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====Amronal Wispmother====
 
====Amronal Wispmother====
 
[[File: Amronal Wispmother.png|thumb|185px|The Amronal Wispmother are known to freeze their victims.]]
 
[[File: Amronal Wispmother.png|thumb|185px|The Amronal Wispmother are known to freeze their victims.]]
The [[Wispmother]] is an elusive creature, they are magical spirits that haunt the mires and clearings of Tamriel. For the most part, they take the form of a ghostly-woman, who looks hideous from upfront. There are several variants throughout the nine provinces, such as the ones in [[Hjaalmarch]], in the province of [[Skyrim]], or the Melusanae of [[Stros M'Kai]], in the province of [[Hammerfell]]. But in Greenshade, the [[Amronal Wispmother]] is the most notorious, being found in the deep marshes of the Drowned Coast, specifically, in the [[Rootwater Grove]], east of Woodhearth. Like other Wispmothers, the Amronal have an affinity in frost magic, as well as, multiplying themselves or unleashing swarms of [[Wisp]]. The Amronal in particular, freezes their victims, creating a garden of frozen statues as their lair. There are several theories on their concept, with some claiming they are a variant of lich-dom, or that they are elemental beings, reminiscent of the [[Elemental Daedra]]. But the most common idea is that they are ghosts that haunt the cold forest or marshes. It is unknown whether the Amronal are exclusively found in Greenshade, but considering that Wispmothers are found in more cold areas like Skyrim or the [[Jerall Mountains]], this may likely be the case.<ref name="Kyne Blackmarsh">''[[Kyne's Challenge: A Hunter's Companion/Black Marsh]]''</ref><ref>''[[The Wispmother]]''</ref><ref>''[[The Amronal's Spell]]''</ref>
+
The [[Wispmother]] is an elusive creature, they are magical spirits that haunt the mires and clearings of Tamriel. For the most part, they take the form of a ghostly-woman, who looks hideous from upfront. There are several variants throughout the nine provinces, such as the ones in [[Hjaalmarch]], in the province of [[Skyrim]], or the Melusanae of [[Stros M'Kai]], in the province of [[Hammerfell]]. But in Greenshade, the [[Amronal Wispmother]] is the most notorious, being found in the deep marshes of the Drowned Coast, specifically, in the [[Rootwater Grove]], east of Woodhearth. Like other Wispmothers, the Amronal have an affinity in frost magic, as well as, multiplying themselves or unleashing swarms of [[Wisp]]. The Amronal in particular, freezes their victims, creating a garden of frozen statues as their lair. There are several theories on their concept, with some claiming they are a variant of lich-dom, or that they are elemental beings, reminiscent of the [[Elemental Daedra]]. But the most common idea is that they are ghosts that haunt the cold forest or marshes. It is unknown whether the Amronal are exclusively found in Greenshade, but considering that Wispmothers are found in more cold areas like Skyrim or the [[Jerall Mountains]], this may likely be the case.<ref group="GS" name="Kyne Blackmarsh">''[[Kyne's Challenge: A Hunter's Companion/Black Marsh]]''</ref><ref group="GS">''[[The Wispmother]]''</ref><ref group="GS">''[[The Amronal's Spell]]''</ref>
   
 
====Sea Serpent====
 
====Sea Serpent====

Revision as of 16:48, August 19, 2018

This is a page leaving a layout for future region pages. Including historical events and fauna. If anyone knows about things worth noting, add it here, depending on the region of course.

Greenshade

Click to show
Not to be confused with Greenheart.
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"Greenshade, a land of flowing rivers and fertile plains, occupies the southwest portion of Valenwood. The port city of Woodhearth sits upon the western shore, while other towns include Marbruk and Greenheart."
―Description in Online[src]

Greenshade is the pristine yet primal region of the province of Valenwood, situated on the eastern shores of the Cape of the Blue Divide. Greenshade is said to represent the natural and untempered form of the forests of Valenwood. The Wood Elves of the land worship the Wilderking, the protector of the forest.











By game

Description

Geography

Drowned Coast

Seaside Sanctuary (online)

Seaside Sanctuary is a legendary fortress built on the Drowned Coast, made for the Altmer.

The Drowned Coast refers to the land that stretches along the Cape of the Blue Divide, the sea-mass that separates the mainland from the province of the Summerset Isles, specifically the island region of Auridon. It is here, much of the population is found, as the capital city-state of Woodhearth is found on the southernmost point of the region. Deeper inland are various swamps and moors, of the more notable is the Shademist Moors, the home of the infamous Keerilth Clan of Vampires. On an island north of Woodhearth is the fortress of the Seaside Sanctuary, a major stronghold in Greenshade.


Green's Marrow

Hectahame

Hectahame contains the Heart of Valenwood, the life of the great forest.

The Green's Marrow consists of Northern Greenshade, wildlands that are much deeper into the forest, than the rest of the region. The city-state of Falinesti would travel in this region during the Spring Season, but since it has rooted, it no longer comes here. The only remaining settlement in Green's Marrow is the township of Dread Vullain, located in the west near the Drowned Coast. Hectahame is a vast Ayleid ruin that contains the Heart of Valenwood, the life of the forests of Valenwood. It is sacred among the Wood Elves, and so it sits there throughout the eras. The City of Ash was once a hidden city, but it was engulfed by the flames of Deadlands.


Wilderking Court

Camp Gushnukbur Outside

Camp Gushnukbur is one of many Wood Orcish settlements in Greenshade.

The Wilderking Court stretches across the southeast, anchored by the city-states of Greenheart and Marbruk. It is named after the Wilderking, a tribal Bosmeri god that overlooks his domain from the peak of Greenheart. The Wilderking's enforcers, the Hollow are primarily found throughout the Wilderking Court, within the ruins of Shadows Crawl. Deep in the region is the settlement of the Shrouded Vale, which only appears once every hundred of years, as per a pact between the Wood Elves of the Vale, and the Wilderking himself. Other settlements such as Bramblebreach and Camp Gushnukbur are found here.


Fauna

Strangler

Strangler Concept Art

Stranglers are carnivorous plant creatures, found in Verrant Morass.

The Strangler is among the staple creatures of Valenwood, found all throughout the province, but have unique variants in the region of Greenshade. These are carnivorous plants that are best to be avoided at all times, no matter the cause. They are immobile, which makes them much less of a threat than the would otherwise be. They have slimy-red tendrils that come out of their mouth, pulling victims until their large spikes start mauling their prey. The back of their necks contain large barbs, and their tendrils can pierce through skin, sucking the blood out. Their young grows from the decomposing bodies of their prey, feeding on both the corpse and even nature around them. But the most well-known is the Eldest, an ancient strangler found deep in the Verrant Morass. Wood Elves take a pilgrimage to the Den of the Eldest, where they pay homage and tribute to the Eldest, but only on the first day of Spring.[GS 1][GS 2]

Lurcher

The Lurcher are hulking tree-spirits, created from the Spriggan, embroiled in corrupted magic. They are made from an entanglement of wood, vines, and other plants to create a large and formidable creature, normally with a green glow emitting openly from his head. Their arms are strong, and a single swing could be quite damaging. Sometimes mushrooms and moss grow out of the bark. Despite the process in their creation, a Lurcher is not used in malicious intent, for the most part. They serve as guardians for beings such as the Silvenar and the Wilderking, and other groups. The Wood Elves of Bramblebreach sometimes create Lurchers for the purpose of dueling, giving them elemental powers such as Fire and Water, among the forest-like element they typically have. Their core is their weak spot, as when the core is destroyed, then the Lurcher is no longer functional.[GS 3]

Amronal Wispmother

Amronal Wispmother

The Amronal Wispmother are known to freeze their victims.

The Wispmother is an elusive creature, they are magical spirits that haunt the mires and clearings of Tamriel. For the most part, they take the form of a ghostly-woman, who looks hideous from upfront. There are several variants throughout the nine provinces, such as the ones in Hjaalmarch, in the province of Skyrim, or the Melusanae of Stros M'Kai, in the province of Hammerfell. But in Greenshade, the Amronal Wispmother is the most notorious, being found in the deep marshes of the Drowned Coast, specifically, in the Rootwater Grove, east of Woodhearth. Like other Wispmothers, the Amronal have an affinity in frost magic, as well as, multiplying themselves or unleashing swarms of Wisp. The Amronal in particular, freezes their victims, creating a garden of frozen statues as their lair. There are several theories on their concept, with some claiming they are a variant of lich-dom, or that they are elemental beings, reminiscent of the Elemental Daedra. But the most common idea is that they are ghosts that haunt the cold forest or marshes. It is unknown whether the Amronal are exclusively found in Greenshade, but considering that Wispmothers are found in more cold areas like Skyrim or the Jerall Mountains, this may likely be the case.[GS 4][GS 5][GS 6]

Sea Serpent

Hollow

Miscellaneous Creatures

Flora

Government

Religion

History

First Era

The Tale of the Wilderking; Ostion & the Green

Wilderking

The Wilderking is a figurehead to the tribal Wood Elves.

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"Sing, Valenwood, shout Green Tell, the tale of the mover, the shaper, the one, the Wilderking. His eye projects outward to the world and touches everything he perceives: by his thoughts he shapes it. Do you know where to find him? Have you looked to the hills? Have you looked to the trees? He is not there. Because "there" is a place, and a place has boundaries, but The Wilderking is boundless."
―Anonymous[src]

Amidst the growing civilization of the Aldmer on the Summerset Isles, sects of the Elves traveled beyond the province, showing contempt to their society, the modern-day Wood Elves were one of these groups, taking refuge in Valenwood. By the first era, the Altmer had expanded beyond their home, and into the mainland through Southern Hammerfell and Western Valenwood. The Valenwood was a unique entity, a living environment that inspired the creation of the Green Pact and the Meat Mandate. A figurehead in the Altmer expansion was a young man named Ostion, who possessed the unique ability to shift the land as he pleased. This phenomenon was taken advantage of by the nobility of the High Elves, and so they sent Ostion into Valenwood, to conquer the land as their own. Both Ostion and the Green were in constant conflict with each other, and the struggle had taken its toll on the people caught in between. But amidst the battle, Ostion's only friend, Sumiril was killed. Taking pity, the Green had resurrected Sumiril, and both Ostion and the Green decided to work together. Ostion had become the first Wilderking, and Sumiril had become the first Hollow, sworn protectors of the Wilderking Court. The story had fallen into obscurity, but delve into legend. The Wilderking had become worshipped by the primal Wood Elves in the Wilderking Court, amidst this, the city-state of Greenheart was created.[GS 7][GS 8][GS 9][GS 10][GS 11][GS 12][GS 13]

The Ayleid Diaspora & Migration into Greenshade

Vilverin

The Ayleids of Vilverin traveled to Valenwood amidst the Diaspora, with Rulanyil being found in Greenshade.

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"Most successful—and they were more than a few—were the clans that fled southwest beneath the canopy of Valenwood. The clans of Anutwyll, Vilverin, Talwinque, Bawn, and Varondo all escaped largely intact to carve out a new life under the trees. These clans all worshiped Daedric Princes, but they seem to have done so with less fervor after their enforced migration to Valenwood—possibly due to the fact that the Princes, when called upon, had offered little or no help to the forsaken clans."
Cuinur of Cloudrest[src]

In 1E 243, the White-Gold Tower had fallen to the forces of St. Alessia and Pelinal Whitestrake, ending the Alessian Slave Rebellion with the formation of the First Empire. Many Ayleid clans were forced to escape the onslaught of the Alessians, and so they took refuge beyond the province of Cyrodiil, this was known as the Ayleid Diaspora. While some traveled to High Rock and Black Marsh, many clans traveled south into the province of Valenwood. Of these clans, the Ayleids of Vilverin traveled within Greenshade, where the Rulanyil Clan traveled into the mountains in the north of the Drowned Coast and they built the underground city that would become Rulanyil's Fall. The Ayleid Clans had slowly abandoned their worship over the Daedric Princes, for they had offered little to no help in their trying times. Because of their migration into Valenwood, the Ayleids were treated with hospitality by the Wood Elves, and have eventually adopted their culture. The leader of Rulanyil's Fall, Ceyran was a minor warlord that had lost territory throughout the years, ultimately dying from an assassin's blade in 1E 1102. But while good came to the Ayleids, some tales were much more sinister. Amidst the Ayleid migration, a necromancer invaded Valenwood with a horde of undead, targeting the Heart of Valenwood in the city-state of Hectahame. The Ayleids and the Wood Elves fought the necromancer, who used the Heart to strengthen his army. In the end, the necromancer was defeated, and the Ayleids were forced to seal Hectahame with Welkynd Stones, ensnaring the army in the once great city. The ruins of Hectahame has since been sealed ever since, embezzled with superstition and awe by the people. Eventually, the Ayleids were ultimately absorbed into Wood Elven society, ending their illustrious history.[GS 14][GS 15][GS 16][GS 17]

The Fall of Vullain & Malgoth's Demise

General Malgoth

General Malgoth sought to unite Northern Valenwood under his reign.

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"A record of the war to unite the Bosmer of northern Valenwood under the leadership of General Malgoth. Concluded that war is the best option. The Khajiit do not fear the Bosmer. Inter-tribal war is a small price to pay to provide a strong, united force against our enemies. The war council agrees Vullain will be the first to fall. They forsake Y'ffre for the deceptions of the Nereids and are little more than a weak band of hunters. They will serve the Bosmer best as an example to the other villages."
General Malgoth[src]

The Wood Elves of Valenwood follow the Green Pact, as well as deities such as Y'ffre and Ius. They are tribal, and warlike in nature, even after their united kingdom under the reign of the Camoran Dynasty. General Malgoth was a Bosmeri warlord of the Blackroot Clan that sought to unite the tribes of Northern Valenwood, concluding that war was the only option, to combat the Khajiit of the east. The township of Vullain was the first to be targeted by Malgoth's forces, for they had forsaken the Bosmeri Pantheon, in favor for a sect of Nereid that lives in the region. And considering their much less violent lifestyle, Malgoth saw them as a worthy first target for his campaign. When news had reached Vullain, the people looked to Nereids for help. Using the Meat Mandate to their advantage, the people of Vullain were given a deadly poison, to which they consumed. Once their settlement had fallen, Malgoth's army invoked the Mandate and ate their corpses. But because of the poison, Malgoth and his army were afflicted. Any survivor of Vullain escaped to the faraway village of Driladan Pass, amidst the Driladan Clan. Vullain was abandoned, left haunted by both the people and the Blackroot Clan. It would soon adopt the name of Dread Vullain, becoming the source of folktale and haunting stories.[GS 18][GS 19]

The Heroes of the Sanctuary & the Rite of Theft

Seaside Sanctuary (online)

The Seaside Sanctuary was among the first Altmer footholds in Valenwood, remaining per the Rite of Theft.

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"And lastly, we tell of how our three heroes reached that hostile shore and found the people there were warlike and feasted on the flesh of their enemies. How their crew clamored to fight the savages and drive them away, a conquered people, but the Heroes of the Sanctuary did not listen to the council of rash and foolish Elves."
Emulator of Eldamar[src]

When the High Elves traveled beyond the Valenwood, setting foot onto the mainland, one of their first settlements was the fortress of the Seaside Sanctuary, found north of modern-day Woodhearth. The legend of the Sanctuary is a timeless tale, told even in the modern-day. It follows three Altmeri warriors, Eldamar, a true-hearted adventurer, who saw an endless journey beyond the Summerset coastline of the Eltheric Ocean. Hirume had slain dozens of monsters, such as the Sea Serpent that terrorized the Drowned Coast, which gave the Altmer the leeway to settle on the island. And Meluuran, a master ship-crafter whose vessels can withstand even the harshest of waters in West Tamriel.[GS 20]

But unlike the Altmer, these three were not willing to listen to the rash and hasty council of High Elves, but instead looked to the tribe leaders of Wood Elves, learning about the Green Pact. The most important takeaway was the Right of Theft, where both parties must steal a prized item from each other, and whoever stole the item first, they other people must give something in return, a competition of some sorts. If the Wood Elves stole a great staff from the Altmer, then they would leave, but should the High Elves steal something for all of the Treethanes, they get to stay and would create a settlement on the coast. Within a moments notice, the Heroes stole from all of the Treethanes of Valenwood, while the Chieftains were unable to take the staff. The Wood Elves were forced to obey the laws of the Right of Theft, and so the first foothold of the Altmer, the Seaside Sanctuary was founded.[GS 20]

The Alessian Empire & Independent Treethanes

Valenwood

Valenwood, under the Camoran Dynasty, constantly wars with the Colovian West.

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"The Camoran Dynasty as an entity still existed, but its power was diminished. The Empire, eager to make sure that Valenwood would not unite against its new occupiers, granted independence to each treethane of the Dynasty, so nevermore would they battle together against a common foe. Falinesti, Silvenar, Haven, Archen, Eldenroot, Woodhearth rose from being local trading posts to full-fledged powers in their own right."
Imperial Geographic Society[src]

The province of Valenwood and the Colovian West of Cyrodiil have warred each other for countless years, the Northern Woods of Reaper's March has been disputed territory between the Wood Elves and the Colovians, with the city of Arenthia being a focal point. But this conflict has even involved the Empires of Cyrodiil, when High King Borgas of Skyrim invaded Valenwood to enforce the teachings of the Alessian Order. But even with the dissolution of the First Empire, both lands continued their conflict. But this all came to an end in 1E 2714, amidst the Thrassian Plague that afflicted West Tamriel. Under the command of the Second Empire, the province of Valenwood had fallen, even with the Camoran Dynasty continuing their long-lived reign. Amidst this annexation, various settlements were founded by the Empire; these include the city-states of Southpoint and Woodhearth. Woodhearth was built as an Imperial fort-town, as a proper way to integrate themselves into Valenwood. Many Wood Elves reacted in curiosity, friendship, and even hostility. Aggressive Bosmeri tribes attacked Woodhearth Fort with Destruction Magic until Imperial forces pushed them away. This caused the southeast wall to collapse. Peace was established, and a Wood Elven settlement was born in south Woodhearth, to which it remains to this day. All the while, the Camoran Dynasty still had an exponential influence, and could very well create a revolution. To prevent this, the Second Empire had granted independence to the Treethanes of Valenwood, including Woodhearth. And so, these humble trading post evolved into fully-fledged city-states. Woodhearth, to this day, is still ruled by a Treethane.[GS 21][GS 22]

Second Era

The First Aldmeri Dominion & the City of Marbruk

Aldmeri Dominion

The symbol of the First Aldmeri Dominion, inspired by the Eagle of Summerset.

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"These are the leaders we should look to in this uncertain time. They have shown us through their actions an example which we can all follow. We must welcome these allies with true Wood Elf hospitality. We must not pick fights with them. We must try not to steal from them (many of them do not appreciate the rite of theft, but that is a subject for another essay). But at the same time, we should not shy away from speaking out in our own interests, and in that of the Green."
―Anonymous[src]

In 2E 580, leaders of Southwest Tamriel had signed the Elden Accord, a treaty that led to the creation of the First Aldmeri Dominion, among them was Queen Ayrenn of Summerset, and Lord Gharesh-ri, Speaker of the Mane. King Camoran Aeradan, leader of the Wood Elves and the city-state of Elden Root signed and hosted the summit. Greenshade had joined the Dominion. In the same year, the Alliance War had begun, vying control over the Imperial City. Naturally, groups in Valenwood opposed the Aldmeri Dominion, and much controversy had appeared in Greenshade. The Ebonheart Pact of the northeast had made advancements onto Greenshade, primarily along the Cape of the Blue Divide. In 2E 582, the city-state of Marbruk was constructed, on the crossroad between Green's Marrow, the Wilderking Court, and Grahtwood. Understanding the terms of the Green Pact, Queen Ayrenn imported materials beyond the province, to construct Marbruk. Natives reacted in curiosity, as they are known for, while the foreign Wood Elves objected to the city's construction. Not only was Marbruk built to regulate the roads of Greenshade, but to properly bring the High Elves into Valenwood, as a way, to slowly bring them together. Treethane Fariel of Woodhearth, played a major part in the Thalmor, as well as, the construction of Marbruk. Fariel was a prominent leader in Valenwood, much like Camoran Aeradan. As time went on, both Woodhearth and the Seaside Sanctuary were major ports between the Summerset Isles and Valenwood. All the while, the Mages Guild of Marbruk had established a treasure vault, which included the Crown of Nenalata and the Crimson Nirnroot, among others. While most Wood Elves accepted the Dominion, some did not, the ones that rejected it had fled to the hidden city-state of Whisper Grove, found north of Driladan Pass.[GS 23][GS 24][GS 25]

The Wilderking & the Rock Witch of Silatar

Silatar

The Island of Silatar was created from the risen earth, by Aranias, who was inducted into the Veiled Heritance.

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"In her tale, Aranias was volatile and she swung between anger, shame, and hope. Feared by her own parents because of her abilities, she faced the bandits alone. This made her bitter and hardened against others. Vulnerable to outside influences. Gifted with a rare and powerful ability, Aranias tried in vain to win her parents' affection. Her parents returned after the attack on the farm, and brought with them the people they considered their daughter's only hope. The Veiled Heritance."
Spinner Maruin[src]

During the Interregnum in 2E 582, the tribal Wood Elves of the Wilderking Court were against the Aldmeri Dominion and only listen to the words of the Wilderking. And so, the Aldmeri Dominion had attempted to negotiate with Treethane Niriel of Bramblebreach. An Agent of the Dominion traveled into Bramblebreach and spoke with Niriel. Should they push back the Lhurgash Clan out of Camp Gushnukbur, then she will give the information on talking with the Wilderking. With everything said and done, the Agent spoke with the Wilderking, who reveals that the Veiled Heritance seeks to harm him, through the agents, Andur and Aranias. But young Aranias intrigues the Wilderking, claiming she has a much higher purpose, but regardless, the two were heading to Greenheart to dispose of him. Aranias possess a great ability, reminiscent of Ostion from years prior.[GS 26][GS 27]

Long ago, she was known as, the Rock Witch of Silatar, for she had created the island of Silatar from underneath the ocean floor. But because of her rare talent, her parents feared her and had enlisted the help of High Kinlady Estre, former leader of Skywatch and the Veiled Heritance. Aranias was naive, and kind soul, she was given a guardian, Andur, who had become an influential member of the Heritance. The Agent spoke with Spinner Maruin, the protector of the Wilderking, who altered Aranias' story and revealing her true destiny. But all the while, both Heritance Agents were razing Greenheart, using fire and magic to slowly kill the city, the Wilderking was dying. With her story altered by both the Agent and Maruin, Aranias realized what she must do, and so she and the Agent kill Andur. Before his last breath, the Wilderking had named Aranias his successor, and so the Wilderqueen was born, "Aranias" was now gone. With everything behind them, the Wilderqueen had sworn allegiance to the Aldmeri Dominion.[GS 28][GS 29][GS 30]

Plot against the Queen; Turmoil in Woodhearth

Treethane Fariel

Fariel, Treethane of Woodhearth is a part of the Thalmor.

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"By no means is anyone to learn that the Veiled Heritance is here in Woodhearth until we are certain that Ayrenn is dead. You are to remain out of sight while our new recruit completes her mission. Your job is only to cover her escape in case she is pursued. If she were exposed, she would be of no more use to us than her sister was."
Vicereeve Pelidil[src]

Ever since the events of Elden Root, Queen Ayrenn had traveled to the city-state of Marbruk, on a diplomatic mission, but while she stays in the newly-constructed settlement, the Veiled Heritance makes their move, ever since Vicereeve Pelidil, the former advisor to Prince Naemon had stolen the Staff of Magnus from the Mages Guild in Marbruk. The foiled plans in the Wilderking Court were their first move, but everything was set in motion in Woodhearth. Treethane Fariel and Oromin, esteemed members of the Thalmor felt that a spy was in their midst, and so the dashing rogue of the Eyes of the Queen, Razum-dar, and his associate, the Agent, had set a trap where the former disguises themselves as Ayrenn, "inspecting" the Imperial Underground in Woodhearth. When the Veiled Spy, Laryaril took the bait, the Court of Woodhearth was informed, and so the two agents were sent back to the Underground to root out the leader. The Veiled Heritance had planned to attack Woodhearth, for both the sea and from within. But both the Agent and Razum-dar were able to subdue Veilmistress Aressea, ending the internal threat in Woodhearth. But the battle against the Veiled Heritance was not over, as Pelidil allied with the Maormer and took over the Seaside Sanctuary. The War for Greenshade had officially begun.[GS 31][GS 32]

The Battle of the Abecean & the Sanctuary

Pelidil&#039;s end2

Captain Jimila of the Prowler was at the forefront of the Battle of the Abecean Sea.

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"Ah, the tale of the Prowler and the fierce Maormer sea serpent. It grows with each telling! You might be amused to hear what the crew claims happened that day. It's quite a popular in the port towns. We were set upon by one hundred Sea Elves, surrounding with no hope of escape. But you defeated them soundly with one bare fist while swinging from the rigging. Then you hopped onto the sea serpent and rode it into the side of the Maormer ship!"
Captain Jimila[src]

The Sea Vipers, a brigand of Maormer had made their appearance known throughout the Cape of the Blue Divide, as far as, the hills of Iluvamir on Auridon, to the treacherous Broken Coast of Malabal Tor. Vicereeve Pelidil had allied with the Sea Vipers, who were active during High Kinlady Estre's reign of the Heritance on Auridon. The Vipers took the Seaside Sanctuary, gaining a strong foothold on the mainland. The Aldmeri Dominion had taken the staging ground on the outskirts, while members of the Eyes of the Queen, undergone a mission to take out the Maormer inside out. Major Cirenwe was in charge of the battle for Seaside Sanctuary, and so, Commander Ilyria of the Maormer was killed, and the signal was lit for the retaking on the Sanctuary. Fortunately, the Dominion had taken the Sanctuary, but Pelidil was retreating setting sail for the Abecean Sea. Captain Jimila of the Prowler pursuit the Maormer fleet in the Abecean, sparking another battle. The Prowler, equipped in siege weapons, fought against the Sea Elves, who used their Lightning magic and Sea Serpents. The Agent of the Dominion fought Vicereeve Pelidil, killing the Altmer and burning his ship. While details of the story were unknown, tales of the battle had spread across the Abecean Sea like wildfire, with many claiming that the Agent mounted a Giant Sea Serpent, destroying the Maormeri fleet. With the Veiled Heritance destroyed, Greenshade was saved, but lo and behold, the Staff of Magnus was still at large, and the Shade of Naemon had appeared, at the Driladan Pass of Marbruk.[GS 33][GS 34]

The Dominion vs. the Heritance; Naemon's Shade

Prince Naemon

Prince Naemon was the Crown Prince, before Ayrenn returned.

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"In due course Prince Naemon, Ayrenn's eldest brother, was named heir to the throne of Alinor, and in 565 he matriculated into the Labyrinth. Naemon, like his father, was a natural ceremoniarch, who seemed to have a genuine relish for the rites and duties ordained for the heir by tradition. Indeed, when King Hidellith ascended to Aetherius in the year 580, Prince Naemon immediately began preparing to speak the eighty-eight day Coronation Liturgy that would elevate him to the throne in his father's place."
Headmaster Tanion[src]

The city-state of Marbruk was in danger of an attack orchestrated by the Veiled Heritance, coming from the north in Driladan Pass. The Driladan Clan of Wood Elves had lost their home on the other side of the ravine, taking refuge in the south in Shadows Crawl. The Shade of Naemon had wielded the Staff of Magnus, utilizing powerful forms of Necromancy, as a dreadful Lich. The Aldmeri Dominion fought against the undead on the northern gates of Marbruk. The Mane of Elsweyr, Akkhuz-ri had become involved in the conflict, being held up in the Old Merchant's Tunnel just east of Driladan Pass. The Shade of Naemon had attempted to turn the province of Valenwood into a realm known as the Shadow Wood. Heritance wizards created rifts all throughout the ravine, to which the Agent of the Dominion was able to close. With the Pass and the Mane secured, the Shade's influence had spread, to the haunted town of Dread Vullain, to the sacred grove of Verrant Morass. The Bosmeri mystic, Indaenir guided the Agent through these sites, preventing a disease spreading from the Eldest, and bringing peace to the spirits of Dread Vullain and the Blackroot Clan. The Battle continued to the north, where Naemon's undead army was heading to the ruined city-state of Hectahame, seeking the Heart of Valenwood.[GS 35][GS 36][GS 37][GS 38]

The Heart of Valenwood & Silvenar Indaenir

Indaenir

Indaenir became the Silvenar after saving the Heart.

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"Heart of Valenwood, heart of the living forest, is too easily mistaken for an object, a single item, that can be claimed and manipulated. It is true that in the heart of the forest there is a magnificent tree, through which courses the metaphorical lifeblood of Valenwood. But to say that the tree is the heart is to vastly limit one's understanding of the Heart."
Beredalmo the Signifier[src]

The Shade of Naemon was in the deep chambers of Hectahame, attempting to corrupt the Heart of Valenwood and turn everything into the Shadow Wood. The Aldmeri Dominion, under the command of Queen Ayrenn was taking hold on the outside of Hectahame's ancient gate. Any soldier sent in were turning into Feral Ghouls, dwindling their numbers constantly. Indaenir and the Agent used the Shadow Wood to enter Hectahame and avoid the Feral warriors, thus entering the ruins. Entrance into the Heart of Valenwood was barred from dark crystals, to which the two were able to retrieve. Once inside the chamber, the two battled against the Shade of Naemon, ending his reign once and for all. But the Heart was still corrupted, and in order to preserve the Green, Indaenir sacrificed himself, restoring the heart. But Y'ffre saw potential in the mystic and he was resurrected, being named the Silvenar of Valenwood. The Veiled Heritance was destroyed and the Green was saved, along with a newly-named Silvenar. The Aldmeri Dominion was in temporary peace, but Silvenar Indaenir must complete the ritual, along with the Green Lady. The wedding between these two figures was scheduled to commence on the port-town of Velyn Harbor, within the region of Malabal Tor.[GS 39][GS 40]

Third Era

Greenshade during the Imperial Simulacrum

Jagar Tharn (Arena)

Jagar Tharn imprisoned Uriel Septim into Oblivion, taking his identity for a decade.

Quotebg
"Uriel VII was imprisoned in a dimension of Tharn's creation, and Tharn used his magic of illusion to assume the Emperor's aspect. For the next ten years, Tharn used Imperial privileges, but did not continue Uriel VII's schedule of reconquest. It is not entirely known yet what Tharn's goals and personal accomplishments were during the ten years he imitated his liege lord."
Stronach k'Thojj III[src]

During the Imperial Simulacrum from 3E 389 to 3E 399, the Imperial Battlemage named Jagar Tharn impersonated Emperor Uriel Septim VII and casted both him and Talin Warhaft into the Deadlands, Mehrunes Dagon's plane of Oblivion. Jagar Tharn had a mighty staff called the Staff of Chaos which was the key to releasing Uriel and Warhaft from the Deadlands. To secure his control, he broke the Staff of Chaos into several pieces and hid them across the provinces in Tamriel. Tharn's apprentice, Ria Silmane caught wind of this and planned to tell the Elder Council, however, Tharn killed her with his vile magic. Ria Silmane's spirit sought the aid of a warrior also kept imprisoned by Tharn. Silmane help the warrior escaped and tasked them with finding the pieces of the Staff of Chaos throughout Tamriel. At one point, this warrior traveled to the cities of Greenheart and Woodhearth during their quest to gather the pieces. The warrior defeat Jagar Tharn at the Imperial Palace and freed both Uriel VII and Talin Warhaft, this young warrior was named the Eternal Champion. The region of Greenshade was undefined, and many settlements dotted the landscape or at least the general area. Smaller townships such as Glenpoint and Meadow Run existed in the area.[GS 41]

War of the Blue Divide & Woodhearth Blockade

Allena Benoch card art

Allena Benoch was a veteran of the War of the Blue Divide.

Quotebg
"No other province suffered more during the Imperial Simulacrum than Valenwood. With the Empire unwilling to lend its assistance and defend her, the land was attacked from the east by Elsweyr and from the west by Summerset Isle, both taking sizable chunks of the Bosmeri land."
Imperial Geographic Society[src]

The Imperial Simulacrum is known for having wars and conflict occur within the decade it has taken place, and the province of Valenwood had suffered the most from that. The Wood Elves suffered two conflicts, one in the east, the Five Year War, and the one in the west, the War of the Blue Divide. The latter was between Valenwood and the Summerset Isles, taking place specifically in the Blue Divide, and the western ports of Valenwood. The most well-known conflict in the war was the Siege of Woodhearth, where the High Elves created a blockade around the city, attempting to starve the inhabitants. But considering the Meat Mandate, it is likely that it was successful in a most unexpected way. The War of the Blue Divide was one of the shortest conflicts, taking place in 3E 397. The most notable veteran was Allena Benoch, the former Valenwood Guildmaster of the Fighters Guild. She was on the side of her homeland, fighting against the Parikh Tribe who have allied with Summerset the year prior, affectionally called, the Black Year. The Parikh Tribe laid conquest over southeast Valenwood, to which Allena was able to defeat them singlehandedly. While Woodhearth had suffered heavy casualty, the Summerset Isles had emerged victorious, claiming coastal islands in the area and laying waste to the various ports such as Diss and Velyn Harbor.[GS 42][GS 43][GS 44][GS 45]

Locations

Regions

Settlements

Ruins

Caves

Landmarks

Gallery

Appearances

Site Navigation

References

  1. [[Kyne's Challenge: A Hunter's Companion/Valenwood]]
  2. The Eldest: A Pilgrim's Tale
  3. Kyne's Challenge: A Hunter's Companion/High Rock
  4. Kyne's Challenge: A Hunter's Companion/Black Marsh
  5. The Wispmother
  6. The Amronal's Spell
  7. Pocket Guide to the Empire, First Edition: Aldmeri Dominion
  8. Sumiril's Book, Passage 1
  9. Sumiril's Book, Passage 2
  10. Sumiril's Book, Passage 3
  11. Sumiril's Book, Passage 4
  12. Sumiril's Book, Passage 5
  13. Sumiril's Book, Passage 6
  14. Ayleid Survivals in Valenwood
  15. Ceyran, Warlord of Rulanyil's Fall
  16. Heart of Valenwood
  17. Pocket Guide to the Empire, Third Edition: Eras
  18. General Malgoth's Journal
  19. Elphirion's Journal
  20. 20.0 20.1 Heroes of the Sanctuary
  21. Pocket Guide to the Empire, Third Edition: Valenwood
  22. Woodhearth: A Pocket Guide
  23. The Green Pact and the Dominion
  24. Marbruk Builder's Log
  25. The Dominion's Duty: Marbruk
  26. Events of "Frighten the Fearsome"
  27. Events of "Audience with the Wilderking"
  28. Events of "The Spinner's Tale"
  29. Events of "The Witch of Silatar"
  30. Events of "Throne of the Wilderking
  31. Events of "Veil of Illusion"
  32. Events of "Double Jeopardy"
  33. Events of "A Storm Upon the Shore"
  34. Events of "Pelidil's End"
  35. Events of "Shades of Green"
  36. Events of "Retaking the Pass"
  37. Events of "Right of Theft"
  38. Events of "The Blight of the Bosmer"
  39. Events of "Striking at the Heart"
  40. Diplomacy during the Handfasting
  41. Events of The Elder Scrolls: Arena
  42. A Dance in Fire, Book V
  43. A Dance in Fire, Book VI
  44. A Dance in Fire, Book VII
  45. Words and Philosophy
Notice: The following are unlicensed references. They are not copyrighted by a ZeniMax Media company, but can still be considered part of The Elder Scrolls lore and are included for completeness.


The Reach

Greater Region

  • West Skyrim

Affiliation

  • Mede Empire
  • Western Kingdom
  • Forsworn Clan
  • The Blades
  • Alessian Empire
  • Septim Empire

Regions

  • Northern Reach
  • Central Reach
  • Southern Reach

Fauna (ESO may introduce new creatures)

  • Chaurus
  • Dwarven Animunculi
  • Reachmen
  • Hagraven/Hag
  • Troll

Flora

  • Jazbay Grapes
  • Juniper Berries

Government

  • Markarth (Jarl & Despot)
  • Orcish Code
  • The Blades

Religion

  • Nine Divines (Dibella)
  • Malacath
  • Namira Worship

History

First Era

Second Era

Third Era

  • Reach Simulacrum

Fourth Era

Location

Betony

Greater Region

  • Kingdom of Daggerfall
  • Iliac Bay

Affiliation

  • Seamount Clan
  • Benevolence of Mara
  • Vraseth Clan
  • Septim Empire
  • Daggerfall Covenant

Regions

  • Betony Island

Fauna

  • Wolf
  • Spider
  • Skeleton
  • Zombie
  • Giant Wasp

Flora

  • Woods

Government

  • Protectorate of Betony
  • Kingdom of Daggerfall

Religion

  • Mara
  • Kynareth

History

Second Era

  • Reman II & Skyspire[19]
  • Seamount Conquest[20]
  • Covenant & Bloodthorn[21]

Third Era

Grahtwood

Greater Region

Affiliation

Regions

Fauna

Flora

Government

Religion

History

Merethic Era

First Era

Second Era

Third Era

Fourth Era

Locations

Craglorn

Greater Region

  • Western Reach?
  • Greater Alik'r?

Affiliation

  • The Crowns
  • Dragonstar Caravan Company
  • Blackcaster Mages Guild
  • Scaled Court
  • Iron Orcs
  • Anka-Ra

Regions

  • Upper Craglorn
  • Lower Craglorn

Fauna

  • Welwa
  • Air Atronach
  • Gargoyle
  • Scorpion
  • Mantikora
  • Celestial

Flora

  • Light Forest
  • Mountain Plains
  • Dragonfields

Government

  • The Crowns
  • Dragonstar Caravan Company

Religion

  • Nedic Celestials

History

Merethic Era

  • Origin of the Iron Orcs[25]

First Era

  • Nedic History in Craglorn[26]
  • Anka-Ra & Fall of Skyreach[27][28]

Second Era

  • Blackcasters & Elinhir[29]
  • Dragonstar's Inception & Daggerfall Covenant[30][31][OOG 3]
  • Serpent's Corruption[32]
  • Saving the Mage, Warrior, and Thief[33]
  • Nirncrux & Scaled Court[34]

Third Era

  • Craglorn Simulacrum & War of Bend'r-Mahk[35][36]
  • Dragonstar Dilemma & Umbra'Keth[35]
  • True Crowns & Lhotun[35]

Locations

Regions

Settlements

Ruins

Caves

Landmarks

Haafingar

Greater Region

Affiliation

Regions

Fauna

Flora

Government

Religion

History

Merethic Era

First Era

Second Era

Third Era

Fourth Era

Locations

Jerall Mountains

Greater Region

Affiliation

Regions

Fauna

Flora

Government

Religion

History

Merethic Era

First Era

Second Era

Third Era

Fourth Era

Locations

Nibenay Basin

Greater Region

Affiliation

Regions

Fauna

Flora

Government

Religion

History

Merethic Era

First Era

Second Era

Third Era

Fourth Era

Locations

Rivenspire

Greater Region

Affiliation

Regions

Fauna

Flora

Government

Religion

History

Merethic Era

First Era

Second Era

Third Era

Fourth Era

Locations

Regions

Settlements

Ruins

Caves

Landmarks

Bangkorai

Greater Region

Affiliation

Regions

Fauna

Flora

Government

Religion

History

Merethic Era

First Era

Second Era

Third Era

Fourth Era

Locations

Regions

Settlements

Ruins

Caves

Landmarks

Auridon

Greater Region

Affiliation

Regions

Fauna

Flora

Government

Religion

History

Merethic Era

First Era

Second Era

Third Era

Fourth Era

Locations

Regions

Settlements

Ruins

Caves

Landmarks

Whiterun Hold

Greater Region

Affiliation

Regions

Fauna

Flora

Government

Religion

History

Merethic Era

First Era

Second Era

Third Era

Fourth Era

Locations

West Weald

Greater Region

Affiliation

Regions

Fauna

Flora

Government

Religion

History

Merethic Era

First Era

Second Era

Third Era

Fourth Era

Locations

References

Notice: The following are unlicensed references. They are not copyrighted by a ZeniMax Media company, but can still be considered part of The Elder Scrolls lore and are included for completeness.
  1. ESO–RP Interviews Phrastus of Elinhir
  2. Daggerfall: A Narrative
  3. Reman II: The Limits of Ambition Questions

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