Some base game information!
In-Game Year: 2E 582 at last record, likely several years after by this point however.
In Character Year: 2E 589 (2nd Era, Year 589)
Calendar Info:
https://en.uesp.net/wiki/Lore:Calendar
Timeline:
http://elderscrolls.wikia.com/wiki/Timeline
As a newcomer to the Elder Scrolls universe, not just the roleplay scene, I have put this guide together for you. You who need help in finding the sources of information for the game and you who needs assistance for your first dive into the world of Nirn.
To those of you that already know your Elder Scrolls, and by extension Elder Scrolls Online, lore, you may skip right on down to Section Two. The first section however will be dedicated to a brief but informative overview of the Races, Locations and Scenario that the Elder Scrolls Online revolves around.
If there are further sections that people would like added, please let me know!TABLE OF CONTENTS:SECTION ONE: THE BASICS
1. Races
2. Locations
3. The Scenario
SECTION TWO: ROLEPLAY
1. Backstory
2. Character Skills
3. Appearance
4. Extra Information
5. Religion
INTERLUDESECTION THREE: SUPERNATURALS
1. Vampires
2. Werebeasts
3. The Opposite Side of the Coin
CONCLUSION
The following includes a brief summary of the race titled, and the lore source for more information on said race.
BOSMERLore Source: https://en.uesp.net/wiki/Lore:BosmerThe Bosmer are the Elven clan-folk of Valenwood, a forested province in southwestern Tamriel. In the Empire, they are often referred to as Wood Elves, but Bosmer, Boiche, or the Tree-Sap people is what they call themselves. Bosmer rejected the stiff, formal traditions of Aldmeri high culture, preferring a more romantic, simple existence in harmony with the land and its wild beauty and creatures. They are relatively nimble and quick in body compared to their more "civilized" Altmeri cousins (who often look down upon the Bosmer as unruly and naive). Their agility makes them well-suited as scouts and thieves. However, they are also a quick-witted folk, and many pursue successful careers in scholarly pursuits or trading. Bosmer live two to three times as long as humans; with a 200-year-old Bosmer being old and a 300-year-old Bosmer being very, very old. Though they are considered less influential than some of their Elven brethren, the Bosmer are also relatively prone to producing offspring. As a result, they outnumber all other mer on Tamriel.
The best archers in all of Tamriel, the Bosmer snatch and fire arrows in one continuous motion; they are even rumored to have invented the bow. They have many natural and unique abilities; notably, they can command simple-minded creatures and have a nearly chameleon-like ability to hide in forested areas. Many in the forests of Valenwood follow the tenets of the Green Pact. These "Green Pact Bosmer" are religiously carnivorous and cannibalistic, and do not harm the vegetation of Valenwood, though they are not averse to using wooden or plant-derived products created by others.
DUNMERLore Source: https://en.uesp.net/wiki/Lore:Dunmerhttps://en.uesp.net/wiki/Lore:AshlandersThe Dunmer, also known as Dark Elves, are the ash-skinned, typically red-eyed elven peoples of Morrowind. "Dark" is commonly understood as meaning such characteristics as "dark-skinned", "gloomy", "ill-favored by fate" and so on. The Dunmer and their national identity, however, embrace these various connotations with enthusiasm. In the Empire, "Dark Elf" is the common usage, but among their Aldmeri brethren they are called "Dunmer". Their combination of powerful intellects with strong and agile physiques produce superior warriors and sorcerers. On the battlefield, Dunmer are noted for their skill with a balanced integration of the sword, the bow and destruction magic. Dunmer live two to three times as long as humans; with a 200-year-old Dunmer being old and a 300-year-old Dunmer being very, very old. In character, they are grim, aloof, and reserved, as well as distrusting and disdainful of other races.
It is worth note that the majority of the Dunmer population are part of one of the Dunmeri Great Houses, which follow the teachings of the Tribunal, or are part of an Ashlander clan, to which their beliefs are considered heretical by the Tribunal following Dunmer, as the Ashlander clans believe that the Tribunal are akin to false gods and murderers, who practice necromancy to live. As such, there is great adversity between the two groups of Dunmer.
Dunmer distrust and are treated distrustfully by other races. They are often proud, clannish, ruthless, and cruel, from an outsider's point of view, but greatly value loyalty and family. Young female Dunmer have a reputation for promiscuity in some circles. Despite their powerful skills and strengths, the Dunmer's vengeful nature, age-old conflicts, betrayals, and ill-reputation prevent them from gaining more influence. Those born in their homeland of Morrowind before its devastation were known to be considerably less friendly than those who grew up in the Imperial tradition.
ALTMERLore Source: https://en.uesp.net/wiki/Lore:AltmerThe Altmer, or self-titled "Cultured People", are a tall, golden-skinned race, hailing from Summerset Isle. They are also known as High Elves by the denizens of Tamriel. In the Empire, "High" is often understood to mean proud or snobbish, and as the Altmer generally personify these characteristics, the "lesser races" generally resent them. Altmer live two to three times as long as humans; with a 200-year-old Altmer being old and a 300-year-old Altmer being very, very old. Altmer consider themselves to be the most civilized culture of Tamriel; the common tongue of the continent is based on Altmer speech and writing, and most of the Empire's arts, crafts, laws, and sciences are derived from Altmer traditions. They usually have golden, green, or amber eyes.
The Altmer are the most strongly gifted in the arcane arts of all the races, and they are very resistant to diseases. However, they are also somewhat vulnerable to magicka, fire, frost, and shock, which makes them very weak against their strongest point - magic. They are among the longest living and most intelligent races of Tamriel, and they often become powerful magic users due to both their magical affinity and the many years they may devote to their studies.
ORSIMERLore Source: https://en.uesp.net/wiki/Lore:OrcOrcs, also called Orsimer or "Pariah Folk" in ancient times,are sophisticated, brutish elves of the Wrothgarian Mountains, Dragontail Mountains, Valenwood, and Orsinium (literally translated as "Orc-Town"). They are noted for their unshakable courage in war and their unflinching endurance of hardships. Orcs have elven blood, but are usually considered to be both beastfolk and goblin-ken. In the past, Orcs were widely feared and hated by the other nations and races of Tamriel. However, they have slowly won acceptance in the Empire, in particular for their distinguished service in the Emperor's Legions. Orc armorers are prized for their craftsmanship, and Orc warriors in heavy armor are among the finest front-line troops in the Empire, and are fearsome when using their berserker rage. Orcs have a lifespan similar to that of humans. Most Imperial citizens regard Orc society as rough and cruel. The Orcs of the Iliac Bay region have developed their own language, known as Orcish, and have often had their own kingdom, Orsinium.
IMPERIALLore Source: https://en.uesp.net/wiki/Lore:ImperialAlso known as Cyrodiils, Cyrodilics, Cyro-Nordics and Imperial Cyrods, the well-educated and well-spoken Imperials are the natives of the civilized, cosmopolitan province of Cyrodiil. Imperials are also known for the discipline and training of their citizen armies, and their respect for the rule of law. Though physically less imposing than the other races, the Imperials have proved to be shrewd diplomats and traders, and these traits, along with their remarkable skill and training as light infantry, have enabled them to subdue all the other nations and races and erect the monument to peace and prosperity that comprises the Glorious Empire. Their hegemony has waxed and waned throughout the eras, and most historians refer to three distinct Empires, the ends of which each mark a new epoch in Tamrielic history.
KHAJIITLore Source: https://en.uesp.net/wiki/Lore:KhajiitKhajiit are cat-like people who come from Elsweyr, known for high intelligence and agility. These traits make them very good thieves and acrobats, but Khajiit are also fearsome warriors. However, they are rarely known to be mages. Khajiit mostly stay on land, but piracy and skooma trade does draw some to work as sailors.
Khajiit anatomy differs greatly from both men and elves, not only because of their fur, tail, and sometimes toe-walking stance, but also their digestive system and metabolism. Khajiit, Argonians, and Imga are the so-called "beast races" of Tamriel because of these large differences. Khajiit have a lifespan similar to that of humans. There are no well-documented cases of cross-breeding between Khajiit and other races, though there are rumors of such a thing. The foreign appearance and behavior of Khajiit make them common targets of racial discrimination.
Khajiit have various different internal species differences (which are pictured below). These all are able to interbreed with one another, and whilst not specified in lore, children of any Khajiit relationship seems to be able to be any of the below classifications, no matter what their parents are.
ARGONIANLore Source: https://en.uesp.net/wiki/Lore:ArgonianArgonians (Saxhleel, or People of the Root in their native language of Jel) are the reptilian natives of Black Marsh, a vast swampland province in southeastern Tamriel. The other races often refer to them as "lizards" or the "Lizard Folk" instead, especially when meaning to be derogatory. They are known as the foremost experts in guerrilla warfare throughout Tamriel, a reputation brought upon them by defending their borders from enemies for countless centuries. Argonians have a lifespan similar to that of humans. According to the First Era Scholar Brendan the Persistent, "The Argonian people have, throughout Tamrielic history, been perhaps the most misunderstood, vilified, and reviled of all the sentient races. Yet, those who have taken the time to experience Argonian culture have gained a greater appreciation for this noble and beautiful people." However, it should be noted that he himself went missing in his final expedition into the deeper swamps of their homeland.
REDGUARDLore Source: https://en.uesp.net/wiki/Lore:RedguardRedguards are the most naturally talented warriors in Tamriel. The dark-skinned, wiry-haired people of Hammerfell seem born to battle, though their pride and fierce independence of spirit makes them more suitable as scouts or skirmishers, or as free-ranging heroes and adventurers, than as rank-and-file soldiers. In addition to their cultural affinities for many armor styles and weapons (particularly swords), Redguards are also physically blessed with hardy constitutions, resistance to poison, and quickness of foot. Unlike most other human races, they are not believed to have any connection with the ancestral Nordic homeland of Atmora.
NORDLore Source: https://en.uesp.net/wiki/Lore:NordThe Nords are the children of the sky, a race of tall and fair-haired humans from Skyrim who are known for their incredible resistance to cold and magical frost. They are fierce, strong and enthusiastic warriors, and many become renowned warriors, soldiers and mercenaries all over Tamriel. Eager to augment their martial skills beyond the traditional methods of Skyrim, they excel in all manner of warfare, and are known as a militant people by their neighbors. Nords are also natural seamen, and have benefited from nautical trade since their first migrations from Atmora. They captain and crew many merchant fleets, and may be found all along the coasts of Tamriel.
BRETONLore Source: https://en.uesp.net/wiki/Lore:BretonBretons are the human descendants of the Aldmeri-Nedic Manmer of the Merethic Era and are now the inhabitants of the province of High Rock. They are united in culture and language, even though they are divided politically, for High Rock is a fractious region. Bretons make up the peasantry, soldiery, and magical elite of the feudal kingdoms that compete for power.Many are capable mages with innate resistance to magicka. They are known for a proficiency in abstract thinking and unique customs. Bretons appear, by and large, much like other pale-skinned humans. They are usually slight of build and not as muscular as Nords or Redguards. The great diversity in their appearance is to be expected from their politically fractured society, though their clothes, accents, customs and names are fairly uniform.
REACHMENLore Source:https://en.uesp.net/wiki/Lore:ReachmenThe Reachmen, also known as the Witchmen of High Rock, are a tribal race of humans who inhabit the Reach in southwestern Skyrim and the neighboring Western Reach in the east of High Rock. They are believed to be closely related to the Bretons and some Reachmen believe that their people originally came from High Rock, but their ancestry spreads across many of the known races of Tamriel. At least some Reachmen are known to be descended from the Keptu clan of Nedes. Although they are thought to share descent, Bretons do not consider themselves kin to the Reachmen, and the Reachmen do not see themselves as Bretons. It's rather common throughout the generations Nords and Reachmen have intermingled and had offspring, but these relations have been shunned just as harshly as the Reachmen themselves.
Their culture is tribal and they make little use of advanced technology; many clans utilize hides, bones and copper to make gear, while others use properly forged weapons and armor. As they are shunned by most of Nord and Breton society, they typically inhabit makeshift fortresses built into caves and ruins throughout the Reach's battle-scarred landscape. There are also some similarities in things worn by the nedic Keptu and the Reachmen, showing that a cultural exchange might have taken place.
The Reachmen are also infamous for their advanced hedge-magic. Some Reachman mages are known to wield magic with which they can poison or corrupt nature. They are also said to have learned to control beastfolk magic, a wild hedge-wizardry, which is often described as primitive. Some Wyrd Covens, amongst them the Hagfeather Coven, the Rimerock Wyrd and the Markarth Sisters, are known to have close relations with the Reachmen and their magic.
MAORMERLore Source: https://en.uesp.net/wiki/Lore:MaormerMaormer, also known as Sea Elves or Tropical Elves (or derogatorily as Fish Elves), are a race of Mer that reside on the island kingdom of Pyandonea, far south of the Summerset Isles.
Very little is known about these reclusive species, however what is known is they split off from the original Aldmeri (yes ALDMER, they were the pre-race of the Altmer) race sometime before the First Era, and have ravaged the Summerset Isles in seek to conquest them ever since. They are infamous pirates and are commonly seen attacking ships along the northern and western coasts of Tamriel.
Below is a link to the general information of the continent, Tamriel, and below that will be brief summaries on the provinces of Tamriel.Tamriel, the continent in which the Elder Scrolls games take place: https://en.uesp.net/wiki/Lore:Tamriel
CYRODIILLore Source: https://en.uesp.net/wiki/Lore:CyrodiilCyrodiil, also known as the Imperial Province, Dragon Empire, Starry Heart of Nirn, and Seat of Sundered Kings, and Cyrod in Ayleid, is a province in the south-central region of Tamriel, and the home of a humanoid race known as Imperials. The center of their Empire and seat of governance, Cyrodiil is also known as "the Heartland". The capital of Cyrodiil, and of the whole empire, the Imperial City, is located on City Isle in the center of the province, which bears the location of White-Gold Tower, possibly the most renowned monument of Tamriel. Despite some accounts describing Cyrodiil as a jungle, it primarily has a temperate climate. One scholar of the middle Second Era attributed this discrepancy to errors made during the transcription of historical texts, while another speculated that White-Gold Tower itself gradually adapted the climate to suit the region's inhabitants. Later sources asserted that Emperor Tiber Septim altered Cyrodiil's climate upon his apotheosis.
BLACK MARSHLore Source: https://en.uesp.net/wiki/Lore:Black_MarshBlack Marsh is a dense swampland region of southeastern Tamriel, home to the reptilian humanoid race of Argonians and a race of sentient trees known as the Hist. Mer races also use the name Argonia, a reference to an obscure ancient battlefield, to avoid the negative connotations of the term "Black Marsh". Argonians thrive in the foreboding swamps of Black Marsh, a lush and threatening land teeming with poisonous plants and violent predators. The region's tropical climate lends its plants the capacity to overturn all attempts to cultivate them. Foreign agricultural, colonial, and commercial ventures beyond the slave-trade have met with abject failure. The native Argonians organize themselves on the tribal level with success and efficiency, and were only loosely integrated into the ruling Empire.
ELSWEYRLore Source: https://en.uesp.net/wiki/Lore:ElsweyrElsweyr is a province that lies on the southern coast of Tamriel, and is home to the feline Khajiit. The Khajiiti government is a confederacy held together by the Mane, which are the rarest of the various Khajiit breeds. An important part of Khajiiti culture is the Moon Sugar that is harvested in Elsweyr. Moon Sugar is said to be created by crystallised moonlight falling from the Ja'Kha-jay into the Bay of Topal on the southeastern coast. The waters are then drawn into the sugar plantations of the jungles of Tenmar, which cover much of the southern area of the province.
HAMMERFELLLore Source: https://en.uesp.net/wiki/Lore:HammerfellHammerfell, once known as Hegathe, the Deathland, and Volenfell, is a province in the west of Tamriel, bordering Skyrim, Cyrodiil, and High Rock. This province is dominated by the wasteland of the Alik'r desert. It is inhabited by the human race of Redguards, who fled to Tamriel after their home, Yokuda, was destroyed.
Hammerfell is predominately an urban and maritime province, with most of its population confined to the great port and trade cities. The interior is sparsely populated with small poor farms and beastherds. The Redguards' love of travel, adventure, and the high seas have dispersed them as sailors, mercenaries, and adventurers in ports of call throughout the Empire.
HIGH ROCKLore Source: https://en.uesp.net/wiki/Lore:High_RockHigh Rock is a province in the northwest section of Tamriel. Most of the province is inhabited by the Bretons, who have divided the province into multiple Breton city states and minor kingdoms. The northern tip of central High Rock also contains Orsinium, the City-State of the Orcs. High Rock encompasses the many lands and clans of Greater Betony, the Deselle Isles, the Bjoulsae River tribes, and, by tradition, the Western Reach. The rugged highland strongholds and isolated valley settlements have encouraged the fierce independence of the various local Breton clans, resisting integration into a formal province or Imperial identity. Nonetheless, their language, bardic traditions, and heroic legends are a unifying legacy.
MORROWINDLore Source: https://en.uesp.net/wiki/Lore:MorrowindMorrowind, previously named Dwemereth, Veloth, Resdayn, and Dunmereth, is the province in the northeast corner of Tamriel, and the home of the Dunmer. It is dominated by the large island of Vvardenfell and its centerpiece, the ash-spewing Red Mountain, but also includes territory on the continental mainland. The Inner Sea separates Vvardenfell from the mainland, and the Sea of Ghosts lies to the province's north. Solstheim, an island in this sea near northwestern Morrowind, has not traditionally been associated with any particular province, though Morrowind had long maintained a theoretical claim to it. The Nords of Skyrim conceded the island to Morrowind in 4E 16 following the Red Year, allowing the Dunmer to settle it without contest.
SKYRIMLore Source: https://en.uesp.net/wiki/Lore:SkyrimSkyrim, the northernmost province of Tamriel, is a cold and mountainous region also known as the Old Kingdom, Mereth, or the Fatherland, or Keizaal in the dragon tongue. Many past battles have given it a ravaged appearance and many ruins. Though currently inhabited primarily by Nords, the Elves who they replaced had resided there since time immemorial. The sovereign, the High King of Skyrim, is chosen by the Moot, a convention of jarls. A jarl is a regional ruler chosen through heredity and, rarely, through right of arms. The High King typically rules until death, though acts of dishonor, particularly the appearance of cowardice, can lead to the recall and reconsideration of the Moot. Since the Pact of Chieftains was signed in 1E 420, the Moot does not give serious consideration to anyone but the High King's direct heir unless one is not available.
SUMMERSET ISLESLore Source: https://en.uesp.net/wiki/Lore:Summerset_IslesThe Summerset Isles (sometimes spelled Sumurset, Summurset or Sumerset) is a province in southwest Tamriel consisting of fourteen islands of varying size. The three largest and most significant islands are Summerset Isle, Auridon, and Artaeum, the latter of which is apt to disappear for sizable lengths of time without warning. In 4E 22, the Thalmor seized power and renamed the province after its capital, Alinor, though many outside the province still refer to it as Summerset. The current inhabitants of the province are the Altmer, though goblins were there when the elves first arrived. It is believed that the first inhabitants were the Sload before they were driven away by the Aldmer, whom the Altmer claim to be directly descended from.
VALENWOODLore Source: https://en.uesp.net/wiki/Lore:ValenwoodValenwood is a densely forested, sub-tropical region that encompasses the southwestern coastal plain of Tamriel. In the words of A Pocket Guide to the Empire, Valenwood is "a sea of endless green, a maze of foliage with half-hidden cities growing like blooms from a flower, the home of the Bosmer is Tamriel's garden." One unusual feature of Valenwood is its gigantic, migratory trees, many so large that the Bosmer have built entire cities in their branches. Falinesti is one such tree, a mile-high specimen that serves as the capital of Valenwood and seat of its kings.
Three Banners War (2E 580 --)
In the years leading up to the Three Banners War, also called the Alliance War, a divided Tamriel had witnessed a series of conflicts and crises that had inspired the different nations of the land to band together into three distinct alliances: the greater Daggerfall Covenant in 2E 566, the Ebonheart Pact in 2E 572, and the first Aldmeri Dominion in 2E 580.
The competing ideologies of these alliances set them on a course for war; tensions between them were further exacerbated by the Soulburst and subsequent military aggression of the Empire of Cyrodiil under Empress Regent Clivia Tharn. Each alliance saw the opportunity to overthrow the corrupt Imperial regime and install their own emperor on the Ruby Throne, but also had to deal with the other two alliances. As the armies of the Covenant, Pact, and Dominion invaded Cyrodiil with the goal of capturing the Imperial City, they additionally launched attacks against each other.
OOC INFORMATION: The war's ultimate outcome is unknown, but all three alliances, as well as the Empire of Cyrodiil, had ceased to exist by the ninth century of the Second Era.
This is not known within RP, naturally, as the Three Banner War continues during such.
DAGGERFALL COVENANTLore Source: https://en.uesp.net/wiki/Lore:Daggerfall_Covenant
The Daggerfall Covenant was a military alliance between the High Rock kingdoms of Camlorn, Daggerfall, Evermore, Shornhelm, and Wayrest, the northern Hammerfell kingdom of Sentinel and the city of Hallin's Stand, and also Orsinium during the chaotic Interregnum of the Second Era.
It vies with the Aldmeri Dominion and Ebonheart Pact for control over the contested Ruby Throne in Cyrodiil. The Covenant see's itself as the successor to the Reman Dynasty and aimed to restore the Second Empire with the legitimacy to rule all of Tamriel.
They advocate economic prosperity and the worship of the Divines. In this mission it was led by a Royal Council, presided over by High King Emeric, a Breton merchant lord of superb diplomatic skill. The Redguards were represented by King Fahara'jad, and the Orcs by King Kurog gro-Bagrakh.
EBONHEART PACTLore Source: https://en.uesp.net/wiki/Lore:Ebonheart_Pact
The Ebonheart Pact was a military alliance between the Great Houses Dres, Hlaalu, Indoril, and Redoran of Morrowind, the Kingdom of Eastern Skyrim, and the tribes of Murkmire, Shadowfen, and Thornmarsh in Black Marsh during the chaotic Interregnum of the Second Era.
It vies with the Aldmeri Dominion and Daggerfall Covenant for control over the contested Ruby Throne in Cyrodiil. It was a creation of unlikely allies, who had long histories of strife between them, but united for mutual defense, first against Akaviri invaders and later against the Daedric cultists of Molag Bal in Cyrodiil.
They aimed to wipe away the rash rule of the Empire and end once and for all mortals' entanglements with higher power from beyond Nirn. The Pact was led by Jorunn the Skald-King, who headed the Great Moot, as well as the three living gods of the Dunmer.
ALDMERI DOMINIONLore Source: https://en.uesp.net/wiki/Lore:Aldmeri_Dominion
The Aldmeri Dominion, was an empire founded by Queen Ayrenn in 2E 580, in the midst of the Interregnum. It was conceived after Ayrenn assumed the throne of Alinor. Having traveled Tamriel extensively before returning to the Summerset Isles, she was aware of the dire threats menacing the world and saw it as the proper duty of the Elves to put things right. At the same time, the Bosmer and Khajiit were facing troubles of their own and in need of allies. Consequently, the Summerset Isles, Valenwood, and Elsweyr signed the Elden Accord and joined together to form the Dominion, which by the end of 2E 580 had entered the Alliance War to claim Cyrodiil's Ruby Throne and control of Tamriel, as well as to prevent the rival Daggerfall Covenant and Ebonheart Pact from doing the same.
The Dominion's ultimate goal was to usher in a new age of Elven rule across Tamriel in order to protect the land from the careless actions of the younger races.