The Elder Scrolls

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This is a /v/ related article, which we tolerate because it's relevant and/or popular on /tg/... or we just can't be bothered to delete it.
During the Oblivion Crisis, the Dunmer of House Redoran revived a whole city, Ald'ruhn, which was made out of shell of the Great Skar to fight on their side, as a Giant Friendly Crab. This series is hardcore like that. They still lost.

The Elder Scrolls is a vidya series, and the setting of five main games and a number of spinoffs. Despite being a vidja, it is considered a type II game.

/tg/ also has a 40k/WHFB hack named Scrollhammer, Infinity hack 2nd edition, and a number of pen and paper games (notably Morrowind PNP and the UESRPG) set in The Elder Scrolls universe.

Its canon is notoriously unstable and intentionally 'postmodern'. Long story short: imagine every canon clusterfuck 40K has ever experienced, only there are no editions to draw a neat line between lore changes. And on at least one occasion, time has been known to break in order to allow simultaneous mutually exclusive outcomes. You know how in 40K everything is canon, but not everything is necessarily true? Here, nothing is canon and everything is true, especially when it contradicts itself, so histories are intentionally interpretive and unreliable.

Setting

An approximation of the cosmology of the Elder Scrolls. Not shown: mindfucks.

The games mainly take place in Tamriel, a continent consisting of nine separate lands. After being buttfucked by the Ayleid for several centuries, humanity rises up and overthrow their elven overlords, and took control themselves. Then, a few thousand years later, a man named Tiber Septim steps up and leads his armies to conquer all of Tamriel to found the Third Empire of Cyrodiil. But instead of exterminating all the elves and beast races, they were allowed to co-exist with the other races and a time of prosperity began, ending with the death of Emperor Jean-Luc Picard the 7th, and Mehrunes Dagon then began to fuck his way from Oblivion into Tamriel, starting a chain of events that resulted in him being kicked back into hell by the Emperor's lost son, Sean Bean.

Being Sean Bean meant he died in the process, and without an Emperor the Empire began to crumble. The Aldmeri Dominion (think Ayleid 2.0) sensed their weakness and began a war to subjugate the lesser races. The Empire only barely managed to stop them, and a tense cease-fire is currently in effect. The fluff of this series, unfortunately, suffers greatly from dissonance between written background and shown foreground due to all the shit mentioned in the intro.

There's also a bunch of other weird cosomology crap involved, but it's all kind of trippy and kind of in a grey area when it comes to canon. Don't think too much about it, unless you're into that. The setting works if you don't care for it, and it works if you do. The games themselves don't acknowledge the "deeper" lore outside some in-game books and a few references thrown in some main-story dialogue.

If you do want to read on some of the (possibly) weirdest, at times incomprehensible, yet at times original without being ~~subversive because we can~~ lore ever written, click to open.

Gods, Deities and other important people

Most of the Gods in The Elder Scrolls are Et'Ada, the "original spirits" that came from the interplay of Anu and Padomay. These spirits later depending on their alignment with creation got categorized into Aedra and Daedra, if you took part in creation of Nirn you are Aedra, if you were egotistic dick and went to Oblivion to make your small shitty realm, you are Daedra.

Aedra

The Aedra (Our ancestors in Aldmeris) are Et'Ada of Anuic origin. Many of them took part in the creation of Nirn, during which they "died", their essences fused together into Mundus. As such they do not have "physical" forms like the Daedra have. Yet their spirits live on in Nirn: as the Gods of the world they live in every part of it. While not as "focused" as their Daedric counterparts they are more widespread, worshiped and give their blessings and artifacts more freely than the Daedra, plus they have control over one realm that everyone wants to have, Nirn.

Eight of the Aedra are worshipped in Tamriel as the Eight Divines (along with the human god-hero Tiber Septim, aka. Talos, to make the more assonant Nine Divines), a fusion of the old Nordic pantheon and the Aedra worshipped by the Ayleids:

  • Akatosh: Also known as Auri-El to the Altmer and the father of the dragons, the chief deity of the Eight and the top god of the Cyrodiilic Empire as he represents duty, legitimacy, endurance and obedience. His artifacts are Auriel's Bow, and Auriel's Shield, which have completely different powers depending which game you are playing. In the most recent games the appeared in, the bow infuses arrows fired from it with the power of the sun to do more damage to the undead, and the Shield can absorb energy from attacks it blocks and release it as wave similar to the Unrelenting Force shout.
  • Arkay: Lord of the Wheel of Life, master of life and death, burials and funeral rites. Arkay priests are some of the fiercest necromancer hunters around, as their foul practices are an affront to their god.
  • Dibella: Goddess of beauty, love and affection, as well as art and music. Effectively Nirn's equivalent of Aphrodite. She teaches that, "No matter the seed, if the shoot is nurtured with love, will not the flower be beautiful?" Oh boy. Her artifact is the Brush of Truepaint, which can turn a canvas into a portal to a world made of paint that the artist creates with their imagination.
  • Julianos: God of wisdom and logic; literature, lore, history and contradiction are the domains of Julianos. Though Magnus is the god of magic, many wizards worship Julianos. The scholarly Bretons also hold a particular reverence for him. Monastic orders dedicated to Julianos are the keepers of the Elder Scrolls.
  • Kynareth: Goddess of heavens, winds and the elements. Known as Kyne among the Nords and the widow of Shor. It is said that Kyne gifted men with the Thu'um so they could harness the power of dragons and save themselves from Akatosh's errant children. His artifact is the Lord's Mail, a cuirass that grants its wearer healing, magicka absorption, and the ability to cure their self of poison.
  • Mara: Goddess of agriculture, compassion, fertility, love-... Hey, wait a minute, doesn't that overlap with Dibella? Well, it does, and it is complicated. Among the Nords, Mara is Kyne's handmaiden and Shor's bit on the side. Among the Altmer, Bosmer and Bretons, Mara is the wife of Akatosh/Auri-El. Among the now extinct Kothringi of Black Marsh, Mara was just one of three aspects to an older Mother goddess with Kynareth and Dibella as the other two aspects. Whatever the case, weddings in Tamriel are overseen by priests of Mara.
  • Stendarr: God of mercy, charity and justice. Apologist of men and patron deity of the Imperial Legion and many Breton knightly orders. Stendarr welcomes heretics, the afflicted, hopeless and forgotten just as readily as his devout followers. However his mercy ends at the enemies of mortals, the abhorrent and unnatural. Stendarr's priests are often hunters of lesser Daedra, lycanthropes, vampires and undead. Real bro-tier god overall. His artifact is Stendarr's Hammer, a hammer that increases the user's stamina and does incredible damage, however, the hammer is also very fragile and far too heavy for a mortal to use.
  • Zenithar: God of honest work and commerce. Very strong ties to the people of Cyrodiil, and many in High Rock and Hammerfell too.
  • Talos: NOT actually an Aedra, but worth mentioning as he is often placed among the other Eight. Talos, known in life as Tiber Septim and Ysmir to the Nords, is the greatest god-hero of mankind. He conquered all of Tamriel and ushered in the Third Empire of Cyrodiil at the end of the Second Era. When he died, his spirit ascended to godhood. As of the Fourth Era, Talos worship is banned in the Empire as per the terms of the White-Gold Concordat, because the idea of a man becoming a god pisses the stupid sparkly prisses off to no end. That, and it is also likely that Talos is singlehandedly holding the world together, and the Thalmor know this and want to starve him of worship, effectively destroying all Nirn to regain the divinity Lorkhan is said to have stolen from them. Fucking elves.

The Altmer also worship, or at least acknowledge, other Aedra that don't belong to the Eight Divines above, but are worshipped in most elven lands, these being:

  • Jephre: The god of songs and forests and the spirit of Now, also called Y'ffre. He was one of the first spirits to become Ehlnofey, or Earth Bones, and set in place the rules of nature and life on Nirn. The Bosmer consider him their main god and he's the reason they're carnivores and cannibals.
  • Lorkhan: The Creator-Trickster-Tester god present in every races mythology. Known alternatively as Lorkhaj, Shor, Sheor, Sep, or Shezarr, every single version goes the same way: creation happens, other spirits and gods get pissed at him, he's bound, he's killed/torn to pieces/separated from his divine center and forced to wander the earth. His heart landed in Red Mountain, and was destroyed in Morrowind, and some say that his corpse became the two moons of Nirn.
  • Magnus: The god of magic and the supposed architect of creation. When he realized what he made, he ran the fuck away, ripping a hole through creation to Aetherius, with this hole becoming the sun. Some part of him got caught in creation though, becoming the force of magic. He also had a host of assistants called the Magna-Ge, who ripped similiar holes in creation when running away, these becoming the stars. His associated artifact is the Staff of Magnus, which has the power to drain magicka, and possibly the Eye of Magnus, a mysterious floating orb of incredible power whose purpose is unclear, though may have been one of the tools Magnus used to create the world.
  • Phynaster: An Ancestor-God of the Altmer, though some Bretons also worship him, who taught them how to live another 100 years by using a shoter walking stride.
  • Syrabane: Another Ancestor-God of the Altmer, who aided men in destroying the Sload kingdom of Thras. Often called the Apprentice's God, as the younger members of the Mage's Guild worship him.
  • Trinimac: The warrior god of the ancient Aldmer, who lead armies against the men. He eventually got eaten by Boethiah and became Malacath (more below).
  • Xarxes: The scribe to Auri-El, and the god of ancestry and secret knowledge. He made his wife Oghma (no, not that one) from his favorite moments in history.

Daedra

"Not Our Ancestors" in Aldmeris and "Our stronger, better ancestors" in Dunmeris, the Daedra (singular: Daedroth, not to be confused with the crocodile-like Daedra called Daedroth) are the Et'Ada who did not partake in the creation of the world. Because they didn't quasi-suicide themselves to pour their essence into the world, their power is both more focused, but their power on Nirn is more limited compared to their Aedric counterparts. As such their powers are limited to the likes of curses and artifacts, and can only walk the realm in forms that severely limit their powers.

Daedric Princes instead have their own singular realms, the Realms of Oblivion. A Daedric Prince is Omnipotent within their realm, because it is part of them and their mind. Their own realms are made out of them, similar to how Nirn is made out of Aedra; the Daedra are still fully alive and have much greater control over their own realm, but the tradeoff is that each realm is pretty small. Despite serving as the setting's "devils" (in that the word Daedra pretty much means Devil), they are not all completely evil. They range from "hates undead" and "wants to hunt dangerous game" to "prince of destruction" and "king of rape". Even if they are benevolent at times, the Daedra are not to be trifled with and are very dangerous.

  • Azura: The Daedra associated with periods of change, twilight in particular, and magic and prophecy. Allegedly Nocturnal's sister, and one of the few Daedra not to be considered evil, though she is intensely prideful and easily aggravated, treating the Dunmer with a character not unlike how old testament Yahweh treated the 12 tribes of Israel. Azura is worshipped by the Dunmer and Khajit, though she had a mutual hatred for the Dwemer. Her realm of Oblivion is Moonshadow, a beautiful place of silver cities, gardens, and perpetual twilight. Her artifact is Azura's Star, an item which can hold the souls of living creatures. If this sounds like the soul gem items found across the series, it is, but Azura's Star is a max capacity soul gem they doesn't get consumed upon use, and is thus reusable.
  • Boethiah: The Daedra associated with deceit, ambition, treachery, competition and sedition. Goes hand in hand with Mephala and is basically her louder sibling. Despite sounding like some kind of fucked up noble, Boethiah often takes the appearance of a patrician warrior (can be female, but usually male), and he enjoys inflicting mayhem and bloodshed on mortals. Regarded by the Dunmer, either through worship or hatred, and some versions of their origin tale has all sorts of scholarly pursuits emerging from his teachings. His realm is Attribution's Share (also known as Snake Mount), a place of labyrinthine policies and betrayals. His artifacts are Goldbrand, a high end katana, and the Ebony Mail, high end armor.
  • Clavicus Vile: The Daedra associated with wishes and pacts. He's the asshole genie who ensures that all the wishes and pacts are twisted so he comes out on top, usually while gaining the soul of the one foolish enough to deal with him. He appears as a jovial fellow with horns sprouting from his forehead, and is usually accompanied by Barbas, a dog who holds half of Clavicus' power. His realm is the Fields of Regret, which, despite its name, is a tranquil countryside, dotted with cities of glass and ornate buildings. His artifact is the Masque of Clavicus Vile, which makes its wearer more popular and likeable.
  • Hermaeus Mora: The Daedra associated with fate and forbidden knowledge. Supposedly the sibling of Mephala, he seeks gather and obtain as much knowledge as possible. He often appears as a collection of eyes, tentacles, and pincers. His realm is Apocrypha, an endless library filled with and made from books of forbidden knowledge, with seas of ink and tentacles. His artifacts are the Black Books, which transport their reader to Apocrypha and can grant access to forbidden knowledge, and the Oghma Infinium, a tome that can allow one to achieve near-demigod level abilities.
  • Hircine: The Daedra associated with hunting and therianthropes. He created the many werebeasts that exist in Tamriel, and claims their souls upon death. He appears either as an animal or a man, with the horns of a deer, unless he appears as deer. His realm is the Hunting Grounds, a realm of dense woodlands and vast grasslands, inhabited by daedra, beasts, and therianthropes, where werebears and Nords hunt by day, and Hircine along with a pack of werewolves hunts by night. His artifacts are the Saviour's Hide, a hide cuirass that makes the wearer more resistant to magic, and the Ring of Hircine, a ring that allows one to transform into a werewolf, if not already a lycanthrope, and lycanthropes to control their transformations.
  • Malacath: The Daedra associated with orcs, goblins, ogres, curses, and outcasts. Originally he was Trinimac, one of the ancestor sprits of the Altmer, who was eaten by Boethiah and then shat out as Malacath, though he says the story is too literal minded, and there are those who say that Trinimac and Malacath are two separate deities. He appears a muscular orc wielding a heavy weapon. His realm is Ashpit, a realm of dust and ash, dotted with palaces of smoke and gardens, where levitation and magical breathing are necessary to survive. His artifacts are the Scourge, a mace that banishes all daedra that make contact with it, and Volendrung, a Dwemer made warhammer.
  • Mehrunes Dagon: The Deadra associated with destruction, revolution, change, ambition, and energy. One of the more evil daedra, of whom little is known, and the antagonist of Oblivion. He appears as red-skinned giant with four arms, carrying a two-headed axe. His realm is the Deadlands (no, not that one), a realm of scorched, volcanic islands and ruined structures amidst a sea of lava, with hostile life living on the islands. His artifact is Mehrunes' Razor, a dagger that works basically like a D&D Vorpal Sword.
  • Mephala: The Daedra associated with spiders, webs, lies, secrets, plots and murder. Sibling to Hermaeus Mora, the Dunmer worship her as one of the "Good Daedra", with her having taught them the arts of stealth and assassination. The Morag Tong, the assassin's guild in Morrowind, worships her through murder. She often appears as female of some form, but sometimes appears as a male. Her realm is the Spiral Skein, a wheel-shaped realm, with her palace in the middle, and the space between the "spokes" dedicated to one of eight sins. Her artifacts are the Ring of Khajiiti, a ring that makes its wearer faster and harder to detect, and the Ebony Blade, a life-leeching katana.
  • Meridia: The Daedra asssociated with light and the energies of living things, and one of the few non-evil Daedric Princes. She was originally believed to have been one of the Magna-Ge, the spirits that followed Magnus to Aetherius, but was cast out for consorting with daedra, eventually creating her realm by bending and shaping the light of the sun. She hates all undead with a passion, and usually rewards those who destroy them. She either appears as an orb of light, or a blonde-haired woman in a gown. Despite all this, she generally does not command popular worship due to her haughty, bitter and aloof manner, stemming from her exile from the magna-ge. The last time she threw her support behind a mortal race She made the mistake of being the patron of the Heartland High Elves of Cyrodil, who were into human slavery and were generally tyrants. They ended up being near exterminated. There are hints in the lore that Molag Bal is obsessed with her and caused her fall from heaven. Her realm is the Colored Rooms, a cross between a coral reef and a field of floating stones, strewn with colorful trails of dust/clouds. Her artifacts are the Ring of Khajiiti and the Dawnbringer, a sword that burns the undead and upon killing them makes them explode.
  • Molag Bal: The Daedra associated with domination, enslavement, rape, and vampires. Arguably the most evil of the Daedric Princes, as he simply desires to harvest souls of mortals by inciting strife and discord among them. He also created the first vampire by raping a Nedic woman. He appears as a monstrous being of varying appearance, but usually has horns and hooves. His realm is Coldharbour, which is an apocalyptic and desolate reflection of Nirn. His artifact is the Mace of Molag Bal, a mace that drains the energies of those it hits and traps their souls upon death. Main antagonist of both the original game and Elder Scrolls Online, with Mehrunes Dagon basically stealing his invasion plans. Seriously Mehrunes invades Nirn in the same ways in the same order.
  • Namira: The Daedra associated with ancient darkness, revulsion, and cannibals. Not much is known of her, other than she's associated with anything revolting, and her followers prefer to live in dark and squalid conditions. Her realm is the Scuttling Void, of which nothing is really known about. Her artifact is the Ring of Namira, a ring that boosts one health after cannibalizing a corpse, or reflects damage back onto the wearer's attacker.
  • Nocturnal: The Daedra associated with darkness, night, and thieves. Most thieves in Tamriel revere her to some degree, for obvious reasons, and the Thieves Guild reveres her as their patron. She appears often as a dark-haired woman in a hooded gown, accompanied by ravens. Her realm is Evergloam, a realm in perpetual twilight, consisting of a primary plane and constantly shifting pocket planes. Her artifacts are the Skeleton Key, a key/lockpick that can open anything from locks to portals to one's hidden potential, the Gray Cowl of Nocturnal, a cowl that hides the wearer's true identity and makes him a better thief, and the Bow of Shadows, a bow that can turn its wielder invisible.
  • Peryite: Nurgle's less-jovial cousin, this is the Daedra associated with tasks, pestilence, and natural order. Peryite is considered one of the weakest Daedric Princes (not that any daedric prince can be called "weak" by mortal standards), and is charged with keeping the lower realms of Oblivion and the lesser daedra in line. He often appears as a green, four-legged dragon, but sometimes appears as ghostly apparitions of vermin. His realm is The Pits, which resembles Deadlands in its landscape. His artifact is the Spellbreaker, a shield that can reflect magic.
  • Sanguine: Basically just a less-rapey or /d/isgusting Slaanesh. The Daedra associated with hedonism, debauchery, indulgence, and revelry. He's often depicted on seals and signs of brothels and whorehouses. He appears as a portly dremora, with a bottle in one hand and a whore in another. His realms are the Myriad Realms of Revelry, countless pocket realms that are fashioned to meet the needs and demands of its visitors. His artifact is the Sanguine Rose, a rose-shaped staff/staff-sized rose that summons a dremora to fight for its owner.
  • Sheogorath: Everyone's favorite, This is the lolrandom Chaotic Stupid Daedra associated with madness and creativity. There are many stories and legends about him, like how he invented music from the body parts of a woman he killed and how he trolled everyone of the other Daedric Princes at various points. You take his position at the end of the Shivering Isles expansion. He appears as an elderly, fine-dressed gentleman with a cane. His realm is the Shivering Isles, a landmass surrounded by islands that's divided in two, to represent both shades of madness. His artifact is the Wabbajack, a staff that does something completely random when used.
    • Jyggalag: The Lawful Stupid Daedra associated with logic, order, and deduction. Originally, he was the most powerful of the Daedric Princes, but the others cursed him to become Sheogorath, who represented everything he hated. The curse did allow him to return at the end of every era, and by the end of the Shivering Isles expansion, the curse is broken and he heads off to parts unknown, having yet to make a reappearance in the games despite his DLC being canon. He appears a as a giant, gray knight wielding a sword.
  • Vaermina: The Daedra associated with dreams and nightmares. One of the more evil daedra, with some saying that torture also belongs to her sphere of influence. She appears as an old woman in a robe, wielding a staff. Her realm is Quagmire, a nightmarish realm where Vaermina draws the minds of mortals, collecting their memories and leavings nightmares in return. Her artifact is the Skull of Corruption, a staff that creates a clone of the target, who then attacks the target.

Races

Tamriel, shown alongside the now sunken islands of Yokuda, the original home of the Redguards, and Pyandonea, a land inhabited by the Maormer, sea elves.

The first two Elder Scrolls games had eight playable races; the three after that added Imperials and Orcs as playable races. There's also a ton of unplayable races as well, but UESP can explain them better than us.

The races of Tamriel are generally divided into three categories; the races of Men are the various ethnicities of human, the Mer races are the different species of elf, and the Beastmen are explained as "where the fuck did these dudes come from?"

Men

  • Imperials: Also known as the "Cyrodiilics", the Imperials are a civilised and cosmopolitan people, more or less Roman in culture (but in very early lore they were actually Mesoamerican). Like practically all humans in fantasy settings, they're average at nearly everything, control the world, and are kind of boring compared to everyone else. They've forged three continent-spanning empires in their history, and the first time involved a time-bending magical giant robot. They've also in the past had a space race with the Altmer to colonise Masser and Secunda. Yes, really.
  • Nords: The First Men of the setting. Basically manly, magic and elf-hating not-Vikings from the frozen land of Skyrim. Tend to be very very badass because they have to live in an inhospitable hellhole with bears, sabre-tooth cats, trolls, giants, big nopey frost spiders the size of bears and they also fought and killed all the dragons in the past. Their ancestors, the Atmorans, nearly exterminated the entire Snow Elf race with just five hundred warriors. Nord women are tall, blonde and gorgeous, and love candlelit conversations over mead, long walks on the frozen beaches, and killing things with big swords and axes.
  • Bretons: Best described as half-elves from Bretonnia with a hint of French-ness. Probably the least badass of the humans here (which is all relative - many great heroes throughout Tamriel's history were Bretons) but they are still the most gifted with magic because of their elf blood. They even get a magic resistance out of the deal. True to the French stereotype, they're great cooks but also a bit snobby. Their home province of High Rock isn't even a united kingdom, but rather a patchwork quilt of petty kingdoms, embroiled in political conflict and usually only tangentially aligned with the Empire.
  • Redguard: Fantasy Moors/Africans. Skilled warriors hailing from the sunken islands of Yokuda (the sinking of which they were the apparent cause by their warriors overusing a forbidden sword technique that let them split atoms), and the only guys to have invented gunpowder. Redguards are some of the greatest sailors in Tamriel, and they tend to scorn magic due to religious taboos against necromancy and their many past wars with the magic-proficient Bretons. Destruction magic is the only kind of magic they tolerate because doing more damage can't be a bad thing.

Mer (Elves)

  • Bosmer (Wood Elves): Wood Elves in the "Dwarf Fortress" sense, only less insane. They are some of the greatest archers in Tamriel and they have a long history of warring with the Khajiit. They also happen to be cannibals because of an ancient pact they made with the forest god Y'ffre (basically said forest god won't let them eat vegetation, so they can't afford to let any meat go to waste). Through this pact they can also turn themselves into monsters, though this trick is only used when the existence of Valenwood itself is threatened. They also have no understanding of woodworking and they brew alcohol from the fermented flesh of their dead enemies. Hardcore. (As a note on the cannibalism thing, you don't actually have to worry about getting shanked and eaten by every wood elf you meat meet, it's just their standard means of dealing with dead bodies.)
  • Altmer (High Elves): Every stereotype of Elves being narcissistic pricks, amplified a hundredfold. As of the Fourth Era, their home of Summerset Isle (now Alinor) is governed by the Thalmor, fucking literal elven Nazis who are out to unravel all creation because they believe mortality was a cruel trick played on them by the gods of Men (and no, this belief is not just some quirk of the Thalmor, the ancient Aldmer believed this as well). They even practice eugenics and kill any undesirable progeny. Nearly every Altmer is either a wizard or a magical warrior.
  • Dunmer (Dark Elves): Elves with a blue-grey tint to their skin who got cursed by their Daedric patron for complex reasons. Their culture is a bizarre mish-mash of China, Japan, Mongolia, ancient Mesopotamia and the Biblical Israelites, with northern English accents. They primarily worship the Daedra along with the Tribunal, three mortals who ascended to godhood by tapping into the Heart of Lorkhan. Highly supremacist and xenophobic, the Fourth Era has bitten them in the arse hard, as most of Morrowind was devastated by volcanic eruption and their Argonian slaves have occupied what's left, leaving most surviving Dunmer as unwelcome refugees. How the mighty have fallen.
  • Orsimer (Orcs): Also known as the "Pariah Elves", descended from a race of Elves who got screwed over due to Daedric faggotry. Most Orsimer live assimilated into other cultures or in destitute and isolated strongholds, akin to native reservations, far out in the wilderness. Every time they have tried to build a new city-state in High Rock, Orsinium, the Bretons or Redguards came and knocked it over and as of the Fourth Era the Orcs have been effectively enslaved by the Bretons at sword-point. Also, the Nords only wish they could be as hardcore warriors as the Orcs, which means the two races have something of an odd friendship. Worth noting is the fact that at the time of the very first game, Orcs weren't even considered PEOPLE by Tamrielic culture, but by the time of Oblivion nobody would think twice about walking into a shop to find that it was run by an orc anymore than they would a shopkeeper of any of the above races.

Beastmen

A family of Khajiit. Given how these things work it is very possible that the housecat that the catgirl is holding is the father of the tiger in the back. TES is weird like that.
  • Argonians: A race of warm-blooded lizard people, well-spoken and skilled as both warriors and mages. Have a weird connection to semi-sentient trees called Hist where they may or may not be gene engineered super soldiers enslaved by said Hist trees. Also, they actually start life as perfectly ordinary lizards that only gain sapience and humanoid shape upon eating the sap of said trees. Despite being weirdos and the targets of discrimination, they have an unbreakable hold on their homeland: Tiber Septim never truly conquered Black Marsh, he just barely conquered some of the border towns and called it a win and apparently the Argonians didn't care enough to contest it; and during the Oblivion Crisis, the Dremora were eventually forced to close the gates because the Argonians were sending invading armies through them.
  • Khajiit: Technically related to Elves, but hard to tell by looking because they have many different forms that are determined at birth by the waxing and waning of Masser and Secunda: some Khajiit look like the Bosmer, some like furries, some look like housecats except they can talk and use magic, and some get to be completely badass horse-sized tigers, named Battlecats by the Imperials. They are skilled desert raiders, merchants and farmers. Their culture is basically the Romani. Their prime export is said Moon Sugar, a substance that can be best described as magical cocaine made from crystallised moonlight. Like Argonians, they are a prime target for racism.

Games

Though several spinoffs were made, when referring to "The Elder Scrolls" only the five central games are being referred to.

The Elder Scrolls I: Arena

Jagar Tharn, the Imperial Battlemage and trusted servant of the Emperor Uriel Septim VII turns evil, locks the Emperor inside Oblivion, and takes over Tamriel. His apprentice Ria Silmane discovered this and told the player, so Tharn killed the former and imprisoned the latter. Yet Silmane persisted, and helped the player escape prison and revealed how Tharn could be destroyed: by recovering the eight parts of the Staff of Chaos from all over the empire. The player succeeds, kills Tharn, returns the Emperor and all is well. This was the only game where the player could visit all of Tamriel.

The Elder Scrolls II: Daggerfall

The player, a personal friend of the Emperor, is sent to the city of Daggerfall, High Rock to investigate a haunting by the ghost of the former king. Things quickly get out of hand when you discover the Numidium, a massive golem used by Tiber Septim to gain control over Tamriel. There are several mutually exclusive endings possible; canon opted to make them all happen in an event called the Warp in the West, a Dragon Break, which is a specific type of event where divine fuckery causes time and space to take it up the ass hard.

The Elder Scrolls III: Morrowind

If you can explain at least 75% of what's going on on this image, you are a true fan.

Morrowind ships the player to the island of Vvardenfell, in the Dunmer province of Morrowind, where you are to report to the perpetually shirtless crackhead called Caius Cossades to investigate a cult that is growing rapidly in size. This cult is revealed to be the doings of the Sixth House, a clan of Dunmer that was destroyed after its leader, Lord Voryn Dagoth, rebelled against Lord Indoril Nerevar, the leader of the war against the Dwemer. Nerevar died shortly afterwards (though it is unclear if he died from the wounds Dagoth inflicted on him, or that his advisors, the Tribunal, killed their lord so they could use the tools of the Dwemer to grant themselves near-divinity), and the Tribunal took over as the god-kings of the Dunmer. There was only one problem: Dagoth wasn't actually dead, and he granted himself near-divinity too.

You take the role of Nerevar's incarnation, and long story short you kill him properly.

Here is a great review about the game. Every N'wah in existence worth their salt must watch it.

The Elder Scrolls IV: Oblivion

Emperor Uriel Septim VII and his heirs are assassinated, and it's up to the player who was unintentionally released from prison to fix that shit by finding the Emperor's last son who had been sought out the last known child of the Camoran Dynasty, the family who had ruled over man for years before Alesseia came and slap their shit. It was the first big-name RPG to appear on seventh generation consoles, and made the Playstation 3 and Xbox 360 work for their money. By the end of the game, you end up driving off an army of Daedra but the Septim dynasty comes to an end.

The Elder Scrolls V: Skyrim

Dat Nord Frost Resistance

Also known as the Volsunga Saga: The Game.

You're a prisoner, but in a shocking turn of events, this time you're actually told WHY! Turns out you crossed the damn border illegally, you filthy alien (of course, if you are a Nord it's just chalked up to bullshit bureaucracy). And you're to be executed along with the a group of captured rebels called Stormcloaks, along with their leader - Ulfric Stormcloak (who is voiced by Vladimir Kullich). Before you're sent to Sovngarde (Guess what that is. Go on.), a giant dragon god named Alduin the World Eater decides to introduce himself to the world. Alduin being referred to as Akatosh's firstborn son is an outright confirmation that he is also an aspect of him. Some background characters speculate that Alduin is Akatosh himself in the role of a destroyer. You end up learning you're the legendary Dragonborn who can basically do any of the shit a real dragon can do (besides, you know, flying), and defeat Alduin. And possibly stop the civil war too.

The Elder Scrolls Online

TES: the MMORPG. Early on it suffered from growing pains and problems, but after surviving the hate and becoming only buy to play, it became a rather nice game.

The Elder Scrolls VI

Recently announced at E3 2018, the game was confirmed to be in production. Rumors speculate that, based on the trailer, it will be based in either High Rock or Hammerfell. Almost certainly Hammerfell since not only was High Rock already covered in Daggerfall but because High Rock is the most forgettable province (it has stiff competition) some people have their memories play tricks on them and remember Daggerfall as the Hammerfall game (the name doesn't help) so this will finally clear up the confusion.

Gallery

This article contains PROMOTIONS! Don't say we didn't warn you.

See also