Codex:
Nirn: The name of the planet
Tamriel: The continent which the provinces of Cyrodiil, Skyrim, High Rock, Hammerfall, Valenwood, the Summerset Isles, Elswyer, The Black Marsh, and Morrowind are located.
The Empire: A now struggling entity that once governed and ruled the entire continent of Tamriel. Its heart is the cosmopolitan province of Cyrodiil, as well as the Provinces of High Rock, Skyrim, and Morrowind*. It is ruled by the Mede dynasty after the last Septium died in the Oblivion Crisis and the Mede family came out on top of the ensuing chaos.
• The main island of Vvardenfall (primary location of TES III: Morrowind) was invaded and conquered by the Argonians after the Blight (see ‘the Blight: for more information), and many of the dunmer were forced as refugees to the small remaining areas of Morrowind or into Skyrim.
The Second Aldmari Dominion: A powerful nation founded by the altmer of Summerset Isles and the bosmer of Valenwood. Believing in mer (elvish) superiority, they have made a resurgence of elvish dominance in Tamriel and have been very successful in overcoming the Oblivion Crisis and forcing the formerly great empire into the White-Gold Concordat which saw Thalmor (see Thalmor for more information) agree to keep their troops out of the Empire in exchange for the Empire abolishing worship of the god Talos and to allow their agents free reign through the Empire to hunt down Talos worshippers. Other terms of the treaty heavily favour the Thalmor, who would have crushed the Empire had the Great War of the 4th Era continued.
Provinces:
Cyrodiil: Heart of the Empire and homeland of the Imperials, for the entirety of the 3rd Era, Tamriel was ruled and run from Cyrodiil, a large province with a largely temperate climate. Now, the Mede Empire continues to rule from Imperial City and is currently recovering from not only an extensive war with the Thalmor, but the succession of Hammerfell and the failed rebellion of Skyrim. Cyrodiil is covered with ancient ruins of the Aleids, the elvish empire that had at first oppressed or enslaved man but was ultimately overthrown and annihilated.
Skyrim: The homeland of the Nords, and is a cold Northern climate of ice, mountains, and evergreen forests where the first men settled in Tamriel in the 1st age. Covered in Ancient human and dwemer ruins, it is a harsh, old country where tradition is everything and the people are hard. Skyrim has recently had a failed rebellion lead by Ulfric Stormcloak and is under a much more harsh Imperial occupation until it is deemed the remnants of the Stormcloaks are all arrested or killed.
Black Marsh: The swamp-filled homeland of the argonians, the Black Marsh is a land inhospitable to most other races due to the virulent diseases that flourish in its humid and moist climate of almost entirely uncharted and vegetation rich geography. After the Oblivion Crisis that ended the 3rd age, the argonians separated from the Empire and begun to regulate their own affairs. In the Empire’s weakened state, the Argonians invaded Morrowind, conquering Vvardenfall from the dunmer, who were still recovering from the Blight. This is likely a form of reprisals against the dunmer’s ancient practice of raiding Black Marsh for slaves.
High Rock: Home of the Bretons, High Rock is a land of mountains, plains, and mostly agreeable weather. The land is home to the oldest structure in Tamriel, rumoured to have been constructed by the aedra (Gods). The Bretons are a “mongrel” race that descended from half-elf, half-men and as such are a race of men with an affinity for magicka that almost rivals the altmer. Having endured invasions by the Redguard, aleids, Nords, and most notably the Orcs, High Rock had endured and become a highly unified province of well-regarded nobility, a trades based middle class, and peasantry.
Hammerfell: The arid, mostly desert region with mountains and few grasslands is inhabited by the Redguard, a renown warrior culture that have thrived in this harsh climate. Hammerfell separated from the Empire when the Empire and Thalmor signed the White-Gold concordat and had fought the Thalmor for an additional five years, when they beat the Aldmari Dominion to a standstill, causing the Thalmor to abandon their invasion. They are the only nation to defeat the Thalmor.
Summerset Isles: A nation comprises of two major islands, it is the home of the altmer and the heart of the Second Aldmari Dominion. It is an elitist culture that places a high emphasis on magicka and successful warlocks, sorcerers and other mages hold high stations of power, and their King is among one of the most powerful mages in all of Tamriel. It is a wonderous place unlike anywhere else in Tamriel, although anyone but altmer would find it a hostile environment due to the altmer’s perception of superiority over other races and obsession with maintaining a pure bloodline.
Valenwood: The densely forested, subtropical province that serves as the home of the bosmer. It is diverse, with geography ranging from beautiful coastal land to thick rainforests to swampland. The bosmer live in harmony with the natural environment, and their cities exist on giant migratory trees called Falinesti. They are the other province that makes up the Aldmari Dominion, and the two provinces have created what may be the most stable Empire Tamriel has ever known.
Elswyer: A diverse nation that is home to the khajiit. It hold some of the most ancient cities in Tamriel, and ranges from desert badlands and dry plains, to subtropical forests. The khajiit follow the Mane, a leader of which only one can be born at a time under how the lunar lattice works. Elswyer is now a member of the Aldmari Dominion, although the khajiit do not share the same prestige as the altmer or bosmer and are often looked down upon, but often employ khajiit as professional thieves, spies, or assassins.
Morrowind: The homeland of the dunmer, it is a land dominated by a large main island with a massive active volcano called the Red Mountain, which erupted and caused what is now known as the Blight. The dunmer are run by a Tribunal and a King, and slavery was only recently outlawed, after centuries of misfortune to the argonians and the khajiit. The floura and fauna of Morrowind is shaped and twisted by the ash of the Red Mountain, and the landscape can appear alien at times to vistitors. Recently, Vvarnfall, the main island that makes up the bulk of Morrowind, has been conquered by the argonians, forcing out the dunmer natives.
Races:
Imperials: The olive skinned, cosmopolitan people that make up the natives of Cyrodiil and are the race of which each Emperor has descended from. They have an incredible talent for diplomacy and have an ability called Voice of the Emperor which allows them to persuade people that normally could not be swayed. They are an average all around race whose members can be found in just about any walk of life, profession, and discipline. They make up the bulk of the Imperial military.
Altmer: The golden skinned high-elves are the tallest race in Tamriel. They aren’t as physically powerful as other races and aren’t nearly as agile or fast as their bosmer cousins, but they command magicka unlike any other race, and are capable of regenerating it very quickly. They are often the most powerful spell casters to be found, and are very formidable mages. They are typically elitist and xenophobic, and look down on other races believing in elven superiority.
Nord: The fair skinned and haired people of Skyrim, they are strong, powerful people who have a love for fighting, drinking, and song. They are unmatched navigators of the seas, and are generally very devout people. Life is harsh for a nord, and they have a strong belief in doing things without waiting, as you may die tomorrow. They are physically the strongest race, matched only by the orcs, and have a legendary tolerance against the cold. Their battle cry is terrifying to behold, and their blood lust in combat is legendary.
Argonians: The lizard people of Black Marsh are curious as they are nearly immune to disease due to their nearly inhospitable homeland, are able to breathe underwater, and can recover from physical wounds quickly. They are quick, stealthy people and often find themselves employed like their rivals and often nemesis, the khajiit, as thieves and assassins.
Bosmer: The wood-elves of Valenwood are unsurpassed archers and hunters, and while they are smaller in frame than other races, they make up for it in speed and dexterity. They are very in tune with their environment, and are able to speak to animals. This is often used to help with labour, defence, or in many cases, to get wildlife to attack an enemy.
Khajiit: The cat people of Elswyer, the form a khajiit assumes depends on the positioning and phase of the two moons of Nirn, Masser and Secunda. Many of the khajiit that are encountered outside of Elswyer are Suthay-Raht variety (See:
http://www.imperial-library.info/con...ases-and-forms). Khajiit are all able to see in the dark and have sharp, vicious claws that they often use for fighting, even in place of weapons and are a very stealthy race. They often find themselves marginalized by society outside of Elswyer, and as such find themselves as thieves, assassins, and other criminals.
Dunmer: The Dark elves of Morrowind have dark grey to green coloured skin and red eyes, and much more severe appearances than their altmer and bosmer cousins. They are ferocious fighters and have an aptitude for destruction magic. They believe they came into being from a curse from Azura, and they have a strong connection to their ancestors, which may come to their aid as a spirit. They are very versatile and while they are rumoured to be ill favoured by luck and are often discriminated against, they are a resilient and severe people.
Breton: Bretons are the fair-skinned, average magicka adept people of High Rock. They have an aptitude towards spell casting and are very intelligent people, capable of grasping new concepts quickly and mastering even the most complicated spells with relative ease. They are loyalists to the Empire, and often serve as Battle Mages. Only an altmer can put up an argument for being a better spell caster, but Bretons aren’t nearly as frail as the altmer and are capable of withstanding spells cast against them much easier.
Redguard: The dark-skinned desert people of Hammerfell, they are conditioned by a harsh climate and a warrior’ culture. Redguard are among the best swordsmen in Tamriel and are capable of incredible feats of endurance, favouring bladed weapons that are quick and light. They are fierce and independent, and usually aren’t suited for life as a rank and file soldier. They can take a great deal of punishment, but are sure to deal it back much worse. There are no better naturally talented people in Tamriel when it comes to weapons mastery.
Orsimer (Orcs): The sophisticated barbarian peoples of the mountains, orcs are prized for their skills as armourers as well as heavy soldiers in the Imperial ranks. Interestingly, the Orcs are actually relatives to the elves. They have a strict tribal nature and often stick to their clans, although many leave to see the world and employ their skills where they feel they can make the most of them, although they are not always welcome back by their tribes once they leave. They rival the Nords in size, have green shades of skin, course black hair, and carry heavy weapons and armour with ease. They are unshakably brave and are famous for enduring hardships, and while they were initially feared and hated across Tamriel, they had earned acceptance amongst the Empire and are considered some of the finest soldiers and warriors in the continent.
Other:
Dragonborn: A hero born out of Legend, the Dragonborn was a Nord man who had no idea of his destiny until the Civil war and the return of the dragons. He defeated Alduin, the dragon known as the World-Eater, and saved the very souls of the people of Skyrim, and all of Tamriel. He was able to use the dragon tongue, called Thu’um, and was the only person able to truly kill a dragon by absorbing the souls of those he had slain.
Alduin: The most infamous dragon in Nord lore, Alduin is said to have rose and attempted to bring the dragons into the world. He was defeated before, but he returned with the dragons millennia later and was rumoured to have feasted on the souls of the dead. He was slain once and for all by the Dragonborn, forever ridding the world of that menace again.
Dragons: Once thought to be mythical creatures, dragons returned during the Stormcloak Rebellions in Skyrim and attacked everything they could find. After Alduin’s fall, the remaining dragons were progressively hunted down by the Dragonborn and the Imperial Legion and are thought to be extinct now.
Stormcloak Rebellion: A civil war fought in Skyrim between the Stormcloaks, a group wishing to break free of the Empire and gain independence, and the Empire, who are attempting to keep Skyrim as a part of the Empire. The Rebellion ended with Ulfric Stormcloak’s death at the hands of the Dragonborn and the Imperials.
Emperor Titus Mede II: The Emperor during the Stormcloak Rebellion, he signed the White-Gold Concordat and was assassinated by the Dark Brotherhood during the Civil War.
Nightmother: The long dead spiritual leader of the Dark Brotherhood, the Night Mother is now nothing more than a well preserved corpse that is capable of communicating to the ‘Listener’ of the Dark Brotherhood, the only person alive that can hear her speak. She hears the ‘Prayers’ of those who perform the Black Sacrament to enlist the services of the Brotherhood, and relays this information to the Listener, who is the de facto leader of the Brotherhood.
Dwemmer: While technically elves, the dwemmer are best known as dwarves. Long extinct, they were centuries ahead of their time and created masterful and advanced machines that still function to this day, including automated robot warriors, spiders, and other contraptions that still roam their ruins as if their masters were still alive. They enslaved the falmer and paid for it with their lives when the falmer uprising happened.
Falmer: Formerly a race known as Snow Elves who were forced into slavery by the dwemmer for centuries, eventually rebelling against their former masters after being twisted into a twisted, blind, and hateful race. They are found underground, and often around dwemmer ruins. They hate surface dwellers and wish for them all to be killed.