Leki's Blade}}}} The Anka-Ra established {{Lore Link|Hel Ra Citadel}}, a vast complex believed to be used as a training ground for their {{Lore Link|Ansei}}.{{ref|name=CAC|{{Cite Book|Castles and Coffers Volume III: Hel Ra Citadel}}}}{{ref|name=EJ|{{Cite Book|Elenaire's Journal|ns=ON}}}} ==The Forebears== Once the Ra Gada had established footholds in Hammerfell, the Na-Totambu ruling council and the Yokudan nobility followed and rapidly resumed their traditional rule. In response the renowned warrior Razul, a contemporary of Divad Hunding, made himself Yokeda (or Lord) to cement the power of the Ra Gada. After conquering Hammerfell, the Yokudans found themselves in a time of relative peace. Many Ra Gada put down their swords, in favor of their love of farming and building. Within three generations, many Yokudans forgot the teachings of the Way of the Sword, leaving them vulnerable until the time of {{Lore Link|Derik Hallin}}.{{ref|name=TTTTOH|{{Cite Book|The True-Told Tale of Hallin, Pt. 1}}}}{{ref|name=ONNan|[[Online:Nandanath Thrice-Noble|Nandanath Thrice-Noble]]'s dialogue in [[Online:Online|ESO]]}} Under the provincial organization of the {{Lore Link|Second Empire}}, Redguard society fractured to form two "parties" to aid Cyrodiil's administration of Hammerfell. The Na-Totambu ruling class retained the rights of noble council, and began calling themselves the "{{Lore Link|Crowns}}" to illustrate their history of leadership and nobility. The warriors of the Ra Gada were granted rights of ownership within their tribal districts. This empowerment fundamentally changed the Ra Gada, who began to call themselves the "{{Lore Link|Forebears}}", to emphasize the fact that they arrived on Tamriel first.{{Ref|name=PGE1}} Despite the Forebears' later desire to assimilate, their forefathers were strongly opposed to outsiders during the First Era, and were mostly responsible for preventing the {{Lore Link|Alessian Doctrines}} from having a strong presence in Hammerfell.{{Ref|name=PGE1C|{{Cite Book|PGE|1|Cyrodiil}}}} ==Notes== * The emblem of the Ra Gada was said to be the water symbol, however no known representation of it exists.{{ref|name=ContPouch|[[Online:Contraband R|Redguard Messenger Pouch]] contraband item in [[Online:Online|ESO]]}} * The warlords of the Ra Gada were awarded medals when they first arrived on Tamriel's shores, some of which were still in circulation into the mid-Second era.{{ref|name=ContBadge|[[Online:Contraband R|Ra Badge of the Ra Gada]] contraband item in [[Online:Online|ESO]]}} * In {{Year|3E 397}}, several Ra Gada artifacts were circulating around the {{Lore Link|Dragonstar}} area. Light armor, blunt weapons, longbows and magically protective warpaint were among the documented items.{{Ref|name=SK}} * Several items of Ra Gada weaponry also came to light in Cyrodiil in {{Year|3E 433}}, at the time of the {{Lore Link|Oblivion Crisis}}.{{Ref|name=OM}} ==Gallery== <gallery> File:ON-place-Ancestor's Landing.jpg|[[Online:Ancestor's Landing|Ancestor's Landing]] marks the Ra Gada's arrival File:ON-npc-King Xakhwan.jpg|{{Lore Link|Xakhwan|King Xakhwan}} drove the Corelanya Clan from Hammerfell File:ON-place-Ash'abah Pass.jpg|The Yokudan settlement at the Ash'abah Pass File:ON-npc-Ra Gada Warriors.jpg|Ra Gada warriors at the Ash'abah Pass File:ON-quest-The Initiation.jpg|Ra Gada warriors led by King Xakhwan File:ON-place-Hel Ra Citadel.jpg|The ruins of Hel Ra Citadel File:ON-concept-Anka-ra warriors.png|Anka-Ra warriors concept art File:ON-concept-Ra Gada Style.jpg|Tavan Ra Gada armor concept art </gallery> ==See Also== ===Books=== * {{Book Link|Crafting Motif 28: Ra Gada Style}} * {{Book Link|Warlords of the Ra Gada}} * {{Book Link|This Text Property of Leki's Blade}} * {{Book Link|The Salas En Expedition}} * {{Book Link|Castles and Coffers Volume III: Hel Ra Citadel}} * {{Book Link|Sentinel, the Jewel of Alik'r}} * {{Book Link|Pocket Guide to the Empire, 3rd Edition/Hammerfell}} * {{Book Link|Blasius' Unfinished Manuscript}} ==References== <references/></noinclude>
2,447,575
2021-07-25T13:06:45Z
Legoless
The (sometimes spelled Ra' Gada or Ra'Gada ) was the name given to the Yokudan "Warrior Wave" that left the doomed continent of and sailed towards . This mass colonization occurred in four successive waves during the eighth and ninth centuries of the , and spanned approximately twenty eight years. The native s, s and s fell to them quickly, as did the various creatures and beasts farther inland. Eventually, they claimed the entire province after only a few major battles and established a new home for the Yokudan people called . The term Ra Gada became corrupted to , and although it originally referred only to the warriors of the refugees, it gradually came to be used to refer to the whole race. The Warrior Waves :"No pity or mercy shall be afforded the wretch who stands against the Warrior Wave" &mdash; The Unveiled Azadiyeh'' right|thumb|300px|A map showing the islands of Lore:Yokuda|Yokuda, the ancient home of the Redguards Frandar Hunding The first recorded wave of migration took place around , prior to the destruction of Yokuda. After winning a war against Emperor , and his army of s left their homeland and sailed to Hammerfell. Alongside him were renown warriors such as , and his son . Hunding's flotilla of ships landed in Hammerfell and discovered vast numbers of giant strongholds littering the sands. Frandar refused to co-exist with the tribe on their new homeland, and rallied his army to slay the beasts. Frandar was killed in one of the early conflicts, but Divad pushed onward and conquered the . The Tavans The next wave is believed to have occurred around the time of Yokuda's sinking in . This wave consisted of ships that departed from both the continent and its islands, including and , the largest island of Yokuda and home to its capital. The bulk of the refugees, including the ruling class, were put ashore on the island of while the Ra Gada sailed on to mainland in . The fleet first landed at on the southwest coast of Hammerfell. From Hegathe they spread along both southern and western coasts, while others continued north and east into Hammerfell itself. The fifty-six ships of the second wave went to the southeast. Also known as the "Tavan wave", the Tavans revered the Yokudan bird-god , and believed she guided them to Herne. As such, Tavan arms and armor were replete with bird imagery. Their fleet of fifty-six ships traveled towards and the southern coast of Hammerfell. The island of was one of the first landfalls settled by the Yokudans. They discovered the peninsula of . Led by Prince , he established the city of and built a citadel named No Shira. Some accounts speak of a Ra Gada sect known as the . These warriors also revered Tava and were possibly related to the Tavans. They were known to engrave their blades with the wings of a hawk, and employed a fighting style so aggressive that it left their enemies standing stunned. They fought in a conflict known as the Battle of Six Hands, but much of the details are lost to history. right|thumb|300px| , the current home of the Redguards Grandee Yaghoub To the north went the third wave of warrior-sailors under the leadership of Grandee , in ships they had brought from Akos Kasaz. Yaghoub was the first of the Ra Gada to discover the as he rounded . Yaghoub, following the constellation of , decided to make his home on the northern coast of Hammerfell and established the city of . Many of the Ra Gada kings were wealthy corsairs, and raided Breton coastal cities and merchant vessels along the southern Iliac Bay. However on one occasion, Peregrine drove an entire Ra Gada flotilla back to Sentinel by using her prodigious sorcery to manipulate the waves of the Iliac Bay. Ra Gada colonists from the island of Yath clashed with an i clan known as the . They quickly established settlements along the coasts of Cape Shira, and built a grand palace in a valley known as the . They also attacked the Altmeri inhabitants of , and established their own settlement within the ruins. The Yokudans pushed farther inland into and discovered the ruins of , which were also inhabited by . The Anka-Ra The fourth wave of Ra Gada was arguably the most ruthless. Led by the self proclaimed emperor , the cut a bloody swath across Hammerfell and all the way into in their search for a new home. In their wake, the Nedes as a distinctive people disappeared from the historical record shortly after their arrival, although some accounts claim Nedic culture was already fading prior to the Ra-Gada. Of note are a band of prominent known as The Four. According to legend, their prowess with the Shehai was unmatched and they single-handedly captured Nedic fortifications, breached walls, and cut down entire armies. The Anka-Ra established , a vast complex believed to be used as a training ground for their . The Forebears Once the Ra Gada had established footholds in Hammerfell, the Na-Totambu ruling council and the Yokudan nobility followed and rapidly resumed their traditional rule. In response the renowned warrior Razul, a contemporary of Divad Hunding, made himself Yokeda (or Lord) to cement the power of the Ra Gada. After conquering Hammerfell, the Yokudans found themselves in a time of relative peace. Many Ra Gada put down their swords, in favor of their love of farming and building. Within three generations, many Yokudans forgot the teachings of the Way of the Sword, leaving them vulnerable until the time of . Under the provincial organization of the , Redguard society fractured to form two "parties" to aid Cyrodiil's administration of Hammerfell. The Na-Totambu ruling class retained the rights of noble council, and began calling themselves the " " to illustrate their history of leadership and nobility. The warriors of the Ra Gada were granted rights of ownership within their tribal districts. This empowerment fundamentally changed the Ra Gada, who began to call themselves the " ", to emphasize the fact that they arrived on Tamriel first. Despite the Forebears' later desire to assimilate, their forefathers were strongly opposed to outsiders during the First Era, and were mostly responsible for preventing the from having a strong presence in Hammerfell. Notes The emblem of the Ra Gada was said to be the water symbol, however no known representation of it exists. The warlords of the Ra Gada were awarded medals when they first arrived on Tamriel's shores, some of which were still in circulation into the mid-Second era. In , several Ra Gada artifacts were circulating around the area. Light armor, blunt weapons, longbows and magically protective warpaint were among the documented items. Several items of Ra Gada weaponry also came to light in Cyrodiil in , at the time of the . Gallery See Also Books References
130
1,067
https://en.uesp.net/wiki/Lore:Raven_Order
Lore:Raven Order
#REDIRECT [[Lore:Order of the Raven]] [[Category:Redirects from Alternate Names|{{PAGENAME}}]]
339,395
2008-07-30T14:58:06Z
RoBoT
#REDIRECT
130
1,068
https://en.uesp.net/wiki/Lore:Restless_League
Lore:Restless League
<noinclude>{{Lore Factions Trail}}[[File:RG-icon-League Insignia.png|right]]</noinclude> The [[Lore:Restless League|Restless League]] was a group of [[Lore:Redguard|Redguard]] pirates based out of a hidden cove near [[Lore:Stros M'Kai|Stros M'Kai]]. The League played a critical role in the uprising there during {{Year|2E 864}}. Their leader was a man named Basil; other prominent members included [[Lore:Iszara|Iszara]] and later her brother [[Lore:Cyrus|Cyrus]].{{ref|name=Redguard|Events of ''[[Redguard:Redguard|Redguard]]''}} The League used the lighthouse in [[Lore:Saintsport|Saintsport]] as a signal for members to receive transport to their hideout.{{ref|name=RGContactLeague|[[Redguard:Contact the League|Contact the League]] quest in ''Redguard''}}<noinclude> ==History== Before Iszara joined the League sometime between {{Year|2E 862}} and 2E 864, they were self-described as a "wild pack of nationalists" supporting the [[Lore:Crown|Crown]] cause. When Iszara joined, they gained the attention of [[Lore:A'tor|Prince A'tor]], the ruler of the Crowns, and worked for him in secret by removing [[Lore:Forebear|Forebear]] and [[Lore:Imperial|Imperial]] threats. When war came to Stros M'Kai at the [[Lore:Battle of Hunding Bay|Battle of Hunding Bay]], the prince requested that they stay out of the conflict to keep their affiliation unknown. The last stand of the Crowns resulted in utter defeat, with A'tor's apparent death and the Imperial occupation of the island that followed. However, A'tor's wizard, Archmage Voa, managed to secure the prince's lifeforce in a soul gem and the League somehow obtained it. Feeling that the League was biding its time too long, Iszara stole the gem and planned to restore the prince but went missing.{{ref|[[Redguard:Contact the League#Restless League|Restless League]] scene in ''Redguard''}} During the months that followed, the League laid low. They managed to blow up the flagship of the island's provisional governor, [[Lore:Amiel Richton|Lord Richton]],{{ref|Dialogue from [[Redguard:Favis|Favis]], [[Redguard:Krisandra|Krisandra]], and [[Redguard:Prnell|Prnell]]}} and also attacked the ship that Cyrus arrived on.{{ref|[[Redguard:Starting Out|Starting Out]] quest in ''Redguard''}} Three months after her disappearance, Cyrus contacted the League believing Iszara was at their hideout. Basil's revelations guided him correctly to the necromancer [[Lore:N'Gasta|N'Gasta]], who had tricked Iszara into giving up the soul gem.{{ref|name=RGContactLeague}} With her rescued, they returned to the hideout, where Cyrus explained that N'Gasta had tricked him as well into delivering the soul gem to Richton.{{ref|[[Redguard:Rescue Iszara|Rescue Iszara]] quest in ''Redguard''}} With this recovered and the other necessities to restore the prince in hand, Basil, Iszara and the rest of the Leaguesmen infiltrated Stros M'Kai and observed the ritual at the temple of [[Lore:Arkay|Arkay]] where A'tor's body was hidden. The plan seemingly backfired, and the prince's soul was transferred to [[Lore:Soul Sword|his sword]]. Basil nearly abandoned the mission, but Cyrus rallied them to his newfound cause: to kill Richton and drive the Imperials from Stros M'Kai.{{ref|[[Redguard:Raze the Palace#Sword of Crown|Sword of Crown]] scene in ''Redguard''}} The League played a major role in fighting the stationed troops of the [[Lore:Third Empire|Empire]] while Cyrus dealt with Richton in the palace. Little is known what became of the League; after the battle, Basil was referred to as Captain Basil and he was charged with the reconstruction of Stros M'Kai's old quarter. This would suggest the League's affiliation with the Crowns was made open.{{ref|[[Redguard:Raze the Palace#Ending|Ending]] scene in ''Redguard''}} Because of this rebellion, [[Lore:Hammerfell|Hammerfell]] was able to negotiate better terms for itself under the new Empire of [[Lore:Tiber Septim|Tiber Septim]]. They were still remembered as the "pirates who challenged an Empire" into the [[Lore:Fourth Era|Fourth Era]].{{ref|{{Cite Book|The Restless|ns_base=Skyrim}}}} ==Gallery== <gallery> File:RG-npc-Basil.jpg|Basil, leader of the Restless League File:RG-quest-Contact the League.jpg|A League ship in Saintsport </gallery> ==References== <references/></noinclude>
2,141,345
2020-04-25T02:57:40Z
Dillonn241
The Restless League was a group of Redguard pirates based out of a hidden cove near Stros M'Kai. The League played a critical role in the uprising there during . Their leader was a man named Basil; other prominent members included Iszara and later her brother Cyrus. The League used the lighthouse in Saintsport as a signal for members to receive transport to their hideout. History Before Iszara joined the League sometime between and 2E 864, they were self-described as a "wild pack of nationalists" supporting the Crown cause. When Iszara joined, they gained the attention of Prince A'tor, the ruler of the Crowns, and worked for him in secret by removing Forebear and Imperial threats. When war came to Stros M'Kai at the Battle of Hunding Bay, the prince requested that they stay out of the conflict to keep their affiliation unknown. The last stand of the Crowns resulted in utter defeat, with A'tor's apparent death and the Imperial occupation of the island that followed. However, A'tor's wizard, Archmage Voa, managed to secure the prince's lifeforce in a soul gem and the League somehow obtained it. Feeling that the League was biding its time too long, Iszara stole the gem and planned to restore the prince but went missing. During the months that followed, the League laid low. They managed to blow up the flagship of the island's provisional governor, Lord Richton, and also attacked the ship that Cyrus arrived on. Three months after her disappearance, Cyrus contacted the League believing Iszara was at their hideout. Basil's revelations guided him correctly to the necromancer N'Gasta, who had tricked Iszara into giving up the soul gem. With her rescued, they returned to the hideout, where Cyrus explained that N'Gasta had tricked him as well into delivering the soul gem to Richton. With this recovered and the other necessities to restore the prince in hand, Basil, Iszara and the rest of the Leaguesmen infiltrated Stros M'Kai and observed the ritual at the temple of Arkay where A'tor's body was hidden. The plan seemingly backfired, and the prince's soul was transferred to his sword. Basil nearly abandoned the mission, but Cyrus rallied them to his newfound cause: to kill Richton and drive the Imperials from Stros M'Kai. The League played a major role in fighting the stationed troops of the Empire while Cyrus dealt with Richton in the palace. Little is known what became of the League; after the battle, Basil was referred to as Captain Basil and he was charged with the reconstruction of Stros M'Kai's old quarter. This would suggest the League's affiliation with the Crowns was made open. Because of this rebellion, Hammerfell was able to negotiate better terms for itself under the new Empire of Tiber Septim. They were still remembered as the "pirates who challenged an Empire" into the Fourth Era. Gallery References
130
1,069
https://en.uesp.net/wiki/Lore:Rose_Knights
Lore:Rose Knights
#REDIRECT [[Lore:Knights of the Rose]] [[Category:Redirects from Alternate Names|{{PAGENAME}}]]
338,746
2008-07-30T14:05:30Z
RoBoT
#REDIRECT
130
1,070
https://en.uesp.net/wiki/Lore:Royal_Guard
Lore:Royal Guard
<noinclude>{{Lore Factions Trail}} </noinclude>The [[{{NAMESPACE}}:Royal Guard|Royal Guard]] are private guards for the Royalty of [[{{NAMESPACE}}:Morrowind|Morrowind]] and other regions of Monarchy rule. They operate separately from both the Imperial Legion and the Ordinators, and can mainly be found in or around [[{{NAMESPACE}}:Mournhold|Mournhold]].<noinclude> ==See Also== *For more information, see the [[Tribunal:Royal Guard|Tribunal Royal Guard article]].</noinclude>
1,055,770
2012-11-15T02:50:08Z
The Silencer
The Royal Guard are private guards for the Royalty of Morrowind and other regions of Monarchy rule. They operate separately from both the Imperial Legion and the Ordinators, and can mainly be found in or around Mournhold.
130
1,071
https://en.uesp.net/wiki/Lore:Scarab_Knights
Lore:Scarab Knights
#REDIRECT [[Lore:Order of the Scarab]] [[Category:Redirects from Alternate Names|{{PAGENAME}}]]
339,401
2008-07-30T14:58:42Z
RoBoT
#REDIRECT
130
1,072
https://en.uesp.net/wiki/Lore:Stendarr_Knights
Lore:Stendarr Knights
#REDIRECT [[Lore:Temple of Stendarr]] [[Category:Redirects to Broader Subjects]]
2,123,297
2020-03-19T00:36:52Z
Alfwyn
#REDIRECT
130
1,073
https://en.uesp.net/wiki/Lore:Stendarr_Temple
Lore:Stendarr Temple
#REDIRECT [[Lore:Temple of Stendarr]] [[Category:Redirects from Alternate Names|{{PAGENAME}}]]
341,302
2008-07-31T07:56:19Z
RoBoT
#REDIRECT
130
1,074
https://en.uesp.net/wiki/Lore:House_Dagoth
Lore:House Dagoth
<noinclude>{{Lore Factions Trail}}{{cleanup|remove redundancies coverd in other articles, check facts, refs}} [[Image:MW-banner-House Dagoth (Unused).png|200px|right]]</noinclude> :<nowiki>'</nowiki>''Pity Dagoth Ur and the Sixth House. All they do, all they are is foul and evil, but they began in brightness and honor, and the cause of their fall was their loyal service to you, Lord Nerevar.''<nowiki>'</nowiki> β€” [[Morrowind:Peakstar|Peakstar]] [[Lore:House Dagoth|House Dagoth]] (also called the '''Sixth House''', '''Shadow House''',{{Ref|name=MDGH|{{Cite Book|Mottos of the Dunmeri Great Houses}}}} '''Sleeping House''',{{Ref|name=DwS|Dialogue with [[Morrowind:Sleepers Awake|Sleepers]] in [[MW:Morrowind|Morrowind]]}} '''Lost House''',{{Ref|name=TN|[[ON:Tythis Nirith|Tythis Nirith]]'s dialogue in [[ON:Morrowind|ESO]]}} the '''Tribe Unmourned'''{{Ref|name=Peakstar|Dialogue with [[MW:Peakstar|Peakstar]] in [[MW:The Path of the Incarnate|Morrowind]]}}{{Ref|name=Nibani|Dialogue with [[MW:Nibani Maesa|Nibani Maesa]]}} or "unmourned house"){{Ref|name=TLP|{{Cite Book|The Lost Prophecy}}}}{{Ref|name=T7C|{{Cite Book|The Seven Curses}}}} is the defunct sixth [[Lore:Great Houses|Great House]] of the [[Lore:Chimer|Chimer]] led by [[Lore:Dagoth Ur|Voryn Dagoth]], later known as Dagoth Ur. All records of the house's existence were destroyed following the [[Lore:Battle of Red Mountain|Battle of Red Mountain]] and its members were either killed or absorbed into the remaining houses. Unbeknownst to all, Lord Dagoth had survived and spent centuries slowly building his strength and influence from within [[Lore:Red Mountain|Red Mountain]]. This culminated with Dagoth's attempt to re-create the [[Lore:Dwemer|Dwemer]] god-construct [[Lore:Numidium|Numidium]] in order to overthrow the [[Lore:Tribunal|Tribunal]] and conquer [[Lore:Morrowind|Morrowind]].{{Ref|name=DUP|{{Cite Book|Dagoth Ur's Plans}}}} In {{Year|3E 427}} Dagoth Ur was slain and his plans halted with the destruction of the [[Lore:Heart of Lorkhan|Heart of Lorkhan]] by the [[Lore:Nerevarine|Nerevarine]].{{ref|name=MW|Events of [[Morrowind:Morrowind|Morrowind]]}}<noinclude> {{NewLeft}} ==The War of the First Council== The first mentions of House Dagoth are recorded in connection to the [[Lore:War of the First Council|War of the First Council]] between the Chimer and the Dwemer. Imperial sources claim that House Dagoth stood with the Dwemer (and identifies both as Chimer clans).{{Ref|name=WotFC|{{Cite Book|The War of the First Council}}}} However, others with more direct knowledge of the actual events, such as the [[Lore:Ashlander|Ashlander]] tradition and that of the [[Lore:Tribunal Temple|Tribunal Temple]] depicts the war as first being prosecuted against the Dwemer by an alliance of all the Great Houses, including Dagoth. By this account, Voryn Dagoth had discovered that the Dwemer, whose king [[Lore:Dumac|Dumac]] had been a close friend and ally of the Chimer Hortator [[Lore:Indoril Nerevar|Indoril Nerevar]], were secretly using the Heart of Lorkhan to build a [[Lore:Numidium|mechanical god]], which was an affront to the Chimer faith. After counseling with [[Lore:Azura|Azura]], who confirmed Dagoth's story, Nerevar came before Dumac to force the issue. Dumac, however, had no knowledge of this project undertaken by [[Lore:Kagrenac|Kagrenac]] and his tonal architects and responded with hostility to Nerevar's accusations which resulted in war. The specifics of what happened after the climactic [[Lore:Battle of Red Mountain|Battle of Red Mountain]] are lost to history. By the Ashlander account, Voryn Dagoth wished for the destruction of [[Lore:Kagrenac's Tools|Kagrenac's Tools]], while Nerevar sought counsel with his advisers -- [[Lore:Almalexia|Almalexia]], [[Lore:Sotha Sil|Sotha Sil]], and [[Lore:Vivec|Vivec]]. The three coveted the power of the Heart and so conspired to obtain the tools by any means, even going so far as to murder Nerevar because he would not go along with their plan. When the three came to Lord Dagoth without Nerevar he refused to hand over the tools, citing his oath to Nerevar to guard them, but was defeated and driven underneath Red Mountain, beneath even the Heart Chamber, and the [[Lore:Tribunal|Tribunal]] took the tools. The version of the story told by Vivec privately to his priests is somewhat different. Nerevar returned to the mountain with his advisers after deciding that Kagrenac's Tools could be used for good, but Dagoth had already experimented with them and the Heart. He fought against the Tribunal, believing only he could be trusted with the tools. Though this version does not mention how Nerevar died, it is somewhat supported by Dagoth Ur himself who, in a message to the [[Lore:Nerevarine|Nerevarine]] states that it was Nerevar himself who "struck me down."{{Ref|name=NaRM|{{Cite Book|Nerevar at Red Mountain}}}}{{Ref|name=TBoRM|{{Cite Book|The Battle of Red Mountain}}}}{{Ref|name=MDU|{{Cite Book|Message from Dagoth Ur}}}} Since Dagoth Ur had disappeared, and the rest of his house had been soundly crushed in battle, Great House Dagoth sank into obscurity until the late [[Lore:Second Era|Second Era]]. Efforts to resurrect the House were made around {{Year|2E 582}}, but were seemingly unsuccessful.{{ref|name=ESOMW|Events of [[ON:Morrowind|ESO Morrowind]]}} [[File:ON-npc-Sixth House Ash-weaver.jpg|thumb|right|A Sixth House cultist circa {{Year|2E 582}}]] ==The Re-awakening== In the year {{Year|2E 882}}, at the close of the Second Era, Dagoth Ur and his remaining subjects became active again within Red Mountain. Having somehow been kept alive by the power of the Heart, he had spent centuries dreaming and planning. When he arose, he took possession of the Heart Chamber and with unknown rituals, bound himself to the Heart, becoming a heartwight. He also made his nobles into the first of the [[Morrowind:Ash Vampire|Ash Vampires]], powerful beings who were also bound to the Heart, though not as strongly, who would serve as generals in his coming conquest. In his long sleep, he had adopted the goals of Kagrenac and set about finishing the Dwemer's ill-fated project, hoping to create a new god called [[Lore:Akulakhan|Akulakhan]] for whom his House would serve as the priesthood. In the long term, House Dagoth and its new, immortal masters would conquer all of [[Lore:Tamriel|Tamriel]] and worship of Akulakhan would become its sole religion.{{Ref|name=DUP}} The first blow was struck that same year when the [[Lore:Almsivi|Almsivi]] came to Red Mountain for the annual ritual to tap the Heart and renew their powers. Dagoth Ur and his minions ambushed them and drove them from the Heart Chamber. This would prove to be a pivotal event in the history of Morrowind, as the forces of the Temple would never again control the region around Red Mountain, nor would the Tribunal ever regain their full powers. With the initiative in his hands, Dagoth Ur set about expanding the number and influence of his House. To this end, he spread [[Lore:The Blight|The Blight]], terrible ash storms spawned at the center of Red Mountain that carried with them the dreaded [[Lore:Corprus|Corprus]] disease which twisted its victims into monsters.{{Ref|{{Cite Book|A Short History of Morrowind}}}} Called the "Divine Disease" by the some of the Temple faithful, Corprus is in fact the effect of Dagoth Ur's power on mortal flesh. Those deemed unworthy to the cause it turns into mindless husks, but those with potential to serve it made into [[Morrowind:Ash Creatures|Ash Creatures]], beings whose bodies and minds are progressively warped by the alien designs of Dagoth Ur. These creatures would go on to promote the interests of the House throughout Vvardenfel, notably by influencing the dreams of some susceptible Dunmer. These "Sleepers" would go into a trance-like state and act as conduits for the thoughts and message of Dagoth Ur, and even act as assassins.{{Ref|[[Morrowind:Sleepers Awake|Sleepers Awake]]}} The Sixth House demonstrated a tremendous amount of foresight, and constantly looked towards its long-term goals. While House Dagoth was ideologically expansionist, it was also very slow and methodical in its movements. In more than 400 years of conflict with the Tribunal, House Dagoth hardly expanded from Red Mountain&mdash;only to some ancient Dunmer [[Morrowind:Dunmer Strongholds|strongholds]] and smuggler's [[Morrowind:Caves|caves]]. This was largely due to Dagoth Ur's apprehension of the [[Lore:Empire|Empire]]. He knew that a premature conflict would result in the inevitable defeat of his House, and so shunned open conflict, at least until Akulakhan could be completed.{{Ref|name=DUP}} ==House Dagoth and the Tribunal== [[File:MW-creature-Ascended Sleeper.jpg|thumb|right|An [[Lore:Ascended Sleeper|Ascended Sleeper]]]] For the following four hundred years (roughly the first four hundred years of the [[Lore:Third Era|Third Era]]), Almsivi sent raiding parties in an attempt to capture the Heart Chamber, but they were always unsuccessful. Blight storms become progressively stronger and affect more and more of Vvardenfell, posing a dire threat to its people. In an attempt to contain the Blight, the Almsivi constructed the [[Lore:Ghostfence|Great Ghostfence]]. Maintaining it required a significant amount of power which was increasingly in short supply, as the Tribunal had not had access to the Heart for centuries.{{Ref|name=DUP}} Rather than breach the Ghostfence directly, House Dagoth made use of smuggler bases and ships along the [[Lore:Bitter Coast|Bitter Coast]] to spread its influence among the populace. With these, they exported idols called Ash Statues, which agents of the House sold and spread around populated areas. These statues seemingly contained some modicum of Dagoth Ur's power, and would corrupt those who were exposed to them consistently.{{Ref|[[Morrowind:Ash Statue|Ash Statue quest in Morrowind]]}} In 3E 400, [[Morrowind:Dagoth Uthol|Dagoth Uthol]] took control of the old Dunmer fortress of [[Lore:Kogoruhn|Kogoruhn]] and created an underground tunnel leading under the Ghostfence, into Red Mountain, creating an additional avenue for forces and supplies to pass into Vvardenfell.{{Ref|name=DUP}} Several years later in 3E 417, disaster struck the Tribunal when the artifacts Sunder and Keening were lost in an ill-fated expedition to Red Mountain by Almalexia and Sotha Sil. Only the intervention of Vivec saved his two companions, but the tools were lost. Dagoth Odros and Vemyn would hold Sunder and Keening in their respective Dwemer fortresses in the Ashlands for safekeeping.{{Ref|[[Morrowind:The Citadels of the Sixth House|The Citadels of the Sixth House quest in Morrowind]]}} After this defeat, the Tribunal retired to their capitals and there were no more serious offensives against Dagoth's holdings until the coming of the [[Lore:Nerevarine|Nerevarine]].{{Ref|name=DUP}}{{Ref|name=PDU|{{Cite Book|Plan to Defeat Dagoth Ur}}}} Dagoth Ur, though he now held Sunder and Keening, lacked [[Lore:Wraithguard|Wraithguard]] to bind them all together. The best he could have done would be to study Sunder and Keening's enchantments and attempt to duplicate them himself. In 3E 426-7, there was a sudden spike in Sixth House cult activity, including the assassinations of several high-profile Imperial sympathizers as well as foreign Imperial citizens living in Vvardenfell.{{Ref|name=DUP}} This may have been intended as a challenge to the authority of the Tribunal, or an attempt to further sour relations between the Dunmer and their Imperial suzerain. It's not known whether this had any bearing on [[Lore:Uriel Septim VII|Uriel Septim VII]]'s decision to send the would-be Nerevarine to Vvardenfell that same year. ==Culture== Due to the purge of records associated with House Dagoth, very little is known about its culture and character. One of the few extant documents describes them as "subtle" and having a penchant for diplomacy and subterfuge.{{Ref|name=T7C}} This may go some way to explain Dagoth Ur's willingness to take up the failed project of his race's ancient enemy, as well as his seemingly conciliatory attitude towards the [[Lore:Nerevarine|Nerevarine]].{{Ref|name=MDU}} The risen House Dagoth displays a pronounced affinity for sound and {{Lore Link|music}}, though it's difficult to know if this was part of its makeup before its fall. Nearly every shrine encountered in [[Lore:Vvardenfell|Vvardenfell]] features a set of large bells or chimes, which seemingly play an important role in its rituals. This could be a reference to the source of Dagoth Ur's power, which utilised Dwemer tonal architecture to exploit the Heart of Lorkhan. Some of the more advanced forms of [[Morrowind:Ash Creatures|Ash Creature]] have long, perforated, trunk-like snouts which may be used as musical instruments.{{Ref|group=UOL|name=AshConcept|[https://www.imperial-library.info/content/page-42 Concept art of an ash creature], from ''[[Books:The Art of Morrowind|The Art of Morrowind]]''}} The fictional epic ''[[Lore:Poison Song|Poison Song]]'' depicts the house having a strong connection to music to the point that its descendants can somehow "hear" its songs still, though it's unclear what basis, if any, this has in reality. ==See Also== *For game-specific information, see the [[Morrowind:Sixth House|Morrowind]], [[Online:Sixth House|ESO]], and [[Legends:House Dagoth|Legends]] articles. == Gallery == <gallery> File:LG-back-House Dagoth.png|House Dagoth themed card back as seen in ''[[Legends:Legends|Legends]]'' File:LG-cardart-Sixth House Amulet.png|Sixth House amulet File:MW-interior-Missamsi.jpg|Chimes inside a Sixth House shrine File:MW-item-Sixth House Bell Hammer.jpg|Sixth House bell hammer File:MW-item-House Dagoth Cup.png|House Dagoth cup File:MW-item-Ash Statue.png|An Ash Statue File:ON-item-furnishing-Sixth House Ritual Table.jpg|Sixth House ritual table File:ON-banner-House Dagoth.png|House Dagoth Banner ca {{Year|2E 582}} </gallery> ==References== <references/> {{UOL}} <references group=UOL/> </noinclude>
2,525,794
2021-12-21T00:57:48Z
The Rim of the Sky
: Pity Dagoth Ur and the Sixth House. All they do, all they are is foul and evil, but they began in brightness and honor, and the cause of their fall was their loyal service to you, Lord Nerevar. β€” Peakstar House Dagoth (also called the Sixth House, Shadow House, Sleeping House, Lost House, the Tribe Unmourned or "unmourned house") is the defunct sixth Great House of the Chimer led by Voryn Dagoth, later known as Dagoth Ur. All records of the house's existence were destroyed following the Battle of Red Mountain and its members were either killed or absorbed into the remaining houses. Unbeknownst to all, Lord Dagoth had survived and spent centuries slowly building his strength and influence from within Red Mountain. This culminated with Dagoth's attempt to re-create the Dwemer god-construct Numidium in order to overthrow the Tribunal and conquer Morrowind. In Dagoth Ur was slain and his plans halted with the destruction of the Heart of Lorkhan by the Nerevarine. The War of the First Council The first mentions of House Dagoth are recorded in connection to the War of the First Council between the Chimer and the Dwemer. Imperial sources claim that House Dagoth stood with the Dwemer (and identifies both as Chimer clans). However, others with more direct knowledge of the actual events, such as the Ashlander tradition and that of the Tribunal Temple depicts the war as first being prosecuted against the Dwemer by an alliance of all the Great Houses, including Dagoth. By this account, Voryn Dagoth had discovered that the Dwemer, whose king Dumac had been a close friend and ally of the Chimer Hortator Indoril Nerevar, were secretly using the Heart of Lorkhan to build a mechanical god, which was an affront to the Chimer faith. After counseling with Azura, who confirmed Dagoth's story, Nerevar came before Dumac to force the issue. Dumac, however, had no knowledge of this project undertaken by Kagrenac and his tonal architects and responded with hostility to Nerevar's accusations which resulted in war. The specifics of what happened after the climactic Battle of Red Mountain are lost to history. By the Ashlander account, Voryn Dagoth wished for the destruction of Kagrenac's Tools, while Nerevar sought counsel with his advisers -- Almalexia, Sotha Sil, and Vivec. The three coveted the power of the Heart and so conspired to obtain the tools by any means, even going so far as to murder Nerevar because he would not go along with their plan. When the three came to Lord Dagoth without Nerevar he refused to hand over the tools, citing his oath to Nerevar to guard them, but was defeated and driven underneath Red Mountain, beneath even the Heart Chamber, and the Tribunal took the tools. The version of the story told by Vivec privately to his priests is somewhat different. Nerevar returned to the mountain with his advisers after deciding that Kagrenac's Tools could be used for good, but Dagoth had already experimented with them and the Heart. He fought against the Tribunal, believing only he could be trusted with the tools. Though this version does not mention how Nerevar died, it is somewhat supported by Dagoth Ur himself who, in a message to the Nerevarine states that it was Nerevar himself who "struck me down." Since Dagoth Ur had disappeared, and the rest of his house had been soundly crushed in battle, Great House Dagoth sank into obscurity until the late Second Era. Efforts to resurrect the House were made around , but were seemingly unsuccessful. thumb|right|A Sixth House cultist circa The Re-awakening In the year , at the close of the Second Era, Dagoth Ur and his remaining subjects became active again within Red Mountain. Having somehow been kept alive by the power of the Heart, he had spent centuries dreaming and planning. When he arose, he took possession of the Heart Chamber and with unknown rituals, bound himself to the Heart, becoming a heartwight. He also made his nobles into the first of the Ash Vampires, powerful beings who were also bound to the Heart, though not as strongly, who would serve as generals in his coming conquest. In his long sleep, he had adopted the goals of Kagrenac and set about finishing the Dwemer's ill-fated project, hoping to create a new god called Akulakhan for whom his House would serve as the priesthood. In the long term, House Dagoth and its new, immortal masters would conquer all of Tamriel and worship of Akulakhan would become its sole religion. The first blow was struck that same year when the Almsivi came to Red Mountain for the annual ritual to tap the Heart and renew their powers. Dagoth Ur and his minions ambushed them and drove them from the Heart Chamber. This would prove to be a pivotal event in the history of Morrowind, as the forces of the Temple would never again control the region around Red Mountain, nor would the Tribunal ever regain their full powers. With the initiative in his hands, Dagoth Ur set about expanding the number and influence of his House. To this end, he spread The Blight, terrible ash storms spawned at the center of Red Mountain that carried with them the dreaded Corprus disease which twisted its victims into monsters. Called the "Divine Disease" by the some of the Temple faithful, Corprus is in fact the effect of Dagoth Ur's power on mortal flesh. Those deemed unworthy to the cause it turns into mindless husks, but those with potential to serve it made into Ash Creatures, beings whose bodies and minds are progressively warped by the alien designs of Dagoth Ur. These creatures would go on to promote the interests of the House throughout Vvardenfel, notably by influencing the dreams of some susceptible Dunmer. These "Sleepers" would go into a trance-like state and act as conduits for the thoughts and message of Dagoth Ur, and even act as assassins. The Sixth House demonstrated a tremendous amount of foresight, and constantly looked towards its long-term goals. While House Dagoth was ideologically expansionist, it was also very slow and methodical in its movements. In more than 400 years of conflict with the Tribunal, House Dagoth hardly expanded from Red Mountain&mdash;only to some ancient Dunmer strongholds and smuggler's caves. This was largely due to Dagoth Ur's apprehension of the Empire. He knew that a premature conflict would result in the inevitable defeat of his House, and so shunned open conflict, at least until Akulakhan could be completed. House Dagoth and the Tribunal thumb|right|An Lore:Ascended Sleeper|Ascended Sleeper For the following four hundred years (roughly the first four hundred years of the Third Era), Almsivi sent raiding parties in an attempt to capture the Heart Chamber, but they were always unsuccessful. Blight storms become progressively stronger and affect more and more of Vvardenfell, posing a dire threat to its people. In an attempt to contain the Blight, the Almsivi constructed the Great Ghostfence. Maintaining it required a significant amount of power which was increasingly in short supply, as the Tribunal had not had access to the Heart for centuries. Rather than breach the Ghostfence directly, House Dagoth made use of smuggler bases and ships along the Bitter Coast to spread its influence among the populace. With these, they exported idols called Ash Statues, which agents of the House sold and spread around populated areas. These statues seemingly contained some modicum of Dagoth Ur's power, and would corrupt those who were exposed to them consistently. In 3E 400, Dagoth Uthol took control of the old Dunmer fortress of Kogoruhn and created an underground tunnel leading under the Ghostfence, into Red Mountain, creating an additional avenue for forces and supplies to pass into Vvardenfell. Several years later in 3E 417, disaster struck the Tribunal when the artifacts Sunder and Keening were lost in an ill-fated expedition to Red Mountain by Almalexia and Sotha Sil. Only the intervention of Vivec saved his two companions, but the tools were lost. Dagoth Odros and Vemyn would hold Sunder and Keening in their respective Dwemer fortresses in the Ashlands for safekeeping. After this defeat, the Tribunal retired to their capitals and there were no more serious offensives against Dagoth's holdings until the coming of the Nerevarine. Dagoth Ur, though he now held Sunder and Keening, lacked Wraithguard to bind them all together. The best he could have done would be to study Sunder and Keening's enchantments and attempt to duplicate them himself. In 3E 426-7, there was a sudden spike in Sixth House cult activity, including the assassinations of several high-profile Imperial sympathizers as well as foreign Imperial citizens living in Vvardenfell. This may have been intended as a challenge to the authority of the Tribunal, or an attempt to further sour relations between the Dunmer and their Imperial suzerain. It's not known whether this had any bearing on Uriel Septim VII's decision to send the would-be Nerevarine to Vvardenfell that same year. Culture Due to the purge of records associated with House Dagoth, very little is known about its culture and character. One of the few extant documents describes them as "subtle" and having a penchant for diplomacy and subterfuge. This may go some way to explain Dagoth Ur's willingness to take up the failed project of his race's ancient enemy, as well as his seemingly conciliatory attitude towards the Nerevarine. The risen House Dagoth displays a pronounced affinity for sound and , though it's difficult to know if this was part of its makeup before its fall. Nearly every shrine encountered in Vvardenfell features a set of large bells or chimes, which seemingly play an important role in its rituals. This could be a reference to the source of Dagoth Ur's power, which utilised Dwemer tonal architecture to exploit the Heart of Lorkhan. Some of the more advanced forms of Ash Creature have long, perforated, trunk-like snouts which may be used as musical instruments. The fictional epic Poison Song depicts the house having a strong connection to music to the point that its descendants can somehow "hear" its songs still, though it's unclear what basis, if any, this has in reality. See Also For game-specific information, see the Morrowind, ESO, and Legends articles. Gallery References
130
1,075
https://en.uesp.net/wiki/Lore:Talos_Cult
Lore:Talos Cult
<noinclude>{{Lore Factions Trail}}[[File:MW-quest-Talos Cult Conspiracy.jpg|thumb|right|A Talos Cult shrine]] :''"We are those who worship the true following of the Legions. Protecting the Glory of Tiber Septim, Talos, the [[Lore:Dragonborn|Dragonborn]]."''{{ref|name=MWGeneric|[[MW:Generic Dialogue T|Generic dialogue]] in ''[[Morrowind:Morrowind|Morrowind]]''}}</noinclude> The [[Lore:Talos Cult|Talos Cult]] is a fringe group{{ref|name=MWGeneric}} that reveres [[Lore:Tiber Septim|Tiber Septim]], founder of the [[Lore:Third Empire|Third Empire]]{{ref|[[MW:Darius|Darius]]' dialogue in ''[[Morrowind:Morrowind|Morrowind]]''}} who apotheosized to become the divine [[Lore:Talos|Talos]].{{ref|[[OB:Jauffre|Jauffre]]'s dialogue during [[OB:Blood of the Divines|Blood of the Divines]] in ''[[Oblivion:Oblivion|Oblivion]]''}} They have many followers within the [[Lore:Imperial Legion|Imperial Legion]].{{ref|name=MWGeneric}}<noinclude> Circa {{Year|3E 427}}, members of the Talos Cult began a conspiracy to assassinate [[Lore:Uriel Septim VII|Emperor Uriel Septim VII]] during a rumored visit to [[Lore:Vvardenfell|Vvardenfell]] due to his perceived weak rule. They began to recruit new members from the {{Lore Link|Deathshead Legion}} garrison in [[Lore:Gnisis|Gnisis]], requiring them to swear an oath to give up their lives in attempting to put a strong man back on the [[Lore:Tamrielic Emperors|throne]] of [[Lore:Tamriel|Tamriel]].{{ref|name=NFOM|{{Cite Book|Note from Oritius Maro|ns_base=MW}}}} This was prevented by the [[Lore:Nerevarine|Nerevarine]], who executed the conspirators by order of the Imperial Legion.{{ref|[[MW:Talos Cult Conspiracy|Talos Cult Conspiracy]] quest in ''[[Morrowind:Morrowind|Morrowind]]''}} ==See Also== *For game-specific information, see the [[Morrowind:Talos Cult|''Morrowind'' article]]. *[[Lore:Order of Talos|Order of Talos]] ==References== <references/> {{Imperial Gods}}</noinclude>
2,333,441
2021-01-22T17:26:19Z
Legoless
The Talos Cult is a fringe group that reveres Tiber Septim, founder of the Third Empire who apotheosized to become the divine Talos. They have many followers within the Imperial Legion. Circa , members of the Talos Cult began a conspiracy to assassinate Emperor Uriel Septim VII during a rumored visit to Vvardenfell due to his perceived weak rule. They began to recruit new members from the garrison in Gnisis, requiring them to swear an oath to give up their lives in attempting to put a strong man back on the throne of Tamriel. This was prevented by the Nerevarine, who executed the conspirators by order of the Imperial Legion. See Also For game-specific information, see the Morrowind article. Order of Talos References
130
1,076
https://en.uesp.net/wiki/Lore:Temple_of_Kynareth
Lore:Temple of Kynareth
<noinclude>{{Lore Factions Trail}}__NOTOC__ [[File:OB-Window-Kynareth.jpg|thumb|right|165px|Kynareth]] [[File:DF-sign-Temple of Kynareth.png|left|Temple of Kynareth]] "''Our Lady is the Goddess Kynareth whose sphere is the Heavens itself. She is sometimes called the Goddess of Air, the Pure One. It was She who gave the {{Lore Link|Lords Mail}} to the Warrior Lord {{Lore Link|Morihaus}} to combat the unclean {{Lore Link|Daedra|Daedric}} spirits. By the glory of our Lady, we have become the greatest physicians in {{Lore Link|Tamriel}} -- our ability to cure magical and mundane diseases is truly unrivalled. Other temples cure only their own priests, but we are philanthropists. Of course, the Goddess shows special favor on Her own. We do take in new initiates, provided they show devotion to the Goddess and have the skill to make their devotion worthwhile.''" β€” Excerpt of the temple's description in [[Daggerfall:Daggerfall|''Daggerfall'']]</noinclude> The [[Lore:Temple of Kynareth|Temple of Kynareth]] is the temple dedicated to [[Lore:Kynareth|Kynareth]] the Pure One, the Goddess of Winds and the Heavens. These are generally the place of worship for her. The priesthood of the temple fancy themselves as physicians and philanthropies, offering their services to cure diseases and ailments, ranging from the mundane to the magical. Those that can show their devotion to Kynareth, and even have the skills to make that veneration worthwhile are given membership to the temple.{{Ref|name=DFKynareth|[[Daggerfall:Temple of Kynareth|Temple of Kynareth]] description in [[Daggerfall:Daggerfall|Daggerfall]]}} The [[Lore:Kynaran Order|Kynaran Order]] is their militant arm and the [[Lore:Daggerfall (kingdom)|Kingdom of Daggerfall]] is one of their strongest allies. In the [[Lore:Iliac Bay|Iliac Bay]], the temple has many chapters, which includes the [[Lore:Alcaire (fiefdom)|Alcaire]] and the [[Lore:Wrothgarian Mountains|Wrothgarian Mountains]] in [[Lore:High Rock|High Rock]], and both [[Lore:Kozanset (barony)|Kozanset]] and [[Lore:Myrkwasa (fiefdom)|Myrkwasa]] in [[Lore:Hammerfell|Hammerfell]].{{Ref|name=DFTemple|[[Daggerfall:Temple of Kynareth|Temple of Kynareth]] faction in [[Daggerfall:Daggerfall|Daggerfall]]}}<noinclude> ==Further Information== Like other divine temples, the Temple of Kynareth focuses on several skills that determine a member's ranking in the temple, among these include {{Lore Link|archery}}, the school of {{Lore Link|destruction}} magic, the {{Lore Link|harpy}} language, and running. The highest-known ranking in the order is the Patriarch/Matriarch. There is also several sub-factions of the temple, such as the {{Lore Link|Enchanters of Kynareth}}, {{Lore Link|Spellsmiths of Kynareth}}, the {{Lore Link|Summoners of Kynareth}}, and the {{Lore Link|Teachers of Kynareth}}. {{Ref|name=DFTemple}} In his last days, {{Lore Link|Pelagius Septim III}} was sent to a Temple of Kynareth on {{Lore Link|Betony}} for treatment but died in his cell from a brief fever.{{Ref|name=TMOP|{{Cite Book|The Madness of Pelagius}}}} At some point, the temple was destroyed and members of the {{Lore Link|Apostles of Light}} took every stone and rebuilt into the {{Lore Link|Howling Halls}}. The halls are located in the sorrowed hills of {{Lore Link|Dementia (place)}}, in the {{Lore Link|Shivering Isles}}, and the Apostles claim that they can still hear Pelagius' screams.{{Ref|name=SIRa'kheran|[[Shivering:Ra'kheran|Ra'kheran]]'s dialogue in [[Shivering:Shivering Isles|Shivering Isles]]}} In the early fifth century of the {{Lore Link|Third Era}}, the Kingdoms of Daggerfall and {{Lore Link|Sentinel (kingdom)}} waged intensive war for ownership of the island, Betony, in the conflict aptly named the {{Lore Link|War of Betony}}. King {{Lore Link|Lysandus}} wanted the island at the advice of many people, most notably Arch-Priest {{Lore Link|Vanech}} of Daggerfall's Temple of Kynareth,{{Ref|name=NWOB|{{Cite Book|The War of Betony (Newgate)}}}} who viewed Betony as holy land of his patron. When both parties came together at {{Lore Link|Reich Gradkeep}} to discuss a compromise, Daggerfall decided to split the land both ways but seeing this as blasphemy, Vanech swapped the treaty with a false one that left Sentinel with the short stick. Because of this misunderstanding, a massacre occurred across Reich Gradkeep city and the war continued for just a few more hours. Vanech was killed in the midst of the chaos and the battle continued into the {{Lore Link|Cryngaine Field}}.{{Ref|name=DFNarrative|{{Cite Book|The Daggerfall Chronicles/Narrative|ns_base=BK}}}} During the {{Lore Link|Skyrim Civil War}} in {{Year|4E 201}}, the {{Lore Link|Gildergreen}} tree in {{Lore Link|Whiterun}} was struck by lightning and it was destroyed. The regular pilgrims and travelers that come for the tree are left distraught and frustrated. {{Lore Link|Danica Pure-Spring}}, a priestess of the city's Temple of Kynareth had sent a {{Lore Link|Last Dragonborn|traveler}} to acquire an archaic dagger called the {{Lore Link|Nettlebane}} to harvest sap from the {{Lore Link|Eldergleam}} and use it to restore the tree. On their way to the Eldergleam's sanctuary, the traveler was stopped by a pilgrim, who felt that the tree should not be harmed and that the Gildergreen should just be replaced. It is unknown whether it was replaced or if it was restored, but the problem had ultimately been resolved.{{Ref|name=SRBlessings|[[Skyrim:The Blessings of Nature|The Blessings of Nature]] quest in [[Skyrim:Skyrim|Skyrim]]}} ==Kynaran Order== The '''Kynaran Order''' is the militant arm of the Temple of Kynareth. They fight all over the provinces in the name of their patron, and they are honored by the temple for their skills and loyalty to them. Candidates for the order are chosen by their combat prowess and their reputation in the Temple.{{Ref|name=DFKynaran|[[Daggerfall:Kynaran Order|Kynaran Order]] description in [[Daggerfall:Daggerfall|Daggerfall]]}} ==Gallery== <gallery> SR-interior-Temple of Kynareth.jpg|The Temple of Kynareth (Skyrim) DF-map-Betony.png|Betony, Holy Land of Kynareth SR-quest-The Blessings of Nature.jpg|The Gildergreen </gallery> ==Notes== *The Temple of Kynareth is the only institution that does not have a temple in [[Lore:Cyrodiil|Cyrodiil]]. Instead the followers of Kynareth gather to her shrine located in the [[Lore:Great Forest|Great Forest]], located west of the [[Lore:Red Ring Road|Red Ring Road]] and southwest of [[Lore:Weye|Weye]]. They believe that the natural world is Kynareth's true temple.{{Ref|name=OBVesnia|[[Oblivion:Avita Vesnia|Avita Vesnia]]'s dialogue in [[Oblivion:Knights of the Nine|Knights of the Nine]]}} ==See Also== *For game-specific information on the temple, see the [[Daggerfall:Temple of Kynareth|Daggerfall]] and [[Skyrim:Temple of Kynareth|Skyrim]] articles. *For game-specific information on the knightly order, see the [[Daggerfall:Kynaran Order|Daggerfall]] article. ==References== <references/> {{Imperial Gods}} </noinclude>
2,435,185
2021-07-05T14:25:19Z
LudwigC
The Temple of Kynareth is the temple dedicated to Kynareth the Pure One, the Goddess of Winds and the Heavens. These are generally the place of worship for her. The priesthood of the temple fancy themselves as physicians and philanthropies, offering their services to cure diseases and ailments, ranging from the mundane to the magical. Those that can show their devotion to Kynareth, and even have the skills to make that veneration worthwhile are given membership to the temple. The Kynaran Order is their militant arm and the Kingdom of Daggerfall is one of their strongest allies. In the Iliac Bay, the temple has many chapters, which includes the Alcaire and the Wrothgarian Mountains in High Rock, and both Kozanset and Myrkwasa in Hammerfell. Further Information Like other divine temples, the Temple of Kynareth focuses on several skills that determine a member's ranking in the temple, among these include , the school of magic, the language, and running. The highest-known ranking in the order is the Patriarch/Matriarch. There is also several sub-factions of the temple, such as the , , the , and the . In his last days, was sent to a Temple of Kynareth on for treatment but died in his cell from a brief fever. At some point, the temple was destroyed and members of the took every stone and rebuilt into the . The halls are located in the sorrowed hills of , in the , and the Apostles claim that they can still hear Pelagius' screams. In the early fifth century of the , the Kingdoms of Daggerfall and waged intensive war for ownership of the island, Betony, in the conflict aptly named the . King wanted the island at the advice of many people, most notably Arch-Priest of Daggerfall's Temple of Kynareth, who viewed Betony as holy land of his patron. When both parties came together at to discuss a compromise, Daggerfall decided to split the land both ways but seeing this as blasphemy, Vanech swapped the treaty with a false one that left Sentinel with the short stick. Because of this misunderstanding, a massacre occurred across Reich Gradkeep city and the war continued for just a few more hours. Vanech was killed in the midst of the chaos and the battle continued into the . During the in , the tree in was struck by lightning and it was destroyed. The regular pilgrims and travelers that come for the tree are left distraught and frustrated. , a priestess of the city's Temple of Kynareth had sent a to acquire an archaic dagger called the to harvest sap from the and use it to restore the tree. On their way to the Eldergleam's sanctuary, the traveler was stopped by a pilgrim, who felt that the tree should not be harmed and that the Gildergreen should just be replaced. It is unknown whether it was replaced or if it was restored, but the problem had ultimately been resolved. Kynaran Order The Kynaran Order is the militant arm of the Temple of Kynareth. They fight all over the provinces in the name of their patron, and they are honored by the temple for their skills and loyalty to them. Candidates for the order are chosen by their combat prowess and their reputation in the Temple. Gallery Notes The Temple of Kynareth is the only institution that does not have a temple in Cyrodiil. Instead the followers of Kynareth gather to her shrine located in the Great Forest, located west of the Red Ring Road and southwest of Weye. They believe that the natural world is Kynareth's true temple. See Also For game-specific information on the temple, see the Daggerfall and Skyrim articles. For game-specific information on the knightly order, see the Daggerfall article. References
130
1,077
https://en.uesp.net/wiki/Lore:Temple_of_Mara
Lore:Temple of Mara
#REDIRECT [[Lore:Benevolence of Mara]] [[Category:Lore-All Terms]] [[Category:Lore-Factions]] [[Category:Redirects from Alternate Names|{{PAGENAME}}]]
2,122,808
2020-03-17T13:17:00Z
Vincentius1
#REDIRECT
130
1,078
https://en.uesp.net/wiki/Lore:Temple_of_Stendarr
Lore:Temple of Stendarr
<noinclude>{{Lore Factions Trail}}__NOTOC__ [[File:OB-Window-Stendarr.jpg|thumb|right|165px|Stendarr]] [[File:DF-sign-Temple of Stendarr.png|left|Temple of Stendarr]] "''Our God is the God of Mercy, Stendarr. Some mock our compassion, calling us sentimental fools and tenderhearts. But the truth is that everyone, no matter their strength, crawls to us when [[Lore:Sai|Sai]], the God of Luck deserts them as he is prone to do. Our gift to the traveller is a simple one -- we heal those who are in pain. For more complicated ailments, diseases and poisonings, we direct you to the Temple of Kynareth. Though we desire to help all Tamrielans, we only possess the means to train and assist a small handful. Sometimes, it is best to begin one's compassion with oneself.''" β€” Excerpt of the temple's description in [[Daggerfall:Daggerfall|''Daggerfall'']]</noinclude> The [[Lore:Temple of Stendarr|Temple of Stendarr]] is the temple dedicated to [[Lore:Stendarr|Stendarr]] the Steadfast, the God of Mercy and Justice. These are generally the place of worship for him. The temple is the common man's place of healing, where everyone is welcomed no matter the strength or background.{{Ref|name=THT|{{Cite Book|The Healer's Tale}}}} While they do not offer an extensive amount of care like the [[Lore:Temple of Kynareth|Temple of Kynareth]], they can provide the necessary training to help those in need. They believe that the best way to bring out people's compassion is by having them look into themselves.{{Ref|name=DFDesc|[[Daggerfall:Temple of Stendarr|Temple of Stendarr]] description in [[Daggerfall:Daggerfall|''Daggerfall'']]}} The [[Lore:Crusaders|Crusaders]] is their militant arm and the [[Lore:Benevolence of Mara|Benevolence of Mara]] and cult of [[Lore:Boethiah|Boethiah]] are considered their allies. The Temple of Stendarr is considered the enemies of the [[Lore:Citadel of Ebonarm|Citadel of Ebonarm]]. In the [[Lore:Iliac Bay|Iliac Bay]], the order has many chapters, some of which include the [[Lore:Alik'r|Alik'r]], [[Lore:Mournoth (fiefdom)|Mournoth]], and [[Lore:Santaki (county)|Santaki]] in [[Lore:Hammerfell|Hammerfell]], and [[Lore:Bhoriane|Bhoriane]], [[Lore:Phrygias|Phrygias]], and [[Lore:Urvaius|Urvaius]] in [[Lore:High Rock|High Rock]].{{Ref|name=DFTemple|[[Daggerfall:Temple of Stendarr|Temple of Stendarr]] faction in [[Daggerfall:Daggerfall|''Daggerfall'']]}}<noinclude> ==Further Information== Like other divine temples, the Temple of Stendarr focuses on several skills that determine a member's ranking in the temple, among these include the {{Lore Link|Daedra|Daedric}} language, blunt weaponry, the school of {{Lore Link|Restoration}} magic, and medical knowledge. The highest-known ranking in the order is the Patriarch/Matriarch,{{Ref|name=DFTemple}} or the Primate.{{Ref|name=OBNPC|[[Oblivion:Otius Loran|Otius Loran]] NPC in [[Oblivion:Oblivion|''Oblivion'']]}} On every Sundas, the common-folk gather at the Temple of Stendarr for worship, even the Countess of Chorrol, {{Lore Link|Arriana Valga}} attended these sermons with her people.{{Ref|name=GtC|{{Cite Book|Guide to Chorrol}}}} The Saint of {{Lore Link|Evermore}}, {{Lore Link|Pelin}} was a beadle of the Temple when he achieved sainthood for his effort to defend the {{Lore Link|Bangkorai Garrison}} in {{Year|1E 1029}}. His help in the defense for the pass allowed the province of High Rock into the {{Lore Link|Alessian Empire|First Empire}} under Empress {{Lore Link|Hestra}}.{{Ref|name=TMOSP|{{Cite Book|The Martyrdom of Saint Pelin}}}} In {{Year|3E 139}}, Sir {{Lore Link|Casimir}} of the {{Lore Link|Knights of the Nine}} had disgracefully killed an unknown beggar, Stendarr placed a curse on him and his bloodline, and the {{Lore Link|Gauntlets of the Crusader}} were left in the Chapel of Stendarr, in {{Lore Link|Chorrol}}.{{Ref|name=TKotN|{{Cite Book|The Knights of the Nine}}}} Ever since then, no one was able to lift them. By {{Year|3E 433}}, Casimir's descendant, {{Lore Link|Kellen (Redguard)}} had continued to hold onto the curse until the {{Lore Link|Champion of Cyrodiil|Divine Crusader}} took it upon themself and the gauntlets were lifted for the first time in years.{{Ref|name=OBStendarr|[[Oblivion:Stendarr's Mercy|Stendarr's Mercy]] story quest in [[Oblivion:Knights of the Nine|Knights of the Nine]]}} There are several other factions that have served under the name of Stendarr. Among these include the {{Lore Link|Vigil of Stendarr}}, a group of paladins that fight to extinguish any influence of {{Lore Link|Daedra}} in the world, ever since the {{Lore Link|Oblivion Crisis}} in 3E 433. The {{Lore Link|Resolute of Stendarr}} serves the same purpose as the temple, to heal and defend the people and smite evil.{{Ref|name=AotR|{{Cite Book|Aura of the Righteous}}}} The {{Lore Link|Sect of Harmonious Masters}} is an order of {{Lore Link|Altmer}} worshippers that live in {{Lore Link|Lillandril}}, even though worship of Stendarr is looked down upon in elven societies. The harmonious masters adapted Stendarr's magical light for healing others.{{Ref|name=RotHM|{{Cite Book|Rituals of the Harmonious Masters}}}} ==The Crusaders== '''The Crusaders''' is the militant arm of the Temple of Stendarr. It is their sacred duty to protect the temple and fight their battles. While they uphold their beliefs, the crusaders understand that the temple can not realistically survive on its own.{{Ref|name=DFCrusaders|[[Daggerfall:Crusaders|Crusaders]] description in [[Daggerfall:Daggerfall|''Daggerfall'']]}} ==Gallery== <gallery> OB-place-Great Chapel of Stendarr.jpg|The Chapel of Stendarr in Chorrol OB-quest-Stendarr's Mercy.jpg|The Gauntlets of the Crusader </gallery> ==See Also== *For game-specific information on the temple, see the [[Daggerfall:Temple of Stendarr|''Daggerfall'']] article. *For game-specific information on the knightly order, see the [[Daggerfall:Crusaders|Crusaders]] article. ===Books=== *{{Book Link|The Healer's Tale}} *{{Book Link|The Martyrdom of Saint Pelin}} ==References== <references/> {{Imperial Gods}}</noinclude>
2,348,680
2021-02-25T04:50:41Z
MolagBallet
The Temple of Stendarr is the temple dedicated to Stendarr the Steadfast, the God of Mercy and Justice. These are generally the place of worship for him. The temple is the common man's place of healing, where everyone is welcomed no matter the strength or background. While they do not offer an extensive amount of care like the Temple of Kynareth, they can provide the necessary training to help those in need. They believe that the best way to bring out people's compassion is by having them look into themselves. The Crusaders is their militant arm and the Benevolence of Mara and cult of Boethiah are considered their allies. The Temple of Stendarr is considered the enemies of the Citadel of Ebonarm. In the Iliac Bay, the order has many chapters, some of which include the Alik'r, Mournoth, and Santaki in Hammerfell, and Bhoriane, Phrygias, and Urvaius in High Rock. Further Information Like other divine temples, the Temple of Stendarr focuses on several skills that determine a member's ranking in the temple, among these include the language, blunt weaponry, the school of magic, and medical knowledge. The highest-known ranking in the order is the Patriarch/Matriarch, or the Primate. On every Sundas, the common-folk gather at the Temple of Stendarr for worship, even the Countess of Chorrol, attended these sermons with her people. The Saint of , was a beadle of the Temple when he achieved sainthood for his effort to defend the in . His help in the defense for the pass allowed the province of High Rock into the under Empress . In , Sir of the had disgracefully killed an unknown beggar, Stendarr placed a curse on him and his bloodline, and the were left in the Chapel of Stendarr, in . Ever since then, no one was able to lift them. By , Casimir's descendant, had continued to hold onto the curse until the took it upon themself and the gauntlets were lifted for the first time in years. There are several other factions that have served under the name of Stendarr. Among these include the , a group of paladins that fight to extinguish any influence of in the world, ever since the in 3E 433. The serves the same purpose as the temple, to heal and defend the people and smite evil. The is an order of worshippers that live in , even though worship of Stendarr is looked down upon in elven societies. The harmonious masters adapted Stendarr's magical light for healing others. The Crusaders The Crusaders is the militant arm of the Temple of Stendarr. It is their sacred duty to protect the temple and fight their battles. While they uphold their beliefs, the crusaders understand that the temple can not realistically survive on its own. Gallery See Also For game-specific information on the temple, see the Daggerfall article. For game-specific information on the knightly order, see the Crusaders article. Books References
130
1,079
https://en.uesp.net/wiki/Lore:Temple_of_Zenithar
Lore:Temple of Zenithar
#REDIRECT [[Lore:Resolution of Z'en]]
340,958
2008-07-31T07:09:11Z
RoBoT
#REDIRECT
130
1,080
https://en.uesp.net/wiki/Lore:Thieves_Guild
Lore:Thieves Guild
<noinclude>{{Lore Factions Trail}}{{incomplete|missing ESO information}}__NOTOC__[[File:SR-quest-Darkness Returns.jpg|thumb|right|Nocturnal, the patron of the Thieves Guild]]</noinclude> The [[Lore:Thieves Guild|Thieves Guild]] is dedicated to the gathering and training of those who are stealthy and shadowy in nature.{{ref|name=COAT|{{Cite Book|Confessions Of A Thief}}}} Although criminal by its very definition, for untold years, local authorities in places throughout [[Lore:Tamriel|Tamriel]] have tolerated the existence of the guild for its role as "crime regulator", as it does not tolerate competition or egregious conduct from its members (not to mention the personal financial benefits for authorities who play nice).{{ref|name=COAT}}{{ref|name=TBOD|{{Cite Book|The Brothers of Darkness}}}} It is usually considered to be a distinctly [[Lore:Empire|Imperial]] entity, though of course other organizations of the Empire do not officially condone their actions.{{ref|name=FMGAE|{{Cite Book|For my Gods and Emperor}}}} Like any trade guild, the Thieves Guild is an organization of professionals, except that in this case the professionals are burglars, robbers, pickpockets, smugglers, and other enterprising operators. They typically don't have public guild halls, but sometimes have safe-houses, and members tend to gather at a single location in large towns, such as at a cornerclub, inn, or tavern.{{ref|name=HAT|{{Cite Book|Honor Among Thieves}}}}{{ref|name=GTSM|{{Cite Book|Guide to Sadrith Mora}}}} Typically, members are bound not to rob each other, kill anyone while thieving, or rob the poor.{{ref|name=FOTGF|{{Cite Book|Followers of the Gray Fox}}}}{{ref|name=SW|{{Cite Book|Sacred Witness}}}} The Thieves Guild usually has the resources to bribe officials, establish a black market of stolen goods, and maintain a network of informants.{{ref|name=FOTGF}} The guild can trace its origins back to the Thieves Guild of [[Lore:Abah's Landing|Abah's Landing]], a criminal organization that existed in the city during the [[Lore:Interregnum|Interregnum]].{{ref|[[ON:Zeira|Zeira]]'s dialogue in [[ESO:ESO|ESO]]}}{{ref|{{Cite book|From a Copy for the Archive}}}} <includeonly>For historical information, see the [[Lore:Thieves Guild|Lore article]].</includeonly><noinclude> ==Provincial Chapters== [[File:SR-banner-Thieves Guild.png|thumb|80px|left|The banner of the Skyrim Thieves Guild]] [[File:LG-cardart-Thieves Guild Recruit.png|thumb|right|Thieves Guild Recruit, as seen in ''[[Legends:Legends|Legends]]'']] The Thieves Guild generally operates along provincial lines, with little if any apparent coordination or true association between provincial chapters. Each provincial organization calling itself the "Thieves Guild" has had its own style and reputation. Advancement through their "ranks" varies based on the structure of that organization and the merits of the individual.{{ref|name=MOM|{{Cite Book|Myth or Menace?}}}} Guilds in some of the provinces have been unheard of for centuries, though it's unclear whether it is because they no longer exist or if it's because they are very, very good.{{ref|name=TOV|{{Cite Book|Thief of Virtue}}}} Near the end of the [[Lore:Third Era|Third Era]] in the [[Lore:Iliac Bay|Iliac Bay]] region, the Thieves Guild was known as a sophisticated, powerful organization with guildhalls scattered throughout the land.{{ref|name=Daggerfall|Events of [[Daggerfall:Daggerfall|Daggerfall]].}} The guild fought to keep its reputation as the best thieves in the Empire, taking out competition like the [[Lore:Wharf Rats|Wharf Rats]] and expanding their activities.{{ref|name=Daggerfall}} By comparison, the Thieves Guild of Morrowind at the time was a fledgling organization which faced significant opposition from more well-established criminal syndicates, such as the [[Lore:Camonna Tong|Camonna Tong]].{{ref|name=MOM}}{{ref|name=HAT}} They were led by a man named [[Lore:Gentleman Jim Stacey|Gentleman Jim Stacey]], and focused on thieving from wealthy nobles and merchants. The guild in Morrowind was possibly eliminated by the [[Lore:Fighters Guild|Fighters Guild]] and the Camonna Tong before the [[Lore:Fourth Era|Fourth Era]] began.{{ref|name=MWFGquests|[[Morrowind:Remove the Heads of the Thieves Guild|Remove the Heads of the Thieves Guild]] and [[Morrowind:Kill the Master Thief|Kill the Master Thief]] quests in ''[[Morrowind:Morrowind|Morrowind]]''}} Other provincial guilds have managed to operate more discreetly, such as the Thieves Guild of Cyrodiil, where it and its shadowy leader the [[Lore:The Gray Fox|Gray Fox]] are often considered to be nothing more than myths.{{ref|name=FOTGF}}{{ref|name=MOM}} [[Lore:Skyrim|Skyrim]]'s Thieves Guild is headquartered in the city of [[Lore:Riften|Riften]], where the group remains unhindered despite their notoriety.{{ref|name=FFG|{{Cite Book|Fall from Glory}}}}{{ref|name=THOS|{{Cite Book|The Holds of Skyrim}}}} Fittingly, Skyrim's guild is more violent than most others, as it sometimes allows murder (authorized beforehand, of course).{{ref|name=Skyrim|Events of [[Skyrim:Skyrim|Skyrim]].}} In the past, they have been one of the most influential organizations in Tamriel.{{ref|name=FFG}} Some stories claim that [[Lore:Barenziah|Barenziah]], the well-known [[Lore:Dunmer|Dunmer]] Queen, was once counted among its members.{{ref|name=TRB2|{{Cite Book|The Real Barenziah, v 2}}}} It is thought that the [[Lore:Shadowmarks|strange markings]] seen around Skyrim are coded messages members leave for each other.{{ref|name=S|{{Cite Book|Shadowmarks}}}} Skyrim's guild has suffered decades of dwindling influence following the death of their guildmaster, a man named "Gallus" (purportedly [[Lore:Gallus Desidenius|Gallus Desidenius]], author of ''[[Lore:The Nightingales|The Nightingales]]'').{{ref|name=FFG}}{{ref|name=THOS}} Rumors abound they have recently experienced a renaissance.{{ref|name=Skyrim}} The leader of the Thieves Guild in {{Lore Link|Hallin's Stand}} is traditionally known as the Red Asp.{{Ref|name=DOT2|{{Cite Book|Den of Thieves, Part Two}}}} {{NewLeft}} ==See Also== *For game-specific information on the Thieves Guild, see the [[Daggerfall:Thieves Guild|Daggerfall]], [[Morrowind:Thieves Guild|Morrowind]], [[Oblivion:Thieves Guild|Oblivion]], [[Skyrim:Thieves Guild (faction)|Skyrim]], and [[Online:Thieves Guild|ESO]] articles. ===Books=== * {{Book Link|Confessions Of A Thief}} * {{Book Link|Fall from Glory}} * {{Book Link|Followers of the Gray Fox}} * {{Book Link|Honor Among Thieves}} * {{Book Link|Myth or Menace?}} * {{Book Link|Shadowmarks}} * {{Book Link|Thief of Virtue}} * {{Book Link|Three Thieves}} ==References== <references/> {{Imperial Organizations}}</noinclude>
2,565,759
2022-02-02T12:13:13Z
Vincentius1
The Thieves Guild is dedicated to the gathering and training of those who are stealthy and shadowy in nature. Although criminal by its very definition, for untold years, local authorities in places throughout Tamriel have tolerated the existence of the guild for its role as "crime regulator", as it does not tolerate competition or egregious conduct from its members (not to mention the personal financial benefits for authorities who play nice). It is usually considered to be a distinctly Imperial entity, though of course other organizations of the Empire do not officially condone their actions. Like any trade guild, the Thieves Guild is an organization of professionals, except that in this case the professionals are burglars, robbers, pickpockets, smugglers, and other enterprising operators. They typically don't have public guild halls, but sometimes have safe-houses, and members tend to gather at a single location in large towns, such as at a cornerclub, inn, or tavern. Typically, members are bound not to rob each other, kill anyone while thieving, or rob the poor. The Thieves Guild usually has the resources to bribe officials, establish a black market of stolen goods, and maintain a network of informants. The guild can trace its origins back to the Thieves Guild of Abah's Landing, a criminal organization that existed in the city during the Interregnum. Provincial Chapters thumb|80px|left|The banner of the Skyrim Thieves Guild thumb|right|Thieves Guild Recruit, as seen in Legends:Legends|Legends The Thieves Guild generally operates along provincial lines, with little if any apparent coordination or true association between provincial chapters. Each provincial organization calling itself the "Thieves Guild" has had its own style and reputation. Advancement through their "ranks" varies based on the structure of that organization and the merits of the individual. Guilds in some of the provinces have been unheard of for centuries, though it's unclear whether it is because they no longer exist or if it's because they are very, very good. Near the end of the Third Era in the Iliac Bay region, the Thieves Guild was known as a sophisticated, powerful organization with guildhalls scattered throughout the land. The guild fought to keep its reputation as the best thieves in the Empire, taking out competition like the Wharf Rats and expanding their activities. By comparison, the Thieves Guild of Morrowind at the time was a fledgling organization which faced significant opposition from more well-established criminal syndicates, such as the Camonna Tong. They were led by a man named Gentleman Jim Stacey, and focused on thieving from wealthy nobles and merchants. The guild in Morrowind was possibly eliminated by the Fighters Guild and the Camonna Tong before the Fourth Era began. Other provincial guilds have managed to operate more discreetly, such as the Thieves Guild of Cyrodiil, where it and its shadowy leader the Gray Fox are often considered to be nothing more than myths. Skyrim's Thieves Guild is headquartered in the city of Riften, where the group remains unhindered despite their notoriety. Fittingly, Skyrim's guild is more violent than most others, as it sometimes allows murder (authorized beforehand, of course). In the past, they have been one of the most influential organizations in Tamriel. Some stories claim that Barenziah, the well-known Dunmer Queen, was once counted among its members. It is thought that the strange markings seen around Skyrim are coded messages members leave for each other. Skyrim's guild has suffered decades of dwindling influence following the death of their guildmaster, a man named "Gallus" (purportedly Gallus Desidenius, author of The Nightingales). Rumors abound they have recently experienced a renaissance. The leader of the Thieves Guild in is traditionally known as the Red Asp. See Also For game-specific information on the Thieves Guild, see the Daggerfall, Morrowind, Oblivion, Skyrim, and ESO articles. Books References
130
1,081
https://en.uesp.net/wiki/Lore:Tribunal_Temple
Lore:Tribunal Temple
<noinclude>{{Lore Factions Trail}} {{about|the religious organization|the temple in Mournhold|Mournhold Temple}}</noinclude> [[File:MW-banner-Temple.png|right]] The [[Lore:Tribunal Temple|Tribunal Temple]] was the native religion of the [[Lore:Dunmer|Dunmer]] of [[Lore:Morrowind|Morrowind]].{{ref|name=TR|{{Cite Book|The Reclamations}}}} They worshipped [[Lore:Almalexia|Almalexia]], [[Lore:Sotha Sil|Sotha Sil]], and [[Lore:Vivec (god)|Vivec]], known together as the [[Lore:Tribunal|Tribunal]] or Almsivi.{{ref|name=TR}} Most people usually just call it "the Temple".{{ref|name=TR}} They accept outlanders as members, but most of the few outlanders that do join, join only for the services provided.<noinclude> The main Temple cities on mainland Morrowind are [[Lore:Almalexia (city)|Almalexia]], [[Lore:Clockwork City|Sotha Sil]] and the Necropolis [[Lore:Necrom|Necrom]]. </noinclude> On [[Lore:Vvardenfell|Vvardenfell]], the Temple District included the city of [[Lore:Vivec (city)|Vivec]], the fortress of [[Lore:Ghostgate|Ghostgate]], and all sacred and profane sites (including those [[Lore:The Blight|Blighted]] areas inside the [[Lore:Ghostfence|Ghostfence]]) and all unsettled and wilderness areas, as the [[Lore:Armistice|Treaty of the Armistice]] with the [[Lore:Empire|Empire]] maintained the island as a Temple preserve.{{ref|name=ASHOM|{{Cite Book|A Short History of Morrowind}}}} In practice, this district included all parts of Vvardenfell not claimed as Redoran, Hlaalu, or Telvanni Districts. The Temple maintained less than favorable relations with most of the Imperial guilds of Morrowind.{{ref|The [[MW:Imperial Cult|Imperial Cult]]'s enemy factions in ''[[MW:Morrowind|Morrowind]]''}} However, it maintained strong relations with the pious [[Lore:House Indoril|House Indoril]] and [[Lore:House Redoran|House Redoran]], and was friendly with [[Lore:House Dres|House Dres]] and [[Lore:House Hlaalu|House Hlaalu]]. When the Tribunal fell apart, the Tribunal Temple underwent a reformation, becoming the [[Lore:New Temple|New Temple]].{{ref|name=TR}}<noinclude> ===About the Temple=== [[File:LG-cardart-Power of the Almsivi 02.png|thumb|right|The ALMSIVI, the gods of the Tribunal Temple]] The Temple was an organization created for the worship of the Tribunal. The three demigods Vivec, Almalexia and Sotha Sil joined their powers to set up the Ghostfence, a magical boundary around [[Lore:Red Mountain|Red Mountain]] on the island of [[Lore:Vvardenfell|Vvardenfell]], to contain the spread of the Blight plague. The history of the Tribunal goes back to the [[Lore:War of the First Council|War of the First Council]], after which the then mortal Almsivi exploited [[Lore:Kagrenac's Tools|Kagrenac's Tools]] to make themselves [[Lore:Gods|Gods]]. Of the [[Lore:Great Houses|Great Houses]] of Morrowind, [[Lore:House Indoril|House Indoril]] was the one most deeply rooted in the Temple hierarchy, dominating both the priest caste as well as the [[Lore:Ordinators|Ordinators]] who serve as guardians of the Temple. [[Lore:House Redoran|House Redoran]] is one of the most pious houses; Redoran [[Lore:Buoyant Armiger|Buoyant Armiger]]s serve together with Ordinators as guardians of the Ghostfence and the Tribunal Temples. [[Lore:House Hlaalu|House Hlaalu]], being dominated by [[Lore:Imperial|Imperial]]ized Dunmer, prays when it is convenient, maintaining the appearance of piety through lavishly-appointed structures. [[Lore:House Telvanni|House Telvanni]] has little use for the Tribunal Temple, as the Magelords themselves are as ancient as the Almsivi, letting its temples become overrun with dust and squatter merchants. [[Lore:House Dres|House Dres]], being the most traditional of the Great Houses, supports the Temple when it is convenient for their slave trade. ===Temple Structures=== Tribunal Temples were scattered all around Vvardenfell and most served as return points for Almsivi Intervention spells. While many of the temples in outlying areas were freestanding structures built of packed mud in the Redoran style, it was not uncommon to see them adapted blend in with local styles, be that built on top of [[Lore:Vivec City|Vivec City]]'s cantons, or even integrated into Telvanni mushroom structures. There were two Fanes on Vvardenfell: the High Fane on Vivec's Temple Canton, which housed the offices of the Archcanon and Temple administration, and the fortress-city of [[Lore:Ghostgate|Ghostgate]]. The latter was the larger of the two structures, with a wizard's tower forming each wing, but both featured an elevated central platform which held an offering pit and one of each type of shrine. ===The {{Anchor|New Temple}}=== Following the disappearance of the Tribunes, the Temple entered a period of collapse, with some priests and adherents drifting towards the [[Lore:Imperial Cult|Imperial Cult]].{{ref|name=OBAvrus|[[OB:Avrus Adas|Avrus Adas]]' dialogue in ''[[Oblivion:Oblivion|Oblivion]]''}} After the devastation of the [[Lore:Red Year|Red Year]], the Templeβ€”and, indeed, the Dunmerβ€”entered a period of soul-searching and reorganization, much of which is lost to history.{{ref|name=TR}} {{ref|name=OBAvrus}} Ultimately, as predicted by Vivec, the '''New Temple''' returned to the original Dunmer faith: "the worship of our ancestors and the three good daedra, Azura, Mephala and Boethiah".{{ref|name=Vivec|[[Lore:Vivec|Vivec's]] conversations with the [[Lore:Nerevarine|Nerevarine]]}} The Tribunes were ultimately demoted to the still-venerated roles of "saints and heroes" to help ease the transition. The New Temple worships the three {{Lore Link|Good Daedra}} as "the Reclamations".{{ref|name=TR}}{{ref|name=DBOthreloth|[[Skyrim:Elder Othreloth|Elder Othreloth]]'s dialogue in [[Skyrim:Dragonborn|Dragonborn]].}} ===Heretical Tribunal Worship in the Fourth Era=== [[File:SR-interior-Ashfall's Tear.jpg|thumb|right|Statue to the Goddess Almalexia on Solstheim]] Despite the rise of the New Temple, worship of the Tribunal continued into the [[Lore:Fourth Era|Fourth Era]] and was driven underground. These cults were considered heretical by wider Dunmeri society and were persecuted by the New Temple.{{ref|{{Cite book|Heretic Dossier: Blacksmith's Confessional}}}}{{ref|{{Cite book|Reclamation Priest's Journal}}}} One cult of Almalexia worshippers constructed a hidden temple in a cave on [[Lore:Solstheim|Solstheim]] known as Ashfall's Tear, just north of [[Lore:Raven Rock|Raven Rock]]. The cultists raised a giant statue to the Goddess and planned to use old propaganda to restore widespread Tribunal worship.{{ref|name=GotT|[[Skyrim:Ghosts of the Tribunal (quest)|Ghosts of the Tribunal]] quest in ''[[Skyrim:Skyrim|Skyrim]]''}}{{ref|[[Skyrim:Her Word Against Theirs|Her Word Against Theirs]] quest in ''[[Skyrim:Skyrim|Skyrim]]''}} These devotees counted several [[Lore:Hands of Almalexia|Hands of Almalexia]] among their ranks, a tradition which survived the Goddess's death.{{ref|{{Cite book|Hand Indobar's Journal}}}} The Ashfall's Tear cult gathered and preserved many relics of the old Tribunal Temple. Circa {{Year|4E 201}}, the [[Lore:Last Dragonborn|Last Dragonborn]] was alerted to the cult's existence when they attempted to recover several additional artifacts. It is unknown if the Dragonborn agreed to help the cult or if it was wiped out.{{ref|name=GotT}} One member of the cult, a Dunmer named Erden Relvel, became corrupted by the dangerous relics in the cult's possession and became a priest of [[Lore:Dagoth Ur|Dagoth Ur]]. He created [[Lore:Ash Zombie|ash zombie]] minions and sent them to attack the temple at Ashfall's Tear, but he was ultimately killed by the Last Dragonborn.{{ref|[[Skyrim:Ashen Heart|Ashen Heart]] quest in ''[[Skyrim:Skyrim|Skyrim]]''}} {{NewLine}} ==Gallery== <gallery> File:ON-quest-The Seal of Three 02.jpg|A temple shrine to Almalexia File:LG-back-Tribunal Temple.png|The Tribunal Temple themed card back as seen in ''[[Legends:Legends|Legends]]'' File:LG-back-Almsivi.png|Almsivi themed card back as seen in ''[[Legends:Legends|Legends]]'' File:SR-banner-The New Temple.png|The banner of the New Temple </gallery> ==See Also== *For more information, see the [[Morrowind:Tribunal Temple|Morrowind]] and [[Skyrim:Tribunal Temple|Skyrim]] articles. ==References== <references/> {{Dunmer Gods}}</noinclude>
2,551,900
2022-01-14T20:09:06Z
Zebendal
right The Tribunal Temple was the native religion of the Dunmer of Morrowind. They worshipped Almalexia, Sotha Sil, and Vivec, known together as the Tribunal or Almsivi. Most people usually just call it "the Temple". They accept outlanders as members, but most of the few outlanders that do join, join only for the services provided. On Vvardenfell, 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, as the Treaty of the Armistice with the Empire maintained the island as a Temple preserve. In practice, this district included all parts of Vvardenfell not claimed as Redoran, Hlaalu, or Telvanni Districts. The Temple maintained less than favorable relations with most of the Imperial guilds of Morrowind. However, it maintained strong relations with the pious House Indoril and House Redoran, and was friendly with House Dres and House Hlaalu. When the Tribunal fell apart, the Tribunal Temple underwent a reformation, becoming the New Temple. About the Temple thumb|right|The ALMSIVI, the gods of the Tribunal Temple The Temple was an organization created for the worship of the Tribunal. The three demigods Vivec, Almalexia and Sotha Sil joined their powers to set up the Ghostfence, a magical boundary around Red Mountain on the island of Vvardenfell, to contain the spread of the Blight plague. The history of the Tribunal goes back to the War of the First Council, after which the then mortal Almsivi exploited Kagrenac's Tools to make themselves Gods. Of the Great Houses of Morrowind, House Indoril was the one most deeply rooted in the Temple hierarchy, dominating both the priest caste as well as the Ordinators who serve as guardians of the Temple. House Redoran is one of the most pious houses; Redoran Buoyant Armigers serve together with Ordinators as guardians of the Ghostfence and the Tribunal Temples. House Hlaalu, being dominated by Imperialized Dunmer, prays when it is convenient, maintaining the appearance of piety through lavishly-appointed structures. House Telvanni has little use for the Tribunal Temple, as the Magelords themselves are as ancient as the Almsivi, letting its temples become overrun with dust and squatter merchants. House Dres, being the most traditional of the Great Houses, supports the Temple when it is convenient for their slave trade. Temple Structures Tribunal Temples were scattered all around Vvardenfell and most served as return points for Almsivi Intervention spells. While many of the temples in outlying areas were freestanding structures built of packed mud in the Redoran style, it was not uncommon to see them adapted blend in with local styles, be that built on top of Vivec City's cantons, or even integrated into Telvanni mushroom structures. There were two Fanes on Vvardenfell: the High Fane on Vivec's Temple Canton, which housed the offices of the Archcanon and Temple administration, and the fortress-city of Ghostgate. The latter was the larger of the two structures, with a wizard's tower forming each wing, but both featured an elevated central platform which held an offering pit and one of each type of shrine. The Following the disappearance of the Tribunes, the Temple entered a period of collapse, with some priests and adherents drifting towards the Imperial Cult. After the devastation of the Red Year, the Templeβ€”and, indeed, the Dunmerβ€”entered a period of soul-searching and reorganization, much of which is lost to history. Ultimately, as predicted by Vivec, the New Temple returned to the original Dunmer faith: "the worship of our ancestors and the three good daedra, Azura, Mephala and Boethiah". The Tribunes were ultimately demoted to the still-venerated roles of "saints and heroes" to help ease the transition. The New Temple worships the three as "the Reclamations". Heretical Tribunal Worship in the Fourth Era thumb|right|Statue to the Goddess Almalexia on Solstheim Despite the rise of the New Temple, worship of the Tribunal continued into the Fourth Era and was driven underground. These cults were considered heretical by wider Dunmeri society and were persecuted by the New Temple. One cult of Almalexia worshippers constructed a hidden temple in a cave on Solstheim known as Ashfall's Tear, just north of Raven Rock. The cultists raised a giant statue to the Goddess and planned to use old propaganda to restore widespread Tribunal worship. These devotees counted several Hands of Almalexia among their ranks, a tradition which survived the Goddess's death. The Ashfall's Tear cult gathered and preserved many relics of the old Tribunal Temple. Circa , the Last Dragonborn was alerted to the cult's existence when they attempted to recover several additional artifacts. It is unknown if the Dragonborn agreed to help the cult or if it was wiped out. One member of the cult, a Dunmer named Erden Relvel, became corrupted by the dangerous relics in the cult's possession and became a priest of Dagoth Ur. He created ash zombie minions and sent them to attack the temple at Ashfall's Tear, but he was ultimately killed by the Last Dragonborn. Gallery See Also For more information, see the Morrowind and Skyrim articles. References
130
1,082
https://en.uesp.net/wiki/Lore:Twin_Lamps
Lore:Twin Lamps
<noinclude>{{Lore Factions Trail}}</noinclude> [[File:LG-cardart-Twin Lamps Consul.png|Twin Lamps consul|right|thumb]] The [[Lore:Twin Lamps|Twin Lamps]] was the secret, underground slave recovery and rescue guild of Morrowind. The group helped free slaves, primarily [[Lore:Argonian|Argonians]] and [[Lore:Khajiit|Khajiiti]] and transport them out of Morrowind to safety. They used the Argonian Mission in [[Lore:Castle Ebonheart|Ebonheart]] as a base of operations. Their head in Morrowind was Ilmeni Dren, the daughter of Duke [[Lore:Vedam Dren|Vedam Dren]]. They commonly used the phrase: "Have you seen the Twin Lamps?" to recognize fellow members, the answer required being: "They light the way to freedom."<noinclude> ==See Also== *For more information, see the [[Morrowind:Twin Lamps|Morrowind Twin Lamps article]].</noinclude>
2,074,161
2019-12-10T14:35:35Z
Imperialbattlespire
Twin Lamps consul|right|thumb The Twin Lamps was the secret, underground slave recovery and rescue guild of Morrowind. The group helped free slaves, primarily Argonians and Khajiiti and transport them out of Morrowind to safety. They used the Argonian Mission in Ebonheart as a base of operations. Their head in Morrowind was Ilmeni Dren, the daughter of Duke Vedam Dren. They commonly used the phrase: "Have you seen the Twin Lamps?" to recognize fellow members, the answer required being: "They light the way to freedom."
130
1,083
https://en.uesp.net/wiki/Lore:Wheel_Knights
Lore:Wheel Knights
#REDIRECT [[Lore:Knights of the Wheel]] [[Category:Redirects from Alternate Names|{{PAGENAME}}]]
338,754
2008-07-30T14:05:57Z
RoBoT
#REDIRECT
130
1,084
https://en.uesp.net/wiki/Lore:Zenithar_Temple
Lore:Zenithar Temple
#REDIRECT [[Lore:Resolution of Z'en]] [[Category:Redirects from Alternate Names|{{PAGENAME}}]]
340,962
2008-07-31T07:09:23Z
RoBoT
#REDIRECT
130
1,085
https://en.uesp.net/wiki/Lore:History
Lore:History
{{Trail}} {{Lore History}} These pages offer an overview of [[Lore:Tamriel|Tamriel]]'s '''history''', along with more detailed articles on subjects of note. History is typically divided into six eras: [[Lore:Dawn Era|Dawn]], [[Lore:Merethic Era|Merethic]], [[Lore:First Era|First]], [[Lore:Second Era|Second]], [[Lore:Third Era|Third]], and [[Lore:Fourth Era|Fourth]]. The Dawn Era lacks any sense of time at all and the Merethic Era has few specific dates. The numbered eras follow a clearer structure, with the First Era ending in {{Year|1E 2920}}, the Second Era in {{Year|2E 896}}, the Third in {{Year|3E 433}}, and the Fourth continuing at least until {{Year|4E 201}}. Understand, however, that numerous details about events in Tamriel's history are debated by scholars, whose opinions are influenced by numerous biases (desire for recognition, loyalty to realm, racial and cultural conflict, etc.) and a general lack of scientific technique. The dates and times listed here are generally accepted, but little of Tamriel's history is completely certain. {| class="vtop wikitable" !First Era !Second Era !Third Era !Fourth Era |- | * [[Lore:Night of Tears|Night of Tears]] * [[Lore:First Empire of the Nords|First Empire of the Nords]] * [[Lore:Alessian Empire|Alessian Empire]] * [[Lore:First Council|First Council]] * [[Lore:Sun's Death|Sun's Death]] * [[Lore:Battle of Red Mountain|The Battle of Red Mountain]] * [[Lore:Rithana-di-Renada|Rithana-di-Renada]] * [[Lore:Thrassian Plague|Thrassian Plague]] * [[Lore:Reman Dynasty|Reman Dynasty]] * [[Lore:Second Empire|Second Empire]] * [[Lore:Coldharbour Compact|Coldharbour Compact]] | * [[Lore:Akaviri Potentate|Akaviri Potentate]] * [[Lore:Guild Act|Guild Act]] * [[Lore:Council of Artaeum|Council of Artaeum]] * [[Lore:Interregnum|Interregnum]] * [[Lore:Soulburst|Soulburst]] * [[Lore:Three Banners War|Three Banners War]] * [[Lore:Planemeld|Planemeld]] * [[Lore:Tiber Wars|Tiber Wars]] * [[Lore:Armistice|Armistice]] | * [[Lore:Septim Dynasty|Septim Dynasty]] * [[Lore:Third Empire|Third Empire]] * [[Lore:Imperial Simulacrum|Imperial Simulacrum]] * [[Lore:Warp in the West|The Warp in the West]] * [[Lore:The Blight|The Blight]] * [[Lore:Oblivion Crisis|The Oblivion Crisis]] | * [[Lore:Red Year|Red Year]] * [[Lore:Mede Dynasty|Mede Dynasty]] * [[Lore:Void Nights|Void Nights]] * [[Lore:Great War|The Great War]] * [[Lore:White-Gold Concordat|White-Gold Concordat]] * [[Lore:Second Treaty of Stros M'Kai|Second Treaty of Stros M'Kai]] * [[Lore:Stormcloak Rebellion|The Stormcloak Rebellion]] * [[Lore:Tyranny of the Sun|Tyranny of the Sun]] |} == Notes == The main games in [[General:The Elder Scrolls|the ''Elder Scolls'' series]] are set in the following years, arranged chronologically: * 2E 582: [[Online:Online|''The Elder Scrolls Online'']] (2014–present) – during the [[Lore:Three Banners War|Three Banners War]] and the [[Lore:Planemeld|Planemeld]] * 3E 389–399: [[Arena:Arena|''The Elder Scrolls: Arena'']] (1994) – during the [[Lore:Imperial Simulacrum|Imperial Simulacrum]] * 3E 405: [[Daggerfall:Daggerfall|''The Elder Scrolls II: Daggerfall'']] (1996) – during the [[Lore:Septim Dynasty|Septim Dynasty]] * 3E 427: [[Morrowind:Morrowind|''The Elder Scrolls III: Morrowind'']] (2002) – during the height of [[Lore:The Blight|The Blight]] * 3E 433: [[Oblivion:Oblivion|''The Elder Scrolls IV: Oblivion'']] (2006) – during the [[Lore:Oblivion Crisis|Oblivion Crisis]] * 4E 201: [[Skyrim:Skyrim|''The Elder Scrolls V: Skyrim'']] (2011) – during the [[Lore:Stormcloak Rebellion|Stormcloak Rebellion]]
2,516,495
2021-11-24T12:53:30Z
Jimeee
These pages offer an overview of Tamriel's history, along with more detailed articles on subjects of note. History is typically divided into six eras: Dawn, Merethic, First, Second, Third, and Fourth. The Dawn Era lacks any sense of time at all and the Merethic Era has few specific dates. The numbered eras follow a clearer structure, with the First Era ending in , the Second Era in , the Third in , and the Fourth continuing at least until . Understand, however, that numerous details about events in Tamriel's history are debated by scholars, whose opinions are influenced by numerous biases (desire for recognition, loyalty to realm, racial and cultural conflict, etc.) and a general lack of scientific technique. The dates and times listed here are generally accepted, but little of Tamriel's history is completely certain. Notes The main games in the Elder Scolls series are set in the following years, arranged chronologically: 2E 582: The Elder Scrolls Online (2014–present) – during the Three Banners War and the Planemeld 3E 389–399: The Elder Scrolls: Arena (1994) – during the Imperial Simulacrum 3E 405: The Elder Scrolls II: Daggerfall (1996) – during the Septim Dynasty 3E 427: The Elder Scrolls III: Morrowind (2002) – during the height of The Blight 3E 433: The Elder Scrolls IV: Oblivion (2006) – during the Oblivion Crisis 4E 201: The Elder Scrolls V: Skyrim (2011) – during the Stormcloak Rebellion
130
1,086
https://en.uesp.net/wiki/Lore:First_Era
Lore:First Era
{{Lore History Trail}}{{Lore History|evtsw=yes|botline=yes}}{{TOCright}} '''Note:''' The First Era of Tamriel is also sometimes referred to as the ''First Age.''{{Ref|name=MWEnnbjof|[[Morrowind:Ennbjof's Nord Burial|Ennbjof's Nord Burial]] quest in [[Morrowind:Morrowind|Morrowind]]}}{{Ref|name=HA|[[MW:Hasphat Antabolis|Hasphat Antabolis]]' dialogue in [[Morrowind:Morrowind|Morrowind]]}} The early-to-middle part is known as the ''Classical Period''.{{Ref|name=HR|[[ON:Honor's Rest|Honor's Rest]] loading screen}} ==First Century== {{History Entry |1E 0|The {{Lore Link|Camoran Dynasty}} is founded by [[Lore:Eplear|King Eplear]].|The Camoran Dynasty of [[Lore:Valenwood|Valenwood]] is founded by King Eplear.{{ref|name=PGE3V|{{Cite Book|PGE|3|Valenwood}}}} *The [[Lore:Ayleids|Ayleids]] of [[Lore:Cyrodiil|Cyrodiil]] use this newly formed kingdom as a buffer from the influence of the [[Lore:Alinor (city)|Alinor]] ([[Lore:Summerset Isle|Summerset Isle]]) kingdom. The {{Lore Link|White-Gold Tower}} becomes an independent city-state, and the heart of the Ayleid Empire.{{ref|name=BTAOM|{{Cite Book|Before the Ages of Man}}}}}}{{History Entry |1E 20|The {{Lore Link|Psijic Order}} first appears in recorded history.|The {{Lore Link|Breton}} sage and author Voernet writes of his trip to the Isle of {{Lore Link|Artaeum}} to meet with {{Lore Link|Iachesis}}, the Ritemaster of the Psijics, the counselors of kings and proponents of the "Elder Way," taught to them by the [[Lore:Ehlnofey|original race]] that inhabited {{Lore Link|Tamriel}}.{{ref|name=FOA|{{Cite Book|Fragment: On Artaeum}}}}|minor=yes}}{{History Entry |1E 68|The last [[Lore:Atmora|Atmoran]] "invasion" arrives in {{Lore Link|Tamriel}}.|Two Atmoran ships laden with corpses beg to make port in Tamriel, marking the final wave of large-scale Atmoran migration to the continent.{{ref|name=PGE3Other|{{Cite Book|PGE|3|Other Lands}}}}|minor=yes}} ==Second Century== {{History Entry |1E 113|{{Lore Link|Harald}} is born.{{intnote|nb1|[nb 1]}}|minor=yes}}{{History Entry |1E 140|{{Lore Link|Harald}}'s forces stumble upon and attack {{Lore Link|Forelhost}}, the last stronghold of the [[Lore:Dragon Cult|Dragon Cult]].|When Harald's army breaches the stronghold, most of the cultists commit suicide by poisoning the stronghold's water supply, which also ends up killing much of the attacking force.{{ref|name=SSSJ|{{Cite Book|Skorm Snow-Strider's Journal}}}}|minor=yes}}{{History Entry |1E 143|{{Lore Link|Harald}} is crowned High King of the Nords.|Harald, the 13th descendant of the legendary {{Lore Link|Ysgramor}}'s line, relinquishes his ancestral holdings in Atmora, and consolidates Skyrim as an independent kingdom with {{Lore Link|Windhelm}} as its capital. He is later recognized as the first historical ruler of the Nords.{{ref|name=FC|{{Cite Book|Frontier, Conquest}}}}{{ref|name=PKH|[[:File:SR-misc-Harald Plaque.png|Memorial plaque]] in [[Skyrim:Windhelm|Windhelm]]}}}}{{History Entry|1E 184|King {{Lore Link|Harald}} establishes the first Moot of the Nords.{{ref|name=ONKBP|[[Online:Western Skyrim Antiquities|King's Belt Plate]] antiquity description|minor=yes}}}}{{History Entry |1E 198|The Scouring of Wendelbek.|The {{Lore Link|Narfinsel Schism}}, a late-{{Lore Link|Merethic Era}} internal conflict pitting {{Lore Link|Aedra}}-worshiping {{Lore Link|Ayleid}} clans against {{Lore Link|Daedra}}-worshiping clans, comes to a climax at {{Lore Link|Wendelbek}}. King {{Lore Link|Glinferen}} of {{Lore Link|Atatar}} led a combined force of Daedraphile warriors against the traditionalist Barsaebics of Ayleidoon. The Barsaebics were driven out of the {{Lore Link|Heartland}} into northwest {{Lore Link|Argonia}}, ending organized opposition to Daedra-worship in {{Lore Link|Cyrodiil}}.{{ref|name=ASIV|{{Cite Book|Ayleid Survivals in Valenwood}}}}}} ==Third Century== {{History Entry |1E 200|{{Lore Link|Khosey}} writes the {{Lore Link|Tamrilean Tractates}}.|Khosey transcribes a firsthand account of the discovery of the {{Lore Link|Breton}}s by a {{Lore Link|Nord}}ic hunting party.{{ref|name=PGE1High|{{Cite Book|PGE|1|High Rock}}}} The Tractates also mention what is believed to be the earliest recorded ancestor of {{Lore Link|Tharn|House Tharn}}, one "Tharanus Ye Redde-Hand", who historians assert may have served the Ayleids as a clerk.{{ref|name=HTON|{{Cite Book|House Tharn of Nibenay}}}}|minor=yes}}{{History Entry |1E 221|High King {{Lore Link|Harald}} dies at the age of 108.|With Harald's death, his eldest son {{Lore Link|Hjalmer}} becomes the next High King of Skyrim.{{ref|name=FC}}{{ref|name=TDC|{{Cite Book|ns_base=BK|The Daggerfall Chronicles}}}}|minor=yes}}{{History Entry |1E 222|High King {{Lore Link|Hjalmer}} dies.|With Hjalmer's death, the second son of Harald, [[Lore:Vrage|Vrage the Gifted]], assumes the throne of Skyrim.{{ref|name=TDC}}{{ref|name=KE10|{{Cite Book|King Edward, Part X}}}}{{intnote|nb2|[nb 2]}}|minor=yes}}{{History Entry |1E 227|The Gradual Massacre occurs.|One of the participants in the massacre was the notorious Tharhan the Mutilant. Later scholars theorized that Tharhan and the {{Lore Link|Tharn}} ancestor Tharanus Ye Redde-Hand were one and the same.{{ref|name=HTON}}|minor=yes}}{{History Entry |1E 240|The [[Lore:Skyrim|Skyrim]] Conquests occur.|From 1E 222 - 272, the {{Lore Link|First Empire of the Nords}} expands across [[Lore:Morrowind|Morrowind]] and [[Lore:High Rock|High Rock]], swallowing them up by 1E 240.{{ref|name=FC}}{{ref|name=KE10}}{{ref|name=TDC}}{{ref|name=PGE1S|{{Cite Book|PGE|1|Skyrim}}}} Some sources interpret the Skyrim Conquests to have run from 1E 240 to [[#1E 416|1E 415]].{{ref|name=TLST|{{Cite Book|The Legendary Sancre Tor}}}}}}{{History Entry |1E 242|The {{Lore Link|Alessian Slave Rebellion}} erupts in {{Lore Link|Cyrodiil}}.|{{Lore Link|Alessia}}, also known as the Slave Queen, leads the predominantly human slaves against the {{Lore Link|Ayleid}} Empire, with the help of the {{Lore Link|Nord}}s and some rebel Ayleid rulers. They eventually conquer all of Cyrodiil.{{ref|name=SATD|{{Cite Book|Shezarr and the Divines}}}}{{ref|name=PGE3C|{{Cite Book|PGE|3|Cyrodiil}}}}{{ref|name=TSOP|{{Cite Book|The Song of Pelinal}}}}{{ref|name=TLKOTA|{{Cite Book|The Last King of the Ayleids}}}}}}{{History Entry |1E 243|Taking of the {{Lore Link|White-Gold Tower}}.{{ref|name=PGE3All|{{Cite Book|PGE|3|All the Eras of Man}}}}|The [[Lore:White-Gold Tower|White-Gold Tower]] finally falls into the hands of the rebels, marking the end of Ayleid supremacy in Cyrodiil, and the Slave Queen {{Lore Link|Alessia}} founds the {{Lore Link|Alessian Empire}}. The remaining Ayleids that opposed Alessia seek refuge with {{Lore Link|Valenwood}}'s [[Lore:Camoran Dynasty|Camoran Dynasty]] and the {{Lore Link|Direnni}} in {{Lore Link|High Rock}}, while the rebel Ayleid lords who sided with Alessia continue to rule parts of Cyrodiil as vassals of the new Empress Alessia.{{ref|name=TLKOTA}} Some famous human heroes are [[Lore:Morihaus|Morihaus]], who leads the attack of White-Gold Tower, and [[Lore:Pelinal Whitestrake|Pelinal Whitestrake]], who single-handedly defeats many of the Ayleid kings, including the Ayleids' demigod champion [[Lore:Umaril the Unfeathered|Umaril the Unfeathered]].{{ref|name=TSOP}} * From 1E 243 to [[#1E 498|498]], the new kingdom of humans, under the rule of Empress Alessia and her descendants, prospers and rules the nearest kingdoms of [[Lore:Colovia|Colovia]]. They build a strong national identity as they gradually become more united. The Empress Alessia creates the new religion of the [[Lore:Eight Divines|Eight Divines]], fusing the pantheons of the {{Lore Link|Nord}}s and Cyrodiilic tribes, who followed [[Lore:Altmer|Altmer]]i deities.{{ref|name=SATD}}}}{{History Entry|1E 244|{{Lore Link|Kyne's Aegis}} is founded by {{Lore Link|Fuldimar Hookhand|minor=yes}}.{{ref|name=ONloadKyne|[[Online:Kyne's Aegis|Kyne's Aegis]] [[Online:Loading Screens|loading screen]] in [[Online:Online|ESO]]}}}}{{History Entry |1E 246|[[Lore:Daggerfall|Daggerfall City]] is founded.|The north half of the [[Lore:Iliac Bay|Iliac Bay]], including the current province of {{Lore Link|High Rock}}, is conquered by invading {{Lore Link|Nord}}s, who bring a rough sort of civilization with them. One of the Nords' first civilized acts is a census - the ''[[Lore:Book of Life|Book of Life]]''. Listed on page 933 of the book is this entry: "North of the Highest bluffs, south of the moors, west of the hills, and east of the sea is called DAGGERFALL. 110 men, 93 women, 13 children under 8 years of age, 58 cows, 7 bulls, 63 chickens, 11 cocks, 38 hogs live here."{{ref|name=AHOD|{{Cite Book|A History of Daggerfall}}}}}}{{History Entry |1E 266|Empress Alessia dies.{{ref|name=COTF|{{Cite Book|Cleansing of the Fane}}}}|[[Lore:Akatosh|Akatosh]] (or [[Lore:Shezarr|Shezarr]] in the form of Pelinal{{ref|name=TSOP}}) arrives at the {{Lore Link|White-Gold Tower}} in the [[Lore:Imperial City|Imperial City]] and transforms the dying Alessia into the first of the Cyrodilic saints. Thus, Empress Alessia becomes the first gem in the Cyrodilic [[Lore:Amulet of Kings|Amulet of Kings]]. This is the beginning of the Covenant between the {{Lore Link|Imperial}}s and Akatosh, which helps to protect {{Lore Link|Tamriel}} from {{Lore Link|Oblivion}}.{{ref|name=TOSA|{{Cite Book|Trials of St. Alessia}}}}{{ref|name=TAOK|{{Cite Book|The Amulet of Kings}}}}}} ==Fourth Century== {{History Entry |1E 340|{{Lore Link|Valenwood}} forms a trade treaty with the {{Lore Link|Alessian Empire}}.{{ref|name=PGE3V}}|minor=yes}}{{History Entry |1E 355|Clan [[Lore:Direnni|Direnni]] rises to prominence.|Clan Direnni, the only known [[Lore:Altmer|High Elven]] ruling family remaining in human lands, claims power in {{Lore Link|High Rock}} through political maneuvering and various machinations.{{ref|name=TDC}}}} {{History Entry |1E 358|Skyrim attacks the Western Reach|Emperor Ami-El of [[Lore:Cyrodiil|Cyrodiil]] lends his forces to Skyrim in a military campaign against the Direnni Hegemony in the [[Lore:Western Reach|Western Reach]]. Anti-Aldmer sentiments rise as Skyrim loses more and more of Greater Bretony to the Direnni.{{ref|group=UOL|[[General:Matt Grandstaff's Posts|Matt Grandstaff's Posts]]}}}} {{History Entry |1E 361|The [[Lore:Alessian Doctrines|Alessian Doctrines]] are enforced.|The {{Lore Link|Alessian Order}} becomes the dominant political factor in the {{Lore Link|Alessian Empire}}, and their doctrines are enforced throughout {{Lore Link|Cyrodiil}} and northern {{Lore Link|Tamriel}}.{{ref|name=TLKOTA}} The doctrines impose the very strict religious teachings of the prophet [[Lore:Marukh|Marukh]], who, after reportedly receiving visions from the ghost of the Slave Queen {{Lore Link|Alessia}}, begins to question Elven rule, calling for a suppression of Elven elements within the pantheon of the {{Lore Link|Eight Divines}}.{{ref|name=PGE1C|{{Cite Book|PGE|1|Cyrodiil}}}} The Order enforces strict codes of behavior which preclude most forms of entertainment.{{ref|name=RTR|{{Cite Book|Rislav The Righteous}}}} The remaining {{Lore Link|Ayleid}} lordships, once tolerated by the Alessian Empire, are abolished.{{ref|name=TLKOTA}}}}{{History Entry |1E 369|High King [[Lore:Borgas|Borgas]] dies.|When High King Borgas of [[Lore:Winterhold (city)|Winterhold]] is killed during the [[Lore:Wild Hunt|Wild Hunt]] and the {{Lore Link|Moot}} fails to elect {{Lore Link|Jarl Hanse}} as the next ruler of {{Lore Link|Skyrim}}, the {{Lore Link|War of Succession}} erupts across the [[Lore:First Empire of the Nords|Nordic Empire]]. The conflict leads to the Empire's dissolution as its territories in {{Lore Link|Morrowind}}, {{Lore Link|High Rock}}, and {{Lore Link|Cyrodiil}} break away. The war ends in [[#1E 420|1E 420]] with the {{Lore Link|Pact of Chieftains}}.{{ref|name=AHOD}}{{ref|name=PGE1S}}}}{{History Entry |1E 374|The Ayleid vassal-state of {{Lore Link|Nenalata}} is massacred by the {{Lore Link|Alessian Order}}.|Nenalata, the last remaining Ayleid city in Cyrodiil is given an ultimatum to leave the province or face extermination. King {{Lore Link|Laloriaran Dynar}} gathers those who wished to leave and begins an exodus to the lands of the {{Lore Link|Direnni Hegemony}}. Shortly afterwards the Alessian Army arrives at Nenalata and massacres all who choose to stay behind.{{ref|name=TLKOTA}}{{ref|name=ALOSAS|{{Cite Book|A Life of Strife and Struggle}}}}}}{{History Entry |1E 376|The traditional {{Lore Link|Yokuda}}n emperors are overthrown.|The traditional tenets of the Yokudan Empire are overthrown, and although each successive emperor remains a figurehead for the empire, his powers are very much reduced. The [[Lore:Redguard|Redguard]] people see 300 years of almost continuous civil war between provincial lords, warrior monks, and brigands, all fighting each other for land and power before the appearance of the hero [[Lore:Hunding|Hunding]].{{ref|name=RTHATH|{{Cite Book|Redguards, Their History and Their Heroes}}}} {{intnote|nb3|[nb 3]}}}}{{History Entry |1E 393|The [[Lore:Alessian Order|Alessian Order]] sacks {{Lore Link|Malada}}, an ancient [[Lore:Ayleids|Ayleid]] temple.{{ref|name=COTF}}|minor=yes}} ==Fifth Century== {{History Entry |1E 416|The {{Lore Link|Nord}}s are driven out of {{Lore Link|Morrowind}}.|The united {{Lore Link|Chimer}} and {{Lore Link|Dwemer}} drive the Nords out of modern-day Morrowind, which was then called {{Lore Link|Resdayn}}. {{Lore Link|Nerevar}} and {{Lore Link|Dumac}} become leaders of the {{Lore Link|First Council}} of Resdayn, and it flourishes under their leadership. Peace among the Chimer and the Dwemer brings unprecedented prosperity to their land.{{ref|name=PGE3All}}{{ref|name=PGE1M|{{Cite Book|PGE|1|Morrowind}}}}{{intnote|nb2|[nb 2]}} *The Dwemer clan [[Lore:Rourken|Rourken]] rebel against this alliance with the Chimer and self-exile themselves. According to legend, "the Rourken chieftain threw his mighty hammer, {{Lore Link|Volendrung}}, across {{Lore Link|Tamriel}}, promising to lead his clansmer to 'wherever it should fall.'" The land where they would arrive was thus called Volenfell (i.e., {{Lore Link|Hammerfell}}).{{ref|name=PGE1Ham|{{Cite Book|PGE|1|Hammerfell}}}}}} {{History Entry |1E 420|The {{Lore Link|Skyrim}} {{Lore Link|War of Succession}} ends.|The Skyrim War of Succession ends with the Pact of Chieftains. The war resulted in Skyrim losing control of the other provinces in northern {{Lore Link|Tamriel}}, and though their borders continue to shift occasionally, they never regain their former stature.{{ref|name=PGE1S}} *[[Lore:Olaf One-Eye|Olaf One-Eye]] is crowned High King of [[Lore:Skyrim|Skyrim]].{{ref|name=PKO|A [[:File:SR-misc-Olaf Plaque.png|stone etching]] in [[Lore:Windhelm|Windhelm]]}}}}{{History Entry |1E 420|Clan Rourken settles in Volenfell.{{ref|name=PGE3Ham|{{Cite Book|PGE|3|Hammerfell}}}}|minor=yes}}{{History Entry |1E 448|{{Lore Link|Rislav Larich}} is born.{{ref|name=RTR}}|minor=yes}}{{History Entry |1E 452|Olaf One-Eye dies.{{ref|name=PKO}}|minor=yes}}{{History Entry |1E 461|Coronation of Emperor {{Lore Link|Gorieus}} of the {{Lore Link|Alessian Empire}}.|The ceremony is attended by many of the most famous people of the time, including {{Lore Link|Rislav Larich}}, {{Lore Link|Darloc Brae}}, {{Lore Link|Kjoric the White}}, {{Lore Link|Hoag Merkiller}}, {{Lore Link|Nerevar|Indoril Nerevar}}, {{Lore Link|Dumac|Dumac Dwarfking}}, and Ryain Direnni.{{ref|name=RTR}}|minor=yes}} {{History Entry|After 1E 461|Ryain Direnni buys Balfiera and begins a process of gradually conquering vast parts of High Rock, Hammerfell and Skyrim.{{ref|name=RTR}}|minor=yes}} {{History Entry|1E 463|The destruction of {{Lore Link|Corinthe}}'s Grand Archive|A group of {{Lore Link|Merrunz}} cultists burn the city's archives, destroying most of the Elsweyr's {{Lore Link|Merethic Era}} records.{{ref|name=OotKMT|{{Cite Book|Origins of the Khajiiti Martial Tradition}}}}|minor=yes}}{{History Entry |1E 470|Approximate date of the discovery of the {{Lore Link|Flask of Lillandril}}.|A group of elves living in the port city of [[Lore:Lillandril|Lillandril]] discover a magical flask with the ability to absorb all magic cast at it.{{ref|name=EA|{{Cite Book|Elven Artifacts vIII}}}}|minor=yes}}{{History Entry |1E 472|{{Lore Link|Skingrad}} and {{Lore Link|Kvatch}} cease feuding.|After decades of skirmishing over common territory, Skingrad and Kvatch reach a peaceful resolution, presumably due to a royal marriage.{{ref|name=RTR}}|minor=yes}}{{History Entry |1E 477|After years of fighting, Clan {{Lore Link|Direnni}} conquers {{Lore Link|High Rock}} and large parts of {{Lore Link|Skyrim}} and {{Lore Link|Hammerfell}}.{{ref|name=TDC}}{{ref|name=RTR}}|minor=yes}}{{History Entry |1E 478|{{Lore Link|Kjoric the White}} dies.|The High King of Skyrim is killed fighting the {{Lore Link|Alessian Empire}} in the {{Lore Link|Battle of Sungard}}.{{ref|name=RTR}}|minor=yes}}{{History Entry |1E 478|King {{Lore Link|Rislav Larich}} of {{Lore Link|Skingrad}} routs an {{Lore Link|Alessian Empire|Alessian}} army led by Emperor {{Lore Link|Gorieus}}.|Following a plague that swept through Western {{Lore Link|Cyrodiil}}, King Mhorus Larich of Skingrad dies and the throne of Skingrad passes to his eldest surviving son, Dorald, an Alessian priest who immediately cedes the kingdom to the Empire. Outraged, Dorald's younger brother, Rislav, executes Dorald and is crowned the new king. Emperor Gorieus mobilizes his army to reclaim Skingrad for the Empire, but his forces are ultimately routed by Rislav's well-positioned archers and the timely assistance of King Justinius of Kvatch. Rislav's feat inspires additional acts of defiance against the Empire: the other kings of the Colovian West form an alliance with Skingrad and Kvatch, Ryain Direnni outlaws the Alessian Reform in High Rock and mounts incursions into Imperial territory, and {{Lore Link|Skyrim}} under High King {{Lore Link|Hoag Merkiller}} joins the resistance.{{ref|name=RTR}}|minor=yes}}{{History Entry |1E 480|[[Lore:Wulfharth|Ysmir Wulfharth]] takes the throne in {{Lore Link|Windhelm}}.{{ref|name=PKW|[[:File:SR-misc-Wulfharth Plaque.png|Memorial plaque]] in [[Skyrim:Windhelm|Windhelm]]}}|minor=yes}}{{History Entry |1E 480|The {{Lore Link|Direnni}} push back the {{Lore Link|Alessian Empire|Alessians}}.|{{Lore Link|Aiden Direnni}} leads a series of minor but important victories against the Alessians in {{Lore Link|High Rock}}.{{ref|name=TFL|{{Cite Book|The Final Lesson}}}}|minor=yes}}{{History Entry |1E 482|The {{Lore Link|Battle of Glenumbria Moors}}|The battle between the {{Lore Link|Alessian Order}} and the {{Lore Link|Direnni}} Elves of {{Lore Link|High Rock}}, under the command of {{Lore Link|Aiden Direnni}}. The Order is soundly defeated by the Elves at the cost of much of the Elven power in High Rock. The {{Lore Link|Nord}} High King {{Lore Link|Hoag Merkiller}} is killed during the battle.{{ref|name=TLKOTA}} * The province of [[Lore:Skyrim|Skyrim]], under the new High King [[Lore:Wulfharth|Wulfharth]], submits to a fiery reinstatement of the traditional {{Lore Link|Nord}}ic pantheon. Alessian temples are destroyed, and remnants of its priesthood seek refuge in the {{Lore Link|Heartlands}}.{{ref|name=FSOKW|{{Cite Book|Five Songs of King Wulfharth}}}}}}{{History Entry |1E 498|Elven power in {{Lore Link|High Rock}} is ended.|The Elves of High Rock, after losing much power in the {{Lore Link|Battle of Glenumbria Moors}} against the {{Lore Link|Alessian Order}}, are replaced by their Breton subjects, but allowed to retain Balfiera and control of the Adamantine Tower.{{ref|name=TLKOTA}}{{ref|name=PGE1High}}}}{{ref|name=AWTTAD|{{Cite Book|A Warning to the Aldmeri Dominion}}}}{{ref|name=TBMOP|{{Cite Book|The Bretons: Mongrels or Paragons?}}}}{{ref|name=O|{{Cite Book|Once}}}} ==Sixth Century== {{History Entry |1E 500|The reign of [[Lore:Wulfharth|High King Ysmir Wulfharth]].|The approximate date for the earliest legends of King Wulfharth{{ref|name=FSOKW}} (he actually first appeared in the history books in [[#1E 480|1E 480]]).|minor=yes}}{{History Entry |1E 533|[[Lore:Wulfharth|High King Ysmir Wulfharth]] dies.{{ref|name=PKW}}}}{{History Entry |1E 580|The Great Burn occurs on the fortieth birthday of Baron Montclair.{{ref|The description of [[Online:Contraband H#House Montclair Celebratory Sparkle Stick|House Montclair Celebratory Sparkle Stick]] in ESO}}|Stoneglow Enchantments crafted Sparkle Sticks for the occasion, which had inadvertently caused the fire.}} ==Seventh Century== {{History Entry |1E 609|King [[Lore:Thagore|Thagore]] defeats [[Lore:Glenpoint|Glenpoint]].|King Thagore of {{Lore Link|Daggerfall (kingdom)}} defeats the army of Glenpoint and becomes the preeminent economic, cultural, and military force in southern {{Lore Link|High Rock}}, a position the kingdom has precariously kept ever since.{{ref|name=AHOD}}}}{{History Entry |1E 609|{{Lore Link|Mansel Sesnit}} becomes Elden Yokeda.|Mansel Sesnit comes to the fore as the Elden Yokeda, or military dictator of the {{Lore Link|Yokuda}}ns, and for eight years successfully gains control of nearly the whole empire.{{ref|name=RTHATH}}|minor=yes}}{{History Entry |1E 617|{{Lore Link|Mansel Sesnit}} is assassinated.|Sesnit, the military dictator of {{Lore Link|Yokuda}}, is assassinated and a commoner, {{Lore Link|Randic Torn}}, takes over the government of the Yokudans. He rules for 120 years.{{ref|name=RTHATH}}}}{{History Entry |1E 660|{{Lore Link|Battle of Dragon Wall}}|[[Lore:Mauloch|Mauloch]], [[Lore:Orc|Orc]]ish god of the [[Lore:Velothi Mountains|Velothi Mountains]], is defeated at the Battle of Dragon Wall and flees east.{{ref|name=VOF|{{Cite Book|Varieties of Faith...}}}}|minor=yes}}{{History Entry |1E 668|[[Lore:War of the First Council|The War of the First Council]]; {{Lore Link|Vvardenfell}} erupts.|The first eruption of Morrowind's gigantic volcano, since known as [[Lore:Red Mountain|Red Mountain]]. Ash spews into the sky and hides the sun for a year. This year is also called Sun's Death or the Year of Winter in Summer.{{ref|name=VOF}}{{ref|name=TNM|{{Cite Book|The Nirnroot Missive}}}}}}{{History Entry |1E 670|Iliath Temple is converted to worship the {{Lore Link|Tribunal}}.{{ref|name=ONloadIliath|[[Online:Iliath Temple|Iliath Temple]] [[Online:Loading Screens|loading screen]] in [[Online:Online|ESO]]}}|minor=yes}} ==Eighth Century== {{History Entry |1E 700|[[Lore:Battle of Red Mountain|Battle of Red Mountain]].|The approximate date of the famous battle between the [[Lore:Chimer|Chimer]] and the [[Lore:Dwemer|Dwemer]], led by [[Lore:Nerevar|Nerevar]] and [[Lore:Dumac|Dumac Dwarfking]], which concludes [[Lore:The War of the First Council|the War of the First Council]]. Both Nerevar and Dumac perish. These events pave the way for the formation of {{Lore Link|Tribunal}} [[Lore:Morrowind|Morrowind]], which would last until just short of the end of the {{Lore Link|Third Era}}.{{ref|name=TBORM|{{Cite Book|The Battle of Red Mountain}}}}{{ref|name=NARM|{{Cite Book|Nerevar at Red Mountain}}}}}}{{History Entry |1E 700|The Dwemer disappear.|The entire Dwarven nation across {{Lore Link|Tamriel}} mysteriously disappears.{{ref|name=PGE1Ham}}{{ref|name=DI1|{{Cite Book|Dwemer Inquiries Vol I}}}} * With the Dwemer gone, the {{Lore Link|War of the Crag}} between them and their {{Lore Link|Falmer}} slaves ends.{{ref|name=TFAS|{{Cite Book|The Falmer: A Study}}}}|minor=yes}}{{History Entry |1E 720|{{Lore Link|Frandar Hunding}} is born.|The most revered {{Lore Link|Ansei}} warrior in history is born in the province of {{Lore Link|High Desert}} in {{Lore Link|Yokuda}}.{{ref|name=RTHATH}}|minor=yes}}{{History Entry |1E 734|Frandar Hunding's father dies.|At the age of 14, Frandar loses his father in one of many insurrections, and is left to support his mother and four brothers.{{ref|name=RTHATH}}|minor=yes}}{{History Entry |1E 737|Emperor {{Lore Link|Randic Torn}} of {{Lore Link|Yokuda}} dies.|Torn's death comes after 120 years of rule. After his death, a vicious civil war breaks out.{{ref|name=RTHATH}}|minor=yes}}{{History Entry |1E 760|{{Lore Link|Divad Hunding}} is born.|Divad was the only son of {{Lore Link|Frandar Hunding}}, and was born late in Hunding's life.{{ref|name=DTS|{{Cite Book|Divad the Singer}}}}|minor=yes}}{{History Entry |1E 776|Divad Hunding becomes an acrobat.|Divad Hunding, frustrated by his father's absence, quits his training at the {{Lore Link|Halls of Virtue|Hall of the Virtues of War}} and becomes a circus acrobat (and later a notable bard).{{ref|name=DTS}}|minor=yes}}{{History Entry |1E 780|Frandar Hunding writes the ''{{Lore Link|Books of Circles}}''.|{{Lore Link|Frandar Hunding}}, thinking himself invincible, becomes a hermit retiring to a cave in the mountains of high desert to write his philosophy of ''the Way of the Sword'' in the ''Book of Circles''.{{ref|name=RTHATH}}|minor=yes}}{{History Entry |1E 780|The {{Lore Link|War of the Singers}}.|Emperor {{Lore Link|Hira}} attempts to wrestle control of the empire from the people by exterminating the sword-singers. Frandar Hunding leads the resistance and crushes his army at the foot of Mount Hattu. Shortly after, Frandar, his son, and his army migrate to Hammerfell.{{ref|name=RTHATH}}}}{{History Entry |1E 792|Defeat of {{Lore Link|Hiradirge}}.|A renegade band of {{Lore Link|Ansei}} called the Hiradirge were defeated in battle.{{ref|name=PGE3Other}} Eventually this led to the destruction of {{Lore Link|Yokuda}}.{{ref|name=PGE3Ham}}}}{{History Entry |Between 1E 792 and 1E 808|The destruction of {{Lore Link|Yokuda}}.|Yokuda {{Lore Link|Yokuda#Destruction|sinks}}, presumably at the hands of the Hiradirge, said to be masters of "stone magic".{{ref|name=PGE3Ham}} The bulk of the refugees flee east to the island {{Lore Link|Herne}}, while the rest continue on to Tamriel.{{ref|name=PGE1Ham}} There isn't much left of the continent except for several islands.}} ==Ninth Century== {{History Entry |1E 800|Earliest date of {{Lore Link|Wayrest}} City|It is difficult for historians to declare a certain date for the foundation of Wayrest. A settlement of some variety had been existent where the {{Lore Link|Bjoulsae River}} feeds the {{Lore Link|Iliac Bay}}, possibly since the 800th year of the First Era. The traders and fishermen of Wayrest were surrounded by hostile parties: the {{Lore Link|Orc}} capital of {{Lore Link|Orsinium}} had grown powerful to the north, and the {{Lore Link|Akaviri}} pirates and raiders crowded the islands to the west. There is no mystery to Wayrest's name. After the fighting most travelers had to endure passing through the eastern end of the Iliac Bay, the little fishing village on the Bjoulsae was a welcome rest.{{ref|name=WJOTB|{{Cite Book|Wayrest, Jewel of the Bay}}}}|minor=yes}}{{History Entry |1E 808|{{Lore Link|Ra Gada}} arrives in {{Lore Link|Hammerfell}}.{{ref|name=HOTIB|{{Cite Book|Holidays of the Iliac Bay}}}}|A warrior wave of {{Lore Link|Yokuda}}ns, the [[Lore:Ra Gada|Ra Gada]], drives the {{Lore Link|beastfolk}} and {{Lore Link|Nedic}} peoples from [[Lore:Volenfell|Volenfell]]. Over time, the name "Ra Gada" becomes corrupted into "Redguard", and the race claims Hammerfell as their homeland. The beastfolk refugees escape from Hammerfell and join the Orcs at {{Lore Link|Orsinium}}.{{ref|name=PGE3Other}}}}{{History Entry |1E 853|The {{Lore Link|Corelanya Clan}} are exterminated by Yokudan colonists|Led by King {{Lore Link|Xakhwan}} of {{Lore Link|Yath}}, the Yokudans face the Corelanya clan at the Ash'abah Pass and finally drive them from Hammerfell. King Xakhwan was killed during the conflict and was succeeded by one of his sons.{{ref|name=ONPH|[[Online:Prince Haqmir|Prince Haqmir]]'s dialogue in [[Online:Online|ESO]]}}{{ref|name=ONTI|[[Online:The Initiation|The Initiation]] quest in [[Online:Online|ESO]]}}}}{{History Entry |1E 874|Warlord {{Lore Link|Thulgeg}}'s army of {{Lore Link|Orc}}s and {{Lore Link|Goblin}}s are driven from Hammerfell by the Yokudans|{{Lore Link|Breton}} forces deny the survivors passage through the {{Lore Link|Bangkorai Pass}}, forcing them to flee northeast through the {{Lore Link|Dragontail Mountains}} before they finally reach {{Lore Link|Orsinium}}.{{ref|name=BSOHR}}}} ==Tenth Century== {{History Entry |1E 900|{{Lore Link|Northpoint}} is founded|Captain Yric Flowdys establishes Northpoint around 1E 900 {{ref|name=FurnCoin|[[Online:Rivenspire_Antiquities#Northpoint Founding Coin|Northpoint Founding Coin]] antiquity codex entry in [[Online:Online|ESO]]}} as a waystation to accommodate trade route vessels, although some sources state it was established during the 9th century.{{ref|name=NAA}}|minor=yes}}{{History Entry |1E 907|The {{Lore Link|Direnni}} repel an attempted {{Lore Link|Redguard}} invasion.|Vilified by their former vassals, the remnants of the Direnni clan repel an attack on the {{Lore Link|Isle of Balfiera}}.{{ref|name=TBMOP|{{Cite Book|The Bretons: Mongrels or Paragons?}}}}|minor=yes}}{{History Entry |1E 946|Creation of Shinji's Credo|[[Lore:Gaiden Shinji|Gaiden Shinji]] is quoted saying his famous credo: ''"The best techniques are passed on by the survivors."''{{ref|name=ARCistern|A [[:File:OB-item-Arena Cistern Quote.png|cistern]] in the [[Lore:Imperial City|Imperial City]] Arena}}{{intnote|nb4|[nb 4]}}|minor=yes}}{{History Entry |1E 948|{{Lore Link|Joile|King Joile}} writes to {{Lore Link|Gaiden Shinji}} proposing an assault on {{Lore Link|Orsinium}}.|Recorded in the Annals of Daggerfall, the letter contains the following reference: ''"The {{Lore Link|Orc}}s have been much plaguing the Wayresters and impeding traffic to the heart of the land."''.{{ref|name=WJOTB}}|minor=yes}}{{History Entry |1E 950|Assault on {{Lore Link|Orsinium}} begins.|The annihilation of the {{Lore Link|Orc}}ish capital Orsinium begins through the joint efforts of {{Lore Link|Daggerfall (kingdom)}}, the new kingdom of {{Lore Link|Sentinel (kingdom)}}, and the {{Lore Link|Order of the Diagna|Order of Diagna}}. It takes constant effort over 30 years to drive the Orcs from their capital.{{ref|name=NWOB|{{Cite Book|The War of Betony (Newgate)}}}}{{ref|name=PGE3O|{{Cite Book|PGE|3|Orsinium}}}}}}{{History Entry |1E 973|The Memory Stone of {{Lore Link|Makela Leki}} is found.|The memory stone of Makela Leki was found in the {{Lore Link|Bangkorai}} pass. Its contents were written in the book ''{{Lore Link|From The Memory Stone of Makela Leki}}''. Makela and her five companions died defending against an invasion led by King {{Lore Link|Joile}} of {{Lore Link|Daggerfall (kingdom)}} sponsored by {{Lore Link|High Rock}}.{{ref|name=FTMSOFL|{{Cite Book|From The Memory Stone of Makela Leki}}}}|minor=yes}}{{History Entry |1E 980|{{Lore Link|Orsinium}} is defeated.|The annihilation of the {{Lore Link|Orc}}ish capital Orsinium by a joint effort of {{Lore Link|Daggerfall (kingdom)}}, the new kingdom of {{Lore Link|Sentinel (kingdom)}}, and the now extinct [[Lore:Order of the Diagna|Order of the Diagna]].{{ref|name=NWOB}}{{ref|name=PGE3O}} The scattering of the Orcs from southeastern High Rock made the river route to the Bay more accessible.{{ref|name=WJOTB}} Over the next several years, with the {{Lore Link|Bjoulsae River}} opened, inter-provincial trade flourishes. Within a decade, the village of {{Lore Link|Wayrest}} is transformed into a major city.{{ref|name=TDC}}|minor=yes}}{{History Entry |1E 983|{{Lore Link|Evermore}} is founded.|The {{Lore Link|High Rock}} city is established by the {{Lore Link|River Horse Bretons}}, after the {{Lore Link|Bjoulsae River|Bjoulsae}} trade was opened up thanks to the fall of Orsinium.{{ref|name=TRHOKE}}}} ==Eleventh Century== {{History Entry |1E 1029|{{Lore Link|High Rock}} is admitted into the {{Lore Link|Alessian Empire}}.|After the legions of Empress {{Lore Link|Hestra}} deposed King Styriche of Verkarth, Styriche fled west with his infamous Gray Host of vampires and werewolves, pillaging along the way. The Gray Host was halted by the Bangkorai Garrison of High Rock, and Hestra's forces killed the survivors. Impressed by the Bangkorai Garrison's actions, Hestra allowed High Rock to be admitted into the Empire.{{ref|name=BSOHR|{{Cite Book|Bangkorai, Shield of High Rock}}}} {{Lore Link|House Dorell}} of {{Lore Link|Northpoint}} and {{Lore Link|House Montclair}} are granted a barony.{{ref|name=NAA|{{Cite Book|Northpoint: An Assessment}}}}{{ref|name=ONloadHildune|[[Online:Hildune's Secret Refuge (place)|Hildune's Secret Refuge]] [[Online:Loading Screens|loading screen]] in [[Online:Online|ESO]]}}}}{{History Entry |1E 1030|{{Lore Link|The Legend of Red Eagle}}.|{{Lore Link|Reachmen}} under {{Lore Link|Faolan}} put up a strong resistance against the incursion of the {{Lore Link|Alessian Empire}} into {{Lore Link|the Reach}}, though they are ultimately unsuccessful.{{ref|name=TLORE|{{Cite Book|The Legend of Red Eagle}}}}|minor=yes}}{{History Entry |1E 1033|{{Lore Link|Alessian Empire|Alessians}} take on piracy in {{Lore Link|Black Marsh}}.|Empress {{Lore Link|Hestra}}, fed up with the pirates hiding in the depths of {{Lore Link|Black Marsh}}, calls for the head of the most famous brigand, {{Lore Link|Red Bramman|"Red" Bramman}}, as part of a larger campaign. Their incursion provided some of the first outsider accounts on the true culture of the land of the {{Lore Link|Argonian}}s.{{ref|name=PGE3A|{{Cite Book|PGE|3|Argonia}}}}}}{{History Entry |1E 1051|Vinicius Imbrex becomes Archbishop of {{Lore Link|Chorrol}}.|During his 36 year tenure, he authors a list of "abominations" that should be slain in the name of {{Lore Link|Stendarr}}.{{ref|name=TFA|{{Cite Book|The Four Abominations}}}}|minor=yes}}{{History Entry |1E 1085|Earliest known appearance of {{Lore Link|Skingrad}} in records.|Though it is likely much older, Skingrad is first mentioned in ancient genealogical records around this time.{{ref|name=IG|{{Cite Book|Imbel Genealogy}}}}|minor=yes}} ==Twelfth Century== {{History Entry |1E 1100|The kingdom of {{Lore Link|Wayrest (kingdom)}} is founded.|Wayrest's rapid expansion following the defeat of {{Lore Link|Orsinium}} in [[#1E 980|1E 980]] culminates the merchant power earning the right to be called a kingdom.{{ref|name=WJOTB}}}}{{History Entry |1E 1102|Warlord {{Lore Link|Ceyran}} dies|A minor {{Lore Link|Ayleid}} warlord rumored to be a devotee of {{Lore Link|Molag Bal}}, he is best known for building and losing three separate dominions during his long life. He was killed by an unknown assassin.{{ref|name=CWRF|{{Cite Book|Ceyran, Warlord of Rulanyil's Fall}}}}|minor=yes}}{{History Entry |1E 1152|Earliest known appearance of {{Lore Link|Bravil}} in records.|Though the {{Lore Link|Ayleids}} had long settled the Bravil region,{{ref|name=DOTN|{{Cite Book|Daughter of the Niben}}}} and humans presumably settled the area soon after displacing them, Bravil is first mentioned in genealogical records around this time.{{ref|name=IG}}|minor=yes}}{{History Entry |1E 1167|Earliest known appearance of {{Lore Link|Bruma}} in records.|Though it is likely much older, Bruma is first mentioned in ancient genealogical records around this time.{{ref|name=IG}}|minor=yes}}{{History Entry |1E 1188|{{Lore Link|Fervidius Tharn}} becomes Arch-Prelate of the {{Lore Link|Alessian Order}}.{{ref|name=HTON}}|minor=yes}} ==Thirteenth Century== {{History Entry|1E 1261|Astia Hexos of the Imperial {{Lore Link|House Hexos}} prepares a report on {{Lore Link|Madam Whim}}, a {{Lore Link|Mazken}} trader and information broker from the newly discovered realm of {{Lore Link|Fargrave}}.{{ref|name=MtCMW|{{Cite book|Meet the Character - Madam Whim}}}}|House Hexos establishes a business relationship with this Mazken and soon begins trading operations within the realm.{{ref|name=MtCMW}}|minor=yes}} {{History Entry|1E 1270|Merchant-Lord {{Lore Link|Etien Lenac}} claims the throne of {{Lore Link|Wayrest }} by supposedly bribing the nobility.{{ref|name=Furn|[[Online:Antiquity_Furnishings#Kingmaker's Trove|Kingmaker's Trove]] antiquity codex entry in [[Online:Online|ESO]]}}|minor=yes}} ==Fourteenth Century== {{History Entry |1E 1301|Sack of {{Lore Link|Skywatch}}|The {{Lore Link|Sload}} of {{Lore Link|Thras}} attack the city of Skywatch.{{ref|name=PGE3Sum|{{Cite Book|PGE|3|Summerset}}}}}}{{History Entry |1E 1306|Hyperagonal Collapse Incident|Twenty-seven {{Lore Link|Psijic Order|Psijic Monks}} are converted into thin films of glistening liminal particles after an incident at the Eldbur Monastery for Mystic Inquiry on {{Lore Link|Summerset Isle}}.{{ref|name=ONloadEldbur |[[Online:Eldbur Ruins|Eldbur Ruins]] [[Online:Loading Screens|loading screen]] in [[Online:Online|ESO]]}}}} ==Fifteenth Century== {{History Entry |1E 1427|{{Lore Link|Battle of Duncreigh Bridge}}|The battle between {{Lore Link|Anticlere}} and the neighbouring hamlet of {{Lore Link|Sensford}}. It is celebrated each year by Anticlere with a march down Sensford's main street, usually resulting in many injuries and sometimes brief wars between the towns' knightly orders. The battle ultimately achieves nothing, as both sides continue to boast of their own antique lineage.{{ref|name=PGE1High}}}} ==The {{Lore Link|Dragon Break}}== The longest Dragon Break ever known, sometimes called the Middle Dawn, is said to take place across much of {{Lore Link|Tamriel}} for one thousand and eight years.{{ref|name=WWYDB|{{Cite Book|Where Were You ... Dragon Broke}}}} Some scholars think the whole matter was the result of an error in a timeline.{{ref|name=TDBR|{{Cite Book|The Dragon Break Re-Examined}}}} It was a "timeless time",{{ref|name=WWYDB}} and from exactly when to when it occurs is unknown. ==Twenty-Third Century== {{History Entry |1E 2200|The {{Lore Link|Sload}} release the {{Lore Link|Thrassian Plague}}.{{ref|name=PGE1C}}{{ref|name=PGE1Wild|{{Cite Book|PGE|1|The Wild Region}}}}|For the next several centuries, this brutal plague devastates more than half of {{Lore Link|Tamriel}}'s population, concentrated along the western coast nearest to [[Lore:Thras|Thras]].{{ref|name=PGE3Other}}|minoradd=*Nobility from {{Lore Link|Daggerfall}}, {{Lore Link|Wayrest}}, and {{Lore Link|Sentinel}} escape the plague by fleeing to the {{Lore Link|Isle of Balfiera}}.{{ref|name=TDC}}}}{{History Entry |1E 2260|The {{Lore Link|All Flags Navy}}|A massive fleet, comprising ships from every nation of Tamriel, sails against the Sload in retribution for the Thrassian Plague, sinking their kingdom with mighty magics.{{ref|name=TRHOKE|{{Cite Book|The Royal House of King Eamond}}}}{{ref|name=JOT|{{Cite Book|Journal of Tsona-Ei}}}}}} ==Twenty-Fourth Century== {{History Entry |1E 2305|{{Lore Link|High Rock}} secedes from the {{Lore Link|Alessian Empire}}.|In response to the excesses of the {{Lore Link|Alessian Order}}, High Rock secedes from the Alessian Empire, over a thousand years after being admitted. The {{Lore Link|Bangkorai}} Garrison successfully fends off the wrathful Legions of Piety and Grace under Abbot-General Priscus Mactator, who had been sent to forcibly reclaim the wayward region.{{ref|name=BSOHR}}|minor=yes}}{{History Entry |1E 2321|The {{Lore Link|War of Righteousness}} begins.|The War of Righteousness breaks out when Western {{Lore Link|Cyrodiil}} isolates itself from the {{Lore Link|Alessian Empire}} and establishes the {{Lore Link|Colovian Estates}}. This follows years of internal strife within the {{Lore Link|Alessian Order}}'s bloated priesthood and territorial movements to curtail or outlaw the Order's religion.{{ref|name=PGE1C}}{{ref|name=COTF}}{{ref|name=TLST}}}}{{History Entry |1E 2331|The War of Righteousness ends.|After a decade of conflict, the War of Righteousness concludes and the Alessian Order and Empire are dissolved. The Empire's former territories solidify their independence, and its heartland, Cyrodiil, splits into Eastern and Western halves that continue to diverge culturally over the following centuries.{{ref|name=PGE1C}}}} ==Twenty-Eighth Century== {{History Entry |1E 2702|{{Lore Link|Wayrest City}} moves to Gardners Estate.|The entire population of the city is forced to move into the walled estate of the Gardners as protection against pirates, {{Lore Link|Akavir}}i raiders, and the {{Lore Link|Thrassian Plague}}.{{ref|name=WJOTB}}|minor=yes}}{{History Entry |1E 2703|The First {{Lore Link|Akavir}}i Invasion occurs|[[Lore:Tsaesci (race)|Tsaesci]] of Akavir land in {{Lore Link|Tamriel}}, cutting a swathe of destruction through {{Lore Link|Skyrim}} and {{Lore Link|Cyrodiil}}, spurring [[Lore:Reman|Reman Cyrodiil]] to rally the {{Lore Link|Colovia|Colovian West}} and {{Lore Link|Nibenay Valley|Nibenean East}}. Cyrodiil is united for the first time in centuries. The unified army defeats the Akaviri at the [[Lore:Pale Pass|Pale Pass]] along the Cyrodiil-Skyrim border. The {{Lore Link|Second Empire}} is established.{{ref|name=PGE3Other}}}} Some sources claim the invasion began in 1E 2700.{{ref|name=LOTD|{{Cite Book|Legacy of the Dragonguard}}}}{{History Entry |1E 2704|Emperor {{Lore Link|Reman}} divides {{Lore Link|the Reach}} between {{Lore Link|High Rock}} and {{Lore Link|Skyrim}}|In an attempt to limit the possibility of the {{Lore Link|Reachmen}} uniting against him, Emperor Reman Cyrodiil divided their territory between the provinces of Skyrim and High Rock. The natives resisted fiercely, and there was never a decade when the troops of Solitude or Evermore wouldn't be sent in an attempt to pacify them.{{ref|name=EGTNBatM|{{Cite Book|EGT|Bangkorai}}}}}}{{History Entry |1E 2714|{{Lore Link|Valenwood}} is conquered by the {{Lore Link|Second Empire}}.|After centuries of unrelenting warfare along the border with {{Lore Link|Cyrodiil}} and a plague from {{Lore Link|Thras}}, the land of the {{Lore Link|Bosmer}} finally falls to the Second Empire.{{ref|name=PGE3V}}}} Although the province became occupied by the {{Lore Link|Imperial Legion}} and the Kingdom of Grahtwood was established, they continued to experience resistance from some natives for several years.{{ref|name=TFARORB|{{Cite Book|The Fall and Rise of Reman's Bluff}}}}{{ref|name=ONloadGolden|[[Online:Cathedral of the Golden Path|Cathedral of the Golden Path]] [[Online:Loading Screens|loading screen]] in [[Online:Online|ESO]]}}{{History Entry |1E 2729|The city-state of {{Lore Link|Southpoint}} was founded on the 1st of Rain's Hand.|After Governor {{Lore Link|Zantonius}} had fought a raid of {{Lore Link|Wood Orcs}} at {{Lore Link|Reman's Bluff}}, he was awarded a plot of land for a fort. But he converted it into a fortified settlement, which later became Southpoint.{{ref|name=Southpoint|{{Cite Book|The Founding of Southpoint}}}}}}{{History Entry |1E 2762|Emperor {{Lore Link|Reman}} I dies.{{ref|name=OBSancre|Epitaph on a tomb in [[Oblivion:Sancre Tor|Sancre Tor]]}}}}{{History Entry |1E 2762|Emperor {{Lore Link|Kastav}} is crowned.{{ref|name=HKEAYQ|{{Cite Book|High King Emeric Answers Your Questions}}}}}}{{History Entry |1E 2790|Tjurhane Fyrre is born.|The great Ayleid (Wild Elf) sage Tjurhane Fyrre is born.{{ref|name=TWE|{{Cite Book|The Wild Elves}}}}|minor=yes}}{{History Entry |1E 2794|Reman II is born.{{ref|name=OBSancre}}|minor=yes}} ==Twenty-Ninth Century== {{History Entry |1E 2801|Emperor {{Lore Link|Kastav}} takes hostages in {{Lore Link|Skyrim}}.|Emperor Kastav orders the {{Lore Link|Dragonguard}} to seize hostages from {{Lore Link|Markarth}} and {{Lore Link|Hroldan}} to ensure that the jarls would meet their conscription quotas. This is the latest in a series of such orders, and the official objections of the Master at {{Lore Link|Sky Haven Temple}} are denied per usual.{{ref|name=AOTD|{{Cite Book|Annals of the Dragonguard}}}}|minor=yes}}{{History Entry |1E 2804|The {{Lore Link|Winterhold Rebellion}} begins.|A rebellion breaks out in Winterhold. The {{Lore Link|Dragonguard}} refuses orders to be sent to suppress the revolt, as it violates their Oath of Allegiance.{{ref|name=AOTD}}|minor=yes}} {{History Entry |1E 2804|Emperor {{Lore Link|Reman II}} assumes the throne of Cyrodiil.|Reman II deposes the incompetent {{Lore Link|Kastav}} and is credited with negotiating an end to the Winterhold Rebellion and leading the Second Empire into a golden age. He would later begin a war of conquest against Argonia and Morrowind.{{ref|name=RTLOA|{{Cite Book|Reman II: The Limits of Ambition}}}} His coronation took place later in 1E 2812.{{ref|name=OBSancre}}}}{{History Entry |1E 2805|[[Lore:Sky Haven Temple|Sky Haven Temple]] is besieged.|An {{Lore Link|Akavir}}i commander named {{Lore Link|Kalion}}, rejected from the {{Lore Link|Dragonguard}}, is sent to suppress the Winterhold Rebellion. The locals soon besiege the Dragonguard's temple in {{Lore Link|the Reach}}, as they do not distinguish between Akaviri. The siege is lifted one year later.{{ref|name=AOTD}}|minor=yes}}{{History Entry |1E 2811|The {{Lore Link|Blackwater War}} begins.|A military expansion is launched by {{Lore Link|Reman II}} against Argonia, eventually resulting in the formation of the {{Lore Link|Imperial}} Province of {{Lore Link|Black Marsh}}.{{ref|name=TBW|{{Cite Book|The Blackwater War}}}}{{ref|name=PGE3A}}}}{{History Entry |1E 2812|Kastav dies.|After living in exile for several years, the deposed emperor dies in the {{Lore Link|Murkmire}} region of Black Marsh.{{ref|name=EKE|{{Cite Book|Emperor Kastav's Epitaph}}}}|minor=yes}}{{History Entry |1E 2812|Construction of [[Lore:Alduin's Wall|Alduin's Wall]] begins.|The construction of an elaborate sculpture called "Alduin's Wall" at {{Lore Link|Sky Haven Temple}} begins.{{ref|name=AOTD}}|minor=yes}}{{History Entry |1E 2813|Cyrodilic replaces {{Lore Link|Aldmeris|High Elven}}.|Across {{Lore Link|Tamriel}}, Cyrodilic, the precursor to the modern Tamrielic language, replaces High Elven as the language of all legal documents.{{ref|name=TDC}}|minor=yes}}{{History Entry |1E 2815|Reports of {{Lore Link|dragons}} persist in [[Lore:Skyrim|Skyrim]].|Though the number of dragons in {{Lore Link|Tamriel}} had been diminishing since the {{Lore Link|Dragon War}} thousands of years before, the {{Lore Link|Dragonguard}} at {{Lore Link|Sky Haven Temple}} continue to receive sporadic, unverifiable reports of dragons to the east.{{ref|name=AOTD}}|minor=yes}}{{History Entry |1E 2818|Construction of Alduin's Wall is completed.|Emperor {{Lore Link|Reman II}} himself arrives at {{Lore Link|Sky Haven Temple}} to officially dedicate the Wall and consecrate the Blood Seal of the temple.{{ref|name=AOTD}}|minor=yes}}{{History Entry |1E 2820|{{Lore Link|Eric of Guis}} lives among the {{Lore Link|Altmer}}.|The emissary of the {{Lore Link|Second Empire}} wrote many vitriolic rants against the denizens of {{Lore Link|Summerset Isle}} during his time there. These were later accepted as "reliable" accounts by human scholars of the {{Lore Link|Third Era}}.{{ref|name=PGE1Ald|{{Cite Book|PGE|1|Aldmeri Dominion}}}}|minor=yes}}{{History Entry |1E 2820|Governor Pomptinus is appointed the ruler of {{Lore Link|Craglorn}} by {{Lore Link|Reman II}}|During his administration he built the sewers beneath {{Lore Link|Elinhir}}, considered to one of his greatest public works undertaken.{{ref|name=ONloadelin|[[Online:Elinhir Sewerworks|Elinhir Sewerworks]] [[Online:Loading Screens|loading screen]] in [[Online:Online|ESO]]}}|minor=yes}}{{History Entry |1E 2837|The province of [[Lore:Black Marsh|Black Marsh]] is created.|The {{Lore Link|Second Empire}} succeeds in seizing a large part of the swamplands of Argonia to create the province of Black Marsh. Its provincial status was revoked after the dissolution of the Second Empire.{{ref|name=PGE1Wild}}}}{{History Entry |1E 2840|The {{Lore Link|Four-Score War}} begins.|{{Lore Link|Reman II}} declares war on {{Lore Link|Morrowind}}. The war drags on for 80 years.{{ref|name=OBSancre}}}}{{History Entry |1E 2843|Emperor {{Lore Link|Reman II}} dies.|According to the inscription on his tomb in Sancre Tor, he dies "in battle against the {{Lore Link|Dunmer|Dark Elves}}".{{ref|name=OBSancre}}}}{{History Entry |1E 2843|Emperor {{Lore Link|Brazollus Dor}} is crowned.|The little-known Brazollus Dor disdains the responsibilities of governing, preferring to spend his time at his country estate near {{Lore Link|Skingrad}} while his Potentate, {{Lore Link|Sidri-Ashak}}, handled all matters of state. This is said to be the emperor's wisest decision, as Sidri-Ashak proved to be a gifted administrator and man of integrity.{{ref|name=HKEAYQ}}}}{{History Entry |1E 2871|{{Lore Link|Dragonguard}} slay the {{Lore Link|dragon}} {{Lore Link|Krahjotdaan}} in the southern {{Lore Link|Jerall Mountains}}.{{ref|name=AOD|{{Cite Book|Atlas of Dragons}}}}|minor=yes}}{{History Entry |1E 2877|Emperor {{Lore Link|Reman III}} is crowned.{{ref|name=OBSancre}}}}{{History Entry |1E 2899|Empress {{Lore Link|Tavia}} is accused of treason and imprisoned in {{Lore Link|Black Marsh}}.|{{Lore Link|Reman III}}, the last emperor of the {{Lore Link|Reman Dynasty}}, sends his wife to a prison in {{Lore Link|Gideon}}.{{ref|name=PGE3A}}|minor=yes}} ==Thirtieth Century== {{History Entry |1E 2902|Reign of Jinninji-ri, {{Lore Link|Mane}} of {{Lore Link|Elsweyr}}.{{ref|name=ONGShazah|[[Online:Shazah|Shazah]]'s dialogue in [[Online:Online|ESO]]}}|minor=yes}}{{History Entry |1E 2906|The Khuras mines collapse.|The extensive mines in {{Lore Link|Glenumbra}}, once famous as a source of crystals and gems, are abandoned after a ceiling collapse renders most of the tunnels inaccessible.{{ref|name=ONloadkhu|[[Online:Mines of Khuras|Mines of Khuras]] [[Online:Loading Screens|loading screen]] in [[Online:Online|ESO]]}}|minor=yes}}{{History Entry |1E 2911|The {{Lore Link|War of the Uvichil}} begins.{{ref|name=PGE3Sum}}|minor=yes}}{{History Entry |1E 2917|The War of the Uvichil ends.{{ref|name=PGE3Sum}}|minor=yes}}{{History Entry |1E 2920|{{Lore Link|Gilverdale}} is destroyed by {{Lore Link|Molag Bal}}.|The {{Lore Link|Daedric Princes|Daedric Prince}} is summoned by an amateur to destroy the entire settlement.{{ref|name=2920L|{{Cite Book|2920, The Last Year of the First Era}}}}|minor=yes}}{{History Entry |1E 2920|The last year of the First Era.|Emperor {{Lore Link|Reman III}} and his son and heir Prince [[Lore:Juilek|Juilek]] are both assassinated by the [[Lore:Morag Tong|Morag Tong]]. This follows the sacking of the {{Lore Link|Dunmer}} fortress of Black Gate, breaking a truce between the Empire and Morrowind. [[Lore:Akaviri Potentate|Akaviri Potentate]] [[Lore:Versidue-Shaie|Versidue-Shaie]] assumes the Imperial Throne, and declares the start of the [[Lore:Second Era|Second Era]].{{ref|name=2920L}} *[[Lore:Mehrunes Dagon|Mehrunes Dagon]] destroys [[Lore:Mournhold|Mournhold]]. [[Lore:Almalexia|Almalexia]] and [[Lore:Sotha Sil|Sotha Sil]] are too late to prevent its destruction, but manage to banish Mehrunes Dagon back to [[Lore:Oblivion|Oblivion]].{{ref|name=2920L}}}}<noinclude> ==Notes== *{{LNote|nb1|1.|Several sources conflate Harald's reign with his entire life. The book ''[[Lore:Frontier, Conquest|Frontier, Conquest]]'' accredits the years {{Year|1E 113}} to 221 to him (108 years), and both the ''Daggerfall Chronicles'' and [[Lore:Pocket Guide to the Empire, 1st Edition/Skyrim|1st Edition Pocket Guide]] state that he died at the age of 108, meaning that 1E 113 must have been the year of his birth. The [[Lore:Pocket Guide to the Empire, 3rd Edition/Skyrim|3rd Edition Pocket Guide]] also states "In the 113th year of the First Era, the entirety of modern Skyrim was under the reign of King Harald", suggesting his birth and reign coincided. A [[:File:SR-misc-Harald Plaque.png|stone etching]] in [[Lore:Windhelm|Windhelm]] states that his rule in {{Lore Link|Windhelm}} began in 1E 143.}} *{{LNote|nb2|2.|''The Daggerfall Chronicles'' has some differences in its timeline. It refers to Vrage as the youngest son of Hjalmer. In the light of the clear statement in ''[[Lore:King Edward, Part X|King Edward, Part X]]'', it seems this is a mistake and both were sons of Harald. It also traces the Nords' expulsion from Morrowind and High Rock to 1E 401.}} *{{LNote|nb3|3.|Yokudan dates are usually given in books in "the old way of reckoning". Using information from [[Lore:Books by Author#Destri Melarg|Destri Melarg]]'s book ''[[Lore:Divad the Singer|Divad the Singer]]'', however, any Yokudan date can be translated to its Tamrielic equivalent by subtracting 1636. It should be noted that these dates may not be completely accurate, since Melarg isn't exact in his statement.}} *{{LNote|nb4|4.|There's some suggestion that the events surrounding Gaiden Shinji and the Siege of Orsinium occurred several centuries before the tenth century. [[Skyrim:Loading Screens|A loading screen in Skyrim]] dates Shinji's Credo back to 1E 490, not 946. ''{{Lore Link|Poison Song I|The Poison Song, Book I}}'' takes place in 1E 675, but treats the Siege of Orsinium as having already occurred.}} ==References== <references/> {{UOL}} <references group=UOL/></noinclude>
2,512,962
2021-11-15T01:43:58Z
The Rim of the Sky
Note: The First Era of Tamriel is also sometimes referred to as the First Age. The early-to-middle part is known as the Classical Period. First Century Second Century Third Century Fourth Century Fifth Century Sixth Century Seventh Century Eighth Century Ninth Century Tenth Century Eleventh Century Twelfth Century Thirteenth Century Fourteenth Century Fifteenth Century The The longest Dragon Break ever known, sometimes called the Middle Dawn, is said to take place across much of for one thousand and eight years. Some scholars think the whole matter was the result of an error in a timeline. It was a "timeless time", and from exactly when to when it occurs is unknown. Twenty-Third Century Twenty-Fourth Century Twenty-Eighth Century Some sources claim the invasion began in 1E 2700. Although the province became occupied by the and the Kingdom of Grahtwood was established, they continued to experience resistance from some natives for several years. Twenty-Ninth Century Thirtieth Century Notes References
130
1,087
https://en.uesp.net/wiki/Lore:Merethic_Era
Lore:Merethic Era
{{Lore History Trail}}{{Lore History|evtsw=yes|botline=yes}}__NOTOC__ '''Note:''' The {{Lore Link|Merethic Era}}, also known as the '''Mythic Era''',{{ref|name=TAA|{{Cite Book|The Annotated Anuad}}}}{{ref|name=TM|{{Cite Book|The Monomyth}}}}{{ref|name=PGE3All|{{Cite Book|PGE|3|All the Eras of Man}}}} and the '''Era of Myths'''{{Ref|name=ONMalana|[[Online:Malana|Malana]]'s dialogue in [[Online:Online|ESO]]}} is a period with few known, exact dates, and some of the events below may be misplaced in the general narrative. The era is dated backwards from Year Zero of the {{Lore Link|First Era}} (the traditional {{Lore Link|Nord}}ic Merethic dating), which is marked by the founding of the {{Lore Link|Camoran Dynasty}}.{{ref|name=BTAOM|{{Cite Book|Before the Ages of Man}}}} ==Early Merethic Era== {{History Entry |ME 2500|{{Lore Link|Direnni Tower}} constructed|The latest archaeological study of the Direnni Tower on the Isle of {{Lore Link|Balfiera}} in {{Lore Link|High Rock}} has dated its construction to around ME 2500, the earliest known date in {{Lore Link|Aldmer}}i and {{Lore Link|Nord}}ic history, making it the oldest known structure in {{Lore Link|Tamriel}}.{{ref|name=BTAOM}}{{ref|name=PGE1High|{{Cite Book|PGE|1|High Rock}}}} * The {{Lore Link|et'Ada}} hold their Convention at this tower, setting the laws of {{Lore Link|Mundus}} and ending the {{Lore Link|Dawn Era}}.{{ref|name=TM}}}}{{History Entry |The days of the {{Lore Link|beastfolk}}||Aboriginal beastpeoples (ancestors of the [[Lore:Khajiit|Khajiit]], [[Lore:Argonian|Argonian]], and other beastfolk) live in preliterate communities throughout {{Lore Link|Tamriel}}.{{ref|name=BTAOM}} Each have their own accounts of this time period.{{ref|name=MWArtisa|[[Morrowind:Artisa Arelas|Artisa Arelas]]' dialogue in [[Morrowind:Morrowind|Morrowind]].}} Scholars later surmise that, at this time, the {{Lore Link|Khajiit}} have the predominant culture in southern Tamriel.{{ref|name=PGE3Sug|{{Cite Book|PGE|3|Sugar and Blood}}}}|minor=yes}} {{History Entry|Early {{Lore Link|Kothringi}} culture}} * Later findings date the first Kothringi metalwork and cultural exchange with the {{Lore Link|Argonians}} of Shadowfen in this time,{{ref|name=SilverWishMedallion|[[Online:Shadowfen Antiquities|Silver Wish Medallion antiquity]] codex entries by [[ON:Verita Numida|Verita Numida]] and [[ON:Gabrielle Benele|Gabrielle Benele]] in [[ON:Online|ESO]]}}{{ref|name=NestOfSHadows|[[Online:Shadowfen Antiquities|Nest of Shadows antiquity]] codex entry by [[ON:Ugron gro-Thumog|Ugron gro-Thumog]]in [[ON:Online|ESO]]}} making them the first known human culture of Tamriel. ==Middle Merethic Era== {{History Entry |The arrival of the [[Lore:Mer|elves]] on the {{Lore Link|Summerset Isles}}||The [[Lore:Aldmer|Aldmer]] leave doomed and now-lost [[Lore:Aldmeris|Aldmeris]] (also known as 'Old Ehlnofey') and settle on the isle {{Lore Link|Auridon}}. According to legend, the Aldmer folk hero High Lord {{Lore Link|Torinaan}} 'the Foresailor' arrives at the location now known as nine-plow landing and founds the city of {{Lore Link|Firsthold}} south of it.{{ref|name=LayOfFirsthold|{{Cite Book|The Lay of Firsthold}}}}{{History Entry |The search for {{Lore Link|Aldmeris}}||Aldmeri explorers, notably [[Lore:Topal the Pilot|Topal the Pilot]], explore and chart Tamriel's sea-lanes. From Summerset, Topal sails north around Tamriel, then up the {{Lore Link|River Niben}} deep into central Cyrodiil, where he acquires the Eight Islands (the site of the White-Gold Tower) from the native taloned "Bird men" as gifts for giving them the secret of literacy.{{ref|name=FOTN|{{Cite Book|Father Of The Niben}}}} * Aldmeri explorers map the coasts of [[Lore:Vvardenfell|Vvardenfell]], building the {{Lore Link|First Era}} High Elven wizard towers at {{Lore Link|Ald Redaynia}}, {{Lore Link|Bal Fell}}, {{Lore Link|Tel Aruhn}}, and {{Lore Link|Tel Mora}} in [[Lore:Morrowind|Morrowind]].{{ref|name=BTAOM}}}} * The {{Lore Link|Adamantine Tower}} is rediscovered by Direnni Cygnus, progenitor of the [[Lore:Direnni Hegemony|Direnni]], an Aldmeri clan that rose to prominence in the early {{Lore Link|First Era}}.{{ref|name=Once|{{Cite Book|Once}}}}{{ref|name=BTAOM}}{{History Entry | The {{Lore Link|Aldmer|Aldmeri}} Colonies on Tamriel||* First colonies are distributed primarily on the Summerset Isles and widely along the entire coast of Tamriel.{{ref|name=PGE3Cyrodiil|{{Cite Book|PGE|3|Cyrodiil}}}} Later, inland settlements are founded primarily in fertile lowlands in southwest and central Tamriel.{{ref|name=BTAOM}} According to Vingalmo's 'Treatise on the Altmer Antecedent' the early Aldmer and Dwemer are significantly more sophisticated than other cultures, displaying power beyond what could be expected of the time.{{ref|name=NOT|{{Cite Book|Night of Tears (book)}}}} * The Aldmeri settlers of Cyrodiil would later become the first {{Lore Link|Ayleid|Ayleids}}{{ref|name=PGE3Cyrodiil}}{{ref|name=PGE3Summerset|{{Cite Book|PGE|3|Summerset}}}} and remain subservient to the King of Alinor until at least {{Year|1E 1}}, when White-Gold Tower established as an independent city-state.{{ref|name=BTAOM}}}} * The literate and technologically advanced Aldmeri cultures drive the relatively primitive {{Lore Link|beastfolk}} into the jungles, marshes, mountains, and wastelands.}}{{History Entry |The {{Lore Link|Crystal Tower}}||The Crystal Tower is built in [[Lore:Summerset Isle|Summerset Isle]].{{ref|name=BTAOM}}}}{{History Entry|Rise of the {{Lore Link|Ayleids}}||The feathered men of central {{Lore Link|Cyrodiil}} disappear from history,{{ref|name=BTAOM}}{{ref|name=FOTN}} only to be replaced by the [[Lore:Ayleids|Ayleids]] (who are quite fond of adorning themselves in feathers{{ref|name=TSOP|{{Cite Book|The Song of Pelinal}}}}).{{ref|name=TLKOTA|{{Cite Book|The Last King of the Ayleids}}}} These Wild Elves, also known as the Heartland High Elves, preserve the {{Lore Link|Dawn Era}} {{Lore Link|magic}}ks and [[Lore:Ehlnofex Languages|language of the Ehlnofey]]. Ostensibly a tribute-land to the High King of [[Lore:Alinor (city)|Alinor]], Cyrodiil is very isolated from the {{Lore Link|Altmer}}i leadership.{{ref|name=BTAOM}}}}{{History Entry |The {{Lore Link|White-Gold Tower}}||The White-Gold Tower is built in [[Lore:Cyrodiil|Cyrodiil]].{{ref|name=BTAOM}}}} ==Late Middle Merethic Era== {{History Entry |The Dwemer expand||The [[Lore:Dwemer|Dwemer]], a free-thinking, reclusive Elven clan devoted to the secrets of science, engineering, and alchemy, establish underground cities and communities in the mountain range separating modern [[Lore:Skyrim|Skyrim]] and modern-day [[Lore:Morrowind|Morrowind]] (later known as the [[Lore:Velothi Mountains|Velothi Mountains]]).{{ref|name=BTAOM}}}}{{History Entry |The Transformation of Trinimac||According to {{Lore Link|Altmer}}i tradition, a great battle occurs between {{Lore Link|Trinimac}} and {{Lore Link|Boethiah}} as a result of the {{Lore Link|Veloth}}i dissident movement. Trinimac is consumed, and returns later as {{Lore Link|Malacath}}. His followers become the {{Lore Link|Orc}}s. The followers of Veloth and Boethiah become the {{Lore Link|Chimer}}, who migrate to their promised land of {{Lore Link|Resdayn}}.{{ref|name=FOTN}}{{ref|name=TCO|{{Cite Book|The Changed Ones}}}} Some traditions trace these events back to the {{Lore Link|Dawn Era}}.{{ref|name=TA|{{Cite Book|The Anticipations}}}}{{ref|name=TTNOO|{{Cite Book|The True Nature of Orcs}}}}}}{{History Entry |High {{Lore Link|Veloth}}i Culture||High Velothi Culture thrives in {{Lore Link|Resdayn}}. The [[Lore:Chimer|Chimer]] become dynamic, ambitious, long-lived Elven clans devoted to fundamentalist ancestor worship. Despising the secular culture and profane practices of the Dwemer, the Chimer also covet their lands and resources, and for centuries provoke them with minor raids and territorial disputes.{{ref|name=BTAOM}}}} ==Late Merethic Era== {{History Entry |Fall of High {{Lore Link|Veloth}}i Culture||Velothi high culture disappears on {{Lore Link|Vvardenfell}}. The earliest known {{Lore Link|Dwemer}} Freehold colonies are constructed. The Velothi degenerate into tribal cultures, which, in time, evolve into the modern [[Lore:Great Houses|Great Houses]] of [[Lore:Morrowind|Morrowind]], or persist as the [[Lore:Ashlanders|Ashlander tribes]]. The only surviving traces of this tribal culture are scattered Velothi towers and Ashlander nomads on Vvardenfell Island.{{ref|name=BTAOM}}}}{{History Entry |{{Lore Link|Altmer}}i abandonment||The original {{Lore Link|First Era}} High Elven wizard towers along the coasts of {{Lore Link|Tamriel}} are abandoned around this time.{{ref|name=BTAOM}}|minor=yes}}{{History Entry |ME 1000 - 800|Traces of the earliest {{Lore Link|Man|human}} settlements on {{Lore Link|Tamriel}}|Archaeologists later trace the earliest known human settlements in {{Lore Link|High Rock}}, {{Lore Link|Hammerfell}} and {{Lore Link|Cyrodiil}} to around this time.{{ref|name=FC|{{Cite Book|Frontier, Conquest}}}} For centuries, raiders cross the {{Lore Link|Sea of Ghosts}} to invade and settle in Tamriel.{{ref|name=PGE3Other|{{Cite Book|PGE|3|Other Lands}}}} Men are soon predominant along the northern coasts.{{ref|name=TAA}}{{ref|name=PGE3All}}}}{{History Entry |Fundamental changes in Iron Orc civilization occur||After continued aggresion from the {{Lore Link|Nede}} of {{Lore Link|Craglorn}}, the once peaceful and shamanistic society of the {{Lore Link|Iron Orcs}} changes into one of barbarism. Choosing Warriors, Miners and Smiths over their former peaceful jobs they now defended their homes and places of worship through almost bestial ways of warfare.{{ref|name=OoT|{{Cite Book|Orcs of Tamriel, Volume 3}}}}}} {{History Entry|The Return||The proto-{{Lore Link|Nord}}s in the final migrations from [[Lore:Atmora|Atmora]] settle in northern Tamriel. Nordic hero [[Lore:Ysgramor|Ysgramor]], leader of a great colonizing fleet to Tamriel, develops a runic transcription of Nordic speech based on elvish principles, and is the first human historian. Ysgramor's fleet lands at [[Lore:Hsaarik Head|Hsaarik Head]] at the extreme northern tip of [[Lore:Skyrim|Skyrim]]'s Broken Cape and builds {{Lore Link|Saarthal}} nearby.{{ref|name=BTAOM}} The elves drive the Men away during the [[Lore:Night of Tears|Night of Tears]], but Ysgramor soon returns with his [[Lore:Companions|Five Hundred Companions]] and establishes human dominance in modern-day Skyrim.{{ref|name=BTAOM}}{{ref|name=NOT}}{{intnote|nb1|[nb 1]}}}}{{History Entry |The wandering hero||An immortal hero, warrior, sorceror, and king variously known as [[Lore:Pelinal Whitestrake|Pelinal Whitestrake]], Harrald Hairy Breeks, [[Lore:Wulfharth|Ysmir]], Hans the Fox, etc., wanders Tamriel, gathering armies, conquering lands, ruling, then abandoning his kingdoms to wander again.{{ref|name=BTAOM}}|minor=yes}}{{History Entry |The {{Lore Link|Doom Stones}} of [[Lore:Skyrim|Skyrim]]||Scholars later assume the Doom Stones of Skyrim are placed throughout the land during this time.{{ref|name=SRDrevis|[[Skyrim:Drevis Neloren|Drevis Neloren]]'s dialogue in [[Skyrim:Skyrim|Skyrim]].}}|minor=yes}}{{History Entry |{{Lore Link|Kaalgrontiid}} and his dragons conquer Elsweyr||Believed by some to originate from Alduin's horde in {{Lore Link|Atmora}} and {{Lore Link|Skyrim}}, Kaalgrontiid and his dragon horde travel to Elsweyr{{Ref|name=LADragons|{{Cite Book|Loremaster's Archive - Dragons in the Second Era}}}}|minor=yes}} then divided into sixteen kingdoms which they conquer.{{ref|name=ESOKaalgrontiid|[[Online:Kaalgrontiid|Kaalgrontiid]]'s dialogue in [[Online:Elsweyr|ESO: Elsweyr]]}} The dragons were later tricked into imprisonment in the [[Lore:Halls of Colossus|Halls of Colossus]] by the Khajiit hero {{Lore Link|Khunzar-ri}} and his companions, {{Lore Link|Nurarion the Perfect}}, {{Lore Link|Flinthild Demon-Hunter}}, {{Lore Link|Anequina Sharp-Tongue}}, and [[Lore:Cadwell|Cadwell the Betrayer]].{{Ref|name=KatD|{{Cite Book|Khunzar-ri and the Demons}}}}{{History Entry |Dreams of {{Lore Link|Sovngarde}}||Earliest known writings and stories emerge among the proto-{{Lore Link|Nord}}s of a hidden, timeless place of eternal life known as Sovngarde, a magnificent Hall of Valor built by {{Lore Link|Shor}} to honor the departed who prove their mettle in battle.{{ref|name=SAR|{{Cite Book|Sovngarde, a Reexamination}}}}|minor=yes}}{{History Entry |The {{Lore Link|Dragon War}}||At this time, the {{Lore Link|dragons}} under {{Lore Link|Alduin}} had claimed dominion over all {{Lore Link|Mundus}}, and presided over {{Lore Link|man}} in {{Lore Link|Atmora}} and then {{Lore Link|Tamriel}}.{{ref|name=Hrothgar|[[Skyrim:High Hrothgar#Etched Tablets|The Etched Tablets of High Hrothgar.]]}} The {{Lore Link|Nord}}s worship them as gods and build many temples dedicated to them.{{ref|name=SRFarengar|[[Skyrim:Farengar Secret-Fire|Farengar Secret-Fire]]'s dialogue in [[Skyrim:Skyrim|Skyrim]].}} {{Lore Link|Dragon Priest}}s, servants of their dragon overlords, become increasingly tyrannical, eventually causing men to rebel. Thousands of men die until a few dragons join their fight, when the tide turns in their favor. Alduin is banished and the Dragon Priests are overthrown. The remaining dragons are scattered,{{ref|name=TDW|{{Cite Book|The Dragon War}}}} their population decimated.{{ref|name=TBD|{{Cite Book|There Be Dragons}}}}}}{{History Entry |The Narfinsel Schism||A centuries long civil war between the more conservative Aedra-worshiping Ayleid clans and the more decadent, vigorous clans that had adopted Daedra-worship begins. It will reach its climax in {{Year|1E 198|1E 198}} at the Scouring of {{Lore Link|Wendelbek}}.{{ref|{{Cite Book|Ayleid Survivals in Valenwood}}}}}}{{History Entry |Earliest known interbreeding of High Rocks {{Lore Link|Nede}} and {{Lore Link|Altmer}}||According to Khosey's '{{Lore Link|Tamrilean Tractates}}', written in the third century of the {{Lore Link|First Era}}, a nordic hunting party discovered the early Bretons who have been a product of interbreeding over ten generations between Nede and Altmer.{{ref|name=PGE1HighRock|{{Cite Book|PGE|1|High Rock}}}}{{intnote|nb2|[nb 2]}}}} {{History Entry |ME 1||Events in {{Lore Link|Valenwood}} culminate in the founding of the {{Lore Link|Camoran Dynasty}}, {{Year|1E 0|Year Zero of the First Era}}.{{ref|name=BTAOM}}}}<noinclude> ==Miscellaneous Events== {{History Entry |{{Lore Link|The Towers}}||The other towers of {{Lore Link|Tamriel}} are built, including Orichalc, Green-Sap, Walk-Brass (or the Brass Tower{{ref|name=TBOTD|{{Cite Book|The Book of the Dragonborn}}}}), and Snow Throat (also called the Snow Tower{{ref|name=TBOTD}})}}.{{ref|group=UOL|''[[General:Nu-Mantia Intercept|Nu-Mantia Intercept]]''}} {{History Entry |Magic from the sky||Travelers gather celestial minerals which are used to build many things, including the great Orrery at {{Lore Link|Firsthold}}.{{ref|name=PGE3Arena|{{Cite Book|PGE|3|Arena Supermundus}}}}{{ref|name=MFTS|{{Cite Book|Magic from the Sky}}}}|minor=yes}} {{History Entry |Wars of {{Lore Link|Yokuda}}||The Na-Totambu, the royalty of the Yokudans (ancient {{Lore Link|Redguard}}s), fight to a standstill among themselves to decide who will lead the charge against the {{Lore Link|Lefthanded Elves}}. {{Lore Link|Leki}} intervenes and a victor emerges. {{Lore Link|Diagna}}, an avatar of the {{Lore Link|HoonDing}}, brings {{Lore Link|Orichalcum|orichalc}} weapons to the Yokudans, which prove instrumental in defeating the elves.{{ref|name=VOF|{{Cite Book|Varieties of Faith...}}}}}} {{History Entry |The Bosmer hunt down the Oddoak||* Tasked by Y'ffre, the Bosmer hunt the shape-shifting beasts known as the Oddoaks.{{ref|name=HollowboneWindChimes|[[Online:Malabal Tor Antiquities|Hollowbone Wind Chimes antiquity]] codex entry by [[ON:Ugron gro-Thumog|Ugron gro-Thumog]] in [[ON:Online|ESO]]}}}} {{History Entry |Aldmer try to reach Aetherius via Sunbirds||* An Aldmeri Order tries to pierce the veil between Mundus and Aetherius to reach the latter. It is unknown if they succeeded.{{ref|name=PrismaticSunbirdFeather|[[Online:Summerset Antiquities|Prismatic Sunbird Feather antiquity]] codex entries by [[ON:Amalien|Amalien]] and [[ON:Gabrielle Benele|Gabrielle Benele]] in [[ON:Online|ESO]]}}}} ==Notes== *{{LNote|nb1|^|In ''[[Skyrim:Skyrim|TES V: Skyrim]]'', [[Skyrim:Kodlak Whitemane|Kodlak Whitemane]] says the Companions are "nearly 5000 years old", which would indicate that the Return occurred sometime in the last five centuries of the Merethic Era.}} *{{LNote|nb2|^|The 'Tamrilean Tractates' state that these Manmeri have been found around the time of High King {{Lore Link|Vrage|Vrages}} coronation, which the '[[Books:The_Daggerfall_Chronicles|Daggerfall Chronicles]]' date to {{Year|1E 222}}. The Tractates then state that one of Vrages first actions as king was to start liberating their kinsmen in High Rock and that the Manmeri the hunting party has found was the product of ten generations of elven intermingling. Ten Generations would be around 250-300 years, placing the first known intermingling into the very late Merethic Era.}} ==See Also== * {{Book Link|The Annotated Anuad}} * {{Book Link|Before the Ages of Man}} * {{Book Link|Frontier, Conquest}} * {{Book Link|Pocket Guide to the Empire, 3rd Edition/All the Eras of Man}} ==References== <references/> {{UOL}} <references group=UOL/></noinclude>
2,333,311
2021-01-22T03:03:10Z
null
Note: The , also known as the Mythic Era, and the Era of Myths is a period with few known, exact dates, and some of the events below may be misplaced in the general narrative. The era is dated backwards from Year Zero of the (the traditional ic Merethic dating), which is marked by the founding of the . Early Merethic Era Later findings date the first Kothringi metalwork and cultural exchange with the of Shadowfen in this time, making them the first known human culture of Tamriel. Middle Merethic Era Late Middle Merethic Era Late Merethic Era then divided into sixteen kingdoms which they conquer. The dragons were later tricked into imprisonment in the Halls of Colossus by the Khajiit hero and his companions, , , , and Cadwell the Betrayer. Miscellaneous Events . Notes See Also References
130
1,089
https://en.uesp.net/wiki/Lore:Second_Era
Lore:Second Era
{{Lore History Trail}}{{Lore History|evtsw=yes|botline=yes}} '''Note:''' The Second Era of Tamriel is also commonly referred to as the ''Common Era, CE.'' {{TOCright}} ==First Century== {{History Entry |2E 1|Beginning of the Second Era.|By decree of Potentate {{Lore Link|Versidue-Shaie}}, year one of the Second Era begins on the first of Morning Star. The marking of the new era commemorates the demise of the {{Lore Link|Reman Dynasty}} and Versidue-Shaie's official assumption of stewardship of the {{Lore Link|Second Empire}}.{{ref|name=2920L|{{Cite Book|2920, The Last Year of the First Era}}}}}}{{History Entry |2E 4|Versidue-Shaie establishes the Potentate wolf riders, causing a panic in [[Lore:Shornhelm|Shornhelm]].{{Ref|name=APWolfCub|[[Online:Pets A#Akaviri Potentate Wolf Pup|Akaviri Potentate Wolf Pup]] pet description in [[ON:Online|ESO]]}}{{Ref|name=APWolf|[[Online:Mounts A#Akaviri Potentate Wolf|Akaviri Potentate Wolf]] mount description in [[ON:Online|ESO]]}}|minor=yes}}{{History Entry |2E 5|Companies using the new enchanted barding designed by Versidue-Shaie's battlemages received their orders to hunt and kill Reman loyalists. Though initially only horses, ponies and more earned the special barding and training.{{Ref|name=APPony|[[Online:Pets A#Akaviri Potentate Pony|Akaviri Potentate Pony]] pet description in [[ON:Online|ESO]]}}{{Ref|name=APCharger|[[Online:Mounts A#Akaviri Potentate Charger|Akaviri Potentate Charger]] mount description in [[ON:Online|ESO]]}}|minor=yes}}{{History Entry |2E 7|The Potentate sabre cat mounted regiment combed Skyrim for Reman loyalists, killing Solitude's wolves using "magical roars".{{Ref|name=APSabreCub|[[Online:Pets A#Akaviri Potentate Saber Cat Cub|Akaviri Potentate Saber Cat Cub]] pet description in [[ON:Online|ESO]]}}{{Ref|name=APSabreCat|[[Online:Mounts A#Akaviri Potentate Sabre Cat|Akaviri Potentate Sabre Cat]] mount description in [[ON:Online|ESO]]}}|minor=yes}}{{History Entry |2E 12|{{Lore Link|Tjurhane Fyrre}} publishes ''Nature of Ayleidic Poesy'', an account of his people and religion.{{ref|name=TWE}}|minor=yes}}{{History Entry |2E 23|The first Imperial bear cavalry come into by the 10th Legion, walk through Leyawiin's streets each week in a bear parade.{{Ref|name=APBearCub|[[Online:Pets A#Akaviri Potentate Bear Cub|Akaviri Potentate Bear Cub]] pet description in [[ON:Online|ESO]]}}{{Ref|name=APBear|[[Online:Mounts A#Akaviri Potentate Bear|Akaviri Potentate Bear]] mount description in [[ON:Online|ESO]]}}|minor=yes}}{{History Entry |2E 25|The Potentate bought several herds of camels for delivery to Versidue-Shaie, as part of the 'Reman desert pursuit' where loyalists were chased by glowing camels from the enchanted barding.{{Ref|name=APCamel|[[Online:Mounts A#Akaviri Potentate Camel|Akaviri Potentate Camel]] mount description in [[ON:Online|ESO]]}}|minor=yes}}{{History Entry |2E 27|Dark Elf assassins chase Reman's loyalists around Red Mountain in Morrowind on luminous Potentate guar steeds, keeping the trained calves in Mournhold.{{Ref|name=APGuarCalf|[[Online:Pets A#Akaviri Potentate Guar Calf|Akaviri Potentate Guar Calf]] pet description in [[ON:Online|ESO]]}}{{Ref|name=APGuar|[[Online:Mounts A#Akaviri Potentate Guar|Akaviri Potentate Guar]] mount description in [[ON:Online|ESO]]}}|minor=yes}} ==Second Century== {{History Entry |2E 101|Earliest mention of the {{Lore Link|Star-Gazers}}.{{ref|name=TUOK|{{Cite Book|The Unearthing of Kardala}}}}|minor=yes}}{{History Entry |2E 120|Baroness Viana the Pure becomes ruler of {{Lore Link|Lainlyn}}.{{ref|name=Ghraewaj|{{Cite Book|Ghraewaj}}}}|minor=yes}}{{History Entry |2E 148|Baroness Viana the Pure dies.{{ref|name=Ghraewaj}}|minor=yes}}{{History Entry |2E 182|Reign of Zebiden-jo, {{Lore Link|Mane}} of {{Lore Link|Elsweyr}}.{{ref|name=ONGShazah|[[Online:Shazah|Shazah]]'s dialogue in [[Online:Online|ESO]]}}|minor=yes}}{{History Entry |2E 184|The {{Lore Link|dragon}} {{Lore Link|Grahkrindrog}} is slain.|After perpetrating a great slaughter in {{Lore Link|Winterhold (region)}} and {{Lore Link|Eastmarch}}, the {{Lore Link|Dragonguard}} kill the beast in the southern {{Lore Link|Jerall Mountains}}.{{ref|name=AOD|{{Cite Book|Atlas of Dragons}}}}|minor=yes}} ==Third Century== {{History Entry |2E 227|[[Lore:Tjurhane Fyrre|Tjurhane Fyrre]], the great [[Lore:Ayleids|Ayleid]] sage, dies.{{ref|name=TWE|{{Cite Book|The Wild Elves}}}}|minor=yes}}{{History Entry |2E 230|The first [[Lore:Mages Guild|Mages Guild]] is formed.|Sickened by the foolishness of his superiors in the [[Lore:Psijic Order|Psijic Order]], [[Lore:Vanus Galerion|Vanus Galerion]] founds the new guild in [[Lore:Firsthold|Firsthold]].{{ref|name=DFC|Tamriel Timelines, [[Books:The Daggerfall Chronicles|The Daggerfall Chronicles]] β€” ''Ronald Wartow''}} * At around this time, a triad of {{Lore Link|Daedric Princes}}β€”{{Lore Link|Clavicus Vile}}, {{Lore Link|Mephala}} and {{Lore Link|Nocturnal}}β€”make a deal with the {{Lore Link|Sload|Sea Sload}} K'Tora to acquire the Heart of Transparent Lawβ€”the Stone of the {{Lore Link|Crystal Tower}}. K'Tora uses mind magic to make {{Lore Link|Iachesis|Ritemaster Iachesis}}, the leader of the {{Lore Link|Psijic Order}}, steal the Heart. Trying to foil K'Tora's plan, Iachesis makes a deal with Nocturnal to learn a spell with which to hide the Heart in a language that could only be used by mortals. Unbeknownst to all, Iachesis hides the Heart within himselfβ€”but soon forgets these events, due to K'Tora's magic.{{ref|name=ESOSummerset|Events of [[Online:Summerset (Chapter)|ESO: Summerset]]}} Shortly thereafter, the island of [[Lore:Artaeum|Artaeum]]β€”home of the Psijic Orderβ€”is removed from Nirn by the Order and goes missing.{{ref|name=FOA|{{Cite Book|Fragment: On Artaeum}}}}}}{{History Entry |2E 231|The {{Lore Link|Order of the Lamp}}, a knightly order, is formed to protect the newly established Mages Guild.{{ref|name=OOTMG|{{Cite Book|Origin of the Mages Guild}}}}|minor=yes}}{{History Entry |2E 283|Potentate Versidue-Shaie declares martial law at the Council of Bardmont.|Following the destruction of his fortress at {{Lore Link|Dawnstar}}, Versidue-Shaie convenes the {{Lore Link|Elder Council}} and declares martial law throughout {{Lore Link|Tamriel}}, warning the rebellious leaders of his vassal kingdoms to disband their private armies or face his wrath. This sparks 37 years of intense conflict, at the end of which Versidue-Shaie's Imperial legions stand victorious as the sole army in the land.{{ref|name=HOTFG|{{Cite Book|History of the Fighters Guild}}}}}}{{History Entry |2E 283|An ill-fated Imperial expedition discovers the entrance to the ruins of {{Lore Link|Garlas Malatar}}.|Guided by the writings of the late {{Lore Link|Tjurhane Fyrre}}, an Imperial expedition surveys the surface ruins of the Ayleid city of {{Lore Link|Garlas Malatar}} and uncovers the entrance to the city's depths. The cohort constructs Fort Mistwatch within the ruins to serve as a base while they plunder the city, but soon every member of the expedition is forcibly converted into {{Lore Link|Meridian Purified}} by the guardians of the {{Lore Link|Wrathstone}}. The entrance to Garlas Malatar is once again lost, and the expedition's disappearance remains unexplained until three centuries later.{{ref|name=DOMQ|[[ON:Depths of Malatar|Depths of Malatar]] quest in [[Online:Wrathstone|ESO: Wrathstone]]}}{{ref|name=FMMWTDOM|[https://www.elderscrollsonline.com/en-us/news/post/55643 Face Meridia’s Minions Within the Depths of Malatar] on the official [[Online:Online|ESO]] website}}|minor=yes}}{{History Entry |2E 284|The [[Redguard:Places#Draggin Tale|Draggin Tale]] tavern on [[Lore:Stros M'Kai|Stros M'Kai]] was established.{{ref|Sign outside the Draggin Tale in [[Redguard:Redguard|''Redguard'']].}}|minor=yes}} ==Fourth Century== {{History Entry |2E 301|The kingdom of [[Lore:Camlorn|Camlorn]] is founded.{{ref|group=nb|[[Lore:Mystery of Talara, v 1|Mystery of Talara, v 1]] states that in 3E 405 there was a millennial celebration of the kingdom's founding, making 2E 301 the year it was actually founded.}}}}{{History Entry |2E 309|The {{Lore Link|Elsweyr|Elsweyr Confederacy}} is founded.|{{Lore Link|Keirgo}} and {{Lore Link|Eshita}}, rulers of the minor kingdoms [[Lore:Anequina|Anequina]] and [[Lore:Pellitine|Pellitine]], marry. The kingdoms are combined to create the province of Elsweyr, sparking a great class war which almost results in outside intervention.{{ref|name=PGE3Sugar|{{Cite Book|PGE|3|Sugar and Blood}}}}{{ref|name=PGE1E|{{Cite Book|PGE|1|The Elsweyr Confederacy}}}}{{ref|name=EGTE|{{Cite Book|EGT|Elsweyr}}}}}}{{History Entry |2E 307|The Ghost Harrowing occurs in Stormhaven.|The Menevia Catacombs and Menevia Abbey were abandoned afterwards.{{ref|name=ONloadPariah|[[Online:Pariah Catacombs|Pariah Catacombs]] [[Online:Loading Screens|loading screen]] in [[Online:Online|ESO]]}}|minor=yes}}{{History Entry |2E 309|Reign of {{Lore Link|Rid-Thar-ri'Datta}}, {{Lore Link|Mane}} of {{Lore Link|Elsweyr}}.{{ref|name=PGE1E}}{{ref|name=PGE3Sugar}}|minor=yes}}{{History Entry |2E 311|Mane Rid-Thar-ri'Datta reveals the Riddle'Thar Epiphany at Rawl'kha Temple.|The revelation marks a key event in modern Khajiiti theology.{{ref|name=ONloadRawl|[[Online:Rawl'kha Temple|Rawl'kha Temple]] [[Online:Loading Screens|loading screen]] in [[Online:Online|ESO]]}}|minor=yes}}{{History Entry |2E 320|{{Lore Link|Dinieras-Ves|Dinieras-Ves, "The Iron"}} founded {{Lore Link|The Syffim}}, the forerunner of the [[Lore:Fighters Guild|Fighters Guild]].|Since Potentate Versidue-Shaie had destroyed all armies but his own, the Syffim were intended to act as a hired army to suppress brigandage in the provinces.{{ref|name=HOTFG}}}}{{History Entry |2E 321|The {{Lore Link|Guild Act}} is approved.{{ref|name=HOTFG}}|minor=yes}}{{History Entry |2E 324|Potentate Versidue-Shaie is murdered.|The Potentate is murdered in his palace in {{Lore Link|Senchal}} by the {{Lore Link|Morag Tong}}.{{ref|name=TBOD|{{Cite Book|The Brothers of Darkness}}}}}}{{History Entry |2E 324|{{Lore Link|Savirien-Chorak}} inherits the title of Potentate.|Potentate Savirien-Chorak succeeds his father, Versidue-Shaie. Although noted to be a poor administrator who was prone to mishandling the crises that occurred during his reign, Savirien-Chorak is credited with reversing the ban on forming local armies, and accepting {{Lore Link|Orsinium}} into the Empire.{{ref|name=HOTFG}}{{ref|name=HKEAYQ|{{Cite Book|High King Emeric Answers Your Questions}}}}}}{{History Entry |2E 342|King Donel Deleyn of Daggerfall is crowned.|Donel Deleyn, head of the noble House Deleyn, assumes the throne of Daggerfall.{{ref|name=TIEGTTHR|{{Cite Book|The Improved Emperor's Guide to Tamriel/High Rock}}}}|minor=yes}}{{History Entry |2E 358|Earliest known written record of the [[Lore:Dark Brotherhood|Dark Brotherhood]]|A note was found beneath the floorboards of an abandoned house in the [[Lore:Nord|Nord]]ic village of Jallenheim. Depicting a war between two shadowy organizations, scholars speculate that this is a rare piece of evidence of the war between the Morag Tong and its hated offshoot, the Dark Brotherhood. The Brotherhood was probably in existence before this date, but its secrecy shrouds its true origins, though it was most likely formed by several ex-members of the Morag Tong.{{ref|name=FAD|{{Cite Book|Fire and Darkness}}}}}}{{History Entry |2E 360|Earliest known date of a person enlisting the services of the Dark Brotherhood|This reference was found in the journals of Queen [[Lore:Arlimahera|Arlimahera]] of Hegathe.{{ref|name=TBOD}}|minor=yes}}{{History Entry |2E 369|The {{Lore Link|Dragonguard}} end the alliance between the dragon {{Lore Link|Nahfahlaar}} and King {{Lore Link|Casimir II}} of {{Lore Link|Wayrest (kingdom)}}|Although Nahfahlaar loses his protector, he manages to escape slaughter.{{ref|name=AOD}}|minor=yes}}{{History Entry |2E 373|The {{Lore Link|Atlas of Dragons}} is written|Brother Mathnan compiles an incomplete list of dragons slain by the Dragonguard and Akaviri since the time of the order's founding.{{ref|name=AOD}}|minor=yes}} ==Fifth Century== {{History Entry |2E 401|King Donel Deleyn of Daggerfall dies.{{ref|name=TIEGTTHR}}|minor=yes}}{{History Entry |2E 401|King Anton I of Daggerfall is crowned.|On 17 Hearthfire, Prince Anton inherits the throne of his father Donel Deleyn, becoming King Anton I of Daggerfall.{{ref|name=JoMS|{{Cite Book|Journal of Magiul Shiana}}}}|minor=yes}}{{History Entry |2E 406|Scandal rocks the {{Lore Link|Camoran Dynasty|Camoran}} factions in {{Lore Link|Grahtwood}}.|After it is revealed that the settlement of {{Lore Link|Cormount}} might be the source of dozens of potential heirs, its population is nearly doubled in one week as opportunists, the curious, and the cunning arrive in town. For months thereafter, weddings were a daily occurrence.{{ref|name=TROC|{{Cite Book|The Rise of Cormount}}}}|minor=yes}}{{History Entry |2E 408|Queen {{Lore Link|Sylvie}}, mother of King Anton I dies.{{ref|name=JoMS}}|minor=yes}}{{History Entry |2E 409|King Anton I survives an assassination attempt.{{ref|name=JoMS}}|minor=yes}}{{History Entry |2E 412|Earliest mention of the name of the Dark Brotherhood.|This reference was found in the journals of the Blood Queen Arlimahera of Hegathe. "...with the help of the [[Lore:Night Mother|Night Mother]] and her Dark Brotherhood, the secret arsenal my family has employed since my grandfather's time." It can be surmised that the Dark Brotherhood was already well organized in 2E 360 if her grandfather truly used them.{{ref|name=TBOD}}|minor=yes}}{{History Entry |2E 418|{{Lore Link|Abnur Tharn}} is born.|Abnur Tharn, the future Chancellor of the {{Lore Link|Elder Council}} is born into the {{Lore Link|Tharn}} family.{{ref|name=CotFC4|{{Cite Book|Chronicles of the Five Companions 4}}}}|minor=yes}}{{History Entry |2E 420|The settlement of {{Lore Link|New Joy}} is burned to the ground.|Tensions reach boiling point between the native {{Lore Link|Bosmer}} of Cormount and migrants of New Joy.{{ref|name=TROC}}|minor=yes}}{{History Entry |2E 422|Formation of Abah's Landing Merchant Lords|Four mercantile houses begin working to elevate {{Lore Link|Abah's Landing}} and create a center for trade and commerce between High Rock and Valenwood. Despite their best efforts, the mercantile houses slowly become more corrupt and eventually become major criminal enterprises and rulers of the city.{{ref|name=ALML1|{{Cite Book|Abah's Landing Merchant Lords, V. 1}}}}|minor=yes}}{{History Entry |2E 425|King Anton I survives a second assassination attempt.{{ref|name=JoMS}}|minor=yes}}{{History Entry |2E 428|The {{Lore Link|Order of the Silver Dawn}} is founded.|In response to the "{{Lore Link|Curse of the Crimson Moon}}" werewolf crisis in {{Lore Link|High Rock}}, {{Lore Link|Adeliza Silver-Axe}} establishes the order after her beloved son is inflicted with {{Lore Link|Lycanthropy}}.{{ref|name=PJ|{{Cite Book|Purifier's Journal}}}}}}{{History Entry |2E 430|Potentate [[Lore:Savirien-Chorak|Savirien-Chorak]] is assassinated, ending the {{Lore Link|Second Empire}}.|Savirien-Chorak and all of his heirs are murdered, ending the years of the Akaviri Potentate and the Second Empire of [[Lore:Cyrodiil|Cyrodiil]].{{ref|name=TBOD}}{{ref|name=PGE3C|{{Cite Book|PGE|3|Cyrodiil}}}}{{ref|name=PGE3V|{{Cite Book|PGE|3|Valenwood}}}}{{ref|name=PGE3All|{{Cite Book|PGE|3|All the Eras of Man}}}} Some historians date this event to 2E 431.{{ref|name=PGE1W|{{Cite Book|PGE|1|The Wild Region}}}} *Orsinium loses the status of an Imperial territory as a result of the death of the last Potentate and the dissolution of the Second Empire.{{ref|name=PGE1W}}}}{{History Entry |2E 431|{{Lore Link|Skyrim}} splits into Eastern and Western kingdoms.|After High King {{Lore Link|Logrolf}} is assassinated, Jarl {{Lore Link|Svartr}} of {{Lore Link|Solitude}} challenges the legitimacy of Logrolf's heir, {{Lore Link|Freydis}}, and a {{Lore Link|Moot}} is convened. Although Freydis is accepted by the Crown of Verity and named High Queen in {{Lore Link|Windhelm}}, a partial Moot held in Solitude declares Svartr to be High King. From then on, Skyrim is divided into an Eastern kingdom, ruled by the successors of Freydis, and a Western kingdom, ruled by the successors of Svartr.{{ref|name=TCOF|{{Cite Book|The Crown of Freydis}}}}}}{{History Entry |2E 431|{{Lore Link|Orsinium}} is sacked by {{Lore Link|Breton}} and {{Lore Link|Redguard}} forces.|After losing its status as an Imperial territory, Orsinium is destroyed for the second time.{{ref|name=TRHOKE|{{Cite Book|The Royal House of King Eamond}}}}{{ref|name=OOS}} Some sources claim it happened the following year.{{ref|name=TFOKR}}}}{{History Entry |2E 432|The {{Lore Link|Order of the Hour}} is re-established in {{Lore Link|Kvatch}}.|{{Lore Link|Cavor Merula}}, a warrior-priest of {{Lore Link|Akatosh}}, reforms the ancient order in response to the collapse of the {{Lore Link|Second Empire}}.{{ref|name=OOTH|{{Cite Book|Order of the Hour (book)}}}}}}{{History Entry |2E 434|The {{Lore Link|Pale Watch}} arrive in Wrothgar|King {{Lore Link|Maxevian}} of {{Lore Link|Daggerfall}} sends the Pale Watch into {{Lore Link|Wrothgar}} on a five year mission to ensure the {{Lore Link|Orc}}s never rebuild {{Lore Link|Orsinium}}.{{ref|name=KMO|{{Cite Book|King Maxevian's Orders}}}}|minor=yes}}{{History Entry |2E 435|The {{Lore Link|Lamia}} Invasion|The invasion is preceded by a storm that is believed to have originated at {{Lore Link|Tempest Island|the Island of Storms}} off the northwestern coast of {{Lore Link|Valenwood}}.{{ref|name=MC|{{Cite Book|Maormer Correspondence}}}}}}{{History Entry |2E 450|King Anton I of Daggerfall dies.|On 11 Hearthfire, King Anton I's forty-nine year reign ends with his death. He is sealed in a tomb with the spirit of {{Lore Link|Magiul Shiana}}, his former Seneschal, serving as his guardian.{{ref|name=JoMS}}|minor=yes}}{{History Entry |2E 450|Queen Donella of Daggerfall is crowned.|The daughter of Anton I, Donella, succeeds him to the throne of Daggerfall.{{ref|name=TIEGTTHR}}|minor=yes}}{{History Entry |2E 465|{{Lore Link|Abnur Tharn}} becomes Chancellor of {{Lore Link|Elder Council}}|Abnur Tharn heads the Elder Council and serves as the Imperial Battlemage to the Cyrodiilic Empire.{{ref|name=CotFC4}}|minor=yes}}{{History Entry |2E 467|Jarl {{Lore Link|Hakkvild Yashnag-Slayer}} ends the {{Lore Link|Orc}}ish chiefdom in Skyrim.|The Jarl of {{Lore Link|Falkreath}} defeats {{Lore Link|Yashnag gro-Yazgu}} and his champions in ritual trial by combat, and dissolves his thirty year chiefdom.{{ref|name=OOS|{{Cite Book|Orcs of Skyrim}}}}|minor=yes}} Orcish remnants flee west and establish Forsaken Stronghold in Bangkorai.{{ref|name=ONloadForsaken|[[Online:Forsaken Stronghold|Forsaken Stronghold]] [[Online:Loading Screens|loading screen]] in [[Online:Online|ESO]]}}{{History Entry |2E 467|The {{Lore Link|Kvatch}} Bread Riots.|The citizens of Kvatch revolt against the priests of the {{Lore Link|Cathedral of Akatosh}} after the red wheat blight devastates their crops for the second year in a row. Before rioters could burn down the city's Cathedral, the {{Lore Link|Order of the Hour}} intervened and slaughtered half of the angry mob. By the next season the blight had run its course.{{ref|name=OOTH}}|minor=yes}}{{History Entry |2E 480|Baz Swordbreaker's brigand army attacks Kvatch|The charismatic {{Lore Link|Orc}} marauder leads his army to Kvatch, but is defeated by the Order of the Hour. The Primate of Kvatch thereafter grants the Order to form into an army during times of religious emergencies.{{ref|name=OOTH}}}}{{History Entry |2E 485|{{Lore Link|Durcorach}} the Black Drake is born around this time.{{ref|name=TIEGTTHR}}{{ref|name=SHotLE|{{Cite Book|Secret History of the Longhouse Emperors}}}}|minor=yes}}{{History Entry |2E 486|An Altmeri navy pursues a Maormeri fleet to {{Lore Link|Pyandonea}}.|After a fleet of Maormer ships is sighted off the coast of {{Lore Link|Alinor (city)}}, King {{Lore Link|Hidellith}} orders his navy to give chase. The Altmer follow the Maormer through uncharted waters into an ambush near Pyandonea itself. Only one Altmeri ship survives to return to Alinor.{{ref|name=TMOP|{{Cite Book|The Maormer of Pyandonea}}}}|minor=yes}}{{History Entry |2E 489|The {{Lore Link|Blacksap Movement}} is founded in {{Lore Link|Grahtwood}}|The Cormount-based cultural organization hopes to formalize the Bosmer approach to the {{Lore Link|Green Pact}}, thereby preventing the misunderstandings that led to burning of New Joy.{{ref|name=TROC}}|minor=yes}} ==Sixth Century== {{History Entry |2E 515|King Anton II of Daggerfall dies.{{ref|name=TIEGTTHR}}|minor=yes}}{{History Entry |2E 515|King Bergamot of Daggerfall is crowned.|Anton II's nephew and only surviving heir, Bergamot, succeeds him to the throne of Daggerfall.{{ref|name=TIEGTTHR}}|minor=yes}}{{History Entry |2E 518|{{Lore Link|Moricar}}, future emperor of Cyrodiil, is born.{{ref|name=SHotLE|{{Cite Book|Secret History of the Longhouse Emperors}}}}|minor=yes}}{{History Entry |2E 521|{{Lore Link|Emeric}} is born.|Emeric, the future King of {{Lore Link|Wayrest (kingdom)}} and leader of the {{Lore Link|Daggerfall Covenant}}, is born to Pierric of Cumberland.{{ref|name=TATOAM|{{Cite Book|Travails and Triumphs of a Monarch}}}}|minor=yes}}{{History Entry |2E 522|King {{Lore Link|Hurlburt}} of {{Lore Link|Shornhelm}} is crowned.|King Hurlburt of House Branquette, who led Breton forces at the Battle of Granden Tor, ascends to the throne.{{ref|name=SCCOTN|{{Cite Book|Shornhelm, Crown City of the North}}}}}}{{History Entry |2E 532|Prince {{Lore Link|Phylgeon}}, son of King Hurlburt, is born.{{ref|name=SCCOTN}}}}{{History Entry |2E 529|{{Lore Link|Durcorach}} the Black Drake marches on Cyrodiil.|Having subdued rival clans and taken control of the Reach, Durcorach marches his army south and invades Cyrodiil.{{ref|name=SHotLE|{{Cite Book|Secret History of the Longhouse Emperors}}}}}}{{History Entry |2E 533|{{Lore Link|Durcorach|Durcorach the Black Drake}} conquers Cyrodiil and makes himself Emperor.{{ref|name=HistoryOfMarkarth|{{Cite Book|History of Markarth: A Story in Stone}}}}}}{{History Entry |2E 534|{{Lore Link|Durcorach}} the Black Drake forges a new {{Lore Link|Elder Council}}.{{ref|name=SHotLE|{{Cite Book|Secret History of the Longhouse Emperors}}}}|minor=yes}}{{History Entry |2E 536|{{Lore Link|Varen Aquilarios}} is born.{{ref|group=UOL|[[General:Special ZOS Lore Master Interview with Lawrence Schick|Special ZOS Lore Master Interview with Lawrence Schick]]}}}}{{History Entry |2E 540|Primate Phrastus of {{Lore Link|Kvatch}} survives an assassination attempt.{{ref|name=OOTH}}|minor=yes}}{{History Entry |2E 541|The {{Lore Link|Reachmen}} invade High Rock.|{{Lore Link|Durcorach|Durcorach the Black Drake}}, Emperor of the {{Lore Link|Empire of Cyrodiil (Interregnum)}} and progenitor of the {{Lore Link|Longhouse Emperors}}, invades the land of the Bretons.{{ref|name=TATOAM}}}}{{History Entry |2E 541|Chancellor {{Lore Link|Abnur Tharn}} discovers the "Scroll of Precursor Saints".|Found in the vaults below the {{Lore Link|White-Gold Tower}}, the scroll supposedly disproved Tharanus Ye Redde-Hand's connection to the Gradual Massacre in the {{Lore Link|First Era}}.{{ref|name=HTON|{{Cite Book|House Tharn of Nibenay}}}}|minor=yes}}{{History Entry |2E 541|{{Lore Link|Evermore}} is sacked.|After the death of King {{Lore Link|Heseph}} of {{Lore Link|House Moile}}, the city falls after only three days' siege by {{Lore Link|Durcorach|Durcorach the Black Drake}}. It was retaken by Duke {{Lore Link|Blaise Guimard}}, who was later elected to the throne. Some accounts place this event in the following year.{{ref|name=TRHOKE}}}}{{History Entry |2E 541|{{Lore Link|Moricar}} declares himself emperor of Cyrodiil.|After Emperor Durcorach is killed at the gates of Daggerfall by Emeric of Cumberland and his army, a twenty-three-year-old Moricar takes the throne.{{ref|name=SHotLE|{{Cite Book|Secret History of the Longhouse Emperors}}}}|minor=yes}}{{History Entry |2E 542|{{Lore Link|Leovic}}, future emperor of Cyrodiil, is born.{{ref|name=SHotLE|{{Cite Book|Secret History of the Longhouse Emperors}}}}|minor=yes}}{{History Entry |2E 542|The First {{Lore Link|Daggerfall Covenant}} is formed.|After {{Lore Link|Hallin's Stand}} and {{Lore Link|Camlorn}} fell, Durcorach lays siege to {{Lore Link|Wayrest}} for fifty-seven days and nights, but is ultimately slain by {{Lore Link|Emeric}}. The kings of Daggerfall, Camlorn, Shornhelm, Evermore, and Wayrest sign the first Daggerfall Covenant after the victory.{{ref|name=GTTDC}}{{ref|name=TATOAM}}}}{{History Entry |2E 546|King {{Lore Link|Hurlburt}} of Shornhelm dies, ending his reign.|Prince Phylgeon's inheritance was championed by {{Lore Link|House Montclair}}. {{Lore Link|House Branquette}} and {{Lore Link|Tamrith}} supported his elder half-brother, Prince {{Lore Link|Ranser}}.{{ref|name=SCCOTN}}}}{{History Entry |2E 546|Prince {{Lore Link|Ranser}} ascends to the throne of {{Lore Link|Shornhelm}}.|The Council of the North meet to consider the claimants to the throne. Through various political machinations, King Hurlburt's illegitimate son wins by a narrow victory.{{ref|name=SCCOTN}}}}{{History Entry |2E 546|{{Lore Link|Jorunn}} is born.|Jorunn, the future High King of [[Lore:Skyrim|Skyrim]] and leader of the {{Lore Link|Ebonheart Pact}}, is born to Queen Mabjaarn Flame-Hair of [[Lore:Windhelm|Windhelm]].{{ref|name=JTSK|{{Cite Book|Jorunn the Skald-King (book)}}}}|minor=yes}}{{History Entry |2E 551|The Bloody Funeral occurs in {{Lore Link|Rivenspire}}.|What started off as an argument at the burial grounds of {{Lore Link|Sanguine Barrows}} erupts into a bloody skirmish between the houses of {{Lore Link|House Tamrith|Tamrith}} and {{Lore Link|House Montclair|Montclair}}.{{ref|name=TBOWM|{{Cite Book|The Barrows of Westmark Moor}}}}|minor=yes}}{{History Entry |2E 555|{{Lore Link|Ayrenn}} is born.|Ayrenn, the future Queen of [[Lore:Summerset Isle|Alinor]] and leader of the {{Lore Link|Aldmeri Dominion}}, is born on the 5th of Second Seed to King Hidellith and Kinlady Tuinden of Summerset Isle.{{ref|name=ATUQ|{{Cite Book|Ayrenn – The Unforeseen Queen}}}}|minor=yes}}{{History Entry |2E 559|The War of Two Houses.|{{Lore Link|House Hlaalu}} and {{Lore Link|House Dres}} engage in a bloody conflict south of {{Lore Link|Narsis}}. Hlaalu emerges victorious due to the heroics of {{Lore Link|Purilla Falen}}.{{ref|name=WOTH|{{Cite Book|War of Two Houses}}}}}}{{History Entry |2E 560|The {{Lore Link|Knahaten Flu}} originates in {{Lore Link|Stormhold}}.|A strain of the Knahaten Flu hits northern-{{Lore Link|Black Marsh}} causing many deaths. The [[Lore:Argonian|Argonian]]s were strangely immune to the flu which has led some to believe that they were responsible for it in some way. The flu continued until around 2E 603.{{ref|name=PGE3A}}{{ref|name=PGE1W}}}}{{History Entry |2E 561|Emperor {{Lore Link|Moricar}} and his son Leovic begin planning the creation of the {{Lore Link|Four Ambitions}}.{{ref|name=SHotLE|{{Cite Book|Secret History of the Longhouse Emperors}}}}|minor=yes}}{{History Entry |2E 561|The Knahaten Flu recorded throughout {{Lore Link|Shadowfen}}.|The settlements of {{Lore Link|Stillrise Village}} and [[Lore:Zuuk (place)|Zuuk]] are wiped out by the plague.{{ref|name=KFC|{{Cite Book|Knahaten Flu Confirmed|ns_base=Online}}}}{{ref|name=DJ|{{Cite Book|Drillk's Journal}}}}|minor=yes}}{{History Entry |2E 561|The largest {{Lore Link|orichalcum}} deposit in recorded history is found.|Earl Emeric proposes to use the resulting wealth to enhance Wayrest's fleet and improve trade throughout High Rock.{{ref|name=GTTDC|{{Cite Book|Guide to the Daggerfall Covenant}}}}|minor=yes}}{{History Entry |2E 561|{{Lore Link|Svargrim}} is crowned High King of {{Lore Link|Western Skyrim}}.{{ref|group=UOL|name=Schick2015|[[General:Lawrence Schick's Posts|Lawrence Schick's Posts]]}}|minor=yes}}{{History Entry |2E 562|{{Lore Link|Orcrest}} and {{Lore Link|Riverhold}} are retaken from the {{Lore Link|Colovia|Colovians}}.|After the Colovians annexed northern {{Lore Link|Elsweyr}}, using the time the Khajiit were too weak due the {{Lore Link|Knahaten Flu}}, {{Lore Link|Namu}}β€”mother of the {{Lore Link|Lunar Champion|Lunar Champions}} {{Lore Link|Shazah}} and {{Lore Link|Khali}}β€”and her squad helped in the campaign to retake Orcrest and Riverhold. Namu however died in the fight with General {{Lore Link|Quintilius}}. The exact date of these events might be few years later.{{ref|name=Khali|[[ON:Khali|Khali]]'s dialogue in [[Online:Online|ESO]]}}|minor=yes}}{{History Entry |2E 563|The Voyage of the Crimson Ship occurs.|A vessel filled with [[Lore:Kothringi|Kothringi]] tribesmen fleeing from the Knahaten Flu leaves [[Lore:Black Marsh|Black Marsh]] on 9 First Seed. After spending over a year being turned away from port after port, it sets sail to the west and is never seen again.{{ref|name=DFC}}|minor=yes}}{{History Entry |2E 563|{{Lore Link|Emeric}} is crowned King of {{Lore Link|Wayrest}}.|Earl Emeric is elevated to the throne and House Cumberland becomes the second royal dynasty of Wayrest after the Knahaten Flu kills the entire {{Lore Link|Gardner}} royal family.{{ref|name=TATOAM}}{{ref|name=GTTDC}}}}{{History Entry |2E 563|Emperor {{Lore Link|Moricar}} launches a failed assault on Western Skyrim.|Emperor Moricar leads his forces out of the Reach and into High King Svargrim's territory. At gates of Solitude Svargrim's massive army fell upon Moricar's forces, routing them in a single battle.{{ref|name=SHotLE|{{Cite Book|Secret History of the Longhouse Emperors}}}}|minor=yes}}{{History Entry |2E 564|Emperor {{Lore Link|Moricar}} dies.|Gravely wounded from the battle at Solitude, Moricar retreats to the Imperial City. Despite the best attempts of both Imperial and Reach healers, Moricar never recovers from his injuries.{{ref|name=SHotLE|{{Cite Book|Secret History of the Longhouse Emperors}}}}|minor=yes}}{{History Entry |2E 564|{{Lore Link|Leovic}} becomes emperor of Cyrodiil.{{ref|name=SHotLE|{{Cite Book|Secret History of the Longhouse Emperors}}}}|minor=yes}}{{History Entry |2E 565|{{Lore Link|Orcrest}} is infested by the {{Lore Link|Knahaten Flu}}.|A team of alchemists, under the lead of {{Lore Link|Ubraz}}β€”father of the {{Lore Link|Lunar Champion|Lunar Champions}} {{Lore Link|Shazah}} and {{Lore Link|Khali}}, was sent to Orcrest to fight the flu. But the disease proved to be too potent and the entire team died.{{ref|name=Shazah|[[ON:Shazah|Shazah]]'s dialogue in [[Online:Online|ESO]]}}|minor=yes}}{{History Entry |2E 565|The Great Troll Rut.|Unseasonably warm weather in {{Lore Link|Skyrim}} drives hordes of {{Lore Link|trolls}} across the western half of the province while "locked in unspeakably horrid acts." {{Lore Link|High King Svargrim}} helps stop the rampage.{{ref|name=Svargrim|[[Lore:Meet the Character - High King Svargrim|Meet the Character - High King Svargrim]]}}|minor=yes}}{{History Entry |2E 565|The Flay Blight infects Vvardenfell|Hundreds of Dark Elves on the western shore of Vvardenfell contracted rashes that caused irritated, blotchy skin. The Flay Blight was caused by a change to the alchemical formula of a popular face cream of the time.{{ref|name=SBbaoN|{{Cite Book|Skin Blights By Any Other Name}}}}|minor=yes}}{{History Entry |2E 566|{{Lore Link|Ranser's War}} erupts.|Offended that King Emeric refused the hand of his daughter in marriage, King {{Lore Link|Ranser}} launches a surprise siege on Wayrest in Last Seed.{{ref|name=TFOKR}}{{ref|name=SCCOTN}}}}{{History Entry |2E 567|The Greater {{Lore Link|Daggerfall Covenant}} is formed.|Following the events of Ranser's War, the provinces of {{Lore Link|High Rock}} and {{Lore Link|Hammerfell}} sign the Second Daggerfall Covenant with the Orcs of {{Lore Link|Orsinium}}.{{ref|name=TFOKR|{{Cite Book|The Fury of King Ranser}}}}{{ref|name=GTTDC}}. King Emeric grants the Orcs the right to reestablish Orsinium.{{ref|name=TFOKR}}}}{{History Entry |2E 568|King {{Lore Link|Blaise}} of {{Lore Link|Evermore}} dies.|He is succeeded by his son, King {{Lore Link|Eamond}}.{{ref|name=TRHOKE}}}}{{History Entry |2E 568|Brother Annulus writes ''{{Lore Link|Annals of the Dragonguard}}''.|The ''Annals'' are a faithful copy of the eponymous record originally written by members of the {{Lore Link|Dragonguard}} garrisoned at {{Lore Link|Sky Haven Temple}}, spanning the years {{Year|1E 2800}} to {{Year|1E 2819}}.{{ref|name=AOTDG|{{Cite Book|Annals of the Dragonguard}}}}|minor=yes}}{{History Entry |2E 572|The {{Lore Link|Second Akaviri Invasion}}|[[Lore:Ada'Soom Dir-Kamal|Ada'Soom Dir-Kamal]]'s army lands in northeast Skyrim and captures {{Lore Link|Windhelm}}, killing Queen {{Lore Link|Mabjaarn Flame-Hair|Mabjaarn}} and {{Lore Link|Nurnhilde}}. En route to {{Lore Link|Riften}}, Dir-Kamal learned it was protected by forces under Jorunn the Skald-King and {{Lore Link|Wulfharth|Wulfharth the Ash-King}}, and bypassed that city in favor of attacking {{Lore Link|Mournhold}}. Dir-Kamal was then trapped between Jorunn's forces and a {{Lore Link|Dunmer}} army led by {{Lore Link|Almalexia}}; with the timely aid of a phalanx of Argonian troops, they drove the Akaviri invaders into the sea to drown.{{ref|name=JTSK}}}} Another account states that the Akaviri invaders of {{Lore Link|Morrowind}} were wiped out when {{Lore Link|Vivec (god)}} flooded the land.{{ref|name=VOF|{{Cite Book|Varieties of Faith...}}}}{{History Entry |2E 572|Jorunn the Skald-King is crowned High King of Skyrim.|Having defeated the Akaviri invaders, Jorunn returns to Windhelm and is crowned High King of Skyrim in the throne room of the Palace of the Kings.{{ref|name=JTSK}}}}{{History Entry |2E 572|The {{Lore Link|Ebonheart Pact}} is formed.|Following the [[Lore:Second Akaviri Invasion|Second Akaviri Invasion]], the provinces of Morrowind, Skyrim and Black Marsh sign a mutual defensive pact in the city of [[Lore:Ebonheart|Ebonheart]].{{ref|name=GTTEP|{{Cite Book|Guide to the Ebonheart Pact}}}}}}{{History Entry |2E 573|Emperor {{Lore Link|Leovic}} commissions the first Emperor's Guide to Tamriel.{{ref|name=EGTAuthorForeword|{{Cite Book|EGT|Author Foreword}}}}|minor=yes}}{{History Entry |2E 576|{{Lore Link|Varen's Rebellion}} begins.|{{Lore Link|Leovic}}, the last of a dynasty of {{Lore Link|Reachmen}} known as the {{Lore Link|Longhouse Emperors}}, legalizes Daedra worship throughout the {{Lore Link|Empire of Cyrodiil (Interregnum)}}, immediately sparking a rebellion. {{Lore Link|Varen Aquilarios}}, the Count of {{Lore Link|Kvatch}}, marshals the armies of the Colovian Estates against the emperor.{{Ref|name=COTFC1|{{Cite Book|Chronicles of the Five Companions 1}}}}{{ref|name=PQOTGC|{{Cite Book|Pirate Queen of the Gold Coast}}}}}}{{History Entry |2E 576|The {{Lore Link|Frostfall Coup}} occurs in {{Lore Link|Rimmen}}.|{{Lore Link|Euraxia Tharn}}'s Imperial forces take control of Rimmen, assassinating the Khajiiti king {{Lore Link|Hemakar}} and his family. Euraxia proclaims herself Queen of Rimmen.{{ref|name=HTON}}|minor=yes}}{{History Entry |2E 576|Conflict between {{Lore Link|Kvatch}} and {{Lore Link|Anvil}} erupts.|Shortly after {{Lore Link|Carolus Aquilarios}} assumed temporary command of Kvatch, Anvil's Imperial prefect {{Lore Link|Ephrem Benirus}} attempts to seize Varen Aquilarios's property and holdings. Carolus repels several attacks on Kvatch, and severely weakens Anvil's defenses.{{ref|name=TWATD|{{Cite Book|The Wolf and the Dragon}}}}}}{{History Entry |2E 577|{{Lore Link|Fortunata ap Dugal}} declares herself governor of {{Lore Link|Anvil}}.|Captain Fortunata takes advantage of the weakened city and deposes the Imperial Prefect with her pirate army.{{ref|name=TWATPQ|{{Cite Book|The Wolf and the Pirate Queen}}}}}}{{History Entry |2E 577|The Nordic Hold of {{Lore Link|Karthald}} is established.|High King Svargrim creates the Hold to guard Western Skyrim's southern border from incursions by the hostile Reachmen. The town of Karthwatch is also established shortly after.{{ref|name=ONFenrar|[[ON:Fenrar|Fenrar]]'s dialogue in [[Online:Online|ESO]]}}{{ref|name=GtWSK|{{Cite Book|Guide to Western Skyrim: Karthald}}}}}}{{History Entry |2E 577|Varen's Rebellion ends.|After a bitter war, Varen Aquilarios's forces storm the Imperial City and defeat Emperor Leovic's last remaining legion.{{ref|name=GL|{{Cite Book|Groundskeeper's Letter}}}} Varen personally kills Leovic in the Imperial Throne Room and proclaims himself emperor.{{Ref|name=COTFC1}}{{ref|name=SHotLE}}}}{{History Entry |2E 577|Emperor Varen Aquilarios leads the {{Lore Link|Five Companions}} on a quest to retrieve the {{Lore Link|Amulet of Kings}}.|Seeking to legitimize his rule, Varen and his allies {{Lore Link|Lyris Titanborn}}, {{Lore Link|Sai Sahan}}, {{Lore Link|Abnur Tharn}}, and {{Lore Link|Mannimarco}} embark on a quest for the lost Amulet of Kings, which Mannimarco asserts can be used in a ritual to persuade {{Lore Link|Akatosh}} to make Varen a {{Lore Link|Dragonborn}}. After two years of searching, the Five Companions finally recover the Amulet from {{Lore Link|Sancre Tor}}.{{Ref|name=COTFC1}}}}{{History Entry |2E 578|Chancellor {{Lore Link|Abnur Tharn}} commissions a revision of the Emperor's Guide to Tamriel.{{ref|name=EGTAuthorForeword}}|minor=yes}}{{History Entry |2E 578|The {{Lore Link|Soulburst}} occurs.{{ref|group=nb|One source{{ref|name=TATOAM}} suggests Varen's disappearance happened in 578, another{{ref|name=TESO - Story}} cites the Soulburst as occurring in 578, while others{{ref|name=COTFC1}}{{ref|name=IttLoTESO|{{Cite Book|Introduction to the Lore of The Elder Scrolls Online|ns_base=Online}}}} say it occurred in 579.}}|Mannimarco betrays Varen Aquilarios during his attempt to use the Amulet of Kings to become Dragonborn, corrupting the ritual and breaking the ancient covenant with Akatosh that sealed Nirn from Oblivion. An explosion of arcane energy, the Soulburst, causes Varen to vanish, and its mystical aftershocks sweep across Nirn, causing mages to die or go mad, Daedra to appear in greater numbers, and the constellation of the Serpent to dominate the night sky. In the ensuing chaos, the Daedric Prince {{Lore Link|Molag Bal}} deploys Dark Anchors to begin pulling Nirn into his realm of {{Lore Link|Coldharbour}} to merge the two together, a process known as the {{Lore Link|Planemeld}}.{{Ref|name=COTFC1}}{{ref|name=TESO - Story|[[General:Story of ESO|Story of ESO]], official ESO website}}}}{{History Entry |2E 579|The {{Lore Link|Gold Coast}} secedes from the Empire|Governor {{Lore Link|Fortunata ap Dugal}}'s pirate army attacks {{Lore Link|Kvatch}}, resulting in what became known as the Gottshaw Massacre. Count {{Lore Link|Carolus Aquilarios}} of {{Lore Link|Anvil}} accepts defeat and agrees to swear fealty to an independent Gold Coast.{{ref|name=TWATPQ}}{{ref|name=OOTH}}|minor=yes}}{{History Entry |2E 579|{{Lore Link|Clivia Tharn}} becomes Empress Regent following the disappearance of Varen Aquilarios.|In her husband's absence, Clivia Tharn assumes regency over the Imperial Throne. Clivia's reign reportedly ushers in a time of "madness, murder, and decay".{{ref|name=TATOAM}}}}{{History Entry |2E 580|Ayrenn is crowned Queen of [[Lore:Summerset Isle|Alinor]].|After disappearing in 2E 573, Ayrenn was assumed lost and her eldest brother Prince Naemon was named the next heir to the throne. When King Hidellith died and Naemon prepared to assume the throne, Ayrenn returned to Summerset Isle, asserted her prior claim, and was crowned.{{ref|name=ATUQ}}}}{{History Entry |2E 580|The First {{Lore Link|Aldmeri Dominion}} is formed.|In need of allies following their own internal troubles, the provinces of Elsweyr and Valenwood petition Summerset for aid, and the nations join together to become the Aldmeri Dominion.{{ref|name=TCC|{{Cite Book|The Chorrol Crier}}}}{{ref|name=ATUQ}}}}{{History Entry |2E 580|The {{Lore Link|Three Banners War}} begins.|The Aldmeri Dominion, Ebonheart Pact and Daggerfall Covenant clash to wrest control of the Ruby Throne from the Empire of Cyrodiil and defend themselves against the Imperials under Molag Bal's influence. The Dominion seeks to reestablish Elven dominance over Tamriel to protect it from the carelessness of the younger races. The Covenant intends to restore the [[Lore:Second Empire|Second Empire]] and return peace and stability to Tamriel. The Pact desires to defeat the Imperials in order to preserve the independence of their homelands.{{ref|name=TESO - Story}}}}{{ref|name=TCC}}{{History Entry |2E 582|The Five Companions are reformed.|The Five Companions are reformed to stop Molag Bal's Planemeld. Their members include {{Lore Link|Varen Aquilarios}}, {{Lore Link|Sai Sahan}}, {{Lore Link|Abnur Tharn}}, {{Lore Link|Lyris Titanborn}}, and the prophesied Vestige.{{ref|name=ESO}}|minor=yes}}{{History Entry |2E 582|The {{Lore Link|Mortuum Vivicus}} is destroyed.|The {{Lore Link|Fighters Guild}} successfully destroys the Mortuum Vivicus with the help of their newest Champion.{{ref|name=ESO}}}}{{History Entry |2E 582|The Mages Guild sanctuary of {{Lore Link|Eyevea}} returns to Tamriel.|After nearly a thousand years of being in the {{Lore Link|Shivering Isles}}, the sanctuary of Eyevea is returned to {{Lore Link|Tamriel}} by a Mages Guild Adept with the help of {{Lore Link|Shalidor|Arch-Mage Shalidor}}.{{ref|name=ESO}}}}{{History Entry |2E 582|The {{Lore Link|Planemeld}} ends.|The three alliance leaders meet on the island of {{Lore Link|Stirk}} in neutral territory to discuss an invasion of Coldharbour. After they fail to come to an agreement, they are attacked by the forces of Molag Bal, after which they give their blessings to the Mages and Fighters Guilds spearheading an assault into the Daedric realm. The combined forces of the Guilds charge into Coldharbour led by the Vestige. There, they destroy the Great Shackle, and seal the Planar Vortex, thus ending the Planemeld.{{ref|name=ESO|Events of [[Online:Online|ESO]]}}}}{{History Entry |2E 582|Daedric plots in the Imperial City foiled.| In a final attempt to restart the Planemeld,{{ref|group=UOL|[[Online:Temple District|Temple District]] background in the [[General:Future of The Elder Scrolls Online Panel from QuakeCon 2014#Temple District|Future of The Elder Scrolls Online Panel from QuakeCon 2014]]}} Molag Bal focused on the occupation of the Imperial City. A Dragonguard agent called the {{Lore Link|Drake of Blades}}, with the help of the Vestige, stopped Molag Bal's plot to destroy the {{Lore Link|Sublime Brazier}}, the key to rekindling the Dragonfires.{{ref|name=IC|Events of [[ON:Imperial City (DLC)|Imperial City]]}}}} The attempt at a second Planemeld, the "Planemeld Obverse", is also stopped with the slaying of [[Lore:Molag Kena|Molag Kena]].{{History Entry |2E 582|Molag Bal is banished| {{Lore Link|The Vestige}} banishes Molag Bal within his own realm, thus finally stopping his bid for merging {{Lore Link|Nirn}} and {{Lore Link|Coldharbour}} into one nightmarish hellscape. With it, the souls stolen by him are released from his clutches.{{ref|name=ESO}}}}{{History Entry |2E 582 {{ref|group=nb|name=nb4|The exact years of these events are unknown, but they cannot have taken place before 2E 582. The loremaster of The Elder Scrolls Online, Leamon Tuttle, has stated that ''"time in-game is personal to [the player]. Given that multiple players can play content in any order, we've resisted the push to advance to 2E 583. For that reason, we assume that all events of ESO take place in 2E 582."'' {{ref|name=LT|group=UOL|{{Cite Book|Elsweyr & Update 22 AUA|ns_base=GEN}}}}}}|{{Lore Link|Orsinium}} leaves the Daggerfall Covenant.|King {{Lore Link|Kurog}} of Orsinium is slain in late autumn after a failed attempt to unite the Orc clans of [[Lore:Wrothgar|Wrothgar]] under his rule by assassinating clan chiefs who refused to follow {{Lore Link|Trinimac}}. Chief {{Lore Link|Bazrag}} of {{Lore Link|Clan Fharun}} is crowned the new king, restoring worship of {{Lore Link|Malacath}}. Since Orsinium's membership of the Daggerfall Covenant was based on an agreement between Kurog and High King Emeric, Orsinium effectively leaves the Covenant, pending renegotiation.<!--{{ref|group=nb|name=nb5|{{Lore Link|Birds of Wrothgar}} previously suggested that these events take place in 2E 583.}}-->{{ref|name=Orsinium|Events of [[ON:Orsinium (DLC)|Orsinium]]}}|minor=yes}}{{History Entry |2E 582 {{ref|group=nb|name=nb4}}|The [[Lore:Thieves Guild|Thieves Guild]] of {{Lore Link|Abah's Landing}} is restored to its former glory.|After a failed heist and the resulting persecution from {{Lore Link|Taneth}}, the Thieves Guild of Abah's Landing is restored to its prime and begins to spread its influence throughout Tamriel.{{ref|name=TG|Events of [[ON:Thieves Guild (DLC)|Thieves Guild]]}}}}{{History Entry |2E 582 {{ref|group=nb|name=nb4}}|Count {{Lore Link|Carolus Aquilarios}} of {{Lore Link|Kvatch}} emerges as the dominant power on the {{Lore Link|Gold Coast}}.|Shielded from the ongoing Alliance War by {{Lore Link|Varen's Wall}}, a ''de facto'' independent Gold Coast sees the end of a power struggle between {{Lore Link|Anvil}}, Kvatch, and the {{Lore Link|Order of the Hour}}. Aquilarios has Governor {{Lore Link|Fortunata ap Dugal}} of Anvil assassinated by the {{Lore Link|Dark Brotherhood}}; facing persecution from the Order of the Hour, the Brotherhood subsequently kills Primate {{Lore Link|Artorius Ponticus}}, stopping him from raising an army against Aquilarios.{{ref|name=DB|Events of [[ON:Dark Brotherhood (DLC)|Dark Brotherhood]]}}}}{{History Entry |2E 582 {{ref|group=nb|name=nb4}}|{{Lore Link|Vvardenfell}} is saved from the machinations of {{Lore Link|Clavicus Vile}} and {{Lore Link|Barbas}}.|Seeking to gain entry to {{Lore Link|Sotha Sil}}'s {{Lore Link|Clockwork City}}, the Daedric Prince and his minion steal the staff Sunna'rah, a tool Sotha Sil had created for experimenting on his power. The staff ends up in the hands of the {{Lore Link|Ashlander}} {{Lore Link|Conoon Chodala}}, who aspired to the title of {{Lore Link|Nerevarine}}. Chodala's use of the staff drains away the power of {{Lore Link|Vivec (god)}}, which weakens the Warrior-Poet's hold over the moonlet {{Lore Link|Baar Dau}} and endangers all of Vvardenfell. Fortunately, the {{Lore Link|Seryn|Champion of Azura}}, a {{Lore Link|Barilzar|clockwork mage}}, and an {{Lore Link|the Vestige|Outlander}} come to Vivec's aid. Chodala is discredited and defeated, Clavicus Vile's plot is thwarted, and Vivec's power is restored.{{ref|name=ESOMW|Events of [[ON:Morrowind|ESO: Morrowind]]}}}}{{History Entry |2E 582 {{ref|group=nb|name=nb4}}|A plot by {{Lore Link|Nocturnal}} to take over the {{Lore Link|Clockwork City}} is foiled.| {{Lore Link|Sotha Sil}}'s Shadow, serving Nocturnal, is summoned and replaces him as ruler of the Clockwork City. At the same time, the {{Lore Link|Blackfeather Court}} enters the city and steals the {{Lore Link|Skeleton Key}}, which has been in the Clockwork God's possession. {{Lore Link|The Vestige}}, assisted by {{Lore Link|Divayth Fyr}} and the Clockwork Apostles, unveils the plot; but is unable to retake the Skeleton Key before it is taken by Sotha Sil's Shadow. Using the key, Nocturnal and the Shadow attempt to take over the Clockwork City; but are stopped by the Vestige, Divayth Fyr and a Clockwork Apostle, who save Sotha Sil by defeating his Shadow. Sotha Sil gives the Skeleton Key to Divayth Fyr for safekeeping.{{ref|name=ESOCWC|Events of [[Online:DLC#Clockwork City|ESO: Clockwork City]]}}}}{{History Entry |2E 582 {{ref|group=nb|name=nb4}}|The {{Lore Link|Crystal Tower}} is saved from a triad of {{Lore Link|Daedric Princes}}|The three Daedric Princes {{Lore Link|Clavicus Vile}}, {{Lore Link|Mephala}} and {{Lore Link|Nocturnal}} attempt to execute their plan to take control of the {{Lore Link|Crystal Tower}} on {{Lore Link|Summerset Isle}} using the Heart of Transparent Law, which they had made {{Lore Link|Iachesis|Ritemaster Iachesis}} of the {{Lore Link|Psijic Order}} steal around {{Year|2E 230}}β€”who had also hidden it from them. After they trick Iachesis to reveal the Heart's location, that being within himself, they kill him; but Nocturnal betrays Clavicus Vile and Mephala by taking the Heart for herself. With it she takes control of the Crystal Tower, hoping to use its properties to achieve omnipresence in the entire {{Lore Link|Aurbis}}. However, her plans are foiled by {{Lore Link|the Vestige}} and the Psijic Order, assisted by the two betrayed Princes and a champion of {{Lore Link|Meridia}}, and the Heart is returned to the Crystal Tower.{{ref|name=ESOSummerset}}}}{{History Entry |2E 582 {{ref|group=nb|name=nb4}}|The {{Lore Link|Remnant of Argon}} is recovered and the Root-Whisper tribe is restored|{{Lore Link|The Vestige}} aids Cyrodilic Collections in recovering a powerful artifact that contains the spirits of a lost Argonian tribe in {{Lore Link|Murkmire}}.{{ref|name=ESOMurkmire|Events of [[Online:DLC#Murkmire|ESO: Murkmire]]}}}}{{History Entry |2E 582 {{ref|group=nb|name=nb4}}|[[Lore:Sheogorath|Sheogorath]] unleashes various Daedric artifacts onto Cyrodiil|In order to relieve his own boredom at the Three Banners War, the Daedric Prince Sheogorath temporarily claims several artifacts belonging to the other Daedric Princes. He then offers them to the combatants in Cyrodiil to bring upheaval to the ongoing conflict.{{ref|name=ESOChaosMagic|[[Online:Sheogorath|Sheogorath]]'s dialogue in the quest [[Online:Chaos Magic|Chaos Magic]] in [[Online:ESO|ESO]]}}}}{{History Entry |2E 582 {{ref|group=nb|name=nb4}}|A {{Lore Link|Dragon}} threat is averted in {{Lore Link|Elsweyr}}|The Imperial battlemage {{Lore Link|Abnur Tharn}} accidentally unseals the legendary {{Lore Link|Halls of Colossus}} using the {{Lore Link|Wrathstone}}, believing it to contain a powerful weapon. This results in a rage of Dragonsβ€”sealed away by the Khajiiti hero {{Lore Link|Khunzar-ri}} in the Merethic Eraβ€”being unleashed upon Elsweyr. *The Dragons form an alliance with {{Lore Link|Euraxia Tharn}}, the ruler of {{Lore Link|Rimmen}}. The alliance is short-lived, as {{Lore Link|the Vestige}} slays Euraxia, bringing Rimmen back under the control of the Khajiit. *The Dragons plot to obtain lunar power of {{Lore Link|Jone}} and {{Lore Link|Jode}} using the {{Lore Link|Moon Gate}} of {{Lore Link|Anequina}}. They are stopped after the Vestige steps into the Plane of Jode, banishing the Dragon leader, {{Lore Link|Kaalgrontiid}}. *{{Lore Link|Khamira}}, the daughter of King Hemakar, is crowned queen of Rimmen.{{ref|name=ESOEW|Events of [[ON:Elsweyr|ESO:Elsweyr]]}}}}{{History Entry |2E 582 {{ref|group=nb|name=nb4}}|The {{Lore Link|Dragonguard}} is reformed in {{Lore Link|Pelletine|Southern Elsweyr}}|The ex-members of the {{Lore Link|Five Companions}}, {{Lore Link|Sai Sahan}} and {{Lore Link|the Vestige}}, assemble a new Dragonguardβ€”largely consisting of ex-pirates and {{Lore Link|Imperial}} soldiersβ€”to defend {{Lore Link|Pelletine}} from the Dragon threat. With the help of the Dragon {{Lore Link|Nahfahlaar}}, they manage to acquire the powerful artifact {{Lore Link|Mask of Alkosh}} and defeat the Dragon {{Lore Link|Laatvulon}}. *{{Lore Link|Kaalgrontiid}} returns to Elsweyr after having been banished, seeking to use the {{Lore Link|Aeonstone}} found on the island {{Lore Link|Dragonhold}} to gain the power of a god, becoming the prophesized {{Lore Link|Dark Aeon}}. The new-founded Dragonguard are aided by Nahfahlaar, {{Lore Link|Abnur Tharn}} and Queen {{Lore Link|Khamira}} in destroying the Aeonstone and defeating Kaalgrontiid. However, Kaalgrontiid is able to absorb a great amount of power before being killed, which risks destroying all of Elsweyr if not contained. Nahfahlaar and Abnur Tharn use their combined power to contain it, resulting in the disappearance and possible death of the latter.{{ref|name=ESODH|Events of [[ON:Dragonhold|ESO:Dragonhold]]}}}} ==Seventh Century== {{History Entry |2E 603|Last documented case of the Knahaten Flu.|Even after the plague passed, non-Argonians tended to avoid Black Marsh out of fear.{{ref|name=DFC}}{{ref|name=PGE3A|{{Cite Book|PGE|3|Argonia}}}}|minor=yes}}{{History Entry |2E 638|The [[Lore:Mages Guild|Mages Guild]] on [[Lore:Stros M'Kai|Stros M'Kai]] gets fully chartered.{{ref|name=RGFalicia|[[Redguard:Falicia|Falicia]]'s dialogue in [[Redguard:Redguard|TESA: Redguard]].}}|minor=yes}} ==Eighth Century== {{History Entry|2E 730|Artaeum returns.|The island of Artaeum reappears, having vanished for 500 years. The Psijic Order returns with the island, but is no longer led by [[Lore:Iachesis|Iachesis]].{{ref|name=FOA}}}} ==Ninth Century== {{History Entry |2E 803|{{Lore Link|Rangidil Ketil}} is born.{{ref|{{Cite Book|Death Blow of Abernanit}}}}}}{{History Entry |2E 812|[[Lore:Rimmen|Rimmen]] secedes from Elsweyr.|Despite ostensibly becoming its own kingdom, Rimmen continues to pay tribute to the Mane of Elsweyr to ensure its independence.{{ref|name=PGE1E}}|minor=yes}}{{History Entry |2E 828|Probable birth of [[Lore:Tiber Septim|Tiber Septim]].{{ref|group=nb|[[Lore:The_Wolf_Queen,_v1|The Wolf Queen, v1]] suggests Tiber Septim was born in {{Year|2E 288}}, but since that would mean he was nearly 650 years old when he died, it seems more likely that Potema was misremembering her lessons. [[Lore:The Arcturian Heresy|The Arcturian Heresy]] states that Tiber was 108 when he died, which places his birth in around {{Year|2E 827}}-{{Year|2E 828|828}}. If Potema simply had the digits in the wrong order, 828 seems more likely.}}}}{{History Entry |2E 830|The [[Lore:Aldmeri Dominion|Aldmeri Dominion]] is reformed.|The dominion was formed by the realms of [[Lore:Summerset Isles|Summerset Isles]] and [[Lore:Valenwood|Valenwood]] when the heirs of the [[Lore:Camoran Dynasty|Camoran Dynasty]] began to fight over the Valenwood throne.{{ref|name=PGE1Ald|{{Cite Book|PGE|1|Aldmeri Dominion}}}}}}{{History Entry |2E 831|[[Lore:Cyrus|Cyrus]] is born.|Cyrus, the famous Redguard mercenary, is born in the city of [[Lore:Sentinel|Sentinel]].{{ref|name=Cyrusweb|Cyrus' [[General:Redguard.com Archive/Characters|biography on Redguard's old site]]}}|minor=yes}}{{History Entry |2E 852|The [[Lore:Tiber Wars|Tiber Wars]] begin.|Forces led by General Talos, later known as Tiber Septim, begin a series of conflicts that result in the unification of Tamriel under the [[Lore:Third Empire|Third Empire]] and mark the final years of the Second Era. *The stronghold of [[Lore:Sancre Tor|Sancre Tor]] is captured by Nord-Breton invaders. In the dead of winter, General Talos leads a daring assault against overwhelming odds, retakes the stronghold, and recovers the [[Lore:Amulet of Kings|Amulet of Kings]] from the Tomb of [[Lore:Reman III|Reman III]] below Sancre Tor.{{ref|name=BOST|{{Cite Book|Battle of Sancre Tor}}}}{{ref|name=TLST|{{Cite Book|The Legendary Sancre Tor}}}}}}{{History Entry |2E 854|[[Lore:Cuhlecain|Cuhlecain]] is assassinated.|The King of the Colovian Estates is assassinated by a [[Lore:High Rock|High Rock]] nightblade, just before his coronation as the Emperor. The assassin also burns the Imperial Palace to the ground and attempts to kill General Talos, who is crowned in Cuchlecain's stead as [[Lore:Tiber Septim|Tiber Septim]].{{ref|name=PGE1C|{{Cite Book|PGE|1|Cyrodiil}}}}}}{{History Entry |2E 862|[[Lore:Thassad II|Thassad II]] dies.|The High King of [[Lore:Hammerfell|Hammerfell]], Thassad II, dies from natural causes, being considerably ill and old at the time of his death. After his death, the leader of the [[Lore:Forebears|Forebears]], Baron [[Lore:Volag|Volag]], starts a revolution to reinstate the republic.{{ref|name=PGE1Ham|{{Cite Book|PGE|1|Hammerfell}}}}}}{{History Entry |2E 864|The [[Lore:Battle of Hunding Bay|Battle of Hunding Bay]].|Crown Prince [[Lore:A'tor|A'tor]], son of Thassad II, heir to Hammerfell and leader of the [[Lore:Crowns|Crowns]], leads his forces in continual victory over the Forebears. Desperate, the Forbears ask Tiber Septim for help, who sends his forces led by Lord Admiral [[Lore:Amiel Richton|Amiel Richton]], who destroys the Crown forces at the harbor of [[Lore:Stros M'Kai|Stros M'Kai]].{{ref|name=PGE1Ham}}}}{{History Entry |2E 864|The Dwarven Reclamation Act is passed| Giving the Imperial Archaeological Society free reign of Dwarven ruins.{{ref|name=RedNT|{{Cite Book|No Trespassing|ns_base=Redguard}}}} |2E 864|The first edition of the [[Lore:Pocket Guide to the Empire, 1st Edition|Pocket Guide to the Empire]] is published.|At the request of [[Lore:Tiber Septim|Tiber Septim]], this heavily-biased guide is published under the authority of the [[Lore:Imperial Geographical Society|Imperial Geographical Society]].{{ref|name=PGE1P|{{Cite Book|PGE|1|Prologue}}}}|minor=yes}}{{History Entry |2E 864|The [[Lore:Stros M'Kai Uprising|Stros M'Kai Uprising]].|The date of the Redguard rebellion on the island of [[Lore:Stros M'Kai|Stros M'Kai]] off the coast of Hammerfell. The [[Lore:Restless League|Restless League]], led by siblings Cyrus and [[Lore:Iszara|Iszara]], destroys the Imperial fleet in the harbor of [[Lore:Stros M'Kai|Stros M'Kai]] and defeats the small contingent of the [[Lore:Imperial Legion|Imperial Legion]] stationed on the island.{{ref|name=Redguard|Events of [[Redguard:Redguard|Redguard]]}} *Lord Amiel Richton, Provisional Governor of Stros M'Kai, dies at the hands of Cyrus, wielding a sword enchanted with the soul of Crown Prince A'tor.{{ref|name=Redguard}} *Baron Volag comes out of hiding and retakes the Forebear city of Sentinel. Following the two uprisings, Emperor Tiber Septim is forced to sign a [[Lore:First Treaty of Stros M'Kai|peace treaty]] on terms more favorable to Hammerfell.{{ref|name=Redguard}}}}{{History Entry |2E 865|[[Lore:Symmachus|Symmachus]] is born.|Symmachus, future general of the Imperial Legion and husband to Queen [[Lore:Barenziah|Barenziah]], is born.{{ref|name=DFC}}|minor=yes}}{{History Entry |2E 882|[[Lore:Dagoth Ur|Dagoth Ur]] reawakens.|Dagoth Ur and his Ash Vampires awaken underneath the [[Lore:Red Mountain|Red Mountain,]] where they bind themselves to the [[Lore:Heart of Lorkhan|Heart of Lorkhan.]] They ambush the [[Lore:Tribunal|Tribunes]] during their annual ritual bathing in the Heart's power, and drove them off. From then on, the Tribunal was cut off from the Heart chamber, and would launch intermittent campaigns to attempt to force their way inside.{{ref|name=DUP|{{Cite Book|Dagoth Ur's Plans}}}}}} *The event led to Sotha Sil to begin development on the [[Lore:Mechanical Heart|Mechanical Heart]], a synthetic replication of the Heart of Lorkhan.{{ref|name=RtCC|''[[LG:Legends|Legends]]'''s [[LG:Return to Clockwork City|Return to Clockwork City]] story}}{{History Entry |2E 893|[[Lore:Barenziah|Barenziah]] is born.|Barenziah, future Queen of [[Lore:Morrowind|Morrowind]], and later {{Lore Link|Wayrest (kingdom)}}, is born.{{ref|name=DFC}}{{ref|group=nb|''{{Lore Link|Biography of Queen Barenziah}}'' asserts Barenziah was five years old at the time of the {{Lore Link|Armistice}}, which was made some unknown time in the final years of the era.}}|minor=yes}}{{History Entry |2E 896|Tiber Septim conquers Tamriel.|Tiber Septim finishes conquering most of the lands of Tamriel with the aid of the Dwarven artifact [[Lore:Numidium|Numidium]] and the battlemage [[Lore:Zurin Arctus|Zurin Arctus]], finally uniting Tamriel under the [[Lore:Third Empire|Third Empire]]. The time of Tiber's reign is considered by many to have been a just and glorious one, among the best of Tamriel's history.{{ref|name=BHOTE1|{{Cite Book|Brief History of the Empire v 1}}}} *The beginning of the [[Lore:Third Era|Third Era]] is pronounced by Tiber Septim at the end of the year.{{ref|name=BHOTE1}}}}<noinclude> ==Notes== <references group=nb/> ==References== <references/> {{UOL}} <references group=UOL/></noinclude>
2,562,816
2022-01-31T08:08:11Z
HoodBot
Note: The Second Era of Tamriel is also commonly referred to as the Common Era, CE. First Century Second Century Third Century Fourth Century Fifth Century Orcish remnants flee west and establish Forsaken Stronghold in Bangkorai. Sixth Century Another account states that the Akaviri invaders of were wiped out when flooded the land. The attempt at a second Planemeld, the "Planemeld Obverse", is also stopped with the slaying of Molag Kena. Seventh Century Eighth Century Ninth Century The event led to Sotha Sil to begin development on the Mechanical Heart, a synthetic replication of the Heart of Lorkhan. Notes References
130
1,090
https://en.uesp.net/wiki/Lore:Third_Era
Lore:Third Era
{{Lore History Trail}}{{Lore History|evtsw=yes|botline=yes}}{{TOCright}} ==First Century== {{History Entry |3E 0|Beginning of the Third Era|The Third Era is proclaimed by Emperor [[Lore:Tiber Septim|Tiber Septim]] at the end of {{Year|2E 896}}, after [[Lore:Tiber Wars|the unification]] of all provinces in [[Lore:Tamriel|Tamriel]].{{ref|name=BHOTE|{{Cite Book|Brief History of the Empire}}}}{{ref|name=TTET|{{Cite Book|The Third Era Timeline}}}}{{Ref|name=BethTime|[[General:Elderscrolls.com Archive/Timeline|Elderscrolls.com Timeline]]}}}}{{History Entry |3E 6|Reign of [[Lore:Llethan|Hlaalu Athyn Llethan]] begins|The Duke of {{Lore Link|Mournhold}}'s reign begins.{{ref|name=HP|{{Cite Book|Hospitality Papers|ns_base=Morrowind}}}}{{intnote|nb1|[nb 1]}}|minor=yes}}{{History Entry |3E 12|''Encyclopedia Tamrielica'' is published|''Encyclopedia Tamrielica'' is published during the early years of {{Lore Link|Tiber Septim}}'s reign.{{ref|name=TDBRE|{{Cite Book|The Dragon Break Re-Examined}}}}|minor=yes}}{{History Entry |3E 20|[[Lore:Destri Melarg|Destri Melarg]] is born|Born as simply Destri in the city-state of {{Lore Link|Rihad}}, Destri Melarg would become a well-known historian and translator of old {{Lore Link|Redguard}} verse.{{ref|name=NFRH|{{Cite Book|Notes For Redguard History}}}}|minor=yes}}{{History Entry |3E 38|Emperor [[Lore:Tiber Septim|Tiber Septim]] dies, Emperor [[Lore:Pelagius Septim|Pelagius]] is crowned|Tiber Septim, conqueror and ruler of all of {{Lore Link|Tamriel}} for 38 years, dies and is succeeded by his grandson, Pelagius.{{ref|name=BHOTE}}{{ref|name=TTET}}}}{{History Entry |3E 39|{{Lore Link|Destri Melarg}} enters the {{Lore Link|Imperial City}}|Destri Melarg, famed {{Lore Link|Redguard}} historian and translator, begins study at the age of 19 in the Imperial City, where he takes the last name of Melarg.{{ref|name=NFRH}}|minor=yes}}{{History Entry |3E 41|Emperor [[Lore:Pelagius Septim|Pelagius]] dies, Empress {{Lore Link|Kintyra}} is crowned|Emperor Pelagius is assassinated by the {{Lore Link|Dark Brotherhood}}. With no direct heirs to the throne, the crown passes to the departed Emperor's first cousin.{{ref|name=BHOTE}}{{ref|name=TTET}}}}{{History Entry |3E 48|Empress [[Lore:Kintyra|Kintyra]] dies, Emperor [[Lore:Uriel Septim I|Uriel I]] is crowned|Empress Kintyra dies. Kintyra's son is crowned after her death, the first Emperor of Tamriel to use the Imperial name Uriel.{{ref|name=TTET}}{{ref|name=DFC|Tamriel Timelines, The Daggerfall Chronicles β€” ''Ronald Wartow''}}}}{{History Entry |3E 55|Prince {{Lore Link|Antiochus}} is born|Prince Antiochus is born to the future Emperor {{Lore Link|Pelagius Septim II}}.{{ref|name=TWQ}}{{intnote|nb2|[nb 2]}}|minor=yes}}{{History Entry |3E 63|Prince {{Lore Link|Pelagius Septim II|Pelagius}} meets Princess {{Lore Link|Quintilla}}|The future Emperor Pelagius II meets his future wife, the princess of {{Lore Link|Camlorn}}. Together, they purportedly defeat a {{Lore Link|werewolf}} who was terrorizing her land.{{ref|name=TWQ|{{Cite Book|The Wolf Queen}}}}|minor=yes}}{{History Entry |3E 64|Emperor [[Lore:Uriel Septim I|Uriel I]] dies, Emperor [[Lore:Uriel Septim II|Uriel II]] is crowned|Emperor Uriel I dies and the kingdom is taken over by his son, Emperor Uriel II, the Fifth Emperor. Tragically, the rule of Uriel II is cursed with blights, plagues, and insurrections. The tenderheartedness inherited from his father does not serve the land well, and little justice is done.{{ref|name=BHOTE}}{{ref|name=TTET}}{{ref|name=DFC}}}}{{History Entry |3E 67|[[Lore:Potema|Potema]], future Queen of Solitude, is born|Born the second of four children, and the only daughter, to {{Lore Link|Pelagius Septim II}}, Potema becomes better known later as the Wolf Queen.{{ref|name=BOTWQ|{{Cite Book|Biography of the Wolf Queen}}}}|minor=yes}}{{History Entry |3E 80|Princess {{Lore Link|Potema}} is promised to wed King {{Lore Link|Mantiarco}}|The thirteen-year-old is promised to the King of {{Lore Link|Solitude}} to smooth relations with the northern kingdom.{{ref|name=TWQ}}|minor=yes}}{{History Entry |3E 81|King {{Lore Link|Mantiarco}} marries Princess {{Lore Link|Potema}}|The 14-year-old granddaughter of Emperor {{Lore Link|Uriel Septim II}} marries the King of Solitude.{{ref|name=TWQ}}|minor=yes}}{{History Entry |3E 82|Emperor [[Lore:Uriel Septim II|Uriel II]] dies, Emperor [[Lore:Pelagius Septim II|Pelagius II]] is crowned|Uriel II dies after an 18-year reign. The Emperor is succeeded by his son, Pelagius II. Pelagius II inherits not only the throne, but the debt from his father's poor financial and judicial management.{{ref|name=BHOTE}}{{ref|name=DFC}}{{ref|name=TWQ}}}}{{History Entry |3E 97|{{Lore Link|Uriel Mantiarco}} is born|After several miscarriages, Queen {{Lore Link|Potema}} of {{Lore Link|Solitude}} gives birth to her first and only child, who she names after her grandfather.{{ref|name=TWQ}}|minor=yes}}{{History Entry |3E 98|day=15th of Evening Star|Emperor {{Lore Link|Pelagius II}} dies|The Emperor dies in the waning days of the year after a seventeen-year reign, and his successor isn't appointed until the following year.{{ref|name=TWQ}}}}{{History Entry |3E 99|Emperor {{Lore Link|Antiochus}} is crowned|Emperor {{Lore Link|Pelagius II}} dies and his son, Antiochus, inherits the kingdom. His reign is rife with civil wars, surpassing even that of his grandfather, [[Lore:Uriel Septim II|Uriel II]].{{ref|name=TTET}}{{ref|name=DFC}}{{ref|name=TWQ}}{{ref|name=BOTWQ}}}} ==Second Century== {{History Entry |3E 104|Princess {{Lore Link|Kintyra II|Kintyra}} is born|The future Empress Kintyra II is born to Emperor {{Lore Link|Antiochus}} and his second wife, {{Lore Link|Gysilla}}.{{ref|name=TWQ}}|minor=yes}}{{History Entry |3E 105|''{{Lore Link|Opusculus Lamae Bal ta Mezzamortie}}'' is translated|The {{Lore Link|University of Gwylim|University of Gwylim Press}} finishes translating the tale.{{intnote|nb3|[nb 3]}}|minor=yes}}{{History Entry |3E 109|Debauchery in the {{Lore Link|Imperial City}}|Ten years into his reign, the obese and lecherous Emperor {{Lore Link|Antiochus}} has done little to impress his subjects besides the unquenchable hedonism he exhibits.{{ref|name=TWQ}}|minor=yes}}{{History Entry |3E 110|{{Lore Link|War of the Isle}}|During the reign of Emperor {{Lore Link|Antiochus}}, the province of [[Lore:Summerset Isles|Summerset]] is nearly lost to the {{Lore Link|Maormer}}. The united alliance of the kings of Summerset and Antiochus only manage to defeat King [[Lore:Orgnum|Orgnum]] of the island-kingdom of [[Lore:Pyandonea|Pyandonea]] due to a freak storm. Legend later credits the {{Lore Link|Psijic Order}} of the [[Lore:Artaeum|Isle of Artaeum]] with the magic behind the storm.{{ref|name=TWQ}}}}{{History Entry |3E 111|{{Lore Link|Knights of the Nine}} are founded|The Knights of the Nine are founded by Sir {{Lore Link|Amiel Lannus}}, a hero of the {{Lore Link|War of the Isle}}, with the aim of recovering the lost relics of {{Lore Link|Pelinal Whitestrake}}.{{ref|name=TTET}}{{ref|name=TKOTN|{{Cite Book|The Knights of the Nine}}}}|minor=yes}}{{History Entry |3E 114|Empress {{Lore Link|Kintyra II}} reportedly dies|Some sources later erroneously assert that Empress Kintyra is slain after being captured by [[Lore:Uriel Septim III|Uriel III]]. In truth, she was not even Empress yet at this time, and doesn't die until 3E 123 (23rd of Frostfall, now named the day of Broken Diamonds).{{ref|name=TTET}}{{ref|name=BOTWQ}}{{ref|name=BD|{{Cite Book|Broken Diamonds}}}}||minor=yes}}{{History Entry |3E 119|[[Lore:Pelagius Septim III|Pelagius III]] is born|The future emperor of Tamriel is born to {{Lore Link|Magnus Septim}}, then King of Wayrest.{{ref|name=BHOTE}}{{ref|name=TTET}}{{ref|name=TMOP|{{Cite Book|The Madness of Pelagius}}}}|minor=yes}}{{History Entry |3E 120|Emperor {{Lore Link|Antiochus}} dies, Empress {{Lore Link|Kintyra II}} is crowned|Princess Kintyra is chosen by the {{Lore Link|Elder Council}} over King {{Lore Link|Uriel Mantiarco}}, despite the lobbying efforts of his mother {{Lore Link|Potema}}.{{ref|name=TWQ}}{{intnote|nb4|[nb 4]}}}}{{History Entry |3E 121|[[Lore:Uriel Septim III|Uriel III]] is proclaimed Emperor|The {{Lore Link|Imperial City}} itself is taken over in only a fortnight, as two other attacks draw away Imperial forces. Uriel III is proclaimed Emperor of Tamriel. He abandons his father's surname of Mantiarco and takes the Septim name. Empress {{Lore Link|Kintyra II}} is taken captive in {{Lore Link|High Rock}} as {{Lore Link|Tamriel}} takes sides between Uriel III and his uncles.{{ref|name=BHOTE}}{{ref|name=TTET}}}}{{History Entry |3E 121|{{Lore Link|War of the Red Diamond}}|This war was between the three surviving children of [[Lore:Pelagius Septim II|Pelagius II]]: [[Lore:Potema|Potema]], [[Lore:Cephorus|Cephorus]], and [[Lore:Magnus Septim|Magnus]], and their respective offspring. Potema, of course, supports her son [[Lore:Uriel Septim III|Uriel III]], and has the support of all of {{Lore Link|Skyrim}} and northern {{Lore Link|Morrowind}}. With the efforts of Cephorus and Magnus, all of {{Lore Link|High Rock}} eventually supports them. {{Lore Link|Hammerfell}}, {{Lore Link|Summerset Isle}}, {{Lore Link|Valenwood}}, {{Lore Link|Elsweyr}}, and {{Lore Link|Black Marsh}} were divided, but most kings supported Cephorus and Magnus.{{ref|name=BHOTE}}{{ref|name=TWQ}}}}{{History Entry |3E 123|day=23rd of Frost Fall|Empress {{Lore Link|Kintyra II}} dies in her cell|Although reported to have died in 3E 114, the captive Empress Kintyra dies in secret in her cell. The 23rd of Frostfall is later named the day of Broken Diamond in her memory.{{ref|name=TTET}}{{ref|name=BD}}}}{{History Entry |3E 127|Emperor [[Lore:Uriel Septim III|Uriel III]] dies, Emperor [[Lore:Cephorus I|Cephorus I]] is crowned|Uriel III is captured at the {{Lore Link|Battle of Ichidag}} in {{Lore Link|Hammerfell}}. En route to his trial in the {{Lore Link|Imperial City}}, a mob overtakes his carriage and burns him alive within it. His captor and uncle continues on to the Imperial City, and by common acclaim becomes Emperor Cephorus I. Cephorus' reign is marked by nothing but war. The Empire acquiesces to demands for greater autonomy from the nobility of all the outlying provinces except {{Lore Link|Elsweyr}}. It takes Cephorus an additional ten years of constant warfare to defeat his sister {{Lore Link|Potema}}.{{ref|name=TTET}}{{ref|name=TWQ}}|minoradd=*Potema defeats the forces of her brother [[Lore:Magnus Septim|Magnus]] in the {{Lore Link|Battle of Falconstar}}.{{ref|name=BOTWQ}}}}{{History Entry |3E 131|{{Lore Link|Knights of the Nine}} dissolved|The knightly order is formally dissolved, having never truly recovered following the {{Lore Link|War of the Red Diamond}}.{{ref|name=TKOTN}}|minor=yes}}{{History Entry |3E 133|[[Lore:Destri Melarg|Destri Melarg]] dies|Destri Melarg, famed {{Lore Link|Redguard}} historian and translator, dies at the age of 113, leaving numerous unfinished histories and untranslated verse.{{ref|name=NFRH}}|minor=yes}}{{History Entry |3E 137|[[Lore:Potema|Potema]], Queen of {{Lore Link|Solitude}}, dies|The so-called Wolf Queen of Solitude dies during the siege of her castle.{{ref|name=BHOTE}}{{ref|name=TWQ}}{{ref|name=BOTWQ}}}}{{History Entry |3E 139|Sir {{Lore Link|Casimir}} loses the {{Lore Link|Gauntlets of the Crusader}}|After the knight kills a beggar in the Chapel of {{Lore Link|Stendarr}} in {{Lore Link|Chorrol}}, the gauntlets slip off his hands and lie immovable on the floor of the chapel, waiting for a new champion.{{ref|name=TKOTN}}|minor=yes}}{{History Entry |3E 140|Emperor [[Lore:Cephorus I|Cephorus I]] dies, Emperor [[Lore:Magnus Septim|Magnus]] is crowned|Cephorus never had the time to marry, so it is his brother, the fourth child of [[Lore:Pelagius Septim II|Pelagius II]], who assumes the throne. The Emperor Magnus is elderly, and the business of punishing the traitorous kings of the {{Lore Link|War of the Red Diamond}} drains much of his health.{{ref|name=BHOTE}}{{ref|name=TWQ}}}}{{History Entry |3E 141|King {{Lore Link|Pelagius Septim III|Pelagius}} of Solitude marries Duchess {{Lore Link|Katariah}} of {{Lore Link|Vvardenfell}}|The future Emperor of Tamriel is recorded as "occasionally eccentric" in the Imperial Annals. He marries the Duchess on the orders of his father, Emperor [[Lore:Magnus Septim|Magnus]].{{ref|name=TWQ}}{{ref|name=TMOP}}|minor=yes}}{{History Entry |3E 145|day=8th of Second Seed|Emperor [[Lore:Magnus Septim|Magnus]] dies, Emperor [[Lore:Pelagius Septim III|Pelagius III]] is crowned|Pelagius leaves the throne of {{Lore Link|Solitude}} to his sister Jolethe. Almost from the start, Pelagius III, sometimes called Pelagius the Mad, becomes noted for his eccentric behavior. He embarrasses dignitaries, offends his vassal kings, and, on one occasion, marks the end of a grand ball by attempting to hang himself.{{ref|name=TWQ}}{{ref|name=TMOP}}}}{{History Entry |3E 150|Last sighting of Sir {{Lore Link|Amiel Lannus}}|The founder of the Knights of the Nine is seen for the last time, living alone in the priory of his defunct order.{{ref|name=TKOTN}} *The {{Lore Link|Siege of Abernanit}} takes place in {{Lore Link|Morrowind}}.{{ref|name=DBOA|{{Cite Book|Death Blow of Abernanit}}}}|minor=yes}}{{History Entry |3E 153|day=2nd of Suns Dawn|Emperor [[Lore:Pelagius Septim III|Pelagius III]] dies, Empress [[Lore:Katariah|Katariah]] is crowned|After being committed to an asylum due to his madness, on a warm night after a brief fever, the 34-year-old Emperor Pelagius III dies in his cell at the Temple of [[Lore:Kynareth|Kynareth]], on the Isle of {{Lore Link|Betony}}. Katariah, Duchess of {{Lore Link|Vvardenfell}} and Empress Regent following the commitment of her husband, formally becomes the controversial new Empress. Katariah's forty-six year reign is later remembered one of the most glorious in {{Lore Link|Tamriel}}'s history (assertions to the contrary being dismissed as racist). Katariah travels extensively throughout the {{Lore Link|Third Empire|Empire}}, as no Emperor had since {{Lore Link|Tiber Septim|Tiber}}'s day. She repairs much of the damage that broken alliances and bungled diplomacy had created. The people of Tamriel come to love their Empress, though many nobles are not as fond.{{ref|name=BHOTE}}{{ref|name=TMOP}}|minoradd=*At some point during the year, Sir {{Lore Link|Amiel Lannus}} dies , attempting to recover the Helm of the Crusader in The Shrine of the Crusader in Ayleid ruin of Vanua .{{ref|name=SAJ|{{Cite Book|Sir Amiel's Journal}}}}}}{{History Entry |3E 195|{{Lore Link|Rangidil Ketil}} dies|The commander of the {{Lore Link|Ordinators}} of the {{Lore Link|Tribunal Temple}} dies at the age of 288.{{ref|name=DBOA}}|minor=yes}} ==Third Century== {{History Entry |3E 200|Empress {{Lore Link|Katariah}} dies, Emperor {{Lore Link|Cassynder}} is crowned|Katariah's death in a minor skirmish in {{Lore Link|Black Marsh}} later becomes a favorite topic of conspiracy-minded historians. It later comes to light that a disenfranchised branch of the {{Lore Link|Septim Dynasty|Septim family}} is involved. When Cassynder assumes the throne at the death of his mother, he is already middle-aged and in poor health.{{ref|name=TTET}}{{ref|name=BHOTE}}{{ref|name=TMOP}}{{intnote|nb5|[nb 5]}}}}{{History Entry |3E 202|Emperor {{Lore Link|Cassynder}} dies, Emperor [[Lore:Uriel Septim IV|Uriel IV]] is crowned|Cassynder dies after a two-year reign. Uriel Lariat, Cassynder's half-brother and the child of [[Lore:Katariah|Katariah]] I and her Imperial consort, abdicates the throne of {{Lore Link|Wayrest (kingdom)}} to reign as Emperor Uriel IV. Legally, he was Uriel Septim IV: Cassynder had adopted him into the family when he had become King of Wayrest. Nevertheless, to many of the people of Tamriel, Uriel IV is a bastard child of Katariah. Uriel does not possess the dynamism of his mother, and his long forty-three year reign becomes a hotbed of sedition.{{ref|name=BHOTE}}{{ref|name=TTET}}}}{{History Entry |3E 213|''{{Lore Link|Song of the Askelde Men}}'' published|The traditional {{Lore Link|Nord}}ic poem is translated by the {{Lore Link|Atheneum Monks}} at {{Lore Link|Old Anthel}}. |3E 246|{{Lore Link|Elder Council}} reigns|Emperor [[Lore:Uriel Septim IV|Uriel IV]] finds it impossible to command the fealty of the {{Lore Link|Elder Council}}, who consistently win various political confrontations with him.{{ref|name=BHOTE}} Among their decrees is that any man without a liege who occupied a castle for more than three months would be granted the rights and titles of that estate.{{ref|name=TRG|{{Cite Book|The Rear Guard}}}}|minor=yes}}{{History Entry |3E 247|Emperor [[Lore:Uriel Septim IV|Uriel IV]] dies, Emperor {{Lore Link|Cephorus II}} is crowned|The {{Lore Link|Elder Council}}'s last victory over Uriel IV is posthumous: they vote to disinherit [[Lore:Andorak|Andorak]], Uriel IV's son. They also vote to coronate a cousin more closely related to the original Septim line as Emperor Cephorus II. Cephorus, formerly a [[Lore:Nord|Nord]]ic king, battles those loyal to Andorak for nine years. The Council controversially grants Andorak the {{Lore Link|High Rock}} kingdom of {{Lore Link|Shornhelm}} to end the war.{{ref|name=BHOTE}}{{ref|name=TTET}}}}{{History Entry |3E 249|{{Lore Link|Camoran Usurper}} invades|During the reign of {{Lore Link|Cephorus II}}, the {{Lore Link|Camoran Usurper}} leads an army of {{Lore Link|daedra}} and {{Lore Link|undead}} warriors on a rampage through {{Lore Link|Valenwood}}, conquering the whole province in two years, then turns to {{Lore Link|Hammerfell}}. Cephorus II sends more and more mercenaries into Hammerfell to stop the Usurper's northward march, but they are bribed, turned into undead, or slaughtered. Animosity grows against the seemingly ineffective Empire.{{ref|name=BHOTE}}{{ref|name=TTET}}}}{{History Entry |3E 253|Nightmare Host controls {{Lore Link|Dwynnen}}|The region of Dwynnen is under the rule of a {{Lore Link|lich}} and his armies of {{Lore Link|undead}}. They are defeated by {{Lore Link|Othrok}}, the future Baron of the land.{{ref|name=TFOTU|{{Cite Book|The Fall of the Usurper}}}} They were reportedly under the command of the {{Lore Link|Camoran Usurper}}.{{ref|name=TTET}} *{{Lore Link|Elinhir}}, a {{Lore Link|Crown}} city, does not answer the clarion call of {{Lore Link|Forebear}} cities {{Lore Link|Rihad}} and {{Lore Link|Taneth}}, allowing the Camoran Usurper to continue his northward march through {{Lore Link|Hammerfell}}.{{ref|name=PGE3Ham|{{Cite Book|PGE|3|Hammerfell}}}}|minor=yes}}{{History Entry |3E 266|Lord of Reich Gradkeep ({{Lore Link|Anticlere}}) dies|The Lord falls deathly ill and dies later in the year. This was one of the reasons why the resistance to the Usurper was so slow to develop in {{Lore Link|High Rock}}, who only become fully aware of the Usurper's conquests this year. Preparations would not begin until a year later.{{ref|name=TFOTU}}|minor=yes}}{{History Entry |3E 267|{{Lore Link|Camoran Usurper}} is defeated|Baron [[Lore:Othrok|Othrok]] and his less legendary allies, the rulers of {{Lore Link|Ykalon}}, {{Lore Link|Phrygias}}, and {{Lore Link|Kambria}}, assembles the greatest navy to date along the {{Lore Link|High Rock}} edge of the {{Lore Link|Iliac Bay}}, and defeats the Usurper's forces in the {{Lore Link|Battle of Firewaves}}.{{ref|name=TFOTU}}}} *[[Lore:Mankar Camoran|Mankar Camoran]], son of the Camoran Usurper and future leader of the {{Lore Link|Mythic Dawn}}, was born in the midst of this battle.{{Ref|name=TR|{{Cite Book|The Refugees}}}}{{History Entry |3E 268|Emperor [[Lore:Uriel Septim V|Uriel V]] is crowned|Uriel V changes the perception of a weak Empire by embarking on a series of invasions almost from the moment he takes the throne.{{ref|name=BHOTE}}{{ref|name=RDAI|{{Cite Book|Report: Disaster at Ionith}}}}}}{{History Entry |3E 271|Emperor [[Lore:Uriel Septim V|Uriel V]] conquers {{Lore Link|Roscrea}}|The Emperor takes the island at the start of a campaign to secure the small islands lying between {{Lore Link|Tamriel}} and {{Lore Link|Akavir}}.{{ref|name=BHOTE}}|minor=yes}}{{History Entry |3E 276|Emperor [[Lore:Uriel Septim V|Uriel V]] conquers {{Lore Link|Cathnoquey}}|The Emperor takes the island as part of a campaign to secure the small islands lying between {{Lore Link|Tamriel}} and {{Lore Link|Akavir}}.{{ref|name=BHOTE}}|minor=yes}}{{History Entry |3E 279|Emperor [[Lore:Uriel Septim V|Uriel V]] conquers {{Lore Link|Yneslea}}|The Emperor takes the island as part of a campaign to secure the small islands lying between {{Lore Link|Tamriel}} and {{Lore Link|Akavir}}.{{ref|name=BHOTE}}|minor=yes}}{{History Entry |3E 282|Emperor [[Lore:Uriel Septim V|Uriel V]] captures {{Lore Link|Black Harbor}} in {{Lore Link|Esroniet}}|This is part of a campaign to secure the small islands lying between {{Lore Link|Tamriel}} and {{Lore Link|Akavir}}.{{ref|name=BHOTE}}|minor=yes}}{{History Entry |3E 284|Emperor [[Lore:Uriel Septim V|Uriel V]] conquers {{Lore Link|Esroniet}}|The Emperor takes the island as part of a campaign to secure the small islands lying between {{Lore Link|Tamriel}} and {{Lore Link|Akavir}}.{{ref|name=BHOTE}}|minor=yes}}{{History Entry |3E 285|Prince {{Lore Link|Uriel Septim VI}} is born|The future Emperor of {{Lore Link|Tamriel}} is born to Emperor {{Lore Link|Uriel Septim V}} and his consort {{Lore Link|Thonica}} shortly before the Emperor leaves for {{Lore Link|Akavir}}.{{ref|name=BHOTE}}|minor=yes}}{{History Entry |3E 286|Captain {{Lore Link|Torradan ap Dugal}} dies|After being trapped in a cavern for over twenty years, Torradan ap Dugal, Lord Captain of the {{Lore Link|Red Sabre}}, dies.{{ref|name=CDJ|{{Cite Book|Cap'n Dugal's Journal}}}}|minor=yes}}{{History Entry |3E 288|day=23rd of Rain's Hand|Emperor [[Lore:Uriel Septim V|Uriel V]] invades [[Lore:Akavir|Akavir]]|Uriel V sets sail with the largest fleet assembled in recorded history to invade the continent of Akavir. They arrive in [[Lore:Tsaesci (place)|Tsaesci]] six weeks later.{{ref|name=BHOTE}}{{ref|name=TTET}}{{ref|name=RDAI}}|minoradd=*The twin daughters of the Emperor, {{Lore Link|Morihatha}} and {{Lore Link|Eloisa}}, are born.{{ref|name=BHOTE}}}}{{History Entry |3E 289|day=5th of Sun's Dawn|Foiled assassination of Emperor [[Lore:Uriel Septim V|Uriel V]]|The [[Lore:Tsaesci (race)|Tsaesci]] attempt to assassinate the Emperor in {{Lore Link|Ionith}}, but are foiled by the [[Lore:Imperial Legion|Tenth Legion]]. The {{Lore Link|Imperial Province of Akavir}} and the surrounding seas experience unusual weather in and around this time.{{ref|name=RDAI}}|minor=yes}}{{History Entry |3E 290|Emperor [[Lore:Uriel Septim V|Uriel V]] dies, Emperor [[Lore:Uriel Septim VI|Uriel VI]] is crowned|Uriel V is killed in {{Lore Link|Akavir}} on the battlefield of {{Lore Link|Ionith}}. His five-year-old son becomes Emperor Uriel Septim VI. The consort {{Lore Link|Thonica}}, as Uriel VI's mother, is given a restricted Regency until Uriel VI reaches the age of majority. The {{Lore Link|Elder Council}} retains the real power, as they had since the days of {{Lore Link|Katariah}}.{{ref|name=BHOTE}}{{ref|name=RDAI}}}} ==Fourth Century== {{History Entry |3E 307|Emperor [[Lore:Uriel Septim VI|Uriel VI]] gains full license to rule|At 22 years old, Emperor Uriel VI is given full license to rule. He would spend the next six years strong-arming the {{Lore Link|Elder Council}}.{{ref|name=BHOTE}}{{ref|name=TTET}}|minor=yes}}{{History Entry |3E 313|Emperor [[Lore:Uriel Septim VI|Uriel VI]] takes control|The Emperor can finally boast with conviction that he truly rules {{Lore Link|Tamriel}} after spending six years getting power restored to the office.{{ref|name=BHOTE}}|minor=yes}}{{History Entry |3E 314|[[Lore:Pelagius Septim IV|Pelagius IV]] is born|Pelagius IV, nephew to Emperor [[Lore:Uriel Septim VI|Uriel VI]], son of [[Lore:Eloisa|Eloisa]], and future Emperor, is born.{{ref|name=BHOTE}}|minor=yes}}{{History Entry |3E 319|[[Lore:Arslan II|Arslan II]] is born|Arslan II, father to the future King of {{Lore Link|Daggerfall (kingdom)}}, {{Lore Link|Lysandus}}, is born.{{ref|name=RFT|Royal Family Tree, [[Books:The Daggerfall Chronicles|The Daggerfall Chronicles]] β€” ''Ronald Wartow''}}|minor=yes}}{{History Entry |3E 320|Emperor [[Lore:Uriel Septim VI|Uriel VI]] dies, Empress {{Lore Link|Morihatha}} is crowned|Uriel VI falls from his horse and cannot be saved by the finest Imperial healers. His beloved sister Morihatha takes the throne.{{ref|name=BHOTE}}{{ref|name=TTET}}}}{{History Entry |3E 331|The second edition of ''A Pocket Guide to The Empire'' is published|Recognizing the changes that had taken place in the empire in the 375 years since the first edition was published, Empress {{Lore Link|Morihatha}} commissions a second edition to update and correct the original version.{{ref|name=TTET}}{{ref|name=PGE3Fore|{{Cite Book|PGE|3|Foreword}}}}|minor=yes}}{{History Entry |3E 335|{{Lore Link|Eloisa}} dies|Eloisa, sister of Empress {{Lore Link|Morihatha}}, dies of fever.{{ref|name=BHOTE}}|minor=yes}}{{History Entry |3E 336|{{Lore Link|Nulfaga}} is born|Nulfaga, mother to the future King of {{Lore Link|Daggerfall (kingdom)}}, {{Lore Link|Lysandus}}, is born.{{ref|name=RFT}}|minor=yes}}{{History Entry |3E 339|Empress {{Lore Link|Morihatha}} is assassinated, Emperor [[Lore:Pelagius Septim IV|Pelagius IV]] is crowned|Assassins kill Empress Morihatha, and her nephew becomes Emperor Pelagius IV.{{ref|name=BHOTE}}{{ref|name=TTET}}}}{{History Entry |3E 340|{{Lore Link|Eadwyre}} is born|Eadwyre, future King of {{Lore Link|Wayrest (kingdom)}} and husband to {{Lore Link|Carolyna}}, is born.{{ref|name=RFT}}|minor=yes}}{{History Entry |3E 344|''{{Lore Link|Frontier, Conquest}}'' is published|''Frontier, Conquest, and Accommodation: A Social History of Cyrodiil'' is published by the [[Lore:University of Gwylim|University of Gwylim Press]].{{intnote|nb6|[nb 6]}}|minor=yes}}{{History Entry |3E 345|''{{Lore Link|Bible of the Deep Ones}}''|The ''Bible of the Deep Ones'' is given by the Chief of the Deep Ones to {{Lore Link|Irlav Moslin}}, founder of {{Lore Link|Hackdirt}}.{{ref|name=BOTDO|{{Cite Book|Bible of the Deep Ones}}}}|minor=yes}}{{History Entry |3E 346|[[Lore:Uriel Septim VII|Uriel Septim VII]] is born|Uriel Septim VII, last and future Emperor of {{Lore Link|Tamriel}}, is born.{{ref|name=DFC}}{{ref|name=ASS!|[[Oblivion:Assassination!|The Black Horse Courier]], Special Edition}}|minor=yes}}{{History Entry |3E 353|{{Lore Link|Mynisera}} is born|Mynisera, future wife to {{Lore Link|Lysandus}}, King of {{Lore Link|Daggerfall (kingdom)}}, is born.{{ref|name=RFT}}|minor=yes}}{{History Entry |3E 354|{{Lore Link|Lysandus}} is born|Lysandus, future King of {{Lore Link|Daggerfall (kingdom)}}, is born to [[Lore:Arslan II|Arslan II]] and [[Lore:Nulfaga|Nulfaga]].{{ref|name=RFT}}|minor=yes}}{{History Entry |3E 360|''{{Lore Link|The Book of the Dragonborn}}''|''The Book of the Dragonborn'' is written at {{Lore Link|Weynon Priory}}.|minor=yes}}{{History Entry |3E 368|Emperor [[Lore:Pelagius Septim IV|Pelagius IV]] dies, Emperor [[Lore:Uriel Septim VII|Uriel Septim VII]] is crowned|Emperor Pelagius IV dies after a twenty-nine year reign, with {{Lore Link|Tamriel}} closer to unity than it had been since the days of {{Lore Link|Uriel I}}. Emperor Uriel Septim VII succeeds him, and continues with the unification of Tamriel.{{ref|name=BHOTE}} He focuses his efforts in eastern Tamriel, and is greatly aided by his Imperial Battlemage, {{Lore Link|Jagar Tharn}}.{{ref|name=ALOUS7|{{Cite Book|A Life of Uriel Septim VII}}}}|minoradd=*[[Lore:Camaron|Camaron]], future King of [[Lore:Sentinel (kingdom)|Sentinel]], is born.{{ref|name=RFT}} *{{Lore Link|Carolyna}}, future Queen of {{Lore Link|Wayrest (kingdom)}} and wife to [[Lore:Eadwyre|Eadwyre]], is born.{{ref|name=RFT}}}}{{History Entry |3E 369|[[Lore:Akorithi|Akorithi]] is born|Akorithi, future Queen of [[Lore:Sentinel (kingdom)|Sentinel]] and wife to {{Lore Link|Camaron}}, is born.{{ref|name=RFT}}|minor=yes}}{{History Entry |3E 370|[[Lore:Hero|Eternal Champion]] is born|The hero who stopped {{Lore Link|Jagar Tharn}}'s rule over {{Lore Link|Tamriel}} is born.{{ref|name=DFC}} *Work begins on ''{{Lore Link|The Daggerfall Chronicles}}''|{{Lore Link|Nesmyt}} of the {{Lore Link|Scenarist Guild}} creates a new sect of Imperial scribes charged with documenting all future events.{{ref|name=CD|Daggerfall CD inlay advert}}|minor=yes}}{{History Entry |3E 372|"[[Lore:Hero|The Apprentice]]" is born|The unnamed hero who defeated {{Lore Link|Mehrunes Dagon}} in the {{Lore Link|Battlespire}} is born.{{Ref|name=BethTime}}|minor=yes}}{{History Entry |3E 375|"[[Lore:Hero|The Agent]]" is born|The unnamed hero who put to rest the soul of King {{Lore Link|Lysandus}} is born.{{ref|name=DFC}}|minor=yes}}{{History Entry |3E 376|King [[Lore:Hlaalu Helseth|Helseth]] is born|King Helseth is born to Queen {{Lore Link|Barenziah}} and {{Lore Link|Symmachus}}.{{ref|name=RFT}}|minor=yes}}{{History Entry |3E 377|{{Lore Link|Arslan II}} dies|Arslan II, father to King {{Lore Link|Lysandus}} of {{Lore Link|Daggerfall (kingdom)}}, dies.{{ref|name=RFT}} *Crown Prince {{Lore Link|Geldall}} is born to Emperor {{Lore Link|Uriel Septim VII}} and his wife {{Lore Link|Caula Voria}}.{{ref|name=ASS!}}{{ref|name=ALOUS7}}|minor=yes}}{{History Entry |3E 378|Prince {{Lore Link|Enman}} is born|Emperor {{Lore Link|Uriel Septim VII}} and his wife {{Lore Link|Caula Voria}} have their second son.{{ref|name=ASS!}}{{ref|name=ALOUS7}}|minor=yes}}{{History Entry |3E 380|Prince {{Lore Link|Ebel}} is born|Emperor {{Lore Link|Uriel Septim VII}} and his wife {{Lore Link|Caula Voria}} have their third son.{{ref|name=ASS!}}{{ref|name=ALOUS7}}|minor=yes}}{{History Entry |3E 381|{{Lore Link|Gothryd}} is born|Gothryd is born to {{Lore Link|Lysandus}} and {{Lore Link|Mynisera}}, rulers of {{Lore Link|Daggerfall (kingdom)}}.{{ref|name=RFT}}|minor=yes}}{{History Entry |3E 384|{{Lore Link|Morgiah}} is born|Morgiah is born to Queen {{Lore Link|Barenziah}} and {{Lore Link|Symmachus}}.{{ref|name=RFT}}|minor=yes}}{{History Entry |3E 386|[[Lore:Aubk-i|Aubk-i]] is born|Aubk-i is born to {{Lore Link|Camaron}} and {{Lore Link|Akorithi}}, rulers of [[Lore:Sentinel (kingdom)|Sentinel]].{{ref|name=RFT}}|minor=yes}}{{History Entry |3E 389|The {{Lore Link|Imperial Simulacrum}} begins|On Tirdas, the 1st of Hearthfire, Emperor {{Lore Link|Uriel Septim VII}} is betrayed by the Imperial Battlemage {{Lore Link|Jagar Tharn}} and imprisoned in a dimension of Tharn's creation.{{ref|name=DFC}}{{ref|name=BHOTE}}{{ref|name=TTET}}|minoradd=*[[Lore:Elysana|Elysana]] is born to {{Lore Link|Carolyna}} and [[Lore:Eadwyre|Eadwyre]], rulers of {{Lore Link|Wayrest (kingdom)}}.{{ref|name=RFT}}}}{{History Entry |3E 391|{{Lore Link|Symmachus}} dies|Symmachus, husband to {{Lore Link|Barenziah}}, dies.{{ref|name=RFT}}|minor=yes}}{{History Entry |3E 392|{{Lore Link|Greklith}} is born to {{Lore Link|Camaron}} and {{Lore Link|Akorithi}}, rulers of [[Lore:Sentinel (kingdom)|Sentinel]].{{ref|name=RFT}} *[[Lore:Carolyna|Carolyna]], Queen of {{Lore Link|Wayrest (kingdom)}} and wife of [[Lore:Eadwyre|Eadwyre]], dies.{{ref|name=RFT}}|minor=yes}}{{History Entry |3E 393|[[Lore:Lhotun|Lhotun]] is born|Lhotun is born to {{Lore Link|Camaron}} and [[Lore:Akorithi|Akorithi]], rulers of [[Lore:Sentinel (kingdom)|Sentinel]].{{ref|name=RFT}}|minor=yes}}{{History Entry |3E 394|The {{Lore Link|Five Year War}}|The earliest date to which some trace the outbreak of the Five Year War between {{Lore Link|Valenwood}} and {{Lore Link|Elsweyr}}.{{ref|name=CHOA|{{Cite Book|Cherim's Heart of Anequina}}}}|minor=yes}}{{History Entry |3E 395|[[Lore:Imperial_Simulacrum#Wars_during_the_Imperial_Simulacrum.2C_3E_389_-_3E_399|Regional wars]] rage throughout {{Lore Link|Tamriel}}|The {{Lore Link|Five Year War}} breaks out, the first of several major regional wars in Tamriel over the next several years.}}{{History Entry |3E 396|{{Lore Link|Arnesian War}}|The Arnesian War breaks out in {{Lore Link|Morrowind}}.{{ref|name=TTET}}|minor=yes}} *{{Lore Link|Jagar Tharn}} makes a deal with {{Lore Link|Mehrunes Dagon}}. Tharn offers Dagon control of the {{Lore Link|Battlespire}}.{{Ref|name=BethTime}}{{History Entry |3E 397|{{Lore Link|Umbra' Keth}} is destroyed|A Shadow of Conflict being created by the ongoing {{Lore Link|War of the Bend'r-mahk}} is destroyed by an unknown [[Lore:Hero|hero]] wielding the power of the seven Star Teeth.}}{{History Entry |3E 398|{{Lore Link|Hero|The Apprentice}} places second in a competition determining the next pupils of {{Lore Link|Battlespire}}, and is sent to the citadel.{{Ref|name=BethTime}}}}{{History Entry |3E 399|{{Lore Link|Jagar Tharn}} is defeated; {{Lore Link|Orsinium}} is refounded|A mysterious champion defeats the Battlemage in the dungeons of the {{Lore Link|Imperial Palace}} and frees Emperor {{Lore Link|Uriel Septim VII}} from his other-dimensional cell, ending the {{Lore Link|Imperial Simulacrum}}.{{ref|name=TTET}}{{ref|name=Arena|Events of [[Arena:Arena|Arena]]}} *{{Lore Link|Gortwog gro-Nagorm}} refounds the nation of Orsinium and begins fighting for its independence.{{ref|name=HOPTTO|{{Cite Book|How Orsinium Passed to the Orcs}}}} *The {{Lore Link|Five Year War}} ends.{{ref|name=CHOA}}}} ==Fifth Century== {{History Entry |3E 400|The {{Lore Link|Sixth House}} takes {{Lore Link|Kogoruhn}}| The ancient {{Lore Link|Dunmer}} fortress of Kogoruhn on {{Lore Link|Vvardenfell}} is occupied and fortified as an advance base for the Sixth House, whose operations had been growing in strength over the course of the era. {{Lore Link|The Blight|Blight}} storms become more frequent and widespread. Soul sickness spreads in regions close to {{Lore Link|Red Mountain}}.{{ref|name=DUP|{{Cite Book|Dagoth Ur's Plans}}}} *Prince {{Lore Link|Arthago}} of {{Lore Link|Sentinel (kingdom)}} disappears. He is rumored to have been kidnapped by the {{Lore Link|Underking}}.{{ref|name=Daggerfall|Events of [[Daggerfall:Daggerfall|''Daggerfall'']]}}|minor=yes}}{{History Entry |3E 401|{{Lore Link|Nulfaga}} finds the {{Lore Link|Mantella}}|Nulfaga of {{Lore Link|Daggerfall}} finds the exact location of the Mantella, the heart of {{Lore Link|Numidium}}.|minoradd=*A census of Daggerfall is taken which places the population at nearly 110,000.{{ref|name=AHOD|{{Cite Book|A History of Daggerfall}}}}}}{{History Entry |3E 402|The {{Lore Link|War of Betony}} between {{Lore Link|Daggerfall (kingdom)}} of {{Lore Link|High Rock}} and [[Lore:Sentinel (kingdom)|Sentinel]] of {{Lore Link|Hammerfell}} begins|minor=yes}}{{History Entry |3E 403|The death of {{Lore Link|Lysandus}}, King of {{Lore Link|Daggerfall (kingdom)}}, ends the Betony War|minor=yes}} *{{Lore Link|Camaron}}, King of [[Lore:Sentinel (kingdom)|Sentinel]] and husband to Queen [[Lore:Akorithi|Akorithi]], dies.{{History Entry |3E 404|''{{Lore Link|The War of Betony (Newgate)}}'' is written|Vulper Newgate writes his pro-{{Lore Link|Daggerfall (kingdom)}} account of the {{Lore Link|War of Betony}}.{{ref|name=NWOB|{{Cite Book|The War of Betony (Newgate)}}}}|minor=yes}}{{History Entry |3E 405|Investigation into murder|Another mysterious character is sent by {{Lore Link|Uriel Septim VII}} to investigate the death of King [[Lore:Lysandus|Lysandus]] and to find the missing letter the Emperor sent to the Queen of {{Lore Link|Daggerfall (kingdom)}}, {{Lore Link|Mynisera}}.{{ref|name=Daggerfall}}|minor=yes}}{{History Entry |3E 407|The Lopper stalks slave traders in {{Lore Link|Tear}}|According to ''{{Lore Link|Last Scabbard of Akrash}}'', ten people are killed in connection to the Lopper, a vigilante targeting slavers in Tear.|minor=yes}}{{History Entry |3E 410|Spread of the {{Lore Link|Sixth House}}|Sixth House operations expand substantially as bases are founded in various places around {{Lore Link|Vvardenfell}}. Sixth House operatives exploit smuggler organizations and communications to spread their influence among victims unbalanced by {{Lore Link|Dagoth Ur}}'s dream sendings.{{ref|name=DUP}}|minor=yes}}{{History Entry |3E 411|Fear grows among {{Lore Link|Dissident Priests}}|Rumors circulate in {{Lore Link|Morrowind}} that the {{Lore Link|Tribunal Temple}} will soon begin a crusade to stamp out the dissidents in their ranks.{{ref|name=CKL|{{Cite Book|Charwich-Koniinge Letters}}}}|minor=yes}}{{History Entry |3E 412|{{Lore Link|Azura's Star}} disappears|Azura's Star is purportedly sought and found by an adventurer, who betrays his partner and uses the Star to attain great wealth. The Star disappears again sometime in the months before 8th of Sun's Dawn.{{ref|name=CKL}}|minor=yes}}{{History Entry |3E 414|{{Lore Link|Vvardenfell}} is opened for settlement|Previously a preserve administrated by the {{Lore Link|Tribunal Temple}} since the Treaty of the {{Lore Link|Armistice}}, Vvardenfell was largely uninhabited and undeveloped. Vvardenfell is reorganized as an Imperial Provincial District after King {{Lore Link|Llethan}} of Morrowind revokes the centuries-old Temple ban on trade and settlement. A flood of Imperial colonists and the {{Lore Link|Great Houses}} came to Vvardenfell. This also opens up exploitation of valuable resources like {{Lore Link|malachite}} and {{Lore Link|ebony}}.{{ref|name=ASHOM|{{Cite Book|A Short History of Morrowind}}}}{{ref|name=TCT|{{Cite Book|The Common Tongue|ns_base=Tribunal}}}}|minor=yes}}{{History Entry |3E 415|{{Lore Link|Sixth House}} occupy every town in {{Lore Link|Vvardenfell}}|It is later believed that the Sixth House has at least a small cell in every town in Vvardenfell, with larger operations concealed in remote dungeons.{{ref|name=DUP}}|minor=yes}}{{History Entry |3E 417|day=9th of Frost Fall|The Miracle of Peace, or the [[Lore:Warp in the West|Warp in the West]]|A mysterious event takes place between the 9th and 11th of Frostfall in which the forty-four independent kingdoms, counties, baronies, and duchies surrounding the {{Lore Link|Iliac Bay}} were condensed into four: {{Lore Link|Daggerfall (kingdom)}}, [[Lore:Sentinel (kingdom)|Sentinel]], {{Lore Link|Wayrest (kingdom)}}, and {{Lore Link|Orsinium}}.{{ref|name=TWINT|{{Cite Book|The Warp in the West}}}}}}{{History Entry |3E 417|The {{Lore Link|Tribunal}} lose {{Lore Link|Kagrenac's Tools}}|[[Lore:Almalexia|Almalexia]] and {{Lore Link|Sotha Sil}} lose the artifacts {{Lore Link|Keening}} and {{Lore Link|Sunder}} to the minions of {{Lore Link|Dagoth Ur}} during a battle at {{Lore Link|Red Mountain}}. [[Lore:Vivec|Vivec]] rescues them, but fails to recover the artifacts. They retreat from Red Mountain in disorder and return to their respective capitals, continuing to perform their ritual functions, but soon stop appearing in public altogether. They grow weaker without access to the {{Lore Link|Heart of Lorkhan}}, and because of resources required to support the {{Lore Link|Ghostfence}}. The inner circle of the Temple priesthood begin to suspect the Tribunes have suffered seriously from wounds and demoralization in the wake of reverses at Red Mountain, but do not recognize the scale of the problem.{{ref|name=DUP}}}}{{History Entry |3E 421|The {{Lore Link|Levitation Act}} is passed.|}}{{History Entry |3E 421|{{Lore Link|Greywyn Blenwyth}} founds the {{Lore Link|Crimson Scars}}.|Greywyn, a member of the Dark Brotherhood, believes that {{Lore Link|Sithis}} has ordered him to remove all non-vampires from the {{Lore Link|Dark Brotherhood}}. To achieve this goal, Greywyn founds the Crimson Scars. The Crimson Scars are later killed by the Black Hand upon the discovery of Greywyn's plot.{{ref|name=TTET}}{{ref|name=GreyJ|{{Cite Book|Greywyn's Journal}}}}|minor=yes}}{{History Entry |3E 421|day=14th of Last Seed|The Emma May sinks|A ship called the Emma May sinks in {{Lore Link|Niben Bay}} shortly after a mutiny.{{ref|name=LOTEM|{{Cite Book|Log of the Emma May}}}}|minor=yes}}{{History Entry |3E 423|{{Lore Link|Corvus Umbranox}}, Count of {{Lore Link|Anvil}}, disappears.|The husband of Countess {{Lore Link|Millona Umbranox}} disappears.{{ref|name=OBGray|[[Oblivion:The Gray Fox|The Gray Fox]]'s dialogue in [[Oblivion:Oblivion|Oblivion]].}}|minor=yes}}{{History Entry |3E 426|The Prelude sinks|A ship called the Prelude sinks off the southern coast of {{Lore Link|Vvardenfell}}, east of [[Lore:Vivec City|Vivec]].{{ref|name=MWEdryno|[[Morrowind:Edryno Arethi|Edryno Arethi]]'s dialogue in [[Morrowind:Morrowind|Morrowind]].}}|minor=yes}}{{History Entry |3E 426|Tax revolt in {{Lore Link|Balmora}}|Due to high {{Lore Link|Third Empire|Imperial}} tax rates and tariffs on trade, the people of Balmora revolt. The revolt is forcefully put down, but accounts of the event differ.{{ref|{{Cite Book|Yellow Book of 3E 426|ns_base=Morrowind}}}}{{ref|{{Cite Book|Red Book of 3E 426|ns_base=Morrowind}}}}|minor=yes}}{{History Entry |3E 426|Assassinations in {{Lore Link|Vvardenfell}}|Assassinations by the {{Lore Link|Sixth House}} of {{Lore Link|Third Empire|Imperial}} and {{Lore Link|Hlaalu}} supporters increase significantly. So do sudden attacks by the cultists and deranged victims of soul sickness.{{ref|name=DUP}}|minor=yes}}{{History Entry |3E 427| {{Lore Link|The Blight}}|The {{Lore Link|Morrowind}} government, already weakened in power over questions of authority, is further threatened by the re-awakening of the ancient curse of the Blight from the giant volcano {{Lore Link|Red Mountain}}. *On the 16th of Last Seed, the legendary [[Lore:Nerevarine|Nerevarine]] arrives in {{Lore Link|Vvardenfell}} by order of the Emperor, destined to kill {{Lore Link|Dagoth Ur}} and bring peace to Morrowind.{{ref|name=Morrowind|Events of [[Morrowind:Morrowind|Morrowind]]}}}}{{History Entry |3E 427|The {{Lore Link|Mages Guild}} discovers a [[Lore:Hanging Gardens|translation key]] of the [[Lore:Dwemer Language|Dwemer language]], along with two sample texts, in the Dwemer ruins of Vvardenfell|A member of the Mages Guild is tasked with recovering various blueprints from the Dwemer ruins of Vvardenfell. By accident, they find a [[Lore:Hanging Gardens|translation key]] of the Dwemer language, along with the sample texts, ''{{Lore Link|Divine Metaphysics}}'' and ''{{Lore Link|The Egg of Time}}''.{{ref|name=Morrowind|Events of [[Morrowind:Morrowind|Morrowind]]}}|minor=yes}}{{History Entry |3E 427|Discord among the {{Lore Link|Tribunal}}|After the loss of her divine powers, [[Lore:Almalexia|Almalexia]] of the Almsivi becomes insane and kills her fellow Tribune {{Lore Link|Sotha Sil}}. The {{Lore Link|Nerevarine}} reforges [[Lore:Nerevar|Indoril Nerevar]]'s blade - {{Lore Link|Trueflame}} - and uses it to kill the mortal Almalexia in the {{Lore Link|Clockwork City}}.{{ref|name=Tribunal|Events of [[Tribunal:Tribunal|Tribunal]]}}}}{{History Entry |3E 427|{{Lore Link|Bloodmoon Prophecy}}|As the prophecy foretold, the {{Lore Link|Daedric Prince}} {{Lore Link|Hircine}} performs a ritual hunt on the frozen island of {{Lore Link|Solstheim}}, as he does once every era. The {{Lore Link|Nerevarine}} is chosen to play a part in it, and ultimately defeats Hircine at his own game.{{ref|name=Bloodmoon|Events of [[Bloodmoon:Bloodmoon|Bloodmoon]]}}|minoradd=*{{Lore Link|Raven Rock}} is founded.{{ref|name=HORR|{{Cite Book|History of Raven Rock}}}}}}{{History Entry |3E 431|Changes in the {{Lore Link|Mages Guild}}|Arch-Mage {{Lore Link|Hannibal Traven}} institutes substantial reforms in the Mages Guild.{{ref|name=MGC|{{Cite Book|Mages Guild Charter}}}}|minor=yes}}{{History Entry |3E 431|{{Lore Link|Dawnfang and Duskfang}} are discovered|A group of adventurers in the {{Lore Link|Colovian Highlands}} find the {{Lore Link|Akavir}}i swords Dawnfang and Duskfang in an {{Lore Link|Ayleid}} ruin.{{ref|name=GJ|{{Cite Book|Grommok's Journal}}}}|minor=yes}}{{History Entry |3E 431|The {{Lore Link|Knights of the Thorn}}|The son of the Count of {{Lore Link|Cheydinhal}} and his friends begin adventuring as Knights of the Thorn.{{ref|name=OBGuard|[[Oblivion:Cheydinhal Guard|Cheydinhal Guardsmen]] dialogue in [[Oblivion:Oblivion|Oblivion]].}}|minor=yes}}{{History Entry |3E 432|The third edition of ''[[Lore:Pocket Guide to the Empire, 3rd Edition|A Pocket Guide to The Empire]]'' is published|The {{Lore Link|Imperial Geographical Society}} publishes the third edition to reflect the large changes that had taken place since the second edition, especially following the [[Lore:Warp in the West|Warp in the West]]. It is commissioned and promulgated under the authority of Emperor {{Lore Link|Uriel Septim VII}}. *Five years after its founding, the population of {{Lore Link|Raven Rock}} in {{Lore Link|Solstheim}} totals over thirty people, all of whom are dependent on the {{Lore Link|ebony}} mine.{{ref|name=HORR}}|minor=yes}}{{History Entry |3E 433|{{Lore Link|Oblivion Crisis}}|On the 27th of Last Seed, Emperor {{Lore Link|Uriel Septim VII}} and his heirs are murdered by the {{Lore Link|Mythic Dawn}}, a secret cult devoted to {{Lore Link|Mehrunes Dagon}}. {{Lore Link|Oblivion Gate}}s open all over {{Lore Link|Tamriel}} as Dagon begins to invade the {{Lore Link|Mundus|mortal plane}}. [[Lore:Kvatch|Kvatch]] is destroyed.{{ref|name=Oblivion|Events of [[Oblivion:Oblivion|Oblivion]]}} *In {{Lore Link|Black Marsh}}, the [[Lore:Hist|Hist]] (which have foreseen the crisis) calls {{Lore Link|Argonian}}s from across the Empire back to Black Marsh. Led by the {{Lore Link|An-Xileel}}, the Argonian armies defeat the invading {{Lore Link|daedra}}.{{ref|name=TIC|{{Cite Book|The Infernal City}}}} *The {{Lore Link|Crystal Tower}} in the {{Lore Link|Summerset Isles}} is destroyed by daedra.{{ref|name=RT|{{Cite Book|Rising Threat}}}} *{{Lore Link|Ald'ruhn}} on {{Lore Link|Vvardenfell}} is sacked by daedra. *{{Lore Link|Solstheim}} goes remarkably unscathed; there's no record of any Oblivion Gates opening on the island.{{ref|name=HORR}} *The Daedric invasion of Tamriel is ended after the Battle of Bruma, during the Battle of the Imperial City. [[Lore:Martin Septim|Martin Septim]], escorted by the Champion of Cyrodiil, transforms into the [[Lore:Akatosh|Avatar of Akatosh]] and defeats [[Lore:Mehrunes_Dagon|Mehrunes Dagon]], ending the Third Era.{{ref|name=Oblivion}}}}{{History Entry |3E 433|Count {{Lore Link|Corvus Umbranox}} of {{Lore Link|Anvil}} reappears|After 10 years, Corvus Umbranox returns to his wife in Anvil. *A new [[Lore:The Gray Fox|Gray Fox]] leads the {{Lore Link|Thieves Guild}}. History is rewritten by the use of an [[Lore:Elder Scrolls|Elder Scroll]], and the [[Lore:Cyrodiil|Cyrodilic]] branch of the guild flourishes.{{Ref|name=Oblivion}}}}{{History Entry |3E 433|Death of {{Lore Link|Mannimarco}}| Mannimarco, "The King of Worms", falls in a duel in the {{Lore Link|Jerall Mountains}} against the {{Lore Link|Mages Guild}}'s newest Archmage, with the help of the previous Archmage {{Lore Link|Hannibal Traven}}.{{ref|name=Oblivion}}}}{{History Entry |3E 433|The {{Lore Link|Blackwood Company}} is destroyed by the Fighters Guild|}}{{History Entry |3E 433|Purification of the {{Lore Link|Dark Brotherhood}}|Internal strife caused by a traitorous Speaker results in the assassination of half of the Black Hand and the decimation of the {{Lore Link|Cheydinhal}} sanctuary. The {{Lore Link|Night Mother}} appoints a new Listener after the traitor is killed.{{ref|name=Oblivion}}}}{{History Entry |3E 433|Reformation of the {{Lore Link|Knights of the Nine}}| Following daedric attacks on clergymen, an unknown pilgrim receives a vision of {{Lore Link|Pelinal Whitestrake}}, reunites the {{Lore Link|Crusader's Relics}}, and reorganizes the Knights of the Nine.{{ref|name=KOTN|Events of [[Oblivion:Knights of the Nine|Knights of the Nine]]}}}}{{History Entry |3E 433|The {{Lore Link|Greymarch}}|After a portal to the {{Lore Link|Shivering Isles}} opens in {{Lore Link|Niben Bay}}, the {{Lore Link|Daedric Prince}} {{Lore Link|Sheogorath}}'s curse is broken, which allows him to remain as {{Lore Link|Jyggalag}}. Sheogorath's champion takes up the Mad God's mantle.{{ref|name=Shivering|Events of [[Shivering:Shivering Isles|Shivering Isles]]}}}}<noinclude> ==Notes== *{{LNote|nb1|1|''[[Lore:Pocket Guide to the Empire, 3rd Edition/Morrowind|A Pocket Guide to The Empire]]'' and other sources establish that Llethan did not take the throne until the Arnesian War circa 3E 396, so ''[[Morrowind:Hospitality Papers|Hospitality Papers]]'' is likely referencing when Llethan became Duke of {{Lore Link|Mournhold}}, not when he became King of Morrowind.}} *{{LNote|nb2|2|''{{Lore Link|The Wolf Queen}}'' states Potema was thirteen years old in 3E 80, suggesting a birth year of 3E 67. It also states Antiochus was forty-three in 3E 98, indicating he was born in 3E 55. ''{{Lore Link|Biography of the Wolf Queen}}'' agrees that Potema was born in 3E 67, but says that Antiochus was sixteen at the time of her birth, which would suggest he was born in 3E 51, not 3E 55.}} *{{LNote|nb3|3|In ''[[Online:Online|Elder Scrolls Online]]'', the translation date of ''Opusculus Lamae Bal ta Mezzamortie'' was changed to {{Year|2E 105}}.}} *{{LNote|nb4|4|''{{Lore Link|Biography of the Wolf Queen}}'' says Antiochus died and Kintyra II was crowned in 3E 112.}} *{{LNote|nb5|5|''[[Lore:Brief History of the Empire|A Brief History of the Empire]]'' says Katariah reigned for forty-six years, which would make 3E 199 the year of her death and the beginning of Cassynder's reign. However, ''{{Lore Link|The Third Era Timeline}}'' places these events in 3E 200. This is not necessarily contradictory, provided that Katariah's forty-seventh anniversary was due to occur later in the same year, thus placing her coronation in 153 later in the year than her death in 200.}} *{{LNote|nb6|6|In ''[[Online:Online|Elder Scrolls Online]]'', the publication date of ''Frontier, Conquest'' was changed to {{Year|2E 344}}.}} *{{LNote|nb7|7|''[[Battlespire:Harvest's End, 3E 172|Harvest's End, 3E 172]]'' first appeared in ''[[Battlespire:Battlespire|An Elder Scrolls Legend: Battlespire]]'', though the date has been omitted from the most [[Online:Harvest's End|recent version]].}} ==References== <references/></noinclude>
2,435,187
2021-07-05T14:27:02Z
LudwigC
First Century Second Century Third Century Mankar Camoran, son of the Camoran Usurper and future leader of the , was born in the midst of this battle. Fourth Century makes a deal with . Tharn offers Dagon control of the . Fifth Century , King of Sentinel and husband to Queen Akorithi, dies. Notes References
130
1,091
https://en.uesp.net/wiki/Lore:Factions_A
Lore:Factions A
{{Lore Factions Trail}} ==Actors Guild== {{Lore:Actors Guild}} ==Agra Crun== {{Lore:Agra Crun}} ==Ahemmusa== {{Lore:Ahemmusa}} ==Akatosh Chantry== {{Lore:Akatosh Chantry}} ==Aldmeri Dominion== {{Lore:Aldmeri Dominion}} ==Alessian Order== {{Lore:Alessian Order}} ==All Flags Navy== {{Lore:All Flags Navy}} ==An-Xileel== {{Lore:An-Xileel}} ==Ancients== {{Lore:Ancients}} ==Anka-Ra== {{Lore:Anka-Ra}} ==Anthotis== {{Lore:Anthotis}} ==Apostles of Light== {{Lore:Apostles of Light}} ==Archeins== {{Lore:Archein}} ==Architects Guild== {{Lore:Architects Guild}} ==Ash'abah== {{Lore:Ash'abah}} ==Ashlanders== {{Lore:Ashlanders}} ==Ateia Family== {{Lore:Ateia}} ==Aundae Clan== {{Lore:Aundae Clan}}
2,492,982
2021-09-21T02:14:58Z
TheVampKnight
Actors Guild Agra Crun Ahemmusa Akatosh Chantry Aldmeri Dominion Alessian Order All Flags Navy An-Xileel Ancients Anka-Ra Anthotis Apostles of Light Archeins Architects Guild Ash'abah Ashlanders Ateia Family Aundae Clan
130
1,092
https://en.uesp.net/wiki/Lore:Factions_B
Lore:Factions B
{{Lore Factions Trail}} ==Baandari Pedlars== {{Lore:Baandari Pedlars}} ==Bal Molagmer== {{Lore:Bal Molagmer}} ==Band of The Three== {{Lore:Band of The Three}} ==Bards College== {{Lore:Bards College}} ==Battle-Born== {{Lore:Battle-Born}} ==The Beautiful== {{Lore:The Beautiful}} ==Beldama Wyrd== {{Lore:Beldama Wyrd}} ==Benevolence of Mara== {{Lore:Benevolence of Mara}} ==Berne Clan== {{Lore:Berne Clan}} ==The Betrayed== The Betrayed were the [[Lore:Snow Elf|Snow Elves]] who stopped hiding from and fighting the [[Lore:Nord|Nords]], and instead sought asylum in the [[Lore:Dwemer|Dwemer]] cities, where they would devolve into the [[Lore:Falmer|twisted version of the Falmer]] that inhabit Skyrim's caves. The only Snow Elves that are known to have survived without joining the Betrayed were in the [[Lore:Forgotten Vale|Forgotten Vale]], or possibly assimilated into other races of mer.{{ref|[[SR:Knight-Paladin Gelebor|Knight-Paladin Gelebor]]'s dialogue regarding the Betrayed in ''[[SR:Dawnguard|Dawnguard]]''}} ==Black Bow Bandits== The Black Bow Bandits were a clan of bandits, operating out of the area around [[Lore:Leyawiin|Leyawiin]], who were active in the late [[Lore:Third Era|Third Era]], once ransacked the borderwatch. Their signature weapons were the Black Bows, which could be turned in to the Count of Leyawiin for a bounty. The group was left leaderless and suffered a devastating blow when the [[Lore:Hero|Hero]] and his companion assaulted Telepe. Soon after, the milkrock cave, whitch Black Bow Bandits hideout was attacked by a group of Marauders. ==Black Dart Gang== There have been two Black Dart Gangs. The earliest known group was a group of illicit {{Lore Link|Moon Sugar}} farmers operating underground in {{Lore Link|Zainsipilu}}, working a crop planted by a Khajiit during the late Second Era.{{ref|Appearance of the [[Online:Black Dart Gang|Black Dart Gang]] at [[Online:Zainsipilu|Zainsipilu]] in [[Online:ESO|ESO]]}} A later group of criminal vagrants called the Black Dart Gang was based out of [[Lore:Mournhold|Mournhold]]'s Temple Sewers, and known for their adept use of very powerful throwing darts. In {{Year|3E 427}} their notoriety caught the attention of the [[Lore:Nerevarine|Nerevarine]], who sought to avenge the death of a local Dunmer.{{ref|[[TR:Narisa Adus|Narisa Adus]]'s dialogue during [[TR:The Black Dart Gang|The Black Dart Gang]] in ''[[TR:Tribunal|Tribunal]]''}}{{ref|Events of [[TR:The Black Dart Gang|The Black Dart Gang]] in ''[[TR:Tribunal|Tribunal]]''}} ==Blackfeather Court== {{Lore:Blackfeather Court}} ==Blackguards== {{Lore:Blackguards}} ==Blackwater Brigands== {{Lore:Blackwater Brigands}} ==Blackwood Company== {{Lore:Blackwood Company}} ==Blades== {{Lore:Blades}} ==Bleak Veilβ€Žβ€Ž== {{Lore:Bleak Veilβ€Žβ€Ž}} ==Bloodfire Cult== {{Lore:Bloodfire Cult}} ==Blood Horkers== The '''Blood Horkers''' were a group of pirates which operated along the northern shores of {{Lore Link|Skyrim}} during the {{Lore Link|Fourth Era}}. The [[Lore:Stormcloak Rebellion|Stormcloak Rebellion]] preoccupied the powers in the area, allowing the Blood Horkers to prey on merchants sailing through the {{Lore Link|Sea of Ghosts}} with little opposition. They were eventually decimated by mercenaries hired by the {{Lore Link|East Empire Company}}. ==Bloodthorn Cult== {{Lore:Bloodthorn Cult}} ==Bloodwraith Clan== {{Lore:Bloodwraith Clan}} ==Bright-Throat Tribe== {{Lore:Bright-Throat Tribe}} ==Brotherhood of Seth== {{Lore:Brotherhood of Seth}} ==Buoyant Armigers== {{Lore:Buoyant Armigers}} ==References== <references/>
2,518,784
2021-11-30T20:17:05Z
The Rim of the Sky
Baandari Pedlars Bal Molagmer Band of The Three Bards College Battle-Born The Beautiful Beldama Wyrd Benevolence of Mara Berne Clan The Betrayed The Betrayed were the Snow Elves who stopped hiding from and fighting the Nords, and instead sought asylum in the Dwemer cities, where they would devolve into the twisted version of the Falmer that inhabit Skyrim's caves. The only Snow Elves that are known to have survived without joining the Betrayed were in the Forgotten Vale, or possibly assimilated into other races of mer. Black Bow Bandits The Black Bow Bandits were a clan of bandits, operating out of the area around Leyawiin, who were active in the late Third Era, once ransacked the borderwatch. Their signature weapons were the Black Bows, which could be turned in to the Count of Leyawiin for a bounty. The group was left leaderless and suffered a devastating blow when the Hero and his companion assaulted Telepe. Soon after, the milkrock cave, whitch Black Bow Bandits hideout was attacked by a group of Marauders. Black Dart Gang There have been two Black Dart Gangs. The earliest known group was a group of illicit farmers operating underground in , working a crop planted by a Khajiit during the late Second Era. A later group of criminal vagrants called the Black Dart Gang was based out of Mournhold's Temple Sewers, and known for their adept use of very powerful throwing darts. In their notoriety caught the attention of the Nerevarine, who sought to avenge the death of a local Dunmer. Blackfeather Court Blackguards Blackwater Brigands Blackwood Company Blades Bleak Veilβ€Žβ€Ž Bloodfire Cult Blood Horkers The Blood Horkers were a group of pirates which operated along the northern shores of during the . The Stormcloak Rebellion preoccupied the powers in the area, allowing the Blood Horkers to prey on merchants sailing through the with little opposition. They were eventually decimated by mercenaries hired by the . Bloodthorn Cult Bloodwraith Clan Bright-Throat Tribe Brotherhood of Seth Buoyant Armigers References
130
1,093
https://en.uesp.net/wiki/Lore:Factions_C
Lore:Factions C
{{Lore Factions Trail}} ==Camonna Tong== {{Lore:Camonna Tong}} ==Camoran Dynasty== {{Lore:Camoran Dynasty}} ==Census and Excise== {{Lore:Census and Excise}} ==Circle of Champions== {{Lore:Circle of Champions}} ==Citadel of Ebonarm== {{Lore:Citadel of Ebonarm}} ==Clan Dagon== {{Lore:Clan Dagon}} ==Clockwork Apostles== {{Lore:Clockwork Apostles}} ==College of Sapiarchs== {{Lore:College of Sapiarchs}} ==College of Whispers== {{Lore:College of Whispers}} ==College of Winterhold== {{Lore:College of Winterhold}} ==Companions== {{Lore:Companions}} ==Conclave of Baal== {{Lore:Conclave of Baal}} ==Conclave of Riana== The [[Lore:Conclave of Riana|Conclave of Riana]] (also called the '''Order of Riana'''){{Ref|name=KEII|{{Cite Book|King Edward, Part II}}}} is a religious temple that was prominent in the late-[[Lore:Third Era|Third Era]] during the [[Lore:Imperial Simulacrum|Imperial Simulacrum]]. It had regional chapters across the provinces in major cities such as [[Lore:Falinesti|Falinesti]] and [[Lore:Snowhawk|Snowhawk]], as well as smaller settlements including [[Lore:Darkarn Place|Darkarn Place]] and [[Lore:Verkarth City|Verkarth City]].{{Ref|name=ARTemples|[[Arena:Temples|Temples]] in the cities in [[Arena:Arena|Arena]]}} The order is known to begin their recruitment once every year.{{Ref|name=KEII}} ==Corelanya Clan== {{Lore:Corelanya Clan}} ==Crimson Scars== {{Lore:Crimson Scars}} ==Crowns== {{Lore:Crowns}} ==Crusaders== The [[Lore:Crusaders|Crusaders]] are the Knights of [[Lore:Stendarr|Stendarr]], God of Mercy. They protect the temples of Stendarr and act as his compassionate blade when the situation demands. ==Cult of Emperor Zero== {{Lore:Cult of Emperor Zero}} ==Cult of the Ancestor Moth== {{Lore:Cult of the Ancestor Moth}} ==Cult of the Spider== {{Lore:Cult of the Spider}} ==Cult of the Stars== {{Lore:Cult of the Stars}} ==Cursed Legion== {{Lore:Cursed Legion}} ==Cygnus Irregulars== {{Lore:Cygnus Irregulars}} ==Cyrodiil Vampyrum Order== {{Lore:Cyrodiil Vampyrum Order}} ==Cyrodilic Collections== {{Lore:Cyrodilic Collections}} ==References== <references/>
2,526,559
2021-12-25T15:49:25Z
Legoless
Camonna Tong Camoran Dynasty Census and Excise Circle of Champions Citadel of Ebonarm Clan Dagon Clockwork Apostles College of Sapiarchs College of Whispers College of Winterhold Companions Conclave of Baal Conclave of Riana The Conclave of Riana (also called the Order of Riana) is a religious temple that was prominent in the late-Third Era during the Imperial Simulacrum. It had regional chapters across the provinces in major cities such as Falinesti and Snowhawk, as well as smaller settlements including Darkarn Place and Verkarth City. The order is known to begin their recruitment once every year. Corelanya Clan Crimson Scars Crowns Crusaders The Crusaders are the Knights of Stendarr, God of Mercy. They protect the temples of Stendarr and act as his compassionate blade when the situation demands. Cult of Emperor Zero Cult of the Ancestor Moth Cult of the Spider Cult of the Stars Cursed Legion Cygnus Irregulars Cyrodiil Vampyrum Order Cyrodilic Collections References
130
1,094
https://en.uesp.net/wiki/Lore:Factions_K
Lore:Factions K
{{Lore Factions Trail}} ==Kagesh Tribe== {{Lore:Kagesh Tribe}} ==Keepers of the Grove== {{Lore:Keepers of the Grove}} ==Keepers of the Razor== {{Lore:Keepers of the Razor}} ==Keerilth== {{Lore:Keerilth}} ==Khulari== {{Lore:Khulari}} ==Knights Mentor== The Knights Mentor is the militant arm of the School of Julianos, with the purpose of protecting the temple's ever-growing library and share their knowledge with the rest of the temple. Only people with military prowess and undying loyalty to the God of Knowledge are allowed into the knightly order. ==Knights of Iron== The [[Lore:Knights of Iron|Knights of Iron]] are the militant arm of the [[Lore:Resolution of Z'en|Resolution of Z'en]]. Even though [[Lore:Zenithar|Zenithar]] has been depicted as God of Commerce and Patron of Merchants, he is also seen as a warrior god, and so the Iron Knights represent this aspect of him. They are known to accept anyone in their cause, even those who lack the talents for a knightly order.{{Ref|name=DFIK|[[Daggerfall:Knights of Iron|Knights of Iron]] description in [[Daggerfall:Daggerfall|Daggerfall]]}} ==Knights of the Circle== {{Lore:Knights of the Circle}} ==Knights of the Dragon== {{Lore:Knights of the Dragon}} ==Knights of the Eight== {{Lore:Knights of the Eight}} ==Knights of the Flame== {{Lore:Knights of the Flame}} ==Knights of the Hawk== {{Lore:Knights of the Hawk}} ==Knights of the Moon== {{Lore:Knights of the Moon}} ==Knights of the Nine== {{Lore:Knights of the Nine}} ==Knights of the Owl== {{Lore:Knights of the Owl}} ==Knights of the Rose== {{Lore:Knights of the Rose}} ==Knights of the Thorn== {{Lore:Knights of the Thorn}} ==Knights of the True Horn== {{Lore:Knights of the True Horn}} ==Knights of the Wheel== {{Lore:Knights of the Wheel}} ==Knights of the White Stallion== {{Lore:Knights of the White Stallion}} ==Kragen Clan== {{Lore:Kragen}} ==Kynaran Order== The [[Lore:Kynaran Order|Kynaran Order]] is the militant arm of the [[Lore:Temple of Kynareth|Temple of Kynareth]]. They fight all over the provinces in the name of their patron, and they are honored by the temple for their skills and loyalty to them. Candidates for the order are chosen by their combat prowess and their reputation in the Temple.
2,525,466
2021-12-18T23:20:33Z
Thegigfather
Kagesh Tribe Keepers of the Grove Keepers of the Razor Keerilth Khulari Knights Mentor The Knights Mentor is the militant arm of the School of Julianos, with the purpose of protecting the temple's ever-growing library and share their knowledge with the rest of the temple. Only people with military prowess and undying loyalty to the God of Knowledge are allowed into the knightly order. Knights of Iron The Knights of Iron are the militant arm of the Resolution of Z'en. Even though Zenithar has been depicted as God of Commerce and Patron of Merchants, he is also seen as a warrior god, and so the Iron Knights represent this aspect of him. They are known to accept anyone in their cause, even those who lack the talents for a knightly order. Knights of the Circle Knights of the Dragon Knights of the Eight Knights of the Flame Knights of the Hawk Knights of the Moon Knights of the Nine Knights of the Owl Knights of the Rose Knights of the Thorn Knights of the True Horn Knights of the Wheel Knights of the White Stallion Kragen Clan Kynaran Order The Kynaran Order is the militant arm of the Temple of Kynareth. They fight all over the provinces in the name of their patron, and they are honored by the temple for their skills and loyalty to them. Candidates for the order are chosen by their combat prowess and their reputation in the Temple.
10
1,095
https://en.uesp.net/wiki/Template:Lore_Factions
Template:Lore Factions
{{PageLetterMenu|Lore:Factions|prefix=[[Lore:Factions|Overview]]|nonumbers=y}}<noinclude> [[Category:Menu Templates|{{PAGENAME}}]]</noinclude>
1,164,263
2013-04-05T21:35:18Z
Minor Edits
10
1,096
https://en.uesp.net/wiki/Template:Lore_History
Template:Lore History
<cleanspace> {{#local:major|{{#pos:{{FULLPAGENAME}}|Major}}}} {{#local:rootpage|{{#sub:{{FULLPAGENAME}}|0|{{#expr:{{{major}}}-1}}}}|if={{{major|}}}}} {{#local:rootpage|{{FULLPAGENAME}}|ifnot={{{major|}}}}} {{#local:extpage|&#32;Major|if={{{major|}}}}} </cleanspace><div style="text-align:{{{align|center}}}">[[Lore:Dawn Era{{{extpage|}}}|Dawn Era]] β€” [[Lore:Merethic Era{{{extpage|}}}|Merethic Era]] β€” [[Lore:First Era{{{extpage|}}}|First Era]] β€” [[Lore:Second Era{{{extpage|}}}|Second Era]] β€” [[Lore:Third Era{{{extpage|}}}|Third Era]] β€” [[Lore:Fourth Era{{{extpage|}}}|Fourth Era]]{{#if:{{{evtsw|}}}|&#32; ---- <big>[[{{{rootpage}}}|All Events]] {{!}} [[{{{rootpage}}} Major|Only Major Events]]</big>}}</div>{{#if:{{{botline|}}}|&#32; ----}}<noinclude>[[Category:Menu Templates]]</noinclude>
2,142,546
2020-04-27T22:52:21Z
Alfwyn
130
1,098
https://en.uesp.net/wiki/Lore:Factions_D
Lore:Factions D
{{Lore Factions Trail}} ==Daedric Triad== {{Lore:Daedric Triad}} ==Daggerfall Covenant== {{Lore:Daggerfall Covenant}} ==Dark Brotherhood== {{Lore:Dark Brotherhood}} ==Daughters of Coldharbour== {{Lore:Daughters of Coldharbour}} ==Dawnguard== {{Lore:Dawnguard}} ==Deathbringer Clan== {{Lore:Deathbringer Clan}} ==Direnni== {{Lore:Direnni}} ==Dissident Priests== {{Lore:Dissident Priests}} ==Divine Prosecution== {{Lore:Divine Prosecution}} ==Doomfang Clan== {{Lore:Doomfang Clan}} ==Dragon Cult== {{Lore:Dragon Cult}} ==Dragon Knights== {{about|the class of warriors|the chivalric order|Knights of the Dragon}} The '''Dragon Knights''' (or '''Dragonknights''') were followers of a new martial tradition that emerged during the {{Lore Link|Interregnum}} of the {{Lore Link|Second Era}}, originating from the dispersed {{Lore Link|Akavir}}i {{Lore Link|Dragonguard}}. Their abilities were said to descend from the powers of {{Lore Link|dragons}}, although none had been seen in Tamriel for thousands of years at that time. They were particularly skilled at manipulating fire, and could wreathe themselves in it completely without being harmed. ==Dragonborn== {{Lore:Dragonborn}} ==Dreadhorn Clan== {{Lore:Dreadhorn Clan}} ==Dremora Clan== {{Lore:Dremora Clan}} ==Drothmeri Army== The '''Drothmeri Army''' was an army of mercenaries led by renegade {{Lore Link|Telvanni}} Arch-Mage [[Lore:Frathen Drothan|Frathen Drothan]]. The army was assembled in secret on the border between [[Lore:Cyrodiil|Cyrodiil]] and [[Lore:Morrowind|Morrowind]] with the goal of destroying the {{Lore Link|Third Empire|Empire}}. Most residents in the hidden Drothmeri village were {{Lore Link|Dunmer}}, although some {{Lore Link|Khajiit}} and {{Lore Link|Argonian}} laborers were also employed. The Drothmeri Army was mostly wiped out at {{Lore Link|Sundercliff Watch}} while Drothan was trying to excavate [[Lore:Mehrunes' Razor|Mehrunes' Razor]].
2,453,613
2021-08-10T22:55:53Z
Tyrvarion
Daedric Triad Daggerfall Covenant Dark Brotherhood Daughters of Coldharbour Dawnguard Deathbringer Clan Direnni Dissident Priests Divine Prosecution Doomfang Clan Dragon Cult Dragon Knights The Dragon Knights (or Dragonknights) were followers of a new martial tradition that emerged during the of the , originating from the dispersed i . Their abilities were said to descend from the powers of , although none had been seen in Tamriel for thousands of years at that time. They were particularly skilled at manipulating fire, and could wreathe themselves in it completely without being harmed. Dragonborn Dreadhorn Clan Dremora Clan Drothmeri Army The Drothmeri Army was an army of mercenaries led by renegade Arch-Mage Frathen Drothan. The army was assembled in secret on the border between Cyrodiil and Morrowind with the goal of destroying the . Most residents in the hidden Drothmeri village were , although some and laborers were also employed. The Drothmeri Army was mostly wiped out at while Drothan was trying to excavate Mehrunes' Razor.
130
1,099
https://en.uesp.net/wiki/Lore:Factions_F
Lore:Factions F
{{Lore Factions Trail}} ==Fighters Guild== {{Lore:Fighters Guild}} ==Five Companions== {{Lore:Five Companions}} ==Foolkillers Clan== {{Lore:Foolkillers Clan}} ==Forces of Order== {{Lore:Forces of Order}} ==Forebears== {{Lore:Forebears}} ==Forsworn== {{Lore:Forsworn}} ==Fryse Hags== {{Lore:Fryse Hags}}
2,386,860
2021-04-10T20:58:12Z
OriwaK
Fighters Guild Five Companions Foolkillers Clan Forces of Order Forebears Forsworn Fryse Hags
130
1,100
https://en.uesp.net/wiki/Lore:Factions_H
Lore:Factions H
{{Lore Factions Trail}} ==Haarvenu== {{Lore:Haarvenu}} ==Hands of Almalexia== {{Lore:Hands of Almalexia}} ==Heran Clan== {{Lore:Heran}} ==Heretics== {{Lore:Heretics}} ==Hidden Armigers== {{Lore:Hidden Armigers}} ==Hollow Moon== {{Lore:Hollow Moon (faction)}} ==Hollowfang Clan== {{Lore:Hollowfang Clan}} ==HΓΆrme== The '''HΓΆrme''' was an underground movement in {{Lore Link|Skyrim}} during the {{Lore Link|Third Era}} holding the belief that {{Lore Link|Potema}}, the Wolf Queen, and her deposed son [[Lore:Uriel_Septim_III|Uriel III]] were the last of [[Lore:Tiber Septim|Tiber Septim's]] true blood. Under this principle, they led raids against [[Lore:Empire|Imperial]] interests in the province and were considered to be part of the reason why the once prosperous {{Lore Link|Whiterun Hold}} fell into decline.{{ref|name=PGE3S|{{Cite Book|PGE|3|Skyrim}}}} By {{Year|4E 201}}, there was no sign of them, and Whiterun Hold had long since returned to prosperity.{{ref|name=Skyrim|Events of [[SR:Skyrim|Skyrim]]}} ==Horsemen== {{Lore:Silverhoof_Horsemen}} ==Host of the Horn== {{Lore:Host of the Horn}} ==House Dagoth== {{Lore:House Dagoth}} ==House Dres== {{Lore:House Dres}} ==House Errinorne== {{Lore:House Errinorne}} ==House Hlaalu== {{Lore:House Hlaalu}} ==House Indoril== {{Lore:House Indoril}} ==House Mora== {{Lore:House Mora}} ==House of Dibella== {{Lore:House of Dibella}} ==House Ravenwatch== {{Lore:House Ravenwatch}} ==House Redoran== {{Lore:House Redoran}} ==House Sadras== {{Lore:House Sadras}} ==House Telvanni== {{Lore:House Telvanni}} ==House Tharn== {{Lore:Tharn}} ==References== <references/>
2,370,969
2021-03-23T21:41:17Z
Jeancey
Haarvenu Hands of Almalexia Heran Clan Heretics Hidden Armigers Hollow Moon Hollowfang Clan HΓΆrme The HΓΆrme was an underground movement in during the holding the belief that , the Wolf Queen, and her deposed son Uriel III were the last of Tiber Septim's true blood. Under this principle, they led raids against Imperial interests in the province and were considered to be part of the reason why the once prosperous fell into decline. By , there was no sign of them, and Whiterun Hold had long since returned to prosperity. Horsemen Host of the Horn House Dagoth House Dres House Errinorne House Hlaalu House Indoril House Mora House of Dibella House Ravenwatch House Redoran House Sadras House Telvanni House Tharn References
130
1,101
https://en.uesp.net/wiki/Lore:Factions_I
Lore:Factions I
{{Lore Factions Trail}} ==Icereach Coven== {{Lore:Icereach Coven}} ==Imperial Battlemages== {{Lore:Imperial Battlemages}} ==Imperial Cult== {{Lore:Imperial Cult}} ==Imperial Geographical Society== {{Lore:Imperial Geographical Society}} ==Imperial Legion== {{Lore:Imperial Legion}} ==Imperial Navy== {{Lore:Imperial Navy}} ==Imperial Saints== {{Lore:Imperial Saints}} ==Iron Orcs== {{Lore:Iron Orcs}} ==Iron Wheel== {{Lore:Iron Wheel}}
2,526,909
2021-12-27T17:58:15Z
Tyrvarion
Icereach Coven Imperial Battlemages Imperial Cult Imperial Geographical Society Imperial Legion Imperial Navy Imperial Saints Iron Orcs Iron Wheel
130
1,103
https://en.uesp.net/wiki/Lore:Factions_L
Lore:Factions L
{{Lore Factions Trail}} ==League of Unrest== The League of Unrest was a [[Lore:First Era|First Era]] alliance between {{Lore Link|Daggerfall (kingdom)}}, {{Lore Link|Wayrest (kingdom)}} and [[Lore:Balfiera|Balfiera]] against the [[Lore:Imperial|Cyrodiils]]. Not to be confused with the [[Lore:Restless League|Restless League]].{{ref|name=RGMaiko|Maiko's dialogue in [[Redguard:Redguard|TESA: Redguard]]}} ==Lhotunics== {{Lore:Lhotunics}} ==Lion Guard== {{Lore:Lion Guard}} ==Locvar== {{Lore:Locvar}} ==Longhouse Emperors== {{Lore:Longhouse Emperors}} ==Lyrezi== {{Lore:Lyrezi}} ==References== <references/>
2,444,563
2021-07-21T12:08:19Z
Tyrvarion
League of Unrest The League of Unrest was a First Era alliance between , and Balfiera against the Cyrodiils. Not to be confused with the Restless League. Lhotunics Lion Guard Locvar Longhouse Emperors Lyrezi References
130
1,104
https://en.uesp.net/wiki/Lore:Factions_M
Lore:Factions M
{{Lore Factions Trail}} ==Mabrigash Tribe== {{Lore:Mabrigash Tribe}} ==Mages Guild== {{Lore:Mages Guild}} ==Malacath's Brutal Breed== {{Lore:Malacath's Brutal Breed}} ==Mane== {{Lore:Mane}} ==Maran Knights== The [[Lore:Maran Knights|Maran Knights]] is the militant arm of the Benevolence of Mara. Despite the fact that their very existence is contradictory to the temple itself, the Maran Knights are sworn to enforce the divine will of Mara, which often is required to bring about the peace. Some members of the Benevolence even feel as if the knightly order should actually disband, but they are, however, in the minority. ==Mercenary Guild== The '''Mercenary Guild''' is a small guild led by [[Lore:Vychamp|Vychamp]], its self-styled leader. The guild had considerable sway over the [[Lore:Mages Guild|Mages Guild]] some time before the {{Lore Link|Warp in the West}}, and mages who wished to rise in rank needed to pledge fealty to Vychamp.{{ref|name=TDC|{{Cite Book|The Daggerfall Chronicles|ns_base=Books}}}} ==Merchants Guild== The '''Merchants Guild''' is an organization that is active in [[Lore:Tamriel|Tamriel]]. The [[Lore:Daggerfall|Daggerfall]] branch is known to give good standing associates a small golden anvil, one reminiscent to the sacred symbol of [[Lore:Zenithar|Zenithar]].{{Ref|name=ESOAnvil|[[Online:Contraband G#Golden Anvil of Zenithar|Golden Anvil of Zenithar]] contraband in [[Online:Online|ESO]]}} On the 27th of [[Lore:Sun's Height|Sun's Height]], the provinces widely recognize the holiday, [[Lore:Sun's Rest|Sun's Rest]], in which stores close throughout the day, with the exception of inns, taverns, and other big-time guilds like the [[Lore:Mages Guild|Mages Guild]]. If any other shop operates in this time, the Merchants Guild will heavily fine them a large sum of money.{{Ref|name=DFSunsRest|[[Daggerfall:Calendar#Sun's Height|Sun's Rest]] holiday description in [[Daggerfall:Daggerfall|Daggerfall]]}} ==Merethic Society== {{Lore:Merethic Society}} ==Montalion== {{Lore:Montalion}} ==Moon Hunter Pack== {{Lore:Moon Hunter Pack}} ==Moot== {{Lore:Moot}} ==Morag Tong== {{Lore:Morag Tong}} ==Morkul Clan== {{Lore:Morkul Clan}} ==Motierre== {{Lore:Motierre}} {{NewLine}} ==Mythic Dawn== {{Lore:Mythic Dawn}} ==References== <references/>
2,432,635
2021-06-30T17:00:24Z
WriterS
Mabrigash Tribe Mages Guild Malacath's Brutal Breed Mane Maran Knights The Maran Knights is the militant arm of the Benevolence of Mara. Despite the fact that their very existence is contradictory to the temple itself, the Maran Knights are sworn to enforce the divine will of Mara, which often is required to bring about the peace. Some members of the Benevolence even feel as if the knightly order should actually disband, but they are, however, in the minority. Mercenary Guild The Mercenary Guild is a small guild led by Vychamp, its self-styled leader. The guild had considerable sway over the Mages Guild some time before the , and mages who wished to rise in rank needed to pledge fealty to Vychamp. Merchants Guild The Merchants Guild is an organization that is active in Tamriel. The Daggerfall branch is known to give good standing associates a small golden anvil, one reminiscent to the sacred symbol of Zenithar. On the 27th of Sun's Height, the provinces widely recognize the holiday, Sun's Rest, in which stores close throughout the day, with the exception of inns, taverns, and other big-time guilds like the Mages Guild. If any other shop operates in this time, the Merchants Guild will heavily fine them a large sum of money. Merethic Society Montalion Moon Hunter Pack Moot Morag Tong Morkul Clan Motierre Mythic Dawn References
130
1,105
https://en.uesp.net/wiki/Lore:Factions_O
Lore:Factions O
{{Lore Factions Trail}} ==Order of Arkay== {{Lore:Order of Arkay}} ==Order of Diagna== {{Lore:Order of Diagna}} ==Order of Saint Pelin== {{Lore:Order of Saint Pelin}} ==Order of Talos== {{Lore:Order of Talos}} ==Order of the Black Worm== {{Lore:Order of the Black Worm}} ==Order of the Candle== {{Lore:Order of the Candle}} ==Order of the Crypt== {{Lore:Order of the Crypt}} ==Order of the Dragon== {{Lore:Order of the Dragon}} ==Order of the Eye== {{Lore:Order of the Eye}} ==Order of the Hour== {{Lore:Order of the Hour}} ==Order of the Lamp== {{Lore:Order of the Lamp}} ==Order of the Lily== {{Lore:Order of the Lily}} ==Order of the New Moon== {{Lore:Order of the New Moon}} ==Order of the Raven== {{Lore:Order of the Raven}} ==Order of the Scarab== {{Lore:Order of the Scarab}} ==Order of the Virtuous Blood== <div style="float:right; background:#dadada; margin-left:10px; padding:3px">[[Image:OrderOfTheVirtuousBlood.gif|Order of the Virtuous Blood]]</div> The {{Lore Link|Order of the Virtuous Blood}} is a citizen's group in the [[Lore:Imperial City|Imperial City]] Temple District dedicated to combating [[Lore:Vampire|vampires]].{{ref|name=Oblivion|Events of [[OB:Oblivion|Oblivion]]}} ==Ordinators== {{Lore:Ordinators}} ==References== <references/>
2,406,520
2021-05-08T19:39:26Z
Vincentius1
Order of Arkay Order of Diagna Order of Saint Pelin Order of Talos Order of the Black Worm Order of the Candle Order of the Crypt Order of the Dragon Order of the Eye Order of the Hour Order of the Lamp Order of the Lily Order of the New Moon Order of the Raven Order of the Scarab Order of the Virtuous Blood The is a citizen's group in the Imperial City Temple District dedicated to combating vampires. Ordinators References
130
1,106
https://en.uesp.net/wiki/Lore:Factions_P
Lore:Factions P
{{Lore Factions Trail}} ==The Pale Watch== {{Lore:Pale Watch}} ==Penitus Oculatus== {{Lore:Penitus_Oculatus}} ==Phyllocid Dynasty== {{Lore:Phyllocid Dynasty}} ==Priests of Order== {{Lore:Priests of Order}} ==Prostitutes Guild== {{Lore:Prostitutes Guild}} ==Psijic Order== {{Lore:Psijic Order}}
2,344,826
2021-02-16T13:35:04Z
Legoless
The Pale Watch Penitus Oculatus Phyllocid Dynasty Priests of Order Prostitutes Guild Psijic Order
130
1,107
https://en.uesp.net/wiki/Lore:Factions_R
Lore:Factions R
{{Lore Factions Trail}} ==Ra Gada== {{Lore:Ra Gada}} ==Ra'athim== {{Lore:Ra'athim}} ==Red Exiles== {{Lore:Red Exiles}} ==Red Sabre== A fleet of pirates formed during the [[Lore:Camoran Usurper|Camoran Usurper]], under the leadership of {{Lore Link|Torradan ap Dugal}}. Destroyed by [[Lore:Fasil Umbranox|Commodore Fasil Umbranox]] of the Imperial Navy around {{Year|3E 286}}.{{ref|name=CDJ|{{Cite Book|Cap'n Dugal's Journal}}}} ==Remnants== {{Lore:Remnants}} ==Renrijra Krin== {{Lore:Renrijra Krin}} ==Resolutes of Stendarr== {{Lore:Resolutes of Stendarr}} ==Resolution of Z'en== {{Lore:Resolution of Z'en}} ==Restless League== {{Lore:Restless League}} ==Rim-Men== {{Lore:Rim-Men}} ==River Horse Bretons== {{Lore:River Horse Bretons}} ==Root-Whisper Tribe== {{Lore:Root-Whisper Tribe}} ==Rourken== {{Lore:Rourken}} ==Royal Guard== {{Lore:Royal Guard}} ==Ruddy Fangs== {{Lore:Ruddy Fangs}} ==References== <references/>
2,518,837
2021-12-01T01:39:20Z
TheVampKnight
Ra Gada Ra'athim Red Exiles Red Sabre A fleet of pirates formed during the Camoran Usurper, under the leadership of . Destroyed by Commodore Fasil Umbranox of the Imperial Navy around . Remnants Renrijra Krin Resolutes of Stendarr Resolution of Z'en Restless League Rim-Men River Horse Bretons Root-Whisper Tribe Rourken Royal Guard Ruddy Fangs References
130
1,108
https://en.uesp.net/wiki/Lore:Factions_S
Lore:Factions S
{{Lore Factions Trail}} ==Seamount Clan== {{Lore:Seamount Clan}} ==The Scaled Court== {{Lore:The Scaled Court}} ==Scenarist Guild== {{Lore:Scenarist Guild}} ==School of Julianos== {{Lore:School of Julianos}} ==Selenu== {{Lore:Selenu}} ==Shad Astula== {{Lore:Shad Astula}} ==Shadowed Path== {{Lore:Shadowed Path}} ==Shadowscales== {{Lore:Shadowscales}} ==Shardai Clan== {{Lore:Shardai Clan}} ==Shatter-Shield Clan== {{Lore:Shatter-Shield Clan}} ==Shatul Clan== {{Lore:Shatul Clan}} ==Shields of Senchal== {{Lore:Shields of Senchal}} ==Silken Ring== {{Lore:Silken Ring}} ==Silver Crescents== {{Lore:Silver Crescents}} ==Silver Dawn== {{Lore:Silver Dawn}} ==Silver Hand== {{Lore:Silver Hand}} ==Silverhoof Horsemen== {{Lore:Silverhoof Horsemen}} ==Skaal== {{Lore:Skaal}} ==Skeffington Coven== {{Lore:Skeffington Coven}} ==Society of Concerned Merchants== A mercantile co-operative which regulated trading prices in the [[Lore:Imperial City|Imperial City]]'s {{Lore Link|Market District}} in the late [[Lore:Third Era|Third Era]]. ==Spinners== {{Lore:Spinners}} ==Star-Gazers== {{Lore:Star-Gazers}} ==Stonehands== {{Lore:Stonehands}} ==Stormcloak Clan== {{Lore:Stormcloak Clan}} ==Stormcloaks== {{Lore:Stormcloaks}} ==Stormfist Clan== {{Lore:Stormfist Clan}} ==Summerset Shadows== A group of thieves from the {{Lore Link|Summerset Isles}} who attempted to set up shop in {{Lore Link|Windhelm}} around {{Year|4E 201}}. Much like the {{Lore Link|Thieves Guild}} in many regions, they forbade their thieves to murder while on a job. Of course, the Thieves Guild of [[Lore:Skyrim|Skyrim]] being more flexible on this injunction did not greet this incursion with pitchers of mead. On behalf of a client, they shamed the group by slaying their leader and embarrassing them, quickly bringing about an end to their organized presence in Skyrim.{{ref|name=Skyrim|Events of [[Skyrim:Skyrim|Skyrim]]}} ==Sun Birds of Alinor== {{Lore:Sun Birds of Alinor}} ==Supernal Dreamers== {{Lore:Supernal Dreamers}} ==Sword-singers== {{Lore:Sword-singer}} ==The Syffim== The forerunner of the [[Lore:Fighters Guild|Fighters Guild]], the '''Syffim''' was founded by the Akaviri Potentate [[Lore:Versidue-Shaie|Versidue-Shaie]] and his kinsman {{Lore Link|Dinieras-Ves}}. Although it began as an Akaviri-only organization named after the [[Lore:Tsaesci (race)|Tsaesci]] word for 'soldiers', it eventually opened its doors to all races. The Syffim became the Fighters Guild when it received its charter in {{Year|2E 321}}.{{ref|name=HOTFG|{{Cite Book|History of the Fighters Guild}}}} ==Synod== {{Lore:Synod}} ==References== <references/>
2,451,239
2021-08-04T13:13:22Z
Tyrvarion
Seamount Clan The Scaled Court Scenarist Guild School of Julianos Selenu Shad Astula Shadowed Path Shadowscales Shardai Clan Shatter-Shield Clan Shatul Clan Shields of Senchal Silken Ring Silver Crescents Silver Dawn Silver Hand Silverhoof Horsemen Skaal Skeffington Coven Society of Concerned Merchants A mercantile co-operative which regulated trading prices in the Imperial City's in the late Third Era. Spinners Star-Gazers Stonehands Stormcloak Clan Stormcloaks Stormfist Clan Summerset Shadows A group of thieves from the who attempted to set up shop in around . Much like the in many regions, they forbade their thieves to murder while on a job. Of course, the Thieves Guild of Skyrim being more flexible on this injunction did not greet this incursion with pitchers of mead. On behalf of a client, they shamed the group by slaying their leader and embarrassing them, quickly bringing about an end to their organized presence in Skyrim. Sun Birds of Alinor Supernal Dreamers Sword-singers The Syffim The forerunner of the Fighters Guild, the Syffim was founded by the Akaviri Potentate Versidue-Shaie and his kinsman . Although it began as an Akaviri-only organization named after the Tsaesci word for 'soldiers', it eventually opened its doors to all races. The Syffim became the Fighters Guild when it received its charter in . Synod References
130
1,109
https://en.uesp.net/wiki/Lore:Factions_T
Lore:Factions T
{{Lore Factions Trail}} ==Tagh Droiloch== {{Lore:Tagh Droiloch}} ==Talos Cult== {{Lore:Talos Cult}} ==Tarnished== {{Lore:Tarnished}} ==Temple of Kynareth== {{Lore:Temple of Kynareth}} ==Temple of Stendarr== {{Lore:Temple of Stendarr}} ==Temple Saints== {{Lore:Temple Saints}} ==Tenarr Zalviit== {{Lore:Tenarr Zalviit}} ==Ternion Monks== {{Lore:Ternion Monks}} ==Thalmor== {{Lore:Thalmor}} ==Thieves Guild== {{Lore:Thieves Guild}} ==Thrafey== {{Lore:Thrafey}} ==The Triad== {{Lore:The Triad}} ==Thornroot Clan== {{Lore:Thornroot Clan}} ==Torval Curiata== {{Lore:Torval Curiata}} ==Tribunal Temple== {{Lore:Tribunal Temple}} ==Tumnosh Clan== {{Lore:Tumnosh Clan}} ==Twilight Cantors== {{Lore:Twilight Cantors}} ==Twin Lamps== {{Lore:Twin Lamps}}
2,504,666
2021-10-20T20:25:49Z
The Rim of the Sky
Tagh Droiloch Talos Cult Tarnished Temple of Kynareth Temple of Stendarr Temple Saints Tenarr Zalviit Ternion Monks Thalmor Thieves Guild Thrafey The Triad Thornroot Clan Torval Curiata Tribunal Temple Tumnosh Clan Twilight Cantors Twin Lamps
130
1,110
https://en.uesp.net/wiki/Lore:Factions_U
Lore:Factions U
{{Lore Factions Trail}} ==Ulath== {{Lore:Ulath Tribe}} ==Undaunted== The '''Undaunted''' were a loose faction of adventurers contemporary with the {{Lore Link|Alliance War}}, with a history that spanned back as far as the {{Lore Link|Merethic Era}}. Neutral in the ongoing war, the Undaunted had members all across {{Lore Link|Tamriel}} and worked together to raid the greatest dungeons in the land for wealth and glory. They had so-called enclaves in some major cities, but often chose to meet at inns or taverns. Members were taught magical spells as they rose in rank. They used "practical" necromancy{{ref|The Undaunted skills [[Online:Bone Shield|Bone Shield]] and [[Online:Necrotic Orb|Necrotic Orb]]}} and viewed it as simply another branch of magic, whose beneficial applications are overshadowed by its taboo nature.{{ref|name=CtB|[[ON:Yisareh|Yisareh's]] dialogue during [[ON:Casting the Bones|Casting the Bones]]}} Few Undaunted would shy away from such magic if it meant the difference between life and death.{{ref|name=CtB}} The Undaunted had a tendency to strip dungeons of all of their wealth, looting them for all the treasure they could get at. The Undaunted would always take the heads of those they defeated, sometimes to wear as armor and sometimes to display as mounted trophies. Their exploits also took them outside of {{Lore Link|Nirn}} to other realms, such the {{Lore Link|Deadlands}}, {{Lore Link|Coldharbour}}, and even the {{Lore Link|Clockwork City}}. ==University of Gwylim== {{Lore:University of Gwylim}} ==Urshilaku Tribe== {{Lore:Urshilaku Tribe}} ==References== <references/>
1,950,400
2019-05-05T16:02:12Z
Legoless
Ulath Undaunted The Undaunted were a loose faction of adventurers contemporary with the , with a history that spanned back as far as the . Neutral in the ongoing war, the Undaunted had members all across and worked together to raid the greatest dungeons in the land for wealth and glory. They had so-called enclaves in some major cities, but often chose to meet at inns or taverns. Members were taught magical spells as they rose in rank. They used "practical" necromancy and viewed it as simply another branch of magic, whose beneficial applications are overshadowed by its taboo nature. Few Undaunted would shy away from such magic if it meant the difference between life and death. The Undaunted had a tendency to strip dungeons of all of their wealth, looting them for all the treasure they could get at. The Undaunted would always take the heads of those they defeated, sometimes to wear as armor and sometimes to display as mounted trophies. Their exploits also took them outside of to other realms, such the , , and even the . University of Gwylim Urshilaku Tribe References
130
1,112
https://en.uesp.net/wiki/Lore:Factions_Z
Lore:Factions Z
{{Lore Factions Trail}} ==Zainab== {{Lore:Zainab}} ==Zealots== {{Lore:Zealots}}
1,422,471
2015-02-05T02:03:27Z
Legoless
Zainab Zealots
104
1,133
https://en.uesp.net/wiki/Daggerfall:Daggerfall
Daggerfall:Daggerfall
[[Category:Daggerfall|Daggerfall]]{{protection|semi|move}} {{Gameinfo |Boxart1image=DF-cover-Daggerfall.jpg|Boxart1name=Daggerfall box art |Boxart2image=DF-cover-Daggerfall (UK).jpg|Boxart2name=UK territories Daggerfall box art |Boxart3image=DF-cover-Daggerfall Early Box Art.jpg|Boxart3name=An unused box art used early in development |Setting=[[Daggerfall:Hammerfell|Hammerfell]], [[Daggerfall:High Rock|High Rock]],<br>and [[Lore:Aetherius|Aetherius]] |TimePer={{Year|3E 405}} |Developer=[[General:Bethesda Softworks|Bethesda Softworks]] |RD1Type=PC |RD1=31 Aug 1996 |RD2Type=GOG.com |RD2=26 August 2015 }} '''''The Elder Scrolls II: Daggerfall''''' (also referred to as '''''The Elder Scrolls: Chapter II - Daggerfall''''', '''''The Elder Scrolls: Daggerfall''''', or simply '''''Daggerfall'''''), the second game in the ''[[General:The Elder Scrolls|Elder Scrolls]]'' series, takes place in the provinces of [[Daggerfall:Hammerfell|Hammerfell]] and [[Daggerfall:High Rock|High Rock]]. The [[Lore:Uriel Septim VII|Emperor]] recruits you to exorcise the restless spirit of the late [[Daggerfall:Lysandus|King of Daggerfall]], but soon the story unfolds to something far greater than avenging the death of a noble ... Daggerfall is available for free from [https://www.gog.com/ GOG.com] if you buy another game in the series. Other options for downloading the game can be found [[Daggerfall:Files|here]]. Also see [[Tes2Mod:Daggerfall_Unity|Daggerfall Unity]], which is a fan-made recreation for modern machines. ==Quest Information== {{Bullet Link|Quests|All the quests upon which you can embark, venturing forth into the unknown}} {{Bullet Link|Quest Related Hints|General tips, involving numerous spoilers, related to solving side quests}} ==Character Information== {{Bullet Link|Attributes|The attributes of your character and the effects of each}} {{Bullet Link|Character Creation|Explanation of how to create your character}} *{{Bullet Link|Classes|A list of the predefined character classes you can choose from}} *{{Bullet Link|ClassMaker|Thorough explanation of how to make a custom class along with detailed info of special advantages and disadvantages}} *{{Bullet Link|Background|Information as to how your background is generated, along with all the questions and answers}} *{{Bullet Link|Background History|A generated personal history of your character, influenced by class and the background questions}} {{Bullet Link|Leveling and Skills|Advice on proper leveling and the means to increasing skills}} {{Bullet Link|Races|Detailed information on races and gender}} {{Bullet Link|Skills|Information on all the skills you may learn in Daggerfall}} ==Gameplay Information== {{Bullet Link|Combat|Various combat strategies and tips}} {{Bullet Link|Diseases|A directory of the various diseases your character may be afflicted with}} *{{Bullet Link|Lycanthropy|Information pertaining to becoming a wereboar or werewolf}} *{{Bullet Link|Vampirism|Information pertaining to becoming a vampire}} {{Bullet Link|Dungeons|Information on dungeon crawling}} {{Bullet Link|Hints|An archive of player-submitted tips aimed at acquiring the most from the game}} {{Bullet Link|Items|A complete compendium of all in-game items}} *{{Bullet Link|Armor|Information about armor and shields}} *{{Bullet Link|Artifacts|A list of all in-game artifacts complete with image and description}} *{{Bullet Link|Books|A list of all in-game books complete with description and contents}} *{{Bullet Link|Ingredients|A list of all ingredients}} *{{Bullet Link|Jewelry|Information about jewelry}} *{{Bullet Link|Magical Items|A list of all magical items}} *{{Bullet Link|Potions|A list of all potions and the ingredients needed to create such}} *{{Bullet Link|Weapons|A list of all weapons}} *{{Bullet Link|Miscellaneous Items|A list of all Miscellaneous Items}} *{{Bullet Link|Clothing|A list of all clothing in Daggerfall}} *{{Bullet Link|Paintings|Gallery of in game paintings}} {{Bullet Link|Magic and Spells|An in-depth look at magic in Daggerfall}} *{{Bullet Link|Enchanting Items|A concise guide to enchanting items and their properties}} *{{Bullet Link|Enchantment Power|A large guide about enchantment effects and how much power they take}} *{{Bullet Link|Spells|Detailed information on the premade spells available from spell merchants}} *{{Bullet Link|Spell Maker|How to make custom spells using the spell maker}} {{Bullet Link|Reputation|Detailed information on how reputation works in the game}} {{Bullet Link|Traveling|A guide to traveling through Daggerfall, including descriptions of travel methods, tips and loopholes}} {{Bullet Link|User Interface|A basic overview of the controls}} *{{Bullet Link|Key Controls|A table of the various controls used to interact with the game}} ==World Information== {{Bullet Link|Bestiary|A complete bestiary including description, picture, and combat strategies}} {{Bullet Link|Calendar|The complete Daggerfall calendar ordered by month, including all notable dates}} *{{Bullet Link|Holidays|A list of holidays commonly celebrated in the Daggerfall region}} {{Bullet Link|Factions|Complete information on each Guild and Temple}} {{Bullet Link|Generic Dialogue}} {{Bullet Link|Maps|Maps of the Daggerfall region}} {{Bullet Link|People|A list of noteworthy people in the Iliac Bay}} {{Bullet Link|Places|A list of interesting and noteworthy places and regions within the Iliac Bay}} {{Bullet Link|Services|A list of the various services found in the game}} {{Bullet Link|Store/Item Locations|A list of merchant locations with their type and wares}} {{Bullet Link|Witch Covens|A guide to the numerous witch covens, including their purpose and locations}} ==Cheats, Guides, and Secrets== {{Bullet Link|[[Books:Daggerfall User's Guide|Daggerfall User's Guide]]|The official game manual}} {{Bullet Link|[[Books:The Daggerfall Chronicles|The Daggerfall Chronicles]]|The official Daggerfall strategy guide}} {{Bullet Link|[[Books:Prima's Daggerfall Unauthorized Strategy_Guide|Prima's Daggerfall Unauthorized Strategy Guide]]|An unofficial strategy guide published by Prima}} {{Bullet Link|Cheats|A directory of everything from ''interesting'' in-game tricks to hex editing the save-game files}} {{Bullet Link|Easter Eggs|A list of some of the humorous secrets of Daggerfall}} {{Bullet Link|FAQs|A collection of Frequently Asked Questions articles}} *{{Bullet Link|Unofficial Daggerfall FAQ|The current version of UESP's unofficial Daggerfall FAQ}} *{{Bullet Link|Unofficial Newbie FAQ|Information specifically for players who are new to Daggerfall}} *{{Bullet Link|link=[http://support.bethsoft.com/eng/platformlist.asp?sid=213957110130123211251209&pid=1074&pnm=Daggerfall Official FAQ]|description=Bethesda's official FAQ from their support website}} *{{Bullet Link|link=[[Daggerfall:Official WWW FAQ|Old Official WWW FAQ]]|description=The official FAQ (v1.2) released by Bethesda Softworks (last updated 1996); answers some question the new FAQ does not}} *{{Bullet Link|Old Unofficial FAQ|Version 0.992 of UESP's unofficial Daggerfall FAQ (last updated 1996)}} ==Technical Information== {{Bullet Link|Files|Daggerfall full game, patches, utilities, and add-ons}} {{Bullet Link|[[Daggerfall:Patch|Patches]]|Official patches for Daggerfall}} *{{Bullet Link|[[Daggerfall:CompUSA Special Edition|CompUSA Special Edition Patch]]|Official patch adding 16 new quests}} {{Bullet Link|[[General:Playing DOS Installments under DOSBox|Running under DOSBox]]|Guide to running Daggerfall with DOSBox on operating systems including Windows, macOS, and Linux}} {{Bullet Link|Running under Windows|The definitive guide to running Daggerfall on modern Windows-based operating systems}} {{Bullet Link|Running Without CD|Guide to running Daggerfall without the compact disc}} {{Bullet Link|Corrupted Savegames|Known workarounds for corrupted savegames and advice on how to avoid them in the first place}} ==Mods and Modding== {{Daggerfall Mod:Main Page}} ==Previews and Reviews== {{Bullet Link|Old Unofficial FAQ/Screen Shots and Previews|Preview website related to the Unofficial Daggerfall FAQ, containing screenshots, MIDI files, and animated FLCs of in-game monsters|altname=Screen Shots/Previews}} {{Bullet Link|Screenshots|Pre-release screenshots in gallery form}} {{Bullet Link|Games Domain Preview|A brief outline of the expected in-game features, characters, and a brief storyline synopsis, as written and posted at the Games Domain in 1995}} {{Bullet Link|Interactive Entertainment Previews|Two articles on Daggerfall from Interactive Entertainment magazine in 1995}} {{Bullet Link|Videos|The latest and greatest Daggerfall videos collected and one click away from viewing}} ==Miscellaneous Information== {{Bullet Link|Concept Art|Archive of concept art released for the game}} {{Bullet Link|Development Team|A list of the people involved in developing Daggerfall}} {{Bullet Link|Music|Information about Daggerfall's soundtrack}} ==See Also== {{Bullet Link|{{forums|Daggerfall Subforum|subpage=viewforum.php?f=2}}|A place on the UESP [[UESPWiki:Forums|forums]] where you can discuss the game}} {{Save Named Values |url|http://www.elderscrolls.com/assets/files/tes/extras/DFInstall.zip }}
2,465,828
2021-09-05T16:48:57Z
PerkyNihilist
Daggerfall ''The Elder Scrolls II: Daggerfall (also referred to as The Elder Scrolls: Chapter II - Daggerfall, The Elder Scrolls: Daggerfall, or simply Daggerfall), the second game in the Elder Scrolls'' series, takes place in the provinces of Hammerfell and High Rock. The Emperor recruits you to exorcise the restless spirit of the late King of Daggerfall, but soon the story unfolds to something far greater than avenging the death of a noble ... Daggerfall is available for free from GOG.com if you buy another game in the series. Other options for downloading the game can be found here. Also see Daggerfall Unity, which is a fan-made recreation for modern machines. Quest Information Character Information Gameplay Information World Information Cheats, Guides, and Secrets Technical Information Mods and Modding Previews and Reviews Miscellaneous Information See Also
104
1,135
https://en.uesp.net/wiki/Daggerfall:Official_WWW_FAQ
Daggerfall:Official WWW FAQ
{{Trail|FAQs}} {{TOCright|50%}} '''''NOTE: This is an old FAQ that was once available on the [http://elderscrolls.com/ Elder scrolls official website]. For Bethesda's latest up-to-date FAQ on Daggerfall see''' [http://support.bethsoft.com/eng/platformlist.asp?sid=210631110130123211251209&pid=1074&pnm=Daggerfall here].''''' This is [[General:Bethesda|Bethesda]]'s '''Official FAQ''' about Daggerfall, maintained here for historical interest since Bethesda no longer provides it on its website. It is the final release (v1.2) of the FAQ, which was originally posted in the Bethesda Forum on CompuServe in the Tech Support Library on 24 October 1996. It was retrieved from a repost on the newsgroup comp.sys.ibm.pc.games.rpg. Other available Daggerfall FAQs are: * The [[Daggerfall:Old Unofficial FAQ|Unofficial FAQ]], version 0.992 * The [[Daggerfall:Unofficial Daggerfall FAQ|Unofficial FAQ]], current version * The [[Daggerfall:Unofficial Newbie FAQ|Unofficial Newbie FAQ]] :''This is an archive of a historical document and should not be edited other than formatting, links, or minor typos.'' ===I have a Cyrix CPU, and the game keeps locking up/crashing. Is there a fix?=== The problem is fixed in the DAG177 update. ===I'm having a lot of trouble reading the Automap! Any help?=== Here are some tips for using the automap. You can't annotate the map per se, but you can click on a section (it will start blinking), then click on the gray bar at the bottom and type stuff in. It's best to use this for passages that split (e.g. Went West, next time go North). The map is the key. Everytime you come to an intersection, check the map. See where you have been and where you haven't. Another thing to do is the Left/Right rule. In a maze/dungeon. Always go in the same direction. Always make a Left/Right turn and you will either find everything or find your way back to the exit. When you are lost, drop a piece of inventory (not gold) at the intersections that you try. This will tell you - I've been that way, time to try another. Please note you can right click on a section of the map and it will vanish - you can also view it in 2D by clicking the red square. The Automap feature does take a bit of getting used to, but once you do, you'll see it the most innovative automap ever created. ===When running the install routine I consistently get the following error:"dos error: file font0000.fnt not found". What does this mean?=== The message you are getting is due to the incorrect version of MSCDEX. You must have MSCDEX v2.23 or higher. Type MSCDEX at the DOS prompt and the version will be displayed. If you go to the Bethesda web site (www.bethsoft.com) and select DAGGERFALL and then tech/patches there will be an MSCDEX button you can click on which will download the correct version of MSCDEX. Delete and reinstall the game after you have updated MSCDEX to the correct version. Dosbox users should ensure the target directory (default is <code>C:\DAGGER\</code>) is created before installing. ===My save games are corrupted, can I do anything to prevent this?=== You should run the game with Write Caching disabled when running the game from within Win95. In order to turn Write Caching off, you'll need to double Click on "My Computer" and then again on the Control Panel icon. Once the Control Panel is up, double click on the System icon, and select the Performance Tab. Towards the bottom of the Performance Page, you'll see a File System... icon. Click on this, and then select the Trouble Shooting Tab. The very last listing is: Disable write-behind caching for all drives. Click on the box next to it so a check mark appears. Then click on Apply, and re-boot your PC. This will disable the Write Caching. To enable it, just repeat these steps, clicking on the check mark box to enable it. Reboot. If you have a crash with the game, having write caching turned on, could cause your saved game to be trashed. This is why it is recommend that it be turned off. ===The ORACLE quest is broken=== Skip and try something else. ===Mynisera's Letters=== Sometimes Aubki won't acknowledge the return of the letters. Don't worry it is not a big thing and will not stop you from winning the game. ===I am getting a message that the bethesda.inf file cannot be found.=== MEDIUM INSTALL BUG. There is a problem with the medium install. Please copy REPORT.EXE from your ARENA2 subdirectory on the Daggerfall CD to the ARENA2 subdirectory on your hard drive. Please do this BEFORE attempting to run the game. If you have already started the game you should see a noticeable improvement in stability. ===How do you climb ladders?=== Climbing Ladders : To climb a ladder make sure you have the grab icon active (F2). then click on the ladder. You will go right up. ===There is currently a problem with REPUTATION=== in the nightly which will cause your advancement to be very slow. The same thing seems to be happening in the DARK BROTHERHOOD. ===RUNNING UNDER WIN95=== When I play the game from Win 95 - I run the install from a DOS window ( if the auto run is not broken). I have an SB AWE32 which is set at 220, Irq5 and Dma1 - high DMA 5. When I select sound select SB 16/32 and manually enter the values 220, 5 and1. I DO NOT USE DMA 5. For midi I again select sb16/awe 32 and take the default Port value the set up program uses. I disable write caching in WIN 95. I have no autoexec.bat and I have a small CONFIG.SYS which has 2 lines. The first line is DEVICE=C:\WINDOWS\HIMEM.SYS and the second is FILES=99. That's it and it runs fine for me under WIN 95 All my other drivers are WIN 95 drivers. If you need to load real mode drivers, you should play the game from a DOS boot disk. ===If you have a SB16=== and are experiencing a lot of crashes please try selecting SBPRO and see if that helps. ===If you are running a Promise EIDE card in my machine=== It boots by default in "Turbo mode" . When you override that and set it to "normal mode", many of your problems will disappear. The problems which will be solved by this are:. #Various causeway crashes #blanked screens ===If you are experiencing sound card troubles=== select Sound Blaster compatible mode if your sound card supports one. There are currently problems with the GUS and Roland Sound Canvas. ===MAIN QUEST=== It is NOT a bug if a Main quest stays in your log book after you have completed it. It will go away when the sequel quest is generated. Do NOT worry about it. ===I had Lycanthropy and even after the cure quest my hit points are still low.=== When you get Lycanthropy your hit points will drop to 4. To raise your hit points you must go out and eat some townspeople. If you raise a level BEFORE applying Patch 177, your hit point will be permanently set at the level they were at when you leveled. If you had not been eating townspeople to keep your hit points up then you will be stuck at a fairly low HP level. ===I get errors 1002/1004 when I try to load a save game?=== Try the FIXSAVE.ZIP in the library. Be sure to follow the directions and remember this program is still in beta. HOWEVER it will not fix quests which are part of the main quest. ===I have enchanted an item and my games crashes with an error 1000=== If you have enchanted an item with REPAIR ITEM, the game will crash with an error 1000 when you try to equip or use the item. ===The following Spells DO NOT WORK!=== *Polymorph *Transfer Attribute *Detect treasure/monster/item/enemy etc. ===I get stuck in my house and it has no walls.=== When you first buy a house, travel to another city and return BEFORE entering your house. This will prevent disappearing walls. ===HOUSES/SHIPS BUGS=== There is a bug with ships which causes an ERROR 2 crash to DOS when you select them as your travel option by Hitting T/clicking on the Legs and selecting SHIP. Some house owners may experience a 2030 everytime they attempt to travel if they own a house. Both of these bugs will be fixed in the next patch (v1.79). ===If you get the WABBAJACK=== from Sheogorath, the game will crash when you try to equip or use it. ===I can't see the monsters - I can hear them and hit them, but can't see them.=== This appears to be a problem caused by using QEMM in stealth mode. DAGGERFALL does NOT require the use of QEMM and it is better not to use it all. Once you stop using QEMM your monsters will appear. ===I get crashes sometimes when buying spells?=== When you buy spells, some people experience a crash after highlighting the spell and then clicking on BUY. This can also cause unpredictable results. To correct this problem please DOUBLE-CLICK on the spell you want to buy. ===Sometimes when asking about people I get dropped to DOS with a 115 error.=== If you have taken the quest for the Cursed Mummy Finger, the game will crash when you try to ask about People. The problem will go away when you finish the quest or the time expires. DO NOT TAKE THIS QUEST! ===What are the lamps and torches for? Can you use them?=== You cannot use the lamps and torches. Just sell them at Pawn shops. ===I contracted Lycanthropy. MY hit point are down to 4 what can I do?=== Your hit points will drop to 4 until your go out and kill some townspeople. YOU need to morph into human form and then when you are next to a townperson, morph into Lycanthrope form and kill them. The Lycanthropy spell will morph you between Lycanthrope and human shape. ===What other settings should I change to increase my stability in Win 95=== *Shutting down the tool-bar for MS Office *Prevent Daggerfall from seeing Windows '95 under the program properties options. *Finally, run this as a full screen app. under protected mode with exclusive mouse control. ===What sound cards DO NOT work in the game.=== The Ensonique VIVO will NOT WORK IN DAGGERFALL. It will crash the game. ===I have a GRAVIS card - But it doesn't work.=== You will have to run your GUS in Sound Blaster Compatible mode. ===What is the best way to configure my DOS system to play Daggerfall?=== Since there are so many different systems, this question needs to be addressed on an individual bases. There are however, some basics. You'll need some working knowledge of DOS, and what drivers your system uses. A boot disk is often the best approach. Here is a typical DOS CONFIG: <pre> CONFIG.SYS DEVICE=C:\DOS\HIMEM.SYS DEVICE=C:\DOS\EMM386.EXE NOEMS DOS=HIGH,UMB FILES=99 BUFFERS=40 LASTDRIVE=Z STACKS=9,256 SHELL=C:\DOS\COMMAND.COM C:\DOS /P /E:2048 DEVICEHIGH=C:\PWRSCSI!\DCAM18XX.EXE /APM -----Loads SCSI drive DEVICEHIGH=C:\PWRSCSI!\FDCD.SYS /D:MSCD0001 ---- Loads CDROM driver AUTOEXEC.BAT PROMPT $P$G PATH=C:\DOS;C:\WINDOWS;C:\UTIL;C:\CPEDIT;C:\3DS4;C:\ANI;C:\QEMM LH C:\DOS\MOUSE.COM LH C:\DOS\DOSKEY.COM SET COMSPEC=C:\DOS\COMMAND.COM LH C:\DOS\MSCDEX.EXE /D:MSCD0001 /M:12 /E LH C:\DOS\SMARTDRV /X SET BLASTER=A220 I5 D1 H1 P300 T6 SET SOUND=C:\SB16 SET MIDI=SYNTH:1 MAP:E C:\SB16\DIAGNOSE /S C:\SB16\SB16SET /P </pre> ===How do I get help?=== Phone: Technical Support is available at (301) 963-2002, Monday - Friday, between the hours of 11 a.m. - 6 p.m. On-Line - COMPUSERVE - GO BETHESDA If you need technical help, you need to include information that will enable the tech to help you better. Be sure to include the following information whenever you're asking for help. <pre> Are you running under Win95 or DOS? How much installed memory do you have on your machine? What sound-card do you have? Using the sound set-up set the game to NO MUSIC/NO SOUND. If you still have the same problem, let tech support know you've tried this. If the problem is gone, you have a sound card problem, and it's important to let them know what type of card you have, and the setting the card is set at. Is Write caching turned off in Win 95? If you are running the game in DOS make sure that you have version 2.23 of MSCDEX or higher. How much memory have you installed on your PC? What size install did you do? How much free space on your hard drive do you have? And if possible, post a copy of your config.sys and autoexec.bat. </pre>
1,434,969
2015-04-12T13:33:42Z
Dreysman
'''''NOTE: This is an old FAQ that was once available on the Elder scrolls official website. For Bethesda's latest up-to-date FAQ on Daggerfall see here.'' This is Bethesda's Official FAQ about Daggerfall, maintained here for historical interest since Bethesda no longer provides it on its website. It is the final release (v1.2) of the FAQ, which was originally posted in the Bethesda Forum on CompuServe in the Tech Support Library on 24 October 1996. It was retrieved from a repost on the newsgroup comp.sys.ibm.pc.games.rpg. Other available Daggerfall FAQs are: The Unofficial FAQ, version 0.992 The Unofficial FAQ, current version The Unofficial Newbie FAQ :This is an archive of a historical document and should not be edited other than formatting, links, or minor typos. I have a Cyrix CPU, and the game keeps locking up/crashing. Is there a fix? The problem is fixed in the DAG177 update. I'm having a lot of trouble reading the Automap! Any help? Here are some tips for using the automap. You can't annotate the map per se, but you can click on a section (it will start blinking), then click on the gray bar at the bottom and type stuff in. It's best to use this for passages that split (e.g. Went West, next time go North). The map is the key. Everytime you come to an intersection, check the map. See where you have been and where you haven't. Another thing to do is the Left/Right rule. In a maze/dungeon. Always go in the same direction. Always make a Left/Right turn and you will either find everything or find your way back to the exit. When you are lost, drop a piece of inventory (not gold) at the intersections that you try. This will tell you - I've been that way, time to try another. Please note you can right click on a section of the map and it will vanish - you can also view it in 2D by clicking the red square. The Automap feature does take a bit of getting used to, but once you do, you'll see it the most innovative automap ever created. When running the install routine I consistently get the following error:"dos error: file font0000.fnt not found". What does this mean? The message you are getting is due to the incorrect version of MSCDEX. You must have MSCDEX v2.23 or higher. Type MSCDEX at the DOS prompt and the version will be displayed. If you go to the Bethesda web site (www.bethsoft.com) and select DAGGERFALL and then tech/patches there will be an MSCDEX button you can click on which will download the correct version of MSCDEX. Delete and reinstall the game after you have updated MSCDEX to the correct version. Dosbox users should ensure the target directory (default is ) is created before installing. My save games are corrupted, can I do anything to prevent this? You should run the game with Write Caching disabled when running the game from within Win95. In order to turn Write Caching off, you'll need to double Click on "My Computer" and then again on the Control Panel icon. Once the Control Panel is up, double click on the System icon, and select the Performance Tab. Towards the bottom of the Performance Page, you'll see a File System... icon. Click on this, and then select the Trouble Shooting Tab. The very last listing is: Disable write-behind caching for all drives. Click on the box next to it so a check mark appears. Then click on Apply, and re-boot your PC. This will disable the Write Caching. To enable it, just repeat these steps, clicking on the check mark box to enable it. Reboot. If you have a crash with the game, having write caching turned on, could cause your saved game to be trashed. This is why it is recommend that it be turned off. The ORACLE quest is broken Skip and try something else. Mynisera's Letters Sometimes Aubki won't acknowledge the return of the letters. Don't worry it is not a big thing and will not stop you from winning the game. I am getting a message that the bethesda.inf file cannot be found. MEDIUM INSTALL BUG. There is a problem with the medium install. Please copy REPORT.EXE from your ARENA2 subdirectory on the Daggerfall CD to the ARENA2 subdirectory on your hard drive. Please do this BEFORE attempting to run the game. If you have already started the game you should see a noticeable improvement in stability. How do you climb ladders? Climbing Ladders : To climb a ladder make sure you have the grab icon active (F2). then click on the ladder. You will go right up. There is currently a problem with REPUTATION in the nightly which will cause your advancement to be very slow. The same thing seems to be happening in the DARK BROTHERHOOD. RUNNING UNDER WIN95 When I play the game from Win 95 - I run the install from a DOS window ( if the auto run is not broken). I have an SB AWE32 which is set at 220, Irq5 and Dma1 - high DMA 5. When I select sound select SB 16/32 and manually enter the values 220, 5 and1. I DO NOT USE DMA 5. For midi I again select sb16/awe 32 and take the default Port value the set up program uses. I disable write caching in WIN 95. I have no autoexec.bat and I have a small CONFIG.SYS which has 2 lines. The first line is DEVICE=C:\WINDOWS\HIMEM.SYS and the second is FILES=99. That's it and it runs fine for me under WIN 95 All my other drivers are WIN 95 drivers. If you need to load real mode drivers, you should play the game from a DOS boot disk. If you have a SB16 and are experiencing a lot of crashes please try selecting SBPRO and see if that helps. If you are running a Promise EIDE card in my machine It boots by default in "Turbo mode" . When you override that and set it to "normal mode", many of your problems will disappear. The problems which will be solved by this are:. #Various causeway crashes #blanked screens If you are experiencing sound card troubles select Sound Blaster compatible mode if your sound card supports one. There are currently problems with the GUS and Roland Sound Canvas. MAIN QUEST It is NOT a bug if a Main quest stays in your log book after you have completed it. It will go away when the sequel quest is generated. Do NOT worry about it. I had Lycanthropy and even after the cure quest my hit points are still low. When you get Lycanthropy your hit points will drop to 4. To raise your hit points you must go out and eat some townspeople. If you raise a level BEFORE applying Patch 177, your hit point will be permanently set at the level they were at when you leveled. If you had not been eating townspeople to keep your hit points up then you will be stuck at a fairly low HP level. I get errors 1002/1004 when I try to load a save game? Try the FIXSAVE.ZIP in the library. Be sure to follow the directions and remember this program is still in beta. HOWEVER it will not fix quests which are part of the main quest. I have enchanted an item and my games crashes with an error 1000 If you have enchanted an item with REPAIR ITEM, the game will crash with an error 1000 when you try to equip or use the item. The following Spells DO NOT WORK! Polymorph Transfer Attribute Detect treasure/monster/item/enemy etc. I get stuck in my house and it has no walls. When you first buy a house, travel to another city and return BEFORE entering your house. This will prevent disappearing walls. HOUSES/SHIPS BUGS There is a bug with ships which causes an ERROR 2 crash to DOS when you select them as your travel option by Hitting T/clicking on the Legs and selecting SHIP. Some house owners may experience a 2030 everytime they attempt to travel if they own a house. Both of these bugs will be fixed in the next patch (v1.79). If you get the WABBAJACK from Sheogorath, the game will crash when you try to equip or use it. I can't see the monsters - I can hear them and hit them, but can't see them. This appears to be a problem caused by using QEMM in stealth mode. DAGGERFALL does NOT require the use of QEMM and it is better not to use it all. Once you stop using QEMM your monsters will appear. I get crashes sometimes when buying spells? When you buy spells, some people experience a crash after highlighting the spell and then clicking on BUY. This can also cause unpredictable results. To correct this problem please DOUBLE-CLICK on the spell you want to buy. Sometimes when asking about people I get dropped to DOS with a 115 error. If you have taken the quest for the Cursed Mummy Finger, the game will crash when you try to ask about People. The problem will go away when you finish the quest or the time expires. DO NOT TAKE THIS QUEST! What are the lamps and torches for? Can you use them? You cannot use the lamps and torches. Just sell them at Pawn shops. I contracted Lycanthropy. MY hit point are down to 4 what can I do? Your hit points will drop to 4 until your go out and kill some townspeople. YOU need to morph into human form and then when you are next to a townperson, morph into Lycanthrope form and kill them. The Lycanthropy spell will morph you between Lycanthrope and human shape. What other settings should I change to increase my stability in Win 95 Shutting down the tool-bar for MS Office Prevent Daggerfall from seeing Windows '95 under the program properties options. Finally, run this as a full screen app. under protected mode with exclusive mouse control. What sound cards DO NOT work in the game. The Ensonique VIVO will NOT WORK IN DAGGERFALL. It will crash the game. I have a GRAVIS card - But it doesn't work. You will have to run your GUS in Sound Blaster Compatible mode. What is the best way to configure my DOS system to play Daggerfall? Since there are so many different systems, this question needs to be addressed on an individual bases. There are however, some basics. You'll need some working knowledge of DOS, and what drivers your system uses. A boot disk is often the best approach. Here is a typical DOS CONFIG: How do I get help? Phone: Technical Support is available at (301) 963-2002, Monday - Friday, between the hours of 11 a.m. - 6 p.m. On-Line - COMPUSERVE - GO BETHESDA If you need technical help, you need to include information that will enable the tech to help you better. Be sure to include the following information whenever you're asking for help.
104
1,136
https://en.uesp.net/wiki/Daggerfall:Unofficial_Newbie_FAQ
Daggerfall:Unofficial Newbie FAQ
{{Trail|FAQs}} {{TOCright|50%}} This '''FAQ''' is specifically written for players who are new to Daggerfall. Other available Daggerfall FAQs are: * The [[Daggerfall:Unofficial Daggerfall FAQ|Unofficial Daggerfall FAQ]] * The [[Daggerfall:Official WWW FAQ|Official FAQ]] (last updated 1996) ===How do I get out of the Privateer's Hold?=== The exit is in a room with a bat, a rat, and an imp in it near the "top" of the dungeon. Click on the archway with a skull at the bottom to leave the dungeon. If you are completely lost, see [[Daggerfall:Privateer's Hold|here]]. ===I got a disease in Privateer's Hold. Why and how do I cure it?=== Most [[Daggerfall:Bestiary#Animals|animals]] can transmit [[Daggerfall:Diseases|diseases]]. Every time you are damaged by an animal in combat, there is a chance of catching a disease. Be aware that untreated diseases will eventually kill you in time. The best way to avoid catching a disease is to not be hit by an animal; you don't have to fight ALL the monsters in the game. If you are diseased, you can cure it by using a purification or a cure disease [[Daggerfall:Potions|potion]], if you've found one in the dungeon already. If you don't have any potions, leave the dungeon and fast travel (click the box on the overhead map for fast travel) to the nearest town or [[Daggerfall:Temples|temple]]. (Most towns have temples. All temple locations on the map named after one of the major deities have a temple; beware, some locations of them listed under the general category of temples are [[Daggerfall:Shrines|shrines]] which are not temples.) All temples have healers whom you can pay to cure your disease. ===What are the red brick doors?=== There are four types: #Teleporters that when you click on them take you somewhere else in the dungeon. #Teleporters that when you walk into them take you somewhere else in the dungeon. #Red brick walls that do nothing except arouse your curiosity. #Death traps that when you touch or click them will take a lot of your health and will eventually kill you. Therefore, always save before playing with a red brick door just in case.<p></p> ===The manual says...=== The manual was printed before the game was finished with alpha and beta testing. Some of its contents are inaccurate. ===The hintbook says...=== The hintbook was printed before the game was finished with alpha and beta testing. Some of its contents are inaccurate. ===How can I repair magic items?=== As of patch 1.04.191, you cannot. The capability was removed by Bethesda in order to maintain game balance. When a magic item wears out, it breaks and is gone. This is true for [[Daggerfall:Artifacts|artifacts]] as well. However, this feature was re-added in version 1.06.200. See [[Daggerfall:Enchanting Items|here]] for further information on this topic. ===I cannot find Lady Brisienna. The note says to meet her in the xxx pub in Daggerfall, but there is no such pub in Daggerfall.=== Sometimes the tavern may be a [[Daggerfall:Regional Taverns|regional tavern]]. In this case, you must look among the tavern locations on the overland map to find it. ===I'm on a quest and I need to meet person X. How do I find them?=== The quests usually tell you what town to look in. Once there, put your weapon away and talk to the locals on the street. Ask under Person or under General to find more info. If you ask someone who says something like "South of here" again (and again) eventually they will mark the location on your map. ===How do I mount my horse?=== Click on the legs icon (or hit "T" for transportation) and choose the horse entry by clicking on it. To get off the horse, hit the icon again and choose foot. ===How do I enter my ship?=== Click on the legs icon (or hit "T" for transportation) and choose the ship entry by clicking on it. To exit your ship, click on the legs icon again and choose the ship line which is your only choice. ===How do I use my ship for travel?=== You will do this automatically if you choose to travel by ship on the fast-travel map. ===How do I buy a ship?=== Ships are sold in all port cities (cities located near the ocean) which have at least one [[Daggerfall:Banks|bank]]. Just go to the bank, deposit enough gold in your account, and buy one from the banking menu. ===My gold in inventory is messed up. How do I fix it?=== When merchants cannot pay you without exceeding your maximum carrying capacity, they will pay you with letters of credit. These can be used like regular money with every service except those offered by inns. You may deposit your letters of credit at any bank and then withdraw either cash or another letter of credit as needed. ===How do I become a vampire?=== Whenever you are injured by a vampire, there is a 0.6% percent chance of becoming infected with vampirism. If you are infected, you will have a dream of a maiden being killed the next time you sleep. You then have 3 nights to cure yourself before becoming a vampire. If you contracted another disease along with vampirism, you may die before the transformation is complete. ===How do I get cured once I'm a vampire?=== There are several ways to cure yourself of vampirism. The most common is to complete the [[Daggerfall:Cure for Vampirism|quest]] given annually by vampire hunters. ===How do I become a werewolf/wereboar?=== The method and chances of contracting lycanthropy are similar to those of vampirism; each time you are damaged by a werewolf or wereboar, there is a chance of eventually transforming into whichever type of lycanthrope infected you. ===How do I get cured once I'm a lycanthrope?=== Similarly to vampires, lycanthropes will be contacted by hunters once a year with an opportunity to cure themselves by completing a [[Daggerfall:Cure for Lycanthropy|quest.]] ===I turned into a vampire. What happened to my guild affiliations?=== You have lost them, since you are considered dead. You can rejoin any of the guilds and receive your former rank, with the exception of the [[Daggerfall:Dark Brotherhood|Dark Brotherhood]] and the [[Daggerfall:Thieves Guild|Thieves Guild]]. ===How do I join the Thieves Guild?=== Successfully pick 10 pockets or a locked door without using an Open spell. After three days have passed, you will be [[Daggerfall:The Qualifying Examination|given a note]] providing instructions on how to join the next time you are in a city. ===How do I join the Dark Brotherhood?=== Kill 5 innocent civilians or 15 guards. After three days have passed, you will be [[Daggerfall:The Acceptance Test|given a note]] with further instructions on joining the guild. ===How do I put the poison in the drink?=== Pick up the vial. It may be on a table, bed or the floor. The poison will be put in the drink for you. Then use the remove option to put the vial back. ===I can see, but cannot pick up the quest object. How do I do it?=== You must be close enough to the object to be able to pick it up, and you must be looking at it directly. Make sure the camera is focused on the object and try moving around until you can pick it up. ===I want to join the Mages Guild, but they say I need to improve my guild skills. How do I do that?=== You need a skill value of 22 in one of the guild skills and at least 4 in a second guild skill. The Mages Guild skills are the six schools of magic. If none of yours are 22, you can train them by joining a temple. (As of version 1.05.195,, you can train at temples without joining.) Each temple trains at least two of the magic schools. Once your skills meet the required levels, go back to the Mages Guild and ask again. ===I have done tons of quests for the xxx guild but I don't go up in rank. Why?=== Being promoted in a guild requires two things: #A high reputation with the guild, which is usually secured by successfully completing a number of quests for the guild. Each normal quest completed earns you 5 reputation points, while failed quests cost you 2 points. #Meeting the skill requirements in two of the guild's required skills. Skill requirements for each rank are listed [[Daggerfall:Factions#Guild Advancement|here.]] It is always a good idea to save just before asking for a quest to avoid losing reputation if you are unable to complete the quest. Some quests taken for other factions can also adversely impact your reputation with a guild. Your reputation with a guild will also regress towards 0 by one point every month. Also, you cannot be promoted more than once within a 28-day period. ===How do I level up?=== The formula for determining your level is <pre> ((current skill total) - (starting skill total) + 28 ) / 15 </pre> where skill total is the sum of <pre> your three primary skills + the highest two major skills + the highest minor skill </pre> Note: that the actual skills used for the latter two may be different as you go through the game when figuring the current skill total. The starting skill total is always a constant. ===How do I raise my skills?=== Through use. Most guilds (all except the Knights) will offer training in the guild skills and some others the guild considers useful. Training is priced at 100 gold times your level. You can train any of the skills offered up to and including 51. After that you have to use the skill to increase it. Each skill has a tally counter. Each time you use the skill the tally counter is increased by 1. When the tally counter exceeds the difficulty factor times the skill value and it has been at least 6 hours since the skill was last increased, the skill value is increased by 1 and the tally is reset to 0. Training adds a random number between 10 and 20 to the tally counter. The difficulty factor for standard classes is 1. For custom classes it's between 0.3 and 3. Minor and miscellaneous skills seem to have an extra small difficulty factor built into learning them, making them a little harder to increase. Spell schools tally counters are increased for each spell cast, no matter the casting cost. It is therefore, perhaps advisable to have a number of cheap spells to practice with before sleeping (unless you don't regenerate magic, then it would be before talking to people in the Mages Guild). These tend to be called cantrips. Here are some cheap cantrips four of which "Two Socks" suggested (remember to make the per level number high to cut down on casting cost): *Alteration Cantrip - slowfall *Destruction Cantrip - damage fatigue [with 'Target at Range' setting] *Illusion Cantrip - shadow form *Thaumaturgy Cantrip - Buoyancy *Mysticism Cantrip - open [extremely useful for getting into Residences and Shops when you don't feel like picking locks] *Restoration Cantrip - heal fatigue Once your skill levels go up so that you are casting these for 5 points each, you may wish to combine them into 2 or 3 multi-spell cantrips. I have one called MIT and a second called DAR. At 28th level both of these cantrips only cost 5 each to cast. ===I've gone up three levels but have not gained any spell points. Why?=== Spell point max is determined by INT. To increase spell points, increase your INT when you level up. You can find out what the other attributes affect by clicking on the attributes on the character info screen (hit F5 from the main screen or click your character's face). You can also increase your spell point max by enchanting and equipping an item of extra spell points when you reach the Enchanter level in the Mages Guild (or the equivalent level in the Temple of Julianos). ===I just bought the xxx spell and it takes more points than I have to cast. Will I ever be able to cast it?=== As you increase your skill level in the school(s) of the spell, the casting cost decreases. The minimum casting cost for any spell is 5 points. ===How do I open the box for the quest the Mages Guild gave me?=== See [[Daggerfall:Open a Chest|here]]. ===What level do I need to be to start the main quests?=== You choose. At 3rd level they are difficult. You must be at least 10th level to finish the last quest. Most players like to be closer to 20th or more before starting the main quests. But it's up to you. ===I turned down a main quest. Will I ever be able to get it again?=== No. Once you refuse a main quest, it will not be offered to you again, so if you are not strong enough to complete a main quest, reload to an earlier save and do not talk to the questgiver until you are prepared. ===In the spell maker how do I change the values associated with the spell?=== Many spells have duration, damage or percentage chances to work. In the spell maker they default to something of the form 1 - 1 + 1 - 1 / 1 level. This means when cast the duration, damage or percent is a base of 1 to 1 with 1 to 1 added for each level of the caster. In the spell maker you can click on the bar above or below these numbers to change them. The first pair determine the base range with the second number always being greater than or equal to the first number. If you click above the second number it will go up to 2. Click again to raise it further. If you click below the number it lowers. The second pair of numbers are the variable portion. Again the second must always be greater than or equal to the first. If you click above the first one, the variable portion goes up, below and it goes down. The last number represents is divided into the number of levels of the caster to determine the variable part. If you increase it to 2 the cost of the spell goes down but the variable portion only goes up with every other level of the caster. So if by clicking you set the numbers to 1 - 10 + 4 - 5 / 1 level and are 3rd level the value is something between 13 and 25 when the spell is cast. If you are 10th level the value of casting the same spell will be between 41 and 60. ===How do I add other spells to an item in the item maker?=== You need to click on the add spell line rather than hitting return when it is highlighted. That will bring you to another scroll where you can choose the spell. If you hit return, you always get the first spell. ===How do I bind a soul to an item in the item maker?=== Have the soul gem with the trapped soul in your inventory. Click on Add disadvantages. Click on soul bound. Click on the soul you wish to bind. ===How do I capture a creature's soul?=== Acquire an empty soul gem. The Mages Guild sells them. So do some temples and the Dark Brotherhood. You have to be a sufficiently ranked member to buy them. Then you need a Soul Trap spell. It's probably best to make your own, with as close to 100% chance of success as possible (or more). Duration may be kept short to keep the cost down. Find the creature. Save. Cast the spell. If it says trap activated proceed otherwise reload and cast again the target gets a chance to save. Then kill the creature before the duration runs out. The soul will be transferred to the gem for later use. Warning: when the magic item breaks the soul is released and will attack you for using it in this fashion. ===Where do I find the best weapons and armor?=== What you find is based on your LUCK, your level and the level of the shop, dungeon or monster you are dealing with. With sufficiently high luck you may be finding Daedric weapons by 8th level or so. Armor of a given material usually comes along about two levels after weapons. Most find Daedric weapons by about 12th level. There are 5 levels of shop: superb (incense burning), above average (skillfully crafted), average, below average (barely functional), poor (mice scurrying). The better the shop the more likely they will have better merchandise. The better the shop the higher the prices you will be charged. The worse the shop the better price you will get when selling items. Armorers and weapons shops have both armor and weapons, as do pawn shops. General stores sell weapons, but not armor. ===Where can I sell my holy tomes and holy daggers?=== At [[Daggerfall:Pawn Shops|Pawn shops]]. ===When I try to attack monster type xxx the game says my weapon is ineffective. What kind of weapon do I need?=== All monsters can be attacked with hands as well as with magic (although some have certain immunities e.g., Fire Daedra are immune to or even healed by fire based spells). This can be hazardous to your health against Daedra, Gargoyles, Ancient Vampires, Liches or Ancient Liches all of which otherwise require mithril or better. Imps require steel or better. Were creatures, Ghosts, Mummies, Wraiths, Vampires require silver or better. Nymphs require elven or better and Harpies require dwarven or better. The metals in order are iron, steel, silver, elven, dwarven, mithril, adamantium, ebony, orcish and daedric. As you go up the scale, weapons made of the various metals tend to do more damage, have more hit points (last longer) and hold more enchantment points. Both weapons and armor tend to get heavier as the quality improves. ===I can't find the dungeons after I fast-traveled to them=== Look for a small hill in front of you, in a 20 degree radius left and right. Occasionally this door is in a wall.<p></p> ===My health is 4/4 what happened?=== You have Lycanthropy (i.e., you are a wereboar or werewolf). If you are a were-beast and don't kill an innocent person twice every month, your hit-points are reduced to 4/4 and stay that way until you kill someone. ===The game crashes 2 or 3 times each time I play it, what is happening?=== Eeehhhh....... bug? The fixsave program included in the latest patch may help solve many savegame - crash related problems. ===I just started and I'm told to visit the royal families to inform about the ghosts of Lysandrus but when I talk to them they say nothing related to the quest.=== You have to gain level and reputation, then after a while you will get notes from the members of the royal families.
2,072,338
2019-12-04T03:50:58Z
Kiz
This FAQ is specifically written for players who are new to Daggerfall. Other available Daggerfall FAQs are: The Unofficial Daggerfall FAQ The Official FAQ (last updated 1996) How do I get out of the Privateer's Hold? The exit is in a room with a bat, a rat, and an imp in it near the "top" of the dungeon. Click on the archway with a skull at the bottom to leave the dungeon. If you are completely lost, see here. I got a disease in Privateer's Hold. Why and how do I cure it? Most animals can transmit diseases. Every time you are damaged by an animal in combat, there is a chance of catching a disease. Be aware that untreated diseases will eventually kill you in time. The best way to avoid catching a disease is to not be hit by an animal; you don't have to fight ALL the monsters in the game. If you are diseased, you can cure it by using a purification or a cure disease potion, if you've found one in the dungeon already. If you don't have any potions, leave the dungeon and fast travel (click the box on the overhead map for fast travel) to the nearest town or temple. (Most towns have temples. All temple locations on the map named after one of the major deities have a temple; beware, some locations of them listed under the general category of temples are shrines which are not temples.) All temples have healers whom you can pay to cure your disease. What are the red brick doors? There are four types: #Teleporters that when you click on them take you somewhere else in the dungeon. #Teleporters that when you walk into them take you somewhere else in the dungeon. #Red brick walls that do nothing except arouse your curiosity. #Death traps that when you touch or click them will take a lot of your health and will eventually kill you. Therefore, always save before playing with a red brick door just in case. The manual says... The manual was printed before the game was finished with alpha and beta testing. Some of its contents are inaccurate. The hintbook says... The hintbook was printed before the game was finished with alpha and beta testing. Some of its contents are inaccurate. How can I repair magic items? As of patch 1.04.191, you cannot. The capability was removed by Bethesda in order to maintain game balance. When a magic item wears out, it breaks and is gone. This is true for artifacts as well. However, this feature was re-added in version 1.06.200. See here for further information on this topic. I cannot find Lady Brisienna. The note says to meet her in the xxx pub in Daggerfall, but there is no such pub in Daggerfall. Sometimes the tavern may be a regional tavern. In this case, you must look among the tavern locations on the overland map to find it. I'm on a quest and I need to meet person X. How do I find them? The quests usually tell you what town to look in. Once there, put your weapon away and talk to the locals on the street. Ask under Person or under General to find more info. If you ask someone who says something like "South of here" again (and again) eventually they will mark the location on your map. How do I mount my horse? Click on the legs icon (or hit "T" for transportation) and choose the horse entry by clicking on it. To get off the horse, hit the icon again and choose foot. How do I enter my ship? Click on the legs icon (or hit "T" for transportation) and choose the ship entry by clicking on it. To exit your ship, click on the legs icon again and choose the ship line which is your only choice. How do I use my ship for travel? You will do this automatically if you choose to travel by ship on the fast-travel map. How do I buy a ship? Ships are sold in all port cities (cities located near the ocean) which have at least one bank. Just go to the bank, deposit enough gold in your account, and buy one from the banking menu. My gold in inventory is messed up. How do I fix it? When merchants cannot pay you without exceeding your maximum carrying capacity, they will pay you with letters of credit. These can be used like regular money with every service except those offered by inns. You may deposit your letters of credit at any bank and then withdraw either cash or another letter of credit as needed. How do I become a vampire? Whenever you are injured by a vampire, there is a 0.6% percent chance of becoming infected with vampirism. If you are infected, you will have a dream of a maiden being killed the next time you sleep. You then have 3 nights to cure yourself before becoming a vampire. If you contracted another disease along with vampirism, you may die before the transformation is complete. How do I get cured once I'm a vampire? There are several ways to cure yourself of vampirism. The most common is to complete the quest given annually by vampire hunters. How do I become a werewolf/wereboar? The method and chances of contracting lycanthropy are similar to those of vampirism; each time you are damaged by a werewolf or wereboar, there is a chance of eventually transforming into whichever type of lycanthrope infected you. How do I get cured once I'm a lycanthrope? Similarly to vampires, lycanthropes will be contacted by hunters once a year with an opportunity to cure themselves by completing a quest. I turned into a vampire. What happened to my guild affiliations? You have lost them, since you are considered dead. You can rejoin any of the guilds and receive your former rank, with the exception of the Dark Brotherhood and the Thieves Guild. How do I join the Thieves Guild? Successfully pick 10 pockets or a locked door without using an Open spell. After three days have passed, you will be given a note providing instructions on how to join the next time you are in a city. How do I join the Dark Brotherhood? Kill 5 innocent civilians or 15 guards. After three days have passed, you will be given a note with further instructions on joining the guild. How do I put the poison in the drink? Pick up the vial. It may be on a table, bed or the floor. The poison will be put in the drink for you. Then use the remove option to put the vial back. I can see, but cannot pick up the quest object. How do I do it? You must be close enough to the object to be able to pick it up, and you must be looking at it directly. Make sure the camera is focused on the object and try moving around until you can pick it up. I want to join the Mages Guild, but they say I need to improve my guild skills. How do I do that? You need a skill value of 22 in one of the guild skills and at least 4 in a second guild skill. The Mages Guild skills are the six schools of magic. If none of yours are 22, you can train them by joining a temple. (As of version 1.05.195,, you can train at temples without joining.) Each temple trains at least two of the magic schools. Once your skills meet the required levels, go back to the Mages Guild and ask again. I have done tons of quests for the xxx guild but I don't go up in rank. Why? Being promoted in a guild requires two things: #A high reputation with the guild, which is usually secured by successfully completing a number of quests for the guild. Each normal quest completed earns you 5 reputation points, while failed quests cost you 2 points. #Meeting the skill requirements in two of the guild's required skills. Skill requirements for each rank are listed here. It is always a good idea to save just before asking for a quest to avoid losing reputation if you are unable to complete the quest. Some quests taken for other factions can also adversely impact your reputation with a guild. Your reputation with a guild will also regress towards 0 by one point every month. Also, you cannot be promoted more than once within a 28-day period. How do I level up? The formula for determining your level is where skill total is the sum of Note: that the actual skills used for the latter two may be different as you go through the game when figuring the current skill total. The starting skill total is always a constant. How do I raise my skills? Through use. Most guilds (all except the Knights) will offer training in the guild skills and some others the guild considers useful. Training is priced at 100 gold times your level. You can train any of the skills offered up to and including 51. After that you have to use the skill to increase it. Each skill has a tally counter. Each time you use the skill the tally counter is increased by 1. When the tally counter exceeds the difficulty factor times the skill value and it has been at least 6 hours since the skill was last increased, the skill value is increased by 1 and the tally is reset to 0. Training adds a random number between 10 and 20 to the tally counter. The difficulty factor for standard classes is 1. For custom classes it's between 0.3 and 3. Minor and miscellaneous skills seem to have an extra small difficulty factor built into learning them, making them a little harder to increase. Spell schools tally counters are increased for each spell cast, no matter the casting cost. It is therefore, perhaps advisable to have a number of cheap spells to practice with before sleeping (unless you don't regenerate magic, then it would be before talking to people in the Mages Guild). These tend to be called cantrips. Here are some cheap cantrips four of which "Two Socks" suggested (remember to make the per level number high to cut down on casting cost): Alteration Cantrip - slowfall Destruction Cantrip - damage fatigue [with 'Target at Range' setting] Illusion Cantrip - shadow form Thaumaturgy Cantrip - Buoyancy Mysticism Cantrip - open [extremely useful for getting into Residences and Shops when you don't feel like picking locks] Restoration Cantrip - heal fatigue Once your skill levels go up so that you are casting these for 5 points each, you may wish to combine them into 2 or 3 multi-spell cantrips. I have one called MIT and a second called DAR. At 28th level both of these cantrips only cost 5 each to cast. I've gone up three levels but have not gained any spell points. Why? Spell point max is determined by INT. To increase spell points, increase your INT when you level up. You can find out what the other attributes affect by clicking on the attributes on the character info screen (hit F5 from the main screen or click your character's face). You can also increase your spell point max by enchanting and equipping an item of extra spell points when you reach the Enchanter level in the Mages Guild (or the equivalent level in the Temple of Julianos). I just bought the xxx spell and it takes more points than I have to cast. Will I ever be able to cast it? As you increase your skill level in the school(s) of the spell, the casting cost decreases. The minimum casting cost for any spell is 5 points. How do I open the box for the quest the Mages Guild gave me? See here. What level do I need to be to start the main quests? You choose. At 3rd level they are difficult. You must be at least 10th level to finish the last quest. Most players like to be closer to 20th or more before starting the main quests. But it's up to you. I turned down a main quest. Will I ever be able to get it again? No. Once you refuse a main quest, it will not be offered to you again, so if you are not strong enough to complete a main quest, reload to an earlier save and do not talk to the questgiver until you are prepared. In the spell maker how do I change the values associated with the spell? Many spells have duration, damage or percentage chances to work. In the spell maker they default to something of the form 1 - 1 + 1 - 1 / 1 level. This means when cast the duration, damage or percent is a base of 1 to 1 with 1 to 1 added for each level of the caster. In the spell maker you can click on the bar above or below these numbers to change them. The first pair determine the base range with the second number always being greater than or equal to the first number. If you click above the second number it will go up to 2. Click again to raise it further. If you click below the number it lowers. The second pair of numbers are the variable portion. Again the second must always be greater than or equal to the first. If you click above the first one, the variable portion goes up, below and it goes down. The last number represents is divided into the number of levels of the caster to determine the variable part. If you increase it to 2 the cost of the spell goes down but the variable portion only goes up with every other level of the caster. So if by clicking you set the numbers to 1 - 10 + 4 - 5 / 1 level and are 3rd level the value is something between 13 and 25 when the spell is cast. If you are 10th level the value of casting the same spell will be between 41 and 60. How do I add other spells to an item in the item maker? You need to click on the add spell line rather than hitting return when it is highlighted. That will bring you to another scroll where you can choose the spell. If you hit return, you always get the first spell. How do I bind a soul to an item in the item maker? Have the soul gem with the trapped soul in your inventory. Click on Add disadvantages. Click on soul bound. Click on the soul you wish to bind. How do I capture a creature's soul? Acquire an empty soul gem. The Mages Guild sells them. So do some temples and the Dark Brotherhood. You have to be a sufficiently ranked member to buy them. Then you need a Soul Trap spell. It's probably best to make your own, with as close to 100% chance of success as possible (or more). Duration may be kept short to keep the cost down. Find the creature. Save. Cast the spell. If it says trap activated proceed otherwise reload and cast again the target gets a chance to save. Then kill the creature before the duration runs out. The soul will be transferred to the gem for later use. Warning: when the magic item breaks the soul is released and will attack you for using it in this fashion. Where do I find the best weapons and armor? What you find is based on your LUCK, your level and the level of the shop, dungeon or monster you are dealing with. With sufficiently high luck you may be finding Daedric weapons by 8th level or so. Armor of a given material usually comes along about two levels after weapons. Most find Daedric weapons by about 12th level. There are 5 levels of shop: superb (incense burning), above average (skillfully crafted), average, below average (barely functional), poor (mice scurrying). The better the shop the more likely they will have better merchandise. The better the shop the higher the prices you will be charged. The worse the shop the better price you will get when selling items. Armorers and weapons shops have both armor and weapons, as do pawn shops. General stores sell weapons, but not armor. Where can I sell my holy tomes and holy daggers? At Pawn shops. When I try to attack monster type xxx the game says my weapon is ineffective. What kind of weapon do I need? All monsters can be attacked with hands as well as with magic (although some have certain immunities e.g., Fire Daedra are immune to or even healed by fire based spells). This can be hazardous to your health against Daedra, Gargoyles, Ancient Vampires, Liches or Ancient Liches all of which otherwise require mithril or better. Imps require steel or better. Were creatures, Ghosts, Mummies, Wraiths, Vampires require silver or better. Nymphs require elven or better and Harpies require dwarven or better. The metals in order are iron, steel, silver, elven, dwarven, mithril, adamantium, ebony, orcish and daedric. As you go up the scale, weapons made of the various metals tend to do more damage, have more hit points (last longer) and hold more enchantment points. Both weapons and armor tend to get heavier as the quality improves. I can't find the dungeons after I fast-traveled to them Look for a small hill in front of you, in a 20 degree radius left and right. Occasionally this door is in a wall. My health is 4/4 what happened? You have Lycanthropy (i.e., you are a wereboar or werewolf). If you are a were-beast and don't kill an innocent person twice every month, your hit-points are reduced to 4/4 and stay that way until you kill someone. The game crashes 2 or 3 times each time I play it, what is happening? Eeehhhh....... bug? The fixsave program included in the latest patch may help solve many savegame - crash related problems. I just started and I'm told to visit the royal families to inform about the ghosts of Lysandrus but when I talk to them they say nothing related to the quest. You have to gain level and reputation, then after a while you will get notes from the members of the royal families.
3
1,137
https://en.uesp.net/wiki/User_talk:Wrye
User talk:Wrye
'''Talk to the monkey!''' * New topic? Click the "+" tab to start it. * Adding your wisdom to an existing topic? Just click the [edit] thing on the right hand side of the topic bar. * Need support for my mods and/or tools? Do '''not''' post here. Instead, go to the [http://www.bethsoft.com/bgsforums official forums], find the appropriate forum/topic and post there. For active tools/mods, there's is usually a RELZ (release) topic -- that's the best place to ask. But be '''''sure''''' to check the readme/manual first. (See [[User:Wrye#Warning|Warning]] below.) <br><hr> {| class="wikitable compress" style="float: right;" ! Wrye Archives |- | [[User_talk:Wrye/2009-01|2009-01]] |- | [[User_talk:Wrye/2007-07|2007-07]] |- | [[User_talk:Wrye/2007-01|2007-01]] |- | [[User_talk:Wrye/2006-10|2006-10]] |- | [[User_talk:Wrye/2006-04|2006-04]] |- | [[User_talk:Wrye/2005-03|2005-03]] |} __TOC__ == Monkey Humor == ''Moved from user page Odd Facts section'' haha Wrye, you really took a leap of faith in linking those two screennames together, but I commend you on your intelligence and wit (although I'm much younger than 38). --'''Darkflame''' :Hey Britney. I'm hearing good things about the latest album, although other things are perhaps not going as well as they might. :lol: :For those not familiar... The "Britney is Darkflame" joke was based on {{WryeLink|this incident|ES Forum Censoring.html}}. Jeez. That was over two years ago! --[[User:Wrye|Wrye]] 12:29, 10 November 2007 (EST) Thanks for making my "laugh of the day" ;) [[Special:Contributions/81.48.126.244|81.48.126.244]] 05:06, 30 October 2009 (UTC) == bash.log Causing crash? == For some reason I go to start Wyre bash and just before it finishes starting python.exe crashes. In the wxPython window I get an error saying it can't continue be it can't access the process because it is being used by bash.log. Any ideas on what is causing it and how to fix it? [[User:Andromada369|Andromada369]] 19:42, 23 January 2009 (EST) :I ought to post this as policy... Questions regarding Wrye Bash and any of my other mods/utilities should be asked on the official forums. --[[User:Wrye|Wrye]] 19:53, 23 January 2009 (EST) == Come Back Soon == I hope we'll see you back in the run-up to TES V. –[[User:Rpeh|rpeh]]<sup>β€’[[User_Talk:Rpeh|T]]β€’[[Special:Contributions/Rpeh|C]]β€’[[Special:Emailuser/Rpeh|E]]β€’</sup> 10:43, 26 July 2009 (UTC) :Thanks! Hmmm... I think that I probably won't be very active for TES V. But I said the same thing about TES IV, so we'll see. But before then, I ''may'' be around a little bit for continued support of Wrye Bash, etc. But in that case, I'll probably just be acting as an editor. Maybe. Depends on how much other projects keep me busy. Cheers, and have fun with the site while I'm away! --[[User:Wrye|Wrye]] 23:57, 28 July 2009 (UTC) == Bug == Hi Wrye! I know this is not about your mods,but can you help me with my Oblivion? I uninstalled a mod,and then,my game started to crash every time I tried to open it. I uninstalled all my other mods,and reinstalled the whole game twice,but no effect. It just keeps on crashing every time I open it. Can you help me with this? :) --[[User:Neekerisanni123|Neekerisanni123]] 16:55, 8 August 2009 (UTC) :Unfortunately, mysterious crashes are part of the Oblivion mod playing scene. There are some general techniques to try, but the best place to get that sort of info is the general forums. Solution will likely require a substantial amount of effort and patience on your part, however the end result can be substantially improved gameplay. Again, check the official forums - check for the FAQs pinned there and ask for help. Good luck! --[[User:Wrye|Wrye]] 18:31, 8 August 2009 (UTC) == Wrye Mash Documentation == I know you're busy elsewhere, but we just had an [http://www.uesp.net/w/index.php?title=Tes3Mod_talk:Wrye_Mash&rcid=467480 edit] ever-so-subtly pointing out that the documentation for Wrye Mash (I always want to type M*A*S*H) is a little senescent. Do you feel like updating it, or is there somewhere else that we could link to for the latest info? –[[User:Rpeh|rpeh]]<sup>β€’[[User_Talk:Rpeh|T]]β€’[[Special:Contributions/Rpeh|C]]β€’[[Special:Emailuser/Rpeh|E]]β€’</sup> 17:55, 10 August 2009 (UTC) :Updated. Name: I think of it like "Rye Mash" (used in making whiskey). Also cause it "mashes" a bunch of different stuff together! --[[User:Wrye|Wrye]] 21:49, 11 August 2009 (UTC) ==Check User== Could you just confirm that my check user data on 89.168.63.134 is correct on the [[UESPWiki:Administrator_Noticeboard#Rpeh.2C_De-Admin_Request]]?--[[User:Ratwar|Ratwar]] 07:08, 10 September 2009 (UTC) :Checking. Will post shortly. --[[User:Wrye|Wrye]] 07:37, 10 September 2009 (UTC) == New Site == I don't suppose you have any webserver logs from the old site along with the HTTP_REFERER values? There are quite a few pages on here that link to ufrealms and no easy way of finding them. I've fixed one or two, but a list of referrers would be great if it exists. Thanks. –[[User:Rpeh|rpeh]]<sup>β€’[[User_Talk:Rpeh|T]]β€’[[Special:Contributions/Rpeh|C]]β€’[[Special:Emailuser/Rpeh|E]]β€’</sup> 10:27, 8 December 2009 (UTC) :Checking... You can do a Linksearch: [http://www.uesp.net/w/index.php?title=Special:LinkSearch&target=wrye.ufrealms.net]. Hmm... Only a page and a half. :) --[[User:Wrye|Wrye]] 21:43, 10 December 2009 (UTC) :I've changed a few pages as a test and that works. Just changing wrye.ufrealms.net to wryemusings.com should work in all cases. And I'll be keeping that domain indefinitely, so that should stay good. --[[User:Wrye|Wrye]] 21:54, 10 December 2009 (UTC) ::I might get to it. But rpeh made a template for your site: {{tl|WryeLink}}. –[[User:Elliot|Elliot]]&nbsp;<sup>[[User_talk:Elliot|talk]]</sup> 21:57, 10 December 2009 (UTC) :::Okay. Template sounds fine. And while I plan to keep wryemusings.com indefinitely, I could always be incapacitated, resulting in the site going down. In which case, someone else might host the pages, with a template providing a fast fix. --[[User:Wrye|Wrye]] 22:06, 10 December 2009 (UTC) ::::Okay, they are all converted. –[[User:Elliot|Elliot]]&nbsp;<sup>[[User_talk:Elliot|talk]]</sup> 23:52, 10 December 2009 (UTC) == Save Files == Wrye, would you know the structure of .ess files? Or more-over, how one can read data on some specific things like the inventory or maximum health? [[Special:Contributions/76.171.21.31|76.171.21.31]] 06:10, 13 February 2010 (UTC) :I may be out of date on this, but see [[Oblivion Mod:Save File Format]]. The general structure of the ess is well known, but specific records are much less well known. --[[User:Wrye|Wrye]] 01:14, 4 March 2010 (UTC) ::Thanks for the link. I have another question, when I do make something along the lines of a test.ess.txt file, I cannot find any of the headers mentioned inside the article. Is there a way to view them with the test.ess.txt file? [[User:Kestral|Kestral]] 00:29, 6 March 2010 (UTC) :::If you mean headers like you get for esp files... there aren't any. Thats part of what makes the ess file difficult to analyze/process compared to the esp file. Background: For Morrowind, the ess and and esp file formats were pretty much the same. For Oblivion, they're not. There are rough high level similarities, but at the low level they're encoded quite differently. You might look at Wrye Bash code to see Bash handles it (but of course, Bash is pretty complicated at this point). --[[User:Wrye|Wrye]] 18:42, 11 March 2010 (UTC) == Have you ever heard of OblivionGuruESIV? == He's apparently an electronic musician who is of expert level at oblivion, and makes oblivion videos. Look him up on youtube I'd link, but I don't wanna look like a spammer haha == Your site has been hacked == All the pages and files in your hosted mods section except for "ROV World.html" have been replaced with the following code, making them redirect to some useless spam site, which is, as you can probably imagine, rather annoying.<pre> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <HTML> <HEAD> <META http-equiv="Content-Type" content="text/html; charset=ISO-8859-1"> <META http-equiv="Refresh" content="0;url=http://www.directnicparking.com/"> </HEAD> <BODY> <!-- 404 Not Found --> <!-- The file specified (/BSA_Browser_0.5.zip) could not be found on this server. --> <!-- tigershark/3.0.128 at <A href="http://www.directnic.com/">dn-fh21.directnic.com</A> --> <!-- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX --> <!-- XXXXXX Extra bytes to force IE to display this page XXXXXX --> <!-- XXXXXX (instead of its internal error page) XXXXXX --> <!-- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX --> </BODY> </HTML> </pre> What's interesting is that the .zip files are still .zip files, yet they are interpreted as html. [[Special:Contributions/203.51.167.193|203.51.167.193]] 11:50, 8 April 2011 (UTC) Another affected (effected?) page is "Cathedral%2520vs.%2520Parlor.html", which is, in a way, even more disappointing and annoying. [[Special:Contributions/203.51.167.193|203.51.167.193]] 12:03, 8 April 2011 (UTC) :Thanks for the note! Fortunately, thats probably not a hack. (I let my hosting payment lapse -- and DirectNic probably removed the high bandwidth files, resulting in the redirect.) I'll see what I can do. Will likely take a few days. --[[User:Wrye|Wrye]] 21:13, 10 April 2011 (UTC) == Bash download link on WryeMusings == I noticed that the old instructions on your site are still linked to the ufrealms domain, up to you if anything is done about that. {{Cookie|message= Thanks a lot for your incredible contributions to the games.}} <span style="font-size:85%;"><span style="background:#000;padding:4px;">[[User:Lukish|<span style="color:#0F0;">Lukish<span style="text-decoration:blink;">&#95;</span></span>]]</span> [[User talk:Lukish|Tlk]] [[Special:Contributions/Lukish|Cnt]]</span> 13:22, 23 August 2011 (UTC) == Cathedral vs Parlor == Hi. I am a big fan now since 2006, and wanted to shoot you a link to our site, which is dedicated to modding Skyrim, and we [http://forum.step-project.com/topic/4641-open-modding/#entry74434 present some of your work there]. We took over your "Cathedral vs Parlor" documentation to expose it more and in an attempt to keep this ideology alive and prominent among new modders ... selfishness and greed abound (even where money is not concerned for some reason O_o). No changes as of yet to the doc ... mostly want to expose it to our community and evolve/apply it to Skyrim modding (in accordance with your statements in the same document). PM me over there if you are so inclined. [[User:Z929669|Z929669]] ([[User talk:Z929669|talk]]) 07:32, 21 March 2014 (GMT) :It's almost 3 years since Wrye last posted here, so you are unlikely to recieve a response from this way. [[User:The Silencer|<font color="B8860B">Silence is Golden</font>]]<sup>[[User talk:The Silencer|<font color="800000">Break the Silence</font>]]</sup> 03:00, 22 March 2014 (GMT) :Mirroring the "Cathedral vs. Parlor" doc is fine, editing or changing it is not okay. (It's specifically an opinion piece, you can't change it without stating something which isn't my opinion.) :PS. 99.99999% retired :) [[User:Wrye|Wrye]] ([[User talk:Wrye|talk]]) 18:35, 28 March 2014 (GMT) == Greetings Wrye == Hi Wrye thanks for the response in the Beth PM. I did respond there since it's probably a better place to talk anyway. I gave all the links you requested, hope they help. Sharlikran [[User:Sharlikran|Sharlikran]] ([[User talk:Sharlikran|talk]]) 07:29, 16 November 2014 (GMT) == Is Wrye Musings site down for good? == First, thank you for all your contributions to TES over the years. I just happened to notice all my links to wryemusings.com are dead. According to WHOIS, it appears the domain is owned directly by DirectNIC (for at least 11 months if I am reading it right), so I assume that Wrye Musings is no more. I can't blame you. You kept those pages out there for years. Just looking for some verification. -- [[User:DeJuan N. Onley|DeJuan N. Onley]] ([[User talk:DeJuan N. Onley|talk]]) 14:57, 14 October 2015 (UTC) : I've proposed {{tl|WryeLink}} for deletion. β€”[[User:Legoless|Legoless]] ([[User talk:Legoless|talk]]) 14:47, 21 May 2016 (UTC) :: I am planning on getting Wrye Musings up again. Shoudn't be too hard... Just a matter off getting around to it. Nudge me again if it's not done by the end of June. --[[User:Wrye|Wrye]] ([[User talk:Wrye|talk]]) 21:19, 21 May 2016 (UTC) ::: Great, thanks for getting back to us! β€”[[User:Legoless|Legoless]] ([[User talk:Legoless|talk]]) 22:55, 26 May 2016 (UTC) == Monkey Avatar == Wrye we spoke once before, and I wanted to continue working on Wrye Mash. I still have a copy of that conversation where you agreed to that since it's under GNU and that I could call it Wrye Mash or Sharlikran's Wrye Mash but it wasn't required. You also mention in other places on the UESP Wiki that you hope others pick up the project. Valda has Wrye Flash for Fallout 3 and Fallout NV and I help maintain those versions. I only started working on Wrye Mash recently but I have contributed a lot to the Wrye Bash project also. If you have a moment, I am being accused of violation of intellectual property by the current maintainer of Wrye Bash. He doesn't like me having an organization on GitHub called Wrye-Bashers, which to me was simply plural for Wrye Mash/Flash/Bash. I also used the Monkey icon because it's part of the program, not to be offensive in anyway. I may not use the old name I had chosen now, but I was wondering if I have your permission to use your Monkey avatar and some name similar to Wrye Bash/Mash/Flash? His post is at the link below. * [https://afkmods.iguanadons.net/index.php?/topic/4966-wrye-bash-all-games/&do=findComment&comment=169416 Relevant Post] * [https://afkmods.iguanadons.net/index.php?/topic/4966-wrye-bash-all-games/&do=findComment&comment=169512 My response] Also I'm working on a GitHub repository which is a read-only archive of the Sourceforge Oblivionworks site. I'm taking classes in web design so I can add a style-sheet to it and make it more like a website then a Git of Svn repository. I'd like to add your Wrye-Musings to it as well. May I have permission to do that? If so is there a zip file I can get of all the Wrye-Musings content? --[[User:Sharlikran|Sharlikran]] ([[User talk:Sharlikran|talk]]) 02:39, 16 October 2017 :As before, my apologies for the late reply. Also best wishes to you and your family. :) :First, a straight up thank you to everyone who has worked on Wrye Bash and variations thereof. It's been a long time since I've touched any of that, and I'm actually rather humbled by the work that everyone has done. Thank you all for continuing the work and the name. :Code and Forks: The code is under GPL, which allows for forks, but counts on the social pressure to reduce their likelihood. This runs two ways: discouragement against making a new fork, but also encouraging folks to cooperate and get along well enough to not drive members away. '''In short, don't be a dick, work well with people, and appreciate folks who are helping.''' All that being said, unfortunately forks are sometimes necessary. I hope you all will work things out, but I understand if it doesn't work out. :Regarding the name: I don't have any IP problem with using the name "Wrye Bashers" or the monkey avatar for the project. (Naturally you should not present yourself personally as "Wrye".) However, as WrinklyNinja pointed out, it's desirable to avoid confusion between different forks. I don't think that "Wrye Bashers" is particularly confusing for what you want to do, but it's ''maybe'' a little bit confusing. Hard to say. I'll just trust your judgement on that. :Note: "Wrye" is already established/accepted as the base name for this program and its variations. So I have no problem there. I had originally thought that new developers would use their own names on the variations (e.g. Bob's Bash), but I'm fine (in fact pleased, and complimented) that developers have instead stuck with "Wrye". :) :Again, I hope folks can sort things out and not fork. And again, I'm humbled by and appreciative of the people who have carried Wrye Mash/Bash/Etc forward. I hope they have and show the same appreciation for each other. :Re: Wrye Musings website. I don't mind a backup being kept, though (to avoid confusion) please don't put it online unless the original goes offline. Sorry, I don't have a zip of it. (And fixing it up, even just a little, is one of the things on my long backlog of "to be done".) At least it is up and running now! :) [[User:Wrye|Wrye]] ([[User talk:Wrye|talk]]) 18:29, 3 November 2017 (UTC) ::Thank you for the kind words for my family. ::Thank you for letting me use the Avatar and for permission to host Wrye Musings if it ever goes down. I had hoped there was a zip file because as I started looking through it and some pages take me to other pages I had never seen. I want to be sure to preserve all the things Wrye as much as I can. The more and more I look at them I see how much work went into that and it's just too precious to ever loose. For me it's like an homage to you and your work. A fortress of solitude amidst all the strife. ::Keeping the Wrye Name: That's just out of respect to you. I don't think anyone would want to call it Bob's Mash or Sharlikran's Mash. Even with xEdit which you probably know as TES4Edit we always do our best to recognize Elminster as the original author and that we are just carrying the torch. I was comparing some of the Wrye Bash code recently and even the locale routine was the same until 295. From your version 84 until 295 it never changed. As I go through the code trying to add better Unicode support to Wrye Mash, I am able to compare version 295 and use is as a guide. I can even compare up until about 304.4 and only then does the refactoring effect how easy it is to compare everything. The base code you designed and worked on up until you no longer had time to do so continues to be present to this day. So it really is your code and I don't think anyone would want to draw attention away from that by calling it Bob's Mash or whatever. ::It's just been a lot to deal with. I'll figure something out but not sure it will ever be satisfactory. I have been reading your Wrye Musings and I see the no take-backs rule followed by your idea of not having to deal with idiots rule. I think it will take this young dog a while to learn all your tricks. I don't know how I'll get through it but I will try. Thanks again for the response I appreciate it. ::Sorry for all the changes. I wanted to get some things off my chest and move on but I want to be respectful of your talk page so I removed as much as I could. Again sorry for all this. --[[User:Sharlikran|Sharlikran]] ([[User talk:Sharlikran|talk]]) 14:39 4 November 2017 :::Getting a little long here. I'll try sending to an old email I have for you. --[[User:Wrye|Wrye]] ([[User talk:Wrye|talk]]) 18:43, 5 November 2017 (UTC) :::Note: Sharlikran and myself have moved the continuing conversation over to email. However, the above serves as public record on my position re "Wrye Bash" name, etc. --[[User:Wrye|Wrye]] ([[User talk:Wrye|talk]]) 23:21, 5 November 2017 (UTC) I have just started work on a Wiki site and I need to officially ask permission for using Wrye Text but I don't know exactly how to ask. Here goes. I would like permission to use Wrye Text and expand on Wrye Text for use on a Wiki. Currently only a few pages are built from that method but I am having fun with it. Also, I am creating documentation to allow users to submit Wrye Text documents for use in building other guides for those overwhelmed by CSS and HTML. I have made some alterations and will be adding a bit more to provide blockquotes or spoiler buttons. I hope all is well for you. I sent you a link in your email. Take care. [[User:Sharlikran|Sharlikran]] ([[User talk:Sharlikran|talk]]) 22:00, 6 January 2020 (GMT)
2,306,480
2021-01-07T23:37:32Z
HoodBot
Talk to the monkey! New topic? Click the "+" tab to start it. Adding your wisdom to an existing topic? Just click the [edit] thing on the right hand side of the topic bar. Need support for my mods and/or tools? Do not post here. Instead, go to the official forums, find the appropriate forum/topic and post there. For active tools/mods, there's is usually a RELZ (release) topic -- that's the best place to ask. But be ''sure to check the readme/manual first. (See Warning below.) Monkey Humor Moved from user page Odd Facts section'' haha Wrye, you really took a leap of faith in linking those two screennames together, but I commend you on your intelligence and wit (although I'm much younger than 38). --Darkflame :Hey Britney. I'm hearing good things about the latest album, although other things are perhaps not going as well as they might. :lol: :For those not familiar... The "Britney is Darkflame" joke was based on . Jeez. That was over two years ago! --Wrye 12:29, 10 November 2007 (EST) Thanks for making my "laugh of the day" ;) 81.48.126.244 05:06, 30 October 2009 (UTC) bash.log Causing crash? For some reason I go to start Wyre bash and just before it finishes starting python.exe crashes. In the wxPython window I get an error saying it can't continue be it can't access the process because it is being used by bash.log. Any ideas on what is causing it and how to fix it? Andromada369 19:42, 23 January 2009 (EST) :I ought to post this as policy... Questions regarding Wrye Bash and any of my other mods/utilities should be asked on the official forums. --Wrye 19:53, 23 January 2009 (EST) Come Back Soon I hope we'll see you back in the run-up to TES V. –rpeh 10:43, 26 July 2009 (UTC) :Thanks! Hmmm... I think that I probably won't be very active for TES V. But I said the same thing about TES IV, so we'll see. But before then, I may be around a little bit for continued support of Wrye Bash, etc. But in that case, I'll probably just be acting as an editor. Maybe. Depends on how much other projects keep me busy. Cheers, and have fun with the site while I'm away! --Wrye 23:57, 28 July 2009 (UTC) Bug Hi Wrye! I know this is not about your mods,but can you help me with my Oblivion? I uninstalled a mod,and then,my game started to crash every time I tried to open it. I uninstalled all my other mods,and reinstalled the whole game twice,but no effect. It just keeps on crashing every time I open it. Can you help me with this? :) --Neekerisanni123 16:55, 8 August 2009 (UTC) :Unfortunately, mysterious crashes are part of the Oblivion mod playing scene. There are some general techniques to try, but the best place to get that sort of info is the general forums. Solution will likely require a substantial amount of effort and patience on your part, however the end result can be substantially improved gameplay. Again, check the official forums - check for the FAQs pinned there and ask for help. Good luck! --Wrye 18:31, 8 August 2009 (UTC) Wrye Mash Documentation I know you're busy elsewhere, but we just had an edit ever-so-subtly pointing out that the documentation for Wrye Mash (I always want to type M*A*S*H) is a little senescent. Do you feel like updating it, or is there somewhere else that we could link to for the latest info? –rpeh 17:55, 10 August 2009 (UTC) :Updated. Name: I think of it like "Rye Mash" (used in making whiskey). Also cause it "mashes" a bunch of different stuff together! --Wrye 21:49, 11 August 2009 (UTC) Check User Could you just confirm that my check user data on 89.168.63.134 is correct on the ?--Ratwar 07:08, 10 September 2009 (UTC) :Checking. Will post shortly. --Wrye 07:37, 10 September 2009 (UTC) New Site I don't suppose you have any webserver logs from the old site along with the HTTP_REFERER values? There are quite a few pages on here that link to ufrealms and no easy way of finding them. I've fixed one or two, but a list of referrers would be great if it exists. Thanks. –rpeh 10:27, 8 December 2009 (UTC) :Checking... You can do a Linksearch: Hmm... Only a page and a half. :) --Wrye 21:43, 10 December 2009 (UTC) :I've changed a few pages as a test and that works. Just changing wrye.ufrealms.net to wryemusings.com should work in all cases. And I'll be keeping that domain indefinitely, so that should stay good. --Wrye 21:54, 10 December 2009 (UTC) ::I might get to it. But rpeh made a template for your site: . –Elliot 21:57, 10 December 2009 (UTC) :::Okay. Template sounds fine. And while I plan to keep wryemusings.com indefinitely, I could always be incapacitated, resulting in the site going down. In which case, someone else might host the pages, with a template providing a fast fix. --Wrye 22:06, 10 December 2009 (UTC) ::::Okay, they are all converted. –Elliot 23:52, 10 December 2009 (UTC) Save Files Wrye, would you know the structure of .ess files? Or more-over, how one can read data on some specific things like the inventory or maximum health? 76.171.21.31 06:10, 13 February 2010 (UTC) :I may be out of date on this, but see . The general structure of the ess is well known, but specific records are much less well known. --Wrye 01:14, 4 March 2010 (UTC) ::Thanks for the link. I have another question, when I do make something along the lines of a test.ess.txt file, I cannot find any of the headers mentioned inside the article. Is there a way to view them with the test.ess.txt file? Kestral 00:29, 6 March 2010 (UTC) :::If you mean headers like you get for esp files... there aren't any. Thats part of what makes the ess file difficult to analyze/process compared to the esp file. Background: For Morrowind, the ess and and esp file formats were pretty much the same. For Oblivion, they're not. There are rough high level similarities, but at the low level they're encoded quite differently. You might look at Wrye Bash code to see Bash handles it (but of course, Bash is pretty complicated at this point). --Wrye 18:42, 11 March 2010 (UTC) Have you ever heard of OblivionGuruESIV? He's apparently an electronic musician who is of expert level at oblivion, and makes oblivion videos. Look him up on youtube I'd link, but I don't wanna look like a spammer haha Your site has been hacked All the pages and files in your hosted mods section except for "ROV World.html" have been replaced with the following code, making them redirect to some useless spam site, which is, as you can probably imagine, rather annoying. What's interesting is that the .zip files are still .zip files, yet they are interpreted as html. 203.51.167.193 11:50, 8 April 2011 (UTC) Another affected (effected?) page is "Cathedral%2520vs.%2520Parlor.html", which is, in a way, even more disappointing and annoying. 203.51.167.193 12:03, 8 April 2011 (UTC) :Thanks for the note! Fortunately, thats probably not a hack. (I let my hosting payment lapse -- and DirectNic probably removed the high bandwidth files, resulting in the redirect.) I'll see what I can do. Will likely take a few days. --Wrye 21:13, 10 April 2011 (UTC) Bash download link on WryeMusings I noticed that the old instructions on your site are still linked to the ufrealms domain, up to you if anything is done about that. Lukish 13:22, 23 August 2011 (UTC) Cathedral vs Parlor Hi. I am a big fan now since 2006, and wanted to shoot you a link to our site, which is dedicated to modding Skyrim, and we [ present some of your work there. We took over your "Cathedral vs Parlor" documentation to expose it more and in an attempt to keep this ideology alive and prominent among new modders ... selfishness and greed abound (even where money is not concerned for some reason O_o). No changes as of yet to the doc ... mostly want to expose it to our community and evolve/apply it to Skyrim modding (in accordance with your statements in the same document). PM me over there if you are so inclined. Z929669 (talk) 07:32, 21 March 2014 (GMT) :It's almost 3 years since Wrye last posted here, so you are unlikely to recieve a response from this way. 03:00, 22 March 2014 (GMT) :Mirroring the "Cathedral vs. Parlor" doc is fine, editing or changing it is not okay. (It's specifically an opinion piece, you can't change it without stating something which isn't my opinion.) :PS. 99.99999% retired :) Wrye (talk) 18:35, 28 March 2014 (GMT) Greetings Wrye Hi Wrye thanks for the response in the Beth PM. I did respond there since it's probably a better place to talk anyway. I gave all the links you requested, hope they help. Sharlikran Sharlikran (talk) 07:29, 16 November 2014 (GMT) Is Wrye Musings site down for good? First, thank you for all your contributions to TES over the years. I just happened to notice all my links to wryemusings.com are dead. According to WHOIS, it appears the domain is owned directly by DirectNIC (for at least 11 months if I am reading it right), so I assume that Wrye Musings is no more. I can't blame you. You kept those pages out there for years. Just looking for some verification. -- DeJuan N. Onley (talk) 14:57, 14 October 2015 (UTC) : I've proposed for deletion. β€”Legoless (talk) 14:47, 21 May 2016 (UTC) :: I am planning on getting Wrye Musings up again. Shoudn't be too hard... Just a matter off getting around to it. Nudge me again if it's not done by the end of June. --Wrye (talk) 21:19, 21 May 2016 (UTC) ::: Great, thanks for getting back to us! β€”Legoless (talk) 22:55, 26 May 2016 (UTC) Monkey Avatar Wrye we spoke once before, and I wanted to continue working on Wrye Mash. I still have a copy of that conversation where you agreed to that since it's under GNU and that I could call it Wrye Mash or Sharlikran's Wrye Mash but it wasn't required. You also mention in other places on the UESP Wiki that you hope others pick up the project. Valda has Wrye Flash for Fallout 3 and Fallout NV and I help maintain those versions. I only started working on Wrye Mash recently but I have contributed a lot to the Wrye Bash project also. If you have a moment, I am being accused of violation of intellectual property by the current maintainer of Wrye Bash. He doesn't like me having an organization on GitHub called Wrye-Bashers, which to me was simply plural for Wrye Mash/Flash/Bash. I also used the Monkey icon because it's part of the program, not to be offensive in anyway. I may not use the old name I had chosen now, but I was wondering if I have your permission to use your Monkey avatar and some name similar to Wrye Bash/Mash/Flash? His post is at the link below. Relevant Post My response Also I'm working on a GitHub repository which is a read-only archive of the Sourceforge Oblivionworks site. I'm taking classes in web design so I can add a style-sheet to it and make it more like a website then a Git of Svn repository. I'd like to add your Wrye-Musings to it as well. May I have permission to do that? If so is there a zip file I can get of all the Wrye-Musings content? --Sharlikran (talk) 02:39, 16 October 2017 :As before, my apologies for the late reply. Also best wishes to you and your family. :) :First, a straight up thank you to everyone who has worked on Wrye Bash and variations thereof. It's been a long time since I've touched any of that, and I'm actually rather humbled by the work that everyone has done. Thank you all for continuing the work and the name. :Code and Forks: The code is under GPL, which allows for forks, but counts on the social pressure to reduce their likelihood. This runs two ways: discouragement against making a new fork, but also encouraging folks to cooperate and get along well enough to not drive members away. '''In short, don't be a dick, work well with people, and appreciate folks who are helping.''' All that being said, unfortunately forks are sometimes necessary. I hope you all will work things out, but I understand if it doesn't work out. :Regarding the name: I don't have any IP problem with using the name "Wrye Bashers" or the monkey avatar for the project. (Naturally you should not present yourself personally as "Wrye".) However, as WrinklyNinja pointed out, it's desirable to avoid confusion between different forks. I don't think that "Wrye Bashers" is particularly confusing for what you want to do, but it's maybe a little bit confusing. Hard to say. I'll just trust your judgement on that. :Note: "Wrye" is already established/accepted as the base name for this program and its variations. So I have no problem there. I had originally thought that new developers would use their own names on the variations (e.g. Bob's Bash), but I'm fine (in fact pleased, and complimented) that developers have instead stuck with "Wrye". :) :Again, I hope folks can sort things out and not fork. And again, I'm humbled by and appreciative of the people who have carried Wrye Mash/Bash/Etc forward. I hope they have and show the same appreciation for each other. :Re: Wrye Musings website. I don't mind a backup being kept, though (to avoid confusion) please don't put it online unless the original goes offline. Sorry, I don't have a zip of it. (And fixing it up, even just a little, is one of the things on my long backlog of "to be done".) At least it is up and running now! :) Wrye (talk) 18:29, 3 November 2017 (UTC) ::Thank you for the kind words for my family. ::Thank you for letting me use the Avatar and for permission to host Wrye Musings if it ever goes down. I had hoped there was a zip file because as I started looking through it and some pages take me to other pages I had never seen. I want to be sure to preserve all the things Wrye as much as I can. The more and more I look at them I see how much work went into that and it's just too precious to ever loose. For me it's like an homage to you and your work. A fortress of solitude amidst all the strife. ::Keeping the Wrye Name: That's just out of respect to you. I don't think anyone would want to call it Bob's Mash or Sharlikran's Mash. Even with xEdit which you probably know as TES4Edit we always do our best to recognize Elminster as the original author and that we are just carrying the torch. I was comparing some of the Wrye Bash code recently and even the locale routine was the same until 295. From your version 84 until 295 it never changed. As I go through the code trying to add better Unicode support to Wrye Mash, I am able to compare version 295 and use is as a guide. I can even compare up until about 304.4 and only then does the refactoring effect how easy it is to compare everything. The base code you designed and worked on up until you no longer had time to do so continues to be present to this day. So it really is your code and I don't think anyone would want to draw attention away from that by calling it Bob's Mash or whatever. ::It's just been a lot to deal with. I'll figure something out but not sure it will ever be satisfactory. I have been reading your Wrye Musings and I see the no take-backs rule followed by your idea of not having to deal with idiots rule. I think it will take this young dog a while to learn all your tricks. I don't know how I'll get through it but I will try. Thanks again for the response I appreciate it. ::Sorry for all the changes. I wanted to get some things off my chest and move on but I want to be respectful of your talk page so I removed as much as I could. Again sorry for all this. --Sharlikran (talk) 14:39 4 November 2017 :::Getting a little long here. I'll try sending to an old email I have for you. --Wrye (talk) 18:43, 5 November 2017 (UTC) :::Note: Sharlikran and myself have moved the continuing conversation over to email. However, the above serves as public record on my position re "Wrye Bash" name, etc. --Wrye (talk) 23:21, 5 November 2017 (UTC) I have just started work on a Wiki site and I need to officially ask permission for using Wrye Text but I don't know exactly how to ask. Here goes. I would like permission to use Wrye Text and expand on Wrye Text for use on a Wiki. Currently only a few pages are built from that method but I am having fun with it. Also, I am creating documentation to allow users to submit Wrye Text documents for use in building other guides for those overwhelmed by CSS and HTML. I have made some alterations and will be adding a bit more to provide blockquotes or spoiler buttons. I hope all is well for you. I sent you a link in your email. Take care. Sharlikran (talk) 22:00, 6 January 2020 (GMT)
104
1,138
https://en.uesp.net/wiki/Daggerfall:Unofficial_Daggerfall_FAQ
Daggerfall:Unofficial Daggerfall FAQ
{{Trail|FAQs}} {{TOCright|50%}} This is UESP's '''Unofficial Daggerfall FAQ'''. It is an updated version of the [http://web.archive.org/web/19991021212112/http://members.aol.com/georgethe4/faq.htm original alt.games.daggerfall FAQ]. Other available Daggerfall FAQs are: * The [[Daggerfall:Official WWW FAQ|Official FAQ]] (last updated 1996) * The [[Daggerfall:Unofficial Newbie FAQ|Unofficial Newbie FAQ]] This FAQ assumes that you are playing Daggerfall ver. 1.07.213. If you choose to play without [[Daggerfall:Files#Patches and Official Utilities|the latest patch]], it will be very difficult to help you. ==General Starting tips== ===Any words of advice for a beginner?=== Before beginning, '''make sure patch v1.07.213 is installed.''' This patch fixes many serious bugs, so do not attempt to play the game without it. Please note that the Daggerfall game that was released as part of the "[[UESPWiki:News/Elder_Scrolls_Anthology!!!|Anthology Edition]]" of the Elder Scrolls games in 2013 is only version 1.00. So if you use this release of the game you have to apply the latest patch manually. With that in mind, the best advice is to save early and save often. Many experienced players save before asking for a quest, and save to separate slots until the quest is complete in case a problem arises during the course of the quest. It's also a good idea to keep several of the save game slots as long-term backup saves in case something goes wrong and the effects are not immediately apparent. The judicious use of save files will prevent many problems and end up saving you a lot of trouble. You should also avoid talking to members of royalty in the castles of Daggerfall, Wayrest, and Sentinel if you are a low level, as the storyline quests are often difficult to complete at lower levels, and refusing the quests will prevent you from obtaining them again, making the main quest unwinnable. Complete some quests for guilds to gain levels, and then tackle the main quest. Until then, it is best to avoid speaking to royalty entirely. Finally, be mindful of your regional reputation. When your reputation for a certain province falls to criminal or below, you may have problems getting people to talk to you. This will make it difficult, if not impossible, to complete some quests, since you won't be able to ask for directions. Your reputation in one province does not affect your reputation in another, however, so you really only have to keep your reputation from falling in Daggerfall, Sentinel and Wayrest to avoid damaging the main quest. ===Help! I'm getting killed in the wimpy starter dungeon!=== Some basic tips: *Save Often. Sudden death and crashing can quickly end your adventure, so you need a place to reload. It may be a good idea to save every time you rest. *You don't have to fight everything. For certain classes, particularly magic users, skeletons can be nearly impossible to kill at early levels. Thieves should avoid them as well, if they don't have the ebony dagger. *There's a walkthrough for Privateer's Hold in the box your CD came in. It's on the back of an advertisement for the hint book. ===I keep hitting the imp in the first dungeon, but nothing is happening. What's up with that?=== You should be getting the message "the material you are using is ineffective". To hit certain monsters requires special materials. When you try to attack such a monster with an inferior metal, such as using iron against an imp, you will receive the above message. In the case of an imp, steel will suffice. ===The tutorial doesn't seem to be working after I leave the starter dungeon. Am I doing something wrong?=== No. Although the tutorial does state that it continues after you exit the first dungeon, this is not in fact the case. ===I just got out of the starter dungeon (Privateer's Hold) and nothing is happening with the story. What should I do?=== The main quest will come to the player. Join a guild (the mages guild is the most useful) and run a few quests for them. As you advance in level, the plot will reveal itself. [[File:DF-place-Dungeon Entrance.png|thumb|right|A dungeon exit]] ===How do I exit a dungeon?=== Exits are simple stone arches, with a black interior, and a skull at the base. Just click on it and you're out of there. ===How do I enter a dungeon?=== This can be tricky at first. Entrances are doors, which you must click on. The trick is finding the door. The dungeon entrance is more or less in front of the character after he fast travels. Walking straight forward will usually will get him there. Most of the time, the entrance is a little green hillock with a door on one side, although it can also be found in a castle, fort or ruins. The direction you are facing when you finish your fast travel is the direction you should move to find the dungeon entrance. When you arrive, the entrance should either be straight ahead or inside a 10 degree cone to either side. \_____/ \ . / You start at the dot. The entrance should lie on the ____ part. Note that castles have multiple entrances but they all start you at the same place inside the dungeon. ===How do I increase my level?=== Your level increases, not by how many monsters you kill, but by how much you use your skills. The specific skills that apply to leveling are all Primary skills, the highest two major skills, and the highest minor skill. To increase skills, just use them. For instance, weapon skills are used in battle. Magic skills are used when you cast spells of a particular school. Mercantile is used when you buy or sell, Streetwise and Etiquette each time you speak using the "blunt" or "polite" tone, respectively; Dodging each time a monster attempts to hit you, etc. etc. Another way to increase is through training at guilds or temples. ===I'm stuck in a dungeon and can't find the quest monster/item. Can anybody help me?=== There are many websites with walkthroughs for the main story line dungeons. As to the random dungeons, it's very difficult to offer advice on random quests, since there are so many of them. No one can help you with that. But don't despair. Even if there is no other way, you can almost always finish the dungeon if you don't mind enabling cheatmode. (See [[#Cheatmode and Magic Item Repair|Cheatmode and Magic Item Repair]]) But let's explore other options first. I assume you have been using some organized way of exploring the dungeon, like the right wall technique. Even if you have been, this will not always reveal the quest item. Look on the automap to see if there are any hidden doors you missed or areas left unexplored. This will usually prove to be the case. It's hard to say you've been everywhere in one of these labyrinths. Keep your head up. Sometimes there are teleporters in the rafters. Sometimes the quest item lies underwater or in an area that can only be accessed by going through a flooded area. If cheatmode isn't your bag, don't worry. Unless this is a main story line quest or your first quest for the thieves or assassins, it's really not a big deal to fail. You lose two rep points with the guild that sent you, as opposed to the 5 you gain every time you successfully complete a quest. ===I don't want to do the main quest right now, but might do it later. What should I do?=== Be sure to visit Lady Brisienna when she sends you a letter. This will usually be the first message you receive in the game. You can safely ignore the rest of the main quest and do it whenever you wish. Avoid talking to people in the castles of Daggerfall, Wayrest, and Sentinel. ===What is the best class?=== IMHO, the best of the standard classes is the healer. Not everyone shares this opinion, but few disagree that the healer is one of the better standard class characters. [From another perspective] Look over the skill sets of each class. Decide which you would like to try out and go with that. Many experienced players prefer custom classes. ==Guilds, Reputation, and Larceny== ===(Guild name here) won't let me join. Why not?=== There are several things the guilds look at when deciding whether to promote you or not. Each guild has skills that it values. As an example, for the mages guild, they are, destruction, mysticism, restoration, thaumaturgy, alteration and illusion. (Do not confuse this set of skills with the skills the guild offers training in. They are similar but not the same.) You need minimum scores in two of these skills, the requirements increasing with each rank. Minimum requirements for joining a guild are a reputation of zero or higher, one guild valued skill of 22 and a second at four. Practice and training can remedy the skill problem, and doing quests for them can deal with the bad rep. See [[Daggerfall:Factions|Factions]] for a complete guild chart. Note that the knightly orders will not allow you to join or keep you as a member if your reputation with the law in their province is lower than common citizen. ===How do I join the thieves guild / Dark Brotherhood?=== According to tradition, thieves tend to contact those that operate on their turf without guild sanction. This is confirmed in the book, "Confessions of a Thief." Just pick pockets and shoplift, 10 times to be exact, and you should be getting a letter from them in a few days. The Dark Brotherhood are people who kill for both business and pleasure. Murdering guards will attract their attention. Wanton killing of peasants will get it even quicker. They'll contact you by letter. ===How do I rob the banks?=== The best you can do is steal from the bookshelves. The vault has no physical presence. If you want a quick, illegal chunk of cash, take out a loan and skip town, though I advise against doing this in a region you'll be spending a significant amount of time, unless you ''like'' being chased by guards 24 hrs a day. ===I am always caught when trying to steal from a shop, is this normal?=== According to [[Books:The Daggerfall Chronicles|The Daggerfall Chronicles]] the chance of getting caught while stealing something from a shop is: <code>100 - pickpocket skill + store quality + weight of item + number of items</code> (Except for arrows, the number of items is naturally always 1) This feature is definitively broken in the game, even with the latest patch. Even with a pickpocket skill of 100 you will nearly always be caught, regardless what you try to steal. ===I'm revered but everybody hates me. No one will talk to me. What's going on?=== There is a display problem in operation here. You are not well liked. Your reputation is closer to hated than revered, probably due to a recursive loop in the game logic (it moved down from "Pond Scum", found nothing and returned to the top of the list). ===How do I raise my legal reputation?=== The worst spots to have a bad rep are Daggerfall, Sentinel and Wayrest. There are many backwater provinces (like Ykalon) where your reputation doesn't affect your ability to finish the game. Try to contain your nefarious activities to these places. There are 6 ratings ranging from undependable to hated. The further down the ladder you are, the harder it is to repair your rep. Pond scum and hated are the two lowest ratings. If you have recently started the game, it would probably be easier to start over than to try to fix a character with a really black reputation. If you are of middle or high level, it might be worth the effort. Travelling to burn time definitely works to restore reputation. ("What have you done to me lately?") Each month, your negative rep will recover by one point, the same way your good rep will drop one point each month. (Neutral reps remain the same.) Just remember that while your legal rep is going up, your positive rep with any guilds is going down. Two or three quests a year should fix this. By travelling back and forth, cautiously, from Daggerfall to the far side of Wayrest and back, I managed to get back from scoundrel to common citizen in three years (game time :-). So I moved up a bit more than one rung in three years. If you were hated, I estimate it would take something like 15 years to return to respectability. If you want to raise your rep, there are a very few quests that may help, and only one of them is reliable. Even with that, your chance of success is only 1 in 3.&nbsp;The one we recommend is a merchant quest that involves turning the merchant you're supposed to be guarding over to the guards. The big problem with this quest is that there are several different groups that might be after this guy and you can't tell before they show up to take him away which group it is. Failing all this, there is a rep editor you can use to erase past mistakes. Look for it at [[Daggerfall:Files#Save Game Editors|Save Game Editors]]. ===I am stuck with the initial thieves guild quest. I stole the shirt and there was a piece of paper in it with three words on it. what do I do with that?=== A. The three words are a place and the name of the person you need to contact there. Sometimes there are only two words on the paper. In this case, the person has a one word name. The place you need to go to is always in the same province as the town you stole the shirt (or whatever random item of clothing you were asked to steal). ==Ships and Houses== ===What good is a house?=== At the most technical, it's a place to store spare stuff. You can drop it in the floor, and it'll be there when you get back. Other than that, it doesn't have much game use. See ships for something more ''technically'' useful. For us hardcore fanatics, a house is more than just a place to store our stuff. A house is where our alternate identity LIVES. It's nice to finish up a quest, and come home, take off your adamantium boots, and chill for a bit. It adds to the ambiance of the game. ===What good is a ship?=== Like a house, a ship is a good place to store stuff. However, it also allows for zero cost for traveling by ship. It can also be accessed from anywhere outside, simply by changing travel mode to "Ship". This makes it much more useful than a house. ===I put my things into my cupboard and now they've vanished!=== Things in the cupboard just vanish. The latest patch doesn't fix this, it just denies access to the cupboard. Advice: just leave stuff on the floor. ==Vampires and Werewolves== ===How do I become a werewolf/vampire?=== Just as the legends state, to become either one, you have to get bit. Every time one of these successfully hits you, there is a small chance of contracting the disease. So, just find one, save your game and take the punishment for as long as you can take it, heal, take it some more, and then rest. You'll see a video if you've got it. Within days, you'll have all the advantages and disadvantages of being a were or a vamp. If this fails, just reload before you took the beating, and do it again. ===Why do I just die instead of becoming undead?=== Besides bestowing vampirism, vampires can also transmit a fatal disease. Sometimes you'll get both. This will kill you even if you have successfully contracted vampirism. You'll have to either reload and try again, or get cured and try again. ===Where do I find these weres/vamps?=== The fighters guild has a quest asking you to hunt down a were, though it could be either a wolf or a boar. There's a main quest in which a maid in Castle Daggerfall sends you to a dungeon, where there is always at least one werewolf. There is also a wereboar in the quest for the Hircine Ring. Scourg Barrow, which you'll be sent to during a quest for Princess Morgiah of Wayrest, has a few vamps. Other than that, you basically will see these monsters randomly as befits your level. ===How do I get Hircine's Ring to work?=== The purpose of Hircine's ring is to remove the disadvantages of being a were. If you are a were, and you equip it, you'll never feel the need to hunt the innocent, nor will you change against your will when at the full moon. You can also change as many times a day as you wish. If you are not a were, it will do absolutely nothing. ===Being a vamp/lycanthrope is too boring/easy. How do I get cured?=== There are several ways to go about this. One way is to wait for the letter from the hunters for directions on how to do this. About a year after you are infected, hunters of vampires or lycanthropes will contact you. They will tell you how to get cured. Alternately, there are covens in towns that can send you on a quest to deliver a potion to a mages guild. Drinking the potion will cure you of the curses of lycanthropy or vampirism. There is one such coven in Gothway Gardens, South of Gondyn's Supply Store and one in Daggerfall just across from the thieves guild. All covens found in towns are associated with Glenmoril Wyrd. ==Cheatmode and Magic Item Repair== ===How do I enable and employ cheatmode?=== First you need to have patch 213 in place. You should be using this latest (and apparently last) patch even if you never enable any cheats. It will save you a lot of grief. You can get it as well as a utility called fixsave, which you will probably need sooner or later, at [[Daggerfall:Files#Patches and Official Utilities|Patches and Official Utilities]]. Once you have patch 213 in place, you need to create a new variable, cheatmode and set it to one. To enable cheatmode add the line "cheatmode 1" to your z.cfg file. Instructions on how to do this are included with the patch. (Note - be careful to make a copy of your z.cfg file before changing anything. Also, when changing this file, be sure to save it as an plain text file ie: using notepad or saving as an ascii file.) The patch enables some great cheats. There is a list of them somewhere in the doc, as well as a description of the hot keys that enable them. The one that cycles you through the spots where the quest monster/item might be is perhaps the most useful, but I also like the "cheat" that lets you move at super-speed through towns, something I found rather tedious at normal speed. There another "cheat" that teleports you out of the void. Sometimes you die upon return, but casting slow-falling prior to pressing alt-f11 will prevent this. Discovered by TM the DM is an alternate use for alt-F11. When not in the void, and just after restoring a save, alt-F11 will teleport you to the entrance of any dungeon. Certainly one of the most useful of the "cheats" and an immense boon to daggerfallers everywhere, particularly those who play characters without magic or with limited spell points who don't have the ability to cast a recall spell. Once you have cheatmode installed, just hit one of the bracket keys, "[" or "]", to move around in the dungeon. Wherever you need to go, you'll be sent to that location, as well as several others. The cheat sends you to all of the possible quest locations, one at a time in round-robin fashion. ===I've got a broken magic item and I'm wondering where could I go to have it repaired?=== There is nowhere that will repair such items. If you want something done right, you'll have to do it yourself. First, you need to create a new variable, magicrepair and set it to one. Add the line "magicrepair 1" to your z.cfg file. Now you will need to be 5th rank in either the mages guild or temple Julianos. (5th rank in the guild, not 5th level as a character.) At this exalted rank, you will be able to fashion magic items using the guild's item maker. (Note - this is not cheap.) Create two items with the power 'repairs objects' and after that any time you rest, your magic items will automatically be repaired. Note that fast travel does not count in this regard. WARNING - the game designers never intended for magic items to be in use all the time. They were intended only as emergency items to enable the character to survive fights he otherwise couldn't. So keeping magic items in constant use may destroy game balance by making the game too easy. ==Miscellany== ===How do I use torches?=== There are some items that do nothing in the game. These include torches, bandages, oil, lanterns, parchment, holy daggers, holy tomes, prayer beads, holy symbols. Most of these items can be sold at pawn shops. Holy tomes and daggers in particular are worth a lot of gold. ===How do you buy things in the stores? When I click on the storekeeper nothing happens.=== To buy items you click on the shelves and not the storekeeper. Remember that each set of shelves is different. If you only click on one, you might miss some interesting items. ==Technical Stuff== ===What's the best setting for my Windows Daggerfall shortcut?=== You need to turn off write behind Caching: To turn off write caching, right click on MY COMPUTER, select properties, then select file performance. From the performance options selection file system, then the troubleshooting tab. On the Troubleshooting options make sure you check "disable write behind caching for all drives" (Right-click on game icon) Select PROPERTIES - Under memory set EMS to NONE, XMS and CONVENTION to AUTO, SET DPMI to 24MB. Set Initial Environment to 2048. Also under its "Properties" set: *Do not allow screensaver *Always Suspend in background *Usage: Full Screen *Mouse Exclusive Make sure that you UNCHECK CLOSE ON EXIT. Make sure that you UNCHECK SUGGEST DOS MODE IF NECESSARY. DO NOT attempt to run the game form the AUTORUN. Have a small 2 line CONFIG.SYS on your C root directory: DEVICE=C:\WINDOWS\HIMEM.SYS FILES=90 ===What's the best install size?=== A. So far as I know, the "Average" install size should be adequate, particularly if you have a fast CD ROM. Higher sizes will continue to improve the smoothness of play. A "Huge" install size is necessary to pull off the playing without the CD trick (which, from what I hear, is as smooth as it gets). ===How do I play without the CD?=== A. First of all, let it be known that the people of the newsgroup do not appreciate software piracy. This known, I will now explain how this is done, often because of a slow CD-ROM, the desire to play other music through Win95, etc... To run Daggerfall without the CD you do the following:- #Install Daggerfall with the largest install size (about 450Mb). #Copy all the files from the arena2 directory on the cd into arena2 on your hard disk. There should only be a few that aren't already on there. #Install the CompUSA patch. #Install patch 213. #Install the latest version of Fixsave (v1.75). #Change the setting in z.cfg that shows where the CD path is to the arena2 directory on hard disk, e.g. pathcd=c:\dagger\arena2 #Make a batch file that reads as follows: <pre> @echo off set [email protected] fall.exe z.cfg </pre> Name this something other than dagger.bat if you are running DF from DOS. If you just key in dagger, it will run dagger.exe instead. ===Could someone send me a free copy of Daggerfall?=== A. It's already free, go get it from Bethesda yourself. {{Stored URL|page=Daggerfall:Daggerfall|var=url|text=Download}}. ==Beyond Daggerfall== ===What's the latest news on the sequel to Daggerfall? What about Battlespire, Redguard, etc...=== A. Ok. Let me explain how Bethesda does this. Unlike most companies, Bethesda doesn't operate a particular world in strictly one genre. The TES series is the freeform roleplaying Daggerfall is so well known for. This includes Arena, Daggerfall, and also includes Morrowind, Oblivion, and Skyrim. Battlespire also takes place in the same world (Empire of Tamriel), but is more of a single dungeon crawl, in the tradition of Doom, Hexen, Heretic, etc. Many complain how it's nowhere near as good as Daggerfall, but it's just plain not supposed to be. It's an entirely different game. Redguard is an adventure game, in the tradition of Final Fantasy, Dragon Warrior, the Zelda series, and other more rigid "RPG's" which include cutscenes, cinematics, etc. Like Battlespire, it's not meant as a sequel to Daggerfall, and should not be compared to it. The true sequel is Morrowind. The sequel to that is Oblivion. The sequel to that is Skyrim. ==Websites== ===Where can I get more info about Daggerfall? How about utilities?=== A. Some sites that may have relevant info are: *[http://www.tesguides.com/tes2/ Beginner's Guide to Daggerfall] Detailed information on quests, guilds, character creation, critters and item powers. *[http://www.svatopluk.com/daggerfall/ The Daggerfall Embassy] Mixed stuff including a musuem of things that didn't make it into Daggerfall. *[http://www.jceason.dircon.co.uk/dagger/dfindex.htm Daggerfall: An Enthusiast's Guide] A site I wish had been around when I was just starting out.
1,941,892
2019-04-03T14:39:35Z
RobinHood70
This is UESP's Unofficial Daggerfall FAQ. It is an updated version of the original alt.games.daggerfall FAQ. Other available Daggerfall FAQs are: The Official FAQ (last updated 1996) The Unofficial Newbie FAQ This FAQ assumes that you are playing Daggerfall ver. 1.07.213. If you choose to play without the latest patch, it will be very difficult to help you. General Starting tips Any words of advice for a beginner? Before beginning, make sure patch v1.07.213 is installed. This patch fixes many serious bugs, so do not attempt to play the game without it. Please note that the Daggerfall game that was released as part of the "Anthology Edition" of the Elder Scrolls games in 2013 is only version 1.00. So if you use this release of the game you have to apply the latest patch manually. With that in mind, the best advice is to save early and save often. Many experienced players save before asking for a quest, and save to separate slots until the quest is complete in case a problem arises during the course of the quest. It's also a good idea to keep several of the save game slots as long-term backup saves in case something goes wrong and the effects are not immediately apparent. The judicious use of save files will prevent many problems and end up saving you a lot of trouble. You should also avoid talking to members of royalty in the castles of Daggerfall, Wayrest, and Sentinel if you are a low level, as the storyline quests are often difficult to complete at lower levels, and refusing the quests will prevent you from obtaining them again, making the main quest unwinnable. Complete some quests for guilds to gain levels, and then tackle the main quest. Until then, it is best to avoid speaking to royalty entirely. Finally, be mindful of your regional reputation. When your reputation for a certain province falls to criminal or below, you may have problems getting people to talk to you. This will make it difficult, if not impossible, to complete some quests, since you won't be able to ask for directions. Your reputation in one province does not affect your reputation in another, however, so you really only have to keep your reputation from falling in Daggerfall, Sentinel and Wayrest to avoid damaging the main quest. Help! I'm getting killed in the wimpy starter dungeon! Some basic tips: Save Often. Sudden death and crashing can quickly end your adventure, so you need a place to reload. It may be a good idea to save every time you rest. You don't have to fight everything. For certain classes, particularly magic users, skeletons can be nearly impossible to kill at early levels. Thieves should avoid them as well, if they don't have the ebony dagger. There's a walkthrough for Privateer's Hold in the box your CD came in. It's on the back of an advertisement for the hint book. I keep hitting the imp in the first dungeon, but nothing is happening. What's up with that? You should be getting the message "the material you are using is ineffective". To hit certain monsters requires special materials. When you try to attack such a monster with an inferior metal, such as using iron against an imp, you will receive the above message. In the case of an imp, steel will suffice. The tutorial doesn't seem to be working after I leave the starter dungeon. Am I doing something wrong? No. Although the tutorial does state that it continues after you exit the first dungeon, this is not in fact the case. I just got out of the starter dungeon (Privateer's Hold) and nothing is happening with the story. What should I do? The main quest will come to the player. Join a guild (the mages guild is the most useful) and run a few quests for them. As you advance in level, the plot will reveal itself. thumb|right|A dungeon exit How do I exit a dungeon? Exits are simple stone arches, with a black interior, and a skull at the base. Just click on it and you're out of there. How do I enter a dungeon? This can be tricky at first. Entrances are doors, which you must click on. The trick is finding the door. The dungeon entrance is more or less in front of the character after he fast travels. Walking straight forward will usually will get him there. Most of the time, the entrance is a little green hillock with a door on one side, although it can also be found in a castle, fort or ruins. The direction you are facing when you finish your fast travel is the direction you should move to find the dungeon entrance. When you arrive, the entrance should either be straight ahead or inside a 10 degree cone to either side. \/ \ . / You start at the dot. The entrance should lie on the ____ part. Note that castles have multiple entrances but they all start you at the same place inside the dungeon. How do I increase my level? Your level increases, not by how many monsters you kill, but by how much you use your skills. The specific skills that apply to leveling are all Primary skills, the highest two major skills, and the highest minor skill. To increase skills, just use them. For instance, weapon skills are used in battle. Magic skills are used when you cast spells of a particular school. Mercantile is used when you buy or sell, Streetwise and Etiquette each time you speak using the "blunt" or "polite" tone, respectively; Dodging each time a monster attempts to hit you, etc. etc. Another way to increase is through training at guilds or temples. I'm stuck in a dungeon and can't find the quest monster/item. Can anybody help me? There are many websites with walkthroughs for the main story line dungeons. As to the random dungeons, it's very difficult to offer advice on random quests, since there are so many of them. No one can help you with that. But don't despair. Even if there is no other way, you can almost always finish the dungeon if you don't mind enabling cheatmode. (See Cheatmode and Magic Item Repair) But let's explore other options first. I assume you have been using some organized way of exploring the dungeon, like the right wall technique. Even if you have been, this will not always reveal the quest item. Look on the automap to see if there are any hidden doors you missed or areas left unexplored. This will usually prove to be the case. It's hard to say you've been everywhere in one of these labyrinths. Keep your head up. Sometimes there are teleporters in the rafters. Sometimes the quest item lies underwater or in an area that can only be accessed by going through a flooded area. If cheatmode isn't your bag, don't worry. Unless this is a main story line quest or your first quest for the thieves or assassins, it's really not a big deal to fail. You lose two rep points with the guild that sent you, as opposed to the 5 you gain every time you successfully complete a quest. I don't want to do the main quest right now, but might do it later. What should I do? Be sure to visit Lady Brisienna when she sends you a letter. This will usually be the first message you receive in the game. You can safely ignore the rest of the main quest and do it whenever you wish. Avoid talking to people in the castles of Daggerfall, Wayrest, and Sentinel. What is the best class? IMHO, the best of the standard classes is the healer. Not everyone shares this opinion, but few disagree that the healer is one of the better standard class characters. [From another perspective] Look over the skill sets of each class. Decide which you would like to try out and go with that. Many experienced players prefer custom classes. Guilds, Reputation, and Larceny (Guild name here) won't let me join. Why not? There are several things the guilds look at when deciding whether to promote you or not. Each guild has skills that it values. As an example, for the mages guild, they are, destruction, mysticism, restoration, thaumaturgy, alteration and illusion. (Do not confuse this set of skills with the skills the guild offers training in. They are similar but not the same.) You need minimum scores in two of these skills, the requirements increasing with each rank. Minimum requirements for joining a guild are a reputation of zero or higher, one guild valued skill of 22 and a second at four. Practice and training can remedy the skill problem, and doing quests for them can deal with the bad rep. See Factions for a complete guild chart. Note that the knightly orders will not allow you to join or keep you as a member if your reputation with the law in their province is lower than common citizen. How do I join the thieves guild / Dark Brotherhood? According to tradition, thieves tend to contact those that operate on their turf without guild sanction. This is confirmed in the book, "Confessions of a Thief." Just pick pockets and shoplift, 10 times to be exact, and you should be getting a letter from them in a few days. The Dark Brotherhood are people who kill for both business and pleasure. Murdering guards will attract their attention. Wanton killing of peasants will get it even quicker. They'll contact you by letter. How do I rob the banks? The best you can do is steal from the bookshelves. The vault has no physical presence. If you want a quick, illegal chunk of cash, take out a loan and skip town, though I advise against doing this in a region you'll be spending a significant amount of time, unless you like being chased by guards 24 hrs a day. I am always caught when trying to steal from a shop, is this normal? According to The Daggerfall Chronicles the chance of getting caught while stealing something from a shop is: (Except for arrows, the number of items is naturally always 1) This feature is definitively broken in the game, even with the latest patch. Even with a pickpocket skill of 100 you will nearly always be caught, regardless what you try to steal. I'm revered but everybody hates me. No one will talk to me. What's going on? There is a display problem in operation here. You are not well liked. Your reputation is closer to hated than revered, probably due to a recursive loop in the game logic (it moved down from "Pond Scum", found nothing and returned to the top of the list). How do I raise my legal reputation? The worst spots to have a bad rep are Daggerfall, Sentinel and Wayrest. There are many backwater provinces (like Ykalon) where your reputation doesn't affect your ability to finish the game. Try to contain your nefarious activities to these places. There are 6 ratings ranging from undependable to hated. The further down the ladder you are, the harder it is to repair your rep. Pond scum and hated are the two lowest ratings. If you have recently started the game, it would probably be easier to start over than to try to fix a character with a really black reputation. If you are of middle or high level, it might be worth the effort. Travelling to burn time definitely works to restore reputation. ("What have you done to me lately?") Each month, your negative rep will recover by one point, the same way your good rep will drop one point each month. (Neutral reps remain the same.) Just remember that while your legal rep is going up, your positive rep with any guilds is going down. Two or three quests a year should fix this. By travelling back and forth, cautiously, from Daggerfall to the far side of Wayrest and back, I managed to get back from scoundrel to common citizen in three years (game time :-). So I moved up a bit more than one rung in three years. If you were hated, I estimate it would take something like 15 years to return to respectability. If you want to raise your rep, there are a very few quests that may help, and only one of them is reliable. Even with that, your chance of success is only 1 in 3. The one we recommend is a merchant quest that involves turning the merchant you're supposed to be guarding over to the guards. The big problem with this quest is that there are several different groups that might be after this guy and you can't tell before they show up to take him away which group it is. Failing all this, there is a rep editor you can use to erase past mistakes. Look for it at Save Game Editors. I am stuck with the initial thieves guild quest. I stole the shirt and there was a piece of paper in it with three words on it. what do I do with that? A. The three words are a place and the name of the person you need to contact there. Sometimes there are only two words on the paper. In this case, the person has a one word name. The place you need to go to is always in the same province as the town you stole the shirt (or whatever random item of clothing you were asked to steal). Ships and Houses What good is a house? At the most technical, it's a place to store spare stuff. You can drop it in the floor, and it'll be there when you get back. Other than that, it doesn't have much game use. See ships for something more technically useful. For us hardcore fanatics, a house is more than just a place to store our stuff. A house is where our alternate identity LIVES. It's nice to finish up a quest, and come home, take off your adamantium boots, and chill for a bit. It adds to the ambiance of the game. What good is a ship? Like a house, a ship is a good place to store stuff. However, it also allows for zero cost for traveling by ship. It can also be accessed from anywhere outside, simply by changing travel mode to "Ship". This makes it much more useful than a house. I put my things into my cupboard and now they've vanished! Things in the cupboard just vanish. The latest patch doesn't fix this, it just denies access to the cupboard. Advice: just leave stuff on the floor. Vampires and Werewolves How do I become a werewolf/vampire? Just as the legends state, to become either one, you have to get bit. Every time one of these successfully hits you, there is a small chance of contracting the disease. So, just find one, save your game and take the punishment for as long as you can take it, heal, take it some more, and then rest. You'll see a video if you've got it. Within days, you'll have all the advantages and disadvantages of being a were or a vamp. If this fails, just reload before you took the beating, and do it again. Why do I just die instead of becoming undead? Besides bestowing vampirism, vampires can also transmit a fatal disease. Sometimes you'll get both. This will kill you even if you have successfully contracted vampirism. You'll have to either reload and try again, or get cured and try again. Where do I find these weres/vamps? The fighters guild has a quest asking you to hunt down a were, though it could be either a wolf or a boar. There's a main quest in which a maid in Castle Daggerfall sends you to a dungeon, where there is always at least one werewolf. There is also a wereboar in the quest for the Hircine Ring. Scourg Barrow, which you'll be sent to during a quest for Princess Morgiah of Wayrest, has a few vamps. Other than that, you basically will see these monsters randomly as befits your level. How do I get Hircine's Ring to work? The purpose of Hircine's ring is to remove the disadvantages of being a were. If you are a were, and you equip it, you'll never feel the need to hunt the innocent, nor will you change against your will when at the full moon. You can also change as many times a day as you wish. If you are not a were, it will do absolutely nothing. Being a vamp/lycanthrope is too boring/easy. How do I get cured? There are several ways to go about this. One way is to wait for the letter from the hunters for directions on how to do this. About a year after you are infected, hunters of vampires or lycanthropes will contact you. They will tell you how to get cured. Alternately, there are covens in towns that can send you on a quest to deliver a potion to a mages guild. Drinking the potion will cure you of the curses of lycanthropy or vampirism. There is one such coven in Gothway Gardens, South of Gondyn's Supply Store and one in Daggerfall just across from the thieves guild. All covens found in towns are associated with Glenmoril Wyrd. Cheatmode and Magic Item Repair How do I enable and employ cheatmode? First you need to have patch 213 in place. You should be using this latest (and apparently last) patch even if you never enable any cheats. It will save you a lot of grief. You can get it as well as a utility called fixsave, which you will probably need sooner or later, at Patches and Official Utilities. Once you have patch 213 in place, you need to create a new variable, cheatmode and set it to one. To enable cheatmode add the line "cheatmode 1" to your z.cfg file. Instructions on how to do this are included with the patch. (Note - be careful to make a copy of your z.cfg file before changing anything. Also, when changing this file, be sure to save it as an plain text file ie: using notepad or saving as an ascii file.) The patch enables some great cheats. There is a list of them somewhere in the doc, as well as a description of the hot keys that enable them. The one that cycles you through the spots where the quest monster/item might be is perhaps the most useful, but I also like the "cheat" that lets you move at super-speed through towns, something I found rather tedious at normal speed. There another "cheat" that teleports you out of the void. Sometimes you die upon return, but casting slow-falling prior to pressing alt-f11 will prevent this. Discovered by TM the DM is an alternate use for alt-F11. When not in the void, and just after restoring a save, alt-F11 will teleport you to the entrance of any dungeon. Certainly one of the most useful of the "cheats" and an immense boon to daggerfallers everywhere, particularly those who play characters without magic or with limited spell points who don't have the ability to cast a recall spell. Once you have cheatmode installed, just hit one of the bracket keys, "[" or "]", to move around in the dungeon. Wherever you need to go, you'll be sent to that location, as well as several others. The cheat sends you to all of the possible quest locations, one at a time in round-robin fashion. I've got a broken magic item and I'm wondering where could I go to have it repaired? There is nowhere that will repair such items. If you want something done right, you'll have to do it yourself. First, you need to create a new variable, magicrepair and set it to one. Add the line "magicrepair 1" to your z.cfg file. Now you will need to be 5th rank in either the mages guild or temple Julianos. (5th rank in the guild, not 5th level as a character.) At this exalted rank, you will be able to fashion magic items using the guild's item maker. (Note - this is not cheap.) Create two items with the power 'repairs objects' and after that any time you rest, your magic items will automatically be repaired. Note that fast travel does not count in this regard. WARNING - the game designers never intended for magic items to be in use all the time. They were intended only as emergency items to enable the character to survive fights he otherwise couldn't. So keeping magic items in constant use may destroy game balance by making the game too easy. Miscellany How do I use torches? There are some items that do nothing in the game. These include torches, bandages, oil, lanterns, parchment, holy daggers, holy tomes, prayer beads, holy symbols. Most of these items can be sold at pawn shops. Holy tomes and daggers in particular are worth a lot of gold. How do you buy things in the stores? When I click on the storekeeper nothing happens. To buy items you click on the shelves and not the storekeeper. Remember that each set of shelves is different. If you only click on one, you might miss some interesting items. Technical Stuff What's the best setting for my Windows Daggerfall shortcut? You need to turn off write behind Caching: To turn off write caching, right click on MY COMPUTER, select properties, then select file performance. From the performance options selection file system, then the troubleshooting tab. On the Troubleshooting options make sure you check "disable write behind caching for all drives" (Right-click on game icon) Select PROPERTIES - Under memory set EMS to NONE, XMS and CONVENTION to AUTO, SET DPMI to 24MB. Set Initial Environment to 2048. Also under its "Properties" set: Do not allow screensaver Always Suspend in background Usage: Full Screen Mouse Exclusive Make sure that you UNCHECK CLOSE ON EXIT. Make sure that you UNCHECK SUGGEST DOS MODE IF NECESSARY. DO NOT attempt to run the game form the AUTORUN. Have a small 2 line CONFIG.SYS on your C root directory: DEVICE=C:\WINDOWS\HIMEM.SYS FILES=90 What's the best install size? A. So far as I know, the "Average" install size should be adequate, particularly if you have a fast CD ROM. Higher sizes will continue to improve the smoothness of play. A "Huge" install size is necessary to pull off the playing without the CD trick (which, from what I hear, is as smooth as it gets). How do I play without the CD? A. First of all, let it be known that the people of the newsgroup do not appreciate software piracy. This known, I will now explain how this is done, often because of a slow CD-ROM, the desire to play other music through Win95, etc... To run Daggerfall without the CD you do the following:- #Install Daggerfall with the largest install size (about 450Mb). #Copy all the files from the arena2 directory on the cd into arena2 on your hard disk. There should only be a few that aren't already on there. #Install the CompUSA patch. #Install patch 213. #Install the latest version of Fixsave (v1.75). #Change the setting in z.cfg that shows where the CD path is to the arena2 directory on hard disk, e.g. pathcd=c:\dagger\arena2 #Make a batch file that reads as follows: Name this something other than dagger.bat if you are running DF from DOS. If you just key in dagger, it will run dagger.exe instead. Could someone send me a free copy of Daggerfall? A. It's already free, go get it from Bethesda yourself. . Beyond Daggerfall What's the latest news on the sequel to Daggerfall? What about Battlespire, Redguard, etc... A. Ok. Let me explain how Bethesda does this. Unlike most companies, Bethesda doesn't operate a particular world in strictly one genre. The TES series is the freeform roleplaying Daggerfall is so well known for. This includes Arena, Daggerfall, and also includes Morrowind, Oblivion, and Skyrim. Battlespire also takes place in the same world (Empire of Tamriel), but is more of a single dungeon crawl, in the tradition of Doom, Hexen, Heretic, etc. Many complain how it's nowhere near as good as Daggerfall, but it's just plain not supposed to be. It's an entirely different game. Redguard is an adventure game, in the tradition of Final Fantasy, Dragon Warrior, the Zelda series, and other more rigid "RPG's" which include cutscenes, cinematics, etc. Like Battlespire, it's not meant as a sequel to Daggerfall, and should not be compared to it. The true sequel is Morrowind. The sequel to that is Oblivion. The sequel to that is Skyrim. Websites Where can I get more info about Daggerfall? How about utilities? A. Some sites that may have relevant info are: Beginner's Guide to Daggerfall Detailed information on quests, guilds, character creation, critters and item powers. The Daggerfall Embassy Mixed stuff including a musuem of things that didn't make it into Daggerfall. Daggerfall: An Enthusiast's Guide A site I wish had been around when I was just starting out.
104
1,139
https://en.uesp.net/wiki/Daggerfall:Old_Unofficial_FAQ
Daggerfall:Old Unofficial FAQ
{{Trail|FAQs}} This is the main index for the '''[[Daggerfall:Old Unofficial FAQ|Unofficial FAQ]]''', version 0.992. It is maintained here for historical interest, since this FAQ led to the [[UESPWiki:History|creation of UESP]]. The true original of the document is also still {{Old Link|dagger/faq/dagerfal.shtml|available}}. The [[Daggerfall:Dag992.faq|text version]] of the FAQ was released on 24 August 1996, but the web version was last updated on 13 November 2006. :''This is an archive of a historical document and should not be edited other than formatting, links, or minor typos.'' ---- Welcome to the ''THE ELDER SCROLLS CHAPTER 2: DAGGERFALL'' FAQ WWW pages. On these pages you will find the lastest info on this computer role playing game being released by [[General:Bethesda|Bethesda]] in late September 1996. If you have any comments/suggestion on the content of the FAQ, please contact Andrew Franklin, the main FAQ writer. If you have any comments/suggestions on the layout of these WWW pages, please contact Dave Humphrey, the WWW page creator (we can't make improvements unless we hear from you, yes...you). We hope your stay here will be both a pleasant and helpful one, enough to make it onto your hotlist. You might want to also check out [[Daggerfall:Daggerfall|The Unofficial Elder Scrolls Pages]] which contains much ''Daggerfall'' related information and is updated weekly. :#[[Daggerfall:Old Unofficial FAQ/General Info|GENERAL INFO]]: Answers to Some Basic Questions About ''Daggerfall'' :#[[Daggerfall:Old Unofficial FAQ/Features|FEATURES]]: What Features Will ''Daggerfall'' Include''' :#[[Daggerfall:Old Unofficial FAQ/Screen Shots and Previews|PREVIEWS]]: ''Daggerfall'' Previews, Screenshots and Demos''' :#[[Daggerfall:Old Unofficial FAQ/Encounters|ENCOUNTERS]]: What, and Who, You Are Up Against''' :#[[Daggerfall:Old Unofficial FAQ/Artifacts|ARTIFACTS]]: Serious Hardware for the Bold Adventurer''' :#[[Daggerfall:Old Unofficial FAQ/Power Up|POWER UP]]: Tips to help you get the most from ''Daggerfall'' :#[[Daggerfall:Old Unofficial FAQ/Bugs|BUGS]]: No, it isn't Only Your Computer''' :#[[Daggerfall:Old Unofficial FAQ/Bethesda|BETHESDA]]: Information on the Company Producing ''Daggerfall'' :#[[Daggerfall:Old Unofficial FAQ/Sources|SOURCES]]: How we Found Everything, and Where to Find it''' :#[[Daggerfall:Old Unofficial FAQ/Wrap-Up|WRAP-UP]]: That's All For Now, and Miscelleanous Information''' *[[Daggerfall:Dag992.faq|TEXT FAQ v0.992]]: DOS Text Version of the ''Daggerfall'' FAQ *[[Daggerfall:Daggerfall|The Unofficial Elder Scrolls Pages]]
1,256,926
2013-11-27T22:17:10Z
RobinHood70
This is the main index for the Unofficial FAQ, version 0.992. It is maintained here for historical interest, since this FAQ led to the creation of UESP. The true original of the document is also still . The text version of the FAQ was released on 24 August 1996, but the web version was last updated on 13 November 2006. :This is an archive of a historical document and should not be edited other than formatting, links, or minor typos. ---- Welcome to the THE ELDER SCROLLS CHAPTER 2: DAGGERFALL FAQ WWW pages. On these pages you will find the lastest info on this computer role playing game being released by Bethesda in late September 1996. If you have any comments/suggestion on the content of the FAQ, please contact Andrew Franklin, the main FAQ writer. If you have any comments/suggestions on the layout of these WWW pages, please contact Dave Humphrey, the WWW page creator (we can't make improvements unless we hear from you, yes...you). We hope your stay here will be both a pleasant and helpful one, enough to make it onto your hotlist. You might want to also check out The Unofficial Elder Scrolls Pages which contains much Daggerfall related information and is updated weekly. :#GENERAL INFO: Answers to Some Basic Questions About Daggerfall :#FEATURES: What Features Will Daggerfall Include :#PREVIEWS: Daggerfall Previews, Screenshots and Demos :#ENCOUNTERS: What, and Who, You Are Up Against :#ARTIFACTS: Serious Hardware for the Bold Adventurer :#POWER UP: Tips to help you get the most from Daggerfall :#BUGS: No, it isn't Only Your Computer :#BETHESDA: Information on the Company Producing Daggerfall :#SOURCES: How we Found Everything, and Where to Find it :#WRAP-UP: That's All For Now, and Miscelleanous Information TEXT FAQ v0.992: DOS Text Version of the Daggerfall'' FAQ The Unofficial Elder Scrolls Pages
3
1,140
https://en.uesp.net/wiki/User_talk:Rocketo2000
User talk:Rocketo2000
Rockteo2000's talk page. Click "+" tab to add a message here.
5,509
2005-02-22T04:28:49Z
Rocketo2000
Rockteo2000's talk page. Click "+" tab to add a message here.
4
1,141
https://en.uesp.net/wiki/UESPWiki:Community_Portal/Archive_1
UESPWiki:Community Portal/Archive 1
{{Protection|semi}}{{Archive Header|none|date=2006 May}} {{UESPWiki:Archive/CP Article to Discussion}} {{UESPWiki:Archive/CP Biographies?}} {{UESPWiki:Archive/CP Deletion of pages}} {{UESPWiki:Archive/CP External Links}} {{UESPWiki:Archive/CP Forums}} {{UESPWiki:Archive/CP Oblivion Mod Management Page}} {{UESPWiki:Archive/CP New Editors' Page}} {{UESPWiki:Archive/CP Sandbox?}} == vampire reward == i thought u might find it interesting that after i did the vampire cure and did the reward glitch u can break into the room of Janus Hassildor and so far i have been able to do this without penalty and u can still get the reward after u do the quest of course and the money amount u increases as ur levels do as long as u do not download the patch {{Archive Footer}}
1,280,121
2014-02-14T02:08:39Z
The Silencer
vampire reward i thought u might find it interesting that after i did the vampire cure and did the reward glitch u can break into the room of Janus Hassildor and so far i have been able to do this without penalty and u can still get the reward after u do the quest of course and the money amount u increases as ur levels do as long as u do not download the patch
104
1,142
https://en.uesp.net/wiki/Daggerfall:Games_Domain_Preview
Daggerfall:Games Domain Preview
{{Trail}} __NOTOC__ ===THE ELDER SCROLLS CHAPTER 2: DAGGERFALL=== ====created by BETHESDA SOFTWORKS==== <pre> preview written by: Dave Humphrey Game category: Commercial (CD only) Suggested Retail Price: Currently Unknown Release Date: Late January 1996 (or possibly later) Min. Requirements: 486DX2/55, 8MB Ram, 2xCD-Rom, VLB or PCI VGA Card 512-540kb Base Memory, 30MB Hard Drive Space Sound: Aria, Ensoniq, Roland, SoundBlaster, and UltraSound Controls: Joystick or Microsoft compatible mouse. </pre> ---- Sorcerers, seductresses, powerful item and spell makers and a menagerie of pernicious beasts will be unleashed when BETHESDA SOFTWORKS releases its newest role-playing game ''THE ELDER SCROLLS:DAGGERFALL'' sometime near the beginning of 1995. ''DAGGERFALL'' is the much anticipated sequel of the award winning ''THE ELDER SCROLLS:ARENA'' released by BETHESDA in 1993. ---- ====3D-X(n)gine and FEATURES==== http://www.uesp.net/dagger/faq/lytomb.gif ''DAGGERFALL'' is a 1st person perspective role-playing game which gives you an unprecedented freedom to do what you wish. "What is wonderful about ARENA and DAGGERFALL is that you can be and do whatever you want with virtually no limitations," says Bethesda President Chris Weaver. "Aside from all the sophisticated technology operating in the background we think that freedom is one of the most important features of TES series." ''DAGGERFALL'' uses BETHESDA's revolutionary new 3D-X(n)gine (3 years in the making) to create a detailed and realistic world never before seen in a computer game. Complete freedom of movement, fully textured polygons, multiple light sources, realistic shading and weather effects are just some of what the X(n)gine has to offer. http://www.uesp.net/dagger/faq/seacave1.gif A plenthera of other features makes ''DAGGERFALL'' the most realistic, and detailed CRPG yet. A detailed character creation system (including skills and customizable classes), several new spell effects (like polymorph, chameleon, identify, and teleportation), buy your own house/castle, purchase horses, carts, even ships and travel with them, invest money in banks and many, many never seen before features are included. The CHILDGUARD feature allows parents to set the amount of violence and sex displayed, and protect this setting with a password. ---- ====GAME PLAY==== http://www.uesp.net/dagger/faq/royalc.gif The plot and game play in ''DAGGERFALL'' has been greatly improved over that in ''ARENA''. The character must obtain artifacts before rivals groups acquire them and use them to instigate an uprising. The character will form a reputation with NPC's depending on their success with mini-quests, or which guilds the character belongs to. Even the clothing, weapons and armor the character is wearing will affect how NPC's interact with the character. The player can also buy houses, castles, ships and other crafts with his amassed wealth. Property can be adorned with furniture and treasure, and if you don't trust your wealth at home, you can put it in a bank, which is also available to help you finance large purchases. Conversation with NPC's remains handled via a menu driven branching strategy, with the new feature of being able to select your conversational goal. ---- ====SPELL/ITEM/POTION MAKERS==== http://www.uesp.net/dagger/faq/castld.gif ''DAGGERFALL'' includes an improved spellmaker, which allows you make create more unique and powerful spells, as well as an itemmaker and a potion maker. Some new spell types include identify, polymorph, shadow, slowfall, telekinesis, teleportation, waterbreathing (for underwater undertures) and water walking. Also added, is a customizable spell duration icon which flashes towards the end of the spell period. When enchanting items, every item has a limit on how much it can be enchanted. If you want to create a very powerful item, you will have to add side effects, such as deteriation, weakness against certain monster types, etc... Some powers you can enchant into item include any spell, increase skill/attribute, increase reputation, repair, etc... Magical potions can be created similiary, provided you have the recipe handy (the demos potion maker didn't want to let me use it, so I can't give detailed info). ---- ====CHARACTER CREATION==== http://www.uesp.net/dagger/faq/faces_1.gif The character creation process has also been greatly improved since ''ARENA'', making it, in my opinion, the most detailed creation process ever in a CRPG ever. You start off by picking the character's race by choosing a province (8 possible races), followed by the tradition gender (male/female). You are next given a choice on how to select your character's class. You can either choose from a list of 18 classes, create your own class, or answer several multiple choice questions (such as 'you find a pouch of money on the street, what do you do...'). Each of these choices has it benefits, but vetern gamers will probably want to create their own custom class. If you chose to create a custom class, you are given a screen allowing to choose all your characters attributes (8 different, strength, speed, etc..), skills (like sword, spell types, thief skills etc...), advantages/disadvantages (immunity to certain affects, vulernable to certain effects/monster types, etc...) and reputations (what each basic NPC group intially thinks of you). The attributes intially all start out at 50, and can changed anywhere from 4 to 200, although you must balance out the pluses, and minuses (ie, if you raise strength by 10, you must decrease other attributes by a total of 10 as well). You can choose 3 primary, 3 major skills (you will get better at these the quickest), and 6 minor skills. You can also choose how many hit points you can possibly get each level. This can range anywhere from 4 to 30, but it changes how long it takes you to reach the next level. Advantages and disadvantages also affect the difficulty/ease of leveling. Reputations initally start at neutral, and must be balanced as the attributes. After selecting the characters class, you are given several 'bonus points' to distribute as you wish, giving you even more choice on how to begin. You can distribute these points manually, or answer 12 multiple choice questions to determine your background. ''DAGGERFALL'' creates for you a character history, depending on which skills/attributes you have selected (ex, if you have a good skill with the axe and dodging it might come up with something like 'Sometime as a youth, you learned how to use the axe, and you used your speed to dodge many a deadly blow'). ---- ====PREVIEWs and DEMO INFO==== Currently there exists many screen shots of ''DAGGERFALL'', MIDI sound files, boxcover artwork, and even several AUTODESK animations of monsters and a playable demo has been released (which is what most of the info in this document is based on). The screen shots (some of which are seen here) are available via the [http://www.bethsoft.com/ BETHESDA web site], via the {{Old Link|dagger/faq/dagerfal.shtml|HTML version of the DAGGERFALL FAQ}}, [http://www.uesp.net/ The Unofficial Elder Scrolls Pages wiki (UESP)], or [http://www.bethsoft.com The BETHESDA WWW Pages]. ---- http://www.uesp.net/dagger/faq/group.gif From the released screen shots and demo, the long list of impressive features, and the success of ''TES:ARENA'', one can easily guess that ''TES:DAGGERFALL'' will become an instant hit when it is released at the end of 1995. This should become more sure when the playable demo is released (hopefully sometime within August) and some of the gameplay is exposed. In my opinion, ''DAGGERFALL'' will be the best and most detailed computer role-playing game ever created...be sure you don't miss it.
2,403,988
2021-05-03T07:29:33Z
Boustrophedon
THE ELDER SCROLLS CHAPTER 2: DAGGERFALL created by BETHESDA SOFTWORKS ---- Sorcerers, seductresses, powerful item and spell makers and a menagerie of pernicious beasts will be unleashed when BETHESDA SOFTWORKS releases its newest role-playing game THE ELDER SCROLLS:DAGGERFALL sometime near the beginning of 1995. DAGGERFALL is the much anticipated sequel of the award winning THE ELDER SCROLLS:ARENA released by BETHESDA in 1993. ---- 3D-X(n)gine and FEATURES DAGGERFALL is a 1st person perspective role-playing game which gives you an unprecedented freedom to do what you wish. "What is wonderful about ARENA and DAGGERFALL is that you can be and do whatever you want with virtually no limitations," says Bethesda President Chris Weaver. "Aside from all the sophisticated technology operating in the background we think that freedom is one of the most important features of TES series." DAGGERFALL uses BETHESDA's revolutionary new 3D-X(n)gine (3 years in the making) to create a detailed and realistic world never before seen in a computer game. Complete freedom of movement, fully textured polygons, multiple light sources, realistic shading and weather effects are just some of what the X(n)gine has to offer. A plenthera of other features makes DAGGERFALL the most realistic, and detailed CRPG yet. A detailed character creation system (including skills and customizable classes), several new spell effects (like polymorph, chameleon, identify, and teleportation), buy your own house/castle, purchase horses, carts, even ships and travel with them, invest money in banks and many, many never seen before features are included. The CHILDGUARD feature allows parents to set the amount of violence and sex displayed, and protect this setting with a password. ---- GAME PLAY The plot and game play in DAGGERFALL has been greatly improved over that in ARENA. The character must obtain artifacts before rivals groups acquire them and use them to instigate an uprising. The character will form a reputation with NPC's depending on their success with mini-quests, or which guilds the character belongs to. Even the clothing, weapons and armor the character is wearing will affect how NPC's interact with the character. The player can also buy houses, castles, ships and other crafts with his amassed wealth. Property can be adorned with furniture and treasure, and if you don't trust your wealth at home, you can put it in a bank, which is also available to help you finance large purchases. Conversation with NPC's remains handled via a menu driven branching strategy, with the new feature of being able to select your conversational goal. ---- SPELL/ITEM/POTION MAKERS DAGGERFALL includes an improved spellmaker, which allows you make create more unique and powerful spells, as well as an itemmaker and a potion maker. Some new spell types include identify, polymorph, shadow, slowfall, telekinesis, teleportation, waterbreathing (for underwater undertures) and water walking. Also added, is a customizable spell duration icon which flashes towards the end of the spell period. When enchanting items, every item has a limit on how much it can be enchanted. If you want to create a very powerful item, you will have to add side effects, such as deteriation, weakness against certain monster types, etc... Some powers you can enchant into item include any spell, increase skill/attribute, increase reputation, repair, etc... Magical potions can be created similiary, provided you have the recipe handy (the demos potion maker didn't want to let me use it, so I can't give detailed info). ---- CHARACTER CREATION The character creation process has also been greatly improved since ARENA, making it, in my opinion, the most detailed creation process ever in a CRPG ever. You start off by picking the character's race by choosing a province (8 possible races), followed by the tradition gender (male/female). You are next given a choice on how to select your character's class. You can either choose from a list of 18 classes, create your own class, or answer several multiple choice questions (such as 'you find a pouch of money on the street, what do you do...'). Each of these choices has it benefits, but vetern gamers will probably want to create their own custom class. If you chose to create a custom class, you are given a screen allowing to choose all your characters attributes (8 different, strength, speed, etc..), skills (like sword, spell types, thief skills etc...), advantages/disadvantages (immunity to certain affects, vulernable to certain effects/monster types, etc...) and reputations (what each basic NPC group intially thinks of you). The attributes intially all start out at 50, and can changed anywhere from 4 to 200, although you must balance out the pluses, and minuses (ie, if you raise strength by 10, you must decrease other attributes by a total of 10 as well). You can choose 3 primary, 3 major skills (you will get better at these the quickest), and 6 minor skills. You can also choose how many hit points you can possibly get each level. This can range anywhere from 4 to 30, but it changes how long it takes you to reach the next level. Advantages and disadvantages also affect the difficulty/ease of leveling. Reputations initally start at neutral, and must be balanced as the attributes. After selecting the characters class, you are given several 'bonus points' to distribute as you wish, giving you even more choice on how to begin. You can distribute these points manually, or answer 12 multiple choice questions to determine your background. DAGGERFALL creates for you a character history, depending on which skills/attributes you have selected (ex, if you have a good skill with the axe and dodging it might come up with something like 'Sometime as a youth, you learned how to use the axe, and you used your speed to dodge many a deadly blow'). ---- PREVIEWs and DEMO INFO Currently there exists many screen shots of DAGGERFALL, MIDI sound files, boxcover artwork, and even several AUTODESK animations of monsters and a playable demo has been released (which is what most of the info in this document is based on). The screen shots (some of which are seen here) are available via the BETHESDA web site, via the , The Unofficial Elder Scrolls Pages wiki (UESP), or The BETHESDA WWW Pages. ---- From the released screen shots and demo, the long list of impressive features, and the success of TES:ARENA, one can easily guess that TES:DAGGERFALL will become an instant hit when it is released at the end of 1995. This should become more sure when the playable demo is released (hopefully sometime within August) and some of the gameplay is exposed. In my opinion, DAGGERFALL will be the best and most detailed computer role-playing game ever created...be sure you don't miss it.
104
1,143
https://en.uesp.net/wiki/Daggerfall:Old_Unofficial_FAQ/Screen_Shots_and_Previews
Daggerfall:Old Unofficial FAQ/Screen Shots and Previews
{{Trail|FAQs}}{{TOCright}} This is the '''Screen Shots and Previews''' section of the '''[[Daggerfall:Old Unofficial FAQ|Unofficial FAQ]]''', version 0.992. The [[Daggerfall:Dag992.faq|text version]] of the FAQ was released on 24 August 1996, but the web version was last updated on 13 November 2006. Links are provided to the listed files whenever possible; if no link is provided, then the original file is no longer available. A more current listing of Daggerfall files is provided at [[Daggerfall:Files|Files]]. :''This is an archive of a historical document and should not be edited other than formatting, links, or minor typos.'' ---- All sizes are for the unzipped file. The following list only details those files that are available from a large number of sites listed under [[Daggerfall:Old Unofficial FAQ/Sources|''Daggerfall'' Information Sources]]. == Autodesk Animations == There are several Autodesk animations (flics) of some of ''Daggerfall'''s monsters. #[http://www.uesp.net/dagger/faq/gargoyle.flc GARGOYLE.FLC] - (52 KB) #[http://www.uesp.net/dagger/faq/rat.flc RAT.FLC] - (35 KB) #[http://www.uesp.net/dagger/faq/spider.flc SPIDER.FLC] - (48 KB) #[http://www.uesp.net/dagger/faq/dagani.zip DAGANI.ZIP] - (78 KB) Zip of the above files. #DEATHANI.FLC - (3086KB) #[[:File:LYSAWAKE.ZIP|LYSAWAKE.ZIP]] - (3538KB) Contains LYSAWAKE.FLC - (6300KB) #INTRBOOK.FLC - (5800KB) == Box Cover Artwork == Bethesda has released the image which will be on the box when ''Daggerfall'' is released. The box cover images comes in several formats. # [[:File:DF-cover-Promotional Box Art.jpg|dagboxc.gif]] (256 color 550x757 194KB) this is what is going to be on the front of the box. # dagboxc.tif (true color 625x860 1.6MB == ''Daggerfall'' Midis == Bethesda has also released small samples of the music to be found in ''Daggerfall''. These are general MIDI files and should be played with a sound card capable of wavetable synthesis. #dag_l.mid - (10KB) A MIDI sequence that brings to mind a wild ride through the woods #dag_2.mid - (16KB) A MIDI sequence that brings to mind a fast paced chase #dag_3.mid - (10KB) A stately MIDI sequence that seems to tell the epic story of Daggerfall #dag_4.mid - (5KB) A cautious MIDI sequence, perhaps of a thief creeping by #dag_5.mid - (9KB) An eerie MIDI tune reminiscent of a ghostly midnight encounter #dag_6.mid - (7KB) An adventurous MIDI appropriate for a sea voyage #[http://www.uesp.net/dagger/faq/df_mid.zip DF_MID.ZIP] - (17KB) this zipped file contains the above 6 files listed above. #[http://www.uesp.net/dagger/faq/df_mid_3.zip DF_MID_3.ZIP] - (15kb) Contains MIDI files 7, 8, and 9. #[http://www.uesp.net/dagger/faq/df_mid_4.zip DF_MID_4.ZIP] - (16kb) This most recent file contains MIDIs 10, 11, and 12. == ''Daggerfall'' Screen Shots == {|style="float:right" |- |[[File:DF-prerelease-Army.gif|thumb|right|ARMY: Army of Daggerfall at the Battle of [[Lore:Cryngaine Field|Cryngaine Field]]]] |- |[[File:DF-prerelease-Camaron.gif|thumb|right|CAMARON: King [[Lore:Camaron|Camaron]] of Sentinel]] |- |[[File:DF-prerelease-Bow.gif|thumb|right|BOW: a notched arrow]] |- |[[File:DF-prerelease-Castld.gif|thumb|right|CASTLD: Approaching a castle]] |- |[[File:DF-prerelease-Chars.gif|thumb|right|CHARS: assorted NPCS]] |- |[[File:DF-prerelease-Dag_pi01.gif|thumb|right|DAG_PI01]] |- |[[File:DF-prerelease-Dag_pi10.gif|thumb|right|DAG_PI10]] |- |[[File:DF-prerelease-Dag_pi18.gif|thumb|right|DAG_PI18]] |- |[[File:DF-prerelease-Dag_pi01.gif|thumb|right|DAG_PI01]] |- |[[File:DF-prerelease-Faces_00.gif|thumb|right|FACES_00: Female NPC faces]] |- |[[File:DF-prerelease-Faces_1.gif|thumb|right|FACES_1: Notable NPCs]] |- |[[File:DF-prerelease-Faces_2.gif|thumb|right|FACES_2: Notable NPCs]] |- |[[File:DF-prerelease-Group.gif|thumb|right|GROUP: A collection of monsters]] |- |[[File:DF-prerelease-Lycanth.gif|thumb|right|LYCANTH: Lycanthrope stat sheet]] |- |[[File:DF-prerelease-Lytomb.gif|thumb|right|LYTOMB: Hall filled with statues]] |- |[[File:DF-prerelease-Newmon.gif|thumb|right|NEWMON: A collection of monsters]] |- |[[File:DF-prerelease-Royalc.gif|thumb|right|ROYALC: A royal court]] |- |[[File:DF-prerelease-Seacave1.gif|thumb|right|SEACAVE1: Beneath the waves]] |- |[[File:DF-prerelease-Tamriel Map.gif|thumb|right|TAM_MAP: Map of Tamriel]] |} As the final release date for ''Daggerfall'' draws nearer, Bethesda claims it will be releasing new straight-from-the-game screenshots almost every week. The various zipped files available are listed at the end of the below list. Due to disk-quota constraints on this account, only selected screenshots are available to download (the most recent in zip-form as well as others I feel are worthy to behold). There are quite a few ''Daggerfall'' screen shots available presently, listed below in alphabetical order (images are 320x200 unless noted). #'''2MOONS.GIF''' (5KB) # '''[[:File:DF-prerelease-Army.gif|ARMY.GIF]]''' (640x400 149KB) and #'''[[:File:DF-prerelease-Camaron.gif|CAMERON.GIF]]''' (640x400 121KB) are both shots from the [[Daggerfall:CES Cinematic|opening animation]] we showed at CES: the former is of the army of Daggerfall meeting the army of Sentinel at the Battle of Cryngaine Field,and the latter is of Cameron, the late king of Sentinel, preparing for battle at his castle in Hammerfell. #'''ATTACK.GIF''' (27KB) #'''AZURA.GIF''' (37KB) NEW! #'''[[:File:DF-prerelease-BACKUP.gif|BACKUP.GIF]]''' (39KB) You back away from the hallway to your left. The stairway to safety lies to the right. #'''BATTLE1.GIF''' (38KB) Under the attack of a Lich near the Pit of Jagadha. #'''BATTLE2.GIF''' (38KB) A better, if unappreciated view of the approaching Fireball. #'''BATTLE3.GIF''' (41KB) A Shield Spell for defense. #'''BATTLE4.GIF''' (38KB) A Fireball Spell for offense. #'''BATTLE5.GIF''' (39KB) The Fireball Spell makes contact. #'''BATTLE6.GIF''' (35KB) One last look at the standing Lich. #'''BATTLE7.GIF''' (35KB) The remains of the Lich. #'''BOETHIA.GIF''' (36KB) NEW! #'''[[:File:DF-prerelease-Bow.gif|BOW.GIF]]''' (41KB) A view of a notched arrow. #'''[[:File:DF-prerelease-BRIDGE.gif|BRIDGE.GIF]]''' (29KB) A LICH approaches you from across a bridge in the Pit of Jagadha. #'''[[:File:DF-prerelease-BSMITH.gif|BSMITH.GIF]]''' (29KB) #'''[[:File:DF-prerelease-Castld.gif|CASTLD.GIF]]''' (22KB) You approach a castle by horse at sunset. #'''CASTLE.GIF''' (31KB) #'''[[:File:DF-prerelease-CHARFEM.GIF|CHARFEM.GIF]]''' (29KB) and #'''[[:File:DF-prerelease-CHARMALE.gif|CHARMALE.GIF]]''' (29KB) are character sheets of a male and a female character respectively. These images are old and outdated. #'''[[:File:DF-prerelease-Chars.gif|CHARS.GIF]]''' (20KB) (formerly called newflats.gif) From the obscure temples, covens, and guilds, here are several of the more extraordinary people of Daggerfall. #'''CLAVICUS.GIF''' (35KB) NEW! #'''[[:File:DF-prerelease-COVEN.gif|COVEN.GIF]]''' (23KB) #'''CRYPT.GIF''' (39KB) An ominus crypt opens with an unearthly light gleaming from within. #'''DAGGER2.GIF''' (29KB) A Daedra Seducer welcomes you into her temple. #'''DAGGER3.GIF''' (34KB) In an ancient, crumbling cathedral of a forgotten god, a resident giant scorpion defends its lair. #'''DAG_PI00.GIF''' (31KB) #'''[[:File:DF-prerelease-Dag_pi01.gif|DAG_PI01.GIF]]''' (10KB) #'''DAG_PI02.GIF''' (20KB) #'''DAG_PI03.GIF''' (27KB) #'''DAG_PI04.GIF''' (38KB) #'''DAG_PI05.GIF''' (32KB) #'''DAG_PI06.GIF''' (27KB) #'''DAG_PI07.GIF''' (31KB) #'''DAG_PI08.GIF''' (35KB) #'''DAG_PI09.GIF''' (36KB) #'''[[:File:DF-prerelease-Dag_pi10.gif|DAG_PI10.GIF]]''' (33KB) #'''DAG_PI11.GIF''' (33KB) #'''DAG_PI12.GIF''' (42KB) #'''DAG_PI13.GIF''' (35KB) #'''DAG_PI14.GIF''' (36KB) #'''DAG_PI15.GIF''' (38KB) #'''DAG_PI16.GIF''' (37KB) #'''DAG_PI17.GIF''' (38KB) #'''[[:File:DF-prerelease-Dag_pi18.gif|DAG_PI18.GIF]]''' (36KB) #'''DAG_PI19.GIF''' (33KB) #'''DAG_PI20.GIF''' (37KB) #'''[[:File:DF-prerelease-DEADMON.GIF|DEADMON.GIF]]''' (29KB) #'''[[:File:DF-prerelease-DESERT.gif|DESERT.GIF]]''' (16KB) #'''DESERT1.GIF''' (30KB) #'''DESERT2.GIF''' (28KB) #'''DESERT3.GIF''' (23KB) #'''DESERT4.GIF''' (24KB) #'''DESERT5.GIF''' (26KB) #'''[[:File:DF-prerelease-DIRENNI.gif|DIRENNI.GIF]]''' (26KB) #'''[[:File:DF-prerelease-DISTMT.gif|DISTMT.GIF]]''' (27KB) #'''[[:File:DF-prerelease-DNGROOM.gif|DNGROOM.GIF]]''' (36KB) #'''[[:File:DF-prerelease-DUNG01.gif|DUNG01.GIF]]''' (32KB), #'''[[:File:DF-prerelease-DUNG02.gif|DUNG02.GIF]]''' (32KB), #'''[[:File:DF-prerelease-DUNG03.gif|DUNG03.GIF]]''' (32KB), #'''[[:File:DF-prerelease-DUNG04.gif|DUNG04.GIF]]''' (34KB), and #'''[[:File:DF-prerelease-DUNG05.gif|DUNG05.GIF]]''' (31KB) are screen shots taken in the Dungeon of Citainth, flying, swimming, and battling an orc warlord. #'''DUNGEON.GIF''' (28KB) #'''DUNGEON1.GIF''' (42KB) Looking down into a deep water filled chasm. #'''[[:File:DF-prerelease-Faces_00.gif|FACES_00.GIF]]''' (25KB) Female faces of the Elven, Nordic and Breton nature. #'''FACES_01.GIF''' (24KB) More female faces of various races. #'''FACES_02.GIF''' (24KB) Male faces of the Elven, Nordic and Breton nature. #'''FACES_03.GIF''' (21KB) More male faces of various races. #'''[[:File:DF-prerelease-Faces_1.gif|FACES_1.GIF]]''' (22KB) A gallery of some of the more notable citizens of the Iliac Bay, taken from their dialogue portraits: the diplomatic Lady Northbridge, one of the mysterious Dark Brothers, the the tyrannical Baron Shrike of Lainlyn, the indiscreet Queen Mother of Daggerfall, the noble Acolyte, the Shaman Charvek-si, King Gothryd of Daggerfall, and his grandmother the mad witch Nulfaga. #'''[[:File:DF-prerelease-Faces_2.gif|FACES_2.GIF]]''' (29KB) More of the Daggerfall cast of characters taken from the dialogue portraits: the priestess Britsa, the horrific Underking, the revered Oracle, the unfortunate Queen Aubk-i of Daggerfall, the Lord-General of Daggerfall, the dark-elven sorceress Karethys, the ineffectual mage Popudax, and Baroness Dh'emka of Lainlyn. #'''FOREST.GIF''' (25KB) #'''FOREST1.GIF''' (18KB) #'''[[:File:DF-prerelease-GARGOYLE.gif|GARGOYLE.GIF]]''' (35KB) This gargoyle doesn't take kindly to your intrusion. #'''GREENSLY.GIF''' (23KB) #'''[[:File:DF-prerelease-Group.gif|GROUP.gif]]''' - (18KB) A group of Daggerfall's monsters (from upper left: Rat, Gargolye, Skeleton, Lesser Daedra/Daedroth, Spider, Mummy). #'''[[:File:DF-prerelease-HALLWAY.gif|HALLWAY.GIF]]''' (30KB) The remains of your last fight rests against the stoneworked walls of the hallway. #'''HIRCINE.GIF''' (36KB) NEW! #'''JAGADHA0.GIF''' (34KB) An overhead view of The Pit of Jagadha. #'''JAGADHA1.GIF''' (31KB) Casting a Frost Spell. #'''JAGADHA2.GIF''' (32KB) Your Frost Spell collides with a Fire Daedra's fireball. #'''JAGADHA3.GIF''' (30KB) You're allowed a moments rest after the battle. #'''JAGADHA4.GIF''' (34KB) The remains of the Fire Daedras. #'''JAGADHA5.GIF''' (34KB) The remains of the Fire Daedras and a Frost Daedra. #'''JAGADHA6.GIF''' (34KB) The remains of the Fire Daedras and a bag of gold. #'''JAGADHA7.GIF''' (33KB) A cavern off of The Pit of Jagadha. #'''JAGADHA8.GIF''' (35KB) Same cavern with a slain monster at the other end. #'''JAGADHA9.GIF''' (29KB) Same cavern from another angle. #'''[[:File:DF-prerelease-LANDING1.gif|LANDING1.GIF]]''' (27KB) Above you is a landing possibly full of treasure, but how do you get up there? #'''[[:File:DF-prerelease-LANDING2.gif|LANDING2.GIF]]''' (26KB) The path to the landing lies open before you. #'''[[:File:DF-prerelease-Lycanth.gif|LYCANTH.GIF]]''' (36KB) Character sheet for a lycanthrope. #'''[[:File:DF-prerelease-Lytomb.gif|LYTOMB.GIF]]''' (25KB) Impressive view of a long dungeon hall filled with statues. #'''[[:File:DF-prerelease-MAGESG1.gif|MAGES1.GIF]]''' (27KB) #'''[[:File:DF-prerelease-MAGESG2.gif|MAGES2.GIF]]''' (26KB) #'''[[:File:DF-prerelease-MAGESG3.gif|MAGES3.GIF]]''' (25KB) #'''[[:File:DF-prerelease-MANORUN.gif|MANORUN.GIF]]''' (33KB) #'''MEHRUNES.GIF''' (37KB) NEW! #'''MOLAGBAL.GIF''' (37KB) NEW! #'''MOONLIT.GIF''' (16KB) #'''MOONTREE.GIF''' (11KB) #'''NEWFACE1.GIF''' (31KB) #'''NEWFACE2.GIF''' (24KB) #'''[[:File:DF-prerelease-Newmon.gif|NEWMON.GIF]]''' (21KB) A Daedroth, a Giant Scorpian, a Frost Daedra, an Orc Shaman, and a Fire Daedra. #'''NEWTOW1.GIF''' (37KB) shows a picture of a woman riding a horse past you in town. #'''NEWTOW2.GIF''' (31KB) shows you approaching a house in the country wielding your sword. #'''NEWTOW03.GIF''' (42KB) #'''[[:File:DF-prerelease-ORCHALL.gif|ORCHALL.GIF]]''' (29KB) #'''[[:File:DF-prerelease-ORCPAL2.gif|ORCPAL2.GIF]]''' (28KB) #'''[[:File:DF-prerelease-ORCPALC.gif|ORCPALC.GIF]]''' (29KB) #'''[[:File:DF-prerelease-OUTSDE01.gif|OUTSDE01.GIF]]''' (35KB) #'''[[:File:DF-prerelease-OUTSDE02.gif|OUTSDE02.GIF]]''' (35KB) #'''[[:File:DF-prerelease-OUTSDE03.gif|OUTSDE03.GIF]]''' (39KB) #'''[[:File:DF-prerelease-OUTSDE04.gif|OUTSDE04.GIF]]''' (36KB) #'''[[:File:DF-prerelease-OUTSDE05.gif|OUTSDE05.GIF]]''' (36KB) #'''[[:File:DF-prerelease-OUTSDE06.gif|OUTSDE06.GIF]]''' (32KB) #'''[[:File:DF-prerelease-OUTSDE07.gif|OUTSDE07.GIF]]''' (29KB) #'''[[:File:DF-prerelease-OUTSDE08.gif|OUTSDE08.GIF]]''' (31KB) #'''[[:File:DF-prerelease-OUTSDE09.gif|OUTSDE09.GIF]]''' (33KB) #'''[[:File:DF-prerelease-OUTSDE10.gif|OUTSDE10.GIF]]''' (37KB) #'''[[:File:DF-prerelease-OUTSDE11.gif|OUTSDE11.GIF]]''' (27KB) #'''[[:File:DF-prerelease-OUTSDE12.gif|OUTSDE12.GIF]]''' (30KB) #'''[[:File:DF-prerelease-OUTSDE13.gif|OUTSDE13.GIF]]''' (25KB) #'''[[:File:DF-prerelease-OUTSDE14.gif|OUTSDE14.GIF]]''' (24KB) #'''[[:File:DF-prerelease-OUTSDE15.gif|OUTSDE15.GIF]]''' (38KB) #'''[[:File:DF-prerelease-OUTSDE16.gif|OUTSDE16.GIF]]''' (37KB) #'''OUTSIDE.GIF''' (18KB) #'''[[:File:DF-prerelease-PALACE.gif|PALACE.GIF]]''' (28KB) #'''PERYITE.GIF''' (37KB) NEW! #'''[[:File:DF-prerelease-PINES.gif|PINES.GIF]]''' (24KB) #'''[[:File:DF-prerelease-Royalc.gif|ROYALC.GIF]]''' (23KB) View of a dimly lit royal court. #'''[[:File:DF-prerelease-RUINS.gif|RUINS.GIF]]''' (22KB) #'''SANGUINE.GIF''' (38KB) NEW! #'''[[:File:DF-prerelease-SBARROW2.gif|SBARROW2.GIF]]''' (25KB) #'''[[:File:DF-prerelease-SBARROW3.gif|SBARROW3.GIF]]''' (22KB) #'''[[:File:DF-prerelease-SBARROW.gif|SBRARROW.GIF]]''' (34KB) #'''SCA0013.GIF''' (32KB) On the good end of watching a fireball spell being released. #'''SCENE1.GIF''' (22KB) #'''SCR0003.GIF''' (24KB) Looking down at deep chasms and tall pillars. #'''SCR0010.GIF''' (31KB) Another dungeon shot looking at some stairs and apparently a floating platform. #'''SCR0013.GIF''' (25KB) An orc? comes at you down a narrow corridor. #'''SCRSHOT1.GIF''' (39KB), #'''SCRSHOT2.GIF''' (45KB), #'''SCRSHOT3.GIF''' (40KB), #'''SCRSHOT4.GIF''' (26KB), #'''SCRSHOT5.GIF''' (42KB), #'''SCRSHOT6.GIF''' (40KB), #'''SCRSHOT7.GIF''' (45KB), #'''SCRSHOT8.GIF''' (39KB), #'''SCRSHOT9.GIF''' (34KB), #'''SCRSHOTA.GIF''' (36KB), and #'''SCRSHOTB.GIF''' (33KB) are all various views of attacking (and being attacked) by various monsters. #'''[[:File:DF-prerelease-Seacave1.gif|SEACAVE1.GIF]]''' (24KB) A view from below the waves. #'''[[:File:DF-prerelease-SENTINL1.gif|SENTINL1.GIF]]''' (24KB) #'''[[:File:DF-prerelease-SENTINL2.gif|SENTINL2.GIF]]''' (24KB) #'''[[:File:DF-prerelease-SENTPAL.gif|SENTPAL.GIF]]''' (28KB) #'''[[:File:DF-prerelease-SHEDUGNT.gif|SHEDUGNT.GIF]]''' (35KB) #'''SHRINE.GIF''' (17KB) #'''SHRINE2.GIF''' (21KB) #'''SKY1.GIF''' (31KB), #'''SKY2.GIF''' (31KB), #'''SKY3.GIF''' (36KB), #'''SKY4.GIF''' (35KB), #'''SKY5.GIF''' (30KB), #'''SKY6.GIF''' (35KB), and #'''SKY7.GIF''' (26KB) display several different types of skys that can be seen. #'''SPELL.GIF''' (40KB) Another view of you releasing a fireball type spell. #'''STARYNIT.GIF''' (9KB) #'''SUNRISE.GIF''' (16KB) #'''[[:File:DF-prerelease-SUNRISE.gif|SUNRISE.GIF]]''' (25KB) Two different screenshots have the same name. #'''[[:File:DF-prerelease-SUNRISE2.gif|SUNRISE2.GIF]]''' (30KB) #'''[[:File:DF-prerelease-SUNRISED.gif|SUNRISED.GIF]]''' (35KB) #'''[[:File:DF-prerelease-SUNSET.gif|SUNSET.GIF]]''' (19KB) #'''[[:File:DF-prerelease-SUNSET1.gif|SUNSET1.GIF]]''' (27KB) #'''[[:File:DF-prerelease-SUNSET2.gif|SUNSET2.GIF]]''' (25KB) #'''[[:File:DF-prerelease-SUNSET3.gif|SUNSET3.GIF]]''' (27KB) #'''[[:File:DF-prerelease-SWAMP.gif|SWAMP.GIF]]''' (25KB) was taken in Bothidori Marsh during a fight with a brood of wereboars. #'''[[:File:DF-prerelease-Tamriel Map.gif|TAM_MAP.GIF]]''' (66KB) A Map of Tamriel, the world in which you are adventuring. #'''TEMPLE.GIF''' (31KB) #'''TEMPLE1.GIF''' (28KB) #'''[[:File:DF-prerelease-TOWN01.gif|TOWN01.GIF]]''' (40KB) shows a rumble between the player and a battle maiden in the town of Anticlere. #'''[[:File:DF-prerelease-TOWN02.gif|TOWN02.GIF]]''' (31KB) is a shot taken while scurrying over the rooftops (you can, of course, break in through a window, but the view is not as nice), with a view of Anticlere Castle in the distance. #'''[[:File:DF-prerelease-TOWN03.gif|TOWN03.GIF]]''' (34KB) shows one of the shady characters from the Dark Brotherhood giving the player an assassination assignment. #'''[[:File:DF-prerelease-TOWN04.gif|TOWN04.GIF]]''' (34KB) shows a clandestine meeting between the PC and Lady Flyte on her balcony. #'''[[:File:DF-prerelease-TOWN05.gif|TOWN05.GIF]]''' (39KB) is another view taken from the rooftops of Anticlere, over a silversmith's shop. #'''[[:File:DF-prerelease-TOWN06.gif|TOWN06.GIF]]''' (32KB) is a town square during New Life Festival, an all-night-long celebration held on the first of the year. #'''[[:File:DF-prerelease-VAMPIRE.gif|VAMPIRE.GIF]]''' (33KB) A Vampire approaches, red eyes gleaming with the thought of fresh blood. #'''VAMPIRE.GIF''' (35KB) Two different screenshots with the same name. #'''[[:File:DF-prerelease-WATER.gif|WATER.GIF]]''' (28KB) is a shot of an Argonian reptilian player investigating the south end of the Iliac Bay, the tropical water off the village of Abibon-Gora. #'''[[:File:DF-prerelease-WAYPALC.gif|WAYPALC.GIF]]''' (33KB) #'''[[:File:DF-prerelease-WOODB.gif|WOODB.GIF]]''' (27KB) #'''[[:File:DF-prerelease-WOODB2.gif|WOODB2.GIF]]''' (26KB) {{Nav Footer |Prev=[[Daggerfall:Old Unofficial FAQ/Features|Features]] |Next=[[Daggerfall:Old Unofficial FAQ/Encounters|Encounters]] |Up=[[Daggerfall:Old Unofficial FAQ|Old Unofficial FAQ]] }}
2,172,546
2020-06-17T23:45:41Z
Legoless
This is the Screen Shots and Previews section of the Unofficial FAQ, version 0.992. The text version of the FAQ was released on 24 August 1996, but the web version was last updated on 13 November 2006. Links are provided to the listed files whenever possible; if no link is provided, then the original file is no longer available. A more current listing of Daggerfall files is provided at Files. :This is an archive of a historical document and should not be edited other than formatting, links, or minor typos. ---- All sizes are for the unzipped file. The following list only details those files that are available from a large number of sites listed under Daggerfall Information Sources. Autodesk Animations There are several Autodesk animations (flics) of some of Daggerfalls monsters. #GARGOYLE.FLC - (52 KB) #RAT.FLC - (35 KB) #SPIDER.FLC - (48 KB) #DAGANI.ZIP - (78 KB) Zip of the above files. #DEATHANI.FLC - (3086KB) #LYSAWAKE.ZIP - (3538KB) Contains LYSAWAKE.FLC - (6300KB) #INTRBOOK.FLC - (5800KB) Box Cover Artwork Bethesda has released the image which will be on the box when Daggerfall is released. The box cover images comes in several formats. # dagboxc.gif (256 color 550x757 194KB) this is what is going to be on the front of the box. # dagboxc.tif (true color 625x860 1.6MB Daggerfall Midis Bethesda has also released small samples of the music to be found in Daggerfall. These are general MIDI files and should be played with a sound card capable of wavetable synthesis. #dag_l.mid - (10KB) A MIDI sequence that brings to mind a wild ride through the woods #dag_2.mid - (16KB) A MIDI sequence that brings to mind a fast paced chase #dag_3.mid - (10KB) A stately MIDI sequence that seems to tell the epic story of Daggerfall #dag_4.mid - (5KB) A cautious MIDI sequence, perhaps of a thief creeping by #dag_5.mid - (9KB) An eerie MIDI tune reminiscent of a ghostly midnight encounter #dag_6.mid - (7KB) An adventurous MIDI appropriate for a sea voyage #DF_MID.ZIP - (17KB) this zipped file contains the above 6 files listed above. #DF_MID_3.ZIP - (15kb) Contains MIDI files 7, 8, and 9. #DF_MID_4.ZIP - (16kb) This most recent file contains MIDIs 10, 11, and 12. Daggerfall Screen Shots As the final release date for Daggerfall draws nearer, Bethesda claims it will be releasing new straight-from-the-game screenshots almost every week. The various zipped files available are listed at the end of the below list. Due to disk-quota constraints on this account, only selected screenshots are available to download (the most recent in zip-form as well as others I feel are worthy to behold). There are quite a few Daggerfall screen shots available presently, listed below in alphabetical order (images are 320x200 unless noted). #2MOONS.GIF (5KB) # ARMY.GIF (640x400 149KB) and #CAMERON.GIF (640x400 121KB) are both shots from the opening animation we showed at CES: the former is of the army of Daggerfall meeting the army of Sentinel at the Battle of Cryngaine Field,and the latter is of Cameron, the late king of Sentinel, preparing for battle at his castle in Hammerfell. #ATTACK.GIF (27KB) #AZURA.GIF (37KB) NEW! #BACKUP.GIF (39KB) You back away from the hallway to your left. The stairway to safety lies to the right. #BATTLE1.GIF (38KB) Under the attack of a Lich near the Pit of Jagadha. #BATTLE2.GIF (38KB) A better, if unappreciated view of the approaching Fireball. #BATTLE3.GIF (41KB) A Shield Spell for defense. #BATTLE4.GIF (38KB) A Fireball Spell for offense. #BATTLE5.GIF (39KB) The Fireball Spell makes contact. #BATTLE6.GIF (35KB) One last look at the standing Lich. #BATTLE7.GIF (35KB) The remains of the Lich. #BOETHIA.GIF (36KB) NEW! #BOW.GIF (41KB) A view of a notched arrow. #BRIDGE.GIF (29KB) A LICH approaches you from across a bridge in the Pit of Jagadha. #BSMITH.GIF (29KB) #CASTLD.GIF (22KB) You approach a castle by horse at sunset. #CASTLE.GIF (31KB) #CHARFEM.GIF (29KB) and #CHARMALE.GIF (29KB) are character sheets of a male and a female character respectively. These images are old and outdated. #CHARS.GIF (20KB) (formerly called newflats.gif) From the obscure temples, covens, and guilds, here are several of the more extraordinary people of Daggerfall. #CLAVICUS.GIF (35KB) NEW! #COVEN.GIF (23KB) #CRYPT.GIF (39KB) An ominus crypt opens with an unearthly light gleaming from within. #DAGGER2.GIF (29KB) A Daedra Seducer welcomes you into her temple. #DAGGER3.GIF (34KB) In an ancient, crumbling cathedral of a forgotten god, a resident giant scorpion defends its lair. #DAG_PI00.GIF (31KB) #DAG_PI01.GIF (10KB) #DAG_PI02.GIF (20KB) #DAG_PI03.GIF (27KB) #DAG_PI04.GIF (38KB) #DAG_PI05.GIF (32KB) #DAG_PI06.GIF (27KB) #DAG_PI07.GIF (31KB) #DAG_PI08.GIF (35KB) #DAG_PI09.GIF (36KB) #DAG_PI10.GIF (33KB) #DAG_PI11.GIF (33KB) #DAG_PI12.GIF (42KB) #DAG_PI13.GIF (35KB) #DAG_PI14.GIF (36KB) #DAG_PI15.GIF (38KB) #DAG_PI16.GIF (37KB) #DAG_PI17.GIF (38KB) #DAG_PI18.GIF (36KB) #DAG_PI19.GIF (33KB) #DAG_PI20.GIF (37KB) #DEADMON.GIF (29KB) #DESERT.GIF (16KB) #DESERT1.GIF (30KB) #DESERT2.GIF (28KB) #DESERT3.GIF (23KB) #DESERT4.GIF (24KB) #DESERT5.GIF (26KB) #DIRENNI.GIF (26KB) #DISTMT.GIF (27KB) #DNGROOM.GIF (36KB) #DUNG01.GIF (32KB), #DUNG02.GIF (32KB), #DUNG03.GIF (32KB), #DUNG04.GIF (34KB), and #DUNG05.GIF (31KB) are screen shots taken in the Dungeon of Citainth, flying, swimming, and battling an orc warlord. #DUNGEON.GIF (28KB) #DUNGEON1.GIF (42KB) Looking down into a deep water filled chasm. #FACES_00.GIF (25KB) Female faces of the Elven, Nordic and Breton nature. #FACES_01.GIF (24KB) More female faces of various races. #FACES_02.GIF (24KB) Male faces of the Elven, Nordic and Breton nature. #FACES_03.GIF (21KB) More male faces of various races. #FACES_1.GIF (22KB) A gallery of some of the more notable citizens of the Iliac Bay, taken from their dialogue portraits: the diplomatic Lady Northbridge, one of the mysterious Dark Brothers, the the tyrannical Baron Shrike of Lainlyn, the indiscreet Queen Mother of Daggerfall, the noble Acolyte, the Shaman Charvek-si, King Gothryd of Daggerfall, and his grandmother the mad witch Nulfaga. #FACES_2.GIF (29KB) More of the Daggerfall cast of characters taken from the dialogue portraits: the priestess Britsa, the horrific Underking, the revered Oracle, the unfortunate Queen Aubk-i of Daggerfall, the Lord-General of Daggerfall, the dark-elven sorceress Karethys, the ineffectual mage Popudax, and Baroness Dh'emka of Lainlyn. #FOREST.GIF (25KB) #FOREST1.GIF (18KB) #GARGOYLE.GIF (35KB) This gargoyle doesn't take kindly to your intrusion. #GREENSLY.GIF (23KB) #GROUP.gif - (18KB) A group of Daggerfall's monsters (from upper left: Rat, Gargolye, Skeleton, Lesser Daedra/Daedroth, Spider, Mummy). #HALLWAY.GIF (30KB) The remains of your last fight rests against the stoneworked walls of the hallway. #HIRCINE.GIF (36KB) NEW! #JAGADHA0.GIF (34KB) An overhead view of The Pit of Jagadha. #JAGADHA1.GIF (31KB) Casting a Frost Spell. #JAGADHA2.GIF (32KB) Your Frost Spell collides with a Fire Daedra's fireball. #JAGADHA3.GIF (30KB) You're allowed a moments rest after the battle. #JAGADHA4.GIF (34KB) The remains of the Fire Daedras. #JAGADHA5.GIF (34KB) The remains of the Fire Daedras and a Frost Daedra. #JAGADHA6.GIF (34KB) The remains of the Fire Daedras and a bag of gold. #JAGADHA7.GIF (33KB) A cavern off of The Pit of Jagadha. #JAGADHA8.GIF (35KB) Same cavern with a slain monster at the other end. #JAGADHA9.GIF (29KB) Same cavern from another angle. #LANDING1.GIF (27KB) Above you is a landing possibly full of treasure, but how do you get up there? #LANDING2.GIF (26KB) The path to the landing lies open before you. #LYCANTH.GIF (36KB) Character sheet for a lycanthrope. #LYTOMB.GIF (25KB) Impressive view of a long dungeon hall filled with statues. #MAGES1.GIF (27KB) #MAGES2.GIF (26KB) #MAGES3.GIF (25KB) #MANORUN.GIF (33KB) #MEHRUNES.GIF (37KB) NEW! #MOLAGBAL.GIF (37KB) NEW! #MOONLIT.GIF (16KB) #MOONTREE.GIF (11KB) #NEWFACE1.GIF (31KB) #NEWFACE2.GIF (24KB) #NEWMON.GIF (21KB) A Daedroth, a Giant Scorpian, a Frost Daedra, an Orc Shaman, and a Fire Daedra. #NEWTOW1.GIF (37KB) shows a picture of a woman riding a horse past you in town. #NEWTOW2.GIF (31KB) shows you approaching a house in the country wielding your sword. #NEWTOW03.GIF (42KB) #ORCHALL.GIF (29KB) #ORCPAL2.GIF (28KB) #ORCPALC.GIF (29KB) #OUTSDE01.GIF (35KB) #OUTSDE02.GIF (35KB) #OUTSDE03.GIF (39KB) #OUTSDE04.GIF (36KB) #OUTSDE05.GIF (36KB) #OUTSDE06.GIF (32KB) #OUTSDE07.GIF (29KB) #OUTSDE08.GIF (31KB) #OUTSDE09.GIF (33KB) #OUTSDE10.GIF (37KB) #OUTSDE11.GIF (27KB) #OUTSDE12.GIF (30KB) #OUTSDE13.GIF (25KB) #OUTSDE14.GIF (24KB) #OUTSDE15.GIF (38KB) #OUTSDE16.GIF (37KB) #OUTSIDE.GIF (18KB) #PALACE.GIF (28KB) #PERYITE.GIF (37KB) NEW! #PINES.GIF (24KB) #ROYALC.GIF (23KB) View of a dimly lit royal court. #RUINS.GIF (22KB) #SANGUINE.GIF (38KB) NEW! #SBARROW2.GIF (25KB) #SBARROW3.GIF (22KB) #SBRARROW.GIF (34KB) #SCA0013.GIF (32KB) On the good end of watching a fireball spell being released. #SCENE1.GIF (22KB) #SCR0003.GIF (24KB) Looking down at deep chasms and tall pillars. #SCR0010.GIF (31KB) Another dungeon shot looking at some stairs and apparently a floating platform. #SCR0013.GIF (25KB) An orc? comes at you down a narrow corridor. #SCRSHOT1.GIF (39KB), #SCRSHOT2.GIF (45KB), #SCRSHOT3.GIF (40KB), #SCRSHOT4.GIF (26KB), #SCRSHOT5.GIF (42KB), #SCRSHOT6.GIF (40KB), #SCRSHOT7.GIF (45KB), #SCRSHOT8.GIF (39KB), #SCRSHOT9.GIF (34KB), #SCRSHOTA.GIF (36KB), and #SCRSHOTB.GIF (33KB) are all various views of attacking (and being attacked) by various monsters. #SEACAVE1.GIF (24KB) A view from below the waves. #SENTINL1.GIF (24KB) #SENTINL2.GIF (24KB) #SENTPAL.GIF (28KB) #SHEDUGNT.GIF (35KB) #SHRINE.GIF (17KB) #SHRINE2.GIF (21KB) #SKY1.GIF (31KB), #SKY2.GIF (31KB), #SKY3.GIF (36KB), #SKY4.GIF (35KB), #SKY5.GIF (30KB), #SKY6.GIF (35KB), and #SKY7.GIF (26KB) display several different types of skys that can be seen. #SPELL.GIF (40KB) Another view of you releasing a fireball type spell. #STARYNIT.GIF (9KB) #SUNRISE.GIF (16KB) #SUNRISE.GIF (25KB) Two different screenshots have the same name. #SUNRISE2.GIF (30KB) #SUNRISED.GIF (35KB) #SUNSET.GIF (19KB) #SUNSET1.GIF (27KB) #SUNSET2.GIF (25KB) #SUNSET3.GIF (27KB) #SWAMP.GIF (25KB) was taken in Bothidori Marsh during a fight with a brood of wereboars. #TAM_MAP.GIF (66KB) A Map of Tamriel, the world in which you are adventuring. #TEMPLE.GIF (31KB) #TEMPLE1.GIF (28KB) #TOWN01.GIF (40KB) shows a rumble between the player and a battle maiden in the town of Anticlere. #TOWN02.GIF (31KB) is a shot taken while scurrying over the rooftops (you can, of course, break in through a window, but the view is not as nice), with a view of Anticlere Castle in the distance. #TOWN03.GIF (34KB) shows one of the shady characters from the Dark Brotherhood giving the player an assassination assignment. #TOWN04.GIF (34KB) shows a clandestine meeting between the PC and Lady Flyte on her balcony. #TOWN05.GIF (39KB) is another view taken from the rooftops of Anticlere, over a silversmith's shop. #TOWN06.GIF (32KB) is a town square during New Life Festival, an all-night-long celebration held on the first of the year. #VAMPIRE.GIF (33KB) A Vampire approaches, red eyes gleaming with the thought of fresh blood. #VAMPIRE.GIF (35KB) Two different screenshots with the same name. #WATER.GIF (28KB) is a shot of an Argonian reptilian player investigating the south end of the Iliac Bay, the tropical water off the village of Abibon-Gora. #WAYPALC.GIF (33KB) #WOODB.GIF (27KB) #WOODB2.GIF (26KB)
110
1,147
https://en.uesp.net/wiki/Morrowind:Hints
Morrowind:Hints
{{Trail}}{{TOCright|limit=3}} This page provides hints related to ''[[Morrowind:Morrowind|Morrowind]]''. :''See also:'' :*''[[Morrowind:Cheats|Cheats]] - Various cheats to modify and manipulate your game.'' :*''[[Morrowind:Containers|Containers]] - Places to find, collect and store items, and how they work.'' :*''[[Morrowind:Glitches|Glitches]] - A list of known glitches that appear in Morrowind.'' :*''[[Morrowind:Houses|Houses]] - Places to call home in Vvardenfell.'' :*''[[Morrowind:Level|Level]] - Managing skill increases and leveling are important in this game.'' :*''[[Morrowind:Making Money|Making Money]] - Tips on how to earn a few extra coins on your travels.'' :*''[[Morrowind:Quest Timing|Quest Timing]] - Suggestions on what quests to do early, and which to save for later.'' :*''[[Morrowind:Starting Out|Starting Out]] - A list of hints to help you start your adventures in Vvardenfell on a good note.'' ==Melee Combat Hints== *If you're facing a group or a powerful enemy beyond your level, a few swigs of [[Morrowind:Sujamma|Sujamma]] will raise your Strength and the damage you deal. Other drinks are helpful as well, but nothing offers the bang-for-the-buck of Sujamma. Every bottle will increase your strength by 50 points for 1 minute and drinking a lot of them at the same time will increase your strength so much that you can easily kill anyone in just a few hits. You can buy a lot of bottles from [[Morrowind:Fara|Fara]] in [[Morrowind:Sadrith Mora|Sadrith Mora]] or even from the [[Morrowind:Mudcrab (merchant)|Mudcrab merchant]] (but they will be more expensive, from him, since you can't use your [[Morrowind:Disposition|Disposition]] or [[Morrowind:Mercantile|Mercantile]] to lower the price). They will both have an infinite restock of Sujamma and you just need to close and reopen the exchange window to reset the stock levels. *Try to isolate enemies when dealing with groups, use the terrain to your advantage, and any superior reach or speed your weapon might have. *If you're facing a group of melee enemies (enemies that don't use ranged attacks), cast custom spell Levitate 1 pt for 60 secs in 50 ft on target&mdash;they will move very slowly and you'll be able to finish them with your spells or ranged weapon. For a detailed description of mechanics and tactics, see [[Morrowind:Combat|Combat]]. ==Useful Items in the Beginning== Here are a few items that might prove useful in the early game: *[[Morrowind:Ring of the Wind|Ring of the Wind]]: +30 Agility, constant effect *[[Morrowind:Mentor's Ring|Mentor's Ring]]: +10 Intelligence, +10 Willpower, constant effect *[[Morrowind:Mara's Blouse|Mara's Blouse]]: +10% Resist Magicka, constant effect *[[Morrowind:Boots of Blinding Speed|Boots of Blinding Speed]]: +200 Speed, Blind 100% on Self, constant effect *[[Morrowind:Fists of Randagulf|Fists of Randagulf]]: +20 Strength, +20 Agility, constant effect *[[Morrowind:Amulet of Shadows|Amulet of Shadows]]: Chameleon 80% for 60 secs on Self, on use Fists of Randagulf can be obtained during the Main Quest, but you can always get inside, steal the artifact, and get out. ==Items== ===Boots of Blinding Speed=== If you drink a potion of magic resistance or use other means to get [[Morrowind:Resist Magicka|Resist Magicka]] and then immediately put on the [[Morrowind:Boots of Blinding Speed|Boots of Blinding Speed]], you will not be blinded but will retain the speed effect until you take the boots off. A spell or enchanted item with 100% Resist Magicka for 2 sec on Self works well. For a higher degree of usefulness, use the boots with the [[Morrowind:Cuirass of the Savior's Hide|Cuirass of the Savior's Hide]]. Also, Bretons have a Resist Magicka 50% bonus, and Orcs have a Resist Magicka 25% bonus, so they don't get completely blinded. ===Finding Odd, Unique Items=== If you come across an item that has a name you've never seen before, there is a chance the item may be used in a later quest. Some quests in the game require you to acquire a particular item. If you have already acquired that item, usually by visiting the dungeon where it is located before you did its related quest, then there is a pretty good chance you have also sold it or otherwise gotten rid of it. It is wise to store such possible quest items somewhere for later instead. Such quest items usually have special names and little value. You can then check the article on the item you've just obtained to see whether it is related to a quest, or you can search the [[Morrowind:Quest Items|Quest Items page]] to see if the item is listed there. ==Managing Loot== ===Moving Lots of Loot=== Even if you can't move due to being overencumbered, you can still use teleportation spells like [[Morrowind:Almsivi Intervention|Almsivi Intervention]], [[Morrowind:Divine Intervention|Divine Intervention]], and [[Morrowind:Mark|Mark]]/[[Morrowind:Recall|Recall]]. This can be used to transfer large amounts of loot to a nearby town in one quick trip. It is especially useful to use Mark near a permanent corpse, such as [[Morrowind:Ralen Hlaalo|Ralen Hlaalo]], as this will allow you to drop as much as you need to in one place and be sure that it won't disappear. ===Super-capacity Container=== One of the biggest problems for the advanced player is the limits on container space. Each container can only hold around 100 pounds, so you will need quite a few to store all of your items. The Dunmer strongholds help, but they're not close to Mages Guild rapid transit (unless you install the [[Morrowind:Master Index|Master Index]] plugin) or Silt Strider stations. This can be circumvented by not using containers, but by using bodies that do not disappear. There are two of them in Balmora: [[Morrowind:Ralen Hlaalo|Ralen Hlaalo]] in Hlaalo Manor and [[Morrowind:Balyn Omavel|Balyn Omavel]] after [[Morrowind:Mephala's Quest|Mephala's quest]], and many others throughout the game, including numerous skeletal remains, dead adventurers, and even the tax collector in Seyda Neen. For a complete list, see [[Morrowind:Permanent Corpses|Permanent Corpses]]. ==Miscellaneous== ===Identifying Diseased Creatures=== Contracting a [[MW:Diseases|disease]] can often be very irritating, especially in the early game or if you are far from a settlement and lack the means to cure it. However, in a small number of cases (usually mudcrabs), it is easy to tell whether a creature you have encountered is diseased. Since diseases affect creatures in the same ways they affect you, some diseases will lower a creature's [[MW:Strength|Strength]] attribute to the point at which they are over-encumbered and cannot move. This is easy to differentiate from a creature which has become stuck on a piece of terrain. A stuck creature will appear to run on the spot, whereas a diseased creature will turn to face you but remain standing where it is. If you are in a situation in which you cannot risk catching a disease, make sure to stay away from any creatures which are rooted to the spot. ===Best Effect From Custom Fortify Attribute Constant Effect Items=== To get the most effect from your homemade constant effect [[MW:Fortify Attribute|Fortify Attribute]] items, set the enchantment's minimum magnitude to one and maximum magnitude as high as the item to be enchanted will allow. When the newly enchanted item is equipped, the magnitude of the fortify attribute spell effect will be a random value between one and the maximum magnitude. Unequipping and reequipping the item will roll a different fortify attribute spell effect value. Do this until you get a spell effect value close to the maximum magnitude of the enchantment. Note that due to a [[MW:Glitches|glitch]], the spell effect value can never equal the maximum enchantment magnitude. ===Restore Strength Effects=== The [[Morrowind:Greater Bonewalker|Greater Bonewalker]], a creature you will frequently encounter in ancestral tombs and as a [[Morrowind:Summon|summon]] of hostile sorcerers, has a nasty spell which [[Morrowind:Damage Attribute|damages your Strength]]. This spell will often leave you over-encumbered, especially if your encumbrance was near your limit before you started fighting. Unlike [[Morrowind:Drain Attribute|Drain]] or [[Morrowind:Burden|Burden]], Damage effects do not wear off after a certain amount of time, so you will be stuck with a reduced Strength, and hence a reduced carrying capacity, until you find some means to [[Morrowind:Restore Attribute|restore]] it. [[Morrowind:Potions#Restore Attribute|Restore Strength potions]] can be bought from many alchemists, although you may prefer a spell or enchantment so you don't have to worry about carrying potions around. Whichever option you prefer, make sure you have some means of restoring your Strength when you go out adventuring, or you may find yourself unable to bring your loot back, or even being forced to drop some of your items on the ground in order to move again after (even while!) fighting a Greater Bonewalker. ===Super-strength=== After contracting [[Morrowind:Corprus|Corprus disease]], find a bed or some other place to use Rest. Set the time for 24 hours, and you will get a message saying "''Your case of Corprus has worsened''". Repeat this several times to raise your Strength and Endurance as much as you desire, at the temporary cost of other stats. This increase is permanent, although since it does not affect your ''base'' attribute values, any Damage Strength or Damage Endurance effects cannot be rectified by Restore spells. Be careful: high Strength causes more rapid weapon degradation. At seriously boosted Strength, you can break your own weapon in a couple of hits. ===Taking Screenshots=== In order to enable the taking of screenshots within the game, you will have to open up the <samp>Morrowind.ini</samp> file with any text editor and change the line <code>Screen Shot Enable=0</code> to <code>Screen Shot Enable=1</code>. Then, once in the game, simply press the <kbd>Print Screen</kbd> key to save a BMP image in the <samp>Morrowind</samp> directory. Screenshots are not overwritten between game sessions. This config file step is not needed with [[Morrowind Mod:OpenMW|OpenMW]]. Also, it uses the F12 key to take the screenshot, in JPEG format, and saves in the <samp>openmw</samp> directory (it does not modify the original <samp>Morrowind</samp> directory for anything). ===Talking to Belligerent NPCs=== There are some NPCs who will refuse to talk to you. They will immediately end the conversation with their greeting, making it impossible to talk to them. This is a problem if you need to taunt them into attacking you so that you can kill them without incurring a bounty, or if they have special dialogues or training (such as [[MW:Ash Zombie|Ash Zombies]] or [[MW:Qorwynn|Qorwynn]]). Remove all your armor and clothing or turn invisible, then initiate conversation. This will not work on [[Morrowind:Argonian|Argonians]] or [[Morrowind:Khajiit|Khajiits]], nor on some other NPCs, notably in the expansions. ===Tips for the Atronach Birthsign=== There are several ways to easily refill Magicka besides alchemy. These include: *Tribunal Temple [[Morrowind:Shrines|Shrines]] offering Almsivi Restoration or Velothi Indwelling, or Imperial Cult altars offering Restore Attributes. These can refill your Magicka completely with 1–2 blessings, and a cheap [[Morrowind:Almsivi Intervention|Almsivi]] or [[Morrowind:Divine Intervention|Divine Intervention]] can take you there instantly. *[[Morrowind:Summon Ancestral Ghost|Summon Ancestral Ghost]] for twenty seconds, as a custom-made. If you hit your summon a few times bare-handed, he will start to attack you with spells that refill your Magicka. This should only cost 6 points to cast. *In the same vein: pick a fight with a [[Morrowind:Scrib|Scrib]]. It's unlikely to do you much harm, and every time it tries and fails to paralyze you, your Magicka is restored a bit. This alternative is comparatively slow, as the Scrib's paralyze will only restore about 8 points of Magicka, while a 20 second Ancestral Ghost might restore 40 to over 100. However, if the ghost only casts one spell before disappearing and you fail to absorb it, or you fail to summon the ghost due to low Conjuration skill, and you run out of Magicka before getting your refill, the Scrib will at least allow you the opportunity for another attempt. *Acquire [[Morrowind:Greed|Greed]] and/or the [[Morrowind:Necromancer's Amulet|Necromancer's Amulet]], which offer a spell absorption of 20% and 25%, respectively. Spell Absorption effects are checked ''separately'' and do not simply add together as one check, so in this case you get less than a 95% total chance; it actually results in only 70% total chance. <!-- Last sentence needs clarification --> *Use Sujamma or other boosting drinks (e.g. Mazte, Shein) that have the negative side effect of decreasing Intelligence. These items can be purchased at taverns and clubs at cheap prices. Sujamma is the best for this purpose because it decreases Intelligence by 50 points. Drink the items (2 Sujamma will be enough if Intelligence level is at 100) until your character's Intelligence is temporarily reduced to 0. Wait for the effects of the Sujamma to wear off and your Magicka will be refilled 100%. Easy and cheap. *Create a custom spell to Drain Intelligence 100 on Self for 1 second (not to be confused with ''Damage'' Intelligence). :*The Fortify Intelligence effect may cause Intelligence to fall to zero when the effect wears off. ===Move NPCs and Creatures with Command Spells === Want a merchant, enchanter or spellmaker next to your house? Use [[Morrowind:Command|Command Humanoid]] to bring them anywhere you'd like (taking them through fast travel works). Command Creature offers a similar functionality, and is automatically available for Bosmer players. This is particularly useful for moving [[Morrowind:Creeper|Creeper]] or the [[Morrowind:Mudcrab (merchant)|Mudcrab merchant]]. Command spells can also be used to isolate enemies. ===Changing Loot in Containers=== If you are trying to find some specific loot, you can make containers reset with new loot. You must save before you take anything from your targeted container or else the contents will not change, but you can stand right beside it for quicker sampling of the new loot. While some chests will have different loot by simply reloading your save, you can force most containers to reset by removing all its items and then loading your save. ==Simple Training Tricks== Easy ways to level up, if you're too poor for [[Morrowind:Trainers|Trainers]] or want to earn your stripes. ===Acrobatics Training=== Very simple. Simply jump everywhere you go and your [[Morrowind:Acrobatics|Acrobatics]] skill will increase quickly. Jumping while moving up staircases or hillsides will allow for more frequent jumps than along flat terrain. PC players can bind the mouse wheel or other convenient key to jump. However, jumping downhill gives greater bonuses per jump; the skill bonus increases along with the distance fallen. A minimal duration and minimum magnitude levitate spell or similarly minimal [[Morrowind:Jump|Jump]] spell can, before it wears off, allow a player to achieve just enough height (10-30 feet off the ground, as is safe) to only take a small amount of damage but raise the Acrobatics skill very rapidly. Obviously [[Morrowind:Alteration|Alteration]] is raised, more slowly, at the same time. Characters with both Acrobatics and Athletics at 100 move faster by jumping than by running. It is recommended to avoid jumping while running. Jumping prevents you from receiving experience towards Athletics up until several feet of running after you have landed. A good place to train Acrobatics is Vivec. The outdoor ramps between the floors of the cantons are long enough to do at least 20 jumps when climbing up, and lets you fly a long distance when you jump down it. Simply jump all the way up a ramp, then jump down. Be wary of taking fall damage when your Acrobatics is medium-high, such that you can jump far enough down to hurt yourself; a constant effect Restore Health item will make your work much easier. At higher skill levels of Acrobatics, the ceiling in the Vivec ramp tunnels constricts your jumps down the ramp, slowing the Acrobatics-raising process. Alternative options include the Silt Strider ramp in Ald'ruhn, which is practically the same as Vivec but without the ceiling drawback, as well as the double stairwell in the back of Wolverine Hall in Sadrith Mora. The latter is located one floor below the Fighters Guild and provides a convenient falling height for Acrobatics above about 55 skill, the vertical drop being fine tuned by either running or jumping off the edge. Various hillsides also work well. ===Armor Training=== Equip the armor type of your choice and find one or more low-damage creatures. [[Morrowind:Mudcrab|Mudcrabs]] are ideal for this purpose due to their low melee damage (Diseased Mudcrabs and those found on the Bitter Coast have higher damage than others, which have one point melee damage). Allow the creature(s) to attack you but do not retaliate; tweak the difficulty slider, if necessary. If you wear a shield, a successful Block will raise both the block skill and the skill governing the shield's armor type. Otherwise, if you wish to avoid raising the Block skill, omit the shield (you can also look away from your attacker, as the game takes player orientation into account, but you might block the attacks anyway, and it wouldn't work if two enemies were attacking you from different directions). Bear in mind that if you don't wear a shield the game will count the empty shield slot as an unarmored slot, so while your block skill won't be raised, your Unarmored skill will, albeit slowly. If you want to raise neither Block nor Unarmored equip a shield, then equip a two-handed weapon, or a Hand-to-Hand stance (0 key by default). Do not forget to [[Morrowind:Restore Health|Restore Health]] as necessary. You can also jump/run in place to increase Acrobatics/Athletics; this will also Drain Stamina, making you easier to hit and thus raise armor skill faster. You can train multiple armor types at once (more slowly) by wearing mixed armor of different classes. Train Hand-to-Hand simultaneously by punching your opponent until knocked down, then let it recover and attack you for a while; repeat. Accelerate the entire process by using multiple enemies, e.g. attracting the attention of multiple Mudcrabs and leading them around slowly to find some more in the area, then standing in the middle of a circle of them. A good place for a higher-level character to train your Armor skills is [[Morrowind:Drarayne Thelas|Drarayne Thelas']] storage in Balmora. If you dont kill the Cave Rats for the Fighters Guild, they will gladly serve you as your free personal master trainers. If the Cave Rats are dead or bite too hard for you, another option is [[Morrowind:Foryn Gilnith|Foryn Gilnith]], if you have not killed him for the [[Morrowind:Death of a Taxman|Death of a Taxman]] quest. Being unarmed, he has fairly low damage but a decent attack speed. Even better, there's a door you can use to escape to heal or tune up your armor, and if you leave through it he does not follow you outside, and you can use the door even when knocked down due to Fatigue loss and are close to death. You only gain armor skill when you could possibly take damage, thus only when your Fatigue is depleted and you are on the ground. Auto-run can be used to avoid recovering Fatigue and thus getting back up and slowing skill gains. ===Athletics Training=== Simply find a flat wall in a river (such as the ones in [[Morrowind:Balmora|Balmora]]) and swim into it. Then find a way to continue swimming into the wall, like pressing the <kbd>Q<kbd> key. ===Cheap Training=== Cast a short duration, high magnitude [[Morrowind:Fortify Personality|Fortify Personality]] or [[Morrowind:Charm|Charm]] spell immediately before opening dialogue with a trainer to boost your [[Morrowind:Disposition|Disposition]] for lower prices. If you have the [[Morrowind:Fortify Skill|Fortify Skill]] effect, you can also fortify your Mercantile before interacting with the trainer. Doing both can lower the cost of training to less than 100 gold even at high skill levels. You may be able to further lower your training costs by casting a [[Morrowind:Drain Skill|Drain Skill]] spell to reduce the level of the skill you are trying to train. This last exploit does not work in all versions of the game. ===Create Your Own Master Trainers=== You must have [[Morrowind:Fortify Skill|Fortify Skill]]. Trainers are set to teach you their three highest skills, up to their own skill level, so all you have to do is fortify anything up to 100 and they will suddenly become master trainers of that skill. Combine this spell with the cheap training trick and you can train any skill up from 5 to 100 at any trainer without spending more than a few thousand gold. ===Conjuration Training and Looting=== Practicing the [[Morrowind:Conjuration|Conjuration]] skill can be very beneficial, not only as a money-maker for starting out but as a way to train other skills. You can [[Morrowind:Summon|Summon]] as much as you like if you have some [[Morrowind:Restore Magicka|Restore Magicka]] potions. This is a great way to get your combat-related skills up without having to travel too far, and it is less dangerous. If your summon is about to defeat you, you can always summon it again to stop its attacks. Be sure to try this in controlled locations where important NPCs will not get involved. For efficient use of these summoned creatures, you can always summon them near an unowned bed where no important NPCs are present. You can use up your Magicka and then rest until it is filled back up to repeat the process. If your Conjuration skill is low and you still wish to reap the benefits, you can use certain enchanted items to summon creatures, such as the [[Morrowind:Ancestor's Amulet|Ancestor's Amulet]], which summons an [[Morrowind:Ancestor Ghost|Ancestor Ghost]]. If you get the rare [[Morrowind:Summon Golden Saint|Summon Golden Saint]] and/or [[Morrowind:Summon Dremora|Summon Dremora]] spells, you can use this to get high-end loot as well. Use an [[Morrowind:Enchanter|Enchanter]] to put this spell in an Exquisite Ring (provides for a 43-second summon) charged with the best soul gem you can muster and you can summon several [[Morrowind:Golden Saint|Golden Saints]] or [[Morrowind:Dremora Lord|Dremora Lords]] in series without Magicka expenditure (or use a cheap soul gem for one, occasional summon). Hover over the Enter key (or whatever you've set the dialog/container activation key to) and press it quickly just after your killing blow lands (usually immediately after doing a [[Morrowind:Soul Trap|Soul Trap]], which must come toward the end of the fight with a Golden Saint because she'll [[Morrowind:Dispel|Dispel]] it otherwise). If you're in luck, are close, and time it right, you can loot the corpse of the Saint or Dremora before she disappears or even hits the ground, netting both a shield and a weapon from a GS, which may include the best non-unique variants in the game, or a high-end weapon from the Dremora. This has about a 70% success rate with practice, but will not work if the dying summon falls rapidly straight backwards, or if you have moved away from the victim (or them from you) during combat. These summons are not totally immune to [[Morrowind:Paralysis|Paralysis]], so a [[Morrowind:Generic Magic Weapons#Short Blades|jinkblade]] or other means of paralyzing allows even fairly weak characters to use this technique for simultaneous Conjuration training, combat skills training, soul-trapping, and looting. ===Enchant Training=== The Enchant skill is also raised by activating enchanted items. All you have to do is create a few trinkets with high charges yet very weak enchantments (e.g. restore health 1 point for 1 second on self). Simply activate them repeatedly until they are empty and rest or wait to fill them up again. This is very similar to training magic skills, but much easier and quicker. Enchant will level 50 times faster, however, if you use soul gems to recharge items. Stock up on Common Soul Gems and fill them up with summoned Ancestor Ghosts and any pest animals you encounter. Pick an item with a large charge capacity that burns its charge very quickly, like the [[Morrowind:Staff of Magnus (artifact)|Staff of Magnus]]. Put the filled soul gems in a quick item slot and use them repeatedly to recharge the item. Alternatively, if you have acquired Azura's Star, you can enchant a weapon of your choice with Soul Trap, then assign Azura's Star to a quick item slot. Just go out and kill some creatures with your enchanted weapon, trap the soul and use Azura's Star to recharge your weapon. Try it on Slaughterfish; this way you will also be training your weapon skill, Athletics skill by swimming, and maybe even earn a place among the Saints for ridding Vvardenfell of Slaughterfishes, for a time anyway. ===Magic Training=== To receive experience points for spells, all you must do is successfully cast the spell. That means that you can practice spells over and over again instead of paying for training. Since spells can be cast on the run, it is not necessary to stand in one place to cast repeatedly. Spells can be cast while engaging in many of the activities described on this page. All spells within a skill will give you the same experience when cast. It is best to train a magic skill by casting the spell with the lowest Magicka cost. The best way to do this is to create custom spells that only cost 1 point of Magicka to cast. Remember that while you can cast spells on the run, the chance of each cast succeeding is less if your fatigue is low. With the lowest possible starting [[Morrowind:Willpower|Willpower]] of 30, and with a standard [[Morrowind:Luck|Luck]] level of 40 or above, it takes a level of 62 in any of the spellcasting Magic skills to have a 100% chance of successfully casting a 1-point spell with 0 Fatigue. ===Mercantile Training=== Find a nice, cheap, and easy-to-find item, such as a standard potion. Determine the lowest price you can buy the item for from a given NPC without too many "''Your offer was refused''" messages. Determine the highest price you can sell the item for as well. Buy it from a merchant over and over again and resell it over and over again, always for those prices. It should only take 8-12 interactions to net a level in Mercantile. A more general and less exploit-ish technique is to always conduct transactions with merchants one item at a time and haggle on all of them (except when it would be too tedious to do so, e.g. when buying 100 arrows). If you use spells and enchanted items to [[Morrowind:Fortify Skill|Fortify Mercantile]] skill to 500 or above, this makes training much easier, because merchants will always accept your offers ''no matter what''. The better the deal you make, the faster the skill levels up. Try purchasing an expensive item for 1 gold, and then selling a cheap item for all of the merchant's gold. Two to three deals like this are usually enough to gain a level in Mercantile. This level of merchant exploitation is widely regarded as a [[Morrowind:Cheats|cheat]], however, and seriously unbalances the already poor economics in the game. A less absurd approach is a Fortify Mercantile 100 spell (or whatever you can reliably cast), which still requires some haggling and doesn't make merchants out to be insane. ===Security Training=== First, make sure you have about 15 to 20 [[Morrowind:Journeyman's Lockpick|journeyman's lockpicks]]. Then go to [[Morrowind:Medila Indaren|Medila Indaren]] at the Caldera [[Morrowind:Mages Guild|Mages Guild]]. Buy Fenrick's Doorjam, a 10 point [[Morrowind:Lock|Lock]] spell. Now go to any container or any place that has two or more containers reachable from the same spot. If the containers are locked, unlock them first. Finally, lock them with the spell and unlock them with your lockpicks. Repeat the process over and over to train your skill, making sure that nobody sees you if the containers are owned, since unlocking them is a crime even if you locked them. This method will also raise your [[Morrowind:Alteration|Alteration]] skill quickly, since the spell's base cost is 1 Magicka. A stronger lock spell is useless since the strength of the lock does not affect how much experience you get. Also, making a Lock 1 point spell in spellmaking will allow you to more easily open the lock. ===Sneak Training=== A safe and easy way to train [[Morrowind:Sneak|Sneak]] to 100 is to close yourself into a room with an NPC. Hide behind an obstacle or wait until their back is turned and go into Sneak mode. Get back into the NPC's line of sight and just stand there. To hurry things along, you can walk about or open and close doors, but standing works just as well. As with the [[#Training Athletics|training Athletics]] hint, you can pursue other activities at the same time, if you make use of a weight to hold down the sneak key on PC or a rubber band on Xbox, or just toggle Sneak mode. Another way, though best used in combination to the above method, is to get into Sneak mode and cast an Invisibility spell repeatedly. You'll find that each cast will put you one or two points (depending on your Luck level) on your character's training progress level bar. * {{Xbox22}} There is an option on the Xbox console to automatically shut off after a set period of time. If you plan to do this trick for a long time, you must make sure that your Xbox is not set to automatically shut off. To do this, you must access the Xbox options by turning on the system without a disc in the tray. It is off by default. A third way is to find archers and pickpocket their arrows one at a time. The same works for gold and any other highly stacked items. For convenience, you can give an NPC a sizable bribe and then pickpocket the gold back piece by piece. This method works better if you have the Morrowind Code Patch, which makes pickpocketing easier. A fourth way is to sneak up to a Cliff Racer, hit it with a weak ranged attack, then wait until it comes up to melee range. The key here is to hold the Sneak button down the entire time (or use toggle Sneak mode) and to never, even for a second, lose the yellow marker that tells you you're currently Sneaking. This means your character must be well away from any NPCs that could see you or other monsters in range. Each successful attempt will net you about 30 points towards your next Sneak stat increase and, given the amount of Cliff Racers in the game, this can make leveling it quite fast. ===Weapons Training=== Consider using low-damage weapons on easier fights (and using a weapon's least effective attack: chop with spears, thrust with axes and blunt weapons, fire bows with only a tap of the trigger). The more hits you land, the more you train. And if you can withstand the damage they inflict, you can even attack Daedra and undead – including ones you summon, though they don't last all that long – with [[Morrowind:Normal Weapons|normal weapons]] that don't affect them, and still receive experience for each hit. It's also best to keep [[Morrowind:Strength|Strength]] somewhat low at first to avoid your weapons breaking too quickly for more efficient training. Boosting your [[Morrowind:Agility|Agility]] will help you connect a blow. You can also consider healing creatures before they die. ===Hoarding Skill Books for Later=== This is arguably not an exploit, but a realism improvement. It doesn't make sense that one would instantly gain expertise by glancing at one page in a book for a moment while trying not to get caught stealing. Rather, one would study it at leisure at home and with focus. By default, the games makes you skill-up "on contact" with a [[Morrowind:Skill Books|skill book]]'s content. But you don't have to, and can take it for later use, both for when you've tapped out most of the readily available trainers, and to avoid inefficient [[Morrowind:Level|leveling]]. Most books with a list value of about 150 septims or higher are skill books. To grab one without triggering it: 1) Enter inventory mode. 2) If the Stats, Magic, or Map window is in the way, between the pointer and the book you want to grab, pick up any inventory item and hold it over the intervening window (other than the inventory one itself), and that menu will go transparent. Drop your item back in your inventory. 3) You can now interact through the barely visible menu with what is in front of you, including grabbing the skill book (with left-click, as if attacking it) without reading it, and just drag it to your inventory. This even works remotely through [[Morrowind:Telekinesis|Telekinesis]]. If it's not working in your version of the game, move or resize the intervening menu window manually, so you can see the desired book directly while in inventory mode. (Aside: This interaction mode is also used for carefully placing items in the environment, like arranging things on a shelf, including your skill book loot. It's also good for quickly stealing multiple books or other items for lower risk – game time is frozen while the menu is open, so if you got away with stealing the first item you can reach, you can steal all others you can see and reach with impunity while still in inventory view. It can also be used mid-fight to temporarily drop inventory items, out of realtime, if you've been hit with a Drain Strength or a Burden effect and can't otherwise compensate.) After you've collected skill books and need one, you can identify which do what (if you don't just look that up here) by saving your game, opening a book the normal way, seeing what skill it raises, then reloading your savegame if it's not the one you wanted. This is also a realism improvement, since one would get a sense of what a book is about by skimming it without suddenly learning everything it has to offer "by accident". ==Merchant Tips== ===Prices and Merchant Disposition=== When buying, you will want the merchant's Disposition at 100. However, when selling, having the merchant at 100 doesn't give you the highest price. You can temporarily lower the merchant's Disposition towards you by trying to buy an item for 0 gold. Each rejected offer lowers the Disposition. To reset, simply exit out of the conversation completely and talk with the merchant again. There is no magic value for the highest offered gold, but the higher your Mercantile skill is, the more of an effect the NPC's Disposition has on the prices.{{vn|This may have been fixed with [[Morrowind Mod:Morrowind Code Patch|MCP]] 2.0}} See [[Morrowind:Mercantile|Mercantile]] for more details on this bug. In some versions of the game, having a high Mercantile also directly results in better prices when buying but glitched lower prices when selling; see [[Morrowind:Glitches#Selling-to-merchants Bug|Glitches &sect;&thinsp;Selling-to-merchants Bug]] for details. ===Selling Expensive Items=== If the merchant has a lot of stock, buy all of it to increase his or her gold supply, then sell the expensive item. If the merchant still does not have enough gold to buy your expensive item after you buy everything they sell, then buy more of their auto-restocking supplies until they do. After you sell your high-priced item for all the merchant's gold, wait 24 game hours so their money resets, and sell their own stock back to them, and repeat as needed until you've unloaded it all. This can be tedious, and is best done with high-gold merchants who restock expensive items, e.g. Silver Bolts. For merchants with lots of gold and who pay full base value, see [[Morrowind:Creeper|Creeper]] and the [[Morrowind:Mudcrab (merchant)|Mudcrab merchant]]. Always keep some expensive items on hand, or at least within a few game-hours distance, so if you buy something expensive from a merchant you can recoup those funds by selling them something pricey that you don't need, while they still have the extra gold (they'll lose it after 24 game hours). If you have lots of loot (or very heavy loot) you can pile it on the floor in front of various merchants and revisit them periodically to sell it off. [[Category:Morrowind-Hints| Hints]]
2,500,156
2021-10-06T06:41:51Z
null
This page provides hints related to Morrowind. :See also: :*Cheats - Various cheats to modify and manipulate your game. :*Containers - Places to find, collect and store items, and how they work. :*Glitches - A list of known glitches that appear in Morrowind. :*Houses - Places to call home in Vvardenfell. :*Level - Managing skill increases and leveling are important in this game. :*Making Money - Tips on how to earn a few extra coins on your travels. :*Quest Timing - Suggestions on what quests to do early, and which to save for later. :*Starting Out - A list of hints to help you start your adventures in Vvardenfell on a good note. Melee Combat Hints If you're facing a group or a powerful enemy beyond your level, a few swigs of Sujamma will raise your Strength and the damage you deal. Other drinks are helpful as well, but nothing offers the bang-for-the-buck of Sujamma. Every bottle will increase your strength by 50 points for 1 minute and drinking a lot of them at the same time will increase your strength so much that you can easily kill anyone in just a few hits. You can buy a lot of bottles from Fara in Sadrith Mora or even from the Mudcrab merchant (but they will be more expensive, from him, since you can't use your Disposition or Mercantile to lower the price). They will both have an infinite restock of Sujamma and you just need to close and reopen the exchange window to reset the stock levels. Try to isolate enemies when dealing with groups, use the terrain to your advantage, and any superior reach or speed your weapon might have. If you're facing a group of melee enemies (enemies that don't use ranged attacks), cast custom spell Levitate 1 pt for 60 secs in 50 ft on target&mdash;they will move very slowly and you'll be able to finish them with your spells or ranged weapon. For a detailed description of mechanics and tactics, see Combat. Useful Items in the Beginning Here are a few items that might prove useful in the early game: Ring of the Wind: +30 Agility, constant effect Mentor's Ring: +10 Intelligence, +10 Willpower, constant effect Mara's Blouse: +10% Resist Magicka, constant effect Boots of Blinding Speed: +200 Speed, Blind 100% on Self, constant effect Fists of Randagulf: +20 Strength, +20 Agility, constant effect Amulet of Shadows: Chameleon 80% for 60 secs on Self, on use Fists of Randagulf can be obtained during the Main Quest, but you can always get inside, steal the artifact, and get out. Items Boots of Blinding Speed If you drink a potion of magic resistance or use other means to get Resist Magicka and then immediately put on the Boots of Blinding Speed, you will not be blinded but will retain the speed effect until you take the boots off. A spell or enchanted item with 100% Resist Magicka for 2 sec on Self works well. For a higher degree of usefulness, use the boots with the Cuirass of the Savior's Hide. Also, Bretons have a Resist Magicka 50% bonus, and Orcs have a Resist Magicka 25% bonus, so they don't get completely blinded. Finding Odd, Unique Items If you come across an item that has a name you've never seen before, there is a chance the item may be used in a later quest. Some quests in the game require you to acquire a particular item. If you have already acquired that item, usually by visiting the dungeon where it is located before you did its related quest, then there is a pretty good chance you have also sold it or otherwise gotten rid of it. It is wise to store such possible quest items somewhere for later instead. Such quest items usually have special names and little value. You can then check the article on the item you've just obtained to see whether it is related to a quest, or you can search the Quest Items page to see if the item is listed there. Managing Loot Moving Lots of Loot Even if you can't move due to being overencumbered, you can still use teleportation spells like Almsivi Intervention, Divine Intervention, and Mark/Recall. This can be used to transfer large amounts of loot to a nearby town in one quick trip. It is especially useful to use Mark near a permanent corpse, such as Ralen Hlaalo, as this will allow you to drop as much as you need to in one place and be sure that it won't disappear. Super-capacity Container One of the biggest problems for the advanced player is the limits on container space. Each container can only hold around 100 pounds, so you will need quite a few to store all of your items. The Dunmer strongholds help, but they're not close to Mages Guild rapid transit (unless you install the Master Index plugin) or Silt Strider stations. This can be circumvented by not using containers, but by using bodies that do not disappear. There are two of them in Balmora: Ralen Hlaalo in Hlaalo Manor and Balyn Omavel after Mephala's quest, and many others throughout the game, including numerous skeletal remains, dead adventurers, and even the tax collector in Seyda Neen. For a complete list, see Permanent Corpses. Miscellaneous Identifying Diseased Creatures Contracting a disease can often be very irritating, especially in the early game or if you are far from a settlement and lack the means to cure it. However, in a small number of cases (usually mudcrabs), it is easy to tell whether a creature you have encountered is diseased. Since diseases affect creatures in the same ways they affect you, some diseases will lower a creature's Strength attribute to the point at which they are over-encumbered and cannot move. This is easy to differentiate from a creature which has become stuck on a piece of terrain. A stuck creature will appear to run on the spot, whereas a diseased creature will turn to face you but remain standing where it is. If you are in a situation in which you cannot risk catching a disease, make sure to stay away from any creatures which are rooted to the spot. Best Effect From Custom Fortify Attribute Constant Effect Items To get the most effect from your homemade constant effect Fortify Attribute items, set the enchantment's minimum magnitude to one and maximum magnitude as high as the item to be enchanted will allow. When the newly enchanted item is equipped, the magnitude of the fortify attribute spell effect will be a random value between one and the maximum magnitude. Unequipping and reequipping the item will roll a different fortify attribute spell effect value. Do this until you get a spell effect value close to the maximum magnitude of the enchantment. Note that due to a glitch, the spell effect value can never equal the maximum enchantment magnitude. Restore Strength Effects The Greater Bonewalker, a creature you will frequently encounter in ancestral tombs and as a summon of hostile sorcerers, has a nasty spell which damages your Strength. This spell will often leave you over-encumbered, especially if your encumbrance was near your limit before you started fighting. Unlike Drain or Burden, Damage effects do not wear off after a certain amount of time, so you will be stuck with a reduced Strength, and hence a reduced carrying capacity, until you find some means to restore it. Restore Strength potions can be bought from many alchemists, although you may prefer a spell or enchantment so you don't have to worry about carrying potions around. Whichever option you prefer, make sure you have some means of restoring your Strength when you go out adventuring, or you may find yourself unable to bring your loot back, or even being forced to drop some of your items on the ground in order to move again after (even while!) fighting a Greater Bonewalker. Super-strength After contracting Corprus disease, find a bed or some other place to use Rest. Set the time for 24 hours, and you will get a message saying "Your case of Corprus has worsened". Repeat this several times to raise your Strength and Endurance as much as you desire, at the temporary cost of other stats. This increase is permanent, although since it does not affect your base attribute values, any Damage Strength or Damage Endurance effects cannot be rectified by Restore spells. Be careful: high Strength causes more rapid weapon degradation. At seriously boosted Strength, you can break your own weapon in a couple of hits. Taking Screenshots In order to enable the taking of screenshots within the game, you will have to open up the file with any text editor and change the line to . Then, once in the game, simply press the key to save a BMP image in the directory. Screenshots are not overwritten between game sessions. This config file step is not needed with OpenMW. Also, it uses the F12 key to take the screenshot, in JPEG format, and saves in the directory (it does not modify the original directory for anything). Talking to Belligerent NPCs There are some NPCs who will refuse to talk to you. They will immediately end the conversation with their greeting, making it impossible to talk to them. This is a problem if you need to taunt them into attacking you so that you can kill them without incurring a bounty, or if they have special dialogues or training (such as Ash Zombies or Qorwynn). Remove all your armor and clothing or turn invisible, then initiate conversation. This will not work on Argonians or Khajiits, nor on some other NPCs, notably in the expansions. Tips for the Atronach Birthsign There are several ways to easily refill Magicka besides alchemy. These include: Tribunal Temple Shrines offering Almsivi Restoration or Velothi Indwelling, or Imperial Cult altars offering Restore Attributes. These can refill your Magicka completely with 1–2 blessings, and a cheap Almsivi or Divine Intervention can take you there instantly. Summon Ancestral Ghost for twenty seconds, as a custom-made. If you hit your summon a few times bare-handed, he will start to attack you with spells that refill your Magicka. This should only cost 6 points to cast. In the same vein: pick a fight with a Scrib. It's unlikely to do you much harm, and every time it tries and fails to paralyze you, your Magicka is restored a bit. This alternative is comparatively slow, as the Scrib's paralyze will only restore about 8 points of Magicka, while a 20 second Ancestral Ghost might restore 40 to over 100. However, if the ghost only casts one spell before disappearing and you fail to absorb it, or you fail to summon the ghost due to low Conjuration skill, and you run out of Magicka before getting your refill, the Scrib will at least allow you the opportunity for another attempt. Acquire Greed and/or the Necromancer's Amulet, which offer a spell absorption of 20% and 25%, respectively. Spell Absorption effects are checked separately and do not simply add together as one check, so in this case you get less than a 95% total chance; it actually results in only 70% total chance. Use Sujamma or other boosting drinks (e.g. Mazte, Shein) that have the negative side effect of decreasing Intelligence. These items can be purchased at taverns and clubs at cheap prices. Sujamma is the best for this purpose because it decreases Intelligence by 50 points. Drink the items (2 Sujamma will be enough if Intelligence level is at 100) until your character's Intelligence is temporarily reduced to 0. Wait for the effects of the Sujamma to wear off and your Magicka will be refilled 100%. Easy and cheap. Create a custom spell to Drain Intelligence 100 on Self for 1 second (not to be confused with Damage Intelligence). :*The Fortify Intelligence effect may cause Intelligence to fall to zero when the effect wears off. Move NPCs and Creatures with Command Spells Want a merchant, enchanter or spellmaker next to your house? Use Command Humanoid to bring them anywhere you'd like (taking them through fast travel works). Command Creature offers a similar functionality, and is automatically available for Bosmer players. This is particularly useful for moving Creeper or the Mudcrab merchant. Command spells can also be used to isolate enemies. Changing Loot in Containers If you are trying to find some specific loot, you can make containers reset with new loot. You must save before you take anything from your targeted container or else the contents will not change, but you can stand right beside it for quicker sampling of the new loot. While some chests will have different loot by simply reloading your save, you can force most containers to reset by removing all its items and then loading your save. Simple Training Tricks Easy ways to level up, if you're too poor for Trainers or want to earn your stripes. Acrobatics Training Very simple. Simply jump everywhere you go and your Acrobatics skill will increase quickly. Jumping while moving up staircases or hillsides will allow for more frequent jumps than along flat terrain. PC players can bind the mouse wheel or other convenient key to jump. However, jumping downhill gives greater bonuses per jump; the skill bonus increases along with the distance fallen. A minimal duration and minimum magnitude levitate spell or similarly minimal Jump spell can, before it wears off, allow a player to achieve just enough height (10-30 feet off the ground, as is safe) to only take a small amount of damage but raise the Acrobatics skill very rapidly. Obviously Alteration is raised, more slowly, at the same time. Characters with both Acrobatics and Athletics at 100 move faster by jumping than by running. It is recommended to avoid jumping while running. Jumping prevents you from receiving experience towards Athletics up until several feet of running after you have landed. A good place to train Acrobatics is Vivec. The outdoor ramps between the floors of the cantons are long enough to do at least 20 jumps when climbing up, and lets you fly a long distance when you jump down it. Simply jump all the way up a ramp, then jump down. Be wary of taking fall damage when your Acrobatics is medium-high, such that you can jump far enough down to hurt yourself; a constant effect Restore Health item will make your work much easier. At higher skill levels of Acrobatics, the ceiling in the Vivec ramp tunnels constricts your jumps down the ramp, slowing the Acrobatics-raising process. Alternative options include the Silt Strider ramp in Ald'ruhn, which is practically the same as Vivec but without the ceiling drawback, as well as the double stairwell in the back of Wolverine Hall in Sadrith Mora. The latter is located one floor below the Fighters Guild and provides a convenient falling height for Acrobatics above about 55 skill, the vertical drop being fine tuned by either running or jumping off the edge. Various hillsides also work well. Armor Training Equip the armor type of your choice and find one or more low-damage creatures. Mudcrabs are ideal for this purpose due to their low melee damage (Diseased Mudcrabs and those found on the Bitter Coast have higher damage than others, which have one point melee damage). Allow the creature(s) to attack you but do not retaliate; tweak the difficulty slider, if necessary. If you wear a shield, a successful Block will raise both the block skill and the skill governing the shield's armor type. Otherwise, if you wish to avoid raising the Block skill, omit the shield (you can also look away from your attacker, as the game takes player orientation into account, but you might block the attacks anyway, and it wouldn't work if two enemies were attacking you from different directions). Bear in mind that if you don't wear a shield the game will count the empty shield slot as an unarmored slot, so while your block skill won't be raised, your Unarmored skill will, albeit slowly. If you want to raise neither Block nor Unarmored equip a shield, then equip a two-handed weapon, or a Hand-to-Hand stance (0 key by default). Do not forget to Restore Health as necessary. You can also jump/run in place to increase Acrobatics/Athletics; this will also Drain Stamina, making you easier to hit and thus raise armor skill faster. You can train multiple armor types at once (more slowly) by wearing mixed armor of different classes. Train Hand-to-Hand simultaneously by punching your opponent until knocked down, then let it recover and attack you for a while; repeat. Accelerate the entire process by using multiple enemies, e.g. attracting the attention of multiple Mudcrabs and leading them around slowly to find some more in the area, then standing in the middle of a circle of them. A good place for a higher-level character to train your Armor skills is Drarayne Thelas' storage in Balmora. If you dont kill the Cave Rats for the Fighters Guild, they will gladly serve you as your free personal master trainers. If the Cave Rats are dead or bite too hard for you, another option is Foryn Gilnith, if you have not killed him for the Death of a Taxman quest. Being unarmed, he has fairly low damage but a decent attack speed. Even better, there's a door you can use to escape to heal or tune up your armor, and if you leave through it he does not follow you outside, and you can use the door even when knocked down due to Fatigue loss and are close to death. You only gain armor skill when you could possibly take damage, thus only when your Fatigue is depleted and you are on the ground. Auto-run can be used to avoid recovering Fatigue and thus getting back up and slowing skill gains. Athletics Training Simply find a flat wall in a river (such as the ones in Balmora) and swim into it. Then find a way to continue swimming into the wall, like pressing the Q key. Cheap Training Cast a short duration, high magnitude Fortify Personality or Charm spell immediately before opening dialogue with a trainer to boost your Disposition for lower prices. If you have the Fortify Skill effect, you can also fortify your Mercantile before interacting with the trainer. Doing both can lower the cost of training to less than 100 gold even at high skill levels. You may be able to further lower your training costs by casting a Drain Skill spell to reduce the level of the skill you are trying to train. This last exploit does not work in all versions of the game. Create Your Own Master Trainers You must have Fortify Skill. Trainers are set to teach you their three highest skills, up to their own skill level, so all you have to do is fortify anything up to 100 and they will suddenly become master trainers of that skill. Combine this spell with the cheap training trick and you can train any skill up from 5 to 100 at any trainer without spending more than a few thousand gold. Conjuration Training and Looting Practicing the Conjuration skill can be very beneficial, not only as a money-maker for starting out but as a way to train other skills. You can Summon as much as you like if you have some Restore Magicka potions. This is a great way to get your combat-related skills up without having to travel too far, and it is less dangerous. If your summon is about to defeat you, you can always summon it again to stop its attacks. Be sure to try this in controlled locations where important NPCs will not get involved. For efficient use of these summoned creatures, you can always summon them near an unowned bed where no important NPCs are present. You can use up your Magicka and then rest until it is filled back up to repeat the process. If your Conjuration skill is low and you still wish to reap the benefits, you can use certain enchanted items to summon creatures, such as the Ancestor's Amulet, which summons an Ancestor Ghost. If you get the rare Summon Golden Saint and/or Summon Dremora spells, you can use this to get high-end loot as well. Use an Enchanter to put this spell in an Exquisite Ring (provides for a 43-second summon) charged with the best soul gem you can muster and you can summon several Golden Saints or Dremora Lords in series without Magicka expenditure (or use a cheap soul gem for one, occasional summon). Hover over the Enter key (or whatever you've set the dialog/container activation key to) and press it quickly just after your killing blow lands (usually immediately after doing a Soul Trap, which must come toward the end of the fight with a Golden Saint because she'll Dispel it otherwise). If you're in luck, are close, and time it right, you can loot the corpse of the Saint or Dremora before she disappears or even hits the ground, netting both a shield and a weapon from a GS, which may include the best non-unique variants in the game, or a high-end weapon from the Dremora. This has about a 70% success rate with practice, but will not work if the dying summon falls rapidly straight backwards, or if you have moved away from the victim (or them from you) during combat. These summons are not totally immune to Paralysis, so a jinkblade or other means of paralyzing allows even fairly weak characters to use this technique for simultaneous Conjuration training, combat skills training, soul-trapping, and looting. Enchant Training The Enchant skill is also raised by activating enchanted items. All you have to do is create a few trinkets with high charges yet very weak enchantments (e.g. restore health 1 point for 1 second on self). Simply activate them repeatedly until they are empty and rest or wait to fill them up again. This is very similar to training magic skills, but much easier and quicker. Enchant will level 50 times faster, however, if you use soul gems to recharge items. Stock up on Common Soul Gems and fill them up with summoned Ancestor Ghosts and any pest animals you encounter. Pick an item with a large charge capacity that burns its charge very quickly, like the Staff of Magnus. Put the filled soul gems in a quick item slot and use them repeatedly to recharge the item. Alternatively, if you have acquired Azura's Star, you can enchant a weapon of your choice with Soul Trap, then assign Azura's Star to a quick item slot. Just go out and kill some creatures with your enchanted weapon, trap the soul and use Azura's Star to recharge your weapon. Try it on Slaughterfish; this way you will also be training your weapon skill, Athletics skill by swimming, and maybe even earn a place among the Saints for ridding Vvardenfell of Slaughterfishes, for a time anyway. Magic Training To receive experience points for spells, all you must do is successfully cast the spell. That means that you can practice spells over and over again instead of paying for training. Since spells can be cast on the run, it is not necessary to stand in one place to cast repeatedly. Spells can be cast while engaging in many of the activities described on this page. All spells within a skill will give you the same experience when cast. It is best to train a magic skill by casting the spell with the lowest Magicka cost. The best way to do this is to create custom spells that only cost 1 point of Magicka to cast. Remember that while you can cast spells on the run, the chance of each cast succeeding is less if your fatigue is low. With the lowest possible starting Willpower of 30, and with a standard Luck level of 40 or above, it takes a level of 62 in any of the spellcasting Magic skills to have a 100% chance of successfully casting a 1-point spell with 0 Fatigue. Mercantile Training Find a nice, cheap, and easy-to-find item, such as a standard potion. Determine the lowest price you can buy the item for from a given NPC without too many "Your offer was refused" messages. Determine the highest price you can sell the item for as well. Buy it from a merchant over and over again and resell it over and over again, always for those prices. It should only take 8-12 interactions to net a level in Mercantile. A more general and less exploit-ish technique is to always conduct transactions with merchants one item at a time and haggle on all of them (except when it would be too tedious to do so, e.g. when buying 100 arrows). If you use spells and enchanted items to Fortify Mercantile skill to 500 or above, this makes training much easier, because merchants will always accept your offers no matter what. The better the deal you make, the faster the skill levels up. Try purchasing an expensive item for 1 gold, and then selling a cheap item for all of the merchant's gold. Two to three deals like this are usually enough to gain a level in Mercantile. This level of merchant exploitation is widely regarded as a cheat, however, and seriously unbalances the already poor economics in the game. A less absurd approach is a Fortify Mercantile 100 spell (or whatever you can reliably cast), which still requires some haggling and doesn't make merchants out to be insane. Security Training First, make sure you have about 15 to 20 journeyman's lockpicks. Then go to Medila Indaren at the Caldera Mages Guild. Buy Fenrick's Doorjam, a 10 point Lock spell. Now go to any container or any place that has two or more containers reachable from the same spot. If the containers are locked, unlock them first. Finally, lock them with the spell and unlock them with your lockpicks. Repeat the process over and over to train your skill, making sure that nobody sees you if the containers are owned, since unlocking them is a crime even if you locked them. This method will also raise your Alteration skill quickly, since the spell's base cost is 1 Magicka. A stronger lock spell is useless since the strength of the lock does not affect how much experience you get. Also, making a Lock 1 point spell in spellmaking will allow you to more easily open the lock. Sneak Training A safe and easy way to train Sneak to 100 is to close yourself into a room with an NPC. Hide behind an obstacle or wait until their back is turned and go into Sneak mode. Get back into the NPC's line of sight and just stand there. To hurry things along, you can walk about or open and close doors, but standing works just as well. As with the training Athletics hint, you can pursue other activities at the same time, if you make use of a weight to hold down the sneak key on PC or a rubber band on Xbox, or just toggle Sneak mode. Another way, though best used in combination to the above method, is to get into Sneak mode and cast an Invisibility spell repeatedly. You'll find that each cast will put you one or two points (depending on your Luck level) on your character's training progress level bar. There is an option on the Xbox console to automatically shut off after a set period of time. If you plan to do this trick for a long time, you must make sure that your Xbox is not set to automatically shut off. To do this, you must access the Xbox options by turning on the system without a disc in the tray. It is off by default. A third way is to find archers and pickpocket their arrows one at a time. The same works for gold and any other highly stacked items. For convenience, you can give an NPC a sizable bribe and then pickpocket the gold back piece by piece. This method works better if you have the Morrowind Code Patch, which makes pickpocketing easier. A fourth way is to sneak up to a Cliff Racer, hit it with a weak ranged attack, then wait until it comes up to melee range. The key here is to hold the Sneak button down the entire time (or use toggle Sneak mode) and to never, even for a second, lose the yellow marker that tells you you're currently Sneaking. This means your character must be well away from any NPCs that could see you or other monsters in range. Each successful attempt will net you about 30 points towards your next Sneak stat increase and, given the amount of Cliff Racers in the game, this can make leveling it quite fast. Weapons Training Consider using low-damage weapons on easier fights (and using a weapon's least effective attack: chop with spears, thrust with axes and blunt weapons, fire bows with only a tap of the trigger). The more hits you land, the more you train. And if you can withstand the damage they inflict, you can even attack Daedra and undead – including ones you summon, though they don't last all that long – with normal weapons that don't affect them, and still receive experience for each hit. It's also best to keep Strength somewhat low at first to avoid your weapons breaking too quickly for more efficient training. Boosting your Agility will help you connect a blow. You can also consider healing creatures before they die. Hoarding Skill Books for Later This is arguably not an exploit, but a realism improvement. It doesn't make sense that one would instantly gain expertise by glancing at one page in a book for a moment while trying not to get caught stealing. Rather, one would study it at leisure at home and with focus. By default, the games makes you skill-up "on contact" with a skill book's content. But you don't have to, and can take it for later use, both for when you've tapped out most of the readily available trainers, and to avoid inefficient leveling. Most books with a list value of about 150 septims or higher are skill books. To grab one without triggering it: 1) Enter inventory mode. 2) If the Stats, Magic, or Map window is in the way, between the pointer and the book you want to grab, pick up any inventory item and hold it over the intervening window (other than the inventory one itself), and that menu will go transparent. Drop your item back in your inventory. 3) You can now interact through the barely visible menu with what is in front of you, including grabbing the skill book (with left-click, as if attacking it) without reading it, and just drag it to your inventory. This even works remotely through Telekinesis. If it's not working in your version of the game, move or resize the intervening menu window manually, so you can see the desired book directly while in inventory mode. (Aside: This interaction mode is also used for carefully placing items in the environment, like arranging things on a shelf, including your skill book loot. It's also good for quickly stealing multiple books or other items for lower risk – game time is frozen while the menu is open, so if you got away with stealing the first item you can reach, you can steal all others you can see and reach with impunity while still in inventory view. It can also be used mid-fight to temporarily drop inventory items, out of realtime, if you've been hit with a Drain Strength or a Burden effect and can't otherwise compensate.) After you've collected skill books and need one, you can identify which do what (if you don't just look that up here) by saving your game, opening a book the normal way, seeing what skill it raises, then reloading your savegame if it's not the one you wanted. This is also a realism improvement, since one would get a sense of what a book is about by skimming it without suddenly learning everything it has to offer "by accident". Merchant Tips Prices and Merchant Disposition When buying, you will want the merchant's Disposition at 100. However, when selling, having the merchant at 100 doesn't give you the highest price. You can temporarily lower the merchant's Disposition towards you by trying to buy an item for 0 gold. Each rejected offer lowers the Disposition. To reset, simply exit out of the conversation completely and talk with the merchant again. There is no magic value for the highest offered gold, but the higher your Mercantile skill is, the more of an effect the NPC's Disposition has on the prices. See Mercantile for more details on this bug. In some versions of the game, having a high Mercantile also directly results in better prices when buying but glitched lower prices when selling; see Glitches &sect;&thinsp;Selling-to-merchants Bug for details. Selling Expensive Items If the merchant has a lot of stock, buy all of it to increase his or her gold supply, then sell the expensive item. If the merchant still does not have enough gold to buy your expensive item after you buy everything they sell, then buy more of their auto-restocking supplies until they do. After you sell your high-priced item for all the merchant's gold, wait 24 game hours so their money resets, and sell their own stock back to them, and repeat as needed until you've unloaded it all. This can be tedious, and is best done with high-gold merchants who restock expensive items, e.g. Silver Bolts. For merchants with lots of gold and who pay full base value, see Creeper and the Mudcrab merchant. Always keep some expensive items on hand, or at least within a few game-hours distance, so if you buy something expensive from a merchant you can recoup those funds by selling them something pricey that you don't need, while they still have the extra gold (they'll lose it after 24 game hours). If you have lots of loot (or very heavy loot) you can pile it on the floor in front of various merchants and revisit them periodically to sell it off. Hints