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Credits
Here's credits for the pictures/artwork used. If I skipped someone, let me know! If you don't want to see your stuff here, let me know! I do wish to point out that I make no money out of this timeline. My address for questions, requests and whatever else is belethor14@gmail.com. Ask away! -
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Explanations/Information/Statistics
In this timeline, I will provide explanations for some of the changes I've made to Elder Scrolls lore.
Also, this timeline contains additional information about the quirks of Tamriel and a statistical analysis of Tamrielic races and regions.
PS: All presented information is from pre-Cataclysm years. -
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Tovakani-Adus Model: Explanation
I will attempt to use the best of my knowledge to defend my changing of Tamrielic lore. Let's start with empirical evidence: gravity exists on Nirn. I don't think that this can be argued. Not only does gravity exist, but it also controls everything in Mundus. Secunda and Masser are sphere-shaped. Nirn is also sphere-shaped. The moons orbit Nirn. Nirn orbits Magnus. This means that the orbital physics of Elder Scrolls are the same as in our world. -
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Tovakani-Adus Model: Size of Aurbis
According to Elder Scrolls lore, all dimensions are infinite. Aurbis, Mundus, Oblivion and Aetherium are infinite. It does generate a problem: in an infinite Mundus, there would be an infinite amount of Magna Ge. This is known as the Olbers' paradox. As the night sky of Nirn is dark, it would suggest that Mundus is not infinite. It's finite, with finite lengths between astronomical objects. This would suggest that space travel is possible. -
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Tovakani-Adus Model: Astronomical objects
The existence of Baar Dau in Morrowind seemingly confirms that there are more astronomical objects than planets, moons and Magna Ge. This would confirm the existence of planetesimal in Mundus. If asteroids exist, then surely comets and meteorites exist as well. Where do these objects come from? Nirn was created by the Earth Bones. Masser and Secunda are the sundered corpse of Lorkhan. What I'm suggesting is that the planetesimal hypothesis of planet formation exists in Mundus. -
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Tovakani-Adus Model: In defence of the Model
Yes, I know that the Tovakani-Adus Model absolutely contravenes MK's "Cosmology". You know what? I honestly don't give a crap. This is Belethor's Uncanonical Tamrielic Timeline. It's not meant to be canon. If I slavishly followed every single piece of lore, nothing would exist on Tamriel. A random Daedra Lord could just go "boom" and wipe out all life on Nirn. I love and respect the Elder Scrolls lore as much as everyone, but come on. I'm telling the tale of the Industrial Revolution here. -
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Tovakani-Adus Model: Introduction
The Tovakani-Adus Model proposes that the Creation Myth was 90% correct and 10% false. The Model proposes that the Magna Ge are not holes, but massive arcane objects with a strong gravitational influence. Furthermore, the Model proposes the existence of island universes: massive collections of Magna Ge orbiting a central compact area. The Model also proposes that Aurbis is very, very large. It was born out of empirical observations of Mundus, Aurbis and Nirn. -
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Tovakani-Adus Model: Nirncentricity vs Magnucentricity
In my timeline, Nirn orbits Magnus. Yeah, you could argue that perhaps Magnus orbits Nirn. I don't really think so, however. This would mean that Nirn would be the center of the Magnal System. I don't think that Nirn is the most massive object in Mundus. If Nirn truly was the center of gravity in Mundus, its gravitational pull would render life impossible in Tamriel. I believe in the magnucentric model. -
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Tovakani-Adus Model: Magnus as a white hole
If Magnus was just a hole in Mundus, how could it provide energy to Tamriel? According to the lore, magic leaks from Aetherium. I'm proposing that Magnus is a hybrid mixture of a star and a "white hole". It would be the opposite of a black hole: instead of sucking in matter/energy, it would continuously expel matter/energy into Aurbis. As magic originates from Aetherium, it would make sense for Magnus to be a reverse black hole, with a strong gravitational pull on Nirn. -
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Tovakani-Adus Model: Other Magna Ge
The Tovakani-Adus Model proposes that other Magna Ge are also these "white holes", much like Magnus. It proposes that these Magna Ge also have gravitational influence and can host planetary systems. According to the Model, these Magna Ge are formed into large groups, called island universes. Analogous to the concept of galaxies, these island universes would consist of billions of Magna Ge, all orbiting around a central Magna Ge of enormous size. -
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Racial Phylogeny of Tamriel I
My timeline wholly supports the "Notes on Racial Phylogeny" book. A short summary: Men and Mer are cross-fertile and can bear offspring. The children of such unions always bear the racial traits of their mothers. The father's racial traits also has some influence. The progeny of an Altmeri male and an Imperial female will be slightly taller than the average Imperial. The descendant of a Bretonic male and a Redguard female will be slightly more lighter-skinned than the average Redguard. -
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Racial Phylogeny of Tamriel II
Men/Mer and Khajiit/Argonians are not cross-fertile and can't have children. Same goes for Khajiit/Argonian pairings. Orcs are similarly infertile with other races. These are fundamental rules of racial phylogeny and can only be changed through advanced genetic/arcane engineering. The Khajiit and Men/Mer are different species of mammals. Argonians are oviparous humanoid reptiles, and Orsimer are Mer with Daedric tampering in their genes, rendering them infertile with other races. -
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Racial Phylogeny of Tamriel III
Even though interracial relationships are fairly common on Tamriel, widespread race-mixing hasn't occurred. The Bretons are the only exception, as their race was purposefully created by Aldmeri colonizers during the First Era. Thanks to the matrilinear phylogeny of Tamriel, it's near-impossible to generate new mixed races. It would take thousands of years and concentrated efforts to produce a race similar to the Bretons. -
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Questions: Why did the First Great War occur?
The outbreak of the First Great War can be attributed to the aggressive foreign policies of the Thalmor. Previously under Imperial control, the Aldmeri Dominion had just emerged as an independent state. The Thalmor wished to prove to the Altmer that they are powerful enough to destroy the Empire. Although the First Great War ended in a draw, it's considered to be a Dominion strategic victory. -
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Questions: Why did the Second Great War occur?
Neither the Empire nor the Dominion wished for a war. The outbreak of the Second Great War was an accident, born out of the Second Stros M'Kai Crisis. As Imperial power had grown substantially during the Fifth Era, the Dominion felt the need to strengthen their state by expanding their territories. The death of the Duke of Stros M'Kai offered the Dominion such of an opportunity. The aftermath of the war was especially tragic for the Altmer, whose society suffered a complete and total collapse. -
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Questions: Why did the Third Great War occur?
The outbreak of the Third Great War can be directly attributed to the aggressive foreign policies of the resurgent Thalmor Party and the Empire of Yokuda. Durion Thorontur came to power with the firm goal of destroying the Empire and exterminating the Imperial race. Abdul Hameed Mona came to power in Hammerfell with the promise of expanding Hammerfell's borders into Cyrodiil. The national embarrassment the Altmer felt over the Crystal Concordat also played a major role. -
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Questions: Why did the Cataclysm occur?
After the Third Great War, the Empire was forced to make peace with the Aldmeri Dominion. The Dragon League and Antonius Brutus Marius resented this situation. They courted war veterans and victims of the Omnioccidit, who wholeheartedly began to support Marius's goal of exterminating the Altmer. Over time, Marius expanded his ambitions and came to the realization that there can never be an eternal peace in a multi-ethnic Tamriel. Thus, the idea for the Cataclysm was born. -
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Question: Why was there a Revolutionary Era?
From 5E 258 to circa 5E 266, there was a massive wave of revolutions. Most of them were left-wing syndicalist revolutions. In the aftermath of the Second Great War, all states were weakened. The success of the Serjo Revolution, which toppled the Union of Morrowind, emboldened Tamrielic syndicalists to seize power through violent revolutions. This led to a domino effect, which led to a massive revolutionary wave. Revolutions are like Pringles. Once you pop, the fun don't stop -
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Questions: Why has Tamriel gotten so violent?
Back in the Second Era, Tamriel was a joyous place. Everything was relatively calm and stable. In the Third Era, Tiber Septim introduced the concept of Imperial dominance. In the Fourth Era, the First Great War destroyed the former paradigm of peace. Ever since the Fifth Era, Tamriel has grown more and more violent. Why? There are multiple hypothesis to explain this phenomena. -
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Hypothesis: Advancement of technology
One hypothesis is that the advancement of technology has led to a situation where the nations of Tamriel can do more damage to each other. As new weapons are invented and old weapons are perfected, their potential to do harm increases. Back in the days of the Fourth Era, armies could only wield swords, axes, bows and magic to the battlefields. Magic was the only force capable of doing major damage. By the end of the Fifth Era, modern weapons have grown to be equal to magic in their capabilities. -
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Hypothesis: Aedric weakening
Some have suggested that the benevolent influence of the Aedra has severely weakened. Back in the First Era, Gods freely walked among mortals and shaped the events of Tamriel. By the Fourth Era, the Aedra had ceased to actively partake in Tamrielic matters. Meanwhile, Daedric Lords and their powers have remained constant. Races with deep connections to the Aedra, like the Altmer, feel like they've been abandoned by their masters and have resorted to extreme measures to defend themselves. -
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Hypothesis: Mer-Men Conflict
Back in the Merethic Era, Elves came to dominate over humans. The Atmoran Invasion and the Alessian Slave Rebellion finally freed humans from Meric domination. Tiber Septim's wars of conquest proved that humans can and will dominate over Tamriel. The Men-Mer Hypothesis suggests that the humans and Elves of Tamriel will continue to fight each other to extinction. The Altmer and the Imperials both consider themselves to be the masters of Tamriel and will never yield. -
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Hypothesis: Racialism
Starting from the Merethic Era, the races of Tamriel have incrementally grown more nationalistic. By the Fourth Era, the first nationalist conflicts were fought (Skyrim Civil War, First Great War). The races of Tamriel began to grown further apart from each other, with existing racial conflicts increasing. The Second and Third Great Wars were both driven by ultra-nationalism and prevalent racialism. The Racialist Hypothesis suggests that nationalism is the main cause for the violence in Tamriel. -
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Hypothesis: The Ages of Tamriel
This hypothesis suggests that Tamriel is defined by a progress of Ages:
1) Golden Age - Dawn/Merethic Era - Innocence prevailed as people were merry and virtuous.
2) Silver Age - First Era - First seeds of violence began to grow.
3) Bronze Age - Second Era - People were hardy and resilient, as war was their passion.
4) Heroic Age - Third Era - Numerous heroic beings slayed evil and united Tamriel.
5) Iron Age - Fourth/Fifth Era - People live in misery and violence as the Gods have forsaken Nirn. -
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Sounds of Tamriel
There are 10 races, all with different differing beliefs on music. Additionally, every region of Tamriel has localized smaller cultures, each with their own rich regional traditions. The coming of modernism has brought new instruments and wider audiences, but has not changed the preconceived cultural notions of previous eras. By 5E 332, the main sound storage mediums in Tamriel are vinyl records and audio cassettes, with CD's slowly entering the markets. -
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Sounds of Tamriel: Traditional Imperial Music
Traditional Imperial music is a curious mosaic of folkish lute music, religious chorals and symphonic music. As in most human societies, the lute is the cornerstone of Imperial folk music. Imperial chorals, praising the Nine Divines and Alessia, constitute a steady niche market. As compared with Altmeri music, Imperial orchestras are brassier, louder and feature percussion. The main instruments in traditional Cyrodiilic music are the lute, various drums, trumpets, mandolins and the piano. -
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Sounds of Tamriel: Modern Imperial Music
Petra music defines modern Cyrodiilic music. Born as a mixture of Khajiiti Da'ji and Colovian folk, Petra music is raunchy, loud and vibrant. Numerous Petra subgenres and regional scenes can be found in Cyrodiil. Petra is played with electric lutes, bass lutes, drum kits and occasional synthesizers or arcane instruments. A counterculture of sex and drugs has formed around Petra music. Many bands have ardent fans, who follow these bands to the farthest corners of Tamriel. -
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Sounds of Tamriel: Traditional Altmeri Music
The Altmer were the first race on Nirn to develop an orchestral musical tradition. The traditional music of the Summerset Isles is symphonic, with an emphasis on texture and moods. As opposed to the brassy quality of Cyrodiilic compositions, Altmeri orchestral music is harmonic, mellow and features the use of drones. Uniquely, Altmeri symphonic music features no percussion. The most important instruments in traditional Altmeri music are the violin, the cello, the harp and various flutes. -
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Sounds of Tamriel: Modern Altmeri Music
Modern Altmeri music is extremely vibrant. Altmer were the first to adopt arcane and electronic instruments. A type of arcane synthesizer, called the etherphone, is the most popular instrument in the Isles. Modern Altmeri music is characterized by psychedelic textures, slow dissonant melodies and angelic vocals. The music of the Summerset Isles is very popular among the youth of the Empire, much to the dismay of Imperial conservatives. Additionally, a Petra music scene exists in Auridon. -
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Sounds of Tamriel: Traditional Redguard Music
Redguard music has traditionally centered around percussion and rhythm. Traditional Redguard music features interlocking polyrhythmic melodies and the use of syncopation. Redguard folk instruments include various drums, slit gongs, twanged lyres and cane flutes. Bowed lutes are often found in Redguard orchestras. Rather uniquely, lutes from Hammerfell have double strings. Traditional Redguard music is sung in Yokudan, and all singers are expected to be fluent in the language. -
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Sounds of Tamriel: Modern Redguard Music
Modern Redguard music is loud, dissonant and aggressive. Redguards joined the electronic music revolution of Summerset Isles. As a result, the pop music of Hammerfell features electronic instruments. Lyrics tend to revolve around cryptic and dark subject matters and are usually either chanted or shouted. Redguard pop music features dissonant synthesizer flourishes, loud drum loops and wild physical performances. It's unconventional, noisy and well-suited for a warrior race. -
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Sounds of Tamriel: Traditional Nordic Music
Skyrim has a strong bardic tradition, much like High Rock and Valenwood. Lute playing is the cornerstone of traditional Nordic music, often accompanied by drums and wind instruments. A tradition of symphonic music developed during the early Fifth Era, heavily influenced by Cyrodiilic orchestral music. Throat singing is a popular pastime in Northern Skyrim. Instruments native to Skyrim include the Nordic horn, the tuba and the organ. -
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Sounds of Tamriel: Modern Nordic Music
Modern Nordic music is defined by its melancholic character. Petra music crossed over to Skyrim, where it formed two distinctive regional scenes. In Eastern Skyrim, Petra music acquired a harsher tone. Eastern Petra features distorted electric lutes, heavy percussion, aggressive shouted vocals and nationalistic undertones. In Western Skyrim, Petra music acquired a glacial sound. Western Petra features quiet ethereal melodies, droning soundscapes, lush orchestration and religious undertones. -
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Sounds of Tamriel: Traditional Dunmeri Music
The Dunmer of Morrowind have a tradition of producing very complex compositions. Traditional Dunmeri music is lengthy, with musical pieces lasting for several hours. Music from Morrowind is based around percussion and chitin-based wind instruments. Dunmeri singers use melismatic singing to praise their ancient heroes of Indoril Nerevar and Prophet Veloth. Traditional Dunmeri instruments include the Morrowindian harp, the beena chordophone and the mriseth membranous drums. -
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Sounds of Tamriel: Modern Dunmeri Music
Modern Dunmeri music continues to be vividly complex. Petra music crossed the Velothi Mountains to become the most popular genre in Morrowind. Dunmeri Petra is characterized by complex time signatures, avant-garde improvisation and highly technical instrument playing. It is meant to be an entirely aural experience, as Dunmeri Petra is impossible to dance to. As Morrowind is controlled by an totalitarian regime, Cheydinhal has become the Tamrielic center of Dunmeri Petra. -
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Sounds of Tamriel: Da'ji music
In 5E 240's Pelletine, the Khajiiti music genre of Da'ji was born. This vibrant genre is defined by the use of brass instruments, swing notes and complex improvisation. Da'ji is lively, organic and groovy. After the Second Great War, Da'ji became highly popular in Cyrodiil. Many new subgenres were born as the genre became the new voice of modernity. Da'ji was also highly popular in pre-Thalmor Summerset Isles. In the 5E 290's, Da'ji fused with Colovian folk to give birth to Petra music. -
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Sounds of Tamriel: Valenwood
Bosmer did not develop an orchestral music tradition during the Fifth Era. Bosmeri folk music is played with various zithers, tambourines and mouth harps. Bosmeri music tradition forbids the recording of music performances, as it's claimed to destroy the "soul" of the performance. As a consequence, fans of Bosmeri music must spend a lot of money in order to visit various live concerts. -
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Sounds of Tamriel: High Rock
Bretonic music has a flamboyant quality. Singing performances are often accompanied by festive dancing and drinking competitions. Traditional Bretonic instruments include the fiddle, bagpipes, flutes, the Bretonic lute and the kazoo. High Rock also has a bardic tradition. Unlike the bards of Skyrim, Bretonic bards were jesters and told humorous tales. In the 5E 260's, a tradition of burlesque and musical theater developed in High Rock, cementing the Bretons as the masters of entertainment. -
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Sounds of Tamriel: Argonia
Argonian music has a trance-like quality of ominous percussion, droning reed flutes and harmonized unison singing. Argonian performances are accompanied by the ritualized consumption of Hist sap. Tourists visiting Argonia are often intrigued by the eerie nature of these performances. Contrary to popular belief, Argonians are good singers and have an excellent sense of rhythm. -
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Sounds of Tamriel: Orsimer
Traditional Orsimer music is abrasive, aggressive and intentionally provocative. Orcish music has its roots in shamanistic rituals and is meant to induce a state of bloodlust in its listeners. Orcish music features cacophonous percussion, noisy untuned instruments and blood-curdling screaming. Performances often feature transgressive elements, such as self-mutilation and on-stage slaughter of animals. Orcish music has been called "anti-music". -
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Alcohol: Imperials
Consumption of alcohol has rarely been seen as a major societal ill. Imperials tend to prefer wine and liquor, although a culture of beer drinking exists in the Jerall Mountains. Large grape plantations in Colovia and the Nibenay Valley produce some of the finest
wines in continental Tamriel. Religion-driven prohibition has often been a feature of conservative and corporativist parties, but has rarely enjoyed much popular support. -
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Alcohol: Argonians
All Argonian alcoholic beverages contain varying amounts of Hist sap. Non-Argonians perceive Hist sap to be bitter and mildly hallucinogenic. For Argonians, Hist sap tastes sweet and induces euphoria. Argonians are known to brew various ales and wines. As Argonians generally only produce alcohol for their home market, imported Argonian beer can fetch a fortune in other provinces. Alcoholism has rarely been an issue in Argonia, but continues to be rampant in Argonian emigre communities. -
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Alcohol: Altmer
Consumption of alcohol is very common in Summerset Isles, usually imbibed at mealtime and during various social gatherings. Wine is seen as the quintessential Altmeri drink and
grape plantations are a common sight on the Island of Auridon and along the Sunshine Coast. Hard liquor is rarely imbibed by Altmer.
Public drunkenness is strictly illegal and can result in imprisonment. Importation of wine from Cyrodiil is also illegal, as the Thalmor wish to protect their home market. -
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Alcohol: Dunmer
Dunmer are known to almost exclusively drink hard liquor, mostly their native sujamma, mazte, greef and shein. Dunmer enjoy their drinks the most when they're strong, bitter and borderline unpalatable. As life in Morrowind is harsh and unforgiving, Dunmer only drink alcohol to become intoxicated and forget their woes. Alcoholism has developed into a serious
problem in Morrowind, especially in the northern, more deprived areas. -
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Alcohol: Nords
Alcohol is considered to be an integral part of the Nordic identity and is ubiquitous in Skyrim. Nords prefer drinks like beer and mead, although a small market for imported wine and whiskey exists. Bar culture is very strong in Skyrim and has survived all attempts to extinguish it. Alcoholism has often been a serious problem in Skyrim. Prohibition continues to be a strong force in Skyrim, usually led by religious politicians and radical syndicalists. -
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Alcohol: Khajiit
As the Khajiiti society revolves around the consumption of moon sugar, all of their alcoholic beverages contain the substance. Due to this tradition, Elsweyrian beverages are sickeningly sweet. Alcoholism has never been a serious problem in Elsweyr, as moon sugar remains the most popular social lubricant. Khajiiti emigre communities, however, tend to turn towards alcohol as a substitute for moon sugar. As a consequence, Khajiiti emigrant communities have been ravaged by alcoholism. -
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Alcohol: Redguards
The national drink of Hammerfell is rum, produced from local sugarcane. Traditional Redguard rum is brown, spicy and sweet. Stros M'Kai is said to be the best producer of rum. Alik'r tribesmen distill a special kind of rum, called the Gomangai, which they infuse with elven ear leaves. Alcoholism has historically been a problem in the more deprived areas in Northern Hammerfell. Prohibition has been pursued by conservative Redguard political parties, with varying degrees of success. -
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Alcohol: Bretons
High Rock is divided into two distinct regions: Daggerfall and its surroundings enjoy wine, while the people of Wayrest enjoy beer. Whiskey and brandy are also common, as many distilleries operate around Wayrest. The region of Western Reach produces its own distinct brands of beverages, most of them undrinkable for non-Reachmen. Due to High Rock's close proximity to Skyrim and Hammerfell, imported mead and rum are often imbibed. -
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Relationships: Imperials
Imperials relationships are known to be volatile, emotional and passionate. Imperial flirting and shameless innuendo often cross the borders of good taste. Imperials enjoy casual dating, much to the horror of the Altmer.
Imperial families are tightly-knit and with ancient roots. Children are expected to carry their family names with pride.
Interracial relationships are common among Imperials, especially with other human races.
Cyrodiil has a high fertility rate of 3.2 births per woman. -
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Relationships: Altmer
Altmer have conservative views on intimacy. As Altmeri men tend to be fairly effeminate, they lack aggressive flirting rituals. Altmeri women are initiative-takers in relationships, much to the horror of the Imperials.
Altmeri parents have high expectations and demand complete obedience. As a result, Altmeri children tend to be overachievers.
Interracial relationships are banned in Summerset Isles, but common in emigre communities.
Summerset Isles has a fertility rate of 1.1 births per woman. -
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Relationships: Redguards
Redguards assume a strong presence when choosing their partners. Shameless flirting is common. Redguards enjoy their intimacy like they enjoy their combat: passionate, fiery and prone to explosions.
In Hammerfell, parents have high expectations for their kids. Redguard children excel in academic tests, but exhibit high levels of stress.
Interracial relationships are common in Redguard expat communities. In Hammerfell, they're rare.
Hammerfell has a total fertility rate of 2.4 births per woman. -
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Relationships: Nords
Nords are hopeless romantics and tender lovers. As Skyrim is a harsh province to inhabit, Nordic relationships are built to last. As opposed to the Imperials, Nords take romantic love very seriously.
Nordic families are large and loving. During the long winter nights of Skyrim, Nordic families bond over board games and sporting events.
Interracial relationships are common in Skyrim, especially between Imperials and Nords.
Skyrim has a total fertility rate of 2.6 births per woman. -
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Relationships: Dunmer
Dunmer have puritanical views on intimacy and many consider sex to be an inherently sinful activity. In the old days, arranged marriages were common. A culture of religious repression has led to widespread sexual frustration among the Dunmer.
Interracial relationships are rare, as the Dunmer find little in common with other Tamrielic races. Even in Dunmeri emigre communities, Dunmer tend to marry each other.
Morrowind has a total fertility rate of 0.9 births per woman, the lowest in Tamriel. -
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Relationships: Khajiiti
Khajiit have unusual beliefs about intimacy. Polyamory, partner-swapping and open marriages are common in Elsweyr. The Khajiit take the term "innuendo" to a whole new level. Khajiiti religious beliefs keenly encourage casual dating.
As the Khajiit can't cross-breed with other races, interracial relationships can't be centered around procreation.
Elsweyr has a total fertility rate of 5.2 births per woman, the highest in Tamriel, However, 35% of Khajiiti children die before reaching adulthood. -
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Relationships: Bosmer
Bosmer have extensive informal rules on proper courtship. As the Bosmer are soft-hearted, their history is ripe with tales of tender love.
Parents expect their offspring to be modest and altruistic. Bosmeri children are expected to carry strong moral values into their adult lives. Children who associate themselves with criminality are shunned from their communities.
Interracial relationships are common, especially with the Altmer.
Valenwood has a total fertility rate of 2.3 births per woman. -
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Relationships: Bretons
Bretons rank among the least prudish of the Tamrielic races. Playful flirting is common and intimacy is rarely taken with seriousness. Bretons tend to marry young and divorce often. Tourists visiting High Rock are often shocked by the moxie of Bretonic women.
Interracial relationships are very common in High Rock. Bretons have an active curiosity in seeking out partners from different ethnic backgrounds.
High Rock has a total fertility rate of 2.5 births per woman. -
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Relationships: Argonians
Argonians lack a mammalian sex drive and take a very coldly calculating stance on romance and relationships.
When mating, Argonians choose their partners based on their fertility and their genes. Argonians are known to be able to switch their gender during their lifetime, leading to complex relationship dynamics.
Interracial relationships are almost non-existent, due to the lack of Argonian sex drive and infertility with other races.
Argonia has a total fertility rate of 2.4 births per woman. -
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Relationships: Orcs
As life in Orcish settlements is rigorous and spartan, Orcs pay little attention to romantic love. Procreation in strongholds is often enforced by mandatory laws, as the Orcish population of Tamriel tends to dwindle in size. As one can imagine, Orcish sensuality is fairly brutal.
Interracial relationships are extremely rare, due to Orcish xenophobia and Orsiphobia of Tamrielians.
Volenfell, the largest Orcish settlement in Tamriel, has a total fertility rate of 1.7 births per woman. -
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Cuisines of Tamriel
Tamriel is a large continent, home to diverse climates and very diverse flora. Every culture has a distinct pattern of cuisine, with palates varying between races. Some cultures have developed intricate traditions of grand cuisine, while others still eat raw meat and berries. Some regions enjoy very spicy foods, while others faint at the sight of pepper. Let's take a look, shall we? -
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Cuisines of Tamriel: Nordic
Nordic cuisine is centered around various meats, dairy products and fresh vegetables. Pork, beef and red meats are commonly consumed. Nords enjoy big, hearty and filling meals. Vegetarianism is rare, the only vegetarians in Skyrim are either recent immigrants or "pussies". Table manners are completely disregarded and alcoholic beverages are consumed during meals. Nords aren't adventurous eaters and absolutely loathe spicy foods. Rumors suggest that Nordic gourmet dining exists in Haafingar. -
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Cuisines of Tamriel: Dunmeri
Due to Morrowind's harsh climate and history of poverty, Dunmeri chefs have become very creative. Common meats include pork, guar and beef. Foods unique to Morrowind include Kwama-based products, ash vegetables and scuttle (a cheese-like insect dish). Mushrooms are the staple foods of Dunmeri cuisine, as fungus grows easily in the ashy soils of Morrowind. Dunmeri hospitality consists of offering guests a cup of tea, slices of Kwama eggs and fermented ash yams. -
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Cuisines of Tamriel: Bosmeri
Due to the Green Pact, the Bosmer are forbidden from consuming plant life. This means that the cuisine of Valenwood is entirely based on animal products. Common meats include mutton, horse, chicken and venison, which are salted and eaten cold. Bosmer can do miracles with dairy and their yogurt dishes are popular all over Tamriel. Bosmer have learned to ferment milk to produce an array of alcoholic beverages. These drinks are avoided by tourists, as they look and smell disgusting. -
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Cuisines of Tamriel: Khajiiti
Although Elsweyr isn't a rich country, Khajiiti cuisine is extravagant, diverse and delicious. Buttery seafood, garlicky sesame roasts and deep-fried chickpea snacks are offered in local cafes. Savory and spicy sauces accompany every dish. Khajiiti cuisine is very hot and surprisingly sweet, as the local chefs add moon sugar to every dish. Khajiiti fast food is commonly consumed in Cyrodiil and beyond, as touring vendors from Elsweyr travel around in motorized carts and sell street food. -
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Cuisines of Tamriel: Bretonic
The only nation to top the Altmer in snobbishness, the Bretons are considered the most sophisticated gastronomers in Tamriel. Bretonic cuisine values meticulous presentation and flavor combinations. Bretons use a lot of herbs in their dishes, giving every bite a distinct taste. Meals consist of three courses, with savory soups as entrees. Wines accompany every meal. Daggerfall is considered the Tamrielic capital of dining, where luxurious restaurants are always full of obnoxious tourists. -
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Cuisines of Tamriel: Argonian
Argonians enjoy seafood more than any other race on Tamriel. Shrimps, oysters, freshwater fishes and lobsters are all fair game. Argonians use local herbs and berries to brew flavorful drinks, which accompany every meal. Much to the horror of the other races, Argonians also eat insects. Slugs, beetles and larvae are collected, grilled over fire pits and washed down with herbal teas. Argonians lack formal dining manners and are willing to eat anything, anywhere, anytime. -
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Cuisines of Tamriel: Colovian/Nibenese
Colovians enjoy large, wholesome meals. Pork and beef are the most commonly consumed meats, with venison a close third. Potatoes are a common sight and most Colovian side dishes consist of either mashed, roasted or boiled potatoes. Colovian dishes are rarely hot. Nibenese, on the other hand, enjoy moderately spicy foods. Cheese, tomatoes, corn, bell peppers, olives and fish are the staples of Nibenese cuisine. Nibenese dishes are meticulously prepared and always accompanied by regional wines. -
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Cuisines of Tamriel: Altmeri
Living on an overpopulated island has forced the Altmer to look towards the ocean. As a result, seafood dominates the Altmeri cuisine. The tropical climate of the Summerset Isles has given the Altmer an abundant supply of exotic fruits. Local chefs are very creative and can produce miracles out of every ingredient. Spices and hot foods are common. Altmeri dining culture is rigidly formal, with an emphasis on table manners. Choosing the wrong type of utensil can result in social alienation. -
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Cuisines of Tamriel: Redguard
Redguard cuisine is extravagant, spicy and fragrant. Chicken and lamb are the most common meats, as are various fishes. Coastal pastures provide fresh dairy products like yogurt, butter and cheese. Rice is the staple side dish, usually stir-fried and slathered with hot sauces. Coffee-drinking is an important aspect of Redguard cuisine. As a sign of hospitality, guests to Hammerfellian households are always offered fresh coffee, dried fruits and cakes with syrup. -
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Cuisines of Tamriel: Orcish
Orcs don't eat to feel fulfilled, they eat to gain strength and vitality. Raw meats, offal, hard breads and strong liquors are treasured parts of Orcish cuisine. As Orcs have been forced to live as nomads stuck in harsh climates, their cuisine lacks vegetables and fruits. After butchering a domestic beast, Orcish chefs utilize every part of the animal. Intestines, brains, hearts, blood and even bones are used in a variety of dishes. -
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Tourism in Tamriel
Modern technology has made the once-dangerous activity of travelling much more convenient. Prospective tourists can travel via planes, automobiles and ships. More adventurous travelers can use mark-and-recall facilities to travel instantaneously. As urbanization spread, the dangerous wildlife of Tamriel was forced to live in isolated forests and mountains. This has made hiking and camping a much more safer activity. Alteration magic allow tourists to explore underwater caves without drowning. -
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Tourism in Tamriel: Summerset Isles
Summerset Isles is the second most popular tourist destination. Its tropical climate draws many visitors from the northern latitudes, who are mesmerized by the heat and the vibrancy. Although the Aldmeri Dominion is a totalitarian dictatorship, the Thalmor Party does not harass visitors and keenly encourages tourism. Popular destinations include the tropical Isle of Auridon and the futuristic city of Alinor. The city of Sunhold is known for its vibrant nightlife and culture of music festivals. -
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Tourism in Tamriel: Valenwood
Due to the Green Pact, Valenwood has retained most of its ancient forests and groves. The country offers unparalleled opportunity to experience wild and untamed nature. Semi-sapient wild animals walk around in the cities and perform tricks for food. Local Bosmer are friendly and help tourists to navigate in thick forests. However, visitors to Valenwood are prohibited from harming trees, plants and wildlife. Violators of this law are expelled from Valenwood and banned from ever returning. -
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Tourism in Tamriel: High Rock
High Rock is prized destination due to its temperate weather, historic sites and sophisticated culture. The aristocratic history of High Rock is reflected in its well-maintained castles, mansions and fortifications. Daggerfall hosts world-famous museums, theaters and art collections. Bretonic cuisine draws countless tourists to overpriced restaurants. Young Bretons can be seen practicing magic spells on the streets and are willing to perform magic demonstrations for money. -
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Tourism in Tamriel: Western Reach
It's unclear why anyone would desire to travel to Western Reach. The region is filled with lethal radioactivity, toxic waste, gravitational imbalances and weather anomalies. Reachmen hate other races and attack them on sight. No travel agencies organize trips to Western Reach and Tamrielic states have prohibited travel to the area. If someone truly wished to travel to the region, they'd have to hire armed guards, bribe border guards and find a local to steer them away from radioactive hot spots. -
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Tourism in Tamriel: Cyrodiil
Cyrodiil is the top tourist destination of Tamriel. Its diverse landscapes, historic heritage sites and vibrant cities are very popular among explorers from all nations. Leyawiin boasts having the wildest nightlife in Tamriel, while County Anvil hosts thousands of luxurious resorts. As the largest city in Tamriel, the Imperial City draws more tourists than any other place in Cyrodiil. Adventurers can also hike in the Colovian Highlands and enjoy camping in untouched forests. -
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Tourism in Tamriel: Skyrim
Skyrim is a stunningly beautiful place for enjoying the wonders of nature. Snow-covered mountaintops, hidden villages and endless forests can be seen and explored. The cities of Solitude and Windhelm are vibrant and elegant. Cruise ships take tourists to witness the eerily beautiful coast of Northern Skyrim and its numerous archaic fishing villages. Travelers are advised not to visit the holds of Reach and Rift, as terrorist attacks and local xenophobia have resulted in tragic casualties. -
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Tourism in Tamriel: Morrowind
Although Morrowind has the most unique landscape in Tamriel, travelling there is a nightmare. The Dunmeri Hegemony is a dystopian dictatorship and performs extensive background checks on all visitors. Local Dunmer are incredibly prejudiced and tourists are constantly observed by secret agents. Taking pictures of sensitive military installations has resulted in indefinite imprisonments. This is a shame, as the volcanoes and ancient strongholds of Morrowind are stunningly alluring. -
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Tourism in Tamriel: Elsweyr
Elsweyr is a geographically diverse country. Anequina is dominated by deserts and savannas, while Pelletine is covered by a tropical jungle. Local Khajiit are very hospitable and the Quin'rawl Peninsula is dotted with resorts. However, tourists are advised not to venture outside resorts and cities. Skooma cartels are known to kidnap tourists, rob them of their valuables and leave them stranded in Anequina. Argonian tourists have to be careful, as the Khajiit are rather prejudiced against them. -
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Tourism in Tamriel: Argonia
Travelling to Argonia is uncommon, as the province is hard to traverse and hosts no major urban centers. Although the Argonians are fairly welcoming of foreigners, the Naga are known to kidnap travelers. Some resorts exist around the Oliis Bay and in the city of Lilmoth. Hikers looking for a challenge can attempt to trek across the swamps of Central Argonia. Tourists are prohibited from harming the Hist trees. Overstepping this law can result in death, carried out by spontaneous lynch mobs. -
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Tourism in Tamriel: Hammerfell
Hammerfell is a popular destination for tourists due to its pleasant climate, well-kept infrastructure and long coastline. The island of Stros M'Kai is a particularly renowned tourist spot and hosts numerous resorts. Ancient castles of Redguard monarchs can be explored and souvenir scimitars can be purchased. Adventurous travelers can take supervised trips to the Alik'r Desert and witness beautiful sand dunes. Yacht can be rented from Sentinel and used to traverse the coastline of Hammerfell. -
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Tourism in Tamriel: Volenfell
Volenfell, the capital of Orsimer, is located in the Alik'r Desert. The city is best avoided, as the Orcs are extremely hostile towards foreigners. However, some Redguard travel agencies do organize supervised trips to Volenfell. There isn't a lot to see, as the city is full of industrial factories, choking smog, grim tower blocks and angry Orcs. All visitors have to hire armed guards, as Orcs have been known to imprison and enslave tourists. -
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Freedoms in Tamriel
Civil freedoms are far from universal: some countries give their citizens a vast array of fundamental rights, while others gleefully deny the most basic ways of expression. Generally, the Empire of Tamriel has tried to keep its provinces democratic and open, while the Aldmeri Dominion cares little for freedom of expression. The following events show individual countries. Top image details laws concerning civil rights, while bottom image ranks the freedom of the press on a 1-to-5 scale. -
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Freedoms in Tamriel: Empire of Cyrodiil
Ever since the Cyrodiilic Civil War, the Empire of Cyrodiil has been a pioneering force in upholding the freedoms of expression. The Empire of Tamriel has abolished capital punishment and required all of its provinces to follow suit. It ranks 4/5 on press freedom. Independent media is well-represented and the state doesn't usually interfere with the contents of newspapers. However, investigative journalists have been harassed and tortured by the Penitus Oculatus for investigating state secrets. -
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Freedoms in Tamriel: Dominion of Summerset Isles
Summerset Isles is a one-party dictatorship, with no democracy and no freedom of the press. All media is controlled by the Thalmor Party, who ruthlessly redact and suppress information they consider to be hostile. As far as civil rights go, the Summerset Isles is fairly liberal and tolerant. Prostitution and gambling are legalized and regulated by the state. Euthanasia has been legal for a long time, as the Altmer have long life-spans and can encounter nasty insufferable diseases in old age. -
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Freedoms in Tamriel: Republic of Hammerfell
Although Hammerfell has been historically ruled by authoritarian regimes, the country has made strong leaps towards achieving civil freedoms. Independent media is tolerated and the state doesn't interfere with reporting, but private corporations are known to use unlawful methods against unfavorable reports. Furthermore, investigating the crimes of the Empire of Yokuda is banned, as it's considered "dishonorable". A common past-time in the Redguard society, gambling is both legal and regulated. -
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Freedoms in Tamriel: Kingdom of Skyrim
Due to its long tradition of democracy, the Kingdom of Skyrim has an excellent record on civil rights. Nords desire freedom of expression, as is evident from their history of civil wars. The Kingdom has a perfect 5/5 rating on freedom of the press. Independent journalists ruthlessly scrutinize the Nordic government and candidly report on Stormcloak terrorism. Uniquely, prostitution is legal in Skyrim and the government levies taxes on brothels. -
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Freedoms in Tamriel: Dunmeri Hegemony
Morrowind has never truly been a democracy and the Dunmeri Hegemony is no exception. The ruling Dunmeri Front censors unacceptable information and rewrites undesirable parts of history. There is no freedom of religion. The Daedric Tribunal enforces its faith upon all residents of Morrowind. Same-sex marriages are associated with Aedric religions and banned. Hard drugs, however, are legal. Skooma use is widespread and beneficial to the government, as drugged citizens are easier to control. -
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Freedoms in Tamriel: Kingdom of Valenwood
After Valenwood left the Aldmeri Dominion and joined the Empire, its civil rights situation started to improve. Acceding to Imperial demands, capital punishment was abolished. The Kingdom of Valenwood has no freedom of religion; Bosmer and foreign settlers who disagree with the terms of the Green Pact are exiled. The activities of free media are severely curtailed through lèse-majesté laws, which prohibit criticizing the Monarch and his/her government. -
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Freedoms in Tamriel: Dominion of High Rock
Even though High Rock is a part of the Aldmeri Dominion, it hasn't fully transformed into a totalitarian dictatorship. The Thalmor Party of High Rock controls all media outlets, but permits independent journalists to publish their reports. However, investigating Reachmen terrorism is strictly off-limits and punishable with torture. Otherwise, High Rock is socially liberal and its civil rights are identical to those of Summerset Isles. Only gambling and hard drugs are illegal. -
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Freedoms in Tamriel: State of Argonia
Owing to its underdeveloped infrastructure and the presence of the autocratic An-Xileel, the State of Argonia doesn't have any form of independent media. There is no freedom of religion; Argonians who refuse to worship the Hist are exiled or forced to live outside of mainstream society. Hard drugs are legal, as it would be impossible to stem the tide of Khajiiti skooma. Euthanasia is also legal, as the Argonians have free will to voluntarily end their lives and return to the Hist. -
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Freedoms in Tamriel: Volenfell Autonomous Zone
Volenfell Autonomous Zone is a part of the Republic of Hammerfell, with self-rule and sovereignty. Orcish leaders have no interest in granting their subjects any civil rights. Same-sex relations are prohibited, as they would break the cohesion of the conformist Orcish society. There is only a single newspaper and it is controlled by Volenfell's city council. There is no freedom of religion: Malacath Worship is the only religion. Trinimac worshipers are banned from entering the city. -
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Freedoms in Tamriel: Viceroyalty of Elsweyr
The Viceroyalty of Elsweyr is a mishmash of tolerance and prohibition. Drugs, gambling and prostitution are legal and cherished. Abortion and same-sex marriages are illegal, as the Khajiiti believe that they must fill Tamriel with children. The Viceroyalty has no freedom of religion; Khajiit who refuse to worship the Pantheon are excluded from governmental positions. The state doesn't interfere with the media. However, criminal cartels tend to assassinate nosy journalists. -
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Moon Sugar
Moon sugar is a grainy powder of brownish-white crystals. It's produced from tropical cane grasses native to Pelletine and Northern Anequina. Moon sugar plays a major role in Khajiiti Pantheon, where it's considered a divine gift from the cat-gods. In Khajiiti cuisine, it is often used as a spice, as moon sugar has a pleasantly sweet taste. However, the substance is an addictive stimulant and induces bouts of euphoria and psychosis, followed by post-withdrawal depression and lethargy. -
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Skooma & Moon Sugar: Skooma trade
80% of all skooma trade is controlled by Anequinian and Pelletine drug cartels, with the rest controlled by amateur producers. Massive clandestine labs exist in Elsweyr, which produce billions of septims annually. Corruption and political instability in Elsweyr has allowed these cartels to thrive and expand. Historically, other factions have also sold skooma. Until the Secret War of the Fourth Era, the Camonna Tong used to own 50% of the Tamrielic drug market. -
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Skooma & Moon Sugar: History
Native to coastal Pelletine, moon sugar is as ancient as the Khajiiti society itself. Legends portray it as crystallized moonlight. Skooma was first discovered by Dunmeri alchemists in the Second Era. Both substances have always been illegal in the Empire and the Dominion. Morrowind has a mixed history with drugs: the Imperial administration of House Hlaalu harshly penalized skooma trading, while the independent House Redoran administration legalized skooma and profited from its trafficking. -
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Skooma & Moon Sugar: Socioeconomic consequences
Much of the skooma consumed in the Empire and the Aldmeri Dominion is manufactured in Elsweyr. Skooma in Morrowind is usually produced by domestic chemists. The socioeconomic consequences of skooma use are growing homicide and robbery rates, increased mental health issues and more children in foster care. Skooma addicts are willing to do anything to secure a new stash. Many resort to thievery, prostitution and murder. -
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Skooma & Moon Sugar
Although numerous organic and synthetic drugs exist in Tamriel, none are as prevalent and infamous as skooma and moon sugar. Both drugs are closely tied with the history and the society of Elsweyr. Most states have banned and attempted to extinguish the trading and consumption of skooma and moon sugar, with varying degrees of success. Why have these two harmless-seeming substances ruined millions of lives, neighborhoods and societies? Let's find out. -
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Skooma
Skooma is a powerful narcotic, produced from refined moon sugar. It takes the form of a brown sweet-tasting liquid. Skooma can be found in every region of Tamriel and its recreational use is widespread. skooma is either drunk or smoked from a pipe. Acute effects include euphoria, hyperactivity, increased libido, hallucinations, dizziness and rapid breathing. Skooma purity varies wildly and over-consumption can result in deadly overdosing. -
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Swearwords: Corpsewalkers
An insult used by the Altmer to degrade nationalistic Imperials, who use the Omnioccidit to portray the Altmer as malevolent in nature. Corpsewalker denotes an Imperial, whose most heartfelt wish is to go back in time and become
a victim of the Omnioccidit, so that they could finally rest in peace in their moral high ground. Literally speaking, corpsewalker denotes an Imperial who seems to be alive, but is actually a walking corpse, killed by the Altmer in the Omnioccidit. -
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Swearwords: Son of Skyrim/Treefucker
Son of Skyrim:
An insult lobbed against patriotic Nords, who tend to bring up Skyrim and their heritage in every conversation. Son of Skyrim is a favorite of Imperials, used in a sarcastic manner to portray Skyrim as a deadly place, filled to the brim with dragons and wererats.
Treefucker:
A strong insult used against religious Bosmer. Used by both the humans and other Elves, the slur describes the closeness the Bosmeri have with nature, although it hints at a much "closer" relationship. -
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Swearwords: Sons of Vlaestrus
This is an extremely offensive slur, with its origin in the Thalmori war crimes of the Third Great War. In Vlaestrus, the Dominion had built a massive complex, where they forced Imperial women into prostitution. After the war, this was declared a grave war crime.
However, edgy Altmeri youth take pride in the crime and use this term to suggest that some Imperials have Altmeri soldiers as their grandfathers. As it is very offensive, the usage of this slur is frowned upon by normal Altmer. -
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Swearwords: N'wah/Falmer
N'wah:
A common word used in Morrowind to denote all foreigners as unwelcome invaders. N'wah isn't a particularly strong swearword, but its widespread usage perfectly illustrates the disgust the Dunmer feel at seeing foreigners in Morrowind.
Falmer:
A slur used in Skyrim to denote effeminate and intellectual Nords as more Elvish than human in their behavior. Falmer, meaning "Snow Elves" in Aldmeris, isn't a particularly strong slur, but it's usage has resulted in occasional broken noses. -
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Swearword: Losermer/Bitchmer
Losermer:
An amusing Imperial slur used against the Altmer to illustrate the fact that the Empire has defeated the Dominion in both of the later-era Great Wars, often with catastrophic results for the Altmer.
Bitchmer:
Another amusing Imperial slur used to degrade the Bosmer as eternal slaves of the Altmer, always playing the second fiddle to Thalmor ambitions. Most Bosmer take the slur in great humor, but the more nationalistic Bosmer tend to flip out in fury. -
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Swearwords: Floaters
Floater:
An Argonian slur to describe humans as being incapable of diving. The words seems innocent enough, as it contrasts water-breathing Argonians with the surface-swimming humans. Argonian children often call their Imperial peers "floaters", meant to be taken with good humor.
However, the term has disturbing origins. It was born during the Third Great War and originally described the floating corpses of Imperial civilians in the Niben River, slain by the Argonian soldiers. -
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Swearwords: Imperial usage of Manmer
Manmer is one of the strongest swearwords in Western Tamriel. The word itself means "Human Elf" in Aldmeris and used to be an alternative academic term for Bretons.
However, it took a more sinister meaning when it was picked up by Imperial supremacist groups, like the Corporativist Party and the Dragon League, to describe Bretons as non-human Elven wannabes and potential turncoats. A deeply offensive term for the Bretons, its use is limited to political radicals. -
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Swearwords: Altmeri usage of Manmer
Across the Abacean Sea, Altmeri youth picked up the term. In the Dominion, Manmer is used to denote anti-Thalmor activists and syndicalists as being humans in Elvish form. The word is also used to refer to Cyrodiilic Altmeri communities. The Altmer of Cyrodiil are known to be liberal and support the Empire, which led to the Altmer of the Dominion to brand them Manmer: banished from the ranks of the Elves and into the ranks of the humans. Manmer is the gravest insult one could lob at an Altmer. -
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Cyrodiil: Colovia vs Nibenay
The history of Cyrodiil can be interpreted as the two separate histories of Nibenay (blue) and Colovia (green). In fact, it has been argued that without the Empire, Cyrodiil wouldn't exist at all. Colovians and Nibenese have different beliefs, different virtues and separate histories. They also have differing physical characteristics and speak separate dialects of Cyrodiilic. The Imperial City, although culturally closer to Nibenay, serves as a sort of a bridge between the two regions. -
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Cyrodiil: Colovia
Colovia is composed of rugged highlands, thick forests, endless vineyards and coastal steppes. It's the most urbanized region in Cyrodiil and contains the major cities of Skingrad, Anvil and Chorrol. Colovians have traditionally dominated in Imperial politics and provide most of the recruits to the Imperial Legion. Furthermore, three Imperial dynasties (Septim, Mede, Tiberius) have Colovian origins. Skingrad is the unofficial capital of Colovia. -
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Cyrodiil: Nibenay
Nibenay consists of the highly-urbanized Nibenay Valley, the fertile Nibenay Basin, the snow-capped Jerall Mountains and the Blackwood swamplands. The Imperial City is also considered to be a part of Nibenay. Nibenese people have traditionally dominated the academia of Cyrodiil and control such institutions as the College of Whispers and Synod. Furthermore, the Nibenese are shrewd entrepreneurs and command the Imperial economy. The unofficial capital of Nibenay is Leyawiin. -
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Cyrodiil: Colovians
Colovians, also known as Cyro-Nords or Western Cyrodiilics, make up 53% of Cyrodiil's population. As compared to the Nibenese, they have a fairer complexion and tend to be shorter. Colovians are humble, highly religious and treasure self-reliance, discipline and loyalty. Adherence to law and obedience to authority are the most important tenets of the prudent Colovian society. They hold imperialistic views and believe that it's their divine destiny to conquer and civilize Tamriel. -
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Cyrodiil: Nibenese
Nibenese, also known as Eastern Cyrodiilics, make up 47% of Cyrodiil's population. As compared to the Colovians, they have a darker complexion and are generally taller. Nibenese are elegant, creative and fiercely individualistic. Philosophy, visual arts and the study of magic are treasured in the cosmopolitan Nibenean society. The Nibenese have developed elaborate social customs and etiquette, centered around high fashion and witty banter. Humility is frowned upon and extravagance is encouraged. -
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Cyrodiil: Political divide
Colovians tend to hold right-wing views and support socially conservative attitudes. Nibenese gravitate towards left-wing politics and hold socially progressive views. Colovians are in favor of the expansion of the Empire and support military action to ensure Imperial supremacy, while the Nibenese believe that the Empire's duty is to take care of its own citizens first. Colovians have a tendency to be prejudiced against other races, while the Nibenese are known to be tolerant of foreigners. -
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Regional differences: Skyrim
Over time, cultural differences have grown between western and eastern Skyrim. Although this divide had began to grow during the Third Era, it solidified after the First Civil War of Skyrim. Even the Second Civil War of Skyrim was divided along the West-East lines. These differences boil down to a simple dichotomy: tradition versus modernity. -
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Cyrodiil: Social cohesion
Colovians and Nibenese often joke and fuss over their differences. Colovians consider the Nibenese to be pretentious and yellow-bellied, while the Nibenese believe the Colovians to be stubborn and cantankerous. However, their history and common Cyrodiilic heritage has united them under the banner of the Imperial race. Colovian military prowess has made the Empire a Tamrielic superpower, while Nibenese intellect has allowed Cyrodiil to become a leading nexus of commerce and scientific research. -
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Regional differences: Western Skyrim
Western Skyrim has been in staunch favor of modernity. During the First Civil War of Skyrim, it chose the side of the Empire. During the Second Civil War, it chose the side of Mahakhism. As Western Skyrim is wealthier, more populous and urbanized, it has always dominated over the rest of Skyrim. Western Skyrim consists of the holds of Haafingar, Hjaalmarch, Whiterun, Falkreath and the Reach. -
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Regional differences: Eastern Skyrim
Eastern Skyrim has been in staunch favor of tradition. During the First Civil War, it chose the side of the Stormcloaks. During the Second Civil War, it chose the side of the Empire. During the Third Great War, Eastern Skyrim became famous after it remained the only Imperial territory not to fall in the hands of the Dominion. The holds of Eastmarch and Rift provide most of the mineral wealth of Skyrim. Eastern Skyrim is composed of the holds of Eastmarch, the Pale, Winterhold and the Rift. -
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Regional differences: Daggerfell vs High Rock
Daggerfall was founded in the year of 1E 246. Ever since it was founded, it has dominated over High Rock. Daggerfall is a massive city, cosmopolitan and highly cultured. Its citizens are strongly pro-Dominion and were instrumental in leading the accession of High Rock into the Aldmeri Dominion. The rest of High Rock, however, has retained their former pro-Empire views. -
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Regional differences: Morrowind vs Vvardenfell
During the Red Year, Vvardenfell's population was exterminated. Over the next 500 years, the island was slowly repopulated by immigrants. Modern Vvardenfell is a mosaic of Elvish, human and beastfolk settlements. For much of its modern history, Vvardenfell was independent from mainland Morrowind. In the 5E 200's, Vvardenfell infamously developed into the vice capital of Tamriel. After the Union of Mahakhist Syndicates annexed the island, Vvardenfell was forcefully merged with Morrowind. -
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Regional differences: Island of Auridon vs Summerset Island
As Auridon is closer to mainland Tamriel, it has historically served as a shield, protecting the Summerset Island from foreign influence. Due to this unspoken rule, Auridon is much more tolerant of outsiders than Summerset. Firsthold, the capital of Auridon, has a fairly sizable non-Altmeri population, a rarity in the Summerset Isles. The Island of Auridon is the only region in the Isles where the Thalmor Party is moderately unpopular. -
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Statistics: Time zones of Tamriel
Tamriel consists of five time zones. Summerset Isles is the only region of Tamriel to be entirely contained inside a single time zone, greatly easing the work of Altmeri businesses. Cyrodiil is divided into three separate time zones. When the Magnus sets in Cheydinhal, there's still two hours of sunlight left in Anvil. Tamriel also has an universal coordinated time zone. Alinor Standard Time (AST) is used as the Tamrielic civil time standard. -
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Statistics: Climate map of Tamriel
The climate of Tamriel is diverse. As the entirety of Tamriel is located above the equator of Nirn, it lacks an equatorial climate zone. There are two deserts in Tamriel, the Alik'r in Hammerfell and the Ne-Quin-Al in Elsweyr. Morrowind is the only area of Tamriel to experience almost every climate classification, from the tropical rainforest of Tear to the tundra of Firewatch. -
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Statistics: Per capita income by administrative division
Different regions of Tamriel have very different levels of wealth distribution. In general, Western Tamriel is richer than Eastern Tamriel. Large cities have citizens with larger incomes, while rural areas have lesser amounts of wealth. Some regions, like Morrowind, have widespread problems with income inequality. Due to its state-controlled national syndicalist economy and homogenized income distribution, the government of Summerset Isles has essentially eradicated poverty from its lands. -
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Statistics: Population density by administrative division
The most densely populated regions of Tamriel are the Niben River, Pelletine, the Iliac Bay, Haafingar and the Deshaan Plain of Southern Morrowind. The least densely populated regions of Tamriel include the interior of Argonia, the deserts of Ne-Quin-Al and Alik'r, Northern Morrowind, Western Reach and the ashlands of Vvardenfell. Certain macroregions, like Colovia, Deshaan Plain and Sunshine Coast, are highly populated due to their ubiquitous agricultural cultivation. -
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Statistics: Genetics of Tamriel
Although all races of Tamriel seem divergent from each other, their genes are surprisingly close. In Tamriel, the most common inherited haplogroups (groups of genes) are Medic, Aldmeri and Atmoran. These genotypes are ancient and constitute a small-but-interesting percentage of genetic material. Haplogroups do not determine race or skin pigmentation, they only determine ancestry and lines of descent. Curiously, some extinct races like the Falmer, the Dwemer and the Ayleids, are well-represented. -
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Unique geography: Greenshade Islands
Greenshade Islands are a chain of islands located off the coast of Southwestern Valenwood. The islands are the wettest place on Tamriel, as they receive more than 1,300 inches of rain every year. Local Bosmer live in stilt houses and sleep in hammocks, as flash flooding has claimed many lives. Trees on the island have adapted to these conditions by growing horizontally, with their leaves resting on the ground. This odd adaptation has made the island chain a famous tourist destination. -
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Unique geography: Topal Island
Topal Island is a landform in the middle of the Topal Bay, directly south to Cyrodiil. The island has a colorful past: during the Third Era, it was used by pirates to smuggle skooma into Cyrodiil. In the Fourth Era, the island hosted a leper colony. From 5E 200 to 5E 220, House Redoran leased the island from the Empire for Khajiiti slave trafficking. During the Second Great War, the Topal Island was used by the Empire as a submarine base. Nowadays, the island hosts a few quiet fishing villages. -
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Statistics: Skin tone map of Tamriel
Generally speaking, people of northern latitudes tend to be lighter-skinned and people of southern latitudes tend to be darker-skinned, due to varying degrees of UV radiation. Human/Bosmeri skin coloration ranges from the darkest brown to the lightest shades. The Orsimer/Dunmer were cursed by Daedric Gods to have unnatural green/gray pigmentation, while the Altmer have skin tones ranging from golden brown to pale yellow.
Elsweyr and Argonia are not included, as the beastfolk have fur/scales. -
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Unique geography: Hnes Rax Peninsula
Hnes Rax Peninsula, or Hew's Bane, is located on the southern coast of Hammerfell. Although it was the first region to be settled by Yokudans, the peninsula is barren and unfit for habitation. Its interior is dominated by a mountainous black-colored desert, while its coast consists of bare rock. Although seemingly lifeless, Hnes Rax has found purpose as a refueling stop for airplanes. Furthermore, Imperial movie directors often use Hnes Rax as a substitute for the landscape of Morrowind. -
99
Subraces: Ashlanders
Ashlanders are a subrace of Dunmer, who live in the arid northern areas of Morrowind. They consider themselves to be the descendants of the Velothi and live in nomadic tribes, led by Ashkhans. Ashlanders are aggressive and despise other Dunmer, whom they consider traitors. For thousands of years, the Ashlanders lived unperturbed. After the Union of Mahakhist Syndicates was formed, their tribes were forcibly assimilated. As a result, there are only a few thousand Ashlanders left. -
99
Subraces: Skaal
The Skaal are a subrace of Nords who used to inhabit the island of Solstheim. Unlike Nords, they are monotheists and worship a god known as the All-Maker. The Skaal are pacifistic and strictly vegetarian, as they consider all life to be sacred. They do not conform to the modern world and shun technology. After Solstheim was taken over by Synod and declared a closed island, the Skaal were relocated to Skyrim. Nowadays, they can be found inhabiting isolated villages in the extreme north of Skyrim. -
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Subraces: Alik'r Tribesmen
Alik'r Tribesmen are a subrace of Redguards who inhabit the Alik'r Desert. Much like the Ashlanders, the Tribesmen are nomads and live in traveling tent cities. They are led by shamans, who regularly use strong magical powers to end droughts and invoke raining. The Tribesmen shun other Redguards, whom they consider weaklings for embracing modern conveniences. The Republic of Hammerfell has sometimes employed Tribesmen as scouts, as they are known to have unsurpassed stamina and vigor. -
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Subraces: Reachmen
Reachmen are a populous subtype of Bretons. They live mainly in the Western Reach and in rural areas of Western Skyrim. Their military prowess, gruesome nature and hatred of other races is well-known. Some Reachmen organizations, like the Forsworn of Skyrim, have been known to indulge in cannibalism, human sacrifice and sadistic violence. Unlike other subraces, the Reachmen have successfully adapted modern technology to suit their needs. -
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Unique geography: Telvanni Islands
The Telvanni Islands are a collection of islands off the coast of Northeastern Morrowind. Although the archipelago has a severely cold climate, it used to host the capital of House Telvanni, called Port Telvannis. The isolation of the Telvanni Islands offered the House freedom from interruptions. After the establishment of the Union of Mahakhist Syndicates, the Islands were cleared of the Telvanni. Large concentration camps were constructed on the islands, where dissidents were worked to death. -
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Subraces: Imga
The Imga were a race of humanoid apes who inhabited the inner jungles of Valenwood. Although they claimed to be as civilized as the Merfolk, the Imga were ridiculed by the Bosmer and weren't allowed to inhabit major cities. The Imga spoke Modern Tamrielic and lived in small treetop settlements, where they spent their time on writing poetry and painting pictures. During the Second Great War, the majority of Imga settlements were destroyed by artillery fire. By 5E 300s, they were declared extinct. -
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Subraces: Naga
The Naga are a malevolent subrace of Argonians who reside in a region of Argonia known as the Murkmire. They are known for their sinister nature and their lust for criminal activities. Although most Naga rarely leave Argonia, individuals of Naga ethnicity have established and led criminal enterprises in Cyrodiil and beyond. 96% of Naga immigrants in the Empire have extensive criminal records. Other Argonians have shunned the Naga and forbid them to use the Hist trees for reproduction. -
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Statistics: Administrative divisions: Cyrodiil
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Statistics: Administrative divisions: Skyrim
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103
Statistics: Administrative divisions: Hammerfell
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105
Statistics: Administrative divisions: Summerset Isles
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106
Statistics: Administrative divisions: Morrowind
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107
Statistics: Administrative divisions: Elsweyr
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108
Statistics: Administrative divisions: High Rock
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109
Statistics: Administrative divisions: Valenwood
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Regional GDP of sovereign Tamrielic states
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111
Racial composition of Cyrodiil (pre-Cataclysm)
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Racial composition of Skyrim (pre-Cataclysm)
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114
Racial composition of Hammerfell + Volenfell (pre-Cataclysm)
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115
Racial composition of Summerset Isles (pre-Cataclysm)
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116
Racial composition of Valenwood (pre-Cataclysm)
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117
Racial composition of Morrowind (pre-Cataclysm)
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118
Racial composition of Elsweyr (pre-Cataclysm)
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119
Racial composition of Argonia (pre-Cataclysm)
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120
Racial composition of High Rock (pre-Cataclysm)
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History of Belethor's Uncanonical Tamrielic Timeline I
I began writing this timeline in July 2016. At first, it was strictly meant for my own personal use. I had no plans to ever release it and I had planned to eventually delete it. By September 2016, I had finished the first skeleton draft of the timeline. This first draft ended 20 years after the Third Great War. At the time, it was considerably shorter in length. Also, it was the size of a single timeline. Can you even imagine that? 400 years in a single timeline? -
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History of Belethor's Uncanonical Tamrielic Timeline II
After I had finished the first draft, I took a month-long break and wrote nothing for the rest of September. However, something drew me to continue writing. It began slowly at first. During October, I added the Restoration Era, the Pivotal Era and the Information Age. By November, this timeline had considerably expanded in size. After I had finished writing the Information Age, an question formed in my head: should I make it public? -
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History of Belethor's Uncanonical Tamrielic Timeline III
I said "fuck it" and decided to eventually make this timeline public. As it was written for my own personal use, I paid little attention to proper grammar and formatting. In the beginning of November, the long process of editing, expanding and reformatting began. In September, the Second Great War was only 10 events long. Third Great War was only about 45 events long. By December 2016, the timeline began to take its current shape. -
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History of Belethor's Uncanonical Tamrielic Timeline IV
In December, I decided to add a final storyline to this timeline. The idea for "the Vanquisher" was born during this time. In its first draft, the story was meant to be about Daedric Lords and a Redguard wizard called Anwar Riaz. This Riaz dude had stolen the Wabbajack and used it to achieve immortality. Sheogorath would've contacted the main character and tasked them to retrieve it. In this draft, the Dragon League were supposed to be the good guys, who would've helped the main character. -
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History of Belethor's Uncanonical Tamrielic Timeline V
Eventually, Riaz would've contacted the Four Corners of Trouble and allowed them to invade Tamriel. The main character would've had to kill him, take back the Wabbajack and end the invasion. This idea, as you might've already guessed, was a bit crap. After a few days of brainstorming, the idea of Cataclysm was born. After buffing up my lore knowledge, I added the Meridia angle and the Merid-Nunda Prophecy. By the beginning of January, I had finished the rough drafts of the three Vanquisher acts. -
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History of Belethor's Uncanonical Tamrielic Timeline VI
After finishing the saga of the Vanquisher, I spent the rest of January/February/March on editing, reformatting, deleting and writing additional information. By the beginning of April, I could finally call the Belethor's Uncanonical Tamrielic Timeline to be finalized. The rest of April went towards photoshopping pointed ears and Khajiiti faces onto public domain photos (ooh my favorite activity!!) and hardcore spellchecking. By the end of April, this thing was ready for release. -
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Tamrielic Timeline from 0E to 4E
This timeline would cover all of Tamrielic history and bring the Belethor's Uncanonical Tamrielic Timeline to a full circle. This timeline would involve the beginning of Time, the creation of Nirn, the Aldmeri colonization of Tamriel, the Chimer Exodus, the rise of the Ayleids, the Atmoran Invasion, the Alessian Slave Rebellion, the War of the First Council, the destruction of Yokuda, the establishment of the Reman Empire, the Planemeld, the Tiber Wars and the establishment of the Third Empire. -
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The future of Belethor's works
I have plans to eventually release two new entire timelines. One would take place during the Sixth Era, and the other would cover all history of Tamriel, from the Dawn Era to the Fourth Era. Both seem like great prospects to me. What do you guys think? Which one should I create first? Drop me your opinion at belethor14@gmail.com and tell me. -
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Tamrielic Timeline from 6E 0 to 6E 100
This timeline would start directly after the events of "The Vanquisher". It would involve the colonization of Akavir! I've already completed a detailed map of Akavir and a very rough first draft. This timeline would begin with the return of the Argonians! and the rise of Orcs! and Khajiit! During an event called the Great Diaspora, the majority of Tamrielians would settle Akavir. The timeline would end with the establishment of two Akavir-based superstates and one Tamriel-based superstate. -
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About the author
Belethor (RefID 0001A672) lives the life of a busy merchant and therefore spends much of his time running his store. He wakes up at 8am and immediately opens up the shop for business. He can be found behind the counter inside the shop for the next twelve hours. Belethor wears a set of farm clothes, a pair of boots, and a pair of gloves. He is equipped with an iron dagger and carries a key to his store, as well as a selection of common loot and gold. -
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Thanks for reading!
I'm really glad that you decided to read this timeline. I hope that you found it an interesting read. If you wish to contact me, send me an email at belethor14@gmail.com.
I hope that this timeline made you think. About stuff. You know, Tamrielic stuff.
Bye~!
mrw i read Belethor's timeline
also this -
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The Fifth Tablet of the Merid-Nunda Prophecy
"What in the name of Ⓐⓚⓐⓣⓞⓢⓗ did you just say to me, you Elf? I'll have you know I am Lord Marius, and I've been on numerous raids on Altmer and I have slain over 300 non-humans. I am trained in Numidium warfare and I'm the top agent in the entire Dragon League. You are just another non-human. I will kill you with ~advanced magic~ the likes of which has never been seen before on Nirn. You think you can get away with saying that shit to me over the Rednet? Think again, Elf." -
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An early draft of "A Path to the Gods" that the Thalmor did NOT want you to see!!!!1!!
"Hey Imperials,
My name is Durion, and I hate every single one of you. All of you are evil race-mixers who spend every second of their day conquering Tamriel. You are everything bad in Nirn.
Hit me with your best shot. I'm pretty much perfect. I was Archmagister of the Dominion, and leader of Thalmor Party. What do you do, other than "bring liberty to Tamrielic people"? I also committed a genocide, and have a banging hot Bosmeri girlfriend (She just oppressed civilians; Shit was SO cash)"