FANDOM


m
(Third Era)
Line 451: Line 451:
 
[[File: Jagar Tharn (Arena).png|thumb|250px|Jagar Tharn imprisoned Uriel Septim into Oblivion.]]
 
[[File: Jagar Tharn (Arena).png|thumb|250px|Jagar Tharn imprisoned Uriel Septim into Oblivion.]]
 
{{Quote|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]]|Brief History of the Empire, Book IV}}
 
{{Quote|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]]|Brief History of the Empire, Book IV}}
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 Elinhir and Dragonstar 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 Craglorn was undefined, and many settlements dotted the landscape or at least the general area. Smaller townships such as [[Nimbel Moor]] and [[Dragon Gate]] existed in the area.<ref>Events of {{Arena}}</ref>
+
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 Elinhir and Dragonstar 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 Craglorn was undefined, and many settlements dotted the landscape or at least the general area. Smaller townships such as [[Nimbel Moor]] and [[Dragon Gate]] existed in the area.<ref group="CL">Events of {{Arena}}</ref>
   
 
====The War of Bend'r-Mahk & Territorial Divide====
 
====The War of Bend'r-Mahk & Territorial Divide====
  +
[[File: Tsosk dragonstar-annotated.jpg|thumb|300px|Dragonstar was split into the East (Nord) and the West (Redguard) because of the War of Bend'r-Mahk.]]
  +
{{Quote|The War of Bend'r-Mahk increased the territory that is considered Skyrim considerably, allowing the Nordic counts to swallow up many miles of eastern High Rock and Hammerfell. Resistance by the Bretons and the Redguards is feeble in the cities of Jehenna and Elinhir, and more active in the border zones of the countryside.|[[Imperial Geographic Society]]|Pocket Guide to the Empire, Third Edition: Skyrim}}
   
 
====The Umbra'Keth & the Shadowkeys====
 
====The Umbra'Keth & the Shadowkeys====

Revision as of 18:33, September 27, 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.
Quotebg
"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

The Sea Serpent is a staple of the Abecean Sea, seen as far as Stros M'Kai, and even reaches of the Isle of Summerset. They are large serpentine that swims across the ocean and have even been used by the gruesome forces of the Maormer, colloquially known as, the Sea Elves. The Sea Serpent inhabit the bay around the Seaside Sanctuary, primarily in a cave called the Serpent's Grotto. These creatures are strong and quick, making them a fierce opponent when faced. The Maormer's equipment and battleships are designed around the Sea Serpent, for their leader, King Orgnum is said to be the Serpent God, Satakal. In Greenshade, the Great Serpent is the largest known snake in all of Tamriel, which was said to be created from a curse laid upon a Wood Elven clan that failed to respect the sea. It was the clan's sacred duty from preventing the Great Serpent from ever rising, with the seals placed in pools of water in Serpent's Grotto. The Great Serpent was defeated by ancient magic and it was sealed away since. The Maormer had made attempts at reviving the Great Serpent, only to lose at the hands of Woodhearth's forces.[GS 4][GS 7]

Hollow

Sumiril

The Hollow are sworn, undying protectors of the Wilderking.

The Legend of Ostion and the Valenwood had led to the creation of the Wilderking, the forest-spirit of the tribal Wood Elves. But what it also led to, was the creation of the Hollow, stone-men that protect the Wilderking's Court, till the end of time. The Hollow are created from the earth, just as the first Hollow, Sumiril was created from the earth that both Ostion and the Valenwood fought over. They are very reminiscent of the Gheateus of Summerset, people made out of stone. The Hollow generally live in the Wilderking Court region, specifically, along the northern hills, under the shade of the central forest. The ruins of Shadows Crawl, and the cave system of the Hollow Den are their homes, they also stand tall and vigilant on the Great Spiral of Greenheart. As the legend goes, the figure known as Sumiril was the only friend Ostion had, for the latter had the unique ability to shift the earth. When both Ostion and the Valenwood fought over control, Sumiril was killed in the action. Hoping to save his friend, both Ostion and the Valenwood resurrected him as the first Hollow. The other construction works that came with Ostion were also made into the Hollow.[GS 8][GS 9]

Miscellaneous Creatures

Flora

Esogreenshade

The ecosystem of Greenshade is known for having pristine forests and fertile rivers, like in Greenheart.

The region of Greenshade is situated in an area just east of the Summerset Isles, a place where the ecosystem is vastly different, with idyllic meadows and colorful forests, that the Wood Elves of Valenwood have called, fake and artificial. Greenshade's environment is beautiful, but it is considered primal, as it has been untapped by the forces of the outside world, beyond the Green. The region of Wilderking's Court emphasizes this, as the city-state of Greenheart, the home of the Wilderking, is enveloped by the forest, with trees shrouding over the streets. The base of the Great Spiral contains a unique flower called the Nereid's Smile, which has magical properties. To the east in the territory of the Lhurgash Clan is an abundance of Kollopi, rodent-like creatures who live in Shimmering Kollopi Trees. The seeds in the tree can grow into Lurchers in rapid time. Every one-hundred years, the settlement of the Shrouded Vale appears in an isolated cave found south of Marbruk, choosing a new caretaker for the Fading Tree. An old tree that was kept alive, and preserved since the inception of the Wilderking. To the west, along the Drowned Coast, are a series of swamps and moors, such as the Shademist Moors, which serves as the lair of the Keerilth Clan of Vampires. The Rootwater Grove is a place with influence to the Daedric Prince, Hermaeus Mora. To the deep north is the sacred grove of Verrant Morass, which is a pilgrim site during the spring.

Government

Treethane Ceremonial Dress

Treethanes were given rule in their respective cities by the Second Empire, in favor over the Camorans.

Quotebg
"The Bosmeri race is governed -- if only can describe this loose hegemony as such -- by the aristocratic Camoran Dynasty. There seems little rigidity or exertion of jurisdiction among the disorganized tribes of the Bosmer. Only slightly more stringent are the clan lines, which are matrilineal in nature. Ruled by the Treethane, or head tribesman, these serve little purpose other than providing protection during times of war."
Flaccus Terentius[src]

Ever since Year Zero, the Camoran Dynasty ruled over Valenwood through a monarchy, from the city-state of Falinesti. Even then, various settlements, from Haven, all the way to Vulkwasten have been under the control of Treethanes, who are reminiscent to Mayors, Canonreeves, or Jarls in other parts of the world. The Treethanes are leading tribesmen that govern the settlements of Valenwood, including Falinesti, albeit under the command of the Camoran Dynasty. But when Reman Cyrodiil II was able to conquer Valenwood, he opted to give fully-fledged independence to Treethanes of seven trading posts, over the monarchy of the Camorans. This was done to prevent any sort of revolution, and this has stuck with the province since. The Kingdom of Greenshade was created, with the city-state of Woodhearth as their capital.[GS 10][GS 11]

Woodhearth was initially an Imperial settlement until it was given to the Treethanes. Even after the Second Empire's dissolution, Woodhearth was the capital of Greenshade. While other settlements such as Bramblebreach and Longhaven continued to have Treethanes, the one residing in Woodhearth had utter control over the region. But like the rest of the province, Greenshade would have influence from foreigners beyond the Green. In 2E 582, the First Aldmeri Dominion had constructed the city-state of Marbruk on the other side of the region as their foothold in the province. Treethane Fariel of Woodhearth was a prime member of the Thalmor, which consisted of the Summerset Isles' leaders, in council with both Valenwood and Elsweyr's leaders.[GS 10][GS 11]

Religion

Wilderking

The Wilderking is a figurehead to the tribal Wood Elves.

Quotebg
"The Green Pact is the agreement between the Wood Elves and Y'ffre that has guided our existence from the beginning of the great story. Its rules are clear. Do not harm the forest. Do not eat anything made from plant life. Eat only meat. When you conquer your enemies, eat their flesh. Do not leave them to rot. Do not kill wastefully. Do not take on the shape of beasts. You are Wood Elves. Your form is sacred."
―Anonymous[src]

The Wood Elves of Greenshade reflect the region they reside in, many of them, including the ones living in the Wilderking Court, are tribal, and worship the Wilderking. The Wilderking (alternately known as, the Wilderqueen) is a forest spirit that can shift the earth around them, which led to the creation of their holy city, Greenheart. The tribal Wood Elves from both Bramblebreach and Longhaven worship the Wilderking and the King alone. They do not even listen to the Camoran Dynasty from either Falinesti or Elden Root. The Wilderking sits on his throne, at the highest branch of Greenheart, away from the people of below. His shrine can be found between Bramblebreach and the settlement of Shrouded Vale. Wilderking is an entity that encompasses the entirety of southeast Greenshade, which was named after him. As mentioned before, the Wilderking has the affinity of shaping the earth, which had led to the creation of the Hollow, stone-men that protect his domain from the ruins of Shadows Crawl.[GS 8][GS 9][GS 12]

All throughout Valenwood, the Wood Elves follow a set of laws called the Green Pact. A covenant between the early Bosmer and the Forest God, Y'ffre. The Valenwood's dominion must be held sacred to the Wood Elves, and should not be tempered in any which way. It follows as such, "Do not harm the forest," because the Green has given them a home. Another rule is "Do not eat anything made from plant life, eat only meat." Wood Elves are pure carnivores, they are constantly hunting, and they use every bit of the animal to built their clothes, furniture, and equipment. Bones, in particular, are used in their clothing, like for Shamans and Warlords. But like the rest of Valenwood, the Wood Elves follow the typical Bosmeri Pantheon, such as Y'ffre and Herma-Mora, who has a presence in Greenshade, specifically in the ruins of Ilmyris in the Rootwater Grove. The hidden city of Whisper Grove was burned to the ground by the Dagonites, worshippers of Mehrunes Dagon.[GS 10][GS 13]

History

First Era

The Tale of the Wilderking; Ostion & the Green

Greenheart (online)

The Wilderking created Greenheart as their throne, reigning over southeast Greenshade.

Quotebg
"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 9][GS 14][GS 15][GS 16][GS 17][GS 18][GS 19]

The Ayleid Diaspora & Migration into Greenshade

Vilverin

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

Quotebg
"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 20][GS 21][GS 22][GS 23]

The Fall of Vullain & Malgoth's Demise

General Malgoth

General Malgoth sought to unite Northern Valenwood under his reign.

Quotebg
"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 24][GS 25]

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.

Quotebg
"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 26]

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 26]

The Alessian Empire & Independent Treethanes

Valenwood

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

Quotebg
"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 10][GS 11]

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.

Quotebg
"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 13][GS 27][GS 28]

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.

Quotebg
"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 29][GS 30]

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 31][GS 32][GS 33]

Plot against the Queen; Turmoil in Woodhearth

Treethane Fariel

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

Quotebg
"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 34][GS 35]

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.

Quotebg
"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 36][GS 37]

The Dominion vs. the Heritance; Naemon's Shade

Prince Naemon

Prince Naemon was the Crown Prince, before Ayrenn returned.

Quotebg
"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 38][GS 39][GS 40][GS 41]

The Heart of Valenwood & Silvenar Indaenir

Indaenir

Indaenir became the Silvenar after saving the Heart.

Quotebg
"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 42][GS 43]

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 44]

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 45][GS 46][GS 47][GS 48]

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. 4.0 4.1 Kyne's Challenge: A Hunter's Companion/The Black Marsh
  5. The Wispmother
  6. The Amronal's Spell
  7. Sealing the Great Serpent
  8. 8.0 8.1 The Wilderking Legend
  9. 9.0 9.1 9.2 Sumiril's Book, Passage 6
  10. 10.0 10.1 10.2 10.3 Pocket Guide to the Empire, Third Edition: Valenwood
  11. 11.0 11.1 11.2 Woodhearth: A Pocket Guide
  12. Dialogue from Treethane Niriel
  13. 13.0 13.1 The Green Pact and the Dominion
  14. Pocket Guide to the Empire, First Edition: Aldmeri Dominion
  15. Sumiril's Book, Passage 1
  16. Sumiril's Book, Passage 2
  17. Sumiril's Book, Passage 3
  18. Sumiril's Book, Passage 4
  19. Sumiril's Book, Passage 5
  20. Ayleid Survivals in Valenwood
  21. Ceyran, Warlord of Rulanyil's Fall
  22. Heart of Valenwood
  23. Pocket Guide to the Empire, Third Edition: Eras
  24. General Malgoth's Journal
  25. Elphirion's Journal
  26. 26.0 26.1 Heroes of the Sanctuary
  27. Marbruk Builder's Log
  28. The Dominion's Duty: Marbruk
  29. Events of "Frighten the Fearsome"
  30. Events of "Audience with the Wilderking"
  31. Events of "The Spinner's Tale"
  32. Events of "The Witch of Silatar"
  33. Events of "Throne of the Wilderking
  34. Events of "Veil of Illusion"
  35. Events of "Double Jeopardy"
  36. Events of "A Storm Upon the Shore"
  37. Events of "Pelidil's End"
  38. Events of "Shades of Green"
  39. Events of "Retaking the Pass"
  40. Events of "Right of Theft"
  41. Events of "The Blight of the Bosmer"
  42. Events of "Striking at the Heart"
  43. Diplomacy during the Handfasting
  44. Events of The Elder Scrolls: Arena
  45. A Dance in Fire, Book V
  46. A Dance in Fire, Book VI
  47. A Dance in Fire, Book VII
  48. 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.



Craglorn

Click to show
Quotebg
"Oh, Papa, the wonders I've seen! I know we exchanged harsh words when you decided to send me to Craglorn, but you were right. The experience has done me a world of good. First, they say the stars have fallen from the sky and walk like men in this wasteland. I don't know about that, but I saw warriors of sand and dust rise from the battlefield like ancient specters. They were tough, but nothing that honest Nord steel couldn't take down."
Belinka[src]

Craglorn is a barren region located along the northeast of the province of Hammerfell, found along the northern base of the Dragontail Mountains. Craglorn is a heavily disputed region, not only is their serious bandit activity, but power is shifted between Skyrim, Hammerfell, and the Iron Orcs of the land.










By game

Description

Geography

Lower Craglorn (Belkarth)

The Trials of Rahni&#039;Za Infobox

The Rahni'Za, School of Warriors is an ancient abbey of Sword-Singing in Craglorn.

The deserts of Lower Craglorn are tied with the trading town of Belkarth, which is found on southern end of the region. The road between Belkarth and the region of Bangkorai, the Sandy Path, is a long stretch of lawless territory with many bandits and untamed animal habitats. The Anka-Ra, one of the most fearsome armies of the time, warriors of the Craglorn Ra Gada that took hold of the portion of Lower Craglorn, with the fortress of Hel Ra Citadel becoming their headquarters, located deep in the Dragontail Mountains. The only other settlement in the area is the Rahni'Za, School of Warriors, a school of Sword-Disciples. It is hidden amidst the mountain range, like Hel Ra Citadel, so it is not a common stop between Belkarth and the city-state of Hallin's Stand, although merchants frequently station near the entrance to the school.


Lower Craglorn (Elinhir)

Lake of Teeth

The Lake of Teeth is one of the few large bodies of water in Craglorn.

The wastes of Lower Craglorn (unofficially, the Proving Grounds)[Notes CL 1] was tied with the de-facto capital of Elinhir, which is found on the eastern end of the wastes, near the border into Cyrodiil. Unlike the western desert, the eastern wastes has ties with the Ayleids, with various cities such as Balamath and Molavar constructed in the region. In the center of the region is Spellscar, a massive spike that can be seen from miles and miles away. Spellscar's origins are unknown, but it is said to be the staff of The Mage, the constellation of the sky. Across from Elinhir is the Aetherian Archive, a large tower that houses the Firstmages. Ancient Altmer that are seeking magical enlightenment.


Upper Craglorn

ESO SkyreachPinnacle

The Skyreach Pinnacle overlooks the entire region valley, from Dragonstar to Orsinium.

The region of Upper Craglorn is heavily disputed territory between the provinces of Skyrim and Hammerfell, ever since the War of Bend'r-Mahk, to which the major settlement of Dragonstar is a prime target of this conflict. Upper Craglorn had a large presence of Nedes as their capital, the city-state of Skyreach was found here, in ruin. It is also here, the Iron Orcs are primarily found, specifically in the Valley of Scars. A large valley found on the border, with an abundance of Nirncrux. The Fourth Orsinium was constructed on the Hammerfell-Skyrim border, meaning it was built somewhere in Upper Craglorn.


Fauna

Welwa

Air Atronach

Mantikora

Duneripper

Celestial

Miscellaneous Creatures

Flora

Government

Religion

History

Merethic Era

The Iron Orcs of Craglorn; The Valley of Scars

Dragontail Savior card art

The Iron Orcs are among the Orsimer of the Dragontail Mountains, found in Hammerfell.

Quotebg
"The Iron Orcs adopted a warfare methodology that was almost bestial in nature. My associates and I discovered a series of mass graves filled with corpses in every state of disrepair—broken spines, shattered skulls, cracked ribcages. Most of these injuries were sustained after the killing blow, and many of the corpses bore no weapons or armor of any kind."
Grassius Vilco[src]

The Orsimer live in the Greater Reach of Tamriel, specifically, in the Wrothgarian Mountains, and the Dragontail Mountains. These regions are the ancestral homes of the Orcs, and so various clans have inhabited the area, one such was the Iron Orcs. The Iron Orcs are a conglomerate of Craglorn Orcish Tribes that live in the Valley of Scars. The earliest Iron Orcs lived among the Nedes of Craglorn, who ruled out of the city-state of Skyreach. But as the Nedic Tribe were expanding, the two factions warred against each other, with the Nedes constantly overpowering the Orcs. However, by the Late Merethic Era, the Iron Orcs were changing for the best, becoming proficient Miners and Smithies, more than what the Orsimer, in general, are known for. But the Iron Orcs developed an aggressive nature, almost bestial. Battlefields of corpses were discovered ever since the Iron Orcs changed. To this day, the modern-day Iron Orcs are hostile, having a large presence in Upper Craglorn. The Valley of Scars was their home, becoming one of the largest Orcish settlements in history.[CL 1][CL 2]

First Era

The Nedes of Craglorn; Skyreach & Elinhir

Celestial Tapestry

Nedic Tapestry depicting the Celestial Trio (Mage, Thief, and Warrior) & Malazar the Serpent.

Quotebg
"In the second, the Nedes as a distinctive people disappear from the historical record shortly after Ra Gada, and by then the records that exist are few and scattered. By the time the first Yokudans set foot on the shores of Hammerfell, the Nedic culture was already fading, and the people were scattered and broken. Most of the Nedes had long since migrated and intermingled with the other races of Tamriel, virtually fading from existence."
Argus Mender[src]

The Nedes of Craglorn were at the peak of their civilization, reigning from their capital city of Skyreach. But like the Nedic tribes of Cyrodiil, the Nedes in Craglorn were enslaved by their neighboring races (i.e. Ayleids and Dwemer), deemed to be worth enslavement. But in reality, the Nedes of Skyreach were very advanced, building their city all throughout the Dragontail Mountains, with bridges intertwining in the Upper Craglorn valley. As time went on, more and more settlements were founded, such as Shada's Tear, and the modern-day Elinhir, with the latter founded from a Great Skystone that crash-landed on the site. Their only known leader of the Craglorn Nedes was High King Durac, who governed the land with a council of eight Nedic kings, such as Kestic the Forest King, who was chosen as Durac's successor. Unlike the Eight Divines that the Nedic-Cyrods worshipped, the Nedes in Craglorn revered the stars and the Celestials, beings that represent the Birthsigns (i.e. the Warrior, or the Serpent). Much of their architecture and culture revolves around the Celestials, with the Skyreach Pinnacle being used for such a purpose. The scope of the Nedic Kingdom of Craglorn is unknown, but it is, without a doubt, one of the prime examples of a civilized kingdom.[CL 3][CL 4][CL 5][CL 6]

Enter the Ra Gada; Tarish-Zi & the Anka-Ra

Hel Ra Citadel 1

The Citadel of Hel Ra was used by the Anka-Ra as a training ground for the Sword-Singers and the Ansei.

Quotebg
"The Anka-Ra were among the most fearsome of the warrior bands of the Ra Gada. Led by the ruthless Emperor Tarish-Zi, their mastery of the blade was renowned among their own people. They cut a bloody swath all the way into Craglorn in their hunger to claim a new home, leaving few survivors. One can only imagine what it was like to face the fury of their blades."
―Anonymous[src]

In 1E 808, Frandar Hunding and a fleet of Yokudans escaped the doomed continent of Yokuda for the east, through the island of Herne and eventually the sight of the modern-day city of Hegathe. The warrior-waves of Yokudan Warriors, called the Ra Gada invaded the Deathlands, driving out the inhabitants. Various waves of Ra Gada traveled across the province, resulting in Kingdoms such as Sentinel and Taneth. One such wave, the Anka-Ra was the most feared, as well as, the most bloodthirsty. Their leader, Emperor Tarish-Zi was a conquerer by heart, cutting a bloody swath all the way into the region of Craglorn, leaving very few survivors, including the modern-day Iron Orcs, and the Goblin tribes on the wastes.[CL 1][CL 7]

At this point, the Dwemer and the Ayleids were long gone, leaving only the Nedes of Skyreach. High King Durac and his council of Kings were unable to withstand the Anka-Ra invasion, ending in their downfall. Durac's Altmeri advisor, Virmaril attempted to take control over Skyreach, creating an undead army. Fortunately, he was sealed away in the Skyreach Catacombs as the Nedes had fallen. Scholars of the University of Gwylim claim that the surviving Nedes escaped for the surrounding mountains. With the Nedes destroyed, Craglorn belonged to the earliest Redguards, resulting in the construction of the Hel Ra Citadel, the Temple of Kardala, and the capture of Elinhir. Eventually, the modern-day town of Belkarth was created. The latter settlements had become the focal points of Craglorn, to this day.[CL 4][CL 8]

Second Era

The Blackcasters & the Apex of Elinhir

MagesGuildLogo2

The Symbol of the Mages Guild, and the early Blackcasters, before they took the Apex Tower in Elinhir.

Quotebg
"Common myth suggests that Blackcaster and his mages were nothing more than unruly, morally questionable, and undisciplined hedge mages, rebelling against Mages Guild authority. This tale is perpetuated by the lawless element that still lingers in Craglorn. They would have you believe that the mages that first settled in Elinhir were no more a civilizing influence than the bandits who regularly raided the city. This could not be farther from the truth!"
Garold Farfly[src]

In the very late First Era, the city-state of Elinhir was recognized by the Second Empire, sometime around the reign of Reman Cyrodiil II. With the city being ruled by Governor Pomptinus. Even then, Craglorn is a lawless-backwater country, with Elinhir being the only shining example of a proper civilization, albeit that Elinhir is not entirely exempt from criminals. Elinhir had been harassed by bandits and even the Iron Orc Marauders of the north. Things would drastically change in the early Second Era, when the Blackcaster Mages Guild arrived into Elinhir, under the command of Felix Augustus, the Blackcaster. As history would tell it, the Blackcasters were a rogue group of Mages that followed Augustus into the wastes of Craglorn, but in reality, Augustus wanted to expand the Guild's reach further from Cyrodiil, and into Hammerfell, by leaving the main chapter.[CL 9]

Felix Augustus and his group of mages discovered the Apex Tower, tall Nedic towers that loom over Elinhir. They decided that these towers were going to be their home, and so they approached the Mayor of Elinhir, for permission for using the Apex Tower. The Mayor declined, and so the Blackcasters left, only for Iron Orcs raiders to attack Elinhir. The Blackcasters returned to Elinhir, using their powerful magic to drive them out. After witnessing their magic, the Mayor and Augustus signed the Apex Accord, which gave the Blackcasters the right to use the Apex Towers, as well as, their support, in exchange for protecting the city from invaders. From then on, the Blackcasters became a focal part of the Kingdom of Elinhir, and shortly after the Accord, Felix Augustus became the Mayor of Elinhir. Even then, information implies that the Orcish raid was coordinated with the Blackcasters, to persuade the former Mayor into accepting them. Regardless, the Blackcasters remained in Elinhir, as far as the late Third Era.[CL 9]

The Lawless Craglorn; Dragonstar & the Covenant

Dragonstar (Online)

The mining fort-town of Dragonstar is Nordic by nature, being the base of the Dragonstar Caravan Company.

Quotebg
"I relate to you this tale so you will be warned if ever you have occasion to deal with the Dragonstar Caravan Company. These so-called merchants have no regard for the noble and established orders that have so long flourished in civilized society. Their only master is gold, and they allow neither honor nor decency to intervene in their service to their master."
Garold Farfly[src]

Craglorn is virtually a no-man's land, even with the influence of Elinhir, the region is a backwater countryside, from the east to the west. And so many groups had taken to banditry and criminal activity, such as the modern-day Iron Orcs, and the Greycloak Mercenaries. One such group was the Dragonstar Caravan Company, a trading company that established their headquarters, the mining fort-town of Dragonstar. Dragonstar was a wooden fort, with an inn for works, as well as, the Caravan Depot that works similarly as a Guild. Dragonstar, among Belkarth Guard and Elinhir, was the most lawless, as open Daedric worship (specifically for Boethiah) was prevalent in the town. The Cult of Boethiah even operated the Dragonstar Arena upon a hill overlooking Dragonstar. All the while, Belkarth was a prospering settlement, but still had that lawless activity that the region is known for. At this point, the region of Craglorn was a territory of the Crowns. The Blackcasters continued their reign over Elinhir, which proved to benefit the city, not only for having stable protection but being located near the outskirts of the Colovian West, specifically around Sancre Tor and Chorrol. Much of Craglorn's history is not noteworthy. The region of Craglorn was neutral in the Alliance War. With no centralized government, the Daggerfall Covenant was unable to take control of Craglorn, but the main road between Hallin's Stand and Elinhir was used to move resources to Cyrodiil.[CL 10][OOG CL 1][OOG CL 2]

Saving the Celestials & Malazar the Serpent

Celestalserpent

Malazar the Serpent corrupted the Mage and the Warrior.

Quotebg
"Celestial Serpent, hear my prayer! Oh, Serpent, who descends from the sky, listen to my unworthy voice and raise me up. Oh, Serpent, who sheds the Worldskin to return us to a simpler, better time, hear my humble words and make a place for me in your nest. Oh, Serpent, who undulates with power and glory, accept my offering and grant me your venomous blessing. Celestial Serpent, hear my prayer!"
―Anonymous[src]

In 2E 579, the Soulburst had occurred, and it brought about Molag Bal's invasion over Tamriel, which became known as the Planemeld. The resulting explosion had shifted the tides of the continent, bringing about earthquakes throughout Skyrim and the Colovian West, massive storms across the southwest, and fears of a volcanic eruption from Red Mountain. Among them was the rising power of the Serpent, a Celestial that represents the Serpent, the thirteenth constellation. The Serpent overwhelmed the other constellations, including the Warrior, the Mage, and the Thief. This caused several anomalies throughout Craglorn, such as the appearance of Spellscar, a giant obelisk of magic that crash-landed in the wastes of Lower Craglorn, near the city-state of Elinhir. Also, the Warrior had called forth warriors to arms, among them included Emperor Tarish-Zi and the Anka-Ra. Fortunately, the Thief had escaped the Serpent's wrath, hiding amongst mortals in Belkarth. Groups such as the Blackcasters and the Scaled Court had run amuck in the already bandit-infested region of Craglorn. In response to the disappearances of the constellation, the Star-Gazers had called for passing adventurers to investigate this sudden occurrence. A group of adventurers were sent all throughout Craglorn, and were able to various things, such as cleanse the Warrior's Apex Stone at Kardala, defeat Tarish-Zi & the Anka-Ra, defeat the Air Monarch at Balamath, and defeat the Lost Corrupted Aspect of the Mage. With their plan set in motion, the group of adventurers and the Thief entered the Serpent's stronghold of Reinhold's Retreat, where he was defeated, only to retreat deeper into Upper Craglorn, into the depths of Sanctum Ophidia.[CL 11][CL 12][CL 13][CL 14][CL 15][CL 16][OOG CL 3]

The Exalted Viper & the Scaled Court

Mantikora card art

The Mantikora was created by Regent Boward of Wriggling Nightmares for the Scaled Court.

Quotebg
"Suffice it to say, Cassipia has turned against the Serpent, and I don't know how to reconcile that fact. She says she will lead the Scaled Court to a greatness the likes of which this world has never seen, but how can she accomplish this without the Serpent's blessing? I want to believe her, to trust in the woman I love and know. But can I also turn away from the Serpent's coiled embrace?"
Little Leaf[src]

The Serpent's downfall in Lower Craglorn had wavered the Scaled Court in the north. Regent Cassipia of the Serpentine Stratagems, took matters into her own hands when she discovered the brittle material, Nirncrux contains properties similar to the Aetherial magic used by the Celestials. Because of this, Cassipia looked towards the Iron Orcs of Craglorn, and the miners of Dragonstar to drain the endless veins throughout the Dragontail Mountains. Cassipia assumed control over the Scaled Court, having Regent Boward of Wriggling Nightmares create an artificial creature from pools of Nirncrux, called the Mantikora. All the while, the Iron Orcs, being experts in metallurgy and alchemy, were able to create Potent Nirncrux that they infused into Troll & Welwa blood, as well as, their armor, even making ritual tattoos out of Nirncrux ink. The power of this mineral had given Regent Cassipia exponential powers, one that would consider her god-like. With this power, she felt she was beyond the Scaled Court and the Iron Orcs. She named herself the Exalted Viper, and with her love, Little Leaf, she would topple the Gods and create a new world, but she needed to destroy both the Iron Orcs, under Exarch Braadoth, and the Mantikora being created by Boward.[CL 17][CL 18][CL 19]

Regent Cassipia sought out another group of adventurers to deal with both issues, in Exarch's Stronghold in the east, and at the Serpent's Nest in the west. Little Leaf guided the adventurers first at Ilthag's Undertower, where the leader, Ilthag Ironblood trains Welwa to be battle pets. Both Ilthag, and his twin Welwas, Vosh and Rahk, were slain. The group would go on to raid the Valley of Scars, killing leaders of the Iron Orcs until they infiltrated the inner sanctum, where Exarch Braadoth would be cut down by the adventurers. Manufacturing of the Nirncrux had abruptly halted. All the while, Regent Cassipia infiltrated both the Fearfangs Caverns and Sunken Lair, killing the main components in the process of making Mantikoras, a Giant Scorpion and a Wamasu. Boward was safeguarded in the Serpent's Nest, where the progenitor Mantikora was created, Hruzizolk. Both Cassipia and the adventurers killed the abomination. Things were set in motion, and so both Cassipia and Little Leaf set forth for the Skyreach Temple, found deep in the vale of the Loth'Na Caverns. Both the Thief Celestial, Titus Valerius, and the group of adventurers faced the Exalted Viper and Little Leaf, ending their devious plans. Things were back to normal in the backwaters of Craglorn.[CL 20][CL 21][CL 22]

Third Era

Craglorn during the Imperial Simulacrum

Jagar Tharn (Arena)

Jagar Tharn imprisoned Uriel Septim into Oblivion.

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 Elinhir and Dragonstar 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 Craglorn was undefined, and many settlements dotted the landscape or at least the general area. Smaller townships such as Nimbel Moor and Dragon Gate existed in the area.[CL 23]

The War of Bend'r-Mahk & Territorial Divide

Tsosk dragonstar-annotated

Dragonstar was split into the East (Nord) and the West (Redguard) because of the War of Bend'r-Mahk.

Quotebg
"The War of Bend'r-Mahk increased the territory that is considered Skyrim considerably, allowing the Nordic counts to swallow up many miles of eastern High Rock and Hammerfell. Resistance by the Bretons and the Redguards is feeble in the cities of Jehenna and Elinhir, and more active in the border zones of the countryside."
Imperial Geographic Society[src]

The Umbra'Keth & the Shadowkeys

The True Crowns of Elinhir & King Lhotun

Locations

Regions

Settlements

Ruins

Caves

Landmarks

Gallery

Appearances

Notes

  1. While the region, along with the west is called Lower Craglorn, the Elinhir Region has the location, the Proving Grounds Dolmen, which, in accordance with the other dark anchors, implies that the region is called the Proving Grounds. The other two areas in Craglorn also have dolmens, albeit unmarked.

References

  1. 1.0 1.1 Pocket Guide to the Empire, Third Edition: Hammerfell
  2. Orcs of Tamriel, Volume 3
  3. Nedes of the Deathlands
  4. 4.0 4.1 Skyreach Explorer, Volume One
  5. Skyreach Explorer, Volume Three
  6. Skyreach Explorer, Volume Four
  7. Warlords of the Ra Gada
  8. Virmaril's Journal
  9. 9.0 9.1 The Flourishing of Elinhir
  10. Merchants, Scoundrels, Thieves
  11. Events of "The Star-Gazers"
  12. Events of "The Corrupted Stone"
  13. Events of "The Warrior's Call"
  14. Events of "Elemental Army"
  15. Events of "The Shattered and the Lost"
  16. Events of "The Missing Guardian"
  17. Cassipia's Change of Heart
  18. Nirncrux: A Study
  19. Dawn of the Exalted Viper
  20. Events of "Slithering Brood"
  21. Events of "The Serpent's Fang"
  22. Events of "Dawn of the Exalted Viper"
  23. Events of The Elder Scrolls: Arena
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. Reman II: The Limits of Ambition Questions
  2. Naryu's Journal – Craglorn
  3. Introduction to the Lore of the Elder Scrolls Online



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

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

Cite error: <ref> tags exist, but no <references/> tag was found
Community content is available under CC-BY-SA unless otherwise noted.