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message 1: by dany (last edited Nov 02, 2014 04:17PM) (new)

dany (elothwen)

The High King of Skyrim has been killed, and the threat of civil war looms over the land of Skyrim; One side wishes to secede from the crumbling Empire, while the other wishes to remain a part of it, believing that it is still worth fighting for. To make matters worse, this schism is the final event in a prophecy foretold by the Elder Scrolls that will lead to the return of the dragons under Alduin, the Nordic god of destruction.


Skyrim, also known as the Old Kingdom or the Fatherland, is a vast region set in the northern part of Tamriel. It is home to the Nords, large and hardy men and women who have a strong resistance to frost, both natural and magical. Skyrim was originally inhabited by a race of Mer called the Snow Elves, though after the Atmoran-Snow Elf War, the Snow Elves were destroyed and the Atmorans settled the land. It is bordered by Morrowind to the east, Cyrodiil to the south, Hammerfell to the southwest, and High Rock to the west. The island of Solstheim lies to the northeast of Skyrim.


Skyrim is the fourth largest country in Tamriel with an area of roughly 105'500 sq. miles, it features many different terrain types, including tundra plains, forests, highlands and mountainous regions. It is the most rugged region on the continent; not only containing five of the highest peaks in Tamriel, but also very snowy and cold. Only in the western reaches are there some measure of flat land, where most of the population resides. The rest of Skyrim is vertical; mountains, cliffs, and deep valleys. A variety of crops are raised in Skyrim, from wheat to the hardy snowberry.

Of note is that the particular climate of Skyrim makes it the only region in Tamriel, outside of the most northern reaches of High Rock and Morrowind, suitable for the brewing of the infamous alcoholic beverage Nordic Mead, also known simply as "Rotgut". This is because that, in addition to the local availability of certain ingredients, several times during the distillation process, the substance must be subjected to extreme cold temperatures, so that it may freeze and refreeze. The drink is noted for the distinct "cold" taste, similar to extraordinarily strong mint, which persists as a feeling of ice in the stomach, as well as for the very deleterious nature of its content. Nordic Ale is illegal throughout the Empire, but this does not stop many proprietors from stocking smuggled bottles for those brave enough to try a mug.

Skyrim also sported a few numbers of caves, caverns and vales. One of the biggest caverns in Skyrim was Blackreach, or Fal Zhardum Din in Dwemeris, which translated to Blackest Kingdom Reaches. Blackreach was a massive cavern which contained a city, one that was built by the ancient Dwemer. Blackreach was theorized to be the capital of the Dwemer empire, and was connected to three other Dwemer cities: Alftand, Raldbthar and Mzinchaleft. This massive cavern-city was enormous, its size beyond any other cave or cave network in Skyrim. A staggering variety of ore veins, flora, fauna and animals were found in Blackreach, many of them unique to the location.

Flora and Fauna

A vast number of types of flora was found throughout Skyrim. Flora could be found anywhere in Skyrim, even in the coldest, windiest and harshest of locations. Flora such as Snowberries and Frost Mirriam are capable of surviving in cold, harsh conditions. There were nine types of Fungi found in Skyrim. These could be found in caves, caverns and networks beneath the surface of Skyrim.

One of the inquiring and interesting floras of Skyrim was the Nirnroot. Nirnroot typically grew near fungi and water resources, and depended on water and sunlight to survive. This rare plant was light green and emitted a very bright glow, as well as chiming sound. Nirnroot flourished on Skyrim and all of Tamriel until the event known as the Sun's Death occurred in 1E 668, which catastrophically affected almost all plant life, including Nirnroot. Nirnroot depended on water and sunlight to survive, and after Sun's Death occurred, the Nirnroot's normal growth cycle was interrupted by the lack of sunlight for a full year.

The Crimson Nirnroot was a variant of the Nirnroot, which only grew in Blackreach. Crimson Nirnroot emitted a glow and chime sound just like the regular Nirnroot, but its natural color was red and could naturally reproduce itself. On Rain's Hand of 4E 2, a conference was held at the Alchemical Symposium. During the conference, Master Alchemist Sinderion delivered a speech on the Nirnroot in which he presented the notes of noted Herbalist Chivius Regelliam. Regelliam developed a theory which stated that the Nirnroot was entering evolution; the plant was gaining an ability to "preserve itself." When the volcanic ash mixed with the fertile soil of Cyrodiil, the Nirnroot was able to gain the aforementioned ability. Sinderion supported this theory and gave evidence on it, and recommended that funds should be used for a project to study the Nirnroot to find a way to save it from extinction.

A variety of animals lived in Skyrim throughout the lands. From domesticated animals to animals living in the wild, there was a huge variety in the creatures of Skyrim.

Some animals were domesticated by the Nords. These animals included the dogs, horses, chickens, cows and goats. The horses of Skyrim were hardy and strong, and made up for endurance what they lacked in speed. Horses and horse-drawn carriages were commonly used as methods of transportation. Both were capable of tackling on the harsh terrain and climate with ease.

*note; to list and describe every type of flora and fauna would be impossible; please refer here for a complete list of flora and here for a complete list of fauna


The Pale
The Reach
The Rift

*note; cities located in these holds will be elaborated upon in their respective folders


The collected province of Skyrim is ruled by the High King (or Queen) and their consort. Each hold is ruled by a Jarl. Until the Stormcloak Rebellion and Skyrim Civil War, the province was included in the Empire of Tamriel. However, by the beginning of the Fourth Era, only half of Skyrim counts as Imperial territory. While under this banner, Skyrim enjoyed military aid from the Emperor's army and inclusion in world affairs, as part of the Elder Council. The High King and each Jarl held a seat on the council.

The Jagged Crown was a symbol of leadership and power of a High King or High Queen. It was made out of the teeth and bones of Dragons and was an ancient relic of the Nords. It was believed to date back to the time of King Harald. The last High King to wear the crown was King Borgas and was lost during the War of Succession.

There were no known laws or legal documents of Skyrim. There were some surveys, censuses and records used by the government, such as the Book of Life, which was a census that kept track of people and livestock in a certain region. The government also kept records of cities' general status and economic production. One such survey was the Survey of the Holdings of Jarl Gjalund, taken down during the First Era by Slafknir the Scribe, under the rule of Jarl Gjalund.

Armed Forces

Skyrim appeared to have no national armed forces. Each Hold had its own section of Hold Guards who acted as both a national guard and police force. These soldiers were the first line of defense against any opposing force who threatened Skyrim and her people. After the Skyrim Civil War erupted in 4E 201, the Hold Guards of Skyrim were divided just as Skyrim herself was, with Haafingar, Hjaalmarch, The Reach and Falkreath Hold under Imperial control and Eastmarch, The Pale, The Rift and Winterhold Hold under Stormcloak control.

message 2: by dany (last edited Nov 02, 2014 03:28PM) (new)

dany (elothwen)

Skyrim is a wealthy and powerful province; the hold of Haafingar had always been one of the richest and most influential regions. Solitude was the capital of both Haafingar and Skyrim, and so dominates politically, but also economically. Recently, Solitude has grown ever more powerful, controlling much of the northern coastline following King Thian's alliance by marriage with Macalla, the Queen of Dawnstar. It has sought to expand its influence further by annexing several former Imperial fiefs, such as the island of Roscrea, ruled directly by the Emperor since Uriel V conquered it in the 271st year. There are also influences from Morrowind because refugees from Morrowind escape there, bringing new ideas, cultures, and stimulating the economy.

In some cities, a citizen becomes a part of the economy by either logging or blacksmithing. In the Fourth Era, Skyrim was politically unified until the outbreak of civil war, which pitted the Eastern Holds against the Western Holds. Though this, coupled with the Great Collapse, has caused some damage to Skyrim's economy, the city of Riften has become an industrial powerhouse, producing mead and fish. This has led to some political corruption, however, but on the whole, Skyrim is one of the more powerful and wealthy nations on Tamriel.

There were many forms of economic production in Skyrim. This included agriculture (farming), which was common despite the harsh and cold conditions, as well as grain production, mining, stone-cutting and logging. There was also fishing, honey farming and food and mead production. In Skyrim, there were many farms, Grain Mills, Mines, saw mills, docks and ports that produced goods and services. In addition, the trading and shipping industries were another part of Skyrim's economy. In each major city in Skyrim, of which there were five of them, there was a central marketplace where business, trading and social activities took place.

Some cities, towns and villages produced specific goods and services. During the First Era, Rorik's Steading (Rorikstead) produced grain, leather and horses, Korvanjund produced hides and meat, Volunruud produced meat and worked ivory, Bromjunaar produced lumber and stone, Granite Hill held a weekly market and Hillgrund's Steading (Ivarstead).

The East Empire Company was a multi-national, monopolistic trading and shipping company based out of Cyrodiil. The East Empire Company essentially dominated the shipping and trading industry in Skyrim. They controlled the flow of ships, goods and trade and business coming into the ports of Skyrim.

The Thieves Guild was an organized guild of thieves who operated based out of organized crime. They were headquartered in the Ratway beneath Riften, and had major effects on Skyrim's economy, whether it was positive or negative.

Skyrim used the Septim, which was the main currency used in Cyrodiil and throughout all of the Empire.

message 3: by dany (last edited Nov 02, 2014 04:21PM) (new)

dany (elothwen)

Skyrim and her people, the Nords, had a diverse culture that spread across multiple aspects, such as holidays and festivals, music, religion, architecture and infrastructure and education. Some pieces of culture even dated back to the Merethic Era used by the Atmorans, the Nords' ancient ancestors.
There was a spiritual relationship between Nords and breathing, which was associated with the goddess Kynareth. Though the art of speech was usually associated with the goddess Dibella, the art of Thu'um, or Storm Voice, was associated with Kynareth, who gave Men the ability to speak. Nords considered themselves to be the children of the Sky. They called Skyrim the Throat of the World, because it was where the sky first brought the North Winds upon land and formed them. Breath and the voice was the vital essences of a Nord; the art of breathing, speech and articulation was with them.

Nearly all Nords had the capability to speak, but some had the capability of using Thu'um, or Storm Voice. The power of those Nords could be articulated into a Shout. The Way of the Voice was a pacifist philosophy developed by Jurgen Windcaller. The philosophy preached the Thu'um should only be used for worship and glory of the Gods rather than martial exploits. Jurgen Windcaller first developed this philosophy after the First Battle of Red Mountain in 1E 416. He then founded the The Greybeards, a monastic group of Tongues who practiced the Way of the Voice.

There was a relationship between Nords and combat skills, whether it was one-person melee weapons, archery, blocking, heavy weapons, hand-to-hand combat. Nords were simply just associated with battle skills, the art of combat, improving battle tactics and increasing overall experience of combat. Nords and their culture also focused on quests for honor and glory.

Saunas were popular in Skyrim.

Many songs were found in Skyrim's culture; some notable songs included Ragnar the Red, the Song of the Dragonborn, The Dragonborn Comes and Tale of the Tongues. Music was also popular in relation to war and propaganda. In the Third Century of the Fourth Era, when the Skyrim Civil War was taking place, two songs were produced with either song supporting a side. The Age of Aggression was for the Empire and The Age of Oppression was for the Stormcloaks and Skyrim.

These songs were sung by Bards in Inns and Taverns all across Skyrim. The Bards College in Solitude was a school for Bards.

Many songs were still sung by people in the modern era that were sung by people of the Merethic Era and the First Era. One very notable song of the past was King Olaf's Verse. The verse, written by Bard Svaknir, criticized King Olaf One-Eye and his adventures and referred to his adventures as "lurid and false." In response, King Olaf One-Eye ordered Svaknir to be imprisoned and all copies of his verse to burn. In 4E 201, the Last Dragonborn joined the Bards College, and his or her first task was to retrieve the last known copy of King Olaf's Verse in Dead Men's Respite.

Queen Elisif the Fair banned the Burning of King Olaf, a festival of the Bards College, and the Bards desired for the festival to take place, and not just for them but for all of Solitude and Skyrim. Viarmo and the Last Dragonborn went to Elisif the Fair and presented to her King Olaf's Verse. Elisif soon allowed holding of the Burning of King Olaf festival. The festival was to be held that day, and for all days in the future when the festival was to take place.

A few notable holidays and festivals were customary in Skyrim and in Nordic culture. One notable festival was the Feast of the Dead, which was held on the 13th of Sun's Dawn in Windhelm to honor Ysgramor and the Five Hundred Companions. During the festival, the names of the Five Hundred were recited. Another notable festival in Skyrim was the Burning of King Olaf.

There were two religious pantheons of Skyrim, both worshiped in different time periods throughout Skyrim's history. The first was the Ancient Nordic Pantheon, worshiped during the Merethic and early First Era. The second was the Nordic Pantheon, revered during the rest of Skyrim's history.

The Nordic Pantheon consists of various deities, resembling or drawing influence from the Nine Divines. Specific deities venerated by Skyrim and her people include: Alduin, Dibella, Orkey, Tsun, Mara, Stuhn, Kyne, Jhunal, Shor, Ysmir, Herma-Mora, Maloch. Shor is considered the father deity of the providence, as opposed to Akatosh, the chief Divine of Cyrodiil. Some scholars report that Akatosh and Alduin are the same deity, while others disagree.

Conversely, the Ancient Nordic Pantheon venerated animal gods; the deities were the hawk, wolf, snake, moth, owl, whale, bear, fox, and the dragon.

Sovngarde is believed to be the Nordic afterlife created by Shor. When Nords, as well as anyone who believed in the Nordic Pantheon, died a heroic and honorable death, they ascended to Sovngarde.

Daedra worship is rare in Skyrim. The main pantheon consists of Herma-Mora, an Atmorian demon who some claim is the incarnation of Daedric Prince, Hermaeus Mora. Mephala, the Daedric Princess and webspinner, is Herma's sister, supporting claims that he is a Daedric Prince. Maloch, an incarnation of Malacath, is the patron of the ostracized. This Daedric Prince was brought to Skyrim by the Orcs. Other Daedric Princes worshiped in Skyrim include Azura—whose followers fled Morrowind after receiving spiritual dreams from their liege; Nocturnal—worshiped by the Nightingales; Namira—worshiped by a cult of cannibals; and Hircine, largely patronized by lycanthropes.

Because Tiber Septim liberated Skyrim from the elves, many consider his divine apothesized form, Talos, as worthy of veneration. Worship of Talos was prevalent in Skyrim until the Thalmor and the Elder Council signed the White-Gold Concordat as a treaty to the Great War conflict. Within the document contained explicit demands by the Third Aldmeri Dominion to uproot the worship of Talos in Cyrodiil and its territories. Skyrim, at the time, was a territory of the Empire of Tamriel, its High King being a member of the Elder Council. Loyalists supported the efforts of Imperial Legion and the Thalmor to eradicate Talos worship in Skyrim, although rebellious groups such as the Stormcloaks refused to relinquish these beliefs. Popular insurgents included the Jarls Elisif the Fair (of Solitude) and Ulfric Stormcloak (of Windhelm). Sometime after the Concordant was signed into law, the shrine of Talos in the Temple of the Divines was vandalized and removed.

The architecture and infrastructure of Skyrim was a mix of rural and urban; part of Skyrim was complete wilderness that was untamed, there were nine cities spread across the nation. Of the nine cities in Skyrim, there were five that were more urbanized, heavily populated and more city-like, and the other four were smaller, less populated and more rural in nature.

The actual architecture of the buildings varied, but it was unknown what it depended upon. The city of Markarth was originally built by the ancient Dwemer. The buildings were made of stone and the unique metal known only to the Dwemer. After the Dwemer disappeared in 1E 700, people started to settle into Markarth, so the Nords who settled the city did not have to use their cultural styles of architecture and infrastructure.

Ancient Nordic architecture included longhouses, with "each beam and cornice festooned with carvings of dragons, bulls, boars, leering wild men, and dancing, long-tressed women." The Ancient Nords, known as the Atmorans, built massive structures called Word Walls. Whether it was out of fear or respect, the Ancient Nords learned the language and writing system of the Dragons (Lore). One purpose of these Word Walls was to teach Words of Power to those who could learn and use Shouts.

There was also Akaviri architecture present in Skyrim. Sometime during the First Era (1E), Sky Haven Temple was constructed for and by the Akaviri Dragonguard. In 1E 2812, Emperor Reman II permitted the construction of Alduin's Wall within Sky Haven Temple. Alduin's Wall was a massive stone mural built to record all of the Akaviri's accumulated dragon-lore and the Prophecy of the Dragonborn. Sky Haven Temple and Alduin's Wall was a testament to Akaviri architecture and sculpturing, and was considered to be some of the best preserved examples of early Akaviri structures and sculptures.

Three colleges exist in Skyrim: the Imperial College of the Voice, the Bards College, and College of Winterhold.

message 4: by dany (last edited Nov 02, 2014 04:06PM) (new)

dany (elothwen)

Known as "Altmer" in their homeland of Summerset Isle, the High Elves are the most gifted in the arcane arts of all the races. They can call upon their Highborn power to regenerate Magicka quickly.

Due to their magical affinities, the Altmer excel at mage-based classes. Characterized by their yellowish skin and amber-colored eyes, the Altmer are subjected to racism and discrimination due to their affiliation with the Third Aldmeri Dominion and the Thalmor.

As a race, the Altmer strive to maintain the appearance of their ancestor race, the Aldmer, primarily through highly selective traditions surrounding marriage and reproduction. They are among the tallest of the humanoid races, taller than most humans and much taller than other mer. Their skin maintains a very pale gold hue, not quite the pale white of the northern human races such as Nords or Bretons but far lighter than the Bosmer. They are slender, with prominently pointed ears and almond-shaped eyes that can be amber, green, or yellow. On average, Altmer are of smaller build than humans, and thus generally not as strong. Their tall stature also makes them less agile than their Bosmeri cousins. However, Altmer are among the most intelligent and magically-inclined races on Nirn, surpassing even the Bretons in magical aptitude. Altmer are received poorly amongst the Nords, the Stormcloaks especially, ever since the Thalmor, the ruling political group of the Altmer, outlawed the worship of Talos in Skyrim. High Elves are well known for their noble countenance and are arrogant or disdainful more often than not when addressing humans.

The Altmer are one of the oldest races on Tamriel, one of the earliest descendants of the original mer race of Aldmer, and from there, through the Ehlnofey to the divine et'Ada themselves. As a race, they are extremely proud of their Aldmeri heritage, and make a concerted effort to maintain their genetic lineage. Their name translates from the Aldmeri language as High Ones or Cultured Ones, a name which is often interpreted to mean "tall", or more often, "snobbish". For their part, the Altmer argue that they are the first true culture on Tamriel, and still the most civilized race, an argument that even human scholars find difficult to refute.

The Altmer primarily live in the province of Summerset Isle, a large island off the southwest coast of Tamriel, which shares a border with Valenwood. According to their histories, their Aldmeri ancestors arrived on Summerset Isle after fleeing the catastrophic sinking of their original home continent, Aldmeris. From here, splinter groups of Aldmer spread throughout Tamriel, but the Altmer remained on the Isles, acting as the nominal head of the empire of meri nations on Tamriel. For most of the Merethic Era, the other races of elves on Tamriel acknowledged the Altmeri king as their own ruler, a practice which persisted until the founding of the Camoran Dynasty in Valenwood marked the start of the First Era and the beginning of the decline of Altmer-dominated Tamriel. Their influence is still felt across the continent, however, as their culture forms the basis for the religion, language, and even architecture of the Cyrodiilic Empire.


Enigmatic and intelligent, the Argonians are experts at guerrilla warfare, and their natural abilities suit their swampy homeland, Black Marsh. They have developed immunities to the diseases that have doomed many would-be explorers in the region, and they are capable of easily exploring underwater locations due to their ability to breathe water. Argonians make proficient thieves.

After conquest of the Dunmer province of Morrowind, little is known about the politics of the Argonians in the Fourth Era. There is an Argonian political faction called the An-Xileel, but there is little information about them, except they're composed of mostly, if not all, Argonians, and that they pushed back Mehrunes Dagon's forces during the Oblivion Crisis in Black Marsh, and were also the faction responsible for orchestrating the conquest of Morrowind.

In Windhelm, Argonians are sequestered from the predominantly Nordic population, and are forced to live at the Argonian Assemblage, located at the city docks. After the mass exodus of Dunmer and Argonian peoples to Windhelm, the citizens became suspicious, worrying that the immigrants would influence or otherwise dilute their culture, and so forced them into segregation. Largely, this extreme behavior was inspired by the political confrontation between the Empire of Tamriel and the rulers of Skyrim. However, this eventually just turned into blatant racism.

Unlike the citizens of Skyrim, who prefer to marry using an Amulet of Mara, some Argonians adhere to their native marriage traditions. In Black Marsh, it is customary to present a lover with an Argonian Wedding Band, which is crafted by the courting member. Each ring is unique and has personal meaning to the creator and the recipient.


Bosmer (or, more commonly, Wood Elves) are the elven people of Valenwood. They prefer a simple existence, living in harmony with the land and wild animals. They are known to be the best archers in all of Tamriel and are known for their ability to command wild creatures. They make great scouts or thieves, due to their natural stealth and light footing.


Bretons are a race of both human and elven ancestry. They populate the province of High Rock. They are excellent mages with high magic resistance but have few other distinctive features. They are considered an intelligent race in Tamriel, known for a proficiency in abstract thinking, a possible reason for their adeptness in the magical arts. It is suggested that they may probably also carry Aldmer blood, accounting for their magical prowess.

Unlike the neighboring Redguard and Dunmer populations, the Bretons don't have many of their number in Skyrim. Some, however, do take to city life and are a minority in settlements.

In the Reach, the native Bretons were involved in an armed uprising against the Nords that rule Markarth. They took the city by force due to a belief that it belonged to the native population, but were driven out by Ulfric Stormcloak prior to his own conflict with the Empire. This group call themselves the Forsworn and are active to this day. The Dragonborn is able to assist the Forsworn during the quest No One Escapes Cidhna Mine, this results in the normally hostile Forsworn settlement of Druadach Redoubt becoming friendly.

Beyond this, Bretons often take the role of court wizard to a Jarl, or study as scholars at the College of Winterhold, and occasionally one may see a Breton merchant.


The Dunmer, more commonly referred to as Dark Elves, are the dark skinned elven natives of the province of Morrowind. After the eruption of Red Mountain, many Dunmer fled to Skyrim becoming refugees. They face extreme prejudices due to their elven blood. Several Dunmer have managed to make their way in Skyrim as merchants, mages, or assassins for the Dark Brotherhood.

They have red, glowing eyes and their skin tones vary from green to gray, and even light blue. They are known to be extremely strong, intelligent, and very quick, but are said to be ill favored by fate.


Natives of the cosmopolitan province of Cyrodiil, the Imperials are some of the most well-educated, wealthy and well-spoken of the races in Tamriel. Imperials are also known for their discipline and training of their citizen armies. Because of this, the Imperials have dominated Tamriel for more than 2,000 years.

Imperials can be differentiated from Bretons and Nords by their fair to swarthy skin, as opposed to the typically fairer complexion of Bretons and Nords. However, Imperial skin tone is not as dark as that of Redguards. Imperials also have slightly sharper faces than other races of men. If they are not part of the Imperial Legion, they typically serve as diplomats, traders, stewards, and craftsmen – which is well-suited, since Imperials are known for their diplomatic skills and cosmopolitan ideology.

The phrase "Imperial Race" is a bit of a misnomer. The people of Cyrodiil are divided into two ethno-cultural groups: Nibeneans and Colovians. Both descend from the native Nedic and Cyro-Nordic peoples that were enslaved by the Ayleids, but diverged a bit after consecutive invasions and interactions with other races. Colovian Imperials in Western Cyrodiil are more Nordic, sharing similar beliefs such as a heavy martial and seafaring tradition. Nibeneans have an Akaviri and, to a lesser degree, elven heritage. They have a greater appreciation for magic, art, commerce, and spirituality, in spite of being staunchly loyal to Alessian traditions. Both groups reflect the Empire's culture; a hybrid of Nordic, Aldmeri, and Akaviri culture.


Khajiit are one of the beast races which inhabit the continent of Tamriel, primarily their home province of Elsweyr. The Khajiit are Cathay and are recognizable by their feline appearance and their sly accent. Along with the Argonians, they are referred to as the beast-races of Skyrim. Because of this, Khajiit have a negative public image.

Known for their natural agility and stealth, many Khajiit disdain weapons in favor of their claws. When involved in combat, they often flatten their ears, narrow their eyes, and show their teeth (similar to a real-life cat). Due to their stealth skills, beguiling wit, and latent agility, they make adept thieves and assassins.

Many Khajiit are also warriors, although this is mainly true of the Cathay-raht, a breed taller and more powerful than the Cathay that are rarely found outside Elsweyr. The Cathay found in Skyrim are much more agile and in addition to their natural agility and proficiency in stealth, they have the added benefit of night vision. These skills, combined with the general tendency of humans and mer to look down on Khajiit and "beasts", leads many Khajiit outside of their home province to become professional assassins, thieves or bandits in other lands.

Other Khajiit in the province of Skyrim find their cunning nature suitable for mercantilism and trade. Still more are involved in the illegal smuggling of Skooma, a narcotic.

Khajiit are typically viewed as second-class citizens due to their bestial appearance. Many more of viewed as cheats, liars, thieves, and drug-addicts -- which is accurate in some cases. Because of this, citizens have difficulty trusting Khajiits. Racial slurs for Khajiits have emerged from this negative stereotype, being called "cats", "rugs", or "carpets".

message 5: by dany (last edited Nov 03, 2014 09:22AM) (new)

dany (elothwen) The most notable characteristic of the Khajiit is their feline appearance. Being based upon real-life cats, they resemble them, and the range of facial feature combinations enable them to have numerous and varied faces. Some resemble New World mountain cats, such as lynx, bobcats, and cougars, while others display features tantamount to those of Old World cat species, including tigers and leopards, and more yet resemble domestic cats.
Their faces are often speckled with spots or dashed with stripes, although they are relatively faint, especially in comparison to the bold markings of real-world cats. Their range of accessories includes hair, similar to human and meri hair in many compliments, along with some unique to Khajiit, such as lynx-like fur extensions of the ear tips. They also customize themselves with earrings and facial hair, most being similar to standard beards or mustaches and including tiger-like sideburns, optionally with beads tied in.

The appearance and physiology of a Khajiit is based on the lunar calendar of Masser and Secunda. The Khajiit seen in Skyrim are Cathay and only encompass some of the possible forms they can assume at birth, ranging from a general house cat, to giant feral beasts or even small Bosmer.


The Orsimer (more commonly known as Orcs), are the native people of the Wrothgarian and Dragontail Mountains. Despite historical misconceptions, they are in fact a variant of elves or mer, hence the name Orsimer, meaning "Pariah Folk". Following in the footsteps of Trinimac, and subsequently Malacath, Orcs have consistently held a standard as a race as some of Tamriel's greatest warriors and smiths.

Most orcs are found in strongholds throughout Skyrim, though some are seen in major cities such as Morthal and Markarth. Orc strongholds tend to have a mine and blacksmith tools.


Redguards hail from the great desert province of Hammerfell. They are descended from a long line of warriors and mystic seers. Legend has it that Redguards are innately more proficient with the use of weaponry than any other race. They excel in all arts concerning blade and shield.

The most naturally talented warriors in Tamriel, the dark skinned Redguards of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free ranging heroes and adventurers, than as rank and file soldiers. In addition to their cultural affinities for many weapon and armor styles, Redguards are also blessed with hardy constitutions and fleetness of foot.

The main religion of Hammerfell is a mix between ancestor worship and faith in the traditional Yokudan pantheon. hey "don't much like spellcasters, because Wizards steal souls and tamper with minds. If you use magic, you're weak or wicked." They are not fond of Conjuration, relating it to Necromancy, or Illusion, because it unwillingly alters the mind of an opponent. However, other Redguards are rather fond of Destruction spells, as that school of magic suits their culture well.

*note; Altmer character name help here
*note; Argonian character name help here
*note; Bosmer character name help here
*note; Breton character name help here
*note; Dunmer character name help here
*note; Imperial character name help here
*note; Khajiit character name help here
*note; Nord character name help here
*note; Orc character name help here
*note; Redguard character name help here

message 6: by dany (last edited Nov 02, 2014 04:38PM) (new)

dany (elothwen)



There are 12 months in a year. They are:
Morning Star
Sun's Dawn
First Seed
Rain's Hand
Second Seed
Mid Year
Sun's Height
Last Seed
Sun's Dusk
Evening Star

There are 7 days in a week. They are as follows:

There are a number of different holidays that are celebrated throughout Tamriel during these months.

Morning Star (JAN)
1st - New Life Festival
2nd - Scour Day
12th - Ovank'a
15th - South Winds Prayer
16th - The Day of Lights
18th - Waking Day

Sun's Dawn (FEB)
2nd - Mad Pelagius
5th - Othroktide
8th - Day of Release
16th - Heart's Day
27th - Perseverance Day
28th - Aduros Nau

First Seed (MAR)
7th - First Planting
9th - The Day of Waiting
21st - Hogithum
25th - Flower Day
26th - Festival of Blades

Rain's Hand (APR)
1st - Gardtide
13th - The Day of the Dead
20th - The Day of Shame
28th - Jester's Day

Second Seed (MAY)
7th - Second Planting
9th - Marukh's Day
20th - The Fire Festival
30th - Fishing Day

Mid Year (JUN)
1st - Drigh R'Zimb
16th - Mid Year Celebration
23rd - Dancing Day
24th - Tibedetha

Sun's Height (JUL)
10th - Merchants Festival
12th - Divad Etep't
20th - Sun's Rest
29th - Fiery Night

Last Seed (AUG)
2nd - The Day of Maiden Katrica
11th - Koomu Alezer'i
14th - The Feast of the Tiger
21st - Appreciation Day
27th - Harvest's End

Heartfire (SEP)
3rd - Tales and Tallows, Nocturnal's Day
6th - Khurat
8th - Nocturnal's Summoning Day
12th - Riglametha
19th - Children's Day

Frostfall (OCT)
5th - Dirij Tereur
13th - Witches Festival
23rd - Broken Diamonds
30th - Emperor's Day

Sun's Dusk (NOV)
3rd - The Serpents Dance
8th - Moon Festival
18th - Hel Anseilak
20th - Warriors Festival

Evening Star (DEC)
15th - North Winds Prayer
18th - Baranth Do
21th - Chil'a
25th - New Life Festival
30th - Old Life Festival


Time is the indefinite continued progress of existence and events that occur in apparently irreversible succession from the past through the present to the future. The calendar serves as a structure around time. Deities, or beings known as the Aedra, as well as other spiritual entities, exist beyond time or outside of it. Time has been disrupted several times. The time wound created atop the Throat of the World, when an Elder Scroll was used to send Alduin forward in time, is perhaps the most renowned. Some scholars theorize that the Tonal Architects of the Dwemer civilization tinkered with time, and thus became lost in it, explaining their mysterious and sudden disappearance from the anthropological record.

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