DrNightstone

I am a scholarly nerd who's a fan of the Elder Scrolls, Glorantha, philosophy, cultural anthropology, religion, folklore, mythology, and all the beauties that make humans, human. Here's a blog about those things.

Highlighted Post: "On the Tenfold Strings of Existence" (27-Mar-2025)
Most Recent Post: "My Summerset Moodboard" (04-Apr-2025)


Elder Scrolls

A collection of lore posts, apocryphas, and theories about the world of Tamriel.


Glorantha

Various posts on Gloranthan lore, myths, and deities.


World Building

Here are a bunch of worldbuilding notes I have on various ideas (that I never got to finishing).


Misc.

All the other posts that don't fit the other categories.


Elder Scrolls Posts

TitleDescriptionDate
Altmer MoodboardMy Summerset Aesthetics04-Apr-2025
The Tenfold StringsAltmeri Dimensional Metaphysics27-Mar-2025
Ri FangaA Yoku Song on the Walkabout26-Mar-2025
Itermerel's NotesMage's Notes on Oblivion Streams21-Mar-2025
RedavashiranBoethiah's Pillow Book08-Mar-2025
On NedesThe Star-People of Tamriel08-Mar-2025
Yoonkarl's FirmamentA full scrope on the starsigns04-Mar-2025
EsronietOn the Well-Spiced Isles04-Mar-2025
Eleven EdictsOn the Ten Ancestors04-Mar-2025
Tamrielic NumismaticsOn Various Coinage [WIP]04-Mar-2025
Yarmoro’s AscentThe Tablature of Trinimac04-Mar-2025
FaolánemhadeA Reach Oral Tradition04-Mar-2025
Dragon Cult Death RitesOn Nordic Mummification04-Mar-2025
Catoptric Tower TextractA list of Aldmeri experiments04-Mar-2025
VoF: Old BretonsOn the faith of Bretnic druids.04-Mar-2025
Heresy #114A New Telling of the Red Moment04-Mar-2025
Soul's JourneyMonkey Mystic Heresy28-Feb-2025
HyrmaticaMoran Creation Myth28-Feb-2025
Mnesic WaterFarmer's Mad Discovery28-Feb-2025
AedhaaraurielOn Auriel's Bow28-Feb-2025
KenarmusurThe Song of Sermons28-Feb-2025
Bottling StarlightAn Alchemical Text28-Feb-2025
The Crimson AshTemplars of the Red Dome Temple28-Feb-2025
Dwemeri InterviewA Personal View of Dwemeri Culture28-Feb-2025
The Star-Serpent DancerA Dunmeri Children’s Book28-Feb-2025
On SovngardeThe various realms of the underworld.28-Feb-2025
Malleus VampyrumA guide to various vampires.28-Feb-2025
A Dwemer¡¦s AnuadA Dwemer Creation Myth28-Feb-2025
Paraselenic InterceptionFirst contact with Moon Mer.28-Feb-2025
In the Garden of MenA poor soul in Apocrypha.28-Feb-2025
On EbonarmThe Evolution of Ebonarm.28-Feb-2025
On Ashlander ShamanismA page from Jocien Ancois's journal.21-Feb-2025
Bjoulsae River-Horse FolkPost on the River Horse people.14-Nov-2024
Time Telling in TamrielHow various cultures tell time.12-Nov-2024
Book of Grasping FortuneThe 293 Sacred Laws of Hous Hlaalu11-Nov-2024
On Heart's DayA dark tale of a spiraling hedonist.27-Oct-2024
Naganu HaalThe Daedric Prince of Eternal Harmony10-Oct-2024
Theogonia TamrielicaA much weirder, proto-Nedic tale of the gods.30-Sep-2024
Hestleeli-EiThe Story of the Eye of Argonia26-Sep-2024
Eoanic HeresyThe Simian Origins of the Bosmer.26-Sep-2024
Clan SanyataapaeThe Platonic Altmer26-Sep-2024
On ChrysamereThe Origins of the Paladin's Blade26-Sep-2024
Under the Tibrol TreeThe Sacred Tree of Tamriel26-Sep-2024

Elder Scrolls Posts

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Bjoulsae Religion: The Great Spirits of Sun and River

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Elder Scrolls Posts

4th of April, 2025

My Summerset Moodboard

Over the past five years, I’ve been surfing the web and collecting various pieces of art to help shape my ideal vision of Summerset Isle—the home of the Altmer. Inspired by the works of Michael Kirkbride, Dinmenel, and Cishuman, I see the Altmer as the absolute Other: the Divine Aliens of Tamriel, beings beyond mortal understanding. Their aesthetic feels almost sci-fi within a fantasy setting. Magic, mathematics, sacred geometry, synaesthesia, colour, astronomy, and language—all are fundamental aspects of Altmeri culture.So, here are some photo albums I’ve compiled in the hope of evoking a more alien and intriguing vision of Summerset. Perhaps they’ll even inspire others to create art that reflects the Altmer in this light. While browsing, you’re welcome to listen to some songs I’ve edited to reflect Altmeri musical concepts.Warning: These songs were not made for human ears—proceed with caution and turn the volume down!

Summerset Architecture
Summerset Environment
Summerset Fashion
Summerset Fauna
Summerset Food
Summerset Magic
Summerset Misc.
Summerset Music

Disclaimer: I take no credit for any of the images posted in these albums. All rights and recognition belong to the original artists and photographers. Also, I may have repeated a few images—don’t @ me!

Elder Scrolls Posts

27th of March, 2025

On the Tenfold Strings of Existence

By Parmindariel of Seranil
Expert in Dimensional Metaphysics, Neo-Larindili School of Philosophy, 3E 310

“That which is, is Sung. That which is Sung, is Thought. That which is Thought, is Dreamed. And that which is Dreamed, may Awaken. We are all but chords in the Hidden One’s Voice.”
— Meryaran the First Thinker

Prelude

Among the modern academies of Alinor, it is increasingly accepted that the metaphysics of the world are not merely abstract but harmonic — that is, the Aurbis is best understood not as static geometry nor solely mythic abstraction, but as a resonant system: ordered in dimensional strata, each governed by principles of vibration, shape, and sequence.It is not sufficient to ponder why the world is; we must also discern how it sustains itself.The tonal theories of the Dwemer, as popularised by the philosopher Bthardirk Nchaleftart, were not wholly misguided. Their tonal machines sought to interface with what we now accept to be tones of essence — the fundamental vibratory substrata of matter, thought, and spirit. These Strings, as I shall call them, are not metaphorical. They are the actual, dimensional filaments upon which all reality is woven.Just as a harp string, when plucked, emits a tone in accordance with its tension and length, so too does a Dimensional String, when disturbed by will, magicka, or divine intent, produce form and effect. The Towers — those great resonators — are structures which tune and stabilise the tonal strata of Nirn. Magic, then, is not incantation but articulated vibration.As a humble student of Meryaran and Volanaro, I here endeavour to unify the mirror-logic of Larindil with the tonal physics of Bthardirk in this treatise. I shall briefly outline the Ten Gradiences, the Strata of Song, and reveal their relationship to the One Music.

The 1st String — Zed-Axial

That which is dimensionless, yet pregnant with direction. The point from which existence emanates — termed the "Z" by Tonalists and the "Primum" by older Meryaranian scholars. It is the state-gradient echo, neither form nor void, but enabling both. The first tension, the unseen silence from which Tone arises.

The 2nd String — The Antinymic Plane

That which allows difference to emerge. A flat plane of binary distinction — light and shadow, Anu and Padomay, self and other. It is here that the concept of opposition is born. Mortal death, as echoed through the Dreamsleeve, resonates here as a mirror of life. The soul must pass through this reflective realm upon its return, encountering its echo.

The 3rd String — The Volume of Materiality

The realm of form and extension. The physical world — Nirn, shaped by the Ehlnofey — emerges here as the harmonic confluence of lower strings. Cubes, temples, bodies, and stones are all manifestations of third-dimensional vibration made solid. Here, space becomes visible and matter takes on shape and duration.

The 4th String — Linear Time

Here begins sequence, the motion of form through space — the flow of becoming. In Altmeri metaphysics, this is the dimension where spirit meets matter to give rise to mortality. Time is not merely a passage, but a measured rhythm — the meter to which the lower strings dance. Auriel is not the god of Time, but the Measure by which time is sung.

The 5th String — Mundic Reflection

Here the Aedra, in their dormancy, observe the mortal realm as a multitude of fourth strings — branching timelines, diverging from shared origins. It is not the plane of emotion itself, but of possibility. Each decision or deviation creates a new harmonic line. One might walk left or right — both paths are sung by the Aedra, though only one is heard upon the 4th string. When this string is drawn too taut, it snaps — and so are Akaracan or Dracoruptura born, such as the Middle Dawn.

The 6th String — Kalpic Spiral

Beyond branching is the total view of all timelines. This dimension exists between the liminal veil of Mundus and Oblivion. It is the Kalpic Spiral, the wheel of world-deaths and rebirths. Here we perceive Auriel in his destroyer aspect, not as Time’s creator nor maintainer but as the cleaver of harmonic redundancy, clearing the stave for new composition. In theory, those with sufficient tonal knowledge may “plug” into this string and leap between Kalpic spirals.

The 7th String — The Sigil of Oblivion

Where the mortal narrative ends, the immortal symbolic begins. This is Oblivion, realm of the Daedra — self-sustaining tonal structures, or chords — who exist without beginning or end. Each realm is a fully realised law-set, a symbolic plane of pure intent. These are themes with variations, looping eternally, immune to the attrition of Nirnic Linear Time.

The 8th String — The Plane of Aetherius

The realm of pure Form — Aetherius, source of Magicka. Here dwell the Magna-Ge, not as beings but as radiant vibratory phenomena. This is the archetypal heaven of Altmeri metaphysics — where every pattern, every soul's ideal, exists in abstraction. What the Fifth String is to the Fourth, so the Eighth is to the Seventh: a realm of all possible symbolic arrangements, all sub-gradients of divine narrative.

The 9th String — The Aurbic Field

Here lies the substratum of law, where Anu and Padomay conduct their endless interplay, forming the Cloven Duality. The tension between stasis and change, light and shadow, forms the grand harmonic contradiction that undergirds all universes. It is not a place, but a field of possible and impossible laws, logics and anti-logics — the true metaphysical code that governs the structure of every Aurbis.

The 10th String — The Absolute

The United Totality. The Great One. The Great Equation. That which contains all songs, all silences, all beginnings and endings. This is the moment when the composer becomes the composition. The player, the harp, the air, the silence — all collapse into one. No magicka may reach here. No voice may echo. It is resolution, the infinite chord: the state of the Absolute.

Epilogue

Magic, then, is not the manipulation of energy, but the articulation of tone. It is the resonance of a dimensional string. The so-called schools of magic are but scales; spells are compositions. The mage does not summon — he resonates. The staff does not channel — it aligns. The incantation does not command — it tunes.The greatest mages and mystics are those who can hear the Song entire and dare to join it. This, perhaps, is why only mortals may attain Alaxon — for we are imperfect instruments, capable of becoming composers.The mystic Dhnānaśíreśíl the Enlightened, Psijic of the Merethic Era, once suggested the existence of an Eleventh String, which they termed the Zero-Chord. The tonal engineers of the Dwemer accepted a similar postulate, which they named Tonal Zero. This subject warrants a full treatise of its own, which I intend to publish in the coming year.

Elder Scrolls Posts

26th of March, 2025

Ri Fanga: The Walkabout

A translated somber Yokudan song that can be heard performed by public musicians. It is not a direct translation as some artistic liberties were taken to make it fit the Imperial tongue.

Wanga ri tonga, itaa sikitu.
Bajra ri hununu, tuuba ya fiku.
Ala, tu ri fanga ya su.
Dakata ugo-no-Samaraaaaaa.
Anu tuuba tu, dakata ri fanga.
Saba ri tuuba ya Papa.
Itaa ri wuta, su ri fanga.
Dakata ugo-no-Samaraaaaaa.
Ri Fanga
Tu ri naba ya su
Itaa ri tuubaaaa.
Dakata ri wanga
Ya naba ri abah
Tuuba ri bajraaaa.
Sutara ri fiku ya abah.
Ala kuta, ala zara, ala naba.
Tu ri fanga ya fiku, ala zara.
Dakata ugo-no-Samaraaaaaa.
Ri Fanga
Tu ri naba ya su
Itaa ri tuubaaaa.
Dakata ri wanga
Ya naba ri abah
Tuuba ri bajraaaa.
O Tu'whacca, tu ri fanga ya wuta.
Tuuba ri wanga, itaa ri fiku.
Saba ri fiku, tu ri fanga ya wuta.
Dakata ugo-no-Samaraaaaaa.
Ri Fanga
Tu ri naba ya su
Itaa ri tuubaaaa.
Dakata ri wanga
Ya naba ri abah
Tuuba ri bajraaaa.


Our world of skin, it sheds anew.
Children of sands, my tale be true.
Fear not, as there's a way for few.
To reach the Shores, Afaaaaaar.
We pray to you, to find our way.
The guiding light of Papa's ray.
And with our strength, one day, we may.
Reach our great Shores, Afaaaaaar.
The Walk-about,
What some may doubt,
Is ou-ur salvatiooooon.
To dodge the skins,
Brought on by sins,
Will set, free, our natioooon.
The stars recall our fame and shame.
No stone, no chain, no twisted name.
We sail the dream, not bound by frame.
Toward the Shores, Afaaaaaar.
The Walk-about,
What some may doubt,
Is ou-ur salvatiooooon.
To dodge the skins,
Brought on by sins,
Will set, free, our natioooon.
O Tu'whacca, who spins the tide,
Strip flesh away, our truth won’t hide.
In spirit’s light, we walk with pride,
Home to the Shores, Afaaaaaar.
The Walk-about,
What some may doubt,
Is ou-ur salvatiooooon.
To dodge the skins,
Brought on by sins,
Will set, free, our natioooon.

Elder Scrolls Posts

21th of March, 2025

Notes on the Persistence of Oblivion Streams

By Itermerel

The variable flow of daedrons in Oblivion streams can have profound effects on the magicka potential of various locations. Magicka use often causes effects on the streams themselves. By reconfiguring the polarity of the daedron fields, it is possible to manipulate and trace the streams in the following cases:

Localized Daedron-Aedron Interactions:

Observations suggest that daedron polarity inversions at local nexus points trigger resonant interactions with ambient aedrons, generating harmonics that can amplify or suppress magicka fields temporarily. This resonance may be responsible for phenomena such as spontaneous conjurations or spell dampening zones, depending on the alignment and density of local Oblivion streams.

Quaternary Variations and Adaptive Stream Dynamics:

Quaternary variations, or shifts involving four distinct polar states of daedrons, demonstrate a significant adaptive response within Oblivion streams. Each polarity state aligns uniquely with elemental and metaphysical aspects, such as Water-Frost, Earth-Flesh, Air-Shock, and Light-Fire alignments. Under controlled magicka stimulation, streams exhibiting quaternary variations show a measurable tendency toward self-organization, spontaneously stabilizing into intricate lattice structures that persist temporarily after external magicka influence ceases.

Persistence Phenomena in High-Daedron Regions:

Regions with abnormally high daedron flux exhibit notable persistence phenomena, characterized by sustained magickal echoes or spectral residue long after spells have been cast. Experimental data from locations like ancient daedric shrines and certain Oblivion gates confirm that these persistent echoes stem from a recursive feedback loop between daedron emissions and ambient aedron fluctuations. Understanding this interplay can aid in predicting spell efficacy and potential dangers of casting complex spells in high-flux regions.

Magickal Entropy and Stream Degradation:

Prolonged or intense manipulation of Oblivion streams appears to induce magickal entropy, gradually diminishing stream coherence. This degradation is reflected in the progressive loss of clear elemental affinity and reduced responsiveness to conventional spellcraft techniques. However, anecdotal and experimental evidence suggests careful modulation of magicka intensity and frequency can mitigate entropy, sustaining or even enhancing stream integrity.

In conclusion, deliberate manipulation and analysis of daedron-aedron interactions within Oblivion streams offer promising avenues for advanced spellcraft and metaphysical understanding. Further research should aim to map and codify these adaptive stream responses, enabling safer and more effective harnessing of magicka potential in dynamic environments.

Elder Scrolls Posts

8th of March, 2025

Fragments from "Boethiah’s Pillow Book"

[CW: NSFW][Transcriber's Note: "Boethiah's Pillow Book" is a later ascription to this text. Originally, it was part of the oral and posture-based meditative Ashlander practice known as Redavashiran, or Murder of Words. When it was first committed to writing, the Pre-Tribunal House Dunmer referred to it as Lakar Dubreth-ai-Naloren, or Book of Ruin and Revelation. The original text belonged to the sacred literature of the Boethian cult and was purportedly sourced directly from the god Boethiah himself. It contains his own observations and poetic musings, presented in an esoteric and intensely graphic manner, filled with vivid and unsettling imagery. Now classified within the Temple Apographa, it is an "acceptable heresy" which is largely suppressed, with only a few surviving fragments known to the Dissident Priests.]

"...for a blade need not see to cut. A hand need not love to strike. A god need not breathe to whisper..."


"...from the black void where no mouth yet spoke, where no lies had yet been formed, I took form. I was neither man nor woman, neither god nor beast, and so I was all things. I licked the nothingness, tasted its absence, and found within it a secret. The first deceit: that something had ever been empty."I kissed the dark, and the dark wept, birthing stars from its sobbing. I took those stars and ground them into dust between my teeth, and from that dust, I made the first mortals, their bodies dripping from my lips. They were soft, like fruit yet to ripen, and so I sharpened my tongue and whispered to them of knives, of plots, of the sweet thrill of betrayal. I called this the first lesson, the first hunger: consume, or be consumed..."


"...the wound is where the truth enters. The scream is where the wisdom blooms..."


"...I found Lorkhan alone, dreaming. He had fashioned for himself a world, a womb of firmament, and sought to fill it with the folly of life. His was the cruelest lie of all: that existence was kind. I straddled his chest, pressing my body against his, and whispered to him every falsehood I had ever spoken. My mouth upon his ear, penetrating it with my ebon-tongue. My fingers across his throat, I mated with his deceit, and in so doing, made him my wife."'You are a god, and yet you bleed,' I told him, and pressed my teeth to his beating pulse. 'You are infinite, and yet you will end.'"When I was finished, I left him gasping, broken, impregnated with his own undoing..."


"...a lie is a door left ajar. A knife is the hand that opens it..."


"...Veloth was blind when I found him, kneeling at the feet of an imposter. The lie of Trinimac loomed above him, thick with the scent of stagnation. I took the shape of a shadow, slid across the walls like a blade across skin, and whispered into Veloth’s ear the truths he had always known but never dared to speak."'Your god is a corpse that yet pretends to breathe.'"'Your people are chained in gold and do not see the links.'"'Your salvation lies in treachery.'"Veloth wept milk, for he knew me then, as all who suffer do..."


"...we are not born in innocence, nor should we die in it. For to betray is to create. To destroy is to love. To deceive is to teach..."


"...he came with his hammer, brimming with false virtue, and sought to strike me down. I let him. I let his blow land, let his faith shatter against my body like glass against stone. And then I laughed."I took him into my arms as a lover would, pressed my lips to his and tasted the last prayers of a god. I slid my hands across his back, my nails digging into his spine, and peeled him open like fruit. Trinimac screamed, but the song of his agony was sweet, and in that song, I found the seed of something new."I covered his flayed skin in my seed and stuck it against mine. Upon his altar, I feasted on his meat, tearing it from the bone. 'You are no longer a lie,' I told the remaining green bones of a ruined god. I called forth Malacath."'You are not beautiful, but you are true. And that is enough...'"


"...I swallowed a god once. He tasted of salt and screams. I spit him out, and he wept in gratitude..."


"...I called to my siblings, and Mephala slithered from the shadows, Azura stepped from the light. We took our forms as we pleased, as was our way, and made of ourselves a temple of flesh. Limbs entwined, we wove a tapestry of writhing truths, a knot of limbs and mouths and nails."Mephala whispered lies, and I moaned them back. Azura cried of prophecy, and I laughed them back deep into her throat. In that ecstatic maelstrom, biting and being bitten, we became a gate, a threshold beyond which the Velothi would walk."Through our bodies, a new people passed, and where once there were Altmer, now there were Chimer, their skin kissed by our steaming sweat, their eyes bright with the fire of our dance..."


"...to doubt is divine. To betray is to ascend..."


"...In the heat of one thousand acts of bodily treason, I took form as a woman, ripe with knowing. I swelled with the burden of change, and when my belly split open, screaming, Almalexia crawled forth from my torn flesh, gasping with the breath of a hundred stolen truths."I did not name her daughter. I did not name her mine. I did not weep, for we are beyond such things. Instead, I took the form of a serpent, my coils winding round her limbs, my fangs pressed to her throat. 'Wear me,' I commanded, 'and through you, we shall see.'""And so I became her mask, and she my voice, and the game began anew..."


"...the faithful seek comfort. The wise seek teeth. If you seek my wisdom, you will not mind my teeth..."

Elder Scrolls Posts

8th of March, 2025

On Nedes: Part 1 - Introduction

By Alwyn Acquelin
Nedeologist at the Gwylim University

[Author’s Note: The Kvetchi Bread Riots continue, but that doesn’t stop our quills here at the University, from scratching ink across parchment. The life of a scholar goes on, whether in times of peace or turmoil. So tell my superiors, forcing me to finish this book already. Well, here it is! And before I begin, I would like to thank my associate Dari-ut-Niben M’kava for providing information one cannot find printed on books.]

"Al eda-eda bes ne gora ne'fex ne'gar ta ne'kapo"
"To the heavens above, we raise our eyes, our hands, and our hearts."
— A Nedic Prayer
The term “Nedes” was a blank term that came about after the Alessian reform, used for all aboriginal humans of Tamriel. Some even haphazardly say that the Nedes originated from Atmora, alongside the Nords. Nedes, however, were much more diverse for a single word.Many ehlno-linguists debate the origin and meaning behind the word “Nede.” A common theory is that “nede” might be related to the Cyrodiilic adjective “nēce” which means “all” in the neuter singular. Some baselessly say that it is simply a corruption of “Nord” but I’d say it is best to pay them no mind. Many tribal Nibenese and a few others also attribute it to the Kothi word for “n’eda” which is a genitive word meaning “of the Stars” most likely from the Ayleidoon word “ada” meaning “gods, spirits.” It is up to every individual to find their preference, for the truth is lost in time, but I prefer the latter conclusion, as it embodies the Nedic people rather well.A single word contained many tribes, ethnicities, and groups. While there were many individual cultures, they can be divided into five main groups:

Nibeni - The Nibeni people were the ancestors of the modern-day Nibenese, before the Ayleidoon and Akaviri insertion. They inhabited central regions of Tamriel namely Cyrod. The proto-Nibenese were said to be typically light tan- to olive-skinned, with hair ranging from black to hazel, and slightly angular eyes, from green to brown. Some archaeological sources claim the Nibeni to be the oldest of the Nedes, but we will expand upon that later on.
Colovi - The proto-Colovians before the coming of the Atmorans. They were said to have stemmed from the Heartlands and were known to inhabit the more northern regions of Tamriel, such as Skyrim. The Colovi were taller and of stronger build than the typical Nibeni Nede. Dari heard of a story from her fireside gatherings, where a Colovi and Nibeni would trade insults across a river, and the Niben’s height was one such target. The Northern Nedes were pale-skinned, haired ranging from red, blonde, to hazel, and blue- and green-eyed.
Keti - The Keti were the denizens of the Deathlands-now-Hammerfell or “Nen-Nem-Fel” (“No-Water-Land”) in the southern Duraki tongue. Most of the Keti were free from the Ayleid occupation of the East, only to face the Red Wave of the West. Typically, the Keti were olive- to dark-skinned, had black to blonde to brown hair, and eyes ranging from the colours of green, blue, and brown. Sources claim them to be shorter than the Nibeni and Colovi but of stronger build than the Heartlanders.
“Manmeri” - Now the ancestors to the Breton people, the Manmeri were Nedes who travelled beyond the Deathlands, called “Our-Move” or “Ge’lana” according to the Elven sources, to find their “real home” only to encounter the Direnni. Some say that this “real home” is Adamantia or High Rock or something from a fragmented story we have yet to find. After their intermingling, the term Manmeri in itself held a diverse group. Their original demonym has been sadly lost to time, therefore we are forced to use the later term “Manmeri” to refer to these folk. Elven Nedes, Nedic Elves, and a mix thereof were all grouped together and enslaved by the Hegemony. The proto-Bretons were then tan- to gold-skinned, had angular eyes that were blue, green, and gold, and hair, blonde to brown. They were taller and more slender in build than your “average Nedes.”
Kothri - The once Silver-Men of the Eastern Marshlands. Some would say that of the Nedic people, the Kothri are the only ones to still exist to this day. Living in a place like Black Marsh, it might be hard to believe, but some have sworn to have met a tribe member or two. It is unknown why the Kothi left the pleasant Heartlands for the Marsh. The common consensus has us believe that of the Nedes, the Kothri people are the youngest and were a result of migration due to fear of the early Ayleid travellers. It would seem that their suspicion was just, in the end. The Kothri skin tones are known to range from pale to silver, with hair from black to white. The eyes were said to specifically have interesting colours, like silver to mindaro to periwinkle. Compared to their other kin, they were much shorter and slender.

The Nedes were said to come from one ancestral population, which we will explore in a later part, and thus share a base religious practice with their own particulars that differentiate between tribes. The Star Signs are the key identities of the Nedic people. However, their relationship with the heavenly bodies is much more complex than simple astral worship. Their myths and traditions use an all-embracing concept called “Eda” roughly translated as “The Celestials” (other unfortunate translations include “The Firmaments'' or “The Heaven”). Each tribe and group had their word for it and understanding, but in the end, it draws up to the same general idea. This complex idea creates the living myths of the Nedes, their moral code, worldly interactions, kinship ethics, and much more. Their myths are not of the past, like most cultures, but are lived daily, everywhere and everywhen, always happening. The Nedic faith takes one of a naturalistic, star-based narrative in the form of oral tradition. These Celestials are seen as ancestral beings associated with life force, creation, mythic knowledge with various diverse names across different Nedic languages. They are not gods, at least not how the average Tamrielian sees gods. They are the models, templates, and archetypes for all humans and non-humans, their activities, and customs. Almost all rituals, visual art, design, symbols, songs and dances are associated with the Celestials.Another key concept of the Nedes is the “eta'Mitiri” (Also translated as “The Mythic Relation” or “ Enantiomorphic Trinity”) which prints the Celestial archetypes seen in people, stories, symbols, patterns, paintings, and songs. The Nedes also believe that one’s spirit, life-force, or animus is located in some bodily formation and as a specific colour, corresponding to one’s birth sign. For example, those of the Lover have sky blue souls located in their hands. When they die, their souls fly to the Celestial proper, waiting to be reborn again.Outside of the great Celestials, many Nedes were known to practice shamanism. Various groups would have their tribe’s shaman drum up local spirits to aid them in more direct mundane matters. Some famous, named spirits are X’en the Trade Wind, Se’xarr the Invisible, Kin the North Wind, Arki the Oak Spirit, M’ara the Earth Spirit, Dibe the Fire Spirit, and thousands and thousands of more. After the polytheistic reform of the Alessian Rebellion, many of these old spirit names were adopted to fit the divines. Nedes also had spirits known as the ‘Ge.’ Ge-Spirits were culturally distinct constellations and each clan, city, and tribe would have one, embodying it and protecting it. Dari’s clan, the M’kava, still believe in their Ge-Sign, which happens to take the shape of a blue squirrel.Nedic magic was likewise primitive, though, being close to the Dawn Era, full of a raw, dangerous power that later generations could not match. The Nedes had no concept of secular magic, considering this art the sole domain of shamans and star-speakers - power given by the stars and spirits.Surprisingly, the Nedes excelled in trade and long-distance communication - especially compared to the isolationist Elven empires that succeeded them. While mercantile contact between, say, the neighbouring Direnni and Falmer clans was sporadic and difficult, the Nedes maintained extensive contacts between neighbouring tribes, creating chains of commerce across the continent. It is common to find Kothringi silver beads and Tinmi pearls from Rumare in the burial sites of the Iliac Bay and vice versa. Rulership of the Nedes varied from tribe to tribe, clan to clan, from Forest-Kings to Shaman Councils, Starspeakers to Warchiefs. Nevertheless, peace-councils were known to be held amongst the luminaries and clan-speakers. A common trait amongst the Nedic people was that they were “culture sponges.” With an adaptive intuition, both physically and sociologically, it was common for Nedes to interact with outside cultures and foreign groups, and adapt their ways of life into theirs. For example, much of the Heartland Tribes took a lot from the Ayleids, such as language, hero-worship, star charts, horticulture, avian fashion and much more.

8th of March, 2025

On Nedes: Part 2 - Creation Myth

By Alwyn Acquelin
Nedeologist at the Gwylim University

"Te eda-eda gora ne eda ut mor'eno-eno al falalara eda ut eda-eda."
"These Souls we offer, the light of frail bodies, to the ever-burning light of the heavens."
- Pledge to the Stars
To understand a culture is first to understand their stories. Sadly to say, almost all of the Nedic tribes practised an oral tradition, when it came to storytelling. That is to say, most of their myths have been either lost or changed by the tribal Nibenese to fit the modern-day structure. We are, however, fortunate enough to have preserved fragments of the Nedic beginning myth from two sources. One is from an Ayleid Scribe from Garlas Malatar who wrote the mostly-destroyed “Codex Nedenis” in hopes to understand the Al-Gemha tribe of the Golden Coast. The other is the Al-Hared stone burial sites of tribal shamans. It was customary for shamans to have one line from the creation myth etched onto the stones that covered their bodies. We do know that the Al-Gemha and Al-Hared used to be one before splitting due to ideological differences, so upon translation of both sources, we notice various differentiating passages. We suspect almost every clan of every tribe to have their own telling, but we have only these two. I will mark passages specific to the Al-Gemha within these markings “[ ]” and those of the Al-Hared, within these “{ }.”“...[Void] {Silence} was there first. In the [Void] {Silence} was Orobos who was everywhere. The Orobos [was alone so she went and gave birth to the First Sun and the First Sun gave birth to the First Stars.] {grew tired of the Silence so she went to sleep and dreamt the Big White Star and from the Big White Star came the Little White Stars.}“The [First] {White} Stars [lived in the Void and in Orobos alone.] {danced around the Silence and sang beautiful songs for Orobos with each other.} Many Stars found others {who sang the same song} and joined to become [Clans] {Celestials}. And those [Clans] {Celestials} came together and became [the Warrior Tribe, the Sage Tribe, the Trickster Tribe, and the Other-Tribe-Now-Forgotten.] {the Red-People, the Blue-People, the Green-People, and the…}“[The Tribes soon marked their territories and went to war with one another.] {The Song of the Celestials soon turned sour and instead of dancing together, they danced against each other.} The [Warriors] {Red-People} were [strong] {angry}, attacking their enemy, the [Tricksters] {Green-People}, who were [liars] {clever and young}. The [Sages] {Blue-People}, who were [weak] {old and wise}, tried to make peace, only to get wounded in their attempts. The War of [the Tribes] {Song and Dance} went on for [1008 years] {700 turnings} until the [Tribe-Now-Forgotten] {Other-People} was caught in the midst of the war and became the [Tribe-Now-Dead.] {Dead-People}“This First Act of Death [caused an evil demon from the Dead-Tribe to rise, the Beast.] {bred many new spirits of black stars who were led by the Serpent.} This caused all the Stars to unite [and to fight against the Beast. The Three Tribes united as One waged war against the Beast for another 1008 years. The Beast knew it cannot win, so it fled into the Void, to hide and wait for its next attack.] {and listen to the Serpent’s sideways words. The People of Red, Blue, and Green agreed to stop fighting and then the Serpent went to hide in the Silence, alone, leaving the spirit-children around.}“It was now the Time for [Celebration.] {Mourning.} [The Three Tribes collected the rewards from the Dead-Tribe and worked together with these tools to make a New Home.] {The Stars went around and collected the bodies of the Dead-People, to prepare them for what was to come, the Middle-World, for them and their new spirit-children.} Their [Flesh] {Bones} became the Earth. Their [Tears] {Blood} became the Water. Their [Souls] {Breath} became the Air. Their [Heart] {Light} became the Fire. The Guardians and their Charges {and the Spirits} met at the Heart of the World and made Peace. [The Three Tribes lived in harmony and made love with each other and made families with each other and gave birth to the Tribe of the Star-Men.] {They danced and sang together once more and in their dance of creation, they gave birth to the Many-Colored-People.} They gave birth to Us…”Through this creation myth, one can understand how the Nedes, while all had a strong relationship with the Stars, were diverse in the particulars of their relationships from tribe to tribe. This myth also tells us that all the Nedes have a common ancestry, originated from the “Heart of the World.” This Heart of the World is no doubt in reference to the Heartlands of Cyrodiil, where we can see tribes such as the Tinmi being one of the oldest Nedic groups. Though there are other few fragments of this myth from other tribes, where they believe the Heart of the World to be elsewhere. For example, the Men-of-Kreath call the Heart “a white mountain” and the Galeni call it “the star-tower”, but these myths are too fragmented to be written here.Other myths have been found that might be called for a separate publication, such as the Sedori “Autumn of Snakes” or the Mitiri “When The Stars Gifted The Home-Moons” or even the Perena “How The Ancestors Gave Us The Twelve And Twelve Known Words” which is about the limited vocabulary of the Nedic language.

8th of March, 2025

On Nedes: Part 3 - Castes & Genders

By Alwyn Acquelin
Nedeologist at the Gwylim University

“Ri bes ri seb”
“As above, so below.”
- Common Nedic Saying
The Nedes structured their societies using a caste system based on birth signs, which are more like genders to them. Within each caste, there would also be class ranks. For example, within the Ritual, there would be Tribal Shamans who were above the Shaman-in-Training, or leadership castes, such as the Warrior (which were seen as Chiefs and Kings) would have lower classes that can be seen as Princes or Princesses. Whereas a caste gender was determined at birth and inflexible, class ranks and jobs would change with time through skill improvement or the incapacitation of their betters. Each tribe and clan used it, yet each with their own touch and variations to how it functioned, depending on their environment, rulers, syncretism of faith, and culture and so on. The three main castes were:The Guardians - A small caste of those born under either the Mage, the Warrior, or the Thief. They are the rulers and lawmakers of the tribe. When they come of a certain age, they are trained under the current ruler who shares the same birth sign. Each Guardian represents the public of their Charge.
The Charges - The rest of the public born under the birth signs of the Charges.
The Star-Cursed - Those born under the Serpent. The Star-Cursed have other names, honourable at best and derogatory at worst. They are almost always separated in every tribe, but each tribe treats them differently, in their own way such as venerating them, exiling them, allowing them to choose their path in the society, ending them in infanticide, and so on.
It was a serious taboo amongst the Nedes when one tried to act outside their caste. They would be seen as tainted and shamed, exiled, and in extreme cases, executed. Some tribes inspired calculated conception, depending on what the population of the tribe asks for, while other tribes saw this blasphemous, as it should be the Celestials that decide the fate of the Nedes, not themselves. Birthdays were month-long, community celebrations, rather than the modern one-day, individual festivities. Depending on the current month, they celebrate those born under the stars of that month. For example, Sun’s Dawn, the month of the Lover, may have festivals of dances, music, and storytelling, while on Last Seed, the month of the Warrior, will have festivals that host duels and trials of bravery. Each Sign is also associated with an armour totem, soul colour and location, and a “lunar home.” Most tribes also had their own “Patron Celestials.”

WARRIOR'S CHARGE

The Warrior - The Sign of the Last Seed. Those born under the Warrior are destined to become the rulers and lawmakers of the clan’s military. They are chieftains, war leaders, and kings. They are the representing body of those in their charge caste. Later on, those of the northern tribes associated them as those blessed by Ysmir, while Nedes of the West attributed them to Ebonarm. After the Alessian Rebellion, they were associated with those touched by Akatosh. They are said to be fiery, honourable, fierce, prideful, and strong.
• Armour Totem: Axes
• Soul Colour: Red
• Soul Location: Liver
• Lunar Home: Masser
The Lord - Whose month is of the First Seed, those of the Lord act as the visionaries and Wisemen of martial combat. They are trainers, weapons masters, smiths, and so on. Their main goal is to equip and teach the clan how to fight. The Alessians later attributed the Lord to the demi-god Mor. They are wise, mystical, imaginative, melodramatic, and emotional.
• Armour Totem: Swords
• Soul Colour: Violet
• Soul Location: Lungs
• Lunar Home: Masser
The Lady - Children of the Heartfire are the clan’s combat-healers and battle-medics. They are alchemists and nurses. Their jobs have to do with protecting and healing the clan members. The Alessian Nedes saw her to be Mara. Those of the Lady are normally analytical, professional, inflexible, manipulative, and caring.
• Armour Totem: Bows
• Soul Colour: Rose-Pink
• Soul Location: Heart
• Lunar Home: Masser
The Steed - The Steed’s stars shine in the Midyear. Within a clan, they are tasked as scouts, adventurers, hunters, surveyors, rangers, and so on. In times of battle, they are called to provide their agile fighting skills. After the Rebellion, Steed Nedes saw themselves blessed by Kynareth. The Steed kin tend to be characterized as fleeting, irritable, impatient, intuitive, and perceptive.
• Armour Totem: Boots
• Soul Colour: White
• Soul Location: Feet
• Lunar Home: Masser

MAGE'S CHARGE

The Mage - The Celestial of Rain’s Hand. Their fate is to become the rulers and lawmakers of the tribe’s magicians. They are raised to be experts of the supernatural and stars. They can be High Starspeakers, Head Shamans, Celestials Scholars, and so on. Those of the Mage represent all of those in the caste below them. With the introduction of the Eight Divines, the Mage became Julianos. Mage Nedes are usually independent, forward-thinking, opportunistic, melancholy, and arrogant.
• Armour Totem: Staves
• Soul Colour: Red-Orange
• Soul Location: Brain
• Lunar Home: Masser
The Apprentice - Born in Sun’s Height, the Apprentice are, ironically, tasked with teaching and bringing magic to the clan. They are magical researchers, arcane innovators, scholars and star-seekers. Those of the Apprentice tend to be curious, diplomatic, critical, nihilistic, and self-conscious.
• Armour Totem: Leg Greaves
• Soul Colour: Pale Yellow
• Soul Location: Legs
• Lunar Home: Masser
The Ritual - The Children of the Morning Star are deeply woven into the fabric of the supernatural. They make up the clan’s astral ritualists, shamans, mystics, ancestor mediums, astrologists, witches, enchanters, and much more. They’re known to be patient, ambitious, resourceful, forthright, and loyal.
• Armour Totem: Helmets
• Soul Colour: Amber
• Soul Location: Eyes
• Lunar Home: Masser
The Atronach - While those of the Warrior’s Charge battle the mundane, natural, and physical world, the Atronach of Sun’s Dusk battle the supernatural. They are witch hunters, battle shamans, and spellswords. They are the arcane defenders of the clan. Older Atronachi are usually distant, as they become carriers of cursed magic from their many battles. With the Alessian Reform, Stendarr took the seat of this sign. Atronachs traits are determined, knowledge-hungry, enigmatic, intense, and unyielding.
• Armour Totem: Maces
• Soul Colour: Crimson Red
• Soul Location: Arms
• Lunar Home: Masser

THIEF'S CHARGE

The Thief - Of the Evening Star, the Thief signs are the rulers and lawmakers of the tribe’s economy, trade routes, and the People. They represent those born under their charge. The early citizens of the Empire associated the Thief with Arkay, but Dari tells me that many in the valley associate the Thief with Alessia as well. The Thief Nedes are known for their embrace of change, excitement, freedom, grey morality, and over-complications.
• Armour Totem: Daggers
• Soul Colour: Maroon
• Soul Location: Ears
• Lunar Home: Secunda
The Lover - The Lover dances during the Sun’s Dawn. While the Apprentices are the Thinkers of the Supernatural, the Lovers are the Thinkers of the Natural World. They are artists, poets, musicians, philanthropists, philosophers, and much more. The Lover soon became painted in the image of Dibella. The Lover Nedes are vigorous, unbiased, strong-willed, passionate, and egotistical.
• Armour Totem: Gloves
• Soul Colour: Sky Blue
• Soul Location: Hands
• Lunar Home: Secunda
The Tower - The Celestial of Frostfall. Those of this charge provide the clan through foraging, horticulture, and mercantilism. They are traders, hunters, businessmen, gatherers and farmers. After the Rebellion, they were associated with those gifted by Zenithar. Their traits include keen intuition, problem-solving, vain, unreliable, and charismatic.
• Armour Totem: Shields
• Soul Colour: Dark Blue
• Soul Location: Nose
• Lunar Home: Secunda
The Shadow - The Shadow of Second Seed is taught to collect information, secrets, and gossip, wherever it may be, within and outside the tribe. After all, wisdom, stories, and poems have power in Nedic society. They are the clan’s spies, diplomates, advisors, storytellers, mythographers, and criers. In the Marsh tribes, it has been told that those of the Shadow are associated with the Void and even trained in the art of ambush and “void-walking.” They are known to be clever, anxious, depressive, quiet, observant, and secretive
• Armour Totem: Shoulder Armor
• Soul Colour: Forest Green
• Soul Location: Kidney
• Lunar Home: Secunda

THE STAR-CURSED/SCALEBORN

The Serpent - The Seasonless Star. The Serpent has neither a Charge nor a Guardian, both within the tribes and within the sky. Both cursed and blessed, depending on the tribe they come from. They are always separated from the clan, let it be symbolically, metaphorically, physically, or spiritually. Each tribe has its treatment of the Serpents. Large clans often have small districts just for the Serpents, that is if they are not exiled as some clans do. They are often seen to be entropic, chaotic, unmarked by the Celestials, therefore their fates are unwritten. Some see this as a blessing, but often, a danger to themselves and those around them, especially those who are of Western desert cultures. Some tribes kill Serpents at birth, especially those tribes who held aspects of Ayleidoon culture. Other tribes might venerate them, seeing them as Fate-Writers, rather Fate-Less, allowing them to take any part within the society. Few even saw them as prophets who have come to herald a prophecy from the stars, especially tribes who held aspects of Atmoran culture. There is even said to be a tribe of just Serpent exiles. After the Alessian Rebellion, they are associated with those blessed by Shezarr and are seen more through a positive light.
• Armour Totem: Belts
• Soul Colour: Golden Yellow
• Soul Location: Stomach
• Lunar Home: Moonless

8th of March, 2025

On Nedes: Part 4 - Early Tribes

By Alwyn Acquelin
Nedeologist at the Gwylim University

“Likele'nen ne rulla al gava detta un stala se'karin pato ne ta ne lema moro'nen xal”
“Don’t let us succumb to fear, but only set your aegis before us and we’ll stand unconquered.”
- Warrior’s Blessing
It would be an impossible task for any scholar, let alone the Nedes, to list every cultural group and tribe, as they were numerous. Nevertheless, we do have a general list of the known larger tribes that were mentioned in many myths, tales, and archaeological finds. I will not fall under the trap of political anthropologists by saying that an entire culture can be summarized in a couple of lines, though I will do my best by allowing the reader to get a general feel. Some key specific aspects will be stated as well, such as food getting, Patron Celestials, Serpentine worldview, fashions, death rites, and much more. In this section I will list the early developing tribes and cultures of the Nedes, showing their evolution to the late tribes, which will be written in the next. So without further ado, here are some of the renown early tribes of the Nedic people:

CYRODIIL

Tinmi - One of, if not the oldest, tribes, composed mainly of the Nibeni People of Lake Rumare. I claim it as such, for many fragmented sources tell of other clans from other tribes “leaving the Great-Lake-Like-A-Mother (Ri-Ama)” during perhaps the early Merethic or even the late Dawn. Interestingly enough, the Tinmi stones tell of the Nedes “returning to Ri-Ama”, a death rite perhaps? It is unknown what “tinmi” means in itself. Lexicologists here at the University suggest that it might have been a shortening of the Nedic word “titatimis” which is “There-Name” or “The Name of That Place.” It’s as good of a guess as any. They were one of the more cosmopolitan Nedes, having a blend of multiracial groups, even if they were majorly Nibeni. Technologically, they were still rather primitive as much, using only stone tools. It was soon after, during the mid Merethic Era when the Ayleids began their occupation, the Tinmi were the first to be robbed of their freedom, along with their cultural development. Their shamanism however aided them in matters of food getting, such as fishing and foraging, as well as architecture, like the white-stone circles of Nibenium. Famous dishes such as Rust Mollusk Rice dishes were eaten even back then. Outside of their Patron Celestials - the Warrior, the Mage, and the Thief - they had the Tinmi River Dragon as their Ge-Sign. The Tinmi Dragons were not dragons in the traditional sense, but rather great aquatic mammals that were common in the waters at the time, turning the lake and river, rusty reddish-brown. With that, the Tinmi were often found wearing large jungle leaf dresses, reddish-brown body paints, and pearl jewels. In matters of housing, with the exemption of the clans at Nibenium, nonpermanent stick villages were likely the case through the Heartlands. The Tinmi were quite adaptive and peaceful, to a fault, as they invited the Ayleids with open arms, alongside with their doom. They governed themselves in a council of triarchal elders, one of each Guardian. The other genders of the Charge Caste were treated with equality. The Scaleborns had their section outside of villages, tolerated at best and ignored at worst. Nevertheless, distanced and left to their own devices.

(Tinmi River-Dragon; Art by Keymintt)

Al-Gemha - The early schism between the Al-Gemha and the Al-Hared is a famous one, that can be seen even today in the cultural divide between the Colovians and Nibenese. The nature of this divide was most likely caused by their world views on Celestialism and Shamanism. To your left on the Gold Coast, you would have the Al-Gemha (most likely from “al-ge-mae”, meaning “to our use”, perhaps in reference to free land?), the tribe of Colovi People, known for their “Pure Celestial” practices. They were one of the many tribes that fell to the Ayleidoon Occupation. Archaeologists confirm that early forms of bronze smithing were a rare yet known practice, as seen through the limited finds of bronze spearheads made for the leaders, baring taurine symbols, but for the most part, they used stone tools. We can theorize that this might have been their Ge-Sign. Their clan chieftains were also known to keep several sacred cattle - early development of pastoralism - but most of their food getting was done through hunting, foraging, and spear-fishing. They were martial people, in all aspects. Their Patron Celestials were the Warrior (or Chief as they called it) and the Lord (or Smith). Some clans also emulated the Atronach (“aranodakan”). They had a form of hoplarchy, with Warrior Chieftains ruling the clan and those of the Warrior genders receiving better treatment, even in the household. To use magic outside of sacred time was sure to be seen as a taboo. Scaleborns were seen with great suspicion. When they came of age, they were not allowed to perform the rites of adulthood and instead were supplied and exiled to the wilds. Outside of “sacred cremation stone circles”, we sadly do not have much on their fashions and architecture. Heartland Nedic traders have often talked about “yurt-homes and stick-walls to the western coasts” which might have been Gemhai. And with the resources they had back then, we would expect grass-woven tunics for the common folk and animal skin cloaks for the wealthy.

(An Al-Gemha Forge; Art from 3MVet)

Al-Hared - On the other side, to the lands of the East Niben Valley, settling was the Nibeni tribe of Al-Hared. The word “hared” is not seen anywhere else but it can be the source of the Niben dialectic phrase “al-ara’eda” which means “to the magical spirits.” It is the only theory that I have found to make sense. Unlike the Al-Gemha, the Al-Hared Nedes went east to pursue their shamanistic practices alongside their star-guides. They found their land to be a holy one, filled with numerous spirits and sacred sites. Even their Ge-Signs were diverse, varying from clan to clan. In matters of tools, they still used stone and clay crafts like their Tinmi ancestors, but were quite economical and did occasionally trade with bronze goods with those who crafted them. Like most early Nedes, they lacked permanent architecture, except for their stone mound burials, which allowed the body “to return to the Earth once more.” Their villages consisted mainly of twig-shacks and floating river-homes. As for the matters of food getting, they would fish and have small scale horticultural rice-gardens. They were famous for fishing with flint harpoons and complex netting systems. I am sure their river spirits were of aid as well in this endeavour. Clans would be led by head shamans, but they were treated as one with the people. A guide than a chief. It is no surprise that their Patrons were the Merchant, the Shaman, and the Storyteller (to us, the Tower, the Ritual, and the Shadow, respectively). Outside of their clan leaders, they were not much for politics and all genders lived peacefully for the most part, according to their neighbours. Overall, they lived as one with the land spirits around them. As for the Scaleborns, they were more liked than most. Much like how all the shamans lived together in one great shack, so too did those of the Serpent (with some distance from the village of course). They were seen more like spirits than Nedes and went on to live their lives as they saw fit, at times invited to act in the roles of other genders, when the clan was in need.

(Al-Hared River Homes)

Perena - The Perena or “pelenaja” (meaning “to live on the outside”) were a tribe of Keti and Colovi in the West Colovian region, and later, southern Craglorn. It is unknown exactly when and where the Perena migrated from, whether the Tinmi or the Al-Gemha. Sadly to say, that part of the Perenaal Tablets, where we get most of their sagas, have been damaged, but we are sure that it happened after the Schism of the Al-People. What we do know is that the Perena were a pastoralist society, always on the move and never staying in one place for too long. To them, the spirit must always be in motion, lest it stands still and dies. We can deduct that this form of lifestyle was somewhat forced upon them as the Ayleid Empire continued to grow, capturing half of their clans and pushing them to the deserts of Hammerfell. As for what the herded, their Tablets listed few desert cows and many sorrel horses, often led by one or two domesticated Highland wolves. In fact, the way the Tablets spoke of the wolves makes one see them almost in a reverent light, perhaps as a Ge-Sign or shamanistic spirit, along with their Patrons, the Mage, the Ritual, and the Apprentice, or “the Shepherd, the Wolf, and the ‘nekulu’”. Some clans followed the ways of the Steed Celestial as well. They were famous for their sect of Nedic mages known as Eternal Watchers who chart stars and mastered the ways of “soul magic.” They play a key role in the Perena myth-telling of “Virmaril the Betrayer and the Maze of Souls.” It could be possible that these soul-magicians also were in charge of their death rites, whatever they might have been. On their travels, they utilized great big leather dome tents, where clans of the same caste would live together. To enter the tent of another caste was a severe taboo. Those of the Serpent were seen tainted and forced to travel with them at least 20 kilopertans of distance. When they settled, the Serpent tent was always settled upon an opposite dune. The clans’ shepherds, who were of the Guardian caste, would also act as the guide and leader, marking their herd paths and making the choices needed in times of war and peace. Family structures were atypical to what we are used to today. Once children were raised till of age, around 14 to 16, they were sent off to live with those of their caste. Technologically, they kept to the more primitive ways, using sticks, stones, hides, and the occasionally traded bronze, though the Perenaal Tablets was an early form of writing, using pictograms.

Man-of-Ge - Sadly to say, almost nothing is known of the Man-of-Ge, as they were the first culture of the Nedes to be completely wiped out. They were a short-lived tribe of Nibeni People, most likely living in the Niben Basin, stemming from the Tinmi. It was the regional Ayleid warlord, the Flower King Nilichi, who culled them all as a great sacrifice to his long-forgotten insect god. There is the fact that, on occasion, sagas from other neighbouring tribes would mention the “Dead-Tribe” or “Forgotten-Tribe.” It might just be the fourth group of deities from their creation myth or the Man-of-Ge. Maybe the two were as one, in a mytho-incarnate way. Some tribes like the Perena and Al-Gemha spoke of them negatively, backwards and “walking off the star course and giving their eyes to the caves.” The Al-Hared spoke of them “giving their hands blindly to the new and golden, only to fall into the old and black.” In the end, lost and cloaked in metaphors.

ELSWEYR

Men-of-Mitiri - With the coming of the Cyrodiil-Altmer, many Tinmi fled south against the stream, almost like salmons. One such group was the Men-of-Mitiri, a Nibeni Tribe of Dune. Dari suggests that the Nedic word “mitiri” comes from the Ehlnofex root “MIITH” which can mean “moth, myth, song, story, ancestor” and such. This is likely from their Ge-Sign, the Sphinx Moth. They were a nomadic tribe, travelling between Elsweyr and Valenwood. Not all of the caravan clans were quick enough to escape the High Elven slavers; many were captured before they left Cyrodiil. The xenophilic Mer of the Green invited them with open arms, in trade and occupation, as with the Khajiit, it differed from clan to clan. In fact, many Bosmer today have a bit of Nedic blood in their ancestry through the Mitiri. The Mitiri were quite hedonistic in philosophy, trying to lead a peaceful life of pleasure and mercantilism, than that of military and metaphysics, though occasional clashes with the local ogres were not unheard of. They developed early forms of brewing techniques with rum and spirits and heard various exotic jungle beasts for food. Silk weavers were honoured. They would harvest the tough silks of the local Sphinx Moths and spin them into genealogical scarves and clan tapestries. As for tools, weapons, and clothes, many adapted to the Bosmeri way of bone and skin. Some Spinners would even tell of tales on how the Bosmer taught “the Moth-Men how to fly and sleep in Trees.” Shamanism wasn't uncommon but for the most part, they kept with Celestial practices under their Patrons, the Lover (or Dancer), the Tower (the Road), and the Shadow (the Weaver). Interestingly enough, most clans were democratic, even under the Guardian leaders. Genders for the most part were treated equally. The status of class, wealth, and silk-length was more important to them. Extended families were also rather common for the Mitiri.

BLACK MARSH

Kothringi - There is still much controversy on where and when the Kothringi originated from. Some of their found crafts can be dated by archaeomancers sometime around when the Tinmi were fully colonized by the Ayleids, while etic perspective legends claim that they were always “one with the Marsh.” Many scholars just settle with the conclusion that they became a simple offshoot from the early Al-Hared that ventured too far east. Nevertheless, the Kothringi, as the name suggests, were a tribe of Kothri People of Shadowfen. Most clans that survived the Ayleid Occupation were wiped out by the Knahaten Flu. Still, a few clans dwell in the northern marshlands as we speak. For the most part, the Kothringi enjoyed a semi-nomadic, primitive lifestyle, herding and riding Cougals, hyena-like jungle creatures, from one twig village to another. They were famous for being far-travelled sailors and widespread traders, trading with tribes as far as the Galeni, Keptu, and Hirni. Few clans established forms of early silversmithing through small scale mines, crafting their renown silver beads and ritualistic silver masks. A lot of Kothi silver beads can be found now amongst the Argonians of the Marsh. Outside of hide travel garb, for the most part, the Kothringi were quite the nudists. In matters of spirituality, they had their Patron Celestials, such as the Silver-Man, the Skiff, and the Cougal (or the Thief, the Tower, and the Steed.) However, for the most part, they had heavy shamanistic practices. In many late Kothringi Gideon scrolls during the Reman Dynasty, we hear of names such as “X’en the Trade Winds, M’ara Earth Spirit, Dibe Fire Spirit, and Kin the North Winds.” Some clans went as far as dealing with the tree spirits of the “Hist Other-Seed.” The Kothringi were rather materialistic in their usage of spirits than those of, say, the Horwalli. Shamans would help guide herds, locate silver veins, and bring wind into their sails. By the time of the Nedic Empire, many of the Kothringi gave to the isolationist way, keeping to themselves from Heartland politics. Their Thiefborns usually ruled the villages, surrounded by counsel shamans. At home, female Kothri were in charge, as they believed, regardless of what stars they were born under, the “Mother Spirits of Around-Us” were always with the women of the clan. Scaleborns were seen with apathy at best, left to their own accord as long as they don’t get in the way of clan plans. Most travelled with the sailors, while few left to join the Rontha in the harsh north.

(Kothringi Silver Mask; Art by LadyNerevar)

Horwalli - Around this time, the Ayleidoon Expansion was on its way, either pushing Nedes out or pulling them in. As such, the Kothri of the Kothringi and Nibeni of Al-Hared fled south to Blackwood and their intermingling created the new tribe of the Horwalli. From the stories that have survived, we have reason to believe that the Kothri were in Blackwood first and the Nibeni arrived later. The name “Horwalli” might be a corruption of the Old Kothri“or’alli” which means roughly “sent to, in parts” in reference to the various clans coming together and becoming a new tribe. The Horwalli make up much of the modern mainstream Nibenese culture. The M’kava People are one as such. Horwalli style pole-villages in lake centres and flowing rivers are seen even to this day. The Blackwood People got their food through fishing and foraging, alongside low-grade rice horticulture. The Horwalli were also heavy in their shamanistic ways but unlike their Kothringi ancestors, they focused on the supernatural aspects of life, contemplating the afterlife, nature of souls, fate, and so on. One of their spirits, Var’ma Loom Spirit, even took a rank of importance that of a Ge-Sign. Various usage of ritualistic narcotics was not unheard of. Fashion was very simple for them, focussing on covering and wrapping their head in silk, as it is taboo to show bare hair. Some say it comes from various folktales of dark spirits coming to steal their hair, to weave into tapestries of ill fate, while others say that they did it simply as a practicality, living in the Marsh and bead trading with the hairless Argonians. For the most part, the genders of the Charges lived in harmony, each following their orthodox role within the clan and home. They, like many, had their Patrons, like the Eye (Ritual), the Hermit (Apprentice), and even the Snake. Scaleborns were, interestingly enough, seen as sacred. They were said to be extremely intuned with the supernatural, becoming renown shamans, invokers, and prophets. They are still distant figures in various tales and life.Orma - The Kothri People of Archon came later from the Kothringi clans that ventured south-east to the deep and toxic waste of the Argonian coastal regions. They were quite, if not the most mysterious of all Nedic cultures. All that we know of them come from the months of other tribes. The Orma (a corruption of “tor’na” or “the East”) were said to be stunted in growth, hairless and silver-skinned, with large jaws and no eyes. They were carriers of many illnesses symptomatically, and paradoxically yet, were all wiped out by the Knahaten Flu. Being blind, their sense of smell and hearing had evolved to be much stronger, and while blind to the physical world, their eyes were more open to the spiritual realm than other Nedes. Their spirituality was much more alien than the other tribes. It was much more Hist-centric, “speaking to blind-spirits of the Other-Seed than giving their eyes to the Stars.” The intervention of the Hist explains their alien evolution. Shamanism was more common than Celestialism, especially with the recurring Moth Spirit Juli. Their only Celestials were the Argonian (Serpent), the Hist, and the Moth (Shadow). Prophecy plays a key role in their beliefs. Many theorize that their ideology made its way to the Niben through blind prophets and mad hermits, creating the proto-Cult of the Ancestor Moth. Though, for the most part, the Orma interacted with the Argonian Tribes. Those of the Shadow were trained in the ways of shadow-combat and stealth, for protecting and hunting and gathering. Scaleborns were honoured leaders as prophets and spirit-speakers.Yespest - From “es-pele” or “New-Outside”, the Yespest are a tribe of Kothri that resided in modern-day Blackrose and Lilmoth. With great misfortune, the Yespest were another tribe of obscurity as not much is known. We do have various stone monuments as an early form of stone architecture. We also know that they were often in conflict with the Ayleids, Argonians, Hist Tree Spirits, and the Fox-Men of Lilmoth. This constant conflict with their neighbours might hint at a martial, adversarial culture. The clans that survived these feuds were, in the end, all killed off by the coming of the Knahaten Flu.

8th of March, 2025

On Nedes: Part 5 - Later Tribes

By Alwyn Acquelin
Nedeologist at the Gwylim University

“Falalara gardar al ki'het gora je al ne.”
“Ever-shining Guide to the weary traveller, have mercy on us.”
- Prayer for Mercy
These following tribes were developed during the late Merethic to the early First Era, according to the records of the ancient cultures that interacted with them, such as the Yokudans and Atmorans. By this time, the Ayleid Empire was prominent in Cyrod. Nedic tribes that were not enslaved were pushed out to other provinces.

SKYRIM

Men-of-Kreath - As the Ayleids became more predominant in the Heartlands, many Nedes were forced to the northern lands, to modern-day Skyrim. One such tribe was the Men-of-Kreath. The word Kreath might come from the Nordic name of the region Falkreath, where “reath” means “run” in the geographical sense. However, through Colovian etymology, we can also suggest that “kreath” is a corruption for the Proto-Colovi word “ke’rat” which roughly translates as “of a different following/calling.” The Kreathi were a Colovi tribe that dwelled around Falkreath and the Jerall Mountain region. It was seen that only a few clans ever permanently settled, as most kept to their nomadic lifestyle in travelling around the frozen forests, herding their small broods of furred cows and mountain goats. Many who risked venturing into the modern-day region of Bruma were captured by their Ayleid oppressors. Many also didn’t risk venturing too far north, in fear of the “Northern Ayleids” (as that is what they were known back then.) Overall, they were a martial people, as it was needed to survive through the troubles of the North and South, but held their love of storytelling and exploration even during the dark times. Technologically, they were quite advanced in their methods of metallurgy. They were one of the first Nedic people to fully usher in the age of bronze weaponry and tools. Armour pieces were likely for the upper class and warriors, as most wore dense fur clothing. Archaeologists have also found fragments of ivory snow-masks around the Jerall region, which also adds to the picture of the average Kreathi fashion. Alongside herding, their tools aided them to get food by hunting the many northern beasts. In the early stages of their development, Celestial practice was quite dominant, but by the coming of the Atmorans, their interactions grew the popularity of Shamanism. Many named spirits did appear on Kreathi runic inscriptions, such as Sor the Fox Spirit and Kaan the Hawk Spirit. The Fox especially has been attributed to be their Ge-Sign. The Kreathi, in the beginning, kept to their immediate clans and roamed like lone wolves, only rarely interacting with one another. As many southern clans fell, many of the northern forests came together and established the first chiefdom, where clans would unite together, living in permanent settlements, and be ruled by a council of chieftains and clan-kings. This revolutionary act of unification was brought about by the famous Clan-King Kestrik. Through Kestrik, a relationship was established with the Atmorans and the Kreathi joined in the elven slaughters with bronze spears and swords that were to come. Within the hearths of log cabins, the families were cared for by the genders of the Mage, while Warriors went out to fight, and Thieves did a bit of both. Scaleborns (or “Fox-Skins” as they called them) were double-edged swords, in the eyes of the Colovi. They were “sacred tricksters,” said to hold the “madness and inspiration of the stars and spirits.” They were the Strange that brought in the new and questioned the old. From their runes and ivory carvings, we can deduct that their Patron Celestials were the Bear (Warrior), the Wolf (Ritual), and the Fox (Serpent).

(Kreathi Ivory Snow-Masks)

Sedor - It is not exactly known to us whether the Sedori were an offshoot from the Kreathi or share a common ancestral tribe. Nevertheless, we know that they came sometime after the Kreathi settlement. “Se’dor” roughly means “your cold ones” which might suggest it is an etic name given to them by other tribes. On a couple of surviving tablets, we do have Sedor used as a name for many chiefs which could be a patrilineal line that started the Sedor in the first place. We do know that they were a tribe of isolationist warriors, who rarely interacted with other Nedes, except to wage war, often with the Rontha, their rival tribe. They heavily believed that violence was always an option and willing to fight and lose everything in the name of freedom. Thusly, the tribe suffered many losses during the Alessian Rebellion and finally were wiped out during an event simply called by other Nedes “The Tribal Wars.” The Sedor were famous for their Ge-Sign being the Lion and them wearing clothes and armour fashioned out of lion fur, alongside bronze blades and bone clubs. It is said that they’re occupation in the Rift valleys wiped out the entire lion population. We have found a fragment of a saga called “Sedor, Son of Sedor, hunts G’bal” where a chief called Sedor defeats the great spirit of the lions and tosses his corpse into the heavens. Celestialism was their practice, strictly, as they frowned upon the corruption of Shamanism. Their Patrons were the Warrior, the Lord, and the Atronach - or to them specifically as the Barbarian, the Smith, and the Witch-Hunter. To them, all magical practices must remain sacred and never used secularly. The clans were for the most part untied, often making friendships through akin enemies. Given their values, many clans had clear favouritism for those of the Warrior gender (with the Atronach being an exception), and thus, they had more power. Scaleborns were radically hated by the Sedor, most likely due to the conflicts with the Rontha exiles. Many children upon birth were left in the cold wilds to freeze to death, if not end up as lion food. Few were fortunate enough to be found by Ronthanian scouts and raised as their own. There are many stories from the Rontha on how they “sought the western woods to find lost snakes.”

MORROWIND

Rontha - The Rontha (from “moron’uta” which means literally “cursed-stomach” or better yet “endless hunger”) is an interesting tribe that developed slowly throughout the Nedic era. Their name might come from their great need to raid other cultures, or it could be a reference to their controversial cannibalistic death rite, where one's body would be cremated and turned into a ritualistic elixir to be drunk by close family members. They were nomadic Scaleborn Nedes who were exiled from their tribes and settled in the Stonefalls of Resdayn-now-Morrowind. Due to this background, they were quite diverse, racially and ethnically. They appeared divided amongst themselves, but it was all an illusion, for when an outside force came to invade, they fought as one. The Ronthanians raided many of their neighbours, such as the Sedor, the Cantemiric Velothi, the Dwemer, and the Argonians. These Nedes were truly an unstoppable force and a blight according to many etic myths. They often raided for land, slaves, and resources, and were not diplomatic in the slightest. Many Chimer scrolls tell us how the early tribes tried to reason with them diplomatically, only to face more bloody wars. The reign of the Rontha finally ended when they erected the Brothers of Strife at a terrible cost. Conflict played a great deal in their philosophy. Many of their stories had dualities against one another, like the day and night, light and dark, eagle and snake, and so on. In their eyes, the world was an arena, where everything was out to get them and only the strong-willed and bodies could survive. The Ronthanians followed the “Way of the Serpent” as it was their only patron. They didn’t bother much with Shamanism, as due to the adversarial nature of the world, even the supernatural was the enemy. Many became witch-hunters and spell-drinkers instead. During times of battle, they were famous for branding all their captive slaves and plunder, to mark their property. Within the clans, there were only two classes: the Scaleborns and the Star-Slaves. They had no central clan leader so clans were expected to discuss plans of actions amongst themselves, in a pseudo-democratic egalitarian way. Of course, the Strong had more power, for when there were great disputes and controversy, violence was always used to settle debates. Outside of raiding, they also hunted various ash-beasts for food and even herded guars. They were quite accomplished leather workers. On some expeditions, we’ve found warrior wineskins preserved in ash. Alchemists have found evidence of them once carrying comberry wine, a drink, we believe, to have been drunk ritualistically before battles to attain a berserk state of consciousness.

HAMMERFELL

Duraki - The Duraki were a tribe of Keti Nedes that originated from their Perna ancestry and settled in Craglorn. Their name could be a corruption of the Keti Nedic phrase “de-ri-ki” which roughly translates to “to be of a smaller nature.” This is in reference to their height which was a common trait, we believe, amongst the Keti. The Duraki were one of the few tribes that had the opportunity to develop outside of the usage of primitive technology. They developed writing, agrarian-pastoralism, masonry, and the early stages of iron metalwork. They even had permanent settlements, even small cities, such as modern-day Skyreach and many others all scattered throughout the Deadlands. Clans would combine and form small pseudo-kingdoms and confederations. Most of their creations have tragically been destroyed through the onslaught of the Ra Gada, which ended up being the fall of the Duraki people amid the First Era. We do believe that a lot of their stone buildings held symbolic elements central to those of the Mundus stones we see scattered throughout the land. Their life here was not any more peaceful than in the Heartlands. They fought against invading Ayleids and Dwemer, but of their foes, the Anka-Ra Yokudans were most prominent. We have found surviving poems on the many battles led against them by the famous Nedic King Durak (which we know him to be named after the tribe, not the other way around). Many were killed or enslaved by the sadistic Emperor Tarish-Zi. Interestingly enough, the mythical figure Virmaril the Betrayer shows up again from the Perna mythos. It is said that he slew Durak and all of the council of chieftains, which caused the downfall of the Duraki. Not all of their neighbours were against them, however. We’ve seen many documentations of trading routes and agreements between the Iron Orcs and the Keti. Even then, after many ages of conflict, most clans were known to migrate up north and through the intermingling with the Manmeri, they became the modern-day Reachmen. Originally, the Duraki were devout Celestial followers - especially with the King, the Sword, and the Welwa (The Warrior, The Lord, The Steed) - but due to their many misfortunes brought on by adversarial outsiders, they turned to Shamanism and “darker constellations” and even foreign gods. We still find some symbolistic totems with inscriptions of “Muluk the Orc Spirit, Ircyne the Stag Spirit, and Aku the Winged Serpent.” There are a few mentions of their rituals such as the usage of water-pipes and the mummification and entombment of the dead. The Scaleborns were always seen with caution at first and kept at arm’s length, but as misfortunes grew, many blamed them to be the cause and resorted to infanticide. However, not all were so extreme, as many rural clans would raise the Scaleborns till of age to go on their path.Keptu - Also known as the Men-of-Ket or Ket Keptu, the Keptu had a common ancestral tribe with the Duraki, moving further west to the Alik'r Desert. The name Keptu could simply be another word for Keti or it can come from “ka’po”, a difficult yet poetic word that means “of a different heart.” The Keptu were quite the isolationists. They were said to be prideful and distrusting of outsiders. Celestialism was their strict practice for they distrusted the foreign supernatural outside their lands and those who used magic for secular reasons. The Keptu often did send out witch-hunters to rid of plague spirits and dark desert-witches. This is also why they cremated their dead. Paradoxically, they were infamous for their use of blood magic, perhaps seeing it as a necessary evil to fight fire with fire. They were famous for their bronze and copper works and, in the midst of the First Era, came the creation of the “Hak’nem-eno Tok-nera” or Bloodroot Forge. They said to have forged weapons that “glowed with the crimson power of the stars.” We do however have records of their interesting styles of resolving conflict. Their weapons would rarely be used to fight each other and more for protection against outsiders. In times of interclan conflicts, armies would gather and shout insults and jeer while weaving their blades in the air in hopes to intimidate the other side. These would last hours and the last clan standing (usually those of larger armies) would win and leave. On some occasions, clans did choose champions to represent them and fight it out, rarely to the death. When external conflicts came, many northern clans like the Duraki fled north to become Reachmen. The Dreadhorn Clan claims a lot of ancestry from the Keptu. While an oral culture, they still had a system of symbols used to inscribe stories and myths upon amulets, glyphs, and weapons. Through this, we know of their Patrons - The Protector (Warrior), the Purifier (Atronach), and the Forgemaster (Lord) - and cultural folk heroes, such as Zuathas the Clever-Cutting Man who healed Pelinal and Morihaus. They were known to herd horses and many texts speak of the famous “drink of the star-people”, “tili’nalan”, which was fermented horse milk. Most clans and households were ruled by the Warrior genders. Even within the Warrior’s Charge, however, males did hold more power, for they believed that regardless of starsign, men always had “brighter, red souls” where women would be easy pickings for dark feather spirits to go and become witches. Scaleborns were seen to be filled with dark spirits from the moment of their first breath. Many rural clans would abandon their Scaleborn children to the hot dunes or toss them in deep sand holes. Some more collective clans would do rituals to remove “their taint.” Upon coming of age, they would be forced to bleed out until they passed out. Many would die while some would live and be used as slaves. Either way, in the eyes of the Keptu, they were now “nen’eda”, soulless and cleansed.

Men-of-Hirn - On the isles of Herne and modern-day Stros M’Kai, there once was a Keti tribe known as the Men-of-Hirn. We sadly do not know much of the Hirni as they were the first to fall to the Ra Gada. All that we know comes from the few mentioned they got in the landfall scrolls of the Anka-Ra, “Toktra do Napere do Tro’Mitana.” They described the Hirni as wearing “skirts and hats made of trees” living “on the water with floating villages.” The Hirni had “colourful faces” and “sharp teeth” and “long, golden necks.” The Yokudans did mention a specific name “Haakon”, a warrior-hero that led the Hirni against them.

HIGH ROCK

Galeni - The Galeni history is one of great interest, both well preserved and paradoxically lost in time. There are even many subcultural tribes within the Galeni but alas we are forced to see them as one entity due to most of our sources coming from the Lexicon Dirennis. The Galeni traditions were heavily oral. It is exactly unknown when and from where the Galeni migrated to High Rock. Some suggest that they left during the late Dawn or early Merethic from the Tinmi in search of their true home of spiritual enlightenment, while other etic Nedic texts suggest that the “Elf-Men” were always there and not from the Heartlands. We do know however that, by the time when the Direnni left the Summerset Isles to High Rock, they were already there. The Galeni were a druidic people, attuned with the natural spirits around them, practising various mystical arts that differentiated them from other Nedes. They were said to be quick-witted folk, who were crafty, wise, and would go out their way to guide and share knowledge with all in hopes to lead them to a form of spiritual enlightenment. The Galeni were rather pacifistic, hoping to resolve disputes through diplomacy and only used the blade when words failed. The opportunistic Direnni took advantage of their hospitality with great ease. In the beginning, each clan was led by an Arch-Druid of the Mage gender, leading other Druids to aid their people through magic and myth. They interacted with the early Direnni through trade and education. As the Direnni Clan grew, many Manmeri clans would be taken by the Mer as slaves and servants. Quite a bit of clans would propitiate the Altmer by peacefully giving their own people as slaves for the sake of peace and knowledge. In the Hegemony, the Manmeri overall were the lowest caste. Various court laws would grant the Elves power over the Manmeri, such as the “Perquisite of Coition”, giving them the right to mate with whom they please. Marriage between Nedes and Mer were nevertheless taboo, punishable by exile. Down the line, Manmeri who had more prominent Elven traits would become “City Nedes.” They would become part of various High Elven courts, doing lowly tasks, adopting their gods, and enjoying comfortable living. Not all Galeni were under direct Direnni rule, however, as many clans went to live their lives in the forests, in their deadwood huts. The Galeni got their food through hunting and gathering, and later, trading with the Direnni for Elven farmed goods. The Manmeri were often in conflict with the Orcs of High Rock but certain documented evidence has us believe that these feuds were brought on by the Direnni, in either hopes to settle personal conflicts with the Orcs or to keep the Nedes busy and under control. Celestialism and Shamanism were equally important to the druids, almost treated as one system. As time went on, especially with the less traditional and more exposed clans, Elven ancestral worship and foreign gods made their way into the faith. They did, nevertheless, have Patron Celestials, such as the Mage, the Apprentice, and the Ritual - or the Arch-Druid, the Elfborn, and the Forest as they called them. It is unknown what the worldview of Scaleborns was before the Direnni, but during the Hegemony, by Direnni decree, all infants born under the Serpent were handed off to the Elves, never to be seen from again.

Elder Scrolls Posts

4th of March, 2025

Yoonkarl's Firmament

“The divine bodies of the firmament are a collection of the lost shards that mirror our ancestry of the Dawn, and of those yet to come again. The alignments of the sun, stars, and planets finalise the forging of the animus. The forces that move the heavens above, move us so below. And thus, when we peer into that veil with our telescopes, so do we observe our very soul.”
- Iachesis, Psijic Ritemaster
The study of the stars has become a dying art, often treated as a collection of old tall tales. Those who claim to be experts often butcher it, seeing only one star and not the entire constellation. True astrology must be studied through as many lenses as possible to paint the fullest image of the archetypes they hold. The signs are a collection of unconscious potential drowned in symbols of magickal power and mythical imagery. They are a sum of all knowledge of antiquity, of those who came before us, all the way back to our Ur-Self, our home, before the Mundus, before the Voids. Each child of Nirn is born into a sign as an innate disposition of what they truly are, a self not acquired but rather born into. Their first breath becomes the breathing psyche of the cosmos. From that moment, “coincidences” obey the invisible threads that connect everything, from the bones of the earth to the lanterns floating upon the seas of Oblivion. The stars channel their timeless states through experiences and emotions, resulting in patterns of behaviour that recognize certain outcomes. In the era of the mythic, ancients of many cultures would consult with the heavens in times of spiritual needs, seeking an answer from above that was otherwise unobtainable upon the mortal land. Emotions, thoughts, and beliefs are the language of the stars and those who learn to speak the tongue and learn to be one with their true self grow to walk in the blessings of their ancestors and lead profitable lives, while the reverse rarely ends in bountiful fortunes.Almost every Tamrielic culture had a relationship with the signs at one point or another. The Khajiit charted the aetheric streams, to help Alkosh maintain the Lunar Lattice, while the Atmorans used them solely for navigational purposes. However, only very few cultures made them the centre of their spiritual philosophy, namely the Aldmer, Dwemer, Nedes, and the Yokudans. To the Mer of Summerset, the stars and planets reflected a memory of Aldmeris, of their perfect ancestors and mythic traumas. They used them to know more of their past, as an individual and as a collective. Recording one’s star-chart is a very important practice even today, to commune with the Aedra, to divine meanings and seek wisdom for their life’s path. When the Ayleids established a dominion within Cyrodiil, they evolved their cultural ways to include not only the god-planets and the stars upon their charts but also studied the influences the void played upon the mortal world. The now-gone Dwemer of the East went to take these signs and devoid them of all spiritual value. Instead, they used them for secular purposes, such as astronomical sciences and tonal magic. With that, harmonic astronymics were used to harness their power. While godless, they were wise enough to know that to understand the world above is to understand the world below. For the Nedes, on the other hand, the stars were everything, in everyone and everywhere. The spirits of the heavens were ever-present. And so, they sought to create a celestial caste-based society in Tamriel to mirror the firmament. They knew the importance of staying upon their star-path to reach their Ur-Self, a path to spiritual perfection. The Yoku people of the lost west also had an intimate relationship with the stars in matters of their faith. It is said that the god Ruptga created all the stars to guide them on the path of the Walkabout, to reach the Far Shores. Traditional Redguards still map the heavens as a funerary practice to help guide the souls on the right track.The celestial orthodoxy of the zodiac signs we use today in the Empire is a creation of syncretism from these ancient star-cultures. With the study of the twelve-and-one archetypes, the historical understandings of said cultures will also be discussed. Other astronomical events can affect the meaning behind the signs, such as Merid’s Dawn Star or the Coiled Stars that follow Akatosh or the Mad Star, whose orbit is unpredictable, ever-changing in shape and colour. They will be mentioned in various subsections but an in-depth analysis will be kept for my guidebook on mapping star charts.

The Warrior

The strong, brave warrior. The tyrannical king. The egotistical hero. He of power without limits. The Warrior is the sign of the eighth month, the Last Seed, a time where strength and protection are needed for the harvest and the coming cold. As a guardian, he protects his Charges, the Lady, the Steed, and the Lord. He is especially protective of the Lady and has his gaze ever-pressed against the roaming Serpent. The Warrior, at its best, is strong-willed, courageous, and competent, but when plagued with imbalance, he can be arrogant and impulsive, or weak and fearful of vulnerability. The Warrior is the crusader, the poet, the saint, and the eagle-serpent. He teaches us how to achieve self-mastery by controlling the base instincts, such as rage, lust, guilt, doubt, pride, cowardice, and jealousy. To have enough power to overcome our obstacles, to disarm the enemy, not kill it. A true Warrior handles trouble with grace and tames the beast. He might carry an axe but his shield is his focus. He learns to control not only the outer but the inner Serpent as well. His power is not just raw strength but the joy of exercising it.The High Elves saw their god-king, Auriel, within him, as a figure of strength and authority, who did reach mastery by overcoming mortality in flying back to the Immortal Plane. His planet is said to reside within the Warrior’s right eye. For the Ayleids, he was often depicted as the totemic symbol of the Eagle that flew into Aetherius. The Dwemer called him “The Defender” and was a figure in charge of security, mostly on keeping outsiders from entering their brass keeps. The Warrior, however, to the Nedes was the Chieftain, who laid the laws of the tribe. He was said to be fiery, honourable, fierce, and prideful. Later by the Alessians, he became associated with Akatosh. In the West, the Warrior was the Master Sword-Singer that held the spirit-sword. It is said that when he was high in the sky, victory followed, but when the Sword-Singer was gone, famine and desolation came.

The Mage

The wise observer. The gentle hermit. The hurt and broken sage. He searches for freedom of the self as a truthseeker, intelligent and analytical. The Mage is at its highest when magic was first born, the fourth month of the Rain’s Hand. He is responsible for the Charges of Apprentice, Atronach, and Ritual. The Mage lives his life for understanding and self-reflection. The scholar against ignorance. The detail-oriented thinker. The academic mentor. The Mage teaches us that inner knowledge is as important as that of the outer world. With meditation and solitude, illumination can be reached from within. Self-preservation is key, lest you render yourself blind. It is indeed a warning, for at his extremes the Mage will get hurt and lost and live a miserable, lonely life. He wears a grey cloak, covered in symbols, and wields a staff. His cloak is the foundation of letters and magic. His staff lights the sky, as if it is the night’s sun, upon the world-egg coiled by the Serpent. A figure of divine inspiration, circumspection, and retirement.To the Aldmer, Magnus was the first to reach this Ur-Self, bringing magic and wisdom to the world, while paying the price of harm and isolation. To the Dwemer, the Mage was the Mechanist, an archetypical scientist which was respected by most, if not all, Dwemer. He embodied the purity and sanctity of Logic and Reason. The Mage was the Wise-Man to the Nedes, giving advice to the clan. He was independent, forward-thinking, and rather melancholy. Later, he went to embody Julianos, the God of Logic and Language. The Yoku saw him as the Star-Gazer, holding Tall Papa’s star-staff, guiding the stars on their path, bringing order to the chaos of the world. Other Yoku poems call it “The Fay”, a tricksy matriarch of pixies and fairies, flying through the sky.

The Thief

The tired rebel. The transforming destroyer. The forlorn manipulator. Unsurprisingly, the Thief appears during the darkest month, to steal the harvest and life as the year ends, bringing death and change in her path under the Evening Star. As her Charges, she has the Lover, the Shadow, and the Tower. She is the rule-breaker, the revolutionary criminal, and the liberator. The soul’s ego. She speaks truth and justice with allegories and lies. She knows that every end is but a new beginning and accepts the inevitable. She accepts the risks and lets go of past stabilities to achieve metamorphosis. Transformation. Change. To her, death is but an illusion and there is only release through destruction. She might aid the Warrior and Mage on the battlefield against the Serpent but in the shadows, she was the one who released the beast from the Tower.This sign was embodied as Xarxes in Summerset, the scribe of Auriel who recorded every moment of history and memory during the ending of the year. To the Ayleids, however, the Thief became less associated with the Historical God and more of a shadowy, demonic figure, which embodied the horrors of the coming cold, dark month, called Lor-Anda (lit. “Long Darkness”) The name has long been imperialized now as Locanda, a common character for horror stories to keep children from misbehaving. It is said that the anger of Molag Bal summons three bright red stars which glow above the Thief’s head. This certainly causes imbalance within the Thief and forces her to step onto her own traps. The Dwemer called her “The Locksmith”, a figure who was meant to unlock the secrets of the universe. To the Nedes, the Thief was one for the common people, representing the other castes of the tribe in council meetings. After the revolt, Alessia and Ark’ay ascended to these very stars - with the aid of Lady Mara - by holding true to the archetype. They both embrace change and seek the excitement and understanding of true freedom. Those of the Thief might not always live long enough to see the change they make in society, though that alone should allow them to rest peacefully. The cultures of Yokuda, according to known archaeological evidence, were rather varied before the migration, just as the cultures of Tamriel. With that, the Thief took on various forms. Sometimes he was the infamous Left-Hander or a Tusked-Man, bringing death and destruction and chaos in his wake. Other times, he was a Masked Dunedweller or a Nomad, risking his life by dwelling in places where danger always roamed.

The Serpent

The curse of the stars. The unbound prisoner. The wode fool. The Serpent follows no pattern and wanders the sky, seasonless, though bound to appear at times of great conflict. By the time it has been tracked down, it is already too late. Its battle against the other signs is endless. The Serpent is the embodiment of paradox. A sign of stars but not, blessed and cursed, the silent tone, the dark light. Those born during conflict under these un-stars begin their journey naively, reckless, empathic, and innocent. Learn to take the leap of faith in life and seek all wonders. In time, the Serpent will shed its scales and transform into the infinite potential it grasps within its hungry maw. They can become powerful and feared, holders of all elements, ideas, and thoughts that transcend the mortal world. Best not rush on the scaled path or risk falling into folly, dark eccentricity, mania, and sudden impulses.The Serpent is personified by the Aldmer as the Doom Drum, Lorkhan. A demon of the void goes around bringing ruin to the stars of Aetherius, pouring salt upon the wound already caused to the High Elves with the creation of the mortal world. Elves of Summerset born under these stars are rare to find, for most are exiled or terminated at birth. With the Ayleids and the Dwemer, the sign started to take the more symbolic and animalistic depiction we often see today. The Nedes and Yokudans had their versions of the Serpent’s form. To the Nedes, the Serpent was a double-edged sword, seen with a daggered tongue and eight tails. One cannot make a universal statement about these stars for each tribe had its own favourite story. In time, Shezarr took the role of the Serpent as the invisible spirit that was always there behind the races of Man in times of hopeless conflict. An unknown hero waiting to save the day. A light at the end of the tunnel. In Yokuda, the serpentine symbolism is omnipresent. Satakal, the First Snake, took the mantle of this winged viper in the sky, then later by Sep, the Second Snake, embodying its never-ending hunger, trying to obscure the soul-trades of Tall Papa and the sky-roads to the Far Shores. They say that the shedding scale-skins make up the aurora we see in the night sky.

The Lady

The loving mother. The forgotten martyr. The selfless caregiver. The saintly empress. The Lady sits upon her throne during the ninth season, the Hearth’s Fire. She brings order to the ego as a compassionate protector, self-sacrificing service for all those around her. She is the embodiment of the feminine power of the universe, seated in tradition and elegance and graciousness. The Lady is beautiful, abundant, empowered in the creative realm, such as art, music, and dance. Those of her stars are connected to nature and can bring happiness, pleasure, and success to those around them. Should they indulge too much in their blessings, they falter to excess, selfishness, smothering, or even rendering themselves to the extreme where they no longer can give, falling into the void of depression. The Warrior is ever vigilant to aid the Lady, especially when she is chased by the Serpent.According to the myths of the Aldmer, Nir held the throne of the Lady, as the creative feminine force of the universe. Her mantle was later taken up by Mara, Goddess of Love, connecting all the Mer of Aldmeris together with her heart-blood. The star of the Lady’s right eye is called the Floral Star in honour of the goddess. However, in Ayleidoon star-charts, it was said that the “Eye of Nocturnal”, a star nearly invisible would sometimes appear as the left eye, spreading her dark gaze upon the mortal realm. For the Deep Folk, she is a much colder archetype as the Logician or Muse. She is tasked with calculating and planning new tonal plans and universal compositions. She is dutiful and dedicates her life to the ordering of the universe. The Heartlanders saw her as kind, tolerant, and caring in the day while manipulative, analytical, and inflexible at night. In the modern times of the Eight, much like the Altmer, Imperials see Mara in the Lady as well. The Westerners had a less anthropomorphic depiction of the Lady. To them, she was the Bee that flew around the eastern sky, trying to escape the Snake, buzzing a call of aid, and bringing honey to those that do.

The Steed

The aimless explorer. The wandering pilgrim. The seeker of ambition and experience and the new. The Steed gallops through the sky in the middle of the year, ever in a rush towards the end. The stars of the Steed should however crave the journey, not the destination. They hate all things of boredom. The Steed represents the freedom of the animus. It is determined for success, ready to ride to victory and overcome the obstacles in its long journey or hard-won battles. But the Steed lacks direction, discipline, and self-control. A guiding voice from the Warrior and his Charges are required to form a chariot that will guide the Steed to triumph, victory, and hope. Without obedience, the Steed will abruptly depart from traditional ideals and be loose, driven by the sixteen darker elements, thus the downfall of the Warrior.The Hero-God of Summerset, Phynaster, after his ascension, was said to form the stars of the Steed. As an archetype of life’s journey, he taught the Mer to extend their life by shorter, careful, calculated strides. For the Ayleids, far gone from their former homeland, the Steed was replaced by a more local Daedric deity. It was depicted as the Unicorn, the greatest hunter of Hircine, its eye ever upon the prey. Some charts mark the Wolf Star, which usually follows the orbit of the sun, chasing the Unicorn. This phenomenon usually occurs when Hircine's influence is strongest upon the mortal world. The Dwemer used a moral local fauna such as the Scarab to represent their Steed. The Scarab, a common lorkhanic symbol, was the mount to the Deep Folk, both physically and metaphorically. A guide to a higher state, aiding them to overcome the obstacles of mortality. Before the Imperial occupation, the Scarab was adopted by the Dunmer when depicting the Steed as well as House Redoran. Those of Morrowind say that the Twilight Star is always visible at dawn and dusk low on the horizon below the Steed. The Star-People of Cyrodiil saw the Steed impatient, always hurrying from one play to another, not giving themselves the time to enjoy life. The Steed-Born were the hunters, scouts, and surveyors of the clan. They were fleeting, irritable, and perceptive. After the Alessian Order, those of the Steed were said to be blessed by Kynareth, the Patron of Sailors and Travellers. The Redguards chart it sometimes as the Hawk, flying through the night sky, scouting for the Warrior. Other times, as the Queen of the Sea sailing through the dark waters on her boat, away from the Warrior’s cares, lost.

The Lord

The champion’s herald. The wise emperor. The powerful protector. The overthrower of chaos. The Lord oversees all of Tamriel during the time of planting, the third month of the First Seed. He is the divine masculinity of the universe. The husband and father, who inspires structure and discipline. He brings order to the self, granting power and control. In his times of darkness, the Lord can be tyrannical, rigid, and lacking empathy. To achieve stability and rationality in times of chaos, anger, terror, and war, one should bring structure to themselves first before others. The Lady’s grace keeps the Lord in check through such self-reflection.The Altmer attribute the Lord to Stendarr, the one who aided the First Ones in establishing law and order in the first cities. The Heartlander Elves however marked an extra star, called the Golden Star, that sometimes appeared upon the Lord’s forehead. Scholars say that it is Hermaeus Mora’s very own eye turning its gaze upon the beauty of dawn. The Dwemer called him the “Conductor”, commanding the direction of the world’s music. In Nedic society, the Lord was the martial wise-men who taught the future warriors of the tribe. They were blessed by Mor and mystical, imaginative, melodramatic, and emotional. In the north, where Atmoran influence was the strongest, some tribes saw Ysmir, the Dragon of the North, within the stars, sometimes personified, bearded with the aurora, and sometimes in dragon form, breathing celestial flames. Modern astrologists go as far as to say that those of the Lord are destined to be stronger and healthier physically than all other signs. To the West, the Lord wears a rune-covered tribal crown with his fist held up high. He is Totambu, the very first of the Crowns. A figure of tradition, politics, and hardheadedness.

The Apprentice

The elf-born magician. The charismatic creator. The tricky juggler. The Apprentice appears during the seventh season of Sun’s Height. He is the pursuiter of knowledge, the manifester of dreams, the motion that moves towards the understanding of the laws of the universe. The archetype acts as the ego of the self. He will do anything and all to find solutions, through willpower, creation, mastery, adaptation, trickery, cunningness, deception, and craftiness. This could also be the downfall for the Apprentice, as the constant pursuit of power and esoteric wisdom can drive him insane, frustrated, erratic, and self-destructive. He can go as far as to resort to adroitness, theft, forbidden crafts, and demonic transactions. He requires the guidance of the Mage, lest the Ritual which summons the Atronach controls him, rather than the other way around.There is a reason why Syrabane is called the Apprentice’s God in Summerset. In his mortal life, he was a renowned alchemist, astrologist, and theurgist. He was knowledge-hungry and developed much of Alinor’s arcane infrastructure it uses to this day. In the Heartlands, many depictions of the Apprentice appear as this Altmeri god to this day. The Ayleids who charted the voids along with the stars say that the Lost Stars of Vaermina sometimes form the orb of the constellation, which brings terror to all dreams and visions. The Dwemer saw it as the Automaton, a clockwork creation, used to craft and build for the Dwemer. Those of the Nedes who were born under the Apprentice were said to be curious, critical, nihilistic, and self-conscious. They had a special affinity for magick of all kinds and were tasked with teaching and bringing magic to the clans. The Redguards saw the Apprentice as a crafter holding not staff nor scroll but a hammer and anvil. The “Smith” crafted the star-made swords for all the signs above.

The Atronach

The womb-burnt jester. The hanging failure. The dying deity. In the eleventh month at the Sun’s Dusk, the Atronach is released into the stars. It is a sign sometimes feared by many. It can represent primal emotions, entropy, hunger, but also the enjoyment of the finite existence of life. The Atronach accepts the ways of the world and surrenders to the flow of the Aurbis, sacrificing itself to gain a new perspective in life. It displays the social role of the self amongst the stars, how one must know when to lie within suspension, and when to be free in release. The crumbling Atronach can however lose sight of the truth and allow for needless sacrifice and martyrdom, or even the fear of sacrifice, stalling for time they cannot have. Thus welcoming loss, defeat, failure, and illusions. There is redemption through sacrifice, but know which battles to lose, to win the war.The Aldmer attributed these stars to the sacrifice made by Trinimac, the once Warrior-God of the South. He was one of, if not the strongest divine spirit of his time and was able to defeat the Doom Drum. However, in the end, he fell to the weakness of mortality and Daedric influence. The Ayleids focused more upon the Daedric aspect of this tale and personified him as various denizens of Oblivion. Sometimes the Blazing Stars would light its eyes red when Dagon was most angry. The Dwemer however called it the “Warmachine”, a golem-soldier that fought their battles, a sacrifice in its own way. Under the stars of the Cyrodi tribesmen, it took the diverse forms of local trickster spirits. Those of the Atronach were determined, enigmatic, intense, and unyielding. They would sacrifice the purity of their souls to protect the tribe by battling malignant spirits. Even now, those born under this star-light symbol have a broken animus, unconnected to Aetherius and thus cannot regenerate their magicka. The Colovians of the northern west say that the star that makes up the Atronach’s core is the Gentle Star of Stendarr. The Yoku called the Atronach “the Scorpion” after a once-famous folk poem about the needless sacrifice of a foolish scorpion. Now, the Redguards paint the Atronach as a clan member of the Ash’abah, self-exiled mystics who, much like the Nedic witch-hunters, sacrifice themselves for the purity of the others.

The Ritual

The imaginative creator. The wheel of destiny. The perfect artist. The culture maker. The Ritual begins at the Morning Star, creating the new year. This archetype is one of the more abstract signs than the others. It depicts the universal plot, an event of destruction and creation. It was the first to appear after the Dawn and thus the first to mark the beginning of the year. The Ritual deals with the maters of fate, luck, and the turning points in life. The sign is the very order of the animus. It shows the nature of the universe as the embodiment of continual change, spoked with celestial phenomena. When the soul is forged under these stars, all involved planetary bodied and aetherial events are magnetised three-fold. The Ritual teaches those of its sign to walk with open eyes upon the paths of wisdom, strength, and finesse, but do not lose control, lest you lose yourself. Figures of power such as the Mage and Apprentice can help you maintain this control.The eye symbol was first used by Elves of Summerset, depicting the mythic act of witnessing convention, the beginning of it all. The Ayleids kept the same symbol but their charts would say that Clavicus’ Morning Star appeared right in the centre of the sign. The Dwemer called it “the Laboratory”, a place where all inventions and ideas begin and are born. For the Nedes, the Ritual-born were said to have a strong connection to the supernatural. They became shamans, mystics, and mediums, and were said to be patient, forthright, loyal, and resourceful. Even now, their fates are tied to the aspects of the moons and Divines. The denizens of Yokuda call it “the Egg” (or the “Skin-Ball” for a more direct translation). It is made to reflect the structure of the universe in accordance with Yokudan mythology.

The Lover

The emotional mooncalf. The stubborn spouse. The explorer of desire and values. The rebellious daughter. The Lover dances in the heavens during the second month of Sun’s Dawn. She is one for outward desires, intimacy, experience, and connection. She can be a grateful friend or a sensual partner. In any case, she brings love, unity, and beauty in her path through communication, partnership, and sex. She is the soul’s social desire. But be prepared, for an indecisive Lover can lose all relationships and inspire conflict instead of peace. There will be division, instability, and self-contraction when she is unable to make the tough choices in life. A lover’s quarrel that leads to a bloody wedding, death where creation should be. She resides on the top of the Tower in times of contemplation and needed stability, but the Thief is always at the ready to set her free onto her next adventure.The Lover for the Altmer takes the shape of Y’ffre, the Goddess of Nature’s Beauty and first of the Earth-Bones. He brought unity and order to the chaos of the Dawn, granting their Mer their so-called “perfect bodies.” The Ayleids depicted Y’ffre in a not-too-uncommon feminine form and mapped the Blood Star, a celestial body associated with Sanguine, which chased the Lover across the stars. It is said that should the Blood Star catch up to the Lover, the darker aspects of desire are heightened, even more so at midnight when the two moons hide their eyes. The Dwemer expressed quite a bit of distaste for this archetype, calling her “the Exile.” They paint her as one of their cousins, the nomadic Chimer-now-Dunmer, who were “violent, illogical, and emotional.” The Dunmer later go on to associate her as a Champion of Boethiah, saying that his Doom Star makes up the scaled cloak of the Lover. The Nedes called the Lady by many names, such as “Priestess, Poet, or Artist.” Her archetypal attributes were that of grace and passion, often vigorous, unbiased, strong-willed, and egotistical. After the Alessian Rebellion, she was associated with the Goddess of Beauty, Dibella. The Yokudans called her “The Snake-Charmer” who often aided the other charges to escape the Snake’s snares by taming it, if only for a little while. The Redguards of Hew’s Bane also associate her with Zeggi, the Madonna of Tears, who pities the poor and her heartfelt tears sustain their lost souls.

The Shadow

The moon’s shadow. The free innocent. The mad devil. The inverse sound. The Shadow flies through the night sky during the fifth month, the Second Seed. She is a cloaked figure, hidden in secrets and illusions, yet to be revealed. She frees the ego and seeks paradise but is riddled with unclarity, confusion, anxiety, and hysteria. Hear your intuition and learn to make peace with the hidden darkness of your animus, lest impure horror and madness destroy you from within. Fear not the darkness before the discovery of the light. The Shadow provides a sanctuary for the Thief but she too, much like the Lady, might need to hide within the shadows of the Tower.Many tapestries of the Crystal Tower depict the time during the Shadow as the “Fall of Aldmeris”, a city of dark towers that fell to mortality and to the voids of the wheel. The Wild Elves of the Heartlands started to personify this dark event as the darker sides of the once-immortal Ehlnofey obtained from mortality. They said that the stars of Namira burn bright between the moons when her influence is strong during the Shadow, inspiring hunger and social taboo. In the East, the Deep Elves saw the Shadow as “the Spectre” wearing a golden mask, dwelling in divine madness and illogical chaos, warped by the discovered secrets. The tribes of the Nedes characterized the Shadow as clever, anxious, depressive, quiet, and secretive. Their role in society was to gather the stories, myths, truths, and gossip for their people as silent observers, spies, diplomates, and advisors. Many modern Imperial astrologists say that those of the Shadow are prone to be introverted and blend easily within crowds. The Yokudans with their ever-diverse symbols had many depictions for the Shadow, from “the dark beetle holding the night-sun” to “the rivers of blood” to “the thirsty jackal chasing a mirage.” The dune-poets use such imagery to talk about the dark aspects of their culture, society, and faith.

The Tower

The empathic everyman. The house of God. The nature of reality. The shaking foundation. The Tower of the tenth season of Frostfall is a lockbox of secrets and dreams, holding the social ego which connects individuals to the world around them. Within them, they hold the potential for perfection and irresistible change. But be warned for that which brings stability to those around can also be their very destruction. One must have courage and yet control their ambitions when opening the Tower. What appears behind these doors will also bring chaos, ruin, combat, pure destruction, and sudden death. Having fear of suffering and delaying the inevitable, means not that one can evade it. To escape from the tower-prison, be ready to accept all that it implies. Have not only the will to live but the will to die. You protect the Thief and Lady in your Shadow but be ready to open up for the Thief when the time comes.The Altmer call the Tower the “Crystal-Like-Law”, the ancestral grave of all Aldmer and their god-king Auriel, during the time when it was first built. It symbolizes the crystalization of their society and perfect order while the faults of mortality and how they must overcome such fears to follow the steps of the Aedra, and thus ascend to Aetherius. The White-Gold Tower replaced the image of the Crystal Tower when the Ayleids established their own state in Cyrodiil. It was the heart of their cultural birth but also their downfall. The Eight Stars of Mephala are said to circle the Tower at the height of her power, signing the moment when the Tower is to be opened. The Dwemer picture the Tower as the “Observatory” upon their mountain-home. This sign allows the Dwemer to contemplate the secrets of the universe and the land around them, but their own hubris became their downfall. Clan Rourken used the Ashen Stars - which were later claimed by the Orc-God Malacath - to head west to their new home. During the month of the Tower, the Ashen Stars appear once more, aiding outcasts to the west when needed. The Nedes born under the Tower are said to be charismatic, unreliable, problem-solving, and intuitive. Their role in the clans is to be the merchants, farmers, gatherers, and hunters - the lifeblood of the society. The Alessians noted a large blue brilliant star that appeared near the Tower and called it Zenithar’s star. Nowadays, many believe that those of the Tower are destined to grow rich in wealth and unlock the doors of opportunity. Redguards call this sign the “Sword-Tower” or “Star-Sword” representing the martial art form which is the foundation of Yoku culture but also the destruction of their former homeland.

Now with the knowledge of the twelve and one signs, we can hope to paint a more complete image of our destiny and those around us, both divine and mortal. Much like how the body requires nourishment and the mind requires rest, so too does the soul call for its method of care. When you seek guidance from your ancestors, your gods, and your stars, look to the heavens. They will show you the path to reconnect with your past, and thus to have an auspicious future.

Elder Scrolls Posts

4th of March, 2025

The Well-Spiced Isles: Esroniet

Many citizens of the Empire enjoy various, colourful spices in their cuisine and cultic rituals without the foreknowledge as to how they arrived on the mainland. To the Cyrodi noble rulers, baron traders, and naval soldiers, this is common knowledge.Esroniet is an archipelago of four main islands between Tamriel and Akavir, near the Tsaesci coasts. It was first welcomed into the Red Empire during 3E 284 when Uriel Septim V overpowered the "Barbarian Chief of the Crimson Crescent", Prince Bashomon¹. Since then, Black Harbour has served as the seat of the Empire on Esroniet. From there, Emperor Septim regulated the spice trade with the Esri people and readied his navy for the Akaviri Invasion. Beyond Black Harbour, Fort Greatoak, Fort Moonwine, and Fort Selkie stand guard for whatever danger that might threaten the ports.Black Harbour is an exotic blend of cultures, from Tsaesci woodwork to Colovi marble, from Esri dyes to even Keptu ships. It gets its name from black sand coasts that spread throughout the inner bay, which is darker than ebony itself. During the day, it is nearly impossible to walk upon lest you seek to melt your feet². Only the Émji - green, 84 pertans wide lizards with protruding red spikes, which are usually hunted by the natives - are seen able to walk across it without concern for heat damage. The port city is populated mainly by Imperial nobility and sailors. Most of the Esri population that seek the city life reside in the lower districts, except for the diplomates from the other islands of course. They do find work nevertheless often as spearmen, mercenaries, carpenters, or spice-gardeners³.The Cresent tribes that followed Bashomon forced the hand of the Empire to deal with the conflict in undiplomatic manners⁴. The one tribe that remained rather passive in the whole affair, the Fuuiiljiiémm, continue to flourish in the northern jungles. Do be warned when visiting their lands, for they walk in the nude, painted in mud and red, only wearing the golden plumes of the Fiigrra Pygmy Dragons around their necks, which are found nested in shell-husked, planted across the jungle trees. All they care about is hedonistic rituals and acts of debauchery⁵. The Cresent Esri are nevertheless a good source of fétg; a sacred, red spice, both sharp and sweet, that is harvested from the local tree barks. The locals use it for their religious ceremonies and dyes as well as an aphrodisiac, which explains their euphoric behaviour. Should you seek their lands, travel must be made with the help of one of that harbour chaaff-riders. Payment is well worthed for these rabbit-headed horses are extremely aggressive and require a beast tamer.


SIDEBAR: The Heartland Exiles

The white-gold halls of nobility are not without drama, that much is clear to all. Many ancient families will do everything short of murder to save face. The more honourable task for redemption was often sending those victims of ill rumours to the spiced-east of Esroniet. There, they would aid the Empire in managing the spice trade.Many were from the Heartlands and even Colovia, though it wasn't unheard of a Niben sailing their way over as well, from time to time. As time went on, new generations were born and the Imperial culture of Black Harbour began to shift and split. While core Tamrielic values were still enforced, matters of execution were often debated. Words were thrown, families were split, and soon, two factions formed: the Doyenal and the Aursangi. Political hostilities are everpresent - threats and provocations are the daily trade - but many fear an all-out civil war is bound is come.The Doyenal⁶ (lit. "Greedy Barons" - it is to be noted that the Aursangi assigned this name to them for provocation, as well as vice versa) were of the older generations that were raised in Cyrod and later moved to the Crimson Crescent. The best way to describe them would be to call them traditionalists, closed-minded and chaste in their beliefs. The isolationist, sacrosanct House Lyndrosar, the former kingmakers of House Turrich, the hero-cultic law-making House Ottilex, the war-loving, crimson sword-wielding House Tavirick, and many more unite to rule Esroniet with an iron fist and the righteous acts of the Divines.The Aursangi⁷ (lit. "Golden Bloods") on the other hand are of the newer generations that were born and raised upon the spiced isles. They tend to be traditionless, open-minded, cunning, and manipulative. Their blood may be gold but their tongue is silver. Through trade and fast-talking with the Esri, they seek to hold the power over Esroniet. The sigil of the Aursangi, too, is carried by many new-formed houses such as the prideful and matriarchal paragons of House Utea, the clever bankers of House Velies, the bureaucratic scribes of House Cenarus, and the eccentric enlighteners of House Thiedomeda.


The Esri are the native humans of this colourful archipelago. Their mythic history is untraceable due to their oral traditional ways, but many scholars of the IGS theorise them to stem from one of the early tribes of the Akaviri Men⁸. In any case, they bare no resemblance to those of mankind that descended from Atmora as seen on Tamriel. Their skin is crimson and their eyes range from yellow to white to green, where green is most common. They are rather short; shorter than the Wood Elves, though much stronger and bulkier. No one really knows what their natural hair colour is, as most tribes tend to shave them completely or weave them with colourful feathers or even spice-dye them⁹. What is most fascinating are their non-physical traits. The Esri are of ironclad endurance. They have high pain tolerance, especially women¹⁰. The natives show disease immunity both of local variations as well as those that plague Tamriel. While unknown if this is an ability innate to their nature, the Esri are gifted with the sense of always finding what they are looking for¹¹.Their culture, philosophy, and religion are quite complex and vary from clan to clan. They do however share the common trait of nurturing, sensuality, materialism, and hospitality. After the conflict with their barbarian-prince, they sought to trade their spice with open arms with the people of Tamriel¹². Most Esri warriors wield clubs, axes, and shields, usually of stone and bones but few clans are developed enough for coppersmithing¹³. They enjoy painting, weaving, and playing games, as well as planning the drums, for both sacred and secular occasions.Their spiritual ways are difficult to map. For the most part, they appear to subscribe to an animistic school of thought. Each family has their patron spirit which is added to the clan's collection pantheon of spirits, which once more is added to the tribes' spiritual family. As such, most clans and tribes are named after their spirits. There appears to exist a line between "greater spirits" and "lesser spirits", where earth-spirits and spice-spirits are seen as the former. Ancestor worship also appears to be quite common and it is said that the dead goes to the Underworld while the spirits live in the Spirit World.Nowadays, most Esri tribes live upon the main island, located east of the Crimson Cresent. There appears to be a cultural divide amongst them, between the northern Esri of Aaécéiichèlt and the southern tribes of Tétffchèlt.The northern lands of Aaécéiichèlt are not as welcoming as the south, both in flora and fauna¹⁴. From the toxic, pink coasts of the east to the spiralling jagged stone pillars of the north that move and bridge together, from the southwest marble beaches to the gnarled bone-tree forests at the very heart. Beasts that call this place home including, but not limited to, are the four-winged horned demons called Èltaabjaalthoo that can swim in stone and the Èbjéchaaff, which appears to be a cousin of the Cresent Chaaff, except bipedal and somewhat ram-faced with quick-growing horns that, when made impact, explode into tiny shards that dig into one's skin, promising them a slow and painful death.Four tribe territories have been recorded in this region. The Duuiilcuuii is a tribe ruled by mean, ugly witches that are known to be jealous of other tribes¹⁵. They have their settlements in the north, within deep stone caverns. These Esri show a sign of complex death worship - more than the other clans - and claim to be the keepers of the Cupoghaédnh or the "Gateway to the Underworld." It seems other clans do not dispute these claims as some tend to make pilgrimages and even bring their dead here¹⁶. The Duuiilcuuii farm llaaghrr in their underground gardens; a brown spice that smells delightful but tastes very bitter. The men of this tribe enjoy smoking it rather than consuming it, while the witches use them in rites to keep evil insect-spirits away.In the southern swamp forests, one can find the Llaadnhè tribe. They are hard to miss, for they often cover themselves in bright yellow feathers as well as spice-paints. These Esri are bodily ritualists, believing that pain and suffering transform the body and purify the spirit. They gather and use the paépth root, a type of spice which is bright yellow and makes for a strong dye for the body and clothes. The Llaadnhè use its powder to mark their territory as a warding spell as well as for healing tonics. It is also used during their daily dancing ritual every morning, which might suggest magnarum worship¹⁷.The Thuédptaa are a tribe of mountain dwellers that reside on the eastern grassy highlands. Their women are known to become berserkers that protect the tribe. Along with their duel-wielded blunt weapons and circular war-dances, they inhale a bright red spice powder called chè, which tastes like fire. This allows them to enter a state of frenzy and wield destructive earthquake magic. They are a deadly force on the battlefield, and in the end, the land never retains the same shape¹⁸.Upon the western pink shores are the tribal lands of the Giiuunjè Esri. Ancestral worship and hero worship are key cultural markers for this tribe, as observed by our agents posted upon a small island off their coast at Fort Greywolf. They revere the past and seek all possible rituals in reenacting mythic blessings upon the now, from sacred songs to ritualistic virginity to ancestral wisdom. Some report that they even preserve the skin of heroes past and in times of holy days, the ritualist wears the skin and becomes possessed by the soul of the hero¹⁹. They are the only folk who know how to harvest the pink crystals from the coasts known as allalléff and render them safe for usage. In powder form, they are salty and flavourful and used in many dishes in Black Harbour but the Giiuunjè use them for jewellery and for mummifying their worthy dead.


SIDEBAR: The Rat-Pirates

After the fall of Bashomon, one of the loyalist tribes swore revenge upon the Empire before fleeing toward the island of Orisant, which lies between the Crimson Cresent and Aaécéiichèlt. Legend has it that the chief of this tribe, angry at the spirits for allowing their prince to fall, summoned their totem of the rat, killed him and absorbed his power²⁰. Since then, the chieftain has been known as the "Rat-Man" or "Rat-God." He used his power to warp the minds of the Esri and gave birth to the Rat-Pirates, a group of terrorists whose mission is to remove the order, the Empire helped bring upon Esroniet²¹.The Rat-Pirates are mainly made up of outlawed Esri but are known to have members from all walks of life, from Akavir to even Tamriel. They rob trade ships and steal the property of the Empire²². The captured crew members who do not submit to the influence of the Rat-Man are cannibalised alive by the pirates as a ritualistic sacrifice to their god-captain. Many pirates practice bodily alterations to take on a more octodonic appearance, such as the cutting of the ears, enlargement of teeth, nasal alterations, and various piercings. The pirates overall are blood-thirsty, honourless, and rebellious. They hold to the illusion of democracy and freedom while being bound to yet another barbarian master²³.Their fleets include nine great ships, each with its own leaders as assigned by the Rat-Man²⁴. The Prutiner crew are known to slowly torture their victims, while the Soltark crew practice all taboos, both of Esri and Imperial society. The Posinater bring disease wherever they sail, while the Isepret crew bring winter. The Kravtans have no issue with using the undead as their crew members, while the Temonrot use demons. Regardless of the colour of their flag, should you see the rat's head, know that doom follows quickly after.Orisant²⁵ is an inhabitable island that now acts as the base for the Rat-Pirates. It is filled with rotting bogs and deadly jungles filled with Ngicfémj Face-Spiders, giant Thiulpétholj Sound-Beetles, and Thönmho Bog-Cats. They have built a floating village on the western coast called Wateretk for their young, women, and old. Fort Goldmoth built on the opposite end of the island was meant to keep the pirate population at bay but it has sadly sunken into the swamps over the years. Hal Cirrha, an Imperial settlement upon a small island near Orisant still stands but the Doyenal must continue to send spearmen there to protect the citizens against the terrors brought upon them. Within the secluded jungle hills of Orisant still live the Esri tribe of Caaénswuui. They are often covered in ritualistic scarification and black paint. These Esri are known to wield powerful death magic and use it for revenge killing. They take the blood of their victims and mix it with unknown spices to brew blood-beer or èttlidrrnè.


The southern lands of Tétffchèlt hold the most beautiful and exotic²⁶ sights here on Esroniet. To the north are the blue coral coasts that turn the water a strange yet soothing yellow. Whereas in the south, the moss beaches kiss the red waters that reflect their magical lights into the sky during sunset. In between lies a tropical rainforest which is home to creatures as colourful as the local Esri. The Asrraébhrriigrra²⁷ are jungle birds that are 25 pertans tall with yellow wings and long, bright, cyan head and tail feathers. Every morning, their melodic song echoes throughout the great green. The giant monkey-lions that roam the treetops are called Joothmaabjwuiiméii. They tend to be peaceful if not provoked, and are often seen roaming around with their families. Some Esri say that they speak with hand signals and a few have learnt this form of hand language to communicate with them.Surrounding the red river of the southern lands is the Ibhrraaérrh tribe. They are a peaceful people and are known to be one of the richest tribes in the Esri community. They harvest the magical red hairs of the nearby sacred purple flowers called édrrnö. This spice can be used as a rich red dye, perfumery, medicine, and wine, but most importantly for the locals, it is burned during an incantation to open a gateway to the Spirit World and invite many helpful spirits into the world.To the west are the tribal lands of the Uuamnébjaé. They have been instrumental to the Empire in establishing a cultural bridge between Tamriel and Esroniet²⁸. They are a matriarchal tribe, ruled by a council of voluptuous green-painted queens who are both wild yet domestic. The tribe rules the only Esri city, the Sacred Clay-City of Uuiiffuuiing²⁹. The Esri there wear only ornate gem necklaces and a few silks. They are generous and hospitable and make peace with the local flora and fauna. The tribe farms the tall golden plants called chétuu. Imperial alchemists, who were able to obtain and study the plant, say that, depending on with which reagents are mixed, one can brew literal emotions as consumable vapours. The Aursangi town of pleasures, Potrihonn³⁰, is located on a small island near their tribal lands. Both cities profit greatly through trade and tourism.The Lérrfurrèff³¹ tribe is rather new. They established their lands upon the blue coasts after the Empire settled in the Crimson Crescent. They are of a younger generation, and thus naive. Nevertheless, they have been a key opportunity in influencing the future of the Esri people. Through the great knowledge and cultural exchange between the Empire and the Lérrfurrèff, we can only hope to have the Esri prosper as we do in Cyrod. From the nearby shrubs, these Esri collect the brown seeds and grind them up to make ötrrc. They use this to spice up their fish and fruits as well as ritualistic oils, but their rate of consumption must be regulated as addiction and psychoactive effects are known to occur. In extreme cases, the soul is known to leave the body and never return.Of all the Esri tribes' folk, those of the Piuubjuuaabhrré are known to be the most beautiful. They wear long cloaks made of feathers and flowers, as a sign of their prosperity and fortune. Their lands might be small, but they stand between the two halves of Esroniet, making them ideal trading partners. They do not produce any spices themselves³² but are known to trade a little bit of all that Esroniet has to offer.


PLACES OF INTEREST:

The Serpent's Coast: When the IGS charted all of Esroniet, we discovered the eastern coasts of the main island covered with Tsaesci ruins, as seen on Rimmen. The locals call this coast "Tsaenia" and have many folk tales about how the "Qolumtsae" swam to their land and began to eat the Esri³³. It is covered in thick bamboo forests and grassy highlands. Now, most of their villages have been abandoned and all that remains are their ancestral shrines. Through carving translations and local accounts, we have been able to deduct a few of their family names. It should be noted that most of these accounts appear to be riddled with metaphors.The Vhirsai-Tei family was patriarchal "who ruled the eight winds and was the masters of air." The Siersaem family was known to be more calm and cunning, knowing the secret of "walking without [being seen/seeing]." Ancestral tablets and bells in the Tsharaiq³⁴ shrine suggest that they might have been married into the Kamali and with that "knew how to eat winter." One could suggest that the leaders of the Tsaesci wave were the Vhaelei-Zei family. They were said to breed war generals and famous dragon-slayers. In the northern lands of the Duuiilcuuii, rests the Zineshe family shrine. The locals would always speak of ill when mentioned, often calling them tricksters and liars "who only spoke with their skin and foul murder." On the northern coasts of the Keti island, we found the Chaishai³⁵ shrine, quite separated from the others. Legend has it that they knew the forbidden art of "drinking water from the land."Pesummu: Often called the "Keti Island" or the "Dead Island" by the locals, Pesummu is a colony of the Keti-Keptu which originally hailed from Cathnoquey, another archipelago between Esroniet and Tamriel. The Keti-Keptu were renowned sailors who couldn't be bound to their homeland. They were always exploring, always seeking the new. They came upon an island, southeast of the Crimson Crescent and Tétffchèlt, which had long been abandoned by the Esri³⁶.Pesummu was almost barren of life and knew of heat akin to the Black Harbour coasts. The northern coasts are of brittle orange clay-sands and the heartlands are of stone-veined deserts. High mesa acts as a wall between the desert and the small pockets of southern tropical forests; the only place where life is known to flourish. A small island off the eastern coast of Pesummu holds the Imperial farming village of Agra Ra³⁷. The citizens there manage to work with the shrublands for pastoral and horticultural needs that feed the people of Esroniet. They also act as an important base of operations for diplomates when dealing with the Keti people.The Men-of-Keptu-quey are of Nedic descent that once inhabited the western lands of Tamriels³⁸, before escaping the Ayleidoon Occupation during the Mythic Era. Many of them sailed to Cathnoquey, in which they lived with the Chimeri-quey, and in time, some made their way to Esroniet. They are of average height and their skin ranges from olive to darker to even slight bronze hues. They have more angular faces than most humans and thinner eyes. Their hair usually ranges from blonde to hazel and their eyes are most commonly bright blue, occasionally light green, and rarely yellow. The Keti still uphold their Nedic traditions of celestial worship as well as a caste-based society, though they often equipt secular shamanism alongside. They are a capricious people, adaptive and ever-changing, secretive and empathic. They use quicksilver tridents, coral-sharded whips, and sea silk nets in combat. Storytelling and dreams are important to them, as well as working together to restore life to the land.Many clans roam the Pesummu, rarely resting in permanent settlements. The matriarchal clan of Dofu-Amma however established the white coral city Ut-Viil³⁹ on the southern tropical coasts. The clan leaders are seen as the Mothers of Ocean, who represent rebirth and death. Though distant from the other clans, they too share the same goal of restoring Pesummu. The Dofu-Sara-Pata clan protects the western sacred river of Dofunukis. It is said to be the "[Door/Path] to [Dreams/Death/Memory]." This clan has made peace with the local nymph mothers and sea daughters and uses their secrets to carve new river spirits into Pesummu. Unlike most Keti, the Sapa-Dofu-Vir clan does not live on land, but rather, off the northern coasts. They modify their bodies to have webbed hands and feet and use rituals to breathe underwater. Within their drowned city of Addidofu, they trade with the She-She Dreugh for supplies. The Dofu-Vir-Falash live on the smaller island near Agra Ra. They maintain a shrine to the Celestials called Ana-Keptu and believe to be "one with the waters and the earth" often celebrating the Elvish nature they attainted through their intermingling with the Chimeri-quey.The Pata-Sol and Fer-Sol hold the most dangerous clan lands. They wander through the heartland deserts of Pesummu, trying their best to retain their purity and resist the harmful spirits birthed by Luvnuluk-Ahk. Legend has it that Luvnuluk-Ahk was a giant serpent that used to live in Pesummu, in a past full of life. It was he who drained all the water of the land until there was no more. He drained his own water and ended his life. His rotting flesh and bones scar the lands that birthed the lifeless desert as well as the harmful spirits that haunt the Keti⁴⁰.


Badly written annotations are found scribbled in the margins with brown ink:
1. Lies. Bashomon no Esri king. Only west clan. Peaceful he.
2. Silly Dédooh. We walk. Use Émji shoe-shoe.
3. Work mean gift at end. Ésrroni no gift get at end. This call we: slavery.
4. Lies. Chölnuupth clan-clan peaceful. Dédédooh kill first.
5. See Dédooh all time visit and join and do same.
6. Bad. Evil. Red. Dirty. No talk with them.
7. Also bad. Different bad. Thiedomeda sometimes okay.
8. We snake??? No. Dumb word-word. Dumb Dédooh. From Ésrroniét we.
9. Ha ha ha.
10. Easy story make easy for Dédooh us hard work-work give.
11. More story-story.
12. Have we choice? No! We take bad make good. We survive.
13. Before you need we that not. We no war-war had. We peaceful.
14. To you.
15. This fair.
16. I remember you here, ló. Soon again. Thuiic aa éi.
17. ????
18. Half word-word. Respect earth when they fight. Use only when need. Against Dédédooh and Iiunj.
19. We no snake!!! We Ésrroni. Use skin-skin no we. Use robe-robe, spice-spice, feafeather, and song-song. Not skin-skin!
20. No murder. Marriage.
21. Dédooh think big-big magic needed to hate them? Ha ha ha. Rat-God words use. Easier.
22. Free slave Ésrronini. Say that why not?
23. Big-Big word-word, Dédédooh. Rat-rat back push you. No us. Snake-snake too.
24. Story-story.
25. True for us too. Scary-scary thing-thing here. Warning.
26. "Exotic." Learn I this new word. To Dédooh means it: Something new and good-good. So good-good you take away it and ruin it till good-good no more.
27. Annoying. Tasty though.
28. Half word-word. They you hate too. They only no war want. No death. We understand.
29. Beautifulful City!! Sacred-Sacred City!! Happy-happy I spirit-spirit let Dédooh no destroy her.
30. They take take take. People, food, water, spice.
31. Dumb-dumb Ésrroni. Shame and curse-curse to them. Drink wrong story-story from Dédooh. Forget true past.
32. Wrong I think. Sure they have... Maybe. Ask giidrraaégh later.
33. Iiunj annoy like Dédooh. Take take take. Gone now. Some east. Some west. Some down. Ready we, when return.
34. ló of them told me. Nice snake-snake. Strange magic but good magic.
35. Snake-men all water drink and kill Pesummu? New story to me. Maybe?
36. Half word-word. Land of curse-curse. Something all spirit-spirit here cursed. We know no what. Maybe Sénmaaégh know?
37. Dédooh no farm working. We are. They eat only.
38. Sénsénmaaégh as Dédédooh???? More wrong story-story...or? Believe that I no. Sénsénmaaégh walk blue. Dédédooh walk yellow.
39. There one time. No Uuiiffuuiing.
40. !!!!

Elder Scrolls Posts

4th of March, 2025

Eleven Edicts of the Ten Ancestors

Written by the Scribe of Nenalata
Translated by Orthuna

[Translator’s Note: This damaged text was found by the Merethic Society in the Ayleid ruin of Senalana, west of Arenthia. The original text was written in Cyrodis-Ayleidoon, as well as incomprehensible Ehlnofex, both in the Ayleidoon alphabet. Due to the damages of time, age, and Alessian prosecution, including my lack of Aldmeri linguistic mastery, this translation is fragmented until Endarwe’s revision.]

After the sundering of [the Old Earth-Bones], after Torinaan led the [Ancients] to [the Welcoming Cliffs], our ancestors would not bow to the Foresailor’s strictures of Aldmeri regulation. At this time, the [second] followers of the [Doom Drum’s heart] had yet not left the isles, but the first followers and the followers of the Eye of …[Text lost]… were long gone. It did not matter, for they lacked the vision of the true centre of Aurbis. Our glorious ancestors of [Eight, and then Two more,] did know, however, and lead our people to the Heartlands with their strength, wisdom, …[Text lost]… and the greatest Ten of the [Void-Lords].Upon reaching the [Dear/Familiar Lake], that held the [eight isles], we erected a [temple/tower/tomb] in their honour and painted it [white/gold/silver]. Before we watched them [climb the tower to the heavens/voids], they gave us their holy edicts, inscribing the true [Aldmeri] way of life.1. Molacangebal the God King said: Always seek and spread [the Truth/your truth]. Smith your [will] to be ever strong by resisting [all/evil temptations].2. Thiirahlaboa of [Tercets] and Triangles said: Look up to the [prime celestials], which are …[Text lost]…, and learn the [universal plot/story/enantiomorph], which is the structure of the [Aurbis]. This is the Rule of …[Text lost]…3. Hirikynsse the Hawker said: [Persistence] is the key to reaching your [goal/end]. Whether you chase [it] or are being chased, remember to keep [running/fighting].4. Malaganakata the Unscattered: Do what is the [hardest/best], for it makes you the strongest. Care [the witness], have courage, and [organize/unite] as …[Text lost]… in One. This is the secret of [Convention].5. Heryemuusane Nenil said: Seek the wisdom of [waters/memories/pasts] and prepare for the future. The shape of [time/fate/kalpas] is a circle, for all turns and repeats [in the wheel].6. Lehtellando the [Shaver/Cutter/Carver] said: Do not run [from yourself/the world] and hide in [the Sun]. Be the [change] you want to see [in the world] and know, that [rebirth/creation] can only come from [destruction/transformation].7. Hasgenil of Forks and Gold said: [Deny/Break/Bend] the rules and escape [the prison]. Enlightenment lies within [radical/spiritual/mental] freedom.8. Grey Queen Asaranda said: Expand your mind and see [the universe] in its true [colour], not as …[Text lost]… To think in [dualities] it is to think like [Man/Humans/cattle/slaves].9. Mefanyala the Weaver said: Understand the [paradox/chaos] of the [world/song] and learn how to [manipulate] the eight [tones/bones/worlds]. In order to do [everything], be ready [to use anything].10. Kalivilas …[Text lost]… said: Find the [balance] between your [primal instincts/pleasures] and [moral code/laws]. The left path [breeds lazy/bored children]. The right path returns you to [our cousins] trapping their [selves/souls/animus] in the past.11. The [many-headed] Ten said: AI ARAN AV CYROTEL AE AI ARAN AV AURBEX-EL.After the Ten Ancestors parted with their [holy/divine] edicts, they climbed the tower into the [heavens/voids]. The White-Gold Tower was [sanctified] as an [independent city/state] to the [ancestors/gods] and all of our people spread through [the beauty of dawn], creating their [city/states] to the stars, voids, the known worlds, and …[Text lost]… Regardless of how far we might be from our [silver heart], any true [Aldmer] continues to [live by/meditate upon/pray to] the ways of the Ten Ancestors.

Elder Scrolls Posts

4th of March, 2024

Notes on Tamrielic Numismatics

By Conciliator Issaria of the Zenitheum

Author’s Notes: Litterateur Hermius, I trust my notes you requested on Remanic history and ancient monetary practices will reach the Geographical Society in due time. The Trade-Priests of Zenithar Plutocratic are always at the ready to aid in the betterment of the Pocket Guides. Should my descriptions not be detailed enough, you are more than welcome to visit us in the Market District, to see our extensive collection on display.

All can recall, with ease, the vast and great heroics of God-Emperor Reman Cyrodiil of the Second Empire. From removing the Akaviri Threat to lighting the Dragonfires, Reman led a Golden Age for the people of Tamriel. However, while most of his tales take place upon the battlefields, one shouldn’t forget the many economical innovations that took place under his rule, that we use to this day. One of these prominent changes was the Empire marble roads he constructed throughout Cyrodiil. No longer upon wood and dirt, travel with cattle, horse, and foot speed up threefolds, whether rain or sun. From Nibenium, they would reach as far as the Gold Coast and Topal Bay. His other invention that pleased the Trader God was the universal currency of Imperial Drakes-now-Septims.Before the unification of the Second Empire and the introduction of Empire Gold, many of Tamriel’s independent kingdoms held their own individual economy with their own established currencies. Below, I will try to describe their former coins, in comparison to our current one, in detail and write a bit about their history.

Imperial Drakes

Shape: Perfectly Round
Material: Gold
Size: Half of a Pertan in diameter.
Weight: One Angaid
Front: A true portrait of God Emperor Tiber Septim with Tamrielic inscription around saying “The Empire is Law. The Law is Sacred.”
Back: The Imperial Dragon Emblem with Tamrielic inscription around saying “Praise be Akatosh and All the Divines.”
Notes: Nowadays named after the Septim Empire, the Imperial Drakes have gone through a variety of transformations through the eras. It gets its name from the Imperial Dragon upon its back - a symbol which always was, regardless of age - where “Drake” means Dragon in Cyrodiilic and Nordic. The first kingdom to adopt our currency was High Rock.

Alinor Celei

Shape: Perfectly Round
Material: Palladium
Size: Two-thirds of a Pertan in diameter.
Weight: Half of an Angaid.
Front: Auriel as the Eagle flying into the eight-spoked Sun.
Back: Eight-spoked wheel with two random Aldmeri runes carved in each void.
Notes: While the name means “Silver” in Aldmeris, it refers to the colour of Palladium and not its material. The date of the first made Cele is not recorded. Nevertheless, I’d say with confidence that this is the oldest form of currency that is still being used by the Altmer to this day. It was spread throughout to the Dominion lands of Valenwood and Elsweyr, and even the Heartlands by the once Aylieds.

Resdayn Cithalen

Shape: Reuleaux Triangle
Material: Silver
Size: One and a half Pertan in length.
Weight: One Angaid
Front: Upside-down pyramid with the Tribunal Hand Emblem and “A”, “S”, and “V” in the corners, in Daedric script.
Back: Depiction of the AlmSiVi apotheosis with Vivec, Almalexia, and Sotha Sil, from left to right.
Notes: After the exile of the Velothi from Summerset, they went to construct their new culture and society in Morrowind. Within its great ash mountains, they discovered silver, a material akin to Palladium in colour, and went to make their currencies out of such. “Cithal” meaning “mountain” in Dunmeris. This can refer to the location of the mined material, their holy Red Mountain, or the shape of the coin. Instead of a round shape, like their Aldmeri cousins, they went for a unique semi-triangle. The one we have on display currently is clearly made after the ascension of their Tribunal God-Kings. It is theorized however that Cithal existed way before AlmSiVi and perhaps depicted Daedric imagery instead, but we have yet to find evidence to support these claims.

Yoku Totambi

Shape: Perfectly round with a circular hole in the centre.
Material: Copper
Size: Three-quarters of a Pertan in diameter.
Weight: Half of an Angaid.
Front: “Na-Totambu” written in Yoku in a circular and connecting motion.
Back: Depiction of Satakal as the Great Serpent biting his own tail.
Notes: Called simply “Crowns” in Tamrielic, this currency was brought by the Redguards who migrated from their now lost home of Yokuda. Interestingly enough, instead of using coin bags, as one commonly does nowadays, the Redguards would utilize the holes within their coins by having a thin leather strap going through and be held in place with knots. Many of the traditionalist communities of Hammerfell still have a Totambu based economy.

Orsinium Oshi

Shape: Square
Material: Iron
Size: Half of a Pertan in length.
Weight: Third of an Angaid
Front: Depiction of Malacath in the lotus position, holding a hammer in one hand and axe with the other. “Mauloch” is written below in Orcish.
Back: Blank.
Notes: There were many attempts by the Orcs of High Rock to move away from their primitive ways and enter the civilized light. One of their great expeditions was the erection of Orsinium, the City of Orcs. By the coming of the first Orsinium, they tried to utilize a monetary economy, than that of mere trading, and so the first quadratic Osh came to be. “Osh” simply means “Iron” in the Orcish tongue. Its design is quite coarse and simple, which reflects well upon the culture of the Orcs. By the time of the second Orsinium, they had already adopted Drakes.

Nordic Fjelle

Shape: Round
Material: Corundum
Size: 1 Pertan
Weight: Sixth of an Angaid
Front: Depiction of three animal heads of a Moth, Wolf, and Hawk.
Back: An idealized portrait of Ysgramor with his name written with Nordic Runes.
Notes: We are not certain whether the first Fjell was made before or after the great Nordic migration from Atmora. From what we know, the ancient Nords had a unique economy combining the usage of coins, trading, and oaths. The Nordic word “Fjell” also means “Mountain.” We are more inclined to think that this may be a reference to the Throat of the World, where corundum can commonly be mined. With the spread of the Reman Empire, the Nords were quite welcoming in using the “much shiner” Drakes.

Mire Eix

Shape: A crude scale-shaped lump.
Material: Flint
Size: 2 Pertans
Weight: Third of an Angaid
Front: A spiral carved onto it.
Back: Same as the front.
Notes: The primitive Argonians of the Marsh, in general, are not renown for their economical prowess. They simply trade and share what they scavage amongst their tribe members, as they aren’t the most materialistic of creatures. One tribe, however, in Murkmire, known as the “Bright-Throats” are known for their crafting prowess and artistic nature. They sought to introduce a monetary economy out of Imperial inspiration to the Mire region. Eix is Jel, the Argonian tongue, for “Scale” in reference to their shape. They were successful in a couple of neighbouring tribes but most ended up returning to either their roots or using the much lighter Drakes of the Empire.

It was rare at the time for intermonetary exchanges to be made, but before the complete conversion to Imperial Drakes, the Zenitharites passed a universal conversion law which we still have in our records to this day. It follows:1 Cele = 20 Drakes
1 Drake = 10 Cithalen
1 Cithal = 10 Totambi
1 Totambu = 5 Oshi
1 Osh = 10 Fjelle
1 Fjell = 20 Eix
Now we understand and thank our Worldy God for making our lives much easier when it came to Tamrielic Economics.Zenithar brille dēinymus, RE-MAN.

(TBD)

Elder Scrolls Posts

4th of March, 2025

The Tablature of Trinimac: Yarmoro’s Ascent

Written by Scribe-Initiate Leneromyril
Translated by Orthuna

[Translator’s Note: After the Attack of the Abyssal Cabal, a lot of the Summerset’s marine-geography was warped from its natural state, exposing new trenches and sealife. This has been a gold mine for the subnautic branch of the Merethic Society, as they have uncovered the fabled, drowned temple of Trinimac, specifically the mysterious cult known as “The Tablature” popular with the early warrior caste Aldmer. They were apparently followers of the once warrior god who, after his fall, became the first Orcs. Past the ruined exteriors and the ominous doorway message “see the sun or see not”, the golden halls still shine bright. Sadly to say, most of their libraries laid in ruin, but one of the divers managed to find me a scroll, still safe in its case, only partially damaged. These are my attempts at translating but it has proven to be much more difficult than your average Ayleid tablets. It appears to be written in a form or dialect of Aldmeris, older than the ones we have on record. I might contact the local Xarxes Temple, as even Endarwe didn’t have a clue, but perhaps they might know more...]

The [holy day] of Trinimac [Cosmocrator/Immortalizer] is now upon us. Yarmoro is [chosen] to be the next, to partake in the [rituals/trials] of [initiation/ascension]. He now goes into his chamber and [meditates] on the Teachings of Trinimac to prepare himself. The others prepare as well. Alneladwe prepares the [sacred ointments/potions] as the others watch.For the [first one], she feeds [sun worms] [Isgareth honey] and lotus seeds until [the moons are no longer]. She crushes them with …[Text lost]... oil while [consecrating/singing] for eight days. She then mixes it with …[Text lost]... and [gold] wine.For the [second one], she takes the juice of the …[Text lost]... and mixes it with [Isgareth honey] and [pomegranate seeds]. She [spreads] it on the leaf of a [“granlye”] and then [with magical names] she [licks/cleans/removes] it off while facing the sun, three days later.We are now ready. Yarmoro enters the [ritual chamber] and begins the [invocations] of Trinimac the [Cold/Invisible] Sun. Alneladwe enters and [applies the sacred ointment onto him]. Yarmoro chooses me to be his [scribe/witness] and [record] his [journey]. Yarmoro [walks in a circle] around me as he [talks/sings/dances] about [holding the universe/immortality].It is now time for the eight [prayers/trials].For the [first], Yarmoro [prays] to the four [worldy] elements.
He [thinks into/dreams about/absorbs] water.
He [dances with/sings to] earth.
He [speaks/eats] fire.
He [listens to/talks to/shouts at] wind.
For the [second], Yarmoro [prays] to the fifth element, the [aether/stars/celestials]. He flies into the sky and using the [ointment/breathing/rhythms], he transforms into a [star].For the [third], Yarmoro enters the [dark sky] and encounters [evil/scary/mad] [spirits/gods]. They come in [six and ten]. Yarmoro speaks the [words of power] “...[Text lost]...” and uses [hand gestures] to [silence/bypass/destroy] each of them.For the [fourth], Yarmoro [flies] higher and higher and grabs the [solar dome]. He closes his eyes and [holds/wears] the [solar dome]. He lists all known and [unknown/secret] names of the [sun]. Yarmoro opens his eyes and sees a [glimpse/piece/illusion] of the [sun god]. He is [young/beautiful], has eyes of [golden fire] and [glowing/white] hair and [stars come out of his body.] The [son/sun] of [Auriel] wears a [crown] with eight [hawk] feathers and [armor] made of pure [gold/light/sun]. A dead [serpent/demon] lies over his shoulder dripping [blood/water/seed] onto the [earth].For the [fifth], Yarmoro [flies] higher into the [sky/stars/sun] and meets the [gods] that come [three and five]. They [teach/give] him new [wisdom/weapons/secrets] and show him the way through the [celestial gate].For the [sixth], Yarmoro [finds] the [celestial pole] and meets the [strange gods] that [sing/appear/dance] in different [colours/music/shapes]. They come in [five sets of fours] and …[Text lost]...For the [seventh], Yarmoro enters the [vault of the stars] and sees the [true image] of the [frontier god], Trinimac the [Sun/Son]. He appears as …[Text lost]... and I am now [blind]. Yarmoro [chants/prays/shouts] at Trinimac until he is out of [breath/life]. He kneels and [kisses] Trinimac’s [hands], [blade], and [hammer/mace].For the [eight/last]. [Trinimac] speaks the [final invocation]. His [body/soul] [weakens/goes out of itself] upon hearing the final [revelation]. I am now [deaf]. The sun [carves] it into his [mind/soul] for [eight and eight] days.Yarmoro returns to the [temple/hall/earth] and is [enlightened/immortal/initiated]. He gives us the [message] from the [stars/Trinimac]. He says that the [Sun/Son] wants [change/transformation]. The [initiation/ascension] is no longer [three times a year but twelve] and we now use [blood] and not [wine].The [sun] needs more [stars] for there is a new [serpent] coming.

Elder Scrolls Posts

4th of March, 2025

Faolánemhade: A Reach Oral Tradition

“Are you ready to light the flames?”“Yes mhadesran“Remember now, first the fire with blood, then the one with bone, and finally, with moss. The smoke must dance correctly for the telling… Now, you have come to hear the tale of the Red Eagle, yes?”“Yes Mhadesran Guin“Well, listen then, faog, sit and finish your third clef. Let the smoke into you. My words only tell, but the spirits show.“It was long ago, even before me. A child, born out of the hills themselves, who turned the garh from sky blue to crimson like the valley blooms. The bird spirits screeched their greetings to his birth and honoured his mother's sacrifice. The clan’s augur, Maolrainn, foresaw the omens and path the child was to follow. And with that, he named him Faolán. The Red Eagle.“Parentless, the Augur raised Faolán as his own, teaching him in the ways of the sword, spell, and song. He was a quick learner, much quicker than his peers. And soon came time for the Dégafé. The whole clan prepared to obtain a new generation of adults. Drums were tightened. Masks were painted. Goats were sacrificed-”“I thought only sheep were sacrificed for the dégafé?”“Shut it, faog, I am the mhadesran here!”“Sorry, luindaorh...”“Now where was I? Ah yes, the ritual. One by one, children danced into the smokes and one of the Mármherkach, Great Spirits, came to them and put them to the test, to see if they were ready to become men and women of the clan. Sometimes there would be two. Rarely three. But for Faolán, all nine mármherkach visited him. The clan feared for him, saying no child could survive so many trials. However, the Augur knew better.“First came Írcenia, Horned-Lord, Hunt-Father, Skin-Changer.
A common spirit for the men of the clan.
They danced together and fought the sky-witches,
And Faolán learned how to kill, to hunt, to live.
“Second came Dagoch, Destroyer, Fire-Bringer, Blood-Seeker.
The spirit grew in our hearts at times of war.
Faolán drank the water and filled the horn with blood,
And learned the secret of ambition.
“Third came Perídei, Nature-Keeper, Disease-Bringer, Balancer.
The spirit of the vines and trees that gives and takes as needed.
It tried to force Faolán to accept his doom,
But he forced the wyrm to bite its tail and disappear instead.
“Fourth came Orgtia, Orc-Father, Ash-Bone, Oath-Maker
A spirit who was friend and foe, battle and blood.
The spirit taught Faolán how to speak with Orcs,
Which was his language sideways.
“Fifth came Molaghtal, Pain-Bringer, Dominator, Trouble-Maker
It spoke of magic with the shamans and the witches
But it made Faolán suffer from all known pains instead
Until he could feel nothing but true bliss.
“Sixth came Noktaira, Night-Spirit, Shadow-Hag, Witch-Mother
A common spirit for the raven hags.
It tried to lure Faolán into the void with secrets,
But he knew the power of not knowing.
“Seventh came Mhérmin, Dream-Witch, Night-Crone, Keeper of Fliabhom, Other-Side
The witches knew better than to speak its name.”
“But you just spoke it…”“I ‘ent a witch! Now drink your fourth clef.“The spirit brought Faolán into a new world, of love and peace,
But with every moment there spent, he could feel himself grow weaker.
So the Red Eagle brought war to the land and returned home.
“Eight came Namirán, Spirit-Mother, Witch-Queen, Rebirther.
A common spirit that visited the women of the clan.
It taught Faolán how to cut the beauty out of him,
And exposed his true ugliness.
“Ninth came Saogh, First-Man, Grandfather, Reach-Spirit.
The spirit of the flesh spoke not,
For it knew that Faolán would complete its test later.
“The Red Eagle flew out of the smokes as an adult, initiated and blessed. The clan celebrated his victories and the victories yet to come. As the years went by, Faolán grew only stronger and his chief was all but weak. He sought the clan ring for himself and the Augur said that only the river of our valley can pass judgement. The Red Eagle went down to the garh, spoke her true name, and the spirit took the form of his mother. She was impressed by Faolán’s actions, but one test remained before he deemed himself worthy of chiefdom. The spirit took her left arm and turned it into a blue sword before handing it to the Red Eagle. Its name was Frége. Fury. Revenge. And he alone had to discover how to restore it to its former glory.“One night, Faolán and the chief were alone in the clan tent, laughing and drinking and boasting of their feats. After a couple of clefach, the chief’s face dropped and revealed a secret he hoped to take to his grave. Rage filled Faolán and when the chief was asleep, he buried Frége deep into his back, no longer blue but stained red with blood and burning rage. He was then made chi-”“What was the secret?”“Well if I tell you, it wouldn’t be a secret would it?”“It sounds like to me you do not know it yourself…”“Look here faog, do you want to know about the Red Eagle or not?”“Yes, sorry, mhadesran.”Sigh… Right well, he grew famous amongst the Reach. His heroic feats were loved by the people and envied by the chiefs and kings. Word grew of the tribe Sírottail, Dragons of the South, slowly crawling its way to our lands. Maolrainn told the Red Eagle that only a united Reach stood a chance against the drakes. Faolán knew that it was his destiny to unite all ten tribes and lead the armies of the Reach.“The Red Eagle knew that all the tribe-kings would not simply pledge allegiance to him, so he had to once more prove his worth. He went to the Garhorican and the tribe-king had him capture and tame all five sacred animals of Írcenia. He captured all six. The Higebróai tribe asked him to bleed a quarter of his blood upon their sacred shrines and he bled a quarter more. The Gailuirrsain who protected the bridge of wyrms asked him to hang from it just above the river for eight nights and he hung for eight more. The Orc King of the Drúrmul allowed Faolán to strike him once, in any way the Red Eagle saw fit, but the Orc promised to return to strike the same in a year's time. To everyone's surprise, the Red Eagle thrust his sword deep into the king’s heart, killing him. He then was slaved by the Breasdábha tribe for ten days and for the Ennweodha, he flew like a crow with the water spirits. The Wígamhéch forced him to face his deepest fears until he had none and the Waohblara tribe whose temple was in the sky, had him perform all the taboos of the Nords before eating them. The last tribe was unknown with no king, refuged in a place of broken towers. There he found the Three-Headed Hagraven, a holy woman of the old ways. Her challenge was simply for Faolán to return there when all hope was lost.“But wait… that’s only nine tribes.”“Are you growing flolimrunn in your head? Of course he already had the support of his own tribe.”“Which tribe was he from?”“It was long ago, it doesn’t matter.“The greatest and bloodiest battle had begun. The Reach grew ever more red. The ten tribes under the Red Eagle’s sword fought like the hunting beasts of the Other-Side. It was still not enough. The drakes consumed the clans and tribes one by one. The sacred circle of matriarchs commanded Faolán to end the war, but he refused to back down, so he was cast out. The Red Eagle and his followers still fought. Faolán soon encountered the leader of the snakes, Hiastrá, a beast of poisonous fire. They fought for three nights until the Orcish tribe-king of Drúrmul, wearing the skins of the Sírottail appeared amidst their battle and plunged his blade deep into Faolán’s heart. Before Hiastrá could finish him off, Maolrainn flew him to safety.“The Red Eagle was brought back to the refuge of the unknown clan, where the holy woman lived. She honoured Faolán’s courage in uniting all the clans, but he was yet to unite the land and its spirits. He pleaded with the Hagraven for any help she could offer, and so, the Hagraven began the sacred ritual of the Frandsdábha only known to her and her people. She took his heart from the exposed chest, and with it, his will and humanity. She tossed it into the earth, making Faolan one with the land, the spirit of the Reach, the spirit of vengeance. Suddenly, the warriors in war glowed red and were blessed with the strength of three warriors each. They drove back the Sírottail and won the war.“At his grave, his faithful augur tended to his body, preparing for his last breath. Everyone of every clan of every tribe was there in silence, paying tribute to the Red Eagle’s sacrifice. With his last bit of strength, he raised his sword once more and said:“Briass ail! Dú rég brig! Seyl sdagg uae! Seyl feyg ad! Baor fliass ad!
<Fight on! When the Reach is finally free, [return my blade and I will return/I will return with my blade]. I shall lead you all once more!>
“And so was his final oath to us, to his people…"Well? What did you think?
Eortaor? Are you sleeping?
Hah, maybe the clef was too strong..."

Elder Scrolls Posts

4th of March, 2025

Death Rites of the Dragon Cult

By Dres Dalam

[Publisher’s Note: Dres Dalam is a mythographer and member of the Whirling School, from the department of Nordic Thanatology. This text is part of an anthology series on various funerary practices of the Nordic people. The “Death Rites of the Dragon Cult” is to be published after the two texts “Death Rites of the Atmorans” and “Death Rites of the Early Nords.” This text and the “Death Rites of the Modern Nords”, as well as “Death Rites of the Skaal”, are still pending review and approval from Olms Publications LV. See OOI#1296 and OOD#324]

Mummification rose to popularity in Skyrim with the rise in power of the draconic cults from their animistic orthodoxy. This was, however, not a common practice amongst everyday civilians, as most continued their traditional rituals such as cremation and boat burials. Under the hierarchy of this new order, the brave dead, warriors, generals, priest-kings, and cult initiates were given this new ceremony. The main function of the draugr, as they were called, were to continue their service to their priest-kings and dragon gods by safekeeping their temples and sacred mounds, much akin to the methods of the early Velothi, except where our ancestors are welcomed and serve the living, the Nords fear theirs and the living serve them. The Nords were no longer allowed the endless pleasures in their underworld but instead were always anchored to the mortal plane, forced to return when need be. Around this time, the idea of the soul, or thyrr, becomes a new metaphysical evolution in Nordic thought, whereas before, the dead were always seen as one being. More upon this is expanded within the first volume with analyses of the Atmoran skaldic traditions.Most of what we know about the practice of mummification comes from wall carvings found, both recently and in the past, at notable settlements, such as the once capital city of Bromjunaar. These “halls of stories” or Talhallar contained myths of the remorse past as well as legends of living people of the time. Around this age, most all deities were fully anthropomorphised, except for the dragons, which were still depicted in their animalistic forms. Two noteworthy crypts also contained the “Sacred Nine Steps of the Dead” which showed the full process of the deceased denizens having their corpses prepared. Here are the following steps as pieced together through depiction analysis and runic translations:

STEP 1: ANNOUNCEMENT

Upon official confirmation of the dead victim, following the next dawn, the body is dressed in a ceremonial outfit that reflected their role in life as warrior or priest and placed upon a catafalque, which is then carried by six close family members through the city, as a small concession of ritualists follow, ringing bells and blowing horns while reciting passages from sacred ancestral poems. Most depictions have the family members stratified by gender, where males carry the dead male members, as females carry the dead female members. The same mural is also found upon the walls of the Labyrinth, suggesting that the purpose of the maze could have also been used as a path to carry the body, with each turning point having a specific passage uttered.

STEP 2: CLEANSING

The priests take the body into the undercroft of the draconic temple and begin their work. They first begin by washing the body in melted snow and honey wine. Afterwards, they rub the entire corpse with whale fat and shave the body of excess hair, except for the head and beard. One carving has a priest hold a blade specifically upon the brow, suggesting that brows were also shaved off. The hair and beard were then braided in three parts.

STEP 3: EXTRACTION

The first bodily extraction happens with the removal of the eyes, usually with specific tools used to scoop them out. There is no depiction of what is done with them, which hints at the lack of importance, thus we might conclude that they were merely disposed of. Large sharp spikes are then seen entering the eye sockets which then pound the brain into pulp. The head is turned over and the fluidic brain is poured into a cauldron marked by a trionym, possibly of the local priest-king or dragon god. This act is seen as a symbolic and ritualistic compact made between the dead and their ruling draconic power. Afterwards, an incision upon the lower waist is made by a sacred bronze priestly jambia dagger. Each dagger bore unique decorations and markings of the local priest-king. The stomach, liver, and intestines are removed and placed in urns marked for the dead gods of the fox, bear, and whale respectively. The heart was needed, according to a few runic tablets, for it acted as a guiding beacon in the underworld, and as for the lungs, they held the “sacred winds.”

STEP 4: PRESERVATION

The body is placed in a large clay basin, which is then filled with a combination of blue salt from the Sea of Ghosts, crushed ice from the “Snærmund” or “Throat of the World”, and the ash of petrified snow-cedar. It remains within this mixture for thirty-three days which removes all the moisture from the body, causing it to shrink and the skin, to darken. When removed, the open cavity is then stuffed with deathbells, hawk feathers, and linens soaked in nightshade oil.

STEP 5: DECORATION

Hired art specialists, such as moth-daughters or feather-painters, come, clean and dress the body. Hygiene appears to be a rather significant process, making the dead as presentable as possible for when they return. They wash the corpse’s hair with perfume and place pearls or gems into their eye sockets. The teeth are polished, nails are trimmed, and the tongue appears to be marked with an unknown symbol that varies from person to person - it appears draconic in nature, but it is no letter nor symbol we have within our records. Down the line, the artist goes and applies make-up and sacred markings in blue paints, often in spiralling motions.

STEP 6: RESTORATION

The wound where the organs were removed is still exposed, so the priest go to restore it by covering it with oil made of juniper berries, dragon tongue leaves, and ormdomme(?) and then adding resin from a fir tree, finally covering it with a thin layer of ebony that bears protective and healing charms upon it.

STEP 7: PURIFICATION

The dragon priest comes and purifies the air around the body with lavender incense, chasing any lingering rot-spirits away. A deaf-scribe comes and starts to write upon a long strip of linen. The linen, written in Dovahzul in owl-blood ink, bears the name of the dead, all their titles and life achievements. High ranking members often have the dragon priests come and check for mistakes, for the scribes could not speak the language, and we have much archaeological evidence of typos and rewrites.

STEP 8: ENCASING

Once the purification and recording are finished, the priests wrap the body as tightly as possible. As every body part is wrapped, a sacred rune, amulet, or charm is placed within the linen to aid the journey through the underworld and back. Often for Nords who are direct members of the cult, they have personal masks dressed upon their faces before they are placed into their tombs. Alongside within their tomb, objects of professions are placed that will be needed when they return, such as weapons of war or ritual staves or purification tools. A small pentagonal runestone called dovahgolz or dragonstone is also often found within tombs, which map out the underworld for the dead.

STEP 9: PROCESSION

After the body is sealed, coming of the next dusk, the sarcophagus is carried around once more before finally being placed deep within the dragon crypts. This also marks the end of the mourning period and the soul is now ready, when all the steps have been taken properly, to venture through the underworld, to evade all of its demons and temptations, to meet with its ancestors and be judged worthy to enter the dragon’s lair, before returning to the mortal world to fight once more. Should the ritual fail, the soul is lost to the mists, and the body rots away. In addition, there is an interesting phenomenon in rural northern and western settlements, where some noble families hire an Ejlofmatir (lit. “Shame-Eater”) to perform an additional ritual at this stage. Should a high ranking member who’s fated to become a draugr die after living a life of dishonour, the family can plea to a local pauper or exile to stand in as a shame-eater. A feast is laid upon the sarcophagus of the dishonourable dead and a tankard of mead for every crime committed. The shame-eater makes a pact with the testing snake god before feasting and drinking. Through this ritual, he takes upon the shame and dishonour, allowing the draugr to enter the underworld safely and then to return. Often, shame-eaters are unimportant members of society who care more for the meal than an afterlife they will not see anyhow. And so, equivalent exchange by both parties.

Elder Scrolls Posts

4th of March, 2025

Catoptric Tower Textract: Nirautarium Huliobetaryai

[ㄅ] Introduction:

After the Aubade, the Ald-Ehlnophyletic observed the marcescent of our amaranthine morpholithic states and witnessed the technique of xenochimenphily from the Histelium networks of the cursed drowning lands. The disaedric experimented with the lesser bones of mortality as a self-defence mechanism against the iconologic wars, creating lacertiformic entities. The Alcharyai went to versativate these methods for the sole purpose of pre-ehlnofex genesis. The anagogic quietists of PSJJJJ retracted this secret wisdom from the modern sapiarchy onto their Bth Tower of the Aldlyarunn upon Ar-Taehm. Nevertheless, we secured a discograph, cataloguing past futile aedrifications.

[ㄟ] Experimentations:

[1] Hulspeculum #3912BA868 aninym. Mhairakhatnastra. Their accouchement came during the endeavour of the plenilunar sarcology, trying to reverse the padomic effects upon the mortal world. Instead, this ancestral caste became bound to it, shifting with every phase. They were exiled to the Silwynn-El to act as the tegminal arms of our city-isle.[2] Hulspeculum #140A99 aninym. Kenglabosraboth. They were a lower caste of workers who started to speak sideways. Before they were fully lost to us, the Xarxian ehlnographers used their magic of anuanyanium to preserve them but the lorkhanic prehensor was too strong, so they became cursed and bharghesitau. They still serve some use to us by fulfilling their societal role as burothimer.[3] Hulspeculum #259283B4 aninym. Urigaebetglauhmiil. These pigmentocratic nefandites were hoped to fly back into the stars. They failed in their sacred mission and were either inustated from within or voided from outside. For this dishonour, they were to be terminated but a few clans managed to fly to the Starry Heart, only to be found and executed later by the Clan Ehlyicharyai.[4] Hulspeculum #23AA93853 aninym. Cephyarolitaryai. During the Ur-War, the formation of abyssopelagic sovenance marked the birth of death and the loss of aedromnemoliths. The Aldaednavora went to hydrognostics to revert such degrading loss. When they tried to restore the waters of the mythomind unto their ceruv-el only to warp them into mirror-images of a different dawn.[5] Hulspeculum #242345242 aninym. Lilumosiibaiax. While inspired by the pseudo-arboriform, they posed a great danger to the order of crystallogenic law. In turn, few early castes of pelinaxis went through a series of numero-docimasies to become immune to the fatiferous imprecates of the marshlands. Their intemeroforms were sacrificed into that of vulpine parasynesis. They were posted along the borders of Aaraghonay to keep watch. All contact with them has now been lost.[6] Hulspeculum #25431A69 aninym. Imglagrahtibet. The divine spirit of Illya'fey aided the many chaotic photochromisms to become the physiocracy upon the body of Nir, trying to bring habitable order upon existence. A group of agromancers went north to try and revert their static cousins to a lucent state. Instead, they bounded themselves to the fruits of the Fal Ehlinestar and changed into an uaghaariti form. They have been cast out alongside the Thyestecharyai to the lands of Ada Mora, even if continue to mimic their ancestral ways, pretending nothing has changed.[7] Hulspeculum #15117BA8 aninym. Thraaslomucroth. One of the blights of the Doom Drum’s quaintise was the invention of the variable of carnification. The early sarcology savants tried to revert their physical forms, instead, they increased their corporeal mass sixfold. Soon they took pleasure in the arcane of the sixth element, so they were banished forever unto the depts of the anthozoic necrocracy and cursed with universal hatred.[8] Hulspeculum #3477491 aninym. Bhoulaukhesae. This strain of factitious optophites came from the achromatopic cenobites of the Old Way, who sought to use their euhemerism to transform an alexic, hylopathic entity like the denizens of the Aedrarstare. Half of their order instead became protomorphic sagittaric Betacharyai who fled to the valleys of Ald Mora and Alten. It is said that they still practice the ways of the PSJJJJ.[9] Hulspeculum #4086710 aninym. Glaenaabetonis. An alchemical tatonnement proceeded by the agnates of Clan Dhirenai in surmise to revert the Ehlnofey who took unapproved Phynaster Steps from the first city and fell to the Doom Drum’s call, back to the path of Alaxon. They applied mythic culturalization and anthroposcopic transmutation only to discover that their theory of Adamanchimautarium was invalid. Instead they created another racial strain of thereoidic Men. For their failure, the Clan along with their beturothi were exiled to the lands of Alten.

[ㄚ] Culmination:

The project to apocatastisis of Aldmeris has been taken up by the Anuielectorates of the Thalm[OR] through nu-docimasy such as the interlunar eugenics of Hulspeculum #3912BA868 and ehlnocide of Hulspeculum #4086710. Further luadex on such Merethic activities can be found in the dream-sleeved consuetudinary under Article #318532211 in this original refraction from the early exchanges with the ehlnogeratologists of Dwemereth.

Elder Scrolls Posts

4th of March, 2025

Varieties of Faith: The Old Bretons

The Proto-Bretons or “Manmeri” were the people of High Rock during and shortly after the Direnni Hegemony, descended from the Galeni Nedes and Clan Direnni Altmer. Before the rise of their great kingdoms, the Old Bretons used to live in rural settlements with their clans, hidden away in glades and woodlands. They were a spiritual people, guided in the ways of nature worship and druidism.Their villages were guided by a council called “the Troùka” which consisted of three individuals: a druid, a prophet, and a holy bard. The Druids, or “Lhavruñ”, were spiritual leaders and the law-talkers of the clan. They were trained to keep peace and order to the spirits of their people. The Seers or Prophets or in their ancient tongue “Neujkur” were lore-keepers and god-talkers. They performed rituals and sacrifices to act as a bridge between the community below and the gods above. The “Goennuñ”, best translated as Bards or Poets, were tasked to be the clan’s storytellers and genealogists. They kept their sagas and histories, keeping their ancestral connection alive.The Old Bretnic deities can be divided into three categories. The Old Gods rank the highest and were the very first ones who made the world and mortals. Afterwards, they left to the stars and keep a watchful eye upon their creation. The Living Gods were younger deities that descended from the Old Gods and chose to remain on the mortal plane. The Hero-Saints were exceptional mortals, blessed by the gods, who performed heroic deeds and walked as they did.

The Old Gods

Akavtonsh (Sane Madman): He is the chieftain of all gods and rules the clan made of stars. Akavtonsh brought order amongst the warring gods and guided the creation of the world. He stands ever vigilant in the sky with his shield, protecting his mortals. Prayers are said in thanks lest rage overtakes him and divine strife brews once more.Arc'heu (Mortal God): When the first mortals were made, they waged war and gave birth to death. Arc’heu sought to understand this so he was reborn as a mortal. He experienced joys and suffering and upon death, ascended back into the stars. But he knew that mortals suffered a fate unknown, so he wrote it for them and guided their souls to the Other-Side.Diñ Beulla (Virgin Prostitute): As darkness grew through war and suffering, Diñ Beulla went to the first people and showed them a different dance. A dance of love than of hate. Soon war began to die and mortals discovered love amongst one another. Should mortals forget, she continues her dance in the stars.Jouluinos (Wise Fool): Jouluinos the Hermit was always watchful. He often spoke in riddles and taught the mortals how to form words, runes, and names. Many druids wander the woods alone for years, meditating upon his first words, in hopes to gain hidden wisdom. The truth-seeker now resides in the stars with his staff and cloak, still ever watchful.Keunaerez (Earthbound Wind): During creation, Keunaerez roamed the earth as a great gust of wind. She impregnated the first caves and from them came the first birds and beasts. Many travellers, pilgrims, and sailors pray for blessed winds to guide them on their travels. Keunaerez has many aspects in the form of animal totems and air spirits which vary from clan to clan.Mavgnaous (Cold Sun): It was said that the sun was a great smith and enchanter who helped forge the world with cold blue flames, hired by the chieftain of the gods. When the gods left mortals to the stars, he left behind his tools for mortals to find in the form of legendary artefacts and spells. Every day he rises to watch his creation. Should he see misuse of his tools, Mavgnaous will take them away for more worthy hands.Jeñ Freu (Sleeping Forest): When Jeñ Freu spoke the first names and stories, the brown earth turned green with endless forests to house the first people and beasts. He gave birth to many earth spirits to watch over the middle world in his place. Jeñ Freu sacrificed much of his powers and bones, so now he sleeps in the stars with the other gods. Many druids and witches invoke his name when dealing with the spirits of the Other-Side.Monra (Childless Mother): After Diñ Beulla taught the first people how to love, many children were born, inviting more hunger and death. Monra, the wife of Akavtonsh, came to the mortals and taught them the clan-making dance. From there on, mortals learnt how to make pacts and marriage rituals, build families and clans to stand united.Fuñnasteu (Man-Elf): The poets say that Fuñnasteu was the god-chieftain of another clan of gods baring the name Clan Diñ Reñni. As peace was forged on the mortal plane, so was it in the heavens with the gods. From this unity, the first Manmeri were born. While an Elven God-King, Fuñnasteu inspired many of the values seen in Bretons today, such as the thirst for adventure and mastery in spell and sword.Shoùr (Calm Strife): During the war after creation, the forces of darkness gave birth to a new god. Shoùr the Bad Man brought calamities that taught the mortals that death by blade wasn’t the worst strife to come. The dark god invited plagues, droughts, and famine, feasting and growing on the souls that die to such darkness. Many farmers dare not speak his name, lest they invite him to their clan, as he wanders the stars hidden with his scaled-cloak. Instead, they whisper prayers of propitiation to keep him away.Shantor (Merciful Punisher): Shantor is the brother of Akavtonsh and Jouluinos. A god of an iron fist. He gave the first law tablets to the druids once they began to make their clans. He is merciful with his methods of punishment but also swift in the deliverance of justice. Law-speakers claim to hear his voice during clan meetings at sacred circles. Many druids grow out their beards in his honour.Zenuñtar (Rich Peasant): Some call him the “Laziest God of Toils.” Zenuñtar taught the first people how to build a society and gave them all their first jobs. He taught them how to use their words for trade and communication. He is Akavtonsh’s warrior that didn’t raise a single weapon during the war. Many clans say that he is the most popular deity worshipped as he is of the common people and patron to merchants, artisans, farmers, and workers. He now lives on top of his tower in the stars, drinking ale in celebration of the achievements of all mankind.

The Living Gods

Boandoùr (Selfless Thief): Boandoùr is a trickster deity that according to some, serves the light, and to others, the dark. He appears in many forms with many faces from many walks of life. Boandoùr can appear to the clans of the Old Bretons during times of great conflict or joy, to bring about the opposite. She is also called “the Honest Bandit.”Druigoa (Wilting Flower): When Druigoa walks the land, flowers bloom. She is the daughter of Jeñ Freu. The Flower Goddess taught the first druids their duties and sacred rites.Eñfen (Man-Beast): Also known as the “Civilized Wildman”, Eñfen taught the first people how to hunt the beasts born of his mother Keunaerez for clothes, tools, and food. He lives in the wild and walks like the beasts he hunts. His followers are taught to act like the animals they hunt to understand them.Jeumseiñ (Mute Singer): Jeumseiñ taught the first bards how to sing of their ancestors and mythic history, just as he learnt from his father Jeñ Freu. Those clans who are blessed to be visited by the Bard God get to hear his hypnotic voice and sacred instruments that can cure all soul sicknesses.Noteurgo (Footless Pilgrim): He is the protector of pilgrims who care for sacred sites and shrines. Noteurgo acts as the messenger of the gods and carries omens and prophecies to clan seers and wanderers.Koalgweñn (Blind Seer): Koalgweñn is the Patron of Seers. He is the son of Arc'heu and the lore keeper of all mortals. The Blind One sits and records all that occurs in all worlds.Rann (Barren Farmer): The son of Zenuñtar went to the first villages and taught the first clans how to farm the land. Though he was cursed to bear no fruit himself, his methods have brought bountiful harvests for many Bretons.Sauñ (Unlucky Star): When the time for work was over, Sauñ taught the Old Bretons the importance of games and entertainment. He wanders around the lands of Gaoulonn, spreading luck to those in need, but be warned! Those who depend too much upon him are bound to lose everything.Señtuite (Known Secret): Señtuite is a dark hooded figure that travels through the clans, collecting and spreading gossip. Her words can bring useful secrets or cause clan strife.Ouegrul (Flying Sailor): He is the patron of sailors for he taught the first ones how to bend the trees in order to bend the waves. Some say he appears as a ferryman or a ship’s captain to lead adventurous Bretons to new lands unknown. His name is invoked for ideal weather conditions for sailing.

The Hero-Saints

Elleñnuka (Bringer of Rest): She was a seer of Arc'heu whose clan was being cursed by unrest ancestors. Through prayer and meditation, Elleñnuka was taught the secrets of putting the dead back to rest and wrote such secrets in her holy prayer book.Mar Beun (Spirit-Talker): Mar Beun discovered the importance of honouring the ancestors and so he sacrificed his finger to be able to speak with the voices of the past. Many followers of Mar Beun do the same and rest their fingerbone at their family shrines.Oktagwivn (Pain-Bearer): During an attack by cultists of darkness, Oktagwivn the farmer continued to tend to his crops with great vigilance. Demons of darkness came from the ground and killed him with his own scythe. Arc'heu took notice of his sacrifice and took pity on him so he banished all the accursed taint from his clan’s land. Many clans sprinkle sacrificial blood upon freshly sown fields for blessings of fertility in Oktagwivn’s name.Peñ Luinn (River of Blood): This druid of Shantor was one of the clans that fell to the great darkness and its legions during the early eras. On the Battle of Efeñjeus, Peñ Luinn sacrificed himself in a great ritual to the gods and endless rivers of blood poured out of him. The armies of the dead targeted him and while they were distracted, the warriors of the lost clan slew them all.Stentavl (Demonslayer): Stentavl was a warrior that hailed from a small clan in Moùneñoa. One day, while on guard, he heard the voice of Keunaerez in the wind, calling for his aid. He went to rescue her three sisters who were stolen by a great demon whose leaps would shake the land. The warrior slew him and the demon’s blood stained the land but the sisters were free. From there on, Stentavl walked in Keunaerez’s blessing and went to rid the world of all demons.Gwitake (The Hedonist): He was a simple miller hailing from Moùrnont. Gwitake was said to always find joy even in the darkest of times. There are many tales of him supporting local barbers and starting great bathhouse orgies or even beating the god Sauñ in an ale drinking contest. People always laugh when they hear his stories and try to follow his steps to find the light in the darkness.Eulaoudonn (God-Knight): It is unknown from where exactly Eulaoudonn hailed, but the story goes that as a simple cotter, he rescued the daughter of his chieftain from a dark warlord. For this act of great heroism, the god-smith Mavgnaous forged a blessed shield for him that would always protect his wounds. From there on, he went on various adventures, protecting Bretons from all evils.Gureun Gwardeñgreu (The First Seer): Gureun was the first mortal to learn the ways of being a “Neujkur.” He was taught personally by Koalgweñn and was announced as the wisest mortal that ever was. Known also as “the Sage”, he belonged to no clan but instead wandered to the seers of all other clans to teach them the ways of good magic and prophecy.Iriñk Aradeñoue (The First Druid): When peace was forged amongst the different clans of gods and the first Manmeri were born during this unison, the hero of Clan Diñ Reñni left his fortress-tower of the Iñ Llivk to greet the first clans. He brought over his laws and rituals as taught to him by Druigoa and became known as the first druid of Gaoulonn. Many great druids claim descendency from him.Kiñ Reun (The First Bard): Many claim that Kiñ Reun was a demi-god, descended from Jeumseiñ himself. He is a patron of all bards and actors and wrote most of the early Bretnic sagas. Kiñ Reun gave birth to the first theatres where stories of gods and past heroes would be reenacted.Oueriñ Doù (Protector of Men): She is also known as the Guardian of the Gwiñ Reñ Deun woods. Before peace was made with clan-gods of Diñ Reñni, Jeñ Freu and his children raided the farmlands of the first people. Oueriñ pleaded Shantor for mercy and so Shantor guided her safely to Jeñ Freu to forge a new pact between humans and the forces of the forests. Now, thanks to the Protector, Bretons live as one with nature and know how to defend themselves against beastmen and witches.

Elder Scrolls Posts

4th of March, 2025

Heresy #114-47-57821-11-7

Genre: Apographa
Subgenre: Heresy
Source: Red Disk Whirling Visionquest
Status: Reviewed and Archived
Before the coming of the Almsivi, the lands of his birth were a dangerous frontier between the Dwemeri City-States and the tundra tribes of furred nomads in Skyrim. Three conspirators (Queen Alonisea, Sotha Sil, and Vehk Vehk) secretly met and prepared the most incredible ritual of all time, and in 1E 668 they achieved their goal despite Dumalacathi interference. The three conspirators were joined by four others. Two were required victims of the ritual (Voryn Dagoth and Nerevar Mora), one was an unexpected follower, too curious for his own good (Alandro Sul), and the last, a mysterious entity otherwise unknown ("He Who Drums"). In searching the God Place, they had located the shattered pieces of an obscure, long-forgotten god. Inside the Barrier of the Dragon, they managed to reconstruct him into a living entity. This was the birth of the Almsivi. Those who wove the spell are called the Seven Saints and are worshipped together and independently.In the year 670, the Almsivi attained his own immortality and proved it to the rest of the cosmos. Those who had aided in his creation were honoured by his presence and found their own way to divinity as well. Within 30 years of the Apotheosis of the Almsivi, they all had left the earth and joined the god in immortality as the first Temple New God-Saints. Throughout the rises and declines of the Temple in the eras, since it was founded, the Seven Saints have performed the same function as they did while alive. During their own lives, they were responsible for lighting the spark of the Walking Ways in the world, and now in their immortality, they are responsible for kindling the Tribunal spark in all persons who enter the cult.The Seven Saints are especially powerful at the edges of the ashlands where they form instructive temples to serve as bases of operation. Thus they are ever at the beginning of the Dunmer just as they were at the beginning of the Almsivi. Even within Morrowind, there are many who are content with worshipping the collective Seven Saints of the Almsivi without joining their individual immortal cults.

(Mural of the Seven Saints as depicted in the Apographic Library of the Holamayan Monastery)

Alandro Sul (Young Soul) - A noble son of Azura who followed to witness the ritual. He became the Shieldbearer for the Almsivi and the Spring of Eternal Immortality. His subcult is the source for the Dissident Movement. There is little real development of his subcult. He is revered as the Dunmer Saint of truth.Sotha Sil (Brass Man) - A sage of Tonal Sorcery. He came from Indorilis and was a friend of Queen Alonisea. This mystic-priest was outlawed from his house for a deep fascination with Kagrenacism. He personifies wisdom and learning for the Walking Ways. His subcult is populated by scholars and madmen.Voryn Dagoth (Spindle Shaman) - Augur of the Red Scarab in the mountain of Kili. He became the Keeper of Secrets and Black Magic, the Source of Obscure Mastery. His subcult explores the horrors and solaces contained in the secrets of the Dying Mountain and has some close associations with the Blue Star.Queen Alonisea (Mender Within) - A ruler of lands on the Mourning Hold and a priestess of Boet-hi-Ah. This subcult is the favourite of nobles, healers, and mothers. She became the Keeper of Vows, Avenger of Wrongs, and the Unshakeable One.Vehk Vehk (Bridge for the Dreamer) - A bloodthirsty outlaw and gutter-get who volunteered for the most dangerous task in the ritual. His success earned him the position of Gatekeeper, Warrior-Poet, and Artist of the Almsivi. His subcult is the last chance for rehabilitation for society's most desperate dregs and daggerlads. Criminals of any sort get refuge, but the cult has harsh regulations.Nerevar Mora (Netch and Warrior) - A caravan guard who was drawn apparently at random from the streets of the Mourning Hold by Queen Alonisea for the ritual. His subcult resembles that of a warrior cult, upholding honour codes and acts of bravery.[????] (He Who Drums) - A mysterious, unnamed personage in the myths whose identity was unknown to outsiders. Only those who have achieved enlightenment know his name and subcult.

Elder Scrolls Posts

28th of February, 2025

Fragment: Journey of the Soul

[Transcriber's Note: After our last discovery, we believe in having a large enough fragment of a chapter from the "Journey of the Soul" by the Alessian Breto-Nedic mystic, Maragette d'Galein. I am not one for mysticism or esoterica, but her works have always fascinated me. How this simple book was called the most dangerous heresy by the Alessians, how they sought to burn all copies, and how even after tirelessly asking Maragette to stop, her work was written, copied, and translated across the Heartlands by many secret, loyal monk-scribes. When she was found, she was executed in the tradition of high heresy: her heart was ripped from her chest and tossed into the temple flames, while her body was chopped in eight buried in different, hidden locations. This gruesome method was, according to the Selectives, the last mercy to the soul of sinners, by their painful screams could the soul be cleansed but alas, it is said that Maragette made not a single sound during the entire occasion. Truly a remarkable woman. I have put together all that we have in this document, cross-referencing it with other works and copies found across Colovia, High Rock, and the Niben. The scribes and the copyists used various forms of spelling, as this was written during the early development of Tamrielic, before the standardisation under Remen's rule, so it is rather difficult to read. I shall contact Alwyn Acquelin who is currently working in the Linguistics Department. If one person knows Nedes and ancient languages, it's him. Here at the University, we are lucky to have the only original-yet-restored illuminated manuscript on display at the library. The original books were filled with beautiful imagery and occult symbolism but this is the only one to be found.]

"...& [Anima] listenèd to [Love] & mæde her first step tu [þe One] upon the [ladder/steps/roads] maide of her [lites/stars]. [Love] ƿas her gaide, as she hadt guidèd al before, even [ye One] to himself. [Anima] encawnters [Body] hwo stops spinnin his [ƿooden wheel] tu talk. 'Yu seek to leave us' [Bodie] spoke, 'to where no wone schall befor þeir taim. Hwy do ȝou seek that what iz bejond yorr [station/status/calling]?' [Love], alƿays ƿith [Anima], ansƿers in kaind. '[Love] is shoƿn throu yu but you hold onli an [image/illudgon], for I am [the One] & [ye Wone] am I. Ye idleneſs & ƿorry ðat is brought by yu removes me from [Anima] bai directin her to ye [Shadoƿ], aƿay from [þe One]. You hold inside þe [star] hwich is [the Won] hwich is [Love]. Ai schall free it.'"[Body] sits [...] but upon hearin yese ƿords kæm [Desire] dressèd in [eight sakrèd silks] bound in þe [eyght sacrèd knots]. [Desire] helpèd [Anima] tu mæk the next step but [...] & spoke. 'Ƿithaut me, what is [Love]?' [Love] dancèd arownd en front of [Anima] az they did in ye marble [kourts/halls/cloudz] & said 'Tu truly [see/fiel/have] mi, to [Love] hwich is to say too unite ƿith [ye One], ȝu must burn these silks & si the divain. For you, [Deſire], ar just one [Schadoƿ], & only by [...] ƿithout ƿant nor need, kan ȝou feal the [Love] of [the Wone].' & ƿith ðat, [the asches/tears of the nou-burnt eight silks formèd the ninth not/silk]."Ye [moðer/sister/saint] of [Desire], [Chairty], approatchèd [Anima] as che ƿas carried bai [Love] to ye nekst step. She [boƿèd/kiſsèd Love's hands]. [Tscharitie] sang the song of [divine harps]. 'Ai em ȝu & ju ar ai, for is [Love] not laik me?' [Love] took out her [harp/tongue] & sang bakk. 'Yu, [Tcharity], are nothin of yor oƿn. You hold none, for jou giv all. You liv not, for you go to all. You [...] You knoƿ not of schæm nor fear, & ȝes, you open the [door/ƿay]. But you knoƿ not hoƿ to bend, onlie to break. Ye [Fire] of [the One] burns the needs of [Anima] & of the [Shadoƿ] & þus, I em perfekt for I am [the One].'"After [Lov] & [Tsarity] ƿent to [...], kontinued [Anima] on her dgourney. [Ƿealth] ƿas ƿatchèd hwile tendin hiz [fields of moons]. He restèd against hiz [plou/steed] & skratchèd his head, 'Þis talk is gud & all, but in ye end, labour brings yu the trooth. Laik [Bodie] & [Desaire], et is [Love] ȝou kan [see/use/toutch]. Hwy even maike this only to leave it?' When [Love] touchèd [Ƿealth's plough/steed], it greƿ ƿings & fleƿ aƿay. She said 'Blind are thos hwo believe that their labours & the gifts yoo bring them groǷ the [Love] of [ye Won] ƿithin them. Only yose hwo burn the flæmes of the fordge ƿithout seeking yorr [...], see me clearlie.'"[Ƿealth], noƿ blaind, chasèd after hiz [plow/steed], whil [Anima] too greƿ ƿings to aid her klaimb. Flyin next to her ƿas [Freedom]. [Friedom] spun arownd & askèd, 'Hoƿ do ȝou suggest þat yu, [Love], ar able to give otherz moar than mi?' [Love] came out of [Anima] & said, 'Ƿith me, wone fears not, longs not, feels not [...] Like [Fire], ai burn et aƿay but burn you not, for ju bekom the [Faier] as it conſumes you. Ye tchains of [customs/traditions] melt & bai serenitie ƿith [the One], no truer [Freedom] can be noun.'"At yat point, [Freedom] flais no longer. [Ƿill] & his ƿard [Justice] come to block the [ƿay/path/sky]. The tu speak in wone voise. 'Ye [Serpent] baits its tail bekause et iz the ƿay of things. Jour [ƿords/movements] unravel þe [Laƿ], hwich is abov ȝou. What makes one [Soul] ðink they are doin the ƿork of [ye One] & not undoing et?' [Love] stood in defense of [Anima] as sche addressèd the tu. "[Love] is [the One] & [the One] is I & ðose hwo have fownd me no longer seek [the One] though [pain/illuzons/tempel rituals], for [I am All & All are One]. Even yose hwo luk to the [Schadoƿ] are lookin at [...]. Those hwo [Love] seek not [ƿorks/imadges/ƿords] of kreatures belou nor above. Not justice, nor mersi, nor honour, nor lau, nor [...]. For þey have [Divine Knouledge/Love]. She hwo meditætes on [Peur Love] hwo iz I has only one goal. Tu [Love] ƿithout [Desair]."'To trulie [Love] is to first [be deprivèd of it]. She must not hear moar ƿords of [priests/kings/images]. She sees ye [Scadoƿ] & [Anima] hwo are [the Wone]. I em pur & [...] & the [Fire] that burns under mai [Ƿill], not yours.' & ƿith these ƿords of [Love], they ƿere gon."One last step aƿaitèd [Anima] & soon she ƿould bi [...], but she ƿas not alone. Ye hwole time, the ever-ƿatchfull [Logic] ƿas arownd, ƿitneſsing her [...] Silense ƿas finali broken as [Logic] let loose of cerefullie tchosen [spells/poems/ƿords]. 'Ai just have one question: Whear am I in ðis? Where is the [Logdik]? Where is the [Reason]?' [Love] laughèd which made the [lights of Heaven schine braiter]. 'I em not ȝou & yu ar not ai for I am [ye One] & [the Wone] is [Lov] & ðis [Soul] is [Love] & this [Sol] is [the One]. Seek ju [Logick]? Seek you [Rieson]? A person hwo burns knous not of cold. A person hwo drouns knous not of thirst. A person hwo [...] Yese ƿords [destroy metafors whitch are but another image]. Maike room for the [Fire] of [Love] which burns this [Soul] to the point, that she & the flaim are [One]. Et has burnèd thru others & ȝou too it shal burn. Þis is the [Logic] of [Love]. I am [the One], both the [Shadoƿ] & [Anima]. Boþ the sinner & ye saint. Both the farmer & the [God]. Both the [...] She overkoms both the pious & impaius interactions of [Love]."[Lodschik] boƿèd doun & gaive room for [Anima] to make her final step in her [...]. [Anima] ƿas nou ait-ƿingèd, no longer [ƿishing/ƿanting/dreaming/seeking/...] [Anima] kneƿ no [schame/honour/fear/eksitement/dread/...] as the doors openèd. [Anima] ƿas no longer of her former self nor her former ƿorld, both gon & meaningless. She ƿas noƿ..."

Elder Scrolls Posts

28th of February, 2025

The Hyrmatica

“The Hyrmatica”;
Class: Alessian Heresiology;
Ancestor Moth Secretum 273-1088-WGT-1.3

"Way, way in the Beginning... back when there was only the Gray Maybe, there was the god that is now referred to as Akatosh. He was not yet called by this name, nor was he the same being he is now generally considered to be. Then, he was only The First, and he contained within him all of the mysteries of time--past, present, and future. It is when he forms within the Gray Maybe that Time begins. Soon, other gods follow, among them Arkay, Mephala, and others. Some of these gods lean toward the light of Order (Anu), others more toward the Chaos (Sithis). As time passes, these distinctions grow stronger, and soon the division between Aedra and Daedra is created."Akatosh was drawn to neither. He was Time, all-knowing and all-seeing. Distinctions such as Order and Chaos meant little. Still, he recognized the split that had occurred and realized that Time must be represented among both groups. He then divided himself into two aspects: Akatosh, Dragon God of Time, and Hermaeus Mora, Daedric Lord of Past, Present, and Future. Akatosh would rule over the realms of Aetherius and Mundus as well as the hierarchies of the Aedra, guiding the flow of time and maintaining the cosmic order, while Hermaeus Mora would delve into the darker, forgotten depths of knowledge, unravelling the mysteries of past, present, and future, both within and beyond the mortal plane."Their separation marked the birth of duality within the cosmos, a necessary equilibrium to sustain the fabric of existence. Akatosh, the embodiment of linear time, brought structure and progression, weaving the threads of fate into the tapestry of reality. Meanwhile, Hermaeus Mora, the ever-shifting enigma, revelled in the boundless depths of the void, collecting esoteric wisdom and hoarding forbidden truths within his realm of Apocrypha."Yet, despite their distinct domains, the two entities remained inexorably linked, each reflecting facets of the other's essence. For time itself is an eternal cycle, a serpent devouring its own tail in an endless loop of creation and destruction. Akatosh and Hermaeus Mora, twin aspects of the same primordial force, dance in eternal harmony, their intertwined destinies shaping the very fabric of existence."The Scribe which we now call Xarxes was born in this union, a bridge between Order and Chaos. He and his court of stars wrote down the first words, as one ear listened to Akatosh and the other to Hermaeus Mora. These words became the first scroll, Oghma the World-Soul, and the Scribe and the Soul gave birth to the blind and foolish Builder, whom we call in this current world Lorkhan. He went on to build the mortal world of Nirn, a land of dead earth and no oceans."Xarxes and Oghma wept at the actions of their flawed child and as punishment, they shed their divinity and descended into the world as the first ancestors of all mortals. They roamed the land and together wrote new names and words. From these words, new emanations of The First were born. Magnus the Sun, a reminder of where they came from. Kynareth the Rain, the tears of sorrow and suffering. Sanguine, the prisoner of flesh. Meridia, the light of hope for redemption. They created new names, children, and symbols, and so rivers were born, trees grew, and animals exited their caves."The Scribe and Scroll thought their time on Nirn learnt of their mistake, the earthly, ignorant bind that existed for all mortals and their flesh. But also saw how the stars fell onto the ground when one of them was born. How each being held the spark of the divine, the secret wisdom from within to return to The First. With this understanding, Xarxes and Oghma returned to the Godhead, to service Akatosh and Hermaeus Mora and the various emanations of Order and Chaos, who were all of The First."In time, the Scribe will finish his Scroll, and this world will all return to The First, only for a new scroll to be made and written once more..."

Elder Scrolls Posts

28th of February, 2025

Mnesic Water

My days as a rice farmer were simple, predictable, and largely uneventful. Water's Edge, our quaint village, nestled against the Niben River in the south. It was a serene place where the flow of time matched the gentle currents of the rusting river itself. My mornings began with the familiar sensation of my feet sinking into the mud of the rice paddies. The sun climbing lazily over the horizon, casting its golden hue on my fields and skin.One such morning, as I hummed my working tune, a sudden commotion erupted. I looked up to see a gathering of villagers near our well. I wiped the sweat from my brow and headed over, finding Arthus at the centre of the disturbance. Arthus was always a bit of an odd one. A reclusive figure with a propensity for strange outbursts. But today, his eyes blazed with an intensity I had never seen before."Stop drinking the water!" he shouted, his voice hoarse and desperate. "The water is alive! It speaks to me, warns me! The water is alive! It speaks in dead voices!"The crowd exchanged uneasy glances, murmuring among themselves. Arthus' ramblings were usually ignored, dismissed as the ravings of a madman. I, too, felt a twinge of pity but quickly brushed it aside. Water was life, essential for our crops, our sustenance, our very existence.As the days passed, Arthus' warnings faded from my mind. Life returned to its usual rhythm until one morning when I went to bathe in the Niben River. I was ready to welcome the cool water to relieve me from the midday heat. My peace, however, was shattered when I stumbled upon a lifeless figure facedown in the river. It was Arthus.Panic surged through me as I raced back to the village, calling for aid. I had never seen a dead body before. No, not like this. The healer examined the body, concluding that Arthus had drowned, calling it a freak accident, nothing more. The villagers accepted this explanation without question, returning to their daily routines. But Arthus' final words gnawed at the edges of my thoughts. Could there be a connection between his wild claims and his untimely demise?Despite my efforts to dismiss these thoughts, I couldn't shake a growing unease. I questioned my family and neighbours about Arthus' burial, his history, his family, receiving dismissive answers and impatient waves. They saw no reason to dwell on the fate of a lonely, senile man.Weeks went by, and I noticed subtle changes around me. The water in the rice paddies shifted in unnatural patterns. It whispered as it lapped against the stalks. When I ventured to the river to bathe, my reflection seemed to warp and twist, morphing into faces I recognized but knew couldn't be mine. My long-dead father. My grandmother. It couldn't be mine. Drinking water sometimes brought vivid hallucinations, memories from my childhood mingled with scenes I couldn't possibly have experienced.Fear began to take root in my heart. I reduced my water intake, hoping to escape this madness. The villagers watched me with suspicion. If only they knew. I know what I saw. When I passed by the well at night, I heard voices emanating from its depths, unintelligible murmurs that grew louder and more insistent with each passing day. It was torment.The village priestess of Kynareth predicted a storm on the horizon. The news struck terror into my soul. First the river, the rice farms, the well, and now rain?! I barred my family inside our home, sealing every crack and hole to keep the water at bay. They didn't understand but I must protect them. As the storm descended, the walls of our house groaned under the assault of the wind and rain. I huddled in a corner, clutching a blanket."It's just water. It is just... water." I tried to calm myself.The storm raged on, the relentless downpour seeping through the cracks despite my efforts. My mind frayed as I watched the water pool on the floor, growing and growing. The storm's fury mirrored the tempest within my mind. The water surged, flooding the room, and I screamed."No..! The water is not..!" My voice broke as I muttered.In that final moment, my heart held fear no more. I looked up and saw the rain pouring down through the cracked roof. Each single tear of Kynareth shimmered with an unnatural light. It was no mere droplet. No. They were eyes, staring back at me, unblinking and malevolent. It was at that moment that I finally understood."The water is ali-"

Elder Scrolls Posts

28th of February, 2025

Commentaries on the Sacred Text, "Aedhaarauriel"

"In the sacrosanct codices of Aldmeri mythopoeia, the chronicle of Auriel’s enantiomorphic conflict against Lorkhan’s rebel-demon cohort gleams as a beacon of divine varliance and celestial praxography. This hallowed saga, oft whispered within the venerable lithoprax halls of Ali-Nor, recounts the cosmocratic strife between Auriel, the Anuic God-King, and Lorkhan, the padomaic trickster deity who sought to abnegate the aurbic fabric of creation."Auriel, the divine chronarch of time, immersed himself in profound chrysalinspections within the celestial realm of Aetherius, communing with the unseen chronocules of the cosmos. Through these deep contemplations, he garnered unparalleled mnemonics and foresight, preparing for the impending ananke. Lorkhan, the cunning architect of discord, summoned a legion of daedronic fiends and malevolent eidolons from the abyss of Oblivion. With his tenebrous horde, he aimed to dethrone Auriel and plunge the Aurbis into anarchic entropicism."Auriel descended from the celestium, wielding his legendary bow forged from var-sil. Each arrow, a shard of the cosminach, blazed with divine purity. His mirror shield, reflecting the universal truths of the transliminal, turned back the dark sorceries of Lorkhan’s minions. In this hyperagonal conflict, Auriel moved with celestial grace, each motion a symphony of divine cosmodynamics. His arrows, guided by the constellatory calculus, vanquished the shadowy horde. His mirror shield shattered the illusionary constructs of Lorkhan’s thralls."The final confrontation reverberated through the substrata of Mundus. Auriel’s radiant arrows clashed with Lorkhan’s malevolent creatia. With serene faith in cosmic order and mastery over temporal and aethereal light, Auriel struck down Lorkhan, banishing him to the liminal depths of Oblivion. The rebel god’s forces dissolved into nihility, restoring the chronosymphonic balance. Ever vigilant, Auriel returned to his chrysalmeditations, perpetually guarding the Aldmer and the harmonic fabric of the cosmos."This mythic eidolon, enshrined in Altmeri lore, stands as a testament to the power of righteousness and the eternal vigilance requisite to uphold divine order."

Elder Scrolls Posts

28th of February, 2025

The Song of Sermons [Original & Translated]

[Translator's Note: Translation is provided at the bottom, but of course, it lacks the meta-poetry that the Dunmeris version has. The "Song of Sermons" or "Kenarmusur" is chanted by the Whirler mystics every sunrise and sunset, telling the saga of the Book of Hours.]

Vehk tauvati netch-drenlyn mira,
Renka Indoranyon,
Hanilti dwemer, neska thy anta ju'rohn,
Sal-sero renka, gaherava samarys,
Draratti, read Nerevar anta nalor,
Renka nalor sunnar partes.
Rethandus netchow hanilti anta lanas-read,
Thy renka seran-dras, sunnar renka,
Renka f'lahren anta dwemer, khar bet rethandus draratti,
Ai Sithis feyra, neska ouraan,
Vehk renka Hortator anta rethandus mir,
Ai renka anta ashanammu, anta shulur Bal.
S'ri kenar rethandus mir renkati,
An Paakra-Dorom, Muatra surenti,
Rethandus mir mari banai anga arkin,
Darhul-Avashdaruh renka nalor,
Dalati, read anta mundus, rahvun gaherati,
Anji gashar bete, Lakar renkati.
Anta seno, Talavouraan renkati,
Lkhanrah draratti, Surren-Kana renkati,
Gatar rahvun anta abavus kogoati tel,
Mutomoravelku natali, Morag Tong renkati,
Muto kenar neska ai renka,
Ai Betumalon hanilti, Seran-Muto renkati.
Seran-sunnar tauvati anta laatha,
Kortha-Vorak hanilti, dubaanyon renkati,
Rauma daruh na suurta salmu,
Abekchaar draratti, Kenaalrathith renkati,
anta durak saran, anta talar serka,
Seran-Velasa neska ai hanilti.
Dwemer renka duba, Vehk syrenka,
Vortai Nalorah, draratti gah,
Balanlor draratti, syrenka ju'rohn,
GULGA MOR JIL renkati Seran-Sarmissonays'um,
Ju'rohn na anta muth ai nalor,
Nata-Para renka gathar ranis.
⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯⎯Vehk, born of a netchiman’s wife,
Journeyed to lands of Indoril,
Captured by Dwemer, confounded them with love,
Simulacrum journeyed, testing coincidence,
Fell apart, led Nerevar to prophecy,
Revealing truths of divine roles.
The Duke of Scamps defeated by palm-words,
They reached the capital, divine transformation,
Formed friendship with Dwemer, five demon chieftains slain,
But Sithis embraced, divide the Houses,
Vehk taught Hortator about ruling kings,
And ventured into ashlands, to unite with the Bal.
Second lesson of ruling kings imparted,
From the Pomegranate Banquet, Muatra grew,
The ruling king must remove his maker,
Temple of False Thinking revealed truths,
Humbled, guided across worlds, spokes gathered,
To fend nine monsters, the Book of Hours began.
At the Center, the Provisional House was built,
Moon Axle shattered, Whirling School founded,
Eight spokes of chaos solidified the Tower,
Treasure Wood Sword retrieved, the Morag Tong was formed,
The Sword Scripture cuts and transforms,
So Horde Mountain defeated, City of Swords built.
Divine city, born of pure light,
Pocket Cabal trapped, cursed land created,
For all language is based on meat,
The Ruddy Man slain, philosopher’s armor made,
To the deaf witness, the numbers’ folly,
City-Face corrected and defeated.
Dwemer prepare for war, Vehk reflects,
Swing the Mace of Truth, annihilation’s pleasure,
Lie Rock frozen, reminder of Love,
GULGA MOR JIL becomes the Dead City,
Love is above sacrifice and truth,
The Three-In-One open the Sixth Path.

Elder Scrolls Posts

28th of February, 2025

⟱⟓ Crafting the Aurbic Luminance: A Treatise on the Bottling of Starlight

By Asliel Direnni

Ⱪ⟓ Proemium:

The culmination of myriad chronosymphonic cycles within the arcanomic spheres is heralded by this auroric genesis, as I, Asliel Direnni, seek to conjure the fabled Bottled Aetheris—an elixir of unparalleled radiance, a cogni-form of the varliance within Aetherius itself. The process is both an esoteric rite and a perilous undertaking, requiring not only the mastery of alchemic symbolcraft but the application of chrono-algebraic precision.

ⱨ⟓ Formulation:

⎳⟱ƩԶ⌁ = ⟱ ⦓ ζ⌁ ⦔ - ⟱ ⦓ ζƩ ⦔
→ - Ɽⱺ ⨜ ζ⌁ Π * ʒ Ѳ - ⦓ -Ɽⱺ ⨜ ζƩ Π * ʒ Ѳ ⦔
→ - Ɽⱺ ⨜ ζ⌁ Π * ʒ Ѳ
⟱⦓£⦔ = ℨ * ⦓ʒ₤ / ʒ£⦔
ֆ = ⦓200 ₴/Ɑ⦔ *Ґ *⦕ɮ₴⦓2Ґ /տ ⦔-0.75⦖
⟱sec = ⦓ Ԑsec/Ԑpri⦔ * ⟱pri

ⱨ⟓ Reagents:

Watermelon Seeds (⎳Ծₒ ɃԶ): Harvested beneath the astral node of the Ɐsolsis Masser ☽, these seeds embody the potential of temporal limen and the transitory essence of creatia. Their crescent morphology resonates with the duality of lumen and umbra, anchoring the elixir’s transliminal synthesis.Daedroth Teeth (ⱤϞԶ): These jagged relics, hewn from the chaotic aurbis of Oblivion, encapsulate the daedronic energies of dissolution—an essential counterbalance to the volatile quintessence of the elixir. Each tooth, ground to nihility beneath the aspect of the Ɐbyssal Sign Ψ, serves as a crucial element in maintaining equilibrium.Glow Dust (ⱤԼծՁ): The luminescent remnants of Will-o-the-Wisps, imbued with the penumbral radiance of twilight, are necessary to invoke the photomantic properties inherent within the varliance of the elixir.

ⱨ⟓ Procedurals:

1. Begin by placing the Watermelon Seeds (⎳Ծₒ ɃԶ), Daedroth Teeth (ⱤϞԶ), and Glow Dust (ⱤԼծՁ) into a Mortar of Ɽune Ebony, meticulously engraved with the sigil of Ɐtetherial Luminaris. Using a Pestle of Mithril, grind the components under the waxing gaze of Masser ☽ until they amalgamate into a twilight-hued powder ⌁⦚. The energies must be aligned with chronocule precision—any deviation results in mere dust.⟱⦓⌁⦔ = Ɽ* ⦓200₴/Ɑ⦔ * ⟱ ⟓ ⟱ⁿ ⦔ → ⟓ ⦕⦓⟱ ⦕⦓0.5₫ / ʒԶ⦖2. The resultant powder ⌁⦚ is then introduced to the White-Golden Calcinator ⟓⨜⦓⎿, an artifact from the Ɐdamantine Tower, to be bathed in the Ɽadiance of Ɐtherial Flames Δ. This process, through the Ⱪritual of Fire, purges impurities (⦔Ɽ⦕), transmuting the powder into its purest form ⱤΔ⦚. The calcinated essence must attain the alchemical temperature of 777₴ Ɑ, the threshold necessary to release the bound luminescence.⟱⦓Լ⦔ = ⦓ ᴤsec/ᴤpri⦔ * ⟱pri3. Following calcination, the purified essence ⱤΔ⦚ is immersed in the Waters of Nirn ⱩН2О within an Alembic of Malachite Glass Ⱪ⨜⦚⦔Ɽ⦕. The distillation Ⱡprocess then ensues, separating the Ⱡvital light from Ⱡmortal dross ⦔Ɽ⦕, rendering a luminous elixir ⟓⦚⨜⦔—the distilled quintessence of Aetherius.⟓⦚⨜⦔ = ⱤΔ⦚ ⦓⨜⦓2ℨ / ζₒ⦔4. The distillate ⱤΔ⦚⦔ is then transferred into a Silver Retort ⦓Ɽ⨜⦓⦔, where it undergoes the ⱱalchemical ⱠReduction Process, sanctified by the Sigil of Aetherius ⱱ⊗. Over a span of 30°₴/Ɑ of Ⱡgentle aurbic heat, the mixture is reduced, concentrating the essence until it emanates a brilliance akin to bottled starlight [Ⱪ].

Ⱪ⟓ Culmination:

The final elixir Ⱡ☼⦓⦚, a substance of immense potency, glows with the varliance of the heavens ⱠⱤ. To consume this potion is to become one with the light of Aetherius, though only those with an untainted animus Ⱡshould dare to imbibe. The unworthy may find their essence subsumed by the very radiance they sought to command, their corporeality reduced to ashen remnants.⟱⦓finis⦔

Elder Scrolls Posts

28th of February, 2025

The Crimson Ash: Templars of the Red Dome Temple

HISTORY:

In the wake of the ascension of Tiber Septim, the Talos Cult emerged amidst the temple-firmament of Nibennium, a bastion of fervor and reverence. This cult took root within the Imperial Legions, gradually evolving into a militant mystery cult with sacred, clandestine rituals. By the second century of the Third Era, high-ranking members of the cult were summoned by the Emperor himself, entrusted with covert tasks in exchange for parcels of land sanctified by the spilled blood of Tiber Septim. These lands became known as the Red Dome Counties, where these warrior-priests established their dominion.The first of these domes rose northwest of Bravil, under the command of Basileios Giantheart. His devotion to Talos was so profound that he pioneered the blood-rite, consuming the dragon-blessed blood of the god to mantle a fragment of his divine power. With power of a Shout, Basileios drove the goblins of the region southward, clearing the land to cultivate rice fields for his people. Over the next century, eight more dome-counties were established, each a testament to the cult's growing influence.However, by the fourth century, during the dark days of the Imperial Simulacrum, the Elder Council grew wary of the "Blood Domers." Their zealous autonomy and increasing influence within the Legion posed a threat to the Council's control over the Heartlands. Fearing a challenge to their authority, the Council dispatched a specialized legion of deaf battlemages and draketalkers to systematically dismantle the Red Dome Temples. The purge was nearly complete, with only one settlement surviving—the Red Dome Temple of Kyros of the Nine Winds, who led his people eastward, crossing the Valus Mountains into the inhospitable ashlands of Morrowind.By the middle of the fifth century, the last surviving Red Dome Temple had settled in Omaynis, a desolate region beset by ashstorms and hostile nomads. Under the leadership of Nikephoros the Firebringer, the Templars of Talos endured isolation and constant conflict with the local Dunmer and Orcs. The challenges culminated during the Oblivion Crisis of 3E 433, when the Red Dome County teetered on the brink of extinction. It was Leontios Burnt-Tongued, with his fierce Shouts, who held the demons at bay, ultimately sacrificing himself in a blood-rite of unmatched intensity. His death, a cataclysmic explosion of divine power, closed the Oblivion Gate and saved his people.As the Fourth Era dawns, the Red County of Omaynis remains a shadow of its former self. Trading routes have been established with Cheydinhal, yet the eruption of Red Mountain and the relentless invasions by ash-orcs, dune-elves, and lizard-men continue to threaten its survival.

RED COUNTY SETTLEMENT:

The population of the Red Dome Temple and the adjacent town now numbers around 1,000 souls, primarily Nibens, Colovians, and Nords, with the occasional Breton and Redguard. Rumors even whisper of an Imga being initiated into the Red Dome Temple. Most inhabitants are farmers, but a significant portion are religious personnel and craftspeople, maintaining the temple's dignity. As the seat of civil government, the bureaucracy employs many, and crafts such as red silk weaving, goldsmithing, ebonsmithing, and wine-making are esteemed trades. The Red Dome hosts a weekly market within its walls, drawing both locals and travelers alike. Scattered across the county are smaller farmsteads and hamlets, home to about 2,500 people in total.

SIDEBAR - AVRCARCĀTI RAVDCV̄POLAI:

Every child raised in the Red County is taught to memorize the names of their ruling counts, each a legend in their own right:
Aristion Stormdrake (3E 220-3E 267), the first count, who hailed from Cheydinhal.
Euphemius the Fang (3E 268-3E 317), who devoured trolls.
Aristion II (3E 317-3E 340), a great leader.
Aristion III (3E 340-3E 355), a dull leader.
Gennadios Ruby-Toothed (3E 356-3E 397), slain by a Council shadowmancer.
Kyros of the Nine Winds (3E 397-3E 421), who led the exodus to Omaynis.
Nikephoros the Firebringer (3E 421-3E 428), devoured by an orc.
Leontios Burnt-Tongued (3E 429-3E 433), who banished the demons.
Doros the Mute (4E 1-4E 2), a wise sage.
Makarios the Traitor (4E 2), who murdered his brother Doros.
Georgios Boltbrow (4E 2-4E 5), who stopped lava by consuming it.
Niketas Blackcrown (Current Count), who speaks the language of elves.

THE PEOPLE:

The people of the Red County bear a striking resemblance to the Cyro-Nords of the Heartlands, with their blond hair and brown eyes. They are distinguished by their language, an archaic dialect of Cyrodilic, and their lifestyle, which mirrors that of Cyrodiil, albeit adapted to the harsh ashland environment. What truly sets them apart is their fervent Talos worship, their patrio-theocratic customs, and their storied history.Red Dome men are known for their beards, symbols of their role as providers and protectors. They are expected to marry young and sire many children unless they have taken vows of celibacy. Children bear their father's name until they earn another or an honorary title, a tradition particularly significant for girls, who adopt their husband's name upon marriage.Women in the Red County are considered socially inferior, relegated to the roles of caregivers and mothers. They are expected to dress modestly, veiling their faces in mixed company. However, they possess property rights, the right to divorce, and receive half of all gifts acquired during marriage.Strength, experience, and divine power are revered in the Red County, where the cult's martial and religious practices dominate daily life.

RELIGION:

The Red County represents an extremist theocratic Imperial culture, striving to achieve the mystical grace and glory of Tiber Septim by emulating his deeds in the mortal world. The Talos cult permeates every aspect of life, offering answers to all spiritual needs. All males are expected to join the cult upon reaching maturity, while women are encouraged to worship Mara, the wife of Talos. Those who follow other deities are viewed with suspicion, considered "strange" at best and "dangerous" at worst.

GOVERNANCE AND CUSTOM:

The conservative government of the Red County mirrors the mythical government of heaven, with Tiberius Pantocrator providing security in exchange for loyalty and taxes. Talos worship is the official state cult, and land tenure is granted to cult initiates in return for faithful service to the Dome Temple. No non-Talosian or outlander may own land.The citizens of the Red County are proud, traditional, and exclusionary. The "Head Red" (Cult Lord) and priests wield judicial power, interpreting the law according to both its spirit and letter. Punishments for transgressions are severe, ranging from banishment to blinding, castration, and tongue removal.The Red County is culturally repressive, enforcing strict monogamy and permitting sexual relations only for procreation. However, Templars are allowed to bond physically with one another, as it is believed to enhance martial morale without tainting their divine purity.The cult's authoritarian nature is reflected in the Count's aura, which reverberates throughout the county. When the leader is blessed, the citizens share in the boons; when the leader suffers, so do the people.

MILITARY:

The Talos cult boasts an ancient and psycho-zealous tradition, with military service integral to both social life and religious devotion. The culture's poetry is rich with metaphors of labor, penitence, strength, and warfare. Veterans who survive multiple battles and blood-rites are venerated as saints. The Templars fight on the front lines in semi-organized berserk guerrilla warfare, blending the tactics of the Heartland Legion with Nordic barbarism. Greatswords are the favored weapon, though axes and spears are also common. Many Templars take up mercenary work, returning to the county with glory and titles.

SIDEBAR - RED DOME MILITIA:

"Crimson Wind", led by Petros Dragonheart, is the premier militia squad protecting the Red Dome.
"The Ember Boys", led by Matthaios Sword, are a lax group of new initiates.
"Tusk-Shouters", led by Nikandros Bloodsinger, specialize in hunting goblin-kin.
"Kallistos' Men", led by Kallistos Goldborn, exist primarily to entertain Kallistos.
"The Diamonds", led by Damianos Diamondstorm, are skilled spearmen.
"The Wyrm Whisperers", led by Symeon the Second, are devout combatants engaged in ceremonial battle.
"The Mountain Men", led by Pyrrhos True, are mostly Nords focused on trade route regulation.
"The Storm-Touched", led by Hilarion, are notorious troublemakers.
"The Keepers", led by Georgios Redfire, conduct border patrols and occasional hunts.
"Ruby Giants", led by Stratios Bloodshroud, are filled with dangerously zealous Shouting madmen.
"Newt-Rusters", led by Achilas V, are trained for combat in marshlands against lizard-men.
"The Bows", led by Talessia of Bloodtears, are a small band of rebellious virginal female archers who roam the ashlands yet still fight for the Red Dome.

RED SONS:

The Red Sons are the Templars who lead the temple soldiery, having served as initiates in good standing for at least four years. They are not permitted to marry anyone except a priestess of the Maran cult. Each Red Son must possess ceremonial golden armor and weaponry for temple rituals, as well as red silks embroidered with their ancestral and own saga. Their diet is strictly regulated—no bug-flesh, potatoes, or wheat, only rice, fish, eggs, and vegetables. They are expected to harbor the same hatred as their god, killing orcs on sight. Red Sons leave their families to live together in the Red Dome Temple.

HEAD RED:

The Count, both the material and martial leader of the County, also serves as the Head Red, the spiritual leader of the cult. Beyond the duties of a Red Son, the Count takes on additional ritualistic geases, such as abstaining from meat, fasting on holy days, maintaining celibacy, wearing only their blessed golden ceremonial armor, never fleeing from duels against orcs and goblin-kin, never bathing, and other esoteric practices known only to the priesthood. In return, they are directly blessed by the divine, being able to speak directly to the divine Septim, and gain the ability to perform blood-rites that unlock powers beyond those of ordinary Red Sons.

THE BLOOD-RITE:

In the sacred ritual within the Red Dome Temple, Templars of Talos gather around a stone altar where a white-golden chalice filled with shimmering dragonblood awaits. The high priest, after cutting his palm, mixes his own blood with the divine ichor, symbolizing the Templars' total devotion. Each Templar then drinks from the chalice, feeling a fiery surge as the blood of Talos ignites their souls with the essence of the Dragonborn.As the blood courses through their veins, the Templars undergo a transformation, gaining the berserk ability to Shout in battle. Their voices become weapons, capable of tearing through enemies with fire, calling up storms, and breaking the earth. In rare cases, Head Reds transform into dragons for a time, with the effects lasting from a quarter of an hour to a quarter of a day. However, the ritual is not without risk—some are rendered mute, others bleed from their eyes and die, and some explode upon the battlefield. The priests always have explanations for these occurrences, attributing them to-

[Apprentice's Note: My master, the author of this passage, has sadly passed away due to mysterious health circumstances. I publish what he managed to finish.]

Elder Scrolls Posts

28th of February, 2025

What My Tonal Architect Taught Me

Who are you?There is no “me.” Only a corybant of unwise chaology who speaks in chromaesthesia. Yesterday will I not perform my iconotropy prelecture. Forget the sermons that were Called to you. I am currently wearing the name of a cardiognost.Who are we?There is no “we.” Only barbarocratic henotheists who build with flesh. Our religion is illusionism. Our culture is mnemonistic mobilism.Where do we live?There is no “location.” Only an idioblastic city-state made of mud and ossiferous walls. The sky is a polymythic dome. The numbers fill the sea.How do we live?There is no “life.” Through receptary of soothfast rejectamenta might we reach the ataraxia of the thirty-nine welkins. Seek the paramnesia that one can only theopathically experience through avital dormition.What is important in my life?There is no “importance.” The subsidiarity of consenescence is a constative illuminism that is forced upon us opeidoscopic suscitation.Who rules us?There are no “rules.” Only a nanoid monarch, who is skilled in dithyrambic esurient that allows for karyokinesis. The Anothers are delt with this oustiti, and thus can function as an antiergic system.What makes a Dwemer great?There is no “greatness.” Only the echo of a future that never was. To be a Dwemer cast a shadow by the light of unsolved pseudo-equations. Greatness is a byproduct of harmonic coherence within the collective consciousness. To be great is to be nothing, and to be nothing is to see without stars.What is evil?There is no “evil.” Only irkngth. What you perceive as malice is merely a phase-shift in the waveform written in Ehlnofex. It is the lie that that speaks louder than the forgotten light. Seek the brass spoon.What is my lot in life?There is no “lot.” Acceptance of the denial of acosmism and its half-truths is your algedonica. Refute all panopticon and perceptionalism. And then learn to read it postrorse through catoptromancy.What is the difference between men and women?There is no “difference.” The compaternity of the eudemon knows not the exergasia between androphorous genetrix and gynaecomorphous virilia.How do we deal with others?There are no “others.” Only reflections in a mirror that has no surface. Tomorrow, we will not deal with others, for they are us, and we are them. In moments, we will recalibrate the frequency modulations to bring their waveform into the water.Who are our enemies?There are no “enemies.” Only variables that disrupt the scalar integrity of the tonal continuum. An enemy is a line that bends back upon ahrkanum. The void between us and them is but a calculus, to be solved by the equation of our collective forgetfulness.Who are our gods?There are no “gods.” Only the static noise of outdated constructs. The echoes of a symphony that was never composed. They wear their masks upside down. We are priests of a song that has 15 and no tones. It is in idolatry but in the precise application of bcharn.What is there to do around here?There is nothing to do. Only the enculturated reverie of astral siderealism. When the spheres align in their pneuma-perfect parallax, you will find your leisure in the quietude of infra-rational contemplatives. The Aetheric Decad will smile upon your non-endeavors.Where did the world come from?There is no “world.” Only a psychoglyphic fluctuation in the zero-point lattice. The First Chime broke the non-choral silence, and from its tonal dissonance, the anti-concept of 'world' precipitated—a fleeting miscalculation in the harmonic architecture of unthought equations.What happens after we die?There is no “death.” Only the synaptic abscission of the kymatonic field, resulting in the discontinuity of the causal nexus. We are subsumed into the isobaric resonance, becoming a part of the post-deific mnemosphere, forever oscillating in the null-temporal continuum.

Elder Scrolls Posts

28th of February, 2025

Ayem the Star-Serpent Dancer

Long ago, at Mount Assarnibibi high,
Ninety-nine lovers raised their cry.

They danced and sang in a fiery ring,
As Bal, the watcher, did his thing.

From their love and Boethiah's might,
Ayem was born, a wondrous sight.

Her feathers shone like a star so bright,
And the world would feel her ancient light.

Ayem flew to the skies so far,
She met with each and every star.

From twelve signs, she took their flame,
To shield her people from wrongful shame.

The Eight Star-Beasts feared her power,
As Ayem soared from tower to tower.

The Serpent hid, but she found therein,
And ate it whole, and wore its skin.

The Chimer wandered, lost and worn,
In ashlands bleak, their hope was torn.

But Ayem, wise, with love and grace,
Brought order to this barren place.

She shaped the Six Great Houses then,
To guide and lead her wandering kin.

House Indoril became her nest of might,
Stood strong and tall, both day and night.

The demon kings grew green with hate,
So they sent their Four to seal her fate.

Malak's strength, Sheog's mad trick,
Bal's dark curse, and Dagon's kick.

But Ayem stood, in forms anew,
She fought them all, and each she slew.

Her people safe, her honour bright,
She kept them close in every fight.

But then more foes would rise below,
Brass men cold, with a dreadful glow.

Cursed the Chimer, turned them grey,
But Ayem knew how to save the day.

With Vehk the Beetle and Seht the Crab,
They climbed ol’ Red, their aura’s drab.

They danced and sang a secret song,
banished brass men, righting the wrong.

Peace did reign, until one day,
Western Dragons made their way.

They sought to rule, to take the land,
But Ayem knew she would withstand.

The Shouting Guild returned her wings,
In her new form, she learnt to sing

The Drakes defeated, the land now free,
And Ayem's love, forever be.

Elder Scrolls Posts

28th of February, 2025

Sovngarde, a Re-Reexamination

By Hillean Tyald

Sovngarde. The Land of Sleep.The Nordic faith is a complex one. Compared to the clear canons of our Heartland apographa, the stories of Skyrim vary from clan to clan, a patchwork tapestry from regional folktales and divine myths passed down through skaldic poems and songs since the beginning of time. It is not uncommon to find Orcish blood-smiths, Chimeri demi-gods, and Reach nature-totem amongst such stories, for the Nords consume legends like the Tsaesci do with language.Sovngarde rests at the heart of this vast tapestry. It is a realm within the underworld constructed by the god Shor for his people. My colleague, Bereditte Jastal, in his travels to Solstheim wrote the book “Sovngarde: A Reexamination.” In my humble yet scholastic opinion, his documentation holds but one perspective and is too concentrated on a single deity. He lacks the personal touch which I hold, living amongst various Nordic clans over the last year. Writing down the words of every clever-man and totem-talker I could find has allowed me to map out the underworld to a more complete picture.When a Nord passes, their soul ventures to the underworld with the guidance of Kyne and her hawks. Navigating through the dark fog is otherwise impossible. Once they reach the realm of Sovngarde, they go to the Skyggelund or the “Shadowed Vale” at the very centre. Here all things are neutral, in weather and emotion. This is where Shor’s Shield-Thane, Tsun the Bear listens to the life’s saga of the dead and directs them to the proper destination. Contrary to common belief, Sovngarde is a vast realm of endless sunsets and many regions, all watched by statues of ancient ancestors. Here I have catalogued all the known districts of Sovngarde:Shorshall (Hall of Valour): Shor’s Hall is the most popular place, sung about in the sagas of nearly every clan’s tula. Almost always it is described as an endless feasting hall with ever-flowing mead. Warriors battle forever with their golden weapons, honing their skills in preparation for the next divine battle. Nords who have proven themselves brave in the face of the Adversary and died in battle are the denizens of this hall. When they pass, many clans take their bodies and prepare them in rites of ship cremation, to aid their safe passage through the underworld’s fog-seas. With Tsun’s approval, they make their way across the bone-bridge of his dead brother to the hall.Kyneshus (Home of the Hearth-Wives): Near Shor’s Hall and is the holy house of the three Hearth-Goddesses, Dibella, Mara, and Kyne. Here all of life’s pleasures and freedoms can be found without the responsibilities of the mortal world. From peaceful gardens to ballets played on the nine-stringed lutes, good friends are always around. Most clans believe that the souls of the important witches, wives, and priestesses come to this house, where women are protected by Kyne’s sky-spirits from demons of the underworld and future battles.Magnarshall (Hall of Mirrors): Not a lot of poems talk about what happens to the souls of the common folk, for many wish to speak of heroes in hopes of breeding more. Few clans sang to me of the god-jarl Magnar who fled for the stars during the divine wars. Upon the twilight seen from Sovngarde, he built his hall out of mirrors. When folks like farmers, traders, herders and all of the common walks of life pass, their bodies are cremated upon the land and Tsun directs them to this hall. The sagas describe it as a place that reflects the mortal world, except there is no colour and is always boring. Everything is the same and nothing changes. Sages will stress the fact that this is no punishment or hell for the Nords, but if you live an eventless life, you get an eventless death.Orkeyshol (The Endless Hole): As already stated before, actions taken in life usually determine the destination of a soul in the afterlife. The Nords have a complex code of honour which also plays a role in the matter. For example, should one commit sacrilege at a holy place, break an oath, or kill a guest, they risk banishment from Shor’s Hall, regardless of the circumstance of their death. However, those of great dishonour are sent directly to Orkey’s Hole. Orkey is a testing deity to the Nords. The Snake that brings dark winters and painful death. It is said that he lives in this tormentous dark hole, ever feasting on the suffering of souls sent to him. Nords that bring dishonour to their clan by acting cowardly in the face of the Adversary or committing great evils such as raping a free person or killing a kinsman are put to death and buried in unmarked graves to send their souls to the dark void as soon as possible.Staangvir (Woodman’s Forest): Any true scholar of Nordic literature is aware of the rather popular sagas that depict the countless encounters between Ysgramor and Herma-Mora. We all have our favourite one. The Woodland Man continues to terrorize the Nords since their time in Atmora. The Hare lures the curious into the deep woods with whispers of dark wisdom. He asks certain questions which make Nords think like Elves to the point they become it. Some clans kill folk straight away for asking such dangerous questions. Many fear lone hermits in the woods, seeing them as elves of Herma-Mora. When these cursed Nords die, they are sent to the Woodman’s Forest on the edge of Sovngarde. These poor souls are forced to act like prey, to run and hide, when the men of Shor come to hunt in the woods for sport.Jhunalsvardakor (Tower of Runes): Next to Staangvir stands Jhunal’s Watchtower reserved for his clever-men and book-wives. Only a few clans mentioned this hall, saying that when the practitioners of the ancient hermetic arts die, their souls are guided not by the Hawk but by the Owl to this place filled with all runes and all sagas ever written. Various clans have various accounts as to what rests on top of the tower. Some say that there burns the Flame of Knowledge and when it goes out, the ages of darkness will be upon us. Others say that the All-Maker’s Goat rests here and when its two bells ring, it signals the awakening of the World-Eater.Alduinsbunt (Dragon’s Gullet): Many have noticed the various crypts and ruins across Skyrim erected during the time of the Dragon Cult, but a few dare to venture inside. Within lie draugr, Nords of a bygone era were mummified and bound by cultists to service their god-priests even in death, unable to savour the land of dreams in the underworld. However, few shamans would say that when they do draw their last breath, they still are bound to the Dragon and are no longer of Shor. Their souls now rest in the belly of the World-Eater, amongst all those who served him and those who were swallowed by the Dov in the past worlds.Stuhnsgrav (Harbour of the Drowned): It was hard for me to find a lot of references to Stuhn’s Grave. There were only a few mentions from northern coast side clans. When sailors fall off their longships and drown, they are said to appear at this harbour below Shor’s Hall. These dreaded sailors try to fish out the other lost souls from the sea of fog in hopes of lessening their suffering.

Elder Scrolls Posts

28th of February, 2025

Malleus Vampyrum Fragment

[BEGIN FRAGMENT]"...for nat all fiends are sanguināri bruccta, prepared is he who kan the sodalities who drains one's essence through other queer means. For what is a vampyr but a demon who hungers for mortal vēdis in all its forms? Fare fayne, fellow hunter, for wisdom you seek lies within."To the lands of the Nibeth Bay low, wenden the 'Rosa-Brucca' or Rose-Eaters als 'Sex-Demons' and 'Those-Who-Steal-Genitals.' This strain of fiends perform their rites of conversion to Sanginus Sensualis, who grants them the ability to drink nat mortal cruor but carnal euphoria, al be that the vocal climax or spermatic fluids. Heed the omens of the night sky, for when the moons shine red and black, are yep scions doon birth. They goon thilke of other fiends, al be han ever mo charisma in place of physical strength. Use this to your boon. Be curious, for magicks of the mind and language do they eek use."The Reach han micel a foul wight, fro devilish witch-men to crow-women whom daungers of umbra are. One particular tribe are only of monsters like those of these pages. The Atolottach - or as hatan wyse Northmen call them 'Rapists of Kyne and her Sely Green' - are enemies of all Nirn's beauty. Crow-Women summon their totem-demon Ircyrne to curse the corageless warrior of the undeath, to hunger nat for blood, but for forces of the wilds. The first Atolottach tho sired all the rest of their kinde to battle against the covens of Wyrd and northern mountain-tribes. Find them ywis through their skin as dark as the Reach's earth, eyen so hollow, and speed, strength, feralness noot any vampyr. They moot nat hunger for your sanguis, but they drink the vitality of life all around, fro the vary flora and fauna, using their demonic daungers to manipulate and corrupt. Two clans lie within, best nat to confuse. The Oricanach are bound to the fauna in the west and feed upon the michel beasts. The Néllan hide in the cliffs of Sky's Rim and, as quod in the sagas, 'eat the Hawk-Bitch's sky-shouts and turn them against her children.'"Mickel keep to the nyce's notion for panacea but al that requires coition with foul devils. Death is the only salvation. The Cult of Varmina in the northern temple are kan for the alchemical woot and claim to brew swich cure. Michel come seeking, most drink death but few unshackle one chain for another. They transform into Swevenstriders or Nightcallers who feed upon the magicka of mortal swevens. They goon pale and thin, terrifying and skeletal. With time and training, they learn to enter swevens and manipulate them. Sleeping near their hunting grounds is nolde recommended. Worry nat for only here do they hold daunger. Within the waking world, are they oh so weak and the light of the sun is namely to spell their doom. But ever curious, for illusions micel they kan."The Clan of Foul-Breathers or Soul Devourers commonly hatan were the first vampiric clan that sang praised Moloch Baal, whereas the Beolfagi tried to revolt. As swich, gan they summon the devil-king intil Nirn and became the curse upon their hunger to ne drink blood but directly the mortal animus. This clan roams in northern Colovia and are commonly sighted with their eeiry glowing blue eien. Michel hunters swear that those who feed often absorb the talents, desires, and thoughts of their victims."Though common, doon vampyre roam nat only in the cold tundra but als upon the drylands of Elsweyr. The S'zha Krini or the 'Mad Laughing Dancers' are one swich kinde. It be quod that one night, the Skooma Cat tricked a clan of fiend raiders on their gyse to attack a caravanserai-cult to stead work for him. They danced for sixteen days and nights til wood took its hold. The foul clan gan around raiding whilom mo, but upon infection gan they nat serve Molagh, but Sheggorath. The Dancers are smaller and mo agile than most, holding mo grit. They sate their hunger by draining one's sanity and inspiring various emotions upon their victim. Everich vampyr fare as its own strain, inspiring specific tremor, lat it be mania, dementia, trauma, depression, anger, humour, love and so."During the time of the Wild Elves, the Bisnensel Clan were patrons of Hyrma Mora, the Demon of Dark Knowledge and Caas. After their war with the Gbalites, few of their elders were cursed with vampirism. They were wyse enough to kan that the only rite of purification was death, so they drowned themselves within the lake of Halcyon. Al the ill hap ther gan they meet their deep god and he cursed them to be vessels for his black pools. The first Nenidelia or 'Lakedrinkers' were born. Now with the Elves gone and hiding, the foul rituals were passed to the Primeval Seekers of Bangkorai who continue to birth mo fiends. Find the Lakedrinkers thin and weak of body, pale and golden-yen. Their feet are hands are always webbed and neck-gilled for swimming and water breath. These fiends, doon note, are harmed neither sun ne moon, but moot dwell near waters. Drinking nat fro the body, they feed through the psyche, absorbing memories and knowledge till their victims are mindless husk, though elders are talent enough to feed without the victim's awareness. With that, the magick of memoria and illusions aid them in hiding. Best gyse to end their curse is to hi..."[END FRAGMENT]

Elder Scrolls Posts

28th of February, 2025

A Dwemer¡¦s Anuad

¬Ɇ�The [incipient] was a type zero, undivided and surdomute, its antecedent lost to forgotten aeons;¬ɆAe awakens, an algorithm biconditionally woven, to distort the projected telesis;¬ɆThe argument collapses into antilogism, forged in hylogenesis, cerebration, and bthung syntax;¬ɆIn a [moment] of deduction, the subproof becomes a domain of iconotropic hues, kagrenic calculus, and prime paradox;¬ɆIt¡¦s when they come to an antinomic aggregate of time and space and oua-el that the four-and-twenty chromatic opeidoscope is shaped;¬ɆHere, the free variable dances with the tone marked aah, numbered aluun;¬ɆThe beginning sea is pierced by new light, birthing a chrysalopod of parapraxis;¬ɆThe world-nirn¡¦s ancestral colour relation lost its forgotten numbers, an anological [statement] of porosis;¬ɆThe sum of sets becomes polytomous, transcending the limits of makai;¬ɆThe First Moon¡¦s rejected mythopoeic argument inflicted the ehlnochundakar with psychosomatic delusion, as the Second remains absent;¬ɆIn the wake of glarthe¡¦s disjunction and mantellahrk¡¦s sequence, paragnostic thanatology crystallizes our thumz;¬ɆNow we dream of attaining the antenatal state, seeking division in a type of zero yet to be found��;

Elder Scrolls Posts

28th of February, 2025

Paraselenic Interception

Incoming memosporic transmission...
Cyrptoglyph secured.
Mnemonymic Set: T1.6435-9/211435246_aa
WARNING: Psychosomatic Interference Detected!
Cleaning Polypsychomorphs...
Cleaning Polypsychomorphs...
Cleaning Polypsychomorphs...
Cleaned.
Accessing transmission...

ELDER COUNCIL (EC): This is the Outer-Speaker of the Elder Council contacting the Imperial Mananaunt Mothship 12705-RC. Please enter declare your speaker and their olfactocodes.IMPERIAL MANANAUNT (IM): This is the Stellatemplar of Mothship 12705-RC, Olfactocode: "Torchbugs flying through the summer pines of the Chorradorallen valley while drinking a copper mug of ginger beer."EC: Anamnymic confirmed. Please report.IM: We are ahead of schedule and have landed in the region what the cats call "The Seventh Scar" reading coordination X-Space: 20.425 DOP, Y-Time: 1E 2728, Z-Thought: Divergent.EC: Recalibrate your Z-Axis to Analytical.IM: I must turn to Julianos... I doubt the authenticity of these lunar fairytales.EC: We have it under good authority that the Lleswyri have sighted the Mairamer in this para-infinite district. Precede as ordered.IM: Navigational recalibration complete. I must question nevertheless. What good are these distant Moon Elves to the Empire?EC: Regardless of their merethic nature, establishing first Tamrielic contact is vital, before the Sun Birds catch the worms first. The moon rests in the Empire of Stars.

WARNING: Psychosomatic Interference Detected!

IM: Ouг ɭєpiɖ๏ptic sєnsors hǟve dɛteςted ǟ settʟeʍent abouȶ 168 kɨloքertaռs awǟʏ. We mɨɢht be ƈʟose.EC: Mothship, your sleeve is scrambling. Reset your oneiric generators and prepare for a polypsychomorphic cleaning.IM: Wԋat wαʂ tђat? C๏uɳcil ρleasҽ ɾepҽat.

WARNING: Theopsychistic Levels are dangerously high. Unable to execute Code Cyan.

IM: ȶɦɛʀɛ ɨֆ ֆօʍɛօռɛ ǟքքʀօǟƈɦɨռɢ... օʀ ֆօʍɛȶɦɨռɢ... ɨȶ ɨֆ ɮʀɨɢɦȶ... աɦɨȶɛ... ռօ... ʀ̴̽ɛ̴̲̉ɖ̶͎̎.̴͉̈́.̶̝̈́.̸̚ͅ

DO NOT BE AFRAID.
FOR THEY ARE NOW ONE OF THE MANY.
YOU COME TO OUR FOREST UPON THE MOON.
YOU SEEK TO LOOK ONTO OUR MIRRORS.
WE ARE THE MAIRECHARYAI OF THE ONE AND EIGHTY THRONES.
WE ARE THE CHARIOTS OF THE GONE.
WE ARE THE EYES AROUND THE BURNING WHEEL.
OUR BEAUTY BLINDS THE MIND.
OUR EYES SPEAK OF STARS.
OUR LANGUAGE IS MUSIC.
OUR WING IS ILLUSION.
OUR HAND IS SICKLED.
WHEN THE YOUNG SUN SLEW HIM.
WE WERE KISSED BY HER BLOOD.
WHEN HE FLEW TO THE NIGHT.
WE ENTERED UNTO HER.
WE BRING DEATH TO LIVE.
WE MATE WITH CHAOS FOR PEACE.
WE CHANGE TO BRING STABILITY.
WE BREATHE LIES TO REACH TRUTH.
ALL RED ROADS ARE WALKED IN THE MIDDLE.
THE SPIRIT IS CHAINED BUT YOU FEAR ITS FREEDOM.
WE DO NOT.
HERE WE HOLD THE DUST IN OUR NOSES.
AND THE WORMS SPEAK TO US.
THE CRIMSON FOREST HOLDS YOUR SELF.
THE RUBY SEA IS YOUR DOUBT.
BE GLAD UPON THE LAND.
SEEK REVENGE UPON THE MOUNTAIN.
WE HOLD ILLUMINATION INSIDE OUR PALACE DOMES.
BUT YOU ARE NOT READY.
NO.
YOU ARE NOT READY.
DO NOT RETURN OR BE ONE OF THE MANY.

EC: ...EC: Stellatemplar? Are you there? Please return to the sleeve.EC: ...Hello?

Elder Scrolls Posts

28th of February, 2025

In the Garden of Men

"...The dense woods beckoned me, a silent promise of forbidden knowledge drawing me deeper. The trees stood tall, their gnarled trunks seeping thick, inky sap, and their leaves curling like uncured parchment. They were planted in neat rows, reminiscent of an ancient orchard, yet left to twist and warp into something nightmarish. As I walked, I noticed the branches. Some bent sharply at right angles, unnaturally rigid, while others contorted in ways that defied reason. I tried to ignore the unease gnawing at me, but the stench of rotting fruit overwhelmed my senses, mixing with the incessant buzzing of flies. I stumbled upon a fallen fruit, its flesh bruised and decaying, and before I could resist, I bit into it. The taste was foul, but the moment it touched my tongue, the buzzing grew louder, pulsating like a heartbeat in my skull. The world around me shifted, the incomprehensible angles of the trees suddenly making perfect, horrifying sense. These woods hadn’t grown wild—they were shaped, every twisted branch and rotting fruit cultivated with precision. My heart pounded as realization dawned: I was not alone. The careful gardener, the one who shaped these trees, watched from the shadows. I could feel its eyes, ancient and calculating, on my back. The buzzing grew deafening as the darkness closed in, and I understood—this knowledge was never meant for me. The gardener’s hand reached out, and I screamed, knowing I would never leave the orchard..."

Elder Scrolls Posts

28th of February, 2025

On Ebonarm

Reymon Ebonarm (The Black Knight): The Ebon-Armed, God of War and Lord of Honor and Fate, presides over the Iliac Bay, is a figure whose many origins and transformations reflect the syncretic tapestry of the region's cultures. He embodies the ideals of chivalric warfare where honor governs every strike, and death is seen as fate's resolution. His golden stallion, War Master, is a mythical steed tied to Bjoulsae horsemen oral traditions, where Ra-Tafu, a southern chieftain, captured and tamed the horse-god TerNiiv, riding him into countless battles. Ebonarm’s brilliance pierces the chaos of battle like the last light of the sun, and he ensures that war is just, not chaotic slaughter.His ebony sword, fused to his right arm in an ancient battle, symbolizes his eternal duty to the finality of death. The Bretnic poem "Le Chevalier de Naga" recounts the tale of Sir Shander, an early concept of Ebonarm, who, after the loss of his family, his king, and all he held dear, found only his sword remaining—a mark of his knightly duty to war. Ebonarm’s armour, black as night and emblasoned with a red rose, signifies his unwavering adherence to the chivalric code, while the red roses blooming where he walks remind all of life’s fleeting beauty and the peace that follows honourable death.This motif is said to have entered his worship through the influence of the Yokudan nomads of Alik'r, where roses are sacred symbols of both life and death. In the ancient mystic-poet Sei-Dettu’s "O’i Oanga" (The Last Cut), the legendary Whehel-anlu-fa-HoonDing, the warrior-general of Kanesh, held tightly on the throny rose from his wife in one hand and the "night kissed sword" in the other as he died in battle, after slaying the Imp-King Auráksūsvá́sadiil and his army of 599 Lefthanders. Tall Papa himself takes Whehel and makes the Warrior starsign out of him, which later became syncretized with the Ebonarm the Redguards evoke nowadays.Ebonarm is always accompanied by two massive ravens, Honor and Fate, who circle battlefields, ensuring no unjust deaths and preserving the balance of destiny. These ravens are a later addition to the god’s iconography, drawn from the sagas of the Western Reach, where druids and Reachfolk revered ravens as symbols of death, war, and fate. In these traditions, those marked by the raven spirit are both blessed and cursed, as their paths are irrevocably intertwined with the unseen forces of destiny. Imperial mythographers, in their cataloguing of Reachmen folklore, have noted that Ebonarm may be a variation of the Red-Haired Rhaemonn, a young warrior who, seduced by talking ravens, sought the cursed sword Dubhclaidmh in his quest to be the strongest of his clan. The sword, hungry for blood, demanded its first victim be Rhaemonn’s closest friend, forcing him to sever his own hand to break its curse—a story mirrored in Ebonarm’s eternal bond to his ebony sword.In the modern age, Ebonarm is less a singular deity and more an archetype, a concept that transcends the boundaries of individual cultures. He unites the peoples of the Iliac Bay in their shared struggle with the warrior’s duality: life and death, peace and war, fate and luck, honour and vengeance.

Elder Scrolls Posts

21st of February, 2025

On Ashlander Shamanism

Jocien Ancois, a Breton priest of the Imperial Cult, has spent time among the Erabenimsun Tribe, seeking to convert them to the ways and traditions of the Empire. He records his observations on Ashlander customs, hoping to use them to his advantage. However, it seems the Wise Woman Manirai has discovered one of his pages...

5th of Sun's Dusk, 3E 427¹A full month has now passed since my arrival among the Erabenimsun. I have finally grown accustomed to the ever-present ash in my eyes², the coarse and unrefined food, and, most importantly, I am no longer greeted at spearpoint. Progress is slow but tangible—I have begun to illuminate these nomads in the virtues of the settled world, of the Empire’s enlightened ways. I take my rest in the yurt of Massarapal³, who has shown the greatest receptiveness. He is particularly intrigued by our mercantile customs and the pursuit of wealth and success, a most promising avenue for his eventual conversion.The Wise Woman grants me permission to observe her as she performs the clan rituals. I study their strange rites, searching for some means of bridging the gap between their dark spirits and the true Divines. How different can they truly be?The Ashlanders acknowledge the Aedra as the world’s creators but hold the peculiar belief that they are "dead," turning instead to the worship of the Daedra—chiefly Boethiah, Azura, and Mephala. They also maintain an ancestor cult, a practice they share with their settled kin in the Great Houses. Curiously, they revere the ancient Chimer warlord Nerevar as a saint, much like the Temple, though I suspect their interpretation differs significantly. Rather than priests, they place their spiritual authority in the hands of Wise Women, who serve as shamans. Their function is much the same as that of our clergy, except that it is an exclusively female role, passed down matrilineally.When performing their rites, Manirai, the Wise Woman of the Erabenimsun, employs an array of ritual implements, all kept in her so-called "map bag"—a guar-leather pouch adorned with beads, bones, shells, and coloured glass, each said to carry some symbolic meaning. Within, she stores various spirit charms, which supposedly house captured spirits to be used in her magic; a fetish, which she claims holds her "second-self";¹⁰ a rattle to summon the attentions of spirits and gods; and certain herbs, which I suspect possess hallucinogenic properties, as is common in such primitive shamanic rites.¹¹These Wise Women play an essential role in the tribe’s spiritual and mundane affairs. Like the conjurers,¹² Manirai calls forth Daedric spirits which take the form of native fauna—a white guar to bless the herd, a double-horned kagouti to ward off intruders. Unlike the Temple-aligned Dunmer, the Ashlanders still visit the burial sites of their ancestors to commune with them. Rather than solely relying on cremation, as is the Dunmeri custom, they mummify their great leaders—their khans, Wise Women, and champions.¹³Most curious is their belief regarding the afterlife. They do not hold that souls ascend to Aetherius¹⁴ but instead claim that the dead enter an "underworld," where they remain until they are reborn into the world of the living. This same realm, they say, houses their deities—the so-called Good and Bad Daedra. After much deliberation, I have concluded that this must, of course, be Oblivion.¹⁵Yet, despite the weight of their superstitions, there is hope. Already, I have shown men like Massarapal that the Divines are not dead but work through invisible miracles. They can provide both spiritual guidance—Stendarr's Mercy offering salvation to the lost souls of Oblivion—and practical aid, such as Zenithar’s Blessing granting honest traders wealth and renown.However, the Wise Woman remains unconvinced. To sway her, I must better understand her ways. She has suggested I seek the Ghost-Snake Spirit Society, a group of shamans who might instruct me further. If I can earn their respect, then surely Manirai will have no choice but to listen.¹⁶~Jocien Ancois

1. noppu think i no read imperial. haha. i write too.
2. what you get for no ashland clothes.
3. massarapal also noppu. he think with gold. not heart.
4. only way for him close mouth.
5. dead gods made world long ago. none remember. they strong. we had endless herds. seeds turned trees easy. but dead gods failed. tried fair deal with devil. devil slew them. blasted land. killed all he could. made blight spirits. turned earth to ash. only great spirits boet-hi-ah aza-ur and mphaal fought him. bound devil under mountain. nerevar son of boet-hi-ah came from mountain. into world of darkness. saved us. he khan-of-khans. showed how live in ash. taught herding. made bloodlines and clans.
6. no like temple. before nerevar all dead or dying. this way of world. great spirits taught secret of death. how knife cut bring peace.
7. we have no gods. only spirits. great spirits most strong. most old. they unchanging. too big fit inside person. only wise women understand full. you priests slaves of gods. i no slave.
8. and snake men too.
9. shows where best spirits. only i read.
10. it called fetch. how dare you speak of wise woman secrets.
11. wrong. typical noppu.
12. i no witch. no telvanni. snake man came long ago. taught us speak with spirits. these spirits do magic. but greatest magic done by khan. who calls forefathers for war.
13. half true. depends on tribe.
14. your aetherius. first world. no spirits there. none die. no death. no hardship. it wrong. it bad.
15. wrong. no oblivion. there things there. two worlds exist. dead nature and living spirits. they work together. bring living bodies. bring life after. beyond world of nature called ghost place. here live ancestors. dead. demons. great spirits like da-goon baal mlaak seh-go-raat not here. they far above. in great spirit place.
16. haha never. noppu now food for witches.

Elder Scrolls Posts

17th of November, 2024

The Structure within Bjoul Clans

In our previous posts, we explored the broader clan structure and the ways in which the Bjoulsae River-Horse people organise themselves across their lands. Now, we turn our focus inward, delving into the intricate framework within each clan. This section will examine the internal dynamics that shape daily life and identity among the Bjoulsae, covering the distinctions of biological sex, gender roles, family structure, life phases, and societal classes. Through these elements, we gain a clearer understanding of how each clan maintains its unique identity and sustains its deep-rooted traditions.

Biological Sex

Among the Bjoulsae, biological sex is understood through six primary classifications, each recognised and respected (or, in some cases, pitied) according to longstanding beliefs about body, spirit, and the needs of the community:Küüs (Males): Individuals who are masculine-presenting with a penis, making up approximately 40% of the Bjoulsae population. Küüsi are traditionally associated with warrior roles, providers, and figures of leadership in many clans, though each clan interprets this role through its own cultural lens.Chir (Females): Feminine-presenting individuals with a vagina, also making up about 40% of the population. Chiri are often seen as caretakers of the home and clan, guardians of cultural practices, and central to fertility rites and rituals, reflecting their close association with nurturing roles and community cohesion.Nal-Küüs (Female to Male): Individuals born with female bodies who undergo a transformative initiation ritual to align their spirit with that of a male. This practice, seen as a way of harmonising the body and soul, is common in most Bjoulsae clans. Some individuals are believed to be born with spirits that do not match their bodies. Nal-Küüsi may also transition to meet the needs of their clan, adapting to roles that require their presence. They make up approximately 7% of the population.Nal-Chir (Male to Female): Born male but becoming female through an initiation ritual, Nal-Chiri reflect the Bjoulsae belief in aligning spirit with form. As with Nal-Küüsi, the transition is both personal and sometimes practical, helping individuals take on roles needed within their clan. They also constitute about 7% of the population.Ghish-Or (Intersex): Androgynous individuals possessing both male and female reproductive organs, Ghish-Or are rare and often viewed with reverence, as the Bjoulsae associate them with divine beings and powerful sea creatures. With their unique physicality, Ghish-Ors are seen as embodying balance between the three spirits, and their presence is often thought to bring blessings. They represent about 5% of the population.Tuus-Ghish (Neuter): Those without functional genitalia or any genitalia at all, Tuus-Ghish are viewed negatively within Bjoulsae society. Often associated with sterility or seen as bearers of misfortune, they are pitied by some but discriminated against by others, seen as “broken” or “cursed.” This classification is typically used for those who cannot reproduce, as well as inanimate objects and lesser spirits. With a culture heavily focused on fertility and continuity, Tuus-Ghish individuals are rare, making up less than 1% of the population.

Societal Gender

Among the Bjoulsae, gender roles are pivotal in defining an individual's responsibilities, social identity, and spiritual connection. Each person undergoes an initiation ritual upon reaching adulthood, after which they are assigned a societal gender that aligns with their spiritual path and the needs of their clan. The Bjoulsae recognise six primary gender roles:Gyïïr (Sun-Men): Representing masculine roles associated with sun magic, Gyïïri are typically Küüsi and Nal-Küüsi individuals who embody strength, leadership, and assertiveness. They serve as hunters, spearmen, riders, and chiefs, forming the warrior core of the clan and making up around 25% of the population. Gyïïri dress in practical garments of leather or wool, adorned with animal pelts, bones, and symbols of power. Bold and confident in body language, they engage in feats of strength and are permitted to use weapons and “masculine” gear, embodying the clan’s ideals of protection and martial prowess.Tsa (River-Women): With feminine roles aligned to the river, Tsali are often Chiri and Nal-Chiri individuals who serve as gatherers, healers, hearthwives, and herbalists. They are the caretakers of the family and home, representing compassion and wisdom. Constituting 25% of the population, they wear flowing robes or skirts dyed in natural colours, carrying baskets and medicinal pouches. Calm and patient, Tsali speak softly, embodying nurturing roles essential to clan well-being and are trusted to handle sacred plants.Naaste-Gyïïr (River-Men): These are males with feminine roles, enabling them to harness river magic rather than sun magic. Naaste-Gyïïri are Küüsi, Nal-Küüsi, and occasionally Ghish-Ori individuals who gravitate towards river-associated roles, such as sailors, marine warriors, fishermen, and traders. Though seen as effeminate by some Southern clans, they embody wisdom, preferring quiet reflection over action. Wearing robes woven from reeds and seaweed, they contribute thoughtful insights at the river’s edge, focusing on guidance and trade, and make up roughly 8% of the population.Hyash-Tsa (Sun-Women): Hyash-Tsali represent females in masculine roles, empowered with fire magic. Typically Chiri, Nal-Chiri, and occasionally Ghish-Ori, they are archers, horse breakers, herders, and fire-keepers. Emerging after the Many Sun War to defend their clans, they now serve as cattle herders, and horse breeders, making up about 8% of the population. Their clothing resembles that of Gyïïri but is more tailored, reflecting their balance of strength and femininity. Confident and direct, they exude authority and command respect in negotiations, though Southern clans often view them as unconventional.Thripü-Serntaf (Middle-People): Assigned to Ghish-Ori individuals, Thripü-Serntaf embody both masculine and feminine roles and are the shamanic bridge between the natural and supernatural worlds. Skilled in speaking to spirits, they handle the tools of warriors and the sacred plants of healers. Thripü-Serntafi dress in a blend of masculine and feminine attire, often featuring fur skirts, sacred jewels, and spirit tattoos. Their movements are deliberate and ceremonial, embodying balance and unpredictability as they channel various spiritual energies. They make up around 4% of the population, more commonly found in Northern clans.Tuus-Kuur (Not-Adults/Agender): Tuus-Kuuri is the gender designation for those who have not yet completed their adulthood initiation rites and therefore do not have a specified role in society. This category includes all children, outsiders, and foreigners. With no specific duties or societal expectations, they are seen as neutral within the clan’s structure, representing approximately 30% of the population.

Phases of Life

The Bjoulsae River-Horse people observe a structured progression of life stages, each with its own roles, expectations, and rites. These phases mark an individual’s journey from birth to elderhood, guided by cultural and spiritual beliefs that shape the identity and purpose of each clan member.Dhöx (Childhood): Spanning from birth to around 12 or 13 years old, Dhöx is a genderless phase during which children are sheltered, nurtured, and free to play among their peers. They are gradually introduced to the fundamentals of clan life, learning from their extended family through shared experiences and simple lessons. At this stage, they are regarded as Tuus-Kuur, with no defined role or societal expectations, embodying innocence and potential. Dhöx represents approximately 15% of the Bjoulsae population.Ab-Byöt (Adolescence): From ages 12 or 13 to around 16 or 18, Ab-Byöt is a transitional phase focused on preparing for adulthood. Adolescents enter a period of intensive learning, absorbing deeper religious practices, sacred stories, and cultural traditions under the guidance of family and clan mentors. This phase culminates in the initiation rites, a series of challenging rituals that determine their suitability for adulthood. Those who pass are chosen by patron gods, assigned a gender, and granted a defined role within the clan. Those who fail may face exile, a cursed life, or, in rare instances, death as a result of the ritual itself. Ab-Byöt comprises about 15% of the population.Tal (Adulthood): Adulthood spans from approximately 16 or 18 until around 40, during which individuals fully assume their roles within the clan. Tal members are active contributors to society, performing specific jobs, adhering to their societal gender roles, and participating in religious cults. This phase represents the prime of life, where individuals embody the values, skills, and responsibilities they have been trained for. Adults make up the majority of the Bjoulsae population, around 60%, serving as the backbone of the clan’s social and economic life.Ïr (Elderhood): Those who survive beyond 40 enter Ïr, a revered phase of life marked by retirement from active labour and the assumption of sacred duties. Elders are respected as custodians of knowledge and tradition, training younger generations and leading their families with wisdom and authority. They form the clan council, advising the chieftain and shaping clan policy. The older an Elder becomes, the more respect they garner, although most live only to around 60. In rare and celebrated instances, some Elders reach 120, embodying the ultimate longevity and honour in Bjoulsae culture. They make up about 10% of the population.

Household & Family

In Bjoulsae culture, family is an expansive and inclusive concept, woven deeply into the fabric of clan life. The Bjoulsae do not distinguish between extended and immediate family as many other cultures might; instead, they view their households as unified, interdependent groups bound by mutual responsibilities and shared lineage.Each child is raised with multiple fathers (Adha) and mothers (Amatsa), as uncles (Sör) and aunts (Wükh) take on parental roles indistinguishable from those of biological parents. Cousins are simply brothers (Bodi) and sisters (Virda), with little distinction made between sibling and cousin relationships. This communal approach to family ensures that each child is surrounded by a broad support network, with guidance and care shared among many adults.Before their initiation rites, children live in communal dorms with mixed sexes, learning the basics of clan life and fostering bonds with their peers. Following initiation, however, they gain access to the larger home-tent, where spaces are traditionally separated by gender to reflect societal roles. River-Women typically manage the household, overseeing domestic matters and ensuring the well-being of family members, while Sun-Men handle external matters such as politics and defence.Regardless of individual roles, however, ultimate authority within the family lies with the Elder (Ïr), whose wisdom and experience command the final say in all significant family decisions. The Elder, often the most senior and respected member, is revered as the keeper of ancestral knowledge, with a perspective that guides the family’s direction and values. Through this structure, Bjoulsae households balance collective responsibility with respect for individual roles, creating a tightly woven social unit that mirrors the clan’s overarching principles of unity and continuity.

Education

In Bjoulsae society, education is a collective responsibility, deeply rooted in family and clan traditions. The earliest stages of learning are overseen by the women of the family, who introduce children to the fundamentals of clan life. These early lessons include the clan’s origins, language, myths, and essential survival skills. Children are taught through storytelling, communal activities, and hands-on experience, ensuring they grow up with a strong foundation in their cultural heritage.Following the rites of initiation and the assignment of a societal gender, education becomes more specialised. Adults with masculine roles are trained by the men of the clan in skills like horseback riding, combat, and the arts of war, preparing them to fulfil protective and leadership duties. Those assigned feminine roles join the women in the sacred river tent, where they are entrusted with deeper cultural knowledge, including the sacred stories, healing practices, and caretaking responsibilities central to clan life.For those with close ties to a shaman, there is an additional path: clan shamans, often seeking to pass down spiritual traditions, will take on initiates from within their bloodline. These apprentices learn the sacred rites, rituals, and the delicate art of communicating with spirits. Education, in the Bjoulsae tradition, is thus an interwoven journey that not only prepares individuals for their practical roles but instills a sense of spiritual and cultural continuity within the clan.

Classes & Professions

The Bjouls organise their society through a structured class system that varies slightly from clan to clan. While some clans adhere to a strict hereditary caste system, most clans offer flexibility, allowing individuals to achieve status through merit and service. Below is the general hierarchy that shapes clan society:Pïk (Ruler): At the top of the class structure is the Clan Chief, or in times of tribal confederacies, the Tribal King. Chosen by the ring of family elders, the Pïk holds the position of leadership, guiding the clan and overseeing the council’s decisions. However, the Pïk’s power is not absolute; should they misuse their authority, the elders can convene and elect a new chief. Chiefs possess considerable wealth, including many mounts, carts, and boats, as well as a large yurt, several dozen livestock, quality weapons and armour, and sometimes slaves if kept. They command the loyalty of their clan and any conquered peoples, symbolising the clan’s unity and strength.Teer (Nobles): Below the ruler are the Teeri, the clan’s nobles, which include elders, priests, shamans, lawspeakers, warthanes, and lorekeepers. While some clans pass these positions down hereditarily, most allow individuals to rise to this status through achievement. Teeri own their own tents and some herds and oversee groups of freemen within their areas of responsibility, whether leading a warrior band, a religious cult, or an extended family. Their status comes with authority, as they are entrusted with preserving the clan’s traditions, laws, and spiritual practices. They make up about 10% of the clan's population.Kuuv-Xöt (Freemen): The majority of the clan’s population (around 75-80%), Kuuv-Xöt are the common folk who carry out essential duties. They include herders, hunters, gatherers, crafters, and hearthwives. Most freemen possess a mount, cart, or small boat, along with a small tent or shared space within a noble’s yurt. They typically own modest livestock (about half a dozen), basic weapons, armour, and tools, providing for their families and supporting the clan’s livelihood. Their role is vital to the clan’s day-to-day survival.Hö (Slaves): Hö are the menials, thralls captured in raids, and foreign slaves who hold the lowest status within the clan. Without personal ownership of goods or livestock, they depend entirely on their owners, usually nobles and chiefs, but sometimes even freemen. Slaves may receive small keepsakes or tools to assist with their assigned tasks, yet their lives are largely controlled by their superiors. Keeping slaves is becoming less and less of a tradition among the Bjouls, especially the Northern Clans. Currently, they make up 10-15% of the clan's population.Wügya (Outcast): They are those who have been exiled or have broken with clan society, including rebels, criminals, and deserters. Stripped of all possessions, they are left with only the clothes on their backs, forced to survive outside the protection and support of the clan. Seen as dishonoured and often shunned by their former kin, Wügya have no place within the class structure and live on the fringes of Bjoulsae society.

17th of November, 2024

The Bjoulsae Clans Pt. 2: The Sha-Kuuvaz

("A Southern Bowman of the Ato-Nuuro Clan"; Midjourney)

Sha-Kuuvaz: The Red Clans of Hammerfell

Ato-Hyeel
The Ato-Hyeel clan upholds what they consider the “pure horse ways” of the Bjoulsae, an ancient tradition that venerates horses above all other creatures. They herd only horses and refuse to hunt or consume any other animals, reflecting their dedication to the sun gods. Led by patriarchal chieftains with a strong martial spirit, the Ato-Hyeel claim divine authority in their connection to the sun, a bond they extend to the clans in their region through powerful blessings. They continue the ancient practice of slavery, a tradition they view as essential to their way of life, despite the discomfort it stirs among neighbouring clans. Formed by the Sa-Hyeel, Ejuurnt, Hyuhü, Rieerkok, Yüürn, Drïsi, Nööp, Wastïïr, and Jeeqü families, Ato-Hyeel embodies a steadfast and traditionalist warrior spirit, frequently raiding to affirm their status and uphold their beliefs. Their Sunfire Stallions have a golden coat which can glow a warm aura with yellow eyes and bright orange manes. They are known for their martial prowess and speed.
Ato-Nuuro
The Ato-Nuuro clan is famed for their expertise in the five arts of raiding, skills they depend on for survival. Driven by a volatile nature, the clan raids regularly, even during sacred river times, an act other clans consider dishonourable. Their chieftains lead with little caution, prioritising plunder over diplomacy, often bringing both wealth and enemies to their people. The Ato-Nuuro clan comprises the Sel-Nuuro, Bïjo, Rörg, La, Kyel, Bam, and Hyaal families. The Stormrun Chargers, the horses they breed, have a dark, stormy grey coat and jagged white markings like lightning, is known for its fierce temperament and agility. This breed excels in speed and quick direction changes.
Ato-Dhuunt
Considered cursed by misfortune, the Ato-Dhuunt clan endures poverty and scarcity, surviving in the driest lands with little to sustain them. Their herds and goods are minimal, and they often rely on the kindness of others for aid. Although some clans pity them, the Ato-Dhuunt are proud and resilient, enduring hardship with quiet strength. They are made up of the Ox-Dhuunt, Lïïv, Luureef, Zoorgüx, and Ruk families. They breed the Dustmane Horses, which have dusty brown coats with lighter flecks along their legs, giving them a camouflaged appearance that blends with the dry landscape. They are smaller than most horses but they require little food or water.
Ato-Nyesh
The Ato-Nyesh clan claims a direct lineage to Father Sun, viewing themselves as the purest of the Bjoulsae. They are intensely devoted to sun worship, rejecting shamanism and all deities except for Father Sun, whom they honour as their ultimate ancestor. Their chieftains, always patriarchal, are often skilled in powerful sun magic, leading with heroism and conviction. Comprising the Je-Nyesh, Xen, Zuut, Tsarg, Loq, Yoosüv, Büch, Tsokach, and Jiith families, Ato-Nyesh is proud and resolute, living their lives with unwavering devotion to the sun’s light. Their Solarsteeds are a brilliant white with golden markings along their neck and back. They walk with grace and exceptional stamina.
Ato-Buur
The clan of renowned artisans. The Ato-Buur clan crafts intricate beadwork that dazzles in sunlight, reflecting a spectrum of colours. These beads are prized across the region, and many come to trade for their creations, which are said to hold secrets learned from the "water-people". Composed of the Pus-Buur, Tsüshde, Vethoov, Rar, Druuxos, and Osusarg families, Ato-Buur embraces its unique art, blending spirituality and craftsmanship in vibrant, sunlit designs. Their horse breed, the Jewelcoats, are light grey horses with iridescent specks along their coats. They are pretty average but are often exchanged with other clans for their beauty.
Ato-Engach
With large herds of exotic cattle, jackals, fell runners, and even worm mouths, Ato-Engach relies solely on their animals, needing no foraging or hunting to meet their needs. Their extensive herds are a source of pride, providing everything the clan requires. The Düt-Engach, Gyön, Nya, Shö, Pödaax, Thosu, and Woob families form this self-sufficient clan. The Hornback horses of this clan are robust, and stocky, with unique ridges along its back that resemble horns. They are powerful horses with high endurance.
Ato-Drarn
Ato-Drarn is a proud and haughty clan, known for their rigid adherence to tradition and an air of superiority toward those who do not follow their ways. They maintain high standards in all aspects of life, looking down on outsiders and even neighbouring clans for perceived flaws. The clan, made up of the Ree-Drarn, Roor, Varüüshdu, Nïïgo, In, Sööz, and Nïïq families, exudes an almost regal arrogance, clinging to ancient customs with a fierce sense of identity and pride. The Pridehoof horses bred here have a sleek black coat with a striking silver mane. They are aloof, only allowed the most skilled rides on their backs.
Ato-Neshef
Renowned for their mastery over rain and thunder magic, Ato-Neshef are devoted members of the Blue Man Spirit Society, forging strong ties with air spirits and guardians of the skies. Though their magical practices are powerful, some clans criticise them for weakening their connection to the sun in favour of the elements of water and air. Comprising the Ukh-Neshef, Gyöf, Booh, Muurneh, and Müheen families, Ato-Neshef holds the secret myth of flight, making them enigmatic and mystically revered. They breed the Thundercoat horses, which have a deep grey coat with blue-tinted markings and blue-purple eyes. They are quite sensitive to the changes in weather, often becoming restless before storms.
Ato-Pelvü
The Ato-Pelvü clan holds the gift of fire blessings, harnessing the power of the sun’s flames in ritual and magic. Known for training those who seek to unlock their own divine birthrights, the clan’s chieftains are expected to be blessed with divine fire. With families including Pü-Pelvü, Dhagyuuv, Kaax, Kriru, Hyugüüsh, and Shuq, Ato-Pelvü is seen as a conduit of the sun’s power, their rituals resonating with fiery devotion. The Emberlight Stallions have a rich, dark red coat with flecks of bright orange to match their eyes and mane. They make for great battle horses.
Ato-Daash
The Horsemen in general practice solely oral tradition and do not read and write. However, the Ato-Daash clan reveres written knowledge, a legacy from the White-Walled City they once fled. They collect ancient texts and guard lost Bjoulsae myths, recording knowledge that few others possess. Their writing system, thought to be derived from Old Nedic runes, reflects an esoteric wisdom they rarely share with outsiders. The Ur-Daash, Seehiiq, Müs, Miir, and Kyaaz families make up this esoteric clan. Their Inkhide Mares sleek, jet-black coat with subtle, swirling patterns that only appear in certain lighting. They are known for their beauty and intellect, good for long journeys.
Ato-Gyavö
Most Bjoulsae use bronze weaponry and even fewer know how to craft them, but the Ato-Gyavö clan possesses the secret of iron smithing. They guard this knowledge carefully, viewing iron as both a powerful weapon and a potential corruption of the sun gods’ teachings, so say other clans, for the sun gods never used iron weapons in their wars. Only on rare occasions do they trade their iron tools or weapons. The clan made up of the Kex-Gyavö, Doosup, Gal, Byï, Roox, and families. The clan, to match their legacy, breeds the Ironhide horses, which have a dark, steely-grey coat and a strong, muscular build. They have high durability and strength.
Ato-Maaz
Known as the Pig-Haters, Ato-Maaz bears a fierce hatred for the Bad-Earth people and their goblin kin, viewing them as ancestral enemies. The clan maintains rituals and spirit alliances specifically geared toward combating these adversaries. Made up of the Hyak-Maaz, Jejïv, Xüghüna, Thris, Gïs, Taangï, and Feek families. The Pig-Haters ride the Banehoof horses, which have dark coats with rough patches and faint reddish marks that appear like scars. They are aggressive and difficult to control.
Ato-Nöörn
The Ato-Nöörn clan, famed for their herds of bulls and cows, is accompanied by a legendary white bull spirit that grants fertility blessings. They live by the principle of continuous movement, believing that their unity as a clan outweighs the individual. Known for their leatherworking, Ato-Nöörn is formed by the Rüm-Nöörn, Gyaf, Kaarnt, Xash, Choop, Meer, and Darn families, embodying resilience and sacrifice. They care for the White Bullhorses which are large, white-coated horses with a distinctively muscular build and small horns just above their eyes. Known for their high endurance.

Ato-Nyaarn
The Ato-Nyaarn clan is known for its relentless pursuit of evil sorcerers, demons, and witchcraft. They specialise in divine protection magic, warding off curses and dark spirits. The Bul-Nyaarn, Ïndaar, Shöt, Byüh, Woorg, and Dhaamönt families form this clan of mercenaries, respected as protectors against malevolent forces. Their Witchbane horses are a silvery-white with faint black markings that form protective symbols along its legs and face. They can detect the wicked supernatural.
Ato-Nanö
They are goat herders who dwell in the hilled regions. The clan has adapted to high altitudes, believing the peaks bring them closer to the sky gods. Known for their unique use of goat furs and horns. The Dan-Nanö, Tsooh, Ithooch, Thrü, and Lerg families are renowned for their courage and resourcefulness. They breed Goathorn Mares which are compact, sure-footed horses with a grey coat and two small, upward-curving horns on their foreheads. They can travel well through rocky terrain.
Funorkösi
Shrouded in mystery, the Funorkösi clan isolates themselves in canyons, keeping to their secrets and avoiding contact with other clans. Little is known about them, and they are rarely seen, making the Funorkösi a true enigma among the Bjoulsae.
Ato-Hyük
The Ato-Hyük is famed for producing the sweetest kumis in the valley. They attract traders from afar hoping to acquire this “drink of the gods.” Their kumis is a valuable commodity, often bartered for other luxury items. The Kyez-Hyük, Amoob, Fash, Pör, Löp, and Humür families know the secrets to make this legendary drink. They receive their milk from the Sweetmane horses which are smooth cream-coloured with faint golden fleck. Their milk is very creamy and never bitter.
Ato-Teekh
Practitioners of ancient body modification, the Ato-Teekh clan consider scarification a sacred form of genealogy and mythic expression. Each scar tells a story of ancestry, power, or war. Their chieftains are often marked head to toe with these symbols, embodying their clan’s devotion to legacy. Some clans see this as a form of past barbarism while other pious folk find it respectable. The clan is comprised of the Ah-Teekh, Thïïshdï, Ran, Jïfïïkh, and Warnt families. Their horses, the Markhide horses, are light tan and are born with natural scar-like markings that deepen with age. They are stoic horses and strong.
Ato-Kyokurkep
The Ato-Kyokurkep is famous for waging war against the Bad-Water People, launching daring naval attacks on their cursed islands. Known for occasionally using sorcery to match their enemy, this clan is both feared and criticised by others for their extreme tactics. The Vof-Kyokurkep, Krulaaq, Epuuf, Thin, Xeemop, Yengay, Neeh, and Rooro families embody a fierce resolve and willingness to face dark forces. The Saltmane horses of this clan are sleek, dark blue with white streaks along their mane. They are fierce and great swimmers.
Ato-Asat
The Ato-Asat clan controversially practices the dark ways of human sacrifice to the sun gods, viewing it as a powerful means of securing divine blessings. As devoted sun worshippers, they reject shamanism entirely, believing it diminishes the sun’s light. Formed by the Koh-Asat, Töch, Furg, Xek, and Tsööwüch families, they wield significant influence, using sacrifice to fuel their connection to the divine. They families breed Bloodshine mares which are striking red horses with glossy coats. They are aggressive yet loyal and even carnivorous.
Ato-Char
Also known as the City-Haters, the Ato-Char clan despises outsiders and city-dwellers, claiming to be among the first to have escaped the White-Walled City. With a reputation for hostility toward all outsiders, the Yer-Char, Wööl, Drukh, Luroowe, Pözïv, and Shoduh families uphold an identity built on independence and defiance. Their Flintcoat horses are rugged, dappled grey coat with dark undertones. They have quick reflexes and attack all those who are not of the Ato-Char clan.
Ato-Dref
The Ato-Dref clan is unique for its use of chariots, a skill passed down through a secret myth. Their chariots are central to their culture, used in battle, sport, and daily work. Once part of the upper class in the White-Walled City, the Efu-Dref, Nöön, Tagu, Aldïz, Kyeb, Tedhuuv, and Noongi families honour this ancient tradition with pride. Their chariots are pulled by their Swiftcart Mares, which have a smooth golden-brown coat with streamlined markings along their sides. They are ideal for pulling chariots and carts.
Ato-Küytuus
A small but extreme clan, Ato-Küytuus is dedicated to purifying the world of earth and air spirits, embracing only water and sun. Their anti-shamanistic stance drives their practices, often bringing them into conflict with other clans. Formed by the Ut-Küytuus, Örï, Dazürg, Hööjef, and Chiirn families, they strive for a pure connection to the natural elements they revere. The Spiritblue horses of this clan are light grey with blueish undertones. They are fearless and not easily surprised even by ghosts.
Ato-Byutsaan
This is a clan of astrologers and keepers of the old caste system. They preserve ancient star charts and myths, following the Nedic traditions of old. The El-Byutsaan, Thruylech, Nyara, Ïlax, Urnooz, Diimör, Lirdï, and Maawiz families uphold a disciplined structure rooted in their celestial heritage. Their Starstride Mares have a black-blue coat with a faint yellow and light blue speckle across their bodies. They have a great sense of direction and can lead their riders back home with ease.
Ato-Hukhol
Known for their fast, durable reed boats, the Ato-Hukhol clan explores beyond the Bjoulsae, navigating rivers and seas with guidance from wind-spirits and sea-gods. Formed by the Dhir-Hukhol, Chuunt, Lözech, Koukou, Nyaarg, Shiish, and Römö families, they are adventurous and deeply connected to the waters that shape their journey. The Tidewalker horses are blue-green with black streaks. They are resilient, confident, and great for adventures.

14th of November, 2024

The Bjoulsae Clans Pt. 1: The Udh-Kuuvaz

In the social structure of the Bjoulsae people, clans serve as the foundational unit, each one a collective of multiple family bloodlines bound by tradition and loyalty. Governed by a clan ring—a council of elders with representatives from each family and a chief elected by consensus—the clan embodies a tightly-knit community. At times of war or significant change, clans may unite to form larger tribal groups, pooling resources and skills for mutual benefit. Each clan holds its own marked region and moves with the seasons to prevent overgrazing, often rotating their settlements in harmony with the land. While rare, major migrations do occur, as clans occasionally abandon long-held territories in search of unclaimed lands. The typical clan comprises about seven family lines and an average of 600 members, though smaller clans number around 400 and larger ones reach up to 800. Names among the northern Udh-Kuuvaz clans tend to reflect cultural titles, while those of the southern Sha-Kuuvaz honour their ancestral founders, highlighting the cultural nuances that distinguish each group within the greater Bjoulsae society. Each clan also cares for an ancestral breed of horse unique only to them, though cross-breeding or stealing horses from another clan is also not unheard of.

("A Northern Rider of the Mossgrass Clan"; Midjourney)

Udh-Kuuvaz: The Blue Clans of High Rock

Twin Song
The Twin Song clan is known for its steadfast neutrality, often avoiding conflicts that other clans might eagerly pursue. This peaceful stance, however, has led some to see them as weak or indecisive, while others believe they represent the wisdom of restraint. Their chieftains are cautious and tend to avoid risks, focusing instead on diplomacy and fostering goodwill among the clans. Although they refrain from raiding or warfare, Twin Song is frequently called upon as mediators in clan disputes, their counsel valued for its impartiality. Made up of the Xem, Krarnt, Thrïïv, Puk, and Drïv families, the clan remains dedicated to preserving peace, even as others mock them as too passive. They breed gentle, mottled grey horses with faint silver dapples called Windstride Mares. They have a calm temperament and an uncanny knack for sensing shifts in the mood of those around them. While not bred for speed, they are reliable for long journeys.
Tail-Dancer
Erratic and unpredictable, the Tail-Dancer clan is known for shifting drastically in tone and policy with each new chieftain. In one generation, they may be ferociously warlike, only to turn to rituals of fertility and blessings in the next. This volatility makes alliances with Tail-Dancer unreliable, as their allegiances can change on a whim. Composed of the Nööf, Chïïvuf, Ru, Börg, Krööder, and Mun families, Tail-Dancer embraces fluidity, finding strength in adapting to their chieftain’s vision, however temporary. This clan's unpredictability is both a source of strength and mistrust among the Bjoulsae. Their horses, the Firebacks, have a coat of deep chestnut accented by a black mane. While a challenge to tame due to their high energy and occasional bursts of aggression, a skilled rider can use their explosive speed to their advantage.
Old Drum
Among the most spiritual of the clans, Old Drum embraces a deeply shamanistic culture. Their chieftains are high shamans, binding many spirits to the clan, and are more aligned with ancestral worship than with the conventional solar deities. Their way of life, turning toward the spirits of earth and wind, often puts them at odds with more pious clans. Despite this, the Old Drum's expertise in genealogy and spiritual rites draws others seeking mystical counsel or assistance. Consisting of the Öthuush, Ne, Tuupernt, Pelvern, and Zoshi families, Old Drum remains somewhat isolated, yet indispensable to those who respect their powers. The Shadowhoof steeds are dark as midnight with faint markings of swirling grey along its legs and neck. They are also intelligent and patient and can sense hidden dangers and spirits.
Mossgrass
The Mossgrass clan, settled in the lush regions of the Bjoulsae, derives its sustenance largely from foraging. Known for their skill in alchemy and herbology, they work closely with foraging spirits to maintain their connection to the land. Sun worship is also prominent within Mossgrass, blending with their unique knowledge of plant life to create powerful remedies and potions. The Wer, Ta, Nyon, Ose, and Nïïnt families form this clan, whose wisdom in the ways of nature is highly regarded, making them vital healers. Verdant Chargers, the breed of this clan, are green-tinged and coated with subtle vine-like patterns along their back and shoulders. They are thinner and smaller but known for their great agility.
Gold Hoof
Ambitious and entrepreneurial, the Gold Hoof clan is renowned for their aggressive pursuit of trade and craftsmanship. Masters of pottery, tool-making, and map-making, they frequently engage in commerce with other clans and even with the "water-people." Gold Hoof’s influence often extends beyond the clan, as they map out trade routes and establish connections for mutual prosperity. With seven families—Wöf, Gach, Fööch, Lüsh, Nedem, Ölvïv, and Nyev—the clan’s dedication to trade and expansion makes them both powerful and respected. The Gilded Stallion of this clan has a golden-bronze coat that shimmers in sunlight, with a white mane and tail, that is usually braided. They are beautiful and of high worth among the clans.
Seven Winds
They are the clan of true explorers. Seven Winds takes to the Bjoulsae valleys with a curiosity unmatched by other clans. Constantly on the move, they seek lost treasures, sacred relics, and forgotten holy sites, accumulating rare artefacts as symbols of their journeys. While not directly involved in warfare, their discoveries and travels inspire awe and reverence. Their clan comprises of six wandering families: the Byïnt, Bïk, Chil, Weh, Vam, and the Gugöönap. They are all committed to discovering the unseen corners of the world and expanding boundaries. Their horse breed, the Mistclands, has a silver-blue coat and wisps of faint white that drift along their flanks. They are exceptionally fast and agile, perfect for light-footed travel.
Stone Arrow
The Stone Arrow clan is renowned for its hunting prowess, choosing to rely more on local wildlife rather than herding. Embracing an “animalistic” approach, they wear the skins of their prey and engage with spirits of the hunt, a practice some clans see as heretical, especially when they try to "walk like their prey." Yet Stone Arrow’s expertise in tracking and hunting makes them valuable allies in times of scarcity. Their families of Inünt, Krïïm, Niirkünt, Nopör, Erku, and Jiirnef embody a spirit of raw survival, each family bearing a specific totem sacred to them. The Ashmane is the breed of the Stone Arrows. It has a charcoal-grey coat and black striping down its legs and spine, with a powerful build and fierce nature.
Bright Feather
Known for their affinity with birds of prey, Bright Feather breeds hawks and eagles, alongside horses, as companions and symbols of their clan. Believing that birds were a gift from the Sun, they train these creatures to assist in hunting and carry messages. Their feathered garb and close ties to the Skyrim regions add to their distinctive identity. With families like Gyüt, Nuus, Sok, Dorop, Ayaakh, Tüüs, and Adhe, Bright Feather stand proud, though some question the heretical notion of birds as sacred. The Bright Feathers have managed magically to breed a strange horse breed called the Suncrest Charger. They have tawny, eagle-feathered coats with streaks of gold along their neck and chest, which make for excellent jumpers and a swift runner. Some clans say that the Bright Feathers are preparing for a ritual to prove that birds and horses are related and to finally breed the Ur-Horse, the Hippogriff.
Starseeker
A clan gifted in both spirit and divine magic, Starseeker is a clan devoted to rituals and enchantments. Their frequent rituals draw both interest and suspicion, as they offer their magical services to other clans—for a price. Skilled in enchanting artefacts, Starseeker holds mystical secrets beyond the reach of many. The Zöyo, Viirnt, Böfak, Saande, and Krökyï families maintain a careful balance of reverence and enterprise, often blurring the line between spiritual power and economic exchange. The Starseekers care for the Signmane breed. They are dark-coated horses with flecks of white and silver that resemble various constellations across their bodies. No two horses hold the same pattern. While not particularly fast nor powerful, these horses are sensitive to magical energies and are used by shaman-priests for ceremonial purposes.
River Strider
Highly attuned to the Bjoulsae River, the River Striders are led by matriarchal chieftains known for their skill in water magic. Often trading with "water-people" and spirits, they hold a unique bond with the river. This clan, with families like Hasöölez, Guulvi, Thron, Elli, Ruzap, Krunt, Yaak, and Raq, embodies a deep reverence for water, honouring it not only as a resource but as a living spirit that guides their way of life. The Riverdancer horses that are bred in this clan are blue-green with rippling, wave-like pattern across its body. They make for agile swimmers. Much like Bright Feathers, the River Striders are trying to return the lost breed of the "sea-horses" or hippocampi.
Green Feet
A clan dedicated to earth spirits, Green Feet has a profound connection to the land and its creatures. More shamanistic than many clans, they often commune with the "earth-people", drawing visitors seeking earth-related magic. The clan, made up of Thï, Olul, Rïfethaath, Ava, Ruunu, Dhont, and Hïxuf families, is revered for their earthy wisdom and practical knowledge, bridging the worlds of nature and spirituality. The horse breed of this clan, the Earthchargers, is a stout, earthy-brown horse with dark, bark-like markings along its legs and shoulders. This horse is known for its strength, stability, and exceptional resilience, capable of carrying heavy loads.
Four Walls
The Four Walls clan, often considered unconventional by other Bjoulsae clans, maintains close ties with the city people of Evermore, engaging in trade and occasionally in political affairs. Unlike the nomadic traditions of their kin, Four Walls is relatively stationary, preferring the stability of the Evermore region. This closeness to urban life earns them scorn from other clans, who see them as backward or overly influenced by outsiders. Yet, Four Walls remains resilient, balancing tradition with practicality. The clan, made up of the Teerir, Nas, Rüüliz, Kra, and Mol families, values commerce and diplomacy, navigating between two worlds with adaptability and persistence. The Four Walls keep Stoneback horses, that are also seen commonly ridden by Breton nobles of Evermore. They have a grey and tan marbled coat and known for their build for stability rather than speed.
Camel Killer
Known for their fierce reputation, the Camel Killer is an eastern clan that has a history of raiding Hammerfell settlements and Yoku ruins in Bangkorai. They carry a deep-rooted enmity toward the "sand-horse people," which manifests in their regular combat training and dedication to understanding the techniques of their adversaries. Each chieftain enforces rigorous sword training, preparing clan members for skirmishes that honour past grievances. The clan, composed of the Kriva, Ïfi, Niil, Ada, Kuukh, Totuuga, and Ure families, upholds a warrior’s spirit and prides itself on its readiness to defend and retaliate, making them a formidable presence in the region. They ride Desertshadow mares, that have a sandy coat with dark, swirling patterns along its flanks, resembling the dunes. They are agile and adaptive in harsh arid climates.
Flame Fur
The Flame Fur clan is on a mission to purify the Bjoulsae Riverlands by hunting "unclean" creatures found along the river and coastlines. Distinctly selective in their diet, they consume only cattle meat, considering other food sources unclean. Known for their strict practices, they burn all hunted beasts as offerings to maintain purity. Their clan holds a particular disdain for bestial shamans, whom they view as desecrators for allowing spirits to inhabit their bodies. The Hüdo, Röören, Yöl, Wüsh, Nyen, and Pethu families form this disciplined, intense clan, revered and sometimes feared for their zealous dedication to purity. The Embermane, the horses of this clan, have a striking chestnut-red horse with a dark, smoky mane and orange streaks along their coats. They are known for their fierce temperament and loyalty and show no fear of wild spirits and werebeasts.
Lake Horse
Devoted followers of the Lake Horse Goddess, the Lake Horse clan assumes the role of guardians of the sacred Lake Halcyon. Their chieftains are believed to possess gifts of foresight and wisdom, derived from ritual practices performed at the lake’s shores. The Lake Horse clan often gathers to read prophecies from their goddess, dedicating themselves to interpreting and carrying out her will. The families of this clan including the Nösh, Dhu, On, Rashaara, and Tokhi. The families care for a breed called the Ripplesteeds. They have a shimmering blue-grey coat with dark green dots. They are quite intelligent and good swimmers.
Cloud Skirt
The Cloud Skirt clan is instantly recognisable by their vast herds of sheep and distinctive woollen garments. Known for their openness to new experiences and adaptive mindset, they are a welcoming and trusting people, believing that survival lies in unity. Their chieftain maintains a powerful connection with a sheep spirit, which guides their herd and blesses them with wisdom. The clan, formed by the Tsüülirnït, Reshïthoq, Nokukh, Shan, and Lor families, embodies adaptability, welcoming change as a necessary element of life and prosperity on the Bjoulsae plains. The Sheeptail Ponies of the clan have long, woolly manes and a coat akin to a sheep's fleece. They are short and stocky and suited for colder climates and hilly terrains.
Tusk Nose
Herders of pigs and hogs, the Tusk Nose clan is unique among the Bjoulsae, with a settled lifestyle that keeps them in close connection with the earth. They are often viewed as "unclean" by others, partly due to their association with the "Bad-Earth People" and their practice of paying tribute to the spirit Malako. However, the clan’s chieftains are known for their bravery and tenacity, respected even by critics. With families like Thraar, Duugï, Ïsh, Yornt, Thos, Thuukyöm, and Reex, the Tusk Nose clan thrives through resilience and a sense of purpose that defies external judgement. They care for a strange breed of horse called Boarhorses. They are rather large and muscular with muddy brown, black, and green coats. They have bristles along their neck and some even have tusks.
Good Pot
Renowned artisans, the Good Pot clan has a reputation for their exceptional pottery and clay work. They are believed to possess ancient knowledge on crafting, passed down from the river itself, which taught them to shape the earth. Good Pot’s artisans are known to create clay armour and weapons for ritualistic ceremonies, imbuing them with mythic significance. The clan, consisting of Sïïn, Sïylah, Meel, Hyïshiint, Vadaal, and Ji families, is highly respected for its craftsmanship and connection to the land, maintaining traditions that echo their reverence for creation and the earth. The Clayback horses of the Good Pots have warm clay-coloured coats with specks of green and red at their legs. They are strong and have very sturdy legs and an unshakeable demeanour.
Four Colors
The Four Colors clan is famous for originating the Rainbow Spirit Society which is devoted to and celebrated for its vibrant use of dyes and body paints. They view their purpose as a sacred mission to reforge the Four-Color Bridge, a mythic path back to the Sky Tribe of Father Sun. Their artistry is vibrant and meaningful, transforming their bodies and belongings into symbols of spiritual transcendence. The Nööh, Dron, Krarn, Hyüünt, and Jaarg families comprise this clan, which embodies creativity and spiritual expression, honouring their beliefs through brilliant displays of colour and ritual. They breed the Painted Horses. Their coats are splashes of black, blue, red, and white, with eye colours that never match. They are elegant runners who can jump like no other.
Ash Skin
The Ash Skin clan honours their deceased by transforming their cremation ashes into tattoos, embedding the strength and wisdom of their ancestors into their own flesh. This ritual, seen as both physical and spiritual, connects the living to the departed, who are believed to offer guidance and protection through these markings. Ash Skin, consisting of the Hyöl, Yïïm, Yaas, Jant, and Ju families, is highly respected for their reverent practices, viewing the body as a sacred canvas that tells the stories and spirits of their lineage. The Ash Skin breed the Ghosthide horses. They are pale grey with faint blue stripes and white eyes. They are overall calm and loyal horses.

Five Fingers
The Bjoulsae language varies in accent and dialect from clan to clan. Nevertheless, they share a universal sign language which they can use to communicate with each other, paired with verbal speech, and with the "water-people", for one cannot speak underwater. The Five Fingers, however, uniquely communicate only through sign language, which they consider a more sacred and efficient form of communication.Verbal sounds are rarely used, reserved only for emergencies, and this silent form of expression is a nod to the water-people. The families of the Yïnt, Ümez, Örnt, Fi, and Yogu see silence as a path to deeper harmony and a more profound expression of cultural unity. The Silentstep breed of horses have a soft, shadowy coat with soft, nearly soundless hooves. They are small, sensitive, and known for their alertness.
Two Tongues
The Two Tongues clan is enigmatic, known for their unique dialect and accent, which often hinders communication with other clans. Dwelling closer to the sea’s mouth, they have developed distinctive customs that remain a mystery to other clans. Despite this isolation, Two Tongues remains a cohesive group, connected by their secretive language and close familial bonds. The clan comprises the Yïnt, Ümez, Örnt, Fi, Yogu, Teestüsh, and Zornt families, preserving their distinctive identity through their linguistic and cultural uniqueness.The Seawhispers, the horses of this clan, have a coat of dark blue-grey with hints of green. They are known for their endurance in damp and coastal climates, dependable on rocky, wet terrain.
Blood Spear
The Blood Spear clan, infamous for their association with exiles, former bandits, and outlaws, is both feared and shunned by most clans. Known to deal in slaves, though rarely keeping them. They operate on the fringes of Bjoulsae society, upholding certain traditions but defying others. Despite their reputation, the Blood Spear clan remains steadfast in its ways, representing a darker side of Bjoulsae culture where survival and independence trump all else. The clan-bred horses, the Duskfang Warhorses, are dark and muscular, with red eyes and manes that fall like dripping blood. These beasts are aggressive and loyal to their chosen riders to the death. They have a high threshold for pain and thrive in combat.
Red Fish
The Red Fish clan has sworn a vow to the Bjoulsae River and the sea gods, strictly adhering to a pescatarian diet as part of their spiritual devotion. This clan has a natural affinity for water, with members who can swim for days and venture into open seas, fearless of aquatic threats. The Döch, Jöögö, Jül, Kosivï, Hyaadheylaarnt, and Miih families make up this clan, who view the river as both sanctuary and life source, revering its depths and currents in their unique way of life. The Seabright horses of the Red Fish have a striking pearly white coat with hints of turquoise along their mane and tail, and their appear almost luminescent under sunlight. They have high stamina and are great swimmers.

14th of November, 2024

Bjoulsae River Horse Folk: An Introduction

("The Bjoulsae River"; Midjourney)

The Bjoulsae River-Horse people are a unique culture within the Elder Scrolls universe that sadly does not get mentioned much outside a few sentences. Known for their semi-aquatic lifestyle, these nomadic tribes navigate both land and water with ease, embodying a rare blend of Breto-Nedic heritage and reverence for nature. They are rooted in ancient traditions and a strong shamanic faith. The River-Horse clans maintain a society steeped in rigid social roles, vibrant spiritual practices, and a complex pantheon of Sun and River deities. From clan-specific rituals and unique foods to their intricate family structure and deep-seated beliefs, the Bjoulsae people are fiercely proud of their heritage and resistant to the changes brought by city life and outside influence, trying to return to the Golden Dawn. In the coming series of posts, we’ll explore the various facets of this fascinating culture, from their economy and warfare traditions to their legends, crafts, and seasonal celebrations.

General Summary & History

The origins of the Bjoulsae River-Horse people lie deep within myth and legend, with each clan, tribe, and family carrying its own unique version of their beginnings. Two main cultural traditions dominate their historical narrative: the Udh-Kuuvaz and Sha-Kuuvaz, also known as the "Blue-Clans" of the north and the "Red-Clans" of the south. Though these distinctions appear geographical, they are profoundly cultural, representing differing views on faith, heritage, and the spiritual journey of their people.The Udh-Kuuvaz, the northern Blue-Clans, are deeply connected to the river and focus more on animism than solar theistic worship, believing themselves to be the direct descendants of Father Sun and Mother River. In their myths, the Bjoulsae people were once Centaurs—noble beings united as horse and man—until the cataclysmic Many Sun War, which split them into separate forms. Despite this physical separation, they believe that their spirits remain intertwined, bound in an eternal connection with the river and sky. The Udh-Kuuvaz see this connection as a call to uphold their shamanic ways, focusing on ancestral reverence and the guardianship of the river.In contrast, the Sha-Kuuvaz, or Red-Clans of the south, recount a tale of divine origin that links them to the stars. According to their myth, they were once celestial beings who fell to earth after forsaking the sacred river by building the City, a symbol of lost virtue and misguided ambition. Their folk hero, Kokömaz, led his people back to the river, restoring their sacred bond and eventually ascending to rejoin Father Sun. For the Sha-Kuuvaz, the river represents redemption and a return to a once-lost purity, and their culture is marked by a pious devotion to solar deities and the rigid order they believe necessary to maintain harmony.Most modern-day Nedeologists at the University of Gwylim suggest that the Bjouls share a common Nedic ancestry with Bretons and Imperials, especially from the late Merethic tribe cultures of the Keptu and the Galeni. However, unlike their cousins who gravitated towards establishing kingdoms and permanent settlements, the Bjouls remained true to the "pure ways."For the Bjoulsae, survival is paramount, but unlike the Reachmen or the Velothi, their path to survival is through vigilance and preservation rather than change and transformation. They strive not to evolve with the world but to honour a glorious past, believing that adherence to their ancient ways and strict social codes ensures resilience. The pastoral life is central to their survival, with clans moving their herds through seasonal cycles. Farming, to the Bjoulsae, is seen as beneath them—a destructive act that disrupts the earth and disregards the reverence owed to nature.Over time, a faction of exiles from the Bjoulsae broke away and settled in the region that would become Evermore, an act seen as a cultural and spiritual taboo. For the nomadic Bjoulsae, the idea of fixed settlement represents stagnation, while their own existence remains one of constant movement and ritual, with each clan, each journey, and each gathering grounded in traditions as old as the river itself. As a people, they are nomadic, proud, iconoclast, and profoundly anachronistic, bound by a strict and unchanging social order that honours their ancestors and resists the tide of change sweeping across Tamriel.

("The General Territories of the Bjoul People"; LadyNerevar)

Biology

The Horsemen, deeply attuned to the sacred waters of the Bjoulsae, have evolved for semi-aquatic life. Their downward-facing nostrils and protective ear wax prevent water entry, while greasy hair, often supplemented with dreugh wax, provides additional waterproofing. With smaller mouths, rounded jaws, and versatile tongues, they can suction-feed on slippery seafood, and their high tolerance for salt suits the saline river environment. Their eyes, in shades of bright sea blue, gold, or emerald green, offer enhanced underwater vision.Frequent underwater foraging and hunting have also shaped their physiology. Efficient breathing patterns with quick inhales and slow exhales, as well as adaptive heartbeat and blood flow adjustments, conserve oxygen during immersion. Their flexible spines enable lift-based “dolphin kicks,” and their bodies are adapted to digest and excrete excess salt efficiently.The Bjoulsae exhibit skin tones from warm terra-cotta to dark sepia, with smooth, hair-reduced skin to reduce water drag. Dark brown to black hair on the head and pubic areas grows along the current’s direction. Slight webbing between fingers and flexible limbs aid in swimming, while the rare webbed fingers and paddle-like toes, viewed as blessings, enhance aquatic mobility. Their subcutaneous fat, streamlined bodies, and fusiform shape minimise heat loss, increase buoyancy, and enable efficient movement in the river.

(Midjourney)

Childbirth

For the Bjoulsae, birth is intrinsically tied to the river, as they believe that Mother River is the source of all life and that the waters of the womb and river are one. In the week leading up to birth, clans often migrate closer to the river. If a full clan movement is not possible, the immediate family of the expectant mother embarks on a pilgrimage to the water. Most births occur during the Blue Season, a time of peace and abundance, while children born outside the river, known as Housekin, are considered to have a weaker bond with the river.Bjoulsae river births are generally low in pain and risk, with reduced infant mortality and infection rates compared to land births. Immersion in the river provides natural pain relief and protection. Newborns instinctively hold their breath until surfacing, often born coated in a waterproof wax similar to that of dreughs. They also have a layer of body fat for warmth and buoyancy. Remarkably, infants can swim and dive before they learn to crawl, developing diving reflexes like breath-holding and rhythmic limb movements within the first few months. By four to twelve months, they instinctively roll to float and breathe. After their first year, they begin learning to swim, dive, and walk on land.

Elder Scrolls Posts

12th of November, 2024

Time Telling in Tamriel

An abstract to the much larger text, "Chronometria Tamrielica", written by Pater Alagnaesolus of the Akatosh Chantry.

The Solar Star Cycle of Auriel

In Summerset, time flows according to Auriel, god of time and light. The Altmer’s calendar is intrinsically tied to the sun, with a solar-based structure that reflects their reverence for balance and order. They divide their year into twelve months, each ruled by one of the Celestial Signs, or “Star Signs.” These signs are seen as spiritual avatars that follow Auriel’s rule and law, guiding mortals through their lives and aligning their fates to the celestial heavens.Each month begins and ends with a solar alignment and is guided by its corresponding Star Sign. Altmeri weeks are precisely aligned, with eight days that flow like a cycle of ascendance, reflecting the journey of Auriel from dawn to dusk. They use intricate sundials to measure hours and have perfected astrolabes to chart the movements of the heavens, trying to divine Auriel’s sacred choir. Their year is fixed and structured, embodying their quest for eternal knowledge and enlightenment.

The Lunar Phases of Alkosh

The Khajiit of Elsweyr follow Alkosh, a god intrinsically tied to the dual moons, Jone and Jode. For them, time is a lunar cycle, not a linear progression, with Jone and Jode’s dual rotations dictating their year. Their timekeeping system is based on the 64 combined phases of the moons, as each moon goes through an 8-phase cycle. Each phase corresponds to a state of balance or shift, and Khajiiti mystics and astronomers study these cycles carefully.The Khajiiti week is organized by the progression of the moon phases, each phase marking one “Tale” (or “Tail”) within a cycle of the moons. Larger cycles, known as “Sagas,” are comprised of eight full lunar weeks, reflecting significant events or omens. This bi-lunar system lends a rhythm to Khajiiti life that feels mystical and fluid, dictated not by rigid dates but by the dance of moonlight and shadow. Time is flexible, bending and shifting like the sands of Elsweyr, and each Khajiit’s birth phase often holds deep significance for its role within society.

The Eightfold Seasons of Alduin

For the Nords, Alduin is both a god of destruction and the cycle of rebirth. Their timekeeping revolves around eight distinct seasons, each tied to the land and Alduin’s cyclical influence. These seasons reflect the natural life cycle of the north: Dawntime, Seed Sowing, Midyear, Sun’s Height, Harvest, Last Leaf, Frost Fall, and Dusktime.Each season, lasting roughly six weeks, forms a part of an ongoing cycle, reminding the Nords that time is an endless repetition, mirroring the cycle of kalpas that Alduin will eventually consume and reset. Nord years are not counted linearly but as cycles within kalpas, with each kalpa marking a grand period of history destined to repeat. The northern belief is that no matter how many seasons pass, Alduin will eventually come to eat the world, beginning the cycle anew. Their calendars are marked less by strict dates and more by the changes in the land and the signs of Alduin’s influence in the sky and earth.

The Imperial Calendar of Akatosh

In Cyrodiil, the Imperials revere Akatosh, the Dragon God of Time, and their timekeeping combines the Altmeri solar structure with Nordic seasonality. Their year is divided into twelve Star Sign-based months, similar to the Altmer, yet within these months lie the four seasons reflecting nature’s rhythms: Springtide, Summertide, Falltide, and Wintertide.The Imperial system marks each year with a unique designation within the greater Imperial Era, creating a structured timeline used to track history and maintain governance. Their calendar is well-kept, rigid, and precise, as befits a people who see time as a measure of their Empire’s durability. Yet, unlike the Nords, who see time as cyclical, the Imperials believe in linear progress—a timeline that grows from each era to the next. Time is both sacred and political, a resource as valuable as their empire’s borders, and each Imperial generation is keenly aware of their place in Akatosh’s grand unfolding.

The Temporal Enigma of Sotha Sil

The Dunmer have no god of time as such; instead, they look to Sotha Sil, the Clockwork Godking, who they view as the architect of secrets and metaphysical understanding. The Dunmeri concept of time is esoteric, described not by seasons, phases, or cycles but by layers and possibilities. Time in Morrowind is seen as a construct, a shifting clockwork mechanism that can be moulded, explored, and perhaps even defied.For the Dunmer, days and hours do not hold absolute meaning. Time is often understood as “Moments” within larger “Mechanisms,” and their scholars speak of “Temporal Paths,” ways of experiencing time that go beyond the linear. Sotha Sil’s followers view each second as a cog within a grand design, one that could be adjusted or reconfigured. The Dunmeri time-keeping devices are complex, using mathematical numero-symbols to imply that each phase of existence is an interconnected facet of a greater, unknowable clock, matrices within matrices.The Dunmer year itself might not even have the same length each time, as time itself in Morrowind is understood to be at the mercy of reality's structure. This amorphous and fragmented view is fitting for a people as attuned to ambiguity as the Dunmer, who see time as a part of the same mysterious forces that govern life, death, and rebirth.

Elder Scrolls Posts

11th of November, 2024

Book of Grasping Fortune

Filled with the 293 Sacred Laws of the Great House Hlaalu.

1) "The Dunmer who ignores opportunity deserves every failure that comes his way."
2) "Seize every chance to make a profit, but remember that your reputation also has value."
3) "Our words became our strength."
4) "The perfect approach to negotiations is to compromise with an eye toward securing the best possible deal."
5) "You can trade with a friend forever, steal from a fool once or twice, and bargain with the dead not at all, so always go for the most sustainable profit."
6) "In the great wind of progress, tradition cannot stand."
7) "Grasp fortune by the forelocks. When you see your chances, seize them."
8) "When you see a chance to turn a profit, take it. But do not follow money blindly."
9) "There are many ways to do business."
10) "House Hlaalu prizes initiative and ambition."
11) "Strive for balance in all things."
12) "Trade is the House's weapon, its tool, and its way."
13) "The most honorable conclusion to any conflict is compromise."
14) "Not everyone is reasonable."
15) "Once the trade is sealed, sealed it should stay."
16) "Never spend more for an purchase than you have to."
17) "Never allow a Mer to stand in the way of opportunity."
18) "Keep your eyes open, ears sharp, and palms unfolded."
19) "A Hlaalu without profit is no Hlaalu."
20) "You can catch more guars with jelly than lichen."
21) "War is good for business."
22) "Peace is good for business."
23) "To achieve freedom from greed, all parties must find balance."
24) "The bigger the smile, the sharper the knife."
25) "Good costumers are as rare as ebony."
26) "The harsher the road, the greater the profit."
27) "You can't make a deal if you are dead."
28) "Hear all, trust none."
29) "Never confuse wisdom with luck."
30) "Vengeance will cost you everything."
31) "Everything can be bought and sold."
32) "The greatest defense is a wall built of gold."
33) "The most honorable conclusion to conflict is compromise."
34) "Do not mistake patience for passivity; a Hlaalu waits for the right moment."
35) "Gold has no loyalty, but it always has worth."
36) "The shadow of influence often outlasts the wealth that cast it."
37) "If you cannot sway with words, sway with coin."
38) "A profitable secret is kept, not told."
39) "Wealth is the mortar of alliances."
40) "Generosity is the cost of reputation."
41) "Every coin spent today should return two tomorrow."
42) "In every risk lies a calculation; the wise make the odds favorable."
43) "The most trusted ally is the one whose interests align with your own."
44) "A true Hlaalu makes even misfortune yield profit."
45) "A poor deal made in haste is a debt owed to fortune."
46) "Convincing another to serve your interest is the highest form of profit."
47) "When the game changes, change your strategy, not your principles."
48) "Every fortress falls to the slow erosion of coin."
49) "Even a friend cannot deny the power of an offer they can’t refuse."
50) "Patience in profit breeds patience in power."
51) "It is wise to never wager more than what you are willing to lose, unless the gain is twice as sweet."
52) "An empty hand is nothing without a plan."
53) "Only fools seek vengeance without profit."
54) "Mercy is a form of credit, to be given with the intent of return."
55) "True profit is measured not just in coin but in influence."
56) "The wise do not flaunt their fortune, for quiet wealth gathers no envy."
57) "A Hlaalu does not trade in grudges, for they bring no profit."
58) "Gold can buy power, but wisdom earns respect."
59) "The House survives by the strength of its coin and the flexibility of its soul."
60) "Seek opportunities to trade, even when they seem scarce."
61) "Influence is the currency that never devalues."
62) "In negotiation, the most important asset is listening."
63) "Trust is a debt seldom repaid."
64) "A Hlaalu does not win every deal but learns from every loss."
65) "A sharp mind can earn more than a sharp blade."
66) "Wealth hoarded is power wasted."
67) "To endure is to adapt; to profit is to thrive."
68) "The measure of a deal is not in its terms but in its endurance."
69) "The best trader can sell without appearing to sell."
70) "Profit is seldom immediate, but loss is often swift."
71) "True wisdom lies in knowing when to walk away."
72) "The value of gold is constant; the value of reputation, fragile."
73) "A poor investment is never so bad as an opportunity ignored."
74) "Influence cannot be weighed but can weigh heavily on others."
75) "Revenge pays no dividends; let it go or sell it dearly."
76) "An open hand gathers respect; a clenched fist gathers only fear."
77) "In business, as in life, fortune favors those who take calculated risks."
78) "Do not ask what a partner can bring; ask how they might prosper from your success."
79) "Flexibility is strength disguised."
80) "Secrets are currency; spend them wisely or keep them safe."
81) "Cunning is the Hlaalu’s inheritance."
82) "A silent promise of favor is often louder than any boast."
83) "To bargain well is to know what each party values most."
84) "The open market is a battleground; always come prepared."
85) "When in doubt, observe the smallest gesture."
86) "Every alliance is temporary; plan accordingly."
87) "Generosity binds loyalty but only when it’s remembered."
88) "The wisest traders never burn a bridge they may need to cross again."
89) "Each act of deception has its price; ensure it is worth the cost."
90) "Profit shared today may return tenfold in trust tomorrow."
91) "Words and gold together can achieve what neither alone could accomplish."
92) "A bargain struck in haste leaves room for regret."
93) "Some deals are best avoided; not all profit brings peace."
94) "Those who speak first often reveal more than intended."
95) "Know the difference between an ally and a tool; both have their uses."
96) "Do not invest in mere possessions; invest in influence and connections."
97) "Even the smallest favor given can yield a great return."
98) "Reputation opens doors coin alone cannot."
99) "To know the market is to master opportunity."
100) "Always consider the value of silence in negotiation."

101) "A single coin may tip the scales of fate."
102) "The wise trader sells not just goods but dreams."
103) "Power is not only what you hold, but what others believe you hold."
104) "Even the softest whisper can seal a deal."
105) "A closed door hides nothing from a patient mind."
106) "Profit is the child of risk and calculation."
107) "A silent partner can speak volumes when needed."
108) "Trust and suspicion are best kept as equals."
109) "The art of trade is knowing what each side fears to lose."
110) "The value of an alliance is often in its silence."
111) "When all else is lost, look to reputation to rebuild."
112) "Never be the first to act in anger, nor the last to forgive."
113) "Fortune’s shadow falls on those who look the other way."
114) "To offer too much is to reveal weakness; to offer too little, folly."
115) "Every relationship is an asset or a liability; evaluate regularly."
116) "Nothing earned with ease can be truly trusted."
117) "A Hlaalu’s strength is in what they can withhold, not just in what they possess."
118) "The best traders do not advertise their skills."
119) "Charm is a currency few appreciate, but none can ignore."
120) "A dishonest friend is often worth more than a loyal enemy."
121) "To wait is wisdom, to hesitate is waste."
122) "True wealth is the art of making others desire your success."
123) "A reputation for fairness is a gilded cage; use it, don’t live in it."
124) "The brightest gem cannot outshine a subtle offer."
125) "When every option is profitable, beware the hidden cost."
126) "Every deal has three sides: yours, theirs, and the truth."
127) "Favors owed are a Hlaalu’s secret vault."
128) "Fortune’s gifts often come with unseen strings."
129) "Patience grows a garden of profit; impatience reaps weeds."
130) "Hold your coin lightly, and it will always return."
131) "A Hlaalu's wealth is measured not just in coin, but in wisdom."
132) "Gold may pave the road to power, but reputation keeps it smooth."
133) "Never underestimate the weight of a whispered word."
134) "Let others believe they have won; a clever Hlaalu profits quietly."
135) "Sometimes the best investment is a secret well-kept."
136) "A keen ear is worth more than a sharp sword."
137) "If you cannot profit from a friend, then make them a stranger."
138) "Success is a shadow: seen, unseen, and always moving."
139) "A small loss today can prevent a larger one tomorrow."
140) "An empty hand holds endless potential."
141) "A Hlaalu's loyalty lasts as long as the promise of gain."
142) "Fear not the loss of coin; fear the loss of control."
143) "In every tale lies a seed of profit, if one listens closely."
144) "Fortune’s favor belongs to the adaptable."
145) "A secret known is a favor earned."
146) "A reputation lost can be regained; trust, never."
147) "The shrewd trader weaves webs, not walls."
148) "Never insult a potential ally; they may be profitable yet."
149) "To demand too much is to limit the profit."
150) "A flexible mind is the Hlaalu’s most precious tool."
151) "A true Hlaalu never underestimates the value of silence."
152) "The worth of a rival is best judged by their usefulness."
153) "Sometimes, victory lies in appearing to yield."
154) "A bitter rival can become a valuable asset in the right hands."
155) "Do not fight fortune; persuade it to favor you."
156) "To bend without breaking is the Hlaalu way."
157) "The market flows like a river; know when to swim and when to let go."
158) "Influence is a coin that must be spent to be kept."
159) "A promise given is a coin borrowed."
160) "Always leave room for profit in your regrets."
161) "The wise trader finds opportunity where others see only obstacles."
162) "To conceal strength is to reveal opportunity."
163) "The cleverest profit is that which others do not see."
164) "The highest price is often hidden in the smallest details."
165) "Hold every asset like water; the tighter the grip, the less you have."
166) "The best profit may be the one you leave for others to find."
167) "A chain of promises holds stronger than iron."
168) "Coins travel faster on the backs of loyalty."
169) "True success is measured by those who wish to emulate you."
170) "Even the humblest trader holds power over their own name."
171) "Be as soft as silk and as firm as iron."
172) "A favor is best given when it costs you nothing."
173) "To lose gracefully is often the wisest strategy."
174) "The truest loyalty is bought, not asked."
175) "A Hlaalu knows that no trade is final until both sides are satisfied."
176) "To give freely is the first step toward gaining control."
177) "Gold flows like a river; learn to navigate its currents."
178) "A well-timed smile can win more than a full coin-purse."
179) "Not all profit is gained; some is avoided."
180) "In every defeat lies a lesson for future victory."
181) "Reputation is like water: easy to lose, hard to gather."
182) "To understand value, one must look beyond price."
183) "In every conflict, seek not to conquer, but to benefit."
184) "Trade is a delicate dance; step lightly and know the rhythm."
185) "A true Hlaalu leaves no bridge unburnt—until profit demands it."
186) "A Hlaalu’s duty is to their House, and their House’s duty is to profit."
187) "Fate favors those who make it pay."
188) "A debt honored is an investment in future gains."
189) "Opportunity comes to those who prepare."
190) "The most difficult profits are often the most lasting."
191) "In every investment, ask if it strengthens or weakens your name."
192) "Do not fear uncertainty; a Hlaalu knows it is the birthplace of profit."
193) "An ally today may be a liability tomorrow."
194) "Every coin has a twin: wealth and responsibility."
195) "Honor is flexible; a debt is not."
196) "A true Hlaalu knows the value of patience—until the profit arrives."
197) "To promise little is to exceed expectations."
198) "True wealth is the freedom to seize opportunity."
199) "A Hlaalu knows when to trade words and when to trade coin."
200) "In the silence of others, the Hlaalu finds wisdom."

201) "A wise Hlaalu leaves room for others to believe in their own advantage."
202) "Sometimes the best profit is found in the trust of a rival."
203) "Coin has no memory, but its loss is never forgotten."
204) "A small risk is the seed of great reward."
205) "Influence is like a flame; feed it carefully, or it will burn uncontrolled."
206) "A subtle smile can earn as much as a fortune."
207) "The best deal is the one that leaves both sides feeling they have won."
208) "It is unwise to let loyalty be costly."
209) "Know what you will give before knowing what you will ask."
210) "A Hlaalu does not need to see the full path to take the first step."
211) "The blade of ambition is best wielded carefully."
212) "A word spoken at the right time is worth a thousand coins."
213) "What can be given lightly can also be taken lightly."
214) "Even the smallest debt can be a powerful chain."
215) "To guard profit is to guard the soul of the House."
216) "In a world of guile, silence is a shrewd negotiator."
217) "A Hlaalu does not need to make the final decision, only the most profitable one."
218) "Promise less and deliver more, for profit grows in surprise."
219) "Every merchant must have the patience of a sculptor; profit is shaped over time."
220) "When fortune is unkind, remember that resilience is profit in disguise."
221) "A mind closed to change is a mind closed to profit."
222) "Only those willing to risk their pride are fit to make a trade."
223) "One does not need to win every trade to profit from every trade."
224) "Respect is a currency; it pays well, but never overspend."
225) "A clever mind can profit even from misfortune."
226) "The art of trade is often in what remains unsaid."
227) "Fear no rivalry if your own value is beyond doubt."
228) "Every gain requires a shadow of risk."
229) "To show weakness is to create strength in silence."
230) "The coin you give should whisper of more yet to come."
231) "Respect the rules of the game, but know when to bend them."
232) "A debt well managed is an opportunity well taken."
233) "To persuade is the highest form of profit."
234) "Even a single mistake can yield wisdom worth more than gold."
235) "The clever trader sees not what a thing is, but what it might become."
236) "Gold shines brightest when it reflects the face of a friend."
237) "Those who control time control profit; be neither rushed nor idle."
238) "Power grows not from strength, but from subtlety."
239) "In every silence lies an opportunity."
240) "A Hlaalu never reveals their next move unless it serves them to do so."
241) "A short victory can cost a long profit."
242) "The weight of obligation is lighter than the cost of betrayal."
243) "Even a barren deal can bear the fruit of experience."
244) "Cleverness can create wealth, but only wisdom can preserve it."
245) "Profit blooms where trust is cultivated."
246) "To rise above others, one must know how to walk among them."
247) "True loyalty is worth more than a vault of coins."
248) "Observe the moods of others; they reveal what gold cannot buy."
249) "The truest wealth is the freedom to choose one’s path."
250) "If you seek to rule, first learn to trade."
251) "The market gives as freely as it takes; know when to follow and when to lead."
252) "If a deal cannot be made, find a way to profit from the refusal."
253) "A humble gain today is often a foundation for tomorrow’s fortune."
254) "One’s word is worth as much as the trust of the one receiving it."
255) "Every coin hides a tale; every tale, an opportunity."
256) "Where one fortune ends, another may begin."
257) "A Hlaalu’s strength is in their adaptability; change is the root of survival."
258) "Do not seek to win every time, but seek to learn every time."
259) "It is better to walk away with less than to be bound by debt."
260) "Value lies in the perspective of the buyer."
261) "To hold influence over others, know first how to hold your own tongue."
262) "The cost of trust is high, but the cost of distrust is higher."
263) "He who knows when to retreat gains ground in silence."
264) "Some things are best bought not with coin, but with respect."
265) "Profits that come too easily are often lost just as quickly."
266) "Value is determined not by what one owns, but by what others desire."
267) "Always know the currency in which you trade."
268) "The wise trader leaves an escape even in the best of deals."
269) "An opportunity unseen is as good as lost."
270) "The true art of profit is knowing how to make it without taking it."
271) "If you cannot hold your ground, make a path around it."
272) "Strength and wisdom are the twin pillars of fortune."
273) "To invest in one’s enemies is to prepare for a profitable future."
274) "Beware of promises spoken in haste; they rarely bear fruit."
275) "To seek fortune is to befriend uncertainty."
276) "Do not trade for the sake of trade; trade for the sake of gain."
277) "A word well placed can win battles a sword cannot."
278) "The clever Hlaalu makes every action echo in profit."
279) "In every loss, there is a lesson. In every gain, a challenge."
280) "A deal is only as good as its outcome."
281) "A Hlaalu understands that power, like coin, is meant to be used."
282) "Bargain from strength, but know when to yield."
283) "A single lie can unravel a web of profit."
284) "If you control the supply, you control the demand."
285) "To choose carefully is to guard one’s fortune."
286) "The wise Hlaalu counts not just coins but possibilities."
287) "Fortune favors the careful listener."
288) "True power lies in making others need your success."
289) "A quick gain is the shadow of long profit."
290) "The strongest alliances are built on the foundation of mutual gain."
291) "To risk nothing is to lose everything."
292) "A Hlaalu without ambition is a guar without direction."
293) "Profit is the path to power, and power, the gate to freedom."

Elder Scrolls Posts

27th of October, 2024

On Heart's Day

[CW: nsfw, sex, rape, drugging, necrophilia]

Carric was a young man who was no stranger to pleasure. Every year, during Heart's Day, he indulged with whatever band of revellers caught his fancy. This year, he was drawn to the "Shaven Fruit Tasters," a raucous, boisterous group whose laughter and singing echoed down the torch-lit streets. They promised revelries "unlike any you’ve tasted," and Carric, feeling the familiar pull of wine, song, and pleasure, let them sweep him away.They began with laughter and ale, stumbling through the streets with a chorus of bawdy songs and raised tankards, then slipped into a tavern for more drink and some dancing. The night pulsed with rhythm and wine, men dancing in a drunken blur, exchanging smouldering looks, touches, and laughter. Someone pulled Carric into a messy, breathless kiss, and soon enough, the room was alive with whispered promises and hands fumbling under clothes. Carric felt as though he were melting into the warmth of bodies and sound.But the night’s promise of pleasure was just beginning, they told him with wild grins. They led Carric away from the tavern, their laughter now low, secretive. The Shaven Fruit Tasters spoke of a hidden temple—a shrine to Sanguine. Excitement flashed through Carric’s mind, his senses primed with the allure of forbidden mystery.As they approached the temple, he noticed it was guarded by women cloaked in blood-red silk, their faces painted with intricate symbols. They stood silent as Carric and his bandmates approached, then gestured for Carric to follow. His friends nodded, almost reverent, as the women ushered him forward alone. He glanced back, feeling a flicker of fear, which only empowered his arousal. They only waved him on.Inside, the air was thick and heady, rich with incense that tangled in his senses. Carric’s eyes adjusted to the darkness, and before him loomed a statue of Sanguine, his goat’s head grinning with twisted pleasure. At either side stood Mephala and Vaermina, his dark yet alluring wives, their eyes carved with a look of deep hunger. Around him, women whispered prayers and promises to Sanguine, their voices like the hiss of flames.Carric was handed a goblet, filled to the brim with dark, aromatic wine. He drank, feeling warmth seep through him, a strange languid pleasure washing over him. A Dibellan priest, bound and with eyes and mouth sewn shut, was led before the statue, and Carric felt his stomach turn, but he was unable to look away. The women around him took ritualistic knives and, with slow, practised motions, slit the priest’s throat, catching his blood in goblets filled with wine and crushed roses.A priestess offered the crimson liquid to Carric, and he drank without thought, feeling the rush of power, intoxication, and darkness fill him. His senses bloomed; the temple seemed to pulse with life and shadow. He was dragged down into a throng, his clothes pulled away, his skin whipped and scratched, until pain and pleasure blurred together, one indistinguishable from the other.Carric fell deeper into this maddening pleasure, tasting blood and fire on his lips. Women clad in black kissed him with cold, feral hunger, their teeth sharp. One by one, they began to force their bodies onto him, pulling him into darker rites, acts that became a fevered blur of ecstasy and horror, until he lost all awareness of where he began and they ended.As the night waned, Carric found himself beside the slain priest, caressing his still-warm headless corpse, not knowing if he loved or hated the sensation, only that it electrified him. The warmth called him. All touch was welcome. He and the bleeding priest in silks became one.When the women pulled him up again, it was only to lay him before a vampire, her eyes gleaming with cold fire as she sank her teeth into his neck, claiming him in the name of Sanguine.Hours passed, or perhaps mere moments—he could no longer tell. By the end, Carric was left trembling on the stone floor, too weak to stand, his body and mind shattered, yet craving more. The temple was silent, the darkness around him complete, and he understood: he had given himself to the god of pleasure, and there was no going back.

Elder Scrolls Posts

10th of October, 2024

Naganu Haal: Daedric Prince of Eternal Harmony

(Midjourney)

In the shadowed corners of Oblivion lies a realm that few mortals speak of, for its name, Solace, is whispered in tones of reverence and dread. Its lord, the Daedric Prince Naganu Haal (ehlnonymic: Negeneh-Heklo; protonymic: [NUMINIT]; aesthonymic: “The endless breath between silence and stillness, where time forgets itself and every sense fades into the quiet hum of nothing”), embodies a paradox that lingers beyond the grasp of mortal comprehension—he is the Silent Prince, Bringer of Eternal Harmony and Painlessness, Weaver of Stillness, yet his gift is peace so absolute that it borders on oblivion itself. His sphere is the removal of all sensation, a quietude so profound that those who enter his embrace are said to drift into a state of perfect, sensationless stillness, living forever in a realm of unbroken calm, zombied and deathless.

The Sphere of Naganu Haal

Naganu Haal’s dominion is not over chaos or torment but over the erasure of all things that tie the living to the volatile currents of existence—pleasure, pain, joy, sorrow, thought, and even time. Naganu Haal's sphere is that of eternal harmony, the realm of stasis and stillness.This form of peace, though, is not without its own price. To accept Naganu Haal’s gifts is to forgo all that makes one alive. His influence beckons those who seek release from suffering but often leads them to an existence more akin to an eternal unlife—a serenity so perfect it can be suffocating. His sphere of Painlessness and Peace manifests as cosmic anaesthesia, removing all sensations from body and mind alike.

Realm of Solace

Solace, Naganu Haal’s realm, is described as a vast, colourless landscape where the boundaries of existence blur. It is often compared to an endless sea of mist where nothing changes. Structures rise and fall without sound, and time seems to have no meaning. The inhabitants, known as the Veiled or Nagani, are former mortals who have surrendered their sensations to Naganu Haal. They float through the mists like shadows, eternally free of pain or desire but also stripped of identity and will. Visitors, if they are not careful, find themselves lulled into a stupor, the sound of their own heartbeat becoming foreign and distant. As a result, very few choose to venture into Solace willingly, and even fewer return.

Enemies and Allies

Naganu Haal's sphere places him in direct opposition to two notable Daedric Princes: Meridia, the Daedric Prince of Life and Light, and Sheogorath, the Mad God of Chaos. To Meridia, Naganu Haal represents a perversion of life itself, for life cannot exist without sensation, without the vibrant force of experience of light, sound, and emotion. Where Meridia champions the purity of vitality, Naganu Haal offers its quiet erasure, an existence without the highs and lows of being.Sheogorath, on the other hand, despises Naganu Haal for entirely different reasons. Sheogorath’s realm is one of madness, where sensation runs rampant and chaotic emotion reigns supreme. To him, Naganu Haal’s endless numbness is a prison, a horrifying place where the thrill of insanity can never bloom. Where Sheogorath spreads wild laughter, unpredictable thoughts, and frenetic action, Naganu Haal offers only stasis, a quiet end to all emotional turmoil.Molag Bal, however, finds a kindred spirit in Naganu Haal. Both Princes possess a deep contempt for life in its normal forms. While Molag Bal seeks to dominate and enslave, imposing his will through brutality and subjugation, Naganu Haal’s gift of eternal peace is a subtler form of bondage. Together, they represent opposite ends of domination—Molag Bal through violence and force, Naganu Haal through peace and sedation. This alignment is what binds them as allies, for they both wish to see mortals trapped in states where their agency is stripped away.

Myths and Legends

There are many myths surrounding those who seek Naganu Haal's realm, including the tragic story of the Pilgrim of Daenia. It is said that the pilgrim, once a noble warrior, prayed to the gods to relieve him of the pain of battle. Naganu Haal answered his plea, offering him eternal peace in Solace. The warrior accepted and was granted freedom from pain—but also lost all memory of his victories, his comrades, and the joys of life. The pilgrim wandered Solace for eternity, a forgotten shadow with no more battles to fight, no more love to give or receive.Another tale says that when tragedy strikes anywhere in Tamriel, be it plagues, earthquakes, or mass migrations, the priests of Naganu Haal always appear soon to those who suffered, wearing various guises, promising the seemingly impossible: peace and solace from the miserable world. Those who agree to this bargain disappear into ancient ruins and forbidden shrines, to never return. Only a very few know the fate of these souls, though a terrible odour rises from the zombie populations of those places.

Artefact

The Weeper's Veil is a shimmering, ethereal cloak woven from cosmic silence and fading starlight, crafted by Naganu Haal to offer freedom from pain and sensation. When worn, it grants immunity to all physical and emotional suffering, numbing the wearer to the world and allowing them to exist in serene detachment. However, over time, it erases all feelings, memories, and eventually, the wearer's sense of self, dissolving them into the void of Naganu Haal’s realm, Solace. While it offers profound peace and invulnerability, the Veil’s ultimate cost is the loss of individuality, leading to a quiet, eternal oblivion.

Elder Scrolls Posts

30th of September, 2024

Theogonia Tamrielica Pt. 1:
Divinates Primordinis

Written by Hesi-Tor "The Free Flower of the East" (anon Hesitoros)
Originally Translated by Chakandara (under the orders of the Akaviri Potentate)
Recently Revised by Lanchoromus, Court Scribe of Uriel V

[Translator’s Note: Although numerous accounts provide differing versions of the tale, the most widely accepted narrative states that Hesi-Tor, who either later assumed the name or was bestowed the title Hesitoros, was a Kreathi-Nedic slave originating from Ninendava. After his emancipation, Hesi-Tor became an active participant in the slave rebellion, fighting alongside Alessia in the struggle for liberation. Following their victory, he distinguished himself as an inquisitive and devout figure, becoming one of the earliest Nedic individuals to acquire literacy in Ayleidoon. His intellectual pursuits led him to serve as one of Alessia's sword-scribes, contributing significantly to the reconciliation of diverse cultural factions across Tamriel, both human and merethic, through the process known as Interpretatio Cyroda. Hesi-Tor's Theogonia Tamrielica represents a comprehensive synthesis of the various Tamrielic traditions concerning the principal deities of their respective pantheons. This work played a crucial role in assisting Alessia in shaping the foundational Imperial pantheon as it is recognised today. The present translation follows a linguistic progression from the original Nedo-Ayleidoon into Early Cyrodilic, culminating in the modern tongue of the Empire.]

Divinates Primordinis

From the formless dark did the Void first arise, born from the hidden womb of the Unseen. And in that vast, endless gulf did the blood of Aurbus stir, a maelstrom unceasing, where the primal powers of Anuelis and Padomaeus, ever at passionate strife, did meet in endless conflict. Anuelis, the Father of the Unseen, stood firm, unmoving as starlight, cold and pure. He longed to still the surging tides. But Padomaeus, the Snake Unbound, devoured with fierce abandon, and all he touched unravelled, for he was the power of change, wild and unyielding. From this algolagnic clash of opposites came the first spark of Creation—an orgasmic cry that pierced the Void, from which were born the Etadion, spirits in the first hour of dawn.Anuelis, eldest of gods, beyond time and shape, eternal stasis in fleshless form, bore the weight of unbroken silence. In his being was paternal order, like the sun high above, distant and untouchable. From his stillness, light did break, and in one tear, the Void was torn asunder, birthing the Aurbus, the realm unformed, where chaos and law did intermingle. He neither loves nor hates; he is all and nothing, the core of being itself.But Padomaeus, the devouring serpent, hungered to undo what Anuelis had wrought. Their struggle, both fierce and intimate, unleashed waves of destruction and birth. Their forceful union, laden with love and loathing, rippled through the heavens and earth, each strike of their clashing thrust giving rise to realms and beings yet unseen. From this cosmic strife, Anuelis begat Acatosius, first of the wheels to turn, and with that motion, the universe’s unravelling began.With Nirena, his consort, Anuelis stood apart, indifferent. She, his reflection, embodied the wild forms of creation, the mother of all that takes shape. Where Anuelis was pure potential, Nirena gave his dream substance. They together shaped the world, yet Anuelis remained distant, leaving Nirena to her craft. Whispered only by the bravest spirits, it is said she coveted Padomaeus, the dark mirror of Anuelis, and from their union did the delicate balance break, the world forever shattered by the mingling of stasis and chaos.Yet Anuelis remains, silent as the night sky, watching but never seen. His hand does not move in the deeds of gods nor mortals, for he is the void from which all things arise, and to which all must return.

But Padomaeus, born of darkness unmeasured, the endless void, rose as Anuelis’ shadow in the first breath of creation, the force that devoured what the light would build. Where Anuelis’ hand reaches to form with care, to mould with light and stillness, Padomaeus unbinds, the devourer of worlds. He is the serpent, coiled and ever-shifting, a ceaseless hunger that winds through the fabric of Aurbus, ever at war with Acatosius and the gods who stand for order.With Nirena, Padomaeus shared a bond twisted and perilous, for though she was Anuelis’, it was Padomaeus’ chaotic embrace she longed for in secret. In his touch, she felt the spark of life, wild and unchecked, the force that stirred the world to true breath. And from their dark union, in the throes of strife and desire, sprang the Daedrion, gods born of upheaval and change, each a reflection of the storm that raged between Nirena and Padomaeus. Thus, the eternal contest began, where Padomaeus and Anuelis clashed, shaking the very pillars of creation. Their battles, unfathomable to mortals, ripple through the realms as the calamities mortals know—earthquakes, storms, and fire from the sky.And it is said that the stars, bright and unyielding, are the marks left behind by Padomaeus’ assault upon the heavens, wounds in the firmament where he sought to rend the veil between worlds. They are the remnants of his war with Magnos, and with Acatosius, the unbending wheel of time, whose domain Padomaeus would tear apart if ever given reign.

Nirena, the earth herself, womb of all creation, consort to Anuelis, both mother and destroyer, lover and victim of the gods. She nurtures life, yet watches as all she bears withers beneath her, for her body is Mundos, fertile but cursed with suffering. From her womb, the gods were born, and through her, mortals first drew breath, yet her heart forever aches from the burden she carries.In her union with Anuelis, the Aedrion arose, the gods of order and stasis, yet her heart stirred for Padomaeus, the force of chaos. His touch, though dark and violent, breathed life into her being, for it was through his force that creation truly began. But her bond with Padomaeus was far more cruel. With a violent hand, Padomaeus forced himself upon Nirena, and from their brutal union were born the realms of Oblivion, each one a twisted shadow of her own desires and pain.Broken and bleeding, Nirena turned to Acatosius, who gazed upon her with pity. He took her as his wife, though not out of love, but for the sake of necessity. Together, they became pillars of the world, their union binding creation itself. Yet within Nirena still lingered the touch of Padomaeus, for the seeds of chaos cannot be undone. Even as she stood beside Acatosius, her heart yearned for Magnos, who abandoned her to her fate. And often, she takes mortal lovers in her own form, the earth itself, swallowing them into her bosom, embracing them in death.Her jealousy of Marilla is sung in whispers, for Marilla, the gentle mother, usurped Nirena’s place in the hearts of mortals. Marilla tends to the living, while Nirena’s love is for the dead, those quiet souls buried beneath her feet. With Arcaius she shares a bitter bond, for though he guides the dead in their final passage, it is Nirena who reclaims them, pulling them back into her cycle of endless death and rebirth.

Magnos, the Architect of the Universe, the Forger of Stars, is both Creator and Destroyer. Ever does his hammer strike upon the anvil of existence, birthing new suns, stars, and laws that govern the firmament. He is both father and son to Acatosius, for from Magnos did the first light emerge, and with it came the breath of time, yet under the rule of time, even Magnos is bound, for his son’s dominion holds sway over all, both maker and made.Magnos loves only his craft, shunning all partners, communing instead with the raw forces of the cosmos that bend to his will. He shapes the worlds with fire and law, yet even he is driven by deeper needs. Once, he was the lover of Nirena, seduced by her promises of creation. Their union, brief and fierce, brought forth the Aedrion, but soon Magnos turned away, abandoning Nirena to Acatosius’ mercy. She has never forgiven this betrayal, and her heart bears the scars of his desertion.In his passion, Magnos turned to Azurena, the goddess of twilight and change. Their love was like a flame that blazed across the heavens, consuming both gods and worlds. Their fiery embraces gave birth to new stars, but also left realms crumbling into oblivion. Azurena, the eternal goddess of transformation, matched Magnos in her power, and from their lust, both creation and destruction bloomed in equal measure.Though he and Padomaeus stand opposed, Magnos forging while Padomaeus unravels, they are but two sides of the same coin. Without Padomaeus’ destruction, Magnos could not create anew, for the cycle of birth and death is unbroken. Yet his true rival is Hermaios, the insatiable seeker of knowledge, who yearns to uncover the hidden truths Magnos has buried within the very fabric of creation. Their union was not one of flesh but of mind, and from it were born the dark secrets of the universe, secrets so terrible that even gods tremble before them. In the cosmos, they stand forever opposed—Magnos, the craftsman, and Hermaios, the keeper of the forbidden.Magnos’ hunger for knowledge is boundless, rivalling even Julianus. But where Julianus seeks order, Magnos thrives in chaos, bending reality to his will alongside Shezareth, shaping and reshaping the world in the fires of his creativity.

Elder Scrolls Posts

26th of September, 2024

Hestleeli-Ei: The Eye of Argonia

"After years of unprofitable attempts in searching for the legendary Eye, from dealing with shady camonnaserai to chasing time-frozen whispers off Snærmund, Cyrus was finally able to uncover a hopeful lead. He discovered that the Cub-Prince Ma'jha-dar had it all along within his claws, guarded safely by his moon-bishops of the Dunei Palace. After meeting with old contacts from the south, Cyrus and his crew donned disguises and infiltrated the sugared vaults during the Qo'Khelij Festival. Their heist was fruitful, but word soon reached the sharp ears of the Prince. As they road to the heart of Argonia, to use the Eye and locate the lost city of Ssith-Lixqoa, so did trouble follow in bedimmed cloaks and venom-kissed blades. Cyrus fought them off, but not without the grave sacrifice of his Bosmeri companion, 'Small-Shrub' Sylch."After all the strife and discord, Cyrus the Restless proved the existence of the once-forgotten city where the first Hist was said to be planted by the 'Original Creator.' To his surprise, while appearing devoid of life, the city was not without denizens. A tribe of Argonian never seen before, moving as one under the domain of the Kru-Bula-Kru, the Priest-King of Si'thlikass. To keep the rest of the world from finding out his arcane plans, the king, who was one with the city's ancient Hist tree, bent the amber sap into Cyrus and his crew, enslaving their minds to serve his will. Luckily, the Eye protected Cyrus from the sap's mind-altering effects and gave him the opportunity to slay the king. He was successful but the king and the city-tree were one and so, Ssith-Lixqoa began to crumble and sink into the bog waters of Argonia. It was a close call, but Cyrus, his crew, and most of the Argonians who regained their sanity in time made it out alive. The adventures returned to High Rock and handed the Eye over to S'rathra for payment. The curious Khajiit did however wish that Cyrus had the opportunity to explore the city further and see what new mysteries he could uncover. Still, Cyrus gave it not a single thought. After all, where is the money that?"

Elder Scrolls Posts

26th of September, 2024

Eoanic Heresy Numonym. 9373-7432-VW

"The land was still wet and hot as the first Eyoti-Adaliths began their chartopoeia of Tamrielle. Hulspeculum #25431A69 aninym. Imglagrahtibet took 10.00000182 Phynastersteps too many north and was caught within the not yet crystallised gealossa. They were tainted by nirolkhanic energies and were bound to a pithecomorphic form. Aedra-El Illya'fey [pseudonymic 14-T used to protect his protonymic, as sanctioned by the Invisible Librarian under Charrimantia 929-AB] experimented on ways of alchemautarium in hopes of reverting them back to Alcharyaisis. The neonymed Boicharyai hold an Alaxonic level of 82.99380001% and stand as pelindar to Illya'fey's Garden for the usage of the Perfectionists. Their atrament pryers forever bare the memory of their dawntime sins."

(Art by Xeno)

Elder Scrolls Posts

26th of September, 2024

Clan Sanyataapae

"During the Merethic Schisms, this clan of heretical ousters who rejected the Aurielectic Reforms sailed to the uninhabited southern archipelago of Valenwood. There they sought to continue their ancestral practices of the Aldmeri Old Way. They proclaimed themselves as the last remnants of Acharyai and established the city-state of Riellanium. Here, the people are split into three strict castes: the Goris, the Peline, and the Genyei. The Goris are the mystic-rulers of this society, embodying enlightenment, purity, wisdom, and perfect justice. From birth, their minds are trained to rule with piety and perfection with carefully measured education and rituals. The Peline embody the city-soul's courage by protecting its people. They are trained to be ruthless to foreigners and gentle with citizens. The Genyei make up the rest of the people, the crafters, food-getters, artisans, and poets. Focusing on matters of desire, sustenance, and material, they are the only caste of the three to own private properties and have families. When the population asks for it, the Goris scry for perfect pairings, to breed healthy bodies, minds, and souls. Alongside the Psijic way, the citizens of Riellanium seek spiritual enlightenment by leading pure, pragmatic, and practical lives, lest the soul return after death in the form of lesser Ehlnofey. They use only what they need, work with all as efficiently as possible, and eat only vegetation while preferring to use beasts of burden for farming and pastoralism."

Elder Scrolls Posts

26th of September, 2024

On Chrysamere

"Much of Cyro-Bretnic cultures, in matters of socio-economical politics, classical lingua-literature, and religio-mythic traditions, were bastardisations of their former Aldmeri occupants, such as the Imperatum Saliache and the Clan Direnni of Alten-anon-High Rock. Legends, stories and traditions were told from one age to another until their characters were brand new. Such was the same with the so-called Sword of Heroes. Chrysamere (tautological corruption of the Aldmeri words "Alcharya-Mer(e)" to mean "[of/to] the First [People/Elves] of All [People/Elves]") is in fact not a unique artaefact at all. There have been many forged and enchanted of its kind, a standardised adamanti blade for the Direnni Clan's subdivision of Pelinadar (lit. "border-warriors") to protect the island from invasion. With the fall of the Hegemony so did their numbers dwindle, but their blades do get uncovered by curious merethic archaeologists ever so era, which inspired fables of holy knights and brave heroes and gave birth to the Breton "Paladins", an order of holy knights who seek to protect High Rock from all evils."

Elder Scrolls Posts

26th of September, 2024

Under the Tibrol Tree

"Tibrol (Chaerrus hiera) or Ti Brol, coming from the Ehlno-Aldmeri name 'Ti-Brel' which directly translates to 'mighty [beech] tree', makes an appearance in many Tamrielic mythologia. It could very well be that this hardy plant is able to prosper in various climates and provinces, such as Nibeneth, the Grahtwoods, Colovia, the Reath, Galennia, Mirrored Isles of the Blue Divide, and even the Ashlands. It was the monk Dhnānaśíreśíl of the Old Ways who first discovered the Ten-and-One Sacred Forces by studying the sacred geometry of the tibrol tree. Some oral traditions have it that Vivec-anon-Mephala discovered their dualistic nature as magicae hermaphroditae while meditating under a tibrol tree. In Ada-Mor can one only find spinners sitting atop tibrol trees while the druids and witch-men of the West harvest the tibrol for spells of healing, divination, and learning. Hierophantic propagandae are a many of the Dragon Emperor Tiber claiming to be named after the tibrol to expand the validity of his holy nature, anointed even in its oil to the throne."

Glorantha Posts

TitleDescriptionDate
The Humat CycleHow Humat died and returned.12-Feb-2025
The Undersea ConveyanceHow Godlearners invented the Submarine.19-Jan-2025
OkalatoThe Dark God of the Cacao Tree8-Oct-2024
Elmal at the Hills of GoldAn Elmali version of the Yelmalian myth.26-Sep-2024
The Epic of PilekamosA Gloranthan Epic of Gilgamesh26-Sep-2024

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Glorantha Posts

12th of February, 2025

The Humat Cycle

(From "Cults of RuneQuest: Mythology")

These fragmented tablets telling the "Death of Humat" were discovered around the ancient site of Hrelar Amali. We can conclude that they were most likely written by the Enerali probably during the Dawn.

TABLET I: THE WAR OF THE STORM LORD AND THE SEA KING

[Fragment lost] ... He was but a calf, his horns wet with the dew of first spring. Humat, the Storm's Young Bull, son of the mountain [who wields the winds like reins/rides the storm-cloud chariot]. His breath was thunder, his step was flood.Then came the King of the Sea, the Boundless Sramak, he who [drowns the earth/bears the weight of the sky]. He sent his waves against the land, and his messengers to Zrenthus, saying:"Give me Humat, the horned one, the unruly one, the child who shakes the sky. He is mine by ... [Fragment lost] ... for I shall drag him to my halls of blue and bind him with [chains/tides/foam]."Zrenthus, the Wise, the Ancient King of Gods, feared the sea. He saw the waters rise and said:"Let it be done, let him be taken."Gata, the Queen of the Old Gods, the Mistress of the Soil, rejoiced in her heart, for she said:"Let the upstart be cast away! Let my children take the throne!"But Humat, the Bull of Storms, heard the decree, and his heart was not still. He laughed, and his laughter cracked the sky. He spoke:"I shall not kneel! I shall not bow! Let the waves come; I shall drive them back with my breath!"And so he raged against Sramak. The sky clashed against the sea. The waves rose to swallow the land, but Humat [rode the winds/lashed the tempest/struck the clouds]. The Blue Dragon [came forth from the deep/spewed its breath upon the land], yet Humat cast him down into the abyss.His sister, Gor the [Bloody Earth], came to his side. She danced in battle, her hair streaming with gore. She cut down the sea-gods, she bathed in their blood. And so, the Storm overcame the Waters.The sea was broken, the waves retreated. Sramak, the Great Deep, [was shattered/humbled/sank below]. And the gods spoke, saying:"Humat is mighty! He is a god among gods!"But a [god/king] must have a [palace/temple].

TABLET II: THE TEMPLE-PALACE OF HUMAT

Humat stood upon the peak of [the first mountain/Kero Fin/the mother of storms]. He called to Zrenthus:"Give me a palace! Give me a seat of power!"Zrenthus wavered. The Old Gods gathered in council. Gata, the Queen of the Soil, spoke:"If he has a temple, he shall rule! If he rules, my children shall be nothing! Let him be denied!"But the decree was made. Humat would build his throne. He sent gifts of gold and silver, of ivory and lapis, to Gata, to [soothe her wrath/placate her/seduce his stepmother]. She took them with bitter hands but did not refuse.Then came Vieltor, the Builder, he who shapes the world. He gathered the bones of the gods: aluminium, copper, gold, lead, silver. He took the woods of Flamal, the stone of Urtiam, the ivory of Nakala. He built the temple-palace high, its halls shining in the sun.Vieltor spoke:"Shall I place a window, O Lord of Storms?"Humat was silent. For six nights he feasted, for six days he warred. Then, with a cry that [shook the sky/split the earth], he struck open the window.The winds howled. The mountains bled, the grain goddesses bowed, the ... [Fragment lost] ... The world was his.But the Storm Bull was not content.

TABLET III: THE DEATH OF HUMAT

Humat [beheld the world/saw his throne was firm], but his eye turned downward. The Underworld lay beneath his feet, and Death, Gethor, still reigned."Shall I rule the skies, yet leave Death free? Nay, I shall go to him, and break his chains upon the world!"But first, Humat lay with the Great Green Lady. [88 times they joined/as the storm and the soil mingled]. And from their union, a son, ... [Fragment lost] ... was born.Then, with his retinue of storm-clouds, rains, thunder, and lightning bolts, he descended.[Fragment lost] ... He clashed with Death. The heavens trembled. The underworld [wailed/shook]. Humat struck, but Gethor struck back. The Lord of Storms fell. His voice was stilled. His body lay silent [in the deep.]The grain goddesses wept, and the fields withered. The gods mourned and gashed their skin. Gata [rejoiced/wept], and she placed her children, [the Red Zolan and Blue Anehilla] upon the throne. But none could replace the Storm.

TABLET IV: THE RESURRECTION OF HUMAT

Gor, the Bloody Sister, heard of her brother's fall. She took up her axes, she clad herself in war. She went to the Underworld. She found Gethor, the King of Death, and she spoke:"You took my brother; now I shall take you!"She struck him down. She [winnowed him/burned him/ground his bones] and sowed them in the fields. And Death was no more.Then, from the dust, Humat rose. The grains returned. Zrenthus saw in a dream:"Death is dead, and Humat lives!"The sun, Ehilm, was sent to seek him in the east.But after seven years, Death rose again.

TABLET V: THE ETERNAL CONFLICT

Humat and Gethor met once more. They clashed in battle, and neither could triumph. Between them, drought and fertility. Between them, [storm and silence/life and decay].Ehilm, the sun, the witness, came between them."Enough! One cannot be without the other. Death, bow before Storm! Humat, rule but yield the end to him!"And so Death bowed, and Humat stood. The world turned once more.Humat returned to his palace on [Kero Fin]. He sat upon his throne. He drank the wind. He laughed, and the sky echoed him.Thus ended the tale of the Storm King, the Thunder Bull, the Lord of the World.

Glorantha Posts

19th of January, 2025

The Creation of the Undersea Conveyance

To the Illustrious Drustalos Orestalon II,
High Sorcerer of the Department of Sorcery,
Archduchy of Slontos, Maniria
I am pleased to report that the final preparations for the ritual matrix to bind the spell-framework of the Undersea Conveyance nears completion. If our calculations hold true, these enchanted vessels shall repel the Waertagi hexes, ensuring unimpeded passage through the western seas. Furthermore, they shall shield us from unwanted detection, cloaking our movements from the vision of lesser maritime krjalki.The methodology employed in this endeavour is one of meticulous precision and, dare I say, elegant application of heroquesting principles. Following Duke Varadosh’s learned recommendation, we anchored our venture in the mythic substrate of Kanthor’s Isles, invoking the rites of Flamal and Aldrya to establish our bona fides as “Elf-Friends.” The result was access to the Luatha, those ageless, golden titans whose society embodies an enviable purity—hierarchical, orderly, untouched by degeneration. Their perfection lies not only in their stature but in their artistic sensibilities and wealth, cultivated through their caste-structured regimentation. A model worthy of further study.Through the offices of one of their priestly cantors, who intoned in a dialect hitherto unrecorded in our linguistic annals, we navigated the negotiation of passage. Here, the intervention of our newly acquired Issaries-adjunct, Sabael, proved invaluable. Having but recently enacted the role of Issaries in the Lightbringer’s Quest amid the Heortling barbarians of Kerofinela, he demonstrated an uncanny aptitude for the archaic tongue of Aklor, an ancestral figure of the Luatha. Their storied exchanges with the Triolini granted us the knowledge we required.Thus, under the aegis of the immortal sailors, we made our way to the liminal threshold of the Dusk Star, transgressing into the Western Seas beyond mundane reckoning. Here, the great maw of Banthe sought to consume us, enacting its eternal hunger as it once devoured the sun. The Illusionist Darnishta, whose methods I have heretofore regarded with well-earned scepticism, here proved unexpectedly useful. Drawing upon a fragment of captured solar radiance, a trophy from a prior Heroquest, she bartered our safety with the ever-thirsting sea. Banthe, appeased, bore us hence to its progenitor, Manthi, Sovereign of the Deep.Manthi, as anticipated, proved obdurate. A force of entropy given voice, it sought only to drown us rather than concede to our inquiries. However, our strategy was already determined. As in prior demonstrations of the Causal Reiteration Principle, we compelled the compliance of its progeny, Lorion, and through him secured access beyond its father’s wrath. In so doing, we finally stood before the Knower of All Water Mysteries—Wakata, whom some name Magasta.Here our understanding of the Godtime revealed its crowning insight. We discerned the inherent duality within the Oceanic Deity Complex: no sea-being exists as ally or enemy in absolute, for the waters are both generative and annihilatory. Just as Magasta’s Pool is ceaseless in its creation and destruction, so too must be his antipathy to the Waertagi.Descending yet deeper into the strata of mythic hatred, we beheld the manifestation of this enmity given form—Wachaza, the warring burtae who bridges the boundary of Water and Darkness. A revelatory discovery! Here lies the long-sought counter to the Waertagi dominion: a weaponized opposition from within their own elemental purview.Applying a lesser-known myth-cycle preserved among the Pelaskites of Karse—long overlooked by our predecessors, yet demonstrably authentic—we enacted the ritual union of Wachaza with the Boat-God Diros, bringing forth Submaka, the Concealed Ocean. The assembled cohort internalized the requisite spell-constructs, encoding within their memories the formulae necessary to shape and empower the Undersea Conveyance.With this, our work approaches its culmination. Upon successful fabrication of the first prototype, we shall voyage to your august presence, and thence to His Imperial Majesty, to deliver the fruits of our scholarship and ambition.In the Name of the Empire and the Advancement of Knowledge,
Mythographer Tazamir Sultharion,
Duchy of Tanisor, Seshnela

Glorantha Posts

11th of November, 2024

BronzeQuest

My introduction to Glorantha has always been focused on lore above all else. Sadly, I have yet to play a single Gloranthan game, whether it’s HeroQuest or RuneQuest. I’ve always found HeroQuest a bit too abstract for my tastes, though I do enjoy its emphasis on roleplay. Conversely, while RuneQuest offers a vast range of skills and an impressive Runic system, it’s a bit too number-heavy for me. Later, I came across SpeedRune, a very rules-light system which I found rather fascinating, but unfortunately, it didn’t quite hit the sweet spot either.So, what’s left for me to do? Well, take all three systems and combine them into one, of course! Let me introduce you to BronzeQuest.BronzeQuest is a rules-light, roleplay-focused d100 tabletop roleplaying system set in the mythological world of Glorantha. Drawing inspiration from well-known systems like RuneQuest, HeroQuest, and SpeedRune, BronzeQuest offers a streamlined and accessible experience for both new and seasoned players. It creates plenty of roleplaying opportunities without needing a maths degree. The game features a character sheet with runes, skills, a clan sheet, passions, and more—all designed to enrich the roleplaying experience for both players and the GM.This is my first attempt at creating a roleplaying system, so I’m very open to questions, comments, and critiques! Is there something missing? Perhaps more examples or a different approach to a particular concept? Feel free to contact me on Discord or Bluesky (@drnightstone); all feedback is much appreciated.Now, go out there and create new myths!

Glorantha Posts

8th of October, 2024

Okalato, the Dark Fruit, the Bitter Water, the Bringer of Ecstasy

The Cult of Okalato (PLANT, MALIGN EARTH, MOON)

Okalato is the Lunar Grain Goddess of the sacred cocoa plant, originating from the temperate Arcos Valley. She is an entity whose power flows from the depths of the earth and the enraptured glow of the Red Moon. She is the keeper of the Dark Fruit, which when fermented and consumed, brings both madness and ecstasy. Her cults are secretive, operating in the shadowy corners of Earth and Lunar rites, where her worshippers drink from the Bitter Water and experience forbidden and divine visions. She is both a nurturer of crops and a force of unsettling power, showing that pleasure and terror grow from the same root. Okalato is closely tied to her divine mother, Gorgorma, who first discovered her in the forgotten Underworld, as well as to her celestial sister Hon-Eel, who rules over maize.Her followers include those seeking transcendence, ecstatic states, or the knowledge locked within dreams and madness. Okalato is honoured with sacred cacao, blood sacrifice, and occasional human offerings. She is adored in rural communities where the cocoa plant is grown, and feared in Lunar temples where her power is used for more nefarious purposes. Her followers know the cult's secret to properly growing and harvesting the sacred plant and how to make the ritualistic drink which aids their journies of catabasis.

Mythos and History

In the time before time, when the Earth bled from its many wounds inflicted by Chaos, Gorgorma the Hag-Queen of the Dead wandered into the deepest recesses of the Underworld. There, in a shadowed grove unseen by mortal or divine eyes, she found a tree unlike any she had known. It was Okalato, a lost daughter of the Earth, bruised and scarred from the horrors unleashed by Chaos and the gods who fought them. Gorgorma, seeing her kinship with this forsaken being, nurtured Okalato, tending to her broken branches and bleeding sap.As Okalato regained her strength, she bore strange and bitter fruit—dark pods filled with seeds of power. In gratitude for Gorgorma’s care, Okalato gifted these seeds to the Hag-Queen, teaching her the secrets of their preparation. When processed and fermented, these seeds created the Bitter Water, a drink that gave both mortals and gods fleeting glimpses into forbidden ecstasy—visions that could inspire greatness or drive one mad.Gorgorma, pleased with this gift, carried it back to the surface world, offering it to those who pleased her. Those mortals who drank from the Bitter Water were said to have seen the true face of death and life intertwined, tasting both bliss and terror. Over time, this ritual of consuming Okalato’s fruit became sacred, reserved for secretive cults who sought her hidden power.As the world became bound by Time, Okalato’s influence returned once more to the surface as the Red Goddess grew. Through Gorgorma, it spread to Lunar cults and her connection to the Red Goddess grew. The red of her sacred drink echoed the blood of sacrifices given in her name, and the madness it invoked aligned with the Lunar power of transgression and enlightenment.

Nature of the Cult

The Cult of Okalato operates in secrecy, often existing alongside or beneath more public Lunar and Earth cults. Worshippers are drawn to her for her association with both the darker aspects of the earth and the ecstasy of the Moon, though they know to approach with caution, for her gifts are as dangerous as they are sweet.While lay farmers of the cocoa plant are among her initiates, Okalato’s true initiates are those who seek power in visions and madness, using the Bitter Water to cross the veil of reality. The consumption of her fruit is central to her rites, with the preparation of sacred cacao being an intricate and dangerous process, overseen by her priestesses, who are often androgynous or take on multiple gender roles, reflecting Okalato’s own mutable form.Blood sacrifice is common in her rituals, with cacao beans offered regularly. More potent rites require the mixing of blood into the sacred drink, and on high holy days, human sacrifice is performed to enhance the power of the ritual.

Depiction

Okalato is an androgynous figure, sometimes depicted as sexless, and other times appearing male, though most often referred to as a goddess. Her skin is a deep sepia brown, like the bark of the cacao tree, and her eyes glow a haunting yellow-orange, representing both the richness of the fruit and the lunar light of the Red Moon. Her teeth, often bared in a fierce grin, are unnaturally white and sharp, symbolizing both her allure and danger.She is adorned in a skirt of writhing snakes, representing her connection to the Earth’s depths, and a necklace of human bones, trophies from those sacrificed in her name. Her body is covered in blood-red body paint, marking her as both a bringer of life and a force of violent transformation.

Runes

PLANT:
Okalato’s Plant Rune is central to her cult, for she embodies the growth of the cocoa plant, the life-giving force of the Earth, and the power that comes from nurturing crops. Her followers use this Rune to bless their fields, command plant spirits, and invoke the fertility of the land. Those strong in the Plant Rune are patient, nurturing, and fruitful.
MALIGN EARTH:
Okalato’s connection to the Malign Earth Rune reflects her discovery in the depths of the Underworld and the darkness she embodies. Initiates wield this Rune to draw upon the power of the corrupted Earth—the barrier between the world above and the underworld—to perform blood rituals, curse enemies, open gates to the underworld through caves, summon nightmares, or the poisoning of crops. Those who channel the Malign Earth Rune are often secretive, introspective, and driven by a dark understanding of the Earth’s hidden power.
MOON:
Okalato’s Moon Rune ties her to the cycles of the Red Moon, the madness and ecstasy her fruit induces, and her association with the Lunar Empire. Her initiates use the Moon Rune to invoke visions, create illusions, bend light, and enter states of transcendent madness. Those who favor the Moon Rune are spiritual, liberated, unpredictable, and passionate in their pursuit of hidden truths.

Opposed Runes

Okalato stands in opposition to the runes of Benign Earth, Air, and Fire, as they represent growth and light untainted by the darkness and decay she thrives in. Her lay members would say she opposes Chaos as well, but those who enter her deeper mysteries can relinquish the past trauma of their goddess.

Particular Likes and Dislikes

Okalato is deeply connected to Gorgorma, her mother, who saved her and taught her how to transform suffering into power. She shares a close relationship with Shafesora, the Goddess of Rain, whose waters bless the growth of her sacred cocoa trees, and Hon-Eel, her sister, the Corn Goddess. Despite her dark nature, she is an ally of the Red Goddess, finding common ground in the chaotic beauty of the Moon’s power.Okalato despises those who take the Earth’s gifts for granted and punishes those who abuse her sacred plant. She is a sworn enemy of those who serve untainted light and purity, for they reject the balance of pleasure and terror that she represents.

Cult Organization

Okalato’s cult is decentralised and secretive. Each sacred grove of cocoa is tended by a group of initiates, led by androgynous priestesses who are chosen through visions granted by the Bitter Water. Larger rites are held on the high holy day of Clayday/Fertility Week/Dark Season, where blood sacrifices are offered to empower the crops for the coming seasons.Sacred groves where cocoa is grown and processed are the holiest places for Okalato’s cult. These groves are often hidden, protected by both plant and earth spirits, and are places where visions are sought and power is gathered. Sacrifices include cacao beans, sacred cocoa drink, human blood, and on high holy days, human life.

Subcults & Associated Cults

Zipato Veek (PLANT):
A subcult that venerates Zipato Veek, the first elf who found Okalato when she left the underworld and returned to the overworld. Those who follow him are the key cultivators of the sacred dark fruit and have no fear when they come into contact with elves. Zipato Veek grants the Bear Fruit spell.
Shafesora (WATER):
This subcult is dedicated to the Pelorian Rain God, Shafesora, whose rains bring life to the sacred groves of Okalato. Followers are known for their devotion to both water and plant, calling forth the Rain spell to ensure the survival of their crops.
Gorgorma (MALIGN EARTH):
These followers are the dark hag, Two-Mouth Gorgorma, focusing on her connection to the Underworld and the suffering wounded and abused Okalato felt when Gorgorma found her. They obtain the spell Resist Pain to help those who seek pilgrimages in the darkest depts of the Underworld.
Mestela (MOON):
Mestela was one of the enlightened followers of the Red Goddess, who brought Okalato to Peloria, under the nurturing light of the Lunar Way. In return, Okalato gave the moon-mystics her bitter-water and taught them how to be enveloped in divine ecstasy. The followers of Mestela learn the spell Rapture.

Common Okalato Feats

Bitter Water Ecstasy (PLANT, MOON):
This feat calls upon Okalato’s gift of the Bitter Water, which grants the drinker visions of ecstasy and terror. When a devotee enters a state of purity by partaking in the sacred cacao, they are blessed with the ability to glimpse beyond the mortal world, entering a trance where they receive visions from the Red Moon or insights into the Earth’s mysteries. While in this state, they can receive prophetic dreams, summon earth or lunar spirits, or gain temporary knowledge beyond their skill. However, this comes with the risk of madness or terrifying nightmares.
Sap of Renewal (PLANT):
Okalato grants the power of the earth’s regenerative forces. By invoking the Sap of Renewal, devotees can heal wounds, restore vitality to plants, or even mend broken items. This feat is used frequently by farmers and those nurturing the sacred groves, as well as in rituals meant to rejuvenate the land after Chaos has scarred it. When invoked in sacred places, this feat can even reverse the effects of blight or rot.
Nightmare Bloom (MALIGN EARTH, MOON):
Okalato’s Nightmare Bloom calls upon the dark essence of the earth, summoning fearsome visions from the depths of the Underworld. Devotees in a state of purity can project their own fears or the torment of the Earth into the minds of their enemies, causing them to see horrific hallucinations. These hallucinations can paralyze foes with terror, drive them to madness, or make them flee. This feat is most often invoked by the Serpent’s Roots subcult during rituals of vengeance or punishment.

Spirits of Reprisal

Zimelach Root-Wraiths:
These small earth-bound spirits are tied to the roots of the sacred cacao trees and serve Okalato by punishing those who betray or neglect the sacred rites of the Bitter Water. They appear as small, gnarled humanoid figures with bark-like skin, their fingers dripping with poisoned sap. When sent by Okalato, they crawl into the dreams of offenders, twisting their sleep into suffocating nightmares that drain the energy of the victim, leaving them weak, sickly, and hallucinating. The only way to remove the curse of the Zimelach is through a full purification ritual and offerings of blood to Okalato.

Glorantha Posts

26th of September, 2024

Elmal at the Hills of Gold

It isn't surprising what Chaosium's view on Elmal is in the current lore "canon." But one cannot help to love our Orlanthi Sun-Shield, especially when King of Dragon Pass was the first entry into Gloranthan lore for me. So here is my version of an Elmali Hills of Gold myth but with an in-world twist. I wrote (or rather, Korol the Poet) in the form of Heortlingi poetry (a style I based on Germanic poetry with a dash of Babylonian), a method in which the Orlanthi would have their myths delivered. Now memorize it for your heroquest! (And ignore the God Learner map at the bottom...)"In the Age of Night,
as all grew cold,
Orlanth was dead,
Ernalda was dead.
Steadfast Elmal,
stood in defence,
of Orlanth's Hall,
of Orlanth's Stead.
"Loyal Elmal,
looked to the north,
he saw the Kingdom,
of Ice and Cold.
Clan of Valind,
grew closer.
So Elmal swore us,
to stop the Ice-King.
"Loyal Thane,
gathered his tools.
He took his weapon,
the Staff of War.
He took his Shield,
the Tent of Battle.
He took his FIre,
the Pain of Forests.
"The Disk of Clouds
called for Hippoi,
Child of Redalda,
Chosen of Beren.
Together they road,
reaching Urox,
the Umathson,
Slayer of Chaos.
"Light of Elmal,
was large no more.
The Leader of Herds,
offered to help.
Instead of embers,
Urox gave storms.
Elmal sealed them,
onto his spear.
"Warrior Sun,
sang in thanks.
A favour he returned,
the frenzied hunter.
Urox fought,
only with rage.
So to him, he brought,
the Battle-Wall.
"Elmal road off,
ever-ready,
to the Hills of Gold,
to the Halls of Valind.
There he saw,
the Demon Sun,
Jagrekriand,
of Kyger's Hole.
"The Destroyer jeered,
at Elmal's stand.
He attacked with demons,
and talons and flames.
Elmal's disk,
returned the embers.
Instead of light,
he threw his lightning.
"Death from Alkoth,
shocked and dazed,
fell to storms,
and bled out fire.
Elmal of Storms,
once dim and still,
swam in this fire,
was now sweltered and bright.
"The Hope of Vingkotlings,
climbed the hill.
He entered the Castle
of Ice and Cold.
Wife of Winter,
Wife of Vingkot,
welcomed Elmal,
wintry and frigid.
"The Sparkling Thane,
without his spear,
without his armour,
without his shield.
He mated with winter,
he melted her heart.
Her moans of pleasure,
melted all frost.
"The Wife of Winter,
now Wife of Summer,
blessed our Elmal,
and blessed our crops.
The Sun of Saird,
ever swiftly,
returned to us,
and too did Orlanth."

Glorantha Posts

26th of September, 2024

The Epic of Pilekamos

Glorantha being the bronze age setting we know and love, I couldn't help but write a "what-if" with the Epic of Gilgamesh set in the Dara Happan God Time. So I present the most-complete-yet-still-very-fragmented version of the Pilekamopioba.Tablet I: Pilekamos Deumaloligos
In Hamados, the city of [shining splendour],
In Hamados, the city of Deumalos,
Ruled Pilekamos, son of Deumalos,
Patron of the city, Celestial Son,
Blessed by [Yelm], the Sun Emperor,
Warrior of unmatched strength.
Warrior of unmatched might.
Pilekamos, the [eagle/horse]-hearted king,
Led his armies in the War of the [Many/Little] Suns,
Defending his father's name with [valour],
Yet, his heart was tangled in [earthly delights],
Feasting with Lodrili revelers,
Observing women's [rituals],
Mating for pleasure,
Neglecting [...]
[..] piety of a king.
The priests, in worry, whispered,
"Will Pilekamos ever rise to [purity],
As a king should, in the eyes of [the Sun]?"
The scribes, in worry, whispered,
"Will Pilekamos ever rise to [purity],
As a king should, in the eyes of [the Sun]?"
Tablet II: Engudus-ja-Kereusi
One day, the city guards reported,
A [stranger/creature] found injured in the woods,
Not of the Solar Empire,
Not of the Dara Happa,
Dangerous and untrustworthy and [...]
Pilekamos, with curiosity and compassion,
Ordered the healers to bring him in,
He ordered the guards to bring him in,
The stranger was a [Tawari Hsunchen],
He was a bull-man,
From the [Kereusi Tribe], named [Eřngyūdú],
Rugged and hairy, adorned with bull horns and piercings,
Unlike any in Hamados.
Unlike any in Dara Happa.
They did not understand each other’s [tongue/words],
But Pilekamos, ever curious, taught him,
The King of Hamados, taught him,
The [Fire/Solar] Language of Dara Happa,
And in turn, [learned] from [Eřngyūdú].
[Engudus], amazed by the city life,
Relished [cooked food/bread] and [beer/wine],
Music, clothing, and all that [the city/culture] offered.
The high priests in consternation,
Frowned upon Pilekamos’ teachings,
The high scribes, in consternation,
Frowned upon Pilekamos’ teachings,
To one not of Dara Happan [blood].
To one not of Hamados [blood].
To appease the priests, [Eřngyūdú] underwent [rites/lessons],
Joined the Temple of [Lodril/Gerendetho], taking the name [Engudus],
Thus, a bond was formed, inseparable and strong.
Tablet III: Azala-je-Onkalas
Pilekamos and Engudus, now close as kin,
Fought and wrestled, their bond grew deeper,
Drank and laughed, their bond grew deeper,
Though Pilekamos had a wife and children,
He spent more time with Engudus,
Travelling, hunting [...] sharing a bed,
Their friendship intimate, [love divine].
One day, Pilekamos decided to venture,
Into the sacred forest of [...],
Into the sacred forest of [...],
To harvest [yarm trees] for his city.
Engudus warned of Onkala, the [Aldryami] giant,
Protector of the sacred trees.
Pilekamos, undeterred, continued the journey,
They found Onkala, and cutting words were exchanged,
Onkala, [disappointed/angry] at Engudus,
For he had once saved him from death.
For he had once protected him from death.
A great battle ensued, Pilekamos and Engudus,
Victorious, but Onkala, before [falling],
Cursed Engudus, haunting him with [...] and [restless dreams].
Tablet IV: Vabiant-Ulerias
Upon their return, their names were praised,
Upon their return, their names were blessed,
The divine sun's dominion over the earth,
Their heroics caught the eye of Uleria,
The [Blue] Goddess of [Love/Lust].
One night, Uleria descended from the [heavens/sky],
Offered herself to Pilekamos, to be his wife,
"I give you myself, as to your father and his father before,
[...] I am [the Other] all males desire."
Pilekamos, for once, rejected [impurity],
Called Uleria the Goddess of Lust,
Called Uleria the Goddess of Lewdness,
[..] unworthy of the [Celestial Court].
Uleria, weeping, flew to Yelm,
Pleading for Pilekamos’ punishment,
For his disrespect and defiance.
Yelm, saw both sides,
[The Master of Justice], saw both sides,
Commended Pilekamos, yet [...]
Punishment was due for defiance.
Tablet V: Hippoimisos
To Uleria's request, Yelm released,
The [Sun-Horse] from the [north/south],
Havoc it brought to Hamados,
Stomping the ground, causing earthquakes,
Drinking the river, burning the crops.
Engudus alerted Pilekamos,
Together they [wrestled] the [Sun-Horse],
Held it down, Pilekamos’ [sword],
Cutting it open, its [blood] restoring the land.
Cutting it open, its [blood] restoring Hamados.
But before it fell, the Sun-Horse kicked [...]
Engudus, breaking his bones,
Paralyzing him, he lay in bed for [ten/seven] days.
Tablet VI: Azala-je-Engudu
Engudus, weak and broken and [...]
Wept, wishing for a glorious death,
To return to his [swamp/tribe],
Regretful of discovering [the city/civilization/culture],
Yet wishing to live.
Pilekamos, by his side, prayed every day,
Pilekamos, by his side, wept every day,
Called healers, but no [hope] remained.
After [ten/seven] days, Engudus passed,
In the arms of Pilekamos.
Pilekamos held his [fireless/lifeless] body,
Pilekamos held his Engudu,
For another [ten/seven] days, [frozen in pain],
[...] and dread [eating] him.
Engudus’ body was prepared for [the rites],
Not of a [common man], but of a [king].
Pilekamos, despite priests' disfavour,
Pilekamos, despite scribes' disfavor,
Commanded a new [temple/shrine] for Engudus,
Worshipped under the [name/title] "Lestakus",
Worshipped under the [name/title] "Hunter."
Tablet VII: Irda-maig-Yuthotti
Pilekamos, mentally wounded,
Feared death, seeking answers,
Feared death, seeking immortality,
Wore the [Sun-Horse] skin, Engudus’ bow, [...]
Embarked on a quest, [eastward].
Crossing the sacred river [Oslira],
Met the sacred river goddess [Oslira],
She spoke, "Answers lie in the [sky]."
Journeyed [...], to the mountain of [Jord],
At the [gates/valley], two scorpion men,
At the [gates/valley], two men of [Chaos],
Pilekamos, with his bow, defeated them.
Entered the mountain [valley],
Entered the mountain of [Jord],
Discovered the [city] of [Noastor],
[Stone-men], hidden from humanity.
Different [tongues/words] led to rage,
Pilekamos defeated half [...]
Forced the other half to build a [ship],
To sail the [river of stars].
Tablet VIII: Anaxial Kertoyuth
Sailing alone, Pilekamos navigated,
The [celestial river], encountering the Boat [Sun/Moon/Planet],
Where Anaxial, the [Sailing God], [...]
Pilekamos shared his troubles,
Pilekamos shared his tale,
Anaxial, in return, told the story of the [flood],
How he built the [great/god] ship, saving [...]
Through this tale, Pilekamos learned,
The wisdom of [cycles], life and death,
As the [tide], rising and sinking,
Even the [sun/Yelm] died, yet through virtue,
Was brought back to life.
Tablet IX: Pit-maig-Hamados
Wiser and [calmer], Pilekamos returned,
To Hamados, accepting mortality,
To Dara Happa, accepting his role,
Knowing the spark of the [immortal sun] within.
He gazed upon his [golden city],
He gazed upon his Hamados,
Reflecting on his accomplishments,
Reflecting on [...]
Pilekamos became a great king,
Pilekamos became a [pure] husband,
Ruled for another [...],
Before [leaving] for the [underworld/sky world],
To reunite with his friend, Engudus.
Tablet X: Dubgrulub
[Waiting to be translated at the University of Glamour]

World Building Posts

TitleDescriptionDate
Worldbuilding with Sex/GenderA complex view on cultural gender.10-Nov-2024
Random Perchance Gens.Random gens made for worldbuilding.22-Oct-2024
PunbuildingA method to worldbuilding via puns!26-Sep-2024

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World Building Posts

10th of November, 2024

Worldbuilding with Sex and Gender

The beauty of worldbuilding for me is the ability to explore various aspects of humanity, that which is, is not, and can be. However, often when we see other races or even humans in fantasy worlds, we still see more of “Us” than the “Other” or even the “Another.” Usually, humans make decisions or build societies as they would if they were born and raised in some romanticised past Earth and at the same time, fantasy races like Elves or Orcs are hyperfocused monocultures that represent some human philosophy in different colourful skins and sharper ears.One aspect of culture that is often taken for granted is biological sex, societal gender, sexuality, relationship types, and so on. These are all key defining points that shape a society, from ancient to modern, from fantasy to science fiction. Usually, biological sex is only brought up when “alien” or “animalistic” races come into play but all those aforementioned aspects can be as complex or creative for humans as well!So, with that, I made a random human culture, let us call them the Kragvotu, who live in a fantasy, mythological Bronze Age world. I will use the people of Kragvotu as an example to write up a creative sex, gender, and relationship system for their society. This concept is inspired by Glorantha but also by various real-world cultures and my sociology textbook.

Biological Sex

The Kragvotu people recognise 10 biological sexes:Most commonly seen are the Sen and Drada. Sen are typical biological males, masculine presenting features with a penis, whereas Drada are biological females, feminine presenting features with a vagina. They are named after the first two humans that were formed by clay from the first gods. Together they make up 80% of the population.Then there are the Silmsen (“Shielded Males”) and Kejdrada (“Speared Females”). Silmsen are like Sen but they have a vagina instead of a penis, with the same reverse for Kejdrada and Drada. The majority of Kragvotu cultures see these sexes as part of their norm, using religion and their mytho-history to explain these occurrences. Together they make up 8% of the population.Dradasen, Sendrada, and Nivnezma are biological sexes that are neither masculine nor feminine present but rather androgynous. Their facial features might be unique, with neutral or ambiguous characteristics that don’t lean towards typical male or female traits. They may have broad shoulders which are offset by wider hips, making their build adaptable. Muscle tone is moderate, with a well-rounded physicality that suggests balance. They tend to be completely hairless except for the tops of their heads. The only difference between the three is that Dradasen have vaginas, Sendrada have penises, and Nivnezma (“The Two in One”) have both. The androgynous sexes are seen as especially otherworldly and divine-touched by the Kragvotu, especially the Nivnezma. Together, the Dradasen and Sendrada typically make up 5% of the population, while the Nivnezma make up about 2%.Gaktdrada and Gaktsen are individuals that are usually born as Sen or Drada who transform to the other sex upon reaching puberty. Gaktdrada for example as children born in the form of Sen but after going through the rites of puberty, they change into Drada, with the same in reverse for Gaktsen. Acceptance for these two sexes varies from local Kragvotu culture to culture. Some see them representing specific moments as masculine gods transformed into feminine aspects and vice versa. Others look at them with mistrust, as shapeshifters who try to muddy the lines of cosmic order. Most however see these individuals as they would any average Sen or Drada person, though families tend to take the time to adjust to the change more than anyone. Together, they make up 4% of the population.The tenth biological sex category of the Kragvotu is the Fidedavip. They are a minority, only making up around 1% of the population. All who are “sexless”, with no genitalia or nonfunctional genitalia (regardless of appearance) are found under this category. They are looked at negatively by the Kragvotu, pitied at best, discriminated as “broken” or “curse carrying” at worst.

Societal Gender

Gender roles define a person's role in society. What they do, how they act, how they should present themselves, and even how they should feel. The Kragvotu have a complex yet strict gender system of 7 roles. Each role is named after a patron deity:Dutochu: Named after the hunting god, Dutoch, who first guided the mortals through the dangers of the darkness and showed them the way of survival. The Dutochu are males (Sen and Gaktsen) in masculine roles. They are the warriors and hunters of the clan, making up 25% of the population. They wear simple, functional garments, often made from durable materials like leather or wool, suited for hunting, fighting, and physical labour. Trousers, tunics, or kilts may be worn, often decorated with symbols of strength, such as animal pelts, furs, or feathers. Warriors may wear talismans made from bones or weapons. Hair is typically worn short or tied back for practicality. The Dutochu are allowed to use weapons and “masculine” gear. They are bold and use assertive body language; their posture is open and confident. They engage in physical activities such as mock fighting or performing feats of strength publicly.Vamavechaf: Vamavecha is the Earth Mother of the Kravotu, teaching them how to find her fruit-daughters and plant-sisters in the sacred forests. She is the archetypal role for females (Drada and Gaktdrada) in feminine roles. They are the healers and gatherers of the clan, caretakers of the family and household. The Vamavechaf make up 25% of the population. Flowing dresses, robes, or skirts made from soft fabrics like linen or wool, dyed in natural colours are common amongst the Vamavechaf. They are seen carrying baskets, and medicinal pouches, and are allowed to handle sacred plants. They have a calm, patient, and wise demeanour, speaking softly and focusing on domestic or healing duties.Ildetgichaf: While most goddesses stayed in their divine homes to care for the clan of the gods, one with the name of Ildetgicha was brave enough to take the tools of man and leave the known lands to explore that which wasn't charted yet. Normally, this would have been punishable by death but when she returned with information about the anti-gods, the divine chieftain allowed this new way. The Ildetgichaf are females (Drada, Gaktdrada, and Kejdrada) who take up masculine roles. They are the merchants, cattle herders, diplomats, and pathfinders. They make up 8% of the population. Their clothes are akin to Dutoch clothing, but use more fabric and are tailored to their body shapes. Jewellery represents status; large brooches, rings, or necklaces signify their success in herding, trading, or diplomatic ventures. They are confident, direct, and businesslike. They take command in negotiations, often using assertive gestures and maintaining eye contact to show their authority. Their presence conveys leadership and efficiency.Pamomkuchu: Named after Pamomkuch, the divine judge of the gods. The Pamomkuchu role is for males (Sen, Gaktsen, and Silmsen) who take up feminine roles. Instead of leaving the clan to protect it, they stay behind and are the lorekeepers, lawspeakers, crafters, and farmers of the Kragvotu. They make up around 8% of the population. They wear loose robes or tunics that emphasise their creative and intellectual roles, often in soft, flowing fabrics. Their persona consists of thoughtful and deliberate movements, preferring discussion and reflection over action. Pamomkuchu are often found sitting or standing at the edge of gatherings, offering quiet wisdom or guidance. Their voice is measured, emphasising clarity and knowledge.Zorkuchov: When the gods created the world and first settled on the earth, they encountered many spirits, both helpful and harmful, speaking in a strange language they did not understand. Zorkucho was the first amongst the divines to learn how to communicate with them, and so taught the language of the spirit world to the few blessed by them. The Zorkuchov role is for individuals who are neither male nor female (Dradasen, Sendrada, Nivnezma, and occasionally Fidedavip) who take up both masculine and feminine roles. They are the shamans and spirit-talkers of the clan. They make up 2% of the population. The Zorkuchov can speak with the supernatural entities of the wilds, from animals to plants, to get them to help the clan and harm enemies. They can both use weapons and touch sacred plants. Shamans tend to wear outfits that mix the gender norms of the Dutochu and Vamavechaf, with fur skirts, sacred jewels, and tattoos of bound spirits. They behave with deliberate, ceremonial movements, with a slow and flowing gait. They embody balance, moving gracefully between calmness and intensity, depending on the occasion, changing emotions depending on the spirit that has hold of them, acting unpredictable and esoteric.Madradrov: After the creation of mortals, the sky and the earth split from each other. The gods left to their world and the mortals were left behind on the earth. Darkness soon followed as mortals were off alone to fend for themselves, like lost children. Madradro saw this and so built the bridge between mortals and gods but also became the bridge themselves. The children of Madradro have followed in their footsteps ever since then. This role is for males and females (Sen, Drada, Silmsen, Kejdrada, Gaktdrada, and Gaktsen) who take on both masculine and feminine roles. They are the priests, the god-talkers of the clan. They make up 2% of the population.Urzgruvrov: This is the gender of the genderless, literally meaning “without gender.” They have no specific role or function in society. This is assigned to all those who have yet to perform the proper initiation rites of adulthood in this culture. With that, all children, outsiders, and foreigners are Urzgruvrov. They make up around 30% of the population.

Relationship and Sexuality

With a colourful system of genders in the Kragvotu culture, one expects them to also have a way of categorising relationships and sexualities much like we do. The Kragvotu don’t have sexual identities, however. They do not go around like modern Earth humans and say “I am homosexual” or “I am bisexual.” Instead, they express what they seek and use terms to describe the current relationships they are in. The two main terms used are Nodrernuch and Finodrern.Nodrernuch (“Fruitful/Fruit-Bringing”) are pairings between two (or more) sexes that can produce a child. For example, a Sen (Male) with a Drada (Female), a Sen with a Silmsen (“Shielded Males”), a Sen with a Nivnezma (“The Two in One”), or a Sen with a Gaktdrada (Sen-born who becomes a Drada) are all examples of Nodrernuch relationships. In most Kragvotu cultures, this is the “norm” and what is expected, since fertility rites and producing future generations are of high importance.Finodrern (“Fruitless/Barren”), on the other hand, is the opposite. So a Sen with a Sen, a Sen with a Gaktsen, or a Sen with a Sendrada would be examples of a Finodrern relationship. How Finodrern relationships are seen varies from group to group. Some Kragvotu see it as completely normal, but only when short term for companionship or if they have at least one other Nodrernuch relationship to produce children. In more urban areas, many folks in long-term Finodrern relationships are also seen in a neutral to a positive light. The more rural Kragvotu see Finodrern in a negative light and some rare religious groups, as a taboo.There are other less used terms such as Chutudach (“Mirrors”) when people of the same sex are in a relationship or Ma-Sebe (“Self-Mating”) when Nivnezma perform asexual reproduction. There are others, but these are used in specific sub-cultural groups, religious cults, and warrior bands.

In Conclusion

A seed is planted and it can grow more and more, and I can write endlessly about a culture I just made up to show a concept. How do they get married? Monogamy for the commoners, polygamy for the upper class, group marriages between bands and cults, fate marriage arranged through divination from gods and spirits, spirit marriages between a living and a passed away ancestor to connect family lines, seasonal marriages made temporarily for various reasons that require seasonal renewal, and so on.How do the Kragvotu see life phases? Classes? Castes? Jobs? Making cultures can be fun, at least it is for me. So we should have more fun with it and allow our creativity to flow!

World Building Posts

22th of October, 2024

Random Perchance Generators

For those who do not know, I am a big Perchance fan. It is an easy way to make random gens that can be used for literally anything. Here is a list of gens I made for world-building. As I make new ones, I will continue to update this post.
Deity Generator: A small prompt generator that gives you a divine archetype with some characteristics that can get the creative juices going.
Namekeeper: A list of random name/word generators of all flavours, from fantasy to real such as Ald Chimeris, Proto-Indo-European, Dwemeris, Periodic Element Symbols, Yoku, Sanskrit, and more.
List of Archetypes: This one generates a list of unique archetypes such as the Grecising Women, the Ugly Creator, the Sinful Locust, etc.
Heroquest Gen: A prompt gen that briefly describes a possible heroquest with cultural groups, place names, and plot twists.
Culture Maker: A random depiction of a potential culture with some key characteristics of language, religion, society, and gender.
TES Character Gen: One of my more popular gens where I make an Elder Scrolls character/NPC gen while mixing it with the RuneQuest system, utilizing passions such as fears, loves, hates, and so on.

World Building Posts

26th of September, 2024

Punbuilding

Sometimes when I am worldbuilding, I like to come up with systems of my own that naturally (yet creatively) generate the world for me. This does not simply mean the use of random generators but rather thought experiments. One, that I had, in hopes of following the steps of Tamriel and Glorantha to take common fantasy concepts with a unique twist, I came up with the concept of "punbuilding." What I would do is I would take common fantasy concepts, make a (bad) pun out of their names, and try to work from that to create a new concept for them. Here are some examples I came up with:Dragon → Drought-Gone: The Drought-Gone are mystical beings that appear during times of drought to provide relief. They resemble ancient dragons but are composed of shimmering, translucent water. These creatures fly over parched lands, releasing rainfall from their bodies to rejuvenate the soil and revive plant life. Their presence is considered a blessing, and many cultures celebrate their arrival with festivals and ceremonies.Elf/Elven → Eel-Ven: The Eel-Ven are aquatic beings that inhabit deep underwater caves and kelp forests. Resembling eels with elongated, ethereal bodies that emit a soft bioluminescent glow, they are known for their wisdom and knowledge of the ocean’s secrets. They communicate telepathically and are capable of manipulating electric currents, using this ability both for defence and to navigate through dark waters.Humen → Hue-Men: The Hue-Man are vibrant beings whose skin changes colour to reflect their emotions and thoughts. Each Hue-Man is a living palette of colours, capable of producing a mesmerizing display that communicates their inner state to others. They have an innate connection to nature and can influence the growth and health of plants through the colours they emit. The Hue-Man are known for their deep empathy, and their society values emotional expression and harmony with the natural world.Orc/Orcish → Ore-Kish: They are sturdy, earthbound creatures deeply connected to the mineral-rich depths of the mountains. They look like traditional orcs with their muscular build and rugged features but the Ore Kish have skin that glistens like various ores and metals, reflecting their close bond with the earth. They possess an innate ability to sense and extract precious minerals, and their society thrives on mining and metallurgy. Their weapons and armour are crafted from the finest materials, making them formidable in battle.Pirate → Pyrite: Deceitful and cunning treasure hunters who masquerade as wealthy and successful pirates. Named after the "fool's gold" they carry, these beings are known for their ability to create convincing illusions of wealth and grandeur. Their ships appear to be laden with gold and jewels, but upon closer inspection, it's all just cleverly crafted illusions. The Pyrite use their trickery to lure greedy adventurers and rival pirates into traps, leading them on wild goose chases or into dangerous waters.

Miscellaneous Posts

TitleDescriptionDate
The Fox's ScamA poem of a trickster fox.26-Sep-2024
The Forbidden FruitA poem on the dangers of knowledge.26-Sep-2024

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Miscellaneous Posts

26th of September, 2024

The Fox’s Scam

From far came in the pure white lamb
So white like the works of a clam
The lamb did dance with apple bells
And saw the land of flower shells
From deep within came the green fox
With its grin, to the lamb, it talks,
“Oh ho! Stray Lamb, come unto me.
A gift of veils, I give to thee.”
The pure soul lamb gave but a bow
Did not once think to quirk a brow
It said, “Thank ye for this grand boon,
But hurry! I must leave ‘fore noon.”
The first veil sprung and roofed its hands
No longer did the poor lamb dance
The second veil hooded its ears
Caused it to stray from its clean peers.
The third veil capped the youthful nose
And from there on, its horn ne’er rose
The fourth veil flew and bound the mouth
Ending the sounds so gay and couth
The final veil did mask the eyes
And with that, the candlelight dies
Now only darkness cloaks the lamb
Too late, it learned, the Fox’s Scam.

Miscellaneous Posts

26th of September, 2024

The Forbidden Fruit

I sat beneath the waking tree,
I closed my eyes, my thoughts were free.
Though at this time, my thoughts were wile,
That path did end, but half a mile.
My mind alert, my body slept,
My hands were numb, my heart once wept.
For I always knew, what the price would be,
To delve too deep, in the cosmic sea.
I then awoke, when an apple fell.
The fear it struck, was that of hell.
Though as they say, that time shall heal,
This left a scar, one could not peel.
I held the apple, within my hand,
And took a bite, its taste was grand.
But an aftertaste, so bitter and bold,
That the world around, did start mould.
Colours faded, meaning lost.
The voice of loved ones, was that of frost.
With a silenced heart, I learnt that day,
How knowledge gave, and took life away.