tamriel

Elder Scrolls: A Summary
  • Arena: Help! You must find all eight pieces of this staff to defeat the main antagonist! Did I mention that all the pieces are in eight different locations scattered all over the world? Have fun!
  • Daggerfall: Help! You must choose to give this all powerful Numidium to one of six potential factions! This will in no way affect the outcome of the next game however! Have fun!
  • Morrowind: Help! An all powerful self-created God, Dagoth-Ur is rising. You, the reincarnate of a long-dead hero must destroy the Heart of Lorkhan to defeat him once and for all! By the way, good luck with that whole claiming to be the Nerevarine thing. Have fun!
  • Bloodmoon: Help! Werewolves are attacking a fort on an island off Vvardenfell! When you're not defeating Dagoth-Ur, come help us solve this mystery! Oh, and a Daedric prince is involved? Have fun!
  • Tribunal: Help! Sotha Sil of the tribunal is going mad, and must be defeated, so as to save Morrowind! Oh wait, Almalexia, are you okay? Have fun!
  • Oblivion: Help! The emperor is dead! Quick, find his illegitimate son so we can stop Mehrunes Dagon from invading Tamriel. Whoops, lost the Amulet of Kings, it won't be that hard to get back, right? Have fun!
  • Shivering Isles: Help! A portal has opened up and it leads to the realm of the Daedric prince of Madness! You must go try and close the portal! Don't accidentally become a daedric prince yourself or anything! Have fun!
  • Knights of the Nine: Help! We must restore the Knights of the Nine to take down a historic enemy back from the dead! You have time to do that whilst shutting Oblivion gates, right? Have fun!
  • Skyrim: Help! You, the one we tried to behead for no reason, you are a Dragonborn! So yeah, only you can stop Alduin, fabled dragon, world eater, from destroying Tamriel. Just try and avoid that civil war happening too. Have fun!
  • Dawnguard: Help! A faction of vampires have appeared, we must create a new faction of vampire hunters to stop them at any cost! Wait, why are you a vampire now? Have fun!
  • Dragonborn: Help! That creepy werewolf island is back! This time another Dragonborn is jealous of your new found fame! Oh dear, another daedric prince is involved this time... Have fun!
  • Hearthfire: Help! I need a new Thane, and you need a house! Also, adopt some children... have fun!
  • Online: Help! Molag Bal is invading Tamriel and will enslave everyone! You, the Vestige, are the only one that can stop him! Oh, and can you deal with every single village in Tamriel's problems? Have fun!
Beyond Skyrim: Bruma launched!

Beyond Skyrim: Bruma is now available for Skyrim/Skyrim Legendary Edition on the Nexus. Find it here:
http://www.nexusmods.com/skyrim/mods/84946/?

We’re working on the Special Edition and Xbox One versions and will have further news to share soon.

We’ll be working to rapidly patch any bugs or issues that are reported, so please bear with us.

It’s been a long road getting this far. Thanks to everyone for all your support.

8

Kaandra Willowshade – the Defender of Reaper’s March

Bosmer, or Wood Elves, hail from the province of Valenwood in Southwestern Tamriel. Rejecting the formalities of the civilized world, the Bosmer discarded lavish living for a life in the wilderness, among nature, the trees, and animals. In fact, their major cities are actually located in giant walking trees that roam the forest province of Valenwood.

The main religion in the forests of Valenwood is that of the Forest Gods and ancestor worship. According to legend, the Bosmer witnessed the death of Yffre, the first of the Ehlnofey to die. In his passing, his spiritual energies formed an Earthbone, a natural law, to limit certain aspects of the world. Yffre’s Earthbone placed a limit on the ability of a being to change its form and nature, as previously they could change them at will. However, the Bosmer, having witnessed the formation of the Earthbone, learned how to manipulate it to avoid its restrictions. The most notable of their uses of this ability is the Wild Hunt, a ritual known only to the shaman of Valenwood. This act is reserved to protect Valenwood from invading forces, the ritual permanently transforms all participants into mindless, blood-thirsty monsters, who will then consume all of their enemies and then themselves. The Bosmer have noted that all monsters in the world were born from previous Wild Hunts. And is also enacted at the end of each era as a ritualistic practice within Valenwood.

The Bosmer are said to have made a Pact with Y'ffre, the Forest Deity. The Bosmer became religiously carnivorous and cannibalistic as a result of the Green Pact, a central portion of the Bosmer faith. The Green Pact is never explicitly shown, but in its simplest form, it sets these rules down: Bosmer may only consume meat-based products and are forbidden to harm any plant for their own betterment. The Green Pact has also heavily impacted Bosmeri cuisine, combat, and weaponry. They have developed methods of fermenting meat and milk to develop powerful alcoholic beverages and weapons such as bows are often made of treated and shaped bones. Most notable about Bosmeri combat is their stipulation that a combatant must consume an enemy’s corpse within three days of killing them. Their families are allowed to help eat the kill. This has led to changes in approaches to combat, such as fasting and planning family feasts following a battle.

The Beauty of Tamriel

Some of my favourite landscape shots from ESO.

Auridon, Summerset Isles:

Greenshade, Valenwood:

Bal Foyen, Morrowind:

Glenumbra, High Rock:

Stormhaven, High Rock (that’s how I imagine the village where my Breton Dragonborn Remedios grew up):

Rivenspire, High Rock:

Wrothgarian Mountain region:

The city of Orsinium (I don’t know if anyone else played that game, but this part of the city somehow reminds me of Mercuria from Dreamfall: The Longest Journey):

6

Sheev-Lursha - The Protector of Saxhleel Tradition

Argonians, or Saxhleel, are an oviparous race of reptilian people native to the large and marshy province known as Black Marsh, a region of Tamriel. They can be found in smaller numbers throughout the continent, and have been featured in every one of the main games thus far. Argonians are one of the few races completely unrelated to men and mer, being descended directly from the Hist. Enigmatic and intelligent, the Argonians are experts of guerrilla tactics, and their natural abilities suit their swampy homeland. They have developed immunities to diseases that have plagued many would-be explorers in the region, and they are capable of easily exploring underwater locations due to their ability to breathe water. Argonians also have some resistance to poison. They are also very capable warriors and archers due to their constant use of guerrilla warfare against Warring Tribes or Dunmer slavers.

Argonians start out in life as eggs; when a clutch of Argonian eggs is laid, they are placed near Hist trees in areas known as hatching pools. When the eggs hatch, they form a connection to the Hist. If, for whatever reason, this connection to the Hist is not present or is severed, the unborn within the eggs die. After being born, Argonian hatchlings drink the sap of the Hist and continue doing this through their infancy. According to them, the sap of the hist tree, when drank, gives a hatchling its soul. When that Argonian dies, his soul travels back to its Hist tree and is stored until another hatchling drinks that Hist. Thus, the Hist is giving it a soul, and so the cycle repeats. It is unknown if a hatchling would really have a soul of its own without receiving one from the Hist.

During the Oblivion Crisis, a powerful political faction known as the An-Xileel rallied the Argonians against the Daedra after the Battle of Kvatch. The An-Xileel were staunch Argonian traditionalists, tracing their ancestral ways back to the great Xanmeer civilization. It is also rumored that they of all the Argonian tribes have the strongest connection to the Hist and can receive knowledge and prophecies. When the Oblivion Gates opened in Black Marsh, the Daedra didn’t so much flood into Argonia as the Argonians did into Oblivion. The natives fought and defeated the Daedra on their own turf, doing so with such success that the Dremora lieutenants actually closed their Gates themselves to prevent being overrun, an occurrence unheard of in the other provinces. Thus, the An-Xileel held Black Marsh until Martin Septim ended the Oblivion Crisis and closed the Gates forever. They also made Black Marsh the first province to secede from the Empire after the Crisis ended, and initiated a brutal campaign of war against the Dunmer of Morrowind for the countless centuries of slave raids and Argonian servitude.